The Oriental Express (Inactive)

Game Master Gilthanis

Endless Pathfinders Encounters

Map: Oriental Express



Gameplay


- INACTIVE -

.


The four of you are in a warehouse on the docks of Crestfall. You are staring at a long, segmented creature writhing and twisting. Its chitinous body covered in patches of glowing blue fungus. Its mandibles splatter syrupy bluish venom around it as they twitch violently in search of prey.

You think back to how you got here, realizing the prospect of a favor owed was too much to pass up.

You arrived in Crestfall, on the southwest coast of Absalom on a cool fall day. It was early evening, around six at night and the town was starting to wind down. You noticed a man pacing back and forth on the docks near a warehouse.

You approached the man out of curiosity and found out his troubles.

I own a storage company, I rent out space in my warehouse. I allowed a second-time rent to Montavious. He is a Gonmish Sorcerer, who has rented from me once in the past. The first time he transported shocker lizards, if I recall correctly. I told him no more "live goods".

After a few moments to catch his breath, he continues.

I have had the new crate for about a week. Every night I lock everything up, and do a final days walk through. When I get near the crate, I hear scratching. I would investigate myself, but since he transported the lizards, I don't trust him. Nobody is willing to help me and investigate the crate.

He looks towards his warehouse, then back to your four,

Unless...maybe...you could help me. Open the crate, and find out what is in the crate for me. I will owe you folks big time. I have a few favors from others. When I say it will be worth your while...I mean it

You don't know why, but you believe him when he says he has favors owed to him, and it will be made worth your while

You head into the warehouse, and you can easily tell which crate is the crate in question. You manage to fit yourselves, and the various cohorts of the halfling.

After a few minutes in the warehouse, the crate breaks open. Before you is a writhing and twisting of chitinous scales.

-----------------------------

Init

Kale 1d20 + 2 ⇒ (4) + 2 = 6
Janji 1d20 + 8 ⇒ (1) + 8 = 9
Kala 1d20 + 4 ⇒ (1) + 4 = 5
Bart + minions 1d20 + 4 ⇒ (5) + 4 = 9
ME 1d20 + 5 ⇒ (14) + 5 = 19

Init tracker:
ME
You Guys :)

Kale
Janji
Kala
Bart

Knowledge Arcana DC 18 to know what the creature is


The chitinous creature wriggles out of the crate. It wriggles right next to Bartleby. From its body, its chitinous scales flash a bright blue light.

Everyone except the undead minions and Kale need to make a WILL save please


Male Ifrit Bard (Magician) 5/ Dragon Disciple 1 | HP 47/47 | AC 20, touch 13, Flat-footed 17 | CMB +4 | CMD 17 | Fort +4, Ref +8, Will +7 | Perception +7

Knowledge: Arcana: 1d20 + 7 ⇒ (20) + 7 = 27

"*sigh*. It's always something, isn't it?"

Will Save: 1d20 + 2 ⇒ (11) + 2 = 13

I'll wait to see what the thing is before I post my turn.


Right before the creature's scales flash blue, Janji realizes what it it. The creature is known as a cytillipede. Cytillipede have a nasty bite and inject poison in their bite victims. They are also vermin, so immune to mind-effects.

basic info:

Derros have long used other creatures in their experiments with alchemical and magical augmentations. For the most part, these experiments are not altogether failures, though they don’t usually have the results the derros had in mind. However, on rare occasions they actually get it right.

The cytillipede is one of those rare occasions. For years, they adapted the diet of a species of giant centipede to eat nothing but cytillesh fungus. After years of exposure to the fungus and certain magical augmentations, the result was an entirely new breed of giant centipedes that the derros named cytillipedes.

A cytillipede has a gray segmented body of hard chitin. Patches of cytillesh fungus grow along its back, which gives the creature an eerie blue glow. Because of its constant glowing, a cytillipede out in the open is fairly easy to spot. Most of the time, a cytillipede is encountered in the company of derro patrols that use their creations as mounts or to guard their lairs.

