Monday, April 10, 2023

Status Update and Campaign Options

 After taking last week off for anniversary reasons, I'm spending this week updating some things left fallow.

I updated the landing page for Shattered Star, Book 2.  It now contains links to all of the sessions for that book.  Along the way I also discovered that some of the pages did not actually have the link to the next page and added those missing links.

For Shattered Star, Book 3, I've posted Session 25 now.  Tonight we will be playing Session 30 and the Other GM indicates we are getting close to completing this book.  We should probably wrap it up by the end of this month (April) or early May.  After that, another player wants to run a "one-shot" adventure that will last 3-5 sessions using 5E.  At the end of that, the Other GM and Marativy's player will either be parents or expecting their first child very shortly, so they will both become unavailable for a while as a newborn takes up a lot of parenting time.  I'm going to run something during that period but have not settled on what.

I had some thoughts about switching back to a Shadowrun game playing out the switch of policing in Seattle from Knight Errant to Aztechnology as further fallout from player activity, especially during the Woodchipper adventure, especially the finale of the Ludovic's Hell sub-adventure.  There are some issues with running that, not the least I'd prefer to run it with the two players who will be out for maternity/paternity leave.

Another thought is to run a dungeon crawl.  I purchased a copy of Mike's Dungeon, a 79 level dungeon designed for B/X D&D.  I'd want to run it with my own rules, Adventures in the Green, an OD&D retro-clone, which I hope to actually publish this summer.  I'm just not certain how invested the players available will be in a simple dungeon delve.  It is one of my favorite formats, but I recognize not everyone is as into it as I am.

Another option is to revive an old setting of mine and run a game using the Fantasy HERO rules (fantasy version of the HERO System).  I ran a campaign for over 10 years in this setting and only stopped because I wasn't certain where to take it next.  Half the PCs were VERY powerful and the other half "merely" very strong.  I'm thinking of advancing the calendar 30 years or so so I can wrap up the Goblinoid Invasion (goblins, orcs, and lizardfolk) and several rebellions to introduce a cold war setting where the once-continent-wide Empire wants to re-annex the large chunks that went independent during the invasion when the Imperial Legions were spread too thin to stop anything but the direct invasion of the central imperial lands.  I introduced two types of airship systems (the gnomish aether-lift system and the dwarven hot air system) and some fighter units (dwarven clockwork ultralights with repeating crossbow "guns" and goblin war bats with wand-based weaponry and potion augments).  The gnomes are also up to some potentially frightening things with their Gnolems (think small mecha that need a tether to a massive power source).

I have a month until our current campaign (Shattered Star, Book 3) gets to a stopping point and then at least a month after that for the 5E "one-shot" to run.  Plenty of time to dither some more!  :)


Finally, since I started requiring post approval several years ago, I've received only one comment from a non-spammer.  I'd like to hear from a reader, if only to verify that the comment system actually works.  Feel free to tell me if there is something I used to do that you'd like me to resume or something you'd prefer I stop doing.  I don't guarantee I'll do either, but I'll at least consider it.

If you can't comment here (for whatever reason), I can be reached on MeWe.com as patrickwalsh5 or on Mastodon as @Shaddakim on the @ohai.social server. [The Mastodon link is an Invite link to use Mastodon that automatically sets you to follow me - use the @ohai.social server if you are signing up for the first time - it works and doesn't seem to have a lot of goobers on it.]

That's it for now.  Later!




Ratpack – Shattered Star Book 3, Session 25

[Day 42 – Damn the Hydrodaemons!]

[This game uses the Pathfinder 1E roleplaying game.  Game sessions happen once a week.  This session happened February 13, 2023.]

[SPOILERS!  If you are likely to adventure through the Shattered Star Adventure Path from Paizo, this campaign will be spoilers all the way down.]


Player Characters

Marativy – female ratfolk 9th level Ninja

Zitch Grimreaper – male ratfolk 9th level Witch with a donkey rat (capybara) familiar

Roscuro – male ratfolk 9th level Monk

Swamprover – female grippli 9th level Wizard

Winston – male ratfolk 9th level Gunslinger

Via Roll20

Templeton von Trapp – male ratfolk 9th level Summoner (Synthesist)


NPCs

Gridik Stormstride – male blue kobold 7th level Wizard (Invoker)

Hrefna – female changeling 7th level Omdura

Ariphi – female tiefling 7th level Rogue



Autumn

Day 42 continued (mid-fight)

Attempting to counter the Deeper Darkness cast by one of the hydrodaemons, Winston opened his pathfinder and activated its Light feature.  This was not strong enough to counter the darkness.  Hrefna pulled out her Greater Halflite Charm and activated its Daylight effect, which was strong enough to counter the Deeper Darkness [counteracted by a light spell of equal or greater level and Daylight is the same level as Deeper Darkness].  With Winston’s pathfinder producing light now, Gridik was able to move and hit one of the original two hydrodaemons with Lightning Bolt.  The newly summoned hydrodaemon in the centrifuge room squeezed through both doors of the Fish Trap room to reach the room adjacent to the cavern the fight was in.  Ariphi rushed into that room to slow it down so the spellcasters would not face it directly.

