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New goal get this dungeon thing covered in the next hour!


There are no more undead in the hallway.


On the other side of the trap you find yourself in a rather strange predicament. There are several creatures in the room of crystaline mirrors. Arthur seems to be stuck in most of them, the crystaline mirrors.
There is also a shambling corpse that is twisted and mutilated. Fingers of sharpened bone reach out with malevolent intent.

K Religion DC 17/27:
You know this is a revenant, an undead looking for its murderer.
27: You know several more things about them...

There is a large robot. It’s arms end in an assortment of drills, torches, hammers, and vices. It seems inactive and has all sorts of ice on its body. There are many other pieces on the ground and likely more of its kind are destoryed around the room.

K Arcana DC 17:
Terraformer Robot CR 7
Source Bestiary 5 pg. 209
XP 3,200
N Large construct (robot)

The facets of this crystalline formation shift and vibrate, as though in anticipation.

Dungeoneering DC 21:
Carnivorous CrystalCR 11

XP 12,800
N Medium ooze (earth, extraplanar)


Caught Pink eye... Caught a cold... I have been sleeping a lot!

I will get to the dungeon ASAP when I wake up. Also ping me if you think I need to be added somewhere. I haven't seen a need...

Best of luck to you all! Stay healthy!!!


No worries dude! I have been fighting a cold and pinkeye so I have been sleeping a lot! Trying to catch up yet again!


DM oops, The wickerman or the Punishing Man is not ablaze.

There are several bonfires set ablaze to better collect the mob.

Several of the mob speak up and state, "We are here to see justice done and to burn the Beast alive!"


Fired up on anger and strong cider, the mob gathers torches and other equipment, and begins marching toward the courthouse to see justice done and to burn the Beast alive in the Punishing Man. The mob is (mostly) made up of ill-armed townspeople.

inside the courthouse:
While the courthouse guards quickly lock all the doors
leading into the courthouse when the mob first appears,
they take no direct action against the mob themselves. PCs
who want to command the guards during the attack must
succeed on a DC 12 Intimidate check to get them to follow
orders in combat.

[50 townsfolk and 5 ringleaders]
The angry mob assaults the courthouse in three waves, but takes approximately 5 minutes to organize and get up the courage to actually attack the courthouse. During this time, the PCs may attempt to disperse the mob before it attacks. In addition to the weapons members are carrying, the mob also possesses four 20-foot-long ladders, four portable
rams, 30 feet of rope, and a grappling hook.

DM notes:
Assault 1: Most of the mob chants, calling for the guards
inside the courthouse to hand over the Beast to the mob’s
justice. Meanwhile, 10 townsfolk move in and attempt
to break into the jail at the main entrance (area A1) with
portable rams. The ringleaders move into firing positions
from cover and attack any of the courthouse’s occupants
(including the PCs) with their crossbows. This attack is
repelled when five members of the group attacking the
door are overpowered or dispersed. The second attack
occurs 1d4 rounds later.

Assault 2: Still covered by the ringleaders with their
crossbows, the main mob continues to chant, but begins
to walk around the courthouse. At the same time, 10
townsfolk try to break into the public entrance (area A8)
with portable rams while 10 more townsfolk rush up
with ladders and attempt to climb onto the balcony
This attack is repelled when at least five members of
each group assaulting the courthouse are overpowered or
dispersed. The final assault begins 1d6 rounds later.

Assault 3: For the final attack, those armed with
crossbows move closer to the courthouse, firing at anyone
they can see in the jail, while the rest of the mob makes
a half-hearted attempt to burn down the courthouse.
The townsfolk throw torches into the building, while
ringleaders hurl vials of alchemist’s fire through the
windows. These attacks have little effect on the stone walls
of the courthouse, but if the PCs have had an easy time
repelling the mob so far, you can use the simplified rules
in Pathfinder Adventure Path #43 to add the threat of fire
spreading through the courthouse. These attacks continue
until the mob is disperse

Besides brute force, the PCs can try other means to
disperse the mob. A DC 15 Diplomacy check or DC 20
Intimidate check (opposed by a similar check from any
of the mob’s ringleaders) convinces 1d4 townsfolk per
check to disperse and not return. Ringleaders cannot be
dispersed in this way. Spells such as calm emotions, cause
fear, charm person, enthrall, hold person, sleep, or the like can
also be used—townsfolk affected by spells such as these
f lee if commanded or disperse when the spell effect
wears off. The mob finally disperses when 25% of its total
number have been overpowered or removed (killed, knock
unconscious, or driven away), or once the militia arrives.
The PCs can also choose to do nothing to defend the
courthouse or the Beast. If this is the case, the mob breaks
into the courthouse in 10 rounds, and the frightened
guards hand the Beast over to mob justice. Before the mob
can place the Beast inside the Punishing Man, however,
the Beast goes berserk, rampaging through the now￾terrified townsfolk. The Beast kills several citizens before
the militia arrives on the scene and manages to subdue
and imprison the Beast once more.

