PFS: City of Golden Death (Inactive)

Game Master R D

Combat Map

The Black Mist
Isle of Terror
The City of Golden Death


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Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Hmmm, I wonder what these are? Salamander-kin? thinks Mareq to himself, looking at the reptilian humanoids.

Silver Crusade

Knowledge nature to know more about the non-Razmiran critters.

Survival to know more about the outcome of their battle.

Silver Crusade

Human (Mwangi, Zenj) Cleric-4 HP: 29/29 | AC: 16 | T: 12 | FF: 15 | CMB/CMD: 4/16 Fort: +6 | Ref: +3 | Will: +8 | Init: +1 | Perc: +6

Survival (Wis): 1d20 + 3 ⇒ (1) + 3 = 4 Wow.

Dark Archive

Half-orc Inquisitor 7 / Cavalier 2 / Rogue 1 | HP 76/76 | AC 23; Tch 12; FF 22 | F +12; R +6; W +10 | CMB+13; CMD 24 | Speed 20 ft | Init +4 | +1 Cruel Keen Nodachi (adamantine): +15 (1d10+10/15-20) | Perc +17

"Harrow not sure what happen here..."

Still, the half-orc looks around carefully for any clues.

survival: 1d20 + 3 ⇒ (3) + 3 = 6
perception: 1d20 + 3 ⇒ (6) + 3 = 9

Silver Crusade

Those dice rolls! :(

Silver Crusade

Human (Mwangi, Zenj) Cleric-4 HP: 29/29 | AC: 16 | T: 12 | FF: 15 | CMB/CMD: 4/16 Fort: +6 | Ref: +3 | Will: +8 | Init: +1 | Perc: +6

I missed the knowledge nature part, my bad.

Knowledge Nature: 1d20 + 3 ⇒ (4) + 3 = 7

but I still don't know anything.

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Survival: 1d20 ⇒ 11

Husarq's Survival roll: 1d20 ⇒ 13

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

p.s. we are all gonna not-survive.

Dark Archive

female Half Orc Witch 7 | HP / | AC 19 w/ mage armor/15; Touch 13; FF 14 | F +7; R +7; W +8 | CMB+8; CMD 21 | Speed 30 ft | Init +1| Perc +7 | Stealth: +1 witch 7

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

survival: 1d20 + 12 ⇒ (9) + 12 = 21

know nature: 1d20 + 12 ⇒ (19) + 12 = 31

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

OK, it appears the witch is going to Survive.

Silver Crusade

LOL! :-)

Auntie Stagg examines everything very carefully. She knows:

(1) The black-scaled, reptilian humanoids with morningstars and heavy wooden shields are lizardfolk. Their black eyes and skin, and the small, odd mutations on their bodies, mark them as a wholly different species of lizardfolk from those normally found throughout Golarion.

(2) The surviving Razmiri cultists fled quickly to the east at the conclusion of the battle while the lizardfolk survivors turned west toward the Lingerlost Swamp.
____________________________________________________________

Suddenly, hisses and shrieks suddenly pierce the air as a group of black-scaled, reptillian humanoids burst from the nearby trees, waving morningstars and javelins. And you Pathfinders are standing over the bodies of other lizardfolk... It's on!
____________________________________________________________

Quartz was the only one to have thought to roll a perception check AND get a result high enough to hear them a moment before they arrived. He can act in the surprise round.

The grenadier is up!

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

"To arms! We're under attack!" The littl gnome says, a wand springing into his hand and he taps himself with it. "I always wanted to say that."

Wand of Shield

Silver Crusade

LOL!
____________________________________________________________

Surprise Round

Quartz uses his wand on himself.

Javelin: 1d20 + 1 ⇒ (10) + 1 = 11, miss!
Javelin: 1d20 + 1 ⇒ (5) + 1 = 6, miss!
Javelin: 1d20 + 1 ⇒ (11) + 1 = 12, miss!
Javelin: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23, Damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Three of the lizardfolk throw javelins at the party and miss wildly. The fourth is larger and meaner-looking than the others. He seems to have a particular dislike for Auntie Stagg and Harrow. His javelin hits the cavalier in the shoulder. Though Harrow feels no pain, he takes 9 HP of damage, nonetheless.

