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3,041 posts. Alias of Chainmail.


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No one runs, and the group overcomes their fears.

Searching through the ashes of furniture and in the
corners of the room Boram turns up a small haul of ornamental
valuables, including an ornate hopeknife, a
heart-shaped gold locket, and 63 sp.

appraise DC20:
Hopeknife=100gp/locket=45gp

At the end of the hallway to the right......

The support walls and pillars that once connected the Plague
House to the huge boulder behind it have burnt and crumbled
in this ruined chamber, revealing nearly the entire face of the
monolithic stone as well as much of the sky above. Jagged red
runes have been painted onto the rock in long, broad strokes
that reach from top to bottom. A cabinet on the southeast wall
and a tall bookcase against the northeastern wall are all that
remain of the room’s furnishings.

At the end of the hallway to the left......

The wooden staircase here that once led to the upper story has
all but crumbled to ashes. The northern wall has collapsed, and
the floor underneath has sunk entirely, leaving a dark, gaping
hole in the ground surrounded by rubble. A single door exits the
room to the northeast.
The dwarves immediately notice that the floor is unstable around the gaping hole.


As the dwarves form up and explore the house, the door to the right opens revealing.....
Two rows of scorched, wrought-iron bedframes take up most
of the space in this soaring chamber, resting between a fireblackened
altar to the southwest and double doors to the
northeast. A second set of double doors leads to the northwest,
and a single iron door exits the chamber to the southeast.
Brightly colored holy figures stare down from the stained-glass
windows built into the blackened stone walls, their visages
noticeably less damaged than the rest of the room.

The four near the front look in horror as: the burnt corpses of plague
victims appear on the bedframes, sitting straight up and
screaming, their mouths full of fire and ashes. The sight is unsettling, and it takes a strong will to keep from fleeing.

If you are in the Front four AND Fail Will DC 14 spell-like effect:
You run out, leaping to the ground in your rush to escape. Acrobatics DC 15 or 1d6 ⇒ 3falling damage in your haste. You make a loud noise exiting the church, and your retreat and bellows echo ominously throughout the ruin.


Asaran
horde of bugs


Dropping back under the covers and pillows, the elf maid seems to be overcoming her shock.

"Does anyone have proper covering? A travel cloak?"

She then asks: "Where is the bad man?"


Boram scouts around and notices it is as quiet as a church. It is an easy climb (DC5) to get up to the burned out steps, and, when you do, you see a hallway with double doors on the right. Further down, a single door on the left.

Map updated -- time to choose a marching order. Anyone venturing into the hallway can place their tokens where they want to be.


Well, moving tokens is as simple as right clicking on your avatar and pasting it on the map.

Plus, if someone doesn't move their token, I know they are not participating.


After some light singing from some missed throws of fiery combustibles, the swarm flows over Iskender and Sunjeet. The damage from the bites is barely noticeable, but it is not pleasant. Not a solid shot has connected with the swarm.

damage bites: 1d6 ⇒ 1
The double fort saves for first distraction then disease @ DC13.

ORDER
Party to go


Before heading to the plague house, Omast looked at Ogden with a faint glimmer of recollection.
"For a moment, I had managed to forget about Rodrik's death."
A look of extreme anguish comes over his face, and he struggles to maintain his composure. "I'd rather not talk about Rodrik at the moment." Omast holds the large pitcher out to Ogden, as if offering it to him.


perception: 1d20 ⇒ 141d20 ⇒ 9

As you search, a young, willowy elf with blonde hair slowly stirs under the mass of pillows on the bed in the south room.

She blearily opens her eyes, and blinks as she rubs sleep from them. Shocked to see visitors, she looks down at her small, semi-sheer shift she is wearing.


Ruby nods as she listens to Dvalin and speaks to him as they deliver the message. "I did not know, I will make sure Boram stays out of trouble. We probably should not tell the guard about his tendency towards crime."

Omast continues to drink at the bar, and you are told by Cham:
"When he found Rodrik’s body, Omast
Frum fell off the wagon—hard. I don’t know what kind
of guilt is weighing the sergeant down so much, but
he’s been drinking and talking to himself nonstop. The
only meaningful work they could
find for the poor drunk is cleaning up the vandalism
that’s been drawn all over town."

