![]()
![]()
Jester runs along the side of the cliff, and sure enough, where the cliff curves away lies a sheltered shore. Jester manages to glide down without issue. There are some large (for crabs) crab like creatures moving along the beach just beyond the waves, picking at morsels brought in by the current. They each have two large pincers which grasp at the air, while a finned tail bristling with a long, thin stinger rises from behind Unfortunately Jester notes that he cannot see the wreck from where he lands, and can only catch glimpses through the stone spears. By now the rain has stopped and the waves have calmed. The sky is still dark as silent lightning streaks across the clouds. Lamb sees the man on the boat drop the dingy into the waves and rush inside.
![]()
Unfortunately there is no shore here for Jester to glide down to, just sharp rocks and waves.
You can see that further along the cliff in the direction you were travelling the cliff curves inland, and you can see another cliff face farther away, curving back out to sea. ![]()
You guys had your own reasons for heading the way you did initially. Your motivation may have changed. This was a bit of an awkward situation as there is little in the way of things I could drop into this situation to push you one way or another, because you are in the middle of a forest. Now that you are moving, at all, I can give you something to interact with. As you walk the trail winds through the forest and eventually winds to the edge of a cliff. A sheer drop into the cold surf on one side, and the dark green of the woods on the other.
A ship is visible in the distance. Tossed about, as if a toy, on monstrous waves.
The force of the collision separates the men on deck.
![]()
As you stand in the woods debating on which direction to follow the path, the skies begin to darken, and rain begins to fall in thick sheets, heavy enough that even among the thick trees you are getting drenched.
![]()
The apelike beast turns on Jester, snarling, blood and saliva flying from it's gaping maw as it roars before lunging to attack. Claw: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 251d6 + 10 ⇒ (6) + 10 = 16
Its claws rip large clumps of scales and flesh from Jester's back as it's jaws close around his neck. A look of panic flashes across Jester's eyes. Jester is at -10HP The ape drops Jester from it's jaws turning back towards Lamb. Jester lies among the leaves, his body broken. Lamb and wolf, both transfixed on the collapse of their companion, see little other than a blur as the apelike beast is dragged upwards into the sky by a pair of leathery, black wings. The wet crunch of bones, as the ape is knocked off it's feet reverberates through them, sickening them. In a moment the forest is quiet once again.
![]()
The arrow does indeed fly wide as the beast leaps from the tree in a long arc, directly at Lamb. Claw: 1d20 + 13 - 2 - 1 ⇒ (2) + 13 - 2 - 1 = 12
Due to twisting awkwardly in the air the beat cannot bring it's claws to bare properly, but it's powerful jaw crushes bone in Lambs shoulder. Beast -18 ![]()
Perhaps it is not their time yet, perhaps it is. Time will tell when it is time for one's time to come. As you move further a burst of sound and movement in the undergrowth just off the path startles you slightly. A pair of rabbits bolt away from you further into the wilderness. Perception DC 25:
GM: 1d20 + 15 ⇒ (14) + 15 = 29
As the rabbits run you hear the cracking of sticks behind you. You are not surprised Init Jester: 1d20 + 3 ⇒ (10) + 3 = 13
Beast
The monstrous beast from before lunges out from behind a tree, under a pile of leaves. You quickly notice that there is blood matting it's fur and a horrifyingly wild look in it's eyes.
![]()
Whoops The game will be an updated version of Caverns of Thracia, for pathfinder rules. The gist of it is that there are a bunch of ruins of an ancient civilisation. These ruins have always been dangerous but the artifacts they might contain could be worth huge sums of money.
![]()
Hi all Let's try keep this simple.
An "Open-Table"
Before I go through the effort of converting the book into Pathfinder rules I want to see if there is enough interest to warrant the effort. I am thinking of using roll20 and sessions will be whenever I feel like, or enough people want to play and I can GM, and we can get 4 players. So... Say hi if you are interested ![]()
As the group continues the rest of the journey to the woods is uneventful. Perception DC 15:
The sounds of the wind through the grass around you hides the fact that there is very little, to no sound coming from the woods in front of you. You get a +4 on the next perception check I call for Stopping on the edge of the woods, you look into a dark and shrouded place. The sun only reaches through the canopy in isolated shafts of light, and even those seem to be muted. The smell of damp assaults you as a stiff breeze blows down the path towards you, far too chill for the warm day. ![]()
Perception checks all around!
