Morhek's page

16 posts (193 including aliases). No reviews. No lists. No wishlists. 1 alias.

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Name: Imdar Ivibuk
Race: Human (vudran)
Classes/levels: Paladin (Undead Scourge) 2
Adventure: The Half-Dead City
Location: The House of Akhentepi
Catalyst: Heshsharu

The Gory Details:

Had my first character death in session nine of The Half-Dead City.

The party were split due to player schedules, and half of them were in town while the other half (Paladin, Summoner+Eidolon, Oracle) went on ahead to the House of Pentheru. It was MEANT to just be a scouting mission, check it out and leave the serious stuff for a larger group, that was the justification for it, but after killing the death dog and three skeletons, the party stumbled into the inner courtyard where Heshsharu was. She put up an amiable facade, claiming to be the spirit of the house and inviting them to look at her garden, but Imdar (the human Paladin) used Detect Evil and got a moderate signature, so was wary; Toffi suggested it might be some kind of spirit possessing a statue; and Heshsharu didn't hear the important parts of the conversation but thought it was rude to talk about someone in their presence. As I had them roll perception and see the lavish murals, their curiosity got the better of them, and Imdar and Powerslave (the Eidolon) wandered closer. She asked them about the current ruler, and other details of modern Osirion, but Imdar (with a bluff roll of 5) didn't seem enthusiastic about staying, and let slip that she was getting an evil vibe from Heshsharu. Heshsharu thought that was pretty judgemental...and activated her aura of sleep, putting Imdar and Toffi (the catfolk Summoner) to sleep, which meant the Eidolon went bye-bye, leaving Sedjawet (the human Oracle) alone.

This is a level 2 party in a campaign with a fairly lethal reputation, so rather than coup-de-grace-ing and beating the s+~% out of the Oracle, I had Heshsharu instead offer them to simply leave if they would bring more people to admire her garden (to have fun toying with them), which Sedjawet bluffed her way into accepting, as she woke Toffi and Imdar. Toffi, panicked and without her Eidolon, took off running and used her climb speed to simply vault over the ten foot wall around the estate, running and never looking back. The player's rationale was perfectly understandable, we all agreed – it's what the character would do, with the information available, with her sudden vulnerability, and nobody blames her for what happened next. The CHARACTER might be getting an earful later, but the player is fine.

The two humans tried to follow suit, hoping that the thing wasn't following. As they climbed the wall, it materialised from the ground, and passed THROUGH the wall, at which point Toffi's played OOC quietly says “oh s%+&,” and Sedjawet realised it was not a spirit at all but an earth elemental, specifically a Sandman, and they realised it was out of their league. Rather than risk walking along the wall to safety, the two decided to risk taking it on without Toffi, Sedjawet climbing down to engage and Imdar leaping for a vertical charge attack. Sedjawet was soon brought down, but managed to stabilise herself, her fate to be determined. Meanwhile, Imdar and Heshshara get into a slugging match, and it was genuinely close, bringing the Sandman down to 8hp. If they'd gone into it fresh, with Lay on Hands and Smite Evil, she could probably have taken it. But Imdar finally goes down, and can't stabilise because feats and traits, and was already fighting at 0hp. Her last words, as she tried to land a hit with her flail, were “I won't let you hurt her, I love her!” And then she was downed.

Now that would [I]normally{/I] be a sad way to end your first character of the game, at a level too low to reasonably expect to afford a resurrection, but, like the other Dms in my group, I offer a one-time freebie rez, but there are...conditions attached. Mostly story flavour, but possibly something tangible.

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Is it selfish that I'm keeping my fingers crossed for the city of An to be fleshed out? I'm running Mummy's Mask, and hoping to do some one-shots in the region for when players can't make it, and An is a fascinating idea of a place, the third largest city in the country, near a whole heap of pyramids to explore, gladiator pits, across the water from Tephu and just upriver from Wati. A really good launching pad for adventurers. And yet there doesn't seem to be a single map, or more of a description than what's in Osirion: Legacy of Pharaohs. I COULD homebrew something, but I'm still learning the DMing ropes already. Even if it's specifically for 2e, I'd love to be able to do something with An. Especially with how the state Mummy's Mask leaves Osirion in.

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I didn't make it clear, but Juno is suggesting we keep walking through the heat but take a rest during the thunderstorm. And when I wrote "for Adi" I meant "for Whimsy," I am not feeding the gnome raw lizards as funny as that idea seems.

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As Juno lays on the cave, her sleep continues to be disturbed by visions...

