GM Miskatonic's 9th Level Homebrew Campaign: Trail of the Dead God [Group #2]

Game Master Cthulhu, Jr.

The world is in peril as the Rough Beast begins to strain at his bonds, the eons trapped beneath the weary world of Golarion weakening the metaphysical chains forged by the gods. A mysterious benefactor calls together intrepid heroes to embark on a perilous journey of redemption and sacrifice...


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William
As you barrel into the harsh winds of this new world you realize quickly that this may have been a bit brash of a decision. The cold of the winds is well within tolerable limits, something you keenly attribute to the 'injection'.

The snow you're standing in it only a few inches and crunches beneath your armored feet. In the midst of the stormy wind you catch a glimpse of something straight ahead.

William: PERCEPTION CHECK


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

You didn't know William's middle name was Brash? :) Besides we were told to hurry.

William looks into the wind as he arrives and shivers a bit. Glad I got that injection or I think I'd be freezing my nuts off right now. What was that?!

Perception: 1d20 + 15 ⇒ (20) + 15 = 35


William(Perception): You notice some kind of cave nearby. It's roughy 15ft by 15ft and circular. A resin-like coating has frozen around the edges and a thick flap of this bizarre material whips wildly in the strong winds, a dark tunnel leading down is visible just beyond. Despite the below-zero temperatures you feel warmth from the cave entrance...


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Feeling the surging return of her formerly god-given power, Khazia gives Solivagus a smile and a grim nod before following William through the portal.

Hopefully some of my companions will have the means to keep the others safe from the elements. I can only protect one other once these injections wear off. A week is a good window to prepare, but does not bode well for the possible length of our tenure on this harsh world.

After stepping through the portal Khazia reaches out through the invisible web of positive energy and establishes a connection to William, feeding a constant flux of her own life energy into the armored barbarian. Standard action establish Life Link.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14

"I am not as quick on my feet as you are, my friend, nor are my eyes so sharp, but stick by me and I will do my best to keep us safe in this hostile place. You may call me Khazia." She gives William a brief bow with a sarcastic smile before glancing into the cold, unfriendly distance.

Khazia will remain by the spot they appeared, taking a standard action to establish Life Link with each member of their expedition until everyone comes through.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

The Professor sighs at his companions' hurry to put themselves in danger, but goes through the portal. Upon arrival, he nods acknowledgment to the other two, and checks his pockets, making sure that everything is present, and paying extra attention to the vial that contains his mutagen.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

One eyebrow goes up as the portal opens and William charges into the breach. From what he saw on the dias', he really did belong to the Conclave. Flint turns back to Solivagus and gives a small salute before sauntering into the breach as well. He feels cold wind but the warmth within from the injection kept it at bay. He could do the same but now he didn't have to prepare that extract. Cool. He lights up a pipe and looks out over the wasteland.

Perception: 1d20 + 17 ⇒ (14) + 17 = 31 Going to assume this is good enough too.

He spies the cave and begins walking towards it. "Guess that's the entrance," he says over the wind to the others.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

Oh yeah. Forgot about the perception check.
Perception: 1d20 + 16 ⇒ (3) + 16 = 19


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William looks at Khazia as she comes through the portal, "I'm William and I'll do my best to make sure nothing molests you, unless you want them too that is." He then smiles at her and waits for the others to arrive. "I'm guessing that is where we are going. I'll lead the way in when everyone is ready. If you have any magic you need to use, I'd do it now."


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Khazia nods, squinting into the distance, although she can't see what William is referring to. "I am no damsel myself, but I'll be sure to let you know if any such molestation is to be allowed." She gives the big man a wink. "And I've been 'using magic' since we arrived in this desolate place." She pauses from silently establishing a life link to each companion and sprinkles a small circle of powdered silver around herself while intoning & signing various wards against evil. Standard action, Magic Circle Against Evil, 90min duration.

"Solivagus mentioned these spider-creatures having discovered 'Lolth.' Does this information bear any significance to anyone?"

