GM Blood's Age of Worms in Golarion

Game Master David James Olsen

Current Map
Loot


8,401 to 8,450 of 8,486 << first < prev | 160 | 161 | 162 | 163 | 164 | 165 | 166 | 167 | 168 | 169 | 170 | next > last >>

Manzorian says to Trevor, "Your father was a good man, never doubt that. I cannot speak of his choice to leave you, but knowing the man I would say he did it to protect you. Hopefully you can find him and speak with him."

When Quintus mentions the rod, "I have been thinking about this and I believe that Visciannix does indeed have the at least one other piece and greatly desires this piece. This artifact will help you on your journey, but its true value lies in the potential of the completed Rod. I fear that Visciannix will continue to send his nearly unlimited forces against you until he obtains this piece. I have a solution however. Come walk with me, we can talk a little more while I have a few more things to show you."

He leads you deeper into the fortress down below ground level and what seems an endless amount of stairs. He stops what seems like randomly and touches the wall and that section of wall disappears.

Beyond is another large room filled with all sorts of magical items. The vast amount of wealth these items had are immeasurable. He turns to you and says, "I would like to take this fragment of the Rod off your hands and store it here in my vault where it will be protected. Also, owning a piece of the Rod of Seven Parts appeals to me greatly. I guess that is the adventurer's greed that has never left me. In return, I will let you choose some items from my vault, which is quite extensive."

He leads you to the center of the room where there is a round pool of clear clean water framed by stained and cracked marble. Although it must have once been noble and pure, the fountain is now strangely ominous. Small symbols of occluded are scratched into the surface and some of the stains looked mysteriously like blood. Sitting at the base of the fountain are a pair of cups. One is elegantly carved out of ivory while the other is crudely forged iron with spots of rust. Manzorian addresses you once again, "This is a curious magic item I found inside this tower. I have named it The Fountain of Fortune's Folly. Drinking from the pool with one of the cups will grant you a magical boon and a magical misfortune. I have seen many people drink from this pool and I have learned that if one drinks out of the ivory cup, the boon tends to be favorable for the drinker, but the misfortune may not be. While I have seen people drink from the iron cup and the misfortune is not as bad for the drinker, but the fortune may not be as beneficial. I offer you each a drink from this pool with your cup of choice. No other cup works and the fountain will not work for anyone more than once."

More to follow


For the magic items, if you agree as a party to trade in the piece of the Rod, you can each choose a magic item (or items) of up to 40,000gp. While you cannot add 40,000 to an existing item, you could choose a new weapon or armor piece of up to that value. Also, Manzorian will transmute any item received or already obtain to look or be any weapon you like (or want to look like). So if one of the items you just got from the tomb looks good but you don't want to use a short sword, he can transmute it to a greatsword for instance


For the fountain you can choose your Fortune from the list below while I roll randomly for your folly by drinking out of the Ivory Cup, or you can choose your folly and I roll randomly for your fortune by drinking out of the iron cup. Once the choice is made and you drink the effects are permanent.

Remember all rolls are done by me.

Fortune Choices:

Enhanced Vigor: Gain 3 Hps permanently.
Sharpened Senses: Gain a +1 competence bonus on Perception checks.
Deep Understanding: Gain a +2 competence bonus on a Knowledge skill of your choice.
Athletic Skill: Gain a +2 competence bonus on a Strength based skill of your choice.
Nimble Moves: Gain a +2 competence bonus on a Dexterity based skill of your choice.
Smooth Talker: Gain a +2 competence bonus on a Charisma based skill of your choice.
Discovered Skill: Gain 2 ranks in a class skill that you have the fewest ranks in (If a tie you choose)
Lesser Gift: Gain 1d4 random minor potions and 1 minor scroll.
Improved Fortitude: Gain a +1 luck bonus on Fortitude Saves.
Improved Reflexes: Gain a +1 luck bonus on Reflex Saves.
Improved Will: Gain a +1 luck bonus on Will Saves.
Quick Feet: Gain a +2 insight bonus on initiative checks.
Ability Boost: Gain a +1 inherent bonus to an ability score of your choice.
Moderate Gift: Gain a random minor magic items (except potions or scrolls)
Small Riches: Gain a random gemstone and 1d6x10 gps.
Weapon Talent: Gain a proficiency of a martial or exotic weapon of your choice.
Undeveloped Ability: Gain a +2 inherent bonus to a random ability score.
Divine Boon: You can cast a 1st level divine spell once per day. Once the spell is chosen it cannot be changed. Your caster level equals your total character level. (Save DC = 11 + Cha Bonus)
Arcane Boon: You can cast a 1st level arcane spell once per day. Once the spell is chosen it cannot be changed. Your caster level equals your total character level. (Save DC = 11 + Cha Bonus)
Life Anchor: The next time you take enough damage to die, you automatically stabilize at 1 hp before death. This fortune works only once.
Greater Gift: Gain a random medium magic item.
Major Riches: Gain 1d6 gemstones and 1d10x10pp.
Boon of Luck: You may avoid any situation or negative occurance, even one that has just occurred. This fortune functions only once and does not help those around you.
Patron: A powerful outsider takes notice of you and may help you in your time of need. The nature of the outsider is up to the DM. This fortune works only once and cannot be chosen it must be rolled.

