BPChocobo's PbP Gamethread for Cool and Attractive PCs

Game Master Black Powder Chocobo

Thornkeep Map
Sanctum map


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Lantern Lodge RPG Superstar 2015 Top 16

"Time have driven most of the exhibits mad, either with hunger or insanity it seems. It is good to know that not everything will meet your wrath if negotiations could be made."

Melabdara looks at the exit. "There is one more exhibit left; I do hope you keen an open mind for whatever may be on the other side."

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Once everyone is ready Quarr opens the door to the final exhibit.

I am sure it will attack us first like the rest....

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

"What can we expect there Melabdara?"

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Before Quarr opens the door, Varian taps himself with his wand of clw three times, then casts shield of faith on himself, weapon of awe on his hammer, and for grins and giggles, invisibility purge as well. "I'm ready now, go for it Quarr."

clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (2) + 1 = 3

Lantern Lodge RPG Superstar 2015 Top 16

"Something unlike anything else..."

DC 21 Sense Motive:

If the helmet had lips, you'd think be it would be smiling right now.

Black chains and metal rings—eerily bedecked in animal paws, humanoid hands, and skeletal fists—hang from the archway of this chamber’s entrance. Inside, a single row of stone columns files down the center of this long, soaring chamber. A short ledge at the south end of the room leads up to a pronounced dais, which is decorated with two mighty statues carved from black stone. The statues depict a scholarly man bedecked in robes from the waist up, but with thick, writhing snakes for legs. Cobwebs hang from the ceiling and pillars like dozens of sagging tapestries.

The paws of a large lion can be seen in the shadows until the helmet begins to fly closer to the to it, the ghostly radiance of the illusion showing a feminine face and torso to the winged lion body, golden chains securing the limbs the base

"Here, the great master Nhur Athemon kept his then most treasured 'pet', promising it freedom when he found something more suitable. Here, the great sphinx Melabdara resides, relegated as a mere tour guide for the past indescribeable amount of time. Now, adventurers... what do you wish to do with this exhibit."

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Oh, I see, you are more than just a glorified tour guide, Melabdara... you are a captured exhibit as well... personally I'd restore you to yourself, and see you free, but that's just me and I am one of many... but if we do so, are we free to go, or must we solve some conundrum for you before we leave? Would doing so put you in a positive state of mind in regards our Society?"

Lantern Lodge RPG Superstar 2015 Top 16

"No riddle, little Varian.", the sphinx answers. "Only these chains of impossible strength keep me here.", the large creature pulling on the long chains, but finding the effort futile.

DC 18 Appraise, Craft (any metal working), or DC 20 Kn: Nature:

The chains are made of out adamantine.

"Your Society does intrigue me, if nothing else but to help guide me to my home as I imagine things have changed since my imprisonment. I can share what I know of Nhur Athemon in exchange... as well as my sole material possession: the necklace around my neck."

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Sense Motive - spoiler: 1d20 + 7 ⇒ (5) + 7 = 12

Sense Motive - spinx: 1d20 + 7 ⇒ (14) + 7 = 21
Heal: 1d20 + 11 ⇒ (15) + 11 = 26

Deaglan listens and tries to determine whether the spinx is telling the truth and if she is mentally healthy or if she is insane like the other exhibits.

Lantern Lodge RPG Superstar 2015 Top 16

@Deaglan: It seems to the truthful to you. Melabdara has developed a sarcastic attitude about her situation, but does sound hopeful that the party can free her from the situation.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

"Hmmm, let me get a better look at these chains. Trudd is the strongest dwarven deity, he can hopefully give some divine guidance."

Unknown check: 1d20 + 1 ⇒ (8) + 1 = 9
Hoping that a good roll would help me here, but apparently Trudd was not paying attention, I don't have any of these three skills trained.

"Let me get nearer to you and I will infuse you with some of my master's strength. Then you try again"

Touch of strength, +1 on strength bases checks. Won't probably do anything mechanically but it is the thing to do

"Varian, you seem to be quite knowledgeable about metals and such, do you have any idea what these chains are made of and how we can break them?"

