Thursday, July 17, 2014

Martyr King 10: The Augerian Regroup

Adventure log for the tenth session in the "Legacy of the Martyr King" campaign.

Frantic plans are made. Saffron is asleep, Nut finally stops laughing, but Aymeric is still a bit dazed. They decide that Nut, Aymeric, and Maven will dress in guard outfits and attempt to nonchalantly leave (carrying Saffron). Castor will fly and drop bombs, providing a distraction.

And what a distraction! The guards arrive, and Castor screams bloody sacrilege, flinging smoke and tanglefoot bombs with impunity. The other heroes attempt to leave, but are stopped by two guards, who find their story suspicious. Just like last week, an inability to come up with convincing lies ultimately drags down the bluff checks, and our heroes find themselves engaged. The two guards are tough, and only Maven and Nut are able to contribute, neither being particularly in his element.

Castor, on the other hand, is finding that the skies, or at least rooftops, are very much his element. By making use of the building roofs, he is able to gain cover against the crossbow men, confuse the melee dudes, and stay out of range of another "Robes." He singlehandedly smokes, glues, and entangled a dozen Dorian guards (though I don't think he actually killed any of them). It's brilliant. An EXTREMELY close call sees Robes fail his concentration check due to entangling, preventing him from telling Nut this really funny joke. That certainly would have been the end for the party in that fight. The only guy Castor does kill, and right in the nick of time, is Robes.

Luckily, our heroes escape from the scene, Castor flying in one direction and the others fleeing quietly in another. About an hour later, they regroup at the boat, and decide to push off, heading east to the suburban village of Treeton.

There is much to discuss. What's the next step? How will they maintain disguises, now that they are wanted men, and at least a handful of people have seen their faces? Did they make the right choices? Would they rather fight a kraken then any more Guards?

A nice magical item is bought to disguise Maven (being a half-orc, he is somewhat conspicuous), and questions are asked around Treeton without too much more information being gleaned. Hervey Dunt is still stalking the streets and inspiring fear, evidently. People don't know that much about the apparent silent coup. Our heroes then head to the castle, which appears to be nearly deserted; a few Dorian Guards, maybe a bureaucrat or servant every few hours . . . nothing like the hustle and bustle that Nut and Castor remember. They question an old receptionist, who, initially gruff, becomes increasing friendly with every passing diplomacy check. However, when Maven explains that he is from Tessia, the woman shrieks and bolts.

Next, our heroes locate an abandoned house in the wealthy district. They stop a rando, who explains that it belonged to a bureaucrat who was kicked out when the Dorians came. However, the rando is increasingly put on edge when the heroes question him, and he scampers when he gets the chance.

Our heroes continue to ponder. Every night Maven receives a similar vision from the Old Man: Save the King. There are many potential courses to take. Simply try to break into the castle? Locate a disgruntled castle worker? Locate some loyal Augerians, perhaps guards? Try to track down Smith? Forget this whole thing and go off in search of another adventure? Kick a puppy? Save a puppy? The choices are endless.

It is now the evening of May 14th. This session took 3 days (the 12th, 13th, and 14th). It was played at level 6.

Wednesday, July 16, 2014

Martyr King 9: Dungeon and Dragon

Adventure log for the ninth session in the "Legacy of the Martyr King" campaign.

Let's take a few steps back, to a non-cannon event on the ship.

A few days ago, on the Salty Stache, our heroes were getting a bit of cabin fever. They decided to stop off at one of the many tropical islands in the inner sea to take a look around and explore the Golden Age ruins. Castor decided to stay back to brew and mend relations with Patrick.

After not too much exploring, our heroes come across a gigantic temple. They search around until they find a door... a door to a good old fashion dungeon crawl!

Immediately upon opening the door, our heroes are greeted with the stench of sickly sweet flowers. Once the smell dissipates, they are faced with five levers of varying sizes and materials. A sign says "Seek Wealth and Enter" in Arcane. Aymeric is able to read the runes on the switches and find the runes for wealth. Flip is switched, and stairs appear (I also would have accepted an appraise check!).

A staircase leads them down to a corridor with a foot or two of dank, opaque water. Maven trudges through it without issue, and examines an adventurer's corpse at the end of the hallway, staying a bit away from it. When the others attempt to cross the hallway, they are attacked by plants who attempt to drag them under the water. However, Aymeric and Maven set up a rope to help guide everybody across. Liberal use of ropes this session.

The corpse is some kind of haunt, but little attention is paid to it. Maven darts in, loots the adventurer of his Spiked +1 Shield, and darts out again.

Maven open the next door and is immediately hit by the spell sucking power of some strange purple crystals. Saffron steps up and shoots them. They are brittle and easily destroyed.

The next room has a chest with a 50 foot deep, 25 foot wide chasm between it and our heroes. Saffron leaps across to open the chest, which transforms into a mimic! Things get very hairy for a few turns, as nobody else is able to help as much as they would like. Still, it's well played. Saffron gets off a volley before she goes down into negatives. Maven does some long range channeling, and invites the mimic to move a square forward. Aymeric casts spiritual weapon. Nut struggles, but throws two shruiken for one damage each. The second time he does this, the one damage kills the Mimic! Saffron would have been dead for sure!

Next room has an 100 foot chasm, a mechanical horse with wings, and a stone. Each player either rides the horse across, or gets "fly" cast on him by the stone and makes a fly check. Saffron and Nut get across first, and open next the door without waiting for the others. A giant troll emerges! Oops! The fight, however, is brief, and the troll is pwned, then burned.

Next room has a giant stone frowning face, and three symbols: A man creating a table, a man singing, and a man selling goods. There is also a sign in arcane: "Entertain me, Create for Me, Work for Me." Our heroes make Profession (Nut - Sailor), Craft (Saffron - Bow), and Perform (Nut - Juggling) checks. However, each failed check results in LIGHTNING TO THE FACE. But they make it by.

Next room is a corridor with a tripwire that ends in a dead end. Nut ascertains that the tripwire will drop the floor, and he attempts to rig up a device to set it off from afar.

Whoops. It goes off and he falls into a room. A room with a Giant Red Lizard with Wings.

He immediately gets a face-full of fire, and our other heroes jump to the rescue. Flanking is had, wings are buffetted, and claws are raked. Our heroes notice the way the creature is dragging its tail and decide to name it a "Drag-On."

Finally, Saffron decides to end its misery. She flurries, gets two hits and a crit for double damage, and sets the new record for damage in one turn: 67. The place is looted (10,000 gp and some great magic items), and all go home happy.

This session took no time and was played at level 6.

Tuesday, July 15, 2014

Martyr King 8: The Guard Fight

Adventure log for the eigth session in the "Legacy of the Martyr King" campaign.

Our heroes arrive in Auger, dock, and then ask the Dockmaster and Auger Guards a few questions in addition to making their own observations. Here is what they come up with.

Over the past few months, Dorian Guards, Soldiers, and Agents have slowly been replacing the Auger Guards. This is, in theory, to help buffer the peaceful state against the militaristic struttings of the Northern Alliance. The Dorians seem to be keeping the peace better than the Auger Guards were, and there is no strong sense of oppression. There are no drug dealers to be found, and the streets seem cleaner and quieter - overall an improvement for the lawful of the group.

It also seems clear that nobody really knows what is going on. Neither the Dockmaster nor the Guards have a clear sense of who is giving these orders. They simply get their personal orders, which is usually to treat the Dorians like kin.

Also, the Dorian ships have been setting up to the west, where (we can only assume) a large Dorian camp is. Almost no Dorian ships dock at the main Auger docks.

All of this is disconcerting.

Castor and Nut decide that to get more information, they should pay their old friend Smith a visit. They go to his warehouse, only to find it deserted. However, a shady looking man in a cloak beckons them closer, and offers to take them to Smith's new residence. Aymeric thinks this is fishy, and senses the shit out of his motive. Dude be lying! When the conversation turns ugly the guy bolts, but Saffron takes him down with some nonlethal arrows.

Our heroes drag him inside the warehouse, tie him up, and then wake him. He spends the next few second screaming at the top of his lungs before Nut clocks him a good one. They gag him and discuss. Aymeric dons his inquisitor outfit, Castor uses disguise self to look like a Dorian guard, and Saffron goes to a window to lookout for approaching enemies.

The dude is woken back up, threatened, and then his gag is removed. He explains that his job is to look for shady fellows and sends them to the Dorians. He usually catches people trying to follow Smith's trail. Evidently Smith escaped from the Dorians.

Saffron hears many boots coming. They will be here in about a minute. The heroes discuss what to do, and decide to hide, clobbering the dude unconscious again. Castor stands outside, looking like a Dorian Guard.

Five crossbow men, four guards with swords and shield, and one guy in robes approach. They do not see through Castor's disguise, and Castor does a pretty good job of bluffing for a while. But, eventually, he runs out of answers (Who is your superior officer? Where are you stationed? Why are you here? Why are you in your uniform?). A fight ensues!

