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)



Friday, June 5, 2015

Rot Grubs: Dungeon Hazard for D&D 5th Edition

Some monsters from earlier editions of D&D do not have monster stat bocks, but instead have been classified as Dungeon Hazards, which essentially function as traps.  Such creatures as Green Slime, Yellow Mold and Brown Mold, are described on page 105 of the 5th Edition Dungeon Master's Guide.

One classic nasty little creature(s), the Rot Grub, would make a perfect Dungeon Hazard to give those greedy corpse-robbing player characters something to think twice about the next time they want to go rummaging through that dung or garbage pile.

ROT GRUB
Rot grubs reside in rotting substances, most commonly the rotted flesh of corpses, but they can also reside in offal, dung and rotting vegetation.  They resemble maggots of a size of about an inch long.  They viciously burrow into any living flesh which they come into contact with.


Anyone inspecting an object infested with rot grubs can make a  DC 14 Wisdom (Perception) check to notice any signs of infestation.  Anyone touching an object infested with rot grubs must make a DC 12 Dexterity Saving Throw or be exposed to the rot grubs which will emerge and begin to burrow into the person's limb or other extremity that made contact.  If the creature was wearing gloves or is fully armored or clothed in a way that minimizes the exposure of bare flesh, they may make the saving throw with advantage. The rot grubs do 3 (1d6) piercing damage on the first round of contact.  If fire is immediately applied to the rot grubs, they will be killed immediately, however the creature will also take 3 (1d6) fire damage if from say, a torch.  A fire-based spell will do it's damage if used to kill the rot grubs.

If no flame is used to kill the rot grubs on the first round they make contact, they then burrow into the flesh of the creature on the start of the next round.  After this point, fire cannot be used to kill them, as they are too deep within the flesh to be harmed.  The rot grubs then burrow towards the creature's heart.  A Paladin's Lay on Hands class ability that is used to cure disease will kill the rot grubs, as will a lesser restoration spell.  Another alternative is decapitating the limb.  This is effectively a critical hit using a slashing weapon that does maximum damage.

If the rot grubs reach the creature's heart, it immediately drops to 0 hit points.  Each round the rot grubs do 3 (1d6) necrotic damage and reduces the creature's hit point maximum by this amount.




Tuesday, May 12, 2015

Pathfinder Xhuul: Game 8 & 9

Month of Savan, 15th -19th, Year 752


Cast of characters: 

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

The party spends 4 days resting up ability damage from the spider venom.

Our intrepid adventurers return to the Emerald Spire and descend the shaft on level 2 down to level 3. From the bottom of the shaft is a flight of stairs leading down to the first chamber on Level 3. The chamber that is dimly lit by small oil lamps set in the walls, casting dim light.  A gate of iron bars blocks the way to the north.  To the east is a small fight of steps that leads to a landing.  The east wall of the landing is a stout iron-banded wood door.  The door is flanked by two arrow slits on each side. (Area C1)



Kaleb checks out the gate to find it is locked.  Beyond the gate he sees a chamber with a small flight of steps descending along the east wall about mid-way into the chamber.  The west side of the chamber is the familiar green glow of the green crystal column they have seen of the previous two levels.  On the far north side of the chamber is a small flight of steps that lead to a landing with a similar stout iron-banded door set in the center and flanked by two arrow slits on either side of the door. (Area C2)

A few moments go by when suddenly Kaleb is hit with a few crossbow bolts from the arrow slits from the east side of the chamber.  Acheron pulls out his Horn of Fog and begins blowing, causing the mists to roll forth to provide cover from their unseen attackers.  The party then starts heading towards the landing.  Soon, the chamber is covered in mist from the magical horn.  Kaleb reaches the door and discovers that the door is locked.  His attempts to pick the lock prove fruitless.  Yaotl tries to use brute strength to break through the door, but to no avail.  Abazu tries to stab at one of their attackers through one of the arrow slits with his longspear, but isn't really doing much.  Kord casts a Burning Hands spell through the other arrow slit where attacks have been coming from.  His flames apparently connect with a target as he hears a scream from a man on the other side.

Their assault on the door and their attacks against the men on the other side proves to be slow, as the intervening wall provides full cover.  The party discovers that the bolts fired at them are poisoned (drains CON) from the few that do hit them.  Finally Kord gets the idea that since he is a small enough, he could squeeze through the one of the arrow slits that doesn't seem to have an attacker on the other side.  He communicates this to Kaleb in the Halfling language, hoping to coordinate it with him so he will do the same thing.

