#1-47: The Darkest Vengeance [Tier 1-2] - GM Rutseg (Inactive)

Game Master Balacertar

Roll20 Campaign
How to create your PFS character for PbP


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Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

Ketill peers down through the hole

Damn my ancestors for giving me these useless wings!

"Has anyone got sufficient rope so we can tie some knots in it and climb down that? I unfortunately do not have any."

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

"Aye," says Orik shuffling through his pack. "I have roop!" He unstrings the 50' coil, tying knots in it to shorten, but also make better handholds for those descending. He ties off the end against the metal tripod, and offers to any who wish to go first.

Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

Ketill tests the rope and then climbs down.

Take 10 on climb for a 10 should be sufficient for the DC 5 of knotted rope

Grand Lodge

Male Gnome Summoner/1

Norman returns atop Donneld, [b]"A makeshift platform stands between a series of limestone stalagmites protruding from a seemingly endless subterranean lake. Only a small pool of light illuminates the platform, falling from the hole in the cavern’s ceiling above and holding back the thick darkness stretching in all directions. Three ornate ivory gondolas float nearby, tethered to one of the planks forming the haphazard platform. A rope tied to the tallest stalagmite stretches taught into the darkness to the south.

Someone has disabled the rudimentary lift by securing the end of the chain to a stalagmite emerging from the water’s surface. If someone with good hands and maybe those special tools, could get down there, they might be able to clear the lift mechanism, so we could all go up and down easily." finishes the gnome, rather down that he was unable to be the hero and make the lift work.

Grand Lodge

Male Halfling | Rogue (Acrobat) 8 | AC 19 T 16 FF 14 | HP 25/38 | F +3 R +9 W +3 | Init +4 | Perc +7

Bolger also climbs down the rope.
Climb: 1d20 + 7 ⇒ (6) + 7 = 13


Iron Gods: Iron maps;

Bolger and Ketill descend the knotted rope while Norman gets atop through the chain riding Donneld.
You see same as Norman before

Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

"Great, an underground lake. Let's wait until the others have descended down the rope. Or do you think you can enable the lift again Bolger?"


Iron Gods: Iron maps;

I will allow you a Take 20 disable device there Bolger

Grand Lodge

Male Halfling | Rogue (Acrobat) 8 | AC 19 T 16 FF 14 | HP 25/38 | F +3 R +9 W +3 | Init +4 | Perc +7

Bolger examines the lift, the chain and the stalagtite and tries to repair it.
May I take 20 for a 29 on this?


Iron Gods: Iron maps;

Bolger takes all his tools out and patiently goes over the chain getting rid of the jam and fixing in that way the rudimentary elevator.

Doing so allows all the party to go down the platform over the waters of the subterranean lake. All you see is darkness and a rope going south 5' over the waters.

There are 3 gondolas here, two people can go over each of them. Exploring the lake would take a lot of time, but following the rope shall be easy. Rowing the the gondola pole is a move action that brings the boat 10' ahead.

Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

"Let's get in the boats and follow that rope. Orik and Seinto, will you take the first one? Then Donneld and Norman in the next and Bolger and myself will take the last one."

Grand Lodge

Male Halfling | Rogue (Acrobat) 8 | AC 19 T 16 FF 14 | HP 25/38 | F +3 R +9 W +3 | Init +4 | Perc +7

"We are going on a boat journey" Bolder sings while jumping in excitement.

Grand Lodge

Male Gnome Summoner/1

Norman and Donneld take the easy option and take the lift down, once Bolger has fixed it.

"Well Donneld, looks like we'll be having more fun today." Norman goes over to the shore, and puts his finger in the water to test the temperature. "Hope we don't need to swim, it's quite cold." he says. "Come now Donneld, we'll use that boat there, we can use the rope to guide us, I'll use the pole. We'll be .... well over there quite soon." says Norman pointing off in the direction of the rope.

Norman carefully follows the rope and looks ahead the way they are going.
Donneld nods sagely, then keeps a careful lookout as they cross the lake.

Donneld Perception (darkvision) 1d20 + 4 ⇒ (10) + 4 = 14


Iron Gods: Iron maps;

Darkness, that's all you can see ahead. I would like to know whom is producing light, and what source

The party splits into the gondolas as suggested by Ketill.
Then the question arises, towards what direction do you row?

Silver Crusade

Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0

Seinto takes the first gondola with Orik and casts light on his sword's blade. Then he sheathes the sword.

"I don't want to alert possible enemies," whispers, "let's follow the rope," and takes a pole.

