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Soulbound Doll (Bear)

GM Helaman's page

3,250 posts. Alias of Helaman.


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The ectoplasmic figure is cutdown and turns into a pile of clear gloop.

all: made an error on the magic missiles. Emmett and Elidal one each. 5hps. Simeon eats two. 10 Pts.


Ob Portal updated.

I really recommend you to have a read of the posts when you have time. Frankly there is some wonderful writing there.

Hoping that I can get some other journal entries from people other than Father Toth. Simeon (Nekkid-manner) has been an entertaining writer as well.

On another note... we started this on the 9th of March last year. Amazing stuff. Hoping all players, both old and new have enjoyed the journey.

Who knows? With the right rolls you guys may finish it by the 9th as well... or be finished off.


Arrrrgghhhshhheeeeeeeeetttt!NonononononoAaaaieeeee

The ghost screams in pain again.

1d6 ⇒ 6


Nalun:
1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Another letter writ in blood forms on the walls, again taking part of your mind with the dread of it all with it... Striking the letters from the wall itself? Would that give you back your mind and peace? Both are under assault (lose another 1 Wisdom and 1 Stability)

Elidal:
The letter in blood and its compulsion fade - the unease left in its wake remains

Jaru:
The letter in blood and its compulsion fade - the unease left in its wake remains


Round 2.

Jaru blesses his weapon with Pharasma's power.

A spectral figure coalesces and takes shape next to Eliday as an ectoplasmic figure of a manic looking man who attacks her, trying to slam her with his ropy dripping limbs.

1d20 + 3 ⇒ (8) + 3 = 11
1d4 + 2 ⇒ (4) + 2 = 6

He misses.

The Ghostly figure mutters and sends out glowing bolts of energy, striking Simeon and Emmett twice with two missiles a piece (10 damage), and Elidal once (5 Damage).


Jaru Toth wrote:

Alright, some deep diving and archiving. I think we might be a day off.

here's a double:

** spoiler omitted **...

Updated - I will need to look for holy events for you this month :)

Holidays

Pharasma's followers celebrate the Day of Bones on the 5th of Pharast and in nations where the Lady of Graves is a prominent deity, her priests take part in the Procession of Unforgotten Souls in the weeks leading up to the harvest feast.

Take a reroll. I'll update these later


Simeons action generates a hideous screech of agony from the spirit.

1d6 ⇒ 4


Party is up


The ghost rises from the water, glowing with malevolent light and darts off through a crumbling wall laughing manically with a sound that grates on your very ears.

You can then hear muttering and chanting.

Spellcraft DC17

Spoiler:
Summon Monster II

Use the map guys - its important for this battle in particular


Jaru Toth wrote:
hmm, all this will give me time for a journal update i s'pose.

Yay!! A lot happen the day before this


I'll assume that you'll cast protection from evil? then round 2 move into the room and shoot it (currently it is under the water but will clear it shortly)


Work is upon me again. Off to Korea on Sunday through to Saturday next week.

GM Posting will be slowed considerably but on the flip side? You'll have more time to post yourselves.


Jaru
Splatterman
Simeon
Nalun
Emmett
Elidal

Poor Jaru... Gets a good initiative and loses his mind at the same time. As before I am willing to let you move your initiatives around after the critter. Jaru will need to be 'singled' out for his actions before the Splatterman then everyone else can act. This will be a tough one... see you on the other side all and don't forget the importance of a tactical advance to the rear if it gets too tough for you.


Emmett - your San/stability should be 10 + Will Save or level - which ever is higher. Your Score would be higher than 9/11. Everyone please note that if your Stability falls below 10 you are shaken, below 5 and you are frightened. Below 0? Well I get to drive you insane!

You press onwards... silence and darkness rushing back in at the end of every noise and your fading light to lend an eery cadence of its own in the wake of your passage. The spiritual weapon winks out of existence.

Several iron doors line the walls of this partially ruined cellblock — the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.

Jaru: + 2 1d20 + 2 ⇒ (17) + 2 = 19
Simeon: + 1 1d20 + 1 ⇒ (7) + 1 = 8
Emmett: +6 1d20 + 6 ⇒ (4) + 6 = 10
Nalun: + 7 1d20 + 7 ⇒ (7) + 7 = 14
Elidal + 8 1d20 + 5 ⇒ (2) + 5 = 7

Nothing stands out to you as you enter the room...

