City of Golden Death (Inactive)

Game Master Stetrix

Character Sheets.

Map.

City of Golden Death Treasure.

Isle of Terror.

Xin Grafar.

The Black Mist.


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Silver Crusade

Male Half-Orc Transmuter 2

any knowledge skill that will get me more on the deformities?

-Posted with Wayfinder


Sekkimm wrote:

i don't think you have to kill a foe for eeps, just neutralize the threat.

-Posted with Wayfinder

You are exactly right or even drive it off. Like the snake - you got full xps.


Someone do something before I start shooting.
I will switch out the dry load for flare in my spare pistol.


AFK until tomorrow.


Sekkimm wrote:

any knowledge skill that will get me more on the deformities?

-Posted with Wayfinder

KN History or Geography

Silver Crusade

Male Half-Orc Transmuter 2

knowledge : history: 1d20 + 7 ⇒ (8) + 7 = 15

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I'm with you, Rolande. I think we should feed them the dead bodies and then hack them to pieces! Thus removing two potential threats!


The Pathfinder Chronicles state that the City of Golden Death was once a thriving metropolis called Kestrillon, a shining beacon of magical research. Tar-Baphon himself led an army onto the island, conquered the city, and renamed the city Xin-Grafar after the Thassilonian style.

Later, the Chronicles say, Tar-Baphon used the city as a base from which to build the Wizard-King’s Pit, a trap for the god Aroden. Tar-Baphon lured the Last Azlanti to the island in the hopes that he’d be able to force Aroden to descend into the pit. Aroden would then be sucked to the bottom and deposited on the Negative Energy Plane, where he would succumb to that plane’s energies. When Aroden successfully thwarted the wizard-king’s attempt on his life, Tar-Baphon was destroyed, though he would later rise again as the Whispering Tyrant, one of Golarion’s most feared nightmares. The Wizard-King’s Pit was never destroyed and lies open, connecting the lush, forested island to the Negative Energy Plane—a connection that, over time, has laid waste to the land around it and given the island its current name and reputation.

In the distance you can see huge, roiling, black clouds which hover closer to the ground than ordinary clouds or thunderstorms. The clouds bear almost no form or definition and instead appear to be flat-planed swirls of various shades of black. You can surmise that the prolonged exposure to negative energy has twisted the creatures on the Island and changed them over the centuries and generations.


I bet I can tell whats up with them...

Knowledge Nature: 1d20 + 8 ⇒ (3) + 8 = 11


lol will think about it harder

knowledge nature: 1d20 + 8 ⇒ (5) + 8 = 13


I dont think I know anything about mutant wolves... Can I see anything else approaching from my vantage as a hawk?
How many wolves total are out there.. when I think I have seen what is needed to be seen I will come down to the party and take my normal shape

Hey can I use wildshape to look thinner?

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

My arms are getting tired!

Scarab Sages

Male Gnome Wizard Illusionist Specialist Lv 12th

There are four wolves . See the map!
And pick a wolf to charm!

-Posted with Wayfinder


I will charm the wolf closest to me

Silver Crusade

Male Half-Orc Transmuter 2

Could knowledge : nature tell her which one is the Alpha?


Sekkimm wrote:
Could knowledge : nature tell her which one is the Alpha?

Good question, in this case it is difficult to determine which oneis more powerful or in charge.

Save v Charm Animal: 1d20 + 1 ⇒ (19) + 1 = 20
The wolf seems unimpressed with Cela's efforts. They attack!

Anaba Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Buchart Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Cela Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Fernleaf Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Rolande Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Sekkim Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Wolves Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

Rolande is up!
Buchart
Wolves
Fernleaf
Cela
Sekkimm
Anaba

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
Buchart wrote:

Casting Shield! And prepping for bow fire!

As soon as someone says something about them!

I have a readied action. I believe Rolande does as well! Firing bow at #3. Dropping it and drawing sword.

Bow: 1d20 + 6 ⇒ (4) + 6 = 10


Quick question, I am leery about firing a weapon and alerting Elf-pants that we are here. I only have 2 vials of oil of silence which equals 2 hours of silencing my weapon. Should I delay and see if the tank and the rest of you can take these wolves or should I use one of the vials now?


Miss Elf is three days march ahead of you according to Anaba's tracking. The City of Golden Death is on the middle of the island. If she left 3 days ago she is miles and miles away.
I've added a map of the Isle of Terror to give you a better perspective.


Grit point being used.
pistol: 1d20 + 10 ⇒ (7) + 10 = 17
up close and deadly: 1d8 + 2 ⇒ (4) + 2 = 61d6 ⇒ 3
rapid shot: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 2 ⇒ (1) + 2 = 3


Rolande fires and hits for 12.

