PFS No Response from Deepmar (Inactive)

Game Master Nefreet

Island Overview Map


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The Exchange

[retired]

Narsius pulls out a box of Taldan Truffles.

"Anyone?"

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Oh, you sir are a saint!" Grim hesitantly holds out a pudgy hand at the offer.

The Exchange

[retired]

It's my Masterwork Tool for Diplomacy, Lol. 50gp for 10 uses, like a Healer's Kit. But I never actually get to use them for Diplomacy, so we may as well chow down!

The Exchange

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[retired]

The Doctor suddenly looks very ill.

"Hrmmph, erg, oh, perhaps those chocolates have been sitting around just a bit too long. I'm afraid I may not have the stomach to continue with you fine gentleman. Good luck! Explore, Report, and...." *huuuuurllllmmmphhh*

The Doctor then wiggles his fingers, says some words, and teleports away, leaving you once again with only the sound of chickens clucking around in the grass.


GM GM GM ∞ | Slides | Chronicles

Greetings, everyone! Let's get on with the show! You have several areas left to explore. I've included a list of where you've been in the Discussion tab as well.

Areas undiscovered: A6, A7, A9, A11, A12, A13, A14, and A16.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim look at the spot where the doctor had been standing.

"What the ??? Hey oh no the Doc has bailed on us. And to make matters worse...he took the chocolate!! Now we really gotta get off this rock."

Grimdoc makes sure the woman is closeby.

"Well...where to next? How about that ring of buildings to the northeast? ."


The sickly-looking Delbina nervously twitches as she scans the yard.

"You... you won't think ill of me, will you? I see... I see things... every now and then... I thought, maybe, they'd go away when you rescued me from that creature... but..."

She shivers against a cool seabreeze.

"I've been haunted by a pair of milky white eyes... they... they stare at me... from the darkness... I get this feeling of horror and dread every time I think about them..."


GM GM GM ∞ | Slides | Chronicles

Oh, whoops, forgot that we left off somewhere already:

michaelane wrote:
Delbina directs you over to the building (A10) behind the Captain's Quarters (A17).

PERCEPTIONS:

Grimdoc: 1d20 + 15 ⇒ (17) + 15 = 32
Marcèl: 1d20 + 11 ⇒ (7) + 11 = 18
Samuel: 1d20 ⇒ 17
Calistan: 1d20 ⇒ 5

Grimdoc notices that this is clearly a medic's quarters. Searching around you find a collection of personal valuables:

• Silver, gold, and copper coins totaling 80 gp
• A small platinum brooch in the shape of a happy winged cat worth 25 gp
• A locked wooden medicine cabinet
• A hidden coin pouch with mixed coinage totaling 150 gp (the Perception check of which was DC 30; good job!)
• A bookcase filled with collections of fiction, history, and a botanical collection titled Island Flora of Nisroch Bay

Still no signs of life.


Brother Grimdoc wrote:
"Well...where to next? How about that ring of buildings to the northeast?"

Regaining a semblance of composure, Delbina points to the small building next door (A14).

"That's the smithy. It's so weird not to hear the sounds of their hammers going."

She turns more northward, pointing to a collection of broken down wagons (A12).

"Those are the wagons that we use to transport crystals from the mines."

Pointing just beyond the wagons (A13), she continues.

"That's the stables, but I don't see the horses." She looks saddened. "There was a new foal born just a week ago, too."

She skips over what appears to be a simple tool shed (A9) and points to the bigger building to the west (A16).

"And that's the mining office, though I've never actually been in there. I'm not a miner."

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

After collecting and distributing the valuables for safekeeping, he exclaims.

Hey, I am a miner...well and I used to be a minor...but that was a long time and many ales ago! HAH!. I says we check out the mine shed and blacksmithy.

Unless objections are raised, Grimdoc heads towards the mine office.

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|

"Sounds like a plan to me." Marcel says, following Grimdoc over to the mine office.

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 nods solemnly as he wonders about the mysterious disapperances. The office seems like the most important part of town so he follows Grimdoc to the building.


GM GM GM ∞ | Slides | Chronicles
A16 wrote:
A flag bearing the Chelish coat of arms flutters in the sea breeze over this small wooden building.

