The Lopper

DM Ayrphish's page

268 posts. Alias of Ayrphish.


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Male Human Wizard - 1

Was hoping that some of the people who hadn't been posting would hop back in.... Shall we look for replacements?


Male Human Wizard - 1

Niether of you see/detect any traps, the rock thunks against the next door and rest on the floor in front of it.

The "blue" door is also shut.


Male Human Wizard - 1

It takes all of the Orc's strength but a mighty shove gets the door to grind to open. Disappointingly, the open door reveals a ten foot hallway with a second door at the end.


Male Human Wizard - 1

As you move out of the chamber from which you entered, and towards the door opposite, the light from the torch illuminates the fact that you are in a large circular hallway. There is a door north of the chamber that you came from, and another to south. There is also the door that Froth has approached, it is an iron door and has many scratches and dents in it, but it is not open and doesn't appear to have budged recently.

Froth, you do not see any traps on the door.

The link below should take you to the map of where you are at. There are some colors on it, that I will explain, to make navigation easier. The red area, is where you came from, the chamber that a couple of you slide down, into the room with the bones, etc. The green spot on the map is where I have most of you right now. The door near there is the door Froth is looking at to see if he finds a trap. The other doors that you can see in this hallway are colored. There is a yellow door to the south and a blue door to the north. I also color-coded the hallway direction, so if you don't want to open any doors you can head north towards the orange dot, or south towards the purple dot. Make sense?

The map can be found here


Male Human Wizard - 1

So a torch?


Male Human Wizard - 1

It is not locked.

As you open the door, you look out of the chamber from which you arrived, into a wide, curving hall way that goes off in both directions. In front of you are a couple of pillars. It looks like their might be a door on the other side of the hallway and down the hall just a little bit.


Male Human Wizard - 1

@Gow just a minute or two.

@Froth So, it's greasy angled tunnel - broken door - room with bones and a second door. That second door does not appear breached as of yet.


Male Human Wizard - 1

Perception checks were good.

You all can tell that the door which is broken in its frame appears to be centuries old. In other words, the "grave-robber" did not break this door out of its frame when he entered.

You can also tell that these bone pieces are real, human bones.

There is no light source in the room that you have entered. The ceiling in here is low, about 10 feet.


Male Human Wizard - 1

Was waiting for some "Let's do this..." posts

Lets give it another day or two, let me know what your plan is


Male Human Wizard - 1

Aurikus Info

In history, the demon prince Aurikus began consolidating strength. He drew evil men to his worship, promising them power greater than they could imagine.
After the terrible War of Divine Discord, Aurikus’ worship dwindled as Shah Rasalt’s forces stamped out the demon prince’s remaining influences. Aurikus’ followers retreated to worship in secrecy. The demon prince’s dominion over humanity waned but was not broken. Memory of his evil waned, but his few surviving worshippers diligently kept alive the demon’s cult.
Over generations, this cult of Aurikus slowly regained a foothold in the world, but the worshippers took precautions to avoid being hunted anew. To better hide the demon’s sinister past and heinous deeds, his mortal followers subtly changed his name. Now calling their master Orcus, the demon prince’s followers set about restoring their lost religion.
Today, Orcus directs the forces of evil — with hardly any mention of his past name.


Male Human Wizard - 1

Poor Wodin

At the first slip, Wodin hits the greasy ground with authority and slides down the rest of the tunnel, not taking damage, but possibly moving a little faster than he (and the rest of the group) had wanted.

His slide concludes at the end of the tunnel at a very old door that has been forced open and rests askew in its frame.

If you want to do some door inspections, you can do that in your next post, I'll assume you at least want to take a peek inside...

Past the door is a large circular chamber, with another door opposite the first, about 35 feet away. Bits of bone fragments litter the room. The walls are decorated with skull and femur symbols of Aurikus.

Aurikus = Evil God, check the discussion forum for a bit more info

Let me know in your next post(s) what inspections you want to do here, and if you are going to continue tonight or wait and come back tomorrow. (game time)


Male Human Wizard - 1

My mistake, didn't realize you wanted to enter already, thought you were still approaching, but no worries...

