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Shadow

Celestial GM's page

1,376 posts. Alias of Celestial Healer.


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AoO vs Jerry: 1d20 + 7 ⇒ (6) + 7 = 13

Jerry's lance fails to make contact with the creature, but Luce manages to take a bite as she passes.

Trina shoots a round into the creature holding Smitty, while the dwarf manages to slip out of its grasp.

Smitty's escape: 1d20 + 5 ⇒ (18) + 5 = 23

Sylvia hurls her explosive at the other creature. The explosion is fantastic, and when the smoke clears, all that remains of that alien is a burned-up husk. Rhodes and the elemental are remarkably unscathed.

His enemy smitten, Rhodes pulls out his crossbow and takes aim at the other creature.

1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 ⇒ 2

The elemental slams the other creature with a solid blow, just as the summoned stirge attaches itself to the thing's hide. Caladrel also manages to catch the thing in the gooey tar of the tanglefoot bag.

Save: 1d20 + 4 ⇒ (17) + 4 = 21

The thing is slowed, but not stuck in place. It makes wild clicking noises at the turning of this battle and focuses its effort on the stirge attached to its hide.

1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

MAP

Jerry & Luce
Trina
Smitty
Sylvia
Rhodes
Caladrel

Elder


The acid seems to burn away some of the insects, and also some of Leandro's flesh.

Anuqa approaches and apologetically brandishes his wand, sending a gout of flame that engulfs both Leandro and the swarm of insects.

1d4 ⇒ 1 damage, DC 12 reflex save for half.
Swarm save: 1d20 + 6 ⇒ (2) + 6 = 8

The swarm continues to envelop Leandro in its cloud of crimson, as tiny gnats find their way into his arm and continue to bite at him.

1 more Con damage.

MAP

Leandro
Anuqa
Res
Tybalt
Eliva
Angalia
Andrzej

Swarm


Leandro's armor? I would rule that as doing full damage to the swarm (and Leandro).


Having escaped the thing, Smitty tries to put some distances between himself and those tentacles.

Rhodes draws his rapier and, with a look of disgust, draws close to the creature in battle with the elemental. He tries to find a vital opening. He quickly sees his opportunity and drives his rapier deep into the creature's hide at the base of one of the tentacles.

1d20 + 10 ⇒ (8) + 10 = 18
1d6 + 2 + 2d6 ⇒ (6) + 2 + (5, 3) = 16

The thing flails out at both Rhodes and the elemental.

Attack vs Rhodes: 1d20 + 7 ⇒ (17) + 7 = 24
Attack vs Rhodes: 1d20 + 7 ⇒ (8) + 7 = 15
Attack vs Rhodes: 1d20 + 7 ⇒ (7) + 7 = 14
Attack vs elemental: 1d20 + 7 ⇒ (17) + 7 = 24
Attack vs elemental: 1d20 + 7 ⇒ (15) + 7 = 22
Grapple vs Rhodes: 1d20 + 11 ⇒ (3) + 11 = 14
Damage vs Rhodes: 1d4 + 2 ⇒ (1) + 2 = 3
Damage vs elemental: 1d4 + 2 ⇒ (4) + 2 = 6
Damage vs elemental: 1d4 + 2 ⇒ (3) + 2 = 5

It strikes both targets, but fails to get a grip on the wily rogue.

The other thing continues to pursue Smitty.

Attack vs Smitty: 1d20 + 7 ⇒ (19) + 7 = 26
Grapple vs Smitty: 1d20 + 11 ⇒ (12) + 11 = 23
Damage vs Smitty: 1d4 + 2 ⇒ (4) + 2 = 6
Constrict vs Smitty: 1d4 + 2 ⇒ (3) + 2 = 5

Rhodes takes 3 damage. Smitty takes 11 and is grappled. The elemental takes11.

MAP

Jerry & Luce
Trina
Smitty (Grappled)
Sylvia
Rhodes
Caladrel

Elder Things


Tybalt: I'm not sure what glitterdust is going to do to a swarm. They could in theory be blinded, but they do not make attack rolls, so I am not sure that that will be a problem for them.

Res and Leandro swing their torches, and the tiny insects seem repulsed by the flames. It seems to be having an effect, albeit a modest one. They are immune to weapon damage, so it is only the fire that hurts them.

