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![]() Greetings, so in my once per month home game we are having a nautical adventure. In the past during naval combat I noticed that players would let one person be in charge of the ship and occasionally say what they wanted to have happen. So since this campaign will have a decent chunk of naval combat I decided to come up with my own change to naval combat which would allow each player to act.
If anyone has any ideas for further actions or ways to tweak this let me know. Ship vs Ship battles Initiative - Each player will roll their initiative as per normal, each enemy will roll initiative a number of times equal to the number of players minus the number of enemy ships (minimum of 1) (note: For combats of a CR +2 higher than the players, lower the number of initiative rolls the enemy has by a further 1 or 2 (minimum of 1)) Ship stats - Most of the ship stats will remain the same, however there is two exceptions. HP/BT - Ship combat will have more attacks being used per round, so increase the ship hp by 2-3x Example: Longship, base HP/BT 140/70 new hp 280/140
Speed - Ships will also wind up moving far more often so suggest adjusting the speeds down. This adjustment is more on a GM by GM basis. Halving the speed is the recommendation but speeds could be reduced by 10 or 20 instead.
Rounds On each round all players and enemies will have their initiative. On each of their turns they have the following actions. Skills for actions can be adjusted as GM feels. (sailing lore instead of driving lore etc) Sail - One action - Move - Move the ship up to its speed in a straight line, or half its speed while turning up to 90-degrees (modified by the ships features, manuverable ships can turn without slowing down, sluggish ships move at a quarter of its speed, etc) Maneuver - Two-Three Actions - Move Reckless - Attempt a piloting check (medium difficulty DC for your ships level) with the following successful options (chosen when declaring the action)
Ramming Speed - One Action - Move Attack - Move the ship up to its speed in a straight line. During this movement if the ship would collide with anything roll an attack roll against the targets AC. On a success deal your ships collision damage to the target, your ship then takes half the dealt damage and stops moving. Barrel Through - Two-Three Actions - Move Attack Reckless - Attempt a piloting check. On a success the ship moves up to its speed in a straight line twice, or three times with three actions. During this movement if the ship would collide with anything roll an attack roll against the targets AC. On a success both the target and your ship takes your ships collision damage. If the target was your ships size or smaller your ship continues its movement, if not your ship stops moving. If you spent Three Actions and the first target did not stop your movement you can collide with a second different target, however your movement ends if you do so. Brace for Impact - Two Actions - Concentrate - Call out for your allies to brace for an incoming attack. Until the start of your next initiative all incoming damage dealt to your ship is halved. Aim - One Action - Concentrate - Aim the ships weapon at a target, focusing on the target. If your next action is to attack with that weapon at that target, that attack has an additional +2 to hit and deals an additional die of weapon damage on a hit. Citadel Aim - Two Actions - Concentrate - Aim the ships weapon at a target, gaining all benefits of the aim action. If you crit improve weapon damage dice by one step, if weapon damage is already at d12 the dealt damage ignores the targets hardness. Fire - One Action - Attack - Fire one of the ships (loaded) weapons at a target Broadsides - Three Actions - Attack - Fire all of the ships (loaded) weapons on one side of the ship at a target. Roll an attack roll, if the attack hits the opposing ship can roll a basic fort save. Roll all of the firing weapons damage dice, combining all damage for the purposes of resistances/hardness. Reload - One-Three Actions - Manipulate - Start/continue/finish the process of reloading the ships weaponry. The number of actions required varies by the weapon being reloaded. Multiple actions can be spent reloading multiple weapons. Example: Weapon A needs only one action to finish its reload process while weapon B needs two more actions, a single Three Action reload would finish reloading both weapons. Relocate Weapon - Two Actions - Manipulate - Move a weapon to a new side of the ship, enabling the weapon to be used in firing and broadside actions for that side of the ship but losing its ability to be used for its original sides actions. ![]()
![]() Ectar wrote:
Ah, I think I have that adventure somewhere in my old Pf1e stuff, don't think I ever ran it. Thanks Do you happen to know what specific Starfinder books they might had been in? If not thats fine.
In any case, thanks for the information. ![]()
![]() Greetings, so once a month I have a homebrew campaign to mix up the modules I run the rest of the month.
So does anyone know what books I should be looking into, or what information is available on the Dark Tapestry (if any) ![]()
![]() Greetings, hopefully homebrew is the correct location for this as it felt like a tossup between here and advice.
