Rotating GM Quest Series - Silverhex (Inactive)

Game Master Ietsuna

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Grand Lodge

”Razisus” | Male LN Medium (Garundi) Human Cleric of Pharasma 4 | HP 24/24 | AC 17, T 11, FF 16 | CMD 16| F +4 R +3 W +9 | Init +1 | Perc +4; SM +8 | Speed 30ft (20 ft. in armor)| Channel negative energy 5/5 (DC17), Bleeding touch 6/6 | Active Conditions: None.
Skills:
Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +9 (+10 vs. characters who could be attracted to you), Heal +11, Knowledge (local) +7, Knowledge (religion) +8, Sense Motive +8, Spellcraft +7

They each have magical auras on them.!" Razisus shouts to his companions, "There is no telling--"

The cleric goes down before he can complete his thought!

Constitution check (DC 10): 1d20 - 1 ⇒ (1) - 1 = 0

The holy man's goddess clearly beckons to him!


| HP 16/16 | AC 20 T 16 FF 15 | CMB +4, CMD 17 (21 v trip) | F: +4, R: +8, W: +2| Init: +5, Perc: +5(+13), SM: +1 | Speed 50ft | Scent | Active conditions: None ,
Skills:
Acrobatics +9 (+17 jump), Climb +1, Escape Artist +1, Intimidate +0, Perception +5 (+13 scent), Sense Motive +1, Stealth +13 (+17 underbrush/snow), Survival +1

Sorry about the duplicate post- I didn’t even notice. Lumi gets a free trip attack if her bite lands. Based on her AoO roll, it looks like she would have missed blue standing up anyways- but just in case it comes up again.


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

Retcon!

Lumi's powerful jaws latch onto the guard, and she drags him to the ground as she tears a chunk out of his leg. The guard attempts to stand, but the tiger snaps her jaws on his arm, keeping him down on the ground.

With the AC penalty for being prone, Lumi's AoO hits.

Round 1
Bold may act!

Tsuk (Ward hex, enlarged)

Round 2
Bold may act!

Shruti (glorious presence, mage armor)
Sirius (lead blades)
Razisus (-8, unconscious, dying, guidance) failed Con check to become stable, will take 1 hp damage if not healed
Polo
Paemil (guidance)
Lumi (guidance)
Guard (blue -6, prone)
Guard (green)
Priest (red)
Tsuk (Ward hex, enlarged)

Liberty's Edge

Human Druid (2) | HP 19/19 | AC 17 T 11 FF 16 | CMB +5, CMD 16 | F: +5, R: +1, W: +5 | Init: +3 | Perc: +7, SM: +2 | Speed 30ft| Spells: 1st =3/3 | Active Conditions: None
Skills:
Acrobatics -1, Bluff -2, Climb +6, Diplomacy -2, Handle Animal +3(+7), Heal (+6), Intimidate -2, Know(nature) +7, Know(Geo) +5, Perception +7, Sense Motive +2, Stealth -1, Survival +9, Swim +6

In the blur of battle, out of the corner of his eye Paemil sees his companion fall. His attention is divided between the priest, the prone guard, and his fallen friend.

Must. Press. On.

"โจมตีนักบวช!" he yells out to Lumi, before turning his back to her and striking at the green guard.

Mst Scimitar: 1d20 + 5 ⇒ (19) + 5 = 24
Scimitar, Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Crit?, Guidance: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Crit Damage?: 1d6 + 4 ⇒ (1) + 4 = 5

Sylvan:

Attack the Priest!


| HP 16/16 | AC 20 T 16 FF 15 | CMB +4, CMD 17 (21 v trip) | F: +4, R: +8, W: +2| Init: +5, Perc: +5(+13), SM: +1 | Speed 50ft | Scent | Active conditions: None ,
Skills:
Acrobatics +9 (+17 jump), Climb +1, Escape Artist +1, Intimidate +0, Perception +5 (+13 scent), Sense Motive +1, Stealth +13 (+17 underbrush/snow), Survival +1

The taste of blood fills Lumi's mouth as she wildly drags her prey down to the ground. He tries to stand, and she wrestles him to the ground again.

HUNT! DEATH!

On the brink of her instincts taking over, Paemil's call pierces her rage:

โจมตีนักบวช

Looking up, she sees the target in red. Her jaw relaxes on the fallen guard and she leaps over him. Aiming for the leg, she tries to bring down her next target.

Bite: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Trip?: 1d20 + 7 ⇒ (1) + 7 = 8

Move, attack. Since blue is prone, he shouldn't get an attack of opportunity. If it is needed, Lumi's acrobatics is +5

AoO, if needed: threatens Red and Blue:

Bite: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Trip?: 1d20 + 7 ⇒ (17) + 7 = 24

The Concordance

Samsaran Witch 1 (HP 7/7) | AC:12 | T:12 | FF:10 | cmd:12 | Fort +0 | Ref +2 | Will +3 | Init. +6 | Perc:+1 | Speed 30ft | Spells: 2/2 | Status: N/A

Shruti’s face fills with horror as Razisus falls. ”Not yet, my friend. Your goddess will have to wait for another time for you to join her!” Shruti raises a hand toward the bleeding priest and closes his wounds from a distance. In the next moment, a spear is in the samsaran’s hand, pointed at the followers of the Living God.

