GM Debug's PbP PFS 6-4: The Beacon Below (Inactive)

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Grand Lodge

GM

As far as how long you've been in here, I'd estimate about 45 minutes. Going through the office, scroll racks, and catalog took about 10 minutes apiece, and your discussion with Saruna was probably comparable. Another 15 minutes for exploration, combat, and prying up bricks seems reasonable. Anyhow... invoking standard operating procedure...

GM Screen:

Ramesses, Watts, Yanndu Perceptions: 1d20 + 24 ⇒ (16) + 24 = 401d20 + 18 + 1d8 ⇒ (14) + 18 + (1) = 331d20 + 20 ⇒ (20) + 20 = 40
Watts Disable: 1d20 + 22 ⇒ (5) + 22 = 27
Disable Time: 2d4 ⇒ (1, 2) = 3

Yanndu clears the passage way of the webbing, allowing for an easier descent, and more importantly, an unimpeded egress in the event of an emergency...

The stairway ends in a small archway leading into what appears to be some sort of workshop. The workbenches within the shop appear to be destroyed, and a haphazard barricade has been erected impeding the last 10 ft of the descent. The Guards and Wards appear to end at the base of the stairs, but Ramesses, Watts, and Yanndu all notice a shimmering string with a translucent bell at the entrance to the room obscured by the blockade. Upon further examination, the nearly invisible string and bell appear to be the manifestation of an Alarm spell, rather than a physical crude alarm, but nonetheless it takes less than 20 seconds for Watts remove the impediment, allowing a better look into the workshop.

The magical illumination much beyond the base of the stairs appears to have failed, and the workshop itself is completely unlit. The western wall appears to have been breached by something or someone, leading into some sort of cave.

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

Watts produces his Wayfinder and activating it to produce light to illuminate the immediate area.

*** I don't enjoy intruding when not invited, especially disarming their signals along the way, but this seems to be the safest path to entry. ***

*** This area has fared far worse than the area above. I wonder to what happened here to cause this level of damage. Could it be an effect of the magical wards not extending down to this level or even be because those wards have failed years ago? ***

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Wow, they must have been desperate to make his barrier. Something must have been coming for them."

Cirri flips through her spellbook, to the page labelled Alter Self, just in case. Thankful for Watts's light, she transfers her Ward to him.

+3 Deflection AC and +3 Resistance to Saving Throws, until you get hit/fail a save.

She and Riddywhipple take a look through the room.
Perception: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Spellcraft: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18

Riddywhipple's Perception: 1d20 + 11 ⇒ (10) + 11 = 21

"It's time to head down the cave, eh?"

Grand Lodge

GM

Looks like I forgot to update the map last night. There are a few other exits from this chamber other than the hole in the wall. Let me know which direction you'd like to go. 1 vote for cave, I'll go forward once at least 2 people have chimed in.

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

"I will agree with the cave. It is possible that the cavern has some natural method of entry into the ruins without passing through the Sanctum's entry."

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

Hmm, interesting, what do you say we go off the beaten path and check out this cave Cirri's found? Ramesses votes cave as well. Ninja'd!

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu sends a humanoid shaped dancing light forward to illuminate the cave. He then proceeds to cast detect magic and concentrates for 3 rounds.

Grand Lodge

GM

The cave clearly seems as though it is not a portion of this library. Tunnels branch out to the south, and small gaps in the wall branch upwards towards the surface. The occasional sounds of a falling rock echoes throughout the cavern, and the scent of dusty air permeates the area.

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

"The additional entryway may be a possibility. I wonder how long it has been since the ruin walls breached into this cave system."

Watts is fine to continue exploring cave (or anything else anyone suggests).

Grand Lodge

GM

It seems as though I forgot to give you a handout that you earned earlier. Slides updates. The paper added is the one Watts retrieved from the locked desk drawer in the office.

Regarding the cave, there are several passageways, so go ahead and mark your intended path on the map.

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

Ramesses will move all the way in to the cave and cast detect magic, detect evil. If nothing shows he'll start heading south/west.
Perception: 1d20 + 24 ⇒ (16) + 24 = 40

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu moves up besides Ramesses, send his dancing light down the hall, and redirects his detect magic towards the west.

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

Watts will stay with Ramesses searching for the unexpected while talking about why these four divinities were given special attention by the sages here.

