Fantasy meets SciFi - GM Nowruz (Inactive)

Game Master noral

Maps & slides (please fill out slide 1 to 3)


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Pathfinder! You've received an urgent summons to travel to a small town in the heart of Echo Wood in the River Kingdoms.

According to the letter, a town named Thornkeep is undergoing evaluation as the possible site of a new Pathfinder Lodge in the area given recent troubles in Daggermark. Venture-Captain Adril Hestram has taken up lodgings at the Greenforest Inn there and is preparing a report on whether there are sufficient resources and local sites of interest.

But disaster has struck several teams previously sent to assist him. It seems that Thornkeep itself is something of a den of thievery and murder, and a nearby ancient complex dating to the days of ancient Azlant hold terrifying dangers for those who would delve its secrets.

Thornkeep, a small town of around 500 people, lies about 10 miles from the broad, sluggish West Sellen River that winds through Echo Wood. As you approach the town, you can tell instantly that it’s a disorderly, ramshackle affair huddling on a low hill beneath the bramble-covered walls of a castle that’s also in poor repair.

It’s clear no planning went into the town, as warehouses, homes, pigsties, and more appear mixed together around winding dirt tracks.

Please introduce and describe your character. You guys traveled together.

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Despite being a hulking nearly 7 foot tall lizard man, Hanzi has mostly kept to himself. It is clear from the way he carries himself and his armor that he has been through a lot. A former soldier-slave of the reign of the Jade Regent, he found himself in the employ of the Lantern Lodge as a paid mercenary trying to earn his way to freedom.

Ultimately, it was a young revolutionary from Andoran who showed him that there were those who opposed slavery and everything that went along with it and Hanzi joined up a freedom fighter for the cause. Of course...even antislavery movements need to pay the bills and so he winds up here in Thornkeep.

His scales are a deep purple and he wields a trio of Greatswords each in a special magical scabbard.

It is well known to the group that the nagaji is not terribly bright or talkative but as a recent convert to Cayden, a slightly chipped stein hangs from his belt, depicting a scene of tranquil beauty in andoran. He is not too stingy with buying a round for the house at any tavern he comes across. His main sword's scabbard is inscribed "drink, laugh and be free."


Before making the journey, you may have learned a little more about Thornkeep if you make a successful Knowledge (local) or Diplomacy (Gather Information) check with the following DCs.

DC 10:

Thornkeep is a disorderly, ramshackle settlement on a low hill next to a castle. Several groups of bandits and mercenary companies operate out of the town, and its nominal leader, Baron Tervin Blackshield, rarely has his soldiers interfere in anything short of outright murder and rioting in the streets.

DC 15:

Several local merchants and farmers pay protection money to mercenary groups like the Blue Basilisks or to the Three Daggers, the town’s thieves’ guild. Locals rarely face trouble in Thornkeep, but outsiders without obvious means to defend themselves are seen as fair game for thieves, bandits, and brigands throughout Echo Wood. The town has one inn, facing the central square.

DC 20:

Echo Wood is home to a large tribe of goblins called the Brambleclaws; they make their living scavenging and occasionally doing odd jobs for the residents of Thornkeep. A tribe of Kellid barbarians have a more-or-less permanent campsite northeast of the town. The town has two temples: one devoted to Gorum, the God of War, and one to Hanspur, a lesser-known deity of rivers.

DC 25:

Mysterious ancient tunnels known as the Halls Under the Hill are so-named because the entrance to them lies at the base of Brokenhelm Hill. For some reason, goblins are often seen going into (and more rarely) out of the Halls. Just a week ago, a group of Pathfinders explored the third level of the Halls Under the Hill. Only two returned alive, and one of them had been subject to some kind of strange head surgery!

DC 30:

Exploration by previous delve teams indicates the Halls Under the Hill are probably ancient Azlanti in origin, and may have been the vault or laboratory of a powerful arcanist.

