The party continues through the ruined remains of the temple. They pass through a forge, where a bunch of cultists died from experimenting too much with metal and exploded from a fiery furnace blast. Inside is a suit of Moonlit Chain that they cultists were working on before they all died. DC20 Crafting Check to complete the Moonlit Chain.
Then the party passes through into a new area, with a small squalid prison. Manacles are affixed to the walls, and gutters at the base of the walls for prisoner waste sits. This is truly a disgusting area. Two people are shackled to the wall, a female ratfolk and a black haired orc. They look like they have been trapped here for weeks, and are in a sorry state of condition. Freeing the Prisoners: DC24 Thievery to pick the locks, DC32 Athletics to rip the manacles out of the walls.
Round 4: That's no dinosaur, it’s a demon!
Light Condition: Dim, Indoors, Plaza
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-13,Injured 1)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
Goat(-14,Injured 1)
Head Cultist(-88,Sickened)
Orange Cultist(-64,Dead)
Yellow Cultists(-63,Dead)
Dinosaur Demon(-149,Retreating)
Rakdon fires a series of shots right up the demon's censorship hole!
Launcher:1d20 + 17 ⇒ (15) + 17 = 32 Damage:2d8 + 5 ⇒ (1, 8) + 5 = 14 Reload Launcher:1d20 + 17 - 5 ⇒ (11) + 17 - 5 = 23 Damage:2d8 + 5 ⇒ (1, 1) + 5 = 7
The goat charges at the head cultists, taking this opportunity to do some damage, and bashes its skull right into the man's censorship area!
Headbutt Attack:1d20 + 11 ⇒ (19) + 11 = 30 Headbutt Damage:2d8 + 4 ⇒ (4, 5) + 4 = 13 Headbutt Attack:1d20 + 11 - 5 ⇒ (2) + 11 - 5 = 8 Headbutt Damage:2d8 + 4 ⇒ (6, 6) + 4 = 16
Well, those certainly did it. The demon falls over after that, the expression on his face one of horrific pain before he dies. The head cultist collapses on the ground, and sure enough the pain is more than he can tolerate or hope to survive. His pelvis broken, he dies from his injuries.
The skeletal pit leaving shouts more mocking gestures at the cultist and demon, "Nyeh, serves you right you pricks!""Get stuffed and bent!"
After this bout of battle, Clynter and Ashes go take a restful bath inside the pool of deadly negative energy. Eight feet below the semicircular pool of water is a small copper tube capped with sapphire-studded stoppers. Clynter pulls it up out of the water and opens the tube, finding some magical dust! Good thing he chose to not open it in the water.
The team looks over the dust and finds it is Dust of Appearance!
The western doors are open, and the party finds that they can go north, south, or through the middle doors.
Round 3: That's no dinosaur, it’s a demon!
Light Condition: Dim, Indoors, Plaza
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-13,Injured 1)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
Goat(-14,Injured 1)
Head Cultist(-24,Sickened)
Orange Cultist(-64,Dead)
Yellow Cultists(-63,Dead)
Dinosaur Demon(-122,Fine)
Suddenly, the dinosaur demon finds itself being beaten and pummeled in a series of knives, fists, and a horde of angry undead wailing against him! Try as he might, the damned creature is getting quickly overwhelmed, and he is certain one of the undead just stole his wallet.
The head cultist takes his spear and launches it at Clynter, then it flies back to his hand and he launches it at Stokes!
Spear Throw VS Clynter:1d20 + 16 ⇒ (8) + 16 = 24 Spear Throw VS Stokes:1d20 + 16 - 5 ⇒ (9) + 16 - 5 = 20
On both throws he goes wide, and hes looking ever more desperate to either kill someone or flee.
The Ahvothian dinosaur demon shows less hesitation, "Well, I don't know about you Nyamat, but I'm gettin the heck outa here!" It decides fighting this is not worth it anymore, and takes off! You swear it sounds like a chicken clucking as it flees, smashing through the eastern gate and breaking into a sprint! The head cultists looks on in disbelief and shock. "Wait, if I tell you that there's treasure and a slave to be rescued in the other passages where you entered from, will you go away?!"
Well, the team already knows that is a complete lie because it already explored every room from the original passages and only found a cranky scholar in a snake scale infested bed, Chef Demon Ramsey, and a bunch of nothing.
Round 4: That's no dinosaur, it’s a demon!
Light Condition: Dim, Indoors, Plaza
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-13,Injured 1)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
Goat(-14,Injured 1)
Head Cultist(-24,Sickened)
Orange Cultist(-64,Dead)
Yellow Cultists(-63,Dead)
Dinosaur Demon(-122,Retreating)
The goat stays still for a bit while injured. It seems to acknowledge that the dinosaur has some means of making attacks at an opportunity.
3d20 ⇒ (2, 10, 12) = 24
1d20 ⇒ 3
The Cultists and the dinosaur demon all show great incompetence, as they take every punishment thrown their way by Ashes. The orange one getting pulled into the pile of bones and you can hear the sound of her bones breaking as fists come up and start pummeling her into the ground. "Nyeh, when you gonna learn to shut your mouth?!""I got a bone to pick with you!""Gonna break more than a leg today!""Looks like meat's back on the menu, boys!"
Round 2: That's no demon, it’s a dinosaur!
Light Condition: Dim, Indoors, Plaza
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-23,Fine)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
Goat(-14,Injured 1)
Head Cultist(-24,Sickened)
Orange Cultist(-64,Dead)
Yellow Cultists(-63,Dead)
Dinosaur Demon(-54,Fine)
The head cultist looks ill and horrified at the situation. He looks up at his targets, seeing one that looks the closest to not an unliving creature. He raises his hand and utters a dark incantation, pointing at Stokes!
1d20 ⇒ 1
His spell arcs wide and he misses entirely!
In his last desperate attempt to recover the situation, he makes a dash out of the bone storm!
The dinosaur demon grunts at the head cultist. "Coward! Must I do everything myself?!" It looks over Clynter...
1d20 ⇒ 3
But fails to determine just what the hell kind of species Clynter would have been before being a skeleton. In frustration, it bites twice at the skeleman!
Bite vs Clynter:1d20 + 18 ⇒ (10) + 18 = 28 Bite Damage:2d10 + 8 ⇒ (6, 7) + 8 = 21 Bite vs Clynter:1d20 + 18 - 5 ⇒ (17) + 18 - 5 = 30 Bite Damage:2d10 + 8 ⇒ (10, 4) + 8 = 22
The damage is enough, and Clynter falls to the floor. Its hard to tell if a skeleton looks unconscious, but that seems to be the case.
Round 3: That's no demon, it’s a dinosaur!
Light Condition: Dim, Indoors, Plaza
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine) Clynter Glittergrin (Rerolls: 1)(-66,Dying 1)Can act if receiving undead healing this turn Stokes Celerity (Rerolls: 2)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
Goat(-14,Injured 1)
Head Cultist(-24,Sickened)
Orange Cultist(-64,Dead)
Yellow Cultists(-63,Dead)
Dinosaur Demon(-54,Fine)
Round 1: That's no demon, it’s a dinosaur!
Light Condition: Dim, Indoors, Plaza
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-23,Fine)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
Goat(-19,Fine)
Head Cultist(-0,Fine)
Orange Cultist(-36,Fine) Yellow Cultists(-63,Dead) Dinosaur Demon(-12,Fine)
The head cultist runs up the far side of the skeletal pit, maneuvers into position, and throws his spear the spellcaster, Ashes! The spear then returns to his hand throw magical powers, and he throws it again!
Spear Throw:1d20 + 16 ⇒ (9) + 16 = 25 Damage:3d6 + 4 ⇒ (4, 6, 3) + 4 = 17 Spear Throw:1d20 + 16 - 5 ⇒ (5) + 16 - 5 = 16 Damage:3d6 + 4 ⇒ (1, 6, 2) + 4 = 13
The remaining minion moves forward and casts a spell at Stokes!
Harm Attack 2 Actions:1d20 + 13 ⇒ (6) + 13 = 19
The dinosaur demon clutches a trophy limb around his neck, it appears to be some kind of animal limb. He then starts jabbing furiously at the goat!
Jaws:1d20 + 18 ⇒ (14) + 18 = 32 Damage:2d10 + 8 ⇒ (2, 9) + 8 = 19 Jaws:1d20 + 18 - 5 ⇒ (13) + 18 - 5 = 26 Damage:2d10 + 8 ⇒ (5, 2) + 8 = 15 Jaws:1d20 + 18 - 10 ⇒ (18) + 18 - 10 = 26 Damage:2d10 + 8 ⇒ (4, 5) + 8 = 17
The goat is dying, its life hanging by a thread!
Round 2: That's no demon, it’s a dinosaur!
Light Condition: Dim, Indoors, Plaza
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-23,Fine)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine) Goat(-89,Dying 1)
Head Cultist(-0,Fine)
Orange Cultist(-36,Fine)
Yellow Cultists(-63,Dead)
Dinosaur Demon(-12,Fine)
Alright, so admittedly I forgot all about this for a few weeks. Been moving myself out of the Venture Agent role cause I got worn out of being only ever a GM for Society. I haven't been to a table game in a while, and life moved itself around in a different way that pushed this to the wayside. Apologies, I am going to just start doing large fast-forward posts to try to wrap this up.
Clynter:1d20 ⇒ 18 Clynter:1d20 ⇒ 9
Clynter finds a trap on the door and manages to disarm it without any threat to the group. The party moves over to the door on the left and gently flings it open after checking for any immediate hazards. The room is a large alcove where the door is defaced with slashes, and a bunch of red baskets lie in here with an ominous red stain. Searching the baskets appears to have some strange substance.
Putrescent Glob:
Usage affixed to a weapon; Bulk —
Activation [free-action] envision; Trigger You damage a creature that is sickened 1 with a Strike using the affixed weapon; Requirements You are an expert with the affixed weapon.
This repulsive, hairy glob dangles from the end of your weapon. When you activate the putrescent glob, the creature you damaged must succeed at a DC 23 Fortitude save or its sickened condition increases to sickened 2, and it can’t reduce its sickened condition until the end of its next turn. On a critical failure, it’s also slowed 1 until the end of its next turn.
The passage way either continues south to exit the shrine or back to the north through Ademe's room and into the main entry. You all walk past her as she continues to sulk, her legs tucked into her arms as she lies in the bed. Her legs look oddly large under that dress of hers.
Back at the large double doors to the main entry, the only passage left and the goat seems weary of it.
4d20 ⇒ (9, 12, 18, 8) = 47
Upon further and closer inspection, the door is clearly trapped. It must have been bad luck that prevented finding it the first time.