-----
-----

-----
-

Development
It takes a suspiciously long time for
the beleaguered defenders of the courthouse to get help.
Three minutes after the mob begins its final assault, 40
members of the Lepidstadt militia (N human warrior 1),
led by a sergeant-at-arms (LN female human fighter 5),
finally arrive at the courthouse. This is because senior
watch officers are not only convinced that the Beast
is guilty, but are also angry that outsiders have come
into town to defend the Beast’s side. The watch captain
therefore deliberately delays intervention until the last
possible moment, hoping to rid the city of trouble. If the
mob somehow manages to set the courthouse on fire, the
militia arrives sooner, however, as they are unwilling to
let the mob endanger the city as a whole. Regardless of
when the militia arrives, they quickly restore order and
disperse the mob. If the PCs have captured any of the
perpetrators, the militia takes them into custody, but
they make no additional arrests.


To reinterate:
You get back to town, put your griffins to rest. Then head back to the courthouse. You see the wickerman ablaze. You know that should not be happening. Then you hear the crowd... it might be a mob... getting closer You are sure it is. What do you do?

Imrick quickly flies over the mob and lands at the doors of the courthouse.

Cristo draws his morningstar...


It looks good so far!


Round 1

Cyril takes the crit to his shoulder a massive wound opens up, blood pours down his body. 36 damage

Saronis dodges and swipes back at the ragewight attacking him.

Saffire gets hit and the wound opens to a degree a good portion of it recovered on her turn, 16 damage.

Round 2:

Three Ragewights quickly charge the three of you.
vs. Cyril
greatsword: 1d20 + 12 ⇒ (5) + 12 = 17
damage: 2d6 + 6 + 6 ⇒ (1, 1) + 6 + 6 = 14 (/17–20 plus energy drain),
greatsword: 1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 20
damage: 2d6 + 6 + 6 ⇒ (5, 1) + 6 + 6 = 18 (/17–20 plus energy drain),

bite: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
damage: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8 plus energy drain) Fort DC 17

vs. Saronis
greatsword: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 2d6 + 6 + 6 ⇒ (3, 4) + 6 + 6 = 19 (/17–20 plus energy drain),
greatsword: 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22
damage: 2d6 + 6 + 6 ⇒ (3, 4) + 6 + 6 = 19 (/17–20 plus energy drain),

bite: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
damage: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6 plus energy drain) Fort DC 17

vs. Saffire
greatsword: 1d20 + 12 ⇒ (12) + 12 = 24
damage: 2d6 + 6 + 6 ⇒ (2, 1) + 6 + 6 = 15 (/17–20 plus energy drain),
greatsword: 1d20 + 12 - 5 ⇒ (14) + 12 - 5 = 21
damage: 2d6 + 6 + 6 ⇒ (4, 1) + 6 + 6 = 17 (/17–20 plus energy drain),

bite: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
damage: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8 plus energy drain) Fort DC 17

Round 3:

Three Ragewights continue attacking.
vs. Cyril
greatsword: 1d20 + 12 ⇒ (14) + 12 = 26
damage: 2d6 + 6 + 6 ⇒ (4, 2) + 6 + 6 = 18 (/17–20 plus energy drain),
greatsword: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11
damage: 2d6 + 6 + 6 ⇒ (4, 1) + 6 + 6 = 17 (/17–20 plus energy drain),

bite: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
damage: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5 plus energy drain) Fort DC 17
confirm: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
damage: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6

vs. Saronis
greatsword: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 2d6 + 6 + 6 ⇒ (1, 2) + 6 + 6 = 15 (/17–20 plus energy drain),
greatsword: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11
damage: 2d6 + 6 + 6 ⇒ (6, 4) + 6 + 6 = 22 (/17–20 plus energy drain),

bite: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
damage: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7 plus energy drain) Fort DC 17

vs. Saffire
greatsword: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 2d6 + 6 + 6 ⇒ (6, 2) + 6 + 6 = 20 (/17–20 plus energy drain),
greatsword: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25
damage: 2d6 + 6 + 6 ⇒ (5, 4) + 6 + 6 = 21 (/17–20 plus energy drain),
confirm: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25
damage: 2d6 + 6 + 6 ⇒ (2, 5) + 6 + 6 = 19

bite: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
damage: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5 plus energy drain) Fort DC 17


As you get to within 100 feet of the cu sith it barks! Will DC 20 or be panicked for 1d6 rounds.

