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Spectral Dragon

DM-Camris's page

2,217 posts. Alias of Camris.


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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.

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.

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.

Finding food and water is an easy task for this area. You can easily spot enough food and water for several ships worth of people.

Bonden, Ghirrak and Phillip either jump, climb or slide down into their respective boats, Venkali waiting behind to guide the passengers down from the ship.

Behind them, they hear young Lord Meravachi get into an arguement with Spinnaker Jon, he wanting to lead an expedition himself.
Gritting his teeth, Spinnaker Jon forces a smile.
"Nonsense milord. Lavinia'd have me head if ye got eaten under me watch. We'll get ye ashore sooner or later, have no doubt."


A couple of things catch your eye.
The first is that you see what you had thought was some branches sticking out of the water under the waterfall; you realize now are the main and mizzen masts of a ship.
The second is the peculiar water distortion in the lake is actually the wake of a large underwater creature moving towards the Savage Kraken.
The peculiar wake is 30 yards from your ship. You are 200 yards downrange and 400 feet altitude from your ship.

Making your way through the overcast gloom the courtyard and around to the NW wall. When you climb the stairs up to the execution deck, you see nothing has changed; except fragments of the executioners scythe are no longer there.
Nothing jumps out at you, and you enter by the heavy prisoners door. The maze of cells in the upper floor is still clear and empty of physical, and even immaterial threats.
Taking the main stairway down, the sense of oppresive evil increases and you find yourself in the very middle of the main hallway again.

North you have not explored.
South leads to the Vestibule. There were five doors there.
One opened South onto the portico of the main entrance.
One led NW to the western ingress section which has Vesorianna's ghost. One led SW to the administrative section and the warden's office. You weren't able to breach the safe there, but you found clues that led you to believe that some of the more powerful prisoner's personal effects were stored somewhere in the eastern section of this floor.

There are two doors you haven't taken there, one NE and one SE.

Llaen was not surprised, as the sound of a Magic Missile striking flesh behind him.
Whirling around he sees a dead body (It's a Void Zombie!), open his mouth and a long purple tongue lashes out at him.
tongue attack: 1d20 + 4 ⇒ (11) + 4 = 15 Which lances into his neck, draining blood and two points of strength damage.
And swings a powerful fist.
slam attack: 1d20 + 4 ⇒ (13) + 4 = 17 for 1d6 + 4 ⇒ (3) + 4 = 7 crush damage.

Two more come at him, but with a rush of barely heard footsteps, Nakoda is suddenly next to him as well. The three zombies face Llaen and Nakoda.
Zane and Bron are only thirty feet back down the trail.
Samaritha and Sola stay back.

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

Bryson, you see while scouting around…:

You see this little five mile wide (north-south) and one mile deep section of coast is protected very well by the ocean to the east, the cliff to the west, and impassable swamps to north and south.
The area is lightly forested, with none of the triple canopy you would find deeper into the jungle.
With the light forest, the frequent shadow of the cliffs and the onshore breeze, the area is cooler than the tropical norm.
There are also fruited trees and berries available in the undergrowth as well.
You see no sign of large predators; which is kind of a shame as there is an overpopulation of northern wild pigs, probably escapees from a visiting ship. Left unchecked, they could wreck the whole ecosystem here.
The water is mostly clear, you can see a lot of fish, small sharks and gar, with sizable crab.
Two Perception checks please.

Everybody except Llaen:

Standing fifty yards away, you see Llaen proceed up the side trail to the ruined camp. He stops and turns his head this way and that. He seems to notice something; he steps forward and stoops, reaching for something you cannot see.
Behind him, several broken figures stand up from the ground and reach for him...

With general acceptance, Spinnaker Jon nods and has the cabin boy, Tavey Nask, pass the order to Booker at the helm.

The next day the Kraken comes inshore again and searches for the river outflow. After a couple of hours, Bryson tastes freshwater and the ship turns into a well concealed inlet.

With the crew using poles, the ship slowly nosed her way through a shallow river alluvial fan (remarkably well concealed from the sea) before finally emerging into clear water again.

You see a great freshwater pool nearly a mile in diameter, the water a brilliant azure. To the north, south and east, the pool was bounded by low hills with open forests, long grass and flowering bushes. To the west, the continent lifts up more than a hundred feet of cliff. Over it pours the crystal clear waters of the Atikula River in a kaleidoscope of spray down into the pool below. This is a perfect place for a ship to water.

Knowledge:Nature DC14:
You can see a lot of local plant life bearing all manner of fruits and berries, and you are certain that there must be a fair number of game about as well.

You see no sign of any buildings, or even any sign of people at all.

The ships drops anchor in the middle of the pool, and the colonists (and not a few crewmen) start clamoring to go ashore.

You see a dull greenish glint in the dirt by one of the overturned crates.

The crew rows you back to the ship quietly, sensitive to the tension amongst the ships partners.
The ship weighs anchor and sets sail again, making way south along the coast.

The days pass peacefully as the crew works to repair the battle damage, then the thousand and one tasks a ship needs to stay clean and shipshape.
The colonists, restless and bored, pitch in as they can; several take to the sailing life with enthusiasm.
The weather, already warm, turns hot. Awnings are stretched overhead to bring relief from direct sunlight, and the afternoon tropical showers are as warm as blood.

At night and in clear weather you see strange new constellations rise above the southern horizon, the light hard and brilliant. A mysterious blue-green phosphorescence lights up the Savage Kraken's wake, tracing her sweep through the night.

Occasionally dolphins would play in the foaming bow wave, and once you could swear a mermaid poked her head above the surface to wave at you. Despite the crews demand they circle back, Spinnaker Jon refused; saying it was a very bad idea.

The coast was endless unrelieved jungle. There was no sign of even native barbarians. Only one thing marred the endless green; a giant burned out area, perhaps half a mile wide.

If you go investigate...:

You can see that the surrounding jungle has had several decades of regrowth; but the burned area remains burned. Nothing grows there at all.

Eventually Spinnaker Jon calls the partners to the Captain's cabin.

OK, looks like Llaen approaches alone.

Cautiously, Llaen makes his way along the trail leading to the camp.


At the edge, you stop at look around more closely. Half of the tents are collapsed, and many are torn and shredded (but no cuts or piercings). The sole lantern still gleams fitfully in the overcast daylight on a pole, and the sole campfire is days cold.
You see a number of crates, all smashed open and overturned. You don't see any contents. Were they here to be filled, or were the contents taken?
You see several humanoid bodies laying around the camp, their clothing bloody, dirty and torn. Some without heads or an odd limb and obviously pecked at by carrion birds.

That is an excellent question. I used to use photobucket for maps, but they started shrinking them to the point of unreadability so I abandoned mapping.
If you all know of a good alternative, I would love to hear. I was kinda hoping Paizo would have their own toolset up and running by now, but I guess not...

There is no Semtex available at your local tech level.

Again you face the gates of Harrowstone, and again the weather turns against you. A grey drizzle blankets the area, cold and dank. The same oppressive feeling drapes over your feelings. Nothing else seems to have changed in your absence.

Where would you like to enter? Front door, executioners door, rooftop? Make a hole?

You haul Gibbs into the Sheriff, who is surprised (but not that surprised) to see him involved in this whole affair. Do you show him the evidence (knife, etc.)?

The trek up to Harrowstone is without incident, though Xiuj complains bitterly.

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