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Post by Admin on Aug 4, 2018 1:08:58 GMT
K6 approved
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Post by Admin on May 19, 2018 13:06:21 GMT
Adventures went on what can only be described as the oddest of quests. A dwarf, apparently after drinking too much, decided locking himself away to finally sober up was a good idea. Of course, he didn't want to be able to escape so he provided himself lots of traps and creatures to keep him locked up. The adventurers faced many a foe, drank many a brew, and occasionally became many a blob. (If anyone was still a blob at the end the dwarf helped you out and you are no longer a blob)
Alejo started the adventure but fled before things got too strange. 500 gp and 500 exp awarded Chilithesayanfox fled soon after 1000 gp and 1000 exp awarded Theander slept late and was only able to join for the strangest of the adventure 1000 gp and 1000 exp awarded
Felix Felicis, Arus, Ervo Zada, and kelvor worked through the entire adventure, released the oddly sober dwarf and are rewarded fully for their assistance. 2000 gp and 2000 exp awarded (DM award to be determined) Locked away with the dwarf the adventurers find a small cache of magic items that they can purchase at ½ price
[13 gp] arcane scroll of ray of frost (CL 1) [25 gp] potion/oil of virtue (CL 1) [25 gp] potion/oil of purify food and drink (CL 1) [50 gp] potion/oil of mage armor (CL 1) [50 gp] potion/oil of magic weapon (CL 1) [25 gp] potion/oil of purify food and drink (CL 1) [25 gp] potion/oil of guidance (CL 1) [6,000 gp] vest of the vengeful tracker [no external clues] [1,160 gp] +1 leather armor [150 gp] arcane scroll of fox's cunning (CL 3) [25 gp] divine scroll of cause fear (CL 1) [25 gp] arcane scroll of sleep (CL 1) [150 gp] divine scroll of animal messenger (CL 3) [1,100 gp] mithral shirt [300 gp] potion/oil of fox's cunning (CL 3) [150 gp] arcane scroll of blur (CL 3) [25 gp] divine scroll of remove fear (CL 1) [25 gp] arcane scroll of hypnotism (CL 1) [750 gp] wand of divine favor (CL 1) [50 gp] potion/oil of pass without trace (CL 1) [50 gp] potion/oil of shield of faith (CL 1) [1,300 gp] +1 chainmail [750 gp] wand of burning hands (CL 1) [50 gp] potion/oil of cure light wounds (CL 1) [50 gp] potion/oil of remove fear (CL 1) [750 gp] wand of bless (CL 1) [25 gp] arcane scroll of magic missile (CL 1) [750 gp] wand of burning hands (CL 1) [25 gp] arcane scroll of protection from good (CL 1) [25 gp] divine scroll of magic stone (CL 1) [25 gp] potion/oil of arcane mark (CL 1) [25 gp] arcane scroll of cause fear (CL 1) [50 gp] potion/oil of sanctuary (CL 1)
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Post by Admin on Apr 10, 2018 11:33:34 GMT
corzin takes the temp hero point
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Corzin
Apr 9, 2018 21:28:36 GMT
Post by Admin on Apr 9, 2018 21:28:36 GMT
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Post by Admin on Apr 2, 2018 21:06:10 GMT
livia, mongo, kellivas, antivea, and sally take up an adventure to recover a stolen golden flute. the Bandits that stole it turned out to be quite the challenge and downed one adventurer. The battle was won and the adventurer revived but the flute was not found, clues lead them to a local noble known for buying stolen goods and it was recovered there.
