World's Most Interesting Overflow Archives (003) [PFS Standard 6-15] (Inactive)

Game Master Great Green God

It is up to the PCs to investigate and stop a strange phenomenon before thousands of priceless documents are ruined forever.

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Striking upwards though antlers and around horns is not the easiest way to fight. The fact that his sword is seems only barely capable of damaging his foe makes things even harder.

And then there is the fact that he is hanging off the wall by one hand.

"Teeth." Lady Gormandelle croons.

Then the fey woman bends down and opens her mouth like python exposing ring, after ring of assorted fangs, teeth, and tusks like some sort of nightmare shark.

gray bite v Derkhan (higher ground): 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24 damage: 1d4 ⇒ 2

Derkhan climb check DC 10 or fall.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Conditions the floor counts as a shallow bog for movement.

Round 6! (Theme ♬)
The Bold May Act!
_________________
__ Jezu enchanted
__ Kolris -10 hp, 1 bleed, 1 Cha damage
__ Rectitude enchanted
__ Derkhan -12 hp, 1 bleed, 3 Cha damage
__ Tofang enchanted
__ Fentar charmed
__ Lady Gormandelle the nixie -3 hp

Map updated

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

Kolris moves under Jezu and begins climbing to get in range of the 'Lady.' Grumbling under his breath about enchanted fools, he strikes through the fellow Pathfinder's legs.

Actions:

Move: 5' swim with 5' climb (swim 10' and climb 10' movement speeds with monkey fish--That seems legit to combine into a single move action; let me know if you disagree)
Standard: attack Lady Gormandelle

rapier, cold iron: 1d20 + 8 ⇒ (12) + 8 = 20
Damage, P, cold iron: 1d6 + 2 ⇒ (6) + 2 = 8

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Climb: 1d20 - 1 ⇒ (19) - 1 = 18

Derkhan swings again.

Attack, PS: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23
Damage, PS: 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

The pathfinders traps the little lady between their upward thrusting blades. Lady Gormandelle gives a soft sing-song groan and topples forward off the gorgon's head and into the shallow water 10-feet below.

Over the course of a moment or two her form disappears like ink into the water.

As she does her enchanted audience recover from their fugue.

VICTORY!!

Note: because folks are bleeding we are still sort of in rounds.

RESULTS!
_________________
__ Jezu
__ Kolris -11 hp, 1 bleed, 1 Cha damage
__ Rectitude
__ Derkhan -13 hp, 1 bleed, 3 Cha damage
__ Tofang
__ Fentar

Map updated

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

Kolris drops into the water with a splash. He frantically sheathes his rapier and clutches his jaw with one hand, the adrenaline no longer protecting him from the throbbing pain. With the other, he digs into his shirt for a wand even as the Lady dissolves away around his feet. He snaps the wand against his face and misfires the wand! Smoke rises from the tip and he curses. "%#$& IT!!!" He stuffs the wand back in his shirt and digs into his pouch instead, coming out with a small seed. He pops it in his mouth, chews, and the bleeding finally stops.

Actions (3 rounds):

Move: Acrobatics (jump down/soften fall) DC 15: 1d20 + 7 ⇒ (15) + 7 = 22
Standard (move-equivalent): stow rapier

Bleed 1

Move: retrieve wand of cure light wounds
Standard: Use Magic Device DC 20, cure light wounds: 1d20 + 12 ⇒ (1) + 12 = 13

Bleed 1

Move: stow wand
Standard: use Ally of the Green boon from 7-14

7-14: Faithless and Forgotten Part 1: Let Bygones Be wrote:
Ally of the Green: You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshy's primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.

Ally of the Green: 1d4 + 1 ⇒ (1) + 1 = 2

Note: if anybody else provides healing to Kolris before he can himself, he'll stop the above timeline wherever that happens.

Liberty's Edge

M Ghoran telekineticist 1 | HP 13/13 | AC 20/13/17 | F+6 R+5 W+0 | Init +5 | Perc +4 | Conditions: None

Rectitude snaps out of his trance and goes to see what he can do although he is not tuned in to healing magics.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar bows his head, eyes narrowed, and stares at the water around his legs for several seconds. When his head rises it is slow.

