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Bag of Holding

Our Mysterious Benefactor's page

2,678 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


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Ruperta's channel seems to stagger the wraith, and Thrak's flurry of attacks finish him off. Thrak's claws tear apart the shadowy figure, leaving a pale glowing figure of a handsome man in shining armor behind. He raises one hand in a salute, one soldier saluting another, then fades away. It is with a start that you realize that this was the tortured spirit of Mandraivus, the hero who led the soldiers that ended Kazavon's reign so many years ago.

When he is defeated, his skeletal remains crumble, leaving only the dusty armor behind. As his spirit fades away, a sudden wind blows away the dust, revealing a brilliant suit of celestial plate armor.

There are several exits from this room. On the south wall there is a double door which is barred from this side and a smaller door. On the west wall there is a set of double doors. Which way?


Sonny, you remember that certain haunts create an area of intense cold that saps the life force from the victim. If this was the sentencing room, then the suffering of those condemned to die in Harrowstone could create such a haunt.


Inside the cage is a wooden chair with shackles on the arms and legs. It appears to have once held prisoners. Xerice notices nothing out of the ordinary, save that there seems to be a cold spot centered on that cage and radiating about 15 feet out. As she approaches the edge of it, frost forms on her skin, making patterns across her arms.


But haunts LOOOOOVE you, Corbyn!

Pai blasts the spirit with magic missiles, while Corbyn gets ready and Slumper bashes the spirit with his shield. The spirit roars in anger. "NO! Serithial is MINE! MINE!"

Round 2:
26 Asyra
24 Ruperta
21 Corbyn
14 Paxs and Thrak
13 Wraith
12 Slumper
11 Pai
9 Sial
6 Laori

Sial and Laori both wait, their skillsets not made for fighting undead so much as creating them. Ruperta, Corbyn, Paxs and Thrak are up!


Let's move things along a bit.

You search the guards' washroom, discovering nothing of importance. Beyond the washroom is a privvy that has been closed up too long and reeks of old rot. The oppressive feeling is back once you've left the warden's office, the feeling of being watched and of paranoia.

You find yourself back in the room of haunted doors, and open the north door to peer through. A long hallway opens in front of you. Two doors lead to stairs along the eastern wall; one stair goes upward to a second floor, while the other goes down, but is clogged by debris and fallen stones. It looks as if it would take days to clear. In the western wall two doors stand, and a double door waits at the north end of the hallway. Everything is closed and quiet for the moment.

Back in the room of haunted doors, you check the double doors heading to the west. They are untrapped and you open them to reveal a large room. Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a cage of iron bars.


I have no problem with that, Cireth.


Will Save: 1d20 + 14 ⇒ (14) + 14 = 28 The wraith's form shimmers slightly as Ruperta's positive energy hits it. Thrak's claws and teeth have no problem ripping into the spectral form, but they don't seem to have nearly as much power over the incorporeal wraith as he normally does over more corporeal foes!

Corbyn, we'll put you in here when you check in!

The wraith reaches toward Thrak, his face pulled into a scream of pain and anger. Touch: 1d20 + 14 ⇒ (16) + 14 = 30 His touch deals icy cold negative energy damage 4d6 ⇒ (1, 6, 3, 4) = 14 and Thrak must succeed on a DC 27 Fortitude save or take 1d8 ⇒ 1 points of Constitution drain.

Slumper and Pai are up!


Keep in mind: In Pathfinder, ability damage is a -1 per 2 damage/drain. It doesn't actually matter what your actual score is, it only affects you at -1 per 2 drain. So 3 Wisdom damage deals a -1 to all Wisdom based skills, saves, etc.


Try as you might, you find no keys.


Hmmm, it is a haunt and possibly fear based. Definitely evil. Add the bonuses in.


Paxs' spell makes the group swifter, but no one can outrace the sudden storm that erupts! The sounds of battle suddenly sound like they're in the room with you, as swords clash upon shields, battle cries sound and men dying can be heard. A cold wind begins to blow, as spirits rise out of the skeletons upon the ground, swirling together into a mix of human and orcish faces stretched in horrible wails of pain and death. Your ears begin to bleed as the wail strikes you like a physical blow!

