GM supervillan's Fiend series (Inactive)

Game Master supervillan

A lost city, a(nother) missing explorer, empires ancient and contemporary...

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Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn swoops down to the water and lifts Nina up and out of the water, saying, ”Let’s get you somewhere a bit drier, m’Lady…”

Flying: 1d20 + 7 ⇒ (14) + 7 = 21
Strength: 1d20 + 2 ⇒ (20) + 2 = 22

…flying her over to the platform with the prisoners…

Flying: 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

The chorus of Pai’s cries out in glee. ”Yay! We won, I think! Let’s make sure everyone is safe,” she calls out, zooming to check on any victims.

Dark Archive

Female NG Half-elf Druid (Saurian Shaman) 12 | HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8 | Speed 30ft | Active Conditions: none

“Tiddles! Down and back up a bit!”

Aeliah dismisses the Pteranodons with her thanks, and races across to the platform holding the archaeology leadership group.

“Benton Grone? HQ send us rescue you.”

Aeliah draws a dagger and cuts him free. “This lady Marianix Karn, yes?”

Th druidess examines the ex-captives professionally for injuries.

heal: 1d20 + 6 ⇒ (2) + 6 = 8

“Us also tasked rescue Athenaeum researchers, but Hellknight Boss Bane spiffingly asked us rescue Ms Karn, which being trueful, this team woulda done anyway.”

Aeliah moves onto the next person, adding, “What happen youse? Find any good archaeology or loot? What big spider about?”

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric flies in to help Aeliah untie the prisoners. "You're safe now. Lady Karn, Aeliah does speak the truth. My name is Teric. Paralictor Bane risked a great deal to send us after you."

He nods at Benton, but refrains from chatting with the man just yet.


The Waking Rune

Daedîn fishes Nina out of the cold, black water.

"Maladin?" asks Marianix Karn weakly. "I must get back to him! You came down the lift, yes? I'll take the surviving researchers too. Thank you Teric."

You find that the survivors are physically unharmed, save for some minor cuts and bruises. The psychological ordeal that they've endured may take them longer to recover from. None of them seem interested in discussing their archeological finds just now.

"The spider - or now that I see it, a retriever unless I miss my guess - dwelt beyond the waterfall" Benton Grone answers Aeliah's query. "I believe the morlocks conjured it somehow, and they appeared to worship it. Did you, by chance, find my book? The morlocks took it when they captured me. Oh and let's get out of here shall we? Rachikan is absolutely swarming with the brutes."

Dark Archive

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Female NG Half-elf Druid (Saurian Shaman) 12 | HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8 | Speed 30ft | Active Conditions: none
Teric Cain wrote:
"Aeliah does speak the truth."

"Sometimes."

Aeliah nods. "But not when Paracountess ask if some clothes bottoms make her arse look fat."

👖 ⛧

“Hellknight lift destroyed, Lady Karn.”

*BEAT* “Aeliah didn’t do it.”

She then adds bluntly. “You party better off stay with us time being.”

Knowing how touchy arcane types can be about their books, the druidess waits for Pai or Teric to respond to that question.

“Benton Grone, you know ‘nother way out of cavern?”

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric holds up the spellbook he took from the morlock. "Is this what you mean? Perhaps you want this wayfinder too." He motions for someone to pass the possessed wayfinder to him.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

”Any chance you’d be willing to swap some spells? We did rescue you and find your book, you know,” the gnome asks hopefully.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"Bleh, thanks Daedîn," Nina grimaces as she wrings water out of her hair and clothing. "Man...now I can't call Inky back until tomorrow. I hate it when that happens!"

But ever the optimist, Nina is quick to smile and add, "That's okay. I've still got a few tricks up my sleeve if push comes to shove."

Still gripping her lance, the gnome glances about. "Unless any of you have seen a better place to hole up or know another way back up to the surface, maybe we should head back to where the lift is - what's left of it, I mean - for now."

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Thoriel, rarely out of breath no matter how strenuous the exercise, reappears from her invisible state, this time panting a little. Her bosom rises and falls in time with her noticeable intakes of breath. "Well, that was certainly bracing. A retriever? First and hopefully last time coming face to face with one of those, but well done team. Everybody Ok?"

While the others catch up with the survivors and discuss plans for their return, the elf watches on, taking a moment to take stock of her appearance. Despite singed clothes and hair, sooted face and robes, and armor stained and coated with the blood and gore from the spider-like monster, her natural beauty and grace still shine through somehow...although she herself grimaces a little as she dusts off what she can from her garments, and does her best to wipe the worst of the ash and blood from her face.

