Judge Trabe

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4,275 posts. Alias of Raltus.


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Yorikata sees Halrex on the starboard side still facing out towards the shore. Some how she didn't see the clever fox at all.


Lorena points to Terry first, not sure who is under the other blanket right now. Terry is taken into the Kitchen, a table is cleared off and his body is put there so that people can look over him.

Heal DC 20:

Mechanically Terry is at -1 HP and stable, despite all the movement you are unable to wake him.

All can aid on this check


OK list actions and we will play this out :)


They are a fence sure, it is mostly rotted and wouldn't stop anyone from kicking it open... as a free action :)

Purple sees into this room, there are 2 beds with chains on them. She could infer that they are meant to keep people there for torture or questioning.


Purple gets the door open, she feels the lock click but doesn't hear it at all as the room she is in is silenced. The two bodies that of Terry and the Second remain on the floor where they were left.


"it is to dark now for a boat, you can sleep there till the morning!>" A female voice takes over you can almost hear the snear on the voice.


We will drop combat for now

After a lot of tense moments no further noise can be heard, nothing comes in the door and nothing seems to be flying about that you can see.


Perception: 1d20 ⇒ 10

Dain yells for a bit, the night is mostly quiet but the moon is not able to be seen as the cloud cover is very thick. Eventually you can see a light move to the edge. "Aye who is over there?" A male voice calls out.


Does Aradashir want to help?

The group manages to make their way back to the edge of the swamp, it takes the better part of a day and as you get to the swamps edge you can see that the Keel boat is in the middle of the river.


"It comes and goes." Ingrhild says with a twitch.

The night passes uneventfully, the next day the party sets out to return to Ragg Bloodtusks keel boat.

3 survival checks please. Pick who is main and who is aiding


Round 3 - Conditions: Purple in Darkness
Molos
Jocasta <---
Purple, Sound
Khaz, Lorena

The party groups up hoping to bring the enemy to them.


Sorry I missed that.
Round 2 - Conditions: Purple in Darkness
Molos
Jocasta
Purple, Sound
Khaz, Lorena <---

Jocasta moves to the door as Purple makes a hasty retreat towards the safety? of the building with her new allies. The noise does not show itself at this time.


Ingrahild's twitch starts a lot more but she is able to keep it in. "Aye then I will be goin' witcha. Them Orcs be takin' me brudder." Ingrahild says pulling out her hand axe and giving it a look before taking the sharpening stone to it.

Anyone want to do anything for the rest of the night?


Ingrahild twitches a bit at the mention of it being crewed by Orcs, a second twitch but less when you say they are half orcs and didn't attack you. "Aye well then I will be talkin' ta see if the Cap'in will take me on. I need ta be finding Umlo. Where are ye headed next?" Ingrahild eats some stew


The darkness is outside so you can move full speed unless you moved into darkness. You can move outside and look around


"Nottin' else has come out o' that there Mehir than the group o' you. Must be like yer said the Lantern or a passcode could be lettin' ye out." Ingrahild says sitting down and stirring the stew she has made. "There be food fer ye all."

Does someone want to tell her the boat is crewed by Orcs?


Jocasta You're up


They are outside, Purple is in the court yard and Khaz and Lorena were in D7 without a way to get out, you could go out then find out what is going on.

Lorena you would have 2 turns remaining.

The Black box is the Darkness.

SpellCraft DC 17:

This is the Darkness spell - This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

The already overcast day makes Purple almost impossible for Molos to see, Purple can see out fine with her Dark Vision though.

Round 2 - Conditions: Purple in Darkness
Molos <---
Jocasta
Purple, Sound
Khaz, Lorena


Ingrahild looks at you like you're all a bit crazy, a bit of a twitch can be seen on her. You know that she could still lose it if battle comes but right now while things are calm you should be ok. [b]"I have secure this came for the 3 hours since you went in.

Int Check DC 10:

You could swear you were inside that place for just over a whole day


I thought you were looking out the door still, my bad

Purple Perception: 1d20 + 15 ⇒ (5) + 15 = 20

Purple can hear the flapping but is not sure where it is coming from exactly as the noise bounds off the walls around her. A sphere of pure darkness surrounds Purple cutting off line of sight to her.

Round 1 - Conditions: Khaz/Lorena IN Silence
Molos
Jocasta
Purple, Sound
Khaz, Lorena <---


It isn't a salve galley haha

Ingrahild looks at the group then noods. The sun is starting to set and the noise in the swamp starts to get louder. "We can be headin' there tomorrow, ain't no reason ta be headin' through tonight."


