GM Nowruz's #6–10 'The Wounded Wisp' (Tier 1-2) - 20180502 (Inactive)

Game Master noral

Maps & Handouts


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The Concordance

Male Dwarf Kinetic Knight (Hydrokinetic) 2 | HP 23/23 NL 2 | Burn 1/7 | AC 21, T 13, FF 18 | F +7(10), R +6(9), W +2(5) | Init +3 | Perc +7

Umbaraki swings from long practiced instinct, his hammer forming in his grasp as he does so.

Frosthammer: 1d20 + 3 ⇒ (11) + 3 = 14 Vs. Touch
Cold: 1d6 + 3 ⇒ (4) + 3 = 7


The bug (blue) immediately disappear from this frosty hit!

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

Know arcana: 1d20 + 9 ⇒ (5) + 9 = 14

"Fiendish beetles!". Golthwur cries. He tries to hit one with his staff.

The Concordance

CG Human 6 | Mods: None | HP: 56 (-0) | AC 13, Tch 13, Fl 10 | CMB: 3, CMD: 16 | F: +4, R: +5, W: +6 | Speed 30ft | Balanced Offensive: 2/2; Grit: 3/4 | Spells 1st: 4/5; 2nd: 3/3; 3rd: 2/2 | Perc: +10, SM: +2 | Init: +3

Looks just right to me Treble. Played him in three sessions at a Con and no one got the references...

K Planes: 1d20 + 9 ⇒ (18) + 9 = 27

"Ah, dems special troublesome 'gainst good folk. Also get a peck of skill fighten off flames and cold. Aint nuttin in their brain-pan so dun bother with it." advises Bob.

Hustling into the building, he summersaults past the closest foe. Comming up on his feet, he aims the massive blunderbust at the bug and carefully squeezes the trigger. *KRAbaBOOM* echoes around the large room. "YEEEHAW! Now dis gun be a whole barrel o fun now!"

Mechanics:

Move action w/acrobatics to avoid AoO vs Green. Shoot vs Touch AC on Green

Acrobatics to avoid AoO: 1d20 + 2 ⇒ (12) + 2 = 14

Musket vs Touch: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage B & P: 1d12 + 1 ⇒ (12) + 1 = 13

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1
Golthwur Strath wrote:


"Fiendish beetles!". Golthwur cries. He tries to hit one with his staff.

Sorry, got pulled away before I could finish my post.

Golthwur moves to the other side of the doorway and magically hurls his staff at one of the beetles (Red).

Ranged (Hand of Apprentice) quarterstaff: 1d20 + 5 ⇒ (17) + 5 = 22 Damage, staff (B): 1d6 - 1 ⇒ (4) - 1 = 3


bite: 1d20 + 1 ⇒ (5) + 1 = 6

The only beetle remaining (red) is not able to hit.

All Pathfinders are up.

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

"Well this is hardly a proper greeting for visitors, even if we were not invited!" Golthwur huffs. "Best be done with this." Golthwur steps inside the doorway and again, through the power of magic, hurls his staff at the remaining beetle (Red).

Ranged (Hand of Apprentice) quarterstaff: 1d20 + 5 ⇒ (17) + 5 = 22 Damage, staff (B): 1d6 - 1 ⇒ (1) - 1 = 0 He delivers 1 point of non-lethal damage to the infernal insect.


The last beetle vanishes and silence follows. It seems as if no one even heard the loud battle noises.


After destroying the very weak beetles you move in and peek into the main entry hall.

D1. Living Room

While examining the room you notice that despite the lack of dust on many surfaces, no one has been here for years. The carpet and sofa show virtually no wear.

You look to the right (D4) where the gnome was located and you still see him perusing his book collection.

Suddenly, you see a second person walking inside the room to the north-east (D2) ... and that person looks identical to the gnome you just saw reading!

And that second person is walking around and then sitting in a chair and reading a newspaper. To your surprise the gnome in the north-eastern room notices you and smiles. He gives a tip of his hat before continuing to read.

It also seems as if someone has tried to move newspapers dating to years back into the basement, but you realize that ever since the local printers changed the thickness of their publication, the newspapers are left on the doorstep. Maybe because the newspapers could not be pulled through the door slot somebody eventually settled for leaving the newer papers neatly piled beside the door?!

You of course check the room where the assumed inhabitant of the house is reading his books in the study. But the first sentences that you exchange with him reveals that this is merely an illusion.

