GM Blood's Savage Tide

Game Master David James Olsen

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Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Once in the coach Celentria raises an amused, firey eyebrow at Julian's scowl. "Something amiss?"


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana says, "It's unfortunate that you weren't able to learn more of your father's secrets... though I imagine we could look into that, as well."


You take the coach to the Noble District, where you then take a ferry over to Castle Teraknian. You spend little time in the castle itself, stopping only to speak to a clerk who verifies Lavinia's identity and her signet, and who then escorts you down a spiral staircase in to a large circular chamber under the castle.

Over a dozen five-foot-wide hallways radiate out from the central vault chamber; each of these halls is ten feet long and ends at a single iron door - the entrance to the family vaults. The clerk does not accompany you and Lavinia into the vault; he instead bids you good day and returns to his office in the castle above.

The short passageway ends at a solid looking iron door. The portal is emblazoned with a rune of the Pathfinder Society. Above the door, inscribed in flowing script on a polished silver plaque, is the name "Vanderboren." A single handle protrudes from the door, just below a circular depression bearing the mark of the Vanderboren signet.

Lavinia turn to you and says, "Once I insert this ring into the depression here on the door it will open for us. What is your plan once it is open? I assume you will go in ahead of me and take care of any danger that may await us."

Once you know what you want to do, she is ready to open the door

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria, fully armed and armored for battle, has her rapier in hand ready to enter and says, "Of course. Let us see what is inside."


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle narrows his eyes, "I would hope there is no danger in a family vault, but we'll take care of it if there is." He has a look over the door for any traps before she inserts her ring.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana, also feeling more confident in her armour, nods, "At least, make sure that it's actually hostile first."


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh snaps out of his reverie once they get below ground. The heavy air and the ominous doors marking the passing of centuries bring him peace.

Ancestors! Their legacy the stones paving our paths. Are we ever free of the past? he asks to himself, but gets no answer from within.

He nods at the others, his spear lowered in front of him.


GM Blood:

Stealth DC 22
Perception Morgana Darya: 1d20 + 4 ⇒ (17) + 4 = 21
Perception Celentria Sha'Leirin: 1d20 + 4 ⇒ (17) + 4 = 21
Perception Quartle: 1d20 + 7 ⇒ (15) + 7 = 22
Perception Julian Binetti: 1d20 + 6 ⇒ (19) + 6 = 25
Perception N'Dateh: 1d20 + 7 ⇒ (15) + 7 = 22

Initiative Morgana Darya: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Celentria Sha'Leirin: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Quartle: 1d20 + 5 ⇒ (8) + 5 = 13 adjust -2 in Surprise
Initiative Julian Binetti: 1d20 + 4 ⇒ (5) + 4 = 9 adjust +2 in Water
Initiative N'Dateh : 1d20 + 1 ⇒ (19) + 1 = 20
Initiative Monster: 1d20 + 2 ⇒ (16) + 2 = 18

1d6 ⇒ 1

Lavinia puts her signet room into the depression and the door opens revealing the room beyond.

The floor of this domed chamber is of polished green marble. Two fifteen-foot wide alcoves have lower ceilings and feature marble pillars carved to resemble coiling snakes. In the center of the room, five similar pillars are embedded into the walls,rising up thirty feet to a dome overhead. Looking up, the dome bears a huge representation of the same eight-pointed star that was engraved on the door to the south.

Morgana steps into the atrium, not seeing where it leads to the vault. All of a sudden a metallic cobra, similar to all the carvings in this room, strikes her without warning.

Matal Cobra: 1d20 + 3 ⇒ (13) + 3 = 16 vs FF 15 *Hit*
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Morgana make a Fort Save DC 11 or also take 1d2 ⇒ 2 Con Damage


Quote:

Round 1

Initiative Order - Celentria, N'Dateh, Metal Snake, Quartle, Julian, Morgana

Metal Snake AC 20 T 13 FF 18 CMD 13


Knowledge (arcana) DC 12:
What appears to be an armored serpent is actually a magical construct called an iron cobra.

Knowledge (arcana) DC 17:
An iron cobra is a mindless combatant that follows the commands of its creator. Like a living serpent, an iron cobra injects venom with its fangs. An iron cobra’s internal reservoir can hold only three doses of venom, and must be refilled by its creator.

Knowledge (arcana) DC 22:
An iron cobra’s metal body deflects glancing blows, but adamantine weapons can prove effective. An iron cobra is quite stealthy and is resistant to magic.

