Beyond the Tentacled Eye - A Pathfinder Greyhawk Tharizdun Campaign

Game Master GM Darkblade

A View of Hommlet from the Southern Approach
Player's Map of Hommlet Proper
Townsfolk Images
Zert's Map
Menu of the Inn of the Welcome Wench


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Welcome players to the game. I have placed a few links overhead which show Hommlet and your likely home for the next few weeks of game time, the Inn of the Welcome Wench.

Below you will find a link to the character sheet I have created to track your character development over the course of the game. Please review them and tell me if I have anything incorrect, if anything needs adjusting. I will try to maintain them up to date as the game progresses, hopefully you will do the same with your profiles.

I have also worked a bit of your backgrounds into a link to the current caravan and some input on what brings you to Hommlet. If anything needs changed, again please let me know.

Welcome to the game.

Braggi:

Character PDF
You found yourself wintered far north of where you landed in western oerik, cramped up in the smelly bustling river city of Verbobonc. Few of the river captains seemed interested in your sailing skills, wary of your wild appearance. Disgusted you've decided with the spring to return south, perhaps finding the sea once more and a ship to make your fortune. Luckily a caravan has formed up taking goods south to Celene and on to Ulek and Keoland. Your skill of arms and strong back were enough to convince the trade master to hire you on as a day laborer. For a daily meal and a spot under the wagons you've carted loads, worked the campsites, and in general done whatever you could to stay busy and breathing fresher air again. While it has lifted your moods somewhat, it still lacks the excitement and rewards you once sought, sailing from home with your former companions.

Cedryk:

Character PDF
Bodmall of the Bramble Wood has shared her knowledge and hearth with you for many seasons now. She has shown you much of the roots of the world and how all life shares the power of the oerth. But now she has brought you east to the farthest edges of the wood, into the plains and farmlands, onward to the edges of the Velverdyva River. Down the flow is Verbobnc. Beyond to the south is the tiny hamlet of Hommlet. In the grove you will find my great cousin Jaroo. I sense a taint in the earth, a poison in the waters, a rot upon the winds. He is in need, my calls to him are unanswered. Bodhmall has entrusted you with a sealed letter to deliver to Jaroo or his apprentice. In Verbobonc you joined a caravan passing through Hommlet, working for your daily porridge and a spot beneath a wagon for your bed.

Filnefillan:

Character PDF
You've heard rumors recently that during it's heyday the Temple of Elemental Evil had been working with a rogue band of drow to supplement their monstrous forces and entice Lolth to support their efforts. Leaving the confines of familiar lands you're travelling south to Hommlet, hoping to inspect those ruins and learn of any truth to the tales. Even if the rumors prove false you know in ages past the forsest nearby was connected to your own homelands via a menhir gate. The chance to explore such ruins are equally as important to your studies. With the coming of Spring you've jumped at the chance to make the trip, joining a group of merchants heading through Hommlet to Celene.

Jocasta:

Character PDF
As the spring trade season begins you have gathered yourself together and booked passage with a small caravan heading through Hommlet and onwards to Celene and beyond. It seems best to start your investigation of raiding and attacks in a place like Hommlet, with her history of trouble with brigands and bandits. A friend in Verbobonc suggested stopping in at the Inn of the Welcome Wench, the Gundigoot family has always had a reputation of being fair, honest, and willing to stand up against unlawful forces in the area.

Musami:

Character PDF
You've been sheltered much of the past winter doing specialty work in Verbobonc, sharing techniques with those interested and learning what you can from those willing to teach. The season was long and you've started to feel that itch again to move on. Rumors reached you that Hommlet lost it's apprentice smiths leaving the town short-handed, opening a possible place for you. If anything, the tales of the old faith smithy who honors the old ways interests you in possible forge secrets you've yet to discover.

Toruk:

Character PDF
You've been traveling long and far since you left the Pomarj, winding along at the directions of Fharlanghn. Recently you were up the Velverdyva from the Nyr Dyv, docked in Verbobonc. In a pub you overheard a merchant courier sending a small shipment of smoulderweed to Hommlet, bound for a man named Gremag. The name caught your ear as your former master had a northern cousin of the same name. Could this be the same man, could he have some connection to the Slave Lords? You managed to sign on with the caravan hired to deliver the package, intent on secretly investigating the man and any connections he may have to the Slave Lords.


Female Human Magus (Armored Battlemage) 6 | HP 50/50 | AC 21 T 13 FF 17 | Fort +7 Ref +6 Will +7 | Initiative +3 | Perception +7 | Speed 30 ft. | Arcane Pool 5/5 | Mythic Power 5/5

Hallo!


