GM Tyranius Age of Ashes (PF2E) (Inactive)

Game Master Tyranius

Tactical Map
Treasure Sheet
Macros
Ruling Citadel Alterein
Hero Points (Max 3): Cabaguil (3); Cuthberwyn (1); Ðakaþos (3); Dori (2); Kelvin (0); Raspar (3)


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Male Human

Cabaguil nods with Ðakaþos's suggestion. "Yeap. Let's move on."

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Finally, you reach Mengkare's Archives. The walls of this square room are lined with shelves containing tomes, scrolls, stone tablets, and more. Four tables surrounded by comfortable chairs sit in the middle of the room.

Despite the presence of seating for up to 16 people, Mengkare has never allowed anyone else access to this room (or to the archive vault beyond)—the tables and chairs are more decoration than anything else.

The walls of this archive contain a wealth of knowledge about Mengkare’s plans for Promise, but very little about the dragon’s personal history. Much of the information about Promise can be found in these documents. Takes 10 minutes per search and guards are only occupied for 20 minutes.

Specific Topics to research.

  • Anima Invocation Notes
  • Archive Vault Instructions
  • Mengkare’s Personal History
  • Mengkare’s Plans for Promise


  • Male Human

    Cabaguil is annoyed by their short duration. But it's the best he could do under the circumstances.

    He suggests, "Let's study the vault and see if we can pierce it. Likely the really useful stuff is in there anyway. Maybe we can come back for the rest."

    (•>, Arcana/Nature/Occult/Religion/Society +25)


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar spends time cleaning up the place, trusting others who like to read or think or learn or whatever to do what needs to be done. He doesn't have time to really get into his labors, but will do what he can in 19 minutes so that he's ready should the guards return.


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    "I'm all for it. Will be glad to know how to get into the vault."

    When Raspar begins to tidy an already meticulously kept chamber, Kelvin says, "Raspar, you might want to look over the vault instructions too. It'll give you a better idea of what is supposed to be placed where when you get a chance to tidy it. Otherwise you're just guessing where things should go."

    Dark Archive

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    Having a short window you all split up, each taking a research topic. 10 minutes total.

    Anima Invocation Notes:

    The tomes, scrolls, and texts that comprise the gathered notes and details of the Anima Invocation constitute 2 Bulk altogether. It will take far to long to read through all of these in your current situation but may be best to take them with you.

    Archive Vault Instructions:

    The room’s walls connect to an extradimensional space that holds all of the vault’s contents. Acquiring an item from the vault requires a person to rest their hands against the wall and then loudly and clearly state the item they wish to retrieve.

    Mengkare’s Personal History:

    Mengkare kept sparse records of his personal life and history, but what can be gathered here by you is telling.
    Listed below are key points of interest from Mengkare’s journals.

    • Mengkare and his parents were controlled by the Orb of Gold Dragonkind during the Dragon Plague. His parents were slain by heroes, and Mengkare was banished to Axis for centuries.

    • After returning from Axis, Mengkare again fell victim to the orb when a wizard named Ilgreth used it to control him. Events gave Menkgare a chance to destroy the orb and break free, but doing so triggered the eruption of Droskar’s Crag.

    • Mengkare gathered up the shards of the orb to prevent its reconstruction, then periodically scattered them to further stymie such attempts by giving them to allies as gifts.

    • Mengkare discovered Alseta’s Ring, but upon learning Dahak’s manifestation was trapped within, devoted his research to finding a way to defeat the manifestation.

    • Mengkare discovered an ancient ritual, the Anima Invocation, that worked once before to defeat Dahak. Mengkare decides to build a utopia of “perfect souls” to use in this ritual, hoping that these handcrafted mortals would possess souls that would greatly enhance the Anima Invocation’s power once they were sacrificed—enhanced enough that they could even destroy Dahak himself.

