Sister Maella

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169 posts. Alias of derpdidruid.


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I've been working on a small thing that could potentially tie into the main plot.

It's to do with a apocalyptic dangerous custom creature that's attracted to relic that's tearing its way (litteraly) across the world to get to all of us and devour the key. The thing I'm contemplating is probably a good bit tougher than some of the hardest monsters in the bestiary, the plan though is that the PC's encounter it within a heavily populated area and have to keep it from obliterating the entire populace.

Lot's of preparation, lots of people being initially mad at the PC's for bringing what would essentially be an apocalyptic down upon them. Then lots of amazment when it's finally defeated.

Also, Yasss, would you be interested in making a character for when we run stuff?


Taking the books back to the chapel is an easy affair, as their are few with any relevant information that you can discern. +5kp

Upon arriving back at the chapel you hear muffled sobbing once you reach the double doors to the chapel proper. Before you can open the door, a familiar face steps through it, closing and leaning against it with a sigh before noticing you. "Good, your back. I'm certain you've discovered something useful but... The altar to Desna was destroyed... The chapel may not be safe much longer."


The group manages to find very little information that's useful in the current situation. Mostly tomes pertaining too various mental illnesses and physical abnormalities.

The light begins to fade as the group conducts their search for information, near the end of the day you discover that the island was once inhabited by a trio of witches who made constant contact with the dream world.


Hey everybody, Since it seems like we lost oscar and N'dateh's droping out I believe I'll skip the re recruitment process and simply Add Mala as a GMPC so we can start the game off quickly after my little hiatus there.

Sorry about the wait, but I swear I wont just leave you guys.


I don't much care for the research rules as written so we're going to do it like this.

Roll knowledge local, History or religion. Aiming for DC 20.

you get 10KP for one person beating the check +2 for every other person to do so.

for every point above twenty you roll you get +1KP.

Choose from these topics to spend KP on once the total is counted up.

KP30 (Briarstone asylum)
KP25 (Briarstone Isle)
KP20 (Briarstone Isle)
KP15 (Briarstone witch)
KP10 (Briarstone witch)
KP5 (Briarstone witch)
KP0 (Journal)


Oh s*+%, I though I had posted something like two days ago.


1 person marked this as a favorite.

Behold, the form you may call... Co-GM.

Everything so far seems cool as a cucumber and everyone seems to have a solid grasp of their characters, so me being the rules guy is unlikely to be relevant. The only thing I'm likely too say no to are abilities in the vein of "predicting the future" as Tass's has already said in the recruitment that that doesn't jive well with the theme of the game.


"One more thing..." Ratch says in almost a whisper as the group chatters. "Ratch didn't want to believe it but... the Rag-man... y-you mean..." Ratch looks over his shoulder and does what you thought to be impossible, gets even shiftier. "You mean the Shredman, the Everyall, the Final dream... Ratch knows a lot about that one. People talked about him before and Ratch listened, some stuff gets written about him here and there. There used to be witches on this island loooong ago, he served them, but they did not control him. No, only HE controls him... The king in yellow." Ratch shudders.

"He killed a lot of people round here before all this happened. Heard the white ones talking about the crazies dying in their sleep, didn't want to believe but... Listen, don't go to sleep. Once you know of him, once you've seen him... it's over. Less you can face him as a group then, it's impossible."


You would have known from previous encounters with them.


"Mhm, yes, slime trail was made by a the little nasties. Look a little like you all, but small and uglier, smell like death they do and leave that slime behind wherever they go. Ratch saw'em hole up in the room straight down the hall."

At Oscars questioning Ratch clams up a bit, getting shifty eyed and looking down at his hole. "Ratch... Ratch know a lot about whats going on! See, this fog was brought here from... HELL yeah! Hell too uh... too pull all the people an Ratlings down so that the DEMONS CAN EAT US! Only the last ones alive get to go back!" Ratch puts his hands up. [b]"But Ratch know better than to try an kill you lot now!"


Legitimate laziness and procrastination on my part everybody, no excuse.

