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Spectral Dragon

DM-Camris's page

2,201 posts. Alias of Camris.


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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.


Bryson:
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."

Bryson:

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.


Llaen:
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.

Llaen:

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.


Warily, your party sets off down the Eastern trail. It is overgrown enough to restrict your speed to 3/4.

Track (Survival) DC12:
Aside from infrequent small animal tracks, you see signs of human sized traffic along here, and within the last week.

Nothing jumps out at you.
About half a mile down the old track, you see a short beaten pathway leads north about 50 yards to a cluster of disorganized tents among the trees. A lone lamp hanging on an upright pole glows fitfully in the overcast day. The whole scene is shrouded fitfully by drifts of the black smoke that wafts out of the crater beyond.

Perception DC13:
You note that some of the tents are collapsed and at least one has been burned to the ground. You see no sign of human life.

Knowledge:Arcana DC15:
The smoke smells a bit like... ozone. This usually indicates works of tremendous arcane power.

The track continues east from here as well.

Who, if anyone, is going to go visiting the camp?


With an hour or so to search for food, Nakoda comes up with fruits and vegetables for a half ration for everybody. Bron can't find anything.


The wounded Cyphermage groans as she comes slowly to consciousness under your ministrations.
"Apprentice Sola!" Said Samaritha happily. "You're going to be alright now!"
She is clearly weak, but she can walk with help.
Without a spellbook, neither Samaritha nor Sola can memorize spells and will be restricted to casting Cantrips.

Hunger gnaws at you. There was no opportunity to eat since you started up from the docks yesterday and there is nothing convenient to eat in the buildings around you.

Along with the switchback trail leading back down to the docks (where you came from), there is an overgrown trail leading eastwards towards the other camps and the crater.

What's the plan?


It is a quiet dawn.

Knowledge:Nature DC12:
It's unusual that no birds cry to wake with the dawn. In fact, the only avians you can see are some high flying gulls and albatross.

Climbing to the peak of the roof, you can see a panoramic view of the green and verdant island as the early morning mist is swept away by the rising onshore winds. The arc of the island sweeps east and then southeast away from where you are on the rise of land that the little hamlet of Witchlight was built on.

Nearby, about half a mile away, you can see a cluster of tents in a clearing. No movement or other signs of life there that you can see.

Beyond that, more than a mile away, you can see an enormous crater; as if a titan had taken a bite out of the island. Burned foliage surrounds it, and a thin trail of black smoke still drifts up out of it.

Beyond that, maybe a couple of miles, you see a trio of thin white smoke trailing up from the forest.

Survival, any ranks:
Campfires, you're pretty sure.

And at the uttermost end of the island, you can just see the abandoned lighthouse at the far eastern end of the island.


From the peak of the roof in the dark, you can see little except a single light to the east a ways, and a cluster of lights way further east.
[spoiler=Perception DC15]Far to the northeast horizon is a smudge of dull red that could be the city of Riddleport.

The fire eases your aches and warms the chill from your bones. Any temp strength damage taken from swimming in the chill water is healed. You are able to clean a space for each of you to rest and recover for a few hours until dawn. Nothing disturbs your rest.


Despite your best interrogation techniques, Gibs maintains his ignorance of defacing the monument and his unreasonable hate/fear of yourselves in particular.

Spellcraft DC15:

You feel certain that that with Gibs' capture, the ceremonial magic that was aimed at destroying Vesorianna's ghost has been interrupted at the very least. The escape of Harrowstone's evil spirits has been staved off for the moment.
But...
If someone (or some thing) takes up the bloody letter writing again, all bets are off.


At the top of the slope, the remaining houses of the little hamlet of Witchlight lay around you. It seems smaller somehow with the bulk of the tower now gone, the vastness of the sea now clear under the starlight. It is deathly silent. The shriveled husks of several Akata lay around you; It looks as if they had been trampled during the fight.

At the moment, there are no threats in this area.

Any ranks in Survival:
It is the work of a minute to find a fireplace and fuel in one of the abandoned houses, and a lit fire out of easy sight is enough to warm yourselves up. It will take ten minutes of warming per point of strength lost to recover all the temp strength damage.

