GM Endless Forms' Shattered Star (Inactive)

Game Master Mike Tuholski

The Dead Heart of Xin (Book 6).

Combat Maps | LOOT!

Varisia | Magnimar | Magnimar after Reforging


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Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Brelar moves into the room, calling upon the his arcane reserve to summon forth a blast of dragon breath!

30' cone so I don't really need to look at her, just in the general direction so I'm not sure if you want me to make a check or not...The 30' cone should hit her from where I'm standing and I'll exclude Argust and stoned Bert.

Damage: 10d6 ⇒ (5, 1, 3, 3, 6, 4, 3, 3, 6, 5) = 39 DC 23 Ref for half.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d3 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Talon: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d3 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Talon: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d3 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Bite: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d3 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Talon: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d3 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Talon: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d3 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Spiritual Hammer: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Eagle Fort: 1d20 + 5 ⇒ (10) + 5 = 15
Eagle 2 Fort: 1d20 + 5 ⇒ (8) + 5 = 13

Both of Karn's eagles for to the ground, stoned, as his spiritual weapon misses once more. What horrible rolls!

Karn tries to cast a spell, commanding the medusa to close her eyes and fall prone. DC 16 Will


The Flaxseed Pathfinder Lodge

@Brelar: getting within 30' of her means you have to save at the beginning of your turn; averting your gaze just gives you a 50% chance to avoid having to roll the save. Unfortunately it looks like you failed both so Brelar now actually turns into a statue:
1d100 ⇒ 14
Brelar Fort: 1d20 + 7 ⇒ (8) + 7 = 15

medusa Will: 1d20 + 18 ⇒ (4) + 18 = 22

Brelar gets stoned with his halfling buddy while Karn's allies remain ineffective and the medusa shrugs off the Kellid's spell. She turns her gaze upon Argust!

Additional DC 18 Fort save from Argust against petrification this round.

Initiative:

1. Bert
2. Sufestra
3. Brelar, Argust, and Karn

86 dmg, 60

You guys are up! Those of you who aren't stone, anyways.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Fort!: 1d20 + 15 ⇒ (7) + 15 = 22

Argust keeps swinging! Brelar! Oh no! What have you done to my friends?!?! You pay... no, you'll DIE for that!

Avert!: 1d100 ⇒ 33

Attack: 1d20 + 23 ⇒ (3) + 23 = 26 for Damage: 2d6 + 23 ⇒ (3, 2) + 23 = 28
Attack: 1d20 + 18 ⇒ (18) + 18 = 36 for Damage: 2d6 + 27 ⇒ (3, 6) + 27 = 36
Confirm?: 1d20 + 18 + 4 ⇒ (9) + 18 + 4 = 31 for Damage: 2d6 + 27 ⇒ (4, 2) + 27 = 33


The Flaxseed Pathfinder Lodge

Argust deftly takes down the troublesome medusa cleric!

Out of combat!

Sufestra's gear:
+3 chainmail, +1 frost punching dagger, doomsday key, stone salve (4 doses), gold unholy symbol of Mestama worth 230 gp, precious necklace worth 2500 gp.

Some of the bathing implements in this room (oils, bath salts, soap) are of exceptional quality and worth a total of 80 gp. Among the vials of bath salts and oils in the northwest alcove are three potions of eagle's splendor. There is, of course, also the statue of Koriah Azmeren.

Doomsday Key:

Aura moderate necromancy; CL 9th
Slot neck (but see text); Price 9,000 gp; Weight 1 lb.

Created ages before the construction of Windsong Abbey by the cult of Groetus, doomsday keys are used by the cult to seal certain doors in their temples, as well as the legendary Doomsday Doors themselves.

Up to three times per day as a standard action made by twisting the key in the air (as if unlocking an invisible lock), a doomsday key causes up to four creatures chosen by and within 20 fete of the user to become shaken for 1 minute (Will DC 14 negates)-this is a mind-affecting effect. A doomsday key can also be used to inflict bestow curse (Will DC 14 negates) once per day-this use requires a successful touch attack. While worn about the neck (and thus taking up the neck item slot), a doomsday key bestows a +4 resistance bonus on the wearer's saving throws made against curse effects; this protection does not help against curses the wearer may already be suffering from.


The Flaxseed Pathfinder Lodge

And (once you get de-petrified) you can level up to 11!

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn runs up and begins to apply the stone salve to Bert and Brelar, casting guidance on them as well.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

They'll be OK, right Karn?

