GM_DBH's Shattered Star

Game Master DBH

Called together by the Pathfinder society our heroes will find themselves on a long and dangerous trail to unlock the secrets of the
past.

A vision of Windsong Abbey in smoking ruins sends our heroes north along the Lost Coast in search of the latest fragment of the Shattered Star.

Dire rumors and whispers of the devastation hint that an ancient evil has returned to the abbey.
Shattered Star Folder

Loot sheet

Magnimar

Varisia

Abbey requests

Abbey area

Abbey Hamlet

Windsong abbey

Abbey exterior

Abbey Gatehouse

Abbey 3rd floor

Combat:

The party <============ May act!

Red


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Grand Lodge

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F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

Elena chuckles and pats Intrepid. "Of course I wouldn't forget about you! Who's a good rat elemental? You are! Would you like a piece of jerky? But don't tell Axton, all right? It'll be our little secret!" She winks at the Familiar and begins drawing them in their no-doubt super-heroic stance, which somehow ended up with Intrepid on top of Axton's head, mirroring his master's exact pose.

painter!: 1d20 + 16 ⇒ (12) + 16 = 28

The sketch seemed to capture most of their features beautifully. It wasn't her best work perhaps but better than it probably had any right to be, given it was made in the middle of nowhere under the chilly night air of an unremakable camping spot. It could probably match most professional drawings, even! She thought with no small amount of pride.

Also, she doubted anyone would notice any imperfections with a rendition of the mustache THAT good!

Elathras wrote:
"I assume we'll keep our regular watch?."

"Sure, I suppose?" She answered, a bit surprised. "Why is he asking *me*?" "Don't go off too far, all right? But knowing you I'm sure I won't have to worry." She smiles and gets back to her work.

I have no clue what our guard order was or if it is relevant, but I'll roll perception below.

perception: 1d20 + 21 ⇒ (4) + 21 = 25


Are you sure you want to do that?

For some reason Google decided that my links were restricted? It keeps doing that despite my always using the 'anyone who has the link can view' option?

Elthras finds some old tracks that he can easily identify thanks to his recent experience. Boggards have passed through the area, but it was at least three days ago.

The night passes peacefully and you continue on the journey.

THE HALFLIGHT PATH
After many days on the water, the Lucky Jenny finally arrives at the bottom ofthe great cataracts that come pouring down the Storval Rise, a thousand-foot-tall cliff face that slices Varisia nearly in half and separates the fertile lowlands from the rough and craggy Storval Plateau.

Othlo and his crew can go no farther. The barge moors to one of the piers
alongside several other ships that have traveled up the Yondabakari to visit the Asylum Stone. Once on foot, most of these travelers head east, taking the long, steep road that follows the Yondabakari up through the narrow crack the river cuts in the cliff wall.

A few brave souls even portage canoes and other small boats up the trail.
Othlo, however, points you toward a smaller, less traveled road that breaks away and trails northeast along the bottom of the Rise. He informs them that this is the fastest way to Kaer Maga, and leads just a few miles to the Twisted Door and the bottom of the Halflight Path.

Once you are ashore, Othlo and his crew wave and thank you for your business, then quickly turn the riverboat around and speed away with the current back toward Magnimar.

The Halflight Path is the most famous entrance to Kaer Maga, used primarily by those who value speed over safety. From a door in the foot of the Storval Rise, this subterranean tunnel winds its way up through the cliff to emerge near the city entrance called Meat gate.

Originally part of the mysterious and extensive dungeon complex beneath
the city, the path has had its many branchings carefully bricked up in order to create a single passageway usable by merchants and travelers . This route is maintained by the Duskwardens, Kaer Maga's elite society of rangers and
spelunkers dedicated to keeping the path open and safe, and to keeping the dangerous creatures of Kaer Maga's Undercity from getting out and terrorizing the city proper.

The path is open each day from dawn to dusk, as night is when the Duskwardens cease guiding groups and focus on patrols, explorations, and maintaining the defenses.

So, long safe path, or a quicker more dangerous route. What are you doing?


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

Having found the old tracks, Elathras informs the others, adding that they were several days old.
----------------------------
As Othlo points out the smaller faster road, Elathras looks towards the seep road following the Yondabakari. Turning towards the other, he points out, "Speed aside, I would like to meet a Duskwarden. Shall we take the Halflight Path?"

What would Elathras know of the Duswardens?
Knowledge (local)?: 1d20 + 8 ⇒ (4) + 8 = 12 Booo!


Level (11) Wounds (0) HP (141) AC (28/16/25, +2 Rage, +1 Outsiders/Aberrations) CMD (29, +4 rage) Saves (16/10/9, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (16/28) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10)

Bharak took a deep breath. It felt good to be off of the ship and to be back underground. It almost felt like he was home. "Aye, the Halflight Path sounds fine enough. It's not like we are in a huge rush." The dwarf said. "Though I'd love to take the time to explore down here. Who knows what secrets lie buried in the undercity?" He asked, rhetorically.

