Witch

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29 posts. Alias of Valedictus.


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The altar is made of worked stone. Depictions of angels and other benevolent beings are carved into its surface.

An indentation is hollowed out into the top. It seems to form a small drain that goes beyond the floor.


Well nothing is perceived obviously.

To clarify... does anyone actually go check the altar out?


I'm sorry for the slow update friends. I'm having an exam week at college and I thought I'd be fine. Seems to not be the case. I'll have a ton of free time starting Friday.

Apologies to all.


No traps have been detected.


Does anyone actually open the door or are we just headed to it?


You descend the stone stairs and find yourself in a vast circular chamber. Three doors of solid wood lead off to the east, north and west.

A pool of brackish water stands in the center of the room.

The wind has stopped.


I'll say you both manage to sprint down at the same time.

As you both rush to head down, the wind picks up in a sudden rush of superheated air. The Mad Bomber manages to duck low and avoid it but Suzhen, you are blown back out of the passageway and take...

Fire Damage: 1d6 ⇒ 1 fire damage from the scorching blast of air.

Suzhen:

As you do however, you hear a voice within your head.

"You have profaned my sanctuary... but you are not the first. Below await cursed and damned beings. Heal your wounds within the pool below and redeem yourselves. Go, time is short."


Just need to know who's the first person to go down... that person will kindly make a Reflex save.


With the two of you working, the altar slides... but not smoothly. A loud grating noise resounds throughout the shrine.

Moments later,a blast of wind tears through the room. Anyone near the altar is temporarily shoved aside as the wind tears through the room and bursts the front doors open.

A whisper resonates through the room.

"Beeeewwaaaaarrreee...."


No traps can be found. You're quite confident that sliding the altar is safe.

As The Mad Bomber laughs, the echo seems to last just a few seconds too long... and the wind still blows.


Karthan spies signs of slight scraping. It appears that the altar can be slid to the right. As for traps, Karthan cannot say.

As you all approach the altar, the breeze seems to pick up, becoming a noticeable wind.


Yes. You make take the 20. But remember that taking 20 means taking a longer time to do it.


Yes. But you already know that the rumors say the passage is under the altar, it doesn't really require a roll.


I was wondering when someone would pop back in and mention the altar. I'm not much of a fan of bumping and railroading by the way, I'll play at the player's pace. The more you all post, the quicker the story will go.

So yes, checking the altar, rummaging around the room, etc. are good ideas.


The door is unlocked easily thanks to some superb lock picking.

Assuming you proceed to open said door.

You find yourself inside. Two rows Wooden pews line the room, with a small stone altar at the end. Two more stained glass windows lie at the far end of the shrine. From what you heard, the entrance to the catacombs should be beneath the altar.

Perception DC 20:

The inside of the shrine is surprisingly bright for a room with no light. A faint breeze also blows through, with no visible source.


Holy mother of RP guys, just checking in and 27 new messages for a one shot adventure. You guys are hilarious.


Doors appear to be locked shut.


In no way does this bother me. In fact, this may make things interesting.


Adventure #1: The Shadowstone Catacombs

You stand at the entrance to the Shrine of Saint Salina. You'd heard that a very rare and priceless treasure had been buried beneath the shrine and you, and your fellow team of robbers deemed it right to free the poor artifact and let it breathe fresh air once again.

You are currently crouched in the shadows. The moon shines bright enough to give sufficient lighting however.

The door to the shrine is made of solid lumber.

A pair of stained glass windows borders the door.

There are no signs of guards this far from the town so you shouldn't need to worry about the noise.


Alright, so we have:

Suzhen, The Mad Bomber, Karthan and Thackery... we're all accounted for!

I'll put up the first of the gameplay posts for Adventure #1.


Just going to hope everyone checks in and we can begin. Active players have been added to the Campaign Info tab.


Then we have four players!

I'll add you to the active players and we can all meet up in discussion.


I am still recruiting, there is no time limit as stated.

As soon as we're 4 players we can begin the first one shot, subsequent applicants will queue for the next one.


@Johnnycat: Why thank you so much!

And a little backstory is always appreciated but for these it's less important. This is more of a "pass the time" type of adventure.


Going to bump this back up as we're going to need some more allies.


@Harkani: Yes.

@Loup Blanc: I'd be fine with allowing you to use the entire MA.

And yes, this first adventure is very short. You'll gain your Mythic Tier almost right away and then proceed through the rest of the encounters.


We will be using the Mythic playtest for the moment as I don't believe I can copy all the material from the MA over onto the forums. I hope they will be put up on the PRD soon.


Discussion Thread for all active and standby players.


Come on in fellow travelers, wipe off your boots and sit yourself down. Tales of adventure begin and end here at the Colossal Orm Tavern. Though short, you should find yourself having exciting moments nonetheless.

-The Mythic Visitor

= = = = =

I had this idea quite a while ago for ordinary adventures but with the new Mythic tiers available and the length of adventures necessary to play with them. The Colossal Orm Tavern will feature one-shot mythic adventures. Once one is completed, another will begin.

To join, simply dot in and follow. Each adventure will have a set number of players and will have a level/mythic tier requirement.

As soon as all slots are filled, the adventure begins. Adventures will be very short and should serve mainly to pass the time and play interesting character concepts you wouldn't get to use in long term campaigns.

After that, I will prioritize players who haven't had a go yet in the subsequent adventure and fill the slots when necessary.

CHARACTER CONSTRUCTION RULES

- 20 point buy
- 2 character traits
- average starting gold
- max hit points at 1st, average at other levels

= = = = =

ADVENTURE #1: The Shadowstone Catacombs
You stand at the entrance to the Shrine of Saint Salina. You'd heard that a very rare and priceless treasure had been buried beneath the shrine and you, and your fellow team of robbers deemed it right to free the poor artifact and let it breathe fresh air once again.

- 1st level characters
- # of Characters: 3-4
- Character Concept: Novice tomb robbers and treasure hunters.
- Mythic Tiers to be gained: One
- Length: 5 Encounters