[PFS]GM Elanmorin's Glories of the Past Trilogy (Inactive)

Game Master Otha

Disappeared Pathfinders! Undiscovered wonders! A whole dwarven city ready for you to plunder! Oh my!

Maps

Initiative:
[dice=Initiative (Kelumur )]1d20+8[/dice]
[dice=Initiative (Kiboko)]1d20+2[/dice]
[dice=Initiative (Quiella)]1d20+1[/dice]
[dice=Initiative (Shardra)]1d20+1[/dice]
[dice=Initiative (Takahiro )]1d20+4[/dice]
[dice=Initiative (Zeno)]1d20+6[/dice]

Perception:
[dice=Perception (Kelumur )]1d20+13[/dice]
[dice=Perception (Kiboko)]1d20+14[/dice]
[dice=Perception (Quiella)]1d20[/dice]
[dice=Perception (Shardra)]1d20+12[/dice]
[dice=Perception (Takahiro )]1d20+7[/dice]
[dice=Perception (Zeno)]1d20+12[/dice]


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Grand Lodge

Mysteries Under Moonlight | The Paths We Choose

Kiboko's arrow is accurate this time, lodging firmly in Orange's back. {It's obvious Flyn is a good influence on him :) }

Mvumbu's chomp proves to be mighty once more, her teeth sinking in, the remaining alpha bleeds heavily...

Combat! End Round 2 / Begin Round 3 - The bold may post!

Kiboko
Mvumbu
Zeno
Rust monsters (orange -7, black dead, purple dead, grey dead, pink dead)
Quiella
Ahn
Kelemur
Alpha rust monsters (red -36, blue dead, yellow dead)
Takahiro

Battle Map - Slide 10

Silver Crusade

Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4

Takahiro sheathes his sword and draws his bow as he walks to the edge of the ledge for a clear shot at the monsters below.

Grand Lodge

Mysteries Under Moonlight | The Paths We Choose

With Mvumbu easily holding the line, Takahiro switches to his bow in anticipation of a turkey shoot next round...

Combat! End Round 2 / Begin Round 3 - The bold may post!

Kiboko
Mvumbu
Zeno
Rust monsters (orange -7, black dead, purple dead, grey dead, pink dead)
Quiella
Ahn
Kelemur
Alpha rust monsters (red -36, blue dead, yellow dead)
Takahiro

Battle Map - Slide 10

Liberty's Edge

CG male Elf Mage 4/Fighter 4/Archer 2
Spoiler:
|AC 16, T 16, FF 11|HP: 48/48|F +5, R +7, W +7 (+2 vs Enchantment/red dragon breath)|Init +5, Perc +21|CMB +11 CMD 24|11/11 Prescience, 1/1 Pearl, 1/1 Arcane Bond

I apologize for the delay.

Meanwhile, Zeno continues the turkey shoot this round....

Comet, Point-Blank, Deadly Aim, Focused Shot vs Mr. Green-Genes: 1d20 + 13 ⇒ (16) + 13 = 29 +/- elevation modifiers?
gravity bow damage: 2d6 + 17 ⇒ (3, 5) + 17 = 25

Grand Lodge

Mysteries Under Moonlight | The Paths We Choose

Zeno’s shot again zeroes in on the target, severely piercing green’s gut...the creature is just hanging on...

GM:
1d10 ⇒ 5

The two wounded smaller rust monsters, tired of being shot, quit their current feasting and head up towards you...

Combat! Round 3 - The bold may post!

Kiboko
Mvumbu
Zeno
Rust monsters (orange -7, green -25, black dead, purple dead, grey dead, pink dead)
Quiella
Ahn
Kelemur

Alpha rust monsters (red -36, blue dead, yellow dead)
Takahiro

Battle Map - Slide 10

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella backs Sèriè up to prepare for another charge while casting a spell on herself

shield of faith

Grand Lodge

Mysteries Under Moonlight | The Paths We Choose

Retconning Zeno's shot to the injured orange

As Quiella casts and backs up her mount for another charge, with two arrows in it, the orange creature finds the stairs too tough to climb and expires as it moves...

