Sunday, October 18, 2015

5E Sinister Secret of Saltmarsh Conversion in Progress

I've been tinkering around with making a 5E conversion of the AD&D module U1: The Sinister Secret of Saltmarsh.  So far, I have finished Part 1 which involves the 'haunted' mansion.  I had to take some liberties and make changes to the amount of treasure and magic items found.  In the original module, it's possible to find TWO +1 Rings of Protection, so I switched out the second one for a Ring of Swimming instead.  This should come in handy in Part 2 of the module and later in the module series U2: Danger at Dunwater.  It is possible to find two spellbooks, and some spells in the original module don't have a 5E equivalent, such as 'Fools Gold' and 'Detect Illusion', so I just replaced them with different spells.

My conversion document is kind of bare-bones and still requires ownership of the original module to read the boxed text and other information.  But anything that requires 5E mechanics is placed in the Room Key.

Since Rot Grubs make an appearance in the module, this allowed me to use my 5E Rot Grub write-up I did not too long ago.  I failed to mention in that post how many rounds it takes for Rot Grubs to burrow to the heart,  I decided on 1d4 rounds.

By my calculations, if a standard party of four manages to survive and clear out the mansion and find every piece of treasure, they stand to gain around 824 gold pieces each and will reach 2nd level with around 475xp.  The gold still seems high for 2nd level characters, so I might tweak that some more.

Potential magic items are: +1 Ring of Protection, Ring of Swimming, +1 Plate Armor, Potion of Lesser Restoration, Clerical Scroll of Hold Person, 3 Healing Potions, 1 Potion of Speed, one cursed magic item (Cursed Luckstone), two spellbooks.

I wrote up the 5E version of the NPC statblocks for Ned Shakeshaft and Sanbalet.  I included the write-up for the Rot Grub Hazard and the Cursed Luckstone in my document.  When I am finished, I will post up a link to it.


Tuesday, October 13, 2015

4E Kobolds Converted to 5E

I converted some of the kobold monster stat blocks from the 4E Monster Manual to 5th Edition. 


KOBOLD SLINGER
Small humanoid (kobold), lawful evil

Armor Class: 13 (Leather armor + dex)
Hit Points: 5 (2d6-2)
Speed: 30ft

STR      DEX       CON       INT       WIS      CHA
7 (-2)    15 (+2)     9 (-1)      8 (-1)     7 (-2)     8 (-1)

Senses: darkvision 60ft, passive Perception 8
Languages: Common, Draconic
Challenge: 1/8 (25XP)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Special Ammo: A kobold slinger can fire special ammunition from it's sling. It typically carries 3 pieces of this special ammo. A successful ranged attack with the sling deals it's normal damage and has the additional effect as shown: 2 Firepots: Deals 1d3 fire damage. 1 Gluepot: Target is Restrained (DC 13 Strength save ends)

ACTIONS
Dagger: Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4+2) piercing damage

Sling: Ranged Weapon Attack: +4 to hit, range 30/120ft, one target. Hit: 4 (1d4+2) bludgeoning damage.

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KOBOLD DRAGONSHIELD
Small humanoid (kobold), lawful evil

Armor Class: 17 (Chain shirt + shield + dex + training)
Hit Points: 13 (3d6+3)
Speed: 30ft

STR       DEX       CON      INT     WIS       CHA
14 (+2)   13 (+1)   12 (+1)   8 (-1)   10(+0)    10(+0)

Senses: darkvision 60ft, passive Perception 10
Languages: Common, Draconic
Challenge: 1/2 (100XP)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Dragonshield Training: A kobold dragonshield is trained in the use of armor and shield. While wearing armor, they have a +1 bonus to Armor Class.

