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Danse Macabre

GM Kip's page

397 posts. Alias of Kip84.


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Faunra, Samuel and Brayken start to move through the room while Ven and Quinn hang back a little. Waves ripple from their legs and lap against the blue fungus, which sparks and crackles suddenly with electricity. Brayken swings a piece of the fungus that is hanging in the way and suddenly lightning is flashing through the room arcing from the fungus to the water and to Braykens glaive.

Brayken, Faunra and Samuel make a Dc 14 Fort save. Take 3d6 ⇒ (5, 5, 5) = 15 lightning damage on a fail or half (7) on a pass.

Then the room falls silent the fungus appearing to have discharged all its pent up energy.

So what's the destination now?

Faunra turns the wheel one more time and the tension of the chain is now so tight that the wheel will no longer turn. Hopefully that portcullis has been raised.

Exploration Map

A strange blue fungus covers the walls, ceiling, and pillars of this waterlogged chamber. It's wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses, three large rats and one giant frog with strange burn marks all over their bodies.

Roll one Knowledge Nature and depending on what Dc you reach read the spoilers.

Knowledge Nature DC: 17:
The fungus growing on the walls is Azure fungus. A particularly dangerous plant. As a by-product of its growth it builds up a charge of electricity which it releases randomly or when it is disturbed...

Knowledge Nature DC: 22:
Same as above but you know that the fungus is vulnerable to cold. Any amount of cold damage will cause one five foot patch to become inert for an hour.

The wheels bearings are a little rusty and it's a little difficult to turn. Samuel does manage to turn it two full revolutions.

Brayken, Quinn and Faunra take out the remaining skeletons, the bones falling apart and splashing into the water. The room suddenly quiet except for the flapping of the eagle's wings.

In this chamber is a large wheel set in the floor at the southern end. Chains run off the wheel into the ceiling.

Kn Engineering Dc10:
This could be part of a complex mechanism that would raise the portcullis in the room with the long pool. You estimate that for a wheel this size it would take three full rotations to lift the portcullis fully.

Combat Map

Quinn splashes forward into the deeper section, managing to swim across and step onto the far ledge. It takes a full round

Brayken swings his glaive smashing another Skeleton to smithereens the pieces sink into the deeper water.

Samuel's summoned eagle lets out a screech as it appears and attacks one of the skeletons next to Brayken. It's talons slash and grasp at the bones , then it bites down hard on the skeleton's spine breaking its head off leaving the rest to crumble into the water.

Samuel moves into the room and fires an acid dart at the skeleton in the corner. The acid dissolves it's joints and it falls to pieces.

Venedictos moves forward passing some divine luck to Brayken with a touch.

Faunra sweeps her Greatsword through her skeleton, cracking the collarbone and passing through ribs and spine. The skeleton clatters against the wall.

Initiative: Quinn, then Brayken, Samuel, Venedictos and Faunra.

I hope I didn't miss anything.

Hey all, Merry Christmas (if you celebrate it), or happy holidays (if you celebrate something else.) So I'm in hospital right now with my third born daughter who is having some respitory problems. Looks like we'll be in here till at least Christmas morning. I should be able to make a proper post tomorrow.

Perception for Quinn : 1d20 + 6 ⇒ (15) + 6 = 21

Quinn pulls up short right next to Brayken (F9) spotting the floor dropping away through the murky water just in time.

Where do you want to end you move Quinn? There is a pit that takes up the squares E10, F10, down to E12 and F12. You could choose to move around (though you'll take an AoO from the skeleton in D10) or you could swim across with a Dc5 swim check.

The last thing you need to worry about at the moment is dmg reduction :)

Combat Map

Brayken swipes at a skeleton but the animated bones are nimbler than expected and it ducks low under the glaive.

Samuel starts summoning another eagle, chanting the spell to open a portal.

Venedictos begins another inspiring song that brings hope to his allies.

Faunra brings her sword about smashing through the torso of one of the skeletons.

Two of the skeletons move in through the murky water to attack. Swiping at Faunra and Brayken with their sharp finger bones.