Clynter:1d20 ⇒ 15
Clynter fiddles with the trap's tripwire mechanisms, and a successful snap and click can be heard. Six large metal talons slowly move forward from the walls surrounding the doors. It seems the gravity of these heavy things let them slide loose now since the locking mechanism has been broken but the springs have been left unengaged. Beyond the doors is a plaza...
This huge plaza is open to the sky. Several slender pillars stand at the plaza’s edges, with each ending at a broken point a dozen feet above the ground. The western edge of the plaza is painted with a massive hideous face—a simian creature with scaly skin, open mouth, and horns long enough to stretch from one side of the plaza to the other over a pair of double doors. The face’s open mouth contains a semicircular pool adorned with small stone spikes that resemble sharp teeth. An enormous rune of a crude multi-limbed stick figure is carved into the plaza’s floor, and blood splatters testify to past sacrifices made in this circle.
4d20 ⇒ (1, 3, 13, 8) = 25
Stokes can identify the markings on the ground as paying homage to a demonic figure named Angazhan.
The pool in the center appears to be wicked in nature. It looks inviting to the undead of the group.
Inside this room also resides an older man who appears to be a demon worshiper, two women who are dressed in cult robes, and a creature that looks like a utah raptor with elephant feet!
Round 1: That's no demon, it’s a dinosaur!
Light Condition: Dim, Indoors, Plaza
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-23,Fine)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
Goat(-0,Fine)
Head Cultist(-0,Fine)
Orange Cultist(-0,Fine)
Yellow Cultists(-0,Fine)
Dinosaur Demon(-0,Fine)
The compulsion was only to help her read the tablets.
You all feel no longer compelled to stand by and read the tablets. You can continue south through the single door, or go back to the entry passage and see about doing the double doors that the goat warned you of.
Clynter is uncertain as to what is going on, but still feels compelled to help with the research.
Upon hearing what these scrolls were, she grows very agitated. "It can't be, how could these be a waste of my time? Damn it! Are you sure you are reading those right, ARE YOU SURE?!"
Spoiler:
1d20 ⇒ 7
Stokes:
You feel her presence probing into your mind. She is reading you, like a book. As swiftly as she forced her way in and looked all over your brainscape, she just as swiftly retreats.
"Damn it. Damn it! damn it!! damn it!!!" She is furious, but then looks defeated and silent for a moment.
Then another moment passes.
"What are you still doing here? Take the tablets and get the hell out." She mutters.
With the violent end of Chef Demon Ramsey, there is nothing to stop the looting and pilfering of the butchery. In one of the slabs of meat is a unique knife. The cultists themselves have only cheap spears the party could live without. There is a door to the south and it is unlocked. The party moves in.
Flaying Knife:
This long, thin +1 striking wounding dagger has a smooth edge on one side and a serrated edge on the other. Its persistent bleed damage comes from slicing away long strips of the target’s flesh, and it deals 1d8 persistent bleed damage on a hit instead of 1d6. A creature takes a –2 status penalty to saving throws against diseases for as long as it has persistent bleed damage from this knife.
The west side of the room contains a low table with a scattering of gems on it and doors leading west and north. The east side of the room contains a large bed, although the mattress has been pulled onto the floor and the bedframe turned upright and covered with a sheet to create a large impromptu canopy over the mattress. In the bed fort sits a woman.
She is a long-haired Mwangi woman with large green eyes, sitting cross-legged on her mattress and studying a few ancient, rune-carved silver platters. She looks over your unusual group and sighs. "Are you more cultists who won't be of any value or use to me? You certainly seem the bunch for just that. Well, perhaps you can help then by trying to aid me in identifying these platters so I may finally leave." She holds up strange platters that would take a bit of time to identify.
Perception DC20:
Very interesting, there are several shed snake scales on the bed.
Perception DC30:
She has been casting a low level spell this whole time. Her choice of words has the hidden elements of arcane words.
Decipher the Platters DC22 Religion:
These are hymns to Pharasma and written in the dead language of Requian Haha! It's a pun! One has the effects of a scroll of fear at 3rd level casting, and the other a scroll of darkness at 4th level casting.
GM Screen:
5d20 ⇒ (3, 16, 7, 6, 15) = 47
For whatever reason, you all feel like you should be helpful to her.
Round 1: That's no demon, it’s an angry chef!
Light Condition: Dim, Indoors, Plaza
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
Red Flesh Demon(-76,Stunned 1, Slowed 1)
Spoiler:
1d20 ⇒ 1
The metal teeth of an iron maiden surround the demon, and he is too slow to react to the danger!
Clynter lands a firm and deadly blow into the demon's kidney! His second strike is a bit too wild to land though.
Stokes goes in for a powerful watery infused punch right into the demon's jaw, and then a follow up punch square into the stomach!
At this point the demon isn't really reacting with thought or reason, but as a wild animal just lashing out at any nearby object it can possibly bite. It aims wildly and haphazardly without its weapons towards whoever just so happens to be nearby!
The demon doesn't suspect a thing as he follows Ashes into the other room.
Demon is flat footed and slowed 1 for the first entire round you guys do anything.
Things continue to steadily escalate. The cultist who got slapped by the demon gets back up and angrily shouts curses in return. "You thin-skinned red prick why the f*** are you letting them throw you off, you dimwitted moron!" The demon glowers over him, "DIMWITTED MORON AM I?! WHY I OUGHTA-" And then he slaps him again across the face. The cultist grabs the fresh new slap wound as blood is leaking, and says "Oh, wise guy eh?!" And he proceeds to extend two fingers and pokes him in the eyes.
The demon reels back in pain, and the third cultist lets out a laugh. "LAUGHING BOY, HUH? WELL LETS SEE IF YOU THINK THIS IS FUNNY!" The demon shouts, grabbing a cleaver and cutting the laughing cultist's hand off on the table. He shrieks in pain and then looks angrily at the demon. "Nyeh, you think you're a real bigshot for a low level demon?!" he then grabs a large butcher's carving knife and slashes at the demon's eyes.
This proceeds for a solid 4 minutes of watching the demon and the cultists back and forth slap, stab, scratch, slash, and smash each other. The demon is the only one not bleeding to death on the floor, his resistance to damage preventing him from dying as fast as the frail mortals.
He looks up at you all, "NOW WHO THE F*** ARE YOU AND WHAT DO YOU WANT?!?!?!"
The demon and one of the cultists look visibly confused, not sure what to make of this newcomer coming in and throwing out suggestions on preparation and cooking. The third cultist looks over and raises an inquisitive eyebrow and rubs his chin.
"Wh-who are you? What are you doing in my kitchen?!?!" The demon bursts out in shock and surprise.
The cultist who is also surprised begins to clear their work station in order to start prepping the meal to instruction. The last one stands quietly and continues to watch, before the demon turns to them and yells "I DIDN'T SAY YOU COULD HAVE A F**KING BREAK YOU DIMWITTED PILE OF DONKEY REFUSE!" And then slaps him so hard he falls to the floor, looking visibly hurt.
"Ah, yes, this is the Great Mark of Wahlborg, or GM Worg for short."
Heh heh
With this passage having nothing further of use to the party, they continue back to the entry way. There is the door that the goat seems to be gently warding people away from that goes west, and a door to the south.
Peeking through the southern door, the room looks like some kind of cult butchery. Dried blood coats the floor and lower walls in this room. Several animal carcasses hang from hooks in the wooden ceiling. A low table contains several tools for carving meat, and a large tub contains slabs of it. The room is thick with flies.
Inside is a demon with red skin and appearing deathly gaunt, almost like some kind of bloody skeleton if it weren't for the horns protruding from its head and a thin layer of flesh. It is shouting and yelling at two cultists, "Your meals are fit for a God, because they are all BURNT OFFERINGS!"
This irregularly shaped room provides a good view into the weed-choked streets of Holy Xatramba. Two long-dead corpses, each with skin the purple of a livid bruise and a strange rune adorning their bare chests, hang from the ceiling’s wooden beams.
DC22 Religion:
The two dead bodies wear symbols of Zura, the Demon Lord of cannibals.
DC22 Society:
The dead bodies here are a warning that gangs use to ward off rival gangs.
There are no further passages from this room to go. The party can return to search south or west from the entry.
Paizo site ate my post :( Sorry about the disappearance. I'll just handwave this encounter.
The adventurers fight a fierce and ferocious battle against the forces of this demonic temple in a scene of such spectacular proportion that it would not appear in a low budget film like this! Just when the dinosaurs and the Ahvothian appear to be ready to land a series of powerful blows that would beat back the adventurers, they trip and fall into the ground face first, landing against some rocks in the dirt that cause enough damage to paralyze and kill them. Upon closer inspection, they appear to have all tripped on buckets left on the floor.
On the corpse of the Ahvothian dinosaur is a bunch of spears and animal trophies. None of this appears that particularly valuable.
A doorway lies further to the north from this passage. Inside the door is a room with bedrolls, ropes, cooking pots, and all kinds of supplies precariously stacked on tables. They would be suitable for a lengthy and arduous expedition.
Clynter finds among the objects a salve marked as "Ghoul Prevention", and Stokes finds a pouch containing 12 chips of polished obisidan worth 40 gold each.
The party can move to the west, or go back south to the entry way.
Inside is a most peculiar sight to behold. A strange scaly dinosaur like creature wielding a spear and two other avian like raptor dinosaurs reside in this room. The strange one stands on two feet like an elephant's, and his eyes gleam a wicked intelligence. He was scratching at the floor with his spear while in some strange training session with the two other dinosaurs.
2d20 ⇒ (1, 12) = 13
Clynter's attempt at stealth betrays him though, and while Stokes is pushing the door open the boney man loses his footing and slips, causing a commotion. The trio of dinosaurs look up at the party and get ready to attack!
Round 1: That's no dinosaur, it’s a demon!
Light Condition: Dim, Indoors, Plaza
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine) Gargzith the Avothian(-0,Delay)
Deinonychuses Orange(-0,Fine)
Deinonychuses Yellow(-0,Fine)
Goat(-0,Fine)
Lore Abyssal, Religion DC22, Specific Lore at 17, Unspecified at 20:
Ahvothian Uncommon, CE, Medium, Fiend Ahvothians are feral and cunning fiends from an Abyssal realm of jungles, dinosaurs, and relentless brutality. They resemble humanoid dinosaurs with narrow, fanged heads similar to raptors and solid, heavy legs like sauropods.
1d20 ⇒ 2
Clynter can hear some kind of sound from across the northern door. Perhaps scratching? He can't quite make it out, but it does sound directly through the door.
Everyone in the party is able to find the deceased bodies of the elven women that were murdered on the road. Their essentials are basically all gone, rapiers torn apart. In the heel of a boot of one of the sisters is an emerald worth about 45 gold and 6 platinum coins. Clynter takes no hesitation in adding this to the party's budget.