ACTIONS
Shortsword: Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 5 (1d6+2) piercing damage

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KOBOLD WYRMPRIEST
Small humanoid (kobold), lawful evil

Armor Class: 11
Hit Points: 13 (3d6+3)
Speed: 30ft

STR      DEX      CON      INT      WIS     CHA
7 (-2)    14 (+2)    12 (+1)  10(+0)  17(+3)  12(+1)

Senses: darkvision 60ft, passive Perception 13
Languages: Common, Draconic
Challenge: 1 (200XP)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spellcasting: A kobold wyrmpriest is a 3rd level spellcaster, it's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks)

Cantrips (at-will): guidance, resistance, sacred flame
1st Level: (4 slots): bane, guiding bolt, command, shield of faith
2nd Level (2 slots): blindness, spiritual weapon

ACTIONS
Spear: Melee Weapon Attack: +0 to hit, reach 5ft, one target. Hit: 2 (1d6-2) piercing damage

Spear: Ranged Weapon Attack: +0 to hit, range 20/60, one target. Hit: 2 (1d6-2) piercing damage
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Monday, August 10, 2015

Pathfinder Xhuul: Game 12

Savan 22, Year 752
 
Kord Taan, Gnome Sorcerer, 3rd Level
Abazu Sorn, Human Cleric of Sahva, 3rd Level
Kaleb, Halfling Rogue, 3rd Level

Acheron, Human Wizard/Fighter 2nd/1st Level

 Yaotl Necahral, Thraan Barbarian, 3rd Level  Dead

Resting another day on the troglodyte level, the party heads back down to Level 5.  They make their way back towards the room where they fought the large water elemental.  Before they do so, there was a passage heading east they did not go down.  Kaleb takes the lead, and since the two feet of water flooding the passage is murky, he could not see another flight of steps heading downwards, and almost slips down into the water.  He recovers and does not fall, but since this is deeper water and would require swimming from him, the party decides to head back to the room where they fought the large water elemental the day before.

The party approach the chamber and this begins the major battle of the session.  There was a chance that every four hours or so that either one or both of the other two Undine Summoners on this level would be in the chamber resting or sleeping.  As it turned out both were here.  One sleeping and the other awake with her Eidolon.  The sleeping Undine was named Dayana and the one that was awake was Senethar.

Senether spent the first two rounds casting buffs on her Eidolon (Mage Armor) and Haste so that both Undines and the Eidolon were hasted.  Dayana used her spell-like ability of Monster Summon III to summon a Giant Frog which she positioned to block Yaotl from getting closer to her of Senethar.  Senether kept the Eidolon in front of her since she benefits from an increased AC when it is within reach of her.

The Giant Frog managed to bite and grab onto Yaotl and the Eidolon closed in to attack him.  Yaotl was raging but he was getting clobbered by the hasted Eidolon.  Nobody attacked the Eidolon since they learned that if you kill the Summoner it belongs to, it will be banished back to it's home plane, so everyone concentrated their attacks on Senethar.

Yaotl managed to break free of the Giant Frogs grab and killed it with his battle axe.  Dayana then followed up with summoning an Electric Eel the next round.  Senethar cast a Ray of Sickening at Abazu, who made his save and did not suffer any ill effects.  Acheron was using his Hand of the Apprentice to make ranged attacks with his falcata against Senethar.

Yaotl was killed by the Eidolon, despite healing from Abazu from his Channel Positive Energy ability.  This enabled the Electric Eel to move to attack him, but Abazu was able to get a free attack since he had a reach weapon.  Dayana had cast Glitterdust, but both Kord and Kaleb made their saves and were unaffected. 

Kaleb moved to try and attack the eel with his shortsword, hoping to get a flank on it, but that did not pan out.  He did get shocked by the eel and was stunned for 4 rounds.  Someone else managed to finally kill the eel.

Senethar had cast Glitterdust in an area where Abazu and Acheron were positioned, but they made their saves as well.  Senethar was finally killed by a critical strike by Acheron throwing his falcata using his Hand of the Apprentice ability.  This made the Eidolon disappear.  Dayana screamed in fury and consumed a potion of Invisibility.  The next round, she summoned a Giant Crocodile which began to attack Acheron and managed to grab him in it's jaws.  She then moved behind him on the next round to cast Corrosive Touch, but he had broken out of the grab and she missed with the spell.  She was killed shortly thereafter.

