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This might be relevant: How many of those have you got?
Silliness aside, I'd suggest throwing in some other random quirk to help differentiate the new PC from the old. Especially to those who may have been familiar with your first PC from a previous adventure, it can make the roleplaying more enjoyable for both sides.
I actually have a couple PCs like this :P
I'd go Urban Bloodrager or Urban Barbarian 1/Brawler rest of the way. Go human or half-orc, go high strength as you can muster. Feats would look like this:
1 (Barbarian/Bloodrager): Power Attack
At level 9 with Monk's Robes, brawling Armor, +4 Strength Belt for 24 Strength, +1 amulet of mighty fists , and the Quain Martial Artist trait, your first unarmed strike each round will deal 2d6+20. With Power Attack, that'll be 2d6+26. If you rage and put the bonus to Strength and power attack, that'll be 2d6+32. Vital Strike to make it 4d6+32. Throw in Enlarge Person and that'll be 3d6+36 or 6d6+36 if you Vital Strike. Of course subsequent attacks will only get 1.5 your Strength modifier to damage instead of 2x, but that first punch hit will hurt :)
@Arianna: 14 HP at level 1 ain't too shabby. At least you can use your phantom, too to do your stuff while you try to stay safe in the back. You could be worse for a level 1 walking into a 4-5 tier, all things considered. If you don't want to risk it, I won't blame you.
Think I'm going to go with buff monk myself. Need more knowledge stuff, we'll have a Kyra for heals, got a level 3 dedicated wizard, and I can inspire courage through my drunken words of truth.
@Deaglan: Sounds good!
Chronicles are almost ready; I'm waiting back on a question from Quarr so I can report the scenario and send them out to you :)
Finally, I have 4 level PCs in range for this module
Cadaeacus, a cleric/Envoy of Balance of Pharasma. His shtick is channeling and when he heals with his channel, those healed get a d20 reroll.
Cornelius Bunbury, a Hospitalier/Oath of Charity paladin of Sarenrae. His goal is healing, either through channels or super powerful Lay on Hands heals.
Oriandor Coronalis, a magus/rogue going into Arcane Trickster. Wish I had level 7 on him already for his level 2 spell.
Mathias Kelythis, wizard going Hellknight Signifier.
I'm leaning towards Oriandor since he'll be some arcane and some rogue-ness. Any other input?
The super enlarged dwarf shocks Melabdara has he reaches her size. With Trudd-infused muscles, the chain goes down in less than a minute.
Technically I'd need another set of those rolls for the other side... but the averages would finish that off quickly, too :P
"I... am free!", tears beginning to streak down Melabdara's cheeks. "Thank you, thank you all. You truly have my blessings."
Melabdara's joy turns into gratitude as she gifts Deaglan her necklace, a simple leather cord with a clear crystal attached. A clear spindle ioun stone Mahasi will discover!
"Come, show me the exit to this horrible place as I tell you what I know as an Azlanti prisoner."
RP as you wish... you have completed the Dark Menagerie! Technically, there's another room, but it's a battle against a CR 3 snake and a CR 2 ooze. Yeah.
I'll get Chronicles out by Tuesday, probably Monday.
Quarr, please PM me your email address so I know where to send your chronicle to!
Finally, gimme them Day Job checks if you got 'em!
From what I can gather, adamantine vs adamantine doesn't do anything. I'll need awesome strength checks!
Melabdara pushes with her strength, but it is not enough. Likewise, Deaglan tries to smash the chain, but it doesn't do anything. @Deaglan if you want to damage it, you'll have to be able to deal over 20 damage in a single hit. [b]"I can aid you, but I need your combined might to rip these chains free from the wall.
"No riddle, little Varian.", the sphinx answers. "Only these chains of impossible strength keep me here.", the large creature pulling on the long chains, but finding the effort futile.
DC 18 Appraise, Craft (any metal working), or DC 20 Kn: Nature:
The chains are made of out adamantine.