Combat! Round 3 - The bold may post!

Kiboko
Mvumbu
Zeno
Rust monsters (orange dead, black dead, purple dead, grey dead, pink dead)
Quiella
Ahn
Kelemur

Alpha rust monsters (red -36, blue dead, yellow dead)
Takahiro

Battle Map - Slide 10

Dark Archive

Active Conditions: Life Link: Zeno, Shield Other: Kiboko, LOH: 14/14 Male Gnome 36007-3 Paladin Holy Light 8/Oracle Life 1 | AC 22 T 12 FF 21 w/SMITE 28 T 18 FF 27 | HP 83/83 | F +14 R +11 W +15 | Init +2 | Acro -3 | Bluff +6 | Dipl +10 | Intim + 6 | Know (rel) + 4 | Ling + 11 | Perc +2

Ahn, attempts two shots through the crowd at red...

Ranged attack - in melee: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Ranged attack - in melee: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Mysteries Under Moonlight | The Paths We Choose

Ahn’s first shot is high, but his second shot lands solidly in the red’s left knee...it totters, clearly near its end...

Kelemur slips in behind the alpha for a flank...

Dagger: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Damage: 1d4 + 6 + 3d6 ⇒ (1) + 6 + (1, 5, 6) = 19

...and the beast collapses in front of Mvumbu...

The remaining rust monster, seeing the last alpha fall and the rest of his friends down, scurries off to find an easier meal...

Combat Over! Pathfinders victorious!

The Great Hall

Silver Crusade

Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4

"We have triumphed once more, is anyone injured?"

Takahiro looks around the room cautiously.

Grand Lodge

Mysteries Under Moonlight | The Paths We Choose

Takahiro can see no more creatures, or any other foes for that matter, and enters the last room, and looks around...he sees...

...an ancient stele stands at the rear of this circular antechamber. The stone monument depicts a heavily stylized map of the Inner Sea Region. The map bears no visible scale, and many of its details have eroded with the passage of time. Seven distinct runes are discernible on the stele's pockmarked surface.

Tak cannot make out the runes...but Kiboko can:

Kiboko:
The carved stone is Koldukar's communication stele, and since you know Dwarven, you can read the runes: Dongun Hold, Highhelm , Janderhoff, Koldukar, Kraggodan, and Kravenkus-known locations of both active and ruined Sky Citadels. However, the seventh rune, "Jormurdun," stands out as it is not a known active nor ruined location...

The Great Hall

Very near the end; if you have any day job rolls or such, go ahead and roll ‘em...


active effects:
bear focus, tiger focus, longstrider, GMF, barkskin
F Hippopotamus 11HD, animal companion (lvl 13)| current AC 38 T 16 FF 34 | HP [115/115] 93/93 |CMD 30| F +15 R +14 W +7; +2 vs nonmagical disease; +1 vs fear; +2 vs haunts; devotion; evasion | Init +2(+4) | Perc +7 lowlight vision, scent| Tricks 6/6

"MOOOOAAAARRGGHHHH!!!!" The mighty she-hippo bellows in triumph - but still bears painful scars from the wounds dealt by the golems.

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

"Mvumbu, oh Wise and Beautiful friend, the battle is won and Kiboko will heal your wounds when we return to the surface. Kiboko will protect you, as you have protected him."

Kiboko soothes Mvumbu with soft words and a gentle touch, then enters the final chamber and studies the stele.

"Here. It is as we anticipated. A communication device. And here - a rune for 'Jormundun'! We have found it!"

As per the parthfinders' instructions, Kiboko addresses the stele and speaks the name: "Jormundun"

I don't know if it would be different in Dwarvish, but if it is the Kiboko speaks the sky-citadel name in the tongue of dwarves.

Grand Lodge

Mysteries Under Moonlight | The Paths We Choose

No more Dwarven spoilers; assuming Kiboko will translate all, to include the greeting and all answers...