So first I'll lay out my players. Unfortunately I cant give concrete information on them because I told them they could rebuild their characters as they wish for this fight (and informed them the rules I will lay out after this for how I built the boss) But I will give their general playstyle so it can help.
We have the unoptimizer, she enjoys creating fun characters who isn't good in combat but maybe has some skills out of combat. Chances are she wont change her character so she will remain her summoner/druid with animal companion (a land shark that is more like a dog and rarely gets into actual combat) She sticks back and uses her summon to fight, to keep her character alive I allowed her to only have half damage transfer to herself from her eidolon in exchange for only half healing going back to it. The 'I am an optimizer', a player who earnestly believes he optimizes and refuses to accept when anyone points out that his character isn't optimized, and he grows annoyed at his low damage. Chances are he will rebuild but will do so into a ranged ranger with very little actual damage as that is what tends to happen. Two optimizers, these two tend to create powerful characters who usually deal the most damage in the party and come up with unexpected and creative ways to deal with foes. They will take the rules below and create something that can handle the boss. The facetank, his characters tend to be frontline and right at the foe. His characters have also gone to zero in about 50% of fights and a few have died. He might keep the swashbuckler/gunslinger combo he has or switch swashbuckler to a fighter. And the 'sorry something came up', he may or may not show up. He tends to create characters with out of the box thinking which isn't often the strongest but does tend to take me by surprise. If he shows up he will probably still have his kineticist/fighter. So the rules for building the boss was that I would take all the spawn of rovagug and combine their abilities. The creature would have any immunity that was shared by at least 3 spawn (with the exception of persistent damage that I limited to only bleed immunity)
This is what I created and I'd like some assistance in figuring out if this is too strong, too weak, or good. Zhylkist (no title yet, maybe assistance here too?)
Attacks
Actions
Abilities
And that is what I have, thanks in advance for any assistance. ![]()
![]() Greetings, so I am GMing my group through Age of Ashes and we will be going through book five soon so I figured I should start posting up what has transpired so far before everything becomes a distant fog. Before we get into it though I feel I should mention. When it comes to my GMing style I enjoy adjusting things. I enjoy looking over an npc and breaking down their thoughts, why they were doing this, how they might think and feel about whats happening. I also enjoy shifting some things. So while the book might say 'this person fights to the death' I might go 'eh no that's not fun' and make them flee or even make them someone the group can redeem and recruit. When it comes to a certain boss I will cover my thoughts when we get there. I'm also notoriously bad at taking good notes, my notes are often bullet points which usually means that I look at my notes and go 'what the heck happened here?' So if any of my players are reading this and want to throw their thoughts into the pool, clarify something, or add details that I missed go for it. Obviously spoilers for Age of Ashes below. Book 1:
Okay so for this book the group is as follows Lai Ren - Kitsune Oracle - noble from Tian Xia who ran away to adventure when they were sent off on a political marriage to solve a family problem Ernest - Indigo Dragon Summoner - Twin brother of Pendragon from the Verduan forest who ran away from a forced marriage to a mob boss' daughter (Summon is named Astra and is a flower dragon (a dragon made of flowers)) Pendragon - Indigo Dragon Druid - Twin brother of Ernest from the Verduan forest who ran away from a forced marriage to a mob boss' daughter (the daughters were also twins so different to the one his brother was going to be married to) (Also yes three characters running from marriage, hilariously for Ernest and Pendragon we did a random background and both rolled the 'ran away from important event' and 'married' so they just decided they ran away from the marriage, Lai was just coincidence) Boba Fetch - Shoony Ranger - wanderer from Taldor Griggs - Goblin Monk - Guard in Breachill Thrash Milton - Orc Fighter - Orc from Katapesh Book one opens with the fire, and instantly the group sets about trying to douse the fire, escort the civilians out, and fight the mephit. Thanks to the druids use of water magic (hydraulic push and chilling spray IIRC) and a decent number of good rolls the group managed to get everyone out and defeat the mephit. When the group arrived at the citadel they peeked into the front door and immediately noped and closed the door when they saw the dogs. After trying the lower door the group then went up and entered through the hole leading to A13. They near instantly activated the graveshells and fought them pulled the warg in A16 (I think by trying to escape the graveshells)
After clearing out some of the north of the citadel (hitting everything but A21 then circling back toward the end) they then split up, they heard some arguing from A22 but snuck past that and half the group went to A3 the other half went down the secret path of A11 The half that went to A3 kept getting attacked by Yoletcha and her bedfort, and eventually they opted to stealth through. The other half wound up barely dodging the spear launcher and the group eventually met up in the kitchen dealing with the spider swarms.
