Ptolus: City by the Spire

Game Master EltonJ

A city of mysteries, secrets, and dark histories, Ptolus lies forever in the shadow of a towering stone spire reaching impossibly high into the sky, an enigma and reminder of evil long past. In Ptolus, the supernatural is expected and treachery lies around every corner—or is it that the supernatural lies around every corner and treachery is expected? Either way, the city of Ptolus abounds with danger, magic, intrigue, and above all, adventure.


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Male Skink Priest

sorry guys. Weekend ran away with me. Wife had a baby shower and I was needed for organising and transport

"Sssssooooo ssssorry. Beadsssss was looking at all ssssstrange thingsssss of ssssssity. Sssssso different from ssssswamp and home." the little lizard looks down at his feet

-Posted with Wayfinder


Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

Dude, it happens, all is well. Least you came back! Congrats on the baby

"Wonderful, the gang is all here!"
Shellin will sketch a few last lines on his charted course before looking around their little group and continuing, "Shellin has a path plotted through the sewers. He tried to target large areas that could house a population, while avoiding these explicitly labeled danger zones.

If everyone is agreeable with his course, we can discuss travel. Corridors will be tight, so we should probably agree on a marching order...

Are there any among us who can see in the dark, besides Shellin?"


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

"I can see in the dark if I have a torch," Aleda answers. She's smiling as she does so, happy that she could help, or so she thinks.


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

"I can not see in the dark." says Kali.

"What type of terrain are these...sewers. Are they swamps, forests, or plains?"


WS:19 BS:46 S:21 T:21 Ag:43 Int:37 WP:31 Fw:44 Secondary: Att:1 Wnd:9 SP:2 TP:4 Mag:0 In:0 Fate:12

"I can see in the dark...quite well actually. I would not mind going first if you want...I can be pretty quiet as well"

The halfling speaks slowly and looks down at his furry feet as he talks. He seems almost ashamed of his abilities.


Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

Obviously amused by Aleda, Shellin replies, "I imagine most of us can, Aleda, but I was meaning more along the lines of..."
Shellin closes his grey eyes for a moment and reopens them. His eyes are now Dark Blue, with a reptilian slit instead of a pupil. "Something more like this."

Turning to Kali, Shellin answers,"The sewers are underground, sort of a cross between a bog and a cave. Think dark, often cramped, and smelly, with a lot of filthy water."

In response to Alder, "It would be very useful to have a forward scout for the dark. Thank you, Undercommon friend."


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

"Oh," Aleda says, her cheeks reddening in embarrassment. "No, I can't do that."


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

"I've never been in a cave before. What is it like, and more importantly, what is the best way to fight in one?"


Male Skink Priest

"Reassess only need little light to sssssee well" he pipes up

-Posted with Wayfinder


Neutral Evil Adult Male Human Slayer 2 | HP 19/19 | Init +2 | AC 15; T 12; F 13 | BAB +2; CMB +5; CMD 17 | Fort +3; Ref +4; Will +0 | Perception +5 (+6 vs. Traps) | Speed 30 ft. | Light Load
RESOURCES:
Acid (1), Oil (1), Healer's Kit (10), Bear Trap (1/1), Tripwire Trap (1/1),

"I can't see in the dark, but I do own an Ioun Torch. So I can see my surroundings without occupying my hands. They are practically standard issue to delvers these days." Jonas replies.


Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

In answer to Kali's questions,

Battle planz (speech wall imminent):
"Basically, we are worried about how much space we will have to fight in the tunnel walks. Narrow walk ways mean we can only pass roughly 2-4 abreast.
It is best if we have a marching order, to keep someone like Beads or Shellin out of the melee. It is also best if we have someone who can scout ahead into the dark, and alert us to imminent dangers."

Here he pauses to gesture at Alder,
"As well as someone designated to maintain a light source. Jonas's Ioun Torch should handle our travel needs for light, but if needs must Shellin can create more light of a more temporary fashion.

Considering Beads and He need little light and can fight from range, it is probably best for us to watch our back and bring up the rear.

That leaves you three, Kali, Jonas, and Aleda as the interceptors. The ideal situation here is that Alder will scout the dark ahead and alert us of dangers before we encounter them, but plans always go hairy in a continued battle.

With this setup, you three will be between our back line and the frontline mellee. Beads and Shellin can focus on archers and other ranged combatants, or in the abscence thereof, priority targets."


Battle planz tl;dr:

Beads and Shellin in the back, Jonas, Kali, and Aleda up front with Alder as scout.


