Zolerim

DM DoctorEvil's page

Pathfinder Adventure Path, Maps Subscriber. *** Pathfinder Society GM. 17,928 posts (24,359 including aliases). 5 reviews. 1 list. No wishlists. 15 Organized Play characters. 44 aliases.


RSS

1 to 50 of 17,928 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

I will be out of town tomorrow through Monday PM and unlikely not able to post during that stretch. Will return to the keyboard Monday evening, and get Ba'hahk's action posted if no update meantime.


BTW, I will be out of town starting tomorrow through Monday afternoon. I will most likely be unable to post during that stretch, but should return to the game on Monday PM.


BTW, I will be out of town starting tomorrow through Monday afternoon. I will most likely be unable to post during that stretch, but should return to the game on Monday PM.


Za Minyahil wrote:

Alright, I've updated my profile:

Skill Increases: Trained in Religion and Society
Skill Feat: Quick Repair (how timely!)
Class Feat: Force Fang
Dedication is Druid. My Order is Leaf Order, and I've gained Electric Arc and TIMBER! as cantrips.

I've added Shockwave and Fleet Step to my spellbook.

Primary Branch: Tempest-Sun Mages (it's the branch most suited to Za Minyahil's skillset as a magus)
Secondary Branch: Rain-Scribes (to best facilitate their research into updating ghoran biology)

I am not sure where to find all the spell in your Magus spellbook? I have the ones you have prepared, but what about the others? Other than that, ZM is ready for level 2.


Iovia wrote:

I'll get the profile updated in the next day, but here are the level two additions:

Skill Increase: Trained in Diplomacy to mesh with how I have tried to RP.

Skill Feat: Specialty Crafting (Woodworking). This is pure RP as we'll have to make masks soon, and I think Iovia would want hers to be as well-made as possible.

Class Feat: Syncretism with Chohar, Tlehar's brother. This means I also gain his Edicts and Anathema. I gain Expanded Domain Initiate with one of his domains, in my case Fire, and get its initial domain spell: Fire Ray, and an additional Focus point in my pool.

My typical spell loadout will change to: Bless, Mystic Armor, and Sacred Beasts.

Dedication will be Wizard. The school will be School of the Boundary. The 4 cantrips are: Electric Arc, Ignition, Telekinetic Hand, and Telekinetic Projectile, with EA and Projectile normally prepped.

My offense gets a boost at this level.

Primary Branch: Tempest Sun Mages (after all, I worship *two* sun gods now).
Secondary: This one was harder, but I decided on the Rain Scribes here, though Emerald Boughs was also in the running.

I got all these changes. Iovia is good to go at 2nd level


M'baba wrote:

Level 2

Rogue Feat: Trap Finder
Skill increase: Crafting
Skill feat: Inventor

Archetype feat: Wizard dedication
New Lore: Mazludeh
Arcane school: Civic Wizardry
New spells in spellbook: Figment, Light, Spout, Telekinetic Hand
New prepared cantrips: Light, Spout

Branches:
Primary - Emerald Boughs
Secondary - Cascade Bearers

I have all your changes, but I had Trap Finding as you level 1 rogue Feat. What is the Level 2 one?


Ikto wrote:
Looking at M'Baba's choices, I am reminded, are we using Remastered Schools or are the original school specializations allowed for our wizard side?

Remastered please


Teacher Ot looks surprised at the news of gremlin attacks, but he listens to you all explain the situation before speaking. Then he mutters a few words of incantation and talks aloud for a moment before returning his attention to you. "I have alerted those who will keep an eye out for this fleeing gremlin or any sign of associates. It is fortunate you are not more seriously hurt. Gremlins look small and unimposing, but to underestimate them can be very dangerous, especially when motivated for true harm rather than just cruel mischief. If you are hurt, the infirmary is expecting you."

As Za Minyahil express his frustration, Ot replies: "Despite your background, mastery of the magical arts is what we teach here, and you are but initiates, even if you have completed your perquisite week. I expect that over time, the gremlins will become no match for you. Study hard, and channel your energy into your work as you progress."