"Just a caved in tunnel too the warrens, hard rocks. Can't burrow through'em." Ratch sigh's a Dervak lets him down. Though as Theo advances with the measuring tools he scuttles up the bookcase with startling speed. "Look! Ol'Ratch is a smart'n too, probably smarter than your Theo or your Oscar combined! Ask Ratch and he will answer! Just no killin Ratch, You hear!"


You actually pass with the belevability penalty I forgot to add. So you know he's lying. And even if he passed you'd just feel that he wasn't lying.

If he tried to bluff to you that the mist is harmless and has cute puppy's inside it then no amount of bluff would suffice. So essentially NPC's can lie about their intent and get away with it, but not about aspects of reality, only PCs can do that!

Ratch's pupils dilate as he is not let go and Theo gets sinister. Though his voice never wavers you can tell he's frightened. "Why the ghouls roaming the halls of course, You must have seen them, they tried coming in here a while ago but Ol'Ratch pushed em back."


Sorry guys. Kept getting sidetracked when I wanted to make a post here. Even had one written out the other day and just forgot to hit post.

CMB: 1d20 + 3 ⇒ (6) + 3 = 9

The old Ratling is clearly taken by surprise when he is grabbed, he wriggles in Dervaks grasp for only a moment before hissing at the Giant Rat which subsequently backs off. Giving the most non-threatening smile it can, the old rat speaks in near perfect common. "Heyyyyy. You lot aren't ghouls! My mistake, you can put ol'Ratch down now."

Bluff: 1d20 + 8 ⇒ (19) + 8 = 27


Yes all that went first last round may go.


The pit extends to the wall and is 5 feet wide. There's no room to stand but your extended reach could still get it.


The front most rat is instantly skewered by a Javalin and arrow pairing. Sticking the creature in the eye and back, instantly rendering it dead. The second rat clambers up the side of the pit and attempts to bring its teeth down on Dervak.

Attack: 1d20 + 1 ⇒ (10) + 1 = 11

The rat however fails too reach the man as he clings to the side of the crevices.

Then, out of nowhere a ray of acid fires off at Dervak from the wall above the pit. At the same moment another, older looking Ratling flickers into existence

Ray of acid: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


As soon as one of the lights makes it to the bottom of the crag and reaches the mouth of the tunnel, a rat nearly the size of a great dane charges out and bites at the floating light. Another can be seen directly behind the first.

Init please, you may go if you beat a 13.The crag is 10 feet deep before it levels out to the tunnel, it has light handholds so the DC for climbing up or down is 10.


The room is empty, save for an empty bookshelf and a study deck in the corner. A large crevis in the floor turns into a horizontal tumble about ten feet down, there are clear handholds along the pit and it seems that the tunnel could reasonably acomidate a person at a time.

Stealth: 1d20 + 15 ⇒ (14) + 15 = 29

While the sounds are still present, they grow noticeably fainter and you find yourself unable to pinpoint their origin.


Stealth: 1d20 + 15 ⇒ (4) + 15 = 19

Mara hears a faint grumbling and skittering, it sounds a little distant and even more muffled than just the door would normally cause.


Two-tails doesn't seem keen on revealing herself with the most recent addition to the party present. Instead she squeals "DON'T KNOW! DON'T KNOW NOTHIN! TOLD YOU EVERYTHING!"

Meanwhile Mara is unable to discern what the smears on the floor are, though she does note that they are mucus like in consistency and have a faint antiseptic odor. She also notes that the trail originates from the left and moves down the hall.


Here's the roll20 link Theo! Glad to have you on board. If it doesn't work just say so, I've had trouble with inviting people before.


You can just look at his sheet.


No you're fine Oscar. This is supposed to be very disorienting for the characters, having all these memories that don't seem possible because this guy just popped up out of literally nowhere.


That's what I get for phone posting hastily during break!


Though the man appears to have appeared out of thin air, you all remember him being with you through the entire ordeal. You feel very uneasy, but you also feel as if you can trust him.

As Sexual looks at the card he drew from the deck he see's that its a picture of the man. Though without knowledge of harrow cards it's impossible to tell what card he represents.

Two tails screeches as the tall hatted man appears and rushes behind a bookshelf. Neglecting to answer N'Datehvd question. Though one of the ratings only had one eye, so that was probably diabetes.

Theo:
You can automatically tell what the cards represent. Your card "The vision" represents vast arcane knowledge... Or insanity. Got for tat really.

