Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Priest of Asmodeus

GM Blood's page

7,970 posts. Alias of David James Olsen.


1 to 50 of 7,970 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

One of the arena's wizard come and casts make whole on your items restoring them all. You are told this was done for free as it was found out that Pitch Blade worked for Raknian and were given permission by him to kill you as well as starting out with more spells than allowed.

Now that Raknian is gone there will be no more stacking the deck against you.

Kilthan brings down the blind dwarf in front of him. The last remaining dwarf's vision soon clear and seeing the other two Pitch Blade members down, gives the signal for surrender. The look on his face indicates it won't be a slight he will soon forget.

The crowd cheers louder than before as the judges declare you the winner. The spectators in the arena begin to chant your team's name. You can even hear chants of Kilthan and Rohara ripple through the chanting, amazed at some of the deeds you performed in the battle.

Raknian is missing out of his viewing box suspiciously, so Talibar calles up Ekaym, who doesn't appear, to receive your prize money. Since he doesn't come, Skorhald is called up to receive the prize. Praising your team on a great victory, you receive 5,000 gold for winning and a silver trophy of a dwarf gladiator (worth 500 gp).

Later in the Coenoby Talibar comes and says that Ekyam convinced the authorities that Raknian was behind the death of his sister. They came to arrest him, but he fled with his bodyguard and got away. From this point on Talibar will be in charge. He tells you normally last year's champion Auric's Warband would fight in the monster fight tomorrow, but due to your involvement to finding Raknian's guilt your team will get that honor.

Talibar also lets you know that Ekyam and has left the city with his sister's body to take her home and bury her.

So tonight you can rest and re-coup, then at 11am your fight will take place. Win that and the day after you fight in the championship fight!

After you decide what items you would like after you trade in the Rod, Manzorian tells you he has one more way he can help you.

He leads you back up the stairs, although is seems like more stairs walked up than you took down yet nothing looks familiar. He once again stops at a section of wall, waves his hand, and a door appears. He leads you inside to room large room full of paintings.

These paintings are all of various places that seem to be on Golarion. Everyone recognizes Magnimar having been there, but other cities all over Golarion also seem to be shown here. In addition to major cities are a number of rural locations, ancient temples, strongholds, mountains, etc. Manzorian stops at one painting in particular and says, "This is a painting of Kuluth-Mar, far to the south in the Mwangi Expanse. All these painting depict location in Golarion of importance, both ancient and modern. They are all imbued with divination magic that aid in teleportation. Rauno, by concentrating on this painting you can take your group there without ever having been there, like a greater teleportation spell. Once you are done there, I assume you can teleport back to a spot just outside Magepoint."

"This is a much as I dare in directly helping you. I've made powerful enemies in my life, and if I actively join in this search for the truth behind the Age of Worms, my enemies would likely be moved to join the opposition. So for now I am keeping my involvement in this as secret as possible. I will however support Agath, Eligos, and Celeste in their intense research into the Ebon Triad, Kyuss, and the cause of Balakarde's disappearance. We will have this information ready for you after you come back with more information from the site of Kyuss' divine apotheosis."

"Take what time you need to get ready and tell the Inn's tavern keeper when you will be ready and you will have access to this painting. Good luck to you all."

With that he leads you back up the the foyer to head back to the inn.

I have a late night install tonight starting at 7pm Central. This is the last of a 10 week every Thursday night project I've been doing since Feb 25th (and we finished a week early). So I will most likely miss the pick tongight for the Packers, but I will be sneaking a peek at my phone every once in awhile and if my wife is able to stay up late enough she should text me.

Of course I will be recording both ESPN and NFL Network so I can check it out late night tonight.

Kelkzar detects no lies, but as a power wizard he definitely has his own agenda, but in this fight against Kyuss you are positive he is on your side.

I'm pretty sure Kelkzar's Ring was from before the Champion's game and this second one was from the Wind Duke's tomb. (From the Marquis)

Ok so everyone has agreed on trading in the Piece of the Rod for a 40,000 gp item or items. If you need to punch up your gear, here is a good chance!