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

craft weapons: 1d20 + 8 ⇒ (8) + 8 = 16

bah!

"They seem to be a strong metal of some kind but I'm not quite sure of what kind."

Varian looks for some way to open or unlock the chains and attempts to do so.

disable device: 1d20 + 13 ⇒ (19) + 13 = 32

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

If Deaglan's and Varian's efforts lead to nothing Deaglan will grab his adamantine dwarven longhammer.

"This hammer usually makes short work of any hard materials. Let's see what it does here"

He will give the chain a hit
Power Damage: 2d6 + 7 + 3 ⇒ (3, 6) + 7 + 3 = 19

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

Knowledge Nature: 1d20 + 8 ⇒ (15) + 8 = 23

Those chains are made of adamantium. Quarr says as he shoves past Deaglan and Varian to get a closer look.

Lantern Lodge RPG Superstar 2015 Top 16

"I am not strong enough on my own, but maybe you lot together are?"

-Posted with Wayfinder

Lantern Lodge RPG Superstar 2015 Top 16

Need to check if adamantine bypasses itself in hardness.

-Posted with Wayfinder

Lantern Lodge RPG Superstar 2015 Top 16

From what I can gather, adamantine vs adamantine doesn't do anything. I'll need awesome strength checks!

Melabdara pushes with her strength, but it is not enough. Likewise, Deaglan tries to smash the chain, but it doesn't do anything. @Deaglan if you want to damage it, you'll have to be able to deal over 20 damage in a single hit. [b]"I can aid you, but I need your combined might to rip these chains free from the wall.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

It does not:

Adamantine wrote:

Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20

...

Adamantine has 40 hit points per inch of thickness and hardness 20.

Edit: Ninja'd by GM

Deaglan casts some spells
Enlarge person, weapon of awe, bless, divine favor

and attacks the chain again

Damage, Power Attacking, Zest for Battle, Weapon of Awe, Divine Favor: 3d6 + 8 + 6 + 1 + 2 + 2 ⇒ (2, 3, 1) + 8 + 6 + 1 + 2 + 2 = 25

Damage, Power Attacking, Zest for Battle, Weapon of Awe, Divine Favor: 3d6 + 8 + 6 + 1 + 2 + 2 ⇒ (5, 6, 4) + 8 + 6 + 1 + 2 + 2 = 34

Damage, Power Attacking, Zest for Battle, Weapon of Awe, Divine Favor: 3d6 + 8 + 6 + 1 + 2 + 2 ⇒ (3, 5, 1) + 8 + 6 + 1 + 2 + 2 = 28

Damage, Power Attacking, Zest for Battle, Weapon of Awe, Divine Favor: 3d6 + 8 + 6 + 1 + 2 + 2 ⇒ (2, 2, 2) + 8 + 6 + 1 + 2 + 2 = 25

Damage, Power Attacking, Zest for Battle, Weapon of Awe, Divine Favor: 3d6 + 8 + 6 + 1 + 2 + 2 ⇒ (2, 2, 2) + 8 + 6 + 1 + 2 + 2 = 25

Damage, Power Attacking, Zest for Battle, Weapon of Awe, Divine Favor: 3d6 + 8 + 6 + 1 + 2 + 2 ⇒ (3, 5, 4) + 8 + 6 + 1 + 2 + 2 = 31

After 6 massive thuds he breaks the chain!

Lantern Lodge RPG Superstar 2015 Top 16

NICE :D

The super enlarged dwarf shocks Melabdara has he reaches her size. With Trudd-infused muscles, the chain goes down in less than a minute.

Technically I'd need another set of those rolls for the other side... but the averages would finish that off quickly, too :P

"I... am free!", tears beginning to streak down Melabdara's cheeks. "Thank you, thank you all. You truly have my blessings."

Melabdara's joy turns into gratitude as she gifts Deaglan her necklace, a simple leather cord with a clear crystal attached. A clear spindle ioun stone Mahasi will discover!

"Come, show me the exit to this horrible place as I tell you what I know as an Azlanti prisoner."

