GM Budd the C.H.U.D.'s "The Price of Immortality" Trilogy

Game Master Budd the C.H.U.D.

The Price of Immortality Trilogy, part two - Masks of the Living God!

CURRENT MAP - On board the Black Mist

A group of young heroes set out upon what was meant to be a simple coming-of-age ritual, but found the Crypt of the Everflame overrun with undead horrors in the wake of a botched tomb robbery. Now, the cult of the Living God, Razmir, beckons in the distant city of Tamran, the origin of this great tragedy. The young Heroes of Kassen prepare now to head south, down the River Tourondel to the banks of eerie Lake Encarthan, where the next phase of their adventure awaits...


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Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

The wolf cautiously stares at the group, realizing it has been spotted. One of its forepaws raises as it prepares to make a move- but toward the party, or away from it? It seems conflicted, almost desperate...

The beast starts to slink back into the shadows, but pauses and whimpers hungrily, taking one last long look at the cooking pot.


HP 11 | AC 15/T 13/FF 12 | F+2/R+5/W+2 | CMB +2 | CMD 15/12ff | Init +3 | Perc +6

Jenna lets her bow to the ground and replaces her arrow in her quiver. Carefully, slowly, she pulls out her shortsword and then half turns to Calia, never letting her eyes leave the wolves'. "Calia. Really, really slowly get me the left over rabbit." she says. "and the guts and skin. Everthing that's left. Put it in a bowl and just put it here next to me."

Once Calia has done so, Jenna moves forward with the bowl and places it on the ground two feet in front of the wolf, then backs off to a couple of yards before she speaks again, this time to everyone. "OK, everyone stay still" she says "let it eat."

Wild Empathy: 1d20 + 1 ⇒ (8) + 1 = 9


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

The wolf hesitantly steps forward into the light, and sniffs the bowl. after a moment, it pounces on the bowl and begins gorging itself on the leftover rabbit. It finishes in less than a minute; it seems it has been some time since this wolf has eaten.

It looks up at Jenna a second time, a hopeful look in its eyes.

Jenna, you may attempt a second Wild Empathy check if you'd like. It seems like the wolf isn't full just yet.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Slowly, Calia sidesteps to where the remains of the rabbits lie. Lub tais, she intones softly, and with a slow gesture a crudely shaped bowl appears in her hand. With another word, the rabbit remains begin to float upward, landing in the dish. Calia mutters one more time and waves her hand over the remains, and they begin to steam as if freshly removed. She sets the dish gingerly next to Jenna, backing away slowly once it's in place. That work?

I kind of love prestidigitation.


HP 11 | AC 15/T 13/FF 12 | F+2/R+5/W+2 | CMB +2 | CMD 15/12ff | Init +3 | Perc +6

Carefully Jenna takes the second bowl and pushes it forward, speaking soothingly all the while but not breaking eye contact with the wolf.

Wild Empathy mk.2: 1d20 + 1 ⇒ (17) + 1 = 18


- 2 Wis. Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 17/17 | AC16/T16/FF13 | F+2/R+5/W+4 + 3 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 1/3 | Spell Pool 4/11 | Channels 5/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

After the evening meal Sariel sat down on his bedroll to clean his equipment. As he checked through his gear this is the first night that I have not spared with Mortimer in years, I need to not ignore my exercise and weapons practice. As Proudsnout crawled under his legs and laid there quietly Sariel looked up noticing Jenna interacting with the wolf, He made sure his bow was nearby, but continued sharpening the sword saying. "Stay calm Proudsnout, she seems to have the wolf under control" Proudsnout squirmed a little and gave a soft grunt "Oink!" Shows what you know about wolves


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Despite Proudsnout's misgivings, the wolf takes the second bowl from Jenna and begins lapping up the contents... and then, with one last look up at her, turns and darts back into the woods, carrying the bowl in its mouth.

After a while, the watchful party realizes that the creature does not seem to be coming back.

The remainder of the night passes uneventfully. There is a light drizzle during the night, but it is hardly a storm; the party, inside their tents, hardly notice. Feel free to continue RPing the rest of what happens that night, but otherwise, we can move along.

Morning comes with a welcome rush of warmer air; however, the overcast skies seem primed and ready for another rain, this one more meaningful than that which occurred during the night. In the distance, the weary rumbling of thunder promises that this day's weather could soon become quite unpleasant.

Nonetheless, the group gathers their things, loads up Gus the mule, and resume their Southward trek through the Fangwood. Again, any preparations or conversation made during this stage of the trek can be made here.