Are we able to take a long rest or how will this work?


The Flaxseed Pathfinder Lodge

If you want you can go back to the lighthouse to rest before heading down into the dungeon. By the way, the dungeon means we're entering the 'main' sanctioned part of the adventure. I'm excited; it looks really good and also looks like we'll be able to move at a decent pace.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

I'd imagine we would. OK, should be ready to go here in a bit. Looks like I have three attacks now.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Stone cracks away from the halfling's form under the salve, revealing flesh and gear underneath. "What happened? Did we win?"

DC 15 Fort save, incl. guidance: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Fort Save: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 *whew*

"Well, that was very foolish of me. Thank you Karn! Great work Argust!" Brelar stumbles. Pointing at the statue of the girl, "Is this the young lady we are looking for?"


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"I think so! Is there any more of that salve? We should get her back to normal and then all go back to the priest."


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

It looks like each jar has 2 uses? So did we find 4 jars (8 uses) or 2 jars (4 uses)?


The Flaxseed Pathfinder Lodge

You found 4 jars. So you can easily wake her up!

Koriah Azmeren slowly breaks free from her petrified state. Koriah Azmeren is a lean and muscular half-elven woman with red hair, blue eyes, and a pale complexion. "Appreciated," she nods as she looks around at all of you. "I suppose my father probably sent you after me? He's not so bad, I guess. . . ."

She pauses a moment and then hurriedly asks, "He is safe, isn't he?"


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Yeah, he was fine when we saw him. We're actually around here for something else, but we heard that the Abbey had been invaded and thought we'd come help."


The Flaxseed Pathfinder Lodge

"Good, good," she mutters. "Let's go back to my father then and stay safe. You look like you've been through a lot. Whatever else you need to do here, I'm sure it can wait until tomorrow after you've gotten some rest."


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

"Not so bad, you guess?" Brelar seems confused. "Is there a reason you would speak poorly of your father?"


The Flaxseed Pathfinder Lodge

"We haven't always gotten along in the past. I was a. . . willful child. Adult, too," she admits. "And he was a very protective father. But I've matured, especially with this recent event. I've come to appreciate his protection more than I once did, I suppose."

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn nods. "Let's get you back to your father."


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"We've got some questions for him, too."


The Flaxseed Pathfinder Lodge

Koriah and her father spend some time catching up; he begins to cry a bit to see his daughter well and safe now. He has food and water ready for you and has laid out a few spots on the floor for you to sleep. Any further healing you require he can take of after a few channels.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

After a suitable length of time has passed, Bert buttonholes the priest. "Hey, what's up with that door downstairs? That's pretty weird."

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

"The Doomsday Door? I have never traveled there. . . few have. It is a perilous journey and bodes ill for us that the invaders have ventured past it."


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Where does it go? We couldn't find any other ways below the Abbey, and we're pretty good at finding things." The halfling tries to look modest but fails miserably and grins. "Oh, yeah! I almost forgot! We found a bunch of silverware and things that belong to the Abbey, so we'll leave them with you. We also found the Masked Abbot's headdress--if you don't mind, we'll use that while we hunt down the invaders, and then return it when we're done."


The Flaxseed Pathfinder Lodge

The priest nods, "Be my guest! We shant be needing it any time soon and it's the least I can offer to help you along. I'm afraid I don't know much about what lies below the Abbey and through the Doomsday Door. Mysteries, monsters, foes, and villains, I expect. Nothing wholesome or good would choose to live its life in such a place. I wish you the best of luck but pray that you will be careful in your journey."


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

That night, Bert fixes his pistol and cleans the headband of alluring charisma +2 before donning it.

Is there anything else left to explore above ground?


The Flaxseed Pathfinder Lodge

Nope, we're ready to head below! I just needed to get the new map up.

By placing the doomsday key found on the medusa into the doomsday door, you are able to open it and reveal a staircase heading down below the Abbey!

The odor of beer permeates the huge room at the bottom of the stairs. Several crates, barrels, kegs, and racks for wine fill the room-many of which have been opened, emptied, upturned, and shattered. The floor is littered with glass shards and corks and strewn with loose coils of rope.

In the room you find a discarded +1 composite longbow along with 50 arrows made of a strange pale metal-a skymetal called inubrix, commonly known as "ghost iron." It is a very soft metal but passes through iron and steel as if they didn't exist. As a result, these arrows deal less damage and are treated as if broken, but they completelly ignore AC bonuses granted by iron or steel armor and shields. Each arrow is worth 250 gp.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Argust looks at the strange arrows and takes them. Gotta be a reason these things exist, right Brelar? Might as well bring 'em along.

