JoshB - Shattered Star AP

Game Master JoshB

When agents of the newest Pathfinder Society lodge in Magnimar learn of a fragmented artifact scattered throughout the lands of old Thassilon, it falls to a new band of heroes to step in and gather up the seven fragments of this Shattered Star.

Dramatis Persone

Maps

Loot List


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Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

With nothing else to do, Nocki suggests "We should just wait for the ride back to the city for now. Unless... We want to investigate that magic wall you found, that leads to the water."

Maybe it's a faster way in and out, without the need to make climb checks?


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"With the girl-humans and their were-rat leadership dead or fled-fled, we have some time now to study-look at that magic door. The puzzle box was using code-code and ancient Thassolonian runes, i see no reason-reason this door would be wildly different-different. What do you all say?"

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki says "Well, I copied these runes and how they're disposed, so we can translate them. Unless you have another idea..."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, we can look and see-study the door. I would wager-bet there is a rune phrase or word to open it up, and the girl-girls could not figure it out-out."

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki says "Well, go ahead, take a look! We still have time to wait for the ferry."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Mikittar approaches the trapped door and observes it from a safe distance.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Kn(arcana): 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25


Male CG Human (Varisian) cleric (ecclesitheurge) of Desna 3 | HP 18/18 | AC 11 T 11 FF 10 | CMB +2, CMD 13 | F: +3, R: +3, W: +7 | Init: +1 | Perc: +5, SM: +9 | Speed 30ft | Channel: 6/6 Bit of Luck 7/7 Liberation 3/3 | Spells: 1st 4/4 +1/1 2nd 3/3 +1/1|
Spells:
1st-bless, longstrider[D], sanctuary (DC 15), Comprehend Lang, Ghostbane Dirge, Endure Elements, Communal
Active conditions: None.

Sandu follows along. "I am not very smart, but perhaps Desna can help guide your thoughts"


The door seems to work the same way as the puzzle box. The runes will obviously spell out a word to allow passage through the door.

Without speaking/reading Thassilonian, it is hard to guess at the pattern. With the help of the library back at the Pathfinder Lodge, you feel like you should be able to translate the letters and comeup with potential candidate words.

The door is hot, Olander can move the tiles on the door without any harm because of his fire resistance, but the rest of you would be burned if you touched the hot metal.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, the words and runes are like the puzzle box, but I don't know what they mean-mean. If I can take a good likeness, we can use the library back at-at the Pathfinder house to make some-some guesses."

Mikkitar takes out his book and draws the runes and images as closely as he can for further study.

"I must-must learn this language soon-soon. If we are going to keep finding more-more stuff like this, it only makes-makes sense."


Mikkitar obviously doesn't trust Nocki's job of copying down the runes...


Male CG Human (Varisian) cleric (ecclesitheurge) of Desna 3 | HP 18/18 | AC 11 T 11 FF 10 | CMB +2, CMD 13 | F: +3, R: +3, W: +7 | Init: +1 | Perc: +5, SM: +9 | Speed 30ft | Channel: 6/6 Bit of Luck 7/7 Liberation 3/3 | Spells: 1st 4/4 +1/1 2nd 3/3 +1/1|
Spells:
1st-bless, longstrider[D], sanctuary (DC 15), Comprehend Lang, Ghostbane Dirge, Endure Elements, Communal
Active conditions: None.

"In the morning I can reach out to Lady Luck for the ability to read these, if they are a language."


Planning to head back to the city for translations?


Male CG Human (Varisian) cleric (ecclesitheurge) of Desna 3 | HP 18/18 | AC 11 T 11 FF 10 | CMB +2, CMD 13 | F: +3, R: +3, W: +7 | Init: +1 | Perc: +5, SM: +9 | Speed 30ft | Channel: 6/6 Bit of Luck 7/7 Liberation 3/3 | Spells: 1st 4/4 +1/1 2nd 3/3 +1/1|
Spells:
1st-bless, longstrider[D], sanctuary (DC 15), Comprehend Lang, Ghostbane Dirge, Endure Elements, Communal
Active conditions: None.

Yes

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Yeah, we've explored everything and have lost the were-rat, so... not much else to do here that I can think of.


You make your way back up the stairs to the fourth level.

You're more burdened down with loot than you were when you came this way.

You can tell the the Tower Girls took anything useful that wasn't nailed down when they came this way after you defeated them.

When you reach the secret entrance over the shaft Apex, you find that the Tower Girls have vandalized the ropes and platforms that you used to reach the entrance from the ledge.

Nocki's climbing equipment comes to the rescue though and he is able to rig ropes from the top of the shaft to the ledge. While climbing down from the top you can see that the Tower Girl's boats, which had been pulled up and the entrance far below, are gone.

You can see Conroy Crabfisher's boat, The Green Wave, sitting at anchor a short distance from the small dock.

You wave, but you're too high up for the crew to notice you.

Taking up your burdens after the climb, you hurry down the stairs.

You're cautious, looking out for other sabotage or traps on the way down.

Reaching the bottom, you are able to signal out to the boat and you see them weigh anchor and begin to row in.

As a approach, you can see Conroy in the bow: "Ahoy there lubbers! Everyone ok there? We saw a couple of small boats heading off towards the city as week approached."

"It looks as if you folk found something in there after all!"

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki replies to the man "Aye, we found something. But there was people before. You know anything about were-rat sailing often here?"