The bumblebrashers were very thankful and informed the group about the threat downstairs, along with their hopes that their mascot was not harmed. The group, and Alak, made their way into the citadels vaults area through the secret door. I had the birds looking around so when the birds were looking away they had a -2 to their perception and toward they had their normal perception. Some of the group managed to sneak in and get eyes on where the cinderclaws were...then the fighting started.
Once the foes were all dead the group then explored the north. Finding Big Bumble and instantly noping out of there. They also found a tunnel in what they would learn is Pib and Zarfs room but they dont want to go in the tunnel, they do take the free gold though. Now comes the soulbound doll fight and the argument from me that a crazed doll speaking only infernal (a language none of them knows) would not calm down if held in the dragons hands. Pendragon goes down.
They then meet Pib and Zarf, the instantly love the little mitey dragons (who I played up as being very young kobolds that the bumblebrashers found as eggs (which hatched when they were about to cook the eggs)) Pib and Zarf instantly love the two dragons (side note Earnest is in human form and at this point the group had no clue (in character) they were a dragon but do have suspicions as Pendragon keeps calling them bro) They escort the two back to their room, both kobolds start crying and eventually cry to the dragons that their hoard was stolen...they do return the kobolds hoard when they learn it is the 'mitey dragons' hoard and not the cinderclaws...they do not tell the kobolds they took it but instead say they 'found it on some monkeys'. The two love the group forever now. Time for another splitting the party. Due to not paying attention to movements, half the group goes down to B12 with Alak and half the group winds up at B15 despite it being a secret passage that clearly had not been opened.
Thanks to Alak leading them through the area the undead guardians do not attack. Thrash manages to hold back his urge to attack the skeletons. The group loots the Vault, and finds the religious symbol of Alseta
Thrash starts causing a scene near the book store while Lai breaks in (in fox form). I determined that Voz while in a rush to leave did set a trap for the party in the form of an inkbomb. This is set off but some quick thinking by Lai does manage to save the information on the Guardians way. The Bloody Blades, this is where a big change was made. So they are a mercenary group hired by Voz, Dmiri hates Isger. However I decided that the group used to be far larger than five people, Voz has been using the rest of the group to dig out the route into where Alseta's ring is, along with fighting the spiders. Her two skeleton guards are two of the Bloody Blades. Voz has her suspicions but isn't willing to back out of a contract. The party talk to her (while two sneak by) and eventually convince her to let them deal with Voz and the Bloody Blades can leave without any troubles.
They deal with the spiders (not wanting them to bother Tixitog) and decide not to tough the strange web tent. Thrash is also prevented from burning the tent down. The group meet Ralldar, talk with Ralldar, give him gifts, roll great deception, then go by to see who could possibly 'be making all that racket down the tunnel', with Lai sneaking behind the throne and stealing everything back there.
Down below the group then fight Malarunk. And on turn 2 they hear a very angry roar from up the hole. Lai immediately spends his entire turn throwing his entire stolen inventory out at the feet of Malarunk. Ralldar arrives in barghest form and starts viciously attacking the thieves, who the group manages to convince him was not them.
The group then proceed to take 4 turns ignoring the hints I was dropping about the doorwarden having the symbol of alseta on its shield. Thrash, Boba, and Lai drops.
Book 2:
Lai Ren - Kitsune Oracle Ernest - Indigo Dragon Summoner Pendragon - Indigo Dragon Druid Boba Fetch - Shoony Ranger Griggs - Goblin Monk Kogarashi - Tengu Oracle - Player of Griggs - Tengu from Tian Xia, worshiper of Hei Feng, writes the parties story down in his book which he plans to offer to Hei Feng Thrash Milton - Orc Fighter Red "The Fuse" Kaczynski - Goblin Alchemist - Player of Thrash - Slave who used to own a business selling potions and bombs, biggest client was the Scarlet Triad. Business partner betrayed him, took the business, and he was taken down to the jungle to die mining for the Cinderclaws. The group spends some downtime fixing up the citadel (this is the last time they do anything involving the citadel) They also repair the Huntergate. Traveling through the Huntersgate they encounter the Vision, fight the vision, and flee from the vision, they did not like the teleport and breath attack. Upon getting to Akrivel Griggs leaves the group, Kogarashi joins the group. Pendragon becomes a taxi for excited and curious children. The events occur as follows, Event 1 the dance, the players meet some girls who are dancing, the girls excitedly challenge the party to a dance game. Kogarashi, Pendragon and Ren participate. They succeed and are then challenged by the adults, they still succeed.