Roscuro rushed the hydrodaemon across the bridge and punched it.  Templeton performed a full attack routine on it [and may have killed it – my notes are incomplete here as I was paying more attention to the combat than taking notes].  The hydrodaemon in Swamprover’s acid pit raised the level of the water in the stream to fill the cavern with two feet of water.  The stream turned out to be a branch of the River Styx.  Gridik and Marativy were sickened by the malevolent waters [they were the only two to fail their WILL saves].  The hydrodaemon facing Ariphi attacked her and dropped her to unconsciousness with its attacks.  Marativy advanced out of the cavern to the adjacent room where Ariphi had just fallen, which allowed her to shrug off the miasma from the river water [it gave her another save that she made].  Hrefna activated her healing aura, which revived Ariphi.

[My notes get very bare here, only noting some highlights.  Sorry about that.]  One of the hydrodaemons dropped Swamprover but she was revived by the healing aura.  Winston’s gun malfunctioned twice and detonated on him.  Fish [the grodaire with the party] lowered the stream level back into the channel and held it there until the end of the fight.  Marativy took out the summoned hydrodaemon virtually by herself.  Roscuro jumped down in the pit to land on the hydrodaemon down there and flurried on it, nearly killing it.  Gridik came over and cast Magic Missile at it, which killed it but then Gridik slipped and fell into the pit, nearly dying himself.  Roscuro fished the kobold out of the acid at the bottom of the pit and they stood on the corpse [for a couple rounds] until Swamprover’s spell ended and brought them back to the cavern floor surface.  Roscuro had a talk with the impressionable kobold about jumping/falling into danger and how that was only safe for monks, not wizards.

After the fight, most of the Ratpack needed some healing.  Hrefna raised a second healing aura to assist with this.  While waiting for that to fully take effect, Fish was asked to lower the stream level even further to verify no more hydrodaemons were hiding down there.  None were found, but two skeletons were spotted by Zitch and Winston.  They carefully climbed down and retrieved a potion of water breathing and a ring of grit mastery.  The ring went to Winston [after a little talk about it possibly going to Gridik, until we learned the ring stores grit from the user and Gridik has none].

It had also escaped no one’s notice that Selazny, the naga and last remaining member of the party the Ratpack was supposed to be rescuing, had left the Ratpack to face the hydrodaemons and run ahead.

With the wizards running low on spells and Winston sans musket, the group decided it was time to return to the surface.  Fish, immune to the effects of the River Styx, decided to stay in the cavern and hang out as the surface did not interest him.  On the way back to the surface, the Ratpack agrees among themselves to say nothing about the naga as it might complicate the reward situation.

On the Surface

Back at the surface, the Ratpack turned over the body bag of holding containing the body of the human woman Roscuro had snagged from the fire wasp workshop while it was partially flooded.  He warned Elaneiros that the body might still be host to a swarm of demonic fire wasps and the bag contained a lot of water.  Elaneiros raised an eyebrow at that but paid out the 1000gp bounty.  He asked if the naga had been found.  Roscuro stated that there were signs of her presence, but the Ratpack had not rescued her yet [all true, but leaving some things out].

End of Session


Rat Whispers

[Short writeup as there was really only one encounter.  The combat was intense and we were not certain whether or not we might face a TPK or a mostly TPK with maybe Templeton escaping.  I think if the hydrodaemons had summoned one more hydrodaemon we might not have made it.  At the end of the fight, over half the group was down to single digits in hit points and most of our powerful magics had been spent.]

[The summon acid pit spell Swamprover cast both helped and hurt.  It kept us from facing that hydrodaemon in melee but gave it time to do other things, like raise the water level and summon another hydrodaemon.  Having said that, it also let our wizards cast spells without having to worry about being disrupted by a large creature with reach in their midst, so I think it was still in our favor.  The acid wasn’t strong enough to be a factor and nearly killed Gridik when he fell in, so maybe a regular pit would have been better.]

[I forgot to write down the date of this session but I'm fairly certain it was February 13, 2023, as I'm fairly certain we skipped the 20th as a holiday.  I have a question in to the other players, so this might get updated.  Unfortunately, Roll20.net does not date-stamp entries in the chat and I lost all our text messages when my old phone died March 30th so I have no immediate backup resources.]


Ratpack

Book 1: Shards of Sin Landing Page – Links to all Book 1 sessions 

Book 2: Curse of the Lady’s Light Landing Page – Links to all Book 2 sessions 

Book 3: The Asylum Stone Landing Page – Links to all Book 3 sessions 


Last Session: Session 24

Next Session: Session 26




Friday, April 7, 2023

Ratpack – Shattered Star Book 3, Session 24

[Day 42 – Naga and the Hydrodaemons]

[This game uses the Pathfinder 1E roleplaying game.  Game sessions happen once a week.  This session happened February 6, 2023.]

