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Chaos Beast

DM Bigrin's page

1,894 posts. Alias of bigrin42.


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At the companions' hail, Erix turned and headed over. He looked from side to side for a moment, his sneer evaporating as he saw that no one was watching them, nor close enough to overhear.

"What did you do? All of a sudden Zincher goes from a moody b%&&@ to his old decisive self. He told us to get packed up and ready to move out. He wants to be off this island by nightfall. Weeks of standing around with our..." he glanced at Kelendra and coughed. "Weeks of standing around and now he wants to just up and leave. I know we ain't got the kind of noqual he wanted, and none of them purple beasts either, thank the gods. Still, he acts like 'mission accomplished' and is ready to bug."

It doesn't take long to make your way back up the narrow ledges to the brush at the top of the cliffs. A few minutes more and the edge of Zincher's camp can be seen. Akron Erix is standing near the remains of last night's bonfire, directing some of the men as they take down tents and stack supplies back in crates. The whole process has a hurried air to it, as if it was a last-minute decision.

Right then! I'll post the move ahead at lunchtime

It is has a movement of 30'/rnd.

Krass pushed the door open to find a short hallway that opened to a large room on the right, and a beaded red curtain to the left. A shuffling sound could be heard from the area to the right.

Here's the map

Just to give you a reminder of what the area looks like, and what you can see (those of you who aren't blinded by tears) here's the map

The spiked ball rumbles off into the dark hallway, but you can see that the hallway itself is only about 60 feet long or so. If it reverses direction at the other end, like it did here, then it will be coming back within a half minute or so.

Did Krass say he was going to be gone? I hate to GMPC him if he's around, but there is no good sitting on our thumbs here. I'll give him until my lunch break before pushing forward.

So, you left out at dawn, been here maybe 4-5 hours, and you're ready to camp for the night?


bob ref: 1d20 + 5 ⇒ (20) + 5 = 25
bob fort: 1d20 + 1 ⇒ (14) + 1 = 15

3d6 ⇒ (5, 2, 2) = 9

The spiked metal ball smashed into those of you clustered in the room, the metal spikes tearing into flesh as they collided. Only Bob was able to avoid the immensely heavy ball, stepping back into the doorway. Everyone else was thrown to the ground, with the exception of Evangline and Trihedron. The barbarian woman took the damage from the spike stoically, stepping back to allow the ball to continue past her. Trihedron, however, was caught completely flat-footed.

Instead of being knocked down or thrown aside, Tamis' sister was impaled on the foot-long spikes. Her body flapped and rolled with the ball as it continued into the room, then paused and reversed direction. Those that had been thrown to the ground by the ball's first pass were injured again as the ball reversed its direction and rolled back down the hallway, Trihedron's limp form being driven further and further onto the ball's spikes as it moved down the hallway.

Everyone who failed their Fort save were knocked prone, and then took another 9 damage on the ball's second pass (total of 19 damage so far)

Eva - It's straight from the trap in the module. I don't make 'em up, I just report 'em (okay, sometimes I make them up)

Waiting on the others for an update. If you failed the reflex save, please make a DC 22 Fort save to avoid being knocked down. I meant to post that in the previous post but forgot.

You all pile into the seemingly empty room as the rumbling gets louder. Wesley sent his fire elemental on ahead. The fiery body lit up the hallway in front of you and the source of the rumbling became clear. A piked metal ball rolled down the corridor, it's nearly 7-foot wide body taking up most of the corridor as it bounced from spiked tip to spiked tip. It plowed into the elemental and kept moving, barely slowed by the pseudo-solid flames.

Everyone needs to make a DC22 reflex save (adjusted by armor check penalties) or be hit by the ball and take 3d6 ⇒ (5, 2, 3) = 10 damage immediately.

The rumbling noise grew louder as Tamis opened the door. Nothing was in view yet, save a large square room and a tunnel leading southwards. Dim firelight can be seen coming from the southern end of the tunnel

Here's the map

Sorry to see you go, but I definitely understand. If you find you have time to come back to the game, please send me a PM. Trihedron will be gone, but there are always room for other roles in the Vault of Graves. Good luck on your new job. I hope it works out well for you.