PERCEPTION:

Grimdoc: 1d20 + 15 ⇒ (8) + 15 = 23
Marcèl: 1d20 + 11 ⇒ (10) + 11 = 21
Samuel: 1d20 ⇒ 18
Calistan: 1d20 ⇒ 20

The office appears as abandoned as the rest of the colony.

Ledgers, correspondence, pens, and ink bottles clutter a large desk. A tall candelabrum with a continual flame serves to illuminate the office. The walls are covered with maps of the various mines, each designated with the name of one of the layers of Hell.

A scantily detailed map of the island (link to be added later tonight) hangs on the wall here with several notes tacked around various numbered locations and names. A quick scan reveals the locations of each mine in relation to Deepmar as a whole, as well as some helpful bits of information:

1. “Skulltop Hill”
This section of the map shows a simple image of a winged lizard flying above a bleached human skull.

2. “Blue Lake”
A tacked up note lists a schedule of names and dates from a month ago.

3. “Marsh Lake”
A tacked up note reads “Unexplored”

4. “Red Hills”
This section of the map shows a simple image of heavyset humanoids standing in a circle with clubs raised high.

5. “Northern Woods”
A tacked up note reads “Unexplored; Demons?”

6. “Beast Meadow”
Tallies of elk, geese and boar are tacked here with a hierarchy of colonists names.

7. "Twitchwood"
A tacked up note reads “Unexplored; Fey?”

8. "Fruit Forest"
A tacked up note lists a schedule of names and dates from a month ago.

9. "’Squito Swamp"
Multiple pin pricks have been made on the map here.

10. "The Black Breaker"
A detailed drawing of a tall, black stone monolith is tacked to the wall here.

A search of the papers and ledgers near the map reveals that dig sites Avernus, Dis, and Erebus have not been mined in some time.

A note about dig site Phlegethon states that there were problems with large, aggressive apes led by a four-armed mutant with white fur that resulted in the mine being shut down and filled in.

Dig sites Malebolge and Cocytus have had pockets of vermin unearthed that poisoned some of the miners.

Dig sites Stygia and Caina appear to be the most recent sites of mining.

The rest of the paperwork contains tedious accounts of daily production at the mines, supply lists and requisition orders, inventory, and other information about the daily administration of Deepmar’s operations. The last ledger is dated roughly a month ago.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc offers a couple suggestions.

"Well, we know we had one of them white monkeys. After checking the rest of town, we could see if that mine is now open. Or try the last two more recent mines.


GM GM GM ∞ | Slides | Chronicles

Please also place yourselves either inside the building (if you're searching it) or outside the building (if you're standing watch).


GM GM GM ∞ | Slides | Chronicles

Island Overview Map.

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 nods as the dwarf speaks directly to his face, making it easy to understand. He raises a single finger as his answer when Grimdoc poses his suggestions.

Don't see a map with a building, but I will be inside with Grimdoc.

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 is a first through the door kinda guy, so he will be alongside Grim and Cal inside, watching out for his friends safety.

Samuel seems perplexed at the disappearance of the doctor, but takes it in his stride, never having had the best understand of those who practice the arcane arts.

"The mines seems like a reasonable suggestion. I would suggest we excercise extreme caution mind, if this place is dangerous, that can only be worse."


GM GM GM ∞ | Slides | Chronicles
Calistan the Wanderer wrote:
Don't see a map with a building, but I will be inside with Grimdoc.

It's in my header. Paizo still hasn't given me control to edit the main page.

As for inside/outside, there aren't individual minimaps. For colony encounters there's pretty much just "inside a building" and "outside a building". At least there are doors.

I'll post with more after work later today.

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 nods to Samuel as he peers out the door to see that Lukas is still mingling with the woman in the open squarish area between the buildings. He waves at the man and bids him to come over with his hand gestures.

Once they are together, Calistan takes off towards the Phlegethon mine.


GM GM GM ∞ | Slides | Chronicles

One vote for Phlegethon, one vote for checking the rest of town, and one vote for mines... It's up to Marcèl to break the tie!


Delbina looks at each of you.

"You're... you're going to the mines? What about me?"

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|

"We should make certain that the town is safe first and foremost, we don't want to come back to find that the one survivor suddenly vanished." Marcel commented, looking to the others.


GM GM GM ∞ | Slides | Chronicles

I moved Marcèl and Delbina to be with the others.

