Alahazra

DM Brainiac's page

32,686 posts. Alias of Brainiac.


RSS

1 to 50 of 32,686 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Fortunately, Vesi's magic is able to stabilize the fallen bandits before they bleed out completely. They have grievous injuries, but they will survive with the proper treatment.


"Zuntisha lies in the Inner Star, the center of Holomog," the Rhino says disdainfully. "They are insulated from many of the harsh realities of the world, and many of the choices they make reflect poorly upon their leaders."

She looks at Telvir and Aily. "Why? Patriotism. Loyalty. A chance to right an ancient injustice against our people. I do not expect you to fully understand, but I do expect you to allow us to do what we came here to do unmolested."


Parsus tells you that the Gearsmoke used to be a cargo ship, but several years ago a group of Nexian financiers retrofitted it into a luxury river cruiser. Since then, the vessel has proved enormously popular with Alkenstar’s wealthiest aristocrats and business entrepreneurs as well as travelers and foreign dignitaries, all of whom use the river excursion to escape the heat and smog of the city.

There will be many travelers and dignitaries aboard the ship. Blowing it up prematurely would cause a lot of unnecessary deaths--"If that sort of thing concerns you," Parsus notes drolly.

There isn't much more the necromancer can tell you. If allowed to depart, they quickly gather their things and leave, true to their word.

It's probably time to check in with Foebe Dunsmith and tell her what you've learned...

Everybody gains a Hero Point! Everybody is now level 10!


Unfortunately, the crazed bosun doesn't respond to Sylva's attempt to talk her down. Between her, Batman, and Nox, the last pirate and the bosun herself go down!

Sakuachi and her companions are still in a trance as Captain Tinhill tries to disentangle the ropes connecting the Red Duchess to the Mermaid's Tears. "It's no good—these maggots seem like they want to chase us to the ends of the world, and they’ve got a fast enough ship to do it! The only way to shake the marauders is to defeat their captain. A ship with no captain’s as good as scuppered! Go, go!"

As you board the enemy ship, the door to the captain's quarters is flung open and the captain strides out, unsheathing her scimitar. The tall, imposing Chelaxian woman has rage burning in her wild eyes. "Traitorous scum!" she shouts. "You are enemies of the one true house of Cheliax. You must die!"

Two other sailors flank the captain as she prepares to attack!

Initiative:
Nox: 1d20 + 8 ⇒ (2) + 8 = 10
Ravenna: 1d20 + 11 ⇒ (20) + 11 = 31
Sir Batman: 1d20 + 10 ⇒ (18) + 10 = 28
Sylva: 1d20 + 13 ⇒ (19) + 13 = 32
Enemies: 1d20 + 12 ⇒ (11) + 12 = 23

Everybody but Nox may act!


The ogres cry out in surprise as the enormous Deregar emerges!

Initiative:
Deregar: 1d20 + 10 ⇒ (4) + 10 = 14
Floare: 1d20 + 9 ⇒ (18) + 9 = 27
Sariana: 1d20 + 12 ⇒ (7) + 12 = 19
Tandri: 1d20 + 14 ⇒ (12) + 14 = 26
Ekundayo and Ntavi: 1d20 + 13 ⇒ (15) + 13 = 28
Enemies: 1d20 + 13 ⇒ (7) + 13 = 20

"Draw out Gragglebeard before we drop the bridge!" Ekundayo shouts. He opens fire on the nearest ogre, downing it with two critical hits! He shifts his aim, scoring another critical hit. Ntavi charges in with her maul, finishing the ogre off!

Ekundayo Longbow, Hunted Shot: 1d20 + 15 ⇒ (14) + 15 = 291d20 + 10 ⇒ (19) + 10 = 291d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (20) + 5 = 25
Damage (Crits): 3d8 + 2 ⇒ (1, 7, 5) + 2 = 151d10 ⇒ 62d8 + 2 ⇒ (7, 8) + 2 = 171d10 ⇒ 92d8 + 2 ⇒ (7, 6) + 2 = 151d10 ⇒ 3
Ntavi Maul: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 1d12 + 7 ⇒ (11) + 7 = 18

Floare and Tandri may act before the enemies! The two ogres on the far side of the bridge are 120 feet away. Gragglebeard is 50 feet away, and the wyvern is 70 feet away.[/ooc]


The nagaji shakes his head. "We have no altar here in the jungle, alas. The rice is our only protection. There is no one else nearby. Kannijo will come for us."