"For now," Takulu Ot continues, "I have cancelled the introduction ceremony due to the potential danger of a repeat attack. Take good care, return to your dorms or the infirmary, and be ready for classes to begin. You have done very well, and I am proud of you. We need to get to the bottom of the motivation behind this ambush..." He goes back to speaking magically to others, and dismisses you with a smile and a wave.

This is the end of Chapter 1 of Book 1. We will move on to Chapter 2: First of Many directly. Each player is awarded an additional Hero Point at the start of each chapter, so take one now. We will start Chapter 2 at Level 2, but that won't always be the progression.


Also, I am out of town starting tomorrow AM through Monday afternoon, and will be unlikely to post during that stretch. Should return to the keyboard on Monday night.


The Loot Tracker file is view-only it seems, so someone else may have to add the loot to it. Or give me access to edit.


Teela can sense that the liquor in the green bottles, whatever it is, is quite strong. The three wooden crates all seems to be filled with hides and furs, very similar to the piles you saw the bandits trying to make off with at Oleg's a few days back. (8gp per crate of value) The small coffer rattles when you move it, sounding like coins inside and it has a a fairly heavy weight to it as well. The latches open easily enough, and Teela is able to see there is a bag of coins with 14gp and 182sp inside. There is also a small wooden (teak?) jewelry wind-up music box (12gp) inside, and a pair of silver earrings (22gp total).

I will add these to the Loot Tracker if you want to take them with you. I will put the coins in the community pile, unless you want to split a different way.

As sentence is passed on Elly, the bandit grows quiet, perhaps for the first time since you met him. He shrugs as Velas declines to partner up, and sort of glumly accepts his fate. If proffered food, he does not really eat it but slumps over, apparently reflecting silently.

It was early morning when you arrived at this camp, since you camped relatively closely the night before. It is about mid-morning now.


It's still really just mid-morning, but the Heroes of Sandpoint are on the march. Armed, armored and ready for a fight (more than usual), the group heads across the village to the stares (and a few shouts) of the townsfolk who are just going about their normal business. Ari leads the team unfailingly to the Glassworks which is a large one-story structure. It is located near the cliffs that drop into the sea. There are three rounded structures on the west side, and a rounded knob on the south.

There is a noticeable lack of traffic at the Glassworks, no tradesmen, no carters, no customers are around the business. Smoke still plumes from the furnace chimney atop the building, evidence of some work being done inside at least. There seem to be three visible entrances to the building. One on the southern round knob, seems to be the main customer entrance, based on signage. There is a set of double doors on the southwest side of the building and steps leading from them down the cliff face to the beach far below. Another set of double doors is on the north-east side of the structure, and this appears to be the loading dock or service entrance.

A quick investigation of the perimeter reveals that all the windows, and there are several, appear to be closed and curtained, so there is no line of sight into the building. The deep rumble of the glass-heating furnace is plainly audible from outside when the noise of local commerce subsides enough.


I did link a map of Sandpoint at the top margin, but it is small and hard to read. I found other good ones but they did not work as hyperlink images well. If someone else wants to find one, and post the link, I will hook it to the page for future reference.

Either way, the Sandpoint Glassworks is the long dark grey building on the far west near the sea and the compass rose. It has three roundish windows.

EDIT: Also note I have added a map link for the Sandpoint Glassworks at top margin as well. For unknown reasons, the map-makers choose to put north on the right of the page, so I just reoriented the map so north was at top for ease of directions during play.

LMK if you cant see the maps.


I will be away this weekend starting tomorrow through Monday evening, and likely will not be able to update during that span. Will get back to it on Monday PM hopefully.


Bethana nods along to Izzy's revelations. "Not one to gossip but that is true, and has been an issue since his birth. Lonjiku treated Tsuto like an embarrassment and the resentment became mutual. Not long before Tsuto left Sandpoint for good, his mother fell from the cliffs on which the Kaijitsu Manor is built. Scuttlebutt about the circumstances of that fall, whether accidental or intentional, abound."

The Glassworks is hard to miss. It is a large building on the west side of Sandpoint.


2 people marked this as a favorite.

I will be away this weekend (Fri-Sun) for out ot state graduation. I will plan to start the game when I return.


