DM Puppet Master's Humble Bundle Welcome Campaign (Inactive)

Game Master Anon A Mouse

Cult of the Ebon Destroyer


1,901 to 1,950 of 3,821 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>

Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Seeing Marzela hesitate, Carrakas shouts "GO!"

It'll take too long to hammer through that winch, but I need to buy the others some time, at least. I can always climb out behind me. The tiefling raises his shield, glares at the grey-robed leader, and stubbornly sets in.

Using Total Defense for a +4 dodge bonus to AC, for a total AC of 26.

Lily's gaseous form should be at minimum CL5 (as a level 3 spell), which would give her 10 minutes total time. It is also dismissible anytime. I would highly recommend either flying up out of reach of the cultists (and maybe to a rooftop somewhere or something), or dismissing and running, because sticking with a 10-ft move speed while on the ground won't work if any cultists give chase.


Female Aasimar Inactive

You can't see me to shout at. I'm invisible. And if you go down behind, you'll end up trapped in the courtyard again, with way too many bad guys.... but okay. As you wish.

Marzela jumps down. She runs to someplace out of sight, and takes the robe and mask off and stuffs them in her pack. None of the cultists that are still alive have seen her face, so when she becomes visible again, she should be fine. She then goes to see if she can spot where Lily is, because they need that evidence. If she can find her, she encourages her to drop the spell (if that is possible with a potion... I don't know that), and run with her to see Riker.


INACTIVE - GAME DIED

Yep, I'm just runnin' - er, floatin' - for it.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
13 dmg on far left cultist on wall
11 dmg on south cultist on wall
5 dmg winch

Marzela NLD: 1d6 ⇒ 3

Growling as their prey all seems to be fleeing, a few on the cultists on the ground vainly thrust their arms through the slits of the portcullis in an attempt to get at Lily. Those on the wall move to surround Carrakas once again.

Acolyte aid: 1d20 + 5 ⇒ (9) + 5 = 14
Acolyte aid: 1d20 + 5 ⇒ (3) + 5 = 8
Priest rapier: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15

Meanwhile the newly arrived cultists begin yelling to surround and start laying in to everybody around the winch.

Priest vs Acolyte: 1d20 + 6 ⇒ (13) + 6 = 19
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8
Priest vs Acolyte: 1d20 + 6 ⇒ (14) + 6 = 20
Dmg: 1d6 + 3 ⇒ (3) + 3 = 6

Party (probably just Carrakas) is up

Carrakas, if you choose to run, just go ahead and make the AoO rolls if you provoke any. Blues have +5 (1d6+2) and reds have +6 (1d6+3) on the roll. In the likely scenario that you survive, you can all successfully regroup at the PFS headquarters.


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Seeing the horde of cultists all gathered on the wall, all trying and failing to hit him, Carrakas lets out a short laugh. Surely the others are well enough away by now - I think it's time to go! "It's been fun, gentlemen, but I must take my leave. Good luck in your future criminal endeavors!" With that, the tiefling carefully steps backward over the wall, and once again his limbs seem to meld lightly with the stone, allowing him to move as easily as he does on any flat surface.

Taking a withdraw action, so the red and blue cultists south of me don't get AOOs, but the one directly west of me should get one as I continue on.

Carrakas quickly goes to pivot around the corner to the east, requiring him to take his eyes off of the cultist next to him, who immediately takes a swing at the tiefling's exposed shoulder.

AOO, blue: 1d20 + 5 ⇒ (14) + 5 = 19

However, the strike doesn't find the groove, instead bouncing off his hard armor. With a slight grin, Carrakas continues around behind the winch and up and over the wall a short 10 feet east of the grey robed cultist. He then easily climbs down the rest of the way.

Since my climb speed is equal to my land speed (20ft), I have 40ft of total movement. 5ft to get back onto the wall to the north, another maybe 10ft to get around the winch corner, another 5ft to get over the top, then 15ft down, and 5 feet further east once I hit the ground should total my movement. Assuming all that is good, then I will continue to vamoose off to the PFS headquarters to meet up with the others.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Carrakas manages to evade the cultists once again, much to their dismay. As he hits the ground, some start firing crossbow bolts as other work on opening the portcullis. They briefly give chase, but quickly give up, allowing the entire group to meet back up at the Pathfinder Society's local base.

End combat


Female Aasimar Inactive

Back at the Pathfinder Society, Marzela pulls the first ledger, all of the guard uniforms, and the sack of holy symbols out and shows them to Riker.

