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Life on the spike, A Planescape PbP game (Inactive)

Game Master Johnny_Panic

Sit in Sigil at the center of all the planes, borks try and get on with life in a place where any thing gos but gods.


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"Sorry yes, its just that well, let me start of the beginning, yous see in the planes there is this silly idea of alignment, kind of ideas of being. Some say good, some baby, some say law some say well you get the idea any how, we liked to think of out group as being True naturals, true is most beings are most of the time, but wile sailing the dimensional ways it was a real asset to be, well on no ones side. Be became proud of the fact. Even old Tippy Toe was natural well he was after Ruby cleaned his soul. What upset us all was the fact that every plane we had been to always seemed to have some place with extreme views, no matter how much the said they where True naturals some where darkness lay or light for that matter. So once we found the root plane, the prime plane, we wanted to make out plane True naturals. But how? That's when Ruby had his brain wave and when it all started. He said the reson why now plane was truly natural, was the fact thats some place some where on it some one could hide there feelings and see others has doing wrong or right and so on. He said if we made sour that every living thing could talk to every other living things then then they could work out their differences before they became a problem and work out a common unconscious. He said there was this thing call Psionics. That if we made very thing living in out Plan Psionic then every living thing could talk to every other living thing and so always have the same views on every thing. Simple he said, how bloody wrong he was.

You see we made the plan, and yes for a very short time it worked very living thing did in deed talk to every other living thing and there was harmony, a Truly natural world. But the the collective started to ask questions, like when most of us are not plants do we allow animals to harm and eat us? Do we need them? we out number them and now we can think, we can think or a much better world when we the plants rule and all will be good. Of course the Animals disagreed, but seeing how the plants out numbered them 100s to 1, the vote that was taken shortly after was very much one sided. But the plants did not want to kill the animals, no they voted they just wanted them to be plants as well. So they got some plants to change and take them over. This all happened on the 1st day of our world and we where lucky to away alive."

Mr Cup stands up and drops his robe, To your shock you see hes part plant, its grown over his body and seem to be part of him.

"Some got away batter than others, but with the right drugs I can keep myself from being fully converted as you can see. The green war as you call it is this, that bloody plant plane now things that its should spread the word to its fellow plants in other planes, lead them to enlightenment and reeducated the animals to plant form. In other words war on all life where ever it be by some thing we and the others made. May we be dammed to the Hells for it. luckily for the other planes we locked ours and throw away the key. So I have to ask why are you here other than to give me apple pie?."


Redone to sound better

"Sorry yes, its just that well, let me start of the beginning, you see in the planes there is this silly idea of alignment, kind of ideas of being. Some say good, some bad, some say law some say well you get the idea any how, we liked to think of out group as being True naturals, truth is most beings are most of the time, but wile sailing the dimensional ways it was a real asset to be, well on no ones side.

We in fact became proud of the fact, Even old Tippy Toe was natural well he was after Ruby cleaned his soul with the hover thing of his.

You see what upset us all was the fact that every plane we had been to there always seemed to be some place with extreme views, no matter how much they said they where True naturals, some where, darkness lay or light for that matter.

So once we found the root plane, the prime plane, we wanted to make our new plane True natural, as pour natural as we could. But how?

That's when Ruby had his brain wave and when it all went very wrong.

He said the reason why now plane was truly natural, was the fact that some place some where on every plan some one felt left out, or hid there feelings and actions from others.

He said if we made every living thing on our new plane so that every thing could talk always to every other thing, then no one could hide a and living thing would have a voice, no one thing would be left out a whole plan common unconscious.

He said there was this thing call Psionics. That if we made every thing living in out Plan Psionic, then every living thing could talk to every other living thing and so always have the same views on every thing. That the extremeness would balance out and we would end up with a truly neutral world, Simple he said, how bloody wrong he was.

You see we made the plane, and yes for a very short time it worked very well, every living thing did in deed talk to every other living thing and there was harmony and extremeness balanced out, a Truly natural world.

But we forgot to think about what would happen when this new collective started to ask questions, like

"when most of us are not plants, why do we allow animals to harm most of us and even eat us?"
"Do we need animals to be part of use?"
"Why can we not all be plants?"
"lets have a vote"

Well seeing how plants out numbered animals 100s to 1, the vote was very one sided. So that was that, the plants moved to not kill the animals, just make them plants, and that in a nut shell is the Green war.

The good an the bad news is.

