[PFS] GM Lithrac's Cairn of Shadows (#5-23) (Inactive)

Game Master Cyril Corbaz


51 to 100 of 243 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Not wanting to blow the cover, Bart just gives a small nod and asks the innkeeper about acquiring a room. He makes an excuse about wanting to sleep off his travels and goes poking around by the rooms, trying to pick his way into the aforementioned room if he can.

Disable: 1d20 + 18 ⇒ (11) + 18 = 29

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Bartholomew finds the proper door already unlocked from the inside when he finds it (assuming the door lock is such that that can be easily done), as though his arrival was expected. He hears a strange voice in his head:

Can you help with the window?

Grand Lodge

Yes, you're well within the 100 feet reach for telepathy, no worries about that.

Can I also have a Stealth check please, Bart?

Bart opens the door and slips inside the room, finding a tightly-bound Desnan devout and a faerie dragon. Quite an uncommon sight!

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

I know this is Nidal, but I swear this isn't what it looks like! Qadathra jests.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart tries to sneak back unseen:

Stealth: 1d20 + 17 ⇒ (13) + 17 = 30

He then tries to help with the window.

Disable: 1d20 + 18 ⇒ (5) + 18 = 23

Grand Lodge

Once the window opened, Bart, Qadathra and the Desnan devout can easily escape in the streets of Nisroch, while the faerie dragon warns her master of her success. As the bounty hunter remains oblivious of her loss, the party rejoins later outside the city, meeting an overjoyed former captive.

"I must thank you heartily, friends! I am Golbrier Frosh, bard in the service of Desna, and as you know a member of the Whispered Song. I am free thanks to you and your little friend here." the man says as he pats the familiar who made everything possible. "We need to hurry and to put some distance between us and Alya, before she realizes that I have escaped."

A long journey then begins, which is fortunately made a bit less tedious by Golbrier's information on your quest.

"I've got word from the Whispered Song about what you seek. The leader of the Onyx Alliance expedition is a man named Lord Maravan, a spellcaster of some power who has trained both in Absalom's Arcanamirium and under a Tian Xia weapon master. Our organization has heard he's looking for something called an "Obsidian Obelisk", a minor artifact somehow related to this land's affinity with shadows. He's headed towards the Cairn of Shadows, which lies within the Barrowmoor. We believe this site to be the burial mound of a horselord chieftain called Telendrak, an ancient foe of the Midnight Lord who we Desnans hold in high esteem. I'll guide you to the cairn, but I won't accompany you inside. I'm a lover and a singer, a bit of a dancer too, but I'm not a fighter."

About a week later, you all reach the Cairn of Shadows. The journey has proved uneventful thanks to Golbrier's remaining in constant contact with his secret cult, which allowed you to avoid patrols or Kuthite loyalists. As you're facing the entrance of a barrow mound, Golbrier gives you the latest news.

"A report has just reached my ears, friends, the Onyn Alliance expedition has entered the Cairn of Shadows, and it looks like they've starting excavating, possibly even started exploring this site. I'll remain outside and wait for you. Good luck!"

The entrance of the Cairn of Shadows lies ahead. Any preparations before you head inside?

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
GM Lithrac wrote:
Once the window opened, Bart, Qadathra and the Desnan devout can easily escape in the streets of Nisroch, while the faerie dragon warns her master of her* success.

*his

I cast false life on Qadathra, greater false life on myself, and mage armor on both of us.

false life: 1d10 + 8 ⇒ (4) + 8 = 12

greater false life: 2d10 + 8 ⇒ (8, 4) + 8 = 20

Sovereign Court

Female Aasimar (Angel-Blooded) Protective warrior 6/Legal counsel 2 AC 27, T 12, FF 26 | hp 104 | Fort +13, Ref +6, Will +9, +2 vs. death | Init +1, darkvision (60 ft.); Perc -2 |

We have scored another victory for righteousness! Penelope exclaims once the party is on safe ground. And without bloodshed, lending a golden edge to our deeds.

The exalted look on her face quickly turn back to a frown as Golbrier explains the involvement of the Onyx Alliance. Robbing the burial mound of Telendrak. We must put a stop to this man, and his alliance, thwart his plans in the name of all that is good. I swear that we will disrupt the plans of this dark menace, and put and end to his scheming!

