Thursday, November 6, 2014
New Pantheon 9: Death of a God and the Fleet
Back to the action! This was a session where, for whatever reason, nearly half of the attacks were criticals.
The Alchemist is headed straight for another major ship in the royal Armada. Ayslyn has disappeared into the waves, and Swaggles has disappeared into the skies.
Semprona and Layric fire their cannons, largely hitting their targets, two large ships that have moved into position. They brace for impact.
Rache and Jeptha continue looking for a magic item in Patrick's quarters until a catapulted rock tears off the top of the room, and the steering wheel with it. They cower against some rubble for protection from arrow fire. Jeptha runs out on deck and, finding himself exposed, uses the ship collision to throw himself into the hole left by the catapult - and down 40 feet. Moments later, a still large Rache squeezes out the door, charges across the deck, and hurtles himself down the stairs.
The Alchemist's iron bow has embedded itself in this new ship, rending an immense gash in the unfortunate wooden victim. The Gods attempt to board the ship from the first floor down of the alchemist onto the victim's deck. Layric, still engulfed in darkness, sneaks across the ship, but is soon passed by Semprona, who bursts from the ship's front and out into the mob of sailors. Jeptha makes his way forward, but is slowed by stairs. Rache runs forward, finds that he cannot fit out the small openings afforded him, and tries and fails to break his way through.
Semprona has done this dance before. She starts slaying sailors, but quickly finds that she has run out of Lay on Hands. No matter, what could go wrong?
Layric melts the captain and guard with acid, and Jeptha has a bit of difficulty maneuvering with the blocks of enemies.
Rache again fails to break through to the deck.
Then, Semprona gets the attack of a lifetime. Dealing a massive amount of damage, she cleanly separates head from body in the most graceful swing of her existence - the only problem? It is her head. Due to a critical fumble transformed to a self-inflicted critical hit, in conjunction with a 4x crit damage, Semprona completely obliterates herself. The God of Darkness leaves the corpse of Semprona, and "heads" abroad to find a new host.
Our heroes are horrified, but overcome the sailors. After several rounds of trying, Rache finally bursts on deck and intimidates the crew members to come aboard the Alchemist. They do so. Rache goes above deck with a score to steer the ship by grabbing the rudder, and Jeptha orders a score to start filling the hole with anything they can throw in - gunpowder included. Layric continues firing his cannon.
After a few turns, including critical miss induced friendly fire from the fleet, the HMS Enterprise is damaged beyond repair. When it is, Patrick's voice can be heard ordering the nearby, smaller HMS Pinafore to come pick him and the rest of the crew up.
Rache sets sail for the HMS Enterprise. In a stroke of madness, Jeptha begins breaking open the gunpowder barrels. The Alchemist is now a giant, iron grenade, and unwitting archers from other ships begin shooting fire arrows, lighting the Alchemists sails on fire. From here on out, Josh rolls a d20, then a d12, then a d8, then a d6, then a d4, and then d4s. On a 1, the Alchemist blows up.
The Alchemist comes alongside the Enterprise, which is alongside the Pinafore. Our heroes can see Fitzgibbons disembarking from one ship to the other. Given the Alchemist's size, Layric's cannon is now at deck level and he fires across a score of enemies.
Not wanting to let Fitzgibbons get away, Rache casts hold person on Fitzgibbons then leaps on deck, falling flat on his face. He is immediately surrounded by the mob, and a critical brings him down to -6. He begins to bleed out. The fuse on the Alchemist is going.
Jeptha also jumps, and falls flat on his face.
Layric realizes that this fight might be unwinnable. Still he is not giving up. He uses a scroll to cast invisibility on himself, then makes his way across the deck toward his real target: Fitzgibbons.
Jeptha gets mobbed by enemies, bringing him down to the low teens. He elects to roll off the side of the Enterprise, but takes an opportunity attack while rolling off and goes unconscious. He lands in the ocean, then begins to sink and drown. Within three rounds, he will be dead.
Layric makes his way to Fitzgibbons. He whips out a wand of Corrosive Grasp, and blasts the bastard. Fitzgibbons disintegrates. Layric then smiles at the crew members, and drops overboard.
The clock on the Alchemist is still ticking. Rache is still bleeding out on the deck of the Enterprise. Jeptha has seconds left to live.
Underwater, Layric chugs a Touch of the Sea Potion, the spots Jeptha sinking 90 feet away. He swims as fast as he can towards the God of Fire, and manages to bring him up for air just in time. Unfortunately, he they are now both 5 feet away from the Alchemist, which has a 25% chance of exploding every 6 seconds.
Layric takes a deep breath, then swims underneath the Enterprise. He brings Jeptha up for air just in time to keep him from drowning, then hangs onto the outside of the Pinafore. Agonizing seconds pass, waiting for the ship to blow. Over a minute ticks by. There is only a 1.8% chance that the ship has lasted this long.
Rache is brought aboard the Pinafore from the crippled Enterprise. He has stabilized, and is tied down.
Finally, a squad of sailors comes around to see what all of the splashing is. Four heavily armed sailors peek over the side of the boat, and lock eyes with Layric, holding an unconscious Jeptha. A beat passes.
Then, amazingly, the Alchemist blows.
Layric is temporarily deafened, as a thundering roar disintegrates the Alchemist. Shrapnel and burning shards of iron and wood are thrown with reckless force against a thousand men and a dozen ships. The half of the Enterprise is blow to nothingness. The ships in the area are riddled with sharpness, cracked, or physically knocked over from the blast. Those not in the blast radius are peppered with flame and catch ablaze.
Shielded by the corpse of the Enterprise, the Pintafore comes away with only minor bruises. Still, bodies and smoke clog the air and water. In the chaos, Layric climbs aboard the the small ship, drags Jeptha out of the water, then sneaks over the Rache. Grabing the God of Light's wand of cure light wounds, he heals his friends back up to positive. Then the remaining Pantheon take the ship, and sail away from the ruined fleet.
It is still March 4th, 15 AC. Our heroes played this level at level 9, Ascension Level 3.
Wednesday, November 5, 2014
New Pantheon 8: Attack on the Armada
After extensive discussion, our heroes decide to take a small sailboat and meet the fleet before it hits Gallowhall. Using the cover of night, they approach the armada, a fleet of 19 warships including their flagship 'The Alchemist.' Layric uses still image to place an illusory rock over the ship, and Swaggles uses alter winds to keep the ship in place. As the Armada gets closer it spreads out a bit, allowing the rock to pass through it. At this point, Invisibility is cast on each of the characters and the boat. The armada glides through them, then Aislyn pilots the ship while Swaggles uses Alter Winds to power it. Silently, our heroes align with the flagship and keep a distance of 5 feet from it.
Layric hops onto the side of the ship, using his god-gifted climbing abilities to scale the massive iron sides of the warship. Nobody notices when he ties two ropes to the side of the ship. Our heroes tie these ropes to their little sailboat, then climb aboard. Miraculously, nobody falls in the drink. However, Semprona and Jeptha make a good deal of noise climbing aboard, and the sailboat starts banging on the side of the ship.
Sailors flock around the area, and a mate goes to warn the captain (with Layric in invisible pursuit, followed by Rache, Jeptha and Aislyn). Swaggles flies to the crow's nest and takes out the watchman there. Then Semprona decides enough is enough, and starts killing people. Swaggles starts shooting people, but almost immediately crit fumbles and decides to start cleaning his bow for three rounds.
The alarm is raised. Semprona is surrounded by 20 sailors, but, due to amazing Scythe rolls, self healing, and channel negative energy, fends off the horde. Layric, Jeptha, Aislyn, and Rache, meanwhile, stay indoors and wait for some guards to come out of a room. They wait. And wait. Layric enlarges Rache as a laugh.
As Semprona kicks ass and takes names, Layric decides to take the initiative and lock pick the door. A stunning roll sees the door swing open, and Aislyn lets off a Snowball, instantly freezing all inside. Our heroes look at each other and shrug.
Our heroes hear a voice over what seems to be some magical loudspeaker: "This is Admiral Fitzgibbons. The Alchemist has been compromised. Sink the Flagship." He then utters a string of letters and numbers, which can only be some sort of confirmation code.
Swaggles decides to gather information. He flies to the second crow's nest and starts intimidating the guy there into giving up Fitzgibbon's location by pecking at his liver a la Prometheus. The guy stabs Swaggles right through the gut, pinning him to crow's nest. Swaggles watches as the other guy leaps out and climbs down the crow's next.
Our heroes spend a few turns killing scores of sailors (including Jeptha mowing enemies down as they come up the steps), before a bear leaps out the the admirals quarters. Aislyn dazes it by screaming "Let it Go" at the top of her lungs, and when that fails after three turns, Jeptha trips the fuck out of it. RIP bear.
The crew members are dead, but there is no time to celebrate. Siege weapon shots go wide, and Rache grabs the wheel, intending to ram another ship in the fleet. Aislyn attempts to get to Swaggles by climbing up the mast so she can cast a helpful spell, but falls from 40 feet. Jeptha finds a small crawlspace that Fitzgibbons must have passed through, and starts crawling through it.
Then the arrows come. Layric casts darkness to conceal the allies on deck.
The first volley downs Aislyn and very nearly perma-kills Semprona, who is bleeding out fast. How to heal somebody who needs negative energy? Layric knows! He vanishes and runs across the deck to the anti-paladin, before he gets there, the flagship collides with another warship. A mighty gash is cut in the unhappy ship, while the Alchemist is somewhat unharmed. Rache falls from the shock, but Layric keeps his footing, then makes his way to his injured companions and casts bear's endurance to bolster Semprona's constitution. The extra hit points bring the dying god of darkness back to positive.
Crow-Man-Air-God-Guy rips himself from the rapier, suffering a massive wound. He then flies down to Aislyn and tags her back up with a cure critical wounds.
While this is happening upstairs Jeptha valiantly crawls through a tunnel much to small for him. The tunnel opens up to a porthole about 10 feet from the ocean. Groaning, Jeptha courageously inches his way backwards.
A crew from the rammed ship jumps aboard and the archers stand back up. "We need to get inside!" Shouts everybody, enduring another hail of arrow (this one without a scratch). "See ya!" shouts Swaggles, god of air, who takes to the skies. "See ya!" shouts Aislyn, god of water, who takes a running leap off of the ship.
Semprona and Layric make their way inside, where they both begin loading cannons. At this point, a massive rock (or catapult piece, who can say), smashes through the top of the ship and cracks the hull. Water begins seeping in.
Rache returns to the captains quarters where he sees Jeptha backing out of a crawlspace. "What did I miss?"
"Well" Rache, "If we wait here long enough, we just might level up!"
And then they did.
It is now March 4th, 15 AC. Our heroes played this level at level 8, Ascension Level 3.
Tuesday, November 4, 2014
New Pantheon 7: Return to Gallowhall
While making their way out of the the Apocolyte compound, our heroes are jumped by a handful of remaining enemies - three rogues, an archer, and a bard. These enemies are summarily dispatched without too much trouble.
Rache takes Vander Perkins and the Troll trainer aside and explains that it would be in their best interest to follow the Rising Gods. The ex-Apocolytes Hastily Agree.
Semprona sees that Tomas is not going to be a willing prisoner. So, she cuts his other hand off. The psychological damage is too much for Tomas, who is reduced to a giggling mess. Our heroes, with prisoners and treasure in tow, return on horseback to the shore.
Their rendezvous with Gallowhall is supposed to be at the busting Port City of New Auger. Except for the name, there is little evidence that the Cataclysm ever happened here. Amidst wooden houses and thriving trade, the ancient shipbuilding traditions of old Auger grow strong.
Leaving their horses on the edge of town, our heroes go on a massive shopping spree. While out and about, they discover that Gallowhall is anchored ominously offshore. "Luckily," the are informed, the Dorian Armada, headed by Admiral Fitzgibbons, should be arriving within a week's time to destroy the floating prison.
Our heroes need to find a way our to Gallowhall. They stop by the Salty Seaman, a lively restaurant/bar complete with lobster tank, stripper pole, and hostess. Rache is bitten by a fly, who buzzes off with a big chunk of flesh. Semprona then attempts to gain a captain to sail the group to Gallowhall, proclaiming himself to be a god. The people at the bar are unwilling to go to such a dangerous place.
A man joins the heroes at their table. He is covered completely in a black cloak, and he addresses Rache by name. The mysterious man says that he is from Maven's inquisition. He puzzles that all attempts to scry on Rache responded as if Rache was dead. But with the new piece of flesh that the man just acquired from Rache with his fly, scrying shouldn't be a problem. The man then dissolves into a mass of maggots, which attack the party. At the same time a fireball, thrown from somebody outside, ignites the only entrance to the Bar.
Jeptha leaps over the booth to take on a large maggot, while the much more deadly swarm encompasses Semprona, Rache, and deranged Tomas. Dealing both normal damage and constitution damage, the swarm takes quite a while to kill while the fire creeps closer. Tomas giggles as maggots burrow into his flesh.
The insects are dispatched after some serious fighting, but the heroes are faced with a panicking mob and encroaching fire. Tomas giggles as flames flay the skin from his face. Jeptha smiles, waves, then simply leaves through the front door, relying on his fire resistance to get him out. After contemplating jumping down the loo and into the ocean, Rache instead decides to break down the wall, which he does with a massive swing. Semprona and the mob follow.
A captain who they saved offers them passage on his skiff, and takes them to Gallowhall.
Thur'Khan greets them. Our heroes go to Krannic and restore his tongue after a multitude of attempts with a scroll of regenerate. He agrees to preach for them on three conditions.
First, They must kill Vander Perkins. Second, they must name him high priest of a god. Third, they must, as soon as they are able, bring Sarah, his sweetheart, back from the dead. Our heroes agree to all of these terms, hang Vander Perkins, and assign Krannic to Rache. Krannic becomes Pav'Khan, high priest of light.
Semprona then visits Peter. The child has killed Sven by ripping out his throat. Something has changed about him. Peter says that he will agree to be Semprona's High Priest if, at a time and place of Peter's choosing, they duel to the death, one on one. Peter may declare the duel at any time and Semprona must accept. The penalty for declining the duel, or cheating in any way, will be the loss of Semprona's unholy powers. Somehow, Semprona realizes that this is true. Peter cuts a strange symbol into both his and Semprona's hand, and they shake on it. Peter is let out of his cell, and he becomes Sith'Khan, high priest of darkness.
