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Spectral Dragon

DM-Camris's page

2,230 posts. Alias of Camris.


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When you open the doors and peer through them, you see a largish 50'x50' chamber.
The northeast wall of this room has partially fallen, opening the building to the overcast gloom outside and revealing the dark, murky waters of the pond outside.
Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards.
In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.
You see nothing else from the door.


Nothing appears to happen as you pick up the artifacts, and neither Xiuj nor Kendra are going anywhere near the last one.

The only other exit out of here are the double doors Agrimar sensed Evil beyond.


Are you picking one or more up, or just looking?


When you trip the hidden latch, the panel swings open.
This small vault was used to store the more valuable or notorious belongings of the various prisoners. Currently, the vault contains only five objects.

All five of the items stored here are tagged with information as to their former owners.

Bloodstained Handaxe:
This +1 handaxe was the Lopper’s favorite murder weapon.
No amount of cleaning can remove the bloodstains on the blade or handle as long as the Lopper’s spirit continues to haunt Harrowstone.
This weapon deals +1d6 points of damage on a hit against flaming skulls and other beheaded, as well as against the Lopper or any creatures directly associated with his hauntings.

Collection of Holy Symbols:
These holy symbols were used by Father Charlatan, who would select one from the collection that would match the faith of his victims as proof of his good intentions.
There are a dozen holy symbols on fine silver chains—the collection as a whole is worth 300 gp.
Among all holy symbols in the collection all of the faiths of the party are represented.
The silver chains that attach the holy symbols cannot be untangled, and the 12 symbols themselves are stuck together until Father Charlatan’s spirit is put to rest.
Perhaps more importantly, however, all haunts in Harrowstone are less likely to harm the person carrying these symbols, as a significant portion of Father Charlatan’s trickery infuses them—they grant a +2 luck bonus to the carrier’s AC and on all saving throws made against attacks or effects from haunts in Harrowstone.

Moldy Spellbook:
The covers and pages of this thick, leather-bound spellbook have become caked with mold over the years, but some of the contents remain legible.
This book once belonged to Professor Hean Feramin, the man who would eventually achieve fame not through
academia but through murder.
Known in his final days as the Splatter Man, he was dealt a hideous blow to his morale and sanity by the loss of his spellbook. The book, like the other objects in this room, now bears a curse—anyone who looks through the book finds her
name scribbled in blood on the margins of the book.
As mentioned above, mold has destroyed most of the book’s contents, but nine spells do remain viable:
comprehend languages,
dispel magic,
false life,
gust of wind,
illusory script,
levitate,
mage armor,
magic missile
,
and summon monster IV.
Once the curse on the book is lifted, it’s worth 1,265 gp (assuming all of its remaining spells are intact—if spells are destroyed,
reduce the cost by half those spells’ cost in scroll form).

Smith’s Hammer:
This hammer was once used by the Mosswater Marauder in his serial killings.
This masterwork smith’s hammer grants a +2 competence bonus on all Craft (armorsmith, blacksmith, and weaponsmith) checks.
If used in battle, the hammer functions as a masterwork light hammer.

Tarnished Silver Flute:
This 300 gp masterwork flute was once owned by the man known only as the Piper of Illmarsh.


CLEGG:

"Nope! We got food fer 25 fer a couple o' weeks. Now, we only got to cover ten till our ship comes. We'll be jest fine. You... won't."
He leaned forward, grinning.
"Seems t' me, you need us, and we DON'T need you."

Sense Motive DC15:
He's bluffing. He very much wants something you can help with. If pressed, he would probably sweeten the deal, maybe even pay you...

Perception DC17:
Those six empty cages catch your eye; too small for a human, too big for a dog... But just the right size for an Akata!


OK in order to proceed, the party has to respond to Clegg's 'offer'.


Agrimar:

When you concentrate for three rounds, you feel the malignant wrongness of multiple sources beyond the NorthEast double doors. The power is low-medium Beyond the hacked open armored door to the SouthEast property room, you feel nothing. Arising from below is the dim trace of strong Evil...

