Krystallos: Shibbati

Game Master JGray

Long sealed away, the necropolis of Shibbati will soon be opened. A lottery is being held to determine which adventuring companies can explore which sections of the dead city. Will you find secrets? Treasures? Or just your deaths?

The Krystallos wiki

The Shibbati section

Roll20 Battle Map

Current Init Order
Skeletons: 16
Gil: 15
Lilia: 12
Dorian: 7
Seeker: 7


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Male Human Urban Barbarian 1

Then unless someone wants to try their hand at haggling I'm just gonna fleece the leftovers through the Breakers Guild.

Gil prepares a delivery to his Guildmasters along with the tale of his success in the Necropolis. He also turns over the map he had made of the tomb.

Fleeced Items:

  • The Chariot Chest
  • Masterwork Kopesh
  • Two urns of nard
  • Masterwork Longbow and arrows
  • A gold scarab cloak clasp
  • A silver hand mirror
  • Citrinic coins
  • Jewelry and Gemstones
  • Meanwhile the Barbarian takes a trip to the church of Opal to report the success of their trip. He does so bearing a gift, the silver holy symbol of Opal from the tomb, to the church. No charge, no strings attacked. A sign of good faith hopefully.

    Afterwards he makes some quick copies of the papers and the metal book and then takes the originals, along with the darkwood coffer, and offers them up as a historic donation to one of the local Kobold universities. This time to show the Sultinate that he, and the Breakers Guild in general, are willing to play ball.

    I imagine it'll be taking me a while to play politics.


    The Breaker's Guild is quite pleased with Gil's efforts. The underboss of the Guild herself makes sure to thank him for his efforts. The coins are exchanges one for one with modern coins and the rest is paid for at a rate of 6 silver on the gold. The end result is the group makes 1,326 gp and 42 sp from their excursion.

    The local university is quite pleased to receive the documents. They do not offer a reward but promise any member of the group who wishes it a 20 percent break in tuition.

    The Cleric at the Temple of Opal that Gil speaks to is quite astonished. None of the other groups have come forward to give tribute to the Temple.

    "In fact, Breaker Odalis, let me take a moment of your time. A Cleric of Opal from a foreign land has recently come to our temple seeking guidance. He wishes to explore the necropolis to learn more about our customs. It would be an honor if your group would consider escorting him."

    The Cleric leads Gil to a purple skinned illithid.

    "Gil Odalis of the Breaker's Guild, may I introduce Seeker of Lore. Seeker of Lore, this is Gil Odalis, a member of one of the adventuring troops exploring the necropolis."


    Male Illithid Cleric 2

    The illithid stands, his thin wiry frame standing above all but the tallest ones in the room. He has dark brown eyes and brown-purple skin, and he wears modest black cleric robes. He gives a slow bow to the party. "Greetings, noble adventurers. As my brother says, I am Seeker of Lore, cleric of Opal. Your actions on behalf of mankind tell well of your character. I would be most honored if you would consider allowing me to travel with you, for I am ignorant in the ways of your customs."


    Male Human Urban Barbarian 1

    Level Up:

    HP: 1d12 + 3 ⇒ (8) + 3 = 11
    +Superstition Rage Power
    +Uncanny Dodge
    +1 Skill Point: Perception, Disable Device, Kn: Engineering, Acrobatics

    Having seen his share of bizarre things in the tomb Gil works to steel his mind. If he wanted to keep working in the Necropolis he'd have to be better prepared against whatever trickery it may hold.

    Gil nervously offers a hand to shake. He hadn't had much experience speaking speaking on a personal level to the clergy so he was trying to be careful in avoiding any taboos. "Well Mr. uh...Seeker? Sorry, is it alright to call you that? You're welcome to join us in the next delve. We haven't been assigned a site yet, but we could sure do with some extra man power."


    Male Illithid Cleric 2

    Seeker looks at the offered hand for a moment, then slowly extends his own to shake it. His long fingers seem fragile, like bird bones. "Seeker is acceptable, I have begun to notice your preference for single names. What do you go by? And I will be happy to help in your next site."


