GM PDK'S PFS RPG 'TOMB OF THE IRON MEDUSA' (Inactive)

Game Master Purple Dragon Knight

Maps and Handouts


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Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel drags himself to his feet... "I do need rest, but I'm not comfortable resting here. What shall we do with the two young ladies? It's not like we can get out of here to take them home... Protecting them in this place might be difficult as well."

The Exchange

Mal volunteers, I can stand back with them and protect them while you explore the next crypt. It seems unconscionable to leave them to fend for themselves or to bring them into new danger.

Does Kel have a rope trick or something similar that we could use?

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

"Don't worry - I have an idea..." Kel takes out a small circle of black cloth and opens it into a larger cloth and lays it on the floor, says "I have a solution... they can stay here indefinitely until we get done"

no rope trick, but... he does have a portable hole and a bottle of air... they could survive in there comfortably indefinitely (there's food, drink, chamber pot, comfy pillows on a very soft carpet to lounge on, and lots of simple, non-magical games to play (Kel likes his comforts and silly pastimes like jigsaw puzzles and simple games like backgammon (because being a murderhobo is very stressful and that's how he relaxes between adventures). As long as they stay out of the locked cabinets, drawers and chests, they should be safe until we can get them out of here)

Silver Crusade

Male Human Cleric/Level 13 | Perc +8 | Init 0 | AC 15, tch 10, ff 15 | HP 85/107 | Fort +15 Ref +9 Will +21 | Diplomacy +22 (+35 w/ Touch of Glory) | Reroll Used
Wizard of the Coast wrote:
As long as they stay out of the locked cabinets, drawers and chests, they should be safe until we can get them out of here)

ROFL! :D


Knowledge Checks

Kel, are you talking about your own portable hole, or the the one you already found in this adventure?

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

no - my own, tbh, I didn't even remember we found one in here.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Yeah, Kel. We found the second portable hole in the room with the things. And Dora remembers you picked it up and put it into your portable hole for safe keeping.....wait...no! :)

Dora considered leaving Rusty to guard the girls, but the portable hole idea seems less intimidating...unless they are claustrophobic.

It will be fine. We will be back soon enough.

She does not mention the girls will be trapped in the hole forever if the party is wiped out...but that is not likely, right.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

No worries, right? The only way out is through.


Knowledge Checks

Where to? are you now all back to the first room with the key slots?


Knowledge Checks

Moving this along; you are all on Slide 9 in the START area. As you discuss your next move, the following occurs.

Dora and Rusty disappear.

Kel disappears.

The two girls disappear.

Mal disappears.

Thrag, Brother, Glaube remain where they are.

Thrag, Brother, Glaube: what do you do?

(those who have disappeared will be contacted via PM once the rest of the party has decided what to do.)

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Is the green circle a visible effect?

Thrag starts searching the last positions of his missing comrades.

Perception: 1d20 + 17 ⇒ (14) + 17 = 31

Scarab Sages

"Captain Brother Rabbit” | Male LN Medium Half-Elf Flowing Qinnong Monk 12/Fighter (Brawler) 3 | HP 83/83 | AC 44, T35 , FF35 | CMD 48 (+11 vs Repo, +10 vs Trip, +4 vs B. RushDrag, +3 vs D. Trick) F +20 R +23 W +21; +4 vs Enchantments, +1 vs. fear, Improved Evasion | Init +10 | Perc +23 (Low-Light Vision) | Speed 30ft | Ki Points: 13/11 (2 stored in ring) | Redirection: 12/12 | Stunning Fist: 13/13 | Active Conditions: Heroes Feast, Status, Barkskin (120 mins), Mage Armor

"What happened to our comrades?" Brother Rabbit scratched the back of his head as he looked to Kel for an explanation. Seeing that Kel was missing, he looked to Glaube.

Once they made eye contact, he'd look around the room for clues.

Perception: 1d20 + 23 ⇒ (13) + 23 = 36


Knowledge Checks
Thrag wrote:
Is the green circle a visible effect?

No that was just Glaube's magic circle vs. evil a few dungeon levels ago...

