Skeleton

GM JC Spooks's page

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GM JC Spooks wrote:

It's October, which means it's time for spooky stuff.

The following is material I have prepared for an upcoming Bloodborne Pathfinder campaign.

It includes a class, archetypes, feats, traits, drawbacks, and equipment as well as a bestiary including all of the common enemies from the game as well as two bosses and some example hunters.

At any rate, feel free to view/save at your leisure. I will do my best to respond to comments or feedback as it appears.

Here are updated links, hopefully this alleviates the need to request access to the files.

The Bloodborne Hunter
The Bloodborne Bestiary


I apologize for Necroing this thread.

If there are comments or questions regarding this material, I recommend leaving a comment directly on the documents linked above. That will be the best way to reach me (in contradiction to my previous message) as I do not frequently check this site anymore.


Spooky Skeleton Scarecrow

Sorry folks, I've had a fairly significant health concern impact my family. I cannot continue this game at this time. I apologize for this, if you have any questions please feel free to PM me


Spooky Skeleton Scarecrow

Sybille and Sigmund
"Nothing much, we spooked the lepers for a but and drove them towards the stilts so that they aren't scattering and the local wildlife is as ornery as ever, but other than that everything looks to be in order."


Spooky Skeleton Scarecrow

Morgam and Dominic move quickly, as they reach the mouth of the alley they see boards and debris littered in the space. He has a healthy lead, about 10 yards or so, and he's moving as if his life depenxs on it. You could dive in after but maybe you could try and cut him off instead?


Spooky Skeleton Scarecrow

Happy holidays


Spooky Skeleton Scarecrow

Morgam and Dominic

No sooner does the hunt start then the pair spot a man step out of an alley. You lock eyes and he seizes up and immediately turns and ducks back into the alley.

Do you pursue him or is he better left to the huntsman?


Spooky Skeleton Scarecrow

Sybille and Sigmund

It is not long before Hogar and Enrietta arrive. In fact, they emerge from the forest, apparently having taken to scouting out the area by alone. They approach with a brisk step "Good evening" they say "Are you ready for the coming night? The huntsman are already moving out to kick up game but we should check the plague stilts before too long."


Spooky Skeleton Scarecrow

Imagine Salem witch trials but you're looking for werewolves instead of witches. Also werewolves are real and caused by a disease somehow.

If you can recall your time on the bridge testing the refugees it can be like that. There can also be the smashing down of doors and dragging out innocents/personal enemies and declaring them beasts so that you can execute them.

Hypothetically, the idea is to smoke the plagued out from wherever they are hiding and out into the streets where they can be culled. Hence why hunts are called under the assumption of a large number of beasts lurking somewhere.

As always what you want to do is up to you. You could even sneak into the hunting grounds at the center of Yharnam if you wanted.

https://www.youtube.com/watch?v=G203e1HhixY


Spooky Skeleton Scarecrow

Dominic heads to Yharnams docks. They are part of the newer construction of the city, wooden storehouses built atop cobblestone roadwork. The docks themselves are wooden and hang over the surface of the Erudite River. They are well used as the river feeds into the coastline and facilitates passage between the city and the far off fishing hamlets. The hunt has not officially begun yet and some handful of wretches still linger about, securing their belongings and otherwise going about their business. You have time to prepare, should you choose, or decide how you wish to conduct your coming hunt.

Sybille, meanwhile, is at the threshold of the Byrgenwerth woods. The heavy foliage turns the lingering sunlight into a strange twilight that casts ominous shadows. The smell of smoke drifts from nearby, likely huntsman preparing the fires for the nights bounty. The deeper woods are known to twist and turn, with dead ends and branching paths everywhere. The more traveled way is littered with the occasional abode for those who choose to live here, another leads to the newly abandoned Castle Cainhurst, and another still leads to Byrgenwerth college. Even know huntsman are scouting the woods and laying a myriad of traps.

Morgam attends the ceremony. Most of the citizenry that is brave enough to linger at this time of day has also gathered here. This is by design, as it allows the hunters to attend with compromising their identities. This time the scene is set at the Cathedral Ward, or rather the area that connects it to Yharnam. The massive iron cathedral gate separates the holdings of the Healing Church from Yharnam proper and you can see the construction all across the ward. Looming clocktowers, cathedrals and churches, new residences. The captain of the Church Hunters is there to lead the ceremony. A wizened hunter by the name is Edmund, he is infamous for his twin bladed trick weapon and furious conviction in his duties. When he speaks it is in a strong, commanding tone.