Grand Lodge

GM

No magic nor evil is detected within the cave, however some movement can be heard from the passage to the southeast, although not coming towards you.

Continuing down through the cave system reveals another collapsed wall of the library leading into a large chamber. A circular raised platform takes up the majority of this chamber, and a central pillar is covered in luminous glyphs which provide dim ambient lighting. A quartet of statues maintain a vigil over the platform.

Knowledge (Arcana) DC 20:
Two of the statues are glass golems.

Knowledge (Arcana) DC 17:
Two of the statues are wood golems.

Knowledge (Religion) DC 25:
The ankh-like tyet icon emblazoned on each statue is the knot of Isis.

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

knowledge arcana: 1d20 + 17 + 2 + 1d8 ⇒ (3) + 17 + 2 + (3) = 25
knowledge arcana: 1d20 + 17 + 2 + 1d8 ⇒ (8) + 17 + 2 + (5) = 32
knowledge religion: 1d20 + 15 + 2 + 1d8 ⇒ (19) + 15 + 2 + (7) = 43

*** Careful. The four statues are all golems. Two of glass and two of wood. Don't think lightly of their materials as each are very deadly if that is their intent. Each bear the knot of Isis symbol on them. Using our knowledge of Isis may be the key to avoiding conflict. ***

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Knowledge(Arcane): 1d20 + 10 ⇒ (5) + 10 = 15
Knowledge(Arcane): 1d20 + 10 ⇒ (6) + 10 = 16

"Golems. Huh, yeah." Cirri trusts Watts judgement. He hasn't been wrong before! "Usually Golems are highly resistant to magic. What are their weaknesses? Usually the right kind of magic is enough to slow them down."

"I don't know anything about the religions around here. So you'll have to solve that issue."

Scarab Sages

Male LN Tian-Dan Human Draconic Bloodrager 10 | HP 114/114 DR 2/ -| AC 20; T 13; FF 18; CMD 28 | Fort +13*; Ref +8*; Will +8* | Init: +6 | Perc: +13, SM: +0 | Speed 40ft(30ft in armor) | Bloodrage 25/25 | Spells: 1st 3/3; 2nd 2/2; 3rd 1/1 | Active conditions: None.

Yeah, I am not so scholarly when it comes to religion. All I know is that they can be egotistical and unreasonable at times. But then again, so can most people."

Golems, yeah I fought some in the past. Nasty things they are."

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

Knowledge Arcana: 1d20 + 15 ⇒ (2) + 15 = 17 Wood
Knowledge Arcana: 1d20 + 15 ⇒ (17) + 15 = 32 Glass
Ramesses attempts to recall any specifics he remebers about Glass and Wood golems. Specifically weaknesses, resistance, then Special Abilities.
Sihir, you seem to be the most knowledgeable with Ancient Osirion deities. Do you know much about this Isis? Hmm...all these creatures we've come in contact with, have either been summoned here or created here for a purpose. If we can maintain at least a neutral state, maybe we travel through without much conflict? Ramesses flashes a grin at Deyno. Don't worry big guy, i'm sure there will be plenty of blood to spill, as i doubt we can go through without being attacked by something or somone.

Scarab Sages

CG male Wayang Illusionist 8/Veiled 2
Spoiler:
|AC 17, T 17, FF 14|HP: 50/50|F +3, R +6, W +5 (+2 vs shadow/death)|Init +3, Perc 0|CMB +3 CMD 16|11/11 Blinding Rays, 8/8 Invisibility Field, 10/10 Veil, 1/1 Arcane Bond, 1/1 Jewel

"I am hardly an expert on golemcraft, but..."

Knowledge (Arcana) re: wood golems: 1d20 + 18 ⇒ (13) + 18 = 31
Knowledge (Arcana) re: glass golems: 1d20 + 18 ⇒ (7) + 18 = 25
Let me know whatever Ramesses doesn't cover. *shrug* Particularly anything quirky or obscure.

Sihir proceeds to offer what sounds suspiciously like an expert's insight into wood and glass golems.

Grand Lodge

GM

Ramesses notices that there certainly seems to be something abnormal about the Glass Golems. These should not be in nearly as good of condition as they are given the damage to the room and passage of time... and the sign of Isis is rather integral to their construction unlike the Wood Golems. They seem to be imbued with abnormal durability. If they are in any way similar to their usual counterparts however, you can expect them to be not only immune to magic, but able to reflect spells periodically.