And what a fight! Hopelessly outgunned, our heroes refuse to give up. Highlights include: Nut spending the entire combat under the effects of Hideous Laughter. Saffron with some poor shooting, culminating in critically fumbling a Drow Poison arrow and poisoning herself. Maven standing in the thick of things, unsuccessfully shield bashing but successfully healing. Aymeric spending a few turns buffing and closing in, only to be turned by a charm person. Castor bombing the bottleneck, then burning two points of heroic favor to explode Robes. The informer dude breaking out of his bonds, going to steal nut's Wakizashi's then changing his mind and fleeing. Then finally, Aymeric intimidating everybody with a nice 27, leading to a rout.

However, the rout is really not the best option. Our heroes now have five guards all running in opposite directions, yelling for backup. Nut has finally stopped laughing but Saffron is unconscious and Aymeric is pissed at Castor for blowing up his magically induced buddy.

This session took only about two hours. It is still May 12th.

This session was played at level 5. Castor earned another point of heroic favor for taking out Robes (by using two points of heroic favor)

Monday, July 14, 2014

Martyr King 7: Floating Reef

Adventure log for the seventh session in the "Legacy of the Martyr King" campaign.

Our heroes are only a day or two from Auger when they are awoken in the night by a loud crunch and rending of wood. Rubbing sleep out of their eyes and hastily grabbing their weapons, our run upstairs and see that the ship has crashed into a large floating reef. If that wasn't bad enough, the sail is aflame, and skeletons (and skeleton archers, and a skeleton ogre) are attacking! The fight is a tough one, as the skeleton archers are pelting away and Saffron is busy putting out the fire. Castor goes down for a bit, but Maven brings him back up. During the chaos, the sail all but burns away, leaving the ship stranded.

After fighting off the skeletons, and chastising a drunk Patrick who fell asleep at the post, our heroes go off to loot another wreck in the reef for a sail. They board a ship, are attacked by two shadows who are immune to mundane attacks and drain a good deal of strength and dex damage, then find a sail. They also raid the captains quarters, setting off two traps and grabbing some treasure, including four golden statues from Karindora. A journal tells a chilling tale of this unfortunate ship's crash, then the loss of crew of a monster.

On the way back, and already low on resources and attributes, they are attacked by a Deathweb who had been using the reef as a gigantic web for boats. Nut quickly throws the recently looted bead of force, dealing some damage and trapping the undead spider in a bubble of force. They position themselves around the spider in flanking position, buff, then clobbler the spider when he emerges. Good thing too! He deals massive damage, cleaves, and has a swarm of poisonous spiders around him. Whew! If it wasn't for that bead of force, this may have been a TPK.

Nut is poisoned by the spiders, and begins to take a whopping d4 strength a turn. With only 10 strength to start, this could spell death in a mere 3 turns, and with a poison DC of 17, two consecutive saves to cure, and a fort save of +1, things aren't looking good. To make matters worse, the reef crumbles leaving our heroes in the water! Everyone chugs a potion of the sea!

Nut and Maven drop their golden idols, which were weighing them down a whole heck of a lot. Maven struggles in his full-plate and strength damage from the ghosts, but gets to a bit of floating wood. Nut uses two consecutive points of heroic favor to auto-save his from his poison and barely makes it to the wood.

Aymeric, strong as an ox, drags his golden idol to the raft and secures it.

Castor, though his swim skills aren't the best, refuses to let go of the idol. He flounders underwater, hoping against hope that he can surface with it. Nut takes a running leap from the raft, and throws him a rope, and then a weakened (strength 4?) Maven drags him in.

Patrick and Saffron move to pick them up. Two golden idols are saved, valued at 5,000 gp each! They take three days getting to Auger, and another day at anchor nursing their attribute damage.

This session took 4 days. It is now May 12th.

This session was played at level 5. Castor earned a point of heroic favor for having the foresight to craft potions of the sea while at sea!

Sunday, July 13, 2014

Martyr King 6.5: Turbulent Seas, Turbulent Sleep

Dreams after the sixth session in the "Legacy of the Martyr King" campaign.

It is a terrible night at sea. Storms wrack the ship, and the dreams of our heroes are disturbed.

Castor receives a vision from the Bomblord. In it, he sees all of Cain as one giant potion, with gigantic white hands pouring in six liquids: One yellow, one black, one blue, one brown, one red, and one clear. But something goes wrong, and the yellow consumes the black, then moves on to consume the rest. The potion shines so bright that Castor cannot bear to look at it.

Maven receives a vision from the Old Man. All of Mildan is enflamed, and at war. The Northern Alliance, swollen with arms and men, moves to strike all other countries, to consume them. Then, his vision changes. He sees the Auger Crown fighting with some shining Angelic beast, but the crown is failing. The Old Man speaks to Maven. "You must save the King."

Aymeric receives a vision from the Martyr King. The King himself is surrounded by Dorian inquisitors, who pull out steely knives inlaid with soulstones and stab the King to death. They bend down to drink his blood, and from his corpse craft a thousand iron men, who move east to ravage the lands. They take his body and craft three gigantic metal creature, one for the Sky, one for the Sea, and one for the Land.

Saffron sees her master fleeing across the Deadlands, bruised and beaten. Remi sits on a white throne, and beside him stands a man she does not recognize. The man has a thin silver band on his forehead, and whispers in Remi's ear. The Deadlands are suddenly aflame with the red bonsai, grown fully into gigantic red trees, and from their shadows an army emerges and sweeps down to the south, pillaging and burning.

Nut sees Hervey Dunt, cleansing Auger of all evil. He has donned a Dorian inquisitor's suit, and the Dorians have presented him an ancient artifact. Powdy lies dead in the street, his body punctured with a thousand tiny holes. His blood forms an arrow that points the Nut, and through his blood Hervey Dunt walks, a bodyguard at his side.

Our heroes wake up, sweating. They suddenly realize that there is far more going on here than they know.

Saturday, July 12, 2014

Martyr King 6: Hara the Witch

Adventure log for the sixth session in the "Legacy of the Martyr King" campaign.

Our heroes continue on their way to Hara the Witch. As the days pass, they get the sense that they are being watched, which gradually gives way to being herded. Wolves howl in the night, and in the day they seem to close in around our party, leaving only one way to go. Luckily that is the way to Hara.

After about a week of travel, our heroes arrive at the overgrown ruins of a large city, made entirely of white stone. Trees and moss are slowly grinding the blocks down into dust. The wolves are all around them now, keeping a safe distance, but howling and growling all the same. There must be hundreds.

Finally, our heroes arrive at Hara's lair, which appears to be the base of a large toppled tower made of white stone. Tentatively, they journey inside, where the trees and foliage are overgrown, and massive trunks are the only thing keeping the ceiling up. They reach a clearing in the "woods" where Hara sits flanked by two wargs. In the center of the clearing is a dire-wolf pup, who appears to be hooked up to some sort of wooden cauldron contraption. Castor takes one look and determines that this is how she is controlling the wolves. Saffron drops her bow and greets the fellow half-elf archer.

Hara opens her mouth and out comes gibberish, a bizarre amalgamation of a variety of languages and wolf sounds. Aymeric is able to decipher it, and initiates conversation. However, Hara appears to be only interested in the human's immediate surrender. Our heroes decide that they would rather just fight the witch than try to convince her of her ways, and so they do.

Hara opens the combat by causing vines to grow around our hero's legs, impeding their movement. Saffron runs after the witch, trying to channel her monk training and punch the enemy (only partially successfully). Nut runs to disarm the cauldron (successfully) then joins the combat. Aymeric judges a worg unworthy and takes him out. Castor shuffles around the battlefield, dragging yards of vines, and chucks bombs where he can. Maven runs into the fray again, and is again knocked down and gnawed on by wolves.

But eventually, Hara falls. Our heroes grab the dire-wolf pup and leave, noting how the wolf tribes are now in-fighting and fleeing. The dire-wolf pup is met with mixed feelings, and, after some halfhearted attempts to train him, he is released into the wild.

Another week's travel brings our heroes to Dail, a town of about 1,000. Patrick goes to a large building which is proudly labeled: "Fitzgibbons & Fitzgibbons: The Fitzgibbonses." He greets his many sisters, then heads upstairs to confront his father. Evidently, Mr. Fitzgibbons wants Patrick to help him run the family trading business, but Patrick would rather be a sailor. When Patrick explains that he promised our heroes passage to Auger, Mr. Fitzgibbons is annoyed. But, a Fitzgibbons always pays his debts.

He gives Patrick a moldy old tub and tells him that it is his duty to captain it across the inner sea. Patrick has mixed feelings about this, but is honor-bound to obey.

Our heroes go shopping and discuss tactics.

After a week in town, our heroes head off on their journey. Castor makes some improvement to the ship, and they are attacked by a devil fish. They are now within a day or two of making port in Auger.