It is now March 2nd, 15 A.C. Our heroes played this session at level 7, Ascension Level 2. They just ranked up to Ascension Level 3.
Rache takes Vander Perkins and the Troll trainer aside and explains that it would be in their best interest to follow the Rising Gods. The ex-Apocolytes Hastily Agree.
Semprona sees that Tomas is not going to be a willing prisoner. So, she cuts his other hand off. The psychological damage is too much for Tomas, who is reduced to a giggling mess. Our heroes, with prisoners and treasure in tow, return on horseback to the shore.
Their rendezvous with Gallowhall is supposed to be at the busting Port City of New Auger. Except for the name, there is little evidence that the Cataclysm ever happened here. Amidst wooden houses and thriving trade, the ancient shipbuilding traditions of old Auger grow strong.
Leaving their horses on the edge of town, our heroes go on a massive shopping spree. While out and about, they discover that Gallowhall is anchored ominously offshore. "Luckily," the are informed, the Dorian Armada, headed by Admiral Fitzgibbons, should be arriving within a week's time to destroy the floating prison.
Our heroes need to find a way our to Gallowhall. They stop by the Salty Seaman, a lively restaurant/bar complete with lobster tank, stripper pole, and hostess. Rache is bitten by a fly, who buzzes off with a big chunk of flesh. Semprona then attempts to gain a captain to sail the group to Gallowhall, proclaiming himself to be a god. The people at the bar are unwilling to go to such a dangerous place.
A man joins the heroes at their table. He is covered completely in a black cloak, and he addresses Rache by name. The mysterious man says that he is from Maven's inquisition. He puzzles that all attempts to scry on Rache responded as if Rache was dead. But with the new piece of flesh that the man just acquired from Rache with his fly, scrying shouldn't be a problem. The man then dissolves into a mass of maggots, which attack the party. At the same time a fireball, thrown from somebody outside, ignites the only entrance to the Bar.
Jeptha leaps over the booth to take on a large maggot, while the much more deadly swarm encompasses Semprona, Rache, and deranged Tomas. Dealing both normal damage and constitution damage, the swarm takes quite a while to kill while the fire creeps closer. Tomas giggles as maggots burrow into his flesh.
The insects are dispatched after some serious fighting, but the heroes are faced with a panicking mob and encroaching fire. Tomas giggles as flames flay the skin from his face. Jeptha smiles, waves, then simply leaves through the front door, relying on his fire resistance to get him out. After contemplating jumping down the loo and into the ocean, Rache instead decides to break down the wall, which he does with a massive swing. Semprona and the mob follow.
A captain who they saved offers them passage on his skiff, and takes them to Gallowhall.
Thur'Khan greets them. Our heroes go to Krannic and restore his tongue after a multitude of attempts with a scroll of regenerate. He agrees to preach for them on three conditions.
First, They must kill Vander Perkins. Second, they must name him high priest of a god. Third, they must, as soon as they are able, bring Sarah, his sweetheart, back from the dead. Our heroes agree to all of these terms, hang Vander Perkins, and assign Krannic to Rache. Krannic becomes Pav'Khan, high priest of light.
Semprona then visits Peter. The child has killed Sven by ripping out his throat. Something has changed about him. Peter says that he will agree to be Semprona's High Priest if, at a time and place of Peter's choosing, they duel to the death, one on one. Peter may declare the duel at any time and Semprona must accept. The penalty for declining the duel, or cheating in any way, will be the loss of Semprona's unholy powers. Somehow, Semprona realizes that this is true. Peter cuts a strange symbol into both his and Semprona's hand, and they shake on it. Peter is let out of his cell, and he becomes Sith'Khan, high priest of darkness.
It is now March 2nd, 15 A.C. Our heroes played this session at level 7, Ascension Level 2. They just ranked up to Ascension Level 3.
Monday, November 3, 2014
New Pantheon 6: Apocolyte Compound
Our heroes stand over the bleeding body of Kindred Kazel and, after some deliberation, Rache slices her head off. They have enough crazy people to worry about.
The next two weeks continue uneventfully. Strong Ride and Survival checks means no random encounters, and our heroes eventually get to the Apocolyte Compound, a 100ft x 100ft fort. It is manned with guards and appears to house many apocolytes.
After a day of observation and extensive discussion, our heroes decide to go invisible and sneak in through the side door (used by people in the compound when nature calls to get to the woods). Without any issue, the heroes get inside, then up to the battlements.
When the invisibility wears off, our heroes start massacring the cultists. Semprona takes on, and has a tough time with, four guards, unable to get through their armor. Jeptha tears through a squad of guards on the battlements, then moves onto a second group. Aislyn throws around a few snowballs, absolutely decimating a mob of cultists before being paralyzed by an enemy spell caster. Rache chases down the caster and kills him, only to be surrounded by a second mob on whom he uses blistering invective and whom Aislyn dispatches with ice ball when she can move again.
Our heroes then make their way inside the compound, where they dispatch a Rock Troll. In this fight Semprona is the star, smiting the beast and dealing nearly all of the damage. She also survives a massive full round attack. Jeptha is less helpful. After a failed trip attempt, his guisarme gets stuck in a nearby bean bag. When he is unable to pull it free, he draws his club only the nearly break it on the hard ground. A hesitant Rache does his best in melee, and Aislyn, running low on spells, utters a few Ear-Freezing Screams. She then prevents the troll from regenerating with acid.
Semprona's brother Tomas is found in a cell. Tomas spits in her face and vows to kill her for murdering their mother, but Semprona isn't quite sure what to do. Killing your brother in self defense is one thing, but killing him while he is locked in a cell? Decisions, decisions. She decides to leave him locked up for now.
The next two weeks continue uneventfully. Strong Ride and Survival checks means no random encounters, and our heroes eventually get to the Apocolyte Compound, a 100ft x 100ft fort. It is manned with guards and appears to house many apocolytes.
After a day of observation and extensive discussion, our heroes decide to go invisible and sneak in through the side door (used by people in the compound when nature calls to get to the woods). Without any issue, the heroes get inside, then up to the battlements.
When the invisibility wears off, our heroes start massacring the cultists. Semprona takes on, and has a tough time with, four guards, unable to get through their armor. Jeptha tears through a squad of guards on the battlements, then moves onto a second group. Aislyn throws around a few snowballs, absolutely decimating a mob of cultists before being paralyzed by an enemy spell caster. Rache chases down the caster and kills him, only to be surrounded by a second mob on whom he uses blistering invective and whom Aislyn dispatches with ice ball when she can move again.
Our heroes then make their way inside the compound, where they dispatch a Rock Troll. In this fight Semprona is the star, smiting the beast and dealing nearly all of the damage. She also survives a massive full round attack. Jeptha is less helpful. After a failed trip attempt, his guisarme gets stuck in a nearby bean bag. When he is unable to pull it free, he draws his club only the nearly break it on the hard ground. A hesitant Rache does his best in melee, and Aislyn, running low on spells, utters a few Ear-Freezing Screams. She then prevents the troll from regenerating with acid.
Semprona's brother Tomas is found in a cell. Tomas spits in her face and vows to kill her for murdering their mother, but Semprona isn't quite sure what to do. Killing your brother in self defense is one thing, but killing him while he is locked in a cell? Decisions, decisions. She decides to leave him locked up for now.
Our heroes proceed through the compound. Past the inner sanctum, they find 100,000gp in a pile or 2,000 pounds worth of gold.
The final room is quite a sight. It is covered in runes, and an iron throne houses a partially melted painting that looks vaguely familiar. The iron throne hums with worship. In the corner cringes Vander Perkins, who explains everything.
The Charismatic Leader isn't here. He was born in Mildan, under a sign, and he worshiped the six. He was just a teenager when the Cataclysm struck and killed his childhood sweetheart. He lost all faith in the world, realized that there were no gods, and began to preach the nihilistic Apocolysm.
He also discovered that, if men drank from his blood, they would follow his word and spread it with magical force. Every sermon he gave, he cut himself in a different place and drained some blood into a bowl of wine to be passed around. Before long he was covered with scars.
Apocolysm spread, and things were good. Money rolled in, and the Leader, and those closest to him, had power.
However, the Leader then fell in love again. He realized that perhaps there were gods, and that he may have been wrong. The Apocolyte higher ups realized that if he were to change his mind and tell people, they would lose their power. So, they killed the new sweetheart and cut out the Leader's tongue to he could never talk again to change people's beliefs. They would continue believing the last thing they heard from him.
However, if the higher ups killed the Leader, his blood would lose its power. So, they sent him to a secure place where nobody would listen to him, and from where he would never escape - Gallowhall.
Krannic, the mute half elf, is the Charismatic leader of the Apocolytes.
Our heroes decide to spare Vander Perkins, and perhaps use his logistical and administrative skills to help run the new pantheon. Semprona decides to tie up her brother and take him back to Gallowhall. And, just for the hell of it, they will grab the Troll Keeper as well.
However, as our heroes are leaving the compound, they are jumped by five enemies - four men with shortswords and one with a lute!
It is now February 14th, 15 A.C. Our heroes played this session at level 6, Ascension level 2.
The final room is quite a sight. It is covered in runes, and an iron throne houses a partially melted painting that looks vaguely familiar. The iron throne hums with worship. In the corner cringes Vander Perkins, who explains everything.
The Charismatic Leader isn't here. He was born in Mildan, under a sign, and he worshiped the six. He was just a teenager when the Cataclysm struck and killed his childhood sweetheart. He lost all faith in the world, realized that there were no gods, and began to preach the nihilistic Apocolysm.
He also discovered that, if men drank from his blood, they would follow his word and spread it with magical force. Every sermon he gave, he cut himself in a different place and drained some blood into a bowl of wine to be passed around. Before long he was covered with scars.
Apocolysm spread, and things were good. Money rolled in, and the Leader, and those closest to him, had power.
However, the Leader then fell in love again. He realized that perhaps there were gods, and that he may have been wrong. The Apocolyte higher ups realized that if he were to change his mind and tell people, they would lose their power. So, they killed the new sweetheart and cut out the Leader's tongue to he could never talk again to change people's beliefs. They would continue believing the last thing they heard from him.
However, if the higher ups killed the Leader, his blood would lose its power. So, they sent him to a secure place where nobody would listen to him, and from where he would never escape - Gallowhall.
Krannic, the mute half elf, is the Charismatic leader of the Apocolytes.
Our heroes decide to spare Vander Perkins, and perhaps use his logistical and administrative skills to help run the new pantheon. Semprona decides to tie up her brother and take him back to Gallowhall. And, just for the hell of it, they will grab the Troll Keeper as well.
However, as our heroes are leaving the compound, they are jumped by five enemies - four men with shortswords and one with a lute!
It is now February 14th, 15 A.C. Our heroes played this session at level 6, Ascension level 2.
Sunday, November 2, 2014
New Pantheon 5: The Deep Sea Dragon and Ironclad
The dragon who assaults Burning Man is a hideous deep sea abomination. Equal parts white and translucent, he is spiny and covered entirely in a thick layer of mucus. Black and purple organs beat through a clear exoskeleton. He head looks like an angler fish: huge black eyes bulge from gooey flesh and hundreds of massive, needle thin fangs protrude from his mouth.
From his perch atop Gallowhall, he vomits a glob of millions of tiny while squirming creatures held together by a mass of mucus. These creatures, something between worms and sand crabs, burrow into the flesh of Rache and Jephthah.
Layric, using his new climb speed, hurries up the wall of Gallowhall, while Rache and Jephthah pull out bows and begin to shoot. Aislyn shoots a few freezing rays at the enemy and Jepthah takes another shot, then runs into the prison to seek a way up top.
The Dragon leaps down to Rache and bites him with fangs, pumping the inquisitor full of venom. Melee weapons are drawn, another freezing ray is loosed, and Jeph pulls off a successful trip! Downed, the dragon lops another spitball at Layric and Aislyn (both of whom are nauseated by the goop), then falls to both magic and sword. Layric collects some poison from the dragon.
Joe thanks the heroes for slaying the dragon, who had been terrorizing the town for years. Evidently Dragons were created (or found?) during the golden age, but went underground during the fall. The Cataclysm has freed them, along with many other horrible beasts.
In celebration of the death of the dragon, our heroes extend Burning Man by one day and night. After the next night's festivities, they make their way towards Ironclad, where their clue to the Apocolytes awaits. The trip is uneventful, and takes two weeks.
Ironclad is a major port city on the border of what was once Auger (the naval city) and Drafern. After Coras' Keep, it represents the next Major City to the West. It houses a massive, ironclad fortress protecting a bay and surrounded by high mountains and cliffs. It is a place which used to produce massive frigates and warships. Though large portions of the city were destroyed by falling rocks during the cataclysm, the city is still powerful, housing 25,000 people.
The waters around Ironclad are still, but fog and rock spires make the approach impossible for the whole of Gallowhall. Instead our heroes go in on one of the half dozen small sailboats attached to Gallowhall. They are searching for Borgun, a Apocolyte higher up living in the docks area.
After some poking around in a tavern on the docks, they discover that Borgun is dead, killed by the "One-Handed Inquisitor." After Borgun was killed, the One-Handed Inquisitor took off, assumably for the Apocolyte's "Charismatic Leader"'s compound. However, a halfling named Felix took over for Borgun, and he would be the person to ask.
When Felix enters the tavern, he is questioned by Rache. Though he tried and largely succeeds at appearing an ally, Rache eventually spooks Felix by mentioning the One-Handed Inquisitor. A wild chase ensues over rooftops, through taverns, and down alleyways. Jephtha and Aislyn fall behind, but Layric and Rache corner the halfling. He tells them the coordinates of the compound, and gives them his daggers. Felix has only seen the Charismatic Leader once. He went to a sermon, but the Charismatic Leader's head was shrouded and Felix could not see his face. The Leader extended one arm and cut a gash, bleeding into a bowl of wine. When Felix drank the wine, his eyes were opened.
Our heroes decide to let Felix go after taking his weapons and gold.
The best way to get to the compound is to ride horses - perhaps a three week ride through the chaos of inner Mildan. They sell their dragon's venom, then buy some horses, a pony and a wand of healing. They also notice a wanted sign for Aver Shipmaker, a prisoner on Gallowhall, reward of 1,000.
Our heroes return to Gallowhall, determine that Aver is nothing more than a rich kid who killed some sailors, and decide not to turn him him. They get some sleep and instruct Thur'khan to pilot Gallowhall to the old capital of Auger.
