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PaizoCon 2014!

RotRL Gestalt Anniversary Special

Game Master Spiral_Ninja

A gestalt AE Rise of the Runelords.Thistletop L1; Thistletop level 2, Thistletop level 3


2,151 to 2,184 of 2,184 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>

DM Ninja/infinite

Before moving on you check the monster's lair, finding very little. However you do recover the following:
a suit of +1 hide armor (dogskin)
a masterwork horsechopper
a masterwork shortbow

The doorway out of this cavern opens into an old but nicely worked area - except that the 'decorations' are anything but nice. The long corridor ends in in a wide section facing a set of well-maintained double doors, their faces carved with images of horrific, deformed monsters clawing their way out of pregnant women of all races.

KN: religion DC 15:
This is obviously a chapel dedicated to Lamashtu.

The corridor to your left/south looks like it might lead to the area you entered through.

The corridor to your right/north ends in a closed door.


HP: 31/31 Saves: +5,+5,+5, Cleric(theologian) + Monk(martial artist) 2

Know(Religion): 1d20 + 4 ⇒ (18) + 4 = 22

"I think were are on the right path.
As it's another a chapel dedicated to Lamashtu."


{HP 16/36 | AC13 T13 FF10 CMD 16 | F/R/W 4/6/4 | Inish +3, Per +9}Female Elf Ranger (Urban Ranger) 3 / Wizard (Foreteller) 3

"Shall we head north then? Seems the most reasonable way to go." Sparrow moves up to the door, seeking signs of danger.

Search and detect magic.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22


The big guy nods and heads north.


DM Ninja/infinite

North to D13, then?

This door is not locked. Opening it leads you into a - goblin art gallery?

The lower four feet of walls in this otherwise room are covered with crude drawings in mud, blood, and paint. Most of the drawings show goblins engaged in acts of violence against humans, horses, or dogs. However, most obvious is the art on the north wall. This image is at least three times as large as the rest and much more complex. it seems to depict Thistletop from the side, the goblin stockade perched atop like a crown. What appears to be a cave is drawn into the center of the image, and looming inside is what appears to be an immense, muscular goblin with snakelike eyes and a dogslicer in each taloned hand.

If the scale of this goblin compared to the rest of the drawing is accurate, the creature must be at least thirty feet tall.

The only way out is a door on the west wall. This door leads to a short corridor and another door.

Are you going to check D14 out before D12?


{HP 16/36 | AC13 T13 FF10 CMD 16 | F/R/W 4/6/4 | Inish +3, Per +9}Female Elf Ranger (Urban Ranger) 3 / Wizard (Foreteller) 3

Sounds good to me. Anyone else have any thoughts?


Brin encourages Sparrow to find more bad guys.


Half-Orc, hp 43/49, DR 1/-, AC 18, (T12/FF16), Init +4, Perc +6. F+5/R+2/W+3
Tracking:
Rage: 10/10, 1st: 5/5

Works for me


{HP 16/36 | AC13 T13 FF10 CMD 16 | F/R/W 4/6/4 | Inish +3, Per +9}Female Elf Ranger (Urban Ranger) 3 / Wizard (Foreteller) 3

Sparrow continues on, searching for enemies for Brin and Kaddoc.

D14 sounds good.


DM Ninja/infinite

D14 it is, then.

A large table surrounded by chairs fills much of this room. There is a slate board on the north wall, covered in chalk scribblings - over a map of Sandpoint that has been carefully inscribed there. It looks like a detailed plan of attack on Sandpoint.

On the table sit notes that further indicate plans for a more advanced assault 'when the whispering beast is tamed'.

These plans incorporate not only additional goblin tribes culled from as far away as the Fogscar Mountains to the north, they include references to 'sinspawn' invading from below the town as well.


{HP 16/36 | AC13 T13 FF10 CMD 16 | F/R/W 4/6/4 | Inish +3, Per +9}Female Elf Ranger (Urban Ranger) 3 / Wizard (Foreteller) 3

Sparrow takes a brief moment to look over the documents on the table before checking out the door in the room.

I'm assuming we can see the door to D15. If so, first a perception room on the room (papers specifically), then the door. Also scan for magic.

Perception room: 1d20 + 9 ⇒ (12) + 9 = 21
Perception door: 1d20 + 9 ⇒ (20) + 9 = 29


DM Ninja/infinite

There are two visible doors in this room. For some reason the map doesn't show the one leading to the stairs.