Zane:
You have a clear mental overview of where the western lighthouse is (where you came ashore), the Harbor on the north side is (where the dwarven contingent and your Captain forted up in a Tavern), and here at Witchlight (where the tower used to stand before you rolled down the slope in it).
Less clear is where the other mining encampments are; Samaritha mentioned at least two further to the east, another abandoned lighthouse is supposed to be on the far eastern point of the island, and somewhere is the crater where the star fell.
This is one of the highest spots on the island. If only you could get a look from a higher position than the foliage.
Wait, that roof peak on the old store would be perfect to see the rest of the island from. You would, of course, be able to see a great deal more in daylight than now (about 1 a.m.)

There are overgrown pathways leading north (a switchback down the slope to the Harbor) and east.


With the administration of a potion of healing, the unconscious Cyphermage breathes easier, but is still out cold.
Wading ashore, Bron tied together the ropes the party had and scaled the scree slope.
Climb: 1d20 + 8 ⇒ (7) + 8 = 15
It is nip and tuck at places as handholds give way and start mini rockslides, but Bron makes it to the top finally. With the way clear up top, he helps the others make their way to the top also.


1d100 ⇒ 46
Dividing the nightmare search between them, Llaen manages to come up with Nakoda's pack after 36 minutes. Both are chilled, but end up with only 3 points of temp strength damage.


With the Endurance feat, a character would take 10 minutes to lose 1 point of temp Strength loss.
The rules listed assume some manner of underwater light or darkvision. Without something like that, the chance drops to 0.2% per minute spent searching.
No rules regarding swimming are mentioned because you aren't in combat and I don't want to complicate this too much.


The tower is 90% filled with water; and while it rocks sluggishly back and forth, it shows no sign of rolling any farther into the sea.
It is a confusing maze of walls, debris, doors in nonstandard positions, etc. For every minute a character searches, that character has a 1% chance of finding Nakoda's pack. For every 5 minutes a character spends immersed in the water they lose 1 point of temp Strength loss.


When you cross the shallow water to the slope, you find there is no beach; just impassable cliffs to either side and a steep scree covered slope up 200 feet to the top. There are plenty of handholds for climbing, they're just really loose. And it's really dark this time on a moonless night.
Climb check DC15, (DC10 with rope)


For a minute the companions catch their breath on the rounded part of the tower out of the water, rocking gently back and forth in the surf. As the only spot guaranteed safe from the Akata, they are reluctant to leave. But every seventh wave or so washes completely over the tower, soaking them and stealing the heat from their bodies. Eventually, you conclude you have to move.
Zane peered through the darkness and spotted no movement of any kind on the slope; no Akata, no Kharn. The way looked clear.
Samaritha eventually stops weeping and gets ahold of herself, though she, like all of you, look dead tired. The only other Cyphermage is still unconscious.


Kendra confirms that the man's name is Gibs Hephenus, a local farmer.
Suddenly you realize that this guy is one of the leaders of the mob that confronted you at Professor Lorrimor's burial. You didn't recognize him at first; he looks ten years older than you remember. He has no house key, a brass knife and barely a handful of copper coins to his name.

When awakened and questioned, he seems repulsed at your very existence. He rails and curses at you, screaming for help from the other villagers.
With some skilled questioning, you realize he has no idea of what you are talking about. He has no memory of what he is accused of. Beyond that you cannot tell as he is very uncooperative.

********************************

Visiting Gibs' house, you find it to be a filthy shack on some hardscrabble land and stunted crops. He is clearly unmarried and has no farm animals aside from some chickens. A search reveals he is poor even by the standards of a depressed county of poor farmers.

Perception DC15:
You find under a loose board in the henhouse a bloody straight-razor and a water skin filled with blood.


So what do you all want to do with the prisoner? Question him? Leave him to go back to Harrowstone? Visit the Tavern? Check the Memorial Statue? Check the guy's house?


The breakfast served by Xiuj has more in the way of steamed vegetables then you may be used to, but is still delicious.

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