The next morning they return to Ironclad, mount their horses and ride into Mildan.
The land of Mildan is in ruins, death and chaos is everywhere. There are thousands of corpses, mostly emaciated from hunger. Abandoned villages, nearly abandoned cities, roving bands of bandits, beggars, thieves - its all here. Our heroes kill some bandits and Layric robs a traveling merchant, resulting in a scuffle which leaves our heroes bruised (but richer).
Around nightfall at the end of the first week, our heroes approach a town which appears to be bustling with life. This is extremely unusual, so they take it slow, wait for nightfall, and scout it out. The "townsfolk" are docile zombies, slowly and poorly performing daily tasks. After much deliberation, our heroes make their way to the town center where they find a dirty teenage girl sitting on wooden chair on a large raised wooden platform. She is flanked by two Gargoyles and sits in front of a gallows with four twitching zombies.
Conversation proceeds more or less as creepily as expected. The girl, who's name is Kindred Kazel, believes that nothing is amiss with the town. She even offers them the inn. But when conversation drags on, she gets more annoyed. When Layric moves forward to examine the Gargoyles, the stone creatures attack. A short fight commences, but the gargoyles and witch are neatly taken down.
It is January 31st, 15 A.C. Our heroes played this at level 5, Ascension level 2.
From his perch atop Gallowhall, he vomits a glob of millions of tiny while squirming creatures held together by a mass of mucus. These creatures, something between worms and sand crabs, burrow into the flesh of Rache and Jephthah.
Layric, using his new climb speed, hurries up the wall of Gallowhall, while Rache and Jephthah pull out bows and begin to shoot. Aislyn shoots a few freezing rays at the enemy and Jepthah takes another shot, then runs into the prison to seek a way up top.
The Dragon leaps down to Rache and bites him with fangs, pumping the inquisitor full of venom. Melee weapons are drawn, another freezing ray is loosed, and Jeph pulls off a successful trip! Downed, the dragon lops another spitball at Layric and Aislyn (both of whom are nauseated by the goop), then falls to both magic and sword. Layric collects some poison from the dragon.
Joe thanks the heroes for slaying the dragon, who had been terrorizing the town for years. Evidently Dragons were created (or found?) during the golden age, but went underground during the fall. The Cataclysm has freed them, along with many other horrible beasts.
In celebration of the death of the dragon, our heroes extend Burning Man by one day and night. After the next night's festivities, they make their way towards Ironclad, where their clue to the Apocolytes awaits. The trip is uneventful, and takes two weeks.
Ironclad is a major port city on the border of what was once Auger (the naval city) and Drafern. After Coras' Keep, it represents the next Major City to the West. It houses a massive, ironclad fortress protecting a bay and surrounded by high mountains and cliffs. It is a place which used to produce massive frigates and warships. Though large portions of the city were destroyed by falling rocks during the cataclysm, the city is still powerful, housing 25,000 people.
The waters around Ironclad are still, but fog and rock spires make the approach impossible for the whole of Gallowhall. Instead our heroes go in on one of the half dozen small sailboats attached to Gallowhall. They are searching for Borgun, a Apocolyte higher up living in the docks area.
After some poking around in a tavern on the docks, they discover that Borgun is dead, killed by the "One-Handed Inquisitor." After Borgun was killed, the One-Handed Inquisitor took off, assumably for the Apocolyte's "Charismatic Leader"'s compound. However, a halfling named Felix took over for Borgun, and he would be the person to ask.
When Felix enters the tavern, he is questioned by Rache. Though he tried and largely succeeds at appearing an ally, Rache eventually spooks Felix by mentioning the One-Handed Inquisitor. A wild chase ensues over rooftops, through taverns, and down alleyways. Jephtha and Aislyn fall behind, but Layric and Rache corner the halfling. He tells them the coordinates of the compound, and gives them his daggers. Felix has only seen the Charismatic Leader once. He went to a sermon, but the Charismatic Leader's head was shrouded and Felix could not see his face. The Leader extended one arm and cut a gash, bleeding into a bowl of wine. When Felix drank the wine, his eyes were opened.
Our heroes decide to let Felix go after taking his weapons and gold.
The best way to get to the compound is to ride horses - perhaps a three week ride through the chaos of inner Mildan. They sell their dragon's venom, then buy some horses, a pony and a wand of healing. They also notice a wanted sign for Aver Shipmaker, a prisoner on Gallowhall, reward of 1,000.
Our heroes return to Gallowhall, determine that Aver is nothing more than a rich kid who killed some sailors, and decide not to turn him him. They get some sleep and instruct Thur'khan to pilot Gallowhall to the old capital of Auger.
The next morning they return to Ironclad, mount their horses and ride into Mildan.
The land of Mildan is in ruins, death and chaos is everywhere. There are thousands of corpses, mostly emaciated from hunger. Abandoned villages, nearly abandoned cities, roving bands of bandits, beggars, thieves - its all here. Our heroes kill some bandits and Layric robs a traveling merchant, resulting in a scuffle which leaves our heroes bruised (but richer).
Around nightfall at the end of the first week, our heroes approach a town which appears to be bustling with life. This is extremely unusual, so they take it slow, wait for nightfall, and scout it out. The "townsfolk" are docile zombies, slowly and poorly performing daily tasks. After much deliberation, our heroes make their way to the town center where they find a dirty teenage girl sitting on wooden chair on a large raised wooden platform. She is flanked by two Gargoyles and sits in front of a gallows with four twitching zombies.
Conversation proceeds more or less as creepily as expected. The girl, who's name is Kindred Kazel, believes that nothing is amiss with the town. She even offers them the inn. But when conversation drags on, she gets more annoyed. When Layric moves forward to examine the Gargoyles, the stone creatures attack. A short fight commences, but the gargoyles and witch are neatly taken down.
It is January 31st, 15 A.C. Our heroes played this at level 5, Ascension level 2.
Saturday, November 1, 2014
New Pantheon 4: Killing Skeletons and the Trip to Salton
Norb bursts out of his cell with all the pent up aggression of an Orc Barbarian with nothing to kill but beetles for 6 years. Our heroes are taken by surprise, and nowhere near at full health. One punch, claw, claw, bite later, and down goes Semprona. Another attack and down goes Jephthah. However, the crew is finally able to drag all 77 health out of the lunatic, and then wear him all the way down to negative constitution with him still on his feet.
Our heroes take stock of the rations, and realize there is about enough for 50 people for 7 days. They release the level 3 prisoners, swelling their numbers to about 60. A crazy, blabbering gnome named Sven is placed in the cell next to Patrick Corinthian, and blamed for Balthazar's death.
The remains of the burned down warehouse are looted, and a masterwork guisarme and 3,000gp are found.
Our heroes go off to find the mining crew that went left the previous morning. Jephthah tracks them through the jungle, and the group finds an abandoned Narset Colony. The see evidence that the missing guards and prisoners are taking refuge in a temple, but before they can take a closer look 24 skeletons (6 squads) appear in the alleyways of the various stone buildings.
Deciding that this CR 8 fight is a bit too much, Our heroes retreat back into the jungle and make some plans. After discussion, they decide to hole up in a small building to bottleneck the skeletons and gain protection from the 24 bows and arrows. The battle goes almost according to plan. Aislyn and Rache make it inside before a squad of skeletons follow them in. Semprona and Jephthah decide to move to the alleyway behind the house, and destroy skeletons that get too curious. This formation means that most of the skeletons waste their turns, unable to fire at any valid targets. After a few good hits from the crew (after determining dr 5/bludgeoning) and 5 burning arcs from Aislyn (after painfully determining that cold spells don't work), our heroes down the skeletons.
The guards and prisoners are safely recovered, and brought back to gallowhall (although Aislyn suffers a wasp sting on the way back).
After some deliberation, it is determined that Mildan and the Apocolytes should be the first major target. But first, to the small town of Salton to get some supplies. The trip takes 7 days, and the fish caught by the massive net in the back of Gallowhall are enough to feed all 100 inhabitants.
Some of the nights, the tounge-less, scarred elf Krannick plays a flute made of a human femur, to the enchanted delight of all.
Salton is a small, semi-autonomous village (2-3 thousand inhabitants) just off the main coast of Mildan. Our heroes "dock" on one of the beaches nearby. They are greeted nervously by the mayor and a few hanger-ons. When the Godlings agree not to let the prisoners run wild, the Mayor of Salton agrees to let the four heroes come ashore. This is all done through political speak, of course.
A few purchases are made, and our heroes are finally kitted up in their standard gear. The Mayor's son Joe accompanies them and makes small talk. Although most of the town worships Maven, there are some Apocolytes wandering around. Without doing a close inspection, our heroes guess that there are anywhere between 30 and 150 guards.
Our heroes then spend most of their remaining gold on an alcohol free party for the prisoners. Bread, milk, cheese, eggs, bards, the works (but no fireworks)! Semprona pays a few kids to distribute verbal invites to the townsfolk, and the heroes leave town.
Night rolls around, and the party begins. "Surprisingly" few townsfolk show up, only a couple dozen teenagers with strange Canadian accents. The Festival, on the 9th of January, is dubbed "Burning Man" in celebration of Jephthah or Thur, god of Fire. The man of the hour himself leaps into a bonfire and emerges unscathed. When the ritual is attempted by somebody else, the result is less than satisfactory.
Semprona Coras and Rache give a few speeches encouraging safety, then speak with the teenagers from Salton. They quickly realize that these teenagers are Apocolytes. Semprona and Rache turn up the heat, and ask for the name of the Charismatic Leader. The teenager pales, says he doesn't know, but gives them a name of a higher up Apocolyte in a major city in Mildan. The teenager then leaves.
Aislyn spends the party running up behind people, waiting for a break in the conversation, and shouting "Yeah!" Some of the time this adds the the conviction of the speaker, and sometimes it takes away from it. She seems to enjoy herself either way.
The party is going full swing. Krannick harmonizes with the bards and all seems to be going swimmingly.
But, the bloodcurdling in-human scream of some giant beast puts a damper on things. Moments later a massive, lizard with wings erupts from the water behind gallowhall and opens his mouth as if to spew...flame?
It is the night of January 9th, 15 A.C. Our heroes played this session at Level 4, Ascension level 1. They gained an Ascension level at the end, from the worship of the 100 or so Gallowhall prisoners.
Our heroes take stock of the rations, and realize there is about enough for 50 people for 7 days. They release the level 3 prisoners, swelling their numbers to about 60. A crazy, blabbering gnome named Sven is placed in the cell next to Patrick Corinthian, and blamed for Balthazar's death.
The remains of the burned down warehouse are looted, and a masterwork guisarme and 3,000gp are found.
Our heroes go off to find the mining crew that went left the previous morning. Jephthah tracks them through the jungle, and the group finds an abandoned Narset Colony. The see evidence that the missing guards and prisoners are taking refuge in a temple, but before they can take a closer look 24 skeletons (6 squads) appear in the alleyways of the various stone buildings.
Deciding that this CR 8 fight is a bit too much, Our heroes retreat back into the jungle and make some plans. After discussion, they decide to hole up in a small building to bottleneck the skeletons and gain protection from the 24 bows and arrows. The battle goes almost according to plan. Aislyn and Rache make it inside before a squad of skeletons follow them in. Semprona and Jephthah decide to move to the alleyway behind the house, and destroy skeletons that get too curious. This formation means that most of the skeletons waste their turns, unable to fire at any valid targets. After a few good hits from the crew (after determining dr 5/bludgeoning) and 5 burning arcs from Aislyn (after painfully determining that cold spells don't work), our heroes down the skeletons.
The guards and prisoners are safely recovered, and brought back to gallowhall (although Aislyn suffers a wasp sting on the way back).
After some deliberation, it is determined that Mildan and the Apocolytes should be the first major target. But first, to the small town of Salton to get some supplies. The trip takes 7 days, and the fish caught by the massive net in the back of Gallowhall are enough to feed all 100 inhabitants.
Some of the nights, the tounge-less, scarred elf Krannick plays a flute made of a human femur, to the enchanted delight of all.
Salton is a small, semi-autonomous village (2-3 thousand inhabitants) just off the main coast of Mildan. Our heroes "dock" on one of the beaches nearby. They are greeted nervously by the mayor and a few hanger-ons. When the Godlings agree not to let the prisoners run wild, the Mayor of Salton agrees to let the four heroes come ashore. This is all done through political speak, of course.
A few purchases are made, and our heroes are finally kitted up in their standard gear. The Mayor's son Joe accompanies them and makes small talk. Although most of the town worships Maven, there are some Apocolytes wandering around. Without doing a close inspection, our heroes guess that there are anywhere between 30 and 150 guards.
Our heroes then spend most of their remaining gold on an alcohol free party for the prisoners. Bread, milk, cheese, eggs, bards, the works (but no fireworks)! Semprona pays a few kids to distribute verbal invites to the townsfolk, and the heroes leave town.
Night rolls around, and the party begins. "Surprisingly" few townsfolk show up, only a couple dozen teenagers with strange Canadian accents. The Festival, on the 9th of January, is dubbed "Burning Man" in celebration of Jephthah or Thur, god of Fire. The man of the hour himself leaps into a bonfire and emerges unscathed. When the ritual is attempted by somebody else, the result is less than satisfactory.
Semprona Coras and Rache give a few speeches encouraging safety, then speak with the teenagers from Salton. They quickly realize that these teenagers are Apocolytes. Semprona and Rache turn up the heat, and ask for the name of the Charismatic Leader. The teenager pales, says he doesn't know, but gives them a name of a higher up Apocolyte in a major city in Mildan. The teenager then leaves.
Aislyn spends the party running up behind people, waiting for a break in the conversation, and shouting "Yeah!" Some of the time this adds the the conviction of the speaker, and sometimes it takes away from it. She seems to enjoy herself either way.
The party is going full swing. Krannick harmonizes with the bards and all seems to be going swimmingly.
But, the bloodcurdling in-human scream of some giant beast puts a damper on things. Moments later a massive, lizard with wings erupts from the water behind gallowhall and opens his mouth as if to spew...flame?
It is the night of January 9th, 15 A.C. Our heroes played this session at Level 4, Ascension level 1. They gained an Ascension level at the end, from the worship of the 100 or so Gallowhall prisoners.