Bethana quickly gains control of herself and returns to the prim and proper lady-servant you are now used to. "Of course, of course. Pardon my bluster. Let's see, what does this say. I will do my best translation of course."

She bends and grabs the hand-written note, written apparently in Minkaian, and begins reading aloud:

"Hello, Sis!

I hope this letter finds you well, and with some free time on your hands because we've got something of a problem. It's to with father. Seems that he might have had something to do with Sandpoint's recent troubles with the goblins, and I didn't want to bring the matter to the authorities because we both know he'd weasel his way out of it. You've got some pull here in town, though. If you can meet me at the Glassworks at midnight tonight maybe we can figure out how to make sure he faces the punishment he deserves. Knock twice, and then three times more and then once more at the delivery entrance, and I'll let you in.

In any case, I don't have to impress upon you the delicate nature of this request. If news got out, you know these local rubes would assume that you and I were in on the whole thing too, don't you? They've got no honor at all around these parts, I still don't understand how you can stand to stay here.

Anyway, don't tell anyone about this. There are other complications as ell, ones I'd rather talk to you in person about tonight. Don't be late

TSUTO

Know Local DC10 or Ari (no roll needed):
The Kaijitsu Glassworks is one of the crown jewels of Sandpoint, and in fact all of Varisia. Started by Lonjiku's grandparents when they emigrated from Minkai, and using techniques for glass that are unknown in the rest of Avistan. Pieces form the Kaijitsu Sandpoint Glassworks are prized by rulers, nobility, and the nouveau riche throughout Golarion.

Know Local DC20, Ari gets a +5 circumstance bonus:
Less well known is the fact the back around its founding, the Glassworks served as smuggling operation which Lonjiku's father, Rokuru, put an end to when he found out about the underground ring, walling up smuggling tunnels that once ran under the village.

The Note (translated)


Isidiana wrote:

Knowledge (local), DC 15 1d20+7

Know Local DC 20 1d20+7

FYI, if I post a check like this, you just need to roll one, and see what your highest DC is, then can read that spoiler and any others below it. You don't have to roll separately for each box (unless I specifically say so). So your 25 on the first roll nets you both boxes of spoilers.


Elly nods along with Quintessa's words. "Now that your ladyship says, Elly is a mite hungry. A meal would be right fine. Thank'ee." He's silent for a moment considering what Quintessa said, then replies in as sincere a tone as he can manage. "Ladyship, Elly tells true, he done wrong, he did, but there's tenuatin' circumcisions. Elly'd be better wif 'nother chance, he would...Don't poor Elly deserve that?"

To Alvis he says, Ain't never really been the prayin' sort, padre, Elly tells true. But willin' t'learn, I reckon.

Back at the woodpile, Teela starts digging through the firewood and other supplies, and finds, well buried beneath, a dug out hole not visible from the surface. Inside the hole are three wooden crates and a small iron coffer about the size of a football. The iron coffer does not appear to e locked, but it is latched closed with buckle-type latches. In addition, a wooden box filled with what appear to be liquor bottles (8 in all) sits in the hole.

Secret Checks:

Elly Deception: 1d20 + 2 ⇒ (13) + 2 = 15
Teela Perception: 1d20 + 7 ⇒ (16) + 7 = 23


Velas Galla wrote:
Velas takes in the back and forth, keeping a hand on his sheathed sword and an eye on Elly. When the bandit mentions a stash, Velas brings up Svetlana's wedding ring. "We heard the Kressle nabbed a wedding ring from an innocent woman. Did Kressle keep it on her person?"

Sorry I over looked this before...

Elly nods. "Elly seen that ring. Pretty lil thing. Ol' Kressle didn't wear 't none, but 't was in a bag of shiny, duty t' Ol' Stag Lord, Elly tells it true!" He shifts closer and lowers his voice to a hoarse whisper to Velas, his rather foul breath more readily apparent.

Velas:
"Thing is, that bag were lift'd by a passel of gremlins just t'other day. They live unner t' ol' sycamore out east yonder. Ol' Kressle was mighty put out 'bout that! She tells Elly that Ol' Stag Lord needs his tribute or things'll go bad for us. She was fixin' to go get her bag of shiny back from them lil vermins when Happs got back, but Happs ain't come back, an' now Kressle's kilt. Elly'll help you get that ring back, he sure will. Jus' you an' Elly go an' fetch it if you untie us."


