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Dolthysuun

DM - ARC's page

1,242 posts. Alias of Aiunder.

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"Thank you Thorvald, Rutilux. I would love to hear more about your friend while we ride. I am sorry I don't know what that was but it did appear somewhat Draconic, maybe it was similar to a drake or something. Maybe a strange half dragon eel or water snake." Silme listens intently while Rutilux spends the ride back telling her all about Zethyris and his many heroic deeds, some probably exaggerated a little. It's not until you reach the gates that Thorvald has a chance to quietly talk with Silme, "I'm not sure, I've been present at far too many deaths and my order is trained to sense when someone's death approaches. I could sense how close he was to death but afterwards it seemed that something lingered, as if something was still there holding on if you will. It's really hard to describe and I've never encountered anything like it before, maybe one of my sisters has but I don't know if it means anything."

=======================

The assembled dwarves salute Zethyris and offer up a toast, pouring their ales on the ground as they chant in unison, "One last round for the fallen." before sitting back down and allowing you to speak with the priest.
"It is true that some of the most powerful agents of the gods can indeed restore life to the dead, unfortunately I cannot. My friend the arch prelate of the Abadar's church has such power though. The reagents required to restore a soul into their body are quite expensive and a more importantly, the deceased must be willing to return. The decision ultimately lies with your friend. If you still wish to return your friend to life I will gladly introduce you to hi...." the priests eyes roll back in his head as he stands before you and he begins mumbling something almost incoherent in celestial.

Spoiler:
A-agent of mi--ine - ------- your ai-d re-est-o-re li-fe's li-in-k -- y-ur re-al-m.
before turning to look at the stone slab where a warm glow permeates Zethyris' skin.
A sudden exhale of breath from his dead lips release a single word, "Eron" as his back arches and he slumps back on the slab breathing laboured breaths.
The priest has fallen to his knees, obviously exhausted and several regulars rush to his side, "Are you alright?" and "What's going on?" being the most asked question from them.

Zethyris appears quite groggy as he begins to sit up.

(Silme)"By the gods!?!"


After Julian turns on Silme, "My duty is never joyous. I understand your pain at your companions loss and I can see by the looks on many of your faces that my presence is unwelcome. If you would like my help gathering your horses I will do that then be gone and allow you all to grieve in private." she then reaches over and collects her discarded lance and begins moving to the exit when Throvald stops her, "Yes, well no. Nothing that I cannot replace."

sense motive DC 18:
Despite her outward calm she is obviously distracted by something. You catch her glancing at Zethyris as she leaves with a look that most clearly resembles confusion.

She helps Rutilux and anyone else collect the horses that scattered outside of the mine and begins heading east on foot towards Hadnior's gates.

You carefully lift Zethyris up and deposit him in the bed of the cart that the dwarves lent you and start making your way back to the city.
When the guards see you approach you can hear cheers of the cities heroes but those dwindle and stop when they see the looks upon your faces. The looks upon your faces are mirrored upon too many of the dwarves, soldiers who know your pain and have felt it themselves over the past few months.

Knowing Zethyris' religion you take him to the primary temple, which has a wing dedicated to Caiden Caiylian, to seek advice or last rights. The wing you are shown to looks more like a drinking hall than a true temple, filled with boisterous laughter and many drunken dwarves plus a few ulfen. When you bring in Zethyris the laughter and jovial mood ebbs and the elderly dwarven bar tender, who removes his apron to reveal priestly vestments, slips out from behind the bar and moves to meet you. "Greeting and welcome to the hall of Caylien, though it looks as though your not her to celebrate. Please rest your friend here," pointing to a bare stone table along the far wall with the symbol of the Happy Drunk. "Now tell me children, what is it that we can do for you?"


You could probably lock and bar the door you use to get in here but there are most likely multiple exits to such a large room. If this is a storage room for xenos vehicles and tech its likely that the ammunition in any weapons was removed but it it's also possible that power systems built into any of these vehicles may still be present.


I've read all of your suggestions, advice and concerns and I will definitely keep them in mind as we go forward. I admit that sometimes my choices of threats may appear entirely random... I do occasionally use a random encounter table but I try my best to either make sure the creature at least fits into the situation or the situation is adapted to it.
I can say too much without risking spoiling later plot but almost everything seemingly random does have a place or a purpose even if its not apparent the first time you encounter it.

All of you please any time you're concerned feel free to post here or pm me about it. This game is for everyone's enjoyment and if one of us isn't having fun then that is something we have to work out together.


"I think this installation relied primarily on its remoteness for security, aside from the automated security and the wreckage of a few combat servitors that my team saw we haven't really seen more than just scientists. Unless the security is holed up somewhere. I don't see any signs of my team mates here, do you think they went the other way?" when JT suggests blowing up the reactor, "What about the rest of my team? And the scientists, there could be some still alive down here."


I am sorry to hear that. I am always up for suggestions and criticisms but if no one says anything to me I can't change things.


I am aware that I haven't run the scene surrounding searching Ana and Dagmar's memories, dreams. That was going to happen after this...


Zethyris lies dying on the ground at Dagmar's feet as she frantically searches through her pack looking for her lesser restoration scroll which restores: 1d4 ⇒ 2 of the damages the venom caused to him. Rutilux and Thorvald work to help Isham and Silme up while Jediah still burning from the venom (4 con damage) continues to climb up wall.

Despite Dagmar's efforts she is unable to keep Zethyris in this world. Kneeling next to him, cradling his form as the venom induced convulsions slow and then eventually stop along with the last of his breath. The last vestiges of pain slip away from his face as his muscles go limp and the tension leaves his limbs and a single tear rolls down his cheek.

