Legendary Planet - an Adventure beyond this World

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 2, 'The Scavenged Codex'

...in which our heroes, seeking an ancient artefact, arrive upon Rythes...

Party Health
Zoreck the Unclean: 63/63HP (nil Temp HP), 3 Hero Points
Rikkan Anardi: 47/47 HP, 3 Hero Points
Drancis Mordaron: 50/54 HP, 6NL, 3 Hero Points
Ravboom: 22/50HP, 3 Hero Points
Palomia Kasic: 48/48HP, 3 Hero Points
Relas: 42/42HP

List of technological, phantasmagorical and arcane wonders... plus some junk.

Maps
Rythes
St. Albats - the Underneath


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Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

"More trouble, I'm sure." Drancis mumbles to himself as he follows along behind the others.

Zoreck, I think the loot list needs to be updated. I am pretty sure we are out of healing potions now.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

"At least a room gives us some space to move." Locke points out, agreeing to head northeast.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan nods at the others. As he wasn't close to full strength, he allowed one of he others to take the lead.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

"I really hope there aren't any more amoebas..." Astraea groans. "Um, Locke, Zoreck, we probably shouldn't go much further without getting you some healing. I don't know how we're doing on supplies, but... I still have my own magic to offer, if you're willing."

Would you fellas enjoy a bit of cure light wounds for bravely standing up to that amoeba? I thought you might.

CLW (Locke): 1d8 + 2 ⇒ (4) + 2 = 6
CLW (Zoreck): 1d8 + 2 ⇒ (4) + 2 = 6 Well, looka that.


Mud and filthy water have pooled within this sunken chamber, covering its entire floor and those of the western exit. A small dais provides firmer footing to the south, rising from the water into a long, dark passageway lined with empty torch sconces... the passageway continues off into darkness...

...a heap of armour - a chain shirt and a highly polished shield - lie at the entrance to a small, semi-flooded tunnel heading to the west...


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

As the party enters the chamber Drancis notices the seemingly abandoned armor and shield. "Now why would someone take off their armor? Were they going for a swim? Or did something else happen here." He glances around nervously. "Do you think that is...or was the Sheriff's armor?"


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

"I can't think of anything that would cause the Sheriff to remove their armour, so I very much hope it did not belong to her. I am surprised a shield managed to stay polished down here though..." Locke tilts his head in thought.

Is the water in the room still wadeable? Or is it deeper?


The water in the room is nearly 4 feet deep - the entire room (other than where it leads into the tunnel heading southwards) is treated as difficult terrain.

Perception DC23 - no taking 20!:
Something is hiding in the small tunnel to the west...


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Perception 1d20 + 8 ⇒ (6) + 8 = 14

Rikkan could barely keep his head above the water level, even treading water. He wasn't able to focus on anything going on around him. He didn't see anything at all with the water in his eyes.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Locke's sharp eyes immediately spot movement to the west, "There, something in the tunnel!" he whispers urgently to the others.


As Locke sees it, the small grey-skinned figure in the tunnel starts to unfurl itself - impossibly long limbs start to pull the creature into the flooded room. A teeth-filled maw hangs open as the creature moans a mournful call at the intruders to its foul den...

Knowledge (dungeoneering) DC12:
Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. Chokers have unnaturally long reach... and attempt to subdue their prey by grappling and strangling...

Initiative for Party and Enemy

Zoreck the Unclean, Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Astraea, Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Rikkan, Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Shieldmaiden Illonna, Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Locke, Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Drancis, Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Choker, Initiative: 1d20 + 8 ⇒ (1) + 8 = 9

Initiative Order
Illonna, Rikkan then
Choker then
Locke, Drancis, Zoreck and Astraea

Illonna and Rikkan may act now


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan chugs his Shield extract, knowing battle was near.

Current AC is 20.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Illonna moves to a better position, unwilling to get into the tunnel with the creature.

Readying an attack if it gets within my reach.

Longsword: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Pulling itself towards the mouth of the tunnel, the grey creature reaches out with a tentacle... crunching down hard around Illonna's neck, the tentacl grabs... and starts to squeeze...

Choker, Tentacle (reach 10ft) vs Illonna: 1d20 + 8 ⇒ (8) + 8 = 16, hitting for 1d4 + 5 ⇒ (3) + 5 = 8 plus Grab
Grapple vs Illonna: 1d20 + 10 ⇒ (20) + 10 = 30, Illonna is Grappled

Everyone may take their turn now


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

"Let...her...GO!" Drancis yells. He summons a wave of water and sends it flying into the choker.

