Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
General Discussion Recruitment Play-by-Post Play-by-Post Discussion

Pathfinder Roleplaying Game


Pathfinder Society

Pathfinder Adventure Card Game

Pathfinder Adventure Card Game Gift Certificates
On Sale and Clearance!

DM EngineHouse - Smoke and Shadow (Inactive)

Game Master EngineHouse

1,001 to 1,050 of 1,163 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

Male Human Engineer 1/Gamer 4

Zombie D1 AoO vs Odol: 1d20 + 4 ⇒ (15) + 4 = 19

Zombie B3 AoO vs Odol: 1d20 + 4 ⇒ (12) + 4 = 16

Not sure why the Necromancer was wasting these fricking assassin-zombies on cranking the lift...

Zombie D1 damage: 1d6 + 4 ⇒ (1) + 4 = 5

Odol, you slam one blow away with your shield but them you feel clammy hands on your kneck and a savage blow to the back of your head. Then everything goes black.

Odol is on -5, Gregory is on -4.

Salvin and Damrang, you watch your comrades fall through the gap in the grizzly shelving. They've been overwhelmed, but they've cut off the Necromancer's escape route. The fate of Iadenveigh will be decided in the next thirty seconds.

Gnome Wizard (Familiar Adept) 2

Round 4: HP 12/12, AC 13/13 this round

Flinching violently as the bullet swerves past his head, it takes Vhailor a few moments to process his options. Doing some quick calculations in his head he figures that he's near enough and sets off at a full pelt towards the necromancer. Staff raised high above his head he screams foul and violent epithets in all the colour of the ten languages that he calls himself passingly fluent in. It is only after he is sorely committed that he realises the folly of his desperate action.... if only his legs were a few inches longer...

Run action to get to G,9

Male Human Paladin 3

Salvin stands, picks up his weapon and moves to V8.

Male Human Engineer 1/Gamer 4

Map (start of turn 5)

The four zombies sway unsteadily on the spot, low groans occasionally escaping from their lulling mouthes. It seems they have completed whatever simple instructions they were given, and are now reliant upon further commands from the necromancer.

Vhailor, as you close with the necromancer you get a better look at him. He wears his robe open at the front, and his pallid chest is covered in burns and brand-marks - some old, some fresh. Despite this, his face is still a portrait of elvish beauty. On one sholder he wears a poldron bearing the Helix Order insignia, and strung round his kneck on a thin chain is a rat's skull. He has a large book strapped to his back.

Knowledge (religion) DC13:
The way the chain is threaded through the eye sockets of the skull betray it as a symbol of Zon Kuthon, the horrific god of misery and torture. Whilst the necromancer is clearly a wizard, not a cleric, he obviously venerates the vile deity.

Damrang is up, then the necromancer will act

Dwarf Ranger (Trapper)/3

Round 5


HP = 13/21
AC = 15
Weapon Equipped = Dwarven Dorn-dergar
Status Effects = None

Damrang runs after Vhailor, wasting no breath in catching up.

Run to H8

Male Dwarf Oracle 3

Stabilize at -5 1d20 + 2 - 5 ⇒ (16) + 2 - 5 = 13
as long as the zombies don't get hungry...

Male Human Engineer 1/Gamer 4

Salvin, Vhailor and Damrang charge through the gloom towards their target. As they bear down on him the evil wizard shouts at the zombies:

"Devour the cripple the moment I am struck!"

In response, the corpses stagger to Odol's prone form and slump to their knees, grasping at his limbs and kneck and bearing rotten teeth. The necromancer turns to the three of you:

"Not another step, cretins!"

Three of the four zombies have readied slam attacks against Odol, which will be triggered when the necromancer is 'struck'. The fourth had to move into position.

Gnome Wizard (Familiar Adept) 2

Round 5: HP 12/12, AC 15

Vhailor cocks his head to one side for a moment, mind briefly racing through the reaction of the zombies and the specifics of what the Necromancer said. Mental cogs whirring they then seize upon a thought and grind to a halt, a wry smile crossing Vhailor's lips. He replies "Ok boss, no hitting... Un pulvérisateur de couleur" hands fanning before him as a vibrant spray of rainbow colours springs forth from his fingers to saturate the Necromancer...