Friday, October 31, 2014
New Pantheon 3: Balthazar and the Prison Riot
Balthazar charges into the office at the same time that Semprona Coras enters the room, and a long and difficult fight begins. The warden orders an unarmed guard to break a glass panel in the wall marked "Compromised." Layric the Laugh ducks behind tables and uses acid splash to gain sneak attack. Semprona steps up to smite the Balthazar, but gets smited herself by the more powerful paladin and goes down immediately. Rache uses true strike, then disarms the paladin before getting shield bashed into pulp. Aislyn picks up Rache's cure light wounds wand, but fails to use it to revive her two dying allies and is knocked into negatives by the guard. Jephthah jumps onto a table and attempts to hit the heavily armored paladin, but it knocked into negatives.
With all of his allies dying, Layric decides to think laterally. He runs and unlocks the door separating the prison riot from the warden.
The mob spills out and devours the paladin as Layric giggles madly.
After a few threats and inspiring words by Semprona and Rache, the mob is temporarily placated and settles down a bit. However, the exit is still blocked by a single door whose key is held by a single nervous guard on the other side. Lengthy negotiations ensue, including threats and the murder of hostages. Eventually, our heroes agree to let the remaining guards go in return for the key. They honor their word, let the guards flee to a boat, and then open the floodgates. Prisoners pour into the island. General chaos ensues, including the settling of old prison grudges, the rape and murder of the prison workmen and the destruction of the immense storehouse and workmen's quarters, while our heroes decide to take it easy for a bit.
Layric, however, has slipped off. He takes Balthazar's key and enters Balthazar's private quarters. Here he finds a strange soulstone mechanism, a bed, some books, accounting documents, and a desk... as well as Balthazar's kid, Peter Corinthian. After a lengthy conversation where Layric pretends to be a friend, his guise eventually slips. Peter steps forward, draws a small great sword and smites the halfling, who flees. Peter rushes after him.
They barrel down that stairs right into the arms of the rest of the party. Semprona is immediately intrigued, relishing in the opportunity to turn a paladin into an anti-paladin. He shows Peter the corpse of his father, then locks Peter in his cell. "I'm your mother now" Semprona tells the pissed off kid.
As the prisoners tear apart Gallowhall, our heroes further investigate Balthazars room. It is determined that Gallowhall is heavily in debt. It is also determined that the pedestal controls the movement of Gallowhall, and that somehow the sacrifice of prisoners in the gallows helps to jump start the thing. Semprona decides that the best way to test this is to ask groups of prisoners who they don't like, then sacrifice the victims. A man named Aver suggests a few people, who are then hanged, but when Aver himself is suggested a fight breaks out. This devaluing of life only stokes the metaphorical flames.
The physical flames are burning high. When our heroes head out to the immense, several story store room, they find it completely ablaze. Jephthah strides in to look for weapons. The intense heat burns through his fire resistance and, after two stifling trips in which only a falchion is found, the warehouse falls apart. Thousands of gold, food, and supplies are lost.
By this point, our heroes realize that things have gotten out of control. Corpses are everywhere. Excluding the 4 high security prisoners and the 20 in solitary confinement, there are only about 80 prisoners of the 180 left. Rache gathers the remaining group, tells them to band together and stop the chaos, and murders anybody is dissents. With about 70 prisoners placated, our heroes go to sleep.
The next morning, our heroes decide to check out the high security prisoners.
The first is Thur'duKahn, a short, dark skinned man with glowing red tattoos across his body. He was the assistant to the High Priest of Fire in Narset. Kah'mat killed the High Priest of Fire and sent Thur'duKahn to Gallowhall when she consolidated power. When our heroes release the priest, he recognizes Jephthah as the God of fire and falls at his feel. He begs to be named High Priest of Fire, and Jephthah raises him to the title of Thur'Kahn. Jephthah then tells him his true name, Thur'aash.
The second is Zuz a Zul, a short, talkative gnome. Zuz a Zul worked for the drug dealer Gerbo in Kamai. When the Sartori gang started taking over Gerbo's operations, the drug dealer appeared to comply but sent Zuz a Zul to kill a Sartori leader. When Zuz was found, Gerbo denied any sort of responsibility and sent him to Gallowhall, secretly promising to set him free. That was 10 years ago. Zuz a Zul has now sworn vengeance on Gerbo. Zuz a Zul was also the wizard who actually captured Layric and put him in prison. Zuz says they are now both on the same team, and they uneasily shake hands.
The third is Krannick, a pale elf covered in scars. After it becomes evident that Krannick's tounge has been removed, our heroes let him out of his cell, only for the agile elf to jump over the side of the prison and escape.
The fourth is Norb. Our heroes can hear heavy breathing when they listen at the door, but cannot see anything. When they open it, a screaming Orc barbarian leaps out and attacks!
It is January 3rd, and our heroes played this session at character level 3, ascension level 1.
With all of his allies dying, Layric decides to think laterally. He runs and unlocks the door separating the prison riot from the warden.
The mob spills out and devours the paladin as Layric giggles madly.
After a few threats and inspiring words by Semprona and Rache, the mob is temporarily placated and settles down a bit. However, the exit is still blocked by a single door whose key is held by a single nervous guard on the other side. Lengthy negotiations ensue, including threats and the murder of hostages. Eventually, our heroes agree to let the remaining guards go in return for the key. They honor their word, let the guards flee to a boat, and then open the floodgates. Prisoners pour into the island. General chaos ensues, including the settling of old prison grudges, the rape and murder of the prison workmen and the destruction of the immense storehouse and workmen's quarters, while our heroes decide to take it easy for a bit.
Layric, however, has slipped off. He takes Balthazar's key and enters Balthazar's private quarters. Here he finds a strange soulstone mechanism, a bed, some books, accounting documents, and a desk... as well as Balthazar's kid, Peter Corinthian. After a lengthy conversation where Layric pretends to be a friend, his guise eventually slips. Peter steps forward, draws a small great sword and smites the halfling, who flees. Peter rushes after him.
They barrel down that stairs right into the arms of the rest of the party. Semprona is immediately intrigued, relishing in the opportunity to turn a paladin into an anti-paladin. He shows Peter the corpse of his father, then locks Peter in his cell. "I'm your mother now" Semprona tells the pissed off kid.
As the prisoners tear apart Gallowhall, our heroes further investigate Balthazars room. It is determined that Gallowhall is heavily in debt. It is also determined that the pedestal controls the movement of Gallowhall, and that somehow the sacrifice of prisoners in the gallows helps to jump start the thing. Semprona decides that the best way to test this is to ask groups of prisoners who they don't like, then sacrifice the victims. A man named Aver suggests a few people, who are then hanged, but when Aver himself is suggested a fight breaks out. This devaluing of life only stokes the metaphorical flames.
The physical flames are burning high. When our heroes head out to the immense, several story store room, they find it completely ablaze. Jephthah strides in to look for weapons. The intense heat burns through his fire resistance and, after two stifling trips in which only a falchion is found, the warehouse falls apart. Thousands of gold, food, and supplies are lost.
By this point, our heroes realize that things have gotten out of control. Corpses are everywhere. Excluding the 4 high security prisoners and the 20 in solitary confinement, there are only about 80 prisoners of the 180 left. Rache gathers the remaining group, tells them to band together and stop the chaos, and murders anybody is dissents. With about 70 prisoners placated, our heroes go to sleep.
The next morning, our heroes decide to check out the high security prisoners.
The first is Thur'duKahn, a short, dark skinned man with glowing red tattoos across his body. He was the assistant to the High Priest of Fire in Narset. Kah'mat killed the High Priest of Fire and sent Thur'duKahn to Gallowhall when she consolidated power. When our heroes release the priest, he recognizes Jephthah as the God of fire and falls at his feel. He begs to be named High Priest of Fire, and Jephthah raises him to the title of Thur'Kahn. Jephthah then tells him his true name, Thur'aash.
The second is Zuz a Zul, a short, talkative gnome. Zuz a Zul worked for the drug dealer Gerbo in Kamai. When the Sartori gang started taking over Gerbo's operations, the drug dealer appeared to comply but sent Zuz a Zul to kill a Sartori leader. When Zuz was found, Gerbo denied any sort of responsibility and sent him to Gallowhall, secretly promising to set him free. That was 10 years ago. Zuz a Zul has now sworn vengeance on Gerbo. Zuz a Zul was also the wizard who actually captured Layric and put him in prison. Zuz says they are now both on the same team, and they uneasily shake hands.
The third is Krannick, a pale elf covered in scars. After it becomes evident that Krannick's tounge has been removed, our heroes let him out of his cell, only for the agile elf to jump over the side of the prison and escape.
The fourth is Norb. Our heroes can hear heavy breathing when they listen at the door, but cannot see anything. When they open it, a screaming Orc barbarian leaps out and attacks!
It is January 3rd, and our heroes played this session at character level 3, ascension level 1.
Thursday, October 30, 2014
New Pantheon 2: Jailbreak, or an Interview Gone Wrong
Our heroes discuss a few things over fish stew during lunch in the cafeteria. They consider ways to get out of prison, and realign their objectives to include Gallowhall as a prize to be taken. They picture the grounds, and consider possible escape routes. But they are interrupted by four large guards who suddenly loom over them.
"Gentlemen. May I have a word?"
"Certainly," replies Jephthah "There is plenty of room at the table." When this is met with a stern smack on the head, our heroes obediently follow the guards. They go through Cell Block A, through a storage room, into the corridor surrounding the prison, then into an all-purpose room. Our heroes sit on one side of a table, while the guards stand on the other.
"At about 11:30am yesterday, you and a guard were sucked into a sinkhole while mining. You emerged from a hill nearly 24 hours later. Care to fill in the gap?"
Aislyn tells the story, mentioning the guard disappearing, the Grindylows, and the restless sleep. However, she leaves out the Gods.
"Anything else? Anything you are not telling us?"
"Nothing" replies Aislyn, starting to sweat.
"Are you absolutely sure?" A sickly smile crosses the guard's face.
"Well," says Rache after a deafening silence, "There were the Gods."
The guards exchange looks. "Go on..." says the interrogator, confused.
"Yeah, the Gods. They spoke to us, and told us that we would be their redemption. We are their vessels now."
"And did the rest of you hear these voices?"
Jephthah begins to sweat. "Well, I mean, maybe." Aislyn shrugs. "Sure, there were voices I guess."
The Guards look at one another. "Alright, let's put you guys in solitary for now."
Aislyn decides to take the nuclear option. She casts freezing hands under the table, hitting three of the four guards. Our heroes rush forward doing their best without weapons and, several of Layric's Acid Splashes later, the guards are downed. Keys are taken, and clubs and armor are donned.
After much discussion, our heroes make their way south to the storage room outside the kitchen. The gather a bag of supplies and convince a few very dull cooks that they are part of the staff. When a guard strolls by, they take him down before he can scream.
Our heroes then quickly make their way south and wind up at the office. They ambush the guard, use the key to automatically open Cell block A, then rush to the adjacent armory as 7 guards run into the office. Only finding more hide armor and clubs (as well as a few bows and arrows and, upon inspection, a wand of cure light wounds) they head back out again. A fight commences, and again Aislyn's freezing hands reign supreme.
Moments after the guards are downed, a large man in full plate kicks down the door and enters the room: Balthazar Corinthian, the Paladin warden of Gallowhall.
It is January 2nd, and our heroes played this session at character level 2, ascension level 1.
Aislyn decides to take the nuclear option. She casts freezing hands under the table, hitting three of the four guards. Our heroes rush forward doing their best without weapons and, several of Layric's Acid Splashes later, the guards are downed. Keys are taken, and clubs and armor are donned.
After much discussion, our heroes make their way south to the storage room outside the kitchen. The gather a bag of supplies and convince a few very dull cooks that they are part of the staff. When a guard strolls by, they take him down before he can scream.
Our heroes then quickly make their way south and wind up at the office. They ambush the guard, use the key to automatically open Cell block A, then rush to the adjacent armory as 7 guards run into the office. Only finding more hide armor and clubs (as well as a few bows and arrows and, upon inspection, a wand of cure light wounds) they head back out again. A fight commences, and again Aislyn's freezing hands reign supreme.
Moments after the guards are downed, a large man in full plate kicks down the door and enters the room: Balthazar Corinthian, the Paladin warden of Gallowhall.
It is January 2nd, and our heroes played this session at character level 2, ascension level 1.
Wednesday, October 29, 2014
New Pantheon 1: First Ascension and a Bad Night's Sleep
"Wake up you mongrels!" The guard walks down cell block, hitting his club loudly on the bars. "Cell block 10, you have thirty seconds to be out and on your feet, standing at attention."
Repeating a process they have performed a hundred times before, our heroes, and the rest of Cell Block 10, scramble out of bed and stand at attention in the damp and dark hallway. They are led to the first containment zone, where they are chained together in pairs. They are next led outside and given pickaxes. It's a mining day.
And it's a glorious morning. The sun in shining, the sea is lively, and Gallowhall has docked with a seemingly unspoiled jungle island with a few cliffs and crags peeking above the lush canopy.
20 prisoners are led by five guards through the jungle towards a rocky hill. For a time, our heroes dig out the rock wall, searching for bits of iron. It is backbreaking work, but a pile of ore begins to accumulate.
After an hour of mining, a guard brings a wheelbarrow full of ore to our heroes to collect. This added weight breaks the ground beneath our heroes' feet, and the lot of them plummet into a fast moving underground river.
After being hit against rocks and thrown about, our heroes are deposited in a large underground cavern. Bioluminescent algae is everywhere, casting the room into a dim green light. Without so much as an introduction, our heroes begin working to free themselves from their shackles. Semprona the anti-paladin take a pickaxes and hacks at the ankle bindings until each pair is separated. The guard and his wheelbarrow appear to be gone.
Our group slowly proceed down a natural hallway to another large cavern. This one has three small shapes and, when Layric gets closer, he determines they are sleeping Grindylows. Barely containing his excitement, the rogue coup-de-gras one of the aquatic goblins, and the rest of the group rushes in to murder the other two before they can finish yawning. Around the room our heroes find 9 small spears, a pile of junk, medium leather armor, enough cloth and stones to make a sling, and a small box with 6 spoiled cure light wound potions (which must be choked down to have any effect, at risk of vomiting).
A man-made stone hallway protrudes incongruously down this hallway. Aislyn the sorcerer cautiously blasts some strange goo on the wall, then freezes it altogether when it turns out to be an Ooze Swarm.