Just before noon, the trees begin to thin, revealing a field of short grass that leads down to the shore of a wide, calm lake- a gray mirror of the overcast sky above. A dense fog hangs over the center of the lake, obscuring its far side. According to the map, this must be the creatively-named "Gray Lake."

Floating near the shore is a still, dark form lies next to the water.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

At Sariel's wake-up call, Calia rises, running fingers through her now-unkempt orange hair and shuffling out from under her covers. Sleep well, Sariel, she mumbles, digging through her backpack as she prepares to take the watch. From her bag emerge a tin coffee pot and a small canvas sack of ground coffee beans; she fills the pot with water, adds the grounds, and settles the pot over the fire. Waiting for it to come to a boil, she wraps herself close in her patch-covered cloak to ward off the pre-dawn chill, raising her hood as a few raindrops fall.

Finally, the coffee pot finishes and she fills a riotously colorful mug, blowing on the scalding contents and watching blissfully as the sun begins to rise. I could get used to last watch, she murmurs to herself with a smile. As each of the others rises, she conjures a roughly-shaped cup and offers to fill it from the pot, keeping it warm near the coals for the later risers.

Once the camp is re-packed and re-loaded onto Gus, Calia hikes among the others as they set out. As they arrive at the lake, she sees the still form lying next to the water. Wait - anyone else see that? What's that, at the edge of the lake? she announces, rushing forward past Artemis to investigate.


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Proud beast,
Begging for food.
Redheaded goddess,
Granting mercy.

Doreen moves to slide into her tent and enter the land of dreams. On her way there, though, she hesitantly puts a hand on Jenna's shoulder.

"... that was kind of cool." Doreen says before crawling into her bedroll.

---

In the morning, Doreen does not leave her tent. While others prepare food she sits akimbo and lays out the cards, one after another. It takes time for her to commune with the Harrow.


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Such a thing to see... Artie marvels at Jenna as she feeds the emaciated wolf. ...she sees the need, not the danger. He looks down at his shield and feels a small measure of shame for his initial reaction.

He's dwelling on the odds and ends of the situation as he settles in for first watch and long after he climbs into his bed roll for the night. False orcs. False wolves. Like cutting into a pine to find more sap than wood. Now the wood you'd need is too wet for carving, and you've killed a source of sap. Artemis falls asleep and dreams of orcs and wolves and the odd compass given him by the scarred Pathfinder.

The next morning he gratefully accepts the coffee. "Thanks, Aunt Cal." He smiles broadly at the magicked mug as he drinks.

It's not long before they pack up camp and depart for the road south. As they close in on Gray Lake, Artie is busy surveying the looming clouds and comparing their direction with what his grandfather's compass displays as true north. That's why he misses Calia as she darts forward to investigate the dark shape in the water's edge.

"Calia, be careful..." The floating shape conjures images of the logs he and his father inspect on the river. His hand goes to the haft of the boarding axe at his belt. He pulls the weapon and spins it to the hook side, intent on perhaps bringing the shape more ashore. Artemis stomps after Calia, shield and axe at the ready.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Budd: Does the compass show a constant true north?


HP 11 | AC 15/T 13/FF 12 | F+2/R+5/W+2 | CMB +2 | CMD 15/12ff | Init +3 | Perc +6

When the wolf leaves, Jenna waits a few minutes before relaxing and trying to the others with a grin. "Well that worked better than I thought." she says. "Still, I think we'd better keep double-watches just in case it comes back." When Doreen touches her back and speaks Jenna stands blinking in surprise for a few moments before she too goes to bed.

The next day Jenna helps pack up the tents and quickly checks around the campsite for any tracks that might indicate the wolf stayed nearby... Survival: 1d20 + 7 ⇒ (19) + 7 = 26.

With that done she sets off with the others, taking her place at the front. When they approach the lake and Calia rushes forward, she curses and then jogs forward to join the gnome at the water's edge.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Calia, love the bit with the coffee. Good stuff. :D

Artemis:
The compass does indeed seem to show a constant true north. Seems pretty reliable.

Jenna:
It looks like the wolf headed off to the east for quite a long way. It does not appear that it stuck around, luckily.

- - - -

As Calia, Artemis, and Jenna head down toward the shore, it becomes obvious that the thing floating in the water is a person- a human male, most likely. Judging from how still they are, it would seem that they are long dead.

Someone will have to wade out into the water a bit in order to retrieve the body if you wish to investigate further. It's a bit too far to reach otherwise.


HP 11 | AC 15/T 13/FF 12 | F+2/R+5/W+2 | CMB +2 | CMD 15/12ff | Init +3 | Perc +6

Earlier:

After checking around the camp, Jenna returns and gratefully accepts a cup of coffee, thanking Calia as she cradles the hot drink, taking small sips and letting the warmth fill her. "I checked around camp. The wolf went off to the East after it left us. I don't think it'll come back. Might be an idea if you didn't let your pig wander off though Sariel. You never know: it might come back."

