Silver Dragon

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140 posts. Alias of Nightskies.


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Teller of Tales wrote:
Immunity to slashing is funny. So a tiny rapier or arrows can destroy it, while a great sword doesn't even scar it.[/ooc]

Good point- so we'll count any weapon actually meant to be able to thrust as counting as piercing for this purpose- or if it has at least 8 lb weight, can count as bludgeoning. So the scimitar will not work, but the rapier will work. Normally, most weapons aren't supposed to have much effect on stone, but... loose ruling. The magic on our weapons should reinforce them enough to allow them to do the job. These are rapiers, not fencing foils. On that point, some things... say, unarmed attack or a sap... will not work against the stone. Right you are about the caster level, I had a misunderstanding about the relation between the spell level and caster level regarding this spell.

Ynaeve wrote:

It was a brief fall- only immediate actions could be taken, and the immovable rod would have been smashed by the ceiling as it would take the same damage.

Barid wrote:

Fair question about clinging to the wall. How about a DC 35 climb check to take 33 damage as though a flyer?

Belsiard immediately begins healing everyone. Molten bubbling is heard, and at a snail's pace, the cracks in the floor fill with lava only a moment before it solidifies. The floor warms quickly. You hear voices in the cavern- spellcasting. You have limited visibility through the opening, and do not see the source.

Everyone will need the ability to climb, fly, or hold on to someone who can. Or teleport, etc.

Now inside the room, you're better able to inspect the cauldron. It takes a long moment to confirm the cauldron itself is a figment- hence why you were unable to determine its properties- but it is not the illusion spell that you detected with your magic. A more powerful, still unidentified illusion spell masks the lesser magic that is the figment. But even as you're determining this, the trapdoor transforms with a wooden whine in an instant, solidifying into a seamless ceiling. A simple thick metal barring slides into place from non-existence across the double doors, without a way to remove it. You hear a quick series of jarring crunches around the walls, and the room itself suddenly drops. Those flying are slammed into the ceiling. Whatever the spell was, it apparently transformed parts of your surroundings with a complex trigger as to make the room fall.

49 damage to non-fliers. 33 damage to fliers. DC 15 acrobatics reduces damage by 2 and makes 6 of it nonlethal for both. Feather fall will allow a non-flyer to take damage as though flying.

The room remains intact at the end of the fall, though cracks drive along the walls and floor. A loud splosh sounds from all around, and the doors burst slightly ajar with the barring holding fast. An opening is made, large enough for one person at a time to squeeze through as a full round action, or as a move action with an Escape Artist DC 20. Each of you remain in the position you were when the fall occurred. The opening reveals a jagged cave-like wall about 15 feet from the doors, illuminated by a fiery orange-red glow from below. Hot air begins flowing through the opening in the door. The room tilts, at a 30 degree angle with the doors being on the topside, the opposite wall dipping down. An upward surge follows rapidly, then steadies. The room then feels stationary.

Before you can further assess the situation, the magical lights, cauldron, and magic aura vanish. Everyone is targeted by Dispel Magic, result 31 (if I'm not mistaken, this means everyone's biggest buff is dispelled). You find, mostly submerged into the stone floor beneath where the figment cauldron was, is a real iron cauldron, with only minimal flare and fancy design upon it. It is 2 feet into the stone. 360 damage to the stone will release it. Hardness 8, immune to slashing.

Finally, you hear the sound of wings outside, echoing in the cavern outside the doors.

Only D'endrrah gives chase to the original rats, running down the hall past the clones. She just reaches the original dopplerat in full run, close enough to hit if she had any balance for it. It is 15' from a corner in the hall, opposite the building from the party. Everyone else contends with the many dopplerats...

Ariso 1 nonlethal
Ellismus 3 nonlethal
Hadrian avoids all attacks
Kelvanthus 2 nonlethal, 1 lethal
Khita 1 lethal
Tessara 2 nonlethal

Everyone defeats 1 or 2 dopplerats, including Velana and excluding Ariso and D'endrrah. 28 remain- 6 of which are large clones.

Everyone moves into the room together, if I'm not mistaken. If so, please depict your spread by ASCII form. Hit reply to get a better visual. x is a wall, _ is open ground, | is door, ^ is cauldron. The fires take up virtually no space. 5' squares.

x x x x x x x x
x _ _ _ _ _ _ x
| _ _ _ _ _ _ x
| _ _ _ _^_ _ x
x _ _ _ _ _ _ x
x x x x x x x x

They're all dopplerats. They look like normal rats when they're not multiplying, so sometimes I am calling them rats. Since that's not entirely accurate, I'll only call them dopplerats from now on, since the PCs know this. The larger dopplerat clones that came from the similarly larger original dopplerat are tougher- each clone is visually identical to one of the 3 original that they spawned from. They are all in the tiny size category, and have to move into a target's space in order to attack it. Up to 4 of them can fit into a space with small and larger creatures. You can attack them with your greatsword, as you could with any weapon- only a weapon with reach would take a penalty to hit. Most of them charged this last turn, everyone who threatens got all their AoOs. I hope that clears things up.

Ascending to the roof, you make your way into the hidden room above the cauldron. The trapdoor just over the cauldron is still unattended. Ynaeve detects a moderate magical aura over the cauldron, but fails to identify its magical properties. You detect an illusion magic is the most potent magic by the cauldron. The small blue fires prove to be permanent dancing lights. No other magical auras or traps or demons seem to be present. The room is roughly 30' x 20', the cauldron 10' from the wall opposite the double doors 20' away. The doors and cauldron are at the center of the room otherwise.

Still, only the dim fires around the cauldron provides illumination, unless you specify otherwise.

We'll count Xaikon as staying with the base to guard it.

