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Bear trap

DM Devon's page

1,123 posts. Alias of PirateDevon.


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As the ribald banter goes on him behind him Cam pulls out his tools and gets to work on the door checking it over for traps, tricks and a mean to unlock it without the key. Satisfied that it is not trapped, the bard works at the lock as receives the ever satisfying click of another lock bypassed. The door is heavy but well hung and Cam is able to inch it open easily. As soon as there is about an inch worth of space the sound of clapping can be heard from within...

Cursory examination reveasl that if the goblins had anything on them (unlikely) it has been pulled into the churning pool in the center of the room. The door itself is stone and well built. Sturdy and covered in fading marks and symbols that match much of the art and style throughout the house. It appears, the door is locked.

Well I'll assume he keeps his rolls....but when I do them math...

The ghasts complete their charge, the first stumbling as it approaches Sayniek as an arrow from Vidar lands in its chest. The idyllkin promptly ends its days. The second practically spins on its approach as Cam lands a resounding shot in the leg on the second ghast lining the head up perfectly for Manartyelo to subtly hum as it is brought down upon the ghast. Both bodies slide down into the water and are taken to parts unknown.

The pool churns and rushes and all that remains is the large stone door...

Oh got it. They will close at the end of the round, its possible to hold actions (so you can amend Kithian if you would rather wait for them to get into range.) Physically from where you enter it would seem Sayniek and Cristiel would be side by side on the left with Kithian and Cam side by side on the right with Rullis and Vidar filling in the doorway.

I'm gonna scream. I have gotten kick off like 3 times in two days...OK

The group fills the larger chamber slowly, setting a firing of line of sorts and unleashing on the goblin ghasts with whatever ranged power they can muster. Some shots land, others don't but the ghasts are clearly engraged but also still goblins...

The three approach the group along the outer rim of the whirling pool. With the distance and the terrain they take the approach slowly, their small legs unable to carry them the full distance to the carefully placed group. One of the goblin attempts to cover the distance more quickly, slips and falls for his trouble and then plummets into the swirling pool below. There is a momentary thrashing from the goblin ghast before it is pulled below the waves. The final two get closer and then Rullis unleashes his channel both of them shrieking as they burn but neither of them yet so damaged they cannot continue to approach...

The group gets another round to act before the ghasts close the distance. One came left and one came right and the slope is 10' feet wide and they are about 10' away from you.

Dammit i lost a post. I'll get it redone when i can...

-Posted with Wayfinder

Okay I will wrap my head around this litany of ranged rolls and get you an opening narrative to combat in the morning, lol.

Oh duh right, I have to assume that letting Cam skulk and actually chatting a bit plus the actual combat would chew up your two minutes, sorry.

1. From the opening into the cave the room is about 35-40' across or so. That lip around the pool is all at an angle, all covered in muck and yes is difficult terrain. From the first casting to now has been about 10/15 minutes when you add up watching Cristiel getting messed up, winding through the caves and giving Cam enough time to snoop around in front of you.

Cam offers a whimsical statement which is enough for ghoulish instinct to kick in. Though not unintelligent the ravening need for flesh and bone makes ghouls poor strategic thinkers and the run after the bard.

Their momentum carries them too far, too fast and the groups blows on the ready and in the subsequent moments proves too much as once more blades sing, clang and hum and more ghouls are brought down.

Assuming standard protocol

Cam moves forward silently to scout.

From here the cave network open into a final location, a large cathedral like cavern with a large over arching roof some 30' above. A pool of sloshing foamy seawater churns in a pool some 20 feet across while small break in the stone whip and whistle with wind coming from above.

The area around the pool is sloped and riddled with mold and slime from the moisture making for dangerous maneuvering. A tall stone door stands opposite of where the group would enter, clearly the only other exit. Outside this door 4 goblins, dressed similarly to many that the group met at Thistletop stand idly by, neither moving nor talking but it is plain from ashen skin and fierce yellow eyes that these goblins have turned into something all together more than they were. They look similar to the leader of the group that assaulted the group at the sanitarium. (Ghasts)

Cam is able to go back to the group and relay this information without alarming the goblins.

Sayniek go ahead and post an attack roll...

Anyone going to respond to him? Kiting seems valid here but folks have to say so/be ready/state intended actions...etc...

Man never trust Vidar with a diagnosis...or a treatment for that matter

The group winds through the cave only to realize that the two branches combine further into the complex. A stretch of viscous looking mold encourages the group to double back and use the other tunnel. Moving through this section it is easy to see where the other ghouls were set as spotters to guard entrance into the complex which is why they came so quickly to the groups entanglement with the bat.