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

"That sounds good to me! I'd love to meet the Duskwardens as well. And it might help us get a feel for the city and its caves." Elena chips in. Of course, taking the safer path meant less adventure in the short run but there would be plenty of that - and danger - in the future, she felt.


Human Arcanist 11 ~ AC 20 (t 18, ff 18) | F+9, R+9, W+13 | Init +10/12, Per +12 | Arcane Reservoir: 9/14 | HP 71/71

"I hardly think that everyday danger should be an impediment to this group! The Halflight Path, obviously!"

Guys, the Halflight Path is the quicker, more dangerous route maintained by the Duskwardens.


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Level (11) Wounds (0) HP (141) AC (28/16/25, +2 Rage, +1 Outsiders/Aberrations) CMD (29, +4 rage) Saves (16/10/9, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (16/28) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10)

Sounds safe enough to me. Underground we go! With the Duskwardens patroling it, it should be quite safe. I am sure that nothing bad will happen.


1 person marked this as a favorite.
Human Arcanist 11 ~ AC 20 (t 18, ff 18) | F+9, R+9, W+13 | Init +10/12, Per +12 | Arcane Reservoir: 9/14 | HP 71/71
Bharak Slagsun wrote:
Sounds safe enough to me. Underground we go! With the Duskwardens patroling it, it should be quite safe. I am sure that nothing bad will happen.

*ahem*

"What's the worst that could happen?"

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

Even rereading the gm post 3 times it still confuses me whether the path is supposedly the safer or more dangerous option. Anyway, the choice is made so danger (?) it is! :)


Human Arcanist 11 ~ AC 20 (t 18, ff 18) | F+9, R+9, W+13 | Init +10/12, Per +12 | Arcane Reservoir: 9/14 | HP 71/71

I looked it up on Pathfinder wiki after I saw the confusion in the posts. The Halflight Path is an underground tunnel that opens at the base of the cliff, occasionally travels outside along the cliff face, but mostly goes through the Undercity (not an actual city; just old tunnels) to the top of the Storval Rise just outside Kaer Maga. The other, safer path is likely going up the river gorge (which seems like it has its own set of dangers, honestly) or maybe finding a switchback trail of sorts up the cliff.


Are you sure you want to do that?

The trail from the piers soon terminates in an open field nestled up against the cliff face. Several corrals, hitching posts, and other amenities stand in a rough circle, and a small group of traveling merchants sit queued up in a line at the clearing's edge.

In the center of the clearing, a huge set of bronze double doors stands embedded in the rock face, the portals embossed with strange runes. The runes are in no known language, and anyone who stares for more than a moment at the door discovers that the apparently simple construction plays tricks on the eyes the gate's edges subtly twist and warp, so that while all the edges seem straight and simple, anyone attempting to follow one with her eyes or fingers finds herself somehow at a different one, the outer edge becoming the inner one without seeming to twist, and so on.

Standing next to the door is a small knot of authoritative-looking figures carrying weapons and wearing light armor. All are dressed in brown and gray
uniforms with a sigil on the right breast-a golden arch against a midnight blue background. These are the Duskwardens. They nod politely to you, and motion you toward the other travelers waiting in line, though they don't approach you.

After a few minutes of waiting, one of the Duskwardens breaks from the group and approaches you. Looking about 30 years old, with a thick brown beard and hard but handsome features, the man introduces himself as Abra Lopati, a member of the Duskwardens.

He shakes your hands and jovially informs you that as a bunch who look like they can pull their weight, they get to jump to the front of the line. He then waves over several more people waiting in line-a fat merchant named Bolgar Grumm and his strapping but dull-looking teenage sons Tuggus and Marl.

Once the merchant family has hauled its cart of trade goods over, Abra lays out the rules for the ascent.

Each of you is charged 2gp to use the Halflight Path-the bare minimum allowable, Abra assures you while the merchant with his cart is charged significantly more.

Once they pass through the Twisted Door, there is to be no talking unless absolutely necessary, and absolute silence when Abra signals for it.

Bolgar, stinging from the fee, looks inclined to object, but Abra emphasizes that while the Duskwardens attempt to keep the path safe, there are still things in the Undercity that they don't want to risk
meeting, and that the whole reason they operate in small groups is to maintain a certain level of stealth, as well as to make it easier to fight in cramped quarters if necessary.

At that last addendum, he looks significantly at you.

Any questions for him?


