Gob Smash One

Game Master Tacticslion

They be goblins, you be food... why are they so weird, dude?

That's what the W.D.G.F.F. (Western Duchy Goblin Fighting Force) first Reconnaissance and Strike Crew, aka "Gob Smash One" (that's you) have been sent to find out, in the barren mana wastes beyond the edge of the Duchy near the border of Geb in an ancient abandoned outpost called Hightower...


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Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

We'll have to see, if Vitreous has secrets. I suspect its more of a wooing technique rather than any actual secrets.


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Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

Shaedo's mood has become giddy with all the wonderful stories being told. It was splendid enough with all the stories of the world, and the weird, creepy but fascinating spidey story, but now with Sunny's story of personal origins and Dijiron's history, the little kitsune is giggling and practically bouncing in place as her tails wag. She sat on her haunches to hear the stories, though after a hush following Dijiron's tale, unable to contain herself, the kitsune hops to her feet to share another tale!

Shaedo's two tales of the kitsune people:

"Oh! So now we are all telling origin stories! Well I've got a tale too, in fact, I have got a tale or two! Hehehehe!" The kitsune giggles madly as she flaunts the two tails she has matching her two tales.

"So, did you know there are two kinds of kitsune? Shaedo's eyes widen as if this were a shocking revelation for her as well. Yes, two kinds! The kind that most people know of come from the far eastern land, the land of the ratfolk, Tian Xia. The story of their origin is that there were many wise foxes of a particularly artistic disposition. They would hear the fey, and the humans sing, and make secret fox songs of their own! Oh, how they desired to share their songs with the other races, but who would listen to a fox? There are so many who fear foxes, and the mischief they are said to work..." Shaedo geckers somewhat indignantly at the thought.
"Anywaay, a particularly gifted fox went to work on making a mask, that would be her ultimate self-expression. The mask was of a beautiful human woman. And when she put it on, she became her art. She stood on her hind legs, and her body changed to that of a young human woman!" Shaedo sighs at the thought of the scene, oh, how she wishes she could have seen it!

"Well, foxes aren't generally in the habit of wearing human clothing, well since foxes have their own coats... so when she wandered into to the human city, well, ironically, in her disguise, she was a little under-dressed, as you can imagine, yes?" Shaedo covers her little fox mouth with her hands, and titters into her hands. If ever a fox did blush, it was Shaedo in that moment!

After a settling sigh, the kitsune removes her hands from her face to resume her story. "Over time, the kitsune learned to imitate human habits, until this became the norm for them! They became so used to wearing their disguises that many of them- forgot how to return to their fox forms! Their kitsune forms became a hybrid of human and fox, and many to this day spend much of their time living in other societies disguised as this or that demi-human." Shaedo shakes her head reflectively.

"To this day, the Eastern kitsune still make masks, for that is how they became what they are now. The Tian Xia kitsune are in fact some of the best mask-makers in all the world!"

The kitsune stands proudly for a moment, and then begins her other tale. "But, you'll say, Shaedo, you said there are two kinds of kitsune, yes? Yes! There are! Elder Hannya always said, 'my little kits, we are nirvini-kitsune, different from the other kind. Our ancestors are not foxes of the forest, but foxes of the sky.'" Shaedo looks up to an unseen heaven dreamily for a moment, suddenly seeming small in the world. "Elder Hannya told me so many stories of our ancestors. She says they are fox spirits, from another world, where all the colors are bright, even the clouds shimmer radiant and the day-time sky is so blue, you would think it was a great sheet of sapphire! Here, these feisty little foxes would wander and roam over great distances, and would sometimes befriend winged snake-ladies, who would carry them across the skies of their blessed land, soaring among the clouds, nearly touching the heavens! Now, these foxes, being immortal spirits, couldn't have babies, so how did- we come from them? Well, the story goes, a particularly curious group of foxes traveled so far, they left their own world, and came to ours! Arriving here, in Golarion, they became living creatures- so they could (tehehehe!) have babies! And that is where the little kitusne, my race, the nirvini-ktisune come from! We are the distant children of these far wandering sky foxes! That is why my people looove to travel! It is in our nature to wander so very far, and all over the world, as I have thus far, for as long as I can remember."

With a big, blissful foxy sigh, Shaedo ends her story. "Do not stories just make you feel happy, and full of joy? She asks everyone in the room. You must wish to share more of yourself after this, yes? Do you have an urgent need to share another secret, my friend Husk?

The kitsune giggles at her so-very clever and obviously correct remark.


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Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

"So... all these stories is lovely, an' if there's somethin' else we need to know, I'm all for hearin' it... but I'm pretty sure we figured out this tower is gonna be explodin' like any time now... so's we mights be wantin' ta git movin'!"


"Indeed, Halfling. More stories shall be shared - but not at this time. Now, on to the matter of payment. I will brook no argument, and if I don't have what you request, I will say so."

Upon hearing that the group wishes her aid, "Hm... perhaps you are wiser than most living. Very well: I shall allow my assistance to befall you. Should you clear the door, I shall be "he that stalks" once again, and for your sake: though be ye clear that I am not your servant! Not now, not ever. " it finishes sternly.

"Now... step with me, and touch nothing that I do not permit thee..." it says, as it leads you down the hall, and through a curtain of shimmering webs, held back by a long, desiccated spidery leg...

More... tomorrow, most likely, but very likely late. I apologize for the slow going.


The curtain parts and, through quick and clever use of new webbing and spiders, the dust, curtain-webs, and thoroughly-covered floor are cleared in a path large enough for even your tallest members to stand comfortably... well... "comfortably" might be stretching it, but that's probably mostly because of all of the spiders.

The corridor beyond the spider room... glitters.

Coins, gems, weapons, armor, staves, and all sorts of other items and valuables are strewn down the hallway.

The wealth strewn across the floor of the room - or hanging from the ceiling or embedded into the walls via the glistening webs - is almost breathtaking.

Those with magical senses can tell that many (though most are not) of these items hold various magical auras of all sorts of strengths... though the webbing distorts all, and everything has something... off... about it.

Around twenty-feet down the hallway, an opening in the stone reveals a metal grate, of the same strange gray-yellow metal. The storm, while audible, is definitely more distant, however, as the sounds are distorted by distance and echoing caves - and another tunnel is visible through that direction as well.

"Now: speak your requests."

Upon hearing the requests for items...

----------------------------

I will be posting one person at a time. Expect lots of posts - feel free to ignore those without your character's name in it.


Ceru:

"You flatter well, and your manner is amusing. Very well, I shall give you something of both, and neither at once. I will permit this one thing, however - should you serve well in this task, perhaps I will enhance it for you. Who knows? Perhaps you will prefer it to your other weaponry."

Ceru's Gift:
The Anyweapon wrote:


The Anyweapon
Aura strong Transmutation; CL 10th
Slot amulet; Price 3,100; Weight 1/2 lb.
_________________________
DESCRIPTION
_________________________
This lovely shadowy gem is set into a dark, rough (but intricate) iron design, and strung on an ancient chain of similar make. Worth about 100 gold in the right market, it's true value is hidden from those with no ability to discern magic.

(2/day [38 charges]): shadow weapon
As a swift action, you may create a quasi-real version of any melee weapon with which you are proficient. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with a weapon, it may make a will save (DC 20 or 11+your highest mental attribute, whichever is better) to disbelieve. Failure means the weapon deals damage normally, success means it only takes 2 points of damage from the weapons attacks. The weapon only deals 2 points of damage to objects.

The weapon created may be a masterwork weapon, +1 weapon, a +1 frost weapon, a +1 keen weapon, or a +2 weapon, at your option.

A weapon created this way lasts for 10 minutes.
_________________________
CONSTRUCTION REQUIREMENTS
_________________________
Craft Wondrous Item, shadow weapon; Cost gp.

Masterwork Alchemist's Cook's Kit (needs 1d4 hours and access to a kitchen to recharge food, but the tools still function, granting a +1 bonus to all checks. Fully-stocked, it nets a +2 bonus for 20 checks.)


Sunny: "A shiney blade? For an aquatic elf? How fascinating... and so very like, and unlike your own kind you are."

The creature takes long, graceful steps across the passage, landing near a skeletal arm disconcertingly sticking up from a decayed web-sack. A strange gauntlet-frame is locked around the handle of a brilliant-looking blade. With a deft bite the hand separates, and it and the blade plops in front of Sunny's feet.

"I grant thee this gift: though I have but one, I will now grant thee two, though I wouldst request one of your own sample blades to consume in the process - I've little natural skill with the metallurgy (quite naturally, one presumes), and require patterns to work off of."