That would be its surprise round action. Your actions...

DM notes:
This imposing beast is as large as a bull and covered in intertwining roots, plant matter, and shaggy green and white fur that terminates in a long, plaited tail. Its eyes glow with a fiery green light.

Cu SithCR 7

XP 3,200
N Large fey
Init +7; Senses low-light vision, scent; Perception +14

DEFENSE

AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 90 (12d6 +48)
Fort +8, Ref +11, Will +10
DR 5/cold iron

OFFENSE

Speed 40 ft.
Melee bite +13 (3d10+10 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks dooming bark, worry prey

TACTICS

During Combat The cu sith starts combat with its Dooming Bark. It then attacks any creature unaffected by its bark.

Morale The cu sith fights to the death unless an ally it respects calls it off.

STATISTICS

Str 25, Dex 17, Con 18, Int 5, Wis 14, Cha 14
Base Atk +6; CMB +14 (+18 grapple); CMD 27 (31 vs. trip)
Feats Combat Reflexes, Improved Initiative, Power Attack, Run, Skill Focus (Survival), Weapon Focus (bite)
Skills Acrobatics +12 (+16 to jump), Perception +14, Stealth +14, Survival +14
Languages Sylvan (can’t speak)

SPECIAL ABILITIES

Dooming Bark (Su)
The cu sith lets out a warning bark, an all creatures within a 300-foot spread must succeed at a DC 20 Will save or become panicked for 1d6 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same cu sith’s bay for 24 hours. The save DC is Charisma-based.

Worry Prey (Ex)
If the cu sith inflicts damage when it maintains its grapple, it also viciously shakes its prey as a swift action, allowing it to make a combat maneuver check (with a +4 bonus) to disarm the target.


Sorry its too late for the Dungeon... to many numbers... etc. I will work on it tomorrow.


Dungeon:
rehash:
But the tenth floor is different.

The chamber opens into a colossal volcanic vault, wide enough to house a mountain. Two shapes circle high above, their wings blotting out the dim glow of the molten rivers below. Old—perhaps very old—red dragons. Their scales are darkened with age and battle, their eyes ancient and merciless. Unlike the others, they never land. They remain airborne the entire fight, circling, diving, and unleashing torrents of fire that turn the stone floor to glowing slag.

It is a grueling fight, and in the end you are forced to retreat, battered and scorched, realizing that deeper floors would likely hold creatures far worse.


It seems gameplay is waiting on Kenyu.

I still need to develop the Dungeon fight.

Last it looks like we are missing a bunch of people.

Midnight is observing I believe with John besides her.


Sorry again!

End of the quarter and all sorts of grading has been bogging me down.

My emphasis was making it a boss fight not not a box fight. I put the dragons in place and they will likely be reactive. Though they are intelligent beings. But there may be a few magical shenanigans since it could be a forced fight... ;)


Sorry again!

End of the quarter and all sorts of grading has been bogging me down.


Sorry again!

End of the quarter and all sorts of grading has been bogging me down.


Thank you!

Sorry again!

End of the quarter and all sorts of grading has been bogging me down.


Sorry again!

End of the quarter and all sorts of grading has been bogging me down.


"Ragnar Stridson" wrote:

Information is ammunition, what is known about these traitors, military capabilities? Numbers? Equipment? Level of training?

Ragnar asks politely

Do you deem it feasible to rehabilitate prisoners we may make? If yes, I would ask for a few of your warriors behind us, to handle such.

Sull the leader explains it is hard to truly say their strength. It should be a relatively small cave network that is their base. 10 to 30 Mongrelmen. There is rumors of a minotaur. They are known as the Lair of the Vile and Vicious. Take prisoners if you want but any you take please take with you to the surface we have too many mouths to feed already. We do need the path clear so we can come aid. They shouldn't be too strong, having a minotaur is surely a false rumor. Some Mastercraft weapons perhaps.