They yell.

(Anybody speak draconic?)

Translation:
"Defend our territory against the masked intruders and their allies! They must pay for this unforgivable transgression with their lives!"

You also know from experience that, if you get within a certain distance from these creatures, you will have to make saving throws against their auras. They're like the troll and the wolves; they have the same template.
____________________________________________________________

Round 1

The party is up!

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

"WE AREN'T WITH THEM!!!!!!!!!!" The little gnome shouts in draconic. "We came here to defeat them. They have wronged us as well!"

Diplo?: 1d20 + 8 ⇒ (15) + 8 = 23

Silver Crusade

Sense motive to know more...

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

Sense motive: 1d20 + 1 ⇒ (19) + 1 = 20

Dark Archive

female Half Orc Witch 7 | HP / | AC 19 w/ mage armor/15; Touch 13; FF 14 | F +7; R +7; W +8 | CMB+8; CMD 21 | Speed 30 ft | Init +1| Perc +7 | Stealth: +1 witch 7

start casting enlarge person

Silver Crusade

Human (Mwangi, Zenj) Cleric-4 HP: 29/29 | AC: 16 | T: 12 | FF: 15 | CMB/CMD: 4/16 Fort: +6 | Ref: +3 | Will: +8 | Init: +1 | Perc: +6

Looks inquiringly at Quarts, What are you guys saying?

Tan'ia will cast Battle Rage on Harrow.

Silver Crusade

Quartz can tell that these lizardfolk are furious at the intrusion into their territory and for the slaying of their kin. It's likely that you won't be able to talk them down--especially not in the heat of battle! Though, if you were to incapacitate them, you might be able to find out more info regarding the Razmirans.

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

"They are defending their territory! Don't kill them. Just knock them out and then maybe we can talk to them!" The gnome yells to the group.

Silver Crusade

Round 1 Roundup

Quartz: diplomacy and sense motive
Auntie: cast
Tan'ia: cast

Berosius, Harrow, and Husarq/Mareck are up!

Dark Archive

Half-orc Inquisitor 7 / Cavalier 2 / Rogue 1 | HP 76/76 | AC 23; Tch 12; FF 22 | F +12; R +6; W +10 | CMB+13; CMD 24 | Speed 20 ft | Init +4 | +1 Cruel Keen Nodachi (adamantine): +15 (1d10+10/15-20) | Perc +17

Harrow holds his nodachi firmly in his hands, then begins a bewildering display of martial prowess, hoping to scare the creatures.

"No one mess with Harrow!" he bellows.

intimidate: 1d20 + 17 ⇒ (10) + 17 = 27 Dazzling Display, standard action. Move action to use Studied Target on any that look like a leader, and if I can't see any, on the closest enemy.

Silver Crusade

Harrow obviously frightens these creatures. But, they only see you as part of an invading force. They're willing to fight to the death.

Berosius and Husarq/Mareck are up!

Silver Crusade

Given the CR of these lizardfolk, I'm less interested in engaging in actual combat because you will ROFL-stomp them. The tricky party is being able to subdue them and glean information. Right now, social skills won't work well. However, I am willing to entertain really creative solutions! Think outside the box, do something really cool, and we can "cut-scene" this encounter. :-)

Dark Archive

Half-orc Inquisitor 7 / Cavalier 2 / Rogue 1 | HP 76/76 | AC 23; Tch 12; FF 22 | F +12; R +6; W +10 | CMB+13; CMD 24 | Speed 20 ft | Init +4 | +1 Cruel Keen Nodachi (adamantine): +15 (1d10+10/15-20) | Perc +17

I was using intimidate not to get them to run, but to be less effective in combat. Sounds like they would have been fairly ineffective anyway. I don't have very good ways of not killing people except using non-lethal damage. Anyone else have a better way? Otherwise, harrow will wade into combat and plan on dealing non-lethal damage.