Tееla wrote:

Looking at the pathetic stash, Teela shakes her head. "Son of a... No, that can't be it." she starts patting the floor and the sides of the hole (Container? It wasn't specified.) to find some sort of false bottom mechanism or a hidden compartment. In the back of her mind, she considers the possibility of the man lying to her and calling him out on it. In his current predicament, nonetheless.

Perception +7, if it applies.

The goods under the tarp are neither in a hole or a container ,they are just piled under the tree with tarp laid a top. Several cords of firewood makes a pretty bulky pile. Your attempt to find more is noted however.


Neppka wrote:
DMDE, did you decide if you were going to recruit another party member?

I was not planning on adding another PC unless you think you need it, or have another player who would be interested in joining without a long process.

I think I am ready to start the game but need to know your character's story in Sandpoint. I saw a brief blurb from Kepa, and that's all that's really needed at this point, but I need something similar from the others, unless you want me to place you.


Bethana starts to answer Garen, "The Kaijitsu compound is a big walled house on the south end..." Then as Ari interrupts she turns to see Tot with a piece of paper. When she looks, Bethana nods, "This is written in Minkaian. Miss Ameiko has been teaching me to read and write in her native language..." She scans the letter quickly, and gasps, turning pale.

"It's from her older brother, Tsuto! He's a bit of a ne'er-do-well, if you'll pardon me. It seems he asked to meet her late last night, and she hasn't returned!" She sobs once, shaking the paper falling from her hand.

Knowledge Local DC15 or Ari (no roll needed):
: Tsuto is an estranged son of town founder and council-member Lonjiku Kaijitsu (who you met). He left Sandpoint some years ago and has not been seen since.

Knowledge Local DC20 or Ari DC15:
: Tsuto is one year older then Ameiko and his birth caused a scandal since Tsuto is half-elven, and his mother is fully human. In case you missed it, Lonjiku is decidedly NOT elven either...

As a result of this questionable patrimony, the senior Kaijitsu made life unbearably hard on his eldest "son", driving the boy away at a young age.


Please post your Level 2 updates in Discussion so I can be on the same page as we move forward. Note that at level 2, you will be required to choose your primary and secondary branches of the Magaambya. If you already chose, you have the opportunity to reset them now, but you will not be able to reset them later. If you need to hear a bit more about each branch, feel free to ask, or review the Players Guide which is a free download.


Ambush at the Ceremony - Post Combat Summary

[b]Iovia: 15/18hp remain; all Heal cast, Mystic armor cast, focus point spent.
Ikto: 14/16hp remain; shield 4hp dmg; Heal cast, focus point spent; sling to M'Baba, one bullet remains
M'Baba: 16/17hp remain; has Ikto's sling w 1 bullet.
Za Minyahil: 7/19hp remain; shield broken; focus point spent

Enemies Defeated: 1 Vexgit gremlin.

Experience Points earned: 60xp (more if Kurshkin had not escaped). This is enough to move you to Level 2. Congratulations! You will start at 0/1000 at that level.


It is not long after the fight with Kurshkin ends, that you hear Takulu Ot call out to you, waving as he walks quickly towards the platform. "Hullo initiates, sorry to be delayed, but..." Then the teacher stops, seeing your condition up close, and noticing the corpse of the fallen insect-like gremlin. "What happened here? Were you in a fight? Tell me what has befallen you!"

You recount this as you like, even just summing up is fine.


As the rest of the group stands down, Iovia strides after the gremlin casting one more mental attack spell. From a distance she hears a satisfying groan of pain, but the small figure doesn't stop moving, darting into bushes at the edge of the school grounds.

End of Combat

Will have a Post-combat Summary up in Discussion soon.

GM Rolls:

Kurshkin DC17 Will: 1d20 + 8 ⇒ (8) + 8 = 16 fail


As the court commences, Teela looks under the tarp which lies beneath one of the tree platforms. As she pulls the cover off, she finds several cords of cut up firewood, several days supply of salted beef, hardtack, and other travel rations, and a few small tents and bedrolls. But nothing else of value under cover.

