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Band of the Golden Sun Week 5

The weekly Pathfinder RPG group took a week off to let their DM watch the NY Mets lose the 2015 World Series and I took my sweet time posting this recap. I needed some time to mentally recover from that ordeal.

Catch up with week 4 here.

Band of the Golden Sun Week 5 – Headless Corpse Edition

All six skulls descend upon the unfortunate magus, who was the first to enter the room. The other members of the party rush in to engage these undead, flying foes. Luckily, the skulls are not too formidable and after receiving a few relatively harmless headbutts, the adventurers are able to dispatch them all quite quickly. Looking around after the fight, the party discovers a collection of finery lying atop the stone pedestal—six silver goblets and six silver plates. After collecting their loot, they head south to continue exploring the house.

Their investigation leads them to the west side of the estate. Miles is the first person of the group to step through a set of western doors into the courtyard, where he suddenly spies a humanoid figure poking its head out of a reflecting pool to the south. Catching a glimpse of the adventurers, the figure quickly drops back into the empty pool, disappearing from view. The rogue hurries back to tell his companions what he saw. They decide to attempt communication. Miles gestures for the barbarian to take the lead and Damira starts walking towards the pool shouting, “Hellooooo! Is anyone there?” at the top of her lungs.

Expecting to see a person come forth from the pool, everyone is horrified when a giant centipede crawls out instead. The monstrous creature immediately lashes out at the party. What follows is a long and grueling fight, but eventually the party emerges victorious. Stepping over the gory remains of the centipede to check the pool for any other surprises, they only find sand and other kinds of gritty accumulation at the bottom of the empty pool, though Miles is still pretty sure he had seen a person. Broken and battered from the fight and suffering from poisonous ability damage, the party decides to head back into town to recuperate their health and pick up more supplies. (Centipede bites hurt, yo!)

As the party passes through the main gates, a loud wail rings through the air, frightening the rogue and the barbarian. In their panic, the two of them take off running in opposite directions and Miles ends up in the eastern side of the estate, huddling in fear beside a small one-room structure. Suddenly, he shrieks as a two-headed death dog steps out of this building, alerting the other members to the danger. The party engages the death dog, battling it until it succumbs to its wounds and dies. However, while the adventurers were occupied with their fighting, a large snake had noticed the scuffle, slithering over from its hiding place under a table to take advantage of the chaos, hoping to score an easy lunch. It is denied; however, as the adventurers kill it dead with what’s left of their remaining strength and spells. Not wanting to wait a minute more, the party packs it up and hobbles out of the estate, desperately in need of some rest and restoration. Nearly having to carry the cleric all the way back to town due to the poison damage, the group sleeps off all their ills and injuries, and also takes this opportunity to sell off their silver goblets and plates. The group uses the gold to help pay for more potions as well as healing for the cleric, who had sustained so much poison damage that he was found walking into walls and falling out of chairs. Everyone was ready to tackle The House of Pentheru again.

The next day they head back into the estate, picking up where they left off in the eastern courtyard. Miles takes the lead again, exploring a couple of side structures in the northwest corner which appear to be servants’ quarters. But as he steps into one of the buildings, three skeletons in the room come to life and attack him. Clearly they were a little upset about their minimum wage jobs in their former life. The rest of the party quickly helps him clear the place. There is nothing of interest in here, so they move on to explore the adjacent room, which turns out to be a granary. Here they find a scarab swarm, which the adventurers quickly burn up using some not-so-well placed oil and fire, covering the whole place (and a couple of party members) in a slick fiery mess. After dousing the immediate area and making it safe again, Damira peers into the granary and finds a heavy flail constructed of some otherworldly metal. Nefre determines that it is not magical, but it appears to be extremely well crafted.

With the first floor completely explored, the party heads for the stairs going up to the second floor. In the first room upstairs, they find a dead body which appears to have been lying there for quite a while, though the corpse is missing its head. On closer inspection, Nefre notes that instead of a clean decapitation, the head looks to have been pulled off with great force. On the dead body they also find a simple gold wedding ring with a loving inscription. No one recognizes the names on it, so the rogue pockets the ring just in case they find out more about it later. The next room they enter looks to be an office, with a worn out desk surrounded by crumbling bookshelves. Nefre searches the desk and finds a brass key in one of the drawers.