Kelkzar's Fortune Roll: 1d100 ⇒ 50

Improved Reflexes: Kelkzar gains a +1 luck bonus of Reflex Saves

I like the side discussion we get into, whether it is about Wisconsin beer, Vermont syrup, or local sports teams. Makes it feel like an actual home game!

Now if I could just find time to start my actual home game up again that would be swell.

Doh! Yeah

Only 4/5 says yes to trade with Kelkzar yet to Vote.

Rowena, by my count all of those items are 42,000

Rauno has a -1 penalty to all Charisma based skill rolls and also gains +2 to one class skill with the least ranks. (If there is a tie, Rauno you get to choose which one). Rauno you can choose to ignore craft or profession skills if there are no ranks in them)

Rauno Fortune Roll: 1d100 ⇒ 30

Sorry for the pace it has been, crazy insanely busy lately but vowing to keep it moving forward no matter what!

And this is great group and I got so lucky with both of my Age of Worms groups it isn't funny.

Rowena Lordail wrote:
yes to drinking iron cup of Ailment: -3 hp lost.

Rowena loses 3 hps permanently and gains +2 to one Dex based skill.

Rowena Fortune Roll: 1d100 ⇒ 21

Nimble Moves: Gain a +2 Competence bonus on a Dexterity skill of your choice.

Trevor the Yellow wrote:

Yes to drinking from the ivory cup of Fortune: Ability Boost: Gain a +1 inherent bonus to an ability score of your choice (Strength!).

Trevor Gains a +1 inherent bonus to Strength and a resistance to potion drinking.

Trevor Folly Random Roll: 1d100 ⇒ 38

Potion Resistance: Gain SR 10 to all potions you consume.

Ok, 3 out of 5 to trade the rod with Rauno and Kelkzar to vote yet.

Gear split decisions still to come. Also 40k item (s) to be decided upon if the other two vote to trade.

Looks like a 4,000gp magic item winner....POOF!

Correct so either you choose your Fortune and randomly get the folly, or choose the folly and randomly get the fortune. Or choose to not drink and get neither!

Quintus did you have 4,000gp in gems and coins or do we have to dip into your magic items?

Well on the "downside", one day when you get some wishes you'll have to have at least 3 or more in a row to boost Wisdom ;)

Lost Wealth x1,000: 2d6 ⇒ (1, 3) = 4

Quintus Fortune Random Roll: 1d100 ⇒ 77
Underdeveloped Ability (+2): 1d6 ⇒ 5 1=Str 2=Dex 3=Con 4=Int 5=Wis 6=Cha

Quintus loses 4,000 gp in Wealth and Gains +2 inherent bonus to Wisdom.

OK, vote time.

Yes/No to trade in the artifact to Manzorian for a 40,000 gp item each of your choice. Everyone has to agree to trade the Piece of the Rod to get this

Yes/No Drink from the fountain and if Yes, which cup and what choice of Fortune/Folly. Added both Fortune and Folly spoiler in Campaign tab if that is easy to find

"This vault is the safest place on Golarion, and I don't think you will want wave after wave of devils appearing. Maybe next time they will appear at a time when you are fighting another foe. Think of the end goal, finding out how to stop the Age of Worms by following Trevor's father's footsteps and learning more about Kyuss and just maybe finding Balakarde himself. I would very much like to talk to my friend once again."

Skorhald and Justin gets attacks while the dwarves are still blind. Everyone else they will be sighted.


Round 4

Initiative Order - Skorhald, Kilthan, Justin, Rohara, Aarakess, Pitch Blade

Pitch Blade (Dwarves) AC 25 T 13 FF 23 CMD 28

Will Save DC 22 vs Evil Eye: 1d20 + 8 - 10 ⇒ (11) + 8 - 10 = 9

The dwarf in the middle swing blindly at Justin three times. While connecting on his first hit, Justin easily avoids the other two. 1 Hit for 30 damage

Blind Attack #1 vs Justin: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 1d10 + 20 ⇒ (10) + 20 = 30
Blind Miss chance 50%: 1d100 ⇒ 100

Blind Attack #2 vs Justin: 1d20 + 17 - 5 ⇒ (1) + 17 - 5 = 13
Damage: 1d10 + 20 ⇒ (5) + 20 = 25
Blind Miss chance 50%: 1d100 ⇒ 100

Blind Attack #3 vs Justin: 1d20 + 17 - 10 ⇒ (16) + 17 - 10 = 23
Damage: 1d10 + 20 ⇒ (9) + 20 = 29
Blind Miss chance 50%: 1d100 ⇒ 7

The other dwarf against Kilthan does the same, but being cursed and blinded doesn't come close to hitting him.

