Sunday, 21 May 2017

Revised Fighter Class

As a fighter, you gain the following Class Features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: Light ArmorMedium ArmorHeavy Armor, shields
Weapons: simple Weapons, martial Weapons
Tools: none
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) Chain Mail or (b) leather, Longbow, and 20 Arrows
• (a) a martial weapon and a Shield or (b) two martial Weapons
• (a) a Light Crossbow and 20 bolts or (b) two handaxes
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

Table: The Fighter
LevelProficiency BonusBonus Features
1st+2Fighting Style, Second Wind (3/LR)
2nd+2Action Surge (3/LR)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement or Action Surge (+1 use/LR)
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement or Action Surge (+1 use/LR)
13th+5Indomitable (two uses)
14th+5Ability Score Improvement or Action Surge (+1 use/LR)
15th+5Martial Archetype feature
16th+5Ability Score Improvement (max 24)
17th+6Action Surge (+3/LR), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement (max 24)
20th+6Extra Attack (3)

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.


You gain a +2 bonus to Attack rolls you make with Ranged Weapons.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Master

When you are wielding a non-Finesse weapon in two hands, you gain a +3 bonus to Damage Rolls with that weapon. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature 3 times you must finish a Long Rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature 3 times you must finish a Long Rest before you can use it again.  At 17th level you may use this feature an additional 3 times before finishing a Long Rest.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Action Hero: The Level 8, 12, and 14 Ability Score improvements may each be replaced by an additional use of Action Surge per Long Rest.
Unlimited Might: The level 16 & 19 Ability Score improvements may raise an Attribute above 20, but not above 24.

Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attackaction on Your Turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.


The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous Training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any StrengthDexterity, or Constitution check you make.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.


At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

You don’t gain this benefit if you have 0 hit points.


Hit Diced10
Saving ThrowsStrength, Constitution

Monday, 15 May 2017

ep 50 17/5/4713 Seven Swords of Sin #2

Joined by Obero a female Samurai Pathfinder, the group press on into the Council of Truth's dungeon, defeating a mighty steam mephit and a stasised Gug, encounter an alchemy lab, library, waste incinerator. and spiked trap room, finally locating the stairs down to the next level, seeking the Seven Swords of Sin...

"Ancient Thassilon was not ruled by wizards and spells alone, for even the runelords had their martial champions. Also known as the Alara'hai or the Seven Blades of Conviction, the Seven Swords of Sin were the weapons of those champions, assorted blades imbued with the deadly might of the schools of magic that dominated Thassilon."

The names of the Seven Swords, as listed in Tirana's notes:

Asheia, Sword of Lust
Baraket, Sword of Pride
Chellan, Sword of Greed
Garvok, Sword of Wrath
Shin-Tari, Sword of Sloth
Tannaris, Sword of Envy
Ungarato, Sword of Gluttony

Amatatsu Icy Kama:
+1 weapon, d6 slashing, 1-handed, light, finesse: legendary (requires attunement)
When you hit with an attack using this magic kama,
the target takes an extra 1d6 cold damage. In
addition, while you hold the kama, you have
resistance to fire damage.
In freezing temperatures, the blade sheds bright
light in a 10-foot radius and dim light for an
additional 10 feet.
When you draw this weapon, you can extinguish
all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Image result for GugQuillax Account