I've got two life links to activate that I might as well keep up the whole time now that we're going for a dungeon crawl. They basically allow the transfer of 5hp of damage to me each round. For now I'll put the links of Thorgrim and Bart

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Now out of trouble (and earshot), Bart takes a moment to properly introduce himself. "Sorry I couldn't say much back there, I thought it was better to stay separate from you. I heard about the mission from the Venture-Captain before I left."

While he speaks, Bart fingers one of several daggers sheathed on his belt. "My name is Bartholomew Flaxseed-yes, that family-" he says this last part with a bit of disdain in his voice and a roll of the eyes, [b]"-although everyone calls me 'Black Bart'. A term of endearment given to me by my brothers that I have taken as my own. Although Bart works just as well. I travel the roads the rivers, finding work where I can but the Society pays the best, I've found. I hope I can be of service, or at least be of further service since I already broke this zealot out, thank you very much."

Bart hands his wand of cure light wounds to Vladek or Penelope, whoever wishes to take it, and thanks Penelope for the protection.

Sovereign Court

Female Aasimar (Angel-Blooded) Protective warrior 6/Legal counsel 2 AC 27, T 12, FF 26 | hp 104 | Fort +13, Ref +6, Will +9, +2 vs. death | Init +1, darkvision (60 ft.); Perc -2 |

K(nob): 1d20 + 7 ⇒ (13) + 7 = 20

A Flaxseed of Cassomir! Pleased to meet you, I am Penelope Tyaden, third of that name. Oppara's Tyaden family. My ancestor is Archimedes Tyaden, hero of the battle of White Pass. Though my family has served as protectors of the house of Wintermark, I myself fought in the Mendevian crusade. If I may be so bold to inquire, you are of which branch?

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Somewhat grim on the week ride the dwarf doesn't say much.. he keeps to himself and occasionally gives prayers to his god. He seems to like his cigars as he's constantly chewing on one.

"Well met Bart.. Grimnir is my name. Stay close and ill try and set you up to use those daggers properly.."

Before entering the cairn Grimnir uses his extend rod to cast extended versions on Heroism, See Invis, and Percieve Cues. Each lasts for 3 hours..

Grand Lodge

Bodyguard 9 HP: 99/99 | AC 20 | T 13 | FF 18 | Fort +10 | Ref +4 | Will +5 | CMD 26 | Initiative +2 | Perception +13 | Sense Motive +13 | Intimidate +12 | Kn.(Dun.) +12 | Kn.(Nobility) +8 | Climb/Swim +5*
Ondskapning:
HP: 52/52 | AC 31 | T 12 | FF 19 | Fort +8 | Ref +10 | Will +3 | CMD 29 | Perception +10
Resources:
Rage: 12/12; Wand of Cure Light Wounds 21/50; Thunderstone: 2/2

Thorgrim loads a thunderstone into his hammer as they approach the cairn. "Hmm... Shall we lead Grimnir?" Thorgrim approaches the door to the cairn and slams his adamantine Piston Maul into it. A couple blows should destroy the door.

Liberty's Edge

Fighter (Armor Master) 7/ Ranger 1/ Brawler 1
Defense:
AC 30; Tch 16; FF 28; CMD 25; DR 6/-; hp 76/76; Fort: 10; Ref: +7; Will: +8
Offense:
Init +2; Spd 30ft; CMB +11; Ixthalos +15/+10 (1d10+7/ 17-20/ x2); Longbow +12/+7 (1d8+2/ x3/ 110ft)
Skills:
Climb +6; Diplomacy +9; Heal +8; Intimidate +9; Knowledge (Dungeon & Nature +4; Planes +1); Perception +14; Profession (Sailor) +8; Spellcraft +5; Survival +10; Swim +6

On the trip Kayluss offers up two scroll cases to anyone who can and is willing to use the scrolls within.