Silver Crusade

I know. :-) That's been your plan for several levels, now. Harrow is a good debuffer and tank. What I mean is: no amount of intimidation, bluff, diplomacy, etc. will make them stand down; they discovered you in their territory standing over the bodies of their fallen during a "war" with the "Masked intruders."

They also won't willingly give you any useful info. You'll have to be clever about it. I recognize that it doesn't fit well with some character concepts. But you can be "accidentally" clever, too. :-D

Dark Archive

Half-orc Inquisitor 7 / Cavalier 2 / Rogue 1 | HP 76/76 | AC 23; Tch 12; FF 22 | F +12; R +6; W +10 | CMB+13; CMD 24 | Speed 20 ft | Init +4 | +1 Cruel Keen Nodachi (adamantine): +15 (1d10+10/15-20) | Perc +17

Yep...I understand I will not be able to intimidate my way through all encounters, as much fun as it is to get people to run. Harrow still likes to fight anyone who doesn't run. I was mainly wondering if any of my compatriots had a good AoE something they could try. :)

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Mareq will cast Detect Thoughts and listen to the thoughts of the leader. Using what he knows he will astound them by knowing their inmost thoughts, explaining to them that the lizard man God has granted their secrets to him test their truthfulness. If they do not tell all and aid the party, they will be killed to explain to their God why they attacked and disobeyed his appointed prophet, Mareq of the Great Scaly Tribe!

All this will be done after they've been effectively subdued.

Silver Crusade

Bluff check please? :)

Silver Crusade

Also, if you wish, you can RP your bluff.

Just for fun, I'll allow other party members to roll an intimidate check to aid your bluff. Party members are free to RP their intimidation, too!

:-)

Dark Archive

Half-orc Inquisitor 7 / Cavalier 2 / Rogue 1 | HP 76/76 | AC 23; Tch 12; FF 22 | F +12; R +6; W +10 | CMB+13; CMD 24 | Speed 20 ft | Init +4 | +1 Cruel Keen Nodachi (adamantine): +15 (1d10+10/15-20) | Perc +17

Harrow continues swirling his weapon around, unaware of Mareck's gambit.

intimidate: 1d20 + 17 ⇒ (5) + 17 = 22

Silver Crusade

Rolling dice to get things moving along

1d20 + 7 ⇒ (16) + 7 = 23

The party outright kills three of the lizardfolk. (They only have 11 HP.)

The leader, though, survives. He informs you that they are the Whisperscale tribe. He reveals that his hunting party laid an ambush for the masked men and killed many of their number, though the Whisperscales lost dozens of their own in the glorious battle. Despite the heavy death toll, the lizardfolk are proud they defended their territory and drove away the masked men. You (the party) have violated the Whisperscales' territory and the lizardfolk will stop at nothing to "punish" you for that transgression.

You'll eventually either have to kill them all or leave the island. They'll just keep on coming.
_________________________

The battlefield is awash in dropped or tossed-aside gear. A full search of the battlefield finds seven suits of studded leather armor, two suits of +1 studded leather, nine light wooden shields, 12 daggers, a light crossbow with 12 bolts, two masterwork rapiers, nine saps, seven short swords, three potions of cure light wounds, a potion of cure moderate wounds, three iron Razmiri masks, two smokesticks, two sunrods, a set of thieves tools, and 150 gp.

Liberty's Edge

Male Halfling Oracle of Life (Spirit Guide) 10 - HP 77/77, AC 21/T: 14/FF:18 - Perception +2 - F: +7*/ R: +8* / W: +10* - CMB: +5 - CMD: 18, Speed: 30, Init. +3

Berosius lets the more martial of his brethren tie up the survivors, then casts enhanced diplomacy and tongues on himself. Then he speaks to the captives.

"We do not want to fight you or your noble warriors. We wish only to stop the men in the masks. You see that we are strong in war, but we only wish to travel through your lands. What is the price of peace with your people?"

Diplomacy: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28

Silver Crusade

Berosius can tell that it's too late. The whole tribe demands blood. They don't care who bleeds, but there will be death.