Andrzej's flask of fire has a more appreciable impact and leaves some of the insects charred. You can tell it will take more where that came from to make the swarm disperse.

Leandro: I am considering that attack your AoO. You still have a round worth of actions. Also, Tybalt, if you change your mind about the spell, you may do so.

Anuqa, Eliva, and Angalia are up.


I see. I don't recommend that, since that will put you very close to them, and away from the rest of the party, which means they will have an Angalia-feast. To keep things moving, I will suggest that you stay put until they are closer and then see if you can take advantage of a better angle.

Eliva is also in a good place, so I won't move her.

The whine grows louder as the cloud of insects bears down upon you. They descend upon Leandro, as the nearest warm life form. The haze is made up of thousands of tiny insects, their needle-like proboscises twitching eagerly. Each is tinged with a hue of blood-like crimson; taken as a whole, they give the impression of a roiling cloud of bloody mist.

As they fall over Leandro, the find the tiniest openings in his armor to work their way in and find flesh, drinking deeply of his life force.

Leandro, you can take an AoO against the swarm as it enters your space. Then take 1 point of Con damage and roll a Fort save vs disease. If you are immune to disease as a paladin, then no save is necessary.

MAP

Leandro
Anuqa
Res
Tybalt
Eliva
Angalia
Andrzej

Swarm


You're not going to get any bonus for flanking the swarm. Your sneak attack is not likely to work against them, in any event.


Sylvia, I will rule that precise bombs work. However, the question is moot, since both Trina and Smitty broke free.

Trina and Smitty both manage to pull themselves free from the writhing tentacles.

Caladrel's summoned elemental successfully bashes one of the creatures.

Sylvia and Rhodes are up. Smitty still has a move action, if he wants it.


Leclerc holds his torch in front of him with a trembling hand.

Eliva, Andrzej, and Angalia are up.

MAP


Smitty's bullet embeds itself in the horrid thing. Rhodes takes aim with his crossbow at the same creature, but his bolt passes wide. He steps away, looking for an opportunity to position himself strategically.

1d20 + 7 ⇒ (4) + 7 = 11

The creature nearest Trina steps closer and flails its tentacles at her.

1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (17) + 7 = 24
Grapple: 1d20 + 11 ⇒ (12) + 11 = 23

Damage:
1d4 + 2 ⇒ (2) + 2 = 4
1d4 + 2 ⇒ (1) + 2 = 3
1d4 + 2 ⇒ (3) + 2 = 5
Constrict: 1d4 + 2 ⇒ (1) + 2 = 3

The other moves toward Smitty and lashes at the dwarf with a tentacle.

1d20 + 7 ⇒ (17) + 7 = 24
Grapple: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Constrict: 1d4 + 2 ⇒ (2) + 2 = 4

Trina takes 15 damage, Smitty takes 7. Both are grappled.

MAP

Jerry & Luce
Trina (Grappled)
Smitty (Grappled)
Sylvia
Rhodes
Caladrel

Elder Things


Gotcha. I see that now.


Jerry: I agree that only the lance damage is doubled from the charge.

Jerry's lance and Luce's claws savagely wound one of the creatures. Greenish fluid seeps from the vicious gashes. Wounded as it is, it deftly avoids the swing of Trina's glaive.

Sylvia's grenade strikes the thing solidly and explodes in a rain of shrapnel and fire. The pellets tear at the creature's flesh, but the fire fails to singe it. That crit confirm did not make it, but it took regular damage from the piercing and bludgeoning attack. The fire did not overcome its DR.

MAP

Smitty, Rhodes, and Caladrel are all up and may act.


I think Eliva will simply stay put.

The red cloud moves nearer. As it draws close, you hear the steady whine of the multitude of flying insects and can discern the movement of countless tiny red mosquitos, swarming in a flurry of bloodthirst. All of the native sounds of the swamp seem to quiet, drowned out by the droning, predatory haze.

MAP

Blue areas are fetid water. The red area is the swarm.

Leandro
Anuqa
Res
Tybalt
Eliva
Angalia
Andrzej

Swarm


If Eliva, Angalia, and Andrzej prefer to delay until the swarm gets closer, that is fine. I just want to give you an opportunity to reposition or something of that sort, if you desire.