They are impersonating whoever they like. I know that this isn't enough evidence by itself, but Lily here has the real evidence of what they are doing, and all of these people <she waves to indicate everyone besides herself and Carrakas> can corroborate what you already heard about the drugging and kidnapping. The Razmirians need to be stopped.

I'm also quite aware that the mission was... less than ideal... in its execution. However, you told Carrakas and I to go in and help, and we did the best we could with limited time and resources. That place is a mess, and the unfortunate deaths were self-defense. If we had more people perhaps we could have subdued them instead, but under the circumstances, that approach would have gotten us all killed.

Diplomacy: 1d20 + 18 ⇒ (15) + 18 = 33


INACTIVE - GAME DIED

Lily, having re-formed and arrived at the Pathfinder Society base, brings out the ledger and opens it. "I noticed a few pages here... I'll add some tags to mark them," she says. "Everything Marzela says is true! They have accounts here, talking about extortion, racketeering, illicit smuggling and sales, everything awful. This cult needs to be stopped!"


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

The group makes their way to the office of Lieutenant Riker to present their findings. The man looks noticeably more beleaguered and worn down than when Carrakas and Marzela were here last, though he does appear to be alone this time.

As Marzela dumps a book on his desk and immediately begins rattling information off, he gives her a blank look. "What the...drugging? Kidnapping? What are you talking about." It takes a moment for his mind to come out of what he had been working on and place the group. "Oh right...I sent you off to shut up that blathering chatterbox Sato. You were-- what was it? -- going in to rescue some group that had gone into the Razmirian temple under instructions of Pathfinder Reginar? What is this about 'unfortunate deaths'? And what are these things you're handing me? I know you're probably tired, but I'm not a mind-reader. What happened?"


Female Aasimar Inactive

Marzela takes a deep breath and starts over.

Sorry. I know you are busy and tired as well. I got ahead of myself. We went in to rescue the group in the Razmirian temple. You asked us to find proof of their evil deeds before you would send in more people to stop them.

I think Sato told you what was going on... when these people went undercover they were drugged and kidnapped, and the group has been doing it to many. However, they didn't have proof beyond their own testimony of anything worse, like stealing and extortion.

So, we brought you proof. These are guard uniforms and holy symbols that they were using to impersonate important people in order to intimidate others, and the ledgers that Lily has there are detailed records of all of the offenses committed, including as she said extortion, racketeering, smuggling, etc.

Unfortunately, in getting your evidence, we triggered an alarm... a statue of some kind that came alive and tried to kill us, and when we were trying to get out with the evidence we were set upon by others. At that point, unfortunately, it was kill or be killed. When we were able to run, we did, and got over the wall and came here.

You mentioned Pathfinder Reginar. Should we bring him into this meeting?

Diplomacy: 1d20 + 19 ⇒ (16) + 19 = 35


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"Not only that. They also raided the tomb of my town's founder, Kassen, waking up some evil forces that almost killed me and my friends," Jaed looks at Finnrick and a flashback of the events in the crypt came back to his mind. "Now they've tried to kill us again so they got what they deserved."

"We should discuss the matter of the crypt and the amulets with Reginar. These guys are plotting something bad. And with all the proof Marzela and Lily have presented you should raid that temple and finish this band of criminals," Jaed makes a small pause to let Lieutenant Riker assimilate all the information.

"Oh, by the way, when you arrest the remaining cultists, please tell the one called Evlar, a half-elf, that I send him my regards."


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

"In fairness, we gave them several opportunities to lay down their arms, promising to not harm them if they did so. They neglected to take us up on the opportunities presented, and seemed quite happy at the prospect of violence. So we obliged them." The large tiefling shrugged, unconcerned.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Riker first addresses Marzela. "Well, if what you say is true, I'm sure we'll find evidence in these ledgers. Of course, it'll take a while, to go through them and verify their authenticity-- at least an hour or two-- and then after that even more time to gather together a force large enough to apprehend all the cultists. Given the hour, you might want to consider resting. I can wake my aid and have him fetch the appropriate people, including Pathfinder Reginar." There's a pause as he starts to put what he had been working on away.

"As for this tomb you mentioned..." He turns to Jaed. "As I'm sure you're aware, it's common practice to enter such places. We even have Pathfinders tasks to explore them, though I admit there are many with less...scholarly aims as well. It's also not unusual for such places to be trapped or occasionally to even trigger the rising of those inside. While undoubtedly unfortunate, it's unlikely it was intentional."