Level (11) Wounds (0) HP (141) AC (28/16/25, +2 Rage, +1 Outsiders/Aberrations) CMD (29, +4 rage) Saves (16/10/9, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (16/28) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10)

Bharak looked back at Abra, not looking very impressed but he was taking this seriously. He nodded, understanding what the man was talking about. In many ways this reminded him of his old home. Dongun's Hold was connected to Nar-Voth...well, in truth his people lived in the Darklands.
And it was surrounded by the mana wastes, from which other monstrosities could emerge. Stealth? Close quarters cramped fighting? It was more comforting to him than being on a boat, that was sure. He just wished that he had a pistol or two from his homeland. As dangerous in melee as they were at range, he would have felt much more safer with one of those guns. Realizing that he was becoming lost in such memories, he decided to ask "So...what kind of abberations be we talking about here?"


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

Watching the duskwarden approach, Elthras pays more attention to his gear than anything else. The camoflauge Light armor stands out the most, and as Abra speaks of being as quite and sneaking through the tunnels Elathras understands why,

Chuckling at Bharak's question about Abberations, Elathras nods, the dwarf was no fool. Lifting a hand, Elathras asks. "Should I pack my plate armor to me more quite, or will having someone in heavy armor at the front be a better idea?"

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

After exchanging pleasantries with the guards and merchants with them, Elena nods at Bharak's question. "Is there any particular tactic the monsters here like to use to attack travelers? Darkness? Something else?"


Are you sure you want to do that?

Abra seems pleased that you are asking now and want information on what you could be facing. It shows your professionalism.

He describes the dangerous things that have recently been probing the tunnel defenses and you immediately recognize what it is from your experiences in the Lady's light!

Seugathi

Anything else you wish to know or do before setting off?


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

Looking towards the others, Elathras frowns. "Didn't we fight one of those? Seems they can cause a little confusion." Looking back towards Abra, he adds, "I believe I'd rather keep my armor on." Shifting his Keen Guisarme from resting on his shoulder to his hands, He gestures towards the dark path into the undercity, "I'm ready to go if you all are."

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

"Ah. You speak of Seugtahi? We've fought them before quite recently and I have just the thing to ward us should it come it to. Shelyn will ward our minds!" Elena replies to the guard, then excuses herself to pray to her patron, preparing the spell.

Of course, there was still a chance this would fail - if they got to *her* mind before she managed to ward the others. But such was life - she trusted Bharak and the others to have her back too should she herself falter at any point.

She returns in a few minutes, ready to move on.

Elena prepares a suppress charms and compulsions instead of spiritual weapon. For future reference I'll mark this and align weapon: communal as spells that are kept open to suit the situation and can be prepared on the spot.


Are you sure you want to do that?

Beyond the Twisted Door, the Halflight Path is a roughly Is-foot-wide, IS-foot-tall tunnel that winds up through the cliff at a steep but manageable slope.

The tunnel begins as a natural-looking cave, with minimal work done to widen
it, but as it climbs, it passes through numerous distinct regions-places where the tunnel has been painted with crude pictographs or decorated with elaborately carved pillars and frescoes, or where it becomes a mirror-smooth
tube or a square-walled path filled with right angles, like a labyrinth in which every wrong turn has been blocked off.

Sometimes it emerges briefly onto narrow ledges along the cliff face, and at one point the tunnel even opens up into a larger chamber where both walls are carved with elaborate porticos and balconies, its many doors and archways all
carefully locked and barred or bricked up completely.

Abra explains that maintaining the barricades that separate the Halflight Path from the rest of the passages below Kaer Maga is one ofthe Duskwardens' chief jobs.

Passage through the Halflight Path takes 2 hours, with the limiting factor being Bolgar Grumm and his hand cart, which takes up most of the tunnel and is pulled by his two sons. All three Grumms are noticeably nervous in the tunnel, and flinch at every distant roar or shriek that filters through the walls.

You reach an area that concerns Abra?

The tunnel here is long and straight, maintaining its fifteen foot diameter. On the right wall, elaborate carvings depicting a falling star wreaking havoc on a humanoid populace flank an enormous archway carved with twining vines that almost obscure leering skulls.
The space inside the arch has been crudely bricked up, with many of the bricks broken or sticking out at right angles.

As the party passes the archway, Abra pauses to look at the poor brickwork on the barricade and mutters, "That isn't right."

At that precise moment, the unmortared brickwork explodes outward as a trio of slithering horrors come barreling through.

The Seugqathis take this round to get through the brickwork. You have one round of actions then we go to initiatives. Currently the Seugathis are on a group coming through the wall into the 15' diameter tube you are in

What are you doing?


Level (11) Wounds (0) HP (141) AC (28/16/25, +2 Rage, +1 Outsiders/Aberrations) CMD (29, +4 rage) Saves (16/10/9, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (16/28) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10)

Rage and attack! +1 AC from totem power, +2 AC from raging

Hit: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 2d6 + 19 ⇒ (2, 6) + 19 = 27
Acid: 1d6 ⇒ 3

Iterative if close enough: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d6 + 19 ⇒ (4, 5) + 19 = 28
Acid: 1d6 ⇒ 1

Bharak walked in silence throughout the journey. He was well aware of his surroundings, as the dwarf breathed in the familiar atmosphere. He hadn’t realized how much he had missed home until he felt the weight of the world over his head. It was a sobering moment, interrupted by sudden violence. His contemplation gave way to the needs of the moment. Falling into a battle trance, he immediately leapt to the attack.