Knowledge (Religion): 1d20 + 8 ⇒ (19) + 8 = 27


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

Weren't there originally supposed to be like nine players? How'd we wind up with four?

Also, magic circle against evil might have interesting repercussions, if the Professor has to transform. Ham is Chaotic Evil.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

Nevermind. MCAE isn't the spell I was thinking of. Not sure what spell I was thinking of, but whatever.

The professor removes a potion of Heroism from a pocket and pours it onto the lining of his Sipping Jacket standard action.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

"You guys are being a little jumpy ain't ya? Haven't seen one yet." That's guaranteed to draw them out if there are any. Been itchin to shoot something.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

"Seen one, no, but if we head in there we will probably run into some of them. When you're ready, let's get out of the wind."


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

We're waiting on Savyon yet, who was in the mission brief. That'll be 5 here; three less than the original 8 (we were always 7 though; down a tank).


Male Human Staff Magus 9/Arcane Bomber Wizard 9

Once again, sorry. Ugh.

Savyon cautiously enters the portal, and arrives on the otherside. Seems he was right in picking his coat for this mission. He readies the sling portion of his staff, and looking around casually.

Perception: 1d20 + 16 ⇒ (5) + 16 = 21


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

No worries. Anybody know if Miskatonic is lurking & waiting for us to do something, or is he absent at the moment? Just curious.

"You hear that? Quick Draw McGraw says we're being jumpy!" Khazia laughs, nudging The Professor with an elbow before casting a final spell and trudging after the eager gunslinger, her armor sprouting thousands of tiny spikes. standard action, Spiked Armor spell, 90min duration.

"Not that I'm eager to meet the so-called 'aggressive natives,' but we do need to get off the surface before we stand around in these strange storms too long and Mr. Blackwood sprouts another arm."


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Flint considers the option for far too long. "The chance to grow another without extensive research from sheer chance on a world ours could never dream of...is almost worth potentially being disintegrated."

Then as an after thought, "Anyone else feel different since leaving that place?"


EVERYONE
As you all brave the cold of the stormy locale, the portals seals behind you with a sudden burst of warm air that washes over you all like some sort of twisted reminder of what you just walked into.

The crunch of the hard snow beneath your feet is drowned out by the screeching gales and you all follow William as he leads you into some sort of cave, a 15ft by 15ft circular tunnel with walls covered in some kind of hardened resin, the substance yielding a bit to your weight as you step on it.

The entrance was covered by a translucent flap of thick, ragged resin. The smell as you enter the tunnel borders on sickly sweet.
EVERYONE WITH A TRAP SENSE OR DANGER SENSE OR SIMILAR ABILITY ROLL

Khazia(Catch-Up Post)
You step into the cold and notice William moving ahead slightly and peering through the gusts of white. He seems to have noticed something nearby and nods to you.

In response you reach out with your being and establish a link with the brash warrior, his life and yours now linked as a mother to her child, the thought reminding you of your discussion with Archdruid Kale.
Khazia: Knowledge(religion) Results-You recall reading of a bizarre cult that surfaced in the Darklands some centuries ago. The drow had begun worshipping some kind of spider-demon as a god and called it Lolth-alhai, or Lolth, the Exalted One. How this entity had crossed to another world is beyond you.

Flint(Catch-Up Post)
The blast of wind snuffs out your smoke and you follow William into the tunnel, eager to light 'er back up.

The smell of the tunnel reminds you of a butcher's shop and something tells you that's no coincidence.

Professor Brooks(Catch-Up Post)
Your jacket floods with power and helps to insulate you just a bit more against the biting wind.

You follow Flink and William into the oddly circular tunnel, Ham stirring in your subconscious at the prospect of confined spaces...
Professor Brooks: As far as Ham being Chaotic Evil and you wearing a Protection Against Evil amulet and suddenly becoming evil. I might just have it explode or something. We can easily retconn Ham into a Chaotic Neutral, but Chaotic Evil is a dangerous precident to allow. The Lolthilk may be a bit too appealing to Ham as underlings or allies. Just my two cents.

