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Spell Area Templates ☘️☘️ = Hero points

I miscounted, looks like you've only done 3 / 8 Pillars not 4 / 8 pillars. Y'all leveled up a little early because of my bad math whoops


Spell Area Templates ☘️☘️ = Hero points

Samael slightly out of puts is still able to tumble around the great Protean creature, avoiding any sudden attacks before popping up and stabbing it. With two quick stabs, he finds the creature's weak points and it lets out a final roar of defiance before it vanishes in a cloud of purple smoke.

Oppa fires off another lightning bolt, striking the remaining Azuretzi.

reflex: 1d20 + 15 ⇒ (2) + 15 = 17

And its hard to tell but when the smoke clears nothing remains off the creature.

There is some damage to clean up, but its relatively simple to recover from your wounds and finish the nearly destroyed pillar for good, breaking the 4th of 8 pillars.

Renali returns this morning as well, reporting the nearby area of the jungle has been cleared, though she thought she might have seen some sort of ruins a ways over but isn't sure and wasn't able to investigate yet.

Re examining the map of the area with the additional notations that have been added since you befriended Hezle the Kobold Alchemist you can see another pillar is nearby, a days journey away through the jungle and across a rather large river.


Spell Area Templates ☘️☘️ = Hero points

Samael finds himself temporarily stupefied 2 for rounds: 1d4 ⇒ 3.

Lyra moves up and slices twice on the Azuretzi fighting Doxie, striking it twice, on her second strike the creature is cut in half and then poofs in a cloud of purple smoke. As did the other one that was killed earlier too

Sorry Oppa/Doxie if you guys want to change your actions, the Azuretzi fighting Doxie is dead, the Pillar is Broken but not Destroyed, it seems like it can't use its offensive magic but it is still sputtering with magic. Its effectively defunct though and is not a priority

Violant flies back, avoiding the Azuretzi that closed the distance and launches a fireball at the big Protean.

reflex: 1d20 + 15 ⇒ (19) + 15 = 34 It nearly avoids all of the damage, half submerged by the water but still takes some damage from it.

Stom hustles up to reinforce Samael and makes a wild frightening swing at the creature. Catching the creature off guard and frightening it.

Encounter Map

Round 4 - Violet Eyes Always Lie
Violet Dragon Pillar - 46 damage, Broken
Lyra ☘️ - 22 damage
Violant ☘️ -
Samael ☘️ - 44 damage, Stupefied 2 for 3 rounds
Stom ☘️ - 17 damage
Oppa/Doxie ☘️ - 14 damage
Azuretzi 3 - 49 damage
Bigger Protean - 85 damage, Frightened 1


Spell Area Templates ☘️☘️ = Hero points

As you group you rest for the night and then meet back at Old Matsuki at Dawn, ready to ride for Karahai at first light. He has the horses already saddled and waiting for your group.

"Be quick, avoid trouble, return with whatever aid Karahai can spare,"

With that and a quick review of the map, your group heads off, horses galloping, following the Duyue River trail to the East you guys are riding for a few hours when you arrive at Gourd Lake.

Some of you may remember that Gourd Lake is where those pesky Kappa's said they were from. Its a shallow, marshy lake but makes for excellent fishing by boat, though the shores can be dangerous. Another hour or so after you've left the lake and about halfway to Karahai you are about to emerge into a wide valley that will give your first glimpse of the Sea of Ghosts in the distance.

Without warning, a fog rolls in, first shrouding your horses hooves, the creatures start to slow, huffing a bit, within minutes the fog as risen steadily to completely block your vision, you can't see more than 10 feet in front you and even that is hazy. This fog is almost supernaturally thick and the horses grow more nervous and skittish, then a few moments later you break through the fog.

Strangely though you turned around, now going the opposite direction the pathway, heading back to Willowshore. You must have gotten turned around in the fog. Turning the horses around you dive once more into the fog and again it grows supernaturally thick before you ride out again heading back toward Willowshore.


Spell Area Templates ☘️☘️ = Hero points

Ah yes, He agrees to the trade up.


Spell Area Templates ☘️☘️ = Hero points

Yeah I don't see a problem with that


Spell Area Templates ☘️☘️ = Hero points

Lyra calls down her Blessing of Saranrae, aiding the group before she slashes the Protean Azuretzi in front of her.

Stom steps up, near two of the Azuretzi's and swings his axe slicing through the two of them, grievously wounding them. Killing the one fighting with Lyra.

The Azuretzi fighting Doxie starts to laugh before it burps loudly expelling a mockery of Doxie's breath weapon onto the dragon.

Breath weapon cold Reflex DC22: 4d6 ⇒ (1, 5, 4, 3) = 13

Then it bites Doxie.

Jaw vs Doxie: 1d20 + 15 ⇒ (13) + 15 = 28
damage: 2d10 + 5 ⇒ (8, 5) + 5 = 18

The other one breaks out of its disguise as Stom attacks it, and it casts a quick spell before it blinks out of existence then instantly reappears next to Violant and bites her.

Jaw vs Violant: 1d20 + 15 ⇒ (6) + 15 = 21
damage: 2d10 + 5 ⇒ (10, 6) + 5 = 21

It misses the wizard though, thrown off by its teleportation.

the large Protean, rumbles, in common, "Fine, the hard way then, in a way I appreciate the Chaos you mortals bring,"

It bites Samael with massive jaws.