Another nagaji steps forward. "Kannijo commands the inner violence of plants themselves," he forlornly notes. "His minions will not be stopped by the rice. They will need to be dealt with. And his warped fulu is of a type we have never before encountered. A stiff square of paper depicting a humanoid figure armed with green poison." That sounds an awful lot like the image on The Snakebite.

"We must finish the ritual before sundown. Will you aid us?"

AID RICE RITUAL
CONCENTRATE, EXPLORATION

A character spends the last few hours before sundown aiding the Scaleseeds in preparing the ring of rice plants by attempting a DC 23 Farming Lore or Survival check, a DC 28 Nature check, or a DC 30 Religion check.

Critical Success: The PCs gain 2 Rice Ritual Points.
Success: The PCs gain 1 Rice Ritual Point.
Critical Failure: The PCs lose 1 Rice Ritual Point.


And so, you followed the treasure map, making your way to the woods many days' ride to the north. There, you delved into the dungeon, facing traps and guardians, but eventually emerging with some hard-earned treasure. The experience also proved enlightening, and you found your abilities increasing.

Artemis decided to take his share of the loot and head off on his own. After saying your goodbyes, the four of you continued on...

Everybody levels up to 2 and gains 200 gp!

***

Interlude: The Inn at Five Points

You have been making your way back toward civilization after your successful dungeon delving expedition. You have been roughing it in the wilderness for several days, but it comes with some relief as you see signs for a public house ahead. The Inn at Five Points is a local landmark—set deep in farm country between five population centers, the inn is the only public house within several days ride in any direction. The inn is a quiet place to spend the night with a reputation for decent food and good drink. In addition, the inn has a special reputation for Neutrality. Often folks meet there to negotiate, make peace, work out long-standing differences: it is considered very bad luck to start a fight at the inn. Before an argument escalates to violence, one party might offer a meeting at the Inn at Five Points as an alternative to bloodshed.

As you draw to half-a-day’s ride of the inn, the road widens, and small farm houses become more frequent. Once twilight falls, you finally come to the spot where the road goes off in five directions, each headed towards a city or other major population center.

There are two points of interest here at Five Points; the inn, and Pop Tavit’s Horses and Tack. The latter is spread across two acres of fenced-in land, with the family’s home, a tack shed, a smoke house, a covered well, and a covered feed shed. Pop buys and sells horses and tack, hires out a wagon and draft horse for 10 sp a day, and boards horses for 5 cp a day. He currently has four horses, two ponies, a donkey, and six goats for sale.

The inn is a one-story building with a tall roof, painted white with dark wood cross beams. Its double doors are flanked by twin magical lights, which simply hang in the air to the left and right of the great oak double-doors, like tiny twin stars that give off no heat. There is a hex sign affixed over the door, with a common symbol representing Balance and Peace.

Inside, you see about a dozen people milling about, sipping ale and sharing tales. A balding man in his 50's stands behind a desk while a burly woman in her 40's serves the patrons. All in all, it seems like a fine place to rest and recover from the road...

Degan is here at the inn, too, as will be Wyrmkin's character once they are ready.


Yes, you can pick that spell. I was hoping to hear from Wyrmkin about their character, but I'll go ahead and post in the gameplay thread later today, and hopefully they can join us soon. Just need to settle on which module to run next.


You gather up as much coins as you can as the gas fills the chamber and the doors inexorably close. Finally, you call it, rushing out of the room before the doors seal you inside!

You recover assorted coinage worth 25 gp, plus a Blacknoon coin! Everybody but Cricket takes 1d6 poison damage (DC 16 basic Fortitude save).

"Yes! We did it!" Fazil cries, holding the Blacknoon coin up triumphantly! But as you make your way back out of the corridors, you hear hissing sounds, and a foul stench begins to waft down the passage. Xulgaths!

FORAGING XULGATHS (COMPLICATION)

Overcome: Stealth DC 16

Each PC attempts a check to overcome this complication, and the total Infiltration Points earned determines the outcome.


The nagaji do not speak Taldane, but when Pen translates Visna’s words into Tien, they begin to relax. One cautiously takes the drinking horn and sips, then he nods and passes it to the others.

”We are outside any known queendom, travelers. We are members of the Scaleseed Order—a group who works to protect nature from undead and other unnatural creatures. We have come to this isolated place after receiving word that a vampiric threat named Kannijo has been feeding on the essence of those who lived in the region. Alas, we quickly learned we lacked the skill to face Kannijo, and when our attempt to destroy the vampire succeeded only in drawing his attention, we began to despair.

