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Following Luc's advice, you decide to take a glance around the ruins and start by walking around the structure to the east. You spot a place where the space between the isle and the inlet is only 5' wide, which you could easily jump. A little further north, you spot a 10' fissure in the wall to the west, which appears to allow you access to the inside of the lighthouse structure. You could continue north on your trek or cross the moat and go inside through the break in the wall. How do you wish to proceed?
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Tееla wrote:
Teela checks out the entrance to the gatehouse and finds nothing suspicious about the door. She twists the knob and it opens revealing... Swaths of mildew and mold cover the damp surfaces of this watchtower, appearing as green and black smears on the dull stone walls. The door frames in the walls to the north and south rotted long ago, while a few collapsed chairs lie on the floor amid small heaps of foul-smelling gray lumps. Thick sheets of dusty cobwebs hang from above, obscuring any view of the ceiling.
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Seren and Kamau identify the corpse of a small draconic creature that you recognize as a kobold lying on the pond’s north bank. The gear on the kobold’s body is mostly ruined with the exception of 4 gp in one rotten belt pouch and a spike snare bundled securely in a little backpack. From your current position, you see the following: To the west: a drawbridge, 15' above the swamp, stretching over the island between the building to the west and the structure to the north. Between the building to the west and the eastern structure, 20' above you see a knotted thick vine stretching between the two buildings. To the east, 15' above the swamp, is a walkway over the island between the northern structure and the building to the west. You can choose to investigate any of these areas, enter the building to the west, or continue walking around to the east on ground, exploring the ruins. Or something else. Let me know. I added another map view to the slides to show the vine. You obviously cannot see inside the buildings, but the map doesn't spoil anything.
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Luc's blade and dagger strike the slimy frog twice for 17 damage.
Seren is soaked with marsh water to her waist (4' deep). What now?
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Serenllys wrote:
Thanks, I kept looking online for an overhead image of the ruins and the lighthouse and could only find combat maps. Eventually, I did a search on Bing images and found that rendering and thought it was pretty cool. Correct, you cannot see the dock. The oval building in the center is supposed to be the lighthouse rising up.
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Luc spots tracks going around the eastern side of the entrance, where there is a 5' wide path of grass adjacent to the marsh. Knowledge nature: 1d20 + 5 ⇒ (7) + 5 = 12 The tracks remind Luc of giant frog for some reason. As you follow the tracks around the eastern side: Tangles of reeds grow in thick clusters around the edge of this muddy pond. The water appears murky with algae, and the half-decayed body of a three-foot-tall scaly humanoid lies on the pool’s northern bank, half-buried in mud and leaves. Due to Luc's survival savvy, you are not surprised when a 6' tall tusked and slime-covered frog-beast leaps from out of the water to attack you! Initiative:
The marsh is about 4' deep of water and counts as greater difficult terrain. The "x" on the map is the dead body from the description.
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The party picks up their gear and heads over to the Gauntlight. After 30 minutes, you arrive at the ruins in the swamp. The sound of frogs and mosquitoes mixes with water sloshing against muddy shores, all muffled by the ever-present mists that linger in the aptly named Fogfen. As the mists clear, a shadow looms from the cloying swamp vapors—a sprawling ruin of stone and wood squats atop an island in the soggy marsh. The upper floors have largely collapsed, leaving only the stone walls of the ground floor intact. Above these ruins towers an out-of-place monument—a colossal lighthouse whose painted walls and iron-cased crown have resisted the corrosive effects of the surrounding swamp. The overgrown trail leads to a pair of wooden double doors. You can enter or explore the outside ruins or cross the marsh to the island where the majority of the ruins and the lighthouse are located. How do you wish to proceed? Map slide has an overview of the area with a smaller map to specify location and that the lighthouse is on an island. You obviously can't look into the ruins but the smaller map is there for tactical clarity.
