Rise of the Runelords - GM Pablo (Inactive)

Game Master Stetrix

Something is afoot in Varisia. There have been a series of odd murders in a small town on the west coast called Sand Point and more recently the capital Magnimar, where even the lord-mayor was a target. A cult of serial murderers called the Skinsaw Men was uncovered and stopped. We have also received reports of more activity along the border.

I would like you to go see the lord-mayor of Magnimar. Assure him the Pathfinder society will do what we can to help him. Investigate these goings on and see if there is a common thread to all this unrest. We have a lot of interests in Varisia and would like to maintain the good graces of the government. I doubt the lord mayor will have you sitting around for long. It is a big place and inevitably something will need attention.

So how does that sound? A mission without a precise goal and with no guarantee of coin. Ha! Are you up for it?

Character Sheets.

Travel Map.

Treasure and Experience.

Magnimar.

Varisia Map.

Area Map.


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Silver Crusade

Now I want to suggest all three at once, just to see the expression on your face. Let's roll.

Dark Archive

On to the bridge?

-Posted with Wayfinder


I don't think we should let Kaven go off on his own. Lets send the rogue out for scouting and perhaps minor mischief. I still think we need to hit on a couple of different fronts for maximum chaos. Use the secret doors to our advantage and any small passages (think of the movie '300'). THIS IS SPARTA!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Can't help but agree. Kaven has lied and deflected. Can't trust him now regardless of the reason he lied. We should try to keep Kaven in the dark about the plans we make.

Jakardros, I think I'll opt for the safer option. When it's time I will cast the spell on Fernleaf. I suggest you and Fernleaf have a little discussion about what he should look for. Are we going to start the assault in the brig? That seems like a nice quite place to start and we might find more friends locked up there. If we can do that quietly we could start a two front assault from positions of strength. Then, how do we split up our force?

Silver Crusade

"Well we do need to clear out the secret areas first. There could be prisoners downstairs."

To Lumpy, indicating Anaba, Rolande, Cela, Fernleaf, and Buchart:

"Lumpy, follow this command until I say otherwise: if any of these people give you an order, follow it."

"There, now all of you can order Lumpy to charge in and eat up attacks of opportunity. Remember to tell him to charge all the way up to the monster to make sure he gets pummeled senseless - if he uses his ogre reach he might not get attacked."

Dark Archive

Over the bridge or down to the lower level?

-Posted with Wayfinder

Silver Crusade

Bridge.


Finally got my PC routed around the firewall!! Hehehe

A deep ravine stretches across this cavern, splitting the room in half. Geodes and veins of glittering minerals shimmer along the walls of the chasm, which drops away into the dark. A ten-foot-wide wooden bridge spans the gulf.

Silver Crusade

As a carpenter, do I believe the bridge to be safe? I have carpentry and engineering.


Make a roll engineering or carpentry whichever is better

Silver Crusade

carpentry: 1d20 + 10 ⇒ (4) + 10 = 14


It does not appear the most stable bridge, but you can't see anything and are able to test with your weight a little creaky, but OK. The crevice is 50' deep.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Checking the stability of the bridge sounds like a great job for Kaven!

Sorry for harping on this tattoo issue again, but, Rolande, do you remember if back in town the smithy's (I think he was a smithy, anyway) tattoo looked fresh or not?


The Smith's tattoo was about 2 months old. Kaven's three moths old. The floating pleasure barge, The Paradise opened a year ago and burnt down and sank a few weeks ago. Jarkados offers that Kaven volunteered for the weekly southern patrol (a route most of the Black Arrows disliked due to its relatively boring route along the eastern shore of Claybottom Lake).


does anyone want to cross over and look in in the last room on the left?


Yes, let's have a look. I suggest we cross one at a time.


Who takes the lead? Marching order - One at a time.
Anaba
Buchart
Vale
Fahari
Fernleaf
Kaven
Rolande
Sekkim
Shelelu
Jakardros

Is that OK?


Sounds good to me what say ye Bucky?