Feel free to stock up and take an 8 hour rest. Continue to speak with NPCs or gather specific information if you want in spoilers. We will be moving forward in the main gameplay. Food and water are given freely at Cheif Sull's apartment.

---
After your rest, food and water are brought. Then at your urgent request you are led to the path to the Vile and Vicious Lair. How do you approach?


Journe was cutting himself with his own blade. He is now babbling... something is not right with him. He had tried cleaving Xan!!!


You get back to town, put your griffins to rest and head back to the courthouse. You see the wickerman ablaze. You know that should not be happening. Then you hear the crowd... it might be a mob... getting closer You are sure it is. What do you do?


Uh screw it... I dunno... moving us forward...

Sorry again!

End of the quarter and all sorts of grading has been bogging me down.


Following the map and general directions in a few hours you get to another manor. You think its the right one.

You see an imposing beast as large as a bull and covered in intertwining roots, plant matter, and shaggy green and white fur that terminates in a long, plaited tail. Its eyes glow with a fiery green light. It appears to move into your path and the manor.

K nature DC 17:
This is a cu sith. A protector of fey and their portals.


The redcaps nod and enjoy their drink.


Guriok you are then an hour late along with Sylvara: so the focus hour is now 9;30 to 10:30 for us or what?

I had hoped you guys would have asked questions and got caught up!

Everyone should be in round 5 at least if not 6th!


Stinking Cloud:

Source PRPG Core Rulebook pg. 349
School conjuration (creation) [poison]; Level arcanist 3, bloodrager 3, magus 3, shaman 3, sorcerer 3, summoner (unchained) 3, witch 3, wizard 3
Casting
Casting Time 1 standard action
Components V, S, M (a rotten egg or cabbage leaves)
Effect
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude negates; see text; Spell Resistance no
Description
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

You do need roll each round also for each fog bank. Luckily only one is active in round 5 and 6. I didn't realize it was every round until now.


I will be on for The next hour. Catching up all my games.

End of the quarter and all sorts of grading has been bogging me down.

I fear not many people checked in though. I sure hope everyone is up to date!


Just finished putting the kid to bed. I was totally ready before I got busy making sure he was all set for tomorrow and then put him to bed.


Oh shoot!


Right! Thanks!


The Redcap states confused, "Oh... okay! We will send them that way... where is Eqinox Manor?" They remain seated not busy to leave.


Jorrast you notice, in round 11, that Xandarian takes to the air... as you land.


As you can tell many of the NPCs need a shift in time be it a week or perhaps even a month to have an effect upon their situation. Thus the NPCs are literally waiting upon the PCs to make moves or to simply wait and see.


Dungeon:
The cavern is massive with many different tunnels and caves off shooting from it. Though the main cavern is large enough for the dragons to fly with ease. So something like a half mile by a half mile. 2400 feet by 2400 feet.

True strike should be delayed. Also you should re-read your spells to see duration and distance. Such as prayer.

Round 1

The two of you rush into the room. R, takes flight and runs forwards, 70x4= 280 feet of flight!

You do notice the flames turn on and the dragons look your way once you enter.

Round 2-7

R, continues to run... another 280 feet x 5= 1400 feet. The dragons are now up and prepare themselves to fight with you, likely casting spells of their own.

The dragons come into view and they get ready to breathe fire upon you.

Feel free to change and edit as you want to... I am just giving you a framework!


I am flying... flying... I get it. The wait game.

Kenyu that makes sense more than the others!

Where is Ink right now?

Even just posting a reference helps everyone.


Correct that there were two Fort DC 13 saves in round one. Though they are keeping up the fog and another hit the group in round three. Just as there will be another one in round 5.

Round 5

The lion claws and bites at the dretches. It crunches down upon an arm of the red dretch and releases. The dretches do not come out into the open, and spoil Preacher's readied action.