DC 14 Will save for the Necro or Color spray effect by HD

Dwarf Ranger (Trapper)/3

Round 6


HP = 13/21
AC = 15
Weapon Equipped = Dwarven Dorn-dergar
Status Effects = None

Damrang hesitates when he hears the necromancer give his orders, but upon seeing Vhailor attack he moves towards the zombies.

Move 20' and attack a zombie within 10' if I can.
Dwarven dorn-dergar Power Attack: 1d20 + 5 ⇒ (17) + 5 = 221d10 + 9 ⇒ (2) + 9 = 11

Male Human Engineer 1/Gamer 4

Necromancer will save: 1d20 + 5 ⇒ (4) + 5 = 9


The elf staggers dizzily, eyes tightly shut, after Vhailor's spell hits him. It seems the gnome's gambit worked as the zombies do not react. They just keep staring blankly at Odol.

Sorry Damrang, I've been breaking my own rules. You can indeed attack one of the zombies - in future I'll be clearer on positioning

Damrang strides past the struggling wizard and slams his weapon into the chest of a zombie. Vile liquid sprays over the floor as it's rib cage shatters. The blow would have instantly killed it - had it been alive. As it is, it remains standing.

The severely damaged zombies are highlighted in yellow. The others are as yet unharmed. A multicoloured box indicates a creature is under the effects of colour spray.

Since the necromancer is stunned by the spell and the Zombies are still holding their readied action, the whole party may now act. It will then be the necromancer's turn again.

Map (Turn 6, after Damrang has acted)

Gnome Wizard (Familiar Adept) 2

Round 6: 12/12 HP, AC 15

Knowing that the incapacitance of the Necromancer will be fleeting, Vhailor moves up next to the vile creature and chants in Sylvan calling upon the power of electricity...

Move to E,9; Cast shocking grasp and then touch the Necromancer.
Melee touch: 1d20 ⇒ 4 and apparently manage to completely miss a stationary target... sigh...

Male Human Engineer 1/Gamer 4

Update Initiative Order
Gregory (unconsious)
Odol (unconsious)

Once Salvin acts, we will begin round 7. The zombies will still have their action readied to attack Odol, so Damrang will be the first to act.

Male Human Paladin 3

Salvin uses the Run action to reach F8. He does not attack the necromancer.

Dwarf Ranger (Trapper)/3

Round 7


HP = 13/21
AC = 15
Weapon Equipped = Dwarven Dorn-dergar
Status Effects = None

Seeing the zombie is resistant to his dorn-dergar and having little other choice Damrang drops his weapon, draws his axe and steps forward to the first zombie.

Dwarven Waraxe Power Attack: 1d20 + 5 ⇒ (9) + 5 = 141d10 + 6 ⇒ (1) + 6 = 7

Male Human Engineer 1/Gamer 4

Damrang hacks down one of the three zombies, carving it's head open with two blows.

The necromancer backs away as Salvin rushes towards him. He points at Vhailor as the gnome tries to shock him, and shouts:

"My crimes are grave, but they pale compared to the atrocities this fiend has committed! Strike him down! Do your duty!"

Salvin, make a DC14 willpower save or be forced to use your next turn to move to and attack Vhailor.

Turn 7 Map (after Damrang has acted)

Male Human Paladin 3

Will save 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10

"This is all your fault!" Salvin yells at Vhailor.

Edit: I cannot attack yet. Since I'm beside Vhailor, does that mean I take an attack of opportunity if he runs? If I take that attack, does that satisfy the spell and then I get a normal turn?

Male Human Engineer 1/Gamer 4

The spell does not cause you to make attacks of oppertunity. It only governs you next turn. However, that was the necromancer's action meaning it is now your turn.

Male Human Paladin 3

Salvin swings wildly at the gnome beside him, growling with frustration.

Greatsword attack 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
Damage 2d6 + 6 ⇒ (5, 5) + 6 = 16

Male Human Engineer 1/Gamer 4

The Paladin's attack takes Vhailor completely by surprise, cut into the small of his back and damaging his spine. He's thrown a foot forward by the impact and lands in a bleeding heap.

Vhailor is on -4 HP

Salvin, the spell is broken the moment your blade strikes.

The zombies continue to stand ready, so it's now Damrang's turn

Dwarf Ranger (Trapper)/3

Round 8


HP = 13/21
AC = 15
Weapon Equipped = Dwarven Dorn-dergar
Status Effects = None

Desperate to save Odol and unaware just how doomed he his, Damrang steps to the next zombie and swings.