Knowledge (arcana) DC 27:
An iron cobra can be commanded to flawlessly track any creature whose name the creator recites, as if using a locate creature spell. The process for creating an iron cobra is known.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Is that a metal snake?! As if the real ones aren't bad enough!"
No Knowledge (arcana) for me yet.


arcana: 1d20 + 7 ⇒ (15) + 7 = 22
"One of those metal constructs, not easy to hurt with anything but the densest of rare metals."


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

Located so far behind, N'Dateh can barely make the metal snake attacking Morgana.

"Make space!" he shouts, and waits for space to open somewhat.

Delay.

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria begins a series of twists and flips as she tries to get around the metal cobra and flank with Morgana.

Acrobatics: 1d20 + 5 ⇒ (15) + 5 = 20

She then attacks with her rapier, looking for a weak spot in the metal structure of the creature.

Rapier w/ Combat expertise+power attack: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d6 + 7 ⇒ (2) + 7 = 9

If the creature attacks her, she will try to parry and riposte

Parry and Riposte:

Parry: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Riposte: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 1d6 + 7 ⇒ (3) + 7 = 10


Celentia maneuvers around to the opposite side of Morgana stabbing the creature. Her aim was true, but the tough hide resists part of the attack.

After the hit, the iron cobra turns to attack Celentia which she easily parries and then returns an attack which hit again.

Iron Cobra: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Delaying the rest of round 1 to round 2 to make future rounds go smoother

Quote:

Round 2

Initiative Order - Quartle, Julian, Morgana, Celentria, N'Dateh, Iron Cobra

Iron Cobra AC 20 T 13 FF 18 CMD 13


Rnd 2 Julian
begins a song of elder magic, enchanting weapons again.

Begin song. +1 to weapons natural too.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Fort: 1d20 + 4 ⇒ (6) + 4 = 10 ugh.

Morgana winces at the bite and the strange feeling that rushes through her. She turns towards the beast and lashes out with her claws despite the sick feeling.

Claw: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Claw: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Well, this is going well.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle scampers up the wall, clearing room for N'Dateh, then crawls along the wall out of reach of the snake before climbing back down to the north. Once back on the ground, he pulls out his net.
Accelerated Climb up and around to E10: 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh nods appreciatively at Quartle's gracious movement and clever positioning. He moves forward in the space cleared and stabs forward at the snake, above Morgana's shoulder.

Longspear, flanking: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 211d8 + 5 ⇒ (4) + 5 = 9


Celentia up last before the iron cobra!

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria presses the attack with her rapier...

PA/CE Rapier: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Parry if needed:

Parry: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Riposte: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage: 1d6 + 7 ⇒ (6) + 7 = 13


Morgana:
You need to keep making Fort DC 11 Saves until you make it or fail 5 more times....

The iron cobra is about to strike again, but the repeated hits to its metal skin produces a perfect opening for Celentia's rapier. Her aim is true and the metal snake instantly stops moving.

Combat Over

Julian:
Your knowledge check was good enough to know that the iron cobra has a reserve of poison for three strikes, and it only connected once so it should have two doses of poison left.

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Nasty metal beast... Let search the area to see what it was guarding.


GM Blood:

Perception Morgana Darya: 1d20 + 4 ⇒ (19) + 4 = 23
Perception Celentria Sha'Leirin: 1d20 + 4 ⇒ (19) + 4 = 23
Perception Quartle: 1d20 + 7 ⇒ (12) + 7 = 19
Perception Julian Binetti: 1d20 + 6 ⇒ (5) + 6 = 11
Perception N'Dateh: 1d20 + 7 ⇒ (10) + 7 = 17

Perception Morgana Darya: 1d20 + 4 ⇒ (2) + 4 = 6
Perception Celentria Sha'Leirin: 1d20 + 4 ⇒ (8) + 4 = 12
Perception Quartle: 1d20 + 7 ⇒ (2) + 7 = 9
Perception Julian Binetti: 1d20 + 6 ⇒ (15) + 6 = 21
Perception N'Dateh: 1d20 + 7 ⇒ (19) + 7 = 26

You decide the search the room with Lavinia. Morgana and Celentia soon find that the northern pillar's snake patterns are different than the rest of the room. After calling everyone over N'Dateh and and Julian notice one of the snake heads is actually a switch. A quick search for it being trap reveals nothing so you activate it.

As soon as the switch is triggered, the snake designs begin to animate, writhing aside to reveal an archway to another room. "You found the vault! Excellent!"

This octagonal room is supported by a single large pillar with dozens of deep grooves along its sides. The seven walls of this room each bear fantastically detailed bas-relief carvings of exotic monsters in threatening poses.