[SPOILERS!  If you are likely to adventure through the Shattered Star Adventure Path from Paizo, this campaign will be spoilers all the way down.]


Player Characters

Marativy – female ratfolk 9th level Ninja

Zitch Grimreaper – male ratfolk 9th level Witch with a donkey rat (capybara) familiar

Roscuro – male ratfolk 9th level Monk

Swamprover – female grippli 9th level Wizard

Winston – male ratfolk 9th level Gunslinger

Via Roll20

Templeton von Trapp – male ratfolk 9th level Summoner (Synthesist)


NPCs

Gridik Stormstride – male blue kobold 7th level Wizard (Invoker)

Hrefna – female changeling 7th level Omdura

Ariphi – female tiefling 7th level Rogue



Autumn

Day 42 continued (again)

The room beyond the exit door from the fish trap was a long, narrow room with an ornate door at the far end.  On one wall was a mural of an underground city.  In the mural were beings with no eyes and two mouths.  [Zitch later identified them as Caul-Borne.]  A naga took up a third of the room and looked ready for a fight until Roscuro asked her if she was Selany.  She cautiously allowed that she was, opening up a conversation.

The Ratpack explained that the wizards of the Spire had sent them to rescue the previous group, hers, as the wizards had heard nothing in some time.  Roscuro asked how long she had been down here, wondering if there was some sort of time distortion going on.  Selazny said she had been down here several weeks, which aligned with how long it had been since the wizards had lost contact.  Marativy asked if Selazny had found the Caul-Bourne and the naga answered she had not yet but expected them to be on the other side of this unopenable door.

The door in question had a sihedron rune [seven-sided symbol of the Runelords] on it with a large onyx plate in the center.  Roscuro asked if the Ratpack could take a look and the Selazny said, “Be my guest.”

Thinking this rune behaved like the rune that entrapped the couatl several rooms back, Roscuro approached the door and applied the Shard of Lust to the rune.  Nothing happened, but Selazny did start edging back away from the door [wisely as it turned out].  Roscuro touched the onyx plate with the shard and a glowing line appeared wherever he moved the shard.  Thinking he needed to draw a specific rune on the onyx plate and with no apparent way to erase the lines he had drawn, Roscuro lifted the shard from the stone, triggering a chain lightning spell.  Roscuro evaded the lightning, but Marativy, Selazny, Zitch, and Swamprover were all tagged by it.

Roscuro apologized for setting off the trap, but said he had two ideas for which rune he needed to draw.  Everyone else cleared out of the room, all the way back to the centrifuge room.

Once the area was clear, Roscuro drew the rune of Lust on the onyx plate with his shard.  This triggered another lightning bolt, which Roscuro evaded.  He next drew the rune of Gluttony, as that was the rune the group was looking for in this dungeon.  This triggered another lightning bolt, which tagged Roscuro soundly [he failed his save].  Zitch came in and healed up Roscuro some to keep Roscuro from dying.

Roscuro eventually decided that deactivating the trap was the better plan and called up Marativy to disarm the trap.  Marativy took some time and worked on the trap, eventually removing the onyx plate from the door.  This provided direct access to the locking mechanism, which she disabled.  Hrefna came in and applied her healing aura to heal everyone back to full health [including Selazny].

The next room was a small cavern with a subterranean stream running through it.  A small stone bridge arched over the river and a path went across it.  The far side appeared to turn south, but was at the edge of the group’s Darkvision.

Cautious, the party started crossing the cavern, using the bridge to cross the stream.  While crossing the bridge, three large hydrodaemons leapt out of the water and attacked!

The Ratpack concentrated attacks on one of the hydrodaemons, dropping it after a couple rounds of combat.  Swamprover dropped another one of them down into a summoned pit and used burning hands on another, careful to avoid Templeton with the area of effect.  Meanwhile, Selazny cast invisibility on herself and fled further into the dungeon.  The adventurers felt they had a good handle on the fight until the one in the pit cast deeper darkness and then summoned another hydrodaemon.  With his super sharp hearing, Zitch heard the summoning and responded with [a spell I didn’t write down in my notes], forcing the summoned Hydrodaemon to appear in the centrifuge room [and take damage].

[And this is when the GM’s laptop ran out of power.]

End of Session


Rat Whispers

[Going into this session, the Other GM warned us that he forgot the power cord for his laptop and so once the battery ran dry we were done for the night.  His laptop uses a proprietary power connector for a brand we don’t have at the house, otherwise I would have supplied one.].

[The adventure never explains how the naga got past the fish trap, just plunks her in the following room, beyond a locked and trapped door with no other access.  I don’t remember if I mentioned it or not, but the writing for this book makes a lot of assumptions and does things because the plot won’t progress if those things aren’t done.  Not a big fan of this book.]

