Nosferatu

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989 posts. Alias of Will Huston.


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Written in Blood ◆◇↺

The man's eyes open in shock. He says a few words in Hallit.

Hallit speakers only:
"Who are you? What is your name?"


Written in Blood ◆◇↺

The man lets out a pained groan but does not wake up. Just, it didn't heal enough.


Written in Blood ◆◇↺

Cayden fails to connect with his sword. Bobbie's sword can't get through the matted hair and hard flesh. But Corba, Leon and Corgrim working togehter are able to take down the giant wolverine before it can tear into any of their flesh. With the adrenaline no longer pumping, the creature dies quickly.

There are nine corpses, and one that is clinging to life. I will again open it up for any relevant skill checks you'd like to make


Written in Blood ◆◇↺

Once Cayden's blade cuts through, the creature starts hissing and spitting.

Reflex: 1d20 + 9 ⇒ (10) + 9 = 19 The creature remains upright. It appears, to Corba, that this is some sort of animal, and is unlikely to be undead. Bobbie is barely able to cut into the flesh through the animal's matted fur. Leon has a slightly easier time.

In its rage, the animal tries to take down Corgrim with it.

Bite vs Corgrim: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 for Bludgeoning, Slashing And Piercing: 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Claw: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 for Slashing Damage: 1d8 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Claw 2: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11 for Slashing Damage: 1d8 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Okay, I guess the board really wants this to be a really easy fight

Round 2
Megalictus (-42)
Corgrim
Bobbie
Cayden
Corba
Leon


Written in Blood ◆◇↺

Roll to confirm, Cayden, that's a critical threat.


Written in Blood ◆◇↺

There are exactly ten corpses, however, closer inspection reveals that they can broken into two groups of five. One's a group of Kellid warriors, with axes still in hands. Each warrior's lower face is covered in white paint, while the top half of their face has wild colors painted on it. The other group is a variety of non-Kellids, and they're missing weapons and valuables, and only have the padded armor that one wears beneath heavy armor.

Cayden makes the surprising discovery that one Kellid warrior still lives, though only just barely.

Before he can make much progress on finding a trail, there's movement. A giant mustelid rushes from the forest, snarling and clicking as it does. It has wide dagger-like claws, and measures a fair bit more than 8 feet from tip of nose to the end of its tail. The scavenging beast is contesting for the carrion.

Megalictis Initiative: 1d20 + 9 ⇒ (20) + 9 = 29
Corba Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Leon Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Corgrim Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Bobbie Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Cayden Initiative: 1d20 + 3 ⇒ (11) + 3 = 14

The mustelid rushes forward ontop of Bobbie and tries to slash the adventurer with one of its massive claws.

Claw vs Bobbie's flat-footed AC: 1d20 + 8 ⇒ (1) + 8 = 9 for Slashing Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Round 1
Megalictus
Corgrim
Bobbie
Cayden
Corba
Leon


Written in Blood ◆◇↺

The party sets off after Skagni gets a map and marks it with where the keep of the Huskarl King was rumored to have lain. As the party moves from the snowy lands of Irrisen to the Realm of the Mammoth Lords, the party finds new and different creatures. Furry beasts with front claws the size of swords, that stand taller than most peasant hovels and eat the top most leafs. Herds of furry, humpbacked, scythe-bladed wooly rhinoceroses that spread out over the prairie. However, at least so far, the Pathfinders don't find anything thats interested in them. These massive beasts tend to give a wide berth to any humanoids.

Prairies give way to massive pine forests, though the calls and trumpets of these and other mammoth beasts are still nearly constant.

A thick cluster of pine trees ends abruptly at the top of a low hill. At the bottom, the snow is littered with the aftermath of battle. Broken shields and spears jut from the snow like fractured bones, and blood colors the ground around a sprawl of bodies, many still seemingly locked in combat.

There's close to a dozen bodies bleeding into the snow. I'll take any relevant skill checks you guys might want to do, and possible some not relevant skill checks


Written in Blood ◆◇↺

"Yes, I can provide a general map, yes," Skagni says, "I'd make sure you have all provisions you might want when you set out, its possible you won't find another merchant from here on out."

You might know something about the area of the Realm of the Mammoth Lords that Skagni's sending you to.