“With our resources already depleted, we decided upon a desperate gamble. Hoping that Kannijo had the same revulsion of rice that many of his vampiric ilk possess, we have raised this ring of rice plants around their clearing, hoping to instill protective enchantments into it before Kannijo arrives to destroy us.

“You should stay with us for protection, for once the sun sets, Kannijo hunts. Kannijo is beyond an atrocity. We had feared he was one of us, but spurned by death to feast upon the breath of the living, but we had no idea he was once one of our glorious leaders—a naga. We must report to our leaders of this development, but such a journey can’t be made before nightfall. Please, help us to survive the night, and your place in the world beyond would surely grow the grander for your aid!”


”Creating the detonator involved many days of delicate work,” Parsus explains calmly. ”You don’t have that sort of time to spare if you want to stop Loveless.”


After bidding the soldiers farewell, you open a portal back to the Harrow Court. It riffles shut behind you as you step back into the Grand Hall of Harrowheart.

Epitome: Heralds outfitted with trumpets take up position on the battlements of Harrowheart. These heralds use their trumpets to raise the alarm should intruders enter the Harrow Court. The heralds know the formulas for all manner of magical instruments, including horns of blasting, horns of fog, and maestro’s instruments, and can teach these formulas to the PCs.


Clancy, looks like we had been doing manifestation for spells wrong. Mirinde has the right of it in her being able to choose how it manifests:

"When one spellcaster faces another, he does not necessarily know what spells are being thrown at him; all he can observe is the visual effect. This entry provides options for the visual manifestation of a spell. When a caster first learns a spell, he learns to create it with one of these manifestations. (The player can roll randomly or choose.) The same spell may have completely different manifestations in the hands of different casters."

Degan, everything looks good with your character!

Mage of the Wyrmkin, let me know if you need help with your character creation.


Wan's explosion destroys the tentacles long enough that the rest of you are able to scatter! Akkaboo casts haste on the tengu, while Zin sets up a vital beacon and Falxi casts shield and inspire courage.

The tentacles regrow, snagging Wan again! The dragon continues to keep his distance for now, casting blur on himself, causing his form to become indistinct.

Grab vs Wan DC 25: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 3d6 ⇒ (5, 2, 5) = 12

12 damage to Wan and he is Grabbed again. Everybody may act.


Chkirri casts haste on the group, then spreads out as he begins his inpsiring chant. Having demoralized the linnorm with his battle cry, Storm Adder casts repulsion around himself. Khorash attempts to scare the linnorm even furhter, though not enough to be fatal.

The linnorm maintains its distance, unleashing a blast of negative-energy infused acid from its mouth that splatters over Lazarus and Storm Adder!

Breath Weapon: 19d6 ⇒ (1, 6, 2, 2, 3, 3, 6, 3, 5, 2, 6, 6, 6, 1, 1, 1, 5, 6, 6) = 711d4 ⇒ 1

71 acid damage to Lazarus and Storm Adder (DC 38 basic Reflex save). The acid also saps the life out of affected creatures. At the beginning of the linnorm's next turn, each creature that failed the Reflex save must succeed at a DC 38 Fortitude save or become drained 1 (drained 2 on a critical failure).

Enemy Status:
frightened 1


Reflex vs Sphere: 1d20 + 7 ⇒ (4) + 7 = 11
Reflex vs Electric Arc: 1d20 + 7 ⇒ (2) + 7 = 91d20 + 7 ⇒ (11) + 7 = 18
Electric Arc Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9

Blaze incinerates another bandit with her flaming sphere! She scorches another one with a smaller flame, then Vesi unleashes lightning! The wounded bandit goes down, while another is lightly injured. Russ'ruk charges in, barely managing to score a hit on the injured foe. Knaxshi fires again, his second shot finishing off the fourth bandit!

Only one bandit remains, and she wisely drops her weapon and raises her hands in surrender!


Yes, you can attack the bridge supports to cause them to collapse. Any creature on or under the bridge at that point will take damage!


"Hmm. We have not seen a hag, but I will tell my scouts to keep an eye out for her," the Rhino says. "We have seen several agents from a rival nation elsewhere in the Field, however. They are from Zuntisha. We know not their purpose here, but Nwanyi and Zuntisha are not on the best of diplomatic terms. Any intelligence you could bring back to us about them would be appreciated."