Folly Choices:

Ailment: Lose 3 hps permanently.
Dulled Senses: Take a -2 penalty on Perception Checks.
Weakling: Take a -1 penalty on all Strength based skill checks.
Clumsy: Take a -1 penalty on all Dexterity based skill checks.
Rude: Take a -1 penalty on all Charisma based skill checks.
Lost Focus: Take a -2 penalty on a the skill you posses the most ranks in. If there is a tie roll randomly. Once set, the penalty does not change.
Potion Resistance: Gain SR 10 to all potions you consume.
Poor Fortitude: Take a -1 penalty on all Fortitude Saves.
Sluggish Reflexes: Take a -1 penalty on all Reflex Saves.
Weak Will: Take a -1 penalty on all Will Saves.
Slow to React: Take a -2 penalty on initiative checks.
Ability Weakening: One of your ability scores is permanently reduced by one, rolled randomly.
Lesser Curse: Your most expensive magic item gains a permanent drawback. The drawback is randomly determined. Removing your items before drinking from the fountain will not avoid this effect.
Lost Wealth: Lose 2d6 x 1,000 gps. This loss comes first from coins and gems, then from magic items. Removing your items before drinking from the fountain will not avoid this effect.
Withering: Your offhand becomes withered and useless. a regenerate spell repairs this damage for 2d6 hours before it returns.
Ability Drain: One of your ability scores is reduced by 2 of your choice.
Divine Curse: You do not heal naturally and any attempt to magically heal you must first succeed at a DC 15 caster check.
Arcane Curse: Whenever you take damage from a spell or spell-like ability you are also dazed for 1 round if you fail your spell. Spells and Spell-like ability that do not give a save does not cause you to be dazed.
Grave Touch: Whenever you are below 0 hps you lose 2 hps per round and cannot stabilize without aid from another.
Moral Shift: You alignment changes to the opposite. Only neutral remains unchanged. You cannot choose this folly if you are neutral in either alignment axis.
Magical Drain:[/b] Choose two items you possess. All other magical items you own are permanently rendered non magical. Removing your items before drinking from the fountain will not avoid this effect. Artifacts are unaffected.
Unlucky: Once per day you must re-roll twice on a d20 roll taking the worst of two choices. The DM decides when you must do this and has to choose before you roll.
Enmity: You have offended a powerful outsider who might try and destroy you in the future. The nature of the outsider is up to the DM. The folly cannot be chosen it must be rolled.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:
GM Blood wrote:

For the magic items, if you agree as a party to trade in the piece of the Rod, you can each choose a magic item (or items) of up to 40,000gp. While you cannot add 40,000 to an existing item, you could choose a new weapon or armor piece of up to that value. Also, Manzorian will transmute any item received or already obtain to look or be any weapon you like (or want to look like). So if one of the items you just got from the tomb looks good but you don't want to use a short sword, he can transmute it to a greatsword for instance

Is he willing to trade magic items for market value?


No, this applies only to the Rod


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus considers the wizard's proposal, rubbing along the circlet he wears with one finger. "Your offer is more than fair, but it was plain from the start that there were Powers beyond us who wanted to see us succeed. The great battle between the Wind Dukes and Chaos touches on this somehow, and it may be that we were intended to take up that piece of the Rod. If we need to, can we get it back from you?"


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:
GM Blood wrote:
No, this applies only to the Rod

So we couldn't also trade in a +1 weapon and apply that value to a +3 weapon, for example?


Correct 40k item or a number of items that equal 40k


Manzorian smiles, "Of course I would always be willing to trade again for it. However I believe that trading it to me would aid in the success of your mission."