Divine:

Scroll of Breath of Life
Scroll of Cure Serious Wounds
Scroll of Lesser Restoration
Scroll of Freedom of Movement

Arcane:

Scroll of Heroism
Scroll of Haste
Scroll of Cat's Grace

With the door down Kayluss will use a charge off his Lead blades wand and one off his Longstider wand, before using his wayfinder to cast light on his shield.
Looking to the rest of the party, Anyone have any objections to me taking point?

Grand Lodge

When you enter, a large hall stretches to some great height, its ceiling too high to see. Chains of every size and length hang from above, filling the space with delicate clinks and slow scraping sounds as they gently sway in some unfelt breeze. The depth and height of the chamber are difficult to assess as the chains obscure vision beyond a few feet, but through the forest of chains comes the sound of strangely slow running water.

The atmosphere of this place is clearly eerie. Knowledge (planes) could help understand this place.

Moving through this room requires brushing against the chains, leaving streaks of rust, oil, and blood on clothes and armor. The chains do not impede your way, though they block your ability to see far into the room. As far as you can tell, the room continues past a bridge, to the theoretical east.

Map is available in the campaign's header.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Knowledge (Planes): 1d20 + 15 ⇒ (12) + 15 = 27

I'll take the arcane scrolls.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21
Penelope Tyaden III wrote:
A Flaxseed of Cassomir! ... If I may be so bold to inquire, you are of which branch?

Bart audibly sighs as if embarrassed by the associations but replies. "Have you heard of the Venture-Captain? Trotter? He is my nephew. I am the third unwanted brother to Henry and Horatio, Henry being Trotter's father."

---

Bart keeps up just behind Kayluss, Thorgrim, and Grimnir, making a scowl at the dirty chains leaving streaks on his clothes. He makes hand signs to indicate they should keep pushing on towards and across the bridge.

Sovereign Court

Female Aasimar (Angel-Blooded) Protective warrior 6/Legal counsel 2 AC 27, T 12, FF 26 | hp 104 | Fort +13, Ref +6, Will +9, +2 vs. death | Init +1, darkvision (60 ft.); Perc -2 |

Unwanted

A thousand questions boil up in Penelope's mind, triggered by the single word: unwanted. She does not pursue them, though.

A forest of chains. What a peculiar way to decorate a burial mound. This place is dedicated to a horse lord... Why the chains?

K(planes): 1d20 + 10 ⇒ (17) + 10 = 27

Grand Lodge

Planar properties of the Cairn (everyone can look):
Vladek and Penelope are able to identify the Cairn's planar properties. They explain that though an independent demiplane, the Cairn of Shadows has many of the same planar traits as the Shadow Plane after which it was modeled.

Dampened Light
Within the prison plane, all sources of light—both magical and mundane—have their ranges halved.

Enhanced Magic
Spells with the shadow descriptor or of the shadow subschool are enhanced in the prison plane, functioning as if their caster levels were 2 higher than normal, and specific spells become even more powerful. Shadow conjuration and shadow evocation are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and shades is 90% as powerful (not 80%). Despite the dark nature of the prison plane, spells that produce, use, or manipulate darkness are unaffected by the plane.

Impeded Magic
Spells with the light descriptor or that use or generate light or fire are impeded within the prison plane, requiring a concentration check (DC 20 + the level of the spell) in order to function normally. If the check fails, the spell does not function but is still lost as a prepared spell or spell slot.

Preservation
There is no need for food, drink, or sleep within the Cairn of Shadows, and creatures age at only half their normal rate. It is thus possible to keep prisoners for prolonged periods—many human prisoners currently
in the prison have been here for more than a century—but eventually every prisoner dies. After death, their bodies continue to act with some semblance of life for another century or two, but they are incapable of anything other than moaning and writhing. Any such body taken out of the Cairn of Shadows immediately becomes and inanimate corpse.

Locked Plane
As the prison plane is meant to hold souls indefinitely, planar travel within or away from it is restricted. Creatures may only enter or leave the plane via the barrow entrance connected to the Material Plane. This effects all conjuration (calling) and conjuration (teleportation) spells, as well as etherealness, ethereal jaunt, and similar spells that allow planar travel. It does not affect other forms of conjuration magic, including conjuration (summoning) spells (which only summons creatures temporarily, allowing them to arrive and depart from the demiplane normally).