After that the group buys some herd masks (only like three of them and they are constantly forgetting who has one and who doesn't)
A5 A tough fight against Racharak but the group barely manages to survive. Pillar destroyed. Thrash leaves the party. A9 the group encounters a run away slave named Red and wind up encountering a group of Gripplis who are hypnotized by the pillar. The group destroy the pillar but two of the Grippli dies.
A14 the group was not prepared. So first they aggroed the Vrock, getting chased by it deep into the jungle where they fought it and barely won, I did have the Vrock dance, and the Tengu happily joined the dance (it didn't do anything but the player found it fun and I had it give the Vrock stupified 1) A14 again, still not prepared. This was its own session, and it was the ENTIRE 6 hour session.
Now when it comes to Hezle, I had her be a worried Kobold grandma who was a bit sociopathic but cares deeply for her kobolds. She was only doing what the Cinderclaws wanted because she knew they had done something to Kyrion (I reasoned that she suspected something happened to the figurehead since she hadn't seen him in a while) Originally she was going to need to be convinced to help out, however thanks to the vicious stomping the pcs were getting I decided to instead have her come out and start helping. Basically have her decide 'good time to rebel and find where my kobolds went and free my dragon'. She healed Red, before proceeding to help out the group fighting literally everything else.
Ultimately the group succeeded, but Pendragon, Red, Boba, Ernest and Lai all went down at least once. Hezle grumpily made her way off to find her kobolds, Pendragon wanted to follow the old kobold but the group really needed a rest, so rest it was. Also yes, the pillar was destroyed. A15 the group then proceeded into the biloko area, Pendragon arguing that they shouldn't kill the Biloko as they are natives of the area. The group destroy the pillar and leave, all the while getting constantly attacked by the Biloko, Red nearly snapping and killing one. A12 Here the group encounters the Sabosans, yet again Pendragon tries to argue against violence, but a language barrier means that hostilities break out. Sabosans die, pillar destroyed. The group then traveled back to A1 to unload all of their loot. I allowed the group to trade for the local currency. A3 the group finds the bodies of many Charau-Ka and the graves for a few Kobolds. They realize that Hezle has been here A4 One of the group (I think Lai) sneaks over to the unconscious person and feeds the man a potion, then frees his leg (unless my notes have the order wrong) Edka calms the elephants and after warning the group about A13 he sets off to seek help from the Leopard clan A7 It is time to meet the Dashing and Daring Gerhard Penderghast, brave pioneer of these lawless jungles. The group proceeds to make fun of his name, secretly sabotage the dragon pillar then watch him leave. His pillar is now in a museum in Absolom, and he later publishes a book about his dangerous exploits, should the party read the book (they will find it during book 5 so we will see) they will find themselves within described in silly ways as his loyal helpers. A6 The group encounter the strange 'merchant' within the jungle dragging a bloody sack. He fails to convince them that the sack is simply his hunted fowl for dinner. A fight breaks out and he barely manages to flee...they track him down and beat him up once more in his 'shop' (an old building that he found and would 'trade' wares he had (goods taken from tribes and dead adventurers)
A8 So with a very social dragon encountering two dragonoid creatures. This became a social combat, with Pendragon needing to convince the pair that if he can deactivate their 'centerpiece of their home' he will find and bring them more. Rather than his plan of bringing all of them to the drakes I had them agree to only wanting one other one, for some reason they dont go with one they already deactivated and instead choose to bring the one at A16. A10 Now it is time to meet the Grand and Wise Erhard Penderghast, brave Archaeologist who is absolutely offended that someone dared to build an affront to the gods. They clearly built this to try and throw shade on his treatise of Mwangi history, ignore the fact that the temple was clearly ancient. The group was not going to let this happen and douses his attempts at lighting the black powder, beat him up, and take him to the elves so they can deal with him. He is still in their prisons. Boba stole his gun, and I allowed him to fix it so it has a reduced chance of backfiring and he has been slowly upgrading its damage and save dc. A11 The group encounter the Orcs fighting the Quetzalcoatlus, and realize that there isn't enoguh time to try and calm the