Terry remains unconscious despite Loreana's attempts to wake him, she moves the blankets down and can see that it is actually him.


"You have a ship?" Ingrahild asks. "Where are ye headed now? Might I tag a long with ye? TO help me find me brudder?"


Sorry long weekend...

GM screen:

Initiative Khaz: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative Lorena: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Jocasta: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative Purple: 1d20 + 4 ⇒ (14) + 4 = 18
Initiative Molos: 1d20 + 13 ⇒ (18) + 13 = 31

Mysterious sound: 1d20 + 8 ⇒ (10) + 8 = 18

Round 1 - Conditions: Khaz/Lorena IN Silence
Molos <---
Jocasta
Purple, Sound
Khaz, Lorena

The sound gets closer as Purple fumbles at the door, her picks don't click where she wants them too and she keeps looking over her shoulder. Molos hears this as well and sees the panic in Purples actions....


Dain and Yorikata make it though the Mehir and back out into the swamp. Ingrahild is camped just a bit away with a fire going. "By Torag's beard yer back. What did ye find in there?' She says moving towards the two who have come out.

Lanneth sees nothing but can hear the laughing of the fey


Khaz doesn't notice what Lorena notices as the room is silent and any noise she makes he doesn't hear. Khaz pushes the door but it doesn't budge not does it explode out at him.

Purple finds this door locked as well, she can hear nothing inside but does hear something that sounds like flying coming towards her....

At work will update tonight again


It is all good

Dain's little legs get him across the bridge a break neck speed, the rest of the party follows suit and everyone gets across without incident. Making your way back into the entrance hall where you faced the twig jacks, the portal lays 20' a head of you and back to the real world.


Purple sees nothing in the court yard at this time, moving to the door Purple finds it unlocked but it swings in and knows the heavy debris on the inside will prevent her from pushing the door open.

Lorena moves in and up to the closest figure, see can tell both are humanoid in shape and appear to be breathing. Lorena pokes one of the blankets back and sees.

Loreana:

You see the face of Terry inside the wrap


Ardashir sank because he weighs over 200' with all gear and his own weight?

Dain and William make it to the top, the only obstacle that you know remains is the bridge with the light sprites that were almost impossible to see.


Dim light

Molos:
It is the whole room, someone has infused the entire room with the spell, it is focused in 1 spot but you could try to an area dispel and get it.

Khaz doesn't see any danger, a door leads out to the west but the rubble would be difficult to open it in if that is the way it opened. A door to the north is a very find looking door indeed and you would assume it is locked.


You have armored casting, I never really think of the spell % failure anyway. Just go for that Mithril Full plate as it lowers the % failure


William looking over you character sheet, how do you have +8 climb?

+4 str +3 class skill +5 level -6 from Full plate is 6 right? Maybe I am missing something.

Also can you cast bard spells in full plate?


WIth the men all at the bottom of this room and the Women at the top, Lanneth flies back across unties all the ropes and brings them back across. Yorikata finds a spot to tie the ropes off and waits impatiently for the men to climb back up.

2 more climb checks please from all the men


You are presently in D7, tokens moved

Khaz notes no danger, the complete silence allows Khaz to move up behind these two figures without alerting them that he is here at all. The rest of the group stands watching as Purple says her warning that Khaz just cannot hear.

Molos detects very strong Illusion magic, after concentrating for a while he gets the feeling he may know this spell.

Spell Craft DC 19:

This is a Silence spell but someone very powerful cast it here. You are unlikely to be able to dispel it


DOes that factor in the -2 for the bugs?


The Door to the north leads to another destroyed room, The stained-glass windows lining the ceiling of this quiet chamber have all been shattered, leaving colorful broken glass scattered across the stone floor. Inside the room are two bounded and hooded figures.

Perception DC 30:

One of the figures has what looks like some feathers on their body

If you Enter the room:

You make no noise nor can you hear anything at all, even from those outside the room.


As Ardashir lands on the first lily pad it begins to sink at a rather rapid pace, William looking up to see Ardashir descending the lily pad towards the rotting vegetation at the bottom.

2 more climb checks from William and Dain. Ardashir is going down but won't take fall damage.


Waiting on others to post too


DC 10 Acrobatics check to jump, you take a -2 because of distraction. You can use a rope but you cannot take a 10, you will have to roll to climb down. It is 100' to the bottom of this pit....


The next door leads to a small room with a door to the north, you can infer that this will lead back to the courtyard that you looked at before but never ventured into. A door to the east leads to a kitchen The ripe stench of decay chokes the air of this room, emanating
from the bodies of two deceased soldiers hanging from the
rafters. Various cabinets and tables stand around a fireplace
in the south wall, a door leads north.