The earthen tunnel descends at an angle through 50 feet of unstable
dirt to a stone wall. Newly cut pine posts support the walls and
ceiling of the entry tunnel. Split logs covered in thick grease line
the floor. Rayne and his hirelings broke through the tomb’s outer
wall, then pulled the heavy stones out through the access tunnel
using the makeshift fulcrums. Following the tunnel requires an Acrobatics check to avoid falling because of the grease and unstable
floor.
Rayne demolished one of the blocks, leaving behind mounds of
crumbled stone. Stagnant air wafts up the passage from the empty
tomb beyond the opening.


Male Human Wizard - 1

Blue Eyes:
It is dark, and the town for all intensive purposes is closed, the only way you'd have much luck finding someone would be to go door to door

For the rest:

The gang of hired hands listens to Froth, and quickly disperses, leaving you at the entrance to a dark tomb, where you know someone went missing.


Male Human Wizard - 1

I'm on vacation this week, I will try as best I can to update, but it will be sporadic :) thanks for your patience.


Male Human Wizard - 1

What would you like to do from here?

Investigate the tomb, go back to town?

Anything to do with these 'bandits?'


Male Human Wizard - 1

rasim:
It seems to you that the story checks out, there are a couple oxen, and some stone work crumbled at what would seem to be the entry that the thief spoke about.

All of you see the thief converse with 1 'main man' while 3 others stand by and listen. As their discussion seems to end, the other 3 start to pack up their gear, as you are waved over.

The leader of the group tells you the same story that you have heard from his hired hand.


Male Human Wizard - 1

The campsite that you are lead to is on the other side of the town, which would be a chore, if there were more to this small and forgotten place.

You should let me go ahead of ya, tell 'em whats happenin', otherwise, they might attack yous on sight alone...

With that, your prisoner starts to walk towards his compatriots, hardly waiting to gain your approval of his idea.


Male Human Wizard - 1

Seems like you have some figuring out to do, I'll check back and post accordingly later


Male Human Wizard - 1

Sorry no post yesteday, one of those days...


Male Human Wizard - 1

The old man emerges from his meager home, in pajamas that are extremely awkward and goofy, yet oddly appropriate for the surroundings. He briskly walks up between all of you, searching the ground for a fox, and largely ignoring the captured prisoner.

Well? Where is the blasted thing, you already lose it?

Once things are explained, the old man still seems as grumpy and dis-shoveled as before, muttering under his breath something about 'damn foxes' and 'rookies.' He takes some coin from the thief and stumbles his way back to his home, slamming the door behind him as he yells:

The church has got yer p-p-payment, but i'd wait til daylight to collect.


Male Human Wizard - 1

The thief speaks:

I got a couple gold and a few silver pieces on me, if you let me get out of here, I'll pay for the chickens, I'm pretty tired of eatin' em anyway...

As fer the tomb... far as I know, it's been un-discovered 'fore we got there. Big ol' stones in front of the entrance... Had to use some ox to pull those out of the way before the boss went inside. Little too scary for me to go in after 'em but he said he might be a while...

Gerlach is the leader of our little band, and he told us to stay out and wait for the other guy, I think his name was Rain, or Ran, or Ray, or sometin like that, din't care too much 'bout his name. Like ya says, I was just doin' my job, and a fellas got to eat, ya know?


Male Human Wizard - 1

I'd just like to say, you guys are awesome! I love reading your in character chat, and you're keeping things moving so well.


Male Human Wizard - 1

Hearing your discussion, the theif speaks up:

Hey now... I didn't do no grave robbing, I was paid to keep the camp, now if someone else went in and stole somethings, that's on him, not on me... As fer these chick'ns ya... I stoled some of them, but we got to eat, we been out at that camp for many days, and we weren't prepared for a long stay, we got ta eat the same as e'rybody else ya know...