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

I'm assuming our action is a surprise round.
Following their guides Elathras notes the changes in the passageway through the distinct regions. As they walked he wondered, if it had just been them, if Elena would have stopped to draw some of the interesting things they'd seen. Turning to ask her he hears the guide say 'something isn't right' just as the brickwork explodes. Stepping forwards, he thrust his keen guisarme at the nearest creature, issuing his Challenge "Have at thee beast!"

swift: challenge, AC 27/25, 5 ft step (if needed) Attack: + 1 keen guisarme, WT, PA,
attack: 1d20 + 14 + 1 - 2 ⇒ (20) + 14 + 1 - 2 = 33 for damage: 2d4 + 1 + 8 + 6 ⇒ (3, 2) + 1 + 8 + 6 = 20
attack: confirm crit: 1d20 + 14 + 1 - 2 ⇒ (8) + 14 + 1 - 2 = 21 for damage: 4d4 + 2 + 16 + 12 ⇒ (3, 1, 4, 2) + 2 + 16 + 12 = 40


Human Arcanist 11 ~ AC 20 (t 18, ff 18) | F+9, R+9, W+13 | Init +10/12, Per +12 | Arcane Reservoir: 9/14 | HP 71/71

"Not the brickwork!"

Dismissing the idea of a retributive fireball in such a cramped tunnel, Axton pulls out his wand of acid arrow.


Are you sure you want to do that?

Showing the benefit of foreknowledge Bharak & Elathras immediately react to the attack by cutting down two of the aberrations!

Seriously, those attacks!.

Umazura & Elena to act

Grand Lodge

1 person marked this as a favorite.
F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

Well-prepared for an ambush, Elena narrows her eyes when it arrives and is about to call upon her most powerful summoning magic when two of the three assailants are cut down instantly by Bharak and Elathras.

She abandons that idea to instead confer a blessing upon Bharak!

"Lady, compel me to listen, to hear. Give me the heart to provide the means to help. For I am compassion, a rallying voice, a certainty for those in need."

Bharak has bit of luck for 1 round extended to 2 due to his godly amulet and can roll all d20's and take better twice for 2 turns.


F Half-orc Skald(Fated Champion) 8th
Stats:
Hp's 75/75; Int: +1; AC 17/11/16; Perc: +12; Fort: +10/Ref: +5/Will: +11

Umazura begins a tale of a dwarven barbarian who taunted a pair of giants with his backside.

Inspired Rage: +3 Will/+4 morale to Str/Con; Beast totem +3 to Natural AC - (If you so choose to accept this abilities, that is).


Are you sure you want to do that?

The remaining Seugathi activates its Aura of madness.

Will save DC20 please everyone. Those who make it may attack.

Those who fail roll on the confusion table.

Confusion:

01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

First person to get Act normally finds it changed to Attack nearest.

You may all act.


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

Will save DC20: 1d20 + 8 ⇒ (20) + 8 = 28

Giving a grim smile as the creature falls Elathras turns and see's Bharak had dropped the other. Seeing the lone Seugathi seem to do something, Elathras shakes his head. Looking at the creature, "Not today, Have at thee beast!~" Stepping forwards, he thrust his keen guisarme at the nearest creature, feeling his weapon bite deep again.

swift: Glorious Challenge, move action if needed AC 25/23, Attack: + 1 keen guisarme, WT, PA,
attack: 1d20 + 14 + 1 - 2 ⇒ (20) + 14 + 1 - 2 = 33 for damage: 2d4 + 1 + 8 + 6 ⇒ (4, 1) + 1 + 8 + 6 = 20
Well would you look at that
attack: confirm crit: 1d20 + 14 + 1 - 2 ⇒ (9) + 14 + 1 - 2 = 22 for damage: 4d4 + 2 + 16 + 12 ⇒ (2, 4, 4, 3) + 2 + 16 + 12 = 43


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Are you sure you want to do that?

Yeah, it's got 2 hp left after that you brute! It's dead.

charges: 1d20 + 30 ⇒ (14) + 30 = 44
charges: 1d20 + 30 ⇒ (3) + 30 = 33
charges: 1d20 + 30 ⇒ (12) + 30 = 42

Wand of Magic missile: 1d3 ⇒ 3
Wand of Cure light wounds : 1d2 ⇒ 1

Loot:
Wand of Magic missile (CL5, 42 charges),
Wand of Cure light wounds (CL5, 44 charges),
Wand of Grease (33 charges),

MW Longswords (3)

Awestruck expressions from everybody else? Priceless.