[Finally, this blog entry was delayed due to wedding anniversary activities.  Sorry about that but the anniversary was more important.]


Ratpack

Book 1: Shards of Sin Landing Page – Links to all Book 1 sessions 

Book 2: Curse of the Lady’s Light Landing Page – Links to all Book 2 sessions 

Book 3: The Asylum Stone Landing Page – Links to all Book 3 sessions 


Last Session: Session 23 


Next Session: Session 25




Monday, March 27, 2023

Ratpack – Shattered Star Book 3, Session 23

[Day 42 – The Fish Trap]

[This game uses the Pathfinder 1E roleplaying game.  Game sessions happen once a week.  This session happened January 30, 2023.]

[SPOILERS!  If you are likely to adventure through the Shattered Star Adventure Path from Paizo, this campaign will be spoilers all the way down.]


Player Characters

Marativy – female ratfolk 9th level Ninja

Zitch Grimreaper – male ratfolk 9th level Witch with a donkey rat (capybara) familiar

Roscuro – male ratfolk 9th level Monk

Swamprover – female grippli 9th level Wizard

Winston – male ratfolk 9th level Gunslinger

Via Roll20

Templeton von Trapp – male ratfolk 9th level Summoner (Synthesist)


NPCs

Gridik Stormstride – male blue kobold 7th level Wizard (Invoker)

Hrefna – female changeling 7th level Omdura

Ariphi – female tiefling 7th level Rogue



Autumn

Day 42 continued

Having returned to the Thassilonian Workshop deep under Kaer Maga, the Ratpack was ready to explore further.  In the room they now knew to be a centrifuge, they prepped some spells and opened the third door, in the south east area of the circular room.  [The first door was the entrance from the main corridor and the second door led to a zig-zag corridor that Marativy discovered, which connected to the workshop room with the fire wasps.]

Beyond this unlocked door was a circular room with a lowered floor and a door on its eastern side.  The floor was down two feet and filled with clear water.  In the center of the room was a cage holding a fish creature with wires coming out of the fish and descending into the water.  There was a ring of runes on the walls of the room, just above the water level.

Zitch identified the fish creature as a “grodaire”, a kind of fae with the ability to raise and lower water levels at will.  The group immediately suspected the room of being a trap where the grodaire was forced to flood the room on command.

With no other viable paths forward, the group decided to get past the fish.  Templeton flew into the room and over to the eastern door, staying close to the north wall.  Nothing happened and the fish did not react.  Templeton spoke at the fish in several languages but got no response.  Templeton then flew back to the open door and Marativy climbed onto his back.

Templeton and Marativy then flew back to the eastern door so Marativy could examine it.  The door had no additional traps on it [other than the fae fish creature in the room] but was locked.  Marativy picked the lock.  She then attempted to open the door, which apparently triggered the fish trap.

Steel plates slammed down across both doors, isolating Templeton and Marativy inside the room.  Then the water level shot all the way up to the room.  THEN the ring of runes around the walls discharged lightning, shocking everyone in the now-flooded room [Reflex save for half damage].

Templeton started fighting the grodaire while Marativy worked to disable the lightning runes, both holding their breath.  Hrefna and Winston worked together and were able to break down the steel door between the centrifuge room and the fish trap room, with the water spilling out and then immediately started rising.  Due to the much larger volume, the water level rose slowly now instead of shooting to the ceiling.  This allowed the shorter members of the group [Gridik, Swamprover, and Zitch] to climb up onto the ziggurat and keep their heads above water.  For a little while.

Roscuro had a sudden inspiration and opened the door to the corridor that led to the fire wasp room.  He ran down that corridor to the back door of the workshop room and waited until the water was three feet high.  He opened the door, which flooded into the workshop room, submerging the human body.  Staying submerged and immune to the angry swarm of fire wasps, Roscuro moved in and placed the body into a body bag of holding, water and all.

In the meantime, Winston, now able to see the grodaire, started shooting the wires plugged into the fish fae.  He had taken out three of the four wires by the time Marativy finished disabling the lightning runes.  She immediately moved to the fish and removed the fourth wire, which “woke up” the grodaire.  She explained the situation to the fish and asked it to lower the water level again.  It did so, lowing all the water so that only its room contained any.

This included the workshop room with the fire wasps, leaving Roscuro suddenly exposed to the swarm!  Roscuro [beating the swarm on initiative] bolted out of the room, dragging the body bag of holding through the back door to the workshop room and then slamming that door shut.  He could clearly hear the very angry buzzing from the other side of the now closed door.

The Ratpack regrouped in the centrifuge room where Hrefna activated her healing aura [many had taken damage from the lightning runes when the water spilled into the other rooms].  The grodaire gave its name, but the Ratpack referred to it as Fish or Fishie [mostly because no one seems to have written its name down].  The fae was friendly if not too bright and agreed to travel with the group.  It was able to bring its own “tank” of water, magically keeping a column of water two feet deep and about five feet in diameter around itself at all times.  The Ratpack made certain to pair it up with taller members of the group to avoid any accidental drownings [Swamprover is under 2 feet tall and Gridik about two and a half feet tall].  Once the group was healed up, they re-entered the fish trap room and opened the exit door.