Kelvanthus' shots drill into the larger original rat, and it rolls from the second impact but keeps moving, only for a moment before its injuries overwhelm it and dies. As the swarm of rats pile into the group, yells from the rats and party fill the hall. Some of Hadrian's blows strike stone in the dark, but between the close shots from behind and other swings, the rats begin to thin. Those singed by Khita's fire look badly injured enough as though they could hardly take a child's kick and still move.

Kelvanthus kills the original large rat.
Ellismus injures one with crossbow.
Hadrian kills one large rat, also missing due to darkness.
Khita kills five, four by fire and one by sword.
D'endra kills one crispy rat.

The other two original rats make their escape, disappearing into the dark hall or to the second floor. Now, the remaining clones scramble over each other and upon the legs of everyone, eagerly trying to bite.

Damage taken, all nonlethal:
Hadrian - 0
Khita - 2
D'endrrah - 3
Kelvanthus - 2
Ariso - 1
Tessara - 3
Ellismus - 3

If you have a source of light or don't need it, you can try to pursue the original rats. Only Tessara has any light right now (Kelvanthus' torch is on the ground by him). Otherwise, you can fight the clones to the last or flee them. You are all sharing a space with 4 rats, and there are 39 clone dopplerats in all now, swarming within 5 feet of at least one party member. 9 of them are a clone of the large, now dead dopplerat, who prove to be far tougher than the smaller dopplerats. 15 of them are singed and still alive.

The stone proves to need more than Mage Hand can provide, and Belsiard prys it out.

The single blow easily ends the life of the demon on this plane. Its nauseous aroma only worsens with the massive injury. None the less, you find a dusty rose prism ioun stone (+1 insight AC) wedged into its flesh. Whoever removes it must make a Fortitude save (DC 24) or be nauseated for 5 minutes.

The building stands quiet. Ynaeve finds a simple alarm set at the front entrance, but from outside there is nothing else to be seen. You can enter from the front or the hidden entrance on the roof.

The demon becomes enraptured by the music for a moment, then falls over. Its body rolls a little, letting a disgusting series of deflatulations. Nothing else seems to be bothered by its shouting.

Before the night is through, three of the people leave quietly. Two come back by morning, carrying what little they can to help provide food for the group. The third rushes in as the sun rises, only minutes before the heat rapidly intensifies like an oven. The day is long- distant echoes of shouts once in a while break the silence outside. Twice, lesser demons arrive to test your defenses during the morning, but you make quick work of them both without trouble. Roseras reverts to the half-maddened state after the first attack, calming only when exhaustion forces her to sleep in the early afternoon. Even out of the direct sunlight, it seems clear that their sanity suffers during the day.

With the coming of the night, Roseras offers to procure comforts for the group... if she could just have a few coin. Gems won't do. Too many are traps, ready to take a greedy soul. Untainted gems are good, though there are cursed coins too.

After dealing with her, your group sets out to the dark streets to bring back the cauldron. Following the lead of Bariel and Barid, you are able to evade delays on the way there. Observing from a short distance, the same unpleasant and bulky demon from yesterday (identified as a Hezrou by Xaikon, Tarwas, and Ynaeve) lingers in front of the building. The stone construction looks sturdy and has survived the years of demonic occupation well. The hezrou demon notices your presence while the group assesses the situation from about 100 feet off. Its common speech has a deep, barely intelligible accent sounding like the voice of an abyssal aberration.

*blurg*... There? You two *glurp*... here to feed?

It waddles a few steps on short legs toward the group while speaking- and stops abruptly, as though recognizing your role.

*Ghuhh!* Wait! I am Zeurhoz... Zeurhoz lets you do your will, and in doing so will be free. *blurg* ... Peace.

By what you can readily see now, Zeurhoz is too weak to pose a challenge.

Khita's spell will singe them pretty well (despite minimum damage) and will not catch anything on fire- the hall is all stone except for the doors and iron notches for light sources- which are not in use. It will put down the rat that Tessara hit with ray of frost. She will not provoke, will get an AoO, and won't have to put the greatsword away.

Ellismus: Yes, your shot disabled the big rat. Had to rewrite it, sorry 'bout that!

Kelvanthus: The ceiling is ~9 ft high, enough for her to fly over heads and not provoke from rats (they threaten no space)

Alright, if you intend to work during the following day, or just keep resting, let me know. At the end of the day tomorrow I will update depending on what you guys want to do, be it at day or night.

Ariso: Yes, aside from shooting through allies' squares.

Nobody knows the answer to the question. The first clones of the large rat were somewhat injured, and the subsequent rats were more injured like the original when they spawned.

Ariso invokes the blessing of Loki and as the rats approach. Kelvanthus, Ellismus and Ariso fire their shots before the rats come into melee. Ariso and Kelvanthus miss once, but Ellismus' shot slows it to a crawl.
Hadrian strikes three times at approaching swarm of rats before they get close.
Ranseur Readied: 1d20 + 6 ⇒ (3) + 6 = 9 _/ 2d4 + 4 ⇒ (2, 4) + 4 = 10
Ranseur AoO: 1d20 + 6 ⇒ (10) + 6 = 16 _/ 2d4 + 4 ⇒ (4, 3) + 4 = 11
Ranseur AoO: 1d20 + 6 ⇒ (11) + 6 = 17 _/ 2d4 + 4 ⇒ (4, 3) + 4 = 11
Two of the skewered rats stop moving, letting others move over them. Khita swoops her blade down upon the first to come close. The rat, suffering a large cut into its torso, goes limp.
D'endra snakes around Hadrian and snaps the life from one of the rats.
Tessara lands her ray upon another, and its fur becomes rigid with frost. It slows to a crawl.
Only Hadrian gets any AoOs due to reach. Four rats are unconcious, one disabled.

New initiative due to readied actions:
Everyone except Kelvanthus and Ellismus are now initiative 21 in this order:

The three original rats keep moving away, one going up the stairs and the big one limping toward the opposite hall. The swarm comes close, but not close enough to start biting.

