[PbP Gameday VII] GM Irish202 RotRL: Spires of Xin-Shalast (Inactive)

Game Master Irish202


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Placeholder for game for PbP Gameday VII, to start on 8/13/2018.

Please see PbP Gameday VII website for more information and sign ups!


In the midst of whatever travels you find yourself, a courier arrives bearing a scroll addressed to you and a small pouch of coins. The scroll is wrapped with a single red ribbon and bearing a wax seal stamp with the symbol of the Open Road. It reads the following:

Seeker,

I hope this message finds you in good health. The Ten do not call lightly upon the upper echelon of the Society's agents, but we find ourselves in a situation of great import. Several agents under the purview of my lodge have encountered an amazing discovery of Thassilonian history, a once-in-a-lifetime opportunity that the Ten will not allow to pass unheeded. An ancient evil is slowly awakening from this fallen empire, and while I am not at liberty to explain the full details of this discovery in this letter, the implications of this could change the future of Varisia (if not Golarion) itself! At your earliest convenience, please make haste to our Lodge in Magnimar, where I may provide further information about this most important mission. You will find enclosed with this letter enough funds to cover any travel expenses (magic or otherwise) you may incur to arrive swiftly at the Lodge.

Sincerely,

Sheila Heidmarch
Venture Captain, Magnimar Lodge

.................................................

Upon your arrival in Magnimar, the opulent Heidmarch Manor awaits you in one of the more well-to-do districts of the city. A butler greets you, and provides you with a well appointed room for your belongings and to rest if needed. The servant informs you that the Venture-Captain is meeting with other agents for a briefing at the moment, and will be available when the other Seekers have arrived at the Manor.

Feel free to begin any introductory RP, and we'll get this party started on the 13th!

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Griff sits alone in his demiplane. The Chelaxian man had created this demiplane over and over, a wasteland of cold winter and perpetual snow. He lays his long black hair next to a rock, sprawling it across it as he lay asleep.

He arises as he receives the missive. Upon awakening, he actives his Ring of Invisibility as a reflex. He has grown so accustomed to the ring that it is second nature to him. He ponders the missive, frowning, and gets up dusting himself off of the white snow. He casts Plane Shift, leaving this demiplane behind once again to help the Pathfinder Society with his talents.

Miles: 1d100 ⇒ 63 - x5, so 315

He arrives a good distance away from the target, and casts Wind Walk from a scroll using his Mnemonic Vestment to expedite his journey to the lodge. He continually activates his Ring of Invisibility to remain completely hidden from most folks in town.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Grognar arrives in Magnimar. Heading there directly after his last adventure using wind walk.

Grognar is a large half-orc in full plate which are covered in the insignia of Iomedae.

"Greetings."

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Intrigued by the mission and more than a little ready to leave behind his tedious administrative duties, at least for a short while, Sharton gathers up his handy haversack, always packed for such an event. Not normally needing to teleport in his daily duties, he taps the power of his bonded amulet to recall Greater Teleport and within seconds is standing just outside the gate to Heidmarch Manor so that he can be properly announced. His Varisian blood revels in the return to Magnimar while his head simultaneously ticks through the various spells he may need to swap out based upon the abilities of his fellow Seekers, begins to recall his extensive knowledge of Thassilon, and hopes that he'll have enough time in Magnimar to visit a few of his favorite restaurants.

He nods to the pair of oracles already present, known to him only by reputation, makes his introductions, and sits down to engage in small talk while awaiting the mission briefing. His confidence in your competence only grows when he finds out that you both know Blessing of Fervor. He immediately wants to discuss with Griff the ability to coordinate with each other since we will often be invisible in combat - how can we make sure to include the other with helpful buffs while ensuring we exclude from damaging spells? Hopefully lifesense will allow you to target him with buffs, and he expects to put up See Invisibility once we're in the immediate area of the mission.

You should be able to see my character's information now, let me know if there's something else you'd like to know.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

For all arcane casters this is useful info about Grognar.

"Sharton, your intelligence is known to me. There are some things I like to discuss with allies who have arcane talents."

"I lack the skills to identify which magical defenses an enemy has prepared (Knowledge arcana). Spells like freedom of movement can be limiting for me. Though, I can remove them myself knowing they are there is helpful. If you could shout those out to me it would be appreciated."

"Next, I have found arcane casters to be very dangerous foes so have learned a spell called source severance, or so the books tell me. If I am using that spell stand more than 5 ft away from me or you will be cut off from your powers.'

"Finally, and sorry for going on so long. If you really want your spell to hit hard, wait until I am within 30ft. I can reverse the fortunes of individuals. I don't know how the power works but you see them escape a spell then suddenly it's like they never got away. Dual curse - misfortune."


Griff's Arrival:
Griff wrote:

He arises as he receives the missive. Upon awakening, he actives his Ring of Invisibility as a reflex. He has grown so accustomed to the ring that it is second nature to him. He ponders the missive, frowning, and gets up dusting himself off of the white snow. He casts Plane Shift, leaving this demiplane behind once again to help the Pathfinder Society with his talents.