I tell ya what... I'll take yas to the site, and I make sure you get in safe and without a hassle from us on the topside, and then me and mine friends will pick up and move out. You can deal with the creepy guy that went down there, if the sucker is still breathin... I promise, you won't see any more of me or mine friends, we'll takes our money and move on to greener pastures. What ya say?


Male Human Wizard - 1

The intruder freezes immediately, clearly surprised by Rasim's acrobatics and the appearance of his armed party.

Whoa whoa whoa... No need for all the weapons, I ain't in the mood for fightin' tonight...

The man surrenders and identifies himself. He tells you that he was hired by "some creepy guy in robes" to stand guard at an unearthed burial site on the other end of town. He went down to investigate about 3 or 4 days ago and no one has heard from him since. In that time, he has been sneaking into the farm to steal chickens to feed the hired hands. No one has been willing to go in after "the creepy guy," and they were given explicit instructions as well as a decent payment to simply wait his return.

He continues to tell you that the site is guarded, and isn't sure if the rest of his party will be as willing to stand aside as he is.


Male Human Wizard - 1

Ok, as the night progresses, lights around the town start to turn out, and darkness really sets in. The stars and the moon are lost behind some clouds, making it even ominously darker.

It almost feels like nothing is going to happen, when slowly and cautiously a humanoid figure emerges near the chicken coup.

He looks both ways and slowly starts to climb over the fence toward the birds, and empty bag in one hand.


Male Human Wizard - 1

Ill allow you take 20, so we'll make that a 31?


Male Human Wizard - 1

The old man lets you know that he is not aware of an enemies in the town, telling you that you that the town is so small, that there just isn't room for enemies.

If you can inform me of exactly what you want to do for your plan, we can fast-forward to nightfall. It sounds like some stealth rolls will also be needed, so if you think those will be relevant for you, you can go ahead and give me those as well. Once I know what everyone's plan is, and we get the necessary rolls, we'll continue with the night?


Male Human Wizard - 1

Wow, you guys don't even need me... Sorry it has been a while i since posted, bad weather, some family issues, all at the same time, but let's see what we can do here...

The old man responds to the question, informing you that sometimes it is more than 1, and it has started in the last couple days. This is bad for him and the town, as the town relies on the chickens to eat, and he relies on the town buying the chickens.

Your attempts to follow tracks are really helpful, there aren't obvious fox tracks, and any others eventually get tangled up with 'normal' tracks back in town.

It sounded like you maybe wanted to ask around, see if you could gather some information? Or go to the Inn and make a plan...


Male Human Wizard - 1

Gow:
The chickens look up at you, and cluck back, "who?" "it was dark, when sanders went missing" "He took them"

[ooc you were correct, chickens aren't very smart. [/ooc]

Rasim:
There are some footprints, they lead further into Lessef so determining their destination or origin is unclear.

The old man gives everyone a look before speaking again

Ask 'round if ya want, deres got t-t-to be a fox coming and gettin' my chick'ns. Town struggles 'nuf, c-c-can't take losin' food


Male Human Wizard - 1

Sorry guys, snowpocalypse has separated me from my flashdrive, which has all of this games information on it. I will get a post as soon as I can.


Male Human Wizard - 1

@Vlagras have a peek at his spoiler.

gow:
He took them... He took them


Male Human Wizard - 1

Rasim:
There is no chicken blood, and no feathers in disarray... contrary to what you might have expected

Gow:
Some of the remaining chickens look at you and peck at the dirt

The old man doesn't seem bothered at all by Froth's intimidating presence Th' critter has g-g-g-gotta have a den 'round here, but i ain't finded it yet


Male Human Wizard - 1

15 Calistril, 4713

As your fellowship departs Imelda's Palace, you have an easy time following your ears to an old man named Lauf. He appears ancient, looking older than a lot of the buildings in this barren time forgotten town.

Despite his yelling while alone, once your party approaches, he seems to become much more timid, and speaks with a stutter while scratching his arms and neck while he addresses you:

Ahh... d-d-d-did ya come to help wit muh chick'ns? ya'll l-l-look capable 'nuf.


