Patrick Murphy's The Rotting War Discussion Thread


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Shadow Lodge

Male Human (Sometimes) Gamer/Writer/Husband

I just thought I'd make us a proper OOC thread, just to minimize that sort of stuff cropping up in the IC thread in large amounts (like the fact that my OOC stuff was longer than my IC stuff in my last post)

Anyway, on with the show!


Male Dwarf Cleric of Moradin / 3

Duly Dotted.


Male Human Expert 8th

some of you were mentioning flaws from Unearthed Arcana and I had not read it. I have the book now so those flaws mentioned in it we can use. For consistency sake, I would like each of you to choose a flaw/feat. I realize that as house rules crop up ( not too many I promise) they may be things you don't like or are unused to. All I ask is that we keep an open mind and give things a chance. That being said, I have no problem changing something that creates a broken rule or completely unfun situation, within reason.

Thanks for setting this up Psionicfox.


Male Dwarf Cleric of Moradin / 3

How about "One Eyed". -2 to ranged attacks, and spot checks? He wears a patch over his missing eye.

Feat? I'll check when I get home tonight if this flaw works.


Male Human Expert 8th

Flaw sounds alright to me. We will give it a try.


Hi, guys. I'm really looking forward to this game.

Patrick, I've got some questions on the gamer connection thread.


M half-orc Dungeon Master lvl 18

I guess I'll take the vulnerable flaw, but I've changed my choice for a feat. I'd prefer Fleet of Foot from the Player's Guide to Faerun.

Fleet of Foot
You are extraordinarily swift.
Benefit: Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor or light armor and not carrying a heavy load.
[b]If a feature of your character class also improves your land speed, the speed increase for Fleet of Foot stacks with that provided by the class feature.

Let me know if it's a problem.


Male Human Expert 8th

No problem ghettowedge.

I will look for your questions now Thom and answer as I can on that thread.


Male Human Expert 8th
Patrick Murphy wrote:

No problem ghettowedge.

I will look for your questions now Thom and answer as I can on that thread.

I couldn't find your questions. Can you repeat them here?


thereal thom wrote:
thereal thom wrote:

Patrick,

For Thale's quirk/flaw. I don't know. A couple of options:
A. Would spell DCs one level lower work? That kind of fits the oddball priest angle. Favored by Pelor, but with an odd set of physical combat gifts, weak in spells. I will warn you that I don't see him as an offensive caster so it might not be a big enough setback.

B. Could go for -2 spot and listen and take some concentration enhancer for the quirk-feat. Could be he's really focussed, usually to the exclusion of his surroundings.

The paladin went for B. I don't want to copycat.

Here's 2 other options from UA

C. Shaky
You are relatively poor at ranged combat.

Effect
You take a -2 penalty on all ranged attack rolls.

D. Murky-Eyed
Your vision is obscured.

Effect
In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.

A is my first choice, but may not be acceptable. Would C or D work?

Thale Nyus wrote:

Patrick, a couple of questions about gear.

I'd like to get the ends of Thale's quarterstaff shod in steel (for wear) with silver chasing (for damage reduction). And make it masterwork. 780 gp. OK?

ALso, I wrote up Thale's monastery in his background. Can you see how it fits with the campaign and give me a rough distance and bearing from Sasserine.


Male Human Expert 8th
thereal thom wrote:
thereal thom wrote:
thereal thom wrote:

Patrick,

For Thale's quirk/flaw. I don't know. A couple of options:
A. Would spell DCs one level lower work? That kind of fits the oddball priest angle. Favored by Pelor, but with an odd set of physical combat gifts, weak in spells. I will warn you that I don't see him as an offensive caster so it might not be a big enough setback.

B. Could go for -2 spot and listen and take some concentration enhancer for the quirk-feat. Could be he's really focussed, usually to the exclusion of his surroundings.

The paladin went for B. I don't want to copycat.

Here's 2 other options from UA

C. Shaky
You are relatively poor at ranged combat.

Effect
You take a -2 penalty on all ranged attack rolls.

D. Murky-Eyed
Your vision is obscured.

Effect
In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.