Also the image of the same smiling gnome in the north-eastern room is only an illusion as it seems that an interaction beyond smiling is not possible.

Spellcraft DC 15:

You have the feeling that perfect condition of the room and the systematic, orderly fashion in which everything is kept, looks very much like the doing of an unseen servant spell.

Spellcraft DC 19:

The way these gnomes are reacting reminds you very much of the spell programmed image.

Two separate checks.

The set of stairs at the northern edge of the chamber leads to an unused basement filled with stacked newspapers.
The second set of stairs leads up to an unfinished second floor that is completely empty.

You only peek into the meeting room.

D2. Meeting Room

This chamber contains enough chairs, pillows, and desk to accommodate at least six visitors.

Silver Crusade

AC 16, touch 11, flat-footed 20 (+9 armor, +1 trait) hp 14 (1d10+4) Fort +5, Ref +0, Will +1; +2 vs. poison, spells, and spell-like abilities

The dwarf takes a look in the Meeting Room.

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

Spellcraft the first: 1d20 + 10 ⇒ (4) + 10 = 14
Spellcraft the second: 1d20 + 10 ⇒ (10) + 10 = 20

"Why, I say, these gnomes are not here." Golthwur announces. "They are merely programmed images. By the looks of the papers and lack of proper dusting...Really, you'd think if they went through the trouble of a long-term illusion spell that they could have arranged for a permanent spell of prestidigation to keep the place clean... or summon a simple air elemental for Nethys' sake!... Er, as I was saying, there are signs that the gnome we are here to see is, indeed, not here and likely has not been for a considerable amount to time."

The wizard begins to peruse the interior of the home, beginning with the one he is currently in, casting detect magic. "Let us see what else may be here or not here."

The Concordance

Male Dwarf Kinetic Knight (Hydrokinetic) 2 | HP 23/23 NL 2 | Burn 1/7 | AC 21, T 13, FF 18 | F +7(10), R +6(9), W +2(5) | Init +3 | Perc +7

Umbaraki finds Golthwur's assessment reasonable, and aids in tossing the place, starting with D2

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

The Concordance

CG Human 6 | Mods: None | HP: 56 (-0) | AC 13, Tch 13, Fl 10 | CMB: 3, CMD: 16 | F: +4, R: +5, W: +6 | Speed 30ft | Balanced Offensive: 2/2; Grit: 3/4 | Spells 1st: 4/5; 2nd: 3/3; 3rd: 2/2 | Perc: +10, SM: +2 | Init: +3

As his companions take out the final beetle, Bob works furiously at reloading his weapon. Takes a standard

Nodding to his companions, he takes their words as golden. "Well aint that a fancible thing?" he remarks as he begins to aid in the search.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


You look through the rest of the level and during an examination of the table in the southwest corner Bob finds a hidden letter.

--

PLAYER HANDOUT #5: FIMBRIK’S NOTE

Well, you got me!

I’m not here anymore, and my house is filled with an incredible array of illusions to discourage the curious. But you just had to break in. I respect your gumption and assume you’re either a petty burglar or someone looking into Eylysia’s affairs.

I’ve left Absalom to look for my friend, for she’s been missing for some time; however, I’ve attached the name of a particular Pathfinder you’ll want to investigate at the Wall of Names at the Society Grand Lodge. I assure you, it’s quite important, but I’ll leave you to figure out why.

Oh, and the password. It’s ‘Wiffle.’ You’ll find it important, should you learn where to use it.
—The Illustrious Fimbrik

--

Underneath the letter is a hastily scrawled note in similar handwriting, which contains a name: Doulgonlir Caskmail


After a further search of the house and the other levels, you all are sure that no further information or clues can be found.

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

"A most curious fellow, this Fimbrik." Golthwur comments. "More Illusionist than Illustrious, though I suppose. Shall we away to this Wall of Names?"

Grand Lodge

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Male LN Samsaran Inquisitor of Magdh (knowledge domain) 1 | HP 3/10 | AC 15 T 12 FF13 | CMB +2, CMD 14 | F +3, R +2, W +3 (+2 vs. death effects, neg energy effects, neg levels) | Init +8 | Perc: +7, SM +11 | Speed 30 ft | 1/day comprehend languages, deathwatch, stabilize, Judgement 1/day, low-light vision | Spells: 1st 2/2 | Active conditions: none

Before even getting a chance to advance into any of the rooms, the beetles are defeated, the note is found, and Treble is left waiting for what comes next. "Indeed. Away to the wall! You know, I'm pretty sure I was an adventurer i one of my past lives. It would be curious to know if one of my past names is on this wall."


