Theldrick

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160 posts. Alias of caster4life.


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Mohk, are we still doing this. Should we level up to a certain level?


Mezdav:

Mezdav learns after a while that Crenshaw did inherit some notes which gave her the idea for the portal but she constructed it herself. The only creatures who snuck through were tiny, whom Crenshaw did not notice, or chased her through the portal while attacking her (the plants).


This has been fun, guys! I'm really enjoying the wrap-up posts. While we definitely could have used more time to develop this year in the Acadamae, it's always good to be left wanting more.


Mezdav:

Mezdav proves himself useful but discrete and gets answers to his questions. Master Crenshaw activates the pentagonal stone pool and the dark liquid inside stands up into an entire topography of tiny hills, mountains, rivers, and trees. She explains with great excitement "Nobody has made a map of the First World, home of the fey, because it is constantly in flux. But I have linked this map to beacons I have installed there so that it updates as that realm changes." She beams with pride. "I'm not finished yet though and some of its residents are hostile..."

You can look at the spoiler for those bottles. They were made by Crenshaw's predecessor. Also, do you share any of this with your friends?


Gennie takes the lead explaining the grimples what's going on and persuading them that it's a good idea. While they don't look pleased, they do calm down. You take turns keeping an eye on them that day as Master Crenshaw writes you excuses for your absences from class. Even so, it's a lot of work to try to make up the missed time and hunt for other missing creatures.

The Acadamae is a massive place but Master Crenshaw hunts some of the more dangerous and restricted areas while she gives you a map to others. She winks and asks you to keep things quiet and you find a few more odd fey creatures. One you dispatch and two more you convince to return peacefully through the portal. When all's said and done, Crenshaw pays you each with a hefty purse (100 gp) for your assistance and your discretion then asks you to stay out of her secret laboratory.

The rest of your first year speeds by through the winter and then with the dawning of spring. As often as she can convince you to agree to, Whisken arranges study parties in which you all gain quite a lot of knowledge. Unfortunately, only a bit of it is directly related to your assigned work as Whisken gets excited about side topics.

Write up an extro of the adventure and year 1 in the Acadamae for yourself.


Indeed!


Mezdav absolutely HEAVES his spear into the core of the bush. Despite his weapon being far from ideal, he uses enough brute force to tear up a little bit of the main trunk. All of the bloodbrush's branches droop and it stops moving!


GM screen:

Attack: 1d20 + 3 ⇒ (10) + 3 = 13

The plant tries once more to finish off the pesky Mohk but can't manage it! It's hanging on by the threads of its roots...

Init order, bold may go:
Mezdav
Crenshaw
Marz, and Whisken.
Plants
Gennie, Jermain, Mohk.


Yes I'm not waiting for Gennie at any point. I just keep moving her along in the init order and she can post if she comes back.


Bump for Marz, Gennie, Whisken.


Jermaine lands another splash of acid while the canny Mezdav knocks the plant down! Unfortunately, its multi-directional assortment of branches and roots don't seem to be affected at all by Mezdav's clever maneuver.

It was a good idea but it can't be tripped. Mohk and Gennie can still go.


Desperate, the plant lashes out at the one right next to it, who has been actually damaging it seriously. But Mohk hears the vines whistling through the air toward his legs and jumps deftly over them!

GM screen:

Attack w str damage: 1d20 + 6 - 3 ⇒ (3) + 6 - 3 = 6

Init order, bold may go:
Mezdav
Crenshaw
Marz, and Whisken.
Plants
Gennie, Jermain, Mohk.


Marz's blade does indeed pierce the plant beautifully but barely makes any impression. The plant just lacks the vital organs that make piercing weapons useful.


Mohk's scimitar takes a HUGE chunk of the bush. Enfeebled and bleeding sap, it's not much longer for this plane!

Professor Crenshaw nods approvingly at Jermaine and calls out as she tries with her dagger "Excellent use of magic with that ray! If I hadn't run out of magic four hours ago, I'd show you young ones a thing or two myself!"

Stabs: 2d20 ⇒ (9, 18) = 27
Dam: 1d3 - 2 ⇒ (3) - 2 = 1

But reduced as she is by whatever bizarre, grueling experience she had in the First World, she simply slices a tiny bit off the plant.

Marz and Gennie may go!


Yes about that, Jermaine. I forgot to mention that you can roll to confirm that nat 20 and deal double str damage if confirmed.

Mezdav stabs into the plant but barely scratches it. Seems his spear is less effective than Mohk's blade.


GM screen:

Attack: 1d20 + 6 ⇒ (8) + 6 = 14

The plant thrashes its vines, trying to tear Mohk apart again. This time, the blind bard narrowly dodges its barbed, grasping tendrils!

Gennie, Jermaine, Mohk, and Mezdav may go.


