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Hex: You may find the following helpful for balancing the magic weapons and armor abilities. The Magic Item Compendium uses the market cost of items and expected character wealth chart in the DMG to relate an "item level" to each item. The item level represents the character level at which the item's cost represents a reasonable portion the character's net worth. Armor/Shields
Weapons
Depending on how good you want the shadow weapons to be compared to the permanent equipment other characters of a similar level are likely toting, you can finesse the distributions to be either a little quicker or a little slower than what is given here. Not speaking directly to the power level here, but... 1. Shadow points - another mechanic/thing to keep track of makes more work for player and DM. Opening a can of worms here, but how about uses per day or encounter instead. Less to keep track of that way. 2. Craft DCs are very high. Have you checked that they even attainable? 3. Too many options. I would rather the character learned a new trick off the list every so often instead of getting a whole grab bag of stuff to sort through. Does everyone need all of those powers? Why do they all have the same powers? That and the lack of multi-classing means each SK build is going to look very similar up to 12th level. 4. 1.75/level? Is a fraction really necessary? 5. Duration of 10/min per 3 points spent? Again, who wants to keep track of a dungeon crawl in 10 minute intervals? 6. I would reconsider some of the action types. Is a free action really more appropriate than a swift action? Is it your intent that the character be able to do this on someone else's turn? 7. Heavy armor in a high Dex class? I'm not trying to be overly harsh here. I just have a very limited amount of time to type so I have to get it out in as few words as possible. I like the overall concept and I like classes that rely more on their own abilities than on stuff that they find. I think the original shadow crafter PrC is pretty cool (some of the PrCs in ToM are better than the base classes, actually) and like the idea of a shadow crafter that has more shadow ability than just making a run-of-the-mill +x whatsis. Arctaris wrote:
yes. mwk. rapier 200 gp x 0.8 = 160 gppotion of mage armor CL 1 = 50 gp Vesh wrote:
"Tsuto always had poor taste in friends..." Ameiko begins tentatively, "and he has never had much love for Sandpoint. Of course it was obvious from the very beginning that my mother had an affair. This is a small town and news spread quickly that he was not my father's son. He took terrible abuse from the other boys - and even some of the adults. Of course the worst of it came from Lonjiku himself. Unable to get over the shame of Mother's indiscretion, Father ignored Tsuto. Pretended he didn't exist. Wouldn't speak to him or anything for years..." She trails off, her eyes focused on the bottom of her now empty mug for a moment before beginning again on a different, less personal, topic. "Nualia was an orphan. Taken in by Tobyn, she had a good home and a good upbringing. But she was different, too. Her eyes were bright purple and her features were not quite human. There were awful rumors about her: that she was a fey creature of some sort abandoned by her parents for looking too human. I did not know her well. Few did. She was very distant." "Well, I don't know about the rest of you, but I'm very tired and I have a busy day tomorrow. I think its about time this place opened up for business again. We've given the gossip mongers enough fodder for a few years, I think." "Oh, if you would like, I will draw a sketch of the tunnels as I remember them. There is not much to it really, just that one side branch where you found me. If you had continued the other way, it would have lead you straight out to the cliff face. There is a cave there that is easy to find from below. The side passage used to be bricked up. At least it was 15 years ago. I don't know if Father opened it, or maybe Tsuto did. Anyway, I have never been down there, obviously." Slidell Stormraven wrote: "Well, It would seem that congratulations are in order." Slidell says, popping a final piece of fruit into his mouth. "From what little I have picked up on Sandpoint's economy and politics, you have a very important job. Seems to me that a lot of people are going to be counting on you. Or at the very least, looking to you for guidance. You have the potential to do a lot of good." "I think more than guidance, the mayor will be looking to me to prevent the Scarnettis from completely taking over the town - as if they don't already run the place. One reason I got out of here all those years ago was to get away from the small town politics." "One thing I can tell you 'officially' is that the mayor has the backing of the council to have you investigate the tunnels. The town has put up 2,000 gp for the expedition - due on proof of destruction of any dangerous creatures that could pose a threat to the town. The mayor also mentioned your previous agreement to stay in town while the sheriff is away. I think the council would support action against the goblins, but only after the sheriff returns." After listening to your plans, Ameiko nods in agreement. "Until yesterday, it has been at least 15 years since I was last in those tunnels. Tsuto and I used to play there as children sometimes, until Father caught us at it and told us it was too dangerous. There is an outlet on the cliff a few hundred yards south of the glassworks building. If you prefer to enter that way, I can show you where it is." I'd like to wrap up the market scene over the weekend. I'll help Dreamer figure out what to get for Salome. Is Malcolm going to spend any money outside the healing potions, or is he saving up? Skeld wrote:
No, but close. What had a lot of us disgruntled with HMM, for example, (and Aubrey nailed this on the head) is that the "mature" bits were practiacally irrelevant to the story and appeared (to a number of readers) to be added only for titilation. In other words, its easier to add blood and gore to try to prop up a weak story than it is to write a good story that also happens to be bloody and gory. It's rather easy to tone down a dark adventure. You can go to the opposite extreme and play it as a comedy (how many comedies would be horror movies with a different soundtrack?) or take the more 1950's approach where you still have "bad things" going on, but just not full color and in your face. WRT the original poster's question, I draw the line at authors who hit me over the head with every last bit of filth they can fit on the page because they think I wouldn't figure it out on my own. Even worse, I draw the line at authors who don't have a story to begin with so they just pile on the filth and hope it sells. In other words, its not a matter of this [vile bit] was over the line; it's a lack of story to drive the material that turns me off. Erik Mona wrote:
In all likelihood, yes if only for the promise of more vibrant combat. I may be in the minority to say this - most of my recent D&D experience is actually DDM and I think the minis game highlights 3E's shortcoming more than the RPG. Good roleplaying allows alot of clunky rules to be swept under the table. But when the game is the rules, you really see how out of wack the rules are. Erik Mona wrote:
I will probably continue to buy your stuff either way. If you convert right off the bat, great. If not, from the 4E statblocks I have seen, it will not take much effort to convert encounters. Paizo's products are often worth the cover price for the stories and creativity that goes into them. I never run an adventure according to script anyway, so I expect to re-stat most of the encounters to make an appropriate challenge for my group. FabesMinis wrote:
Standard action. Although it could theoretically be upgraded to a swift action - but I'm still toying with the cost for that because I think the standard cost for quickened doom is way too expensive for what you get. FabesMinis wrote:
None because you basically paid full market price for the enchantment (instead of half market price) and Father Zantus did the enchanting. If anyone used points, it was him. But maybe he has the feat and used XP instead. Later that night as the group meets for dinner at the Rusty Dragon... After the Dragon's only other guests - the Korvosan merchants - bid you an early "good night" and head up the back stairs, you have the common room to yourselves. You pull three tables together in the middle of the room giving adequate space to seat a dozen and shortening the distance to the kitchen to make it easier on Bethana. Bethana has prepared an excellent, if simple meal, of roast auroch served on a bed of rice and thinly sliced plums. A thickly sliced brown bread and full tankards of hearty ale complete the meal. After you have settled in, Corran arrives via the side door and takes his place among you for probably the last time. The town guard is more than honored to count him as a member and it is already rumored in the garrison that he may be offered a commission upon the Sheriff's return. Not long after, Ameiko returns from her meeting with the mayor - which you note has lasted the better part of four hours! She is clearly exhausted, but appears to be in good spirits as evidenced by the warm exchange with Bethana over who should serve and who should eat. Finally, they both emerge from the kitchen with heaping plates of food and join you. "I'm sorry to have dragged you out to the glassworks and then abandoned you like that," starts Ameiko, "I had no idea the mayor would want to talk my ear off like that. Oh, but there is something in it for you, maybe. She is really concerned about the possibility - well more like certainty - of goblins having entered Sandpoint through those old tunnels under the glassworks. I think she's going to offer you a reward to scope them out make sure it's safe before sending in a work crew to seal them off." "Oh, before I forget. I'm now an honorary town councilor. At least until I can dupe someone else into taking the title from me. It's not normally a hereditary thing because, well, my father was the first patriarch of the four founding families to die. And the way he went didn't really leave a clear line of succession or even much inheritance to speak of. It's not clear if there's even enough of the Kaijitsus to merit being a 'founding family' any more." She shrugs and helps herself to another slice of warm bread. Vesh wrote: "I think that Nualia is alive and well, Father. And...changed." Vesh whispers. "I would be wary. She seems to hold no love for Desna or her cathedral." Father Zantus looks over the sketch carefully, almost like a jeweler apprasing a diamond ring. For the first time you notice he appears serious and maybe a bit concerned. "Yes, Vesh, this is an ill omen. For if these marks mean what I think they do," he points to some rough marks on the girl's belly (you are not sure if they are meant to be scars or are simply ink smudges), "our Nualia may have gotten deeper into something than she intended. Yes this is indeed ill news. That mark may be the sign of Lamashtu - the brood mother of every hateful and vile thing that stalks the dark places of the world." Lots of questions. No way I can remember them all. But here's a try. Rags: The prot/evil item is item level 2. The 350 gp price is correct for OTC purchase. Half that (175 gp) for materials to make it (plus the cost of the item to be enchanted, of course). Also, it will take half a day (4 hours) of work. Also, be sure to account for any time required to scribe scrolls or add the spell to your spell book. Santinj@: All mundane stuff in the PHB is available. Ehlissa: take 75% credit for selling old stuff. The 20% discount applies to mundane gear in the PHB only. Special materials (many of which are laced with high concentrations of precious metals or stones) cost full price because no one could ever stay in business selling them at discount. Please work out your shopping tonight and then it will take place OOC. I'd like to have the group meet for dinner starting tonight. Slidell Stormraven wrote:
Assume that you have your share - although I don't know if you guys decided to set some aside for healing potions, etc., so I don't know exactly what your share is. Probably between 400 and 500, though. Father Zantus greets Ehlissa and Vesh and personally escorts them to the ceremony room. The incense has been placed in the brazier and the silver powder has been sprinkled around the floor, lining the grooves of the magic circle cut into the stonework. Cushions have been placed on the floor outside the circle and Father Zantus directs you to kneel there. You spend the next several hours led in prayer and suplication by Father Zantus. Occasionally, he pauses to light a candle, sprinkle holy water, or perform some other minor right. A feeling of warmth and holiness pervades the room and despite sitting still for so long, you find yourselves strangely comfortable. Finally, Father Zantus reaches the climax of the ceremony. He has you repeat back various chants in a strange language. As you stumble over the alien words, you feel the air grow warmer around you and the walls of the room seemingly begin to shake with each sylable that rolls off the Father's tongue. Daring to open your eyes, you see that he has moved to the center of the circle and holds a candle aloft above the incense filled brazier. He looks at you, winks, and with a final chant, releases the candle. You are blinded by a flash of silver light more brilliant than even the sun. As you blink away the aftereffects, you see that the incense has been completely consumed and the silver powder in the magic circle is glowing faintly. Father Zantus takes your sword from the brazier and holds it gently out to you. You see runes of a strange sort engraved in the blade. When you hold the sword to the light, you see faint traces of silver streak across the runes. As he offers the blade to you, Father Zantus intones, "May it bring the foes of Desna - and Iomedae - to their knees, Lady." Sorry I haven't contributed today. I have not been feeling well. Thanks for conversing amongst yourselves in my absence. Fabes, as soon as you've decided on a sword enhancement Father Zantus is ready at the cathedral. The others can try their luck at the market or just hang out. Ameiko will be back in a couple of hours with some news that you may find interesting. Arctaris wrote: I keep wondering how JSL is going to handle parts of the AP (especially the parts that didn't go well for our group:). I am always curious to know what parts have not gone well for other groups. I know there are some parts of the story that have logical disconnects. That is always going to be the case in a published adventure where the writer cannot possibly anticipate the interests or reactions of every group. Also, I'm trying to fill in as many of those gaps as I can and give the PCs a good chance to reason out what is going on before blundering in. As for challenging combats, I have heard of groups getting beat up by the first couple of goblin groups. Alot of that can be just the luck of the dice. At first level, combat is really a crapshoot. Also, Tsuto can be tough in the published adventure - and I wanted him to be even tougher. But I didn't want him turning into a canary and giving up all the goods (as he seems to be doing in other campaigns). From a design standpoint, that required him to escape