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Black Tom's Whispering Cairn

Game Master Black Tom


5,801 to 5,828 of 5,828 << first < prev | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | next > last >>

Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

"Yeah, I do, Vug. At least I know you all have my back. Thank you."


Male Human (mostly) Mystic Theurge

Well, sorry guys. I just can't seem to get my act together. I'm afraid that August is going to be a little slow on updates. However, I'm OK and I don't intend to drop the game. Just a lot going on. Please bear with me.

As Valgrim spends the night watching, nothing out of the ordinary happens. In the distance, the rowdy songs of the orcs are heard, but nothing else stirs. At one point, though, he picks up a strange scent: a tengu is about. There is no sign of it however, and the night passes in peace.

In the morning Feres manages to restore the blue crystal with the aid of Sarenrae's magic. As Bubba gingerly put them in their places the runes along the disc’s rim glow with the colors of the gemstones, these colors fading into each other as the runes wind around the circle toward the next crystal in line.

Then a powerful force of balance seems to repel you, blasting your senses with extreme discomfort. Bubba, however, skilfully manages to evade it, subtly shifting his very aura. The disc shines with a powerful light. A portal has opened - to somewhere.

And you get a hero point each for this, of course.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

BT, Valgrim cast Bloodhound in the morning not during the night, so I will ignore part about the Tengu. It will last the next 8 hours. Thanks for Hero point.

"Great job Bubba, activating this thing. Well, mates, it seems there's only one place to go. And since we haven't see Darl and company, it may be they're already over there....wherever there is. Seems like the druids really wanted to keep their place hidden away. Like they say, see you on the other side!" With that, Valgrim steps through the portal first, to make sure it is safe for the party.


HP 134/134; Effects: 11 temp hp| +4 morale vs poison & fear| +1 morale to hit & Will saves for 12 hrs

Bubba motions for the others to enter, watching for others that might try to jump through with the party.

Do I think I can close the portal? Or that I will want to?


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Don't we need a way back? We'll have to see if there are crystals on the other side.


HP 134/134; Effects: 11 temp hp| +4 morale vs poison & fear| +1 morale to hit & Will saves for 12 hrs

Thus "Or that I will want to?"


Female Elf Alchemist (preservationist) 15

Vug chugs her mutagen, and extracts of Heroism, See Invisibility, Spell Resistance and Barkskin before she enters the portal.


Male Human (mostly) Mystic Theurge

Valgrim catches a whiff of tengu somewhere before you enter the portal. The portal only stays open for a short while, so you won't need to close it. How you get back is another matter.

After stepping through the sudden shift in environment is shocking and overwhelming for a moment. The sound of the raging tempest is gone, replaced by a gentle wind carrying birdsongs and the drone of buzzing insects. The sky above is overcast, yet it doesn’t seem ready to storm.

The edge of a sprawling black forest, dense and overgrown, fills the view in one direction. Tall trees sag with branches heavy with moss, their dark eaves dropping to the ground in some places. From within comes a cacophony of insects and singing birds. Now and then, a ghostly green glow appears within, only to fade moments later, as if whatever creature was generating the light was afraid to be seen.

In the other directions grassy hills rise. Opposite the forest, these hills eventually become a range of rocky, barren mountains. A flash of brilliant lightning ignites the sky above the mountains for a moment, and the distant peal of muted thunder echoes down the slopes a few moments after.

In a moment you realize as you are not alone, as four strange creatures step out of nearby trees. These tall, gallant figures stand bedecked in glimmering gossamer armor, with a cloak of vicious nettles draped across his shoulders. A halo of churning insects swirls about their heads. They wield a wicked barbed spear in both hands, and four poles fan out from the plates of armor across their upper back. Attached at the end of each pole is a banner, one fiery red fringed with bright crimson flames, another translucent white leaving a trail of cloud in its wake as it dances on the wind, a third deep brown and cracked like parched earth, and the last blue as the ocean on a cloudless day and frothing with bubbles.

They regard you in silence for a moment.


I looked over thread and I believe this is accurate.