    • Mengkare’s first attempt to create a utopia failed after he shared the plans for sacrifice with his subjects. He wiped clean the memories of his subjects, then in the guise of a “kindly wizard” named Lamond Breachton, he helped the people reestablish themselves before abandoning them again. Breachill was the result.

    • Mengkare’s current attempt to create a utopia, Promise, is destined to be sacrificed in an attempt to destroy Dahak.

    Mengkare’s Plans for Promise:

    A search for Mengkare’s plans for promise reveal his intention to grow a utopia of “perfect souls” for use in the Anima Invocation, making clear his intent to sacrifice the citizens of Promise in an attempt to destroy Dahak’s manifestation and, he hopes, mortally wound the god himself. Much of these notes spend their time agonizing and justifying this act—the phrase “Tomorrow must burn so the days thereafter can prosper,” is oft repeated.


    Male Human

    Cabaguil grabs books, scrolls, and texts by the handful and stuffs them up his sleeves (link).

    "Now that we have access to the vault, what do we want?" He asks the group, "I assume we should see if there are any orb pieces in there. What else?"

    "And is it just me, or does Mengkare get taken over a lot? Plus, even when he doesn't, he's talking about slaughtering a ton of people. I get Dahak is evil, but it seems to me good is always doing the heavy killing in the stories, you know?"

    "Not sure I want Mengkare to succeed, whether he's being controlled or not. Let's see what's in the vault and get out of here."

    He looks around (at the map), "Oh, wait. There's one more door." (or is that the vault?)

    Dark Archive

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    Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

    That is the Vault. Can't really get into the room but you can request stuff as per the spoiler.


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar tries to request a nice hoe, or maybe a strong rockbreaker from the void vault.


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    "Yeah, Mengkare sounds like an a!#**&!. And a hypocrite. He's been around a long time and doesn't seem to have really done anything of actual good. He's an oppressor and a controller. It's no wonder a bunch of heroes controlled him with the orb."

    Thinking that he can do something that needs doing, Kelvin will place his hand on the wall (where he thinks the extradimensional space is and say, "Orb of Dragonkind shard."


    Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

    "I tend to agree, though who knows what time under the control of the orb did to the young dragon." Dak, strong enough to take the content, starts shoveling the Anima Invocation notes with him.

    Dark Archive

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    Neither hoe nor strong rockbreaker appears into Raspars hands. Mengkare didn’t hide away magic items or valuable treasures here—he’s still a dragon, after all, and prefers having his valuable treasures on display in his hoard.

    Kelvin requests the Orb of Dragonkind shards. Nearly a dozen slender crystalline shards manifest into Kelvin's opened hands.

    You are all done here in the Vault. You can continue to explore the prison if you wish or wait for Mengkare to return to confront the dragon on all you have found.


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    ”If he doesn’t keep his gardening tools here, where does he keep them?” Raspar shakes his head. ”Maybe they are all in use in the fields.”

    Raspar is ready to move on, probably to explore the prison to see if anyone has been accidentally imprisoned.

    ”There might be some below who need their freedom.”


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    "Mengkare is a dragon. They have slaves... I mean indentured servants... well, actually I bet he's got some nicer term for it. But the gardening is done by someone they think is perfect for the job. Either way, it ain't Mengkare."

    Dark Archive

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    Gathering all that you can you quickly head back to the main floor before the guards are able to return to their post. They give a confused look. "Whoever was hurting must have gotten better we couldn't find them.

    The prison entrance is to the northeast.

    You head towards the security access point. This chamber has several shelves stocked with various objects and clothing. Two citadel guards are always on duty in this room.

    This large tower reaches up to a height of six hundred feet, the walls carved with images of gold dragons in flight. A spiral staircase in the middle of the room leads down below.