Jaru: + 4 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 * J
Simeon: + 4 1d20 + 4 + 2 - 2 ⇒ (19) + 4 + 2 - 2 = 23
Emmett: +4 1d20 + 4 ⇒ (13) + 4 = 17
Nalun: + 3 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 * N
Elidal + 7 1d20 + 7 ⇒ (8) + 7 = 15 * E

Just as the silence surrounds you again as you gaze around...

Jaru:
You see a letter, written in blood itself on the wall next to you - you know it is blood. What else can it be?! It is the first letter of your name. You feel your sanity slip (Lose 1 wisdom and 1 stability)... It is the damnable letter of gore! You know you can get your sanity back if you just destroy that letter! Will you strike it out with your weapon?

Nalun:
You see a letter, written in blood itself on the wall next to you - you know it is blood. What else can it be?! It is the first letter of your name. You feel your sanity slip (Lose 1 wisdom and 1 stability)... It is the damnable letter of gore! You know you can get your sanity back if you just destroy that letter! Will you strike it out with your weapon?

Elidal:
You see a letter, written in blood itself on the wall next to you - you know it is blood. What else can it be?! It is the first letter of your name. You feel your sanity slip (Lose 1 wisdom and 1 stability)... It is the damnable letter of gore! You know you can get your sanity back if you just destroy that letter! Will you strike it out with your weapon?

Meanwhile a glowing coalescence seems to surge in the water in the flooded oubliette hole in the middle of the room.

Initiative.

Jaru 1d20 + 2 ⇒ (19) + 2 = 21
Simeon 1d20 + 3 ⇒ (16) + 3 = 19
Elidal 1d20 + 6 ⇒ (8) + 6 = 14
Nalun 1d20 + 2 ⇒ (15) + 2 = 17
Emmett 1d20 + 2 ⇒ (15) + 2 = 17

The Splatterman!!!!
1d20 + 1 ⇒ (20) + 1 = 21


With Jaru's rounds of attack and Naluns bolt the creature melts away into a pool of acid, unable to stay as a coherent mass.

Emmetts ranseur takes 1d6 ⇒ 6 worth of damage from the acid on it.


Botting Nalun. Elidals crossbow bolt hits.

Nalun loads and shoots off his crossbow.

1d20 + 3 ⇒ (14) + 3 = 17
1d8 ⇒ 6

The bolt lands with a splat and breaks off more of the creature.

The creature goes for the nearest non moving creature... Emmett.

Emmetts prepared attack goes off and breaks off a large chunk of it... the creature itself moved too far to attack.

End of round.

Party up


The creature recoils.


The ooze persues the party and rolls over the bones of the Warden that were set on the floor, dissolving them.

End round 1

Round 2. Jaru from outside the room casts spiritual weapon (adjusted your location so you can see the ooze in order to have the weapon attack it). The weapon lands a solid hit on the mass. Elidal shoots her bow . Emmett readies for the creatures attack.

Nalun and Simeon up.


Naluns crossbow bolt takes out a small pile of gloop from main body.

will update map and ooze later


Jaru Toth wrote:
[ooc]I had it twice on my list so I still have a casting left.[/ooc[]

Cool - casting time is a standard action so it can go off Rnd 2


When I bot-ted you I cast spiritual weapon against the lopper - it helped getting two hits of its own! Unfortunately you don't have access to that spell atm. For this round - let me adjust the format - you've acted.

Round 1 of combat (again, pls check and update the map)
Jaru moves to current location, fires bolt, hits and hurts the ooze.
Emmett - need action
Nalun - need action
Elidal - need action
Simeon - need action

Get creative if need be, there are torture devices, a rack to clamber onto, tables you could use as (temporary) barriers or broken to use as clubs etc. You can try leading it away from this room to a better room to fight it if you think there is one and so on.

Ooze will act after all of you.

C'mon guys - please tell me that you are still in the game. 4 ghosts down and just one to go.


Nalun Phlithmira wrote:

Nalun follows the party into the larger room.

Don't we have acid? Hurl Acid on it!

Nalun has 0 good actions against this thing...Aid another to AC is about it.

You have a bow?


