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Game Master Black Powder Chocobo

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Lantern Lodge RPG Superstar 2015 Top 16

Sorry for the extended delay.

Mahasi finds that the ghoul was wearing a ring of protection +2 (useful loot for you to use for the rest of this adventure!

Mahasi tries to understand the literary work, skimming through the heavy pages, but they are in an ancient script he cannot decipher natively. With Owai and Varian's help, they understand that it is Aklo, but given the various scribbles and notes, this appears to be a copy of whatever this original text was.

In the inside cover, though, there is handwriting in Common. "May we, the Keepers of the Oldest, prevail over the scourge of simplistic thought and lesser men." Written below that are five signatures.

Keeper Marshan
Keeper Baskerwhel
Keeper Myre
Keeper Hyve
Keeper Crove

Going back through the book, you can tell that there are references to numerous gods of old, names you have not heard of before in any sane writings.

Nyarlathotep. Azathoth. Shub-Niggurath.

One name stands out repeatedly, though: Yog-Sothoth.

DC 25 Kn: Religion:

Yog-Sothoth is known as among the most powerful of the Great Old Gods, lost away in the Dark Tapestry. A being supposedly manifested of time and space, its appearance is thought to be that of many conjoined lights, like stars of the galaxy before they die out. Its motivations are unknown, but its worshippers push agendas of desecration and madness in subservience to this distant god.

One page is lined with a red silk bookmark; spidery script lines the pages with various annotations.

GM Dice:

Mahasi: Linguistics: 1d20 + 16 ⇒ (2) + 16 = 18
Mahasi: Kn: Arcana 1: 1d20 + 16 ⇒ (19) + 16 = 35
Mahasi: Kn: Arcana 2: 1d20 + 16 ⇒ (7) + 16 = 23
Owai Kn: Arcana: 1d20 + 5 ⇒ (4) + 5 = 9

The section and annotations are notes regarding how to use special rituals to open portals in key locations. Written in the same handwriting as Keeper Crove, the notes discuss using the rituals in the book to open a portal in this location, dubbed the Sunless Grove, and contact a spawn of the Dark Tapestry to further their knowledge of forbidden magic and arcane secrets.

Mahasi, give me 2 Kn: Arcana checks, too.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

"This tome talks of some strange creatures that it calls gods, but no gods I have ever heard of: Nyarlathotep, Azathoth, Shub-Niggurath and Yog-Sothoth. These idiots were opening up portals to talk to them and learn magic: as if the strength of magic could not come from within!"

religion: 1d20 + 9 ⇒ (2) + 9 = 11
arcana: 1d20 + 16 ⇒ (16) + 16 = 32
arcana: 1d20 + 16 ⇒ (15) + 16 = 31

Lantern Lodge RPG Superstar 2015 Top 16

@Mahasi: You have no idea what this particular tome is called... but you do understand some pages after the bookmark. While a cursory glance would convince someone that that the energies of those conducting the ritual are used to fuel the portal, you can tell that it is a warning that binds the souls of those ritualists to whatever comes out of the portal and that "the entity may make hideous use of this soul essence by consuming it, growing more powerful in the bargain, such that only the end of such essence can challenge the intruder's rights upon your world." Thus, if this thing kills those who summoned it, its power grows. Likewise, if some other agent kills the conjurors, the potential energy will be lost to the planar entity.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

"In short, the book says ones soul is traded in the summoning; unsurprising. Also: kill the summoner, and that spiritual energy is lost to the creature summoned, but if the creature kills the summoner, that energy enhances the creature. Fools, fools, fools."

Liberty's Edge

Male Aasimar (Azata-blooded) Bard (Dawnflower Dervish) 3, Monk 2 (Master of Many Styles/Monk of the Sacred Mountain) HP 39/45, AC 23, T 17, FF 16, CMD 18, F +7, R +11, W +5, In +5, Per +4, SM +16, 1 Str dmg

Knowledge: Arcana 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge: Planes 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge: Religion 1d20 + 5 ⇒ (7) + 5 = 12

Owai scours his memory for anything he may have learned in his limited experience, but fails. He shakes his head. "So these people summoned something from beyond our plane and it's loose? Or are they still controlling it?" he says. "We need to find these 'Keepers' in either case." he continues.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

know planes: 1d20 + 7 ⇒ (3) + 7 = 10

The names mean nothing to Varian, who shrugs..

