Rise of the Runelords - GM Pablo
(Inactive)
Game Master
Stetrix
Something is afoot in Varisia. There have been a series of odd murders in a small town on the west coast called Sand Point and more recently the capital Magnimar, where even the lord-mayor was a target. A cult of serial murderers called the Skinsaw Men was uncovered and stopped. We have also received reports of more activity along the border.
I would like you to go see the lord-mayor of Magnimar. Assure him the Pathfinder society will do what we can to help him. Investigate these goings on and see if there is a common thread to all this unrest. We have a lot of interests in Varisia and would like to maintain the good graces of the government. I doubt the lord mayor will have you sitting around for long. It is a big place and inevitably something will need attention.
So how does that sound? A mission without a precise goal and with no guarantee of coin. Ha! Are you up for it?
Character Sheets.
Travel Map.
Treasure and Experience.
Magnimar.
Varisia Map.
Area Map.
Sekkim, I like where this is going!
I think we have better get major buffs going. I am going to use another vial of oil of silence.
On your way into the Fort you saw dozens of skulls and mangled corpses
hang from trees near the fort, with gigantic rusty hooks spitting them like meat awaiting a butcher's block. The stench of sweat, urine, blood, and ogre-musk befouls the air for hundreds of yards around the fort. Hulking
deformed brutes of the Kreeg clan roam the walls of Rannick.
This is a difficult sight for the Rangers, particularly the commander seeing his men and brothers slaughtered and corpses defiled.
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Alright Black Arrows whats the play? Do we need an outside diversion to draw the Ogres? Where is the place in the fort to ply an advantage? Are there any outside Allies close by we can call on?
"The best option is to be quiet - sneak in and kill as many in small groups. We have the advantage of surprise. Alerting the Fort is a very bad idea. We are it, there are no allies or reinforcements coming anytime soon. We go in and clear the fort quietly room by room. We are far too few to take on 50 ogres at the same time. Be careful there are shocker lizards in these caves."
As if on queue Sekkim receives a reply sending from lady Heidmarch "I have alerted the Lord Mayor. Reinforcements are weeks away. Do what you can to retake the fort if possible. Substantial reward if you can."
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OK then. Do you mage types have Silence? Fernleaf whats in your bag-o-tricks potion wise? GM Pablo what time of day is it?
Male Human Magus L8/Brawler L1/Bloodrager L1
Silence isn't on the magus spell list. Sorry Rolande! It is a cleric spell, though.
Male Human Magus L8/Brawler L1/Bloodrager L1
If we could rest, I could memorize alter self. With that amd enlarge and bull's strength, I could almost walk right into this place!
It is about 2PM when you reach the Fort. The rangers remind you that Ogres see in the dark and will have an advantage over most everyone at night. Also neither Fernleaf, nor Cela have silence, besides sneaking about.
The sound of rushing water from the nearby waterfall fills this room.
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I don't think we have time to rest, do we? Fernleaf is there any way we can poison these bastards? If their is, could the poison ride in on fog from the Horn?
Fernleaf doesn't have ingested poison and you can't alter the horn to do that. It would take a tremendous amount of poison to get the fort full of large Ogres. You can rest , but the Ranger advises against that. You are at full health, and not very many spells were expended fighting the six you killed. It is up to you however.
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I was talking about an airborne toxin that would help distribute and be concealed by the fog. If we can't create a poison fog (which Ferleaf needs to research and make it happen some day) we need to buff and start taking the Fort back.
Male Human Magus L8/Brawler L1/Bloodrager L1
You know, if we sort of do this in waves, i.e. use several small plans, as we have all expressed, we might be able to kill almost all of them.
We can start with a stealthy foray. Go in and steal some things from one and put it with the belongings of another. Foment distrust between leaders. Perhaps they will fight and kill each other. Some might leave.
We then kill a few solo ogres that wander into a place we choose at the wrong time.
We can also poison many. I'm sure between Cela's knowledge of nature and Fernleaf's knowledge of tonics they could cook up something!
Then, there's always the main assault. That will need some planning, as well. And if the small plans work, there will fewer to deal with in the end.
"we should clear these caves first. I doubt there are Ogres in this secret area, but lizards probably got in."
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In the immortal words of Dr. Phil, "Let's do this!"
Male Gnome Wizard Illusionist Specialist Lv 12th
Actions who wants to Check further into the caves? Any other buffs?
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Who has the buffs to buff us? Bucky? Sekkim? Should we break into units as Bucky suggested? If these caves are safe from the Ogres and we have a secret entrance to use then may be a guerrilla campaign might be the best path.
Mage Armor for kitty, at least. Would any of the rangers benefit from mage armor?
We can give kitty Kibb-les and bits....oops...too soon?
The captain tears up whenever you mention Kibb...Your a cruel man Rolande...
Sekkimm they have armor already and should be good.
Anaba, Buchart, Jakardros and Vale take the lead into the next room expecting shocker lizards in these caverns they proceed with caution.
Jakardros fills you in on the lizards before you enter.
This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning. They have no special defenses. Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half). This save DC is Constitution-based. Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage.
SECRET ARMORY
The floor, walls, and ceiling of this cool, damp cave are coated from floor to ceiling in soft, dark gray fungus. Several crates are stacked in a nook to the northwest.
Two shocker lizards squeal in surprise when they see the you.