Miles: 1d100 ⇒ 63 - x5, so 315

I always forget about that drift on the shift. Direction Off-Target: 1d4 ⇒ 2 (1 = North, 2 = East, 3 = South, 4 = West), Time of Day: 1d24 ⇒ 17

The force of your power shunts you back onto the Material Plane, and you find yourself floating next to a lighthouse in the late afternoon looking out over an industrial town on the coast of a nearby sea. Several factories in the town churn plumes of smoke into the sky as you see trebuchets and other siege weaponry being carted onto ships on the docks.

Looking over your chronicle sheets, I found this relatively ironic. Your plane shift deposits you in Palin's Cove, which your character might be relatively familiar with.

Thanks to his invisibility and flight, Griff finds no difficulty making the trip along the coast towards Magnimar; swiftly arriving after about a little less than six hours. If traveling into the night, he finds only a bored-looking guard (or an agent in training, perhaps?) standing at the entrance gate to the Manor; who does not even notice you as you wisp by with your magic.

Sharton wrote:
He nods to the pair of oracles already present, known to him only by reputation, makes his introductions, and sits down to engage in small talk while awaiting the mission briefing.

The butler seems to anticipate your needs, and offers a cozy parlor room off the main entry hall with comfortable chairs and spacious windows that offer a pleasant view of the manor grounds. During your discussions, he unobtrusively serves tea (or other beverages per preference) and light snacks off of a side table to those that wish it.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

The quality of even the least of the meals here in Heidmarch Manor is well known to Sharton, who selects a chocolate scone that Sheila always seems to have available when he is visiting.

Grognar the Oracle wrote:

"Sharton, your intelligence is known to me. There are some things I like to discuss with allies who have arcane talents."

"I lack the skills to identify which magical defenses an enemy has prepared (Knowledge arcana). Spells like freedom of movement can be limiting for me. Though, I can remove them myself knowing they are there is helpful. If you could shout those out to me it would be appreciated."

"I consider this a standard part of my role in the party, and I will be happy to help out my adventuring partners with such information. In order to not give away my position I expect to be moving immediately thereafter!"

Grognar the Oracle wrote:
"Next, I have found arcane casters to be very dangerous foes so have learned a spell called source severance, or so the books tell me. If I am using that spell stand more than 5 ft away from me or you will be cut off from your powers."

Sharton's eyes widen a little and he unconsciously leans away slightly. "Valuable information indeed, I appreciate you telling me in advance so that I don't accidentally fly too close and find my magical flight and invisibility both negated at a crucial moment."

Grognar the Oracle wrote:
"Finally, and sorry for going on so long. If you really want your spell to hit hard, wait until I am within 30ft. I can reverse the fortunes of individuals. I don't know how the power works but you see them escape a spell then suddenly it's like they never got away. Dual curse - misfortune."

"I already use some magical implements to make a few of my spells every day more difficult to resist (persistent metamagic rod) but this ability of yours may prove to be the difference against our most challenging foes. I look forward to working with you and combining our abilities to make ourselves into a formidable team."

"I rely on illusion in many instances, to include spells created from the essence of shadow. We should come up with some innocuous word or phrase I can call out to let you all know that it isn't (fully) real, and perhaps you'll have an edge to see through these particular spells for what they are. Even a shadow fireball or acidball can burn as much as a real one if your mind is convinced it is real."

"If there are any particular spells that either of you see as redundant with what you already have available, or if you have a request for me to prepare a particular spell, please let me know. My Blessed Book has a tremendous number of spells in it, thanks to a particular stone giant wizard who is now dust in the wind. His spellbook was breathtakingly impressive."

It contained every Core Rulebook wizard spell, and it took me quite a while to scribe over.

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

A tall half orc enters the room wearing polished armor. He has a stern look on his face as he surveys the room. He has a backpack on his back and wears a sword tucked into a fine scabbard which hangs at his waist.

"Greeting all..I am Shump Bloodaxe, paladin devoted to the Lady of Valor. I received Venture Captain Heidmarch's note and traveled here as quickly as I could."

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

A being in full hellknight plate floats into the room at a pace faster than normal walking. Some recognize his motion as Overland Flight. On his shoulder sits a raven with an intelligent gleam in its eye. Taking a chair the man introduces himself. Well met fellow seekers. I am Ezren, Hellknight Signafier and conjurer of the Dark Archive. I too have been called to help the 10. I know each of you by reputation and look forward to working with you.

Then speaking in everyone's mind something says <<Greetings. I am Baal, servant of my master Ezren. He bids me introduce myself so that later if I speak into your minds it will not alarm you.>> The raven turns his head so that one eye regards you. << I may come to each of you in battle offering assistance, thought I may be invisible when I come. I ask that you accept such aid when offered and do not try to resist my magics. I am directed to only offer beneficial enchantments. Also you will find that you can think to me a message and then I can relay that message to an other. In such ways I am to serve.>>

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Before the traveling
Griff looked around his river-side surroundings of Palin's Cove. Remembering the corruption here from the Cult of Lissala that he encountered, he grimaces slightly upon remembering how some of his most trusted comrades almost died here. (Was a rough scenario for us)

He quickly uses his Scroll of Wind Walk (With Mnemonic Vestment) to head out to Magnimar with the others.

At the meeting
Griff does not reveal himself at first. His timid nature often got the best of him. He spent most his time invisible, so he had very little social interaction with anyone. As he gained in power, he learned the art of creating his own demiplane, and it hasn't helped with his mental affliction.

