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Palace of the Vampire Queen

Game Master Terquem

On the Dwarven Island of Karrita Morianna the daughter of the King has been taken by an undead horde, and her whereabouts are unknown. | Level Three of the Palace of the Vampire Queen | Adventure Map


3,501 to 3,527 of 3,527 << first < prev | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | next > last >>

Witch 5 / HP: 34/34

"You know the lore of the goblins well," Chuffer comments. "Especially for a dwarf."

Chuffer also takes a look around the doors, examining them for any information she can glean.

Knowledge (History): 1d20 + 9 ⇒ (5) + 9 = 14


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

Hal shrugged. "It's part of the job."


Male Goblin
Active Spells:
Mage Armor 4 hours, Resist Energy Cold- 50 minutes.
Sorcerer (Draconic) lvl.5, (Hp. 28/28, Ac.16 [20], Touch. Ac. 15, Flat Footed Ac. 13 [17], Fort. +1, Refl. +4, Will. +5, Perception +7)

Miagnik blinked. "True, it is our job. Hal, do you remember what Galinea was saying? She followed Nesk'Atheen. She also said that Fath'Reen is the key to solving all of this somehow." He looked over at the newer members of the group.

"Fath'Reen is a goblin god who managed to mate with both Een'Droth and Rath'Zeen." he thought for a moment longer before asking "Are you aware of the situation on the surface? How the followers of Rath'Zeen have disappeared or been killed and they're apparently being replaced with followers of one called Zeenthia."


Goblin Barbarian (Feral Gnasher) 5 | HP 52/52 | AC 21 TO 17 FF 15 | F +6 R +7 W +2 | CMD 20 | Init +6 | Perc +8 DV
Raging:
HP 62/62 | AC 19 TO 15 FF 13 | F +8 R +7 W +4 | CMD 20 | Init +6 | Perc +8 DV

Zeebu approaches the door slowly on all four, but stops when Hallister holds the group and stands up, scratching his head.


hp 39/39; AC 17, t15, f12, fort +2, refl +8, will +1, bab 3, melee 4/7, ranged 7, cmb +4, cmd 18, init +6, ki 4/4 ; goblin ninja/5
skills:
acro 17 (incl +5 magic), bluff 9, disguise 5, disable 12, escape 12, intim 11, know local 7, perc 7, ride 8, slt of hand 12, stealth 16

"Mixz not know about these things but wants to learn... tell more please about goblin gods."


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

"Honestly, no. Goblin gods are kind of a jumble to me and I'm still having a hard time working out what all the goblin religious stuff has to do with the Vampire Queen and her plans for the Ferryman's Wife. I only really studied the ones related to death and the undead."

Chuffer and Grunder:

The Helmsman is the dwarven god of the underworld, who's actual name is Mafolin. He's sort of a combination of Hades and Charon. He's not an evil god. He's mostly just depressed and shunned for a massive lapse in judgement.

The story of his wife is essentially about him meeting the spirit of a dwarven woman and falling in love with her. He let her stay on the ship rather than take her to the "far shores." Eventually she asked to return to the lands of the living to say goodbye to her family, and for love, he let her. According to the myths she was the first undead creature.


M Dwarf Hunter 5 - HP 31/31; AC15/T11/F14; F+7, R+7, W+6; CMD 16; Darkvision 60 ft; Perception +10)

Grunder and Aralk follow the group, alert for trouble. Grunder has Hal's crossbow at the ready. He stays quiet during the conversation, not knowing much about religion.

When they arrive at the door, he takes up a guard position and keeps an eye out.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27


male

The party gathers in front of the large, ornate doors...

In the silence that overtakes everyone as they try to understand the iconography, Grunder keeps a keen eye and ear toward the hallway behind them.

off in the distance, Grunder can hear the faint, but repetitious striking of hammers against stone.


male

Zeebu, Grunder, Mixz, Chuffer:
You have been in this "dungeon" for a long time (perhaps a couple of weeks?) and do not know anything about the upset in the situation on the floors above


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

"Let's check those double doors on the hall and those side passages here first." Hal said heading towards the doors in the hallway.