At the lake:

As they approach and the shape becomes clear Jenna stops. "Wait! It's a person." quickly she fumbles an arrow free of her quiver and nocks it, turning to look into the woods nearby, before looking again at the corpse. "We'd have to go in if we want to get him out . I think we should though,... we might be able to tell how he died. Artemis, I'll cover you from here if you go, maybe with one of the others? Calia's too short, (sorry Calia) and I'm probably the best with a bow."

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artemis nods and begins shrugging out of his gear. He keeps two items with him, his spear and boarding axe. The axe stays at his belt while he uses the butt of the spear to check his footing as he wades into the water. Once he's at the body, he gives it a nudge with the spear to see if he moves. If there's nothing, he switches over to his boarding axe and hooks onto a bit of clothing to pull him ashore.


- 2 Wis. Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 17/17 | AC16/T16/FF13 | F+2/R+5/W+4 + 3 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 1/3 | Spell Pool 4/11 | Channels 5/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

After Jenna is done feeding the wolf Sariel calls across softly. "Well done Jenna, well done. Not to worry Proutsnout won't go to far, he likes to stay warm. He will either stay near the fire or snuggle up against someone." turning to the half asleep pig, he nudges him with his foot and says "you heard the lady." and settles in for the first part of the night. He sleeps well in the misting rain, proudsnout curled under his arm trying to stay warm. When Artemis wakes him he take the second watch. Taking the time to meditate and pray as he keeps a keen eye out, walking around the perimeter of the camp. When his time is up he wakens Calia and lays back down for a couple of hours.

Rising early for his morning calisthenics he then accepts a cup of coffee from Calia, Coffee, haven't had this very often, just the occasional holiday or when we had foreign customers, but it is a very generous gesture. nodding to her and saying "Thank you, this is a rare treat." He then helps pack up the camp and loading his gear prepares to bring up the rear.

As the group nears he lake and Jenna observes that there is a body and that a couple of them should fetch it, not uncommon to find a body in Fangwood, least we can do is give it a proper burial or build a small cairn for him out of stones and say a few words Sariel drops his pack, quiver, shield and sword. Wading into the water behind Artemis morningstar in hand.


HP 11 | AC 15/T 13/FF 12 | F+2/R+5/W+2 | CMB +2 | CMD 15/12ff | Init +3 | Perc +6

BTW,... if it wasn't obvious, Readied action: If anything dangerous presents itself, Jenna shoots.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Calia watches from the shoreline as Artemis and Sariel go into the lake after the body, realizing the wisdom in Jenna's words. Seeing Jenna's tense stance, she draws her sling and readies a bullet, joining the ranger's visual search of the nearby woods.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Dead body, floating in the water.
Sun rising to show us the sight.
If that's not an omen, what is?

Doreen stares out across the water, to where the others point out the dead body.

"Bet it ends up being the a$@#$!+ mage who illusioned up those orcs?" Doreen mutters. She stays where she is, however.


Shaman 1; Init +7; HP 8/10; AC 14/11/13; Perc 6; F +1, R +1, W +5

Damien just shrugs and settles down by the shore to wait. He got his fill of poking dead bodies with a stick during his childhood.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Artemis wades out into the Gray Lake, the chilly waters rising up to his chest before he is close enough to hook his boarding axe onto the corpse's clothing. Slowly, and with tension hanging thick in the air, he returns to shore, dragging along the bloated body.

Jenna and Calia:
While keeping an eye out for any suspicious movement, both the ranger and the bard happen to spot something odd. There appears to be an old, weather-beaten satchel, half-buried in mud underneath a rocky outcropping near the shore.

It appears that this unfortunate soul has been dead for some time- weeks, perhaps months, judging from the state of decay. Most of his clothing and gear are rotten, but the cut and style of his dress was certainly not local- much fancier, like what the folks from one of the bigger cities might wear. You can also tell from the badly-decayed leather jerkin beneath his clothes that he was no ordinary citizen.

The cause of death is apparent even in spite of the passage of time and the lake- a series of large puncture wounds, arranged in pairs, like the fangs of a very large snake.

Heal DC 15:
Looks like he's been dead for about two months. Odds are good that he was not in the water that whole time, but rather was washed out into the water during the heavy rains a few weeks back.

Knowledge: Local DC 15:
You've heard rumors floating around Kassen in the past of a huge serpent that lurks in Gray Lake. It may have even been used as a sort of boogeyman to scare you into your best behavior in your younger days.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Taking 10 on a Knowledge (local) check for a total of 16.