Anaba Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Buchart Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Cela Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Fernleaf Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Rolande Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Sekkimm Initiative: 1d20 + 8 ⇒ (14) + 8 = 22
Shalelu Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Jakardros Sovark Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Kaven Windstrike Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Vale Temros Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
lizards : 1d20 + 6 ⇒ (12) + 6 = 18
Buchart is up!
Male Human Magus L8/Brawler L1/Bloodrager L1
Sorry! Phone fritzing! Can Cela charm or befriend these lizards? If she can, we can use them against the ogres.
They are magical beasts, not animals, so she can not charm them.
The captain says periodically they use smoke to drive them out of the caverns, but that will also fill the caverns you are in with smoke and possibly alert the fort.
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Male Human Magus L8/Brawler L1/Bloodrager L1
Recall frostbite. Step past Ababa w/wand of vampiric touch in off hand (assume that shocking grasp won`t work on shocker lizards). On char sheet acro should have 5 ranks and UMD should be 2. Attack lizard on right w wand.
acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23
touch attack: 1d20 + 8 ⇒ (16) + 8 = 242d6 ⇒ (5, 5) = 10
Now have 10 temp HP for1hr or until hit w/10 pts damage. This will be fun to keep up with!
Sekkimm and Cela are up!
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Looking at the tight map and very narrow tunnel Sekkimm and Cela are stuck in the other room unable to enter combat. Putting them on delay -hop in if you want to cast a spell from there by no line of sight to the two lizards.
The lizards activate their shock and flee
shocking!: 4d8 ⇒ (1, 6, 4, 6) = 17 Anaba, Buchart and Jakardros save for 1/2 DC12
Buchart gets an AOO
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I'm fine with staying back for now.
Male Human Magus L8/Brawler L1/Bloodrager L1
Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Jakardros reflex : 1d20 + 8 ⇒ (12) + 8 = 20
Buchart -17
Jakardros -8
Anaba TBD
Actions pursue or stay here?
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Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10
Reflex: 1d20 + 7 ⇒ (9) + 7 = 16
Vale, Kaven and Shalelu delay in the crampedd quarters.
Anaba is up?
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Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10
If I can do both, I want to rush forward and attack one of the beasts with my sword and then make a hasty retreat.
Attack: 1d20 + 10 ⇒ (16) + 10 = 261d10 + 14 ⇒ (2) + 14 = 16
Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10
Male Human Magus L8/Brawler L1/Bloodrager L1
AOO on right lizard: 1d20 + 9 ⇒ (14) + 9 = 231d8 + 7 ⇒ (3) + 7 = 10
I should be-7 if wand attack went through.
Out of combat both are dead.
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Male Human Magus L8/Brawler L1/Bloodrager L1
Jakardros, I am wondering if shocker lizard remaims can be used for anything useful. Do you know?
"Nothing I am aware of."
Search the crates or move on. You take a look ahead. Healing?
You move up further into the caves
A deep ravine stretches across this cavern, splitting the room in half. Geodes and veins of glittering minerals shimmer along the walls of the chasm, which drops away into the dark. A ten-foot-wide wooden bridge spans the gulf.
Yes sealed crates sent from Magnimar. Jakardros says the Rangers rarely come in here.
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Male Human Magus L8/Brawler L1/Bloodrager L1
Fernleaf, can you see what's in the crates using your gloves? I'll check for magic.
Detect magic as cantrip.
Cela, would you please heal me?
Fernleaf checks out the crates "Weapons"
CLW: 1d8 + 1 ⇒ (5) + 1 = 6 Buchart's wand
CLW: 1d8 + 1 ⇒ (5) + 1 = 6 Buchart's wand
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 Buchart's wand
Buchart at full
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 Anaba's Wand
Anaba at full
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 Rolande's Wand
Jakardros -1
Male Human Magus L8/Brawler L1/Bloodrager L1
GM Pablo wrote: Fernleaf checks out the crates "Weapons"
[dice=CLW]1d8 +1 Buchart's wand
[dice=CLW]1d8 +1 Buchart's wand
[dice=CLW]1d8 +1 Buchart's wand
Buchart at full
[dice=CLW]1d8 +1 Anaba's Wand
Anaba at full
[dice=CLW]1d8 +1 Rolande's Wand
Jakardros -1
If the wand hit I should have only been down 7 hp. Please only use the one charge.-1 I can handle.
Male Half-Orc Transmuter 2
Buchart wrote: Fernleaf, can you see what's in the crates using your gloves? I'll check for magic.
For future reference, I have a wood drill here that can do about the same thing.
Ok 1 charge Buchart. Open crates?
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Male Half-Orc Transmuter 2
GMPablo wrote: Ok 1 charge Buchart. Open crates?
Don't really want to open them with everyone in here. Everyone else move along and I'll pop them open.
Male Gnome Wizard Illusionist Specialist Lv 12th
Everyone moves to the next room. Several crates of normal quality long swords. Arrows and a special bundlel of interesting looking arrows.
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Stetrix wrote: Several crates of normal quality long swords. Arrows and a special bundlel of interesting looking arrows.
Any knowledge that would reveal the composition of the arrows?
The Black Arrows will know what they are.
Male Human Magus L8/Brawler L1/Bloodrager L1
Well, let's open the crates! If the arrows are special, a detect magic might help!
Spellcraft plz - They are not sure what they are unless they find the quartermaster's journal.
Male Human Magus L8/Brawler L1/Bloodrager L1
Can you describe them? Can I take ten on the check and can we assist each other on the checks if Sekkimm and me both check?
Spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18
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