[PFS_CORE_Aerondor] 09-07 Salvation of the Sages (Inactive)

Game Master Aerondor

Map

init:

[dice=Liminy]1d20+8[/dice]
[dice=Theodore]1d20+8[/dice]
[dice=Numari]1d20+6[/dice]
[dice=Sir Godfrey]1d20+2[/dice]
[dice=Amri]1d20+2[/dice]
[dice=Jair]1d20+1[/dice]
Tahonikepsu 11
[dice=baddies]1d20+0[/dice]
perception:

[dice=Liminy]1d20+18[/dice]
[dice=Theodore]1d20+7[/dice]
[dice=Numari]1d20+21[/dice]
[dice=Sir Godfrey]1d20+10[/dice]
[dice=Amri]1d20+11[/dice]
[dice=Jair]1d20+6[/dice]

Chronicles


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Lantern Lodge

Silent tide map

Theo:
"Alas I am trapped within these memories. The ever shifting sands of time, locked away forever." bemoans Marouf.

"If you seek specific memories, I will help you, for while trapped I would like to offer what assistance I may."


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

Amiri looks at the others and shrugs. "I will definetely leave that to your expertise!"

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

GM:
Theodore looks around at the ruins, wondering about them. "Can you tell me about this memory we seem to be in? It looks tragic."

Theodore looks down at his holy symbol to see if it's there, and if so, if it's full of beer while the genie explains. If it full of beer, he'll take some sips, too.

Lantern Lodge

Silent tide map

Theo:
"The tales here are tragic, but beautiful. " The Shaitan gestures to the no-longer ruined village.

"Within each hut lies enlightenment"

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

GM:
"I could use a little lightening." Theodore drunkenly says. He then gestures to the genie to follow as he walks into a hut.

Lantern Lodge

Silent tide map

Theo:

The Shaitan makes to follow Theo as he enters a hut at random.
random hut: 1d9 ⇒ 8

You are pummled with life sapping magic... Subdued, you are bound to the machine you saw back in the distortion room. Slowly your memories are wrenched from you one at a time. Screaming you watch as Aryana - for somehow you know that is your tormentors name - takes notes in a journal....

You awake back in the 'village' with Marouf looking at you with concern.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

GM:
"Well, I never want to experience this again. Like a bad hangover." With that, Theodore tries to leave the mindspace. Can he actually exit?

Lantern Lodge

Silent tide map

Theodore comes around in the memory chamber. You are all together again.


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

Amirir quickly looks at Theodore.
"What has happened?"

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Do you have found something worth the risk?

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

"The Shaitan was wholly unhelpful. I felt like the life was being sucked out of me in some messed up memory, Aryana being the tormentor. No idea how I know that but I do. Now, if you'll excuse me, this calls for a drink... or 3."

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

"Then I feel as though this is little more than a trap cleverly disguised as a source of information. Unless there are ideas hidden among the party on how to deal with this Shaitan, I vote we leave it where it is and press on."

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

"We spent a lot of time getting this machine to work. But we only have so much time left."

Could we get a reminder of what is left to do that we know of? I think we checked every room but may have skipped some things to deal with later. If these portals are the last thing we can do then Liminy will go in next.

Lantern Lodge

Silent tide map

There is one corridor you have not gone down. There are a couple of "difficult" places you have not searched, the bottom of the pool that you found the glowing gemstone and the pit with all the skeletons.

There are a fair number of unopened tombs in the room at the end as well. I think you have only looked in two of those at the moment (the knight and the dragon).

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

"Very well. The machine has been fixed. We can come back here if so desired. Where to next?"

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

"I would recommend seeking out a means of relieving everyone of what happens to be making some of us sick. It seems to be tearing into them rather quickly." Which, Godfrey was no alchemist, but he could tell there was a lab behind them that might be useful for such things. He even points back that way with his sword to accentuate his point.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

"Not a bad idea. Let's go check it out." Theodore heads over that way.

Lantern Lodge

Silent tide map

You trapse back into the lab.

Three tables laden with alchemical equipment, glassware, and other arcane tools occupy this chamber. A thick liquid drips from a broken glass jar that never empties. Numerous marked vials that appear intact are enclosed within glass-fronted cabinets along the southern wall. A sealed metal canister sits in the southwest corner.

"The start of new life... to end an old one... that is the purpose of this place.." murmurs Amenopheus.