Both of them manage to squeeze through the arrow slits and discover two humans armed with crossbows on the other side. (Area C3).   One of the humans runs to a runs to the north wall where a rope is suspended and he pulls the rope several times.  Somewhere in the distance a bell is sounded.
Kaleb and Kord manage to kill the two guards and unlock the door which was also secured by a wooden cross-bar.

The party spends some time searching the room.  On the same wall that the rope was suspended from, there is also a lever.  Acheron pulls the level and the party gears a mechanical sound in the wall.  Soon, the reinforcements that were alerted by the alarm raised by the guards arrive.  These are 3 more humans armed with crossbows, swords and leather armor.  The party make quick work of two of the guards, but one of them happens to duck into a door off the small passage to the south of the guard room, close the door and lock it. (Area C3).

This is where Game 8 ended and we froze the game to pick up next time for Game 9.

So at the start of Game 9, Kaleb checks the door to C3 for traps and finds none.  He picks the lock and has Yaotl open the door, ready for the guard on the other side.  They find the room is an armory with weapons and armor stacked on racks.  But there is no guard within the room.  Kaleb begins searching and discovers the secret door, which is a one-way door that opens out into the stairway the party entered the level on.

Suddenly, that guard appeared back in the guard room, having used the secret door to get behind the group and tried a sneak attack on Acheron but failed.  The others managed to kill him quickly.  The party then searched the armory and took an inventory of the weapons and armor that they would take on their way out.  They then proceeded cautiously down the east-west hallway south of the guard room.

(GM's Note:  The areas marked C4 on the map are traps that I decided to remove from the level.  I did not want to slow the game down with Kaleb inching along checking traps every 5 feet.  He has a feat that allows him to detect traps without actively searching for them.

When they reached the door outside of C6, Yaotl could see all the way down to the other end of the north-south hallway.  I noted that they saw 3 doors spaced next to each other on the east wall and each one was open.  The guards that responded to the alarm had opened these doors on their way to the guard room to alert the men in there.  Those men had taken up positions to the sides of the doorways and one was across the hall in the 5 foot hallway.  They were watching the party, planning to sneak attack them if they approached.)

The party decided to open the door to C6 and investigate the room there.  It appeared to be both a bunk-room and a small jail.  The party searched the room.  Kaleb opened the cell to the south and Acheron approached the cell to the north.  Then a strange sound started that sounded like several different voices, screams and nonsense all happening at once emanated from the cell in the north part of the room.  An amorphous creature with many eyes and mouths slithered out from under the cot in the cel and oozed through the bars to attack Acheron.  This was a tough battle with a Gibbering Mouther.  Kaleb was swallowed whole at one point of the battle and Acheron took most of the damage from it's attacks.  They managed to kill it, but by the time they did so, they were low on spells and healing, so they decided to leave.  They grabbed the gear from the armory and Kaleb made a few Disable Device checks to sabotage the secret door, the gate and the main guard room door on their way out.  He hoped this would help them get easier access the next time the came back.

Monday, March 30, 2015

Pathfinder Xhuul: Game 7

Starting with is post onward, the play reports are not going to be as verbose as previously written.  I'm just going to highlight the main points of the adventure, primarily because I doubt I can fully recall every single thing that happened during the session.

Month of Savan, 7th -14th, Year 752


Cast of characters: 

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

There were several days of resting and downtime while the party awaited the magical belt to be attuned to Yaotl.  Acheron spent the time scribing some scrolls and recovering from spider venom.

Kaleb was perusing a map he found which appeared to be a treasure map.  He showed it to Acheron, who looked at Kaleb as if he were mad or playing a joke on him as he said there was nothing drawn on the parchment.  Kaleb laughed and defensively replied that he must have forgotten it.  But looking at the parchment, he could clearly see it did have something drawn on it.  Why couldn't Acheron see it?

Kaleb finds out that a contact of his, a halfling rat-catcher named Dhuulifol, was last seen a few days ago.  He seemed frantic about something according to witnesses and has not been seen for several days.

Yaotl visited his friend Suuna, a human female singer who frequents the Headless Harlot and also performs there.  She mentions to Yaotl that there have been several disappearances of people in the poor district of Downside.  Rumors are the local thieves guild, the Redcloaks are responsible, but she doubts it because they usually just leave their victims for people to find afterwards.  This is something much different and the whole district is on edge.

On the 14th day of Savan, the group decides to head back to the Emerald Spire.

Picking their way through the first level that was once occupied by the Kobolds, they found the bodies of two dead adventurers and their bodies had been stripped.  It looked like they died from bladed weapon wounds.

When they reached the second level, an Alarm spell was triggered on one of the doors, which was set off when they passed by it.  This put the the party on alert.