Jediah, Silme and Isham finally make their way to the stop and are confronted with the solemn sight above. Silme looks to everyone, holding one hand in front of her face, "Oh no." she lowers herself to her knees beside him, bows her head, and begins a quiet prayer over Zethyris.

Skald:

[smaller]"Maidens hear my prayers. Look upon this soul and guide him to his final home, safeguard his journey through the hereafter."

DM SCREEN:

fortitude save Zethyris: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0con damage: 1d4 ⇒ 3
climb: 1d20 + 14 ⇒ (4) + 14 = 18
fortitude save Jediah: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7con damage: 1d4 ⇒ 2


As Rutilux and Thorvald haul on the ropes pulling Zethyris up from the water he succumbs to venom, passing out mid way up (2 con damage) forcing the two to pull him up without his help.
Meanwhile, down at the bottom in the water Isham and Silme are hard pressed to keep Jediah from drowning while he struggles with his armours weight and his own dose of venom.
Rutilux and Thorvald finally manage to get Zethyris's unconscious form up from the bottom and its quite obvious that unless something happens very soon to stop the venom or counteract its effects he's going to die (2 con damage).
Isham and Silme manage to hold Jediah above the water long enough for him to grab hold of the rocky wall where he immediately begins hauling himself out of the water and slowly up the rock face trying to ignore the worst of the venoms side effects(3 con damage)[ooc]. Leaving Isham and Silme still in the water for now.

[ooc]Buzzed through two rounds this time to speed things up. Zethyris didn't arrive at the top until the second round so you can keep your last action Dagmar or change it.

DM SCREEN:

fortitude save Jediah: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25con damage: 1d4 ⇒ 3 no damage
fortitude save Zethyris: 1d20 + 2 - 3 ⇒ (12) + 2 - 3 = 11con damage: 1d4 ⇒ 2
fortitude save Jediah: 1d20 + 9 - 3 ⇒ (2) + 9 - 3 = 8con damage: 1d4 ⇒ 3
fortitude save Jediah: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12con damage: 1d4 ⇒ 4
fortitude save Zethyris: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6con damage: 1d4 ⇒ 2
Jediah climb: 1d20 + 14 ⇒ (1) + 14 = 15


Moving along the upper level closer to the smoke you are blocked by the different machines and vehicles until you are nearly parallel with the smoke. Hiding as much as you can Nebdel zeroes in on the smoke through his scope, following it downwards towards the source which is blocked by the mass of a dilapidated trukk. Watching for several seconds you notice that the source of the smoke seems to be moving back and forth erratically. As you wait and watch you begin to hear the sounds of an altercation followed by yelling in deep gravely voices. "What makes you think you can stand up to me twerp?" followed immediately by the sight of a large ork flying through the air and smashing head first into the side of an old ork tank.
A few seconds later you see an immense ork almost twice the size of the three you dealt with a few minutes ago. Much darker in complexion and covered in armour plates similar to that tank it stands before. It's body is partially blocked by the different vehicles and its at the the most extreme range of your rifle making a good shot very unlikely. In addition you can see lots more movement down aside from the giant.


Thorvald you can't use power attack with anything other than a melee attack.

Thank you for those who have put their AC and saves in their banner

For those who have not, please do so as a courtesy to me. When I do these rounds and have to check multiple profiles to read you AC and saves it takes me well over an hour and for big updates much longer to complete.

On a lighter note who wants to see Jediah baleful polymorphed into his current avatar?


Initiative Order:
Anastasiya 19
Dagmar 13
Isham 11
Jediah 11
Rutilux 10
Thorvald 8
Zethyris 7
Creature 7
Silme 6
Julian 1

Seconds after the creature bites into Jediah he feels his blood burn as the creatures venom seeps into his wounds (4 con damage).

Anastasiya's next round of force darts connect against the creatures hides just below the surface as its serpentine head burst out of the water in pain and fury. Deep red eyes with white pupils glare about from a thickly scaled head full of row upon row of long serrated fangs. Taking the opportunity Dagmar reloads her crossbow and fires at the creatures head before is drops back below the surface. Isham waits to see if anyone needs his help. The venom continues to move through Jediah, burning its way deeper to his core (1 con damage) as he manages to keep his own head afloat and moves away from the creature, his armour deflecting another of the creatures bites as he does so. Thorvald hurls his last spear at the creature piercing its armoured neck straight through. Thanks to Jediah and Isham's aid Zethyris is able to swim his way over to the rope even as the creatures venom continues to destroy him from the inside out (1 con damage) where Rutilux begins hauling him out of the water slowly. Obviously in pain, the creature twists its head around pulls the spear out and snaps it in two with its teeth before plunging below the surface again and disappearing into the depths. The girl Slme swims beside Jediah helping to keep him above the surface despite his deep wound and his heavy armour (aid another +2 on next swim check)

knowledge arcana DC17:
it appears to be some form of sea serpent

survival DC 15:
it hasn't fled, its most likely dived down to avoid Ana's magic for now and recover but for how long?

DM SCREEN:

Jediah con damage: 1d4 ⇒ 4
Zethyris con damage: 1d4 ⇒ 1
Jediah con damage: 1d4 ⇒ 1
Isham swim: 1d20 + 9 ⇒ (20) + 9 = 29
Silme swim: 1d20 + 9 ⇒ (7) + 9 = 16
Dagmar shot: 1d20 + 2 ⇒ (17) + 2 = 19damage: 1d8 ⇒ 8
AoO Bite: 1d20 + 12 ⇒ (2) + 12 = 14damage: 1d8 + 6 ⇒ (2) + 6 = 8
Thorvald confirm: 1d20 + 6 ⇒ (20) + 6 = 26damage: 2d8 + 12 ⇒ (6, 7) + 12 = 25


... Oops yes.