It would be easy enough to keep ones distance - at its fastest it seems to be as fast as an armoured man can walk - the problem is where do you run to and how do you fight it - if at all.


Actions?


Check and update the current map please

You all hustle out of the tunnel and wait for the ooze.

Father Toths well aimed bolt stuns it momentarily before the bolt in its quivering mass is consumed.

Rest of the party please


Ned Rodan wrote:
We may as well start at the top and work down so the large room with the hole would be my vote.

Sounds good


Jaru Toth wrote:

can't see myself on the map.

Jaru frowns as he realizes that he has no more fire vials. "It is too cramped in here. Draw it into the torture chamber." He back out and loads his crossbow.

Everyone following Jaru's instruction? You can get distance on it before it moves

Emmett recognises it from a sewer chase he once had in Carrion Hill - its a gray ooze. It seeps acid secretions and is immune to fire and cold alike. Curiously not acid though. It can be fought but weapons are damaged by its acidic nature.


The badge does radiate with magic - a slight necromantic aura.

Present
Knowledge Dungeoneering is what you want...


Seems we are all back to posting as normal


Map updated - change things if you need to

Emmett 1d20 + 6 ⇒ (19) + 6 = 25

The guardsman's trained eyes spots something not quite right ahead... a puddle of goo or ooze on the wet floor that seems 'unnatural'. A suspicion confirmed as it rolls towards him, pseudopods lashing out and pulling itself towards him.

You guys have initiative! Please refer to the map in your combat options and choices.


Bargained well and done! Only need 200 it seems

Normally a suit of Full plate is 1500 but with the discount its 1200 (instead of the banded mail). He sells his scale mail and notes his debt to Ned with gratitude.


Percept: 1d20 + 2 ⇒ (6) + 2 = 8
Will: 1d20 + 4 ⇒ (10) + 4 = 14

Jaru sees the Iron maiden creak open just before a compulsion seizes him to run into it, a flicker of Kendra's form in the torture device that imaging disappears under the force of Jaru's will.

The impulse fades away with the image and the iron maiden ceases to move, the haunt seemingly dissipating.

Jaru: 1d20 + 2 ⇒ (4) + 2 = 6
Simeon: 1d20 + 1 ⇒ (1) + 1 = 2
Emmett: 1d20 + 6 ⇒ (20) + 6 = 26
Nalun: 1d20 + 7 ⇒ (3) + 7 = 10
Nalun: 1d20 + 8 ⇒ (4) + 8 = 12

Emmett spots a concealed door beyond some of the barrells. He finds a keyhole which is opened by the wardens keys, revealing a narrow natural rock passage.

The rough stone walls of this natural cavern drip with moisture, leaving stagnant pools of water on the uneven floor.

marching order?


The guard must have died hard... very hard. The skulls jawbone is broken and a metal badge jammed in among the skull is the likely reason. In the pelvis area of the bones is a heavy key ring with several keys.

There is an ominous silence over the room.

Over turning the skull you find the badge reads 'Warden of Harrowstone' with an engraving of the prison underneath. It appears to be the remains of the Warden. Gauging by the implements around the table many of his prisoners had had time to express their displeasure.


A brass nameplate, its face caked with soot, hangs above the portcullis leading into the large cellblock. Many of the iron doors along the walls within the cellblock hang open, revealing empty cells within, others have huddled masses of bones dressed in rags.

Your explorations draw you to a new room.

Numerous grisly tools of torment decorate the room, from cages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room. To the east stands a grim iron maiden, the lid closed and presenting a stern decoration of a tormented woman upon its face. The broken, twisted skeleton of a human dressed in a tattered guard’s uniform lies upon the stretching rack in the middle of the room; the body is surrounded by several discarded knives, branding irons, and pliers. A large,stained wicker basket sits at the head of the rack.

You enter cautiously but so far nothing happens...


Using the winch you are able to raise the portcullis. The darkness itself sucks greedily at your light, retreating grudgingly.

The question is, do you proceed or do you head back to refresh your strength? Heading back may mean that some of the haunts reset...


Johan Hale wrote:

[dice=Sense motive vs Ezra]1d20+15

Johan snatches up the belt.

Agreed on the loot - give me a day to get it all recorded and divvied up. What's WBL for our group? Could we use some of it top ourselves up to that point and use the rest for the spire? I feel like we are under equipped.