The hallway ends with a closed stone door. There are three large mechanical men (same stats as a Hippocampus), all in serious disrepair. When Layric somersaults into the room, he trips and falls at their feet as the constructs slowly whir to life. Although they once clearly were dangerous guardians, these metal creatures are falling apart, and no are no match for our heroes. Semprona pushes the stone door open.
Our heroes enter a medium size hexagonal room, with 6 pedestals and 6 immense soulstones on each. The largest soulstone Rache the Inquisitor has ever seen is about the size of a fist. These are the size of a chair, large lumps of crystal that glow with the colors of the 6 elements: Yellow (Positive), Purple (Negative), Blue (Water), Red (Fire), Brown (Earth), and Grey (Air). It is dim in here, but a massive crack in the back wall appears to be letting in sunlight from above.
Our heroes sense that they are entering a council chamber, and that there is a heated discussion taking place.
They catch phrases like "Just criminals" "weak" "imprisoned" and "unworthy" but then these exclamations are drowned out by a stronger voice. This stronger voice is at the same time loud and quiet, male and female, gravely, airy, rageful and calm, fluctuating between staccato punctuation and flowing verse. As it speaks, our heroes realize that this voice is an overlap of 6 very different voices.
This voice says "We have waited long enough. They are weak now, petty, disunited and mortal. But I sense in each of them a great desire for power." There is a short pause, and then the voice says "No more discussion. It is decided."
They feel the hair on their neck stand up, and they are aware that the invisible presences in the room turn towards them.
"You stand before the gods of the old world. Cast down and broken in the cataclysm, our powers were lost but our spirits were not killed. This temple was build in a bygone era, a last resort in case of such a failing. You stand before the elemental spirits, the creators of the universe, and a Pantheon marked for death."
"We seek revenge upon those who broke us. We seek the recognition above all the powers of the multiverse. We seek worship in the hearts of man. But above all, we seek the power to take back all creation."
"We stand at a crossroads of events, a precipice of history, and if we do not act now we are surely lost. We can wait no longer. You shall be our vessels, and we shall be your weapons. In the end, we shall be as one."
"We offer you great power, unimaginable power, the power to conquer worlds and obliterate your enemies. We offer you power beyond your imagining, power beyond what any mortal has ever held, power beyond even what the new Gods hold now. But, in return, we require a covenent."
"Step forward and claim your God."
Our heroes eagerly step forward. Rache the inquisitor races for the Positive stone, cackling with glee. Semprona the anti-paladin strides toward the Negative stone, declaring "No more games!" Jephthah the fighter walks forward, trips over his own feet, and winds up face first in the Fire stone. Layric the rogue dances from stone to stone, before finally determining that the Earth stone is his. Aislyn the sorcerer approaches the water stone (as if there was any doubt).
The voice speaks again.
"Covenant the first: Your desires shall be my desires, your needs as my needs, your enemies as my enemies, your friends as my friends. We are one mind, one heart, one soul. Do you swear?"
Aislyn hesitates. Is she about to give away her free will? Become a slave? But the promise of power is too alluring. The heroes swear.
"Covenant the second: As a Pantheon we are whole, divided we doom ourselves. There shall be no lies, no secret, no betrayal between god (and on the word betrayal you hear one voice break in anger, a voice as dry and dark as death). Do you swear?"
"Of course" Says Rache, "No secrets. I, by the way, am a half-orc, and not a human as I appear." Our heroes swear.
"Covenant the third: We shall seek power over all other values, unblemished by morality or other false ideals. We shall gain dominion over the world through fear or love, and we shall crush those who will not bow. Do you swear?"
Our heroes make uneasy eye contact from across the room. They swear.
"The let the New Pantheon begin."
The power flows through them, to each of them, and the soulstones turn to opal. They feel the gods rooting around in their brains and, at the same time, an immense unlocking of energy. Their skins glow.
"Without our planes to grant us power, we will have to seek Ascension in the new ways. Worship. You shall come to understand more in time. But first, you must find a way to freedom."
There is a large crack in the back of this room, leading to a vertical shaft up to the surface. Rache pokes his head out, only to see the prisoners eating lunch under the watchful eyes of 6 guard. He and the other heroes return to the cave, determined to wait it out.
Night falls, and the prisoners and guards leave. After some deliberation, Layric determines that the Grindylow corpses are indeed edible, if cooked. Without anything burn, Rache heads into the night, quickly gathers some wood and avoids a Venomous Snake. Jephthah uses his new flame aura to light the branches and the horrid Grindylow meat is prepared and cooked.
They set up camp on the cold stone ground of the room of the Gods, and try to sleep.
Jephthah nods off on his watch at about 1am, and our heroes are each awoken by a thrown spear. Five Grindylows attack! Rache gets hit, and begins bleeding on the floor with a spear sticking through his side. Semprona rushes into action. In her zealousness she activates the vicious aspect of her new found power, completely destroying a Grindylow but sacrificing a majority of her health. Aislyn attempts to roll into an advantageous position, but a Grindylow takes advantage of her movement and stabs her before she can get off a spell. The Grindylows attack, and bring Rache down to negative hit points. Jephthah rushes into to distract the Grindylow on Rache, and Layric moves into flanking. After a few rounds of melee the Grindylows are killed. But the night is not nearly over.
An hour later Rache realizes that they are being watched. He wakes the others and the group try and frighten the lurking Grindylows away. They even scatter metal pieces down the hallway. Despite their best efforts, the Grindylows always stay out of range, and spend the rest of the night hooting and screaming. Aislyn, Layric, and Semprona get no sleep after this, and dawn breaks to a hungry and exhausted bunch.
As the sun rises, our heroes begin to make their way out of the underground cavern and up the hill. However, the guards and prisoners return within minutes to begin mining. Exhausted, Layric and Aislyn both fall down the hill and into the middle of the guards. Semprona, sensing battle, charges and then tumbles down the hill, followed by Jephthah. Rache, seeing the jig is up, makes his way slowly down.
"We surrender" protests Aislyn meekly, as the guards rush in. Our heroes fall under an avalanche of club blows, an awake bruised and sore in their cells.
We started on sunrise January 1st and we ended at January 2nd, mid-day. Our heroes played this a Character Level 1, Ascension level 1, and ranked up to Character Level 2 for next session.
Repeating a process they have performed a hundred times before, our heroes, and the rest of Cell Block 10, scramble out of bed and stand at attention in the damp and dark hallway. They are led to the first containment zone, where they are chained together in pairs. They are next led outside and given pickaxes. It's a mining day.
And it's a glorious morning. The sun in shining, the sea is lively, and Gallowhall has docked with a seemingly unspoiled jungle island with a few cliffs and crags peeking above the lush canopy.
20 prisoners are led by five guards through the jungle towards a rocky hill. For a time, our heroes dig out the rock wall, searching for bits of iron. It is backbreaking work, but a pile of ore begins to accumulate.
After an hour of mining, a guard brings a wheelbarrow full of ore to our heroes to collect. This added weight breaks the ground beneath our heroes' feet, and the lot of them plummet into a fast moving underground river.
After being hit against rocks and thrown about, our heroes are deposited in a large underground cavern. Bioluminescent algae is everywhere, casting the room into a dim green light. Without so much as an introduction, our heroes begin working to free themselves from their shackles. Semprona the anti-paladin take a pickaxes and hacks at the ankle bindings until each pair is separated. The guard and his wheelbarrow appear to be gone.
Our group slowly proceed down a natural hallway to another large cavern. This one has three small shapes and, when Layric gets closer, he determines they are sleeping Grindylows. Barely containing his excitement, the rogue coup-de-gras one of the aquatic goblins, and the rest of the group rushes in to murder the other two before they can finish yawning. Around the room our heroes find 9 small spears, a pile of junk, medium leather armor, enough cloth and stones to make a sling, and a small box with 6 spoiled cure light wound potions (which must be choked down to have any effect, at risk of vomiting).
A man-made stone hallway protrudes incongruously down this hallway. Aislyn the sorcerer cautiously blasts some strange goo on the wall, then freezes it altogether when it turns out to be an Ooze Swarm.
The hallway ends with a closed stone door. There are three large mechanical men (same stats as a Hippocampus), all in serious disrepair. When Layric somersaults into the room, he trips and falls at their feet as the constructs slowly whir to life. Although they once clearly were dangerous guardians, these metal creatures are falling apart, and no are no match for our heroes. Semprona pushes the stone door open.
Our heroes enter a medium size hexagonal room, with 6 pedestals and 6 immense soulstones on each. The largest soulstone Rache the Inquisitor has ever seen is about the size of a fist. These are the size of a chair, large lumps of crystal that glow with the colors of the 6 elements: Yellow (Positive), Purple (Negative), Blue (Water), Red (Fire), Brown (Earth), and Grey (Air). It is dim in here, but a massive crack in the back wall appears to be letting in sunlight from above.
Our heroes sense that they are entering a council chamber, and that there is a heated discussion taking place.
They catch phrases like "Just criminals" "weak" "imprisoned" and "unworthy" but then these exclamations are drowned out by a stronger voice. This stronger voice is at the same time loud and quiet, male and female, gravely, airy, rageful and calm, fluctuating between staccato punctuation and flowing verse. As it speaks, our heroes realize that this voice is an overlap of 6 very different voices.
This voice says "We have waited long enough. They are weak now, petty, disunited and mortal. But I sense in each of them a great desire for power." There is a short pause, and then the voice says "No more discussion. It is decided."
They feel the hair on their neck stand up, and they are aware that the invisible presences in the room turn towards them.
"You stand before the gods of the old world. Cast down and broken in the cataclysm, our powers were lost but our spirits were not killed. This temple was build in a bygone era, a last resort in case of such a failing. You stand before the elemental spirits, the creators of the universe, and a Pantheon marked for death."
"We seek revenge upon those who broke us. We seek the recognition above all the powers of the multiverse. We seek worship in the hearts of man. But above all, we seek the power to take back all creation."
"We stand at a crossroads of events, a precipice of history, and if we do not act now we are surely lost. We can wait no longer. You shall be our vessels, and we shall be your weapons. In the end, we shall be as one."
"We offer you great power, unimaginable power, the power to conquer worlds and obliterate your enemies. We offer you power beyond your imagining, power beyond what any mortal has ever held, power beyond even what the new Gods hold now. But, in return, we require a covenent."
"Step forward and claim your God."
Our heroes eagerly step forward. Rache the inquisitor races for the Positive stone, cackling with glee. Semprona the anti-paladin strides toward the Negative stone, declaring "No more games!" Jephthah the fighter walks forward, trips over his own feet, and winds up face first in the Fire stone. Layric the rogue dances from stone to stone, before finally determining that the Earth stone is his. Aislyn the sorcerer approaches the water stone (as if there was any doubt).
The voice speaks again.
"Covenant the first: Your desires shall be my desires, your needs as my needs, your enemies as my enemies, your friends as my friends. We are one mind, one heart, one soul. Do you swear?"
Aislyn hesitates. Is she about to give away her free will? Become a slave? But the promise of power is too alluring. The heroes swear.
"Covenant the second: As a Pantheon we are whole, divided we doom ourselves. There shall be no lies, no secret, no betrayal between god (and on the word betrayal you hear one voice break in anger, a voice as dry and dark as death). Do you swear?"
"Of course" Says Rache, "No secrets. I, by the way, am a half-orc, and not a human as I appear." Our heroes swear.
"Covenant the third: We shall seek power over all other values, unblemished by morality or other false ideals. We shall gain dominion over the world through fear or love, and we shall crush those who will not bow. Do you swear?"
Our heroes make uneasy eye contact from across the room. They swear.
"The let the New Pantheon begin."
The power flows through them, to each of them, and the soulstones turn to opal. They feel the gods rooting around in their brains and, at the same time, an immense unlocking of energy. Their skins glow.
"Without our planes to grant us power, we will have to seek Ascension in the new ways. Worship. You shall come to understand more in time. But first, you must find a way to freedom."
There is a large crack in the back of this room, leading to a vertical shaft up to the surface. Rache pokes his head out, only to see the prisoners eating lunch under the watchful eyes of 6 guard. He and the other heroes return to the cave, determined to wait it out.
Night falls, and the prisoners and guards leave. After some deliberation, Layric determines that the Grindylow corpses are indeed edible, if cooked. Without anything burn, Rache heads into the night, quickly gathers some wood and avoids a Venomous Snake. Jephthah uses his new flame aura to light the branches and the horrid Grindylow meat is prepared and cooked.
They set up camp on the cold stone ground of the room of the Gods, and try to sleep.
Jephthah nods off on his watch at about 1am, and our heroes are each awoken by a thrown spear. Five Grindylows attack! Rache gets hit, and begins bleeding on the floor with a spear sticking through his side. Semprona rushes into action. In her zealousness she activates the vicious aspect of her new found power, completely destroying a Grindylow but sacrificing a majority of her health. Aislyn attempts to roll into an advantageous position, but a Grindylow takes advantage of her movement and stabs her before she can get off a spell. The Grindylows attack, and bring Rache down to negative hit points. Jephthah rushes into to distract the Grindylow on Rache, and Layric moves into flanking. After a few rounds of melee the Grindylows are killed. But the night is not nearly over.
An hour later Rache realizes that they are being watched. He wakes the others and the group try and frighten the lurking Grindylows away. They even scatter metal pieces down the hallway. Despite their best efforts, the Grindylows always stay out of range, and spend the rest of the night hooting and screaming. Aislyn, Layric, and Semprona get no sleep after this, and dawn breaks to a hungry and exhausted bunch.
As the sun rises, our heroes begin to make their way out of the underground cavern and up the hill. However, the guards and prisoners return within minutes to begin mining. Exhausted, Layric and Aislyn both fall down the hill and into the middle of the guards. Semprona, sensing battle, charges and then tumbles down the hill, followed by Jephthah. Rache, seeing the jig is up, makes his way slowly down.
"We surrender" protests Aislyn meekly, as the guards rush in. Our heroes fall under an avalanche of club blows, an awake bruised and sore in their cells.
We started on sunrise January 1st and we ended at January 2nd, mid-day. Our heroes played this a Character Level 1, Ascension level 1, and ranked up to Character Level 2 for next session.
Monday, October 27, 2014
New Pantheon Overview
The New Pantheon Campaign was a direct sequel to the Legacy of the Martyr King Campaign. It took place 15 game years later, after a second earth-shattering cataclysm and after Maven, King of Men, had disappeared from the world.