Holy Xatrambra now lays in sight, and the party finds a plaza on the northern edge of the city. The most direct route in leads to a wide courtyard. The party enters it from the eastern side.
On the western side of this courtyard is a wide double door that bears an enormous carving of a six fingered hand with long and curved talons. Mosaics on the walls show a horrifying humanoid with saurian and simian features, long sharp horns, and six-fingered clawed hands devouring a variety of creatures. Narrow alcoves to the north and south lead to smaller doors, and the north door is slightly ajar.
As Random:1d4 ⇒ 2 Rakdon approaches the double doors to the west, the Goat gets in the way and tries to nudge him away from it, planting itself inbetween the party and the double door. The goat seems to be weary of the double door.
The battle is vicious, with both sides trading blows en tandem! Negative energy splashing everywhere from the specter sisters, blades and powers flying from the adventurers! Rakdon finds solid footing and lands a hefty blow against the specter's left side, then rotates and slashes again on the right, then once more in a spinning strike against her face! Clynter follows through with a double stab into the ghost's ribs!
It is all the damage she can take, before she fades away into spectral dust, and then into nothing.
LEVEL UP!
Through experience and constant struggle, the party feels stronger than before!
The goat is looking tougher as well!
Round 4: It’s the Ring! Or the Grudge!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Red Specter(-64,Fine)
Green Specter(-51,Frightened 1)
Stokes Celerity (Rerolls: 2)(-36,Fine)
Rakdon Tripus (Rerolls: 2)(-40,Fine)
Goat(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
As the brawl lashes out even harder, Rakdon and Stokes find their attacks land wild and miss!
Clynter steps into the fray against green, landing a critical blow that gets mostly resisted!
The spirit seems unsettled by the berating from Ashes, and then Ashes fires a ray at the green ghost! The ray flies wide and misses its point!
The ghosts respond in kind, trying even moreso to land some decisive blow. The
Red Spectral Touch VS Stokes:1d20 + 16 ⇒ (4) + 16 = 20 Damage:2d8 + 8 ⇒ (3, 3) + 8 = 14 Red Spectral Touch VS Stokes:1d20 + 16 - 5 ⇒ (12) + 16 - 5 = 23 Damage:2d8 + 8 ⇒ (1, 1) + 8 = 10 Red Spectral Touch VS Stokes:1d20 + 16 - 10 ⇒ (12) + 16 - 10 = 18 Damage:2d8 + 8 ⇒ (4, 4) + 8 = 16
The green specter swings twice, and then shifts out of flank!
Green Spectral Touch VS Stokes:1d20 + 16 ⇒ (3) + 16 = 19 Damage:2d8 + 8 ⇒ (6, 4) + 8 = 18 Green Spectral Touch VS Stokes:1d20 + 16 - 5 ⇒ (16) + 16 - 5 = 27 Damage:2d8 + 8 ⇒ (3, 6) + 8 = 17
Round 4: It’s the Ring! Or the Grudge!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Red Specter(-64,Fine)
Green Specter(-51,Fine)
Stokes Celerity (Rerolls: 2)(-63,Fine)
Rakdon Tripus (Rerolls: 2)(-40,Fine)
Goat(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
The goat seems to finally gain some of its gruff back, it looks angry at the spirits, as it charges forward and headbutts green with all of its might!
1st Action: GOAT RAGE, 2nd Action: Move, 3rd Action: Attack! Headbutt Attack:1d20 + 9 ⇒ (20) + 9 = 29 Headbutt+Rage Damage:2d8 + 3 + 2 ⇒ (3, 1) + 3 + 2 = 9
Round 3: It’s the Ring! Or the Grudge!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Red Specter(-64,Fine)
Green Specter(-39,Fine)
Stokes Celerity (Rerolls: 2)(-0,Frightened 1)
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Goat(-0,Frightened 2)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Frightened 2)
The ghosts have no chance of harming the undead Ashes or Clynter. The goat refuses to go back into battle, so the brawl devolves to these two evil and vengeful spirits slapping furiously at Rakdon and Stokes.
The red specter probes strikes out against Rakdon, in response for his vicious flurry of glaive strikes!
Spectral Touch VS Rakdon:1d20 + 16 ⇒ (9) + 16 = 25 Negative Energy Damage:2d8 + 8 ⇒ (7, 6) + 8 = 21 Spectral Touch VS Rakdon:1d20 + 16 - 5 ⇒ (15) + 16 - 5 = 26 Negative Energy Damage:2d8 + 8 ⇒ (7, 4) + 8 = 19 Spectral Touch VS Rakdon:1d20 + 16 - 10 ⇒ (10) + 16 - 10 = 16 Negative Energy Damage:2d8 + 8 ⇒ (1, 5) + 8 = 14
The green specter moves into flank against Stokes!
Spectral Touch VS Stokes:1d20 + 16 ⇒ (14) + 16 = 30 Negative Energy Damage:2d8 + 8 ⇒ (3, 6) + 8 = 17 Spectral Touch VS Stokes:1d20 + 16 - 5 ⇒ (15) + 16 - 5 = 26 Negative Energy Damage:2d8 + 8 ⇒ (6, 5) + 8 = 19
The ghosts manage to land some payback against the two living individuals!
Round 3: It’s the Ring! Or the Grudge!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Red Specter(-64,Fine)
Green Specter(-39,Fine)
Stokes Celerity (Rerolls: 2)(-36,Frightened 1)
Rakdon Tripus (Rerolls: 2)(-40,Fine)
Goat(-0,Frightened 2)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Frightened 2)
The party retaliates and hurls a flurry of attacks against the two ghostly women, but find that their attacks are only so effective against the beings! The fire from Ashes may burn but he can see there is not as much blistering as he would hope, and the shivs from Clynter seem to be far less effective than he would like! Stokes finds his targets harder to hit than expected!
The goat, trembling and trying to seek a way to flee, starts by smacking the green ghost twice and fleeing!
The party sees from the goat's attack and Clynter's attack that while these ghosts may be immune to precise damage, they aren't immune to a critical blow!
Round 2: It’s the Ring! Or the Grudge!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Red Specter(-11,Fine)
Green Specter(-34,Fine)
Stokes Celerity (Rerolls: 2)(-0,Frightened 1)
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Goat(-0,Frightened 2)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Frightened 2)
The red ghost has two potential targets, and uses its corrupting powers to attack Stokes and then tries to slap Rakdon!
Special Attack: Spectral Corruption, Strike Spectral Touch vs Stokes:1d20 + 16 ⇒ (6) + 16 = 22 Negative Energy Damage:2d8 + 8 ⇒ (3, 1) + 8 = 12 Spectral Touch vs Rakdon:1d20 + 16 - 5 ⇒ (10) + 16 - 5 = 21 Negative Energy Damage:2d8 + 8 ⇒ (1, 8) + 8 = 17
The green ghost has already tried and failed to hurt the skeleton Clynter, and sees the goat that was its next victim has retreated like a coward, moves to attack the next closest target; Ashes!
Stride, Special Attack: Spectral Corruption Spectral Touch vs Ashes:1d20 + 16 ⇒ (3) + 16 = 19 Negative Energy Damage:2d8 + 8 ⇒ (4, 8) + 8 = 20
Some truly incredible rolls here from these two.
The ghosts flail around and miss every single attack they could make!
Round 2: It’s the Ring! Or the Grudge!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Red Specter(-11,Fine)
Green Specter(-34,Fine)
Stokes Celerity (Rerolls: 2)(-0,Frightened 1)
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Goat(-0,Frightened 2)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Frightened 2)
Another two days pass as the party continues on the caravan. The first being uneventful.
Goat recovers 10. The goat is now at full health. Clynter recovers 14. Clynter is now at full health.
The group slows as they see something further up on the road. Bright red patches of fresh blood mar the stones that mark the ancient highway’s route. The corpses of two female humans wearing leather armor are sprawled face-down in the blood. The lush jungle spreads out for miles on either side of the ancient road.
It is clear to Ashes and Stokes that there is no sign of insects or scavengers in the immediate vicinity, which is concerning.
Clynter looks at the sight and realizes that there are signs of this struggle having taken place weeks ago, and the bodies are being perfectly preserved by some hate filled and vengeful spirits.
As the party comes to these conclusions, the spirits of the dead women manifest from their bodies and rise, drawing spectral rapiers!
Round 1: It’s the Ring! Or the Grudge!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Red Specter(-0,Quickened)
Green Specter(-0, Quickened)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Goat(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
The specters manifest onto the battlefield and they surge forward to attack the most immediate targets, Stokes and Clynter!
Stride, Spectral Corruption Vile Strike VS Stokes:1d20 + 16 ⇒ (4) + 16 = 20 Vile Strike VS Clynter:1d20 + 16 ⇒ (14) + 16 = 30 Damage Clynter, Negative:2d8 + 8 ⇒ (8, 2) + 8 = 18
Stokes manages to dodge the ghostly rapier entirely, and Clynter finds himself feeling those joint pains going away like he just got some acupuncture. Hey, that felt great!
The sister specter attacking stokes tries again with a normal blow, and the sister specter that just healed Clynter realizes her weapon is ineffective and moves onto another target!
Vile Strike vs Stokes:1d20 + 16 - 5 ⇒ (1) + 16 - 5 = 12
As the party reacts, they realize just how unnerving and spooky these sisters are, and it settles in to them that this is pretty scary!
Red = Left Dice, Green = Right Dice Will Saves Bulk Stokes:2d20 ⇒ (6, 14) = 20 Frightened 1
Will Saves Bulk Rakdon:2d20 ⇒ (16, 16) = 32 Safe
Will Saves Bulk Goat:2d20 ⇒ (12, 3) = 15 Frightened 2
Will Saves Bulk Clynter:2d20 ⇒ (13, 17) = 30 Safe
Will Saves Bulk Ashes:2d20 ⇒ (8, 10) = 18 Frightened 2
Will Saves Bulk Kuatha:2d20 ⇒ (3, 2) = 5 Frightened 2
Round 1: It’s the Ring! Or the Grudge!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Red Specter(-0,Fine)
Green Specter(-0,Fine)
Stokes Celerity (Rerolls: 2)(-0,Frightened 1)
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Goat(-0,Frightened 2)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Frightened 2)
Without active healing, you will only be recovering so much of your wounds for any imminent danger. You don't know how long it may be before your next problem comes up. Your journey has taken 5 days so far, with 4 more to go before you reach the temple.
Resting:
The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).
Source: GM Core Pg 42
Round 5: Filthy Wish Loser Dragons!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-6,Enfeebled 1)
Blue Drake(-111,Dead)
Green Drake(-63,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-26,Enfeebled 1)
Stokes Celerity (Rerolls: 2)(-31,Fine)
Red Drake(-115,Dead) Clynter Glittergrin (Rerolls: 1)(-56,Fine)
Goat(-22,Fine)
As Kuatha moves towards the drake, it uses its tail in a furious reaction against the spawnling!
