[PbP Gameday VII] (PFS 3-07) GM Valen's Echoes of the Overwatched (CORE) (Inactive)

Game Master Lysle

Maps


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Sovereign Court

CN male (CORE)Bard 1 | HP 5/8 NL 8/8 | AC:17, T: 14, FF: 13 | CMD: 14 | Performance: 3/6 Fort +0, Ref +6, Will +2 | perception +6 | initiative +4 | 30ft
skills:
Acro +5 (+1 to jump), Bluff +6, Diplo +6, arcana +2, dungeoneering +2, engineering +2, geography +2, history +2, local +2, nature +2, nobility +6, planes +2, religion +2, Linguistics +5, sing +7, Spellcraft +6 (+8 to ID)

"Well Nigel our current hypothosis is that old Anumet here stumbled upon some ghoul locked away in your attic, then the ghoul probably did this to him," he continues as he points to the body,"Mr. Magee posited that the ghoul then absconded with Anumet's clothes and may be running around the city. Not very good publicity for the museum at all if you ask me."


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Nigel at first seema quite intrigued by the mention of newly discovered rooms that could potentially hold newly-discovered antiquities. "That would explain... he begins to interject.

But, as Barcher continues speaking, Nigel takes on a worried look. After a few pensive moments, as the gravity of the bard's words sink in, he says, "Not very good at all."

"You'll find this ghoul, won't you? And recover the book, too, of course?"

Scarab Sages

Male Halfling Fighter 2 | AC 18 T 15 FF 14 | HP 19/19 | F +6 R +5 W +3 (+3 vs. fear) | Init +4 | Perc +9 | Active Status: -none-

"Uh... Yes!" Cazlin clearly doesn't feel too optimistic about their chances, but he puts on a brave face for Nigel.

Turning to his allies, he asks "Maybe g-ghoul at t-towers? G-go there next?" and fiddles with the string of his bow. The thought of facing a flesh-eating ghoul is not a particularly pleasant one.

Though Cazlin is very word-lite, we may still want to try to understand what was written in aklo in the attic, just in case that produces some important lead on where to go. Also, in addition to the attic, should we check out that portal in the basement?

Scarab Sages

male halfling Bard 1
Stats:
hp 11/11 AC 15|T 13 |FF 13, F +3|R +5|W +3, Init +2, Per +2

Lem smiles and nods."Of course we will, of course we will!"

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks deposits the body in a chair, then grabs some sort of cloth nearby to cover its naked self, giving him some sort of dignity. "That's about how I figured it at least. We've got a copy of that book bein' made at that giant library, so if we can't get it then you'll have a copy." He nods in agreement with Cazlin "Some strange writin' up in that ghoul room if you think you can read it. Could be a clue we need."

Sovereign Court

CN male (CORE)Bard 1 | HP 5/8 NL 8/8 | AC:17, T: 14, FF: 13 | CMD: 14 | Performance: 3/6 Fort +0, Ref +6, Will +2 | perception +6 | initiative +4 | 30ft
skills:
Acro +5 (+1 to jump), Bluff +6, Diplo +6, arcana +2, dungeoneering +2, engineering +2, geography +2, history +2, local +2, nature +2, nobility +6, planes +2, religion +2, Linguistics +5, sing +7, Spellcraft +6 (+8 to ID)

"That seems to be the long and short of it, we cant just let a ghoul run free in the town after all. twould look bad on the society and the library!" Barcher exclaims as he looks at Nigel, " are you well enough to climb up and take a look around? your scholarly eyes might be more helpful where we have fallen... short." he adds the joke at the end as he nudges Pruk in the ribs and winks at him while looking down at the rest of the group.

Grand Lodge

Rage:
6/6
Male CN Human(CORE) Barbarian | HP:15 | AC:15 | T:11 FF:14(+4 armor +1dex) | F:4 R:1 W:1 | CMB:+5 | CMD:16 | Speed:30 | Init:1 Perc:5 |

”Pruk go back with little people to protect you. Pruk not end up naked on chair from ghoul. PRUK SMASH GHOUL!” with anger in his voice Pruk is obviously upset at the thought of winding up dead. ”Pruk lead way?”


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Nigel sighs. "I am not about to go poking around in the attic. That is why I employed Anumet's services in the first place." the curator says, sternly. "Although, if you were to provide me with a reasonably close facsimile of the writing you saw, I may be able to interpret it--or, at least, point you toward someone who can."