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

Hi


Male Human Druid 2 | HP 17/17 | AC 15 t 13 ff 13 | CMD 14 | F+4 R+2 W+7 | Init +2 | Perc +9

greetings and thank you for the chance to play in this game!!


M Human (Flan) Warpriest of Fharlanghn 4; Perception +4, Init +4, AC 18 (T 13, FF 16), HP 11/19, Fort +6, Ref +2, Will +5; Unarmed Strike +6/+4 (1d6+4); Spells:1st 1/3

Greetings all! Thanks for the selection GM!


Welcome everyone.

This first encounter is pointing out that your group does not have a dedicated healer. This does not have to be a detriment to the group however, as I can easily compensate for most needs in game via the normal PFS methods, found or purchased wands, potions, and handy scrolls.

I did not want to force anyone in the game into the role of healer or support character, but allow those with the interest to shoulder the responsibility as the group might desire.

Hommlet has the Church of Saint Cuthbert and the druidic grove to supply the basics, and I intend to allow Kalizar to set up shop for a bit in town as well, to provide some additional resources, for an appropriate fee of course.


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

100% understand and support that decision Darkblade. Glad I left a couple of gold spare.


I won't penalize character growth and development either, just add a few coins here and there for expendables. Any coin spent at the start stocking up with be reaped back as the game progresses.


Male Human Druid 2 | HP 17/17 | AC 15 t 13 ff 13 | CMD 14 | F+4 R+2 W+7 | Init +2 | Perc +9

Cedryk can pick up some healing spells as well


M Human (Flan) Warpriest of Fharlanghn 4; Perception +4, Init +4, AC 18 (T 13, FF 16), HP 11/19, Fort +6, Ref +2, Will +5; Unarmed Strike +6/+4 (1d6+4); Spells:1st 1/3

I expect Toruk should be able to mostly fill the role of healer for the group. His spell quantity is not as much as a full cleric, but I'm willing to use it all on healing. Between Cedryk and Toruk I think we have it covered.


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

Wands and scrolls and potions will get us a fair way I think. It is more having someone who can use them, especially the wands and scrolls.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

Agreed. This should be interesting in the way of how we approach our healing.


CG Human Barbarian 5 | Status:
Stats:
AC 18(16) (T 12, FF 15) | CMB +8(+10), CMD 19(21) | Init +1 | Speed 30ft | F +7(+10), R +3, W +4(+6) | Perc +10, SM +2
HP 55 (70) | Damage 0 | Rage 14/14

Hi!

We will do fine, I'm sure ;)

Braggi:
I had thought that word of What Braggi did during the storm could have passed between sailors, and he has a bad reputation for it. Also, I thought I wrote it down but it seems I didn't; Braggi worships Kord.

I'll adjust his sheet to match yours in a couple of hours (it is quite late here).


Female Human Magus (Armored Battlemage) 6 | HP 50/50 | AC 21 T 13 FF 17 | Fort +7 Ref +6 Will +7 | Initiative +3 | Perception +7 | Speed 30 ft. | Arcane Pool 5/5 | Mythic Power 5/5

The usual way that this goes is people die and make new characters until someone decides to do healing.

@DM: I realized that Jocasta would probably have taken her husband's name when she got married, but Salazar would not be a Flan name, so I was thinking of changing it to Riverwood before the profile is locked, if that sounds good? Also on the character sheet you still have Old Oeridian listed instead of Velondi.


Jocasta Salazar wrote:

The usual way that this goes is people die and make new characters until someone decides to do healing.

@DM: I realized that Jocasta would probably have taken her husband's name when she got married, but Salazar would not be a Flan name, so I was thinking of changing it to Riverwood before the profile is locked, if that sounds good? Also on the character sheet you still have Old Oeridian listed instead of Velondi.

Sorry about that Jocasta "Riverwood," I failed to catch that when I updated everything, I'll change both on my records.


Braggi Wrongeye wrote:

Hi!

We will do fine, I'm sure ;)

** spoiler omitted **

Braggi:

Reputation works a bit differently in this instance, based upon a sphere of influence which begins at a rough 100 miles radius. Since the negative incident occurred far to the south of your current location it will not affect you with the locals. As you increase your reputation and matching sphere of influence, or you travel south towards the coast, you may encounter persons wherewith the negative effects will become evident, dinging your reputation and marring your interactions with the populace. For Hommlet and it's environs you are fine thus far, though you may encounter travelers from the south who do remember the matter and react appropriately.


What Cedryk, no singing? Guess that's why you're a druid and not a bard...


