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Once more into the breach!
I'm looking for one or two players to join. Preferably an arcane caster and possibly another melee type.
Here are the Character creation Guide lines laid down by the original Gm:
Sources: Core Rulebook
The party has a Cleric, Rogue and a Fighter.
We are about halfway through but there is still fun to be had!
Ok until further notice I'll use my good old fall back of google docs with coordinates...
Just state where you want to move (eg. D3) and I'll place your image there at the top of the round. First in best dressed. Try to look out for where people ahead of you move to. If two people state the same coordinates I'll move the second person as close as I can.
Secret GM rolls:
1d20 + 2 ⇒ (16) + 2 = 18
Nadab becomes bored with waiting for the door to be opened and decides to check out the arrow pillar to see how it worked. He touches one of the cogs that Quinn had stopped and the last arrow that had jammed frees up and stabs him through the eye...
Ohh poor Nadab... Ok that's out of the way...
Meanwhile Brayken decides that the door has been checked thoroughly and pushes Quinn aside. He shoulders the door open with the help of Faunra. The door opens however Faunra strains her shoulder and decide to wait here for a while.
A continuous carving of mourners runs along the walls of a short hallway that opens up into a wider room. opposite the door your entering though a stairway leads down.
You spot three motionless skeletons carefully hidden behind three of the pillars in the room.
" The stone is local yes taken from a quarry a few miles from here. It's some three centuries old though and the quarry no longer operates. "
Kara leads you to a large oaken door which groans as she pushes it open. Beyond is a dim hallway lined with ornate tapestries depicting strange creatures and ancient battles. Kara removes a torch from its sconce and beckons you to follow her into the depths of the keep. She seems happy to chat and you find out that she has lived in the castle all her life having been born here. She answers as many questions about the tapestries and art as she can but it's clear she doesn't know much.
By the time the hallway turns eastward and continues past several doors before coming to a spiraling stone stairway she seems quite friendly. “ Now I'd better tell you what you need to know about the competition. You are expected to compete twice a day, once at noon and again at eight in the grand hall, which lies east of the courtyard.” She says, looking back as she leads you up the stairs. “The clocktower in the courtyard chimes on each hour, and can be heard throughout the entire keep, so you should have no trouble keeping track of time. If you are not at the tournament at the scheduled time, I shall fetch you. But it would be better if your there on time...” The stairwell opens to another tapestry-lined hallway, and Kara leads you past several more doors before stopping at one. She opens the door and hands you the key. “This shall be your chamber during your stay at the castle. You are free to wander the grounds, although there are some areas that are off limits. Such areas are locked, and if you have any questions as to where you are allowed, feel free to ask the guards. Don't go anywhere your not supposed to. Lord Kent is not generally a patient man, and it is rare and quite generous of him to open his home to strangers.” Kara curtsies and turns to take her leave. " Bye Katrina "
there are two guards that patrol the courtyard (as well as the two on the other side of the door. The best climbing spot would be in one of the corners. That's probably the best escape route too. You also note that several bricks in the south east corner seem to be missing there mortar (they look loose)
You step through the door. A large four-poster bed draped with red silk curtains dominates this chamber. Besides the bed, the room boasts a fireplace, an armoire, and a small oaken table, atop which is a tray of food and carafe of wine. Beside the fireplace in the south wall is a window that looks out upon the courtyard, decorated with red curtains. A cool draft from the window adds to the chill of the stone room.
You make the search of the room and find a long forgotten panel in the stone above the fireplace. It conceals an ancient silver and moonstone pendant, a potion of cure light wounds, and a stack of passionate love letters from days of old addressed to “Aloria of the Emerald Eyes.” Additionally, there is a silver poker near the fireplace.
There don't seem to be any peep holes or traps.
You don't see any of the towns missing items on your walk though the keep.
These are definitely full orcs.
The orcs nod and grunt " You can pass. " says one opening the doors. You step through into the keeps courtyard, a large clock tower stands beside you. It towers high above the castle’s walls and is capped by a pointed tiled roof. Also towering above the castle’s walls are the north and southwest wings. Elaborate stained glass windows decorate the upper level of the southwest wing, while those in the north wing are more subdued in design. The ground of the courtyard is laid with colored bricks, set to portray spiraling, knotted designs. The courtyard also contains a stone well near the gate, and many doors.