"In the meantime , however, search for more clues in the Blakros archives, if you think it would be helpful. Such research may well take me some time." he notes. "I'm happy to allow you to peruse the work I was doing on the portal, myself. I have those papers in the museum's offices--though you'd have to keep quiet so as not to disturb the office clerks as they perform their duties."

"It seems imperative, that you find out whatever it is that this murderous thing masquerading as Anumet is hoping to find." Nigel continues. "If you cannot discern the information you need from the book in the Forae Logos, you could visit the Arcanamirium to consult Maren Fuln. I understand that the wizard has become quite well versed in Absalom’s history in the past few years."

The Exchange

Female Gnome| HP 10/12 | Init+5; Per +7(lowlight) | AC 17, T 14, FF 14 | F +3, R +5, W+1 (+2 vs. illusions)| Ranger 1

Ruvena, skin still burnt from the acid, nods at Nigels words. ]"Ready here."

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks gives Barcher his healing wand and he restores Ruvena's health.

Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2

"Good as new. Next time dodge kid." He stows the wand and goes back to Nigel. "Lookin' at yer portal notes would be good. We've still got some time bafore the tide's out."

Scarab Sages

1 person marked this as a favorite.
Male Halfling Fighter 2 | AC 18 T 15 FF 14 | HP 19/19 | F +6 R +5 W +3 (+3 vs. fear) | Init +4 | Perc +9 | Active Status: -none-

Cazlin has ink and parchment. Would it take a skill check to copy the crazy aklo writing? Assuming he doesn't need any special skills to make a copy:

Cazlin quickly skitters back up into the attic and jots down a section of the creepy writing in the side-room of the attic. He returns a little breathless and hands it over to Nigel. "C-can you read?"

Whether or not Nigel is able to translate it, he turns to his allies. "P-portal notes first? Then t-t-tower?" He nods at Ironshanks' assessment of the tides.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Viewing the Cazlin's scrawls, Nigel shakes his head. "It appears to be in Aklo, but that is not a language that I am very proficient in."

The elf points at Ironshanks. "Have you asked him to look it over?"

Nigel leads the party to his office. The elf points to a small stack of notes on a desk. "I'm afraid that I haven't gotten as far in my research as I would have liked?"

If you peruse Nigel's notes:
The pages consist of scholarly notes that presently lack much organization. They recount how the museum’s curator had recently discovered a new layer to the catacombs that lie beneath the Blakros Museum. The layer contained a strange copper portal clearly of an ancient and magical nature. These are accompanied by scrawled notations in the margins are short questions, like, "Where does it lead? Mystery?", "Key?" and "Pathfinders help?".

Also among the notes is a missive from Valsin, offering the aid of a Pathfinder named Anumet Akrostera to help the curator in the search for a key to open the portal. Valsin notes that the Pathfinder is young, but capable and a hardworker.

A map of the museum indicates the newly found layer of catacombs, as well as the attic area that you had previously explored.

Accompanying the notes is a sketch of a doorway covered with an ornamental design consisting of intertwined flowing lines, but no obvious handle or lock.

"I can also take you to the portal in the catacombs, so you can see for yourself, if you'd like." Nigel offers, "Though, I doubt you will be able to discern much more from its appearance than I have already."

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks glances at the notes and shakes his head "Ya I seen 'em upstairs on the walls in the attic already. Make's no sense to me." He then takes a quick look at Nigel's portal notes and sighs a bit as he sees the lack of organization. We best go have a look, this guy's a scatter brain fer sure. Who knows what he missed.

He hands the notes to the next in line and once everyone has a read he makes the suggestion. "Let's head down ta see this portal. Maybe it'll give us a clue to what this key even looks like ok?"

Scarab Sages

Male Halfling Fighter 2 | AC 18 T 15 FF 14 | HP 19/19 | F +6 R +5 W +3 (+3 vs. fear) | Init +4 | Perc +9 | Active Status: -none-

Cazlin's face takes on a disappointed cast when it turns out his diligent note-taking is for naught. He's even more disappointed when it turns out Nigel's notes on the research so far are pretty bare.

"We c-can look." He follows after Ironshanks.