Jaws: 1d20 + 18 ⇒ (13) + 18 = 31
damage + chaos damage: 2d10 + 8 + 1d6 ⇒ (2, 4) + 8 + (3) = 17

Then it slams him with a tentacle.

tentacle: 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 30
damage + Chaos + Confounding Slam: 2d8 + 6 + 1d6 ⇒ (8, 7) + 6 + (6) = 27

[ooc]need a DC 24 Will save Samael or be Stupefied 2 for 1d4 rounds [/dice]

It finally spins around and swipes Samael with its tail.

tail: 1d20 + 18 - 10 ⇒ (12) + 18 - 10 = 20
damage + chaos: 2d8 + 8 + 1d6 ⇒ (5, 1) + 8 + (2) = 16

But Samael is able to jump and tumble over the tail, avoiding it.

Encounter Map

Round 4 - Violet Eyes Always Lie
Violet Dragon Pillar - 46 damage, Broken
Lyra ☘️ - 22 damage
Violant ☘️ -
Samael ☘️ - 44 damage, need Will Save
Stom ☘️ - 17 damage
Oppa/Doxie ☘️ - 10 damage, need Reflex Save

Azuretzi 2 - 64 damage -
Azuretzi 3 - 49 damage
Bigger Protean - 51 damage


Spell Area Templates ☘️☘️ = Hero points

the town guard has recovered enough in the three or so days since you all defeated Mo Douqiu to secure the town against greater threats. Old Matsuki is asking you all to make the 8 hour journey by horse to the nearby Coastal town that boasts a small fortress and garrison to request aid in case of a second monster attack while Willowshore is piecing things back together


Spell Area Templates ☘️☘️ = Hero points

Violant, frightened by the arrival of an even larger Protean that seemingly snuck up on the group launches a fireball, catching the large one and two of the smaller ones in the blast. Then throws a dagger as a follow up.

big protean reflex: 1d20 + 15 ⇒ (7) + 15 = 22 fail

azuretzi 1: 1d20 + 16 ⇒ (3) + 16 = 19fail
azuretzi 2: 1d20 + 16 ⇒ (17) + 16 = 33success

2 of the 3 are caught by surprise and take the full brunt of the Fireball.

Samael follows up, trying to negotiate with the big Protean while stabbing it in the belly.

Oppa and Doxie follow up, attacking the Azuretzi's that stole Doxie's dragon breath.

Encounter Map

Round 3 - Violet Eyes Always Lie
Violet Dragon Pillar - 46 damage, Broken
Lyra ☘️ - 22 damage
Violant ☘️ -
Samael ☘️ -
Stom ☘️ - 17 damage
Oppa/Doxie ☘️ -
Azuretzi 1 - 28 damage
Azuretzi 2 - 64 damage - stolen Doxie's Breath
Azuretzi 3 - 10 damage
Bigger Protean - 51 damage


Spell Area Templates ☘️☘️ = Hero points

All good Oppa, I figured we wouldn't pick up again really until January. Holidays are also a wild time for folks


Spell Area Templates ☘️☘️ = Hero points

I'm sorry to hear that, my thoughts are with you these holidays, no pressure, take your time.


Spell Area Templates ☘️☘️ = Hero points

Violant empowers the zone, raising the effectiveness of her allies piercing and fire damage.

Samael scrambles the remaining way down to the floor, joining the fight.

Stom and Lyra step into the melee but find the strange, chaotic protean creatures difficult to pin down and cut.

based on the template I dropped, I think you can get a protean and the pillar, Oppa

The pillar tries to dodge the lightning bolt coming its way.

The pillar has a reflex save?: 1d20 + 8 ⇒ (12) + 8 = 20

Though it being an inanimate object it does little to move out of the way, that said that lightning bolt seemed to really blast it, it looks nearly destroyed already.

The Protean Azuretzis is also caught in the lightning bolt.

Azuretzis 2: 1d20 + 16 ⇒ (10) + 16 = 26

It fares better, dodging much of the blast, it's body shifts and charges itself with lightning. It seems like its anatomy has shifted and its form seems better suited to absorb lightning damage the next time its hit.

Doxie is able to sneak a bite in on the column but finds its divine enchanted wood is too difficult to pierce.

As the Pillar sputters broken but not destroyed, much of its offensive power seems gone.

From the Pool emerges a rather hideous, large seemingly Protean creature. Resembling a thick salamander with a wide head, a powerful tail, and tentacles tipped with snapping jaws in place of rear legs. 12 feet long and probably close to 1000 lbs. The creature speaks in a heavily accented Common, "No what've you done! That was my way back home, now my only way back is to die and reform in the Maelstrom!" It hasn't moved to attack though it could.

Religon 23:
This is another larger Protean known as a Naunet, the next caste up from the Azuretzi's. This creature can cast spells, inflict its enemies with the very essence of chaos, unraveling them. It's tentacles can lash onto people and slam them around. Its has a similar adaptive resistance to elemental damage as all other Proteans.

The azuretzi's attack their nearest foes, performing a number of chaotic actions.

Azuretzi 1 laughing touches Lyra attempting to steal her magic.

theivery vs Lyra's will dc: 1d20 + 13 ⇒ (2) + 13 = 15 crit fail ok

But Lyra's divine magic will not permit itself to be stolen, resisting the Protean's efforts.

It then bites her.
Azuretzi 1 vs Lyra: 1d20 + 15 ⇒ (11) + 15 = 26
damage: 2d10 + 5 ⇒ (9, 8) + 5 = 22

The one fighting Stom actually does something interesting it attempts to transform into a spitting image of Stom.

Perception check: 1d20 + 11 ⇒ (11) + 11 = 22 But it gets the beard all wrong, its easy to tell the difference between the two.

Still it attacks with a copy of Stom's axe, though not as magical.