He briefly unmasks his Invisibility given from his ring to introduce himself.

In a shy voice, he states
"My name is Griff,
Count on me if...
You think you need a heal
Or a nice fancy meal
I can also empower
And it'll last for hours."

With that, he casts Heroes' Feast to for the whole party (and Shiela if she is present).

Then, before eating, he uses his Ring of Invisibility once again.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

"When we have a better idea of where we will be and what we will face I will provide us with hunter's blessing"

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Sharton, do you mind using the standard convention of bolding your speech? The quotes are much harder to pick out of a test block.

Sharton, you and I should compare notes when choosing spells to prepare. Necromancy is my opposition school and I will not carry many if any at all. I see that it is your opposition school as well...


Griff wrote:
With that, he casts Heroes' Feast to for the whole party (and Shiela if she is present).

1d30 ⇒ 24

The room abruptly fills with incredibly savory aromas as trays and platters of food from a plethora of different styles spontaneously manifests with a soft 'popping' noise. Various decanters and goblets filled to the brim with beverages (somehow oddly always filled with the desired drink at time of need) float magically through the air amidst the feast now laid out before you.

The butler, surprisingly not startled by this occurrence if only due to the Society agents that he continually must entertain, clears his throat slightly and excuses himself from the room with the tea service tray. Approximately a little less than a half hour later, a woman enters the room with the butler trailing behind her.

Sheila Heidmarch Image

"Well met, Seekers," Venture-Captain Sheila Heidmarch says in her dusky voice to the gathered agents, a little weariness in her voice doing nothing to conceal the eager shine that glimmers in her eyes. The butler pulls up a chair for her, in which she sits decorously while unabashedly snagging a Taldan créme donut from the multitude of floating platters from the heroes' feast spell. The butler rolls his eyes as she digs in, handing her a napkin to wipe the chocolate that now adorns her face. "Mmm...good choice," she says as she primly dabs her cheek clean. Sheila takes measure of the gathered agents, engaging them in small talk while they finish their meal.

Briefing will begin after Jebediah is present in the gameplay thread, or on 8/15 7:00AM EDT, whichever comes first.

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Jebediah has been enjoying a long tour of the wilds of Nirvana, since his last mission, some time ago, when he is found by the couriers.

Reading the letter, he sighs ruefully.

"I suppose it was too good to be true... I had thought that I could enjoy my retirement, but when the Society calls, I will answer."

He quickly puts his affairs in order, and Plane Shifts back to Golarion, making his way to Magnimar.

-------
A tall, heavily muscled half-elf, dressed in red dragonhide full plate, and with a shield of similar material on his back, strides into the dining room.

"Greetings. I am Jebediah Heliotrope. It is a pleasure to meet you all."

Then, without missing a beat, he quickly snags a plate, and joins in on the feast.

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

The half orc turns to the new half elf. "Greetings Jebediah. I am Shump, a warrior of the Lady of Valor."

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight
Ezren, Hellknight Signafier wrote:
Sharton, do you mind using the standard convention of bolding your speech? The quotes are much harder to pick out of a test block.

Is that a thing? My first PbP game, thanks for letting me know.

Ezren, Hellknight Signafier wrote:
Sharton, you and I should compare notes when choosing spells to prepare. Necromancy is my opposition school and I will not carry many if any at all. I see that it is your opposition school as well...

Sharton immediately agrees with Ezren that they should compare spells, rattles of his, and listens intently to yours.

"We actually don't overlap too much, once we exclude personal enhancement spells like true seeing. We both have disintegrate, wall of force, acid pit, dispel magic, haste, two glitterdust each, scorching ray, liberating command, and magic missile. I am tempted to drop my haste for heroism, especially since both oracles have blessing of fervor, and forget color spray to add feather fall in the event anything happens to my overland flight. If we are to be up against powerful casters, I may also drop one fireball to pick up arcane sight and help identify their protection spells more quickly.

I'm not as concerned about the other spells that overlap because they are excellent control or utility spells in their own right. What are your thoughts? And might I say, it's nice to finally be able to coordinate spells with another wizard BEFORE we're ushered out the door!"

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Although Grognar has blessing of fervor, he also has boots of speed so he often uses his spell slots to casts other spells. He does best when he gets up in the fight asap. If we get the chance to cast out of combat he is always happy to cast blessing of fervor.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

I will look at Griff's typical buff sheets tonight and see what he usually doled out to his old adventuring party. Will post that once I have it for planning purposes.

Don't forget Heroes' Feast was cast, and you also get 1d8+9 temp hit points for 12 hours (I think rolled individually)
Heroes' Feast: 1d8 + 9 ⇒ (2) + 9 = 11

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

GM: I apologize, but if you don't mind, I'd like to have that Heroes' Feast extended with a metamagic rod so it'll last 24 hours. Been a while since playing this character.

