PFS No Response from Deepmar (Inactive)

Game Master Nefreet

Island Overview Map


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Lantern Lodge

You’ve just returned to Absalom from the River Kingdoms when you receive a summons to meet Zarta Dralneen in her study at the Grand Lodge. Upon arriving, you see another gentleman waiting in her receiving room. He is dressed quite fashionably and his jewelry suggests he is rather wealthy indeed. A medical bag suggests that perhaps he is a doctor of some sort.

Zarta’s latest secretary looks up from mountains of files as you arrive and drones, ”Dr. Blote. Meet the Pathfinders of Thornkeep. Minus two. Undead. Goblins with bottles in their heads. Menaces from beyond the stars. Paintings that come to life. Insane apprentices. Blah, blah, blah. I’m sure the Dr. has his own stories that he can entertain you with. Zarta will see you all once everyone has arrived.”

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

The blond swashbuckler now carried an additional sword at his side next to the one he had been carrying for the longest time, he had never needed a backup weapon before, but after he broke his main weapon he felt it was time for something a little more durable in case he fought creatures that once again dealt damage to his sword. However it was clear that the noble man - now much older then the last time he had been in Absalom, did not intend to use both swords at the same time, since both of the swords were on the same side, intended to be drawn by the same hand.

"Marcèl Lebeda, of the noble house of Lebeda," Marcel starts, bringing attention to his signet ring which bore the insignia of his house. "I'm skilled with a sword, and I know a thing or two about picking locks and disarming traps - though I may not always be the best at finding them." The swordsman introduces himself to their new companion.

The Exchange

[retired]

Spells Prepared:
0thRead Magic, Detect Magic, Mage Hand, Prestidigitation
1stVanish (x2), Expeditious Retreat, Feather Fall, Mage Armor, Burning Hands, Comprehend Languages
2ndShatter, Glitterdust (x2), Mirror Image, Darkvision, See Invisibility
3rdFly, Fireball, Lightning Bolt, Life Bubble, Haste, Arcane Sight
4thStoneskin, Dragon's Breath, Greater Invisibility, Communal Tongues
Arcane Bond is available

The short-statured and obese Taldan man sitting by Zarta's desk fans himself with a copy of Absalom Health Digest (though it doesn't appear to be warm in the room). He groans and grumbles as he attempts to stand. His face ripples as he speaks.

"Hrm Hrmph, yes, ah! Splendid! You lot," he catches his breath, "I have heard of you. And of your exploits!"

"I am Doctor Narsius Blote the Fourth, but 'Doctor' will suffice. I have actually been stationed within one day's flight of Thornkeep. The Hellknights of Fort Inevitable are not known for their hospitality, but their cuisine!" he touches his lips and makes a smacking sound, "Pure delight! Oh, and there was some business with the Emerald Spire down there. I served as chief surgeon to a variety of Pathfinders. Intriguing place, really. But entirely too cramped for my tastes."

He plops back down into his chair, obviously exhausted from the mere act of speaking.

"And where might the rest of your companions be?"

Sovereign Court

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Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

"You know how it is, long line at the bathroom, I think someone had a really bad case of diarrhea." Marcel said as it seemed that his companions were taking their time.

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan bows as he extends his hand to greet the doctor. His ornate clothing suggests someone of a profitable background along with a Qadiran decent.

The trade prince looks around for everyone else, but only sees Marcel and the newcomer. He greets Marcel with his customary tap of the forehead, imbuing his power as a rune of healing appears on the man's forehead.

Another dose of light appears on his fingertips as he looks at Dr. Blote and offers to tap his forehead as well.

The Exchange

[retired]

"Hrm? Wh... why I suppose you must be one of those... divine types. Hrmph. Yes, I'll consent."

The Doctor gingerly pulls out a pair of white gloves with sapphires embedded in the knuckles.

"It's only fair, after all."

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

You see a rotund dwarf with a broad smile and even more broad belt enter the room, while chewing on what appears to be a leftover trail ration. He looks around and spots two of his traveling companions immediately.

