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Spectral Dragon

DM-Camris's page

2,643 posts. Alias of Camris.


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Looking around, Carilain's elven sight sees no one on the second floor.

Carilain:

Grimstar's rusty voice sound in your mind.
There are but two below, master.


Irabeth and Voren:

Irabeth nods.
"I'm glad you understand. A moment."
She pulls out a sheet of parchment and a pen, then quickly scrawls a note and signs it. She sprinkles it with sand, folds it and seals it with a wax imprint of her ring.
"This is a letter of introduction to the new Riftwarden, Aravashnial. May it be of help in your quest." She said as she offered it to Voren.


Karthak and Jokum turn a critical eye on the other cultists, who give a friendly wave before turning back to gossiping and dicing.
You see they wear medium and heavy armor of crusader design with the robes of their cult over them. They have longswords and morningstars as personal weapons and there is a rack of shortspears and halberds along the wall.

One of them hands out basic bedrolls to whoever doesn't already have one, and opens a crate of not very well preserved foodstuffs looted from nearby houses and stores. A brazier nearby has stakes where you can roast your food. The store of wine bottles looks to be fairly good though.


When you are ready to go in, the door opens stiffly under your hand, but it opens.
Overview.
This guardroom contains a single large table with two chairs astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer.
It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table.
The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.


There is a rattle and a metallic thunk, and the door creaks open. A couple of templars in dark robes welcome you in, smiling.
"Welcome brothers, in victory for our lord. Rest and be welcome."

Inside layout.

Looking up you are startled to see that the ground floor of the tower is now open to the air—a tangle of wooden supports above being all that remains of the building’s upper stories.
Two rubble-filled pools flank a central walkway that crosses to an open area with a few shelves, a desk and chair, and a flight of stairs leading down.

Looking you all over, the spokesman looks at Arthas.
"You need to go downstairs to report to Lord Faxon. The rest of you find an open spot on the floor. We have bedrolls and food whenever you're ready."


Kelden levitated up to the second floor and found an open shuttered aperture.
Looking cautiously inside he tries to see if anyone is about.
It is difficult to see, as the ambient light outside is overcast and inside is shadowy and dim at best.
He can see that the upper floor is a ten foot wide platform around the center twenty foot wide open gap to the ground floor. Ladderways and overhead winches would give access to the upper floor from below. There are a number of crates piled haphazardly on this floor, making the area difficult terrain.

He quickly fixed his end of the rope to a heavy winch beam.

Kelden:
You don't see anybody on this floor, but you can't see what's on the first floor from where you are.


As you approach the main entrance, the watchers you know are present do not attack or show themselves.
Close up, you see the door is locked with a high difficulty lock (DC25).
If you knock or shout...
You hear muffled shouting inside.
"Go away! There's nothing left to steal! We have weapons!"


Sorry, my eye just skipped over your post there...


Kelden wrote:
how high up is it?

The second story is 15 feet up, the roof is 30 feet up. You note that if there was ever glass in the windows there, it's gone now. Many of the shutters are twisted away or gone entirely, and big enough to allow entry to the second floor of the warehouse.


Yes, though it's likely you'll take an AoO. They open inward.


Tactical situation.


Round 5__________________

LizArdoc_______________
Liz is going to get up on the table and move to B-2 for potential off the top-turnbuckle action.
In the Grease zone, she keeps her balance easily. At this range she sees the elf fumbling with the shutters, unbarring them. (You may attack.)

Zephram Taranis____________
He carefully steps forward toward the last place he saw the mage, stepping around the grease and ready to drive his rapier forward into the elf the moment he sees him..
Easing forward crowding next to the shelves, he comes into view of the elf. At this range he sees the elf fumbling with the shutters, unbarring them. (You may attack.)

Nakoda__________________
Nakoda moved to the wall opposite the entryway, and followed it to the corner, staying a step out of it so if anything passed near her, she would know.
grumbles something about wizards and their wiggly fingers :p

Zane Argentus____________
Cast Alter winds from scroll (CL 6: lasts 6 hrs) Raises wind level from light to Moderate (disperses the fog in 4 rounds.)