The alien things continue to chitter in their incomprehensible language. They advance on you, spreading out to flank. Their thick tentacles flail about menacingly.

MAP

Jerry & Luce
Trina
Smitty
Sylvia
Rhodes
Caladrel

Elder Things


Trina blesses the party, while Caladrel and Sylvia prepare for battle.

Smitty, are you taking a shot? Rhodes is also up.

MAP


"Just... keep it away from me," Leclerc says, trembling. The whine grows louder as the red cloud nears and coalesces. The cloud is a swarm of minuscule red insects which flow toward you directly and with purpose.

MAP

Blue areas are fetid water. The red area is the swarm.

Swarm initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Anuqa: 1d20 + 1 ⇒ (6) + 1 = 7
Leandro: 1d20 ⇒ 12
Eliva: 1d20 + 5 ⇒ (16) + 5 = 21

Eliva
Angalia
Andrzej

Swarm
Leandro
Anuqa
Res
Tybalt


If anybody wants to roll this:

Knowledge Nature DC 14 or Survival DC 16:
You have heard of people jumping into water to avoid swarms of bees and other insects. It is rarely effective, as most of them are drawn to mammalian breath, even via bubbles rising to the surface of a body of water. They will usually wait for several minutes above the surface. Leclerc probably does not know what he is talking about.

Here's a real-life article about bees. Blood-sucking insects are likely to be even more determined if they smell carbon dioxide.

Perception check on the water DC 19:
This water is foul. Simply entering it may not be a problem, but if you ingested any, or if it got in an open wound, you suspect it could be a problem.

There are no dangerous-looking creatures in the water.

If you do not flee or dive into the water, you have just enough time to light any torches as the swarm draws close.


MAP

The purple is the portal.

Dungeoneering DC 18:
Strange, alien beings are reported to dwell in the space beyond the stars. To alienists, the creatures before you are simply called "elder things" and have been known to create great cities in other dimensions. They are also known to be invaders who take what they can from those who came before them. You have never heard of a peaceful encounter with one.

As for fighting them, they are just flesh and can be killed. Cold seems to have no effect on them, and they are resistant to fire. They possess considerable strength in their tentacles.

Now then, let's try this again. And Sylvia, keep trying to converse with them. If alien beings are going to strew your entrails about like confetti, you might as well keep yourself company. You're no expert on alien body language, but it appears that they are definitely moving to intercept the intruders. They show no signs of comprehending your speech.

Trina
Smitty
Sylvia
Rhodes
Caladrel

Things
Jerry & Luce


Dungeoneering (again)? Somebody really needs to train that.


There is no dry vegetation, Leandro. The surroundings are decidedly wet.

If you seek underwater refuge, rules for holding your breath apply. Feel free to roll Perception if you want to make sure the water is safe.

Drowning rules (reminder):
Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.

You have time to light your torches if you are going to try to fight it off.

You ought to be reasonably doubtful of your ability to outrun a swarm of insects. You are somewhat hindered by the terrain.


Smitty: 1d20 + 6 ⇒ (12) + 6 = 18
Trina: 1d20 + 5 ⇒ (15) + 5 = 20

Initiative order:

Trina
Smitty
Sylvia
Rhodes
Caladrel

Things
Jerry & Luce

Everyone but Jerry & Luce can act before the things do.

Google docs isn't working right. Hang tight while I figure out what to do. They changed some things and it doesn't work like it used to.


Your logic is correct.

The distant red haze begins to coalesce into a cloud some 10 feet across as it approaches. The whine grows louder and more insistent.

Speak now if you have some plan, otherwise roll initiative.


Sylvia Pari wrote:
And hello to you two. What's that you've got there?

The beings chitter with alarm and flail their tentacles menacingly.

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Smitty? Trina? Rhodes?


"A swarm. Aye." Leclerc regards the approaching haze with dismay. "This is why I don't travel with other folks. The hungry insects are drawn to big groups. There's no good way to get away from them once they've got you, short of hiding under the water." He regards a nearby murky pool with disgust. "How long can you hold your breath?"

I am okay with Res doling out resistance. Anything else anyone wants to do?

Appropriate Knowledge check would be Nature.


When you come to the next chamber, the swirling fog has thinned somewhat, such that you can see relatively clearly. This expansive cavern has no other exits. The rough ceiling is some 50 feet above your heads and the walls are slimy with algae.