Knowledge Local 10:
The denizens of the Realm of the Mammoth lords are Kellids, considered primitive by many in the Inner Sea, but respected for their hardiness.

Knowledge Local DC 15:
The PCs’ route goes through the domain of a Kellid tribe called the Snowmask Clan. Unlike many of the other migratory Kellid tribes, this clan has never abandoned its territory.

Knowledge Local DC 20:
The Kellids of the Snowmask Clan are cunning warriors, favoring ambush whenever possible. Their familiarity with the region allows them to use terrain and natural features to their advantage.

Knowledge Local DC 25:
Among the Kellid tribes of the Realm of the Mammoth Lords, the Snowmask Clan is known for members’ appreciation of great stories. One of their hospitality rituals is sharing tales with any who would be their guests. Failing to participate in this custom is a grave offense. Additionally, they rely on cave paintings to record the history of their tribe. Additionally, you know of a place to buy a Snowmask pelt, which would be covered with pictograms, and their translation, for 5 GP.


Written in Blood ◆◇↺

"Its a powerful weapon in of its own right. Hammerhead was the foremost bodyguard of the Taldane Emperor, and much closer to the height of that particular empire today. It has many enchantments, at least rumored to -- Oh, good the pie, yes," The scholar stops to stuff his face some more, "Where was I? The weapon is said to have powerful enchantments, though what exactly they were have been lost to time."

Since its the realm of the Mammoth Lords, there's not much in terms of property rights. Its a nightmare to get title insurance. Basically, this is a Barbarian King's favored mystical weapon.


Written in Blood ◆◇↺

Skagni quickly devours the proffered rations, snarling and making dog-like noises as he stuffs into his mouth.

"Oh, Gorum, oh, can we go and get more food, please?"

At a nearby tavern, where Skagni ravenously orders and scarves down as much as he can afford, he tries to explain what he learned, spread among the venting of the frustration he had as prisoners of the Goblins. "See, the goblins and the dragon didn't get along that well, and often, the food that they were bringing for us, ended up giving to the dragon instead. Of course the dragon couldn't leave the room, so he couldn't eat us, but it didn't, oh good the mashed potatoes are here."

"Anyways, what was I saying, yes, right the Shadow Lodge, they're the ones who kidnapped me. There was druid in there who was nominally in charge of their lodge, but the day-to-day was left to the goblins... And the real higher-ups, I think just viewed the place to keep prisoners. But I am fairly certain, no, extremely certain that the Shadow Lodge members are going for the Huscarl Keep, in the Realm of the Mammoth Lords. You most likely haven't heard of the Huscarl Keep or its master, the Huscarl King, correct?"

"Oooh these are the best mashed potatoes I've ever had," He drools a bit. "The Huscarl King was an Ulfen man by the name of Ranulf Hammerhead, sometime Ranulf the Hammerhead, account differ, who guarded the Taldane Emperor in his day. Roughly five centuries ago, though whether it was in the reign of Gennaris I or Bornard VI and VII, I don't remember offhand. (Bornard the Sixth only ruled for 171 days so Ranulf likely served both Bornards if he served the first) As a member of the Ulfen Guard, when he retired from service, he could leave with as much gold as he could carry, and as the mightiest of the Ulfen Guard, he made off with a sizable chunk of the Taldan treasury. Enough to let him carve out a kingdom in any corner of Golarion that Ranulf would care to visit."

"Are we thinking desert? I think I could go for some pie. If I got a peach pie, would people join me for that? Some say that Ranulf was too cowardly in his old age to return home and hunt a linnorm. Some say he was simply tired of court politics, and wanted his privacy. Regardless, it is fact that he trekked off to the Realm of the Mammoth Lords. The eastern edge, into the Tusk Mountains where he laid down a massive castle... He died heirless, and while he provided that his servants could carry off gold, just as he did years earlier, that he would be buried with some sort of powerful weapon, and the rumors and whispers are that the Huscarl King stays grasps that weapon to this day."


Written in Blood ◆◇↺

Okay, let's get part three started. For Part 2, I didn't mark anything for day jobs and let you guys add it in if need be. But I think that's a little weak sauce, so just that its done, everyone who has a day job, go ahead and do them now.