Dwarven Waraxe Power Attack: 1d20 + 5 ⇒ (14) + 5 = 191d10 + 7 ⇒ (4) + 7 = 11

Male Human Engineer 1/Gamer 4

Damrang carves down another zombie, leaving only two to menace Odol. The necromancer apparently sees his ruse is played out.

"Kill the one attacking with the axe!"

Then, he draws a plain-looking sword and faces Salvin

"I will see to it that your corpse is kept intact"

Commanding a specific target to be attacked is a standard action, and drawing the sword is a move action. Salvin is up.

Male Dwarf Oracle 3

Go Damrang and Salvin! The whole thing might have turned on that one hit, but it's still 3 on 2.

Male Human Paladin 3

Salvin steps forward, yelling his rage at the necromancer as he swings wildly at the spellcaster.

Greatsword power attack 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Damage 2d6 + 9 ⇒ (3, 4) + 9 = 16

Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +4)

Just so I know when/if Gregory stabilises :-/

Stabilize (Round 5): 1d20 + 1 - 4 ⇒ (4) + 1 - 4 = 1.
Stabilize (Round 6): 1d20 + 1 - 5 ⇒ (2) + 1 - 5 = -2.
Stabilize (Round 7): 1d20 + 1 - 6 ⇒ (20) + 1 - 6 = 15.
Stabilize (Round 8): 1d20 + 1 - 7 ⇒ (15) + 1 - 7 = 9.
Stabilize (Round 9): 1d20 + 1 - 8 ⇒ (3) + 1 - 8 = -4.
Stabilize (Round 10): 1d20 + 1 - 9 ⇒ (5) + 1 - 9 = -3.
Stabilize (Round 11): 1d20 + 1 - 10 ⇒ (17) + 1 - 10 = 8.
Stabilize (Round 12): 1d20 + 1 - 11 ⇒ (4) + 1 - 11 = -6.

Ouch. Those were some bad rolls! I am glad the 3rd one was a success...

Gnome Wizard (Familiar Adept) 2

Stabilizing: 1d20 + 1 - 4 ⇒ (18) + 1 - 4 = 15 stable at -4

Vhailor does not even have time to cry out in pain before his diminuitive form is sent bloodied and broken to the floor. Blood wells around his prone body, but his breathing is relatively stable.

Male Human Engineer 1/Gamer 4

The fight has now boiled down to two seperate melees, so I don't think a map is necessary for now. Salvin is in F8, Damrang ended up in C4.

The zombies close in on Damrang, swiping at him with their bony fists

DM only:

Zombie A attack: 1d20 + 4 ⇒ (15) + 4 = 19

Zombie B attack: 1d20 + 4 ⇒ (14) + 4 = 18

I'm fudging that, these things have had enough luck. I made this encounter too difficult for a level 2 party.

Zombie A attack: 1d20 + 4 ⇒ (17) + 4 = 21

Zombie B attack: 1d20 + 4 ⇒ (5) + 4 = 9

Damrang blocks one blow with his axe but the other crashes into his face:

Zombie A damage: 1d6 + 4 ⇒ (4) + 4 = 8

Meanwhile, the necromancer brings up his sword and guides Salvin's heavier blade away from him. He steps forward with the poise of a fencer and strikes back, keeping one hand free:

Necromancer attack: 1d20 + 3 ⇒ (5) + 3 = 8

Despite his apparent training his swing is slow and it clangs harmlessly against Salvin's greatsword as he hauls it back onto the defence.

Damrang, you're up

Dwarf Ranger (Trapper)/3

Round 9


HP = 5/21
AC = 15
Weapon Equipped = Dwarven Dorn-dergar
Status Effects = None

Damrang spits out a tooth before swinging his axe with grim fatalism at the zombie that hit him.

Dwarven Waraxe Power Attack: 1d20 + 5 ⇒ (4) + 5 = 91d10 + 7 ⇒ (9) + 7 = 16

Male Human Engineer 1/Gamer 4

Another of the foul monsters is cut down. Whilst the dorn derger smashed organs and muscles that were rotten to nothing anyway, the axe lops off limbs and heads and instantly stops the undead.

Sorry Salvin, I missed you out there and jumped straight to the necromancer. You get your action, then we're back round to the zombies and use the following initiative:


Male Human Paladin 3

Salvin mutters a prayer to his goddess as he swings again at the necromancer.

"Help me end this," he says as he swings.