This session took 7 weeks, or 49 days. It is now May 8th.

Played this session at level 4, but just leveled up to level 5. Nut earned a point of heroic favor for being entertaining!

Friday, July 11, 2014

Martyr King 5: Bayka Explodes

Adventure log for the fifth session in the "Legacy of the Martyr King" campaign.

Bayka smiles a cruel and eager grin. Seeing his old partner, Aymeric, he opens his mouth to speak. In this conversation much will be revealed. And afterward, there will be a fight to write about. Our heroes feel a chill run up their collective spines.

All except for Saffron. Growing up in the wilds of Dorma, she never learned to art of the dramatic. Either the enemy is alive, or he is dead, and the sooner the second, the better. She can feel the sacred plant strapped to her back, and decides to take no chances.

For a moment, she feels touched by a god.

Then the arrows fly.

Three arrows strike the inquisitor, finding chinks in his armor, penetrating skin, and organ, and bone, and with each arrow the inquisitor's face changes from surprise, to anger, to fear. He drops his sword, which sticks with a thud in the gangplank. Suddenly, the soulstone in his armor activates. Bayka is gone, seemingly teleported away, and in his place a yellow shockwave emerges, which in half a heartbeat destroys both ships. The heroes are thrown into the water, and nobody has a clue what happened.

Our heroes, confused and ears ringing, find one another, find their possessions (and Bayka's sword), and then look for survivors. the Crew is dead, except for a halfling named Patrick Fitzgibbons.

Nut crafts a crude raft, and our heroes make their way to shore, where they quickly dispatch of a handful of wolves. Patrick suggests that they make their way north to Breckshire, where they can potentially catch a ride. Patrick Fitzgibbons grew up in Breckshire, before he and his family moved to Dail. He also says that the wolves were likely sent by Hara the Witch, and more are on their way.

Instead of digging in and fighting the wolves on land, our heroes finish up the raft and head north along the coast. They can hear the wolf pack in the woods, following them, but they do not see anything.

Breckshire is a ruin, the victim of a massive wolf attack. They dig into the dock house, then defeat a large pack of wolves.

Hearing the sounds of screaming, our heroes round the corner and kill (and entangle) three dire-wolves attempting to finish off the population. A citizen emerges from a house, and thanks our heroes.

The citizen and Patrick talk. It seems that ships rarely stop at Breckshire, and they are extremely unlikely to do so now that the place is destroyed. Patrick wants an escort to Dail, where he can talk to his rich father about getting our heroes passage. Our heroes accept. The journey should take about a month.

About two weeks into their travels, they are attacked by 6 wargs. Nut learns a valuable lesson about charging into battle without backup, and Maven runs, and then falls to the rescue. He spends the rest of the battle on the ground, healing himself and Nut. Aymeric singles out a wolf and gives him his all. Saffron decides to spread out her arrows, then learns that it is perhaps not the best option. Castor is tripped by a wolf, and spends the rest of the battle rolling away from wolves and chucking bombs at them from the floor. Good fun!

This session took 2 weeks, or 14 days. It is now March 20th.

Our heroes are level 4. Maven earned a point of heroic favor for charging in to rescue Nut.

Thursday, July 10, 2014

Martyr King 4: Leaving Puldash

Adventure log for the fourth session in the "Legacy of the Martyr King" campaign.
Bombs! That figures.

Saffron blunt arrows Flint into unconscious oblivious, then our heroes run upstairs. They take Mect, Flint, and George the caravan driver, but leaving the Simulacrum of Emut to his fate. Good riddance.

Upstairs there are a few druggies, but the bombs are quickly located by Saffron's incredible perception and disarmed by Nut and Castor. Kishii stashes are then retrieved, and Castor delicately rigs the place to blow for the next person who comes snooping.

Not fully trusting of Adrianne, and not wanting to go all the way back to Balba Stadium, our heroes journey a short way out of the city into the jungle, where they tie up Flint and speak with Mect.

Mect explains that Flint betrayed them to the Sartori. Given that both organizations traded in drugs, Flint worked with the Sartori to take the Black Hand out of business in exchange for a cut. The corrupt Dorian Gnome also wanted whatever the mysterious caravans were carrying, so he timed his betrayal with the heros' arrival.

Flint confirms the story. After much debate about what to do with the treacherous Gnome, including plans to have Flint deposit money in an off-shore bank account, our heroes decide that he simply cannot be trusted. Despite his protests, the Gnome's throat is slit. Serves him right!

Mect, demoralized and without an organization, decides to head back to Kathmar to meet up with the Black Hand there. When it becomes clear that George is terrified of them, they decide to let the poor caravan driver go. Good karma for all! But is it the right choice?

With that business behind them, our heroes return to the subject of the caravans. The contents of the caravans had clearly indicated that the Dorians were planning invasion into the country of Auger on the continent of Mildan. Our heroes, after some discussion, decide to head to Auger to warn the people there.

Our heroes head to the Puldash docks, and, after a bit of gathering information, find a perfect ship: the Wave Strider, captained by a man ominously named Scuttle. It's a small, 10 person crew, and the harbor is Auger. It appears to be transporting drugs, so it probably will be avoiding the officials.

Saffron demonstrates her ability to be an excellent lookout, and Maven shows off his healing skills. They are signed onto the ship without needing to pay. Scuttle is less impressed with the exploits of Nut, Castor, and Aymeric, but lets them pay to board his boat. And off they go!

A few weeks pass, and the heroes fend off some fearsome Draugr who climb aboard. Maven negotiates a partial return of fees, and Scuttle grumblingly agrees.

On the boat, our heroes get to know each other a little better, and swap some stories. Little is held back.

A few weeks later, off the coast of the wild subcontinent of Dail, the Wave Strider is hailed by a small dorian vessel. Our heroes, unsure what action to take, let events unfold. The Dorian ship, also outfitted strange black wood, draws near the Wave Strider, then grapples and lowers a boarding plank. Onto the plank steps a dark and fearsome looking Dorian inquisitor. He is dressed in black armor, and around his neck hangs a soulstone on a chain. And he is smiling.

For some reason, our heroes can't get this song out of their heads.

He addresses the heroes on board. "Where are the others?"

"The other what?" Ask our heroes tentatively.

"The other false martyrs of course." The inquisitor flashes a cruel smile. By this time,  Aymeric has made his way on deck. And he recognizes his old Inquisitorial partner, Bayka.

"I'm so sorry that your execution had to be delayed." Bayka draws a long, cruel looking Falchion. "But I'm here to make that right."

28 days have past, and it is now March 6th, 2000 A.F. Our heroes are level 4. Castor and Saffron received a point of heroic favor each for character chatting, and Maven received a special mid-game point for not wearing his armor while he sleeps! Nut received a point of heroic favor for dealing a whopping 49 damage in one attack!

Wednesday, July 9, 2014

Martyr King 3: The Caravan Raid

Adventure log for the third session in the "Legacy of the Martyr King" campaign.
Our heroes say a fond farewell to Adrianne, then head on back through the jungle. On the way, they encounter a Monkey Swarm and a Chimpanzee, both of whom they dispatch with the greatest of ease.

A massive storm is brewing by the time our heroes arrive at the Woven Tapestry. Our heroes talk with Flint, who tells them he has set everything up. A lightly guarded Caravan is currently moving at a snails pace through a terrible, terrible path, recommended by yours truly. Our heroes decide to attack the caravan now. Why wait?

In the intense storm, Saffron finds it easy to spy on the caravan undetected. Just a single wagon, a single oxen, a single driver, and a single guard. They are currently stuck in the mud.

A plan is formed. Aymeric dons his inquisitor outfit and badge, and Castor takes a disguise self potion and makes himself look like an inquisitor. They approach and offer their assistance. The bluffing is kind of hit and miss, but in the end help is warily accepted.

The band gets the wagon rolling again, and Aymerica and Castor begin chatting up the Dorians. Nut uses this opportunity to sneak behind the wagon and cut his way inside. It's pitch black, so he cracks a Sunrod . . . which lights up the inside of the wagon like a lamp. The guard and driver, already on edge, instantly attack.

A short fight ensues. Saffron rains down arrows from above, the Guard is dazed and drops his Greatsword, which Castor picks up. The guard grabs it back, and Castor beats a hasty retreat as Aymeric is dealt a solid blow. Meanwhile, Nut tries, and fails to cut his way out of the wagon to join the fighting. Eventually the Guard is killed, and the Driver is knocked unconsious.

Inside the wagon, there is a soulstone encased in some kind of black wood. There are also metal sheets, and Nut identifies schematics for some sort of war machine. After a long discussion the driver is revived, but he claims he doesn't know anything. His name is George, and he agrees to go back to the Woven Tapestry with our Heroes. Our heroes take the soulstone, the casing, and the schematics, and release the oxen into the wild.