Starting at the wall immediately to the west of the entrance to the room and moving clockwise, the carvings depict a tentacled monster with a glaring red eye and a mouth full of teeth, a looming dragon, a fish-like creature with three eyes and four tentacles, a two-headed giant wielding a pair of immense clubs, a spherical creature with four eye stalks and a bulging central eye over a drooling maw, a gorilla-like beast with a fanged maw and six eyes, and finally a towering black spider with seven eyes.

Each monster's eyes consist of a glittering red stone. The ceiling above is only ten feet high, with the now-familiar eight-pointed star pattern radiating out from the grooved pillar. The arms of this star are black, save for the one pointing south toward the entrance, which is red.

Knowledge checks for the creatures in the bas-relief starting on the west side of the room ending on the east side

Knowledge (dungeoneering) DC 22 for a tentacled monster with a glaring red eye and a mouth full of teeth:
This is a roper

Knowledge (arcana) DC 15 for a looming dragon:
This is a Red Dragon

Knowledge (dungeoneering) DC 17 for a fish-like creature with three eyes and four tentacles:
This is an Aboleth

Knowledge (local) DC 16 for a two-headed giant wielding a pair of immense clubs:
This is an Ettin

Knowledge (arcana) DC 23 for a spherical creature with four eye stalks and a bulging central eye over a drooling maw:
This is a Beholder

Knowledge (dungeoneering) DC 18 for a gorilla-like beast with a fanged maw and six eyes:
This is a Grey Render

Knowledge (nature) DC 11 for a towering black spider with seven eyes:
This is a Monstrous Spider


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh steps through the portal, his yellow eyes flickering with nervousness. As the light touches the myriad forms and sets their eyes ablaze, he is struck by the quality of the work and the power it hints at. He turns to the lady with questions in his eyes, wondering what kind of trouble he's gotten into...


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle has a look at Morgana's wound. "Looks like it nicked you there Morgana. I think you're poisoned. Let me see if I can help."
Heal (untrained) to assess: 1d20 + 3 ⇒ (17) + 3 = 20
Heal (untrained): 1d20 + 3 ⇒ (1) + 3 = 4
Heal (untrained): 1d20 + 3 ⇒ (3) + 3 = 6
Heal (untrained): 1d20 + 3 ⇒ (4) + 3 = 7
Heal (untrained): 1d20 + 3 ⇒ (5) + 3 = 8
Or not! Quartle manages an excellent job of assessing Morgana as poisoned and then has no idea of what to do with it. Must be those silly metal snakes!


dungeon1/3/6: 1d20 + 3 ⇒ (13) + 3 = 161d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (2) + 3 = 5
arcane2/5: 1d20 + 8 ⇒ (4) + 8 = 121d20 + 8 ⇒ (17) + 8 = 25
local4: 1d20 + 7 ⇒ (9) + 7 = 16
nature7: 1d20 + 3 ⇒ (1) + 3 = 4

Justin points to two on the east side:
"Two headed giant is an ettin. That is a huge spider."

Double posted-- original rolls gave me 5 and 6


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Fort: 1d20 + 3 ⇒ (11) + 3 = 14

Morgana says, "I'm fine... well, not fine, but I will be fine in time... However, I'm thinking these sorts of figures may explain the note that we found.."


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"Good catch! I had forgotten about the note..." hisses N'Dateh. "Who has it? Can we read it again?"

Ancestors! Where are you? he cries in his mind, wondering if he is going mad. Or sane..?


strange list of monsters.

Chimera looks to sunrise
Cyclops looks to sunset
Medusa looks to sunrise
Umber Hulk looks to sunset
Basilisk looks to sunrise

Lavinia checks out the grooved pillar in the center and pushed using one of the grooves and the pillar rotates as well until it clicks. The star on the ceiling moves as well, the red arm of the star pointing to to the first monster. She is able to rotate it back to the original position as well as to the eastern most monster (the spider).


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"There's no ettin, or spider in this list... Wait, the pillar rotates! It's probably the key... But how does it work!?"


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Does anyone know anything about those other creatures? Either the ones here in the room or the ones on the list?"


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana shakes her head, "I know little of monsters, other than the undead."


"Well, we can put the chimera, medusa, and basilisk on this side."

Julian points to the east.

"But we got to find them first. I guess the spider goes north or south."

Julian knows the spider isn't on the list, and begins rotating the arrangement until the spider is in the north or south slot. He figures there are eight slots, and two of them are not visible when they are north and south.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"I wish we never have a reason to learn more about such... monstrosities..." says N'Dateh in a quiet voice that echoes through the dark chamber, as his own flickering shadow starts to scare him.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"So you think there are more monsters hidden? Are there more rooms or hidden panels?"
Having a little trouble envisioning the room. Take 20 for 27 to search a section of wall for any hidden doors or panels.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"Ok, let's keep looking..." agrees N'Dateh, and he gives a hand to Quartle.