A woman of slight stature and long black hair moves to greet you. She walks with her shoulders hunched and moves warily, as if she expected you to attack her. “Welcome to Castle Blackstone, Lord Kent’s home! I am Kara, Lord Kent’s servant, and contest moderator. The tournament begins shortly. Follow me and I will show you to your room.” She turns and walks through the courtyard, beckoning you to follow.
You head to Xander's place, a man you've met at the dice table on more than one occasion. Nobles come from far and wide to purchase his wares when they want to advance... He always keeps some vials of antitoxin around in case he slips as he works.
Approaching the the dukes keep.
Lord Kent’s keep stands poised atop a jutting island of sheer stone, towering high above the forested road that seems to be the only route to this place. The road winds up to an adjacent cliff, and there a stone bridge crosses the chasm to the keep’s front entrance: a set of large double- doors. The doors are closed, and two guards, each wearing chainmail and helmets with lowered visors, cross their halberds before the doors as you approach. “Who goes there?” One of the guards asks in a gruff voice.
Seeing through the guards helmet slits you notice that the unmistakeable features of orcs.
Sense motive results:
No he doesn't want you to leave town, it amuses him that the captain wants you to leave but he knows that people like you can be handy to have around.
(What I am thinking is that the captain has been attempting to put you away for awhile but has never been able to gather enough evidence against you. If your character isn't that 'shady' kind of rogue then the captain just has it in for you for beating him at skulls.)
" Excellent. " The mayor pulls a sheet of parchment out of his desk draw and standing he hands it to you with his left while offering his right hand to shake. " Here is a list of the items that were stolen. You may wish to memorise it as it may be hard to explain it to the Duke's guards if your caught. "
Gem-studded longsword (masterwork)
Mayor Fellstone’s books, journals, and maps
Rune carved amulet
Silver statuette of an elven maiden
Anything you want to do before heading to the keep?
Sense Motive results:
What does the mayor gain? Besides the info, you guess that some of the items Stolen belong to the mayor.
Is he setting me up? You can't tell, but from what you know of him you'd strongly doubt it.
You don't know, though gambling is not illegal and it would only take him asking the watch to look out for a good gambler for him to learn of your skills.
Fellstone lets the stream of questions wash over him.
"The entry fee is 100gp paid down for chips at the beginning. The game is Skulls and overall winner of the competition takes the whole pot. As to who the other players will be I am unfortunately ill informed in this matter... Lord Kent will obviously be taking part the only other certain player I can think of would be Sir Bredwir. The competition is set to run for four days."
" As for when I have my information, you will be 200 gold pieces richer and free to do as you please. Though I believe that Captain Mabon hopes you will invest the gold in property or a business in some far away town. " At this last comment the mayor cracks a weary smile.
Dirt on Lord Kent:
You have heard rumours that the duke thirsts for dark magics... But they're only rumours with no good source.
Dirt on Fellstone:
Fellstone seems fairly clean. He is known for his fairness.
Skulls is a popular game in the region and is frequently played by those of all walks of life. Playing Skulls involves rolling 3d6 and tallying the results. Even numbers are desired, particularly when more than one of the same number is rolled. When the same even number is rolled on two or all three of the dice at once, tally the total rolled and then add half of that number to the total. For example, if you rolled a four on all three dice, you would total the amount rolled (twelve in this case), and add half of that total again to your final score (half of twelve is six, twelve plus six is eighteen: your final score for rolling four on all three dice is eighteen). Even numbers are the only ones that count in this manner. The odd numbers three and five add only their face value, while ones (called skulls in the game due to the skull design on the dice) subtract from your final total. Let’s say you rolled two sixes, and a three. You would add the two sixes (twelve points), and then add half of that total again to that amount (half of twelve is six, twelve plus six is eighteen). Finally, you would add the three to your total (for a final score of twenty-one). You can easily simulate a character’s gambling experience by adding in his Bluff or Profession (Gambling) skill points and appropriate ability modifier to the roll’s total. Thus, if a character’s roll was worth eighteen points, he has four ranks in Profession (Gambler), and a 14 Wis (a +2 modifier), his final total would be twenty-four.