    Distract the Guards (DC 41 Deception, Arcana, Nature, religion, or Occultism:

    Critical Success You significantly distract the guards away from their patrol area or post to an area in the citadel of your choice. The guards return to their original post after 1 hour has passed.
    Success You distract the guards away from their patrol area or post to an area in the citadel of your choice. The guards return to their original post after 20 minutes have passed.
    Failure You fail to distract the guards. Any attempt made in the next 10 minutes to distract the same guards takes a –2 penalty to the check.
    Critical Failure As failure above, but the guards realize you’re trying to distract them and escort you out of the building. If this is your third critical failure against that particular group of guards, the guard instead places you under arrest.


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    Male Human

    Cabaguil, bereft of a spell boost, does his best to convince the guards to move along...

    Deception: 1d20 + 26 ⇒ (20) + 26 = 46 vs DC 41

    "There's a man, chasing a woman. She's screaming. That way!" he calls out after first sacrificing a goat to the dice gods...


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar says nothing and tries to look helpful, hoping for the best.

    Dark Archive

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    Cabaguil confuses more guards as he sends them on a wild goose chase. "Screaming!? Is she in trouble?" They run off to see what trouble is being caused in such a Paradise. Giving yourselves roughly 40 minutes you rush down the stairs to the prison hold 100 feet below.

    You hear a trio of prison guards conversing at the bottom of the stairs.


    Male Human

    Status:
    AC: 36 | HP: 179/179 (resist fire 10) | Hero Points: 3
    Equipped: Staff of Healing
    Conditions: None
    Battle Medicine: None
    Guidance: None
    Bounce Back (1/1, no wounded condition from dying)
    Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
    Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
    Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
    Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
    Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
    Ring of Lies: (+2 deception)(0/1, •>>, glibness)
    Cape: (+2 deception)(1/1, •>>, dimension door 120’)
    Boots: (+5’ movement)(1/1, •>, quickened 1m)
    Demilich Eye (1/1, •>>, fiery body (9) 1m)
    Staff of Healing, Major: (10/10) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
    Wand of Heal: (1/1, •>>, heal)
    Golden Lions: (0/1, •>>, summon lions)
    Bloodline Focus: Diabolic Edict* (1/1)
    Bardic Spells Spell attack +26 (T), Spell DC’s 36 (T)
    Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
    First Level: (1/1) Magic Missile§
    Second Level: (0/1) Mirror Image
    Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
    Sorcerer Spells Spell attack +32 (M), Spell DC’s 42 (M)
    Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
    First Level: (3/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
    Second Level: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
    Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
    Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
    Fifth Level: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
    Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
    Seventh Level: (4/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
    Eighth Level: (4/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
    Ninth Level: (4/4) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
    Tenth Level: (1/1) Miracle, Nullify
    - - -

    Cabaguil hears a bird chirping in his ear with a good idea. "I'll cast invisibility sphere and we'll all sneak by. Stay close."

    When everyone is ready, he'll cast Invisibility Sphere (•>>).

    "We've got ten minutes. Let's go."


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    Kelvin quietly leads the group under the cover if the invisibility sphere, taking a path that helps them stay quiet.
    Quiet Allies (Stealth): 1d20 + 2 + 19 + 4 ⇒ (3) + 2 + 19 + 4 = 28
    Assuming that's a fail, will use a Hero Point
    Quiet Allies (Stealth): 1d20 + 2 + 19 + 4 ⇒ (15) + 2 + 19 + 4 = 40


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar pads along on his already quiet and unassuming tiny, but strong, feet.

    Dark Archive

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    Cabaguil quickly shields everyone from sight as you slowly follow Kelvin past the guards one quiet step at a time.

    Dozens of prison cells line this long, bleak hallway, each separated from each other by solid stone walls. Each prison’s door features a sliding slat at eye level and one at ground level.

    Many of these cells are filled with hapless humans who have accepted the fact that they’ll live out the rest of their lives here. Some of them were unable to live up to Promise’s strict standards and refused deportation. Others are visitors who attempted once too often to explore the city without any kind of invitation. Most of them have been here for so long that they are convinced they are at the end of their life’s journey and don’t even call out for help anymore. The prisoners are all noncombatants and appear to be in miserable condition.