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

"This is quite interesting, but sounds like necromancy to me!"
Amiri is quite visibly shaken from this experience.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair glances at Amenopheus, thinking at the words he just said.

Lets look around, may be we can find something worth it in here as it seems that all started here.

Perception: 1d20 + 6 - 2 + 1 ⇒ (2) + 6 - 2 + 1 = 7

Lantern Lodge

Silent tide map

The shelves still hold what you found before. Forty jars, each labelled with a number.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Rereading the notes they found earlier in the room, Jair take the canister labelled #14.

She turns to her comrades and says.

Do we have found some crystals? And some notes inside the two libraries we've searched? I think it's time to try to create some sort of antiplague of our own.

Lantern Lodge

Silent tide map

You did find some crystaled Aether.

And searching around the room for that in mind, you find some more. It is an odd substance, liquid that spontaneously crystalises and then turns back into a liquid.

craft alchemy (or INT) DC15:
Of course there is nothing specific to this lab that would be required to make a cure. And if you took a cure and got reinfected, you might not find the components ever again..Also making the cure may take a lot of time... you are unsure but the building certainly dones't have a long life expectency

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

INT: 1d20 + 3 ⇒ (16) + 3 = 19

Jair looks at the crystal and the lab and says. I have no idea if it's a good idea to make a cure or how long it could take, but may be we can do it now and see what happen?

Lantern Lodge

Silent tide map

Hmm, actually, doing a bit more reading, I think I may have been putting you wrong there.. there are some real advantages to trying to make the cure now, and with a 19...

Jair thinks it can probably be made in about five minuutes... You would need to expose the refinded Aether to a sample of the disease which of course has its own risks..

heal, nature or herbalist check required if you don't have the poison use ability.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Remembering something, Jair realize that it could be done more quickly than she thought initialy, explaining it to her comrades she turns to Liminy

I think you're the best for this.

She handles him the aether and the #14 canister.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

"I think I recognize some of the plants she used. I fear Numair has gone catatonic. We best try to heal him quickly despite the risk."

Numair hasn't posted in weeks. Someone should PM him to see if he is still around.

Witch a little help from our undead friend Liminy tries to work out the cure.

I'm going to use my Timelost chronicler boon here. +1 to a roll before I make the roll. Use once per adventure.

kn nature: 1d20 + 11 + 3 + 1 ⇒ (4) + 11 + 3 + 1 = 19

I may regret this when I fail a save later on but I'll folio reroll that.

kn nature: 1d20 + 11 + 3 + 1 ⇒ (3) + 11 + 3 + 1 = 18

"Is he supposed to be turning that color?"

Lantern Lodge

Silent tide map

I think we might have a fortitude save for Liminy at this point

Liminy works with the crystal substance, producing a dose of the cure for "Fading Light"

You have enough of the substances to make 10 doses of the cure, although it will take about an hour to make so much. EAch dose will require a nature check (which is DC 28 for ease) and a fort save for if you fail the nature check.

heal DC 22:
You suspect the "cure" may provide a significant resistance against future exposure, at least for the next few hours...

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

fort save: 1d20 + 9 ⇒ (5) + 9 = 14 +2 vs death effects.

Lantern Lodge

Silent tide map

Liminy starts to feel unwell.
No need for more handling checks at this stage

You have 14 doeses of Crystal Aether. Each can be used to either:
1: Make a cure someone infected with fading light (the regular version) or
2: two may be used to make Blood of Nethys. (this requires a difficult spellcraft check, or an easier alchemy check)

Fading Light:
During your research you have discovered there are at least three versions of Fading light, which is a disease that feeds on the magic within a creature (or that is used by a creature)
The basic version
A version that is incurable by normal means
A version that is both incurable by normal means and highly magic resistant.

The later two version could probably be cured by Blood of Nethys.

Status: (time in ruins: ~40 minutes)
Numair (Fading Light-IC-MR) ; two negative levels; fly
Liminy (Fading Light); Anti-plague
Theodore
Jair Anti-plague; (Ghoul Fever)
Amri (Fading Light-IC)
Sir Godfrey
Amenopheus

Lantern Lodge

Silent tide map

Important edits above

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

I'm still around (I posted in the discussion thread quite recently, for reference); I just haven't been posting, since I didn't walk through the trapped room (which, given what I suspect is happening to me (i.e. a negative level every time I am targeted by a spell) I figured was a bad idea), so I haven't been with the rest of you, and have therefore been unable to contribute.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

I think you said fixing the machine would take half an hour. If the 40 minutes is correct then Liminy still has antiplague running and got a fort save of 19.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

I'm still around too, but Theodore isn't much help at making the cure. I'm assuming it takes way more than one round to make the check? Otherwise Theodore could do Touch of Good to give +5 to it.