A quick trip to the plague house, and you scout it from a safe distance.......
The Plague House’s front doors sit three feet above the ground.
Charred wooden beams and ash are all that remains of a
small porch and stairs that once led to the entrance. The small
windows flanking either side of the doorframe are broken
but a large stained glass window dominating the face of
the building to the right remains in fine shape, and shows a
varicolored image of Iomedae holding her sword aloft.

When the group is gathered just after midday, you consider entering the forbidding church.

Plague House is now linked at top as CURRENT MAP and on campaign tab -- may want to place our tokens on left row.


Magic of conjuration nature, medium, is detected in the alcoves.


After pointing out the need for discretion, the meeting is moved to a private room in the inn. No discussions are held in the common room of any import except to discuss the food.


Ruby speaks with a voice of one used to describing things:
"The Plague House, also known as the Burned Church, was
Trunau’s original church of Iomedae. When orc raiders
burned the building down and killed the priests within, the
church of Iomedae decided to build a new chapel inside the
city walls. The ruined church became known as the Plague
House following a tragedy 50 years ago, when Trunau was
afflicted with a plague. The town’s authorities hastily
rebuilt the structure and used it to quarantine the plague
victims, but a mysterious fire consumed the building a few
days later, killing everyone inside—patients and healers—
and leaving the infamous site once again in ruins. None
have attempted to rebuild it since."


Unable to open the gates, you head back to the two doors. Opening the two doors after carefully checking them for traps....

To the north is a bedroom-----
This is an extravagantly furnished bedroom.
A gilt framed bed stands in the
middle of the room. Tapestries hang on all
four walls. A large wardrobe stands in the
southwest corner. A vanity and mirror sit
next to the wardrobe. Six small jars and a
large glass vial lie on top of the vanity. An
iron gate is set in the north end of the east
wall. The gate leads to an empty 10-footsquare
alcove. A 1-foot-long lever is
attached to the wall near the gate. A woman’s
wide-brimmed feathered hat hangs
on a peg near the lever.

To the south is another room of luxury.....

Pillows and cushions lie scattered around the
room. In the center of the room is a large
carpet with a phoenix embroidered on it.
A large pile of pillows sits in the southwest
corner of the room. An arch in the west
wall leads to a 10-foot-square alcove. Near
the alcove, a 1-foot-long lever projects
from the wall.


To let you know pacing, we close to being done with the first part of book one, the investigation. I am happy with our pace so far, though the length of each posting has dropped somewhat since out honeymoon period.

Feel free to make any comments and constructive criticism, I always try to improve.


The groups decide to return to the Ramblinghouse, because that is where their informal headquarters is, and that is where Omast is heading. Also you notice, as Boram and company follow Omast back to the Ramblinghouse, Ruby seems curious, and follows along. As Boram was moving cautiously, it is obvious that some stalking is going on, and Ruby seems curious to see how this plays out. Omast has no idea he was followed.

As you arrive, Omast has taken a corner seat in the Ramblinghouse inn, and is already on his second mug, which he his filling from a large stone pitcher which he has ordered. Typically it is for groups, but Omast seems determined to finish it off himself.

Ruby continues to follow you, ready to partake in any discussions you are going to have. Having helped you once, she seems to be determined to help you more.

Rock looks at her appearance with some raised eyebrows, but sits at a large table in the common room and has a large lunch ordered. His penchant for pig continues as it a large cured ham with cheese and bread seem to be already laid out.

Regardless of how the Ruby situation is handled, both groups compare notes and decide where to go next. It seems obvious that there is enough evidence to dispel the fact that Rodrik committed suicide and that the Plague House is a dangerous place. A very dangerous place.



Iskender1d20 + 2 ⇒ (5) + 2 = 7
Sunjeet1d20 + 2 ⇒ (17) + 2 = 19
Asaran1d20 + 2 ⇒ (16) + 2 = 18
Dusty1d20 + 0 ⇒ (19) + 0 = 19
Scarabs1d20 + 0 ⇒ (16) + 0 = 16
I was having your shot resolve on your initiative, which was after the swarm. But assume that never happened and take your move.