    At the end of the long hallway of cells is another door.


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    "I bet these folks have more than served their time," Kelvin says in a whisper. "And if we let them out it'll be a real distraction for the guards."

    "Or we can just head for the door. Either way I'm good."


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar will pad along the cells, checking to see who and what is locked up and why they might be there.


    Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

    Cuthberwyn is dismayed at the state of the prisoners. This is unconscionable, he says disdainfully. "Paradise" indeed. who could fathom leaving these poor folk here to rot without any regard for rehabilitation?

    He plans to lobby for release when the party heads back out.


    Male Human

    "I'll not leave this lot here, but we will escort them out. We'll not leave them to their fate in case the guards see them and corral them back up."

    "Let's see what lies beyond this door and then free the prisoners. Utopia be damned!"

    Cabaguil marches up and opens the door angrily and without thinking.


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar will help any prisoners that need help to get out. He’s not sure it’s the best idea, nor sure it’s a bad one, but mostly trusts Cabaguil all the time.

    Dark Archive

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    Leaving the prisoners for the moment you investigate further under the guise of invisibility. Opening the door slightly you find a Laboratory.

    Countless glass bottles and other containers fill the various shelves of this room. Medical tools and other experimental equipment dot the shelves. Large glass containers stand against the northern walls, each filled with what appears to be mounds of still-living flesh. A door in the east wall allows passage in and out of this room.

    A man paces the room at a workbench muttering to himself. He calls back to his two 'assistants', both of which seem to wear Promise Guards armor as it seems bolted to their flesh.

    "Go get me a fresh specimen. I must make good on my goal of crafting an alchemical elixir capable of “perfecting” an imperfect citizen. Mengkare won’t need to continue to breed humans—he can simply create perfect souls with a single draught." The man at the workbench says with a smile as he laughs. "Who am I kidding. Mengkare hasn't been down here in years, lucky for us. He would probably kil us on the spot." The man seems to be speaking merely to himself as the pair of guards seem overly compliant and following simple orders with no response.

    His smile vanishes as he sees the door open. "Shut that door at once. We have work to do." He goes back to fusing pieces of flesh together using alchemical reagents on his workbench.


    Male Human

    Status:
    AC: 36 | HP: 179/179 (resist fire 10) | Hero Points: 3
    Equipped: Staff of Healing
    Conditions: None
    Battle Medicine: None
    Guidance: None
    Bounce Back (1/1, no wounded condition from dying)
    Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
    Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
    Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
    Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
    Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
    Ring of Lies: (+2 deception)(0/1, •>>, glibness)
    Cape: (+2 deception)(1/1, •>>, dimension door 120’)
    Boots: (+5’ movement)(1/1, •>, quickened 1m)
    Demilich Eye (1/1, •>>, fiery body (9) 1m)
    Staff of Healing, Major: (10/10) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
    Wand of Heal: (1/1, •>>, heal)
    Golden Lions: (0/1, •>>, summon lions)
    Bloodline Focus: Diabolic Edict* (1/1)
    Bardic Spells Spell attack +26 (T), Spell DC’s 36 (T)
    Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
    First Level: (1/1) Magic Missile§
    Second Level: (0/1) Mirror Image
    Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
    Sorcerer Spells Spell attack +32 (M), Spell DC’s 42 (M)
    Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
    First Level: (3/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
    Second Level: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
    Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
    Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
    Fifth Level: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
    Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
    Seventh Level: (4/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
    Eighth Level: (4/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
    Ninth Level: (3/4) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
    Tenth Level: (1/1) Miracle, Nullify
    - - -

    ”Kill you on the spot? Don’t mind if I do!”