Anaba crosses the bridge followed by everyone else (one at a time). The old bridge creaks and moans, but holds and everyone makes it across safely. The passage is 10' wide and goes 100' to a room on the left. Going straight a head is a secret door that would open into the yard. Jakardros recommends not doing that with all the ogres on the wall and probably in the barracks.

Jakardros lets you know that the room ahead is an old crypt which has not been used in decades and he has never been in there. For the last 30 years soldiers are burned in funeral pyres and their ashes scattered.

There is a 5' wide tunnel that goes 20' into an open chamber all is dark and silent. Investigate?


Fernleaf, we need your skills please. Take Fahari with you.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Sekkim, would you please cast mage armor on Fernleaf, Anaba and myself from my wand? We don't know what's in that crypt after all.

Anaba has blind fighting. Fernleaf and Buchart can both cast true strike (+20 to hit and no chance of concealment) if it gets hairy in there.

We can always start by tossing a sunrod in there!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
Rolande Deerborne wrote:
Sounds good to me what say ye Bucky?

Aye, Rolande! Sounds like a plan it do!

Silver Crusade

That or I can send Lumpy in to experiment with all of the exciting trap and ambush opportunities.

Silver Crusade

Buchart wrote:

Sekkim, would you please cast mage armor on Fernleaf, Anaba and myself from my wand? We don't know what's in that crypt after all.

Sure.


Sure send Lumpy in first Sekkim, that sounds like a great idea!

Silver Crusade

moves back

"Lumpy, take this sun rod and walk into that room." I'll hang the light on a cord around his neck.


Lumpy moves into the room allowing you to see a bit further in and stands there. All remains quiet.

The walls of this fairly dry cavern contain twenty seven-foot-wide, two-foot-high niches, in each of which rests the ancient body of a long-dead humanoid. The skeletons bear ceremonial armor and weapons. One of the bodies has been pulled from its niche and lies in a jumble on the ground.

Silver Crusade

"Interesting. I wonder if that was recent."


Judging by the tracks from Lumpy and cobwebs on the skeleton - it has been undisturbed for decades.


Bucky, detect magic?

Silver Crusade

I'll cast detect magic.


Sekkimm step behind Lumpy and casts detect magic.

A translucent, ghostly figure fades into view over the corpse on the floor and moves toward Sekkimm ignoring Lumpy. Its face is distorted by wrath into a hideous mask.

Anaba Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Buchart Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Cela Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Fernleaf Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Rolande Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Sekkimm Initiative: 1d20 + 8 ⇒ (7) + 8 = 15
Shalelu Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Jakardros Sovark Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Kaven Windstrike Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Vale Temros Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Lumpy Initiative: 1d20 - 1 ⇒ (1) - 1 = 0
Ghostly figure Initiative: 1d20 + 7 ⇒ (8) + 7 = 15

Cela - delays until room to move
Sekkimm - is up.
Ghostly Figure
Rolande
Buchart
Kaven
Anaba
Fernleaf
Shalelu
Vale
Jakardros
Lumpy

Silver Crusade

Tell Lumpy to beat it to death with his axe while rapidly hauling ass in the other direction (withdraw).


The ghostly figure, what looks like a black arrow ranger, seems unable to pursue Sekkimm out of the chamber. It screeches in anger and attacks lumpy.

Touch: 1d20 + 10 ⇒ (15) + 10 = 251d8 ⇒ 4

Rolande is up.

Lumpy -4


Using silver bullets.
Pepperbox two-handed: 1d20 + 11 ⇒ (19) + 11 = 301d8 + 7 ⇒ (2) + 7 = 9
Pepperbox two-handed: 1d20 + 11 ⇒ (5) + 11 = 161d8 + 7 ⇒ (1) + 7 = 8
Pepperbox two-handed (rapidshot): 1d20 + 5 ⇒ (9) + 5 = 141d8 + 7 ⇒ (8) + 7 = 15


Hello? Hello? Hell-oooooo? Anyone? Anyone?


