Sekkimm |
Written:
W,
How are you doing? We are having a rough time of it in here. Travel is slow going, and some of the monsters on this island are truly horrible. We fought something the size of a wagon with the disposition of a crocodile. Almost bit Buchart in half, that one, although he got better.
Almost all worth it to see Xin-Grafar. It's a vast underground city with a serious dislike for intruders. Lots of exotic beasties from across the planes, with some undead and constructs tossed in. We're on the trail of our quarry, but at this point it is unlikely we will beat them to the destination. Our quarry was suffering a lot of casualties, but that seems to have tapered off. It's safe to wager that the veterans live on.
I do not think the secrets of this city are to be shared. Suffice to say this place could kill us in a number of horrible ways, should we tarry or lose our way. I will dispatch this bird to you if I can, without message, if our return becomes unlikely - although Cela could escape when none of the rest of us could. Are we on schedule? I'm not really a calendar person.
We've met a skilled archer named Dusan who claims to be a stranded member of the pathfinder society. He's either crazy or very good at acting crazy. I am not sure if I trust him. He could be a plant. I suppose the true test of that is when we find our quarry. Have you heard of this fellow?
(Description of Dusan included)
This messenger will accept a return message, should you choose to add one, although if the messenger takes longer than 12 hours to reach you it will remain there, as it will lack the power to return.
Safe waters to you until we meet again.
-S
Tie the message to the Silver Raven figurine, speak the command word, and send it to the Black Mist.
GM Pablo |
Basement flooding and we are manning the wet vacs. Pablo play for me and Jen if you need to. I will try to check in.
I hope you stemmed the tide!
Sekkimm, the raven can cover about 100 miles in 6 hours, your not much more than 30-40 miles away from the Black Mist. Assuming he replies quickly, look for a reply in 5-6 hours.
Sekkim |
Anaba wrote: Basement flooding and we are manning the wet vacs. Pablo play for me and Jen if you need to. I will try to check in. I hope you stemmed the tide! Sekkimm, the raven can cover about 100 miles in 6 hours, your not much more than 30-40 miles away from the Black Mist. Assuming he replies quickly, look for a reply in 5-6 hours.
That's what it looks like to me, but you never know.
-Posted with Wayfinder
GM Pablo |
Posting for Rolande and Anaba - who are out of town per B
Rolande opens up with a flare to light the targets up.
Flare: 1d20 + 10 - 4 - 10 + 1 ⇒ (17) + 10 - 4 - 10 + 1 = 141d4 + 2 ⇒ (2) + 2 = 41d100 ⇒ 97
he actually hits!
Fort save vs blindness: 1d20 + 3 ⇒ (1) + 3 = 4 Blinded 1 round!
The other Ogre skeleton save Fort save vs dazzled: 1d20 + 3 ⇒ (3) + 3 = 6 Dazzled for 1 round!
the area is now clearly lit! Surprise round everyone gets a free attack or action (not both!)
Rolande fires two more shots at the dazzled one -
bullet: 1d20 + 10 - 10 + 1 ⇒ (3) + 10 - 10 + 1 = 41d8 + 2 ⇒ (3) + 2 = 5 miss
bullet: 1d20 + 10 - 10 + 1 ⇒ (7) + 10 - 10 + 1 = 81d8 + 2 ⇒ (8) + 2 = 10 hit!
Anaba casts lead blades from her wand.
Tar-Baphon's Ogres #1 - 4 (Blind this round)
Tar-Baphon's Ogres #2 -10 (dazzled this round)
Dusan fires blunt arrows at the same one
Dusan Many shot: 1d20 + 15 ⇒ (1) + 15 = 162d8 + 2 ⇒ (7, 3) + 2 = 12
"Oh boy giant skeletons ...oh my I am rusty, well that was a bad shot!!!
Buchart, Cela, Fernleaf, Sekkimm all have surprise round actions!
GM Pablo |
Waiting on Fernleaf actions from surprise round.