The swarm of bugs is singed by the vial of fire, and the bugs move over Asaran and Iskender as they exchange a vial.

Asaran and Iskender take 1d6 ⇒ 4 and feel the bites of the bugs.

DC 13 Fort 1 for distraction, DC 13 Fort 2 for disease

Iskender fires a bolt that misses as he retreats.
ORDER
All but Iskender

beetle swarm


Those that visit young Ruby find that she does not know much, but is eager to make up for the help you gave her at the ceremony. She has you follow her and moves to the Barterstones (area N). A large white sword has been painted on the eastern face of the largest rock in this area, visible above the roofs of the market stalls set up in the
stones’ shadow and the guardleader is diligently scrubbing the sword from the rock. Ruby lets into Omast for the tongue-lashing he gave Dvalin. As you can only watch, the young lady explains that her father will not be pleased if he does not help out more with the good dwarves and their business. As expected, you do not think the head of the guard is very happy to be dressed down in your presence, and can barely conceal a bitter glare. But meekly nods and, after the exchange, leaves his task and cleaning equipment somewhat dejectedly and walks off. He seems to be making a beeline for the Ramblinghouse.

Those talking to Sara find her happy with their questions and she compliments you on your diligence and explains: "Urnsul
was a new apprentice I took on several weeks ago, but
the woman went missing the day after Ruby’s hopeknife
ceremony. Urnsul was a recent arrival to Trunau, and I took pity on her when the young half-orc explained her tragic story in broken Common. The knife you gave me is the knife I was working on for Rodrik, but there is no way he should have had it yet and no reason for him to take it as it is not finished yet."

Sara lets you known she had been sheltering Ketezra, an oracle who asked for her protection after Rodrik's death. She brings the half orc oracle out from the back, and he is carrying a journal.

Ketezra, the semi-lame half-orc decides to tell you his story: “I went to hiding. Rodrik had plans to go back to the Plague House, but because of the unease I felt from my visions, I suggested he leave his journal with me, which he did. The night of his death, my visions were even more terrible, though still indecipherable. When news of
Rodrik’s death reached me in the morning, I knew it must
have been foul play, so I fled the Sanctuary, fearful that
whoever targeted Rodrik would come after me as well. His
death grieves me to no end, but at least my efforts bought
me enough time to share this information with you.”

“Rodrik originally approached me to ask for advice
while courting Brinya Kelver. The love-struck fool—bless
his soul—thought I might have some special insights
into the traditions of her people or visions of the couple’s
everlasting happiness... but come now, do I look like the
romantic type?”
He smiles wryly, then shakes his head and
moves on. “I couldn’t help him with his relationship, but
we gradually became close friends. I’d been experiencing
vivid hallucinations of white swords or crosses, and dreams
of the Plague House outside town. When I told him of
them, he seemed to think my dreams might help with his
investigation. I told him about my visions as best I could, but
the muse of my nightmares is as abstruse as she is unkind.”

"Here is the journal Rodrik kept -- it may be helpful. I would check out the Plague House at some time. Rodrik was obsessed with it."

LINK TO RODRIK'S JOURNAL


Key requirement is once a weekday posting. Check the gameplay out to see if this is your type of game.

One fight and half of a murder investigation done.

A forgemaster would be fine. I will select once I have three applicants from among them.


Rock Stonecrusher wrote:


Rock nods to you, and rephrases your earlier questions about the cause of death. Kurst responds: "The only thing I have is
Rodrik’s hopeknife, which he supposedly used to kill
himself. I’ll need it back for his funeral, but if you think it
might help, you can have it until then.”
He hands over a hopeknife to the group.


As for the two traits, they seem OK at the moment. They are affecting skills, and effectively making the best at a skill an effective FIVE (rather than two) levels higher than they would be otherwise.

