DM Rah's Strange Aeons

Game Master Kobash

~Guide to Strange Aeons~
+Visual Guide+
=Combat Map=
$Loot List$
Bottle Caps: Butterfly 1, Cats 1, Fearless 1, Mariner 1


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Regarding ghosts: Fearless and Butterfly rolled well enough on their religion skill checks to know ghosts are incorporeal undead.

Incorporeal Undead:

An undead creature possesses the following traits (unless otherwise noted in a creature's entry).
* No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
* Darkvision 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
* Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
* Not subject to nonlethal damage, ability drain , or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
* Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
* Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
* Undead do not breathe, eat, or sleep.

Incorporeal Subtype: An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile , affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor ) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

Holy Water might help! The Wands might affect it, but normal weapons- even magical are only half way effective!
Another option is a nice retreat!


Male Halfling | HP 40/40 | AC 18; TCH 14; FF 15 | Perc +11
Consumables:
Spells (1) 5/5; (2) 3/3 (Toppling +7) | Inspiration 0/5 | Tactician 1/1 | Challenge 1/1 | Phrenic 2/2 | Bolts: 50/50; CI 50/50; Silver 50/50 |

Fearless holds his hands up. "WAIT!" He looks to the gost. "Clymes Prett is that you?" He tries to explain."The wasting disease you were accused of giving Count Lowls III ended up taking not only his life but that of Nemira's as well. She is gone man. In the afterlife where you should be as well."


"This is all you Butters, do we fight or run?!" the Mariner holds his blade from the attack, waiting for either the ghost to advance or Brother to call the retreat.

sword,power,furious,2h : 1d20 + 9 - 2 + 2 ⇒ (11) + 9 - 2 + 2 = 20
dam: 1d8 + 5 + 4 + 2 ⇒ (8) + 5 + 4 + 2 = 19


Acrobatics: +8. Disable: +14. Perception: +11. Sleight/Stealth +10. F8/R11/W8. Seeker of Redemption 6

Cats gives Mariner a look.

"I am *not* running from this! Catrenrae asks that we redeem this ghost back to death!" Cats explains that he will be fighting to the death...or re-death.

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

Ninja'd by Cats! Changing post.

Let Fearless work his gambit. I also think that Desna's blessing MIGHT help keep Clymes Ghost from harming us- but only as long as we don't attack it.
I could be wrong. This is the first time encountering such a powerful enemy of Desna. This blessing by Desna is meant to rebuff, not make us impervious.
Kast, if you are not running -- then let us at least try the peaceful way to get his soul to rest. Finding the body is the usual first step.


”Namira? Dead? By my hand? Impossible! The ritual was perfect... only the ancestors of Haserton Lowls, residing in Iris Hill...”

Fearless tries to reason with the spirit, but Cats has already called upon Sarenrae’s light to smite it from Golarion and one of his arrows rips through the ghost with holy power.

”Aeeeii!! No more!! I have confessed! I have confessed!!”

The ghost lunges for Fearless, but the Mariner is ready and slashes his sword through it as it moves. The blade rips away shreds of it that vanish in the air.

Corrupting Touch vs Fearless: 1d20 + 7 ⇒ (19) + 7 = 26
Damage - Fort DC 17 for half: 7d6 ⇒ (2, 6, 4, 2, 1, 4, 3) = 22 This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging.

The ghost of Clymes Prett grabs Fearless by the wrist, pleading for mercy, but it’s touch inflicts some of its tortured existence upon the halfling. For a moment he sees an old man, grey with sickness, raise a knife and plunge it into his chest. It happens in an instant, but for Fearless the moment seems to last forever.

Perception DC 12:
Its hard to see in the dim light, plus the ghost is semitransparent, but there seems to be a small stone circling its head.