    Male Human Urban Barbarian 1

    Gil shakes the bony hand with his own huge paw "Oh, you can just call me Gil. Like he said, I'm working on behalf of the Breakers Guild to survey the Necropolis. Although right now I actually have some arrangements to make before our next trip out there. The rest of the group is at [Tavern] if you wanted to meet them."

    ----

    There are still things the Breaker needed to arrange before the next site was announced. With Bastion dead and Seeker joining in the lottery would need to be informed of the change in ranks. On top of that the Breakers Guild had some sort of contract with Bastion that likely contained a clause for untimely death. That would needed to be sorted out as well. He also wanted to pick up some things while he was out and about.

    Shopping:

    Donating 127gp, 33sp, 63cp

    Purchasing

  • Potion of Cure Light Wounds @ 50 gp
    Healing: 1d8 + 1 ⇒ (8) + 1 = 9

    34gp, 89sp, 09cp remaining.


  • Gil has little problem shopping. Later, he and Seeker will meet up at the Kobold's Tail Tavern. Lilia, Dorian and Tobias are in the group's suite. Downstairs and next door, they can hear the sound of music playing and people talking. The evening meal has begun.

    "Gil, you're here." Tobias says. "Good as time as any, I suppose. I can't join you on your next expedition. What we found... well, I need to research it further and to do that I need a library. I need to go to the capital of the Sultanate. I hope you understand?"

    Now's a good time to get some roleplay in, folks!


    Male Human Urban Barbarian 1

    "Ah, that's hard to hear." says Gil solemnly. But his face picks back up a heartbeat later "But if that's what you gotta do Tobias, then best of luck to you. You're too smart for this line of work anyways. Leave the sloggin' to us Breakers, we've got thick skulls after all." and he taps his finder against his head.

    "What about the rest of you? Now that you've seen what it's like down there are you still up to it?"


    Male Human Swashbuckler 2, HP 18, Init +4, Perception +0, Panache 3.5, speed 30, Acrobatics 9, Nobility 3, Barrister 4, Saves 2/7/0, AC 19/14/15, Rapier (18-20) +6 (1d6+1)

    "Ooo, I'm really sorry to see you go, Tobias, but, Gil, I'm ready to go. This is fun!"


    Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

    " good luck in your research and I hope we meet again"

    " I am still onboard, the tombs are not more dangerous than the swamps back home and I found more research material in the first tomb than I hoped for"


    Male Illithid Cleric 2

    "It is a pleasure to meet the rest of you as well." Seeker gives a bow. "I am ready to depart whenever you all are."


    Male Human Urban Barbarian 1

    "Speaking of, I should go and pick up our next assignment." says Gil. Along the way he also tries to catch some news of how the other groups were doing.

    Kn: Local: 1d20 + 4 ⇒ (5) + 4 = 9


    Does everyone want to skip ahead to the next tomb? Or would you rather go down to the Inn's hookah bar and lounge for the evening and socialize with the other groups?


    Male Human Swashbuckler 2, HP 18, Init +4, Perception +0, Panache 3.5, speed 30, Acrobatics 9, Nobility 3, Barrister 4, Saves 2/7/0, AC 19/14/15, Rapier (18-20) +6 (1d6+1)

    Personally, I'd rather skip ahead.


    Male Illithid Cleric 2

    I would be fine with either, but I would prefer to skip ahead.


    Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

    how about preparing of the tomb (this time)


    Male Human Urban Barbarian 1

    Well I can't actually do that much. I'm just a Barbarian after all. My charisma isn't particularly high and most of my time has been spent playing politics.


    Gil:
    You hear five other groups besides yourselves.
    • The Cryptfinders: They claim to have explored the tomb of an important government official & fought a mummy but they were drinking the cheap beer last night.
    • Daughters of the Desert: Explored a pawnbroker's home. The leader seems to be a poet.
    • Dog soldiers: A group of halflings who train dogs for exploration and combat. Half their dogs died fighting a gelatinous cube.
    • Sand Scorpions: Lost two members in what appeared to be ghoul gang warfare.
    • Scorched Hand: Their leader, Velriana, was very vocal about her dislike of being randomly assigned exploration locations. She obviously wants to explore a specific area.