Aid another.


It is the grooved pillar that turns in the middle, and the red arm of the 8 pointed star on the ceiling with it that clicks to a stop pointing to a creature.

Nothing else is hidden that you can find.

Disable Device DC 20:


"I think they turn like a child's mobile."


The creatures on the note are not located here, but if you choose think about the creatures listed....

Knowledge (arcana) DC 17 Chimera:
This is a magical beast that has a head of a lion, dragon, and goat

Knowledge (Local) DC 15 Cyclops :
This is a large one eyed giant.

Knowledge (arcana) DC 17 Medusa:
This is a humanoid creature that looks like a woman, but she can turn you to stone.

Knowledge (dungeoneering)DC 17 Chimera:
This is a 4 eyed aberration that burrows underground.

Knowledge (arcana) DC 15 Basilisk:
This is a magical beast that has eight legs and can turn you to stone with a gaze from its pair of eyes.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana shrugs, "I don't know those creatures, so I can't help. Though it could be some sort of coded reference."


Arcane +8/Local +7/all others +3
Kn check 1: 1d20 + 8 ⇒ (2) + 8 = 10
Kn check 2: 1d20 + 7 ⇒ (10) + 7 = 17
Kn check 3: 1d20 + 8 ⇒ (19) + 8 = 27
Kn check 4: 1d20 + 3 ⇒ (20) + 3 = 23
Kn check 5: 1d20 + 8 ⇒ (8) + 8 = 16
"I have heard legends of the medusa, a woman with a hair full of snakes. The one eyed giant Cyclops likes music. And there is a four eyes burrowing aberration called the umber hulk. A basilisk is a lizard that turns you to stone with its gaze."

Checking the paper he found, Julian knows about all but the first monster, so he figures he will find that by trial and error, though he knows what side it is on. His intent is to match the number of eyes as they all have different numbers of eyes. After the first three he will ask - "How many eyes to a chimera??"

Julian's notes:
Chimera East
Cyclops West
Medusa East
Umber Hulk West
Basilisk East

West: a tentacled monster with a glaring red eye and a mouth full of teeth , looming dragon, a fish-like creature with three eyes and four tentacles

Middle: a two-headed giant wielding a pair of immense clubs:

East: a spherical creature with four eye stalks and a bulging central eye over a drooling maw: a gorilla-like beast with a fanged maw and six eyes, a towering black spider with seven eyes:

Julian then says: "Looks towards to means it is on the opposite side, the one eyed creature is in the east but looks west. And I am missing only the first one, so I can just go through the three on the west and wait for some reaction from the mechanism."

Julian clicks the pillar through the three creatures on the west side waiting for a reaction, then he quickly goes to the one-eyed creature east, the two-eyed west, the four-eyed east, and the two-eyed west.


Site was down and couldn't modify post

Thinking again, Julian realizes the Cyclops and one eyed creature go together.

He has no idea where the chimera fits, as he knows not how many eyes it has, so he clicks through the creatures until something happens.....

then he tries to match the number of eyes in the note and the side of the room they should be on.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana nods, "That seems to make sense.", but steps back out of the way to let Julian work.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"Mmmh..." is all N'Dateh can offer.

I hate puzzles! he thinks to himself...


Disable Device Julian: 1d20 + 5 ⇒ (20) + 5 = 25

Julian plays around with no luck moving the center pillar. However an idea comes to his head that it is similar to how a combination locks works. Now if he only could figure out what the combination was and which way it needed to turn for each number....

Knowledge (arcana) Lavinia: 1d20 + 5 ⇒ (18) + 5 = 23

Lavinia answers the question about the Chimera, "I once saw a picture of one, it has a head of a lion, dragon, and goat, so it would have three heads and six eyes."


Julian enters a sequence.
chimera - 6 east/right, cyclops - 1 left/west, dragon - 2 east/right, umber hulk 4 left/west, basilisk 2 right/east

Julian bows to Lavinia:
"You have a magical education on addition to uncommon beauty."

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

"Chimera looks to sunrise
Cyclops looks to sunset
Medua looks to sunrise
Umber Hulk looks to sunset
Basilisk looks to sunrise"

The ifrit says while watching Julian work... Clever! Never would have thought of that...

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For those I invited to this game, here are character creation rules:

Character Creation

It will be a 35 Character Point game, meaning that your Race Points and your Build Points must total 35 added together. So if you play a 10 point race it will be a 25 point buy, but if you play a 15 point race it will be a 20 point buy.

For math lovers: BP+RP=35 or if that doesn't makes sense 35-RP=BP

Starting Stats Minimum 8 and Maximum 18 before any racial adjustments

Race – Any Paizo Non-Core. Alternate Racial Traits are approved.

