Masks of the Living God (sequel to Crypt of the Everflame) (Inactive)

Game Master Darius Silvermere

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Male Half Elf Ranger 3 (Shapeshifter)

Firyin closes his eyes in relief as some of his wounds close. "Always good to have a healer along, it's much appreciated."


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald grunts "Indeed. I trust her magic..."


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

The danger averted, Morg boards the barge. He checks for damage.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

"You are most welcome. I will see to your remaining wounds once we retire."


The Mayor, the Captain and his assistant come running towards you.

"A.. are you all right", the Mayor stutters.

After realizing that Kyra can quickly heal your wounds, he laughs and says: "Captain Walren, these people truly deserve the name of heroes, don't you think. They saved our sacred crypt and now they even saved our town from this monster!"

The Captain agrees. "Very impressive indeed. You all have a free trip to Tamran! Ewem, kindly check the side of the ship. I think we may need to repair a few planks." Ewem immediately runs over to the far side: "Check planks, aye Captain!"

To Nivel, Captain Walren replies. "It's the first time I have seen such a species come so close to my ship. I guess it must have clung to the side when we were still on open sea, waiting for the boat to stop before climbing on board. We did hear some scratching noises today on the lower outside, but couldn't notice anything right away."

The news of the battle quickly spreads and some hundred townsfolk gather at the docks. Soon shouts are heard about having a big celebration with crab meat today.

Several of the townsfolk start to pull and carry the crabs off the boat. Moving the large one proves to be quite a task, but the excitement is too great for anyone to think about giving up. They will be put on display as trophy at the town square after which the meat will be divided during a celebration with music and dance in the evening. You are all of course invited to get your share :)

It appears that a few planks need replacement and Captain Walren says he hopes to leave port the next day by dawn.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald usually shy and introverted around the towns people, except when he lost in the heat of battle. However that quality disappears when the town offers him his share of crab meat. That predator look emerges as he celebrates his kill.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel doesn't care for crowds but he does decide to participate in the feast, considering the nature of his new-found celebrity. He is careful not to drink much, if at all, knowing that the next adventure is just on the other side of dawn.

He hopes to see his father among the crowd but he was not able to spot him. That doesn't necessarily mean he wasn't present, he could have elected not to be seen. Spending a few moments with his former Crypt companion Brim and enjoying a meal with any of the current party members that attend, Nivel soon leaves the feast in order to prepare for the new day.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Morg is in attendance, but is very quiet. He claims to have acted as any dwarf should. His new mottled appearance is such that very few in Kassen recognize him.

He softens up a little as he sees the boy and family, from the barge and ends up eating with them. A few cantrips keep the young lad amused.

After the feast, he makes his way to the barge and sleeping there or nearby on the docks.


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

I do my best to enjoy the feast, but my injuries beleaguer me through the evening. The townspeople are happy to bring me food and tasty crab meat, and I try to put on a good show for the young lads, but the truth is, it hurts.

As the night appears to be drawing to a close, I keep my eye on our new healer. When I feel she is about to retire for the night, I approach her.

"I appreciate all you've done for me already today, but if you have any healing spells left to give before you return to pray, I could sure use them."

Unless we are playing Warcraft (total heal on a level up) rules, I'm still at less than half HP. I'm in no shape to go on a boat at this point.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra enjoys herself for the night.

Towards the end of the evening the young follower of the Dawnflower looks for 2 of her new companions, the one that were injured by the giant crab, Merkava and Firyin. "Before you guys retire the bright lady would like to offer her healing touch to you two."

Kyra raises her holy symbol and calls forth the power of her deity.
Using the last 3 remaining Channel Positive energy.
Channel Positive Energy: 3d6 ⇒ (1, 6, 6) = 13

Any remaining wounds would be small. She removes her healing kit and bandages any noticeable wounds.
Heal Check, Healer's Kit, DC 15: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
"OK now. You guys will need rest a full nights rest. No more drinking and definitely ...ummmm.....no female companionship."

Resting for 8 hours offers 2 hp per char level of hp recovery, so Merkava and Firyin will get 6 hp back from a full night's rest.


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

Also, most clerics can trade any spell slot for a CLW, prepared or not. Not sure if that applies to you or not.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

My luck I will roll a 1 for CLW. Rest is better. ;-)


Repairs on the boat go as planned and the next morning you are all ready for departure. Everybody has been fully healed and Kyra can do her prayers to recover her spells.