Also, good news on my personal front, I've passed a new actuarial exam in the past week.


Written in Blood ◆◇↺
Shannon Rosenthal wrote:

Shannon's Dark Archive's faction journal card have those goal unchecked:

-Recover a named text (typically listed in italics or quotes) found during the course of an adventure.

-As a part of defeating an undead creature, use a consumable magic item worth at least 100 gp per character level.

-Participate in an adventure that takes place in the Blakros Museum or that features a member of the Blakros family.
Alternatively, participate in an adventure that takes place on a demiplane.

Is there's anything we did in part 1 or part 2 that can complete these goal.....?

I feel like we had this at the end of Part 1, that there was a faction mission a book, but I cut it since faction missions aren't really a thing anymore, but since it worked for a faction card, we retconned it back in, and y'all made the diplomacy check to get the book.


Written in Blood ◆◇↺

Yeah, absolutely it would count as freeing captives, hostages or slaves.


Written in Blood ◆◇↺

Chronicles for part 2 are available.

How are we feeling for part 3?


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The knight moves into better position and thrusts forward into the dragon. The dragon shrieks and screeches and falls from the air, collapsing and twitching and dying.

Through the door are several hungry wretches, including Rognald Skagni, the historian that you were originally tasked with finding.

"By Gorum's blessed platemail, you're Pathfinders! You're here to rescue me!" the old man shouts, "And have hopefully brought a full turkey dinner, yes? I am so hungry."


Written in Blood ◆◇↺

Retconning Leon's first javelin does hit directly between scales of the armored beast, but most of the damage is healed by the channeling of positive energy. His second javelin also strikes true

With the help of the gods, Shannon's glaive cuts deep into Aralantryx's hide.

Botting according to Corba's Instructions

Corba continues her lecture on white dragons, and fires her crossbow

Light Crossbow vs Arlantryx, Inspire Courage: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 for Piercing: 1d6 + 1 ⇒ (3) + 1 = 4, but her aim is way off.

Aralantyrx tries to hover in the air. DC 15 Fly Check: 1d20 + 12 ⇒ (10) + 12 = 22 and gets slightly closer in the air to Shannon and let loose a flurry of attacks. Bite Vs Shannon's AC 26: 1d20 + 11 ⇒ (13) + 11 = 24 for BPS Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Claw 1 vs Shannon's AC 26: 1d20 + 11 ⇒ (4) + 11 = 15 for Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Claw 2 vs Shannon's AC 26: 1d20 + 11 ⇒ (19) + 11 = 30 for Slashing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Wing 1 vs Shannon's AC: 1d20 + 6 ⇒ (2) + 6 = 8 for Bludgeoning Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Wing 2 vs Shannon's AC: 1d20 + 6 ⇒ (13) + 6 = 19 for Bludgeoning Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Round 3 The room is difficult terrain, because its icy and slick! Inspire courage is up, as is Bless
Aralantryx (15 ft up so 10 feet above the party) (-40)
Bobbie (-1)
Corgrim (-25, Unconscious but stable at -1 HP)
Cayden (Bless, Remove Fear) (-10)
Leon (Heroism) (-10)
Corba (-1)
Shannon (Shield) (-10)


Written in Blood ◆◇↺

Botting Corba based off her botting instructions

Corba Reflex Save: 1d20 + 8 ⇒ (15) + 8 = 23

Corba begins talking about a Pathfinder expedition to the World's Edge Mountains, where the expedition also fought a white dragon. Inspiring Courage which is standard action She also slides on the ice away from Leon, hoping to avoid another breath weapon.

Unfortunately, Corgrim can't find any good places to hide. Its a pretty barren room besides the icy floor.

The white dragon Aralantryx flies over the party and takes a bite at Corgrim as he passes. He has reach on his bite, so he's descends fifteen feet above the ground and roughly ten feet above your heads.

Bite, Power Attack vs Corgrim: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Critical confirmation, AC 19: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Bludgeoning/Piercing Damage: 1d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15

Its a terrifying, sickening blow, and Corgrim crumbles to the ground, his blood spilling onto the ice.