Reaction Stinger vs Kuatha:1d20 + 17 ⇒ (17) + 17 = 34Critical! Damage:2d6 + 7 ⇒ (2, 4) + 7 = 13
Clynter and the Goat close the distance onto the drake. The skeleman stabs once at the creature!
Stabbity Stab Stab ◆:1d20 + 15 ⇒ (6) + 15 = 21 Slashing Piercing:2d6 + 2 + 2d6 ⇒ (5, 2) + 2 + (4, 2) = 15
The flank provides just enough distraction to get the knife inbetween the drake's scaly hide!
Having lost its comrades, and being no closer to a meal, the drake makes a desperate escape! It takes flight and disappears off into the thick brush of the jungle! It uses its experience and natural skill to fly effortlessly in escape.
3 Actions - RETREAT!
Clynter releases another deadly stab against the drake, and it is more than the beast can handle! It goes down in battle. Clynter begins to move back to the caravan to end the last drake's life.
The green drake sets its eyes on the fire fighter, Stokes, and unleashes a flurry of attacks!
Round 2: Filthy Wish Dragons!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-6,Enfeebled 1)
Blue Drake(-111,Dead)
Green Drake(-24,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-26,Enfeebled 1)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Red Drake(-28,Fine)
Clynter Glittergrin (Rerolls: 1)(-18,Fine)
Goat(-22,Poisoned, Enfeebled 1)
Stokes, Ashes, and the vampire fledgling Kuatha encircle the blue drake. They pound with fists of hydraulic power and sharp fangs, beating down on the beast until it can move no more and the life vanishes from its eyes.
The Red Drake, having been struck by the boney skeleman Clynter, growls in anger and seeks its revenge!
Stinger vs Clynter:1d20 + 17 ⇒ (15) + 17 = 32 Damage:2d6 + 7 ⇒ (6, 3) + 7 = 16 Clynter Fort Save vs Poison:1d20 + 8 ⇒ (18) + 8 = 26Success! Fangs vs Clynter:1d20 + 17 - 5 ⇒ (18) + 17 - 5 = 30 Damage:2d10 + 7 ⇒ (10, 5) + 7 = 22 Predatory Grab:1d20 + 13 - 10 ⇒ (12) + 13 - 10 = 15
The drake's stinger strikes true, and it follows up with a bite! The boney man takes some substantial blows from the drake, but manages to avoid being grabbed in its teeth!
Round 2&3: Filthy Wish Dragons!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-6,Enfeebled 1) Blue Drake(-111,Dead)
Green Drake(-24,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-26,Enfeebled 1)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Red Drake(-28,Fine)
Clynter Glittergrin (Rerolls: 1)(-56,Fine)
Goat(-22,Poisoned, Enfeebled 1) Goat Fort Save:1d20 + 8 ⇒ (19) + 8 = 27
Round 2: Filthy Wish Dragons!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-6,Enfeebled 1)
Blue Drake(-51,Burning 1d4)
Green Drake(-24,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-6,Enfeebled 1)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Red Drake(-28,Fine)
Clynter Glittergrin (Rerolls: 1)(-18,Fine)
Goat(-22,Poisoned, Enfeebled 1)
Rakdon loads, fires, and loads again his launcher at the Blue Drake!
Taw Launcher VS Blue:1d20 + 16 ⇒ (15) + 16 = 31 Damage:2d10 ⇒ (10, 7) = 17
Another heavy blow against the blue drake, it looks a lot worse for wear!
Blue Burn Damage:1d4 ⇒ 4 Blue Fire Check:1d20 ⇒ 6
The blue drake stomps its way forward, looking to bring some pain to the party members in the back!
Stride, Draconic Frenzy Special Action! Stinger VS Ashes:1d20 + 17 ⇒ (2) + 17 = 19 Fangs vs Ashes:1d20 + 17 - 5 ⇒ (16) + 17 - 5 = 28 Fangs Damage:2d10 + 7 ⇒ (6, 7) + 7 = 20 Stinger VS Ashes:1d20 + 17 - 10 ⇒ (8) + 17 - 10 = 15
The triple attack from the Drake's special ability flails haphazardly, only landing one blow against the vampire!
The green drake follows suite, moving up and attacking Rakdon with the same level of ferocity!
Stinger VS Rakdon:1d20 + 17 ⇒ (6) + 17 = 23 Fangs vs Rakdon:1d20 + 17 - 5 ⇒ (1) + 17 - 5 = 13 Stinger VS Rakdon:1d20 + 17 - 10 ⇒ (15) + 17 - 10 = 22
As if to Rakdon's own fortune, the jungle drake slips on a bucket that fell off the party's cart and fumbles ALL of its attacks!
Round 2: Filthy Wish Dragons!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-6,Enfeebled 1)
Blue Drake(-72,Burning 1d4)
Green Drake(-24,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-26,Enfeebled 1)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Red Drake(-28,Fine)
Clynter Glittergrin (Rerolls: 1)(-18,Fine)
Goat(-22,Poisoned, Enfeebled 1)
Round 1: Filthy Wish Dragons!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-6,Enfeebled 1)
Blue Drake(-51,Burning 1d4)
Green Drake(-24,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-6,Enfeebled 1)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Red Drake(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Goat(-0,Fine)
The Blue drake is blasted by flames, then battered by water! The fires catch on and persist through the water, igniting the drake! While Stokes and Kuatha box the blue drake to death, the red drake inches in on the now stranded Clynter.
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-6,Enfeebled 1)
Blue Drake(-51,Burning 1d4)
Green Drake(-24,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-6,Enfeebled 1)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Red Drake(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-18,Fine)
Goat(-0,Fine)
The goat charges forward, looking to support the Boneyman in his time of need!
The drake, in response to the goat's charge, lashes out with its tail!
Reaction; Twisting Tail; Stinger:1d20 + 17 ⇒ (15) + 17 = 32CRITICAL! Damage:2d6 + 7 ⇒ (3, 1) + 7 = 11 Goat Fort Save:1d20 + 8 ⇒ (5) + 8 = 13 Goat Poison Damage:1d6 ⇒ 5
The goat finds its charge suddenly halted by the stinger attack, but it decides to push forward anyways.
All 3 goat actions used to move.
"Imma gonna go check out this bridge." Clynters hops onto the first plank then the next plank one; merrily skipping along the rickety bridge.
Interesting choice of words.
Clynter skips along the bridge, tempting fate all along the way. As he reaches further into the middle of the bridge, suddenly he feels a heavy presence on the bridge behind him. The boney man turns around, and sees a drake!
*********************************
Back at the caravan wagon, the party sees a large form jump out of the shadows of the trees, cutting off their view of Clynter! As they ready themselves to charge into battle, the sound of two large thumps from the left and right can be heard. Two of the drake creatures appeared from the jungle on the party's flanks!
Round 1: Filthy Wish Dragons!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-0,Fine)
Blue Drake(-0,Fine)
Green Drake(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-0,Fine)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Red Drake(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Goat(-0,Fine)
Weapon drawn, Rakdon fires at green, reloads, and fires again!
Taw Launcher VS Green:1d20 + 16 ⇒ (17) + 16 = 33CRITICAL! Taw Launcher Damage:2d10 ⇒ (6, 6) = 12 Taw Launcer VS Green:1d20 + 16 - 5 ⇒ (3) + 16 - 5 = 14 Taw Launcher Damage:2d10 ⇒ (1, 10) = 11
The green drake takes a taw STRAIGHT to the FACE!! It reels in pain from the attack, and it roars in anger! It spits venom at Rakdon! Its burst catches Ashes within its range!
Spit Venom Reflex Save: Rakdon:1d20 + 13 ⇒ (2) + 13 = 15 Spit Venom Reflex Save: Ashes:1d20 + 11 ⇒ (7) + 11 = 18 Spit Venom Fortitude Save: Rakdon:1d20 + 13 ⇒ (16) + 13 = 29 Spit Venom Fortitude Save: Ashes:1d20 + 10 ⇒ (4) + 10 = 14 Damage Poison:1d6 ⇒ 3
Rakdon manages to tough out the venom, but Ashes finds it to be troublesome!
Ashes is now Enfeebled 1; -1 to Strength based rolls.
The blue drake rushes forward, looking to attack Stokes and Kuatha!
Fangs VS Kuatha:1d20 + 17 ⇒ (3) + 17 = 20 Stinger VS Stokes:1d20 + 17 - 5 ⇒ (3) + 17 - 5 = 15
Both its attacks miss wide!
Round 1: Filthy Wish Dragons!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Rakdon Tripus (Rerolls: 2)(-6,Enfeebled 1)
Blue Drake(-0,Fine)
Green Drake(-24,Fine)
Kazavel Ashes Aldaris (Rerolls: 2)(-6,Enfeebled 1)
Stokes Celerity (Rerolls: 2)(-0,Fine)
Red Drake(-0,Fine)
Clynter Glittergrin (Rerolls: 1)(-0,Fine)
Lore Dragon, Arcana DC22, Specific Lore at 17, Unspecified at 20:
Jungle Drake Large Dragon Wood Believed to be related to horned dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please. Rampages of jungle drakes will often drag prey in many directions to divide pursuit.
The crumbled highway ends at the edge of a large gorge, which must have cut across this path after the highway was already built. Trees and vines choke its entire width and obscure how deeply it plunges, but the sound of rushing water far below indicates a river flowing at its bottom.
Two large posts support a wide bridge of rope and planks, but the opposite end of the bridge leads into darkness within the thick jungle.
GM Screen:
GCRKS:5d20 ⇒ (4, 1, 3, 11, 8) = 27
Unfortunately, no one is really able to tell how secure the bridge is and if crossing with the wagon is safe or not.
One long spooky bridge that crosses the chasm. Do you ride your wagon across?
The green wisp dissipates and then fizzles out! Upon seeing the other two wisps disperse, the third wisp makes a retreat!
Fly, Fly, Fly
The party loses sight of the creature, but after how much damage they were able to deal to its fellow sprites, they feel confident that the wisp won't be looking to return for a rematch.
Searching around the site, the party finds a half buried knapsack near an old firepit.
It contains a darkwood music box carved with cavorting animals worth 20 gp, a lensatic compass, a minor elixir of life, a vial of lesser antiplague, and a
wand that you would need to identify.
Identify Wand, Arc/Rel/Nat/Occ DC26:
WAND OF TEEMING GHOSTS
This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.
Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast false life of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action.
Activation [free-action] envision; Trigger You successfully impart the frightened 1 condition to a creature;
Requirements You have temporary Hit Point; Effect You end false life and increase the creature’s frightened condition value to 2.