"So if it turns out to be critical to stopping the worms, we could return for it. Given the town and its inhabitants, it would probably be as safe here as it would be anywhere."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Having recovered from hearing about his father, aaaaaaand Rowena grabbing his hand, Trevor curls his lip in painful thoughts as he takes in Manzorian's offer: "I don't know... It's not like we are the guardian of this rod, but I am reluctant to part with it..."


"This vault is the safest place on Golarion, and I don't think you will want wave after wave of devils appearing. Maybe next time they will appear at a time when you are fighting another foe. Think of the end goal, finding out how to stop the Age of Worms by following Trevor's father's footsteps and learning more about Kyuss and just maybe finding Balakarde himself. I would very much like to talk to my friend once again."


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Kelkzar wants to trust, but with an artifact so powerful, he also wants to be really sure. He brings all of his talents to bear to make sure things are on the up and up.
Detect lies and Sense Motive: 1d20 + 16 ⇒ (9) + 16 = 25


Kelkzar detects no lies, but as a power wizard he definitely has his own agenda, but in this fight against Kyuss you are positive he is on your side.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Its all right Trevor. I'm reluctant too, but I think he has our best interests and the best interests of our quest in mind. We're better off turning it over to him."


After you decide what items you would like after you trade in the Rod, Manzorian tells you he has one more way he can help you.

He leads you back up the stairs, although is seems like more stairs walked up than you took down yet nothing looks familiar. He once again stops at a section of wall, waves his hand, and a door appears. He leads you inside to room large room full of paintings.

These paintings are all of various places that seem to be on Golarion. Everyone recognizes Magnimar having been there, but other cities all over Golarion also seem to be shown here. In addition to major cities are a number of rural locations, ancient temples, strongholds, mountains, etc. Manzorian stops at one painting in particular and says, "This is a painting of Kuluth-Mar, far to the south in the Mwangi Expanse. All these painting depict location in Golarion of importance, both ancient and modern. They are all imbued with divination magic that aid in teleportation. Rauno, by concentrating on this painting you can take your group there without ever having been there, like a greater teleportation spell. Once you are done there, I assume you can teleport back to a spot just outside Magepoint."

"This is a much as I dare in directly helping you. I've made powerful enemies in my life, and if I actively join in this search for the truth behind the Age of Worms, my enemies would likely be moved to join the opposition. So for now I am keeping my involvement in this as secret as possible. I will however support Agath, Eligos, and Celeste in their intense research into the Ebon Triad, Kyuss, and the cause of Balakarde's disappearance. We will have this information ready for you after you come back with more information from the site of Kyuss' divine apotheosis."

"Take what time you need to get ready and tell the Inn's tavern keeper when you will be ready and you will have access to this painting. Good luck to you all."

With that he leads you back up the the foyer to head back to the inn.


"They're magnificent." Rauno murmurs as he examines the paintings.

"Your generosity has been exceptional; thank you."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor mostly keeps to himself after voicing his doubts. His mind wanders repeatedly to his father, and to Rowena's hand holding his.


After a good long rest, the party is ready to continue their adventure. You return to Manzorian's tower and to the picture room. Rauno casts teleport while concentrating on the picture and appears at Kuluth-Mar like he had known this place forever.

The air is thick with heat, moisture, and the cacophonous din of the jungle. Chirping birds, cries of hunting predators, and the incessant whir of insects combine to create an exotic song. The plants of the jungle press in, a wall of color and plantlife interrupted only by a twenty-foot gap in the undergrowth that looks out over an immense, bowl-shaped valley.

In this valley sits a ruined city. The buildings are in most cases little more than crumbling foundations overgrown with vines. In places, small copses of exotic trees have reclaimed the ruins, while elsewhere, some buildings still stand. The city’s streets are visible only as faint lines where the undergrowth hasn’t grown as thick. Yet as incredible the spectacle of this forgotten city is, it is dwarfed by what dominates its center.

Here, a giant ring of black rock circles the heart of the city, runes graven upon its surface. Within this ring rises an ancient stone ziggurat. Two openings into chambers within beckon on opposite sides of its base. Atop the ziggurat rises an unbelievable sight, a towering spire of stone shaped almost like a stylized tree or cactus. Arms project from the sides of the stone spire in mocking defiance of gravity, either a feat of divine engineering or the product of powerful magic. The apex of the spire is missing. Whatever rested at this forgotten peak is long gone.