Everything seems quiet as the party continues to search the second floor, moving steadily in a counter-clockwise direction. However, inside the third room they come to, the adventurers only have time to spy something large, scary, green and bat-like flying at full-speed towards them as Miles eases open the door…

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Band of the Golden Sun Week 4

In this week’s episode, the newly minted level 2 adventurers meet the competition and then delve into what appears to be an ancient haunted house. Catch up with earlier exploits of the Band of the Golden Sun here.

The Band of the Golden Sun travels back to town, lugging their spoils with them. The local merchants are eager to see what the returning adventurers have brought from their expeditions, so the party decides to rendezvous at a tavern called the Tooth and Hookah where they hope to sell off some loot and lighten their loads. The cleric, rogue, magus and barbarian stop by the bar to grab a drink, while the bard heads off into a dark corner with a saucy sitar player, sure to be occupied for the rest of the night. The rest of the party spends a relaxing evening drinking and sharing news with other groups who have returned from their assignments. A good time was had by all. This funky tavern even has a pet crocodile!

After selling their treasures, the party ends up with a good sum of gold, totaling 1755. They spend 500 of that on potions of cure light wounds, which they divide among themselves.Their spirits bolstered by the fact that they were one of the more successful groups, the party is at the town square again the next day, chomping at the bit for more adventure. A number is drawn, and thus the Band of the Golden Sun receives their next assignment: the House of Pentheru.

The House of Pentheru ends up being a very large estate, surrounded by high walls. The party decides to take the direct approach, boldly entering the property through the front gates. As soon as they step through, however, horrifying screams fill the air, sending the adventurers running in fear. In a panic, the magus, barbarian and the cleric run to the east. While the three of them cower in a corner, Miles and Ellis appear to be made of sterner stuff, and begin exploring this side of the courtyard. Here, they find a side door leading into the main house. Once everyone is recovered, they all go inside together.

Immediately, they are attacked by a trio of skeletons emerging from further inside the house. As members of the party move forward to confront the skeletons inside their room, haunted voices emanate from the walls, leaving the adventurers anxious and unsettled. At one point the haunting voices befuddled the mind of the barbarian and cleric and the barbarian nearly hacked the cleric to death.

After the skeletons are vanquished, the party gathers itself and moves north from the foyer. Miles enters first, and here he encounters a monstrous creature. Slowly, however, the creature’s fearsome visage coalesces into an image of a woman. Beckoning to the adventurers, she calls herself the spirit of the house and asks for the touch of the barbarian’s flesh. Recoiling in horror, Damira lashes out with the flat of her greatsword, swatting the woman’s hand aside. Enraged, the figure of the woman transforms back into the horrible creature and attacks the party, activating a sleep aura that sends a couple of the adventurers collapsing to the ground during the course of the fight. After a while, the creature finally succumbs to its wounds and dies.

house of pentheru

Digging through the sand in this room, they find the creature’s hoard: a suit of scale mail, a very well-crafted light crossbow, 5 cold iron bolts, 10 regular bolts, a golden holy symbol of Sarenrae, and a little bag containing 3 platinum and 37 gold pieces. Damira equips the scale mail, and Nefre claims the crossbow and bolts. The party presses on, exploring the northern side of the house. In what appears to be a kitchen, Nefre finds a skeleton with a knife wedged into its chest. He then leads the others down a western corridor, which opens into a room with a stone table, on which rests six skulls. However, before anyone can investigate further, the skulls suddenly come to life, flying towards the five intruders who have disturbed their rest…

Continue the adventure here.

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Band of the Golden Sun Weeks 2 and 3

Double feature this week to catch up with our fearless band. See this post for where we left the adventurers last time. Thanks to @MMOGC for picking up the weekly scribe duties.