'But I've got a feeling Nigel's right. Seems like it's just a big arch. Hmm... after we leave here, there might've been some sightings of a ghoul around town? Or should we go right to the tower...'


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

At the party's request, Nigel agrees to take you to see the newly discovered portal. Nigel leads you down into the catacombs, revealing a passageway hidden behind apparently solid stone.

At the passage’s end stands a gleaming doorway, copper in color, inlaid with malachite, and covered with intricate arabesques. No obvious handle or lock is visible.

If you study the portal for more than a few minutes:
You have the uncomfortable sensation that its decorations are slowly moving.

I believe you have obtained (or had the opportunity to obtain) all information available at the museum.

Where to next?

Scarab Sages

male halfling Bard 1
Stats:
hp 11/11 AC 15|T 13 |FF 13, F +3|R +5|W +3, Init +2, Per +2

Looking at the others Lem shrugs.
"Ready to proceed?"

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks looks all around the portal and its room, starting to get a bit dizzy "I think I got what I can from this. Best get going before I lose my lunch..." He staggers away, rubbing his eyes.

Yup onward I guess to get the book copy and then the tower?

The Exchange

Female Gnome| HP 10/12 | Init+5; Per +7(lowlight) | AC 17, T 14, FF 14 | F +3, R +5, W+1 (+2 vs. illusions)| Ranger 1

Ruvena stares for awhile at the portal then with a shrug says in a cold voice: "No idea.Book copy then tower should be fine."


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Having retrieved the copy of the tome, History of the True Art, that you had previously commissioned from the Scrivener’s Guild at the Forae Logos, you head toward the Precipice Quarter, where the three towers of the wizard Beldrin had once stood prior to their descent into the sea. Among them, is the Tower of the Horn. The half-flooded tower, accessible only during an extremely low tide—such as that presently going out—is believed likely to hold the key to Ralzeros’s magical chamber after the wizard Beldrin had stolen it.

The afternoon sun is climbing high into the sky as you approach the Precipice Quarter from the main road leading into the district. You have no difficulty getting to the abandoned section of the city known as the Precipice Quarter. However, you do receive a warning from the members of Eastgate’s Post Guard that the area is not a safe place for travelers during the night. Indeed, nobody is allowed out of the Precipice Quarter between dusk and dawn, they warn.

As you enter, you know that unless you are swift in the completion of your task, you will most likely have to wait until morning to re-enter the City proper.

Knowledge (local)(DC 10+):
The Precipice Quarter was once known as Beldrin’s Bluff, and was the shining jewel of Absalom. The centerpiece of the area was the three-spired, ivory towers of Beldrin, built on the edge of the cliffs overlooking Absalom Harbor. Even when most of that tower collapsed into the ocean, the rest of the district seemed blessed with good fortune and fair winds—until the earthquake of 4698 AR, the most disastrous moment in the reign of Lord Gyr. Whole city blocks tumbled into the sea, and hundreds died as their streets and communities crumbled away, leaving an ugly, jagged scar of cliffside.

The entire district was abandoned, and it no longer has a ruling council, district watch, or viable community. In many places, undead roam freely, and no one is allowed to cross into neighboring districts from dusk until dawn.

Thieves, killers, and vagabonds sometimes seek refuge here, but as often as not their screams are heard at night as they discover there is no longer any safety in the Precipice Quarter.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

K Local Untrained: 1d20 ⇒ 17 "Keep on yer toes and lets get this done quickly lest we get stuck in here till mornin'! Hope yas all brought campin' gear and grub!" Ironshanks heads inside, not afraid of thieves and brigands, nor skeletons and zombies.

Scarab Sages

Male Halfling Fighter 2 | AC 18 T 15 FF 14 | HP 19/19 | F +6 R +5 W +3 (+3 vs. fear) | Init +4 | Perc +9 | Active Status: -none-

Cazlin tucks his History of the True Art copy into his pack. Though it might not have particularly useful hints for undoing his particular curse, it looked to be fairly entertaining reading.

KN Local (untrained): 1d20 + 1 ⇒ (20) + 1 = 21

"I-I h-have some Iron-ir-sh-" Cazlin takes a deep breath as he stumbles over the nice dwarf's name. "S-sorry." He follows right behind the dwarf, eager to find out where the ghoul went, and do so quickly!

What exactly does the tower look like from the outside? Visible # of floors? Just one way in or multiple?