Here is the overview of Kuluth-Mar. You are currently on the outside of the obsidian ring in a section of jungle. This is the central region of Kuluth-Mar where the spire is that you were sent to investigate, however this is only part of the ancient ruined city.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Nice to be back!

From their vantage point, Trevor takes in the incredible view. That such a place existed, and forgotten, at all was such a wonder. He looked back at the long path that had sinuously but inexorably led them to this spot and all he could come up with was: "Well Dang..." arms akimbo, thinking to himself My dad was here. Might still be...


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rowena slaps her neck seconds after materializing. "It's like breathing through a wet rag, filled with bugs," she says, grimacing at the bloody remains of the insect on her hand.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Poor bug... thinks Trevor, having witnessed the devastating power of Rowena's slaps.


Rauno looks around the ruins, seeing danger behind every single stone. with a word he reaches over and touches Rowena, imparting some magical protection on her. Drawing on the power in a small pearl, he recalls the same spell and casts it again, this time on himself. "Let's see what we can find."

Mage Armor on Rauno and Rowena, twelve hour duration.


As you begin to approach your vision blurs for a moment and when it clears the ruins of Kuluth-Mar seem to be suffused with a strange taint that hovers just beyond the edges of reality. Like an oily stain spreading over a pool, a vision wavers in the air. Within the tainted energy is a man seated on a great throne made of green stone. He wears ornate plate armor, and a black circlet rests on his brow. Both the circlet and armor are adorned with silver symbols.

The vision expands, widening its scope to reveal that the throne is located at the apex of the large ziggurat and in the shadow of the spire. The spire itself gleams with flashes of white light, and at its peak is balanced a fifteen-foot-tall black stone monolith shaped like a trapezoid. Around the ziggurat spreads a thriving city, its streets paved in white stone, its buildings painted and whole.

Thousands of figures have gathered in the large open plaza that surrounds the ziggurat, all facing the figure seated at its center. Their cries are a rhythmic chant, surging like waves on the monolith’s shore. As these cries rise in volume, threatening to shake the jungle apart, the vision fades and is replaced by the ruined city of today.

Knowledge (history) DC 30:
The man's armor is of an ancient design that was worn by the Azlanti people.

Knowledge (religion) DC 15:
The man's holy symbol is an archaic symbol of Urgathoa

Perception (listen) DC 20:
The word chanted over and over again is "Kyuss"


Knowledge (history) 1d20 + 19 ⇒ (4) + 19 = 23
Knowledge (religion) 1d20 + 22 ⇒ (5) + 22 = 27
Perception 1d20 + 12 ⇒ (12) + 12 = 24

"A priest of Urgathoa? From the chanting, I would guess Kyuss is associated with the Pallid Princess; that would make sense."


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

As Rauno places the spell on Rowena, her hand quickly comes up to slap what she had first thought was another insect bite. Depending on Rauno's reflexes, his hand probably stings a bit. Of course, Rowena is deeply apologetic and can't look Rauno in the eye for quite some time.

As the vision fades, Rowena looks grim. "That was not your run-of-the-mill haunting. Something powerful and nasty is waiting for us here."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor gives Rauno a knowing smirk as he rubs his bruised hand.

Then, as they are visited by the strange vision, all traces of happiness withdraw from his face, replaced by stern resolve: "How can a whole city be misled into such evil ways!? Surely this is why this great city fell..."


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus shudders at the vision, then nods. "Let's go. Trevor, is there anything particularly evil about?"


"Well, at least we appear to be on the right track. A moment before we go..." He casts a few more spells, and then nods. Immediately everyone feels the mental link amongst the group, and a wash of relief from the humid heat. ”I estimate we have about two hours before some of the arcane benefits I’ve imbued start to wear off.” He draws two rods from his pack as they start to investigate.

Casting Telepathic Bond on the entire group, See Invisible on himself, Unseen Servant, and Life Bubble on all. He hands his everburning torch to his unseen servant, and then he readies the rods of extend and quicken.

Mage Armor (self, 12 hours), Mage Armor (Rowena, 12 hours), Telepathic Bond (all, 2 hours), See Invisible (self, 2 hours), Unseen Servant (12 hours), Life Bubble (all, 4 hours, 44 minutes),

Current Status:

Current Stats: Hps 93/93, AC 20 T 18, FF 17, Saves: F +10 R +10 W +11, CMD 18, Foretell 12/12, Prescience 10/10, Extend 3/3, Empower 3/3, Quicken 3/3, Hero Points 2/3

Active Spell/Effects: Mage Armor, Telepathic Bond, See Invisible, Unseen Servant, Life Bubble.