Week 2

Recovering from their near-fatal encounter with the dart trap, the adventurers of the Band of the Golden Sun prepare to move deeper into the Tomb of Akhentepi. Meanwhile, the silent bard who has been following the party tumbles down the ladder to rejoin the rest of the group. They open the door to the western chamber and peer in. The room is a foyer of sorts, containing some general grave goods. The party moves on towards the south chamber, with the rogue checking for traps. They find a small flight of stairs descending to another set of doors. Inside this room is a magical mirror which the bard and the barbarian step up to inspect. The mirror turns out to be enchanted with some nasty spells; the bard howls as the word THIEF is branded on his forehead, while the barbarian leaps back to safety. Thinking quickly, the cleric hurls his hammer at the mirror and shatters it.

The party heads east, into a room with an altar. Without warning, a couple of giant spiders spring up from behind it, and attack the adventurers. After a frenzied battle, with spider guts and blood flying everywhere, the party manages to dispatch the creatures, though the bard was grievously wounded during the encounter. He is thankfully stabilized and healed by the cleric before he could succumb to his injuries. The party decides to barricade themselves in this room in order to rest up and regain their strength.

After their rest, the adventurers backtrack to the foyer, deciding to head through the doors to the north. A chest in the corner of this room catches their attention. The rogue attempts to unlock it, but unknowingly triggers a trap and a poisoned blade flies out and slices him in the arm. Shaking off the damage, he continues working and finally succeeds. Inside the chest are some books with gold plated pages along with three vials. It is decided that the heavy books can be left here for now, though the vials are divvied up, with the bard taking one cure light wounds potion, and the rogue taking the other one as well as the dark vision potion.

The party ventures further into the room, where they find more potential treasures. Before they can look too closely, they are attacked by several small animated warrior dolls. After a short fight, the little figurines are vanquished, and the adventurers are able to investigate the rest of the chamber. They collect an assortment of valuable weapons. The cleric picks up a Scarab Shield, the bard picks up a short bow with a broken string, the barbarian picks up a khopesh, and the rogue picks up a spear. Looting through the chests in the room, they also find a good sum of money and a lot of old official documents. These documents are donated to the bard’s order for posterity. There is also old jar containing some perfume. This, the barbarian empties over her head to cover up the horrid stench of spider guts clinging to her skin.

The adventurers return to the room to the south. They travel through the western doors, which lead to a crumbling staircase going down to another chamber. All of a sudden, the ground erupts from beneath the rogue’s feet, and the sand and dust around them coalesces into a sandling. The creature tears through the party, walloping several of its members senseless before it is finally brought down. A little worse for wear, the party continues down the stairs to the set of doors at the bottom. They go through and enter the next chamber, which has doorways leading off to the north, south, and west. The rogue checks the north door first, which is locked. He jimmies it open and steps through, finding more stairs going down and more doors. As they descend, their surroundings appear more and more lavish and ornate. They end up at a large octagonal room with a grand sarcophagus sitting on a raised platform at the center.

End Week 2 Begin Week 3

healthThe Adventurers Start Week 3 a Little Banged Up

The adventurers enter the room with the sarcophagus. The magus steps on the platform to investigate further. As he does so, the four pillars surrounding the sarcophagus shoot out bolts of lightning, giving the magus quite a shock, in more ways than one! The sarcophagus then springs to life, bearing down on the party. As the adventurers engage the target, the security system triggered by the magus begins to take its course, the doors to the south slamming shut while torrents of water start pouring into the room through the northern doors. Ellis Whisperfoot, fancying himself a clever bard, leaps upon the sarcophagus and rides the thing like a gambling house whore. In his eagerness, he casts an unwitting spell which mends the animated coffin. Impervious to the bard’s actions and everyone’s collective facepalms, the sarcophagus continues to attack, even managing to encase the magus within its receptacle. All the while, the water level is rising, rising, rising.