Kale:
Janji: fail will
Kala:
Bart/ape:


- INACTIVE -

Seeing the worm move in a threatening way towards Bartleby, Kale's skin hardens. Oh no you don't, you nasty mess! He runs toward the ugly creature, drawing his Guisarme and swinging when he gets within reach. As his Guisarme's swing comes near the creature, he thinks This is what I'm good at...

Crunch:
Activated extraordinary ability--Adaptation for +2 Natural AC
Charged 30 feet and attacked with a Guisarme as a full-round action

If the creature is not a Magical Beast, ignore those +2s below, as well as the Knowledge check
Guisarme, attack, charge, Favored Enemy (Magical Beast), Big Game Hunter: 1d20 + 7 + 2 + 2 + 1 ⇒ (10) + 7 + 2 + 2 + 1 = 22
Guisarme, damage, Favored Enemy (Magical Beast), Big Game Hunter: 2d4 + 6 + 2 + 2 ⇒ (4, 4) + 6 + 2 + 2 = 18

Knowledge (Dungeoneering) to identify Favored Enemy: 1d20 + 7 ⇒ (20) + 7 = 27

Added the last bit of RP when I saw the results of my rolls. :D It's like he was born for this!


ME: 18 damage

Kale: attacked for 18 damage
Janji: stunned for 1d4 ⇒ 4 rounds
Kala:
Bart/ape:

Kale, rushes forward and puts a nasty gash in the wriggling beast. It turns at looks menacingly at Kale, blue venom dripping from its mandibles.


Female Human Superstitious and Surprisingly Intelligent Barbarian 2

Will save: 1d20 + 1 ⇒ (3) + 1 = 4

"Gaaah!"

Saves and AC in case you need it:
Fort +5; Ref +2; Will +1
14 AC; 12 touch; 12 flat-foot


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Bartleby Actions:
Bartleby's eyes widen as the creature writhes across the floor towards him, followed by the flash of light.

Bartleby Will Save: 1d20 + 9 ⇒ (18) + 9 = 27

Hopefully this succeeds. Pending nothing bad, he prepares his divine magic and ponders what this creature could be:
Knowledge Arcana: 1d20 + 6 ⇒ (13) + 6 = 19

Bartleby shrieks with the shrill high pitched squeal of a 5 year old. "Martin Attaaaaccck!! Lions, circle around back and surround it!"
As he orders his minions to the fight, he will drop back 5' and cast his Channel Vigor (haste mode) spell as Martin moves up hopefully.

Minion Actions
Martin Will Save: 1d20 + 3 ⇒ (19) + 3 = 22

Martin the ape will 5' forward and attempt to melee the creature. The undead lions will clamber over the crates to the west and move around behind the creature.

Martin Claw attack: 1d20 + 7 ⇒ (17) + 7 = 24
Martin Claw attack: 1d20 + 7 ⇒ (2) + 7 = 9
Martin Bite attack: 1d20 + 7 ⇒ (9) + 7 = 16

potential damage (depending which if any attacks hit):
Martin Claw damage: 1d6 + 8 ⇒ (2) + 8 = 10
Martin Claw damage: 1d6 + 8 ⇒ (2) + 8 = 10
Martin Bite damage: 1d6 + 8 ⇒ (5) + 8 = 13

Since they moved, the lions can only attempt a bite.

Lion #1 Bite attack: 1d20 + 7 ⇒ (12) + 7 = 19
Lion #2 Bite attack: 1d20 + 7 ⇒ (4) + 7 = 11

potential lion damage:

Lion #1 Bite damage: 1d8 + 5 ⇒ (1) + 5 = 6
Lion #2 Bite damage: 1d8 + 5 ⇒ (8) + 5 = 13

If either lion attack hits, they can use their grab ability to attempt a grapple as a free action without provoking AoO.