each gets 2000 gp and 2000 exp player of the game goes to mongo DM reward TBD
magical loot found (can buy for 1/2 price)
[750 gp] wand of floating disk (CL 1) [2,200 gp] volatile vaporizer (1st) [no external clues] [2,000 gp] bracers of steadiness [clue indicates function] [375 gp] wand of lullaby (CL 1) [50 gp] potion/oil of enlarge person (CL 1) [322 gp] masterwork silver dagger [clue indicates function] [25 gp] arcane scroll of cause fear (CL 1) [25 gp] potion/oil of stabilize (CL 1) [1,800 gp] all tools vest [no external clues] [50 gp] potion/oil of keen senses (CL 1) [2,300 gp] +1 club [sheds light] [4,500 gp] wand of bull's strength (CL 3) [25 gp] potion/oil of light (CL 1) [375 gp] wand of mending (CL 1) [25 gp] divine scroll of deathwatch (CL 1) [13 gp] arcane scroll of acid splash (CL 1) [25 gp] arcane scroll of sleep (CL 1) [25 gp] arcane scroll of chill touch (CL 1) [50 gp] potion/oil of magic fang (CL 1) [25 gp] arcane scroll of identify (CL 1) [25 gp] divine scroll of aspect of the falcon (CL 1) [13 gp] divine scroll of detect magic (CL 1)
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Post by Admin on Mar 4, 2018 14:07:30 GMT
Rule knowledge of basic rules was good, some rarer or more obscure rules where a little iffy but didn't slow things down. The combat started a little too easy, was appropriate by the end. Lacking social interaction and could have used more skill checks. Overall it was fun so I call it a pass.
To improve for future games, - add more social NPC interaction, skill checks (climbs, jumps, bonuses for perceptions, traps, etc)
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Post by Admin on Mar 4, 2018 3:01:28 GMT
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Post by Admin on Dec 27, 2017 17:29:42 GMT
Fortunately a caster has the ability to cast animate rope and get someone to throw it out to the unfortunate adventurer. Random roll = 59/100 - good enough
It takes a few tosses to get the throw accurate enough but eventually it is close enough for the rope to grab on and the adventurer is pulled back to the boat.
Week 4: random roll = 48/100 The seas are still rough but not as bad as they where before and you are able to finish your journey without further (mis)adventure.
Horseshoe Cape: This seems to be quite a large city compared to the other ones you have seen recently. It is protected on 3 sides from a large lake in a horseshoe shape. The remaining side has a large wall, you notice many scorch marks on the side of the wall. There are guards at a large gate, but they let you through after quickly looking over you and your belongings. When you mention you are looking to meet Lucine they direct you to where you can find her. Unfortunately it is late, you will have to find her in the morning. There are multiple inns to lodge in for the night and you find the cleanest looking one to stay in.
the next morning you head to the location you are told to find Lucine, a temple of Pharasma. A young acolyte greets you, takes your request to see Lucine, seats you and eventually returns to tell you your request has been accepted. She warns you that Lucine is very old and is not as lucid as she once was.
You can now ask her questions, I will answer them in chat and post them here for record keeping afterwards.
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Post by Admin on Dec 23, 2017 16:27:42 GMT
The adventurers, although intrigued by the nearby kingdom and the odd magic emminating from the area, decide Lucine seems even more interesting as she seems to know about their plight and at least a little about them as individuals. The trip will be long, approximately 3 weeks the captain estimates. The dwarves gladly exchange a little gold for all the stocks you believe you will need for the journey.
Week 1: Random Roll = 26/100 (not horrible, not good though) the seas are worse than average (and on average they are not good), no lives are lost or stocks lost but sleep is difficult and the crew is getting fatigued.
Week 2: Random Roll = 23/100 (worse then before, especially with a fatigued crew) The seas continue to make your trip difficult, the crew is spent, and eventually a slip up leads to disaster. - roll 2 = 87/100 (least bad event occurs) The rigging gives out on the left side of the sail, the wind keeps the sail flapping, the rain make everything slippery and hard to grasp. Before it can be brought back under control the sail tears.
The storm continues but lets up a bit in the morning. The captain believes he can repair the sail but it will take a bit of time. (Add one week of travel time)
Week 3: Random roll = 6/100 (whelp, you're f*&@#ed) The seemingly endless stormy seas continue as fatigue becomes exhaustion. Not unsurprisingly mistakes are made, one afternoon rigging comes loose, the wind against the loose sail causes one of the fellow adventurers to be thrown overboard. He seems like a capable swimmer but with seas as rough and choppy as they are you he will not be able to swim for long.
How will you rescue him?