A is my first choice, but may not be acceptable. Would C or D work?

I would like to use a version of option A: -2DC for spells. A flaw, but something that could overcome in time. What feat would you like ( not spell focus I assume?:)

Thale Nyus wrote:

Patrick, a couple of questions about gear.

I'd like to get the ends of Thale's quarterstaff shod in steel (for wear) with silver chasing (for damage reduction). And make it masterwork. 780 gp. OK?
That is fine.

ALso, I wrote up Thale's monastery in his background. Can you see how it fits with the campaign and give me a rough distance and bearing from Sasserine.

I'll read it tonight.


Patrick Murphy wrote:
thereal thom wrote:

Patrick,

For Thale's quirk/flaw. I don't know. A couple of options:
A. Would spell DCs one level lower work? That kind of fits the oddball priest angle. Favored by Pelor, but with an odd set of physical combat gifts, weak in spells. I will warn you that I don't see him as an offensive caster so it might not be a big enough setback.

I would like to use a version of option A: -2DC for spells. A flaw, but something that could overcome in time. What feat would you like ( not spell focus I assume?:)

Thale Nyus wrote:

Patrick, a couple of questions about gear.

I'd like to get the ends of Thale's quarterstaff shod in steel (for wear) with silver chasing (for damage reduction). And make it masterwork. 780 gp. OK?

That is fine.

-2 to spell DC it is. I'd like to take Mobility for my compensatory feat. I'll take scribe scroll for my third level feat.


Male Human Expert 8th

No problem Thom.

Here is House Rule #2 Fear.

It ain't just a spell no more! Everyone is subject to fear affects. sometimes. Here's how it works. In stressful situations ( combat, monsters, etc) or peril never-before-seen. Characters will make a roll to see if they are scared. Obviously Paladins and others immune to fear are excluded from this rule. For others the bonus for the save is based off of two factors: experience and Intelligence. For every 2 levels/HD a player gets +1 on their save. For every bonus on their Intelligence score, they get an equal bonus on their save. So a 6th level fighter with INT of 14 facing off against a wererat for the first time would have a +5 to the roll. I say first time, because to prevent a constant rolling of fear effects, this is only employed for new situations or villians, with the exception of magical fear/auras (these still work normally). Once a character has cleared a certain situation, they do not have to roll for it again ( with minor execeptions). so if the fighter mentioned above succeeds in his save, wererats don't scare him at all. If they did scare him, he would be considered shaken for the duration of that particular event/combat.

Possible Feat: Bravery: +4 to fear save
Possible Flaw: Phobia. " Snakes. Why did it have to be snakes?"

I hope that is clear. So far I consider you all to have mastered your fear of personal combat ( mass combat/battles are a different story)

This rule I borrowed from Palladium RPGs. If it also appears in UA or similiar D20 material, I have yet to read it or I have missed it. Either way, my apologies, my groups have found it fun in the past.


Human
Patrick Murphy wrote:

Possible Feat: Bravery: +4 to fear save

Possible Flaw: Phobia. " Snakes. Why did it have to be snakes?"

I hope that is clear. So far I consider you all to have mastered your fear of personal combat ( mass combat/battles are a different story)

This rule I borrowed from Palladium RPGs. If it also appears in UA or similiar D20 material, I have yet to read it or I have missed it. Either way, my apologies, my groups have found it fun in the past.

That sounds pretty cool. The phobia flaw could be something like:

Must always take the fear test against a specific creature/creature type, and this test is at a -2 penalty.

The 'creature type' version is a litte stronger (and easier to implement) than against a single creature. However, as some creature types are pretty massive (humanoids, for example) the choices should be limited Eg. Vermin, Undead, Constructs, Outsiders [Possibly Demon/Devil/Celestial/Elemental Specific], that sort of thing.


Patrick Murphy wrote:

Here is House Rule #2 Fear.

It ain't just a spell no more! ....

Interesting idea. I can work with it.