Mr Cup stands up and drops his robe, To your shock you see hes part plant, its grown over his body and seem to be part of him.

"The bad news is we only just got out in time, and some of us not cleanly, but with the right drugs I can keep myself from being fully converted to plant.

The good news is we

"We Locked that plane as we left so can not course any trouble. So I have to ask, why are you here other than to give me apple pie? and how do you know about the green war?"

Gives you some idea


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

"So you and your buddies created sentient plants that now what to obliterate all animal life? Well done. Seems like the kind of thing that might he powers that be a touch riled up. So why aren't you guys working to stop these homicidal plants?


F Sylph Ninja 7
Grune the Scarred wrote:
"So you and your buddies created sentient plants that now what to obliterate all animal life? Well done. Seems like the kind of thing that might he powers that be a touch riled up. So why aren't you guys working to stop these homicidal plants?

"I second that. Why are you not working to solve the mess you created?"


"well for a start, this thing in me will wake up if I go any where near any of the bloody things. secondly I have no idea where the others are, we had kind of fell out with each other after the event. Ruby well no idea where he is, Tippy Toe stays in his part of the ship as do I. last of all we know they are after us, not just the plants but any darn fool who wants to make there own plane. Our ship could get them there thats why we broke her up.

he holds his hands out to the room you are in,

"as I said the hold"

he stops for a moment as if thinking, then says

"What do you mean that's a valid question, I know that, powers that you could say that, it way we moved to Sigil some of us other well, who knows.
So I told not your turn, why you here? and no flim-plam"


F Sylph Ninja 7

"I go where the coin is." Brehna says casually.


"thats the best way lass, keep it simple, I was like that, then well you get big ideas. So what do you want form me? if nothing ya know here the door is."

He gets out some papers and stats to read.


Female Aasimar Witch 4/Druid 3

do they have a specific weakness. Like how us humans are all slaves to our conscience? Perhaps a race wide code or something we could exploit. Im not sure but my gut tells me we will run into the green war soldiers again. Id like to be prepared.


Male Bariaur Cleric 7

Jarun answers the mage with slightly clenced teeth: "They ask because they ran into some plants on another plane."

The tought of any kind trying to submit another kind to become of their own went against Jarun's core being. It was a difficult dilemma though, plants and animals... he didn't think about it any further.


"We never found out, every thing was out to kill us so we just ran, and what do you mean you ran into some plants like that? why did tipy toe send you? there is no way you could have ran into some plants on another plane. we closed ours and left it that way, unless..."

he stops still again.


Female Aasimar Witch 4/Druid 3

Batty repeats the process with the pie attempting to yet again snap him out of it.

Good sir, it seems you have some sort of mental block in relation to the facts that could help us. Is there anyway for us to learn more about the Green War and or the plants fighting it without you directly helping us?


"I know, I know, We all have it, Im the one who remembered most, Tippe Toe and the others nothing at all, I told Toe he was with us and what we did he just has no recollection but believes me, i only found out i had some memory's left the 1st time I had apple pie after we did it. Its some thing to do with the fact the plant infection i have is apple. It was port of our closing of the plane you see, we wipe the whole place and events from our own minds so that no one would know and broke up the ship, we all got a part. I have the hold as you can see, each part is a demi plane. But you say you where attacked by plants, if toe sent you it means he thinks they could be ours, the ones we made and they must have got out some how. if they have then they would wage seek to make all like them, every plane every plant ever form of life. O gods what have we done?"

he sits down,

"some one has to go and find out how they are getting out and close the plane"


Metalbeard has been listening quietly; the rapid and ungrammatical speech of their contact has been difficult for his machine mind to process. But slowly it begins to make sense.

So, with these keys we be hired to use... We really be trackin' the plant-creatures that you and your friends let loose? How do the parts of the ship be relatin' to these keys? And why do we all just be findin' out about this stuff now? Seems like it be better to be well-prepared than a clueless berk.


"ask tippy toe about any of this and you will see why you do not know any thing about it"


Female Aasimar Witch 4/Druid 3

well i must say im dissapointed you cannot help us further. We do know more now than previously however. That is at least something. We can anticipate plants most everywhere we go. Tippe may not know it but it appears he hired us to clean up his mess. Subconciously perhaps...


"what do you mean I can not help you more, come with me"

He leads you outside his odd shop then closes the door. Says places his and on the door nob and spins it three times the the left then 3 to the fight then pulls. It comes away and the door Disappears. As he hes this you see him shudder. He hands the door nob to you Bastille and says.