The moonlit camp is replaced instantly but seamlessly, in that way that only happens in dreams, with a brightly lit room at night. Her father is not yet dead. In fact, he looks much younger, and calmer, and is sitting in a chair, arms crossed, scowling at the woman sitting across from him. In the ways that he looks like Juno – the fierce eyebrows, the dark skin, the chin – she does too, in different ways – the breadth of the cheeks, the shape of the chin, the pointed ears. They have been arguing, but both are silent now, tired and resigned.

Neither of them realise that she is there. Not just the dreamer, but the little girl standing at the door, hiding herself away wide-eyed listening as her parents decide what to do about her. The years-long tension has reached a breaking point, and something has got to give. Will she be raised by him, among people who won't see her as a pitiable reminder of mortality? Or will she take her to live among her people, who won't see her gifts as a burden or something to be resented?

The choice has already been made, and they both know it. They've known it for years, but neither were willing to admit it.

Mother stands, drawing her robes about her as she leaves for the cool night air. Perhaps spitefully she dispells the light spell illuminating the room, and it is plunged into darkness before father lights a candle. He sits there, in the flickering light, contemplatively and sad. Little Juno steals her way back, easily picking her way through the house to her room in the dim light.

And Big Juno fades again into unconscious, alarmed. This is not a memory she thought she had. She's never remembered the night her mother left, disappearing from her life. She wonders if it is a memory, or a figment of imagination her subconsciousness is throwing at her, a moment of closure, however fictitiious? And then she's floating again in the black.

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Constitution: 1d20 + 2 ⇒ (19) + 2 = 21
Constitution: 1d20 + 2 ⇒ (14) + 2 = 16

Juno seems to be bearing through the heat, but is still muttering to herself about magic ponchos. It might be the heat, or it might be she has a practical plan and is deeply regretting not implementing it before now. She gratefully accepts an offer of more healing, but warns that "You should try to conserve the charges you have left, if the return trip is anything like as bad as this.

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Remembering the lessons of her father for dealing with extreme heat, Juno remains motionless, almost in a meditative state. She isn't really - inside, she's fuming that the weather picked RIGHT NOW to turn bad, and that neither of the magic wielders seem to have protection from the elements - but outside, she appears perfectly tranquil.

Fortitude: 1d20 + 6 - 4 + 4 ⇒ (3) + 6 - 4 + 4 = 9
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (4) + 6 - 4 + 4 = 10
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (10) + 6 - 4 + 4 = 16
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (6) + 6 - 4 + 4 = 12
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (9) + 6 - 4 + 4 = 15
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (15) + 6 - 4 + 4 = 21
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (10) + 6 - 4 + 4 = 16
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (2) + 6 - 4 + 4 = 8
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (14) + 6 - 4 + 4 = 20
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (2) + 6 - 4 + 4 = 8
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (14) + 6 - 4 + 4 = 20
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (19) + 6 - 4 + 4 = 25
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (17) + 6 - 4 + 4 = 23
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (3) + 6 - 4 + 4 = 9
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (3) + 6 - 4 + 4 = 9
Fortitude: 1d20 + 6 - 4 + 4 ⇒ (14) + 6 - 4 + 4 = 20

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190.) A race of sentient gorgonopsids. Non-anthropomorphic.

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Game System: Pathfinder
Name of PC: Chester A. Arthur
Class/Level: Cleric/Barbarian 5
Adventure: kill the snake lady

Is it alright to brag about a character someone else owns? I doubt the owner is interested in posting here, but this is a story that needs to be shared.

Dwarf cleric Chester A. Arthur is...quite a character. In our time as a group, she has eaten rotten seaweed, befriended a water mephit and used him as a surfboard, and sewn together a hot air balloon out of human skin. But by far her crowning moment of glory so far has been our fight against a serpentfolk woman who had dominated one of our group and killed another before we retreated. We returned in force, and what was meant to be a tough battle turned into a steamrollering none of us expected, partially thanks to The Grisgol casting web, but I will forever remember the killing blow - Athelstans summoned eagles lifting Chester high up into the air, and the dwarf dropping, delivering The People's Elbow to the serpentfolk, and then taking her broken, ruined body and wearing it as a Championship Belt.

I PARTIALLY count it as a great moment for me, since they were my eagles, but Chester has been amazing to adventure with.

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Kobold Cleaver wrote:

Morhek, have you ever just walked south along the coastline for a while?

Just do it.

You'll be amazed at the results.

I would indeed be amazed if going south led to Australia.

It's remotely possible the poles could have shifted without anybody noticing, of course.