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I apologize if I led you to believe that you would find some nugget of information on the ruins or Belcorra in one day. Research takes time - multiple days, sometime weeks, etc. We are talking about an event that occurred over 500 years ago and that was an unpleasant one at that, so the majority of Otari's history books seem to gloss over it and commence the story with the Roseguard and the founding of the town. It seems that whatever the Roseguard encountered in the ruins they kept to themselves and did not share with the local bards/historians of the time. Perhaps, if you learn some information in the ruins, it can help narrow the scope of your research or allow you to investigate a matter that is tangentially related to the lighthouse.
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Seren goes shopping, while the rest of the group heads to the Dawnflower Library. Otari’s largest temple stands at the town’s westernmost edge, atop an upraised shelf that juts out far below the clifftop. The library is constructed in the Qadiran style of Sarenite temples, with two smaller minarets flanking a golden dome. The building’s position allows it to catch the rays of the rising sun, which transforms the dome into a brilliantly glowing testament to the sun goddess. Initially, you are met with some red tape, but with Wrin's good word, you are allowed access to the library by the head priestess of Sarenrae, a female halfling named Vandy Banderdash. Unfortunately, the library is more dedicated to the worship of Sarenrae than the history of Otari. You find 30 books on the history of the town, but few delve into history of Belcorra. During your first day of study and research, you find little information on the threat she posed to the town, other than mentions that the four initial founders of the town, the Roseguard, defeated her, losing one of its members. The lost member was Otari, the rogue of the group. In his honor, the surviving members of the group founded the town and named it in his honor. It appears that if you want to learn more information, you will have to spend more downtime researching the subject. Luc's boss, Lardus Longsaddle, at the garrison begrudgingly grants him a week of paid leave to investigate the lighthouse and its ruins, primarily due to Wrin's letter that she gives to Luc to help him out. The day passes and the next morning your magical items are ready for pickup. What are your plans for the day? More research or heading to the ruins?
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Sorry for delay. Work has been hectic. Secret checks:
Teela: 1d20 + 5 ⇒ (6) + 5 = 11 Kassi: 1d20 + 5 ⇒ (7) + 5 = 12 Unfortunately, at this time, neither Teela nor Kazzi remember any significant details about the Gauntlight or its ruins. Teela does remember something about a nursery rhyme. Wrin ponders Teela's question. "Funny, to think about it, but since the Gauntlight has been there for as long as anyone can remember, we all take it for granted but I have not delved into its history. What I can remember is that the evil that the Roseguard overcame was led by a woman named Belcorra. If you grew up in this town, I'm sure you remember the nursery rhyme that you were taught as a child to scare you into obedience." When the fog is creeping,
That’s when she arises
But if you obey me,
"I will definitely have to brush up on the subject. Anyway, when do you plan on checking the place out? Please do not delay too long. I have a bad feeling about that glow."
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Wrin smiles, as three of the party members agree. "The Gauntlight is but a 30-minute hike from Otari. I do not know what dangers, if any, may have taken up residence, in the abandoned tower. I know, at the time of the town's founding, some 500 years ago, the Roseguard defeated a haven of evil that had settled in and under the tower." Wrin smiles, as she knowingly recalls her conversations with a young Luc about the famous town heroes. "I am sure that you will be up to the task of any dangers that you may encounter."
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Wrin speaks softly but directly, "Sorry to interrupt, but you will have plenty of time to get to know each other. Please join me at the table." She leads the five of you back to her table. Wrin speaks, with a sense of genuine concern. "I believe things are afoot at the Gauntlight, the lighthouse in the ruins in the FogFen to the north. The past couple of nights, I have noticed a sighting of a strange blue glow atop the ruin’s tower. The glow was there last night again. I cannot account for a reason that the lighthouse would be aglow with an eerie light. As you know, the lighthouse has been there since the founding of Otari, even though there are no bodies of water around, so the purpose of the lighthouse defies logic. I know not what inhabits those ruins, although there are rumored sightings of large shadows in the area." Wrin pauses, "What I am asking is most likely dangerous and requires more intelligence than the local guard. No offense, Luc. But I need you five to investigate and try to account for the presence of the glow and if it portends dire consequences for the town. Could you perform this favor for me? I will not be able to rest until I know the reason for this glow." Wrin looks at you, hopeful that she has made the right choice.