His speech is formal but rather strained, "I apologise, my fellows. I have let you down. I will do my best to make amends."

The Concordance

Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

Tofang looks confused but is glad that he did not drown.

”What happened here? Why am I up here!?“

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Derkhan will fish out a wand of cure light wounds and apply it to kolris, then himself.

Kolris: 1d8 + 1 ⇒ (4) + 1 = 5
Derkhan: 1d8 + 1 ⇒ (2) + 1 = 3


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Assuming Derkhan goes first.

Derkhan, quick with his healing wand staunches the bleeding and smiles once more.

Note: because folks are bleeding we are still sort of in rounds.

NEW RESULTS!
_________________
__ Jezu
__ Kolris -6 hp,1 Cha damage
__ Rectitude
__ Derkhan -10 hp, 3 Cha damage
__ Tofang
__ Fentar

Map updated

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

GM, is there anything I can roll to figure out how to remove the ability damage?


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

It's like a troll loosing a limb. You have to find all of Derkhan's missing teeth (among all the various teeth kicked around on the floor under a foot or more of water--easy as finding your contacts), shove them in his mouth, and then use magical healing to reattach them. Otherwise, it's restoration spells, or time in bed.

Thus, far I have collected 9 teeth from four characters, over two tables this con, with one table left to go.

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

"Thanks, Derkhan," Kolris offers. He reaches back into his shirt and retrieves the still-smoking wand. "Care to 'top me off,' as it were?"

cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6 assuming Derkhan is okay healing Kolris...

Kolris grumbles as he returns to his previous position in the room and begins searching for his magical rapier.

Perception, whispers of evil: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31 Not sure if this is needed to find it in the water or not.

He then begins searching the rest of the room in earnest.

Perception, whispers of evil: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Teeth discolour pretty quickly. Is there any chance of finding them?

Fentar has a look for Kolris and Derkhan's missing teeth.
perception: 1d20 + 6 ⇒ (7) + 6 = 13

Or we might come back at the end of the scenario? The person with the best perception could take twenty and we could all take ten to aid them.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Kolris Isimlothe wrote:

"Thanks, Derkhan," Kolris offers. He reaches back into his shirt and retrieves the still-smoking wand. "Care to 'top me off,' as it were?"

assuming Derkhan is okay healing Kolris...

Kolris grumbles as he returns to his previous position in the room and begins searching for his magical rapier.

Kolris can find his sword easily enough.

Fentar Palomine wrote:
Teeth discolour pretty quickly. Is there any chance of finding them?

It is just a matter of taking the time. The fairies had collected a lot of teeth from the displays which are now scattered all over the floor as well.

Fentar has a look for Kolris and Derkhan's missing teeth.

Not being all that familiar with elf and halfling teeth, Fentar takes 10 minutes of time, and comes up with a few shark's teeth, wolf and fox canines, several human-sized teeth, a small boar's tusk, a cobra fang, a ogre-sized gold tooth, and a toucan's beak.

"Hey Kolris, are any of these yours? You know what all your teeth look like right? You should keep them numbered, just in case. Here try this one. That one looks pretty cool jutting up like that."


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Kolris Isimlothe wrote:
He then begins searching the rest of the room in earnest.

Kolris hears a low groan from within the large gilt bird display made to look like an enormous floor to ceiling bird cage. The bars are lined with clutching stuffed birds but at a certain point (the previous flood line) many of the birds have become dislodged, and fallen into a soggy heap on the floor of the display.

Rising to one elbow from beneath the pile is a haggard- and familiar-looking man....


"Thwang goodbehs you are heay, who-ebbah you are." burbles the familiar-looking anemic man though his ruined, toothless mouth. "Ah it was howwahbhul, simpwee howwahbhul."

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar runs a clawed hand over his scaled scalp, "Shapeshifters? Could this get any worse?"

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

"Virml?" Kolris looks from the man in the cage to a point in space above--a pretty accurate approximation of where they met Virml the first time. "Savored Sting, what happened to you? Who did this? Just these fey, or something more?"

Kolris clears the area around the door to this cage. He retrieves his jade wayfinder for guidance and inspects the cage for a lock or any traps.