You align on the next steps and choose to visit the Wall of Names. You arrive at the Grand Lodge shortly after that.

Created in 4330 ar, the Wall of Names resides on the grounds of the Grand Lodge. The monument is a curving wall of black glass that stands atop a small hill at the western edge of the lodge’s grounds. Trees surround the hill, providing ample shade and privacy for those visiting the wall to remember fallen comrades.

Carved into the wall are the name and date of death of every Pathfinder killed in the course of duty since the wall’s construction, and most entries also include a sentence or two summarizing either the agent’s greatest accomplishments or how she died.

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

Golthwur looks for Caskmail. "Confound it! Could these not have been arranged in alphabetical order? A simple spell to shape stone or even update the names by illusory magics would have sufficed."

Silver Crusade

AC 16, touch 11, flat-footed 20 (+9 armor, +1 trait) hp 14 (1d10+4) Fort +5, Ref +0, Will +1; +2 vs. poison, spells, and spell-like abilities

The stonework is good and strong. It is dwarven made he comments.

The Concordance

Male Dwarf Kinetic Knight (Hydrokinetic) 2 | HP 23/23 NL 2 | Burn 1/7 | AC 21, T 13, FF 18 | F +7(10), R +6(9), W +2(5) | Init +3 | Perc +7

Umbaraki looks at the glass wall for a moment as if doubting his senses, then looks back at Grallen with a note of skepticism in his gaze.

He double checks the names he has noted on his tablet:
Doulgonlir Caskmail
Hollis 'Evil Grin' Thorne
Karina Clamp

And gets to work finding them.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Umbaraki needs some time but after a while he really finds the three names!

See also handouts for tombstones and the sentences below their names.

Doulgonlir Caskmail
Deceased 4332 ar

Sought the jade idol of ten thousand faces. Now but another sacrifice to the charau-ka of the Mwangi.

* * *

Hollis 'Evil Grin' Thorne
Deceased 4331 ar

Respectfully resigned after losing a friend. Lost to a life among the fish and bountiful sea.

* * *

Karina Clamp
Deceased 4330 ar

Survived the horrors of Nemret Noktoria. Returned to rot from the inside.

DC 15 kn(history, local, or religion):

You believe that portions of each inscription refer to failed aspirants.

You also know that the Shrine of the Failed could have a connection to these phrases.

The Shrine of the Failed is a hall of monuments in Absalom's Ascendant Court to those who have failed the Test of the Starstone. It was founded centuries ago, and routinely expanded since by the families of the fallen and other residents of Absalom.

The shrine consists of a series of stone rooms holding shrines that are as elaborate as the caretakers can manage, but are usually no more than a few personal items of the deceased. The shrine's caretakers wear black mourning robes, but claim no divine calling, holy texts, or philosophy.

Most visitors view it as a novelty and leave quickly, but there are occasionally devout worshippers who believe that one of the failed is a god who is merely quiescent.

The Concordance

CG Human 6 | Mods: None | HP: 56 (-0) | AC 13, Tch 13, Fl 10 | CMB: 3, CMD: 16 | F: +4, R: +5, W: +6 | Speed 30ft | Balanced Offensive: 2/2; Grit: 3/4 | Spells 1st: 4/5; 2nd: 3/3; 3rd: 2/2 | Perc: +10, SM: +2 | Init: +3

K Local: 1d20 + 8 ⇒ (12) + 8 = 20

Cackling, he slaps Umbaraki on the back. "HE HE! 'Em aint no pa-findas! They's failed jumpers...ya know? Aspirants! Tried ter be gods but aint got no godly powers, ya know? HE HE!"

Wiping a tear from his eye, he adds "Well, ole Bobby thinks we's gunna be taken a look see at them shrine 'fore the morrow."

Pointing towards the undlerined parts, he smiles broadly as he reads aloud. "'Sacrifice'....'Fish and Bountiful Sea'....'Rot'..."

The Concordance

Male Dwarf Kinetic Knight (Hydrokinetic) 2 | HP 23/23 NL 2 | Burn 1/7 | AC 21, T 13, FF 18 | F +7(10), R +6(9), W +2(5) | Init +3 | Perc +7

Religion: 1d20 + 2 ⇒ (9) + 2 = 11

Umbaraki nods along and asks Bob, "Intended domains?"