Allowing a mess of third party or other feats will have to be reviewed on a case by case basis. People bragging they can add over ten to someone's AC without using a standard action is the type of stuff I may want to avoid. I doubt I will allow aid another to be anything but a standard action due to balance, and would have to think twice about allowing the traits to be combined with the bodyguard feat.

I recall this part of a thread:
Also while at the topic, although somewhat lackluster in the lower levels, the lvl 11 ability of "tactician" fighter archetype is amazing with an aid another build. Allowing you to aid 1+ your int bonus allies every time you use aid another. By RAW this combines with the bodyguard feat to make striking anyone near you strictly stupid, I doubt many GMs will accept that though :-).

An interesting point is whether you can apply aid another twice yourself to the same allies AC. It specifically specifies that similar bonuses stack and that several "aiders" can help the same target on the same roll. But as the action is ordinarily a standard action it seems they neglected to mention whether the same person can aid the same roll twice (or more...)


At the Clamor:

Sara brightens up at Dolgrym's directness. "I appreciate those that get to the point. Rodrik commissioned
a new blade a week before his death. I
did the preliminary work on the knife, then
handed it off to one of my apprentices, whom
I assumed finished the blade.
I guess it doesn’t matter so much anymore, but I wonder where it went—it must be around here
somewhere.”

After a few minutes searching for the knife,
Sara comes up empty-handed. “I’ll bet that clumsy oaf
Urnsul put it somewhere before she up and quit the other
day; it’s hard to get good help. I’ll let you know if I find
the blade. How is the investigation coming?”


Dvalin diplomacy with guard leader: 1d20 - 1 ⇒ (8) - 1 = 7

During breakfast, the guard leader Omast Frum speaks to Dvalin. "Since I been erasing graffiti myself and you have not, I'll not be making any more graffiti to act as targets that I'll have to clean up later!!" Those who spoke to Omast found him personally cleaning graffiti while dangling from a harness, and his clothes smell of lye. He does admit: "The dogs, I did order me some of them, but it takes Burnie some time to deliver them after getting them trained." And, it appears hunting dogs are available, but expensive and in short supply. Nevertheless, the guards have tried to get some.

The situation with Dvalin gets explosive when Rock intervenes, and the guard leader stomps off.
Diplomacy: 1d20 - 2 ⇒ (20) - 2 = 18

Rock nods when the wizard brings up the hopeknife, and mentions: "I know wizards are smart. The only decent place to get hopeknives is the Clamor. Sara Morninghawk probably knows all the hopeknives in town."

After breakfast two groups split off to interview Ruby and go to the Clamor to talk to Sara.

Dvalin and company arrive and speak to Ruby. She beams at your appearance and tries to be helpful. "I heard you were attacked, and I will help all I can. What specifically can I help you with?"

Agggh and company arrive at the Clamor (Building G on the city map), officially known as 'Morninghawk's Fine Steel', and are greeted by a mannerly half orc that obviously has the strength to operate a forge. After introductions are made, she explains she is an expert on hopeknives. She seems concerned about your motives, and asks Aggghhh: "Why are you asking about these hopeknives? As a duly elected member of the Town Council, I stay informed of town events."
PICTURE OF SARA


If you can post once a week day, we have ONE opening for a dwarf or gnome fighter, cleric, druid or bard.


Continuing to explore, and opening the granary, a swarm of scarabs appears from the area!

Iskender1d20 + 2 ⇒ (5) + 2 = 7
Sunjeet1d20 + 2 ⇒ (17) + 2 = 19
Asaran1d20 + 2 ⇒ (16) + 2 = 18
Dusty1d20 + 0 ⇒ (19) + 0 = 19
Scarabs1d20 + 0 ⇒ (16) + 0 = 16

All but Iskender
Scarabs
Party


The group considers where they will go, who they will question, and what security precautions they will take. Although it may look alarming to the locals, being armed while in town may be prudent.


Yarask hits the last wolf brutally leaving him bleeding out with his two brothers, and his companions rush to help out.