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

The party gains no additional information from the copy of the book that they did not already gain while perusing the original at the Forae Logos.

Even under the bright light of day, travel through the Precipice Quarter can be unnerving. Parts look like they were abandoned only moments ago, while others appear to have been buried under decades of dust and neglect. A disquieting silence seems to be all around, broken only by the sounds of the sea as you approach the cliff side of the district.

Churning waves break against jagged rocks where the Precipice Quarter meets the sea, a chaotic maze of stone and coral with neither level ground nor shelter from the ocean’s destructive power. In the midst of this chaos lies the fallen Tower of the Horn jutting out of the shallow surf below, its smooth, ivory surface now adorned with seaweed, coral, and barnacles.

From here, the only route down appears be the side of the sloping bluff, which is marred by jagged rocks.

With ropes, you may descend with a successful DC 5 Climb check and can assist each other while making these checks.

Once at the bottom, where shore meets sea, you can see that the ebbing of the tide has left behind a path of sorts leading to the base of the Tower of the Horn. As your feet sink into the soft sand left behind by the receding ocean, the entrance to the tower—a jagged breach in the wall—soon becomes visible. Any other entrances the tower once possessed now appear to lie choked beneath tons of debris, hidden deep beneath the sand.

Cazlin Summerweft wrote:
What exactly does the tower look like from the outside? Visible # of floors? Just one way in or multiple?

Picture of tower along with tactical map can be found in Maps link above. Looks about 3-5 floors. One way in.

Scarab Sages

male halfling Bard 1
Stats:
hp 11/11 AC 15|T 13 |FF 13, F +3|R +5|W +3, Init +2, Per +2

Lem looks at the bluff and shrugs.
"Anyone have some ropes?"

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks pulls out a length of hemp rope, and a couple pitons to secure it with, and the hammer to drive them in. "I hope someone else has some more just in case we need it later."

He sets to work driving in the pitons if needed and descends first. Take 10 climb is a 13

The Exchange

Female Gnome| HP 10/12 | Init+5; Per +7(lowlight) | AC 17, T 14, FF 14 | F +3, R +5, W+1 (+2 vs. illusions)| Ranger 1

Ruvena scampers down the rope and looks around for anything interesting.

Climb: 1d20 + 1 ⇒ (12) + 1 = 13

Grand Lodge

Rage:
6/6
Male CN Human(CORE) Barbarian | HP:15 | AC:15 | T:11 FF:14(+4 armor +1dex) | F:4 R:1 W:1 | CMB:+5 | CMD:16 | Speed:30 | Init:1 Perc:5 |

Take 10 on climb

Pruk scampers down the rope. ”Little people be careful. Pruk not want you to fall. Not want to carry you too.”

Scarab Sages

Male Halfling Fighter 2 | AC 18 T 15 FF 14 | HP 19/19 | F +6 R +5 W +3 (+3 vs. fear) | Init +4 | Perc +9 | Active Status: -none-

Cazlin briefly opens his pack to show another rope, gives Ironshanks an appreciative grin, and descends down the rope he provided to the tower.

Taking 10 on Climb for a 16

Once at the bottom, he take a look around, nostrils flaring to take in the sea air. This brings back memories of a long sea voyage back from Tian Xia, and those are not good memories...

He peeks into the damp interior of the tower and then pulls out his bow. "C-c-can't hurt to" he pauses to concentrate "be r-ready."

Perception, looking for traps or hazards: 1d20 + 9 ⇒ (1) + 9 = 10
As he examines the tower from the outside, he tries to judge how deep the water inside might be. He's hardly the best swimmer, after all.

Scarab Sages

male halfling Bard 1
Stats:
hp 11/11 AC 15|T 13 |FF 13, F +3|R +5|W +3, Init +2, Per +2

Taking 10 for climb for a 9
Slowly climbing time, taking his time Lem looks at the others and shrugs.
"Don´t expect me to climb this up in a hurry!"


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

BOTTING Barcher - no post in 24 hours

GM Rolls:

Barcher takes 10
N, Stealth: 1d20 + 10 ⇒ (20) + 10 = 30

Barcher slowly proceeds down the rope and advances toward the opening in the tower with the rest of the party.

Assuming you all enter...