Beyond the archway is a long tunnel leading down into the dungeons below Kaer Maga-where exactly it leads is unknown. Abra glances at the pale and shaking Grumm family and argues vehemently against exploring the tunnel, citing the need to reach the end of the Halflight Path and warn the rest of the Duskwardens so that the tunnel can be closed and a full team can be sent to investigate it.

You move on and reach Kaer Maga. Next post will cover your arrival.

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

willsave: 1d20 + 15 ⇒ (20) + 15 = 35

"I really wish they'd stop doing that," Elena thinks, not even remotely fased.

"My, you two have grown really strong, Bharak and Elathras. Impressive!" She praises the fighters and watches the rest of the caravan, just in case some shrapnel from the cavern wall exploding had gotten to them, or the madness had spread to them in that instant.

Should there be any injured she takes them back from the slain enemies and channels. It was nice and all, finding yet another fairly powerlful healing wand but there was no reason to use it, just as their original healing wand had also never been used before - which was as sure of a sign of Shelyn's protection as there could ever be.


Human Arcanist 11 ~ AC 20 (t 18, ff 18) | F+9, R+9, W+13 | Init +10/12, Per +12 | Arcane Reservoir: 9/14 | HP 71/71
GM_DBH wrote:
Awestruck expressions from everybody else? Priceless.

Ha ha ha!

Just as Axton is ready to fire, the horrible creatures are slain. He casually stows his wand away.

Is there time for Axton to buy a handy haversack in KM? I thought I already had one, but I don't see where I've bought or acquired one before.


1 person marked this as a favorite.
Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

Helping collect the items carried by the Seugqathis, Elathras looks up and blushes at Elena's compliment. As he packs the gear and continues moving, he considers what she said. After a time, he walks near the blue haired half elf. "You know Elena, I'm not sure it's more strength as much as more Confidence. When your peers acknowledge your accomplishments." He smiles, "I couldn't have accomplished it without the pathfinders support." He looks at the others, "Especially you four."

As they walk, Elathras moves closer to the 'Ranger' and asks, "Will they brick the passageway back up or explore it first?"
--------------
Once they reach Kaer Maga and leave their fellow travelers, Elathras voice a thought out loud. "Maybe we should have searched the tunnel back there. I can't believe what were looking for is close to the surface of the city."


Level (11) Wounds (0) HP (141) AC (28/16/25, +2 Rage, +1 Outsiders/Aberrations) CMD (29, +4 rage) Saves (16/10/9, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (16/28) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10)

Bharak smiled at Elena. He was just glad that he was managing to keep up with Elathras. All he knew on fighting came from some militia training, and from surviving his exile into the mana wastes. Elathras was an actual Hellknight. The fact that he was keeping pace with such a well trained warrior filled him with pride.

-----

Once at Kaer Maga, he finally allowed himself to relax. "Aye, fortunate." He said. "Espcecially as these tunnels could well lead all the way down to the center of the world."


Are you sure you want to do that?

Abra's replies to Elathras with clear respect in his tone. "Oh we'll explore. Those things were new so a team will be making sure there's no nest further in before we brick it up again!"

The Halflight Path terminates in a stone bunker just outside the city walls, near the district called the Warren.

Upon your arrival, Abra immediately informs the other Duskwardens of their encounter with the seugathis, then recovers the halflight charms from the travelers.

Grumm and his sons, now adding anger to their terror, take off for the city at a run, shouting insults over their shoulder regarding the Duskwardens' competence.

Before you can leave, however, Abra takes you aside and thanks you for your in killing the seugathis, praising your skills.

To Elathras, he hands a Greater halflight charm, instructing him in its use.

Greater Halflight charm:

Aura moderate conjuration; CL9th
Slot neck; Price 20,000gp; Weight -
DESCRIPTION
While regular halflight charms are temporarily issued to anyone traversing the Halflight Path under Duskwarden guidance, greater halflight charms are given to those who have saved a Duskwarden's life or performed a great service for the organization.
They thus carry great social cachet with the Duskwardens, who consider selling or purchasing one to be a grave insult.

A greater halflight charm is a dark blue crystal amulet embossed with a golden arch and suspended from a black cord. When worn, it grants the wearer darkvision 60 feet.
It also grants a +2 bonus on all initiative checks made while in underground
areas.
In addition, once per year, the wearer can call on the amulet to summon the specific Duskwarden on whom the charm was imprinted at its creation, who is instantly teleported to an adjacent square along with his standard adventuring gear, provided the wearer is on the same plane.
The Duskwarden is not bound to the caster's will in any way.
CONSTRUCTION
Requirements Craft Wondrous Item, darkvision, teleport; Cost 10,000 gp

He also notes that you would be well served to find a local guide in the Gap, and that if you ever need him during their stay in the city, they can contact him either here or at the Duskwarden Guildhouse in Bis.

