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Hello and Welcome FairyGM,
If I may recommend, here is a great thread that includes a link to a PDF put together by Bodhizen, with the input of various forum-lurkers. It is a comprehensive PF1e conversion/overlay for adventures in Dark Sun. The thread and the PDF are valuable reads for any prospective Pathfinder Dark Sun GM.

I myself actually have a Dark Sun PBP on the back burner, set here on these forums, using the ShadowDark rule set. Feel free to peruse the 'Campaign Info' tab for any inspiration for your own game.


Oceanshieldwolf wrote:
Really it will be dependant upon the tenor and theme of your Athas setting/campaign. And general prevalence of cannibal halflings or the welcome lack thereof… ;)

Oh, there will be ravenous cannibalistic halflings. Oh yes.

The tenor I aim for is classic Dark Sun vibes, brutal themes, PC danger always on the table.


Some familiarity with the Shadowdark game rules will be preferred, but the game is so intuitive and simple that it can mostly be picked up as we go. The quickstart will certainly be a tool worth downloading. I will also be using some material from a 3rd party publisher (one of his books is a Shadowdark-Dark Sun tribute called 'Shadowsun').

When I'm officially ready to open recruitment I will post a more comprehensive set of expectations.


I am prepping to run a Play-by-Post Dark Sun adventure using the award-winning
[b]Shadowdark[b] rule set by Kelsey Dionne of the Arcane Library. Recruitment will begin sometime in the relatively near future.

Stay tuned for my official recruitment announcement --

*taps fingertips together*


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Thanks you guys, it means a lot.


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Hello my friends,
It is with a heavy heart that I have decided I need to pull away from the PbP forums at this time, and so this game will no longer be moving forward.

This is sudden, I know. I first want to say that you've ALL been awesome roleplayers and fun people to game with, and have made this short game fun for me. Secondly, I would like to apologize for the abrupt end. I've seen many PbP games fall apart for a number of reasons, and I always promised myself that *I* would endeavor to not be the reason why a game fails, if it could be reasonably helped.

As some of you know (from other games where I shared) I had some personal tragedy in my life several months ago. In hindsight I believe I came back to the forums too quickly; I was searching for a crutch, a sort of distraction to keep my mind back on normal fun things that I love, diverting from the sadness that was (is) in my heart. It is now clear to me that I returned too early. My head is not where it needs to be to properly run a game or play in one.

My last and only PbP game that I GM'd went on for a very long time and I was hoping this would be another long-term energetic game. Alas I set a poor foundation and here I am, saddened but resolved to do the right thing for my own peace of mind.

I hope you'll forgive me and maybe we can still be friends who game together again someday. Happy trails and full purses to you all.

-Zedth


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Stopping by for a sec, I'll have a post up later this evening.


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Gamemaster Zedth wrote:
A hundred yards into the woods was a seemingly-empty campsite. It consisted of a circle of stones ringed pile of still-hot ash (known by the light trickle of smoke rising from it), a clothes-line with several shirts and pants drying hanging to dry, an axe wedged into a stump near some chopped wood, a bored tied-up mule its saddlebags set upon ground, and a poorly-camouflaged sturdy wooden chest beneath some leafy branches.

Good lord that was clumsy. Let's try that again.

A hundred yards into the woods was a seemingly-empty campsite. It consisted of a circle of stones that ringed a pile of still-hot ash (assumed to be hot from your distance by the light trickle of smoke rising from it), a clothes-line with several shirts and pants hanging to dry, an axe wedged into a stump near some chopped wood, a bored and tied-up mule with its saddlebags set upon the ground, and a poorly-camouflaged sturdy wooden chest beneath some leafy branches.


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With the storm oracle leading the way the party headed northwest where the tracks led, off in pursuit of the errant chest that was previously bound for the Keep. The heavy rainfall made the trail difficult to follow, obscuring the shape of the tracks and removing most signs of foliage trample, but Eina's grit and determination proved up the challenge.

Drag marks suddenly reappeared along the pursued's route, probably due to the sheer weight growing too much for even the brute(s) who'd managed to carry it this far, suddenly making the tracking little more than child's play. With the road south of them far out of sight, the trees grew more clustered and the land more filled with steep hills that prevented long distance visibility - a landscape likely rich in potential hiding spots.

2 hours of travel goes by.

A mile or two back the drag marks changed to deep hoof marks, indicating the employment of some beast of burden awaiting them along their path, further corroborated by the piles of dung near the change in tracks. Following this new set of signs was not difficult in the soft wet ground, especially considering they were fresh - not washed out by rainfall, these were made in the last few hours. Following with renewed gusto at this realization, the party rose to the top of a wooded hill where the scent of a campfire wafted on the wind, blowing up from the clustered trees downhill, north of their current position.

A hundred yards into the woods was a seemingly-empty campsite. It consisted of a circle of stones ringed pile of still-hot ash (known by the light trickle of smoke rising from it), a clothes-line with several shirts and pants drying hanging to dry, an axe wedged into a stump near some chopped wood, a bored tied-up mule its saddlebags set upon ground, and a poorly-camouflaged sturdy wooden chest beneath some leafy branches.


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Pinto Donasetti wrote:
He inspected them closely trying to match the footprints to something he had seen before, "Do they look like those animal-headed humanoids we fought?"

Some prints resemble deer hooves but with the heel claws much farther back from the cloven hoof, as if the foot was elongated to a man-sized foot. Similar but notably different to the trained eye are another set of pig-like feet, similarly-elongated.

One thing is for certain - these are not the marks of normal deer or pigs. The distance between the steps suggest a gait similar to that of a man, making the beastmen likely candidates for their owners.


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So right now Pinto has the ring, tentatively Brandt could hang on to the staff (until you guys decide to sell or trade up) --

Who's taking the Earth Talisman?


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Gonna wait for now for everyone to chime in on who is taking the loot items. I am adding one update to the Talisman's functionality which you'll see in bold print. Here are the items again for reference:

Runed Copper Ring:

This red copper ring was taken from the finger of the fallen grumpkin shaman. It is lined with delicate arcane runes that flash when the ring is first put on, and every time a spell is cast into or out of it.

  • It acts as a Ring of Protection +1, Spell Storing (minor)

    ---------------------------------------

    Gnarled Staff:

    This staff is made from a mostly straight piece of ash that has been hardened by magical petrification. The head is a curvy gnarled tip that vaguely resembles a claw, suitable for hanging items such as lanterns or necklaces from.