Patrick, still have to buy some stuff for Thale. Odds and ends, I've got the combat equipment all set. I know I'll have several scrolls of 1st level spells. (Buying equipment is just not much fun for me.) A couple of odd things. One is a manual of devotion to Pelor/arcane/martial knowledge written in celestial. No game mechanic effects. It's mostly a prayer book/instruction manual for Thale. The second is a long scroll of introduction, inviting the officials of Sasserine to open cooperative talks with the monastery. Thale is reluctant to show it to just anyone, (indeed, he hasn't read it himself, his job is to deliver it) and hasn't been able to talk his way up the chain of command.

A couple of skill questions: I gave Thale a couple of ranks in Craft(calligraphy). The idea is that part of his job at the monastery is as an illuminator/scroll maker. Intelligence seems like the wrong modifier. (I've always thought they got intelligence/wisdom wrong with respect to craft/profession.) Dexterity, wisdom, or even charisma would make more sense to me for calligraphy. Maybe craft is the wrong choice. On his way here, Thale will have picked up a bit of know(local) or know (geography) on the journey. I'll take a rank or two next level. (Unfortunately there's never enough skill ranks to flesh out a character as well as I'd like.) Which would be more approproate?


Jeric Darkstar wrote:
Patrick Murphy wrote:

Possible Flaw: Phobia. " Snakes. Why did it have to be snakes?"

I hope that is clear. So far I consider you all to have mastered your fear of personal combat ( mass combat/battles are a different story)

This rule I borrowed from Palladium RPGs. If it also appears in UA or similiar D20 material, I have yet to read it or I have missed it. Either way, my apologies, my groups have found it fun in the past.

That sounds pretty cool. The phobia flaw could be something like:

Must always take the fear test against a specific creature/creature type, and this test is at a -2 penalty.

The 'creature type' version is a litte stronger (and easier to implement) than against a single creature. However, as some creature types are pretty massive (humanoids, for example) the choices should be limited Eg. Vermin, Undead, Constructs, Outsiders [Possibly Demon/Devil/Celestial/Elemental Specific], that sort of thing.

Second 'creature type'. Single creature might never be met, or if too prevalent, it might seem like the DM was picking on the character. This would make a great flaw.


Male Human Expert 8th

Thom. I like the fact that you are choosing skills/equipment that are not tied directly to a game mechanic. those kinds of things are fun for me. I like calligraphy as a craft skill, and I think it would be good to have DEX attached to it. In terms of gear, I have never had fun buying gear and tracking weight. Many of my characters end up blowing their money or simply spending it in a general way (e.g." I spent 25 gp this week on fine food while in town") . Assume you have all the basics with you if they don't cost a fortune in the rules or affect a combat mechanic. In terms of scrolls, if you have them from the Monastery, the sooner you decide these the better. I am planning to print off the characters this week to learn them a little better so I hope your selections will be made by, say Friday.


Male Human Expert 8th

Question: How would you guys like to be awarded experience, real-time monthly, or after section of the adventure/campaign is done? I ask because most of my games are rathr organic with few set steps where characters would normally have down time ( i.e. before/after an adventure) Pros and cons to each sit-rep I know but let me know what you all think.


Male Human Monk 1 -- Cleric of Nethys 3
Patrick Murphy wrote:
Thom. I like the fact that you are choosing skills/equipment that are not tied directly to a game mechanic. those kinds of things are fun for me. I like calligraphy as a craft skill, and I think it would be good to have DEX attached to it. In terms of gear, I have never had fun buying gear and tracking weight. Many of my characters end up blowing their money or simply spending it in a general way (e.g." I spent 25 gp this week on fine food while in town") . Assume you have all the basics with you if they don't cost a fortune in the rules or affect a combat mechanic. In terms of scrolls, if you have them from the Monastery, the sooner you decide these the better. I am planning to print off the characters this week to learn them a little better so I hope your selections will be made by, say Friday.

Thanks. I like to round out characters by taking some skills that fit their background at creation. That's one thing I don't like about Beta; its going to be much harder to "waste" skill points when you start with 1/4 as many.

As for gear. I finished last night. I only ended up throwing away a couple hundred gp. (donations along the way to Sasserine) I thought it would be more, but the staff, gold holy symbol, and crossbow ate up a good chunk. I'll double check and make sure I updated Thale tonight.