    Cabaguil angrily casts Crisis of Faith (9) (•>>, Will DC 42 damage: 18d6 + 9 ⇒ (6, 1, 5, 3, 3, 4, 3, 4, 4, 3, 3, 5, 2, 3, 3, 1, 2, 1) + 9 = 65 or divine casters: 18d8 + 9 ⇒ (3, 8, 6, 2, 7, 3, 5, 7, 4, 7, 5, 8, 4, 7, 6, 7, 6, 3) + 9 = 107)

    Then he moves (•>) out of the way of the door to let others join in on the fun.


    Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

    Dak mutters, "Well then..." and prepares for battle!


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar draws his starknife, trusting Cabaguil, and gakk some scientists. If one is within range, he will see some spilled blood.

    Melee or Ranged Strike:
    1d20 + 33 - 4 ⇒ (20) + 33 - 4 = 49 to hit;
    P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 - 4 ⇒ (1, 1, 1) + 11 + (4) + (6) + (4) - 4 = 24 damage (holy, disrupting, flaming)


    Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

    Cuthberwyn makes sure to explain the situation clearly to Raspar. This one has kept people here, against their will. And he has conducted experiments upon them. He knows the first will incense the halfling, but isn't certain how he will react to the second.

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    Will DC 42: 1d20 + 29 ⇒ (3) + 29 = 32

    Cabaguil ignites the man in a blaze of hellish fury before he even realizes anyone else is in the room with him. His crispy husk collapses to the floor and partially turns to dust as it falls.

  • alchemist’s tools
  • +2 greater resilient chain shirt
  • +2 greater striking dagger
  • formula book (contains formulas for all common alchemical items of 19th level or lower)
  • syringe filled with unstable mutagen (4)

    GM Screen:

    Cabaguil's Perception (E): 1d20 + 23 ⇒ (2) + 23 = 25
    Raspar's Perception (E): 1d20 + 34 ⇒ (9) + 34 = 43
    Ðakaþos's Perception (E): 1d20 + 26 ⇒ (2) + 26 = 28
    Kelvin's Perception (L): 1d20 + 31 ⇒ (5) + 31 = 36
    Cuthberwyn's Perception (M): 1d20 + 29 ⇒ (15) + 29 = 44

    Raspar notices a dirtier spot on the floor, one where a secret door would slide against and scuff the floor. Opening the door you find the alchemists mutant storage. Several large glass containers line the walls of the room, though most of them are shattered and broken. A few small tables litter the room, each covered with soiled medical and science equipment. A door in the east wall leads in and out of the room. Ingnovim left many of his failed experiments in here as he moved on to other projects. These experiments are unable to escale their bonds due to poor motor skills, though not without lack of trying. They seem quite frightened, ready to strike if you draw too near.


  • M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Nice work, Caba. Now who just loves crit fails?

    Raspar points out the smudgy spot in the floor and looks about for a mop or scrubber/pail to handle the issue. We’ll wait patiently if others are checking out those found inside.


    Male Human

    Cabaguil smiles as the man tinders. This is what a ninth level spell should feel like!

    He grins some more as he casts Detect Magic (•>>) and searches around the room until the secret door is opened.

    ”Oh for the love of… I killed him too soon. He should have suffered more.” He looks at the creatures with pity, wondering how they’re going to free the ones who might survive the sunlight above - and how to deal with the rest.

    GM Tyranius, can you talk more about these poor souls? Can they be saved, or are they just out of luck? How many are there?

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    These poor souls look as if they have been experimented on too much. Their lives long lost, they wish for little more than the release of death. There are 4 of them.


    Male Human

    "Rasparcan you clean this up? I'm afraid with my dagger I'd make a mess of things. Best for clean kills."

    Cabaguil looks unhappy about it but sees no other way.

    "Then let's get the healthier prisoners and get out of this mess. We've a dragon to challenge!" he says angrily.

    Are there other areas down here?