Examples of Races and their Race Point Values:

Aasimar 15 RP
Changeling 9 RP
Dhampir 11RP
Drow 14 RP
Duergar 8 RP
Dwarves 11 RP
Elves 10 RP
Fetchling 17 RP
Goblin 10 RP
Gnomes 10 RP
Grippli 6 RP
Half-Elves 10 RP
Half-Orc 8 RP
Halflings 9 RP
Hobgoblin 9 RP
Human 9 RP
Ifrit 6 RP
Kobold 5 RP
Orc 8 RP
Oread 6 RP
Ratfolk 9 RP
Suli 16 RP
Svirfneblin 24 RP
Sylph 6 RP
Tengu 13 RP
Tiefling 13 RP
Undine 7 RP
Vanara 8 RP

Class - Any Paizo class except Core Rule Book classes. Any archetypes and prestige classes are fine. Alternate Favored Class choices are approved. Use Golarion deities.

Feats – Any Paizo feat should be accepted with the exception of leadership and antagonize. Also creation feats will be limited to potions, scrolls, and wands. As a houserule, the following feats are automatically known as long as you meet the pre-reqs for them: Weapon Finesse for light weapons, Power Attack (Str 13 and BAB +1), Deadly Aim (Dex 13, BAB +1), and Combat Expertise (Dex 13). This also applies to monsters!

Traits - Any one Trait picked by you, and 1 Campaign Trait modified from the Player's guide. The Campaign trait will be determined by or choices limited partially by your random background rolled. (See below).

HP – Max @ 1st level, 1/2 dice+1/2 for each following level (ie 1d8 -> 1d4+4)

Cash – Maximum starting cash for your class, but could vary after determining your background rolls (See Below)

Important Houserules

I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses are from training and experience and not magical.

Every level you can choose from one of the following five categories (Melee, Ranged, Armor, Shield, Saves). You will get a +1 bonus to that category everytime it is chosen. You can choose any one of the five once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) This starts at 1st level

Every even level your character will receive an extra +1 to a stat over the normal rules. That means at 2nd you get to raise a stat +1, 4th a +2, 6th a +1, 8th a +2, etc) You cannot choose to raise the same stat twice in a row.

Weapons The bonus is an enhancement bonus but does not make your weapon magical. For that you need to find an item with a magical power on it (like flaming or keen) or cast a spell like magic weapon. It makes having these weapons useful for overcoming DR and having less chance to break. Masterwork weapons still give a +1 to hit if you haven’t chosen the weapon bonus and also has 1 additional point of hardness. (The extra point of hardness should be added to magic items).

Armor/Shields The bonus is an enhancement bonus but does not make your armor magical. For that you need to find an item with a magical power on it (like fortification or slick) or cast a spell like [i]. Finding magical armor makes the armor harder to destroy. Masterwork armor reduces armor check penalty by 1 (This includes magical armor)

Saves The bonus is a resistance bonus.

Ability Boost All boosts to a skill are considered enhancement bonuses and are from experience and training. For this game, enhancement bonuses stack up to a total of +6 maximum. So you could have boosted your strength up +2 and cast bull's strength for another +4 for a total of +6. But if you boost your strength up another point for +3, bull strength still only boosts to +6. That means that the top score for most playable races will be 26.

For the most part this means that you should keep and use the magic items you do find. Getting magic items are valuable for trade or payment (More like bartering for debts or payments as a reward)

Background - I have a random back ground creator that does events and things to shape your character. We will roll for each character made, then you take the events rolled and write up their background folding those things in. (Then I may tweak them again or have suggestions to add to fit into the campaign). For your results you will also get some minor bonuses beyond normal character creation. (Like a skill point in a specific skill or extra class skill or maybe even more starting money. They may not all come out equally for each character, that's the way the dice rolls.)


You will be starting in Sargava in the city of Eleder which will take the place of Sasserine in Greyhawk/Player's guide.

Campaign traits:

Water Rat

Most of the Waterfront District’s citizens learn to swim at a very early age, and take to the water as easily as land.

District: Azure (Waterfront).

Benefit: You gain a +2 trait bonus on Swim checks. When wearing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swimming, you gain a +2 bonus on initiative checks.

Normal: Without the benefits of this feat, a character swims
at one-quarter his speed as a move action or at one-half speed as a full-round action.

Arena Blood

The blood of an arena champion flows in your veins, giving you a thirst for glory and a drive to succeed.

District: Champion’s.

Benefit: You get a +2 trait bonus on Intimidate skill checks. In addition, whenever you successfuly demoralize an opponent using the Intimidate skill during combat you are immediately healed of 1d4 points of nonlethal damage.

