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123 posts. Alias of Michael_Hopkins.


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I'll wait for another 24 hours before going on for everyone to post and place their tokens. Who knows, perhaps an encounter is gonna happen!


Askold: That there is Holy Water, with just a bit of dust floating on the surface. From a quick glance, it looks like there might be enough water for two Holy Water vials if anyone wants to take it.

Arrius: That is a legal space so you're good! The basin doesn't take up that much space, but just shows that it's there.


Looking behind the door, Arrius finds what seems to be the corpse of a pulverized giant fly, now thoroughly smashed by the door. Askhold, arriving to the inner door sees that there are claw marks and what appears to be chunks taken out of the door, looking to weaken, but not smash through the door entirely. Next to him, the small basin's waster seems to be clear with a slight film on the surface.


Okay, I put Askold up front, so place yourselves where you wish. The light is still dim, unless someone has light source other than the lichen.

The cavern is eerily quiet as the group begins to gather close to and around the well built temple. When Askold gets to the door, he notices the it seems slightly bowed, and might need to be pushed hard to open it.

DC 15 Strength Check:
The door begins to open inward before seizing on the hinges for a moment. With added pressure, a squelching sound can be heard as the door opens violently, hitting the wall inside. A stone bench lines the southern wall of this chamber. At the far side of the room, a basin of water sits atop a stone pedestal. A stone door engraved with an image of a hammer stands to the north.


Anthiol: you recognize that the carved symbols and murals depict various motifs of Torag and his teachings. There have also been rumors that during the first crusades against the Worldwound, that shrines and temples of the good gods were built to help keep faith in the front lines.


With the group working together, they make a piece of meat look and sound similar to a rat. Slowly making its way towards the viper, for a moment, it seems as if time stands still before the serpent strikes. Mage hand falters once the strike happens, sending the ration to the floor, the creature waits until it is sure the prey is not moving before it starts to mouth the ration and moves further into the rubble, presumably to eat its new meal.

Following the cavern for twenty five minutes, the group comes to an alcove that heads north, with the main cavern trail headed in a more southernly direction. The lichen seems to dim slightly, with it both going north, and following the path south.

When the lead members of the party look to the north, they see a single sizable 20-foot-tall building remains in the center of this 30-foot-high cave, a bunkerlike structure with no windows and walls of worked stone blocks. A 10-foot-long carving of a hammer decorates the building's façade. The ruins of collapsed outbuildings stand to either side.


Ominous trumpets play in Arrius' head, ending in a muffled trombone noise as the paladin stares at the viper. Eyes, a glassy black in the dim light, stare back at him was it flicks its tongue every few seconds. No evil is emanating from the creature.


You definitely could, if you wish!


I mean, there could be ways to get him to run off and fend for himself. He does have what looks to be an undamaged, nearly unmarred rapier. <shifty eyes>


If the marching order is good, I've moved the character tokens a bit further in.

Several mounds of rock lie in heaps in this cavern, recently fallen from the walls and ceiling. Now and then, bits of dust settle from cracks in the stone above. The dim, almost starlight like, flickering and glow from the ceiling betrays the snake laying amongst the rubble on the ground. Coiled and ready to strike anyone who comes close.


I put the group in to the agreed on 2x2 style marching order so that folks have a close eye on our lovely human aristocrat, if that is alright with everyone?


Those who touched the scales:

Immense power seems to radiate from the scales. Upon touching them, you know the following scales grant certain powers, but only grants one power if someone possesses multiple scales:

2 scales: Three times per day as a standard action, a scale can be used to cast resist energy-but only against electricity or cold.

1 scale: Cloud Walking (Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds
rises below the levitating object or creature, growing and shrinking with the target's altitude. This pillar is 5 feet in diameter (regardless of the target's size) and provides concealment (20% miss chance) to any creature or object wholly contained within.)

1 scale: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

2 scales: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike, natural weapon, or spell like ability.


