The Infernal Vault (Inactive)

Game Master Stetrix

A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the family's long history and exile from the City at the Center of the World ends up murdered, the Society sends you to the recently discovered Deckland Vaults in Absalom to see what connection their old home might have to your murdered colleague.

Travel Map.

Treasure and Experience.

Absalom.

Absalom & Surrounding villages.

The Hood.

Home Sweet Home.

Home Sweet Home - Vault.


451 to 479 of 479 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Cela can make some adjustments to the undergound portion including adding space or making better stairs. It won't be pretty, but craftsmen can smooth out the rough edges.

Stone Shape:
School transmutation [earth]; Level cleric/oracle 3, druid 3, sorcerer/wizard 4; Domain artifice 3, earth 3

CASTING

Casting Time 1 standard action
Components V, S, M/DF (soft clay)

EFFECT

Range touch
Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION

You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

Sekkimm and Cela can fix up all the broken stuff like the door and window.

MENDING:
School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Sekkimm or Cela can fix up the house quickly with this one:

Make Whole:
School transmutation; Level cleric/oracle 2, sorcerer/wizard 2

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one object of up to 10 cu. ft./level or one construct creature of any size

Errata
The wording of this spell was updated in the CRB 6th printing to include objects but the update text was not included in the errata document (commonly referred to as "stealth" errata.)
By the way...
This spell affects a ship as if it were a construct.
Source Skull & Shackles Player's Guide

DESCRIPTION

This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on an object or construct creature (maximum 5d6).

Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.

Make Whole, Greater

Source Technology Guide

School transmutation; Level cleric/oracle 4, sorcerer/wizard 4

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 10 ft.
Target one object of up to 5 lb./level
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

This spell repairs 1d6 points of damage plus 1 point per level when cast on a construct creature (maximum 10d6+10). Greater make whole can fix destroyed magic items or technological items (items at 0 hit points or fewer), and restores the magic properties of the item if your caster level at least equal to that of the item. This spell otherwise functions as make whole.

Dark Archive

Male Halfling Rogue L2

Before I spend any money on wagons and hirelings, I need to work out a few things. Purchases and crafting.


Yes will be working with everyone individually on those items and leveling.


Thanks Pablo!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I think we will want to build something a little more substantial on the surface. I think a wall of thorns or something of a deterrent. I think the house needs to be enlarged and a stable built. I intend to live on the surface. Also a still house! Do we own all the land over the vault? It looked like it went off our property some by the drawings.


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

Do we get our own bedrooms? I'd love to have a place to store my extra stuff, should I accumulate any.

Dark Archive

I put a couple possible drawings in the folder, but anyone can look and propose Something. This one looked good
https://docs.google.com/file/d/0BzFACRJOXHrdRXNWTWhmVVF2UUU/edit?usp=docsli st_api

You will need to do some work to frame in rooms on the second level, but that area looks promising for several rooms. The lowest level has a nice library already, but sadly no books right now.

This place is over 7000 sqft so a lot of room to put your things

-Posted with Wayfinder

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I will also start the clean up with the wand of prestidigitation. It should help remove the stains on the floors from the gore and rotting flesh. I can use the entire wand if necessary. I made it for cleaning things up!


you don't have to use the wand you can rest and do that for hours with no charges. = Free!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
GM Pablo wrote:
you don't have to use the wand you can rest and do that for hours with no charges. = Free!

True! True! But the blood and gore needed removing right off the bat!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
Sekkim wrote:

I would like to get the place consecrated, if it's not too pricey. If it is too expensive we can always take turns cleaning out the undead. Can we see the full map now that we've won?

Should we save the breastplate +1 for Anaba as swap armor, in case we encounter a situation where wearing 50 pounds of body-encompassing metal is impractical?

Great idea! BOH it until it is needed for climbing, swimming, etc.


Consecrate has been done already twice by the Pathfinder Society free.
You use 7 charges to get the cleanup done.

There is no more evil fog...

Sell it!you will kill plenty of things wearing armor. You will almost always have something in your bag - o holding

FYI Anaba just spent all her gold (6000) except 311 to upgrade her sword - Now a +1 Flaming Adamantine Bastard Sword
and at level 6 has a BAB of +6 which gives her a second attack a round (3 hasted)...lookout!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

How much could we get if we sell the property? Or, put more succinctly, what is the property's taxable value?


15 - 20K


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

I don't want to sell the property. It's GREAT!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
Anaba wrote:
I don't want to sell the property. It's GREAT!

I hear ya! GM, what are the chances that you can find us an adventure that has a heavy payoff? Perhaps a foreign bank heist? We are off the official path, after all!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

You know, excepting the two devils, this place isn't so infernal after all!


LOL - they all mostly level appropriate treasure, but the Venture Captain needs your help soon in Vasaria.