There were a lot of attributes to this campaign that made it a particularly interesting to run.
First, the campaign started at level 1 and went to level 20, with the characters advancing one level every session. On top of that, they gained bonus powers as they ascended into godhood. This was a test of Pathfinder at high levels, and also provided a rags-to-riches story.
Second, the characters were evil. The main focus of the campaign was to secure the worship of the people through any means possible, and to stop at nothing to get their way.
Third, the game was extremely sandboxy. The would-be-gods traveled wherever they wished with whatever goals they sought. Given their power and moral status, nothing was out of the question. This included both leveling disobedient cities, assassinating emperors, and, when the time called for it, doing good in pursuit of greater evil.
Fourth, this game was a sequel, with former characters acting as central NPCs/antagonists to the global conflict.
It was a blast to run, and an extremely interesting experiment in a lot of ways. You can read the adventure logs below.
Session 1: First Ascension and a Bad Night's Sleep
Session 2: Jailbreak, or an Interview Gone Wrong
Session 3: Balthazar and the Prison Riot
Session 4: Killing Skeletons and the Trip to Salton
Session 5: Deep Sea Dragon and Ironclad
Session 6: The Apocolyte Compound
Session 7: Return to Gallowhall
Session 8: Attack on the Armada
Session 9: Death of a God and the Fleet
Session 10: Aquatic Beasties and God-like Imposters
Session 11: Assault on Kah-Mat
Session 12: Rise of Shor-Mat
Session 13: Dragon and Leviathan
Session 14: The Desolation of Varaug
Session 15: Attack on Kashmir
Session 16: End of an Empire
Session 17: To the Isle of Madness
Session 18: Varaug's Lair
Session 19: To Saffron's Domain
Session 20: Attack on the Monastery
Session 21: Ovelia of the Reclaimers
Session 22: Return of the King
Session 23: The New Pantheon
Session 1: First Ascension and a Bad Night's Sleep
Session 2: Jailbreak, or an Interview Gone Wrong
Session 3: Balthazar and the Prison Riot
Session 4: Killing Skeletons and the Trip to Salton
Session 5: Deep Sea Dragon and Ironclad
Session 6: The Apocolyte Compound
Session 7: Return to Gallowhall
Session 8: Attack on the Armada
Session 9: Death of a God and the Fleet
Session 10: Aquatic Beasties and God-like Imposters
Session 11: Assault on Kah-Mat
Session 12: Rise of Shor-Mat
Session 13: Dragon and Leviathan
Session 14: The Desolation of Varaug
Session 15: Attack on Kashmir
Session 16: End of an Empire
Session 17: To the Isle of Madness
Session 18: Varaug's Lair
Session 19: To Saffron's Domain
Session 20: Attack on the Monastery
Session 21: Ovelia of the Reclaimers
Session 22: Return of the King
Session 23: The New Pantheon
Tuesday, September 9, 2014
Legacy of the Martyr King Overview
The Legacy of the Martyr King was a Pathfinder campaign I ran in 2013. It spanned levels 1-12 across 29 sessions, and was played by 5 players and one GM.
The campaign focused on five heroes pursued for unknown reasons by a religious empire. A travel based campaign, our heroes journeyed across five continents as the scope of world events, and their part in it, broadened from political, to military, to religious, to existential. In addition to the overarching story, each character repeatedly came into contact with a rival draw from his or her backstory.
The world is Cain, a gritty fantasy setting where new civilizations have sprouted in the wake of a global cataclysm. During their travels, our heroes visit each major cultural and religious center, and piece together the true order of things from bits of truth in each worldview.
Several major plot twists and betrayals meant that the goals and allies of the heroes were in constant flux. However, by the end of the campaign the objective of the heroes solidified into the prevention of a second armageddon.
Session 1: Escape from Kathmar
Session 2: The Woven Tapestry
Session 3: The Caravan Raid
Session 4: Leaving Puldash
Session 5: Bayka Explodes
Session 6: Hara the Witch
Interlude 6.5: Turbulent Seas, Turbulent Sleep
Session 7: The Floating Reef
Session 8: The Guard Fight
Session 9: Dungeon and Dragon
Session 10: The Augerian Regroup
Session 11: Meeting With Smith
Session 12: The Angel and the King
Session 13: Bayka's Ambush and the Slate Minaret
Session 14: Maven's Father
Session 15: The Crimson Minaret
Interlude 15.5: The Red Dreams
Session 16: The High Temple of Darkness
Session 17: The Opal Weapons
Session 18: The Sunken City
Session 19: Attack on Emut's Compound
Session 20: Killing Emut Prime
Session 21: Killing Bayka
Session 22: Saffron's Story and Nut does a Thing
Session 23: Across the Ocean
Interlude 23.5: Dreams on New Lands
Session 24: Wandering the Jungle
Session 25: Exorcising Hervey
Session 26: Ending Maladrok's Reign
Session 27: The Black Dragon
Session 28: Meeting the Reclaimers
Interlude 28.5: The White Dreams
Character Chat 28
Session 29: The Second Cataclysm
The campaign focused on five heroes pursued for unknown reasons by a religious empire. A travel based campaign, our heroes journeyed across five continents as the scope of world events, and their part in it, broadened from political, to military, to religious, to existential. In addition to the overarching story, each character repeatedly came into contact with a rival draw from his or her backstory.
The world is Cain, a gritty fantasy setting where new civilizations have sprouted in the wake of a global cataclysm. During their travels, our heroes visit each major cultural and religious center, and piece together the true order of things from bits of truth in each worldview.
Several major plot twists and betrayals meant that the goals and allies of the heroes were in constant flux. However, by the end of the campaign the objective of the heroes solidified into the prevention of a second armageddon.
Session 1: Escape from Kathmar
Session 2: The Woven Tapestry
Session 3: The Caravan Raid
Session 4: Leaving Puldash
Session 5: Bayka Explodes
Session 6: Hara the Witch
Interlude 6.5: Turbulent Seas, Turbulent Sleep
Session 7: The Floating Reef
Session 8: The Guard Fight
Session 9: Dungeon and Dragon
Session 10: The Augerian Regroup
Session 11: Meeting With Smith
Session 12: The Angel and the King
Session 13: Bayka's Ambush and the Slate Minaret
Session 14: Maven's Father
Session 15: The Crimson Minaret
Interlude 15.5: The Red Dreams
Session 16: The High Temple of Darkness
Session 17: The Opal Weapons
Session 18: The Sunken City
Session 19: Attack on Emut's Compound
Session 20: Killing Emut Prime
Session 21: Killing Bayka
Session 22: Saffron's Story and Nut does a Thing
Session 23: Across the Ocean
Interlude 23.5: Dreams on New Lands
Session 24: Wandering the Jungle
Session 25: Exorcising Hervey
Session 26: Ending Maladrok's Reign
Session 27: The Black Dragon
Session 28: Meeting the Reclaimers
Interlude 28.5: The White Dreams
Character Chat 28
Session 29: The Second Cataclysm
Friday, August 22, 2014
Jacob's Tower, Level 11: Mansion
Jacob’s Tower Level 11: Mansion
(220,000xp, 77,156gp)
Level 11 takes place inside a gaudy, Victorian style mansion. Given that your heroes are likely from a medieval inspired world, this change in tone should somewhat feel strange. However, it should be no more shocking than, for example, being transported to the plane of fire or into the stomach of a dead god.
The rooms of the Mansion are wooden and ornate, with black paneling, gold trim, artwork, chandeliers, silver chalices, and lots and lots of books. Candles shed flickering light on the decorated walls and marble floors. The air is heavy with perfume and cologne. The Mansion has absolutely no windows, skylights, nor doors to the outside, and the walls are magically protected from any sort of attack or incursion. Our heroes should feel vaguely claustrophobic and unwelcome, as if they are uninvited guests in a place beyond their comprehension. Which, of course, they are.
Note that the map describes two levels, one on top of the other. They are connected by the stairway in the entryway.
Our heroes will move about the map by finding silver keys to various rooms. These keys are clearly labeled and impossible to destroy. Take measures to ensure they are not lost, and don’t be afraid to resort to magic to bring them back. Each room is labeled in complex calligraphy above the doorframe, making it easy to determine where to go next.
Level 11 is designed for 3 – 4 level 11 adventurers, though it is easily adapted for more players or fewer. It rewards 220,000xp and provides up to 77,156gp upon completion.
The entryway should set the stage for the rest of Mansion, and feel free to read parts of the introduction to your players.
The floor in the entryway is white marble, and large mirrors, painting, and china cabinets adorn every wall. A massive marble staircase with golden railings leads up to the next level, where a balcony looks down over the room. A crystal chandelier hangs over the stairs, refracting light in every direction.
Our heroes start on 1a.
A tall, intimidating grandfather clock stands against the wall at 1b. It is impossible to destroy, but may be stopped with a DC 35 Disable Device check. Every hour, starting one hour after our heroes arrive, the grandfather clock tolls midnight (it appears to be stuck at that time). This cacophony is unbearable to listen to, and the vibrations affect even the deaf. Whenever the grandfather clock tolls, all heroes, animal companions and other compatriots in the level are dealt 5d6 sonic damage and deafened for 2d6 rounds (Fortitude DC 20 save halves damage and negates deafness). Sleep is impossible to achieve.
All doors upstairs and downstairs are locked and impenetrable, except for the doors to the den. The door to the dining room is slightly ajar.
A looming sense of dread and stifled panic invades the heads of our heroes as they enter the dining room. Broken chairs, plates, and glassware are strewn around the area, and the toppled table (2a) is covered in massive scratch marks.
As they investigate the room, our heroes notice that there is not a single scrap of food. For whatever reason, this increasing unnerves our heroes until they finally discover a single, shriveled grape amidst the wreckage.
When our heroes first spot the grape, a rising cacophony of voices seem to catch in their throats – voices that scream “No food!”, “We are all going to starve!” and “I don’t want to die!”
As a panicked, ravenous hunger grips our party, each character, animal companion and eidolon should make a DC 25 Will save. For any that fail the save, the change over the next six seconds is gruesome. The character’s jaw grows and elongates, painfully sprouting thin, razor sharp teeth. Eyes fill with jet black liquid and focus hungrily on whatever flesh is closest. Any who have the rage ability enter a rage.
Roll initiative.
Each character that failed the save is afflicted with d6 non-lethal damage at the start of each of his turns as his ravenous hunger grows. This non-lethal damage increases by d6 for every round that has passed (up to 6d6 on the 6th round).
Each character that failed his save gains a bite attack (2d6 + strength modifier). Each turn he moves to and attacks the nearest target (player’s choice in case of a tie) with only his bite attack, healing himself for the damage dealt. On each successful hit his jaw grows, and the bite damage increases by d6. He does nothing else with his turn.
On each successful bite, the character inflicts an fast moving disease:
Ravenous Wasting Bite—injury; save Fort DC 16
onset 1 minute; frequency 1/minute
effect 1d3 Con and d6 non-lethal damage; cure 2 consecutive saves.
At the end of the 6th round, the ravenous hunger subsides and the jaws and attitudes return to normal.
The key to the Den may be found near the grape.
The den is lavish Victorian, with padded seats, tall bookcases, and a roaring fireplace (3g). Among these elegant trapping move thirteen well-dressed ghosts. Clearly elite in their time, these spirits seem not to notice their incorporeal state, gossiping, playing cards, and drinking fine liquors.
Questioning these ghosts is something like talking to a broken record. They do not provide any additional information beyond what is presented below and, if asked an irrelevant question, will simply repeat a previous explanation after a brief expression of puzzlement.
Destroy the ghosts and they return within 10 minutes, lacking any memory of the event and no worse for the wear. The ghosts disappear permanently as various tasks are undertaken, leaving an empty room if all quests are completed.
3a: As soon as our heroes enter the room, a stern ghost dressed in a butler’s outfit hastily approaches our heroes. “You are late,” he whispers angrily, “and our guests are parched. Run down to the wine cellar and fetch some drinks.” He hands the heroes the key to the wine cellar and a small roll of parchment, and angrily refuses to answer any questions until the drinks are brought.
The parchment contains a list of wines to bring for various guests. There is no need to go into detail until the heroes have reached the wine cellar. For the contents of this parchment and the remainder of this task, take a look at the wine cellar room.
Note that the five guests mentioned on the parchment meander around the den, but ignore any stimuli.
3b: Three stately ghosts sit around a small table playing cards. Although the game is unfamiliar to our heroes, the rules are simple enough – it is a game of bluffing and deception. The ghosts welcome one additional player.
Before any game, our heroes should wager up to 5,000gp. He may play three games, and after each game one of the three ghosts fades away. After the three ghosts are gone, no more games can be played.
When playing a game, a character has three options. First, he may pass a DC 18 Profession (gambler) check to win. Second, he may pass both a DC 22 Bluff and Sense Motive Check to win. Third, he may attempt to cheat by passing a DC 25 Sleight of Hand check.
If he loses the game, he loses his bet. If he wins the game, he doubles his money.
However, if he is discovered cheating, the gambling ghosts shriek and lash out. Each remaining gambler makes a +7 incorporeal touch against our hero’s flat footed AC for d6 strength damage, and then disappears. If he is discovered cheating, the character also loses his money.
3c: A thin and anxious looking ghost hails our characters as they pass by. He nervously explains that he is trying to woo his second cousin, the lovely lady sitting in the corner reading a book (3d). If our heroes could act like thugs and intimidate her, then the anxious ghost could step in and save the day.
A DC 25 Intimidate check on the lovely specter is needed, or she laughs in our heroes' faces and then disappears along with the anxious ghost. If our heroes make the check, then the ghost steps in between our heroes and his second cousin. As he and the lady disappear into mist, the ghost winks and drop a +2 Merciful Sap.
If the lady is told of the nervous ghost’s plan, then she angrily storms out of the room, and both she and the nervous ghost dissolve into mist.
3e: An extremely well dressed ghost stands looking at his reflection in a mirror. He is obsessively tying and re-tying his bowtie, and is sweating profusely. If approached, he explains that he is off to meet the lady of the house, whom he hears is beautiful beyond words. However, he fears that he lacks the confidence to make a good impression.
A DC 25 Diplomacy check is needed to boost this ghost’s confidence. Success means the ghost gratefully hands over an incandescent blue sphere Ioun stone (+2 Wisdom). Failure means the ghost disappears into mist with a sigh. Only one attempt may be made.