Now done putting his things away, Riker begins gathering up the various pieces of evidence presented to him. Clearly assuming you're all too tired or disinterested in the paperwork he plans to do, he says "If you need a place to stay for the night, I can point you in the direction of our guest rooms. I need to head in that direction anyway to reach my aide."

For context: It's well past 4 am by this point


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"You don't understand. They didn't raid the tomb just for the fun or the loot. They were after some unique amulets that Kassen and Asar were buried with. Take a look at this," Jaed looks for the small note through all the papers and gives it to Riker.

"We have to get more information about that City of Golden Death and the Isle of Terror. These cultists are actually crazy psychopaths and professional brainwashers. Please, send news of our findings to Pathfinder Cygar in Kassen. He is the one who enrolled us on this mission."

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

Exhausted but happy about finally getting his revenge on the cultist after the tough days spent in the temple, Jaed follows Riker to the guest rooms. I can not wait to remove this filthy tunic and get some sleep.


Female Aasimar Inactive

Marzela nods, and retires to a guest room rather than returning to her room at the temple.

Better to put off that conversation anyway. she thinks as she drops her backpack and other attached loot, effortlessly removes her armored coat, and quickly drops off to sleep.


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Carrakas also nods gratefully, and heads off to catch some sleep.


INACTIVE - GAME DIED

Lily says, "All right... but it's true, now that they know they've been exposed the cult will move quickly to try to get what they can out of the tomb. We do need the rest, but we need to finish them off before they steal everything and escape!"


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Finnrick and Millsy arrive late, well after the others and head straight to bed in the morning he may be able to talk, but for now all he really needs is sleep.

-Posted with Wayfinder


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Riker's expression darkens slightly as he reads the note. "Well, I hope whatever they're up to isn't as bad as you seem to think; as the name suggests, the Isle of Terror isn't exactly a tourist destination. I would hate to have to send good people there to track these people down."

I'll make a follow up post tonight that basically summarizes/fast-forwards a couple of days. Let me know if there's anything specific you want to do before that.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

You all sleep well into the early afternoon. After a late lunch, Reginar comes to find you to update you on what had transpired as you slept. After being awoken by one of Riker's messengers, Reginar had met up with the lieutenant and a pathfinder who was busy examining the ledgers. After a few minutes, convinced that this was the evidence they needed, he had rushed off to talked to his contacts. Within a few hours he had gotten Forest Marshal Gavrik to outlaw the Razmirian faith in Tamran and gathered a garrison of rangers. The group managed to storm the temple and arrest many of the cultists, though some had already managed to flee by the time they had got there.

After those captured had been thrown in jail, the place had been thoroughly searched. While they didn't suffer any casualties, a few people were rather sick from numerous spider bites when they had discovered a tunnel from the basement to the Ranger's Lament, most likely how they had brought the party and their various other recruits to the temple without raising too much suspicion. As they were clearing the place out, another man had been badly injured attempting to remove the great golden mask from its pedestal. All were now being treated at a local temple to Iomedae. There were plans to begin demolishing the temple that evening.

Finished with his update, Reginar then tells you that he plans to do some researching on these "amulets" the note mentioned, to see if that was a threat that needed to be followed up again and he would check back in when he was done. Before he leaves, he returns the money some of you had entrusted him with for safekeeping.

You spend the next day and a half resting and doing some shopping. A quick visit to the jail holding the cultists reveals a mix of angry and dejected people, though you don't notice Elvar among them. The following afternoon, Reginar pays you all another visit to catch you up on what he had learned.

"Based on what you've told me and the note you found, I believe someone from the cult has assembled three amulet fragments meant to unlock the doors to the city of Xin-Grafar, or the "City of Golden Death." Legend says it's where the Whispering Tyrant hid his immense wealth. Old Pathfinder Chronicles say the city was once a thriving metropolis called Kestrillion, a shining beacon of magical research. That is, until Tar-Baphon himself led an army on to the island, conquered the city, and named it Xin-Grafar after the Thassilonian style. He used it as a storage for his great wealth, placing a number of nefarious traps around to protect it." As he talks, the ranger paces back and forth with nervous energy.

"Later, the Chronicles say, Tar-Baphon used the city as a base from which to build the Wizard-King's Pit, a trap meant for the great god Aroden. Tar-Baphon lured the Last Azlanti to the island in the hopes that he could force the god to descend into the pit, sucking him to the bottom and placing him on the Negative Energy Plane, where he would succumb to the plane's energies. When Aroden successfully thwarted the wizard-king's attempt on his life, Tar-Baphon was destroyed, though as you might know he merely rose again later as the Whispering Tyrant. Unfortunately, the pit was never destoyed and even now lies open, connecting the then lush, forested island to the Negative Energy Plane-- a connection that over time laid waste to the land around it and gave it its current reputation as the Isle of Terror."