The party scored some nice loot whinch included a potion of cure moderate wounds, a potion of invisibility, two +1 chain shirts, a +1 adamantine battle axe, gems, jewelry and gold and some other gear and another Spire Transport Token and a scroll with a rune on it that was similar to the other sigils they found on each level of the Emerald Spire.  This one was "Six".

The party wanted to head back to Throxia to rest and sell their loot and find a replacement for Yaotl.  Kord and Acheron made use of their Spire Transport tokens to teleport themselves and Abazu and Kaleb up to Level 1, thereby avoiding having to make their way past Level 3 on foot which had proven difficult for them because of the defenses and hostile humans there.

The party made it back to Throxia and the player of Yaotl made a new character, but we didn't have time to get her introduced to the party and we ended the session there.  They sold that +1 adamantine battle axe, which I think was a big mistake, because there is a definite use for it on the next level.  (i.e. overcoming damage reduction and ignoring hardness of objects).

This battle gained the party enough XP to level up to Level 4.


Saturday, August 1, 2015

Pathfinder Xhuul: Game 11

Savan 21, Year 752

Kord Taan, Gnome Sorcerer, 3rd Level
Abazu Sorn, Human Cleric of Sahva, 3rd Level
Kaleb, Halfling Rogue, 3rd Level
Yaotl Necahral, Thraan Barbarian, 3rd Level
Acheron, Human Wizard/Fighter 2nd/1st Level


After spending a day resting, healing and recovering spells back on the troglodyte level, the party heads back down to level 5.  Kord investigates the emerald spire column and find the sigil which translates as "Five" inscribed on it and makes a copy of it.

The passage on the east wall descends a few steps into a flooded passage filled with 2 feet of water.  They proceed down the passage heading east.  This puts the water level for Kaleb and Kord at about chest-height since they are small and it makes it slow travel for the party (difficult terrain).  The water is murky, but growing on the walls at the waterline are small bio-luminescent corals.  The light they give off is very dim, about that of a candle.

They see a flooded room to the south that reeks of shellfish and rotting garbage.  Yoatl is leading the party and can see a large pile of bones and other refuse in the southwest corner of the room which has hundreds of toad-sized crabs clambering all over it.  They approach the chamber and are attacked by a crab swarm.  Yaotl is attacked as he was closest and leading the group into the room.  The party quickly discovers that trying to attack the swarm of crabs with weapons is fruitless given their numbers and the fact they are underwater provides them cover from spells.   Kord tried to cast a Burning Hands spell on the crab swarm, but learned that since the area is flooded with water, his spell will be difficult to cast and requires concentration.  He fails his casting of the spell and loses it.  The party makes a tactical withdrawal back to the first room where they fought the undine summoner the day before.  Their intention is to lure the crab swarm out of the water into the room since it is not flooded.  This tactic works better for them, but it uses most of their spells and some flasks of alchemist fire to finally defeat the swarm.

The party decides to press on.  They go back into the room with the pile of bones and examine it.  A thorough search would require an hour and they decide against it and move on down the flooded passage.

The passage narrows heading east and a small passage on the south wall leads to another flooded chamber where the water is clearer.  A small passage heads east out of the chamber.  To the south is a wide passage and the sounds of waterfall.  The party enters the room where they are surprised by a water elemental that erupts and forms out of the water in the room and attacks.  They defeat the elemental and Yaotl investigates the sound of the waterfall.  He finds a low wall constructed by stones and debris about 2 feet high.  Water trickles over the wall like a waterfall into a large flooded chamber below that is lower than the area the party is in.  Yaotl almost slips due to the current near the wall, but he manages to recover his balance and rejoins the party.