"Hey there! Hello again, my good friends Calistan and Marcel. It is jolly good to see you both again."

He bows to both, not as deeply as he would like, but as much as his physique will allow. He turns to Dr. Blote next.

"And whom do we have here? Brother Grimdoc at your service. A pleasure to meet you. You appear to be a man like myself, familiar with the virtues of a good meal. Hah!"

The Exchange

[retired]

"Hmm hmm hmm, indeed! Doctor Narsius Blote, the Fourth. Chief Surgeon. I did my doctoral thesis on hemotheurgy. Melding medical knowledge with arcane studies. It's quite fascinating just how much magical power can be contained in one pint... of blood!"

"I believe I have mastered blood magic as much as one can in a laboratory. I sought out the Pathfinder Society for a chance to test my thesis in the field. And the payroll certainly helps with my considerable University debt..."

"...but, enough of pleasantries. Anyone else hungry?"

Lantern Lodge

Ok, just one more to arrive and then we'll kick things off. I'll get things going tomorrow either way.

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Lance Corporal Deland marches into the room, noticably aggitated at his own lateness. The Eagle Knight smiles knowingly and happily at the sight of his fellow adventurers and friends, and extends a hand to their new associate.

"Apologises for my lateness doctor, it isn't something I make a habit of. Unfortunately events beyond my control delayed my arrival. I'm lance corporal Samuel Deland of the Golden Legionnaires. It's a pleasure to meet you."

The soldier appears as friendly as always, and while he has recovered from much of what happened to him in Thornkeep, the man has been literally aged a decade by the experience.

Much like Marcel, Samuel has added an adamantine weapon to his belt, as well as repairing and replacing some of his damaged attire.

"I wonder what nature of assignment we've been summoned for this time?"

Lantern Lodge

Upon Sanuel's arrival, the secretary rises from his desk. "Now that you're all here, Zarta will see you." He goes to the doors and ushers you all into her chambers.

Zarta is dressed in a low-cut, elegant, black dress when you arrive. ”Ah, what a scrumptious collection of new pets the Ten have decided to send this time. I do hope you all don’t disappear like the last ones.” She looks each of you over without any shame as you arrive, her gaze clearly lingering longest on Marcèl and Samuel. ”Very well. I’m sure you all will do and I may have special need of some of you should you return. North of Kintargo and Vyre, Cheliax maintains a penal colony called Deepmar on a rather isolated island between the Steaming Sea and Conqueror’s Bay. Not only is a perfect location for a penal colony, but it is also the source of a rich vein of magically attenuated crystals that are perfect for use in the summoning and consulting of infernal beings. Unsurprisingly, my former allies put two needs together and set up the penal colony to provide them with the regular supply of these crystals. Also unsurprisingly, the Ten asked me to keep a close eye on things. You never know when the Chelaxian’s prisoners might unearth a particularly powerful gem needed for our own studies. I pulled a few strings to ensure one of my pets, Captain Jim Ashferth, was assigned to lead the prison and we have remained in regular contact since, until a few weeks ago when communications ceased with no warning. I heard similar tidings from my connections in Vyre. Concerned with the lack of shipments, Cheliax sent a scouting party in which I inserted a couple of our agents. They too have gone missing. That’s where the five of you come in. It’s going to be a little while before the next alignment of the Gloomspires, so Venture-Captain Calisro Bennary has agreed to make a run up to Deepmar to drop you off. Find out what’s happening and if possible, ensure that Captain Ashferth is back in charge by the time you leave. It would be very disappointing to have to start all over.”

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Normally a confidant individual, Samuel visibly falters under Dralneen's gaze, clearly uncomfortable with her extracurricular interests. The soldier quickly tries to regain his composure and offers his superior an informal salute as he steps forward.

"I'm not familiar with Deepmar, but given the usefulness of these crystals, do we have any reason to suspect anyone for the sudden silence of the colony? Have your agents or contacts reported any outside agencies expressing an interest in the location?"

