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
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Armor Class: 16 (natural armor)
Hit Points: 52 (5d8+32)
Speed: 30 ft., 50' fly
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    STR         DEX       CON       INT        WIS       CHA
  16 (+3)     20 (+5)    20 (+5)    25 (+7)    14 (+2)   16 (+3)
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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.

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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.