"If the cult is headed there, it can only be to claim the city's treasures for themselves. I have no doubt nothing good will come from it." He pauses as he stops pacing and turns to you. "Since you're already so familiar with the cult, I was hoping you might agree to go after them and stop them from plundering the city. If you agree, I can go and book passage for you to the island."


Female Aasimar Inactive

Marzela looks around at everyone else. If you are determined to go, I will come and help. I just need to talk to the temple and arrange for others to handle my responsibilities.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"Venture into a wasteland full of traps, possibly filled with horrible creatures to chase a group of crazy cultists that have a small army and seem to be proficient in magic?" Jaed makes a small stop as if he wanted someone to answer his rhetorical question.

"Sure, why not? I left Kassen to see more of the world and make some money. And I always wanted to spend some time in an island."


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Carrakas shrugs. "I'm happy to go along. They don't hit very well anyway, could be fun."


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Reginar nods in approval at your acceptance. "Excellent. Meet me at the docks tomorrow morning around 8am. By then I should have made all the arrangements necessary and your ride should have had enough time to acquire the proper provisions for your journey. Enjoy the rest of today. Take time to relax and make whatever preparations you need. Once you reach the Isle of Terror, you'll need to make sure never to drop your guard. In addition to the warped creatures you'll likely encounter, the island if often encompassed for months at a time with terrible negative-energy storms." With that word of warning, he leaves you all to acquire passage to the Isle.

The next morning after a hot meal, you all head down to the docks, where you see Reginar once again nervously pacing back and forth. When he sees you, the fact that you're all one time, he greets you by saying, "Finally! You're here!" before rushing over. "I've booked you passage on this barge behind me." He waves to a vessel familiar to Jaed, Finnrick, and Lily: the Black Mist, the ship the three had traveled to Tamran from Kassen from. Onboard they can see the familiar figures of Captain Walren and his deckhand Ewem preparing it to cast off, as well as a few other figures.

"Now, once you catch up with the cultists heading there, you'll need to recover the amulet and seal the city behind you so no one else can access its treasures. I gather one piece was originally from the tomb of the founder of Kassen, which some of you are from. If you wish, you may return that piece there. Do you have any questions before you set off?"


Female Aasimar Inactive

You mentioned negative energy storms when last we met. Do you have any additional information about the effect of these storms? How bad is it?


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"Hey Walren," Jaed waves at the barge, "long time no see! I hope you didn't have any more pirate trouble."

He then turns his attention to Reginar. "I suppose they will be grateful if we bring the amulet back," and it could even be profitable...

Jaed is also interested in the energy storms. "I've never heard of an negative-energy storm. What's that? And any ideas about how can we seal a hole city? The more I hear the more I think we should bring some kind of backup. We are very brave and everything but we are only 5 and we don't know how many cultists and other monstrosities we are going to find."


INACTIVE - GAME DIED

"Yes, I'll see this through," says Lily, squaring her shoulders a bit. "Um, are there any spells we could use to protect against negative energy?"


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

When Jaed waves at the barge, the dwarven man looks up from what he's doing and gives a smile and a wave back. He looks like he's about to yell a greeting back when Reginar starts answering questions.

"Ahh yes, the energy storms. Some parts of them are as you would expect from any severe storm: heavy rain, strong winds, lightning. What's unusual is that the rain is anything bug pure, the winds spring up out of nowhere, and the lightning is actually bolts of negative energy. While you're there, you'll want to make sure to find strong shelter to protect yourselves. As for spells that specifically protect from negative energy, I'm afraid that I'm not much of a spell caster myself, only know one or two basic tricks. It's enough for me to get by, but nothing that would help you out where you're going."

Reginar then turns to address Jaed's other question. "None that I know of have made it that far into the depths of the isle-- not that there's ever really been a reason to anyway. I would imagine that there is some mechanism that uses the amulet to unlock the doors to the city. If you can, you should make sure the doors don't get opened in the first place, but barring that, there should be some way to lock them once again in a similar manner to how they were opened."

"As for more people, speed will be of the essence. The more people you send, the slower you tend to be and the more preparation you need. In addition to simply finding more people, even more provisions would need to be acquired-- an issue which isn't about money you understand, so much as simply being able to buy such a quantity on such sort notice. The journey itself will already probably be a couple of weeks round trip, not to mention however long it takes you to complete your mission on the isle. Making sure there's enough food for you six," he nods to Millsy, "And the crew is already going to be hard enough."