Lion #1 Grapple Attempt: 1d20 + 13 ⇒ (4) + 13 = 17
Lion #2 Grapple Attempt: 1d20 + 13 ⇒ (16) + 13 = 29


1d100 ⇒ 3

Bart how are your lion minions going to get around the crates and barrels in the way. The cannot fly. They would have to go through your space and then down through Janji's space and eat an AOO to get to current position. Do you still want them to do that? Your ape is fine since it just moves through you then down.

Kala you can act normally, please take your turn :)

Kale: attacked for 18 damage
Janji: stunned for 1d4 ⇒ 4 rounds
Kala: confused for this round (act normally)
Bart/ape:


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Depending how high the crates are they would just climb/jump/scramble over the ones to the west. On the map they look pretty small, but I understand that is just abstract and may not be representative of the situation exactly. If they are stacked to the ceiling, they will go around as you indicated and one of them will take an AoO I guess :) (or both if the creature has combat reflexes).


Kale: attacked for 28 damage
Janji: stunned for 1d4 ⇒ 4 rounds
Kala: confused for this round (act normally)
Bart:
Ape:
Lions: (13 damage)

AOO skeleton 1: 1d20 + 13 ⇒ (6) + 13 = 192d6 + 7 ⇒ (5, 1) + 7 = 13

Janji sees the bright lights, and cannot help but drop everything he is holding. Bartleby, shrieks because he knows what it is and sends his minions forth to attack the creature. His ape buddy, moves forward and takes two mighty swipes and a bite. Only the first claw connects home, causing a gash to open up in its hards skin.

The lions move up. The first one provokes an angry bite. The angry centipede bites and easily crushes a few ribs. Both lions get by, but are ineffective and bite nothing but air.


- INACTIVE -

As the fight commences, Kale shouts Watch out for the venom! It is very poisonous!

You had a typo in your last post--I only did 18 damage, not 28. The other posts before it are all correct.


The ape hit it for 10 as well, total is 28


Female Human Superstitious and Surprisingly Intelligent Barbarian 2

Oh right. Just checking, is it possible to move through those brown boxes to the right of the centipede?


Kala Krunn wrote:
Oh right. Just checking, is it possible to move through those brown boxes to the right of the centipede?

I say u can step right below Kake but no farther. And still Attack


- INACTIVE -

If you could go around that would be great. I was planning to 5-foot step into the space below for a full-attack-action with both of my swords. I didn't start out that way because I wanted to make the most of the charge (only one weapon) and I didn't want to provoke an AoO.


Female Human Superstitious and Surprisingly Intelligent Barbarian 2

If you mean go around to the left, I think I have enough movement to do that and still attack. Will post once I get back from work.


presuming you have 40' move, you can get to the square below Bart and swing


Female Human Superstitious and Surprisingly Intelligent Barbarian 2

Brandishing her earth breaker, Kala lets out a war cry of "Raaaaagh!" and runs westward. After passing the halfling, she screeches to a halt. "Oh wait." she says as she realises that there is nothing but wall in front of her. Kala then turns around to face the monster and, once again, lets out her war cry of "Raaaaagh!" before running up to the giant centipede and swinging her massive hammer.

Kala enters rage, giving her a total of 22 STR and 20 CON, increasing her HP by 2 to 17, increasing her Will save to +3, increasing her Fort save to +7 and reducing her AC to 12 (or 10 for touch and flat footed).
Then, with her 40' move, she runs past the ape and around Bartleby to the square just below his, and then attacks.
Attack roll: 1d20 + 7 ⇒ (8) + 7 = 15
If that hits:
Damage: 2d6 + 9 ⇒ (1, 4) + 9 = 14
Rage rounds left: 6


- INACTIVE -

Kala, I think you have flanking with Bartleby's skeleton. In fact, we probably all will be able to get flanking one way or another.


Round 2

Kale: attacked for 28 damage
Janji: stunned for 1d4 ⇒ 3 rounds
Kala: go
Bart: go
Ape: go (11 damage)
Lions: (11 damage) go/go

Kala, flies into a rage. She moves into striking position after getting her barings strait but the massive weapons clangs against the warehouse floor. Meanwhile Bartleby speeds up his allies strikes and reaction time.