Male Human Wizard - 1

Oh, I did not expect you to stay the night... Almeray responds with a quizzical look on his face. Forgive me, I may have been unclear. This Inn that you have spent the night at, is owned by the church. If you will be requiring accommodations for a longer period of time, I ask that you make a contribution to the church

He gathers his things and starts to head to the door, turning before he leaves You are of course, welcome to come visit the church at any time, I will leave you all to discuss this matter, have someone send word to me when you have made a decision
He bows and departs.


Male Human Wizard - 1

15 Calistril, 4713

I am a cleric of the church of Freya, we are one of the few places that is not boarded up and lost to memory in Lessef.

I serve no other purpose than to welcome you, and to let you know of our modest request in return for your stay here at the inn. If a contribution to the church is agreeable, then I will arrange for meals at morning, noon and night, if you are present.

If you are out, then I will not bother my assistants to prepare anything for you.

If you are looking for work, I am sure the farmer who is losing chickens to an elusive fox could give you something to do.

Thank you for your patronage, and again, welcome to Lessef

There are no signs of deception from Almeray.


Male Human Wizard - 1

We'll call the deity Freya then.

(Not my name, not really my inspiration lol)

Here is a little info on Freya

Deity:
Freya, goddess of fertility, prosperity, nature and rebirth
Worship domains:
Animal, Good, Healing, War


Male Human Wizard - 1

So the deity from the adventure is not a Golarion deity, the closest that i can determine would be Pharasma, with a little less death emphasis, a little more re-birth/harvest/etc.

In the text, the deity is Freya.

So we can go with whatever suits you all.


Male Human Wizard - 1

After your breakfast is served, a human man in clerical robes enters the Inn, and the person who has been acting as the innkeeper leaves, no words are exchanged and both are rather solemn.

The Cleric soon approaches your small group, as you suddenly realize you are the only remaining patrons of the Inn. He is a wiry man, with his thinning hair tucked behind his ears.

Hello, I hope the comforts of Imelda's Palace has been found suitable. My name is Almeray, I am the head of the church, The Poverty's Bethel. The church owns this small inn, and you are welcome to stay here if you are willing to make a contribution to the temple.

We don't get many visitors, and even fewer new residents. Your contribution would be greatly appreciated.


Male Human Wizard - 1

I like that a bunch Froth.


Male Human Wizard - 1

15 Calistril, 4713

The narrow dirt path broadens into an expanse of well-trod ground and dry saw grass. A collection of ramshackle buildings sits amid the cut stumps of the cleared forest. An inn – boards covering its windows and an iron chain dangling from its front door – is the largest structure. Houses built around the inn are barely more than one-room shacks, most falling down or ripped apart for their timber. Rising above it all on a gentle hillock, a small whitewashed church marks the scattered buildings as a town. The hill is strangely unnatural, the only such rise for miles around.
A few people shamble between the buildings, eyeing new arrivals as they go about their daily routines. All of the townsfolk are old, stooped by the weight of years of hard work and harder conditions. Their wrinkled faces are mixed with sweat, dust and tears; the visible marks of their long lives of toil.
Suddenly, an old man’s voice rings out, shattering the silence:

“That damned fox! It took another of mah chickens!”

As I said, this starts a little sandboxy; what would you like to do in the town of Lessef?


Male Human Wizard - 1

@Rasim Until we get things down, and working smoothly, make your bluff roll, and then an a) if successful this happens and b) if unsuccessful this happens. I'll try to put their sense motive in the stat blocks so you'll have a general idea. If I forget, we'll adjudicate it as soon as I can.

Last bit of background information...

We are going to assume that the 6 of you are new 'adventurers' in the town of Lessef. You arrived last night and had evening in the tavern, Blue Eyes played the guitar, and new friends were made.

The first gameplay post will take place the following morning, as you awake and leave the comfort of your room and enter Lessef in the light of day.

One of you, however, has had a disturbing dream...