Cela uses her sling and has Fahari move next to Anaba
Perception: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 131d4 ⇒ 3 miss
Anaba Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Buchart Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Cela Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Fernleaf Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Sekkim Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Dusan Initiative: 1d20 + 8 ⇒ (4) + 8 = 12
Ogre Skeletons Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Rolande
Fernleaf
Buchart
Cela
Ogre Skeleton #1 -12
Ogre Skeleton #1 -10
Dusan
Anaba
Sekkimm - Readied action cast web
GM Pablo |
Cela fires her sling at #2 sling: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d4 ⇒ 2
The ogres move forward. #2 run. The blind one moves at normal speed
save or fall: 1d20 + 2 ⇒ (9) + 2 = 11
Dusan Many shot: 1d20 + 15 ⇒ (20) + 15 = 352d8 + 2 ⇒ (3, 4) + 2 = 9
Rolande
Fernleaf
Buchart
Cela
Ogre Skeleton #1 -21
Ogre Skeleton #2 -34
Dusan
Anaba - Prepared action to attack when they are close
Sekkimm - Readied action cast web
GM Pablo |
Rolande hits on the first shot and drops the closest most wounded one. (grit point back if you spent one). He misses with the second shot.
Cela fires her sling Perception: 1d20 + 4 ⇒ (17) + 4 = 211d4 ⇒ 2 and hits for two more.
Fernleaf
Buchart
Ogre Skeleton #1 -23
Dusan
Anaba - Prepared action to attack when they are close
Sekkimm - Readied action cast web
Rolande
Cela
GM Pablo |
Fernleaf and Buchart miss.
The Ogre moves forward running (20' normal move 60' run)
Dusan Many shot: 1d20 + 15 ⇒ (12) + 15 = 272d8 + 2 ⇒ (1, 1) + 2 = 4 "Your feet are as big as Anabas!"
Rolande
Fernleaf
Buchart
Cela
Ogre Skeleton #1 -27
Dusan
Anaba - Prepared action to attack when they are close
Sekkimm - Readied action cast web
GM Pablo |
Anaba Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Buchart Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Cela Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Fernleaf Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Rolande Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Sekkim Perception: 1d20 + 0 ⇒ (13) + 0 = 13'
You find nothing magical or valuable on the Ogre Skeletons.
You reach the gates of the Second Ring of Xin-Grafar. After checking for traps and magic, you find none besides the background magic of everything here and together are able to open the massive doors into the city. Looking inside the second ring you find it is largely intact, except for two walled keeps in the southeastern part of the ring that appear to have been smashed open and shaken off their very foundations.
It looks as if Tar-Baphon's army reduced their tall spires to rubble, brought down the walls, set fire to the buildings, and nailed the corpses of his defeated foes to the ruins. Those unfortunate soldiers remain there today, hundreds of skeletons nailed high atop the walls of the ruined keeps, ever a reminder of the violence once perpetrated on the original denizens of the city.
Most of the buildings in the Second Ring are constructed of stone. The molten-gold floods long ago burned away their wooden roofs. The gold flood line in the Second Ring is a meager 20 feet high, meaning that most of the upper floors of this ring’s buildings, particularly those closer to the center of the ring, are free of gold plating. The foundation of the Second Ring sits about 20 feet higher than the First Ring, and its floor slopes gradually up another 40 feet until it reaches the bottom of the Third Ring. The floor-to-ceiling bedrock walls surrounding this section make the Second Ring appear as though it were a separate cavern from the First and Third rings. As in the First Ring, three canals of molten gold split the Second Ring, all of which flow outward from the Third Ring in the center of the cavern. Only three of the original bridges are still intact. On the southern face of the central wall stands the gate that leads to the heart of Xin-Grafar — the Third Ring.
The Second Ring appears to be the repository of Tar-Baphon’s wealth. The upper floors of nearly every building in the ring are overflowing with piles of coins, gems, art objects, and so on. There’s a seemingly limitless amount of wealth here.
You move toward the center and arrive at the first intersection. There are no summoning runes engraved on the road. Immediately ahead, the gold-plated road reaches a crossroads and disappears beneath a mound of partially melted treasure. Gold coins, weapons, armor, and glittering gems cover the entire intersection in a mountain of wealth that reaches ten feet high. (See Intersection map)
Anaba Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Buchart Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Cela Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Fernleaf Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Rolande Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Sekkim Perception: 1d20 + 0 ⇒ (20) + 0 = 20
You spot a skeleton, in the pile coated in gold and wearing a gold-plated Razmiri mask.