Round 2* Tactical Map

* (regarding initiative):
Initiative 21 guys will actually be making their 3rd round actions, before the rats have their 3rd turn. Ariso got another action because he beat the rats on initiative.

Roseras bothers Barid during his watch. She's remarkably level-headed at the moment, speaking in the tone a normal person would. The other people do not get to sleep, but some do get a little nap.

"They're not going to find you tonight. But I had thought you'd make use of the night, to avoid the sun, like the rest of us. What will you do in the coming days? I foresaw your arrival, and that you would defeat the demons- but is that all? Some thought you to be our saviors in all ways."

One of the people interject. "They will deliver us from hell."

Roseras looks apologetically to Barid. "Pay them no further mind. When we are free from the demons, we will rebuild."

The rest of the night goes smoothly. If you're going to go looking for someone/something (or go for the cauldron), or wait for them to find you, I need a decision on that.

Just to be clear; Barid and Bariel only got bowlfuls of diamonds, not the cauldron.

The sultan Bihjan gives you another hug. "I will do as you ask. When next we meet, the people of Calimport will reward you. Please, it is for you, as it has done us no aid in surviving these years." He allows you to go without any further meddling.

Several powerful spells, including resurrection or raise dead, even by the cauldron (which can cast one of those 1/day), require diamond as a material component. We'll probably go through a lot more than this in the course of the campaign.

The night cools fast, making a steady breeze rushing to the southern ocean. It causes the chained devils to sway, and the undying one watching the warehouse cackles occasionally.


Ariso: 21
Rats : 21
Khita: 19
Hadri: 14
Tessa: 13
Kelva: 10
Ellis: 10
D'end: 7

Ariso makes the first shot, but it misses by a wide margin. As though waiting for a reason to, the rats begin multiplying just as the bolt skips off the stone floor.

Hadrian takes point in the hall, and Khita follows with a bit of space between them. There will be no mechanical penalty for swinging away in this hallway.

Kelvanthus and Ellismus fire, and both strike the creature. It screams in surprise to both blows, and begins multiplying.

The dopplerats react quickly. As just six of them come scampering toward you, they diverge and tumble, becoming twenty-four. (these are the actions for the rats in round 1)

Those who haven't stated an action can make their surprise round action (and Tessara can retroactively buy some equip) this time. Ariso, go ahead and take two turns worth of actions, one for before the rats move, and one for Round 2. Note the difference between the low-light area and the normal light, this is presuming Kelvanthus dropped the torch so he could shoot with his bow.

Round 1 tactical map
And for those with lowlight vision or darkvision

Bihjan frowns. "There are other sultans, some self-proclaimed. There are seventeen wards, and nine sultans. If they still live. Some side with devils. I am the son of Batras yn Faruk el Tuladim, the last sultan of the dock ward. The others will surely join you when they see the truth of who you are, secretly working with devils or not. Calimport will fix these affairs one way or another, when it can. Your grace will make it possible."


Barid and Bariel return, avoiding others on the way. Once at the warehouse, you're able to determine the value of the gems. They total 31,200 gp worth, all in diamonds. The people watch silently, only a few looking interested in the diamonds at all. Diamonds are important...

And you see no traps or creatures. (secretly rolled earlier)

Close. It is big enough to fit into.

Attempting to determine the gem's value without light proves fruitless. Observing the cauldron, you contemplate the action through augury. Getting the cauldron out will yield neither a particularly good nor bad result.

An illusory coin appears in the air spinning next to Barid, but only you can see it. The coin lands soundlessly- tails. It disappears after a moment.

Watching the cauldron, nothing happens. The blue flames continue flickering without a sound.


Bihjan gulps at the continued thought of the Hope Reaper. "He is a pig-like demon, large, powerful, as malevolent as they come. His mission, to see to the Demon Lord's wishes fulfilled. It is her wish that we of Calimport loose all hope. To fall to despair and misery. To kill ourselves. To not have attacked you surely means he does not yet know you are here, or is waiting with an ambush. If he does not know, he soon will... he always finds what he's looking for."

He checks the door, as though expecting to find the demon there. "He learns of everything. If anyone knew of the Red Sun's source, it would be him. I do not know how to find him."

At the base.

The people heed Ynaeve's warning. Drinking what they can, some of them seem to take hope. You overhear them whispering that should they be too optimistic, they might attract the ire of the Hope Reaper or a Dolorous Sister.


The sultan is willing to sell up to 4 scrolls of breath of life, a carpet of flying I and II, a staff of stealth, four elixirs of hiding, four potions of invisibility, a scroll of invisibility, and a scroll of greater invisibility. He believes you might be interested in a +3 cooling skyrider mithril chainmail (5 fire resist, +5 competence fly skill, 20050 gp) if you get a magic carpet, as it has the added ability to weightlessly contain a magic carpet that will unfurl itself on command as normal. Lastly, he offers a sack of food of dubious origin. He says that there had once been celestial armor at his father's disposal, but the Hope Reaper took it from him, along with many other items.

"It would be best if we hide as we are. The Dolorous Sisters have made arrangements for the people to be fed, though I doubt they'll count you or whoever you have under your cloud. Do not worry for me, my friend! Once you deal with the greater demons, then we can move freely, if mindful of the red sun."


At the Four Bezels.

You find a well-hidden trapdoor on the rooftop and slip in unnoticed. There is no light inside, but Bariel finds his way around with his goggles. Several bowls of gems lay on tables in this hidden room, though its hard to tell their value without light. A second trapdoor leads down to a wide room in which you spot a prominently displayed golden cauldron, directly beneath the trapdoor. Four magical blue flames in small braziers surround it granting dim illumination, and you see no creatures. There is one double doorway otherwise shut that leads into the room. The structure is made primarily of stone.