--------------------------------------------------------------------

Alright, here's some buffs I can give out:

(Using Strand of Prayer Beads, the Bead of Karma, to give +4 caster level during buffing period)

22 hours
- Greater Magic Weapon +5 (Level 4)
- Magic Vestment +5 (Level 3)

About 14 hours
- Life Bubble (whole party, or can cast it twice and have it last 21 hours) (Would use extend rod on one casting at least) (Level 5)

3.5 hours
- Freedom of Movement (Level 4)
- Magic Circle against Evil (Level 3)
- Air Walk (Level 4)

I'm most willing to give out the 22 hour buffs for those who use weapons/armor, and the Life Bubble. If others have similar buffs and wish to help out with this effort, they can. I will buff everything at once so I can get the Prayer Beads on it.

Some Self Buffs Once We Start the Buffing:

- Ant Haul (48 hours)
- Freedom of Movement (3.5 hours)
- Scroll of Mind Blank (24 hours)
- Air Walk (7 hours) (Using last charge of extend rod)
- Magic Vestment (x2) (One on armor, one on shield) (22 hours)

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

I can cover life bubble but I'm waiting to see the mission before beginning to cast.


Griff, that is no problem. My apologies on my delay in posting. Today was the Day From Hell™ at work, I didn't get a break to post the briefing. Without further adieu...

As the last agent arrives, Sheila adopts a more serious mien as she sets her teacup aside on a saucer with the soft clinking of porcelain. "On to the matter at hand, perhaps. As some of you may already be quite familiar, due to our Lodge's presence in Varisia we have had rather extensive exposure to the ruins and secrets left behind centuries ago by the fallen empire of Thassilon," the Venture Captain says as she looks at several such artifacts placed decoratively around the parlor. "Over the past year, we have had increasing encounters with dangers and creatures tied closely with Thassilon around Sandpoint and the surrounding areas. With the help of many of you and our fellow agents over the past year, we have been dealing with these threats effectively." She pauses briefly to take another sip of tea as she looks graciously over her teacup around the room at Griff, Sharton, Shump, and Grognar.

"However, due to recent revelations from the giant assault on Sandpoint it has become clear that there is someone maneuvering behind the scenes. All of our investigations point conclusively in one direction." Sheila's eyes almost sparkle with excitement. "One of the rulers of ancient Thassilon, Karzoug the Claimer and the Runelord of Greed, has returned from wherever he went to survive Earthfall. Clearly he has not completely returned to his full power, or else he would not be so extensively relying upon the servants he has been sending out. The implications of this are...staggering...to say the least. If the legends of his power are true, it would be short order for all of Varisia to fall into his grasp." She motions to the butler, who hands her a rolled parchment. Moving to a nearby table, she unrolls a very old map stained in places with what looks like red splotches of some kind.

"We have been able to find the Runelord's location, thanks to a hidden library of ancient lore found at Jorgenfist and dwarven ledgers detailing its location, but getting to it has proved...troublesome." Sheila points to an area on the map, which appears to represent the geographical area of Varisia. Her finger rests upon a mountain range, riddled with rivers winding through it. "Here, amidst the Kodar Mountains. History speaks of the seat of Karzoug's power, the city of Xin-Shalast; nestled into the shadow of Mhar Masif at the source of the sacred River Avah. Some kind of warding effect blankets the region, deflecting divinatory spells and subtly diverting any who attempt to approach." She turns her gaze from the map back to the gathered agents. "I sent an advance team in to secure safe passage to the site. They found a way to pierce such a defense initially, through an arduous ritual, but it greatly weakens those who attempt it. Fortunately for you all, I received a report back from them shortly before I sent out your summons; providing a way to move directly into Karzoug's realm. My agents, however, also included dire news: The Runelord's return to Golarion is nigh. They estimate in little over a fortnight, he will have accumulated the energy of enough sinful souls from all over Varisia to allow him to revive completely." Sheila shakes her head, now all seriousness and business. "We cannot allow that to happen. Your mission is to reach Karzoug's fortress, the Pinnacle of Avarice amidst the Spires of Xin-Shalast, and do whatever it takes to end Karzoug's threat to Varisia once and for all."

The Venture-Captain then reaches into a pouch at her waist and pulls out six golden rings, each bearing the symbol of a seven pointed star, and sets them on top of the map before her. "One more thing. Some kind of field envelops his fortress, painfully rebuffing any but his most trusted servants. My advance team quickly discovered that those bearing the symbol of Thassilon, the Sihedron, are able to pass unharmed. They recovered these rings from the Runelord's servants while securing the city; you are welcome to them if they would aid you in your efforts." Sheila leans back in her chair, her eyes intently focused. "Make what preparations you must, but time is of the essence. I have several mages ready to begin the process to take you to Xin-Shalast when you are finished."

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

"Small team for a tactical strike. That makes sense. Are there any historical records of his high level servants? I have experienced giants, humans, some outsiders, and undead in prior missions related to the the runelord."

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

"I'm sure that Ezren and I must have come across more information about Karzoug and this particular region of Varisia in our extensive studies over the years."

Just surmising what knowledge checks would be appropriate.

Knowledge History: 1d20 + 1d6 + 16 ⇒ (15) + (6) + 16 = 37
Knowledge Local: 1d20 + 1d6 + 20 ⇒ (10) + (1) + 20 = 31
Knowledge Geography: 1d20 + 1d6 + 15 ⇒ (11) + (6) + 15 = 32

"Since Karzoug was, I mean is (or is it will be?), a master of greed magic and the school of transformation, these are some of the types of spells and magical effects we should expect."
Knowledge Arcana: 1d20 + 1d6 + 20 ⇒ (4) + (3) + 20 = 27

Grumbling to himself, Sharton adds "So much for time to swap out prepared spells before being ushered out the door."