Level up gains you access to new spells/feats/abilities, but you still have to rest to prepare them. And it's the eastern lighthouse you haven't checked out. The western one is where you went after Witchlight, where the centipedes were.

Try This one

Tamis made her way to the door at the end of the corridor and checked it for traps. The door was unlocked, and the dwarf found no traps. With her ear to the door, she could hear an odd rumbling sound from beyond the door.

Which way are you heading? Here's the updated map if you need a refresher.

Angelica finds no traps, and the door is unlocked. Her ear to the door finds only silence on the other side.

Not an exit at D4, just where two beaches don't quite meet. As for exploration, you guys have mostly stuck to the paths. You've covered the pathways fairly well, but haven't gone off the paths into the jungle much. Looking at the map, you have covered is the eastern lighthouse (collasped), and the main crater to the northwest of zincher's camp.

We have a chow/shelty mix that had 20 ranks in jump until she blew her ACL at age 8. Now, with the ACL penalty, she doesn't leave the yard unless one of the neighborhood kids leaves the gate open.

likely more orca about in the bay...just saying :)

Amulet of natural armor +1
scroll of floating disk 1/1
2 potions of cure moderate wounds

Of the three books in the silk wrappings, Anklebiter can tell that one is written in common, one in standard undercommon, and one is the strange dialect of undercommon that Depora's journal was written in.

The book in common was titled Thoughts on Varisian Customs and was very well-read. The bent corners and tattered binding spoke of hard use and frequent re-readings. It was also fairly common. Anklebiter had seen several copies of this book in various libraries, including one at the Cyphermage Guild during his visit there.

The first undercommon book was easy enough to puzzle out. From the sketches and descriptions, it was a bestiary on underdark creatures, titled Tsalkaena's Bestiary. Many different forms of abberations and oozes were detailed in the book.

The third book was more difficult to read, largely because of the spidery handwriting and the strange dialect. Like Depora's journal, it had entries of one to several paragraphs, each fronted by a date. The first dated back to a time decades ago, and the most recent only yesterday. Skimming through the journal, Anklebiter learned the name of their latest foe, Shindiira. The journal told of Shindiira's acceptance into House Azrinae, and her mentorship, close relationship with, and finally burning hatred toward Depora.

A wizard by the name of Nolveniss is named, a leader of the drow at a base in Celwynvian, and her desire to have him as her consort. Her plan appeared to be to return to Celwynvian with noqual and akatas - the drow name for the purple not-lions, apparently - and use the wealth and influence to garner his favor. Ankjlebiter's eye catches the word Shin'Rakorath - the group that their friend and occasional patron Kwava belongs to - in the midst of a tirade on interlopers and surface elf meddlers.

Towards the end of the journal, the tone changes from a personal record to a scientific one, detailing the scientific observations of the strange meteorological events preceding the falling star, the impact itself, and the developments afterward. Her gloating tone when writing of bewitching Clegg Zincher to use his merry band of cutthroats for her ends was almost dripping from the pages of the journal. More importantly, Shindiira wrote of something called the Armageddon Echo, but ominously left out any description or details.

There are more pages than Anklebiter can reasonably read in the flickering light in the cave, however. Still, the bits of information he picked up would be useful to piece together what is happening.

Doh! I knew I forgot something. 2 potions of lesser resotration and 1 of neutralize poison.

Writing is in undercommon.


wand of CLW, 32 charges
scroll - could not id
+1 banded mail
+1 buckler
+1 flail
need 1 more, but I'll give it to you 1 more: 1d20 + 11 ⇒ (13) + 11 = 24
cloak of resistance +1

Noqual is a special materiel. The details of making items with Noqual can be found here.

Thought you might like that. You can read undercommon now, right?

The water is cold and deep, but Lefrik had no real problems finding the body of the drow female in the fairly clear water. However, the salt stung his eyes, and as he grabbed the armored body, he realized that the swim to the surface was going to be difficult. The barbarian's lungs were straining with the need for air as he broke the surface and slung the drow's body up onto the shore. It was immediately apparent that the drow would be an excellent source of loot, as she was loaded with valuables.