INTERVAL BETTING A game of Skulls sometimes entails three rolls. Gaming tables often have three lined pockets on each side, and covers that keep the player’s roll secretive. Each player rolls his dice, sees his own total, and then makes a bet. One player bets first, the second matches and may raise, and the first player either matches or yields (here is where the Bluff skill comes into play). They then roll a second set of dice (in the table’s second pocket), and mentally tally that result to the first. After betting a second time, the player’s roll their third set of dice in the last pocket. They bet one last time and then show their results. The player with the highest total wins the game, and takes the pot.
Upon entering the town hall you are quickly ushered into the mayors office, it's noisy with a almost constant ratatattat of hammers and saws. Fellstone rubs his temples as he offers you a seat and then rubs his hands down his face before plonking them on the desk. He looks stressed.
" Well your probably wondering why I asked for this meeting? " He asks, but continues without waiting for an answer. " My trackers have returned from seeking the lair of the raiders. It may shock you to know that the orcs and gnolls seem to be in the employ of the Duke himself... It certainly took me by surprise. "
" I understand you have some skill at gambling Ms Ardon? Lord Kent is offering a competition at his keep. Which is the perfect cover... I'd like very much to learn why he has employed these Orc and Gnoll raiders to ransack my town. I will front the entry fee for the competition and I have some items that may serve you well. If you discover the Duke's motives behind the attack I will reward you with the sum of 200gp. Also there were some items of significant value that were taken from the town. If you manage to recover these I will reward you for each individually. "
He leans back in his chair awaiting your response.
Some info about the town Rhiannon
A small town in the Duchy of Erat which is ruled by Lord Kent.
Some notable people are:
Pushing past the webs the group enters a larger room, the walls were once patterned with Vermilion paint and gold gilding but the pattern is now crumbled and decaying. However in the middle of the room sits a pristine well, its tiles shining as if they'd just been polished. A mournful cry fills the room seeming to originate from the well.
Azeban wades into the web leveling his crossbow a bolt flashes through the air and embeds itself in the spiders side. It's legs waiver underneath it feebly.
Keolin swings at the spider but only hits webs!
Galia steps forward, finishing the arachnid off by cleaving it in half with an overhand swing.
Among the webs the group finds a small purse of gold and a shining white pearl that seems to glow.
There's a draft blowing from the south-east corner of the room and with a quick inspection you find a passage through to the next room.
The spider flinches as another bullet grazes it's large abdomen. scuttling down it's web it strikes at Kristof with it's dripping fangs.
Attack: 1d20 + 2 ⇒ (11) + 2 = 13
But the spider's fangs can't penetrate Kristof's chain shirt.
Round 1 Initiative:
Kristof's pistol goes off with a bang and a puff of smoke and the clicking from above becomes urgent almost like a shrieking. The spider turns its now bleeding abdomen towards Kristof and shoots out sticky webbing entangling the gunslinger.
Web Attack: 1d20 + 5 ⇒ (11) + 5 = 16 Vs Touch.
An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity , can move at only half speed, and cannot charge or run. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
Kristof can escape the Web with a DC12 escape artist check or a DC16 str check. (The str check DC for another party member to break him out is DC12.)
Round 1 Initiative:
1d20 + 11 ⇒ (5) + 11 = 16
As Kristof points at the dessicated corpses he spots the glint of gold from a half open purse in amongst the webs. Then he hears as horrible clicking noise from above spotting a Giant Spider.