"Your Society does intrigue me, if nothing else but to help guide me to my home as I imagine things have changed since my imprisonment. I can share what I know of Nhur Athemon in exchange... as well as my sole material possession: the necklace around my neck."
"Something unlike anything else..."
DC 21 Sense Motive:
If the helmet had lips, you'd think be it would be smiling right now.
Black chains and metal rings—eerily bedecked in animal paws, humanoid hands, and skeletal fists—hang from the archway of this chamber’s entrance. Inside, a single row of stone columns files down the center of this long, soaring chamber. A short ledge at the south end of the room leads up to a pronounced dais, which is decorated with two mighty statues carved from black stone. The statues depict a scholarly man bedecked in robes from the waist up, but with thick, writhing snakes for legs. Cobwebs hang from the ceiling and pillars like dozens of sagging tapestries.
The paws of a large lion can be seen in the shadows until the helmet begins to fly closer to the to it, the ghostly radiance of the illusion showing a feminine face and torso to the winged lion body, golden chains securing the limbs the base
"Here, the great master Nhur Athemon kept his then most treasured 'pet', promising it freedom when he found something more suitable. Here, the great sphinx Melabdara resides, relegated as a mere tour guide for the past indescribeable amount of time. Now, adventurers... what do you wish to do with this exhibit."
"Time have driven most of the exhibits mad, either with hunger or insanity it seems. It is good to know that not everything will meet your wrath if negotiations could be made."
Melabdara looks at the exit. "There is one more exhibit left; I do hope you keen an open mind for whatever may be on the other side."
The beetle moves towards Deaglan who smashes it with a hammer; it doesn't handle blow at all and falls to the ground unconscious.
Shilyn moves up and stabs the decapus this time
Shilyn rapier @ decapus: 1d20 + 8 ⇒ (6) + 8 = 14
However, it avoids the strike this time... and retaliates against her!
Decapus bite @ Shilyn: 1d20 + 7 ⇒ (17) + 7 = 24
The creature mauls the half-elf, entangling her with its tentacles!
Init Order (bold = up)
With Mahasi's warning, the party quickly makes its way out of the room. After a desperate minute of worry, the lack of action sends a sigh of relief through the party.
Since Mahasi warned about it and no one wanted to step under the trap, unless you attacked the ooze, it isn't going to do anything; it's not smart enough to know it's cover has been blown. It's honestly stupid as it looks like something that is OBVIOUSLY a trap and out of the 6 times I've run this, I have yet to find a single PC willing to step under the block that falls down to smash things in case it might, well, fall down and smash them. Not even anything to bait the party under the block. /endrant
Melabdara smugly continues the tour. "Since you've seen the folly of your ways, let's proceed to the next room. Ahead is the Masque of Darkness, a slice of the cavernous underdark that exist beneath the surface. Enjoy the cool, crisp air and turn on your lanterns if you are afraaaaaaid of the dark."
Indeed, heading from the desert sauna to the next room confirms the helmet guide's statement. Dozens of stalactites hang from this dark chamber’s ceiling, which has been sculpted into the semblance of countless overlapping carapaces, as if many crabs were clinging to it in a mass. Two sets of stone stairs built into the northern portion of the room descend 10 feet to the ground floor of the chamber. A set of carved stone stairs to the west leads further downward.
The party's light silly human bloods illuminates a strange multi-legged octopus that giddily rides an immense beetle with pincers the size of Quarr. The light attracts the octopus-like creature's attention and it bellows out in a strange language.
DC 18 Linguistics or Undercommon:
"What, guests?! FOOD! Let's go ButtCarapace!"
DC 16 Kn: Dungeoneering:
This creature is a decapus, an aberration hailing from caverns deep below. These creatures have powerful bites and their tentacles can latch onto a foe and begin squeezing the life out of them immediately. They can also set up simple illusions at will and use that with their ability to copy any voice heard once to set up devious traps if given the time to prepare.
DC 16 Kn: Nature:
The large beetle is a slicer beetle. Its mandibles are powerful and can cause severe bleeding on critical hits as the sharpened chitin rips sinew and muscle tissue.