Additional Bonuses from Spell/Effects: +4 to armor class, sees invisible, breath underwater, breath in vacuum, immune to harmful inhaled effects, endure elements and extremes of pressure.


You cautiously approach the black ring that surrounds the ziggurat and much of the ruins. It is 5-foot-thick, 30-foot-high wall of obsidian. On closer inspection, it becomes apparent that this ring was made from a single giant block of obsidian. It is obviously not natural, being perfectly circular and utterly smooth on the surface. Even without detecting magic, it is obvious the wall is an artifact of great power. It is featureless except for eldritch symbols that cover the upper rim, each of which glows as if lit from within by molten rock.

The runes on the surface of the ring are in draconic and is read by Rauno as "Kyuss forever bound." Rauno studies the runes.

Rauno Knowledge (aracana): 1d20 + 22 ⇒ (16) + 22 = 38

Rauno:
You think that the wall can be touched or flown over by any creature except a minion of Kyuss. Minions of Kyuss should be instantly destroyed if they touch or fly over. A living creature infested by Kyuss worms should be cured if they touch or pass over.


"Remarkable. Someone with tremendous power laid this barrier here. It should be safe for us to traverse it, but any minion of Kyuss, including a living creature infested with Kyuss worms, would be instantly destroyed by the attempt. Before we leave, we best ensure that none of us gained an infection in our exploration."

Quintus, do you have an air walk for us, or do I need to teleport us past?


To clarify, the kyuss worm inside an infested person would be destroyed, not the infested person

The wall is five feet high and can be climbed over if desired


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor lets out an admiring whistle as he looks at the ring: "What a thing! Hey Rauno, do you think it works for creatures coming but also coming out? I mean, is this a prison, or a fortress, a sanctuary?"


Sorry. In the earlier description, it said 5' wide and 30' high. 5' high is much more manageable!

"Were I to make an educated guess, I'd say prison. Whoever or whatever put this here must have been unsure of its ability to purge the dark influence completely. Given the vision we witnessed, I believe that this was a center of the Kyuss movement ages ago, if not the center."

Laying a hand on the obsidian, Rauno raises an eyebrow and adds "Interesting. If one were infected with the worms, I believe it would actually purge them from the host without lasting harm. This could be a good for us. Should any of us find ourselves infected, we merely need to cross the barrier to rid ourselves of them."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"Ah prison... Well, let's make sure we don't mess things up and open its gates!" he mentions, more to himself really.

As Rauno depicts the purging of worms, Trevor turns slightly green, but otherwise remains stern.

"I'll climb first. This could be some sort of trap..."

climb: 1d20 + 7 - 5 ⇒ (3) + 7 - 5 = 5 and he flails and clunks loudly against the barrier, unable to get over it.

"Can someone make some kind of foothold for me?" he asks, sweating under his heavy armour and equipment.


Rauno, you are right, it is 5' thick, and 30' high. That is what I get for commenting and not double checking! And its all one piece of obsidian....that is much more impressive!


Ok so getting over the 30' high wall is a minor issue to get over I'll let you decide via dim door/teleport or flying

Once on the other side you can feel the taint of evil in the air. Looking at the ground, you see it is infested with Kyuss Worms. They are harmless to you as long as you don't stay in one place long enough (like sleeping, walking you will be fine). Normally Kyuss worms that you have seen die quickly without a host, but here they are in the open.

Also if you want worms to make some Kyuss Paste or Kyussbane oil from the Campiagn description, you can gather an almost infinite supply for the rest of the campaign here. Also if you want to go for the Wormhunter Prestige class, there are enough worms here to make some attempts for the 4 int damage required

Approaching the ziggurat and the spire you get to about 30' away from it when you have another vision.

Vision #2 wrote:

The strange dark stain in the air wavers and then grows solid. The peak of the Spire of Long Shadows is restored, and affixed to this peak is a fifteen-foot-tall, three-foot thick trapezoid-shaped pinnacle of black rock, ten feet wide at the base and five at the peak. The monolith of stone shimmers and vibrates with waves of energy, and something strange and horrible writhes inside its nearly opaque interior.