Jenna...you see that? On the shore, there? Stay here, I'll go look. Calia darts off, still carrying her sling, and begins to dig in the mud under a rocky outcrop on the lake's shore. After a few moments' effort, she emerges carrying an old satchel, weathered and covered in mud from its hiding place.

Rejoining Jenna, she sets it down and watches the others bring in the body. Wait, are those...fang marks? Creepy...I've heard stories of a serpent in this lake, but I thought that was just Doreen trying to scare me out of trouble...it's not true, is it?


HP 11 | AC 15/T 13/FF 12 | F+2/R+5/W+2 | CMB +2 | CMD 15/12ff | Init +3 | Perc +6

Jenna kneels down next to Calia and the corpse. Poking at the holes with a stick she picks up from the ground. "Maybe, let me have a look. In any case, we should see if he has anything on him or in the bag that might tell us who he was.... he might have family wondering what happened to him. We should probably bury him too." she says, looking up at the others.

Are they like snake fang marks? Knowledge (nature): 1d20 + 6 ⇒ (9) + 6 = 15


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

^That awkward moment when you realize your new friend has the same first name as your foster mom. ;)

Calia:
The old satchel contains a variety of objects ruined by exposure and water, but there are a few notable survivors- a very fine-looking short sword and a pouch that weighs heavy with what looks to be freshly-minted gold coins. It seems you may have struck paydirt here. [ooc]It's a masterwork short sword (medium-sized). There are 87 gold pieces inside, though they are much newer-looking than the muddled old things that get passed around in Kassen.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

You know what? I thought for a second you were talking about your foster mom IRL...then I realized what you were talking about when I independently discovered the same thing...x)

At Jenna's suggestion, Calia begins to dig through the satchel. Most of this is pretty well ruined - it looks like it's been sitting for a while. She shifts around a few items and hears a clink, drawing forth a ruined velvet pouch. Opening it up, she suddenly gasps. Whoa! Look at this! She holds the pouch forth to show it full of new-looking gold coins. These look way different from the ones we usually see around here...I don't think this guy was a local.

There's this, too, she says, drawing forth an exquisitely made sword nearly as tall as she, though it's clear it's made as a light weapon for someone much bigger than her. I don't see much that would tell us anything about who exactly he was, though...other than being really well off, apparently...


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

"A lake serpent?" Artemis makes as though to laugh but stops himself when the puncture marks are shown. He glances over to his pack where his shield and spear now rest. "Could be spear wounds...maybe log poles..." He shrugs his shoulders. "Me n' my dad use two-prongers all the time to spin the timber on the river n' find a good one for our shop."

He falls to silence as Calia announces her findings. Artie scratches at his chin. "Guess if it was a some folks who did for him...they would have robbed him, right?" He looks out onto the mirrored surface of the lake, his mind conjuring visions of rippling waters and a monster beneath.

Perception: 1d20 + 4 ⇒ (14) + 4 = 18 watching for a monster!


- 2 Wis. Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 17/17 | AC16/T16/FF13 | F+2/R+5/W+4 + 3 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 1/3 | Spell Pool 4/11 | Channels 5/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

Sariel assists Artemis with dragging the corpse out of the water and up onto the beach, AS Jenna and Calia inspect the body Sariel starts gathering rocks and looking for a natural indentation in the ground. Guess we will need to build a small cairn, none of us thought we would need a shovel. Hearing the conversation about a possible snake and the bag remaining. wouldn't a giant snake have eaten its prey, of course bandits would have taken the bag, especially the shortsword and gold. It is a mystery.

Returning to he group he nods at the shortsword and ask, "Jenna would you be able to use that fine blade?" Then pointing over his shoulder with his thumb toward the indentation and pile of rocks he continues "Even though he is not from Kassen he deserves a decent burial. If we desire to continue with this mystery we may return after we light the torch, correct." grasping the carcass' legs he begins to drag the body to he burial sight.

As he does so Proudsnout asks "Oink, oink, oink" were going to bury him? Why don't we eat him? he's not that spoiled. Sariel shakes his head at the pig, responding "Sssshhhhh, we don't do that."


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

A body, dragged from the water.
A bloated shell, empty of energy.
What a lovely smell.

Doreen watches as the body is brought ashore. As it is examined. As a satchel is discovered.

"If there's a monster snake in the lake, we should skip our baths this morning." Doreen points out, just a hint of edge of sarcasm to her lips. "Let me see the sword."

If given the sword, Doreen settles to the ground. She begins laying out harrow cards around it.