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

"Well, the Horselords are gone, but the modern Nidalese remain to care for their memorials, and the local aesthetic has changed since the Horselord era, now hasn't it?"

Grand Lodge

At the end of this macabre hall, a desiccated humanoid husk stands propped up by chains. Dozens of hooks of all sizes dig into its flesh, suspending the frail looking corpse a few inches above a throne of rusted iron like some corpse marionette. Its head hangs limp against its chest. The victim hanging over the throne is a shell of a man, but is still technically alive. As soon you approach, a dry coughing breath escapes him, sending ripples of motion up and down the chains that suspend him. Ancient, empty eyes lift to see who disturbs his rest, though he can barely to lift his head and can only speak in a rattling whisper.

"Who goes there? Who comes to disturb... err... Telendrak! Yes, I am Telendrak. I did not forget, Master! Please don't punish me. I REMEMBERED!"

Perception DC 30:
While chains hang throughout this entire area, those directly above the horselord stretch much higher. Rather than stop at the vaulted hall ceiling 50 feet up, these stretch another 150 feet up a shaft.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

I detect magic, and the following skill checks are in an attempt to know what this husk is and what's keeping it in this state:

Spellcraft: 1d20 + 23 ⇒ (20) + 23 = 43
Knowledge (Arcana): 1d20 + 20 ⇒ (16) + 20 = 36
Knowledge (Religion): 1d20 + 15 ⇒ (11) + 15 = 26

Also, it would be nice if I knew who Telendrak or his master are/were.

Knowledge (History): 1d20 + 20 ⇒ (16) + 20 = 36
Knowledge (Nobility): 1d20 + 9 ⇒ (13) + 9 = 22

Grand Lodge

Spellcraft is only to identify a spell as it's being cast. Once it's in effect it's Knowledge (arcana).

As for Telendrak, Golbrier told you a few things about him before entering. On top of that, you know that he is/was a horselord, the last chieftain to defy Zon-Kuthon, more than 9,000 years ago. However, your magical expertise tells you that this being is far from immortal, and not even close to having such longevity.

Sense Motive while interacting with him could be a good idea.

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Grimnir can cast the heorism and freedom scroll on you if you wish Kaylus, the others he cant use.

Grim follows the shield bearers lead.. His eyes dart about for trouble and his keen ears and senses seek the unnoticed.

Taking 10 on Perc gives him a 33, Sense Motive is a 37.. By default i normally take 10 just a heads up.

Grimnir detects evil on the being.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21
GM Lithrac wrote:
Spellcraft is only to identify a spell as it's being cast. Once it's in effect it's Knowledge (arcana).

Huh, I was not aware of that distinction. I've always just used Spellcraft.

Perception: 1d20 + 16 ⇒ (11) + 16 = 27

Bart frowns at the emaciated figure before them. "I'm sorry, but who are you? We heard your name, yes, but where do you come from? And who is your master?"

Sense Motive: 1d20 + 7 ⇒ (1) + 7 = 8

Diplomacy (request): 1d20 + 9 ⇒ (11) + 9 = 20

Liberty's Edge

Fighter (Armor Master) 7/ Ranger 1/ Brawler 1
Defense:
AC 30; Tch 16; FF 28; CMD 25; DR 6/-; hp 76/76; Fort: 10; Ref: +7; Will: +8
Offense:
Init +2; Spd 30ft; CMB +11; Ixthalos +15/+10 (1d10+7/ 17-20/ x2); Longbow +12/+7 (1d8+2/ x3/ 110ft)
Skills:
Climb +6; Diplomacy +9; Heal +8; Intimidate +9; Knowledge (Dungeon & Nature +4; Planes +1); Perception +14; Profession (Sailor) +8; Spellcraft +5; Survival +10; Swim +6

I am Captain Kayluss Baradin, Eagle Knight of Andoran. My companions and I are Pathfinders; explorers and bringers of light. What darkness has taken hold of you and this place? History tells us that Telendrak was a great Horselord, the last chieftain to defy Zon-Kuthon, more than 9,000 years ago. It would see that dark twisted god has taken hold of you. Please let me free you from your chains.
Kayluss moves to help the man.
Diplomacy Aid: 1d20 + 9 ⇒ (1) + 9 = 10