Claw 1 v/Brayken: 1d20 + 2 ⇒ (10) + 2 = 12
1d4 + 2 ⇒ (3) + 2 = 5
Claw 2 v/Brayken: 1d20 + 2 ⇒ (1) + 2 = 3
1d4 + 2 ⇒ (3) + 2 = 5

Claw 1 v/Faunra: 1d20 + 2 ⇒ (12) + 2 = 14
1d4 + 2 ⇒ (3) + 2 = 5
Claw 1 v/Faunra: 1d20 + 2 ⇒ (1) + 2 = 3
1d4 + 2 ⇒ (1) + 2 = 3

The remaining three hang back.

Quinn is up and then back to the top, Brayken, Samuel, Venedictos and Faunra.

The frog withdrew. It looks suitably cowed and unlikely to cause any more trouble as it hops frantically in the corner trying to be as far from everyone as possible.

Brayken moves to the south door looking for worthy opponents to crush before Samuels spell wears off. He throws it open and wades down the hall ignoring a room to his right as he sees no foes there. He bursts into a larger chamber at the end of the hall. Six skeletons rise up out of the murky water and turn in his direction.

This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber.

Combat Map

Init rolls:
Brayken 1d20 + 2 ⇒ (16) + 2 = 18
Faunra 1d20 + 2 ⇒ (10) + 2 = 12
Quinn 1d20 + 2 ⇒ (1) + 2 = 3
Samuel 1d20 + 2 ⇒ (13) + 2 = 15
Skeletons 1d20 + 6 ⇒ (3) + 6 = 9
Ven 1d20 + 2 ⇒ (12) + 2 = 14

Init: Brayken, Samuel, Ven, and Faunra are up.

The Lightning sears into the frog burning a black spot into its side. It hops frantically trying to reach a fissure in the roof that would allow it escape.

AoO : 1d20 + 3 ⇒ (5) + 3 = 8 Booooooo!

Brayken pushes the frog back ten feet (to H4) the frog attempts to bite him as he does but Brayken is too quick.

Samuel steps back into the room and fires an acid dart at the last frog. The frog croaks in pain as its skin sizzles.

The frog, having no luck attacking Brayken and now burning with acid withdraws to cower in the corner.

Faunra is in F1, Samuel is in E1, The last frog is in J1

Sorry everyone I'm out of town running games with Quinn's player and I haven't had time to update the map.

The Frog in G1 is dead

Venedictos, Faunra, and Quinn are up

Quinn throws a javelin which splashes into the water next to the frog

Faunra moves in hefting her Longsword and slashing at the frog that lashed it's tongue at Quinn. Her blow slashes through its chest and it sags into the water dead. The Crit was confirmed

Brayken and Samuel are up. Faunra has moved to E1. Don't forget to add +1 to Attack and Damage.

Combat Map
Samuels Acid dart hits the frog full in its body sizzling its flesh. Then Samuel dashes out of the room taunting the frogs as he goes.

The Frog in G1 stays put but lashes out with its tongue trying to grab Quinn.

Grab: 1d20 + 7 ⇒ (2) + 7 = 9 BOOOOOOO! lol

Quinn deftly steps to the side of the flailing tongue.

The other Frog hops up to Brayken to try and bite the giant man.
Take an AoO please Brayken.

Bite: 1d20 + 3 ⇒ (5) + 3 = 8 Again BOOOOOO!

Venedictos's music fills the chamber inspiring everyone to greater actions.

Initiative: Faunra and Quinn are up, then its everyone else again.
Dont forget to add +1 to Attacks and Damage.

Combat Map

The room is filled with water, probably as deep as the outside
corridor. The chamber is in an advanced state of decay, with
a gaping hole in the ceiling admitting a constant trickle of
water. The three stone sarcophagi in this room are almost
completely covered in a thick carpet of moss and fungus.