Silver Crusade

AC 16, touch 11, flat-footed 20 (+9 armor, +1 trait) hp 14 (1d10+4) Fort +5, Ref +0, Will +1; +2 vs. poison, spells, and spell-like abilities

Sometimes mortals are not meant to become the gods he says. There is always a price to pay for stepping outside of boundaries.


How do you want to proceed?

The Concordance

Male Dwarf Kinetic Knight (Hydrokinetic) 2 | HP 23/23 NL 2 | Burn 1/7 | AC 21, T 13, FF 18 | F +7(10), R +6(9), W +2(5) | Init +3 | Perc +7

Umbaraki pointedly circles the word "Mausoleum" on his tablet.

Grand Lodge

Male LN Samsaran Inquisitor of Magdh (knowledge domain) 1 | HP 3/10 | AC 15 T 12 FF13 | CMB +2, CMD 14 | F +3, R +2, W +3 (+2 vs. death effects, neg energy effects, neg levels) | Init +8 | Perc: +7, SM +11 | Speed 30 ft | 1/day comprehend languages, deathwatch, stabilize, Judgement 1/day, low-light vision | Spells: 1st 2/2 | Active conditions: none

Treble nods at his silent friend. "I find this to be most agreeable. But, before I can decide, Fate must lead me by her hand." Taking three divination stones from his pouch, he casts them on the ground.
Complexity of Fate x 3: 3d20 ⇒ (16, 7, 5) = 28
He mulls over the results of the throw. Gathering them up again, he stands. "Fate does indeed feel the resting place of the dead should be our next stop. Of course, should the rest decide otherwise..." his face lights up in a genuine smile, "it would complicate things, wouldn't it?"

The Concordance

CG Human 6 | Mods: None | HP: 56 (-0) | AC 13, Tch 13, Fl 10 | CMB: 3, CMD: 16 | F: +4, R: +5, W: +6 | Speed 30ft | Balanced Offensive: 2/2; Grit: 3/4 | Spells 1st: 4/5; 2nd: 3/3; 3rd: 2/2 | Perc: +10, SM: +2 | Init: +3

"Well be a shiny thing ter find answer amongst the corpsified." replies Bob. "I's all fer following them fates."


You decide to visit the Shrine of the Failed.

Erected centuries ago by an unknown organization, the Shrine of the Failed is a dour complex that pays homage to those who failed in their attempts to overcome the Test of the Starstone.

* * * * * * *

E1. Antechamber

This monumental chamber stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars.
Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted the Test of the Starstone.

The columns here provide cover to creatures hiding behind them.

E2a–E2g. Altars of Failed Supplicants

Each of these chambers contains a small stone altar to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest.

* * * * * * *

As you enter the Antechamber you notice that it is quite empty. Three acolytes that are walking by are talking with great urgency.

"Oh dear, I had already heard about Sir Reinhart when I was in the Wounded Wisp, but as I entered the Shrine earlier today I saw Sir Reinhart, a Mendevian crusader, preparing himself. I tell you ... he is intent on becoming a god, and wants to attempt the Test of the Starstone."

The other acolyte looks flabbergasted "Oh dear, I can already imagine the story being told tomorrow 'As the valiant — and utterly doomed—knight prepared to charge his steed across the chasm outside Starstone Cathedral, the inevitable happened ...'"

You do not know what will happen but this occurrence has obviously led to you having almost unrestricted access to the Shrine of the Failed. The city guard and what few caretakers the shrine has have left to watch Sir Reinhart’s potentially ill-fated attempt.

Grand Lodge

Male LN Samsaran Inquisitor of Magdh (knowledge domain) 1 | HP 3/10 | AC 15 T 12 FF13 | CMB +2, CMD 14 | F +3, R +2, W +3 (+2 vs. death effects, neg energy effects, neg levels) | Init +8 | Perc: +7, SM +11 | Speed 30 ft | 1/day comprehend languages, deathwatch, stabilize, Judgement 1/day, low-light vision | Spells: 1st 2/2 | Active conditions: none

Treble heads over to the doorway bearing the plaque "E2a", wondering what exactly it means. Looking into the room beyond, he searches for anything that might relate to their task, imbuing himself with a small essence of divine guidance.
perception: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13


Treble looks at all the names but he does not find anything.