Sovereign Court

Female Aasimar (Angel-Blooded) Protective warrior 6/Legal counsel 2 AC 27, T 12, FF 26 | hp 104 | Fort +13, Ref +6, Will +9, +2 vs. death | Init +1, darkvision (60 ft.); Perc -2 |

There are many possibilities. This plane does strange things with time, so this man's claim may be true. It could be that Telendrak is a name passed down, much like Tyaden, or Flaxseed. Or, most likely, it could be a ruse. Be aware, and don't let your guard down.
Penelope calls calm instructions, trying to do so as much out of earshot of the horse lord as possible.

Horse lord or no, we cannot leave this man hanging here

Grand Lodge

It is not evil.

"The Master of Chains. The Lord Above. Giver of Gift and Anguish. Our only god, now. He made me Telendrak, when the last Telendrak was so foolish as to die." he replies Bart with a submissive voice. "But he doesn't need to come. I obeyed, I am Telendrak."

"I am Telendrak, so that makes me a horselord, I suppose! They ruled the Atteran plains as fierce and independant tribes..." Telendrak then halts, dumbfounded.

"I mean WE! We ruled the plains. Please don't come, Master. PLEASE!" rambles Telendrak, his mind obviously broken beyond repair.

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

"His chains extended into the ceiling.." Grimnir points out.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Sense Motive: 1d20 + 1 ⇒ (3) + 1 = 4

Qadathra carefully investigates where the chains above might lead.

He is using greater invisibility.

Spellcraft IS used for other things than that. Did my Knowledge (Arcana, Religion) checks disclose anything?

Grand Lodge

No, they didn't.

Vladek sees that Grimnir's right, the chains extend far into the ceiling, up a shaft of sorts. Climbing checks would be required, unless you have a way of flying. Note that either way you've going to make noise going up, since there are chains everywhere.

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Ok so there's stairs going up or down? We already crossed the bridge?

Grand Lodge

Yes, Telendrak is in the "eastern" part of the room, as well as the shaft going up. There are also stairs going up, as indicated on the map.

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

"Id rather just try ths stairs over climbing in fullplate.."

Grand Lodge

The stairs eventually lead to a door.

Sovereign Court

Female Aasimar (Angel-Blooded) Protective warrior 6/Legal counsel 2 AC 27, T 12, FF 26 | hp 104 | Fort +13, Ref +6, Will +9, +2 vs. death | Init +1, darkvision (60 ft.); Perc -2 |

This man has suffered greatly, and whoever this master of his is, he must be punished for his terrible crimes.

Penelope sets out to takes the man down from his chains.

What is needed, a strength check?

Just in Case:

Str: 1d20 + 3 ⇒ (8) + 3 = 11

Liberty's Edge

Fighter (Armor Master) 7/ Ranger 1/ Brawler 1
Defense:
AC 30; Tch 16; FF 28; CMD 25; DR 6/-; hp 76/76; Fort: 10; Ref: +7; Will: +8
Offense:
Init +2; Spd 30ft; CMB +11; Ixthalos +15/+10 (1d10+7/ 17-20/ x2); Longbow +12/+7 (1d8+2/ x3/ 110ft)
Skills:
Climb +6; Diplomacy +9; Heal +8; Intimidate +9; Knowledge (Dungeon & Nature +4; Planes +1); Perception +14; Profession (Sailor) +8; Spellcraft +5; Survival +10; Swim +6

It would seem that this man's master is in fact the evil god Zon-Kuthon. I can not tell if he serves him willingly or if his mind is so far gone that he believes Zon-Kuthon is his new master. While I would like to reap some justice that scrawny little worm I have a feeling he's a bit out of our league.
Kayluss tries to help take the man down,
This man is broken both in mind and body. It would seem the greatest mercy would be to end his torment. Let us explore further and see if we can not find some way of restoring this man's mind.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
GM Lithrac wrote:

No, they didn't.

