[PFS] GM Lithrac's Thornkeep, part II - The Forgotten Laboratory (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

Hidden within the twisting paths of the Echo Wood, the lawless settlement of Thornkeep gives shelter to folk both dangerous and desperate. Here, the hardiest settlers and artisans ply their trades, ready to defend their own with blade or arrow; mercenaries and barbarians brawl in dismal taphouses, fueled by turbid moonshine and illicit backwater drugs; brigands and river pirates come to spend their bloody gold in unruly and dingy establishments; and monsters both benign and otherwise hide among the populace, eking out their debauched existences as they seek to inflict cruelties on their neighbors. Mercy, charity, trust—these virtues are in short supply in Thornkeep. This forest stronghold is a place where the bold and enterprising can make a fortune and perhaps even keep it—so long as they are strong enough to protect their wealth from the myriad dangers, both human and otherwise, that plague the town.

Thornkeep lies about 10 miles from the broad, sluggish West Sellen River and the ruins of the once-prosperous town of Mosswater. The settlement is a disorderly, ramshackle affair that huddles on a low hill beneath the bramble-covered walls of its namesake castle. The presence of the castle provides the people of Thornkeep with just enough protection to deter the pirates and brigands of the nearby River Kingdoms, while offering Thornkeep’s own bandits and thieves a safe base from which they can prey on traffic along the West Sellen or the Crusader Road.

It is there that your duty brought you. Venture-Captain Adril Hestram ordered you to travel to Thornkeep and venture into its first level, dubbed "the Accursed Halls" by the two foolish would-be adventurers who discovered this ancient place. Accursed indeed! Many perils you faced victoriously, allowing you to solve a riddle of sorts - the Door of Seven Stars. After many battles, you opened the gate, gaining access to the Pool of Seeing, a potent magical basin into which you peered in hope of gaining insight as to what was awaiting you below. What you saw in the pool remains a secret only known to you.

Following your first expedition into Thornkeep, the village above changed a little. The goblins are less bold now, sour that the rebirth of the Kingdom of Zog didn't happen as they hoped. The Goldenfire Order has approached you and extended their friendship and an alliance if you'd agree to share some of the discoveries you made.

Several weeks after your first adventure, you are contacted by your Venture-Captain in the strangest manner. The broad-shouldered and boisterous man appears in your sleep, his red face and large smile easily visible among the many faces you dream of that night.

Ha! You didn't expect that, did you? If you had known you'd be dreaming of me, I'm not sure you would have accepted the mission in the first place. In any case, congratulations Pathfinders! I have been apprised of your success in the Accursed Halls, and your report is in my hands now - your former companions brought it to me. Azlanti ruins, restless dead, foolish goblins dreaming of a new Kingdom... what wouldn't I give to be in your stead. That pool is also very exciting, but use its powers sparsely, lest you should trust too hard in a fate that will never come.

Onto the matter at hand. I want you to delve deeper into the Azlanti dungeon under Thornkeep, and to map the whole place if you can. A complete report will be expected on a regular basis, of course. In fact, you can send me your report every time you reach a new level of the ruins. Oh, and my order still stands - stay alive!

As those words echo in your head, Hestram's face disappears in a blur, leaving you to your own dreams. You meet your companions the next morning, and make the acquaintance of the two Pathfinders who are to join you in your adventures - Kort and "Bash".

Description and introductions are in order for everyone. Below is the map of Thornkeep, as well as the key locations of the town. Feel free to make any purchases you need before you head down.

Thornkeep Map

Map Key:
Thornkeep Map - known locations
1. Town green (the main square)
2. Greenforest inn
3. Thornkeep bindery
4. Tardin's trading post
6. The Blue Basilisk hall (guild)
8. Greenfoot provisions
9. Echo woods arms
10. Igmar Dusthelm's (armory)
11. Haric's saddlery
12. Serianna's livery stable
13. Graveyard
14. Fraston Orchard
15. Shrine of Battle (temple of Gorum)
16. The Thirsty Ogre (tavern)
17. The Briarwarren (goblin town)
18. Goblin Bazaar
20. Arno's sawmill
21. House of the River Lord (temple of Hanspur)
24. Thornkeep mercantile
28. Hunter's lodge
29. Harley's mill
32. Wolfmane encampment
33. Apothecary
34. Goldenfire tower (guild)
35. Gatehouse
36. Keep barracks
37. The Baron's tower
38. The Accursed Halls entrance

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Over a pint at the Thirsty Ogre, a red-headed gnome with the wooden holy symbol of an open book pinned to his studded leather jerkin laughs. "Aye, good to see you again Rellen, Floggentop, and Knorrin. Back to explore more of these deadly Azlanti ruins? Good to know at least that the madness will be shared!"

