Bloodborne - Prior of Darkbeasts II (Inactive)

Game Master Johnnycat93

Dominic, Vileblood of Cainhurst 57/57
Morgam 51/51
Sigmund Von Strauss 48/48
Sybille 58/58

Player's Handbook


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HP:57/57 l AC: 20 T: 18 FF: 18 l Fort: +6, Ref: +9, Will: +5 l, CMD: 20 l Perception +10, Sense Motive +9| initiative +4

Not being raised in Yharnam the word 'Pthumerian' means nothing to him, This is clearly not the case with his companions and he makes it known.

''Pthumerians? Who exactly were the Pthumerians? I've never heard of them.''


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

I feel like I'm abusing the skill at this point, but can I use Profession:Hunter to answer either of those questions? They're kind of Hunter lore-y, right?
just in case: 1d20 + 7 ⇒ (12) + 7 = 19


Spooky Skeleton Scarecrow

Sybille:
Some scholarly circles believe that Pthumeria was a city that once stood where Yharnam does now and that Yharnam may in fact be built upon the same foundations. Of course, any official records of this have been suppressed, if they exist at all. Little is known of the civilization itself save though many theories exist. Some have declared them a near utopian society while others posit that they may have been an entirely separate species and ancestors to man. Regardless, all agree that what little is known shows them to have been both advanced and prolific.

The troubling question, though, is what happened to them?

Morgam:
You've heard the word in passing but it's always been outside of your purview. Whatever "Pthumerian" refers to, it's not hunting beasts or the workshop. Of course you've heard rumors that both the Healing Church and Byrgenwerth College both send agents to meddle in unusual situations such as the one you find yourself in currently.


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

"They're none of our business. We'll take the books back to the College later. They'll get something good out of them. We need to keep looking." Morgam declares firmly.
Is there another door out of here? And is anyone going to mention the watch?


Spooky Skeleton Scarecrow

There are two doors adjacent to each other on the far side of the room and the stairs going down.


Dominic readies both pistols. "Why don't one of you melee types go try the door, and I'll shoot anything that lunges out at you?"


Inactive

"Ah, Pthumerians. I heard a little about them. They lived here before us and there's not much known about them." She answers Sigmund and walks to the left door.

"Let's see if it leads anywhere." She checks the door and opens it if it doesn't look like there are any traps.

Perception: 1d20 + 12 ⇒ (9) + 12 = 21


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

Morgam waves them on ahead as he goes to investigate the watch.
Appraise: 1d20 + 1 ⇒ (12) + 1 = 13
"What do you make of this?" He asks nobody in particular.
If nobody is too worried about it I'll just pocket the thing... after checking the time, of course.


Spooky Skeleton Scarecrow

While Sybille and Dominic are checking the first door Morgam moves to the work bench to investigate the odd time piece. It was made of the pocket watch and sits closed. The casing is a dull emerald green and it has finally done gold etchings across its surface. It appears to lack a chain entirely.

Sybille meanwhile is confident that the door is not trapped. She reaches out for the handle just as Morgam picks up the timepiece. Everyone stops simultaneously as they feel a huge drop in pressure within the room at that very moment, as if all the air had been sucked out at once.

A noise in the room draws the hunters attention. One of the gears hanging from the ceiling has started to swing softly. The thread holding it strains and finally snaps causing the whole thing to come crashing down in a huge cacophony, destroying a nearby workbench in the process.

Before the hunters can collect themselves more objects around the room begin to move of their own accord. Gears and springs free themselves from the ceiling and hang ominously in the air while books, chairs, and tools rise up from the ground in clear defiance of gravity.

Initiatives please


Inactive

Init: 1d20 + 1 ⇒ (11) + 1 = 12

"What the hell is that?!"


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

Init: 1d20 + 2 ⇒ (14) + 2 = 16
"We've got trouble!"


Dominic just rolled his eyes.

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16


HP:57/57 l AC: 20 T: 18 FF: 18 l Fort: +6, Ref: +9, Will: +5 l, CMD: 20 l Perception +10, Sense Motive +9| initiative +4

Sigmund echoes his companions sentiments, expressing confusion and a little worry.

''What in the name of Hell?!?''

Initiative: 1d20 + 4 ⇒ (2) + 4 = 6


Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
"Damn."