  • It acts as a Quarterstaff +1 that grants its current wielder the feat Combat Casting.

    ---------------------------------------

    Grumpkin Shaman Talisman:

    The talisman that hung from the grumpkin shaman's neck is imbued with permanent magic, unlike the more common smaller versions that the other grumpkins wore. The etched spiral symbol is imbedded with silver, highlighting the carving at its deepest recess.

  • The wearer takes on certain traits akin to creatures from the elemental plane of earth. While worn the wearer no longer needs to breathe and is immune to bleed and poison effects. The talisman must be worn for 1 hour before these effects manifest.

  • Grants the feat Augment Summoning for creatures summoned by the wearer with the Earth subtype.


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    Brandt Holgarson wrote:

    Now we have the items identified. The ring with a CLW loaded goes to Pinto?

    The Staff to Eina?

    The amulet to either Pinto or Eordin?

    Just a note, I'm away from home for the next 10 or so days. I'll try to keep my posting regular, but if I'm slow in responding please bot me.

    Thanks Brandt, it is a good idea to hand out the magic loot now before we proceed.

    Quick reminder about the ring - it can hold up to "3 spell levels" worth of spells, so it could hold 3x CLW or 1 CLW, 1 Shield, and 1 Charm Person. You guys positively identified the ring the night of the battle, so if any casters had leftover spells you may assume they were cast into the ring, if you so desire. Otherwise any new spells put into the ring will count toward today's prepared magic.

    Casters - please chime in and inform what spells, if any, you are casting into the ring, and if you cast them last night or this morning

    Thank you for the heads-up Brandt. Have a safe trip!


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    Taecuss dyn Bru wrote:
    Do we know how far back it is to the place where the chest was lost?

    Each hex is 4 miles across. The map shows about 1 hex worth of distance between the Keep and the bridge where the mudslide was close to. Add some winding inclining/declining roads through the hills/mountains, you're looking at about a 6 mile walk to your destination, which can be done in about 2 hours.

    With full bellies, refilled waterskins, and renewed vigor from a good night's sleep, the party disembarked from their new residence - the Keep on the Borderlands. The clanking and rattling from the lowering portcullis and retracting drawbridge echoed over the narrow canyons behind them as they walked back down the winding pathway leading back to the old thruway, cognizant of the sheer drop on either side of them. Safely reaching the road they turned back westward, wanting to put these gray stony hills behind them and return to the green wooded terrain below where they had first done battle with the wretched grumpkin menace, where apparently a chest filled with coin and other valuables had been lost during a hasty escape.

    Randdom Encounter?: 1d20 ⇒ 12, none

    Two uneventful hours breezed by, much more enjoyable than the last time the group came this way, assaulted by harsh weather and harsher enemies. Not far down the road past the bridge that crossed the river southward, the familiar scene of the mudslide came into view. It was still mostly wet and malleable due to the heavy rains, totally obscuring the road and adjacent ground, seeming to have flowed downhill, southbound over the short cliff into the raging river. There were no apparent enemies around, though the few remaining footprints were difficult to draw conclusions upon due to the recent weather.

    Perception DC 15:

    There are many tracks here - some from the grumpkins, some from the party yesterday, but more importantly there are larger tracks (medium humanoid sized) that appear to be the most recent that amass around a hollow in the mud, then trail off northwest. These tracks are booted and some are animal-like, though elongated like a bipedal humanoid.

    The hollow in the mud has some fading drag marks leading away from it, made difficult to distinguish by the mass of foot prints and rain, though the careful eye can make them out. Something with corner edges was dragged out of the mud here, leaving behind a hollow where the object used to be.

    A further Survival check DC 20 by any party member will be required to track these footprints beyond the mudslide area.


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    Monty took the large handful of coin from Brandt and set it down upon an open space in the alcove he had been cleaning. Opting not to crassly count the generous donation, he extended his fingers over the staff and talisman while generating the detect magic needed to discern the magical properties locked within. After about a full minute of focus, he dismissed his spell and returned the items to the skald, explaining the details of their capabilities.
    "Powerful magicks are held within this talisman and staff. If truth be told, I am envious of that talisman!"

    You folks have now identified all three magic items obtained from the last battle. Use them well! There will be opportunities to trade in the future as the game goes on.

    ---------------

    Pinto you may purchase the 2x holy water right away from Goldhall who has them in stock at the chapel. You will receive 2x alchemical fire and 2x flask of acid in the next shipment or two that arrives.

    Erodin purchases 1x potion of shield @CL3

    ---------------

    Eina, Thud is restless and anxious, not used to tall stone walls and civilization in general, preferring the open air of the wilderness.


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    Forgive me friends, today is busy for me and I don't think I'll have time to get up a post.

    Check back either late tonight or tomorrow AM.

    --------------

    Happy Halloween!


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    Yes, your last reward was 200 gp (from 20x grumpkin ears) plus a writ for 250 gp credit.


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    Any final purchases, purchase orders for delivery (for things like heavy armor, alchemical items, rare items), or housekeeping/RP before you depart?

    Are you guys going to head out today after your breakfast or wait until a later hour or possibly first thing the AM tomorrow?


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    With a donation of at least 10 gold, Monty will identify the two items.

    Gnarled Staff:

    This staff is made from a mostly straight piece of ash that has been hardened by magical petrification. The head is a curvy gnarled tip that vaguely resembles a claw, suitable for hanging items such as lanterns or necklaces from.

    It acts as a Quarterstaff +1 that grants its current wielder the feat Combat Casting.

    Grumpkin Shaman Talisman:

    The talisman that hung from the grumpkin shaman's neck is imbued with permanent magic, unlike the more common smaller versions that the other grumpkins wore. The etched spiral symbol is imbedded with silver, highlighting the carving at its deepest recess.

    Grumpkin Shaman Talisman:

    •The wearer takes on certain traits akin to creatures from the elemental plane of earth. The wearer no longer needs to breathe and is immune to bleed and poison effects.

    •Grants the feat Augment Summoning for creatures summoned by the wearer with the Earth subtype.


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    Carith Blankenship wrote:
    As Goldhall inquires about any items the cleric might want to acquire for the alcove set aside for Iomedae the priest nods absently at first, using the scant amount of imagination he has to envision how it might look after being restored. "Yes, perhaps a small altar draped in sky blue, with a few votive candles in silver holders. A small statuette of the Inheritor would be nice, as well...