Entering the tower through the breach in the wall, you notice immediately that the tower lacks any windows. If any torches had once
adorned its sconces, they have long been lost or ruined. The interior is of the tower is pitch-black.

Yet, even without sight, your remaining senses would be able to tell you that half of this chamber’s floor is covered in seawater. Further, the tower reeks of brine and the lingering smell of death.

Give me a Perception check

Ironshanks (or others with sufficient light):
You can get a fair view of the chamber.
Map revealed in Slides

Three doorways lead to other chambers in the tower, the wooden doors having long rotted off their hinges.

The southernmost portal is almost half-submerged beneath the cold water.

A large, circular hole gapes from the ceiling to the north, with a long rope dangling down from the dark chamber above, and another hole opens in the floor directly below it.

The rooms’ ceilings are 20 feet high, and though the tower has retained much of its structural integrity, the inside is covered in barnacles and seaweed. The angle at which the tower is tilted would normally
make it difficult to move around in, but the coral- and
barnacle-encrusted floors provide enough traction for sure-foot movement--at least in the dry areas.

Please place your token with 30 feet of the door (and Roll Initiative)!

Most of the spaces covered in water are treated as difficult terrain, but the water level in the southernmost chamber is about 4 feet deep; for the purposes of tactical movement, treat the water in that room as a deep bog (Pathfinder RPG Core Rulebook 427). Otherwise, on dry parts, PCs can move regular speed.

The Exchange

Female Gnome| HP 10/12 | Init+5; Per +7(lowlight) | AC 17, T 14, FF 14 | F +3, R +5, W+1 (+2 vs. illusions)| Ranger 1

Ruvena looks around after lighting a sunrod.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

The Exchange

Female Gnome| HP 10/12 | Init+5; Per +7(lowlight) | AC 17, T 14, FF 14 | F +3, R +5, W+1 (+2 vs. illusions)| Ranger 1

Ruvena looks around after lighting a sunroof.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks heads in first, being able to see the best, he keeps his hands free as he starts wading through the water towards the dry area to the north. "Follow me, let's get outta this water." He sniffs the air and gags a bit "Smells like death in here, be ready fer somethin' ta grab ya by yer dangley bits!"

Perception: 1d20 + 9 ⇒ (9) + 9 = 18

Scarab Sages

Male Halfling Fighter 2 | AC 18 T 15 FF 14 | HP 19/19 | F +6 R +5 W +3 (+3 vs. fear) | Init +4 | Perc +9 | Active Status: -none-

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Cazlin smiles thankfully at Ruvena, moving close to her to stay within the pool of light. His ears perk up as he takes in the splashing of his allies as well as the echoes coming off the interior.

"D-death for sure..."


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Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Moved Ruvena's token into the tower on Map in Slides.

With the light given off of Ruvena's sunrod, you can see much of the chamber before you.

Three doorways lead to other chambers in the tower, the wooden doors having long rotted off their hinges.

The southernmost portal is almost half-submerged beneath the cold water.

A large, circular hole gapes from the ceiling to the north, with a long rope dangling down from the dark chamber above, and another hole opens in the floor directly below it.

The rooms’ ceilings are 20 feet high, and though the tower has retained much of its structural integrity, the inside is covered in barnacles and seaweed. The angle at which the tower is tilted would normally
make it difficult to move around in, but the coral- and
barnacle-encrusted floors provide enough traction for sure-foot movement--at least in the dry areas.

Most of the spaces covered in water are treated as difficult terrain, but the water level in the southernmost chamber is about 4 feet deep; for the purposes of tactical movement, treat the water in that room as a deep bog (Pathfinder RPG Core Rulebook 427). Otherwise, on dry parts, PCs can move regular speed.

Waiting for Barcher, Lem, and Pruk to place tokens within 30 feet of the "door" (hole) into the tower and to give me Perception checks. (I will then roll group Initiative!)

Grand Lodge

Rage:
6/6
Male CN Human(CORE) Barbarian | HP:15 | AC:15 | T:11 FF:14(+4 armor +1dex) | F:4 R:1 W:1 | CMB:+5 | CMD:16 | Speed:30 | Init:1 Perc:5 |

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Pruk enters and looks around. ”Little people be careful. Never know what is in here. If not see above water then Pruk carry you!”


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

BOTTING the BARDS (Barcher & Lem) - no posts for 3 days after Perception check was requested/

The two bards enter the tower, sticking close to Ruvena who has a light source. Once inside, they look around.

