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5,558 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


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They have not acted yet!

Ferabras charges, but his swing glances off the thick golden coating of the ogre skeletons!

The two skeletons attack the poor paladin!
Halberd vs F: 1d20 + 9 ⇒ (3) + 9 = 12 for 2d8 + 9 ⇒ (6, 1) + 9 = 16 damage!
Halberd vs F: 1d20 + 9 ⇒ (17) + 9 = 26 for 2d8 + 9 ⇒ (3, 8) + 9 = 20 damage!

One of the ogres lands a nasty blow on the paladin!

Mikail, Soran, Hoshiko and Zolarus are up!

Post MLK Day bump!

Caesare, you guys are talking to the mayor, while Bjorn is in the Inn. He slipped away before you met the sheriff.

Bjorn The bartender's eyes get wide. She leans over and starts scooping up coins. "Not here. In a few minutes I'll leave to fetch another keg. You wait a minute, then leave, circle round the back and meet me there. We can talk privately."

Bjorn The bartender frowns at you, but doesn't look particularly scared. It's like she sees scarier things on a routine basis... You do overhear a couple of sailors talking in a hushed voice behind you, clearly not trying to be overheard. "“Fishin’s been poor of late, and the Neighbors h’ain’t been seen fer a while. Mayhaps they got fed up with all the foreigners hereabouts lately and just up and left. Things is so bad folks have even seen the Watcher in the Bay near to town. That can’t mean no good.”

"Never you mind that." Bjorn, make me a Diplomacy check or Intimidate if you'd like to do that route!

Healing up, you move along, following the curved roadway until it turns south and you can see a gate in the inner wall ahead. You spot a couple more intersection summoning traps, but with time and skill, Mikail is able to disarm them. Still, you reckon it's been about six hours since you entered the city, with all the stops for traps and ambushes.

As you approach the great gates in the inner wall, you draw up short. Standing before the gates to the city’s Second Ring are two hulking skeletons in shining golden breastplates, their thick bones plated with gold. Their huge, gold-plated halberds are crossed in front of the gate, barring the way forward.

Their empty gold eye sockets turn to watch you, uncannily following your movement. The halberds raise and they step into a fighting stance!


Ferabras: 1d20 + 1 ⇒ (17) + 1 = 18
Hoshiko: 1d20 + 5 ⇒ (8) + 5 = 13
Mikail: 1d20 + 5 ⇒ (7) + 5 = 12
Zolarus: 1d20 ⇒ 7
Soran: 1d20 + 3 ⇒ (7) + 3 = 10
Foe: 1d20 + 1 ⇒ (14) + 1 = 15

Round 1:
Soran, Zolarus, Mikail, Hoshiko

Ferabras is up!

Curse your paladinicious smiting!

The demon seems transfixed as the greatsword sweeps his head from his body. The body begins to disappear as the head hits the ground, still staring at Ferabras as it hisses one last message, "We're waiting for your soul in the Abyss, spawn. It's only a matter of time....."

End of combat!

Mikail backflips away, leaving Hoshiko to step forward defensively. Zolarus delays.

The demon snarls and spits. He steps five feet to the SE, engaging Ferabras. "Hellspawn, why do you fight against your blood? Embrace the corruption, spawn. Feel the power that chaos can grant." He lashes out!

Claw vs F: 1d20 + 12 ⇒ (12) + 12 = 24 for 1d6 + 5 ⇒ (3) + 5 = 8 damage!
Claw vs F: 1d20 + 12 ⇒ (3) + 12 = 15 for 1d6 + 5 ⇒ (5) + 5 = 10 damage!
Bite vs F: 1d20 + 12 ⇒ (6) + 12 = 18 for 1d6 + 5 ⇒ (3) + 5 = 8 damage!

Round 3: heroes are up!

One a single arrow of Soran's barrage hits its mark and doesn't seem to do much damage. The demon lets out a low chuckle as it prepares to strike again!

Zolarus is up!