    That evening, you receive word from the Temple. Your group has been randomly assigned the house of a minor noble named Pentheru. In the morning, you may begin exploring it if you so wish.


    Male Human Urban Barbarian 1

    Anyone got Kn: Nobility or History? Otherwise I'll just roll untrained under the assumption I can access a Library.

    Kn (History): 1d20 ⇒ 5
    Kn (Nobility): 1d20 ⇒ 8

    Unless anyone wants to shop or something, we might as well get to it.


    Male Illithid Cleric 2

    Sorry. On the knowledge priority lists those come just barely above geography.


    Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

    we should get some healing potions and a sling and bullets for Lilia


    Will that be coming out of the group fund? How many bullets and how many potions? Does Lilia want a regular sling AND a potion sling? Any other shopping before we move on? Once we begin there's no going back. Unless you run away from the ruin like a bunch of goblins... :)


    Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

    potion sling? 1 sling, 30 sling bullets, 1 potion of cure light wounds, 2 alchemist's fire, 1 torche, 10 sponge stones(if I can use them (exotic amunition))


    Male Human Swashbuckler 2, HP 18, Init +4, Perception +0, Panache 3.5, speed 30, Acrobatics 9, Nobility 3, Barrister 4, Saves 2/7/0, AC 19/14/15, Rapier (18-20) +6 (1d6+1)

    Dorian purchases two potions of Cure Light Wounds and puts them in his bandolier.

    He is ready to go.


    I thought there was a sling that could be used to fling alchemical items (but not alchemist's bombs) but I'm having trouble finding it. No matter. Yes, you can use sponge stones.

    Sorry for the delay, everyone. We'll start the new dungeon tomorrow morning. This weekend has been very busy and I haven't had time to prepare the new maps.


    Male Illithid Cleric 2

    NP DM, thanks for letting us know!


    Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

    would the rest of the day be sufficient to craft my goggles?
    p.s. changed craft(leather)to craft(armor) (picked the wrong craft skill)


    I'd say so, since the goggles aren't really magical. You're also, I assume, starting to tame your beetle shield?


    Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

    once I found out how to wake it from hibernation


    Lilia: As I said, you can wake it with a Handle Animal check. Or you can get the new Familiar feat at 3rd level that allows you to take familiars even if you aren't a Wizard or Witch.

    The next day, the group presents themselves at the gate of the Necropolis. A small patrol of Host of Bone warriors escort the four of you through the Necropolis to the estate of Pentheru.

    Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. Before you stands a pair of tarnished bronze gates hanging partially open. A pair of statues, long since worn into obscurity and just barely recognizable as kobolds, flanks the gate. Dusty hieroglyphs are carved into the wall at eye level to the left of the gate.


    Male Illithid Cleric 2

    Seeker is a quiet, observant presence through the whole trip. Occasionally he takes out a quill and paper, scribbling something down before continuing his quiet observations.

    At the gate he examines it full of wonder. "I wonder if those hieroglyphs could be read..."


    Seeker:
    The hieroglyphs are the written form of Ancient Citrinic, which you can read. They read: House of Pentheru and reveal the two statues to be Pentheru the Elder and Pentheru the Younger.


    Male Human Urban Barbarian 1

    "Amazing that this still standing after so long." says Gil as he examines the exterior of the estate. With a shrug he starts to push open the bronze gate and head into the courtyard. "We best get started right away. With any luck we could be done by mid-afternoon."


    Crap. Sorry. Life has been evil this week. I'm back on track now, though.

    Who is following Gil into the courtyard? I'll need to know.


    Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

    Lilia follows Gil, leaving some space between them


    Male Human Swashbuckler 2, HP 18, Init +4, Perception +0, Panache 3.5, speed 30, Acrobatics 9, Nobility 3, Barrister 4, Saves 2/7/0, AC 19/14/15, Rapier (18-20) +6 (1d6+1)

    "Of course, Gil. We are all following you."


    Okay. No more RL interruptions. We're moving forward. I'm sorry for the slowdown.

    Dust and sand cover the ground of this small courtyard. To the east and west stand pairs of columns, once brightly painted and now bleached from the sun. The columns support stone archways leading to other sections of the property. Tarnished bronze gates hang upon under both arches. To the north, a small flight of steps leads up to a pair of ornate doors in the south wall of the house, set between another pair of columns.