He takes a drink, adding to his inebriation. "And a pleasure to make your acquaintance... what were your names again? You can call me Choamski. I got sent down from the Scrolls for this mission on account of my facility with languages. I also am a servant of Irez, holy goddess of getting the weak of mind to write things down every now and then." He splashes a bit of ale on the Azlanti translation book open before him.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

In walks in a human, 5'7" tall with light brown hair. His body toned, from all the hard work on the docks, and work as a pathfinder. Two Warhammers hang on him, one finely crafted out of dilver, the other appears to be crafted of cold iron. He walks up to the inebriated gnome, and smiles.

Howdy, I was told by the venture captain to looks for a gnome, with a book and a beer. You must be Choamski. The name is Chasik, my friends call me "Bash". I relish combat, not to show off my might, but test my own limits. Nice to meet the rest of you as well as he nods at the others at the table.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"A pleasure, Bash. I apologize for drinking so early in the morning but frankly between the horrors of that tomb and that unpleasant dream last night my nerves are shot. I'm glad they sent a stout looking fellow like yourself along, and it sounds like you'll get along fabulously with Rellenhe'sgotnosenseeither" Towards the end he runs his words together as tipsy gnomes are wont to do.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin returns to the table with a modest glass of water - this priest of Sarenrae is an unusually temperate sort (especially in places of such ill repute). He laughs at Choamski's characterization of the "unpleasant dream" - since although a disconcerting manifestation, he had always particularly enjoyed the garrulous company of Venture-Captain Adril Hestram, being such a big, friendly fellow himself: His own favorite title had always been "Knorrin Eppa the Friend".

A big man with a big smile, he has dark brown hair and the darker complexion characteristic of the Kelish people, and has a modest wooden holy symbol of Sarenrae around his neck and emblems of the Silver Crusade on clothing and armor. He wears a high-quality breastplate and a darkwood buckler, with a scimitar, dagger, and morningstar dangling from his belt, as well as a backpack bristling and bursting with items for (hopefully) every contingency. He gives an approving smile and nod to his new friend and his assorted warhammers, "Bash, my friend, I am glad to have someone so formidable and prepared with me on this team. As for me, I am gratified - 'relish' isn't quite the right word - to sustain and heal my friends and any friends of good in battle and after."

He sets down on the table items for the knowledgeable gnome's inspection, however blurry, and hoped-for approval: a compass, a mapmaker's kit, a selection of chalks, and several volumes of Pathfinder Chronicles" of particular interest to students of Arcana, the Planes, and Religion.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

As Choamski speaks his way another gnome looks up from a book he was reading.. "Well met Bash.. I am Floggentop Wizzbottle III, but my friends call me Wizzy.. Well all except Rellen over there.. A pleasure to have you on board.. May the songs inspire you to greater things!"

Liberty's Edge

Dead

In the shadows of a corner near Choamski sits a leanly powerful man with a mane of brown hair and stubble on the verge of becoming a beard. He is wearing a pristine white Andoran military coat draped over his shoulders like a cloak, sleeves hanging empty, over a suit of leather armour. He fairly bristles with weaponary, sharpened scabbards, two large swords, a bow of fine darkwood across his shoulder. There is even a club strapped to the sturdy leather pack that sits besides him.

Rellen eyes the newcomer dubiously, through splayed fingers, having over indulged and only been rested from his slumber at this hour by the Venture Captain's night time intrusion into his throbbing skull,

"I hope you can live up to your name, these Halls are deadly, and I'd sooner not join the corpses for a long span of years. Rellen Horatio Marn, Andoran, I fight without relish, I fight as a means to an ends. I might be pleased to meet you in a couple of hours," the Andoran growls, returning his head to his cupped hands and groaning.

Pleasure to have you on board Bash, and talk about a character who can take some punishment! I think Rellen and Bash should complement one another pretty well. Sorry about the Charisma 8 greeting :)

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

"And well met all!" Kort fades into view, separating himself from the crowd. He carries a flagon of something potent, though its precise contents might require alchemical analysis. "The good Venture Captain tells me that we're to prise some further knowledge from these Accursed Halls. I look forward to the challenge, and the insights - though I must admit I'd prefer our dear Venture Captain didn't venture into my bedchambers. The young lady was most distressed."