Will Saves from EVERYONE! DC 25 or take 2d6 ⇒ (2, 1) = 3 Wisdom damage!

Just as swiftly as it begins, the vortex explodes apart and the shadowy form of a man rises from the dust-covered skeleton. It looks deranged, its features torn by loss as it throws its head back and howls "Serithiel is MINE! YOU CANNOT HAVE IT!"

Initiative!
Pai: 1d20 + 6 ⇒ (5) + 6 = 11
Slumper: 1d20 + 4 ⇒ (8) + 4 = 12
Paxs: 1d20 + 8 ⇒ (6) + 8 = 14
Corbyn: 1d20 + 9 ⇒ (12) + 9 = 21
Ruperta: 1d20 + 7 ⇒ (17) + 7 = 24
Sial: 1d20 + 1 ⇒ (8) + 1 = 9
Asyra: 1d20 + 7 ⇒ (19) + 7 = 26
Laori: 1d20 + 2 ⇒ (4) + 2 = 6
Foe: 1d20 + 7 ⇒ (6) + 7 = 13

Round 1:
26 Asyra
24 Ruperta
21 Corbyn
14 Paxs and Thrak
13 Wraith
12 Slumper
11 Pai
9 Sial
6 Laori

Ruperta, Corbyn, Paxs and Thrak are up!


Pai casts her circle as Slumper grumbles. The Kuthonites move out of the room, more than happy not to be in the blast radius.

1 round of actions before the event. Anyone else have anything to do?


The papers in the Warden's office are not of any importance.


The sounds of battle seem to be coming from the very walls themselves, as if they echo with the memory of a past battle.


Slumper strains to look and listen for danger, and sure enough, he hears the far-off echoing sounds of battle. Steel on steel, screams of the dying, the splash of blood. It seems to be getting closer...

You have one round before the event occurs.


Keep rerolling until it is not a 1.


Most of the papers in the desk are long crumbled to dust, but a few seem to have been preserved. Most of these are bills of lading, transfer papers and shift reports. Nothing significant catches your eye.

However, most odd of all in this room is the fact that it feels so peaceful. Where the rest of the Prison feels cramped, close and paranoid, this room seems at peace, free of the oppressive quality of the rest of the prison.

This room is a safe resting place. No spirits will trouble you; their lingering fear/respect for the Warden has carried on into death. In addition, go ahead and level up to 2nd level. You may roll hit points or use half +1; no matter what you choose, once you choose it, you are stuck with it. Reroll 1's on HP rolls.


Gotcha!

Slipping down the stairs, you find yourself in a hallway. The northern door is untrapped, so you pass through into another stone hallway. To the west and east are doors. Exploring the eastern door, you find yourself in a series of dusty broken down barracks. Collapsed bunks line the walls and skeletons litter the floors, though none spring to life. A disused garderobe sits at the far end of this area.

Finding no way out and nothing of interest, you head back to the western door and open it. Tattered bits of ruined tapestries line the walls of this hallway— wispy filaments of rotting cloth that hang limp and forgotten. Ancient bones from scattered skeletons lie on the floor amid bits of broken weaponry and armor. Only one skeleton seems to remain whole, slumped against the northeastern corner, clad in dust-caked full plate armor.


This spacious room smells of mildew and rot. A long desk and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.


The door to this office is closed, and while it possesses a lock, it is not locked. It is also not trapped. Caesare also does not note any traps on the offices to the north or the guards's wash.


Neither the door or the stairs seem to be trapped or even locked. In fact, it sounds quiet beyond. Like the silence of the grave.

1st or 2nd floor?


Ezechias cautiously opens the western door to reveal a long hallway. On the northern wall are four doors, some of which hang open to reveal small offices beyond. The hallway ends to the west in two doors, one of which bears a faded and moldy sign bearing the notation WARDEN. The other bears a smaller sign, hanging from one corner that reads G_AR_'S WASH. Some of the letters have fallen from the sign and are lost.


Even with a 20 it's beyond his skill.


Zanu looks around, but finds nothing hidden. Caesare tries the lock, but it seems to be beyond his modest skills.

The door is akin to a vault door. The walls are solid around the room itself, looks like metal on the inside, wood on the outside. Clearly this room was made to hold something valuable. Perhaps there might be a key somewhere else in the prison?