"Stop you from penetrating further into the Mistress's sanctum," the man says. "And you are foes because you bashed down the door. That is not something a friend would do."

He clicks his tongue, then casts a spell. unleashing a cloud of foul, blood-sucking fog around himself, engulfing you!

Sanguine Mist: 6d6 ⇒ (4, 5, 2, 6, 2, 4) = 23

Everybody takes 23 negative damage (DC 25 basic Fortitude). Creatures within the cloud are concealed. Everybody may act. The man is 10 feet away from you in the cloud.


Will vs Charm: 1d20 + 8 ⇒ (16) + 8 = 24

Ravenna scores a hit one one of the remaining pirates, then helps Nox with a fake out. The sorcerer-turned ooze finishes off that foe with his pseudopods, then Batman critically hits the remaining pirate! The bosun shakes off Sylva's attempt to charm her.

The bosun attacks Batman with her fists, commanding her remaining pirate minion to strike with greater fervor! Batman takes a beating!

Fist, Flank: 1d20 + 13 ⇒ (10) + 13 = 231d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 5 ⇒ (5) + 5 = 101d6 + 5 ⇒ (3) + 5 = 8
Cutlass, Flank: 1d20 + 12 ⇒ (15) + 12 = 271d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 + 5 ⇒ (2) + 5 = 71d6 + 5 ⇒ (1) + 5 = 6

31 damage total to Batman over 4 hits.


Parsus gives you a grateful bow. "Thank you. I will tell you, then, that Deputy Loveless is planning to use a huge load of pyronite to demolish Alken Falls. The shieldmarshal hopes to use the resulting turmoil to place herself at the head of a shieldmarshal army. Me and my Nexian counterpart, Ibrium, would also benefit from this outcome, since leveling the massive waterfall would expedite trade for both Geb and Nex, and we'd each stand to make a tidy profit from our sponsors across the borders. Or, at the very least," Parsus muses, "we’d get to see exactly what this pyronite can really do.

"At any rate, if you want to stop Loveless, you should head her off farther up the Ustradi, before she reaches Alkenstar. Loveless and Ibrium are currently aboard a riverboat called the Gearsmoke, which is loaded with pyronite and set to arrive in Alkenstar within the next few days. I contributed to the effort by creating three clockwork keys, each of which corresponds to one clockwork pyronite bomb somewhere on the Gearsmoke. Once armed, a clockwork bomb can’t be disabled without first inserting the corresponding key. Deputy Loveless also has a remote detonator that she can use to trigger all three bombs as a last resort. I will give you one clockwork key. Ibrium and Loveless have the other two keys."


You all lay into the behemoth with powerful attacks, and in only a few moments, it collapses with an heavy thud, its body sloughing off chunks of flesh and gristle as it dies.

"Thank you!" Araseesh calls as they emerge from hiding. "The way is clear now. Let us move swiftly before more monsters arrive!"

You race back up the hillside, making it to the safety of the other Vudran soldiers. The soldiers are grateful for their commanding officer's return. Araseesh bows to you. "I am in your debt. I found a few treasures in the ruins. I want you to have them. Also, there is this.."

Reaching into their pouch, Araseesh produces a harrow card: The Trumpet. "This mysteriously appeared in my belongings several weeks ago, much in the same way that you mysteriously appeared here today. It has aided in my ability to react to danger, as well as allowing me to unleash a blast of sound once a day. I had already used it earlier today, or else it would have come in handy against the bhanyadas. Nevertheless, I get the sense that it belongs in your hands now."

Araseesh gives you a marble elephant wondrous figurine and a metal vial containing two doses of greater healing potion and a single dose of a panacea. The vial containing the potions looks like intertwined serpents made of platinum with emerald eyes; the vial itself is worth 600 gp. They also give you The Trumpet.


Once you are ready, you step through the Arch of Tomes, emerging into the southern side of a clearing within a sweltering jungle on the side of a vast mountain range in Nagajor. One the opposite side of the clearing, a group of five figures work diligently at siphoning magic into a handful of seeds to grow the last of a ring of rice plants that surrounds the clearing.

It takes a few moments for the people to notice you. They are reptilian humanoids known as nagaji. They cry out in shock at your sudden appearance and assume defensive positions.