Meanwhile the rest of the party is investigating the passage leading east out of the room.  It is a large flooded chamber with tables within and some items piled atop them. Acheron cast a spell to detect magic and detected an aura inside a chest on one of the tables on the far side of the room. Heading into the chamber to check out the items, a large water elemental appears out of the water and attacks the party.  This elemental almost kills Acheron with it's watery fists pummeling him and the rest of the party with cleaving attacks.  Abazu managed to grab Acheron and pull him out of the chamber in order to save his life.  The party finally manages to defeat the elemental, but it was a very pitched battle that nearly could have killed them all.

Kaleb checks out the chest and finds foodstuffs and a potion.  Kord examines the potion and discovers that it is a Water Breathing potion.

There is a shimmering effect centered on the north wall of the room.  Investigation discovers that it is a portal to the Elemental Plane of Water and that water is flowing into the room every few rounds.  It is only large enough for a small creature to enter it, but a medium creature could squeeze through it.  The party try to block the portal with one of the tables, but it is not a water-tight obstruction, so water still flows into the room.  They also discover two iron-grated hatches, one each in two different alcoves on the south wall.  Each hatch covers a shaft leading downwards about 10 feet before turning south.  These are flooded with water, but there are iron rungs set into the side of the shafts.

The party decides to head back up to the troglodyte level to rest.

Sunday, July 5, 2015

Kruthik [5E Monster Conversion]



Below is a conversion of the Kruthik monster for 5th Edition D&D. 

Kruthiks are insectoid creatures(but they only have 4 legs instead of 6) with a hard chitinous shell.  Their chitin is a silvery metallic color.  They  burrow through the earth and hunt in packs.  They make nests in subterranean caves and tunnels.  The tunnels that they make remain intact behind them.  Kruthiks communicate in a series of hisses and clicks. 




KRUTHIK HATCHLING
Small, beast (insectoid), unaligned
-----------------------------------------------------------
Armor Class: 15 (natural armor)
Hit Points: 4 (1d6+1)
Speed: 40ft, , burrow 10ft, climbing 40ft
-----------------------------------------------------------
  STR      DEX      CON     INT     WIS     CHA
13 (+1)   16(+3)   13(+1)   4(-3)   10(+0)   6(-2)
-----------------------------------------------------------
Senses: tremorense 50ft, low-light vision, passive Perception 10
Languages: --
Challenge: 1/8 (25xp)
-----------------------------------------------------------
Gnashing horde:  A kruthik hatchling that attacks a target while another kruthik is within 5ft of the target, gains advantage on the attack roll.
 
ACTIONS
-----------------------------------------------------------
Bite: Melee Weapon Attack: +3 to hit , reach 5ft., one target.
Hit: 2 (1d3+1) slashing damage.
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KRUTHIK YOUNG
Small, beast (insectoid), unaligned
-----------------------------------------------------------
Armor Class: 15 (natural armor)
Hit Points: 18 (4d6+4)
Speed: 40ft, , burrow 10ft, climbing 40ft
-----------------------------------------------------------
  STR      DEX      CON     INT     WIS     CHA
15 (+2)   16(+3)   13(+1)   4(-3)   12(+1)   6(-2)
-----------------------------------------------------------
Senses: tremorense 50ft, low-light vision, passive Perception 1
Languages: --
Challenge: 1/4 (50xp)
-----------------------------------------------------------
 Gnashing horde:  A kruthik young that attacks a target while another kruthik is within 5ft of the target, gains advantage on the attack roll.

ACTIONS
-----------------------------------------------------------
Claw: Melee Weapon Attack: +4 to hit , reach 5ft., one target.
Hit: 5 (1d6+2) slashing damage.
------------------------------------------------------------



KRUTHIK ADULT
Medium, beast (insectoid), unaligned
-----------------------------------------------------------
Armor Class: 17 (natural armor)
Hit Points: 45 (6d8+18)
Speed: 30ft, , burrow 15ft, climbing 30ft
-----------------------------------------------------------
  STR      DEX      CON     INT     WIS     CHA
17 (+3)   18(+4)   17(+3)   4(-3)   12(+1)   8(-1)
-----------------------------------------------------------
Senses: tremorense 50ft, low-light vision, passive Perception 1
Languages: --
Challenge: 2 (450xp)
-----------------------------------------------------------
 Gnashing horde:  A kruthik adult that attacks a target while another kruthik is within 5ft of the target, gains advantage on the attack roll.