Did we have time to coordinate spells with each other and swap a few out (already listed above) before our mission briefing? Now that we know the mission, can we look at more adjustments to our individual lists and add things like more Dispel Magic?

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Ezren adds his considerable knowledge to the discussion.

Knowledge History: 1d20 + 1d6 + 20 ⇒ (6) + (6) + 20 = 32
Knowledge Local: 1d20 + 1d6 + 20 ⇒ (9) + (4) + 20 = 33
Knowledge Geography: 1d20 + 1d6 + 20 ⇒ (8) + (1) + 20 = 29

Knowledge Arcana: 1d20 + 1d6 + 33 ⇒ (1) + (5) + 33 = 39

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Aid another for the wizards.

Local: 1d20 + 5 ⇒ (7) + 5 = 12

Local: 1d20 + 5 ⇒ (15) + 5 = 20

History: 1d20 + 5 ⇒ (13) + 5 = 18

History: 1d20 + 5 ⇒ (16) + 5 = 21

Grogonar runs around and cross reference dates and names with pathfinder chronicles. Helping in any way he can.

Grognar is helpful, providing +4 when he aids.

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

"hmmm....I am not familiar with these Runelords. But if the cause of justice demands that Karzoug be stopped I am there and will protect my comrades. I doubt that we'll be charging on a field so I will leave my rhino friend where if that is ok."

the longstrider would be helpful for me if you have an extra. I have a pearl

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Longstrider is personal. If you can umd it the wand is yours.

Spoiler:
UMD: 1d20 + 5 ⇒ (15) + 5 = 20 For once we are out side the fortress.


Sharton wrote:
Just surmising what knowledge checks would be appropriate.

Summary of knowledge checks rolled below. If you have specific questions, feel free to ask; I can either expound what I can from your knowledge your character might know, or things Sheila might be aware of.

Knowledge (History):
You are familiar with the empire of Thassilon, as well as the course of events that led it is eventual ruin when Earthfall plunged Golarion into darkness (Summarized on this page). Karzoug ascended to the role of the Runelord of Greed during his apprenticeship to the previous Runelord Haphramas, and little else is known about him prior to his apprenticeship (most records where expunged/destroyed upon him assuming the mantle). The Runelords of Greed typically wielded a magical burning glaive; one of the seven Alara'quin, an icon representing the Runelord's mastery of magic. You are also familiar with other off-hand history about Shalast, mostly related to its near constant war with the neighboring Bakrakhan. The nation relied heavily upon subjugating and enslaving giants of all kinds, with Rune Giants being the epitome of their armies. Legends tell that the city of Xin-Shalast was built to reflect the epitome of Greed, and that the streets there were paved with gold.

Knowledge (Arcana):
You are familiar with the schools of Thassilonian magic, the basis for much of the current accepted system in the present. Originally based off the seven Virtues of rule established by Emperor Xin, these virtues were twisted into Sins as the Runelords succumbed to the power they wielded. Greed magic focused on what is now considered the Transmutation school, diametrically opposed by the sins of Lust (Enchantment) and Pride (Illusion). Greed magic focused on altering reality to suit the desires of the spellcaster, ranging from changing material into other kinds or enhancing/disrupting creature's abilities. Many practitioners of Thassilonian magic focused so much on their respective Sin that they forsook their opposition schools entirely, resulting in their inability to naturally perform spells of such alignment easily.

Knowledge (Local):
You are familiar with local legends and stories of the Runelords, but come up with nothing exceptionally helpful for the situation at hand.

Knowledge (Geography:
You are familiar with the terrain surrounding Xin-Shalast. The area is extremely mountainous, with many areas reach into high-altitude danger zones. If what you saw on the map is correct, Xin-Shalast is most likely located in an area of almost no sustainable atmosphere. Cold exposure and lack of significant air could be a significant danger to those unprepared.

Sharton wrote:
Did we have time to coordinate spells with each other and swap a few out (already listed above) before our mission briefing? Now that we know the mission, can we look at more adjustments to our individual lists and add things like more Dispel Magic?

Judging from the relative swiftness you all demonstrated arriving at the Manor, there would not been enough time to complete a full eight hour rest to re-prepare spells prior to the briefing. It is late in the evening while the briefing is happening, you could possibly spend the night and leave first thing in the morning as an alternative.

Grognar wrote:
"Small team for a tactical strike. That makes sense. Are there any historical records of his high level servants? I have experienced giants, humans, some outsiders, and undead in prior missions related to the the runelord."

"We do have some reports, yes," Sheila replies. "Our agents have noted frequent appearances of lamias orchestrating the various attacks around Varisia. These creatures typically associate in a tribal unit, it is quite possible that the lamia matriarch that organizes their activities is in close contact with Karzoug. Beyond that, you have already dealt with many of his other servants."

Sharton wrote:
Grumbling to himself, Sharton adds "So much for time to swap out prepared spells before being ushered out the door."