Those of you who squeeze yourselves through the opening in the armored door...
When you bring your light source up, you see a deserted 30'x30' room.
You see a bizarre collection of dozens of antique goods resting upon the wooden shelves that line the room.
Several of the items contain tiny tags with labels written in a careful script. A closer examination reveals the tags are probably case numbers or maybe inmate numbers; not very helpful unless you could access the old prison files.
Although much of the remaining property is junk, a few items remain that may be of interest to characters:

  • a set of masterwork thieves’ tools
  • a bronze war medallion from the Shining Crusade (worth 40 gp)
  • an unframed Taldan painting of Stavian I (worth 100 gp)
  • a set of a noblewoman’s silver hair clips (worth 35 gp)
  • a masterwork punching dagger
  • a pouch containing a dozen masterwork shurikens
  • a masterwork silver war razor
  • a wand of lesser restoration (12 charges)

Perception DC20:
You spot a trigger on a wall panel. When pressed, it swings aside to reveal a smaller locked cabinet door.


No no, of course not. Just trying to keep the ball rolling...


It's cool with me!


The space beyond the hole is dark.


Phillips slashing attack almost severs the neck.


After your last post, the party pressed on and found the Warden's office. It had a safe no one could open.

Deciding to rest, the party trekked back to town to rest.
The next day another letter written in blood was found on the Harrowstone memorial. Deciding to find out who was doing that, they waited in ambush. They ran down and caught a local poor farmer, Gibs Hephaenus, who when questioned didn't remember what had happened to him.

Handing the guy over to the sheriff, you all made the trek back up to Harrowstone.
Exploring to the eastern section, you have made your way to where the armored door to the property room was. There is another door out of this room that has evil detected behind it.


Ereviss:

Up close, you can tell this door is metal clad and iron bound. It will be very difficult to chop through or break.
The lock is of a high quality, complex, and has a basic protection against picking. Your tentative effort gets you nowhere, and you are very lucky to be able to pull your picks out without breaking them.


Eyes drifting to Zane, Clegg flashes a grin.
"Not all that long. I never seem to have caught you by surprise before."
Looking at Nakoda, his smile thins.
"Yes. It is."
He looks at you with a keen eye as he waves his hand in a "Tell me more" sign.

So who is speaking for the party?


Body is underwater and untargetable. Only heads are exposed to your lightning.


Round 4 ______________
Take your turn in order of posting. Monsters will go last.


Round 3 ______________

Bryson Deepwinter _______________________________________

Bryson claws more lightning from the sky, and it makes a direct hit on head 1d7 ⇒ 6. The head falls limply to the deck.

Phillip Pharlan________________________________________

Seeing that his magical attacks are having little effect, Phillip pulls a flask of alchemist fire and tossed the flask onto the nearest head.
He nails it and it bursts into flame, scorching a neck; but the creature is only irritated. It turns it’s attention in Phillip’s direction.

__[npc] Ghirrak. He punches a head as it comes down to attack him.
Unarmed attack: 1d20 + 8 ⇒ (14) + 8 = 22 for 1d8 + 4 ⇒ (3) + 4 = 7 crush damage.

__[npc] Annie slashes at a head as it comes down to attack.
Rapier attack: 1d20 + 6 ⇒ (19) + 6 = 25 for a possible 1d6 + 2 ⇒ (5) + 2 = 7 piercing damage.
...Crit confirm: 1d20 + 6 ⇒ (7) + 6 = 13 No.

__[npc]Dgrim roars and slashes again at a head.
Dwarven Waraxe attack: 1d20 + 11 ⇒ (1) + 11 = 12 but he stumbles with the force of his miss and goes sprawling.

Spinnaker Jon roars out more orders, trying to get a ballista cranked up.
Avner’s little crew screams and attacks, but misses again.