I think I'm the only one that has a bow, right?


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

What's the STR rating on the longbow?

ETA: Bert's got a longbow, but it's Small-sized. And I'm already hauling around one oversized weapon.


The Flaxseed Pathfinder Lodge

No Str rating on the bow.

To the west is a short passage that leads to the brewery proper-there are wooden tubs, stone vats, and all the equipment necessary to brew beer, including a large copper kettle and an enclosed cast-iron stove connected to the ceiling by wide metal pipes. The equipment has been fitted with strange alchemical implements, including a tall keg that has been split in half vertically and resembles an upright wooden coffin.

Standing in the corner is a clockwork golem that has clearly seen better days-it is quite battered and in need of repair. Basically it would fight you but has lost some of its abilities and is treated as if it were confused, so it has to roll every round to see what it does. I think we'll just say that you beat it down easily as it grinds its gears and tries to react.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn needs a bow. I should have gotten him one after taking a level in Barb, but forgot.

KArn peers around. "Bert, can you figure out what the alchemical gear was being used for?"


The Flaxseed Pathfinder Lodge

Even putting your head together, it is hard to determine the purpose of the extra brewing equipment. Perhaps it was used in some specialized brewing process or perhaps it was used to create complex magical potions. Or perhaps they left that intriguing bit of text in the room description and forgot to explain it in the text below....


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Nope! Maybe they were using it to make Charon Stout, like you get at the Full Moon Brewery? It'd fit in with the door motif, and all."


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Anyway, let's see what's down that hall to the south. Karn, can you look around for tracks? Here, use the magnifying glass."


The Flaxseed Pathfinder Lodge

To the south you find that the hall splits in every direction but at the center is a room featuring a circular cistern filled with water. A five-foot-wide walkway rings the cistern while above a single narrow hole leads up to the surface.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Then Karn can have the bow and the arrows to go with it. Like I really want to use a bow anyway. Plus, I have one.

So now where do we go?


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Looks like you can get down here through the well...hopefully we won't have to go back that way, right?" The halfling looks around. "One way's as good as another...let's go west and find out where the hallways go before we open any of the doors."


The Flaxseed Pathfinder Lodge

Down the hall is a room furnished with tables, chairs, and a few sideboards.

Four skulks lounge about the room but jump up from their seats when you walk in!

gm rolls:

cultists: 1d20 + 7 ⇒ (12) + 7 = 19
Argust: 1d20 + 2 ⇒ (7) + 2 = 9
Bert: 1d20 + 3 ⇒ (12) + 3 = 15
Brelar: 1d20 + 5 ⇒ (2) + 5 = 7
Karnhousk: 1d20 + 1 ⇒ (1) + 1 = 2

They leap into action, two of them blocking your way forward and calling out to "The alighty Yamasoth!" while the other two come in from the side and fire their bow!

negative energy: 2d6 ⇒ (1, 4) = 5
DC 9 Will for half

negative energy: 2d6 ⇒ (2, 2) = 4
DC 9 Will for half

+1 composite shortbow on Argust (inubrix arrow; ignores armor and shield): 1d20 + 9 ⇒ (7) + 9 = 16
damage with sneak: 1d4 + 3 + 2d6 ⇒ (1) + 3 + (4, 4) = 12

+1 composite shortbow on Karn (inubrix arrow; ignores armor and shield): 1d20 + 9 ⇒ (2) + 9 = 11
damage with sneak: 1d4 + 3 + 2d6 ⇒ (3) + 3 + (5, 6) = 17

Initiative:

1. Skulks
2. Bert, Argust, Brelar, and Karn

You guys are up!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert calls on his luck, then reaches past Karn and fires at the cultist to his left. Then he quickly reloads.

DA Bullet to #3, incl. PBS and luck: 1d20 + 11 + 1 + 2 ⇒ (7) + 11 + 1 + 2 = 21
DA bullet damage, incl. PBS and luck: 1d6 + 7 + 1 + 2 ⇒ (4) + 7 + 1 + 2 = 14

ETA: Almost forgot!
DC 9 Will save, succeeds on anything but a 1: 1d20 ⇒ 2
DC 9 Will save, succeeds on anything but a 1: 1d20 ⇒ 15


The Flaxseed Pathfinder Lodge

Bert's bullet sinks into the skulk's skin!