INITIATIVE
Group Effects: circle of protection from evil
Fearless (34/34)
Butterfly (46/46) *Scale mail (23/25 hp)
Cats (38/38)
Mariner (71/71)

Ghost (-17)


The Mariner feels ashamed for a moment, looking back and forth between Cats and the ghost. "You right Cats. We're here to lessen the pain of others." He chops the magical blade down on the ghosts arm holding Fearless.

sword,power,furious,2h : 1d20 + 9 - 2 + 2 ⇒ (10) + 9 - 2 + 2 = 19
dam: 1d8 + 5 + 4 + 2 ⇒ (8) + 5 + 4 + 2 = 19

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

Desna! Vanquish this abomination!
He uses his last channel energy to harm the ghost. DC 17.
Channel Positive: 3d6 ⇒ (1, 3, 5) = 9


Acrobatics: +8. Disable: +14. Perception: +11. Sleight/Stealth +10. F8/R11/W8. Seeker of Redemption 6

Assuming Mariner can 5' step back or down, which he totally can after Cats gives him a dirty look for being in the way.

Round 2, Init 15

"If that was your only confession, it seems not to be enough. You are still bound to his life of torment. I will free you," Cats rebuts, continuing his arrow barrage.

1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 to hit;
1d8 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage. Overcome all DR.

1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 to hit;
1d8 + 8 + 2 ⇒ (7) + 8 + 2 = 17 damage.

Cats Stats:

AC: 17
HP: 38/38

[ dice]1d20+9+1[/dice] to hit; (+PBS)
[ dice]1d8+3+1[/dice] damage.

Mini Smite: 0/1: Once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.

Spoiler:

+4 Bab +4 Dex +1 magic +1 PBS -2 DA -2 Rapid=+6/+6 to hit
+2 Str +1 magic +4 DA+1 PBS = +8 damage


[yes 5' step back for the Mariner; the ghost icon wasn't there before I think.]

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

perception roll dc 12: 1d20 + 8 ⇒ (18) + 8 = 26
Brother notices something interesting about the ghost, but doesn't know what to make of it right now.


Male Halfling | HP 40/40 | AC 18; TCH 14; FF 15 | Perc +11
Consumables:
Spells (1) 5/5; (2) 3/3 (Toppling +7) | Inspiration 0/5 | Tactician 1/1 | Challenge 1/1 | Phrenic 2/2 | Bolts: 50/50; CI 50/50; Silver 50/50 |

Fort save: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Fearless jerks back as the ghost's claw rips through what feels like his soul.

"Clymes....I never wanted this to happen." Fearless leaps up and grabs at the stone floating gently above the ghosts head.

Not sure what check to make but here is a dex check and a CMB check.

Dex to grab stone: 1d20 + 3 ⇒ (17) + 3 = 20 CMB is the same mod

Status:

HP 23/34
AC 18 (22 w/ covering fire; 22 w/ mental barrier)
Spells: 1st 0/4 | 2nd 0/2
Inspiration 0/5
Tactician 0/1 (Rounds 0/3)
Challenge 0/1
Phrenic Pool 0/2


Fearless jumps up to grab the stone, but his hand passes right through it!

Will: 1d20 + 10 ⇒ (1) + 10 = 11

Channeling energy, Brother Butterfly disrupts the ghost and causes it to scream in anguish.

Cats fires arrow after arrow, each becoming more accurate, ripping holes in the ethereal form. The Mariner’s sword cuts across it as well.

Corrupting Touch: 1d20 + 7 ⇒ (1) + 7 = 8

Heedless of the others attacks, Clymes reaches pitifully for Fearless, but is too weak to catch him.

”Free me... free meeeee...”

Clymes Moans and objects in the room begin to shake and rise into the air.

1d4 ⇒ 2

INITIATIVE
Group Effects: circle of protection from evil
Fearless (23/34)
Butterfly (46/46) *Scale mail (23/25 hp)
Cats (38/38)
Mariner (71/71)

Ghost -49


Male Halfling | HP 40/40 | AC 18; TCH 14; FF 15 | Perc +11
Consumables:
Spells (1) 5/5; (2) 3/3 (Toppling +7) | Inspiration 0/5 | Tactician 1/1 | Challenge 1/1 | Phrenic 2/2 | Bolts: 50/50; CI 50/50; Silver 50/50 |

Fearless steps back. "We will do what we can pal." He throws his dagger into the ghost.