Entering the manor, you begin your search through the first level with torch and magic light. The brightly colored stone brick walls and ceiling help the illumination, and it casts light to the end of the hall. Ariso unlocks several doors to guest rooms, well decorated but otherwise lacking anything of interest. Several times, you hear the sound of skittering and see no creature. Soon, you come across the remains of smaller, half eaten rats are found in a kitchen. A door leading to a pantry remains gnawed open, with tufts of fur littering the place. It stinks like a nest inside, most of the food wasted. Moving through the first level of the manor carefully takes a half hour.

A central courtyard takes up almost a third of the building's first level floorspace. Another statue of Lada is in the courtyard as part of a small shrine.

While you stand before the statue, you experience a sudden flashback from when you first arrived in Midgard. The very moment in which you had nearly gone to the afterlife, instead flung through a planar rift to be dumped in the Wasted West. You've passed under the watchful gaze of many gods since then, and you feel it now, as though in the close presence of the Eloria the Sky Warden. The moment is fleeting, but when it ends and you look upon Lada's depiction, a blessing lingers.
You realize Lada's favor, and learn that other gods seek to bestow upon you their favor-- or their pity. 1 CHA restored, and you gain a trait. She seeks nothing in return. The others don't realize what happened yet.

Visions from the Far Beyond
Within the Western Wastes, the boundaries between the planes grow thin, and you gaze between the gaps of reality to view its secrets.
Benefit: You gain either a +1 trait bonus to Will saves or a +1 trait bonus to Initiative checks (pick one, it will stack with your other trait in this case). Knowledge (planes) is always a class skill for you (if you want to get back home, this will be a good skill to have).

As you return toward the entry hall from the east hall, Kelvanthus spots three of the large rats by the statue. One looks as large as the first rats you encountered, eagerly gnawing on the corpses left by the statue. As he points it out, everyone sees it clearly in the light cast by the open front door. The smaller two stand up looking your way down the hall. One makes a squeak, cautious of your appearance.

Lets see if you can make quick work of them all together. Surprise round if you want to attack, Kelvanthus is 55' away. As the biggest one didn't notice you in its feasting on the dead, and the others aren't reacting to you with hostility, you don't have to start the fight now. Tactical map of the situation (link)!

"Slain the vrock king...?" He comes toward you, laying the dagger aside. He embraces you. "Clearly you are a savior and no device of demons. You wish to sell things? I can offer exchange worthy of Calimport's memory. As sultan, it is all I can do. Please, show me what you wish to trade and what for."

He listens to your requests, standing close to you. He turns then to find some wands. "If anyone could use these, surely it would be your likes. Some think them broken, but I know better. The magic works, it just requires great skill to use in these times. Ten wands of cure light wounds, each unused, and four more with one-hundred forty nine between them. And three lesser restoration wands, unused. What else did you want-?"

Standard prices.

Presuming Belsiard goes to find buyers.

Moving unseen through the streets, you poke your head in likely places for humans to be hiding. Through sheer luck, you find a place close enough called Maridah and enter. The decor is modestly pleasant if old and looking thrown together, and the mess crowds walking space. Like a packrat. A man calls to you, despite your caution and invisibility.

"You can lift your veil now, visitor. I am Bihjan yn Feroz el Tuladim, sultan of what's left to claim in the dock ward. Are you here to contest that?"

It is a middle aged man with long, dark brown hair. He looks in good health, though only in body. His stature slouches, eyes you with undue suspicion, and holds a long jeweled dagger.


For Barid and Bariel.

The jewel district has gems occasionally dotting the street, but upon inspecting them, you notice a malevolent glow dimly surrounding them. Finding the Four Bezels takes almost an hour- you spot more and more demons the further from the docks you go. They are not worth your time (yet). The Four Bezels is guarded by a single large humanoid-like big muscled and stocky demon, with dark grey hard skin and a very noticeable, unpleasant smell. It looks dim-witted, with spread apart eyes that wander and a hanging open, small toothy mouth. At least, it stands near the entrance. You might be able to find another way in, if you look...


At the warehouse.

Roseras spends a few minutes after sunset to meditate- mumbling and groaning while doing so. The facility having been vastly improved, many of the people look to those who remain with some kind of expectation. Whispers of food come from them. Others whisper of your strength and power. Left to their own devices, however, they drag in the corpse of a scorpion demon and a vrock, trying in vain to butcher them for meat. Roseras watches at first, but then joins them on the effort.

See discussion thread.

Sorry to ask only this after all this time, but are you guys going blind into the manor, those who don't have darkvision?

Otherwise, I'd like to know who is carrying light and relative position to each other (line, side by side, spread, etc). I don't need specifics, but most notably if Kelvanthus or anyone else is scouting and who is in back. Kelvanthus did specify that you'll be moving at half speed to be especially perceptive. The manor has 10' wide hallways with frequent doors on both sides of the hall, with half as many doors leading toward the center of the manor. All the doors are initially shut, and any with locks are locked. I'm guessing you'll start searching the first floor before the second, and that Ariso will pick any locked door you come across.

If you are interested in stealing from the manor, say so (you can PM me if you try to do so discreetly). Any other precautions would be good to know, like message spells. Ariso: After a few more minutes, you notice somewhat unusual sticky residue around some of your injuries. You are sick, but the real effects are yet to occur. Hadrian looks to have the disease as well. Khita, Ellismus and D'endrrah also notice without having to be told.

The people are grateful for your appearance and try to answer as best they can. Roseras provides the most coherent answers. "As you know, Calimport has been overrun by demons. The invasion was led by twelve powerful demons following Sifkesh. Sifkesh left shortly after the invasion, after creating the Red Sun. Some have fallen since then, just as the people have been devoured, turned, killed..." She looses composure for a few minutes. She has teetered over the edge of madness long ago, but still battles for lucidity. It takes some comforting and assurance that you're save from divination to get more out of her. Still, compared to the others, she is the closest to her sanity.

"There were six powerful demons that held claim to the city this morning. They watch over the humans that remain, seeing that they don't perish overnight so that they might relish it for as long as they remain. Each surely hopes another will bother themselves to be rid of you. You just defeated the Vrock King, so only three remain.