William finds seeds...

Knowledge Nature DC 15:

These seeds are rare outside of druidic circles and would be valuable to the right collector

Yorikata makes the lily pads look simple, as she lands on the first one the swarm of flies swarm the room again hampering vision.

-2 to all skills and you cannot take 10 as you are distracted


Molos sees the rope has only started to slow, the bell as well...

What are you doing now?


Molos sees the room and the tie down straps, the bell up in the eastern corner of the room with a rotting string attached to it.


That is a bit further but we will get to that.

The party moves back up the stairs towards the Council Chambers where they met Ewigga, who has since run away? The Seed storage room still contains a few bags that could be wroth something to the right buyer. Ardashir is confused as where you are as he doesn't recall coming through this way. The net room is where you encountered the giant Dragon Fly, the floating lily pads still remain.

How do you want to proceed?


Yorikata manages to bend the the door in a way that it seems jammed but she is not to sure how long it will hold if what William says is true about the person attacking being a brute.


Purple looks at the door, seeing not traps or anything amiss she nods to Khaz to proceed and takes her pace in the middle. Khaz opens the door to find what is left of a Dining Hall, the far door closes as you open the door.

D4. Dining Hall
Three stone tables stand in this room, and their wooden benches
lie broken and half-rotten around them. Leather straps with
restraints stretch across their surface, buckled tightly in place.
Nearby, a knotted rope descends through a tiny hole in the ceiling.

The thing in the bottom is the bell, took me a minute to figure it out. It is high up


The party makes it through the door....

Ardashir and Yorikata can close the door on their turns.


Purple finds onthing on the normal looking Ghouls, the fancy ones have spell component pouches, flails and some master work armor on them. Both have a stick that could be a wand, the tolling of the bell grows louder as everyone is looking around.

Spell Craft DC 16:

Both wands of Cure Light wounds with 12 charges each


Lanneth, you're up


haha sorry reading somedays after work it is tough for me :)

Anyone else want to RP a bit before you move on or retreat?

Race

Human (Chelaxian)

Classes/Levels

Inquisitor of Besmara 6+2 | HP 46/46 | AC 20/Flat 17/Touch 13 | CMD 17/Flat 14 | F+5, R+5, W+8 | IP 0 | Perc +12 | Init +6 | Move: 20ft.

Gender

Male

About the Groom

the Groom
Human (Chelaxian) inquisitor of Besmara 6 + 2 (Pathfinder RPG Advanced Player's Guide 38)
CN Medium humanoid (human)
Init +6; Senses Perception +12
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 46 (6d8+6)
Fort +5, Ref +5, Will +8
Resist cold 10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +7 (1d4+1/19-20) or
. . dagger +7 (1d4+1/19-20) or
. . dagger +7 (1d4+1/19-20) or
. . dagger +7 (1d4+1/19-20) or
. . +1 cruel club +5 (1d6+1) or
. . cutlass +7 (1d6/18-20)
Ranged repeating heavy crossbow +7 (1d10/19-20)
Special Attacks bane (6 rounds/day), judgment 2/day
Inquisitor Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor Spells Known (CL 6th; concentration +9)
. . 2nd (4/day)—blistering invective[UC] (DC 15), lesser restoration, surmount affliction[UM], weapon of awe[APG] (DC 15)
. . 1st (5/day)—cause fear (DC 14), cure light wounds, forbid action[UM] (DC 14), protection from evil
. . 0 (at will)—acid splash, brand[APG] (DC 13), create water, detect poison, disrupt undead, light
. . Domain Water (Oceans subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 14, Wis 17, Cha 10
Base Atk +4; CMB +4; CMD 17
Feats Branded For Retribution[UC], Coordinated Shot[ACG], Escape Route[UC], Persuasive, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse
Traits river rat (marsh or river), scholar of the great beyond
Skills
Acrobatics +0 (-4 to jump)
Climb +1
Diplomacy +7
Heal +7
Intimidate +14
Knowledge (arcana) +7 (+10 when identifying the weaknesses of creatures)
Knowledge (dungeoneering) +8 (+11 when identifying the weaknesses of creatures)
Knowledge (geography) +3
Knowledge (history) +7
Knowledge (local) +4
Knowledge (nature) +9 (+12 when identifying the weaknesses of creatures)
Knowledge (planes) +7 (+10 when identifying the weaknesses of creatures)
Knowledge (religion) +9 (+12 when identifying the weaknesses of creatures)
Perception +12
Profession (sailor) +9
Sense Motive +14
Spellcraft +8
Stealth +4
Survival +9
Swim +7
Use Magic Device +1
Languages Aquan, Common, Sahaugin
SQ monster lore +3, solo tactics, stern gaze +3, surge, track +3
Other Gear +1 armored coat[APG], +1 buckler, +1 cruel club, dagger, dagger, dagger, dagger, cutlass, repeating crossbow bolts (50), repeating heavy crossbow, 185 gp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Branded for Retribution Grant ally's weapon the bane quality against a branded opponent
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Inquisitor Domain (Oceans)
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Surge (CMB +9, 6/day) (Su) Create a wave that can bull rush or drag a target.
Track +3 Add the listed bonus to survival checks made to track.