Cast Stabilize on Razisus, then draw my spear.

Spellcraft: 1d20 + 8 ⇒ (2) + 8 = 10

Grand Lodge

Male CN Half-Orc Warpriest 2 | HP 20/20 | AC 16 T 11 FF 15 | CMB +5, CMD 16 | F: +4, R: +1, W: +5 | Init: +3 | Perc: +4, SM: +2 | Speed 20ft | Blessing: 4/4 | Spells: Orisons 4/4, 1st 3/3 | Active conditions: Fatigued.

Tsuk draws his greatsword and closes the distance to green, roaring as he does so.


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

Tsuk draws his greatsword and moves forward, ready to engage!

Paemil turns and, with a vicious stroke, nearly disembowels the guard that took Razisus down. Though the guard stands, his face has gone white with the sudden blood loss and pain, and he looks to be barely on his feet! Lumi, meanwhile, shows her devotion to her master and skips the easy meal in front of her, instead closing on the priest. Caught up his spell, he can barely defend and the tiger easily tears out a chunk of flesh.

Shruti focuses on Razisus, ensuring that the man won't bleed out before he can be helped further, and readies a spear.

Round 2
Bold may act!

Shruti (glorious presence, mage armor)
Sirius (lead blades)
Razisus (-8, unconscious, stable, guidance)
Polo
Paemil
Lumi (guidance)
Guard (blue -6, prone)
Guard (green -14)
Priest (red -7)
Tsuk (Ward hex, enlarged)


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

Putting Sirius and Polo on delay

Sirius and Polo both hesitate, perhaps uncertain after seeing Razisus fall, perhaps thinking that Lumi's ferocity has things in hand.

The guard that felled Razisus steps away from both Tsuk and Paemil, then retrieves a flask from his pouch which he quickly drinks down.

The other guard attempts to stand, but Lumi is still on her watch; she keeps the man on the ground, inflicting further injury.

The priest is able to push through Lumi's damage and finish casting his spell. Soft sparkles appear in a burst just in front of him, settling on Paemil, Lumi, and Razisus... and the prone guard! The sparkles bring on a strong feeling of sleepiness; everyone yawns simultaneously as they try to stay awake; the guard is unable to resist and is quickly snoozing on the ground.

The priest steps back and retrieves his own flask, which he drinks down quickly, disappearing from view!

GM Rolls:

clw: 1d8 + 1 ⇒ (2) + 1 = 3
Concentration DC 18: 1d20 ⇒ 16
Will DC 14: 1d20 ⇒ 11

The transparent image of the priest is where he disappeared from view.

Round 2
Bold may act!

Sirius (lead blades, delay)
Polo (delay)
Tsuk (Ward hex, enlarged)

Round 3
Bold may act!

Shruti (glorious presence, mage armor)
Razisus (-1/7, unconscious, stable, guidance) Need Will DC 14 vs sleep
Paemil Need Will DC 14 vs sleep
Lumi (guidance) Need Will DC 14 vs sleep
Guard (blue -10, prone)
Guard (green -11)
Priest (red -7)
Sirius (lead blades)
Polo
Tsuk (Ward hex, enlarged)

Grand Lodge

”Razisus” | Male LN Medium (Garundi) Human Cleric of Pharasma 4 | HP 24/24 | AC 17, T 11, FF 16 | CMD 16| F +4 R +3 W +9 | Init +1 | Perc +4; SM +8 | Speed 30ft (20 ft. in armor)| Channel negative energy 5/5 (DC17), Bleeding touch 6/6 | Active Conditions: None.
Skills:
Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +9 (+10 vs. characters who could be attracted to you), Heal +11, Knowledge (local) +7, Knowledge (religion) +8, Sense Motive +8, Spellcraft +7

Will save (DC 14): 1d20 + 5 ⇒ (19) + 5 = 24

Razisus remains unconscious, but not magically sedated.

The Concordance

Samsaran Witch 1 (HP 7/7) | AC:12 | T:12 | FF:10 | cmd:12 | Fort +0 | Ref +2 | Will +3 | Init. +6 | Perc:+1 | Speed 30ft | Spells: 2/2 | Status: N/A

Shruti moves forward and heals Razisus. ”Return to us, friend. The fight is not yet done.”