After a long struggle, the adventurers finally manage to bring down the hulking sarcophagus. The water ceases to rush into the room and levels off, allowing the party to search the area. The barbarian starts scraping the sarcophagus, collecting valuable scraps of gold from its decorated surface. The rest of the room, however, is conspicuously bare. The bard asserts his belief that this room along with its sarcophagus must have been constructed as a decoy, designed to lure unsuspecting tomb robbers to their watery graves. So after a night of rest, the party decides to forge onwards. Since the northern door here appears to be stuck, the adventurers head back to the room to the south, where doors to the west remain locked and unopened. The rogue jimmies these doors open and steps through.

There is a corridor here, ending in a staircase leading down. The rogue also spots a secret door nestled in the northern wall. As everyone searches for a way to open this door, the barbarian heads down the stairs and disturbs a couple of mining beetles. The bugs are quickly crushed, and the party responds to a call from the bard, who has been exploring back in the sarcophagus room. Here he has discovered another secret door to the west. Miles works his skills on this door and manages to open it. These western doors lead to a small landing, with another hidden door! This one easily unlatches, opening to a rough tunnel. A hidden passageway! Alas, this just ends up anticlimactically linking up with the first secret door.

The party backtracks to the landing, and takes the stairs to the north, which opens up into a chamber with a lot of chests containing a whole bunch of ancient, moth-eaten clothes. Other than a solid gold scarab clasp that the rogue found, there’s not much else of value. As the party divvies up some other items they found (a masterwork longbow with a wrecked string, two vials of silvery liquid, and ten cold iron arrows), it’s becoming clear that there should be more to this place, that perhaps the party has missed the main tomb. Suddenly, a swarm of roaches bursts forth from out of nowhere as the bard sets off a magical trap. As his companions stab, stomp and swat at the critters, the magus tosses in a couple bottles of alchemist’s fire, burning the roaches and his fellow adventurers both. Thankfully, the swarm is taken care of before the party can get themselves spectacularly killed in a raging inferno of their own making. They exit to the east through a secret door that they found after the skirmish.

swarmBeware the Scarab Swarm

This leads to a small chamber with a huge sarcophagus. However, before they can investigate further, an iron cobra crawls out from its hiding place behind a crate and strikes at the rogue. The slippery metal serpent evades our adventurers for many rounds before it is brought down by a mighty strike from the barbarian. Finally, the party is able to search this room in peace, which turns out to be the tomb of General Akhentepi. The magus scores a magical piece of padded armor. The rest of the party also divides up 500 gold pieces, an ornate jeweled pendant and assorted precious stones. Inside a very well preserved box they also find two vials, a dark vision potion and a lesser restoration potion. Thus ends the Band of the Golden Sun’s explorations into the tomb of Akhentepi.

The party heads back into town to see how other groups have fared on their own expeditions.

Read more here!

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Where Pid GM’s a Pathfinder RPG using a Virtual Tabletop

Things have been dark here at the old REB. Oddly, the website still gets a hit or two a day. Kind of surprising really. Who knew there were so many accidental clicks on the 15th page of a google search. So why am I posting then? Just to add that extra hit? Au contraire mon frère, I have a little treat for you.  I will be publishing the exploits of my weekly gaming group as they tackle the Pathfinder Adventure Path campaign, The Mummy’s Mask.

First off SPOILER ALERT! If you plan on playing the Mummy’s Mask campaign you might want to stop reading now and move on. Along with spiders, zombies, and other monsters, here there be spoilers!

Second, the cast of characters:

  • The Dungeon Master (a.k.a the man with the plan) played by yours truly @pidtms
  • Miles Blackhand CN Human Rogue played by @paganrites
  • Damira Dakari CG Gnome Barbarian played by @MMOGC
  • Ellis Whisperwind LN Halfling Bard played by @RyanHVND
  • Tekema Khat-nofru LG Human Cleric of Osiris played by Mr. @MMOGC
  • Nefrekeptah CN Human Magus played by @TrevorWhitaker

Third, the VTT software. We will be utilizing the Fantasy Grounds VTT which can be found at their website or over at Steam. I may be posting screenshots from our adventure and if I can convince the crew, I might post a youtube video or two. We’ll see.