    As everyone steps into the courtyard there is a rush of sound. Behind you it seems as if an angry mob of dozens or even hundreds of people can be heard, pounding on the gates and the walls, screaming for blood. Near Gil, a woman's voice can be heard crying out in a strange accent.

    "Hold the gates! Don't let them inside the compound!"

    You hear the sounds of the gates rattling and shaking as they are subjected to vicious, powerful and insane blows.

    Gil's Will Save: 1d20 + 1 ⇒ (15) + 1 = 16
    Dorian's Will Save: 1d20 + 0 ⇒ (14) + 0 = 14
    Lilia's Will Save: 1d20 - 1 ⇒ (13) - 1 = 12
    Seeker's Will Save: 1d20 + 7 ⇒ (15) + 7 = 22

    Wow!

    You all feel the cold hand of fear sweep across your hearts as the sounds blare around you but your discipline and courage wins out. You fight back the fear.


    Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

    "what is going on"

    'clame down, girl. It's just voices, they pose no threat '

    Lilia takes a deep breath and switches from fight or flight to her usual analytic mindset.

    spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27
    knowledge(arcane): 1d20 + 7 ⇒ (7) + 7 = 14

    ' I wonder if this is a magic trap or some kind of haunting. Hmm I need to ask Seeker about hauntings'

    explanation:

    Hauntings are uncommon in the Amazonite swamps as neither the body nor the environment are steady enough to act as anchor for a haunting


    Male Illithid Cleric 2

    Seeker rubs his palms. <<It appears there is s confrontation ahead. Should we involve ourselves in it?>>

    In another game we use these arrows to show that we're speaking telepathically. I figured it would help.


    Seeker, the noises are around you but there's no obvious source.


    Male Human Urban Barbarian 1

    "Awwwwwwwwww MAN!" shouts Gil as the noises reach their climax. He's moving around a whole lot, trying to shake out all of the apprehension. "Gods! I hate this kind of stuff! Friggin' ghosts or spirits or magic or...WHATEVER! ARGH!"

    He calms down somewhat, clapping his hands together as he approaches the main doors. "Whatever, let's get this done."


    The doors to the manor prove to be no obstacle. Indeed, they are barely attached to their brass hinges. One good shove sends them tumbling to the ground.

    Brightly covered columns stand in the four corners of the foyer. Hieropglyphs cover the walls and the tiled floors, obscured in places by piles of dust and sand. The open archways in the north, east and west lead to further rooms.

    Anyone who can read ancient Citrinic:
    The hieroglyphs proclaim this to be the House of Pentheru and welcome all guests. There are also invocations asking for the blessing of Citrine, the patron totem of the Citrine area.

    As you cross the threshhold into the house, the ghost sounds of the mob fade away. Of course, the problems in this room are more tangible. Three human skeletons, dressed in broken, ancient Citrinic armor and wielding kopeshes rumble to life and move to attack.

    Initiative

    Gil Init: 1d20 + 2 ⇒ (13) + 2 = 15
    Dorian Init: 1d20 + 4 ⇒ (3) + 4 = 7
    Lilia Init: 1d20 + 1 ⇒ (11) + 1 = 12
    Seeker Init: 1d20 + 2 ⇒ (5) + 2 = 7
    Skeletons: 1d20 + 6 ⇒ (10) + 6 = 16

    BEGIN ROUND ONE

    The skeletons move with surprising speed, moving forward and attacking with their ancient kopeshes.

    The red and blue dot skeletons rush Gil, swinging.

    Red skeleton attack on Gil: 1d20 + 0 ⇒ (13) + 0 = 13
    Blue skeleton attack on Gil: 1d20 + 0 ⇒ (1) + 0 = 1

    Neither hits the breaker. Indeed, the blue dot skeleton's kopesh shatters on Gil's more modern armor.

    The green dot skeleton attempts to stab Dorian.

    Green dot skeleton attack on Dorian: 1d20 + 0 ⇒ (16) + 0 = 16

    Dorian proves the superior swordsman, however, and turns the skeleton's kopesh aside.