hungry beasts down. So they fight, doing enough damage that the creatures flee. Ifiok tells the party about the Kishi and this is when the party do the above track him down part. They do spend a bit of time convincing her not to try and take on the beast by herself, telling her that she needs to tend to her injured allies. Upon returning they are thanked and they decline the spear but do take the alcohol. A16 Unlike all other times Pendragon does not negotiate with the Bida (he might not had been in the session) The Bida is killed, the pillar deactivated and taken back to A8, I believe they also paint it green. A13 They passed by the area on the way to A16 and saw a dead massive deinosuchus, along with various guards on the roof walkways. Upon their return they see that with the red aura down there are now many dead guards on the walkways, and inspecting the dead creature they find evidence of it being killed with alchemical weaponry. (For those wondering, basically I had been doing some rolls behind the scenes for Hezles progress)
Now the group then proceeded into the final fight. Red spent much of his actions trying to free Kyrion, Hezle joining in. Lai went to solo Belmazog while the rest of the group fought the dragon priests, dealt with the skull, and fought Izolith when she was called for aid (this lasted until the next part where the warhound saw what happened, laughed (as best as a dog can) then peaced out)
I had Kyrion be extremely grateful that the party kept Hezle alive, but upset that the other kobolds did not make it. Beyond that their interactions with Kyrion was from the book, though Kyrion did visit their citadel after the adventure during downtime to thank the group and give them some gold (basically the hoard that was in the place since the group didn't trust the gold wasn't poisoned) At some point in the book, I do not remember when, Ernest revealed his dragon form to the party thanks to being angry at his brother. He remained in dragon form until he calmed down near the end of book 3. Book 3:
Lai Ren - Kitsune Kineticist - overhaul respec when RoE released Ernest - Indigo Dragon Summoner Pendragon - Indigo Dragon Druid Boba Fetch - Shoony Ranger Kogarashi - Tengu Kineticist - overhaul respec when RoE released Red "The Fuse" Kaczynski - Goblin Alchemist Above is where the players stand for the remaining books During downtime Lai learned that he was being tracked by a member of his family. Pendragon received a doll from his elderly friend in a forest, she is a hag who he befriended in his backstory and I had her send pendragon voodoo (soulbound) dolls of the people hunting him. Red also learned that his old business closed down and moved, he doesn't know where to. When Heuberk Thropp shows up the group goes to the Wainwrights shop, negotiate, combat begins, the trap is set off. Fadelby is rescued by wind kineticist power and Heuberk Thropp gets Lathed by wind kineticist power (Flinging Updraft both times) When it comes to Dreamgate the group managed to talk Kelleni down after a brief fight, and agree to allow the hag to leave. Her and Coalgnasher leave, seeking a better coven elsewhere, perhaps with her as leader. During the fight against Rusty Mae and Senna the party realizes that the hag is still trying to negotiate and make their own counter offer. Haznazak doesn't have time to make his own offer to the party as one offers up 200 gold and he instantly accepts. The group defeat the hags, take the bountiful cauldron, the two dreamstones, and use one on the beds in B3. They manage to use the correct one and their sleep goes normal. Before leaving though they go to check out the rest of the waystation, encountering, activating, and having three people instantly grabbed by the tree. Through the use of the fire and wind kineticist the grabbed group is saved and they decide the tree isn't worth it nor is using the dreamstone worth trying to get close enough to the tree (I do not think they ever realized that dreamstone was the bad one and I think they eventually sell it) When it comes to the town of Cypress point they instantly deal with the slaver patrol then make their way to the boat. The slavers on the boat laugh as the poor guard who is still on the dock gets beaten up and eventually flee into the water. Their tune changes when they are attacked also. Bullbutcher is dangerous but both kinetisists keep using their abilities to just keep out of his reach and eventually he flees below deck. (after all if you are fighting individuals who basically have flight best to get them into a more confined area) The group fights him in this confined area, but only after some debating on if they could sink the boat and still keep all the civilians from drowning, I ruled that no, they could not even with constant use of base kinesis by the air kinetisist.