RP as you wish... you have completed the Dark Menagerie! Technically, there's another room, but it's a battle against a CR 3 snake and a CR 2 ooze. Yeah.

I'll get Chronicles out by Tuesday, probably Monday.

Quarr, please PM me your email address so I know where to send your chronicle to!

Finally, gimme them Day Job checks if you got 'em!

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Mahasi watches the proceedings with interest. "Fascinating. Such a noble creature indeed to have kept enchained so long. Melabdara, I understand that one of your kin keeps a place at the Society's grand lodge, in Absalom. I am sure that your sister-soul would be well equipped to bring you up to speed on the interceding millennia."

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Day Job Heal: 1d20 + 11 ⇒ (18) + 11 = 29

"Glad to be of service Melabdara, please stop by Ollysta Zadrian when you go to Absalom to give her my utmost regards."

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Glad to be of aid, Melabdara... go and be free... or as the others have said, come with us and meet your kin, learn what you've missed, before you find a new place for yourself in this era."

Silver Crusade

Male Gnome (9.0A) Alch 9 | HP 54/57 | AC 32;TCH 18; FF 28 | F +10; R +11; W+6 | CMB +6; CMD 19
Consumables:
Bomb 0/20 | Muta 0/1 (+4DEX / -2 WIS/ +2 AC/+2 reflex) | Wings 7/9; Bewildering 2/3 | Wands: CLW 34/50; Endure Elements 40/50 | Alc Fire 8/10; acid 5/5 | Bolts 15/20; CI 50/50; Silver 49/50

You should come and join the Pathfinder's Melabdara. It will help you reconnect with the world you have been away from for so long.

Lantern Lodge RPG Superstar 2015 Top 16

Oh yeah, let me know if you want slow or normal progression.

"Perhaps...", the sphinx muses.

I'll need a Diplomacy check to woo her over to your faction if you're doing so for a faction card.

-Posted with Wayfinder

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"The Grand Lodge would value your friendship and treat you well, Melabdara. We have much to offer in the way of lore and knowledge, and you could learn what you have missed, while perhaps filling in what we don't know of what came before. You should consider joining us."

diplomacy: 1d20 + 14 ⇒ (20) + 14 = 34

Lantern Lodge RPG Superstar 2015 Top 16

[b]"Hmm... perhaps I may. I do wish to return to my homeland, feel the arid breeze upon my face once more. If your Grand Lodge can assist with that, then they would have truly earned my respect.

Success!


Sanctum Map

Once again, the Society is sending teams back to Thornkeep to finish its exploration of its underground dungeon of Nhur Athemon. The party is the second team to be sent out, the first being tasked with clearing out the dangers and uncovering the mystery of the strange fog at the entrance of the last area, dubbed Nhur Athemon's Sanctum as anything that appears to be his living quarters has yet to be found.

The party's job is to help retrieve and escort any Azlanti relics found, given the dangerous nature of the River Kingdoms and threatening dangers from the hated Aspis Consortium. With familiar faces in the group and newcomers to the area, the party makes their way to the favored base of operations, the Greenforest Inn, run by the gossipy proprietor Shandar Helsmuth.

Instead of the typically jovial entry, though, the sounds of sobbing can be heard as a tall, lanky man with a broad chin chugs ale between cries and laments, Shandar patting the man on the back. "It's alright, mate.", Shandar trying to confort the sad soul. "I know while the other group got lucky, there had to be some damned crazy stuff down there. Just be glad you made it out alive." "Like a coward!", the man cries out again, downing the rest of his beer and sobbing into his now dripping sleeve.

Shandar turns his head, and a smile of hope appears on his face. "Ahh, lucky seeing you here again! Perhaps you could try and console the poor guy; he's another one of you guys, but the only one who made it back according to him. Sad story, really."

RP time!