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Diplomacy: 1d20 - 1 ⇒ (1) - 1 = 0


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

Diplomacy: 1d20 + 13 ⇒ (9) + 13 = 22

Shardra consults with Kolo for a moment. "Kolo knows the woods around Thornkeep. Goblins live there and call themselves the Brambleclaws. Though they seem to do odd jobs for the residents while making a living scavenging."

Kolo skitter down Shardra's arm. "He also says there is a Kellid tribe north of the city. Sorry, northeast of the city."

Then Kolo skitters back up to her shoulder and seemingly whispers in her ear. "There are also temples to Gorum and Hanspur. I know very little about Hanspur beyond him being the deity of rivers."


Male Human (Shoanti) Bloodrager 7 | HP 74| AC 20/13/19 | Fort+9 Ref+5 Will+6 | Initiative +1; Perception +10

Crowe laughs, he has a ready laugh, deep and booming: "From what I have seen, Hanspur is the god of halfwits and chancers. Gorum at least has balls!"

On their travels, the party have observed that Crowe's moods are unpredictable. At times he is joyous and convivial, at other times he can be withdrawn, muttering to himself about storms.

Today, the big Shoanti is in a good mood, "Hestram, I have heard, always stands his round. So Thornkeep should be tolerable."

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Ignatius is a shy fellow who mostly keeps to himself and speaks with a soft lisp when he chooses to talk. He wears a worn gray robe with deep hood, pulled up to hide his distinct features. His skin is covered in fine black scales with a reddish sheen and his eyes are orange like fire. He carries a staff made of scorched wood, although after days of close observation it is clear that are complex mechanisms that blend in with with the wood that the tiefling occasionally fiddles with.

Ignatius seems most comfortable in the wilderness and often takes up the position of scout. He walks careful and quiet just like the way he speaks and has a way of fading into the background despite his unsettling appearance. He does enjoy playing cards with those who take him up on it and is surprisingly good at bluffing. Mostly, though, he just watches and listens.

Also, he prefers going by the nickname Iggy.

Kn:Local: 1d20 + 8 ⇒ (19) + 8 = 27

Ignatius whispers to the group, "there are some tunnels near the base of Brokenhelm Hills. A lot of goblin activity there. Don't think its a warren though. Somebody's probably just using them for muscle. I also heard that another Pathfinder group went in there and only two came out. The rest of the rumors sound a little outlandish. If think we should talk to them ourselves."


The Greenforest Inn - Thornkeep

You were called to the Greenforest Inn!

Adril Hestram is one of the most prominent venture-captains operating out of the Pathfinder Society Grand Lodge in Absalom. A confident fighter and veteran Pathfinder, he has more dungeon delves under his belt than most can count. Rumors claim Adril hails from somewhere in the north, which would explain his light hair and beard, but he has never confirmed the identify his homeland. He is a bear of a man, standing well over six feet tall. While his large girth might be deceiving, his bulk is mostly muscle, and he can frequently be found sparring and arm-wrestling with other members of the Society to further develop his strength.


Seeing you, he bellows happily: ”Pathfinders! You made it! Excellent! Bartender, bring some pitchers of ale to the back room if you’d be so kind! And could you ask that lovely wife of yours to brew a special tea for Rozimus? That gnome apothecary you recommended says this stuff should do the trick.”

He hands the innkeep the bundle before turning back to you.

”Follow me, Pathfinders. Once you’ve had your fill of cooking, we’ve much to discuss!”

He motions towards a back room that would offer a little more privacy for the conversation to come, though, doubtlessly, anyone who cared to eavesdrop would be able to make out Adril’s booming voice.

+ +

After everyone has had their fill and filed into the backroom and found a seat, Adril sets his tankard down on the table with a definitive thump.

”Ah, the Greenforest Inn. There’s much to make life in Thornkeep miserable, but this place is the silver lining. Now, I don’t know how much you’ve been told about this town. In the past, the Society has generally steered clear of it, given its well-deserved reputation as a den of thievery and back-alley murder. But certain unfortunate events in Daggermark have necessitated research into whether a lodge should be opened elsewhere in the River Kingdoms, and I’ve been assigned to prepare a report on whether Thornkeep could be a viable location. For the town itself, you don’t need to know much more than not to travel alone and not to trust a local’s helping hand, because the other hand probably holds a knife. I’ve even had to swallow my pride and retain a local mercenary group, the Blue Basilisks, to provide some additional security for the Society’s agents.”