After two more shocks, the goat collapses to the ground, its legs sticking straight into the air. Without medical attention it may no longer be alive!!!
Round 2: Spooky Dancing Lights!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Goat(-60,Dying 1)
Red Light(-64,Dead)
Clynter Glittergrin (Rerolls: 0)(-15,Fine)
Green Light(-0,Fine)
Blue Light(-17,Fine)
Kazavel Ashes Aldaris (Rerolls: 1)(-0,Fine)
Rakdon Tripus (Rerolls: 1)(-0,Fine)
Stokes Celerity (Rerolls: 1)(-30,Fine)
Ashes determines the creatures to be will-o-wisps, and understands a very inconvenient fact about them - these little bastards are invulnerable to magic!
Giving Ashes a new choice of actions.
The barrage of attacks from Rakdon and Stokes seems to do a significant amount of damage to the red wisp!
Round 2: Spooky Dancing Lights!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Goat(-26,Fine)
Red Light(-40,Fine)
Clynter Glittergrin (Rerolls: 0)(-15,Fine)
Green Boggards(-0,Fine)
Blue Light(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 1)(-0,Fine)
Rakdon Tripus (Rerolls: 1)(-0,Fine)
Stokes Celerity (Rerolls: 1)(-0,Fine)
Ashes has 2 remaining actions.
The goat decides to take the easier target, and join the flanking conga line!
Round 1: Spooky Dancing Lights!
Light Condition: Dim, Outdoors, Jungle
Active Buffs: None
Active Penalties: None
Goat(-26,Fine)
Red Light(-0,Fine)
Clynter Glittergrin (Rerolls: 0)(-15,Fine)
Green Boggards(-0,Fine)
Blue Light(-0,Fine)
Kazavel Ashes Aldaris (Rerolls: 1)(-0,Fine)
Rakdon Tripus (Rerolls: 1)(-0,Fine)
Stokes Celerity (Rerolls: 1)(-0,Fine)
Lore Aberration, Nature, Occultism DC22, Specific Lore at 17, Unspecified at 20:
Will-O'-Wisp Small Air Aberration Malevolent balls of colored light, will-o'-wisps haunt lonely marshes and forests, where they lure unsuspecting travelers into danger.
As the group gets off their caravan to investigate, Clynter and Rakdon find some graffiti scratched into the wall. Clynter scratches his head as he is unable to understand the Mwangi writing. Rakdon reads it out loud for everyone.
Apologies for my absence half of the month. @Rakdon Its one chronicle for the whole bundle. @Stokes With everything the party stolen acquired factored in, it comes out to a total of 689gp.
The youth that Ashes now mentors, who goes by the name of Kuatha, awaits further orders from his new master.
The trip from Kibwe to Holy Xatambra and Oenopion will take 140 miles through jungle terrain, with an ancient road that once connected the distant points. Vegetation grows wild over the path, but it looks as though it was taken care of a month prior with deadfall and overgrowth having not enough time to completely engulf it.
GM Screen:
Random:1d3 ⇒ 2
The first day comes and goes, with the wild noises of the jungle following the party. They make a considerable distance in their city regulation caravan wagon they stole procured with the blessing of the government.
The second day comes around and they stumble upon the crumbled remains of a highway pass the ruins of a large stone building. Most of the building's side wall is gone, and plain evidence of past campfires is scattered inside. The first sign of any civilization the party has found anything of.
As per my understanding, you gain no benefit but it would not hurt you. Just annoy you.
With the ritual deciphered and two participants chosen, they engage in the task to activate the room. Everything appears to go in order, but after 10 minutes of this pass the orb dissipates. It is uncertain exactly what happened or what is going on other than it seems that some key component to this ritual is missing. Inspecting the mural again shows what the missing component is, the Cursebreaker itself. When asking Croakchief Globbit about it, he simply states, "The Tomil guy who gifted me this building, he had a badge with a snake on it. He stole something from here, but what it was is not known to me. All I know is he stole it from that room you were in for a while."
This unfortunate circumstance for the humans is indeed a nuisance for you all, Tomil stealing the cursebreaker and the building is essentially useless without it. With the map in hand you know that Holy Xatramba is 140 miles due east and would take a caravan trip to get to and back, with Oenopion being the nearest settlement.
That concludes part 1 of The Slithering.
Meeting up with Abayone, she's been following up on two things in particular; the first being the Khalibi Caravan House and the Aspis Agents running it, and the second being why there have been an increase of fires happening in the city recently. As far as what she knows about Tomil, most of it is what you have already confirmed for yourselves.
"Rumors say he ventured to the demon-haunted city known as Holy Xatramba in the jungles to the southeast. Evidence is that he took something large—perhaps a heavy statue—there. This isn't the first time he's been connected with that evil place. There have been persistent rumors for as long as he’s been in the city that he was raised in Xatramba among wicked cultists who revere the demon lord Angazhan. Tomil never formally disavowed these rumors or Angazhan’s worship, so perhaps he retained some connection with his homeland. Explorers tell of a complex called the Plaza of the Feasting Fiend on the north edge of Xatramba, where humans venerate Angazhan with horrid sacrifices and schemes to dominate those around them. It sounds like Tomil didn’t stray far from his upbringing."
After hearing what you have to report about the Cursebreaker, her face darkens and grimaces. "That son of a b****! He prepared for the curse by stealing and hiding the only thing that could break it! We need that statue back. No doubt he also used those fires to distract us and hide evidence!" When you show her the map she breaths some relief "He may have tried to hide it all, but its a good thing you found evidence of his evil deeds before he could destroy the evidence."
Feel free to make any preparations you need before you go to Holy Xatramba. The journey will take 9 days via wagon through the jungle.
Croakchief Globbit considers this for a moment, "Immortality you say? That would be an enticing gift of one such as my stature." It seems between the strong Diplomatic approach from Stokes to disengage the fight and Ashes 'bribery', the Boss of the Boggards is quite open to working with you. Whether or not it is to his benefit is an unknown factor.
I will let Ashes RP that out after pushing through the next segment here.
With free passage offered to the group, they can now proceed to its final chamber. Croakchief tells them, "We have not gone into that room ourselves, ever since the human named 'Tomil' had recently stolen something of value from it. He then paid us to keep guard over it."
Tomil and what you know:
You found Tomil, or at least what you believe to be Tomil, back at the Khabli Caravan House. He succumbed to the Slithering Plague in his office room. You have notes on his plans, as well as his tome that you were able to open with brute force. There was also the stones you found that had a note addressed to him inside the box about their potency being increased in containment.
An enormous sun symbol carved into the floor of this room glows with a warm light. The symbol is a loose spiral with triangles surrounding it like rays. Two holes pierce the stone floor in the symbol, one at the symbol’s center and the other at the end of the sun-spiral. The walls are carved with intricate runes and myriad shapes of animalistic humanoid warriors, and it takes only a moment of examination to realize that these shapes represent the Pillar-Watchers around Kibwe. A raised dais at the far end of the room contains a pedestal for a statue, but no statue is present.
The carvings on the walls are written in an archaic version of Mwangi.
Decipher with Arcana or Society DC20:
This appears to be an inventory, though it is not exact. because some well-known Pillar-Watchers aren’t presented here and others are now lost to the city, either having been stolen or destroyed long ago. The Pillar-Watchers are named in the text with titles such as “Boneseeker,” “Crykeeper,” and “Fallowbringer.” Cursebreaker is one of the listed Pillar-Watchers, and the eland-headed image here is just as Abayone described to the heroes.
Activating the Sun Symbol DC22 Nature or Religion, at least 2 people must succeed this check, +2 bonus if you succeed the Decipher check:
To activate the sun symbols, the heroes must first perform the ritual illustrated on the wall carvings. With one person standing in the center of the symbol and the other going to the room below and standing in the center of that room's symbol, an intangible orb of light 1 foot in diameter appears around the character at the center of the upper sun symbol and moves away along the spiral.
When it reaches the end of the spiral, it drops through the hole in the floor to the center of the lower sun and traces a similar path along that spiral. When the orb reaches the end, it rises up through the ceiling to the center of this symbol and begins the path again. The orb moves quickly, completing the circuit of the upper symbol in a matter of seconds and then a circuit of the lower symbol.
Each time the orb returns to the upper sun symbol, the pedestal on the dais at the east end of the room glows as well. The moving light is plainly powering the pedestal, although its precise effects aren’t clear.
Every time the orb completes a run, everyone who benefits from life giving energy heals their character level in hit points.
The boggard chieftan, Globbit, laughs at Clynter's offer of the goat. "A pitiful creature! What would I want a livestock for when I could have riches?!" He holds up his hand, revealing he has gold bracelets with gemstones.
Globbit looks down from his raised 'throne' at Stokes, weighing his options between his hubris and his greed. "And what tribute would you bring to offer such a peace treaty from the humans?"
Adventurers Verik and Larissa Vanderboren died one month ago, their ship tragically burning to the waterline in the harbor of Delvingulf, killing all on board. Now a grand wake is being held at the Standing Stone Park in the city’s Midnight District to celebrate the life and achievements of the two Drow nobles. Perhaps you’ve been invited because of your association with Verik and Larissa, perhaps you heard the revelry and wanted to see what the occasion was, perhaps you just hope to find some free food or even help yourself to someone else’s gold – regardless of the reason, you’ve found your way into the celebration.
A couple of banners adorn the entrance to the wake they each are of a crimson red bearing the crest of the Vanderboren family
As you enter, you pass a Strange-looking Gnomish woman wearing mourning clothes at the entrance to the park (Kora), greeting all who enter. Various well-dressed people wander the park, talking in hushed tones. A young drow noble woman, her long white hair pulled back into a ponytail, stands talking to an older woman – clearly her mother or some other relative – her eyes scanning the assemblage as she sips from a viper designed goblet. The young Drow woman hold a chain that is attached to two human slaves that she seems to like to flaunt around as a status of power.
Elsewhere, near a table with various Darklands plants and fungi delicacies and a centerpiece of a Giant beetle shell serving as a large bowl of various fire roasted vermin on sticks heavily seasoned, a Drow woman, a couple daggers adorning her hips, talks to her three companions, a drow male, a duergar, and a pale skinned half-Drow, all dressed somewhat less finely than the bulk of the guests.
Currently, Lady Lavinia Vanderboren is not present
when you arrive please describe your character as others see you in this scene. it is most likely that you are dressed appropriately for a wake.
Each of you have had connections with the Vanderboren family, you know of their Daughter, Lavinia and her older brother Vanthus. You are also familiar with the Major Domo of the house, an apparently bleached gnome by the name of Kora.