Moving to F, -4

"Do your thing, Zeebu. Check the doors, but don't open them until we're ready."


Goblin Barbarian (Feral Gnasher) 5 | HP 52/52 | AC 21 TO 17 FF 15 | F +6 R +7 W +2 | CMD 20 | Init +6 | Perc +8 DV
Raging:
HP 62/62 | AC 19 TO 15 FF 13 | F +8 R +7 W +4 | CMD 20 | Init +6 | Perc +8 DV

The barbarian looked at Hallister in confusion, but finally moved to the set of double doors. He stood up and placed his hand on his chin, as if studying the door.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28 Dayum!

If he doesn't see any traps or anything special about the door, he will "do his thing" - and lick it. Otherwise, he will step back afraid and point at the door yelling "Trap!", "Trap!"


hp 39/39; AC 17, t15, f12, fort +2, refl +8, will +1, bab 3, melee 4/7, ranged 7, cmb +4, cmd 18, init +6, ki 4/4 ; goblin ninja/5
skills:
acro 17 (incl +5 magic), bluff 9, disguise 5, disable 12, escape 12, intim 11, know local 7, perc 7, ride 8, slt of hand 12, stealth 16

If there's a trap:

Mixz offers to disable the trap, or try to anyway. "Me can maybe get rid of bad trapses."

disable: 1d20 + 12 ⇒ (15) + 12 = 27


male

Zeebu stares, and then sniffs at the large stone doors, moving from one door to the other, back and forth, looking them over as best he can. He can find nothing that would tell him the doors are trapped, they in fact, look normal.

Once it is decided that the doors should be opened and checked to be sure nothing dangerous is on the other side, the party moves into a defensive arrangement, and the doors are opened.

On the other side of these doors there is a small room, forty feet wide and twenty feet deep. At the south end of this room there is a large pile of rubble composed of round wooden shapes, poles, and small round stone “wheels”, while at the north end of the room, against the wall, there is a series of shelves, made from long planks of wood resting on blocks of stone. Some of the shelves have been knocked down, and scattered around the floor near these toppled shelves are bits of hardened clay.

Basic Intelligence Check, DC 10:
The pile of rubble appears to be the remains of several “throwing” stations used for turning clay vessels, probably similar to the ones found in the burial rooms on the first floor


hp 39/39; AC 17, t15, f12, fort +2, refl +8, will +1, bab 3, melee 4/7, ranged 7, cmb +4, cmd 18, init +6, ki 4/4 ; goblin ninja/5
skills:
acro 17 (incl +5 magic), bluff 9, disguise 5, disable 12, escape 12, intim 11, know local 7, perc 7, ride 8, slt of hand 12, stealth 16

int check dc 10: 1d20 + 1 ⇒ (4) + 1 = 5

"Big mess." she comments, not understanding the purpose of the room.


Witch 5 / HP: 34/34

"There isn't really much to block off here," Chuffer remarks after looking around. "It looks like nothing more than a bit of a dumping ground."

Int: 1d20 + 3 ⇒ (15) + 3 = 18


Goblin Barbarian (Feral Gnasher) 5 | HP 52/52 | AC 21 TO 17 FF 15 | F +6 R +7 W +2 | CMD 20 | Init +6 | Perc +8 DV
Raging:
HP 62/62 | AC 19 TO 15 FF 13 | F +8 R +7 W +4 | CMD 20 | Init +6 | Perc +8 DV

Intelligence Check: 1d20 - 1 ⇒ (14) - 1 = 13

Zeebu enters walking again on all fours, looking around with curiosity. He searches around, trying to find something useful.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


M Dwarf Hunter 5 - HP 31/31; AC15/T11/F14; F+7, R+7, W+6; CMD 16; Darkvision 60 ft; Perception +10)

Grunder follows Zeebu in, crossbow still ready, and takes a look around.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


male

As more of the party enters the room, and eyes look in every corner, it soon becomes clear that there is really nothing of interest here.