While searching the office everyone notices Delbina moving towards the stables. Marcèl catches something moving out of the corner of his eye.

"Oh! My gosh! Maybe the foal survivied! Here little girl... It's alright... You can come out..."

The "foal" quickly coalesces into a writhing black shadow.

INITIATIVE:

Marcèl: 1d20 + 10 ⇒ (3) + 10 = 13
Grimdoc: 1d20 + 6 ⇒ (1) + 6 = 7
Creature: 1d20 + 5 ⇒ (20) + 5 = 25 (Yikes! Sorry!)
Samuel: 1d20 + 2 ⇒ (19) + 2 = 21
Delbina: 1d20 + 2 ⇒ (12) + 2 = 14
Calistan: 1d20 - 5 ⇒ (5) - 5 = 0

The shadowy creature Spring Attacks from the doorway of the stables towards Delbina...

Incorporeal Touch: 1d20 + 11 ⇒ (9) + 11 = 20
Strength Damage: 1d8 ⇒ 8 (Double sorry!)

...and ends its movement in the shade of the office building. Delbina practically shrivels up into a knot by the creature's mere touch, but she's still standing (barely).

ROUND 1 (BOLD may post)
-------------------------------------------------------------------
Creature, SAMUEL, Delbina, Marcèl, Grimdoc, Calistan


GM GM GM ∞ | Slides | Chronicles

Be sure to read my post over in Discussion about how I handle Knowledge checks!

DC 18 Knowledge (religion):
This shadowy figure sways and moves with an erratic grace, as if lit by an unseen fire.
This is a Greater Shadow, a CE Medium undead (incorporeal)

Special Defenses:
Channel Resistance
• Reflex is its best Saving Throw

Special Attacks:
Flyby Attack
• Strength Damage (Su) A greater shadow's touch deals X points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Special Abilities:
• Create Spawn (Su) A humanoid creature killed by a greater shadow's Strength Damage becomes a regular shadow under the control of its killer in X rounds.

Lore:
Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. These undead monsters are often found with a small band of normal shadows, which typically treat a greater shadow as a leader to rally behind.

Liberty's Edge

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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

Hearing the noise outside Samual moves up to the doorway, noticing Delbina recoiling as her essence is drained the Eagle Knight quickly moves to interpose himself between the woman and the creature, sword it hand.

"Delbina, get to safety. I'll hold this creature off."

Double move action to get into combat, I'll draw my sword as part of it.

Grand Lodge

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Male DEAD Dwarf Inquisitor 8 / Fighter 1

Kn:rel , lore: 1d20 + 9 + 3 ⇒ (13) + 9 + 3 = 25

Grimdoc hears the scream and rushes out to assess the creature. With a look back to Calistan with a look of concern. He waves him to come.

"Undead of the shadow world. Only magic blades will avail against it. Its touch is death."

Grimdoc moves and will call bane undead into his weapon.

I cannot tell which is the creature on the map and if Grim can get to within 10' reach in a move. If so, bane and attack. If not.
, double move and no bane.


GM GM GM ∞ | Slides | Chronicles

Delbina lets out a terrifying scream and runs straight back to the kitchen, whimpering something about "shouldn't have left my apple barrel!!".

Grimdoc, your header doesn't state how fast you move. I assume 20ft, so I moved you. You're either going to have cover from Samuel or cover from the corner of the building, but you may attack.

ROUND 1 (Bold may post)
-------------------------------------------------------------------
G. Shadow, Samuel, Delbina, Marcèl, Grimdoc, Calistan

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|

Acrobatics: 1d20 + 17 ⇒ (15) + 17 = 32 To avoid AoO while moving into flank with Samuel, I have enough movement to not move through the creature's square, and I take no penalty for using acrobatics at full speed.

+1 Answering Aldori: 1d20 + 17 ⇒ (5) + 17 = 221d8 + 10 ⇒ (3) + 10 = 13 Not including precision damage, if it takes precision, add 8 to damage

Marcel moves across the battlefield, trying to get to the other side of the creature. If he succeeds, he then attacks it with his Dueling sword.

Parry+Reposte if attacked:
Parry: 1d20 + 21 ⇒ (1) + 21 = 22Reposte: 1d20 + 21 ⇒ (2) + 21 = 231d8 + 14 ⇒ (4) + 14 = 18 ...wow, those rolls suck...