When asked to plead, Elly looks from one of his captors to another with wide-eyes. "Plead?" he stammers as if he doesn't understand the question. "How do Elly plead, your worship? Elly tells true, he does. I did banditin' and stealin', I did..." You can see the wheels turning behind his beady eyes. "Elly had ta. Yeah, he did. Elly had to eat, and Elly had to stay warm by t'fire, didn't he. Elly woulda died in the Greenbelt alone, its true. Elly didna wanna hurt anyone, but him or them, that's what it were, and survivin' of t'fittest is t'law o' this place. Jus' like you kilt ol'Kressle an' t'boys, iddn't it. Elly tells true, yep." He grins a bit showing his yellow and rotted teeth unfortunately.


There is no answer to knocks on the door or Ameiko's quarters, and try as she might, Isidiana cannot hear anything from inside. When the team's patience wears thin, and they push the door open, they do not see the barkeep/bard. Nor, apparently, has her bed been slept in. There is a small window in this room, but it is barred from the inside, and does not appear to be tampered with.

Garen's questions to Bethana lead nowhere. "This is not like the lady at all. I've never known her to disappear without notice. But things have been strained in her family lately --you saw her father the other night. Maybe she went there?"

Perception DC 13, from those in the bedroom:
Looking around the room, you find a handwritten note that has been crumpled and left under the edge of the bed. The note seems to be written in a strange language of symbols more than letters, and none of you can make out what it says.


Observation Room - Round 1 - continued]

30 Hetuath (15hp dmg, dazzled)
22 Zaria
21 Alpha-47
20 Karina
19 Ba'hahk
15 Aglippa

Zaria drops the crossbow and takes out her club, moving around the four-armed foe. She is a bit surprised when the foe reaches out to attack with its blades. The wound is deep one that stops Zaria in her tracks, unable to move forward anymore.

Aglippa's attack misses against the alien creature, after she also moves to its rear.

Hetuath AoO reaction vs Zaria, dazzled: 1d20 + 14 ⇒ (19) + 14 = 33 critical
Dazzled DC5 flat check: 1d20 ⇒ 16 success
Dmg vs Zaria: 2d6 + 3 ⇒ (2, 5) + 3 = 10 20 hp dmg

Zaria get his with creature's reaction for a crit she is at 11/32hp after. By rule, a crit on an AoO stops the action that triggered it, so Zaria is stopped in the square she departs in range. Waiting on action from Ba'hahk. I will post for him tomorrow night if no update meantime.


Ambush at the Ceremony - Round 12

30 Kurshkin (22hp dmg, 10hp NL)
22 Iovia (15/18hp remain, unluck)
16 Za Minyahil (7/19hp remain)
8 M'Baba
16 Ikto

Leaping from the elevated stage, the small gremlin rushes off at top speed, moving away from the initiates rather quickly.

No actions from Kurshkin except to move away at top speed which puts her about 90-100' away from anyone. LMK if you wish to pursue or tyr some long range action. All the party is up.


Ambush at the Ceremony - Round 11 - concluded

Ikto steps towards the fallen Iovia and casts a spell that returns her to life, and heals most of her wounds.

Iovia stands and casts one more dazing spell on the retreating Kurshkin. The groan of pain is somewhat satisfying, but the gremlin is not dazed.

Neither the stone thrown by M'Baba or the spellstrike cast by Za Minyahil impede or damage the target at all.

End of Round 11

Iovia restores HP and is not at 15/18. One more round before the gremlin is out of range completely.

Kurshkin DC17 Will: 1d20 + 8 ⇒ (12) + 8 = 20 success for half dmg


It's not going to get any easier for her either...


Elly the Bandit is still there, hands bound behind him on his knees in the woods. He's been watching the back and forth, trying to get an idea of what his fate is.

"Stash?" he says questioningly. "I thought you was goin' t'let me go, that's what I reckoned. Not much o' a stash, missus. Elly tells true!"

He directs you towards the platform near the camp, and underneath you can see a camouflaged tarp over a pile below.