Not Stoms Axe vs Stom: 1d20 + 15 ⇒ (14) + 15 = 29
damage: 1d12 + 5 ⇒ (12) + 5 = 17

The last one attempts to steal something in a mocking manner from Doxie!

mocking touch vs doxie/oppa Will DC: 1d20 + 13 ⇒ (14) + 13 = 27 And it successfully steals her breath weapon! Doxie can't use her breath weapon for 1 hour or until the Azuretzi uses it in a mocking manner or dies

Encounter Map

Round 3 - Violet Eyes Always Lie
Violet Dragon Pillar - 46 damage, Broken
Lyra ☘️ - 22 damage
Violant ☘️ -
Samael ☘️ -
Stom ☘️ - 17 damage
Oppa/Doxie ☘️ -

Azuretzi 1 -
Azuretzi 2 - 17 damage
Azuretzi 3 - 10 damage
Bigger Protean -


Spell Area Templates ☘️☘️ = Hero points

Shaking his head with a frown, "We need to our supplement our guard incase another attack happens, we lost many of our guardsmen and the ones we do have are still recovering, additionally any aid they can provide so we can help rebuild some of the broken structures would be nice," He bids you all come look at the map, to go over the route, "Be back here tomorrow at Dawn, I'll have the horses bridled and ready to ride, I'd rather not send you now and risk you on the road at night,"

Kwan:
You debrief with Granny Hu, she has little more to add but tells you to continue reporting back to her about what Old Matsuki is up too. When you return she'll have a better idea of what the next steps should be


Spell Area Templates ☘️☘️ = Hero points

of course!


Spell Area Templates ☘️☘️ = Hero points

Violent, you may need to place a template down, Doxie and Stom are both pretty close to the area where the Protean's have emerged


Spell Area Templates ☘️☘️ = Hero points

Violant launches a sonic blast, catching the pillar and the void worms in the blast.

voidworm 1,2,3,4 +5: 4d20 ⇒ (4, 5, 18, 1) = 28 9, 10, 23, 6, so 3 critical fails and 1 fail lol

And 3 of the 4 worms explode in sonic energy, the remaining worm is quickly cut down by Stom.

Doxie and Oppa reach the bottom, separating themselves before Doxie runs forward to get to the pillar.

Lyra climbs the remaining 20 ft and falls 5 feet, landing on the soft muddy ground safely.

The violent dragon pillar charges up its beam again, blasting Doxie, as she is closest now.

Violet Eye beam vs Doxie: 1d20 + 20 ⇒ (10) + 20 = 30

Doxie(Oppa) I need a DC 24 will save, Critical success: You are unaffected, Success: Stunned 1, Failure: Stunned 3, Critical Failure: Stunned 7

From the tear, three sinuous, serpentine creatures with dagger-sharp teeth covered in brilliant blue scales and mottled purple and pink highlights that shimmer in a pareidolic approximation of leering, laughing faces. It laughs out, in Protean

Protean:
"Ahhh the Material Plane, what force hasssss dragged me here! Return me now! Brother'ssssss what jokessss are you playing!"

initiative: 3d20 ⇒ (6, 8, 15) = 29

religion DC 20:
These are more true Proteans, known as Azuretzi's. Azuretzis represent the humor of chaos, particularly in the form of mockery and parody via exaggerated mimicry, twisting a target's features into a laughingstock. They can pilfer spells as well as they have a powerful debilitating mocking ability. Additionally they have those same changing resistances that all Protean's have

Gm rolls:

Stealth: 1d20 + 14 ⇒ (20) + 14 = 34

Encounter Map

Round 3 - Violet Eyes Always Lie
Violet Dragon Pillar - 12 damage,
Lyra / Wilbur ☘️ -
Violant ☘️ -
Samael ☘️ -
Stom ☘️ -
Oppa/Doxie ☘️ - DC24 Will Save vs Stun

Three more Proteans (1,2,3) -


Spell Area Templates ☘️☘️ = Hero points

My bad, yes it does get you to the bottom Stom, I misunderstood quick climb.


Spell Area Templates ☘️☘️ = Hero points

It isn't long after Shinzo leaves and the town has set to putting things back together, or as much as can be put together when a small town suffers so much death and destruction.

After a few days, you each are summoned to Old Matsuki's manor. You are received in the same ceremonial hall you met him before. He looks older than he did days ago, the weight of command settling more heavily on his shoulders, yet his eyes sharpen as you enter.

“You have earned Willowshore’s trust,” he says plainly, rising just enough to incline his head in respect. “That is not a thing given lightly, nor is it easily taken back.” He gestures toward a low table where a map has been laid out, a finger tracing the river eastward. “What happened here cannot remain a local wound. Karahai must be told. The Mayor is missing, his entire estate vanished. You will follow the Duyue River southeast. It is a familiar road, and under normal circumstances, a safe one. Horses will be provided. If you leave at dawn, you should reach Karahai before sunset."

Old Matsuki’s gaze lifts from the map to each of you in turn. “You are not being sent because there is no one else. You are being sent because you have already faced what came for us, and endured.” A pause. “Go. Speak plainly. Ask for aid if it can be spared. Willowshore will hold while you are gone.”

Your characters are all familiar with Karahai, it is the closest settlement to Willowshore, but with it being on the coast it also boasts a Coastal Fortress and a larger garrison that helps maintain the peace on the trading routes along the water. The two have helped each other plenty over the years


Spell Area Templates ☘️☘️ = Hero points

Shinzo will return in 7 days, if there is anything specific you are looking for, let me know here and maybe he'll have it available.