Our heroes arrive back at the woven tapestry, with George quietly in tow. The place seems strangely deserted. Our heroes cautiously venture down into the Black Hand hideout, where they see the corpses of both Black Hand and Sartori. They tie up George and continue on.

In the meeting hall, they are greeted by a disturbing sight. Mect is tied up and bleeding out. Emut Val-Tee, Castor's old master, is flanked by two Sartori Ninjas, and is chatting away with Flint Dour, who appears to be unharmed. Despite being burned horrifically by Castor, Emut seems young and scarless. Before any words can be spoken, Saffron lets loose with a sleep arrow, and battle begins.

The sleep arrow strikes true, and Emut is put to sleep, only to be roused by one of his ninja guards. A very difficult fight ensues. Aymeric, Nut, and Castor all use heroic favor to save themselves from death, as Emut's bomb-chucking skills are unmatched and the Sarori Ninja's poison is difficult for Nut to take. Still one Ninja is dropped almost instantly by a hail of arrows. Despite these difficulties, our heroes win the day, though Nut is poisoned and all are low on health.

Examining Emut's body, Castor realizes that this is simply a simulacrum of the real deal. The real Emut is likely far, far away.

Mect becons them closer. "You must run! Emut rigged this whole place to blow if any trouble befell him!"

Three days have past, and it is now February 7th, 2000 A.F. Our heroes played this session as level 3, but leveled up to level 4 at the end. Castor received a point of heroic favor for grabbing the guard's sword, thus preventing him from inflicting his awesome damage.

Tuesday, July 8, 2014

Martyr King 2: The Woven Tapestry

Adventure log for the second session in the "Legacy of the Martyr King" campaign.

"Come out, come out, wherever you are..."

Our heroes, wary of attack, proceed up to the top of the ziggurat where a man stands. He soothes their worries, and promises parley once all the heroes are topside and disarmed. Slowly, and cautiously, the heroes make their way up and out of the ziggurat, making note of the four archers in the Balba fields.

"Now!" cries the Man, and attacks the closest hero. Four arrows fly at the heroes, most striking home. Moments later, Castor and Saffron return fire. Aymeric, filled with righteous anger, brings his oversized morning-star down on his opponent's head, a critical that instantly drops the enemy and deals a whopping 24 damage. Maven puts up his shield and heals the wounded, while Nut, suddenly out of range and out of targets, drops back into the ziggurat.

Another pelting of arrows and Castor goes down. Our heroes look at each other: Perhaps retreat is the best option here? Maven brings Castor back up, then leaps into the ziggurat, and Aymeric and Saffron follow. Castor rolls into ziggurat, catches his ankle on the ledge, and takes a hard fall, taking him down below 0 again. For a short while, Saffron returns fire, and a few injuries are dealt. But even a skilled zen archer in some cover is no match for four bandits (at least, not at level 2), and down goes Saffron. Our heroes retreat back into the Bandit's quarters, nursing their wounds.

Our heroes heal up, then discuss what do do. Nut and Saffron look for secret passages, while Castor devises a ruse to lure the bandits down. Maven and Aymeric take up flanking positions on the far side of a corridor.

There is a Bang! and smoke begins to fill the ziggurat! Castor rushes back, swatting at the flaming feathers that follow him inside. "That should attract their attention!" The door is closed, and our heroes wait for the bandits to investigate.

But not long. The archers kick down the door and rush in. The two with daggers are immediately struck down by Maven and Aymeric, and the one who maintained his bows is shot to ribbons. The last drops his weapon, begs for mercy, and is given leave to go.

And many valuable lessons were learned that day.

Our heroes rest a while, then continue to the Puldash. On the way, they see a large ship, clad in strange black wood. Aymeric notes that it is a Dorian cargo vessel, and it looks repurposed somehow. It also is riding rather high in the water and has been long at sea.

Upon entering the woven tapestry, Saffron immediately notices a few Sartori criminals waiting about. Nut and Caster hide their faces from their former mafia buddies, and the heroes give the appropriate passcode. They are greeted by Mect, leader of the Puldash Cell of the Black Hand. He leads the downstairs, then offers them tea, which is heavily laced with the drug Balba. All of the heroes graciously refuse or pretend to drink - all but Saffron, who, unused to these situations, is unsure of how to politely decline. This earns a reproachful glare from Mect. Mect demands a good story, and Maven tell the hero's story rapturously.

And many tears were had that day.

Mect provides quite a good deal of spending money, and our heroes venture off into the markets. Nut devises some disguises for himself and Castor, and the two also go to market. But Castor's blonde hair is shoddily done - perhaps somebody noticed?

The next day, our heroes meet with Flint Dour, a corrupt Dorian official who is in the pocket of the Sartori and the Black hand. He says that he will help plan an ambush, as long as the heroes deliver some kishii to a stoned sorcerer in the jungle. The sorcerer's name is Adrianne Deel, and he's been messing with Flint's mind.

Off the heroes go! On the way they take care of some Fungus Leshy's, and, sadly avoid some Monkey Swarms. They also come across a dead adventurer who has five doses of Kishii. Suspicious.

Finally, they arrive at Adrianne's house, a gigantic Copper Minarette. It is raining, and none in the party are able to use the "Magic Users Only" doorbell. Nut decides to take a long, two hour climb on the outside slope of the Minarette, slipping and sliding and generally fearing for his life the whole time. Eventually he reaches the top, to find a very relaxed Adrianne Deel doing Kishii on a Copper Throne. Adrianne is overjoyed to see them, takes the Kishii, and then teleports downstairs to let the other heroes in. Nut groans, and starts his way downstairs.

Adrianne proves to be a very likable guy. He is young, blonde, dressed in rich purple velvets, and probably immensely powerful. Our heroes are given a brief tour of the place - Very nice, purple velvet everywhere, mostly empty, Kishii strewn about. Adrianne invites them up top, and then teleports away. They make their way up, meeting Nut in the middle, and discover a large room with amphitheater type seating, a throne, and a copper arch. The arch says "Soulstone" and "Jumpgate" in arcane.

Our heroes make their way up top, where they ask Adrianne about the strange room. Adrianne thinks for a second, then teleports down. Our heroes (especially Nut), groan and make their way back down again. Adrianne says he doesn't know much about this place. Following the runes on the arch, our heroes pop in the soulstone they gained from the drug runner's ruins. The Jumpgate molds around the stone, and a white sheet forms in the arch. However, the Jumpgate does not appear to lead anywhere. It is as unyielding as a wall, and the soulstone will not budge.

As our heroes ponder about what to do next, a stoned Adrianne notes that our heroes "look weird. You have some strange threads in you."

And much Kishii was had that day. By Adrianne.

It is now February 4th. One week has passed during this session. Our heroes play the session as level 2, but have just leveled up to level 3. Saffron received a point of Heroic favor for shooting at dudes and being the best pincushion.


Monday, July 7, 2014

Martyr King 1: Escape from Kathmar

This is the adventure log for the first session in the campaign "Legacy of the Martyr King"

Five heroes sit in a high security cell in the Charcoal Minaret, awaiting execution at the hands of the Dorian Empire for crimes they did not commit. Each has been kidnapped from foreign lands and, for reasons beyond their comprehension, is accused of pretending to be the Dorian God, the Martyr King.

Castor, a balanced human alchemist, and Nut, an insane human ninja, reminisce about their shared time in the drug trade. Maven, a half-orc paladin, kneels serenely in the center of the room and prays to his enigmatic god, "The Old Man." Saffron, a supremely awkward half-elf Zen Archer, broods in the corner. Aymeric, a human Inquisitor who until recently worked for the Dorians, sits inside the bars rather than out for the first time in his life.

Their anxious waiting is interrupted by hideous laugher - one of the two prison guards has just keeled over in uncontrolled hysterics. Three individuals rush into the room. One, dressed like a guard himself, immediately engages the Dorian guard in combat. A small man in a dark cloak drags another critically injured man into the room. The cloaked man grabs the prison keys and rushes to unlock the cell. His first words: "Who are you?"

Maven quickly explains, while Nut and Saffron join the battle against the remaining guard. "We are citizens of far flung lands, wrongly imprisoned and accused of crimes we did not commit." The man is not impressed, but he implores the heroes to quickly follow him out. Aymeric, and Castor follow the cloaked man up the winding staircase. When Saffron is dealt a critical blow from the Dorian guard, who appear to have the upper hand against the friendly guard, Maven scoops her up and heads for the exit, and Nut follows.

They reach the top of the Charcoal Minaret, and the black city of Kathmar unfolds before them with desert beyond. It is the dead of night. Fermy pulls out a scroll and begins to read, and suddenly the entire group, including the injured man, are down at street level.

The group is hurried into a small house by a lone figure, who introduces himself as Kailen Dale. Kailen Dale explains that he is the leader of the Black Hand, a rebel organization within the Dorian Empire who believes that the government is not following the true way of the Martyr King. He explains that the trial was so big and so public that he figured the suspects must be very dangerous.  If reduced, they would therefore be able (and obligated) to help the Black hand in it's cause.