Blind Attack #1 vs Kilthan: 1d20 + 17 ⇒ (17) + 17 = 34
Blind Attack #1 vs Kilthan: 1d20 + 17 ⇒ (20) + 17 = 37 *Hit*
Damage: 1d10 + 20 ⇒ (9) + 20 = 29
Blind Miss chance 50%: 1d100 ⇒ 4

Blind Attack #2 vs Kilthan: 1d20 + 17 - 5 ⇒ (1) + 17 - 5 = 13
Blind Attack #2 vs Kilthan: 1d20 + 17 - 5 ⇒ (3) + 17 - 5 = 15
Damage: 1d10 + 20 ⇒ (3) + 20 = 23
Blind Miss chance 50%: 1d100 ⇒ 11

Blind Attack #3 vs Kilthan: 1d20 + 17 - 10 ⇒ (6) + 17 - 10 = 13
Blind Attack #3 vs Kilthan: 1d20 + 17 - 10 ⇒ (11) + 17 - 10 = 18
Damage: 1d10 + 20 ⇒ (5) + 20 = 25
Blind Miss chance 50%: 1d100 ⇒ 100

You can still have them if one of them interest you. Still have time to sell off and buy stuff from local merchants.

Manzorian smiles, "Of course I would always be willing to trade again for it. However I believe that trading it to me would aid in the success of your mission."

Correct 40k item or a number of items that equal 40k

No, this applies only to the Rod

So beyond any questions you may have on what has happened and is going on, you can each choose a 40,000 gp magic item and a drink from the fountain.

If you have any questions on either of those choices from turning in the artifact let me know!

For the fountain you can choose your Fortune from the list below while I roll randomly for your folly by drinking out of the Ivory Cup, or you can choose your folly and I roll randomly for your fortune by drinking out of the iron cup. Once the choice is made and you drink the effects are permanent.

Remember all rolls are done by me.

Fortune Choices:

Enhanced Vigor: Gain 3 Hps permanently.
Sharpened Senses: Gain a +1 competence bonus on Perception checks.
Deep Understanding: Gain a +2 competence bonus on a Knowledge skill of your choice.
Athletic Skill: Gain a +2 competence bonus on a Strength based skill of your choice.
Nimble Moves: Gain a +2 competence bonus on a Dexterity based skill of your choice.
Smooth Talker: Gain a +2 competence bonus on a Charisma based skill of your choice.
Discovered Skill: Gain 2 ranks in a class skill that you have the fewest ranks in (If a tie you choose)
Lesser Gift: Gain 1d4 random minor potions and 1 minor scroll.
Improved Fortitude: Gain a +1 luck bonus on Fortitude Saves.
Improved Reflexes: Gain a +1 luck bonus on Reflex Saves.
Improved Will: Gain a +1 luck bonus on Will Saves.
Quick Feet: Gain a +2 insight bonus on initiative checks.
Ability Boost: Gain a +1 inherent bonus to an ability score of your choice.
Moderate Gift: Gain a random minor magic items (except potions or scrolls)
Small Riches: Gain a random gemstone and 1d6x10 gps.
Weapon Talent: Gain a proficiency of a martial or exotic weapon of your choice.
Undeveloped Ability: Gain a +2 inherent bonus to a random ability score.
Divine Boon: You can cast a 1st level divine spell once per day. Once the spell is chosen it cannot be changed. Your caster level equals your total character level. (Save DC = 11 + Cha Bonus)
Arcane Boon: You can cast a 1st level arcane spell once per day. Once the spell is chosen it cannot be changed. Your caster level equals your total character level. (Save DC = 11 + Cha Bonus)
Life Anchor: The next time you take enough damage to die, you automatically stabilize at 1 hp before death. This fortune works only once.
Greater Gift: Gain a random medium magic item.
Major Riches: Gain 1d6 gemstones and 1d10x10pp.
Boon of Luck: You may avoid any situation or negative occurance, even one that has just occurred. This fortune functions only once and does not help those around you.
Patron: A powerful outsider takes notice of you and may help you in your time of need. The nature of the outsider is up to the DM. This fortune works only once and cannot be chosen it must be rolled.