Even though they arrive at different times, soon enough Izzy, Tot and Ari, and Grod and Garen all return to the Rusty Dragon, the events of the morning already wearing on them. It's perhaps mid morning, too early for lunch crowd to start filtering in when Bethana arrives at the group's table and clears her throat to speak (perhaps more words than you've ever heard her say before): "Excuse me, ladies and gents. Sorry to bother. But it's just...well...Miss Ameiko. Have you seen her? She is supposed to help prepare the lunch but she hasn't come out of her room yet. I suppose I'm just a silly old thing, but...well...I've never known her to sleep in this late in all my years at the Dragon. Did she go with you to the trouble before, mayhaps?" It's clear that Bethana is worried, worried enough to interrupt your discourse at the table.


Appreciate the dialogue and moral dilemma it poses. When we played this the first time (1E)my group faced this very same question at this very same time with a cleric of Abadar acting very much like Alvis is. The discussion is formative to how you will build something in these wild lands, so work it out. I am standing by meantime.


Observation Room - Round 1 - continued

30 Hetuath
22 Zaria (pending new actions?)
21 Alpha-47
20 Karina
19 Ba'hahk
15 Aglippa

Alpha-47 checks his data banks for any information on such a creature, and finds a very rare entry for something called a kasatha. Little is known of these creatures as they seem to be alien to Golarion. Even as he recognizes a bit about the creature, Alpha can tell there is something off about the movements and affect of this creature, something not quite right about it.

Alpha is also able to send a stone flying into the creature, scoring a hit. Finally, Alpha gives some of Brigh's guidance to Karina.

Karina's familiar, Luther, enters the room on its own accord, then as she casts Spirit Object on the viol, snow bursts around the lute, causing the kasatha creature to be dazzled temporarily. Following up on the actions of her instruments, Karina tosses a snowball at the foe, smacking it upside the head.

Giving Zaria a chance to repost given her misunderstanding. Also waiting for actions from Aglippa and Ba'hahk


Zaria Thorne wrote:
She stows her crossbow, since it is not very useful against a skeleton, and moves up.

Just to be clear, the creature you face is NOT a skeleton. It is the same body type (4 arms etc) as the skeletons you faced, but it does have flesh on it. You can re-post an action with those facts in mind, if you wish.


I agree that it affects enemies only.


The sheriff arrives at the door of the small cottage. "Thank you for dealing with this problem. Who would've expected a goblin to be around days later? Either way, I'll take it from here."

As you move to leave, you see the widow Barrett and her two small children standing not far form the door. "Heroes of Sandpoint?," Amalie calls in a shrill voice just below hysteria. "Maybe you could've hero-ed better, and my babies would still have a father!" She breaks down into wracking sobs once again, and anything else she says is unintelligible.

Do you also go back to the Dragon from here?


Observation Room - Round 1

30 Hetuath
22 Zaria
21 Alpha-47
20 Karina
19 Ba'hahk
15 Aglippa

The four-armed humanoid draws out one of the javelins it wears on its back, then launches that missile at Karina who is in the doorway. it skitters almost insect-like on back legs to near one of the pillars to close the range sufficiently. It points back the way you came emphatically, chittering all the while. The thrown javelin hits Karina mid-body, piercing her with a serious opening wound.

Karina takes 9hp dmg, but now all the heroes are up against this creature. Aglippa got a 15 on initiative and is somehow last...

Hetuath javelin: 1d20 + 7 ⇒ (13) + 7 = 20 hit
Piercing Dmg to Karina: 1d6 + 4 ⇒ (5) + 4 = 9


Karina shoulders past Zaria to the doors with the brown mark. As the taps the card to the opener, the light flashes green, and the door opens with s soft whoosh.

A large metal table is surrounded by odd-looking chairs in this room. To the west, what appears to be a transparent wall looks out of the strange desert valley. Four pillars support the fifteen foot-high ceiling, while dozens of crude images of a pickaxe made of a skull and bones have been painted onto the walls with some sort of ivory pigment along with several phrases in an unrecognizable language. This room is also brightly lit.