Move: Gather Power for 1 Burn.
Standard: Kinetic Blast, Pushing Infusion: 1d20 + 3 ⇒ (11) + 3 = 14; damage: 1d6 + 5 ⇒ (2) + 5 = 7 bludgeoning.
Bull Rush: 1d20 + 3 ⇒ (13) + 3 = 16 Target is pushed back 5'.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke wastes no time in attempting to save Illonna, he dashes forward and swings his blade at the tentacle grasping her about the neck.

Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan moves to two squares right and one square north of Illona's current position. After moving, the rat folk pulls out a flask of acid and tosses it at the choker.

RTA w/PBS 1d20 + 7 ⇒ (7) + 7 = 14

Damage 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

"Oh, give me a break!" Astraea cries as the creature strangles Illonna. I guess I should say, 'At least it's not another amoeba, she thinks, moving forward with her dagger.

Any chance I can get into flanking position? Doubt it'll matter...

Mwk Dagger: 1d20 ⇒ 4 Lovin' it


Drancis' wave, building as it sweeps over the churning water, somehow crashes most of its force against the wall around the tunnel...

Locke and Astraea wade in to attack the creature as it starts to pull itself from the tunnel – Astraea does well to not drop her dagger into the filthy water… but she misses Illonna’s attacker; Locke fends even worse, his elegant thrust striking the creature yet not piercing its touch hide… worse still, a swinging tentacle strikes at him as he struggles for balance…

Locke – unfortunately, the Choker has 10ft reach and your approach / attack provokes an AoO:

Choker, Tentacle vs Locke (Attack of Opportunity): 1d20 + 8 ⇒ (6) + 8 = 14, hitting for 1d4 + 5 ⇒ (2) + 5 = 7 plus Grab
Choker, Grapple vs Locke: 1d20 + 10 ⇒ (1) + 10 = 11, Locke is NOT Grappled… Additionally, Illonna is No Longer Grappled.

Rikkan’s bomb, flung into the chaos of melee, bounces from the wall of the tunnel and explodes just behind the hostile inhabitant…

Rikkan, Bomb Miss – scatters 1d8 ⇒ 4 – long. 5 splash damage to Choker (DC13 Reflex Save for half damage).
Choker, Reflex Save vs Splash Damage: 1d20 + 5 ⇒ (14) + 5 = 19

GM Only:
Choker = 19/22

Waiting on actions from Illonna (no longer grappled but note map positioning / access to choker) and Zoreck


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

"Oh, by the arm of Kurgess..."

Zoreck draws his pistol and slogs through the water to the north wall. He levels the gun at the aberration and pulls the trigger.

**BANG!!**

20-ft move through difficult terrain uses 40 ft of movement. He's in a threatened area now, but did not move out of it.

Ranged touch attack, into melee: 1d20 + 5 + 1 - 4 ⇒ (5) + 5 + 1 - 4 = 7

...and I think that's a miss! I really need Precise Shot!


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Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Illonna coughs violently as her throat is released but she quickly recovers herself, raising her sword in a brilliant display of holy retribution. Unfortunately, her companions positioning makes it impossible to shoulder past. Partly out of frustration, partly out of desperation, she she draws her consecrated weapon and throws it violently at the choker.

Swift to activate Smite Evil targeting the choker. I'm assuming it's some flavor of evil. AC jumps up to 18 and I'm ignoring DR. Free to drop longsword. Move to draw Saintéglaie. Standard to chuck. Immediate for nanite surge, and finally my second hero point for a reroll on the confirmation.

Improvised Ranged Attack: 1d20 + 1 ⇒ (20) + 1 = 21
Confirmation: 1d20 + 1 ⇒ (4) + 1 = 5
Reroll: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d10 + 5 ⇒ (6) + 5 = 11
Crit: 1d10 + 5 ⇒ (2) + 5 = 7


Well played Illonna... Well played!!! (FYI, 20 doesn't quite hit the AC given that you are throwing into combat... but, in this case, the Rule of Cool applies!!!)...

Released by the creature, Illonna ignores the futile explosion created by Zoreck's pistol and, forced to improvise, hurls her holy weapon at the aberration... struck squarely in the midriff, the creature doubles over in pain...

GM Only:
Choker = 1/22

...before, with renewed vigour and squawking "GESSTAK!!!" over and over, it lashes at Locke...

Choker, Tentacle vs Locke: 1d20 + 8 ⇒ (1) + 8 = 9, missing
Choker, Tentacle vs Locke: 1d20 + 8 ⇒ (7) + 8 = 15, hitting for 1d4 + 5 ⇒ (4) + 5 = 9

Locke is at -2HP, Unconscious and Dying - he needs to make a DC10 Constitution Save (with a -2 penalty) to stabilise - he is also underwater!!! Not a good thing when you are unconscious, BTW.