Nothing in this room is magical.

Your call on where to next.


{HP 16/36 | AC13 T13 FF10 CMD 16 | F/R/W 4/6/4 | Inish +3, Per +9}Female Elf Ranger (Urban Ranger) 3 / Wizard (Foreteller) 3

D15, please.


DM Ninja/infinite

A large wooden worktable sits in the middle of this room, it's surface covered with scrolls, books, stone tablets covered with dense, spiky runes, and fragments of carvings that appear to have been chipped off statues or bas-reliefs. A floor-to-ceiling set of wooden shelves sits against the north wall, sagging with picks, shovels, brushes, lanterns, and other equipment one might expect to see at an archaeological site.

Opposite the door you entered, the table between you, stands a dark-skinned young woman, hair tightly braided in cornrows, wearing a hooded cloak and some wrappings that don't seem capable of supporting what they're supposedly supporting.

She looks up at you, startled, yells "Intruders!" then attacks!

Init:
Alkaid Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Brindolfin Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Kaddoc Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Sparrow Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
young woman Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Round 1:
Alkaid
Brin
Kaddoc
woman
Sparrow

Alkaid=1, Brin=2, Kaddoc=3, Sparrow=4

She points a wand at 1d4 ⇒ 3 Kaddoc activating it for Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4, then upturns the table as she dives for cover.


HP: 31/31 Saves: +5,+5,+5, Cleric(theologian) + Monk(martial artist) 2

Can Alkaid kick/push the table to wall in a way pinning them?


DM Ninja/infinite

Hm. I like that. OK, treat it like a grapple. Her CMD is 15 +2 for partial cover from the table. Your target is 17.


HP: 31/31 Saves: +5,+5,+5, Cleric(theologian) + Monk(martial artist) 2

grapple: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18

Alkaid rushes in charging and pushes the table they hid behind against the wall.


"Thanks my lady"

Brin charges the bad lady discharging the psychically charged large blade of force.
Power attack/damage: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 263d6 + 1d8 + 9 ⇒ (4, 2, 4) + (5) + 9 = 24

"Surrender!!"


Half-Orc, hp 43/49, DR 1/-, AC 18, (T12/FF16), Init +4, Perc +6. F+5/R+2/W+3
Tracking:
Rage: 10/10, 1st: 5/5

Is this the chick that we were asked to take alive?


DM Ninja/infinite

Yes.


Half-Orc, hp 43/49, DR 1/-, AC 18, (T12/FF16), Init +4, Perc +6. F+5/R+2/W+3
Tracking:
Rage: 10/10, 1st: 5/5

"I think this is the one we agreed to take alive."

Kaddoc moves in and tries to strike the woman with the side of his weapon, but misses.

Attack(non-lethal): 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9


DM Ninja/infinite

"I...surrender..." she gasps.

Heal check DC 15:
She's at 0, people. Nice shot Brin.

Per DC 18:
There's a secret door on the western wall (at about b4)


HP: 31/31 Saves: +5,+5,+5, Cleric(theologian) + Monk(martial artist) 2

Perception: 1d20 + 9 ⇒ (6) + 9 = 15

"Now where is your silver haired employer?"

Dip: 1d20 + 11 ⇒ (4) + 11 = 15


{HP 16/36 | AC13 T13 FF10 CMD 16 | F/R/W 4/6/4 | Inish +3, Per +9}Female Elf Ranger (Urban Ranger) 3 / Wizard (Foreteller) 3

Sparrow barely has time to ready an arrow before the fight's over. "Door's over here. Might be part of the answer to that."

Perception: 1d20 + 9 ⇒ (11) + 9 = 20


Brin takes the prisoner's stuff and puts it in his pack and opens the door after evoking a shield of psychic energy.


DM Ninja/infinite

Is anyone going to heal/stabilize her?

Brin, the door opens to a small room. and stairs leading down. At the foot of the steps a stone door hangs slightly ajar, the detailed carvings that once covered it's surface defaced by chisel marks and hammer blows to the extent that only a few remnants of the former images remain. What remains are mostly images of crowns and gemstones. You do note that the floor here slants downward toward the west.


HP: 31/31 Saves: +5,+5,+5, Cleric(theologian) + Monk(martial artist) 2

Alkaid casts stablize on the woman


DM Ninja/infinite

Orik rushes to the woman's side, pulling out another potion for her and repeating his pledge to retreat to Sandpoint...or further if necessary.