The wood golems on the other hand are fairly textbook, although a bit more well crafted than most (Advanced template) They are immune to most magic, with the exception of spells with the Fire descriptor, Warp Wood, and Repel Wood. They are known for showering their foes in blasts of wood splinters.

They continue to stand motionless in the adjacent room.

Scarab Sages RPG Superstar 2009 Top 8

Watts uses his knowledge to support what others have already said.

Knowledge arcana wood: 1d20 + 17 + 2 + 1d8 ⇒ (15) + 17 + 2 + (2) = 36

Knowledge arcana glass: 1d20 + 17 + 2 + 1d8 ⇒ (20) + 17 + 2 + (8) = 47

"I am ready to face them if they are hostile and others wish to explore this direction."

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri casts Alter Self and her form shifts into that of a Bugbear. She grunts and inhales deeply.

"Man, Bugbear noses are so sensitive." Her staff glows a bit. "Okay, let's do this."

She renews her ward on Watts. +3 Deflection to AC and +3 Resistance to Saving Throws, until he gets hit.

She looks at Denyo, nods, and proceeds into the chamber.
Spending an Arcane Pool point to add +2 to my staff, boosting my AC by 2 'cause I'm a shield Magus!

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

***...magic reflection...very bad...let us explore rest of these chambers before...we blindly fight these mindless guardians...***

Yanndu casts invisibility and investigates the chamber where we heard noise. Yellow Question Mark Room!

Grand Lodge

GM

I've got 2 contrary directions. First person to post with a preference breaks the tie.

Scarab Sages

Male LN Tian-Dan Human Draconic Bloodrager 10 | HP 114/114 DR 2/ -| AC 20; T 13; FF 18; CMD 28 | Fort +13*; Ref +8*; Will +8* | Init: +6 | Perc: +13, SM: +0 | Speed 40ft(30ft in armor) | Bloodrage 25/25 | Spells: 1st 3/3; 2nd 2/2; 3rd 1/1 | Active conditions: None.

"I believe we save the golems for later. They can wait a little longer"

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

Agreed lets press on, if we reach a point we cant proceed then we can bother the golems. Ramesses follows after Yanduu, keeping an eye out for anyother potential dangers.
Perception Check: 1d20 + 24 ⇒ (16) + 24 = 40
DM this spell that boosts my sense motive and perception checks lasts for 80 min. About how long has it been since we entered the tomb?

Grand Lodge

GM

At this point it has likely been an hour since your entry.

The golems remain stationary as the party retreats down the cave network to explore other branches. Yanndu vanishes and moves down a small corridor to inspect.

A narrow passageway leads to a collapsed wall creating a new entrance to what appears to be some form of Workshop. An unnerving creature sits at a table inspecting some sort of disassembled construct. A funeral mask covers his face, and an amethyst gem protrudes from his chest, only partially concealed by his robes. A second gargoyle-like creature sits nearby, and looks towards the collapsed wall before turning back to the man at the bench. "Master, the living approach."

The masked man slowly stands up, then speaks in a flat lifeless voice. "Ah, the visitors must have arrived." He turns towards the direction indicated by his compatriot. "Enter. We have much to discuss."

Knowledge (Arcana) DC 22:
The man at the workbench is a construct known as a Soulbound Shell.

Knowledge (Planes) DC 17:
The Gargoyle-like creature is an outsider known as a Sceaduinar.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Kn.RonaldMcDonald, Heightened Awareness: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
Kn.Airbus/Boeing, Heightened Awareness: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
The fates are rewarding me with low rolls for the bad puns...

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

Knowledge (arcana): 1d20 + 17 + 2 + 1d8 ⇒ (3) + 17 + 2 + (4) = 26
Knowledge (planes): 1d20 + 15 + 2 + 1d8 ⇒ (7) + 15 + 2 + (5) = 29

*** The masked man is a soulbound shell. A contstruct and an intelligent one at that if I'm not beguiled. The other creature that appears to be a gargoyle is, in actuality, an outsider known as a Sceaduinar.***

Is there anything I know of either of them?

"We are very much honored to make your acquaintance. I hadn't expected the inhabitants here to be so friendly." Watts quickly introduces the party barring anyone who requests otherwise before turning back to the construct. "May I ask that you educate me. Who are you?"