There are several stairwells down as well as an open elevator large enough for four or five people. There is an enormous hangar door at the far right of this room large enough for a Titan to walk through, that's most likely how they got everything in. As you continue to look around you can just barely see signs of smoke on the far left coming from something hidden behind the ork equipment.

You can move closer keeping to the upper balcony, take any of several stairwells down or rode the elevator if you want to investigate the smoke. Otherwise you are pretty sure you see another doorway, normal sided on the opposite side of the main level.


Initiative Order:
Anastasiya 19
Dagmar 13
Isham 11
Jediah 11
Rutilux 10
Thorvald 8
Zethyris 7
Creature 7
Silme 6
Julian 1

The monster's venom courses through Zethyris' veins, burning as it flows deeper and deeper into his system (4 con damage)

Anastasiya fires another pair of force darts at the the creature attacking Zethyris. Dagmar draws her crossbow and fires at the creature, hoping to at least distract it as her bolt plunges into the water near it. Naturally used to crashing waves and violent waters Isham is able to keep control of himself and dives down to assist Jediah. Rutilux ties one end of the rope off to the support and realizing that it'll be too short to reach the waters below grabs the rope attached to Dagmar's pack and joins them together before flinging over the edge. With Isham's help Jediah is able to swim back to the surface but it is all he can do to merely keep his head above water. Zethyris convulses in pain from the venom coursing through his blood (2 con damage) but still manages while treading water to plunge his rapier deep into the creatures side and is rewarded with the sight of a cloud of blackish blood flowing from the creature. As he creature swims away Zethyris tries to stab it again but misses in the water as the creature charges straight for Jediah, its teeth closing upon his exposed side as teeth slide in between chain links and around steel plates [/ooc](12 damage and two DC 17 fortitude saves)[/ooc]. Silme swims through the waters towards Isham and Jediah (aid another +2 on your next swim check Jediah). Julian continues to watch from above waiting for an opening.

Need another fortitude save Zethyris

DM SCREEN:

magic missile: 2d4 + 2 ⇒ (3, 3) + 2 = 8
Isham swim: 1d20 + 9 ⇒ (11) + 9 = 20
Isham swim aid Jediah: 1d20 + 9 ⇒ (3) + 9 = 12
con damage: 1d4 ⇒ 4
con damage: 1d4 ⇒ 2
AoO: 1d20 + 8 ⇒ (11) + 8 = 19damage: 1d6 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 12 ⇒ (8) + 12 = 20damage: 1d8 + 6 ⇒ (6) + 6 = 12
Silme swim: 1d20 + 9 ⇒ (6) + 9 = 15


Initiative Order:
Anastasiya 19
Dagmar 13
Isham 11
Jediah 11
Rutilux 10
Thorvald 8
Zethyris 7
Creature 7
Silme 6
Julian 1

As everyone above struggles to figure it what happened and what to do. Thorvald acts quickly dropping down and working to pull Dagmar up from where she hangs on the edge while trying to direct everyone up top. Reacting to his suggestion Ana's lots of force plunge into the water and cause whatever is below the surface to thrash violently. Once up from the edge Dagmar attempts to blanket the creature in magical dust but it seems that her spell fails to penetrate the water. Well used to water despite the suddenness of the drop Isham quickly and easily manages to keep control in the water, Jediah however is not so lucky and disappears below the surface, so Isham swim to Jediah's aid. Burdened by the weight of his armour and gear Jediah cant find the strenght to keep hmslef on the surface (so his request to Dagmar comes out more like glub glub glaaarb with lots of bubbles). Meanwhile it is all Zethyris can do to keep his head above water in the choppy waters below. Rutilux searches for somewhere to tie off rope and manages to find a still intact support beam just inside the entrance to the mine, some ten feet back from the edge of the sinkhole. The shape moves towards Zethyris below the water and he feels pain as the creatures toothy maw bites down upon his leg (8 damage and please make 2 fortitude saves DC 17). Silme looks about for something before groaning and letting herself slide down the edge and into the water with the others.

Several things. Can everyone please put your AC and saves in your banner? It'll save me a lot of time instead of opening up everyone's profile every time I attack or need to make saves. Isham did you put all of your rewards in your profile because I don't see the armour Savol granted you. Jediah, did you factor in your ACP or are you not wearing your armour?

DM SCREEN:

bite: 1d20 + 12 ⇒ (18) + 12 = 30damage: 1d8 + 6 ⇒ (2) + 6 = 8


"I lost contact with my fire team about two hours ago. The rest about six. These xenos were already loose when we hit dirt. Most of the facility didn't have power until a few minutes ago so I guess that's how they got out. No this is just some of the labs, according to the captain there are three levels dedicated to labs, two more for storage, one for staff and then the reactor was separate from everything. I don't know what order or anything, I'm just a shooter sir. My fireteam was going to investigate a strange room on their map, just down this way, maybe we can find them and they can give you more answers."

After a quick check of his rifle Simms slips in a new clip and chambers a fresh round, "Just in case there's more."

When you head down the corridor, around the bend Nedbel is crouched at and down the stairs you find yourselves staring at a half opened bulkhead door with a gantry way on the other side onlooking a large expanse.

Below you you can see what appears to be a huge cargo hold or warehouse and inside appear to be the wrecks of hundreds of alien vehicles, all in various states of damage and dismantle. There are slim, almost elegant vehicles in various shades of blue and green shaped like daggers and decorated with gems. Elsewhere you can see sleek tan vehicles with odd runes and camouflage markings. You also can see many vehicles that obviously belonged to Orks clumped in one corner.

You almost miss it while scanning below you but suspended above you from the ceiling is a skeletal husk of a creature that makes the mighty Thunderhead gunships look tiny in comparison. It looks to be the remains of some strange mix between a whale and an insect with desiccated tendrils hanging down below it.