Initiative:

1. Skulks
2. Bert, Argust, Brelar, and Karn

#3: 14 dmg

Argust, Brelar, and Karn are up!


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Will Saves at +8: 2d20 ⇒ (2, 14) = 16 So 16 total, I take 11 of it, Karn has 5

Argust will then move up and try to Cleave from #3 to #4!

Attack: 1d20 + 22 ⇒ (15) + 22 = 37 for Damage: 2d6 + 21 ⇒ (1, 2) + 21 = 24
Attack: 1d20 + 22 ⇒ (10) + 22 = 32 for Damage: 2d6 + 25 ⇒ (6, 5) + 25 = 36


The Flaxseed Pathfinder Lodge

Ok, these guys are worthless. I'm just going to call the fight. You're actually supposed to face several sets of them in the different rooms here but they're so pitiful I think we'll just say that you slaughtered all 18 of them scattered about.

In other words: Out of combat!

their gear (x18):
+1 composite longbow with 10 inubrix arrows, mwk short sword

Argust cleaves through the skulks and the party easily finishes them off!

Behind the common area are lodgings with little of interest except a small gap in one of the walls that looks out over the seashore.

The door on the north side of the hallway that you passed earlier contains a few sturdy wooden tables and the necessary equipment to work wood, leather, and textiles.

Two full sets of masterwork craftsmen tools, each set worth 200 gp and granting a +2 bonus on Craft skills having to do with carpentry, stonemasonry, and the like. There are also several scrolls written in elven with notes on golem crafting, including notes on how to disrupt and damage golems crafted by others so that they fly into berserk rages (worth 5000 gp to an interested scholar of constructs).


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Maybe have Karn burn a channel or two to heal the party?


The Flaxseed Pathfinder Lodge

aside:
I mean, they were so weak they could hardly hurt you anyways. That's one of my pet-peeves about some dungeons; more than one encounter with the same enemy or group of enemies gets old, especially if they are a trifle to begin with. This AP has been pretty good about it so far but I rolled my eyes at those guys as soon as I flipped through this book. And then I saw that you were supposed to fight that identical encounter about four times and groaned. I don't mind narrating past stuff to keep things moving, especially over PbP. No sense wasting two weeks fighting skulks that can't hurt you can Argust just cleaves through easily anyways. Back to the fun stuff! Let's bring on another medusa cleric, lol!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Their channeling did us a little bit of damage. In any case, I won't complain about moving us up.

Bert stretches. "Nice job, Argust! How about we go back to the cistern and then south?"


The Flaxseed Pathfinder Lodge

South of the cistern you find a room decorated with frescoed life-size images of singing clerics of different faiths gathered in vaulted chambers. The chanting flowing out of each singer's mouth in the frescoes is represented by floating notation marks that rise toward the ceiling over the head and fall back around the feet. A set of stairs heads down.

The door to the south leads to a room with a faint, flickering light illuminating from an alcove in the western wall. Within the alcove, a luminous glove floats in midair above a stone pedestal. A flight of stairs leads down to the east.

In the niche is a globe which shimmers and takes on the appearance of a moon with a skull-like face leering from tis surface.

DC 15 KN (religion):
A depiction of the god Groetus.

DC 25 KN (religion):
There are similar icons in Groetan temples. These strange objects served primarily as tokens of respect for visiting clerics and other divine spellcasters. There were said to serve as windows through which powerful priests of Groetus could look out upon the world.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

I thought they sounded awful weak, even if they had class levels.

KN: religion: 1d20 + 10 ⇒ (2) + 10 = 12

KArn glances at Bert and Brelar. "Any ideas?"


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Definitely a symbol of Groetus, like I'd expect from the door to get down here." Bert has +13 in Knowledge (Religion), and takes 10 automatically for a total of 23 on his check.

BTW, EF, do you want a check to see if any of us recognize the name the skulks called on when they channeled?


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Sorry, I've been slow getting updated for this game. Did we actually rest then? I'm pretty much out of spells etc. I assume we rested when we leveled. I still need to scribe some scrolls and adjust some stuff but...I don't want to keep things from moving forward either.

Knowledge (religion): 1d20 + 17 ⇒ (19) + 17 = 36

Brelar casts detect magic and looks at the floating glove and the moon globe.

"Worshipers of Groetus are certainly here. We should cover or destroy this orb. A high priest may use it as a window to the world." Brelar says, pointing at the orb. "I've got a bag here we could put over it."

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