Round 2 The room is difficult terrain, because its icy and slick!
Aralantryx (15 ft up so 10 feet above the party)
Bobbie (-8)
Corgrim (-32, Unconscious at -8 HP)
Cayden (Bless, Remove Fear) (-17)
Leon (Heroism) (-17)
Corba (-8)
Shannon (Shield) (-9)


Written in Blood ◆◇↺

Huh, I reread the rules on channeling energy. It says that a cleric "must be able to present her holy symbol to use this ability[,]" which is a little awkward. Because it doesn't say a cleric has to actually present her holy symbol, just that she has the ability to. I know there are (possibly non-core?) options that let you turn your shield or weapon into a holy symbol, so I believe Cayden is correct that he needs to get his symbol out to be able to channel.

I still need Reflexes for Corba and Cayden. Corgrim and Corba, did you want to take any actions in round 1?

Round 1 The room is difficult terrain, because its icy and slick!
Aralantryx (20 ft up so 15 feet above the party)
Bobbie (-8)
Corgrim (-17, actions still needed)
Cayden (Bless, Remove Fear) (DC 16 reflex for 1/2 Damage against 17 cold)
Leon (Heroism) (-17)
Corba (DC 16 reflex for 1/2 Damage against 17 cold)
Shannon (Shield) (-9)


Written in Blood ◆◇↺

With a heavy shield? Doesn't it take up the hand for those tasks?


Written in Blood ◆◇↺

Unfortunately, Bobbie, stowing a weapon is a move action, drawing a potion is a move action and drinking a potion is a standard. You could drop the sword and pick it up next turn as a move action, if you'd like.


Written in Blood ◆◇↺

The party prepares its various spells, and then the party charges into the room. A blast of cold air chills them as they do so. The room is lit by an eerie blue light.

A strange deep squawking voice yells at you.

Draconic language needed:
"Where's my dinner? I'd eat the slaves, but they're too whiny and I can't get at them! Wait, you're not the goblins..."

Looking up, the party sees a man-sized dragon, with white scales flying above them. A white hazy mist is beyond the dragon.

Aralantryx initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Corba Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Leon Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Shannon Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Corgrim Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Bobbie Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Cayden Initiative: 1d20 + 3 ⇒ (14) + 3 = 17

The dragon swoops down and lets loose a storm's worth of ice and snow as it breathes down onto the party of Pathfinders. It continues and flies back up into the corner, twenty feet or so above the pathfinders. It has flyby attack so it can fly, standard action and continue flying

DC 16 for Half Damage, Cold Damage: 6d4 ⇒ (3, 2, 3, 3, 4, 2) = 17
1d4 ⇒ 4

Round 1 The room is difficult terrain, because its icy and slick!
Aralantryx (20 ft up so 15 feet above the party)
Bobbie (DC 16 reflex for 1/2 Damage against 17 cold)
Corgrim (DC 16 reflex for 1/2 Damage against 17 cold)
Cayden (Bless, Remove Fear) (DC 16 reflex for 1/2 Damage against 17 cold)
Leon (Heroism) (DC 16 reflex for 1/2 Damage against 17 cold)
Corba (DC 16 reflex for 1/2 Damage against 17 cold)
Shannon (Shield) (DC 16 reflex for 1/2 Damage against 17 cold)


Written in Blood ◆◇↺

You absolutely can open it, Corba. It is part of the scenario. But it is kind of meant to give you a warning on what is inside.


Written in Blood ◆◇↺

Glorfan's Will Save: 1d20 + 3 ⇒ (6) + 3 = 9

Before Glorfan can go about wrecking the pathfinders, Glrofan finds Shannon's glaive cutting into his chest and out the other side. It takes fair bit of effort to pull out the polearm, as his body tries to heal around it before giving up.

The other goblins run away/into the sword of one of other pathfinders/gives up, something and the fight ends.

Glorfan is wearing a nice amulet.

DC 18 Spellcraft:
It is an amulet of natural armor +1

There's a door to the south, made of heavy iron and seems to be frosted over. Arcane runes and symbols are etched onto the doorframe.

DC 15 Knowledge (Arcana):
This cold iron door is warded with powerful magic. Only rare and powerful beasts and artifacts could lay behind the door.