The two dretches closest to the lion continue to exchange blows with the lion.

rolls:
Lion miss chance: 3d100 ⇒ (27, 3, 30) = 60

claw: 1d20 + 4 + 2 - 1 ⇒ (2) + 4 + 2 - 1 = 7
damage: 1d4 + 1 + 3 + 2 ⇒ (3) + 1 + 3 + 2 = 9
claw: 1d20 + 4 + 2 - 1 ⇒ (14) + 4 + 2 - 1 = 19
damage: 1d4 + 1 + 3 + 2 ⇒ (4) + 1 + 3 + 2 = 10
bite: 1d20 + 4 + 2 - 1 ⇒ (2) + 4 + 2 - 1 = 7
damage: 1d4 + 1 + 3 + 2 ⇒ (2) + 1 + 3 + 2 = 8
20% miss chance: 3d100 ⇒ (17, 35, 96) = 148

claw: 1d20 + 4 + 2 - 1 ⇒ (3) + 4 + 2 - 1 = 8
damage: 1d4 + 1 + 3 + 2 ⇒ (3) + 1 + 3 + 2 = 9
claw: 1d20 + 4 + 2 - 1 ⇒ (5) + 4 + 2 - 1 = 10
damage: 1d4 + 1 + 3 + 2 ⇒ (4) + 1 + 3 + 2 = 10
bite: 1d20 + 4 + 2 - 1 ⇒ (16) + 4 + 2 - 1 = 21
damage: 1d4 + 1 + 3 + 2 ⇒ (4) + 1 + 3 + 2 = 10
20% miss chance: 3d100 ⇒ (47, 72, 5) = 124

Only one claw gets through to the lion's flesh, 10 damage. Another wave of noxious fumes emerges at the end of the round. Another Fort DC 13 before your round 6 actions.

The lion also gets hit by a cause fear effect Will DC 11.

Round 6

attacks:
claw: 1d20 + 4 + 2 - 1 ⇒ (7) + 4 + 2 - 1 = 12
damage: 1d4 + 1 + 3 + 2 ⇒ (1) + 1 + 3 + 2 = 7
claw: 1d20 + 4 + 2 - 1 ⇒ (7) + 4 + 2 - 1 = 12
damage: 1d4 + 1 + 3 + 2 ⇒ (2) + 1 + 3 + 2 = 8
bite: 1d20 + 4 + 2 - 1 ⇒ (7) + 4 + 2 - 1 = 12
damage: 1d4 + 1 + 3 + 2 ⇒ (1) + 1 + 3 + 2 = 7
20% miss chance: 3d100 ⇒ (12, 64, 86) = 162

claw: 1d20 + 4 + 2 - 1 ⇒ (2) + 4 + 2 - 1 = 7
damage: 1d4 + 1 + 3 + 2 ⇒ (4) + 1 + 3 + 2 = 10
claw: 1d20 + 4 + 2 - 1 ⇒ (3) + 4 + 2 - 1 = 8
damage: 1d4 + 1 + 3 + 2 ⇒ (2) + 1 + 3 + 2 = 8
bite: 1d20 + 4 + 2 - 1 ⇒ (18) + 4 + 2 - 1 = 23
damage: 1d4 + 1 + 3 + 2 ⇒ (2) + 1 + 3 + 2 = 8
20% miss chance: 3d100 ⇒ (15, 83, 12) = 110


I will catch up the dungeon fight tomorrow. Sorry you are top priority tomorrow!

Everyone please check in so I can see who is still active and please make a post of somekind in gameplay as well describing what you are actively doing 'this day'.


Lann and his fellow Mongrels wait for you before moving along. Once you are all ready they lead you to Neathholm.

The tunnel winds north for about 1,100 feet (about 15 minutes of travel at a speed of 15 feet) before reaching a circular, 20-foot-diameter cavern. Four mongrelmen stand guard here before a large stone door. Accompanied by Lann and the others, the guards greet their mongrel companions warmly. While they eye your group with suspicion, Lann’s word is good enough to let you all enter the chamber beyond the door.

Beyond the stone door lies the settlement of Neathholm.

A small, dark lake ripples in the center of this two-hundred-foot-wide cavern, the walls and ceiling aglow with thick sheets of luminescent fungi. In the center of the lake, over two dozen low stone buildings cluster on a rocky one-hundred-foot-wide island. Lights glow in the windows of the buildings, giving the settlement an almost welcoming look. Rafts made of mismatched planks of timber bob along the length of a crooked pier at the lake’s closest shore.

Lann and the others escort your group to the largest building atop the island’s low central peak—this is the home of Chief Sull, a bloated and unpleasant-looking but mild-mannered mongrel with one clouded white eye.

Chief Sull listens to Lann’s report and thanks your group for their attempts to free the trapped mongrelman. He then asks the group to explain their presence in the caverns.