Presuming Sunny offers up one of the group's dogslicer's...

A gesture with a long, dead, limb reaches forth and webs weave across the blade, spinning it into the mouth of the beast before you, along with a few other, mundane weaponry scattered across the horde. Slowly woven forth from the mouth of the creature is a brand new blade, seemingly tailor-made for Sunny, and a replica of the other.

Sunny's Blades:
Deceptive Dueling Blade wrote:


Deceptive Dueling Blade
Aura -; CL -
Slot (weapon); Price 90; Weight 4 lbs.
_________________________
DESCRIPTION
_________________________
deceptive dueling blade (x2)
[exotic one-handed weapon]

The smooth blade cleverly changes the gradient of the curve, making it difficult for an opponent to tell where, exactly, it will strike.

[1d8, 19-20/x2, 4 lbs., S; deadly, distracting, performance; 90 g]

* can apply Weapon Finesse
* can wield two-handed for STR x(1.5)
* light weapon for two-weapon fighting
* this provides a +2 bonus to Feinting maneuvers
* this counts as an Aldori dueling sword for all other purposes, including feats and special class abilities
_________________________
CONSTRUCTION REQUIREMENTS
_________________________
Craft (smithing or weapon); Cost 30 gp.

The claw-bracer:
The Grasping Claw wrote:


The Grasping Claw
Aura faint Transmutation; CL 1st
Slot hand; Price 1,004; Weight 1/2 lb.
_________________________
DESCRIPTION
_________________________
the grasping claw
[simple light weapon]

This clawed hand-frame is sized for a medium creature. In addition to holding sharp talons and knuckles, the ingenious device both protects the wearer from injury, and can be set to clasp around a weapon or other item, ensuring that nothing can take your precious-precious from you.

[1d3 (or by unarmed strike), 19-20/x2, 1/2 lb., B or P; disarm; 1,004 g]

* +2 circumstance to disarm or sunder swords or other slender-bladed weapons
* can be 'locked' as a standard action to grant a +5 CMD v. disarm; requires a full-round action to unlock; while locked, the hand cannot be used to cast spells or employ skills
* this can be the target of a spite spell; it doesn't count against the limit of those spells activated by a bearer
* the grasping hand and any item locked within it are subject to the mending (as the spell, CL 1) once each round
* this counts as a gauntlet for all other purposes, including feats and special class abilities
_________________________
CONSTRUCTION REQUIREMENTS
_________________________
Craft Wondrous Item, mending; Cost 1,001 gp.


Layla:

"You may indeed have a Haversack, with my blessing. But allow me to make it for thee, first... Still, there is something interesting to what thou sayest of cloaks. Perhaps I have one additional gift for you all... should you survive this, naturally."

Father Husk thinks for a moment. "As for our foes, know this: 'the bloatfly consumes.' is their motto, or the nearest approximation of it in a tongue that you might comprehend. I tell you this: though ye may well destroy these devourers, I strongly suspect that this will not be the end of them. Know that, from my own research, it seems that there is both more - and less - to this... cult, one supposes... than may first appear. I suspect that there are manipulators and more manipulators, puppets stringing along puppets, as it were. As for... these... know that the Keeper, an ascended one that is named Nuglet, is a vicious beast; deadly, and sure with its weaponry, and strong behind its armor. The keeper is not the leader, though: that would go to... the necromancer." it spits the last word, like a curse.

"As for those here, I will guide you more as we go along."

Layla will receive a Haversack; but see the post with Shaedo, Dijiron, and Eris, below.


Beylinda: "You seeks a warding and a blade? A warrior, then... a dancer. Intrigueing. The blade is easily done..." a long leg points to a sparkling scimitar, "but the shield will take time."

Beylinda's Blade:
Blade of Enoreth wrote:


Blade of Enoreth
Aura -; CL -
Slot (weapon); Price 170; Weight 8 lbs.
_________________________
DESCRIPTION
_________________________
blade of Enoreth
[exotic, one-handed weapon]

This strange, curved and serrated elven weapon holds two blades at slightly different angles and settings, creating a deadly gap between them with which to catch and wrench away the weapons of foes. Each blade - one bronze, the other gold, creating the appearance of a shimmering sunset in motion - ends in a graceful curved hook, able to snare a foe's limb, and bring them to the ground. Originally the property of the celestial-touched elven hero Enoreth, it was rumored to have great power to protect against darkness and death, though his apprentice, bearing the blade, was still apparently lost during the events of Earthfall.

[1d10, 18-20/x2, 6 lbs., S; disarm, performance, trip; 170 g]

* can apply Weapon Finesse
* can wield two-handed for STR x(1.5)
* light weapon for two-weapon fighting
* it costs an additional +2,000 gold-value to add enhancements to the weapon
* this counts as an elven curved blade, or a scimitar for all other purposes purposes, including feats and special class abilities

<made of cold iron>
_________________________
CONSTRUCTION REQUIREMENTS
_________________________
Craft (smithing or weapon); Cost 57 gp.

Note: Bey, a cold iron weapon increases the cost of magical enhancement by +2,000 gold. You were unable to afford it. However, I hope the (non-magical) Blade of Enoreth suffices. Considering it has a +1 to attack (due to being masterwork) and deals an average of +2 damage more than a standard scimitar (due to the damage dice difference), I figure it should be 'close enough'. Note that it counts as a scimitar, hence you can use it in place of a scimitar with your dervish abilities and feats. As for your potions of shield, see the post with Shaedo, Dijiron, and Eris, below.


Vitreous:

"Very well. Much like the Halfling, I must make your slippers - but it should be able to be done quickly. As for your blessing..."

You see a... shifting within the creature, as the swarms of spiders begin... crafting... cards?

Quickly a deck is crafted - a very large one! - and within the swirl, the cards are laid face down, one after the other. Incredibly rapidly, the cards flash! flash! flash! one after the other up to and within 'Father Husks' eyes.

DC 25 Perception check, if you actually want to make out what's written on any of them. You must make one check per card. There are thirteen. I'm not rolling thirteen perception checks for everyone. If you wish to try to make them, you can. Please put them in a spoiler box labeled 'card spot?' if you care to do so; don't bother, if you don't. Thanks!

Thirteen of the cards settle near the vocal strings, resting... and ready.

"I know your future, and I know your fates, at least for a time; this is my blessing. Nothing can stop this now, Vitreous "Darling" Dimplegatto, experimental gunsmith, failed "ladies' man", unsure if you'd rather have a lady friend or gun - and unsure of your own mechanical desires for either; for the last century-and-a-half you have wondered, seeking new sensations, and now you shall have them; be warned: your life shall be interesting. I shall grant you each gift, as I deem fit... though I cannot hold them back forever."

She hesitates; then, "We must strike within the next seven minutes and thirty seconds. I will divulge one blessing every two minutes and thirty seconds. Should you survive the seven-and-a-half minute mark, I will continue to divulge blessings at a similar rate thereafter."

Vitreous will receive Slippers; but see the post with Shaedo, Dijiron, and Eris, below. Vitreous' "blessings" have not been given yet. I will divulge them over time. (Also, believe it or not, this was one of the easiest to do.)


Shaedo, Dijiron, Eris

Also Beylinda (at the bottom).

Vitreous and Layla, see the bottom of this post.

----------------------------

Shaedo: "I would be delighted, fox-spirit. But we have no time... unless... but hm. Only one, seems such a waste...? I shall see."

----------------------------

Dijiron: "Ah. A Seeker of the Weave. Yes, I know many secrets, and much knowledge. But... you shall run out of time before I reveal it to you, at this rate. This makes two. Is it enough? I shall... see about the remainder of your companions."

----------------------------

Eris: (asking for things similar to Dijiron) "... interesting. I have three would-be pupils, and two subjects? Fascinating indeed."

----------------------------

"Very well. For three would-be pupils, a bag, some slippers, and a shield. I shall grant these last. Aasimar, Fox-spirit, and Mages: touch my leg - you will come to no harm."

----------------------------

The spiders within and around scurry back from the extended leg, leaving a long, clear space to touch it.

Presuming you do...

A long, deep resonating sound - similar, in some regards, the tolling of a clock bell - vibrates throughout your core. Suddenly... nothing seems to happen.

"And now, we have time." it explains.

The four of you look around and notice that, save for Father Husk and the four of you who were touching it, something seems... off. Just slightly... but still.

And then it hits you: nothing is moving. At all.

The softly stirring webbing is stirring no more. The distant sound of the storm has gone quiet. The breathing of your (still standing) companions has entirely ceased. Everything seems just a shade.... dimmer... somehow... as if it were all slightly less important or something.