Roland's first two shots go through the creature and it shrieks in pain. -8

(incorporeal creature FYI 1/2 damage) :
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

Cela comes out of delay to take a look and assess the creature
KN Religion: 1d20 + 6 ⇒ (20) + 6 = 26

She recognizes this as a Spectre
Attacks Melee incorporeal touch (1d8 plus energy drain)
Special Attacks create spawn, energy drain - not damage! (2 levels, DC 16)

Create Spawn (Su)
Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.

Sunlight Powerlessness (Ex)

Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.

Cela advises "It is trapped in the chamber for some reason - don't engage it - use raged attacks. Energy drain is bad stuff. I can't heal that! Lumpy is immune since he is undead already"

Buchart is up!
Lumpy -4
Ghostly Figure - 8


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Is it nighttime? I forgot.

Does anyone have a reflective surface we can use to reflect light into the cavern to destroy the spectre?

If it's a spectre, will it succumb to my arrows?


it is late afternoon. getting sunlight to the back of the cave will be difficult. You can only damage it with magic (1/2 damage with weapons without ghost touch). Cela advises "Just stand out of the room and fire away. He seems trapped in the crypt for some reason. No reason to waste our spells here. We avoided the danger, by not rushing in."


Everyone who has not gone go ahead and fire, then move away from the entrance.


Shalelu +1 Composite Longbow - Single Shot moved): 1d20 + 10 ⇒ (16) + 10 = 261d8 + 2 ⇒ (7) + 2 = 9 hits

Jakardros +1 Composite Longbow - Single shot (moved) +1 Shock Composite Long Bow : 1d20 + 11 ⇒ (1) + 11 = 121d8 + 1 + 1d6 ⇒ (3) + 1 + (3) = 7 miss

Lumpy +1 Great Axe: 1d20 + 8 ⇒ (13) + 8 = 213d6 + 8 ⇒ (1, 1, 3) + 8 = 13 hits

Lumpy -4
Ghostly Figure - 18

Buchart and Sekkimm are up!
Every one else stays back to let the ranged take this thing out.

Silver Crusade

Crossbow (um, +3 dex, +3 bab, +1 masterwork? any penalties?)

crossbow: 1d20 + 7 ⇒ (2) + 7 = 91d8 ⇒ 7


If its not magic don't bother.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Disrupt Undead: 1d20 + 7 ⇒ (4) + 7 = 111d6 ⇒ 1


Pepperbox two-handed: 1d20 + 11 ⇒ (4) + 11 = 151d8 + 7 ⇒ (4) + 7 = 11
Pepperbox two-handed: 1d20 + 11 ⇒ (17) + 11 = 281d8 + 7 ⇒ (2) + 7 = 9
Pepperbox two-handed (rapidshot): 1d20 + 5 ⇒ (11) + 5 = 161d8 + 7 ⇒ (4) + 7 = 11

Silver Crusade

Acid Splash (rolled out a couple times if we sit here for a while and shoot at it)

Acid Splash Round 1: 1d20 + 6 ⇒ (1) + 6 = 71d3 ⇒ 1
Acid Splash Round 2: 1d20 + 6 ⇒ (20) + 6 = 261d3 ⇒ 1
Acid Splash Round 3: 1d20 + 6 ⇒ (14) + 6 = 201d3 ⇒ 2
Acid Splash Round 4: 1d20 + 6 ⇒ (3) + 6 = 91d3 ⇒ 2
Acid Splash Round 5: 1d20 + 6 ⇒ (2) + 6 = 81d3 ⇒ 3

Dark Archive

It takes a few rounds, but the spectre is finally defeated. You find nothing valuable in the crypt only ceremonial sword. The Rangers recycle. You head to the lower caves having cleared the upstairs

-Posted with Wayfinder

Silver Crusade

Replace the body in its niche before we move on, trying to sort out the bones as best I can.

On the way back, can I see anything at the bottom of the chasm at the bottom of the bridge? I'll toss the sunrod Lumpy has down there if necessary.

Scarab Sages

Male Gnome Wizard Illusionist Specialist Lv 12th

You see an old skeleton and glint of silvery metal

The skeleton isn't moving looks like someone fell long ago

-Posted with Wayfinder

Silver Crusade

Detect Magic? Does that reach?

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