After many feet the sound of odd rushing air and other cavelike drippings and murmurings give way to the echoes of grunting, slurpling, shifting and clacking of bones and teeth as the group approaches a large open area.

Half of this foul smelling cavern is heaped with ones and body parts, some fresher than others with many of the bones having been cracked open and the marrow expertly licked clean. 4 ghouls slobber over the pile apparently too immersed in their activities to even notice the likes of the steady clank of Sayniek's armored body moving through the complex.

Faint light from another passageway beyond and a single torch within the chamber do much to dissipate the arrival of the group's own light. Standing in a line the group seems to have caught the creatures unaware...

Rullis its the hat not the ring that radiates magic though someone could roll appraise on the ring if they like...

From the entrance to the bone pile is roughly 40 feet. Terrain is considered difficult due to the sheer volume of pieces scattered about. The room is foul but not quite at the point of needing a Fort save. Group can act as they post...

Anything else as far as the loot or the now half dead Magus? Or do you proceed from here? Two more branches. Lets call them "left" and "right" :-p

I think Can would notice, its in the upper range of something that would be offered from town or the caravans, it has a distinctive look, etc.

-Posted with Wayfinder

The description would match one Aldern Foxglove

The group picks through the cave of the bat and do indeed find bodies one of which seems to have a number of items of interest on them. a pearl ring, an adamantine longsword, a hat that radiates magic and 56gp

Knowledge Local DC 20, Rullis gets +4, Cam gets +2 to check:
The body in question belongs to a local outlaw Shaz "Redshiv" Bilger. He is actually wanted by Hemlock dead or alive. Normally you would need to present his body but you suspect merely telling the Sheriff would get you his reward since he knows the group so well.

The group then winds its way back to the stairs that brought them below the house. Contemplating the next branch in the cave to take there is a strange stirring in the air... I am going to take the liberty to roll a bit for someone here in the interest of moving us along...


Cristiel Wil DC 16: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 6d6 ⇒ (3, 3, 4, 5, 6, 3) = 24
Cristiel Fort Save=1/2 DC 16: 1d20 + 5 ⇒ (1) + 5 = 6
Cristiel Fort Save (Other) DC 16: 1d20 + 5 ⇒ (2) + 5 = 7

Hmmm. I am going to proceed with what I rolled which is rough stuff for Cristiel. If, in the future, you don't want me rolling for you let me know. I know the original group hasn't typically had an issue with it but it occurs I never asked Draconas or Tirion so chime in if it is an issue...

Cristiel is taken off her feet. Hovering in the air she writhes about screaming as some unatrual force tears at her flesh. Long clawlike gashes and bites cut through her armor an into her skin and almost as quickly as it begins, she is unceremoniously thrown back to the ground a handful of moments later.

The magus sees intense flashes of a nobleman, attractive and young, breaking through the stone of the floor above with a sledgehammer anda pick and a wild gaze and a sickly tone to his flesh. As he swings the tools he cries out For you! For you! and Cristiel is certain the man means her. Once the floor breaks he plummets through the air into the hands of a dozen ghouls and she plummets with him. A litany of tearing limbs and teeth, cutting and tearing...and then it is over.

The breathing sounds continue to echo and so too do some more grunts and cries that sounds like other ghouls milling about the complex...

Vines and light flare for a second as four ghouls charge down the hallway, a slobbering mass of undead anger. Rullis' channeled power of Gozreh singes the flesh of all of them, some more than others. Cam's tanglefoot bag lands perfectly, entagling most of the group right at the range that they then meet their end as Manartyelo hums, Kithian's falchion sings and Sayniek's blade dances through the slobbering undead. Kithian's second strike a loud overhead chop that cleaves through bone and skates the stone floor ends the chaos and the group is left with the ever present sound of surf that sounds like some giant's breath entering and exiting the cave...

Well...back to the other branches or stay and look around?

The party pauses for a breath and then the source of the sound is upon them, 4 ghouls scrabbling together as a pack enter into sight...

About 15 feet in front of the line, you can act or set actions to wait for them to come closer...

Lighting is torch light/"light" light from a few of you. You came down a single entrance lane so you are at the end of a cave branch off where you entered so you at least can form up two abreast to block them coming have one more round of actions before you see anything so let me know how you want to form up. You could also back up and have 4 abreast but then they could "technically" spill past you...although they would illicit AoO... I need to get more comfortable with maps, I will work on that sorry.