Sitting in one of the chairs is what must be a flesh-covered version of the skeletons you fought in the desert area. It stands about 7' tell with four arms, two of which draw shortswords. A red cape is tied about the neck, and the creature "speaks" in a series of clicks and grunts unintelligible to you, even as it stands with hostile intent.

Initiative:

Hetuath: 1d20 + 11 ⇒ (19) + 11 = 30
Karina: 1d20 + 4 ⇒ (16) + 4 = 20
Zaria: 1d20 + 7 ⇒ (15) + 7 = 22
Alpha-47: 1d20 + 8 ⇒ (13) + 8 = 21
Ba'hahk: 1d20 + 7 ⇒ (12) + 7 = 19
Aglippa: 1d20 + 6 ⇒ (9) + 6 = 15


Graham Snodgrass wrote:
Yes, we'll take the coins, along with the weapons, armor, and amulets.

the armor, for al the bandits, is going to be quite bulky, but you have horses so you should be able to manage, especially if you head back to Oleg's now. If you are searching deeper in the Greenbelt, and collect more, it may start to slow you down some.

I will note the items on the Loot Tracker later.


Karina the Bard wrote:
Karina tries inserting the brown cards directly. "Logically, the colors match, so this shoooould~ work."

Just to be clear, you are doing this at the northern door which has the brown chip or the doors on the east wall that have a black chip?


Ambush at the Ceremony - Round 11

30 Kurshkin (22hp dmg, 7hp NL)
22 Iovia (12/18hp remain, unluck)
16 Za Minyahil (7/19hp remain)
8 M'Baba
16 Ikto

Finally run out of arrows, Kurshkin drops her bow and quiver, and draws out a shortsword of her own. She strikes once at Iovia who is adjacent, then rushes towards the east end of the platform. The sword wound enters the abdomen of the priestess, and she slumps to the ground, unconscious and bleeding out.

"I'll be back for you all when you least expect it, mark my words," shouts the gremlin who appears to be fleeing.

16hp dmg to Iovia makes it her turn to be Dying 2 (due to crit). She will move to the end of the initiative order and then must make DC12 flat check to stabilize. Rest of the group is up.

Kurshkin shortsword vs Iovia: 1d20 + 12 ⇒ (15) + 12 = 27 critical
Piercing Dmg vs Iovia: 1d6 + 4 ⇒ (4) + 4 = 8 16 total dmg


Ambush at the Ceremony - Round 10 - concluded

Za Minyahil steps up to the pugwampi, draw their shortsword once again, and then spinning up the magical shield to intercept any more arrows fired their way.

End of Round 10


Father Zantus asks a few questions about the unfortunate situation with the Barrett's. Once he understands the facts, he says, "The acolytes will prepare the body. I will go tend to the family. I am afraid its going to be very difficult for them for a while." But before he leaves he notices the wounds on Grod from the recent struggle and heals them with a simple cure spell, restoring the warpriest to full health.

Where do the two of you go now?


Zaria notices, while watching the far northern doors, that they have a brown symbol on the opener that matches the color of the strange cards the group acquired form Sef.


Ambush at the Ceremony - Round 10 - continued

30 Kurshkin (12hp dmg, 5hp NL)
22 Iovia (12/18hp remain, unluck)
16 Za Minyahil (7/19hp remain)
8 M'Baba
16 Ikto

Iovia keeps step with the moving pugwampi, spinning up another mental-affecting spell intended to damage and or stun the gremlin. It does have a small effect on Kurskin who shakes her head trying to clear the pain.

Just as she shakes off the Daze, M'Baba's well-aimed sling stone bounces off the head of the gremlins as well, and this time she yips with pain sounding almost like the dog she resembles. The other shot from M'Baba misses. The rogue looks in the pouch of sling bullets and realizes that he just has TWO remaining...

Ikto's fiery spell once again looks impressive, but fails to land any damage at all.

Some good damage done that round! Kurshkin has taken 22hp/7NL so far. Pending ZM's action with a flank available. Recall that ZM is immune to unluck as well.

Kurshkin DC17 Will: 1d20 + 8 ⇒ (13) + 8 = 21 success, half damage


I assume this conversation is out of earshot of poor Elly. If that's not the case, LMK

1 to 50 of 17,928 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>