Steadfast Loyalty

Self control and discipline are the birthright of many who grow up in Champion’s District, and you strive to uphold
these ideals.

District: Champion’s.

Benefit: You get a +2 trait bonus on Will saving throws against charm, compulsion, and fear effects.

Suspicious Eye

You are always on the lookout for treachery and wrongdoing, like many of the other people from Cudgel District.

District: Cudgel.

Benefit: You get a +2 bonus on Sense Motive skill checks. However, the DC to take an object from you through the Sleight of Hand or to use the Feint combat maneuver increases by +4.

Merchant’s Tongue

Growing up around the merchants of this district made you glib and gave you a keen eye for value.

District: Merchant.

Benefit: You have already made quite a bit of money, and have a knack for making more. You gain a one-time bonus of 300 gp to your starting cash. In addition, whenever you sell an object, you can make an opposed Diplomacy check to automaticaly sell an object for 5% over its asking price.

Academy Graduate

You attended one of several academies in this district, during which you were schooled in the finer arts of being an aristocrat.

District: Noble.

Benefit: Pick any three Charisma or Intelligence based skills. These three skills are always considered class skills for you.

In addition, you gain a +2 bonus on Knowledge (history) and Knowledge (nobility and royalty) checks, and may use these skills untrained.

Knack for Magic

Magic is not that mysterious to you, and its gifts have made your life a little easier.

District: Noble.

Benefit: You get a +2 trait bonus on Spellcraft skill checks. In addition,you have an innate talent for magic, granting you the following spell-like abilities as a 1st-level caster: 1/day—detect magic, light, and prestidigitation.

Child of the Shadow

You were raised in the streets and back alleys of Shadowshore and have refined several talents and tricks valuable to survival in this neighborhood.

District: Shadowshore.

Benefit: You know Sasserine’s black market quite well, and need not make checks to locate its outlets. Further, in other cities, you have a knack for rooting out the underground markets. You gain a +2 bonus on Diplomacy and Gather Information checks made to learn about a city’s black markets.

You are also adept at fighting in confined areas, such as narrow city alleyways or crowded taprooms. Enemies cannot gain cover from you around a corner.

Student of Nature

The wild has always excited you with its simple beauty and majestic creatures. It is no wonder that many of your talents let you better enjoy the natural world.

District: Sunrise.

Benefit: You get a +1 bonus on Handle Animal, Knowledge (nature), and Survival skill checks. You also get a +2 bonus on Fortitude saving throws to resist special attacks from plant creatures


This sounds like an interesting experiment. I hope it goes well for you.


Sounds spiffy. I'm in.
You're allowing APG classes?


Party time. Still thinking of either an Ifrit Swashbuckler or a Hobgoblin Brawler. Not locked into the races, but pretty sure about one of those classes.


With these house rules -- we're counted as having the feats in terms of pre-requisites for other feats?


Correct.


OK, for the First part of the back ground Roll a d10 followed by a d100. Put it in a spoiler. This will determine your original culture and your social status. I'm going to keep track of your results in the campaign tab for now.


Rolls:

Background, roll 1: 1d10 ⇒ 2
Background, roll 2: 1d100 ⇒ 8

Fixed.


And a d100


background rolls:
arcanist: 1d10 ⇒ 91d100 ⇒ 73


Tilnar:

Don't worry about how your background will affect you, like money until everything is done. It may go up and down a bit.

Culture Roll = 2 Nomadic

Your character was born and raised in a Nomadic culture. As such those cultures were mounted or uses beasts of burden for transport. Examples to think on Ancient Huns, Gypsies, or American Indians. Ride Skill will be a Class Skill no matter what class you take

Social Status = 8 Destitute

For whatever reason your standing in that Nomandic culture was destitute. Depending on how you envision your characters's Nomad culture, you and your family lived to survive and not much else. You start with 25% of the normal starting wealth

Next up for rolls: First Roll 1d20 for legitimacy. The Roll 1d20 for Family.


Chainmail:

Don't worry about how your background will affect you, like money until everything is done. It may go up and down a bit.

Culture Roll = 9 Civilized

Your character was born and raised in a Civilized culture. You could be from this city or another before you came here. Civilized cultures are noted for Central governments, royal civil engineering, wizards, thieves, naval warfare, and of course taxmen. Examples would be Feudal Japan, or Tolkien's Gondor.

Civilized folk feel more comfortable in the city than outdoors.

You had a chance to develop a hobby.

Social Status = 73 Comfortable

You were the middle class of your civilized culture. You lived in a clean place in a good neighborhood. You ate well regularly, had nice clothes, and access to some books.