Congratulations, you are all in a mythic time stop right now. Dijiron and/or Eris may wish to nerd out... just a little.

----------------------------

After the next post I make, Vitreous should receive his slippers, and Layla her Haversack. I would appreciate it if no one but Beylinda, Dijiron, Eris, and Shaedo post in Gameplay until otherwise noted, except as a brief response to Father Husk, presumed to take place before this post is made. Hopefully, it won't take too long, as I hope to have everything else completed by tomorrow.


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

Shaedo clutches Father Husk's leg tightly, shutting her eyes tight, she peeks about, opening one eye momentarily and then shutting it.

As the ringing begins to shake her core, Shaedo rings along with it.
"Be-ri-riririririiiiiinnnnnggggiiririririringririririnnng!"

Her body trembles and all the hairs and fur spike out with the rhythm.

Shaedo then peers around the time-frozen room in abject awe.

"Everything... is so still..." The little kitsune murmurs quietly.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru gasps in delight at the gifts of Father Husk, and spends time trying to make sure she understands the ins and outs of the magic gem.


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22

Such powerful magic...Dijiron briefly trails off lost in thought. Forgive me but I was unaware that you a mage powerful enough to do this. Or is this some innate power of your species?


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny is pleasant and gracious in accepting the shiny from the Spidey... Though her body language shows she's rilly not happy/keen on getting too close to the critter...


As the four of you look around, you see the absolute stillness of the world around you. Father Husk quickly begins busying itself, arranging small swarms of the spiders within itself to various tasks.

"Ratling, my kind can often barely summon a spark of intellect decent enough to light a candle, much less utilize this magic. This is a gift unique to myself from the ancient. Alas, it does no good when shepherding too many..."

Shedding nearly a dozen near the grate, Father Husk orders Beylinda to stand in the midst of them. "Take care to crush none of them. In order to properly craft your shield, celestiakin, we must have time. Be here."

After properly arranging her, Father Husk encourages Beylinda to to bow her head and look down, then wait.

"One may find kneeling to be more comfortable - either way, thou needst to bend thy neck and stretch out thine arm - down to the ground is fine, so long as your arm is arranged as if holding a fine shield. This is for my measurements."

It helps arrange her, as it can with no hands. "Bear in mind, this may sting, slightly. It should only be temporary, however. When you see the serpent, it is a gift, not a curse. It shall end shortly, and you shall have your shield. Fear not, and permit it to work its way."

Beylinda, let me know if you comply/cooperate or not.

After this is accomplished (or not, as the case may be), she turns to Shaedo.

"Foxling," Father Husk intones, "to truly make you as stealthy as we is an impossibility in the time we have available... but to give you something similar is not. Perhaps, should we have more time later, you will receive more training. For now, however... I give you two options. One that will mark you forever, but permit you to hide like few others - you're competence will be great. The other is more limited in some regards, but more flexible, and the mark I give you shall be temporary. Thy choice is thine. Regardless, set yourself here." Father Husk arranges Shaedo in a similar manner to Beylinda.

"The sting shall be brief, and you should permit the serpent to work its way."

Shaedo, let me know if you comply or not, and which of the two options you choose: a permanent increase to competence, or a greater increase due to magic, but with limited use.

After this is accomplished, she turns to both Dijiron and Beylinda.

"The two of ye have both sought my council on matters arcane. Very well, I shall give these to each of thee: one of my children, practically still-born, but with enough of my own deathless nature to grant the barest sliver of mine own knowledge."

Father Husk begins helping them select a place for one of its children to 'reside, for a time' and teach you 'rudimentary secrets of the spell-weave'.

The Dreamweave Spellkeeper:
Dreamweave Spellkeeper wrote:


Dreamweave Spellkeeper
Aura moderate Various; CL 5th
Slot none; Price 3,100; Weight -
_________________________
DESCRIPTION
_________________________
This incredibly miniscule spider has attached itself - entirely unobtrusively - via webbing in a very out-of-the-way location. The spells it weaves into the mind of the bearer are potent.

This tattoo grants the the following spells known:
- 1st: Cause Fear, Sleep, Share Language, [url=http://www.d20pfsrd.com/magic/all-spells/s/spider-climb]Spider Climb, Web Bolt
- 2nd: Blood Transcription, Jitterbugs, Mad Hallucination, Share Memory, Touch of Idiocy, Web, Web Shelter, Vomit Swarm (spiders only)
- 3rd: Arcane Sight, Blood Biography , Blood Scent, Clairaudience/Clairvoyance, Ray of Exhaustion
Prepared casters can replicate these spells into their spellbook or prepare directly from the spellkeeper, eliminating it from the spellkeeper. Spontaneous casters can utilize each spell a total of three times by expending their spell-slots, at which point that spell fades away and is gone. The spells in the spellkeeper are treated as a spell for the class bonded to the spellkeeper. Regardless, a spell can be cast without expending a spell slot: once; after it has been cast, the spell permanently vanishes from the spellkeeper; this otherwise functions as if casting from a scroll, though you need not read it. Once all of the spells are gone, the spellkeeper simply falls off, exhausted and destroyed. It registers as a minor undead while active.
_________________________
CONSTRUCTION REQUIREMENTS
_________________________
Craft Tattoo, Scribe Scroll, Arcane Sight, Blood Biography , Blood Scent, Blood Transcription, Cause Fear, Clairaudience/Clairvoyance, Jitterbugs, Mad Hallucination, Ray of Exhaustion, Share Memory, Sleep, Share Language, [url=http://www.d20pfsrd.com/magic/all-spells/s/spider-climb]Spider Climb, Touch of Idiocy, Web, Web Bolt, Web Shelter, Vomit Swarm; Cost 1,600 gp.

Dijiron, Eris, you now have a Spellkeeper, unless you specifically reject the offer. Tell me where you keep it - it's size is small enough that you cannot notice its presence, regardless, on your skin or in your fur. Unless suggested otherwise, I will presume Eris keeps hers at the base of her neck. Beylinda and Shaedo, I need you to tell me how you respond before I finish with you. If you accept, things will be handled quickly and easily. Otherwise, it will take a few more posts. I hope you enjoy! (And no: you're not getting a spellkeeper.)


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

Shaedo nods, hushed, and gingerly moves into place. Looking to Father Husk, she speaks her choice.

"I wish- to learn. I choose competence. And- I-I'll return to finish the training we started, once we save the Tower - er, and the world- from explodey wrongness," the kitsune stammers solemnly.

Shaedo complies and chooses the permanent increase in competence!


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny suppresses a shudder at the thought of spideys crawling all over herself.... but she says nothing, smiling and happy that her friends are gathering benefits and such. (^_^)


Dijiron and Eris, I forgot to mention: you each have one point of non-lethal damage. Also, I messed up the linking for Share Language. The corrected Spellkeeper will be posted below.

It's also worth noting: you can't actually feel the Spellkeeper. It's so light and minor that, aside from the minor ache of 1 nonlethal damage (which heals normally), you don't notice it.

The Dreamweave Spellkeeper:
Dreamweave Spellkeeper wrote:


Dreamweave Spellkeeper
Aura moderate Various; CL 5th
Slot none; Price 3,100; Weight -
_________________________
DESCRIPTION
_________________________
This incredibly miniscule spider has attached itself - entirely unobtrusively - in a very out-of-the-way location. The spells it weaves into the mind of the bearer are potent.

This tattoo grants the the following spells known:
- 1st: Cause Fear, Sleep, Share Language, Spider Climb, Web Bolt
- 2nd: Blood Transcription, Jitterbugs, Mad Hallucination, Share Memory, Touch of Idiocy, Web, Web Shelter, Vomit Swarm (spiders only)
- 3rd: Arcane Sight, Blood Biography , Blood Scent, Clairaudience/Clairvoyance, Ray of Exhaustion
Prepared casters can replicate these spells into their spellbook or prepare directly from the spellkeeper, eliminating it from the spellkeeper. Spontaneous casters can utilize each spell a total of three times by expending their spell-slots, at which point that spell fades away and is gone. The spells in the spellkeeper are treated as a spell for the class bonded to the spellkeeper. Regardless, a spell can be cast without expending a spell slot: once; after it has been cast, the spell permanently vanishes from the spellkeeper; this otherwise functions as if casting from a scroll, though you need not read it. Once all of the spells are gone, the spellkeeper simply falls off, exhausted and destroyed. It registers as a minor undead while active.
_________________________
CONSTRUCTION REQUIREMENTS
_________________________
Craft Tattoo, Scribe Scroll, Arcane Sight, Blood Biography , Blood Scent, Blood Transcription, Cause Fear, Clairaudience/Clairvoyance, Jitterbugs, Mad Hallucination, Ray of Exhaustion, Share Memory, Sleep, Share Language, Spider Climb, Touch of Idiocy, Web, Web Bolt, Web Shelter, Vomit Swarm; Cost 1,600 gp.