Vladek sees that Grimnir's right, the chains extend far into the ceiling, up a shaft of sorts. Climbing checks would be required, unless you have a way of flying. Note that either way you've going to make noise going up, since there are chains everywhere.

That's why I sent Qadathra up - believe it or not, Faerie Dragons can fly! :P

I can fly, too actually, but not with Qadathra's degree of stealth, which I will try to maximize for this situation:

Since there's no telling what horrors might wait above, Qadathra, even invisible, makes an effort to disturb the omnipresent chains as little as possible.

Stealth: 1d20 + 27 ⇒ (19) + 27 = 46

Grand Lodge

I didn't see that it was your familiar, I thought it was you.

The faerie dragon returns with ill news. At the top of the shaft, four creatures are waiting in ambush, having obviously heard you as you were talking with Telendrak. Three of them wear a white porcelain mask and elegant white clothing providing form and contrast to shadowy women. The fourth one resembles a ragged, horrifying, sharp-fanged crone covered in many bone fetishes.

In time, Penelope manages to remove the restraints from Telendrak's body. However, the poor thing appears to be in no shape to walk without help, even less climb chains.

Liberty's Edge

Fighter (Armor Master) 7/ Ranger 1/ Brawler 1
Defense:
AC 30; Tch 16; FF 28; CMD 25; DR 6/-; hp 76/76; Fort: 10; Ref: +7; Will: +8
Offense:
Init +2; Spd 30ft; CMB +11; Ixthalos +15/+10 (1d10+7/ 17-20/ x2); Longbow +12/+7 (1d8+2/ x3/ 110ft)
Skills:
Climb +6; Diplomacy +9; Heal +8; Intimidate +9; Knowledge (Dungeon & Nature +4; Planes +1); Perception +14; Profession (Sailor) +8; Spellcraft +5; Survival +10; Swim +6

Kayluss will renew his lead blades in necessary, down a potion of Protection from evil and start up the stairs towards the top of the shaft.

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Grimnir will cast expeditious retreat and shield of faith before reaching the top of the stairs.. Each last 9m

"Lets go see whats behind those masks!"

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart nods at Grimnir, trying to stay quiet now that he knows there are people (or things) above. He follows along behind the dwarf.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Vladek follows, Qadathra once again on his shoulder.

Qadathra casts shield on me - provided you're comfortable with judging that the Share Spells Familiar feature is a two-way street; it isn't usually an issue.

Grand Lodge

Unlike the areas near it, this wide hall has no chains within. Rough, uneven stairs run from landing to landing. There is the scent of old blood, and disturbing stains mark the walls. A single black wooden door sits at the end of the run of stairs. Kayluss tries to open it, but realizes too late it is a fake one. A wide pit opens under the feet of the whole group, dropping them thirty feet below.

Reminder: all attack rolls from the trap are against flat-footed AC.

The spikes are poisoned, so every time you're hit by one, you'll have to make a Fort save against poison.

Kayluss
Falling damage: 3d6 ⇒ (4, 3, 4) = 11
Number of spikes: 1d4 + 1 ⇒ (4) + 1 = 5
Poisoned Spike: 1d20 + 10 ⇒ (16) + 10 = 261d4 + 3 ⇒ (2) + 3 = 5
Poisoned Spike: 1d20 + 10 ⇒ (19) + 10 = 291d4 + 3 ⇒ (4) + 3 = 7 *hit*
Poisoned Spike: 1d20 + 10 ⇒ (6) + 10 = 161d4 + 3 ⇒ (4) + 3 = 7
Poisoned Spike: 1d20 + 10 ⇒ (9) + 10 = 191d4 + 3 ⇒ (1) + 3 = 4
Poisoned Spike: 1d20 + 10 ⇒ (12) + 10 = 221d4 + 3 ⇒ (2) + 3 = 5

Grimnir
Falling damage: 3d6 ⇒ (3, 4, 3) = 10
Number of spikes: 1d4 + 1 ⇒ (3) + 1 = 4
Poisoned Spike: 1d20 + 10 ⇒ (17) + 10 = 271d4 + 3 ⇒ (4) + 3 = 7 *hit*
Poisoned Spike: 1d20 + 10 ⇒ (10) + 10 = 201d4 + 3 ⇒ (2) + 3 = 5
Poisoned Spike: 1d20 + 10 ⇒ (8) + 10 = 181d4 + 3 ⇒ (2) + 3 = 5
Poisoned Spike: 1d20 + 10 ⇒ (18) + 10 = 281d4 + 3 ⇒ (2) + 3 = 5 *hit*