Yaotl tried to jump over a pit, even with a 10 foot running start and failed miserably (rolled a 1 on a 1d20 Acrobatics check) and fell 10 feet and got hit by two of the metal spikes at the bottom.  Ouch.

They fought more spiders which seem to be all over this level.

They found a room with a treasure chest on a stone plinth.  After a thorough investigation of the room, looking for traps, Kaleb finds none.  He does find a few secret doors.  Beside the stone plinth in the floor, is a small hole with a brass handle inside.  Next to the hole is a small stone tile that looks like it would cover the hole.  Kaleb checks the chest and finds no sign of a trap., so he opens the chest, which drops the entire ceiling down on him and Abazu, who was standing in the room.  The chest recedes into the stone plinth as the ceiling falls.  The stone plinth is two feet tall and that stops the ceiling from slamming into the floor.  Kaleb throws himself to the ground, avoiding the ceiling from slamming into him.  Abazu not so much, and he is sent sprawling to the floor.  Everyone else was outside the room waiting.  Kaleb, being of small size crawls over to the open tile and pulls the brass lever and the ceiling rises back to its original position.

They hed through one of the secret doors that leads to a room with an armoir.  Inside, they can hear sobbing sounds.  Kaleb finds several pressure plates in the center of the room and he disables them.  Checking out the armoir, they surround it with weapons drawn.  As soon as the armoir door is touched, it collapses revealing a fast zombie that attacks.  They kill it pretty easily.

The find a crypt and battle a bunch of skeletons.  It was an easy battle and they found a Horn of Fog in one of a stone coffins.

They found secret doors and passages that linked up to other rooms they had previously explored and pretty much cleared and cleared out the second level.

They reach 3rd Level of experience and decide to head back to Throxia to train and rest up.



Thursday, March 12, 2015

Gods of Xhuul: Ninkilim and Raziya

NINKILIM, god of rats, thieves, sewers
Alignment: Neutral
Domains: Animal, Darkness, Water, Trickery
Subdomains: Flotsam, Flowing, Fur, Deception, Thievery
Symbol: Rat



Ninkilim appears as a large demonic-looking rat.  He is the patron god of rats and thieves.  Sewers are the sacred ground to the Rat God and it is within these foul-smelling places, that shrines and temples to Ninkilim can be found.  Any altar to the rat god will usually be piled with trinkets, refuse, discarded items and food.  Clerics to the Rat God wander the streets, alleyways and sewers collecting all manner of junk and items to take to their temples and shrines to decorate them.  Occasionally, something valuable will be found and kept hidden in secret places within the temple as part of its treasury.  As the patron diety to thieves who wish the blessings of the Rat God to gain access to secure places in order to steal, many thieves tithe to the god's temples a portion of their ill-gotten gains.






RAZIYA, goddess of love, wealth and trade
Alignment: Chaotic Neutral
Domains: Charm, Chaos, Luck, Travel
Subdomains: Love, Exploration, Trade
Symbol: Hand Mirror


Raziya is the goddess followed by merchants, prostitutes and noble families.  Raziya is a vain goddess and carries with her a magical hand mirror with which she looks upon to gaze upon herself.  This hand mirror also acts as a scrying device in which she uses to view upon distant places and persons.  Anything reflected upon it's surface will instantly be revealed if it is concealed by magical means such as illusions, invisibility, or shape-shifted, much like a True-Seeing ability.  Raziya looks favorably upon those who take risks in travel and business in the pursuit of wealth.  All clerics of Raziya must be beautiful and handsome (minimum 15 Charisma).  Temples to Raziya serve as banks and merchant guildhouses.  





Thursday, February 19, 2015

Pathfinder Xhuul: Game 6

Month of Savan, 1st to 6th, Year 752

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


When we played last time, the party had exited the dungeon and headed back to Throxia, spending several days to heal up their Strength damage and sell some items found in the dungeon.  They spent their down-time to identify some items they detected as magical.  They purchased some more healing potions and welcomed a new member to their party, the human wizard/fighter named Acheron.  Acheron was the person they found wrapped up in the webbing of the spider they killed inside the spiked pit trap.

The pary heads back to the Emerald Spire with no encounters along the way.  They make their way down to level 2.  Deciding to investigate the open secret doors they found last game, they discovered that they had been closed.  Kaleb easily found them again and it led to a large "T" shaped chamber.  Within the chamber was an over-sized wood throne, behind it were several tapestries hung from a rail set into the ceiling.  On the left-hand side of the "T" shaped room was a table with several objects laying upon it.  Before heading into the room, the party waited until Kaleb made a thorough sweep of the chamber for traps.  He found none.