The water is three feet deep in this room, every square counts as difficult terrain for everyone except Brayken. The Three stone sarcophagi should be easy to spot on the map, medium characters will have to move about them, they will count as difficult terrain for Brayken. Don't bump your head on the ceiling Brayken :)

Init rolls:

Brayken 1d20 + 2 ⇒ (19) + 2 = 21
Faunra 1d20 + 2 ⇒ (2) + 2 = 4
Giant Frogs 1d20 + 1 ⇒ (11) + 1 = 12
Quinn 1d20 + 2 ⇒ (2) + 2 = 4
Samuel 1d20 + 2 ⇒ (11) + 2 = 13
Ven 1d20 + 1 ⇒ (8) + 1 = 9
Faunra 1d20 ⇒ 17
Quinn 1d20 ⇒ 9

Giant Frogs

Brayken swings at the first Frog he sees,(H4)his enlarged Glaive slicing into its chest and neck. Blood pumps from the wound and it collapses into the murky water.

EDIT: Brayken you should be rolling 2d8 for your glaive when enlarged. New dmg: 2d8 + 10 ⇒ (3, 3) + 10 = 16

Samuel is up!

The frog in H4 is dead. I only adjusted for damage after making the map, sorry

Exploration Map

The party makes their way back through the dark crypt to the circular "crossroads" chamber and past it into a flooded passageway. In both directions the water grows deeper till it is about two feet deep. Samuel can tell the party that the door to the north leads to the frogs lair.

It may be worth noting the inscription on the floor of the circular room again as you pass through. It reads: "To the south you might take your ease, to rest and reflect on Kassen's deeds. To the east lies the wheel to open the gate. To the west is the resting place of Kassen, hero of the Fangwood."

Listening at the door Perception DC10:
You here frogs croaking, perhaps two or Three.

Exploration Map

Though the party strain at the bars with a combined effort the portcullis refuses to be lifted or bent and there doesn't appear to be any winch in this room to raise it.

The room on the other side of the bars appears to be second catacomb burial area. There appears to be a fissure in the roof from which comes a rustling noise.

Perception DC15:
The rustling noise is made by the hundreds of small bats that crowd the fissure in the roof.

Where to next? There are two unexplored paths to check out from the first room of the lower level. The eastern passage from the first room does lead to where Samuel had an encounter with some giant frogs but their lair may be able to be passed by.

Not sure if the polluted pool is the hold up or if everyone is just busy... Let's call the pool as dealt with for now. With Samuels warning not to look into it, everyone can pass through this room without making a Will save as long as they are not in a stressful situation. (A sort of taking ten...)

@Venedictos: You can't be sure if either of those will work or not.

@Samuel: You know that Dispel Magic would suppress the effect for a time. Remove Curse would permanently end the effect. You can't determine if bless or channel energy would work with your arcane knowledge.

The portcullis seems very sturdy. The iron bars are thick and heavy though a particularly strong person might bend them.

Gm rolls:
1d6 ⇒ 5

Venedictos and Brayken move to block the exits and Quinn does a few laps of the catacombs before calming down.

Samuel steps into the pool room and with his detect magic spell he watches as a spell emanates from the pool. The spell washes over him but he shakes off the worst of the effects, only feeling the chill of fear for a few seconds. As the dark grey aura of the spell lingers he is able to study it.

The passageway leading out of this chamber to the south is blocked by an Iron portcullis.


This pool is polluted with Necromantic energy. It's casting a Cause Fear spell as people enter the room.

GM rolls:

Quinn 1d20 + 2 ⇒ (19) + 2 = 21
Samuel 1d20 + 2 ⇒ (20) + 2 = 22

You recognize the effects of a Cause Fear spell that has emanated from the pool. Samuel you are in the catacombs with everyone else (apart from Quinn)(It's a maze like room with cut aways in the walls some of which are occupied with skeletons.)

Quinn turns to bolt through the door but before he can reach it Samuel closes it with a quickly cast spell. Quinn moves to the door and opens it.

Is anyone else trying to stop Quinn from running?

More rolls:
1d4 ⇒ 4

The summoned eagle circles the room but there are no obvious enemies.

As you look into the reflection of the long still pool
you see a horrid, rotting version of yourself turning to attack Samuel. Something in your brain snaps and all you can think about is putting as much distance between the vision in the pool and yourself.

Quinn is frightened: creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.You've got four rounds of fleeing. You'll end up somewhere in the arrow pillar room on the first level, unless you want to run into an unexplored area... up to you.