They faced a naga ready for a fight.

End of Session


Rat Whispers

[Winston’s player was recovered and had a negative Covid test, so he was back with us again.  He contracted it just after our game on the January 16th and was already recovering on the 23.  I would have insisted he stay remote (and he would have agreed) without the test results.]


Ratpack

Book 1: Shards of Sin Landing Page – Links to all Book 1 sessions 

Book 2: Curse of the Lady’s Light Landing Page – Links to all Book 2 sessions 

Book 3: The Asylum Stone Landing Page – Links to all Book 3 sessions 


Last Session: Session 22


Next Session: Session 24




Thursday, March 23, 2023

Ratpack – Shattered Star Book 3, Session 22

[Day 42 – Dwarf located and spin-dried]

[This game uses the Pathfinder 1E roleplaying game.  Game sessions happen once a week.  This session happened January 23, 2023.]

[SPOILERS!  If you are likely to adventure through the Shattered Star Adventure Path from Paizo, this campaign will be spoilers all the way down.]


Player Characters

Marativy – female ratfolk 9th level Ninja

Zitch Grimreaper – male ratfolk 9th level Witch with a donkey rat (capybara) familiar

Roscuro – male ratfolk 9th level Monk

Swamprover – female grippli 9th level Wizard

Via Roll20

Templeton von Trapp – male ratfolk 9th level Summoner (Synthesist)

Winston – male ratfolk 9th level Gunslinger


NPCs

Gridik Stormstride – male blue kobold 7th level Wizard (Invoker)

Hrefna – female changeling 7th level Omdura

Ariphi – female tiefling 7th level Rogue



Autumn

Day 42

After spending a day on the surface in Kaer Maga to recover from the first expedition to the Thassilonian Workshop, the Ratpack was ready to return.  They took the long sloping passage under the Therassic Spire all the way down to the Workshop.

At the first room Zitch stated he wanted to cast Detect Secret Doors to verify the Ratpack had not missed anything in the rooms cleared so far.  As the previous Thassilonian dungeons the group had explored contained numerous secret doors, this was very reasonable.  The question room, the chain room, the ex-couatl prison, and the orrery were checked in quick order and no secret doors were located.

When the group went to check the round room with the ziggurat, they found it now had an occupant.  Sitting on top of the ziggurat going through his backpack was a corpulent gnome, recognizable as Luonin the Vast, a bloat mage and the third member of the missing adventuring party.  In conversation gnome was singularly uninterested in where his traveling companions were.  He seemed to be unaware of how long he had been down in the workshop.  He was convinced this room was the only important one, being the center of the universe.  He offered to show the Ratpack how it worked.

Suspicious [as usual], Roscuro agreed to a demonstration.  He and Marativy entered the circular room, but Roscuro gestured for the rest of the Ratpack to stay in the corridor.  As Roscuro and Marativy approached the central ziggurat, Luonin pulled the lever on top of the ziggurat.  This started the room spinning!

As the room spun, the three equally spaced doorways moved out of sync with the doors, showing bare wall instead.  The speed of the spin rapidly increased and it became difficult for Roscuro and then Marativy to keep their footing with some force pushing them out from the center of the room.  Quickly the room reached a speed where they were forced out to the walls of the room and could stand on them, though they felt much heavier than normal.  Luonin hovered over the central ziggurat, ranting about how this room was clearly the center of the universe with the rest of the universe rotating around it.

[The room was spinning like the Barrel Roll ride at Astroworld, which dates me somewhat.  The force pushing them out was centripetal force from the rapid spin.]

Templeton, standing in the corridor and seeing the room was rotating, timed a jump to enter the room before it got up to full speed.  Luonin turned invisible and started attacking Roscuro, Marativy, and Templeton.  During the fight, Swamprover attempted to cast Magic Missile at Luonin – some missiles made it into the room on the first casting, but none from a second casting made it, splashing on the outside of the spinning walls.

Eventually the Ratpack knocked out Luonin and tied him up.  Roscuro pushed the lever back into its starting position and the room slowed back down and eventually stopped [leaving those in the room a little dizzy and slightly nauseous].  At Templeton’s suggestion, Luonin’s unconscious form was relieved of valuables.  This included a wand of Shield [5 charges left], a potion of Cure Moderate Wounds, a jar of fortifying leeches, Luonin’s notebook, and some reference books.  The reference books included Magical Properties of Fae Lineages, Properties of Evocation Magic, and some books containing synopses on various Outer Planes.

Looking through Luonin’s notebook, there seemed to a definite point where he started going mad.  Earlier entries were in a neat hand and cover things seen and done.  At a certain point the writing started getting looser and then wild verging on frenetic.  Those portions seemed more babbling and repetitious.