Except Bolger and Norman, everyone can see in the dark, so I think it's better if we don't have a light source. If combat starts I'll draw the sword, so there'll be light. I'll refresh the spell if needed while we advance.


Iron Gods: Iron maps;

After 125 feet rowing, you are in the middle of the lake, you cannot see other thing than the water, the gondolas and the rope hanging in the darkness to the south and north.

It is then you start to hear bat noises coming from your left side.

Initiative checks:

Bolger: 1d20 + 4 ⇒ (7) + 4 = 11
Ketill: 1d20 + 5 ⇒ (18) + 5 = 23
Norman: 1d20 + 3 ⇒ (18) + 3 = 21
Orik: 1d20 + 2 ⇒ (20) + 2 = 22
Seinto: 1d20 + 0 ⇒ (12) + 0 = 12
Bats: 1d20 + 2 ⇒ (4) + 2 = 6

K. dungeonering DC 12:


Round 1:
Ketill, Orik, Norman, Seinto, Bolger, Bats
Map updated.
The person in each gondola with the pole, can make the gondola move 10' for each move action spent in that way.

Silver Crusade

Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0

Seinto draws the sword and gets ready to attack the bats if they approach. The bright from the blade lights up the cave.

Ready action: Attack. Rolling in advance:

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Halfling | Rogue (Acrobat) 8 | AC 19 T 16 FF 14 | HP 25/38 | F +3 R +9 W +3 | Init +4 | Perc +7

Bolger has a lamp, oil and tindertwigs. Just in case. But no weapon against swarms.

"Does somebody have a alchemist's fire or something? We can't fight a bat swarm with normal weapons, too many individuals."


Iron Gods: Iron maps;

You are not supposed to read spoilers without the appropriate roll Bolger ^_^

Bolger and Seinto prepare themselves with whatever they have in hands. The bat swarm will definitely get to the gondolas in the next turn.

Remember the pole man has to continue rowing if you want to move. 10' each action.

Grand Lodge

Male Gnome Summoner/1

Norman continues to use the pole, "Bats, lets get away, eh Donneld. You just nip them if they get close."

Grand Lodge

Male Halfling | Rogue (Acrobat) 8 | AC 19 T 16 FF 14 | HP 25/38 | F +3 R +9 W +3 | Init +4 | Perc +7

Sorry for that, I thought we can see that it's bats but don't know the stats.

"Whatever you say Norman!"
Bolger starts to row with the pole as fast as he can ignoring any objections from Ketill. He continues following the rope.

Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

Bomb, PBS: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage: 1d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Crit ?: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8

Ketill readies a bomb and laughs "I have something else..." he waits until the bats are closer and throws it as soon as the bats are within range (20 ft)


Iron Gods: Iron maps;

Ketill bomb explodes in the centre of the swarm killing most of the bats before they can even reach the party. The few bats that survived get totally lost and run away before they can receive another present from the tiefling.

Combat is over

Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

"See, Bolger; there's no reason to panic. Let's follow the rope and see where it brings us"

Silver Crusade

Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0

"Good work, Ketill. Lets go."

Seinto sheathes the sword and takes the pole to continue.


Iron Gods: Iron maps;

After getting rid of the bat swarm, the party resumes rowing with the pole, following the rope to the southern area of the lake.

More than one minute passes before you start seeing a wall where the rope ends bind. As you approach you appreciate the lake ends in a small natural stone shore and, quietly, you leave the gondolas and set foot into the stone platform that opens into a short tunnel.

At the end of the tunnel you can see a wooden door with a metallic lock in it.

Grand Lodge

Male Gnome Summoner/1

If anyone could see, Norman's eyes open wide and his mouth let out "Whooooaa!" as the explosion lights up the whole area for a brief moment. He blinks his eyes, several times hoping to regain the full use of his sight again. He says to Donneld, "Did you see that, wasn't that great, if only we had such fireworks, what a great display we could make."

Donneld explains to Norman what he can see, as Norman rides on his great dragon once more. "Bolger, you seemed quite good with the last lock, any chance you'd like to try your hand at the door ahead?"

Grand Lodge

Male Halfling | Rogue (Acrobat) 8 | AC 19 T 16 FF 14 | HP 25/38 | F +3 R +9 W +3 | Init +4 | Perc +7

Bolger slowly stops panicing. As soon as his Hands stopped shaking he takes a closer look at the door and the lock.

taking 20 on Perception, looking for traps and if the door is locked


Iron Gods: Iron maps;

Bolger inspects cautiously the door. It is clear of traps and has a lock. DC 15 disable device, DC 20 break

Grand Lodge

Male Halfling | Rogue (Acrobat) 8 | AC 19 T 16 FF 14 | HP 25/38 | F +3 R +9 W +3 | Init +4 | Perc +7

Bolger tries to open the lock.
Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22


Iron Gods: Iron maps;

With great skill Bolger disables the lock. After some looks of the party, you open the door to a wide room without illumination of any type other than Seinto's sword.

