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The trip back up the Crow was arduous, as Krass didn't exactly have a sylph-like figure. In fact, it was a near-constant subject of debate whether to strip him out of his armor. The hobgoblin protested but the protests came to an abrupt halt when, staggering from all the jostling that Krass was doing, Harbug accidentally rammed the warrior's leg into a support. Krass gave up consciousness at that point, and stopped struggling as well, which made it immensely easier to carry him up and out. The winding stairs were difficult to navigate, but eventually you returned to the surface and the landing boats.
Once you returned to the docks, it was a simple matter to find a rickshaw cart and pay the driver to deliver Krass to the Heidmarch manor, with Tia and Harbug joining Krass on one cart, and the others following in another. Sheila Heidmarch was in the courtyard of her manor when you arrived, with a slight frown on her face and talking to a gnome and a catperson with ebony fur.
She glanced up at you, her frown turning to a look of concern when she say Krass' crudely splinted legs. "Let's get him to the infirmary. We don't currently have a healer in residence, but I am sure either Tia or Zaphomil here can manage." She nodded at the gnome.
Krass was soon tucked away in a bed, with his legs held out straight in an interesting array of metal supports and leather straps. Tia was exhausted from the healing magics she had employed, but she was sure the hobgoblin would recover eventually. "I can heal the tissue damage, but the breaks...well they were bad. Without stronger divine magics, like a Heal spell or the like, I am not sure he will be able to do more than just hobble at a slow walk. Time, exercise, and healing magics. I...well, I am not sure that I can continue. I'm sorry, but this has shown me that I am not cut out for the dungeon-delving, adventuring life. I think my path lies in another direction." She looked tenderly at Krass, and it seemed that her direction would be keeping here by his side...at least for now.
Sheila Heidmarch motioned you all to leave the infirmary and join her outside. When all had gathered, including the black-furred catfolk and the gnome, Zaphomil, she said, "This is an unfortunate turn of events. I know that you were well on your way towards recovering the next shard, and being without a healer and a doorstop will significantly hamper your efforts. I guess it is fortunate that these two turned up this morning. Zaphomil is a cleric of Desna, and has some experience with Thassilonian ruins. He and Jakscar here were just now telling me of an ancient farmhouse or something they found in the countryside, unveiled after a massive mudslide."
"While you were attending to Master Kargoth, I was filling them in on your quest so far, and seeing if they would be interested in filling in, as needed. I had a feeling from the looks of his injuries that Krass would not be returning to the field, and from her looks that Mistress Tialara would not either. Therefore, I ask that Zaphomi land Jakscar return to the Crow with you and aid you in finding the next shard. I am sure that you will find them helpful, and I am likewise sure that they will find you stalwart companions."
1d20 + 3 ⇒ (14) + 3 = 17
1d6 + 1 ⇒ (4) + 1 = 5
1d20 + 3 ⇒ (13) + 3 = 16
1d6 + 1 ⇒ (4) + 1 = 5
1d20 + 3 ⇒ (9) + 3 = 12
The first two ghouls in line dropped with barely a shriek as Wesley's lances of fire burned through their skulls. The rest piled in on Tamis and Abroshqualmie. Their claws and teeth flashed in the light shed by the gnome's glowing stone, but neither Tamis nor the cleric took any wounds.
"As a mostly incorporeal spirit, it is sometimes hard to affect the material world, you know. Trying slicing up a devil when your hand simply slides through solid matter as if it weren't there. As for what you get, you get to rid the world of some evil, though if that isn't enough for you, there are some advantages to being invisible and insubstantial. I know where quite a few artifacts and small treasure hordes are down here, as well as the locations of some nasty surprises. I will share my knowledge with you. But, oh look. Your friends are ready to help your injured companion out of here. Heroic brotherhood at its finest. Fare well! I hope to see you soon!"
As the voice speaks, it seems to move about, as if the person speaking was pacing back and forth.
abroshqualmie 1d20 + 2 ⇒ (16) + 2 = 18
bob 1d20 + 1 ⇒ (6) + 1 = 7
evangline 1d20 + 3 ⇒ (10) + 3 = 13
tamis 1d20 + 5 ⇒ (2) + 5 = 7
wesley 1d20 + 7 ⇒ (12) + 7 = 19
enemies 1d20 + 2 ⇒ (6) + 2 = 8
The southern door was locked, but the key that worked on the previous doors worked here as well. The mechanism was stiff, but the latch finally clicked over. Tamis gently pushed the door open to see a pack of ghouls wandering in the hallway. The one in the lead jerked its head up at the sound of the opening door, swiftly followed by the others.