Examples in this SS would be scribes, some craftsmen, professors, highly skilled laborers, lower government officials, low ranking military officials, etc.

No adjustments to your starting money. There is a chance you have a family heirloom weapon.

First roll d100 for a chance at a hobby. Then roll d100 for a chance at an heirloom weapon.

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family.


Random Rolls:

1d10 ⇒ 9
1d100 ⇒ 83

Sczarni

Skorhald here, this is my generic alias.

I'm leaning towards swashbuckler, but need to delve into the race stuff since I haven't played that before. Inviting a friend to view this at GM Blood's suggestion.

Sczarni

Background Rolls:

1d10 ⇒ 10

1d100 ⇒ 86


Tirion:

Don't worry about how your background will affect you, like money until everything is done. It may go up and down a bit. I'll summerize it all when done.

Culture Roll = 9 Civilized

Your character was born and raised in a Civilized culture. You could be from this city or another before you came here. Civilized cultures are noted for Central governments, royal civil engineering, wizards, thieves, naval warfare, and of course taxmen. Examples would be Feudal Japan, or Tolkien's Gondor.

Civilized folk feel more comfortable in the city than outdoors.

You had a chance to develop a hobby.

Social Status = 83

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

Sczarni

Fairly certain I want to go Ifrit Swashbuckler. Once concern I have is working through the immediate actions that swashbucklers utilize in the PbP environment. I don't want to slow down combat... we may want to set up some guidelines to have the GM assume certain actions in certain circumstances and roll on my behalf.


Bonus Rolls:

Legitimacy: 1d20 ⇒ 15
Family: 1d20 ⇒ 1

Crellan - if you go Swashbuckler, then I will take Brawler which should pretty well fill out the martial requirements. No real tank, but decent damage dealing.

Even more rolls:

These were not asked for, but since Chainmail had the same "9" on the first Background roll, figured I would put them here.

Hobby: 1d100 ⇒ 82
Heirloom Weapon: 1d100 ⇒ 100

Nice - figures that the one who fights with his fists would get a "100" on the heirloom weapon roll.


More Rolls:

Nice to see the diceroller's hatred extends to character generation.. Kind of hard to be a bolt ace when you can't arid a crossbow.

Legit: 1d20 ⇒ 11
Family: 1d20 ⇒ 6


cool background rolls:

hobby; hl wpn; leg; fam: 1d100 ⇒ 951d100 ⇒ 841d20 ⇒ 141d20 ⇒ 9

This is almost as intense as making a traveler or rolemaster char!! I like it

I hope high is good


Crellan:

Don't worry about how your background will affect you, like money until everything is done. It may go up and down a bit. I'll summerize it all when done.

Culture Roll = 10 Civilized-Decadent

Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity

Civilized folk feel more comfortable in the city than outdoors.

Social Status = 86 Well-to-do

Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold

Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family


Tirion:

Yes I was supposed to include hobby, but you wanted low not high anyways! So no hobby and no heirloom weapon (Which your social status wouldn't have included a chance anyways).

You were a legitimate child, lived only with your immediate family which included your mom and dad.

Next up for rolls: 1d20 for siblings (IF Any), followed by another d20 for birth order (Unless only child then I will ignore)

Then Time of Birth: Roll 1d12 for month (assume the same as our calendar), then d* for day of the month (Depending on your first roll). The d24 for hour and d60 for minutes.


Tilnar:

You were a legitimate child, lived only with your immediate family which included your mom and dad. (Not Extended)

Next up for rolls: 1d20 for siblings (IF Any), followed by another d20 for birth order (Unless only child then I will ignore)

Then Time of Birth: Roll 1d12 for month (assume the same as our calendar), then d* for day of the month (Depending on your first roll). The d24 for hour and d60 for minutes.


Chainmail:

No hobby, no heirloom weapon

You were a legitimate child, lived only with your Grandparents. (Parents were either dead or had deserted the family for some reason, whatever you would like to include.)

Roll 1d2 1=Father's parents, 2=Mother's Parents that raised you.

Next up for rolls: 1d20 for siblings (IF Any), followed by another d20 for birth order (Unless only child then I will ignore)

Then Time of Birth: Roll 1d12 for month (assume the same as our calendar), then d* for day of the month (Depending on your first roll). The d24 for hour and d60 for minutes.