But when the heroes explain, Kailen is not impressed. In fact, he is furious that one of his own died, and another has been critically injured to save five nobodies.

In an attempt to make amends, Castor and Maven heal the wounded. Kailen explains that despite the hero's unimpressive background, they owe the Black Hand. Kailen wants the heroes to quickly flee the city, and he wants them to investigate mysterious caravans that have been traveling from all over Krass to Puldash in Kamai.

Our heroes quickly gather their possessions, which had been retrieved by the liberation squad. Aymeric the Inquisitor takes a long look at his badge of office before tearing it off his cloak and stuffing it in his bag. Castor the Alchemist immediately begins brewing his daily potions. Saffron the Zen Archer tends to a small plant with red leaves, before strapping it to her back. Maven the Paladin begins the long and arduous process of equipping his armor. Nut the Ninja dons his cloak and hides his shruken in easy reach.

Then they head down into the Underpath, a long, underground tunnel that leads from Kathmar to Kamai through the Crown of Heaven. During the week long journey, Nut chases a thief through a long and complex tunnel, while the others protect a merchant from the thief's companions. They are rewarded with their choice of jewelry, but a lack of experience in market prevents them from choosing anything but the cheapest ring.

They come out of the Underpath in the Kamai city of Tevrit. Here they stop at a Tea House, chat a bit, then continue on their way. Kamai is loud, energetic, and dirty, a jungle teeming with children, dogs, and merchants hocking their wares. It is overwhelming for Saffron and other heroes who are not used to the bustling swarms of humanity.

After three weeks of traveling north to Puldash, during which they attempt and fail to trail a Dorian Caravan, our heroes come across a screaming woman knelt over a child. The more cautious heroes stealth into the jungle, wary of a trap, but Castor and Maven approach directly. The child has experienced cardiac arrest as a result of Kishii overdose, but he is quickly and expertly resuscitated by Maven. In thanks, and to keep the drug away from her son, the woman gives the heroes 5 doses of Kishii. She then asks them to kill the drugs runners, and directs our heroes to the drug runners' lair.

When they arrive, they find a large complex of ruin filled with a grove of Balba plants. The area is apparently devoid of life for now. While they discus what to do, Maven expresses his thoughts. Since growing and selling drugs isn't illegal here in Kamai, what right do the heroes have to intervene? Castor, digging deep into his past, explains that they should at least prevent the drug runners from exploiting children, and so Maven is temporarily placated. The group heads into the ruins.

They find a room with some alchemic equipment, two trapped chests (one filled to the brim with gold, the other with kishii), boxes of basic supplies, and many bunk beds. They also find a journal, written in Halfling, which Castor reads. Besides being a standard ledger for the drug runners, it also states two important facts. 1: There is some kind of horrible monster farther down in the ruins. 2: Life has been tough for the drug runners every since the Dorian official Flint Dour fell into the pocket of a rival gang.

Maven objects to taking the spoils, and they head downstairs to investigate the monster. What they find disturbs and frightens them. A man sits in a chair in a dark room, his chest glowing slightly. His flesh has melted such that is covers the floor for hundreds of square feet, and there is a thin mold growing on it. Nut bravely makes his way over to the man, who seems completely unresponsive, even when treading on his flesh breaks the skin and releases a putrid red and black gunk. He is, however, breathing. Nut retrieves a journal, written in Arcane, which explains that the man was an adventurer who looted this ruin and found a soulstone. The soulstone provided him with all the energy he needed, and he no longer needed to eat, sleep, or do anything else. The journal is over one thousand years old.

After much debate, our heroes decide to retrieve the soulstone. They are probably doing the adventurer a favor. Nut cuts off his head, but even this does not kill him. Only when Nut digs into the man's chest to retrieve the small, yellow, glowing stone, does the body suddenly putrefy. Nut is dragged stumbling out of the room, horribly sickened by the stench. Moments later, our heroes hear a voice from upstairs.

"Come out, come out, wherever you are..."

The drug runners have returned.

Our heroes were set to be executed on January 1st, 2000 A.F. Four weeks have past, and it is now January 28th, 2000 A.F. Our heroes played this session as level 1, but leveled up to level 2 at the end. Maven received a point of Heroic Favor for sticking to his morals and not wanting to just kill the drug runners outright.

Thursday, July 3, 2014

Fatal Flaws


A character may chose to gain some number of "Fatal Flaws" in order to avoid all damage from a single attack that would kill you. It is very possible to get multiple Fatal Flaws in the same turn from multiple attacks, such as iterative attacks from the same enemy. Roll a D20 on the chart and instantly follow the result. Instead of being damaged, you are brought down to negative half your Con, or your current HP, whichever is lower.

1: This hit was particularly bad. Roll twice and take both results. If you roll the same number twice, the results stack
2: The attack damages some muscle tissue: -2 to Strength
3: The attack frays some nerves: -2 to Dexterity
4: The attack damages your lungs, and weakens your bones: -2 to Constitution
5: You take a good one to the head: -2 to Intelligence
6: The trauma of this attack has permanently damaged your ability to reason: -2 to Wisdom
7: You have suffered a massive scar across your face, and not the sexy kind: -2 to Charisma
8 : Your achilles tendon has been destroyed: -10 to move speed
9: You don't move as fast as you once did: -2 to Reflex saves
10: You don't feel as tough: -2 to Fortitude saves
11: Your mind isn't as agile: -2 to Will saves
12: You are slower to enter battle, now that you know its perils: -5 to Initiative
13: Much of your skin has been removed, leaving your flesh tender and easily bruised: -2 to AC
14: A bad concision leaves you slower and duller.  You feel much less skilled: -1 to all skills
15: A small, highly specialized piece of your brain is destroyed.  -5 to your highest skill
16: Perhaps your training was the wrong move. You lose your most recently gained feat.
17: Your past seems no longer relevant. Lose two traits. If you have fewer than two traits, re-roll
18: Your magical abilities have dwindled.  You lose two of your most recently learned spells. If you have no spells, re-roll.
19: A precious item seems to have a mind of its own, and takes the blow: Your most expensive (or most precious, GM Fiat) item instantly shatters, and is irretrievable.
20: You have cheated death...for now. You suffer no Fatal Flaws. 

Tuesday, June 17, 2014

Jacob's Tower, Level 9: Campfire

Jacob’s Tower Level 9: Campfire
65,200xp, Approx 50,000gp, 4 - 5 hours




Campfire is a massive break in style from the usual dungeon crawl.  It provides an outdoor setting where the action comes to the PCs instead of the PCs going to the action.  The characters are tasked with defending tending a campfire across a 24 hour period.  In addition to monsters and NPCs, the characters must contend with weather, food, and sleep.

The Map

The entirety of Campfire takes place in a single outdoor area, a valley at the intersection of a path and a stream. Creatures and events will enter and leave this area, but the heroes are stuck here for 24 hours. Take a good look at the map and the description, and learn it carefully.

Cliff walls run along the north and south edge of the map, ascending into the clouds above at unimaginable heights. Each grey square represents a vertical wall that extends infinitely high. Attempts the climb or fly up the cliffs will reveal that the wall simply goes on forever.

An impossibly dense low hanging fog shrouds the forest immediately to the west and east of the map. Characters cannot see through this fog, and are only able to view objects within the confines of the map. Creatures who enter or leave through the west or east of the map are immediately birthed from or consumed by the fog. The fog wall is about 50 feet high and, if height is gained, tree tops can be seen poking out from the mist as far as the eye can see. This fog cannot be removed or seen through by any means, even magic or special ability which normally allow vision through fog. Players cannot move through the fog, nor are they able to fly over it. They are stuck within the borders of the map.

Despite the stray clouds and mist, the sun is easily visible throughout the entire day, rising at 6am and setting at 6pm. It burns through the fog and can be seen from sunrise to sunset. The full moon, which rises as the sun is setting, can be seen all night.

A dirt road runs from the west side of the map to the east. It is marked by the stone on either side, but is otherwise fairly overgrown and unused.

A small wooden bridge with no railing lifts 5 feet off the ground to go over a river.

Large oak trees, marked with “T” on the map, stand 50 feet high, their trunks a mass of wood completely obscuring their squares. They require a DC 10 Climb check to climb and their branches extend 20 feet in all directions at 20 feet off the ground. DC 15 acrobatics checks are needed to move at half speed across the branches, and DC 20 acrobatics checks are needed to move at full speed.

A stagnant, 10 foot deep pool to the south west teems with fish and insects. All around it are a tangle of swampy brambles, marked with b, which act as difficult terrain.  Each time a player ends his turn in the pool, he must make a DC 16 Fortitude save or contract Bog Rot.