The tapestries were of poor quality and depicted a faded forest hunting scenes.  They were probably worth something a long time ago, but time had taken it's toll on them.   Investigating the table the party found 4 longswords, a masterwork dagger, a buckler, a potion, a flask, a nice leather belt and four small belt pouches that contained several coins and a small emerald.

Searching the chamber for secret doors, Kaleb found one in the corner of the right side of the "T" shaped chamber.  Opening it, there was a 5' by 10' room with another secret door.  Opening this secret door revealed a large rectangular chamber covered in webs and egg sacs.  Thousands of tiny spiders crawled all over the place.  Apparently, sensing the presence of the party and a source of food, the spiders mass into a large swarm that attacks them.  There is a difficult fight as the spider swarm is not affected by weapon attacks.  Flaming oil and alchemists fire is used to help against the swarm.  Eventually, the swarm is defeated but once again, several of the party are suffering loss of strength from the spider venom.  It is decided that they should return to Throxia to heal up their wounds and the effects of the venom.

The belt they found in the room is discovered to be magical and they determine it is a Belt of Mighty Constitution (+2).  The party decide that the belt would be best utilized by Yaotl, but before he could gain any benefit from the magic of the belt, he would need a week to attune himself to the belt.  They decide to wait a week (which is 10 days on Xhuul) for the attunement to take effect.



Sunday, February 8, 2015

5E Mi-go

Below is a D&D 5th Edition monster stat-block for the Mi-go, a race of creatures from the H.P. Lovercraft story, 'The Whisperer in Darkness'.  I made this in case anyone wanted to use these as villains and inject some of the weird fantasy into their campaigns.
                                       http://tillinghast23.deviantart.com/art/The-Fungi-From-Yuggoth-322691988
              
 
MI-GO
Medium plant, neutral evil
----------------------------------------------------------------------
Armor Class: 16 (natural armor)
Hit Points: 52 (5d8+32)
Speed: 30 ft., 50' fly
----------------------------------------------------------------------
    STR         DEX       CON       INT        WIS       CHA
  16 (+3)     20 (+5)    20 (+5)    25 (+7)    14 (+2)   16 (+3)
-----------------------------------------------------------------------
Damage Resistance: slashing, electricity, fire
Damage Immunities: cold 
Senses: darkvision 30 ft., passive Perception 12
Languages: Common, Mi-go
Challenge 3 (700 XP)
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Deception.  Mi-go are experts at disguise and deception.  They have advantage on Deception(CHA) checks.  They use this ability to move around other societies without drawing attention to themselves.


ACTIONS
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Multiattack.  The mi-go makes two pincher attacks.

Pinchers. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 12 (1d8+3) piercing damage.

----------------------------------------------------------------------------------------------
Mi-go are winged creatures that share features of a lobster and a plant.  They have multiple legs and feelers and their "heads" is a large bulbous cluster of fungi that pulse with light.  This is how the mi-go communicate with each other.  They have two lobster-like pinchers which they use to manipulate tools and other objects.  The mi-go can use these pinchers as weapons.

The mi-go use a bizarre form of technology that blends magic and science.  The mi-go can create many strange machines and weapons.  These can be the equivalent of magic items or items that duplicate spell effects, but they will be of a form that is strange in design.  Any magic-user wishing to use these objects must make a DC 20 Insight or Investigation check at Disadvantage in order to figure out how to use such items.  Given their alien nature, these items are usually of limited use and will need recharging by a machine or battery.

One of their more infamous devices is the "brain canister" in which the mi-go extract the brains from living creatures and place it in a canister.  The process usually drives the victim of the brain extraction insane. 

The mi-go can travel through interstellar space and do not suffer any effects of the cold vacuum of space.

Sunday, February 1, 2015

Xhuul Calendar

In trying to recall events in the game and the passage of time, I have found it necessary to create a campaign calendar to help me keep track of everything.  As the party has made several trips back and forth form the Emerald Spire dungeon to the City State of Throxia, it really helps to see what has happened on what day and keep things a bit organized.

The party has suffered from ability damage a lot since entering the second level of the dungeon.  As natural resting allows the recovery of 1 point of ability damage per day, or 2 per day if someone makes a DC 15 Heal check, and the person treated rests for a full 8 hours (or 4 per day for each day of complete rest).  So this needs to be tracked to see how much time passes in-game while those suffering from the effects are recovering.

I have not posted the play report for Game 6 yet, but they did find a magic item which needs a week to attune itself to one of the party members.  The players have expressed that they would wait out the time necessary before heading back to the Emerald Spire.  So this will be 10 days, as that is how long a week is in Xhuul.  I hope the players want to do some down-time activities, as I am working on other behind-the-scenes events in the city that can trigger side-quests, or maybe just some random city encounters or see if the players want to follow up any leads from some of their NPC contacts.

