Dwellers of the Forbidden City--I1 Vintage 1980--Pathfinder Core Only (Inactive)

Game Master Chainmail

Here a brave party might find riches and wonders--or death! Is your party brave enough to face the terrors of the unknown and find....THE FORBIDDEN CITY
Current Map


1 to 50 of 263 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Among the effects of the King of the Mountain is map to a Forbidden City with treasures, according to notes on the map, 'exceeding the bounty of the Titan's Crown'.
A note is left written in common by the Linnorm King.
You were spared my wrath for a reason. Travel to the Forbidden City and spread the word of the 'Mountain that Walks'. Have this image made into holy symbols and carry it in my name.
A picture of a large white titan stomping a grey castle is the colorful image. The King is lacking in artistic talent as many ten year olds could have made a better drawing.

Note: The Ice Titan will most likely not make an appearance here. Like Frosty the Snowman, he does not do well in warm climates.


Male, Darkvision 60'; Sell Slots: (1) 4/3, (2) 3/2; (3) 2/2; Sorcery Points 5/5 (Careful Spell/Quickened spell) Half-Elf Sorcerer (Wild Magic) / 5: AC 12(15); HP 22/18; S-1,D+2,C+3,I+2, W+0, C+6; Init +2; PP-10; PI-15

Dot. level up to follow...and considering a crisis of faith


Male Halfling Paladin 4

Dot, level up done. Not sure what to do with character just yet.


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Dot


Male Halfling Paladin 4

Wonderful. So even more than before we are not masters of our own destiny. Very well, let us get resources and a method of travel to this place. One of us should also get these symbols I suppose. Cole is visibly irritated.


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

"Uhh, Cole? You're a Paladin: you, of all of us, should be most accustomed to having gods tell you what to do and where to go!"

Just to note in case it wasn't covered earlier, Cole/Jestem/Talon - part of the premise of this game series is that we're simultaneously RP-ing the "teenager meets D&D for the first time player" and their "character"; so while I wouldn't normally refer IC to you as a paladin, it is in keeping with people sitting around a table knowing with some familiarity of other peoples' character sheets!


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

Just want to dot this thread so it will show up for me...not too sure how I am being introduced to the rest of the group yet...


Male Halfling Paladin 4

The Gods, in particular Iomedae give us the guidelines that we structure our lives around yes. The interpretation is not always too open, but they are guidelines for conduct, rather than specific orders. At least that is how it was always explained to me. Taking orders from a thing that might or might not be mortal, but is certainly from the Material Plane however is a completely different thing. It doesn't sit well with me.

Cole relaxes a little, explaining the knowledge that he was taught, and the philosophy of his life seems to ground him.


What was bad for business was bad for the Lorsdhip of the Isles. The problems with the merchant trade seemed to originate in the jungles to the far south. Surely these tales were not be believed!!!

Who did the lords send for? The heroes that released the Mile High Ice Titan and destroyed the Reptile Cult.

The month-long voyage by ship to the capital of the largest seapower in the world was long, uncomfortable, but efficient. The captain who picked you up seemed to know the wizard Arvhil that was sent to thwart Morlean. It turns out that Morlean had pen pals. One of these is the enigmatic H., a wizard who is trying to conquer the jungles as Morlean was trying to dominate the arctic wastes.

So, there are riches to be had, an evil wizard to thwart, and favors to be claimed from the Lords of the Seas. With little ado, you organize and continue the long journey south.

For several months, possibly even years, there have been reports
of banditry in the jungles to the south. Merchants carrying
precious loads of rare goods from the jungle lands have
been waylaid, their goods taken and their men captured or
killed. Even then, those who survived these raids had to face
headhunters, brain fever, giant leeches, cannibals, and leopards.
Few men ever returned.
The stories they told were fantastic and addled, surely brought
about by disease and the horrors with which they had to deal.
Singing snakes, twisted and deformed ape-men, men who
were not men, and writhing, horrid flowers filled their tales
-surely such things were not to be believed. Nonetheless,
something had destroyed the caravans.
Furthermore, none of the goods taken from the caravans has
ever appeared in the markets of the north, at least as far as the
merchants can tell. Some were certainly identifiable - rare
pieces of art, scrolls, books, and other items destined to fetch
good prices in the kingdoms of the north. It could only mean
that someone or something was hoarding a great treasure in
the jungle. Prompted by this information, adventurers set out
to find the bandits and gain their treasure. Your party is one of
these. The long journey was filled with hardship, but fortunately,
peaceful tribes and villages were found to ease the
journey.
Last night you arrived at such a village. The chief and the
shaman met with your party. In answer to your questions, they
told of the yuan ti, or demon-men, and their hateful minions,
the tasloi. These come from the forest, raiding and kidnaping.
Those taken are never seen again. Only recently the chief’s son
was stolen. The chief knows you are experienced and powerful
warriors, and he wants to make a deal...