Solid metal, with a lock that looks still in relatively good condition.


Ezechias opens the eastern door to reveal a 30' hallway with a worn moth eaten rug on the floor. At the far end sits a metal door, clearly reinforced and locked.


Deeper into the second floor, or down the stairs to the first floor?


After about a minute has passed, the doors suddenly seem to shudder and open slightly, revealing the way into the prison. Which way?


Sonny casts a quick cantrip, as Zanu tries not to disturb the mold as he moves to the nearest door, to the west. As he reaches for the door, it opens suddenly, as do the other doors to the north and east. A roar of screams and fire burst from the door, as pale faces of burnt and charred prisoners rush disembodied from the doors! Suddenly all the doors slam shut, starting with the one in front of Zanu, shutting with a loud crack! With this sound, everything goes quiet, except all the doors are now securely closed and while they don't seem locked, they're held closed fast!

This is probably my last post before Gencon. See you next monday, folks!


As you move forward toward the great wooden door, it opens before you of its own accord to reveal a foyer. Streaks of mold stain the walls of this foyer, and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall.


Each of the guards carries a large masterwork greataxe and large masterwork light crossbow and little else.


Will: 1d20 + 13 ⇒ (13) + 13 = 26
Will: 1d20 + 13 ⇒ (9) + 13 = 22
Will: 1d20 + 13 ⇒ (19) + 13 = 32
Will: 1d20 + 13 ⇒ (16) + 13 = 29

Ruperta channels holy energy, but the skeletons are resistant and take less damage than normal. Corbyn's attacks all land, but the hardened bone rejects his blade, doing no damage! Pai's magic strikes home, chipping away bone, while Thrak leaps astride the winch and destroys one skeletal minotaur, while maiming another! Slumper steps up and destroys another skeleton, leaving only one facing Corbyn and one nearly destroyed by Thrak! With a nod from Sior, the chain devil Asyra steps forward and launches four chains at the skeletal minotaur in front of Corbyn!

Chain attack!: 1d20 + 17 ⇒ (15) + 17 = 32 for 2d4 + 4 ⇒ (1, 3) + 4 = 8 damage!
Chain attack!: 1d20 + 17 ⇒ (9) + 17 = 26 for 2d4 + 4 ⇒ (3, 4) + 4 = 11 damage!
Chain attack!: 1d20 + 17 ⇒ (17) + 17 = 34 for 2d4 + 4 ⇒ (4, 3) + 4 = 11 damage!
Chain attack!: 1d20 + 17 ⇒ (15) + 17 = 32 for 2d4 + 4 ⇒ (4, 2) + 4 = 10 damage!

When the chain retracts, only a pile of bones stand, which fall to the ground in a heap.

Only a single skeleton remains, who drops his crossbow and draws his axe, chopping at Thrak! Axe: 1d20 + 13 ⇒ (19) + 13 = 32 for 3d6 + 10 ⇒ (3, 3, 2) + 10 = 18 damage!

Handwaving, since it's an inevitable conclusion.. No sooner has the axe swung, than Thrak leaps upon the thing and tears it apart. Suddenly you are alone in the winching chamber! A door across the hall leads into the guard chambers and below, but the skeletal guards seem content to keep their post and do not pursue. A door leads deeper into the second floor, and stairs lead downward into the first floor beyond the gatehouse.


Making your way carefully back down the wall and the staircase, you head toward the front door. Something in the air seems too still and the entrance yawns like a mouth ahead of you, open and waiting...

This was once a wide hall flanked by a pair of waiting rooms, but the foyer to Harrowstone now lies in ruins. With little left to hold up the ceiling, the wooden beams above sag dramatically. The wall to the north contains a large pair of oaken doors.

Caesare, you see nothing dangerous, but as you look up, you recognize that the balcony above is unstable and any weight placed on it may cause it to collapse into this foyer.


From your height and vantage, you know of two entrances: the main front door and through the ruined portion that has partially collapsed into the pond.


Creeping to the door, Ruperta opens it cautiously once Corbyn has given it a onceover. This oddly shaped chamber occupies most of the gatehouse’s
second floor. A large set of winches in the room seem to govern the gates and portcullises in the gateway below. Troughs run along the sides of the winches, just above a set of murder holes in the floor to the east and west of the winches. Arrow slits pierce the outer walls in several places, completing the room’s defensive posts. Standing in the room, astride the murder holes are four more skeletal minotaurs!