ACTIONS
-----------------------------------------------------------
Claw: Melee Weapon Attack: +5 to hit , reach 5ft., one target.
Hit: 8 (1d10+3) slashing damage.

Toxic Spikes (Recharge 5-6): Ranged Weapon Attack: +6 to hit, range 60/120ft, two targets.
Hit: 8 (1d8+4 ) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage.  If the poison damage reduces the target to 0 hit points, the target is stable, but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
------------------------------------------------------------


KRUTHIK HIVE LORD
Large, beast (insectoid), unaligned
-----------------------------------------------------------
Armor Class: 19 (natural armor)
Hit Points: 76 (8d10+32)
Speed: 30ft, , burrow 15ft, climbing 30ft
-----------------------------------------------------------
  STR      DEX      CON     INT     WIS     CHA
20 (+4)   18(+4)   18(+4)   4(-3)   12(+1)  10(+0)
-----------------------------------------------------------
Senses: tremorense 50ft, low-light vision, passive Perception 1
Languages: --
Challenge: 3 (700xp)
-----------------------------------------------------------
 Hive frenzy:  All allied kruthik within 20ft of the hive lord gain advantage on attack rolls.

ACTIONS
-----------------------------------------------------------
Claw: Melee Weapon Attack: +6 to hit , reach 10ft., one target.
Hit: 9 (1d10+4) slashing damage.

Acid Spray (Recharge 6): The kruthik hive lord spits acid in a cone that is 30ft wide.  Each creature in that cone must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half damage from a successful save.
------------------------------------------------------------

Sunday, June 28, 2015

Pathfinder Xhuul: Game 10

Savan 20th, Year 752

Kord Taan, Gnome Sorcerer, 3rd Level
Abazu Sorn, Human Cleric of Sahva, 3rd Level
Kaleb, Halfling Rogue, 3rd Level
Yaotl Necahral, Thraan Barbarian, 3rd Level
Acheron, Human Wizard/Fighter 2nd/1st Level

At the end of last game, the party returned to Throxia to rest up to regain their spells and heal up ability damage from being hit by poisoned crossbow bolts.  Kaleb visited his friend Dhullifol who was missing for a few days.  Kaleb managed to find him in a local halfling tavern and he was told that the rat population in the sewers had decreased dramatically.  This worries Dhullifol as he makes his living as a rat-catcher and he doesn't know what he is going to do to make a living.  He has been exploring the sewers, but hasn't found a cause.  Kaleb later sells his old armor for a new masterwork chain shirt.  Yaotl puts a down payment on a new masterwork greatsword.  The next day the party heads back to the Emerald Spire.

One their way to the dungeon, they are attacked by a group of bandits who try to ambush the party from atop several piles of rubble that is common throughout the ruins outside of Throxia.  The party took out these petty bandits fairly quickly.  The bandits had no treasure, but the party took their weapons and armor and buried them nearby in a small cache to retrieve later on their way back.

They headed back down the Level 3 and discovered that the men who occupied the area beyond the wall with the arrow-slits and reinforced door had taken precautions and fortified their base.  The area outside the door was covered in caltrops.  Acheron blew on his Horn of Fog to provide cover from any attacks by crossbow fire like last time.  This of course, announced their presence and muffled alarms could be heard in the distance.

Soon a male human voice called out from one of the arrow slits.  "Oh, so you have returned.  We are ready this time and you won't find it so easy to invade our home to kill and steal."

Kaleb asked "Has anyone ever got past the gate here?"

The voice replied. "Some such as yourselves have tried.  Some made it, others did not."

Kaleb followed up, "We are seeking two wizards, did any pass by this way?"

The voice replied, "I don't know, but if any did I doubt they will survive Klarkosh's wrath.  He dislikes wizards and he has tasked us to prevent anyone from going further into the Spire."