Suddenly, a brilliant red wall of scales fills the view, and there’s a terrible sound of crumbling stone. In an instant, an enormous red dragon is winging away to the north. The spire’s peak is in ruins, and clutched in the dragon’s talons is the monolith. The vision fades, and the dragon and its prize are gone.

You vision returns as if a moment never passed. You are 30' away from the entrance to the ziggurat.

Knowledge (arcana) DC 29:
This was a an ancient red dragon

Knowledge (history) DC 30:
The dragon in the vision is named Dragotha. A one time powerful red dragon consort of Tiamat, over time it succumbed to evil and became a dracolich.

Perception DC 25:
During the vision the shapes writhing inside the monolith seemed to be made out of worms - worms arranged in the shape of an enraged face!


No worries. Besides, even it was five feet high, 8 strength Rauno would still be looking for a way to get past it that didn't involve hefting his own body weight a few feet. :P

Knowledge (arcana) 1d20 + 22 ⇒ (5) + 22 = 27
Knowledge (history) 1d20 + 19 ⇒ (17) + 19 = 36
Perception 1d20 + 12 ⇒ (14) + 12 = 26

"Dragotha." Rauno murmurs in awe. He turns to the others. "The dragon in the vision, Dragotha. It was a consort to Tiamat herself. But the blackness in its soul was such that it eventually became a dracolich."

Rauno frowned as he focused on recalling details of the vision. "Did you see the monolith? It looks like it was made of worms. And it seemed furious at Dragotha! Why do you suppose that is?"


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rowena stands next to the wall. "I'll see what's inside," she says, and turns to the wall. With a flick of one wrist, a long pole appears in her hand. Gripping it to either side, she bends her knees and vaults upwards.

Acrobatics: 1d20 + 46 ⇒ (5) + 46 = 51
With a jump of only 25 feet, she isn't able to clear the top of the wall. "This isn't good," she says, "from the glimpse I got."

She coils again, and this time clears the wall with 3 feet to spare, and lightly land on top.

Acrobatics: 1d20 + 46 ⇒ (20) + 46 = 66

She calls down a description.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Perception check: 1d20 + 6 ⇒ (20) + 6 = 26

"I saw it too, Rauno. Like a face in the monolith. Maybe the dragon wasn't one of Kyuss' creatures? Evil powers often don't ally with each other."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

"How- How long ago do you think that was? Was that a dracolich? It looked quite nimble...


"Don't worry, Trevor. Even though that was likely hundreds or thousands of years ago, a dracolich can easily exist on for centuries. You may still be able to smite him in Iomedae's name if we cross paths. I wonder... If Dragotha was at odds with Kyuss's followers, might Dragotha know or possess something that would help us now?"

The heroes will continue to advance, watching carefully for any ancient clues that might help us. Or more recent clues that would warn us of danger.

Quintus, did you airwalk us, or should I mark off another teleport for Rauno?


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Let's go with the air walk--it gives the party a couple of hours of increased mobility. I'll mark it off.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor casts a warning glance at Rauno: "You can always ask after we slay it..."


Trevor the Yellow wrote:
Trevor casts a warning glance at Rauno: "You can always ask after we slay it..."

Apparently still mulling over the visions they've seen, Rauno absently answers "Hmm? Oh, yes. Of course. I'm sure we could manage that."

Thanks Quintus!


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

As Trevor walks effortlessly up the wall, he grins at Rowena with her pole in her hand atop the wall: "Anyway, nice jumping Rowena..."


GM Blood:

Initiative Rowena Lordail: 1d20 + 6 ⇒ (4) + 6 = 10
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Rauno Redpath: 1d20 + 15 ⇒ (8) + 15 = 23
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative Quintus: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Eviscerator Beetle: 1d20 + 5 ⇒ (19) + 5 = 24
Initiative Kyuss Knight: 1d20 + 20 ⇒ (7) + 20 = 27

You approach the Ziggurat from the western side with a sense of unease. After decending a 20ft wide staircae, you come into 30' by 60' room. The walls of this chamber are carved to depict an army of armored soldiers engaged in the ruin and destruction of a city of helpless men, women, and children. Buildings burn, blood washes the streets, and dark thunderclouds boil in the skies above. Above them all, directing the army, is an enormous figure dressed in plate mail. His face is cold and cruel, but also quite handsome. He wields an exotic polearm that combines the features of a pick, an axe, and a mace. You recognize this man from your first vision.