The strongest of them is Yadennsial, a vavakia. He is the only demon who was here when the city was invaded and still claims it. They say he was the first warlord for Sifkesh, and now wages the Blood War with the devils. You can see some of his own work outside. He claims to be a Nascent Demon Lord now, too. Fortunately, only his minions are here right now, but even they are powerful.

Another is a nalfeshnee. He keeps watch over the lesser demons, keeping the city as Sifkesh had bid him to do. They call him The Hope Reaper. I'm afraid I don't know much about him.

The last is a trio of seraptis known as the Dolorious Sisters. They do Sifkesh's work, driving us to suicide. It seems as if we are kept alive for their pleasure.

What is causing the Red Sun? I heard it was being kept by a blood cauldron. Ah! How could I forget!" She exclaims suddenly, with energy that surpasses her madness. "I was to tell you of a cauldron of Resurrection. It is at the Four Bezels, in the Nadana Sabban of the Jewel District. Last I saw, the sign was still on the old shop." She explains what you need to know to find the place. On foot, it is about a mile through the city's streets.


After the sun goes down, the night sky is lit by the plumes from continual large fires in the city. Prowling the port streets, you spot two humans moving through the street, carrying candles. One male, one female, both in teenage years and looking in better condition than those in the warehouse, they keep quiet and keep an eye out for demons. You spot what they look out for, hiding atop walls and buildings, but keeping out of the street. They watch the two, and let them pass. You are able to evade detection from demon and human alike if you wish.

I am presuming you are sneaking in close proximity to each other. Let me know otherwise. Discussion page for now to see what the base of operations is turning into.

Yeah, no lesser trials. I could see Tarwas earning a point, as he was using significant abilities/magic and putting himself in danger just about every round he could. Thinking about it again, this might be worth a greater trial. (reconsidered: no, too spontaneous)

It seems to be the intent that the recuperation ability as a whole does not restore mythic damage. While I'm GM for now, I'm not -the- GM. How do you guys feel 'bout it as a whole? One or two mythic creatures should be expected every combat. Were this a face to face game, I'd say 'nope', but we don't have that limitation, so let's vote on it. Ultimately, is it good or bad for this campaign for it to be one way or the other? On one hand, we are light on healing, and on the other hand, this gives the party reason to treat mythic opponents with all due respect.

Recuperation (Ex):
At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you’re not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day.

Page 35, Mythic Damage:
Mythic characters that achieve the 9th tier gain the immortality ability, which allows them to return from death as long as they haven’t taken mythic damage in excess of half their full normal hit points at the time of death. Upon reaching the 10th tier, this amount increases to equal their full normal hit point total. For the purposes of this ability, mythic damage is any damage caused by a mythic creature or character with mythic tiers. There is no need to track this damage separately until characters gain the recuperation mythic ability, which allows them to rest and restore hit points except for those caused by mythic damage. Mythic damage can be healed by spells and abilities just like any other type of damage, as well as by resting (except when using the recuperation ability).

Unless you guys somehow avoid it, you should meet someone you can buy/sell things to/from.

XP so far: 98,160 per person. Shall we fast-track the progression? I had thought we'd do it as +1 level per GM. OTH, mythic levels means leveling happens faster. I'm leaning toward tracking XP.

Barid: Luck bonuses don't stack. It will not work with the mythic item. Antaeus' Revenge is in the spoiler- its pretty much a +4 furious amulet of mighty fists with a rage spell usable 3/day for 6 rounds each that affects the user provided he is off the ground.

Note the amulet works when the user is on the ground, but the spell won't work.

ALSO: Recuperation used with a point for an hour of rest restores half your hit points, restores all daily use abilities, but it does not restore damage caused by mythic sources. The armored vrock was mythic. So you'll have to heal the old fashioned way, any damage caused by that guy.

Xaikon kills the vrock next to him in a swift barrage of blows, proving his martial prowess. The last vrock becomes held, falling to the ground beside the held scorpion demon. Bariel and Tarwas make quick work of the demon.

The sun's damage is made moot by Belsiard's healing.

With more than a dozen demons defeated, you hear the laughter of one crane-bound barbed devil two hundred feet away upon one of the piers, reveling in your destructive prowess. Its limbs and tail pierced by its own barbs and chain, it is securely held to the hook of the crane, facing you.

"Well done! Defeating the Vrock King and the Dolorous Sister's guards! Surely you've earned the fear of every lesser demon in the city in doing so! My binding here has been made worthwhile to have seen such!"

Only the armored vrock had anything of value. You easily identify them as a ring of protection +4, a cloak of resistance +5, a +5 chain shirt, a stone of good luck, and an amulet Antaeus' Revenge. In total, the demons have 56,640 gold worth of gems and coin.

Antaeus' Revenge:
This +4 Furious Amulet of Mighty Fists also grants the wearer rage as per the spell for 6 rounds, up to 3 times per day at will. The user must be off of the ground in order to use this spell, and should the user touch the ground, the spell immediately ends. This amulet was created for Chivukulatardi, so that he could contest the other demons in the city as they possessed many of the magic items that have come back to life in recent years. The demon's skill at flight became well known, and this amulet emphasized that superiority, seeing him become the champion of the skies.

Roseras waits just inside the warehouse, along with the survivors. None were harmed during the fighting.

We can presume that the few minutes pass, and the others arrive. Ariso's reaction to D'endrrah would still be in order.

The spread of gored rats go from the statue of Lada inside to ten feet out the front door. It is only when you come to within 200 feet that you realize it is Ariso, Hadrian, and Ellismus in the company of a woman clad in tight black leather.

Ellismus: You do not know.