I should also add a nod to Paizo, the creators of the Pathfinder RPG and the Mummy’s Mask adventure path campaign.

So without further ado, The Band of the Golden Sun begin The Mummy’s Mask…

Begin Session 1:

The Band of the Golden Sun assembled before the Grand Mausoleum and the leaders of the followers of Pharasma anxiously awaiting assignment of their first location to explore within  the necropolis of the City of Wati. Standing with a couple dozen other adventuring parties, the band listened to a brief history of the city of Wati and learned the rules for exploration of the necropolis. A banner with the party’s crest was hoisted into the air and a representative of the group obtained the adventurer’s assignment, the Tomb of Akhentepi.

The following morning the troop ventured into the necropolis and found the tomb. The tomb entrance was half buried in sand and sealed with no handles. The group barbarian luckily had some tools and after a few minutes of shoveling the door was pried open with the help of a crowbar. The party entered the tomb only to find a large stone wheel barring their way. While the group focused on opening the stone door, the party Rogue was busy examining the ornate carvings in the tomb when he was attacked by a scorpion. Succumbing to the venom of a scorpion sting, the rogue’s strength was sapped, but the group managed to dispatch the foe with the help of a mighty swing of the barbarian’s greatsword and ultimately opened the door with a group effort.

Moving further into the tomb, the group found a 60′ deep shaft. The magus descended the shaft via a secured rope and examined the tomb floor. Unfortunately, the party rogue and cleric had difficulty climbing down the shaft and ultimately fell over 20′ nearly claiming their lives. A couple of cure spells from the cleric and the two were back up to fighting strength. The magus discovered the remains of a previous tomb raider and claimed two bottles of alchemist’s fire. After the barbarian descended successfully into the tomb, the party moved through the door in the chamber into a long hallway.

Aware of the potential for traps, the party rogue moved in scanning the area with the party following closely behind. Unfortunately for all, the rogue missed a trap switch on the floor, and the party suffered the consequences. Hundreds of darts peppered the party and the rogue and magus took massive damage. The magus dropped to the ground bleeding out. The cleric channeled the power of his deity to bring the magus back from the brink of death. The party retreated to the previous room while the rogue proceeded to disable the trap making the path passable without risk of harm. The party moved into the next room to see what more they could uncover within the Tomb of Akhentepi.

End Session 1

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Project Gorgon: First impressions — or first kiss

Project Gorgon Impressions from Sypster of Massively fame.

Bio Break

I… don’t know what’s come over me. I really don’t. A few days ago, Project: Gorgon was that interesting indie MMO with a terribad name, and now I’ve become a Kickstarter supporter (my first pledge ever) while raving to anyone I can find about how innovative and clever and funny this title is. Maybe it needed the bad name and 2003-era graphics to ward the mainstream off, lest it be overrun beyond control? I don’t know, but I will tell you that merely going through the tutorial the other night severely impressed me with the potential on display.

I mean, most tutorials and beginner zones in MMOs are tame affairs with killing, a light story, and not much else. Here, I lived a full RPG life merely trying to get through a cave. That says something to me.

gorg1So this was a first in my MMO career: I was killed…

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Remember

In memory of Christopher “River” Cavelle. Twitter friend and fellow blogger.

“It’s a fragile thing, this life we lead.”

So long @theeriver thanks for the laughs and endless entertainment. #Godspeed

A High Latency Life

It is with the heaviest of hearts that I make this post today.

Although I haven’t posted in a while, River and I have remained friends, mostly keeping updated through facebook. When I logged in yesterday I saw hundreds of posts from River’s friends and family being made to his facebook wall. As I read through them I was met with the news that River passed away yesterday.

The messages from his friends and family are so touching. It is apparent he was loved and appreciated by so many people. I know he impacted my life in a very positive way.

Although we never met in person, he was my friend from afar. He gave me advice, he stood up for me, and he always made me laugh. I know he sometimes struggled to find a balance in life, because he was so giving of himself. He was the first…

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