Kort is lithe, of medium height. In coloration, he is a mix of onyx, alabaster, and chalcedony. His black hair contrasts sharply with his pale skin. His gray eyes are as smoke on a restless embers. He is dressed in a gray cloak over a well-made lamellar of dark, leathery leaves. Over one shoulder is a two-handed sword, over the other a shortbow and a quiver of diverse arrows. The pommels of daggers are apparent at various points around his person - some in unlikely locations, hinting that there may be others in less visible places. He bears a pack, and two laden sacks. He is obviously somewhat travel worn, but has brushed his hair, washed his face, and accoutered himself with an expensive cloak-pin, ring, and torc in dull silvers, onyx, and chalcedony. His gear proclaims him a professional, his decoration advertises some degree of success.

In gnomish, Kort makes a formal greeting to Floggentop and Choamski. His accent is terrible, and the greeting apparently exhausts his fluency. "We are most fortunate to be accompanied by two of the children of the First World. May your way never be boring." Kort makes a somewhat ludicrous and overstated bow - perfectly suited to a meeting between newly-met professionals in the gnomish world.

Attending to the others gathered, Kort looks them over appraisingly. "Knorrin, Bash, Rellen - I look forward to working with you. Rellen, I look forward to making a better acquaintance on the far side of the next tankard."

"So! have we a plan or a schedule? I was thinking a picnic brunch at the head of the Caverns, then a brisk jaunt downward. I'd think about trying to wring some information from the local goblins, but honestly they're fairly useless, and it's extremely tiresome. So what's on the menu for brunch? I'll pay if I can flirt with the serving wench."

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"The goblins are bothersome but the guilds might be useful. We could talk with the Blue Basilisks or the Goldenfire. See if they have any news."

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

"So... no brunch? no bar maid?"

Grand Lodge

After a plentiful meal, it seems everyone among the Pathfinders' team is ready.

Where are you headed? Choamski suggests some business in town with various guilds, or would you like to head down to the Forgotten Laboratory?

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

We did say we would check up on the missing wizard when we got back from the Accursed Halls, but I don't know how PFS play handles potential side quests. I would assume we would have gone back and told them the riddle of the Door of Seven Stars.

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

"All right then, wizards, rather than the bar wench, let's go talk to some wizards. Allons y!" And with that, Kort springs up, and heads for the door. When he reaches the door, he looks back and asks, "Where are the wizards, again?"

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Choamski leaps up, book in hand. "Traipse now across the plaza, then face the way sinister and go down the country lane! To the wizards tower, beacon of literacy and learning!"

Grand Lodge

You're absolutely right Knorrin, PFS doesn't handle side quests at all, but just for fun, here goes!

Our heroes travel to the prominent Goldenfire Tower, one of the only buildings to really stand out in the whole settlement. Once again, Iliara Starcloak agrees to meet you. Ah, Pathinfders. You are most welcome in among us, your discoveries in the Accursed Halls were astounding! If only the apprentices in the Order were as brave... and competent as you are. Speaking of apprentice, you may have learned that Jharun has found his way back home - the foolish boy had lost his way deep in the forest.

Have you considered the alliance we proposed? Or maybe join the Goldenfire Order, for the spellcasters among you? We'd be delighted to provide you with information and arcane talent in that case.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"Ignis aurī! I like it!" The red-headed, red-faced gnome spits out the Azlanti form of the the Goldenfire, stops to clear his head for a moment, and then continues.

"One can't serve too many masters, though. We're happy to tell you about what we discovered in the first level, as you asked before. It will come out in the Pathfinder Chronicles anyways in a year or three. I imagine the town's access to the Seer pool will make this a visiting spot of renown. So what is it you want of us now, eh?"

Liberty's Edge

Dead

Standing in the back bleary eyed and scowling Rellen growls,

"Kind words. Glad to hear the Jharun is safe. I don't suppose any of your vaunted magics extend to the curing of hangovers do they? They say it never hurts to ask, but nobody explained that to the tiny goblin dancing around on my skull with hobnail boots."

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

"Madame I would most earnestly be interested in pursuing some relationship with the Goldenfire Order - assuming, as Choamski rightly points out, that there is no conflict with the Pathfinder Society. My pursuit of knowledge has always benefited from external structure and guidance."