Written in Blood ◆◇↺

Bobbie's able to cut down the red-feathered goblin, but her swing through on to the green-feathered is at the wrong angle, and the goblin dodges it.

Corgrim cuts into Blue as it stands up and Shannon might get cut by the green as she scoots into place. Green AoO vs Shannon: 1d20 + 7 ⇒ (3) + 7 = 10 But she might not be, and indeed, she isn't. Glorfan is cut, and the party can see his sinew and muscle beneath flap that Shannon cuts open.

Round 2
Blue (-11)
Bobbie
Corba
Shannon (-4)
Corgrim
Leon (-5)
Glorfan (-38)
Cayden


Written in Blood ◆◇↺

Cayden takes down one of the goblins and moves to pin the other goblins down.

Blue stands up and tries to stab the only longshanks available to it. Blue Shortsword vs Corgrim: 1d20 + 7 ⇒ (10) + 7 = 17, and just barely misses him.

Round 2
Blue (-5)
Bobbie
Corba
Shannon (-4)
Corgrim
Red (-13)
Leon (-5)
Glorfan (-19)
Cayden


Written in Blood ◆◇↺

Leon tries to cut into the red-feathered goblin, but fails to make contact.

In a salivia-filled voice, Glorfan yells "No, Pathfinders leave, bad pathfinders! This is Glorfan's house now!" The wound left by Shannon's polearm knits itself back together just a little. He stands back up. He tries to bite into Bobbie.

Glorfan bite vs Bobbie: 1d20 + 9 ⇒ (9) + 9 = 18 Piercing Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Round 1
Blue (-5)
Bobbie
Corba
Shannon (-4)
Corgrim
Red (-13)
Green (-21)
Leon (-5)
Glorfan (-19)
Cayden


Written in Blood ◆◇↺

Red Reflex Save: 1d20 + 3 ⇒ (13) + 3 = 16
Blue Reflex Save: 1d20 + 3 ⇒ (8) + 3 = 11
Glorfan's Reflex Save: 1d20 + 3 ⇒ (12) + 3 = 15

Corba uses her ol' reliable spell and one of the goblins is able to stay up, but the big ugly one falls flat as does one of his assistants. With the goblin flat on his feet, Corgrim is able to stab the goblin. And Shannon's glaive cuts deep into the strange goblin chief.

Red tries to squeeze closer out of the grease Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7 but is unable to. Reflex Save: 1d20 + 3 ⇒ (18) + 3 = 21 Failing that, the goblin with red feathers in her helmet tries to stab Corgim in the leg. Red Shortsword vs Corgrim: 1d20 + 7 ⇒ (11) + 7 = 18 But he's just barely able to get out of the way.

The goblin with a tropical green feather tries to stab Shannon in the joints of her armor. Green Shortsword vs Shannon: 1d20 + 7 ⇒ (15) + 7 = 22 Piercing Damage: 1d4 ⇒ 4

Round 1
Blue (-5)
Bobbie
Corba
Shannon (-4)
Corgrim
Red (-13)
Green (-21)
Leon (-5)
Glorfan (-20)
Cayden


Written in Blood ◆◇↺

Cayden cuts into the goblin, who just barely parries the blow away from his head and into his arm.

A goblin with blue feathers in his helmet tries to jab Leon with his shortsword. Blue Shortsword vs Leon's FF AC: 1d20 + 7 ⇒ (11) + 7 = 18 Slashing Damage: 1d4 ⇒ 3 and is able to nick him for a bit. He sneaks a bit away from Leon.

Bobbie swings her sword onto Red and leaves the goblin open for further attack.

Round 1
Blue
Bobbie
Corba
Shannon
Corgrim
Red (-13)
Green (-21)
Leon (-5)
Glorfan
Cayden


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Eventually, the Pathfinders can construct a rudimentary bridge to cross the massive pit. Across the pit is a foul-smelling living quarters, with mess and gnawed-on bones. The next room seems to be filled with supplies

Corba Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Leon Perception: 1d20 - 1 ⇒ (14) - 1 = 13
Shannon Perception: 1d20 + 0 ⇒ (16) + 0 = 16
Corgrim: 1d20 + 7 ⇒ (7) + 7 = 14
Cayden Perception: 1d20 + 15 ⇒ (9) + 15 = 24
Bobbie Perception: 1d20 + 1 ⇒ (10) + 1 = 11

Corba Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Leon Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Shannon Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Corgrim Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Cayden Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Bobbie Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Glorfan Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Red Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Blue Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Green Initiative: 1d20 + 6 ⇒ (7) + 6 = 13

Unfortunately, only Cayden spots the goblins lying in wait, and he spots them too late to do much about it. A goblin warrior steps out and attempts to jam his short sword into Leon.