- Obero joins party
- Neril was otherwise engaged
- Fight and destroy Imp (which was actually a Mephit)
- Disabled allure/wall trap, revealing a Gug, which we killed
- Safely secure a key (inscribed "21")from an alchemical room.
- Secure some books from a library
- safely get through "Hedgehog dilemma's" room
Sepheria and Claw met a woman at the window, Obero. She stated she was looking for answers about her family and her search had led her to the Council of Truth. She asked to join our group.
Neril and Claw stayed up on street level while Sepheria led Obero down. We briefly turned the turbines off to assist them through the turbines.
After introductions, we proceeded through the console room and into the "Imp" room, which revealed itself as a Steam Mephit as we battled it. Irizati used his weapon and destroyed one of the crystals, shattering it and causing a chain reaction, which knocked Obero out and killed the Mephit. It destroyed some of the treasure, unfortunately, but the magical items survived the blast. We got Obero to her feet, collected the surviving items, and progressed down the hall.
We passed a room with a koi fish pond, which we thought was probably the proper entrance to the building. We simply passed it.
The next room was an illusionary gold pile covering a trap wall and topped with a suggestion/charm effect. As the suggestion effect could ensnare our companions if they followed, we decided to pull down the wall to protect them. I safely disabled the trap only to reveal that it hid a beast inside. With the wall down, the stasis dropped and the Gug stirred into action. With a team effort, we were able to strike it down with Irizati landing the killing blow.
[3250xp each]
We continue onward past a room filled with dead goblins, who had managed to impale themselves on their own made traps. One had a scroll of engineering schematics of traps and metal floor traps.
At the end of the hall, there was another door, which led into an acrid smelling room with 3 oil paintings, a black cauldron, and 3 pillar/podiums made of piles of bones.
- Skeleton with yellow heart, holding a red apple and a blue jay.
- Castle being hit by a huge blue tidal wave with a red rose at its centre.
- Babou Demon holding a yellow goblet and a red heart.
The pillars were topped with inverted skulls acting like cups, each bubbling with a different coloured liquid. There was also a corner with raw lead, a key trapped in amber, and 2xred, 2xblue, 2xyellow powders.
Irizati knew not to mix the powders because it would be unstable and not to mix multiple reagents.
We mixed the blue liquid and the red powder, which produced a clear alkahest acid. The key was freed from the amber by dipping it in the acid with mage hand. The key had "21" etched into it.
Leaving the room, we progressed to a room called "Hedgehog's dilemma", written in an alchemical language. Before progressing into that room, we located a library and collected some books, found the other entrance to the raptor room, found a possible garbage disposal room with a lava-esque sense about it.
Note: the books explained that the Swords (called Alara'hai) had originally been virtues and had been corrupted. Asheia is the name given to the Sword of Lust we are hunting for; a flaming blade that causes anyone it strikes to fall under control of it's wielder.
We eventually passed through the Hedgehog's Dilemma room which had squares of reverse gravity as well as little spikes on the floor. We were able to get through safely, except Obero, who needed to be polymorphed into an Owl to free her from the trap.
We stepped into the stairwell, Obero still in owl form, and proceeded downward.
[ 600 + 600 = 1200 xp ]

Sunday, 7 May 2017

ep 49 16-17/5/4713 Seven Swords of Sin #1


16-17/5/4713 Quillax takes the gnome Luonim and Thassilonian head Capita to Fort Rannick (along with Sephiria), consults with Captain Oriana. Return next morning (down 1 spell slot). A messenger boy delivered a message to Neril at the Inn - Abra Lopati of the Duskwardens sends thanks for the destruction of the Dark Rider (who killed his wife) and promises Duskwarden aid when needed.
The dwarf merchant Gadka visits and tells of meeting (& beating) one of Tirana's minions who says she has collected all the Seven Swords and begun a powerful ritual - likely taking several days.