Spooky Skeleton Scarecrow

Animated Objects Init: 1d20 ⇒ 4

Despite their collective surprise, the hunters are seasoned killers and not caught off guard so easily.

Everyone may act now. There are quite a few animated objects floating about the room. A cluster of gears, springs, and other metallic objects hover over the heads of Sybille and Dominic while Morgam, Grim, and Sigmund are surrounded by a rotating cloud of books and chairs


Inactive

Sybille whips out her hammer and makes a wide swing at the floating gears. "That's ridiculous!"

Hammer atk: 1d20 + 10 ⇒ (4) + 10 = 14 Dmg: 1d8 + 7 ⇒ (6) + 7 = 13


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

Morgam looks for an opening to duck out of the swirling debris.
Acrobatics?: 1d20 + 9 ⇒ (3) + 9 = 12


Grim pulls out his greatsword, glowing as he draws and swings violently at one of the chairs.
attack: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 2d6 + 8 ⇒ (1, 1) + 8 = 10


"They're gears! They don't bleed! Through the door, quick!" Dominic takes his own advice, trying to dive between the gears and through the newly-opened door.

Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22


HP:57/57 l AC: 20 T: 18 FF: 18 l Fort: +6, Ref: +9, Will: +5 l, CMD: 20 l Perception +10, Sense Motive +9| initiative +4

Seeing that most of the things surrounding him are flammable, Sigmund draws his sword with a flourish and with a click of his thumb lights it in oil. He swings at the nearest object.

Sword Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Sword Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Furnace Trick: 1d6 ⇒ 6


Spooky Skeleton Scarecrow

Round 1

Morgam ducks out of the crowd of floating debris while Dominic pushes through the door and finds himself in a large office. The rest of the hunters stand their ground. Sybille and Grim both smash an object from the air with their attacks while Sigmunds hammer sets one ablaze. The fire spreads quickly to several books and a chair. Most of the object shutter in the air before falling promptly to the ground.

The objects start hurtling around the room wildly. Sybille is struck soundly across the jaw by a gear while another fly's dangerously close to Grim. A book shoots at Morgam but misses wildly and a flaming chair explodes next to Sigmund as it strikes the ground.

Everyone may act now

GM Rolls:

Slam v Sybille: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Crit Confirmation: 1d1d6 + 3 ⇒ (2) + 3 = 5

Slam v Sigmund: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Burn: 1d6 ⇒ 4

Slam v Grim: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Slam v Morgam: 1d20 ⇒ 14
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Inactive

"Shit!"

Sybille swiftly follows Dominic into the room, brushing the flying gears off.

Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

"Let's get to cover!" Morgam orders, following Dominic and Sybille.
Move: into office for cover. Standard: ready action to shoot anything that attacks teammates as they go for cover.


Dominic stands by the door, ready to slam it shut once the others have piled through.

Readying an action to close the door.


Grim will also try and go for cover realizing that he is having little affect on the objects.
Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12


HP:57/57 l AC: 20 T: 18 FF: 18 l Fort: +6, Ref: +9, Will: +5 l, CMD: 20 l Perception +10, Sense Motive +9| initiative +4

Seeing that the others have all decided to escape, Sigmund decides the battle is no longer worth pursuing.

Slamming his sword back into his sheath, he dives forward in a gap between burning books and chairs. Rolling to his feet, he scrambles for the door.

Acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25


Spooky Skeleton Scarecrow

The hunters all follow after Dominic, ducking into the office. A book explodes on the wall just as Grimm enters and they quickly shut the door before more objects can attack. Sybille helps hold the door which sounds with the impact of objects striking against it, yet it seems to be holding.

Combat over for now

The office has only the one exit (the door the hunters just exited) as well as a desk covered in papers and books and a chair. It's decently sized, though with everyone inside it is somewhat cramped.

GM Rolls:

AoO v Grimm: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


"You just had to touch the watch... anything legible in these papers?" Dominic asks, bending around Morgan and grabbing a handful to flip through.


Inactive

Sybille joins Dominic and rummages through the papers and books.


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

Morgam takes the watch out of his pocket and eyes it with a wary curiosity. "Accursed little thing, isn't it?" He sets it on the desk and takes a look at the papers that the others are occupied with.
"What do we have here?"
He raises his head up long enough to catch Sigmund's eye. "You two hold that door, will ya?"