Combat rolls:

Round 7 wrote:

Hadrian's reroll: 1d20 + 5 ⇒ (16) + 5 = 21

Hadrian's AoO: 1d20 + 5 ⇒ (11) + 5 = 16 _/ 2d4 + 4 ⇒ (2, 1) + 4 = 7
Hadrian's AoO: 1d20 + 5 ⇒ (6) + 5 = 11 _/ 2d4 + 4 ⇒ (1, 2) + 4 = 7
Ariso's AoO: 1d20 + 1 ⇒ (20) + 1 = 21 _/ 1d6 ⇒ 6
Ariso's Threat: 1d20 + 1 ⇒ (16) + 1 = 17 _/ 1d6 ⇒ 3
2 bleed out. 1 killed by Hadrian.
damage: 3 ariso, 2 hadrian
Round 8 wrote:

Hadrian's attack: 1d20 + 5 ⇒ (15) + 5 = 20 _/ 2d4 + 4 ⇒ (4, 1) + 4 = 9

Ariso's attack: 1d20 + 1 ⇒ (1) + 1 = 2 _/ 1d6 ⇒ 2
Hadrian's AoO: 1d20 + 5 ⇒ (12) + 5 = 17 _/ 2d4 + 4 ⇒ (2, 4) + 4 = 10
Hadrian's AoO: 1d20 + 5 ⇒ (7) + 5 = 12 _/ 2d4 + 4 ⇒ (4, 3) + 4 = 11
Hadrian's Reroll: 1d20 + 5 ⇒ (11) + 5 = 16
Ariso's AoO: 1d20 + 1 ⇒ (15) + 1 = 16 _/ 1d6 ⇒ 3
D'endrrah's AoO: 1d20 + 4 ⇒ (7) + 4 = 11 _/ 1d4 + 3 ⇒ (3) + 3 = 6
1 bleed out. 1 killed by Hadrian.
damage: 1 ariso, 1 hadrian, 1 D'endrrah
Round 9 wrote:

Hadrian's attack: 1d20 + 5 ⇒ (14) + 5 = 19 _/ 2d4 + 4 ⇒ (2, 1) + 4 = 7

Ariso's attack: 1d20 + 1 ⇒ (15) + 1 = 16 _/ 1d6 ⇒ 3
D'endrrah's Bite: 1d20 + 4 ⇒ (16) + 4 = 20 _/ 1d6 + 3 ⇒ (1) + 3 = 4
D'endrrah's Claw: 1d20 + 4 ⇒ (10) + 4 = 14 _/ 1d4 + 3 ⇒ (1) + 3 = 4
D'endrrah's Claw: 1d20 + 4 ⇒ (12) + 4 = 16 _/ 1d4 + 3 ⇒ (4) + 3 = 7
Ellismus' Acid: 1d20 + 3 ⇒ (5) + 3 = 8 _/ 1d3 + 2 ⇒ (1) + 2 = 3
Hadrian's AoO: 1d20 + 5 ⇒ (17) + 5 = 22 _/ 2d4 + 4 ⇒ (4, 4) + 4 = 12
Hadrian's AoO: 1d20 + 5 ⇒ (18) + 5 = 23 _/ 2d4 + 4 ⇒ (3, 3) + 4 = 10
Ariso's AoO: 1d20 + 1 ⇒ (11) + 1 = 12 _/ 1d6 ⇒ 2
D'endrrah's AoO: 1d20 + 4 ⇒ (14) + 4 = 18 _/ 1d4 + 3 ⇒ (3) + 3 = 6
1 bleeds out.
Damage: 1 ariso, 1 d'endrrah
Round 10 wrote:

Hadrian's attack: 1d20 + 5 ⇒ (8) + 5 = 13 _/ 2d4 + 4 ⇒ (3, 4) + 4 = 11

Ariso's attack: 1d20 + 1 ⇒ (16) + 1 = 17 _/ 1d6 ⇒ 6
D'endrrah's Bite: 1d20 + 4 ⇒ (1) + 4 = 5 _/ 1d6 + 3 ⇒ (4) + 3 = 7
D'endrrah's Claw: 1d20 + 4 ⇒ (15) + 4 = 19 _/ 1d4 + 3 ⇒ (1) + 3 = 4
D'endrrah's Claw: 1d20 + 4 ⇒ (4) + 4 = 8 _/ 1d4 + 3 ⇒ (1) + 3 = 4
Ellismus' Acid: 1d20 + 3 ⇒ (18) + 3 = 21 _/ 1d3 + 2 ⇒ (2) + 2 = 4
Hadrian's AoO: 1d20 + 5 ⇒ (19) + 5 = 24 _/ 2d4 + 4 ⇒ (2, 4) + 4 = 10
Hadrian's AoO: 1d20 + 5 ⇒ (20) + 5 = 25 _/ 2d4 + 4 ⇒ (4, 1) + 4 = 9
Hadrian's Threat: 1d20 + 5 ⇒ (8) + 5 = 13 _/ 2d4 + 4 ⇒ (2, 4) + 4 = 10
Ariso's AoO: 1d20 + 1 ⇒ (6) + 1 = 7 _/ 1d6 ⇒ 4
D'endrrah's AoO: 1d20 + 4 ⇒ (11) + 4 = 15 _/ 1d6 + 3 ⇒ (2) + 3 = 5
2 bleed out. 1 killed by Ellismus, 1 by D'endrrah.
damage: 2 ariso, 1 hadrian, 1 d'endrrah
Round 11 wrote:

Hadrian's attack: 1d20 + 5 ⇒ (13) + 5 = 18 _/ 2d4 + 4 ⇒ (3, 2) + 4 = 9

Ariso's attack: 1d20 + 1 ⇒ (17) + 1 = 18 _/ 1d6 ⇒ 5
D'endrrah's Bite: 1d20 + 4 ⇒ (2) + 4 = 6 _/ 1d6 + 3 ⇒ (5) + 3 = 8
D'endrrah's Claw: 1d20 + 4 ⇒ (13) + 4 = 17 _/ 1d4 + 3 ⇒ (1) + 3 = 4
D'endrrah's Claw: 1d20 + 4 ⇒ (19) + 4 = 23 _/ 1d4 + 3 ⇒ (3) + 3 = 6
Ellismus' Acid: 1d20 + 3 ⇒ (1) + 3 = 4 _/ 1d3 + 2 ⇒ (3) + 2 = 5
Hadrian's AoO: 1d20 + 5 ⇒ (9) + 5 = 14 _/ 2d4 + 4 ⇒ (4, 4) + 4 = 12
Ariso's AoO: 1d20 + 1 ⇒ (18) + 1 = 19 _/ 1d6 ⇒ 5
1 killed by Hadrian, 1 by D'endrrah, 1 by Ariso.
damage: 1 ariso

The rats continue fighting even after Ellismus and his D'endrrah arrive and the fight moves outside. Relentless, almost half keep fighting until their bodies fail themselves, dying one by one. Some die more quickly to greater injuries-- crushed heads, severed limbs, burned into their chest cavity by acid, and more. They refuse to give up until their bodies can move no more. Finally, only one uninjured one remains after a little more than a minute of fighting, having gotten a final gnawing bite on Ariso.

Total non-lethal damage: 8 Ariso, 4 Hadrian, 3 D'endrrah.

Even as you prepare to crush the final rat, it suddenly convulses and emits a cracking sound from within it. Rolling on its side, it lets makes a pained sigh and dies, without having been touched.

Standing just off your side now, D'endrrah is bloodied by hand and mouth, clearly having torn rat flesh with claw and tooth. You feel a little sickened, looking at her. Gore clings to her, and the foul stench of the corpses overwhelms the natural scents around the manor.

From here, no other immediate threats seen for now.

At first, these creatures look to be nothing but a ravenous small horde of rats. But after reflecting upon it, and seeing the last rat die on its own, you recognize this creature from your studies. It is a dopplerat. They are a scourge to cities when they appear. Usually they do so in places near the Wasted West, though Salzbach rarely sees them. Compared to ordinary rats, dopplerats are by far the worse, bearing a frightening disease transmitted by its bite known to be fatal to some in days. They are easy to scare, and when startled, will multiply itself with startling speed. These disease-bearing clones attack with extreme aggression and fearlessness, but die on their own after only about a minute while the original rat escapes.

You'll have a few minutes before the others arrive.

As for the finding a place they can't swarm so easily, that'd require you to squeeze into a small space. There aren't any in sight.

Shadowven: Its pretty easy. Just make a recruitment thread in the recruitment forum, it will automatically make it a campaign, from which you can intuitively link campaign threads, discussion threads, etc.

Feel free to post a link here, I'll give it consideration. I'm involved in 6 campaigns now, 4 of which I'm the GM for, why not make it 7?

Yes, you can hit either still-standing vrock.

I am presuming Xaikon has at least one mythic point left.

Xaikon swiftly moves up next to the armored vrock, exposing himself to attack. His powerful claw is deflected, at the last moment, by another reflexive move by the tengu. Turning to the vrock, he follows through with a retaliation. Sudden Block used to keep you from going down.
Retaliation: 1d20 + 20 ⇒ (12) + 20 = 32
The strike glances off its armor, garnering no more than a hateful glare from the vrock.

A flightless pheasant suddenly appears next to the armored vrock. It is a demonic pheasant. Ynaeve's magic works, and it looses its mind.

Belsiard's spell, however, is resisted.

Bariel prepares a wicked plan...

Tarwas, in the blinding flashing attack, kills the pheasant, kills the flying vrock, and brings Chivukulatardi to his knees with his subsequent blows.

Tarwas regards his handiwork for a moment, then kills the armored vrock with a mythical flash of his sword. (Insert heroic/cool pose)

The two remaining vrocks twist around for a final attack against Barid and Xaikon. "See? If we both hadn't screeched, one of us would have missed out!" "Shouldn't we get running? Boss looks kind of dead." "No, let's fly in more circles!" Both miss.

Barid withdraws from the fight.

6 nonlethal fire damage to Bariel from sun (if you're resist, account for it)

Final Round (12) Tactical

Hadrian's AoO: 1d20 + 5 ⇒ (15) + 5 = 20 _/ 2d4 + 4 ⇒ (1, 4) + 4 = 9
Hadrian's AoO: 1d20 + 5 ⇒ (9) + 5 = 14 _/ 2d4 + 4 ⇒ (4, 1) + 4 = 9
Hadrian's attack: 1d20 + 5 ⇒ (5) + 5 = 10 _/ 2d4 + 4 ⇒ (4, 1) + 4 = 9
Reroll attack: 1d20 + 5 ⇒ (17) + 5 = 22
Hadrian's AoO: 1d20 + 5 ⇒ (13) + 5 = 18 _/ 2d4 + 4 ⇒ (2, 4) + 4 = 10
Hadrian's AoO: 1d20 + 5 ⇒ (5) + 5 = 10 _/ 2d4 + 4 ⇒ (1, 1) + 4 = 6
Ariso's AoO: 1d20 + 1 ⇒ (2) + 1 = 3 _/ 1d6 ⇒ 1
Ariso's attack: 1d20 + 1 ⇒ (1) + 1 = 2 _/ 1d6 ⇒ 4
Ariso's AoO: 1d20 + 1 ⇒ (3) + 1 = 4 _/ 1d6 ⇒ 6

Things are looking bad for the two. Hadrian's attacks kill two of the wounded rats, and kills one more, while Ariso ineffectively clacks the floor with the tip of his spear, attempting to skewer them. Five of the nineteen rats dead. Despite dodging well at first, now the two take more bites over the next moments. Hadrian: 6 nonlethal, Ariso: 5 nonlethal.

Ellismus comes to 90 feet of the door. You can see the scuffle of movement inside as Ariso and Hadrian shuffle in combat. One of the small creatures linger at the door, unaware of your approach. At first, it seemed one of a swarm of cats- but now, you can surely see the difference. Two individuals are being attacked by large rats just inside the manor's entry hall. There is now nothing between you and the door.