Quillax Account
Trying a new format - a summary of the major plot points before the journal. Also, did a lighter write up format, less of a blow-by-blow. Let me know what you think at the next game.
- Took Luonim to Fort Rannick
- Gadkah tells us Tiraneh is rumoured to be starting a ritual - will take a couple days to complete
- Enter ventilation shaft via skull on Kaer Maga city wall
- Work out control room panel combinations and find a short term off switch (energy off for mere seconds) and document sequence for full shut down
- Dominated Squid vs Electric Item carrying armour coveting Imp
- Abyssal Goblins riding super ninja evil cleric Jurassic Park style raptors. Killed all four Goblins. Two had Wands; We did not collect these.
- Ran away from raptors. Sealed them in room with Wall of Stone
- Retreated to entrance for Short Rest.
[xp 3520 each]
Journal [7-May]
It was a quick use of Transport Via Plants to bring Luonim and Sepheria (+Capita) to Fort Rannick. After speaking with the Grey Maidens there and updating them on the general situation including Luonim's role at the Fort, we left most of Sepheria's collection of books for his research, with the most valuable/dangerous books in her room under Capita's guard). We spent the night and returned to Kaer Maga on the following morning, making our way from outside the city in once more, a path I am beginning to become quite familiar with.
While we were away, the Dusk Wardens sent a message, which Neril collected and responded to. They sent their thanks for our dealing with the Black Rider, who had killed some of their family members and they offered their assistance should we need it in the future.
Upon our return, Gadkah sought us out and informed us that he had heard Tiranah was starting a ritual using the Sword, although rumour had it the ritual would possibly take a few days to complete. We decided to take the ventilation shaft instead of the front door and Gadkah volunteered to take us there. He led us to a window in the stone and informed us the ventilation shaft was just through the window then left. Sepheria and Neril checked out the area on the broom and reported back they had found the entrance in the left eye of the skull about 40 feet below the window's ledge. The top of the skull was 20' below the window itself, so we could easily get down using rope or being ferried by broom.
Just inside the entrance were three tunnels, each with four slowing spinning turbines that circulated the air. I went ahead with Sepheria to see if we could interrupt these without setting off any alert. After some discussion, we decided it was not safe to do so and as it would be difficult to get Clank through the turbines undamaged, we left him and Moncey to their own devices outside while we made our way past the turbines magically.
There were two possible doors, one that glowed slightly and one that smelled of floral decay. As I was already in a wildshape, I scouted the glowing door, shifting into a spider to slip under the door. Inside was a control room with a glowing pool and inside the pool a squid lurked under the bridge. Reporting back, we decided that room was important and we went in. Claw dashed across the room and started poking at the controls so Sepheria Tasha's Hideous Laughtered him so he couldn't break anything. As Irizati stepped in, the squid finally decided to attack. Irizati was able to dominate the squid and used it to open the next door in the control room. That led down to a short hall and a circle of crystals that acted as a lightning-conducting barrier. Meanwhile, I investigated the control panel and was able to work out how to interrupt the power briefly as well as turn it off completely. The latter required a complex series of steps, which I documented. In the other room inside the circle of lightning, Neril found an Imp with some sort of lightning rune/gem guarding a pile of armour. We send the squid to investigate and ended up down one squid.
We decided to check out the other door near the entrance that had smelled of floral decay. Getting closer, I could also smell reptiles. We opened the door to a room with a raised central platform and two strange dimensional portals - one on their side of the room. On the left, the portal seemed to lead to a dinosaur filled jungle and on the right to a world of fire and ash. Four Absyssal Goblins, each riding a dinosaur wearing armour attacked us, two wielding wands. Irizati managed to hold person most of the goblins except the boss and we were able to pick them off one by one but the dinosaurs were amazingly strong. Neril and Sepheria tried to stay invisible which helped them greatly, but Claw took rather a large amount of damage. I polymorphed him into a Giant Ape, twice, which kept him alive long enough for us all to run. We sealed the raptors in the room with a wall of stone and retreated - with Sepheria grabbing Claw and using dimension door to escape.
We retreated to the entrance for a short rest. After waiting for the group to meet up and return, we decided to try the path past the Lighting-wielding Imp instead.

Sunday, 30 April 2017

ep 48 8-16/5/4713 The Orerry; Hasari

Return to Magnimar by Quillax's tree spell, consult with Sheila Heidmarch. Claw joins the Pathfinders and gets started on the Heidmarch larder. Word is that half the Lady's Light has collapsed into the sea. Giants raiding Sandpoint took a stone from the Old Light (which Neril confuses with the Lady's Light).
Return to Kaer Maga. Meet Lawless Kaid. Delve into the pits under the Therassic Spire, knock out & rescue the monk Hasari. Sephiria gets library access.

Quillax Account

Journal [30-April]

We were able to get to the library exit with Jarrick's body, meeting up with the rest of the group and we mourned his death. Jarrick had previously instructed me that he did not want to be revived, so we wrapped his body up and worked out that there was no Temple in Kaer Maga where we could have him buried, so we would need to bring him back to Magnimar. Sepheria found a temple which could cure her curse for trade of one of our +1 rings of protection. Once that was done, we stepped through to Magnimar using Transport Via Plants. We brought Jarrick to his Temple and instructed them to bury him as per their customs and handed over his shield. Perhaps fittingly, the painting on the shield would forever remain unfinished. though it would go on to protect another Paladin in the future and his tower/soup kitchen was ceded to the Temple for their continued use.

While we were in Magnimar, we went to the Lodge and spoke with Sheila. She heard our report and inducted Claw into the Pathfinder's Society officially. She also handed over the next Ioun stones. She did mention that we could potentially carry more than one stone each, which is something we were previously warned against. We cannot attune to more than one but theoretically we could each carry up to three stones without being driven insane.