Thrag and Brother finnd nothing. The Pathfinders are gone.

Silver Crusade

Male Human Cleric/Level 13 | Perc +8 | Init 0 | AC 15, tch 10, ff 15 | HP 85/107 | Fort +15 Ref +9 Will +21 | Diplomacy +22 (+35 w/ Touch of Glory) | Reroll Used

Not knowing what triggered the effect, Glaube tries to stand exactly where Dora was. He shares this thought with the others before he (potentially) disappears.


Knowledge Checks

Nothing

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Was it any magic that either of you can detect? Or we can try asking the ghost in the next room.

Scarab Sages

"Captain Brother Rabbit” | Male LN Medium Half-Elf Flowing Qinnong Monk 12/Fighter (Brawler) 3 | HP 83/83 | AC 44, T35 , FF35 | CMD 48 (+11 vs Repo, +10 vs Trip, +4 vs B. RushDrag, +3 vs D. Trick) F +20 R +23 W +21; +4 vs Enchantments, +1 vs. fear, Improved Evasion | Init +10 | Perc +23 (Low-Light Vision) | Speed 30ft | Ki Points: 13/11 (2 stored in ring) | Redirection: 12/12 | Stunning Fist: 13/13 | Active Conditions: Heroes Feast, Status, Barkskin (120 mins), Mage Armor

Are those sarcophagi in the room with us?


Knowledge Checks

Yes.

Scarab Sages

"Captain Brother Rabbit” | Male LN Medium Half-Elf Flowing Qinnong Monk 12/Fighter (Brawler) 3 | HP 83/83 | AC 44, T35 , FF35 | CMD 48 (+11 vs Repo, +10 vs Trip, +4 vs B. RushDrag, +3 vs D. Trick) F +20 R +23 W +21; +4 vs Enchantments, +1 vs. fear, Improved Evasion | Init +10 | Perc +23 (Low-Light Vision) | Speed 30ft | Ki Points: 13/11 (2 stored in ring) | Redirection: 12/12 | Stunning Fist: 13/13 | Active Conditions: Heroes Feast, Status, Barkskin (120 mins), Mage Armor

"Maybe it's the same as when we first arrived," Brother Rabbit mused. He headed to the upper left sarcophagus and attempted to open it.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Can't hurt to check.

Thrag moves to another sarcophagus and lifts the lid.


Knowledge Checks

Both warriors pull open one of the sarcophagi and find it empty.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

With no means of investigating magical goings on Thrag head down the hall to ask the ghost.

Ahoy, Captain. We were in the next room by the medusa head and half our group vanished. Any idea where they went?


Knowledge Checks

"Probably where they wanted to go," answers a disembodied voice coming from all corners of the immense room.

Scarab Sages

"Captain Brother Rabbit” | Male LN Medium Half-Elf Flowing Qinnong Monk 12/Fighter (Brawler) 3 | HP 83/83 | AC 44, T35 , FF35 | CMD 48 (+11 vs Repo, +10 vs Trip, +4 vs B. RushDrag, +3 vs D. Trick) F +20 R +23 W +21; +4 vs Enchantments, +1 vs. fear, Improved Evasion | Init +10 | Perc +23 (Low-Light Vision) | Speed 30ft | Ki Points: 13/11 (2 stored in ring) | Redirection: 12/12 | Stunning Fist: 13/13 | Active Conditions: Heroes Feast, Status, Barkskin (120 mins), Mage Armor

"What do you mean by that?" Rabbit asks while scratching his head. "And how do we go about finding them again?"

Dark Archive

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”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

"You've always had the power my dear, you just had to learn it for yourself" lol - sorry, couldn't resist a little Glinda here... just click your ruby slippers together 3x and say 'there's no place like home' over and over again... but that's probably not where we are, it was just a random thought that popped into my head in response to your question, Cap.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

That was... vague. I'm going to try standing on the medusa and thinking real hard about being where Kel is.

Thrag suits actions to words and heads back to the other room.


Knowledge Checks

Can you clarify what you are trying to think of?