Keeping init from before!

Round 1:
27 Foes
26 Ruperta
20 Laori and Corbyn
19 Paxs, Thrak, Pai
18 Sial
17 Asyra
11 Slumper

Two of the skeletons move into melee, while the other two fire their crossbows!

Greataxe Attack vs Slumper: 1d20 + 13 ⇒ (7) + 13 = 20 for 3d6 + 10 ⇒ (3, 4, 4) + 10 = 21
Greataxe Attack vs Slumper: 1d20 + 13 ⇒ (8) + 13 = 21 for 3d6 + 10 ⇒ (6, 2, 4) + 10 = 22

Crossbow Attack vs Slumper: 1d20 + 8 ⇒ (19) + 8 = 27 for 2d6 ⇒ (4, 1) = 5
Crossbow Attack vs Slumper: 1d20 + 8 ⇒ (9) + 8 = 17 for 2d6 ⇒ (3, 6) = 9

EDIT: Possible Crit Crossbow Attack vs Slumper: 1d20 + 8 ⇒ (4) + 8 = 12 for 2d6 ⇒ (3, 6) = 9

The heroes are up!


After about a half hour's sweaty work moving heavy blocks of rubble, you have a clear path onto the walkway around the wall. From this vantage you can see into the courtyard below and across to the second floor of the Prison. However, the only thing of interest you notice is the arcane runes continue around the outside of the Prison's walls.

The wall ends on the other side of the prison in rubble, where it seems to have collapsed into a pond. The water is grey and murky and nothing seems to stir within it.

You're on a 30' tall wall. Where would you like to go now?


Except rat swarms have a climb speed, so going straight down was a lot closer than going the long way down the stairs.

Now that the rats are cleared out, the tower reveals very little of value. The roof has collapsed in and any useable materials have been stripped by looters over the years. The heavy stench of rat urine and feces make your eyes burn and you're not able to access the wall due to the collapsed roof.

Continue around the inside of the wall or clear the collapsed wall to access the top of the wall?


Our Mysterious Benefactor wrote:
As you approach you smell the rancid stench of rat feces and you can hear loud screeches of rats inside. Indeed, hundreds of tiny glowing eyes peer at you from the shadows.

Yes, when suddenly assaulted by something that causes them pain, why would a swarm of rats who watched you approach attack the nearest strange thing they saw? It's completely insane.


Just 10' per person.


Between Slumper and Corbyn's cuts, stabs and bashes, one skeletal minotaur goes down, while Thrak does in the other one. Suddenly the small guard room is quiet. There are no exits, save a stairway heading up, from which noises can be heard...

Any actions before you go up?

This chamber is bare of furnishings other than a wooden table sized for large creatures and three similarly sized chairs. A stairway descends along the wall, and a ladder provides access to a wide trapdoor above. A door exits in one wall.


Zanu bestows Ezechias with momentary invisibility and he puts it to good use, smashing the swarm with Hope. With this, the swarm falls apart, individual rats racing off to hidey holes.

End of Combat!


Caesare attempts to aid Ezechias, but ends up tripping while trying to avoid the rats! Xerice blames her companions and nauseated, retreats. Cireth lays into the swarm, cutting and smashing several rats, but the swarm continues to chitter and screech! Sonny slashes, but the rat swarm is unfazed!

Round 2:
27 Zanu
20 Ezechias
19 Rats
17 Cesare
13 Xerice
12 Cireth
5 Sonny

Zanu and Ezechias are up!


Xerice is nauseated for 1 round!

Ezechias charges the swarm, but he's unable to connect! The swarm continues chewing on Xerice! Chew and bite and claw!: 1d6 ⇒ 2 Once again, a fort save vs disease and distraction!

Caesare, Xerice, Cireth and Sonny are up!


Zanu's missile strikes a random rat, but the swarm seems not to be diminished!

Ezechias!


Xerice steps forward as the chittering becomes threatening. She calls upon Callistria's vengeance and the rats's squeaks become panicked. Suddenly they surge forth, a swarm of feral rats barrelling down the wall and at Xerice! They cover her with tiny bites, dealing 1d6 ⇒ 1 damage! Xerice I need a Fort Save vs disease and a Fort save vs distraction!