If we read the book do we have to make a sanity check? lol

Lantern Lodge RPG Superstar 2015 Top 16

Surprisingly, no... if this was a home game, though :)

From the main room, wire grates block the exits from the outlying tunnels, except one of them is partially pried open and the stench of ghoul is still fresh. Knowing that Yarresh fled his pack, it is deemed unwise to continue in that direction.

Reminder:

The man's house who was collapsed and you just went through is Old Man Marshan...

Anything you wish to do down here or returning topside again?

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Mahasi will immediately drink his bottle of antiplague, muttering at the foul taste.

Lantern Lodge RPG Superstar 2015 Top 16

Owai: Your Crane Style has been changed... perhaps for the better. Definitely easier to use, especially for PbP. Link to post

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Given the way iterative attacks work, It's unclear to me that it's better with an iterative routine. It is perhaps better against creatures with lots of natural attacks (or two-weapon fighters)

Lantern Lodge RPG Superstar 2015 Top 16

I think it'll be more important late game and for your situation. But also with Snake Style, he can still front load his AC with a good Sense Motive check for single hit monsters

Another big update will come soon

Liberty's Edge

Male Aasimar (Azata-blooded) Bard (Dawnflower Dervish) 3, Monk 2 (Master of Many Styles/Monk of the Sacred Mountain) HP 39/45, AC 23, T 17, FF 16, CMD 18, F +7, R +11, W +5, In +5, Per +4, SM +16, 1 Str dmg

Well, I'll be a Girallon's uncle.

Lantern Lodge RPG Superstar 2015 Top 16

The party scouts the tunnels briefly, finding no more of the black slime stench or any other evidence of this strange cult or the behemoth it brought into Carrion Hill.

Returning topside, the rain has only increased in density and the dozen crows surrounding the crime scene have been reduced to three. The body parts littering the floor are now gone, but a wagon loaded with a large sack and three other human-sized wrapped cloths answer the first question. Two Crows are about ready to head out to a Desnan temple for rites when you emerge from the rubble. "Thank the heavens are alright! We were worried about you after you didn't return after an hour. Did you slay the beast?". After your answer, the men look downtrodden. "Things have gotten bad up here; riots are taking place all over town and people are panicking now."

Indeed, as you turn to look around, you see people in the streets, parents yelling at their children to follow them along. Men are breaking into buildings, looting supplies and taking what they can as guards approach and try to impose some semblance of order.

As the party makes their way to Mayor Heggry's to report, traffic jams of wagons and horses fill the streets with the stables and coach houses the epicenter of this travel disaster. The worried anger of the populace is thick in the air and the heavy rain continues to beat down a warm water upon the ground as little streams of sidewalk debris start flowing downhill.

The mayor's house is madhouse itself as several scared citizens try to make their way into to see the mayor. "What's being done about the monster?", shouts one of the men, being held back by the same trio of Crows you say earlier. They let you in, much to the dismay of the small mob, and fail to slip in after you.

"What have you found?", Mayor Heggry asks, a weak smile on his lips as he sees his city slowly falling apart.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Mahasi produces the book and displays the inside cover.

"It seems that the lesser minds who perpetrated this madness have writ their own confession."

He directs the Mayor's attention to the relevant list.

Summoner's Tome wrote:


Keeper Marshan
Keeper Baskerwhel
Keeper Myre
Keeper Hyve
Keeper Crove

"What do these names mean to you? We also dispatched an undead names Yarresh, who had become a ghoul."

Lantern Lodge RPG Superstar 2015 Top 16

"Yarresh, I am not familiar with that name.", the mayor answers. "But the others I am familiar with. Marshan is the person whose house you went through. I am unfamiliar with Baskerwhel. I believe Myre is a business man... Hyve and Crove escape me, though. You believe these men are responsible for the monster's attacks?"

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

"Cabalists. Traffickers with dark things. The contents of this book consist of dangerous arcana, not to be trifled with. I am not familiar with the laws of this land, but I am sure it would mean death in some places."

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Knowledge (Religion): 1d20 + 5 ⇒ (12) + 5 = 17

Deaglan nods "I guess that our next step will be to pay a visit to Myre then. We also found two bodies in the room where we found the book, you might want to send in some crows to retrieve them."