Lantern Lodge

Silent tide map

Yes, making the cure takse a while. And good point Liminy, you are on an hour and a quarter, roughly, before attempting to make cures.
19 would not have made the fort save.

Status: (time in ruins: ~1 hour and a quarter)
Numair (Fading Light-IC-MR) ; two negative levels; fly
Liminy (Fading Light);
Theodore
Jair Anti-plague; (Ghoul Fever)
Amri (Fading Light-IC)
Sir Godfrey
Amenopheus

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

"I think completing all of your mixing and making would be best before taking any yourself. So you can cure any infections you get all at once." Godfrey adds helpfully from the side where he can't truly do anything to ruin the work going on. "I will go check the rest of the sarcophagi we found and have yet to open."

The paladin is already on his way out, however. He leaves behind a familiar shadow of himself to watch over the group and warn him of any nasty surprises he needs to return for. "I think that is most useful of me."

If someone has a good spellcraft check I'd say go for the fancier stuff. But just so my character isn't wasting time he's going to go over the sarcophagi with a fine toothed comb. His perception would be a 30 on a take 20 to search that room over the hour if we use all that time.

Lantern Lodge

Silent tide map

There is still one other passage you have all yet to explore.

Back in the tomb, Sir Godfrey examines the various sarcophagi, taking his time. He does discover in one (the one that was already open when you arrived) a false bottom.

Still need a call on what you are doing for the cures.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

I think we are surrounded by the plague. We should make the cures but try to get somewhere safe before using them or we will just catch it again.


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

I agree. And who knows if they are even contagious. Then move onwards towards the last corridor

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

I agree, making the cure is very important I think.

Lantern Lodge

Silent tide map

Making cure for the six of you will only take half an hour and leave you with 8 "units" of the crystal Aether which could be used to make blood of Nethys if you wanted to. For the moment I'll assume that is what you are doing and then take you onto the last passage you have yet to explore

The pathfinder team, guided by the ancient sage spend some time using their precious stocks of crystal Aether to manufacture a cure for some lucky plague victims.

They then return, avoiding the room with the unfortunate fire spell, and turn down the last twisting corridor.

The dimensions of this room are perfectly square, and every sound and motion feels profoundly distinct yet unreal. A large shrine rests against the wall, draped in a flawless black silk cloth.

Sitting next to the shrine is a large onyx key with a black and silver eclipse adorning the bow.

know (history or nobility) DC 23:
The Pharaoh of Forgotten Plagues awarded these keys to the House of Oblivion to notable Usij in recognition of their work.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

"Whoa, trippy in here." Theodore looks at his glass. "No one slipped other substances in my drink did they?"

AKA; Theodore doesn't have those knowledges. ;)

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

Numair shrugs.

"No idea. I agree, however, that this is an unusual room."

Not having the necessary skills to identify the importance of the room accoutrements, He then moves back to the sarcophagus room.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Did you say History?: 1d20 + 18 + 3 ⇒ (8) + 18 + 3 = 29

"The key is a reward from the Pharaoh of Forgotten Plague. For doing such a good job with the plague I assume."

Before entering the room Liminy will cast Detect Magic.

Lantern Lodge

Silent tide map

Liminy casts a detect magic, and suddely feels weak.

Fort save please

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Right, Forgot this adventure is a jerk to casters.
punishment for poor memory: 1d20 + 9 ⇒ (17) + 9 = 26

Lantern Lodge

Silent tide map

Liminy manages to fight off the weakness. For the moment.

Beneath the cloth there is a strong magical aura. Necromancy, obviously.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Liminy blanches but recovers.
He then points it out to Sir Godfrey.

"Necromancy. Probably dangerous."

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

But rewarding or powerful, may be.

Jair waits for Sir Godfrey to act.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Sir Godfrey gives Jair a look, but not THE look, at her words before stepping into the room and attempting to scoop up the key. He eyes the shrine dubiously and prods it once with his sword. If none of the others protest, then he will carefully pull off the drape to see what's hiding beneath. "I do not feel good about toying with necromancy, but it may hold clues that you feel we need."

Still, the paladin seems ready to smack the shrine with his great sword at the slightest provocation.

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