EDIT: Thale is done. He's carrying about 45 pounds, most of it in his pack. I guess he should shed that before fighting.


Human

Hey guys,

I'll be posting as soon as I get home from work today (in a few hours). Sorry to have been quiet, I've only been posting sporadically as I've been unwell and busy at work.

Thanks for your patience.


M half-orc Dungeon Master lvl 18
Patrick Murphy wrote:
Question: How would you guys like to be awarded experience, real-time monthly, or after section of the adventure/campaign is done? I ask because most of my games are rathr organic with few set steps where characters would normally have down time ( i.e. before/after an adventure) Pros and cons to each sit-rep I know but let me know what you all think.

As long as we're at the right strength to deal with whatever you're throwing at us, I'm not too worried about xp.


Ditto Ghettowedge on XP.


Male Human Expert 8th

Re: Fear. Ok. I know it may seem like a hassle, but let me attempt to explain my reasoning on this one.

Fear is a common emotion for sentient creatures and the game only takes into account magical fear for players. As Belthic points out, they are heroes and maybe regular fear shouldn't play into it. I like a little dread/horror in my games and I have yet to learn of a hero in the real world that was not scared while doing something dangerous. So for me, it adds a little realism and allows for us to use the horror element that many adventures work in as part of the atmosphere. I have just given that atmosphere a little game mechanics.

About the mechanics. As adventurers, I do not require a huge roll for fear. It is meant for flavour after all, so the DCs and bonuses are not as high as what you need for other saves. As I see it, reason is what keeps us grounded when fear creeps up from our brainstem and adrenaline starts pumping. This higher order thinking seems best represented by the INT attribute. According to that, I think Beltic is right that classes with higher INT would be more resistant to fear, but let's look at what they do for a minute. Wizards originally were the ones dealing with outerplanes phenomenon and things that should not be, solely due to their own power. Clerics, Druids have faith in some higher power to draw on, while Sorcerers rely on instinct to begin with for their magic ( and if you look at the natural world, other animals that rely on instinct also rely on fear, so it stands to reason that sorcerers would not have the same save bonus as classes that use INT more often).

Now experience gives people more confidence, but confidence does not always override fear. Veteran soldiers still feel it after all, but are better able to control it...in theory. So they get a higher bonus but not complete immunity.

To prevent constant fear rolls, I figure that once a situation/creature has been mastered, it still may make you scared, but it is no longer debilitating.

So far, I assume each of you have mastered fear from melee against a similiar opponent ( human, demi-humans, etc) You have mastered seeing magic (some people just don't get used to it).

Everything else is fair game...within reason.

About bonuses. There are feats for this (i.e. we can create them). One I mentioned earlier is Bravery (+4 to fear save). Others could be developed if we wish.

Also, rerolls are possible to control the fear once in the situation, but the risk of failure means that one could end up in the next category of fear down (frightened I think). We can decided as a group if we want to add this level of mechanic to the rule.

Also remember that the rule is a two-way street. Eventually, creature will have to make fear rolls agaist you!


Male Dwarf Cleric of Moradin / 3

The d20 system is not designed to use fear in the way you are intending. Other systems that use fear have less debilitating effects. In CofC for instance you have sanity points, and you don't suffer the effects till your sanity is compromised. In Warhammer FRPG if you have fear you miss a turn etc. but these systems were designed from the ground up to have fear as part of the balance of the rules. I've found in the past if you're going to do something to make the characters less effective, you also have to do something to make them more effective.

While I agree in principal with what you're saying we'll just agree to disagree about the mechanic. I've found that sometimes the smarter hero's are the ones who are scared because they know that what they're facing is "not normal" or "dangerous", while the big dumb redneck goes charging in hell-bent-for-leather because he's too stupid to be scared. And, the image of the Catholic priest using his faith, not his intelligence to confront demons is a large part of fiction and movies.I'll certainly give things a shot, but I can see a party of adventurers standing around peeing in their pants, instead of adventuring ;).