Spell Area Templates ☘️☘️ = Hero points

“No,” he says. “The road was quiet. Too quiet, perhaps, given what you’ve endured here, but untroubled all the same. No ambushes. No wandering spirits. No signs of battle.” His eyes return to Kwan’s, steady and sincere. “I passed farmers’ shrines still standing, bridges intact, birds calling as they always do. If something stalked the road, it chose not to show itself to me.”

Looking beyond, "I won't be here long, I will be moving on to other settlements, I imagine I'll be back in 7 days, if there is anything in particular you want me to look for that would aid you, let me know before I leave,"

Kwan with Granny Hu:

“Hmph,” she says at last, tapping the floor once with her cane. “Neutrality is a fine word. Very clean. Very convenient.” Her gaze sharpens, weighing him. “But when blood runs in the streets, people remember who stood near them when the shouting started.”

She exhales, slow, then waves a dismissive hand. “Still. You fought. You bled. You broke the spine of what came crawling into our home, and that counts for something. Don’t mistake my disappointment for blindness.” A faint, crooked smile appears. “Old Matsuki does not own your loyalty, no matter how much he might wish otherwise.”

Her expression softens just a fraction as she leans closer. “This wasn’t a passing storm, Kwan. Something reached into Willowshore and pulled hard. It will do so again.” The cane taps once more, decisive. “When it does, I will have need of capable people who can think beyond riverbanks and old grudges.”

She straightens, smile returning to its gentle mask. “If you truly mean what you say, then rest while you can. I will call on you soon.”


Spell Area Templates ☘️☘️ = Hero points

Samael is overwhelmed by the planar energy of the beam, his eyes roll back as he stunned completely, though still able to hang onto to the wall.

Oppa climbs onto Doxie, giving her an evolutionary surge, her claws growing longer and sharp, curving to provide more grip allowing her to quickly climb 35 of the 50 feet. There is a feat for acrobatics that allows you reduce fall damage, in this case even falling 15 feet would result in 7 damage and prone

Stom oblviously climbs past Samael as he clings frozen and stunned to the mud wall.

Violent summons new a magical spell, providing her with magical flight, dust and dirt swirl around her feet as she prepares to take off. She does remember previously that these pillars are immune to fire damage.

I'll assume Lyra races Stom down as well, using three actions to climb down and reach that first landing.

The Dragon Pillar violet beam tracks each of you as you descend closer to before targeting Lyra next.

Violet Eye Beam: 1d20 + 20 ⇒ (13) + 20 = 33

The beam slams into her, she grits her teeth as the energy is overwhelming.

Lyra, need a DC 24 will save, Critical success: You are unaffected, Success: Stunned 1, Failure: Stunned 3, Critical Failure: Stunned 7

The Material plane continues to rip apart, waves of warping energy are leaking out from these rifts. Suddenly a number of tiny, cat-sized blue iridescent worms flit out from the rift, flying as if swimming through air.

initiative - worms: 1d20 + 4 ⇒ (11) + 4 = 15

RK Religion DC 15:
These are voidworms, normally only found in the planar realm of chaos known as the Maelstrom where Proteans reside. The higher caste of chaotic being's known as proteans don't normally consider Voidworms to also be Proteans, rather voidworms are considered a by product of the chaotic energy. Voidworms, intelligent enough, don't care either way. Voidworms are resistant to precision damage and can often reshape their bodies to be more resistant to elemental damage when exposed to it.

Round 2 - Violet Eyes Always Lie
Violet Dragon Pillar -
Lyra / Wilbur ☘️ -
Violant ☘️ -
Samael ☘️ -
Stom ☘️ -
Oppa/Doxie ☘️
Extradimensial Worms 1,2,3,4-


Spell Area Templates ☘️☘️ = Hero points

Bad news, climbing is a movement action, though in combat, you're only able to climb 5 ft or 10 ft on a critical success. So you could do 3 actions to climb down the first 25 ft wall, reaching the dirt ramp. That said you could always jump/fall, 25 feet = 12 damage and prone.


Spell Area Templates ☘️☘️ = Hero points

Samael throws some rope down, making things even easier to traverse the walls of the mine and begins to traverse down the side, the Dragon Pillar begins buzzing and its eyes light up and begin emitting a Violet Smoke.

Initiative:

Violant's Initiative: 26 = 26
Samael Doulen's Initiative (M): 1d20 + 16 ⇒ (8) + 16 = 24
Lyra Flamecrest's Initiative (E): 1d20 + 15 ⇒ (13) + 15 = 28
Oppa Silk's Initiative (T): 1d20 + 15 ⇒ (4) + 15 = 19
Stom Flintheart's Initiative (E): 1d20 + 15 ⇒ (7) + 15 = 22
Violet Dragon Pillar: 1d20 + 16 ⇒ (14) + 16 = 30

Encounter Map

A crackling ray of violet energy blasts from the pillar targeting Samael, who is 67 feet away from the pillar.

Violet Eye Beam: 1d20 + 20 ⇒ (6) + 20 = 26

Samael feels an incapacitating effect overwhelm him as the beam slams into his body.

Samael, need a DC 24 will save, Critical success: You are unaffect, Success: Stunned 1, Failure: Stunned 3, Critical Failure: Stunned 7

Knowledge Arcana or Religion DC 23:

Something is strange about the energies from this pillar. After its attack, you briefly see small tears in the fabric of the Material Plane in the aftermath of the ray beam. The divine energy of this pillar seems like its too much for the material plane and every beam it fires risks ripping a hole in the fabric of reality

Round 1 - Violet Eyes Always Lie
Violet Dragon Pillar -
Lyra / Wilbur ☘️ -
Violant ☘️ -
Samael ☘️ - DC 24 Will Save needed
Stom ☘️ -
Oppa/Doxie ☘️ -


Spell Area Templates ☘️☘️ = Hero points

Refreshed and empowered after reflecting on your battle at the Mines and overcoming such overwhelming odds, your group sets off to destroy the lingering Violet Dragon Pillar at the bottom of the mines.

