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Thod runs Carrion Crown - Trial of the Beast
Game Master Thod

Carrion Crown Part II - Trial of the Beast



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Grand Lodge

Fight over


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea uses her healing hex on Galadan and hands him a cherry potion.

Hex1d8 + 4 ⇒ (7) + 4 = 11

Potion1d8 + 4 ⇒ (3) + 4 = 7

"Surely we can't meet anything worse inside" she comments


"One can only hope."

Andrea, I appreciated the effort, but sadly, normal healing does not work on 'synthesist suit' hit points; I need to use the rejuvenate eidolon spells to heal that damage, as per the FAQ :-/ Once I start burning 'normal' hit points, though, 'normal' healing will work just fine :-)

'Aldous' then starts to warily look around the chamber, now that the hound is gone...

What exit points are there?


Female Elf FeatherMage 5

Wren takes a few moments to examine the downed beast.

"This is an unusual construction for this type of alchemical golem, see Dearies? Please note that our weapons had little effect upon it." Wren prods the beast a bit further, seeking to learn what she can from a firsthand examination.

1d20 + 6 ⇒ (11) + 6 = 17 Perception
1d20 + 11 ⇒ (11) + 11 = 22 know arcana

When quick search is completed, Wren will stand up and prepare to move on, hoping that the wounds of others are tended.

"Kevin, are you okay? I have this one potion, if it is needed." CLW.

I didn't think we had a chance against that...good job all. ;)


Kevin waves his hand and kicks the dog in the head. "No my friend, save it for when we really need it."
The swordsman bends down and cuts an ear off of the patchwork hound and places it in his pouch.


Female Elf FeatherMage 5

Wren fingers the Daylighted coin in her pocket.

"Let us be careful. Clearly these are skilled cratered here. No telling what might be next.". Wren stares again at the "dog" body. "We might even want to bring back that body as evidence, Dearies. That will be quite the show for the courtroom."

Oh, I do love my stories.

Grand Lodge

You spot an iron wheeled cart in the middle of the court-yard - as if ready for deliveries. But it's empty right now.

Across the courtyard to the North is a door (the same door through which Grine appeared and you guesss dissappeared again). In the East wall is a double door. This door is less elaborate - looking at trails it rather seems this is where deliveries come from.
The building itself is two stories high. No windows to the north. To the east you spot a double door on the second floor - possibly another loading bay - but no apparatus for loading can be seen in the courtyard itself.

The complete building form nearly a whole block in the street with 60*60 feet dimensions. There are stories - apart of the courtyard. In addition there is a small tower in the Northeast that reaches two floors above the other building.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan hands Andrea back the potion, but thanks her for her healing magic.

"I am well enough without the potion, save it for when someone might truly need it."


Female Elf FeatherMage 5

Wren walks to the side door (deliveries).

"Shall we enter here? From the looks of that hound, those therein definitely might have some connection to Stitches. Either they had some hand in his creation or know where such things can be bought or made. Let us enter and get our answers." Wren seems quite anxious despite her tiredness. "Stitches, after all, is counting on us."

Wren looks at the door for anything unusual before making way for Kevin or Mr. Hastur to enter/break in, as necessary.

1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17 Perception


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

I think if anyone would be breaking in, its Galadan.

Galadan is also perturbed by the creature's presence, he looks back towards the building, listening carefully for other potential enemies.

Perception (10)
10 + 13 = 23


(Assuming no traps are found) 'Aldous' confidently attempts to open the Eastern door.

"I dare say we will end up going through the entire building, eventually..."


Female Human (Mixed race) Hedge Witch 5 (favoured class)

"Lets do this..but do try not to rush into things" Andrea seems to address the last remark to Kevin.

Grand Lodge

Just when you are about to open the door Nym steps forwards:

"Maybe it is a good idea if I report back to the solicitor. Also in case something happens to you and you don't come back."

He slaps Kevin on the shoulder

"I wasn't much use in the last fight - maybe apart of dragging you back to the lady. I'm sure you manage without me."