The large angry creature, knowing it will have little effect on the skeletons, takes a bite at the ape.

bite Martin vs AC 21: 1d20 + 13 ⇒ (15) + 13 = 282d6 + 7 ⇒ (1, 3) + 7 = 11


- INACTIVE -

Can I go again now?


Oops, yes Kale you may go again

Round 2

ME: attacked for 36 damage
Kale: full round attack
Janji: stunned for 1d4 ⇒ 3 rounds
Kala: go
Bart: go
Ape: go (11 damage)
Lions: (11 damage) go/go


- INACTIVE -

Kale's Guisarme clatters to the ground and his blades flash out of their scabbards as he steps up to the creature. His longsword goes wide, but the Cutlass rings true against the creature's scales.

Crunch:
5 foot step, full-attack action

MWK Longsword, attack, main-hand, Bless, Favored Enemy, Big Game Hunter, Flanking: 1d20 + 4 + 1 + 2 + 1 + 2 ⇒ (1) + 4 + 1 + 2 + 1 + 2 = 11
MWK Cold Iron Cutlass, attack, off-hand, Bless, Favored Enemy, Big Game Hunter, Flanking: 1d20 + 4 + 1 + 2 + 1 + 2 ⇒ (16) + 4 + 1 + 2 + 1 + 2 = 26

MWK Cold Iron Cutlass, damage, off-hand, Favored Enemy, Big Game Hunter: 1d6 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8


Male Ifrit Bard (Magician) 5/ Dragon Disciple 1 | HP 47/47 | AC 20, touch 13, Flat-footed 17 | CMB +4 | CMD 17 | Fort +4, Ref +8, Will +7 | Perception +7

Janji just stands there like a drooling vegetable, waiting to be un-stunned.


Female Human Superstitious and Surprisingly Intelligent Barbarian 2

Swing and a miss. This only further enrages Kala. She tries again, hoping to land a blow this time.

Attack roll (assuming flanking): 1d20 + 9 ⇒ (1) + 9 = 10
Damage on a successful hit: 2d6 + 9 ⇒ (6, 4) + 9 = 19
Rage rounds left: 5


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Bartleby and Friends Round 2 actions:

Bartleby has Martin attack again and step back just a few feet (5') so he slip in a melee as well. Martin actually has reach and should not have a problem reaching over the tiny Bartleby anyhow.

Also, the 'haste' spell I cast from Channel Vigor is personal only, it doesn't affect my allies

Martin the Ape Full Round attack and 5' move. (adding in +2 for flank)

Claw Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Claw Attack: 1d20 + 12 ⇒ (1) + 12 = 13
Bite Attack: 1d20 + 12 ⇒ (12) + 12 = 24

potential damage:
Claw Damage: 1d6 + 10 ⇒ (2) + 10 = 12
Claw Damage: 1d6 + 10 ⇒ (3) + 10 = 13
Bite Damage: 1d6 + 10 ⇒ (1) + 10 = 11

Martin actually has +12 to hit and +10 damage now due to bull strength and bless, which he actually had last round but didnt see the pre-cast spells post until after round 1.

Hasted Bartleby 5' moves and uses a full round attack sequence, to attack twice with his Divine Trident (flank).

Electrical Trident Touch Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Electrical Trident Touch Attack: 1d20 + 5 ⇒ (16) + 5 = 21

potential damage:
Trident Damage (electrical): 1d8 + 2 ⇒ (8) + 2 = 10
Trident Damage (electrical): 1d8 + 2 ⇒ (6) + 2 = 8

Undead Lions attack: (+2 for flank)

I think one of the lions should only be at 6 damage, ( 13 taken first round, subtract 5 for DR, and fast heals 2 this round ) let me know if I bungled the math somehow.