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Wrin's curio shop bears no sign, but locals, such as yourselves, know it as Wrin’s Wonders: a place to marvel at whatever strange new trinkets and offerings its equally strange owner might have come across. The structure consists of a ring of what appear to be standing stones arranged in a 60-foot-diameter circle surrounding a 15-foot-high dome of wooden beams covered with triangular pieces of canvas. Closer inspection of the standing “stones” reveals that they’re also made of wood frames and canvas, cleverly painted to resemble granite. between the central dome and the surrounding circle is a collection of other dome-shaped tents used to store the shop’s wares. When it’s not raining, the fabric of these domes is pulled aside so shoppers can admire what’s for sale in the light of the sun—or the moon, for that matter, as Wrin’s Wonders is always open. Wrin sits at a table with two others, as she stands to welcome you. Her tiefling ancestry is impossible to miss. Eyes devoid of pupils, small ram horns curling around her elven ears, a thin tail, and fingertips that sparkle with motes of glittering lights leave no doubt that she’s touched by supernatural forces. However, her quick smile and good-natured attitude have made her a town favorite. "Heroes of the crypt, thank you for coming so early. I see two of your party are missing, but they divulged to me in conversations last night, that their adventuring days were over. Please, come join me at the table. I will let my guests introduce themselves." Kazzi and Teela, you are up!
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Carman smiles at Seren, "Stargazing with you would be a dream. Take care, honey." He sneers at Luc's comment, as his smile disappears. He looks at the weapon and the rune that he wants transferred and tells Luc, "Yeah, I can do this. Give me a day. Who's next?" When Kamau finishes his order, the smith smiles. "Looks like the big spender of the group. All of this is definitely manageable. I will call some assistants to help me out." The sale goes through, and you leave the weapons and runes at the store for Carman to transfer. Since you've already had breakfast, you head over to Wrin's shop, per her request.
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Carman's ego swells, "Well dear, looks like you found some arcane items in the crypt. Nice quality. My normal prices are 10% the price of the rune, but if you promise me a date this weekend, I could lower my prices, to say 5%? How does that sound? I would wine and dine you, honey, show you a good time." It's the equivalent of Wednesday currently.
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You can do so first thing in the morning. Since everyone wants to shop with weapons, you visit Blades for Glades. The owner of the establishment is a young muscular human Carman Rajani, who you've heard boasts of being descended from one of Otari’s founders, Vol Rajani (pic in slides). You know that Carman has political aspirations as he has run against the current mayor but has lost the last three mayoral elections in a room, each by a larger margin than the last, despite his pedigree. Lore: 1d20 + 4 ⇒ (9) + 4 = 13
The losses have made him a bitter man, but none can doubt that his shop produces the best quality of smithing in the town. He is also the only one in town skilled enough to transfer weapon/armor runes. He is standing behind the counter when you come in the next day. "Ah, the heroes of the crypt from last night, whose asses were kissed so hard by that fraud of a mayor. Anyway, so you're looking to spend your hard-earned gold? Well, I'll be happy to take some off your hands. Tell me, what are you looking for? Especially you, honey?" Carman is giving Seren the eye, as he arches his eyebrows.
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Kamau, Black Butterfly Champion wrote:
There was no gold in the crypt. The mayor gives you each 20 gp for your role in ending the threat that the crypt posed.
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Kamau, Black Butterfly Champion wrote:
Never done this ever, so wouldn't know even how to do this.
