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Mithral Scarab

Pharasma's page

1,031 posts. Alias of Kruelaid.


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Jon takes on a glazed look, staring off as if into nothingness.

Spoiler:
Jon, you are blind.


Jon Qiang wrote:


purely shi wu.

Burn, Jon, burn!


Rackham Pulsifer wrote:
Anything on divine metaphysics?

In the list of titles above there is An Explication of Channeling which presents the accumulated knowledge of the Clerics of Aroden on the mechanics of the transmission and reception of Aroden's divine energies. It also contains a considerable amount of theoretical thinking on the nature of this energy and some essays on the Starstone itself.

I'll give you a 20% chance to pick up a lost or apocryphal text on the subject.


The Deceiver wrote:

The Deceiver looks for a table of contents.

I know it's wishing for much.

They don't seem to have any particular cataloging system. It was like the Vatican but small. You told them what you want and an old guy who lived in the library all his life would go get the book for you.


The Deceiver wrote:
The Deceiver's eyes immediately falls on the Book of Abominations. He takes it and looks over its binding, trying to divine the book's authenticity.

Many of these books are forbidden or rare in places, their value and censorship is determined by where you take them.

The book Cordoba holds contains a catalog of "outsider" beings both horrific and incomprehensible. The illustrations and explanations were either created by a madman or the beings he studied defy sanity.

You have no way to know if it's authentic, and it occurs to you that if you did know it was authentic you'd probably want to be as far away from it as possible.


There are a lot more books, those given above were about as good as I could do in 10 minutes, so I'm calling them the "most interesting books in the collection that you've found so far".

Seeing as there are more books than I could every possibly write out I'll give you odds that there is something on a particular topic if you want it. You name the title and subject, I'll call the odds, you make the roll.


As Jon, Syd and Cordoba stand around Vass as Aref and Pulsifer browse through the library.

Several interesting patterns emerge: the dates on the most recent of the books end a little less than 115 years ago and the collection seems to be dominated by an exhaustive encyclopaedia of demons and devils.

Other books that interest Pulsifer and Aref include:

  • A fine looking tome with a spine made of strips of bone, and bound with a soft light colored leather. Probably human. It looks like a necromantic spellbook.

  • All manner of texts on summoning. One with spell lists and a magic aura.

  • Politics of the Hells.

  • Ancient Kingdoms of Varisia.

  • A collection of sketches of Numerian artifacts discoverd since the rain of stars.

  • An Explication of Channeling.

  • A Dwarven text on metallurgy.

  • The Spellcraft of Tian Xia.

  • The Encyclopaedia of Magical Ingredients.

  • Navigation in the Maelstrom.

  • Doctrinal commentaries on the church of Aroden spanning 100s of volumes.

  • A collection of Linnorm oral tradition.

  • A Complete History of Brevoy.

  • A study of Halfling music and culture.

  • 100s of volumes of plays in more languages than you can read.

  • Parallel Histories of Katapesh, Thuvia, Taldor, Andoran, Osirion, Qadira, Kortos, and Cheliax.

  • A Study of Nature Worship.

  • A Study of Mentalism.

  • The diaries of a whole catalogue of famous historical persons: pirates, adventurers, politicians, warriors, writers, and a good many ancient bards.

  • Herbal Recipes and Remedies.

  • Collections of writing in geography, mathematics, alchemy, planetology, cosmology, engineering, and botany. Most interesting of these is a book that at first appears to be about abominations, but as you browse through it you begin to feel like you are reading about another world.

  • And lets not forget the famous Book of Abominations.

  • A book on physical training for Paladins of Aroden.

  • A book of Elven poetry.

  • A book on Tian nautical engineering. It includes sketches of a ship that looks like it would hold 1000s of troops.

    Aref finds 3 more books radiating magical auras, in languages he can't read.


  • Seven massive 50 foot two sided shelves fill the room except for 3 study tables at the southermost end (map above). Books are crowded in from knee to well above your heads. From where you stand, beside the study area, you can already see that the book are organized by topic first and language second, and a good many languages there are.

    It doesn't take long to see that a good many of the titles concern topics either divine or profane.


    Vass rolls over, brushing dust from his eyes. He glares at Aref and Pulsifer.


    Neither expecting resistence nor comfortable in his new body, Vass falls into the dust.

    You gaze around the room.

    Having entered through the south doors you look across three stone tables before you, and huge shelves to your right.


    Cordoba follows Vass in.... shortly after Aref and the light, then everyone else.


    Having forced his was past, Vass enters....


    And were that smile on anyone else, it would have seemed innocent enough. On Vass, it is terrifying.


    Second time is a charm.

    The door creaks for a moment then signs as it swings in. The unmistakable smell of paper meets you, followed by a cloud of dust unsettled by the long closed doors.