The sloping trail wraps around the interior of the mine, descending some 50 feet into the depths. While standing at the edge of the mine looking down doesn't seem to be enough to trigger the Violet Dragon Pillar, if its anything like the other's you have encountered, it is bound to do something if you get closer.

The walls, while sheer, are soaked from the rain and it would not be difficult to climb down if you wanted to avoid the winding pathway down. DC13 Athletic's check

Let me know if there is anything you guys want to do special to approach the pillar, as soon as you enter within the area inside the Mine Pit, initiative will likely trigger


Spell Area Templates ☘️☘️ = Hero points

Looks like everyone is leveled up, forgot Samael posted they were leveled up in game play.


Spell Area Templates ☘️☘️ = Hero points

Kwan:
You debrief with Granny Hu who gives you a talking to after you relay your side of the events that. She is disappointed your group never checked in with her, deciding to side with the Southbank's Old Matsuki. That said, she is pleased with your efforts. She tells you she will have more work for you soon, that whatever caused this is far from over

Shinzo’s smile deepens, thoughtful rather than amused, as he runs a careful eye over Kwan’s battered breastplate. His fingers drum lightly against the edge of the cart, as if counting something only he can hear.

“A practical request,” he says mildly. “Few things speak more clearly of survival than armor that has already tasted danger and held. That said, I think I could put together the rest of a suit of full plate, would be a little cheaper, let's say 22 gold to build the rest of your suit out,"


Spell Area Templates ☘️☘️ = Hero points

Looks like someone updated the inventory and listed a bunch more of the consumable/talismans for sale, if that stands each person would gain 48.8 gold.


Spell Area Templates ☘️☘️ = Hero points

right now it looks like if y'all split the money 5 ways, each person now gets 36 gold 4 silver, just going off the inventory sheet. If more items are marked for sale, the amount split would also increase.

Additionally, you do get the 20% discount on all blacksmith services so really 2gp and 7 sp after discount.


Spell Area Templates ☘️☘️ = Hero points

Yeah realized that the milestone is 4/8 pillars destroyed. Since that’s about to happen, makes more sense to level up at the rest point rather than do a quick encounter then level up


Spell Area Templates ☘️☘️ = Hero points

Honestly, this makes a good point actually if we are resting to have you guys level up to 7. It was going to happen after you destroy this next tower, but easier to do it now with the full rest taking place! Once y'all are level 7, we'll continue into the next day, rising around Noon to descend into the mine and defeat the 4th of 8 towers.


Spell Area Templates ☘️☘️ = Hero points

None that you could see, no. Besides the Tower of course

Oppa tries to think about how one could remove the arsenic impurity lacing the gold but struggles to think of a safe way. He knows smelting it at high temperatures could separate the two however it would release the Arsenic as a Gas, poisoning anyone Smelting it.


Spell Area Templates ☘️☘️ = Hero points

Looking from the robot, to the robots instruments and then to Bahir, "Bahir, it wishes to administer something to you, I would be cautious, there is no telling if the medicine it posses is still working after being down here for so long. That said it seems to be growing irate with our lack of receiving medical care,"


Spell Area Templates ☘️☘️ = Hero points

OH yeah, you should all be level 2 already, if you mean level 3 though that is a small ways away. Yeah of course, this now represents the end of Chapter 2 and the beginning of Chapter 3. Shinzo arrives the day after the Monsterous Ring Leaders are defeated, but you have a few days of downtime as the city puts itself back together. I was giving y'all a moment to roleplay any of that downtime / rp with the traveling merchant before beginning chapter 3


Spell Area Templates ☘️☘️ = Hero points

Yeah, if you guys want to move runes around, the rune you found in Mo Douqiu's pouch was also a +1 Potency Rune. Saving the blacksmith Yong Wu-Xiu has imparted a permanent 20% discount on her crafting services. She additionally has 250 gp worth of Cold iron and 250 gp worth of Silver that she doesn't normally advertise but for you guys, would be willing to use it to craft with

Shinzo offers Yuranosuke a gentle, almost bashful smile, one hand resting lightly on the edge of his cart while the raven tilts its head and lets out a soft croak.

"Ah, yes, yes. I count myself very fortunate indeed." He gives a polite bow of the head. "The road can be unpredictable in these parts. A wrong turn here, a delayed bridge crossing there and suddenly, one arrives at exactly the right moment without ever meaning to."

"Still, I am deeply relieved to see your town standing. Fate can be cruel, but she is not always without mercy." He pats the side of the cart as if steadying himself.

“And Desna’s blessings, well, she guides the traveler where they ought to be, even if they never quite understand why. Still I’m glad I can offer supplies, trade a little news, and perhaps lighten a burden or two. I hope my presence here will be constructive,"


Spell Area Templates ☘️☘️ = Hero points

Many of the towns folk, using each other for support are able to nod and agree to walk out of the Teahouse, offering their thanks to each of you. Giving the Cerulean Tea House once more look over before leaving, you guys discover paperwork that lays bare the fact that the teahouse’s financial troubles began long before the establishment closed. The papers also include a document titled “The Last Will and Testament of Qing Mai-Lai”; Many of you that know Mai-Lai was the last proprietor of the Cerulean Teahouse.