Found Items:

Ring of protection +1,
Ring of protection +2,
Ring of swimming
Wand of chill touch with 15 charges remaining
Bracers of armor +1
+1 scimitar

I would like one of the rings of protection.

Lantern Lodge RPG Superstar 2015 Top 16

The bodies come up.... and are identified as Old Man Marshan and Hyrum Baskerwhel.

Liberty's Edge

Male Aasimar (Azata-blooded) Bard (Dawnflower Dervish) 3, Monk 2 (Master of Many Styles/Monk of the Sacred Mountain) HP 39/45, AC 23, T 17, FF 16, CMD 18, F +7, R +11, W +5, In +5, Per +4, SM +16, 1 Str dmg

Owai has a +1 ring already, so the +2 is the only thing that'll be an upgrade. I guess he'll carry the Scimitar too to have a backup weapon during the module unless anyone else needs a magical weapon.

"Yes, let's visit Myre." Owai says, nodding to Deaglan. "And let's find out what we can about him and the others before we do."

Diplomacy to gather information.
Myre
1d20 + 10 ⇒ (20) + 10 = 30
Crove 1d20 + 10 ⇒ (19) + 10 = 29
Hyve 1d20 + 10 ⇒ (11) + 10 = 21

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

mind if I use the +1 ring for the duration then?

Lantern Lodge RPG Superstar 2015 Top 16

nice rolls Owai! That will get you the locations of all three men. On mobile now, will have more tomorrow

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Sorry for not posting. Combination of holiday and being sick. ugh.

"The big question would be, why would anyone want to summon one of these things, especially within town?" she wonders aloud. "What did they have to gain?"

Looking over at the mayor she continues, "You may want to send a working party down there to seal off that room. Perhaps that will help stay another such use."

Lantern Lodge RPG Superstar 2015 Top 16

No worries, it's the holidays and obviously my posting has been sparse this week. Busy trying to do some minor home remodeling for my parents!

Owai spends some time in town asking about the keepers and comes up with some interesting information. However, before he leaves, the Mayor hands the party with a large sack of coins. "Here is the promised reward for the information." He looks down, sighs, and once again pleads to the party. "While I understand that your goal is to furnish a new location for a lodge, if this thing is not defeated, then your efforts will prove fruitless. Please, save our city. While I cannot condone murder, the men who you asked about are apparently responsible for this destruction, and the beast's power is tied to their demise by its efforts. Punish them with the will of the town and remove them from the equation before that thing becomes so powerful that all in Carrion Hill is lost. Besides more coin, I will offer a piece of property for your Society to use, and to aid you on your quest, if you do accept, I can further offer some magical resources to keep you strong on your race against the beast."

He pulls out a wooden crate with a number of vials and scroll tubes.

Inside are 10 potions of cure moderate wounds, 5 potions of lesser restoration, a scroll of see invisibility, a scroll of invisibility purge, and a dose of dust of appearance.

Keeper Marshan:

Sulm Marshan is a goggleeyed man said to have moved to Carrion Hill recently from the coastal town of Illmarsh; he owned and lived in the
house in Slipper Market that was destroyed this morning.
His body was found at the Sunless Grove below.

Keeper Baskerwhel:

Glem Baskerwhel is a hunch-backed hermit who lives in the Wrythe about a day’s travel east of Carrion Hill. The swamp druid is nonetheless
well known in Carrion Hill as a potion-maker, and he visits the city often, always staying with his friend Arlend Hyve at the Elm Way Church on these visits.
His body was found at the Sunless Grove below.

Keeper Crove:

Waldur Crove is well known as the warden of Crove’s Asylum, a building located in the Crown that the Crows have long used to dispose of lunatics and the insane too dangerous to keep in regular prisons.
Location marked on Carrion Hill map!

Keeper Hyve:

Arlend Hyve is an authority on regional history and lore, a sage who dwells in an abandoned church of Aroden on Elm Way on the southern
slope of the Tangles. There are whispers that he dabbles in the black market poison and drug trade.
Location marked on Carrion Hill map!

Keeper Myre:

Rupman Myre is a middenstone baron. He owns a large vathouse down in the Filth along the river banks, and is rumored to be involved with illegal necromancy, but to date the Crows have not been able to
find enough evidence to arrest him.
Location marked on Carrion Hill map!

With this, you need to pick the first location to head to!