On another subject, what was the concentration check for when the combat began...So I'll know how to avoid it in the future. Also Since protection from evil is up the fortitude save was actually a 13. Probably still not enough, but... Also AC is 23 at the moment.


Male Human Expert 8th
Belthic of Shaduum wrote:
The d20 system is not designed to use fear in the way you are intending. Other systems that use fear have less debilitating effects. In CofC for instance you have sanity points, and you don't suffer the effects till your sanity is compromised. In Warhammer FRPG if you have fear you miss a turn etc. but these systems were designed from the ground up to have fear as part of the balance of the rules. I've found in the past if you're going to do something to make the characters less effective, you also have to do something to make them more effective.

Fear affects are part of this game. I just use them in a few more ways than you are used to, my friend. In terms of keeping balance with this rule, I am. Fear affects apply to many of your opponents as well. In terms of keeping balance within an encounter, there is no need, as each side has the chance to gain/lose the upper hand several times.

Belthic of Shaduum wrote:
While I agree in principal with what you're saying we'll just agree to disagree about the mechanic.

Fine by me. Hopefully, you will grow to accept, if not like, this rule.

"Belthic of Shaduum wrote:

On another subject, what was the concentration check for when the combat began...So I'll know how to avoid it in the future. Also Since protection from evil is up the fortitude save was actually a 13. Probably still not enough, but... Also AC is 23 at the moment.

The concentration check was for your spell. It states in the PHB p.170 that if something interrupts your casting, you will lose the spell. It then goes on to give a list of scenarios. This is not an exhaustive list, and since you are in a chaotic situation ( noise, jostling, thugs, screaming Hooded, etc) I required a roll. The roll of 13 is just shy of what is needed for the save, sorry. I shall try to remember about the AC. Feel free to remind me.


Nice to have you back, Fox. G'night.


I don't think the constitution of a horse, or the company of Paladins could help me roll a save. Perhaps if my next character was a Paladin's warhorse ....


Male Dwarf Cleric of Moradin / 3

Hi. Another rules discussion. According to the PHB (pp 159) when you turn undead they flee from me at their best and fastest way for 10 rounds. If they can't flee then they cower. A lawful good cleric would never turn undead, if they will just avoid them and attack other nearby innocents. If turning works differently in your game, I'd like to get rid of that Extra turning feat for something more useful...This time not arguing just asking for clarification.

Secondly a reminder that Detect Evil should still be functioning. This increases my AC to 23, +2 to saves, and evil undead cannot make natural weapon attacks against me unless they overcome this spell with SR.


Good points. RAW, turning should send the undead fleeing, not seeking easier prey. Of course if your level > 2x(undead HD), some should just die.

And I wish I had kept a protection from evil spell handy. Alas, it's not the character's way.


M half-orc Dungeon Master lvl 18
Belthic of Shaduum wrote:


Secondly a reminder that Detect Evil should still be functioning. This increases my AC to 23, +2 to saves, and evil undead cannot make natural weapon attacks against me unless they overcome this spell with SR.

Umm, as far as I recall of protection from evil, summoned monsters can't attack you, but undead should only have to deal with your AC boost.


Male Dwarf Cleric of Moradin / 3

And the spell cast by the poison didn't "summon" these undead. I don't think they appeared spontaneously. But I guess it's a matter of interpretation.


Male Human Expert 8th

The undead were not summoned. The Turning rules I think reflect developers dungeon crawling theme. Yes, they flee from you for 10 rounds. These zombies have alacrity, so they move pretty fast compared to the normal variety. When that amount of time is up, they will act normally. Who knows where they will be.

your character is in a combat situation with undead, so it is undestable that you would try to turn them. Despite your character's knowledge of undead, you have not faced these variations, so you canont anticipate what they will do. Keep your feats as they are -they are good after all- and we will deal with the consequences of the actions later.