Thrown + 1 Returning Dagger; PBS; Precise: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Status:

HP 23/34
AC 18 (22 w/ covering fire; 22 w/ mental barrier)
Spells: 1st 0/4 | 2nd 0/2
Inspiration 0/5
Tactician 0/1 (Rounds 0/3)
Challenge 0/1
Phrenic Pool 0/2


Acrobatics: +8. Disable: +14. Perception: +11. Sleight/Stealth +10. F8/R11/W8. Seeker of Redemption 6

Round 3, Init 15

"Yeah, that's the ticket, Catiner...perfect. Just like cat."

Cats fires again at the unfriendly ghost.

1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 to hit;
1d8 + 8 + 2 ⇒ (5) + 8 + 2 = 15 damage. Overcome all DR.

1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 to hit;
1d8 + 8 + 2 ⇒ (3) + 8 + 2 = 13 damage.

Cats Stats:

AC: 17
HP: 38/38

[ dice]1d20+9+1[/dice] to hit; (+PBS)
[ dice]1d8+3+1[/dice] damage.

Mini Smite: 0/1: Once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.

Spoiler:

+4 Bab +4 Dex +1 magic +1 PBS -2 DA -2 Rapid=+6/+6 to hit
+2 Str +1 magic +4 DA+1 PBS = +8 damage

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

Desna seeks nothing but to free those to travel. Come closer and take my blessing- and I promise that you will be free.

BB delays until the ghost goes- trying to see if PC's create room. If it advances for him to use his healing he will. Otherwise, he uses it on Fearless who seemed to have been stricken by the accumulation of the ghost's angst, and pain.

He uses the pearl of power and reclaims the CLW spell.
CLW: 1d8 + 5 ⇒ (6) + 5 = 11
the CLW will be used on the ghost, unless it doesn't come within reach. Otherwise, on Fearless. Here's a to hit touch roll. 1d20 + 3 ⇒ (6) + 3 = 9


The Mariner backs up Cat's arrows with a devastating hit to his swordsmanship.

sword,power,furious,2h : 1d20 + 9 - 2 + 2 ⇒ (1) + 9 - 2 + 2 = 10
dam: 1d8 + 5 + 4 + 2 ⇒ (3) + 5 + 4 + 2 = 14


Fearless hurls his dagger, but the ghost evades the spinning blade. Brother Butterfly clutches his pearls (heh).

Cats takes aim and puts a holy arrow right through Clymes’ chest and the spirit screams and dissipates! The Mariner charges with a furious swing, passing through the last drifting vestiges of ghost and crashes right into the wall.

Note on pearls of power. I think you need to use an action to recall a spell before you you can then cast it again. Since this fight is over, is Butterfly still using the pearl and healing Fearless?

STATUS
Group Effects: circle of protection from evil
Fearless (23/34)
Butterfly (46/46) *Scale mail (23/25 hp)
Cats (38/38)
Mariner (71/71)

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

At GM - No. He'll use the wand of CLW instead. Save the pearl, but use an action to set up the CLW for the future. Can I "Prep" the pearl?

CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5


The pearl restores a spell. I don’t know how you could prep it.


Male Halfling | HP 40/40 | AC 18; TCH 14; FF 15 | Perc +11
Consumables:
Spells (1) 5/5; (2) 3/3 (Toppling +7) | Inspiration 0/5 | Tactician 1/1 | Challenge 1/1 | Phrenic 2/2 | Bolts: 50/50; CI 50/50; Silver 50/50 |

Fearless sighs and looks around for the floating stone he thought he saw. "He will be back, his body must be nearby."