THIS is why I stun the s~#! out of you, you fight wrecking pain in the ass! :)

Kithian screams with rage his blood pumping with fury as his barbarian nature takes over. Three steps later the half-orc and the bat meet but the moment passes in a half shriek as the bat's scream of mutual aggression is ended in a shower of blood, bone and brain, its skull cleanly caved in by Kithian's powerful charge and strike. The bat collapses to the ground. Other yells echo from elsewhere in the cave.

Tin can preserved for a later date. The rest of you can set some actions.

Okay something is wrong with my brain here but I think I have it sorted, I thought I was waiting for a post. My life is a bit more stable so I 'm going to try to push the post rate back up a bit and get us rolling along. Sorry for the last couple of months.

Lightning arcs and sprays sparks as it collides with stone, the large undead bat having dodged at the last moment, hissing and shrieking as it engages the group.

No longer quiet the rest of the cave erupts in shrieks and yells that answer the bats call. Rullis and Vidar can hear that other things are approaching from other areas of the cave but they aren't there yet.

Cristiel, Kithian and Cam all find the ringing and pain are diminshed enough that they have regained their senses. No longer stunned by the noise they are free to act.

Group is up. Cristiel is a 5' step away from the action while Cam and Kithian will need to use up a move to get into range. Kithian can charge from his position.

The missles collide with magical force and though it appears the bat is getting hurt, it is still quite angry and quite active...I'll give Rullis till the AM otherwise I will hold him and move on

Sayniek skates the barest of blows against the creatures hide but it does leave a mark and the bat cries at the paladin in anger, clearly the Idylilkin has gotten its attention.

Rullis and Vidar...

The bat screeches at the retreating Rullis but lets him go, taking up Sayniek on her offer...

GM Screen:

Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d8 + 7 ⇒ (8, 5) + 7 = 20

Another inch to the left and the fang would have pierced Sayneik's throat but the bite is strong even with the narrow miss. The bat digs its fangs into the Idyllkin's shoulder screeching and gnawing with unnatural fervor.

Sayniek DC 16 Fort save (You aren't immune yet) and take 20 damage

Group is up. Lsat round of paralysis.

You would needed to have moved that first round just because it dropped 4 spaces behind you. That said, pretty sure the cleric screaming "its already dead" will give you all the hints you need to make your next attack dazzle...

THAT Fort save? Don't worry about big deal...right immediate...effect.

Once combat is over a heal check would probably help you figure out what happened bur for now *shrug*

Vidar doesn't really "do" magic, it gets in the way of his grumpy time. ; )

GM Stuff:

1d3 ⇒ 2
Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d8 + 7 ⇒ (5, 6) + 7 = 18

The bat drops to the ground, its large body and wings landing near the rear of the group. The bat lashes out with dull fangs at Rullis and the cleric can see in the chaos of dim lights being dropped and moved about that the bat seems unnaturally grey and seems to be rotting in places on its face with a green glow issuing from its eyes. The moment is short as the creature cries out and bites at Rullis with incredible force.

Rullis takes 18. I also need a fort save please

Round 1 of 2 for the stunned.
Sayniek, Vidar and Rullis are up. The bat is large so its easy to get close and gang up.

Cam has to make his save first :p. This might be the Vidar, Sayniek and Rullis show for a couple rounds if the dicebot has its way...

It's sonic technically. As of this round the bat is still hanging so about ten feet above the group. (Its head is about ten feet above you, the roof is roughly 18 feet or so above you all.)

As Rullis' shield ignites with its supernatural force, Kithian is rewarded for his skull crunching by the bat suddenly unfurling its wings and screaming at the group. The sound is unnatural like metal and glass scraping on each other at some unearthly level of sound. The scream is focused primarily on the front of the group capturing Sayniek, Cam, Kithian and Cristiel with its power...

You 4 make DC 16 Fort saves or be stunned for 1d3 ⇒ 2 rounds

Round 1. Group init, act in the order you post, obvioulsy if you are stunned you won't be doing much.

Perception DC 20:
From elsewhere in the caves yells and growls can be heard as though responding to the bat's cry.

The group takes the clearly newer tunnel and gets about 10 yards in before the passage opens wider to an honest cave. As the lights play about the cave the sounds of odd breathing changes to surf giving the entire area a strange resonance. Corpses and skeletons litter the cave floor and its clear that there are some nooks and crannies within the cave that might lead to other sections.