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Finnrick listens to the discussion and asks "These storms, do you expect that they are natural storms or created by magical means?

Millsy tosses he head at Reginar's comment and saunters into the corner to lie down.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"Ok then, try to not get hit by negative lightning, or too wet with negative rain, killed by crazy cultists or hunted by aberrations visiting the island. Well, I'm ready whenever you are, folks."


Female Aasimar Inactive

Marzela wonders how she is going to keep everyone alive, and mentally prays for some divine help in doing so.


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Carrakas doesn't say a word as all this discussion proceeds. Too early for any of this... When the others move onto the ship, he follows dutifully, before finding a place to settle down and polish his shield.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Reginar pauses, considering Finnrick's question. "Well...it depends on what you mean by 'natural'. It's a side-effect of the connection to the plane of negative energy, which in itself is rather unnatural. But if you're asking if a bunch of spellcasters are sitting around conjuring them, then the answer is no, the storms are 'natural'."

Questions seemingly done, the pathfinder walks you all towards the Black Mist, hailing Captain Walren as he goes. "Captain! These are your passengers. I take it, you know some of them already?"

The dwarf grins. "Aye, good ta see ye again masters Jaed and Finnrick and lady Lily. Ye'll be pleased ta hear we havne't run inta any more pirates in the -- what was it? -- week or so see we last parted ways. Though I hope I can once again count on yer help, should any show up on our next journey, whereever it may be..." The last part is directed at Reginar.

"Ahh yes, you'll be taking them to Fort Landing."

Walren immediately stiffens upon hearing their destination, grin still frozen on his face. It lasts only a moment though before he gives a short, though admittedly rather nervous sounding, laugh. "Very well then. If that be yer wish. Come aboard!"

Before you leave, Reginar gives you one last warning. "I cannot stress enough how careful you will need to be once you've arrived. The Isle of Terror does not treat intruders well. I hope you catch up to the cult before before they reach the city of Xin-Grafar, but that is impossible, be aware that the city will be even more dangerous than its surrounding landscape. It's undoubtedly trapped, cursed, or possibly even both. Make sure to watch your step once you are within Tar-Baphon's domain. Good luck, and I wish you safe and swift journey."

Once on board, the captain gives you a short tour if his large, rectangular barge, mostly for the benefit of the new people since nothing has really changed the rest were here last. The ship itself is about 60 feet by 20 feet, mostly open deck with a large cabin taking up the back third of the area. Inside the cabin are a series of cots set up for both all of you as well as the crew and a small kitchen area.

In addition to Captain Walren, the crew consists of the Kellid deckhand Ewem (who Jaed, Finnrick, and Lily remember from last journey), two other sailors-- likely locals of the area named Jared and Kay--, and a man that you would have thought beyond his prime for sailing who declares himself to be "Mabon the Destroyer."

Pausing to give you all a chance to interact with people and/or set up a daily routine (spell you want to cast, watches you want to set up, etc), if you so wish. The journey itself will take about a week. If you don't want to do any of that, I'll just fast forward things until something happens.

If you haven't already, you should also finalize your level up.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

"Only one week? Wow, it felt like months," Jaed replies to Captain Walren. "Well, I hope this time we will have a nice and peaceful trip."

The rogue climbs on board the barge and nods at Reginar after he gives them his last advice. He then goes back to the cabin to unload all his stuff, claiming the same cot he used in his last trip for himself.

Once he is done he goes chatting with other people on board. He remembers that Ewem was not much of a talker so he doesn't bother about him. However he is curious about the other traveler.

"What kind of name is Mabon the Destroyer? What did you do to earn that nickname?"

Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Mabon is a bent, elderly man with gray hair, a gray beard, and a patch over one eye. He's kitted out in black leather and white lace. When asked about his name, he gives a thin cackle. "Used ta be a pirate, I did. Pirate captain ta be precise. Got it in me days patrolling the coast of the Sodden Lands. Now, I know what ya be thinkin': 'Ol' Mabon got his name destroying other sea vessels!'. But nay! Nay I say! Always more inta the ladies of the night in port I was, if ya know what I mean. That's actually how I got me name. Found meself a nice loverly lady. Had both the volup and the tuous, if ya catch me drift." He emphasizes his point by stopping to make the outline of a curvy woman with his hands.

