[PFS] Beyond the Black-half Halfblight Path (Gameday VII) (Inactive)

Game Master Curaigh

Wizard's Wanted Gameday VII Upper Tier
**Black Half Table
**Back Up Communication link, Please follow the link to add this to your google drive.**


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Silver ! Gold

"You're not Duskwardens? They stare blankly at the one who spoke first. He slowly lifts his hand from a pocket and peers down into it. The remains of a half-light charm lay shattered on his palm.

Feel free to ask or ad lib anything else.?
Sigias gets the former slaves feeling better. Water is of much more use than the wand, but both are appreciated. They happily follow the Pathfinders through the tunnels back to Kaer Maga.

The Exchange

N Male Tiefling Wizard 7

Gaius will happily chat with them about their time in Nidal, he is always interested to learn about strange new places he hasnt visited yet and the potential for trade with them or perhaps the opportunity to supply these newcomers to Kaer Maga.

Taking 10 to identfiy new potential business prospect with Local for season 8 faction card. DC is 20, taking 10 gets him 22.

Dark Archive

LN Wizard 7 AC15(T11,FF15) CMD13| HP (10)42/42| F +5 R +5 W +9* | Init +1, Perc +14, Sense Motive +14 |

Also intrigued by their time in Nidal, Albert chats with the ancient slaves.

No, but it seems that the charms doesn't work here as the Duskwarden weren't able to found you. But don't worry, we will happily help you get back to where you belong, with the Freemen.

Liberty's Edge

Init +6; Senses low-light vision; Perception +9 Defense AC 15, touch 13, flat-footed 12 (+4 Dex +2 Nat) hp /32(2d6+2) Fort +4, Ref +7, Will +8 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Immune sleep

She lets them know what she detected in the detect magic.


Silver ! Gold

I wasn't intending it, but I spent close to 10 hours at elections today. :)

Survival (DC26):
It is possible to find footprints of the slaves before they entered the vault and were captured. It leads from here to the place they first started to flee. At that site, they find the signs of a pitched battle, as well as the corpse of Drellis. His body is covered in claw marks.

Gaius: Does it need to be a named NPC?
Getting back to Kaer Maga takes hours, but does not pose anymore problems for the Pathfinders. Shortly after reaching the city the party can bring the former slaves to Halman Wright at the Freemen Common House. Wright apologizes and asks you to wait a moment while he makes sure that they have everything that they need. "My apologizes for the horrible experience that you have had in reaching Kaer Maga. I promise on behalf of all of the Freemen that we will do what we can to help you find your footing." Anva takes over from here, insisting that Halman talk to the Pathfinders and leave the logistics to her. In a whirlwind of activity throughout the Common House, she arranges for the group of former captives to receive food, lodging, clothing, and treatment for their wounds.

"Now then," Halman asks, "What can you tell me of your mission?"

Grand Lodge

N Grippli Magus 5

Agalych dumps the collection of charms on the table.

"These did not seem to do their task." He says.

"Was the place called Sparkleglim. Many unfriendly creatures, goblins, kobolds. The kobolds tunnel up from below, and laid many traps. Many."

"Scared off for now." He shrugs slightly. "But might return."

He nods towards the rescuees. "Those ones would know more."

Dark Archive

Female CG Human (Varisian) Fortune-teller and Field Scribe 8 | HP: 53/53| AC: 12( 12Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +6, R: +6, W: +8 | Init: +2 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: none

"The kobolds were of the Shardsting tribe, and the one that we interrogated said that they found a cache of caulborn items, with they tried to use for their own purposes," Carina adds, after Agalych ceases talking. "They broke in from the Darklands, and were trying to use the refugees as guinea pigs to test their death traps."

Liberty's Edge

Init +6; Senses low-light vision; Perception +9 Defense AC 15, touch 13, flat-footed 12 (+4 Dex +2 Nat) hp /32(2d6+2) Fort +4, Ref +7, Will +8 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Immune sleep

There was also an ooze that we and our summoned might were able to disperse which look like it had a history of waylaying different creatures the elf adds.