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

"Will there be enough room for me to dance," Aleda asks after Shellin had finished laying down the plan.


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

"your plan has merit. I have never fought in such a small space before, so perhaps I should get a spear, or is there a better weapon to use where we are going?"


Male Human Psion 10/Atlanteologist 10

So, moving to the sewers?


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

I believe that is the intent, yes.


Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

I'm good on skipping planning phase, sure


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

Yep!


Male Human Psion 10/Atlanteologist 10

Okay then.

Having reached the entrance to the down below in Delver's Square, going down you see a bustling market under the city that caters to adventurers. The market includes places to buy weapons, scrolls that are for sale, and a place to buy potions. The delver's guild office is to your right and around two corners.

The entrance to the sewers is to your left, beyond the potion maker.


WS:19 BS:46 S:21 T:21 Ag:43 Int:37 WP:31 Fw:44 Secondary: Att:1 Wnd:9 SP:2 TP:4 Mag:0 In:0 Fate:12

"Do you need any kind of permit to search these tunnels?", Alder asks as they enter the marketplace.


Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

Knowledge Local Alder's question: 1d20 + 8 ⇒ (19) + 8 = 27


Male Human Psion 10/Atlanteologist 10
Shellin, Dragonblood Arcanist wrote:
Knowledge Local Alder's question 1d20 + 8 ⇒ (19) + 8 = 27

Shellin:
It seems the closest to a permit you can get is guild membership with the Delvers' Guild.

Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

"We don't need a permit persay. The Delver's Guild might be worth talking to for access to more current information, maybe more recent maps...
But Shellin digresses. We could talk to a guildsman if anyone thinks it's worth it?"


Male Skink Priest

"Guild.... that like tribe yesssss? Join new tribe ssssso we can sssssearch in under tunnelsssss of ssssity, yesssss?" he looks from one person to the next. Hoping he understood what they were explaining

He has agreed to the marching order and battle plan

-Posted with Wayfinder


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

Kali is fine being in front. That's where she belongs.


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

Aleda shrugs at both Shellin's and Beads' questions.

"I've never been in a guild, or below," she tells them.

I'm fine with the marching order. Aleda is a skirmisher, very mobile, very capable of dishing out the hurt, but she's not extraordinarily tough or anything. Eventually, I'm hoping that she'll be a little whirlwind of death. We'll see though. This is the first time I've built a character like this.


Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

Hope everyone had a good weekend

"Well then, if no one is interested in the guild, does anyone need to buy anything in the markets here, before we continue into the sewers?"


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

"We should probably just get started."


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

"Where do we get started?"


Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

"Well, let us see..."
Shellin will draw the map from the side netting of his pack and unfurl it.
Ok, main tunnel, third left, fourth right... Shellin begins retracing his course mentally.
After a moment, he says, "We can leave through one of these side tunnels and be off to the first likely nest location. If this map is correct we can take that one there."
He rolls the map stows it, pointing to a tunnel at the perimeter of the large room.


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

Kali stands and belches loud enough to be heard across the busy room, then says "Sounds good. Let's get out of here."


WS:19 BS:46 S:21 T:21 Ag:43 Int:37 WP:31 Fw:44 Secondary: Att:1 Wnd:9 SP:2 TP:4 Mag:0 In:0 Fate:12

"I shall take the lead and scout, yes?" the diminutive Alder asks as he goes over his gear and ensures everything is ready.


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

"Sure! Just don't let the buggiwumps get ya," Aleda answers, following Adler now that he's said he's the scout, which means leader to her.


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

"What sort of creatures is a buggiwump? Does it have teeth, or claws, or bladed wings?"


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

"Yes it does. It's small and furry and lures its victims in by looking cute and cuddly. Then it attacks turning them into candied meat cutlets!"


WS:19 BS:46 S:21 T:21 Ag:43 Int:37 WP:31 Fw:44 Secondary: Att:1 Wnd:9 SP:2 TP:4 Mag:0 In:0 Fate:12

At the description of the beast, Alder turns and starts to say something, but stops himself and simply smiles.

"I shall be careful of such beasts Aleda. Now I guess I shall head out."

Alder starts to walk down the corridor, then simply vanishes in the gloom.

Stealth: 1d20 + 14 ⇒ (2) + 14 = 16


Male Human Psion 10/Atlanteologist 10

All roll perception first.


Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

Perception: 1d20 + 4 ⇒ (3) + 4 = 7


WS:19 BS:46 S:21 T:21 Ag:43 Int:37 WP:31 Fw:44 Secondary: Att:1 Wnd:9 SP:2 TP:4 Mag:0 In:0 Fate:12

Perception: 1d20 + 5 ⇒ (9) + 5 = 14


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


Neutral Evil Adult Male Human Slayer 2 | HP 19/19 | Init +2 | AC 15; T 12; F 13 | BAB +2; CMB +5; CMD 17 | Fort +3; Ref +4; Will +0 | Perception +5 (+6 vs. Traps) | Speed 30 ft. | Light Load
RESOURCES:
Acid (1), Oil (1), Healer's Kit (10), Bear Trap (1/1), Tripwire Trap (1/1),

Perception: 1d20 + 5 ⇒ (3) + 5 = 8 (+1 more if the thing being perceived is a trap; per the CRB Rogue's Trap Sense)


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

Perception: 1d20 + 3 ⇒ (2) + 3 = 5


Male Human Psion 10/Atlanteologist 10

Results of Perception:

Shellin:
The smell of the sewer is overwhelming for you that you can't seem to spot, smell, or taste anything but the sewer.

Alder Tiller:
You managed to see ratfolk tracks along this point in the sewer, but nothing else.

Kali Soy:
Your barbarian ways must have served you well. You not only see ratfolk tracks, but where they lead, around the west bend. You also see the bridges built in the sewer, with rails, so that adventurers like yourself don't have to fall into the sewage.

Jonas:
The smell of the sewer is too overwhelming for you and you are too busy trying to cover your nose.

Aleda:
You never been down here, and you never had to smell something so pungent as raw sewage before. It's awful to your nose.

Beads' perception will be dealt with when he posts.


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

Aleda, upon smelling the rank sewer air for the first time, quickly covers her face below the eyes with a scarf in hopes of blocking the smell, but even with the scarf, her eyes watered at the smell.

"Ech! I can taste even with the scarf," she complains, her voice muffled by the thick fabric.


WS:19 BS:46 S:21 T:21 Ag:43 Int:37 WP:31 Fw:44 Secondary: Att:1 Wnd:9 SP:2 TP:4 Mag:0 In:0 Fate:12

Alder appears from the gloom and points the way he came from.

"Rat tracks down this way. Looks like our quarry went this way."


Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

"Let us follow them then, if we can."


HP: 12 (13) | AC: 16; T: 13; FF: 13 | Init +3 | Fort +6; Ref +5; Will +2 Burn: 0 (7)

"This way." says Kali as she draws her scythe and begins attempting to sneak.

Stealth: 1d20 + 2 ⇒ (6) + 2 = 8


Male Skink Priest

Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Stealth: 1d20 + 21 ⇒ (10) + 21 = 31

Beads keeps to the back of the group. Staying low and close to the walls as possible. His blowpipe ready. When in these situations a hunter must always be ready for the prey to turn and attack. One can never stay the hunter for long

-Posted with Wayfinder


Male Human Psion 10/Atlanteologist 10
Beads wrote:

[dice=Perception]1d20+7

[dice=Stealth]1d20+21

Beads keeps to the back of the group. Staying low and close to the walls as possible. His blowpipe ready. When in these situations a hunter must always be ready for the prey to turn and attack. One can never stay the hunter for long

-Posted with Wayfinder

Beeds, your keen eye also spots ratfolk tracks. However, you move so stealthy that your group can't hear you move. Kali Soy, on the other hand, can be heard almost a mile away.


Female Aasimar (Azata-Blooded) Oracle 7/Ranger 2/Sorceress 1 HP: 112/112 | AC: 26/17/21 | Resist: Acid 5, Cold 5, Electricity 5 | F +10, R +12, W +11 (+1 vs. Illusion) | Per:+19 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 4/4, Ora: 1st - 7/7, 2nd - 7/7, 3rd - 5/5 | Status:

Stealth: 1d20 + 5 ⇒ (6) + 5 = 11

Aleda isn't much quieter than Kali, slipping and causing a soft splash as the group continues along.


Male
Spells Prepared:
0th- Light, Detect Magic, Jolt, Ghost Sound, Prestidigitation || 1st- Shocking Grasp, Silent Image, Mage Armor
Human(draconic heritage) Blood Arcanist 3| HP 18/18 | Init +2 | AC 13; T 12; F 11 | BAB +1; CMB +1; CMD 14 | Fort +2; Ref +3; Will +4 | Perception +5 | Speed 30 ft. | Light Load

Stealth: 1d20 + 3 ⇒ (12) + 3 = 15
Shellin sees Kali and Aleda move slower and gives a modest attempt at stealth.

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