At the far end of the chamber, a jagged window into darkness gapes menacingly. The edges of the portal glow with a purple radiance, and the interior resembles a black sky, dotted with faint stars. The tear in space is not bound by any physical structure; it simply hovers, some 2 feet above the floor.

Two strange beings are inspecting the rift. These barrel-shaped bodies are topped with vaguely star-shaped heads. Leathery wings hang limply among their many tentacle-like appendages. One of them holds with one of its tentacles a strange, crystalline artifact as it prods at the border to the rift.

When you reach the entrance, their tentacles beginning flailing wildly and one of them utters a strange chittering sound in alarm.

Roll initiative please.


The more perceptive among you notice a haze off to your left. It is as if the air in that one place has taken on a reddish tint, a festering bruise in the atmosphere itself. The oncoming cloud emits a steady sound, like a high-pitched whine. It is about 100 feet away.


As you reach midday, Leclerc leads the way westward into the festering swamp. There is no discernible path, but he seems to be leading you along an invisible route of reasonably dry ground.

All around you, murky pools of fetid water buzz with insects and toadstools, and towering, twisted trees droop with tendrils of pale moss, which hang limply in the still, thick haze. The sounds of frogs, cicadas, and katydids fill the air with a constant hum and chirp. It is not long before the bugs begin to bite, a nuisance that makes this journey all the more uncomfortable. Small movements in the undergrowth or in the algae-caked pools indicate the abundance of wildlife in this part of the swamps.

Perception checks, please.


The far tunnel much resembles the one you came through earlier, although it is slightly larger. The air grows colder as you proceed, and always the swirling vapor curls around your feet. You round a corner and can see that ahead the tunnel opens to another chamber. An odd bluish light struggles to pierce through the swirling fog.

Caladrel:
You hear a faint sound like wind up ahead.


"Two days, if we are lucky," your guide says. He tries to gauge your reaction to his estimate.

"We will head southwest across the plantations for about two hours before turning westward into the swamp. It is best to take advantage of as much dry land as we can, as progress through the drowned lands is slow and treacherous." He seems to be enjoying making the trip as unpleasant as possible.


Knowledge (arcana) is not the right check. Per my earlier post, Knowledge (dungeoneering) is required. I am copying the info here:

Knowledge (dungeoneering) DC 19:
This mysterious being has been called a fogwarden. It is an aberration not native to this plane of existence. They are beings of pure electricity, the worst nightmare of the Luddites who oppose today's scientists trying to harness that power.

It is best not to strike it with metallic weapons. Weapons enchanted by magic are the best option. Also, their electrical aura has been known to animate unliving flesh.

Sylvia and Smitty search the room and find little to explain what is going on, but they do find some valuables among the detritus on the floor. It is evident, based on the carnage and gear strewn about the place, the a few people (travelers, apparently) were lured here for some purpose and now lie dead.

Some coin purses containing 800 gold pieces in total
A fine compass
A masterwork sword cane pistol
4 alchemical cartridges (flare)
A bundle of lace handkerchiefs, worth about 200 gp
An enchanted dagger (+1)
An enchanted ring (ring of protection +1)
An immovable rod
Alchemical glue
A vial of invisible ink (good quality)
Sneezing powder

There is a locket which bears a family crest. It should be identifiable, or Lord Wallingham could identify it. It lies upon the ground, so it is not clear which of the remains it belongs to.

Knowledge (nobility) DC 15:
It bears the insignia of the Marquis of Blanfordshire. No doubt that respected family would be grateful for its return.

You also see a scrap of cloth that does not seem to be associated with any of the bodies on the ground. It is a torn corner of a larger piece. It is obviously very old, and from what you can make out it bears a pattern of strange figures. There are bizarre geometric patterns upon a background of what appear to be eyes and tentacles. None of the bodies bear a garment with this pattern, so clearly the rest of the piece from which this scrap was torn is not here.

Caladrel:
The mist seems thicker over by the western tunnel, despite the fact that there is a chill draft coming from it.


In dramatic fashion, Jerry plunges his sword into the figure. A shower of sparks sprays over him, charging the length of his blade. The nobleman holds fast against the searing charge and the misty figure doubles over and collapses on the floor. The glowing eyes slowly dim and go dark.