Between Pakk and Anthiol, the two discern that the vials are 2 vials of oil, a potion of cure light wounds, and two potions of lesser restoration. Askold, with some knowledge of the divine retains the fact that the owner of these scales could be brought back to the land of the living with potent resurrection magics or divine intervention.

Performing an impromptu rights of burial for the Desnan cleric seems to resonate amongst the chambers of the cavern. Lichen, originally blending in with the natural stone in the ceiling, begin to glow in dim blues and greens. Spreading slowly, the cavern ceiling seems reminiscent of a clear night's skies with the glow heading north westward.

With a proper burial rights, Tears to Wine had run its course and is no longer in effect.


Askold, Arrius, and Pakk get closer to the body, noticing that their body is broken in multiple places, looking as if they had broken every bone in their body before hetting the soft dirt below. Surrounding the body, with exclusion to the one covered by the deceased's hand, are what looks like silver scales of a large creature, perhaps Terendelev herself.
On the body of the poorly crushed soul, the group finds a Masterwork Backpack, 10 days of rations, a flint/steel, caltrops. a bundle of 12 arrows, and 5 vials of various colored liquids, three of which detect with an aura of conjuration.

Pakk:
Although badly crushed, the skull of this elven male gives you quite a bit of information. His garb aside, you know that this was a traveling cleric of Desna, estimated to be close to about two hundred years in age, give or take a year from the indication of his incisors and orbital swelling from hitting his head. While examining further, you also feel small welts under his hair, and when closly overved, you can see a tattoo of Desna's holy symbol, confirming that this elf was chaotic compared to his peers.


Welp, Paizo's site went down while I trying to post something, fun! As for SLAs, certain are a bit more noticeable than others. I would say for Detect Evil as a Paladin is more of a change of their eyes, while other spell castings depend on their effects for me as a GM.

Taking a step closer towards the body, Askold's vision begins to see auras over the now visible fist sized items lying on the ground surrounding the corpse. On the ground, he can also see smaller auras coming from a backpack further into the room, beyond the corpse.

Arrius, being the cautious paladin they are, keeps his eyes out for any sources of evil, yet no auras seem to stand out to him.


Askold, the group has been moving fairly quickly so Wine to Tears is still up for now, and I was planning on letting you know when it popped.

Turning to look down the path towards the south, Askold sees a body at the edge of his vision, sprawled on the ground, with their body contorted unnaturally. While not moving, Askold spots what might be something glimmer faintly under the humanoid creature's hand.


Continuing into the dark caverns, the group makes their way slowly deeper into the dark earthen passages until they hit a fork. The first passage of the fork, following the direction they were going, seems to have more of a draft, while the passage opening towards the south seemed to veer off, and had a slight decline in elevation. Towards the westerly path, a slight, warm breeze can be felt, enough so that even the three being escorted kept up their pace to keep up with the party.


Rolled, Max, 1/2+1: 1d3 ⇒ 2
ABP or No: 1d2 ⇒ 1
RoTR or RA: 1d2 ⇒ 2


PC 1:
2d6 + 12 ⇒ (1, 4) + 12 = 17
2d6 + 12 ⇒ (5, 4) + 12 = 21
2d6 + 12 ⇒ (3, 2) + 12 = 17
2d6 + 12 ⇒ (5, 6) + 12 = 23
2d6 + 12 ⇒ (2, 2) + 12 = 16
2d6 + 12 ⇒ (1, 6) + 12 = 19

PC 2:
2d6 + 12 ⇒ (6, 2) + 12 = 20
2d6 + 12 ⇒ (5, 1) + 12 = 18
2d6 + 12 ⇒ (5, 3) + 12 = 20
2d6 + 12 ⇒ (3, 1) + 12 = 16
2d6 + 12 ⇒ (3, 1) + 12 = 16
2d6 + 12 ⇒ (4, 1) + 12 = 17