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

I have never been book smarts, but rather combat smart. As far as joining the order, I must respectfully decline, seeing as I have no inkling or desire to learn magic. I do hope there can be a beneficial harmony between both parties, your Order and the Society. Chasik will say with a slight bow.

[ooc]Can someone give me the cliff notes as to what happened in the previous chapter?[ooc]

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin, being uncomplicated himself and always eager to build stronger relationships, sees (almost) no reason not to join the Goldenfire Order, "I would be happy to join, if you will have me (and it, ahem, does not cost too much gold) and if it will not conflict with my duties as a Pathfinder."

Grand Lodge

Iliara Starcloak smiles, excited at the thought of having new members join the Order. You a certainly welcome to join us, and I don't think the Society will frown upon that engagement. We actually ask little of our members: sharing information, cooperation, attendance to the Order's reunion once a year. In exchange, we provide information of all kinds collected by the Order, possibility to gain access to the Order's library of scrolls, as well as a safe and sound bed in our dormitory inside this very tower. As for your hangover, I have no doubt that our alchemist Master Lembic will have something for you, Rellen.

A few moments later, you find yourself sitting comfortably in her office. The elven wizard asks those among you who desire it to sign the Goldenfire Order's charter - those who do so receive a small token, a medallion representing your being a member of the Order. Satisfied, Iliara provides more information about the place you're about to venture into.

Concerning the matter of the dungeons beneath Thornkeep, we would like to know more about them, for example about the purpose of this place before it was abandoned. Clues tend to point out the fact that they were someone's lair, maybe a wizard or a lich? Any information you may provide will be deeply appreciated, and rewarded accordingly of course.

Ah yes, the Door of Seven Stars. We have heard from the goblins strange rumors - that a few goblins somehow ventured past it and didn't return. One of my apprentices has also heard that a human has gone within the Accursed Halls well before your arrival, and hasn't resurfaced yet. From the description the innkeeper gave my apprentice, I am pretty sure it wasn't the Silvercrown scion that you found risen as a wight, it was someone else. Finding out more about this mysterious adventurer might be interesting. Even if he's dead by now he had the wits to solve the Door's cipher and may have left a log or a journal which might contain valuable information.

Lastly, I think it is important that you seek access to the next level of Thornkeep's dungeons. Whoever lived there was cautious about his safety, and must have set traps and locks to prevent access to their inner sanctum. Finding means of bypassing these obstacles should remain one of your priorities, and should remind you of the constant danger you will face.

Any questions?

Liberty's Edge

Dead

Rellen kneads his brow and asks, "What can you tell us about the other powers in the town? Is there anyone we should be especially wary of? Anyone my more silver tongued comrades should court for aid? What of these Basilisk Guild people and the Wolfmane encampment?"

-Posted with Wayfinder

Grand Lodge

A fair question, friend. The current lord of Thornkeep is Baron Tervin Blackshield, who seized his lofty position by murdering his predecessor 2 years ago. Such has been the way of things in the forest town for 80 years or more: whoever is strong enough to depose the lord of the castle and make it his own claims the title of baron, and rules until the next would-be lord wrenches power from his grasp. Baron Tervin rarely shows himself, and attends to the town’s affairs only when his own coin purse or the security of his reign are at stake. Maybe Tervin's attitude is a result of his paranoia, but some bet on a much darker secrets.

The people who actually keep order in Thornkeep are a fractious collection of mercenary leaders and guild masters known as the Blades of Thornkeep. The membership of Thornkeep’s Blades changes frequently. When a faction grows strong enough that other groups residing in Thornkeep have to take it into account, the leader of that faction generally becomes counted as a Blade, and when a faction weakens, that status can be lost.

At the moment, the Blades of Thornkeep include the mysterious guildmaster of the Three Daggers thieves’ guild, the captain of the Blue Basilisks and myself. Chief Darioth Wolfmane, leader of the Kellid barbarians encamped in the Echo Wood, has no interest in the town’s politics, but everyone knows that the barbarians would be powerful allies if they decided to take sides. Finally, Graalsk—chieftain of the Brambleclaw goblin tribe—often calls himself a Blade even if no one else does, and boldly claims to be a friend to the people of Thornkeep, even though few trust the goblin any farther than they could throw the little monster.