Bart
Falling damage: 3d6 ⇒ (1, 6, 5) = 12
Number of spikes: 1d4 + 1 ⇒ (2) + 1 = 3
Poisoned Spike: 1d20 + 10 ⇒ (4) + 10 = 141d4 + 3 ⇒ (2) + 3 = 5
Poisoned Spike: 1d20 + 10 ⇒ (17) + 10 = 271d4 + 3 ⇒ (4) + 3 = 7 *hit*
Poisoned Spike: 1d20 + 10 ⇒ (7) + 10 = 171d4 + 3 ⇒ (3) + 3 = 6

Thorgrim
Falling damage: 3d6 ⇒ (5, 6, 6) = 17
Number of spikes: 1d4 + 1 ⇒ (4) + 1 = 5
Poisoned Spike: 1d20 + 10 ⇒ (16) + 10 = 261d4 + 3 ⇒ (2) + 3 = 5 *hit*
Poisoned Spike: 1d20 + 10 ⇒ (7) + 10 = 171d4 + 3 ⇒ (4) + 3 = 7
Poisoned Spike: 1d20 + 10 ⇒ (6) + 10 = 161d4 + 3 ⇒ (4) + 3 = 7
Poisoned Spike: 1d20 + 10 ⇒ (12) + 10 = 221d4 + 3 ⇒ (3) + 3 = 6 *hit*
Poisoned Spike: 1d20 + 10 ⇒ (1) + 10 = 111d4 + 3 ⇒ (2) + 3 = 5

Vladek
Falling damage: 3d6 ⇒ (1, 1, 5) = 7
Number of spikes: 1d4 + 1 ⇒ (4) + 1 = 5
Poisoned Spike: 1d20 + 10 ⇒ (1) + 10 = 111d4 + 3 ⇒ (4) + 3 = 7
Poisoned Spike: 1d20 + 10 ⇒ (3) + 10 = 131d4 + 3 ⇒ (3) + 3 = 6
Poisoned Spike: 1d20 + 10 ⇒ (6) + 10 = 161d4 + 3 ⇒ (3) + 3 = 6
Poisoned Spike: 1d20 + 10 ⇒ (10) + 10 = 201d4 + 3 ⇒ (1) + 3 = 4 *hit*
Poisoned Spike: 1d20 + 10 ⇒ (10) + 10 = 201d4 + 3 ⇒ (2) + 3 = 5 *hit*

Penelope
Falling damage: 3d6 ⇒ (4, 4, 5) = 13
Number of spikes: 1d4 + 1 ⇒ (3) + 1 = 4
Poisoned Spike: 1d20 + 10 ⇒ (18) + 10 = 281d4 + 3 ⇒ (1) + 3 = 4 *hit*
Poisoned Spike: 1d20 + 10 ⇒ (14) + 10 = 241d4 + 3 ⇒ (1) + 3 = 4
Poisoned Spike: 1d20 + 10 ⇒ (3) + 10 = 131d4 + 3 ⇒ (4) + 3 = 7
Poisoned Spike: 1d20 + 10 ⇒ (1) + 10 = 111d4 + 3 ⇒ (3) + 3 = 6

Despite the pain and suffering, there is one upside to this fall. You find in the pit the bodies of several adventurers, which possessed 8 small ruby songbirds (worth 500 gp each) and 465 pp.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Oh dear; well, I use my Flight Hex to feather fall as an immediate action. Does that give me time to use the Hex to actually fly besides? If not, would it enable me to evade the spikes? If no to that:

Fortitude save: 1d20 + 2 ⇒ (12) + 2 = 14

Fortitude save: 1d20 + 2 ⇒ (11) + 2 = 13

Sovereign Court

Female Aasimar (Angel-Blooded) Protective warrior 6/Legal counsel 2 AC 27, T 12, FF 26 | hp 104 | Fort +13, Ref +6, Will +9, +2 vs. death | Init +1, darkvision (60 ft.); Perc -2 |