"First thing I'll be doing when we get back is running a hot bath and submerging myself for a couple of hours...or as long as it takes to polish off a fresh bottle of wine and as much cheese as I can get my hands on."

Dark Archive

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Female NG Half-elf Druid (Saurian Shaman) 12 | HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8 | Speed 30ft | Active Conditions: none

“You deserve it, Thoriel Spelldancer. You very brave. Also is Nina Brightspark.”

Aeliah offers the magus a hug, pauses before Nina’s drenched form, but then offers her the same.

“Tiddles like good bath, but for Yuelral’s sake don’t give him any cheese.”

Aeliah will totally buy Thoriel a bottle of fine wine on their return to civilization, as a token of friendship.

You can add the cost to the Chronicle if you want to, GM sv, but I am happy to do it for you.


The Waking Rune

"Er, ah yes! Yes of course!" Benton Grone grins as he almost snatches the large tome from Teric and accepts the wayfinder. "Thank you!"

Marianix Karn notices the exchange. She opens her mouth, about to speak, but then seems to think better of it.

"I know a hidden way" says Grone, glancing at Karn and her research team. "And I've a small boat waiting. Not big enough to carry everyone though."

There is evidently some tension between Grone and Karn's party. The two face each other for an uncomfortable moment, before Karn says "Fine. I have a little magic left in me, I'll get the lift working for long enough to get my expedition back to the fort." She bows to you. "You have my sincere thanks."

Once the athenaeum researchers have departed, Benton Grone heaves a sigh of relief. He taps the large book. "They were after this, you know" he tells you. "It's not a spellbook. Not precisely. It's a jistkan golem manual! The spells within are intended to be used to craft a stone golem. I believe you could transcribe them into your own spellbook though. Now follow me, before more morlocks appear!"

Grone leads you to a hidden stair, and you exit the Pillars of Anferita in a secluded cover where a jollyboat is waiting. Grone steers you back to civilisation.

This ends Fury of the Fiend! I'll get chronicles done in the next few days, then we'll move on to Fate of the Fiend, the last of the series.


The Waking Rune

A hulking half-orc, Venture-Captain Calisro Benarry of the Arcadian Mariner’s Lodge—the official title used by the Pathfinder Society to identify the refitted merchant vessel named the Grinning Pixie—stoops in her lavishly appointed cabin. Her surprisingly soft voice purrs, “Five days, that’s all you got. After that, if I don’t see your pretty faces rowing towards the Pixie, I’m weighing anchor and you’ll have to find your own way home. Nothing personal, but these aren’t the friendliest of waters.” Even with her ultimatum, a genuine look of concern washes over her sunkissed face. Her gaze hardens as she glances to her captain’s chair, currently occupied by a confident Zarta Dralneen. “Just like any trip to Rachikan, this is no vacation,” the half-orc adds before loudly clearing her throat.

Zarta’s dark eyes meet the captain’s before the Chelish woman playfully remarks, “I assure you, I’m here on business. A personal friend of mine, Marianix Karn, has been working in Rachikan as an archaeologist. You know this of course. But you didn't know that through my contacts in Cheliax I recruited Karn as a spy for the Society. Up until now, I have been content to let the Chelish government deal with the ruins’ morlock infestation; however, as of Karn’s last report, the Society’s stance has changed drastically.” A hand tipped with vibrantly polished fingernails places an envelope on the suspended table. “Here, take a look at this. I think you’ll find it quite interesting."

The envelope contains a short letter. It reads:

I am writing in haste, as we were recently hit with another earthquake. In its aftermath, we discovered a passage leading to a formerly sealed section of the city. It is breathtaking; the marvels of this glorious civilisation are unparalleled. In our explorations, we came across a great keep, and within was the most curious door I have ever set eyes upon. The door’s runes claim it leads to the tomb of Inperantike Severina Helsprex - Rachikan’s former ruler. No matter what we tried, the door remained barred.
—Marianix Karn

Venture-Captain Benarry glances at the letter to double-check its contents before speaking. “The Pathfinder Society charges you to enter Rachikan, and, if Karn’s report is true, find a way through that sealed door. The Society believes that if it is the tomb of Rachikan’s former ruler, she would be buried with a substantial number of golem soldiers. Having several to study would forward our goal to record history. Having them all would be a great help in the Society’s latest Worldwound expedition.