It's dead, but Jerry took 3d6 ⇒ (4, 2, 4) = 10 electricity damage in the process. DC 13 Reflex save for half.


"Right then," he says.

He leads you down the muck-ridden streets of the city. The huddled masses eye you with curiosity and suspicion from the shadows of the crowded buildings overlooking the thoroughfares. The street which heads toward the western gate is crowded, but somehow quiet at the same time. A subdued air hangs over the place which grows stronger as you near the city wall.

As if a final reminder of the city you put behind you, a child's doll, exhibiting considerable craftsmanship, lies crushed into the mud, its lifeless glass eyes fixed on the heavens and some distant hope which has long since abandoned this place.

Beyond the gate, waterlogged rice fields cluster by the city walls, worked by the now-familiar downtrodden slaves of Souraigne.


Sylvia's aim is true. The newly risen zombie bursts into flames and thrashes about on the ground before lying still, its chard remains emitting a dreadful stench.

Hmph. What a disappointing zombie.

Trina's bullet hits the mark, but passes through the misty figure without harming it.

Based on your observations thus far, enchanted weapons seem effective at harming this thing, but mundane weapons seem to do little, if any, damage.

MAP

The mists in the room obscure your vision. They have no effect on creatures adjacent to you, but at 10 feet or more, creatures have concealment (20% miss chance).

Rhodes
Jerry
Luce

Trina (posted)
Smitty
Caladrel

The foe
Sylvia


Rhodes fires a bolt from this sleek crossbow at the creature.

1d20 + 7 ⇒ (17) + 7 = 24
Miss Chance: 1d100 ⇒ 3

The swirling fog obscures his shot and prevents him from hitting the misty figure.

Trina's polearm makes solid contact with the creature. Her joy is short-lived, as shower of sparks surrounds the blade as it passes through the creature and travels its length to her gloved hands.

3d6 ⇒ (6, 2, 4) = 12 electricity damage, DC 13 Reflex save for half.

A bullet from Smitty's enchanted firearm strikes true.

The creature staggers from the series of successful attacks. It has clearly been weakened. As it drifts back from its attackers, it briefly focuses its attention upon one of the bodies littering the floor. The corpse crackles with electricity and rises from with an awkward shudder. It takes to its feet and looks for the nearest foe.

MAP

The mists in the room obscure your vision. They have no effect on creatures adjacent to you, but at 10 feet or more, creatures have concealment (20% miss chance).

Sylvia
Rhodes
Jerry
Luce
Trina
Smitty
Caladrel

The foe
Zombie


You are able to stock up on supplies at the market as you make your way to meet with Leclerc. The greasy fishmonger eyes you with some surprise. "I wasn't sure you lot would show up. I figured you lot would think better of going into the swamps. Perhaps you are bigger fools than I thought. No matter." He hacks up a wad of phlegm onto the dirt. "You ready to begin?"


Caladrel:
The source of the electricity appears to be the creature itself. You don't find anything that could be feeding into it. The mist, however, is thickest near the tunnel that leads away to the west. As you pass by the entrance to that tunnel, you feel an unearthly coldness come over you.

MAP

The mists in the room obscure your vision. They have no effect on creatures adjacent to you, but at 10 feet or more, creatures have concealment (20% miss chance)

Rhodes, Trina, and Smitty are up.


At Angalia's inquiry, the matron says, "I'm sure I don't know. Maybe. There's always thieves about. They'll take the clothes right off your back."

You can tell she is just passing on idle speculation at this point.

You pass an uneasy and watchful night in the inn. You are not disturbed. The morning brings with it the smell of frying bacon.


"The nights have always been dangerous," she says. "But lately there have been murders. Folks killed in their beds, throats cut by a blade. Seems to be wealthier folk. Maybe a thief; I can't say."

"No messages," she says to Tybalt.

You only left Richemulot 3 days ago. Dr. Savarre obviously left a day later, since he was still there to send word via Angalia. He was headed to consult his colleague in Mordentshire - Professor Binwick. That journey will take him 3 days, and then an indeterminate amount of time for him (or a message) to reach you via a merchant ship.


Luce nips at the creature, and pulls off a small part of its misty form, but the effect seems to be rather marginal.