The trip to Tamran will take about a week. Although Captain Walren keeps some rations in reserve, you are supposed to bring your own food.

A few people stand at the docks to wish you a safe trip.

the black mist: main deck, lower deck, captain's quarters (see pic)

This is your last chance to buy stuff before leaving Kassen.

The first day on the boat will be without events as you sail along the river before entering open sea. You may describe your life on the boat and plan if you want to keep guard during the night.

Morg:
The name of your contact from the pathfinder society in Tamran is Reginar Lacklan. He's a male human ranger. You haven't met him in person before but you do know that he's a well known customer at the Forest Bounty, a large feast hall, and inquiring about him there should give you a lead as to his whereabouts. It's up to you if you want to talk about this to the group.


Male Half Elf Ranger 3 (Shapeshifter)

Firyin found out he didn't care much for the open sea, he spent a good few hours looking rather green and standing near the edge of the boat. After a while he got his sea legs and spends a good deal of time in the crows nest, but as the sun lowers he approaches the others. "I'm going to get some sleep now, I want to be able to stay up overnight."


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

I will pick up some real food that will keep over the trip as well as a few rations just in case things go poorly.

Nivel will volunteer for first watch each night.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald will offer his hand with any needs around the ship, especially lifting or labor activities.


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

I clank onto the ship with some extra gear. I'm adding a long spear and two throwing axes to my arsenal. I also bring two weeks of rations.

On the ship I add my strength to the crew where needed and stand watch as needed also.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra will get an extra weeks worth of rations for the trip.

As customary for a devote follower of Sarenrae, Kyra will be waking up at dawn to watch the sun rise and meditate.

She will offer to do any light work load but remains the primary "ship's doctor" to help treat any injuries and conditions.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald will pick up 2 weeks of rations.


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

I try to ply the crew with my amazing diplomacy talents, after all.. I worked as a bouncer, I know these salt of the earth types.

"This a great ship! Does it get attacked by giant man crushing crabs often?"

Diplomacy roll: 1d20 ⇒ 6

My curiosity also keeps me moving about the ship. I just like looking at things, but, of course if anything out of place catches my eye...

Perception roll:1d20 ⇒ 15


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Morg or that's what you gather his name to be is a sullen, miserable, keep to himself fellow. Besides scant few words to secure passage, you've only really seen him interact with that boy.

Perhaps he has reason.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Is it safe to assume that Kyra is the only female on the ship.


Male Half Elf Ranger 3 (Shapeshifter)

Ooh-la-la


The Captain replies politely: "Thank you. Actually the ship is a little bit big for just me and one crewman, so we are not taking any risks while travelling. (...) Hmm well I never saw such a giant crab from that close. The smaller ones are not so dangerous, but the big one is a real maneater!"

There are 4 harpoon launchers on the boat but the two on the back need repairs before they can be used again.

The day passes without events and soon it will get dark. The anchor will be let down to stop the boat for the night. Ewem is used to take a few hours rest during the day (he sleeps in the cargo hold) to be able to keep watch when the Captain sleeps. He welcomes any help from the group.

Will everybody take turn in standing guard at night?

I put the link to the map of the boat in campaign info so it also appears on top of every page.


Male Half Elf Ranger 3 (Shapeshifter)

I plan on reversing my sleep schedule so I can stay up all night by sleeping a long period during the day.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald offers to take a watch.

"I trust my eyes and nose better than the rest, aside from Nivel..." Griswald mumbles to himself.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel will volunteer for first watch as he usually does. I don't think I;d make it as a sailor, I can tell you that much. To be honest I can't wait to get to where we're going.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Morg will take a dark shift.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra will be going to sleep ealier so she can watch the sun rise.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra announces that she needs everyone's attention and to gather around.

"Please forgive my ignorance as I am not a worldly woman, but it is said that you non-human types can see in the dark. If that is the case then I think it to be wise that you lot can stand guard at night because of this advantage. Please forgive me if I am stepping out of bounds here."


Male Half Elf Ranger 3 (Shapeshifter)

Firyin gives one of his smiles. "You're on a boat full of men. Stop trying to tiptoe around, we like things blunt. You're exactly right, which is why I intend to just stay up the whole night."


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

Can the Harpoons be fixed with an engineering check (I took a rank this level)?

I'll work on them all day, taking 20 for each.. Total 24 roll to repair each one.