Knowledge Religion, DC 16:
It might be that this place, adjacent to what appears to be some sort of Goblin Temple, might have been used in the preparation of funeral urns (the kind that Goblin Nobles and heroes are buried within).


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

Knowledge Religion: 1d20 + 8 ⇒ (11) + 8 = 19

Hal blinked, realizing he'd confused the goblins' names. Then shrugged. Nothing was on fire. It was better than he'd come to expect.

Walked in, looked around taking in the urns. "Didn't know Goblins were big on embalming."


Male Goblin
Active Spells:
Mage Armor 4 hours, Resist Energy Cold- 50 minutes.
Sorcerer (Draconic) lvl.5, (Hp. 28/28, Ac.16 [20], Touch. Ac. 15, Flat Footed Ac. 13 [17], Fort. +1, Refl. +4, Will. +5, Perception +7)

"This" K. Religion: 1d20 + 2 ⇒ (4) + 2 = 6 "Reminds me of several similar rooms I saw on the first floor. Most were broken too and King Heelggod had one but those were all intact. One of them I found had ghouls trapped in the bottom, so I destroyed them."


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

How big are the jars?

"Ghouls?" Hal said, suddenly eyeing the jars more carefully.


Goblin Barbarian (Feral Gnasher) 5 | HP 52/52 | AC 21 TO 17 FF 15 | F +6 R +7 W +2 | CMD 20 | Init +6 | Perc +8 DV
Raging:
HP 62/62 | AC 19 TO 15 FF 13 | F +8 R +7 W +4 | CMD 20 | Init +6 | Perc +8 DV

Zeebu became a little concerned when the talk about undead started, and seemed to conveniently move to hide behind Hallister's legs.


hp 39/39; AC 17, t15, f12, fort +2, refl +8, will +1, bab 3, melee 4/7, ranged 7, cmb +4, cmd 18, init +6, ki 4/4 ; goblin ninja/5
skills:
acro 17 (incl +5 magic), bluff 9, disguise 5, disable 12, escape 12, intim 11, know local 7, perc 7, ride 8, slt of hand 12, stealth 16

"Ghouls? in jars?" Mixz looks curious and wary at the same time.


Male Goblin
Active Spells:
Mage Armor 4 hours, Resist Energy Cold- 50 minutes.
Sorcerer (Draconic) lvl.5, (Hp. 28/28, Ac.16 [20], Touch. Ac. 15, Flat Footed Ac. 13 [17], Fort. +1, Refl. +4, Will. +5, Perception +7)

Miagnik shrugged. "I don't know how they came into existence. Omara's a necromancer. She made them and I destroyed them... I don't think there's anything else to find in here." he said glancing around the room.


male
Hallister Silverspike wrote:

How big are the jars?

"Ghouls?" Hal said, suddenly eyeing the jars more carefully.

The jars, found on level one, were between two to four feet in height, and about one and a half foot to two feet in diameter. Most that were found were broken, the remains of those goblins that had been enterred within them scatter or missing. Some, few, jars were found intact, and of those, there were a few that held animated undead, ghouls. The remains of the jars found here (in this pottery room) all are broken, and seem to be of the same size. King Heelggod's jar was larger than normal, intact (you did not open it, which would have angered him, you feel)suggesting that the size of the funeral jar varies based upon the age of the goblin and possibly their status in life

A reference:
Jar burials are common to some ancient cultures of earth, see this link Jar Burials, but for the Goblins of this campaign setting, it can be assumed that this is no longer practiced, and little is known about the details of how the bodies were prepared before they were sealed within the jars. It is safe to assume that Omara, or another necromancer perhaps, has raised the dead in those jars that were intact, and not protected by a spirit, as is the case with King Heelggod


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

"There's not any necromancy magic or anything like that in here? Hal asked.

Have we done a Detect Magic check?


M Dwarf Hunter 5 - HP 31/31; AC15/T11/F14; F+7, R+7, W+6; CMD 16; Darkvision 60 ft; Perception +10)

Grunder wiggles his fingers and chants under his breath.

Casting Detect Magic.

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