PC 3:
2d6 + 12 ⇒ (2, 4) + 12 = 18
2d6 + 12 ⇒ (1, 3) + 12 = 16
2d6 + 12 ⇒ (2, 6) + 12 = 20
2d6 + 12 ⇒ (2, 6) + 12 = 20
2d6 + 12 ⇒ (3, 4) + 12 = 19
2d6 + 12 ⇒ (3, 4) + 12 = 19

PC 4:
2d6 + 12 ⇒ (6, 2) + 12 = 20
2d6 + 12 ⇒ (3, 4) + 12 = 19
2d6 + 12 ⇒ (4, 2) + 12 = 18
2d6 + 12 ⇒ (6, 1) + 12 = 19
2d6 + 12 ⇒ (3, 6) + 12 = 21
2d6 + 12 ⇒ (5, 3) + 12 = 20

PC 5:
2d6 + 12 ⇒ (2, 5) + 12 = 19
2d6 + 12 ⇒ (2, 6) + 12 = 20
2d6 + 12 ⇒ (4, 2) + 12 = 18
2d6 + 12 ⇒ (4, 4) + 12 = 20
2d6 + 12 ⇒ (5, 3) + 12 = 20
2d6 + 12 ⇒ (6, 3) + 12 = 21


Race Table 1: 1d5 ⇒ 2
Race Table 2: 1d5 ⇒ 3
Race Table 3: 1d5 ⇒ 5
Race Table 4: 1d5 ⇒ 4
Race Table 5: 1d5 ⇒ 4

Race 1: 1d18 ⇒ 2 Duergar
Race 2: 1d16 ⇒ 11 Suli
Race 3: 1d4 ⇒ 3 Gargoyle
PC 4 Svirfneblin
PC 5 Svirfneblin

Class Table 1: 1d7 ⇒ 1
Class Table 2: 1d7 ⇒ 2
Class Table 3: 1d7 ⇒ 6
Class Table 4: 1d7 ⇒ 4
Class Table 5: 1d7 ⇒ 3

Class 1: 1d11 ⇒ 10 Sorcerer
Class 2: 1d13 ⇒ 5 Magus
Class 3: 1d3 ⇒ 3 Samurai
Class 4: 1d4 ⇒ 4 Summoner
Class 5: 1d10 ⇒ 4 Hunter

Iiiiiinteresting


No one detects any magics at the campsite or in the cavern.

Upon further investigation the campsite has only a well used bedroll with no other items, meanwhile the cavern extends further to the east with no incline. The air, seems heavier than in the larger cavern room they had come from, with a slight moisture beginning to linger. The temperature has also become slightly warmer than the chilled air above ground, yet amongst the group's voices, no other sounds could be heard. To the east, is another opening, with the ceiling lowering to the point that if any of the taller members reached up, they could touch it without issue.


Sorry about the lack of posts on my end. Impromptu layer visits and a 12 hour shift got me kerfluffled for the past few days!

@Pakk: These Flies seem to have been tainted by the abyss and show demonic traits. The carapaces seemed to be slightly thicker than usual, and it seems that they had incisors rather than the normal mouths of flies.

Askold and Arrius head the party further into the caverns, with Horgus, Anevia, and Aravashnial keeping to the rear at their slower speed. The group, as stealthy as they could, bashing heads and kicking rocks aside, make it to the smaller cavern chamber. Upon a quick inspection, there is a corpse of a giant maggot as well as the husks of three larvae close to what apperas to the the remains of an abandoned campsite. A kicked through fire ring and torn bedroll seemed to be well used, as if its inhabitant frequented the site regularly.

You can move your icons to the orange box if you wish to.


Combat is over!

There are three bisected young giant flies on the ground. From when the battle first started, Askold saw them come from the northern tunnel which has a slight incline.


The large creature that remained attempts to fly around the large boulder on the ground, only to be struck down in gory fashion by Arrius's blade. with the lack of humming, the only noises that can be currently heard are the breathing of your comrades.

