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hedgie:
That's pretty cool.  My players are just wrapping up their first adventure, and I bumped everyone to level two.  I am afraid, though, of unravelling the universe.  Three of the players have intense manic energy, and thus far, only two have been in the game at the same time.[1]  But some time soon, all three will be in one room.

[1] Just two were enough to cause the party to go and fight the epic Battle of the Feral Cat.

Gyrre:
Speaking of destroying things, you know that one 'we screwed up bad' story nearly every party/gaming group has? We had that two weeks ago when my Saturday group finally managed to temporarily break the hiatus.

After recapping that we had ended up beneath the castle of a local lord that had been acting quite suspiciously, and that we had blown up the prison area along with a sizeable chunk of the castle and some illithids we found working down there[1]. We managed to sneak into a secret sub-basement and tunnel network. While sneak around invisible, our rogue-bard (Aphellus) found what was basically an illithid war room. She came back and gave us the run down, and we came u with a plan. Aphellus managed to rig the warroom door to funnel them through one at a time.

One of them got a lucky shot on our goblin assassin NPC, Droop[2]. Droop hadn't been healed since the last bit of combat, so when his goblin hit points ran out, he reverted to his draconic form. His 30ft wide, platinum scaled draconic form. Found one of the missing gods.
The rest of the illithids were crushed to death and we barely survived because their corpses were cushioning us. Bahamut asked us to accept the Modify Memory spell because it was going to happen willing or not. We all figured this was probably something important[3]

After that, we found one of the holding areas for humans. All the ones we saw were in a stupor and had suspicious piles of bones in the corner much akin to the ones we found after killing the ooblex. With one exception. The townie was someone our fighter's sister recognized and begged for us to let him out. But, being naturally suspicious of the whole thing, our cleric cast Zone of Truth. And that's when the intellct devourer hopped off of his former body. We got what information we could from him, but he didn't want to be very helpful, so we left him in his glass cage. In the same room, we also found one of their computer subsystems.

Bergell (artificer) was the omly one with any idea how to work it[4], and he found the rest of the holding cells we watched as blue dots became purple dots and purple dots became red dots. A good chunk of the town was down here, and a good chunk of them were humanm/humanoid anymore. Since we couldn't do much from this console, Bergell located the main control console.  Which just so happened to have a weird symbol that only Bergell and Grim[5] recognized next to it. Neither of us rolled nat 20s, so we just knew 'this is very very bad and dangerous' and that it was in the wrong place[6]. Bergell also found a pre-calamity ship, which he determined could cause an explosion big enough to clear out this tunnel system.

Our plan was to remotely set the ship to overload, use Sending to warn the head priest at the temple of Bahamut to clear out, and book it from the tunnels. We managed to make our way there with little trouble, but Bergell and our bardificer were going to have to sneak across the room to the main control console. They just had to sneak past the Elder Brain in the center of the room. Three checks for each, Bergell blew his last check plugging his tablet into the console and had to quickly take control of it to keep the Elder Brain in contained by a blast door. He fought it from coming back up three times as he hacked the ship and disabled one of its cannons. We were going to have to blow it from the ship manually.

We made our way to the ship. Most of us made it past the two functional arcane cannons, but we lost our fighter along the way [7]. Once on the ship, Bergell accessed the computer and barely missed locking the blast doors on an older more powerful ithillid. Low on spells, health, and healing potions, we barely managed to kill it. And then we ran.

We had to make several checks (7?) to escape from the underground. We lost our bardificer along the way, but the rest of us remaining made it out of the tunnel exiting next to the train station. We watched as the city collapsed and burned. Out of spells, and half of us conscious. The ithillid spawning base destroyed and the city with it.

And that was where the session ended. I'm admittedly a tad fuzzy on some of the details since that session was just over 3 weeks ago, and I've been pecking away at this recounting for a week now. So, sorry if any of this doesn't make any sense.