The staggered wolf lunges at prone mage.

wolves:
attack/dam: 1d20 + 4 ⇒ (15) + 4 = 191d3 - 1 ⇒ (1) - 1 = 0vs Aggh
vs Dvalin: 1d20 + 2 ⇒ (9) + 2 = 111d3 - 3 ⇒ (1) - 3 = -2
vs Dvalin: 1d20 + 2 ⇒ (14) + 2 = 161d3 - 3 ⇒ (1) - 3 = -2
trip?: 1d20 ⇒ 1
concentration check Aggh: 1d20 ⇒ 20
save will wolves: 2d20 ⇒ (1, 8) = 9
sleep Dvalin: 1d20 ⇒ 12

The staggered wolf lunges at prone mage. The two other wolves attack Dvalin, flanking him. The mage and Dvalin take nominal bites (1hp each) and are not knocked down.

Aggh keeps his concentration and finishes off the complex spell and the two wolves slumber. They are quickly finished off by the rest of the party.

Combat Over

Alchemy DC 15 trained:
The wolves appear to have been drugged by a powerful drug.

A quick search of the area in the fading light yields little except

Perception no take 20 DC 20 or survival DC20 no take 20:
Tracking the wolves or noticing something out of place, an abandoned cart is found in a nearby alley with traces of wolf fur and wolf dung.


I will assume you are stuck or enjoying the holiday weekend -- will again move things along by Wednesday.


As sleep is a full round spell, the wolves will act before it affects them. Tegnar still to go, and we have till Monday.


Thanks for the sizing.

As posting is optional on weekends, combat will be updated PM Monday.


wolves:

AoO Dvalin: 1d20 ⇒ 11d3 - 1 ⇒ (2) - 1 = 11d20 ⇒ 17
vs Aggh: 1d20 ⇒ 181d3 - 1 ⇒ (3) - 1 = 21d20 ⇒ 17
vs Tegnar: 1d20 + 2 ⇒ (20) + 2 = 221d3 - 1 ⇒ (1) - 1 = 01d20 ⇒ 18
vs Tegnar: 1d20 + 2 ⇒ (9) + 2 = 111d3 - 1 ⇒ (2) - 1 = 11d20 ⇒ 5
vs Boram: 1d20 + 2 ⇒ (18) + 2 = 201d3 - 1 ⇒ (1) - 1 = 01d20 ⇒ 16
fort save Yarask: 1d20 ⇒ 10
crit Tegnar: 1d20 + 2 ⇒ (2) + 2 = 41d3 - 1 ⇒ (3) - 1 = 21d20 ⇒ 12

Adrian yells: "Not wolves, why did it have to be wolves." The halfling runs fleeing to the gate of Trunau never to be seen again.
Yarask and the agile Dvalin both leave two wolves bleeding on the ground. Yarask's blow is sheer power, while Dvalin hamstrings the wolf with a shot to the vital muscles and tendons in the hindquarters. Their four brethren attack, and hit Tegnar, Aggh, and Boram knocking them to the ground. Tegnar dodges the first strike, but the second wolf flanking him hits him unbalancing him. The group by the Ramblinghouse seems to be having more trouble than the group returning from the gate.
Tegnar, Aggh, and Boram take 1 hp, knocked prone, and FORT save

ORDER
Dolgrym
Boram
Tegnar
Ogden
Aggh (may want to cast defensively if casting)
RND 2
Dvalin
Yarask

Wolves

Map updated - P on your figure indicates prone


Squares are 20' by 20' and figures are 5' by 5'

These guys can go in any order they want:

Dolgrym -std
Boram - std
Tegnar - std
Ogden -std
ORDER ROUND 1
Dvalin - full
Yarask - full (not Dolgrym, a typo)


INIT wolves: 1d20 + 4 ⇒ (16) + 4 = 20

ORDER Surprise ROUND
Dvalin - ready weapon
Yarask - ready weapon
Wolves
Dolgrym -std
Boram - std
Tegnar - std
Ogden -std

ORDER ROUND 1
Dvalin - full
Dolgrym - full

Wolves AC 15 and 9 hp each
Boram
Tegnar
Ogden
Aggh

As the group watches in shock, more wolves rush from the alley of another building, six wolf pups attack the group.