the first encounter with you. And I worked out his entire statistical design to that end. I am a little surprised that no one has been reduced to negative hp yet. A couple of people have been close. And Vesh was a confirmed crit away from the morgue when Tsuto shot him. I think that the encounters we've run have generally been tougher than the published encounters. What has clearly helped is that this group has an above average AC for second level. I think the low is around 16 and Corran, Ehlissa, and Salome can push into the 19-20 range. SRD goblins can't hit that. Heck, even the sinspawn (as published) can't hit that. Also, the meat is fairly well distributed with 3-4 characters able to contribute significant offense. The result is that a few well placed attacks by the enemy do not cripple the entire party. The difficulty of the combats will increase a bit now, but it will never be a dungeon crawl meatgrinder because that style just doesn't work in PbP. So most of the time you will be pretty fresh; you won't be limping into the final encounter with no spells and half hp. Now that you're about third level, it's less likely that someone will be gakked by a fluke die roll. Coincidentally, you're about at the point in the story where you can take the fight to the enemy. I'd expect them to be alot more tenacious on their home turf. Slidell Stormraven wrote: "Listen to this V,..." The creatures known as wrathspawn were created by Runelord Alzanist, the Thassilonian Mistress of Wrath to serve as elite soldiers in her armies of conquest. Wrathspawn are inherently simple creatures, but they are possessed of a cruel cunning and hatred for all things living. Though neither constructs nor undead, they require no sustenance and do not naturally reproduce. They could theoretically live forever. Wrathspawn prefer to fight with their claws and teeth. They are ferocious combatants and, taking energy from the seeds of raw hatred at their core, grow stronger and more resilient as they fight. Additionally, their bodily secretions are laced with powerful toxins. Wounds inflicted with their claws and bite often afflict their foes with debilitating poison. Runelord Alzanist took no chances with her prized soldiers turning against her. They are immune to enchantments and mind-altering magic of all kinds. Whether this is by deliberate design or a byproduct of their complete loyalty to Alzanist is unknown. Additionally, they are resistant to most other forms of magical attack, making them potent weapons against the spell-wielding armies Alzanist’s rival Runelords. The others could also go to the Market if they are not interested in the sword blessing. Vesh wrote: "This is Nualia." At this revelation, Ameiko turns as white as a sheet. "Surely you are mistaken, Vesh, she's been dead five years! Killed with Father Tobyn in the church fire. I remember that day. Hannah said there was nothing left of her... Oh my..." Vesh wrote: "What can we do to help you, Ameiko?" Before Ameiko can answer, there is another knock at the door and a guard pokes his head in. "The Mayor to see you, ma'am." The door opens to admit Mayor Deverin. She seems a little surprised to see all of you, but recovers herself quickly. "Oh Ameiko, I'm so sorry to hear about your Father. It seems like just yesterday we were in the midst of trajedy and now here we are again with murders and senseless killings. But, I guess we must learn to survive anyway." She forces a slight smile. "As you can no doubt guess, I need to discuss some important matters with you. I am sorry this cannot wait for a more appropriate time, but the events of last night have spurred the Town Council to act with haste - a rare thing for them, if I do say so myself." "This concerns you also," she says, turning to the group, "with the recent events and the Sheriff not back from Magnimar, the Town of Sandpoint appears to be again in need of your services, if you be willing. I will send a messenger to meet with you tonight. Where can you be found?" After getting your response, the Mayor leads Ameiko into a side room. As they are leaving, Ameiko gives the stack of papers back to Vesh. "Hang on to these. I haven't had time to read it all yet. I don't think there is any more you can do here now, but I will see you at dinner time. Thanks for all your help. I really appreciate it." It's probably mid afternoon or something like that - just in time to grab some late lunch and go bless a sword. Slidell wrote: Slidell began talking softly, either completely missing or carefully ignoring his familiar's comment. "I've never seen or heard of anything like those split-jawed creatures before. They certainly weren't natural creatures. And there is a lot of old Thassilonian architecture in the region. I wonder,..." The thin pages of the tome spread out before him, Slidell begins to study. With practice, the ancient Thassilonian characters come more easily to his mind... Make a DC 20 Search check to find something relevant in the book. Then make a Knowledge (History) or Knowledge (Arcana) check. If the Search is successful, you get a +5 on the knowledge. No taking 20 on either check since retry is not allowed (like Spellcraft, either you get it or you don't). I won't be able to post the results until later as they are on my laptop. Vesh wrote:
Sitting on the floor in the front office, Ameiko flips through the papers quickly sorting them into a couple of piles in her lap. "Ok. Here are my father's ledger and the roster of workers," These she neatly folds and tucks into a pocket, "The rest is Tsuto's. Let's see what we have here." She spreads the papers out. About half a dozen have writing in Minkai, including the original letter that Vesh delivered. There are three sketches of Sandpoint, all with the Cathedral, graveyard, and glassworks noted. They differ only in some of the notation. Finally, there are two or three sketches of a young woman with a pretty face and shapely body. She is scantily clad in all but one picture. In that one, she is wearing heavy armor and carries a wicked looking sword. Most notable, however, is that the flesh of her left arm, beginning at her shoulder, is twisted and warped ending in a clawed hand. "Your new girlfriend?" Ameiko tosses the sketches on Vesh's lap. Turning her attention to the written papers, she asks, "who made the marks on this letter? They are many of the right words, but the meaning is somewhat more subtle. The letter is addressed to me, that is true. It is not a request for a meeting, but a warning. He says that Sandpoint will burn, which is pretty much translated correctly. But for example, the reference to 'father' does not refer to my father and certainly not to Tsuto's father (and he never called Lonjiku father). I think it refers to her father. It says 'she has come to collect her father as payment'. But who is she? And why would anyone give their father as payment? Tsuto was always running with the wrong crowd." At that exact moment, there is a knock and a guardsman stationed outside opens the door to admit Ehlissa. Ehlissa probably returned to the Rusty Dragon and Bethana told her everyone was off to the glassworks. When you arrive at the glassworks, a pair of guards stationed outside the front door salutes Corporal Marsk and parts to allow Ameiko to open the door. Several other guards who are milling about the property quickly join up with you and together you enter the building. The front door leads to an antechamber which opens into a well appointed office complete with several comfortable chairs and an antique hardwood desk. All show signs of goblining and the contents of the desk drawers and bookcases have been scattered on the floor. Ameiko identifies the room as Lonjiku's office. A side door from the antechamber leads to worker's