0, 1
1d4 ⇒ 2, 1d4 ⇒ 4
The creature rapidly heals up the nonfatal injuries, and another one of the severed necks sprouts two more heads!

The creature again lunges to make his attacks.
attack 1.2 on Dgrim: 1d20 + 6 ⇒ (12) + 6 = 18 Miss.
attack 1.3 on Dgrim: 1d20 + 6 ⇒ (19) + 6 = 25 Hit! for 1d8 + 3 ⇒ (8) + 3 = 11 slashing damage.
attack 2.2 on Phillip: 1d20 + 6 ⇒ (4) + 6 = 10 Miss.
attack 2.3 on Phillip: 1d20 + 6 ⇒ (19) + 6 = 25 Hit! for 1d8 + 3 ⇒ (1) + 3 = 4 slashing damage.
attack 3 on Ghirrak: 1d20 + 6 ⇒ (13) + 6 = 19 Miss.

Head 4; severed.
attack 5: 1d20 + 6 ⇒ (5) + 6 = 11 Miss.
attack 6.2: 1d20 + 6 ⇒ (6) + 6 = 12 Miss.
Head 6.3, collapsed on deck.
attack 7 on Avner: 1d20 + 6 ⇒ (19) + 6 = 25 Hit! for 1d8 + 3 ⇒ (7) + 3 = 10 slashing damage.


OK who's still with us? Might be recruitin' time...


Clegg Zincher is one of Riddleport’s more publicly known, respected, and feared crimelords.
Although his primary sources of income are from the city’s arena and various semi-legal (and outright illegal) activites involving groups of unskilled laborers, he meddles in numerous affairs all across Riddleport. While his influence over the city continues to rise, the amount of control he can exert directly remains frustratingly low—at least, to him it does.
He had a serious conflict with your previous partner over the Golden Goblin gaming house, though he seemed fairly friendly to you.


Turning to greet you is a broad-shouldered man. He has short gray hair and the leathery, wrinkled face of a man who spent most of his youth working under the sun. His beard is short and stubbly, almost an afterthought.
And most of you have met him before.

"HA!" He gives a short bark of laughter when he catches sight of you.
"Ha ha ha ha! Well met ye lads and lassies! Ye must'a had a fine reason ta cross an ocean ta see yer old friend Clegg Zincher here on Devil's Elbow!"
He motions to the leather chairs.
"Come on, come on! Sit an' tell me yer story!"


The head guard swallowed at Nakoda's fierce gaze and stepped back.
"Uh, Boss, they're here!" He called out. He pulled the heavy curtains aside and had the guards shove you all inside.

Inside, you see a bizarre place of opulence despite its isolation, the inside of this pavilion is divided by a curtain that runs from roof to floor.
In the open front half, a massive, iron-banded wooden trunk rests along the north wall while a row of boxes lines the south wall.
Six heavily cushioned leather chairs sit in the middle of the open space in pairs. A tall, wrought-iron candelabra stands in the center of the area, its twelve evenly spaced candles burning merrily and giving off a mixture of pleasant aromas.


Sorry for the confusion. The big guy isn't guarding you, he's way over left by the palisade, and he isn't Shoanti. The guy demanding your weapons is a stock thug.


The guard leader points to the ground here.
"Leave yer weapons here."

Sense Motive DC20:

He seems a little afraid of asking that of Nakoda and Bron.


Going in through the barricaded entrance, you see the interior of the fortified camp:

One massive tent dominates this encampment, with three lesser olive-green tents to the south and a line of relatively small canvas tents along the north end.
Ahead of the massive tent and between the lines of the others slowly burns a huge bonfire, creating a tremendous plume of white smoke.
Puffing out a massive column of white smoke, this large bonfire slowly burns the tall pile of wet boughs and branches piled up here. The wood gives off a pleasant aroma as it crackles and pops.
Sections of high palisade walls offer minimal protection around the edges of the camp, although stacked tree trunks and lines of narrow, deep trenches indicate the palisade is meant to eventually engulf the entire camp.
Off to the right, you can see one of the men here is extremely large (more than 7 feet tall), thickly muscled and wielding an earthbreaker with one hand as he drives in logs as part of the palisade. He stops and looks with interest at your group as you are escorted in, smoking a thick cigar as he leans on his great maul.