At this point the parlay broke down, and the party approached the door and tried to gain entry.  Oil was poured through the arrow slits from the men beyond and lit aflame, making it difficult to move close to the arrow slits.  Then loud metallic clangs were heard as metal shutters we closed and sealed the arrow slits.

Kaleb had trouble with picking the door's lock.  Several times his thieves tools broke and made the work more difficult.  Eventually he gave up in frustration.

 The party quickly assessed that they were not going to be able to get past the door and decided to get past the iron gate.  Yaotl used his strength to bend the bars enough to allow everyone to squeeze through.  Once through the gate, they began to be fired upon by crossbows from the men on the far side of the chamber.  The party descended the small stairway downward. 

After a long descent that the stairway turned and twisted, they reached the 4th level of the dungeon whereupon their senses were assaulted by a horrendous stench.  The stair ended in a small chamber where there was a lone troglodyte who greeted them and was quite friendly.  It spoke in Draconic which Kaleb and Kord understood.  He introduced himself as Slaagh.

Slaagh announces "Welcome to Godhome.  You wish to make sacrifice now, or visit?  Take holy grub maybe?"

Kaleb expresses interest in the holy grub. 

Slaagh shows them to another room down the passage leading out of the small chamber that they arrived.  The door leading out is a copper-colored metal door that glows with a greenish light.  In the chamber and in the passages and rooms beyond are strange torch-like devices set in the walls that glow a greenish light.  Acheron casts a Detect Magic spell, but the objects do not radiate magic. 

Slaagh leads them to a room where there is a hexagonal basin filled with a pinkish, pasty substance.  In the room a two other troglodytes in the room touching up some wall paintings.  They look at the party for a few moments then return to their wall paintings.  Slaagh points to the vat and announces "Food.  Have some, yes?"

Kaleb glances at the others who are reluctant.  Not wanting to offend their host, he reaches in and takes a handful of the substance and eats it.  It tastes horrible as it is raw ground meat.  Kaleb succeeds in not getting ill from swallowing down this meal.  Slaagh then dips his hand in the vat and takes a bite of the food as well.  "Tasty, yes?"  He offers some to the others who say they are not hungry.

"Make sacrifice now to Godbox?"  Slaagh asks.

"What is the sacrifice?" asks Kord.

"Give the Godbox some iron metal and it will bless you and send you on your way.  All good visitors make gifts of iron-metal to the god." Slaagh replies.

The party agrees, relieved that the sacrifice isn't a live being.  Slaagh then opens another closed copper-colored metal door that glows green that leads from the food chamber to the hall of the Godbox.

The door opens and inside is a large chamber dominated by a hexagonal metallic structure about ten feet wide and twenty feet tall that looms in the center of the chamber.  It emanates a greenish-white light.  All kinds of mundane gear, like lanterns and tools as well as dozens of weapons, pieces of armor and shields are stuck to the side of the silvery metal of the object.  To the north and south of the object are two large looming statues of troglodytes with arms raised.  Slaagh announces "Behold the god in the box, Skraa-orm thagh!"

Almost immediately, the party could feel that every metal object they wear was being pulled upon by an unseen force.  They cautiously did not enter the room, but began to take out various metal objects such as spare daggers, crowbars and sledgehammers that they felt they would not need and threw them into the room.  They objects flew through the air and attached to the sides of the Godbox.  A green glow burst forth.  Slaagh then announces "The sacrifice has been accepted.  You are free to go anytime you wish.  I can show you the way."

Slaagh leads them out of the chamber back the way they came and down another passage.  Up ahead they see the familiar green glow of the emerald spire column set in the south wall of the passage.  Kord examines the column and finds the sigil identified as "Four" on it.  He takes note of this.

Slaagh leads them to a room that has a tall troglodyte statue in the northwest corner of the room.  In the northeast corner, a section of the floor is cut away revealing a stairway that descends into darkness.  Slaagh bids them farewell and say that if they wish to return this way again, they will be welcomed as guests.