Quinn looks into the reflection of the pool raising a hand to remove some zombie goo from his hair. Instead he suddenly spins around and bolts back though the door and past every one in the catacombs.

GM rolls:
1d20 + 6 ⇒ (3) + 6 = 9

Quinn enters the next room? Roll me a will save please

Brayken finds a backpack in a recess in the southeast corner. Inside are rotten rations, a map of the surrounding area with the Crypt entrance marked on it, a potion, a small money pouch (13Gp), and a small handbill (of a type typically posted in taverns.) Although faded, the handbill clearly reads as a notice of employment, telling all those interested to meet at “The Ranger’s Lament.” The note doesn't mention a time, date, or who the employer might be.

(Anyone who reads the handbill) Knowledge Local Dc25:
The Ranger's Lament is a popular bar in Tamran, the capital of Nirmathas.

Samuel immediately moves to the door at the south. He opens it and sees a shallow reflecting pool that divides this long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction. He directs the celestial eagle through and the eagle swoops through looking for foes.

@Samuel could you make a will save for the eagle please?

Quinn feels fine.... Mhahahahahahahaaa, ahem.

An eagle bursts from a small portal behind the zombies already in mid dive, it's talons extended... It rips into the closest zombie tearing chunks from the rotting chest. Then the eagle tears at the zombies face with its beak till the zombie stops moving and topples to the ground.

Faunra carefully backs away wary of the danger of a bursting zombie but as soon as she is clear Quinn attacks recklessly. Stabbing and slashing at the walking corpse till it bursts all over him...

@Quinn: roll me a Fort save please.

I spent 20 minutes trying to work out where everyone was moving tonight before I realised that Samuel and Quinn had killed the last two zombies.

Heal DC10:
These "Corpses" are probably only a few months old.

You notice that these zombies wear tattered cloths of a similar style to the unfortunate man you and the others found at the lake.

I believe it's waiting on me. Sorry everyone just a few more days. We are moved in to the new place. Just have to unpack and clean the old place.

Hi everyone. Just wanted to let everyone know that I'm moving house at the moment. The next week or two will be sketchy post rate wise as I pack move and unpack.

Samuel Your proposed move to F3 will provoke an AoO as you move passed the zombie.

Faunra If Samuel decides not to move past you your move will provoke an AoO. Unless you're using the full round action Withdraw.

Combat Map

Samuel shouts a warning about the Zombie's disease and begins casting a spell.

Faunra draws her bow and fires two arrows both find the target thunking home into the Zombie's rotten chest.

Venedictos begins his chant. His voice filling the halls of the catacomb.

Brayken races down a hall and around a corner coming face to face with one of the festering men. He slices at it with his readied glaive, slicing straight through it's torso. Its guts spill out bursting as they come filling the area with an unbelievable stench.

Gm roll:
Brayken =1, Faunra =2 1d2 ⇒ 1

The Zombie with two arrows in it's chest is drawn to the filth near Brayken it lurches awkwardly towards him arm raised for an attack but before it can reach him Brayken dispatches it with another swing of his glaive. More filth pours from its wounds splashing the walls and floor.

The last two Zombies stagger up the hall to Faunra the one in the lead flops forward attacking her with a floundering shoulder charge.

Attack: 1d20 + 4 ⇒ (9) + 4 = 13

Faunra deftly side steps avoiding its blow.

The last zombie groans impatiently behind the the other. its arms outstretched toward Fauna and Quinn.

Initiative: Quinn is up to finish off round 1 and then its back to the top with Samuel, Faunra, Venedictos and Brayken.

@Brayken: Thats fine.

@All: Archetypes, Feats and Spells from Paizo sources are now allowed.

Faunra spots what are obviously undead of some sort and their moans rise higher as they lurch forward to attack.


Brayken 1d20 + 2 ⇒ (15) + 2 = 17
Faunra 1d20 + 2 ⇒ (17) + 2 = 19
Quinn 1d20 + 2 ⇒ (4) + 2 = 6
Samuel 1d20 + 2 ⇒ (18) + 2 = 20
Venedictos 1d20 + 1 ⇒ (17) + 1 = 18
Zombies 1d20 ⇒ 9

Combat Map

Samuel, Faunra, Venedictos, and Brayken are up!