quarters. Ameiko explains that the workers were frequently sons or daughters of families (mainly from Magnimar) who owed Lonjiku money. They lived and worked in the glassworks to pay back their parents' debts. Most had no connection with Sandpoint. It appears from the bloodstained sheets and bedding that the workers were butchered in their sleep. A pantry and kitchen area off the workers quarters have clealy been visited by the goblins as well. Foodstuffs - or more accurately, the remains thereof - have been scattered throughout the area. Finally, the living quarters area opens up to the workroom. You pass by the loading area and through the same door you used yesterday and find the workroom in much the state you left it in, save that the fires have burned down and the room is eerily quiet. The torn remains of goblins intermingle with the mangled and desecrated bodies of the workers in a horrid tableau. The air is ripe with the odor of burned flesh and goblin. Ameiko blanches at the sight and smell and one of the guardsmen throws open the back door to get some fresh air into the room. The guards set to work immediately, hauling out goblin bodies and heaving them over the cliff some 30 yards away. The remains of the workers are collected in a separate pile. Lonjiku's horridly mutilated form is drapped with a cloth and hauled outdoors as well. You hear one of them mutter, "Mayor'll be here in an hour to take stock. Best get it cleaned up as well we can." "Yeah," replies another, holding his nose with one hand while clumsily pushing a wheelbarrel full of goblin parts with the other, "an' don't let'r in if we can 'elp it!" While the guards work to deal with the slaughter in the workroom, Ameiko busies herself in the living quarters and front office. "I need to find out who these people were. This is so terrible. Didn't my father write anything down?!?" Unsuccessful, she sighs in frustration, "I can't believe this has happened. I can't believe I was here. This all makes no sense." The guards are busy enough that you guys basically have the run of the place. It will take a few hours to clean up the workroom to a "tolerable" level of horror and Ameiko is determined to remain here at least that long. Also, she has to meet with the Mayor, which she isn't happy about. Ragadolf wrote:
Frankly, I was hoping to be slapping them around by now. But, I guess we are retreating until Chris can get back up to speed. I still vote to go up first, if only because we're likely to learn more by going after the head - at least we know who the bigs are in that direction. Perhaps Lucienne will come back with some info that will persuade us to tackle something else first. On the other hand, if she knows her way around in there, going into the castle might be the easiest. Timelines will definitely catch up by this evening (in game time and out, hopefully). Ehlissa will catch up to the rest at the glassworks in time to collect Vesh and head back to the cathedral. The sword enchanting will be done in time for the group to meet for dinner and hash out their plans. It sounds like tomorrow will be market day for at least 3 of you, which can all be handled separately, even if you are there as a group. Hopefully anything else that people want to do will come out of the dinner/planning session. My intent is not to belabor the RP of the down period, but give people a chance to get on the same page and equip their characters. Corporal Marsk raises his eyebrow at Slidell's greeting, but doesn't bother to get up as the mage collapses to the floor. Moments later, Bethana returns from the kitchen with several more plates of food, arraying them infront of Malcolm, Vesh, Salome, and Slidell. "What's wrong with him?", she asks no one in particular. As you eat and assist Slidell, the guards seem to be growing a little impatient. Finally, Corporal Marsk breaks the silence. "Ma'am, if you don't mind, we really should be going to the glassworks now. There is much to be done and the Mayor would like to speak with you there." Seeing critical glances from the others, he softens a bit, "Don't worry - we're not going to put her to work. We just need her present to enter the premises and begin cleaning up. We gather it is quite a mess. There is also the matter of the bodies..." Nodding, Ameiko pushes away her plate, snags a roll of of Slidell's unattended plate and rises unsteadily saying, "Well I think I'm up to it. Any of you chaps care to visit the glassworks? Or have you seen enough of it?" The guards rise as well, one of them moving to help Ameiko while the other talks briefly with Bethana. I have to deal with an idiot, I mean "client" for most of today, so I will probably not update again, unless it is very brief, until tonight. Salome wrote:
Salome and Vesh make their way to the common room - which they are surprised to find nearly deserted. Bethana is there, however, as are Ameiko and a pair of guardsmen - one of whom is Corporal Marsk. He eyes you suspiciously, but slides over to make room as you join Ameiko at her table. Ameiko is on her second plate of food and is hungrily working her way through a hearty mixture of eggs, browned sausage, and rice. "Mmm. This is really good. You should try some. I should let Bethana cook more often. Maybe then I could take some time off." Though still weak, the color has returned to her face and the drugs seem to have largely worn off. There is still a nasty scar where she was attacked by one of the monstrous creatures, but otherwise, Ameiko seems to be in good health. Bethana quickly emerges from the kitchen to wait on you. After she takes your orders, she quickly explains that the Inn is still only open to guests and you should knock at the kitchen door so she can let you in. The only other guests - the Korvosans - are already at the Market. Acknowledging this Ameiko interjects, "Yes. I'm going to be quite busy. Cleaning up after Tsuto again, it seems." She sighs heavily as if it is all finally starting to sink in. A tear begins to flow from her eye before she wipes it away, sniffles, and forces a smile. Ehlissa Briez wrote:
The market spills out of the town square and into the side streets. The colors of Magnimar and Korvosa are interspersed with those of at least 30 Varisian caravans and even two or three Shoanti tribes. Though to her experienced eye it is apparent that there is nothing Ehlissa could buy here that she couldn't get any day of the week in Magnimar, the atmosphere and color of the Sandpoint Market make the vast mercantile districts of Magnimar, with their brown stone warehouses and tidy storefronts, pale by comparison. With relative ease, she finds a glass merchant from Korvosa who is thrilled beyond measure to own such a priceless collection of Kaijitsu originals. After scraping around his booth and wagon for enough cash, he pulls together a pile of platinum coins and a few gemstones. 3,500 gp. I'm assuming that Ehlissa will just sell the whole lot and divide the cash with the group later. It is a little more difficult to unload the dress, but some diligent searching turns up a Varisian merchant who offers a fair price. 3/4 of whatever you paid for it. The gold bars and silver powder are an easy matter - 10 minutes with the money changer and they are safely in her purse. 225 gp total. However, the silver root prooves to be more difficult. It is not until after more than an hour of searching and questioning that a Varisian youth overhears her and intervenes. After following the young man through a maze of booths and tents, Ehlissa finds herself down a side street far from the center of the market. Here, the young man introduces her to an elderly Varisian lady. The lady looks at her quizically as she asks for silver root. But again the young man steps in and asks for the incense by its Varisian name. The lady smiles and nods, before retrieving a bundle of sticks tied with a pair of colorful cloths. Confused, Ehlissa asks again, but the youth only nods and motions her to smell the bundle. Its smell is sweet and exotic, yet delicate - like a mixture of flowers and wine. As Ehlissa makes to leave, the old lady says something and bows. The boy translates: "She says, 'may Desna smile on you'." 85 gp for the incense. As she departs the Market, Ehlissa glimses Corran leading a patrol of four guardsmen around the fringes of the Market. He does not appear to notice her. By the time Ehlissa returns to the Cathedral to deposit the incense, she is surprised to see the sun high in the sky. Father Zantus is busy with other matters, but one of his acolytes relieves her of the incense bundle and promises that the Father will be ready for the ceremony in a couple of hours. Ragadolf wrote:
A small piece of fine gold jewelry probably runs 50-75 gp. If you want gems on it or anything like that, I suggest looking up the price of the gems in the DMG and adding them in directly. In general a 1st-level 1/day item will run you about 300-400 gp. 350 is the "base cost", but "harmless" enchantments should be a little cheaper and enchantments that do damage without allowing a save should be a little more expensive. A masterwork staff will run 10 gp (I know, very cheap for masterwork, but come on - it's a stick!) For clothing, I'd assume any individual item of clothing costs from 10-25% of the price of a noble's outfit. I think I said earlier that if the party maxed out on clw potions it would be 600 gp for 16 potions. santinj@ wrote:
Vesh: Spoiler:
I'm fine with Corran joining the PCs for dinner. Here is something about Horatio from Corran's first day at work: Corran spent the day at the market leading a patrol of four men stationed near the perimeter of the market. They were constantly on the lookout for goblins or others. He mentioned to one of the men that he had gone to the garrison to give a statement the other day, but Lt. Horatio was not present and was wondering if he was okay. The soldier replied, off the record, that Horatio has only been a member of the town guard for about a month and is often dispatched on special assignments. Apparently, he has some experience dealing with Sczarni (Varisian mob) in Riddleport and the Sheriff hired him to help root out Sczarni in Sandpoint. At least that is what the men have been told. Since Vesh ran with the wrong crowd in Riddleport, he likely draws the obvious connection, but does not specifically remember encountering Horatio there. santinj@ wrote:
Yeah, I saw that problem when I came up with the method. The price of a composite shortbow is too high. Look at the difference between a longbow and a composite longbow - only 33%. How is it that a comp. S. bow is 150% more. Let's use the 33% premium to get the comp. shortbow up to 40 gp. Also, why bother with a composite bow with +0 strength modifier? Let's have that 40 gp bow have a +1 strength modifier. Thus a mwk. composite shortbow (+1 Str.) is 400 gp. For each additional +1 Str. add 100 gp as per the standard rules. However, since there is a 20% discount at the market, you can pick one up for 320 gp. As an aside, I would like to come up with a sliding scale where starting at about 30 gp, the price of masterwork weapons goes from a 10x premium to more like a 5x premium at 100+ gp. Under this method, the mwk. composite shortbow would have a multiplier of 9.2x for a price of 370 gp. Vesh wrote:
The sword is worth 100 gp new. Ehlissa Briez wrote:
Father Zantus admires the blade. It is cool to the touch, like an autumn night, and the light radiating from it looks as cold as ice. "Indeed, My Lady, Desna smiles on you. And Iomedae, too. This is a blade of great potential. Come, let me get my things." He escorts you to a private room off of one of the cathedrals six chapels. As you pass the shrine of Sarenrae, you see Salome. Within the room is a large copper brazier surrounded by unlit candles. Etched in the floor of the chamber is an elaborate circular pattern circumscribing the shape of a stylized butterfly. The Father pulls a scroll from a silver case at one wall and looks it over appraisingly. "Yes, this can be done. There are some matters to attend to first, however. I will need to annoint the blade with holy water. While I do that, would you be so kind as to purchase 5 lbs of powdered silver and 15 lbs of silver root (it is a Varisian incense). You should be able to find both at the market today. The ritual also requires a burnt offering to the goddess. I think any of these will do." He shows you a list of exotic spices, flowers, leaves, and other items, all of which you have never heard of. "Though if you can't find those, perhaps one of the money changers will sell you a pair of golden bars - about 100 coin-weight each should be sufficient. Then return here this evening and we will perform the ritual. Your friend Vesh is welcome to observe, if he desires. The gold bars cost 100 gp each, natch! If you choose to look for the herbal ingredients instead, you might need to enlist Naelah's help. A Knowledge (nature) DC 16 can locate the necessary ingredients within an hour's walk of Sandpoint. The other stuff (silver and incense) is discounted slightly for the market day and can be had for 110 gp total. FabesMinis wrote: ... I'm afraid in my absence not only have I lost track of how much XP we all have but how much money as well... I think Vesh, Slidell, and Malcolm have been keeping the XP fairly up-to-date in their profiles. They should all have the same as Ehlissa. As for money, I can tell you what you have received, but not what you might have started with or spent. The original 6 got 150 gp each from the Mayor as a reward. They then sold some goblin gear through Malcolm for a total of 300 gp (50 each). Except Naelah, who refused deputization, they have drawn two days' pay from the town for 20 gp each and have a few more days coming. So that puts Naelah at 200 gp and the others at 220. The glass goodies were worth 3,500 and you can assume that you liquidate your share as soon as you go to the market for something. Divided 7 ways, that is 500 each. That is assuming Corran accepts a share (I suppose that is the fairest) and that you don't keep a "community chest" or hold any gear in common. I have noticed that other groups are pooling resources for healing and buffing purchases, but that is a decision you have to make for this group. As far as expenses, I know that Ehlissa bought a nice outfit, Vesh bought thieves tools, Malcolm bought armor, and Slidell bought some scrolls and potions. To the extent possible, I'd appreciate it if haggling over financial details can remain in this thread until there is resolution, then necessary RP action can be taken. Otherwise, it might take awhile just to RP the characters into the same room to have the discussion. Ehlissa takes the captive goblins to the garrison and hands them over to the corporal in charge (a different corporal, mind you). Apparently Horatio is still not available, but the corporal listens intently to her description of the glassworks massacre while taking notes on a scrap of parchment. He also notes the smugglers' tunnels and "monsters". After Ehlissa finishes, he promises to post guards outside the glassworks. They will not enter nor permit entry by others until they have spoken to Ameiko, who he notes is probably the legal owner now. He also dispatches a messenger to the mayor to inform her of Lonjiku's death. Finding that there is little more you can do here, you retire to the Rusty Dragon for a well deserved rest. Corran, on the other hand, stays to speak with the corporal about joining the town guard. Corran has now exited stage left and shall not return unless Talion does. The next morning after breakfast, Ehlissa goes to speak with Father Zantus about enchanting her sword. He greets her with warmth in his smile and a twinkle in his eye, "It is a beautiful day, My Lady, surely you have better things to do than call on an old man such as myself?" I believe Salome is also headed to the cathedral in the morning. Arctaris wrote:
I am assuming it is mid- to late evening by the time everyone gets back to the Rusty Dragon. The sun was definitely on its way down when you arrived there. Even if the "adventuring" part went by in a handfull of 6-second rounds, there was no doubt a fair amount of conversation and preparation along the way. Even on the way back out, you would have had to stop to assist Ameiko and the other walking wounded a number of times. One of the two things I've decided I really hate about 3.5E is their treatment of time. If someone wanted to be a rules lawyer about it, they could make a compelling argument that in the 7 minutes since I sat down at this computer, the PCs could have accomplished everything that happend from the moment they left the Rusty Dragon to go to the glassworks to the moment they walked back in the door. I'm not buying it. :) As far as moving forward, that will be at your own pace more or less. Even if the cleric types use all of their spell slots to cast cure spells on the injured, it will be at least one full day before everyone is at full hp. And then another night for the clerics to get their spells back - and they might not want to go and do crazy things without a day's worth of spells at the ready, just like the warriors might not want to get out of bed until they have some hps. Vesh could be killed by the next mosquito that bites him ;) What I suggest is that if you want to do something, post to that effect in very absolute terms. "I am going to..." If other people want to do that, too, they can say "I'm going with...". Otherwise, we'll be here for a long time with "What do you want to do?" "I don't know, what do you want to do?" "Now don't start that again!" The market will last a couple of days (people don't come all the way from Korvosa for a one day market) so you are not going to miss the chance to buy something if you don't get there at 4AM tomorrow. Additionally, you can be fairly certain that no one is going to unexpectedly go snooping around the glassworks - unless of course, they hear about it from one of you. Remember, Lonjiku has probably been dead since before the Festival and no one's gone looking for him yet. They aren't all of a sudden going to start. Basically, what I'm trying to say is make the best use of the downtime that you can. It is a good time for solving mysteries, buying gear, and wrapping up loose ends. To the extent that people post "do" statements in the IC thread, things will get done. Oh, as for the goblins: until someone does something with them, I'm assuming they are with you. And they're probably whining incessantly unless you share some dinner with them. FabesMinis wrote:
Sadly, there is not much that can be done to the sword in terms of traditional magic item +'s until you are higher level. However, one thing I neglected (or glossed over a bit) in the above discussion of wondrous items is that you could have a power added to an existing item. For example, you could take your sword to Father Zantus, make an offering and participate in a ceremony, etc. (cost 350 gp for Zantus to do all the work) and the sword could deliver a first level spell once per day at CL 1. I think this might be fun and in character with cause fear or doom among others. Ehlissa Briez wrote:
Cruelty to goblins: For Ehlissa:
The goblins turn to each other, confused innocence in their eyes. "Me no do this! Me no hurt people and cut them up and put them in fire to make preety colors! Me no think this fun!" They look from one to the other and chuckle before turning back to you and seeing the seriousness of your expression and the seriousness of the cold iron longsword that is now poised to widen their grins. "Uh... what me mean is not me fault. Yeah... Mean lady make me do it... Mean lady AND skinny half elf... Mean lady AND skinny half elf AND chief Ripnugget. They all in together. They say burn longshank-town to ground. They say cut people and put into fire to make preety colors! They say not have fun, must do anyway!" "Who is mean lady? Like you, only preety. Yeah. She have big mean claw on arm. Not ugly little fingers... Did me say you fingers ugly?!? Me meant very beautiful. Much bigger beautiful than mean lady fingers. Mean lady no have fingers. Have claw! Mean claw! Not the same as fingers!" "Ripnugget?!? Who Ripnugget?!? You not know who Ripnugget is?!? You dumber than goblin! Goblin know who Ripnugget is! Ow! Ow! Is joke! Is goblin joke! Is funny! Ow! Is not funny! Is not funny goblin joke! You no sense humor!" "Ripnugget: he big chief of Thistletop goblins! We Thistletop goblins! We very brave. No tell you who Ripnugget is until you cut out our tongues! Hey! Hey! What you do with that knife!?! No cut me tongue! No cut! Me no say that! You lie! You mean! You grow claw now too!" "How get Thistletop? Is easy! Goblin do it no problem. First go Thistletop. Then done!" "You no understand 'go Thistletop'?!? You no very smart. If you goblin, we throw you in pit! Maybe we throw you in pit anyway! How you like that? Huh? Ow! Ow! Stop hitting! Me no hit you! Ow!" "Thistletop to north of longshank-town. It on island! Thistletop island! Through Nettlewood! Careful or you get nettle in your Ow!" Sandpoint on 500gp a day (a shopping guide for adventurers): Mundane gear: Anything listed in the PHB, including masterwork versions thereof is pretty readily available. The market tends to drive prices down and you have good trade material (the expensive glass goodies), so take a 25% discount on all mundane gear. Also note that I think the costs for masterwork items are kind of silly, so use this instead: mwk weapons are 10x normal cost; masterwork armor/shields are 5x normal cost. If this produces something you think is anomalous, let me know and we'll sort it out. I think it is pretty reasonable for items with base cost less than 75 gp, but it fails with some of the more exotic/expensive weapons and heavier armors. Potions of cure light wounds: As far as magic items go, these are the most readily available. Salome and Naelah can buy them at cost (25 gp) to a maximum of four each (8 total). The rest of you can buy up to 2 each at regular cost (50 gp). So if the party chooses to max out on clw, you can get a total of 8 + 8 = 16 potions between the 6 of you for a total cost of 600 gp. Scrolls: Low end scrolls can be obtained fairly readily at the Sandpoint market; however, supply is limited. The spell casters can each find one scroll of a second level spell and up to two scrolls of first level spells. In order to reflect limited availability of the second level scrolls, make a list of three spells and roll a d3 on Invisible Castle. That is the scroll you can buy (you don't have to, though). You can pick one first level scroll from the SRD spell list; but use this method to determine the other if you want two. (2nd level scrolls are at CL 3, DC 13, and cost 150 gp; 1st level scrolls are at CL 1, DC 11, and cost 50 gp). Potions: Potions of first and second level spells are uncommon, but they can be had. Divine potions are somewhat more common as befits the greater number of useful divine spells that can be made into potions. You can buy a second level divine potion and up to two first level arcane or divine potions. Follow the same method given above for scrolls to determine which potions you can find. (2nd level potions are at CL 3 and cost 300 gp; 1st level