Azeban: 1d20 + 2 ⇒ (13) + 2 = 15
Galia: 1d20 + 1 ⇒ (6) + 1 = 7
Giant Spider: 1d20 + 3 ⇒ (14) + 3 = 17
Hekra: 1d20 + 6 ⇒ (8) + 6 = 14
Keolin: 1d20 + 2 ⇒ (9) + 2 = 11
Kristof: 1d20 + 5 ⇒ (15) + 5 = 20
Toshizo: 1d20 + 2 ⇒ (4) + 2 = 6
Keolin splits the last beetles back and it collapses amongst the trash. With a little digging Galia finds a sack full of silver coins, Keolin finds a scroll case with what looks like four more trade agreements and Toshizo finds a pair of beautifully fashioned bronze bracers.
1d20 ⇒ 13
1d20 ⇒ 20
1d20 ⇒ 9
1d20 ⇒ 17
1d20 ⇒ 9
1d20 ⇒ 20
The mouldy trash only gets thicker as you get further into the room. It isn't long before Keolin, Galia, Azeban and Toshizo notice movement in the far corner. Out of the rubbish emerges three cat sized beetles, brown with two glowing yellow spots on their backs. Emitting strange grunting noises the beetles manage to look somewhat threatening.
Azeban: 1d20 + 2 ⇒ (3) + 2 = 5
Fire Beetles: 1d20 ⇒ 8
Galia: 1d20 + 1 ⇒ (7) + 1 = 8
Hekra: 1d20 + 6 ⇒ (3) + 6 = 9
Keolin: 1d20 + 2 ⇒ (1) + 2 = 3
Kristof: 1d20 + 5 ⇒ (16) + 5 = 21
Toshizo: 1d20 + 2 ⇒ (9) + 2 = 11
As the Kelish word for water rolls off Kristof's tongue the fountain gurgles and water slops out of the left hydra heads mouth before suddenly gushing out powerfully from all three lower heads. The jets of water blast into the hallway Kristof flattens himself against the wall before Galia takes the blast front on knocking her onto her back as everyone else scrambles out of the way.
Saves and other rolls:
Azeban: 1d20 + 2 ⇒ (19) + 2 = 21
Galia: 1d20 + 1 ⇒ (3) + 1 = 4
Hekra: 1d20 + 2 ⇒ (12) + 2 = 14
Keolin: 1d20 + 4 ⇒ (10) + 4 = 14
Kristof: 1d20 + 5 ⇒ (16) + 5 = 21
1d6 ⇒ 1
Galia takes 1 point of damage from the water jets.
Kristof and Hekra manage to get the door open, pushing it in against a thick layer of mouldy garbage that covers the whole floor.
Perception checks for everyone entering into area 7 please
Galia forces her way through the stuck door into the next hallway. to the right the hall ends in a rounded alcove with a sinister looking fountain. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra’s heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. No water runs from the hydra heads and the basin is dry and covered in a thick layer of dust.
The other end of the corridor opens up into the room with the reliefs of Kelish soldiers doing battle (Area 5). Then there is the door in the hall that should lead to another small room. The door seems to be stuck closed.
Keolin awakes coughing up blood even as his wounds heal. The room is in chaos, your companions calling out to each other and moving about carefully. It seems you are the only one left with vision. Eventually everyone's eyesight slowly returns and making a search of these rooms the group finds 13 various trade agreements among musty scrolls and the frogmans possessions.
You find three flasks of holy water and a potion hidden in the frogmans mushroom nest in area 9
Sorry, been super tired from trying to night ween my ratbag son.
Galia brings her axe down upon the frogman spliting its head even as her eyes succumb to the blinding light. Kristof's eyes also fail him.
With all the yelling and confusion in the room it takes a moment for everyone to realise that there's no longer a present threat and it's only a moment more before everyone works out that Keolin is unconscious and possibly dying though it's a little tricky to locate his body when your all blind.
Could you make another death saving throw Keolin?
AoO VS Hekra 1d20 + 5 ⇒ (6) + 5 = 11 MISS
Azeban throws his dagger using his hearing as a guide, unfortunately it hits Keolin's arm hilt first and his swing goes wide hitting the wall which then causes Galia to have to swing to high to get an effective hit!
Hekra casts a defensive spell as the frogman swipes at him narrowly missing.
Kristof moves past swinging his own axe at the thing but also missing in the hubub.