Once Sull learns the source of the tremors that shook the tunnels and caused so much damage, he grows quite concerned. He and his kind, Sull explains, may be outcasts and freaks in the eyes of uplanders like your group, but their ancestors helped drive back the demons in the First Crusade. He wants the demons defeated as much as anyone who lives above, and asks you if you’re willing to bring this message to the surface—that the mongrels will stand with the inhabitants of Kenabres to defend the city.

Assuming you agree, Chief Sull nods sagely and goes on to inform you that the nearest route to the surface lies to the south, but this exit is guarded by a tribe of mongrels who do not have the same opinions as those of Neathholm. In fact, this smaller tribe, a group he contemptuously calls “the traitors,” have consorted for some time with cultists. Chief Sull has ignored them, but that time has passed. If you agree to destroy the traitors as they make their way back to the surface to bring word of the mongrel’s pledge to aid the crusade, Chief Sull promises you aid in the form of a small stash of potions (six potions of cure light wounds and three potions of lesser restoration). His own soldiers, alas, he cannot spare—he needs them to fan out deeper into the tunnels to gather
the other mongrel tribes to Neathholm. Once they receive word that the crusaders above will welcome the crusaders below, the mongrels will be ready to rise up and help take back Kenabres.

DM notes:
You can rest in Neathholm safely for as long as you want. The mongrelmen of Neathholm trade occasionally with other underground races and willingly accept both gold pieces and items in trade if the PCs wish to restock. Once the PCs are ready to move on, Chief Sull escorts them to one of the several doors that mark exits from the cavern in which Neathholm is located—the route beyond this door leads directly to the traitors’ den, and past that, to the surface. He wishes the PCs luck in
their journey, gives them the potions he
promised, and tells them he eagerly awaits
word of whether the crusaders wish them
to join the battle above. At your option,
he may allow Lann to accompany the
PCs to the traitors’ lair and above as
an envoy and guide. He certainly tells
the PCs they’re welcome to return
here if they need to retreat, rest, and
recover before making additional
assaults on the traitors.
If the PCs have found the
bat brooch in area A2 and give
it to Chief Sull, his one good
eye gets a bit misty; he accepts
the gift, explaining that one
of his sons left Neathholm
after an argument. Chief Sull
doesn’t expect his son to return,
but he treasures the return of
this brooch nonetheless. In thanks for the
brooch’s return, he gives the PCs his own +1 morningstar,
asking only that they use the weapon to split at least one
traitor’s skull before they reach the surface.
NPC Reactions: Horgus is disgusted by Neathholm
and can’t be away from the place quickly enough, but
Anevia is intrigued by the possibility of recruiting the
mongrels to aid the crusade. Aravashnial is delighted to
learn that there are entire societies of “mole people” and
“pitlings” under the city, but unless the PCs ask him to
stop using such phrases, his unintentionally insulting
comments impart a –2 penalty on Diplomacy checks
made in Neathholm.


Round 4

Two of the dretches get within range of the lion and attack... Both of the attacks miss as the group of them get closer.

Please double check that you have done the 3 fort saves!

Round 5


Sorry folks. I don't know what happened. I think I just got busy with chores and things around the house. I looked up and it was 11... I seriously was like: "Yes I can't wait for 8:30..."


We have not rested yet. Still in the same day!

Are we all done with the bodies?!


You left the courthouse at what hour?
Went looking for a ride... 1 hour to find the griffons
You left town at ...
You took 2 hours to get to the village...
You walked around for 2 hours...
You fly back for 2 hours and return to town at...

So yes, timeline.

I threw out numbers that are merely guesses.


The well sloshed fey look at you as they hold their full mugs. "Wait you want us to tell them what?" They sit down to enjoy being drunk.


frightened duration in rounds for Guriok: 1d4 ⇒ 1

frightened duration in rounds for Preacher: 1d4 ⇒ 1

The naueseating stench still remains.

Round 3

Xantor moves forward to try and heal the phantom. Though as it strikes down the demon the other demons release him back to the eather.

Round 4


Though many other figures approach your area. Explosions can be heard to the North from where the barbarians were coming from. More flames and such.


I lost the timeline help me out with it.


They look toward the mountains and then cheer. "Sounds like a great destination!"


I am waiting on Xantor to act in Round 3. You guys go ahead and act in Round 4!


End of combat! Pick your loot!

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