Liberty's Edge

Init +6; Senses low-light vision; Perception +9 Defense AC 15, touch 13, flat-footed 12 (+4 Dex +2 Nat) hp /32(2d6+2) Fort +4, Ref +7, Will +8 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Immune sleep
Venture Teller Play b'Post wrote:

I wasn't intending it, but I spent close to 10 hours at elections today. :)

** spoiler omitted **

Gaius: Does it need to be a named NPC?
Getting back to Kaer Maga takes hours, but does not pose anymore problems for the Pathfinders. Shortly after reaching the city the party can bring the former slaves to Halman Wright at the Freemen Common House. Wright apologizes and asks you to wait a moment while he makes sure that they have everything that they need. "My apologizes for the horrible experience that you have had in reaching Kaer Maga. I promise on behalf of all of the Freemen that we will do what we can to help you find your footing." Anva takes over from here, insisting that Halman talk to the Pathfinders and leave the logistics to her. In a whirlwind of activity throughout the Common House, she arranges for the group of former captives to receive food, lodging, clothing, and treatment for their wounds.

"Now then," Halman asks, "What can you tell me of your mission?"

Was it a good 10 hours though?


Silver ! Gold

It was awesome to see so many new voters signing up and participating. Local news called it over crowded but that is two sides to the same coin I suppose. :)

Wright says, “Some people underestimate kobolds, but they can be quite dangerous in familiar territory, and the ones you faced sound tougher than most.” He shakes his head, “They used the poor man to test their traps? If you hadn’t acted quickly, I’m sure that more than one of the travelers would have lost their lives.”

"The caulborn?" Wright asks. "When he first took control of the city, the first Runelord of Greed made a deal with the caulborn, a mysterious race of prophets and record-keepers residing in the city. They agreed to become wardens and historians of the city." He looks at the adventurers arrayed around him. "You probably already know that. DC 25+: What you may not know, is that after a millennia of service, the caulborn predicted the arrival of the Starstone and fled deep beneath the surface to escape destruction. DC 30+: The caulborn carved out a series of caverns, passages, and even a city far beneath Kaer Maga. The caulborn used some of these places as homes and others as storage vaults for their many treasures."

"Pathfinders, you have done yourself proud. The Freeman of Kaer Maga will be happy to call you allies, and you may call on us if we can be of assistance."

Not having found the fallen Duskwarden's body there is no need to talk with the duskwardens, and your mission is complete.

For which Sheila Heidmarch thanks you.


Silver ! Gold

Spoiler:
Each of the rooms had a different magical trap. The caulborn's knew they may have delved too near the Underdark. the treasures were to attract those who might wander up, then let the traps kill them. Most of the DCs to discover this were rather high. Though the recent earthquake disabled the traps full function they were quite deadly.

traps:
Magical fires once filled the room, incinerating those who entered. Today, the soot, ash, and residual heat are the only clues to its former powers. the goblins were a random encounter and just seemed to fit with the fire of this room. :: This chamber served as the primary trap for explorers and invaders from the Darklands. It worked in two ways. First, a powerful gravitational shift pulled creatures to the center of the room. Then, once the creatures were held in place, pulses of negative energy withered away their life force. What I was calling the gravity room :: Originally this room sealed itself and filled with water to drown trespassers, but now it merely keeps the walls damp. :: The caulborn designed this room to appear as a normal passageway until a creature reached the middle, at which point stone spears grew from the walls and ceilings and the tunnel compressed tightly. :: As a first part of the enchanted trap these caverns were designed to be, the floor itself adhered to explorers from the Darklands, and the ancient skeletons are all that remain of these raiders from long ago. One of the pit Traps was related to the kobolds. The other was random, but once I got the other random encounter -a mimic that specializes in traps-I had to put them all together. It was only when I started the encounter that I saw the deathtrap mimic couldn't mimic a pit trap. :p

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