Blue Shortsword vs Leon's FF[/dice: 1d20 + 7 ⇒ (14) + 7 = 21
Slashing Damage: 1d4 ⇒ 2

And he leaves a little cut on his arm!

Another goblin at the same time pops out of the boxes and tries to slice into Bobbie.

Red Shortsword vs Bobbie's FF[/dice: 1d20 + 7 ⇒ (6) + 7 = 13

But its stopped by Bobbie's greaves!

Another goblin skitters towards Shannon, but not with enough time to slash into her. Another goblin... well maybe its a goblin. It has the wide head and long ears of a goblin, but it has perhaps five arms and hideous teeth, and its much taller... well, anyways, it skitters forward and is able to take a swipe at her face with its claws.

Claw Charge vs Bobbie's Flat-footed: 1d20 + 2 + 9 ⇒ (8) + 2 + 9 = 19

Almost unthinkingly, she keeps it at bay with her shoulder.

"Pathfinderth, you no be here now, you leave now," he slobbers.
Surprise Round
Blue
Bobbie
Corba
Shannon
Corgrim
Red
Green
Leon (-2)
Glorfan
Cayden (Move or a Standard.)


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It might take some time, but Shannon remembers there's an entire brewery/warehouse that probably has better supplies to build something like that. While Shannon waits for the others to get across, she finds a note. It simply says "Do Your Duty. Protect the Lodge. Your Insect interests come second to that. - Melkorka"


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Yeah, A craft(masonry) or a straight Intelligence check, would work.


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GM Screen:
1d20 + 15 ⇒ (18) + 15 = 33

After Bobbie opens the door, but before she can open it, Cayden yells out "Stop!" Something about the floor doesn't look right, and upon further investigation, it looks like it is designed to break open. Carefully lifting up the floor boards reveal a pit around 70 feet deep. The pit is ten feet wide.


GM_Colin wrote:

Thinking about restarting my run of PbP Emerald Spire, and run level 6 The Clockwork Maze soon......

I'm just glad that level 4 and 5 are over, They are disguisting. The later floors of Emerald Spire are much better.

It would be for level 4~6, and give you 3xp when going full advancement track. Gauging people's interest here to see if I can get enough player to run it.

(Not part of Bridging the Gap convention so that there's less of a time constraint)

I'd like to try to play a little 1e since I'm also dipping my toes into offering 1e games. I've got... nine different 1e characters that are level 4-6, (a wizard, a psychic, a mesmerist, an investigator, a(n unchained) barbarian, a skald, a cleric, a hunter and a samurai)


Written in Blood ◆◇↺

The door does not appear to be trapped, as near as Cayden can figure.


Written in Blood ◆◇↺

Corgrim feels significantly weaker, as he takes 1d2 ⇒ 2 points of Strength damage. (For a total of 3 Str Dmg)

Veremund's armor detects as magic. +1 hide armor He also had a nice scythe, but he was too weak to wield it effectively. Mwk Scythe. He also has a magical feather, that upon further determination, will turn itself into a whip and fight alongside its owner. Feather Token (Whip)

The two agents' armors detect as magic +1 studded leather, two pair, and their warhammer and light hammer are both fine quality, but the rest of their gear is mundane. Between the two of them, they have 12 regular daggers in case anyone needs a knife. Between the three humans, there's about 340 some gold pieces.


Written in Blood ◆◇↺

The swarm will pile on to 1d6 ⇒ 4 Corgrim, dealing 1d6 ⇒ 1 poison damage, and requiring a DC 11 Fortitude save from Corgrim.

After that, the party throws two more alchemist fires, and destroys the creepy crawlies.