Friar silently asks for his Goddess' blessing for him and the party and steps through the portal. He is amazed by the sights of nature he sees on the other side. When the banner-wielding strangers step out, he prays for guidance (Touch of Glory), and speaks, "Greetings Druids, my companions and I have traveled here seeking the Order of the Storm's library and repository of knowledge. Forces of evil are currently trying to bring about the The Age of Worms, the same one the Order stopped 1500 years ago. To prevent this, we seek the knowledge of the location of Dragotha's phylactery. If we stop Kyuss' General, then perhaps the Age can be averted. Please help us."

Diplomacy: 1d20 + 18 + 15 ⇒ (7) + 18 + 15 = 40


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Valgrim lets the more diplomatic party members handle the conversation. He keeps looking back at the portal/area where he appeared and smells the area to see if the Tengu follows them here.


Female Elf Alchemist (preservationist) 15

"Yes, help us, your mighty immense-nesses," Vug agrees.

Aid another: 1d20 + 7 ⇒ (7) + 7 = 14


Male Human (mostly) Mystic Theurge

A faint smile plays on the lips of one of the fey as he answers: "I am Tylanthros, guardian of this realm. We are the Last Resort, as surely as the trees and stones and sea and air around you. We protect the secrets of this island from all trespassers. You have mastered the portal of storms, and therefore must be brave, but it remains to be seen if you belong here at all."

Seemingly unperturbed at the mention of Dragotha, Kyuss and the Age of Worms, he continues: "You seek the Fountain, although you do not yet realize it. The Fountain of Dreams is linked to all things in Last Resort. The earth, the dark trees of the Doomshroud, the clouds above, my life and that of my brothers are a part of it. If the waters are consumed, the Order of the Storm’s rite is undone. The secrets kept from the world will be released, and the great creatures of legend imprisoned here on this isle shall be unleashed upon the Material Plane once more. You say you are heroes? This remains to be seen. Accomplish four tasks and prove yourselves to be the heroes of old returned. The Fountain shall not be despoiled lightly."

The strange creature looks at his four brothers, then back to you. "The Fountain of Dreams shall know those destined for its gift s in but one way. It will know them by the Trials of Tilagos. Survive these trials, and you may slake your thirst on what you seek. Fail, and Last Resort shall be your grave. I am Tylanthros, and the first trial is the Claiming of Krathanos’s Golden Belt."

A second of the quartet of creatures speaks up next. "I am Beskawahn, and the second trial is the Silence of the Doomshroud’s Mournful Song."

The third speaks. "I am Thadimar, and the third trial is the Death of the Thorn Vale Nightmare."

Finally, the last creature speaks. "I am Sayren-Lei, and the final trial is the Harvest of the Living Feather of the Roc King."

Tylanthros speaks again. "These trials complete, return here and we shall show you the Fountain of Dreams. Until then, we shall watch. And wait."

With that, they disappear into the trees again. If you have anything further to ask them, you'll have to be quick.


"Wait, Tylanthros and brothers. You're not giving us much to go on. Can you provide some guidance or tell us if Darl the priest of Vecna is also here with his crew? Bubba, say something!"

Casts Touch of Glory on Bubba
Aid another: 1d20 + 18 ⇒ (14) + 18 = 32 for +2 extra


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Valgrim looks confused. That's all we get? We're not diviners damn it! The dwarf looks to Bubba with pleading eyes for knowledge on:
Krathanos (at least we have a name)
Doomshroud
Nightmare
Remember as loremaster, you can take 20 2x a day on 2 Knowledge checks. Maybe Knowledge planes, arcana or nature.


HP 134/134; Effects: 11 temp hp| +4 morale vs poison & fear| +1 morale to hit & Will saves for 12 hrs

You seemed to want to play the face, I thought you were doing fine.

Diplomacy: 1d20 + 24 + 15 + 2 ⇒ (18) + 24 + 15 + 2 = 59

"Great guardians of Last Resort, we seek to complete the great task of the Order of the Storm of old. We have no desire to see Last Resort's secrets released, but only to find one piece of information."