Poked and prodded by the unfriendly guards, you are escorted to the large tent.
This immense red pavilion sticks out in the forest setting. Easily fifteen feet tall and twenty feet wide, the tent is larger than many buildings in Riddleport.


OK guys, you need to tell me what you are going to do; are you going through the big double doors? Are you going to try the little armored door? Retreat back into the vestibule and go someplace else?


The outliers come up close and look you over carefully.
They seem a little intimidated by Bron and, perhaps surprisingly, Nakoda.
Then they wave at the gate guards, who promptly roll the entrance barricade aside.
"Boss wants ta see any survivors inside." He says curtly, pointing to the opening.


Making your way around the crater rim, you approach the camp on the far side. Coming closer you see it is surrounded by a crude palisade. A cluster of four wild eyed guards armed with heavy crossbows and spears shout at you to "HALT! Wait to be escorted in!"
A couple more guards appear out of the brush behind you and motion for you to go in.

What do you do?


The boats are currently lost in the fog. The fog stops ten feet up, so the ship's deck is clear.
The Hydra's heads all have a reach of about fifteen feet.

Round 3 ______________
Take your turn in order of posting. Monsters will go last.


Round 2____________

__As Bryson’s air elemental self roars closer, another lance of lightning spears into the Hydra, which flails around in rage.

__[npc] Phillip boots his boat away from the ship as he climbs to the deck. Eh, they’ll be allright. he thinks to himself. He fires more magic missiles into the Hydra. 2d4 + 2 ⇒ (2, 3) + 2 = 7 damage.

__[npc] Ghirrak boots his boat away from the ship as he climbs to the deck. Eh, they’ll be allright. he thinks to himself. He punches a head as it comes down to attack him.
Unarmed attack: 1d20 + 8 ⇒ (14) + 8 = 22 for a possible 1d8 + 4 ⇒ (3) + 4 = 7 crush damage.

__[npc] Annie, surprised at the attack, recovers and whips out her rapier. As a head comes down to attack, she slashes at it.
rapier attack: 1d20 + 6 ⇒ (3) + 6 = 9 but misses.

__[npc]Dgrim roars and slashes again at a head.
dwarven waraxe: 1d20 + 11 ⇒ (13) + 11 = 24 for 1d10 + 5 ⇒ (6) + 5 = 11 slashing damage. Another head drops to the deck.

Spinnaker Jon roars out orders and leaps to one of the ballistae to begin loading.

Avner’s little crew screams and attacks, but misses.

1d4 ⇒ 2, 1d4 ⇒ 1

Perception DC15:
You see the creature rapidly healing from it’s injuries.

You watch in horror as two of the necks that had been severed, suddenly erupt in two more heads each!
The creature again lunges to make his attacks.
Head 1; severed.
attack 2.2: 1d20 + 6 ⇒ (2) + 6 = 8 Miss.
attack 2.3: 1d20 + 6 ⇒ (20) + 6 = 26 Hit! Annie takes 1d8 + 3 ⇒ (3) + 3 = 6 slashing damage.
attack 3: 1d20 + 6 ⇒ (11) + 6 = 17 Hit! A sailor takes 1d8 + 3 ⇒ (5) + 3 = 8 slashing damage.
Head 4; severed.
attack 5: 1d20 + 6 ⇒ (1) + 6 = 7 Miss.
attack 6.2: 1d20 + 6 ⇒ (1) + 6 = 7 Miss.
attack 6.3: 1d20 + 6 ⇒ (5) + 6 = 11 Miss.
attack 7: 1d20 + 6 ⇒ (8) + 6 = 14 Miss.


On the far side of the auditorium, you see when up close that the metal door in the SE corner remains quite sound. Tapping it reveals it to be quite thick.
In addition, it is locked.