Meanwhile, Minky and Bruendor raced up the far wall of the cavern, towards the ledge with the hammock. It was a close race, with the monkey just barely beating out the dwarf on the climb. She sat there staring at the sea chest with very much the same manner as Bruendor, as the dwarf tried to discern if there were any traps on the chest. Seeing none, Bruendor reached to open it, and was halted by Anklebiter's shout. Cautiously, he moved his hand back and looked at the monkey.

Minky answered by jumping up on the sea chest, and back off again. Satisfied, Bruendor checked the lock and was surprised to find it open. Inside was a set of nice looking clothing, atop which sat a silver scroll tube and a set of ostentatious jewelry. Beside that was a bundle of three books, wrapped in silk. underneath all of this, creating a think layer on the bottom of the chest, are many fist-sized chunks of noqual.

Calla, are you going to use magic to ID the potions, or taste them? remember, you are dealing with drow, who have a predilection for poisons. Also, all the vials have labels on them in a language you can't read.


  • 3 nice outfits
  • jewelry
  • silver scroll tube
  • 3 books
  • noqual


  • wand
  • scroll (2 spells)
  • potion
  • high quality banded mail
  • high quality buckler
  • high quality flail
  • mwk hand crossbow
  • high quality cloak
  • silver circlet
  • 150g in coins
  • 7 gems

  • As Tamis looks at the items in the chest, she sees that the scroll and potions glow lightly, of course, as does the amulet.

    Bruendor does, iirc

    Here is the item in question. And yes, I'll allow it (a rare exception to my "no third party material" rule.

    From the middle platform, Calla stoops to search the bodies of the drow guards, while waiting for Lefrik to recover enough to dive for the drow female's corpse. She looks down to see the dark cloud of ink and blood in the water slowly dissipating, as the currents wash it away. A red smear still leaks from the gashes in the orca's body, and it is drawing smaller fish to feed on the great hunter.

    She doesn't find much on the drow guards' bodies, other than their armor, weapons, and personal possessions. If there is any more evidence around, it is likely on the female's person, or stashed away somewhere.

    Looking around, she sees a pile of supplies for building and maintaining a shelter, and maybe a few other things (M5 on the round 11 map). It is about 10' below the middle platform, and there is a net attached to a block and tackle that allows someone to move the supplies up to the other platforms.

    On the highest platform (I8), Calla found a small chest, unlocked, containing six potion vials, three of which are the medium blue associated with cure moderate wounds potions. Looking up, she saw a hammock on a ledge by the waterfall (C6), about 50 feet above the water's surface. Below the hammock, she can just make out the curved wooden surface of a trunk lid.


    each drow guard (4 here) has
  • potion of cure light wounds
  • mwk chain shirt
  • mwk small steel shield
  • mwk rapier
  • mwk hand crossbow
  • 9 bolts
  • 50g in mixed coins

  • It wasn't difficult to skirt the runes, except for Krass, who had to scrape sideways to avoid leaning into the area covered by the runes. Shabbezz almost got too close while examining the runes. A twist of movement in the flame inside showed her what might be contained within.

    Once around the rune circles, you see that you have turned into a long hallway, with a door immediately on your right, and an intersection at the limit of your vision on the left.

    Here is the map


    You think you saw a small humanoid figure twisting in the flame.


    1d20 + 9 ⇒ (11) + 9 = 20

    Lefrik: 1d20 + 11 ⇒ (9) + 11 = 20
    Dmg: 1d12 + 10 ⇒ (1) + 10 = 11

    As Anklebiter moved to tie off the rope, Bruendor grabbed the trailing end and pulled himself along and out of the water. Gasping at the effort and bleeding from a dozen small wounds, the dwarf lay there and didn't seem to want to re-enter the fight. Not so, lefrik, who brought his axe around in a sweeping cut that took out one of the orca's eyes and left a deep gash in the side of its head. The orca screamed in pain, a scream that was drowned out by Calla's spell. For a moment, the orca fixed its remaining eye on the inquisitor, before that eye filled with blood and the light of life disappeared. The orca settled back into the water to float with a lifeless limpness.

    Combat over!:

    Everyone gets 1440 XP, which puts you at 10760 and that means LEVEL 5!