The Xhuulian Calendar.
There are twelve months that divide up the year on the world of Xhuul.  Each month is 30 days long that comprise of 3 weeks of 10 days each.  The current year is 752.

Months of the Year

Viros   (Spring)
Yarved (Spring)
Larys (Spring)

Gyugo (Summer)
Razul (Summer)
Savan (Summer)

Camoz (Fall)
Anan (Fall)
Dagos (Fall)

Fazin (Winter)
Mogho (Winter)
Voon (Winter)

Days of the Week (in order)

Rainday -- 1st, 11th, 21st days of the month
Mudday --  2nd, 12th, 22nd days of the month
Slimeday --  3rd, 13th, 23rd days of the month
Fogday -- 4th, 14th, 24th days of the month
Toadday -- 5th, 15th, 25th days of the month
Wormday -- 6th, 16th, 26th days of the month
Godsday  (Day of worship and sacrifices at most temples) -- 7th, 17th, 27th days of the month
Restday (Stores, markets closed.  Day of rest) -- 8th, 18th, 28th days of the month
Fishday -- 9th, 19th, 29th days of the month
Fireday -- 10th, 20th, 30th days of the month


Passage of time in the campaign so far:

Razul the 26th (Wormday):  The campaign started which was Game Session 1.  The party made their first sortie into the Emerald Spire, then exited and made a camp within the ring of jungle that surround the dungeon.  They camped over night in some ruins that provide shelter from a heavy rainfall.

Razul the 27th (Godsday): The party breaks camp and heads back into the Emerald Spire.  The events of Game Sessions 2 and 3 take place on this day.  Most of the party is killed, the sole survivor Kord makes his way back to Throxia to find help to continue his original quest.

Razul the 28th (Restday): The new group consisting of Kord, Abazu, Yaotl and Kaleb head out to the Emerald Spire.  Making their way through the jungle that surrounds the dungeon, they encounter a group of 3 Lizardmen who ambush them.  Party finds a sizable treasure and immediately head back to Throxia to cash in and rest up.  The events of Game Session 4 occur on this day.

Razul the 29th (Fishday): The party heads back to the Emerald Spire.  No encounters on the way.  Explore the entire 1st Level, find that the Kobolds have abandoned the place.  They make their way down to the 2nd level of the dungeon, fighting 2 Zombie Kobolds along the way.  Party reaches 2nd Level of experience.  Explore a small part of second level and Kaleb falls into pit trap with spider.  Big fight and spider is killed.  They find a human wrapped in the webs at bottom of pit.  Party heads back to Throxia to rest.  The events of Game Session 4 occur on this day.

Razul the 30th (Fireday): Party heads back to the Emerald Spire to continue their exploration of the second level.  The events of Game 5 take place on this day.

Savan the 1st through the 3rd:  Party is making a complete full days resting on the 1st and 2nd with the aid of Abazu making Heal checks to restore lost strength from the spider venom.  Game 6 session.

Savan the 4th (Fogday): Party make use of their downtime identifying magic items and buying gear and healing potions and selling some items found.  They head back to the Emerald Spire.  No encounters along the way.  They explore the large chamber beyond the secret doors which contains a wood throne, tapestries, a table with weapons, pouches and other items.  Find another set of secret doors that leads to a large room with webs and spider egg sacks and thousands of tiny spiders crawling all over room.  The spider swarm attacks.  Suffering from more poison damage, they return to Throxia.  Game 6 session.

Savan the 5th and 6th:  Party resting and recovering strength from poison damage.  Party decides to wait until Savan the 14th, when the Belt of Mighty Constitution +2 will attune to Yaotl.  End of Game 6 session.

Saturday, January 31, 2015

Gods of Xhuul: Malithl and Morghoom

MALITHL, goddess of walls, protection, borders and signposts
Alignment: Neutral
Domains: Community, Earth, Protection, Rune
Subdomains: Defense, Home, Language, Wards
Symbol: Shield


Malithl is a patron goddess of towns and cities that are protected by walls.  She plays a role in preserving peace by clearly established borders between territories to avoid conflict.  In this aspect, sign-posts and markers help to reinforce the identification of territories.  Her role of protection also extends to homes, forts and schools.  There are no temples dedicated to Malithl.  Instead, there are small shrines dedicated to her along roads, borders and cross-roads.  It is customary that when a wall is constructed that serves to defend a settlement, a small shrine to Malithl is inset into the wall and a ritual blessing conducted by a priest.  Malithl's priests wander the world, serving as guides and teachers to communities. 