Following his query, the lance corporal falls back in with the other Pathfinders.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc leans over to whisper to Dr. Bloat.

Psst, when I hear scrumptious, I think of something entirely different than those two. I am glad her attention is on them and not us, eh?"

Grim speaks up to join in with Samuel.

"Um, yeah. We recon prisons usually expect folks to be tryin to break out and get away. Not having a plan to take over the place. Those there crystals throw off the whole formula like a bad...um...well something that does not go well. Hah. Something ain't smelling right with this."

Lantern Lodge

Zarta grins lasciviously and licks her lips at Samuel, "That was the most adorable salute. Is that blush standard issue too? You're like a younger, cuter version of Major Maldris himself without all that boring going on about freeing slaves." Eyes sparkling she adds, "But, I'm sure you'd all like to have your questions answered of course. We don't have any serious suspects. Its certainly possible someone is trying to disrupt the market for these crystals, but its seems more likely they would just attack some of the ships rather than strike the prison colony." When Grim speaks, she reluctantly turns her sight from Samuel and looks down upon the dwarf, seeming to straighten as she does to add an extra inch to her height. She drolls, "I suppose its possible the prisoners have seized the prison, but it would be a fool's choice. Prisoners are actually given a choice to go to Deepmar to shorten their sentence. Rebelling would end in their deaths." She looks around at the rest of you, smiling once more for Samuel. "Now, if you don't have any more questions, I need to see about a jet rat that some Pathfinder's just recovered in Cassomir. Report to the docks at dawn and Venture-Captain Bennary will take you to Deepmar."
If you don't have any more questions, you can make any last purchases you choose in Absalom and then let me know when you're ready to sail.

The Exchange

[retired]

Ready to sail!

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

no purchases, so ready to sail .

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Knowledge: Local: 1d20 + 6 ⇒ (12) + 6 = 18 Do I know anything about Deepmar?
Knowledge: Nobility: 1d20 + 10 ⇒ (20) + 10 = 30 Do I know anything about Captain Jim Ashferth?

Marcel didn't care much for Zarta's gaze, Chelaxians weren't exactly his type, then again since he had doubled in age since his last visit to Absalom, he wasn't sure what his type was now.

"What makes the gems so useful for summoning?" Marcel questions, figuring it would be best to know so they have some kind of idea as to whom might be interested in the penal colony.

The Exchange

[retired]

(I won't ask questions, since I've GMed this before, but if there are any Knowledge checks Narsius can make I'll roll those)

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan will happily wave as the rest of his friends come to join the briefing. He briefly blesses them with the same rune that he has imbued upon Marcel.

As Dr. Blote agrees to his blessing, Calistan smiles deeply and places his finger with great reverence on his forehead. Dr. Blote feels a warmth and connection to Calistan as the rune flourishes on his forehead. A closer inspection finds that the runes on Grimdoc and Samuel's heads is much more ornate and that their bodies glow with a slight sheen in the right light.

Life Link on all and Shield Other cast at the beginning of each day on Grimdoc/Samuel.

The oracle doesn't care for swimming so he will happily purchase a few potions of Fly as well as a few scrolls of Touch of the Sea in case of mishaps.

4 PP for the potions (2) and 50 GP for the scrolls (2).

He meets the group at the docks, ready to depart and hands Dr. Blote the pair of scrolls. He looks at the man expectantly.

The Exchange

[retired]

[pedantic]
You can actually only use the "2pp for an item" option once per session.
[/pedantic]

The Doctor casts Read Magic.

"Hrmph, heh, what fun! I suppose we can't all be as buoyant," he says as he slaps his protruding belly.

"Indeed. Should you fall overboard, or should some infernally pregnant kraken decide to have wooden ships on her list of cravings, I will happily help you find your sea legs."

"Speaking of... Anyone else hungry?"

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc smiles and waves to Calistan once he sees him.

Turning to Dr. Blote.

"Doc, I am always hungry. It's my high metabolism you know. Kraken are not our favorites after our last encounter with tentacles. Let's steer clear of them. Hah!"