3f: The final ghost is significantly less well dressed than the others. This ethereal Halfling wears a shabby, ill-fitting brown suit over his hunched form. He grabs at the heroes as they pass by, explaining that he has two incredibly valuable items to sell: A dragon’s egg and a mythril compass. He will sell each of these items for 5,000gp.
A DC 25 Appraise check is needed for each of the items to determine their true worth. Each character may only attempt this check once, and you should make these rolls in secret. Failure reveal that the dragon’s egg is worth 15,000gp and the mythril compass is worth 10,000gp. Success reveals that they are both replicas, and worth a handful of copper each. After the sale or refusal, the Halfling ghost disappears.
Long, dark stairs lead into a dank and foul ceiling wine cellar. The air is chill and damp here, and the ground is thick wet dirt. Over five hundred bottles of wine line the walls in cubby holes.
Hanging from a hook in the corner of the room is a key labeled “Servant’s Quarters” (4a).
The parchment from the butler has five items on it. If the correct check is made, a wine may be chosen to fit the appropriate description. If the check is failed, the wrong wine is chosen. Each check may be made only once by each character.
“The Prince of Ettinburg fancies the type wine that his father used to serve, but can’t remember exactly what is was.” A DC 25 Knowledge (Nobility) check reveals that the royals of Ettinburg fancy wine spiced ground dragon bone.
“Bethany Trotter requested a bottle from the Corik region, so any town in the area will do.” Unfortunately the regions are not listed on the wine bottles, so our heroes need a DC 25 Knowledge (Geography) check to find a town within Corik.
“Father Josiah, a priest of Mirth, has requested wine for a ceremony of some kind.” A DC 25 Knowledge (Religion) check picks out the highly alcoholic wines from the Linnorm lands as ideal for Cayden Cailean.
“Zazeasal Zalean, a diplomat from the 6th layer of hell, requires something from his home plane.” A DC 25 Knowledge (Planes) check picks some wine crafted in hell.
“Gertrude Gilmoroy is from the small island of Malloy. Malloy has fought nearly everybody at one time or another, so make sure you don’t pick a wine from an old enemy.” A DC 25 Knowledge (History) check successfully avoids picking a wine that might offend Gertrude.
When our heroes return to the butler, he takes the wine bottles one by one. For each correct bottle, he tips the heroes 5,000gp. Then he and the five guests disappear into mist.
Four bunk beds (5a) line the northern wall of this small, dark room. Beside each bunk bed is a locked chest requiring a DC 20 disable device check. The two chests on the ends (5b) have a dozen gold each within them. The chest at 5c is trapped with a Harm Trap (Perception DC 31, Disable Device DC 31), but contains nothing. The chest at 5d contains a small +3 Glamered Padded Armor.
The door to the kitchen is unlocked.
The walls of this cramped room are lined with ovens, cooking equipment, and cutlery, forming difficult terrain.
A human sorcerer in purple robes (6a) slaves over a large boiling pot with a human leg hanging over the side. In the opposite corners, two Wyrmling Umbral Dragons perch on the countertop (6b), waiting for their dinner. As soon as any of these enemies see the heroes, they attack.
When the sorcerer dies, all of his equipment becomes non-magical and worthless. However, the stick that he was using to stir the boiling pot is a Maximize Metamagic Rod (lesser) and retains its power.
The key to the guest rooms may be found on the sorcerer. Note that the key opens the door to both guest rooms.
When the first character steps onto any of the squares at 7a, the massive chandelier hanging from the ceiling disconnects and come plummeting down. It deals 4d6 +25 bludgeoning damage within the squares of 7a or 7b, though a DC 18 Reflex save halves. The pressure plate trap may be detected with a DC 30 Perception check and disarmed with a DC 25 Disable Device check.
The two guest rooms are a complete mess. The beds have been torn up, the walls are covered in claw marks, and shattered glass and china line the floor. More than that, the divider separating the two rooms has been smashed to smithereens, creating a wide swath of difficult terrain.
The cause of this destruction is immediately obvious. A Gug (8a) and a Tentacled Horror (8b) stare blankly at one another in the rooms. When they see our heroes, they immediately attack.
This fight can get cramped quickly. Either monster may forgo a single attack roll to automatically destroy a 5 foot chunk of wall within reach, creating difficult terrain on either side.
One of the cabinets in the room has been torn open, and a magically glowing cloak sits on the floor (8c). A DC 27 Spellcraft check determines that it is a +3 Cloak of Resistance, but a DC 37 Spellcraft check reveals that it is actually a Cloak of Immolation.
The key to the drawing room may be found undisturbed on a night stand in the south east corner (8d). Note that this key will open either door to the drawing room.
The Drawing Room contains a single, immense grand piano (9a). The unnerving shine to of the piano’s black lacquer fills our heroes with unnatural dread as they approach.
The rooms of the Mansion are wooden and ornate, with black paneling, gold trim, artwork, chandeliers, silver chalices, and lots and lots of books. Candles shed flickering light on the decorated walls and marble floors. The air is heavy with perfume and cologne. The Mansion has absolutely no windows, skylights, nor doors to the outside, and the walls are magically protected from any sort of attack or incursion. Our heroes should feel vaguely claustrophobic and unwelcome, as if they are uninvited guests in a place beyond their comprehension. Which, of course, they are.
Note that the map describes two levels, one on top of the other. They are connected by the stairway in the entryway.
Our heroes will move about the map by finding silver keys to various rooms. These keys are clearly labeled and impossible to destroy. Take measures to ensure they are not lost, and don’t be afraid to resort to magic to bring them back. Each room is labeled in complex calligraphy above the doorframe, making it easy to determine where to go next.
Level 11 is designed for 3 – 4 level 11 adventurers, though it is easily adapted for more players or fewer. It rewards 220,000xp and provides up to 77,156gp upon completion.
1: Entryway
The entryway should set the stage for the rest of Mansion, and feel free to read parts of the introduction to your players.
The floor in the entryway is white marble, and large mirrors, painting, and china cabinets adorn every wall. A massive marble staircase with golden railings leads up to the next level, where a balcony looks down over the room. A crystal chandelier hangs over the stairs, refracting light in every direction.
Our heroes start on 1a.
A tall, intimidating grandfather clock stands against the wall at 1b. It is impossible to destroy, but may be stopped with a DC 35 Disable Device check. Every hour, starting one hour after our heroes arrive, the grandfather clock tolls midnight (it appears to be stuck at that time). This cacophony is unbearable to listen to, and the vibrations affect even the deaf. Whenever the grandfather clock tolls, all heroes, animal companions and other compatriots in the level are dealt 5d6 sonic damage and deafened for 2d6 rounds (Fortitude DC 20 save halves damage and negates deafness). Sleep is impossible to achieve.
All doors upstairs and downstairs are locked and impenetrable, except for the doors to the den. The door to the dining room is slightly ajar.
2: Dining Room
A looming sense of dread and stifled panic invades the heads of our heroes as they enter the dining room. Broken chairs, plates, and glassware are strewn around the area, and the toppled table (2a) is covered in massive scratch marks.
As they investigate the room, our heroes notice that there is not a single scrap of food. For whatever reason, this increasing unnerves our heroes until they finally discover a single, shriveled grape amidst the wreckage.
When our heroes first spot the grape, a rising cacophony of voices seem to catch in their throats – voices that scream “No food!”, “We are all going to starve!” and “I don’t want to die!”
As a panicked, ravenous hunger grips our party, each character, animal companion and eidolon should make a DC 25 Will save. For any that fail the save, the change over the next six seconds is gruesome. The character’s jaw grows and elongates, painfully sprouting thin, razor sharp teeth. Eyes fill with jet black liquid and focus hungrily on whatever flesh is closest. Any who have the rage ability enter a rage.
Roll initiative.
Each character that failed the save is afflicted with d6 non-lethal damage at the start of each of his turns as his ravenous hunger grows. This non-lethal damage increases by d6 for every round that has passed (up to 6d6 on the 6th round).
Each character that failed his save gains a bite attack (2d6 + strength modifier). Each turn he moves to and attacks the nearest target (player’s choice in case of a tie) with only his bite attack, healing himself for the damage dealt. On each successful hit his jaw grows, and the bite damage increases by d6. He does nothing else with his turn.
On each successful bite, the character inflicts an fast moving disease:
Ravenous Wasting Bite—injury; save Fort DC 16
onset 1 minute; frequency 1/minute
effect 1d3 Con and d6 non-lethal damage; cure 2 consecutive saves.
At the end of the 6th round, the ravenous hunger subsides and the jaws and attitudes return to normal.
The key to the Den may be found near the grape.
3: Den
The den is lavish Victorian, with padded seats, tall bookcases, and a roaring fireplace (3g). Among these elegant trapping move thirteen well-dressed ghosts. Clearly elite in their time, these spirits seem not to notice their incorporeal state, gossiping, playing cards, and drinking fine liquors.
Questioning these ghosts is something like talking to a broken record. They do not provide any additional information beyond what is presented below and, if asked an irrelevant question, will simply repeat a previous explanation after a brief expression of puzzlement.
Destroy the ghosts and they return within 10 minutes, lacking any memory of the event and no worse for the wear. The ghosts disappear permanently as various tasks are undertaken, leaving an empty room if all quests are completed.
3a: As soon as our heroes enter the room, a stern ghost dressed in a butler’s outfit hastily approaches our heroes. “You are late,” he whispers angrily, “and our guests are parched. Run down to the wine cellar and fetch some drinks.” He hands the heroes the key to the wine cellar and a small roll of parchment, and angrily refuses to answer any questions until the drinks are brought.
The parchment contains a list of wines to bring for various guests. There is no need to go into detail until the heroes have reached the wine cellar. For the contents of this parchment and the remainder of this task, take a look at the wine cellar room.
Note that the five guests mentioned on the parchment meander around the den, but ignore any stimuli.
3b: Three stately ghosts sit around a small table playing cards. Although the game is unfamiliar to our heroes, the rules are simple enough – it is a game of bluffing and deception. The ghosts welcome one additional player.
Before any game, our heroes should wager up to 5,000gp. He may play three games, and after each game one of the three ghosts fades away. After the three ghosts are gone, no more games can be played.
When playing a game, a character has three options. First, he may pass a DC 18 Profession (gambler) check to win. Second, he may pass both a DC 22 Bluff and Sense Motive Check to win. Third, he may attempt to cheat by passing a DC 25 Sleight of Hand check.
If he loses the game, he loses his bet. If he wins the game, he doubles his money.
However, if he is discovered cheating, the gambling ghosts shriek and lash out. Each remaining gambler makes a +7 incorporeal touch against our hero’s flat footed AC for d6 strength damage, and then disappears. If he is discovered cheating, the character also loses his money.
3c: A thin and anxious looking ghost hails our characters as they pass by. He nervously explains that he is trying to woo his second cousin, the lovely lady sitting in the corner reading a book (3d). If our heroes could act like thugs and intimidate her, then the anxious ghost could step in and save the day.
A DC 25 Intimidate check on the lovely specter is needed, or she laughs in our heroes' faces and then disappears along with the anxious ghost. If our heroes make the check, then the ghost steps in between our heroes and his second cousin. As he and the lady disappear into mist, the ghost winks and drop a +2 Merciful Sap.
If the lady is told of the nervous ghost’s plan, then she angrily storms out of the room, and both she and the nervous ghost dissolve into mist.
3e: An extremely well dressed ghost stands looking at his reflection in a mirror. He is obsessively tying and re-tying his bowtie, and is sweating profusely. If approached, he explains that he is off to meet the lady of the house, whom he hears is beautiful beyond words. However, he fears that he lacks the confidence to make a good impression.
A DC 25 Diplomacy check is needed to boost this ghost’s confidence. Success means the ghost gratefully hands over an incandescent blue sphere Ioun stone (+2 Wisdom). Failure means the ghost disappears into mist with a sigh. Only one attempt may be made.
3f: The final ghost is significantly less well dressed than the others. This ethereal Halfling wears a shabby, ill-fitting brown suit over his hunched form. He grabs at the heroes as they pass by, explaining that he has two incredibly valuable items to sell: A dragon’s egg and a mythril compass. He will sell each of these items for 5,000gp.
A DC 25 Appraise check is needed for each of the items to determine their true worth. Each character may only attempt this check once, and you should make these rolls in secret. Failure reveal that the dragon’s egg is worth 15,000gp and the mythril compass is worth 10,000gp. Success reveals that they are both replicas, and worth a handful of copper each. After the sale or refusal, the Halfling ghost disappears.
4: Wine Cellar
Long, dark stairs lead into a dank and foul ceiling wine cellar. The air is chill and damp here, and the ground is thick wet dirt. Over five hundred bottles of wine line the walls in cubby holes.
Hanging from a hook in the corner of the room is a key labeled “Servant’s Quarters” (4a).
The parchment from the butler has five items on it. If the correct check is made, a wine may be chosen to fit the appropriate description. If the check is failed, the wrong wine is chosen. Each check may be made only once by each character.
“The Prince of Ettinburg fancies the type wine that his father used to serve, but can’t remember exactly what is was.” A DC 25 Knowledge (Nobility) check reveals that the royals of Ettinburg fancy wine spiced ground dragon bone.
“Bethany Trotter requested a bottle from the Corik region, so any town in the area will do.” Unfortunately the regions are not listed on the wine bottles, so our heroes need a DC 25 Knowledge (Geography) check to find a town within Corik.
“Father Josiah, a priest of Mirth, has requested wine for a ceremony of some kind.” A DC 25 Knowledge (Religion) check picks out the highly alcoholic wines from the Linnorm lands as ideal for Cayden Cailean.
“Zazeasal Zalean, a diplomat from the 6th layer of hell, requires something from his home plane.” A DC 25 Knowledge (Planes) check picks some wine crafted in hell.
“Gertrude Gilmoroy is from the small island of Malloy. Malloy has fought nearly everybody at one time or another, so make sure you don’t pick a wine from an old enemy.” A DC 25 Knowledge (History) check successfully avoids picking a wine that might offend Gertrude.
When our heroes return to the butler, he takes the wine bottles one by one. For each correct bottle, he tips the heroes 5,000gp. Then he and the five guests disappear into mist.
5: Servant’s Quarters
Four bunk beds (5a) line the northern wall of this small, dark room. Beside each bunk bed is a locked chest requiring a DC 20 disable device check. The two chests on the ends (5b) have a dozen gold each within them. The chest at 5c is trapped with a Harm Trap (Perception DC 31, Disable Device DC 31), but contains nothing. The chest at 5d contains a small +3 Glamered Padded Armor.