Hoshiko, Zolarus and Soran are up!

Mikail, that's the missing piece! I only saw the map after you moved, so I wasn't aware you were flanking. Okay, you still encountered DR, but the demon is wounded a bit more now.

Also, forgot Z's misfortune: Claw: 1d20 + 12 ⇒ (4) + 12 = 16 So remove the damage from the Crit claw! So Mikail should be at +12 HP by my count.[/ooc]

Ferabras, I think that a babau's acidic mucus is an exception to the half damage rule to objects. However, since the sword's hardness is 10, and the damage is a d8, I think you're mostly okay.

The thing hisses as Ferabras' greatsword cuts into its hide! Reflex save DC 18 or your sword takes 1d8 ⇒ 7 acid damage!

Longspear Attack of Opportunity: 1d20 + 12 ⇒ (4) + 12 = 16 for 1d8 + 7 ⇒ (6) + 7 = 13 damage! The babau attempts to take advantage of Hoshiko's momentary distraction of spellcasting, but misses!

Soran delays! We'll add him in when he's able to post.

The babau drops his longspear and lashes out at Mikail with his claws, while he bites at Ferabras!
Claw vs M!: 1d20 + 12 ⇒ (7) + 12 = 19 for 1d6 + 5 ⇒ (4) + 5 = 9 damage!
Claw vs M!: 1d20 + 12 ⇒ (20) + 12 = 32 for 1d6 + 5 ⇒ (2) + 5 = 7 damage!

Bite vs F!: 1d20 + 12 ⇒ (9) + 12 = 21 for 1d6 + 5 ⇒ (5) + 5 = 10 damage!
Claw! Possible Crit vs M?: 1d20 + 12 ⇒ (12) + 12 = 24 for 1d6 + 5 ⇒ (3) + 5 = 8 damage!

Round 2:
Heroes are up!

You'll have to wait until next round!

Unfortunately it wasn't. But it's definitely got DR, from what you saw of Mikail's attacks.

The Sheriff's deputies take the bound man and head toward the town hall. If you ask the Sheriff nods. "Jail's on the third floor. Mayor's office on the ground."

Inside the town hall is a beautiful building that has clearly seen its glory days pass. Gilded trim is faded and scratched, festive colors look washed out. But the Mayor is a scrawny man with oily skin and red-splotched cheeks, dressed in a formal, though somewhat shabby, coat and top hat. He appears slightly out of breath and has a gasping manner of speaking. "Welcome to our fair town, strangers! I am Mayor Early Greedle. Welcome to Illmarsh! What brings such esteemed folk to our little slice of heaven?" He laughs in a breathless way that suddenly breaks into coughing.

Bjorn "Shoulda followed those voices right the other way from here. This town's a death trap. And that don't even factor in the Neighbors..." The bartender trails off, suddenly looking as if she said too much.

Hoshiko, you recognize this is a Babau demon, a demonic assassin!

Zolarus heals himself, while Ferabras attacks! However his strikes are batted aside by the demon's quick movements and thick, mucus covered hide.

Mikail strikes the demon with his rapier, but is unable to get in a sneak attack! It's not flat-footed unless there's something I'm missing? Indeed, even his rapier doesn't penetrate the thick hide of the creature! But I need a DC 18 Reflex save or your weapon takes 1d8 ⇒ 6 acid damage from striking him! His bite, too, fails to penetrate the thing's thick hide and Mikail pulls away a mouth full of burning acid for his trouble! Another Reflex save DC 18 or Mikail takes 1d8 ⇒ 1 acid damage!

Hoshiko and Soran are up!

Bjorn: The bartender lets out an exasperated sigh. "No, why are YOU HERE? No one comes here. Most of us would like to get away."

Prof, Caesare and Sonny: The sheriff doesn't look impressed. In fact he looks like this might be the least fun thing he's ever had to do. "So you hold a man in bondage with no other word than your own that he belongs there? I think you better hand him to me. We'll hold him at the jail and ask him a few questions ourselves. In the meanwhile, the Mayor wants a word with the newcomers. He's waiting fer ya at town hall, right behind ye there." He gestures with his chin toward the large building you passed.