Folly Choices:

Ailment: Lose 3 hps permanently.
Dulled Senses: Take a -2 penalty on Perception Checks.
Weakling: Take a -1 penalty on all Strength based skill checks.
Clumsy: Take a -1 penalty on all Dexterity based skill checks.
Rude: Take a -1 penalty on all Charisma based skill checks.
Lost Focus: Take a -2 penalty on a the skill you posses the most ranks in. If there is a tie roll randomly. Once set, the penalty does not change.
Potion Resistance: Gain SR 10 to all potions you consume.
Poor Fortitude: Take a -1 penalty on all Fortitude Saves.
Sluggish Reflexes: Take a -1 penalty on all Reflex Saves.
Weak Will: Take a -1 penalty on all Will Saves.
Slow to React: Take a -2 penalty on initiative checks.
Ability Weakening: One of your ability scores is permanently reduced by one, rolled randomly.
Lesser Curse: Your most expensive magic item gains a permanent drawback. The drawback is randomly determined. Removing your items before drinking from the fountain will not avoid this effect.
Lost Wealth: Lose 2d6 x 1,000 gps. This loss comes first from coins and gems, then from magic items. Removing your items before drinking from the fountain will not avoid this effect.
Withering: Your offhand becomes withered and useless. a regenerate spell repairs this damage for 2d6 hours before it returns.
Ability Drain: One of your ability scores is reduced by 2 of your choice.
Divine Curse: You do not heal naturally and any attempt to magically heal you must first succeed at a DC 15 caster check.
Arcane Curse: Whenever you take damage from a spell or spell-like ability you are also dazed for 1 round if you fail your spell. Spells and Spell-like ability that do not give a save does not cause you to be dazed.
Grave Touch: Whenever you are below 0 hps you lose 2 hps per round and cannot stabilize without aid from another.
Moral Shift: You alignment changes to the opposite. Only neutral remains unchanged. You cannot choose this folly if you are neutral in either alignment axis.
Magical Drain:[/b] Choose two items you possess. All other magical items you own are permanently rendered non magical. Removing your items before drinking from the fountain will not avoid this effect. Artifacts are unaffected.
Unlucky: Once per day you must re-roll twice on a d20 roll taking the worst of two choices. The DM decides when you must do this and has to choose before you roll.
Enmity: You have offended a powerful outsider who might try and destroy you in the future. The nature of the outsider is up to the DM. The folly cannot be chosen it must be rolled.

For the magic items, if you agree as a party to trade in the piece of the Rod, you can each choose a magic item (or items) of up to 40,000gp. While you cannot add 40,000 to an existing item, you could choose a new weapon or armor piece of up to that value. Also, Manzorian will transmute any item received or already obtain to look or be any weapon you like (or want to look like). So if one of the items you just got from the tomb looks good but you don't want to use a short sword, he can transmute it to a greatsword for instance

Manzorian says to Trevor, "Your father was a good man, never doubt that. I cannot speak of his choice to leave you, but knowing the man I would say he did it to protect you. Hopefully you can find him and speak with him."

When Quintus mentions the rod, "I have been thinking about this and I believe that Visciannix does indeed have the at least one other piece and greatly desires this piece. This artifact will help you on your journey, but its true value lies in the potential of the completed Rod. I fear that Visciannix will continue to send his nearly unlimited forces against you until he obtains this piece. I have a solution however. Come walk with me, we can talk a little more while I have a few more things to show you."