    "Easily done. I estimate a cost of ten to twenty gold coins, depending on the quality of silverwork and artistic skill purchased. I will place an order right away. Expect a fortnight before their arrival."

    Carith go ahead and spend whatever amount you wish and we'll hand wave the specifics.

    Brandt had waited patiently for the priests to conclude their business before introducing business of his own. In his hands he carried the gnarled staff and stone talisman taken from the grumpkin shaman the night before. Nodding politely to Goldhall when he had a chance to speak, the skald offered,

    Brandt Holgarson wrote:
    "Good morning to you sir. We captured this staff from the Shaman who was attempting to work some mischief under the keep last night. I was hoping you could tell me something of its properties?"

    Monty glanced at the pieces, nodding in appreciation for the potential value of these magical treasures.

    "I would be happy to do so. Perhaps in exchange for a healthy donation to the chapel?"

    I took the liberty of adding in the talisman since it has also not yet been identified. If you were deliberately leaving it out of this conversation then let me know.


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    The room grew ever more raucous as the song was joined by Erodin, though more for his forthright confidence than his performance skill. Drunken laughter followed the reminder of his dark heritage, as did a few concerned or even dark looks from a few who likely retained harsh feelings for devilkind.

    When Pinto joined the chorus the laughter rose to a fever pitch, albeit briefly. Completely unable to sing in the correct pitch or spout lyrics in tempo, his performance was so atrocious that the levity tapered off for the growing sense of embarrassed shock felt by the drinking soldiers.

    Before the uncomfortable moment threatened to kill the mood utterly, Eina's song and dance blew the roof off the place in an eruption of cheers. The sturdy table provided the perfect stage where the entire room could see her fancy footwork, swaying hips, and amazing control of her voice. She cleverly inserted the word "me" for every "she" in the lyrics, making her the center of attention both in and out of song.

    The companions were proving again and again that they were company worth keeping, planting seeds of trust and contentment among the residents of the Keep.


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    I had a few issues myself with the site being down but the chatter I'm seeing in games is that it was apparently pretty bad.

    I'm not worried about it anymore.


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    Okay then, that's good to hear. :) I won't sweat anymore about it.


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    Do you guys not enjoy the RP posts? There are one or two of you we haven't heard from for nearly a week. I'm trying to leave enough tags (not specifically called out though) for most of you to jump on, but it doesn't seem to be working as well as I hoped.


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    Gatekeeper Sabine entered the inn, calling out for a hearty lunch and for a round of drinks on her.
    "Good men and visiting adventurers! Have a round on me!"

    The dwarven couple hurried back behind the bar where they lined up mugs next to the tun from which the ale flowed, ready to accommodate the generous gesture. The off-duty lads cheered at the officer's kindness, while a few offered what were apparently oft-repeated requests for a dance and a date with the sturdy woman. She replied with her own brand of repeated rebukes seasoned with a jab at their aptitude both in and out of the bed, drawing laughter from nearly everyone present.

    A pair of men produced a flute and double-drum, taking a seat upon a raised platform in the corner. The pair were well-practiced and played well together, filling the room with much-needed background music that is such a welcome amenity in many a tavern. After their first tune they began a second, a popular ditty that came to popularity sometime after the hellwar called "Be she a devil?". The tune was somewhat flat without a singer to carry the melody, though a few men tried (and failed) to remember the words and sing along.


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    A soft whisper slipped across the ears of the elf investigator, though no one was near enough to make such a sound. The subdued voice spoke in perfect elvish, complete with the Torian accent of most elves in the western realm. Turning to the only other elves in the vicinity, Taecuss saw one of them talking into his own cupped hand nonchalantly, surreptitiously,

    "Strange company you keep, blood brother. Are you certain you fight for the right cause?"


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    Carith Blankenship wrote:
    "Master Goldhall, I would like to personally offer twenty pieces of gold to you to continue the restoration of this Chapel. Though not much, it should be enough to buy the sweat of some of the tradesmen and off-duty guardsmen who care to earn some extra coin and get the hard work of clearing this area of the garbage done so that the true renovations can begin." The priest counted out the coins to the man, trusting that Goldhall will make the arrangements and not simply pocket the money.

    Monty nodded a silent thanks when Carith began helping with the cleanup effort. When the coin was offered the oft-drunken priest set down his brush, wiped his sweaty brow, and replied with a genuine smile.

    "That is a fine gesture and a fine idea to solicit help. I think I will do that. Here, I have something for you as well."

    He hustled away to a side office chamber with his emerald green robes whisking along the floor, returning moments later with a polished rod of stained wood tipped with an rune-etched piece of quartz crystal.
    "I found this hidden away on my first day of duty here at the Keep. It probably belonged to the last priest who presided over this chapel. It has a few uses left in it, and I'm sure you and your friends can make use of it."
    Monty hands Carith a Wand of Lesser Restoration with 3 charges.

    "I was cleaning this alcove for you to use as you see fit. Would you like me to place an order for any relics or tokens of Iomedae?"

    Erodin Stark wrote:
    It seems like a late night is in store for Erodin as he celebrates the thrill of his greatest victory. "I'm telling you, this creature was HUGE! Had legs going off everywhere, you'd chop one off and there'd be 5 more where they came from"

    One soldier who fought alongside Smuckers grabbed his drink and sauntered over to the storytelling braggadocious tiefling, knowing that he too would warm himself in the adoring glow of his fellows. Nodding sagely to the details of Erodin's tale, he worked his way into the conversation,

    "Knocked me to the ground, it did! It was the size of a house, and all I could do is raise my shield when it came down on us. Boy, it was a sight! Got a few good hits on him though."


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    Carith Blankenship wrote:
    ...want to take Goldhall up on his offer for a quick conversation about the shrine first. We can handwave the rp, if you like, I just wanted to make sure you knew he was eager to do it.

    A short time after breakfast Carith opened wide the doors of the humble chapel up around the corner from the Sleeping Dragon. The heavy wooden doors glided easily upon well-oiled hinges, opening with barely a shove to reveal a room much more beautiful within than without - or at least it was once beautiful.

    A small foyer opened into a room much longer than it was wide, lit by sunlight pouring through several stained-glass windows, most of which were broken. The shattered glass had been swept into piles along with a large amount of other detritus and garbage, waiting to be hauled away. Multiple unlit braziers dotted the room amongst a set of pews facing a podium atop a dais at the far end. Cubby-alcoves lined the walls, each adorned with a shrine to one god or another; some were well-stocked with paintings, statuettes, candles, incenses and the like, while others were bereft of all but a simple idol or tome of scripture, and fewer still were completely empty and ready to be dedicated.