Adril looks disgruntled for a moment, but continues.

“In addition to its location, there are two things that make Thornkeep an intriguing possibility for a new Society lodge. First, there’s that striking tower of green glass just a few miles to the southwest. It’s doubtless ancient in origin and worthy of an extensive expedition if we ever figure out a way in. But the second thing, and more relevant to you, is that it turns out that Thornkeep itself is built around an underground complex dating to the days of Azlant! The ‘Halls Under the Hill’ or ‘Accursed Halls’, as the locals call them, were once thought to just be a forgotten oubliette from that castle where the current baron resides. But since my arrival, I’ve been sending delve teams and they’ve reported the Halls are far more extensive and contain far more value, in terms of history and artifacts, than we ever imagined!”


His eyes have lit up, as he continues.

”From what we’ve been able to pierce together, the Halls were once the redoubt of an outcast who fled or was exiled from Azlant at the empire’s height thousands of years ago. The fellow’s name was Nhur Athemon, and he was clearly a powerful wizard-—maybe a summoner for those of you interested in the intricacies of magic, which I’m not. Anyway, Athemon filled the complex with a storehouse of arcana: previous teams have uncovered alchemical laboratories, a powerful scrying pool, a magical door that took us ages to figure out how to unlock, and far more. But the Halls aren’t just an unattended storehouse . . .”

Adril suddenly looks somber.

"There are dangers inside. Great dangers, unpredictable ones. Of the delve-teams I've sent in, not all come back whole. Until recently, I thought one team was completely lost! But I was wrong, and that's actually why I've asked the Decemvirate to send me the best agents they could spare--yourselves. You see, one member of the Pathfinder delve-team I thought lost managed to eventually stumble out alive. He was being accosted by some local goblins when we found him. The Pathfinder, a man named Rozimus, was the team's sneak-thief and traps-master. He was badly, badly hurt when we recovered him. He's alive though, upstairs in this very inn. His memory of exactly what happened is spotty--he tells of getting separated from his teammates, looking for them, and then leaving to go and get help."

He looks at you.

"You've been called in to go on what we hope will prove a rescue mission, but may prove to be verification of death for those missing Pathfinders' next of kin. You may be able to get some more information out of Rozimus, but I don't want all six of you crowding his bed while he's recuperating! I'd suggest you nominate one or two amongst yourselves to speak with him. From earlier delve teams, I can sketch a map of the path you need to take through the Accursed Halls to get to the area where Rozimus' team was exploring."

The Venture-Captain opens a window, belches out of it, and then turns back.

"Any questions?"


Male Human (Shoanti) Bloodrager 7 | HP 74| AC 20/13/19 | Fort+9 Ref+5 Will+6 | Initiative +1; Perception +10

"What does 'separated' mean?" Crowe leans forward, brow furrowed, "Does it mean 'dragged away screaming'? Or does it mean 'disappeared in a puff of smoke'? Or something else?"

"And how's the grub here?"


The Venture-Captain responds with a stern look.

"He is a good man. I doubt that he left his companions to die. This is a dangerous place!"

The food now is served and the VC adds with a grin to the Innkeeper. "And the food is definitely great!"


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

Shardra looks at Kolo then back at Adril. "I could go up and talk with him. Would anyone want to join?". The shaman looks concerned. "I hope he find his companions in this Accursed Hall.". 'Or what remains of them,' she thinks to herself.

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Ignatius leans forward and softly asks, "Venture Captain...I heard rumors that the survivor had been subjected to some kind of surgery. What did happen to the poor man?"