Cayden
Corgrim (-13, 1 STR Damage) (DC 11 Fort Save needed)
Leon (-6)
Corba (-4)
Bobbie
Shannon (-4)


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Cayden is able to cut down the druid, but the swarm remains and looms after the group.

Someone throw some alchemist fires.


Written in Blood ◆◇↺

There were 9 alchemist fires en total from the alchemists upstairs. Between those, you should be able to kill the swarm. 3 are with Leon, does anyone else want to be responsible for the other 6, or split them up?


Written in Blood ◆◇↺

Okay, for this current fight, Cayden has struck down the druid. Does anyone have the ability to harm swarms? Who has the alchemist's fires from the goblin alchemists upstairs?


Written in Blood ◆◇↺

Okay, I probably should have alerted you all. I am currently getting my master's degree. This semester has been difficult. I have now taken my final exam for the semester, and should have more free time and better response times until the next semester starts in a few months.


Written in Blood ◆◇↺

In a swift succession, Bobbie and Shannon cut down the last of these agents. Only the swarm and the gibbering druid remain!

The swarm skitters and climbs up onto Corba and Shannon!
Swarm Piercing Damage: 1d6 ⇒ 4

Round 5
Swarm(-4)
Cayden
Corgrim (-12, 1 STR Damage)
Veremund (-27)
Leon (-6)
Corba (-4)(DC 11 Fort Save needed)
Bobbie
Shannon (-11) (DC 11 Fort Save Needed)


Written in Blood ◆◇↺

Wait, why didn't it bold Bobbie and Shannon? I specifically remember being like "Oh, hey 4 people will go in a row."

Corgrim can't hit the center of the mass of the swarm, but some bugs burn up despite this.

Corba's alchemist fire also misses the central mass.

Round 4
Swarm(-4)
Orange
Cayden
Corgrim (-12, 1 STR Damage, attack roll needed)
Veremund (-27)
Leon (-6)
Corba
Bobbie
Shannon (-7)


Written in Blood ◆◇↺

I think you'll need to make an attack roll to hit the swarm, because otherwise, it'd only take the 1 point of splash damage?

Corgrim feels a little bit weaker. Str Damage: 1d2 ⇒ 1

Veremund steps back and draws a potion and drinks it.

Cure Moderate Wounds: 2d8 + 3 ⇒ (3, 1) + 3 = 7

Round 3
Swarm(-2)
Orange
Cayden
Corgrim (-12, 1 STR Damage, attack roll needed)
Veremund (-27)
Leon (-6)
Corba
Bobbie
Shannon (-7)


Written in Blood ◆◇↺

Not sure what exactly happened, but apparently, I mixed up orange and blue. Blue should be down, Orange should be up. I'm just gonna switch them in initiative and move Bobbie, because I think that does the least harm to your actions?

Corba tried her mind whammy on yet another person. Will Save: 1d20 + 2 ⇒ (9) + 2 = 11 and he looks to have hard time focusing. Shannon was swinging where he was going, and when he stops, she just cuts the air. Bobby can't quite get her sword through his studded leather!

The swarm crawls over Cogrim, and they get everywhere. Dealing 1d6 ⇒ 3 piercing damage and their venom creeps into his veins!

Round 3
Swarm(-2)
Orange
Cayden
Corgrim (-12, need a DC 11 fortitude save)
Veremund (-24)
Leon (-6)
Corba
Bobbie
Shannon (-7)


Written in Blood ◆◇↺

Leon just misses with his scythe, but as the agent dodges the scythe, Corgrim's shortsword finds him and cuts him down.

Cayden gets his sword into the joints of Veremund's armor, and leaves a grievous wound!

Round 2
Swarm(-2)
Blue
Cayden
Corgrim (-9)
Veremund (-24)
Leon (-6)
Corba
Bobbie
Shannon (-7)


Written in Blood ◆◇↺

An agent tries to twist away from Shannon's swing, but her glaive catches him and slices across his belly.

Veremund's chat suddenly stops and he looks dazed.

The horde of locusts, beetles and other insects spreads onto Shannon and Leon, and start biting and pinching and all sorts of other dreadful stuff. Damage: 1d6 ⇒ 6, and both the fighter and paladin can feel the venom pour into their cuts.