MORGHOOM, god of destruction
Alignment: Chaotic Evil
Domains: Chaos, Destruction, Evil, Fire
Subdomains: Arson, Ash, Entropy, Hatred, Smoke
Symbol: Flaming claw


Morghoom is the god of wanton destruction and appears as a hulking, muscular horned demonic creature with leathery skin.  There are cracks in his hide that expose flames within his body.  His face is covered by a metal faceplate.

The worship of Morghoom is outlawed in civilized lands, and so his cult is relegated to the wastelands and remote regions far from most cities.  His followers are those evil monsters that want to destroy anything and everything.  A few human cults follow Morghoom, but these are usually anarchists who want to see the ruling government destroyed and carry out terrorist-like attacks on city structures to foment strife, chaos and fear.

Sunday, January 25, 2015

Pathfinder Xhuul: Game 5

When we last off, the party had just finished killing a spider inside a spiked pit trap.  They found a human wrapped up in some webs down in the pit and rescued him (this is supposed to be a new party member, but the player could not make this game and he had not submitted his character yet) and he agreed to join the party.  Most of the party were reeling from the effects of the spider venom which weakened them, so they decided to return to Throxia and rest.

The party is as follows:
Kord Taan, Gnome Level 2 Sorcerer (fire elemental bloodline)
Abazu Sorn,Human Level 2  Cleric of Nethys
Yaotl Necahral, Thraan Level 2  Barbarian
Kaleb, Halfling Level 2 Rogue


Returning to Throxia, the party stays at a local inn known as The Lion's Den, where Abazu heals them and tends to their wounds from the spider venom.  The following day, the group decides to head back to the Emerald Spire.  They purchase some additional gear, supplies and healing potions and set out for the dungeon.  Their journey across the Badlands (the ruins of the old ancient city outside Throxia) is uneventful and they reach the dungeon without incident.

The party arrives back down to the 2nd level (see map ), where they decide to investigate the door south of the pit where they fought the spider in the last session.  Kaleb listens for noise and does not hear anything.  Checking for traps, he finds none.  Yaotl opens the door wich swings outward into the hall.  Inside, they see a large room, bathed in a pale greenish light.  The light comes from the green crystal column that takes up the corner of the room.  To their right they see a large table with the remains of human bodies and the remains of a spider.  It appears this is some kind of laboratory where someone is experimenting with the bodies, as one of the human bodies has had it's limbs removed and replaced with the spider's legs.  One of the bodies has had all its organs removed.  The table is stained with dried blood and contains various vials and a block of wax with needles and thread stuck in it.  Below the table is a bucket filled with blood.

Kaleb checks for traps and he notices a pressure plate in the floor and determines it's area (marked by the "X"'s on the map and outlines it with chalk and then successfully disarms it by placing a metal shim in the gap in the floor.  He checks the rest of the room and finds nothing else of interest.  Yaotl inspects the bodies and notices that one of them is twitching slightly.  Fearing some undead monstrosity, he begins to sever the heads off the bodies with his axe.  The bodies stop twitching.  Kord inspects the table's contents and finds two vials and a scroll tube.  Kord and Abazu determine the potions to be Cure Moderate Wounds potions.  The scroll tube contains two magic scrolls, one of Fireball and the other with Fly spell.  There is a third parchment within that contains a sigil that is similar to the one they found on the green crystal column on Level 1 but this one translates as "four".  They do find another another sigil on the green crystal column that translates to "two".

They decide to leave the room.  They see the door on the other side of the pit is ajar, as if propped open by a chunk of stone.  With no easy way to get across the pit, they decide to leave it for now and go check on the locked stone door that baffled Kaleb's earlier attempt to open the day before.  This time, by taking several minutes and using his new masterwork thieves tools, he manages to open the lock.

Beyond is a hallway which is dimly lit by the strange lichen that gives off a whitish-green illumination.  The hallway runs 35 feet ending in a closed stone door similar to the one Kaleb just opened.  Midway down the hallway on the left side is a small indentation that has a stone door which is ajar with a piece of stone propping the door open.  Checking for traps along the way, Kaleb finds none.  Yaotl again takes point to check out the door that is ajar.  Beyond is a large chamber approximately 30' x 30' which is covered in webs from floor to ceiling and several spots on the floor is layered with webs as well.  They see what looks to be a large hole in the middle of the chamber, a steel ladder leading down into the darkness.  Yaotl ignites a torch and begins setting the webs on fire, trying to clear a path to another door they can see exiting the chamber which is also ajar.  They do not see the door on the opposite side of the chamber as it is block by the webs.  A few moments later they see one of the same spiders they fought in the pit scuttle from the chamber through the other ajar door.  Meanwhile another spider attacks from the webs.