The Concordance

Male Dwarf Kinetic Knight (Hydrokinetic) 2 | HP 23/23 NL 2 | Burn 1/7 | AC 21, T 13, FF 18 | F +7(10), R +6(9), W +2(5) | Init +3 | Perc +7

With solemnity appropriate to the shrine's dignity, Umbaraki performs his own unsuccessful circuit of the altars.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Frustrated with his lack of success, he turns to Bob quizzically, circling the names from the Wall of Remembrance for emphasis.

Silver Crusade

AC 16, touch 11, flat-footed 20 (+9 armor, +1 trait) hp 14 (1d10+4) Fort +5, Ref +0, Will +1; +2 vs. poison, spells, and spell-like abilities

The dwarf follows, being vigilant for trouble.

The Concordance

CG Human 6 | Mods: None | HP: 56 (-0) | AC 13, Tch 13, Fl 10 | CMB: 3, CMD: 16 | F: +4, R: +5, W: +6 | Speed 30ft | Balanced Offensive: 2/2; Grit: 3/4 | Spells 1st: 4/5; 2nd: 3/3; 3rd: 2/2 | Perc: +10, SM: +2 | Init: +3

Glancing nonchalant at the shrines, he blisfully enjoys meandering aimlessly about the local. "It be a fancible place. Mayhaps I kin be corpsified in a place like this." he states idly, beginning to whistle.

As Umbaraki's frustrations begin to boil over, Bob looks towards the man. "Huh? Oh! Yeah, we's here lookin for them pretties. Them purple bellies dun corpsified ahead of us."

With renewed purpose, he peruses the plackards in an attempt to identify any of the circled names.
As he views the placards, he calls back, "So...how's a horse run 'cross open air? Me thinks he's bout ta have em a bad day..."

Perception: 1d20 + 8 ⇒ (16) + 8 = 24


You check the names and after 15 minutes Bob sees that the area E2f holds several shrines, among them those of Doulgonlir Caskmail, Hollis 'Evil Grin' Thorne, and Karina Clamp.

The Concordance

CG Human 6 | Mods: None | HP: 56 (-0) | AC 13, Tch 13, Fl 10 | CMB: 3, CMD: 16 | F: +4, R: +5, W: +6 | Speed 30ft | Balanced Offensive: 2/2; Grit: 3/4 | Spells 1st: 4/5; 2nd: 3/3; 3rd: 2/2 | Perc: +10, SM: +2 | Init: +3

"Oye! Lookey 'ere. Found all of 'em in one spot!" exclaims the man with a "Yiippppeee!" for good measure.

As the others approach, he reaches down and pokes one of the names. "Whatcha thinkin?"


Which name? The one that is trapped or the one with gold hidden behind it? ;-)

The Concordance

CG Human 6 | Mods: None | HP: 56 (-0) | AC 13, Tch 13, Fl 10 | CMB: 3, CMD: 16 | F: +4, R: +5, W: +6 | Speed 30ft | Balanced Offensive: 2/2; Grit: 3/4 | Spells 1st: 4/5; 2nd: 3/3; 3rd: 2/2 | Perc: +10, SM: +2 | Init: +3

The trapped one of course...but only if there's not a mimic handy to poke in the eye. :-P

Eh?: 1d3 ⇒ 1

Poking Doulgonlir Caskmail nameplate


1d20 + 6 ⇒ (13) + 6 = 19

Bob sees that something is off with the name plate of Doulgonlir Caskmail.

You look at the name plate again and see that it can be slid aside.

Behind the name plate you all see a miniature chalkboard and a thin piece of chalk.

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

"What is this? Surely, they do not expect US to leave a secret message. Perhaps, we are to perform a rubbing of one of the engraved names." Golthwur supposes.

Traveling through Wednesday so Golthwur's contributions will likely be limited until then.

The Concordance

Male Dwarf Kinetic Knight (Hydrokinetic) 2 | HP 23/23 NL 2 | Burn 1/7 | AC 21, T 13, FF 18 | F +7(10), R +6(9), W +2(5) | Init +3 | Perc +7

Umbaraki studies the chalkboard with surprise for a moment. Then, with a visible groan, he goes through his notes for a moment before writing "Wiffle" on the chalkboard.


After Umbaraki's idea to write Fimbrik's magical word on the board you proceed and this dispels an illusion concealing a secret door and that also causes a stone portal to open.

E3. Cavern

The cavern beyond the secret door is made of stone. Although the cavern has the aesthetic of a natural cave.