Perception, whispers of evil, trapfinding, guidance: 1d20 + 12 + 1 + 1 + 1 ⇒ (15) + 12 + 1 + 1 + 1 = 30

He then begins working at freeing the unfortunate acolyte.

Disable Device, trap (if present) or lock, guidance, free inspiration: 1d20 + 15 + 1 + 1d6 ⇒ (20) + 15 + 1 + (4) = 40
Disable Device, lock (if trap was present), guidance, free inspiration: 1d20 + 15 + 1 + 1d6 ⇒ (20) + 15 + 1 + (6) = 42

I can't roll in my crit threat range for my rapier, but oh, want a couple 20s here for a disable device check that may not even exist? Here you go...


Figuring out the display's lock is no problem for Kolris.

"One minue I wath readin a ssroll I foun, and tha neth it wath all rippeh ta threads an flyin all aroun like a tornahdah and theigh wath thith foth talkin ta me about riddleth an a conteth or somethin tha happeneh a long time ago. He wath tho interethin tha it fel like I had ta follow him. We wandereh aroun tha baithmen here. He wah lookin for sumthin. Bookth on riddleth, and the Firth Worlh an sutch. He goh mad whe he didn't fin any bookth about himself, an wath alwayth talkin about how he wath cheated ow of sumthin. Theh we got to thith room, and he read one of the ssroll fragmenth an poof--the nissie an her daughterth appeared. I wanted to go wiff him but he took hith bookth an leff. Tha neth thing I know I'm loche up, and wet, an my teef are all gon." he says miserably.

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

"Lot of that going on" Derkhan says irritably as he looks for his dropped gladius and his missing teeth.

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

Kolris turns from Virml to the other Pathfinders. "Well, it looks like we have a Virml imposter upstairs. There's not much more to explore down here; shall we get to that real quick so we can head up and let Shaine know he has a mole in the works?"

Without really waiting for a reply, the elf makes his way to the last remaining area.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

"Yes. The clock is ticking faster now."

Fentar follows, carrying Derkhan on his broad, scaled shoulders.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

That final, unexplored area is as expected, a crowded maze of narrow halls filled with waterlogged books, and shelves.

What now?

Liberty's Edge

M Ghoran telekineticist 1 | HP 13/13 | AC 20/13/17 | F+6 R+5 W+0 | Init +5 | Perc +4 | Conditions: None

Rectitude wades away, The only area left is a crowded maze of narrow halls filled with waterlogged books, and shelves. Let's go there next.

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

Kolris dips into the crowded room, and begins looking for more parchment scraps. Or maybe the fey creatures called by them?

Perception, whispers of evil: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29

As he looks, something occurs to him. He calls back without looking up from his search. "Virml, stick with us! It's not safe alone down here."


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Virml is having problems keeping up. He wades a bit then has to stop and catch his breath.

What's the plan? I've got folks looking about other folks trying to find their teef, and others--well? Feel free to discuss in-character here or out-of-character in discussion.

Liberty's Edge

Extinction Curse Slides | Secret of Bone Hill

If Derkhan is unable to find his teeth he will continue on.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar helps Kolris to search.
aid perception: 1d20 + 6 ⇒ (9) + 6 = 15

The Concordance

Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

Tofang also assists in the search.

Perception : 1d20 + 8 ⇒ (16) + 8 = 24

He accompanies Kolris to above to inform about the impostor!


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
GM_MG wrote:
If Derkhan is unable to find his teeth he will continue on.

It will just take a significant amount of time. More when I return from work late tonight/early morning.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Kolris finds a big gold tooth among a number of other teeth, but beyond that there does not seem to be any other scroll fragments in the area beyond the one you found in front of the door to the taxidermy room.

How long did folks want to search for teeth?

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

I don't want to hold others up, so not that long I guess. I'll move on with everyone else.

Liberty's Edge

M Ghoran telekineticist 1 | HP 13/13 | AC 20/13/17 | F+6 R+5 W+0 | Init +5 | Perc +4 | Conditions: None

I guess I'm just unclear about how mechanically important the teeth are. It's just not a story element i've encountered before. I don't want lasting damage to Derkhan, so happy to root around more.