Budd, casting Detect Magic on the sword.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Much to her disappointment, as Doreen finishes reading her cards, she comes to the conclusion that the sword, while of masterwork quality, is not magical.

While Artemis keeps an eye out for any movement from the lake, Sariel sets about digging a makeshift tomb for the mystery man. Though he lacks proper tools, the earth is soft thanks to the recent rains and digging a hole proves not too difficult a task. If you want to commit to this, however, it will shave an hour off your travel time; that means you'll be arriving at the Crypt of the Everflame later in the day than you had planned. In fact, it might be sundown by the time you get there...

In any case, the waters of Gray Lake remain still. In the distance, thunder rumbles again, an intrusive reminder that the weather holds no happy surprises for the young adventurers...

Shall we move on, or is there anything you would like to investigate around the lake? A bit of giant snake wrestling, perhaps? ;)


Shaman 1; Init +7; HP 8/10; AC 14/11/13; Perc 6; F +1, R +1, W +5

"Did you guys save any of that rabbit?" Damien asks, gesturing towards the lake. "Might be fun to do a bit of fishing. Do our civic duty, or whatever."

Damien scoots away from the water after he finishes speaking, but not before he hears his familiar's voice in his head.

"You just want to see the water monster, don't you?"

Damien shrugs, then turns the motion into a roll of his shoulders when he realizes the group is still watching him. He follows it up by shaking out his arms, as though he's preparing for battle.


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

"A man's shield protects him in battle, carries him home and buries him in the ground." Artie brings over his shield, handling the metal disc in both hands and helping dog the makeshift cairn. "Something my grandfather said when he gave me this."

He leans in to whisper to Sariel, "I...agree with burying this stranger...the principle of it...but we're going to get hit by the weather...and it will be dark when we arrive at the crypt..."


- 2 Wis. Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 17/17 | AC16/T16/FF13 | F+2/R+5/W+4 + 3 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 1/3 | Spell Pool 4/11 | Channels 5/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

wasn't sure what time we would arrive anyway, will we camp outside for the night and go in in the morning, or will we go in and sleep in the entryway?

Sariel nods as Artimis comes over and helps him, "if we hurry we may reach there before full dark, we were going to camp outside and go in in the morning anyway right?" Placing the body in the shallow grave and covering it with the rocks he gathered so it would be difficult for an animal to drag up. He stands beside the grave and quietly asks, "Do any of you want to say anything?"


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

After adding the ruined contents of the satchel to the grave, Calia had mostly watched as the burial went underway; I'm not going to be much help to 'em with lifting and carrying anyway. At Damien's comment, Calia grins. No, I think the wolf finished the rabbit off, but we could throw you in there, see how much the serpent likes live bait. Make sure you wiggle around a lot; I hear it works better that way. With a wink, she goes back to watching the water, a small part of her hoping to see a glimpse of a scaled back rising above the water.

When Sariel and Artemis finish with the grave, Calia stands, dusting herself off. I can say something. I'm, uh, not particularly pious, but... She picks up a stone and adds it to the piled rocks, the cairn rising almost to her chest. We, uh...we wanted to give you as nice a send-off as we could, and we're sorry that you had to go out here, away from the people you knew and maybe loved. I, ah, don't know who you were, but I hope that you were happy with how your life had gone, and that the Lady of Graves judges fairly in sending you to your final rest. Her nervous eulogy finished, she steps away to give others a chance to speak if they want, looking through the pouch of coins one more time to get a rough count of how many there are.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

If anyone does have anything else they wish to say for the dead man, or if you have anything more you wish to do before you get back on the trail, feel free to include that in your next post. In the meantime, I want to go ahead and get the next bit started, since I'll be on an airplane for most of tomorrow!

- - - -

Eventually, the thunder draws nearer, and the party is reminded that it is high time they press onward, lest they lose even more daylight.

Rain begins to fall shortly after the adventurers get back onto the trail. The rain is quite cold, but thankfully it is not much worse than a drizzle- not an outright downpour, by Erastil's mercy. Still, the march is far from pleasant.

Three hours pass, and the hour begins to grow late. The trees here are very old and twisted, and snarls of thorny brush cross-cross the path time and again. As the group huddles over the pieces of the map, they realize that they are nearly upon Serpent Gorge. Sudden drop-offs and surprise ravines make the trail a good deal more treacherous here than the relatively flat environs before.

As the party comes to the top of a small rise in the trail, a broad valley spreads out before them. The walls of the valley are slick and sinuous, no doubt the namesake of the infamous Serpent Gorge. Somewhere at the bottom of that valley lies the tomb of Ekat Kassen- your destination. A fairly steep hill slopes down into the valley, thankfully negating any need for repelling down a cliff face. However, the rain has turned the ground treacherous. In order to reach the Crypt of the Everflame, it looks as if the young heroes of Kassen will be force to brave a perilous descent down the steep incline into the gorge...