Now recruiting for a Savage tide game but with a twist…
A little story; A few years back my face-to-face group ended a campaign and I asked what they wanted for the next game. Half voted for a Pirate game and the other half wanted to do something in the Underdark (aka Darklands) so we could play drow. (Can I still say that word?)
So, I pondered what to do and started looking at different things then while looking at Into the Darklands book, I saw there is a Sightless Sea. Then I saw that the sightless sea is inhabited by sailing races and so I decided why not do both.
Long story short (or is that too late?) behold - Savage Tide in the Darklands.
So If you are familiar with the Savage Tide AP this will be very much the same overall but there are several changes to make it different as well.
First and foremost, Some traditional Golorian lore will be modified to fit the game. The game will begin in the Drow city of Telderist (this city has been modified from what is already published so please take the time to read the players guide linked here
Now for some New lore that every character would know
lore info:
The city of Telderist is located on the edge of the Drow empire and is a rather active trade hub for much of the Drow. Located on the shores of Lake Nirthran, which is really, much larger than a lake (more like the size of the Caribbean Sea). As a trade port lots of things come through this city and dealings with the many different denizens of the Darklands visit Telderist. the corsairs of Telderist support numerous assassins, drug peddlers, and even pirates.
Much about Telderist itself is in the linked players guide, so nuff said here about that.
A group of privateers sail the Draklands known collectively as the Crimson Fleet. Some deal with Pirates, others are mercenaries going to the highest paycheck. The one thing to know is that many of the Drow houses of Telderist keep the Crimson Fleet on the payroll to avoid issues with shipping of their own.
The primary forces opposed to Telderist are the Skum tribes (kept in check by the forces of the Corsairs of Telderist. The second and much more dangerous foes are the Blood Raiders. Mostly operating out of the undead city of Nemret Noktoria. And as you probably guessed, they are a fleet of Undead Pirates.
Now you probably are wondering how do you get these ships down to the Sightless Sea and back? The answer is simple, Magic. A long time ago the Drow developed Navigational Orb to be placed on their ships. These orbs served a main purpose that a lookout would on a surface ship. Providing a scan of a distance out to about a mile around the ship as well as 200 feet above the ship and to depth of 50 feet below the waterline. These orbs have a second purpose as well, they are keys to portals to transport ships from Lake Nirthran down to the Sightless Sea.
While the Orbs can be operated by any user, the portal feature was magically restricted to only be available to Drow female Divine spellcasters.
The control of these orbs was left to the Harbormaster of Telderist
Telderist overview:
More detailed info will be found in the Players Guide
Telderist is divided into 7 districts. Each district has its own Drow noble house that governs over that district as well as serving on an overall council to govern the city.
Each District also has a primary faith but worship is not usually mandatory for residents in that district.
Here are very brief overviews of each district:
Azure District:
The Azure District is Telderist’s true waterfront. Consisting of two sections, the East and the West, the Azure District also houses the majority of the city’s lower class citizens. The Western section of the Azure District is primarily concerned with the city’s waterways, while the Eastern section is where the city’s Plesiosaurus industry (Darklands equivalent of whaling industry). Is located
Champion’s District
The Champion’s District is a district of soldiers, gladiators, and mercenaries who follow in the footsteps of one of the city’s founders and one time king Teraknian. The champion’s District has a not-so-friendly relationship with the Noble District, and citizens see themselves as the rightful leaders of the city.
Cudgel District
The Cudgel District is primarily a residential district. Due to the vigilance of the local watch and the church of Nurgal. It’s also the safest district in Telderist. The citizens of the Cudgel District know this, yet they are not a soft people; they remain ever vigilant to the threat of attack.
Merchant District
Telderist’s heart, and perhaps even its soul, is lodged in its Merchant District. The first district visitors reach, it’s often the only district visitors need ever explore. Little can’t be found in the Merchant District’s shops and markets, and its taverns host the finest range of food and drink within the city walls (publicly in any event).
Noble District
Although rule of Telderist has always been handled in Castle Teraknian, the city’s Noble District has traditionally been thought of as the city’s ruling district, despite Orren Teraknian’s treachery and the resulting years spent under Skum occupation. The other districts view the Noble District as a place of decadence and eagerly await the district’s fall under its own excesses.
Shadowshore
Although relatively small, Shadowshore is perhaps the most notorious of Telderist’s districts. This strip of land nestled in the shadow of the Champion’s District has long been a haven for thieves, assassins, and criminals of all kinds. Generally the only people who live here are the poor or those who can ably protect their property. The city watch has all but given up on Shadowshore, so long as a general state of peace remains.
Midnight District
Like the Cudgel District, Midnight is primarily residences, yet the citizens of Midnight are generally a bit better off than their neighbors, in no small part due to the fact that many of them have stakes in the numerous resource caverns that abound surrounding Telderist. Midnight District is the hub of the city’s slave trade.
The following are the primary gods / demon lords of each district:
1. Azure: Dagon - (pronounced DAY-gon) is the demon lord of the sea and of the sea monsters that dwell in its darkest depths. His symbol is an octopus eye surrounded by a gold disk inscribed with ancient looking runes.
2. Champion: Andirifkhu - (pronounced an-de-RIF-ku) is the patron demon lord of marilith demons, sadistic inventors, and those who inflict pain for pay or sport.
3. Cudgel: Nurgal - the demon lord Nurgal was associated with warfare and the sun.
4. Merchant: Zura - (pronounced ZOO-rah) is said to have been the first vampire, and tales are still told of her blood-soaked bacchanals.
5. Noble: Urgathoa - (pronounced oor-gah-THO-ah) is the goddess of physical excess, disease, and the undead. She is mostly worshiped by dark necromancers and the undead. Sometimes, those wishing to become undead and those who live gluttonous lifestyles make supplication to her. On occasion, folk infected with plagues make offerings to Urgathoa.
6. Shadowshore: Nocticula - (pronounced nok-TICK-you-lah), is a demon lord who concerns herself with the metaphysical qualities of darkness and lust.
7. Midnight: Abraxas - (pronounced a-BRAHK-zuhs) is called the master of the Final Incantation, demon lord of magic and forbidden lore; he is said to know countless magical formulas, spells and secrets.
Ok enough text walls of Lore lets get to meat of what you need to do…
Character Creation:
This game will be Pathfinder 1e but there are elements of Pathfinder 2e that I liked and incorporated into this game. Mainly I will mostly use 2e conditions, as well as 2e for things like poisons and diseases. Also, the influence mechanic may be incorporated as well
Characters will begin in the city of Telderist you may be Drow, or any of the listed races available
Ability scores will be 25 point-buy and If selected I assign some bonus stat points based on background
The following races are available:
Drow (NOT Drow Noble)
Duergar
Duergar Tyrant **
Dark Folk – Caligani
Deep One Hybrid
Munavri **
Orc
Black Orc **
Half Orc
Fetchling
Dhampir
Svirneblin
Ratfolk
Half Elf – Drow Descendant
Half-Elf Drow Heritage
Gnome Dread
Gnome Lava
Goblin (Cave dweller or deep variants)
Hobgoblin
Tiefling
Whisper Gnome*
* Custom Race – see below
** these races will cost 1 CR (see below)
Black Orcs use the same stats as normal Orc with the following modifications:
Stats +6 Strength, +2 Con, -2 Wisdom, -2 Charisma (use these instead of standard Orc)
Gain +1 Natural Armor
Gain DR 1/- (does not stack with DR granted from class (such as Barbarian)
+4 on saves vs attacks and special abilities from Undead
All new characters begin as CR 1. Look at your character in HeroLab and take note of your CR! (This means some will begin as level 2 while others begin as level 1 depending on you race selection)
All characters must have at least 1 character level.
The following Templates are available:
Dark
Shadow
Fiendish
Fiery
Aqueous
Corruption – Shadowbound Creature
Corruption – Deep Creature
Be aware that the setting will be the Darklands. As such everything will be Dim Light or less. Without darkvision all attacks have 20% miss chance
Due to the additions of Templates advancement will be milestone advancement and I will specify what your new CR should be when you advance in level. That means that some with a template may find themselves skipping level ups during the adventure
The next thing to make sure all know: the guns setting for this game is guns are commonplace (the tech level of this game will be equivalent of late 1600’s to early 1700’s) only early firearms are available.
Unchained versions are not required but are available if desired
We are using background skills
All characters will have max HP at every level
Whisper gnome custom race:
*Whisper Gnome is a custom race as follows:
Humanoid
Subtype gnome
Size small
Speed Normal (30’)
Languages Standard – racial language is gnome
Ability scores: Specialized – select +2 Dex, +2 Con, -2 Cha (they also have -2 Strength)
Defensive traits:
Defensive Training – Lesser – Giant
Illusion resistance
Feat and Skill traits:
Sneaky (+4 to stealth)
Skill Bonus Perception (+2 perception)
Magic traits:
Fell Magic
Spell Like Ability lesser – Silence
Offence Traits:
Weapon Familiarity – select gnome weapons and Hand Crossbow
Hatred Select Goblinoid and Elf
Senses:
Select Darkvision 60’
Select Low Light vision
This should add up to 20 points
Alternative choices:
you may replace Weapon Familiarity with Poison Use
You may replace Darkvision with See in Darkness but you also gain Light blindness weakness
campaign traits:
All characters must choose one of the following traits as a campaign trait. This is not a bonus trait but you can take a single drawback to gain another trait.
(These traits are reworded but remain the same mechanically as the campaign traits from Carrion Crown Adventure Path.)
Chance Savior: Fate smiled on you and Verik and Larissa Vanderboren one day in the not so distant past. Through a matter of pure chance, you were in a position to save the adventurers’ lives and did so. Their gratitude was effusive, and they promised that they would never forget you. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time.
You gain a +2 trait bonus on Initiative checks.
Subject of Study: Verik and Larissa Vanderboren approached you as part of their studies, as they heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run in and the means by which you avoided death or injury, they met with you and maintained frequent correspondence until several months ago. The scars of your experience and their continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. They helped you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe.
Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign.
Inspired by Greatness: Whether you knew Verik and Larissa Vanderboren well or only in passing, as colleagues or competitors, their careers and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you all corresponded, and they were delighted to hear that they had directly or indirectly motivated you to strive for your full potential. Saddened by the news of their death, you feel that you should honor their memory by ever striving to attain greater heights and someday match the influence and impact of your idol.
Choose one spell you can cast. From now on, you always cast this spell at +1 caster level.
Making Good on Promises: At some point in the past, Verik and Larissa Vanderboren did you a favor under the condition that they would someday call on you to repay it. After they came to your aid, however, you never saw nor heard from them again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the adventurers would call on you to do continued to grow, until you heard of their death, leaving you with a strange need to finally repay them. Years of living with the fear and uncertainty of the unclaimed debt have inured you to extreme anxiety.