"The only coins I care about are the Blacknoon coins! They're copper pieces with a sun eclipsed by a mountain on both faces. That's what I need to get into the guild!" Fazil says as he starts to search through the troughs. Most of these coins have minimal worth, with a mix of copper, tin, brass, and even painted wood. Interspersed among them are more valuable treasures, including precious currency from a variety of countries and semiprecious gems.

Unfortunately, even though Uthe ddidn't find any traps in his initial sweep, it doesn't mean that there aren't any to speak of! As Fazil rummages through the coins, a few slip down a drain at the bottom of the trough and rattle down a hidden pipe. Unseen clockwork gears begin to tick away ominously, and the doors behind you start to slowly close. "I'm not leaving without that coin!" Fazil insists!

LOAD-BEARING TREASURE (OPPORTUNITY)

You can try to gather up as much treasure as possible before the doors close! The amount of treasure you gather is dependent on the amount of Infiltration Points you gain over 2 phases. These skill checks represent you trying to slow the doors as they close, searching for valuables, and trying to jam the traps. During the second phase, poisonous gas begins entering the room, at which point you might rely on your fortitude as much as your senses, withstanding the vault's toxins until the last second.

Overcome (Both Phases): DC 13 Merchant Lore, DC 13 Underworld Lore, DC 15 Athletics, DC 15 Thievery, DC 16 Society, DC 17 Perception.
Overcome (Phase 2 Only): DC 15 Fortitude


Mirinde, you can choose another spell.


Aldizog, I believe the beta rules are out of date. This Quick Start Guide has everything you need to get through level 2. According to the Core Rulebook, a 2nd level thief starts with 3d10 +(1d6x100) gp!

Qstor, we are full at the moment but I’ll keep you in mind if another slot opens.


Uhe helps gather the fungi. At the locked gate, Mal easily hauls it open! "Nice! Come on!" Fazil says, scurrying ahead.

At last, you reach the gauntlet’s center! The tunnel descends gently toward 5-foot-high iron double doors. Although heavy, the doors slide open easily, recessing into the walls. Beyond stretches a vault about 15 feet wide and 60 feet long. Several shallow troughs are carved into each of the long walls like inset shelves and a single standing trough runs down the center of the room. Each trough is filled with coins.

Fazil's eyes widen! "We did it! Look at all that money!" the kobold says with glee.


Mal gathers up all the mushrooms! You continue on your way.

LOCKED GATE (OBSTACLE)

An iron portcullis blocks the way, its base anchored into the ground by a single padlock.

Infiltration Points 1 (group); Overcome DC 16 Thievery, DC 19 Athletics


Mal brings Uhe along with her, and soon you are moving on through less perilous passages.

RARE FUNGI (OPPORTUNITY)

After several more minutes, you discover a broad swath of fungi carpeting a tunnel. None of it is hazardous, though one species is especially valuable: a gilled fungus known as Urgathoa’s eyebrows, said to grow only where someone died a tragic death. A roughly 4-foot patch of the fungus grows amid the other species.

Overcome DC 13 Fungus Lore, DC 13 Herbalism Lore, DC 15 Cave Lore, DC 16 Nature, DC 17 Survival, DC 18 Religion

Critical Success: The PC properly identifies and harvests the fungus, which is worth 8 gp.
Success: As critical success, though the harvest amount is worth only 4 gp.
Failure: The PC inexpertly picks an assortment of fungi worth 1 gp before exhausting the patch’s growths.
Critical Failure: The PC fails to pick anything of value, damaging the other fungi in the process.


Yes, you can level up to 2 now! I am waiting to see if Roscoe will post before I officially wrap up this adventure. Either way my next gameplay post will likely be Monday morning.


Aldizog wrote:
This generator chooses background for us, which thereby chooses class in some cases (one of my two is a halfling). Is that intended?

Yes, if you happen to roll up a dwarf, elf, or halfling, then that’s your class. Human characters can choose their class.


Cool, you are both welcome to join us! Please report to the Discussion thread.


Welcome Aldizog and Mage of the Wyrmkin! To start, go to this online generator. Create two characters with the default settings, then you may choose one of them to level up to 2.

The current party members are a cleric of Law, a neutral halfling, and a chaotic elf. There is also a neutral warrior GMPC, but I may have her sit out if we get a third new recruit.

Let me know if you have any questions.