Iggy shakes his head at Shardra's suggestion to talk with the Rozimus. "Its better if I someone else does the talking. My appearance is likely to frighten the man. But if no one else volunteers, I would be willing to go up and listen. I have a sharp set of ears and know how to pick the lies from the truth."


In response to Ignatius‘ question, Adril says ”You should see for yourself! I don’t know how long you’ll need. I’ve made this inn my base of operations. You can find me and your companions here or in the taproom until last call night—maybe later if the inkeeper is in a good mood!”

After Ignatius and Shardra head upstairs to speak with Rozimus, Adril looks at the rest of you ”I don’t rightly know where to start but I’ll try to use the time to give you more details. The one thing you can count on is that the place is so ancient that no mundane living creatures could be found there—-and the other teams stumbled into some sort of dark menagerie full of artificial deserts and oceans and creatures kept suspended in time for millenia! Other teams exploring other areas have reported undead roaming the halls, trapped statues that breath fire, oozes and slimes, and even some sort of plant-insect monster from beyond the stars! If there’s any rhyme or reason to what Nhur Athemon was doing, or why this complex he built ended up the way it did, I sure can’t find it. Hopefully, once all the field reports have been collated and analysed by the specialists in the Grand Lodge, they can figure it out.”


One of the inn’s staff directs the two Pathfinders to Rozimus’ room upstairs.

A lean, middle-aged woman is next to the bed helping an obviously sick man sip some tea. When she sees you, she says ”This brew should help him sleep—don’t stay long!“

She slips out of the room while you talk to Rozimus.

The man looks up at you as you make your introduction. He strains to sit up a little.

”Thanks the gods! I was telling that other man . . . the one with the beard . . . I forget . . . that they had to be rescued! They could still be there . . . trapped. If only . . . I just don’t remember!“

Rozimus coughs for several seconds, and beads of sweat appear on his brow.

”There are things there . . . in the shadows! I’m lost. I shouldn’t have fled!“

Tears appear in his eyes.

”But you can set things right. Get them out!“ His eyes close for a few seconds and it looks like he’s fallen asleep, but then they open and he stares at you intently.

”Yes . . . yes. Show them this . . . they’ll know I didn’t abandon them. That I sent you. I didn’t flee, I went for help!“

He fumbles under the blankets and pulls out his wayfinder. You see a clear spindle ioun stone nestled within.

”Take this. Show them. Promise me!“

His head sinks back in the pillow.

Heal DC 15 :

Well, you figure you have time for maybe one or two questions before the herbalist’s tea does its work and the man falls into a deep sleep.
From your examination, you don’t think Rozimus is diseased, and most of his physical wounds have already been treated. The best you can guess, he’s suffering from a sort of mental shock and exhaustion.

I’ve placed a pic of Rozimus (obviously from when he was in full health) on the NPCs slide.

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Heal: 1d20 + 7 ⇒ (5) + 7 = 12

[b"Perhaps we should let him rest"[/b] the tiefling says as he quietly takes the wayfinder and slips it into his sleeves.


GM :

R : 1d20 ⇒ 11
S : 1d20 ⇒ 12
I: 1d20 ⇒ 8

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi gives a bit of a laugh So this is a rescue mission that they may as well classify as a suicide mission, eh?

Hanzi knows he isn't gonna get anything out of the poor man, he simply produces a snuff box and enjoys his smokeless tobacco while making unbroken eye contact with Adril, saying nothing.

He spits in an empty stein.


Male Human (Shoanti) Bloodrager 7 | HP 74| AC 20/13/19 | Fort+9 Ref+5 Will+6 | Initiative +1; Perception +10

Crowe leans back in his chair, ”Now, this looks like two jobs: one, find the missing pathfinders; two, find the crazy, ancient stuff. Normal pathfinder business and a rescue mission.”

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Shoulda brought better muscle Hanzi says with a laugh

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

A tall, slender, figure steps into the chamber. His deep green cloak has its hood drawn casting shadow across the face. A deep, black, cat pads along side of him- overshadowing him in her size and strength.