Happy day to all you mothers out there.

I'll update tomorrow


For magic missile yes, for regular projectiles no.


The horses suddenly panic and rush out of the cave, trampling Isham (3 damage), Anastasiya (4 damage) and Dagmar(2 damage) under hoof as they flee out of the cave. Mere seconds later you feel a rumbling beneath your feet as thousands of tiny fissures open up in the rocks beneath your feet and suddenly the entire floor of the mine's cavern collapses out from beneath your feet. Unable to react quickly enough Isham (3 non lethal, 6 lethal), Jediah (2 non lethal, 2 lethal) and Zethyris (4 non lethal, 2 lethal) fall down with the remains of the floor to a flooded chasm fifty feet below while the rest manage to scramble to the edge with Dagmar managing to just catch the edge with her hands. Their own lost amidst he cacophony of other splashes find themselves in crisp cold water, churned up from the many tons of rocks that just fell into it, easily more than a dozen feet deep but its too dark to see the bottom. To make matters worse, as the three struggle to the surface, everyone above can see an indistinct form moving quickly in the water towards them in zig zag.

Can I get initiatives as well as hopeful actions. The three of you in the water also need swim checks for rough water.

fighting in water

DM SCREEN:

reflex save Rutilux: 1d20 + 2 ⇒ (17) + 2 = 19damage: 1d4 + 1 ⇒ (1) + 1 = 2
reflex save Silme: 1d20 + 9 ⇒ (15) + 9 = 24]damage: 1d4 + 1 ⇒ (2) + 1 = 3
reflex save Jediah: 1d20 + 4 ⇒ (12) + 4 = 16]damage: 1d4 + 1 ⇒ (3) + 1 = 4
reflex save Isham: 1d20 + 9 ⇒ (5) + 9 = 14]damage: 1d4 + 1 ⇒ (2) + 1 = 3
reflex save Julian: 1d20 + 8 ⇒ (20) + 8 = 28]damage: 1d4 + 1 ⇒ (4) + 1 = 5
reflex save Zethyris: 1d20 + 8 ⇒ (15) + 8 = 23]damage: 1d4 + 1 ⇒ (3) + 1 = 4
reflex save Anastasiya: 1d20 + 2 ⇒ (7) + 2 = 9]damage: 1d4 + 1 ⇒ (3) + 1 = 4
reflex save Dagmar: 1d20 + 3 ⇒ (7) + 3 = 10]damage: 1d4 + 1 ⇒ (1) + 1 = 2
reflex save Thorvald: 1d20 + 6 ⇒ (17) + 6 = 23]damage: 1d4 + 1 ⇒ (2) + 1 = 3
reflex save Rutilux: 1d20 + 2 ⇒ (20) + 2 = 22
reflex save Silme: 1d20 + 9 ⇒ (10) + 9 = 19
reflex save Isham: 1d20 + 9 ⇒ (2) + 9 = 11
reflex save Jediah: 1d20 + 4 ⇒ (3) + 4 = 7
reflex save Zethyris: 1d20 + 8 ⇒ (8) + 8 = 16
reflex save Anastasiya: 1d20 + 2 ⇒ (17) + 2 = 19
reflex save Dagmar: 1d20 + 1 ⇒ (17) + 1 = 18
reflex save Thorvald: 1d20 + 4 ⇒ (20) + 4 = 24
Jediahnon lethal damage: 2d3 ⇒ (1, 1) = 2
lethal damage: 1d6 ⇒ 2
Zethyrisnon lethal damage: 2d3 ⇒ (1, 3) = 4
lethal damage: 1d6 ⇒ 2
Ishamnon lethal damage: 2d3 ⇒ (1, 2) = 3
lethal damage: 1d6 ⇒ 6
monster initiative: 1d20 + 1 ⇒ (6) + 1 = 7


Ooh which PC? Is it Julian... No wait I know its actually Ana!


"It appears that the true battle was happening inside the city. But I must agree with your friends, your telling was quite vivid, you seem to have a knack for it."

handle animal DC 15 OR perception DC 20:

As Rutilux, Isham, Dagmar and Thorvald talk with Silme you notice that the horses are shifting about nervously and wickering. Something seems to be spooking them.


"We were ordered to clear this level of any living non human organisms. Wait, what? Did you just say nuke? That wasn't part of our briefing!"
Checking out the nearby room they appear to be various specimen storage rooms. Each containing freezers with flash frozen xenos, shelves with preserved parts in uniform cylinders, or sealed boxes and crates. Peering around the bend you can see the corridor continues straight for about twenty meters without any doors before ending in a set of stairs leading downwards and to the right.


The round bottle is a potion of displacement ad the prism is a brightness gem


"A dragon? I didn't see a dragon attack the city." then upon Rutilux's comment regarding her kindness there are signs of a blush but thankful Dagmar steps in. "We bear witness to battles in search of great champions Dagmar. It is our duty to to seek out warriors of great skill and renown and to signal Valykyries when such a warrior is at risk of dying. Tell me, what did I miss? Where did this dragon come from?"


The two sheets of paper, the bottles and the prism have magic auras


So that's why he's exhausted after the fight all the time.


Oops forgot to paste these last night

knowledge local DC15, Dagmar and Thorvald:

The Velkerat are an ulfen society of warrior women that travel the north searching for worthy battles and great champions.

knowledge local DC20:

The Velkerat are based within a fortress high in the Stormspear mountains north of Icemark. Their order has existed for centuries, frequently seen bearing witness to great battles.

knowledge local DC25:

The Velkerat are rumoured to have been founded by a Valkyrie to act as their mortal agents. N one knows for sure but at their fortress they are known train warriors in ancient and powerful techniques.