With the three Monster bosses dead, Gurglegut the Buso guarding the bridge, Gray Butcher the ittan-momen patrolling the downtown and Mo Douqiu the cruel Rokurokubi mastermind as well as the the Eternal Lantern being relit has finally provided enough of a chance for the remaining town guard to martial themselves and drive the remaining few monsters out of the town.

In the days that follow you find yourselves separated, no longer held together for the moment, on saving the town. Instead each of you works to put your lives back together. Some of you set about the grim task of arranging funerals for the dead, treating the wounded, searching for the missing as well as working to repair, rebuild and restore the town from the damage caused by the invasion.

While you all are separated, a traveling merchant rolls into town riding on a horse-drawn cart the very next day after defeating Mo Douqiu. He is completely nondescript except for the fact he is accompanied by a Raven. None of you remember this particular merchant ever having made his way out to Willowshore before, but he introduces himself as a Shinzo and Yix and offers any common item up to 2nd level but he also is willing to buy anything you guys wish to sell as well.

Let me know, you guys can post to interact with the merchant, either in character or out of character either way to me. Though a traveling, potentially reoccurring merchant could be a great boon to the party. Additionally I updated the inventory spreadsheet with the items/loot y'all found, looks like split 5 ways, would be 31 gold pieces though could go up if you guys sell other stuff, I know you're still a little under wealth but I'll fix that soon. I added a Cell to calculate total value divided by 5 party members

I also updated some of the NPC art for people you've met so far in the maps, quest and infographics slides


Spell Area Templates ☘️☘️ = Hero points

It is like 3 am, are you guys pressing on now to finish off the tower now or wanting to rest and come back and finish it. Standing at the lip of the mine looking down you appear to be out of range of its notice for now, though the mine is only 50 feet deep, the walls are perilously steep 25 foot wall sheer walls of mud The walls of this strip mine sink deep into the earth. The exposed earth is yellowish and heavy, soaked through with water from the sluices and the jungle rain. To the north of the sunken area is a large pond of muddy water, while fifteen feet south of the pond looms a dragon-headed pillar.


Spell Area Templates ☘️☘️ = Hero points

they are yeah, they are weapon runes, I should have included a DC to identify them. Working together, Samael, Oppa and Violant you guys are able to identify them as a Shock and Wounding weapon runes.


Spell Area Templates ☘️☘️ = Hero points

Only the upstairs and the private pantry are left to search, opening the doors to the pantry reveals a shocking sight and you are immediately hit with the stink of ammonia the smell of unwashed bodies and rotting food makes it difficult to remain in here. However you find 12 villages bound, hand and foot and gagged, they look near death(1 hp, wounded 3, Fatigued 2) and even at the sight of rescue barely have the energy to react.

The upstairs had nothing worth while to explore, except for a hole in the ceiling that could have allowed a potential sneak attack or something.


Spell Area Templates ☘️☘️ = Hero points

After healing up, you guys continue your inspection of the battlefield, policing the bodies and searching for anything of value.

Looking down into the mine, the bottom is dark and its hard to tell what awaits, but even with some moonlight you can see the Dragon Totem down there, it takes quite a while to search through the nearly 30 bodies but in total you find around:

- 800 gold pieces
- a rune inscribed with a lightning bolt
- a rune inscribed with a blood drop
- three +1 striking greatswords
- 20 daggers
- 6 quarterstaffs
- 24 hide armors
- a potion of quickness
- there are 3 giant tarantula's if you wanted to try and extract venom from them you can try with a nature or alchemy or crafting or something check
- four greater antidotes
- two young white dragon’s breath potions,
- three lesser elixirs of life
- a grim trophy,
- a striking snare
- a traveler’s anytool.
- 20 more gold nuggets each worth 50 gp each (though they have notes from Hezle that indicates they may be still laced with arsenic)


Spell Area Templates ☘️☘️ = Hero points

Mo Douqiu’s head, stretched obscenely long and wobbling from the punishment he’s taken, reels back as Yuranosuke’s final strike lands. His body lurches, staggering into the pile of ruined cushions with a wet whump. For a heartbeat, it seems like he might collapse quietly.

Blood bubbles at the corners of his mouth as he hacks out a choking laugh. High-pitched, broken, but ecstatic. "There it is. . . I can feel it. . . th-the fear. . . the thrill," He coughs again, spraying flecks of red across his own chest. "You. . . you really lived, didn’t you? Better than all those little worms I peeled open. . . Remember this!"

His neck spasms, head whipping to the side at an unnatural angle but his grin never falters. "When the quiet comes back. . . when you’re sweeping floors or watching rice grow, HAHA, this day will come whispering back to you! Your hearts pounding, your blood hot, ohhh, you’ll miss me. . ."

He lets out one last screeching laugh, before the sound dissolves into a rattling, liquid choke. His head droops. His mouth stays frozen in that impossible, stretched smile.

There is still a few rooms to explore, if you guys loot Mo Douqiu's body, you'll find a coin pouch with 88 gold, a rune, and a feather token


Spell Area Templates ☘️☘️ = Hero points

Stom and Samael together take out a leg each, the giant spider stumbles, barely able to maintain its balance before Lyra fires off another spray of needle darts, scoring its eyes. Its completely off guard for Wilbur to run up and and gore it with its tusks and flip the spider into the air.

As the spider tumbles down, landing with a sickening crunch. You guys realize the battlefield is finally quiet. An eerie silence takes hold, there aren't birds, or insects or any of the usual sounds of a jungle. Just the heavy breathing, as your group catches its breath and the soft patter of rain starting to pick up.