Sheila takes a sip from her teacup as she arches an eyebrow bemusedly at Sharton. "Almost reminds you of your days as a lowly recruit, does it not? If you need to, I would encourage you to take the time to do so if you need it." The Venture-Captain smirks slightly as she sets her cup down again. "I am sure that person I had in mind to send you off would be happy to wait if you need it," she says with rather unusual amusement.

Shump wrote:
"hmmm....I am not familiar with these Runelords. But if the cause of justice demands that Karzoug be stopped I am there and will protect my comrades. I doubt that we'll be charging on a field so I will leave my rhino friend where if that is ok."

"We do have stabling here for all kinds of animals at the Manor, as I do have a menagerie that I occasionally open up for public viewing. I am sure Mandali would appreciate the company," Sheila says with a smile.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Griff stays invisible, not saying much, waiting for the party to head out. He's quite a shy character.

A runelord? Sounds dangerous.


Welcome back, Forum Functionality! I will be proceeding under the assumption that the group wished to spend the night to re-prepare their spells/make any purchases...

Following the briefing, the butler shows the group to their respective rooms for the evening. The quarters provided are well-appointed and barring any unique preferences the agents spend their night in comfort.

The morning is heralded by the ringing of a church bell far off in the distance and the rising rays of the dawning sun. A modest repast is offered for breakfast, though with Sheila's ubiquitous dessert tray never too far off from the dining table as always. The butler stands nearby at attention, leading those who are finished upstairs to a second floor study.

Perception in Hallway (DC 15):
The sound of shattering porcelain can be heard from behind the closed study door, while the faint smell of lotus and cedarwood incense wafts gently in the air as faint flashes of light flare beyond the cracked door. You can make out parts of the conversation beyond.

*Sound of more porcelain shattering* "-I do believe that is the fifth teacup you have completely destroyed over the past hour. I can only imagine what other casualties you have inflicted on my dishware since last evening." Sheila's voice carries between the door crack with cloying sarcasm.

"By the bloody nine Hells, Sheila, I can count well over one hundred things that I could be doing right now besides sitting here twiddling my thumbs like a wet-behind-the-ears agent waiting for their first mission!" A male's voice says angrily, though not quite loud enough to be described as a full shout. "I can't believe that the Ten decided to completely waste my time to...STOP RIGHT THERE!" A brief pause is accompanied by very heavy tromping footsteps. "Did you grow up in a barn or something? You don't just dump the tincture into the base and expect it to mix evenly! Must I do everything myself?" The sound of stone furiously clinking against glass can be heard, interspersed with faint bouts of sobbing.

For those ready to enter the study...

The Study:
Opening the door reveals a large study, replete with walls of packed bookshelves around the periphery of the room and several desks; though the desks and any furniture appears to have been pushed off to onside. An ornate carpet lies rolled up under one of these desks, revealing a large seven pointed star drawn onto the wood floor in the center of the room in white chalk. A number of alchemical apparatuses are assembled on another desk, while a brazier nearby appears to be burning several chunks of incense. Sheila stands on the far side of the room with a pained expression on her face, while next to the alchemical equipment a young male human in simple robes appears to be rocking back and forth on the floor in a fetal position. Standing over him and appearing to be levigating some kind of liquid into an ointment is a dark-haired middle aged male human in stained blue robes.

Aram Zey Image

The wizard utters a sharp irritated incantation at his pestle, as it abruptly glows with slight gleam of golden light. He looks up as you enter the study, completely ignoring the individual having a moment on the floor next to him. "Well, you took your bloody time. I guess as a Seeker you have the luxury for that, don't you? Must be nice, isn't it? Go stand on the diagram if you're ready." He scrapes the ointment into a jar with practiced ease. "Sheila, do something about this blithering apprentice...what's your name again?" The only reply to him is more sobbing and a rather pronounced eye roll from Sheila.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Sharton adjusts his handy haversack and heads to his place to teleport. "Well, excuse me, Aram, if we want to be more thoroughly prepared to face a Runelord waking up after 10,000 years. But if you want to send some unprepared initiates instead, that mistake is on you. Will you be joining us?" he adds, already knowing the answer.

From the previous evening: Heroes Feast: 1d8 + 9 ⇒ (8) + 9 = 17 temp hp, unless we're past 12 hours.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Life bubble for the group. 5 hours for 4 and 6 for Stump and Grognar.

2 casting of hunter blessing will humanoid human and monsters humanoid. Favored terrain underground and urban.

Favoured class bonuses wrote:
+2 sacred bonus on Bluff, Perception, Sense Motive, and Survival checks attempted against creatures of the selected type, and a +2 sacred bonus on attack rolls and damage rolls made against creatures of that type.
Favoured terrain bonuses wrote:


+2 sacred bonus on initiative checks, Perception, Stealth, and Survival checks while they are in the type of terrain you designate.

Self: Eaglesoul, Heroism, heighten awarness immediately before entering.

GM:
Grognars current initiative is +6 he will aways burn heighten awarness for a +10 rolling 3 times and taking the highest.

Eaglesoul provides constant detect evil as the spell and autoactivates against evil outsiders switching to the shorter duration more powerful buffs.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Griff uses his Strand of Prayer Beads and begins the buffing.

He casts Heroes' Feast again. (I'm just keeping my previous temp roll since it wasn't used)

He also casts Status on everyone.