I will park Nym for the moment. This leaves a little bit of time to contemplate how to carry on with him.
I think you manage between the five of you right now. The last fight might have seen like a really, really tough one - but a few bits where stacked against you due to earlier actions.
The hound would normally be chained and muzzled - at least during certain times of day. And I just felt I shouldn't give you the easy way out. Actions have repurcussions.
On the bright side - you are forwarned against the Deeper Darkness - something that really might help a lot.
Oh - and this fight doesn't has to be early on but can be moved as late in the trial as possible - or even skipped (off course with disadvantages elsewhere).

Grand Lodge

Storage

This chamber contains numerous boxes, crates and bales of straw for packing. Three weird looking humanoids stop their current work and look at you as if you don't belong. Ivory tusks, insect chitin, matted fur, scaly flesh and more combine to form a hedeous humanoid shape. Not one of them looks the same as the others.
One of them picks up a piece of wood - holding it like a club.

Initiative

Kevin 1d20 + 6 ⇒ (8) + 6 = 14
Hastur 1d20 + 1 ⇒ (13) + 1 = 14
Wren 1d20 + 6 ⇒ (20) + 6 = 26
Andrea 1d20 + 2 ⇒ (6) + 2 = 8
Galadan 1d20 + 4 ⇒ (7) + 4 = 11

Humanoids 1d20 + 1 ⇒ (16) + 1 = 17

The room is 20 by 20 foot with multiple crates in the way. I would therefore rule - no charge. The first two attackers can go in without problems. The third and consecetive ones will reach but will suffer an AoO to get past into position.

Seems they are faster - apart of Wren - so they will come your way.


Female Elf FeatherMage 5

Round of Surprise

Wren wishes she had had time to sleep...but the last few days have been exhausting.

Wren will wracked her tired mind to see if she knows anything about the attackers.

1d20 - 2 ⇒ (10) - 2 = 8 + applicable knowledge skill, Thod

Wren will relate what she knows, if anything to the party.

* * *

Round 1, Init 26

Wren will touch Mr. Hastur again, offering words of sage advice. "Hit them hard, dearie." Wren then moves to a safe spot.

Wren will touch Mr. Hastur again with Diviner's Fortune. (Diviner's Fortune: +2 (8/day) (Sp) Creature touched gains +2 to attack rolls, skill checks, ability checks, and saving throws for 1r. 5/8 used today.)

Never expected to get so much use out of this...but, then again, Wren hasn't slept in a while. :) Get 'em, Hastur.


Round 1
AC 18 20 with Andrea's help

Power Attack: 1d20 + 8 ⇒ (20) + 8 = 28 Crit
Confirm Crit: 1d20 + 8 ⇒ (19) + 8 = 27

Damage 1d8 + 10 ⇒ (4) + 10 = 14
Crit Damage 1d8 + 10 ⇒ (8) + 10 = 18

Grand Lodge

The three creatures move forward - trying to fight you.

Attack 1: Kevin 1d20 + 4 ⇒ (4) + 4 = 8 Damage 1d6 + 3 ⇒ (5) + 3 = 8

Attack 2: Hastur 1d20 + 4 ⇒ (18) + 4 = 22 Damage 1d6 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Wren identifies the creature as Mongrelman but doesn't know much else about them.

Kevin shows them his superior sword technic - something these brutes can't appreciate. A suprised head rolls onto the floor - making space for a Galadan to step in to fight as well.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan steps forward with mace in hand, swinging it swiftly at a mongrelman.

1d20 + 6 ⇒ (14) + 6 = 20 for
1d8 + 4 ⇒ (7) + 4 = 11


Round 1:

'Aldous' purses his lips, and tears apart the mongrelmen (5' stepping as necessary).

Claw #1: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13, for 1d6 + 4 ⇒ (4) + 4 = 8 Magical S/B damage.