After this Red opts to sneak up on the leader within the city (Amnin) and free the prisoners. This does not work and he winds up joining the prisoners within the Nine Shields. Meanwile the rest of the group had noticed the Flame Drakes. Kogarashi, Pendragon and Lai go to try and talk to the drake and bring them to their side.
They then stole the ship, went to Kintargo, convinced Sedranni to let them check out her warehouse. They snuck around the stone golem (kind of) and watched the scarlet triad. Pendragon decided to use a spell on a spot on the other-side of some boxes he could see. He didn't know where the prisoner was, and I don't remember what spell it was, but it injured the two scarlet triad and killed the prisoner.
Pendragon then spent all of his gold (and a bit of others gold (offered willingly)) to revive poor Hundy. They got the information about Kite Hill and after a short downtime (which I allowed despite the time sensitive part of the book) went there. The party helps send the messages (except Boba who does get chided and agrees) then they are attacked. Thanks to resistances and immunities the ice devil takes the group an exceedingly long time to eventually bring down. They all then make their way to Lady Docur's. They see that the school has already been attacked and are informed that Mialari has prisoners...well...a prisoner. Unlike the Coffeehouse and Kite Hill which I delayed during the short downtime, Docur's I had occur when it 'should have'. Yes I had informed the group that one of the locations would be attacked if they took the downtime.
For some reason Kogarashi does not go with the group to the Coffeehouse but instead watches where the prisoner will be released.
All of the combat alerted the Rakshasas who tried their deceptions, when that fails they fall back into Laria's room, then tricked Pendragon into believing that Lai was in Laria's room as their prisoner thanks to change shape, and hallucination (One took Lais form and used hallucination to make him believe Lai was the other Rakshasa) Lai meanwhile flew outside and basically sniped the Rakshasas from outside the window while the rest of the group picked them off from the doorway. They managed to find and calm Elianda down, learning that Laria was taken. With the Coffeehouse done they then set off to the Tower. Rather than enter from the bottom and go up they decide to fly up to the top floor and enter through a wall. I don't remember how they made a hole in the wall but it was silent and didn't alert anyone. They then proceeded to alert the entire tower anyway with fighting and yelling. I did not fully read Collective transposition so it was cast, spell effect was pointed out and I decided that Barushak doesn't move the party that was outside his range but instead moves his Velstrac's into better positions to fight the party. He also gets a summon fiend spell out, and a black tentacles out before being forced to flee with dimension door. The group then fights the tower in reverse, deals with the poisoners and Ivena with no problems and struggles against the alchemical golems. The Quarry, most of the group entered at J1 with the exception of Pendragon and Kogarashi. Kogarashi had basically permanent flight and invisibility at this point (until he attacked where his invisibility became concealed) Pendragon opened diplomacy with Aadrushian and the Giant thought the dragon was hilarious, and proceeded to start a Benny Hill moment of Aadrushian chasing Pendragon around the Quarry and Pendragon getting absolutely destroyed while trying to keep the giant busy and everyone distracted. A lot of the Triad watching from the alcoves finding the entire thing very funny. Meanwhile Lai and Kogarashi made their way into the Lookout room and fought the Snipers within. One sniper fled warning Laslunn of the attack. The rest of the group snuck all the way around to the poisoners chambers where they met back up with Lai and Kogarashi and made short work of the enemies within. The group then encountered Vaklish, and Red managed to convince the man to leave as there was no remaining profit here. He agreed but only if they let him take 'what would be lost', basically taking the slaves that covered his losses with the Quarry being 'removed from business options'. So this is where things get...lets say 'fun'. So Pendragon is out in the central area distracting the giant, Lai goes invisible (I believe from an item) and sneaks into the sluice room. The Interlocutor leaves to fight Boba (who has been in a bow fight with Laslunn and the sniper) allowing Laslunn to hide around the corner to start trying to do some medicine. Lai's aura however causes fire damage to anyone in the aura, meaning that Laslunn and Barushak (who fled here from the tower) have to use their turns trying to seek out the invisible foe that is slowly burning them to death, neither of them ever roll high enough to find him except maybe once. At some point Red and Kogarashi go out and use bottled Roc's, Red tossing his first, pulling the giant and Kogarashi high into the air, then Kogarashi uses his to lift the giant even further up while Kogarashi falls safely to the ground. The giant splats and the onlookers freak out and flee (rolled a moral check basically and there was a lot of failures and critical failures so I decided they all bolt for the hills) The group then focuses the Interlocutor, except Pendragon who uses his heard mask to swap with Lai, and instantly gets utterly killed.