    Goldhall was in one such cubby, scrubbing away some sort of filth on the brick wall left by the previous vile inhabitants of the castle. Behind him were several bags filled with refuse sitting next to a bucket and mop. He did not seem to notice the entrance of the fellow devout man of the cloth.


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    Pinto purchases 1x CLW potion (50g) and Erodin purchases 1x Shield potion (50g). Make note of whether you're taking the funds from your personal money or from the writ.

    Brandt Holgarson wrote:
    Brandt has nothing he needs urgently to buy. Getting the Staff identified is all he wants to do first.

    Has everyone in the party who can cast Detect Magic and who has a rank in Spellcraft given it an attempt? You guys can always request help from Goldhall for such things as well.

    Eina wrote:

    Seeing the elves and their sour looks, Eina grabs a quartet of flagons and makes her way to their table exchanging salutes and jabs with the soldiers as she weaves through the crowd. With a flourish she sets three of the mugs before the elves.

    "My father always said that warriors unwilling to celebrate a victory have only themselves to blame for their unhappiness. Drink and join the rest of us! We achieved a great victory against the vermin that infest this land, this is not a time for grumbling, but of celebration and bonding!"

    Eina raises her mug for a toast as she smiles at the elves, waiting for them to follow suit.

    Elegant eyebrows raised at the perceived audacity of the woman as all three elves looked from the flagons up to her visage. One of the trio raised a hand and motioned over the drinks, causing an apparently-magical stone on his leather bracers to glow gently for a moment. He then nodded to his companions (brothers perhaps? They were so similar) at which point they picked up their respective offered drinks and took a small polite draw.

    The sturdiest elf spoke then, abruptly,
    "It seems that your victory saved the Keep. Know this - we will redouble our efforts, as we have no intentions of allowing you and your group's efforts to outshine our own. The game...is on!"

    Spellcraft DC 15:

    He cast Detect Poison from his bracers.

    Sense Motive DC 10:

    The elves are still overtly unfriendly but the deeds of the previous night have shown the prowess of a group worthy of deigning to speak with, at the least.


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    Sorry about my absence yesterday, I just couldn't find the time to get to my computer to post. I just arrived to work so give me an hour or two for my break and I'll get us back on track.


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    Eina wrote:
    ... It brings up some interesting opportunities for female PCs even.

    That is one of the big reasons I prefer the psuedo-Earth paradigm. I love female PCs shattering the stereotypes and putting jerks in their place. In my home games it's usually my wife and a few of our friends comprising a mostly-female group, and this has become one of my favorite story devices to play off of. Their PCs are virtually always female too and through their adventuring and RP they end up empowering the local women and setting the standard.

    Eina wrote:
    For example, how's Eina going to be received when there's some fancy party that she needs to go to?

    Just as in Earth history women have been world leaders, wealthy business owners, and have held positions of power. These women were treated with the utmost respect at the galas and balls they attended.

    Generally speaking I would put more stock into Eina's cultural leanings and her ability to adapt to new cultures as larger factors than her gender. Also one would have to consider the immediate setting; for example if a party were held at the Keep, Eina already has a reputation for valor and magic might. I imagine she would be well-respected!


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    Eina wrote:
    Eina's all too happy to replace her boots with the free ones. It may take some work to find a pair that aren't too big for her, though.

    I assume you're referring to the fact that you're female as the reason whey it may be difficult to find your size.

    This brings up a flavor notion that I haven't really brought up yet but this gives me the opportunity to do so. In most communities in my game world the gender roles mostly mirror much of Earth history in that men make up the overwhelming majority of the town guards, soldiers, and warriors in general. I don't feel any obligation to insert phony "gender equality" that ignores trends and choices made on average by the sexes or that ignores simple physical differences. The genders are of course equal in many ways and are not in many others.

    I veer off from this average with PCs in that they represent the cream of the crop, best of the best and therefore males/females essentially can take on any role equally.

    With that said, there are currently zero female soldiers in the keep because the garrison is relatively small. This will likely change as the adventure goes on, but it does mean that Eina is right in that she'll have to look through the entire quartermaster's stock to find a pair of suitable boots!


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    A bell rang out signaling the guard shift change, sending a rolling grumble of resigned grouch from those breakfasting soldiers yet to start their daily duty. Helms, sword belts, and the like were grabbed and most of the inn's tables were emptied in a matter of moments, refilled minutes later as the off-duty crowd trickled in for refreshment and company.

    Among these newcomers was Captain Smuckers, clearly in need of a shave, bath, and a long sleep. Mugs were raised and salutes were given at his entrance, respectfully dismissed with a tired hand wave by the officer. He strode toward the adventurers with a pair of scrolls in his hand, then pulled up a chair before explaining what he held.
    "This is a writ for 250 gold, payable when funds become available. I'm afraid we are short at the moment, as we are waiting for another caravan to deliver supplies which should arrive any day now. You can use the writ as credit within the Keep or wait for the gold coinage."

    "If you'll remember the errant chest I mentioned, the one that recently fell from the supply wagon near the mudslide - it contained coinage for my soldiers' salaries and for bounty payments, not to mention several magical potions. Due to its loss I'm afraid we are low on funds at the moment, and so I cannot pay you the gold you have earned. Rest assured that the writ will be honored when we have remedied this situation."

    He unfurled the second scroll after relinquishing the first to the adventurers.
    "This is a map of the castle. See down here along the south wall, the buildings marked with a #7? Those are apartments reserved for VIPs and merchants willing to pay rent."

    "I am granting the use of two of these apartments to the six of you for the remainder of your stay here, free of charge. This is my 'thank you' for your valiant defense of the Keep."

    The #7 adjacent to #11 is Goldhall's apartment, but you guys can pick any two others along that stretch there at the south wall.

    As to potions - there are no NPC alchemists or potion makers in the Keep right now. At this time magic potions are delivered with supply caravans, but unless you guys place an order for specific potions you can expect them to be fairly vanilla spells such as cure wounds.

    There are a handful of potions available for purchase at the chapel. There are 3x CLW (50g each), 1x Shield @CL 1 (50g), 1x Remove Sickness @CL1 (50g), and one Remove Disease @CL5 (750g)


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    Don't forget you folks have not identified the shaman's stone talisman either. Also thank you Taecuss for iterating the bounty-ear collection.