Knowledge Religion DC10:
These are Plague Zombies. Their slam attacks carry the Zombie Rot disease.

Knowledge Religion DC15:
These are Plague Zombies. Their slam attacks carry the Zombie Rot disease. When they die they explode in a burst of rotting, infected flesh. All creature next to them could contract the Zombie Rot disease.

Exploration Map, Area 18

The group moves down the west corridor which opens up into a winding catacomb. The walls are skilfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.

Dm rolls:

perception: 1d20 + 7 ⇒ (18) + 7 = 25

Quinn checks the catacomb entrance for traps and is confident that it is safe to pass through.

you all here a low moan as the party enters the catacombs, perhaps wind through the tunnels, you may think till Faunra rounds the first corner...

Average +1 sounds good for hp.

Feats and spells from Paizo sources are ok.

If you were wanting something else run it past me and I'll consider it...

Sorry everyone. I've been very busy this week preparing for my wife's birthday this weekend.

Everyone needs to level up their characters to 2nd level.

I will make a game play post later tonight.

Exploration Map, Crypt of the Everflame, Lower Level.

In amongst the Skeleton's remains Quinn finds a slightly tarnished silver necklace. There are also several unbroken femurs that might be solid enough to do for clubs...

Samuel is revived and as he points out the stairs to the south beckon. Roldare's sister, Dimera, must be further in...

Appraise DC15 (for the necklace):
This necklace is of a style that is about 200 years old. It is finely crafted and probably worth around 200gp

At the bottom of the stairs is a circular chamber with three passageways leading from it. In the centre is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.

The floor bears an inscription that spirals out from the pillar. It reads: "To the south you might take your ease, to rest and reflect on Kassen's deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood."

You know that the Hallway to the east leads to an area that is partially submerged and the room that the giant frogs have made their lair.

Quinn, Faunra and Brayken all land solid hits on the last skeleton. It's bones crumble to the floor next to Samuel. In amongst the bones, blood and rags Quinn and Faunra see a glint of silver.

Combat Map

Quinn moves up to the last skeleton and strikes at it, his sword bouncing off its spine, chipping the bone slightly.

The skeleton slashes at Quinn and Faunra with its claws.

Atk vs Faunra: 1d20 + 2 ⇒ (13) + 2 = 15 Miss

Atk vs Quinn: 1d20 + 2 ⇒ (9) + 2 = 11 Miss

Then it steps back towards the wall.

Unfortunately Samuel is unconscious and can't give you a flank.

Updated Combat Map

Faunra turns and stalks the last Skeleton and swings at its head but the undead thing ducks beneath her blade.

Quinn: Ten hits the prone skeleton so I applied the damage you rolled to your AoO

As the Skeleton in the hallway moves to stand Faunra and Quinn smash it apart with thier swords.

Brayken moves out of the hall to Attack the last skeleton and slashes at it with his glaive but the skeleton dodges the savage cut.

Venedictos barrels through the hallway into the room and sends healing energy out that passes over Samuel closing his wounds. Brayken and Quinn feel refreshed as well.

Still to act this round: Faunra and Quinn.
if you Attack the other skeleton you may use the attack roll from your post above (21 without a flank or 23 if you manage to get into a flanking position.)

Brayken and Quinn: Your Non lethal damage should heal from Ven's channel energy.

Wow! the paizo dice roller usually hates me...

Sorry Samuel :S

Combat Map

Brayken slices past Quinn with his glaive but the skeleton in the hall nimbly steps aside.

Faunra rushes down the hall past Brayken, past Quinn and past the skeleton shoulder charging it as she goes, knocking the skeleton on it's back.

Samuel steps behind a pillar and casts his mage armour spell from a scroll.

The Skeleton in the hall stands up Provoking AoO's from Quinn and Faunra. If it survives those...

It attacks 1 is Faunra, 2 is Quinn: 1d2 ⇒ 1
Claw vs Faunra: 1d20 + 2 ⇒ (16) + 2 = 18 A hit
1d4 + 2 ⇒ (1) + 2 = 3

The Skeleton by the pillar steps around the pillar and attacks Samuel with both claws.