"The Kodiakborne has returned to the north? That's intriguing news. Your horses are safe over there," she points to the horses on the far side of the cavern. "You need not worry about them, I found them a few days ago and have been watching out for them just in case their owners never returned, but I confess I may have spoiled them a bit with some apples. Sunfire must be that southern stallion, you have quite the companion in him. When I found them he was fighting off a pair of hobgoblins that had wandered inside." she relaxes he stance and merely leans on her weapon rather that holding it ready, when Ana introduces herself she salutes, "We'll met Anastasiya, I've been using this cave as a camp while bearing witness to this battle."


"Wow, that's hot, hope Ana can't read minds. . . Oh great can't wait to see how the girls claws come out if we add a new girl to the mix. Especially with Ana being a real witch lately, literally." After reading this I was soo tempted to let Ana and Dagmar read minds for a minute or two.


At the entrance to the cave you can see the shadow of a woman who is standing off to the side of the entrance making any attempt to slip through the well lit opening almost impossible. Those of you who step forward into the light are greeted by a young ulfen woman, probably a few years older than Dagmar, standing semi-casually by a brightly burning yet small fire. The young woman has long blond hair flowing out of her winged helmet and trailing down the back of her bluish purple armour. Her armour is made of light plates of metal over a coat and long parted skirt of chain. The only skin visible is her neck and face. She also carries an infantry lance held loosely between you and her. "My name is Silme, of the Velkerat what brings you into these war torn lands, Rutilux of the Talons? And who are your friends that remain outside?" having spent so much time in battle you can easily tell that her stance is at best purely defensive but she doesn't appear to be looking for a fight.
Farther in the cavern you can see the horses, including Sunfire ambling about the far side, they don't appear tethered any more and even look fatter than when you left them.

Thats up to the group as the dwarves have no reason to lock her up aside from at your requests. I am going by the assumption that whenever she isn't with Nellens being investigated or with you she would be sleeping in the prison under guard. If not let me know what you all plan on doing with her.


"We'll sirs, after we breached the main door the captain split us into fire teams, one to hold the entrance, one to check out the main, well second level, my team to search the labs while the captain took his team to secure the reactor. Standard three man teams head out and did what we were trained to do. My team led by Ape, Apeonziki, with Smithson hopped of the lift and moved through the labs, clearing as we went. No signs of life anywhere aside from the slaughter house which was empty of inhabitants at the time. I was told the secure this door while they moved on down the passage. Ape commend in that they've detected some movement and were going to investigate before I lost comms with them. A few minutes later that thing comes wandering up the hall behind me, I shot it but when my gun jammed I ducked into a room and tried to block the door. Then you all showed up." he paused and takes his gun back, "Thank you. So is team three still holding up top or did they come down with you?


Hearing about your concern over your mounts Skylord Ruam offers the use of several of the cities horses to go out and check on them. When you head out of the city a pair of horses and a wagon are waiting for you. Beyond the gate the ground is a mix of browns and reds. Mud mixing with blood as you pass through the battlefield whe the carrion eaters swarm in droves and the dwarves are only now getting the chance to search for their lives ones and bury the dead. The ride is somber as everyone is confronted with the sheer scale that this siege was and the ugly truth about war, the aftermath.

As you get close to the mines entrance you see signs of a fire inside as a light flickers across the beams holding the roof of the mine up. Dismounting and moving to the entrance quietly you can indeed see flames lighting up the entrance as well as the sounds of horses. Just before you reach the threshold you hear a woman's stern voice, "I know you're out there so there's no point in trying to skulk about."

Julian:
The first night passes uneventfully as she sleeps somewhat fitfully but on the second night for s few seconds you swear you saw someone standing above her.


It's a large size dragon so you can make one set of masterwork hide armour and a masterwork leather lghit or heavy shield.

RL gaming group tonight so I won't be able to update until tomorrow.


As Thorvald tries to remove the mask he finds it requires far more effort than it should until with a sickening plop the mask pulls free revealing the ruins of a face with three old puncture wounds, recently torn open. The wounds appear just underneath the cheek bones and in the middle of the forehead in a triangle. The skin beneath the mask is incredibly pale, clammy and covered in pressure sores. The man is obviously of ulfen descent.
Responding to Thorvald, "No we've never had need for one before. The best we can do is either lock her up with precautions or we can see if one of my order's alchemists can mix up something to keep her out of trouble."

Making your way through the fortress, with it without Ana, you manage to get yourselves back up to one of the parapets where you gloriously display the head of the vanquished white dragon on a pike.
Strangely when you lift the pike aloft you can already see the horde loosing much of its unity as the different tribes squabble and fight each other as much as the dwarves manning the walls. Furthermore many of the hobgoblins on the farther outskirts are dwindling, dispersing into the distance, whatever cohesive force seems to be gone but much of the horde remains.

-----

Over the course of the next few days the dwarves manage to break up the remainder of the horde in battle causing it to splinter into dozens of smaller groups fleeing across the over tundra. Small enough to cause trouble not not large enough to threaten an major settlements provided they don't flee right into Savol's troops.

-----

The council of Hadnior is still busy organizing the the cities defences and restoration after the battle with the dragon (Noone touched your loot) inside as well as tending to the hundreds injured during its initial attack. They've promised to see you all in three days time. Additionally, Herald returns with news from Bron that they are less than a week out but have been delayed fighting dozens of small engagements with hobgoblin raiders all over the countryside.

Ana:
During this time Nellens is true to his word and spends his time examining Anastasiya. "There is no presence of any form of enchantment upon you Ana. But what I have found dormant, well mostly dormant, is some form of otherworldly presence in your blood. I haven't been able to figure out where it came from but it is similar in a sense to what is found in Tieflings, albeit much less drastic which could be due to the source being closer to humans that devils are. If we had more time its possible I could give you more answers but I doubt that you're willing to stay here for a few years."