Oscar finds that the cards are VERY similar in enchantment to the mask they picked up from the eye.


The one where you asked about changes to N'Dateh? I responded didn't I?


The parts still mostly scraping by, 150gp is still what I'd like you to start with. Sorry for not making that clear.


Dervak:
"Oh!~ That's the same one the one he had. I shiver with delight at the thought of seeing the old hatter again."

Two tails shy's away from N'Dateh with a peep. "Didn't know so didn't answer! Scabeye tells us we leave, we d-die!" She shivers and stutters out an answer to Mara's question. "F-found it on top of the s-shelves! Don't know what it do!"

The deck shines pretty bright with multiple aura's, Divination and conjuration being the strongest. You feel like drawing cards would draw out effects.


The door swings open with ease, opening too an L-shaped hallway with multiple doors with strange fluid trailing between three of them.

Two tails lets loose a shrill "WAIT!" Pulling on N'dateh's shirt. She shakily reaches into one of her pouches and slowly hands over a set of harrow cards to the old woman. "I-I wait to give to you. Thought you was lying about letting live. Don't know what it is... maybe you figure it out."


"D-don't know about fog, books only thing to eat! Don't like eatin them, hard to pass..." She takes one of her tails in her mouth and begins sucking, Seems to Mara that she's to scared to lie.

While they did eat and use the books for nesting, most of the expansive library remains intact. Religion, history or local if you wish to conduct research. It will take 8 hours to garner anything substantial.


Good'ol TheophilusCarter is the person I've discussed the idea with.


No need to rest, just think of it as reclaiming a little more of your ability from before the amnesia.

The rat face'd beast does indeed live up to its name, having to tails it grasps one in each hand squeezing them like a child would a blanket. Two tails answers Dervaks questions, their entire body tremmoring with fear.
"You only humans we see, stay in library, nothing else try come in! Secret way's? There's door other side of shelf, nothing else big people fit in!" Mara's question only brings about more shaking as two tails starts to plead for her life. "Please! Scabeye told us too! Stuck outside warrens! Trying too get back!"


Your assumptions are correct Mara, the battles ahead are numerous and difficult and I'd like too not replace anymore characters.

On the note of replacing characters however, how do you guys feel about replacing Julias at this point? I've spoken to someone from the last recruitment thread about it and they'd be willing to join if you guys want it.


The rattling on the bookshelf collapses as Mara digs her spear into the creatures stomach, falling into the spear and off the bookshelf. The Ratling on the ground seems to panic a quite a lot as Dervak carves of a long stretch of flesh from its arm, its eyes darting around to all the larger foes surrounding it. It screams "WAIT!" leans over to the unconscious Ratling beside it and bites into its throat, ripping the flesh asunder and almost certainly killing it. "Two tails help!"

Level up everybody


Will: 1d20 + 1 ⇒ (3) + 1 = 4
Will: 1d20 + 1 ⇒ (20) + 1 = 21

One of the ratlings on the bookshelf slumps and falls, seemingly unconscious. The other merely hisses and blinks its eyes for a moment before Dervak tips the table over.

Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11

The ratling that remains standing falls and lands prone as the bookshelf topples. The Ratling that Oscar attempted to interrupt-

Concentration: 1d20 + 7 ⇒ (2) + 7 = 9

-Fails to maintain his spell.

N'Dateh dashes to the ladder, climbs up a few feet and stabs at the Ratling.

Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d4 - 1 ⇒ (1) - 1 = 0

She sadly misses.

The Ratlings that are still awake take a last ditch effort against the party and cast another spell each.

Aoo for N'Dateh: 1d20 + 5 ⇒ (10) + 5 = 15Miss
Damage: 1d4 - 1 ⇒ (2) - 1 = 1

Will saves from Mara and Dervak. DC 12


Oof, completly forgot about her heading out, botting right away. Thanks Mara.


The ones lining the walls seem solidly attached, the ones in the center however do seem loose.


Both Mara and Oscar shake of a creeping dread that had been pulling itself over them.

Hero's go now!


The ratlings have cover on top of the bookshelves, though now that your into the library you can see that there are sliding ladders at the back end of the shelves.