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"I can see you are hurting, and I am sorry for your pain. Perhaps you might feel better if you talk about it... tell us what happened... Shandar here says you are the only one who made it out from your most recent expedition... If he speaks of thornkeep and you are of the group that preceded us, then your survival and escape will be redeemed when you tell us what we will face there when we go in. Forewarned is forearmed they say. Perhaps if you tell us what happened, you will stop agonizing over it."

diplomacy: 1d20 + 16 ⇒ (16) + 16 = 32

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Yessss. And pleassse don't leave out a single detail. The thin nagaji hisses between his small teeth. His eye slits narrow as he takes it all in.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

The dwarf gets an ale at the bar and shoves it in the direction of the sobbing man

"Here, that will help."


Sanctum Map

"Dank you.", sniffs the man as he starts chugging down the next mug of ale. "I'm Rozimus and... only one of my group to escape, and I ran like a coward because all of my friends died, didn't even return to get the bodies of my friends!", the story interrupted with more wailing tears.

DC 15 Perception:

On Rozimus' right hand is a strange sigil in pale yellow.

"See, we went in there and things were going weird right off that bat as we quickly found out that only I could leave through the fog cloud; Dermott, Ailee, and Garuke couldn't get out for some reason. So we went and explored, hoping to find a clue until this horrid, blue lizard came outta nowhere and started chasing us; it electrocuted Ezekiel before we could down it. We went through another passage with Garuke and Ailee taking the lead, then they made horrible shrieks, turned white as a ghosts, and died! I... I ran, I left their lifeless bodies, the charred husk, what was left of my friends, and here I am, with a throbbing headache of guilt..."

Rozimus then looks upon you all with sad eyes. "Would you do me a favor? Finish the job and bring back the bodies of my friends. At least so they can get a proper burial, especially for Ailee."

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

perception dc 13: 1d20 + 13 ⇒ (18) + 13 = 31

"If you'd stayed behind you would have likely died too, and no one would have been left to get assistance in the recovery of the fallen. Take some comfort in that, and we will do what we can. Before we arrange to go there, can you please tell me what that sigil on your hand is? Might it have something to do with your survival from the cloud?"

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

arcana on sigil: 1d20 + 15 ⇒ (8) + 15 = 23

A distinguished looking pathfinder, a cane sitting by his side, listens with curiosity at the exchange.

"Ah, did you ever find out what was the source of the fog?"


Sanctum Map

@Sindar: Is that the PC you wish to use for this mission?

"Yeah, but in the arenas of Tymon, I'd be ridiculed and outcast for such cowardice... and would deserve it, too!", he replies to Varian. Rozimus' sobbing is more subdued and is now at least speaking more clearly.

When asked about the sigil and the fog, he tries to answer as best as he can. "There were these creepy face things, each one color coded. You stuck your hand inside it and you were imprinted with that stamp thing. It seems to be useful for opening some doors in the area. Didn't have an affect on the doors, though."

"No, it was weird, like it was some sort of barrier; Dermott, Ailee, and Garuke said they basically felt like walking forever trying to exit, but immediately came through inside the Sanctum."

Finally, the Pathfinder survivor removes a necklace tucked into his shirt, revealing a dented and crudely monogrammed with 'RT', but still working wayfinder, then hands it to Varian. "Take this; may be of use to you. I'm done with the Society now. It also has one of those floating stone things... ion stones or something, that Dermott said would be useful after I almost backstabbed Ailee from some mind-controlly magic."

DC 25 Spellcraft @ Wayfinder:

The stone inside the wayfinder is indeed a clear spindle ioun stone, which prevents mind controlling effects from evil creatures/sources when placed inside a wayfinder, its particular type of resonance effect.

Any other questions or preparations you'd like to make?

For purchases, in town you can only purchase something of about 1,500gp without some luck; there is Fort Inevitable not too far away to the south which offers a larger assortment of magical aids and wares, if you don't mind the Hellknight presence.

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

Yep. It's Ezren with a different name and pic, but all the same stats. Unless someone desperately wants me to bring an 8th level tank.

1d20 + 15 ⇒ (2) + 15 = 17

"It's an Ioun stone, boy. Ion? Whoever heard of such a word." Sindar quips. "It almost sounds like you might have wandered into a different plane, from the way you describe it."