"This has been a great shame on me for more years than you could know, I am sick of this and I am sick in body. My mind if going and I know it, was we you came in I used the last of my drugs to stop the plants taking over my body, I am asking you now burn my body once I am dead which will be very soon now I have give you the ships hold.

He looks pail

"find the others they all have part of the ship and stop the plane spreading the evil we made. The only way is to fine the root plane, Ask Toe he knows where the others are. The Keys come from them, hes looking for the parts two, I know hes working with some one to make a new plane where he and they will be gods. Do not let him know you know this, but use his keys find the others and rebuild the ship. I...

What ever he was going to say ends as he falls over, you see his body move as roots try to move over the stones to find earth.

Init please


Male Bariaur Cleric 7

Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

"Wait what..." Jarun says in vain as he sees the man collapse and transform into what seems like another plant!


Its not attacking you its trying to get away guys. The plant half of him knows what you have been talking about,


Female Aasimar Witch 4/Druid 3

Initiative:1d20 + 2 ⇒ (2) + 2 = 4

oh great...didnt he say apple pie subdues the plant? Anyone still have pie?. Batty puts the door knob in kodas magic pouch.


yep its pie time your going to have to pelt it with apple pies in the middle of a street in Sigil.

A root like thing finding no ground wriggles out from the now dead mans clothing as the street life moves away from it in shock.


Male Bariaur Cleric 7

"Catch it! Burn it!!!" Jarun says to his companions while fumbling through his pockets trying to find anything that might help in the igniting department.


so any one going to burn it? its held still wile you pelt it with pies


Female Aasimar Witch 4/Druid 3

Unfortunate, cup, oh well time to burn.

With a flick of her wrist and a guttural grunt a flaming sphere pops into existence right at the core of the being. She watches to see it's response before she continues turning it to ash.

Damage:3d6 ⇒ (3, 3, 6) = 12


The whole thing gos up and the on looks start to walk away, "Sigil! just another odd site a"

[ooc]Well its that time again off to Mr Toes, to get your next key. if any one wants to do some thing before then please post"[/b]


Female Aasimar Witch 4/Druid 3

Batty doesn't need anything at the moment. She picks up a few odds and ends for her spell component pouch, mostly things you can find just lying around Sigil. When they arrive at Toes, she tells Koda to remain outside and in the air at a distance. She leaves Bassandra with him in case anything should go wrong.

She doesn't want Tippie getting a whiff of that door knob.


Good Idea


Male Bariaur Cleric 7

When Jarun finds a few minutes of rest, he sits down and contemplates on what has happened today. The thing that stung most was his inability to fulfil the request of the ill mage to burn his body when it turned to wood. Jarun's magic could do many things but he hadn't really imagined having to burn something today. I can't let that happen again he thought as he mentally prepared a similar situation in which he WOULD be able to quickly start a fire.

OOC:

Jarun will fill his empty level 1 spellslot with Sun Metal


F Sylph Ninja 7

After the incident Brehna stops outside of an alchemist's shop and says to the group.

"I need more alchemists fire. I'll catch up."

She enters the shop, buys alchemists fire, then runs to catch up to the group.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Sorry guys, didn't see that we were back up and playing

"Well that was weird, and in Sigil that's saying something..."


Female Aasimar Witch 4/Druid 3

As if he hadnt already gave her a great gift Batty bends down over the clothing of Cup casually searching for anything worth keeping.

forgot to include that


All he had in him is a note book with scribbles in you have not idea what they mean, a ball of wool, 59 jink and a glass bead about 2' across.


Female Aasimar Witch 4/Druid 3

that sounds like changling bunk material. Does read magic work on the notebook? I figure Batty will just take the empty clothes with all the stuff in them, and throw them in Kodas bag, just in case.


ok


F Sylph Ninja 7

Glancing at the book
"Do any of you casters know comprehend languages?"


Male Bariaur Cleric 7

Jarun looks around at the casters in the group when he notices Brehna also seemed to have addressed himself.

"Oh wait uh no no sorry. I love languages, I feel like I've heard so many that I might come to understand them but I have no access to such a spell right now."


Female Aasimar Witch 4/Druid 3

Im not so sure this is a language. Looks more like a goblins spellbook.


F Sylph Ninja 7
Bastille Targarian wrote:
Im not so sure this is a language. Looks more like a goblins spellbook.