There is a fight that lasts several rounds and the spider is defeated.  The party spends several minutes burning away all the webs and searching the chamber.  They toss a lit torch down the hole which drops about 90 feet down.  Yaotl and Abazu see something at the bottom of the hole but can't clearly make out what it is.  The party decides to descend down the ladder and prepare ropes just in case the ladder rigged to collapse.  They descend without any trouble and find that the object they say is a dead spider on its back with its legs curled inwards.  They see what look like several gouges in its underside like those caused by an edged weapon.  Also at the bottom of the hole is a set of stairs leading downwards.  Figuring that it is the stairs to the next level, they decide to ascend the ladder and finish exploring the 2nd level.

Robed Skeleton BBEG
When they make their way back up, there is a welcoming committee of 4 skeletons waiting for them.  One of the skeletons is dressed in tattered robes and armed with a bastard sword.  It shouts out "How dare you enter my sanctum.  Prepare to die!  Attack them!"  With that the skeletons attack.  The robed skeleton and one of his skeleton minions were standing in the door way to the "north" of the chamber.  The other two skeleton minions were standing in the doorway exiting the chamber from the "east". The robed skeleton casts a spell at Kord, a shimmering beam of purple and black energy.  It washes over Kord, but he successfully resists the magic.   The skeleton beside the robed skeleton advances in front of it's master, preventing any of the party from engaging him.  The other two skeletons advance and attack the closest party members.  This was a tense fight, the party was wounded from their fight with the spider in this chamber, as soon as the regular skeletons were defeated, I had two of the spiders come in from both ajar doorways to ramp up the tension.  The spiders let loose with their obscuring mist ability to make matters more dire.  There was a pitched spell duel between the robed skeleton and Kord in which each had touch spells charged, but each kept missing their attacks for 4 straight rounds.  This was further hampered by the obscuring mist as well.  Everyone was concerned what spell the robed skeleton had cast that it clearly wanted to affect Kord wth.  Eventually, the robed skeleton hit with his attack.  It was the Touch of Idiocy spell and Kord immediately lost 6pts from his INT, WIS and CHA stats, which reduced him enough to not being able to cast spells.  The next round saw the defeat of the robed skeleton but the party still had to deal with the spiders.  Eventually, one was killed and one of the spider, severely wounded, fled out the "north" door.

After the battle, the party searched the robed skeleton and found a finely-crafted bastard sword, around his neck they find pouch on a strong around his neck.  Inside they find a vial containing a silvery liquid, and a small token made out of the same green crystal from the column.  Also around his neck is a fine chain on which is a key.

Kaleb checked out the corridor beyond the "northern" door to the chamber and found that it led "east" about 35 feet.  At the end of the hall were two stone doors across from each other, one going north and the other south.  The south door seems to line up with the door they did not open at the end of the hall just past the ajar door past the chamber.  Kaleb immediately noticed on the "west" end wall of the corridor which is right outside the "north" ajar door that led into the chamber was an open secret door.  Looking within was a short passage about 15 feet where another secret door was open and that it led into a larger chamber beyond.

Severely battered and out of spells, with Kord a near idiot and about half the group suffering from spider venom, they decide to exit the dungeon and return to Throxia for several days to recuperate. About half-way back to Throxia, the spell affecting Kord finally wears off.




 

Saturday, January 24, 2015

Gods of Xhuul: Lavash and Odarro

LAVASH, god of slavery, lust, deceit
Alignment: Lawful Evil
Domains: Charm, Evil, Law, Trickery
Subdomains: Corruption, Deception, Lust, Slavery, Tyranny
Symbol: Chains and Manacle


Lavash appears as a handsome man dressed in a long coat, wearing leather armor, gloves and thigh-high boots.  He is armed with a whip.  Lavash is a god with dark appetites for the flesh and inflicting pain.  His followers are usually slavers and people in power who have a predilection for bondage, domination and sadism.  His temples are found in cities where slavery is legal, especially the city of Silaam, which is the center of the slave trade in Xhuul.

The temples of Lavash serve as the hub of the slave market in any city, inside are holding pens for slaves, private parlors for ceremonies and rituals of pain and pleasure, and offices for the various slave merchants to conduct their business.  Given the nature of their commodity, the temples are well guarded to prevent escape of slaves or to prevent anyone from entering to steal the lucrative wealth such trade generates.