Full round lion attack sequences: (lions cannot utilize bless bonus)

Lion #1 Claw: 1d20 + 9 ⇒ (18) + 9 = 27
Lion #1 Claw: 1d20 + 9 ⇒ (9) + 9 = 18
Lion #1 Bite: 1d20 + 9 ⇒ (15) + 9 = 24

Lion #2 Claw: 1d20 + 9 ⇒ (19) + 9 = 28
Lion #2 Claw: 1d20 + 9 ⇒ (11) + 9 = 20
Lion #2 Bite: 1d20 + 9 ⇒ (6) + 9 = 15

Lion #1 Claw Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Lion #1 Claw Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Lion #1 Bite Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Lion #1 Grab attack vs Monsters CMD: 1d20 + 13 ⇒ (20) + 13 = 33

Lion #2 Claw Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Lion #2 Claw Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Lion #2 Bite Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Lion #2 Grab attack vs Monsters CMD: 1d20 + 13 ⇒ (2) + 13 = 15

Ideally, a good amount of damage (66?) and a lion grappling with the monster (fingers crossed)


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Everyone else, don't forget your bless bonus (+1 morale bonus to hit)


Female Human Superstitious and Surprisingly Intelligent Barbarian 2

Oh right. Doesn't help this time because I got a nat 1 but I'll keep it in mind for next time.


Round 3

ME: attacked for 95 damage + grappled
Kale: go
Janji: stunned for 1d4 ⇒ 2 rounds
Kala: go
Bart: go
Ape: go (11 damage)
Lions: (23 damage) go/go

The sheer mass of creatures around the dark centipede overwhelm it. Bartleby stabs at it with his lightning trident, piercing its thick chitin twice, while his shear amount of minons claw and bite. One lion managed to grab ahold and not let go. It attempts to bite the lion holding it tight.

Bite with a -2: 1d20 + 11 ⇒ (6) + 11 = 172d6 + 7 ⇒ (6, 1) + 7 = 14

bite damage is all three types: B, P, S. I overcome


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Bartleby and Friends round 3

Bartleby Trident Touch Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Bartleby Trident Touch Attack: 1d20 + 5 ⇒ (13) + 5 = 18

Trident Electrical Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Trident Electrical Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Bartleby also 5' moves to keep Janji safe

Martin the Ape:

Ape Claw Attack: 1d20 + 12 ⇒ (15) + 12 = 27
Ape Claw Attack: 1d20 + 12 ⇒ (19) + 12 = 31
Ape Bite Attack: 1d20 + 12 ⇒ (13) + 12 = 25

and 5' move to close with centipede.

Damage:

Ape Claw Damage: 1d6 + 10 ⇒ (2) + 10 = 12
Ape Claw Damage: 1d6 + 10 ⇒ (3) + 10 = 13
Ape Bite Damage: 1d6 + 10 ⇒ (6) + 10 = 16

Lions ( each fast heals 2 )

Lion #1 Claw Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Lion #1 Claw Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Lion #1 Bite Attack: 1d20 + 9 ⇒ (15) + 9 = 24

Lion #1 Claw Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Lion #1 Claw Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Lion #1 Bite Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Grab/Grapple check from bite: 1d20 + 13 ⇒ (9) + 13 = 22

Lion #2 Claw Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Lion #2 Claw Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Lion #2 Bite Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Since it starts the turn grappling it can rake twice
Lion #2 Rake Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Lion #2 Rake Attack: 1d20 + 7 ⇒ (7) + 7 = 14
(subtracted 2 for grappling, but should cancel since the monster also loses 4 to dex (effectively 2 ac))

Lion #1 Claw Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Lion #1 Claw Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Lion #1 Bite Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Lion #1 Rake Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Lion #1 Rake Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Check to continue the grapple (gains +5 and another 2 from the first lion)
Grapple check: 1d20 + 20 ⇒ (19) + 20 = 39


- INACTIVE -

Kale feints at the creature with his Cutlass, then a split-second later he brings down his Longsword for a solid strike.