You gain a +2 trait bonus on saves against fear effects.
On the Payroll: The Vanderborens were never shy about hiring professionals to help them attain their goals. Over the course of their long career, many served their needs and benefited from their generous wages. Whatever job they originally hired you for, your performance captured their attention, and they hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time.
Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.
Teachers’ Pet: When Verik and Larissa Vanderboren saw the potential for greatness in one of their charges, they took it upon themselves to nurture their spark. You were such a student. Over the course of several months, you and the adventurers spent hours debating the finer points of your topic of interest, and the intellectual doors they opened for you continue to flavor your outlook on the world. (This trait is restricted to Drow characters only)
You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.
Once you have completed your character and I have reviewed it, you will proceed to the link I will provide the link via PM (or is it DM?) for the pre-selection role-play thread
Here is the set-up for the roleplay:
Adventurers Verik and Larissa Vanderboren died one month ago, their ship tragically burning to the waterline in the harbor of Delvingulf, killing all on board. Now a grand wake is being held at the Standing Stone Park in the city’s Midnight District to celebrate the life and achievements of the two Drow nobles. Perhaps you’ve been invited because of your association with Verik and Larissa, perhaps you heard the revelry and wanted to see what the occasion was, perhaps you just hope to find some free food or even help yourself to someone else’s gold – regardless of the reason, you’ve found your way into the celebration.
A couple of banners adorn the entrance to the wake they each sre of a crimson red bearing the crest of the Vanderboren family
As you enter, you pass a Strange-looking Gnomish woman wearing mourning clothes at the entrance to the park (Kora), greeting all who enter. Various well-dressed people wander the park, talking in hushed tones. A young drow noble woman, her long white hair pulled back into a ponytail, stands talking to an older woman – clearly her mother or some other relative – her eyes scanning the assemblage as she sips from a viper designed goblet. The young Drow woman hold a chain that is attached to two human slaves that she seems to like to flaunt around as a status of power.
Elsewhere, near a table with various Darklands plants and fungi delicacies and a centerpiece of a Giant beetle shell serving as a large bowl of various fire roasted vermin on sticks heavily seasoned, a Drow woman, a couple daggers adorning her hips, talks to her three companions, a drow male, a duergar, and a pale skinned half-Drow, all dressed somewhat less finely than the bulk of the guests.
Currently, Lady Lavinia Vanderboren is not present
Please feel free to post questions regarding character creation and submissions
I do not have a definitive timeline as to how long the recruitment will remain open but I do intend to announce the end at least 24 hours before closing. Any interest post made before the closing will be given time to create their charcter.
Ok, this is only an interest check -Do not submit any character concepts
Now to more details:
A few years back I asked my regular group what they wanted for their next campaign. I got a split vote between pirates and something with drow or underdark theme.
So I pondered this and started looking at the choices. I took a look at the Darklands in Golorian. There I noticed, the sightless Sea and how races of the darklands could sail about there. And then it hit me.
Savage Tide AP but move the setting to the Darklands.
I moved or rather changed, Sasserine to Telderist, a Drow city on the very edge of Drow territory.
I then re-wrote the entire players guide to fit the new setting. And been playing this converted AP ever since
I decided that I might try this same game here.
The game will be Pathfinder 1e but I added elements from pathfinder 2e and will also eventually include mythic.
Obviously everyone would be from the Darklands which changes up character creation a bit
Of course the Vanderboren's will now be a Drow Noble house.
In keeping with what was at my regular table a small selection of templates are available at character creation.
I also converted and added Whisper Gnome using the race builder (20 RP)
My intention is to use theater of the mind for combat as much as possible. I feel sometimes maps pulls away from role playing and becoming more a math exercise.
Each of you have received a notice from your applicable commanding officer. you are each to report to S.D.F expeditionary battalion HQ briefing room 3.
report to Colonel Arvin for a special assignment.
you each reach the briefing room, and are awaiting for Colonel Arvin to arrive for the mission briefing.
you may introduce yourselves and converse until the Colonel arrives.
I am currently running this campaign with my tabletop group. and was wondering what interest there would be here.
first off -- this is an interest check only to see if it is worth it. when I presented this idea on a starfinder group on facebook I was told no-way would it work. calling starfinder a war game (like warhammer)
I refused to accept that and went forward anyway with me table-top group. it is going ok, though not entirely as expected.
anyway here is the pitch:
this game uses the standard Starfinder game setting, mostly as written, with some additions.
This game will be starfinder mashed up with Dr. Who, and Star Wars, and maybe other Sci-fi stuff I can dig up.
Changes to the setting
Pretty much just as detailed in the Core rule book except as follows:
The Azlanti Star Empire is a rather militaristic and very highly advanced civilization. They have been experimenting with time travel and have made several major breakthroughs.
This did not come without consequences. several time-rifts have recently been appearing. Opening worm holes to far off star systems, even other galaxies. This has brought new threats to the known star systems (including the Azlanti Star Empire) but this has also affected the Pact Worlds.
The Starfinder Society became the first to respond to these new threats. A new organization was formed, called the Starfinder Defense Force (the S.D.F.) a military arm of the Starfinder Society as well as leaders in the research of these newly appearing Time Rifts.
Where do you come in?
Each of the party are a part of the S.D.F in one way or another (up to you guys) You have been assembled by Brigadier Arvin, to make contact with Captain Vundemeer of the 3rd Expeditionary battalion on the remote planet Telos in the Telos system.
Telos is the larger of two planets orbiting a very small star. The only planet with an atmosphere capable of supporting life. But due to its distance from the sun as well as the smaller size of the sun, Telos is an ice tundra world. And is a recent discovery near the edge of the TABORI CLUSTER (page 469 of the core book) very close to the Azlanti Star Empire borders.
It is the belief of the S.D.F. that the Telos system was relocated to the Tabori Cluster via a Temporal rift created somewhere inside the Azlanti Star Empire.
The Last transmission from the Expeditionary force indicated that there is some sort of subterranean fortress found under the ice. Now all contact has been lost.
At your disposal, Brigadier Arvin is sending you with the S.D.F. chief Scientific advisor, Dr. Mortimer to travel to Telos and see what has happened to Captain Vundemeer and his expeditionary squad.
This will not be expected to start till after the new year, also I will take at most 4 players (I would like at least 1 player to be new to PbP here on Paizo.
Do Not Submit Characters right now! I am only looking for interest in such a game.
Paladins who take up an oath may make a sacred promise to their god or temple to perform some specific and grand action associated with the oath. For example, an oathbound paladin who takes the Oath of Vengeance may be tasked with killing the orc warlord who razed her home city, while a paladin with the Oath against the Wyrm may be asked to secure a nonaggression pact with a family of dragons. When a paladin completes the sacred promise, the oath is fulfilled, and she may abandon the oath if she so chooses; she may then select another oath or become a standard paladin or a different paladin archetype.
so based on this what happens if someone else fulfills the oath.
say My Paladin is joining an adventuring group (has not joined yet) but before I join the party kills the creature that I have the Oath to kill.
thus is the oath fulfilled? I just made a vow or promise to my god to defeat this creature yet I get there and it was already killed by someone else.
technically it is oath fulfilled but I would think that there would be some repercussions as I did not fulfill the oath nor was I even present when it was fulfilled.
(note that this is NOT PFS, rather a PbP game where I would be joining later in the adventure )
I GM'd Emerald Spire for a second time. when I reported it and assigned my GM credit to a new level 1 character it says that I already GM'd it and got no credit.
should I not worry about that and apply the chronicle sheet anyway?
ok I GM a scenerio for a Tier 1-2 but the scenerio also has Tiers 4-5 and 6-7 do I have to use the same tier that was GM'd? or can I apply it as GM credit for a different Tier (assuming that the character is of the appropriate level.
ie I gm Tier 1-2 but my lowest level character is level 4 can I apply that GM chronicle to the level 4 character and what Tier do I get apply?
OK here is what I was wondering, Normally there is one person that regularly DM's, and that person cannot make it to a session, so I decide to get some GM experience and take over for a scenario.
looking over everyone's character I find a character that has purchased a magic item that was too expensive with regard to the amount of Fame that character had at the time of purchase.
now the said character does have the correct fame, but for the last scenario the character did not. since I was not the GM for the last scenario, I did not know this.
So is this sound correct: (assume all checks succeed)
Round 1 initiate a grapple. (raging grappler power allows me to inflict unarmed damage now)
Round 2: greater grapple allows me to maintain as a move action to inflict unarmed damage,
no at this point since i maintained the grapple raging grappler allows me to give the "victim" the prone condition.
this will trigger the Viscious stomp ability allowing me to make an Attack of opportunity (clever Wrestler fighter ability allows this)
Ok now greater grapple feat allows me to make another grapple check (maintain again) to inflict unarmed damage.
OK so since I was able to maintain the grapple as a move action, now rapid grappler feat kicks in, allowing another grapple check as a swift to "maintain" and inflict unarmed damge again.
1. is there a magic item that allows a non caster to cast a single spell. (I would like my unarmed fighter to use Force Punch spell, or a self only blood rage spell)
2. how about custom items? can I have an amulet of mighty fists but instead fill a bracer or glove slot instead? (BTW same character)
Obviously I am not creating these with creation feats but can it be done within the PFS rules?
I was part of the Sczarni but now I had to switch.
how does the switch work?
what about already earned Prestige points? do they transfer or do I start over?
I am going with The Exchange but I don't really know how this gets reported. as the web site is not updated yet and so I keep getting prestige reported to Sczarni.
first two done...still waiting for some to check in I think
Sarosha:
It wasn’t long after the whole incident with your shadow occurred. You were wondering about the key, when a male voice comes from out of the shadows nearby.
You seem lost; perhaps I could be of assistance. Perhaps I could have answers to your questions as well
The man is apparently half elf; he is dressed in dark clothing, and is armed only with what appears to be a cutlass or scimitar. He has odor of sea salt about him. What is a sailor doing here, and why would he be offering you advice?
You notice a tattoo on his hand, or could it possibly be a brand; the letter “P” the mark of a Pirate.
You are a hard person to find; In fact you seemed to be non-existent until you popped into our world. So tell me, are you still in possession of a Silver key? Would you like to know more about it?
His voice and demeanor seems confident, like he has no fear of you but he does respect your skill.
Balic Giantsmasher:
You sit enjoying your ale, and pondering the key. Suddenly your nose catches the scent of salt, like the ocean. Looking around you see a man approaching you. He is definitely half-elven the only weapon he wields is a cutlass. The basket hilt beautifully engraved with the image of a sailing ship. He has a patch over his left eye, and is clad in sailor’s attire; obviously not just a common sailor but one that holds a position of authority.