wolf attacks:

Wolf/damage/trip?: 1d20 + 2 ⇒ (11) + 2 = 131d3 - 1 ⇒ (1) - 1 = 01d20 + 2 ⇒ (2) + 2 = 4 -Tegnar
Wolf/damage/trip?: 1d20 + 2 ⇒ (19) + 2 = 211d3 - 1 ⇒ (3) - 1 = 21d20 + 2 ⇒ (19) + 2 = 21 -Aggh
Wolf/damage/trip?: 1d20 + 2 ⇒ (1) + 2 = 31d3 - 1 ⇒ (3) - 1 = 21d20 + 2 ⇒ (6) + 2 = 8 -Ogden
Wolf/damage/trip?: 1d20 + 2 ⇒ (3) + 2 = 51d3 - 1 ⇒ (1) - 1 = 01d20 + 2 ⇒ (13) + 2 = 15 - Yarask
Wolf/damage/trip?: 1d20 + 2 ⇒ (18) + 2 = 201d3 - 1 ⇒ (2) - 1 = 11d20 + 2 ⇒ (8) + 2 = 10 - Yarask
Wolf/damage/trip?: 1d20 + 2 ⇒ (3) + 2 = 51d3 - 1 ⇒ (2) - 1 = 11d20 + 2 ⇒ (9) + 2 = 11 - Dolgrym

The wolves attack, and bite Aggh (2hp) and Yarask (1hp). They fail to trip the sturdy dwarves. Yarask dodges one attack as well as Tegnar, Ogden and Dolgrym.

Dvalin and Yarask have already drawn their weapons, the others are still somewhat surprised.

Party to go as listed on the order of action -- Surprise action std only -- full actions in round 1 -- Yarask and Aggh need a FORT save

Map updated!!


OK, first combat. You are doing well in the investigation. We will shoot with a combat round a day minimum. I will put the enemies at one initiative when feasible.

You can right click on your avatar to save picture as -- I like to pick jpeg, and use that to make a token on the combat map. As I had no canned map and used the Trunau map, lets try to get for tokens across in a square as they are at least 20x20 squares.

Hope we are having fun so far!!

Feel free to remind me if something is not addressed as you ask it. I missed the autopsy request, and added that.

No one has any weapons in hand, as that would look too menacing. They can be retrieved with a move action.

From here on out, though, feel free to specify if you are moving around with drawn weapons. It may have diplomatic consequences.


Tying up some loose ends, you examine the body in the sanctuary with the friendly high priest and determine: Rodrik appears to have
died of blood loss after slitting his own wrists.

Sara Morninghawk, as the Trunau natives and Rock tell you, runs Morninghawk's fine steel. Probably the best place to buy quality weapons, and you consider investigating there on the morrow.

No tracks are found outside.

Alchemy DC 20 trained only or bard:
Rodrik smells of oil of taggit

As the two groups head back to confer at the Ramblinghouse and meet for dinner, you try to react as a group of feral wolves attacks with frothing mouths. You must getting close as the wolves close to bite you. Those returning along the road see the others waiting outside.

Roll Perception and Initiative -- I will consolidate the initiatives into the campaign tab and roll them from here on out. Place your token by cut and pasting from your avatar to the map.

Link to MAP

NOTE: The battle map is also linked at the top of the page as I put in the short campaign description. I am going with 20' squares, so 16 characters should fit in a black square. The group returning from outside will set up in the rectangle along the road, the group that stayed in town has come out of the Ramblinghouse (rectangle to left).


And the skeletons are all smashed. Nothing of value is found.


attack: 2d20 ⇒ (7, 2) = 9
One skeleton is smashed, one partially disintegrated, and the ranger easily dodges two wild swings.

Party up again


Brinya fills you in the details of her relationship with
Rodrik. The couple had been seeing each other for
months, and Rodrik finally proposed to her using his
mother’s ring. Even once they were engaged, Rodrik was
careful to keep the relationship hidden from his father,
who wouldn’t approve of the match.