Rhodes
Jerry (posted)
Luce
Trina
Smitty
Caladrel

The foe
Sylvia


As you leave your table and head for the stairs, the serving matron addresses you with what appears to be genuine concern. "Be sure to lock the door and latch the windows. It seems nobody is safe in this city anymore. Let us know if you need anything."


Knowledge (Dungeoneering).

Knowledge Dungeoneering DC 19:
This mysterious being has been called a fogwarden. It is an aberration not native to this plane of existence. They are beings of pure electricity, the worst nightmare of the Luddites who oppose today's scientists trying to harness that power.

It is best not to strike it with metallic weapons. Weapons enchanted by magic are the best option. Also, their electrical aura has been known to animate unliving flesh.

The quickest among you spread out into the chamber, and not a moment too soon. The misty creature crackles with energy and unleashes a bolt of white lightning which arcs across the small cavern, searing the flesh of Jerry and Sylvia.

Jerry and Sylvia take 3d6 ⇒ (5, 3, 1) = 9 electricity damage. DC 16 Reflex save for half.

MAP

The mists in the room obscure your vision. They have no effect on creatures adjacent to you, but at 10 feet or more, creatures have concealment (20% miss chance)

Rhodes
Jerry
Luce
Trina
Smitty
Caladrel
The foe
Sylvia


2 people marked this as a favorite.

Reminder.

More info.

I am content to let you chat until you tell me you are moving on to something else, such as any other errands or simply resting for the night.


Angalia wrote:
"Res. It's good to see you. But we have to talk. Tiff saw something. It's bad."

I am going to let you all run with the dialogue, but FYI, don't let this drop ;) Tiffana's visions are terrible, but they are also generally true.


With regard to Eliva's request for anti-plague, remove disease is beyond her potion-making ability, but you may be able to purchase it normally elsewhere. Resistance, remove sickness, and delay disease are all options, though.


Trina Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Smitty Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Rhodes Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Foe Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

Within the Mist-filled chamber, there is a palpable energy, as of static electricity that makes your hair stand on end. The walls of the cavern are rough, but appear to have been hewn from solid rock by picks and spades. Rocks and stones litter the ground, and you are no doubt horrified to see human and animal remains littering the cavern as well.

The figure with the glowing eyes approaches menacingly.

The order for the surprise round is:

Rhodes
Trina
Caladrel

Mistman

MAP

The Mists in the room obscure your vision. They have no effect on creatures adjacent to you, but at 10 feet or more, creatures have concealment (20% miss chance).


Sister Magritte sighs. "I recall reading a history that discusses the features of this realm. The necropolis is a site dedicated to some long forgotten deity. The sites and depictions there suggest that it may have been a place of human sacrifice. The dead walk there, and do not suffer the living."

"If you are looking for more, perhaps the library." She can tell you where that is.

FYI, particularly for you Ravenloft natives - history and archaeology are not the tidy fields in this realm that they are in some other worlds. The lands themselves were created whole-cloth out of the Mists by the Dark Powers, often with features like ancient ruins fully extant. A ruin in a place like that quite literally has no history. It has truly always been a ruin - its "origins" merely a fabrication from when the Dark Powers produced the realm from out of the nothingness of Mist. Ravenloft is full of ancient sites that have no legitimate provenance or history. It should be somewhat second nature to Ravenloft natives that some ruins have simply always been there for as long as anyone can remember.

If you want to consult with the library, we can handle that with Knowledge checks, using an appropriate bonus.

At Res's offer of assistance, the Sister says, "Thank you. I am quite alright, but be careful out there."


"I've heard of a necropolis," she says cautiously. "I don't believe any decent folk would make a pilgrimage there. It is a most unholy place."


Trina Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Smitty Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Rhodes Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Smitty, Jerry & Luce, and Sylvia are surprised.

As you emerge into the chamber, there is sudden movement, as a vaguely humanoid figure rushes at you through the mist. The being seems to be constructed of the very vapor in which you are enveloped, a denser form shaped like a man. Two small bundles of electricity serve as eyes, which fix upon you and are a clearly visible as the figure approaches.

Roll initiative please.


I'd like to keep things moving. If you are deciding what, if anything, to buy, you can iron that out in the discussion thread.

Is there anything you else you wish to discuss with Sister Magritte? Anything else you wish to do in town? If not, we can move on back to the inn.

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