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu mentally casts telempathic projection to give Watts a +5 insight bonus on his next social check against the soulbound shell within the next 11 minutes.

Waves of frienship lap at the shores of the metal construct, and the receding surf retreats towards the beautiful oceanic sunset that is Watts Helm.

Grand Lodge

GM

The construct responds in a dull flat voice. "Master of the Archives, Badru. I am a loyal servant of the great Jeweled Sages. It is only right that the Sages returned should see their loyal servants as friendly. Yet I feel it necessary to warn you of the treachery of the one above. While you may yet find her friendly, her loyalty to the Sages is to be disputed. I understand that your decision to aid her at my expense however was made without full understanding of her treason."

A soulbound shell is the perfected version of a soulbound doll or mannequin, binding a soul to a construct in such a way that it allows the soul to retain its spellcasting prowess.

Sceaduinars are strange creatures born of pure entropy, the antithesis of creation and life. Any particular info you'd like?

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

I would like to confirm the typical alignment of a Sceaduinar and learn the special attacks after that.

Watts looks to Badru with interest and takes another few moments trying to gauge the construct's servant.

"That would be more than unfortunate I must admit. Most my actions must be taken without a complete understanding of the situation. While it is necessary to proceed forward I have made poor decisions before in part because of my poor estimates. Please if you might elaborate."

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

As the party seems hesitant to attack the golems, CIrri hangs back and follows them onward. "No bashing for now, I guess. Sometimes it's hard to tell when it's time for action and when it's time for talking."

She decides to cast Alter Self anyway. More time to get used to being a bugbear.

Knowledge(Arcana): 1d20 + 10 ⇒ (17) + 10 = 27
**Oh yeah, that's totally a Soulbound Shell. Does anyone know if it has any Special Abilities? Oh wait, I know!**

Knowledge(Planes): 1d20 + 16 ⇒ (4) + 16 = 20
**That's a Sceaduinar, alright. The antithesis of creation and life. At least they're cordial.**

"So... what's going on? Who betrayed whom? An undead gynosphinx told us the Sages betrayed her... uh I think she was tasked with staying here forever, and she's having second thoughts." Cirri's bugbear voice sounds like she's growling more than anything.

"We saw signs of a great struggle with some powerful magic. What's going on down here?" She scratches one of her large ears instinctively, then takes some notes on it.
**Bugbears... naturally itchy... especially on ears...**

Grand Lodge

GM

“Saruna and myself were given the gift of immortality. Her objection to the Sage's gift is treason, and her struggle against his will demands her destruction.”

“Servants of the Padishah invaded. My master fled. I was left alone with the traitor, the great work unfinished.”

“My master sealed himself in the library below. With your help and the destruction of the traitor, we can reach him.”

Typical alignment of a Sceaduinar.... eeeeeeeevil. Also... they have energy drain.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

"Her objection to the Sage's gift would be in line with the cosmic order of things, and thus, she would find proponents of her point of view among the followers of Pharasma. You, on the other hand, have not been cursed with undeath. What was the nature of the exception that granted you continuous existence in a metal shell instead of continuous torment within a rotten, putrefying body?"

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Man, everyone gets weighed down with absolutes... I mean, if she rejects the gift and live on but not here, then you and your master have control, right?" Cirri huffs.

**So, are they lying? Or is Saruna lying? Or are they both telling the truth but they disagree? Sometimes this is why I want to be nose deep in a book. This is another reason I hate dealing with undead.**

Any Special Abilities on the Soulbound Shell?

Grand Lodge

GM

"It is only torment if you will it to be. It is a gift that allows us the time to complete our sworn tasks. A gift that should be shared."

Knowledge (Planes) DC 24:
The object being dismantled on his workbench is the armor of an Inevitable.

The soulbound shell has a full compliment of spellcasting abilities, rivaling that of Yanndu.

Looking over at Cirri, Badru shakes his head. "The traitor must be destroyed. Within her chest is a fraction of the Amethyst sage's power. With that, the gateway can be opened once again, and my task here complete."

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

K Planes: 1d20 + 16 ⇒ (20) + 16 = 36
**They're dismantling an Inevitable. Lawful Neutral types.**

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu mentally shrugs, considering the group didn't bat an eye at that evil gargoyly thing at Badru's side...