    Erodin Stark wrote:

    Disregarding the haughty elves, Erodin continues chatting with the soldiers. As more trickle in, Erodin sees if he can't join them in a drinking game, dice, darts, or the like. Though he often felt self-conscious about his heritage, he felt more comfortable among soldiers.

    "So, between you and me, where's the best place to get a little lovin' 'round here?" asks Erodin, in search of a woman of the night.

    Having gained the trust of several men-at-arms, Erodin furthered his foundation building by joining in a raucous game of axe throwing at far end of the pub. One gap-toothed soldier called 'Metalhead' (so named for his tendency to wear his helmet even while off duty, as a sort of fashion statement) smiled at the tiefling's question, clearly one who likewise enjoys the purchased pleasures of the flesh. The steel nose guard left only the eyes and mouth visible, thus accentuating his ludicrously wide gap between his front teeth.

    "Capt'n says some girls are coming soon in the one of the next caravans. Can't wait till they be showin up!" He lifted a small purse to eye level and jingled the coinage inside, "I got their wages sittin' 'ere in my pouch!"

    Carith Blankenship wrote:
    Carith's gaze noted the irritation stamped on the faces of the elven trio, but he dismissed the small group of men as simply being jealous. The cleric didn't worry himself with such things, so he simply ignored them. Instead, as before, he took the opportunity after he had finished breaking his fast to heap praise upon his companions and upon the Inheritor, telling the assembled guards and craftsmen that his Goddess favored the small settlement on the outskirts of the wilds.

    "Cheers! To the inheritor and to my lord Battleborn!"

    Monty Goldhall exclaimed his own toast to the gods with a raised flask as he entered the inn for some breakfast. He went directly to Carith and pulled up a chair. He plopped down a good sized sack that clinked heavy with coin,
    "Here are your bounties on the grumpkins from last night. I'm sure you'll see that your friends' cuts are received? Carith, please join me later at the chapel. I was wondering if you might want to set up a more permanent and better equipped shrine for your own use. The few religious here are happy to give praise to Battleborn when I can muster the energy for a sermon, but I'm no preacher. Maybe they'd like to hear from you?" He then shared a tired, defeated look of one who longs for days gone by.

    200 gp received by the party.


    Tactical Map
    Erodin Stark wrote:

    Just want to say that work is pretty intense right now, my posts may be a bit cursory until that passes next week. Sorry in advance.

    -Posted with Wayfinder

    Eina wrote:
    It is really late here and I'm not going to be able to get a post in before tomorrow night. I'll make it worthwhile, I promise.

    Not a problem. Luckily we're not in the middle of tension or combat so we have some wiggle room.

    Pinto Donasetti wrote:
    What's the loot situation? I wouldn't mind buying a CLW potion or two to have handy.

    I will address the availability of potions in my next post (probably in an hour or two). As to the loot situation, I posted all loot obtained from the combat several posts ago, and the Captain is coming to meet you guys "later" to give you a cash reward and supposedly a bonus gift. You are owed 200g for the grumpkin ears but it has not yet been collected - I will address this in my next post as well.


    Tactical Map

    Erodin, I just noticed that I never responded to this post! I'm sorry about that. Would you like an answer in hindsight or would you like to have this occur right now instead?

    Erodin Stark wrote:

    Disregarding the haughty elves, Erodin continues chatting with the soldiers. As more trickle in, Erodin sees if he can't join them in a drinking game, dice, darts, or the like. Though he often felt self-conscious about his heritage, he felt more comfortable among soldiers. [dice=Profession (soldier) instead of Diplomacy, to gather info?]1d20+4

    "So, between you and me, where's the best place to get a little lovin' 'round here?" asks Erodin, in search of a woman of the night.


    1 person marked this as a favorite.
    Tactical Map

    When the next morning came the friends glided downstairs into the inn's pub and dining room to a hearty round of applause! Off-duty or breakfasting soldiers clapped them on the back while Daelin and Lafsa ushered the group to a reserved table already set with clean bowls, plates, pewter utensils, and tall mugs. Platters were fetched from the kitchen carrying piles of crispy bacon, scrambled eggs, fried onions and peppers, hot oatmeal, and fresh bread replete with a crock of butter and honeypot. Bottles of wine and offers of ale were also given, ensuring that the conquering heroes would be anything but hungry on this morning.

    Warm sunlight shined through the windows indicating that the rains had finally let up, while conversely the demeanors of the trio of elves seemed to darken to a full-blown cloud, peppering their haughty arrogance with jealousy and derision. Their handsome almond eyes looked anywhere except the heroes' table, unable or unwilling to witness the adulation being graced upon them by well-wishers and the dwarf innkeepers.

    You have collected 200 gp more from the 20 ears obtained last night. Smuckers said he would bring more money and another award later today.

    Chime in with an RP post or two here. It's a nice break from the action where you can take some liberties with local personalities.

    You can refer to this post for info/leads and this post for rumors since I haven't yet put up a document with this info compiled. When you're done making an RP post or two, chime in with any purchases you wish to make and then discuss what your next course of action might be. Will you follow one of the leads/rumors? Will you simply go exploring and find what adventure comes your way?

    Currently posted bounties:
    •Grumpkins - 10 gold coins per left ear
    •Beastmen - 25 gold coins per head
    •Greenskins - 5 gold coins per left ear
    •Red Kobolds - 5 gold coins per left ear
    •Ice Kobolds - 10 gold coins per left ear
    •Lizardmen - 10 gold coins per head
    •Gnolls - 10 gold coins per head
    •Ogres - 100 gold coins per head

    Operational facilities:
    •Inn/tavern
    •Smithy
    •Quartermaster (general supplies)
    •Chapel
    •Vault (for bounty pays, safe deposit, and moneychanging)


    Tactical Map

    It was a grim task indeed, a labor most foul but decidedly necessary to maintaining order and safety of the innocent. Flashes of light from the lightning blasts cast light upon the wet steel and cold iron weapons, utterly covered in mucus, shell fragments, and black blood. The floor of the room was filled to overflowing with the remnants of the eggs, soaking into boot leather and oozing out into the hallway complex outside. When the deed was done the room was scanned once again to ensure that not a single viable egg remained intact. Satisfied that their duty was fulfilled, the adventurers finally felt that fight was over and that the keep would be safe...for now.