GM Rolls!:
1d2 ⇒ 1


@Pakk: These creatures look like young Giant Flies, though they seem off from what you know of the insects. As for the NPCs, they are currently staying in place for now.


Sorry about that Arrius! I missed it on mobile.

Arrius' blade cuts through the cyan creature as it attempts to harry Askold, splitting the insect in two. Askold, noticing the yellowish insect flying towards the large boulder, moves up and strikes the insect with his blade, tearing through the wings and through the thorax.

Anathiel, you can redo your action if you wish.

Bold may post!
Arrius<=====
BUGS
NPCs
Zeno, Anthiol, Pakk, Anathiel, Askold<=====


The insects move in, one of them taking notice of Askold, flying directly towards the aasimar. In a failure to attack its prey, Askold notices a third coming from a tunnel to the west. Arrius' nodachi then strikes the insect as it is distracted while attacking Askold!

Cyan Fly attack: 1d20 + 1 ⇒ (11) + 1 = 12

Hearing the beginnings of battle, Aravashnial casts Mage Armor on himself while Horgus makes his way towards Pakk.

Bold may post!
Arrius
BUGS
NPCs
Zeno, Anthiol, Pakk, Anathiel, Askold<=====

Need damage from the nodachi please!


@Askold: You feel a draft coming from the west, with a near inaudible humming. Deep in the shadows, you can see movement at the edge of your vision.

GM Rolls:

1 Perception: 1d20 + 2 ⇒ (9) + 2 = 11
2 Perception: 1d20 + 2 ⇒ (8) + 2 = 10
3 Perception: 1d20 + 2 ⇒ (20) + 2 = 22

Anathiel Init: 1d20 + 3 ⇒ (11) + 3 = 14
Anthiol Init: 1d20 + 2 ⇒ (14) + 2 = 16
Arrius Init: 1d20 + 2 ⇒ (18) + 2 = 20
Askold Init: 1d20 + 2 ⇒ (6) + 2 = 8
Pakk Init: 1d20 + 1 ⇒ (15) + 1 = 16
Zeno Init: 1d20 + 9 ⇒ (8) + 9 = 17
FLIES!: 1d20 + 3 ⇒ (16) + 3 = 19
NPCs: 1d20 + 2 ⇒ (16) + 2 = 18

With the noise from Askold speaking, as well as the group talking to each the sounds of humming become more noticeable as Askold spies three flying creatures heading towards him and the group!

Bold may post!
Arrius <=====
BUGS
NPCs
Zeno, Anthiol, Pakk, Anathiel, Askold


@Anthiol: The tracks look like large worm like creatures, that could have possibly eaten their way out of the spider. Most likely Giant Maggots, or something similar.

@Arrius: you notice that the drag marks continue towards the northern passage with your survival, also thinking that they are the signs of Giant Maggots of some sort.


Small bits of dust and rubble fall from the ceiling, yet the echoes of the thunderous combat seem to be getting quieter from above. Past the giant carcass of the spider, are multiple drag marks leading into two passages exiting the main chamber. The northern passage seems to ascend further into the caverns while the southern passage seems to descend.


It's milestone exp, as leveling up will happen quite quickly.


Sorry Pakk, it looks like my post had been eaten and I didn't notice. Exploring at a reasonable pace outside the now defunct orange box is fine. I usually just have those put in for starting areas before exploration.

Upon getting closer, Arrius finds that the carcass of the large creature isn't moving, and had obvious holes, ripped through the creature.

Nature or Medicine DC 10:
It looks like some thing, or things ate their way out of the Black Widow.


Arrius Voralius Constantine wrote:

Arrius scans the area for anything else.

[dice=Perception]1d20-1

Bahahaha!

Unfortunately, the smell offends your senses and a cloud of dust obscures your vision as you look about.