Greatsword power attack 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Damage 2d6 + 9 ⇒ (6, 2) + 9 = 17

Male Human Engineer 1/Gamer 4

Salvin whirls his blade round and brings it down in a sweeping overhead chop. There's nothing the enemy wizard can do to stop it, and it carves deep into his sholder leaving one arm dangling uselessly. His still grips his sword in the other, and grins at the pain.

The remaining zombie flails on:

Zombie attack: 1d20 + 4 ⇒ (2) + 4 = 6

The relentless assault is clearly taking a toll on it's rotten muscles, and Damrang easily swats it's blows aside.

Damrang's up

Dwarf Ranger (Trapper)/3

Round 10


HP = 5/21
AC = 15
Weapon Equipped = Dwarven War Axe
Status Effects = None

Dwarven Waraxe Power Attack: 1d20 + 5 ⇒ (1) + 5 = 61d10 + 7 ⇒ (10) + 7 = 17

Male Human Engineer 1/Gamer 4

Damrang's living muscles aren't faring much better. As the last of his minions holds the ranger off, the necromancer takes another swing at Salvin:

Necromancer longsword attack: 1d20 + 3 ⇒ (12) + 3 = 15

He rams the blade past Salvin's guard and into the paladin's gut, but his splint mail holds against the strike.

Right, considering we've got three out of five party members waiting for the combat to finish, I'm going to fast forward through one round of attacks:

Zombie attack: 1d20 + 4 ⇒ (5) + 4 = 9

Salvin power attack: 1d20 + 4 ⇒ (17) + 4 = 21

Damrang power attack: 1d20 + 5 ⇒ (12) + 5 = 17

Necromancer attack: 1d20 + 3 ⇒ (5) + 3 = 8

Damrang damage: 1d10 + 7 ⇒ (5) + 7 = 12

Salvin damage: 2d6 + 9 ⇒ (5, 6) + 9 = 20

...and that's that. Salvin and Damrang both finish off their respective targets. I'll let them describe the heroic/grisely details. Note that the necromancer is left incapacitated but not dead.

Combat Over

Male Dwarf Oracle 3

Woot! Way to go Damrang and Salvin. Hope there are some healing potions in there :)

Dwarf Ranger (Trapper)/3

Damrang spits on the zombies before limping to Salvin, dragging Odol as he goes.

"Have we healing?"

Gazing down on the necromancer.

"Should take his head quick and get out of here before he's missed."

Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +4)

If I may be so bold, Gregory did mention earlier that he had the remaining potions that Delve assigned to us; all six of them, in fact...

Potion of CLW (Gregory): 1d8 + 1 ⇒ (5) + 1 = 6.
Potion of CLW (Odol): 1d8 + 1 ⇒ (2) + 1 = 3.
Potion of CLW (Odol): 1d8 + 1 ⇒ (3) + 1 = 4.

Potion of CLW (Vhailor): 1d8 + 1 ⇒ (5) + 1 = 6.

That should leave each of us consciously (albeit barely), and able to search the joint under our own steam, before we escape via the secret entrance/exit ;-)

Male Dwarf Oracle 3

Thanks Gregory! I still hope to bring this place down behind us while we slip out that tunnel too.
The warmth of the healing potion trickles down Odol's throat. Thankfully, he is still unconscious as the first potion works its magic. But the second jolts him back to consciousness as a broken rib nearly skewers his lung while working its way back into place. Not dead? We must have won. He moans as he opens his eyes and looks around. "Wow, that hurt. Who got them?"


AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 2/18
Weapon Equipped Dwarven Waraxe +4 (1d10+3/20/x3)

Dwarf Ranger (Trapper)/3

"I accounted for the zombies, Salvin took care of the hyena, necromancer, and Vhailor. The necromancer near had us."

Damrang quickly loots the corpses after potions are consumed.

Male Dwarf Oracle 3

"Thanks for saving us. Necromancer must have used the same trick on Salvin he tried on me. I nearly took care of Gregory...course the zombies did that anyway. You take off the necromancer's head yet? Last thing we need is that bastard coming back from the dead."

If no one else has done it already, Odol uses his axe to lop off the necromancer's head and then helps search the bodies and room.

Perception 1d20 - 1 ⇒ (1) - 1 = 0
Apparently Odol is still suffering the ill effects of the musket and zombie assault.

Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +4)

Gregory is still staggered, so he will move around slowly...