Barcher, Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Lem, Perception: 1d20 + 2 ⇒ (6) + 2 = 8


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Initiative checks:

Barcher, Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Cazlin, Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Ironshanks, Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Lem, Initiviative: 1d20 + 2 ⇒ (6) + 2 = 8
Pruk, Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Ruvena, Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
N, Initiative: 1d20 + 6 ⇒ (18) + 6 = 24

Ambusher acts first!

Suddenly, erupting from beneath the water in the chamber to the south, you see a form! It swims toward you rapidly.
Surprise Round (Unfortunately, no PC rolled high enough on Perception check to act)

COMBAT BEGINS!

Emerging from the water is a towering creature with pale green, scaled skin. On either side of its neck are gill slits. It has positioned itself between you and the entrance and turned its sights on the nearest Pathfinder--Ruvena!

Knowledge (local or nature)(DC 12+):
The creature is a young, female freshwater merrow.

It reaches out towards her with its large, webbed hands!
Melee (claw): 1d20 + 5 ⇒ (1) + 5 = 6
Damage (claw) with grab: 1d4 + 2 ⇒ (2) + 2 = 4
Melee (claw): 1d20 + 5 ⇒ (8) + 5 = 13
Damage (claw) with grab: 1d4 + 2 ⇒ (1) + 2 = 3

Neither claw connects.

Initiative Round One Continues!

All PCs may now act!

Scarab Sages

Male Halfling Fighter 2 | AC 18 T 15 FF 14 | HP 19/19 | F +6 R +5 W +3 (+3 vs. fear) | Init +4 | Perc +9 | Active Status: -none-

"Ruv-!" His breath catches in his throat as he calls out in alarm.

The sudden ambush leaves Cazlin flailing for a moment, spinning around to look for other threats. When none surface, he focuses on the strange but clearly hostile creature. He raises his bow and fires a pair of rapid arrows!

Rapid Shot, Comp. Longbow, PBS: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Comp. Longbow damage (P): 1d6 + 2 ⇒ (4) + 2 = 6
Rapid Shot, Comp. Longbow, PBS: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Comp. Longbow damage (P): 1d6 + 2 ⇒ (6) + 2 = 8

The Exchange

Female Gnome| HP 10/12 | Init+5; Per +7(lowlight) | AC 17, T 14, FF 14 | F +3, R +5, W+1 (+2 vs. illusions)| Ranger 1

Ruvena looks at the creature as it reaches for her and casually draws her greatsword from her back. Scrutinizing the creature, she thinks she recognizes it but can’t recall what it is. Shrugging and sighing, she slashes hard and fast at its gut.

Knowledge Nature: 1d20 + 3 ⇒ (5) + 3 = 8 +2 if undead

Greatsword Attack: 1d20 + 4 ⇒ (1) + 4 = 5 +2 if undead

Greatsword Damage: 1d10 + 4 ⇒ (5) + 4 = 9 +2 If undead


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

The halfling fighter lodges an arrow into the creature, but she readily dodges out of the way of the second.

Perhaps due to surprise or strain to try and figure out what this creature may be, Ruvena is unable to get her slashes to connect.

Initiative Round One Cont'd

PCs in bold may act

Ambusher -6 HP
Ruvena
Cazlin
Ironshanks
Lem
Barcher
Pruk

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ya sorry for a slow post. I missed it last night and have been busy at work for the day until recently. I'll be online most of tomorrow if things get back my way.

Ironshanks smirks a bit as he thinks of how well his danglies are protected, especially wading around in this cold water. His premonitions are proved correct though when some fish-face jumps up and tries to eat the 'kids'. "I'm comin', don't you worry! Ironshanks' 'll make short work of.. whatever THAT is."

He pushes his way past Barcher and wading in front of Cazlin, doing his best to stick to the slightly shallower water as he draws out his war axe.

MW Waraxe, Power Attack 2H: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 271d10 + 4 + 3 ⇒ (5) + 4 + 3 = 12
Crit? MW Waraxe, Power Attack 2H: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 82d10 + 8 + 6 ⇒ (10, 3) + 8 + 6 = 27

Scarab Sages

Male Halfling Fighter 2 | AC 18 T 15 FF 14 | HP 19/19 | F +6 R +5 W +3 (+3 vs. fear) | Init +4 | Perc +9 | Active Status: -none-

Lol Ironshanks! Glad you got those attack rolls out in the right order :>


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

The dwarf's axe sinks deep into he creature, nearly bringing her down. Yet, grasping to life, she stills fights on.