Self Buffs:
- Ant Haul (48 hours)
- Freedom of Movement (7 hours) (Extended from meta rod)
- Scroll of Mind Blank (24 hours)
- Air Walk (7 hours) (Extended from meta rod)
- Magic Vestment (x2) (One on armor, one on shield) (22 hours)
- Miracle (Mimicing a Contingency and placing a Breath of Life in case Griff dies from damage)

Shump:
- Greater Magic Weapon (Weapon of choice becomes +5 (doesn't count for overcoming DR), CL 22, 22 hours)
- Magic Vestment (Shield becomes +5, CL 22, 22 hours)

Grognar:
- Magic Vestment (Shield becomes +5, CL 22, 22 hours)

Jebediah:
- Magic Vestment (x2) (Armor and shield become +5, CL 22, 22 hours)

Spells Used on Buffing:

Level 1: 1
Level 2: 1
Level 3: 6
Level 4: 3
Level 5: 1
Level 6: 1
Level 7: 0
Level 8: 0
Level 9: 1

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

I should also mention Griff always has smoked goggles and earplugs on. His perception is abysmal

Perception (Sound): 1d20 - 5 ⇒ (5) - 5 = 0

He heads in, making himself visible, and doesn't say anything to Aram. He quietly accepts the berating... he was used to it in his past life.

He stands there, feeling naked from being visible.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Hero's Feast Temps: 1d8 + 9 ⇒ (4) + 9 = 13

Where we are going its likely to be cold. Ezren casts an extended communal Resist Energy (cold), activating a (wand of channel the gift) wand as he does so. His raven activates Death Watch and turns invisible.

Other buffs:

Extended Mage Armor
Overland Flight
Contingency
Mind Blank


In the interest of nudging things along, I will be advancing the storyline.

Sharton wrote:
Sharton adjusts his handy haversack and heads to his place to teleport. "Well, excuse me, Aram, if we want to be more thoroughly prepared to face a Runelord waking up after 10,000 years. But if you want to send some unprepared initiates instead, that mistake is on you. Will you be joining us?" he adds, already knowing the answer.

Aram just gives Sharton a look with a smirk without answering as he snaps his fingers sharply, causing the chalked star symbol on the floor to start glimmering with light. The wizard then takes the ointment jar he had been filling and begins moving around the room to apply a small dab to each agent's eyelids without as much as a notice. Aram also marks a small symbol on the forehead of each agent, which begins to glimmer with the same light as the glowing circle in the room.

Knowledge Arcana (DC 20):
Getting a scent from the ointment, it appears to be a kind typically used as a material component in divinatory magics like true seeing. The symbol appears be that of the Thassilonian rune representing Greed magic, the precursor of current day Transmutation magic.

The wizard moves to stand next to Sheila on the far side of the room. "The field of protective magics around Xin-Shalast greatly limits our ability to aid you once you arrive," Aram says as he pulls out an aged looking scroll. He flings it into the air, where it begins to unroll on its own and float approximately at eye height for the wizard. He begins to weave his hands in complex, arcane gestures while he continues to speak. "The magic of this ritual will be expended getting you in, it will not remain to allow you to get out in the same manner. Unless you can bring down the field, do not expect to be able to travel magically from Xin-Shalast easily." The luminescence of the circle has increased to almost blinding levels, with an equivalent burning sensation on the symbol marked on everyone's foreheads.

"Sheila, did you remind them to-well, nevermind. I am sure they will find out." The Venture-Captain opens her mouth with a retort as Aram utters "Greater Telepo-," and abruptly the study vanishes in a gut-wrenching vertigo-inducing twist.

.................................................................

After several moments that seem like an eternity, another gut-wrenching twist of reality dumps the group in a round chamber of polished stone, in front of what appears to be a 200-foot diameter stone circle surrounding by 16 immense pillars that stretch upwards to dizzying heights. Beyond these pillars, inlaid with gold and precious jewels, lie hundreds of 50-foot tall archways that form the circumference of this chamber. These archways stand open to what appears to be an incredibly bleak environment beyond, a vast snowscape blasted with howling wind; dotted with towers over a mountain range that spans in the distance. A spiraling ramp ascends upwards between the archways and the pillars, following the pillars until reaching a central pillar suspended above the chamber; where it continues to spiral around this center one even further out of sight. An ominous humming vibration fills the entire area, even able to be felt physically beneath one's feet.

This humming vibration instantly intensifies upon the group's arrival in the area. A wave of unseen force seems to wash over the group, bringing with it an almost tangible sense of being pushed out and away from the Spire!

I will everyone to make a Will Save (Mind-Affecting/Fear) and a Fortitude Save, both DC 20 and Save negates.

Failed Will Save:
A violent pulse carried by the humming noise assaults you, causing flashes of an alien world to rip through your mind. You take 1d4 ⇒ 1 points of Wisdom Drain!

Failed Fort Save:
A violent pulse carried by the humming noise physically washes over you, blasting you with 8d6 ⇒ (1, 4, 2, 4, 1, 4, 3, 2) = 21 points of damage! Somehow, this bypasses all damage reduction and energy resistance!

Failed Both! Oh No!:
The combined effects of pain assaulting your body and mind have now blinded your permanently!