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    GM Screen:

    Cabaguil's Perception (E): 1d20 + 23 ⇒ (2) + 23 = 25
    Raspar's Perception (E): 1d20 + 34 ⇒ (14) + 34 = 48
    Ðakaþos's Perception (E): 1d20 + 26 ⇒ (5) + 26 = 31
    Kelvin's Perception (L): 1d20 + 31 ⇒ (7) + 31 = 38
    Cuthberwyn's Perception (M): 1d20 + 29 ⇒ (7) + 29 = 36

    There is a secret door in the northeast corner that has been obviously left partially opened by the room’s inhabitants.


    Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

    Hullo! Cuthberwyn points out the ajar secret door. Not exactly a secret, eh? Kelvin, would you check the area out for us?


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    "Sure. Doubt it's trapped since it's open, but let me look."

    Looking for Traps:

    Perception: 1d20 + 30 ⇒ (19) + 30 = 49


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar declines to kill the innocents. ”Maybe we should invite them back to the Rainbow DreamCastle Citadel? They can live there, maybe.”

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    Kelvin finds no traps as the group carefully circumvents the mutants as they slowly reach for the dwarf, but the chains hold them in place. Kelvin peeks through the secret door having found no traps.

    This small room has modest accommodations such as a bed, a small table, and a small shelf sparsely filled with books. A door stands in the southeast wall.

    A man matching Jonivar's description sits chained in the dark corner. Upon hearing the door he whispers towards teh ground. "Come to finally finish your experiment Ingnovim? Mengkare won't let you live once he finds...." He is cut short as Jonivar finally looks up and sees not the alchemist but a Dwarf. He is surprised and almost brought to tears. He holds his manacles out. "I am not sure why you are here, but I beg of you. Please...please free me. Have good intentions."


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    "Your lucky day, I'd say. My intentions are at least a shade or three better than the guy my friend here just killed with a single spell," Kelvin gestures with a thumb back to Cabaguil. "That said, before I even consider letting you out, why don't you tell me who you are, why you're here, and just what the deal is with Mengkare. What's the dragon up to?"


    Male Human

    Cabaguil waits to hear what Kelvin's questions lead to. For a supporter of Mengkare could be evil, or good. Hard to know for sure in this strange place.


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar moves into the room while others wait for questions to be answered to examine the chains and see how they best might be broken.

    "We're not here to harm you. Well, I'm not. Cabaguil is usually pretty good at deciding things like that."

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    "My name is Jonivar." His voice shakes as he can't believe what is happening. "Just over 4 years ago, Mengkare brought me to to Hermea with the promise of a chance to study an ancient aiudara gate in return for helping him understand the complexities of the Anima Invocation. Mengkare was true to his word and allowed me to conduct some studies on Vengegate, but the dragon began shifting my focus toward the study of the Animus Invocation—particularly ways in which it could be enhanced even further to maximize the damage it could inflict."

    "I can give you more details on the Animus Invocation later, but in brief, it weaponizes the souls of the secondary casters who take part in the ritual, using those souls to produce a potent blast of energy capable of driving back or slaying even the most powerful of beings. It requires a mass sacrifice, and to my knowledge it has been used only once: to banish the manifestation of Dahak from this world during the Age of Darkness. I suspect that there could be a way to adjust the ritual to use its power in a different way, but Mengkare would hear none of that talk and never gave me a chance to pursue this theory.”

    "Mengkare doesn’t understand one of the core truths of the Anima Invocation: it requires the souls of willing participants. If he performs this ritual and sacrifices Promise’s citizens—people he’s engineered and conditioned over generations to lack the free will to make their own choices—I fear that the ritual could backfire in devastating ways. It could well slay all who dwell in Promise and use that energy to bolster Dahak instead of destroy him!”

    "Mengkare began the Glorious Endeavor in an attempt to create what he believed to be perfect souls for use in the ritual. His efforts toward a utopia were mostly a front for his schemes to selectively breed Promise’s citizens to reach the perfection that he sought.”