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Kamau, Black Butterfly Champion wrote: I do want to confirm that my understanding of lay on hands against undead is correct. There's no attack required to touch them? They get a fortitude save against the AC penalty (and, with my charisma, they have a good shot at avoiding it), but they just take the positive damage regardless, correct? It states that it is a touch attack so there is a die roll to touch them. Also, the Fort save applies to the damage. The 2x/1x/0.5x/0x modifier from basic saving throws only ever applies to damage, Critical Success: Nothing Success: Take half of 1d6 damage Failure: Take 1d6 damage and a -2 status penalty to AC for 1 round Critical Failure: Take double 1d6 damage and a -2 status penalty to AC for 1 round
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The party light the lantern with the flame. the brother and sister duo stand in stunned silence for a few seconds when they see each other, unsure if it's even real. Afterwards, they dash into a long hug, after which they are ready to leave the crypt. They thank the party and leave the crypt heading south, in a completely different direction than the party. The journey back to town is uneventful. You relive in your memories the last fight, where it was clear that a few members were close to death. Marietta and Kelri's faces show great concern and worry, as they relive those moments. For others, you are forever changed by the experience. Kamau gained a familiar; Luc decided to pursue further studies of the undead; and Seren decided to focus on healing, given the fact that her actions basically saved the party in the last fight. A day and a half later, you return to Otari. Kelri and Marietta stay with the team only as long as it is necessary to report into the mayor and confirm the party's tale. Mayor Menhemes is a bit skeptical to hear that the crypt of Lord Kassen had been invaded by a necromancer, that had led to the death of his villagers. However, when faced with incontrovertible evidence of their deaths, he solemnly apologizes to the party for doubting their credibility. He makes plans to relay the news to the villagers' families. The town's Solstice celebration, however, continues, though a bit muted, once news of the events at the crypt spread throughout town. The party is celebrated for their bravery and tenacity. As you receive applause, the eyes of a certain elven tiefling astrologist and occult specialist named Wrin Sivinxi catch yours, and though she is smiling, there is an air of concern in her demeanor. She approaches the party and hugs each of you, whispering to each of you,"Enjoy the night, but come see me together tomorrow. Things are afoot." She then excuses herself from the celebration and heads back to her shop. The night passes as slow or fast as you wish it to pass. The mayor rewards you each with 20 gp for your services to the town.
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Luc Theriot wrote: GM, I went another route. I retrained Nature to Religion and took the Undead Slayer dedication (should be helpful in this AP). I hope that's allowed. My character is updated to 2nd level. From the treasure we just found, Luc took the +1 longsword and 1 potion of healing. I look forward to getting back to Otari so we can meet new players. Yes, it is fine. I apologize that I did not tell you at the beginning of the game that there would be a free archetype at 2nd level. Thus, you are allowed to retrain feats and skills to qualify for any archetype that you like. Kam and Seren, please try to update your characters to 2nd level so I can get you back to Otari, so you can meet the new players. I feel bad that they're just waiting.
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Kamau, Black Butterfly Champion wrote: Looking ahead to Level 3, for flavor I'd love to take one of the Highhelm dwarven animal companions as a mount ... but I don't know if you'd allow them. Would that be OK? If not, I'm fine with going with one of the more practical blade or shield options for Divine Ally. Can you tell which one specifically? Also, remember now that the Crypt is over, the Abomination Vaults is one large dungeon crawl, so animal companions, especially large, may have issues. But I am flexible. With regard to your other question about the archetypes, yes, you can look outside the Core book for your options. Of course, they need GM approval, if you're looking for monster options, like ghoul, vampire, etc.
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After the fall of the skeletal champion and his archers, the spirit of Kassen stirs from its rest. "Please do not be concerned. I am here to thank you for putting an end to the undead threat in my crypt. A week ago, a necromancer and his adventuring companions broke into crypt seeking treasures. The necromancer, however, wanted corpses to raise undead. He betrayed his two companions, capturing Roldare and his sister, the unconscious woman before you, Dmira. He then began raising undead, including the champion. However, Dmira escaped her bonds and killed the necromancer, hoping that his undead minions would collapse upon his death. However, through some unknown negative energies, the champion and the other undead remained alive and captured Dmira. They remained in the crypt and were present when villagers from Otari appeared 2 days ago to set up preparations for the "Test". They were massacred, as you have seen. You have ended the undead threat. As my thanks, please take these items and I wish you success in your future endeavors. Do not forget to take the Eternal Flame. I may now enjoy my eternal rest." With that, the spirit disappears, and you find in his sarcophagus the following treasures: *Bag of Holding (Type 1)
You also find the body of the necromancer, from which you assume came the wand and clothing. Dmira is unconscious but stable. It will be your call as to what you do with her and her brother. Kelri and Marietta tell you that they are glad that they survived, but they're not cut out for this adventuring life so when they return to Otari, they will be heading their separate ways. They also do not partake of the treasures.