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Liberty's Edge

Human Druid (2) | HP 19/19 | AC 17 T 11 FF 16 | CMB +5, CMD 16 | F: +5, R: +1, W: +5 | Init: +3 | Perc: +7, SM: +2 | Speed 30ft| Spells: 1st =3/3 | Active Conditions: None
Skills:
Acrobatics -1, Bluff -2, Climb +6, Diplomacy -2, Handle Animal +3(+7), Heal (+6), Intimidate -2, Know(nature) +7, Know(Geo) +5, Perception +7, Sense Motive +2, Stealth -1, Survival +9, Swim +6

Will: 1d20 + 4 ⇒ (4) + 4 = 8

The sparkles settle on the Druid's eyes. He yawns. And yawns again. Blinks. And falls prone- snoring away on the path.


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

Shruti moves up to Razisus and heals the fallen priest, who returns to consciousness. Meanwhile, Paemil falls victim to the Razmiran priest's enchantment, falling to the ground in delirious slumber. Razisus is back in initiative, while Paemil is now out of it.

Round 2
Bold may act!

Sirius (lead blades, delay)
Polo (delay)
Tsuk (Ward hex, enlarged)

Round 3
Bold may act!

Shruti (glorious presence, mage armor)
Razisus (guidance)
Paemil (sleep)
Lumi (guidance) Need Will DC 14 vs sleep
Guard (blue -10, prone, sleep)
Guard (green -11)
Priest (red -7)
Sirius (lead blades)
Polo
Tsuk (Ward hex, enlarged)


| HP 16/16 | AC 20 T 16 FF 15 | CMB +4, CMD 17 (21 v trip) | F: +4, R: +8, W: +2| Init: +5, Perc: +5(+13), SM: +1 | Speed 50ft | Scent | Active conditions: None ,
Skills:
Acrobatics +9 (+17 jump), Climb +1, Escape Artist +1, Intimidate +0, Perception +5 (+13 scent), Sense Motive +1, Stealth +13 (+17 underbrush/snow), Survival +1

Rules questions:

I have a couple of questions related to Lumi's turn

#1: Lumi is a 2 HD animal. Sleep effects the first 4 HD of creatures. Paemil, Guard, and Razisus are all effected, leaving only 1 HD left to affect Lumi. If I understand the rules appropriately, she shouldn't need a Will save, correct?

#2a: Scent + Invisibility (yikes!). Scent allows Lumi to detect the presence of a creature within 30 ft. She can spend a move action to determine the location of the smell, or she can 'auto-dectect' if within 5 feet of the source. My understanding is that Lumi can sense the Red guard is within 30 feet, but either needs to spend a move action or be within 5ft to know its exact location. Is that correct?

#2b: Even if Lumi can sense the baddie, she still suffers a 50% miss chance. But, based on the trip being contingent on her bite hitting, I don't think I need to roll a second concealment for the trip attack.

Will, see above: 1d20 + 1 ⇒ (9) + 1 = 10

This action is based upon the assumptions above. I will retcon if needed

Despite getting teeth into her enemy, Lumi is unable to wrestle her to the ground. A sleepiness washes over the leopard- forcing little more than a yawn from the cat. It is enough though, for the priest to step away from Lumi and out of her reach.

In a moment, her target is gone.

Still smell. Not gone. Taste blood.

She steps forward cautiously, seeking to locate her prey. Once located, she unleashes all of her furry on the human.

Bite, guidance: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Concealment, <50 = hit: 1d100 ⇒ 35
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Trip?: 1d20 + 7 ⇒ (6) + 7 = 13

Claw #1: 1d20 + 7 ⇒ (7) + 7 = 14 (+4 if prone)
Concealment, <50 = hit: 1d100 ⇒ 3
Damage: 1d2 + 1 ⇒ (2) + 1 = 3

Claw #2: 1d20 + 7 ⇒ (6) + 7 = 13 (+4 if prone)
Concealment, <50 = hit: 1d100 ⇒ 75
Damage: 1d2 + 1 ⇒ (1) + 1 = 2

5ft move, if target is adjacent- full round attack. If target is not adjacent, Will continue to move until target detected, then it is only a bite attack.


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

Rules answers:

Sleep wrote:
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

I made two mistakes there. First is that sleep doesn't target unconscious creatures, so Razisus wouldn't have been targeted. So Paemil was targeted first, then there was an equal chance that the guard or Lumi would be targeted next (both are 2 HD and equidistant from the origin of the spell). I should have let the dice roller pick the target between the two, but it's my mistake, so I'm going to rule that it targetted the guard and not Lumi.

Thanks for the catch!

I'm on my way out the door at the moment; I'll post the results of Lumi's actions later tonight or tomorrow as time allows.

Grand Lodge

Male CN Half-Orc Warpriest 2 | HP 20/20 | AC 16 T 11 FF 15 | CMB +5, CMD 16 | F: +4, R: +1, W: +5 | Init: +3 | Perc: +4, SM: +2 | Speed 20ft | Blessing: 4/4 | Spells: Orisons 4/4, 1st 3/3 | Active conditions: Fatigued.