Reflex: 1d20 + 7 ⇒ (2) + 7 = 9

The lead bandit screams in agony as the flaming sphere engulfs him. He topples off of his horse, which screams as well and gallops away from the bandit's burning corpse! Knaxshi's gunshots go wide. Vesi protects Russ'ruk who moves in with shield raised.

But it is the ifrit that has drawn the bandits' ire. The four remaining foes dismount their horses and send them off to safety before raining arrows at Blaze! Three find their mark, stabbing into the sorceress.

Longbows: 1d20 + 7 ⇒ (8) + 7 = 151d20 + 2 ⇒ (18) + 2 = 201d20 + 7 ⇒ (9) + 7 = 161d20 + 2 ⇒ (7) + 2 = 91d20 + 7 ⇒ (16) + 7 = 231d20 + 2 ⇒ (10) + 2 = 121d20 + 7 ⇒ (17) + 7 = 241d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d8 + 1 ⇒ (1) + 1 = 21d8 + 1 ⇒ (2) + 1 = 31d8 + 1 ⇒ (2) + 1 = 3

8 piercing damage to Blaze.


"Let's go, then, before the giants break their camp," Ntavi says. She seems a bit annoyed that you have invited yourselves along, but she doesn't protest.

You travel through the Sellen Hills, following the Little Sellen River towards the southern border of the Stolen Lands. Soon enough, you reach the giants' camp. An ancient bridge spans the Little Sellen River here, crossing a thirty-foot-deep gorge from the west to the east. In two areas, large portions of the stone bridge have fallen away into the river below, and the two remaining supports holding the bridge up look on the verge of collapse. Below the bridge, on a widened strip of riverbank, several dead trees have been stacked into a crude shelter.

It would seem you have arrived at an opportune time. Many of the warband's members must be out hunting, and only a few giants remain in the camp. You can see a hulking hill giant in distinctive wyvern-hide armor sitting in the log-pile hut. It's Gragglebeard himself. He tosses chunks of bear meat to a wyvern that splashes in the river just to the east. Four ogres stand guard amid the trees near the bridge, two on either side.

"There they are. Let's get them!" Ntavi says, drawing her sword.

Ekundayo nocks his bow, but he turns towards you. "I will follow your lead. What is the plan of attack?"


Reflex vs Lightning Bolt (CP, Parsus): 1d20 + 14 ⇒ (7) + 14 = 211d20 + 18 ⇒ (13) + 18 = 31

The construct takes the lightning blast full force, while Parsus avoids some of it. Eva punches Parsus twice more, leaving the dhampir bloodied and bruised. Royken demoralizes the necromancer before suddenly charging them, bashing them with his gun's stock!

Parsus groans and staggers back a few steps, holding their wounds. They raise a hand. "You are tougher than I anticipated. I have no desire to throw my life away," the dhampir says calmly. "Spare my life, and I pledge to help you defeat Anjelique Loveless. I will also abandon my plans here in Alkenstar and return to Geb, troubling you no further. Will you accept my truce?"


"We have come here from the nation of Nwanyi, in Holomog to the south. Many of the warriors that the ghost-king Geb petrified here hailed from our homeland. We have come to reclaim as many as we can, and perhaps find a way to reverse their condition."

The Rhino gives you an appraising look. "You are from Geb, yes? Exactly what sort of disturbances have you come here to investigate?"


It takes a while, but Fallende is eventually able to bash the gate open. The stone walls, floor, and ceiling of this hall are polished to an almost mirrorlike sheen. The arching ceiling is supported by twin rows of columns, all of which have been carved to resemble the same beautiful woman dressed in revealing robes--Runelord Sorshen.

A deathly pale man with long, bone-white hair woven into a long braid, dark eyes, and well-fitting and revealing clothes stands at the ready here. He holds a gleaming mithral rapier. The man shakes his head sadly. [b]"A shame that you have come here as foes and not as friends. I am afraid that I have no choice but to stop you.

Initiative:
Charlotte: 1d20 + 12 ⇒ (16) + 12 = 28
Fallende: 1d20 + 14 ⇒ (3) + 14 = 17
Isabel: 1d20 + 11 ⇒ (5) + 11 = 16
Wesley: 1d20 + 12 ⇒ (8) + 12 = 20
Enemy: 1d20 + 12 ⇒ (6) + 12 = 18

Charlotte may act first!


Hello! I am running a game of Dungeon Crawl Classics, but we have had a few players who have chosen to bow out, so we are in need of some new recruits! The PCs are just about to level up to level 2, so new characters would come in at that level. We are looking for 2-3 players who can post reliably at least once per day and are familiar with the rules. Chime in here if you are interested!