ODARRO, god of mirth, wine, celebration, feasting and indulgence
Alignment: Chaotic Good
Domains: Chaos, Charm, Good, Plant
Subdomains: Friendship, Revelry, Love, Lust, Growth
Symbol: Wine Jug


Odarro is usually depicted as a jovial, fat, bearded man dressed in loose robes.  He is surrounded in plant growth, food and wine grapes.  He usually has a golden goblet of wine in one hand and some manner of food in the other.  He is associated with the harvest and thus he is followed by farmers and vintners.  Odarro does have a dark aspect of debauchery, gluttony and drunkenness.  In this aspect his alignment is Chaotic Neutral.

The temples of Odarro serve as store houses for grains and wine.  On various festivals celebrating local holidays, the temples are the centers of great feasts honoring local rulers and events.  The temples usually have large walled compounds that contain lush and well tended gardens.  In these gardens are grown various vegetables, fruits and wine grapes.


Tuesday, January 20, 2015

Gods of Xhuul: Imir and Larpalla

IMIR, god of monsters
Alignment: Neutral Evil
Domains: Evil, Madness, Strength, War
Subdomains: Blood, Cannibalism, Ferocity, Insanity
Symbol: Bloody fanged maw


Imir is the creator of most evil humanoids and monsters.  His demesne in the underworld of  Miggotu is an enormous fortress of black iron studded with numerous spikes known as Ath'll.  Within this fortress is the Chamber of Screaming Labors, where Imir keeps a large coterie of captured human female slaves whom he violates sexually every night.  These unfortunates are driven insane and become the mothers who birth his foul creations and die during the painful birthing process.  These children of Imir then make their way into the world of Xhuul or stay and become his guards or favored pets in his fortress.  When the number of his 'wives' diminish too much, he sends his worshipers to retrieve more for him.


LARPALLA, goddess of battle and heroism
Alignment: Lawful Good
Domains: Glory, Good, Law, War
Subdomains: Heroism, Honor, Loyalty, Tactics
Symbol: Golden spear


Larpalla appears as a beautiful woman with dark skin and long black hair.  She is adorned with a golden head-dress decorated with feathers.  She wears a red cloak and is armed with a golden spear.  She lives in a city of golden ziggurats known as Itiaru which is nestled in a peaceful valley atop a great mountain known as Larnaz.  Larpalla wages a near endless battle against the forces of evil and she leads her armies against gods such as Imir, Braahl and Morghoom.



Sunday, January 18, 2015

New Pathfinder Cleric Subdomains for the World of Xhuul

Back in the 3.5 D&D days, I recall there being a ton of cleric domains for the myriad of dieties, especially for the Forgotten Realms setting, over time new domains were added.  Two domains that are not represented in the Pathfinder rules are the Vermin and Ooze domains.  I made up my own version for my campaign, but classified them as subdomains since they really only pertain to two specific dieties,  Anansi and Gyugoolagutha.  This will give a little more flavor to those followers who worship these two goddesses.


Vermin Subdomain
Associated Domain: Animal

Diety: Anansi

Granted Powers: You can take on the traits of vermin as well as control and summon insects.

Chitinous Limb (Sp): As a free action, your hands and arms become insect-like. Your unarmed strikes do not provoke attacks of oppurtunity, deal lethal piercing damage and gain a bonus on damage equal to ½ level (minimum +1). You also get a +2 divine bonus to Climb checks. When using this ability you cannot carry any weapons, shield or other object in your hands while they are transformed. You can use this ability a number of rounds per day equal to 3 + your Wisdom modifier.

Sense the Prey (Ex): At 8th level, you gain Tremorsense in a 30' radius.

Domain Spells: 1stant haul, 2ndspider climb, 3rdvermin shape I, 4thvermin shape II, 5thinsect plague, 6th- swarm skin, 7th- creeping doom, 8th- summon monster VIII (purple worm only), 9thshapechange (vermin only).



Ooze Subdomain
Associated Domain: Earth

Diety: Gyugoolagutha

Granted Powers: You can manipulate slime and alter your body to take on the characteristics of oozes.

Acid Touch (Sp): As a standard action you can make a melee touch attack and deal 1d6 acid damage a number of times per day equal to 3 + your Wisdom modifier.

Squishy Resistance (Ex): At 8th level your body is more fluid and alien in appearance. Reduce by 50% any damage caused by a critical hit and snaek attack damage. Further, you get a +4 sacred bonus to Escape Artist checks and CMD to resist being tripped.

Domain Spells: 1st - grease, 2ndslipstream, 3rdhydraulic torrent, 4thfreedom of movement, 5thtransmute rock to mud, 6thfluid form, 7th regeneration, 8thseamantle, 9thshapechange (oozes only)