Baskah and his minion abandon the others to their fate! Let's see if they can overcome this swarm with just the three of them. Rats Basic Fort DC 17: 1d20 + 2 ⇒ (6) + 2 = 8 Fail!
Gobbs lobs a flame into the swarm, and hits that one rat who just so happened to wander through a puddle of gasoline earlier. The swarm explodes into flames! Crit! The room is clear, two rotten corpses and a pile of smoldering rat meat. A chest lies in waiting. Pyrrhic Victory! Aftermath:
Thoxl moves out of the swarm, around the zombie, and whacks the zombie good! Hit! The swarm of rats follows on and up the heels of the lizardfolk cleric. Both Thoxl and the zombie finds themselves overwhelmed by little nibbles.
On the other side of the closed door, the rest of the party hears a body fall to the floor with a thump and the sound of hundreds of incisors biting into flesh. Round 2: Bold May Act!
The rest of you are up!
Gobbs doesn't have line of site on the remaining zombie, but he does the rat swarm! Hit!
Sarmenti finds he has trouble targeting a single rat out of the swarm, and his spell fails. Finding this to be hilarious, he slams the door shut, leaving Thoxl to fend for himself! Round 1: Bold May Act!
Well, Thoxl, your allies have left you to die. Good luck! You're up!
The shambling corpses seem to be your most basic variety of zombie. Zombie 1 Basic Fort DC 17: 1d20 + 6 ⇒ (3) + 6 = 9 Fail!
Round 1: Bold May Act!
Gobbs and Sarmenti are still up!
So I'll probably keep apologizing for a while, but just when you expect life to settle down, it takes a turn towards the stressful and ever busy. Gotta keep my priorities straight, and well, games are further down that list these days. I'm still committed to running and playing, so I'll post when I find the time and space, but please bare with me! Thanks for playing!
Thoxl offers himself up to the festering undead! The first zombie slowly ◆shambles up to the reptilian cleric and grabs maliciously!
The ravenous swarm of rats ◆moves as one across the floor, overcoming both cleric and zombie.
Mindlessly, the other zombie ◆shambles up to Thoxl as well.
Round 1: Bold May Act!
Bad news: Thoxl is being eaten alive by rats! Good news: so is one of the zombies! Everyone else is up!
Sarmenti opens the door and, he finds a room with a treasure chest. More importantly, guarding the chest are two zombies! Additionally, across the room, a swarm of rats emerges out cracks in the masonry walls and floors! Initiatives:
Baskah: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 Gobbs: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4 Sarmenti: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 Thoxl: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Zombie 1: 1d20 ⇒ 20 Zombie 2: 1d20 ⇒ 16 Rat Swarm: 1d20 + 5 ⇒ (14) + 5 = 19 Round 1: Bold May Act!
You've encountered two more undead! Everyone takes 2 Stress dmg! Roll20 updated! Thoxl is up first!
Grandpa Gobbs wrote:
Everyone else followed. Yes Baskah, a Disabled haunt can reset after some time. A destroyed haunt is gone for good, but you’ll need to figure out how to destroy it. Sarmenti throws open the door…
Mêsce speaks to the entombed spirit, restless dead to restless dead, a real unbeating heart to unbeating heart, and the spirit releases its hold, retreating back into the masonry in which it is entombed. Success! 2 Successes! The Haunt is Disabled, but not Destroyed. Baskah wrote: Has the appearance of the clawed wall Haunt had a Sanity impact? Going into this, I didn't include it in the Sanity Rules, but I have made a note to make that amendment for the real game. Haunts will have the same impact as encountering Undead.
Baskah appeals to the entombed spirit's ethos, and the tendrils' grips loosen a bit. Success! Thoxl tries to push the face back into the wall, but fails to find leverage. Failure! He then tries to patch up Gobbs mid fight! But it's hard to get a band-aid on through all those tentalces. [/ooc]Fail![/ooc] Sarmenti tries to soothe the spirit with music, but hits a flat note. Failure!
Oops, you can't Attack while Restrained, only Escape against Athletics DC.
The summoned Mêsce claws the wall, but fails to hurt it. Hit on Claw, but not enough dmg to get through Hardness. The haunted wall continues to put the squeeze on Gobbs and Mêsce.
Round 2: Bold May Act
All may act!
As you approach the western door back out in the hallway, a strange thing occurs. A gasping and wailing face and hands appear in the masonry of the walls as black whisky tendrils grasp out at Gobbs, Mêsce, and Baskah.
Initiatives:
Baskah-Frightened 1+Scout: 1d20 + 3 - 1 + 1 ⇒ (6) + 3 - 1 + 1 = 9 Gobbs-Frightened 1+Scout: 1d20 + 2 - 1 + 1 ⇒ (8) + 2 - 1 + 1 = 10 Mêsce+Scout: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 Sarmenti+Scout: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 Thoxl+Scout: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 Entombed Spirit: 1d20 + 11 ⇒ (13) + 11 = 24 The black tendrils grab out at Gobbs and Mêsce.