The Ratpack decided to take Luonin back to the surface now and get paid for returning him alive before he woke up and became belligerent again.  Back at the Spire Luonin was turned over unconscious but alive and the Ratpack was paid the 2000gp bounty for a living member of the previous group.  They then turned around and descended again.  [This part was a little rushed as we were wrapping up for the night.]

Back at the dungeon entrance, Zitch put his Ward on Marativy and cast Heroism on Marativy and Roscuro.

End of Session


Rat Whispers

[Winston’s player contracted Covid at work and was sick, so he attended remotely through Roll20.  This caused some logistics issues at the game as his laptop and monitor were the access points used for the table.  He mirrors the play area on a separate monitor and we plug in an external microphone and speakers so Templeton’s player can hear the entire table clearly and be heard by the table.  The other reason we do this is to limit the number of laptops at the table, which limits distractions and keeps the players focused on the game.  I ended up booting up my laptop and a spare monitor to provide AV for this session.  Mine do the job, but Winston’s player’s monitor is much better than my spare and his laptop is newer by years, making it faster and better able to keep up with load.]


Ratpack

Book 1: Shards of Sin Landing Page – Links to all Book 1 sessions 

Book 2: Curse of the Lady’s Light Landing Page – Links to all Book 2 sessions 

Book 3: The Asylum Stone Landing Page – Links to all Book 3 sessions 


Last Session: Session 21 


Next Session: Session 23




Monday, March 20, 2023

Ratpack – Shattered Star Book 3, Session 21

[Day 40 and 41 – Wasps and recovery]

[This game uses the Pathfinder 1E roleplaying game.  Game sessions happen once a week.  This session happened January 16, 2023.]

[SPOILERS!  If you are likely to adventure through the Shattered Star Adventure Path from Paizo, this campaign will be spoilers all the way down.]


Player Characters

Marativy – female ratfolk 9th level Ninja

Zitch Grimreaper – male ratfolk 9th level Witch with a donkey rat (capybara) familiar

Roscuro – male ratfolk 9th level Monk

Swamprover – female grippli 9th level Wizard

Winston – male ratfolk 9th level Gunslinger

Via Roll20

Templeton von Trapp – male ratfolk 9th level Summoner (Synthesist)


NPCs

Gridik Stormstride – male blue kobold 7th level Wizard (Invoker)

Hrefna – female changeling 7th level Omdura

Ariphi – female tiefling 7th level Rogue



Autumn

Day 40 (continued)

Facing two swarms of fire-proof [or at least, very fire resistant] wasps, the Ratpack planned on withdrawing and locking the swarms inside the workshop room.  Winston stepped to the side of the door, ready to push it closed as soon as Marativy and Roscuro exited the workshop room.  Unfortunately, the swarms were quick and fiendishly alert.  The swarm by the door flowed into the orrery, stinging several members of the Ratpack.  Roscuro focused his ki, grabbed the tattered body of the halfling by the ankle and ran for it, dragging the body out of the workshop room and across the orrery, yelling for the rest of the Ratpack to retreat.  Rather than pursue Roscuro, the second swarm stayed where it was, attacking Marativy.  Templeton held his action while Swamprover stepped out of the swarm and cast Snowball at it to zero effect [the individual wasps are small enough that only area effect attacks do damage to the swarm].  Ariphi opened the door from the orrery to the corridor beyond and fled into the corridor.  Not having the movement to make it across the workshop and then across the orrery, Marativy instead made use of the second door in the workshop room, opening it, rolling through and kicking it shut in one fluid motion.  Zitch stepped adjacent to Swamprover and Templeton and cast Dimension Door, teleporting the three of them back to the questioning cube room at the entrance to the dungeon.  Gridik moved 10 feet north to the doorway out of the orrery and cast Lighting Bolt down the center of both the orrery and the workshop room, burning through both swarms.  The closer swarm say the attack coming and avoided most of it [made its Reflex saving throw] but the swarm in the workshop took the full brunt of the attack [it failed its saving throw].  Winston, waiting for this moment, slammed the door to the workshop closed, cutting off the second swarm from the Ratpack.

Winston then turned and bolted out of the orrery, into the corridor beyond.  The remaining wasp swarm moved directly to Gridik, the buzzing of the thousands of wings sounding menacing and angrier than earlier.  Gridik was stung multiple times, the poison sapping the mobility of his limbs [it did hit point damage AND Dexterity damage].  Roscuro fled the orrery, yelling at Gridik to get out.  Ariphi stepped out of the room and waited to close the door.  Marativy, now in a side passage, followed it, hoping to find a way to rejoin the rest of the group.  Gridik staggered out of the swarm and the orrery, turning in the corridor to force his fingers to move and cast another Lightning Bolt at the swarm, scoring a strong hit [32 points of damage on a roll of 7d6+3].  Ariphi, waiting for Gridik’s exit, closed the door to the orrery as Gridik slumped to the floor, his limbs stiff from the poison in his system.  Winston and Marativy each felt similar effects, having been poisoned from the wasp stings.