Perception DC 20:
As the group enters the cave you notice that above you all is what would appear to be a bat some 4 or 5 feet tall hanging from the rocks above. It seems to have not been disturbed...yet...

While we are at it, Stealth checks please...

Well one way or another we will soon be done with what remaining nooks this place contains. From there things should speed up quite a bit. One way or another ;p

As the group moves to descend the idyllkin experiences a vision of rushing information. Clearly in her minds eye Sayniek sees Kasanda Foxglove coming upon her husband Vorel's work. His myriad ritual pieces, and his descent into undeath. Sayniek sees flashes of Vorel Foxglove constructing the vessel that would hold his life essence and the grim concoction he ingests that melts his flesh and destroy his body to birth the greatest of undead, a lich. The images flash in bright colors and glass, the myraid windows of the house coming to life as though to narrate the sick history of the house and what has transpired here. Despite this barrage of information Sayniek resists the urges to run throughout the house in desperation, having seen the darkness that is the Misgivings, she is able to remain calm despite now fully realizing that this is a place of great unnatural acts.

The stairs end in limestone with walls dripping with water and more mold, blue and black swirling about in spiraled patterns. Rubble and broken boes litter the floor and a rythmic sound almost like some giant drawing breath fills and empties the space. 3 tunnels lead on, one north and two west, the most southwesterly of which seems newer than the others.

Perception DC 25:
The soft sound of smacking and almost "grunting" can be heard in the areas beyond the halls. Other creatures are here for sure, maybe...eating?

Can I get a Wil save Sayniek?

Spurred by the strangeness of the space Camillo thoroughly examines the door and finds it to be trap free. Opening it reveals a narrow hallway that bends back into a small room that sits at the heart of the house.

In the room the floor has been chipped and chiseled away. In fact, stone cutting tools and picks lie scattered about with rocks and dust. A large hole leads into muddy darkness but the groups various lights reveal a rough hewn staircase of stone that spirals into the dark and somewhere down below the house.

I'm not sure how to articulate my questions about this but is there enough flexibility of self to delay gratification to serve the obsession ? For instance adventuring in a broad sense is fraught with interruption especially for scholars but the acquisition of knowledge and resources usually makes that interruption worthwhile . I guess I am trying to imagine what kind of obsession would put a homonculi in the current circumstances of the group and would let him adventure rather than stay working on his obsession ...does that make sense?

-Posted with Wayfinder

I pm'd you but basically i wanted to get deeper into the circumstance of homonculi creation s far as like how it occurs, who is responsible in a day to day sense. Do they have a sense of family or reverence of the progenitor, are the y Italy bound to a task then released or escape that sort of thing.

-Posted with Wayfinder

Cam works on the lock for a considerable amount of time, gingerly picking at the tumblers of a lock that is clearly of good make. Just when the bard is ready to throw up his hands and declare the task undoable the tumblers gently "klack" into place.

At the last second just as the tumblers come into place a shiver goes down your spine and the faint sound of the screaming and sobbing from the floors above can be heard. Its clear that no one else heard this sound and you are fairly confident that a lock of this caliber might be beyond your current skill...

Sayniek is able to keen her head into the room and get a look of things...

This room looks to have once been some sort of arcane workshop, although it now lies in ruin. A row of soggy books sits on the northern end of
a workbench along the western wall. At the other end of the workbench, what looks like three iron birdcages sit, each containing a dead diseased rat.

To the east, two stained-glass windows loom. The northern window depicts a thin man with gaunt features drinking a foul-looking brew of green fluid, while the southern one shows the same man but in an advanced state of decay, as if he had been dead for several weeks. His arms raised and head thrown back in triumph, his rotting body turns to smoke and spirals into a seven-sided box.

There is another, simpler wooden door that leads out of this workshop space back into the heart of the house...

Ugh the parade of illness in my family never stops, apparently, but here we go...

Thr group systematically checks the floor starting with the closes doors and working their way around.

The first door reveals quarters for kitchen staff which is spartan but actually relatively clean compared to much of the house. Another door reveals the pantry, undoubtedly the heart of the rat problem this storage area reeks of rats and their various activities fur and droppings permeating every surface. It is only a quick closure of the heavy door that grants the barest reprieve from the unlocked stench therein.

A wine cellar filled mostly with broken glass and empty shelves seems empty enough until a last minute glance catches that one of the racks is on hinges. Prepared to perhaps find further avenues to the foes they seeks the group finds, instead, 6 bottles of an exceptionally rare vintage kept "safe" in its hidden location.