Initiative Round One Cont'd

PCs in bold may act

Ambusher -18 HP
Ruvena
Cazlin
Ironshanks
Lem
Barcher
Pruk

Scarab Sages

male halfling Bard 1
Stats:
hp 11/11 AC 15|T 13 |FF 13, F +3|R +5|W +3, Init +2, Per +2

Lem starts his performance.
Inspire courage +1


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

BOTTING Pruk – No post in 48 hours
The barbarian moves forward and swings his blade at the monster.
Melee Large bastard sword w/inspire courage: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Damage w/ inspire courage: 2d8 + 6 ⇒ (5, 4) + 6 = 15

However, he fails to connect against the slippery creature.

BOTTING Barcher – No post in 36+ hours
Knowledge (local): 1d20 + 2 ⇒ (14) + 2 = 16

The bard identifies the ambusher as a young, female freshwater merrow.

Ranged mwk longbow w/inspire courage: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage (P): 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

He promptly brings her down with a well-placed arrow.

COMBAT OVER

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks pulls his axe free, only to have an arrow finish off the fish woman "Hey now. Good fer ya ta join us Barcher. Been practicin' with that bow since last time I see!" He shouts as he grabs the body and drags it to the northern end of the tower and on to dry land.

"A freshwater merrow? Ain't this salt water? Do they carry gold or jewels maybe?" He gives her a quick look over and takes a nervous look from over where she came. I ain't swimming over there in this armor, hell no.

Afterwards he continues to look around the room, especially on the rope hanging from the ceiling. Is it a fresh looking rope or old and gross?


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

The partially flooded chamber falls quiet with the roar of the merrow abated.

If you search the body of the merrow:
You find that she possessed a javelin on her person.

Three doorways lead to other chambers in the tower, the wooden doors having long rotted off their hinges, while a large, circular hole gapes from the ceiling to the north.

1) The doorway to the southernmost chamber is almost half-submerged beneath the cold water.

If you enter the southernmost chamber:
You find that it was most likely the merrow’s lair.
If you take the time to search the half-submerged chamber, you may read the spoiler below:
Spoiler:
You find loose coins scatted around the lair, and the remains of a small fortune, about 500 gp, in what appears to be an explorer’s satchel.

2) The doorway to the western chamber is also largely covered in cold sea water.
If you enter the western chamber:
You find that stone shelves once crowded this chamber, but most have broken loose and lie in crumbled fragments on the floor. Desks, easels, and ruined books litter the floor, and patches of algae grow on the walls and floor.

Roll Perception and Initiative!

With a successful Survival(DC 20+) re chamber contents, you may also know the information in the spoiler below:

Spoiler:
Something recently disturbed this chamber, knocking several stone shelves loose and reducing them to a heap of rubble on the chamber floor. There is a narrow crack in the wall, presently blocked with 1,500 pounds of fallen stone.

3) The doorway to the northernmost chamber appears relatively dry.

If you enter this northernmost chamber:
You see scattered bones and equipment lie strewn about this chamber’s floor. A wayfinder hangs from a corroded chain around the neck of one skeleton.

If you search through the bones, you may also view the spoiler below:

Spoiler:
You find, clutched in the boney hand of the skeleton wearing the wayfinder, a golden amulet with designs engraved upon it as well as pair of small holes.
Give me a Knowledge (religion) check re designs.

You also find an ivory scroll case that is sealed.

You further find several useful items lie scattered near their remains, including an everburning torch and a cold iron longsword preserved by its jewel-encrusted scabbard. One of the skeletons is wearing a Tian pectoral.
You may give me for each of the Appraise checks on the items.

Beyond these grim remnants, a brightly-colored mosaic covers the chamber’s back wall, largely free of the barnacles and deposits covering the other surfaces in the area. The mosaic depicts a group of wizardly figures gathered around a larger figure clad in robes of black and white.

With a successful Knowledge(religion) (DC 10+) re mosaic, you may also know the information in the spoiler below:

Spoiler:
The mosaic’s central figure as Nethys, the god of magic. The god in the mosaic wears a brooch recessed half an inch below the surface.