    Unfortunately, the drow is at the bottom of the pool, which is fairly deep.

    Yup, I agree with that Mott. I don't have any more scheduled outages this summer, so that should make it easier.

    The chest is not locked, nor is it in the best of conditions. It opens easily, though the hinges pop and groan with age and wear. Inside is an assortment of gear and treasure, obviously taken from prior adventures and varying in age from recent to ancient. Most of the items were junk, but there was a nice-looking amulet, a scroll that hadn't completely deteriorated, a pair of medium blue potions, and a dozen gems.


  • 12 gems
  • amulet
  • scroll
  • 2 CMW potions

  • No freaking idea. I'll double check in the campaign to see if there is a suggested one.

    Anyone heard from Bruendor lately?

    In the spirit of keeping everyone informed, I want to let you know that I will be leaving at OMG It's Early in the morning for a trip and won't be back until Tuesday. I have no idea what the internet situation will be like, so be prepared for no updates until I get back.

    In the spirit of keeping everyone informed, I want to let you know that I will be leaving at OMG It's Early in the morning for a trip and won't be back until Tuesday. I have no idea what the internet situation will be like, so be prepared for no updates until I get back.

    In the spirit of keeping everyone informed, I want to let you know that I will be leaving at OMG It's Early in the morning for a trip and won't be back until Tuesday. I have no idea what the internet situation will be like, so be prepared for no updates until I get back.

    I am keeping tabs on both XP and loot. Check the Campaign tab for the link. please stay out of anything marked "GM notes" or "GM only"

    The last skeleton went down under a hail of arrow fire, and the companions breathed a sigh of relief. Sticking her head into the open doorway to make sure there were no more skeletons there, Tamis saw a small room with a chest in one corner.

    End of Combat:

    congratulations! that was a difficult fight, and was intended to be so. Thank wesley for the Grease, or you might have had some serious casualties.

    1333 XP to everyone!


    1d20 + 9 ⇒ (12) + 9 = 21
    1d20 + 9 ⇒ (9) + 9 = 18
    1d20 + 9 ⇒ (17) + 9 = 26

    1d20 + 6 ⇒ (10) + 6 = 16
    1d20 + 6 ⇒ (10) + 6 = 16

    1d20 + 10 ⇒ (4) + 10 = 14
    1d6 ⇒ 5
    1d20 + 10 ⇒ (17) + 10 = 27
    1d6 ⇒ 2

    Abroshqualmie's channeled energies flowed over the black skeletons with little effect. One, however, splintered and broken from the beating Tamis and Eva had been giving it, crumpled to the ground, the necromantic energies that animated it finally depleted. The corridor lit up again as Wesley's fiery spell ripped into the skeletons that remained. The magical fire charred the black bone and the two skeletons looked severely weakened by the spell. Taking advantage, Trihedron dropped one with a flurry of blunt-tipped arrows, while Tamis and Eva struggled to down the other, with little effect. The lone skeleton struck back at Eva, one of its shortswords nicking her left arm.

    Round 7:

    Two more down!

    Evangline takes 2 damage


    Here's the map

    Harbug moves to take a closer look, and sees around the corner a hallway leading south, and what appears to be a door in the far wall.

    Here's the map


    1d20 + 9 ⇒ (6) + 9 = 15

    1d100 ⇒ 32

    1d20 + 13 ⇒ (12) + 13 = 25
    2d6 + 2 ⇒ (3, 3) + 2 = 8

    Kelendra's spell sent another translucent bridge arcing over the water. She and Anklebiter got onto it, with the little goblin scurrying for the safety of the shore. Lefrik tried to bloody the orca again, but the creature knocked aside his axe and bit the barbarian heavily on the side. Then, it thrashed in the water once more as Calla's spell sent waves of agony through its head.

    Round 11:

    Lefrik takes another 8 damage


    Here's the map

    Sorry for your loss Lefrik. Do not worry about the game. It will still be here when you get back.

    Everyone, I apologize for going dark. Holiday weekend plus moving offices at work = no time for gaming. We're back now though!

    I forgot to make the save for your last spell, sorry last save: 1d20 + 9 ⇒ (10) + 9 = 19

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