Before you have long to absorb this, a creature steps out from the shadows. The figure wears dark armor that hides much of its form from view, but its skeletal visage and horrible stench reveals it has to be some form of undead. Small green worms, their mouths filled with row upon row of jagged teeth, writhe along his armor, crawling under its plates and panes. Its most gruesome feature are its eyes, which have been replaced by the ravenous mouths of two bloated worms.

From behind, two bloated beetles move down the stairs with unnatural speed, their mandibles clicking and clicking in a maddening rhythm. Their rotted and pitted shell evokes thoughts of ancient decay and and unfathomable corruption, and tiny green worms, each a wriggling abomination in their own right, squirm through those holes in its exoskeleton.


Everyone must make a Will Save DC 23 [ooc]A sonic, mind affecting effect or be unable to take an action next round (This must be made by everyone in every round until you succeed. This is from the chittering of beetles.[/ooc]

The undead figure raisies his sword in salute of battle and moves up to Trevor and takes a deadly swing. It seems to single out Trevor and does 31 Physical Damage and 6 Unholy Damage

Improved Vital Strike Bastard Sword: 1d20 + 27 ⇒ (17) + 27 = 44
Damage: 3d10 + 18 ⇒ (7, 4, 2) + 18 = 31
Unholy Damage: 2d6 ⇒ (2, 4) = 6

The beetles move from out of nowhere and down the stairs at incredible speed and one attack Rowena and one Quintus. Rowena gets hit for 55 Physical Damage and 11 Negative Energy Damage, Quintus for 77 Physical and 7 Negative

Bite Attack on Rowena: 1d20 + 23 ⇒ (17) + 23 = 40
Confirm Bite Attack on Rowena: 1d20 + 23 ⇒ (10) + 23 = 33
Improved Vital Strike Damage: 16d6 + 11 ⇒ (4, 6, 1, 1, 1, 2, 3, 2, 1, 5, 2, 5, 6, 3, 1, 1) + 11 = 55
Negative energy Damage: 2d6 ⇒ (5, 6) = 11

Bite Attack on Quintus: 1d20 + 23 ⇒ (20) + 23 = 43
Confirm Bite Attack on Rowena: 1d20 + 23 ⇒ (14) + 23 = 37
Improved Vital Strike Damage: 16d6 + 11 ⇒ (3, 3, 4, 1, 6, 6, 5, 4, 3, 1, 6, 6, 5, 2, 5, 6) + 11 = 77
Negative energy Damage: 2d6 ⇒ (1, 6) = 7


Quote:

Round 1

Initiative Order - Kyuss Knight, Beetles, Rauno, Kelkzar, Trevor, Quintus, Rowena

Kyuss Knight AC 30 T 10 FF 30 CMD 31

Beetles AC 27 T 12 FF 24 CMD 38


Prescience 1d20 ⇒ 17

Will Save 1d20 + 11 ⇒ (15) + 11 = 26

Rauno uses his rod of lesser quicken to cast Displacement on himself. He then drops the rod and uses the rod of lesser extend in his other hand to cast extended haste on the group. With a thought, he orders his unseen servant to collect the dropped rod.

Mage Armor (self, 12 hours), Mage Armor (Rowena, 12 hours), Telepathic Bond (all, 2 hours), See Invisible (self, 2 hours), Unseen Servant (12 hours), Life Bubble (all, 4 hours, 44 minutes), Displacement (self, 12 rounds), Haste (all PCs, 24 rounds).

Current Status:

Current Stats: Hps 93/93, AC 20 T 18, FF 17, Saves: F +10 R +11 W +11, CMD 18, Foretell 12/12, Prescience 19/10, Extend 2/3, Empower 3/3, Quicken 2/3, Hero Points 2/3

Active Spell/Effects: Mage Armor, Telepathic Bond, See Invisible, Unseen Servant, Life Bubble, Haste, Displacement.

Additional Bonuses from Spell/Effects: +4 to armor class, sees invisible, breath underwater, breath in vacuum, immune to harmful inhaled effects, endure elements and extremes of pressure, foes have 50% miss chance, extra attack with full attack, +1 to AC, +1 to reflex, +30' speed

8,401 to 8,450 of 8,486 << first < prev | 160 | 161 | 162 | 163 | 164 | 165 | 166 | 167 | 168 | 169 | 170 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gm Blood's AoW in Golarion All Messageboards

Want to post a reply? Sign in.