Vlagras:
You have received a strange dream directing
you to the temple of Freya within Lessef. Strange visions of battles,
a broken scepter and a cadaverous figure haunt you when you awake. You dream of boiling black clouds filling the sky like an impenetrable thunderstorm.


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Male Human Wizard - 1

Before I get a gameplay post up, I wanted to give you an idea of how I would like to format things, and how I want to run the game.

This isn't mine, but I like it a bunch, so if you've seen it before... forgive me for my plagiarizing.

1. I roll Initiative for everyone to save some time. As long as you don't skip any enemies, you can take your turn anytime. (Example: Allies Bob, Henry, Fred, and Steve are at 20, 15, 10, and 5 respectively. Enemy goblins are at Initiative 13. At the beginning of the round, Bob and Henry can go. The goblins go next at 13. Following the goblins, all four of the characters can go in any order because no enemies would be skipped.)

2. Everyone rolls their own to-hit and compares it to the AC of the target. The same goes for saves. Both will be provided for all enemies, as will hit points. This puts a lot of responsibility on y'all to write good combat narratives and not rely on me to do so. The description is a common-sense sort of thing; 3 hit points will not cause the enemy's head to explode - but 30 might if it puts them in the negatives. This is also very trust-based. I expect that if someone gets something they don't like on the preview, they'll have the integrity to leave it there instead of modifying it based on the roll.

3. At the beginning of any in-combat post, I expect everyone to include the round/initiative count, current hit points, current AC, current saves, and remaining spells or resources. (By current, I mean following whatever action is in the post.) After that section, I like a section breaking it down into standard/move/swift/whatever actions with appropriate rolls. This way, I don't have to go hunting for that information and check if it is right. Here's an example.

===========EXAMPLE===========
Round 1, Initiative 20
hp 10/12; AC 14/12T/12FF; CMD 14
+4F/+2R/+2W
Bardic Performance: 5/6

SA: Inspire Courage
> Perform: String: 1d20 + 10 ⇒ (6) + 10 = 16
MA: Move 15', avoid AOO
> Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14

The narrative would go here. In this particular case, the bard begins playing the stringed instrument to inspire the others. (This roll is technically extraneous, but I've always done them on my bard type characters.) He then makes his Acrobatics check to move while avoiding attacks of opportunity. With a 25, he succeeds and ends where he intends to go.
=============END EXAMPLE=============

4. Calendar notations: You can use the Golarion calendar to note when days pass. And I will put the first day/month/year in the first gameplay post. As days pass, I'll let you note them.

===========EXAMPLE===========
24 Abadius 2413

A new day begins and bob rises from his furs. blah blah blah..
=========END EXAMPLE==========

Anyone have any questions or feedback?


Male Human Wizard - 1

Excellent, I will try to get a gameplay post up this morning :)


Male Human Wizard - 1

Sounds like we're ironing out some skills and spells. As far as a wisdom caster goes, none applied :\


Male Human Wizard - 1

I'm fine with you starting out with the bird knowing its 6 total tricks.


Male Human Wizard - 1

Let me know that you're here and your character is ready to go.

I'm gonna give you a little bit of time to finish up your character, touch ups, mechanic fixes, etc.

Once everyone is checked in and good to go, I'll put up the first game play thread, shooting for Monday at the latest.


Well lets get the ball rolling

Wodin
Froth
Rasim
Blue Eyes
Vlagras
And GowWabber

Please check in via the discussion forum, you have some time to make any mechanical changes needed to your character. Any touch ups, etc.


This will be closing and I will be making decisions in about 4 and a half hours.

I welcome any further applicants, especially of the non-arcane sort.

I will be forthcoming, barring any new applicants, the party pretty much put itself together. I will be deciding between the myriad of arcane casters.

So you arcane folk, why do you want to save the world? Or more accurately, save some poor farmers chickens?


GowWabber wrote:


DM, how many players total are you looking for?

Hmm, 4-6 probably.


@Rasim I'm ok with that as long as it is reasonable as to what you keep in your backpack.

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