    Guards were posted in the mud chamber and at the opening in the cliff face below the castle, while the rest of the soldiers and adventurers returned to the Keep's streets through the secret passageway, again entering the heavy rainfall that didn't want to let up. The rain was finally a welcome sight for the downpour did much to wash away the filth from the warriors' clothes, arms and armors. As to their boots there was no way around it - they were ruined forever by the egg ooze and grumpkin blood.

    The Captain of the Keep shook hands with all six of the traveling heroes, then offered his thoughts once again,
    "I and my men want to thank you for your actions, your heroism, and your skill. Were it not for you the castle and everyone inside would be in jeopardy. Your names and deeds will be entered in our Lady's ledger, earning you six your first commendations for this evening's deeds. Next time we meet I will honor you again with a cash reward and another prize yet to be determined."

    "Go now, get some rest. Your reprieve is well-earned."

    The group found the Dragon was surprisingly quiet in spite of the recent activity. The hour was late but since the entire garrison had been roused one might have assumed there would be more food and drink being served. Apparently this was not the case as most soldiers were either thrust into active duty or had retired to their beds. Only the dwarf innkeep Daelin was awake, and he in his nightgown carrying a candle for light (more for the patron's sake than his own) beckoning them over to the staircase that led to their rooms.

    You may now rest for the night! Your boots are destroyed unless you want to wear stained stinky shoes for the rest of the adventure. You can get some free replacements from the quartermaster or you can purchase new ones yourself that are more to your liking (not army-issue, in other words)

    Your first Commendation means that within the Keep you all will receive a 10% discount on book price for most purchases and your trade-ins are worth 60% of book value, up from the standard 50%.


    Tactical Map
    Taecuss dyn Bru wrote:
    I'm assuming 'close to hatching' since they are human child sized, and grumpkins are small creatures.

    That is a good and fair assumption.


    Tactical Map
    Carith Blankenship wrote:
    Carith finished threading through the soldiers, coming to stand before Smuckers. "Captain, since collapsing these tunnels would likely damage the integrity of the structures above, I would suggest posting a guard. Sealing them off would only serve these grumpkins, since they have an affinity for stone and can seemingly bypass it with ease."

    "I agree. Caving in is not a viable option. I would estimate that the inner bailey gatehouse is above this chamber, which would mean a great deal of the inner Keep would collapse if we took such a drastic action."

    "Guard duty seems prudent. I still have yet to witness or hear testimony of the grumpkins moving through solid stone; our encounters with them have revealed their extraordinary climbing speed and the ability to swim through soil only, so while cautious, I do not believe that this stone cave is penetrable by their unnatural abilities. It is unknown to me how long they held the Keep before we arrived, but apparently it was enough time to carve out this chamber from beneath the castle's foundation. For now we must remain vigilant in preventing others from reclaiming this chamber. Perhaps we can spruce the place up a bit and make use of it ourselves." He smiled at the notion.

    After the grim task of piling bodies for a future burn, the soldiers and adventurers went about exploring the remaining two offshoots from the chamber. One led to an east-facing ledge that opened to the narrow valley far beneath the Keep, crowned by an outcropping of stone that prevented any looking down from the battlements from noticing any such opening. This breach was likely where the grumpkins entered and left this cave complex as their ability to climb sheer rock walls would allow for easy access.

    The last cave winded away north, soon splitting off into a chaotic mess of tunnels and subtunnels, leading to thirty or more chambers that were apparently serving as living quarters for the verminous grumpkins. Clay pots and mugs sat on stone shelves next to maggot-infested piles of straw, flattened and brown from years of sleeping. The stench was too much for many of the soldiers, but luckily there did not appear to be any further living threat therein.

    The main point of interest within these chambers was found at the center of this north tunnel complex where a room some thirty feet across was nearly filled to capacity with eggs - large eggs, the size of a human child, glistening with a milky wet film over a stone-gray shell. There were probably a hundred or more...

    Knowledge Local or Nature DC 17:

    These are grumpkin eggs. Grumpkins appear 'male' to most sensibilities but lack any real gender. How they create the eggs is yet unknown but it is known that they spring to life from eggs, fully grown and capable of all the evil they're known for.


    Tactical Map

    Loot:

  • Grumpkin Shaman Talisman (radiates magic, see spoiler above)
  • Runed Copper Ring (radiates magic)
  • Gnarled Staff (radiates magic)
  • 19x Serrated Shortsword (small-sized)
  • 2x uncut emeralds worth 250 gp each
  • Handful of semi-precious gems worth 100 gp
  • 100 cp, 50 sp (rounded these off for simplicity)

    Detect Magic + Spellcraft DC 21 = Runed Copper Ring:

    This red copper ring was taken from the finger of the fallen grumpkin shaman. It is lined with delicate arcane runes that flash when the ring is first put on, and every time a spell is cast into or out of it.

    It acts as a Ring of Protection +1, Spell Storing (minor)

    Detect Magic + Spellcraft DC 20 = Gnarled Staff:

    This staff is made from a mostly straight piece of ash that has been hardened by magical petrification. The head is a curvy gnarled tip that vaguely resembles a claw, suitable for hanging items such as lanterns or necklaces from.

    It acts as a Quarterstaff +1 that grants its current wielder the feat Combat Casting.


  • Tactical Map
    Pinto Donasetti wrote:
    Still wary that the thing may come back up to life, he asked, "What was this thing? Did we get rid of all the little buggers?"

    The fallen were many and none stirred from the cold stillness given them moments before. Copious amounts of black gore and torn flesh covered the floor, spread ever further by the Keep's soldiers walking amongst the bodies as they put each to the sword, ensuring none yet lived. There was yet no other indication of more enemies about, though two out of the three caves exiting the chamber remained unexplored.

    Taecuss dyn Bru wrote:
    With the battle over, Taecuss lowers the bow. He makes his way down to the floor level. Getting a closer look at the centipede, he lets out a low whistle. He says to Smuckers "Well, captain. What part of that should we take in for reward?" His tone is mostly joking.

    The captain grasped Taecuss' forearm in a manly shake, bursting with good-natured camaraderie bolstered by the thrill of recent battle.

    "There's not much left to claim! Give me some time. I promise I will find you a suitable reward for your deeds this night."

    Taecuss dyn Bru wrote:
    He'll knee down next to the fallen priest. Was he a grumpkin as well? Did he have anything on him that might explain who he was, or on whose behalf he was acting?