As Kiboko speaks the name, a the Jormurdun rune glows and a booming voice rings out. "Hail Dwarves of Koldukar! It has been ages since you've spoken to me..."

Once you return the greeting, communication is established and you can get answers for the following questions:

Who are you?:
"I am the stele at Jormurdun. I have endured the passage of time, counting the reign of King Taargick 66 times since I was last moved. I have felt quakes and heard screams of pain. I have seen strange beasts walk within my chamber's wall. My home is no longer a safe haven."

What is around you?:
"Bloody carnage, wanton destruction, meaningless sacrifice, and blasphemous acts fill the halls of Jormurdun! Gone are the days of dwarven glory. Cries of pain, terror, and despair echo throughout Jormurdun in the place of soothing hammer strokes and the crackling of forge fires."

Is there anyone near you?:
""Right now I am alone, but strange beasts with barbed spines, claw-tipped appendages, insectile eyes, acidic drool, vestigial limbs, and leathery wings desecrate the halls of Jormurdun! They have haunted this place for as long as Fregyar the Patient trained before assuming the mantle of Torag's priesthood.""

Where is Jormurdun?:
"To ask where Jormurdun lies is difficult for one such as me to answer, for I have felt the sun only once, when dwarves first found the sky. The rock upon which I rest was quarried from the place where garnets chase serpentine marble. From there the dwarves carried it i,000,000 lengths of the blacksmith's hammer, passing the foothills of Torag's Crown on the way. I can sense Janderhoff to the southwest, and I hear echoes of Kravenkus more to the south than the east; however, I felt the enchantment on a sister stele warp then fade a very long time ago. My roots lie north of the Long Walk's end, and druids once came to speak with the dwarves before returning east to their Living Library."

Are you intact?:
"" I have suffered the odd chip now and again, and a portion of me lies in a pile of rubble directly underneath me , but I still function. I can tell you I have not had contact with other steles for what seems to be an eternity, and I worry that ill has befallen Tar Taargadth."

The Great Hall

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

Kiboko translates, then asks of his fellows:

"Can we ascertain Jormundun's location before Kiboko contacts Janderhoff and our allies there?

There are clues within the stele's answers. Zeno, you are a cartographer. Do you know where these places lie? Torag's Crown. The Long Walk. The Living Library. A place where 'garnets chase serpentine marble'"?

Kiboko activates his wand of Heightened Awareness and contemplates.

know.geography: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

Grand Lodge

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Mysteries Under Moonlight | The Paths We Choose

Between the clues given you by the Jormurdun stele, Zeno's superior cartography skills, and Kiboko's knowledge of geography, you are able to determine the location of the Sky Citadel, give or take a mile or so, within the Worldwound.

Within an hour of contacting the damaged stele at Janderhoff, it signals several Pathfinder spellcasters-including the dwarf Sandricaan-to teleport to your location. You tell them of your findings and they are ecstatic when informed of the Sky Citadel's location. Soon after, you are then teleported to Heidmarch Manor for debriefing.

The discovery of Jormurdun is one of the Society's greatest triumphs in recent memory, and the Pathfinder Society begins laying the groundwork for the dangerous trek into the Worldwound to document the Sky Citadel. Despite the monumental importance of the finding, the Pathfinder Society attempts to keep news of Jormurdun secret until its agents are in a better position to explore the site and be the first to open its doors. Once the Society does share the news in the latest volume of the Pathfinder Chronicles, your names feature prominently.

You have successfully finished #4–25: Glories of the Past, Part 3: The Secrets Stones Keep! You earn 1 XP!

PFS Status:
Primary Goal: The PCs interact with Koldukar’s stele and identify the location of Jormurdun. (SUCCESS! You earn 1 PP)

Secondary Goal: The PCs avoid extensively damaging to the ruins, such as breaking walls, smashing doors, or allowing the 'Anything But That' combat option to occur more than once. (SUCCESS! You earn 1 PP)

Will try to have your Chronicles to you by this evening...

Silver Crusade

Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4

Thanks for stepping in and getting us home GM!

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