The larger double doors however, are not locked.
When cracked open and peeked through you see a larger irregularly shaped chamber.
The northeast wall of this room has partially fallen; through it is revealed the dark, murky waters of the pond outside.
Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards.
In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks. Winches and fallen pullys suggest that this is the lift used to lower people into the lowest dungeons.


When you cross the chamber, there is an area in front of the podium that fills you with supernatural cold.

Sense Motive DC15:
There is a change in the air, then you are in chains. An apoplectic man in red robes stands behind the podium.
"The sentence is DEATH." And his gavel comes down with a crash.
You come back to your senses shaken for a round.


You are in an auditorium; rows of benches spotted with mold and sagging with neglect stretching away to your left and the podium directly ahead of you protected from the rest of the room by a wall of iron bars.
You see from your position a set of large double doors directly across from you on the east side of the room. You note a small solid metal door in the SE corner behind the podium.

You see no sign of inhabitants, living or dead.


Deciding that the investigators did not have the materials or the time to deal with the Vestibule, they press on.

Jevault's attempt to smash the main doors open to let the grey overcast light in, as well as spike the door open behind them come to naught. The main door flies back into place as if carried by a great gust of wind, and the spike simply spits out of place. The doors crash into the shut condition with another startling WHAM.


Come on guys; surely you have an idea of where you want to go next right?


The boats are all next to the ship about ten feet away from where the snake monsters bodies emerge from the water.
The boats are currently lost in the fog. The fog stops ten feet up, so the ship's deck is clear.
The Hydra's heads all have a reach of about fifteen feet.

Round 2 ______________
Take your turn in order of posting. Monsters will go last.


Round 1____________

__As Bryson’s air elemental self roars toward the ship like a tornado, a rumble of thunder in the distance heralds a lance of lightning into the Hydra, which screams in a many toned rage.
Damage: 3d6 ⇒ (2, 1, 4) = 7
He waves his hands and a small fog bank surrounds the boats.
__Phillip skillfully balances his boat and prevents it from overturning. He takes the time to launch a couple of magic missiles into the Hydra, stinging it for 4 and 5 damage before the fog rolled in. Three of the landsmen aboard his boat dive overboard in a panic and start swimming away.

__(NPC) Ghirrak takes the whole round to balance his boat, prevent it from overturning and stopping his passengers from jumping overboard.

___(NPC) Annie, surprised at the attack, recovers and whips out her rapier. As a head comes down to attack, she slashes at it.
Rapier attack: 1d20 + 6 ⇒ (8) + 6 = 14 and she hits for 1d6 + 1 ⇒ (4) + 1 = 5 damage.

___(NPC)Dgrim, surprised at the attack, recovers and unlimbers his axe. As a head comes down to attack, he chops at it.
Dwarven waraxe attack: 1d20 + 11 ⇒ (10) + 11 = 21 and he hits for 1d10 + 5 ⇒ (8) + 5 = 13 damage. The head is chopped off and falls to the deck in a spray of blood.

Spinnaker Jon roars out orders to send the landsmen downbelow and the crew to take ups arms. The deck erupts in even more chaos as people run into each other trying to get to either the hatchways below or the arms racks.
Roaring with fury, Avner slashes at one of the Hydra’s heads as it lunges at him. He connects, dealing 1d6 + 2 ⇒ (5) + 2 = 7. He severs the head and it lands on the deck with a thud. He shouts with victory.
"That's the way it's done men! Follow me to victory!" He shouts to the crew. A number of them surge to his call.

Perception DC15:
You see the damage done by the lightning and Annie's rapier heal rapidly until there is nothing of it left.