In response to Shaedo

Father Husk nods, sagaciously (very difficult for a spider, involving flexing its entire body - quite a feat of self-training).

It quickly sketches something on the ground in front of her, out of webbing and scratches.

"Read this, aloud, foxling, please." it says, gesturing.

Quote:
I am the darkness of night. I am the shadows of all. I do not exist, and none know of me. Thy light hides my face. Thy eyes see me not. Thy ears deceive, for they say all is quiet. I am as sudden as the dawn, and non may approach me. Thy doom be upon thee.

As Shaedo finishes, she sees a flash of a large brown serpent reach out to strike her, and then... nothing. She blinks. Her ankle hurts a tad You have 1 point of nonlethal damage, but otherwise everything feels normal.

Beylinda, if you've not complied, you may read the spoiler. Otherwise, only Dijiron and Eris should read the spoiler.

What the Other Saw:
A flash of brown, and the serpent strikes Shaedo suddenly, solidly, becoming wrapped in an amber field.

Father Husk gestures, and the dozen miniscule spiders quickly begin crawling up her ankle to begin weaving pattern-arrangements on her ankle out of their webbing, dipping some of themselves into a bottle of clearly-magical ink, and those then biting both her and the web slightly... and creating a tattoo from the webs themselves.

After a few hours (during which you are introduced to the ins and outs of your spellkeeper), they finish. The amber field vanishes, and Shaedo blinks.

As Shaedo looks around... it's odd. Because some things are very definitely where they were before... and others... are very definitely different.

She begins hearing the whispers... well, not whispers exactly, more like her own mind teaching her, correcting her stances, almost subconsciously adjusting how her foot falls, or her body-posture, adjusting her every little move to be stealthier.

Competence:
The Mark of Competence wrote:


Mark of the Dreamwoven Cloak
Aura faint Abjuration; CL 3rd
Slot none; Price 2,500; Weight -
_________________________
DESCRIPTION
_________________________
This feint, nearly-translucent iridescent pattern in the skin constantly teaches the bearer the nature of becoming vague and unnoticed, showing them them the best way to stay hidden and quiet.

This tattoo grants a +6 competence bonus to stealth. It only functions for kitsune.
_________________________
CONSTRUCTION REQUIREMENTS
_________________________
Craft Tattoo, invisibility; Cost 1,250 gp.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Sorry lots of work DM, No beylinda will not comply after all she has been rather careful to ask for simple thing and not big favor from the sentient undead creature...(And Tks for the weapon)


To Beylinda: sounds good; s'why I asked. :)

Father Husk chuckles. "Suspicious, to be sure. Very well: you shall receive a minor bauble for your fear."

Beylinda receives one yellow-red carved gem worth 105 gold.

Once everyone has accomplished their parts and recieved their rewards...

With a slow ringing picking up within the ears of those who stepped beyond time's borders with Father Husk, reality at first slowly begins to reassert itself... then crashes back to it's normal speed all at once.

"Behold, we have returned." states Father Husk, which is kind of odd for Ceru, Sunny, Layla, and Vitreous, as they never saw anyone leave, though, of course, everyone is suddenly in different positions.

"To answer your unspoken question, young master ratfolk, you will see why I do not simply do this and eliminate our foes. First, of course, is that I cannot touch them. Second, they have barred the grate with fire and heavy weights - things that are... effective against one with no hands, such as I. You must pass through this blazing earth to achieve the lock, and must open the lock before I assist thee. This is the first part of thy task: someone must attend the Keeper and the minions thereof, while another the lock that wards against me. After this, it is possible to assist you: but not before. Do you understand? "

Welp: now that we're done, here, I'll try and update the story. New maps forthcoming.


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

During the time stop, and afterwards, until the party begins moving to the next area, Shaedo practices her new ninja vixey moves in the shadows of the room, letting the dreamweave mark guide her. Though she warily avoids touching the dream-spidey webbing.


I intended to mention this last post, but it got left out of the copy/paste from my computer document. Apologies.

Layla Father Husk moves toward the Halfling, her large form towering over the smaller one.

A sack of silken weave, almost translucent, is carefully moved forward across Father Husk's back towards the great creature's head, and dropped at Layla's feat. It seems to be made of the same material as the rest of this place: the soft webbing providing a soft prism, and, though not transparent, leaving hints and shadow of anything that may be inside.

"One bag, as requested." Father Husk notes.

This is a silk weave bag. Half the weight of a standard Haversack, twice the hardness and hit point, but vulnerable to fire (if the fire can penetrate its hardness). Otherwise,nit functions as a Handy Haversack.

Vitreous The massive creature glides silently, stepping lightly on its enormous legs, toward Vitreous as well.

Much like the sack an almost translucent pair of slippers is carefully moved forward across Father Husk's back (apparently, other observers note, from a storing place near the start of it's thorax) towards the great creature's head, and dropped at Vitreous' feat. Just as the bag did, the slippers seems to be made of the same webbing all around you, the silky substance producing a soft prism, and, though not transparent, leaving hints and shadow of your feet when worn. They look... perfectly tailored for you.

"One pair of shoes, as desired. And these change color to match whatever you happen to be wearing." Father Husk explains.

This are silk weave slippers, just like the bag; the same traits apply: half the weight of a standard slippers, twice the hardness and hit points, but vulnerable to fire (if the fire can penetrate its hardness). Otherwise they function as a pair of Feather Step Slippers.


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Layla picks up her silk weave satchel.

"Thank ye kindly, Father Husk."

She also confusedly mentals those who suddenly changed places.

"Some of you guys suddenly changed places. Like, in the blink of an eye. What happened?"


Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

"Wow! These are the most comfortable pair I've ever worn! Where'd you learn the cobbler's trade? I have a cousin three times removed and added back once, that is an excellent shoesmith. Good ol' John Drimplegatto."
Vitreous begins to do a little dance, oblivious to the rest of the room. The dance is marred by the fact that he stares at his feet the entire time ,which causes him to wobble a lot. He thinks it is a very sexy dance, but all women in the room should be agape in horror at it.
You begin to understand the failed part of his lady's man description, this alone will cause an entire bar's patrons to be suddenly sober on a busy Saturday night.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny blinks in response to Layla's thought comment.

*I don't know. Every one all shimmied and shifted too...* Though Sunny is quickly distracted by 'Darlings' dancing.

(^_^)


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

There is more to this creature than we thought, Layla. He has so far been nice but I would still keep an eye out...


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

It's a really really good thing he's on our side! It'd be bad... if we'd a had to fight him. Shaedo adds to the conversation of minds.

Meanwhile, she practices seeing how close she get to her companions before getting noticed.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

You know he can probably hear us, right? He had remarked on our doing this earlier...


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

Shaedo gasps, her whole body tensing, as she looks at Father husk with an apologetic grin, eyes searching for somewhere to run, just in case.


Ninja'd! ... by a gnome! ... and a kitsune!

... actually, since the first is a rogue and the second is actually a ninja, that's... kind of appropriate. :D

Spoilers are for those who desire to ignore Father Husk's ramblings. He's prone to such things, it seems. You did pay for information, after all.

Father Husk... chuckles. Somehow.

"Indeed, Gemling." it says aloud to Ceru. "One can hardly help but hear what is spoken directly to them, unless they are deaf. That said, please: feel free to continue, as if I cannot. This one was not planning on disturbing you from doing so. And fear not little fox spirit: we shan't be fighting unless paranoia forces you to attack."

Father Husk then steps away from, and over the various people in hall, heading down a long, dark corridor, and carefully brushing aside much, though not all, of the webbing.

"If you wish to see this business through to the end... you will probably wish to follow me..."

Carefully, Father Husk mostly clears a "safe" path for the lot of you to walk, though you must do so carefully, as webbing is carefully arranged across the floor, ceiling, and walls nonetheless.

As you head down a tangle of passages, after a few minutes, Father Husk continues; "You asked for secrets of this tower. Very well - I shall answer."

The tunnels you are in, the goblins outside, and musings:
"These used to be the ventilation shafts, runoff disposal, and sewage for the... human... inhabitants of this place. It ultimately leads outside, to a number of small tunnels and caverns riddling the base of the Tor. The vermin that you hunt do not enter my domain: not only are the grates formidable enough to dissuade much curiosity, they have learned - the hard way - to avoid my tendrils of sensation. Fires were once kept by them nearest all of our exits."