With a successful Knowledge (arcana) (DC 25+) re mosaic, you may also know the information in the spoiler below:

Spoiler:
The mosaic’s central figure as Nethys, the god of magic. The lesser figures clustered around him depict noted wizards of
ancient days. The god in the mosaic wears a brooch recessed half an inch below the surface.

4) From the large hole from the dark chamber above dangles a rope; another hole opens in the floor directly below it.

If you examine the large hole:
It appears that the floor above may have collapsed. The rope dangling from the hole in the ceiling is old, but is made of sturdy hemp.
With a successful Knowledge (dungeoneering) (DC 15+) re hole, you may also know the information in the spoiler below:
Spoiler:
You recognize among the rubble in the circular hole in the floor the remains of a stone staircase, and can deduce that the cylindrical shaft once held a spiral staircase. The staircase has long been destroyed. Someone apparently managed to make it up the shaft as it appears they have left a rope. It’s clear with just a glance that the level below is firmly blocked by rubble which would take many hours and many more hands to move, and the glimmer of water through the cracks in the gravel suggests that level is entirely flooded anyway.
Further, you realize that the old rope to the floor above won’t break as long as only one creature tries to climb it at a time. Creatures cannot use the wall to brace themselves against as they climb up. Requires a successful DC 15 Climb check each round to make progress.

The Exchange

Female Gnome| HP 10/12 | Init+5; Per +7(lowlight) | AC 17, T 14, FF 14 | F +3, R +5, W+1 (+2 vs. illusions)| Ranger 1

Ruvena watches the creature fall then walks into the northern room. "There's some bones and stuff in here." she calls back to the others.

Bending down she gathers the items and tries to value them.

Appraise: 1d20 - 1 ⇒ (13) - 1 = 12


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Ruvena is unable to discern a value of the amulet, but parts of its design appear to be missing. The small holes in the amulet suggest that two additional pieces are meant to overlay its face.

The value of the other items can each be determined separately, each with a successful Appraise (DC 15+). If you complete a successful check for a particular item, you may view the spoiler for that item.

Jewel-encrusted scabbard:
You ascertain this item to be worth around 70 gp.
With a successful, Appraise (DC 20+) you know the exact value of the jewel-encrusted scabbard, beneath the spoiler:
Spoiler:
85 gp

Ivory map case:
You ascertain this item to be worth around 40 gp. Within the map case, there are several parchment sheets, many of which are covered in handwriting set forth in common.
If you read the parchment, you may view the spoiler below:
Spoiler:
The handwriting is an account describing the ill fortune and fates of a Pathfinder adventuring party identified within as “Daling’s Delvers” and Daling’s final notes.

The account describes how, over a year ago, the Daling’s Delvers entered the Tower of the Horn through a breach in the wall. After driving off some reefclaws near the entrance to the Tower, the unfortunates located a shaft, the remnants of a long-fallen staircase, which they used to get to the floor above.

Once there, they encountered a room full of statuary, but one of the statutes seemed to come alive, battering them. One member of the party was badly wounded and left to die in the room above, and the survivors fled back to the lower level, using a length of rope one of them had secured to an unanimated statue and repelling back down to apparent safety.

Instead of retreating from the tower, however, the adventurers bickered. There was fighting over faction politics. Likewise, Daling fought with Ejiekito, a Tian Pathfinder, over the purpose of an amulet that they had found. (An included sketch, though crude and somewhat inaccurate, resembles the amulet Ruvena attempted to appraise.

Unfortunately, as the party bickered, the rising tide cut off their exit. By the time the tide retreated again, the scent of blood in the water had drawn another reefclaw, and they lacked the energy to defeat it. The weakened party managed to crawl into a chamber, where blood loss, fatigue, and despair finished them off.

With a successful, Appraise (DC 20+) you know the exact value of the ivory map case, beneath the spoiler:

Spoiler:
50 gp

Tian pectoral:
You ascertain this item to be worth around 35 gp.
With a successful, Appraise (DC 20+) you know the exact value of the jewel-encrusted scabbard, beneath the spoiler:
Spoiler:
46 gp

Other party members with the skill may also attempt any of the Appraise checks above. Party members without the skill may also examine the items by other means (just let me know what they are and I will provide the result).

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