Tsuk strikes at the green guard with his greatsword.

Greatsword, Enlarge: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 3d6 + 7 ⇒ (2, 3, 4) + 7 = 16

Grand Lodge

”Razisus” | Male LN Medium (Garundi) Human Cleric of Pharasma 4 | HP 24/24 | AC 17, T 11, FF 16 | CMD 16| F +4 R +3 W +9 | Init +1 | Perc +4; SM +8 | Speed 30ft (20 ft. in armor)| Channel negative energy 5/5 (DC17), Bleeding touch 6/6 | Active Conditions: None.
Skills:
Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +9 (+10 vs. characters who could be attracted to you), Heal +11, Knowledge (local) +7, Knowledge (religion) +8, Sense Motive +8, Spellcraft +7

Razisus rises to his feet. He glances towards Shruti, lowers his eyes, and nods. He then moves toward the false priest.

"Your threat to the people of this fine town is over." He boldly declares to the priest. "And your possession of the magical scepter is forfeit."


| HP 16/16 | AC 20 T 16 FF 15 | CMB +4, CMD 17 (21 v trip) | F: +4, R: +8, W: +2| Init: +5, Perc: +5(+13), SM: +1 | Speed 50ft | Scent | Active conditions: None ,
Skills:
Acrobatics +9 (+17 jump), Climb +1, Escape Artist +1, Intimidate +0, Perception +5 (+13 scent), Sense Motive +1, Stealth +13 (+17 underbrush/snow), Survival +1
GM Zin wrote:
** spoiler omitted **

By all means, feel free to use the random dice generator to determine that. I also missed the unconscious part of the spell when I read it. If Lumi falls asleep, then she falls asleep, so speak the dice!

Dark Archive

Male Half - Elf Occultist 4
Stats:
hp 31/31AC 16|T 10 |FF 16, F +6|R +1|W +7, Init +0, Per +12

Sirius attacks the guard with the flask.
Attack: 1d20 + 4 ⇒ (9) + 4 = 132d8 + 4 ⇒ (8, 6) + 4 = 18


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

GM Rolls:

1: guard, 2: Lumi: 1d2 ⇒ 2

Retcon
When the priest casts his spell, the sparkles settle on Lumi, and she is unable to resist the effect; she falls to the ground next to the guard that she's been keeping pinned to the ground. He eyes her warily, unsure of what appears to be his luck.

I also missed that Tsuk would have gotten an attack of opportunity on the guard when he drank his potion, due to having reach while enlarged. I appreciate your patience with my learning curve!

Tsuk, the attack you already rolled will be that AoO; you may take a different action for Round 2.

As the guard attempts to down his potion, Tsuk brings his greatsword down in that moment of lowered defenses, skewering the man viciously and ending his life. The potion rolls out of his hand unopened as he collapses to the ground.

Back to the normal timeline

Razisus moves forward to where the priest was last seen, hoping to corner the man, and Sirius moves over to the prone guard, bringing his magically heavy blade down on the man, ending his life as well.

Sirius, I moved your action to attack the guard on the ground as Tsuk's attack of opportunity killed the other guard before you had a chance to act. I moved your token accordingly.

Round 2
Bold may act!

Polo (delay)
Tsuk (Ward hex, enlarged)

Next:

Round 3
Bold may act!

Priest (red -7)
Polo (delay)
Sirius (sudden speed, lead blades)
Tsuk (Ward hex, enlarged)

Round 4
Bold may act!

Shruti[(glorious presence, mage armor)
Razisus (guidance)
Paemil (sleep)
Lumi (guidance, sleep)
Priest (red -7)
Sirius (sudden speed, lead blades)
Polo (delay)
Tsuk (Ward hex, enlarged)

Grand Lodge

Male CN Half-Orc Warpriest 2 | HP 20/20 | AC 16 T 11 FF 15 | CMB +5, CMD 16 | F: +4, R: +1, W: +5 | Init: +3 | Perc: +4, SM: +2 | Speed 20ft | Blessing: 4/4 | Spells: Orisons 4/4, 1st 3/3 | Active conditions: Fatigued.

Tsuk moves up to the false priest and swings his great sword again.

Greatsword, Enlarged: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 3d6 + 7 ⇒ (2, 3, 2) + 7 = 14


Spell Templates | Race for the Runecarved Key (Tier 1-2) | CORE 10-10 The Shattered Shield | TBD

Miss vs invisibility, 1-50 hits: 1d100 ⇒ 4

Tsuk, guessing correctly that the priest hadn't yet moved, brings his greatsword down in a bloody crash; the priest's mutilated corpse appears on the ground before you.

The crowd that had been chasing you starts appearing around the corner, but they lack the fire that had been driving them against you. Most appear befuddled, bewildered. There is much scratching of heads and quiet conversation as people regain their senses of selves and try to make sense of what had been going on over the last weeks.