Round 7 Tactical

You readily recognize the statue depicting the popularly beloved goddess of the sun, Lada. It does not look particularly sturdy, for a statue.

Hadrian skewers a rat through, and it hardly protests when he flings the weapon around to hurl the creature from the ransuer. It flops to the ground, dead.

I'll presume Ariso wants to follow Hadrian. The move action instead of 5' step is completely legal and doesn't provoke.

The swarm follows, and both thrust their weapons.
Ariso's AoO: 1d20 + 1 ⇒ (10) + 1 = 11 _/ 1d6 ⇒ 2
Hadrian's AoO: 1d20 + 5 ⇒ (1) + 5 = 6 _/ 2d4 + 4 ⇒ (2, 1) + 4 = 7
Hadrian's Reroll: 1d20 + 5 ⇒ (16) + 5 = 21 (Technically its not Hadrian's next turn, but close enough)
Hadrian's AoO: 1d20 + 5 ⇒ (19) + 5 = 24 _/ 2d4 + 4 ⇒ (1, 3) + 4 = 8
Hadrain stabs at two more, solidly injuring both. Clamoring to get a bite, more rats move in from the hall. Three gnaw on Ariso, and two hit Hadrian. 3 nonlethal damage to Ariso, 2 nonlethal to Hadrian.

Round 5 tactical

Know that healing is doubly effective against nonlethal damage.

Kelvanthus, Khita, and Tessara encounter no trouble leaving the city. At this time, you are on approach to the manor, and should get there in minutes. Nothing is amiss, aside from the many civilians heading to join the ranks of refugees at Salzbach. You will arrive in 10 minutes, and are now heading off the main road onto a path.


Ellismus, you now hear shouts from the manor, though faint to your hearing. You are about 270 feet from the entrance, and can only just see the manor itself through the trees.

Xaikon, Bariel and Ynaeve remain stunned. You will no longer be stunned next round. (You can put in earplugs when you're not stunned.)

Belsiard sings his song. You feel as though the spell was resisted, and the vrock is a little further injured.

Tarwas makes quick work of one of the two dancing vrocks, and it falls off the roof with a crash to the ground between the warehouses.

Barid ambles up the wall swiftly, dodging the vrock's attack and slicing into it. The creature yelps, almost killed by the assault.

The armored vrock spins around toward Barid, hovering slightly higher and close enough to strike. "You'll die!" Like its kin, Chivukulatardi unleashes a full attack, clawing, biting, and scraping with talons. 33 bite damage. 39 + 38 claw damage. 33 + 30 talon damage. 173 total.

The dancing vrock ends his dance succesfully. Pounding its feet to the rooftop, a crackling electric nova emanates from him, out to 100 feet. Barid and Xaikon evade. 8 electrical damage to Tarwas, Bariel, and Ynaeve (given Ynaeve uses the reroll on this save).

The vrock flying above swoops around from the east to west, provoking from Barid and attempting another swipe at him. Barid lets the opportunity go, lest he succumb to his injuries. The vrock misses completely.

The two other flying vrock bicker as they push higher up, continuing to circle around. "ONE shrieker at a time! Dimwit!" - "Not this time! They are too strong!"

Round 11 tactical.


Targeting another guy: Oops, in that case you get full temp. HP. You also get x2 for critical, right? That would put him down before Bariel/Barid (still mixing them up) even got a shot.

You overcome epic DR? I believe you, but I'd like to know which ability it is. Good thing you mention this, but the result so far is the same anyway.

Yes, the critical was avoided, as it would have this round (but targeting someone else does throw a wrench in that). If I may say so, aside from getting more temporary HP, focusing on him would be better. Your call, I can adjust results accordingly.

No regeneration. I'll let you see his stats after the combat. You guessed it, it has To the Death, which for purposes of discussion, to my understanding:
"When below 0 hit points you don’t fall unconscious and don’t take damage from acting normally. You do not die until your total number of negative hit points is equal to or greater than three times your Constitution score."

I interpret that as not mattering if its nonlethal or lethal damage. They are disabled, but do not start dying. If there is an update to the mythic rules, I have only accounted for any changes as of the time I started planning the campaign, and will account for such changes after the combat.

Lastly, my gaming group suddenly showed up expecting a game, so no further update today.

The armored vrock is flying more-or-less just off his feet. The other vrock on the roof is still dancing, as is the one on the other warehouse. No apparent trap awaits you.

The double-burst of fire sends a wave of shrieks in the swarming rats, particularly dousing one in in hot fire. It tumbles and screams, its voice cut short by death. Most of the others move now with greater speed, their singed bodies charging in close.
Hadrian's AoO: 1d20 + 5 ⇒ (6) + 5 = 11 _/ 2d4 + 4 ⇒ (3, 4) + 4 = 11
Hadrian's AoO: 1d20 + 5 ⇒ (9) + 5 = 14 _/ 2d4 + 4 ⇒ (1, 1) + 4 = 6
Stabbing at one as it approaches, it scrapes along its ribcage. It tries to finish closing to Ariso, but comes up short.

Seven of the rats bite at you, but only one gets its teeth upon Ariso, gnawing with all the strength it can muster. As it chews, you feel its tongue try to lick out your blood through your wound. 1 nonlethal damage.

Round 4 tactical


Update for group 2 in the morning.

15' tall- you'll have to climb 15' to get up to the ledge, or jump 15' up, or fly 3 squares up to be level with those on the warehouse. Fly 2 squares to reach. It looks difficult to climb (for a novice).

Stunned. Drop everything you hold, -2 AC against attacks, flat footed, and additional -4 CMB. 1 round. You COULD use two mythic surges to try to boost your two saves. It was done secretly, I gave advice to the others to make use of the mythic surge, which I did as to remind about the potency of the ability.

Successful save for Belsiard

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