    The Deceiver wrote:
    Perception; Disable Device (1d20+8=21, 1d20+8=14)

    You see no traps. From your look at the inside of the last doors you know you needn't hammer out the hinges this time. It's some kind of combination lock controlled by a six inch ring set into the door. You have some trouble prying out the ring that dials the combination to open the door.

    The cirmcumstance bonus for already opening two of these doors is +2. Give yourself a +10 and use the castle to ring up 10 rolls and I'll estimate the time spent.


    Those tools were from the shipwreck, just checked the loot list. I have assumed someone has the good sense to carry them. You can't pick the locks anyway, it's more a matter of knowing where to chisel and drills on these bad boys.


    Everyone refreshes themselves in the well outside the north library door. Syd and Jon are no longer exhausted, although their bellies are sloshing badly.

    The library doors look the same as the doors to the room that held Vass's cylinder.

    For tools you have the armorer's tools from the death heap at the entrance. Because the door is basically the same design as the ones you and Ryor opened to get into the prison room where you found the Eye of Aroden and the demon, you have a +2 circumstance bonus and don't need to hammer out around the door for hours.


    The library? Captain Book?


    The water refreshes him. Perhaps a good drink from the well downstairs would bring Jon and Syd back up to strength again.


    There's that well downstairs. You already ran down once.


    Aref Sami Shahrokh wrote:
    Lead on. I propose ve make sure to check these upper rooms and make sure there is nothing else up here before we hit de library though...

    Aref leads the groups around, searching for secret passages and traps. It seems fair after a while to conclude that the upper floor is cleared. There are of course the circular stairs that continued up in the shaft through which you entered this level.

    And there was also the silken rope that hangs down the core of the circular stairwell....


    As you reach down to search the zombies they crumble to dust under the slightest touch. Sifting through the moistureless dust seems to suck the water from you and sap your energy. You manage to poke a few copper coins and some damaged old shreds of armor and weapons, dulled old blades which they didn't even use during the fight.

    If I remember correctly Jon and Syd(?) are exhausted from the moisture drain.


    The Deceiver wrote:
    Roll Call!

    I just did a three day clean up after a crappy copy editor and a stupid advertiser from Princeton University. Although I'm pretty proud of myself, I'm f#!!ing exhausted. Ian, I'm pretty sure the Princeton graduate couldn't use that word correctly after reading her storyboards.


    As Pulsifer and Syd circle the musty zombie, Cordoba dances in and cuts it deeply across the belly. Dust pours our and it crumbles to the floor unsettling a century of accumulated dust.


    The Deceiver wrote:
    Are all the Zs destroyed? If not , I'll wait for the next round.

    One's hanging on, just tried to grope Syd 5 posts up. If you want to kill it go for it. I'm gonna hand wave it if someone doesn't post soon.


    bump


    The Deceiver wrote:

    "The Lady grant you peace!"

    Turning (Positive ENergy) Roll (1d6=5)

    Moves to near the Zombie within 30 ft. This should damage the Z and heal those within range.

    Anyone who needs healing can be nearby, but the only damage done was a few drains, I think.


    Looking pained by Pharasma's call but not giving in quite yet, the last zombie crawls, trembling but hungry, up onto the table toward Syd and reaches out for him...

    Touch: (1d20 4=6)

    ...almost falling to the floor in the process.


    Only one remains, let's handwave any movement needed to engage it and whoever can clock it first can have it. Just write something like "so and so charges all the way across the room and...." Then we can move on.

    Round 4

    18 The Deceiver: Init +7 (DEX 16)
    15 Vass/Ryor: Init +4 (DEX 18)
    15 Dessicators: Init +0
    14 Aref Sami Sharokh: Init +3 (DEX 16)
    13 Sydley Hentooth: Init +2 (DEX 14)
    13 Rackham Pulsifer: Init +1 (DEX 13)
    12 Jon Qiang: Init +1 (DEX 12)


    Round Summary:

    Cordoba moves cautiously to assist Aref's pet at the balcony, engaging as the beetle gnashes ineffectually at the zombie. A stone Aref’s sling hisses past him just as Jon steps in and cuts deeply into the creatures torso, dropping it.

    "Child's play," Vass calls out.

    Syd’s claymore rings as it hits the stone table between he and the zombie, Pulsifer on the other hand brings the staff handily down on its skull sending a geyser of brain dust out like it was a ripened puffball. He struggles to restrain himself from the consequent gagging.


    FabesMinis wrote:

    Do the funky claymore (1d20+6=9, 2d6+5=14)4

    Syd lashes out.

    gorram

    Maybe Syd should open a restaurant.


    Jon Qiang wrote:


    The greatsword is looking for the taste of blood.