Rezol Born-in-Steel______________
Rezol takes a 5 ft. step to D:2, pulls a vial of alchemist's fire from his belt (move action) and tosses it at B:1 (standard action).
Miss chance: 1d100 ⇒ 14 Miss. Direction: 1d8 ⇒ 3 It lands on square (B,2). (And Liz) for 1d6 ⇒ 1 fire damage. Zephram and the Elf take 1 splash damage.

Enemy turn waiting on Liz' and Zephram's attack rolls.


Zane wrote:
Is there any airflow in this tunnel?

There is a breeze coming from the shuttered aperture and moving up the tunnel.


Round 5__________________
Area visibility is 5'.
Players take their turn in order of posting, enemies will go last.


Round 4__________________

LizArdoc___________
Liz moves to E-3 and throws a dagger at the elf
The elfs struggles manage to deflect the dagger.

Nakoda___________
Raging Song begun to grant Inspired Rage, (13)rounds remain.
Inspired Rage: +2 Str/Con, +2 Will, also grants Low-Light Vision

Zane Argentus_____________
Zane moved over to where the Akata lies and extends his hands sending a wave of flame washing over the body.
The flames burn the struggling Akata to ash.

Rezol Born-in-Steel_____________
Rezol draws his sling (move action) and loads a bullet (standard action).

Zephram Taranis________________
Zephram collects the winds that normally swirl around him, gathering them and then blasting them into the swarm.
The violent gust blew the circling bats back past the elf to crunch and spatter against the stone wall.

Enemies________________
The elf finally gained enough purchase to scramble free of the Grease. He hopped up on top of the shelves with unnatural grace, ending up next to a shuttered aperture looking out over the stormy waves offshore.
He waived his hand and the room filled with an Obscuring Mist.
Visibility is now 5'


Int check DC20:
A memory tickled the back of your brain. Wasn't there some kind of password in that document you found?

Voren and Irabeth:

Irabeth called out "Enter!" and her adjutant ushered Voren into her office.
At Voren's question, she nodded.
"Of course I can make time for you Master Voren. Magnificent work at the healing ward by the way. What is on your mind?"


Int check DC20:
A memory tickled the back of your brain. Wasn't there some kind of password in that document you found?


Kyra wrote:
...see if we can find another back entrance to that warehouse.
Carilain wrote:
Finding a back way into the warehouse would be good.

You note that there are several entrances into the warehouse where the watchers are, all blocked with rubble that would be very noisy to pull down.

Knowledge:Engineering DC13 or Perception DC18:
The second floor of the warehouse has broken shutters and skylight openings that you could enter with a climb (and stealth) check.


Voren: Blessed Touch would not affect the Wand's healing effects unless you created the wand yourself.
Not sure about Silya and Raziel. If not I will NPC them through this mission at least.


QUEST FOR THE TOWER

Irabeth waited at the back exit, available to answer last minute questions before you left.

Furtively moving through the city, the shadows have not changed since you came into the Defenders Heart. The blood red clouds of the Worldwound and the smoke from fires still burning are a constant reminder of the new status of Kenabres as a conquered ruin.

The route to the Tower is fraught with peril, as an encounter with a half dozen Tiefling looters and a pair of dretches leave your party with 6 hp damage each when you arrive at the deserted intersection.

Tactical situation.

This sixty-foot-diameter gray stone tower is missing the bulk of its upper floors—some terrific force smashed its upper sections away, creating huge mound of rubble north of the building and leaving the tower now a mere stump with a jagged top.

Perception DC15:
You see a couple of figures hidden under rubble near the front doors of the Tower. Probably guards.

Perception DC20:
You see a couple more figures lurking in the windows of the warehouse across the street from the front doors. Guards? Looters perhaps?


I must confess I'd prefer a spoilered posting in the main thread where possible. I often forget that other thread is there, and I don't get a warning when it's posted to.
Yes Voren, please begin.


QUEST FOR THE TOWER

Irabeth waited at the back exit, available to answer last minute questions before you left.

Furtively moving through the city, the shadows have not changed since you came into the Defenders Heart. The blood red clouds of the Worldwound and the smoke from fires still burning are a constant reminder of the new status of Kenabres as a conquered ruin.

The route to the Tower is fraught with peril, as an encouter with a half dozen Tiefling looters and a pair of dretches leave your party with 6 hp damage each when you arrive at the deserted intersection.