Savyon(Catch-Up Post)
The coat you brought was perfect for Golarion's cold climes but without that injection you feel that even its mighty insulating fabrics would be no match for this storm you've walked right into.

Noticing the party heading for a strange, circular cave you follow suit.


Male Human Druid(Ancient Guardian) & Monk(Monk of the Four Winds)/20

Khazia: I had to post it separately because it wasn't rendering correctly.

Kale's Diatribe Occurs before the Command Center Briefing:

As you both wander along the winding stone path into a thickly wooded area, the mysterious old man regales you with platitudes and wisdom much like those you had gleaned from your life thus far.

"Lady Nyrazim," his voice is paper-thin and raspy, a reflection of his great age surely,"I am Archdruid Erasmus Kale and this place is called the Woods of Where, our sacellum on a world of metal and artifice. I have a request of you, my child," his aged voice heavy and pleading,"I am dying again and I have no wish to see my efforts fall to ruin. My children here have been tainted by their stay in the city proper, they speak of change and 'progress' but all I hear are the plinks of hammers on nails and the thuds of axes on tree-trunks."

He coughs violently into his hand, a gobbet of blood painting his pale palm,"I would normally be reborn to keep such horrific desecration at bay but I am weary, my child, weary of living so long a life, over and over again."

Kale hands you a small medallion with the half-dead/half-living tree emblazoned on it, the amulet clearly made from lacquered and polished wood.

"I wish to hand the reins of my realm to you, my dear, because you aren't corrupted by the politics here," he waves dismissively as if shooing the idea of corruption away,"Think on this request and tell me of your decision soon, but for now you must acclimate and perform your first task in the name of our Patron."

The word 'Patron' is spoken as if in a whisper and his eyes stare widely into the distance.

"Follow the path back the way you can and simply desire to be where you are needed, the medallion will take care of the rest."

Kale dodders off along the trail and you wander back and wind up emerging into the Command Center...


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

I'm not exactly sure what I'm supposed to roll. Trap sense doesn't let you detect traps,it just gives you a bonus once they're sprung. To my knowledge, there's not an ability that warns you of traps ahead of time. As for the Chaotic Evil thing, it turns out that it probably won't be a problem. The rules don't say anything about Protection From Evil being cast on an evil character, so I assume it works normally. And the Professor isn't wearing a PFE amulet. And don't worry about Ham making deals or allies with the group's enemies. The deal he has with the Professor has several issues which haven't been mentioned yet, some of which prevent such actions.


Okay, because quite clearly I need to be as clear as can be. Anyone with the ability to sense traps, say 'That's me, I sense traps.' If you can sense traps, roll a perception check, because that is what you roll to... sense traps. I consider an ability to help avoid traps good enough to have an idea of what a trap might look like in any given scenario, especially if you've survived long enough to level 9 squared. That being said, the kind of 'trap' in this instance is closer to a trip wire, this is player not character knowledge. much like trap door spiders and their unsavory ground-dwelling ilk. So, to clarify, in the future, if i say 'Anyone Who Can Sense Traps Roll' I mean to say 'If you have the ability to avoid traps or trap-like events, roll perception to see if it works right now.' you ninjas, you.

Concerning your Jekyll/Hyde character, obviously many standard rulings are not applicable to a high-powered game like this but if the rules state explicitly that an evil character has no issue with wearing something that is anti-evil, fine. The rules are more like guiidelines anyways. But I, as your GM, am strongly advising you to never take it off and try to put it back on as Ham, not good juju... er, bad juju?

Also, if I seem markedly irritated right now, it's not you guys. Just got off work and I do most of my posting at work so it accidentally bleeds over sometimes. My apologies. I think we have a good think going so far, just need to get the swing going and all this more gritty detail work outta the way so we can chow down on the meat and potatoes of some hardcore, high-level combat posting. Professor, thanks for clarifying, by the way, every little bit helps.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

My bad.

