Monkey

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14 posts. Alias of Kobash.


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Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

A small monkey scampers back into the Lodge, seeking out a half-dozen Pathfinders and shoving scrolls into their hands.

The Scroll reads:
The Society has selected you for an important mission. Gather your trappings, write your wills, and report poste haste to the docks! A ship, bound for the Shackles and great adventure awaits you!

The following are signed up for Scenario #6–06: Hall of the Flesh Eaters. Please check in to both the Discussion and Gameplay threads. The campaign can be found here.

  • nightdeath
  • Great Green God
  • Awenydd83
  • I'm Hiding In Your Closet
  • Tomg
  • Zinou

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

A small monkey scampers into the lodge, leaps to a table, steals a swallow from someone's mug, then hops over to the public board and pins a note to it.

The note reads:
Greetings Pathfinders!
West of the Eye of Abendego, dozens of imposing stone columns known as the Gloomspires rise directly from the ocean. For ages they have remained shrouded in fog that stubbornly resists the strongest winds and magic that causes the columns to shift at random, defying every attempt to count or map them. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for a lost treasure.

Those brave enough to rise to this challenge should seek out Venture-Captain Calisro Benarry of the Arcadian Mariner’s Lodge.

Greetings everyone, DM Rah here!
I'm going to run Scenario #6–06: Hall of the Flesh Eaters (Tier 1-5). My Sign-up sheet is linked above, or here for your convenience.

I already have the following signed up on my sheet:
-Mike Garlington
-nightdeath
-Great Green God
However, I'm not sure when these three put down their names, or if they are still available, so please update your character notes when possible.

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

"Oop!"

Clinging to Shu's hood with a terrified look on his monkey face, Pu makes an apologetic monkey sound, having just let one out a little at the sight of the giant undead monster looming overhead.

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

The white monkey later arrives at the armies of Yanos and Grundar, bearing messages for them as well.

Message:
Mu's forces have taken many loses. It appears yours are struggling as well. Ruprecht and Vitor are have won in the east and should be returning. I advise withdrawl to Silvershore until they can join this front. Then concentrate your attacks up on the dretches. They inflict heavy losses, but leave themselves open to swift defeat if surrounded and crushed by two or more armies.

~General Shu

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

A white monkey scampers among the Warpriests of Mu's army, bearing a sealed message for "Major 白痴".

Tien Translation:
Moron

Note:
I write this in Taldane in hopes you show it to your smarter captains. Your army is getting routed and will likely not stand against another attack. Withdraw to Silvershore and assume defensive positions behind fortifications. Your Warpriests have magic. Have them attack at range with spells to soften up Dretches, then channel healing. I will request reinforcements.

~General Shu

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

A white monkey scampers across the floor, weaving through patrons and hopping up to the public board hanging near the bar. Pulling a rolled up scroll from a small backpack, it pins a notice up for all to see. The monkey looks around, spies one of Corb's concoctions unattended, and leaps over to it. It takes a quick sip and goes rigid. With a squeak, the monkey's eyes bug out and it buries its face back in the cup, heaving for a moment. It then slumps on the bar, pawing at its tongue.

The Notice:

Pathfinders Wanted!

Hidden within the twisting paths of the Echo Wood lies the lawless settlement of Thornkeep. Here, the hardiest settlers and artisans ply their trades, ready to defend their own with blade or arrow; mercenaries and barbarians brawl in dismal taphouses, fueled by turbid moonshine and illicit backwater drugs; brigands and river pirates come to spend their bloody gold in unruly and dingy establishments; and monsters both benign and otherwise hide among the populace, eking out their debauched existences as they seek to inflict cruelties on their neighbors. Mercy, charity, trust—these virtues are in short supply in Thornkeep. It is a place where the bold and enterprising can make a fortune and perhaps even keep it—so long as they are strong enough to protect their wealth from the myriad dangers, both human and otherwise, that plague the town.

Beneath the weathered walls of Thornkeep lies an ancient maze of magic and madness. Once the workrooms and summoning chamber of a rebel Azlanti lord, these subterranean chambers were forgotten thousands of years ago after the eradication of the evil lord and his followers. Over the centuries, adventurers have found their way into these twisting passages and magnificent chambers, only to discover that the fading magic of the ancient Azlanti still lingers here. The people of Thornkeep call this dungeon the Halls Under the Hill, but those heroes who have dared its depths know this place by a different name: the Accursed Halls.

Rumors have recently reached the ears of the Pathfinder Society of something stirring within the Halls, and Baron Tervin Blackshield has given Pathfinders permission to explore the dangerous dungeons. All those brave enough to delve the Accursed Halls report to Aram Zey at the Grand Lodge in Absalom for further details.

DM Rah here! I'm running Thornkeep, Level 1 "The Accursed Halls." I'm looking for 4-6 dedicated players with 1st or 2nd level PCs willing to post 1-2 times per day. My hope is to complete it within a month. For the Discussion thread GO HERE.

Replay Note: All Tier 1 scenarios and Tier 1–2 sanctioned modules are available for unlimited replay with a 1st-level character for credit. The sanctioned modules may also be played with a 2nd-level character once for credit.

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

A white monkey scampers across the floor, weaving through patrons and hopping up a barstool at the public board hanging on the wall. Pulling a rolled up scroll from a small backpack, it pins a notice up for all to see. Standing for a second with tiny hands on hips, the monkey gives a satisfied nod, then leaps to the bar, steals a sip from someone's mug, and dashes out the door.

The Notice:

Pathfinders Wanted!