1 person marked this as a favorite.

Time for a flashback!!!

Before heading to the jungles, the group is granted and audience with Reginald Amberflotsam, Second Lord of the High Seas.
He requires no magic items!!!

"We have trouble with the jungles. A horrible amount of pilferage, raids, and theft have left our merchants with little profit in the jungles and swamps of the South. We will provide you transport to a friendly tribe near this legendary 'Forbidden City'. Mind you, probably just some local bandit king."

He adds: "More valuable though, may be any insight into this Mile High Titan. This image of creature stomping castles must be just hysteria. Our government is concerned that if we don't help you, we may be angering this Boogey Monster."


Male, Darkvision 60'; Sell Slots: (1) 4/3, (2) 3/2; (3) 2/2; Sorcery Points 5/5 (Careful Spell/Quickened spell) Half-Elf Sorcerer (Wild Magic) / 5: AC 12(15); HP 22/18; S-1,D+2,C+3,I+2, W+0, C+6; Init +2; PP-10; PI-15

"We have no control over this "Ice Titan". "That power is held by another...well...god, I guess". "I fear it's opinion of our well being is more akin to a flea on it's hide".


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

"But the 'stomping on castles like an ogre on an ant-hill' part of the tale is true. The Arm-Fang gets his way, no doubt about it!"


"So an island country that can't build very deeply and has decided that a great fleet can discourage invaders has little defense against an Ice Titan. Still, he cannot swim with all that mass. I would hope the warm water near here would melt him."

He looks around. "No passing information about this Ice Titan. We don't need any more fuss about it."


After arriving at the jungle.....
The respected snake shaman with a huge mask of lacquered green explains:
"The Forbidden City is the place where the ghost of our many dead enemies live. To go there is to lose one's soul!! I have been building spirit poles for years, but this year is the most powerful magic of all!"

He points to a massive one-hundred foot totem pole on improvised 'sawhorses'.
"You must help us finish the carving, dyeing, and consecration of this most important task. When completed, the powerful juju of this totem pole will keep our enemies at bay! After this, you can pay the chief for the service of our guides and knowledge."

The natives are working with crude chisels and tools made mostly of bone. You estimate it will take three days of hard work to finish the statues if you all pitch in. The natives are quick to shirk this work, preferring to nurse 'injuries' and sit in the shade. They obviously want the 'new workers' to do the bulk of the work


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

Arvhil looks over the massive totem pole and attempts to see what, if any, magics are cast upon it.

Detect Magic, then Spellcraft or Knowledge-Arcane?


arvhil:
You are convinced that there is no arcane magic that will now or ever be on this pole. Divine magic--well you are only about 80% sure this superstitious nonsense.


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

Not wanting to upset their "friends", Arvhil helps where he can preparing the totem pole.


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

Eyeing the enormous (and enormously incomplete) totem balefully, Strang sighed.

"Having learnt my lesson about not playing the doormat, I s'psoe we'd better get busy. Anybody got an axe?"


I think we are still waiting for the group to assemble.


Strang quickly gets the pole on its way using some proper tools. The chief looks on with delight.

He mentions: "The lords that sail the waters with the trees pulled by many clouds have spoken for you. Unfortunately we still need gifts to satisfy the ancestors before we show you the entrance to the city."

sense motive DC15:
he wants a bribe

A slip of sixteen year old girl is taken with the adventurers. The elf Arvhil has her fascinated. "You must have aching muscles. I will visit you tonight with salves and poultices."

As she hands out water cups for refreshment, she has managed to brush fingers and smile at every male.

DC4:
She is trouble with a capital T


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

I don't think I needed a roll to know that...lol!!!

Arvhil looks at the girl and swallows hard.

"Errmm...that is not necessary my dear! Really!" he frantically looks about for some support from the other adventures.