Though naturally formed, the walls and floors of this room are secured and reinforced with additional construction.

It appears as though these newer structures were recently partially torn down. At the chamber’s heart lies a crude and massive machine-like device. It consists of a large stone and iron tank fitted on a crossbar to a disk plated with reflective metals. Strings and cables, threaded through the device in intricate cat’s cradles, secure delicate and precisely oriented refractive devices.

Crying from pain, you see Skeldon, lying over a device in the centre of the room. The unfortunate venture-captain is lashed to the top of his own greatest invention, his body riddled with hundreds of sharp, crystal needle-width shunts all flled with acid. Thus far, it seems he has been kept alive by means of force. Still, his wounds burn fiercely and he is in unimaginable pain. When he sees you he screams "Save me please! Save me! He is here! He will kill you all!"

Perception checks:

Bolger: 1d20 + 6 ⇒ (3) + 6 = 9
Ketill: 1d20 + 5 ⇒ (14) + 5 = 19
Norman: 1d20 + 4 ⇒ (13) + 4 = 17
Donneld: 1d20 + 4 ⇒ (2) + 4 = 6
Orik: 1d20 + 5 ⇒ (15) + 5 = 20
Seinto: 1d20 + 5 ⇒ (10) + 5 = 15
Zoathrias: 1d20 + 8 ⇒ (5) + 8 = 13

Initiative checks:

Bolger: 1d20 + 4 ⇒ (19) + 4 = 23
Ketill: 1d20 + 5 ⇒ (19) + 5 = 24
Norman: 1d20 + 3 ⇒ (16) + 3 = 19
Orik: 1d20 + 2 ⇒ (19) + 2 = 21
Seinto: 1d20 + 0 ⇒ (17) + 0 = 17
Zoathrias: 1d20 + 4 ⇒ (8) + 4 = 12

In the middle of the room stands a dark man observing how the acid is pouring over Skeldon's skin. "Who is that?" He draws one shortsword.


Round 1:
Ketill, Bolger, Orik, Norman, Seinto, Zoathrias, Skeldon
All the party is up!
Map updated

Silver Crusade

Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0

Seinto enters the room and casts Daylight (Aasimar spell-like ability) on his shield.

Not sure if Daylight and Light add up. If so, I have a radious of 20' of bright light, maybe the dark man has some kind of penalty if he is a dark creeper or other underdark creature.

"Bolger, can you disable that machine?!" Seinto shouts to the halfling.

Question 1: Am I able to reach Skeldon to cast a cure on him?

Question 2: Is this machine similar to the previous one? Can Bolger take advantage of the knowledge he acquired disabling it?

Grand Lodge

Male Halfling | Rogue (Acrobat) 8 | AC 19 T 16 FF 14 | HP 25/38 | F +3 R +9 W +3 | Init +4 | Perc +7

"I will try to, cover my back while I do this!"

Bolger tries to get to the machine and disable it.
Disable Device: 1d20 + 9 ⇒ (10) + 9 = 19

I can't see the map in the office, gaming sites are blocked by the firewall. Can Bolger reach the machine easiely, without provoking?


Iron Gods: Iron maps;

I usually refer to the following guide as for light effects Seinto.
Q1: Only in your next turn, you will have to move now 20' and next turn again another move and then standard action cast the spell.
Q2: This machine is identical, just bigger. The machine does not have any mineral or sunrods in place and it is not emitting light.

The room is filled with bright light as Seinto cast a spell over his shield. The dark creature in the center tries to avert his eyes.

Dark folk language:

"Uah! Pesky creatures of the surface! Stop that light! You are going to pay for that!"

Bolger reaches the machine and readies himself to operate it. Next turn

Round 1:
Ketill, Bolger, Orik, Norman&Donneld, Seinto, Zoathrias, Skeldon

Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

"I won't fall for the charades of the likes of you again" Ketill says as he moves into the room and throws a bomb at the darkfolk

Explosive bomb, excluding Bolger and Skeldon from the splash

Kaboom!, PBS: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
That is a miss

Scatter: 1d8 ⇒ 3 Square directly north of the darkfolk, 10 ft splash
Damage, PBS: 1 + 5 + 1 = 7

Grand Lodge

Male Gnome Summoner/1

Norman rides Donneld, "For glory.." he shouts waving his morningstar above his head. A fine spectacle of a ferocious gnome warrior atop his fiery dragon steed. As Donneld closes in on the dark skinned man, he swings the vicious ball of steel. "Attack!"