He leads you deeper into the fortress down below ground level and what seems an endless amount of stairs. He stops what seems like randomly and touches the wall and that section of wall disappears.

Beyond is another large room filled with all sorts of magical items. The vast amount of wealth these items had are immeasurable. He turns to you and says, "I would like to take this fragment of the Rod off your hands and store it here in my vault where it will be protected. Also, owning a piece of the Rod of Seven Parts appeals to me greatly. I guess that is the adventurer's greed that has never left me. In return, I will let you choose some items from my vault, which is quite extensive."

He leads you to the center of the room where there is a round pool of clear clean water framed by stained and cracked marble. Although it must have once been noble and pure, the fountain is now strangely ominous. Small symbols of occluded are scratched into the surface and some of the stains looked mysteriously like blood. Sitting at the base of the fountain are a pair of cups. One is elegantly carved out of ivory while the other is crudely forged iron with spots of rust. Manzorian addresses you once again, "This is a curious magic item I found inside this tower. I have named it The Fountain of Fortune's Folly. Drinking from the pool with one of the cups will grant you a magical boon and a magical misfortune. I have seen many people drink from this pool and I have learned that if one drinks out of the ivory cup, the boon tends to be favorable for the drinker, but the misfortune may not be. While I have seen people drink from the iron cup and the misfortune is not as bad for the drinker, but the fortune may not be as beneficial. I offer you each a drink from this pool with your cup of choice. No other cup works and the fountain will not work for anyone more than once."

More to follow

Trevor the Yellow wrote:
Wall of Text stuns if you miss your save, which I did...

You must have used a hero point for a re-roll!

No problem, I put it out there for people to absorb and I knew I had a buy few days coming. My son had Saturday and Sunday Soccer games, the boys baseball had their draft to determine what kids are on each team and practice sign up (I'm helping to coach), and my wife and I had a nice night out on Saturday night going to see Joel McHale.

Move action to grab it

Don't you have to wait until round 4 for that? :)

Yeah this is one of those turning points in the AP where you start to take it to the enemy with a purpose rather than stumble place to place! Exciting times!

About Raknian "One of Eligos' tasks is to track him down. As you can imagine he is highly motivated to find him. If we do find him we will let you all know."

DM error! I finally figured out the difference between barbed and bone devils,....give me a break! :)

Dwarf in E10 is out of the fight. F10 and G10 is blind. G10 dwarf has misfortune and was disarmed of his admantine weapon which Justin now has.

Aarakess, sorry I thought I remembered that as long as it was in the fog needed to make a save every round. Probably thinking of stinking cloud and similar spells

Dwarf E10 Reflex Save vs Whirlwind Damage: 1d20 + 5 - 1 - 2 ⇒ (10) + 5 - 1 - 2 = 12 DC 18
Dwarf F10 Reflex Save vs Whirlwind Damage: 1d20 + 5 ⇒ (17) + 5 = 22 DC 18

Dwarf E10 Reflex Save vs Whirlwind Pickup: 1d20 + 5 - 1 - 2 ⇒ (13) + 5 - 1 - 2 = 15 DC 18
Dwarf F10 Reflex Save vs Whirlwind Pickup: 1d20 + 5 ⇒ (20) + 5 = 25 DC 18

Dwarf E10 Will Save vs Holy Smite: 1d20 + 5 - 1 - 2 - 10 ⇒ (3) + 5 - 1 - 2 - 10 = -5 DC 19
Dwarf F10 Will Save vs Holy Smite: 1d20 + 8 ⇒ (7) + 8 = 15 DC 19
Dwarf G10 Will Save vs Holy Smite #1 Take Worst Roll: 1d20 + 8 - 10 ⇒ (11) + 8 - 10 = 9 DC 19
Dwarf G10 Will Save vs Holy Smite #2 Take Worst Roll: 1d20 + 8 - 10 ⇒ (13) + 8 - 10 = 11 DC 19

Will Save vs Aarakess Misfortune Hex Dwarf F10: 1d20 + 8 ⇒ (19) + 8 = 27 DC 22

Kilthan's opponent will use renewed vigor rage power on his "missed" turn

Renewed Vigor: 2d8 + 8 ⇒ (5, 4) + 8 = 17

So did I stun everyone with yesterday's posts? :)

Yeah smaller posts won't mutter much anyways, and in a pinch where yo do have to post from a mobile device you can just update current hps and say to refer to last post on other effects or something.