You've got quite the task ahead of you, gang. Successfully descending the steep hill into Serpent Gorge is going require a bit of the ol' dice magic, but before I tell you what will be required, I'll allow you to come up with your own strategies and preparations. I may not be able to post tomorrow due to flying to New York, but I'll check in as quickly as I can!


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Calia peers over the edge of the hill into the gorge. I, uh...I'm not exactly looking forward to that climb. She reaches for her backpack strapped to Gus's back, digging around and producing a length of rough hemp rope. Maybe this will help? Tie it around something up top and hang it down the hill, so at least we've got something to hold on to if we slip? We'd have to leave it while we go into the Tomb, though, unless someone wants to risk the climb without help. She sits down and begins to tie knots into the rope every few feet to provide better handholds.


- 2 Wis. Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 17/17 | AC16/T16/FF13 | F+2/R+5/W+4 + 3 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 1/3 | Spell Pool 4/11 | Channels 5/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

graveside
Sariel bows his head politely as Calia spoke over the unknown man I'm glad Calia said something not sure what to say for a person I didn't even know, As Calia finished Sariel quietly added "I hope you find peace, you certainly weren't given it in your death."

on the way
Bringing up the rear of the troop, Sariel is the last to see the steep incline into the gorge. Hearing Calia's idea he chimes in. "I have rope also, should we save some of it for inside the tomb? Also, will Gus be able to make it down the ravine or will we need to free him here?"


HP 11 | AC 15/T 13/FF 12 | F+2/R+5/W+2 | CMB +2 | CMD 15/12ff | Init +3 | Perc +6

Jenna peers over the side of the gorge. "This won't be easy - Gus isn't going to like being hauled down. I don't think we should free him here though. I'm sure he'd try to get back to town, but we all know that there are wolves around. Maybe we should follow the gorge a little way and see if there's an easier place to get down?"


- 2 Wis. Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 17/17 | AC16/T16/FF13 | F+2/R+5/W+4 + 3 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 1/3 | Spell Pool 4/11 | Channels 5/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

she's right the wolves would get him Sariel looks down the ravine and then at the setting sun. "We may not have time for a different trail." dropping his pack and fishing out his rope. "If we knot the ropes for handholds then tie them together they should be long enough to get us to the bottom." turning to Artemis as he begins to tie knot in his rope he asks "Artemis can you make it down the hill without the rope? It would be good if someone stays and unties it and brings it along." Then turning to Damien as he continues knotting the rope. "No offense Damien, I know Gus pretty well from doing his feet for your pa, if you would like I will lead him down first that way he doesn't hit anyone at the bottom if he slides." Finally addressing Jenna, "If anything attacks us you can cover from up here with the bow. Then when I'm down I can cover you." once done with the rope Sariel attaches his shield to the backpack and taking off his scale armor he attaches it to his pack also. After putting his gear on, he takes Gus' lead rope and begins the assent. "Come on Gus, you too Proudsnout."

climb: 1d20 + 3 ⇒ (19) + 3 = 22
handle animal: 1d20 + 7 ⇒ (6) + 7 = 13


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Looking over majestic heights,
The glorious sight of the wilds below,
Perfect evidence of the gods' creations.
S#+*. That is a LONG way down.

Doreen peers over the edge of the ravine. If it is possible, she actually goes a bit paler.

"If I fall and die, I'm going to haunt all of you forever." she mutters before waiting her turn and starting down.

Climb check: 1d20 - 1 ⇒ (11) - 1 = 10

The climb check for a knotted rope is only 5, right? Right?


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Looking over majestic heights,
The glorious sight of the wilds below,
Perfect evidence of the gods' creations.
S$**. That is a LONG way down.

Doreen peers over the edge of the ravine. If it is possible, she actually goes a bit paler.

"If I fall and die, I'm going to haunt all of you forever." she mutters before waiting her turn and starting down.

Climb check: 1d20 - 1 ⇒ (15) - 1 = 14

The climb check for a knotted rope is only 5, right? Right?


Shaman 1; Init +7; HP 8/10; AC 14/11/13; Perc 6; F +1, R +1, W +5

Damien takes his spot in line and carefully picks his way down the slope, holding onto the rope the whole way.