Siblings and Birth Details:

Siblings: 1d20 ⇒ 9
Birth Order: 1d20 ⇒ 10

Month: 1d12 ⇒ 2 February.. Or Callistril, depending
Day: 1d28 ⇒ 25
Hour: 1d24 - 1 ⇒ (3) - 1 = 2
Minutes: 1d60 - 1 ⇒ (11) - 1 = 10

So: 25 Calistril at 2:10am (assuming Golarion calendar) .. Meaning I was born under the sign of the newlyweds. (Assuming Golarion astrology/comic stuff)


More Fun Rolls:

Siblings: 1d20 ⇒ 17
Birth Order: 1d20 ⇒ 8

Month: 1d12 ⇒ 4
Day: 1d30 ⇒ 18

Hour: 1d24 ⇒ 5
Minutes: 1d60 ⇒ 16

So, Gozran(April), 18 at 5:16 a.m. - Sure my mother loved being up all night.


Yes the Golarion Calendar!

Tilnar:

Sibilings 1-3 siblings, Birth order Second Born (+10% starting money)

Roll 1d3 for # of siblings. For each sibling roll a d20. 1-10 Male, 11-20 Female.


Tirion:

You have 3-6 siblings. Your birth order is Second Born (+10% Starting money)

Roll 1d4+2 for # of siblings, then a d20 for each one for gender (1-10 Male, 11-20 Female.)


Tilnar, Where do you see the Golarion sign/astrology stuff?

Hope everyone enjoys this part!


Drawmij's Instant Family:

Siblings: 1d3 ⇒ 2 Middle child syndrome FTW!
Gender (Older sib): 1d2 ⇒ 1 Male
Gender (Younger sib): 1d2 ⇒ 2 Female

They're listed on the Archives of Nethys .. Cosmic Traits.


More Family Stuff:

Siblings: 1d4 + 2 ⇒ (1) + 2 = 3

Older Sister: 1d20 ⇒ 15

Younger Brother: 1d20 ⇒ 10
Youngest Brother: 1d20 ⇒ 10

Now I just figure I need to decide how a nice hobgoblin family ended up in Sargava - can anyone say retired "merchant and shipper of acquired goods".


Tilnar:

OK, now some more birth stuff:

1d20 for birth place. If the result is 17+ roll a second d20.

Then after that roll a d100


Tirion:

OK, now some more birth stuff:

1d20 for birth place. If the result is 17+ roll a second d20.

Then after that roll a d100


Further abuse at the hand of the diceroller:
Birthplace: 1d20 ⇒ 12
And d%: 1d100 ⇒ 73


Tilnar:

Born in a foreign land from where you grew up. Roll D20 again (Ignore a result of 12 or 13 and re-roll if that is the case), if 17+ roll another d20

The result of 73 moves to 75 with your foreign land birth. Could be modified again + or - by your d20 roll.


[Spoiler="Stranger in a Strange Lanugffddhj


Wow. Pocket post.

Stranger in a Strange Land:

Birthland: 1d20 ⇒ 4


Crazy Rolls:

Birth Place: 1d20 ⇒ 9

Random %: 1d100 ⇒ 36 <-- or we can use the 100 I got above since this is the next roll in sequential order. (I suppose it makes no difference since I have no clue what is good or bad.)


Tilnar:
Roll a d20 again and once more if 17+


Tirion:
You were born. In a hospital/healer's hall. Nothin special about your birth.

Move on to your parent's:

Roll d20 for the occupations in the home while growing up


Pops Rolls:

Parents Occupation: 1d20 ⇒ 12

Extra d20 if necessary: 1d20 ⇒ 1


rolls:
family: 1d2 ⇒ 11d20 ⇒ 21d20 ⇒ 101d12 ⇒ 121d31 ⇒ 291d24 ⇒ 41d60 ⇒ 24

Sczarni

Rolls:

Legitimacy: 1d20 ⇒ 7

Family: 1d20 ⇒ 13


And Again...:
New Roll: 1d20 ⇒ 5


Tilnar:

Again until you dont get a 1-6 or 12 or 13. Then if you get 17+ roll d20 again for a different table


So, just to confirm, we have a brawler, swashbuckler and arcanist, and we're a 5-person party?

So we need a skill character and a divine caster .. Which means not so much with the boltslinger?

Because I'm actually playing an investigator (empiricist) in another campaign, and slayer's a mite too much like the ranger I'm currently playing...

Guess I'll go Warpriest or Shaman.


Rerolling..:

1d20 ⇒ 15
Not 17+, but much higher than 6


Crellan any news on your friend for the 5th?

Also, just to let everyone know tomorrow I will be on the road for work and at a prison so I will not have access until I get home later in the day to update anything.


Tirion:

Head of household had one primary job full-time and one secondary job on a part-time basis.

Primary Job roll 1d10+2
Secondary Job roll 1d20

Also see what noteworthy things you remember about your parents:

Roll 1d3. This is the amount of noteworthy things about them. For each one of of those roll a d20 and a d6

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