"I say "once", because I feel certain that fairly recently one of the fools either dropped their large loads of alchemist fires into it, or else dropped a torch or ember into it. Strange, as I thought they kept them well enough away. In any event the explosion from earlier - you must have been near at that time, with the arrival of the storm, so you could not have avoided hearing or feeling it within the Tor, though the goblins - superstitious lot that they are - decided it must be the fell spider magic, from what I can tell."

"Either way, they are dead: they would not have survived the transforming power of the Storm itself. This particular one is... unusually potent, one must admit. Strangely so. If not for the knowledge of such things, one could even presume that some being brought this about on purpose, such as the Magaambyan arcanists once did for their people (I say 'once', simply because their fate is unknown to me, not for a particular reason). It is... intriguing, if impossible. If someone did have a way to conjure such power, however, they would be destroyed by now. The... anarchy of such effects are... disconcerting."

An aside for Vitreous:
Father Husk stops, and turns. "Speaking of which: Vitreous, it is time. Your first 'blessing', as it turns out, is not much of one. You hereby receive the blessing of the Rakshasa."

A card slides forth, out of the spider's mouth. You... didn't know how that could be done, previously. After watching it happen, you're still not sure how it's done.

The large, heavy, silken thing flutters to the ground at Vitreous' feet. It's exquisitely crafted.

"Do not speak untruths. From this day forth, any time you speak words that lack truth with the intent to deceive, a bestial form shall overcome thee, and your speech shall become that of the creature that you become - thus shall your lies be revealed and sealed all at once. You shall remain in this form for the span of a circle of moments - what I've heard thy kind refer to as 'one hour'. Rejoice: this is easily avoided. Now: we must hurry."

Father Husk then turns, and continues walking. "Regardless, these shafts are hardly functional anymore. Only those closest to the Tor still work at all (they and their sluice-gate functions), and they all drain into the Well... if you wanted to control any of it, what little you could control would be there... and what little they drain into the well is generally annulled quickly enough by the magical residue and chaos within. Residue from long before the mana wastes."

Somewhere in the distance, you stat picking up the acrid scent of strange smoke.

An aside about history:
"At the end of the last age, you see, when Geb tired of the war and rivalry between himself and Nex, that wretched man decided instead of accepting defeat or halting the needless violence, to destroy the land and all within. Fool of a human. The land was already fairly ruined by their wasteful magical nonsense. The fool Geb simply worsened everything, tainting all the chaos with necromancy, and creating a fog of death potent enough to kill cities - specifically Quantum, capital of Nex. Foolishly, I might add. Nex was prepared for just such an eventuality, and left, driving Geb to suicide... suicide that he returned from just because of his pointless jealousy."

"Thus everything in the great region you know as the 'Mana Wastes' was tainted by necromancy... but especially this border region, near Geb. What's more, the valley we are in - the 'Vangeline Pass', I believe it's called by your kind - receives magical runoff from that tainted land of the ascended, and much of that drains here, reversing the original flow, and settling deep into the well of broken magic - I believe you refer to them as 'mana wells'?"

Why Father Husk isn't worried:
"The well itself was created mostly because this was a site of ancient power. It was once an arcane battery utilized by Nex to harness the natural powers of the storm. It no longer functions, fortunately - lightning is no longer properly channeled through the changed metals of the tower, and the actual battery beneath was eaten away by the anarchic and necromantic energies long ago - it is simply a large space, now."

"This is why I am not too worried about an explosion. The only explosion that they could craft would be one they establish within the depths of the well itself: it would, at most, be something that erupts around and through this tower... if they can summon the magical energy: the intelligence of the vermin hardly qualifies them to attempt such rituals in the first place. Besides, I know they are not gaining power from the storm: the bars here in these depths would inform me of this, thrumming with energy as they do." it gestures with a large leg at one of the metal struts as you pass it. It... seems curiously silent, given what you saw on top of the tower.

The scent of acrid smoke becomes more and more potent as the minutes tick by. Finally, it becomes quite strong.

Father Husk slows, and then speaks quietly. "Ah - here we are. Now... quiet as you can. Ignore the flies, and eat none of them. Infused with necromancy and the essence of the lower planes, they are meant as a trap. I am certain that brave warriors such as yourself are not... prone... to falling for such obvious, if delicious, bait. Just recall, what I said: you must open the doors before I can aid you. There is no way to clear what webbing remains - you will simply have to be swift in your movements."

The large tunnel becomes a much narrower one, though Father Husk seems to have no problem squeezing. It points. Up ahead, you see... flies. Large, bloated flies. Filling the webspace. Some of which are still twitching and buzzing, despite being trapped in the web.

-4 penalty to stealth on the approach through the flies; DC 10 fortitude saves for each round spent on them.

There is an area at which the flies (and the webbing) stop, shortly before a large iron gate. Beyond the grate, a haze of heat and smoke wafts upward, and you see a vast, vast dimly illuminated room beyond. You also, distantly, hear chittering in the strange goblin tongue.

"gob-bog-goble-bog!" shouts a voice.
"glob-glob-gobbl-in?!" shouts another.
"gob!" shouts a chorus.

DC 12 Sense Motive or WIS:
It... sounds like... an inspirational speech? A chant of some sort? Maybe some sort of military discipline-reinforcement? Weird.

DC 17 Sense Motive or WIS:
Its definitely a military-style speech/chant, complete with memorized, disciplined responses.

DC 25 Linguistics:
Though it's hard to guess exactly, it sounds like some sort of affirmation of glory, a questioning of their purpose or willingness, and group response in the affirmative, or something similar.

The gate is large enough that a small creature - like a gnome... or a goblin - could pass through it with little difficulty, and a medium creature - such as a human or aasimar - might be able to squeeze through, but a large creature could not.

DC 10 Appraise, Knowledge (engineering), or Perception:
The gate itself, is clearly not part of the local architecture. Not only is the metalwork less skillfully made than the local stuff, it's also basic pig-iron. Despite that, it's a pretty solid-looking.

DC 20 Appraise, Knowledge (engineering), or Perception:
In fact, while the metal work is kind of lousy, it's rendered irrelevant: nothing large enough to take advantage of the heavy piece's flaws would be able to fit through this corridor... and it's clearly only intended to keep out larger targets, and only from this side. It's well locked, and carefully situated to the stone itself.

You gain a +2 on all disable device checks on this particular gate.

You can feel the heat roiling down the hallway this close to it, and the haze is clearly from the flames and smoke that's coming from just beyond the grate itself.

DC 13 Perception or Survival:
Beyond the obviously-recent-addition gate, there is a much older grating on the floor. Looks like it leads to more tunnels or a pit or something. Either way, the heat and smoke mostly seem to be emanating from that spot: it'll likely be very hat to cross.

You'd likely take 1d3 points of fire damage for stepping onto the floor grating, plus 1d2 per round spent crossing it.

There also seem to be braziers or something similar scattered around, illuminating things as well. There still seems to be an almost palpable darkness in the far corner of the room, however.

Map time (I haven't been able to make a Dungeon Grid Map: apologies.) You are not currently up to the point that your characters are shown, and thus can't see quite as clearly as that... I just literally ran out of room.


There is about 25 feet of corridor covered in flies (floor, walls, ceiling, etc.), before a roughly 5-ft. space between the end of the flies (and webs) and the barred gate leading into the other room. The flies impose a penalty on stealth, and walking in the webbed area requires a fortitude check. Unless one of you can fly, you're all going to have to suck this one up, I'm afraid.

The gate looks something like a prison door; although no lock is visible, the gate seems solidly locked: it looks like it naturally hangs open just a bit, but is solidly shut.

The other room contains dim illumination, apparently from brazier and from the floor area directly in front of the gate. There is a grating, akin to a storm drain, on the floor emitting a lot of heat and some smoke. It's about eighteen feet wide, with a one-foot "border" of worked stone (making the hot surface about 20 ft. wide, total). It will likely cause fire damage to anyone walking on it. The smoke is bitter, acrid, and eye-watering. It doesn't harm you, but it's really unpleasant.

You can see what looks to be a large table about twenty-feet in front of you, and a palpable gloom on the far left beyond that table. The table has at least two light sources on it, and what looks like an offering bowl in on it and in front of it. There seems to be a fire of some sort beyond the table as well, on the far side and to the right from your character's perspectives (opposed to the gloom which seems to be on the far side, but to the left).

From the perspective of us, looking at the map, the gloom is on the bottom left. The second fire is on the top left. You are all entering from the right side of the map.