You cross the bridge without difficulty, until you near the other side..

F1, M2, H3, Z4, S5, D6: 1d6 ⇒ 4 A longspear strikes out at Zolarus! Spear, Sneak Attack!: 1d20 + 12 ⇒ (17) + 12 = 29 for 1d8 + 7 + 2d6 ⇒ (3) + 7 + (3, 3) = 16 damage! The foe is revealed: This emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather.


Ferabras: 1d20 + 1 ⇒ (7) + 1 = 8
Hoshiko: 1d20 + 5 ⇒ (16) + 5 = 21
Mikail: 1d20 + 5 ⇒ (15) + 5 = 20
Zolarus: 1d20 ⇒ 11
Soran: 1d20 + 3 ⇒ (11) + 3 = 14
Foe: 1d20 + 5 ⇒ (2) + 5 = 7

Round 1:

Heroes are up! The relevant knowledge is Planes!

The bartender, who is female and seems to lack that same odd bulging eyed look that most of the people in the bar have, nods and dips under the bar. She comes back up with a clay jug that looks homemade. She pours you a glass of amber liquid that seems to smoke slightly. If you drink it, you discover it's actually quite good. Smooth and smoky and a little sweet, but good.

"Name's Laurel." She seems to slur her words a bit, and her breath smells of the same liquor. "You are definitely not from around here. Why?"

The sheriff nods slowly. "I am familiar with the laws, Mister Montoya. Aside from you folks, do you have any evidence of wrongdoing or witnesses to his deed?"

The man nods slowly. "I'm Sheriff Anders. Rill Anders. Now, Sonny Wright, servant of Sarenrae, before we talk about strange amulets, care to tell me why you have a man bound and gagged in my town?" He still doesn't seem to have warmed to you much, despite your best attempt at diplomacy.

Professor: The people seem to stare even harder at you, even as you notice a commotion near the town hall and a trio of men, the lead one with the look of a man in charge, moves toward you. The man in the lead is in his 40's, with a beard of hair just turning grey. He wears a sword like he knows what he's doing and the two men with him follow him without any thought or hesitation. He nods with a grim look on his face toward you. "Afternoon. What brings ye to Illmarsh?"

Bjorn: Your efforts to hide seem to be tragically flawed, as everyone here looks very different from you and stare openly at you. Still, you start heading toward the tavern whose faded wooded sign depicts a squidlike beast with wide, silvery eyes, its tentacles reaching from the waves to grasp a gibbous moon. As you step inside, all noise and conversation stops as a few locals, looking and smelling like fishermen, and the bartender stop to stare at you.

No one notices anything out of the ordinary, though you all keep an eye on the molten river of gold, aware that you're on a timer...

Caesare, you don't see anything that screams SUSPICIOUS, but then again half the town seems to have stepped outside to stare at you. However, out beyond the docks you can see the bay, and... wait, was that a great big sea serpent?!? You clearly just saw something long and serpentine break the surface of the water about a 100 feet out, then disappear again under the waves!

And with Ferabras' swing, the last skeleton falls in a burst of golden fire, leaving the city once more quiet.

Feel free to insert any cleaning up, healing, etc. I'm just going to move along.

You move along the gently curving road until you come across a bridge across one of the rushing rivers of molten gold. Even though the air above the river shimmers with heat, the bridge seems comfortable. Perception checks!

The muffled man makes a sound that might be agreement... or a hairball. People are definitely looking at you now.

Will: 1d20 + 1 ⇒ (8) + 1 = 9
Will: 1d20 + 1 ⇒ (10) + 1 = 11
Will: 1d20 + 1 ⇒ (19) + 1 = 20

Two of the skeletons explode, spraying fire on Ferabras! Fortunately his resistance absorbs the brunt of it. The last skeleton looks damaged, but Mikail's arrow passes through his ribs, doing no damage.