Penelope takes 13 damage, and over time, damage transfers away from Bart (10 healed), and from Thorgrim (15 healed) through the life link. She then shifts the link to Vladek (5 healed), Grimnir (10 healed) and Kayluss (10 healed)

Fort: 1d20 + 13 ⇒ (14) + 13 = 27

Penelope gnashes her teeth as the continuous stream of pain comes in from the life links, muttering a prayer as she does so There is no pain, only trial. There is no fear, only temptation. The fire has no shape, it merely shaped the wood. The light clings to the darkness.

Weakened after the ordeal, she sets about healing herself with a cure wand, a process she undergoes without any hint of emotion.

Healing crunch:

Damage before: 63/104

Wand heals 1d8+3, I'm just summing it up for ease of computation
CLW/Fey Foundling: 10d8 + 30 ⇒ (1, 6, 7, 2, 5, 5, 3, 1, 1, 1) + 30 = 62


Damage after: 1/104

Liberty's Edge

Fighter (Armor Master) 7/ Ranger 1/ Brawler 1
Defense:
AC 30; Tch 16; FF 28; CMD 25; DR 6/-; hp 76/76; Fort: 10; Ref: +7; Will: +8
Offense:
Init +2; Spd 30ft; CMB +11; Ixthalos +15/+10 (1d10+7/ 17-20/ x2); Longbow +12/+7 (1d8+2/ x3/ 110ft)
Skills:
Climb +6; Diplomacy +9; Heal +8; Intimidate +9; Knowledge (Dungeon & Nature +4; Planes +1); Perception +14; Profession (Sailor) +8; Spellcraft +5; Survival +10; Swim +6

Yike!
How does DR work with falling damage?
18 damage\
- 6 DR on spike
-10 healing (Thanks Penelope)
= 2
Fort: 1d20 + 12 ⇒ (9) + 12 = 21

Well that wasn't very pleasant. Kayluss mutters as he straightens himself out and heals himself with his wand.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
taking out some rope and a grappling hook. Kayluss tosses it up to the top of the pit. Once he is sure its secure the starts to climb.
Take 10 for 17 on an accelerated climb.

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

No perc checks for traps allowed at the door? Ill add that for future rooms Grimnir will be inspecting for traps taking 10 for a 33..

Fort: 1d20 + 19 ⇒ (16) + 19 = 35
Fort: 1d20 + 19 ⇒ (6) + 19 = 25

Grimnir pulls out a wand and heals himself as well.. "Dirty trap layers.. Taste Gorum's blade they will!"

Cure Light: 3d8 + 3 ⇒ (7, 6, 6) + 3 = 22

Liberty's Edge

Fighter (Armor Master) 7/ Ranger 1/ Brawler 1
Defense:
AC 30; Tch 16; FF 28; CMD 25; DR 6/-; hp 76/76; Fort: 10; Ref: +7; Will: +8
Offense:
Init +2; Spd 30ft; CMB +11; Ixthalos +15/+10 (1d10+7/ 17-20/ x2); Longbow +12/+7 (1d8+2/ x3/ 110ft)
Skills:
Climb +6; Diplomacy +9; Heal +8; Intimidate +9; Knowledge (Dungeon & Nature +4; Planes +1); Perception +14; Profession (Sailor) +8; Spellcraft +5; Survival +10; Swim +6

Kayluss will aid the checking for traps if that is allowed.
Auto succeed.
Also I did some research and it looks like DR/- works on falling damage so I only took 5 damage from the fall and 1 damage from the spike. So Penelope would have only absorbed the 6 damage and I wouldn't need to use a wand charge.

Grand Lodge

People just said they would be climbing the stairs to reach the upper floor. I had mentioned the door previously, and no one mentioned anything about it. There won't be any retconning.

Yes, DR works on all physical damage (including falling).

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

What about my reactions/questions?

1 to 50 of 243 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Lithrac's Cairn of Shadows (#5-23) All Messageboards

Want to post a reply? Sign in.