Groaning, Gregory wearily drags himself to his feet, collecting his earthbreaker as he does so. He then slowly takes in the situation, grunting his appreciation.

"Well, I am glad we won. Hold Odol! If he is still alive, we should keep him that way... I dare say that Delve would love to interrogate him... Still, I would not waste a potion on him, but if someone stabilises him, that could be useful."

He then, slowly and painfully, starts to search the room...

Perception: 1d20 + 9 ⇒ (18) + 9 = 27.

Male Human Paladin 3

As soon as the necromancer falls, Salvin works to make sure Vhailor will survive the wound he inflicted.

"I'm sorry, young wizard. His magics clouded my mind with fear and hate," Salvin says.

Once the wizard is up and about, Salvin will see what can be done to prevent the enemy from using the many bodies already down here.

Gnome Wizard (Familiar Adept) 2

HP 2/12

Vhailor comes to groggily and puts a hand to his back, where it comes away sodden with blood. Groaning and looking askance at Salvin, he nevertheless takes the Paladin at his word... though is careful to remain distant and always keeps a weather eye on him for any resurgence of psychotic tendencies.

Vhailor also helps to look around the workshop for anything of interest. He takes a close inspection of the hyena zombie, poring over it in detail and almost climbing inside for an internal view. He goes as far as giving several of the zombies stacked on the shelves an idle poke with his staff to see if any start moving.

Using detect magic and taking 10 on appropriate spellcrafts and knowledges to know what's interesting and what isn't.

Male Human Engineer 1/Gamer 4

You begin to search the room. Odol immediately finds what he thinks is the secret door, and spends a couple of minutes trying to pry it open before realizing it's just a loose block.

The necromancer carries a longsword and a healer's kit (clearly not used on the living). In his belt, though, you find a Wand of Cure Light Wounds with 45 charges left. You wonder what use such an item would be to someone kept secure in a basement who deals only with the dead. Then, however, you remove his elvish-looking headband. It changes before your eyes into a plain-looking cap - clearly a Hat of Disguise. As it is removed the evil elf's features do not change, but ugly scars fade into view across every inch of his body. They're the result of years of repeated self harm and magical healing. Lastly, you remove the wizard's spell book:

Contents of necromancer's spell book:

Level 1
Cause Fear
Ray of Enfeeblement
Floating Disc
Unseen Servant

Level 2
Bullet Shield
Reloading Hands
Command Undead
Spectral Hand

Level 3
Gentle Repose
Halt Undead
Vampiric Touch

Level 4
Animate Dead

In one corner of the room, next to the winch-wheel, there's a workbench with a corpse laid out on it. The brain has been scooped out and a chunk of gearbox riveted in it's place. A pile of similar wrecked machinery stands next to the workbench - it Delve machinery, so might be worth something in a market elsewhere in Glorian by dint of it's exotic design and complexity. You doubt it's worth lugging it back to Delve, though.

However, in one of the draws of the bench you find four jars. Three of them each contain a litre of fluid - one is red, one yellow and one blue. Vhailor recognizes them as more of the liquids that leaks from the automata you destroyed. The last jar is much smaller, about 100ml. It contines a similar translucent liquid to the others, but this one is as white as snow.

Now that the danger in the room has passed you look again at the bodies that fill the room. For the first time, free for immediate danger, you see them not as zombies and bodies but as young men and women killed in war.

Gregory, you find a 5' square door perfectly camoflaged just behind the area the dire hyena zombie fell. You manage to lever it open and see a dark, well made corridor down a short metal stairway.

Male Dwarf Oracle 3

"Hmmph" snorts Odol as the headband is removed. "That's a sick one all right. I still say we kill him. Delve can always fond a way to speak with his dead body. Trouble at our backs if we leave him alive. Let's grab the jars and his things and see what we can do to bring this ruin down. Time those bodies were buried."
Odol will assist with Detect Magic on the necromancer's things and around the room.
Knowledge (Engineering) to collapse the ruin 1d20 + 6 ⇒ (12) + 6 = 18

Gnome Wizard (Familiar Adept) 2

Vhailor lunges for the dead man's spellbook and clutches it tight, looking up at the others he speculates "Mine?"

He also grabs the vials of fluid and casts a jaundiced eye at the white one...
Craft (Alchemy): 1d20 + 10 ⇒ (17) + 10 = 27
...before carefully stowing the jars in his baggage.