"People of Yharnam, the insidious beasts have invaded our city. I come to you to announce that, on this night, we will burn out the plague and restore peace and security to our home. It is the duty of every able bodied citizen to join in, and for those that do not - stay in your homes this night. Do not interfere with our sacred duty. Most of all, if you believe summon to have been infected make no attempt to harbor them."

He raises the emblem of the church hunter chief, a small piece of folded cloth. "With these words I declare that the night of the Hunt has begun." Behind him attendants close and lock the iron gate to the cathedral ward - not to be opened again until the chief hunter has declared an end to the hunt.


Spooky Skeleton Scarecrow

With the matter of hunting grounds settled the hunters disperse. There is only one last matter to consider.

As the official organizers of this hunt, a representative of the healing church workshop will be announcing the official commencement at sundown. Though it is more often directed towards the citizens, many hunters choose to attend out of obligation.

Do any of you plan to attend, or will you make straight for your hunting grounds?


Spooky Skeleton Scarecrow

Alright so two heading for the woods, Morgam is taking the docks, Dominic where would you like to go?


Spooky Skeleton Scarecrow

The two hunters turn away from there conversation to address Sybille.

"Hello!" says the man "Yes, we thought a walk in the woods would be a nice way to spend the evening. My name is Hogar, this is Enrietta[b]" indicating the woman who nods. [b]"We'd be happy to have you along if you'd like"

Nearer the front of the room the mood is far less welcoming. To Morgams rear the man who he was arguing with looms over and seems ready to do something before another hunter interrupts.

"Enough of this childish fighting. Zecharius, shut your trap. And you, boy, need to cool your head. City center will be a blood bath, we'll be stacking bodies high all night. It's no place to be if you can't handle yourself."


Spooky Skeleton Scarecrow

The woods are relatively uncontested. Only two have seemed to stake a claim, a man and a women - they look to be a couple.

At the center the man snorts and brushes aside Dominics insult. "Bust muzzle your woman, pup. She's making a wolf of herself."


Spooky Skeleton Scarecrow

If you guys want to coordinate more power to you. Call it a knowing glance between two friends


GonzDave wrote:
Love this class,but just a quick question. It says the Vileblood archetype can apply there charisma mod x2 to damage if the weapon has the corruption trick. But what is the corruption trick, I couldn’t find it in the guide? Thanks for making this sick class by the way.

I don't frequently check this thread so if anyone needs to get a question too me send me a PM.

In case you did not already find the answer the corruption trick is the trick gained from the cainhurst badge for a 2nd level Vileblood.


Spooky Skeleton Scarecrow

Hunters are governed by tradition and reputation most of all. Of course the laws of Yharnam are still a consideration, but considering your career is partly about discretely murdering some of the citizenry you wouldn't be remiss in thinking that they do not have great weight.

There are certainly those that cross the lines of the workshop. Typically referred to as "blood-drunk"; hunters who are so bloodthirsty and out of control they do more harm than good. The worst of these may be overcome by the plague and be in danger of becoming beasts themselves (and in these cases are far more fearsome than the rest of their kin). Some hunters who call themselves "hunters of hunters" work to police the members of the workshop, constantly vigilant of those who may be on the brink and quick to end their lives.

You also know of the "workshop heretics". Individuals or groups whose philosophy or methods have drifted to far from the norm resulting in excommunication. The most well known example would be the Powder Kegs and their workshop. Their disregard for subtlety became a liability and they were forcibly disbanded.

Not that any of this informs your current situation. The larger point is that you have a great deal of freedom in how you wish to resolve this situation. Of course there has been a slight against your pride and you would be well justified in taking a swing but you may consider that this other man is A) also a hunter and B) how will that make you look? Strong or rash? Proud or reckless? You could also walk away from the situation and attempt to present yourself as the bigger man, but there is also the risk you are considered cowardly or are implicitly acknowledging what he has said about you and the others to be true. Of course Dominic is also wrapped up in this which may or may not complicate things further.

You've caught everyone's attention, has it been worth it?


Spooky Skeleton Scarecrow

The other hunter is silent and you think for a moment that he may be cowed. Then he lets out a hearty laugh.