Tactical situation.

This sixty-foot-diameter gray stone tower is missing the bulk of its upper floors—some terrific force smashed its upper sections away, creating huge mound of rubble north of the building and leaving the tower now a mere stump with a jagged top.

Perception DC15:
You see a couple of figures hidden under rubble near the front doors of the Tower. Probably guards.

Perception DC20:
You see a couple more figures lurking in the windows of the warehouse across the street from the front doors. Guards? Looters perhaps?


Before going to meet Irabeth, Carilain studies Grimstar.
As he grips the hilt, the elf can feel the sullen presence of Grimstar's mind. He can feel the telepathic link. Without speaking, Carilain begins to communicate with the weapon.

Carilain wrote:

"Grimstar, you were my father's sword, and his father's before him. It is your legacy that gives my family it's reputation. The reputation of being great demon slayers.

"I would follow in the foot steps of my father and grandfather.
"I would be a demon slayer too.
"I would avenge my father's death.
"I know that you could help me to accomplish these goals, and the greater, final goal of destroying Treerazer, scourge of Kyonin."

Carilain felt Grimstar, it's mind sharp and wild, ready to attack and destroy whatever draws its focus. As he recited his lineage, he felt the sword turn its attention to himself.

Quote:
"Yet, now I question your value, you seem as much a danger to me as an asset. I wonder if you have lost track of who you are. Perhaps the taint of demon has grown in you, Grimstar.

The sword reacted badly at this, pitting its mind against him; bearing down, Carilain pushed back; The mental struggle feeling like centuries of effort.

Quote:
Perhaps you've been too long alone in old Hargus' vault.

Carilain feels like he has a grasp of the weapon's power now and like breaking a wild horse, it seems to be more willing to accept his direction.

Quote:
Whatever it is, it seems that you would wield me as the weapon. This will not work, I am not unbreakable, but fragile. Whatever your goals may be, they will fail if you get me killed. Our fates are entwined, Grimstar, and you need me more than I need you."

The mental struggle seemed over now. It seemed like it was more aware of Carilain as a person instead of another weapon to wield, and Carilain felt like Grimstar was someone he could converse with, instead of a well balanced weapon, like it seemed when he first picked it up. He felt tired now, and drenched in sweat.

Quote:
"And for the sake of Nethys, speak to me if you wish to communicate. I know you know how."

To Carilain it felt as if the sword bowed to him.

In his mind, he felt Grimstar start to speak, its voice rough as if unused for decades.
I. Obey. My Master.
I. Will not. Fail you. As I failed. Your father...


The patients in the healers ward are disturbed by Voren's appearance, but Arthas and Radiance do a great deal to blunt their reactions.
Beyond that, the healers and patients are astonished at Voren's ability to help ALL of the injured there. Fifteen of them are healed entirely and kneel to honor Voren in the manner of Crusaders.
(Of course, in the manner of rumors, when word spread of the massive healing it was credited to Radiance.)
The diseased victims seem to be better; but the only sour note is that the poison victims remained the same.
"We had little hope they would last even this day," Said one of the healers present. "At the very least you have staved off death for another day or two. You have given hope to all that if one miracle can occur, can another be far away?"


Zephram: The usual Breeze-kissed swirling winds won't do anything to the swarm of bats but stir them up even wilder than they are now. The ultimate Breeze-kissed Gust power I'd say would act as a Gust of Wind, and would almost certainly blow away or kill a stock Summon Swarm (of Bats).


OK guys, do you want to heal/interrogate the lone enemy survivor (nobody's healed him yet)?
From Sunny's description, you have a rough idea of where the enemy took your shipmates.
Do you want to take the ship, the boats, or some other method of travel to get there?
Do you want to scout first or blitz them?

The bodies of the warriors wear little to no armor (enviable in this muggy heat). They have clubs studded with obsidian blade/spikes and a mix of bone knives and rusty daggers. They also have pouches of odd, almost random insignificant items; like buttons, seashells, knucklebones, catseye agates, civilized coins (pierced through and strung like necklaces), jade oblongs with wierd glyphs, etc.

Detect Magic:
One odd thing; when detected for magic, you discover that one or two of the tattoos on the warriors read as conjuration magic.