The Blue Basilisks, a band of swords-for-hire, have their base in Thornkeep. They are not a very large company, numbering only a dozen veterans. They hire out to protect caravans, escort important travelers, drive off troublesome bands of monsters or outlaws, scout dangerous areas, or occasionally assist in dungeon exploration. The captain of the company is Ariane Redderfin, a bold Chelish swordswoman. She can't be trusted unless you pay her handsomely.

The thieves’ guild known as the Three Daggers is probably our most influent contender for control in Thornkeep - barring the Baron. Their mysterious guildmaster commands 15 competent thieves as well as another 20 or more thugs, bandits, and ne’er-do-wells who regularly shake down the weaker citizens of our town. When the guildmaster decides to send a particularly violent message, the murder is always performed by a gang of masked, knife-wielding rogues who leave three bloody blades at the scene as the guild’s calling card. If I could have my way, this guild wouldn't plague Thornkeep and would be eradicated, but they are currently the most powerful faction here as neither the Baron nor mor or Ariane have enough power to anihilate them.

The Wolfmanes, one of the numerous Kellid tribes of southern Numeria, claimed the Echo Wood as their hunting ground centuries ago. Several small Wolfmane villages are scattered throughout the large forest, and most are nowhere near Thornkeep. However, a small number of Wolfmanes have made their encampment within a short distance of the town. Some of the barbarians come to trade with civilized folk, and others hire themselves out as guides, trackers, or mercenaries. The warrior Darioth is an honored chieftain of the Wolfmane tribe, and is recognized as their leader.

Does that satisfy your curiosity, Rellen? What you should remember in Thornkeep is its golden rule - trust no one.

Liberty's Edge

Dead

Rellen grunts ambiguously, but inclines his head before asking,

"Swordswoman? Interesting, I'll have to meet her blade someday. Aside from the goblins, have any of them shown an interest in The Halls? Seems like these Three Daggers are badly in need of educating about the proper etiquette of civilization, any chance they will do us a favour and get in our way?"

Grand Lodge

I can't say for sure, but my guess is that as long as you keep a low profile, the chances of getting a "visit" from them is pretty slim.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin gives an especially pleased smile when he receives his medallion, a symbol of his new membership, but, given their recent experiences with the undead, he feels the words "... or a lich" echo around in his head long after Rellen and Iliara have moved on to discussing other aspects of the town and its environs.

Liberty's Edge

Dead

"Any other business then, seems like we pay a quick visit to this alchemist then get back into The Halls. Less time we waste the less time there is for more enterprising fools to get in or way,""

If there are no objections tell me procures a hangover cure, downs it winces and leads the way back to The Door of Seven Stars. Turning to Kort he says, "So you lead quiet, I'll follow twenty feet or so behind so I don't give you away with Bash another twenty feet behind me so he can charge in. If we know trouble is coming and it does not look like surprise will aid us then Bash takes the fore with me close behind thenyou. Does that sound good to everyone?"

He helps open the door and nods to Kort moving with careful stealth behind his new companion.

-Posted with Wayfinder

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

"that's a fine plan. When I need to check a door, or there's a tricky corridor - we've been warned of traps - I'll give a high sign to hold up." With that, (and after the alchemist), Kort approaches the entry to the lower layers of the Accursed Halls. Kort moves boldly around the entry vestibule to the first door, and spends some while searching for traps, while the rest of the party searches the room.

perception (traps), take 20: 20 + 4 = 24

Grand Lodge

Our heroes enter once again the vast complex of rooms beneath Thornkeep and dare pass the Pool of Seeing, albeit not without a shiver running down their spine... Ignorance is bliss, they say. It's never been as true as today, while you are about to face your destiny.

The narrow staircase ends in a short corridor leading to a large chamber, the center of which is dominated by a pool of stagnant water. An oily sheen covers most of pool, causing it to reflect a multitude of colors onto the walls and ceiling. The only light in this room emanates from a faintly glowing orb attached to the ceiling, and an acrid stench wafts heavily in the air. There is a simple wooden door in the eastern wall, and a set of ornate stone double doors to the south flanked by a pair of sandstone statues.