The side passage Marativy was in led back to the second round room with the short ziggurat in it.  From there she was able to rejoin the rest of the group in the corridor.  Winston applied his healing knowledge to assist Gridik in resisting the poison, but the poison was pernicious [he gave Gridik a bonus to his next save, which Gridik made, but the poison required two consecutive saves to end early and Gridik failed to make a second save].  Zitch used the wand of Lesser Restoration multiple times while Hrefna cast Lesser Restoration on Gridik to help the small kobold ride out the effects of the poison.  [Gridik didn’t start with a high Dexterity and was down to a Dexterity of 3, twice, as the poison burned through his system.]

Once the poison was done, Zitch used the wand of Lesser Restoration a couple more times to mostly unlock Gridik’s muscles from the knots the poison tied them into.  The kobold wizard would be sore for quite a while.  During this time Roscuro identified the dead halfling as Perotus, on of the four adventurers the Ratpack had been asked to retrieve.  He and Marativy conferred about the human body and were fairly certain that it was the body of Hassari, the female human monk, another of the missing adventurers.  They decided that body wouldn’t likely get any dead-er, so they would retrieve it later, when the Ratpack was ready to deal with the wasp swarms.

The Ratpack decided they had had enough for this expedition and it was time to return to the surface.  Roscuro brought up the point that the crying from the room opposite of the chain fiends might be another missing adventurer and they should probably at least take a peek inside that room.  The rest agreed.

For safety, most of the Ratpack retreated to the sloped passage back to the surface.  Roscuro stood at the door to the “crying room” while Marativy unlocked the door.  Roscuro opened the door to look inside and found a large feathered serpent bound inside a seven-pointed magic circle inscribed on the floor.  The feathered serpent was the source of the crying and was babbling about a master making a promise.  Roscuro called back to the rest of the Ratpack what he and Marativy could see.  He asked Zitch and Gridik to come have a look and identify what was going on.

Zitch and Gridik went and took a look in the room, they identified it as a couatl, which are very lawful and good aligned and known to be interested in helping young civilizations.  It being in a Runelord dungeon was very unusual and suggested it was probably trapped here since Earthfall.  It might be mad.

Not certain what to do with this, the Ratpack considered leaving it until the next day.  Roscuro asked Templeton if he could summon something that might be able to talk with the couatl.  Gridik cast Detect Magic and peeked into the couatl room.  The circle on the floor was a very strong binding spell with some mind altering spells included.  The mind-altering spells would explain the babbling.  While Gridik was looking, the couatl espied him and started addressing Gridik as Master and begging to be freed.  This confused everyone.

Swamprover walked into the room to see what she could see, which angered the couatl.  It cast a Scorching Ray at Swamprover and she quickly retreated.  Eventually the group worked out that the grey cloak of resistance that Gridik was wearing, picked up from the chain fiend room, was the thing that caused the couatl to identify him as “Master”.  Templeton outside of his eidolon while wearing the other cloak and maybe Roscuro in the grey monk robes might also trigger the same effect.

Gridik went into the room to study the binding circle more.  Looking at it in detail and with some prompting from the couatl, Gridik decided that using one of the shards would disrupt the binding and free the couatl.  He discussed this with Roscuro, asking to borrow the Shard of Lust.  Roscuro had concerns about freeing a mad couatl, but Gridik convinced him the madness was caused by the spells on the couatl, not an inherent mental instability.  Roscuro handed over the shard.

Gridik went back into the room with the shard and touched it to the seven sin runes spaced around the binding circle.  Nothing happened.  The couatl “reminded Master” he needed to say the words as well and told Gridik what the words were.  Gridik retouched the runes and said the words, which immediately dropped all the spells on the couatl!

After a quick stretch [it had been bound inside a slightly too small space for 7000 years], the couatl introduced itself to Gridik as Tsikinahl.  Tsikinahl thanked Gridik for freeing him and stated he owed Gridik a great debt.  Tsikinahl then gave Gridik four of his own feathers before departing.  [If used when casting the spell Planar Ally, the spell summons Tsikinahl specifically.]

Very pleased with himself, Gridik handed the Shard of Lust back to Roscuro and secured the four feathers in his writing kit.

One Hour Later

The Ratpack returned to the Restricted Library under the Therassic Spire and were met by Elaneiros.  Roscuro turned over the body of Perotus and the Ratpack was paid the 1000 gp bounty.  The group left the Spire and returned to the Grange in Downmarket to rest and recover.


Day 41

Using a side room at the Grange, The Ratpack retrieved Hrefna’s body from the body bag of holding it was stored in and laid it out on the floor.  Zitch cast Blood Money to meet the requirements for casting Reincarnation on Hrefna’s body.  Over the next hour a new body formed next to Hrefna’s original, nearly identical in form [the GM put together a custom reincarnation table for non-human subjects and Hrefna’s player rolled a 01 – same race].  When the spell completed, the new body suddenly inhaled and animated.  Zitch cast Restoration on Hrefna’s new body, using Blood Money to pay for the missing diamond dust.  Hrefna was able to cast Restoration on herself after that in order to remove the last of the negative effects of the Reincarnation spell [causes recipient to receive two permanent negative levels].