Perception: 1d20 + 11 ⇒ (12) + 11 = 23

"I am betting it is further down there." he nods into the dark room. He is a bit saddened at having caused more pain to the man after all that had been done to him.


Fearless looks for the stone but does not find it. From his knowledge of ghosts he knows that they can manifest ghostly versions of their possessions after death.


Acrobatics: +8. Disable: +14. Perception: +11. Sleight/Stealth +10. F8/R11/W8. Seeker of Redemption 6

”Catiner, can you break down that wall? Not sure I can shoot it down,” Cats urges Mariner while he helps Fearless look for whatever he thinks he lost down here.

”Let’s make sure this ghost is gone-gone and not faking gone.”

1d20 + 10 ⇒ (7) + 10 = 17 Perception


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"Cats" wrote:
Oct 11, 2017, 07:57 am; Buying more rations, rope, & uh, do we torches/lanterns/sunrods/pick axe is always handy.

"Lemme have that pick axe, Cats. See what's behind this wall." the Mariner goes to work on the plaster. "Just be ready for another seance - keep that bow notched."


It takes the Mariner a few minutes to break down the wall. Behind it the Watchmen find a cell door with a metal grate in the center that allows the group to peer into the room beyond.

Sealed from the outside world for many years, this cell smells like a tomb—which it is. Huddled in the middle of the floor, next to a bench, is a body. The dessicated corpse is dressed only in a rags, and has undergone a process of natural mummification. The most recognizable features of the corpse are several large tattoos on the torso and thighs, mostly depicting abstract, swirling monstrosities with too many eyes and too many mouths.

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

Knowledge Religion and Arcana roll for the tattoos? If so
Knowledge: 1d20 + 8 ⇒ (12) + 8 = 20

Brother looks at the tattoos. The swirls probably give away the whole story of this guy. BB is on the verge of guessing that he's some long time disciple of the same cult of Hestur. The one that rears it's ugly head all the time.
Why was this guy put in this bazaar cell? He's been dead a long while. Mummified even. He even speaks his question aloud,
Why did Clymes get "The Cask of Amontillado" treatment?
Brother is surprised by remembering something from his past life. Subconsciously throwing out a reference to a creepy set of writings he read from a Red Mantis Assassin who penned under a pseudoname in his spare time.

Boy, my old self was dark. Drank a lot and read some dark stuff. Anyway... back on track...Who did he say his girlfriend/love was?

Brother waits for some other PC's to give thoughts. Then casts Detect Magic if not done already.


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Male Halfling | HP 40/40 | AC 18; TCH 14; FF 15 | Perc +11
Consumables:
Spells (1) 5/5; (2) 3/3 (Toppling +7) | Inspiration 0/5 | Tactician 1/1 | Challenge 1/1 | Phrenic 2/2 | Bolts: 50/50; CI 50/50; Silver 50/50 |

Fearless speaks up solemnly as he looks to the corpse. "Nemira was Count Hasteron Lowls III‘s wife, and mother to the current Count Hasteron Lowls IV."

"Nemira was born to a merchant family in Kersee. She moved to Rozenport to attend the Sincomakti School of Sciences. Though her studies were officially in the sciences, it was rumored that she was enthralled with the occult and was delighted that Ustalav possessed so many sites of supernatural interest. Nemira took well to the scholarly life, and with her wealth, she was able to stay in Caliphas instead of returning home during breaks, and it was during one of these breaks that she met Haserton Lowls III. Most believe she pursued Haserton for his wealth and title."

"Rumors were that Nemira entered into an affair with a man she had met at the Sincomakti, an occultist and bookseller from Rozenport named Clymes Prett. When the Count became ill with a mysterious wasting disease he accused Prett of cursing him and had him arrested. The Count died a few weeks later, but Clymes Prett was never seen again."

Fearless points to the mummified corpse in the cell. "I am assuming that would be Clymes." He stares at the tattoo'd man. "Do what you can for him Shapeshifter."