Take a jolly boat and row to the eastern edge of the central pillar. You'll use the hidden stair discovered by Benton Grone to gain access to Rachikan.” Pulling her hood over her head, she adds, “You can use my cabin to plan. If there are no questions, I will ensure the boat is ready.”

You already know something of Rachikan of course, so you may open the first spoiler, but not the nested spoilers unless you meet the DC

Knowledge (History OR Local) DC15:
Rachikan was considered the premier forge city of the Jistka Imperium and created countless golems of all shapes and sizes. Earthquakes buried much of the city just as the rest of Jistka collapsed due to infighting and attacks by Ancient Osirion.

DC20

Spoiler:
The Pathfinder Society rediscovered the lost city recently, though Cheliax quickly took control of the site. Frequent attacks by morlocks have slowed the excavations, but a company of Hellknights has kept the morlocks in check.

DC25

Spoiler:
The crowning glory of the golem-crafting industry was an immense, powerful war machine known as a behemoth golem, said to be able to crush a dozen soldiers with a single stomp. Artwork recovered from Rachikan suggests the city likely produced several of these constructs.

The check below relates to Severina Helsprex, whom you have no foreknowledge of from previous scenarios.

Knowledge (History OR Nobility) DC20:
Severina Helsprix was the last ruler of Rachikan and was said to have perished during the earthquakes that buried the city. Records suggest her remains were never found.
DC25
Spoiler:
Records recovered from other Jistkan sites suggest that Severina was not only a capable, though feared, magistrate, but also a talented spellcaster capable of binding outsiders to her will. Such skills were not uncommon among the Jistkan royalty.

DC30
Spoiler:
Even though most members of the imperial houses behaved cruelly in years preceding Jistka’s fall, Severina was particularly vile. She was said to obsess about her own mortality and tried whatever acts she could, no matter how depraved, to artificially extend her life. Some scholars speculate that Rachikan’s seismic demise was a result of Severina insulting the gods.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Know. Local 1d20 + 18 ⇒ (19) + 18 = 37
Know. History 1d20 + 10 ⇒ (14) + 10 = 24

Please read all the Local tags and only the first spoiler for Severina, please. I’m at work so no time to summarize.

Pai tells the group what she knows about the upcoming mission.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Did we ever hear what happened to Bane?

"Marianix continues to work in Rachikan? I'm impressed given her previous experience there." The Trade Prince bows his head towards Zarta, but deciding not to address her use of the woman as a spy. "So we want the golems that are supposedly beyond the door. Is Marianix still leading a team of researchers down there? Will she be able to keep them away from the door while we investigate it? Do we need to make contact with her?"

Dark Archive

Female NG Half-elf Druid (Saurian Shaman) 12 | HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8 | Speed 30ft | Active Conditions: none

“Pai Kromnite say Hellknights still guard morlocks at Ratchetkhan. What sort Hellknights? Still led by Bane? They go underground or stay surface like before?”

Aeliah strokes a clay statuette of a stegosaurus absently as she asks her questions.

“Marianix Karn mentioned, but us not directed what do with her if found.”

The druidess looks from VC Benarry to the Paracountess and back.

“Leave her in place to spy? Bring her back Pixie? Last time her suspicious of Pathfinders and not want go with us.”


The Waking Rune

"Ah, but the last time you saw Marianix was before I recruited her" the languid leader of the Dark Archive replies. "Just make sure the darling girl is safe. I haven't heard from her since that letter, and the Decemvirate are concerned about her. She has a team of Athenaeum researchers under her command. As for Maladin Bane, well that's a story. Demoted and reassigned, I hear. Poor Marianix still pines for him. Bane's order, the Order of the Rack, guards Rachikan. If you run into them, try to be diplomatic won't you? This mission is not sanctioned by Cheliax, but I don't want an incident, darlings."

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

"So, morlocks and golems again?" Thoriel sighs. "Compared to the sound of this behemoth golem, I admit I'm almost looking forward to some more 'play time' with the little cave dwellers!"

Once all the most pertinent mission related questions are done, Thoriel addresses Zarta with one final query. "Before we set sail, you must tell me where you get your nails done. They're simply exquisite!"

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn nods. "This leader was never found, eh? Probably something nasty now, like a mummy. Morlocks and Golems and Mummies, oh my...so what else is new? Sounds like same ole, same ole as far as Ratchikan is concerned..."

GM supervillan wrote:
"...Bane's order, the Order of the Rack, guards Rachikan. If you run into them, try to be diplomatic won't you? This mission is not sanctioned by Cheliax, but I don't want an incident, darlings."