A waterfall descends from the cliff face at the northern wall and turns into a river which flows south and then into a slit in the southern cliff wall. Except for directly below the waterfall, the river is fairly shallow and simply counts as difficult terrain.

The waterfall throws up mist on the ground to the north, marked with an M, which provides concealment beyond 10 feet and total concealment beyond 20 feet.


Treasure Rune & Adventurer’s Corpse

There are two hidden secrets in the map: a treasure rune and an adventurer's corpse.

A DC 20 Perception check or Detect Magic in the North East Corner will reveal a faintly glowing magic rune at “G.” The rune means “Treasure” in an ancient Dwarven Dialect. Detect Magic or a Spellcraft DC 15 check will reveal that, if activated correctly, the glyph will dispense gemstones.

A single Use Magic Device Check may be made. Once the check is made, the glyph will dispense an amount of rubies, sapphires and other gemstones equal in gold to the check times 200. The Rune will then fade and become inactive.

10 feet down in the pool in the south west corner of the map, the skeleton of an adventurer clutches a +1 Thundering Falchion (m). Although the skeleton and falchion can only be seen with a DC 20 Perception check from the surface, they are easily visible if anybody goes swimming in the pool. Each time a character ends his turn in the pool, he must make a DC 16 Fortitude save or contract Bog Rot.


Protector of the Forest

If at any point our heroes damage a plant, a Treant will come immediately come lumbering from the east and attack them, screaming bloody murder all the way. This Treant has a very broad definition of damaging a plant, and will appear if the party chops down a tree, breaks a branch, catches a tree in an area attack, starts a forest fire, or does anything else that could be construed as negative. Gathering dead wood for the fire is acceptable, as is trampling grass, hunting animals, and gathering berries. Although he will ignore slights from non-party members (such as the dragon and T-Rex), he will enter in the midst of another combat or encounter if the party does anything wrong.

There is only one Treant, and once he is dead our heroes are free to do whatever they like to the forest.


Eating and Hunger

If it has been 8 hours since any hero’s last meal, he or she becomes hungry (have players write down the times of their meals). If no breakfast is had, our heroes first become hungry at 10am. If hungry, a hero suffers a -2 penalty to all attack rolls, saving throws, skill checks, and ability checks.

Any hero may take half an hour to forage and hunt for food. Game is scarce in these parts. A DC 10 Survival check will provide food for one meal, while each additional 5 points (15, 20, 25) provides a meal for one additional person. If these foraging missions are interrupted, they may be continued without incident.

As our heroes continue to hunt and forage in this small area, food becomes more and more scarce. For every previous attempt by any member of the group (or any simultaneous attempt), the DC of the survival check and the amount needed for an additional meal increases by 1. Thus after the first check, the DC becomes 11 (17, 23, 29). After the second check, the DC becomes 12 (19, 26, 33). Etc…

If a character does not eat for the entire day he will become famished for the boss fight, suffering a -4 penalty to all attack rolls, saving throws, skill checks, and ability checks.

Let the players know these rules for hunger at the start of the level.


Sleeping and Fatigue

Around evening, our heroes will begin to get tired (or at least any of them who need to sleep). Any character who has not slept from 6am to 10pm will become fatigued at 10pm. After 8 total hours of sleep throughout the day or night, consecutive or in batches, the fatigue will be lifted.

It takes 15 minutes to fall asleep.  Naps under one hour do not count towards the total rest. Heroes are fatigued for 3 rounds after waking up as they rub sleep out of their eyes.

Naps throughout the day will push the 10pm bedtime back as far as the nap was, and will count towards the total amount of sleep needed.

Any character who has had 2 or fewer hours of sleep across the entire day will become exhausted when the boss comes by at 5:58am.

Let the players know these rules for sleeping and fatigue at the start of the level.


6am: The Campfire

Our heroes wake up at sunrise on the ground surrounding the Campfire. Allow the players to place themselves and their tents (if they have any) as they normally would for a night’s sleep. They may be confused, and not remember going to sleep or setting up camp, but they wake well rested and invigorated.

In the midst of the camp, a campfire burns brightly (C). A small piece of parchment is pinned under a rock near the flames. The parchment reads:

Thank you for agreeing to watch my campfire. Make sure that it is well fed. You will need to gather wood and tend to it every few hours. Remember, DO NOT LET IT GO OUT. If it goes out LIGHT IT IMMEDIATELY.

I will be back at sunrise. Please keep it burning bright until then.


Gathering firewood is simple, and requires no skill check. However, every four hours, (at 10am, 2pm, 6pm, 10pm and 2am) a DC 10 survival check that takes one minute must be made to tend to the flame. If failed, the campfire goes out. A campfire that is out may be re-lit with any spell that deals fire damage and has a duration of longer than instantaneous. A campfire may also be lit with a DC 20 survival check as a full round action that provokes opportunity attacks.

If the campfire goes out, a Colour Out of Space appears in the squares surrounding the campfire. An additional Colour Out of Space will appear every minute (10 Rounds) that the campfire is out in nearby squares. If the fire is re-lit, all Colours Out of Space will immediately disappear.

Besides the fantastic sunrise through the mist, nothing immediately happens to our heroes after waking up. They should feel free to explore the map until the next event.

At night, the campfire will prove normal light for 40 feet, and increased light for 80 feet (the remainder of the map).


9am: The Ettins and Owlbears

At exactly 9am two frantic men will enter the map, one from the east and one from the west.. These two people are identically dressed older men with long white beards and long purple cloaks. They each have tall conical purple hats with stars and moons on them. In other words, they look like iconic wizards.

Running across the map along the road, they will both shout “They're after me! They're after me!” before reaching the other end of the map. If attacked or waylaid in any way, the NPCs will dissolve into mist.

Two rounds later, four monsters will enter the area, an Owlbear and an Etin from each side. These monsters have broken shackles trailing from their feet. These will move far more slowly than their victims, scanning the woods and area as they proceed. If any monster sees a character, he will hoot and bellow and combat will begin. All four monsters will work in tandem to defeat their enemies.

If the heroes hide from these monsters, the creatures will tentatively approach the campfire and, within a few turns, build up the courage to stomp it out.


11am: The Wandering Peddler

At shortly before 11 am, the sound of bells can be heard from the east. At exactly 11am, a stooped old man with an immense backpack tromps out of the mist. He has a wide-brimmed hat, a bald head, a long white beard, and sandals. Small bells hang from his backpack. He has a perception score of +5 and a sense motive of +10. Smiling and placid, it is impossible to threaten him but not impossible to bluff him. He will sigh and disappear into mist if attacked, leaving behind no reward of any kind.

If our heroes hide from him and he does not see them, the peddler will slowly walk west and leave the map. However, if he does spot our heroes he will immediately greet them, explaining that he hasn’t seen a client in days. If asked about Jacob’s Tower, his life, or anything outside the map, he will skillfully avoid questions or become confused. He is known only as “The Peddler”

The Peddler will then open up his pack and attempt to “sell” the players items. He will lay a mat on the ground and place four items on it: a tiny golden ball, a figurine of a horse, a small lockbox, and a broken object (which corresponds with the group’s highest craft skill. If no players have the craft skill, then the broken item is a jeweled music box which does not play).

First, the Peddler will gesture to the golden ball. “See the incredible luster to this gold? The blinding sheen of it’s coat? The perfect shape of the ball? You see before you one of the three Dancing Spheres of Avalain, made by Avalain the Summer Prince for his three daughters. It’s pure gold, you can tell by the weight.” With this, the Peddler picks up the ball and tosses it into the air. It immediately grows wings begins to dart away with quick, hummingbird movements.

Quickly!” Screeches the Peddler “If you can catch it, you can have it!

The ball is immune to any magic, and will not be knocked out of the air if hit with a projectile. It must be manually caught. The ball moves up at a speed of 15 feet a round, dancing and cavorting in crazy angles through the air. If it is not caught within 6 rounds, it careens away at lightning speed and is lost.

If a hero or animal companion catches up with it, he or she must make two consecutive DC 15 fly checks to catch the crazy ball. He or she may make these checks once per round every round until the ball careens away. If caught, the ball may be sold for 5,000gp.

Panting, the Peddler continues.

This next item is even more rare than the last. Steamrunner, the mechanical horse created for the Dwarven Archduke Goriad in the famous Skystone War. On this horse, Goriad slew many a goblin, skillfully severing head from shoulder. With just a touch of a button, Steamrunner grows to full size. Watch closely.” With this, the Peddler touches a button on the horse, and it grows into a majestic white enameled mechanical horse.

Steamrunner, however, is in none too good a mood. He prances and brays angrily, moving slowly towards the edge of the map. If he is not ridden in 6 rounds, he bolts for the mist and leaves the map.

Quickly!” Screeches the Peddler. “If you can ride him, you can have him!