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Looking at the others, Shilyn reaches up to re-do her pony tail. "Well, I think Myre should be our first stop," she says as she finishes tying her hair back in place. "If he's involved in necromantic practices, it would be beneficial to both prove his involvement in both as well as met out a bit of justice. We would then kill two birds with one stone and the town would be much better off."

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Sounds fine to me.... to the riverside then, yes?"

Liberty's Edge

Male Aasimar (Azata-blooded) Bard (Dawnflower Dervish) 3, Monk 2 (Master of Many Styles/Monk of the Sacred Mountain) HP 39/45, AC 23, T 17, FF 16, CMD 18, F +7, R +11, W +5, In +5, Per +4, SM +16, 1 Str dmg

Owai nods gravely. "Best we head off any undead threats before they can arise, if this Myre fellow is involved in a conspiracy to destroy the town." he says. "As good a place to begin as any."

Lantern Lodge RPG Superstar 2015 Top 16

Three votes for keeper Myre, so that's where we're heading!

The panic the air is as evident as the hard rain pouring down on you as you make your way to the west side of Carrion Hill known as The Filth. You pass by a two men coming to blows over the last of a shop's lantern oil, a Crow trying to separate them. "Doomed! We're all doomed!", calls out a pair of doomsayers as reports of another house being demolished from below.

You finally arrive at the Vat house, a 40-foot-high single story building looming over the river's edge. The walls are constructed of middenstone, the material the vats produce.

DC 20 Kn: Local or DC 12 Kn: Engineering:

Middenstone is a strange material made up of crushed carrion roaches, brick dust, bone, and gravel. The nauseating material is a sickening violet hue in shade and while heated it can be molded into sheets, bricks, or other useful shapes. When cooled, it's durability is that of wood but is far more resistant to fire and rot. The foul-smelling substance bears the odor of tar, oil, and graveyards and weathers poorly, requiring more upkeep than stone. However, this only produces more demand for middenstone.

The doors are also made of middenstone, and while the chimneys still churn smoke, all of the doors appear closed. A sluice gate, pouring waste into the water, seems accessible.

[ooc]Map updated!

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

local: 1d20 + 11 ⇒ (16) + 11 = 27

Mahasi shudders as he looks at the wall material. "Disgusting". He doesn't bother to venture any further information, though.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Well, let's go check the place out... " Varian says as he heads to the nearest door.

Lantern Lodge RPG Superstar 2015 Top 16

Varian tries to open the door, but it is locked.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian turns and gives Shi a wink... "You're the skilled one when it comes to locked doors... shall we try another way in or do you just want to work your expertise here?"

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Pushing a wet strand of hair from her eyes, Shilyn looks up at the falling rain and mutters a string of expletives before turning to the door. "Well, let's see what I can do," she responds as she pulls her tools from her pouch.

disable: 1d20 + 13 ⇒ (3) + 13 = 16

More curses follow as the rain runs down her face and into her eyes, making it difficult to see what she's doing. Reaching up with a wet sleeve, she attempts to wipe the water from her face before giving it another try..

disable: 1d20 + 13 ⇒ (20) + 13 = 33

Liberty's Edge

Male Aasimar (Azata-blooded) Bard (Dawnflower Dervish) 3, Monk 2 (Master of Many Styles/Monk of the Sacred Mountain) HP 39/45, AC 23, T 17, FF 16, CMD 18, F +7, R +11, W +5, In +5, Per +4, SM +16, 1 Str dmg

Owai watches as Shilyn works. "It is a pleasure to watch an expert at work." he says with a smile, despite the water streaming down his cheeks. At least he has no hair to soak it up...

Lantern Lodge RPG Superstar 2015 Top 16

That will open the door... will update later!

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Hearing the click as the last tumbler falls into place, Shilyn gathers her tools and carefully places them back into the oiled leather holder. Looking down at her shirt plastered against her skin, "Of all days to forgo wearing my leathers. At least it's a relatively thick shirt," she mutters with a frown. "To think we could be drying off in front of a nice warm fireplace with a cup of spiced cider in hand."