You notice a mark on his hand, a branding no doubt, the letter “P” the mark of a Pirate.
mind if I join you? I have been looking for you for some time, finally we can meet.
Before you can answer he takes a seat opposite of you. He motions for some rum. That key you hold. Care to share how you came upon it? I may have information about it you seek.
He takes swig of the rum bottle brought to him.
you share your tale, and then I will share mine. And then you will know what fate has handed you in the form of a silver key.
Looking run a Homebrew adventure set in Golorion. This is a second table not a re-recruitment of my original game.
This adventure is a series of various old modules re done for Pathfinder rules and altered to have a connection to each other with one overarching storyline.
I also relocated all of them onto Golorian.
Some modules are old 3.0 some are old 2nd (or 1st) edition, some are newer 3.5 stuff. None are official pathfinder modules though.
Here is the twist for recruitment.
Create a character back story. I am not telling you where the adventure takes place; you can start your character anywhere in the game world you want to. After character selection there will be some individual role playing to move the selected characters to the required starting point, and meet your fellow adventurers through the role-playing.
Start with a concept and a backstory. No Novels please but create a personality. Give your character some motivation. But see below…
Important info to include in your story!!!
Somehow, your character has to be in possession of a silver key. I don’t care how you got it. Your back story can revolve around this if you wish. The Key is non magical and you have never discovered any lock or door that it will open but for whatever reason you have it.
Pictures are great – got a picture of your character? Then link it in your application.
Along those lines: want to give your character a theme song? post a link to that as well. this will have no bearing on selection just a little something ot have fun and get some inspiration for your character.
I am looking for 5 or 6 depending on the number of applicants and will keep recruitment open till I have a good choice to choose from. (I will give 24 hours’ notice before closing recruitment).
Also based on learning from table #1...I do not want an entire party of characters that all try to stay in the back and wait to see what everyone else is going to do first.
Now on to the meat and potatoes of the character:
20 point-buy for stats.
2 traits as usual (any Paizo source including other AP’s)
One drawback allowed.
Max starting gold for class
Start at level 1
Max HP at level 1 - HP beyond level 1 are PFS standard (1/2 HD+1)
We will use the medium xp advancement.
No evil alignments please.
Allowed Classes:
All Paizo (including ACG playtest)*
The following are exceptions:
No firearms – so no gunslingers (Using older edition stuff and I never did include firearms in it when I converted)
Alchemist - though, I like the bomb concept, I really am not a fan of the wacky mutagens that turn you into some monster or whatever (seems to Jekyll and Hyde for my taste), Also – I have Alchemists’ in the story, but they are your traditional Alchemists (wizards or experts or whatever with a lot of ranks in craft Alchemy), making alchemist fire, and smoke sticks, or whatever; as well as knowing the formula’s for crafting certain items (story line foreshadowing)
If you want to play an alchemist please bear this in mind during character creation. I am not going to outright ban the class, let’s just put on our team player caps here and be reasonable in your choices.
No Sythesist Summoner (not because of balance issues, just I have a hard time following the game mechanics of it) other summoners are fine.
No 3rd party – Period - do not ask (this include psionics)
I use Hero Lab and have just about every add-on Pathfinder data package that comes with it. (You can send me a por file or I can enter it in myself.)
…Let me know and I will PM my e-mail…
*ACG classes may require changes as the playtest is updated.
About myself:
I am in several PbP games I post at various times throughout the day.
Weekends are slow times I may not be available to post.
Timezone: I am Eastern coast US
I am looking at about 1 post a day but I am flexible. We are reasonable people and sometimes things happen. Any advance notice is appreciated and I will provide when necessary as well.
I will reserve 1 seat (maybe more) for a first time PbP player needing to get into a game. If this is you please indicate that in your application.
An Alias is not required initially, but it is appreciated.
Ok, Now my “pet-peeves”
I am stickler for clarity in character sheets and postings. As the reader I don’t want to be left guessing what your character is attempting to do. Or what your abilities are.
(More on this when the party is selected)
I hate these long strings of bonuses to a die roll without some explanation for each one. I need to be able to verify it off your character sheet or it is explained in an ooc addendum to your post. (Somewhere that is clear to me to understand) I will have enough to manage without having to figure out your character’s abilities as well.
I have limited access to the SRD info when at work (admin blocks) so, if there is something that needs me to look up, please be patient as I will have to wait till I am at home to look it up.
Please let me know if you want to take a prestige class, I want to work it into the story as best I can. And on that note, let’s keep the multi-classing to a reasonable level think character development not power development.
I have a fire elemenatist sorcerer If I cast shocking grasp coverted to fire damage using my bloodline arcana would I still apply the +3 to hit if the opponent is in metal aromor or using a metal weapon?
This adventure is a series of various old modules re done for Pathfinder rules and altered to have a connection to each other with one overarching storyline.
Some modules are old 3.0 some are old 2nd (or 1st) edition, some are newer 3.5 stuff. None are official pathfinder modules though.
Here is the twist for recruitment.
Create a character backstory. I am not telling you where the adventure takes place; you can start your character anywhere in the game world you want to. The character selection will be made via roleplaying and thus moving you to where you need to be to begin and meet your fellow adventurers through the role-playing.
Start with a concept and a backstory. No Novels please but create a personality. Give your character some motivation. But see below…
Important info to include in your story!!!
Somehow, your character has to be in possession of a silver key. I don’t care how you got it. Your back story can revolve around this if you wish. The Key is non magical and you have never discovered any lock or door that it will open but for whatever reason you have it.
Pictures are great – got a picture of your character? Then link it in your application.
Along those lines: want to give your character a theme song? post a link to that as well.
I am looking for 5 or 6 depending on the number of applicants and will keep recruitment open till I have a good choice to choose from. (I will give 24 hours’ notice before closing recruitment).
Now on to the meat and potatoes of the character:
20 point-buy for stats.
2 traits as usual (any Paizo source including other AP’s)
One drawback allowed.
Max starting gold for class
Start at level 1
Max HP at level 1 - HP beyond level 1 are PFS standard (1/2 HD+1)
We will use the medium xp advancement.
No evil alignments please.
a hint:
If you include the basis for your traits in your backstory you have a better chance of selection (still not a guarantee though)
Allowed Classes:
All Paizo (including ACG playtest)*
The following are exceptions:
No firearms – so no gunslingers (Using older edition stuff and I never did include firearms in it when I converted)
Alchemist - though, I like the bomb concept, I really am not a fan of the wacky mutegens that turn you into some monster or whatever (seems to Jekyll and Hyde for my taste), Also – I have Alchemists’ in the story, but they are your traditional Alchemists (wizards or experts or whatever with a lot of ranks in craft Alchemy), making alchemist fire, and smoke sticks, or whatever; as well as knowing the formula’s for crafting certain items (story line foreshadowing)
If you want to play an alchemist please bear this in mind during character creation. I am not going to outright ban the class, let’s just put on our team player caps here and be reasonable in your choices.
No Sythesist Summoner (not because of balance issues, just I have a hard time following the game mechanics of it) other summoners are fine.
No 3rd party – Period - do not ask (this include psionics)
I use Hero Lab and have just about every add-on Pathfinder data package that comes with it. (You can send me a por file or I can enter it in myself.)
…Let me know and I will PM my e-mail…
*ACG classes may require changes as the playtest is updated.
About myself:
I am in several PbP games I post at various times throughout the day.
Weekends are slow times I may not be available to post.
I am looking at about 1 post a day but I am flexible. We are reasonable people and sometimes things happen. Any advance notice is appreciated and I will provide when necessary as well.
I will reserve 1 seat (maybe more) for a first time PbP player needing to get into a game. If this is you please indicate that in your application.
An Alias is not required initially, but it is appreciated.
Ok, Now my “pet-peeves”
I am stickler for clarity in character sheets and postings. As the reader I don’t want to be left guessing what your character is attempting to do. Or what your abilities are.
(More on this when the party is selected)
I hate these long strings of bonuses to a die roll without some explanation for each one. I need to be able to verify it off your character sheet or it is explained in an ooc addendum to your post. (Somewhere that is clear to me to understand) I will have enough to manage without having to figure out your character’s abilities as well.
I have limited access to the SRD info when at work (admin blocks) so, if there is something that needs me to look up, please be patient as I will have to wait till I am at home to look it up.
Please let me know if you want to take a prestige class, I want to work it into the story as best I can. And on that note, let’s keep the multi-classing to a reasonable level think character development not power development.
hints on the adventure, don’t peek if you want to be surprised:
This adventure will put you in many locations, from the oceans of the Shackles, to the jungles of the Mwangi Expanse, to the Osirion desert. Old Thasselonion ruins even a dragon (or two) thrown in for good measure.
There will be headhunters, and cannibals, old fortresses (and new ones as well), even undead, Old senile sages and young ones as well, Pirates and bandits, maybe even slave traders and Pesh dealers.
Intrigue and scandal, curses, and disease. Maybe some blackmail as well
if you can not use power attack with a thrown weapon then why can you use raging brutality feat with thrown weapons yet you must be using the power attack feat.
so an ability that can only be used with a feat that cannot be used for the weapon?
if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.
but according to the size modifier chart a large size is -1 so as your Eidolon gets bigger and more menacing then the intimidate bonus becomes a penalty?
in my case I am a gnome (size small) the eidolon is size medium so what is the bonus? if any.
If I get the large evolution what is the bonus to intimidate? (according to the chart it is a -1 penalty?)
Looking for any GM's out there that may be interested in starting a Jade regent AP or is in need of a new player in an existing one (not too far along though) or if your group is anticipating an opening soon
...
Lou here has been trying to get into one for a year now most of the ones he started in have died or been shut down for various reasons.
so if your group is looking to for a skilled cook and amatuer artist let me know ...
I am currently playing in the Serpent's skull adventure path (just starting actually) anyway our party currently consistes of the following:
half-elf ranger (archer)
elf rogue (dagger thrower)
halfling fighter (thinks he is a dwarf-uses a battleaxe and like to drink)
gnome wizard - shadow caster illusionist (me)
as you can see there is no real healing or divine casting (except the ranger but we are only level one right now)
so the question comes up if I should (as the wizard) multi class into a divne caster (cleric or oracle) to provide necessary healing or should I stay wizard
My thoughts were as follows:
1) become a cleric of the gnome god of illusions (don't recall the name right now) (trickery and magic doamins)&(get bladed scarf prof. for free also)
2) Oracle of the heavens gain some cool boosts to my illusion(pattern) spells and go with the haunted curse
3) skip all of this and stay wizard and hope for the best until our ranger can cast spells
also our fighter has also volunteered to multi into cleric but I don't want to hinder out only real damage dealer right now.
the ranger and rogue players are relatively new to Pathfinder and it may be to much for them to multiclass until they are more comfortable with the game.