GM GM GM ∞ | Slides | Chronicles

Your Acrobatics is successful, but it can't be flanked, and doesn't take Precision damage.

Grand Lodge

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Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc moves out and calls out to Erastil.

"Master of the Wood, bring bane to this foul creature."

Lucern Hammer, Bane, Hero, PA/FF: 1d20 + 11 + 4 ⇒ (4) + 11 + 4 = 19
for dmg, PA, gr.bane: 1d12 + 8 + 6 + 2 + 4d6 ⇒ (7) + 8 + 6 + 2 + (2, 4, 3, 2) = 34


GM GM GM ∞ | Slides | Chronicles

Grimdoc, the Bane Baldric doesn't give you early access to the Greater Bane class feature. It just increases your effective level when using the Bane and Greater Bane class features. I'll count the first two of those 4d6 for that attack, though.

The Exchange

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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 goes about in the room, bobbing along when everyone seems to panic and flee outside. He meanders along, looking around, staying close to Grimdoc. As he gets closer, he sees it.

Kn. Religion: 1d20 + 13 ⇒ (9) + 13 = 22

Interesting... he thinks to himself as he summons up a powerful aura to weaken the shadowy creature.

Archon's Aura: You gain a powerful aura, similar to an archon’s aura of menace. Any hostile creature within a 20-foot radius of you must make a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack.
DC 19 Will Save

Grand Lodge

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Male DEAD Dwarf Inquisitor 8 / Fighter 1

@GM - thanks - I will have to update since I just used hero forge and they apparently have coded incorrectly. Is there an errata or FAQ on it? I found lots of opinions.


GM GM GM ∞ | Slides | Chronicles

I'm unaware of errata or an FAQ. Just JJ's comment. But according to the text it only increases your level when using those features. Once you gain the Greater Bane class feature, your effective level when using it would be 17. But it says nothing about gaining early access to it.

I have an Inquisitor that owns one as well, so I sympathize. It would be amazeballs if it did. As it functions now it's just good (especially when combined with that feat that gives your party members Bane). My Inquisitor liked to share the love.

I'll update to Round 2 in a few hours.


GM GM GM ∞ | Slides | Chronicles

The Shadow lets out a hair-raising hiss as both Marcèl and Grimdoc drive their magical weapons home, though the attacks don't seem as effective as one would hope (half damage).

Will Save: 1d20 + 7 ⇒ (3) + 7 = 10
When Calistan appears the Shadow begins to discorporate. It then turns its attention to the one who hurt it the most: The Dwarf.

5 foot fly up at 45 degree angle over Samuel and strike at Grimdoc with higher ground.

Incorporeal Touch: 1d20 + 11 + 1 - 2 ⇒ (3) + 11 + 1 - 2 = 13
Strength Damage: 1d8 ⇒ 2

ROUND 2 (Bold may post)
-------------------------------------------------------------------
G. Shadow (20 damage; Archon's Aura), Samuel, Delbina (in kitchen; -8 Str), Marcèl, Grimdoc (-2 Str), Calistan

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 cannot stand the thought of this creature gracing the penal colony any longer. He raises his steel shield with the etching of Pharasma. A grayish light erupts from the symbol as it washes over the shadow, singing the undead creature.

Channel Energy: 4d6 ⇒ (4, 5, 4, 1) = 14
DC 19 Will Save to halve.

-Posted with Wayfinder

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc grunts as his strength is sucked from his muscles.

"Bah that won't do. Calistan has the right idea ."

+1 Lucern Hammer, heroism, bane, PA/FF: 1d20 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18
for dmg, PA: 1d12 + 8 + 6 + 2d6 + 2 ⇒ (6) + 8 + 6 + (1, 3) + 2 = 26

+1 Lucern Hammer, heroism, bane, PA: 1d20 + 6 + 2 + 2 - 2 ⇒ (1) + 6 + 2 + 2 - 2 = 9
for dmg, PA: 1d12 + 8 + 6 + 2d6 + 2 ⇒ (5) + 8 + 6 + (3, 6) + 2 = 30

subtract 1 from those pathetic rolls for attack and damage due to stR loss.


GM GM GM ∞ | Slides | Chronicles

Grimdoc's sapped strength prevents his blows from landing true.

Will Save, Archon's Aura: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19

And Calistan's wave of positive energy wasn't as effective as he'd hoped, either.