[1]We had used all of the TNT barrels our artificer had made along with liberal use of Fireball and Shatter.
[2] It might have been mindblast? Either way, the player controlling "Droop" rolled a total of bad for his con save and so did the DM reluctant to reveal this twist early on.
[3] we had 3 high imsight checks, but no nat 20s so no idea as to exactly why, just that it was important.
[4] pre-calamity tech
[5] my PC
[6] According to what Bergell knew, what that symbol meant, it was usually on a Pre-Calamity ship.
[7] Storr sacrificed himself to save his sister, who is now that players PC.

hedgie:
I was frightfully unprepared for running last week, and basically, we did food and levelling.  Two players were gone, and I really wanted the full group for the next planned adventure[1], since due to the location outside of the city and the dimensional stuff going on, it'd be hard to bring them in.  So I came in with some rough guidelines for a city adventure, involving "Piss Harry" from the Discworld series, and his people being on a garbage strike due to a wererat problem. I think that I'll actually run with this next session, since it helps flesh out the world a bit more, and can introduce not only Harry as a power-player and potential ally, but get the PCs used to creatures with damage reduction[2] and introduce two new antagonistic forces.  One will be the wererats, the other will be a rat king composed of cranium rats who resents that these wererats won't obey them, and is flat-out beyond the PCs' power to deal with.  They can be a future Big Bad, but in the short term, may be negotiated with, since Harry and the rat king have a mutual enemy.

[1] The first one really to introduce the main plot
[2] They have the money for silver weapons, especially after they collect the bounty on the pirates, have a magic weapon, will have to learn to retreat sometimes, etc.

Gyrre:
Made some spells for the Hell of it. I'll post the Sunday campaign updates in one big post next week.

Vapor Wave - lvl 1 Illusion
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: 1 minute, concentration

A burst of light and distorted music bursts from your hands. Each creature in a 15-foot cone must make a Wisdom saving throw. A creature takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. While in the cone a creature must make an additional Wisdom saving throw, taking an additional 1d6 damage.

Creatures who fail their saving throw will have disadvantage on all attacks and Perception checks. Targets will see the world in bright pastel colors, perceive all other creatures as white marble statues, all floors and ceilings as polished white marble tiles, all non-decorated vertical surfaces as having a grid-like pattern. Targets will also hear distorted versions of popular songs from a bygone era.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Spell Lists. Bard, Sorcerer, Wizard

An explanation of the above spell > (click to show/hide)//www.youtube.com/watch?v=MiUps9cQZd4//www.youtube.com/watch?v=QdVEez20X_s
Shadow-Bolt

Evocation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You hurl a blister of shadow at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage, and the target is Blinded until the start of your next turn.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Spell Lists. Artificer, Sorcerer, Wizard


EDIT: I'm also still tweaking a spell based after the Desolate Dive ability from  Hollow Knight. It's kind of like a reverse Thunderwave?
EDIT 2: Whoops! Forgot to drop Shadow-bolt to a d8.

hedgie:
The party made it to the Big City, and are meeting with folks from the Watch (all poorly-disguised Discworld expies) to hand over the captured pirates for trial.  Of course, the first district that they can reach in the city is the slums, which is undergoing a sanitation strike, due to having had workers killed or go missing, and not wanting to risk any more lives.  Refuse and shit are piling up, and conditions there are worse than usual.  Thankfully, the work stoppage is confined to that one part of the city, as the wererats responsible figure that it's easier to muscle in to a territory where no one important will care enough to deal with the disruption caused by the process,  and they can establish a proper foothold.  To this end, the wererats were killing workers in the sewers, and hiring thugs to beat , scare off, or kill workers in the streets.  In a few days, when conditions in the slums get close to a riot, that's when they'll now have these same thugs working as scabs. 

So there's the background.  Now, half the party wants to investigate this, knowing that there's money to be made in solving the problem.  The other half decided to go shopping, and they did not make plans to join back up.  Now, if the PCs can't come up with a reasonable way (and they have the means) of finding the other group, there is a "werewolf ex machina" in the form of the Angua expy, and she will want them to be able to collect their reward in a couple of days. 

Normally, the cranium rats would have no problem handling the wererats themselves, and could easily crush them with their mental powers.  However, they would lose enough of their number in the ensuing fight that they would be diminished, and other "kingdoms" of cranium rats would sense weakness and move in and assimilate what remains of *that* hive-mind.  So for now, they're biding their time, and will drop clues to the PCs that encountered a swarm when trying to find lodging.  I figure, half of next session will just involve getting the group back together and getting them to coordinate and share info.  Now, if the group stays split, they can each make individual progress, it's just going to be a PITA for me.

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