After some conversation with the locals, and a few detect magic spells, you are able to put the pieces together. As is typical of a Razmiran, this priest--Folloch Teag--had been using arcane magic to mesmerize the villagers. The scepter you were after seems to be the tool he'd been using, and it seems now to be fully depleted of magic, unfortunately worthless. The village, however, scrapes together a sum of gold (300 gp) which they offer you in thanks for your service; it seems you'll not go to Ulisha empty-handed after this quest after all.

Quest complete! Well done!


I think I will now lead on.
Chapter 4:
The Crash
Handout

Accompanying her notebook entry, Ulisha filled the next several pages with crude maps, complex equations, and further notes. She apparently returned to the Pathfinder’s cave mentioned in her previous entry. By observing the angle of the ridgeline and her current position, she was able to calculate the crash site’s probable location. The last page on the matter includes a detailed map into Numeria with various landmarks and a destination. An addendum written in recent ink warns, “Tread lightly. Numeria remains a mystery to the rest of the world. Those who stay too long draw unwanted attention.”
***********************************************************************
You can roll for DIPLOMACY (GATHER INFORMATION) OR KNOWLEDGE (HISTORY, LOCAL)

10+:
Numeria is a brutal land where only the strongest survive. It was shaped by an astronomical event known as the Rain of Stars, when a large meteor exploded in the sky and rained down upon the land.

15+:
The Kellids that call Numeria home often scavenge the fallout from the Rain of Stars for a rare metal known asNumerian Steel. Scholars call the substance adamantine, and it is famed for its durability and ability to cut through the hardest materials as though they were cloth. When alloyed with iron, it is less durable and much less valuable.

20+:
Some say that the object that fell during the Rain of Stars was not a meteor at all, but in fact a massive ship carrying advanced technology and creatures from other worlds. The local population views this technology with suspicion and prefers to reclaim then often destroy any such finds they come across.

Silver Crusade

Male NG Halfling Cleric of Desna 2 | HP: 13/13 | AC: 19 14 (15 14 Tch, 15 11 Fl) | CMB: -3, CMD: 10 (7 Fl) | F: +3, R: +3, W: +6 | Init: +5 | Perc: +7, SM +7 | Speed 40 ft | Active conditions: Obedience (+4 Perception to avoid surprise), mage armor, hedging weapons

As the party makes their way from Razmiran through Ustalav, to get to Numeria and the location of the crash site that Ulisha identified, Feelo rejoins them at their predetermined rendezvous.

Diplomacy, gather info: 1d20 + 7 ⇒ (9) + 7 = 16

"Thanks for making time for me to be away. I'm a bit jealous; you're getting more of Desna's gift than I got, sitting here in Ustalav the whole time. Still, I had some time to investigate what Ulisha was saying in her journal. I think we all know about the Rain of Stars and what it did to Numeria, right? Well, it left all this Numerian Steel around. People go crazy for it, and the Kellids scavenge it as their primary trade. Crazy strong; it cuts through almost anything. In Absalom they'd call it adamantine, of course. Expensive stuff!"

Grand Lodge

”Razisus” | Male LN Medium (Garundi) Human Cleric of Pharasma 4 | HP 24/24 | AC 17, T 11, FF 16 | CMD 16| F +4 R +3 W +9 | Init +1 | Perc +4; SM +8 | Speed 30ft (20 ft. in armor)| Channel negative energy 5/5 (DC17), Bleeding touch 6/6 | Active Conditions: None.
Skills:
Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +9 (+10 vs. characters who could be attracted to you), Heal +11, Knowledge (local) +7, Knowledge (religion) +8, Sense Motive +8, Spellcraft +7

Razisus considers what he already knows of Numeria. Knowledge (local): 1d20 + 4 ⇒ (5) + 4 = 9

When he realizes that he knows little of the far away land, he begins asking questions as he enjoys (and extends) hospitality to others during their journey northward.

Diplomacy (Gather Information): 1d20 + 6 ⇒ (17) + 6 = 23

“Good Feelo's words have been confirmed by those with whom I have spoken as well!” Razisus agrees. “Why during our journey here, I have learned that not only did this Rain of Stars result in the arrival of this precious ‘admanantine’, but also in tales of a vessel from the stars having crashed in the land. Indeed, some claim that the object that fell during the Rain of Stars was not a meteor at all, but in fact a massive ship carrying advanced weapons and materials—as well ascreatures from other worlds. The local population views objects from this event with suspicion and prefers to make claim to any such finds they come across for the purposes of having the objects or materials destroyed.”

Grand Lodge

Male CN Half-Orc Warpriest 2 | HP 20/20 | AC 16 T 11 FF 15 | CMB +5, CMD 16 | F: +4, R: +1, W: +5 | Init: +3 | Perc: +4, SM: +2 | Speed 20ft | Blessing: 4/4 | Spells: Orisons 4/4, 1st 3/3 | Active conditions: Fatigued.