Perception (DC 30):
You note that there appears to be scuff marks in the stone circle in the middle of the chamber, as if something had once rested here long ago.

Knowledge Engineering (DC 15):
Based on your limited view of this structure, it is physically impossible for a building to be constructed with these pillars and still remain standing intact. You presume some kind of sustaining magic is at work allowing more avant-garde architectural designs to be performed.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Ezren taps the will save.

Fort Save: 1d20 + 19 ⇒ (15) + 19 = 34

Looking about in mild annoyance Ezren slips on the ring they each were given as he says That arrogant jerk did not even give us time to put on these rings. Hew seems distracted by the event and does not manage to get a good look around.

Perception: 1d20 + 26 ⇒ (1) + 26 = 27

[Knowledge (engineering): 1d20 + 20 ⇒ (15) + 20 = 35


Ezren wrote:
Looking about in mild annoyance Ezren slips on the ring they each were given as he says That arrogant jerk did not even give us time to put on these rings.

The ring seems to fit perfectly, almost magically re-sizing as you put it on.

Spellcraft (DC 24):

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Will: 1d20 + 19 ⇒ (7) + 19 = 26
Fort: 1d20 + 19 ⇒ (12) + 19 = 31
Perception: 1d20 + 27 ⇒ (3) + 27 = 30

"I think this is the start of a bad few days."

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Though I suppose the runelord might track us with these rings, I recommend each person wear one for now. I think they will offer some level of ongoing protection from the emanations of this place. He goes on to list the other properties of the rings.

+40 spellcraft to identify magic items.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

"I trust you judgment."

Grognar puts on the ring.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Will save: 1d20 + 17 ⇒ (16) + 17 = 33
Fort save: 1d20 + 12 ⇒ (4) + 12 = 16
Perception: 1d20 + 25 ⇒ (12) + 25 = 37
Knowledge (Engineering): 1d20 + 1d6 + 15 ⇒ (17) + (2) + 15 = 34

"Ow, that stung a little! I suppose it could have been worse." There go my temp hp. Sharton slips on the ring and casts his spells, if he hasn't already, then hits himself with a wand.

Wand of Cure Light: 1d8 + 1 ⇒ (5) + 1 = 6

Buff spells:
Mage Armor 16 hours
Overland Flight 16 hours
Darkvision 16 hours
Heightened Awareness 20 minutes

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Will: 1d20 + 21 ⇒ (5) + 21 = 26.
Fort: 1d20 + 19 ⇒ (1) + 19 = 20.

Jebediah grunts in surprised annoyance as the aura washes over him.

He then glances around.

Perception: 1d20 + 36 ⇒ (14) + 36 = 50.

"Someone camped here, some time ago."

Knowledge(Engineering): 1d20 + 4 ⇒ (20) + 4 = 24.

"Magic is involved in keeping this building up; I hope that it doesn't fail..."

Spellcraft: 1d20 + 26 ⇒ (3) + 26 = 29.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Will Save: 1d20 + 18 ⇒ (18) + 18 = 36
Fort Save: 1d20 + 19 ⇒ (13) + 19 = 32

Griff quickly puts on his Sihedron Ring.

"I will be with you
through and through."

He activates his Ring of Invisibility. He follows along the party behind most of them.

(Just a reminder, Griff is both invisible and has mink blank going on)

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

Shump takes off his ring of protection and puts on the Sihedron Ring

He looks around.

Perception: 1d20 + 1 ⇒ (19) + 1 = 20

"Hmm...this place doesn't sit well with me" He turns to Grognar "I get the same bad feeling."

I'm immune to fear

Shump tries to ward off the effects of the wave.

Fort: 1d20 + 20 ⇒ (6) + 20 = 26

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

(Griff will Life Link everyone)


Jebediah, you will need to make a Fort/Will save with each pulse (with experimentation, it appears to have a consistent frequency of happening every minute) until you put on the ring or another Sihedron-bearing item.

Additionally, will need to know what approach the group would like to take from here. Do you wish to explore the ramp spiraling upwards? Check outside of the Spire? Attempt more unconventional methods?

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Sharton looks around, trying to find Griff. He is curious if Aram Zey really did put true seeing up for each of us. If Aram did, can he tell if it was extended or somehow otherwise modified? Normally the spell only lasts for minutes.

Knowledge (arcana): 1d20 + 1d6 + 20 ⇒ (13) + (5) + 20 = 38

Before heading up the ramp, Sharton would like to make sure we've thoroughly looked around this level for secret doors and additional traps, unless the rest of the group is in a hurry. "Do you guys mind if I cast detect magic and do a slow survey of the perimeter? Then again, it is a large structure and would go faster with four of us taking a quadrant each. Shump and Griff, maybe you should cover us from here and make sure nothing comes down the ramp toward us?"

If everyone agrees, he'll slowly fly through his sector, keeping about a foot off the ground, and stopping to focus if he detects any unusual magic auras. He'll keep an eye open for threats from outside as well, although he doesn't really want to head out, at least not if we can avoid it.

Perception: 1d20 + 25 ⇒ (20) + 25 = 45 (+1 to find traps)

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

"I'm more intresest in what's up the spire both outside and inside. The grounds around a sealed spire are less of a concern to me. But I will do my part."

Take 10 for 37.

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