So I am thinking something like this:


Round 5

Initiative Order - Trevor, Quintus, Kelkzar, Rauno, Rowena, Devils

Bone Devil AC 25 T 14 FF 20 CMD 31

Barbed Devil AC 26 T 16 FF 20 CMD 34


Active Effects


Rauno: Foretell, Magic Circle vs. Evil, Displacement, Communal Air Walk, See Invisible.
Rowena: Communal Air Walk.
Quintus: Foretell, Magic Circle vs. Evil, Communal Air Walk.
Trevor: Foretell, Angelic Aspect, Communal Air Walk.
Kelkzar: Foretell, Communal Air Walk.


Barbed Devil #1: Stunned and Shaken
Bone Devil #1: invisible, flying
Bone Devil #2: dead
Bone Devil #3: blind, flying
Bone Devil #1: invisible, flying

Big Info dump today, but had some time to get it all out there.

As for the spell status here is something I would like to see:

Rauno's list of spells and buffs/debuffs that everyone should have on them. I think that would be best if it was on the initiative/round post I do. So on my part I will come up with a way to note it during those posts, and if I have missed anything have you all set me straight. I will also include them for your opponents.

Now the other thing I would like to see is a status post when you take an action for a round on what spells and buff/debuffs you have on you and how they affect your stats. (AC, HPs, saves, any resistance or DR, etc)

So for example: (Some form of this)


Current Status

Current Stats: Hps 82/108, AC 26 T 12, FF 24, Saves: F +10 R +3 W +5, CMD 38

Active Spell/Effects: Foretell, Angelic Aspect, Communal Air Walk.

Additional Bonuses from Spell/Effects: LLV, Darkvision 60’, resistance to acid and cold 10, DR 5/evil, wings with 30’ fly speed, weapons are good aligned.

1 person marked this as a favorite.

The Archmage Manzorian waits for the party at his desk. A sixty-year-old man, Manzorian remains in good health but is not muscular. His hair is streaked with gray, and he has a prominent aquiline nose. His blue robes bear the sign of a thin scimitar, as this is a part of his coat of arms.

Perception DC 25:
The arrangement of the dragonchess pieces are the same as the one Allustan used to have in his house before the dragon destroyed it

Waiting with Manzorian in his study is a stern middle-aged man in a black robe covered in stars. You have seen this man at the temple and know his to be the priest Agath. Manzorian introduces him and tells you he is here just to observe to keep up to date.

Manzorian has already looked over Eligos’ research, but now he wishes to hear the party’s full story of recent events. He listens intently, his expression darkening as the group’s tale draws to a close.

Once done Manzorian begins to speak, "“The Age of Worms is foretold in a prophecy that speaks of a coming apocalypse, an age of death and writhing doom. Normally such rumors should be dismissed—doomsday prophecies are typically the product of nothing more sinister than madness. This prophecy is different. It can be traced back, through various incarnations in books, tablets, and carvings on walls, for over thousands of years. It does not change in content during this time—it has not evolved through clumsy attempts of fanatics desperate to reword its predictions to support their agendas."

“This alone would be enough for it to merit further study. But even more interesting is the fact that in the last few years several of its predictions have actually come true. In one prophecy, it predicts the ‘ruin by fire of a city built in a bowl in the spire’s shadow.’ Just last year, far to the south, the city of Cauldron—built in the caldera of a dormant volcano only a few miles from Kyuss’ one-time home, the Spire of Long Shadows—was nearly destroyed by a volcanic eruption. Other prophecies speak of the recrudescence of the worm-eaten dead, the recovery of potent artifacts from ancient tombs, the destructive manifestation of an immense demonic tree in a distant city across the sea, the return of the Runelords, and the cleansing of an evil taint from a city besieged in the past by giants."