ROUND 2 (Bold may post)
-------------------------------------------------------------------
G. Shadow (27 damage; Archon's Aura), Samuel, Marcèl, Grimdoc (-2 Str), Calistan


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Genderless Automaton

***WHIRRRR*** CLICK CLICK ***PSHHH***

"TENGU BOT 5000 Initializing. Priority ONE designation: Continue pace of game. Alias Samuel has been inactive for 48 hours."

The metallic surface of the automaton liquefies and smooths. In a manner of moments it changes form to appear like... Samuel!

"I shall disassemble you <random opponent>."

+1 Ghost Touch Longsword: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Iterative Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d8 + 5 ⇒ (7) + 5 = 12


Genderless Automaton

***WHIRRRR*** CLICK CLICK ***PSHHH***

"TENGU BOT 5000 Initializing. Priority ONE designation: Continue pace of game. Alias Marcèl has been inactive for 48 hours."

The metallic surface of the automaton liquefies and smooths. In a manner of moments it changes form to appear like... Marcèl!

"I shall disassemble you <random opponent>."

+1 Answering Aldori: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 1d8 + 10 ⇒ (4) + 10 = 14

Iterative Attack: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 10 ⇒ (2) + 10 = 12


GM GM GM ∞ | Slides | Chronicles

The Shadow discorporates significantly after the full assault, but remains intact. It then seems spoiled for choice.

Who does it choose?:
1 = Grimdoc
2 = Samuel
3 = Marcel
1d3 ⇒ 2

It reaches out, using its height advantage, and attempts to siphon the strength from Samuel.

Incorporeal Touch, Higher Ground, Archon's Aura: 1d20 + 11 + 1 - 2 ⇒ (13) + 11 + 1 - 2 = 23
Strength Damage: 1d8 ⇒ 7

ROUND 3 (Bold may post)
-------------------------------------------------------------------
G. Shadow (49 damage; Archon's Aura), Samuel (-7 Str), Marcèl, Grimdoc (-2 Str), Calistan

The Exchange

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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

Tengu Bot is awesome!

Calistan sees the creature still flailing about and decides that his Mistress' wishes must be upheld. He raises his holy shield of Pharasma and sends out another blast, trying to banish it from this realm.

Channel-Will DC 19 to halve: 4d6 ⇒ (4, 2, 6, 6) = 18

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|

+1 Answering Aldori: 1d20 + 17 ⇒ (9) + 17 = 261d8 + 10 ⇒ (2) + 10 = 12
Iterative: 1d20 + 12 ⇒ (3) + 12 = 151d8 + 10 ⇒ (8) + 10 = 18

Marcel continues the assault of the shadow.

Parry+Reposte if attacked:
Parry: 1d20 + 21 ⇒ (14) + 21 = 35Reposte: 1d20 + 21 ⇒ (15) + 21 = 361d8 + 14 ⇒ (1) + 14 = 15

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will wait to see if the two attacks from Cal and Marcel finish it.


GM GM GM ∞ | Slides | Chronicles

The wave of energy rushing forth from Calistan's symbol vanquishes the shadow in a white, grey and purple burst. When the light subsides, only the four of you remain. Whimpering can be heard off in the distance from where Delbina fled, but all seems otherwise calm.

***COMBAT OVER***


GM GM GM ∞ | Slides | Chronicles

Searching the rest of the colony turns up no more survivors (or hostiles). Looking through the barracks, the smithy, and even the latrines, it seems like everyone simply got up and left. In the remaining areas you find:

A5, the Garden:
This fenced-in area contains a large fruit and vegetable garden, though it appears it hasn’t been tended in a while, judging by the many weeds competing with the plants. Several rain barrels connected to a simple irrigation system ensure that the plants always get plenty of water.

Searching through the garden you discover the grisly remains of several chickens and the tracks of some large ape. Grimdoc's discerning eye uncovers a trio of crossbow bolts among the gore. The angle of the bolts indicates they were fired from one of the northern guard towers.

Your second discovery is even more alarming. You find evidence of a hastily filled in hole. Excavating the hole you find that the soil underneath is loose and gives way to a small tunnel sloping downward.

A6, the Chicken Coops:
Wood-and-wire chicken coops occupy the spaces here along the outer wall. Only a pair of very thin chickens now remain in the one coop whose doors are closed. Those you see wandering around the colony were lucky to have "flown the coop".