Brinya adds: "I grudgingly respected Rodrick's wishes
for privacy. Rodrik soon became
preoccupied with some sort of investigation, what he
called 'his greatest work'—the details of which he
refused to share with me. Then Rodrik’s father, Jagrin, disowned
Rodrick when he found out about us."

She responds to the questions of Melira and the graffiti. "I know of no Melira or about any graffiti, or any renegade half orcs in town."

She corrects you about the hope knife.
as her face suddenly grows sober. “Rodrick did not kill
himself with his hopeknife because
his hopeknife was mine. At least, it used to be. When we got
engaged, we traded hopeknives to symbolize our union, and had
Sara Morninghawk engrave them with our love notes.”
Pulling
at her heavy silver necklace, Brinya reveals her own hopeknife
dangling from the chain. “See? This was Rodrik’s hopeknife. It
says, ‘For Brinya, my love.'"

She shakes her head and says: "Rodrick lost the hope knife I gave him in the course of his investigation."

A search for tracks outside of town yields no further results, and the decision is made not to follow them outside of town.


Tonight I got around to it late.


Kelgan's blood seemed to cause the magic in the statue to increase for a second. As if blood is closest to what activates the statue.

"I judge by taste" and the three separate portcullises seem to indicate a different way to open each of the three gates.


Ozzy sense the faint bit of divination magic and strong transmutation magic--connected to the portculis.

Nothing happens when a hand is placed inside.


The group searches for gifts for the statue. Currently the gold coin is in the mouth alone.


The first house is empty, but the second reveals a family of three skeletons, wandering aimlessly inside, but now want to attack the living creatures that disturbed them. Their weapons have long since decayed and broken by time.

Iskender1d20 + 2 ⇒ (9) + 2 = 11
Sunjeet1d20 + 2 ⇒ (6) + 2 = 8
Asaran1d20 + 2 ⇒ (17) + 2 = 19
Dusty1d20 + 0 ⇒ (12) + 0 = 12
Enemy 11d20 + 0 ⇒ (8) + 0 = 8

ORDER
Party

Skeletons wielding broken khopeshes


Post today soon. I will have you split up as indicated.


Thanks for the notice. We should be good as we are.

School first!!


The gold coin does not seem to activate the statue.


Yarask mentions the threat to Durst, who brings Halgra to what has become the informal center of he investigation, the common room of the Ramblinghouse. Halgra concurs: "This is ominous-- we must be on our guard as something is definitely up." Halgra orders the guards to increase their alert level, and a few members of the militia are called upon to help man the guard post so the patrols in town can be increased.

Cham admits: "Many of the Ramblehouse’s
rooms contain such 'trick drawers' in which knowledgeable
guests can secure valuable possessions. But I have no
idea who Melira could be."

A visit to the Sanctuary reveals that the half orc oracle is gone.

The high priestess is quite cooperative when she understands the nature of your inquiries:
"I overheard Katrezra and Rodrick muttering about ghosts,
half-orcs, hopeknives, and white swords. Katrezra claims to have
visions, and although I can’t vouch for their prophetic
accuracy, I believe they are more than
just hallucinations. Katrezra disappeared a few nights ago
without telling anyone. The half-orc left his
bed neatly made, so I don't suspect any foul
play, though I admit it was odd of Katrezra
to leave on the same day that Rodrik’s body
was discovered. However, he can’t have gone
far, since his crippling condition causes
him considerable physical pain and
drastically limits his mobility. I believes he would be
unlikely to leave Trunau since
he sought sanctuary in the church
long ago, and has become a devout
follower of the Inheritor."

A search of the rooms yields little of value, and it would take someone skilled in alchemy to determine the nature of the graffiti.


The statue yields strong transmutation magic.

The portcullis are stuck fast. Cromwell is not even close to forcing it.


Link is fixed, I just have turn the sharing to pubic, anyone on web.

You also find from Cham....
The rooms rented to a party of foreign
half-orcs have been seriously vandalized. While most of
the damage is reparable, the walls of some of the rooms are
marked with graffiti that won’t come clean even after hours
of scrubbing.

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