Round 2: We'll retcon Soran in here when he posts.

The last skeleton steps up and swings at Ferabras! Swing!: 1d20 ⇒ 15 for 1d6 ⇒ 6 damage and 1d6 ⇒ 2 fire damage!

The heroes are up!

The village is small, but you can see what is obviously an Inn, a tavern, a general store and what might be a Church from the square. There are also smaller shops, though you cannot tell what they sell from outside. And of course there are houses and docks near the shore. Where would you like to go first?

Hoshiko's black blade bites deep, but doesn't do as much damage as she would hope (DR/bludgeoning). Still it's enough to send the golden skeleton crumpling to the ground in an explosion of fire! Anyone adjacent takes 1d6 ⇒ 4 fire damage, Reflex DC 11 half!

Ferabras' strikes almost cut, but slip between ribs!

Mikail works on the runes for what feels like hours, but is probably only a few minutes. Finally he stands up and wipes his forehead as the runes fade away.

Moving along you come across another one of the intersections, but taking his time (taking 20), Mikail is able to render them temporarily dormant until you pass. (Because five encounters in a row that are the exact same fight are not fun.)

However, as you are moving along the western side of the central wall, you hear a sudden commotion coming from the ruins to your left. A sudden clanging of shields and weapons resounds as a pack of flaming, gold-plated skeletons bearing golden scimitars rise up from the nearby ruins and advance!


Ferabras: 1d20 + 1 ⇒ (15) + 1 = 16
Hoshiko: 1d20 + 5 ⇒ (19) + 5 = 24
Mikail: 1d20 + 5 ⇒ (6) + 5 = 11
Zolarus: 1d20 ⇒ 19
Soran: 1d20 + 3 ⇒ (2) + 3 = 5
Foe: 1d20 + 3 ⇒ (20) + 3 = 23

Round 1:

The skeletons, which seem to be on fire, raise broken scimitars and advance on you! Two slash at Ferabras, while two others cut at Mikail!

Broken Scimitar vs F: 1d20 ⇒ 7 for 1d6 ⇒ 1 slashing and 1d6 ⇒ 1 fire damage!
Broken Scimitar vs F: 1d20 ⇒ 13 for 1d6 ⇒ 6 slashing and 1d6 ⇒ 1 fire damage!
Broken Scimitar vs M: 1d20 ⇒ 7 for 1d6 ⇒ 5 slashing and 1d6 ⇒ 5 fire damage!
Broken Scimitar vs M: 1d20 ⇒ 3 for 1d6 ⇒ 4 slashing and 1d6 ⇒ 5 fire damage!

Anyone who starts their turn adjacent to a burning golden skeleton takes 1d6 ⇒ 3 fire damage per skeleton! Heroes are up!

As you head north, you will see another intersection, with the same strange groove around it with runes inside. Mikail's pretty sure these runes trigger a summon spell that will summon another elemental. He could try to disarm it.

"Huh? Lepidstadt? Went there once, had food poisoning. Met a nice woman. Very friendly. VERY." Lost in his memories, he doesn't seem to notice your leave-taking.

Illmarsh is a strange village. Aside from the smell, the people here have a strange look about them, a sort of slightly bulging eye look that afflicts men and women both, all of whom are staring at you openly.

As you enter town, the first thing you see is a large three story building that has a small sign out front that reads 'Town Hall.' Beyond that is the town square, dominated by a bronze statue. A bronze statue stands upon a plinth at the center of the square depicting a sea captain wearing a rain slicker, standing at a ship’s wheel and staring steely-eyed at a coming storm. Its plaque reads, “Cassius Undiomede, First Lord of Illmarsh.”

The maps on the wall were pretty detailed, so let's say yes.

Mikail notices that the runes on the crossroad that summoned the fire elemental seem to be re-writing themselves. He suspects they have about 10 minutes before the trap is ready to spring again.