As the group edges their way closer to the enormous spider, the creature remains eerily still. Arrius, Askold, and Pakk notice a slight draft from further past the still creature, and with it the putrid stench of decay that invades their sense of smell. With the smell and the lack of movement from the creature, it could be safe to say that it has been dead for a few weeks in this chamber.

GM Rolls:
Perception Arrius: 1d20 - 1 ⇒ (17) - 1 = 16
Perception Askold: 1d20 + 3 ⇒ (17) + 3 = 20
Perception Pakk: 1d20 ⇒ 13


Hey folks! Sorry about the delay. No internet at the house for the past few days, so I apologize for delays!


@Pakk: The Black Widow has a poison that can stagger its prey as well as weaken their constitution. The creature is immune to mind-affecting spells, and abilities. The silk that the giant insect is extremely strong and quite sticky, so it can hold larger prey. It has been known that the Black Widow can see in darkness and feel the minor tremors in the ground as so it can stalk in even magical darkness.

As for a fifth questions, there will be itching powder placed in undergarments, and nothing shall be placed in a convenient spot.


Pakk Holstad wrote:

For when Pakk can see the spider.

[dice=Knowledge (arcana, engineering, nature, planes, religion), Tears to Wine]1d20+7+2

You can ask four questions about the Black Widow.


Arrius Voralius Constantine wrote:

Are the wounded NPCs stable enough for the PCs to leave them alone for a bit?

They are stable for now from the looks of things.


@Pakk When the lights illuminate the giant spider, you instantly recognize it as a Black Widow spider that seems to be faced away from the group, not moving.

Upon looking in the rubble at the various limbs, there do not seem to be any arms baring the tattoos of your business compatriot.

With the medical help of Arrius and Askold, a loud, wet pop is heard between them and Anevia as they set her leg in a splint. Together, they also fashion a makeshift crutch for the woman before helping her to her feet.


Sorry about the lack of posts for the past few days. In the middle of a move, but I'll be getting a few posts in later today!


UPDATE

I've started getting things prepped and am working on maps and whatnot, so I would say about a week to week and a half for things to start running once more! I apologize for the wait!


@Everyone but Zeno, in the darkness beyond the dancing lights, you all can see an unmoving spider of immeasurable size.

@Everyone: The ceiling and far walls of this vast cavern recede into darkness. On one side, the wall has collapsed in an enormous mound of
rubble-here and there the arms or legs of victims who didn't survive the fall protrude. Small stones and dust fall from the ceiling high above, where low reverberations of explosions and combat could still be heard.


@Anthiol: Looking about your surroundings you see the other five of the group as well as three others. A humanoid male, a humanoid female, and a male elf. The woman looks to be struggling a bit near a fallen boulder, while the elf is clutching his face while moaning softly. A man dressed in fineries seems to be moaning louder, but doesn't seem to be hurt badly.

@Arrius: Your gear is in the nearby rubble, and appears to be undamaged.

KN Local 15:
The humanoid woman is Anevia Tirabade: a semi-retired adventurer who fell in love with a crusader.

The humanoid man is Horgus Gwerm: a wealthy aristocrat.

The male elf is Aravashnial: a mage from the looks of his clothing.


It is dark, and the air thick with dust, with only the faintest of rumbling can be heard from above. The sounds of falling rubble can be heard in the distance while pained moaning and whimpering can be heard nearby.

Please place the icons you would like to use on the map in the highlighted area!


”Make your way to the plaza! The Opening Blessings will be happening soon! Make your way to hear the Opening Blessings by High Lord Hulrun!” begin the cries of various guards and runners throughout the city. Families gathered their children, and most of those manning the stalls began to pack up and head into St Clydwell Plaza, crowding the square’s open areas.