"We do not expect such to come lightly. If trial be necessary, trial we will undergo. What can you tell us of Krathanos' Golden Belt? of the Doomshroud's Mournful Song? of the Thorn Vale Nightmare? of the Living Feather of the Roc King? Are these trials all to be found in Last Resort?"

Bubba will be thinking to try to recall anything he might have heard of these trials. Would he need a Knowledge (History) check? Loremaster ability would give him a 37 on the check.


HP 134/134; Effects: 11 temp hp| +4 morale vs poison & fear| +1 morale to hit & Will saves for 12 hrs

I was working on my post as you posted, Valgrim, so if there is some discontinuity, that's why.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Oooh, history, I forgot that one. Nice! No problems, it's just besides you, Bubba and your Bardic Knowledge, our party is divination-lite, with no formal wizard. No offense, Vulcan.


Male Human (mostly) Mystic Theurge

To Feres: "You speak of the Hand of the Lich-Lord. He has come to Tilagos with his flock, seeking knowledge as you do. Even as you linger, they seek to complete the tasks we have named. If they outspeed you, then the secrets of the Fountain are theirs. Who claims the secrets of the Fountain matters little to us, for once these secrets are claimed our role in Last Resort has come to an end."

To Bubba: "The secrets will be released or they will not. Either you or the other party will succeed or you will all perish. It does not concern us. All the tests can be completed on this island. I can tell you no more."

Knowledge (history or religion): Krathanos was the name of a titan of old, who rampaged so fiercely, wreaking chaos and destruction on humans and elves, that Gozreh herself felt impelled to destroy him (some sources say that she was moved to spare him and only imprisoned him). On the others you draw a blank.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Valgrim will wait half an hour to see if portal closes and if he suddenly smells Tengu.
Perception: 1d20 + 35 ⇒ (11) + 35 = 46

If nothing changes and Bubba reveals the above information, Valgrim speaks, "Ok, I really don't want to deal with asking a titan for his belt so let's leave that "task" for last. The Order was not any help so we are on our own with no clues other than the Nightmare, Doomshroud, and Roc King are on this island and no divination magic. My thoughts are the Roc king is a bird, a large one, but still a bird, so it will seek an aerie high above. We do not know the topography of this island so we need to scout it to determine if there are mountains, valleys, forests, plains, etc. Friar can cast wind walk on all of us for 15 hours and as we have seen before, we travel pretty fast under his magic (60mph). Depending how big this island is, we should be able to traverse all the way around in a few hours or sooner. That way, we can get a better idea what we're dealing with and where we can start looking. If we see mountains or peaks, I may be able to track the roc by its droppings, if there are any. Just throwing ideas out. Anyone else?"

I don't want to waste another day waiting for Friar to re-memorize spells. This way we do something productive.


HP 134/134; Effects: 11 temp hp| +4 morale vs poison & fear| +1 morale to hit & Will saves for 12 hrs

"Do you see any sign of the other group's tracks?"


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

I'll have a look.
Survival: 1d20 + 27 ⇒ (19) + 27 = 46 +2 vs. evil outsiders


Friar is happy to cast Wind Walk on the party and scout the island if Valgrim can't find any tracks.

Sorry guys, I did not memorize any divination magic today.


Male Human (mostly) Mystic Theurge

There are unmistakable tracks but the other group seems to have flown from here, because they end abruptly.

Only minutes later, though, Valgrim picks up the unmistakeable scent of tengu. You might as well roll for initiative.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Valgrim takes a whiff of the air. "That Tengu bastard followed us here, everyone be on alert!"

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15


Female Elf Alchemist (preservationist) 15

1d20 + 5 ⇒ (13) + 5 = 18


1d20 ⇒ 5


HP 134/134; Effects: 11 temp hp| +4 morale vs poison & fear| +1 morale to hit & Will saves for 12 hrs

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Botting Vulcan initiative:1d20 + 3 ⇒ (20) + 3 = 23

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