Map of Kaer Maga up top. What now?


Human Arcanist 11 ~ AC 20 (t 18, ff 18) | F+9, R+9, W+13 | Init +10/12, Per +12 | Arcane Reservoir: 9/14 | HP 71/71

Overhearing the Duskwarden's instructions to Elathras, Axton butts in.

"And if he were to use this summoning feature, will you eventually teleport back?"


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

Humbled as Abra praises the groups skill, Elthras is left almost speachless when the ranger hand him the greater halflight charm. Stumbling over words, "I don't know what to ..." As Axton asks about the particulars, Elathras realizes what he wouldn't have said. Nodding politely to the Ranger, he slips the black cord over his head.

As they depart he asks, "So we should head to the Gap?"

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.
Elathras wrote:
""You know Elena, I'm not sure it's more strength as much as more Confidence. When your peers acknowledge your accomplishments. "I couldn't have accomplished it without the pathfinders support. Especially you four."

"Awwww, that's so sweet of you! Thanks." The Shelynite smiles back. "Still, I don't think it's a bad thing to just accept some well-deserved praise every now and then. Sometimes... I get this feeling you doubt yourself a lot and I'm not sure why. But you would know better than me, of course. If you ever want to talk about it though, feel free to mention it and I just might listen." She gives a cheerful wave and rejoins her place in the caravan.

Later...

Elathras wrote:
"So we should head to the Gap?"

"All right, but before we head straight into setting up the cave expedition, now that we've reached the city proper and are alone again, how about we first drop this package-" She motions towards the one with the severed hand of the caught spy. "-Somewhere in the most convenient busy market we can find and cross that off our to-do list?" She consults the map given by the society. "That'd probably be the Downmarket district. It shouldn't be that hard to do and avoid negative attention on us - I think. At night if needed." She makes a face in its direction. "It's just... walking around with a severed body part feels wrong to me. And... well," She blushed slightly. "My at-times overly sensitive elvish nose wishes to be rid of it as soon as possble. Preferably before it starts to rot in earnest."


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Are you sure you want to do that?

Kaer Maga is possibly the oldest settlement in Varisia, and is certainly one of the most mysterious. Rather than being constructed as a typical city, the structure is instead an enormous hexagonal stone ring many hundreds of feet
thick, with its citizens living in the vast hollows and stacked empty chambers inside the stone walls themselves rather than in the open space in the ring's center.

Diverse and cosmopolitan, with no centralized government, the City of Strangers has become famous throughout the region for its acceptance and anonymity, creating an anarcho - capitalist paradise of escaped slaves, thieves, heretics , marginalized social groups, and anyone else seeking to reinvent herself.

No one knows Kaer Maga's true origins, yet a few of the most learned sages believe the monument was already standing when Xin founded the Thassilonian Empire.

The first Runelord of Greed, whose territory the structure stood in, found the place inhabited by a strange eyeless race he dubbed the caulborn-eerie extraplanar scholars who claimed not to have founded the structure, but rather to be studying it.

Recognizing the creatures' great potential as well as their hunger for intelligent minds to feed upon, the runelord gained their servitude, in exchange turning the monument into a penal colony where he could send those
dis sidents and servants who had outlived their usefulness.

When the fall of the Starstone at last cut short the reign of Thassilon, the caulborn and their vampire prison wardens retreated deep underground, leaving the inmates to fend for themselves-as they have for thousands of years.

Today, the city is a hub of commerce, a lais sez-faire enclave of rival gangs and sects that protect their own while balancing each other out to ensure that no single faction ever gains too much power.

The citywide motto of "Your business is your business" means that organizations like the abolitionist Freemen can exist alongside orc slavetraders from Urglin, and priests of Pharasma alongside the zombie servitors of Ankar-Te.

The city is rife with both monstrous residents-such as the "wormfolk" nagas and self-mutilating troll Augurs-and disturbing humanoid citizens, such as leech-covered bloatmages and lip stitching Sweettalkers.

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

From the exit of the Halflight Path, the most obvious From the exit of the Halflight Path, the most obvious entrance to Kaer Maga is through the Gap, a massive break in the ring ofKaer Maga's walls where an ancient explosion
tore away thousands of pounds of stone.

This carnage has been mostly filled in by the district called the Warren,
a many-storied shantytown of rickety scaffolding and makeshift shacks, yet a wide corridor still runs through the center and plays host to a constant stream of traffic in and out of the city.

This is also the best place in the city to find local guides. As soon as you
enter the Gap, you're swarmed by mobs of local children offering themselves as guides.

Perception DC25:

slight of hand: 1d20 + 6 ⇒ (19) + 6 = 25
They are also trying to pick your pockets while you are distracted!