EDIT: Feel free to come up with creative uses for skills. I listed some that I thought may be useful - if you can come up with skills that are similar, I'll probably let that work, too. :)


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny pads along with the group... Though she tends to drift/stay towards the back of the party, being all 'lanky' and such.

Her two new swords are still out, gripped loosely as she watches carefully where she's stepping/going.


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

Sounds like there's a lot of them past the gate... Shaedo thinks, publicly, ears perked for listening. The kitsune trembles with excitement, as well as nervousness. We are on the brink of a real battle. This time, Shaedo, control, awareness. You are no one's puppet!

Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23
Linguistics: 1d20 + 7 ⇒ (13) + 7 = 20
Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Shaedo reports anything she learns to her friends.

The little vixen winces at the sight of the flies mixed in with the web. First spideys- no offense Husk, you're a really nice spidey- and now big gross flies! And they're real demon flies too! At least they're all stuck in the webs? Oh, what's a fox to do...

After re-reading the post, I think that's what's going on, yes? The flies are trapped in the webs, rather than buzzing around freely, there's just so many of them, that we have to crawl through, basically, fly infested dream spider web? (EEeeeewwww....;)

Shaedo continues observing the way forward.

Appraise: 1d20 + 6 ⇒ (16) + 6 = 22
Perception, for the smoke: 1d20 + 7 ⇒ (11) + 7 = 18

Shaedo folds her ears flat against her head, crouching, ready to move.

What's the plan? Shall I scout forward, see how much I can see? Or do we all rush in at once? She studies the webs a bit further, winces again, With Father Husk's stealthy training, I think I could sneak past and open the gate unseen- maybe- though I'd want some back-up... She telepaths reluctantly. She awaits an answer from any of the ladies in charge, Layla or Eris, or Kallisti, of course!


You're understanding of the fly situation is correct, Shaedo.

The smoke is definitely more acrid than normal - more irritating. Otherwise, people can check the skill results above equal to or lower than Shaedo's skill results. They can also use Aid Another.


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18

Damn these flies to the depths of the Abyss! In a truly "random" field of effect, the creatures affected by the storm should have an equal chance of becoming harmless lizards or adorable bunnies. But, no, they all have to become feral monstrosities filled with evil magics. This place is a bloody nightmare.


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

"You're following right behind me, yes?" Shaedo says quietly to her companions in general.

She then begins moving through the webbing, grimacing at every fly that comes near. Her ears are low to her head, her hat pulled over. She does her best to be as stealthy, trusting in the new spidey sign help guide her actions, as well as her own vixey ninja experience.

Fortitude, yikes!: 1d20 ⇒ 13

Stealth, HIP: 1d20 + 17 ⇒ (5) + 17 = 22 - 4 = 18

Even with her new spidey training, the flies are really icky. While she is still fairly quiet, she is not as fully merged with the shadows as she had hoped. Luckily, she at least doesn't become ill from touching the webs or flies.

Once she reaches the gate, she does her best to "open the doors," to let Husk through.

Disable Device: 1d20 + 6 ⇒ (14) + 6 = 20

She is ever alert at any sign of danger, and turns invisible at the first opportunity, should any enemies spot her.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

*Aye* returns Sunny's thoughts in response to her tricksy Foxy friend.

Perception:1d20 + 5 ⇒ (1) + 5 = 6

Stealth:1d20 + 8 ⇒ (6) + 8 = 14


Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

Vitreous gets his switchscythe out. Flips the switch and the blade swings out with a quiet swoosh and bit of a click. Uses his new slippers to carefully follow Shaedo through the webbing.

Mentally, "Should I sneak over there, and cause a bit of a distraction so that you can all catch the goblins unaware?"
Grumbling under his breath, "Distractions work better with my pistol..."

Vitreous has to double move to get through the web and flies area

Fortitude Save: 1d20 + 5 ⇒ (13) + 5 = 18
Stealth: 1d20 + 7 ⇒ (8) + 7 = 15


Mostly noting this for myself, later: Vitreous' and Sunny's stealth checks are both 4 points lower due to the flies.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

? Not ta' be worryin' none... But why? Is Sunny makin' too loud a 'Shoo-in' noise or somat? Am curious. T'would think it were tha' perception checks be more wonky than tha' sneakin' checks. Still... Am rilly, rilly happy with tha' DM an' tha' swell folks I be playin' with. Am jus' sorry me schedule throws spanners in't me postin', is all. :(


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru follows Shaedo, padding along as silently as she can, then helping her with the door.

Stealth: 1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18

Aid Another Disable Device: 1d20 + 11 ⇒ (7) + 11 = 18


Sunny, your character is doing nothing wrong to cause the penalty. It's part of the terrain. See my super-sized post. You and Vitreous simply didn't note the penalty in your posts, while Shaedo (and now DQ) did. That's all.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Again a concerned beylinda brings up the rear guard.

he enemy of my enemy isn't necessarily my friend but not necessary my enemy either. I wounder of those spider tattoo can communicate with Father Husk

Yup all clear in the back, coming now


GM:

1d20 ⇒ 8
1d20 ⇒ 9
1d20 ⇒ 16
1d20 ⇒ 10
1d20 ⇒ 1
----
1d20 ⇒ 8
1d20 ⇒ 11
1d20 ⇒ 14
1d20 ⇒ 13
1d20 ⇒ 10
----
1d20 ⇒ 19
1d20 ⇒ 12
1d20 ⇒ 18
1d20 ⇒ 3
1d20 ⇒ 2
----
1d20 ⇒ 9
1d20 ⇒ 9
1d20 ⇒ 5
1d20 ⇒ 18
1d20 ⇒ 13
----
1d20 ⇒ 9
1d20 ⇒ 8
1d20 ⇒ 16
1d20 ⇒ 13
1d20 ⇒ 2
----
1d20 ⇒ 3
1d20 ⇒ 1
1d20 ⇒ 17
1d20 ⇒ 1
1d20 ⇒ 13
----
1d20 ⇒ 2
1d20 ⇒ 10
1d20 ⇒ 10
1d20 ⇒ 13
1d20 ⇒ 16
----
1d20 ⇒ 17
1d20 ⇒ 18
1d20 ⇒ 6
1d20 ⇒ 11
1d20 ⇒ 7
---
1d20 ⇒ 4
1d20 ⇒ 12
1d20 ⇒ 7
1d20 ⇒ 20
1d20 ⇒ 16
----
1d20 ⇒ 8
1d20 ⇒ 11
1d20 ⇒ 17
1d20 ⇒ 14
1d20 ⇒ 14
----
1d20 ⇒ 11
1d20 ⇒ 2
1d20 ⇒ 1
1d20 ⇒ 2
1d20 ⇒ 19
----
1d20 ⇒ 17
1d20 ⇒ 12
1d20 ⇒ 12
1d20 ⇒ 7
1d20 ⇒ 6
----
1d20 ⇒ 7
1d20 ⇒ 17
1d20 ⇒ 10
1d20 ⇒ 12
1d20 ⇒ 7
----
1d20 ⇒ 7
1d20 ⇒ 18
1d20 ⇒ 13
1d20 ⇒ 7
1d20 ⇒ 1
----
1d20 ⇒ 10
1d20 ⇒ 6
1d20 ⇒ 10
1d20 ⇒ 13
1d20 ⇒ 14
----
1d20 ⇒ 2
1d20 ⇒ 19
1d20 ⇒ 19
1d20 ⇒ 8
1d20 ⇒ 10
---
1d100 ⇒ 73
1d100 ⇒ 57
1d100 ⇒ 23
1d100 ⇒ 64
1d100 ⇒ 71
----
1d100 ⇒ 97
1d100 ⇒ 71
1d100 ⇒ 79
1d100 ⇒ 91
1d100 ⇒ 80
----
1d100 ⇒ 19
1d100 ⇒ 68
1d100 ⇒ 75
1d100 ⇒ 30
1d100 ⇒ 68
----
1d100 ⇒ 18
1d100 ⇒ 50
1d100 ⇒ 74
1d100 ⇒ 24
1d100 ⇒ 29
----
1d100 ⇒ 95
1d100 ⇒ 14
1d100 ⇒ 67
1d100 ⇒ 98
1d100 ⇒ 34
----
1d100 ⇒ 18
1d100 ⇒ 16
1d100 ⇒ 43
1d100 ⇒ 69
1d100 ⇒ 68
----
1d100 ⇒ 55
1d100 ⇒ 94
1d100 ⇒ 95
1d100 ⇒ 96
1d100 ⇒ 43
----
1d100 ⇒ 89
1d100 ⇒ 92
1d100 ⇒ 56
1d100 ⇒ 1
1d100 ⇒ 18
---