    It's undead and dried, brother. No blood here for you....

    ....but hey, I know what you mean.


    Syd, Pulsifer, Jon...

    :)


    Aref

    ;)


    The zombie at M20 swings at Aref's pet blindly and misses.

    The zombie at C25 reaches for Syd across the table lloks like a touch attack but Syd easily shifts out of the way.


    DMPC for Rad:

    Cordoba takes a double move to M19.

    Vass laughs, "Child's play."


    Round 4

    18 The Deceiver: Init +7 (DEX 16)
    15 Vass/Ryor: Init +4 (DEX 18)
    15 Dessicators: Init +0
    14 Aref Sami Sharokh: Init +3 (DEX 16)
    13 Sydley Hentooth: Init +2 (DEX 14)
    13 Rackham Pulsifer: Init +1 (DEX 13)
    12 Jon Qiang: Init +1 (DEX 12)


    The plague wiped you guys out?


    Bump!


    Pharasma wrote:


    (DMPC) Pulsifer moves toward the zombie fighting Syd.

    If you see this, Shiny, go ahead and retcon it. I had to run out the door and didn't have any time to think up something cool. I hope you didn't miss Pulsifer's move last round.


    Round 3

    18 The Deceiver: Init +7 (DEX 16)
    15 Vass/Ryor: Init +4 (DEX 18)
    15 Dessicators: Init +0
    14 Aref Sami Sharokh: Init +3 (DEX 16)
    13 Sydley Hentooth: Init +2 (DEX 14)
    13 Rackham Pulsifer: Init +1 (DEX 13)
    12 Jon Qiang: Init +1 (DEX 12)


    Sorry about that guys.

    Syd brings the paladin's sword down across the zombie's arm, hacking off a dried chunk of bone and flesh - a choking spray of dust curls out of the wound.

    His mind reeling from opening the doors to the boneyard, Cordoba moves back to let the fighters do their work. (F19)

    No mapping software yet.

    Two zombies, reaching out, as if somewhere inside Jon and syd, begin their rasping inhalations again. The two fighters feel their skin tingle and see their flesh wither as the moisture is drawn out of them.

    Jon and Syd:

    Spoiler:
    You are fatigued. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

    Summoning, Aref moves toward Jon (I21), summoning another beetle behind the abomination. It lunges in and rips the monster's leg half off. The zombie is crawling but still animate, but not for long. Jon, his head throbbing from dehydration, drives his greatsword through the the back of its head and out its mouth. The arms and legs move weakly as the necromantic curse fades.

    (DMPC) Pulsifer moves toward the zombie fighting Syd.

    Remaining are the zombies beside Syd and by the balcony rail at C25 and M20. Syd's zombie is still animate and fighting. The zombie at the rail M20 is looking over its shoulder at Cordoba and groaning in agony, it looks like it may crawl over the edge and join its unliving brother below.


    I've got my comp reassembled but have had to reinstall the OS. Sorry about the delay.


    The zombie at M20 is still trying to run away from Cordoba.

    C25 and I26 make that raspy inhaling sound again, trying to draw the water out of Syd and Jon.

    Fortitude rolls from Syd and Jon.

    Ok, continue, Aref, Pulsifer and Jon.


    When Cordoba goes I'll post the zombies.


    Round 2

    18 The Deceiver: Init +7 (DEX 16)
    15 Vass/Ryor: Init +4 (DEX 18)
    15 Dessicators: Init +0
    14 Aref Sami Sharokh: Init +3 (DEX 16)
    13 Sydley Hentooth: Init +2 (DEX 14)
    13 Rackham Pulsifer: Init +1 (DEX 13)
    12 Jon Qiang: Init +1 (DEX 12)


    After Cordoba’s second turning the unaffected zombies focus on him and howl out a rasping bass. Cordoba staggers under the force of an invisible pull and seems to overcome the supernatural power clawing at him.

    Syd and Jon run at the zombies in the side rooms and begin hacking, Jon’s blade bites deep, but Syd meets uncharacteristic bad luck, his swing hummin high over the zombie’s head.

    Aref commands his beetle to the zombies in front of the balcony while Pulsifer moves in close and drives a blast of wind into one of the horrors. It staggers and flies out into the main chamber, You hear a distant crunch.


    Awaiting Pulsifer's move.


    Jon Qiang wrote:


    "Go back to the hell."
    Pharasma wrote:
    ** spoiler omitted **

    Jon

    Spoiler:
    And I think undead come from... let me think...

    Jon Qiang wrote:


    "Go back to the hell."

    Spoiler:
    Hehe. Devils are from hell. In D&D demons come from the Abyss, or the Maelstrom.
    401 to 450 of 1,031 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>



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