Hidden within the twisting paths of the Echo Wood lies the lawless settlement of Thornkeep. Here, the hardiest settlers and artisans ply their trades, ready to defend their own with blade or arrow; mercenaries and barbarians brawl in dismal taphouses, fueled by turbid moonshine and illicit backwater drugs; brigands and river pirates come to spend their bloody gold in unruly and dingy establishments; and monsters both benign and otherwise hide among the populace, eking out their debauched existences as they seek to inflict cruelties on their neighbors. Mercy, charity, trust—these virtues are in short supply in Thornkeep. It is a place where the bold and enterprising can make a fortune and perhaps even keep it—so long as they are strong enough to protect their wealth from the myriad dangers, both human and otherwise, that plague the town.

Beneath the weathered walls of Thornkeep lies an ancient maze of magic and madness. Once the workrooms and summoning chamber of a rebel Azlanti lord, these subterranean chambers were forgotten thousands of years ago after the eradication of the evil lord and his followers. Over the centuries, adventurers have found their way into these twisting passages and magnificent chambers, only to discover that the fading magic of the ancient Azlanti still lingers here. The people of Thornkeep call this dungeon the Halls Under the Hill, but those heroes who have dared its depths know this place by a different name: the Accursed Halls.

Rumors have recently reached the ears of the Pathfinder Society of something stirring within the Halls, and Baron Tervin Blackshield has given Pathfinders permission to explore the dangerous dungeons. All those brave enough to delve the Accursed Halls report to Aram Zey at the Grand Lodge in Absalom for further details.

DM Rah here! I'm running Thornkeep, Level 1 "The Accursed Halls." I'm looking for 4-6 dedicated players with 1st or 2nd level PCs willing to post 1-2 times per day. My hope is to complete it within a month. For the Discussion thread GO HERE.

Replay Note: All Tier 1 scenarios and Tier 1–2 sanctioned modules are available for unlimited replay with a 1st-level character for credit. The sanctioned modules may also be played with a 2nd-level character once for credit.

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

A white monkey scampers across the floor, weaving through patrons and hopping up a barstool at the public board hanging on the wall. Pulling a rolled up scroll from a small backpack, it pins a notice up for all to see. Standing for a second with tiny hands on hips, the monkey gives a satisfied nod, then leaps across a few tables, making its way back to a booth where an old gnome sits, fingers holding a quill to another half-written notice. It waits for a second, before chittering at him.

"Yes, yes. Good work." The gnome says with a Tien accent as he slides a bowl of crackers towards the monkey without looking up. The monkey looks at the bowl, picks up a chip and takes a nibble, but quickly discards the morsel over a shoulder in disgust. When the gnome looks away to redip his quill the monkey snatches his ale cup and steals a large sip.

The Notice:

Pathfinders Wanted!

Hidden within the twisting paths of the Echo Wood lies the lawless settlement of Thornkeep. Here, the hardiest settlers and artisans ply their trades, ready to defend their own with blade or arrow; mercenaries and barbarians brawl in dismal taphouses, fueled by turbid moonshine and illicit backwater drugs; brigands and river pirates come to spend their bloody gold in unruly and dingy establishments; and monsters both benign and otherwise hide among the populace, eking out their debauched existences as they seek to inflict cruelties on their neighbors. Mercy, charity, trust—these virtues are in short supply in Thornkeep. It is a place where the bold and enterprising can make a fortune and perhaps even keep it—so long as they are strong enough to protect their wealth from the myriad dangers, both human and otherwise, that plague the town.

Beneath the weathered walls of Thornkeep lies an ancient maze of magic and madness. Once the workrooms and summoning chamber of a rebel Azlanti lord, these subterranean chambers were forgotten thousands of years ago after the eradication of the evil lord and his followers. Over the centuries, adventurers have found their way into these twisting passages and magnificent chambers, only to discover that the fading magic of the ancient Azlanti still lingers here. The people of Thornkeep call this dungeon the Halls Under the Hill, but those heroes who have dared its depths know this place by a different name: the Accursed Halls.

Rumors have recently reached the ears of the Pathfinder Society of something stirring within the Halls, and Baron Tervin Blackshield has given Pathfinders permission to explore the dangerous dungeons. All those brave enough to delve the Accursed Halls report to Aram Zey at the Grand Lodge in Absalom for further details.

DM Rah here! I'm running Thornkeep, Level 1 "The Accursed Halls." I'm looking for 4-6 dedicated players with 1st or 2nd level PCs willing to post 1-2 times per day. My hope is to complete it within a month.

Replay Note: All Tier 1 scenarios and Tier 1–2 sanctioned modules are available for unlimited replay with a 1st-level character for credit. The sanctioned modules may also be played with a 2nd-level character once for credit.

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

Pu tries to run back to Shu, slipping and sliding in place for a moment in a mad scramble to retreat.

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

While Shu wastes his time identifying magic that has already been examined, Pu grabs his silk rope and looks around, trying to find a tree branch he could climb across rather than walk on the ice.

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

Bedtime here. Pu's plan for the next couple rounds is to climb a tree near one of the blue creatures, then leap out and try to grapple it :)

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

Heh, Pu is too civilized to actually throw feces. However, as "aid another" he only needs to hit AC 10 to give an ally +2 though, right?

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

Pu jumps in the snow and seems at first to be digging a hole, perhaps to hide in, but then he suddenly pops up and hurls a snowball at the blue creature flying nearby.

Snowball!: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15 *Pu's not trying to do damage, but give Mu a bonus to hit with aid another by distracting the little blue bugger.

Lantern Lodge

Monkey Familiar of Old Shu | AC 15 T14 FF 13 | HP 4/4 | F +2 R +4 W +1 | Init +2 | Perception +5

Pu's Will Save: 1d20 + 1 ⇒ (17) + 1 = 18 Figures..

Apparently monkeys know better then gnomes when to close their eyes and put their head in the snow, because as the light fades from the fey magic Pu comes running towards Mu with a crossbow and cold iron bolts.