All you have left on this floor is the chapel and what look lie stairs up from D14. Where do you go next?


HP: 31/31 Saves: +5,+5,+5, Cleric(theologian) + Monk(martial artist) 2

Check chapel, then stairs


DM Ninja/infinite

After a brief discussion, you head back down the hall to the chapel doors (room D12).

Stone fonts containing frothy dark water sit to the north and south of the eastern entrance to the room, and twin banks of stone pillars run the length of the long chamber. At the western end, shallow stairs rise to a platform about two feet off the ground. The walls surrounding this platform are lit by braziers that omit glowing red smoke, giving the place an unnerving crimson lighting that throws the bas-relief carvings of countless monsters feasting on fleeing humans into hard display. A black marble altar stone, it's surface heaped with ashes and bone fragments, squats before a ten-foot tall statue that depicts a very pregnant, but shapely naked woman wielding a kukri in each taloned hand. You realize she also has a long reptilian tail, bird-like taloned feet, and the snarling head of a three-eyed jackal with a forked tongue. The left kukri flickers with fiery orange light, while the right one glows with a cold blue radiance.

KN: religion DC 15:
This temple and statue are sacred to Lamashtu

Per:
Alkaid Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Brindolfin Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Kaddoc Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Sparrow Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Surprise round:
Alkaid
monsters x2

As you enter, Alkaid notices movement as two emaciated, hairless canines drop down from where they were hiding, landing at H7 and H10, and howl.

Everyone needs to make two will saves at DC 12.
Failure results in Panicked status for 2d4 rounds.

KN: Planes DC 13:
The creatures are outsiders known as yeth hounds. DR5/silver, their bite can cause a shaken effect as well if the victim is good.

Init:
Alkaid Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Brindolfin Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Kaddoc Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Sparrow Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
monster of the day Initiative: 1d20 + 6 ⇒ (18) + 6 = 24

Round 1:
monsters
Alkaid
Brin
Kaddoc
Sparrow

Alkaid=1, Brin=2, Kaddoc=3, Sparrow=4

monster 1 vs 1d4 ⇒ 1 bite: 1d20 + 7 ⇒ (18) + 7 = 25 for 2d6 + 4 ⇒ (1, 4) + 4 = 9 DC14 will save if good to avoid being shaken; trip: 1d20 + 7 ⇒ (12) + 7 = 19 vs CMD

monster 2 vs 1d4 ⇒ 2 bite: 1d20 + 7 ⇒ (1) + 7 = 8 for 2d6 + 4 ⇒ (3, 5) + 4 = 12 DC14 will save if good to avoid being shaken; trip: 1d20 + 7 ⇒ (20) + 7 = 27 vs CMD

NOTE: trip only if bite hits.


Half-Orc, hp 43/49, DR 1/-, AC 18, (T12/FF16), Init +4, Perc +6. F+5/R+2/W+3
Tracking:
Rage: 10/10, 1st: 5/5

Will 1: 1d20 + 3 ⇒ (13) + 3 = 16
Will 2: 1d20 + 3 ⇒ (18) + 3 = 21

Shaking off the eerie howls, Kaddoc casts bless


burn 3pps for +2 to saves
2xwill@+8: 2d20 ⇒ (4, 10) = 14
Brin retaliates with his blade.
att/damage: 1d20 + 10 ⇒ (7) + 10 = 173d6 + 1d8 + 9 ⇒ (6, 5, 6) + (6) + 9 = 32


DM Ninja/infinite

Spoiler:

DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)\
hp 30 (4d10+8)
Fort +3, Ref +6, Will +6
DR 5/silver
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +7 (2d6+4 plus sinister bite and trip)
Special Attacks bay

This time I'll accept it, Brin, but next time roll them separately please.

Meanwhile....

Brin's blow strikes true, but does less damage than he thought it should have. The creature is badly wounded, but still stands.

monster 2:
30-(32-5)= 3


HP: 31/31 Saves: +5,+5,+5, Cleric(theologian) + Monk(martial artist) 2

Know(Religion): 1d20 + 4 ⇒ (1) + 4 = 5
Will 1: 1d20 + 5 ⇒ (19) + 5 = 24
Will 2: 1d20 + 5 ⇒ (19) + 5 = 24

Will: Bite: 1d20 + 5 ⇒ (17) + 5 = 22
tripped
Alkaid Gets Up (AoO)

And takes a Defensive Fighting Stance (+2AC)

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