The Past Returns (Inactive)

Game Master sunshadow21

Updated Map


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Male Eidolon(Quadruped) (HP 10/10; AC:16, T:14, FF:13; Fort:+2 Ref:+5 Will:+0; Init+3; Perception +12) (Effects: None)

"Can I help? I'm good at being sneaky too." Copper asks before joining Talon in his scouting.

Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Stealth: 1d20 + 11 ⇒ (14) + 11 = 25


Half-Elven Rogue Lvl 3 HP 19/19 INIT+6 AC 16 CMB+4 CMD+16 MW Rapier/MW S. Sword (+6,+4/+2) 1d6+2/18-20x2/19-20x2 S. Bow (+5) 1d6+2/x3 (F:1 R:9 W:1)

Talon smiles at Copper, knowing his traits keenly well. "Of course, four eyes are better than two, I trust yours as I do my own."


Male Eidolon(Quadruped) (HP 10/10; AC:16, T:14, FF:13; Fort:+2 Ref:+5 Will:+0; Init+3; Perception +12) (Effects: None)

The little wyrmling just grins as he scouts alongside Talon.


Going into the room of rubble, you find it to be a very old storeroom. The rubble is old urns and pottery whose contents have long since decomposed. The door to the north reveals a hallway going north 15 feet before turning west.


This is going to rapidly become confusing.

Through that northern hallway and to the west!


I'll put a map up of the areas explored once you reach a certain point; if you ever reach a point where directions actually matter, I'll put a map up for that area specifically.


The hallway eventually turns back north to parallel the tunnel, and you find another very long hallway going east before this hallway ends in the statue room.


We'll backtrack a little and check that eastern hallway.


It occurs to at least one in the party that identifying just how old this place is might be helpful in understanding what these creatures are, as well as whatever else you might encounter here, and that slowing down a bit and at least giving each room a once over instead of immediately charging down every new hallway might be a wiser choice, especially since you really aren't on any time table that you are aware of. When that is mentioned, something about the statue catches Krojun's eye, though without further examination he couldn't say precisely what.


LOL, I was under the assumption that we were giving each area at least a cursory search and there was nothing other than unidentifiable rubble. Waiting for everyone to post perception checks for each room is going to take a very long time.

Krojun studies the mysterious statue more closely.

Perception: 1d20 - 1 ⇒ (2) - 1 = 1
History: 1d20 + 5 ⇒ (17) + 5 = 22
Arcana: 1d20 + 5 ⇒ (15) + 5 = 20


Male Eidolon(Quadruped) (HP 10/10; AC:16, T:14, FF:13; Fort:+2 Ref:+5 Will:+0; Init+3; Perception +12) (Effects: None)

Yea, me too. I'll roll a few now since I need to get to work.

Perception: 1d20 + 13 ⇒ (2) + 13 = 15

Perception: 1d20 + 13 ⇒ (15) + 13 = 28

Perception: 1d20 + 13 ⇒ (5) + 13 = 18

Perception: 1d20 + 13 ⇒ (2) + 13 = 15

Perception: 1d20 + 13 ⇒ (16) + 13 = 29

Perception: 1d20 + 13 ⇒ (1) + 13 = 14


You never said you actually went into the statue room, and it's one of the key spaces. I'm treating hallways as separate from the rooms themselves, trying to find a balance between expediting exploration and giving folks a chance to do both role and roll playing.


Male Eidolon(Quadruped) (HP 10/10; AC:16, T:14, FF:13; Fort:+2 Ref:+5 Will:+0; Init+3; Perception +12) (Effects: None)

Well, from now on, Copper will go into every single room and give it a search at the very least.


Oh, I'm sure we have every intention of exploring. I read your last post as saying that the statue room was further ahead and that the east-bound hallways was physically behind us. I had intended to search that room after we cleared the previous area first.

I have really bad spacial awareness so keeping a mental image of a map is hard for me. Sorry. =(

In any case, Krojun will study the statue/statue room carefully and try to recall any useful information imparted on him by the elders of his Quah.


The red marble statue has lost many of it's sharper details, but enough remain to make out the basic idea. It is of a probably beautiful but, at the same time, monstrously enraged human woman, her stony expression twisted in fury being one of the few full details that yet remain. The woman is wearing flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is still faintly inscribed with a seven-pointed star. Her right hand holds a glittering metal-and-ivory ranseur.

In addition to the statue there are 4 entrances to the room, an opening in the wall to the west, a hallway to the east that seems to have stairs going up, a short hallway to the south that ends in a door, and the southern hallway that leads to the storeroom.