Realizing they lost Barushak dimension doors out (and is killed by Uri for failure) while Laslunn remains behind to accept her fate.
So some things that I had changed about Laslunn, instead of her being a Gnoll who bounced between various slave organizations using luck, brains and negotiation to eventually wind up as a higher up in the triad. I decided to make her a gnoll who worked her way up, using her brains and negotiations to go from being a runner and capturer for Vaklish and eventually the Triad to being the position of seniority she was.
In my mind the Scarlet Triad has no clue where any of the gates are, and honestly it makes sense.
But yes Laslunn accepts their offer and has been working with Vaklish to rebuild the citadel into something defensible in case the triad goes with her 'take Breachill by force' idea. The triad though still believes that Laslunn was killed by the party and Uri is still too concerned about Mengkare finding out to do the assault. Pendragon is brought back to life, Earnest paying for it and also this is when Earnest calmed down and returned to human form. While dead Pendragon did some shenanigans, earning Sunwukongs attention (crossing his and his brothers name out, I ruled it didn't work but is why he gained numb to death and even allowed him to 'share' the once per day ability with his brother (obviously the once per day part still applies no matter which one uses it) Book 4:
So during the downtime for this book Lai's brother found them and after a duel to determine if Lai is broguht back to the family the brother is sent away with a broken sword. Lai also sent a letter to his mother and fiance. He also revealed his actual name, Lai Setsuen, but remains Lai to the group. Pendragon is given two more dolls along with a letter that they are 'sending more to find him' but I admittedly forgot to tell Pendragon and me and the player eventually work out that the dolls wound up with Pib and Zarf and the two child kobolds simply forgot to give them to Pendragon. Finally after more downtime the group travel into Jewelgate.
The group aggro and fight the worm after spending a while debating on if they could drop a paper with contact poison in such a way to have it land on the worm and poison it. Pendragon is eaten, Lai is eaten, Ernest goes underground to fight the worm. They then fight against the Gugs and all goes fine until it becomes a 7 on 6 when Xevalorg and his other Gugs join in, then a 6 on 5 when Xevalorg uses wall of stone to block Boba and his arrows. The group barely survives, most of them go down at least once, several go down twice, and Pendragon goes down three times. The pair nope away from the Grikkitog, and free Deadmouth. They plan on following Deadmouth but eventually opt to go with Parjil to Kovlar. The group manages to get all but one of the council to their side, getting most down to at least negative one and several to negative 4 and 5, despite the fact that several of them kept getting negatives to tehir rolls. They dont manage to shift Chiselrocks skepticism at all. Each of them then split up for the tasks, doing the tasks that best suited their skills.
The group find the prison, dismantle it, find Algret, and Chiselrock is arrested. Then the group goes to the Hidden forge They wind up fighting the stone golems, the duergar, and the triad agent at the same time.
The group then fights the agents in E1 of the workshop (along with several agents from E4 though a few of them were sleeping in E3 and E5 (basically the fact doors kept opening and closing resulted in some going to check and joining the fight at E1)) while Kogarashi and Red sneak ahead, both invisible.
Flight makes avoiding the cities dangers trivial The group meet with King Harral, and agree to get his crown back. They also decide to go take the robes because it might be useful, flying and invisibility makes this trivial as well. The group then aggros the entire Sanctum of the Starved, fighting everything together. The Gashadokuro is the first to die, Falrok's corpses are then destroyed with fire, then the golems go down, and finally Falrok. Though Red is stunned for many rounds but Falrok cant capitalize on this thanks to party members.
When it comes to the Temple of All gods. The book says that the Duergar are currently in the middle of negotiating with the Scarlet Triad. However there is no negotiations happening. Yes there is some notes in area H6, but what did they just stop negotiations for the day? Instead I adjusted it so that currently they are negotiating up in Ilssrah's forge, and that Ilssrah is planning on getting a lot more tha just a bit of assistance in the Kovlar/Saggorak area. Planning on selling them the Guiding Chisel for their assistance in her plan of taking over the Triad. Kogarashi sneaks ahead to spy on Ilssrah while the rest of the group slowly sneak inside the temple and start fighting the door guards then the glabrezus. They all avoid the warsworn, and the Echoes (though one does peek in and see the dwarvish ghosts living out their last bloody day) The fight against Ilssrah and her golems is fairly quick, especially once they figure out the acid harm and electricity slow effects on the golems.