There are more doors than just the one he came out of. Yu can see four other doors before the corridor bends out of sight.


Nellens watches this whole thing unfold before finally answering, "Doesn't look like any magic I've seen before but I'll take a look after I check on my order. Although if you really don't trust your friend and don't want her to cast, you really should gag her and tie her fingers. With a bit of practice any spell caster can ignore verbal or physical activity when casting a spell but only powerful casters can ignore both at the same time." Nellens then heads over to the Vault to check on the dwarven bodies lying there. "No good, they're dead and they even got past the golem," pointing to a large pile of rocks. He signals for you to wait and then heads inside, returning several minutes later followed by a few wounded dwarves in similar robes. "I was right, they took something very bad. A book regarding planar travel. Lets make sure the fortress still holds and then we'll deal with your... Friend.."

Heading away from the Vault, Anastasiya stops and looks down at one of the figures and reaches to pick up one of their masks but can't. The mask appears attached to them.

Anastasiya:
Now you remember what that mask represents. The Jai'due'reh, the queens personal soldiers. You thought they were just a rumour and the images of these masks were just to keep family in line. The stories say one of the queens several generations ago conquered a warrior societies temple and the survivors begging to live made a deal with her. In exchange for their lives they would train body guards to help protect her. Over time, these guards became her own personal army and ever since have been a tool for the queen to ensure that the rest of the royals did as they were told. These men and women are fanatically devoted to the queen and worship her like a god. O and you don't have to worry about your dark half for now.

"This is not good."


Between Julian, Jacques and Nebdel the creature is easily torn apart before it manages to cross the length of the corridor. It's momentum causes the body to tumble for a meter or so spreading its dark blood across the floor. A minute later you hear movement in a room farther ahead. Then a door opens slightly, "it's me, I'm coming out so don't shoot okay." a thinner young man steps out with his rifle held above his head, wearing the same armour as the dead GREL you found earlier. "GREL Simms reporting. And thanks for the rescue." he quite obviously sizes you all up before stopping at Occux,"Oh, a Mechanicus priest. Please Lord, could you appease the machine spirit of my gun? I've tried the usual prayers but it still refuses to function."


Nope, the clocks still ticking for now


Fixed


Bonus points for using The Lonely Island. I love their music.


After taking a few minutes to scan the rooms you find nothing immediately useful. As soon as you open the metal door you all see the creature the trooper was describing, pacing the hall. It's roughly the size of a man on all fours with a muscular but skinny body covered in greyish green skin. It's oversized head with a mane of thick spiny growths ends in a strange combination of a beak and a tooth filled muzzle. Sensing you all immediately it's rushes down the hall at you.

everyone can get a single shot off before it attacks but you're at -5 due to everyone huddled together at the door and don't have time to aim.


Initiative order:
Anastasiya 25
Zethyris 20
Isham 19
Rutilux 18
Dagmar 15
Thorvald 12
Rat 11
Initiate 1 10 dead
Initiate 2 09 dead
Julian 08
Nellens 06
Jediah 02

Furious at her former companions Anastasiya fires her trusty force bolts at Dagmar while fuming at her disregard. Zethyris takes advantage of Isham as a distraction to bury his blade several inches into the figures lower back. Isham then returns the favour by digging his aze into the figures shoulder when it turns towards Zethyris. Rutilux then leaves the remains of the first figure to help surround the second, landing a loud and solid blow against the figures mask, cracking it somewhat. Dagmar moves up to Heal Rutilux's wounds despite Ana's provocation. As the feeling finally returns to Thorvald's body he looks to his empty claw like hands and with a snarl buries them right into the figures abdomen, tearing through the muscle and shredding its insides. With certainty he knows that the blood pouring out over his wrists is the figures lifeblood as the body goes limp, nothing more than dead weight. Rat continues to bite feverishly at her master but aside from drawing blood nothing seems to happen. Julian ducks out of sight again to avoid Ana's gaze and wrath, knowing that as soon as she sees him she'll take out her frustration on him. "You lot better figure out what your gonna do about your friend here, I'm running outta combat spells." as Ana's mind shrugs off his attempt to bind her with magic.

Ive left Jediah's action out for this round due to enemy targets being gone bu hell act 'first' next round

DM SCREEN:

attack: 1d20 + 10 ⇒ (14) + 10 = 24damage: 1d8 + 3 ⇒ (4) + 3 = 7
will save: 1d20 + 4 ⇒ (14) + 4 = 18


Well at this point I think all of the men's heads have exploded from overstimulation


Initiative order:
Anastasiya 25
Zethyris 20
Isham 19
Rutilux 18 prone
Dagmar 15
Thorvald 12 stunned
Rat 11
Initiate 1 10
Initiate 2 09
Julian 08
Nellens 06
Jediah 02

