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Sajan Gadadvara

ziltmilt's page

2,259 posts. No reviews. No lists. No wishlists. 1 alias.


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Vale nods vigorously. "Agreed. The walls will be manned by their better fighters, but if I know the Kreegs, the ones off-duty will be easier to take down. When they take their eye off the ball, they get sloppy."

The caves behind the waterfall are an obvious way to sneak inside.

Jakardros also points out the castle's sluice gate, on the south wall, not too far from the waterfall. "The pipe yonder should be big enough, barely, to get through the wall and into the castle. Not a very pleasant trip, as you can imagine. It's the drainage for the keep's sewage and refuse."

Nich, you notice behind the outer curtain wall that you see occasional ogres coming and going from a large wooden building. The rangers point out that the structure is the keep's New Barracks, but they abandoned it due to the danger from fire. Anyone sleeping inside would likely burn to death very quickly.

Baiting and luring out a company of ogres could prove useful. You could also do some combination of these things, maybe even splitting up the party to set up a distraction.


Not sure what your next step is guys. Feel free to throw some ideas around. There isn't much activity of note, other than occasional ogres patrolling behind the battlements.


Some were Arrows, yes, many others appear to be nearby villagers. And, yes, you can see a few of the ogres on guard, walking atop the parapets.

Their water comes from the nearby pond and waterfall; they'll have no lack of clean water. And, as long as they can raid the nearby countryside for people to eat, they could hole up inside Ft Rannick indefinitely. There's stores inside the fort, too. Enough to feed a fifty men for 3 months at least.


Dawn is quick to arrive. Turtleback Ferry comes alive with all the bustling activity typical for a rural village: fishermen venturing to their boats, maids sweeping out the tavern, and children dragging their feet to the schoolhouse.

The walk towards Ft Rannick passes without event, though the rain is heavy. The path grows steep as it winds into growing foothills lying at the knees of the Wyvern Mountains. Leaves slick with rain and slimy mud make your footing treacherous. Before lunchtime, the Black Arrows tell you that the fort lies near. You will see it when the walls of the valley close to a point beneath a tall peak.

The stench of sweat, urine, blood, and ogre-musk befouls the air for hundreds of yards before you even get near the fort. As you creep up the road leading to Ft Rannick, dozens of skulls and mangled corpses hang from trees, with gigantic rusty hooks spitting them like meat awaiting a butcher’s block.

Jakardros' map was accurate. Talons of lightning claw at the sky, casting pale light on the mountainside below. The lightning storm reveals a grim fortress of dark gray stone standing sentinel over the valley, huddled desperately at the base of two sheer cliff sides. Crumbling, fifteen-foot-high walls ring the citadel, the stone pitted and cratered from hurled boulders and ogre hooks. Like the face of a veteran with decades of winters under his belt, the fort’s craters, cracks, and scars are testament to its battle-weary history. A stone keep, a stubborn shadow against the mountainside, rises from behind the worn walls, a single tower jutting up from its ramparts like an ugly broken tooth. Nearby, a rushing curtain of white water cascades down the mountainside into a large pool of water just outside the fort’s walls.


these videos are cheesy, but i just gotta share this one


We just discovered 'Star Trek Continues' on Youtube. And, out of all the shows I've discovered on Netflix & Amazon Prime this year, I'm tempted to say that this fan-film production is the best discovery I've made for 2016.


"Well, if you're set on giving the ogres more time to establish defenses, this might help in getting your bearings." Vale rummages through his pack, and pulls out a crude map.

The rangers explain that Ft Rannick sits on the north end of a steep vale, nestled up against a bare rock cliff face. A 10' wide free-flowing creek runs parallel to a stout curtain wall, 15' high. The front approach is sure to be guarded well.

Behind the curtain wall are a few wood buildings and another wall with a trio of ramparts, protecting a round keep. The keep is two stories high, with a watch tower rising another two stories in height. (NOTE - for some reason, on Vale's map, the inner keep is shown as a collection of square buildings; it's really just a single round structure - no idea why this depiction is so off)

The cliff behind the whole structure is also riddled with caves, with a couple of different access points. They haven't been used in decades, with one reason being shocker lizards that nest in them. One access is via a waterfall which feeds into a pond outside the outer wall. Another potential entrance is via an aerie atop the mountain.