The Concordance

Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

”You just have to cast a spell and you’ll grow new teeth! Let’s go! We need to stop the library from drowning!!“ Tofang says a little anxious.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Presumably, we can all come down after the action concludes and help search for teeth. We can spend weeks doing it once we have saved/ruined the archives.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Rectitude wrote:
I guess I'm just unclear about how mechanically important the teeth are. It's just not a story element i've encountered before. I don't want lasting damage to Derkhan, so happy to root around more.

The teeth (and the CHA damage that goes with their loss in this specific case--it's a tooth fairy thing) can be reattached like a trolls arm, by holding them in place and then applying magical healing to reattach them an in this case heal the CHA damage. Otherwise, a character can wait and heal the CHA damage the old fashion way by resting it off (1 ability point per damaged stat per 8 hour rest, 2 per for a 24 rest), or use expensive restoration magic (that is only really available if the party is packing it). For some PCs (i.e. paladins, sorcerers, etc...) this can be particularly important, because it can effect things like class features, the highest level spell they can cast, what the DC of those spells are, etc.... It's not really terrible for Derkhan (though it does drop his saves, smites, and such).

Fentar Palomine wrote:
Presumably, we can all come down after the action concludes and help search for teeth. We can spend weeks doing it once we have saved/ruined the archives.

Certainly, or as stated above, just sleep it off. I guess some other bunch of tooth fairies are dispatched with new teeth that they install over the course of a few nights. ;)


The party trudges up the stairs once again awash with sea water from above. As they climb they can hear Owl shouting in excitement over the roar of the water, presumably to the Albatross.

"HAHA! DIDN'T I TELL YOU!" He's holding his spear now with a line attached to the end. The other end of the line is in water near the stairwell. As he sees you emerge his exuberance turns into disappointment, and he says: "Oh, it's you again."


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

The party arrives upon the main floor beside the stair and the waterfall that is tumbling over the edge of the mezzanine like rolling thunder.

They have with them Virml, and the scroll fragments (or verbatim copies) they have collected.

Because of the elevated lip around the stairwell there is about a foot of water in the archive that combined with the piles of books and papers makes the area the equivalent of a shallow bog.

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

"We need to find Venture-Captain Shaine! This false Virml is likely the one that Mistress Koi is looking for." After a pointed look up towards her landing, and the briefest of glances at the resident gathlains, Kolris begins sludging through the floating papers towards the library's doors. He waits impatiently for the other Pathfinders to gather. "Quickly; time is running out; we don't want more water to spill out of here than necessary!"

60' of movement to the doors, so 2 rounds at half speed through the shallow bog.

The Concordance

Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

Tofang follows!

"Do not let me here alone!" Tofang says and he tries to catch up.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar plods along, carrying Derkhan, and waves at the owl and the albatross, "Hello, good fellows, what have you discovered since last we spoke?"

Liberty's Edge

M Ghoran telekineticist 1 | HP 13/13 | AC 20/13/17 | F+6 R+5 W+0 | Init +5 | Perc +4 | Conditions: None

Rectitude hangs back to pick up Tofang and wade through the bog.


Fentar Palomine wrote:
Fentar plods along, carrying Derkhan, and waves at the owl and the albatross, "Hello, good fellows, what have you discovered since last we spoke?"

"Owl still can't fish." says Mr. Albatross.


"That is a blatant misconstruction of the facts. What about that big one I landed just a few minutes ago, hm!?" shouts Mr. Owl.


"That was you, when you snagged your own leg with the line!" shouts the Albatross.

{A verbal melee ensues.}


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

The remainder of the party sloshes to the vacant (but dry) front lobby. No one is here at present.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

"So, it looks like the mischief-maker got away. Have we got the whole poem, do you think?"

Fentar gets Kolris to read the poem to him again. "So, is Virml here the loser who eats crow, and knows nothing save that which he knew not to know?"

He stretches, [b]"I mean... we just dealt with the lady gorger and we slew the dead bird before that. But what's the wyrm? And who is the fox? And what's this got to do with the big fish?"

Putting down Derkhan now that they are on dry land, Fentar perches on the edge of a table and shakes his head, "Any ideas on how to turn off the big fish if we can't give him what he wants?"

His tongue flickers, "I just feel like someone's laughing at us right now."

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

"Thanks for the lift, big guy."

"We should find Master Shaine and the Paracountess. Perhaps the imposter is still with them."

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