Round 1: Bold May Act
This is a Haunt. If you are Trained, you can use Occultism, Athletics, or Diplomacy to disable the haunt. Or you can try attacking it. The haunt exists in the wall square directly north of Gobbs. Gobbs and Baskah are Frightened 1 for the duration of the haunt. Roll20 updated!
Gobbs burns away the sack revealing its contents:
The sack's contents are yours!
But now you have no sack. Further down the hall there are two choices. First you come across a short hallway to the west, and then a short hallway to the east, both ending in doors.
In the game proper you will be a 'delving company', one of several in the city, adventurers for hire paid to explore the four dungeons. More exposition to come when we start the game. For now, don't sweat it. This is also so.ewhat a tutorial, as the gameplay is slightly altered here. So, there are two area types: Hallways and Rooms. Right now, you are in a Hallway and in Exploration mode. In both Hallways and Rooms, you may encounter Curios, Traps, or Treasue, which can be interacted with. There can also be Encounters. Curios can be simply interacted with, or Cleansed using specific spells or items. If Interacted with there is a chance for a positive boon or negative effect (usually stress related). If Cleansed, you are gauranteeing a positive boon. Here we have our first Curio. In the hallway before you lies a Sack. Only one person can Interact with a Curio. Who wants to check out the sack?
If our fifth doesn't show, I'll run with you 4. I'm gonna say done sweat it too much, this is just a trial run. You can really sink your teeth into your PC when we get to the real game. I just want to test out my procedural dungeon generation system and these madness rules. Also, I'd consider this a good place to throw those PCs that didn't get far in other games, or those wild fringe ideas you've got scratching in the dusty corners of your mind. They're all gonna die anyways ;)
Thoxl wrote: Here is an Iruxi Cleric of Bastet Bastet is fine for the trial run, but do keep in mind that in the actual game we will be using a different pantheon. There's no good direct correlation, but probably the closest to Bastet in terms of profile is Chiuta. 5 peeps showed interest in the trial run, so 5 were invited.
OceanshieldwolPF 2.5 wrote:
Pretty much everything's on the table. Ancestral Paragon is fine, but it's Level 3 feat. I'll restate the build rules as: Legacy is fine but Remaster is preferred. Sorry, no Free Archetype. The actual campaign will be set in my 2e Campaign Setting of Nimalea (if you're in my Crown game, you'll be familiar with it). More specifically in the city of Red Hook in the dying Empire of Zethinia. But none of that's real important for this test playthrough. The theme is cosmic horror. The game Darkest Dungeon is the inspiration. As that game puts it: this is a game about making the best of a bad situation. This test Dungeon will have the 'flavor' of Catacombs.
djpika wrote:
My intention is to promote the switching out of characters. PCs will need the downtime to heal stress and perform other tasks. And you will want to switch out to keep your full roster leveled. The last thing you want is to bring along underleveled PCs into a dangerous dungeon! I'm going to make a slight adjustment to the madness rules. Anytime you are rolling against your own Class DC, you will instead roll against a DC by Level. It shouldn't be too much a difference, maybe 1 or 2, but that'll make it that much easier to roll a Crit Success.
Hi all, Here's the first draft of the Stress and Madness Rules! Notes and feedback are welcome. Raise your hand if you're interested in a trial run!
Well, i know we settled the 1e/2e debate for this campaign, but maybe we can use this alternate rule, as the 2e action economy is truly one of the most attractive changes made. The others, of course being the implementation of degrees of success and failure, the elimination of save or suck spells, and the elimination of spells that require both an attack roll and a saving throw. (Speaking for my friend who's playing a full caster debuffer.) But, alas, there are no alternative rules for such things. (unless there are, 1e is soooooo huge!)
y'know, I never realized this before, but the 2e action economy was basically spelled out way back in Pathfinder Unchained!
I honestly think this is the best fit you've found. The lowly janitor that turns out to be a beast with bucket and mop. Maybe in the deepest level of the dungeon beneath the W where they train their wizards against foul aberrant terrors, there's a janitors closet with a mop that's soaked up so much demon and unicorn blood it's taken on a life of its own and awaits its master to wield it.
GM Parrot wrote:
I'm not good enough at these games to find exploits. I just think power components are a cool concept, and one of my starting spells is Abjuration and I noticed the redundancy and wanted to weigh in with you. It seems to me +1 to duration is more useful for me at lower levels. The +1 to caster level checks really isn't useful until 5th level when I get access to Dispel Magic. Although, I guess it could help in Casting Defensively? Given the descriptions of each material:
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