Steamrunner will not respond to handle animal or the like, and he will break out of any cages that bind him. Instead, he must be calmed by riding him. If a character can make a DC 15 ride check to leap on (as a move action) and a second DC 15 ride check to keep from being bucked (as a second move action, either that same turn or the next), Steamrunner calms down and immediately bonds with the group. He may be taken as an animal companion by anybody who could normally have a horse. He is like a horse in every way, except he has construct traits and may be shrunk to the size of a dove egg or returned to full size as a standard action. Alternatively, he may be sold for 5,000gp.

Panting, the Peddler continues.

But this item puts the previous two to shame. Said to contain the last treasure of first Elven King, it has never been opened. I have heard legends that inside is an treasure so verdent, it is where mother nature got the idea for grass. I shall sell you this unopenable box for only 10,000gp.” He pauses and licks his lips. “However, I must admit that in my old age, my curiosity has gotten the better of me. Tell you what. If you can open it, you can have it.

The Peddler will allow three attempts at a DC 30 Disable Device check before he changes his mind, takes back the lockbox, and moves onto the final item (he will still sell the box for 10,000gp). If any of these checks are successful a gleaming emerald can be found inside worth 5,000gp.

The Peddler continue.

This last item is the most valuable of all. But, unfortunately, it is worthless in its present state. It used to be the pride of my stock, and now… ruined.” He pauses and licks his lips. “Call an old man sentimental, but I would love to see it fixed. If any of you can fix it, I’ll give it to you, free of charge.

The Peddler will allow three attempts at a DC 25 Craft check before he changes his mind, takes back the item, and says his goodbyes. If any of these checks are successful the characters will receive an item worth 5,000gp.  If not fixed and our heroes insist, the peddler will part with the broken item for 7,500gp.

When he has gone through his materials, he will pack up, smile, and leave the map to the west.


1pm: The Witch

At around 1:00pm, an ugly middle aged gnome woman with huge moles on her face will come panting down the road. Frantic and obviously distressed, she will pause to take a breather against a tree, and then sit down and begin to cry. If attacked in any way, she will dissolve into mist.

If approached and questioned, the woman will reveal that her name is Hazel. She comes from a nearby town, where the use of magic is seen as witchcraft. When Hazel’s son Bren fell sick, Hazel used her magical powers to save him. Now, the town has kicked Hazel out, and threatens to kill her if they ever see her again. Even worse, they have taken Bren. A DC 20 sense motive check reveals that this is all true, and that Hazel has nothing but the best intentions.

Hazel explains that she needs to sneak into town, take her son, and then leave forever. She needs someway of looking different. To complete this task, our heroes may use either magic or the disguise skill. The town is about 3 hours away, so any magic spell needs to last at least 3 hours.

A DC 23 Disguise check must be made to adequately disguise Hazel. Roll all disguise checks in private, so our heroes do not know the result. After the check has been made, Hazel thanks our heroes and goes back the way she came, promising to return by 7:00 that evening.

If the check is below a 23, then Hazel is discovered and burned at the stake. Our heroes never hear from her again. If the check is a success, then our heroes will see Hazel again at 7:00pm.


3:30pm: Sudden Deluge

At about 3:00pm, storm clouds will gather overhead. Starting at 3:30pm and lasting until 4:00pm, the skies will open up and rain will come crashing down. A DC 15 Survival check is needed at 3:30, 3:45, and 4:00 to keep the campfire burning. After this deluge, the ground and wood are wet, increasing all fire tending survival checks by five.


6pm: The Impostor

At exactly 6pm, sunset, a grave young woman enters from the west. She is dressed in long green robes, carries a walking stick, and has brilliant green eyes which sparkle supernaturally. A vague mist surround her.

She will approach the heroes and bow deeply. Then through a thick eastern accent, she will say “Thanks to you for keeping my fire, heroes. You have succeeded in the task I assigned. The time has now come to put the flame out. Quickly, before the last rays of the sun vanish from the sky” she will not respond to any questions or queries. With this, she will begin casting a spell which pours water on the campfire. Within two rounds it will go out.

At any point, our heroes may make a DC 25 sense motive check to realize that this is not the person they are waiting for. She is an impostor, and she means to do them harm.

If the imposter is attacked, she will drop her walking stick, cease her spell then return to her true form as a swift action: A Young Forest Dragon. She will then attack the party.

If the imposter is allowed the quench the fire, a Colour Out of Space will appear, as per the campfire rules. The imposter will then drop her walking stick and transform into a Young Forest Dragon as a swift action and the pair will likely wreak havoc on the party. The dragon will not attack the ooze, but the ooze may attack the dragon if she seems like the most dangerous party.

The Dragon's walking stick is actually a Intensified Metamagic Rod (Lesser), although she will not use it.


7pm: Return of the Witch

If the heroes helped Hazel at 1:00pm and delivered at least a 23 on the Disguise check, then Hazel will return with Bern, a young gnome boy. When she sees the heroes, she will give them +1 Shadow Leaf Armor (small). She will explain that in the past she used that armor to sneak around the village to gather herbs. But, as she is moving to a more tolerant place, she won’t need it anymore.

As usual, if either Bern or Hazel are attacked they will disappear into mist and will not drop any treasure.


12:30am: The Wounded Squirrel

At around 12:30am, a repeated, pitiful squealing of some forest creature wakes the characters. Until it is found, a DC 20 Will check is required every hour to fall and stay asleep.

If investigated, a small squirrel can be found lying on the ground near a tree to the west of the campfire. The squirrel is shivering, panting and squealing, clearly sick. If any character has Remove Disease, they may attempt to remove a DC 20 disease from the squirrel. If no character can magically remove the disease, a DC 30 heal check may be attempted. Character should feel free to take 20 on the check.

If the squirrel is cured, he will lead them back to his squirrel hole, where he has stashed 3 Potion of Barkskin +5.

Alternatively, the squirrel can be killed if our heroes just desire a quiet night’s sleep.  If this route is taken, the potions cannot be found.


1:15am: Bees in the Night

If only one adventurer is on watch at 1:15am, and he is fatigued, have him make a DC 12 Will save to avoid falling asleep as the enemy arrives.

At around 1:15am, three bee-like Thriae Solders and their pet Two-Headed Troll will sneak from the east to as close to the campsite as they feel comfortable. Depending on our heroes’ sleeping arrangements, this generally means they will group up on the opposite side of the river from the campsite, keeping their targets just within their 60 foot darkvision.

Their buzzing and plotting makes some noise and movement in the dark, provoking a DC 25 perception check (DC 40 for anybody sleeping). Make the appropriate adjustments for distance (+1 DC for every 10 feet) and darkness.

If the Thriae are not discovered, they drink their stimulating “merope,” then take a surprise round, loosing their arrows at any targets and sending their troll to move as close as possible. The troll will utter a war cry as he comes charging across the bridge, waking any still heroes sleeping. Battle will then commence as normal.

Among the corpses of the Thriae a Druid’s Vestments and Headband of Alluring Charisma +2 may be found.


5:59am: T-Rex Boss

Shortly before sunrise, our heroes will notice any puddles or pools of water begin to quake. Loud, regular thudding noises from the east get closer, until the massive Tyrannosaurus Rex boss crashes through the fog and into view.  Feel free to play a clip of a T-Rex scream.

 See stats to the right.  This a a Tyrannosaurus Rex with the giant and advanced templates each.

At 60 feet tall and taking up a 30x30 square, the T-Rex will simply ignore any adverse terrain except for the cliff. The T-Rex will move through trees and river as if they are not there, completely destroying them.

Alert your players that this creature is extremely dangerous looking. Without clever tactics, this CR 11 fight could easily become a TPK.

After the T-Rex Boss is killed, or if the fight takes more than 1 minute (10 rounds), the first light of dawn will fall on the campfire. The sun and the fire will grow brighter and brighter until it is impossible to see anything. When our heroes open their eyes, they will find themselves on level 10.

If the heroes are just playing Jacob’s Tower, distribute 40,000gp evenly.

Level 10: Resurrection

Roll20 Map by Jamie "RedClaws" Bosmans:



You may purchase printable PDFs of the entire dungeon here including the secret final level not available online:

Jacob's Tower, Levels 1 - 13 ($9.99)




Friday, June 6, 2014

Angry Caterpillar (Summoner Build)

Angry Caterpillar
Half-Elf Synthesist Summoner
What IS that?


The Angry Caterpillar is a multi-armed, pouncing beast. He grows many, many hands equipped with falchions, and gets upwards of 10 attacks at high levels.  Note that the Synthesist is all sorts of rules weird, so your GM's interpretation of various things may vary (such as qualifying for feats through the Eidolon)


Attributes

Cha>Wis>Con>Dex>Int>Str

Dex and Str can be completely dumped, but we want high con because the Eidolon and Summoner are sharing hit points. Charisma should be at least 16, and Wisdom should be reasonable to help will saves. All level bumps should go into charisma. If Int is being dumped to 8, it may as well be dumped to 7: You can’t get fewer than 1 skill point a level.