Everyone may take their turn now.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan knew he was better at doing damage, rather than trying to heal Locke. He throws another bomb, trying to take this enemy down.

RTA w/ PBS 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Looks like a miss. Random direction 1d8 ⇒ 5


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Standard to use Lay on Hands on the bard

Lay on Hands: 1d6 ⇒ 3

Wakey wakey, Locke.


Rikkan's bomb is, once more, overthrown... fortuitously detonating just beyond the creature, a lump of shrapnel embeds itself in the back of its head... without a word, it falls forwards - quite dead...

Combat Over - with that healing, Locke is Conscious once more...


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Illonna quickly moves to retrieve her sword, her second highest priority after having healed Locke.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Is there anywhere here we could rest and recover? Rikkan is wounded and bomb'd out for the day. I'm also out of my alchemist's fire and acid flasks.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

No kidding, we've been getting hammered. Let's head upstairs to the manor and get a fire going; see if we kind find some mattresses in the ruins or something.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

As Locke comes to his first words to Illonna are, "Remind me to never get you angry."

A rest could be most useful. I am having fun playing Locke as a guy who doesn't have a handle of his emotions after years of loneliness, but I should probably try to support more and combat less.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis is perfectly fine in retreating at this time :)

Drancis whistles softly. "Yes, that was VERY impressive Illonna." Looking at how beat up the party is he adds, "We should retreat to the mansion and rest up for the day. Also should grab the armor and shield too."


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

"The situation was very desperate and I acted hastily. It is fortunate that it seems to have worked out" she comments as she wrenches the bastard sword free from the corpse and collects her longsword as well. "But resting would be wise; I could not continue much longer and surely could not do that again."


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Astraea's cheeks redden as the confusion of battle passes and she stares at Illonna. "That... was awesome," she says after a moment, almost gasping in admiration. "I'm all for resting, but I've still got some reserves of magic left in me. I think I can probably afford to use it all now; it seems like it'll come back to me once I've rested."

I should have three castings of cure light wounds left, and Illonna and Locke both need a hand. I'll cast one on each now, and whoever's in worse shape can get the third... sound fair?

CLW, Illonna: 1d8 + 2 ⇒ (5) + 2 = 7
CLW, Locke: 1d8 + 2 ⇒ (4) + 2 = 6

Looks like that's one more for Locke.

CLW, Locke again: 1d8 + 2 ⇒ (6) + 2 = 8


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Zoreck seems extremely impressed with Illonna's sword-throwing ability. "Illonna, that was badass! Great shot!"

He cleans and reloads his gun, holsters it, and then starts looking through the room for any clues. "Let's see if that choker was keeping any kind of stash..."

Perception (searching the room): 1d20 + 6 ⇒ (16) + 6 = 22


Searching through the filth, it seems that the Choker had assembled a sizeable horde - a jeweled scepter (worth 150 gp), a masterwork chain shirt, a light steel shield (with a moderate evocation aura), a scroll case containing a scroll of knock, a teak box of scented candles (worth 35 gp), five small garnets (worth 15 gp each), 137 gp, 62 sp, and 38 cp.

Gathering up the loot, the friends cautiously retreat back along the flooded tunnel - whilst it certainly is an unpleasant wade through the water, the friends are not attacked by anything... indeed, there is no sign of any life back through the catacombs and up into the ruined manor house... With the moon starting to rise in the sky, it seems to be a good time to recover from the day's exertions...

With a watch established, the friends find a readily defensible area in the building... and, when sleep comes, it is fitful and restorative until... each of them have, at some point, the same dream...

...a violet sky with sulphur yellow clouds... a vortex opening in a star-filled hemisphere... and an insidious voice - 'soon your world will be ours'...

The warm sun of dawn comes soon enough...

Going to heal you all up to maximum... Actions?


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"Did the rest of you...click, have weird dreams last night? Not sure why, but this place is bad. The group needs to finish all this, whrrrr, today."

For Rikkan's extracts today, he will Make two CLW and one SM1.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis nods wearily. "Yes, I also had strange dreams too. I bet Vuelib is behind them. And yes we do need to finish this off...the Sheriff is running out of time, as are we."


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

"They were like what I saw before...in the catacombs."

Illonna looks troubled as she packs her things in the morning. The dreams implications weighed on her heavily.

"This scourge must be stopped."