Round 4__________________
Area light is now Dim (concealment 20% miss chance).
Players take their turn in order of posting, enemies will go last.

Tactical situation.


Round 3__________________

Zane Argentus_______________

Zane brings the head of his cane crashing down on the gecko as it turns to attack the armored mountain. He lands a solid hit.

Zephram Taranis________________
Move action to start Studied combat, rapier attack as a standard. With his opponent prone, he punches his blade all the way through the dark elf.

LizArdoc__________________
Liz puts the killing blow on the lizard.

Nakoda________________
Light cast on a coin, will throw next round

Rezol Born-in-Steel________________
Rezol moves to E:2 (move action) and sheathes his greatsword (standard action).

Enemies_______________

Xakhin____________
The black elf rolled away from Zephram.
Ref save: 1d20 + 6 ⇒ (17) + 6 = 23
Safely out of his reach, he shrieked a spell and waived his arms; and a swarm of bats came out of nowhere to surround Zephram.
Zephram is totally obscured, he takes 1d6 ⇒ 5 points of damage, he takes 1 more point of bleed, and he is Nauseated (Fort save DC13 to negate the Nausea).

Spellcraft DC13:
This was a Summon Swarm (Bats) spell.

DM:

Xakhin: 6


That poor evil bastard. Your good rolls and his bad rolls turned a medium threat into an exercise in clubbing baby seals...


Combing the area reveals tracks. From what traces are left, it seems like the Olmen came by several boats that were drawn up on the sandy banks and left the same way.
The organization of the raid was such that they must have been observing the campsite for a day at least while they gathered their forces.

It is in the middle of the planning of the search to recover the missing passengers and crew that Sunny erupts from the river with news.
Sunny: the only live kidnapper is unconscious at the moment.


Marius shouted a warning about illusions, allowing the party to avoid friendly fire incidents in the murk.
Bryson felt the massive presence of the weather spirit seem to lose interest and drift away as the last of the Olmen barbarians aboard the ship are blasted into smithereens by his lightning.
Slowly, the fog lifted into a low overcast, revealing the scattered wreckage of the shore party.
Of the Olman barbarians, there are ten dead bodies and one barely alive. But no allied bodies.
A quick head count reveals fully two thirds of the settlers and half of the crew are missing!


Detect Evil:
The door on the left (south door) you sense nothing more than the background Evil (which is already moderate).
The door on the right (north door) you sense a strong Evil; at least as strong as the Lopper was... and close.


Between Zane's cane and Liz's blades, the giant lizard familiar is thoroughly dead.

Spellcraft DC11:
You would know that the basic Light spell would be swollowed up and useless by the Darkness.


Round 3__________________
Area light is now Dim (concealment 20% miss chance).
Players take their turn in order of posting, enemies will go last.

Tactical situation.


Round 2__________________

Zane Argentus_______________
Zane rushes to the entrance of the chamber.
Cast Grease 10' square incl caster's square. DC 15 reflex save.
Xakhin Ref save DC15: 1d20 + 6 ⇒ (18) + 6 = 24 Save!

LizArdoc____________________
Liz meeps as the big lizard drops down and stabds at it, flanking with Zane.
She Missed with the shortsword but nailed it deeply with the dagger.

Rezol Born-in-Steel______________
Rezol moves by Zane, uses Fervor (swift action, 1/4 uses remain today) to cast Divine Favor (2/5 1st level spells remain today), and then attacks the gecko (standard action).
He lands a tremendous hit on the creature, but it still lives.

Nakoda______________________
Nakoda scattered the handful of gems that she had in her hand as widely as she could. With the light that those generated, she took a good look around the room.
She noticed nothing more out of the ordinary.

Zephram Taranis__________________
Zephram rushes around the table, rapier in hand, hoping to prevent the spellcaster from casting any additional spells.
He beat the black elf’s desperate parry to wound him.

ENEMIES_____________

Xakhin____________
The black elf took a slippery step back from Zephram.
Ref save: 1d20 + 6 ⇒ (4) + 6 = 10 Fail! He slips and falls prone.
Conc check: 1d20 + 4 ⇒ (5) + 4 = 9 Fail! His concentration on his spell slips and the fire in his hand evaporates.
He lashed out at Zephram with his spear.
Spear attack: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
...Fumble confirm?: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5Fumble confirm! The spear sailed out of his hand, clattering across the room.
Enraged, he glared at Zephram as he spat a syllable of power, and Darkness descends in a 20' radius.
Light level becomes dim, 20% concealment; except those of you with Darkvision.