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Besmara's Blessing Sheltering Sea- immune to fear on the water

Cash on Hand:

87 gp before trip to the Cannibal Islands
100 gp from Jungle King = 187 gp

Background:

"The Groom"

Thadeus was a poor fisherman about to be married in two days. Him and his buddies set out fishing as they normally do, but came across a damaged freight hauler. They decided on a little bit of profit before the wedding would be good luck. They remained close through the day, and at night rowed in quietly, helped by a fog bank that unknowingly hid an approaching storm.

Him and his friends took the ship in surprise fashion, but as they made an accounting of the cargo bound for Sargava, the storm came upon them. Their fishing boat was pulled away as they were pushed further out to sea.

It took two weeks to rig the ship and bale enough to get it back to port. Once there he found out his fishing boat had shown up dashed on the rocks after the storm. He had been declared dead. His fiance, in despair, jumped into the sea.

Knowing his greed had cost him his chance at happiness with his wife-to-be, he set out in a small boat to 'remember' his fiance. Wearing his nicest closes, he rowed out below the bluff where she had jumped. Wearing his ring, he took her gold ring and prepared to drop it into the sea...but he froze..he just couldn't do it..he worked so hard for the money and it cost so much...As his hand dangled over the edge of the boat, the gold catching the sun, a tentacle rose up and gripped his arm.

He fought and tried to brace himself, but the appendage seemed to seek out his hand, and the tip slid the ring out of his grip, the ring now upon the beast! He lunged for it, and ended up in the sea himself.

He was pulled in close and saw the eye and beak of the sea monster. He pushed away with his hands trying to keep away from its craw, when then he felt the beak close on his hand. He pulled away, but his ring caught. He pulled again, gold and beak in a locked battle. He felt a crack...there was blood and ink everywhere and he no longer knew which way was up. As he was losing consciousness, he felt himself being lifted upward.

He was found as his small boat drifted back into the harbor. He was unconscious and had been missing for days...again thought dead, this time of grief over his fiance. Those that found him were amazed as they tried to revive him. Thinking he suffered from exposure, he came to and proceeded to expel water from his lungs. His only injuries were sunburn and missing the ring finger on his left hand. But in his left hand he held a jagged piece of black-n-white chitin, that bore an uncanny likeness of a skull and crossbones, a death's head.

Thadeus was never quite the same. He suddenly had powers that those who watched him grow up never knew he had. Thinking him twice-cursed, they took to calling him "the Haunted Groom", and the town shunned him.

He now wanders the docks throughout the Shackles, still in his long black wedding jacket, his moniker shortened to "the Groom". Gloomy and sullen, he does not speak often, but when he does, his voice seems to carry the weight of the sea behind it. Those that plan nefarious deeds often find he has a word of advice or planning for them. In exchange, after successful endeavors, he is often tipped a bit of the spoils, 'the Bride Tax", some have taken to calling it. So now, some seek out his advice or blessing....But he does not put out to sea...some are too scared to take him on board, and he has turned down others. Many think "the Groom" is waiting for the right opportunity.

Appearance:

the Groom stands a gaunt 6'2". His imposing height is added to by the large wide-brimmed black hat, that also shades his face. From under the hat, spills long, stringy hair matted with sea salt and sea weed.

His skin is pale and clammy. His eyes dark brown to almost black. Side burns give his face a thinner appearance in the dim light under his hat. The combined effect is a pale skull-like apparition.

At his neck is piece of chitin marked with a crude skull and crossbones and tied with a string of leather. The rapier at is side and buckler strapped on his back mark these same symbols.

His long black coat, was once a nice formal jacket with tails. It is now weathered, crusted with salts, and chitin plates have been sewn in.
His boots look damp, and leave wet footprints that dry quickly leaving just a normal boot impression.

His left hand is missing the ring finger, leaving a ragged stump.

He does not speak much, but when he does his voice has a rattle to it of a man just recovered from drowning, whose lungs just expelled the sea.