Sanctum Map

@Sindar: Just wanted to make sure. On that note, would you please create a quick stat array for the vital PC info so it'll appear under your profile name? :)

"Yeah, sorry, Dermott was our magic guy in the group."

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Thank you for your generosity.. I'm sorry to hear that you are leaving the Society, but you must do what you think best." Varian takes the Wayfinder with gratitude. "Is there anything else we can do for you before we go in?"


Sanctum Map

"Another round...", Rozimus glumly drinking the ale from Deaglan.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Of course... " Varian buys the man another round at the bar and walks it over to his table, presenting it to him. "While I am not a proponent of overindulgence in spirits, I think you need this. Try not to let these things trouble you any longer... We will bring your friends' bodies home for proper burial."


Sanctum Map

"Don't worry 'bout your friend 'ere, me and the lady will take good care of him. Shandar is always a good ear and shoulder for those who need it."

If there's nothing else, I'll add the map tomorrow and we'll dive right in!

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

"Your saying a lot of things there, and leaving a few unanswered. questions. What was it that was assaulting your minds? Certainly not the lizards?"


Sanctum Map

"Some sorta command thing, then a confusion; it was from some dame we were after, one of those bardy types.", Rozimus answers.

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Ssseemsss there isss little around here that will help usss. Kylar says as he looks around the wares. I am prepared to go.

The nagaji seems intent with the information that the shaken pathfinder was able to provide.

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

"Yes yes, lets get this boondoggle of a trip underway." the older man complains.


Sanctum Map

The party leaves Rozimus to himself and makes their way back down Thornkeep once more...

Upon reaching the end of the Enigma Vault, the party comes across the strange yellow fog that they saw before. Heeding Rozimus' warning, the party steps in. The corridor of billowing yellow mist and strange, shifting lights opens in the middle of a large entry hall. Across the room, three demonic stone faces as tall as humans leer at visitors like a scornful greeting party. Each has an open mouth, extended tongue, and slightly different features from the others. From north to south they are blue, yellow, and red. Between the huge faces, two staircases lead up 10 feet to a balcony that overlooks the entire chamber. A set of ornate stone double doors stands closed along the south wall. Two shadowy alcoves flank the corridor of lights and mists along the west wall.

The entire chamber is lit by torches places along the walls, although they emit no heat.

GM Dice:

Deaglan Will: 1d20 + 9 ⇒ (11) + 9 = 20
Kylar: 1d20 + 5 ⇒ (7) + 5 = 12
Sindar: 1d20 + 8 ⇒ (3) + 8 = 11

As the party observes the room, everyone except Deaglan and Varian experience painful migraines. Kylar and Sindar are almost brought to their knees, but a few seconds later, the pain ends.

Map updated and links in the campaign thread as well as my profile :)

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Once all are recovered, Varian cautiously approaches the heads and looks at them all, then examines the northernmost one in more detail first.

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

"Gah, that was almost as bad as a kidney stone!" the elderly wizard gripes.

"Now what exactly was the name of that Tarrasque that just stepped on us?"

arcana: 1d20 + 15 ⇒ (10) + 15 = 25
planes: 1d20 + 15 ⇒ (12) + 15 = 27


Sanctum Map

As Varian looks over the faces, he can tell that the yellow one is damaged, as if a powerful blast of electricity exploded around its mouth. The central yellow face is also somewhat feminine, but the other two are masculine. The northern and southern faces have their mouths open, while the yellow one is missing its jawbone which lays on the floor shattered, probably from the same blast that scorched the stone.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Fascinating... It seems perhaps Rozimus' companions did some damage here?"

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar barely holds himself up against the wall. What is this? He places a clawed hand on his head

Barely able to utter the spell Kylar tries to detect any forms of magic near the faces.


Sanctum Map

All of the faces have moderate magical auras on them, although the damaged central one is more of a faint lingering aura.

DC 23 Spellcraft:

The faces seem to have an illusion aura with a hint of abjuration, and have a strange variation of arcane mark.

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