    The elf drew back the hood to reveal what was certainly a grumpkin though one of larger stature than the small ones encountered thus far. This one's skin was a bit paler, bordering on white, and it had a aged look indicating that it was likely some sort of elder. There were several pockets on the inside of its robes as well as a leather belt and pouch, none of which gave any clues as to whether the shaman was acting on any behalf other than its own.


    Tactical Map

    I still have the "rumor/quest lead" and "NPCs" documents on my radar. They will be helpful very soon now that we're out of combat again and you guys will need to pick something to do!

    I'll try to work on those this week.


    Tactical Map

    Taecuss, Brandt, and Carith - the three of you previously rolled to identify what these stone pendants might mean, and this blurb was what you figured out:

    The pendants were looked over while Pinto went about his skinning. There was no apparent religious or historical context, though the elf investigator thought these gray stone talismans with etched spirals were an arcane focus of some sort, having something to do with elemental earth. Grumpkins were a fey-goblinoid with ties to elemental earth, but none of these used any apparent magic. For the moment their presence was somewhat mysterious.

    Having seen them in action Taecuss' hunch has been proved correct. Led by the shaman with the largest version of the spiral-stone talisman, the other grumpkins used their talismans (and possibly a bit of their innate elemental essence) as arcane foci to channel the shaman's magic into a more potent form. They are akin to a lens focusing beams of light, useless without said light passing through them.

    Detect Magic + Spellcraft DC 20:

    The talisman that hung from the grumpkin shaman's neck is imbued with permanent magic, unlike the more common smaller versions that the other grumpkins wore. The etched spiral symbol is imbedded with silver, highlighting the carving at its deepest recess.

    Grumpkin Shaman Talisman:

  • The wearer takes on certain traits akin to creatures from the elemental plane of earth. The wearer no longer needs to breathe and is immune to bleed and poison effects.
  • Grants the feat Augment Summoning for creatures summoned by the wearer with the Earth subtype.
  • More to come. I ran out of time just now! If you have any more questions or actions go ahead and post them now but when I get back I'm going to address your last posts, post some loot, and move things along a bit.


    Tactical Map

    Brandt's conjured lights flew off down the cave in pursuit of the fleeing gremlin only to catch sight of him running at breakneck speed from the battle, nearly to where the cave branched upward back toward the Keep's street.
    Unless you guys have some means to move very quickly and then have a reasonable chance of downing the gremlin with ranged attacks, I'm going to handwave this by saying he escapes. On this round he could again double move and since there are no soldiers or PCs in the cave to stop him, he will have free rein to move without harassment. Whatever soldiers may be waiting in the Keep's streets where the cave secret passage is open will not be able to deal enough damage to him to stop him either.

    After shrugging off the centipede's slam attacks, Erodin was close behind with his longhammer, knocking free the stone appendage that had failed to harm him. The stone leg shattered into a hundred pebbles on the cave floor nearby.

    The elemental beast was trembling now, its structural integrity diminishing with every moment, with every attack. Taecuss took aim at one of these cracks at the creature's core chassis, certain that he could maximize the weapon's effect if his aim was true. It was one of those moments of perfection where time slows and clarity abounds; the elf knew that his arrow would hit before he had even released the shaft. The arrow sailed through the air directly into a breach, splitting the crack beyond any ability to hold weight, causing the giant beast to crumble utterly and splash piece by piece into the muddy pool below.

    The elemental was no more.

    Smuckers and his men roared in triumph, smiling and cheering with gusto to the adventuring friends and their fellow soldiers. An eerie quiet fell over the chamber, broken only by the heavy breathing of the forces of good who had prevailed over the many broken evil that lay scattered about.
    Erodin smashed the elemental followed by a crit from Taecuss. The elemental centipede is defeated!

    Out of combat. Actions? RP?


    Tactical Map

    The tiny gremlin was extremely nimble and hopped aside when Eina's lightning flew by. The energy slammed into the ground nearby, leaving a smoking scorch mark where the gremlin was supposed to be.
    Eina missed with her lightning attack

    Bad guys, Round 7:

    The little creature's ears cupped to focus on the sounds of approaching footsteps, informing him that the odds had just changed for the worse. He uttered a comical "uh oh!" and bolted back up into the cave where he was previously hidden. He was soon out of sight, swallowed up by the darkness therein.
    The Gremlin makes a double move back into the cave that leads to the secret way up to the Keep's street. The only light was from the plants/mushrooms upon the pillars, and their light does not reach far. The cave is in utter darkness. Pursuit in darkness has a chance to fall prone, see the spoiler -

    Moving in darkness/blinded:

    Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Blinded creatures can't run or charge.

    The collapsing centipede was still a massive creature, still capable of dealing punishment on behalf of those who had summoned it. Instinctively understanding that the tiefling had dealt it the most grievous wounds, it focused what energy it had left upon it. It's stony slams crashed against Erodin's armor but did not managed to damage the flesh beneath.

    Centipede vs Erodin, slam: 1d20 + 7 ⇒ (8) + 7 = 15
    Centipede vs Erodin, slam: 1d20 + 7 ⇒ (10) + 7 = 17

    Everyone may go!
    Taecuss, Carith, Erodin, Eina - Round 7
    Pinto, Brandt - Round 8


    Tactical Map

    The shaman grunted deeply from the severe blow, one that was subdued from pure pain but loud enough to show displeasure. The weight of the attack knocked him off balance, causing a wobble in his sprint to the wall. Eina's lightning bolt flew past the fleeing grumpkin and into the sheer rocks beyond, sending pebbles out in a burst. The foe started to climb up away from the magic-flinging and spiked mace-wielding unrelenting killers behind him but it was too late. Another strike from the morningstar broke the grumpkin shaman, shattering its spine and sending it to the floor in an unmoving heap.
    DOUBLE crit! Pinto has slain the shaman boss.

    Not far away Erodin opted for a most unconventional and disgusting method of dealing with the rats at his feet - the wide-mouthed fighter dipped down for a bite akin to a sea whale scooping a thousand fish in one swoop. His devil-born teeth shredded the bodies of more than a dozen rats and scratched a score more. Erodin spat out an otherworldly-mouthful of rat gore while the swarm dispersed in all directions, rats skittering for any shadow or cranny they could escape to.
    Rat Swarm is defeated! Erodin's attack vs the elemental missed.