"I thought I recognized you!" he shouts, loud enough to catch the attention of the rest of the workshop. "You lot are the ones who let those foreigners through! Why, you're probably the cause of this whole mess in the first place. Can't imagine how you managed to screw up such a simple hunt but you did and now we have to clean up the mess. We don't need you underfoot in the meantime so how you just stay out of the way?"

He glares at Dominic and Morgam both and then turns back to the other hunters with a grimace. Around the room eyes are drawn, waiting to see how you will react.


Spooky Skeleton Scarecrow

The hunter turns to address Dominic "And who is this supposed to be, yer sister?"

At this point the discussion has died down amongst some of the other veteran hunters and they have turned their attention to Morgam and Dominic


Spooky Skeleton Scarecrow

I forgot to mention in my initial description of the workshop but it should be noted that Grimm is not there (along with some of your other previous compatriots. Has something started to happen among the hunters?)


Spooky Skeleton Scarecrow

Morgam pushes to the head of the room. Might makes right after all, and were words may fail violence tends to prevail. Of course there's nothing stopping Morgam from simply going where he pleases during the hunt, but ignoring the traditions of the workshop is too dangerous a prospect it seems. Excommunication is considered paramount to a death sentence by many.

Morham pushes his way to the head of the room and someone pushes back. In the small cluster of hunters of who he only recognizes a few - the hunter Djura and another named Samael, along with Heinrick and a collection of others that he can not recall the names of. As he tries to shoulder past someone pushes back, a large man with foul smelling breath who turns to face him down immediately. "Oi whelp, you got fungus growing out yer eyes? Watch who you're running into."


Spooky Skeleton Scarecrow

Towards the heart of the city below the oldest structures. It's hottly contested among the hunters in the room but you can try and stake a claim.


Spooky Skeleton Scarecrow

Without much further from the other assembled hunters assignments begin to be offered around. As much a matter of process as it is auction. Quickly those lone hunters with the clout and respect of veterans take claim of their hunting grounds. Other cells form around those who alone do not have much say but by working together can garner a greater share of Yharnams streets with which to stalk their prey. Some choose the outskirts, no doubt looking to destroy without meddling of other souls, while others mark themselves for the thick of the city, no doubt seeking to purge beasts and the soon-too-be alike.

You must be swift now. You do not have to work together, but perhaps you will band together with familiar faces once more in the coming hunt? Currently two locations are hotly contested - the docks lying near the river, as well as the fishing hamlets beyond, or the wooded area just south of the church district that swallow the path to Byrgenworth college.

Or somewhere else?


Spooky Skeleton Scarecrow

"No doubt the huntsman will have their ways with the foreigners, we must remain vigilant for the beasts and the victims of the plague. At every turn we have failed to snuff out whatever creature is responsible for the disappearances, so now we must resort to burning it out. We shall leave it nowhere to hide. We shall drive fire and shot into every hole, every hovel, every nook, cranny, and crack until the beast is dead."


Spooky Skeleton Scarecrow

The streets of the city are, unsuprisingly, far busier than usual. Everywhere people are rushing to and fro, some with arms full of food and supplies, others clutching at children. Shop keeps and citizens both board up windows and lay heavy chains over doors in anticipation of the coming search, and hoping to deter the worst of the mob. Some people have already armed themselves, standing at the sides of the crowd and leering at passerbys. Law forbids the shedding of blood until the hunt begins, but a mixture of fear and anticipation is already thick in the air.

At the workshop there is a small handful of hunters already gathered. Such gatherings are semi-formal, for their is no concrete heirarchy among your kind save for respect and reputation. At the head of the room is the master of the workshop, Ryseus, and his advisors and close friends, of which you see Cox among them. Shortly after everyone is assmebled the meeting begins.

"Friends" says Ryseus, his voice both soothing and powerful. "The night of the hunt approaches. The disappearances among the citizenry has grown untennable, and it has been decided that we must root out the cause now before more lives are lost. The healing church workshop will be organizing the hunters activities while the huntsman go about sweeping the streets themselves. We must find whatever beasts are responsible and put them to the blade"

"Are there any questions?"


Spooky Skeleton Scarecrow

I will update tomorrow hopefully


Spooky Skeleton Scarecrow

Test


Spooky Skeleton Scarecrow

It is morning, four days or so after your forray into the sewers. It is a morning like any other as you go about whatever business it is that you attend to on mornings such as this.