Buchart misses with his new bow.

The wolves advance and attack with thier 50' move they are on you quickly.

Wolf #1: 1d20 + 2 ⇒ (11) + 2 = 131d6 + 1 ⇒ (2) + 1 = 3 attacks Anaba - miss
Wolf #1 trip if hits: 1d20 + 2 ⇒ (14) + 2 = 16
Wolf #2: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (5) + 1 = 6 attacks Buchart miss
Wolf #2 trip if hits: 1d20 + 2 ⇒ (12) + 2 = 14
Wolf #3: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (1) + 1 = 2 attacks Buchart and hits for 1 point
Wolf #3 trip if hits: 1d20 + 2 ⇒ (14) + 2 = 16 does not
Wolf #4: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 1 ⇒ (2) + 1 = 3 attacks Fahari (Cat vs dog, a classic) miss
Wolf #4 trip if hits: 1d20 + 2 ⇒ (16) + 2 = 18

Fernleaf
Sekkimm
Anaba
Cela & Fahari
Rolande is up!
Buchart -1
Wolf #1 -12
Wolf #2
Wolf #3
Wolf #4

Silver Crusade

Male Half-Orc Transmuter 2

Summon a pit beneath the two wolves that are standing next to each other, so the pit appears underneath the two wolves, but nobody else. (Buchart will need to change locations on his next turn or risk falling in.)

The DC is 16 for the wolves to jump clear, and DC 14 to not fall in if you finish your turn on the edge of the pit.

Silver Crusade

Male Half-Orc Transmuter 2

After that, I'll move just north of Fernleaf.


Firing on same wolf.
Firing with grit point
Pistol: 1d20 + 10 ⇒ (16) + 10 = 26

Damage: Pistol + Up Close and Deadly: 1d8 + 2 ⇒ (8) + 2 = 101d6 ⇒ 4
Rapid shot: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 2 ⇒ (7) + 2 = 9

Dark Archive

Male Halfling Rogue L2

I will use Acrobatics to leap back onto the fallen pillar behind me, giving more room for Sekkim's pit. I will draw my bow and ready to fire on any surviving wolf monstrosities.

Acrobatics: 1d20 + 9 ⇒ (2) + 9 = 11

Dark Archive

Male Halfling Rogue L2

Cela is AFK this morning for an unknown amount of time as she begins her new career in the optical business. This is a very good thing! Pablo and I are authorized to act on her behalf.


Make FT. Landing map editable please, can't move character.


Rolande Deerborne wrote:
Make FT. Landing map editable please, can't move character.

Thanks B for letting me know, Done!

Fernleaf, you are out of the area of effect of the Pit, keep or change action? Also, your action goes before pit is cast.


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

ROAR! Fear me hell dogs! Flee or taste my steel!

Roaring to show my dominance to these foul creatures, I attack the closest one to me with my sword.
Attack: 1d20 + 8 ⇒ (10) + 8 = 181d10 + 13 ⇒ (7) + 13 = 20

Dark Archive

Male Halfling Rogue L2

I will go to flanking position as indicated on the map and then sword my way into Wolf #4.

Short Sword Main - sneak: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 241d4 + 2d8 + 1 ⇒ (1) + (2, 6) + 1 = 10

Short Sword Offhand- sneak: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 231d4 + 2d8 + 1 ⇒ (3) + (1, 8) + 1 = 13


Fernleaf dodges behind the wolf and stabs at it hitting with both blades (1 crit!)
The wolf is sliced apart and dies instantly.

Sekkim creates a pit - the wolves try to dodge away.
Wolf #2 reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Wolf #3 reflex: 1d20 + 5 ⇒ (3) + 5 = 8
The both fall in!

Anaba swings and slices open a wolf. It splatters a entrails across the sand.

Cela throws her spear at the one in the pit and hits
spear: 1d20 + 3 ⇒ (18) + 3 = 211d8 ⇒ 5

Rolande finishes one off the one he injured and the one cela hit and hits the other in the pit killing it (grit points back)

Out of combat!

You are 3 days behind your quarry. Stay here or march through the day? It is about 11AM.


Good job warriors! Let's plan our next move.


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

What are those steps to the left of the pit?

Silver Crusade

Male Half-Orc Transmuter 2

"I'm renaming this place the isle of mild inconvenience. Is there anything down those stairs?

We should probably push hard to catch them. We can explore on the way back."

-Posted with Wayfinder


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Buchart, before we catch up to the neer-do-wells, I am going to entrust you with my wand of enlarge, in case you need to use it on me since that is not in my skill set.
We can't even just peek down the steps?