Shaking off the last vestige of Dagmar's curse Ana stands up and attempt to retaliate but new newfound powers appear much harder to control than she realized. Seeing Thorvald and Rutilux in danger Zethyris moves to Thorvald's side and using the big ulfen to hide his approach manged to slip past the figures defences land a solid blow to the side, just below the figures ribs. Isham sees Thorvald in trouble and moves to set up a flank with Zethyris. Slicing upwards in a twisting arc meant to tear more than slice Isham's axe cuts theough the air. Unfortunately the figures fluid movements slip around Isham's swing, barely tearing its robe. Bracing for the inevitable reprisal, Rutilux climbs to his knee and then stands while trying to keep his shield as much in front of him as possible. The blow comes down fast, slipping around his shield as he stands, right into his partially exposed ribs (5 damage) which throws off his own swing as he instinctively bunches up his muscles. Hoping to reduce their numbers, Dagmar turns away from Ana and tries her trick on Thorvald's target but the figures mind is too slippery to succumb. Angry and upset at her masters continued affronts on their friends tries to bite her but is too busy holding on as she moves to connect. The first robed figure slips around Rutilux's guard and up close with Jediah' suffering a vicious defensive wound in the process, as its elbow crashes into Rutilux's back (9 damage) while the figure's other fist and knee crash into Jediah (4 and 7 damage). A third blow against Rutilux rings against his readied shield. The second robed figure spins and lashes out at Thorvald, back handing him across the face (11 damage). Almost at the same time it's knee crashes into Isham's neck (10 damage) before the leg extends and swings back, narrowly missing Zethyris' ducking head. A fist follows the kick but nimbly Zethyris leans outside of the figures reach. Popping back out of the alley he so quickly rushed to, Julian lets fly two arrows almost simultaneously and wounds the already hurting figure engaged with Rutilux and Jediah. Cursing at the world Nellens tries to hurl a quickly made glib of acid but it narrowly misses the figure attacking Rutilux and Jediah. Jediah steps back, outside of the figures reach, lifts his blade high overhead and swings downwards, the speed ruffles and disturbs the figures robes and Rutilux's hair and for a split second it appears that he missed but as he breathes out and clenches his glaive in fury the figure slips to his right and his left as the wound separates its body across its torso, ending in a bloody, messy ruin at Rutilux's feet.

DM SCREEN:

attack: 1d20 + 9 ⇒ (12) + 9 = 21damage: 1d6 + 3 ⇒ (3) + 3 = 6
AoO vs Rutilux: 1d20 + 10 ⇒ (17) + 10 = 27damage: 1d8 + 3 ⇒ (2) + 3 = 5
Attack vs Rutilux: 1d20 + 10 ⇒ (16) + 10 = 26damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack vs Jediah: 1d20 + 10 ⇒ (11) + 10 = 21damage: 1d8 + 3 ⇒ (1) + 3 = 4
Attack vs Jediah: 1d20 + 5 ⇒ (19) + 5 = 24damage: 1d8 + 3 ⇒ (4) + 3 = 7
Attack vs Rutilux: 1d20 + 10 ⇒ (1) + 10 = 11damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack vs Thorvald: 1d20 + 10 ⇒ (3) + 10 = 13damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack vs Isham: 1d20 + 10 ⇒ (19) + 10 = 29damage: 1d8 + 3 ⇒ (7) + 3 = 10
Attack vs Zethyris: 1d20 + 5 ⇒ (11) + 5 = 16damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack vs Zethyris: 1d20 + 10 ⇒ (4) + 10 = 14damage: 1d8 + 3 ⇒ (2) + 3 = 5
will save: 1d20 + 8 ⇒ (12) + 8 = 20
Jediah AoO: 1d20 + 10 ⇒ (18) + 10 = 28damage: 1d10 + 8 ⇒ (7) + 8 = 15
attack: 1d20 + 7 ⇒ (13) + 7 = 20damage: 1d3 ⇒ 3


"It's a really big, scrawny dog-like thing with a spiny mane sticking outta the back of its head like monster dread locks. The door separates the surgical rooms from the... Worse rooms. Looks like they experimented on them in these rooms."

The Orks are wearing simple roughspun pants with no armour or even boots. Upon closer inspection of them you can see their blades are won thing more than sharpened industrial fan blades and their 'pistols' are metal tubes with a collection of mismatched and semi-random mechanical parts, some of which look like they were once part of a servitor.

There are no living beings in any of the other lab rooms. If you want to search for potentially useful items make scrutiny tests. Otherwise let me know who is opening the door.


Initiative order:
Anastasiya 25
Zethyris 20
Isham 19
Rutilux 18
Dagmar 15
Thorvald 12
Rat 11
Initiate 1 10
Initiate 2 09
Nellens 06
Jediah 02

With a cruel grin Ana backs up, leaving her former allies before her as she quickly draws her magic into the palm of her hand, unleashing it as a torrent of frigid wind and ice, the cold should cut to the bone but you witness Nellens defensive magic again take the brunt of spell and leaving everyone only mildly chilled. Zethyris reluctantly moves in in an attempt to grapple Anastasiya but with ease she sidesteps and avoids his grasping hands. "Silly boy, you'll have to try harder than that if you want to wrap your arms around me." Isham returns everyone's attention to the robed figures and begins to rally you. While trying to talk Ana down Rutilux moves up and fires upon one of the figure but his arrow flies wide. Thinking quickly Dagmar turns to Ana and while humming a childhood lullaby wraps Ana's tormented mind forcing her into the blackness of sleep. Forced to watch his lover in obvious agony change into what appears to be someone else entirely Thorvald fights his urge to run to her side, silently thanking Dagmar for subduing her without harm, and rushes to face the two who must be responsible for her plight but ends only hallway to them. Disliking the change that has befallen his/her owner Rat bites her as she sleeps. The sharp pain of the needle like teeth stirs Ana back to wakefulness. The first robed figure rushes forwards impossibly fast, closing the seventy feet between him and Rutilux far too quickly. Just before reaching Rutilux the figures body and weight shifts, slipping down to its right knee while the momentum sends his left crashing into Rutilux's knee sending jolts of pain up his side. Rutilux crashes to his back on the ground before even realizing that his feet had even left the ground forced to look up at the figure standing before him. As Thorvald turns back from the Rutilux to find the second robed figure mere inches from his face. As the realizing hits so the the pain from his abdomen. As the air is blasted from his lungs he stares down at the robed figures, tattooed fist planted deeply into his sternum, flexing his breastplate. His arms go numb as the werewolf axe slips from his fingers to clatter to the ground. (You're stunned for one round and took seven damage) "Who are these two?" as Nellens attempts to cast a spell on one of them but it fails to take hold. Seing the figures rush up s close Jediah stops reaching for his bow and instead rushes the figure attacking Rutilux but his swing fails to connect with more than the flowing robes hiding the figures identity.