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Bizzlemont examines the totem pole. "Some work with chisels can put this on the right track. Perhaps a fluidic die cut and a retention half blade too. Ah, and we could shave the wood out to make a hollow for the top!" He adjusts his glasses and merely nods.

You have no idea what kind of tools the gnome is talking about.

-Posted with Wayfinder


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

Sense Motive: 1d20 + 2 ⇒ (11) + 2 = 13

Unless anyone else says different, the experience with the Ice Titan means Strang will be looking for a suitable "offering".

Sense Motive: 1d20 + 2 ⇒ (11) + 2 = 13

"My thanks," grunts Strang for the water. He liked the way she smiled at him... but not the way she did it for all the other guys, to.


Male Halfling Paladin 4

Sense motive Chieftan: 1d20 + 5 ⇒ (17) + 5 = 22

Sense motive Wench: 1d20 + 5 ⇒ (20) + 5 = 25

When the young lady visits Cole for a fleeting moment, he will mutter discreetly to her. You would do well to remain in your own bedchamber my lady. The elf you are so taken with does not require company, and I am sure does not want it. That stands for all of us. We do not wish to cause an incident within your tribe.

To the chieftan, he asks simply What kind of gifts would most satisfy the ancestors?


Male Human Per +3

Dot


The elder mentions:
"The ancestors like gifts of great monetary value. The spirit pole is ready to be consecrated with dancing and ceremony."
The natives dance around the completed pole as the shamans chant in varying pitches and durations.


Male Human Per +3

When you have a private moment to confer, Terion fumes and sputters - "Is this ALL a big joke?! I didn't sign in for this! Heck, if I wanted a life of paying tribute to whomever I come across, I would have stayed home taking care of my father's pigs, and paying my taxes on time" - the man paces around furiously.

Again, GM Tribute. This happens only if they are out of sight of the chief, etc.

"I've got half a mind to take that totem and..." - he goes on for a couple of minutes in a language that leaves no doubt as to the huge man's state of mind.

"Whatever!" - he ends up throwing up his hands in the air - "I guess we should be thankful for having been given the opportunity to not only finish their work for them, but also having the chance to PAY the chief for his advice" - he shakes his head at the irony, while reaching for his pouch - "Anyway... I have like one hundred gold coins on me - I can put it forward as the gift to the ancestors" - he just throws the money into a pile.

Turning back to his companions dead serious, he finishes - "But heed this boys - If I come back out of that jungle alive and rich, they are not even getting the sweat off my back - ZERO!" - the man roars, focusing his attention on the celebration in the distance - "Of course they dance! They've got the best job in the world!" - he fumes a tad further.


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

"A few coins is a lot better than getting poisoned or voodoo-cursed, Terion," Strang points out. "Or, y'know, slaughtered like your old man's pigs come the fall harvest festival."

"Tell you what, let's all just put up 5 gold each and call it good: it's more wealth than these barbarian savages probably ever see in their lifetime if it weren't for people like us. Heh, but that doesn't mean we're going to put up with their thieving ways if we make it out of whatever's ahead, alive!"


Male Halfling Paladin 4

Whatever we are giving these people, perhaps it would be best if I were to present it to the ancestors? I know a little on how to comport myself with these people, and whilst I don't like this implicit taxation, it is a manner of the tribe supporting itself I suspect. Let us put it out of our minds, and remember the lessons of the Ice Titan. Not everything that appears to be easy is such, and thus we would do well to be more humble than we have been before. Don't you think?

Cole will add 33gp and 4 sp to the offering, if only because it it currently dead weight in his pack..


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

"Do you think they would value a torch that will not go out? I could cast a spell which will create a flame that sheds light, but has no heat and never goes out. Maybe they would find some value in that?", Arvhil asks the group.


Male Halfling Paladin 4

That possibly has more value for them than gold alone. Good thinking.


As the warriors dance, some of them cut their hands and leave bloody handprints on the statue. The snake shaman informs you it is to add the power of their warrior spirit to the totem.

The chief collects the gifts in an ornate wicker basket and prepares to leave.

I really just need the approximate value in gp of these gifts (count any items at sell value).


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

As payment can I cast continual flame on their totem..someplace where the effect will be appreciated! I could cast 2 of them, if needed! I guess the value would be the same as a everburning torch - 110gp


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

Strang would only have given 50gp, not having any items "of worth" he'd be willing to part with.