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Post by Admin on Dec 19, 2017 23:43:36 GMT
The dwarves explain the powder you have brought them in such quantities will create a rather massive explosion that should have no trouble clearing the last stubborn bit of earth and finally reconnect the inner and outer seas. Thinking this would be quite a visual spectacle you decide to find a good spot for viewing roll d3 (1 underground, 2 surface, from the boat) – result 2
The adventurers decide to find a nearby cliff that should be plenty far from the explosion yet allow them a good vantage for viewing the upcoming display. Soon after the ground shake, fire explodes from underground, and soon after the seas rush in to fill the gap and reconnect for the first time in hundreds of years. (they used to be connect until a massive earthquake raised the land in this area.)
Random roll = 92/100 – Everything is good. Nothing bad occurs (for now)
With everything going off without incident the inner and outer seas are available for travel. The dwarves offer you what maps they have with the warning that they are very out of date (last updated when the seas where connected). There is no telling what other land mass has shifted such as it did here. Also cities could have fell or been created in that time. Of note on the maps:
- There is a kingdom called The Mammoth Isles just west of your position, closest nation to the new channel. Also in the direction of the necromacy detected earlier.
- Horseshoe Cape - The location Lucine mentioned is on the map but is very far away (a few weeks travel at least)
- "Here Be Dragons" - it seems there are dragons inhabiting islands far north.
There a also a variety of other cities and nations, none stand out as important at the moment.
So back to you, What would you suggest for the next actions? - feel free to add any shopping request in your posts
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Post by Admin on Dec 18, 2017 3:58:36 GMT
So what happens now first, the adventurers take the crystal ball back to Natoya, the witch living north of Dweomerstar, She is extremely grateful and hearing of you issues with the elves offers to brew a potion that, in her words, can remove the strongest of curses or enchants. After resting for the night the adventurers head back to the elves.
Semi Aside - Please note, most times you are on the water the Sahuagin demand to board your vessel and search it. Until you tell me otherwise I will assume you allow it.
When you get to the elves they are ecstatic to hear you have a cure for the kings slumber and rush you to his chambers to apply the potion. The potion works, the king wakes, celebratory feasts are had throughout the kingdom. Late one night after the celebrations you are summoned to the king’s chambers. He has something to show you, only you. In a clichéd manner, he pulls a book in his bookcase revealing a secret passage. He leads you down a passage, hands you a key and tells you that hundreds of years ago Lucine said you would need these supplies. After a bit of questioning you learn the following.
Lucine – an extremely ancient elf, over 2000 years if the rumours are to be believed, she is known as one of the most accomplished seers/fortune tellers. Predicting major events worldwide for a long time. Seems to know about you and your quest somehow.
He tells you he didn’t believe the prediction himself, but here you are exactly as Lucine said it would occur. He tells you to keep the key Lucine says it is special and you will need it again. Amongst the supplies you find a cache of quality weapons and armor, a few large barrels of an unknown black powder, and a note. The note is from Lucine, it tells you the dwarves can use these barrels, and lets you know she can be found in the city of Horseshoe Cape. She looks forward to seeing you again.
The note is lacking much information but it is clear that Lucine knows about you and your quest, but unclear how she could know this. Perhaps she is as good of a Seer as you are told. You travel to the dwarves as the note suggests and offer them the barrels. They are amazed, they have heard rumours of this material before, but the knowledge to create it was lost many hundreds of years ago. They are pretty sure this will take care of that stubborn isthmus they have been trying to clear and finally reconnect the inner and outer seas.
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Post by Admin on Dec 13, 2017 1:49:41 GMT
The adventurers need rest before they go into dangerous swamps and caves. After a good nights rest the group takes their wand of resist energy and head out to look for the dwarf and the stolen loot.
Arriving at the swamp they use the wand and prepare for the dangers ahead. random roll = 78/100
The cave is dark but the adventurers came prepared, there are many oozes and such about, but the adventurers are prepared. With out too much trouble they work their way deeper and deeper searching for signs of the elves or the stolen goods.
random roll = 15/100
They soon come across a large gelatinous cube (http://paizo.com/pathfinderRPG/prd/bestiary/gelatinousCube.html) which unfortunately seems to have recently engulfed some unfortunate rescuers. Despite the risk the group decides to destroy the ooze to retrieve what remains of the bodies and their gear. It isn't much, but it is the least they can do.