Krojun is able to recognize the star as the Thassilion Sihedron. Copper thinks that the ranssuer might be able to separated from the rest of the statue.


No worries. I'm one that likes maps as well, and I'm still learning how to describe something like a map in words. The Glassworks was easy; directions didn't matter. This one direction actually matters as understanding the layout is actually important, and that makes the description a bit harder.


Krojun points at the symbol.

"Sandpoint is new but what was here before it was very old" the big Shoanti says. "That is the Thassilion Sihedron. Each point on the star represents a different virtue of rulership."

"I am not certain who or what this woman represents."

Krojun tugs at the ranseur.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

"Careful, too loud and we might wake more of those beasties."

Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

For the previous areas and this one.


Half-Elven Rogue Lvl 3 HP 19/19 INIT+6 AC 16 CMB+4 CMD+16 MW Rapier/MW S. Sword (+6,+4/+2) 1d6+2/18-20x2/19-20x2 S. Bow (+5) 1d6+2/x3 (F:1 R:9 W:1)

Talon also takes care to examine the rooms and statue carefully.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Looking at the statue, "Hmmm ... makes you wonder if she every was a real person and was just turned to stone. What in Golarion are these things doing down here?


The ranseur takes a couple of tugs, but comes out quietly and easily enough considering the age of the statue. Talon is able to detect some faint noises from the other side of the door, but otherwise, you seem to have this portion of the ruins to yourself.


Krojun takes a few test swings with the weapon.

"Perhaps someone in Sandpoint can tell us more about this place based on this weapon", he says.

If we're done here.

The big Shoanti points to the east.

"That direction is as good as any. Little Copperscale, would you like to scout it out for us?"


I forgot to mention, the ranseur you just took is masterwork.


Male Eidolon(Quadruped) (HP 10/10; AC:16, T:14, FF:13; Fort:+2 Ref:+5 Will:+0; Init+3; Perception +12) (Effects: None)

"Glad to." Copper hops east to scout.

Perception: 1d20 + 13 ⇒ (17) + 13 = 30

Stealth: 1d20 + 11 ⇒ (11) + 11 = 22


Copper goes 50 feet forward and up several short flight of stairs until he finds himself looking at an old wooden door and he can just barely hear a very faint flapping of wings on the other side.


Male Eidolon(Quadruped) (HP 10/10; AC:16, T:14, FF:13; Fort:+2 Ref:+5 Will:+0; Init+3; Perception +12) (Effects: None)

Copper sneaks back to the group to tell them what he found. "So there's this big door up the stairs and I think there's a bird behind it. Or something with wings at least. What do we do?"


"A bat perhaps?" Krojun wonders.

"Good work little one. Talon why don't you have that bow ready in case it proves to be something more dangerous than a common bat."

Once Mags is pointed in that direction, the big Shoanti will follow behind her.


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

"Maybe. Hopefully it's something mundane like that." Rohan and Copper follow the big Shoanti.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Mags follows the little wyrmling with her sword out and ready.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Just a heads up, I may be going AWOL this week.


Everyone, go ahead and give me two combat rounds worth of actions and, if you have it, knowledge (planes) rolls to identify the flying head that assaults you as you open the door. Once everyone has done that, I will post whether or not anyone took damage, and the description of the room.


Half-Elven Rogue Lvl 3 HP 19/19 INIT+6 AC 16 CMB+4 CMD+16 MW Rapier/MW S. Sword (+6,+4/+2) 1d6+2/18-20x2/19-20x2 S. Bow (+5) 1d6+2/x3 (F:1 R:9 W:1)

Talon readies his bow, then upon entering the room fires off two shots.

ROUND 1

Ranged Attack (short bow): 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Sneak Damage if applicable: 1d6 ⇒ 2

ROUND 2

Ranged Attack (short bow): 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


We have a saying in Shoanti about flying heads but you guys wouldn't get it...

Krojun gasps at the sight of the monsters but doesn't falter. He unfurls his whip and lashes at it when it gets into range.

Round 1 Whip: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Round 2 Whip: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d4 + 4 ⇒ (2) + 4 = 6


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

Round 1

Rohan stabs at the flying head as it closes in. It wasn't the first abomination, and it would not be the last.

Arcane Strike: 1d20 + 6 ⇒ (3) + 6 = 9

1d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14

Round 2

Rohan growls in frustration as he tries again.

Arcane Strike: 1d20 + 6 ⇒ (16) + 6 = 22

1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9


Male Eidolon(Quadruped) (HP 10/10; AC:16, T:14, FF:13; Fort:+2 Ref:+5 Will:+0; Init+3; Perception +12) (Effects: None)

Round 1

Copper attempts to lock his teeth onto the creature.