Combat Over
- Samael ☘️ - 21 damage
- Violant ☘️ - 8 damage
- Oppa / Doxie ☘️ - 19 damage,
- Lyra / Wilbur ☘️ - 18 damage | 37 damage
- Stom Flintheart ☘️ - 77 damage

Final Tally:
- Boggard Swampseers - 6 defeated
- Sabosan(ManBat) - Fled
- Charau-Ka Warriors - 13 defeated
- Charau-ka Butchers - 3 defeated
- Boggard Warriors - 4 defeated
- Mokele-Mbembe (Giant Dinosaur) - Defeated
- Giant Tarantulas - 3 defeated


Spell Area Templates ☘️☘️ = Hero points

I was confused for a second, until I realized what happened


Spell Area Templates ☘️☘️ = Hero points

sorry, with any persistent damage, you get to roll a DC15 flat check to see if the persistent damage stops. Creative use of Actions can be taken to try and lower this too though sometimes

Shandari suffers a brutal bite, her wounds pouring, blood mixing into the dirty floor.

persistent bleed: 1d6 ⇒ 2

Ayane continues her performance, rousing her allies, Kwan having dispatched the critters, strides into the room proper taking the fight to the boss, though his mad Rokurokubi is not frightened by anything.

He continues to laugh even as Kwan drives his katana into the creature's gut, doing massive damage to the creature, all the while its eyes wide, laughter echoing off the walls.

Shandari holding her wound, fires off an slicing blade-like slash that opens even more wounds on the creature, its remarkable one creature could sustain so much damage and still keep going. He has 10-20ft reach with his long long neck

Tea House
❖❖❖❖❖❖❖❖❖❖
Enough Talking, Round 4

Time/Weather 2:30 pm, Cloudy, ☘️ = Hero Points
Yuranosuke ☘️ -
Xu Jiang ☘️ -

Mo Douqiu - 39 damage
Ayane ☘️ -
Shandari ☘️ - 26 + 1d6 bleed, DC15 Flat Check to stop the bleeding
Kwan ☘️ -


Spell Area Templates ☘️☘️ = Hero points

Samael and Doxie rush to fight, aiding Stom and surrounding the Giant Spider. Doxie and Samael together are able to deliver 2 critically devastating blows as the spider is not used to being ganged up like this.

Oppa offers Lyra some much needed healing respite.

The giant spider whirls and kicks Samael.

Kick: 1d20 + 17 ⇒ (5) + 17 = 22
damage: 1d12 + 8 ⇒ (12) + 8 = 20

But its unable to kick the juggler, it goes to kick Doxie next with a back leg.

Kick vs Doxie: 1d20 + 17 - 5 ⇒ (17) + 17 - 5 = 29
damage: 1d12 + 8 ⇒ (10) + 8 = 18

It successfully kicks Doxie, hurting the dragon Before it finally tries to finish eating Stom.

Fangs vs Stom: 1d20 + 17 - 10 ⇒ (5) + 17 - 10 = 12
damage: 2d8 + 8 ⇒ (1, 3) + 8 = 12

But Stom is able to keep his axe in between the venom-dripping fangs holding the weight of the Giant Spider back from smothering down on him.

Encounter Map

Round 11 / 12 - Trashin' the Camp
- Samael ☘️ - 21 damage
- Violant ☘️ - 8 damage

Giant Mud Spider 3 - 96 damage

- Oppa / Doxie ☘️ - 19 damage,
- Lyra / Wilbur ☘️ - Bless 1 rounds, 18 damage, 8 persistent Acid | 37 damage
- Stom Flintheart ☘️ - 77 damage


Spell Area Templates ☘️☘️ = Hero points

Stom shrugs off the spider's venom, kicking it in the mouth and standing up before making a powerful overhead chop, straight into the brain of the spider, green ichorous blood pouring from its wound.

Lyra launches a slew of needles that slam into the Charau-Ka Butcher, it staggers on its feet, swaying before Wilbur slams into the creature, throwing it into the sky before it lands lifelessly in the dirt.

one giant spider to go

Encounter Map

Round 10 / 11 - Trashin' the Camp
- Samael ☘️ - 21 damage
- Violant ☘️ - 8 damage

Giant Mud Spider 3 - 46 damage

- Oppa / Doxie ☘️ - 1 damage,
- Lyra / Wilbur ☘️ - Bless 2 rounds, 39 damage, 8 persistent Acid | 37 damage
- Stom Flintheart ☘️ - 77 damage


Spell Area Templates ☘️☘️ = Hero points

Gonna bot Yuranosuke

Yuranosuke continues to swing at the Rokurokubi, fighting for his life against the creature.

strike 1: 1d20 + 7 + 1 - 1 ⇒ (10) + 7 + 1 - 1 = 17 damage: 1d6 + 4 + 2 + 1 - 1 ⇒ (1) + 4 + 2 + 1 - 1 = 7

Strike 2 (Backswing/Forceful): 1d20 + 2 + 1 + 1 - 1 ⇒ (5) + 2 + 1 + 1 - 1 = 8 damage: 1d6 + 4 + 1 - 1 ⇒ (1) + 4 + 1 - 1 = 5

But he badly misses with both attacks, unable to land any sort of blow. Xu Jiang supports him from afar, providing some much needed healing, that closes his jagged bleeding wound before it has a chance to bleed any further.

Mo Douqiu, changes his tactics slightly, finally shuffling away from Yuranosuke to put some ground, he extends his neck, whipping it around to attack Shandari, potentially demoralizing her too.