Crunch:
MWK Longsword, attack, main-hand, Bless, Favored Enemy, Big Game Hunter, Flanking: 1d20 + 4 + 1 + 2 + 1 + 2 ⇒ (17) + 4 + 1 + 2 + 1 + 2 = 27
MWK Cold Iron Cutlass, attack, off-hand, Bless, Favored Enemy, Big Game Hunter, Flanking: 1d20 + 4 + 1 + 2 + 1 + 2 ⇒ (2) + 4 + 1 + 2 + 1 + 2 = 12

MWK Longsword, damage, main-hand, Favored Enemy, Big Game Hunter: 1d8 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15


The ape rips into the dark centipede, and takes a giant bite out it it. The body wriggles for but a moment then collapses. The writhing ceases and the threat is no more.

OUT COMBAT

Once you know the crate is secure, you notice there was an adamantite crate that once presumably housed the creature. Once you know, no more danger presents itself, you go get the man who you met minutes before. You explain what happened, and when he walks in you see his jaw drop at the sight before him.

What in the Hell! You mean that...was in the crate?!? That low down, dirty rotten, son of a.. his voice trails off.

After composing his anger he turns to your group...after adjusting to the sight of the ape and bloody undead,

To get back at the son of a..you can sell off or use whatever else you find in the crate. Come back to me tomorrow and I will make sure you are well taken care of

Inside the crate is various ornamental armor, weapons, among other goods. The next day you return and he again thanks you for your help. He says it it weren't for you his business may have been ruined. He gives you a list of business and tells you you have a line of credit, to be used once per each if you, not once per establishment.

So, each PC gets 300 for the sold crate goods plus 1 of the following:
+1 weapon (up to $2500); wondrous item (up to $2500); wand (charged with up to ($2500)


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

"Thank you good sir!" pipes Bartleby. "What will you do with the crate itself? Also, I would be more than happy to handle the disposal of the monster's corpse. Free of charge!"

Bartleby holds out his tiny hand to shake.


I am gonna destroy the crate...just to stick it to the s.o.b. And thank you for the disposal offer, I will gladly take you up in that, as he gives you a firm handshake.


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

"How will you destroy an adamantium crate? Hmm, can I have the pieces let over when you smash it up?"


Bartleby Nutmeg wrote:
"How will you destroy an adamantium crate? Hmm, can I have the pieces let over when you smash it up?"

What are you scheming over there lol?! If you want a couple souvenir pieces sure. Hell I will even give you enough for couple adamantine arrows for each of you, but nothing bigger lol


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Lol, hey I just assume adamantium is pretty rare, an entire crate large enough to house a creature that big would be worth a fortune. From a strictly roleplay perective, I imagine Bartleby would be frothing at the mouth, indeed since he is a minor smith of sorts, having a supply of adamantine to work with would be a boon.


Adamantite is rare yes. I just don't feel like making you guys overpowered at this juncture lol. An adamantite weapon is +3000 gp, it bypasses any hardness and de of golems and such. It would make future GM hard to gameplan accordingly and not mop the floor with possible lower level PCs like in this group. I don't mind a few arrow/bolts floating around but any more than that I think is too powerful is all

I hope you can understand where I am coming from :)


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

Oh definitely. It was more an RP thing than anything. The warehouse guy should actually keep it and sell it off himself ;)


Female Human Superstitious and Surprisingly Intelligent Barbarian 2

Kala goes to investigate the adamantium crate. She knocks on it a few times. "This is strong stuff," she says. "What do you call it again?"


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

"Adamantine. It is one of the hardest substances. It is sought out by powerful adventurers for their weaponry and sometimes armor."

Bartleby will take a few pieces then for some bolts. Might be handy some day.


Female Human Superstitious and Surprisingly Intelligent Barbarian 2

Kala mutters to herself as she tries to pronounce the name correctly. "Andomandeen ... Addernattin ... Atterbanteen ..."

Kala takes some of the broken pieces of adamantine. "Abbotangeen will make strong arrows."

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