He enters the boat last, a little uncomfortable being in it. He makes sure Bear doesn't fall in the water and gets comfortable, resting his bones from all the fighting. As they are underway back to the mainland, he lights up his pipe, letting the spicy smoke trail behind the boat.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, stupid human-girls made a gang and were being very dumb-foolish. We all lived and they mostly did not-not, so good trade for us, Yes-yes."


"Not a rat person like him ..... but a real were-rat?" Conroy asks.

He shrugs and opens his arms:

"Can't say that I've ever heard of any rats on boats except the regular kind."

"Maybe they were out here because the city watch was after them."

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

"Well, they went back to the city, so I suspect they'll be caught soon. Any worthy news while we were here?", the dwarf asks between puffing smoke out of is mouth. He realizes sea men are usually up to date with the most important affairs.


"We've been out on the boat all day catching some fish." he grins.

"I don't know what might have happened while we have been out."

"Let's get you loaded up and head back to shore."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, back to town olease-please. I am in need of-of reagents, and a library "

Mikkitar buries his nose in his notes, trying to puzzle out the doors answer by sheer stubbornness.


Male CG Human (Varisian) cleric (ecclesitheurge) of Desna 3 | HP 18/18 | AC 11 T 11 FF 10 | CMB +2, CMD 13 | F: +3, R: +3, W: +7 | Init: +1 | Perc: +5, SM: +9 | Speed 30ft | Channel: 6/6 Bit of Luck 7/7 Liberation 3/3 | Spells: 1st 4/4 +1/1 2nd 3/3 +1/1|
Spells:
1st-bless, longstrider[D], sanctuary (DC 15), Comprehend Lang, Ghostbane Dirge, Endure Elements, Communal
Active conditions: None.

"Thank you for coming back, I was at least a little worried."

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki doesn't care to answer. He takes a peek at the boat to get a feel of how well their fishing day was. Other than that he just enjoys the ride back, puffing smoke and stroking Bear's furry head. He gives Bear some leaves to chew on, keeping himself entertained in the meantime.


You arrive back on the docks without incident.

At this point, every time you see a rodent you can't help but feel that you're being spied upon.

You give your leave to Conroy and his crew start unloading the day's catch.

It's an uneventful trip across town to the pathfinder lodge.

As usual, the city watch gives you some ugly looks at being on the street in a nice part of town.

You get back to the lodge and you are ushered into the study. Sheila arrives in a flurry and asks: "We're you successful? Did you find the next shard?"


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"We-we found a door with many-many runic markings, in the same language as the puzzle box we solved before-before. Since none-none of us can read the runes, we made notes and will-will need to study the words and see-solve the password."

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki sits on a chair and says "Yeah, all we need is a Thassilonian dictionary and we'll be good to get it. It's some fantastic ruins they found there. Very hard to find, but magnificent." He is clearly in awe of the find.


"But no sign of the next shard?" she says, clearly disappointed.

"Did you find any other items of interest?"


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"No-no, not yet-yet. But that door certainly could-could be blocking access to who knows what-what. I'm just about done learning the old tongue-language, and brushing up-up on the history of this place-place. Give us a few day-days and I'm sure we will-will get that door open."

[Ooc]Mikkitar took Linguistics and Kn(history) for learning about Thassilon and the area, as well as the Identify formula. So our ability to piece together these clues should be a bit higher now.]/ooc]

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki says "Well, we did find this pendant. It's got an image of a lanner falcon and is made of gold. What do you make of it?"


Male CG Human (Varisian) cleric (ecclesitheurge) of Desna 3 | HP 18/18 | AC 11 T 11 FF 10 | CMB +2, CMD 13 | F: +3, R: +3, W: +7 | Init: +1 | Perc: +5, SM: +9 | Speed 30ft | Channel: 6/6 Bit of Luck 7/7 Liberation 3/3 | Spells: 1st 4/4 +1/1 2nd 3/3 +1/1|
Spells:
1st-bless, longstrider[D], sanctuary (DC 15), Comprehend Lang, Ghostbane Dirge, Endure Elements, Communal
Active conditions: None.

"We where a little under prepared, but I am sure Millitar can get us in."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, now that I've studied the language enough,I think-think I can solve the puzzle easily enough. Here-here, what do you think?"

Mikkitar spreads his notes out on the table and begins to piece together possible answers to the puzzle door.

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki steps closer to Mikkitar to figure it out, but it's all very complicated to him. But he doesn't want to look unknowledgeable and says "Yes, very interesting... This one fits with that one, right?"

So, do we roll anything to solve the door?


Male CG Human (Varisian) cleric (ecclesitheurge) of Desna 3 | HP 18/18 | AC 11 T 11 FF 10 | CMB +2, CMD 13 | F: +3, R: +3, W: +7 | Init: +1 | Perc: +5, SM: +9 | Speed 30ft | Channel: 6/6 Bit of Luck 7/7 Liberation 3/3 | Spells: 1st 4/4 +1/1 2nd 3/3 +1/1|
Spells:
1st-bless, longstrider[D], sanctuary (DC 15), Comprehend Lang, Ghostbane Dirge, Endure Elements, Communal
Active conditions: None.

Sandu sits nearby, idly flipping cards one after another. Most of his attention on sending Desna's blessing to the Alchemist.

Sandu is not likely to be able to help but he can still provide a +2


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Linguistics?: 1d20 + 7 ⇒ (4) + 7 = 11

Dunno if it's a skill roll or what, but I do hope we can try again if so.

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

So, do we figure out the puzzle?

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