Bob and Tamis will go after the ghouls
Erix had the men leave the tent you had shared the previous night behind, providing you with some measure of protection against the light rain that was quickly becoming heavier. The wind picked up too, making it a miserable business to be standing outside. The big man said a last goodbye before he and the half dozen survivors of Zincher's band walked off into the woods, towing the supplies and Zincher himself behind on travois.
Sandwiched between Krass and Angelica, the creature spun back and forth, claws flailing in an attempt to bat away any attacks. Unfortunately for it, there were more attackers, and as it blocked Harbug's swing, Shabbezz's magical missile slammed into it once more. It stumbled, and that was the opening Angelica needed. The thief drover her silver blade to the hilt in the area that would have contained the kidneys on most humanoids. It was obviously a critical spot for the lemure as well, as the thing stiffened and then fell forward, gurgling its final breath.
It rolled into Krass' legs and there was a series of audible snaps as the lower bones in both legs broke like kindling. The fighter gasped in pain as he too fell, the others looking on in horror.
Tilara rushed forward, looking closely at Krass' legs as the hobgoblin stoically tried to keep from screaming. One chalky white bone stuck up from his left leg like a small flagpole, waving a grisly piece of meat on the end. "Both legs are broken, in at least two places. I can heal the tissue damage, but I don't think I can heal the bones. Not here."
"Not here, indeed," said a voice. Everyone stared around, but no one could tell where it came from. The beaded curtain swung gently, as if in a breeze...or as if something had just passed through them. "This place is terrible on wounds. I have seen it, yes I have. Take your friend somewhere clean, where he can recover, then come back here. You are obviously great fighters to have come out on top of the lemures so easily. I beg you return here and help me clean out the rest of the filth in this place. Devils, you see, from the seventh level, I believe, have taken over. I have been struggling against them for ages, but have not the strength to truly vanquish them. get your friend some care, and then come back and we shall take care of them."
All right, I think I have chosen the ones that will best fit with the party, and fill the roles necessary.
Wilhelm Shieldbreaker with Jakscar 'Steelclaw' has the fighter/melee spot.
If you two would finish fleshing out your characters and head over to the discussion thread to introduce yourselves, I will get you into the game shortly.
Thanks to everyone who responded. There were some good character ideas.
1d20 + 8 ⇒ (11) + 8 = 19
1d6 + 3 ⇒ (1) + 3 = 4
1d20 + 2 ⇒ (13) + 2 = 15
Angelica rolled underneath the creature's swing, coming up behind it. With it between her and Krass, the thing wouldn't stand a chance. Wavering in its defense, the lemure chose to focus on defeating Angelica's attack. It did so at its own peril, as Krass' mithral sword dove into its side. It spun back to the hobgoblin, narrowly avoiding Harbug's spear thrust and taking a small hit from Shabbezz's magic missile. One of its claws scratched Krass on the cheek, laying it open.
Krass takes 2 damage
Yes, 1 drawback is allowed. Note that you are still restricted to not having more than 1 trait i a single category. Note also that I expect any drawbacks to be roleplayed in the game.
Also, I would prefer (not enforcing, but prefer) that you take something that actually is a drawback for you. Taking anxious (-2 penalty to Diplo checks) on a character with charisma as a dump stat isn't exactly a drawback, now is it?
@Dirge - I don't have a problem with the android (though I think it might be out of place in this AP), it's the modification of a published class that I object to. I have a history of being somewhat rigid with the "no custom" tag, largely because if you let one thing slide under, then it becomes easier for the next person to argue for their little trick. If not for that, then I would have no problem with it. That said, if you really want to do android, and all of the existing players agreed to it, I might let it go just this once (and the slope to hell begins...)
@Darksmokepuncher - I love the Life Oracle.
@AZ - That's entirely up to you.
Google docs blocked at your work?
1d20 + 8 ⇒ (19) + 8 = 27
1d6 + 3 ⇒ (3) + 3 = 6
1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 2 ⇒ (12) + 2 = 14
confirm: 1d20 + 8 ⇒ (20) + 8 = 28
Harbug prodded at the closest creature with his spear, missing this time as Krass moved into his way. Ducking the magical missiles that flashed past and slammed into the creature directly before her, Angelica cast a witty comment back at the orc, then drove her silver knife deeply into the wounded lemure's neck. The hulking creature fell to the ground, quite dead, and another stepped over the corpse to take its place. Krass landed a solid blow on Angelica's foe, the mithral blade taking the creature's head clean off in a whirl of foul ichor.
Well, we are almost 2 years into the game and nearly at the end of the first module and RL has finally caught up to us. We just lost 2 players and would like to fill those slots.
Here is a link to the original recruitment thread, but sorry, I don't have time to do random character creation at this time.
What we need is a tank and a healer to replace those that are leaving us.