1d20 + 4 ⇒ (2) + 4 = 6

1d4 + 1 ⇒ (4) + 1 = 5

Round 2

Both summoner and eidolon seem to miss on their first swing, the sight of the creature being distracting. Though the shock seems to fade on their next attempts.

1d20 + 4 ⇒ (14) + 4 = 18

1d4 + 1 ⇒ (3) + 1 = 4


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

"Hva i helvete er det?!"

Skald:
Literally, what the hell was that?!

Round 1:
Attack Greatsword: 1d20 + 6 ⇒ (18) + 6 = 24 no crit sadly :/
Damage Greatsword: 2d6 + 4 ⇒ (3, 3) + 4 = 10
Round 2:
Attack Greatsword: 1d20 + 6 ⇒ (13) + 6 = 19
Damage Greatsword: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Okay that should kill it :D I love playing the heavy hitter.


Despite the party's pathetic initial attempts to kill the creature, with only Mags connecting, it is unable to capitalize on the opening presented, and gets cut down before it gets a second chance to strike. The circular room itself is plain save for the small skull lined pool in the center of the room, which does seem to radiate a minor aura of magic, though the precise school is unclear. On the other side of the room, on the east wall, is another door, and this one seems to be slightly off it's hinges.


F Dwarf Cleric of Abadar 2

"This stonework is old and that pool doesn't look very inviting, now does it?
Is that blood?"
pointing to the edge of the pool.


Krojun studies the contents of the room for symbols or anything else that might explain the pool's purpose.

Arcana: 1d20 + 5 ⇒ (14) + 5 = 19
History: 1d20 + 5 ⇒ (10) + 5 = 15
Nature: 1d20 + 5 ⇒ (1) + 5 = 6

"Over there", the big Shoanti says while pointing a meaty digit. "Something came this way."


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

Rohan walks over to examine the pool of what could be blood.

Arcana: 1d20 + 5 ⇒ (7) + 5 = 12


Male Eidolon(Quadruped) (HP 10/10; AC:16, T:14, FF:13; Fort:+2 Ref:+5 Will:+0; Init+3; Perception +12) (Effects: None)

Copper skips over to scout the door.

Perception: 1d20 + 13 ⇒ (1) + 13 = 14

Stealth: 1d20 + 11 ⇒ (9) + 11 = 20

Survival: 1d20 + 12 ⇒ (12) + 12 = 24


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

"We just keep finding more and more reasons to seal this place back up."

Mags follows Copperscale with the heavier of her two blades drawn. Her eyes scanning the gloom as a prayer dances on her lips.

perception: 1d20 + 6 ⇒ (11) + 6 = 17


The pool appears to be plain old water, and a thorough investigation reveals the magic probably replenishes and purifies it periodically.

Moving east, you have another short hallway that ends in stairs going up, but are blocked after a short distance. Between the party members, you put together the picture that if you could go all the way up, you would find yourself in the block of town that is surrounded by the Old Light, Tower St, Main St, and Junker's Way.

I'll get a fresh map posted after work today.


Krojun glances down the pathway.

"Hmm. A shortcut into town? Perhaps this was used to help secret the goblins in during the festival."

"Let's go back a bit. It looks like there's nothing else to see this way."

A map would be good. I'm lost again. =/


The stairway is full of so much rubble, you doubt it's been used for a long, long time. It would take at least a day of hard work to clear it.


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

"Doesn't look like a shortcut, but you're right. I think we're at a dead end."


Map of area explored thus far

As you are standing in the stairway looking up, it occurs to you that given the pool and the fact that the statue faces this hallway, it is likely that at one time, this was probably a major entrance to this complex, and that the cataclysm that took down the ancient empire could have filled in the stairway, cutting this relic off from the rest of the world until the smugglers made their tunnels.


Male Eidolon(Quadruped) (HP 10/10; AC:16, T:14, FF:13; Fort:+2 Ref:+5 Will:+0; Init+3; Perception +12) (Effects: None)

Copper will bound down the hallway straight ahead to scout. He'll stop when he gets to the second branch.

Perception: 1d20 + 13 ⇒ (16) + 13 = 29

Stealth: 1d20 + 11 ⇒ (8) + 11 = 19

Survival: 1d20 + 12 ⇒ (9) + 12 = 21


It looks like we're headed down the eastbound hallway that hasn't been cleared.

Krojun follows a few yards behind the eager little eidolon.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

Mags follows a few strides behind Krojun.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Shouldn't we check out what was behind the other door?


The door in that room lead to the barricaded staircase.


HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14

The one to the big grey unknown.

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