Donneld lazily strikes at the humaniod, his large dragon teeth showing as he brings his bite down.

Norman Morningstar attack 1d20 + 1 ⇒ (13) + 1 = 14
Norman Morningstar damage 1d6 ⇒ 4

Donneld Bite attack 1d20 + 3 ⇒ (15) + 3 = 18
Donneld Bite damage 1d6 + 2 ⇒ (5) + 2 = 7


Iron Gods: Iron maps;

After Ketill's bombing Norman charges over the dark creature mounted on Donneld. Both his morningstar and Donneld's bite land true over the blinded and flat-footed creature.

Orik moves just after Norman and stays there protecting with his shield.

The wounds on Zoathrias are considerable, but even then he steps back swearing in an unknown language and draws a shortsword with one hand casting a spell with the other.

Suddenly the room feels with a deep darkness, that only receeds due to Seinto's Light spell.
Those without darkvision can only see 20' around Seinto

Some acid drops over Skeldon burning a bit more his misstreated skin. He shouts in pain.


Zoathrias: 18 damage, blinded (until Seinto acts) & dazed
Skeldon: -1 hp
Round 2:
Ketill, Bolger, Orik, Norman&Donneld, Seinto, Zoathrias, Skeldon

Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

Ketill moves to get a clear shot and throws another bomb, excluding his allies from the blast

Bomb, PBS: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Should be a hit vs flatfooted touch

Damage, PBS: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
And he is on fire

Grand Lodge

Male Gnome Summoner/1

Donneld follows the dark man, "Here in front." the dragon speaks. "For Glory" the gnome says loudly as he swings his weapon once more, this time into the darkness as directed by his mount. The dragon opens its mouth again, its teeth dripping with the blood of the darkling where he bit him last time. This time, having only taken a small step, the dragon brings his tail round strike as well.

Norman Morningstar attack 1d20 + 1 ⇒ (18) + 1 = 19
Norman Morningstar damage 1d6 ⇒ 1
Percentage to hit 1d100 ⇒ 64

5ft step to move forward
Donneld Bite attack 1d20 + 3 ⇒ (11) + 3 = 14
Donneld Bite damage 1d6 + 2 ⇒ (6) + 2 = 8
Donneld Tail Slap attack 1d20 - 2 ⇒ (7) - 2 = 5
Donneld Tail Slap damage 1d6 + 1 ⇒ (5) + 1 = 6

As Donneld has reach, the 'dragon' may have got an attack of opportunity....
Its up to GM if he did or not and can roll for Donneld's bite if it is an AoO.


Iron Gods: Iron maps;

Sorry Ketill, but you moved through the wooden walls of the room :D
I placed you back. I think there is no real why you can throw that one without being affected by cover, but his blindness from Seinto's actions leaves him at 8 touch AC so you hit.

Donneld's AoO: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Donneld bites with his long head Zoathrias as he tries to use his deeper darkness spell-like ability.

Ketill's bomb hits the dark creature burning him in flames.

Charging into attack with all his strength, Norman the dragon knight darts over the dark creature, hitting him with his morningstar and allowing Donneld to finish up Zoathrias.


Zoathrias: 27-18-6-11-1-8= -17 hp (Con 10) => slain

When Zoathrias is slain, his body combusts in a fash of white-hot fame that blasts as a firewall to all creatures within a 20-foot-radius burst.
Death throes (fire damage): 3d6 ⇒ (2, 2, 2) = 6 Norman, Donneld and Orik: Reflex DC 11 for half damage

The explosion and the acid leaves Skeldon at the verge of death. No Reflex save because he is binded
A bit more of acid and he will fall.

When the intense light disipates, you found in the body silversheen, a leather armor, two short swords, a drow-crafed boots of elvenkind, and six doses of black smear.

Combat end

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

Reflex DC 11: 1d20 + 4 ⇒ (20) + 4 = 24

Orik, moving gracefully like a ballerina, avoids most of the explosion as the enemy is slain.

"Get oop 'ere an' heal t'is wee fella a'fore he oop an' dies oon oos!"shouts Orik at anyone with the ability to use a wand. He holds out his own wand and waves it at the casters. "Take me wee fancy stick an' gae tae it, lads!" He also takes his Cure Moderate Wounds potion from his pack and pours it down the throat of the bound Pathfinder.