    Up above the melee the elf backpedaled and sent an arrow into the gremlin upstart. The arrow sliced an edge of skin but did little damage, flying off to the cave behind.
    Taecuss deals 2 points of damage to the gremlin.

    GM Only:

    Shaman = dead
    Rat Swarm = dispersed/dead
    Centipede damage taken = 45 + X from Smuckers' men
    Gremlin damage taken = 2

    Need actions from Carith and Brandt.


    Tactical Map

    I make some rulings like those because they just make sense even though they're not precisely RAW.


    Tactical Map

    With a crack nearly as loud as the recent bolts of lightning, Erodin's longhammer landed a nearly perfect blow upon the centipede's back, shattering a huge portion of stone and breaking the creature nearly in half! Stone splinters exploded outward and rained upon the soldier's shields. What remained of the creature was still massive and dangerous, but another blow like that would surely finish the creature.
    FYI normal elementals are not subject to critical hits however this one has a more solid structure and therefore is subject to them. Erodin deals 39 points of damage!! (wow, you rolled a 12 and 11 on 2d12)

    Emboldened by the attack and by the knowledge that a devout healer stood in their midst, Smuckers and his soldiers attacked with renewed vigor, chipping away even more at the diminishing elemental.

    ---------------

    Eina:

    I just reviewed the recent combat posts and it seems that the only weapon you had out was your longbow, so unless I missed a post saying you drew a weapon I am going to assume that you were unable to take any AoOs against the swarm.

    Bad Guys, Round 6:
    The glob of acid continued to sizzle and pop, seeping through to burn away at Taecuss' flesh, though the sticky liquid simply vanished after a few painful moments.
    Taecuss takes 8 points of acid damage.
    Acid damage: 2d4 ⇒ (4, 4) = 8

    The swarm of chittering rats pressed on as an undulating mass of fur, tails, and teeth. Their bloodlust kept them in pursuit of Eina up until when the tiefling presented a closer target for their indulgences. The swarm was quickly upon the tiefling, attempting crawling up and over his arms and legs where they could take a bite.
    Erodin, the rats provoke an AoO as they move into your square. If you hit and can manage to deal 7 points of damage, the swarm will disperse and you will not suffer 1d6 damage and will not be subject to the saving throws.

    (Possible) Swarm Damage: 1d6 ⇒ 5
    Erodin (possibly) takes 5 points of damage, and if so please make 2x Fort Saves @ DC 12.

    Filth Fever & Distraction:

    Filth fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

    Distraction: (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save DC 12 negates the effect.

    The centipede turned fully toward Erodin, but its assault was not precise enough to land a blow. Yet more mud and crumbling rock fell away from its frame, leaving the monster looking a bit pitiful compared to its previous form.
    Centipede vs Erodin, slam: 1d20 + 7 ⇒ (11) + 7 = 18, miss
    Centipede vs Erodin, slam: 1d20 + 7 ⇒ (8) + 7 = 15, miss

    Pinto suddenly burst into motion, timing his sprinting leap to coincide perfectly with the elemental dipping down for an attack - the warrior flew through the air and speared the mounted shaman with his shoulder, knocking him from his high and mighty position atop the elemental to a more manageable spot on the cave floor!

    The game-changing move did however open him up for the centipede to swipe at him, and so it flung its head downward to drive the man into the mud.
    Pinto takes 8 points of damage from the elemental.
    Centipede vs Pinto, slam: 1d20 + 7 ⇒ (9) + 7 = 16
    Damage: 1d6 + 7 ⇒ (1) + 7 = 8

    The robed shaman sneered at the bold flying warrior, spitting at him while he stood to make an escape. He hustled away toward sheer wall below the landing and began to climb with the ease of a spider upon its web. (The shaman is 5' up along the wall but is moving fast.)

    Pinto you may make an AoO against the shaman as he stands from prone and/or from when he leaves your threatened area.

    Making a sudden unwelcome reappearance was the heinous little gremlin from the street battle less than an hour ago! Popping out from the shadows of the cave it brandished a whirling spiked chain, moving toward Taecuss on the downward ramp near the landing. The tiny whirring chain would almost have appeared comical for the size if it weren't for the jagged rusty edges that lined the chain's length.

    Gremlin vs Taecuss, spike chain: 1d20 + 6 ⇒ (4) + 6 = 10, miss

    The pint-sized big-eared stinky little gremlin grinned wickedly at the elf through clenched pointy teeth, promising another swing of its deadly chain in the next moment.

    ---------------

    Everyone may go!
    Taecuss, Carith, Erodin, Eina - Round 6
    Pinto, Brandt - Round 7


    Tactical Map

    Brandt, about your awesome feat - noted and updated your HP.

    Another arrow sailed from Taecuss' bow, this time aimed with precision; its cold iron tip tore through the shaman's skin and buried deep in its flesh, causing the evil caster let out an otherworldly howl of pain.
    Taecuss deals 5 points of damage to the shaman

    After swiping the rats from her arms and legs, Eina turned to the swarm and summoned another bolt of shock which blasted into the verminous mass. The electricity burst outward like a spiderweb that danced among the clustered rats, killing a fair portion of the swarm.
    Eina deals 9 damage to the swarm (50% bonus damage, arguably "AoE" with the way electricity would behave in a tight swarm group).

    Eina:

    I just reread the Swarm Traits and I should have granted you an AoO (assuming you're holding a melee weapon) each time the swarm moved into your square to attack you. If you were holding a weapon/threatening the squares around you, go ahead and make your 2x AoOs now. You might deal enough damage to disperse the swarm, which might change things for this round.

    As the lone beacon of light in the chamber, Carith continued his fervent prayers to Iomedae, issuing another burst of healing energy while simultaneously bolstering the spirits of the defending forces.
    Carith channels 4 healing too all nearby.

    On the other side of the elemental stood Pinto and Brandt, each finding their own way to take down the mighty foes before them. The brawler focused intently upon the mounted shaman, his muscles twitching in anticipation of the move he was about to make. To his side the Skald conjured more magic, this time opting for offense instead of healing.
    Pinto's action will occur next time I post. Brandt's spell was saved against, dealing 1 point of damage to the shaman.

    Fort Save DC 13 vs Ear-Piercing Scream: 1d20 + 3 ⇒ (12) + 3 = 15

    GM Only:
    Shaman damage taken = 14
    Centipede damage taken = 6 + X from Smuckers' men
    Swarm Rounds = 3 (last round)

    Need an action from Erodin.

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