One, however, immediately distinguishes himself by locking eyes with one of you and hailing them as Pathfinders. Perhaps 16 years old, the boy is skinny and wears ragged clothes, yet carries himself with a confidence his compatriots recognize, getting out of his way and leaving you to him.

He introduces himself as Gav Nahli, the self-proclaimed "best guide in the city," who congratulates you on "having the perspicacity to engage his services for the laughably low price of 5 gold coins per day."

What is your response?


Level (11) Wounds (0) HP (141) AC (28/16/25, +2 Rage, +1 Outsiders/Aberrations) CMD (29, +4 rage) Saves (16/10/9, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (16/28) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10)

Thanks for the city description. It was great, didn’t know any of that about the city

Perception: 1d20 + 19 ⇒ (11) + 19 = 30

The strangeness of the city set Bharak on edge. When the mobs of local children came he focused in on them and recognized what they were after. Putting a hand over his coin bag, he said to the others ”Pickpockets.” Looking at them warily he added ”Watch yourselves. These wee thieves will pick us dry if given the chance.” He decided that in the future he’d hang the coin bag around his neck so it could be protected under his beard. If a pickpocket could get it there then it would be gold well earned!

When one of the children approached offering to be a guide he turned to see what the others would say. He didn’t trust the urchin, but he could see the wisdom of having a guide.


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

perception DC 25: 1d20 + 13 ⇒ (6) + 13 = 19

smiling when Elena called him 'sweet' Elathras was't sure how to respond to her questioning his selfworth. He felt like he'd overcome much since the days of being a scrawny kid under the watchful eye of his aunt. Not sure what else to say, his smile wides in responce. "Thanks Elena, If I ever want to talk about it, you'll be the person I find."

Chuckling at Elena's comment about 'sensitive noses, Elathras nods. Fortunately he did not have a sensitive nose, actually, sometimes he wondered if his nose worked at all.
--------------------
As they pressed through the crowd, Elathras raised an eyebrow when Bharak pointed out some of the kids were possibly pickpockets. Shaking his head in disbelief, he wondered what sort of life would push a child that quickly to crime. His eyes resting on the confident teenager, he raises an eyebrow at 'Gav's' introduction. Mentally calculating the gold in his purse and the five goldpiece fee, Elathras asks. "Five gold a day is very expensive, we intend to go deep under the city. How familiar are you with the underground?"

Sense motive to discern the truth of his answer
sense motive: 1d20 + 11 ⇒ (15) + 11 = 26

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

perception: 1d20 + 21 ⇒ (17) + 21 = 38

"Pickpockets? Really." Elena says, grinning at the prospect. "Reminds me of the basic training back in Absalom..." Rather than get angry or defensive, she seemingly [i[ wove [/i] through the crowd, making full use of her dancer's agility to not get mugged and leaving a trail of frustrated would-be thieves in her wake. When they'd finally gotten the message, she chuckles. "All right, all right. You know? I respect your bravery, to be willing to try robbing a hellknight and his heavily-armed group of associates in broad daylight. Tell you what - here's two drawings I made of Kaer Maga and Magnimar. Sell them at a local market and have a nice lunch by Lady Shelyn's grace from the proceeds - should get you a few gold pieces at least. Some of you look like you need it. And try being more careful next time, okay?"

When the perhaps leader figure offers his services, she tries not to laugh at the price. Sure, five gold a day might have seemed expensive once but she was fairly sure the group had tens of thousands of gold unspent between Umazura, Axton and whatever Bharak and Elathras had left. Her own bundle was very light compared to a month ago, but such was the price on investing in her friends' safety - or so she told herself. "There's a good chance we'll be fighting very dangerous monsters and beasts. Are you sure you'll be all right, were you to come with us? While we could try, no one can truly guarantee your safety." She asks the boy, also trying to get a read on his actual expertise.

sense motive: 1d20 + 11 ⇒ (5) + 11 = 16


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Human Arcanist 11 ~ AC 20 (t 18, ff 18) | F+9, R+9, W+13 | Init +10/12, Per +12 | Arcane Reservoir: 9/14 | HP 71/71

As they enter the city, Axton takes inhales deeply through his nose, causing his mustache flare out gloriously.

"Ah, Kaer Maga! You can almost smell the history!

"As well as these urchins, but the history!"

At Bharak's mention of pickpockets, Axton spares a quick glance at Intrepid who scampers down to hang on the sorcerer's belt and nip at any hands that get too close to his coin pouch.

As the party negotiates with Gav Nahli, Axton voices his support for hiring him.

"Hire him, I say! How often does a young man garner the opportunity to delve into the arcane secrecies of an ancient empire! This will be a good opportunity for him! Hire two of them, even!"


Are you sure you want to do that?