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The remainder of this fight with the skeletal soldiers really does not excite me without the champion present, so will handwave the clear result that the party was going to win. Well done! I made the champion elite (Level 3) with Level 1 soldiers and you guys still kicked its ass, so congratulations. 2 critical hits for the party vs. 1 for me only. :( I will be back soon with the epilogue. Also, welcome to Level 2! Ding! I am playing with the free archetype so plan on that as well.
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Kelri strides forward and casts Electric Arc at the 2 skeletons.
With regard to getting knocked unconscious in battle, there's errata on Page 459: In the first bullet point under Knocked Out and Dying, change the sentence to “You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.” So Luc and Marietta's new initiative is 28 at the top of the following Round.
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Serenllys wrote:
Well played, Seren. While I may have an issue that you can do this 1-handed and only takes 1 action, those are the rules. However, I would rule that in Round 1, Luc started the round by moving and flanking and then Seren moved to allow additional flanks, etc. so Luc's action was at the top of the round. So while Luc wakes up due to Seren's healing, his action has passed for this round.
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I agree with this: The Dying condition seems clear - as soon as you gain hit points, you're no longer Dying (but your Wounded condition goes up). That's all defined in the conditions. A success or crit on the Treat Wounds Medicine check also removes the Wounded condition, but Battle Medicine expressly says that it doesn't do that. So they're both conscious, with hit points recovered from Battle Medicine, and at Wounded 1.
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Total damage to Skeletal champion: 24 Round 2: Skeletal champion
Longsword: 1d20 + 12 ⇒ (19) + 12 = 31...critical
The skeletal champion then turns his attention to the war priestess with the bastard sword and wounds her. Longsword attack: 1d20 + 7 ⇒ (1) + 7 = 8...miss!
Round 2: Skeletal Soldiers
Yellow archer strides back and takes 2 shots at Marietta.
Summary of HPs:
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Luc circles the skeletal champion and brings his magic sword down the on the warrior, who instinctively, raises his shield to block the blow. However, Luc's sword blow is so powerful that it breaks the skeleton's steel shield in two and strikes him, chipping chunks of bone. Luc follows that up with another blow that strikes the undead warrior, who is now shield-less. 16 damage on first blow and 7 damage on the second blow. 23 damage total. Seren's rapier connects for only 1 point of damage, as her rapier's blade slips through the warrior's ribcage. Creature has piercing 5 resistance. Marietta grips her bastard sword 2-handed, summons holy energy, strides toward the warrior and strikes the undead champion, but the blow bounces off the warrior's chainmail.
Attack: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15...miss Kelri uses 1 action to drain bonded item and 2 actions to recast Magic Weapon on Kamau's starknife. Kamau is up.
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Seren checks the door and finds it open with no traps. The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on
A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious. As you make your way down, a figure steps from behind the dais, speaking in gravelly voice, "“So, heroes have come to defeat me. You will make fine minions in my army of the dead. Come and meet your fate.” With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets. Pic in slide. Initiative:
Round 1: Skeletal Champion
Marietta delays. Round 1: X=Skeletal Soldiers
Yellow archer:
Orange archer:
Full Party is up!
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If anyone is familiar with the Crypt of Everflame, it has the upper level (which I did complete in this game) and a complete lower level with another 10 rooms to travel through. However, that adventure is also designed to take characters to 3rd level or pretty close to it. My intent in running the Crypt was as an intro adventure and to get the party to 2nd level only before tackling the Abomination Vaults. Therefore, that is the reason that we're skipping all of the lower level and jumping to the last room and the boss fight. After this, the three players should be 2nd level and can meet up with the new player characters back in Otari. That is my thinking, so don't hold anything back because I will not either. [Insert evil GM laugh] |