15 Point Buy
STR: 7
DEX: 7
CON: 10
INT: 10
WIS: 16
CHA: 19 (17+2)

20 Point Buy
STR
: 7
DEX: 10
CON: 11
INT: 7
WIS: 18
CHA: 18 (16+2)

25 Point Buy
STR
: 7
DEX: 7
CON: 12
INT: 7
WIS: 18
CHA: 20

Traits
Reactionary: +2 Initiative
Indomitable Faith: +1 Will Save

Feats
1: Martial Weapon Proficiency: Falchion, Skill focus: Perception
2:
3: Multi-Weapon Fighting
4:
5: Power Attack
6:
7: Arcane Strike
8:
9: Weapon Focus: Falchion
10:
11: Improved Critical: Falchion
12:
13: Iron Will
14:
15: Improved Iron Will
16:
17: Extra Evolution
18:
19: Extra Evolution
20:

Suggested Gear
Haste doubles your attack power, and you won’t want to waste time casting it. Grab a pair or two of Boots of speed. With two pairs, you can get 20 rounds of haste a day as a free action. Nice.

You also won’t have to worry about buying expensive weapons. The Angry Caterpillar just wields a ton of falchions.


Spells
Level 1: Compel hostility, Mage Armor, and shield are all very useful. Mage armor and shield provide +8 AC.

Level 2: Barkskin, Evolution Surge Lesser (two more hands), Restore Eidolon Lesser, and Haste.

Level 3: Evolution Surge (four more hands), Restore Eidolon, Stoneskin

Level 4: Transmogrify (for changing size), Evolution Surge Greater (6 hands!)

Level 5 & 6: The usual


Eidolon

We want the quadruped eidolon for pounce. Other than that, we are piling on the armor, size, and hands. We want him kind of tanky, but most damage dealing.

First ability score increase goes into strength, second into con, third into strength.

1: Limbs (Arms), Improved Natural Armor
4: 3x Limbs (Arms), Improved Natural Armor, Pounce
8: Pounce, 4x Limbs, Large
12: Pounce, 5x Limbs, Spell Resistance, Large
16: Pounce, 5x Limbs, Spell Resistance, Large, Huge,
20: Pounce, 9x Limbs, Improved Natural Armor, Spell Resistance, Large, Huge, Wings (3 extra evolution points from Greater Aspect)


What the Build Looks Like at...

This assumes a 20 point buy and no magic items.

Level 1: Nothing special yet, just your average warrior. AC of 16, but a respectable 16 fused HP (summoner HP+Eidolon HP). Attacking at +3 (2d4+3)

Level 4: Now we’ve got 6 hands to work with. Three Falchions at +1, dealing 2d4+3, and can pounce. AC 20, 48 HP. Still not too impressive.

Level 8: This is where is gets fun. AC 23, HP 121. Attacks with +7 (x4)/+2, dealing 2d6 +20 on each hit. Large Sized with reach. Can also cast 3 level 3 spells a day.

Level 12: Oh Man oh man. AC 30, HP 201. Attacks with +11 (x5)/+6 dealing 2d6 +25 damage (critting on 15-20/x2). Spell Resistance 23. We are also large sized, which gives us reach. (DPR 54)

Level 16: Hard to beat this. AC: 34, HP: 323. Attacks with +17 (x5)/+12/+6 attacks, dealing 3d6+37 on each hit (15-20/x2). Huge sized, which gives us nice reach. Will save is 21 and we can re-roll it once a day and Spell resistance 27, making those banishment and such not so scary. Can cast 2 level 6 spells a day.

Level 20: Well now. AC: 41, HP: 403. Attacks with +21(x10)/+16/+11 attack 3d6+39 damage on each (15-20/x2). We can fly. We also have SR 31, a will save of 23, and the ability to re-roll one will save a day.


Tactics
Pounce away! Just close with enemies and they don’t have a chance. You have great AC, HP, will saves, and even spell resistance, so don’t sweat it.

Guide to the Builds
Comprehensive Guide to the Guides
Zenith Games

Thursday, June 5, 2014

Spine Breaker (Ranger Build)

Spine Breaker
Human Ranger (Two Handed Weapon Style, Guide/Skirmisher)
Carry a big stick, and have the skills to back it up

Spine Breaker is all about hitting people hard.  He wields a falchion for the crit and damage, and has resources to expend to go nova.  For the most part, is just a crazy damage dealer.

Feats

 1:   Weapon Focus: Falchion, Dodge
 2:   Bonus Feat: Power Attack
 3:   Toughness
 4:
 5:   Combat Reflexes, Hunter's Trick: Vengeance Strike
 6:   Bonus Feat: Furious Focus
 7:   Vital Strike, Hunter's Trick: Second Chance Strike
 8:
 9:   Improved Critical: Falchion, Hunter's Trick: Chameleon Stand
10:  Bonus Feat: Great Cleave
11:  Critical Focus: Falchion, Hunter's Trick: Deft Stand
12:
13:  Lunge, Hunter's Trick: Surprise Shift
14:  Bonus Feat: Improved Sunder
15:  Sundering Strike, Hunter's Trick: Rattling Strike 
16:
17:  Blinding Critical, Hunter's Trick: Distracting Attack
18:  Bonus Feat: Dreadful Carnage
19:  Iron Will, Hunter's Trick: Tangling Attack
20:


Attributes

Spine Breaker needs high strength to deal damage, and dex and con to stay alive. Wisdom helps with will saves, but shouldn't go through the roof.  Charisma and Inteligence are dump stats.

Str>Con>Dex>Wis>Int>Cha.

Point Buy 15
STR:19 (17+2)
DEX: 14
CON: 14
INT: 7
WIS:11
CHA: 7

Point Buy 20
STR:19 (17+2)
DEX: 16
CON: 14
INT: 7
WIS:11
CHA: 7

Point Buy 25
STR:20 (18+2)
DEX: 14
CON: 16
INT: 7
WIS:11
CHA: 7

Attribute advancement:  Strength all the way.


Skills

Spine Breaker has 5 skills a levels.  This isn't terrible, and can be spread around a bit.  Survival and Perception are great (may as well play the part of the Ranger), but not necessary.  Intimidate is useful later on in the build.


How to Play

Get up to people and smack them.  Use Vital Strike when you can't power attack.  Even better, lunge to get full round attacks.  At level 14 and above you get critical stuff, which is always fun.


Compare to...

Teddy Rosy:  The Spine Breaker has better saves and over double skill points.  He can also burn resources to rock and roll.  However, Teddy Rosy starts off stronger for the first 5 or so levels, no question.

Natural Killer

Traits

Reactionary: +2 to initiative.  Everybody loves initiative.
Carefully Hidden: +1 to Will saves (and a minor additional bonus)


What He Looks Like Each Level
(assuming no magic gear, 20pt buy)

Level 1: Attacking at +6 (18-20/x2) for 2d4+6 damage.  +8 (18-20/x2) for 2d4+8 one enemy a day. 13 Hit Points, AC 20/14/16.  Saves: 4/5/1 and 5 skill points.

Level 4: Attacking at +8 (18-20/x2) for 2d4+13 damage. +10 (18-20/x2) for 2d4+15 against three enemies a day. 44 Hit Points, AC 20/14/16.  Saves: 6/7/2, 20 skill points.  

Level 8: Attacking at +14/+6 (18-20/x2), dealing 2d4+16.  +18/+10 (18-20/x2), dealing 2d4+20 against three enemies a day.  Can Vital Strike. Reroll attacks at a -5 penalty or take opportunity attacks when allies are hit four times a day. 84 Hit Points, AC 20/14/16. Saves: 8/9/3, 40 skill points.

Level 12: Attacking at +19/+10/+5 (15-20/x2), dealing 2d4+21. +25/+16/+11 (15-20/x2), dealing 2d4+27 against four enemies a day.  Great Cleave.  Can move twice speed, stand up without provoking or above tricks 6 times a day.  AC 20/14/16.  Saves 10/11/5. 60 skill points.  ("Favored Enemy" DPR against average AC is 75.)

Level 16:  Attacking at +23/+13/+8/+3 (15-20/x2), dealing 2d4+24.  +31/+21/+16/+11 (15-20/x2), dealing 2d4+32 against 6 enemies a day. Can lunge & sunder on crits.  In addition to above tricks, can shaken enemies with hits or move 5 feet as a swift action 8 times a day.  164 Hit Points, AC 20/14/16.  Saves 12/13/6.  80 skill points.

Level 20:  Attacking at +28/+17/+12/+7 (15-20/x2), dealing 2d4+28.  +38/+27/+22/+17 against 7 enemies a day.  On every Crit can Blind and sunder.  In addition to above tricks, additional debuffs 10 times a day. Sunders at a +28. HP: 204. AC 20/14/16.  Saves: +14/+15/+9.  40 skill points.