The spell is highly appreciated. After crushing up 50gp of gems, Arvhil produces a continual flame on the totem.

After the totem is set, the chief details a group of six guides to lead you to the entrance to the holy site. As you move through the jungle, you realize that it will be difficult to find your way back. The natives watch carefully to make sure no one leaves any trace or markers to lead someone to the area.

As you arrive, the natives point to a sloping ramp leading down into a stand of thick trees. The path is twenty feet wide. As you head toward the opening, a garishly decorated war party confronts the native guides and speak very harsh words. The large party is not happy to find that the natives have led you to this area. The natives escape and the mass of warriors with horn bows and spears is reluctant to follow you to the cave. Just as you reach the cave, you notice a small dark haired figure rush into the cave. The chieftain's daughter has followed you!

She explains as she bursts into tears: "They will be camping to wait for you to return. The penalty for trespass on the sacred land is death. You must be ready to fight the three Bontu tribes if you return this way. I told my father not to do this for your paltry gifts, but he wanted to curry favor with the traders. I hope they will not take their anger out on us!!"


Male Human Per +3

"What do you mean girl?" - Terion approaches her - "Your tribe has lead us here in the hopes that we succeed where they have not, just to try and butcher us after we leave?" - the man shakes his head.

"This is just getting better and better... Well, I guess thanks are in order for your warning" - he manages a smile at the young girl - "Do you know of any other way out then?"


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

Tribute, I just noticed the FULL name of the Campaign Post... ROFL!!

"We could use Dancing Lights and Ghost Sound to make them think we are haunts and scare them away tonight," Strang offered. Clearly, his player had been reading the Player's Handbook.


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

"That would be a simple start, Strang. I might be able to do even better. But we need to figure out our goal here. Do we want to drive them away, kill them, or capture them to lean more?"


The girl is amazed at Bizzle.
"Now I know why you were sent! The Bontu Tribes when aroused will have over 300 warriors! I would like to see them defeated!"


Male Human Per +3

Terion finds himself smiling at the girl's comment - "Well, I think we have fought worse odds than that before" - he jests in reference to their recent, and unsuccessful run in with the King - "We lost though" - he adds, shaking his head.

"Anyways, one thing at a time - what about now girl? Do you intend to follow us into this? Can you pull your own weight?" - the big man approaches her, checking if the girl is carrying any travel gear or weapons.


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

"Let us continue on for now. No sense using up our valuable resources on these tribesmen. Who knows, maybe there is another way out of this place and we will not have to confront them at all. Regardless, let us continue on while we still have daylight to see!", Arvhil suggests.


Male, Darkvision 60'; Sell Slots: (1) 4/3, (2) 3/2; (3) 2/2; Sorcery Points 5/5 (Careful Spell/Quickened spell) Half-Elf Sorcerer (Wild Magic) / 5: AC 12(15); HP 22/18; S-1,D+2,C+3,I+2, W+0, C+6; Init +2; PP-10; PI-15

Sorry guys. For some reason none of the updates that show new posts happened.

Fornitado would have contributed about 50 gp to the pot, and offered to treat any injuries of illnesses from the tribe. (Using the Heal Skill of course).

"Yes". "Let us proceed". "We'll deal with them when we return this way if we must".


The young woman points outside. "If you can handle those warriors outside, please do so now. I do not want them threatening my village for aiding you."

Assuming you do not.
Strang sneaks off through the wide cave mouth. The cave mouth is broad, but cleverly concealed by lianas and creepers. It extends back into the darkness straight and moderately sloped. It extends back into the darkness and appears that this once was used as road or path, the stone appears worked. There are many tracks, many human-like.

After moving down one hundred feet, Strang hears the faint splash of water and sees a faint glow of light.

Strang emerges in a large natural cavern with a large pool of water filling most of it. There is a five foot long ledge along the left wall that ends in a small alcove. This alcove is worked with carvings of snakes and men in a pastoral scene. At the back is a large statue of a snake-bodied six arm woman with two lit charcoal braziers on tripods. They cast a dim light which shows four beached canoes in calm water.

Map is updated, note purple squares indicate 100' of tunnel to save space.


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

"Snakes... why'd it have to be snakes, again?!" Strang mutters to himself.

Taking a look around, he tried to determine if there was any recent activity.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

I tried to place Strang on the map using my phone, but it didn't look like it worked?