A9, the Tool Shed:
This simple shack has the image of a mining pick painted on the placard hanging over its ironbound door. It is secured with a sturdy-looking padlock.

Inside the tool shed you find dozens of mining picks, shovels, work gloves, hammers, rope, chisels, spikes, knives, and pitchforks. A box here also contains all of the tools used at the smithy.

A11, the Latrines:
A group of small, five-foot-wide wooden shacks with shingled roofs occupies an area well away from the other buildings. These five buildings are latrines for the colonists. Without regular maintenance, the latrines reek and attract swarms of flies.

A12, the Wagon Yard:
Six wagons and several mining carts are parked next to what appears to be a stable. These wagons and carts are in bad shape, though still serviceable. The wagons appear to have been used to haul crystals back to the colony.

A13, the Stable:
A painted sign depicting a horse hangs from the eaves of this long, tall building, just above a pair of large double doors. A foul stench wafts from inside the structure.

The stable contains stacks of hay bales across from six sturdy stalls—too sturdy, in fact. Each stall contains the rotting carcass of a horse. With the disappearance of the miners, these poor animals, unable to break free from their stalls, probably slowly succumbed to dehydration and died. The building is full of flies buzzing around the decaying bodies.

A small locked room within the stable acts as the tack room. Among the normal riding gear and grooming tools are a masterwork saddle with silver-and-gold filigree and an ivory saddle horn, together worth 2,500 gp. The saddle bears the initials of Captain Ashferth.

A14, the Smithy:
This open stone building contains a stone forge at its center, surrounded on three sides by slab-topped worktables, as well as numerous hooks on the walls for tools. A small building connected to it appears to serve as living quarters.

The pegs and hooks on the wall where tools would be kept are all empty (probably because they were kept in the tool shed). The adjacent building is simply furnished with a bed, a table with two chairs, a washroom with a small wooden tub, a small stove that serves both for heating the room and cooking meals, and a large collection of paintings and sketches of scantily clad figures hanging on the walls.

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

Haha, sorry I was quiet. I was away for 5 days for Christmas. I'll probably be abit on and off till after New year.

Can we head down the tunnel in the garden? If so Samuel will recommend that.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will motion to Calistan to see if she can help the drained woman. Grim looks for a scroll to remedy his own condition.

Assuming heroism has expired and marking off lesser restore scroll.

Lesser restore stR : 1d4 ⇒ 1

"This tunnel seems to lead some wheres . Let's give it a check since the other buildings ain't turning up much."

Grimdoc, despite his girth, will offer to go first, with his mining experience and dark vision.


GM GM GM ∞ | Slides | Chronicles

The hole requires excavation, but you have an ample supply of tools for the job (as well as a verifiable miner to coordinate it all!). You find the soil is loose and it soon gives way to a small tunnel sloping downward. The tunnel averages between 3 feet and 5 feet in diameter, making it a cozy squeeze for everyone involved. Anyone taller than a dwarf must bend or crawl to proceed.

PERCEPTIONS:

Grimdoc: 1d20 + 15 ⇒ (11) + 15 = 26
Marcèl: 1d20 + 11 ⇒ (12) + 11 = 23
Samuel: 1d20 ⇒ 18
Calistan: 1d20 ⇒ 4

Approximately 40 feet down the tunnel opens up into a 15 foot chamber that dead ends in a wall of rubble. Just as Grimdoc begins to stretch and move into the chamber his foot catches a hidden tripwire.

Poisoned Dart Trap: 1d20 + 20 ⇒ (12) + 20 = 32 Damage: 1d8 ⇒ 5
Does Grimdoc roll a 1 on his Fort save?: 1d20 ⇒ 10

A large dart launches out of the wall and pierces the stout miner right in the chest. Grimdoc senses the slight sting of some minor poison, but it seems to have no affect on him. You believe it was blue whinnis poison.

Grimdoc, Profession, Taking 10: 10 + 11 = 21

As the group begins to press on Grimdoc recognizes that the supports in this chamber are all rigged to collapse should any more work be performed. The entire tunnel, chamber, and poisoned dart seems like some elaborate setup. Attempting to dig out this area would be a fruitless and dangerous task—doing so would likely result in nothing more than multiple cave-ins.

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