    Init Order: Skeletons, Gil, Lilia, Dorian, Seeker.

    Map updated. Inits at the top of the thread in campaign info.


    Male Human Swashbuckler 2, HP 18, Init +4, Perception +0, Panache 3.5, speed 30, Acrobatics 9, Nobility 3, Barrister 4, Saves 2/7/0, AC 19/14/15, Rapier (18-20) +6 (1d6+1)

    I don't seem to be able to move Dorian in Roll20. So, he is going to move north five feet, then northeast five feet, then north five feet. this will move him into a flank position with Gil against the blue skeleton. In order to do this, He will use his acrobatics skill vs. all three skeletons.

    Acrobatics vs Green skeleton CMD: 1d20 + 9 ⇒ (20) + 9 = 29
    Acrobatics vs Red skeleton CMD: 1d20 + 9 ⇒ (1) + 9 = 10
    Acrobatics vs Blue skeleton CMD: 1d20 + 9 ⇒ (2) + 9 = 11

    My assumption is that the Red and Blue get AoOs on me. I will attempt to parry and ripost the first attack

    Parry: 1d20 + 6 ⇒ (11) + 6 = 17
    If successful, then attack and damage: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 1 ⇒ (2) + 1 = 3

    Then, once I am flanking the Blue skeleton...

    Attack and damage: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 231d6 + 1 ⇒ (1) + 1 = 2


    Red and blue will get AoOs on Dorian, assuming they still exist on his turn. We'll let Gil and Lilia go first before we move Dorian just to be sure. I also fixed it so everyone can move tokens.


    Male Human Urban Barbarian 1

    Round 1

    With his nerves already on edge, Gil jumps back in shock when the skeletons suddenly rush him. Instinct takes over and he finds his footing. He pulls out his hammer and swings at the creature standing before him.

    Attack: 1d20 + 4 + 2 + 1 - 1 ⇒ (16) + 4 + 2 + 1 - 1 = 22
    Damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19

    Gil: Move Action to draw Earth Breaker, Standard Action to attack Red Skeleton.


    Male Illithid Cleric 2

    Knowledge (religion): 1d20 + 7 ⇒ (16) + 7 = 23

    From his safe point behind the front lines, Seeker is fascinated at the undead. However he does keep in mind that they're hostile, and weaves a spell for the favor of Opal. <<Tiichi.>>

    Bless, +1 to his and on saves against fear. Will last for 2 minutes.


    Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

    Lilia takes out her a plantlike orb, puts a stick in and throws the bomb at the skeleton closest to her.

    bomb against green dot (if I can see it) otherwise against northern intersection between red and blue
    hit: 1d20 + 5 ⇒ (9) + 5 = 14
    damage: 1d6 + 3 ⇒ (2) + 3 = 5


    Gil brings his earthbreaker down, not so much breaking the skeleton as shattering it into a thousand small fragments.

    Lilia can't see the green dot skeleton from her position. She hits the intersection.

    Lilia pitches her bomb in an overhand toss. It travels over the skeletons' heads and lands just behind them. The explosion sends the blue dot skeleton pitching forward. It hits the floor and breaks apart.

    Dorian, do you want to not move and apply your attack and damage to the remaining skeleton (green dot) since red and blue are now destroyed?


    Male Human Swashbuckler 2, HP 18, Init +4, Perception +0, Panache 3.5, speed 30, Acrobatics 9, Nobility 3, Barrister 4, Saves 2/7/0, AC 19/14/15, Rapier (18-20) +6 (1d6+1)
    JGray wrote:

    Gil brings his earthbreaker down, not so much breaking the skeleton as shattering it into a thousand small fragments.

    Lilia can't see the green dot skeleton from her position. She hits the intersection.

    Lilia pitches her bomb in an overhand toss. It travels over the skeletons' heads and lands just behind them. The explosion sends the blue dot skeleton pitching forward. It hits the floor and breaks apart.

    Dorian, do you want to not move and apply your attack and damage to the remaining skeleton (green dot) since red and blue are now destroyed?

    Yes, that's fine


    Male Illithid Cleric 2

    I am sorry to see this game go belly-up. If it gets moving again please PM me. Happy gaming all!

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