On another note, here is a brief synopsis of the campaign so far:
The Rotting War

First Phase:

• Company of the Silver Scale is destroyed to the last man ( Dimble the gnomish weretiger; his body is transported to Oyccipitus where it lays in state)
• Demons broke out of their prison, allied with gnolls, and fiendish gnolls, and through them, swore allegiance to Yeenoghuu. Celeste, late of the Cup of Sunrise in Cauldron, and now known servant of Malcanthet, is there as well.
• Cagewrights succeed in opening a portal to Carceri but fail to free Adimarchus. Through the portal streams an invasion force of Carcerians to put the world in chains. The city of Cauldron is destroyed, its’ ruins are the stronghold of the outsiders.
• The Rotting Man surprises the Druid ranks, killing many and corrupting others, all manner of forest beasts and sentient races die or fall under his sway. The were tiger clans of the jungle are completely destroyed as are most of the northern jungle elf tribes. He pushes the allied forces to the northen edge of Storm Lake.
• Omicron establishes Stoneharrow and with the help of Lim Dul, they create a necropolis that defeats all comers. His power increases such that he is able to challenge Greystoke’s slave Szass Tam and steal away from the Academy many young and some powerful necromancers looking for more opportunity and magic than is offered to them in the Pomarj Empire.
• The Silver Dragon family at Firewall stir and gather forces to avenge the deaths of their two youngest children ( Namhaias and Shade)
Second Phase:
• The war now has five fronts and is nearly all chaos.
• Below Sasserine is a growing Silver Protectorate. Patrolled by silver dragons they gather human and dwarven allies and well as creatures of the forest that cannot breach the gauntlet to get to the druids. They have taken in many of the survivors of Cauldron and all but the youngest and eldest are training to fight in this war to take back their home. The protectorate must constantly patrol and encounter troops from both Carceri/Cauldron, and from Stoneharrow.
• Directly south of the Silver Dragon lands are the ruins of Cauldron. The forces of Carceri are plodding along as much as possible in all directions. If they would focus their forces they could more easily break out of the circle of enemies they find themselves in. For the moment they probe defenses in all directions and consistently gather more troops from the open conduit to their home dimension.

• Stoneharrow has stopped its’ outward expansion as it has been met with fierce resistance from all sides. Still, the kingdom of the dead can afford to fight a war of attrition as most of its’ forces do not require rest or provisions. They constantly probe the borders and fight skirmishes. They take back whatever corpses and captives they can ( when the flesh-eating zombies don’t get them), so that the necromancers can create more troops. Omicron and Lim Dul have turned over immediate command of undead forces to their Death Knight general and their necromancer recruits from the Pomarj. All the leaders very much want the ghouls of the demon Yeenoghuu, and both Omicron and Lim-Dul want to ursurp his control of the Ghoul Lord. To this end they study the Ghoul’s Heart artifact that the fallen angel allied with them has in his possession. Both leaders research and create more powerful undead creations to fight on the front and to hold key positions in the kingdom. They must fight a three front war against the Carcerians, Demons, and Silver Dragon Protectorate. At present, Omicron and The Rotting Man have a non-aggression pact.
• Demons occupy their former prison created by Olman priests a thousand years ago. After the assault of the Company of the Silver Scale, the surviving demons managed to dig their way out, and lacking a truly powerful leader, allied themselves with the gnolls and their fiendish leaders. This brought the demons under the sway of Yeenoghuu who has taken a special interest in the war. He wants the kingdom of Stoneharrow destroyed for the flesh-eating zombies created there are an insult to his ghoul and ghast followers. He also wants the secrets Omicron and Lim-Dul have uncovered. The demons try flanking maneuvers around the right of their lands but this brings them into conflict with Carceri. They have no trouble giving battle with these forces. Even though, it would be easier to try to concentrate forces and head east around Stoneharrow’s left flank through the mountains, but they cannot break off once battle has been joined. Also, they struck south looking for plunder and slaves and encountered the forces of the Rotting Man. Thus, the demons fight a hap-hazard three front war, but occasionally get help in the form of gated demons and teleported gnolls from around the Flanaess.
• The Rotting Man. His plan to make the Amedio Jungle his personal kingdom of rot and death has not changed. His initial surprise attack has lost its’ momentum and the war south has ground to a halt as the opposing forces skirmish and snipe at each other while building their forces for larger strikes. The opening of the Carceri portal and the emergence of the demons are an inconvenience and force the Rotting Man to divert forces north. That gives the jungle allies more breathing room to bring up allies far to the south who stubbornly refused to get involved in the war thinking it a problem that would not concern them. The Rotting Man wishes to further atomize his enemies by corrupting key individuals and using them to destroy alliances and trust. He also has made use of smaller bands of corrupted druids and ranges to make trouble far to the south in the hopes of delaying allied forces from heading north.
• After three years of war, the Amedio Alliance is finally getting organized. Tribes of humans, elves, lizardmen, beastmen, fey, treants, rogue dakons, druids, amazons, yaun-ti, tasloi, forest goblins, trolls, mist dragons, and many beasts ( mundane and magical) have forgotten differences to fight against the common threat of the Rotting Man. With the discovery of the Amarantha, Greenleaf, one of the Alliance leaders, has been transforming as many warriors as are willing into Woodlings, true creatures of the jungle. These transformed warriors become the vanguard of Alliance forces.