Nothing happens.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Since Thrag doesn't know where they went, other than "where they wanted to go", Thrag's where he wants to go is wherever the wizard is, focusing on the person instead of a place. Since everyone else vanished from by the medusa head he's trying to do it from there.


Knowledge Checks

Nothing happens.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

That was my big idea. Unless one of you has something on your mind I guess we go check the rest of the tombs manually.

Silver Crusade

Male Human Cleric/Level 13 | Perc +8 | Init 0 | AC 15, tch 10, ff 15 | HP 85/107 | Fort +15 Ref +9 Will +21 | Diplomacy +22 (+35 w/ Touch of Glory) | Reroll Used

"If it comes down to it, after a night's rest, I can get us out of here using Word of Recall. Assuming we survive."


Knowledge Checks

Brother, Glaube and Thrag: we will pause the game for you three. The fate of your character now lies with your friends. Therefore, I'll ask that you observe radio silence and not post until further notice, both in and out of character, to preserve the mystery... :)

Kel appears at the Lion Sleeps Inn with the two young girls. They look at the familiar setting with surprise, and melt in thankful tears, taking turn hugging themselves and Kel and the bartender, who is similarly surprised, happy and shedding tears of joy. "Oh, we've looked everywhere for ye girls! your Pa even kept looking for days after we all gave up... wait 'till he hears the good news! sit down, I'll have something for you both to eat in a minute." The patrons of the inn take turns coming over to welcome back the two girls. Inn staff bring drinks, warm towels and a washbasin to help hydrate and clean up the girls. A few min later the innkeeper has food out for Kel and the girls, adding "Oh, Kind Wizard Master, Sir, we thank you from the bottom of our heart! are your friends on their way to join you Sir? rooms are on the house for heroes such as you, and you can ask anything you want from me or my staff."

Kel, what do you do?

==============================

Dora and Rusty appear among the buildings on the surface.

Mal appears a few hundred feet from Dora and Rusty, directly in front of the building that was next to the one you last entered.

The two heroes stare at each other for a bit.

Mal, Dora: what do you do?

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel is as surprised as the girls when they arrive at the inn, but after a moment of shock, he half closes his eyes, takes a deep breath and channels his inner cat. no, he's not secretly a catfolk, just trying to emulate a feline and pretend he planned this and meant to do it.

While the girls are seen to, he takes a moment to prestidigitize himself and get a glass of something strongly alcoholic - brandy or whiskey would be fine. While he sips his drink he answers any questions put to him except about the condition of the young ladies when found. Their experiences there were their own to process and reveal or not as they chose. "You're quite welcome, I'm just glad the young ladies are back among friends and soon family as well."

"As for my friends, I'm sure given enough time, they might just come back on their own, but sadly, I'm afraid I'm probably going to have to go back and find them. They are resourceful, but a bit lacking in logica arcana, for the most part. I do believe with their incredible other talents they will make their way here without me in time, but I still am concerned for them. Not to mention, there is still more to learn and things to set right there, and I might miss some of the... experience." He was about to say 'fun', but truly that place was not that fun, and the girls obviously did not have fun there and he didn't want to trivialize their trauma.

He sips his drink and revels in the warmth that spreads through him from it, then replies to the innkeeper further. "Thank you for the offer of a room, and when I have my companions back with me, I'm sure we will avail ourselves of that kindness. For now though, perhaps just a quick meal, doesn't have to be fancy - just something hot and hearty.. Even oatmeal or porridge would be welcome... then I should be back off to find them."

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Dora immediately looks around to locate her party and seeing only Mal
,mounts Rusty and rides over.

Perception : 1d20 + 14 ⇒ (8) + 14 = 22

”Hey Mal! Where are the others? “

The Exchange

Mal takes a moment and tests what's' real,' the ground, the air, trying to detect if this is truly teleportation or a fanciful flight of a sorcerer's imagination.

Detecting no malfescence, beyond whatever has brought him here, he hurries to the wizard, hoping to find answers. He looks rather distraught that whatever happened seemed to leave several of the pathfinders behind.