GM rolls:

Perception (Choamski): 1d20 + 9 ⇒ (5) + 9 = 14
Perception (Floggentop): 1d20 + 7 ⇒ (19) + 7 = 26
Perception (Knorrin): 1d20 + 3 ⇒ (11) + 3 = 14
Perception (Rellen): 1d20 + 4 ⇒ (11) + 4 = 15
Perception (Chasik): 1d20 ⇒ 10
Perception (Kort): 1d20 + 4 ⇒ (10) + 4 = 14

Initiative (Choamski): 1d20 + 5 ⇒ (16) + 5 = 21
Initiative (Floggentop): 1d20 + 2 ⇒ (11) + 2 = 13
Initiative (Knorrin): 1d20 + 1 ⇒ (2) + 1 = 3
Initiative (Rellen): 1d20 + 5 ⇒ (5) + 5 = 10
Initiative (Chasik): 1d20 + 1 ⇒ (16) + 1 = 17
Initiative (Kort): 1d20 + 3 ⇒ (13) + 3 = 16

Initiative (GO): 1d20 - 5 ⇒ (1) - 5 = -4

As Kort slowly prowls into the room and towards the eastern door, Rellen and Floggentop detect that the oily sheen atop the water seems to move a bit, despite the water being perfectly calm. Slowly and clumsily the water comes to life, poised to strike the unfortunate Kort, who didn't see a thing happening.

Surprise round: Floggentop and Rellen can act, then the creature. Knowledge (dungeoneering) is appropriate to identify.

Initiative count - surprise round
Choamski (surprised)
Chasik (surprised)
Kort (surprised)
Floggentop <
Rellen <
Knorrin (surprised)
GO

Liberty's Edge

Dead

Rellen surges into the room yanking his new coldiron greatsword from his new scabbard, and sending the scabbard flying at the strange foe. Thinking he recalls one of the old salts telling tales of such a creature...

Assuming Floggentop will inspire based on previous experience otherwise deduct 1 from hit and damage. Extra damage +1 is from whetstone.

Knowledge Dungeoneering: 1d20 + 5 ⇒ (20) + 5 = 25
Fling Scabbard: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 Damage: 1d6 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
Greatsword: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 Damage: 2d6 + 6 + 1 + 1 ⇒ (5, 2) + 6 + 1 + 1 = 15

Grand Lodge

Rellen:
This creature is known as a Gray Ooze. It lurks in cold marshes and underground. You know that it is immune to cold and fire energies, has acid-based attacks and constricts its victims.

Liberty's Edge

Dead

Given that information I will use none masterwork weapons instead of my masterwork stuff, if thats okay.

"Grey ooze, immune to fire and cold, got acid will try to constrict you so stay back if you aren't a brawler!"

Grand Lodge

Sure, no problem. Should I substract 1 to your greatsword attack then?

Liberty's Edge

Dead

From the to hit to both attacks please :) I have precise shot now so no melee penalty, yay to not having to meet feat prereqs with Ranger combat styles!

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Sorry guys ive been busy

Floggentop will activate his performance the first round..

Grand Lodge

Seeing the ooze spring forth from the pool, Rellen reacts instantly and strikes twice. 23 damage taken!

Althougt it's hard to determine if such a creature feels pain or not, Rellen and Kort can see it reel slightly, before retaliating on the Andoran warrior. Its mass hits Rellen hard, and the acid oozing from it starts deteriorating the ranger's armor. But that would be the least of his worries as the ooze grapples him with an oily water tentacle of sorts, then proceeds to crushing the warrior. 10 damage taken, plus 10 for the constrict. Rellen's armor sustains 6 damage.

GM rolls:

Slam: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10
Grapple: 1d20 + 10 ⇒ (10) + 10 = 201d6 + 1 + 1d6 ⇒ (6) + 1 + (3) = 10
Reflex (Rellen): 1d20 + 6 ⇒ (7) + 6 = 13

Initiative count - round 1
Choamski <
Chasik <
Kort <
Floggentop <
Rellen (20 dmg, grappled, staggered, armor sustained 6 dmg) <
Knorrin <
GO (23 dmg)
Everyone can act!

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Choamski waits for his stronger companions to charge in.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin stops staring at the globe in the ceiling - how many years had it illuminated this still darkness? - suddenly jolted into action by the familiar sounds of a flying scabbard and drawn sword. He hustles into the room and tries to get a clear shot with his crossbow.

Move 4, with a diagonal over the pool (which is allowed, unlike one through a wall corner).
No soft cover, but firing into melee.
Light xbow, CI bolt: 1d20 + 2 + 1 - 4 ⇒ (16) + 2 + 1 - 4 = 151d8 ⇒ 8

Liberty's Edge

Dead

Snarling Rellen roars, "Someone heal me so I can finish dicing this giant snot monster!"

If someone does heal Rellen - hint, hint, hint. Since I won't be able to post for hours.