"Anyways, we go back ta her place and start getting all friendly like. And she's reallll energetic-like and we're breakin' furniture and rippin' curtains in our throws a passion and makin' a right messa the place. Then alla sudden this here guard fella comes rushin' in, blade drawn, yellin' ta high heaven 'bout savin' the girl from the thief. He takes one look at us, goes bright red assa tomata, and then comes chargin' at me a all things. Ended up havin' ta smash through a winda without a stitch on me, I did. Guy ended up chasin' me all through the streets right back ta me ship, all the while a yellin' 'bout catchin' the thievin' destoryer, he was. Only me crew kept 'im from runnin' me through with his blade. They thought it was all right funny. Kept callin' me 'Mabon the Destroyer' they did. And it just stuck from there." The tale is punctuated with a variety of wild gesticulating and a great deal of enthusiasm. He actually comes close to accidentally smacking someone a couple of times.

"How 'bout you, eh? You're young but no doubt old enough ta have a few tales ta share with ol' Mabon the Destroyer yet, I've no doubt. Of adventure! Of women! Of men! Of whatever be yer poison, yes?"


INACTIVE - GAME DIED

For her part, Liky seems much more relaxed now that the team has escaped the temple, and she is positively cheerful once about the ship.

"Everyone's still here! It's like a miniature reunion," she says. "Honestly, I think this island adventure will be more interesting than our last job. Nobody trying to make us do awful things."

As Manon tells his story she pulls her cloak a bit tighter about herself.


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Carrakas grins at Mabon's story, thoroughly entertained, but makes no attempt to join in the conversation.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

Jaed gets more amused by Mabon's story the more he hears from him. "I was expecting the story about your nickname to be more, er, bloody and not even half as funny. Good to have a former pirate with us. In case we encounter some of your ex-collegues I'm sure you can parley with them."

The rogue offers his hand to the old man. "I'm Jaed. I come from a small town which I left because it was boring as hell. Well, it was boring until we went on an adventure to an old crypt where I almost got killed by undead skeletons. But I also learned that adventurig could be a profitable job so I decided to leave an see what the world has to offer. And look at me now, sailing with pirates!" He uses both of his hands to stand Mason out. If he wasn't so old and decrepit he could even be a threat to our mission.

"So, where are you heading, Mabon the destroyer? Looking for new ladies to court?"


Female Aasimar Inactive

Marzela loves being up on deck and watching the water, so happy to be out of the temple and actually doing something that the worry about the obvious danger of the mission takes a back seat to her enjoyment of the water and the freedom.

She leaves the discussion of amusing sexual conquests to the men.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Finnian listens to the conversation and smiles. "I too came from that sleepy town and I agree there wasn't to many opportunities to get a nick name such as your own. Have you ever been to this Isle of Terror that we are headed too? It can't be as bad as the name suggests... Can it?"


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
1: 3d100 ⇒ (53, 60, 91) = 204
2: 3d100 ⇒ (52, 65, 31) = 148
3: 3d100 ⇒ (91, 74, 98) = 263
4: 3d100 ⇒ (95, 53, 53) = 201
5: 3d100 ⇒ (25, 68, 60) = 153
6: 3d100 ⇒ (86, 76, 75) = 237
7: 3d100 ⇒ (43, 34, 70) = 147

Sorry for the delay. Got distracted by real life. Hope everyone had a good Labor Day weekend!

Mabon cackles again, playfully elbowing Jaed in the ribs. "Always on the lookout fer new lad-days, I am. Though that's not why I be here. Nay, I owe the good capt'n me life. That there dwarf saved me hide in Daggermark after I bedded the daughter of the city's Capt'n of Horse! Had he not set fire ta th'inn and dragged me drunk and besotted with lust inta the mudddy streets, I wouldn't be standing here before ya today!"

He then turns to Finnrick. "As fer yer question Master Elf, I, like most smart folk haven't gone near that there place. Not sure why you'd want ta go there either, I'm not. Nothing but beasties from yer darkest nightmares there, I hear tell."

The first several days of the trip pass without incident. Captain Walren sticks to the coast along the lake's southern shore, no more than 1 or 2 miles away. If asked, he explains that the Black Mist is a river vessel and wouldn't survive longer than a day in the water closer to the heart of Lake Encarthan-- the waves of the notoriously blustery lake would flip or smash the vessel in short order. A day an a half away from your destination, you reach the border of Druma, at which point he urges you all to stay inside while he and Mabon guide the barge north into the lake's storm-whipped waves.