GM:
GM: 1d20 + 15 ⇒ (12) + 15 = 27 The forest rises up towards you as you make your way to the path.
You can tell it will be another hour before you can reach the edge of the woods were the trail disappears into the dark beneath the canopy. I will pause here to give you all a moment to talk to each other ![]()
It turns out the plateau is not so much a plateau as a step up from the marsh before the mountains. Standing on the cliff edge a breeze carries the smell of the sea. The sun is warm against your face, the light bright in your eyes, reflected of the waves in the distance and the green canopy of the dense forest beneath you. Looking to the West you can notice the stairs you climbed and the cliff curving around beyond the foot of the mountains.
To the East lies a valley that cuts the cliff, with trees thick all the way to the rocky slopes where the mountains start to climb.
![]()
As the sun passes it's zenith there is once again a disturbance on the edge of the woods.
The smell lingers for a while yet and wolf can calm down by the time the sun is setting. The town is dead. No wind blows through shutters, and no insects split the silence of the night. Eventually the new day dawns as the sun rises and light shines through the boards on the windows. ![]()
The desk, like the rest of the room, is plain but well made. But there are some interesting items on the tabletop. There is an ink and quill, but the quill is made from a bird feather Gwen has never seen before and the ink well is mother of pearl. Besides that there is an old portrait in a small frame. In the dark it is hard to tell more than that it us off a lady on the back of a cart with a baby in her arms.
![]()
The room is cosy, not large but not too small either. The furnishings are all well made and sturdy, with hallmarks of quality wares. You can tell that money has been spent, but not ostentatiously.
The flat surfaces of the small tables collect small items from the wide reaches of where Jakob and Elizabeth used to trade. ![]()
There is movement in the leaves as if the beast still sits there, however it doesn't break the cover of the trees. After a while the scene stills and the leaves stop moving.
Perception 22: 1d20 + 15 ⇒ (7) + 15 = 22 The Beast still sits beyond the trees, betrayed by a scent of soiled fur wafting in on the breeze ![]()
The house is much like the one that they reside in. The layout is different but the style and contents are similair. The door opens onto stairs that lead down to a hallway on the upper floor of the building, flanked by rooms with beds and cupboards and chests. The lower floor contains a kitchen and a large communal room ![]()
As he starts getting purchase on his climb the 2 monkeys on the other roof start to run away.
From the rooftops around you you start to hear screeching and howling.
![]()
The monkeys panic as Jester barely makes the jump.
Init 1: 1d20 + 2 ⇒ (15) + 2 = 17
![]()
The creature continues to feast for a moment before it turns to look at the town. It stands for a while on the edge of the woods before turning back. After a while you can hear the monkeys begin to call to each other and move about. One climbs the side of the building you stand on and is startled by your presence, and quickly becomes panicked as it sees wolf. It starts to howl out cries as it jumps across to the roof next to you, where it is joined by 2 more a few seconds later. ![]()
A monkey trailing behind the rest breaks out of the trees.
After a moment the beast steps into the clearing and to raises itself onto its hind legs and beats its chest like a gorilla. Despite its ape-like stance, its frame is far heavier and its features more primitive, its powerful muzzle and gnashing canines bespeaking terrible, bestial savagery. As it beats on its chest it lets out a roar. Any creatures within a 300-foot spread must make a DC 15 Will save or become shaken for 1d4 rounds. This is a sonic mind-affecting fear affect. ![]()
There are ominous rumbling and creaks as boards are pried off, yet the wall hold. Jester does however get a pile of old dusty hay on his head for his effort. Everything gets dragged back to the house by our intrepid builders.