With Hrefna alive again, Zitch cast Restoration on Marativy to remove the poison effects she still suffered from the wasp stings.  He then cast Lesser Restoration on Gridik to remove the last of the poison’s effects from the kobold.  With the others restored, Zitch and Hrefna then cast a series of Lesser Restorations on Zitch to heal all the [Strength] damage he had done to himself using Blood Money to cover missing spell reagents [mostly diamond dust].

Winston was interested in a belt of incredible dexterity [+2] and had money stored.  He paid Gridik cost + 500gp to craft it for him, which took the rest of the day to do.

End of Session


Rat Whispers

[The wasp swarms had a template on them, making them much more dangerous than normal and intelligent.  As a group, we hate swarm monsters as they are some of the hardest creatures to damage in Pathfinder.  We suspected that the human body still in the workshop room is also infested with a wasp swarm, meaning we would have to face at least two swarms to retrieve the body, possibly all three.  Events in Session 23 gave us a better opportunity, but you will need to wait until I get there in my posting.]

[It was really a close thing with Gridik.  If we had not purchased a wand of lesser restoration early in our adventures, he would have died from the poison as I could not roll two consecutive Fortitude saves at all.]

[Hrefna rolling the only roll that returned her in her original form was very unexpected and we were all just a little disappointed we didn’t get to see what else was on the new table.]

[Blood Money should have been named something else.  Really.]


Ratpack

Book 1: Shards of Sin Landing Page – Links to all Book 1 sessions

Book 2: Curse of the Lady’s Light Landing Page – Links to all Book 2 sessions

Book 3: The Asylum Stone Landing Page – Links to all Book 3 sessions


Last Session: Session 20


Next Session: Session 22




Friday, March 17, 2023

Southern Reaches Archive

This is an archive page for my Southern Reaches Campaign.  The weekly campaign ran from April 2010 to July of 2011 for a total of 50 sessions using the Pathfinder 1.0 rules shortly after they had been published.

These are some of my earliest blog posts, when I was still very new to blogging, so navigation is non-existent and expect the writing style to evolve.

Session Notes

Campaign Switch: Bugbears for the Southern Reaches - Includes:

  • Session 1: Following the Journal
  • Session 2: Going Under Drop-Off Tower

Return to Under Drop-Off Tower - Session 3

Terrace of the Fallen Horses – First Expedition - Session 4

Return to Under Drop-Off Tower, Second Trip - I think you get the idea.

Return to Under Drop-Off Tower, Third Trip

Under Drop-Off Tower, Fourth Trip; Old Stones; and Fishing for Experience

First Trip to the Cave

Terrace of Fallen Horses

Discoveries at the Terrace of Broken Horses - 10th session

A Road to Drop-Off Tower

On the Road to Santa Fe

Building of the Grass Road

Entering Eastern Edgewood

A Near TPK, the Temple of Chac, and the Underfortress

Building the Terrace Road

Dire Lions are Dire

Metal Home Improvements

Exploring the Edgewood

Crouching Tiger, Hoisted Ballista

SR21: Thunder, Clay, Coins - Finally!  I started numbering the sessions.

SR22: Snow Falls, Morlocks Die

Deeper into the Morlock Hall (But Deep Enough?) - ...and I stopped numbering for a bit.

Tower Upgrades and the Forbidden God

SR25: Betrayal and Insanity

Discovery of the Lake of Fire

A Hot (and Cold) Time in Old Stones

The Shadowed Obelisk – Part 1

SR29: The Shadowed Obelisk – Part 2 - The numbering returns, for good this time.

SR30: The Shadowed Obelisk – Part 3

SR31: The Death of Su Bel

SR32: Adventurers Make Archeologists Cry

SR33: Adventurers Make Schliemann Look Circumspect

SR34: Return to the Lake of Fire

SR35: Ghost Tower Conclusion

SR36: Searching for a Mine of Their Own

SR37: Dragonslay…er, No. Not Really.

SR38: Cheap Crypt ("He's tight!")

SR39: Cave Fishing with Alys

SR40: Ghosts, Terra Cotta Warriors, and a Lightning Elemental

SR41: The Crooked Tower

SR42: Diversionary Fires and Leucrotta

SR43: Showdown at the River

SR44: Hunting Giants

SR45: Through the Rope Trick

     From the Diary of Alys Kaah (SR45)

SR46: Last Tombs on the Terrace

SR47: Alys, the Jagirdar Kaah, Goes to Town

SR48: The Cleansing of the Banshee Copper Mine

SR49: Penultimate Session – Looting the Copper Mine

SR50: Final Session – Fall of the Dragon - final session