The Elf shakes his head. "I don't do diplomacy...at least not well...if you're looking for that, best look to the Trade Prince...but I will keep my mouth shut, ma'am, if it comes to that..."

Dark Archive

Female NG Half-elf Druid (Saurian Shaman) 12 | HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8 | Speed 30ft | Active Conditions: none

"Yes. You leave diplomatting to Teric and Aeliah, Daedîn. Your long distance diplomatting suited for morlocks and battle golems, yes?"

The druidess takes the temperature of the room. "What? Aeliah good at carry big stick talky-talky."

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"So...if we find any of these golems, you want us to bring them back. Any special way you want us to do that or do we just bring them back through the hidden stairs and you'll load 'em onto the Pixie?" Nina asks.

"Also, uh...if we run into any Hellknights, let's hope they don't recognize us from the last time..."

Silver Crusade

HP: 49/54 l AC: 25 (34), T 13 (14), FF 22 (30) l CMD 23 l F +7, R +8 (+9), W +4; +4 vs. enchantments l Immune: Fire, Paralysis, Sleep l Resistance: Electricity 10 I Init +7 l Senses: Darkvision, Perception +10
Skills:
Acrobatics +11, Diplomacy +4, Fly +13, Intimidate +10, Kn. Planes +2, Sense Motive +6, Stealth +7
Female Elemental Unchained Eidolon 9 | Active Conditions: Extended Barkskin, Endure Elements, Haste, Mage Armor
Nina Brightspark wrote:
"Also, uh...if we run into any Hellknights, let's hope they don't recognize us from the last time..."

"HAH! Fat chance of that Nina, we stick out like a sore thumb," Inky snorts. "We'd be better off trying to keep our distance from them if at all possible; much less complicated that way."

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

"Nina has a point. Golems are usually heavy and stout. How many do you think the ship can hold before it sinks under their weight? And do we have a way of controlling them?"

Was there some sort of control rod for the golems before? Or am I imagining that?


The Waking Rune

"On your previous expeditions, darling Trade Prince, you found a number of ivory batons, did you not?" Dralneen purrs. "I expect you can use another one of those. Marianix has informed me that Rachikan is dotted with black obelisks that serve as teleportation devices, though she had yet to determine how to operate them. You might be able to use one of those."

"The Pixie is running light" VC Benarry adds. "I reckon she's good for a dozen stone golems before I have to start throwing dead weight overboard" she adds with a toothy grin. "Now, I'm off to double check the ship's boat." VC Benarry departs.

"Time for me to retire too, darlings" says Zarta Dralneen. "I do find sea voyages so tiring." She yawns and stretches. As she pulls on her elbow length gloves, a sealed letter drops from her sash to the floor. "I'll let you have some privacy" Dralneen adds, and steps outside.

Aeliah:
That was a coded signal from Dralneen to Dark Archive agents. She wants you to check your seat.

Sense Motive DC30 (not Aeliah):
Dralneen just gave a coded message, you assume for her Dark Archive agents, telling them to check their seats.

Dark Archive

Female NG Half-elf Druid (Saurian Shaman) 12 | HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8 | Speed 30ft | Active Conditions: none

Knowledge (nobility): 1d20 ⇒ 8

Aeliah’s deep-throated growl is a fair impression of Inky when she battled the Chaos that Crawls during the last mission.

I’ll show her!

The druidess sinks to one knee and begins rifling through the pack stowed under her seat, looking up occasionally towards the doorway Zarta exited through.

GM:
Perception on, under or about Aeliah’s seat: 1d20 + 24 ⇒ (17) + 24 = 41


The Waking Rune

Aeliah:
You find a blank sheet of paper hidden under your cushion. It has several dozen small squares cut out of it in seemingly random places.

Dark Archive

Female NG Half-elf Druid (Saurian Shaman) 12 | HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8 | Speed 30ft | Active Conditions: none

“This just simple manner miscomminution.”

After setting a waterproof bag, a sheet of paper, a plain gold necklace (worth around 100gp) and her House Raine signet ring atop her seat cushion, Aeliah stands, kicks her pack back under her seat, collects her ‘proof’ and dashes to the door to see if the Paracountess is still in sight.

GM:
Is she still within eye-shot?

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai had been relatively quiet. This seemed like a heck of an assignment. All she could do versus golems was drop them into pits. Maybe that would give the others time to figure out what to do with them.


The Waking Rune

Aeliah:
There is no sign of the Paracountess.