The creature again lunges to make his attacks.
The first head chomps down on the man he had grabbed, eating him.
Attack 3: 1d20 + 6 ⇒ (7) + 6 = 13 Miss.
Attack 4: 1d20 + 6 ⇒ (4) + 6 = 10 Miss.
Attack 5: 1d20 + 6 ⇒ (17) + 6 = 23 Hit! Dgrim takes 1d8 + 3 ⇒ (2) + 3 = 5 slashing damage.
Attack 7: 1d20 + 6 ⇒ (6) + 6 = 12 Miss.


Our story so far:

Having seen a meteor hit the island of Devil’s Elbow, the crimelords of Riddleport send expeditions to recover the skymetal.
Having been shipwrecked at the western tip, you have wandered along the shoreline to the only port and found the dwarven expedition holed up in a tavern.
Venturing up to the highest point on the island, you found the watchtower there where the Cyphermage expedition had taken refuge. After being assaulted by the strange alien creatures known as Akata, the tower foundation collapsed and took the tower rolling down the hill. Only two cyphermages and no Akata survived.
Making your way along the ridgetop trail to the east, you found the Slyeg expedition site, now destroyed. There you found a single sliver of the skymetal.
Before you is the main impact site, a crater that almost bisects the island.
It is now midafternoon. You can at this point climb down into the crater to search for more skymetal, proceed around the rim of the crater to the camp you can see on the far side, go back to one of the previous sites you have already explored, or stay in the Slyeg camp, though you doubt it’s security.

What do you do now?


*poke* *poke*
You guys all right out there?


Samaritha helps Sola up to the encampment.
"What did you find?" She asked, looking around at the wreckage.

Looking around, you see traces of where the expedition members made a short trip to the edge of the crater. Pitons fix several knotted ropes that lead into the smoke shrouded crater.
Looking down, you see the crater is filled with loose rubble and fallen trees (still smoking).

Perception DC12:
Looking across the nearly one mile diameter, you see the lights of a larger encampment across the way. The ridge top trail, miraculously undamaged, is the only reliable way around the crater's edge to it.

Survival DC13:
You see that the encampment here is dreadfully exposed to any enemies, especially Akatas

Perception DC25:
Out of the corner of your eye, the smoke swirled; and for just a moment, you could feel the hot gaze of a dark figure on you. But when you snap your head around to look at it, the smoke swirled around it and it's gone. As if it had never been there at all.


Quickly searching through the encampment, you find only one usable tent. The rest of the equipment and personal effects are either smashed, ruined or missing.
You find, besides the tent, three shovels, fifteen pitons, an everburning torch, a one gallon cask of lamp oil, several documents and letters still in a map case and a silver ring mounting a jacinth gemstone (still on the severed finger).

Reading through the papers...:

You discover that this was the encampment of the expedition led by Avery Slyeg, Riddleport's most successful smuggler and black marketeer. You know his reputation as one of the lesser crimelords.
He wrote of being first to the crater and finding a great deal of the green skymetal, several hundred pounds at least.
He later wrote of seeing the lights and activity of several other expeditions, and how they were sneaking around them at night.
His last entry was that of a man paranoid; speaking of burying his horde and attacking the other expeditions.
And that was the last entry.


Bryson:
Yes you have no problem casting Call Lightning.
You would know that a Flaming Sphere will last barely one round if it's on the surface of the water.


The boats are all about ten feet away from where the snake monsters bodies emerge from the water. The snake monsters all have a reach of about fifteen feet.

Round 1 ______________
Take your turn in order of posting. Monsters will go last.


Bryson:
You couldn't actually see the creature itself, so were unable to target it.

With a horrid multi-toned roar, a cluster of seven snake-like creatures erupt from the water next to the Savage Kraken. They are each about as thick as a tree trunk and reach about twenty feet above the water.
The force of them coming out of the water threatens to overturn the small boats. Those of you in a boat make a Reflex save DC15 or your boat is overturned and you fall into the water.
The creatures lunge forward to attack the people on the deck.
Attack 1: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19 Hit! on a 1d2 ⇒ 2 colonist for 1d8 + 3 ⇒ (6) + 3 = 9 damage. He is lifted high into the air screaming.
Attack 2: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11 Miss.
Attack 3: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3 Miss.
Attack 4: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5 Miss.
Attack 5: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16 Hit! on a 1d2 ⇒ 1 crewman for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
Attack 6: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9 Miss.
Attack 7: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8 Miss.