I'll leave the recruitment open for a few days until I can get enough submissions to flesh out the party. I'll give a 24-hour notice when I decide to close submissions.
Please submit a level 3 character. Let's keep the non-human theme going too. No human races. Any standard race with 15RP or less is acceptable.
Here is the gameplay thread if you want to catch up.
"You lot do what you want. We're leaving tonight. I'm not staying on this hell-hole of an island any minute longer than I have to. Also, I talked to Samaritha. She's coming back with me. I wish I could say 'good luck', but I doubt even luck will be enough around here. You can have whatever's in the trunk, but I need copies of those documents outlineing Zincher's criminal dealings. If you aren't going to help pack up, maybe you can make some copies for yourself and leave me the originals in his handwriting.."
Erix turned away from you and continued shouting at the men packing up camp. A pair ran over to Zincher's tent and began taking it down with practiced ease.
As everyone was getting ready to leave, Abrosh prodded the body once more. The charred remains rolled over to reveal a rotten pouch with a goodly amount of coins in it. Also, a locket on a chain was around the neck of the corpse, with a badly damaged picture of a woman's face in it. The other side read Love always, T.
On the floor there was a scrap of parchment, burned in places. I appeared to be a final note written by the long-dead adventurer. It was difficult to make out through the burns, blood (old and new) and rot. It read:
You follow the exit from the sarcophagus room into a hallway that twists and turns, and end us back at the staircase that you came down from the level above.
1d20 + 8 ⇒ (8) + 8 = 16
1d6 + 3 ⇒ (5) + 3 = 8
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (4) + 2 = 6
Harbug's thrust with his spear hit the creature in front of Krass, though the spear didn't seem to penetrate like it should. It wounded the creature, but not badly. Krass, on the other hand, had no troubles at all as his mithral sword slashed deeply into the things side and belly. Likewise, Shabbezz's spell took Angelica's foe in the face, pocking the horrid flesh with a deep crater, while the rogue completely missed her strike.
The lemures' return strikes were slow and easily dodged, though they continued to press on.
Zincher was indeed carrying the key on him, and the chest did not appear to be trapped. It was the work of only a few moments to pop the trunk open and see what lay inside. The trunk appeared to contain a wealth of information for either taking down a crime lord or setting yourself up to be one.
Inside Inside are several ledgers for all of Zincher's businesses (legitimate and illicit), a ledger tracking his own personal (and considerable) wealth, and copies of deeds for the places he owns in Riddleport. They could easily be used to secure an arrest of Clegg Zincher, though the records show so plainly the corruption in Riddleport and the double- and triple-dealings Zincher made that the man would likely be killed immediately if these documents were made public. In fact, in the right hands, these documents could be worth a lot of money.
The trunk also contains a rough map of Devil's Elbow, though not to the detail that the drow's map held. It does, however, show many places where noqual was found, more than the amount of the metal in the camp, lending credence to the theory that Zincher was being controlled to act as the drow's hands upon the surface. There is also a rune of some kind on the southern shores, corresponding approximately to the location of the drow caves.
Beneath all the papers were several large sacks of coins, and two smaller bags with gems. In total, there was about 1500gp in coins, thirteen gems. The last items in the trunk were several very large lumps of noqual, about 35 pounds in all.
K. Dung. DC19:
You recognize these as Rot Grubs, aggressive parasites that feed on flesh and nest in corpses. Their acidic juices cause flesh to necrotize extremely rapidly, and they are known to prefer dead flesh to living. Once they infest a living body, they move quickly to major organs (heart, brain, etc.) eventually causing death. If fire is applied immediately to the point of entry it can kill the grubs. Otherwise, they have to be cut out with a sharp blade and a skilled surgeon. Cases have been known where an adventurer will cut off his own infected arm to save himself the agony of a rot grub infestation. Unfortunately, time is often of the essence in these cases.
Cutting out the grubs without massively damaging the host requires a DC20 Heal check.
No, there's a reason why it's called the Vault of Graves
Abrosh takes 1d2 ⇒ 1 Con damage. Abrosh, and anyone who makes a DC10 perception check to see the grub, can roll a K. Dungeoneering check to see what these are and how to deal with them. The grub appears to be moving at a speed of about 4"/round.
The grub quickly burrowed into the skin at the top of Abroahqualmie's hand and you can see its form worming its way up his arm. Abrosh immediately felt sick as the thing burrowed inside him, the trail left by the grub turning purplish yellow with rot.
1d6 ⇒ 1
The corpse appears to be that of a halfling or gnome as Abroshqualmie turned it over to get a better look, a handful of finger-long grubs swarm from a hole in the body and attempt to burrow into Abrosh's hand. One of them manages to reach him before the gnome yanked his hand back.
Abroshqualmie needs to make a DC15 Ref save