Spooky Skeleton Scarecrow

Glancing at the pocket watch Morgam figures it must be broken. The hands move wildly across the face without any concern for whatever time it may be.

Morgam Perception DC 10:
He quickly notices that however he turns the watch, the hands promptly align themselves to point vaguely towards the door.

Looking through the papers they are mostly faded with age. The ones that aren't are comprised of the same incomprehensible writings as before, though among them there are a few documents that have graphs, charts, and schematics for various timepieces.

One page shows a schematic of a mechanical hourglass incorporating something that looks like a human heart in it. It looks to be part of some larger design but the rest of the document is too faded to read and the notes are indecipherable.


"Yeah sure"


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

I can't actually fail that.
Morgam turns the watch around in his hand and furrows his brow. He casts his gaze towards the door. "It's more like a compass." He paces a bit to see if it keeps pointing towards the door or if it's just pointing to generally that direction.
trying to figure out if it's attuned to the room or some goofed-up version of "north".


Spooky Skeleton Scarecrow

Pacing around Morgam finds that the hands continuously seem to point towards the door/wall leading into the adjacent room. The hands have no means of going up or down, only spinning around the watch face so he's not entirely sure. When he lifts it vertical the hands usually orient themselves to a single point and then remain there.

He's confounded though, as midway through his searching the sounds of objects crashing against the wall dies down before disappearing entirely. Shortly thereafter the hands spin wildly around before finally orienting themselves directly towards Dominic.


HP:57/57 l AC: 20 T: 18 FF: 18 l Fort: +6, Ref: +9, Will: +5 l, CMD: 20 l Perception +10, Sense Motive +9| initiative +4

Sigmund nods at Morgam to show that he heard him but says nothing. He braces his shoulder against the door to help hold it closed but over his shoulder he sees Morgam fiddling with the watch and hears the sound of crashing objects dying down.

Slowly he backs away from the wall and looks at his companions.

''Is it safe to back away from the door now?''


Dominic shrugs. "Open it and see. I'll just be over here."


Inactive

"Nothing useful here." Sybille shrugs. "And as there's no other exit, we don't have any choice."


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

Morgam continues his pacing, this time casting his gaze suspiciously towards Dominic.
"I think we should give it another minute, just to be safe."


"I agree, the fact it just died down for seemingly no reason is a reason for worry."


HP:57/57 l AC: 20 T: 18 FF: 18 l Fort: +6, Ref: +9, Will: +5 l, CMD: 20 l Perception +10, Sense Motive +9| initiative +4

After a few minutes have passed without any other incidents, Sigmund leans back from the door and graps it in hand. He opens the door a crack and peers into the opening, ready to slam the door shut at any sign of danger.


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

Morgam instinctively levels his pistol toward the door.
And shoots Sigmund in the back jk


Spooky Skeleton Scarecrow

Opening the door reveals large piles of broken, scorched, and tattered objects lying in front of the door and along the walls. With the absence of any other mysteriously floating things in the room it would seem that they exhausted themselves trying to break through the wall and door.


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

After a moment Morgam lowers his pistol. "Huh. Must've been some kind of simple magic. And here I was afraid we had a demon workshop on our hands."
He picks up the watch from where he'd set it on the table and moves for the door, still keeping his eye on the hands.
"Hurry up with that table. We have more ground to cover."


"So... I suppose we'd best head back to Crox, hmm? Unless someone spotted some hidden door."


Inactive

"We still have the stairs and the door." Sybille points out to the alcove and the last door. "We should check them first. I say we check the door first."


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

I thought this was the door.
Also, did we deal with everything on the desk/in this room?


Spooky Skeleton Scarecrow

There's one more door in this room you have not opened and then stairs going down.

Besides all the priceless ancient Pthumerian furniture that lies in heaps around you there does not appear to be anything more of interest here. Somewhere an antique dealer tosses restlessly in his sleep


"Yes, we should check the other door before going."


Inactive

We can bring back some bits and pieces that are less damaged. Probably. Maybe.

Sybille nods and checks the door for traps before opening it. The usual.

Preception take 10: 10 + 12 = 22


Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 | Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

Morgam hangs back out of the light as the others prepare to open the door. His pistol hangs casually at his side.

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