Initiatives!
Cireth: 1d20 + 5 ⇒ (7) + 5 = 12
Zanu: 1d20 + 9 ⇒ (18) + 9 = 27
Xerice: 1d20 + 2 ⇒ (11) + 2 = 13
Ezechias: 1d20 ⇒ 20
Cesare: 1d20 + 4 ⇒ (13) + 4 = 17
Foes: 1d20 + 6 ⇒ (13) + 6 = 19
Sonny: 1d20 + 1 ⇒ (4) + 1 = 5

Round 1:
27 Zanu
20 Ezechias
19 Rats
17 Cesare
13 Xerice
12 Cireth
5 Sonny

Zanu and Ezechias are up!


Pai creates her illusion as Ruperta grabs her allies and pops them into a small guard space beside the entryway! Arrowslits in this room’s longest wall allow observation of the castle’s entrance hall from this barren room. A flight of stairs leads up along the room’s opposite wall. Two minotaur skeletons hold large light crossbows, reloading as you appear!

Slumper, you may perform your full attack! The rest of you are up!


Thrak and Slumper step up to aid Ruperta and with a great groan of metal, the portcullis rises! Beyond sits a heavy wooden door, which the three have no problem pushing open. Rows of arrow slits line the east and west walls of this hallway, and murder holes look down from above. The far end is blocked by another heavy gate with another iron portcullis set before it. Lining the length of the corridor are dozens of orc skeletons and scattered bones, many still clad in damaged pieces of armor and clinging to rusted weapons.

However, before you can do much more than glance at the skeletons, bolts begin flying from the murder holes above and the slits to the sides! Ahead of you lies another iron portcullis and heavy wooden door!

Initiative!
Pai: 1d20 + 6 ⇒ (13) + 6 = 19
Slumper: 1d20 + 4 ⇒ (7) + 4 = 11
Paxs: 1d20 + 8 ⇒ (11) + 8 = 19
Corbyn: 1d20 + 9 ⇒ (11) + 9 = 20
Ruperta: 1d20 + 7 ⇒ (19) + 7 = 26
Sial: 1d20 + 1 ⇒ (17) + 1 = 18
Asyra: 1d20 + 7 ⇒ (10) + 7 = 17
Laori: 1d20 + 2 ⇒ (18) + 2 = 20
Foes: 1d20 + 7 ⇒ (20) + 7 = 27

27 Foes
26 Ruperta
20 Laori and Corbyn
19 Paxs, Thrak, Pai
18 Sial
17 Asyra
11 Slumper

The bolts rain down!

Attack vs Sial: 1d20 + 8 ⇒ (5) + 8 = 13 for 2d6 ⇒ (4, 4) = 8 damage!
Attack vs Asyra: 1d20 + 8 ⇒ (5) + 8 = 13 for 2d6 ⇒ (3, 5) = 8 damage!
Attack vs Slumper: 1d20 + 8 ⇒ (17) + 8 = 25 for 2d6 ⇒ (1, 2) = 3 damage!
Attack vs Pai: 1d20 + 8 ⇒ (15) + 8 = 23 for 2d6 ⇒ (6, 2) = 8 damage!
Attack vs Thrak: 1d20 + 8 ⇒ (7) + 8 = 15 for 2d6 ⇒ (4, 4) = 8 damage!
Attack vs Ruperta: 1d20 + 8 ⇒ (4) + 8 = 12 for 2d6 ⇒ (4, 4) = 8 damage!

There is the sound of crossbows being re-cranked and loaded.

The heroes are up!


You decide to begin with the walls, walking inside them to see what lies there. The southernmost tower is quiet and the stone stairs are crumbling after years of neglect. It is an old stone tower, its wooden roof collapsed and its crumbling walls thick with ivy, extends a further ten feet above the twenty foot-high wall here. The next tower, however, reveals itself to be occupied. As you approach you smell the rancid stench of rat feces and you can hear loud screeches of rats inside. Indeed, hundreds of tiny glowing eyes peer at you from the shadows.


So around the building or around the wall?


The heavy iron portcullis groans, but does not budge!

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