Claw #2: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20, for 1d6 + 4 ⇒ (5) + 4 = 9 Magical S/B damage.

Claw #3: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25, for 1d6 + 4 ⇒ (5) + 4 = 9 Magical S/B damage.

Claw #4: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16, for 1d6 + 4 ⇒ (2) + 4 = 6 Magical S/B damage.

Grand Lodge

Hastur claws into the second Mongrelman - and when he goes down starts wounding the third. Galadan shows mercy and takes out the third.

Fight over

Grand Lodge

There are multiple boxes scattered around the room. Towards the east is a large double door - I liar to the one you just entered.


Female Elf FeatherMage 5

Wren will cast Detect Magic as she searches, concentrating on it and moving slowly.

1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12 Perception


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan also looks around the room, checking for anything dangerous or interesting.

Perception (20)
20 + 13 = 33

Grand Lodge

Boxes in this room hold 12 vials of Alchemist fire, 12 vials of liquid ice, 10 smoke pellets, 10 smoke sticks and six bottles of bleach (worth 5 gp each).

Hidden away you also find a fine bottle of port. This must be a special present for a good customer. You reckon this port would fetch 100gp.


Female Elf FeatherMage 5

Wren takes an alchemist fire to replace the one she badly threw at the flesh hound.

"Oh dearies, did you want to carry the rest? I feel if I carry any more, I'll slow down until I fell asleep."

Wren will help stow the gear on others.

* * *

Wren will look for exits...especially to places there the stalkers might have gone.

Grand Lodge

Onle a large door to the east.


Female Elf FeatherMage 5

Wren bustles the party to the east, mindful of the time remaining on her coin as she keeps her hand on it within her pocket.

"Let's move along, dearies. Does someone want to open this door?"

Wren steps back to let others work.


'Aldous' nods, and moves to open the door.


Female Elf FeatherMage 5

My, my, Mr. Hastur sure is helpful and strong, so unlike Mr. Aldous.

Wren peers at the floating Aldous encased within Mr. Hastur as he walks by.

Seems so floaty in there. I hope he's happy.


Male Forlorn Elf Magus 4

Hearing the brief commotion, Nym spins on heal and bursts through the door where his fellows just vanquished the pack of mongrelfolk.

Sword drawn, casting hand up and at the ready, he surveys the scene and lowers his blade...a sheepish grin on his face. "I turn my back for just one moment and you lot go killing everything. Perhaps I'll stick around after all."

Nym will take a pair of alchemist fire, and a pair of liquid ice


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan listens at the door before Mr. Hastur can open it.

Perception
1d20 + 13 ⇒ (2) + 13 = 15


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea picks up an alchemists fire and a liquid ice.

"We can claim the rest when we leave..I'm sure they will all come in useful"

She also secures the Port to keep it away from Kevin.


Kevin smiles as Andrea takes the valuable bottle of port and puts it away. "I would have been more than happy to have shared that with you on a later occasion my dear. No need to be stingy. Luckily I still have something in reserve." He pats his hip pocket and walks over to the boxes, recovering two alchemists fire and liquid ice.

Grand Lodge

Stable
This simple stable contains two stalls filled with straw. One of which holds an ancient horse one step away from the knackers yard.
There are signs that the Mongrelman might sleep here as well.

No valuables or other exits can be found. It seems the only way onwards is the locked door to the north from the courtyard - the door you assume Grine disappeared to.
The only other entrance you spotted was the door a floor up.


Female Elf FeatherMage 5

Wren leads the party to the locked door to the north, making way for Galadan to try his hand with the lock.

Or for the door to be busted down, whatever comes first.

"Come along, dearies, we have some of the evidence we need, but not quite all of it yet."

Grand Lodge

Wren:

As GM sometimes you have to laugh when you read a remark from a player. You will know eventually why I laughed about your remark ...


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan takes a quick cursory glance over the stables, casting sift to examine what he can.