(Sorry. The idea here is that you now have even more tension. Not only do you have enemies in the Razmirans, and the (un)natural dangers of the island, but the local tribes are out for blood, too. You should feel a little paranoid; the whole freaking place is out to get you!)

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

"I say we leave quickly. Before the rest of the tribe gets here. I would hate to have to hurt them." The gnome declares.

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

"Let's take the remaining gear, and go," says Mareq.

Dark Archive

Half-orc Inquisitor 7 / Cavalier 2 / Rogue 1 | HP 76/76 | AC 23; Tch 12; FF 22 | F +12; R +6; W +10 | CMB+13; CMD 24 | Speed 20 ft | Init +4 | +1 Cruel Keen Nodachi (adamantine): +15 (1d10+10/15-20) | Perc +17

Harrow nods and begins gathering the gear.

"These guys not like to run...or to talk," he observes.

Dark Archive

female Half Orc Witch 7 | HP / | AC 19 w/ mage armor/15; Touch 13; FF 14 | F +7; R +7; W +8 | CMB+8; CMD 21 | Speed 30 ft | Init +1| Perc +7 | Stealth: +1 witch 7

"Me ok with leaving.

Auntie Stagg gathers up some of the gear as well. She grabs one of the Razmiri masks too.

"Now me can pretend to be follower of Living God"

Silver Crusade

1d100 ⇒ 96
1d100 ⇒ 29
1d100 ⇒ 80
1d100 ⇒ 47

The party successfully avoids more random encounters, native lizardfolk warriors, wind storms, and negative energy lightning strikes. (They do 6d6 damage.) Though there are moments when bolts blast trees nearby, reducing them to ash, and dozens of crackling, black bolts split the sky open.

With Dusan's guidance you find:

The entrance to The City of Golden Death stands ahead--two enormous stone doors, each thirty feet high and fifteen feet wide, covered in carved, vertical wavy lines. The left-hand door stands open, a complex internal mechanism of worked stone and metal clockwork gears visible along the door's side about halfway up. The doors are recessed about ten feet into the side of a large, grass-covered hill and tilt slightly inward. A firepit smolders beside the right-hand door, tiny tendrils of smoke still curling skyward from its coals.

A smoldering firepit and two graves mark the final camp where the Razmiri cultists rested before entering the city.

Survival check to know more.

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

What time of the day is it?

Survival: 1d20 + 6 ⇒ (8) + 6 = 14

Perception: 1d20 + 12 ⇒ (6) + 12 = 18

Silver Crusade

Quartz Fizzlebang wrote:

What time of the day is it?

Let's say first thing in the morning of a brand new day.

Quartz examines the campsite, but doesn't really notice anything worth mentioning.

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

Quartz will take a few minutes to combine some alchemist fires and acids. Taking 10 to beat the DC 25 on the funnel.

Dark Archive

Half-orc Inquisitor 7 / Cavalier 2 / Rogue 1 | HP 76/76 | AC 23; Tch 12; FF 22 | F +12; R +6; W +10 | CMB+13; CMD 24 | Speed 20 ft | Init +4 | +1 Cruel Keen Nodachi (adamantine): +15 (1d10+10/15-20) | Perc +17

Harrow takes a careful look at the camp sight and scowls at the smoke.

"Not long since they here. Harrow not like pretending be Raisin cult...not like it at all! Harrow already do it and find they don't feed good food and make Harrow hurt other peeples. Harrow not like Raisin-guys at all, but one good thing happen from Raisin cult and Harrow join Ragathiel. Harrow count cult as enemy."

survival: 1d20 + 3 ⇒ (17) + 3 = 20

Silver Crusade

Harrow can tell that a large number of the original Razmiran party (dozens of footprints at the area where the boat dropped you off) has been killed. Either by the island or the lizardfolk. About a dozen or so remain.

Even if you have their masks and robes, there are so few left that it would take an epically amazing check to successfully disguise yourself.

For example: "Hey, Bob, how'd you grow that arm back? Wait! You're not Bob!"

Anything else you guys want to do here at the remains of their camp?