Fearless bends down to work on the cell door.

Disable Device: 1d20 + 9 ⇒ (18) + 9 = 27


"So another victim of the Count... I hope we were not involved." the Mariner says grimly. He takes position next to Fearless. In case ghouls, ghasts, ghosts or goffers, the sword www ready.
Mmmo lo've


"The Mariner" wrote:

"So another victim of the Count... I hope we were not involved." the Mariner says grimly. He takes position next to Fearless. In case ghouls, ghasts, ghosts or goffers, the sword www ready.


Fearless gets the door open easily and the group moves cautiously into the cell. Though the scene is awful, no further dangers present themselves.

Examining Prett’s corpse it becomes obvious that he was stabbed multiple times, many seeming aimed to inflict pain rather than death. He may have been walked up alive, or simply walled up dead to be forgotten. His tattoos are reminiscent of the designs found in the cave outside Thrushmoor, but they seem more decorative then accurate.

When Brother Butterfly calls upon Desna to detect magic auras he senses a small, but strong source, within the body.


Acrobatics: +8. Disable: +14. Perception: +11. Sleight/Stealth +10. F8/R11/W8. Seeker of Redemption 6

"Brother? How do we fix this? Bury the body? Burn the bones? What do we do?" Cats asks, happy to help put the soul to sleep.

Cats keeps an eye out for danger, blobs, and loot.

1d20 + 10 ⇒ (6) + 10 = 16 Perception

Scarab Sages

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M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

@ GM - Any other suggestions or ways to disperse the body - please advise. religion: 1d20 + 8 ⇒ (3) + 8 = 11

Responding to Fearless and Cat's call to action.
Most importantly- there's actually something magical INSIDE his body. It's a bit creepy, but it has a moderate level of magical aura emitting from it.
Then, to take care of the spirit. I can think of two options.
The first is to give it a proper burial in a consecrated graveyard - like at the church of Pharasma. Tomorrow, I can prepare to consecrate it if we choose a different local.
But to 100% release it's spirit to the other world - it needs to have the injustice rectified. Since the Count's Father (Lowls III) is dead - and died (probably) as an effect of Clymers... whatever he did... then he should have been okay. I doubt he needs revenge against the son - Lowls IV- who was our previous boss. And his girlfriend from College is already dead. Maybe something of her's - like one of her possessions - is what he needs to eternally rest.
Part of this option involves burying him - then going to the estate to confront the cultists plus take an item from Mrs. Lowl's bedroom.

Option number 2 - Take his bones and dump them on the lawn of the Lowl estate. The Ghost will remanifest.. soon.... and create havok on our enemies.
The only downside to this is that we still have the ghost as a threat. Plus - someone at the estate used necromancy to bring back the guards of this fort -- that person MIGHT have enough necro-power to put the ghost in thrall.
Plus, tossing the bones is a mean thing to do and doesn't meet Kast's need for redemption.

I know my answer was long winded, but you needed the facts. What do you guys think?


"I'm thunking our heaving-bodies-over-the-wall days are behind us, Brother. Cats would probably agree that's hardly a good start to amends." the Mariner pauses to consider, "Eventhough the havoc sounds amusing."

"No need for the church - he obviously isn't a worshiper. I say a quiet spot outside and in the woods, I've still got my shovel, you give it some 'What can we say about Clymers, such and such'. If I was him, I'd be satisfied with that."


Acrobatics: +8. Disable: +14. Perception: +11. Sleight/Stealth +10. F8/R11/W8. Seeker of Redemption 6

Cats begins to gather bones. It's clear he agrees with Mariner. He'll toss no bones over no walls this day.

He'll let others deal with the magic item. He knows little of such things.


I see suggestions, but no commitment to a plan. What to do about the magic aura has also not yet been addressed.