Perception: 1d20 + 16 ⇒ (15) + 16 = 31


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Flint re-ignites his pipes in the cave, temporarily illuminating his grizzled features. One whiff of the pipe smoke and he can tell something is off. There were so many more levels to the smell than their was before. And only that. Everything else too, seemed to have a unique scent he was never aware of. His own smelled of oil, sulfur and metal. Then he turned his nose to the cave and smelled meat. Dead meat. Like a butcher's shop. A pleasant smell but it did not bode well for them. "Maybe you guys had the right idea." As he says this he looks around cautiously and draws his pistols. He also takes a moment to drink an extract to improve his sight below ground.

Drawing guns and drinking Darkvision extract. 9 hr of darkvision 60ft.


Male Human Staff Magus 9/Arcane Bomber Wizard 9

Savyon makes sure the sling portion of his staff is loose and ready. He studies the entance his companions seem to be interested in. "Hope no one hates confined spaces. Drew his weapon and has the sling portion ready, as well as one of his arcane bombs.


The Professor
As you step into the strange tunnel entrance you immediately notice two lengths of resinous material on the floor of the tunnel heading down the path. Closer inspection reveals three more pairs just like them, one pair on each side of the tunnel and another on the ceiling.

These are quite obviously tripwires of some kind, being taught like lute strings, but you've only ever encounter tripwires of fabric or metal, this strange resin unsettles you deeply as you ponder the implications.

Khazia
As your companions each pass you into the cave you feel the same connection you did with William, something you were afraid had vanished entirely the moment your power had been severed on Hideaway.

Always ready for what's coming, and now quite certain of your eventually opponents, you draw from deep within and an intangible field of energy radiates outwards from you. Nothing evil will get near you all without some sort of warning.

Stepping into the cave sent chills down your spine as the sickly sweet odor brings to mind the eviscerated bodies you have seen on the battlefield. It seems that your companion, Flint has also noticed the scent as his nose wrinkles as the smell.

You instinctively force energy into generating spikes all over your armor. You would be ready when the enemy comes to greet you.

William
You first few steps into the cave are uneventful and then you notice the Professor kneel down to examine something on the ground and then glance around the tunnel in a very discriminatory manner. He's found something, but what? It all just looks like hunks of wax or maybe hardened sap.

You pause to try and figure it out.

Flint
You relight your smoke and the faint red light dances sinisterly along the resin-coated walls.

Without hesitation you draw your weapons and chug a darkvision potable, the need for it quite apparent as you gaze down the steep incline ahead.

Savyon
Battle is your forte and this place reeks of death the moment you step inside the warm tunnel entrance.

EVERYONE: Once the Professor responds to his discovery I will begin moving into your first encounter. The Professor is the only 'sneaky' character and thus will act in the suprise round if it comes to that, you guys may just surprise the enemy and all get to act in the surprise round.
After the Professor posts you all need a single reactionary post that includes the following which you should all discuss in the Discussion Thread: Your position in the party, your drawn weapons/prepared spells, and whether or not you are trying to be stealthy.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

Professor Brooks raises a hand, halting his companions, and points out the lines on the ground.

"Tripwires. I'm unfamiliar with the material, and I'm not sure what they do, but they're all across the entrance here. On the ceiling, as well."


EVERYONE: Encounter #1: ???
AS you work out your marching order you decide to move forward slowly and methodically, careful to avoid the tripwires.

It's pretty slow going the first 500ft down or so, and every so often the strange resin is filled with a glowing yellow sac of some kind. Closer inspection reveals some freakish coiled worm that tightens its coil and glows a bit dimmer as you look on.

These glow-worms seem spaced every 25ft or so and to make matter worse you notice a number of the flaps you passed through to enter the covering similar tunnels that lead upwards.

As the tunnel levels out you all notice the sweet smell has increased in intensity, whatever is its source must be close...

Professor, I need to know how far ahead of the party you're travelling and then I need a Perception Check

EVERYONE, I need you to all roll a stealth/dexterity check.