They happily chat with Kradolai, who after some talking decides that if they can beat her in a game of hot potato then she would let them pass. The hot potato being a lava bomb that is passed back and forth between members of the party and Kradolai (can never pass it back to the person who passed it to you) and they needed to make an athletics or reflex check to catch the rock or it drops. Each person (including Kradolai) has two 'lives'. Critical failure costs the person two lives thus dropping the rock and they lose, failure costs them 'one life' but they still catch the rock, a success means they catch the rock, and a critical success means the person they pass it to has a +5 to catch if ally or a -5 if its Kradolai. No matter what the catcher takes 4d6 fire damage, which obviously Kradolai is immune (but so is Lai and Red is highly resistant to fire so they were fine)
Lai has Dream Logic so is quite easily able to bypass most problems, such as guards and especially low perception Magma guardians. Meaning the group is fairly easily able to get down to Veshumirix, and unfortunately for the dragon as much as he could try burrowing, breathing, and frenzying he couldn't handle the sheer ammount of cold a lot of the group could throw out there. The crown was returned and after a very low d1000 roll the city will be dead free for the dwarves to take over in only 4 years. Book 5:
So for downtime with this book Ernest and Pendragon have to fight the bounty hunter hired to bring them back (the only one smart enough not to go to Pendragon's hag friend). Unfortunately for the one who hired them the bounty hunter is a friend of Ernest and decides to make it a friendly challenge. If they beat her game she leaves, beat her fast enough and she gives them stuff. They win, and barely pass by her number of rounds challenge, and get various items of varying levels including some apex items. Lai gets a letter from his mother and the group then decide to use their new dwarvish wizard ally to teleport to Tian Xia to visit Lai's family. They arrive, and after a short 10 mile walk arrive at Lai's home. Lai's mother happily greets him, understands why he cant stay, and his father reconciles with him for family trauma and explains his side of things (long and short, Lai's family was all ice, Lai is fire, they are nobles so Lai being fire casts some unsavory eyes toward Lai's mother and Lai's father had spent a lot of time crushing rumors of infidelity thus never was able to properly notice the trauma happening at home) Kogarashi also absolutely sped through his personal story and learned that he was actually an air elemental who simply took the form of a tengu. (story and player reasoning for him (eventually) taking Elemental Apotheosis) The group then entered Duskgate and after splitting the party again, Red going to A3, Kogarashi to A5 all before the rest of the group had even gathered their bearings. Well the fight was against the Stone golems (I called them Tapistry Golems) and the Zaramuun at the same time. They slowly destroyed the golems while occasionally attacking the Zaramuun, and once the golems were gone they could focus down and kill the Zaramuun, it stood no chance. Afterwards they explored a bit more, finding the Endless Aging haunted picture (which I didn't notice it was a mural until just now so...yea next part probably makes more sense if you view it as a portrait like I did) They shoved the haunted picture in a bag of holding and took the mitheral staff (which I decided to replace with a mitheral librarians staff) Its books had been cleaned out by the previous steward so it was empty, however they decided to put Kogarashi's book on the party within, and are joking about filling the rest of the spots up with bad fan fiction. The most recent session ended with the group stepping into the portal and winding up in The Vision. Well that is what has happened so far and I'll fill you all in on more as it progresses. ![]()
![]() Thanks, I actually forgot Living vessel was even a thing. A lot of the above gave me some things to think on and I think some tweaking to the idea could work and not cause major issues with the campaigns theme.
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![]() Asked the questions to the player and they replied back player wrote:
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![]() Okay so I'm a GM in a game and we will be starting a new campaign in a few months so a lot of my players have been sending me their ideas for their next characters. However one of my players submitted an idea that sounds neat but I have literally no clue how it would work so I'm hoping one of you can help. Player wrote:
So that was their idea. (the next campaign might be Agents as its currently a 3/6 vote hence the detective part) Anyway the idea is neat but I'm not sure how it would work, it feels very 'baldurs gate' to me, which is fine. Is there a psychic parasite in pathfinder that could work in that position?
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