What in the ForgeFather's name happened?!


Knowledge Checks

@Mal & Dora: Intelligence check please

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

INT : 1d20 + 1 ⇒ (13) + 1 = 14 +2 if heroism active and applies...

”I am not sure, Mal. “

The Exchange

Int: 1d20 + 4 ⇒ (8) + 4 = 12


Knowledge Checks

Kel eventually returns to the necropolis walls, and teleports inside by using the funerary baton the same way he did on the way in, following their employer's letter carefully to make sure no errors creep in the second time.

Once inside, day changes to night once again, and he spots Mal and Dora milling about the buildings aimlessly. Gathering them, Kel heads to the first of the three large buildings to the north, retracing their steps and informing them that they got there by stepping on an exit teleporting circle that is keyed to the destination imagined by the user's thoughts.

Stepping unto the entrance medusa teleport circle, the three heroes are once again transported to the location of Thrag, Brother and Glaube, and the three step off the exit teleporting circle, lest their thoughts activate the device once more before they formulate a group plan...

The whole team is together again. What do you do now?

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

If that thing teleports us where we want to go, could it teleport us to the missing keys?


Knowledge Checks

Thrag, in the interest of moving things along: you tried to 'follow Kel' and that didn't work. Think more along the lines of a Star Trek transporter: you need coordinates i.e. a location for the transporter to send you somewhere. Following a person or an object is beyond the scope of most teleportation devices, even fancy ones like this one. If you all agree on a location I'll move you guys there and keep things going.


Knowledge Checks

Group vote. First three decide where you go. Building D, G2 or G3?

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

D is for Dora :)

”Hey! There you all are. Not sure what happened but glad Kel figured it out. How about we go look there ( points to D) next? “

Scarab Sages

"Captain Brother Rabbit” | Male LN Medium Half-Elf Flowing Qinnong Monk 12/Fighter (Brawler) 3 | HP 83/83 | AC 44, T35 , FF35 | CMD 48 (+11 vs Repo, +10 vs Trip, +4 vs B. RushDrag, +3 vs D. Trick) F +20 R +23 W +21; +4 vs Enchantments, +1 vs. fear, Improved Evasion | Init +10 | Perc +23 (Low-Light Vision) | Speed 30ft | Ki Points: 13/11 (2 stored in ring) | Redirection: 12/12 | Stunning Fist: 13/13 | Active Conditions: Heroes Feast, Status, Barkskin (120 mins), Mage Armor

"I was completely lost. I think I blacked out there for a moment, because I barely remember anything."

D is for ... Dr. Captain Brother Rabbit.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Half the group just vanished. Must have been some powerful magic to send you away so casually.

Thrag nods, There looks good enough.

D is for dood as any to start with


Knowledge Checks

This dull gray granite building looms in the center of the necropolis. Its entrance has a domed ceiling that rises to a height of twenty feet, and is decorated with intricate geometric designs. In the center of the chamber’s floor, a carved medusa crest stares endlessly upward. To the north, a pair of stained-glass windows depicting a handsome man and a beautiful woman look on, depicting Aroden and Arazni as they appeared while they were human.

A motto engraved around the circumference of the medusa engraving on the floor reads, “A Blade Answers Even the Most Vexing Question.”

Turning east, the walls of this domed and oval-shaped formal chamber are covered in complex geometric patterns of green and gold. It appears to be used for funerary rites, with marble tables to the north and south and two elaborate wheeled wooden biers at the center. To the east, the wall is made up of a huge iron oven with a closed door three feet square and two feet off the floor, with a shelf sticking out beneath it like the tongue of a huge, taunting beast. This room was used to cremate the bodies of servants and others destined for interment in urns within the walls of a crypt.