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

"It seems whatever is happening here could be much bigger than a small village." Locke strokes his chin in thought, "With these visions I cannot help but wonder if things may get decidely odd when we face Vuelib, best keep our wits about us."

Considering how low my AC is, and how often Locke is getting himself in the thick of things, I could definitely use that masterwork chain shirt if no one else has a greater need.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Strange portents and ominous visions are not so unfamiliar to Astraea, but are no less troubling for it. "So, uh, Illonna... the vision you had earlier, before that skin-thing attacked us... you think it had something to do with these weird dreams? I don't like this one bit..."

You probably should take that chain shirt, Locke. I don't think any of us can use the scroll of knock right now. I could try to identify the shield, though. Using guidance for a small boost.

Spellcraft: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

When Astraea turns her attention to the shield Locke joins her, hoping to puzzle out its enchantments.

All right, +1 AC for me!

Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

"It was a different land, and there were no voices that spoke, but it felt the same. There were many mountains, I remember."


Oooops, I forgot that Astraea and Zoreck both need to make DC12 Fortitude Saves against the disease they’ve been carrying (it needs 2 consecutive saves to improve – both have already saved once).

Examining the shield in the soft light of the dawn, Astraea and Locke try to determine the function of the aura that surrounds it… Astraea is confounded by it but Locke recognises it almost immediately, a light steel shield of blinding.

Illonna:
The landscape in the dream that you had seems somewhat similar to that which you witnessed in your vision…however, intuitively, you know that they are not the same place.

You folks heading back into the catacombs? Back to the room where you fought the Choker? (there is a tunnel heading southwards from there) or down the southern branch of the flooded tunnel towards the green glow? Or something else?


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"That green glowing room seems interesting, click. How about we go there first?" If the others agree, Rikkan leads the way, again traversing through that nasty mucky water.

Perception 1d20 + 8 ⇒ (16) + 8 = 24


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Zoreck cleans his gun in the morning after waking up. "Yeah, I had a weird dream, too. Something just ain't right around here!"

He looks at the magical shield recovered from the choker. "Not a bad piece of armor! 'Course, I like to keep both hands free in a fight. No offense, Illonna, but I don't think you can really use it... You want it, Astrea?"

Zoreck votes for checking out the passage off the choker lair, but will go with majority vote.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis nods to Rikkan. "Yeah we should check out that room. Though anything that glows green...can't be pleasant." He shudders.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.
Zoreck the Unclean wrote:
He looks at the magical shield recovered from the choker. "Not a bad piece of armor! 'Course, I like to keep both hands free in a fight. No offense, Illonna, but I don't think you can really use it... You want it, Astrea?"

"M...me? Well, uh... I mean, I know how to hold a shield, so... I certainly could..." She takes the shield and tries to get a field for it. "Um... yeah, I could... I could do something with this."

Mr. GM, this shield still get a +1 enhancement bonus, right?

"As far as which way to go, well... I worry that the room with the green glow might lead us straight to Vuelib. Of course, that could be what we want, so..."


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Zoreck nods at Astrea's reasoning. "Yeah, that's what I was thinking. Maybe we should try to find more clues about Vuelib before we take it on directly!"


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

"That could be the case" Drancis nods in agreement. "Plus I don't think the Sheriff would have passed where that choker was hiding. We could check out that passage from the choker room I suppose. Maybe there is another passage that leads to where Vuelib is hiding?"


Not entirely sure there is a consensus... but let's push on...

Back down the stairs and, with no other way, back into the rank water - the friends push on in search of the cause of all that was wrong in Holver's Ferry... Vuelib. This time, apart from the occasional rat, there are no creatures swimming in the water with them... noting the green glow to the south - and postulating that may be the direction in which their ultimate foe lies - the friends decide to look around a little more...

...up to the room where the choker had lain in ambush - climbing into the small (but elevated and dry) tunnel that heads to the south, the friends clamber through and discover an ancient crypt - this chamber’s walls are lined with small burial vaults spaced six inches apart. Most are either smashed or pried open, spilling their ash gray contents onto the floor. Four, upright sarcophagi also stand here, each one intricately carved to resemble a muscular human figure wearing archaic armor. Further passageways lead to the west and the south - the passageway to the south appearing to lead to another crypt...

Astraea - there will be no 'plus whatever' weapons or armour in the game... I'm going with Pathfinder Unchained Automatic Bonus Progression rules so the boring numerical bonus items just get baked into your stats as you level... Where the adventure calls out such items I am either chopping them (to make sure party wealth doesn't get out of hand) or subbing in items with cool powers (but the same value).


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Cool, I'm all for that. I'll adjust my character sheet tonight.

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