potions are at CL 1 and cost 50 gp). Note this applies to oils, etc, too. Costs are based on Cleric and Wizard item creators so if it is a Paladin only spell has an unusual cost component, use the DMG to sort out the cost. Wondrous Items:Wondrous items with cost up to about 400 gp are routinely available, though again supply is limited. If there is a particular item in the MIC or other source you are looking for, ask me. But in general, you can find items that have a once daily use of a 1st level divine or arcane spell at CL 1 for about 350 gp each. Follow the procedure given above for determining if you can find your first choice of item. Smart shoppers: Any time you have to roll the d3 to determine if you find what you want, you can attempt a DC 20 Gather Information check. Success allows you to roll twice and take the roll of your choice. Creating items or getting training: The downtime is a great chance to make that pesky hard-to-find item or hook up with a tutor for a private lesson. I have finalized my rules for this. You each have 6 Craft/Training Points, which you should track on your character sheets. In general you can afford to create first level potions (cost of 1 point + 25 gp) or scrolls (cost 1/2 point +12 gp). Also, you can afford to purchase skill training up to a +1 bonus (cost 1 point + 50 gp). If you have a relevant item creation feat, you can halve the gp portion of the cost (but not the point portion of the cost). You can also create items at above the default minimum caster level. Note: I think the skill training is probably worth it, since it applies to cross-class skills as well and I know there are a few characters out there who seemingly want to be a little more diverse in their skill sets. Congratulations on getting this far. I know this phase of the adventure has been a little slow at times, so thanks for sticking with it. Even it published form, there is sort of an awkward middle chapter between the adrenaline rush of the goblin raid and Ameiko's disappearance. Since that hit us right over the end-of-year holiday season it was a little hard to keep up the pace at times. I think things should be much more downhill from here on out. You have some clues and unfinished business to follow up on, goblins to interrogate, and a chance for the PCs to catch their breath and prepare for what's coming up. Corran is going to take his leave of the party now and sign on with the Town Guard. If Talion returns, Corran will be able to re-join the party. Also, I hope to hear from PsiFox again very soon, but if we don't Naelah will be recuperating in town for at least a few days, so she is available to re-join, too. Just a reminder. The sheriff is out of town for another four days or so and most of you can draw 10gp for each of those days. I'm imagining that the party will want to take advantage of that time to heal up, follow up on the recent developments, and perhaps visit the regional market. It will be an opportunity to acquire items that may not normally be available in Sandpoint. However, in the interest of keeping things moving along, I'd like to handle all business matters in the discussion thread so that we can keep the game thread clear to RP the more important stuff. I will be able to post some guidelines for what is available at the market tomorrow or Monday. Assuming Corran grabbed the bag and sword. The bag is much too big for Slidell to put in his pack. Think military duffel bag. It weighs probably 40-45 lbs. You navigate your way back down the tunnel, up the ladder and into the store room at the glassworks. By the time you close the trapdoor, there is no indication that you have been closely pursued. Your goblin prisoners are waiting where you left them - tied to a table. One has fallen asleep and the other two appear to be engaged in a heated debate. In goblin:
Spoiler:
"You crazy! Me no say nothing! You one who go in pit!" "No! You get pit for this! Pit! Pit!" "Me friend to Chief! You get pit!" "Chief no make friend with scaredy-goblin! You get pit first!"
Upon seeing the devastation in the glassworks, Ameiko nearly faints and has to be helped to a chair. After a few minutes, she recovers enough to walk, eyes covered, past the scattered remains of her father's former employees. Though you tell her that her father is dead when she asks, you do not describe the manner of his death and take pains not to let her see his remains. Although the going is slow, you are eventually able to escort her to the Rusty Dragon where a very relieved Bethana greets you. She has cleaned up the common room, and, although the inn is still only open to guests, she has prepared a decent supper. The only other people in the common room are a group of Korvosan traders in town for tomorrow's market day. As for the goblins, you can take them to the garrison for safekeeping if you want. But experience suggests that if you want to get anything out of them, you should probably do so before they leave your immediate control. If the folks who are staying at the White Deer want to move over to the Rusty Dragon, they can do that tonight. Since Naelah checked out over there last night, she can get a room at the Rusty Dragon for tonight. The sword you recovered is a masterwork short sword. Ameiko identifies it as having belonged to Tsuto. She has no interest in it and will allow you to have it, if you want. (It's a very nice sword.) The bag contains a number of carefully wraped pieces of crystal and exotic glass that Tsuto had looted from the glassworks. Aside from one piece, which was very special to her father, Ameiko has no interest in this either and will allow you to have it. She suggests that the Sandpoint market would be a good place to sell or trade it and that the total value should be about 3,500 gp to a collector. Also in the bag are some papers written in Minkai. You will have to get Ameiko's help to translate them when she is feeling better. Among these papers are several diagrams of Sandpoint and a few random sketches, mostly of a young woman (not Ameiko or any of you). Vesh:
Spoiler:
When you try to return Ameiko's dagger, she gives it back to you. "You keep it! It was once very special to me, but I no longer have use for it and you have more than earned it. If you ever find yourself in a pinch, just utter the command 'Eisol' and your foe will be in for quite a shock." Masterwork dagger. Once per day you can make a touch attack to deliver shocking grasp CL 2. The command word translates as "Arclight"
You help Ameiko to her room and promise to check in on her tomorrow. Sorry for the fast-forward, but I wanted to bring some closure to this bit now that the important objectives have been met. That completes the 2nd part of the adventure, so 300 XP for a story award. Also, see the discussion thread regarding logistical matters. Malcolm:
Spoiler:
The sounds from the side passageway, though still faint, are growing louder and more regular. Thanks to Salome's cure wounds spells, the wounded are at least walking. Ameiko will need some help, but Naelah is able to move on her own. Are you going back the way you came? Is anyone claiming the sword? What about the canvas bag? Salome wrote: I hope I'm doing this right, because if so, it would be really cool. In a critical hit situation, damage is automatically doubled, not re-rolled, right? The SRD says Roll the damage (with all modifiers) multiple times and total the results. (1d6+1)x2 is very different from 2d6+2. However, since you rolled average damage (and since the result will likely be the same either way), we'll call it 10 damage and get on with life. The creature lets out a freakish gurgle and then slides from the end of Salome's blade to collapse in a blood-drenched heap. Those near the side passage, try a DC 20 Perception check.