Alright, I'll put a recruitment thread up to try to get some new blood into the mix. :)


Aicard moves in to bash the behemoth with his shield. Targrish exploits its personal anathema, but fails to hit it. Oro's first shot is off the mark, but his second arrow finds its target. The Tyrant hits three times, tearing chunks of flesh out off the aberration.

The behemoth retaliates, delivering a single bone-crunching blow!

Fist: 1d20 + 26 ⇒ (15) + 26 = 411d20 + 21 ⇒ (6) + 21 = 271d20 + 16 ⇒ (5) + 16 = 21
Damage: 3d12 + 10 ⇒ (3, 2, 8) + 10 = 23

46 damage to the Tyrant.

Enemy Status:
-156


"Yeah, I smelled 'em, but they'd already heard me by that point," Fazil says about the xulgaths. "Fortunately I made good my escape, but keep your eyes and nose open for 'em, just in case! Now, let's go!"

ECHOING HALL (OBSTACLE)

This small cavern’s shape and smooth walls provide shattering acoustics, painfully amplifying all but the faintest sounds. Those moving silently should avoid harm. Someone with a keen ear might identify a few “quiet spots” where imperfect acoustics would muffle any sounds originating from those points.

Infiltration Points 1 (individual); Overcome DC 14 Stealth, DC 17 Performance, DC 18 Perception

This obstacle follows the normal degrees of success for an obstacle, but each time the PCs earn AP here, each PC takes an equal amount of sonic damage.


No worries, Artemis. DCC definitely embraces a certain style of play. I understand if it’s not your cup of tea. Thanks for playing with us!

Mister Wanderful’s player has decided to bow out as well. How are the rest of you feeling about the game? Shall we call it here, or try to recruit some new players to continue on?


”Within the Yokeless Egg is a spark of the First Chaos that existed before the Old Ones shaped the multiverse,” Lexaliah says. ”The first gods of Law secreted it away, fearful of what conflagrations their chaotic counterparts might kindle with its power. No doubt the Host of Chaos sought to use it to unleash great destruction across the planes.

“I can offer my support as a patron to any who wishes to bond with me. And while I cannot directly offer material goods, I can give you this.” She gestures, and a golden parchment unfurls before you, showing a map. ”This map leads to an ancient dungeon. Brave its depths, and you will surely discover riches untold.”


Paralysis coming in clutch!

Will: 1d20 ⇒ 51d20 ⇒ 111d20 ⇒ 4

The three chaos demons seize up as Clancy's spell takes effect! Unable to fight back, they quickly fall to your weapons. The Host of Chaos is too busy battling Lexaliah to summon more fiends, and Clancy is able to reach Lexiah uncontested and offer her the Yokeless Egg.

"I reclaim this for the forces or Law!" Lexaliah declares. She waves her hand, and golden light envelops you all as she transports herself and the party back to your home plane as the last of the Host’s fire rains down around you.

You find yourselves safely back in the material world, far away from the roiling realm of Chaos. Lexaliah smiles down at you. "Congratulations for making the right choice. Your successful theft of the Yokeless Egg will undoubtedly stir the Scions of Law from their complacency and rally them to maintain a more vigilant watch over the forces of Chaos from now on. You have earned your way into my good graces as well. I shall aid you as I can."

Lawful PCs gain +2 Luck for their service. Non-Lawful PCs gain +1 Luck even though they acted against their alignments. This represents Lexaliah stepping in to provide minor assistance at some point in the future when the PC requires it.


Choppy surf breaks against the island off the coast of the Flying Mountains as the Solar Jian II swoops down low. A longboat has been pulled onto the gravelly shore. Below, all of Winter’s Roar save the half-orc Urnak Lostwind lie unconscious on the beach while their leader does battle with one of the enormous serpentine linnorms. The second linnorm approaches from the water, moving toward the shore.

Urnak looks over his shoulder briefly as you leap down from the deck of your ship. "I must defeat this beast single-handedly to secure my legacy! The other one is yours!" he shouts before turning back to his foe.

The linnorm in the water rises up to its full height and lets loose a bone-shaking roar! Pallid and horribly gaunt, this enormous but emaciated dragonlike creature has two forearms and no wings.