    “I tried to confront Mengkare on his God Complex, but I admit I let my passions get the better of me. I should have used logic and evidence in my arguments against Mengkare; should have resisted the escalation to insults and verbal attacks. Mengkare is proud, dangerously arrogant even, but he is also incredibly intelligent. If you could secure an audience with him and present the case to make him understand the flaws and risks, I believe we can convince him to change his mind. And, although it pains me to suggest it, if no other option is available, Mengkare may have to be destroyed to save the city he built.”


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    Kelvin shrugs. "Good enough for me. You've earned your freedom, even if you were a bit of an idiot to help him with this ritual to begin with."

    He then sets about freeing Jonivar.

    If he is locked:
    Will try Assurance first, with a result of 37. If that fails, then I will try again with a roll.
    Thievery: 1d20 + 29 ⇒ (17) + 29 = 46

    To the group he says. "I'm ready to treat with a dragon if you are. Though I'm not exactly sure how. Maybe bring him back to Inizra?"


    Male Human

    "Bring on the dragon, I'm as ready as I'm going to be, and this has to stop. Mengkare seems insane from birth, but perhaps it's just a dragon's perspective."

    Cabaguil wonders what the best way to meet with Mengkare would be. "If he's on plane, I could talk to him, a bit, with a Sending. Not sure what to say to bring him forth, but let me think..."


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    "I am happy to help try to change the dragon's mind, one way or another. No one loves evil dragonic agents, but to become one in deed for the sake of killing another seems silly," Raspar puts his hands on his hips, before removing them to help free the man.

    "Yes, we should go speak with the Dragon. Cabaguil, we will need your gilded tongue more than ever. That there is a chance it can be reasoned with heartens me. There is hope."


    Male Human

    Status:
    AC: 36 | HP: 179/179 (resist fire 10) | Hero Points: 3
    Equipped: Staff of Healing
    Conditions: None
    Battle Medicine: None
    Guidance: None
    Bounce Back (1/1, no wounded condition from dying)
    Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
    Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
    Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
    Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
    Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
    Ring of Lies: (+2 deception)(0/1, •>>, glibness)
    Cape: (+2 deception)(1/1, •>>, dimension door 120’)
    Boots: (+5’ movement)(1/1, •>, quickened 1m)
    Demilich Eye (1/1, •>>, fiery body (9) 1m)
    Staff of Healing, Major: (10/10) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
    Wand of Heal: (1/1, •>>, heal)
    Golden Lions: (0/1, •>>, summon lions)
    Bloodline Focus: Diabolic Edict* (1/1)
    Bardic Spells Spell attack +26 (T), Spell DC’s 36 (T)
    Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
    First Level: (1/1) Magic Missile§
    Second Level: (0/1) Mirror Image
    Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
    Sorcerer Spells Spell attack +32 (M), Spell DC’s 42 (M)
    Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
    First Level: (3/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
    Second Level: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
    Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
    Fourth Level: (3/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
    Fifth Level: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
    Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
    Seventh Level: (4/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
    Eighth Level: (4/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
    Ninth Level: (3/4) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
    Tenth Level: (1/1) Miracle, Nullify
    - - -

    Cabaguil suggests, ”Let’s make our way back to his hoard, after we free the prisoners, and prepare ourselves. Then I’ll Send this."

    ”We know your secret plan to kill everyone. Your scheme is mad. We are going to stop you with your own hoard. Hahahahaha!”

    He goes on, ”That should summon him I should think. Either out of concern for his secret plan, or to defend his hoard. Either way, I think it’ll work if anything will.”

    If the party agrees, he’ll free the prisoners and guide them to the surface. He’ll gather the wounded and cast Heal (4) in a 30’ radius to heal the worst of their injuries before they reach the city proper.
    Heal: 4d8 + 4 ⇒ (3, 2, 7, 6) + 4 = 22

    Then he’ll head back to the hoard with the party.

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