The door to the kitchen is unlocked.
6: Kitchen
The walls of this cramped room are lined with ovens, cooking equipment, and cutlery, forming difficult terrain.
A human sorcerer in purple robes (6a) slaves over a large boiling pot with a human leg hanging over the side. In the opposite corners, two Wyrmling Umbral Dragons perch on the countertop (6b), waiting for their dinner. As soon as any of these enemies see the heroes, they attack.
When the sorcerer dies, all of his equipment becomes non-magical and worthless. However, the stick that he was using to stir the boiling pot is a Maximize Metamagic Rod (lesser) and retains its power.
The key to the guest rooms may be found on the sorcerer. Note that the key opens the door to both guest rooms.
7: Upper Thoroughfare
8: Guest Rooms
The cause of this destruction is immediately obvious. A Gug (8a) and a Tentacled Horror (8b) stare blankly at one another in the rooms. When they see our heroes, they immediately attack.
This fight can get cramped quickly. Either monster may forgo a single attack roll to automatically destroy a 5 foot chunk of wall within reach, creating difficult terrain on either side.
One of the cabinets in the room has been torn open, and a magically glowing cloak sits on the floor (8c). A DC 27 Spellcraft check determines that it is a +3 Cloak of Resistance, but a DC 37 Spellcraft check reveals that it is actually a Cloak of Immolation.
The key to the drawing room may be found undisturbed on a night stand in the south east corner (8d). Note that this key will open either door to the drawing room.
9: Drawing Room
The Drawing Room contains a single, immense grand piano (9a). The unnerving shine to of the piano’s black lacquer fills our heroes with unnatural dread as they approach.
When the first hero enters the room, the piano begins to play a ghastly, horrific, and altogether too loud melody. All characters who are within 30 feet of the piano, even through walls and floors, must make a DC 21 Will save. If a character is deaf or cannot hear the music, then he gains a +4 bonus on these checks. If a character is blind or cannot see the piano, he gains a +4 bonus on these checks. These bonuses stack, but a blind and deaf person can still feel the vibrations
The consequences for failure depend on the creature’s state of mind. A creature who is not shaken, frightened or panicked becomes shaken, takes 1 Wisdom damage and is pushed 10 feet directly away from the piano. A creature who is shaken, frightened, or panicked is dealt 2 Wisdom damage, and is pushed 30 feet directly away from the piano.
When characters are being pushed away from the piano, it is entirely possible that they will wind up in corners where no direction will take them away from the piano. If this happens, they are dealt 2d6 bludgeoning damage for every 5 feet of movement that is wasted.
A shaken, frightened, or panicked character finds himself unable to leave the room, the doorways acting as solid walls. He may only pass through a doorway with a DC 18 Will save.
Go into rounds at this point, and give the piano an initiative modifier of +10. Ever round in its turn, the piano imposes another Will save.
To stop this onslaught, the piano must be destroyed. The Piano has an AC of 4 and 120 Hit Points. It also has resist 10 for all energy types except for fire and immunity to sonic and piercing damage. It is vulnerable to fire damage. Remember that all ranged attacks deal half damage against objects. Alternatively, the magic surrounding the piano may be dispelled, assuming a Caster Level of 16 for the piano.
In the wreckage of the piano our heroes can easily find the key to the library.
10: Library
The library is an immense three story room. Each level is 10 feet tall, meaning the room is 30 from floor to ceiling. The bookshelves are lined with massive old tomes on topics from Aasimar to Zuvembie. Four Ladder can be scaled with a DC 5 climb check, and the bookshelves can be climbed with a DC 20 climb check. Falling from a bookshelf results in an additional d6 damage from loose books.
The room is filled with constructs that immediately attack. Two Brass Men stand at the bottom of the library (10a), and half a dozen Aballonians guard the upper floors. Note that the Aballonians do not have any of the listed rebuild options, instead dealing an additional 2d6 electricity damage with each ranged touch attack for 4d6 total.
The key to the Master’s Suite is on a pedestal on the top level of the library (10c). While the pedestal is visible from the entrance, the angle blocks the key. If the heroes can, they should feel free to grab the key and run out without dealing with all the enemies. The constructs do not pursue enemies outside the library.
If our heroes peruse the bookcases with either detect magic or a DC 25 Perception check, they can find a Scroll of True Seeing, Scroll of Wall of Force, and Scroll of Hero’s feast, all CL 11 hidden among the books.
11: Master’s Suite
There are five separate DC 23 permanent images of tied up figures with gags in their mouths – a man (11c) , a woman (1d), a young boy (11e), a young girl (11f), and a dog (11e). These illusions are human and well-dressed (except for the dog), but obviously malnourished and poorly treated. They are here to distract our heroes, make them waste actions, and worry about getting civilians caught in area attacks, and they serve no other purpose.
A hideous woman in a torn wedding dress hunches by the bed (11a). Her neck is several feet long, and black eyes rest above a dislocated jaw filled with hundreds of razor sharp teeth. She is a Rokurokubi, and she immediately attacks.
The Rokurokubi drops her nightfall aura on her turn. If she can ever catch more than one target with confusion, then she will. If she can identify a spellcaster, she will use feebleminded. If she can identify an enemy with a poor Will save, she will cast charm monster. Note her 20 foot reach with bite and combat reflexes.
Change the frequency of the Rokurokubi's curse to once per round.
The key to “Level 12” may be found on the Rokurokubi's body. It will open the door at 11b, and lead our heroes to the next level.
If you are just playing Jacob's Tower and leveling up after Mansion, distribute 27,000gp amoung characters evenly.
Jacob's Tower, Levels 1 - 13 ($9.99)
Thursday, August 21, 2014
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Monday, August 18, 2014
5th Edition Guide to the Guides
Looking for a fun module? Check out
Play as Dragons in this Wild On-Shot
Bookmark this Page and Send it to your Players and Co-Adventurers!
Artificer
Barbarian
The Gentleman's Guide to Proper Barbarism
Graceful Destruction: A Guide to the Dex Based Barbarian
I'll Never Die! A Guide to the 5E Barbarian
D&D 5e Character Optimization - Barbarian
The Gentleman's Guide to Proper Barbarism
Graceful Destruction: A Guide to the Dex Based Barbarian
I'll Never Die! A Guide to the 5E Barbarian
D&D 5e Character Optimization - Barbarian
The Age of Barbarians: A Guide for post-Mordenkainen's Barbarians
Fred’s Irate Rage: Exuding Buffness And Leading Lumberjacks
Bard
A Party Without Music is Lame: A Bard
Bardic Lore: A Basic College of Lore Bard Guide
Players Gonna Play: A Bard's Guide
Fred’s Irate Rage: Exuding Buffness And Leading Lumberjacks
Bard
A Party Without Music is Lame: A Bard
Bardic Lore: A Basic College of Lore Bard Guide
Players Gonna Play: A Bard's Guide
The College of Legendary Steeds: A Bard Guide by StarStuff
Cleric
For God and Party: A Cleric's Guide
Dictum Mortuum's The Cleric Handbook
Celestial Link Evoking Radiance into Creation
The Devout and the Dead: A Guide to Clerics
Cleric
For God and Party: A Cleric's Guide
Dictum Mortuum's The Cleric Handbook
Celestial Link Evoking Radiance into Creation
The Devout and the Dead: A Guide to Clerics
Divine Tomfoolery - A Guide to Trickery Clerics
Druid
Thy Fearful Symmetry: A Circle of the Moon Handbook
Lunar Wilds: A Moon Druid Animal Guide
By Your Powers Combined: A Land Guide Handbook
5th Edition D&D Druid's Handbook
Druid
Thy Fearful Symmetry: A Circle of the Moon Handbook
Lunar Wilds: A Moon Druid Animal Guide
By Your Powers Combined: A Land Guide Handbook
5th Edition D&D Druid's Handbook
Unleash Your Inner Beast: A Moon Druid Guide by Merudo
Fighter
Bow Bond: An Eldritch Knight's Guide to Archery
The Art of War: A Fighter's Guide
Eldritch Knight Tactica
Know Your Enemy: A Fighter's Handbook
Optimized Polearm Master Fighter Template
An Illustrated Manual for Inflicting Violence: A Guide to Fightering
Fighter
Bow Bond: An Eldritch Knight's Guide to Archery
The Art of War: A Fighter's Guide
Eldritch Knight Tactica
Know Your Enemy: A Fighter's Handbook
Optimized Polearm Master Fighter Template
An Illustrated Manual for Inflicting Violence: A Guide to Fightering
Bellator Arcana: The Eldritch Knight's Guide by Specter
Monk
Meditation, Meditation, Devastation: A Monk's Guide
Avatar: The 4-Element Monk Mini-Guide
The Good, the Bad, and the Monk a 5e Monk Guide
Monk
Meditation, Meditation, Devastation: A Monk's Guide
Avatar: The 4-Element Monk Mini-Guide
The Good, the Bad, and the Monk a 5e Monk Guide
Mind Over Matter: A Guide to the 5e Mystic
Paladin
Oathbound: The Paladin Guide
Good is Not Nice: A Paladin's Guide
My Word is My Sword: The Paladin Guide
A Guide to the Dungeons & Dragons 5th Edition Paladin through the Eyes of a 3rd Edition Player
Paladin
Oathbound: The Paladin Guide
Good is Not Nice: A Paladin's Guide
My Word is My Sword: The Paladin Guide
A Guide to the Dungeons & Dragons 5th Edition Paladin through the Eyes of a 3rd Edition Player
The Wall of Fear: A Complete Guide to the Oath of Conquest
Ranger
Animal Buddy: A Guide to the Ranger's Beast Companion
The Outdoorsman's Guide to Natural Ranging
Into the Woods We Go: The Ranger Guide
Not all Who Wander are Lost, A Ranger's Guide by EvilAnagram
Fred’s Intermittent Roaming: Earwigs, Bludgeoning, And Lethal Laceration
Rogue
A Knife in the Dark: The Rogue's Handbook
Dealing Death: Handbook of the True Assassin
Person_Man's 5E Rogue Guide
StarStuff's Thief Guide
A Thousand Lies and a Good Disguise
Ranger
Animal Buddy: A Guide to the Ranger's Beast Companion
The Outdoorsman's Guide to Natural Ranging
Into the Woods We Go: The Ranger Guide
Not all Who Wander are Lost, A Ranger's Guide by EvilAnagram
Fred’s Intermittent Roaming: Earwigs, Bludgeoning, And Lethal Laceration
Rogue
A Knife in the Dark: The Rogue's Handbook
Dealing Death: Handbook of the True Assassin
Person_Man's 5E Rogue Guide
StarStuff's Thief Guide
A Thousand Lies and a Good Disguise
Sorcerer
Power Overwhelming: A Sorcerer Guide
Guide for the Optimized Sorcerer
Playing Dice with the Universe: A Slant-Guide to the Wild-Magic Sorcerer
How to Rend Fiends and Immolate People: A Guide to Sorcery
Sorcery Guide Part 2 by Qwertyazerty
Caster Unleashed: Guru's Guide to Building and Playing a Sorcerer
Warlock
Blade, Book, and Chain: A Warlock Guide
Pact-Making 101: A Guide to the 5th Edition Warlock
If Only You Knew the Power: A Warlock Guide [Discussion]
Selling your Soul at a Premium: The Warlock's Guide to Power
The (Un)complete Warlock Multiclassing Guide
Wizard
Arrive on Time: A General Guide to Wizardry
Treantmonk's Guide to the Wizard, Part II
The Master of the Arcane: A Guide to the Wizard
A Blast from the Past: Wizarding 101
Class Abilities and Spells
5th Edition Spells Spreadsheet (wizards link)
Annual Cantrip Review
Conjurer of Cheap Tricks: A Conjuration Handbook
A Compilation of Useful Spell Lists
Know Your Rites: A Guide to Ritual Casting
Handbook to Guide Writing (wizards link)
The Comprehensive Compendium of Considerable and Compelling Curious: A Magic Item Guide (wizards link)
Magic Item Math of 5e (wizards link)
The Mystic Warrior - A Guide to Creating Warrior/Mages (wizards link)
5e Content Index
Wizard
Arrive on Time: A General Guide to Wizardry
Treantmonk's Guide to the Wizard, Part II
The Master of the Arcane: A Guide to the Wizard
A Blast from the Past: Wizarding 101
Other Guides
Class Abilities and Spells
5th Edition Spells Spreadsheet (wizards link)
Annual Cantrip Review
Conjurer of Cheap Tricks: A Conjuration Handbook
A Compilation of Useful Spell Lists
Know Your Rites: A Guide to Ritual Casting
Rules
General Tips
Ways to Attack with Your Reaction
Exceeding Expectations: A Compilation of Bonus Actions (wizards link)
Exceeding Expectations: A Compilation of Bonus Actions (wizards link)
Character Building
List of Ability Check Modifiers (wizards link)
Professor Q's Guide to the 5e Controller (wizards link)
Feat Analysis: First Impressions of a Wannabe Optimizer (wizards link)
Who Needs Ability Scores: A Guide to Feats (wizards link)
List of All Personality Traits, Ideals, Bonds, and Flaws
The Social God: A Guide to an Optimized Party Face
Magic Initiate: A Guide to an Underestimated (and cool) Feat
Professor Q's Guide to the 5e Controller (wizards link)
Feat Analysis: First Impressions of a Wannabe Optimizer (wizards link)
Who Needs Ability Scores: A Guide to Feats (wizards link)
List of All Personality Traits, Ideals, Bonds, and Flaws
The Social God: A Guide to an Optimized Party Face
Magic Initiate: A Guide to an Underestimated (and cool) Feat
Other
Basic Char-Op (wizards link)Handbook to Guide Writing (wizards link)
The Comprehensive Compendium of Considerable and Compelling Curious: A Magic Item Guide (wizards link)
Magic Item Math of 5e (wizards link)
The Mystic Warrior - A Guide to Creating Warrior/Mages (wizards link)
5e Content Index
Sample Characters
5e DPR King Candidates (wizards link)
Pre-Generated Character Repository (wizards link)
D&D 5th Edition Skill Monkey Builds
Ultimate D&D Resource Collection
Homebrew & Original Content Repository (wizards link)
Variety of Resources, including Character Sheets
Guide to Homebrewing Races and Classes (wizards link)
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