Lizard 1______________
Shocked at the mighty hit put on it by the War Priest, the lizard whips around to attack Rezol instead.
Bite attack vs Rezol: 1d20 + 8 ⇒ (15) + 8 = 23 Hit! for 1d8 + 6 ⇒ (6) + 6 = 12 damage plus Fort save DC15 vs poison.

DM:

Xakhin: 27
Lizard 1: 6


Who is going to try a door? Or bypass them both?


Proceeding down the Western corridor more than 80 feet, you see ahead of you two doors, one on each side of the corridor facing each other. The corridor stretches beyond them into the darkness.


Voren wrote:
Do we need to roll heal checks and healing spell rolls for each individual wounded survivor?

No, you only need to say how much of your healing you want to share out.

Of the wounded present, 80% have hp damage (30% of them are in the negatives but stable), 10% have stat damage, 5% have poison damage and 5% have disease.


Mashing several rounds together for everyone except Sunny...
You spend the next three rounds punching, slashing or blasting screaming barbarian Olmen down almost as fast as they charge out of the fog at you, the sounds of fighting continuing in the distance.

Marius:
Your Arcane Sight colors the last couple of tribesmen with an Illusionary designation of exceptional power.

Bryson:
You feel the immense presence of the spirit causing the fog seem to lose interest and drift off. You understand that the fog will lift naturally now in the next 5-10 minutes.


Is anyone else exploring?

Heal DC15:

The bones seem to belong to a two headed human man with an additional partial skeleton of a smaller man growing from the small of his back.


Sunny:
You cannot quite get close enough to see into the canoes, though you can see that half of the canoes have four warriors paddling, the rest have three.
It takes an hour of following before you trail the canoes to a village, cunningly hidden by reed mats. You see the warriors offload fifteen captives, ten of them settlers, the rest crew.


With the soot wiped away, you see the names of the cell blocks on the brass plates.
To the north lies “The Oubliette.”
To the west lies “Reaper’s Hold.”
To the south lies “The Nevermore.”
And to the east once stretched “Hell’s Basement.”

You've been to the East and the North. Where to now?


With no where else to go, you return south to the large chamber.

Four dark hallways exit from this empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while numerous bone fragments dressed in scorched prisoners’ robes lie on the ground.

Detect Evil:

The Evil in this place is strongest on this level. Focusing, you sense some residual evil here in the skeleton fragments, but stronger West and South. You sense nothing in the North where you came from, or East where you descended to this level.


Arthas and Voren: There is a whole wing of sixty or so wounded survivors, crusaders, soldiers and civilians in need of whatever healing anyone can provide.
Voren: You don't know how the Augury spell was cast; Irabeth doesn't mention her source.


Updated map, Vivisectionist 1.1
Zane: is the grease area about right?
Zephram: Yes, your roll is more than enough to recognize the spell and the area affected.


Searching around, you realize that this Oubilette is a dead end.
What do you do now?


Round 2__________________

Players take their turn in order of posting, enemies will go last.


Round 1_____________

Tactical View.

Cautiously sneaking into the laboratory towards the black elf vivisecting the Akata, Liz notices (just in time to avoid being flat footed) the giant Gecko cunningly camouflaged on the ceiling dropping next to her and attacking!
Bite attack vs Liz: 1d20 + 8 ⇒ (6) + 8 = 14 Miss!

The black elf reacts instantly, dropping his instruments and fastdrawing a wand.
With a sharp syllable and a flick of the wand, a ball of flame as bright as a torch appears in his hand.

Perception DC14:
It looks like he's lining up a shot on Liz.


Sunny:
Sliding into the water, you see far more than you could in the fog, despite the turbidity of the great river's mouth.
Following along behind the canoe, setting up your attack, you see the rapid pace set by the Olmen warriors is hard to approach with certain success.
Then you realize that the canoe has been joined by eight other hulls.
All of them are proceeding upriver at a rapid clip.
What do you do?


Jokum:
OK, let's use that thread then.

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