Skip to main content

Friday Night Pathfinder: Wandering Around

The Shadowrunners started the week off with a full group in combat with a Bebelith.  Don the magnificent talked to the Bebilith and then called forth the Contract Devil in hopes that the Bebelith would find him more appetizing.  Instead, the Devil and Bebelith strike a contract, returning the Bebelith to its home place and ridding the party of the Contract Devil's possible future appearance.

In the room, the party found odds and ends junk.

During the start of the battle, Zirule, the cleric, was possessed by his diety, who has a major beef with Asmodeus for affecting his cleric through the foolish Gnome's wish.  Zirule's eyes glowed blue, his weapon glowed with blue flame, and he got stronger.  In the future, any encounters with serious evil alignment will probably call this diety power in Zirule.

The party went back from where they came.  They found a Vampire, and later a pair of glass golems.  They found a library full of books and scrolls.

Eventually they opened a rooms of 4 statues, each with jeweled eyes.  With the complete set appraised at 32000 gp, the rogue couldn't resist.  The rest of the party shut him in with the statues, and he remove the diamond eyes from the statue of Mystra, the only statue that seemed to have no aura of magic.

The rogue gained the two diamonds, but now has the curse / blessing that he is completely immune to all forms of magic until the curse is lifted.  This includes magical items, potions, and even healing spells.

The party moved on to a cavern where they encountered a Giant Anaconda.  River sliced and flambeed it quickly, crit-ing twice in a single round.  The tunnel leading out of the area was too long and too dangerous to attempt, so the party moved back to the cavern with the bebelith.  There they found a pair of caverns with dragon tracks back and forth and a third tunnel from which a seemingly familiar moaning was coming from.  The party moved towards the moaning.

---

So the main character for the next sequence will be out for a couple of weeks, so the Friday night party has agreed to beta test Lilliput -- my 6 page RPG.  We shall see how it goes.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

An Analysis of Tasha's Caldron of Everything: Spells

 I am going to be evaluating "Tasha's Cauldron of Everything" for incorporation into my own games. I figured I would go ahead and record this analysis on my blog here so other folks can follow along and glean some useful information from the time I spent. I tried to find an in-depth analysis elsewhere, but at this time none so detailed as this seems to be available. You will not find any of the text in its entirety in this blog. I will be referencing the first printing of the book, so please refer to that as you read along. There are no released errata for the book at the time of writing, although there are errata from other books that affect some of this content. There are 21 spells in Tasha's Cauldron of Everything. This includes Booming Blade, Green-Flame Blade, Lightning Lure, and Sword Burst cantrips that were originally published in Sword Coast Adventurer's Guide. There are 9 spells that allow you to summon creatures of various types. Three spells are notabl...