Spoiler:
You hear strange sounds echoing up from the dark recesses of the passage. XP for the fight is 170 each. In the moments after the fight, you have a brief chance to look around. The shiny object in the middle of the floor is a short sword with a gilted silver pommel. It is caked in the blackish blood of the creatures you just fought. mwk. shortsword Ameiko is still hovering in and out of conciousness. In a brief moment of clarity, she again trys to speak, "Tsuto? ... Father? No! No! NO!" DC 10 Heal check on Ameiko:
Spoiler:
In addition to poison from the creatures, Ameiko appears to have been drugged. The drug is potent, but short-lived. It will probably wear off by tomorrow morning. Those who are poisoned can continue making their Fort saves until they pass. Alternately, a Heal check at the same DC will end the effect. The creature's head spins around in response to Slidell's spell. It's eyes are crossed and it is briefly disoriented. Seconds later, Corran crashes down the passage, his sword held level. He deals a swift backhanded blow that opens a bloody gash on the creature's arm. I think the combat area might be sold out. If Vesh, Malcolm, or Ehlissa want to try to participate, they can, otherwise, I'm going to try to wrap up the fight quickly so no one is left waiting. Meanwhile, they (and only they) can attempt (ha ha) a DC 25 Perception check. Also, keep making those poison saves if applicable. You can also use the time to check out the rest of the room (Search check) or the canvas bag, or try to talk to Ameiko. Perception DC 25
Spoiler:
From the passageway where the first creature fell, you hear faint noises in the distance. The thing and Naelah continue to struggle. Suddenly it rips free from her grip and delivers a cruel two-handed slash to her chest. Opposed grapple: Naelah to hold, Thing to injure. (1d20+2=12, 1d20+6=15, 1d4+6=10) Thing wins for 10 damage. Naelah slumps to the ground in a widening pool of blood. I have Naelah at exactly 0 hp, so she is stable, but helpless. I think her sacrifice was worth it as now Salome and Corran flank the enemy and with luck might bring it down this round. -------------------------------
Salome wrote:
Invisible Castle Salome wrote:
Yes, that is Naelah's plan. Use a 5' step to close with the creature, then pick up the weapon as a move action. Normally the creature would get an AoO, but it can't since it is grappled. Then hit it as a standard action. Salome wrote:
Looks like you rolled a natural 18, which threatens a crit with a scimitar. Confirm crit. (1d20+3=12, 1d6+1=2). EDIT: Since Naelah is holding it still, there is a +4 bonus, so the crit confirms. So the creature takes 7 damage. Salome rushes to Naelah's aid, scooping up her scimitar and slashing the creature's exposed midsection. It howls in pain and struggles to break Naelah's grip. It's muscles bulge unnaturally and a mixture of froth, blood, and bile spills from it's horrific maw. It's mad now! -------------------------------
Ehlissa and Malcolm converge on the prone creature. As the latter plunges his sword through it back, the former dashes its mishapen head into the ground. The creature gives one last convulsion, then lies still. Seeing the creature fall, Naelah calls out to the group by Ameiko. "Come quickly. There's another in the tunnel!" As she finishes, you all hear Veren give a pained yip and then a somewhat subdued growl. IC is down. He was hit by the creature's claws and took 8 damage. He failed his Fort save and is sickened. Current hp = 5/13. Veren counter-attacks, but the creature eludes his bite. He then takes a step back. Gritting her teeth, Naelah charges the creature, attempting to grab it and take it down. As she does this, she deliberately tosses Salome's scimitar to the ground behind the creature. Incredibly, she eludes its attack and wraps her arms around its torso, forcing it backwards and off balance into the cavern wall. The creature has been grappled and Naelah is holding it in place until their next turn. It loses its Dex bonus to AC, cannot move, and cannot take AoOs. Also see the spoiler below. Positions: in the tunnel from back to front: Salome; 5' gap; creature and Naelah; 5' gap; Veren; Slidell. All others are at the entrance to the passage leading left. (about 5-10 feet from Slidell). Spoiler:
To simplify grappling, I propose the following. All grapplers move to the same initiative count. On that count, all grapplers make grapple checks. The winner can elect to 1) do damage as per an unarmed or natural attack or 2) hold the opposition still or 3) move the pile up to half their speed or 4) escape the grapple or 5) take a move-equivalent action. For a -4 penalty, you can attempt to do damage with a light weapon. Basically as the usual grapple rules except everyone acts at the same time and there is no need to win an extra grapple check to pin the opponent. -------------------------------
It does get an AoO. You also get a +4 for it being prone and a +2 for the flank, so you had a 9. It's attack is at -4 for being prone. As Vesh rises to his feet, the creature swipes at his leg, opening another painful wound. Creature AoO vs. Vesh. (1d20+2=18, 1d4+4=5) Hit for 5. Off balance, Vesh falters and his return stab with Ameiko's dagger is errant. "Vesh... Is that my... How did you..." Ameiko gasps in a brief moment of lucidity before lapsing again into stupor. -------------------------------
Vesh wrote:
A five foot step is a free action that you can take only if you make no other movement in the round. You can still make a "move" action, you just can't use it to move. You can use it to stand up, get an item, redirect a spell, etc, but not move. So if Corran takes a 5' step, he cannot attempt the overrun. As to needing to move, as long as he ends his turn in a legal space, it doesn't matter that he begins his turn or takes actions in an illegal space. So he could have attacked or even full attacked and then taken the 5' step at the end of his turn to get into a legal space. SUB_Corran wrote:
OK. But he doesn't need to take a 5' step back. In fact, that would prevent additional movement. AoO vs. Corran (1d20+6=13, 1d4+4=5) miss. Resist overrun. (1d20+3=5) Corran takes the creature's feeble swing in stride with his shield and follows through, sending it crashing to the ground. He is now in the passageway behind it. Since Naelah likely cannot contribute to either fight, I will have her delay in hopes that someone can finish Creature #1 and she can move to help the wounded. -------------------------------
I'm going to be a bum and post Veren's action just to keep things moving. We haven't heard from Psi again for a few days and it is 4AM in Aus., so I don't expect to for another 8 hours. As Slidell falls back, Salome's errant crossbow bolt pings off the cavern wall and whistles past the space formerly occupied by his head. Low to the ground, Veren surges to the attack, grasping the creature's leg in his mouth and yanking. With effort, it manages to shake free. Veren: attack roll and opposed trip. (1d20+3=18, 1d6+1=4, 1d20+1=5, 1d20+3=18). Hit for 4 dmg. -------------------------------
The creature weathers a storm of blows from Ehlissa and Malcolm. It reels under the onslaught, but remains on its feet and lurches into the fray. With a viscous swipe from one of its clawed arms, it opens a bloody rent in Vesh's exposed back and torso. Attack vs. Vesh (1d20+6=17, 1d4+4=5). Hit for 5 dmg. Make a DC 14 Fort save or see spoiler below. Satisfied with its bloody work, it turns and leaps at Ehlissa, raking her with its claws and sinking its teeth into the exposed flesh of her arm. Attack vs. Ehlissa (1d20+6=26, 1d4+4=6, 1d20=18, 1d6+2=7) First attack threatens a crit: Confirm crit vs. Ehlissa (1d20+6=9, 1d4+4=7) nada. So two hits for total of 13 damage. Make a DC 14 Fort save or see spoiler below. In the tunnel, the second creature turns from Salome to Slidell and lashes out in a frenzy of teeth and claws. The mage's force armor holds the creature's claws at bay, but it manages to draw blood with its bite. Attack vs. Slidell (1d20+5=15, 1d4+3=4, 1d20+5=10, 1d4+3=7, 1d20-1=16, 1d6+1=3). Hit for 3 dmg. Make a DC 13 Fort save or see spoiler below. Fort Save:
Spoiler:
If you fail your save, you are sickened, taking a -2 to basically everything except AC (attacks, saves, checks, and damage). You can re-attempt the save every round on your turn starting after the creatures' next turn. Once you pass, the sickened condition is over. -------------------------------
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