Phase Three: The Actions of the PCs
• PCs converge on Sassarine to join the recruitment drive of the SSP. Sassarine, still not officially part of the SSP, has grown and profited from the war to the south and is now a place for recruitment and supply for the war effort.
• PCs come together in Sassarine’s Dawn Square to join the Company of the Silver Scale, which commoners call the Blue Boys, or Boys in Blue because of the dark blue cloaks company members . As they move to join the ranks of the CSS, men known as The Hooded enter the square and initiate suicide attacks with magic devices.
• The PCs notice a shadowy figure go into the Sea Nymph Inn and Garret sees a bloody hand slap against the window of the upper floor just as The Hooded explode. Ravenous zombies rise from the victims that succumb to the necrotic poison and the square is thrown into anarchy.


M half-orc Dungeon Master lvl 18
Belthic of Shaduum wrote:
And the spell cast by the poison didn't "summon" these undead. I don't think they appeared spontaneously. But I guess it's a matter of interpretation.

Just to clarify it for you, undead are generally created, but not summoned (except in the case of the summon undead spells from other sources).

The SRD says this on summoning:
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this.


Male Human Expert 8th
Belthic of Shaduum wrote:


Secondly a reminder that Detect Evil should still be functioning. This increases my AC to 23, +2 to saves, and evil undead cannot make natural weapon attacks against me unless they overcome this spell with SR.

Approximately three minitues have gone by since we started things. At first, I thought you meant detect evil gave you those bonuses, then I clued in. The answer is no,these are not summoned evil creatures, and since dectect evil is running they are not evil either. They are mindless eating machines/tools. As such, the protection from their physical attacks does not apply.


Male Dwarf Cleric of Moradin / 3

Whoops! I meant protection from evil not detect evil. Shouldn't post so late at night / early morning. But since it's been three minutes that's a moot point anyway. I'm determined to have some skill, Spell, attack or feat actually work in this game however, so I'll keep trying :0. PS: Invisible castle hates Belthic.


Male Dwarf Cleric of Moradin / 3

I feel a bit stupid here but I've looked everywhere. What does "undetestable" mean, or is that a mistype for something else? This is in regards to your statement about Belthic being in battle with the undead.


Male Human Expert 8th

Belthic meant to say 'understandable'.


Male Dwarf Cleric of Moradin / 3

Cool thanks.


Male Human Expert 8th
thayle wrote:
Patrick, a couple questions: 1. Did Thale grab his pack on the way? 2. Did Thale have time to expend all his spells as cures before the dead started rising? If not, just let me know what's left. 3. Do you care where Thale's monastery is? If not, I'll just pick a direction. If you want to answer in the discussion thread to avoid cluttering this one, I'll look there too.

Answers: 1. no. It is on the ground of the square, covered in blood.

2. I believe you did use your spells to help those you thought were sick.

3. Yes. I have ideas of where the monastery is that work into my regional campaign. I am basing my use of it on your background information. I will let you know relevant information when I have a chance to do it in some detail. Maybe on the weekend.