Perception
1d20 + 13 - 5 ⇒ (13) + 13 - 5 = 21

Then he also heads up the stairs to listen at the door for any potential threats within.

Perception
1d20 + 13 ⇒ (10) + 13 = 23


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea sighs at Kevins remark and follows on behind him...wondering if she can discover a spell that makes alcohol taste foul to the drinker.


Male Forlorn Elf Magus 4

Coming inline behind the adorable couple Nym covers his smirk by itching his nose. While Galadan is working the locked door he will keep an eye on the group's back, if in a position to he'll pay particular attention to the second floor door.

Grand Lodge

I'm currently assuming from Nym's post you work the door to the north that was locked. The loading door one floor up would need some way to get up.

The Vats
This chamber occupies a whole side of building from the cellar level below up to the roof above. Seven Iron vats - each 10 foot across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder taht leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below. The air in the chamber is cloying and acidic.

I give you suprise round. Galadan is at the open door and looks in. everyone else hasn't seen anything yet. I'm still trying to make sense between the map and some descriptions ...
Guess a map will help. But at least you can think about plans - do the suprise round (or just close the door again).


Female Elf FeatherMage 5

Wren looks around, actively while preparing several different words of arcane power in her mind.

1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5 Perception

Wren eyes the planks and ladders and walkways with an eye for danger.

1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15 Knowledge: Dungeon
1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16 Knowledge: Engineering

Can't wait to sleep...assuming we live, of course. I wonder if these alchemists will combine Wren's body parts into some sort of birdy flesh golem. That would be cool.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Quick, throw an alchemist's fire in and close the door!

On second thought, No.

Galadan peers into the darkness, searching for signs of movement as he draws his light crossbow.

1d20 + 13 ⇒ (9) + 13 = 22

Grand Lodge

Aargggh - whole post got eaten ... Will post in parts this time

Map of the lower level .

There are a total of 7 vats. You spot 6 Mongrelman working between them.

They are at
D1
D4
E6
H7
K4
M5

There are three ladders. East of B1 leads from the ground floor up to your level and your walkway. North of G1 is not reachable from this level. It leads all the way up to the upper floor walkway.
West of I7 goes up to planks on your level.

There is a door on the lower level (in the middle of the East Wall - forgot to add this one).

Grand Lodge

Map of the ground level - your level.

You are on a platform at A1/B1. A ladder leads down east of B1.

North of G1 is another ladder - not reachable from this level. It leads all the way up to the upper floor walkway.

West of I7 is a ladder down to the lower level - reachable via the planks connecting the vast.

You can spot 2 Mongrelman working on this level at D6 and L1.

All the vats are connected via planks and the vats have a wide enough rim to walk on them Acrobatics checks needed though for both - planks and vats.

Grand Lodge

Map of the upper level.

There is a walkway on the East wall and part of the South wall. There are two doors (closed) in the East wall as well as one in the South wall.

North of G1 is a ladder going from the ground floor up to the walkway. Nobody seems to be on this level right now.

Might have got the size wrong as the 'vats' are bigger as in the original map.

Grand Lodge

Please let me know any questions you have. This buildup isn't the easiest one and it took me a moment to understand the map(s) myself.


Female Elf FeatherMage 5

Wow. What maps! Thod, I will admit that I still have time envisioning this and where the ladders and mongrelmen are. In addition, is the vertical up/down side numbers and horizontal left/right side the alphabet?

Wren stares into the room and tries to find a way to the door on the lower level as she doesn't have much desire to interact with the vats or mongrelfolk.

"Uh...chirp? Shall we blunder though?"


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan shakes his head at the bird-person.

"No, I do not think it would be in our best interests to blunder, despite the ease with which you sometimes aspire to such notions. However, these mongrelmen may know more about this building and the situation of its inhabitants than we might otherwise be able to determine for ourselves."


Male Forlorn Elf Magus 4

"Could we perhaps blunder quietly? I imagine killing everyone in this foul smelling laboratory might not be looked upon so kindly in our future court dealings..."

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