“These events have all come to pass, and quite recently. In fact, there are only two prophecies remaining to be fulfilled. The first of these mentions the reunification of a tripartite spirit—I assume this is a nod to the goals of the Ebon Triad. The second remaining prophecy reads: ’And on the eve of the Age of Worms, a hero of the pit shall use his fame to gift a city to the dead.’ I believe this last line may have been speaking of Loris Raknian, certainly a hero from the gladiator’s pit, and his recent attempt to sacrifice thousands at the end of the Champion’s Games. Yes, I’ve heard of this, and I know you played a role in its prevention. It remains to be seen if your actions actually made a difference or not, but it would be foolhardy to assume that those who are trying to fulfill the prophecies will abate their efforts.”

Manzorian pauses for a moment then looks at Trevor while continuing, “Kyuss is an enigma—what we know of him is sparse. We know that he was once a mortal, a powerful priest who ascended to godhood. He ruled a city named Kuluth-Mar far to the south in the Mwangi Expanse, and was famed for the creation of undead. A former companion of mine, and your father Trevor, a man named Balakarde, made an extensive study of Kyuss and his ways. You might even say he was obsessed with Kyuss.”

“When Balakarde learned Kuluth-Mar was the likely location of Kyuss’ divine apotheosis, he could barely restrain himself. I cautioned him against going to investigate the ruins. One does not simply teleport into an unknown region without doing some research. Yet Balakarde wouldn’t listen. He left immediately, returning two weeks later with a wild look in his eye. He wouldn’t say much of what he’d found there, and before he moved on he asked me to hold on to some of his notes. He promised to return later and tell me more, but that time was short and he had to follow a new lead. He vanished without a trace not long thereafter. Trevor, I understand his obsession caused you some issues in your earlier life, and for that I am sorry. I intended to try to track him down, but unfortunately, other events conspired to take my attention away. I suspect he is dead now. Or worse. ”

Manzorian looks at all of you before continuing, "“The notes Balakarde left with me are unfortunately rather sparse. They confirm that Kuluth-Mar is located in the Mwangi Expanse, far to the south, and estimate that Kyuss ruled the city more than four thousand years ago from a fortress called the Spire of Long Shadows. Balakarde believed that this spire was the site of Kyuss’ ascension to god-hood. Kyuss built a ziggurat to serve as the foundation of the Spire of Long Shadows. Balakarde writes how the ziggurat was a powerful magical focus for the ritual that propelled him to divinity. Much of Kyuss’ might has since left the city of Kuluth-Mar, but powerful undead servants and lingering touches of Kyuss’ own miasma make the ziggurat a fell and dangerous place. Balakarde visited the ruined city several times, but never penetrated the spire itself. I never found the journal pages that described his earlier visits.”

"I understand this is a lot of information to take in all at once, but my time with you is limited. So I need you to process this quickly and ask me any questions that you have now before I must leave again."

Rauno, factor in your creation time for the 3 days of travel and 6 days here in town.

After 5 days in town Cymria contacts you that Manzorian will meet you the following afternoon. She cautions you to be respectful both to Manzorian and his fortress. There is a half mile stone causeway you will have to walk to get there. She lets you know that you will want to walk as the tower is protected from teleportation and creatures using flight.

True to her word, Cymria shows up at the All-Seeing Eye with Celeste and Eligos and walk with you to Manzorian's fortress. A polite guard greets you at the entrance, quickly ushering you through the courtyard and into the beautiful central tower. Although far from ostentatious, the fortress and keep speak subtly of great wealth and power. As you move through the fortress, currents of arcane power ripple through the air and even the fortress itself. The guard politely gestures for you to enter Manzorian's study, quietly taking up a position a few feet down the hall from the entrance.

This long, airy chamber has a high ceiling and generous adornments. A deep blue carpet covers much of the floor. The walls are thoroughly covered by a wide range of paintings, each depicting a different exotic locale or dangerous region. The paintings are rendered with extraordinary skill, and seem almost like windows looking out on remote locations around the world. Several overstuffed chairs sit throughout the room, and at the far end looms a massive antique wooden desk, its surface a tangle of scrolls, books, statuettes, stone tablets, quills, vials of ink, and an expensive dragonchess set, its pieces arrayed in mid-game.