Will post plant turn soon.


Bump for Mohk and Gennie.


I've PMed Gennie but no response yet. We'll keep moving forward and hope she returns when she can.


Gennie and Mohk can still go.


Mezdav takes down the more humanoid-looking of the plants with a spiked, metallic punch!

Removed from map.


The plants renew their assault! The bush lashes out at Mohk and tears into his skin while wrapping a vine around him! Poison leaks from the vines into Mohk's founds (DC 14 fort save or be dazed).

The humanoid-one attacks Mezdav and slams its needly arms into him twice (4 and 4 damage). Things are looking a lot more dangerous!

GM screen:

Attacks: 2d20 ⇒ (11, 16) = 27
Attack Mohk: 1d20 ⇒ 19
Dam to Mezdav: 2d4 + 2 ⇒ (3, 3) + 2 = 8
Dam to Mohk: 1d3 + 3 ⇒ (3) + 3 = 6
Grab Mohk: 1d20 + 8 ⇒ (19) + 8 = 27

Init order, bold may go:
Mezdav
Crenshaw
Marz, and Whisken.
Plants
Gennie, Jermain, Mohk.


Ah sorry Mezdav. Got distracted by your heal check.

Mezdav lands a stab on the plant.


Oh and Gennie can go as well. I'll keep moving her back in the init order until she returns to us.


Moving Gennie later in init since it's been a long time. Hopefully she's ok IRL.

Marz's arrow hits the plant but doesn't seem to make any impression on it.

GM screen:

Leshy attacks: 2d20 ⇒ (13, 6) = 19
Bush attack: 1d20 ⇒ 18
Grab: 1d20 + 8 ⇒ (9) + 8 = 17
Dam: 2d4 + 3 ⇒ (2, 2) + 3 = 7

The spikey, more humanoid plant tries to slam Crenshaw but she dodges both blows. The bush, however, manages to grip her and wound her somewhat.

DC 15 heal, free action:

You note that Crenshaw had some cuts and burnt fur before these plants even showed up. It seems she had a rough time on the other side of the portal. She won't be able to take much more of a beating before she collapses.

Init order, bold may go:
Mezdav
Crenshaw
Marz, and Whisken.
Plants
Gennie, Jermain, Mohk.


Jermaine identifies the plant thing with arms as a cactus leshy. It has spikes all over its body that hurt those it touches or that it can shoot at enemies. He and Marz also identify the one without arms as a bloodbrush. The bloodbrush moves as fast as a normal person and can grapple and poison.


Sorry forgot to move the player banner. It should be fixed now.


GM screen:

Enemy init: 1d20 + 1 ⇒ (8) + 1 = 9
Crenshaw init: 1d20 + 7 ⇒ (13) + 7 = 20
Whisken init: 1d20 + 5 ⇒ (14) + 5 = 19

Everyone, roll your init! If you want to ID the plant creatures, roll a K Nat for each.

Once you've rolled init:

Go if you beat 13+7=20 init.

DC 20 K religion or be Mezdav:

The device that Master Crenshaw used to de-activate the portal bears the symbol of Haagenti.


It is clear to Mezdav that this is a hidden laboratory of Master Crenshaw's. It is quite possible she is trying to keep that concealed from other members of the faculty...

The grimple matron considers Gennie then leans down and cuts Whisken's bonds.

Sylvan:

"Alright. At least you have a plan."


Jermaine considers his idea then notes that, given that you don't know how to work the portal, it will be hard to go retrieve Master Crenshaw since she is currently likely through the portal and in the First World. But like Mezdav says, she should be coming back through in the next hour or two.


Jermaine goes to the desk and finds some notes. It takes a little time but he determines that they refer to trials and errors involving getting the stone ring to function as a permanent portal to the First World. The goal of these experiments say something about a map and the pentagonal pool of slate-gray liquid. It appears that, whoever the experimenter is, they are presently in the First World. The chairs and desk are suited to a small creature.

DC 16 perception:

You see small bits of shed fur on the chair and the desk which precisely match the color and texture of Master Crenshaw.

DC 10 K hist if the DC 16 perception is met:

It is almost morning and you know that Master Crenshaw teaches a class bright and early today.


The large female's attention is gripped by Gennie's speech but she doesn't seem convinced yet.

Sylvan:

"You are no light trickster, that much is clear. But you have no more idea how to get us back to the First World than we do. We've already tried the ring and failed. And this furry friend of yours doesn't know anything about it either..."

DC 13 Int or Wis check, your choice, for a hint. Anyone may roll.:

The "mother" Grimple wants some indication that you have even a slight chance of getting them back to the First World. Perhaps you could investigate this room with the desk, ring, and pentagonal pool a little bit...