Dark Archive

Female NG Half-elf Druid (Saurian Shaman) 12 | HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8 | Speed 30ft | Active Conditions: none

"Bah, she gone. And we got get ready for jolly boat."

Aeliah slinks back to her seat and returns her stuff to a waterproof bag which gets packed away carefully.

Eventually her good humor returns and she asks, "What Zarta letter say?"

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric calmly walks over to pick up the piece of paper Zarta had dropped. He looks back at her retreating form, admiring her for a bit. Then he examines the note.


The Waking Rune

The dropped letter reads:

Faithful Agents,
There are powerful members of the Pathfinder Society, myself included, that feel by leaving Rachikan open for plunder only puts the innocent people of Cheliax at risk. Whether a band of morlocks grows tired of the incursions and mounts a counter attack, a golem goes haywire and rampages across the countryside, or some fiendish entity escapes and fouls city gutters, we feel it is best to seal every access point into Rachikan, three in all (the Aspis excavation, the Hellknight elevator, and Grone’s staircase), and let it be forgotten forever. Of course, that is after you complete the Decemvirate’s tasks. Let no one ever enter that doomed and rotten city again! I have faith in your abilities.
Much Appreciation,
Z.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Assuming the letter is either read aloud or passed around...

Nina considers the matter for a moment and then nods.

"Seal it up for good? Honestly, I'm pretty okay with that, assuming we find everything we need."

She then rises to her feet.

"Okay, I think I'm gonna go make sure I've got everything I need before we get started..."
______________

See Discussion, momentarily.


The Waking Rune

You pilot the jolly boat to the hidden cove, find Grone's secret stair, and make your way back to Lower Rachikan.

The scene feels eerily familiar. In the darkness, shadows loom large and your light sources feel meagre. The ground underfoot is treacherous; you know that you walk upon layer upon layer of fallen buildings - burrowing would likely be easier.

Knowledge (engineering) OR Perception DC20:
Here and there, sinkholes indicate where buildings have collapsed in the past.

Knowledge (nature) DC17

Spoiler:
You realise that the subsidence has been caused by the passage of very large burrowing creatures.

Now's a good time to indicate any long-duration buffs and your light sources ;)

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn will activate his ioun torch, draw his bow, and take a look around…

Perception: 1d20 + 23 ⇒ (2) + 23 = 25

”Beware…there are several sinkholes where buildings have collapsed in the past…”

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

"OK, if I remember the ways things usually go, I'd expect we might be welcomed by some of our old morlock friends any minute now." Thoriel adds a few elven words as she boosts her morale with a spell.

Heroism. Duration 110 minutes.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

The gnome casts Mage armor (11 hours), False life for 1d10 + 10 ⇒ (3) + 10 = 13 temporary hit points that also last for 11 hours, and Overland Flight that lasts for 11 hours as well.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Kn. Engineering (DC 20): 1d20 + 8 ⇒ (9) + 8 = 17

"Really? Huh, good eyes then because I can't really tell," Nina remarks to Daedîn. "Not really surprising, though!"

As the others begin applying spells and protections to themselves, the little gnome does the same for herself and Inky.
______________

Extended Barkskin & Heroism (160 minutes on Nina) + Extended Barkskin (160 minutes), Heroism (80 minutes), & Mage Armor (8 Hours) on Inky~

Dark Archive

Female NG Half-elf Druid (Saurian Shaman) 12 | HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8 | Speed 30ft | Active Conditions: none

Aeliah takes a turn to read Zarta’s letter out loud before stowing it in her pack. It’s difficult to tell whether the reading was for her benefit or everyone else’s.

“Anyone want read later, just let Aeliah know.”

tap the die Perception: 1 + 24 = 25
take 10 Knowledge (nature): 10 + 9 = 19

Daedîn wrote:
”Beware…there are several sinkholes where buildings have collapsed in the past…”

“Yeah, stinking holes done by very big burrowing critters.”

Aeliah releases Tiddles from his tiny clay prison. The stegosaurus demonstrates the hours of training Aeliah has put into him by reacting excitedly but quietly to seeing everyone.

She offers her antitoxin to Thoriel or Daedîn, and ✨casts longstrider and fly on herself from a scroll, before taking to the air, perhaps 40’ off the ground, her wayfinder lighting the way.

“Tiddles! Defend Daedîn!”

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric casts a number of defensive spells to prepare himself for an onslaught. He uses his metamagic wand to help prolong some of them. Then he casts Light on something someone is holding (perhaps Thoriel's sword?)