Male Human Druid 2 | HP 17/17 | AC 15 t 13 ff 13 | CMD 14 | F+4 R+2 W+7 | Init +2 | Perc +9

LOL...I would never be so very obvious...but is that a little umbrella that Hedgewyk has in his hands...??


While yes the rain and delay will affect the tracks Cedryk should be able to locate the trail tomorrow, if interested. Braggi should be able to assist him with the effort, or vice versa. The survivor should be able to give you more information about the attackers, once questioned, so you'll be forewarned and prepared.

The downside will be the attack on the caravan occurred roughly three hours prior to your arrival, so it's likely the captors had a two hour head start.

The upside is they may've been caught in the open like yourselves during the rain, though unlike you they're traveling off-road which will complicate their progress.

Survival


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

My knee-jerk reaction as a player was "Charge off into the bushes and save the NPCs" Musami has the meticulous drawback so I am meant to be not spontaneous. Working on getting myself more in character with the planning as we ride. Keep me honest, ok.


Female Human Magus (Armored Battlemage) 6 | HP 50/50 | AC 21 T 13 FF 17 | Fort +7 Ref +6 Will +7 | Initiative +3 | Perception +7 | Speed 30 ft. | Arcane Pool 5/5 | Mythic Power 5/5

For me it's basically a coin flip. I don't like the idea of leaving people off in the hands of bugbears (or whatever) to die, but I also don't think we can run off after a lead in the rain and the dark and take a lot of risks yet, especially with our very limited healing resources (that were all used to save the wounded man). I'm not trying to start a fight with the party, just trying to be realistic about our chances to help people vs. our odds of just getting ourselves killed too.


This encounter was built off of a couple that were used in the Temple of Elemental Evil video game as opening vignettes, based upon the alignment of the party. One had the party stumble upon an assassination in the streets of Verbobonc, the canoness Y'dey. Another was the party encountered a caravan attacked by bandits, wherein some of the NPCs were taken prisoner. There were other scenes as well, but I can't remember them off the top of my head.

The gist of them all were to give the party a reason to be in Hommlet seeking adventure. I used that idea to form this opening scene. You encountered the caravan, learn that woman have been captured, goods stolen, people killed and find a wounded man in need of assistance. This would allow you to carry him on to Hommlet and turn him over to the church there, learning more about the attack. As news spread of the attack you would learn that one of the women was the wife of a villager, another the wayward daughter of a nobleman, etc. etc..

These leads were to give each of you a personal incentive to investigate further, whether to help the village, avenge the dead, seek a reward from a grateful noble, etc. without intending to railroad you with any one particular reason, or any one particular direction to follow.


I hadn't considered Toruk throwing a wrench in the plan by healing the survivor instead of the NPC, and then nobody wanting to question the survivor. ;) j/k


Female Human Magus (Armored Battlemage) 6 | HP 50/50 | AC 21 T 13 FF 17 | Fort +7 Ref +6 Will +7 | Initiative +3 | Perception +7 | Speed 30 ft. | Arcane Pool 5/5 | Mythic Power 5/5

I remember. :)


I went ahead and updated the players map. It includes the bridge and wagon camp. Crude but it should suffice, I hope.


CG Human Barbarian 5 | Status:
Stats:
AC 18(16) (T 12, FF 15) | CMB +8(+10), CMD 19(21) | Init +1 | Speed 30ft | F +7(+10), R +3, W +4(+6) | Perc +10, SM +2
HP 55 (70) | Damage 0 | Rage 14/14
GM Darkblade wrote:
I hadn't considered Toruk throwing a wrench in the plan by healing the survivor instead of the NPC, and then nobody wanting to question the survivor. ;) j/k

Oh, I thought he was still unconscious at the time.


He was, but Kalizar handed Musami smelling salts which would have awoken him, at least for a bit. The man was at negative 8 HP when you found him. He is not fully recovered but he is out of immediate danger.


Interesting footnote, I played out the combat between the guard and two gnolls. Dice rolls went his way and he did kill two of the gnolls with only glancing blows. A third gnoll however caught him a good blow and dropped him; he stabilized with a 20 at -8 HP. In true GitP fashion the NPC earned his name.


Kalizar has many alchemical items in his wagon, so there is a good chance he may have something you might need, if you ask. Not a great quantity, but certainly a large variety.

The town has a Trading Post as well, though they tend to carry more regular equipment and gear.

You can buy some potions and scrolls from the Church, and it is rumored the lord of the tower, Burne Devarn, is a wizard and sells a few items as well.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

I had to get one of my kids from school sick yesterday (headache, migraine sufferer, and it stormed like heck in Central IL yesterday). Sorry for my absence, I missed a LOT!