I have leveled Anaba, Rolande and am working on Fernleaf and Cela. Will probably be Sunday/Monday before I'm ready to create a new post and start a new adventure. Before you leave I expect you to finish all your crafting (or maybe some along the way) and have selected a building which I will assign a cost to. You may have to build in stages because of costs - make the plans to add additions.

Getting the largest sized bag of holding may help you since you get the larger items. Statues, furniture, window treatments, topiaries, laboratories or raid a whole library.

To get construction started probably need to come-up with some cash - If someone is sitting on a good bit use as a deposit. It should be simple to pay back as you collect cash. Or take out a loan with the Pathfinder Society Credit union - Borrow 10K - 10% interest with a lean on the house.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Credit Union!? Intrest!? What usury!

Oh, what the Hades! As long as the property is all that's up for their taking. It was free, after all. I'll sign if everyone else does. How much is a moat?


Its the crocodiles that really add up the expenses on a moat!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Unless they are skeletal crocs! Or, we make sure that lots of wannabe master thieves want to cross it! Of course, all they'll find is four tired spellcrafters and a couple of restless fighter types! Can anybody give me a KABOOM?!!!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Oh! And a hungry lion, of coarse!


Your Silver Raven is sent to Venture-Captain Drandle Dreng in the Grand Lodge of Absalom requesting a mission. The next day you receive a reply, however from Venture-Captain Adril Hestram, who is one of the most prominent venture-captains operating out of the Pathfinder Society Grand Lodge in Absalom. A confident fighter and veteran Pathfinder, he has more dungeon delves under his belt than most can count. He is an expert in the exploration of the siege castles outside Absalom. The imposing venture-captain is also rumored to be the unwitting architect of the Katapesh slave riot of 4702 AR. Every year, Adril takes some of his favorite Pathfinder initiates out to see interesting sites around Absalom. The beer-loving instructor steers his students away from any real danger, however, the trips are never wholly uneventful.

See Note here .


I guess we are NOT going to pitch a Drandle Dreng doodle all night long...


The next day you find the Wounded Wisp close to the Grand Lodge. You are directed to a table in a more private back room. Shortly after you arrive Venture-Captain Adril Hestram shows up a big smile on his face as he greets you.

“Welcome! How is the new house coming? Drandle sends his greetings and sent me a note that you were looking for a mission. Probably a few holes in the roof to repair I bet and need some coin. Ha - ho - hmmm...! Let’s order some food and drink I have a tale to tell and would like you to take a trip - leave tomorrow if possible.”

Adril summons the barmaid and food and drink is ordered for everyone.
He looks about as asks “I’m not sure if you have been here before? It’s one of the most important establishments in the history of the Society. From these old walls, the first Pathfinders met to discuss their adventures across Golarion. Back then they weren’t even called Pathfinders! Nowadays the bar is almost an official Pathfinder saloon, where agents of all varieties go to meet and share tales. The Wounded Wisp was a bar once frequented by the original members of the Pathfinder Society before the Society was even formed. Inside the Wisp, acquaintances would share stories about their adventurous exploits with one another. Many volumes of the Pathfinder Chronicles came together under the Wisp’s roof. Famous Pathfinders like Eando Kline and the Seeker Osprey often stopped by for a drink while they relaxed in Absalom between assignments. Though not officially affiliated with the Society, the bar maintains good relations with Pathfinders, offering discounts and prompt service. The owners have always kept themselves and the Wisp afloat through the generosity of Society agents who spend coin at the establishment. I’m sorry I digress, to the mission at hand.


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.

We have several archeological sites in the border area investigating the Thassilonian Empire’s ruins, in addition to the more well known monuments; The Cyphergate of Riddleport, the Irespan of Magnimar, the Grand Mastaba of Korvosa, and the Lady's Light in the Mushfens. In the past few hundred years, the magic protecting these structures has finally begun to fail, and have slowly been suffering from the normal effects of erosion. This has also made them more vulnerable to explorers and treasure seekers, who search for the lost treasures of their ancient owners. the Society naturally is involved lest some tomb raider release something horrible on all of Golarion.

In addition to the ruins, there are major caravan routes which crisscross the region and connect most of its major cities. Varisia has no real central government. It is a collection of independent city-states that each holds sway over a small collection of towns and villages, while the wilds on the edges of their territory (including most of the area on top of the Storval Plateau) is claimed by the Shoanti.” He nods at Anaba, “Perhaps you can stop by and visit your friends and family. Varisian politics is dominated by the competing aims of criminal Riddleport, ambitious Magnimar, and traditionalist Korvosa. The neutral Kaer Maga is often discounted altogether, and its inhabitants seem to prefer it that way.

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 Vasaria 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?


Aye! Ka willing, we shall embark on this adventure, and stop and see Anaba's family along the way.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I'm in, of coarse. It will be fun visiting Anaba's family!

Finally! Another road trip!


Moving to new post - stop posting here!

http://paizo.com/campaigns/RiseOfTheRunelordsGMPablo/gameplay#2

451 to 479 of 479 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gameplay All Messageboards

Want to post a reply? Sign in.