While the rest of the voyage had been fairly smooth, this part is anything but. The boat repeatedly rises high up on one wave only to suddenly come crashing down in the valley between peaks. Several times it feels as though the ship will surely crack in half at the force of the drop, but somehow each time it comes through intact. Much to many of the group's dismay, this lasts for a full 24 hours before things smooth out.

Stepping outside, you all get your first glimpse of the Isle of Terror. The first thing that strikes you are the huge, roiling black clouds hovering above, closer than clouds normally seem to be and certainly closer than you might like. They almost appear to be flat-planed swirls of various shades of black. Every once in a while there's a flash of dark energy that goes shooting from the clouds.

Apart from that, what little you can see of the island looks surprisingly normal. Much is hidden by tall, sheer cliffs, but you can see hints of forest and in the distance, three tall mountain peaks disappear into the black storm above. After several more hours of travel, you see an area where the cliffs start to give way to a flat area. This seems to be where you are all headed.

Finnrick:
As you get closer and closer to the island, you begin to feel a growing sense of unease. At first, it was easily slight enough to ignore. And then as you passed through the choppy water near Druma, you were able to pass the roiling of your stomach as simple sea sickness. But once you emerged once again into calm waters, the feeling only intensified. It was hard to place, but something about your destination just felt wrong, and the closer you got to the island, the clearer that feeling became.

The next morning you awake to the sounds of the crew dropping anchor and preparing a small, beat-up dingy that has clearly seen better days to be rowed to land. After you've packed up your belongings, Captain Walren pulls you all aside. "Now, we'll wait here for you to return for 10 days. 10 day-- no more-- y'hear me? After that, I'm afraid we're going to have to turn back for the mainland. Me an' Mabon will row you to shore and then return here to wait for you. When you're ready to be picked up again, build two fires on the beach. Make sure they're far enough away that we can tell it's a signal from you and not just you making camp. Now, are you all ready to go?"


Female Aasimar Inactive

Marzela, wanting to be on solid ground again, says ready.


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Carrakas, looking more shaken up after this boat ride than on any other experience they had had together so far, shakily says "Killer cursed island sounds lovely - let's go"


INACTIVE - GAME DIED

"Quite the vacation spot," says Lily, pushing her cloak back and resting her hands on her hips. "Weather likely to include negative energy storms, wailing winds, and gnashing of teeth. Let's go!"


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Once everybody is ready, Captain Walren and Mabon usher everyone into the small, old boat and begin rowing towards short. Mabon spends the journey bailing water out of the vessel and grumbling to himself about poor seamanship, though he seems to be doing it more for something to say than any real annoyance. Walren for his part doesn't seem to even hear Mabon's grumbling, simply smiling and whistling as he rows. Soon the boat is brushing up against the surprisingly lovely white sand beach of Aroden's Landing.

"Remember- 10 days. On the morn of the 11th morning, we're leaving, with or without you." Walren gives an apologetic half-shrug, but his tone and expression remain serious. "Light 2 signal fires when you're ready to be picked up again." As quickly as they can, the two seamen begin pushing the row boat off and heading back to the Black Mist. Once they're underway, you hear the Captain call back to you. "Good luck! And don't get killed!"

Taking a look around, you find yourselves on an expanse of pristine, white sand. The beach extends as far as the eye can see to the North, along the direction the boat had briefly traveled. To the South you can see white sand give way to flat, greenary. To the East (inland) the sand extends a short way before turning into gravel. A couple of hundred feet further there appears to be the ruins of some kind of fort. West is the ocean


Female Aasimar Inactive

Let's take a look at that old fort. It looks like a possible windbreak from a storm, if nothing else. Although, of course we should find better shelter if we can.

Perception: 1d20 + 12 ⇒ (4) + 12 = 16 <--to examine the ruins (+4 if there is something hidden)


Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Carrakas gives a curt nod of assent. "It's as good a direction as any." If nobody objects, he'll start leading the way there, shield at the ready and eyes scanning ahead.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

"I have a bad feeling about this."Finnrick said [b]"but I do agree the fort seems like our best option to start.

Finnrick keeps an eye out for suspicious activity as the head towards the old fort.
Perception : 1d20 + 18 ⇒ (19) + 18 = 37

what time of day is it?

-Posted with Wayfinder


INACTIVE - GAME DIED

Lily nods in agreement with the team's assessments. "Anyone have any idea if the weather is going to change soon? Do we have long before rain and negative lightning are coming down all around us?"


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

"I have a way that I have been practicing that might work, but let us get to shelter first. In the mean mean time... "Finnrick trails off and observes the sky.