The temple-library houses more than 10,000 volumes of arcane and historical lore. A week pass costs 100 gp While using the library you can receive a +6 bonus to any Knowledge (arcana, religion, history, planes) checks.

I'm going to keep plowing through all this information and get to Manzorian, feel free to insert anything at any point and we can focus on that for a bit

Skorhald hits his dwarf twice more. 52 Damage on two hits, reduced by DR


Round 3

Initiative Order - Skorhald, Kilthan, Justin, Rohara, Aarakess, Pitch Blade

Pitch Blade (Dwarves) AC 25 T 13 FF 23 CMD 28

Reflex Save Dwarf E10 vs Damage: 1d20 + 5 - 1 - 2 ⇒ (3) + 5 - 1 - 2 = 5
Reflex Save Dwarf F10 vs Damage: 1d20 + 5 ⇒ (20) + 5 = 25

Reflex Save Dwarf E10 vs Picked Up: 1d20 + 5 - 1 - 2 ⇒ (17) + 5 - 1 - 2 = 19
Reflex Save Dwarf F10 vs Picked Up: 1d20 + 5 ⇒ (15) + 5 = 20

Mind Fog Save Dwarf F10: 1d20 + 6 ⇒ (20) + 6 = 26 DC 22

Skorhald is protected from two hits by his mirror image spell, but one attack gets through and hits him. Skorhald has 2 images left and was hit once for 15 physical damage and 6 fire damage

Attack E11 vs Skorhald - Attack #1: 1d20 + 17 - 1 - 2 ⇒ (3) + 17 - 1 - 2 = 17
Mirror Image - 1 is Skorhald: 1d5 ⇒ 2
Damage: 1d10 + 14 - 1 ⇒ (7) + 14 - 1 = 20
Flaming (fire) damage): 1d6 ⇒ 5

Attack E11 vs Skorhald - Attack #2: 1d20 + 17 - 5 - 1 - 2 ⇒ (11) + 17 - 5 - 1 - 2 = 20
Mirror Image - 1 is Skorhald: 1d4 ⇒ 1
Damage: 1d10 + 14 - 1 ⇒ (2) + 14 - 1 = 15
Flaming (fire) damage): 1d6 ⇒ 6

Attack E11 vs Skorhald - Attack #1: 1d20 + 17 - 10 - 1 - 2 ⇒ (8) + 17 - 10 - 1 - 2 = 12
Mirror Image - 1 is Skorhald: 1d4 ⇒ 4
Damage: 1d10 + 14 - 1 ⇒ (9) + 14 - 1 = 22
Flaming (fire) damage): 1d6 ⇒ 6

The middle dwarf attacks Justin, hitting once for 20 Physical Damage and 2 fire Damage

Attack E11 vs Justin - Attack #1: 1d20 + 17 ⇒ (10) + 17 = 27 *Hit* Pretty sure this is Justin's AC between all of the buffs
Damage: 1d10 + 14 ⇒ (6) + 14 = 20
Flaming (fire) damage): 1d6 ⇒ 2

Attack E11 vs Justin - Attack #2: 1d20 + 17 - 5 ⇒ (1) + 17 - 5 = 13
Damage: 1d10 + 14 ⇒ (6) + 14 = 20
Flaming (fire) damage): 1d6 ⇒ 1

Attack E11 vs Justin - Attack #1: 1d20 + 17 - 10 ⇒ (17) + 17 - 10 = 24
Damage: 1d10 + 14 ⇒ (9) + 14 = 23
Flaming (fire) damage): 1d6 ⇒ 6

The other dwarf pulls out his shield and a longsword.

No rush here. Hoping things begin to settle down in my life....probably some wishful thinking.

Thank Kilthan for clearing that up, I was ok with either, but a good chance for a progression in your weapon after this fight.

In my home game of Age of Worms, the dwarf paladin after this fight made it his #1 purpose to never have his armor and weapon sundered again and spent all of his wealth for awhile getting both his armor and weapon made of adamantine.

1 to 50 of 7,970 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.