CMW: 2d8 + 2 ⇒ (3, 1) + 2 = 6

Meanwhile, he checks on Bolger's ability to disable the machine. If it looks like it'll work, he urges him forward, if it looks like trouble then he hefts his axe ready to smash the thing to pieces.

Grand Lodge

Male Gnome Summoner/1

Norman Save Reflex1d6 + 3 ⇒ (1) + 3 = 4
Donneld Save Reflex1d6 + 5 ⇒ (6) + 5 = 11

As Donneld gets out of the way of the blast, Norman slips in the saddle and catches the full force of the fire. His mustache singes at the edges as the flames engulfed him, "My beauties, what have you done to my beauties." his fingers immediately move to smooth out the rough edges, as his nose wrinkles as the smell of burned hair wafts across his face.

Norman/Donneld:

Norman HPs: Max: 10 Current: 4
Donneld HPs: Max: 6 Current: 3


Iron Gods: Iron maps;

On being healed by Orik's potion Skeldon slowly recovers. He looks at you hecstatic "Who-who are you? Did you came to to to save me? Oh thanks god! Pathfinders! Zoathrias wanted to kill me, bloody traitor! He attacked the Lodge a week ago and killed everybody, he has been torturing me, healing me each time I was unconcious, thanks! Thanks!"

Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

Ketill moves closer to Skeldon and takes a close look at the shunts. He is trying to determine if he is skilled enough to remove them.

Heal: 1d20 + 5 ⇒ (18) + 5 = 23


Iron Gods: Iron maps;

Ketill places some of his cataplasms on the Venture-Captain's body stabilizing him.
"Oh my, let's get out of here please. I don't want to stay here anymore. Even dead this creature almost killed me. Cough-cough" Skeldon stands up with a bit of help and you all return back to the Karcau Lodge.

Once there, advancing your moves as if he knew why you were here, Skeldon takes a bunch of note books from his library as well as the Aureolyte you already picked up and hand them to you.
"Please, let all this to arrive to the Decemvirate. I was almost to the point of reporting back, just this Zoathrias took me. Such a shameless creature, he wanted to torture me just because I bargained to obtain this rock. There are those that do not know how to forgive." The Venture-Captain gives you a clap in the back and takes you to the exit door. "Seriously, thanks for your help. I hope your way back to Absalom is fast an confortable. Give my best wishes to the Decemvirate."

Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

"Sir, the Decemvirate also wants to know what caused the delay in reporting. They expected regular reporting, not only when you think it is neccesary."

Grand Lodge

Male Halfling | Rogue (Acrobat) 8 | AC 19 T 16 FF 14 | HP 25/38 | F +3 R +9 W +3 | Init +4 | Perc +7

Seems like Skeldon is already out of the machine, right? If not: taking 20 for 29 to disable it.


Iron Gods: Iron maps;

Bolger, the machine was shutdown when you arrived, Zoathrias already did that. You could had restarted with the prototype instructions and even overload it to produce a daylight effect.
I guess you proceed with the instructions and hand him the relocation notes

"Oh I know, I was supposed to deliver them months ago, but couldn’t find anyone reliable enough to perform the task. But it seems I finally found someone who deserves my trust." Skeldon smiles at you again making an effort to show himself as a victim and kind man.

Liberty's Edge

HP 91/70+21 | |Ac 24 T 17 FF 19 (+4 Shield)(incl mutagen)| Init +7 | Fort +13 Ref+17 Will +8 (+2 heroism)| Resist Cold/Elec/Fire 5| Perception +13 +2 | Darkness 1/1 | Bombs 18/18 | Fly 11/11 | Reroll 1/1
Active Spells:
Heightened Awareness, Heroism, False Life (greater), Tongues

Lol, I have worked with people that behave exactly like that!


Iron Gods: Iron maps;

As Ketill hands the relocation notes to Skeldon this one changes his facial expression "Oh my, why? This must be an error. Please hand all my research notes to the Decemvirate, they have to know this was just a big misunderstanding."

Once you hand Skeldon's diary with all the notes about his "business" with the criminal organizations in Karcau and the darklands folks, and despite Miregrold’s best efforts, the Decemvirate assumes possession of the Karcau Lodge and transfers him to a more remote lodge elsewhere on Golarion, where he is less of a liability to the organization. The Society’s masked leaders turn control of the Karcau Lodge over to Basia Kalistoff, who makes good on her promise and rewards you for your assistance.

The Decemvirate appreciates the recovery of the aureolyte sample and Miregrold’s notes.

FIN

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