Claw 1: 1d20 + 2 ⇒ (18) + 2 = 20 A Hit
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Claw 2: 1d20 + 2 ⇒ (20) + 2 = 22
Crit confirm: 1d20 + 2 ⇒ (6) + 2 = 8 Just a regular hit
Dmg: 1d4 + 2 ⇒ (4) + 2 = 6

Secret Gm Stuff:
Torso boy 2 Dmg

Channel Save: 1d20 + 6 ⇒ (19) + 6 = 25
@Venedictos Does your channel have extra range? Isn't it 30ft radius centred on the cleric?

The skeleton in the hallway trembles as Venedictos's energy sweeps over it but it manages to stand firm.

@Faunra unfortunately you can't reach the skeleton with your greatsword. You could use that roll for something else though. An overrun? A bow attack? The hallway skeleton has used it's AoO this round.

@Samuel I'll resolve your action after Faunra's but the skeleton in the hallway is still on it's feet at the moment.

Secret Gm stuff:

Torso boy: 3 damage

Samuel Soulkeeper wrote:

Can I asume we know each other from town? I know there was a first party who came to the crypt earlier. I could just be one of them and not a total stranger to the party, but someone they know from town.

I will wait until knowing if the skeleton fells and the party comes in help. Depending on that, I will cast cast a defensive spell or an offensive one. So please, let us know if the skeleton fells as early as possible, and if the party arrives on help.

No problem, your backstory is yours to create.

I'll let everyone know as soon as the skeleton goes down.

Quinn Garside wrote:
Maybe Quinn does indeed know you, put it down to the poor lighting in this crypt. Why do all crypts have such poor lighting?

Undead have Darkvision... ;)

The skeleton gets an AoO for the failed Acrobatics check.
AoO: 1d20 + 2 ⇒ (1) + 2 = 3
The skeleton swipes at Quinn leaving an opening in its defence. Quinn thrusts his blade through the skeletons ribs chipping a little bone off.

Combat Map

Venedictos calls on his goddess and a wave of holy energy spreads out blessing him and his companions.

Faunra fires at the skeleton in the hall the arrow skitters down the halls walls.

Brynn steps back and loads and fires his sling but the bullet goes high and soars over the skeletons head.

Footsteps sound from the other side of the room. A man appears, arcane words fly from his mouth and a dart of acid hits one of the skeletons. It's bones sizzle and it crumples to the floor. The man dashes to the cover of one of the pillars.

Quinn darts into the hall and ducking and weaving he thrusts his short sword wildly at the skeleton there.

The skeleton swings its claws at Quinn
Claw 1: 1d20 + 2 ⇒ (11) + 2 = 13
Quinn nimbly ducks under the first claw
Claw 2: 1d20 + 2 ⇒ (18) + 2 = 20
But the second catches him on the forearm
Dmg: 1d4 + 2 ⇒ (1) + 2 = 3

The other skeletons head spins on it's spine as it searches for the new threat.
Perception: 1d20 ⇒ 8
It spots Samuel and it's body turns to realign with it's head as it marches across the flagstones towards him. It moves op to the stairs and then steps in to attack swinging one of its clawed hands.
Claw: 1d20 + 2 ⇒ (11) + 2 = 13
Claws catch Samuel across his chest drawing a little blood.
Dmg: 1d4 + 2 ⇒ (3) + 2 = 5

Init: Everyone is up!

Casting bless in battle is fairly in character for a cleric. I have no problem with you doing it even though you missed the religion check.

Combat Map

Knowledge Religion DC15:
These bloody skeletons regenerate and even when they are destroyed they return to unlife a short time later. They can only be destroyed permanently in the presence of a bless or hallow spell or by sprinkling holy water on their remains.

Welcome, read the spoiler for details on your introduction to the gameplay.

You've been caught nearby by some giant frogs. They dragged you down into their lair in the crypt but you managed to escape. Slamming the door to the frogs lair behind you find your way to some stairs leading up and as you begin to climb them you hear the sound of battle coming from the room ahead.

Jump into the gameplay thread when your ready.

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