The party thanks Slaagh and descend the stairs which meets a winding ramplike passageway that descends down 100 feet over a half-mile walk, ending in a low ceiling room.  The familiar green glow of the emerald spire column takes up the northwest one corner of the room.  There is a broad stairway leading down on the northeast wall, into a dark passage from which the sound of lapping water can be heard.  A small closed door is on the south wall.  In the room is a blue-skinned, blue-haired humanoid clad in silvery mail armor.  Flanking him is a hideous, four-legged orange crab monster with a small, blue, winged creature sitting on it's back.

The blue-skinned humanoid immediately claims "Who are you?  What are you doing here?"

The party responds that they are just passing through and ask if he had seen the wizards they are looking for.

"I don't know these wizards you are asking about, but you are not welcome here.  You are interrupting my research and you must leave!"

Kaleb goes over to the small door and opens it.  It is a small room that appears to have been a storage room at some time in the past.  There looks to be the remains of long-rotted supplies.

"That is NOT the way out!"  the blue-skinned humanoid yells. "Go back the way you came!"

The party says that they cannot and that they must continue past.  "Then you are trespassing in my and my sister's home."  Suddenly, the orange crab creature leaps towards Acheron and attacks.  There is a pitched battle.  The crab monster wails on Acheron sending him unconscious and near death.  The small blue creature is killed (later identified as a Water Mephit) and the blue-skinned humanoid (later identified as an Undine) is killed by Kaleb who drives his rapier into that humanoid's eye socket as he removed a scroll from a scroll tube and tried to cast a spell from it.  Upon his death, the orange crab monster vanished.

The party searched the area and the dead undine and found a potion, a scroll with a spell on it, they took the silvery chain shirt off the undine, his dagger and light crossbow with 10 masterwok bolts.  They found and removed the Ring of Protection +1 it wore and some pearls and gold amounting to 221 gold pieces.  They found a journal on the undine that detailed research on the emerald spire and how it had properties on this level that influenced portals to the elemental plane of water.

At this point, they decided they needed to rest before continuing onwards.  So they took the undine's body up the stairs with them and took Acheron's unconscious body back up to the level where the troglodytes lived and rested for a day to regain their spells and heal up.







Wednesday, June 17, 2015

Dungeons Deep (Pathfinder Battles Minis)

I had a $50.00 Amazon Gift Card sitting around collecting dust since last Christmas.  I've been debating what I wanted to use it for.  So, last week I used it to purchase a brick of 8 Boosters of the new Pathfinder Battles pre-painted miniatures set called Dungeons Deep.  Each booster contains one Large mini and 3 Medium or Small minis.  I must say, I think this is one of the better sets with regards to the paint jobs. 

The interesting thing about this set is that it has dungeon dressing pieces, such as a flaming brazier or a treasure chest.  I got a Sarcophagus and a Treasure chest.

What is strange is that Wizkids, the company which manufactures the minis for Paizo is also making the minis line for D&D.  And the quality of the paint jobs of the D&D minis are sad compared to the Pathfinder minis.  I had picked up a booster of the D&D minis a while back and was disappointed by the paint jobs and some of the sculpts.

So, what minis did I get?

1 Yithian
1 Frost Giant
1 Terror Bird
1 Ochre Jelly (a see-through material with bones of some creature inside).  Awesome.
1 Daughter of Urgathoa
2 Dire Bats
1 Dire Boar
1 Giant Crawling Hand
1 Dracolisk
1 Eando Kline (must be an NPC from one of Paizo's Adventure Paths)
1 Deinonychus
1 Gnoll Warrior
1 Gnome Mad Prophet
1 Baykok
1 Sasquatch
1 Sarcophagus
1 Chupacabra
1 Mimic
1 Treasure Chest
2 Goblin Archers
1 Dwarf Barbarian
1 Mi-go
2 Giant Centipedes
1 Nuglub Gremlin
1 Balazar (Iconic Gnome Summoner)
1 Puckwudgie
2 Mining Beetles
1 Mouth Horror (Gibbering Mouther)