Growling he effortlessly breaks free of the ooze's grasp and rolls away dropping his greatsword - well away from the monster - and drawing his new coldiron sword to send his scabbard flying at the creature.

Grapple: 1d20 + 7 ⇒ (20) + 7 = 27
Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
Fling Scabbard: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 Damage: 1d6 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

move: down, diagonal right...in between two allies

PA silver hammer: 1d20 + 6 - 1 + 1 ⇒ (9) + 6 - 1 + 1 = 15
dam: 1d8 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12

reflex: 1d20 + 1 ⇒ (11) + 1 = 12 vs DC 20

acid from ooze vs hammer: 1d6 ⇒ 1

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

With Bash having cleared a space Choamski moves up, bringing his slightly oversized repeating crossbow up to his shoulder and firing between his allies legs.

Attacks:

1d20 - 1 ⇒ (16) - 1 = 15 + Bard + Point Blank - Cover - Melee
1d8 + 2 ⇒ (8) + 2 = 10

He also wracks his mind for any additional tidbits about the creature.

K(dungeoneering):
1d20 + 8 ⇒ (10) + 8 = 18

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin looks at Rellen and is startled: I was too eager!

Sorry, Rellen, I missed the part where you were injured - sorry!

Grand Lodge

Bash rushes into the room and smashes the ooze with amazing strength. Choamski's bolt also hits the creature, and so does Knorrin's bolt. With that last attack, the gray ooze dissolves into the water, having sustained too much damage to retain its structural integrity.

End combat. I'm realizing now that I forgot about the damage your weapon and scabbard would have sustained from your first attacks Rellen, but too late now.

Liberty's Edge

Dead

I'd rather just take the damage if that's okay, I knew it was coming just not the exact mechanics.

Rellen slumps against the wall smouldering teeth gritted against the pain, "Seems about right, damn thing ruined my sword," he snarls.

Reflex Scabbard: 1d20 + 6 ⇒ (11) + 6 = 17
Reflex Greatsword: 1d20 + 6 ⇒ (2) + 6 = 8
Acid Damage Scabbard: 1d6 ⇒ 4
Acid Damage Greatsword: 1d6 ⇒ 4

I believe the Scabbard has 5hp and should be broken, the sword 10 and is mechanically okay for the moment.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

It was probably the high polish put on both that saved them from the ooze's damaging.

Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9

41/50 charges

"Now, friend, I trust you are feeling your old self? I should have blessed you with Guidance and Virtue, been less enamored of my new weapon." Knorrin quickly puts away his wand as soon as the fullness of the healing is apparent and then casts a minor orison several times, each time creating a brief shower to wash the acidic ooze from Rellen's armor and weapons.

Looking around, he prays for Guidance and then casts Detect Magic, scanning the room, statues, orb, and pool for magic and its types.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

At least your okay, scabbards can be fixed or replaced...you on the other-hand. You look like hell just beat you with an ugly stick, Chasik will let out a grin, to let him know it was in jest.

So, where to from here. I hope this place isn't as bad as that damned ooze, otherwise it could be a long discovery for us

were/are you really currently at 0 hp?!

Liberty's Edge

Dead

Rellen grunts nodding his thanks to Knorrin as he shakes off the water and rings out pushes his hair back, "Its about what I've come to expect of this place, hits you hard. Think I can still use the sword at least. Now what's the betting those creepy statues are safe to pass? Because I would not wager a bent copper."

Yes, you get used to it ;)

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"Bash, I would only expect the worst from this place."

Choamski examines the corroded weapons.

"There is simple enough mending magic to restore your weapons and armor to proper functionality. I'm sure Knorrin or one of the Goldenfire wizards can cast such spells. And Knorrin, I have a wand of curative magics now, don't feel the need to bear the burden of Rellen's many, many wounds alone."

"I favor heading through the East door myself."

He checks it for forgotten defenses, and listens at the door.

Perception:

1d20 + 9 ⇒ (15) + 9 = 24 for traps
1d20 + 9 ⇒ (9) + 9 = 18 to listen

Grand Lodge

Apparently the door isn't trapped, and is unlocked. Choamski hears noises behind the door, like whimpering sounds made by goblins.

Liberty's Edge

Dead

"Oh yes, my grievous injuries must be a real burden on you buggers," Rellen mutters without rancour, moving over to the door by Choamski and looking to Bash as he makes a go ahead gesture.

-Posted with Wayfinder

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