Handle Animal/Knowledge Nature DC 10: They are non aggressive and are very obviously fleeing from something. You can tell that they hesitate in the field outside of town, but whatever is chasing them drives them on. ![]()
Lamb starts to read. The scrawl is hurried and messy, smudges obscure some words. The screams... Howls... I could hear it from the edge of the wood.
The page ends there and the next is simply a mass of ink as if the well was spilled in haste. The following pages talk of fear and the laughter. They speak of his inability to leave his hut. It reads as the last days of a mad man that hung on far longer than he deserved. ![]()
The book has certainly seen better days. The cover is scuffed and torn pages hang out the sides. It is tied closed with a thong. Once opened its contents indicate the state of the hut. The first few pages make it clear that this is a hunters journal.
About two thirds of the way through the book the content changes suddenly. It no longer speaks of the actions of the hunter, but starts to speak of horrors seen in the town. It quickly devolves into ramblings of blood and screams heard as he boarded himself in his hut. The dates of the writings are not recorded with familiar names for months and the like, but it is clear that the entries come slower and slower. They begin talking of stocks running low, and are laced with panic. ![]()
As the door opens the smell is enough to make people gag.
Inside, opposite the door sits a corpse. There is no blood or signs of a fight. In the corpses hands rests a bow and next to him a quiver. There is a pallet on the floor, a desk, workbench, and all the other basic amenities one might expect. There are also the tools of a tanner. In one of the corners stands a bucket that one would rather not look into.
![]()
The hut exudes a vile smell. The sound of flies can be heard within. A drying rack stands outside with a few skins hung for working. On the Forrester side a tree stumo stands with an axe embedded in it, a stock of dry wood piled against the hut.
There is a window to the inside that is hastily boarded up. ![]()
There are no arrows to be found in any of the areas searched by Wolf or Jester. From her viewpoint on the tower Lamb can see that the town sits on a clearing between a forest to one side and the cliff to the other. Grassland rolls for 400 ft on either side or so. A cabin stands nestled on the edge of the woods. ![]()
DC 95: 1d100 ⇒ 67
Outside, owls can be heard hooting and the muffled squeak of prey can be heard on occasion. During the night the fire dies, plunging the house into darkness except for where starlight fights it's way through cracks in shutters and ceilings. Dawn comes without commotion. With it comes a breeze which disturbs some of the alarms, but in a way that it is obvious it is the wind. Lamb awakes to the sound of birds and windchimes.
About NurpulsNURPULS CR 1/2
DEFENSE
OFFENSE
Special Attacks Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze, Known Inquisitor Spells (CL 1st):
STATISTICS
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Dodge, Shield Proficiency, Simple Weapon Proficiency
Special Qualities Battle Rage (6/day), Fast, Judgment (Profane), Monster Lore, Skilled, Possessions flail (small); outfit (explorer's/small); hide (small); sling bullets (10) (x4); blanket (winter) (small); rope (silk/50 ft.); Holy Symbol (Wooden/Compartment) ; Backpack (Small) [ Flint and Steel; Grappling Hook, Common; Rations (Trail/Per Day) (Small) (x10); ]; Sling (Small) ; Waterskin ;
Prepared Spells Prepared Spells: Inquisitor: Spells per Day: (0/2/0/0/0/0/0/0/0/ DC:14+spell level), Spells Known: 0th - Acid Splash, Create Water, Detect Magic, Disrupt Undead 1st - Cure Light Wounds, Inflict Light Wounds SPECIAL ABILITIES
Blood Subdomain Darkvision Goblins can see in the dark up to 60 feet. Fast (Ex) Goblins have a base speed of 30 ft. Goblin Foolhardiness You have a tendency toward gross overconfidence in combat. When facing an enemy that's larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons. Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 profane bonus on all weapon damage rolls. Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 profane bonus on all attack rolls. Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance. Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 profane bonus to Armor Class. Judgment / Purity The inquisitor is protected from the exalted taint of her foes, gaining a +1 profane bonus on all saving throws. Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic. Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. Judgment (Profane) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks. Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks. Strength of the Barghest The blood of the barghests is strong in you. Once per day as a free action, you can gain a +2 trait bonus on any Strength check or Strength-based skill check. |