Suddenly, out of the oven three fire elementals and an efreeti come charging out!
Skipping this encounter as it will be ridiculously easy for your party...
The heroes swiftly dispatch the imprisoned guardians with sword and spells, and searching the place they find the following:

Treasure 1: a small locked chest (DC 35 Disable Device to open) that holds a wand of fireball (CL 10, 18 charges), a tome of clear thought +1, a silver necklace worth 2,250 gp, and an iron key that radiates faint transmutation. This key, which is engraved with a cross-eyed medusa face, is one of the items which could fit in the teleporter in area H1 (the area you just escaped with Kel's help which you have now 3 out of 4 keys for...)

When the efreeti is slain, his body rots away with shocking speed, leaving behind a ghostly duplicate. Yet though the living noble efreeti was violently insane, this spectral version is calm and serene. The efreeti takes on an almost regretful appearance, thanking you all for releasing him not only from the prison of iron that held his body, but from the prison of madness that held his mind. In thanks for this service, he tells you all about the hidden panel in the north wall. He also tells you that even greater treasures than those in the hidden panel await them elsewhere in the Tomb of the Iron Medusa. While he has never seen these vaults, he learned much listening to the long-gone caretakers of the crematorium. He tells you that the inmost vault, the crypt of Bartolomae Adella, the last head of the Daellum branch, can be reached by a teleporter, and that four objects are needed to unlock that teleporter. The key found in the hidden chest in this room is one of those four objects. He only knows vague descriptions of the other three objects—“a dagger befouled, Thrasillus’s voice, and a sister’s keepsake,” but not where they may be found (although he does know that all three are somewhere in the necropolis or the tombs below). After imparting this advice imparted, the efreeti's spirit sighs in relief, then fades
away, finally at peace.

Moving to the west, you enter a once elegant domed shrine. This place of reverence has been foully and thoroughly defiled: statues lie broken on the floor, and the mosaic symbol of Aroden under the great dome is smeared with all manner of filth. The walls, bearing once-beautiful frescoes of deeds of the god, are soiled with ordure. Pools of red-tinged water stand to the north and south, while a scorched curtain that once sheltered the altar to the west hangs in tatters.

A DC 15 Knowledge (religion) check correctly identifies this shrine as having once been dedicated to Aroden. Careful examination of the mosaic symbol in the center of the floor reveals a single word written in dried blood:

“Abandoned.”

The western curtain has been slashed and partially burned; beyond it is a begrimed altar, the ritual objects atop it shattered. The statue behind the altar has also been smashed to pieces. There Mal finds a trap: the blood-tinged waters of both fountains have become corrupted over the years by the twisted magics of the necropolis. They now pose a dire threat to anyone who touches the water—those who succumb to the trap’s effects immediately and horrifically melt away into foul pools of blood. Deftly disabling the trap by creating a drain hole, Mal waves the adventurer over. Into the drained basin the adventurers find the following:

Treasure2: A +1 mithral dagger with bits of gore still clinging to the blade sits in the pool of corrupted water in the northern fountain; this is one of the items needed for the teleporter.

What do you do?

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

That's four right? The two from the main crypt, the key, and now the dagger. Fancy teleporter to the amazing treasure the effect ghost told us about?

The Exchange

Glad we didn't get melted... Aye, Amazing treasure sounds like a plan...

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

” Totally awesome! Glad we did not melt is right!“ Dora smiles.

”Thank you for the info Mr Ghost. We will see to it immediately.“

Once ready Dora is all ready for the next building on the list

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

"Hello, all... Sorry for the sudden disappearance... But the young ladies are safe at the inn, probably reunited with family by now, as they were local girls."

After the fight with the elementals and the ifrit, Kel sighs sadly at the revelations from the ghost. [b]"Glad to have been of service, but sorry it came so late for you. Be free and find peace, good sir."

"Good eye finding that trap and clever disabling effort, Mal. Well done and thank you."

"Seems we have found another key - a defiled dagger, but, not sure about any of you, I certainly don't want to touch it, and mage hand won't move a magical item. I suppose we could use a couple of items together as if they were tongs to lift it up and put it away in a safe container."

As he speaks, he casually casts as many prestidigitations as he has time for, cleaning as much of the shrine and altar as he can... He internally laments that there won't be time for mending all the broken items, but at least things will be a bit cleaner.

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