
DM Carbide |

Have fun, and watch out for bears!

DM Carbide |

You didn't have to.

![]() |

Between Senja's size shaming and Eva's passive aggressive comments, this is becoming a /very/ hostile work environment.

DM Carbide |

I thought I'd posted in all of my campaigns--I'm also out of town this weekend. Not camping, but it's a bit toasty for that where I am. We're supposed to have heat indices in the 105-110degF range tomorrow, and only a little cooler on Sunday.

DM Carbide |

This has been a very busy week at work, and I'm out of town again this weekend. I'll be able to get a post up now, though. How many of you are doing GenCon?

DM Carbide |

Interestingly, the bebelith can't get out of the pit. As a Huge creature, it can't squeeze through the door. It can plane shift itself at will, but it can't come back to a specific location.

![]() |

That is interesting. Does it look like the flaming goo will flow onto it or can it get above the flow? Either way, I guess we can stand back and attack it for a bit - until it creeps back into its hole and drags out the fight forever...

DM Carbide |

It can get above the level of the door, yes.
I don't know...stuff like this making it past the editors is not a good look. That's three places in this level where the designer hasn't actually looked at the effect of a monster's size.

![]() |

That's three places in this level where the designer hasn't actually looked at the effect of a monster's size.
And then there's the place where they didn't look at the monster's CR, where you gently urged us not to rest.

DM Carbide |

Heh.
Incidentally, the masthead for Emerald Spire does list editors. It does not, however, list playtesters, which is where this stuff should really have been caught.
The description for this room is a masterpiece of understatement. After going through several paragraphs describing in some detail the nature of the flying eels and some other details of the room that you haven't had an opportunity to notice yet, it's only in the last two sentences that they mention oh, yeah, there's a bebelith in here, too.

DM Carbide |

I expect that the designer didn't anticipate anyone triggering the trap before they'd dealt with the bebelith. Not a good assumption when dealing with parties that can teleport, fly, or jump.

DM Carbide |

Senja--this level was written by Wolfgang Baur.

![]() |

Hey gang - just a heads-up that I am pretty overwhelmed with work at the moment, as I have two weeks to plan and launch a FEMA-funded cleanup of 1000 houses destroyed in one of our California wildfires. I'll post as I'm able, but that will likely not be much. Sorry about that.

DM Carbide |

Not a problem on my end. I hope it goes well.

DM Carbide |

Senja, how goes the cleanup?

![]() |

Busy! Working 70 hours a week, but I'm scheduled to rotate out in a week or so. Over all, the launch has gone smoothly and we're churning through the work, but FEMA keeps assigning us new fires to tackle, so I'm likely to be deployed on and off at least for the next few months. I'm hoping it'll be a slightly slower pace in the long haul, though, since the hard part is always orchestrating the beginning of these operations.
Thanks for asking!

DM Carbide |

I'm likely to be scarce on the boards tomorrow--taking the day off and spending it with my wife for our anniversary. Not that we can do much, unfortunately.

DM Carbide |

Senja, you're up.

DM Carbide |

Has anyone talked to Khel since the boards went south?

DM Carbide |

I'll be needing day job rolls, and let me know if you want to get another hex.

![]() |

Perform: 10 + 18 + 4 = 32
Does anyone have the breakdown handy on if we're supposed to take a level for this chronicle?

DM Carbide |

This is marked as a slow progression level in the sanctioned content key.

![]() |

Day Job, Craft (baskets): 1d20 + 21 + 3 + 2 ⇒ (19) + 21 + 3 + 2 = 45 (+50% on result due to Booming Settlement hex)
Hero Lab says that Senja has 26.5 XP, so even at slow progression he would level up with this chronicle. Does that mesh with everyone else's records?
I'm thinking about which hex to take - does anyone have the text for the Country Estate vanity, which you get by taking hex E?

DM Carbide |

Country Estate (20 PP): Life in the city allows only so much space to roam, and a limited amount of privacy. A country estate affords you a much larger, rural home, located in a nation of your choice. When in that nation, you gain a +2 bonus on Knowledge (geography) and Survival checks.

![]() |

Asking again - are we all at 26.5 XP, so this chronicle at slow track will take us to 27 XP, and thus level us to 10? That's where I'm at, just verifying before I level up.

DM Carbide |

As far as I know that's correct, although you'll get to 28 xp--you got 1 xp for one of the earlier levels.

![]() |

I finally dug up my chronicles for Asvald. I can confirm he's at 26.5 as well.
He'll take C5 on the land map.

![]() |

I need a third favored enemy. This is what Asvald has now.
Constructs +4
Monstrous Humanoids +2
I'm leaning toward picking up aberrations at +2 and bumping constructs to +6. Thoughts?

![]() |

Asvald has been leveled to 10.
I updated the block for raging song:
Raging Song - Bear Verse
+4 Strength (morale)
+4 Constitution (morale)
+4 Constitution (enhancement)
+3 Will Saves (morale)
-1 AC
Savage Dirty Trick (1/round, DC 24 or DC 27 in Bear Form)
Initial Penalty -> Additional Penalty
Blinded -> Staggered
Dazzled -> Dazed
Deafened -> Staggered
Entangled -> Anchored in place and unable to move from that square
Sickened -> Nauseated
On a failed Fortitude save, the opponent takes this additional penalty on top of the dirty trick’s original effect. The additional penalty lasts for 1 round (though the initial penalty lasts as long as normal), and can be removed with a move action. The initial effect cannot be removed via mundane means until the additional penalty is removed (though magical effects like remove blindness/deafness work). Removing the initial effect also removes the additional penalty. If the target is immune to the initial penalty, then it is unaffected by the additional penalty.
For example, a barbarian using this rage power attempts a dirty trick combat maneuver against her opponent to blind him. She succeeds and her opponent fails his Fortitude save, so he becomes staggered as well as blinded. Regardless of whether he had succeeded at his saving throw, the opponent still takes an amount of damage from the barbarian’s combat maneuver equal to the barbarian’s Strength modifier (unless he has damage reduction or would otherwise be able to prevent this damage). Likewise, if her opponent were immune to blinding effects, he would not suffer from the blindness or the staggering effect, regardless of his saving throw.

DM Carbide |

I need a third favored enemy. This is what Asvald has now.
Constructs +4
Monstrous Humanoids +2I'm leaning toward picking up aberrations at +2 and bumping constructs to +6. Thoughts?
Is someone reading the title of the next level?
Eva, waiting on your Day Job roll and hex choice.

![]() |

I'll take hex C5 as well.
Carbide, can you let us know the GP amount on the chronicle, for shopping purposes? I'll get Senja leveled today or tomorrow.
I get to pick my first Major Hex, here's what I'm thinking of: Agony, Ice Tomb, Major Healing, Regenerative Sinew, Retribution. Opinions on any of these, or suggestions for others? Never played a witch at this level.

![]() |

Of the save or suck hexes, I think I like Agony best. Ice Tomb takes out a creature but there's no way for the rest of the party to capitalize on that. Retribution is cool but it only really shines if the creature you're hexing is also beating on the party.
Major healing and regenerative sinew are both nice extra healing. Major healing is more net healing but the ability to restore ability damage is really strong. I'm leaning toward the latter.

DM Carbide |

Senja, et al, slow gold for the level is 8883 gp.