Know Geography : 1d20 + 7 ⇒ (9) + 7 = 16
Know Nature: 1d20 + 10 ⇒ (9) + 10 = 19

I have started tracking spells up there by my stats and just have to write the level 1 for the day

-Posted with Wayfinder

101 to 150 of 3,821 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Puppet Master's Humble Bundle Gameplay All Messageboards

Want to post a reply? Sign in.

1 person marked this as a favorite.

Inspired by the various recruitments that have gone up to welcome the influx of new players, I've decided to start my own. My disclaimer is that I don't have a ton of experience DMing, but I am decently familiar with Pathfinder and these forums. This will be a one-shot game aimed at introducing people to Pathfinder play-by-posts.

Who should apply?
People who
1) have recently bought the Humble Bundle pack and
2) are either new to Pathfinder or new to tabletop RPGs in general

I will be accepting the first 4-6 people who speak up, but if you're already gotten into one of the other HB beginners' games, I'd prefer it if you gave other people a shot.

What are you committing to?
For in person games, you generally agree to meet on a given day at a given time. However, this is going to be a play-by-post game, so things are a bit different. Instead of committing a block of several hours at one given time, you will be committing to a post rate of 3-4 times a week (roughly every other day). What this means is that every couple of days you agree to check in on the game, read whatever the other players have posted, and add your response to them. This means that even a relatively "short" game will often last months. Games tend to go faster if you post more often, but I don't want to chase people away by requiring more frequent check ins.

If for some reason during the game you have to withdraw or foresee having troubles meeting the posting requirement, that's ok, but I expect you to tell me. Real life happens, and telling me allows me to come up with a way around the issue rather than leaving me wondering if you intend to come back.

How do you sign up?
Post in this thread stating your interest and tell me a little about your RPG/play by post background. I will help you through character creation and getting started on the forum and knowing your experience level will inform how I help you; if you've played D&D 5e and are just new to Pathfinder, your needs are going to be very different from if you've never played an RPG before.

Don't yet have access to all your HB stuff?
No problem! There are a number of online resources available while you wait:
- Paizo's PRD
- d20 PF SRD (This is the one I tend to use just because it's the first one I found online)
- Archives of Nethys

If you have it though, the Beginner Box's Hero's Handbook is a good place to start reading to get an idea of your options. In a little bit I'll post in the discussion thread with character creation rules.


I am trying to work my way into another HB oriented game, but would be interested in this if that does not work out.


I'm fine with having people who are in other games just so long as they give people who aren't a chance first. Although if we don't get enough people, I might wind up just opening it up to the general public anyway.

If it matters, I'll be running Crypt of the Everflame, which seems both well reviewed and new person friendly.


I would be interested, I am in 1 pbp homebrew game right now but would like to get into a non homebrew game. I really like how pbp is more about story telling then just rushing through encounters. I have very little experience with Pathfinder or other rpgs as I really only got into them within the last few months.


I'd be interested as well.

Have fairly good experience with rpg's (started off ages ago with d&d 2e, a bit of d&d 3.5e, a couple of obscure systems and am now playing 5e with a new group irl).

completely new to pathfinder, however, and completely new to play by post too.


Hello, I found my way here after buying the humble bundle. I would be very interested in playing. I have quite a bit of experience with 2e, 3 and 3.5. I've played a little Pathfinder table top, but always a homebrew setting and never play by post. I would be excited to explore pbp and the Pathfinder campaign setting.


I would like to play. I haven't played a tabletop RPG except one game of Lasers & Feelings if you accept that. I feel pretty comfortable with the basics as I have read a couple D&D 3.5 rulebooks but never got around to joining a game.

I'm currently in another game that's starting up but I kinda have a lot of free time so being in on this one too would be great.


Woo! MCCL, Uthraed, panegyric, ineptbeerman, and Polyfamous: Feel free to head over to the discussion thread and start making characters. For those of you familiar with 3.5, Pathfinder is relatively similar. Let me know if you need more guidance than what I've already posted to get started (or if you have any questions).

For anybody else who happens to read this, 5 people have expressed interest, but I'm open to a party of 6.


Hi! If you still accept a sixth person I would like to join. Just got the humble bundle. I have only played a couple of RPG adventures back in high school (long time ago, D&D 2e I think) and I am completely new to Pathfinder and pbp.


@Tache: Welcome aboard! Feel free to drop in to the discussion thread and start making your character. Let me know if you need more guidance/help with it.

Community / Forums / Online Campaigns / Recruitment / DM Puppet Master's Humble Bundle Welcome All Messageboards

Want to post a reply? Sign in.