The lound chiming of bells echo across Yharnam. Five sharp tones followed by one low, booming chime. You all now the significanxe of these sounds, even those of you who are not native to this city. Six announcements precedes the night of the Hunt. By sundown the streets of town will be embroiled in violence and chaos.

In the meantime there will be some effort made to muster the huntsman and make the citizenry aware of what is expected of them. For the hunters, the Ways are clear. All those of able body and sound mind are to assemble at the workshop.


Spooky Skeleton Scarecrow

That'll do


Spooky Skeleton Scarecrow

Where do your characters live?


Spooky Skeleton Scarecrow

Archibald nods. "Then I shall seek out my contacts in the church and have them search for this man. In the meantime, I understand that the refugees tend to congregate in the lower slums of Yharnam. Their extreme poverty and lowly status forces them into these groups. I would warn you though: those that come from Loran may have witnessed the Dark Beasts, or worse yet have been exposed to that manner of plague."


Spooky Skeleton Scarecrow

Everyone leveled up and ready to continue?


Spooky Skeleton Scarecrow

"That's...fascinating. If what you say is true it could change our understanding of the plague at a fundamental level! Finding this man is imperative. You said he was a refugee, correct? I know they tend to congregate in the lower parts of the city. Can you remember anything else about him? Any distinctive features."


Spooky Skeleton Scarecrow

"Ah, you mean ruins beneath the city? I am afraid am not the best resource of information on the subject. Rather, my interest lies with Loran and the people fleeing from it by association. Can you tell me more of this refugee? Did he come from thete?"


Spooky Skeleton Scarecrow
Sigmund Von Strauss wrote:

Sigmund's mind is awash with ideas as he reads and learns more and more about this giant subterranean city underneath the city of yharnam. Seeing as he has a few days of free time, he decides to continue to try and dig deeper into this underworld.

He begins to browse more books, journals and tomes, trying to find any references more specific to the things he and his companions encountered under the city.

[Dice=Gather information]1d20+8
[Dice=Knowledge Geography]1d20+3
[dice=Knowledge Dungeoneering]1d20+8

He is looking for any reference that might point to the things they have already encountered. Particularly the giant suit of armor, the strange liquid that seems to be become a self-moving ooze and the random flying objects. The Geography check is an attempt to help him pin down references based on location. I realize I might be reaching here.

The more you look, the harder it is to find. Infuriating. You did through countless documents until the myth and rumor bleed into the precious few facts.

You do find an interesting tidbit. A scholarly journal published by the collegiate that details a material they have dubbed "Paracrea Siver". It describes a metallic compound with physical and material qualities similar to silver, yet a behavior that is reminiscent of an organic. The authors not that it appears to move autonomously when not under observation. Curiously, details regarding the origin of the substance have been redacted entirely.


Spooky Skeleton Scarecrow
Sybille wrote:
"Sybille, with the workshop. I heard you are interested in the refugees. If that is true, then we should talk."

The door swings open and Sybille is struck by the full sight of the man. He wears long grey woolen robes which would be unassuming normally were it not for his stature. Standing at near 7ft tall he absolutely towers, stooped over in what now seems like a terribly cramped space. Around him books, papers, and equipment are stacked high in random piles all around save for a few well traveled lanes.

"Well? What of it then? Be quick please I'm very busy."


Spooky Skeleton Scarecrow

Grim are you around?


Spooky Skeleton Scarecrow
Sybille wrote:
GM JC Spooks wrote:
Finding Archibald will takes navigating the Cathedral Ward. He is not difficult to find, all you need do is follow the trail of individuals telling you to avoid the eccentric. The trail leads you to a small apartment nestled beneath a staircase on the south side of the ward.
Sybille knocks. "Master Archibald? Are you home?"

There's the sound of banging and broken glass in response to Sybilles knock. A short moment later the door creeks open just enough for her to see the bespecticaled face of a man with a long, grey beard.

"Who is it?" he mumbles curtly


Spooky Skeleton Scarecrow

Zane shrugs again "Rumors are rumors, some say they were gods and angels, some say they all died out in a plague, some say they weren't real at all. Who's to say what's really true?"

"As for what may be left behind in the tunnels...well, I suppose there must be something down there worth a damn."


Spooky Skeleton Scarecrow
Dominic, Vileblood of Cainhurst wrote:

Dominic himself will, first things first, find himself a bath and a change of clothes. Then a meal, and a carriage to one of those effete nobleman's clubs that distressed young provincials seem to attach themselves to like barnacles.