With the other formalities aside, Sheila introduced us to a new Pathfinder who came highly recommended to her and she suggested that he travel with us. Irizati Al-Amestri is a tan half-elf with dark hair, who favoured a duster and a broad-brimmed hat and had been trained in Alchemy. He handed over two scrolls as a goodwill gesture. We agreed that he could travel with us and planned to leave first light on the morrow.

We met up to return back to Kaer Maga, but my Travel Via Plants spell failed, due to Kaer Maga's magical protections that had caused us issues before. We would have to wait until the following day to try again to travel to just outside the city near the Half-Light Path.

As we had time, Sepheria visited her sister, I worked on making potions, and Neril checked in on his students, and Claw explored the city. The following morning when we met again, Claw informed us that he had a vision of a ruined Abbey while holding the shard of Gluttony; his descriptions led to us to believe this was Windsong Abbey due to the Doomsday Door he described. We knew that the Doomsday Door was related to the Cult of Grotis, an end-of-days group. We are fairly certain the next shard should be Envy which will require the Dusky Rose Prism Ioun Stone that we had received from Shiela.

- Side note - Winding Abbey is known to be a meeting place of the 21 most important/powerful religions where they met to discuss important topics, although this has declined in recent years and the Abbey has be left to ruin.

It was suggested to us as we gathered to leave that we later check in with Koriah Azeren at Windsong Abbey. I had met her once, when I had first joined the Pathfinders so many seasons ago, and there was the small accident following the puzzle box.

As we had prepaid for only a week at the Wheel Unbroken in Kaer Maga and we had left Capita there alone, we felt it important to return quickly so save any incidents. Thankfully, we returned to the Inn before our pre-payment ran out and we paid for another week. As we were arranging this, the Owner informed us that a woman, Facelss Kade, had asked after our group. As you may remember from our previous messages, Faceless Kade leads an exiled group of Grey Maidens who live within Kaer Maga's walls. We were told she could be found in Down Market, probably in the main market area.

Sepheria sent a runner to invite Kade to tea that afternoon. Irizati sat at a table a little away from our group and Neril hid himself in invisibility to test if they were able to see him and as a flank in case they decided to be unpleasant. It was just on time for tea when 5 Grey Maidens in incomplete sets of armour entered the Inn. Only one had a full set of armour and we correctly guessed she was Kade. Two more had nearly complete sets and the last two had even less. They asked about a leaflet Sepheria had distributed regarding the invitation of Loyal Grey Maidens to Fort Rannick. During the discussion, they admitted to having killed a HellKnight that was chasing a person who had some tax discrepancies. They were paid to protect him and had done so. This was approximately 3 months previous.

- Side note - Hellknight Rogare had a personal crusade against the Grey Maidens as they considered them cause of the Plague, hence his start of legal proceedings against our group whilst they were in Magnimar and the reason we moved them to the relative safety of Fort Rannick. While the Maidens were indeed involved in the Plague, most Hellknights do not actively hunt the Maidens. They will only actively hunt the ones that are allied with the Church of Ergothoa, but otherwise will leave them alone. The most senior Grey Maiden survivor took a large number of Grey Maidens to Chellus (?) and were adopted by the Queen.

Sepheria informed Faceless Kade that we had business to attend to further before we could speak more with them and they informed us they could be reached in the "Three Tuns" later. Neril followed them out and reported back their conversation to us later, which was mostly that they had to induct most of their recruits, who were not top-level fighters and many of the women were happy to stay in Kaer Maga.

Once Neril returned, we returned to the Thorassic Spire to complete our promise to find all of the missing party. We bumped into Luonim the BloatMage in the library and found that his confidence in his own skills had been extremely shaken.

We made our way back to the Orriary room, which was a fascinating model of the solar system. Wisely, Sepheria opened the door with mage hand and when nothing attempted to kill us, Claw peered around the door before stepping into the room. Once he was inside and proved the room was currently safe, we all followed. Sepheria reckoned the model was quite accurate. There were two large cracks on either side of the room, breaking the perfectly smooth, round walls of the room but it seemed mostly like wear and tear as opposed to damage like that of an earthquake or such, however, the cracks matched each other almost perfectly.