Not a problem. I raised nine myself, well familiar with the aches and pains and problems they can spring on you out of the blue.


Notice all, if you receive any information in a spoiler you wish to share with the group, please post permission to read it here. I will then assume everyone has the same info as I move the story forward.


DM Rolls:

Need to make a couple of rolls here, nothing to see...
1d20 ⇒ 10
1d20 ⇒ 13
1d20 ⇒ 15
1d20 ⇒ 7
1d20 ⇒ 2
1d20 ⇒ 11


Uploaded updated versions of Zert's map and the Player's Maps of Hommlet, links above the fold.


Batch of random DM rolls:

Move along, nothing to see here
1d100 ⇒ 78
1d100 ⇒ 77
1d20 ⇒ 10
1d20 ⇒ 14
1d12 ⇒ 6
1d12 ⇒ 10
1d10 ⇒ 7
1d10 ⇒ 4
1d8 ⇒ 7
1d8 ⇒ 5
1d6 ⇒ 5
1d6 ⇒ 6
1d6 ⇒ 1
1d4 ⇒ 4
1d4 ⇒ 4


I modified Zert's map again to show the small river which does not appear on it, but which plays a part in the module and video game. I wonder why no one ever bothered to mark it. Since it followed part of the old roadway it made sense why it was abandoned, it likely flooded out the trail more than once over the years.

Also added Cedryk's position, though that remains OOC knowledge for the time being.


I chose that flaming eye symbol over the original as it included the four pointed gleam in the eye, a subtle hint to the powers of the four elements within the Elder Elemental Eye. That's just a bit of inside baseball for the fans out there.


More spare DM Rolls:

1d20 ⇒ 6
1d20 ⇒ 16
1d20 ⇒ 17


To put the groups back together, and get things on the same track, let's compromise.

If the main group follows the wagon tracks/old road they will find a river crossing near the spot marked by Zert that he lost his horse's shoes. A quick search in that area indeed turns up a campsite and two rusty, broken shoes. The wagon tracks continue on the old road towards Hommlet.

Following that your group will find a comfortable, secluded spot near the fork that turns away from Hommlet for the moat house. I marked it with a star on Zert's map. It would be two miles from the moat house, so the risk of a campfire being discovered are remote. At the split the wagon tracks lead away from Hommlet and in the direction of the moat house.

If Cedryk follows the river run back towards Hommlet he will stumble upon your tracks roughly an hour behind you. If he follows the combined sets of tracks he will find you guys at the campsite and together you can all compare notes and prepare for next steps.

Thoughts?


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

Sounds great GM Darkblade.


Female Human Magus (Armored Battlemage) 6 | HP 50/50 | AC 21 T 13 FF 17 | Fort +7 Ref +6 Will +7 | Initiative +3 | Perception +7 | Speed 30 ft. | Arcane Pool 5/5 | Mythic Power 5/5

Excellent.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

Sounds good.

Note on tomorrow: I have a job fair I am attending at about the time Paizo's boards will be returning to service, so my reaction may be slow if early afternoon Central US time.


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

It will be 3am here, so shouldn't affect me too much. I will be sleeping then at the gym until 6am.


Anyone else a little bugged by the new layout? I may need to up my eyeglasses before too long.


Female Human Magus (Armored Battlemage) 6 | HP 50/50 | AC 21 T 13 FF 17 | Fort +7 Ref +6 Will +7 | Initiative +3 | Perception +7 | Speed 30 ft. | Arcane Pool 5/5 | Mythic Power 5/5

The lack of easy links to various pages is really causing me problems. I have trouble getting to my campaigns (I have to go to Paizo, go to my account, find an alias, go to my main alias, and go to my campaign page) and the lack of a clickable button to go to private messages, with a notification when one is available, is also troublesome.


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

It is quite the adjustment, I admit.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

It's a little weird. I'll give it that.


Male Human Druid 2 | HP 17/17 | AC 15 t 13 ff 13 | CMD 14 | F+4 R+2 W+7 | Init +2 | Perc +9

it is a huge pain in the butt!! and this new font will take some time to get used to!


The links may not be working at the moment, website for a pic of the moat house is

https://drive.google.com/file/d/1EMqvi_-QXQ-qJo-CcAPpV2HlywjQ9t7Q/view?usp= sharing

Do we have a settled marching order, 5' and 10' wide please?


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

Given his stumpy legs Musami will probably take the rear of the marching order. He'll hold everyone up and can also provide some cover from behind.

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