Climb: 1d20 + 1 ⇒ (10) + 1 = 11

Climb checks with rope also get a -5 to the dc if you can brace your feet, IIRC.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Indeed they do. All of you have, thus far, done fine enough on the Climb check to make it along. However, I'll need three Acrobatics checks from each of you to avoid slipping in the mud and going for a tumble. Everyone has a +4 to these rolls with the exception of Artemis. Anyone taking their time to get to the bottom also gets another +2 to this check, making for a total of +6. The odds are pretty solid for most of you. Don't forget about your armor check bonuses, unless you're following Artemis' lead and removing armor first.

Jenna:
A cursory check of the surrounding environs reveals that the walls of the gorge only get steeper and higher to the east and west alike. Unless you feel confident in your ability to repel downward, this is probably your best shot.

With a bit of subtle prodding from Sariel, it seems as if Gus is willing to try the hillside. The beast grunts hesitantly, but does not fight being led along.

I'll roll for Gus once the rest of the party is done.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Why, oh why do I not get Versatile Knowledge until second level?!

Seeing Artemis removing his armor, Calia does the same, hoping it'll help to keep her more limber. She begins her careful descent down the slope, gripping the knots in the rope tightly and stepping gingerly down the steep hill.

Climb: 1d20 + 6 ⇒ (17) + 6 = 23
Acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16

Once she reaches the bottom, she watches nervously as Artemis unties the rope and prepares to make his way down. Careful! she shouts! Watch where you put your feet!

Can I use Perception or something of the sort to provide an Aid Another bonus to Artemis (and any others behind me) from the bottom? Like I'm directing him to the safest spots to plant his feet? I know it's a long shot, but I figured I'll try. :)


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

I'll allow it!


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Woohoo! I'll stick to doing it for Artemis, since he's the one that won't have the help from the rope.

As Artemis makes his descent without the aid of the rope, Calia continues to call out advice from the bottom of the hill, pointing out rough stone patches and tufts of grass where his feet will hopefully gain better purchase than in the deep, slick mud.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

+3 to Artemis's Climb and Acrobatics checks. Not quite as good as the rope, but hey, it's what I got. :)


- 2 Wis. Male Dhampir Soul Weaver 3
Vitals & Abilities:
HP 17/17 | AC16/T16/FF13 | F+2/R+5/W+4 + 3 | CMD14/PSD16 Hit | Dice 3/3 | Init +5 | Perc +5 | Influence +12 | Detect undead 1/3 | Spell Pool 4/11 | Channels 5/11 DC 16
Active Spheres or Blessings:
armored magic (+3) Destructionless (+4)

hope Gus can keep his feeting Taking his time, Sariel leads the mule carefully down the slope watching his footing in the mud.

Sariel also took off his armor and is taking his time

acrobatics: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
acrobatics: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
acrobatics: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

does Proudsnout need to roll, or can we assume he wants to slide in the mud?


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

He's a piggy. He'll slide. :D

Also, dang, that's one seriously good set of rolls, Sariel.


Shaman 1; Init +7; HP 8/10; AC 14/11/13; Perc 6; F +1, R +1, W +5

Come on guys, live a little.

Damien gives a whoop and turns to face down the hill. Planting his feet, he leans back just enough to to keep his balance as he slides down the hill, keeping a loose grip on the rope as a guide line.

Acrobatic mud-skiing: 1d20 + 4 ⇒ (18) + 4 = 22
Acrobatic mud-skiing: 1d20 + 4 ⇒ (14) + 4 = 18
Acrobatic mud-skiing: 1d20 + 4 ⇒ (6) + 4 = 10


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artie begins shrugging out of his armor, wrapping the set in his bed roll and strapping it to Gus. After a moment he adds his spear and shield and gear, opting to retain his boarding axe. At the last, he removed his tunic and retains his breeches and boots.

Senor, Budd: Any chance the boarding axe might give me an advantage? I won't add anything right now, but if you decide so just added to the rolls below.

Thanks for the bonuses, Calia!

He stands at the top of the slope, watching his friends make the descent. it's hard to contain his concern for them and, in no small part, is helplessness at not being to aid them. Once they are down safely he unties the rope and starts his own descent.

Climb: 1d20 + 2 + 3 ⇒ (3) + 2 + 3 = 8
Acrobatics: 1d20 + 5 + 3 ⇒ (5) + 5 + 3 = 13
Acrobatics: 1d20 + 5 + 3 ⇒ (4) + 5 + 3 = 12
Acrobatics: 1d20 + 5 + 3 ⇒ (1) + 5 + 3 = 9

Guess I should be glad he took Acrobatics due to his background waking along the timber floating in the river? That's some of the worst rolls I've ever thrown on the site. Wow, just wow. I guess since he's about to break his neck, I'll set about rolling up another barbarian...