Casting: Mage Armor, See Invisibility (extended), Defending Bone, and False Life
False life: 1d10 + 10 ⇒ (6) + 10 = 16


The Waking Rune

Perception:

Thoriel: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Teric: 1d20 + 3 ⇒ (9) + 3 = 12
Nina: 1d20 - 1 + 2 ⇒ (14) - 1 + 2 = 15
Pet Incandescence: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Pai: 1d20 + 12 ⇒ (11) + 12 = 23
PetCallie: 1d20 + 5 ⇒ (5) + 5 = 10
Daedin: 1d20 + 23 ⇒ (17) + 23 = 40 +1 vs traps
Aeliah: 1d20 + 24 ⇒ (19) + 24 = 43
PetTiddles: 1d20 + 1 ⇒ (15) + 1 = 16

party buffs:

Thoriel: heroism
Teric: mage armour, see invisibility (ex), defending bone (50), false life (16)
Nina: barkskin (ex), heroism (ex)
Inky: barkskin (ex), heroism, mage armour
Pai: overland flight, mage armour, false life (13)
Daedin:
Aeliah: longstrider, fly
Tiddles:

light sources:

Thoriel: light spell
Daedin: ioun torch
Aeliah: wayfinder

Daedîn and Aeliah spot the expected morlock ambush - and the morlocks are accompanied, not by golems but by two huge, armoured, four-legged creatures that drip with a viscous ichor.

Since you spotted the ambush Aeliah, your fly spell is ok. That scroll will only last 5 minutes, so wouldn't be apt for general exploration.

initiative:

Thoriel: 1d20 + 9 ⇒ (15) + 9 = 24
Teric: 1d20 + 1 ⇒ (8) + 1 = 9
Nina: 1d20 + 6 ⇒ (20) + 6 = 26
Pet Incandescence: 1d20 + 3 ⇒ (8) + 3 = 11
Pai: 1d20 + 6 ⇒ (17) + 6 = 23
PetCallie: 1d20 + 2 ⇒ (1) + 2 = 3
Daedin: 1d20 + 14 ⇒ (14) + 14 = 28
Aeliah: 1d20 + 3 ⇒ (14) + 3 = 17
PetTiddles: 1d20 + 4 ⇒ (13) + 4 = 17
morlocks: 1d20 + 10 ⇒ (6) + 10 = 16
big guy 1 red: 1d20 + 6 ⇒ (7) + 6 = 13
big guy 2 yellow: 1d20 + 6 ⇒ (13) + 6 = 19

What are those big beasts? (You may attempt this check once you are within sight of one of them).

knowledge (planes) DC20:
They're ichor sharks! Also known as Xenarth, they are a species of demon that closely resemble the bulette (itself a voracious terrestrial predator). The ichor shark is a native outsider. And has the chaotic, evil and demon subtypes.

DC25

Spoiler:
The ichor shark is so-called for the viscous ichor it secretes. The substance covers their bodies, and is so corrosive that it is capable of dissolving even adamantine. Anything striking the creature takes damage, and the damage bypasses all Hardness. Only very swift hands can flick away the ichor before it damages or destroys weapons and flesh.

DC30

Spoiler:
The ichor shark resists weapons that are not both cold iron and good-aligned.

DC35

Spoiler:
In common with most demons, the ichor shark is immune to electricity and poison, and resistant to cold, fire and acid attacks.

DC40

Spoiler:
Xenarth are resistant to spells.

DC45

Spoiler:
The ichor shark has a very powerful bite, that also carries a deadly venom.

Combat round 1

Daedîn
Nina
Thoriel
Pai
Big yellow
Tiddles
Aeliah, elevation 40
Morlocks
Big red
Inky
Teric

The bold may act!

Environmental conditions: it's dark - you can see no more than 40' from Aeliah, Daedin, or Thoriel (double if you have lowlight vision as normal), and the second half of that distance is dim light so concealment applies. The whole ground is difficult terrain, however you can move normally if you pass a DC15 Acrobatics check at the start of your turn as a free action.

The solid black areas of the map are pillars, reaching up to the ceiling of the cavern.

We are on Slide 3

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

I'm assuming since they're lying in ambush, they're aware of us so no sneak attack?

Daedîn moves 5' south to get a better line on green and fire a volley...