"I hope you can excuse my absence, Captain Hestran. I felt it wise to scout the areas outlying Thornkeep prior to my entrance. I have found myself in many a place where I wish I knew my routes of escape better than I did. Thornkeep seems like one such place."

The hand lifts up and pulls back the hood, revealing the surprisingly young face of a human male. Despite its youth, the boy's eyes seem to bear the weight of one many years his senior.

"The name is Edmund. It is a long path from Cheliax to the River Kingdoms- and not a safe one at that." He motions softly to the black cat at his side- which you now notice is garbed in a blackened metal chain shirt. "This is Kissan. I hope none of you are allergic". The delivery is deadpan, as though he has used the line many times in the past. "She is a trusted friend, and a close ally. I ask that you would consider her value to our cause as significant as you would mine."

Setting down his bow, Edmund takes up his place on a rickety wooden seat. He reaches out and grabs the unclaimed tankard. Taking a deep swig before setting it back down. "Don't wait on me. I'll figure out the details we go..."


HP 45/45| AC 25 T 13 FF 21 | CMB +10, CMD 26 | F: +8, R: +8, W: +4 | Init: +3 | Perc: +7 (+15), SM: +2 | Speed 40ft | Scent | Hunters Tricks: 7/7, Active conditions: +2 Str (Aspect)
Skills:
Acrobatics +7, Climb +11, Escape Artist +3, Intimidate +0, Stealth +9, Survival +2, Swim +11

She takes a deep breath in, filtering the smell of the smoke and food from the smells of each of the figures in the room.

Why must human spend time under roof? No smell of earth. No soft dirt in paws. Only sweat and burned meat. Why cook good meat?

She pads forward, in a partial crouch- tension never leaving her hind legs. Her eyes and nose alert to the changing environment. Her human begins talking, in those strange sounds he often uses- she glances across the room- memorizing the sight and smell of each of the creatures.

The tension mounts for a moment, before her human pulls back his hood and reveals his face.

It must be safe Her posture immediately changes and the tension leaves her legs. As he sits, she moves alongside him before flopping over on her side, right on the human's feet- arching her back in a stretch before curling up just *barely* under the table.


Male Human (Shoanti) Bloodrager 7 | HP 74| AC 20/13/19 | Fort+9 Ref+5 Will+6 | Initiative +1; Perception +10
Hanzi Logain wrote:
Shoulda brought better muscle Hanzi says with a laugh

When Edmund and Kissan enter just after this statement, Crowe barks out a laugh, ”someone was listening to you, Hanzi.” The big man looks around, ”Shoulda brought better, um, steak!”

Crowe laughs at his own joke.


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

Heal: 1d20 + 9 ⇒ (19) + 9 = 28

Shardra looks at the man, who is simply tired and in a mental shock. She'll take the wayfinder from the man. "Can you describe your friends? What are their names, what do they look like? We'll do our best to find them. I'm positive they are in there.". The dwarf puts her hand on his shoulder to reassure him. "Do you remember where you lost them? Anything at all that can help us find them?"


The man looks at Shardra with a blank look on his face.

”I ... I can’t remember their names or their faces!!“ and it seems as if this fact is really frustrating him.

GM :

r,s,i: 3d20 ⇒ (17, 12, 13) = 42

The VC can give you the description of the rest of the team.


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

Shardra looks at the man. "Please rest. We will do our best to find them."

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

While the man is still awake, Ignatius asks, "Can you remember anything about the room where you lost your companions? Any detail might help us find them."

As they leave, the tiefling asks Shadra about the ioun stone in the wounded man's wayfinder. "Do you know what that stone does? I've seen other Pathfinders carry them and I know they often have magical powers."


The man shakes his head and is clearly confused.

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi looks at the cat and gives it a grimace. Felines and snakes have a long and sordid history in Hanzi's part of the world. He gives a bit of an uncomfortable shiver at Kissan before simply giving another spit.


You can detect magic and spellcraft the wayfinder and ion stone.

Adril nods when he hears Shardra and Ignatius come back.