HP 11 | AC 15/T 13/FF 12 | F+2/R+5/W+2 | CMB +2 | CMD 15/12ff | Init +3 | Perc +6

Jenna waits until for her turn before beginning to make her own descent. Although more difficult than it looked from the top, she soon makes it down without incident.

Climb: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Acrobatics: 1d20 + 4 + 6 + 1 ⇒ (10) + 4 + 6 + 1 = 21
Acrobatics: 1d20 + 4 + 6 + 1 ⇒ (18) + 4 + 6 + 1 = 29
Acrobatics: 1d20 + 4 + 6 + 1 ⇒ (3) + 4 + 6 + 1 = 14


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

I'm back from New York and ready to get the ball rolling again! Still waiting on Acrobatics checks from Doreen, but I can go ahead and roll for those so we can move on.

- - - -

Gus, Acrobatics: 1d20 + 3 + 6 ⇒ (9) + 3 + 6 = 18
Gus, Acrobatics: 1d20 + 3 + 6 ⇒ (3) + 3 + 6 = 12
Gus, Acrobatics: 1d20 + 3 + 6 ⇒ (5) + 3 + 6 = 14

Doreen, Acrobatics: 1d20 + 2 + 6 ⇒ (20) + 2 + 6 = 28
Doreen, Acrobatics: 1d20 + 2 + 6 ⇒ (18) + 2 + 6 = 26
Doreen, Acrobatics: 1d20 + 2 + 6 ⇒ (16) + 2 + 6 = 24

- - - -

Slowly but surely, using the knotted rope as a guide, the party begins slowly making their way down the hill.

There are more than a few near-disasters. Damien's headstrong sliding through the mud nearly gives him a tumble, and it is only by the skin of his teeth that he manages to keep himself from falling into a tumble. Even the nimble Jenna's heel slips in a patch of slick mud, and she nearly twists an ankle in the fall. Still, the party makes it to the bottom of the ravine without injury- other than a few bumps and some wounded pride. Even Gus makes it to the bottom safely, thanks to Sariel's guidance.

Finally, Artemis, the last to make the descent, begins his downward crawl, gathering up the rope as he goes. Calia calls out to him with directions on where best to plant his feet, and for most of the trek, it goes well. Still... As Artemis nears the bottom third of the steep hill, he places perhaps a bit too much faith in what appears to be a sturdy path of rock and grass. It tears away underfoot, sending him tumbling. The hulking young man slides across the muck through a pair of thickets, but they fail to stop him. There is a collective gasp as he rolls down the hillside toward a large, sharp-looking rock...

1d6 ⇒ 3 damage

With a grunt of pain and a brutal thumping sound, Artemis crashes into the rock, shoulder-first. Thankfully, it stops him from falling any further, but for a moment it seems as if the injury will prove to be severe... at least until Artemis manages to get to his feet. A bit of blood seeps from the savage bruise on his arm, but he is able to slowly make his way down the rest of the slope without anything terrible happening.

Artemis, that's 3 damage for you. If anyone wishes to try helping him get some HP back, you certainly can, but we're going to press onward.

Having collected themselves and geared back up, the party sets out again, journeying deeper into Serpent Gorge. According to the map, the entrance to the Crypt should be nearby, somewhere on the far wall of the ravine. The sun is setting up above, and soon, the party finds themselves searching for the entrance to Ekat Kassen's final resting place in dim twilight.

Finding it does not take long.

The earth slopes upward in stony lumps at the base of the far canyon wall, and set into the face of one of these earthy hills is a stone archway, some nine feet high. Moss, thick on the rainwater that so often runs down the canyon's face, has grown in and obscured many of the details etched into the surface of this arch, but one remains clear, even in the rapidly fading light. The keystone of the arch is carved with a symbol of a flame, a stylized rune situated in its center. Beyond this archway is a darkened tunnel that appears to lead into the cliff face- and in the gloom, a pair of heavy doors can be seen.

Perception DC 10:
One of the doors is slightly ajar.

These details might easily be missed, however, considering what lies on the ground just outside the archway. A rancid smell reaches the nostrils of the young adventurers as they draw near, even before the shapes lying half-hidden in the growing shadows come into view. A pair of horses and a trio of ponies lie still in the muck some ten paces from the archway, their broken bodies splayed out almost randomly, still tied to posts in the ground. A swarm of flies brave the drizzling rain to hover above the unfortunate animals.

Heal DC 10:
These animals have been dead for about two days. Their wounds appear to have been caused by crude blades or claws, though not particularly sharp ones, if the amount of tearing evident in the wounds is any indication.

Welcome to the Crypt of the Everflame, guys! What's your next move?

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