To hit: Base/Dex, Magic, Weapon Focus, Rapid Shot, Manyshot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, Deadly Aim, Holy

Longbow (Manyshot): 1d20 + 16 + 2 + 1 - 2 - 3 ⇒ (13) + 16 + 2 + 1 - 2 - 3 = 27
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 6 + 2d6 ⇒ (3) + 2 + 2 + 1 + 6 + (3, 5) = 22
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 6 + 2d6 ⇒ (3) + 2 + 2 + 1 + 6 + (3, 2) = 19

Longbow (Iterative): 1d20 + 11 + 2 + 1 - 2 - 3 ⇒ (17) + 11 + 2 + 1 - 2 - 3 = 26
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 6 + 2d6 ⇒ (3) + 2 + 2 + 1 + 6 + (2, 3) = 19

Longbow (Rapid Shot): 1d20 + 16 + 2 + 1 - 2 - 3 ⇒ (12) + 16 + 2 + 1 - 2 - 3 = 26
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 6 + 2d6 ⇒ (1) + 2 + 2 + 1 + 6 + (1, 1) = 14

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai takes to the air, not wanting to be swarmed by the awful morlocks.


The Waking Rune

party buffs:

Thoriel: heroism
Teric: mage armour, see invisibility (ex), defending bone (50), false life (16)
Nina: barkskin (ex), heroism (ex)
Inky: barkskin (ex), heroism, mage armour
Pai: overland flight, mage armour, false life (13)
Daedin:
Aeliah: longstrider, fly
Tiddles:

I'll give you sneak attack Daedîn since you spotted the ambush and your reactions are faster, but the morlocks are in dim light range and have concealment as a result. As an UC rogue you still get SA, but I'll roll miss chance.

miss chance manyshot: 1d100 ⇒ 43
miss chance: 1d100 ⇒ 67
miss chance: 1d100 ⇒ 59

All good.

Daedîn threads a volley of arrows through a gap in the ruins, and fells a morlock before the brute knows what's hit him.

Pai Fly: 1d20 + 7 + 5 + 2 + 4 ⇒ (3) + 7 + 5 + 2 + 4 = 21

Pai flies straight up, planning on being well out of the enemies' reach.

Combat round 1

Daedîn
Nina
Thoriel
Pai
Big yellow
Tiddles
Aeliah, elevation 40
Morlocks
Big red
Inky
Teric

The bold may act!

If you're not flying, the floor is Difficult Terrain unless you pass a DC15 acrobatics check at the start of your turn as a free action.

It's dark.

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Not wanting to split away from the rest of the group to take on one group of morlocks, just to leave them vulnerable to the remaining ones, Thoriel instead takes a moment to bolster her own defences a little. She slips a wand from out of a sheath on her wrist and taps her self once.

Use 1 charge of Wand of Shield on self.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"Yeah, good idea," Nina remarks as Thoriel opts to further bolster herself with magics instead of charging ahead. "Steady, Inky, we'll let 'em come closer!"

She then draws out her own wand and gives herself a tap with it.

Mounted Combat:

Ride (Heroism): 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30

______________

Draw & use wand of Shield on self. Charges remaining (34).

Silver Crusade

HP: 49/54 l AC: 25 (34), T 13 (14), FF 22 (30) l CMD 23 l F +7, R +8 (+9), W +4; +4 vs. enchantments l Immune: Fire, Paralysis, Sleep l Resistance: Electricity 10 I Init +7 l Senses: Darkvision, Perception +10
Skills:
Acrobatics +11, Diplomacy +4, Fly +13, Intimidate +10, Kn. Planes +2, Sense Motive +6, Stealth +7
Female Elemental Unchained Eidolon 9 | Active Conditions: Extended Barkskin, Endure Elements, Haste, Mage Armor

Acrobatics (DC 15; Heroism): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27

"Okay, sure, sounds good," Inky nods, moving around and next to Daedîn before readying herself should something come within biting distance...

Readied Attack:

Bite (Heroism): 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage (Magic): 1d6 + 3 ⇒ (5) + 3 = 8

Bodyguarding:

Aid Another (+2 AC; Heroism): 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28

Aid Another (+2 AC; Heroism): 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27

Aid Another (+2 AC; Heroism): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

Aid Another (+2 AC; Heroism): 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26


The Waking Rune

party buffs:

Thoriel: heroism, shield
Teric: mage armour, see invisibility (ex), defending bone (50), false life (16)
Nina: barkskin (ex), heroism (ex), shield
Inky: barkskin (ex), heroism, mage armour
Pai: overland flight, mage armour, false life (13)
Daedin:
Aeliah: longstrider, fly
Tiddles:

Both Thoriel and Nina pop Shield wands and activate them, and Inky moves forwards on top of the crumbling ruins.