Gather Info (Diplo): 1d20 ⇒ 8

Tsuk chuckles to himself. Oh. I like this Numeria place already. Maybe I can get a piece of this adamantine and have a greatsword made in glory to Gorum.

The Concordance

Samsaran Witch 1 (HP 7/7) | AC:12 | T:12 | FF:10 | cmd:12 | Fort +0 | Ref +2 | Will +3 | Init. +6 | Perc:+1 | Speed 30ft | Spells: 2/2 | Status: N/A

Knowledge (history): 1d20 + 9 ⇒ (20) + 9 = 29

Shruti nods along in agreement as Feelo and Razisus describe what they had learned. Shruti had learned all of this a while ago, of course, in studying the nations of the Inner Sea, but they preferred to partake in conversation around the topic rather than to be the one to teach everyone else.

"Of course, there will be some who wish to destroy what they know little of. Our Ulisha does not seem to be that sort, however. This One is sure she will try to make as much profit from the bounties of this crash, whether it is asteroid or vessel from the stars. It will be interesting to see what we will encounter there."


You travel to Numeria without problems.
The view is phenomenal at the crest of this hill, where Ulisha’s map indicates a crash site. Vast plains extend to the north, where clouds gather on the horizon. To the south, the Sellen River cuts a definitive border between the River Kingdoms and Numeria.
Please make a perception or a knowledge Nature check.

Silver Crusade

Male NG Halfling Cleric of Desna 2 | HP: 13/13 | AC: 19 14 (15 14 Tch, 15 11 Fl) | CMB: -3, CMD: 10 (7 Fl) | F: +3, R: +3, W: +6 | Init: +5 | Perc: +7, SM +7 | Speed 40 ft | Active conditions: Obedience (+4 Perception to avoid surprise), mage armor, hedging weapons

Perception: 1d20 + 6 ⇒ (6) + 6 = 12 +4 to avoid surprise

Feelo admires the view from the crest of the hill. "Desna be praised! This..." he repeats, sweeping his hand across the vista he's taking in, "this is why The Song of the Spheres has such a place in my heart. Always in my life she brings me to these amazing places. O Starsong, Great Dreamer, Resplendant! You bless me every day!"

Grand Lodge

”Razisus” | Male LN Medium (Garundi) Human Cleric of Pharasma 4 | HP 24/24 | AC 17, T 11, FF 16 | CMD 16| F +4 R +3 W +9 | Init +1 | Perc +4; SM +8 | Speed 30ft (20 ft. in armor)| Channel negative energy 5/5 (DC17), Bleeding touch 6/6 | Active Conditions: None.
Skills:
Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +9 (+10 vs. characters who could be attracted to you), Heal +11, Knowledge (local) +7, Knowledge (religion) +8, Sense Motive +8, Spellcraft +7

"Could it be that we have arrived?" Razisus wonders aloud as he takes in the view.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15

The Concordance

Samsaran Witch 1 (HP 7/7) | AC:12 | T:12 | FF:10 | cmd:12 | Fort +0 | Ref +2 | Will +3 | Init. +6 | Perc:+1 | Speed 30ft | Spells: 2/2 | Status: N/A

Shruti smiles broadly at the view, but moreso at Feelo's joy. "Indeed, friend Feelo, the world is a wondrous place. This One has visited it many times and in many different places, but this is a new sight even to This One. Now, let us see where Ulisha's cave is."

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

Liberty's Edge

Human Druid (2) | HP 19/19 | AC 17 T 11 FF 16 | CMB +5, CMD 16 | F: +5, R: +1, W: +5 | Init: +3 | Perc: +7, SM: +2 | Speed 30ft| Spells: 1st =3/3 | Active Conditions: None
Skills:
Acrobatics -1, Bluff -2, Climb +6, Diplomacy -2, Handle Animal +3(+7), Heal (+6), Intimidate -2, Know(nature) +7, Know(Geo) +5, Perception +7, Sense Motive +2, Stealth -1, Survival +9, Swim +6

At the sight from the cliffs, Paemil finds enjoyment- for the first time they have found themselves in a place that honors the nature from which all were created.

It takes some effort, but he turns his attention to toward the task at hand. ”Find crash, from rain of stars” he reminds himself outloud

perception: 1d20 + 8 ⇒ (20) + 8 = 28


Razius and Paemil notice that the soil along the slope of the hill here is looser than it should be, as if a recent rockslide had covered it.
It only takes a few minutes of digging to uncover a solid metal surface buried below. The strange craft is ovoid, just over 10 feet in length and 5 feet in diameter at its widest point.
You can make a knowledge nature check to find out what the craft is made off.
To open the craft you need a strength check.