The large grimple looks very suspicious but interested

Sylvan:

"I will accept your offer and risk everything to trust you, after you've spilled so much of our blood, if you will give me something to show you can help us get home. Some token, some piece of knowledge, something."


The large, female grimple listens suspiciously as you talk but doesn't seem to follow the conversation in common. When Marz responds, the grimple speaks rapidly

Does Marz pass along more of those statements/questions or only what's in the Sylvan spoiler?

Sylvan:

"It sounds like you have no idea how to get us home! I'm worried this isn't even the First World. And how can I trust you and release all of my leverage on your word after blood has been spilled?"


The large grimple calms down a little bit but still looks very wary

Sylvan:

"Me and some of my were wandering around and saw this rat lady go through a portal. Of course, we snuck through after to see if we would find a nice new place. We ended up in this big crazy stone basement! And when we snuck around and tried to go up above ground, we were in some kind of weird city." She narrows her eyes in great suspicion. "We know you and the rat lady tricked us into coming to this horrible, awful place! Just let us go back and I'll forgive you for killing half the children I've had since I came here!!!"


The grimple looks angrier and yells at Marz

Sylvan:

"We would have left a long time ago if we could! This one's mother lured us here and trapped us here! We cannot go home!"


Gennie rips open the door, almost making it fall of its hinges, revealing a room hull of musty, molding, barrels, crates, and shelving units. It's also full of a huge number of grimples! A larger grimple than most, actually wearing a sword on its belt, lies over the bound form of Whisken and shouts at you

Sylvan:

"Don't come any closer! You may have trapped us here but we'll kill this one if you try to kill any more of us!"


Huh. I was wondering about the lack of response to my gameplay post. Answer: It got eaten. Well fixing now.


I meant to get the next map up so you guys can carefully weigh your more and less murdery options but I'm too tired for tonight. Will try to tomorrow morning.


Ah. Jermaine is untrained in Knowledge History. Well then.

You push through after the missing grimple. It skittered under the door, which you find to be stuck. Apparently, this door hasn't been opened in a long, long time. Eventually, Gennie shoves it open with brute force. Then you find a large room with a staircase in one corner, a bookcase, a table of various alchemical implements, and a large, pentagonal stone pool filled with a slate-colored liquid. Opposite the pool is a large, upright ring made of the same stone (picture a stargate if you know that franchise). There is also a wooden door on the wall to your right.


Seems we're stalled! Marz didn't make the K history. Either someone else should attempt that or the PCs should shrug and decide their next move. A grimple did escape through the north door to warn someone.


Unless someone hits the lore check, you need at least one party member to pass each of the knowledge checks. But it's fine if that's different party members working together.


Technically, you can't aid another on a skill where you're not even eligible to make the primary roll but I'll let it slide.


Mezdav finds a little stamp under the dust on the wax seal of each flask indicating they were made by a Master Arlen.

DC 14 K local and DC 14 K hist or DC 12 Academy Lore. Different or same primary rollers and or aiders is fine.:

Master Arlen was master of artifice before his protege, Crenshaw. He died 10 years ago.


Mezdav and Mohk finish off the gremlins! You're left alone in the room with a dozen alchemist fire flasks on a shelf.


The shelf hasn't actually been splashed yet.


GM screen:

Throw at Marz: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Miss square: 1d8 ⇒ 7
Throw at Mezdav: 2d20 ⇒ (9, 8) = 17
Miss squares: 2d8 ⇒ (4, 1) = 5

The creatures throw their fire! They miss horribly and Mezdav finishes one of them with his tusks as it throws. But Marz, Mohk, and Mezdav all get splashed with a little fire.

One point of fire damage each from misses and splashes. Everyone, GO!


Mohk kills one more of them!

Jermaine recalls

Knowledge:

that the lice die off when on non-gremlins within 24 hours but can be removed by submersion or exposure to freezing temperatures in the mean time. While infested, those afflicted take a penalty (-1) to concentration and initiative.

Further, they have DR 2/cold iron and the following special abilities:

Spell-Like Abilities (CL 1st; concentration –1)

At will—prestidigitation
3/day—grease (DC 9), mage hand, open/close

The survivors try to throw alchemists fire!

Mohk, roll me an aoo or I'll bot one in a little while.


Mezdav doesn't manage to kill one just yet while Marz kills the one with the alchemist's fire. The flask drops to the floor but thankfully, from a very low height and it doesn't break, this time. Gennie kills the one fighting her and Jermaine wounds one of them a little bit.

Mohk can still go.


It's one of the most northern ones but it's sharing a square with another one so you can't really see it.

Current Campaign


Defense of Brookside


The farming hamlet of Brookside has suffered some violent and mysterious attacks.

Current map
Group Loot
Big maps
XP
NPCs
Intrigue notes