The Exchange

[retired]

"Actually, come to think of it... Deepmar... Hmm..."

Know.Arcana, take 10: 10 + 21 = 31
Know.Anything, take 10: 10 + 11 = 21

Lantern Lodge

Between Zarta's briefing and Marcel and Dr. Blote's knowledge of the area, here is the additional background you know about Deepmar.

Shortly after the House of Thrune assumed leadership of Cheliax, the need for magical components used by its diabolical spellcasters increased sharply. These diabolists could now openly use their craft in the summoning and consulting of infernal beings, whereas previously they had done so only discreetly behind shuttered windows and bolted doors. Consequently, the demand for the foci and other components necessary to cast such spells created a lucrative new market.

Surveyors were sent to all corners of Cheliax to find new sources for these components, particularly the rarer and more valuable ones. The search turned up a rich vein of magically attenuated crystals that could be mined in the previously unsettled island of Deepmar off the northern coast of Cheliax and sold as powerful foci.

At first, slaves excavated the crystal nodes, but the yield of usable crystals was low, and the mortality rate very high. Still, the concentration of crystals in Deepmar was greater than any other source in Cheliax. The aristocracy experimented with paid mining crews, but soon found that no amount of monetary incentive could keep the crews working the mines. So they decided to turn Deepmar into a penal colony where criminals could work off their sentences, with the added benefit of shortening their time served if they exceeded a daily quota. Though life in the colony is harsh, this system has worked out well for everyone involved.

Deepmar is approximately 30 miles across at its widest point. Light rainstorms keep the island green and lush year round. Hurricanes ravage the island on occasion, claiming the lives of those unlucky enough to be caught out in the open. Deepmar has numerous stretches of forest as well as expansive meadows covered in tall grass and wildflowers. Fruit trees and other edible plant life grow in abundance in the volcanic soil covering the island. Though the island has had no volcanic activity for nearly a thousand years, deep beneath its surface, pools of magma bubble and vents occasionally send steaming blasts of air up to the surface at the hot springs found around the central rocky hills.

The colony is run by Captain Jim Ashferth, whose personal politics offended his superior officers and landed him here as punishment. His staff included a dozen guards rotated once a week from Vyre and Kintargo, a pair of cooks, a blacksmith, and a medic to tend to the miners’ daily wounds from the sharp crystals they mine in addition to seeing to their overall health.

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

@Blote: Ah, forgot about that, just saw I had an abundance of PP to spend. Figured Potions of Fly would be a good choice, but one should do it for this adventure, hopefully. :D

Calistan eagerly joins the group in procuring delicious vittles as he 'listens' to the stories of Deepmar.

Lantern Lodge

Since you passed Vyre Island, the journey has been rough. Storms have lashed the area, tossing the Grinning Pixie around, but Venture-Captain Bennary has kept the ship on course. As dawn breaks, the storm abates as the crew calls out that the island of Deepmar is within sight. Over the prow, the island is just visible through the rain. Although not large, looking to be no more than thirty miles across at its widest point, the island is quite lush, covered in wind-lashed trees and shrubs. Sitting at the island’s southernmost point is a small colony, surrounded by a wooden palisade in front of a single, long dock. The iron doors to the colony appear closed, but no guards can be seen. Indeed, as the boat draws closer, no one can be seen moving about the island.

The ship docks without incident and Venture-Captain Bennary joins you to discuss plans. ”If you need any more supplies, let’s take care of that now. I need to continue north to Hollow Mountain to meet with a Pathfinder crew there. I’ll be back in one week to pick you up, but I don’t have any time for delays. I need to get back to the Eye with another crew of Pathfinders for the next alignment of the Gloomspires. If you’re late, you’ll need to find your own way back to Vyre or Kintargo. Got it?”

The Exchange

[retired]

"Brppa prap, an entire week? Well. I packed a few lunches. And wine. And snacks. And sweets. But... Very well. Give me 15 rations as well."