1d3 ⇒ 3[/dice]
The creature continues its assault on Keolin seemingly prepared to fight to the end as its blood stains the floor.
Bite: 1d20 + 5 ⇒ (19) + 5 = 24, Damage: 1d4 + 1 ⇒ (4) + 1 = 5
The frogman creature savagely bites the dwarf again tearing at him with it's claws until the dwarf drops. The creatures eyes burn blindingly bright again as the dwarf falls to the ground.
Please roll another Fort save Galia and Kristof.
The Frogman sidesteps away from Keolin's blow and weaves out of the way of Hekra's swipe. Kristof's pistol thunders and the bullet rips through the creatures belly and exits through its back in a bloody spray. The Frogman wails lashing out in a blind rage while blood streams from its wound.
Attack Vs Keolin
It savagely bites the dwarfs shoulder but then claws at him pitifully.
As the group begins sifting through the scrolls to find trade aggreements Keolin, Hekra and Kristof hear some scraping from through the broken archway. as you go to point it out or simply look that way you notice a bent over biped hiding in the shadows looking in at the group working.
The froglike creature leaps from its hiding place making a low threatening croak before opening it's bulbous eyes, eyes that burn with a blinding light.
Everyone needs to roll a DC13 fort save or be blind
Azeban: 1d20 + 2 ⇒ (17) + 2 = 19
Blindheim: 1d20 + 2 ⇒ (20) + 2 = 22
Galia: 1d20 + 1 ⇒ (7) + 1 = 8
Hekra: 1d20 + 6 ⇒ (3) + 6 = 9
Keolin: 1d20 + 2 ⇒ (8) + 2 = 10
Kristof: 1d20 + 5 ⇒ (2) + 5 = 7
Toshizo: 1d20 + 2 ⇒ (1) + 2 = 3
Surprise Round Init:
The scroll introduces one Ambassador Xeng Li and describes the Jade Katana a gift to Taliq Asad.
After Toshizo is finished with the burial rights the party heads towards the library area. The door into the room is stuck closed but with a little persuasion Galia gets it open. Inside the room smells musty with a hint of mushroom or mouldyness. The three alcoves are made up of little pigeon holes that are crammed full of scrolls many of them beyond repair.
Perception checks please
1d6 ⇒ 2
1d20 ⇒ 11
1d20 ⇒ 16
1d20 ⇒ 6
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 2 ⇒ (12) + 2 = 14
The door is free from any kind of magic and a thorough search doesn't turn up any traps. In fact as you check the door it crumbles from its hinges and collapses inwards to reveal a cramped chamber. A black mildew covers the walls and three doors that have metal slots near the floor that would have had latched covers that must have rusted away long ago.. The chamber reeks worse than rotten eggs.
The locks on the three doors are rusted closed and as the doors are bashed in the stirred up mildew causes everyone to hack and cough but doesn't seem to have any lasting effect. With a bit of persistence you discover the remains of three prisoners, one wearing the rotting remains of Tian clothing. This unfortunate prisoner has a dried and cracking scroll tucked into what is left of his shirt. Its broken seal features a kirin
No problem. I've been super busy this week.
Hekra shoots an unerring bolt of force that spins around Kristof slamming into the blob.
Galia charges to Kristof's side her axe smashing into the thing as Kristof steps back throwing small axe that cuts into the clear ooze as well.
The Amoeba lays still on the floor slowly draining into the cracks of the stone floor.
Did you guys want to check out the door in the corner (A7 on the combat map) before heading up the hallway to the Library?
Laying down Maurit, Kristof has a look about. A sift though the junk reveals nothing of interest. When he heads for the door in the north west corner what looked like a wet slick on the wall peels of and flops down to the floor, an amorphous almost clear blob. It attempts to slam its body against Kristof
Azeban: 1d20 + 2 ⇒ (6) + 2 = 8
Galia: 1d20 + 1 ⇒ (17) + 1 = 18
Giant Amoeba: 1d20 - 5 ⇒ (10) - 5 = 5
Hekra: 1d20 + 6 ⇒ (17) + 6 = 23
Keolin: 1d20 + 2 ⇒ (19) + 2 = 21
Kristof: 1d20 + 5 ⇒ (3) + 5 = 8
Toshizo: 1d20 + 2 ⇒ (1) + 2 = 3
Ok there's a link to Maurit's map in the campaign description so it appears at the top of every page. Can everyone see the notes I made on it? You may need to hover the mouse cursor over the map for the notes to appear.