DP: 1d20 + 1 ⇒ (20) + 1 = 21
Beetle: 1d20 ⇒ 8
Deaglan: 1d20 ⇒ 20
Mahasi: 1d20 + 3 ⇒ (16) + 3 = 19
Quarr: 1d20 + 7 ⇒ (12) + 7 = 19
Shilyn: 1d20 + 3 ⇒ (19) + 3 = 22
Varian: 1d20 + 2 ⇒ (18) + 2 = 20
Shilyn darts in first, pulling out her shortbow. She carefully aims a shot at the octopus thing and...
Shilyn arrow @ ???: 1d20 + 8 ⇒ (15) + 8 = 23
Lands a shot at the octopus, causing it to fumble around more slowly.
The octopus thing slowly climbs up the wall towards the party, but little progress thanks to Shilyn's arrow.
Init Order (bold = up)
Quarr, perhaps due to his gnomish nature, realized that the block is setup as a trap! It appears that there is a link that is designed to snap, causing the block to crush whatever is beneath it! Weirdly, it also seems somewhat slimy looking around that link, too.
DC 22 Kn: Dungeoneering:
This is the work of a deathtrap ooze; a strange shapechanging creature that can absorb itself into traps or even make crude ones out of its surroundings. Stealthily disguised, it injures or kills prey before reverting back to its ooze shape and eating it. Like many other oozes, its attacks are acidic and the lack of a designated weak point makes critically lethal attacks and precision strikes pointless.
Quarr does find some other interesting goods; a set of masterwork thieves' tools, a masterwork dagger, and a fist-sized hourglass filled with sapphire dust instead of sand. Finally, there is a pair of well-made boots tucked underneath one of the beds. Inside the one of the boots is an iron key.
Melabdara sighs at it appears that the party seems to ignore the tour guidelines. "First tour after untold time, and they wish to see the single most boring room in this locale...", she says aloud.
DC 20 Kn: Engineering:
This room appears to be the lifeblood of this floor, supplying water and air for the various rooms. After thinking about it, the air quality is far greater than other deep, underground locations the party has been privy to before.
The other lock is of the same quality as the one to the waterworks and Quarr's tools make quick work of it.
This bare stone room contains four beds, a work table, and a small shelf of ancient books. Dominating the north side of the room is a massive mechanical apparatus. Its main feature, a single stone block the size of a horse, hangs fifteen feet above a carpet of shattered bones, rock dust, and other debris. A chain as thick as a human thigh runs up from the block into a small, dark cavity in the ceiling. Two short stone ledges situated on either side of the stone block form a shallow container for whatever happens to get crushed beneath the smashing device. Flush against the device is a large wooden wheel with numerous pegs. The wheel is attached to a crank fitted to a chain that runs parallel to the one attached to the stone block.
"This is the servant's quarters, blah blah blah, yadda yadda yadda.", the guide unusually impatient at this point.
Miss location: 1d8 ⇒ 4
The bomb blasts the creature, turning it into smithereens.
Calling it; I'll assume Mahasi just blasts it and the damage will be enough.
With nothing engaging the party, Mahasi's detect magic works again, leading the party to find a sword laying at the bottom of the pool.
DC 21 Spellcraft:
It's a +1 ghost touch longsword that constantly glows with light.
"May we go back to the tour now?", the helmet asks impatiently.
@Mahasi: I just realized you want to move back; you can if you wish, but it'll provoke from the mouther once more and if it grabs you, that'll stop your movement. Otherwise, you can simply make a withdraw action to move away safely, but you won't be able to Magic Missile this turn. Want to risk the AoO or hold back on the Magic Missile for one round?
Shilyn readies an action to Grease someone if they are grappled again.
Despite the beating it received, the mouther aims to lurch toward Mahasi again; only the blinded Quarr can stop it from another assault on the Vudran sorceror!
Init Order (bold = up!)
Quarr blasts the thing with a bomb, fire going everywhere. Injured, the creature hungrily continues on!