1d10 ⇒ 2
1d10 ⇒ 8
1d10 ⇒ 3
1d10 ⇒ 10
1d10 ⇒ 9
----
1d10 ⇒ 8
1d10 ⇒ 8
1d10 ⇒ 6
1d10 ⇒ 9
1d10 ⇒ 8
----
1d10 ⇒ 4
1d10 ⇒ 2
1d10 ⇒ 7
1d10 ⇒ 9
1d10 ⇒ 10
----
1d10 ⇒ 7
1d10 ⇒ 10
1d10 ⇒ 7
1d10 ⇒ 6
1d10 ⇒ 7
----
1d10 ⇒ 5
1d10 ⇒ 9
1d10 ⇒ 8
1d10 ⇒ 4
1d10 ⇒ 4
----
1d10 ⇒ 7
1d10 ⇒ 9
1d10 ⇒ 4
1d10 ⇒ 1
1d10 ⇒ 5
----
1d10 ⇒ 8
1d10 ⇒ 3
1d10 ⇒ 1
1d10 ⇒ 9
1d10 ⇒ 4
----
1d10 ⇒ 10
1d10 ⇒ 10
1d10 ⇒ 10
1d10 ⇒ 7
1d10 ⇒ 4
---
1d8 ⇒ 1
1d8 ⇒ 6
1d8 ⇒ 1
1d8 ⇒ 5
1d8 ⇒ 1
---
1d8 ⇒ 1
1d8 ⇒ 8
1d8 ⇒ 4
1d8 ⇒ 7
1d8 ⇒ 6
---
1d8 ⇒ 8
1d8 ⇒ 4
1d8 ⇒ 3
1d8 ⇒ 7
1d8 ⇒ 1
---
1d8 ⇒ 1
1d8 ⇒ 7
1d8 ⇒ 8
1d8 ⇒ 1
1d8 ⇒ 7
---
1d8 ⇒ 2
1d8 ⇒ 2
1d8 ⇒ 2
1d8 ⇒ 6
1d8 ⇒ 5
---
1d8 ⇒ 5
1d8 ⇒ 7
1d8 ⇒ 6
1d8 ⇒ 6
1d8 ⇒ 2
---
1d8 ⇒ 1
1d8 ⇒ 6
1d8 ⇒ 8
1d8 ⇒ 1
1d8 ⇒ 4
---
1d8 ⇒ 6
1d8 ⇒ 8
1d8 ⇒ 5
1d8 ⇒ 6
1d8 ⇒ 2
---
1d6 ⇒ 2
1d6 ⇒ 6
1d6 ⇒ 3
1d6 ⇒ 5
1d6 ⇒ 4
---
1d6 ⇒ 2
1d6 ⇒ 5
1d6 ⇒ 5
1d6 ⇒ 1
1d6 ⇒ 1
---
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 1
1d6 ⇒ 5
1d6 ⇒ 2
---
1d6 ⇒ 3
1d6 ⇒ 1
1d6 ⇒ 2
1d6 ⇒ 2
1d6 ⇒ 3
---
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 2
1d6 ⇒ 5
1d6 ⇒ 3
---
1d6 ⇒ 3
1d6 ⇒ 3
1d6 ⇒ 1
1d6 ⇒ 1
1d6 ⇒ 1
---
1d6 ⇒ 3
1d6 ⇒ 1
1d6 ⇒ 4
1d6 ⇒ 4
1d6 ⇒ 4
---
1d6 ⇒ 1
1d6 ⇒ 1
1d6 ⇒ 2
1d6 ⇒ 5
1d6 ⇒ 4
---
1d4 ⇒ 1
1d4 ⇒ 3
1d4 ⇒ 2
1d4 ⇒ 2
1d4 ⇒ 4
---
1d4 ⇒ 1
1d4 ⇒ 4
1d4 ⇒ 2
1d4 ⇒ 2
1d4 ⇒ 1
---
1d4 ⇒ 1
1d4 ⇒ 4
1d4 ⇒ 4
1d4 ⇒ 3
1d4 ⇒ 2
---
1d4 ⇒ 4
1d4 ⇒ 2
1d4 ⇒ 2
1d4 ⇒ 1
1d4 ⇒ 3
---
1d4 ⇒ 3
1d4 ⇒ 3
1d4 ⇒ 2
1d4 ⇒ 3
1d4 ⇒ 4
---
1d4 ⇒ 4
1d4 ⇒ 4
1d4 ⇒ 1
1d4 ⇒ 2
1d4 ⇒ 1
---
1d4 ⇒ 4
1d4 ⇒ 3
1d4 ⇒ 3
1d4 ⇒ 4
1d4 ⇒ 2
---
1d4 ⇒ 3
1d4 ⇒ 1
1d4 ⇒ 1
1d4 ⇒ 1
1d4 ⇒ 3

As the forward scouts of Gob Smash One move toward the door, the flies begin to buzz and twitch in greater numbers. Though they are easily crushed beneath the feet of those moving over top of them, they crunch and squish loudly as they do so; they even become difficult to avoid, almost preternaturally twitching into the paths of feet; and even once so destroyed the flies continue to twitch, vibrate, and generally respond to the presence of being that are not themselves.

To make matters worse, the webbing tends to stick to the people that pass through it.

Over all, it creates a noticeable, if minor, racket.

Beyond the gate, haze, and acrid smoke, as Gob Smash One approaches, they see a relatively enormous room in the nearly ubiquitous dim light. Ninety feet wide (left/right from their perspective; up/down from yours), and 135 feet long at it's longest. About half of the width of room in the far distance, however, and a third of the length is completely covered in a great inky gloom.

First Shaedo, then Ceru, Layla, and Vitreous see just under ten goblins in three distinctive sets of gear: four focusing on a massive closed double door that is locked, barred, and chained... and the four goblins propping it with some spears and boards as well (no wonder it didn't move!); five nearly identical goblins who are generally in "ready" stance staring at the door; and one creature rather remarkable-looking entirely black goblin - hair, skin, nails, and equipment all the color of obsidian itself.

The last goblin is clearly the leader, arrayed in a surprisingly hard-looking cloak, black metal armor seemingly endlessly arrayed in spikes; with small shields attached to each other by chains and set one on each hip; long, curved blades attached to each other at hard, odd angles by chain, and set and crossed in frogs on its back; and two heavy-looking looking spiked hammer heads attached by chain... loosely held in his hands.

She's also, unlike the others in the room, clearly dead, and has been for some time. It... hasn't stopped her from walking around, apparently, or from barking orders in the strange goblin tongue.

Each of the goblins holds pack that is somewhat haphazard in composition, but securely bound - much like the packs you've found cutlery in before. The leader's pack is much more elegant and well-made.

Shaedo steps off of the webbing at last, her paws delicately exiting the last of the twitchy, crunchy, squishy morass. As she does so, a blast of heat wafts from the floor across her whole body. A few of the webbing strands begin to curl, char, and evaporate under the heat, and Shaedo briefly leaks a faint amount of the prismatic gas from before in a few places. A glowing harshness flows from the floor on the other side of the gate, and Shaedo can clearly see the inferno below that's roasting the air before her.

Miraculously, nothing has noticed the minor squishy racket that Gob Smash has been making... yet. But it would not - could not, really - be long.

More in a short while. You may react to this information, but I will update things soon (relatively, anyway - this could be "tomorrow"), regardless.


Map

.

.

The Roll20 map is linked above and on the front page.

DC 12 Religion:
The flies are fiendish undead vermin. They are mindless, but they are highly reactive to both living and dead, and regenerate slowly; they are infested with a form of negatoxin, afflicting both living and undead.

The room is 90 ft. by 135 ft.

To the "south" (i.e. "down" on the map) there are a pair of double doors. You are entering through a (comparatively) narrow 7 ft. wide hallway from the "east" (i.e. "right") to the "west" (i.e. "left"). There is a 30 ft. by 30 ft. square grate on the floor at the end of hallway. 40 ft. down from the surface is a blazing inferno. Don't drop your keys.

On the end of the hallway, before the burning grate is a 25 ft. wide barred gate. Small creatures can pass through the gate with no difficulty, but medium creatures must squeeze. Large creatures cannot pass. From the looks of things, the gate's lock is to the south of the room. There also seems to be a lock on the fiery floor grate to the south. Either way, the gate swings out, and cannot be picked from inside the hall.