Sepheria investigated the plinth/stand and determined that the lever was the on/off switching the odd wheel set into the plinth with cog-like ridges around it controlled something about the room, possibly the model. She used Mage hand again to flip the lever and we all waited for an attack but instead an illusion was activated around the entire room, the walls, ceiling and floor - with the exception of the cracks which showed nothing - all showed what appeared to be a live feed of the outside world with little miniature people going about their business unaware of being observed. After some discussion, the wheel was turned one tick counter clockwise. The little figures became translucent and began moving backwards. Neril then turned the wheel two clicks clockwise, so it was one click clockwise from it's original position. The people began to move forward and as time passed (and the sky darkened into night in the illusion) they became more and more translucent. Sepheria recommended we put the wheel back to the original position and lock it with a dagger then turn off the illusion. She suggested this was a long-term research project and we had important work to finish.

We moved to the next door, checking it carefully for traps. Neril noticed a large black spot on the ceiling. He hurried back to the plinth and removed the dagger, wanting to move the time back so that the illusion would show now as opposed to a little bit in the future when we turned it off. Before he could do this, the black spot split into two and each headed for a crack in the wall.

Two monstrous dog-like creatures appeared, which we later identified as Hounds of Tindalos). One hound attacked Irizati, who quickly turned invisible and teleported out of the room. The Hound, confused, then headed for Sepheria. The second Hound attacked me. Claw charged at the Hound attacking Sepheria. I took Earth Elemental form and hit the Hound, which Clank also then attacked. The Hound started to 'speak' in it's planar tongue. Irizati returned to visibility and cast banishment on both hounds, managing to banish one back to it's plane. Neril attacked the remaining hound and attempted to stun it but the hound shook it off. Sepheria cast booming blade on it and badly wounded it. The Hound lunged at her and grabbed her throat. Claw took its head but somehow the body still moved!

The banished hound came back through the crack and hit Claw with a rending gaze, injuring him, then went after Irizati. Claw struck a blow on the first hound that seemed to finally kill the headless beast. Clank and I charged after the beast that went after Irizati, who drew an odd weapon he called a gun and shot it three times, killing it.

Sepheria examined the room more closely, while trying to patch up her injured throat and suspected that activating the room was like a homing beacon for the Hounds but the only reason they could enter was because the walls were broken. The hounds couldn't enter our plane except through a jagged edge. We decided that we needed to fix the walls. I sealed one crack using stone shape before Neril suggested trying wall of stone, which worked well in sealing the other. The walls were mis-coloured but smooth once more.

Once we were patched up, we headed to the next door, on which was written Workshop in Thesselon. Inside, the Monk, Hasari, knelt over the dead body of the halfling (her partner). She whistled angrily, unable to speak as her lips were sewn shut. Buzzing came from the hives as Hellwasps started to swarm. Sepheria cast fireball on the wasps, trying not to hit the monk or her dead lover. Hasari bent over and seemed to listen to the dead halfling and then screamed angrily and ran over to attack us. Neril met her in the middle of the room, and attacked her when reason failed. I tried to strike her but she struck back and stunned me. While stunned, I could see a little wasp crawl out of the dead body's mouth then retreat back inside. Clank charged to my defence and struck Hasari twice. Sepheria tried Tasha's hideous laughter but it failed and she moved away to reconsider. Claw hit her then tried to grapple her and was able to grab her. Irizati quickly closed the door and readied himself in case she slipped free and tried to escape out the door. Neril attacked her again and this time was able to stun her. Meanwhile, I shook off my own stun and told the others in carefully formed words of the wasp.

Clank helped Claw and Neril restrain and tie Hasari up, with Neril continually stunning her to keep her from causing us more injury. Sepheria turned her magics to the dead body and effectively cremated it and any wasps hiding inside.

Under the remains of the halfling was a backpack of books, only slightly damaged. We picked up as much of his corpse/dust as we could and took his remains and the insane monk back to the librarians to deal with them and collect our reward. The Librarians told us they were going to send the Monk to a special group to see if they could help her.

Sepheria decided to try to hire Luonim, who agreed to take on a position at Fort Rannick as magical support for the Maidens there as well as Sepheria's research assistant.

I told Sepheria that she was never allowed to spend more than 24 hours in 72 in the Library or else she would change and become like the Librarians, wizen and slightly malformed by the magics contained in the books and the Spire itself. She reluctantly agreed.

We left the Spire to return to the Wheel Unbroken to tend our injuries properly.

[ xp 3140 each / 1000 clank ]