Grand Lodge

”Razisus” | Male LN Medium (Garundi) Human Cleric of Pharasma 4 | HP 24/24 | AC 17, T 11, FF 16 | CMD 16| F +4 R +3 W +9 | Init +1 | Perc +4; SM +8 | Speed 30ft (20 ft. in armor)| Channel negative energy 5/5 (DC17), Bleeding touch 6/6 | Active Conditions: None.
Skills:
Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +9 (+10 vs. characters who could be attracted to you), Heal +11, Knowledge (local) +7, Knowledge (religion) +8, Sense Motive +8, Spellcraft +7

Uncovering the metal below, Razisus calls out to Tsuk, [b]"Come, devotee of the Lord of Iron! Help us open the door to this container of metal!"

Strength check (Aid Another): 1d20 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Male CN Half-Orc Warpriest 2 | HP 20/20 | AC 16 T 11 FF 15 | CMB +5, CMD 16 | F: +4, R: +1, W: +5 | Init: +3 | Perc: +4, SM: +2 | Speed 20ft | Blessing: 4/4 | Spells: Orisons 4/4, 1st 3/3 | Active conditions: Fatigued.

As you wish Pharasma's servent.

Tsuk lends his strength to that of Razisus.

Strength: 1d20 + 4 ⇒ (14) + 4 = 18


Not yet enough.

Silver Crusade

Male NG Halfling Cleric of Desna 2 | HP: 13/13 | AC: 19 14 (15 14 Tch, 15 11 Fl) | CMB: -3, CMD: 10 (7 Fl) | F: +3, R: +3, W: +6 | Init: +5 | Perc: +7, SM +7 | Speed 40 ft | Active conditions: Obedience (+4 Perception to avoid surprise), mage armor, hedging weapons

"Desna has blessed me in many way, but physical strength was never one of them. Still, maybe I can find an angle that will give me leverage. Here, let me help." Feelo finds a good sturdy rock to stand on so he can reach and try to help.

Strength, aid: 1d20 - 3 ⇒ (16) - 3 = 13


With the help of a weak halfling the half-orc manages to break open the hatch.
The inside of the wreck is cramped. A single chair made out of the same strange metal faces the hatch, dozens of straps hang inside the device, and an array of levers and buttons lines the interior on one side. Several dozen palm-sized metallic discs and an unadorned silvery bracer lie scattered across the interior.

Grand Lodge

”Razisus” | Male LN Medium (Garundi) Human Cleric of Pharasma 4 | HP 24/24 | AC 17, T 11, FF 16 | CMD 16| F +4 R +3 W +9 | Init +1 | Perc +4; SM +8 | Speed 30ft (20 ft. in armor)| Channel negative energy 5/5 (DC17), Bleeding touch 6/6 | Active Conditions: None.
Skills:
Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +9 (+10 vs. characters who could be attracted to you), Heal +11, Knowledge (local) +7, Knowledge (religion) +8, Sense Motive +8, Spellcraft +7

"Your help is most appreciated, Desnan."Razisus responds to Feelo. He then turns to Tsuk. "And, of course, I would not have requested your strength had I not thought it capable of seeing the task done."

Peering into the wreck, Razisus notes, "Why, inside is a room! One sparsely decorated with the most unusual of adornments on one side." He scans the interior of the wreck trying to make sense of what he is seeing and trying to spot clues that would let him better ascertain the purpose of the 'room' and the items within it.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14

Silver Crusade

Male NG Halfling Cleric of Desna 2 | HP: 13/13 | AC: 19 14 (15 14 Tch, 15 11 Fl) | CMB: -3, CMD: 10 (7 Fl) | F: +3, R: +3, W: +6 | Init: +5 | Perc: +7, SM +7 | Speed 40 ft | Active conditions: Obedience (+4 Perception to avoid surprise), mage armor, hedging weapons

Feelo slips into the inside of the wreck, ducking under Razisus' legs. He quickly calls on Desna to allow him to see what might be magic inside, then studies the discs and bracers in particular.

Casting detect magic

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


You see nothing more Razisus :-(

Grand Lodge

”Razisus” | Male LN Medium (Garundi) Human Cleric of Pharasma 4 | HP 24/24 | AC 17, T 11, FF 16 | CMD 16| F +4 R +3 W +9 | Init +1 | Perc +4; SM +8 | Speed 30ft (20 ft. in armor)| Channel negative energy 5/5 (DC17), Bleeding touch 6/6 | Active Conditions: None.
Skills:
Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +9 (+10 vs. characters who could be attracted to you), Heal +11, Knowledge (local) +7, Knowledge (religion) +8, Sense Motive +8, Spellcraft +7

"I am not sure what to make of this find or how to profit from it." Razisus notes. "I suppose knowledge of its location alone is worth something. I have heard of organizations that have an interest in artifacts and knowledge that may be wiling to provide some coin for this information, though they are based in far off Absalom."

The cleric searches through is backpack. "I seem to be at a loss for writing implement." he admits sheepishly.