There are ten goblins. Nine are nearly identically equipped, but the four at the door have additional spears. The last is, as described, alternately equipped. She has two different chained double weapons - one currently wielded, and one current 'sheathed', though it's only in a basic frog instead of an actual sheath. Also worth noting, her shoulder pads are notably different than the rest of her armor, which predominantly seems composed of exceptionally heavy spikes radiating outward from her form in most directions.

Held Weapon, DC 25 Knowledge (history, local, nobility), Profession (soldier), or related check:
The weapon in her hands is a ludicrous weapon known only as the Hammer Chucks, which basically consist of two lucerne hammer heads (though there are lesser variants) attached to each other by chain. You honestly have trouble believing that this urban legend exists, much less that someone is weilding it. Generally considered foolish in the extreme (as they're nearly as dangerous to the wielder's enemies as they are to the wielder), the ease with which these are handled by the armored goblin is... disturbing. She may, in fact, be competent.

Hammerchucks*, Yo!
Two-Handed Exotic Weapon


  • Hammer Chucks [Cost 70g; Damage: 1d12/1d12; Critical: 19-20/x2; Weight: 30 lbs.; Type: B and P; Danger To Society, Disarm, Monk, Performance, Self-Endangerment, Unpossible Bracing, Unpossible Wielding, Variable Reach]

Sheathed Weapon, DC 25 Knowledge (history, local, nobility), Profession (soldier), or related check:
The weapon on her back is a second of the ludicrous 'chuck weapons, this one the Scythe Chucks, which basically consist of two scythe blades attached to each other by a length of chain. Generally considered among the most foolish of 'chuck weapons (as they're nearly as dangerous to the wielder's enemies as they are to the wielder, and quite prone to decapitating anything), these seem exceedingly comfortable on her back. Too comfortable for comfort.

Scythechucks, Yo!
Two-Handed Exotic Weapon


  • Scythe Chucks [Cost 65g; Damage: 2d4/2d4; Critical:19-20/x4; Weight: 20 lbs.; Type: S; Disarm, Monk, Performance, Scythechuck Deadliness, Self-Endangerment, Unpossible Wielding]

Armor, DC 25 Knowledge (history, local, nobility), Profession (soldier), or related check:
The armor she wears is colloquially referred to as "Harmor", and is mostly created by making an armored weave out of spiked hammer heads. Its defensive properties are exceedingly impressive, and its offensive properties are equally deadly, but it is not without cost...

---------------------------------------

Harmor [AC +9, max DEX bonus +2, acp -5, asf 35%, spd 15 (or 10 ft.), weight 95 lbs; 3,250 g; armor spikes, bodily retort, dangerous armor spikes, deadly, deflecting, jarring, self-hammering, vital guard]
Made entirely of hammers and spikes, this armor is surprisingly potent... and deadly. The fact that it could also potentially harm the wearer is entirely irrelevant.

Bodily Retort: Due to the dangerous nature of this armor, when an enemy utilizes a melee piercing attack, the wearer may make an immediate Disarm attempt against the attacker (after the attack has been made and any damage dealt).

Dangerous Armor Spikes: Instead of the normal damage, harmor spiked armor deals 1d10 damage, has a critical multiplier of x3, and deals bludgeoning or piercing damage. Additionally, it provides a +2 bonus to sunder medium or heavy armor with itself.

Deadly: the armor spikes have the deadly weapon special property.

Self-hammering: Unfortunately, since the armor is made of hammers, it can sometimes be dangerous to the bearer. While this quality grants the deflecting, jarring, and vital guard special qualities automatically (although it only inflicts one land speed penalty), and adds armor spikes, on a successful critical from a bludgeoning weapon, the bearer must make a Reflex save equal to the attack roll, or else the armor deals +3d8 additional bludgeoning damage.

Special, DC 12 INT, WIS, Appraise, Perception, or similar:
You recognize that the shields are similar in construction to the weapons above. You may make a check for the spoiler below; if you wish, this dice roll can be applied to that spoiler, though you use the modifiers listed below.

If you succeed in the DC 12 spoiler above, DC 25 Knowledge (history, local, nobility), Profession (soldier), or related check:
The shields strapped to her hips are a third iteration of the ludicrous 'chuck weapons; these are known as the Buckler Chucks (a kind of shield 'chuck, which basically consist of two bucklers attached to each other by a length of chain. Generally considered foolish in the extreme (as they're nearly as dangerous to the wielder's enemies as they are to the wielder), they are generally used to make shield-bash-like assaults, while keeping defenses up.

Shieldchucks, Yo!
Two-Handed Exotic Weapon


  • Buckler Chucks [Cost 50g; Damage: 1d4/1d4; Critical:19-20/x2; Weight: 13 lbs.; Type: B; Block, Disarm, Monk, Performance, Self-Endangerment, The Best Defense, Unpossible Wielding]

You must make one successful check for each element you wish to identify. Alternatively, exceeding a DC 30 nets you any two, and exceeding a DC 35 nets you all three.

Potentially more updates tomorrow, but please do feel free to respond.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

*Does we jus', y'know, all squeeze through fer now? An' worry 'bout gettin' that metal thing open later?* Sunny suggests/thinks.


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

"If we be wantin' Father Husk's help against all them gobs, we'd best be openin' this gate so HE can get through, too, and help us attack. I suggest we all follow Sunny's lead in slippin' on our fire-resistant boots before crossing that grate. Ooze, Stone, and Lulu, if you can still hear us, you might wanna start poundin' on that big door in front of you now to draw their attention away from us. Anyone not helping me open this gate might want to try to get in a murder sneak attack on that Black Knight Gob. Let's go!"

Layla pulls on her boots. She attempts to stealth through the gate, then quickly and quietly find and disable the locking mechanism keeping Father Husk from passing through. She will happily accept any help, or aid another if her rolls are lower. Only after opening the gate ( or at least giving it a good try) would Layla turn and attack the gobs.

Dexterity +2
Fortitude +5
Stealth +12 - 4
Perception +8
Disable Device +7 +2
Strength +2

I don't know if the DM will allow this, but it's late and I'm sleepy and formatting this on an iPad, so I'd like to roll once for all of the above, and either take ten or that one roll, whichever is better:

Everything: 1d20 ⇒ 8

So, take ten it is, if it's allowed...
Go, Gob Smash One!


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

Yeeeeeeeooooooo--oow! It's reeeally- hot in here! Shaedo attempts to keep her panting under control. The webs're burning right off me! - We should move quickly!

Trying to ignore the intense heat, Shaedo takes a moment to look at the goblins' gear.

Bard-ic for the win, to iden-tif-y the wea-pons!:

Held Weapons:
History: 1d20 + 3 ⇒ (10) + 3 = 13
Local: 1d20 + 3 ⇒ (19) + 3 = 22
Nobility: 1d20 + 3 ⇒ (19) + 3 = 22

Sheathed Weapons:
History: 1d20 + 3 ⇒ (18) + 3 = 21
Local: 1d20 + 3 ⇒ (2) + 3 = 5
Nobility: 1d20 + 3 ⇒ (4) + 3 = 7

Oh, and the ar-mor! ... Armor:
History: 1d20 + 3 ⇒ (20) + 3 = 23
Local: 1d20 + 3 ⇒ (8) + 3 = 11
Nobility: 1d20 + 3 ⇒ (15) + 3 = 18

Spec-i-al apprais-al / per-cep-tion check!
Appraise: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 7 ⇒ (18) + 7 = 25

They- got some mean-lookin' weapons! And- bashin' shields! is the some of Shaedo's thoughts about the gobs' gear. My bardic knowledge, I realized too late, only grants a + 3... so I can aid, or be aided, otherwise, Shaedo doesn't know anything on her own. <_>

Then, looking past the gobs, to the big door they're guarding, she wonders to her friends, Is- is that the door we have to open- or is the lock on the gate- and we have to climb up- right here?

EDIT: in response to Layla (^_^)

Gya-ak! I don't have my boots on! -But- I'm already here- past the flies! Too late to turn my tails now! I'll- stick to the walls, where possible. Point the way Layla, and we'll open up this gate!

EDIT: Adding Shaedo's hopeful request:
Ooohh.. it is so hot though- maybe- could someone- anyone, bring my boots up here- or any pair of boots? -As they follow through the webs? She telepaths desperately.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny gets to the large grate (Hopefully as well as a 'big-un' can with out stuffing things up) At Shaedo's call for help Sunny gets a spare pair (Though not sure form whom or where) ready by simply gripping them between her teeth. Crouching at the grate Sunny gets ready to slip though and add combat support to her allies who are infiltrating to the other side.

Acrobatics:1d20 + 6 ⇒ (13) + 6 = 19

Woot! She'll be standing up and ready to help in no time! (^_^)

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