With the sun beginning to reach its apex in the sky, the elderly Lord Hulrun, wearing his resplendent full plate adorned in regalia of the Iomedaen faith, is helped towards the podium at the base of St Clydwell Cathedral with the help of his younger assistant. Staring at the crowd with a steady gaze, seeming to judge all those who had entered the plaza for the ceremonial blessing of Armasse. Clearing his throat loud enough for the front row of the gathered crowd to hear, he begins to speak. Looking down to his book on the podium, his body seemed to be glowing from a warm light, yet his shadow seemed to spread on the cathedral’s walls. What came was not a blessing, but a scream of primal terror before a thunderous explosion ripped through the air and earth, along with a violent tremor.

To the west, was another cacophony of tremors and explosions as The Kite, the fortress housing Kenabres's wardstone, disappeared in a plume of red fire and lightning, as smoke bellowed into the open skies.

A moment later, the near deafening and powerful roar came from a lone woman at the edges of the plaza. Leaping, the air grew cold and shimmered around her as she transformed into a large silver dragon. Gasps and applause ripped though the crowd in the plaza with some of the children pointing and crying out, ”Terendelev has come! The Defender of Kenabres is here!” The cheering grew louder until a booming road came the shadow of a beast smashing into the silver dragon, forcing her back to the ground. This humanoid creature was three times the size of any man and as nightmarish as Terendelev was beautiful, covered in lightning and red flames. Wielding a sword engulfed in flame and whip, he was instantly recognized as Khorramzadeh, the Storm King of the Worldwound, had come to Kenabres! The fight between the two giants in the plaza was vicious. With claws teeth and blade tearing as each other, the Balor Lord found an opening in the dragon’s defenses, rushed while plunging his sword into the chest of Terendelev and sending them crashing through the walls of St Clydwell’s Cathedral.

At the far end of the plaza came a roar as a titan of a demon burst through a portal on the ground, reducing several building to rubble and causing a rift to open underneath you all with no time to react. Terendelev, watching the group fall, muttered a few words as Khorramzadeh’s sword severed her head from her neck. Feeling as light as a feather, you fall into the darkness of the rift before it slams shut, leaving the group in darkness.


Day has been busy, but, get ready for the big post by the end of today or midday tomorrow!

As for the metagaming, it should be kept minimal, but a few certain names can be thrown about without much to ruin interactions, as Anevia would have many under her for information's sake. She has eyes all over the city who report to her in person, by proxy, or dead drops. As for Nocticulas, her name is mostly whispers in the city, while a certain book's copies tend to be passed around by various cults.


Starday, the 16th of Arodus, 4713

Kanebres, fortified city of Mendev, is in celebration of Armasse. Scholars, clergy members of the good faiths, and those aspiring to be knights to protect Galorion from the horrors of the Worldwound have gathered in celebration as well as hoping to join the crusades. In Clydwell Plaza, the common folk gather to train in simple combat as children enjoyed the plays of the man god Aroden. In the center of the square, squires and handsmen begin preparing the area for the afternoon jousting tournament. Adding to the smells of horses, are those of the food stalls, cooking up various meats while offering various drink to those who want to enjoy the festivities.

To the east of Clydwell Plaza, is the Cathedral of St. Clydwell. With stained glass windows that depict the acts of the saint, reflecting the late morning sun. Hundreds, dressed for the northern chill, bearing symbols of Iomedae stand, ready to hear the opening blessings of the holy day. An easterly wind keeps a chill, reminding those of the changing season, and as a reminder of the horrors outside the walls of Kanebres.

At the base of the cathedral, members of the church have assembled, with two of the most notable wearing full plate, polished and adorned with the symbolism of Iomedae. The taller man, had slightly elvish features, and seemed to be keeping the older Garundi man calm and collected.

Come in where you would please! Perhaps meet up, or enjoy the festivities!


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Sorry about the lack of posting, I have been sick for the past couple of days, but am hopefully on the mend!

I'll get the intro post in after catching up on things!


Viseka Rottur wrote:
I already made a great impression and dotted the gameplay thread with my default alias.

No worries, I do that often, lol. Just redot, and I can fix it.


I'll be getting the opening post up in a bit after everyone checks in, then the fun shall begin!

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