The Doctor empties his coin purse into the Captain's hands.

"I do hope we don't starve..."

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc takes the news of the overly long stay about as well as Dr. blote

"I aint never been a whole week without ale before. This is worse than being sent to prison."

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Samuel seems to take stock of the situation.

"I think I'll need some rations too, and perhaps some camping equipment so that we can set up a camp site?"

Lantern Lodge

Venture-Captain Bennary chuckles at Dr. Blote and Grim's distress. "Rations and camping equipment are no problem. You can purchase those from the quartermaster and I'm sure he's got a keg of ale he'd sell you too if you can't go a week without. Once you're done with that, we'll head back out and see you in a week."
Go ahead and mark off purchases at your convenience.

Ahead, Deepmar Penal Colony occupies a stretch of land at the top of a low hillock along the southern coast of the island, a 25-foot-tall wooden palisade surrounding the colony. Tall, stout timbers topped with inward-facing hooks and barbs surround a small settlement of single-story wooden buildings with thatch roofs. Two 40-foot-tall towers stand to either side of a large 20-foot tall gate leading out to the docks. Chickens wander here and there, pecking at the ground—the only evidence of life around the colony.

The Exchange

[retired]

"Well, hrmmph, if we are to explore this island over the course of an entire week, I believe I can cover our campsite." He grins.

With the new dawn the Doctor prepares Rope Trick in place of one of his castings of Glitterdust.

Spells Prepared:
0thRead Magic, Detect Magic, Mage Hand, Prestidigitation
1stVanish (x2), Expeditious Retreat, Feather Fall, Burning Hands, Comprehend Languages, Mage Armor
2ndShatter, Glitterdust, Mirror Image, Rope Trick, See Invisibility, Darkvision
3rdFly, Fireball, Lightning Bolt, Life Bubble, Haste, Arcane Sight
4thStoneskin, Dragon's Breath, Greater Invisibility, Communal Tongues
Arcane Bond is available

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

I don't have all my documentation with me at the moment, so I will note those down later and pop it in the discussion thread.

Samuel hoists his pack across his back, and straps his faithful shield to his arm before they draw to close.

"We can never be too careful, Thornkeep taught me that much. Stick close."

True to form, the Eagle Knight takes point as they march towards the penal colony.

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Marcel does not remove his sword and simply holds his wayfinder, knowing that if they come across danger his sword will be in his hands even before he notices it.

"I don't suppose anyone speaks chicken?" Marcel asks, looking over at the fowl.

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan chases around a chicken for a while, tiring himself out. He moves back to Marcel with a sad face as he returns chickenless.

When Samuel heads towards the inside of the colony, Calistan will stay close by with his shield strapped to his arm.

Lantern Lodge

You all make your way up to the gate without incident. When you arrive, you find that the gates are closed and locked. You see no further signs of life besides the chickens.

Grand Lodge

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Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim stares at the chickens, but dreams of piles of mashed potatoes and gravy and biscuits with them before he snaps out of it.

"A locked gate. I can use my door opener unless one of you wants to try a bit more of that finesse stuff."

He will concentrate, trying to detect evil beyond the gate as he peers through, looking for prisoners, or gravy.

perception: 1d20 + 15 ⇒ (1) + 15 = 16

Lantern Lodge

Grim does not detect any evil from behind the gate. The gate is well-made and difficult to see through, but Grim sees no sign of guards or prisoners. The little movement he sees on the other side appears to simply be more chickens.

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Disable Device T10: 10 + 20 = 30

"Here, let me have a look at that." Marcel says, quickly trying his hand at the locked door.

Lantern Lodge

Day 1, 10:00

Marcèl gets out his tools and works for a minute on the locking mechanism. It isn't easy, there is only a narrow slit through which he can work. But after a minute or so, he feels a satisfying click as he picks the lock.