Patrick Murphy wrote:
thayle wrote:
Patrick, a couple questions: 1. Did Thale grab his pack on the way? 2. Did Thale have time to expend all his spells as cures before the dead started rising? If not, just let me know what's left. 3. Do you care where Thale's monastery is? If not, I'll just pick a direction. If you want to answer in the discussion thread to avoid cluttering this one, I'll look there too.

Answers: 1. no. It is on the ground of the square, covered in blood.

2. I believe you did use your spells to help those you thought were sick.

3. Yes. I have ideas of where the monastery is that work into my regional campaign. I am basing my use of it on your background information. I will let you know relevant information when I have a chance to do it in some detail. Maybe on the weekend.

1. OK. it will give me something to talk about in the Inn.

2. OK. That's what I said I wanted to do. Just making sure I'd had time to cast them all before the dead started rising.

3. OK. I just figure it may come up in the how-de-do's we'll all have in the Inn.

Thanks.


Patrick Murphy wrote:


anyone know what happened to Jeric?

Not sure. I cruised his Psifox's profile. Looks like his last posts to the boards were last week. A recent post in the discussion thread said he was unwell.

Since no-one has really interacted with Jeric, we could write off "the mage in the square" that Thale was trying to help, as someone else who didn't make it.

When Psifox posts again he can be another bystander who made it to the Inn, but has been too traumatized to function until he suddenly snaps out of it.


I'd say give PsiFox a little longer before advertising for an MU. He's a pretty good guy.


Male Human Expert 8th

I have no problems waiting for him. In the meantime, if it calls for it, there are plenty of NPC casters that can fill in.

As for information about where you are from. That is secret from everyone. For reasons your superiors didn't tell you! Trust me, it will work into my campaign and it will be good (at least I think so).

What you do know about your monastery.
1.)In the mountains (not allowed to tell which range)
2.)small cloister born and raised on site to defend said site. ( train as clerics, monks, and paladins)
3.Wizards are on site but you have only every seen them through the windows of the Colored Library (off limit to regular monks).
4. You are sent out mostly to gather information, and like you say, make better ties with Sassarine and similiar places. This is to be done through doing great works, not establishing embassies where you would have to reveal the location of the monastery. Great works would allow easier access and acceptance of cloister members who come after you.
5. Your abbot is a mysterious man known as Father Primus. He has overseen your training but never formally spoken to you. You have known of him your entire life.
6. Your more immediate superior and teacher was Sister Meredith (Clr5/Pal7), leader of the martial orders, and Brother Bokaine-Soth (Clr3/Mnk3/Sacred Fist 8) sensei to the monasteries monks and hand-to-hand trainer.
7. other minor details you can fill in yourself: friends, lovers, family, number of buildings etc. I will build off of that.

Shadow Lodge

Male. Mostly. Elf Wizard3/Master Enchanter7

Woops, hate to hijack the thread, but my game is waiting for him as well! If I see him, I'll send him this way!


Guys, I'll be out of touch for the weekend starting Friday afternoon. See you Tuesday. NPC Thale as required.


Male Human Expert 8th

not a problem.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

'Wedge, nice call with the rope. I was hoping you would do that. Unfortunately it looks like we're heading down the street. Also, nice job with the map. I still don't know where we are but it looks great.


Male Human Expert 8th

Find the clearing on the lower right-hand corner of the map near the gate. You are currently on the second street onf the left-hand side of the clearing. You should see a small group of three buildings touching each other (those were the ones you were jumping towards) and one building off just a little from them (that was the Sea Nymph Inn). The second street parallel to the wall at the bottom of the map is Spice Street (which you are now facing down, with Dawn Square behind you), and the first street perpendicular from the square on the left is Marble street.

I hope that helped! :{...


Male Human Expert 8th

As mentioned in the other thread. The Savage Tide Adventure Path Players Guide has the maps that I am using for this portion of the campaign. If you have that,or can get it, then we are in the Sunrise District. P4 is Dawn Market and we are at the mouth of the alley just past building 7.

Sovereign Court

Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant

Its available on the Dungeon Downloads pages as well guys

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