Between the tough looking Dwarf who has easily spotted them, the pretty Half-elf who easily danced through them, and the sharp teeth of the rat suddenly sitting on a coin pouch the urchins decide there are easier marks somewhere else. :)

Gav Nahli is indeed as talented a guide as he claims, and can easily give you the rundown on the city and how it works, as well as finding them anything you need, from magical items ("The Wheel Unbroken is good for custom work, gov, but if you want cheap, it's Gadka down at the corner of Fever Street and Half-a- Chicken Walk") to the most exotic of brothels ("If you want 'em cold, it's the White Lady up in Ankar-Te-there's some things you just can't do with a live girl, neh?").

He also gives Elena a cheeky grin. "Gining up me safe, secure life to lead you good folks around will be hard on me luv. But 5gp a day will ease the pain."

Any questions for him?


Human Arcanist 11 ~ AC 20 (t 18, ff 18) | F+9, R+9, W+13 | Init +10/12, Per +12 | Arcane Reservoir: 9/14 | HP 71/71
GM_DBH wrote:
Any questions for him?

Yes.

GM_DBH wrote:
"If you want 'em cold, it's the White Lady up in Ankar-Te-there's some things you just can't do with a live girl, neh?"

"Ew?"


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

Hearing Axton say 'hire him' Elathras gives a near impreceptible shrug in his armor, as he looks towards the others. Frowning at the comment about 'want 'em cold' he asks bluntly, "How deep have you been in the ruins below the city?"


Are you sure you want to do that?
Elathras Narcinal wrote:

Hearing Axton say 'hire him' Elathras gives a near impreceptible shrug in his armor, as he looks towards the others. Frowning at the comment about 'want 'em cold' he asks bluntly, "How deep have you been in the ruins below the city?"

Gav looks at Elathras and shrugs, "Sorry Gov' that part o'town is a bit too dicey for me." He blinks as he notes the Greater Halflight charm you wear. "Wouldn't you know more about what's down than me?"

He knows Kaer Maga. What's below is a whole different kettle of Piranhas.

Any more questions?

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

"There's... a brothel dedicated to sleeping with... undead? I have *so* many questions and I want none of them answered!"

"Hm, right. You're confident if nothing else," She gives Gav a modest grin. "You say you can show us around, then? All right, let's take a tour around the city districts so you can prove to us you're worth your price. What do you think a group of travelers like ourselves should know or visit while we are here?"

I have no specific question but that's also since I know very little of the city or its makeup out of character.


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Human Arcanist 11 ~ AC 20 (t 18, ff 18) | F+9, R+9, W+13 | Init +10/12, Per +12 | Arcane Reservoir: 9/14 | HP 71/71

If we have to go into the ruins, but he doesn't know the ruins, then I guess we need to find out how far he'll guide us.

I don't have any questions beyond that. Ready to drop the hand in the market, which is probably going to go smoothly without any unfortunate side effects at all.


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Level (11) Wounds (0) HP (141) AC (28/16/25, +2 Rage, +1 Outsiders/Aberrations) CMD (29, +4 rage) Saves (16/10/9, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (16/28) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10)

Humans. Bharak still didn't understand them. It seemed to him like they would bed anything. How else could there be so many half-elves, half-orcs, humans of planar heritage, and well...humans of just about any heritage imaginable. He supposed that places such as that brothel would cause more than a fair share of sorcerers to be born in a generation or two. It was such proclivity and debauchery which handed the world to such creatures.


Are you sure you want to do that?

Ok. you're going to have to be more specific. He can't just lead you around the city. It's huge, crowded and chaotic. Find you somewhere to stay. You are looking for a very rare item. Where can you pin up a human hand for people to see. The usual things tourists do.

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

Seeing as her request was apparently a bit too extensive, she ponders what to do next. Asking about where to deposit a severed hand both publicly and stealthily seemed a bit out there and might scare off their new guide despite the gold. So instead she inquired for the other task they were supposed to do. "Can you take us to the famous golemworks? I'm curious to visit their shop, I admit. It's called the Hanging Manse, I believe? If not, if you had the money for it, what would be a nice and secure place for us to stay during our visit here?"

I know we're just supposed to find a number of pounds of golem scrap to bring back home, but might as well go see if there are any leads in the store, missing shipments or retrieval requests or such?


Male Human cavalier 11 |HP 143/143 | AC26/T13/FF25 | F+13/R+10/W+9 | CMB+17/ CMD29 |init+2 | Perc+16 | Challenge@+ 11: 4/4| Tactician@8rds. 2/2 | Haste 10/10 | CLW wand 44/50

Chuckling at the youths retort, Elathras shrugs, leaving the rest of the questions to their friendly cleric. As Elena focuses her question, Elathras nods, the golem-works would be as good as place as any to start. shouldering his pole arm as they walked, he asked the youth. "IF one wanted to learn about the ancient city under this one, where would they go?"

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