Seems like the night shift is covered pretty well, so I'll sleep. I can get moving quick enough...


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

On further review, Kn (Engineering) does not confer any abilities like that above...

So.. I never mind then..


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

However, you CAN make a Craft (Wpn) check untrained.. So... Here it goes.. One roll for each harpoon.

1d20 ⇒ 6
1d20 ⇒ 1

BAHAHAHHAHAHAAAAA BAHAHAHAHAHAAAA The dice continues to keep my character honest..


Merkava tries to repair the harpoon launchers but he has no clue how to do that. He continues to study the devices anyway but then turns the wrong screws and suddenly one of the machines falls apart in several pieces.

The Captain, steering the ship's wheel, turns around says: "I appreciate the effort, but I prefer you don't touch any devices of this ship if you don't know how they work." He looks at Merkava a bit nervously but remains polite.

The night passes quietly except for an occasional splash of water near the boat, probably made my some kind of animal.

The next day around noon time you enter open sea. Captain Walren keeps the Black Mist to within about a mile of shore, avoiding sandbars and rock outcroppings along the way.

A few hours later you spot a smaller boat drifting seemingly without direction on the water. As you get closer, you can see it carries fishing nets and a person is standing on the deck waving with both arms as if to draw your attention. You hear her call out in common language (see pic): "Hello, help us please!"

When you arrive within 50ft of the fisher's boat, you also notice two heavily wounded, humanoïd bodies lying motionless on the deck.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

The dwarven wizard verily growls, a guttural nearly animal sound, as he leans over the rail to see.

Be wary...

Perception, the woman and bodies: 1d20 + 5 ⇒ (6) + 5 = 11


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald growls, "I have a bad feeling about this..." and takes a sniff in the air. The large half-orc shifts the great axe into both hands as he approaches the edge of the boat to get a better idea of what is going on.

Perception 1d20 + 8 ⇒ (6) + 8 = 14


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel will ready his bow and take a look both on the other boat and in the water for clues as to what the situation is. He will call out to the other boat, Lo! What has happened here?

Perception: 1d20 + 12 ⇒ (5) + 12 = 17


Male Half Elf Ranger 3 (Shapeshifter)

Firyin remains where he is, simply keeping an eye out.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Perception: 1d20 + 3 ⇒ (15) + 3 = 18
"Approach with haste and with caution. I can probably help."


You see that the two bodies have big and deep wounds.

The woman doesn't look like she has been hurt. She shouts: "Please, help me! We were attacked! I need to get off this boat!".

You don't notice any threats.


Male Half Elf Ranger 3 (Shapeshifter)

Firyin looks for any weapons on the woman, and if the dead bodies appear to have wounds from the same weapon.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Why? What else is on your boat? Nivel says cautiously. What happened here?


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra immediately approaches the two bodies and tries to find evidence of life.

She will also try to determine what kind of wounds these two currently have.
Heal: 1d20 + 8 ⇒ (6) + 8 = 14

If possible, she will use her Rebuke Death ability.
Rebuke Death: 1d4 + 2 ⇒ (4) + 2 = 6


So far I assumed you stayed on the Black Mist. For close examination of the bodies you need to move to the fisher's boat. From what Kyra says, I may assume that one or more move onto the fisher's boat now?

The woman doesn't seem to be carrying any weapon, as far as you can tell by standing on the Black Mist.

To Nivel, the woman replies: "We were attacked.. monsters.. they will come back."


Male Half Elf Ranger 3 (Shapeshifter)

Firyin is pretty much staying in the background, letting the others talk while he stays on guard.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra has moved onto the boat, playing her lawful good role in trying to help others.


Kyra moves onto the boat to examine the bodies (see map).

The bodies appear to be male humans. Kyra notices no sign of life from them. Some intestines seem to be missing from both bodies. They have multiple scars and a few deeper wounds on various body parts.

Please state who else wants to move to the boat or what exactly you want to do. I assume both ships are laying side by side now.

The woman is standing on the upper deck.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Any signs of blood on her?

How long have the bodies been dead?
heal: 1d20 + 8 ⇒ (14) + 8 = 22


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald moves onto the new boat and looks around for any hints about what these 'monsters' were.

Perception 1d20 + 8 ⇒ (1) + 8 = 9

How I have changed... I use to cringe at danger but now ... thoughts from the beast interrupt him, distracting Griswald I wonder what their blood will taste like?

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