Male Human Staff Magus 9/Arcane Bomber Wizard 9

Stealth: 1d20 + 5 ⇒ (12) + 5 = 17

Savyon tries to move as silently as he can, looking around furtively. Those eerie green glow worms almost make him just want to start blasting the dark corners and crevices, but caution wins out for now. He let's most of the others take the lead, staying ahead of Flint. What I'd give to be half a bottle in on some wine right now.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Stealth: 1d20 + 5 ⇒ (18) + 5 = 23

Flint never was the stealthy type. He much preferred to go in loud and headfirst. But the eerie quality of this tunnel and the strangeness of this planet was more than enough to keep him quiet and on his toes.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William grips his greatsword tighter as the smell gets intense. He tries to silently move down the tunnel to surprise whatever it is.

Stealth: 1d20 + 11 ⇒ (11) + 11 = 22


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Equally off-put by the odd glowworms and the strange smells wafting down the tunnel, Khazia focuses instead on the rhythmic pulse of life coming from each of her companions. Noticing the general quiet among the group, she does her best to maintain the silence.

Stealth (Untrained): 1d20 - 4 ⇒ (19) - 4 = 15


Alright, just need the Professor's stealth check and we're good. Khazia, not bad for untrained :D


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

Sorry. Been busy.

Ham's presence bubbling near the surface of his mind, the Professor tries to maintain total silence, keeping an ear out for anything unexpected.

Stealth: 1d20 + 6 ⇒ (8) + 6 = 14


The Professor: No worries, real life takes priority, man. How far ahead of the party are you?


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

Forgot about that. IDK. I've never really payed much attention to what the party scout was doing, before. What's a reasonable distance that allows me to keep an eye out for potential threats, while still being able to dash back to the party if the fecal matter hits the rotary air impeller?


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

Also, how did I manage to get a lower stealth roll than the f+$#ing PALADIN? That's just not right. The paladin always has the worst stealth roll. It's like a law, or something.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

I would think your movement speed would be a good distance to maintain. Anyone else have darkvision? Are we rollin with a source of light? William and Savyon look like they need light.


It's low-light near the glow-worms and no light away from them. So, how far ahead, Professor? Full movement distance is fine but not suggested in tunnel-fighting.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

I guess I'll stay 35 feet ahead, then. Gives me an extra five feet if I need it, for some reason. And there's a reason I'm not fond of humans. They're basically the only species in the entire game that doesn't have a way to get darkvision. Everybody else has some alternate racial trait or something that can let them see in the dark. But nooooo, not humans. When there's a single human in the group, everybody else has to suffer, just 'cause they can't see in the dark. I've only ever played one human, and the first wondrous item I got was Goggles of the Night.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Yeah, but dem skill points and dat feat though. Hard to pass up.


The Professor
You notice a large flap of that resin ahead roughly 60ft, and you can tell that something much brighter than the glow worms is beyond it.

The sickly sweet smell has mingled with something else at this point, the new addition earthy and it reminds you of sewage. The crunch of bone from beyond the flap is unmistakable and you know that now would be the time to warn your allies.

As you turn to head back to the party one of the tripwires gets lightly snagged on your foot and you torque your body in such a way that you barely manage to avoid springing it. The motion forces you off-balance and you fall to a knee, the impact causing a light crunch to resound in the tunnel around you.

The crunching from beyond the flap ceases and you hear soft chittering, a head of some sort of grotesque spider creature pokes through the side of the flap and your eyes lock.

"KREEEEEEEEE!" it screeches at you as its body passes the flap entirely, the brighter glow from the next area casting a long shadow into the nearby tunnel.

Covered in thick plates of black chitin with hair-like tufts protruding from joints it cocks it head at you and charges with a bizarre glaive-like weapon.
The Professor: You have one round to act before it reaches you.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

At the sight of an obvious enemy bearing down on him, Professor Brooks immediately rushes back to the party, then cedes control to his alter ego, grabbing his mutagen from its pocket in his waistcoat and downing it immediately. The Professor's form begins to bulge and shift as he transforms. A pair of monstrous, bat-like wings sprout from his back, his skin crawls and shifts, patches of scales appearing across his body, wicked claws tear their way out of his fingers, and his face elongates into a reptilian snout, which grins viciously, revealing a set of razor sharp fangs.