random roll = 4/100 (how unfortunate)
While searching the furthest reaches of the cave the adventurers find a hidden door disguised to be a natural rock wall. Unfortunately, they don't find the trap protecting it.
random roll = 32/100
The fireball shoots out of a hidden compartment and much of the party is caught in the blast. Fortunately most are able to avoid the worst of it however one is not so lucky. He is rather badly injured and will require significant help getting out of the cave and then some long term care back in town.
behind the secret door they find the stolen goods they where looking for and begin their return to town. the trip is longer then they would like carrying their injured friend, and they must camp for the night part of they way back to town. Fortunately the night is uneventful and they can continue on back to town. They arrive and the elves are both quite happy to see their royal jewels and crown return and saddened at the lost of their friends.
A feast is prepared and some long term care is set up for the injured adventurer.
The stolen goods are returned but you still have the stolen crystal ball in your possession.
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Post by Admin on Dec 10, 2017 3:08:46 GMT
The storm quickly approaching the adventurers and captain discuss their possibilities. Some say head west to the nearest harbour and safety, some disagree and think heading south will avoid the storm with less risk. Random roll (1 and 2 = head west, 3 head south - corresponding to player votes) = 3/3 The captain and crew believe heading south is the safest option, the adventurers acquiesce to the captains experience and don't argue. random roll = 83/100 (pretty good result) The storm turns out to be larger than originally thought but also not quite as severe. The crew sails south as fast as possible they manage to avoid the worst of the storm, the seas are rough but not overly dangerous. by the time they are fully out of danger everyone is exhausted from a combination of hard work and rough seas making it difficult to get adequate sleep. They are fairly close to the elven homeland at this point and decide to rest there for a while. Status - Fatigued www.d20pfsrd.com/gamemastering/conditions/#TOC-Fatigued - a good night of rest will fix this. random roll = 31/100 (not so good) When they arrive they are welcomed back and informed that the mage that stole the royal jewels, crown, and the witch's crystal ball has been executed and some brave (perhaps foolish?) elves have gone to search out the stolen goods. Unfortunately they are overdue returning and their fate is unknown. The adventurers are fatigued, do they rest, try to help the brave elves, or perhaps something else of your own suggestion?
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Post by Admin on Dec 8, 2017 23:50:45 GMT
Taking their scrolls the adventurers head out to sea in search of the sahuagin. Random roll = 31/100 It takes a bit of time but eventually a group of sahuagin board the ship, angry, but not as angry as last time. With a quick reading of the scroll you learn: - They are trade merchants and they consider you to be on their territory. (you can deduce they are using their ability to travel the oceans freely to gouge those who cannot) - They are angry because they think you are a risk to their operation. - They demand to search your boat to be sure you are not operating as trade merchants.
They search your boat and head off, they seem satisfied but still a little suspicious.
Random Roll = 25/100
You see a storm headed your way in the distance. You estimate with some luck you can get to land (near the dwarves) before it hits. You could also try heading in a different direction to avoid it or just wait it out.
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Post by Admin on Dec 5, 2017 0:40:22 GMT
Wary from their travels the adventurers take advantage of the dwarves hospitality and stick around for a while. Exploring the local area they find typical dangers, ogres and trolls and the like, nothing unusual. Exploring the shops they pick up some general supplies as well as: - a few scrolls of comprehend language to help with the sahuagin. - a wand of resist energy to help with the acid of the oozes in the swamp/cave near the elves. - some magical lighting (ie ioun torches, everlasting torches) to help them in caves. - some mining picks, just in case.
The dwarves demonstrate their current mining operation to clear out the isthmus seperating the seas. It is as the dwarves say, as fast as earth is cleared, it seems to collapse or cave in and return just as fast.
Random roll = 97/100 (lucky you)
While examining the deepest tunnels to the west (the far side of the isthmus) a lucky timed detect magic casting as the dwarves dug furhter than before manages to detect a faint (due to distance) aura of necromancy. A strong knowledge check identifies the spell to be some variant of blight that seems to be rotting the roots of the plants on the far (west) side of the isthmus. The dangerous mountain regions make westward travel on land extremely difficult and risky.
What will the adventurers do next?
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