Liberty's Edge

Male Aasimar (Azata-blooded) Bard (Dawnflower Dervish) 3, Monk 2 (Master of Many Styles/Monk of the Sacred Mountain) HP 39/45, AC 23, T 17, FF 16, CMD 18, F +7, R +11, W +5, In +5, Per +4, SM +16, 1 Str dmg

Owai steps forward and moves to open the door and step through. Once he does, he casts a spell, gesturing towards Shilyn, and her shirt starts to dry slowly, warming up to a pleasant temperature as it does. "The benefits of my arcane education." he says with a smile.

Prestidigitation! Yeah!

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Hmph, parlor tricks. But I suppose useful enough. Mahasi notes in a sneer mixed with just a hint of jealousy.

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Stepping inside with Owai, she smiles and says a quick thank you. Reaching up behind her head, she pulls her new short sword from its scabbard, its green crystal blade catching the light. "Well, let's see what we have in here eh?"

She slowly starts to move forward, keeping her eyes and ears focused on her surroundings.

stealth: 1d20 + 11 ⇒ (2) + 11 = 13
perception: 1d20 + 14 ⇒ (11) + 14 = 25

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian steps in right after Owai and Shilyn, smiling as her clothes begin to dry, though not saying anything about the nice usefulness of prestidigitation, since some semblance of stealth might be handy right now. He keeps an eye out for trouble.

perception: 1d20 + 11 ⇒ (6) + 11 = 17

not a very good eye though apparently.. sigh

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Don't feel bad.. at least your boots aren't apparently making squishy noises.. heh

Lantern Lodge RPG Superstar 2015 Top 16

When Shilyn opens the door, a warm blast out foul smelling humid air hits her in the face. While the warmth is appreciated, the stench is not. Stepping inside, her soaked shoes slosh on the ground. A few scarlet shelled roaches skitter along the walls and rafters of the cavernous room, a mix of acrid chemicals, burning refuse, and bitter smoke tainting the air. A tangle of wooden beams and walkways support this large room while a network of chains, ropes, and pulleys runs through the timbers above. A single large square table covered with bricks and tools sit in the center of the room while two flights of stairs lead up to the north to a long room filled with fumes and wisps of smoke.

Finding nothing of interest in the immediate room, the party slowly makes their way up the stairs on either side to see what lies above.

GM Dice:

New Shilyn Stealth: 1d20 + 11 ⇒ (12) + 11 = 23
Shilyn Fort: 1d20 + 3 ⇒ (17) + 3 = 20
Shilyn Percep: 1d20 + 14 ⇒ (13) + 14 = 27

Shilyn takes the lead after wringing her shoes out and approaches much more quietly. The stench is now overpowering and sickening as it is cloying and choking. There is no proper floor to this room, only a series of five-foot-wide middenstone walkways passing along over a series of pits ten feet below. The ground is obscured by a layer of foul-smelling, bubbling water through which a tangle of violet middenstone pipes weave. Numerous huge metal cauldrons containing a nasty, bubbling violet sludge simmer in the pits, each vat cradled in a nest of steaming pipes. Ropes and slippery ladders descend into the morass below every five feet along the edges of the slippery walkways, while to the north is a warehouse containing bins of coal, barrels, cages, and other supplies. Beyond this, a huge steaming furnace churns and roars under an upraised observation deck cloaked by a leather curtain.

Eight workers mill about, two loading coals into the furnace while another pair work on controlling pipes. Meanwhile, four more are in the pit, stirring the contents with iron rods. They seem to not notice Shilyn. The half-elf, though, can see that they are not normal... while they look human, their slugging movements and occasional grunts... they sound like zombies!

The area around the walkways is slippery; moving half speed or less is OK, moving between half speed and full speed requires a DC 5 Acrobatics check or fall into the vat, and moving full speed+ requires a DC 10 Acrobatics check. Using a free hand to grab one of the many ropes and chains grant +5 to the check and if you can auto pass, then don't worry about the roll.

Likewise, the air in the room from beyond the first stairs is mildly toxic, each round up there requires a DC 15 Fort save or be sickened until you return to the bottom floor (near the entrance). Shilyn, I rolled your first one and you are OK for this round, but you'll have to make them from now on.

Map updated!

Liberty's Edge

Male Aasimar (Azata-blooded) Bard (Dawnflower Dervish) 3, Monk 2 (Master of Many Styles/Monk of the Sacred Mountain) HP 39/45, AC 23, T 17, FF 16, CMD 18, F +7, R +11, W +5, In +5, Per +4, SM +16, 1 Str dmg

Don't suppose anyone has Hide From Undead prepared? XD
Some of the Zombies look as if they are in the vats. Is this so?