Threatening Lunge, demoralize: 1d20 + 12 ⇒ (11) + 12 = 23 frightened 1

Jaws: 1d20 + 12 ⇒ (16) + 12 = 28 I think that's a crit, your pathbuilder link in your profile isn't updated to level 2, but I think your AC is only 18, though -1 because Frightened as well now
damage: 1d8 + 5 ⇒ (7) + 5 = 12 so maybe 24 damage, and 1d6 bleed

Tea House
❖❖❖❖❖❖❖❖❖❖
Enough Talking, Round 3

Time/Weather 2:30 pm, Cloudy, ☘️ = Hero Points
Yuranosuke ☘️ -
Xu Jiang ☘️ -
Mo Douqiu - 17 damage
Ayane ☘️ -
Shandari ☘️ - maybe 24 + 1d6 bleed
Kwan ☘️ -


Spell Area Templates ☘️☘️ = Hero points

Yes, My understanding is they are the Japanese style Shoji doors, so you should have pretty clear line of sight, since they are slid in the open position, at least for the 3 doors in front of Shandari, Ayane and Kwan


Spell Area Templates ☘️☘️ = Hero points

Violant launches a couple of fireballs at the two remaining combatents but both go wide, failing to strike their targets.

Similarly, Samael attempts to tumble behind the Charau-Ka Butcher the shrieking, raging barbarian is too quick for Samael and impedes his progress, with his eyes on Samael he ignores Samaels attempts to feint though Samael's last ditch attack nearly misses until he feels a soft, divine guiding hand inch his sharp playing card just enough to strike the Butcher.

The Giant Mud Spider is hungry and attempts to kick Stom, a powerful foreleg flicking him.

Leg + Knockdown: 1d20 + 17 ⇒ (12) + 17 = 29
damage: 1d12 + 8 ⇒ (9) + 8 = 17

knockdown trip vs Stom DC26: 1d20 + 16 ⇒ (18) + 16 = 34

And that powerful, huge Tarantula leg flicks Stom, not only does it knock him to the ground, it nearly knocks the wind out of him, as the venom-dripping fangs descend.

Fans: 1d20 + 17 - 5 ⇒ (17) + 17 - 5 = 29 hit
damage: 2d8 + 8 ⇒ (3, 5) + 8 = 16

Fans: 1d20 + 17 - 10 ⇒ (1) + 17 - 10 = 8 miss
damage: 2d8 + 8 ⇒ (4, 1) + 8 = 13

Stom struggles as the Spider sinks its giant fangs into him.

need a DC23 fortitude save please vs Giant Tarantula poison: Maximum Duration 8 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage, clumsy 1, and off-guard (1 round); Stage 3 2d6 poison damage, clumsy 2, and off-guard (1 round); Stage 4 2d6 poison damage and paralyzed (1 round)

Encounter Map

Round 10 - Trashin' the Camp
- Samael ☘️ - 21 damage
- Violant ☘️ - 8 damage
Giant Mud Spider 3 - 20 damage
- Oppa / Doxie ☘️ - 1 damage,
- Lyra / Wilbur ☘️ - Bless 3 rounds, 31 damage, 8 persistent Acid | 37 damage
- Stom Flintheart ☘️ - 77 damage, prone

Charau-ka Butcher 2 - 77 damage, Raging,


Spell Area Templates ☘️☘️ = Hero points

Lyra runs between Wilbur and Doxie, applying some immediate first aid, to the both of them. Both look much healthier.

Wilbur shows it by getting a small goring blow on the Butcher.

Doxie runs over to the nearby Boggard, continuing her penchant for Frog legs, she again bites through this Boggard, chomping his legs off as his top off falls into the pit.

Its really hard to see, but Doxie was originally placed into the open space of the mine, which is about 20-30 feet edge. I positioned Doxie just on the other side of where the Boggard was at, though you can choose one of the other squares if you want

Stom steps up to the giant overbearing, venom dripping spider and attempts to slice it but finds the tangle of legs and fangs to be too much to land a good enough attack.

maybe a good thing you didn't hit, prevents that nat 1 trip attempt from knocking you prone!

The butcher has a new target, it focuses its rage on Samael!

+1 Striking Greatsword vs Sam: 1d20 + 17 ⇒ (15) + 17 = 32
damage: 2d8 + 8 ⇒ (8, 5) + 8 = 21

He steps and attacks Oppa!

+1 Striking Greatsword vs Sam: 1d20 + 17 - 5 ⇒ (3) + 17 - 5 = 15
damage: 2d8 + 8 ⇒ (6, 4) + 8 = 18

Then he begins a shrieking fury, hastening him (free action) and swings around and attacks Wilbur too!

+1 Striking Greatsword vs Sam: 1d20 + 17 - 10 ⇒ (2) + 17 - 10 = 9
damage: 2d8 + 8 ⇒ (2, 2) + 8 = 12

But he is only able to connect on one blow against Samael.

Its hard to tell but the remaining boggard swampseer flees into the jungle at the far southern end.

We've come a long way, down to only 2 enemy combatants left for now

Encounter Map

Round 10 - Trashin' the Camp
- Samael ☘️ - 21 damage
- Violant ☘️ - 8 damage

Giant Mud Spider 3 - 20 damage
- Oppa / Doxie ☘️ - 1 damage,
- Lyra / Wilbur ☘️ - Bless 3 rounds, 31 damage, 8 persistent Acid | 37 damage
- Stom Flintheart ☘️ - 44 damage
Charau-ka Butcher 2 - 69 damage, Raging,


Spell Area Templates ☘️☘️ = Hero points

yeah that one caught me off guard too that Earth was only bludgeoning

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