Looking at the piles of bodies on shelves he ventures "Collapse the bookcases against the middle and set them on fire?.... deadies burn right?"

Vhailor has added the spellbook and jars to profile for now and has no interest in the hat or wand.... though could probably do with a wand poke at present.

Gnome Wizard (Familiar Adept) 2

Post thought

Vhailor takes a good look at the man's boomstick - trying to figure if it is of reasonably make or not...
Knowledge (Engineering): take 10 for 20

Male Dwarf Oracle 3

Good reminder
"I ought to be able to do something with that wand."

16 charges used to bring everyone back to full health.

CLW rolls:

Cure light wounds on Vhailor 1d8 + 1 ⇒ (2) + 1 = 3
Cure light wounds on Vhailor 1d8 + 1 ⇒ (8) + 1 = 9
Cure light wounds on Odol 1d8 + 1 ⇒ (4) + 1 = 5
Cure light wounds on Odol 1d8 + 1 ⇒ (1) + 1 = 2
Cure light wounds on Odol 1d8 + 1 ⇒ (4) + 1 = 5
Cure light wounds on Damrang 1d8 + 1 ⇒ (1) + 1 = 2
Cure light wounds on Damrang 1d8 + 1 ⇒ (4) + 1 = 5
Cure light wounds on Damrang 1d8 + 1 ⇒ (8) + 1 = 9
Cure light wounds on Gregory 1d8 + 1 ⇒ (6) + 1 = 7
Cure light wounds on Gregory 1d8 + 1 ⇒ (1) + 1 = 2
Cure light wounds on Gregory 1d8 + 1 ⇒ (2) + 1 = 3
Cure light wounds on Gregory 1d8 + 1 ⇒ (6) + 1 = 7
Cure light wounds on Salvin 1d8 + 1 ⇒ (6) + 1 = 7
Cure light wounds on Salvin 1d8 + 1 ⇒ (5) + 1 = 6
Cure light wounds on Salvin 1d8 + 1 ⇒ (2) + 1 = 3
Cure light wounds on Odol 1d8 + 1 ⇒ (6) + 1 = 7

Male Human Paladin 3

Salvin winces as he is healed back up to full.

"Do we explore first before burning this place down?"

Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +4)

As tempers cool, Gregory takes his time to glance around the room, shaking his head.

"I hope that we are able to stop this war soon; too many lives are being lost, drestroyed, and defiled..."

When Salvin mentions further exploring, Gregory shrugs.

"I would rather not run the risk of having the Twists send reinforcements; we have already looked over this place - let's bring it down."

Gregory then does his best to identify the clear fluid, before it disappears into Vhailor's pack. ;-)

Knowledge(Arcana): 1d20 + 7 ⇒ (20) + 7 = 27.
Knowledge(Engineering): 1d20 + 7 ⇒ (14) + 7 = 21.

Other than than the fluids, which he would like to identify, at least, Gregory has no specific interest in any of the items discovered thus far in this room.

Male Human Engineer 1/Gamer 4

Vhailor and Gregory have a brief discussion of the contents of the mysterious vial. Detect Magic has shown it to have a moderate aura of transmutation, leading them to believe that these liquids are what allow a Delve construct to reason and react to the world. Since only the primary coloured liquids were present in the automata the party fought on the bridge, and given the smaller quntity of the pearl-like solution, it is likely that this substance is some sort of optional enhancement to the 'mind' of a construct. You suspect it will be worth a great deal in Delve - either that, or trading it will be illegal.

These ruins are very old and, at least below the surface, have withstood the passage of time. There is no easy way to bring them down. The gunpowder available in Delve could do it but it would take about a hundred pounds of the stuff and an hour or so to set it up.

It's damp in the crypt and the corpses are not dry. They won't burn easily without a large supply of alchemist's fire.

Vhailor, the twin-barrelled rifle the necromancer used is standard Delve issue (not masterwork), probably taken from a dead soldier. The necromancer did have thirty sets of powder and shot for it - it was seemingly his primary weapon.

Dwarf Ranger (Trapper)/3

Damrang grunts.

"We almost ready? Can't imagine we have much time. Of course if that elevator is the only other way in besides that door we may be ok. Assume we're gonna check it?"

1,001 to 1,050 of 1,163 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Play-by-Post / DM EngineHouse - Smoke and Shadow All Messageboards

Want to post a reply? Sign in.

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.