Dominic's not too useful at generic information gathering; I'll write him into someone else's storyline in a bit.

How's Dominics relationship with the rest of Cainhurst currently?


Spooky Skeleton Scarecrow
Morgam wrote:
GM JC Spooks wrote:
"You said you were keen on the underground, I figure that means you're interested in the Pthumerians. Popular opinion is that all sorts of ruins in this area, including ones under the city itself, are theres."

"Well I'll be damned..." Morgam responds to the new information.

"Anything you can tell me about these Pthumerians? You ought to know the hiding places of this town better than me by now."

"I'm not much of a scholar, that's for those folk at the college. I can tell you the gossip though. They say that the Pthumerians were capable of supernatural feats and had amassed a glowing civilzation the likes of which has not been rivaled before or since. Then something drove them underground. Here's the kicker: they were ruled by a Queen and do you know what her name was?"

"Yharnam"


Spooky Skeleton Scarecrow
Sigmund Von Strauss wrote:

With a couple of days to themselves and no tasks immediately before him that require his attention, Sigmund decides to dig a little deeper into what might be below the city. He decides to start with a bit of research into the history of Yharnam. He heads off to find himself a library of some kind.

[Dice=Diplomacy (Gather Information)]1d20+8
Sigmund will start with any library or depository of knowledge that might be found within Hunter Workshops but will branch out into the city proper if needs be.

[dice=Knowledge History]1d20+8 Circumstance bonus due to vast array of books at my desposal?

Sigmund finds a chronicle of six journals written by an unnamed hunter that called himself a "tomb prospector"

These prospectors were agents of the workshop that worked closely with the Byrgenwerth college to explore the Pthumerian Labyrinth. You quickly realize from these writings that the scope of the ruins is far beyond what you encountered, apparently running both deep and wide beneath Yharnam. Numerous traps, cave-ins, and unruly inhabitants are the only thing confounding their full search.


Spooky Skeleton Scarecrow
Sybille wrote:
Sybille looks for Archibald to have a conversation. If she can't, she arranges a meeting for a later date.

Finding Archibald will takes navigating the Cathedral Ward. He is not difficult to find, all you need do is follow the trail of individuals telling you to avoid the eccentric. The trail leads you to a small apartment nestled beneath a staircase on the south side of the ward.


Spooky Skeleton Scarecrow

"You said you were keen on the underground, I figure that means you're interested in the Pthumerians. Popular opinion is that all sorts of ruins in this area, including ones under the city itself, are theres."


Spooky Skeleton Scarecrow

Not that I know, but he has heard the term before. I will try and update the quest for knowledge tonight


Spooky Skeleton Scarecrow

I will point out that Sybille made an offhanded comment about the Pthumerians back in the underground. Just so we don't suspect me of suddenly making things up


Spooky Skeleton Scarecrow

"I imagine" replies Zane with a laugh "I'm not worried about it though, people have been going missing lately, but it's mostly folks disappearing off the streets of old town in the middle of the night so I just steer clear..."

"So you've got an interest in the Pthumerians now, eh boy?"


Spooky Skeleton Scarecrow

Sybille doesn't learn much during her investigation, at least not anything that she didn't already know. Refugees are common in Yharnam, and are treated as dregs by virtually all of the normal citizenry. They tend to end up in the rotting gutters of old town or naturally migrate to the outlying hamlets.

One name does keep coming up during the investigation: Archibald. She knows him as an eccentric among the workshop, an inventor for the church. Turns out she's not the only one asking about refugees - Archibald has had an unquieting earnest interest in them of late and has been asking around, particularly for anything related to Lodran.


Spooky Skeleton Scarecrow

"Sounds like he crossed you awful bad, scary stuff."

"What I know - foreigners like that are rats, and rats end up in the gutters. We usually kick em out of the places where we're doing business and I can have my boys keep an eye out as a favor. He must have a nest in some dump somewhere. Frankly with how things are going these days he'll probably end up missing or dead sooner or later, even without your help"


Spooky Skeleton Scarecrow

"Woah, son, slow down. Didn't know you were looking for that sort of help. I was just going to say I know a fence who could move that watch no problem, broken or not."

"You said you were looking for somebody right? One of the foreigners? Any reason why?"

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