After a few moments with Croon you soon realize that while he's brilliant, he's also extremely forgetful. He sets you to a task, then seems to forget you as he begins working on something else. You're reasonably sure you could leave and he wouldn't notice.

Croons looks startled when you ask him. "My work? Well, I suppose I could use a hand with things. How do you feel about back-breaking labor?"

The city is momentarily quiet. The lane you're on stretches northward until it reaches a 30' tall wall, where it then heads east and west. No gate can be seen in the wall, at least not from where you stand.

Between Soran's arrows and Ferabras' sword, the elemental collapses into a pile of smoldering goo. As it falls, the runes flare to life, burning away to ash.

Gm seekrits:

Ferabras' sword finds purchase, but his bite just closes on fire, dealing Fire: 1d8 ⇒ 2 damage to himself and necessitating a Reflex Save DC 16 or he's on fire, taking a further Fire: 1d8 ⇒ 7 on his turn for 1d4 ⇒ 1 rounds!

Mikhail fires at the creature, but misses! Zolarus and Hoshiko do better, hitting the creature and dealing damage!

The elemental roars and slams again!
Slam vs Ferabras: 1d20 + 12 ⇒ (12) + 12 = 24 for 1d8 + 2 ⇒ (4) + 2 = 6 plus Burn, Reflex Save DC 16 or he's on fire, taking a further Fire: 1d8 ⇒ 6 on his turn for 1d4 ⇒ 2 rounds!
Slam vs Hoshiko: 1d20 + 12 ⇒ (5) + 12 = 17 for 1d8 + 2 ⇒ (3) + 2 = 5 plus Burn, Reflex Save DC 16 or she's on fire, taking a further Fire: 1d8 ⇒ 8 on his turn for 1d4 ⇒ 1 rounds!

Round 3: heroes are up!

The strange inventor nods slowly. "Well, you seem nice sorts, so I'll take your word for it. Now, if you'll excuse me, I need to tinker a bit with my ship and my device! This storm should be passing soon.. and I have loads to do!" True to his prediction the squall seems to have passed over and the sky is shortly blue and sunny once again!

Illmarsh is a small town of primarily antiquated, chinked, split-log buildings, though a few of the more modern halftimbered structures may be found, especially around the town square. The town is dominated by its wharves, from which the fishing trawlers head out every morning and to which they return in the evenings with the day’s catch, immediately followed by the fish market held near the town’s wharves. The fishing has been lethargic lately, as trawlers come back less than half full, if not altogether empty, and the tough times are starting to hit home with the townsfolk.
The town is surrounded on three sides by the swampy Soddentimbers, and a dank mildewy odor perpetually hangs over it, invading the homes and even the clothing of its residents. The odor becomes less noticeable over the course of a day, but Thrushmoor folk always know when an Illmarsher is visiting because of the smell on them. They call them “musties” as a result. The smell usually recedes within a week after leaving the town or after a good washing of all clothing and equipment. On several occasions over the past couple centuries, sickness and plague have sprung from the unwholesome pools and thickets of the Soddentimbers, giving the young settlement once known as Baytown its ultimate moniker—Illmarsh.

I will be traveling tomorrow and on holiday through next Wednesday. My internet access may be spotty.

GM Sekrits:

The elemental roars in a voice of fire as Ferabras' sword, Mikail's arrow, Zolarus' cestus and one of Soran's arrows hit it, causing gashes in its form. It roars again and attacks Ferabras and Zolarus, the two most tempting (and pain-inducing) targets!

Slam vs F: 1d20 + 12 ⇒ (1) + 12 = 13 for 1d8 + 2 ⇒ (1) + 2 = 3 plus burn! Reflex DC 16 or catch on fire for 1d4 ⇒ 1 rounds, taking 1d8 ⇒ 4 fire damage at the start of your action!