Brehna shrugs. In a flash she's drawn a dagger! She sits and props her feet . She starts to clean her nails.

"Not really my department. Let me know what you figure out."


You find as you flick over the pages one name,
Mr Tippy Toe on that page is also the names of all the crew of Cup
inter-Planer Craft even the Cat

You can take with you if you head to tippy toes
OR
This is Sigil a place full of shops and odd places to get things looked at for a price.

Roll Local to see if you know of one.


Male Bariaur Cleric 7

Knowledge(local): 1d20 + 4 ⇒ (1) + 4 = 5

Jarun has no idea what to do with the information they find and hangs back. His Sigil experiences come back to him and he starts to casually pay attention to their surroundings. In Sigil you never knew who or what was watching. They could be anywhere and anyone.

Perception: 1d20 + 13 ⇒ (6) + 13 = 19


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

No knowledge local here. I'm good with just getting the next key.


you head back to Toes room in the Nags head Inn.

The Inn is full this time of night but you see no one taking any note of you as you enter his Pocket Plane.

hes alone in his room on his back, smoking some kind of drug, as you sit down a unseen servant comes in with the egg like device. Its like is red again.

"So did you find dear old cup? I hope he could tell you what I... I'm unable to."

He takes a long drag on his pipe.

"The next key is a this one"

he holds up a arrow head made of gold.

The note on it says.
The Tenth Pit - Privet.

"Cash is same as before"

hes not moved from laying on his back stones all this time hes talked.
he just looks up at the roof.


The Tenth Pit Local roll DC12:

Location

The Tenth Pit is located in the Lower Ward near the Hive. It is jammed between and behind several craftsman's shops - these shops are primarily metalworkers of Lower Planar backgrounds and origins.

Exterior Description

The Pit's walls are low, with a high, sharply peaked roof. The wood from which it was constructed is dark, and is stained an ugly umber brown color from years of exposure to the various Lower Ward soot and smogs. The building has no windows, but its tall, thick iron chimney constantly belches forth thick, black smoke. The entrance to the Pit is at the bottom of a short flight of dark granite steps, in the cellar-like stone foundations. Carved into the stone walls on either side of the steps, corroded, fiendish statues leer, grin, or menace those passing between them. Carved into the stone of the foundations, just above the thick iron-bound door, is a fiendish skull with metal teeth. Over the skull is carved the name of the place: "The Tenth Pit," the engraved lettering painted in with a rusty brownish color that might be blood.

Interior Description

Upon entering the Pit, the first thing one notices is the huge, blazing, fire pit in its center, above which hangs the gaping opening of the iron chimney with its tooled, grotesque decorations. From the door, a short set of soot covered stone stairs descends to the main, stone floor, while to the right and left, heavy wooden staircases lead up to lofts made of massive, blackened timbers. The peaked roof arches high above, lost in the dimness of the place (the fire pit provides the only illumination). What smoke doesn't escape through the chimney lingers throughout the place, giving it an uncomfortably smoky atmosphere. Though the main room is quite large, its heat and dimness, coupled with its clientele, make it seem oppressive.

Across the fire from the entrance is a long, wide bar of black volcanic rock imported from Gehenna. Behind it, among shelves, kegs, and other containers holding a variety of fiendish thirst-quenchers works Cregid, the barghest barkeep and owner of the Tenth Pit. He is aided by a dour steam mephit named Thalrathist (Billet- master of the Tenth Pit, Terror of Steam, Lord of the Boiling Wastes, etc.), who mostly just delivers drinks, takes orders, and cleans. Among the bottles and drums behinds the bar hang a few wicked looking swords and daggers, which Cregid might make use of if it suits his fancy.

Scattered across the main floor and under and upon the lofts are broad, thick, rectangular tables with heavy benches (all the furniture has a minor enchantment on it to keep it from burning). Fiends and tieflings, even a few other races, sit and drink and amuse themselves at the tables; though it is not a rule, Tanar'ri and Baatezu customers always choose to sit on the left and right lofts, respectively, thereby staying out of each other's way and avoiding mishap by segregation. Because of this, the lofts have gotten the names Zapan's Deck (the pit fiend is said to have visited the place once - but only a leatherhead would believe it), and Pazrael's Perch.