Currently the group is in room 3 and Toshizo is suggesting heading up the hallway marked with a 2 I believe.
The group enters the large dank room carrying the corpse of Maurit. A strange draft seems to flow through this room carrying a foul odor. Rubble is strewn here and there, some stone pieces and the remains of what was probably a chair. A strange, slimy slick glistens down the western wall. Near the slick is a wooden door. The only sound in this room is a faint drip echoing from deeper in the dungeon. A damaged square arch in the north east corner leads on to another room.
1d6 ⇒ 5
The word carved on the reliefs forehead is the Kelish word for Air.
To the right a corridor extends away into the darkness, in the shadows that way you can see a door that by Maurits map leads into the room that had lots of scrolls and to the left the corridor turns and opens up into a room.
I'll put Maurit's map up in the Campaign Discription tomorrow night so it appears at the top of every page. It's too late tonight.
1d4 + 1 ⇒ (1) + 1 = 2
Maurit was still carrying around a few things from her last life including:
I need another Fort save Toshizo
1d20 + 4 ⇒ (7) + 4 = 11
Azeban 1d20 + 2 ⇒ (5) + 2 = 7
Galia 1d20 + 1 ⇒ (10) + 1 = 11
Maurit 1d20 + 3 ⇒ (16) + 3 = 19
Hekra slices at Maurit with his scimitar, but feeling sorry for her his heart is not in it and the blade goes wide.
In a rage Maurit viciously attacks Toshizo slicing at him with her claws and then trying to bite him wherever she can.
Keolin swings his axe scoring a great hit in her belly and though it is partially deflected by her baked leather vest it bites through into her flesh. She looks winded by the blow, growling and holding a hand over the new wound.
" Here. " She says crouching and pointing at the large room in the north west area of the ruined keep. Area 5 " The caves join the ruin here. Nice and quiet in that room, nothing lives there. I can't draw the cave that leads there, to many turns and branches. Let me show you, yes! "
What's the group consensus? Taking her back to the temple? Letting her show you in through the caves? Something else?
Yes she's definitely giving of an undead vibe. From her story your almost certain she's been infected by the ghoul but maybe her body or mind is fighting it off... She seems to have gotten a lot better during this encounter. Perhaps being able to help is good for her.
"Did you see any traps inside?"
" No, no traps. I'm good at finding traps and I've never seen any in there."
" Did you see any magic things inside that may help us or hurt us? "
Maurit shakes her head at this question, " Magic things? No, I don't think so, it I don't know much about magic things. "
"Thank you very much Maurit, that was very helpful indeed! Now, please in return allow us to take you to the Temple. There they will feed you. "
" No, no, let me, maybe I can help more show you the secret way in? Please? "
GM Stuff :
1d20 - 1 ⇒ (16) - 1 = 15
Maurit hisses and looks upset at the memory, " Inside, ugh, inside but the ghoul chased the rest of my party. I haven't seen it again since I came to. Or any of my friends. They left me, left me to rot! " she says angrily throwing the journal down at Azebans feet and crouching down low " Hisss, Hungry! " her tongue slips out licking her teeth but she doesn't attack and after a second she smiles, though it may look more off putting than the tongue. " Anything else you want to know? "
" Agreements? Written ones? There are shelves full of scrolls and things here! " Maurit says pointing at the room with the rounded alcoves. Area 10 " I don't know about an Armoury but I do know that the funny creature that leads the kobolds has a katana. I don't know if it's a ceremonial one but it does look kind of fancy with green and gold and jade stones. That creature is tricky and it can change colours. I'm not sure what it is. The kobolds have set up a home in these chambers. " she answers, pointing at two rooms on the eastern side. Areas 13-14