Lantern Lodge RPG Superstar 2015 Top 16

That is correct! The joys of being unliving

Liberty's Edge

Male Aasimar (Azata-blooded) Bard (Dawnflower Dervish) 3, Monk 2 (Master of Many Styles/Monk of the Sacred Mountain) HP 39/45, AC 23, T 17, FF 16, CMD 18, F +7, R +11, W +5, In +5, Per +4, SM +16, 1 Str dmg

"That's a lot of Zombies." Owai whispers. "Perhaps a tactical use of Grease spells to confound them and advance along one path together?" he suggests.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

"Why bother with them at all? It seems likely the workers, dead or otherwise, had naught to do with the summoning. If they give us offense, we can return it in kind; otherwise let us find this Keeper Myer"

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"They do seem rather focused on their tasks... they may offer us no resistance. I do not condone their creation or existence, but I also see no reason to engage in a battle we don't need. On the other hand, if we fine Myre, and he controls them, then we might end up fighting them and him together, making a fight against him tougher than it needs to be. So we need to make a decision whether to destroy them or not now."

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Slipping her sword back into its scabbard, Shilyn pulls her bow from her back and steps through it to tighten the string. She casts her glance upward to see of there's a way to go over the zombies as she slips an arrow from her quiver and sets it to the bow.

perception: 1d20 + 14 ⇒ (8) + 14 = 22

"If worse comes to worse, the path looks narrow enough that we could possibly shield-wall it and use bows. Or just push them into the bubbly stuff."

Oh, the vision of running down the path and just pushing zombies into the bubbly mess..

Lantern Lodge RPG Superstar 2015 Top 16

You can try climbing up the ropes, but doing so unnoticed will require a Stealth check at a -10 penalty which can be further exacerbated by failing the DC 15 Climb check.

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Is there something to stand on to fire arrows down or a walkway up there after climbing?

Lantern Lodge RPG Superstar 2015 Top 16

There are support beams you could rest on. You would have to be prone on them, but that doesn't penalize shooting and since you'd be firing from above, that's a +1 to hit, too. Of course, just don't fall :)

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Community / Forums / Online Campaigns / Play-by-Post / BPChocobo's PbP Gamethread for Cool and Attractive PCs All Messageboards

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Lantern Lodge RPG Superstar 2015 Top 16

Hello there Pathfinders!

I have a spot up for some Pathfinder Society module adventure! This will be to supplant a somewhat established group that has run through some Thornkeep, but are off level for the next stage. Thus, Carrion Hill will be used to gather the party's strength and take a breather from the horrors beneath the River Kingdom town. After Carrion Hill, we will be heading back into Thornkeep to finish the last two levels.

I'm looking for someone to be in a mixed group that has:

A rogue with a touch of arcane shadow
A balanced melee oracle of metal
A warrior priest of Trudd
A sorcerer of mysterious origins.

What I want:

Legal PFS build within levels 4-6. I'd like steady posting as I'm trying to push a module through the Gameday. Preference will be to those who have not played Thornkeep: The Dark Menagerie and Thornkeep: The Sanctum of a Lost Age.

Please post your PC by Thursday Oct 30th and I'll leave the party to decide on which PC to join the adventure. Then we'll get started on November 3rd.

Good luck and happy die rolling!

Grand Lodge

What kind of posting frequency are you looking for?

Possibly use a Witch?

Cackle Cackle!

Grand Lodge

I am playing the sorc. Really, anything would probably be OK. Another melee would be best, but the two semi-front-liners are both pretty decent and the 5th could be anything (of course, I only speak for myself and not the others - it will be a group decision).

I would say that this particular group is fairly rp heavy, rules lite (particularly for PFS) - except me, who knows to many rules for my own good. But I try to keep them to myself. Usually :)

Liberty's Edge

I also have this chap, who is melee.

Lantern Lodge RPG Superstar 2015 Top 16

Well, Capricornus... you're the only person to reply! I guess this makes the vote easier :) Pick which PC you wish to play and join the Gameplay thread. Since there's no vote... I'll see what I can get started by tomorrow!

Community / Forums / Online Campaigns / Recruitment / PFS PbP Gameday 3 - Carrion Hill Recruitment (lvls 4-6) All Messageboards

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