The Concordance

Samsaran Witch 1 (HP 7/7) | AC:12 | T:12 | FF:10 | cmd:12 | Fort +0 | Ref +2 | Will +3 | Init. +6 | Perc:+1 | Speed 30ft | Spells: 2/2 | Status: N/A

Shruti slips into the 'cave' shortly after the others and begins examining the various discs and other objects inside. "Perhaps this bracer would be of some importance to someone with the right understanding," Shruti says quizzically. They follow Feelo's example and examine the objects, searching them for any magical auras.

Cast Detect Magic, then trying out any knowledge that would be applicable.

Knowledge (arcana) or Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22 Same roll, but +9 for Knowledge (history) instead of +8


DC 15 Appraise or Knowledge (engineering or local):

Rhe discs are Numerian “silverdisks,” a form of currency. There are 35 in the pod, each worth 10 gp.

DC 18 Appraise or Knowledge engineering:

The silver bracelet is an even greater prize, as it dampens the kinetic energy of any objects moving toward the wearer. Mechanically, this grants the wearer 15 temporary hit points, but due to damage the bracelet sustained, there is no way to recharge these temporary hit points. Further, after maintaining this field for 24 hours, the bracelet permanently runs out of energy.

Grand Lodge

Male CN Half-Orc Warpriest 2 | HP 20/20 | AC 16 T 11 FF 15 | CMB +5, CMD 16 | F: +4, R: +1, W: +5 | Init: +3 | Perc: +4, SM: +2 | Speed 20ft | Blessing: 4/4 | Spells: Orisons 4/4, 1st 3/3 | Active conditions: Fatigued.

Tsuk stands impatiently as the group paws over the object. Having opened it and finding nothing he is eager to move on. he huffs quietly under his breath.

To clarify Tsuk is bored, I am not :)

Silver Crusade

Male NG Halfling Cleric of Desna 2 | HP: 13/13 | AC: 19 14 (15 14 Tch, 15 11 Fl) | CMB: -3, CMD: 10 (7 Fl) | F: +3, R: +3, W: +6 | Init: +5 | Perc: +7, SM +7 | Speed 40 ft | Active conditions: Obedience (+4 Perception to avoid surprise), mage armor, hedging weapons

Appraise DC 15: 1d20 + 1 ⇒ (19) + 1 = 20
Appraise DC 18: 1d20 + 1 ⇒ (12) + 1 = 13

"These disks are actually Numerian currency. 'Silverdisks' they call them. Worth about 10 gold, each, so this has to be 350 worth right here. Ulisha will like that!"

Grand Lodge

”Razisus” | Male LN Medium (Garundi) Human Cleric of Pharasma 4 | HP 24/24 | AC 17, T 11, FF 16 | CMD 16| F +4 R +3 W +9 | Init +1 | Perc +4; SM +8 | Speed 30ft (20 ft. in armor)| Channel negative energy 5/5 (DC17), Bleeding touch 6/6 | Active Conditions: None.
Skills:
Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +9 (+10 vs. characters who could be attracted to you), Heal +11, Knowledge (local) +7, Knowledge (religion) +8, Sense Motive +8, Spellcraft +7

"Ha, ha! Good eye, Desnan!" Razisus cries out giving a clap of his hands in joy and appreciation. "A good find, it is then! Let us take these items of value and make a record of this location and be on our way. Something of this place seems most unnatural to me."

The Concordance

Samsaran Witch 1 (HP 7/7) | AC:12 | T:12 | FF:10 | cmd:12 | Fort +0 | Ref +2 | Will +3 | Init. +6 | Perc:+1 | Speed 30ft | Spells: 2/2 | Status: N/A

Appraise bracer: 1d20 + 4 ⇒ (3) + 4 = 7

"This One does not know what to make of this bracer though. Perhaps Ulisha will know."


I made a mistake for the bracer you need knowledge engeneering only!"
In any case, you did aquire what was needed. The metal of the craft is incredibly hard and no matter what Tsuk tries, he is unable to take anything from it.
As you descend from the mountain you are suddenly interrupted.
“Stop there,” demands a Kellid woman who hefts a massive blade.
“You’re are not from here, and those things are not yours. Give us the silverdisks, all the gold you have, and anything else you found there. Then you may live.”[/B]

Grand Lodge

Male CN Half-Orc Warpriest 2 | HP 20/20 | AC 16 T 11 FF 15 | CMB +5, CMD 16 | F: +4, R: +1, W: +5 | Init: +3 | Perc: +4, SM: +2 | Speed 20ft | Blessing: 4/4 | Spells: Orisons 4/4, 1st 3/3 | Active conditions: Fatigued.

Tsuk chuckles to himself. You are welcome to come and try to take my gold yourself. The Lord of Iron prefers it that way.

He touches his left upper arm with his right hand. Casting War Mind - You can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

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