Dark Archive

The lower level is long ago collapsed and full of debris. Do you want to see who/what is in the graves or move on? Fahari is fatigued, but can march. He will be -2 to hit until he sleeps

-Posted with Wayfinder

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I shall place it in my wand bandolier and keep it ready at your disposal Anaba! I'm getting quite the collection of wands!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
GMPablo wrote:

The lower level is long ago collapsed and full of debris. Do you want to see who/what is in the graves or move on? Fahari is fatigued, but can march. He will be -2 to hit until he sleeps

-Posted with Wayfinder

I am starting to feel that these graves will yield us little useful information. I vote we press on and catch our prey!

Though it is time for elevensies! Anyone up for some pickled snake meat, constrictor sushi or jerky?


How long until we need to rest if we double time it? Is that an option?


How long can Cela maintain Hawk form? She can scout while we haul tail and try to catch up. Can Fernleaf ride Fahari? That may help us move faster.

Dark Archive

Male Halfling Rogue L2

We need a flying carpet.


For the wand users you may want to consider this purchase when back to civilization

Wrist Sheath, spring loaded:

Source Adventurer's Armory
Wrist Sheath
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.

Wrist Sheath, spring loaded
This item works like a standard wrist sheath, but releasing an item from it is an swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity).

Double time will leave Fahari in the Exhausted condition.

In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.


Can we rest first and then double time with a better outcome? If we do we can check the graves while camp is set up.


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

I say we rest up by the graves and do some research. Let Fahari rest! We might need him at full strength later.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Well, I guess we'll see who's in these graves after all! Anybody going to help me disinter these corpses?


Wild Shape (Su) - Four hours or until she changes back.

At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

As an eagle she can fly 25 miles per hour while trying to track the other group.

FYI - Tracking is more difficult each day that passes or if there is rain.


I will patrol the perimeter, Anaba can help Buchart. Cela has already started with a fire so if Sekkim would like to help her setup the rest of the campsite. Fernleaf can do his skulking thing in the trees as he has done in the past and be ready to surprise anything that approaches. Any objections or other considerations?[/ooc]


You find the graves quite shallow and uncover two Razmiri cultists in gray robes wearing their masks. They are covered in bite marks which Cela suspects is from the wolves you fought.

You setup a campsite and spend the day searching and resting. The search finds nothing interesting
W2: 1d100 ⇒ 33
D2: 1d100 ⇒ 97
N1: 1d100 ⇒ 76

The night goes by - You hear a lot of wolves off in the distance, but none venture close to your fire. Post your spell list if changing. At dawn you are ready to march. Having given the cultists an extra day of travel, you are now 4 days behind them. A voice in the back of your head reminds you of what the captain said ...something about the ship leaving in 10 days...lets see 4 days away + 4 days back = 8 days...hmmm

On the plus side Fahari is no longer -2 to hit!

Survival: 1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18
You start following the tracks which Anaba has no problem picking up. After a while you can tell they are making a straight line for into the Lingerlost Swamp to the east over fairly dry ground Their path leads due east into the swamp, heading into the interior on an unerring course toward the southern shores of the Whispering Lake.

W1: 1d100 ⇒ 48
D1: 1d100 ⇒ 59
D2: 1d100 ⇒ 77

At the end of your day you have no encounters. The weather is strange with odd flashes of light from black low lying clouds in the distance. Six hours in you find a spot where the cultists camped, but press on. Your smaller party is a bit faster than the large group it seems. At the edge of Whitewood Forest you see every single tree, bush, branch, leaf, vine, or blade of grass in the Whitewood is bleached starkly white. It’s as if every color was drained from the plants, leaving behind a bright, sometimes difficult to see forest of shockingly white trees. Rumors abound of an ancient, ruined Azlanti citadel at the heart of the Whitewood that causes this unique condition, but no expeditions that set out for the ruins have ever returned.

While you are looking for a campsite, emerging from the nearby brush with his arms raised high and bearing no obvious weapons is a human man, about six feet tall, with a tangle of long, dirty red hair and a long red beard, wearing tattered, hole-ridden clothes soaked through with mud and stained black in many places. Even before he gets close, his stench precedes him—it’s not only as though he hasn't bathed in years, but that he seems to have actually gone out of his way to cover himself in the most horrible smells the Isle of Terror has to offer: a blend of rotten eggs, human waste, and decaying organic matter. An arrow is lodged in the back of his right leg, but seems to cause him no pain as he sloshes through the waters of the swamp. Suddenly he stops. His eyes go wide and he loudly exclaims, “I found you!”


Hile stranger!


For a while, he simply stares at you, dumbfounded, and then erupts into a loud, blubbering fit of equal part tears and rage. He tugs at his hair, pulling out fistfuls of it and shaking them at you as if the sudden loss of hair is your fault.

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