The final door on the floor shows sure signs of being where the group needs to go but the sturdy iron and stout lock provide to be a challenge. Despite being marred with occasional marks of rust the door is still well and truly secured presenting a situation where the group must either find a key in some place they missed (most likely a room above the group chose not to explore, basic wisdom dictates most likely the study, observatory or the master bedroom were the bearer of the key content to be "normal") or the group would need to attempt to break through the door somehow. Otherwise the house has been well and truly searched through and only this mysterious corner remains.

Sorry guys, monster crud, then the kid, now getting back to "okay". Will post a big walkthrough tomorrow, I know your guys "tactic" at this point so we won't string this floor out overly so...

The group is able to easily comply. The cracks and holes reveal that indeed the foundation is impaired though not to any degree that threatens the building outright. However it does occur that were the building above to suffer substantial damage there would be little opportunity to rebuild absent recasting the stonework below. It is also clear that a substantial shelf of rock seems to support the casted stone which might explain that even with the damage the house is still in solid shape. Considering the composition of the cliffs around here that seems to make sense.

Sorry guys I keep having issues posting to the site, it looks like its me, not you. I got your note Cam feel better.

The next few seconds pass easily. With Rullis sustaining the wall the rest of the group are able to take swipes at the swarm and break it down into a bloody pulpy mess with wide swing through the wind. Even having to drop the wall to hack at the last small group of the swarm passes uneventfully and the group is left standing amidst a pile of rat corpses as the building occasionally creaks overhead...

Yay for domain spells. What's next?

@Cristiel, I confess my request perhaps reveals much about my life growing up with AD&D, it simply for me is one of those things where if wind can keep a rat at bay, it surely impacts the basics of sword fighting? Not much mind you, and you more than succeeded but I'll keep my ad hoc logic out of the rolling moving forward just to move things along...

Despite the ugliness of the affair the combinations of acids, oils and the agressive angry hum of Cristiel's mystic sword create an ugly picture as one of the two swarms writhe and die in carnage.

The wind continues to push and the rats howl and chitter but cannot surge forward leaving them vulnerable...

Group 2 is up, then Group 1 can go...basically if there is enough acid and someone throws a fire through the wall its pretty much fish in a barrel with Rullis' very well applied wind wall...

Just need an action from Kithian and Cristiel why don't you give me a straight up dex check if you want to attack through the wall? Manrtyelo is surely heavy enough but I have to imagine gusting wind would fiddle with the application of force a bit...

Roll damage for the acid then take your regular action Cam.

Am I right in assuming the missing word from Kithian's statement is "throw" his oil flask? He had enough time to pull it before...

The group is able to maneuver so that Cristiel, Kithian, Cam and Sayniek are facing the cracks with Rullis and Vidar a step behind them. Rullis is able to offer only the barest shaking of his head that he detects no undead here when two writhing masses of rats erupt from the wall. The chittering fills the room as it is clear the masses mean to envelop the group...

Group I can post, they resolve in the order posted. There is about ten feet between the front line of the group and the two swarms...

The lower floor, in fact, reveals the kitchen first and foremost. A number of doors lead off the oddly shaped room (4 to be precise) while a large oaken table, its surface marred with moldy stains and rat droppings is the centerpiece of the space. The shelves along the southwest wall are in a great state of disarray and two one foot wide cracks in the wall lead south seemingly into the earth beyond the boundaries of the house. At the echoing clang of armored feet and shifting bodies shuffle into the kitchen space a great murmuring of rat like squeaks build and build in the space echoing from the cracks beyond the wall. Something is coming...


1d3 ⇒ 1
Rullis: 1d20 + 3 ⇒ (3) + 3 = 6
Cam: 1d20 + 3 ⇒ (11) + 3 = 14
Cristiel: 1d20 + 6 ⇒ (11) + 6 = 17
Vidar: 1d20 + 1 ⇒ (20) + 1 = 21
Kithian: 1d20 + 3 ⇒ (20) + 3 = 23
Sayniek: 1d20 + 1 ⇒ (3) + 1 = 4
Squeak squeaks: 1d20 + 6 ⇒ (5) + 6 = 11

=Group 1=
*Squeak Squeak*
=Group 2=

The sound builds quickly, the group had but a few seconds before it will meet the source of the sound....You have a free round to act then on the order we go, actions resolve per order posted per each group after this initial round.

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