Dark Archive

Half-orc Inquisitor 7 / Cavalier 2 / Rogue 1 | HP 76/76 | AC 23; Tch 12; FF 22 | F +12; R +6; W +10 | CMB+13; CMD 24 | Speed 20 ft | Init +4 | +1 Cruel Keen Nodachi (adamantine): +15 (1d10+10/15-20) | Perc +17

Harrow points out the reduced numbers to the others.

"Harrow think we go fast and see what they doing..."

Silver Crusade

Nothing to see here:
1d100 ⇒ 4
1d100 ⇒ 55, 1gg
1d100 ⇒ 22
1d100 ⇒ 21, 1lfe

Fortunately, the Razmiran party has already opened the gates. So, getting in isn't a problem. Once you enter the gates of Xin-Grafar, you must descend hundreds of feet into the earth through smooth, winding tunnels. After a thousand feet of underground switchbacks, you reach the city itself, situated inside a vast underground cavern.

Here is a map of Xin-Grafar (a.k.a. The City of Golden Death). The party is coming in at area A at the bottom of the map.

Xin-Grafar has three concentric, circular walls, known as the First Ring, Second Ring, and Third Ring, each smaller and higher than the last. Each ring is separated from the others by 50-foot-thick walls of bedrock that stretch from floor to ceiling.

Unless otherwise mentioned, the entire city is lit with dim light from flickering, greenish phosphorescence on the cavern ceiling and from the glowing canals that surround the First Ring and flow down and through the Second and Third rings. Xin-Grafar is ringed and penetrated by broad canals of flowing molten gold, 50 feet wide and 10 feet deep.

Silver Crusade

Human (Mwangi, Zenj) Cleric-4 HP: 29/29 | AC: 16 | T: 12 | FF: 15 | CMB/CMD: 4/16 Fort: +6 | Ref: +3 | Will: +8 | Init: +1 | Perc: +6

This looks cozy. Tan'ia says, with as much sarcasm as she can muster.

Silver Crusade

Presuming that you press onward...

Room A: The long, sloped tunnel leading down to the city suddenly opens into a large rectangular room. The floor here is sand and shows signs of recent foot traffic. The walls are all painted in enormous murals that depict a city in its prime.

The south wall shows hundreds of men and women in a marketplace, trading everything from fruit and livestock to construction materials such as brick and wood.

The north wall depicts row upon row of unarmed, uniformed men standing large in the foreground and growing smaller as their ranks disappear over the horizon toward the far right of the painting—a horizon over which an enormous golden sun rises.

The east wall is a huge map that portrays a city constructed of three concentric circles and divided by canals of pure, crystal-clear water that flows from the city’s innermost ring. Below this map someone has scrawled numerous notes and mathematical calculations in charcoal.

Finally, the west wall depicts a leader of some sort, crowned by a golden sun and speaking before a huge crowd of people wearing white shawls and golden togas.

Dark Archive

Half-orc Inquisitor 7 / Cavalier 2 / Rogue 1 | HP 76/76 | AC 23; Tch 12; FF 22 | F +12; R +6; W +10 | CMB+13; CMD 24 | Speed 20 ft | Init +4 | +1 Cruel Keen Nodachi (adamantine): +15 (1d10+10/15-20) | Perc +17

Harrow scowls as they move through the city.

"Harrow not know city underground...suprise, Harrow! Also, Harrow wondering why water look clear in picture, but now is green. And is this Raisin-guy, big leader with the sun?"

Not seeing anything else, and certainly not understanding the charcoal mathematical calculations, Harrow urges they press on.

Dark Archive

female Half Orc Witch 7 | HP / | AC 19 w/ mage armor/15; Touch 13; FF 14 | F +7; R +7; W +8 | CMB+8; CMD 21 | Speed 30 ft | Init +1| Perc +7 | Stealth: +1 witch 7

"Me like pretty drawings. Me wonder what they mean?

Auntie Stagg scratches the side of her head with her right hand while fondling the monkey skull that hands around her neck with her left hand.

did we have time to rest after we fought the lizard men?

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