Hopefully, none of this sneaking around is necessary and there's a perfectly innocent explanation for the rangers' lack of contact.

"When do we plan to arrive at the Fort?" Jakardros asks. "Should we try to spy on them at night or during the day? If the Kreeg ogres have in fact taken Rannick, darkness of night won't stop them from seeing us."


Vale smiles at Selia. "As could I, but unfortunately, duty calls."

Enjoying a breakfast of salty ham and black bread smeared with butter, Jakardros begins with a simple query. "Any suggestions on how we approach Rannick? After all, the only proof we have that it's fallen came from the Grauls, not exactly a trust worthy source of news."

Shelalu says, "Well, that and the fact that there's been no word for awhile now according to the townsfolk. You saw how they pressed us for news last night."

Kaven says, "This sounds really bad, Jak. We should stay here until we get direction from Magnimar."

Vale shakes his head. "As I said last night, we've got Magnimar sitting at the table with us. The more we wait, the stronger the Kreeg ogres get in our fort."

"Well ... " Shelalu offers, "How about we sneak up to the fort and spy on it from a distance? We might as well try to get an idea of what is happening on the inside before taking the plunge."


The hike back to the small village of Turtleback Ferry is uneventful. Gusts of biting wind, hinting at a fast approaching winter, feel especially cold amid the drenching rain. The angled downpour pelts you without ceasing, soaking you to the skin soon after leaving the Graul farm behind.

Your pace is slow on the narrow road, which is slick with wet fallen leaves and soft from mud. Though the town is a welcome site, even its streets are little more than ribbons of mud. You see no one else about in the dark of the evening.

After some hot baths and dry clothes, the Turtle's Parlor turns out to be almost as good as being back in the Rusty Dragon in Sandpoint. There's a small crowd in the smoky, low ceiling-ed hall, and they all want news from the Black Arrows you've rescued.


Happy Thanksgiving everyone. I'll update as we get responses from players; if it's Sunday or Monday till everyone can reply, that'll be fine.

Enjoy the holiday!


In the darkening gloom of the house, Vale objects to Jakardros' suggestion. "Back to the village? All we've heard the past few days were those ogre-kin bragging about the fall of Fort Rannick. Our rescuers are powerful folk, Jak. Let's storm the fort, tonight! Take those ogres by surprise!"

Kaven looks shocked. "We need food, and to rest. It's been a long week. If the fort truly fell, it can wait."

Vale shakes his head. "We'll only give the ogres more time to fortify themselves inside our home. They have no idea we've escaped the Grauls. Let's take the fight to them now. In a few hours, we can be at the gates."

Shelalu looks at you all, hoping you'll weigh in.

Jakardros shrugs. "My first instinct is to send a courier to Magnimar from the village, and wait on instructions. But, you folks came from the Lord Mayor himself. How do you think he would command us?"


Shelalu is impressed. "His direction is straightforward enough, but you can tell he had a limp? Amazing!"

As you're pondering your next steps, the skies open and a deluge of rain pounds the Graul's roof.

Jakardros gets your attention. "Now that we've cleared this evil place, can we head back to Turtleback Ferry? As you can imagine, the three of us have had more than enough of the Grauls and their kin. And, I've no wish to tarry in these woods in the dark evening."


Since things have been lagging, partly due to me, let's wrap up our time at the Graul house.

The small door reveals a low-ceilinged chamber, with a huge chest pushes up against a wall. There's no sign of magic or traps. In fact, the chest isn't even locked. Inside:

- an agate-studded gold ring
- necklace of emeralds and silver
- pair of small leather gloves studded with pearls (detects as magic)
- large sack of coins:
- 210 gp
- 452 sp
- 108 cp
- ruby-inlaid red dragon-scale cloak clasp

Plus a variety of equipment, which Jakardros, Vale and Kaven recognize as their own. I"m assuming you'll restore to them what's theirs, but if not, let me know and I'll detail their gear here.

Kaven runs into the room from the hallway. "I heard steps running away from us during the fight! It sounded like one of the ogre-kin ran upstairs."