On the GOLD alone...

If we set aside say 6k for bribes, lots of supplies and materials and guards and tradesmen etc to build up the spire and then then we can take 6k each to buy magic items etc...

We can take the silver as well - thats another 2.5k each. So 8.5k each total.

I know I want braces of the falcon or something similar - cost is 4k and those blanches (already paid for) will be ready about the time we are heading back.

We can can keep and use the various coins to pay people once they are at the spire.

Question is: when hitting level 7 who is going to pay for the leadership (or equivilent) feat.


No magical aura on the hammer. Nalun knows that once a haunt is dismissed it can take some time to reform... if it is able to reform at all. It could be that the spirit of Vesorianna is now able to keep it from doing so.

The potions are cure moderate wounds, the bolts are +1, the rope is a Rope of Climbing and the wand, a wand of hold person with 5 charges left (though how the guards would use the wand is anyones guess)


A search of the room reveals the bodies of a trio of guards and two ragged skeletons that would have been prisoners - all are missing their skulls, which seems to be the ones that dropped to the floor after Jaru's holy assault.

It also reveals a set of keys and stone door... which yields to the keys to reveal a number of items.

4 masterwork shields, 4 masterwork sets of chainmail, 4 masterwork longswords and a wooden chest. It seems to be an emergency stockpile. Ironic that it seems not to have been opened and used for the riot.

Within the chest are 4 potions, marked 'healing', case of 10 crossbow bolts, a wand and a rope. The potions, bolts, wand and rope register as magic.


Its a haunt - not much more than that is known.

The channelled energy spirals out destroying the 5 skulls. The glowing haunt and the glowing skull remain... then fade away.


Mosswater Maurader is Init 10.

Jaru 1d20 + 2 ⇒ (18) + 2 = 20
Emmett 1d20 + 2 ⇒ (10) + 2 = 12
Elidal 1d20 + 6 ⇒ (18) + 6 = 24
Nalun 1d20 + 1 ⇒ (11) + 1 = 12
Simeon 1d20 + 3 ⇒ (17) + 3 = 20

You may ALL act before the Haunt.

Map is up


And thats when an ectoplasmic figure rises sobbing from the corpse slumped over the table. The ghostly figure, a dwarf, holds a hammer as he weeps.

The skull on the table rises as well, glowing, it is tethered to the dwarf with a spectral light... the five broken skulls that were on the table also arise and float in the air.


Moving to the next area you explore what seems to be a guard room...

This guard room is decorated similarly to the others, with a table, a few chairs, and a pair of cots, yet unlike the others, no undead or haunts lurk within. A winch affixed to the western wall seems to be set up to raise and lower the portcullis that allows access into area beyond. The portcullis is currently lowered and locked in place. The winch here can be used to release that lock (a move action) and to raise the portcullis (a full-round action).

---

Moving to the other room off to the side, you look into the room. 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 five 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 sixth 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.


Do we still have a 10% discount from the store in town and do we get any sort of hero's welcome?


Sorry all but I am dropping a number of games and this is one of them. I love the passion that you all bring to the game but can't manage this along with my work and other personal issues. I've a single game that I am GMing that loath to let die (even that is wearing on me) but I don't have it in me to manage another.

Thanks for all your patience and my apologies.


+1 Crossbow... inlaid in copper into the fine wood of the stock is the word "Equaliser".


At the bottom of the pit, which seems to have been designed as a prison in its own right, is three skeletons, two dressed in rotten clothing and in scalemail. A light crossbow, still in working condition and looking well despite the time in the pit lies to one side as does a particularly fine heavy mace. In belt pouches she finds a grand total 40 gold coins... a fortune for guards.

The crossbow is magical, the heavy mace of particularly fine workmanship.

The third figure is dressed in rotting rags and has a pair of broken legs.


When using the Loppers Axe please note it your attack


The flute is now registering as non magical.


There is no faint radiance of magic any more from the holy symbols. The Hammer and the spellbook (obviously) still raidate magical auras of a faintly necromatic variety. The axe has a faint evocation and necromatic aura.

Taking a glance down the pit there is some magical aura at its bottom. One of evocation.


Simeon will find the hopelessly tangled mass of holy symbols and necklaces has become untangled.

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