You catch a glimpse of a huge, armour-plated quadruped between the columns, then lose sight of it. The ground rumbles beneath your feet.

Combat round 1

Daedîn
Nina + Inky
Thoriel
Pai, elevation 40
Big yellow, out of sight
Tiddles
Aeliah, elevation 40
Morlocks
Big red
Teric

The bold may act!

If you're not flying, the floor is Difficult Terrain unless you pass a DC15 acrobatics check at the start of your turn as a free action.

It's dark.

Dark Archive

Female NG Half-elf Druid (Saurian Shaman) 12 | HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8 | Speed 30ft | Active Conditions: none

Round #1: AC 19, wayfinder (20’ normal light, 20’ dim) longstrider, fly (5 mins), SNA IV (1/10); Tiddles AC 28, low-light vision, scent

“Tiddles! Defend Daedîn!”

Tiddles acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15

The dino lumbers 30’ in front of the party and readies to power-attack the biggest threat to Daedîn.

The druidess flies 25’ ahead and ✨casts SNA IV

Number of critters: 1d3 + 1 ⇒ (3) + 1 = 4

She then places four large augmented crocodiles on the ground – probably in a defensive screen in front of the party.

However if the Large quadraped appears in the dim light of her wayfinder after she advances, she will rearrange the low-light vision reptiles somewhat so they can all immediately attack it.

Crocodile stats:
Crocodile

Str +4, Con +4; also add 10 temp hp to each from Saurian Shaman

hp = 28 + 10 temp each


The Waking Rune

party buffs:

Thoriel: heroism, shield
Teric: mage armour, see invisibility (ex), defending bone (50), false life (16)
Nina: barkskin (ex), heroism (ex), shield
Inky: barkskin (ex), heroism, mage armour
Pai: overland flight, mage armour, false life (13)
Daedin:
Aeliah: longstrider, fly
Tiddles:

gm screen:
orange jump: 1d20 + 19 ⇒ (3) + 19 = 22yellow jump: 1d20 + 19 ⇒ (2) + 19 = 21pink jump: 1d20 + 19 ⇒ (18) + 19 = 37purple jump: 1d20 + 19 ⇒ (12) + 19 = 31dark blue jump: 1d20 + 19 ⇒ (12) + 19 = 31light blue jump: 1d20 + 19 ⇒ (2) + 19 = 21cyan jump: 1d20 + 19 ⇒ (13) + 19 = 32

A pair of morlocks emerge from the darkness; they leap through the air towards the Pathfinders in the rear, but only reach Tiddles. Nevertheless, the degenerates attack the great lizard.

yellow club, leap: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21damage: 1d6 + 6 ⇒ (3) + 6 = 9
orange club, leap, swarm: 1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15damage: 1d6 + 6 + 1d6 ⇒ (5) + 6 + (6) = 17

Their jump allows them to avoid AoOs that their movement would otherwise provoke.

Neither attack causes Tiddles any pain.

A second pair of morlocks leaps from the shadows, landing next to one of Aeliah's crocs.

pink vs croc c, leap: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29damage: 1d6 + 6 ⇒ (4) + 6 = 10
purple vs croc c, leap, swarm: 1d20 + 7 + 2 + 2 ⇒ (12) + 7 + 2 + 2 = 23damage: 1d6 + 6 + 1d6 ⇒ (1) + 6 + (5) = 12

confirm? pink: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14crit damage: 1d6 + 6 ⇒ (4) + 6 = 10

Several more dart through the darkness, disappearing behind the ruins. One emerges to join its fellows attacking the crocodile.

blue vs croc c, leap: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10damage: 1d6 + 6 ⇒ (2) + 6 = 8

The crocodile takes a beating from the swarming pair, but their late-arriving fellow swings his club over the reptile's head.

A second large, armour-plated quadruped enters Aeliah's field of vision - it approaches rapidly, but then tunnels beneath the ground before it reaches the wall of crocodile. It got close enough for everyone except Pai and Teric to attempt Knowledge (planes) checks.

Combat round 1 / 2

Daedîn
Nina + Inky
Thoriel
Pai, elevation 40
Big yellow, out of sight
Tiddles
Aeliah, elevation 40; croc c -32hp (6/38)
Morlocks
Big red, out of sight
Teric

The bold may act!

If you're not flying, the floor is Difficult Terrain unless you pass a DC15 acrobatics check at the start of your turn as a free action.

It's dark.

As usual i will resolve all round 1 actions before any from round 2.

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