"Did he talk about the fog? The team that Rozimus was part of started exploring down a corridor filled with thick fog. That's where you'll start your investigation."

Ready to leave? Any purchases?

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

I need a few minutes and a fire to reup my adamantine and ghost salt blanches. I am going to purchase a potion of fly, water breathing, and remove curse. Ill use PP for two of those three.

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

"Hmmmmm...fog. I don't like the sound of that. At best, fog will keep us from striking at our enemies until they right upon us. But I've also heard tale of Pathfinder's encountering fogs that are poisonous. Do we have any magical defenses against such things?

Ignatius will purchase 2 antitoxins, 50 more alchemical cartridges, a ghost salt blanch and then will blanch 10 of the new cartridges immediately. 600 gp total. Also, he uses mage armor for defense but has to rely on someone else using the wand on him. Would it be okay for Crowe to hold onto his wand and bop Iggy approximately once an hour while we're exploring the dungeon?

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi will do the right thing and down an antitoxin, soothe syrup and antiplague the moment the party lands on the landing.

He also purchases Twitch Tonic, Smelling Salts and 2 extra doses of the above 3 tinctures

Well I don't like this fog - I carry this scroll with me just in case but I can't read it. If the fog gets to thick use it

Hanzi passes his scroll of gust of wind to Shardra


Male Human (Shoanti) Bloodrager 7 | HP 74| AC 20/13/19 | Fort+9 Ref+5 Will+6 | Initiative +1; Perception +10

Crowe loves to bop!

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Patrick, being the typical quiet and shy nerdy sorcerer, has been rather quiet during the trip but has been making lots of notes. He is accompanied by Daosvaria, a wyrmling nightmare dragon. His eyes looks like he has seen things that no mortal man should ever see. He is also a strong believer that spells and alcohol don't mix although he does has a little cider if there's nothing non-alcoholic on the menu. He also leans down and gives the cat a scritch and looks very interested at the prospect of finding otherworldly eldritch items.

know local: 1d20 + 7 ⇒ (5) + 7 = 12

((I'll sort out purchases and profile later))


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

Spellcraft: 1d20 + 12 ⇒ (1) + 12 = 13

Shardra takes a close look at the wayfinder and stone inside. "I can say I've never seen this type before. Any idea what it does Adril?"

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Patrick also looked at the ioun stone.

spellcraft: 1d20 + 18 ⇒ (1) + 18 = 19

After looking at it intently he says I must apologise. I have not encountered this type of stone before


~ ~ Thornkeep - Sanctum of a Lost Age ~ ~

A good night's sleep is welcome after the long journey to Thornkeep, though some might toss and turn from excitement and anxiety of the perilous task ahead. The inn's common room is empty as you assemble shortly after dawn, though Shandar has kindly left out some cold bread and cheese in a basket for your breakfast. Trekking through the narrow, unpaved streets and alleys of the village, you soon reach the base of the hill and enter the so-called Accursed Halls.

Following the map Adril gave you, you descend deeper and deeper, often seeing signs of recent violence but fortunately avoiding any dangers yourselves. After perhaps an hour of navigation, you reach the point where Rozimus' delve-team was sent to explore.

Before you is a ten-foot-wide hallway, but after the first fifteen feet, no details are visible through the glowing, swirling mass of pale mist that fills the entire corridor.

You have to go through so ...

You bravely advance into the corridor. The billowing yellow mists and shifting lights surround you, making it impossible to see.

But by moving straight ahead, you’ve only walked twenty or thirty feet before the mists gives way and you find yourselves in the middle of a large entry hall with the strange corridor now behind you.

D1. ENTRY HALL

Across the room, three demonic stone faces as tall as humans leer at visitors like a scornful greeting party; each has an open mouth, extended, tongue, and slightly different features from the others; each is also a different color: from north to south, the faces are blue, yellow, and red.

Between the huge faces, two staircases lead up ten feet to a balcony that overlooks the entire chamber.

A set of ornate stone double doors stands closed along the south wall, while two shadowy alcoves flank the corridor of lights and mists along the west wall.