Slam vs Z: 1d20 + 12 ⇒ (18) + 12 = 30 for 1d8 + 2 ⇒ (3) + 2 = 5 plus burn! Reflex DC 16 or catch on fire for 1d4 ⇒ 3 rounds, taking 1d8 ⇒ 6 fire damage at the start of your action!

Round 2: heroes are heroin'!

I will be traveling tomorrow and on holiday through next Wednesday. My internet access may be spotty.

As Ferabras steps forward his foot crosses the slight channel and in a flash, runes flare in the channel and there is a sound of rushing air and the smell of heat as a large fire elemental appears!


Ferabras: 1d20 + 1 ⇒ (20) + 1 = 21
Hoshiko: 1d20 + 5 ⇒ (14) + 5 = 19
Mikail: 1d20 + 5 ⇒ (17) + 5 = 22
Zolarus: 1d20 ⇒ 20
Soran: 1d20 + 3 ⇒ (14) + 3 = 17
Foe: 1d20 + 9 ⇒ (6) + 9 = 15

Round 1:

Heroes are up! Seriously, the dice bot looooooves you guys.

Croon frowns at the mention of Bauckham. "Bauckham was a fraud. Never did admit he stole most of his approach from Genghis." He shakes his head. "I did, actually. A couple riders came by, wearing dark clothes, must have been yesterday? Day before? I'm not sure. I was working and when I'm working.." he shrugs. "I haven't been back to town since, so I'm not sure if they're still here or not. Don't recall seeing them come back this way... Is that man bound and gagged?" He points at the Whispering Way assassin, who's glaring from the ground.

Dusan shakes off any attempt to comfort him and keeps glancing around at the gold-covered buildings and murmuring something about time...

Back to the intersection! Tracks have faded at this point, but they lead in this direction.

"Pleased to meet you! Void, you say? But how does it interact with Hiram's Theory of Nothingness? Does it explain the casuality reflux... Wait, wait, getting off topic! I live in Illmarsh, actually! I was out here testing my new subaqueous exploration and research vessel, but the storm blew up and my gallant crew leapt into the water and swam off! Cowards!" he shakes his fist at the horizon, where you can see several waterlogged figures crawling out of the water and heading up the hill. "Wait, you want to come to Illmarsh? That's odd enough, you're the second group I've seen voluntarily coming here in the last month. Never happens, never happens. Illmarsh is the usual sort of place people try to leave!"

Caesare grabs the tiller as the Professor seizes the ropes. The strange man lets out a whoop of joy as he grabs another rope and points at Bjorn. "Grab that and PULL!" He shouts with another whoop. Bjorn's strength holds the yard arm and the ship tacks hard, taking its course along the shore instead of into it. In a minute the ship is aside the quay and the man leaps off the ship, tying it in several spots to the quay.

"Thank you thank you thank you! You came through for a man in need, you did! Introductions! I'm Horace Croon, inventor and resident of these parts! Who are you and how did I get so lucky as to meet cha?"

Ferabras' strike does the statue in! With a hissing sound, it crumples, then EXPLODES! Everyone within 10' takes 6d6 ⇒ (1, 1, 1, 3, 5, 5) = 16 fire damage! Reflex DC 14 for half!

Once the explosion clears, the creature is reduced to a rapidly cooling pile of gold. Shaking your head, you follow the tracks deeper into the city. Most of the buildings are in ruin, but they all have one thing in common: they're all coated in gold. The tallest building here only rises about 30 feet tall, and 80 feet above you is the faintly glowing cavern ceiling, covered in a layer of luminescent fungus.

A few times you catch glimpses of movement out of the corner of your eyes, but investigation reveals nothing living here. About 10 minutes later, you step toward an intersection of streets. Point C on the map, see the arrow. This intersection is bordered by a channel carved into the street and untouched by gold, enclosing a 50-foot-square area. Dusan looks nervous here, constantly murmuring to himself about death and history and curses.

Professor, you believe if you could tack the sail just so, it would alter course, but someone has to also man the tiller... IE, I need another successful check!

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