Two rat-men appear on one of the shorter bookshelves in the center of the room. One of them pointing towards Mara and one towards Oscar, the initial one scurry's back away from Dervak and N'Dateh. And begins gesturing.

Oscar and Mara, Will saves please.


Yeah everybody goes before them. Slow little buggers for their size.


Decided to throw my hat into that Hell's rebels game after all Mara. Hope to see you in Kintargo.


Thanks for the heads up.


After making it roughly ten feet into the library the double doors slam shut on the rest of the party. The rat-man that had been leading her turns and hurls a book at her head.

Attack: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d2 + 1d6 - 2 ⇒ (1) + (6) - 2 = 5

Missing horribly it hisses at N'Dateh, spitting at her and cursing.

Initiative

Init: 1d20 + 2 ⇒ (2) + 2 = 4


The half-orc is quite, he stands quickly and jabs his spiked arm towards you.

Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

As the spear like spike of the half-orc digs into your arm, the second man stands, moves towards the door and deftly throwing a dagger at you.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 + 1d6 + 4 ⇒ (1) + (1) + 4 = 6

You lucky devil


You get the burning hands off without a problem, that however is what is known as a surprise round, in which you only get a standard or move action. If you want to run you'd best win initiative.

Init: 1d20 + 3 ⇒ (19) + 3 = 22

"Very interesting inde-" It is at this point that the hand of flame envelops the three men. One of them falls out of his chair, seemingly trying to hide, probably having expected you to cower and run, not fight. The other two however jump up, anger burning in the half orcs eyes.


The three men begin moving around the table, each taking seats. "Yeah, yeah! Course not, don't know what we was think'n, lil'lass like her? HA! Course she ain't kill'n one'a our boys. Course again, kinda strange, o'll Jubby bites it outside her house then the next day she's talking to the mysterious raven haired woman sit'en at the bar what ain't never been seen round here." Another bite of steak later and the half-orc concludes. "So!... Considerin that we can get away with most anything in this town why'o why shouldn't we gut yeah right here, then go after the little trollop back in the kitchen."


Alrighty everyone, make sure your tokens are in the right place.

I noticed that we only have three players in the roll 20 game, here's the invite link for whichever one of ya'll that is.
Roll 20 map

I had to edit the format on that link twice. Way past my bedtime!


"Well, see," The half orc motions for his friends to come over "rumor has it. That b$&!@ was the one what killed our buddy. He got picked up outside her house after all. Just wondering if you happen to know anything about that?" The man takes a bite out of his steak, his teeth slicing through the meat like a knife.

Sure, coils can be out. It's not too uncommon to see strange creatures in the town so honestly you don't have to worry too much about it. On the subject of gunpowder, yes, this is very close to the firearm capital of Golarion. Though getting enough to blow up the pub is going to be suspicious, dangerous and expensive. As for other gangs, not really, none that are notable. You'd guess that any that tried to start up would get squashed or absorbed by Decorso.


That is correct.


Yes, the building is made of wood. It also seem's to be where he sleeps as he hasn't left the place. He gets drunk most nights but his guards seem wholly devoted to keeping watch. Standing outside his room when he sleeps. The room has just barely enough room for coils to fit, I.E. he squeezes. Setting the room on fire is unlikely to work, the building is new, well built with good material and is in a riverside town causing the wood too be lightly moist. It would spread slowly and his guards would likely notice something before he is hurt.

The night is long as Candida awaits the morning, the death of the thug seems to be a very hush hush occurrence. Rinn must have been telling the truth when she spoke of having friends in the guard.

The next day at the bar Decorsos men seem in ill spirits. A death among them must not be a common occurrence, seeing as most of the town leaves them alone. Mostly keeping to the backrooms only three of the men sit in the front. Rinn, while here, is being held up in the kitchen and has asked you to wait just a bit longer to speak. The three men seemed to be eyeing her a bit harder than usual when she was out. That stare gets placed on you after she asks you to wait. Eventually one of the men comes over to your table.

"So, what yea on with the server girl." The man is a large half-orc with large tusks and horrid scars all over his body. His right hand is missing, replaced with a spike that is currently skewering a steak. A net is hanging off his left side. His friends remain on the other side of the pub, glaring your way.