One of the agents decides to go all out on Corgrim with his hammers
Warhammer, flanking, favored enemy, twf: 1d20 + 6 + 2 + 2 - 2 ⇒ (9) + 6 + 2 + 2 - 2 = 17
Bludgeoning Damage, favored enemy: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Light hammer, flanking, favored enemy, twf: 1d20 + 6 + 2 + 2 - 2 ⇒ (17) + 6 + 2 + 2 - 2 = 25
Bludgeoning Damage: 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5

and his less impressive hammer connects with a glancing blow

Round 1
Swarm(-2)
Blue
Cayden
Corgrim (-4)
Veremund (Dazed)
Leon (-6, Fortitude Save needed, DC 11)
Corba
Orange (-20)
Bobbie
Shannon (-7, Fortitude Save needed, DC 11)


Written in Blood ◆◇↺

Leon isn't quite able to grab onto the hammer guy's body, who slips just out of reach of Leon.

So the rules on identifying humanoids like this are a little vague. The best codification comes from Spymaster's Handbook, of all places, because what you're trying to do is really identify a class feature, and by the rules in Spymaster's Handbook, DC starts 10+class level (and technically it'd be a knowledge nature check) but I also get what you're saying, its not really a class feature, its just "Will my spell work." and I can see the argument that it should be a knowledge local to try to get Hit Dice... I'm gonna lean towards letting you have the fun and let you know that Veremund has 4 hit dice.

I'm going to assume that you will attempt to Daze him if the Daze spell could work, and so... let's roll that will save

Will Save, DC 15: 1d20 + 7 ⇒ (6) + 7 = 13

And he loses the spell.

Another man appears literally out of thin air and swings a hammer on Corgrim.

Warhammer vs Corgrim's Flat footed: 1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 27
Warhammer Bludgeoning: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4

Round 1
Swarm(-2)
Blue
Cayden
Corgrim (-4)
Veremund
Leon
Corba
Orange
Bobbie
Shannon (-1)


Written in Blood ◆◇↺

Corgrim singes the swarm of various insects and arthopods. Veremund steps back and starts casting a spell.

DC 17 Spellcraft:
Summon Swarm, which to be clear, the swarm already here is not magically summoned.

Round 1
Swarm(-2)
Blue
Cayden
Corgrim
Veremund
Leon
Corba
someone you don't see
Bobbie
Shannon (-1)


Written in Blood ◆◇↺

Shannon does not fall under the influence of the strength-sapping poison. Cayden rushes toward, but as he does so, a man appears out of nowhere as he passes, literally materializing out of nowhere.

Warhammer vs Cayden's FF: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 And somehow misses.

Corba recognizes this as a swarm of insects The stat block is for a Spider Swarm, but the module specifies that is a variety of biting insects, make of that as you will. The swarm is made of too small creatures for weapons in general Immune to Weapons and none are intelligent enough for any mind-affecting spells. But splash weapons and spells that deal damage over an area will be more effective than usual. For the purposes of targeting with alchemist fire and such, its AC is 17

Round 1
Swarm
Blue
Cayden
Corgrim
Veremund
Leon
Corba
Bobbie
Shannon (-1)


Written in Blood ◆◇↺

GM Screen:
Stealth: 3d20 ⇒ (3, 12, 7) = 22

Down below the stairs, the room is lit up by a roaring fire place. It smells of preserving chemicals and flesh and sweat. There's a man clad in leather and hide and bone in the far corner with crazed look in his eye.

"Oh ho, Adventurers! Just what I was looking for. It looks like there's an infestation in the basement, hahaha," he laughs, as dozens, no, hundreds of insects file out of the speciman jars that line the shelves and form into a swarm of biting creepy crawlies.

Corba Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Leon Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Shannon Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Corgrim Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Bobbie Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Cayden Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Veremund Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Swarm Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Don't Worry About it1 Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Don't Worry About it2 Initiative: 1d20 + 3 ⇒ (20) + 3 = 23

The swarm of spiders crawls forward and over Shannon. Damage: 1d6 ⇒ 1 And Shannon feels a bit woozy as the poisonous insects bite into her.

Round 1
Swarm
Cayden
Corgrim
Veremund
Leon
Corba
Bobbie
Shannon (-1, and I need a Fortitude Save)


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