The young girl speaks:
"I can sing, and sing very well. I am touched by divine power and realize I am born in important times. The lords and my people seem to fear this Ice Titan. I have decided his way is the future."

Strang at E17 on map now


Male Human Per +3

"Ok, ok, that is all very fine and good girl" - the man shrugs as he moves after Strang, grumbling something about crazy half-orcs that wander off by themselves - "Lets move, we'll talk later" - he adds.


Male, Darkvision 60'; Sell Slots: (1) 4/3, (2) 3/2; (3) 2/2; Sorcery Points 5/5 (Careful Spell/Quickened spell) Half-Elf Sorcerer (Wild Magic) / 5: AC 12(15); HP 22/18; S-1,D+2,C+3,I+2, W+0, C+6; Init +2; PP-10; PI-15

Fornitado takes a moment to speak a few words and cast a light cantrip on his quarterstaff, then tries to remember anything about the statue, or the carvings.

1d20 + 6 ⇒ (15) + 6 = 21 Knowledge: History
1d20 + 7 ⇒ (2) + 7 = 9 Knowledge: The Planes
1d20 + 9 ⇒ (14) + 9 = 23 Knowledge: Religion

"If trespassing on these grounds is death, then who's keeping those braziers lit"?


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Bizzlemont adjusts his spectacles and peers at the statue to determine who the woman is.

Knowledge, Religion: 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge, Arcana: 1d20 + 10 ⇒ (10) + 10 = 20
Knowledge, Planes: 1d20 + 9 ⇒ (3) + 9 = 12


An exhaustive study of the statue reveals nothing about the figure. She is unknown to any of you, but a close comparison to the young girl shows an uncanny resemblance in the face. Obviously the monstrous body is significantly different.

The young lady begins to sing a haunting song about her visions and recent conversion after visiting a hill that was a sea of calm in a huge electrical storm. She saw what appeared to be the Ice Titan in younger days when his hair was golden.
Song link

Each canoes has two paddles and is light but should traverse the waters.

If you take them, I will need a 'boating order'. Two can fit in a canoe.

The young lady asks the newcomer if he has heard of the Ice Titan and an evil wizard, and she comments on his story and asks him if the following facts are indeed true:
"You were part of a group of mages hunting the evil wizard Morlean. He was up to no good, and you find out from events the party knows that he was trying to assemble a suit of armor."

"Morlean was evil to the core and, denied the ability to become a lich, intent on finding other means to immortality. Given their description of events, it sounded like Morlean wanted to become a mile high Ice Titan. You arrived in time to visit the remains of his mansion and seek his killer the Ice Titan. Instead you found some dazed prisoners recently freed and the notes left by the ice titan."

"You have heard rumors in town from the dwarven clerics there that the King of the Mountain has defeated Torag in combat to prove his worth as a demigod. The Ice Titan now carouses with Torag and drinks beer with him. The dwarves seem to approve of this new Ice Titan. Especially as he has killed their nemesis, the Wizard Morlean, who steered the best ore finds to his friends to put them in power and leave the dwarves much poorer as a result."

"Morlean has a friend in the Lost City who is dedicated to subverting the tribes of the Amedio Jungle and causing great evil. He was your next assignment. The other wizards with you do not want to go chasing across half the continent now that the Ice Titan can conceivably kill all Morlean's friends. Not getting paid on the last job still irks them. Let the Titan do it himself, they said."


HP 36/36 | Per +9, Traps +1 | CMB +6 | CMD 16, AC 18, Touch 15, Flat 15 | Fort +4, Ref +8, Will +2

True story about Snow Patrol: my wife's cousin was in a rock band with a bunch of guys who wanted to go more pop rock than metal rock. When he left, the band regrouped as SP.

Back-tracking a bit,

Satisfied the cave was safe from enemies, Strang called the group down for them to explore.

Tribute, does the statue resemble the naga we fought at the end of Serpent God?

"God-touched, huh? Then why'n blazes did you follow us down here? Surely you'd know better... and now our job is harder because we have to protect you! As for the Ice Titan, he told us to come down here and 'deal with it' for him. D'you really think we'd be here if we weren't scared spitless of his wrath?!"

1 to 50 of 263 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dwellers of the Forbidden City OR Bungle in the Jungle All Messageboards

Want to post a reply? Sign in.