Services

The Tenth Pit is a dark tavern that caters to tieflings, succubi, and other fiends. It is a rough establishment; the patrons appreciate pain and suffering, so it can be very dangerous to visit the place. It doesn't take a sharp cutter to notice the large iron nails, hooks, manacles, and similar accouterments haphazardly hung or attached to beams and pillars in the place. Anyone sticking around long enough (which isn't long at all), will see what they're used for - the fiends here like pain and suffering and nothing amuses them more than inflicting it on others. Usually, this includes non-fiends who happens to come to the tavern, but they won't hesitate to string up a lesser fiend or tiefling. Fortunately, regulars who have shown their merit are left out of such games. Victims are rarely killed, but few get out without a lasting scar or two. It is for the sake of this sort of play that patrons welcome mortal races to the tavern.

By far the most common customers at the Pit are tieflings, abashai, imps, quasits, the occasional cornugon, alu-fiends, cambions, yugoloth, barghest, and a few mephits; though more powerful fiends make regular appearances as well.

A berk can get ale, mead, spirits, and of course brimstone and other fiendish brews. Otherwise, except pain, not much is offered. It would be foolish to try and peel most of the patrons, or Cregid (though some berks have tried - ands were quickly written into the dead-book). About the only other thing the place is good for is meetings with lower planar beings. The perceptive basher might even pick up some important lower planar chant if he hangs around long enough.

Staff

Cregid (F/male barghest/Fa/NE): Cregid is a grumpy, hateful barghest who follows the Taker's credo. He can almost always be found behind the bar. He has few words for anyone, but serves up drinks promptly and with a toothy frown. When he does speak, it is usually to growl angrily at Thalrathist, his arrogant steam mephit assistant, or to tell someone what he thinks of them, which is never anything good. Fitting the rules of three, however, one other thing gets him talking. He'll talk all you want him to about his home plane. He'll talk about Ghenna like it is the hell it is, but there is a lot of affection in his voice. Since he loves talking about the place, it is easy to get a lot of free but potentially very valuable information on Gehenna from him.

Rumors

The current chant at the Pit is this: the place has become a fad among some of the Sensates. It seems some of them have decided that pain and suffering is a necessary part of their realm of their experiences, and come to the Pit for just that. Some say the Doomguard drew the Sensates there with a few drinks and thereby started the fad, and the Sinkers aren't denying it. The fiends are happy to oblige the pain-seekers, but still haven't quite come to terms with WHY the victims are asking to suffer. Even Cregid is a bit confused about the whole thing. About the time one of the Sensates dies, maybe faction bashers will change their minds. Then again, maybe not.


F Sylph Ninja 7

Local 1d20 + 6 ⇒ (1) + 6 = 7

Waaa waaaaaaa


Female Aasimar Witch 4/Druid 3

Know local:1d20 + 13 ⇒ (4) + 13 = 17

i cant fail dc 12 so this is for finding someone to look at the book. Probably wont bring it to them yet unless i trust them for some odd reason

Batty puts all of cups things in Kodas bag for safekeeping.

well this will be interesting. I havent seen Cregid in some time. Everyone keep their guard up here, wont take much to get yourself strung up and tortured. Dont look too prepared though, they might flock to that. I don't think i know what this Privet is though, sounds like someones name perhaps.


Male Bariaur Cleric 7

Interepreting the state of Tippy-Toe as him not being in the mood for a lot of questions, Jarun will keep his mouth shut and instead focus on the little information they've been given. The Tenth Pith... Jarun tries to remember having heard of the place.

Knowledge(local): 1d20 + 4 ⇒ (13) + 4 = 17

"I've heard of the place... It's not a place I'd ever visit. Dangerous indeed. Privet... what would that mean?"


"No idea"

Says Tippy-Toe

"Its your job to find out, same jink as last time, same thing, wait 24 hours until the light on the orb gos green than head back."


F Sylph Ninja 7

"Any ideas?" Brehna asks the group


So guys do you want to head over to the key location to open it. Once one of makes a roll please all read the Spolier over about the place, this is going to be a ride to get to the Privet. As you look close at the lable, you think you see the letters R__O__O and another letter you can not read, that have warn away.


AC 30, HP 96/96, Fort +14, Ref +11, Will +3, AoO 9/9

As seemed to be his way, Runt stood quietly by Metalbeard. He offered no council. Much of what was happening was beyond him, but he was content with that.


Female Aasimar Witch 4/Druid 3

lets head out then. Just be aware.

Batty leaves the nags head. After getting out of sight she lets out a horid shreak. In seconds Koda has rejoined her. She heads towards the tenth pit.

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