Ham, excited at the prospect of a fight after staying quiet for so long, throws caution to the wind and flies into a psychotic rage, howling in sadistic glee at the prospect of a kill after remaining silent for so long.


The Professor Intimidate Check Results
The spider-creature rears up and hisses nastily, gobbets of saliva smacking against the resin-covered walls and floor all around you as it comes.

EVERYONE
You all hear a load chittering hiss as the Professor comes sprinting into view a huge spiderfolk shambling along the tunnel behind him! It's wielding some sort of huge glaive-like weapon with four hafts each ending in a wicked bladed head.

Everyone Except the Professor Roll a Perception Check -5. After all the Perception Checks are in, I need you all to roll Initiative.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

Intimidate: 1d20 + 7 ⇒ (16) + 7 = 23
Initiative: 1d20 + 4 ⇒ (7) + 4 = 11

Not sure when you read the post, but I edited it to include the Professor rushing back to the party before popping his mutagen. Originally, he just transformed and then charged, but I realized that that was stupid, as all it did was give the spider-thingy a free attack (probably an AoO, though I'm not sure, as I know nothing about the spider-thingy).


LOL, I'll cede this one action this one time. No take backsies in the future :P, I'll edit the reaction post accordingly and include the intimidate check. You don't get an additional perception check due to your being busied with transforming and rushing back to inform the party but I'll consider your initiative roll in tandem with everyone else's.


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

Cool. Thanks. I'll make it a point to think before posting from now on.


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Glaives are reach weapons, so if the weapon it's carrying is similar enough to that, it'd probably get an AoO as you close. Anything wrong with having everyone roll Perception & Initiative in the same post? Just using the previous Stealth checks as a baseline, it'd be almost 2 days before all the posts come in and we move on (roll perception, then wait for everyone else to roll perception, then roll initiative, then wait again for everyone else to roll initiative) - it was 22 hours from the beginning of the Stealth checks to now. Seems like having us post separately for each check completely negates the streamlining benefit of your summary posts; if we roll both in one post, you can just relay the results in whatever format you'd like. Of course, I don't know how you're working things, but it doesn't seem to me as if there's anything that would change inbetween the two rolls, especially since rolling initiative isn't part of any action, just an automatic check made for mechanical purposes to progress into battle.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11


Male Skinwalker HP 155/144; AC 25 (15 T); CMD 26; CMB +12/7; F +12, R +11, W +9; Init +4; Perc +17; Barbarian 9/Beastmorph 9/Master Chymist 0

I don't understand. Why wouldn't you roll them in the same post? It doesn't change anything.


Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

That's what I'm saying. The GM said two posts though.


Very well, then. I concede. You shall have your speed, my dear players...

EVERYONE
As you all contemplate your responses to the imminent threat barreling down the tunnel towards you, you don't notice that two sections of the tunnel behind you have slid away and three more Lolthilk have emerged into the tunnel with incredible stealth.

Perception Checks NEGATED. You are all flat-footed, aside from the Professor who watches this horror unfold as he faces you. He can't react in time because he's transforming into Ham.

Khazia
You feel a sharp pain in your left shoulder as a bladed hook rips into and out of the narrow slit in your shoulder armor. The hook thankfully finds no purchase but you feel that it's grappling ability only compliments something else as your vision swims slightly.

Reaching up to touch the wound you notice a black substance dripping from your fingers as you turn to face your new foes: three much more lithe spider creatures stalking towards the party with incredible stealth!

The Professor
The 'Whoosh!' of a blade grabs your attention as the larger and heavily armored spider-folk swings at you three more times only managing to cut your left arm, the wound stinging and drawing blood, Ham grins at the prospect.

DAMAGE TALLY: Surprise Round
Khazia: Lothilk Hook-javelin: 1d8 + 10 ⇒ (2) + 10 = 12(Failed Grapple Attempt; Roll Fortitude Save vs. Poison DC25)

The Professor: Lolthilk Quad-glaive: 1d12 + 12 ⇒ (5) + 12 = 17(Missed 3 swings; Blades are not coated in Poison... yet.)

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