Exploring the rest of the basement turns up no one else:

- the 20x20 square room next door: This dark, recessed corner of the basement smells of rot and old blood. Piles of gore-spattered skin lie heaped on the floor. A horrid rubbery face robbed of its supporting skull and muscle rests on top, its toothless mouth agape and empty eyes revealing only the layer of tan flayed skin resting beneath.

The furniture here is upholstered with human leather or garnished with copious amounts of human bones. Jakardros and his company are taken aback by one find: a face on a pile of skin, which they identify as a fellow Black Arrow.

- The baesment's largest room, which lies on the northern half: This low-ceilinged room features a floor of hardpacked earth stained in many places by blood and mold. A lumpy mattress lies heaped against
the west wall, and what appear to be several half-finished chairs made of flesh and bone lie against the eastern wall.

Neither room has any treasure.

MAP


BTW, Shelalu is still lying prone on the floor, paralyzed from the tendriculos' attack.


Graul Basement, Round 2

A bobbing lantern archon rests under the gloomy ceiling, firing rays at the monster, which don't seem to penetrate its mossy sides.

Newly summoned wolverines tear into the plant creature. A few of their strikes successfully tear away at the creature, but Ned lands the killing blow. His sword comes close to ripping the tendriculos in half, flooding the floor with a torrent of reeking, putrid, black goo.

As a reminder, there's a small door in the NE corner of the room. Other than this, and the double-doors from which you entered, there's no other visible exits.

Apologies for the delay - we had some PC / internet problems during the week.


Connectivity / PC issues .. sorry


Anyone know how many Lantern Archons should appear? I can't find a rule to tell me the die roll.


Graul Basement, Round 1 remainder

Parthen adds +2 to Lleidr's AC (duration = 4 rounds) just before you leap towards the plant monstrosity. Lleidr manages to get under and behind the tendriculos with ease.

Vale rushes towards the monster, cutting into it with a sword. Jakardros and Vale also come into the room, but from so far back, they don't have time for an attack this round.

MAP

Next:

Nich
Selia
Ned
Shelalu


You *might* be referring to Trump's cavalier attitude regarding global warming. Turns out, it may be an easy problem to fix. Washington Post ran a story awhile back, and there's research showing that inch thick compost spread on farm fields acts as a massive carbon sink. If widely adopted through the world, say 20 to 40% of the world's arable land, we could probably remove 50 ppm of CO2 from the air.

Sorry, don't mean to get political on the board. I'm trying hard to disengage from the political news now. My m-i-l is so upset by it all, she told she thought she could get us all into Ireland, since she can get citizenship there. Not a bad thought! Maybe we should look into it.


We do a food drive as part of the haunted house and we ended up collecting 14 more pounds of food this year compared to last year. It surprised me, since Halloween was a school night this year and I also didn't pass out fliers in the subdivision this time.

I apologize for the awful delay this week, everyone. I stayed up way too late Tuesday night, got so worked up over the news, and both my wife and I couldn't sleep much at all. Weds we were zombies. And, Thurs we were just lazy!


Graul Basement, Round 1

Nich and Selia begin summoning rituals in the wide hallway. Shelalu bursts into the room, bow at the ready and loosens at arrow which pierces into the thing's trunk.

Ned runs through a mass of swinging tentacles (AoO) and delivers a heavy blow into the monster's side.

The tendriculos screams and slams an arm into Shelalu. Her bow slips from her fingers and she slumps to the ground not moving. It's lowered maw lunges at Ned and ...

NOTE - gotta make sure i'm doing this right. The monster has a bite and swallow attack. It failed a grapple check, which I think means it doesn't get to apply bite damage this round.

Up close, Ned can see where the wound of his sword blow is already being knitted back together. Tiny vines and spores start to fill the opening , which is oozing a purply sap.

Kibb hangs back with his ranger companion.

Next up: Parthen and Lleidr.

MAP


Guys, I'm sorry. Please give me another day and I'll update. Been a rough couple of days.


I need actions from Nich and Ned as well


Initiative

Nich
Selia
Ned
Shelalu
Kibb

plant monster

Parthen
Lleidr


This damp, steamy room reeks of rotting vegetable matter. Pools of mud and stagnant water dot the mossy floor, and the walls are caked with thick swaths of puffy fungus and mold.