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

Knowledge (planes): 1d20 + 15 + 2 + 1d8 ⇒ (15) + 15 + 2 + (5) = 37

"While I would appreciate more time on this world to learn and reveal lost knowledge, the number of spectres I've encountered, bound to this world for centuries have more than convinced me that when my time comes that I should accept it."

Watts looks toward the inevitable with some disappointment.

*** Apologies, I try to temper my reactions given the times I travel with members of the Society that conspire with undead, denizens of the lower planes, or other groups far more interested in dismemberment than discussion. I agree with being, at minimum, incredibly cautious and not treating any information as guaranteed fact. However, there was, and continues to be, a fringe possibility that the Sceaduinar is an oddity of his kind. There are a great number of stories of planar beings changing, for both good or ill. The reports I have read though that usually results in changes in their form as their essence evolves, but it is so rare that I haven't seen it in person or seen anything more than seeing them in legend. I must thank this telepathic communication for not necessitating pausing to breath. Anyway, while that does likely mean the creature is the typical for it's kind, the master might still not be as there are many cases of amoral (or with a different morality to be considered such) mages and divine servants who call upon the assistance of evil creatures. Might it also be possible it is speaking poorly? Bound within a tomb for millennia might well degrade normal conversation abilities... ***

While projecting that, Watts continues to question Badru.

"If I might ask, is there any other way to open the gateway without destruction? As well, where did you come across the Inevitable. It is rare to see them on the plane much less within a sealed tomb." Thinking back to past adventures he adds, "At least, when they aren't assigned to guard the location."

Grand Lodge

GM

Yanndu:
Much like Saruna, Badru also is quite clearly someone that Zarta would be interested in recruiting... although it seems fairly clear that getting the two of them together is an... unlikely if not impossible task.

"Had their been another way I would be in there now. As for this creature... several of these invaders assaulted the sanctum, using earth elementals to obtain access. An armored golem appeared in the portal chamber and disappeared into the library shortly before the attack. This was centuries ago... just after my master sealed himself within the library below... and that was the last time that the gateway was used."

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

"Well it appears we are in a bit of a situation here, we have two parties who feel completely different about what Badru did to theml. As was the situation in the begginning, these two are at odds and a side must be chosen. Watts, I believe now would be a good time to read the notebook and maybe it can shed some light on the situation, and hopefully better understand what's going on and whose side we should take."
If it's okay with you, we just need some time to take all of this in and understand it best we can. You will forgive us, we don't have eternity to live and this decision has a very immediate impact on the situation.

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

Watts has little to add to Ramesses thoughts other than utter agreement. *** I can begin work right away, although with assistance we as a whole still may be able to complete the task faster. I have no desire for creating error through haste, but unless we abandon the goal, we will need to move quickly if we are to stop whatever is removing elements from the library. ***

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

**Alright, let's read a book!** Cirri mentally cheers.

Grand Lodge

GM

Badru looks at Ramesses. "Oh, but you shall. Once my duty is complete it will be my privilege to grant the Sage's gift to all."

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

While waiting Ramesses will cast detect evil focusing on Badru, then switch to law then chaos. Just trying to determine his exact alignment. Ramesses typically doesn't have a problem working with any in particular, just curious.

Grand Lodge

GM

Neutral Evil.

Perception DC 15 for Ramesses:
Something on Badru's person also has a chaotic element to it... and it's getting more apparent.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

To the group Yanndu telepathically announces, ***...I shall attempt to connect minds with the construct...do not be alarmed...***

Yanndu attempts to connect his mind to the construct. If this works:

Telepathic Bond with Badru:
***...Badru...Zarta of the Pathfinder Society would likely want to form an alliance with you. She runs the Dark Archives section of the Pathfinder Society. If you share knowledge with her, I am certain she would share knowledge with you. Shall I report that you would be interested in such an alliance?...*** Yanndu displays views of Absalom, the Grand Lodge, the Dark Archives, and Zarta... oh... Zarta!! ;)

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

"My companion Yanndu wishes to speak to you ... directly." The tengu is a bit a fluster looking through his mind on how to deal with this interaction, but struggles to find analogues among knowledge of Kellid courtship rituals and Taldan introductions (by herald, family, or self).

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

Ramesses auto passes the perception check, and would spend a few rounds to discern precisely where it's coming from. DM is there an appropriate knowledge check to be able to identify the item that is detecting as Chaotic.

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