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

Um, Kast, since you are already picking up the bones - can you please put your skinny claw of a hand down into the mummified abdomen area and root around? Whatever you pull out, maybe you can hand to Fearless. He seems REALLY good at identifying magical items.

He then leads the party back out the door- with Cats carrying the remains.

Let's head out the door - take our freed from a cell friend and the bag of bones out of here. We can come back and try to take on the remaining Skum , but I think we are done with this place for the day.
We walk to a good burial place like Mariner suggested. Then go back to the Inn.
Come'on Pinkie! Time to head upstairs.


Male Halfling | HP 40/40 | AC 18; TCH 14; FF 15 | Perc +11
Consumables:
Spells (1) 5/5; (2) 3/3 (Toppling +7) | Inspiration 0/5 | Tactician 1/1 | Challenge 1/1 | Phrenic 2/2 | Bolts: 50/50; CI 50/50; Silver 50/50 |

Seeing Cats' hesitation Fearless grabs his dagger and asks where to cut. "The man is already dead, probably from whatever was jammed down his throat." Using the blade Fearless feels for it and makes as small of a cut as possible as he tries to shimmy the magic out of the man's body.

"We should take him to the Pharasman's. They will know how to make sure Clymes finds peace."

Spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28


I think it's a whole mummified body, rather than bits of scattered bones.

"Here, put the fella carefully in this sack" the Mariner shakes out a large sack and helps to wrap the body after greyed
xxx


I think it's a whole mummified body, rather than bits of scattered bones.

"Here, put the fella carefully in this sack" the Mariner shakes out a large sack and helps to wrap the body after Fearless checks the magical aura.


Acrobatics: +8. Disable: +14. Perception: +11. Sleight/Stealth +10. F8/R11/W8. Seeker of Redemption 6

Cats helps gather the bones, waits for Fearless to examine things, then returns to keep an eye out for more blobs.

"Let's catting do one more search of this place before we go bury ol' boney-bones. I want to get the cat out of here."

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

Sigh.
Okay, upstairs and then upstairs some more. The last bastion of resistance will be found on the roof. Lead on Cats.

Pinkie-= change of plans. Stay here just a bit and watch the prisoner. We'll call down when done.

Spoiler:
@ GM - walk the boy to the gate. Make certain it's "reasonably" safe and let him go. BB wants him to get a head start in proclaiming our victory at the fort. I want the citizens to give much fanfare as we go back to the Inn and I see his sister for congrats.
Also -- BB is TOTALY out of spells. A couple doorsights, a true strike and the pearl. my 5th level cleric is SPENT.


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With Brother Butterfly guiding him, Fearless cuts into the corpse and takes out from its stomach a small sphere of scarlet-banded blue stone.

Treasure: a scarlet and blue sphere ioun stone (+2 intelligence, as a headband of vast intelligence. Associated skill - knowledge arcana)

Collecting Prett’s remains, the watchmen leave the dungeons of the fort and climb to parts unknown.

Where exactly?

Also, showing Sholn the front door might not be the best idea. It is the middle of the night in Thrushmoor, and it’s not the safest place.


Acrobatics: +8. Disable: +14. Perception: +11. Sleight/Stealth +10. F8/R11/W8. Seeker of Redemption 6

Cats leads the party (from behind Mariner) to search D12, D13, and D14...and stopping at D10 to search that as well.

As he doesn't think there are any foes nearby, but clues to be found, Cats will take 20 in search area to find what might be found.

D10 take 20 search = 30.

"C'mon, you cattlespotters. There is something we're missing here."

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

Um, Cats - you are missing the troops that are up stairs - on the ramparts. Oh- Plus a large 4 limbed thing in Chainmail, and a similar thing that has an electrical trident.
I personally don't want to find them - but if you are looking for some "in your face" type of answer from "the Cattlespotters" - going up the stairs is your sure fire answer.

I originally missed that Cats is ACTUALLY investigating upstairs, so I was going to edit the text, but BB would give some antagonistic sass to Cats.. so I am keeping it the way it is.