DM SCREEN:

Initiate 1initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Initiate 2initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Julian initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Nellens initiative: 1d20 + 2 ⇒ (4) + 2 = 6
will save: 1d20 + 8 ⇒ (4) + 8 = 12
trip Rutilux: 1d20 + 10 ⇒ (13) + 10 = 23
stunning blow Thorvald: 1d20 + 10 ⇒ (16) + 10 = 26damage: 1d8 + 3 ⇒ (4) + 3 = 7
fortitude save: 1d20 + 7 ⇒ (4) + 7 = 11
will save: 1d20 + 8 ⇒ (15) + 8 = 23


"It puts the lotion on its skin or else it gets the hose again"


Sliding open several freezers reveals clear body bags containing the obviously autopsied remains of ogrun, ratlings, stunties (dwarves), and a strange xenos that is blue, hairless and has a large flat forehead that is roughly the size of a small human.

{ooc](GREL)[/ooc]"Negative. I'm um, stuck. I'm hiding in one of the rooms through the metal door. There's a very hungry looking creature trying to get in and my rifle's jammed. Careful its fast and tough, i got three rounds into it before my gun failed me but it didn't seem to even slow it down."

Accessing the data cogitators reveals several things:
-The different sections appear to be compartmentalized
-This layer housed their physical sciences department where live specimens were brought and dissected
-There are thousands of video logs recorded showing the dissections with a continuous monologue by the medical adepts performing the procedures
-Several times there is a tall, skeletal man shown in several of the recordings, overseeing the procedures and being referred to as 'Lord'
-In addition to ogrun, ratlings, stunties, the blue xenos referred to a Tau, there are recordings of Orks, several of the creatures you witnessed and killed on Brost and one recording of an eldar wherein the skeletal man performed the dissection himself


Following quickly after Nellens you run across a few small groups of hobgoblins as well as obviously summoned creatures which you manage to clear out without trouble until you find yourselves staring down the street at a large stone block with a set of brass filigree doors hanging at odd angles. In from of the block lie several smashed statues and several robed bodies. Nellens pauses for a moment before running up, "No, not the Vault. This is bad."
As you start to run up the street towards the building threefigures emerge from the broken gateway. Two figures in dark blue and black robes wearing strange masks to conceal their faces and a third, a woman wearing a bright blue and silver dress cut in northern styles but obviously not designed for northern winter weather. You can barely make out, "...what we need, now we can return."

Anastasiya:

The masks on the robed figures is important, you can remember exactly where you've seen them before but they have something to do with your childhood. You can also tell, though your not exactly sure why, the woman is kin. As soon as you recognize her your body begins to feel strange, your body begins to burn as if you've been dropped in arctic waters and your mind is assaulted with images of you or someone similar to you using magic to freeze entire cities of ulfen and southern eras alike and then smashing them to pieces through sheer force of will. Furthermore you can feel the magic in your blood singing and calling out to this other woman, as well as some unknown and sinister entity somewhere.
For this combat I need you to roll a will save every round, difficulty is equal to your Charisma. If you succeed you can act normally, if you fail you have to attack one of the players. Furthermore, you can add Freezing hands to your spells known. It is mechanically identical to Burning hands but is ice damage instead. You also have a power, Spear of Winter which allows you to create and throw a projectile, with the same stats as a javelin but made of ice. It deals physical damage but counts as a magic weapon, uses your Charisma as bonus damage and can be used 3+Cha modifier times per day. Have fun ;-)

Suddenly, Anastasiya doubles over as if in pain. Crying out she attracts the attention of the three figures, (woman)"This is unexpected, our little lost sister is here. I am returning to the palace, deal with them and return with her but be cautious, it looks like she is starting to awaken." She immediately casts a spell and vanishes while the two robed figures remain. You can see motes of raw magic forming and spiralling off of Anastasiya and can feel the temperature around her getting colder. "What's happening to me!?! Oh, it hurts! Get away, get away. Some...thing.....is....wrong." Anastasiya's eye begin to glow before she stands up straight, points a finger at Nellens and a spear of ice forms over her shoulder before flying forwards and crashing against Nellens defences. A very different voice slides out of Anastasiya, a deep, sultry voice, dripping with arrogance, "Bow your heads peasants. You stand before a god.

The two robed figures begin walking casually towards you.

The two figures are ninety feet away currently. You still have the spells from the last fight up for ten rounds. Can I get initiative please as well as first round actions.


Thanks to Nellens defensive magic the majority of the attack is nullified (those that failed take two damage, those that succeed take nothing). The prism, the bottles and the two sheets of paper bear magical auras.

While you settle in to gather up the spilled coins and items Nellens heads off deeper into the city, "Well, I never thought you lot could do it. Let alone take it out so quickly." he paused and looks around, "But don't get ahead of yourselves, that dragon was still pretty young, it would've been a different story if it was full grown. I'm gonna make sure there aren't any more surprises waiting inside the city are you gonna join me or count your coins? Besides, those spells I cast will only last for a few minutes you should try and make the best out of them." he starts to walk away when he hears Rutilux's question so he turns back. "No, I didn't do that to your weapon. When this is over I can try and take a closer look." Despite his comments and ungracious remarks Nellens does appear to be less gruff than before.

DM SCREEN:

breath weapon: 10d4 ⇒ (1, 4, 1, 1, 3, 1, 3, 2, 3, 3) = 22

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