Initiative:
Chkirri: 1d20 + 24 ⇒ (20) + 24 = 44
Khorash: 1d20 + 26 ⇒ (17) + 26 = 43
Lazarus: 1d20 + 28 ⇒ (2) + 28 = 30
Storm Adder: 1d20 + 25 ⇒ (19) + 25 = 44
Enemies: 1d20 + 30 ⇒ (12) + 30 = 42

Everybody but Lazarus may act! The linnorm is 30 feet away.


Fortitude vs Slow: 1d20 + 22 ⇒ (5) + 22 = 27

Eva heals herself and punches Parsus again. Bleach recognizes the construct as a cranium preserver. Cranium preservers serve necromancers as walking laboratories for undead. He knows that they are weak to both electricity and positive damage

Royken's efforts to demoralize and hit the construct prove fruitless. Lora heals Eva some more.

"Death take you!" Parsus curses as they repeat their claw and vampiric touch combo on Eva!

Claw: 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 3d8 + 7 ⇒ (1, 6, 5) + 7 = 19
Vampiric Touch: 6d6 ⇒ (6, 1, 4, 1, 4, 1) = 17

The slowed cranium preserver slashes at Royken again.

Cranium Remover: 1d20 + 23 ⇒ (13) + 23 = 361d20 + 18 ⇒ (17) + 18 = 35
Damage: 3d8 + 9 ⇒ (4, 3, 1) + 9 = 173d8 + 9 ⇒ (6, 5, 7) + 9 = 27

38 slashing damage to Eva. She then takes 17 negative damage from vampiric touch (DC 31 basic Fortitude). 44 slashing damage to Royken.

Enemy Status:
Parsus -32, Construct slowed 1


Will: 1d20 + 15 ⇒ (17) + 15 = 321d20 + 15 ⇒ (7) + 15 = 221d20 + 15 ⇒ (11) + 15 = 26
Extraneous Flesh DC 11: 1d20 ⇒ 4

Orozomoc's blast damages the lesser bhanyadas. Aicard finishes the most wounded one off but misses with his everstand strike. Targrish's second slash is a critical hit that bisects another bhanyada! The Tyrant rips apart the last little bhanyada with his claws.

That just leaves the behemoth, which continues to pound the eidolon with its fists!

Fists: 1d20 + 26 ⇒ (3) + 26 = 291d20 + 21 ⇒ (8) + 21 = 291d20 + 16 ⇒ (19) + 16 = 35
Damage: 3d12 + 10 ⇒ (5, 3, 2) + 10 = 20

20 damage to the Tyrant.


You continue on your original path, and soon you approach the camp on the ridge. A large military encampment of canvas tents, pavilions, and wooden enclosures surrounds a dirt promenade. Twenty-four strong, feminine soldiers perform drills in the center of the circle. Their brown skin gleams with sweat as they silently spin their blades, thrust, spar with a partner, and then snap back to attention with their weapons planted firmly in the dirt. Their precise, practiced movements stir up dust clouds around their booted feet. Instead of uniforms, they wear leather armor over garments of faded earth tones. Bright green ribbons tied to their sword hilts and polearm shafts are the only hints of color in the scene.

Two muscular women bar the way into the camp with crossed swords, the paint on their faces making their stern faces look like glowering frowns. The guard on the left has burn scars across the right side of her body, and the one on the right has a clean-shaven head “Follow,” the bald guard commands. Her companion grunts as they lower their swords to allow passage.

As they march through the camp, more armed soldiers fall into step beside and behind them. This impromptu parade makes it way toward the pavilion tent standing proudly in the center of camp, on the edge of the pavilion. Zebras and undersized dinosaurs nibble at the sparse grass in their enclosures. The odors of animal hide and manure hang about the camp like a persistent fog.

A tall, broad woman with bulging arms and powerful legs emerges from the main tent and crosses her arms as she gives a piercing look. She brings the pungent smell of clove oil with her. She nods to the guards, dismissing all but the two from the camp entrance.

“I am the Rhino. Who are you?”


In the pre-dawn light of the next morning, you intercept Ekundayo and Ntavi as they are preparing to depart the town. They are all geared up for battle, and Ekundayo's companion, Dog, follows happily in their wake.

Ntavi narrows her eyes as you approach, but it is Ekundayo who speaks. "Gragglebeard is nearby. I will have the vengeance that I have long desired. Do you intend to stop me?" he asks, a note of challenge in his voice.

1 to 50 of 32,686 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>