You open the gates and look in on the Deepmar Penal Colony. To the north a worn path crosses the colony past a well, ending in an identical gate and set of guard towers at the far side of the compound. To the right and left you see nearly a dozen structures. Most are long simple structures, probably designed to house the miners and guards. Others undoubtedly serve various functions of day to day life in the colony or may be the homes of more important members of the community.

Here and there across the grounds, you can see more of the ubiquitous chickens, but no other signs of life.

I've posted a Roll20 link. Hoping that will work for folks. If not, I'll try to work something out in Google. You should all have control of all tokens.

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

I can't access Roll20 at work, but I don't mind using it if people don't mind moving me when I'm at work? I can access it okay at home in the evening mind.

"Do we make them aware of our presence incase there is anyone hiding, or stay silent incase there are enemies in waiting?"

Samuel draws his magical longsword, scanning for movement.

"Perhaps we should start with the nearest buildings first?"

Unless anyone objects, the Eagle Knight begins to move towards the nearest of the houses.

Lantern Lodge

To either side of the gate, wooden ladders ascend twenty-five feet to simple fortified guard towers.

Right along the palisade to your left a group of small, five-foot-wide wooden shacks with shingled roofs occupies an area well away from the other buildings.

The first long building to your left has numerous small, barred windows along its exterior wall and a covered entrance facing the main throughfare.

On your right, you see a stone building surrounded by a tall fence. It occupies a spot of land well away from the other buildings in the colony. Its door is also made of stone and has no apparent latch or lock. Large red letters painted multiple times on every side of the fence spell out, “Danger—Keep away!”

The Exchange

[retired]

Narsius waddles through the gate after Samuel.

"Well, hruhm, I suppose if you see fit to draw your sword, I shall draw mine."

Narsius pulls out a scroll with 10 castings of Magic Missile inscribed on it.

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan wonders why there are so many chickens. He scans a few with Detect Magic as they approach the door with the ominous warning.

The trade prince looks at Sam and Grim, wondering if they are going to investigate. Then he notices the lack of a latch. His face turns puzzled as he thinks about the problem.

He turns his special eyes on the stone 'door' and the fence to see if any magical auras persist.

Remembering something, Calistan taps Marcel on the shoulder and points at the ladder, then puts his shield over his face and slowly peeks over.

-Posted with Wayfinder

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc will move up to the stone door and fence and scan for evil vibes within.

"Well ain't this interesting. Almost as if thar begging us to take a peek ."

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Perception: 1d20 + 11 ⇒ (6) + 11 = 17

Marcel moves over to the stone building with Grimdoc, examining what he can without moving within the fence.

The Exchange

[retired]

Narsius moves within 60ft of the building (fence still between him and it) and wiggles his fingers in its direction.

Detect Magic, Spellcraft: 1d20 + 19 ⇒ (4) + 19 = 23

Alternatively, any applicable Knowledges:

Arcana: 1d20 + 21 ⇒ (9) + 21 = 30
Others: 1d20 + 11 ⇒ (3) + 11 = 14

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc will stand at the gate for a few moments, watching the stone building for any sign of life or movement.

Anyone see anything? Sure is quiet around here. Except for the chickens. Not sure how they survived if the guards or other occupants did not."

Lantern Lodge

Moved Samuel up to the rest of you.
Calistan does not detect any magic coming from the chickens. They seems to be natural or at least the result of baleful polymorph spells whose victims failed all of the saves.

Both Cal and Dr. Blote detect a single magical aura coming from the building when they concentrate on it. Dr. Blote is able to identify it as a strong aura of conjuration.
To use Spellcraft, you must be able to thoroughly examine the object which necessitates handling it.

No one sees anything else of interest from their current location.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Well, if nothing jumps out, then maybe we need to take a closer look. But just in case...

Grim will cast heroism (extended) on himself and prepares to move into the fenced area towards the building.

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan will follow his dwarvish friend, shield at the ready.

The Exchange

[retired]

"Pfpf, I can discern a strong aura of magic leaking out of that building. Conjuration. This may be a trap of some sort. Proceed with caution."

The Doctor keeps pace 20ft behind the Dwarf.

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