Spittle @ Quarr touch: 1d20 + 6 ⇒ (19) + 6 = 25
Quarr Will: 1d20 + 2 ⇒ (8) + 2 = 10
Quarr's head continues to rattle from the gibbering, but the shock of the temporarily blindness causes helps focus his attention!
It then charges towards Mahasi, lurching over with horrific teeth!
??? charging bite @ Mahasi: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Foul teeth sink in and don't seem to let go of the Vudran sorceror!
Init Order (bold = up!)
Mahasi sees no illusion... but the detect magic doesn't find anything immediately, either, until he points the his detect magic into the central pool below where there is an aura. It appears to be transmutation aura inside the pool, but he cannot identify what it is at this distance.
Mouther Stealth: 1d20 + 3 ⇒ (11) + 3 = 14
Deaglan Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Mahasi Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Quarr Percep: 1d20 + 12 ⇒ (7) + 12 = 19
Shilyn Percep: 1d20 + 13 ⇒ (16) + 13 = 29
Varian: 1d20 + 10 ⇒ (1) + 10 = 11
Deaglan Will: 1d20 + 7 ⇒ (11) + 7 = 18
Mahasi: 1d20 + 8 ⇒ (10) + 8 = 18
Quarr Will: 1d20 + 2 ⇒ (5) + 2 = 7
Shilyn Will: 1d20 + 3 ⇒ (1) + 3 = 4
Varian Will: 1d20 + 9 ⇒ (7) + 9 = 16
Quarr confusion: 1d100 ⇒ 18
Shilyn confusion: 1d100 ⇒ 3
Shilyn and Quarr both spot something nimbly working its way up the gears while Mahasi works on his spell, a strange cacophonous noise following it. It now appears on the walkway, a blob of flesh with multiple teeth, eyes, and ears, spewing mad words that boggle the mind! Both Quarr and Shilyn are distracted and confused by these weird noises while the more disciplined Deaglan, Mahasi, and Varian are unfazed by the sound. Amazingly, both Shilyn and Quarr seem to temporarily get their bearings.
"And this is why you listen to your tour guide.", the helmet mumbles.
DC 16 Kn; Dungeoneering:
This is a gibbering mouther, an aberration of fleshy proportions. It's gibbering can cause confusion in those who hear it and its unnatural form makes it immune to precise strikes or attacks at a vulnerable location no precision damage or critical hits!
DC 21 Kn: Dungeoneering:
Besides the above info, you also recall that only bludgeoning weapons have full impact on these creatures. The many mouths can also send caustic spittle that doesn't harm flesh but can temporarily blind eyes. Finally, its teeth can be used to pull a similarly sized creature in, engulfing its prey and feasting on its blood as multiple mouths bite and nip at the overwhelmed food source.
Init Order (bold = up!)
The party accepts Quarr's offer, the mutated gnome making short work of the locked door. "Do note that Nhur Athemon is not responsible for any injuries, debilitation, mutilations, or sudden cases of death that may occur for going off tour.", the helmet guide's words echoing as the lock is picked and opened.
This room is full of massive rusty cogs and enormous, toothed clockwork wheels that move in rhythmic, clanking “ticks” like a gigantic clock. The huge mechanism is powered by water streaming down into the buckets of a mill wheel. It pours from a chute near the ceiling in the northwest corner of the room. The wheel turns an axle along which most of the cogs turn. These cogs then turn other, smaller cogs and cams that seem to mark out time. At intervals, they trigger rods that direct water into channels in the floor, which run in various directions out from under the room through narrow gratings in the floors.
The groaning, squeaking din of this mechanism is deafening and constant, and a fishy carrion reek emanates from the water. The axle with all the cogs turns in two huge sockets, above a dark pool of water. Only the two largest cogs are big enough to be reach down into the water. A series of stone catwalks spans the room thirty feet above the churning waterways.
Gray path is the walkway above, the browner flooring is the floor below; not shown are the myriad of gears and cogs inbetween the twenty-foot distance between walkway and floor, not including some areas of pool.