Area D10 - The Archives
This room, at the base of the fort’s tallest tower, contains the archive of the magistrate’s office. Documents detailing decades of the town’s administration can be found in the two locked cabinets (easily picked by Fearless or Cats given a little time). Copies of trial records, building permits, ships’ logs, notary deeds, contracts, and other such paperwork. Examining these documents, you could learn much of what happened under the eye of the law in or near Thrushmoor, though doing so would take hours.

Area D12 - Stewards’ Lodging
Formerly occupied by the head stewards of the fort, this room once sported the quaint trappings of a couple’s pleasant life together. The stewards worked as the fort’s cooks and household administrators, but they were killed when Melisenn’s skum invaded, and the sorcerer Deggorhbaatha took the room for itself. Deggorhbaatha, however, was apparently not as perceptive as the Watchmen.

A secret cache under the floor planks here holds a pouch with 22 sp, 88 gp, and three freshwater pearls (worth 100 gp each). In addition, careful inspection of the room’s contents reveals a skeleton key stuck to the underside of one of the desk’s drawers with a wad of dark red wax. This hidden skeleton key opens all of the doors in Fort Hailcourse as well as the archive cabinets, although by this time the Watchmen have pretty much picked every one of these locks.

Area D13 - The Battlements
Heavily weather-beaten, the open space on top of the fort and the walkways that connect the towers looks bare and bleak. Here the Watchmen encounter two more bloody guards, but by themselves they pose little threat and are quickly hacked down by Cats and The Mariner. An external wooden stairway leads up to the donjon, ending in the door to the magistrate’s apartment.

Treasure: 2 suits of studded leather (bloody and corpse-scented), 2 mwk longswords, 2 mwk longbows, 40 arrows

Area D14 - Reading Room
Up the stairs from the archives (area D10), this room provides a comfortable place to read. The chairs are well stuffed and the large table allows someone to spread out numerous documents and books for research. The stack of books on the table shows that someone was doing exactly that before the fort was compromised. This room was thoroughly searched already and nothing more is found here.

The only area left is the magistrate's apartment at the top of the donjon...


The Mariner looks wearily at the last place anyone or thing can be hiding. "We've come this far, not turning back now. Cats, check the door, I'll lead." He takes a moment to tie off a potion vial to his neck lanyard for easy reach, then hefts the lucerne hammer at the door.


Male Halfling | HP 40/40 | AC 18; TCH 14; FF 15 | Perc +11
Consumables:
Spells (1) 5/5; (2) 3/3 (Toppling +7) | Inspiration 0/5 | Tactician 1/1 | Challenge 1/1 | Phrenic 2/2 | Bolts: 50/50; CI 50/50; Silver 50/50 |

Fearless flicks the ioun stone above his head where it lazily circles. "Amazing. You don't see these often." As the stone takes affect new regions of his memory opens even further. Though he still truly believes that brother Butterfly is some sort of shape shifting creature.

In the archives he spends a few moments reading over the ledgers, records, and logs until they reach the magistrates office. He stuffs the notes into his pack. Drawing his dagger he waits in the back. "I kind of thought she would have been here." The halfling thinks of the strange woman causing all of their problems of late.


Acrobatics: +8. Disable: +14. Perception: +11. Sleight/Stealth +10. F8/R11/W8. Seeker of Redemption 6

Cats checks the door, then moves to allow Mariner to open it.

1d20 + 10 ⇒ (7) + 10 = 17 Perception

He then moves back and readies his bow.

Scarab Sages

M Human Cleric of Desna Level 6 AC 16 w/shield. 15 W/O. +9 Perception

Brother Butterfly is just so spent from his divine calls to action. He is weary, but knows that we are at the end of the road of confrontation.... at least for today.

He sees Mariner about to open the door and enter the area of combat. BB readies his last spark of Desna to
Desna, let me strike true.

cast true strike. I am out of spells. only have pearl of power left.

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