Knowledge:Nature DC20 or Knowledge:Arcana DC25:

This thing is actually an aquatic Hydra! If you cut off a head without using fire or acid, two more will grow back real quick!


Quickly looking around for more, you see that whoever this expedition belonged to had several crates broken open. Likely they had gathered a hundred pounds or more, and it's all been taken.


Almost forgotten in the fight, Llaen remembers what he saw and picked up off the ground.

Opening his hand, you all see the small, penny nail sized shard of strange pale green crystal.

Knowledge:Arcana DC15:

It's Skymetal!
Specificaly, the kind known as Noqual. It is very rare, (despite it's appearance) able to be worked like iron, light, strong, and resistant to magic.
And immensely valuable.
Details on the Campaign Info page.


Round 2____________

Zane swung and missed.

Llaen dodged and rolled around his void zombie to get into flank, but the zombie flailed at him...
1d20 + 4 ⇒ (8) + 4 = 12 but just missed.
...And put a good hit on the undead.

But behind it, Nakoda slashes her blade sharply. And the void zombies tongue, head, and body fall in separate arcs.

[npc]Bron: attacks the last void zombies.
Heavy Flail attack: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 hit! for 10 + 7 + 1 = 18 crush damage. The last zombie is crushed and falls at your feet.

Out of combat.


You have been in the Vestibule a couple of times before, and you do kind of know what to expect there.

Agrimar or Knowledge:Religion DC15:
You know that with the Haunt in the Vestibule (a Door Slamming Haunt), in order to lay it to rest you must sprinkle a bottle of Holy Water throughout the area and doors, and cast Bless.


You press forward and enter the high ceiling and elegant appointments of the Vestibule.
Again the doors all slam open, releasing howling specters with hideously burned faces that flood all around you. Then slamming shut again.
Will save DC15 or be Shaken and Fatigued 1 minute.

Detects reveal only background Evil and no magic or traps.

When you get the door open, you realize that both the NE and SE doors lead to the same chamber.
You enter an auditorium; rows of benches spooted with mold and sagging with neglect stretching away to your left and the podium directly ahead of you protected from the rest of the room by a wall of iron bars.
You see from your position a set of large double doors directly across from you on the east side of the room. You note a small solid metal door in the SE corner behind the podium.

You see no sign of inhabitants, living or dead.


Round 2_____________

Enemy attack

Number 2 faces Zane and lashes out at him.
tongue attack: 1d20 + 4 ⇒ (2) + 4 = 6 Miss.
And swings a powerful fist.
slam attack: 1d20 + 4 ⇒ (14) + 4 = 18 Bounces off Mage Armor.

Number 3 faces Bron and lashes out at him.
tongue attack: 1d20 + 4 ⇒ (11) + 4 = 15 Miss.
And swings a powerful fist.
slam attack: 1d20 + 4 ⇒ (12) + 4 = 16 Deflected by armor.

The zombies have gone, it's your turn. Take your turn in order of posting.


Round 1_______________

(The creatures attack.)

Llaen, despite his injury, whips his shortsword out and attacks, putting a deep wound in the zombie that bleeds sluggishly.

Nakoda begins her War Chant.

[npc]Zane: Saving on magic, Zane moves up behind one and uses his cane on one.
Masterwork Club (metal cane) attack: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 for a possible 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 crush damage.

[npc]Bron: runs up and attacks one of the void zombies.
Heavy Flail attack: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 for a possible 3d10 + 7 + 1 + 14 + 3 ⇒ (8, 1, 4) + 7 + 1 + 14 + 3 = 38 crush damage.
Bron makes one of the void zombies explode into bloody gobbets, the putrid remains rain down all around him with evil little splats.

Only two remain.

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