DC 15 Spellcraft or kn(Dung.):

You recognize the walls are not natural; rather, someone cleared this area using the stone shape spells.

This cavern is dark but there is some illumination coming from further ahead.

E4. Repository

Several desks are arranged along the northern and eastern edges of this small stone alcove. Whereas the stonework leading to this chamber is rough, the walls in the alcove are polished. A single gem rests among the neatly filed papers on the desk, emitting a soft magical luminescence that brightens the small room.

DC 15 Appraise:

The gem on the desk is a cut alexandrite worth 550 gp.

You all start searching and looking around.

The paperwork on the desk is a priceless collection of Pathfinder Society lore and information describing dozens of unexplored sites. Most are written in an Azlanti dialect further encrypted using an old cipher employed by the Society centuries ago.

Although it is clear to you that this collection is very important, you have a hard time understanding the documents as they are mostly encrypted.

[spoiler=DC 15 Linguistics]

Grand Lodge

Male LN Samsaran Inquisitor of Magdh (knowledge domain) 1 | HP 3/10 | AC 15 T 12 FF13 | CMB +2, CMD 14 | F +3, R +2, W +3 (+2 vs. death effects, neg energy effects, neg levels) | Init +8 | Perc: +7, SM +11 | Speed 30 ft | 1/day comprehend languages, deathwatch, stabilize, Judgement 1/day, low-light vision | Spells: 1st 2/2 | Active conditions: none

"Very fine work, my friends. I don't believe I would have ever found this on my own. But, this script here. It looks vaguely familiar...?"
Linquistics: 1d20 + 5 ⇒ (12) + 5 = 17


DC 15 Linguistics:

You would assume that the discovery requires several weeks of careful study by researchers at the Grand Lodge.

The Concordance

Male Dwarf Kinetic Knight (Hydrokinetic) 2 | HP 23/23 NL 2 | Burn 1/7 | AC 21, T 13, FF 18 | F +7(10), R +6(9), W +2(5) | Init +3 | Perc +7

Appraise: 1d20 + 1 ⇒ (10) + 1 = 11

As Treble decodes the documents, Umbaraki busies himself by carefully gathering them for transport.


Again, you are discussing and standing in a silent room that looks like it was not touched for ages.

Perception

Perc(Umbaraki): 1d20 + 6 ⇒ (17) + 6 = 23
Perc(Gralle): 1d20 + 5 ⇒ (7) + 5 = 12 (+6 to determine if surprised, +7 to notice unusual stonework
Perc(Golthwur): 1d20 + 2 ⇒ (12) + 2 = 14
Perc(Treble): 1d20 + 7 ⇒ (15) + 7 = 22
Perc(Bob): 1d20 + 6 ⇒ (4) + 6 = 10

GM Screen:

Initiative

Male Human with greatclub: Ini: 1d20 + 2 ⇒ (2) + 2 = 4
Male elven archer: Ini: 1d20 + 3 ⇒ (3) + 3 = 6
Female Dwarf with shortsword: Ini: 1d20 - 1 ⇒ (4) - 1 = 3

Ini(Umbaraki): 1d20 + 3 ⇒ (19) + 3 = 22
Ini(Grallen): 1d20 ⇒ 6
Ini(Golthwur): 1d20 + 8 ⇒ (8) + 8 = 16
Ini(Treble): 1d20 + 8 ⇒ (18) + 8 = 26
Ini(Bob): 1d20 + 2 ⇒ (18) + 2 = 20

Suddenly, Umbaraki and Treble hear footsteps that are approaching fast.

Umbaraki and Treble you have a surprise round with a standard or move action. You do not see anything but have only heard something. EVERYBODY ELSE PLEASE PLACE YOUR ICONS WHERE YOU WANT TO BE.

The Concordance

Male Dwarf Kinetic Knight (Hydrokinetic) 2 | HP 23/23 NL 2 | Burn 1/7 | AC 21, T 13, FF 18 | F +7(10), R +6(9), W +2(5) | Init +3 | Perc +7

Umbaraki ducks behind a column as he waits for whatever's approaching to show itself.

Silver Crusade

AC 16, touch 11, flat-footed 20 (+9 armor, +1 trait) hp 14 (1d10+4) Fort +5, Ref +0, Will +1; +2 vs. poison, spells, and spell-like abilities

On the map. hammer at the ready.

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

Golthwur, too, ducks behind a nearby column.

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