D4. AUDIENCE CHAMBER

Looking through open doors you see another room.

A massive triangular table carved with arcane sigils dominates this room. Three ornate chairs offer a commanding view of visitors.

The north, east, and south walls each feature a door brightly colored blue, yellow, and red, respectively.


Male Human (Shoanti) Bloodrager 7 | HP 74| AC 20/13/19 | Fort+9 Ref+5 Will+6 | Initiative +1; Perception +10

spellcraft: 1d20 + 3 ⇒ (19) + 3 = 22

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund moves into the fog cautiously, holding his breath for as long as he can before he is forced to take a breath. He keeps tension on his bowstring, eyes alert through the mist.

At least Kissan can still smell though this... I hope

He stays lock step with the large cat until they open up into a main chamber. His hand reaches out grabs a small amount of her fur, tugging gently.

"Stay close for now friend, we don't know what is up there"

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Retcon. Prior to entering the fog

Producing a small wand from his bag, Edmund taps himself before venturing into the deep unknown.

Heightened Awareness


HP 45/45| AC 25 T 13 FF 21 | CMB +10, CMD 26 | F: +8, R: +8, W: +4 | Init: +3 | Perc: +7 (+15), SM: +2 | Speed 40ft | Scent | Hunters Tricks: 7/7, Active conditions: +2 Str (Aspect)
Skills:
Acrobatics +7, Climb +11, Escape Artist +3, Intimidate +0, Stealth +9, Survival +2, Swim +11

Nasty Fog. Not from earth.

The cat strides into the corridor, the tension visible in her legs. Edmunds hand reassures her that he is nearby, and she presses on into the darkness.

Protect human. Defend human

Perception: 1d20 + 7 ⇒ (2) + 7 = 9 +8 scent


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

Shardra nibbles at the cold bread while entering the fog. "Wonder what's on the other side," the shaman ponders out loud. Then through the mist, they come face to face with demonic statues. She lets out an audible gasp! "What are those things?". Looks like the adventure has officially started!

Is there a Knowledge roll to ID the demon statues?

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

"This whole place seems suspicious. I will go scout ahead a little bit."

Ignatius readies his staff and sneaks up the stairs, carefully watching each step he takes for pressure plates or anything else that seems out of place.

Perception: 1d20 + 19 ⇒ (13) + 19 = 32
Stealth: 1d20 + 20 ⇒ (20) + 20 = 40


You see that walls and floors are made of stone, ceilings are on average 20' high, and rooms are lit with continual flame torches throughout which create normal light conditions.

Ignatius, you notice that the central yellow visage bears slightly feminine features, and that all three forked tongues contain an irregular depression that appears designed to fit a humanoid’s hand.

Those studying the faces can make a kn arcana or history check.

DC 18 Knowledge (history or arcana) :

Studying these faces reveals that the runes imprinted by each face and carved into the walls near them are the personal arcane glyphs of the last known apprentices of Nhur Athemon: Togarin (blue), Vuzhon (yellow), and Daegros (red).

You have heard rumors that Nhur‘s three proud apprentices sought to betray their master. The enraged archmage discovered their treachery too late to put an end to the plot, but early enough to bend and pervert the magic.

But these stories are hundreds of years old.


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

Knowledge (history): 1d20 + 2 ⇒ (11) + 2 = 13 +2 on dwarves and their enemies

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

k arcana: 1d20 + 18 ⇒ (9) + 18 = 27

The personal arcane glyphs of the last known apprentices of Nhur Athemon: Blue is Togarin; Yellow is Vuzhon (yellow); and Red is Daegros. Hundreds of years ago, it is said that they sought to betray their master. The enraged archmage discovered their treachery too late to put an end to the plot, but early enough to bend and pervert the magic that they employed.


Where to? No traps so far.

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi shrugs and places his hand on the yellow, feminine looking sigil Girl bad guy this way?

He takes a piece of paper and scrubs out a copy of the glyph. Then he touches his hand to the hand print.

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