A large pungent mass wheels about upon your entry. Its thick trunk is capped by a crown of wide leaves, whipping vines, mushrooms, and a ravenous purple maw.

MAP


There's no magic or poison on the doors. You find no traps either.


There's no sign of danger, but you do notice a reek, like that of rotting vegetables coming from beyond the doors.

The double doors open to a wide hall, which also ends in a pair of double doors in the western wall. The reek is even stronger from this new set of doors.

MAP


My apologies for the long delay in updating. I'm usually pretty busy on Halloween, even though I had taken the day off yesterday from work. Saturday, I was getting things together for a Halloween party, then we had a family get together for my daughter on Sunday and on Halloween itself, I was putting the finishing touches on a haunted house in our basement we do for the neighborhood.


It’s difficult to gauge the exact dimensions of this cluttered room, thickly packed with old crates, broken farm equipment, and furniture. Nevertheless, you can make out a pair of double doors which lead west, further into the Graul's basement.

MAP


guys i'm tied up with Halloween stuff for the rest of today. It may be late Sunday before I can post an update.


This is the section of basement you've explored already:

MAP


Bwa ha ha ha ... yes, that just leaves the basement :)


You end up with enough paraphernalia for 3 masterworks quality sets of thieves' tools.


Several more acid flasks (4) are under a couple other tables. A few minutes spent scrounging around would likely fill out a masterworks-level kit of tools for a thief.


Anyone wanna try Perception?

Nothing demonstrates magical auras, however, you see a couple of finely made metal tool on one table that would fit quite nicely in a thief's kit. A couple other tables show similar promise.

Under another table rests a flask of acid.


Tables strewn with beakers, glass vials, old tin cans,
rope, animal traps, bits of twisted metal, spikes,
bones, and all manner of junk litter this area. In one
corner sits some old furniture and other keepsakes.

MAP


The bag holds around 250 coins -

- 121 cp
- 110 sp
- 23 gp

and 17 mostly skeletal severed fingers!


Well, again, it appears the bag contains coins but there's some hesitation on your side. Who's going to reach in and grab the bag?


Carefully jamming the blade, it should be stuck enough now not to spring even if the plate is triggered.


A cunning blade hidden in an inner wall of the chest is primed to slide out with sudden force horizontally. And, the bag of coins appear to rest on some kind of pressure plate.

Numerous dried, dark stains line the inside walls, a testament to this trap's effectiveness.

You see no evidence of magic, though the blade is laced with poison of some kind.


Ned frees the stubborn lid, and when raised, it reveals a single object sitting neatly in the middle of the chest's inside: a green sack the size of a melon seemingly bulging with coins.


Pry bar would probably work ... needless to say, none of the prior attempts have succeeded in opening the chest.


Sorry, to answer your question, yes. Two of the bed appear to have been used by a pair of smaller ogre-kin.


You notice no traps, but the chest's lid is stuck. Can someone give me a STR check to open? Or perhaps, you have another way to pry open the contents?


This room is filled with large, filthy beds. Human skulls with antlers fixed to them are mounted on the bedposts and headboards. Against the west wall sits a large cedar chest.

MAP


The stairs leading to the upper floor lead to a filthy narrow hallway lacking any natural light. A short passage ends with 2 opposing doors: one to the east, one to the west.

There are no signs of magic or traps. Indeed, you notice no noise at all.

MAP


Feeling under the weather ... will resume posts tomorrow. My apologies!


The sofa is trapped ... it's obvious to your trained eye that the floor around it is triggered to do *something*.

However, the trap at the front door seems to no longer be a danger to anyone entering.


The door appears safe enough.

A mangy bearskin rug lies before a tremendous hearth set into the wall, its pained visage still snarling at whatever cruel hunter took its life. A huge couch haphazardly upholstered in animal hide and human flesh, replete with a collection of talons, monstrous hairy spider’s legs, fox heads, and human hands and feet, sits to the west.

MAP


Keep in mind, you haven't explored the entire house yet. One of you mentioned earlier there could be more prisoners hidden somewhere. If you look at the map, there's a front room (whose front entrance was trapped) which remains unexplored.

There's also 2 stairs: one going up and one going down.

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