Iseph

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92 posts. Alias of Choptop.


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Confirmation Maps and Handouts

Thank you for the feedback!

Continuing up the eastern passage, the passage narrows into a tight tunnel, the floor growing into a sharp incline. It quickly becomes a maze of sharp ascents and short climbs. As the party continues deeper into the tunnel, the distant sounds of battle can be heard accompanied by a familiar voice.

"...and it was Selmius Foster’s race against a marid and efreeti on the isle of Jalmeray, which taught us that nothing is truly impossible and every situation can end in victory! You will not strike me down this day, foul servant of Lamashtu!"

The voice of Janira rings to the Pathfinders, signalling that she's nearby!

I've opened the next slide, before we go further, what's everyone's marching order?


Confirmation Maps and Handouts

With a sickening *crunch!* Reckum's stone lodges itself into the head of the second kobold, dropping it to the cavern floor like a sack of potatoes!

Combat over, and in just one round. Not bad!

The cave now lies silent, save for the quiet flow of the shallow stream.

GM Advice:

I've drawn a line from the center of Reckum's square to the center of the Kobold's square. It appears to not travel through any occupied squares, only the corners of squares occupied by Imrahil and Fuzzy. While the call has already been made, would other GMs agree there was no soft cover?


Confirmation Maps and Handouts

The river is treated as bog, so yes, difficult terrain. No check needed.

While Imrahil and Khari both close the gap, Ninnic begins casting a spell and Folwin's bomb flies wildly off target...

Miss Direction: 1d8 ⇒ 1

...coming up 15 feet short and exploding in the shallow river! Since he threw it before Imrahil said he moved, I won't consider Imrahil to have been in the blast.

Meanwhile, once Fuzzy begins approaching he travels directly over the trap...

Poison Dart Trap vs Flat Footed: 1d20 + 10 ⇒ (19) + 10 = 29

...causing darts to shoot up into his tiny body from below!

Poisoned Dart Damage: 1d3 ⇒ 1

Thankfully, as a plant he's immune to the poison of the darts. As if in vengeance Zu sinks an arrow deep into the cackling kobold, silencing him forever! Kobold B Dead! Reckum may act!


Confirmation Maps and Handouts

Reckum's stone clatters harmlessly across the cave, which the kobold's take as an invitation to return fire! One takes a short step to the left, then they both load their slings and each hurl a stone at Reckum!

Kobold A Sling Shot: 1d20 + 3 ⇒ (3) + 3 = 6

The first stone misses, falling into the shallow stream that separates the parties.

Kobold B Sling Shot: 1d20 + 3 ⇒ (14) + 3 = 17

But the second stone finds its target, hitting Reckum in the side of the head with a *crack!*

Kobold B Sling Damage: 1d3 - 1 ⇒ (3) - 1 = 2

The miniature dragon cackles victoriously, whooping in place as it prepares to reload its sling.

  • Reckum

  • Kobold A
  • Kobold B

  • Imrahil
  • Folwin
  • Ninnic
  • Zu
  • Khari

    Imrahil, Folwin, Ninnic, Zu, and Khari may act! Once they've all had their chance to go, Reckum may also act again!


  • Confirmation Maps and Handouts

    Welcome aboard everyone! Once Gameday starts we'll kick off, for now we'll just sit tight. Glad to have you all here.


    Confirmation Maps and Handouts

    Once the group makes it clear they've spotted the enemies, both enemies throw off their cloaks and stand up, revealing themselves as kobolds and screeching at the party with a warcry!

    Initiative Rolls:

    Kobold A: 1d20 + 1 ⇒ (20) + 1 = 21
    Kobold B: 1d20 + 1 ⇒ (19) + 1 = 20

    Khari Initiative: 1d20 ⇒ 9
    Reckum Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
    Ninnic Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
    Zu Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
    Imrahil Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
    Folwin Initiative: 1d20 + 3 ⇒ (9) + 3 = 12

  • Reckum

  • Kobold A
  • Kobold B

  • Imrahil
  • Folwin
  • Ninnic
  • Zu
  • Khari

    Reckum may act! Khari and Reckum would both have had time to draw their respective ranged weapons.


  • Confirmation Maps and Handouts

    GM Stuff:
    GM Stuff: 1d6 ⇒ 3

    GM Stuff A: 1d20 + 5 ⇒ (6) + 5 = 11
    GM Stuff B: 1d20 + 5 ⇒ (1) + 5 = 6

    Khari Perception A: 1d20 ⇒ 1
    Khari Perception B: 1d20 ⇒ 11
    Khari Perception C: 1d20 ⇒ 2

    Zu Perception A: 1d20 + 6 ⇒ (10) + 6 = 16
    Zu Perception B: 1d20 + 6 ⇒ (4) + 6 = 10
    Zu Perception C: 1d20 + 6 ⇒ (6) + 6 = 12

    Imrahil Perception A: 1d20 + 7 ⇒ (19) + 7 = 26
    Imrahil Perception B: 1d20 + 7 ⇒ (9) + 7 = 16
    Imrahil Perception C: 1d20 + 7 ⇒ (12) + 7 = 19

    Ninnic Perception A: 1d20 + 8 ⇒ (13) + 8 = 21
    Ninnic Perception B: 1d20 + 8 ⇒ (10) + 8 = 18
    Ninnic Perception C: 1d20 + 8 ⇒ (16) + 8 = 24

    Folwin Perception A: 1d20 + 6 ⇒ (19) + 6 = 25
    Folwin Perception B: 1d20 + 6 ⇒ (2) + 6 = 8
    Folwin Perception C: 1d20 + 6 ⇒ (2) + 6 = 8

    Reckum Perception A: 1d20 + 7 ⇒ (6) + 7 = 13
    Reckum Perception B: 1d20 + 7 ⇒ (11) + 7 = 18
    Reckum Perception C: 1d20 + 7 ⇒ (8) + 7 = 15

    As the group scurries down the southern tunnel, the passages narrow, thankfully still illuminated by the ever-present glowing fungi. Though at times the tunnels branch off and split down different paths, all paths either branch back into the main tunnel or are blocked by cave-ins. After approximately a half-hour of travel, the tunnel broadens and connects to a larger cavern. A shallow river that bisects an immense tunnel stretching to the north and south, fading into blackness. To the east a small passage exits the chamber at a steep incline, and the river that has carved itself through the tunnel moves at a languid pace, flowing at an almost imperceptibly slow speed.

    Zu, Imrahil, Ninnic, Folwin, and Reckum Read this:
    Across the river, northeast of the group, two creatures are lying prone on the cavern floor, covering themselves with cloaks. They appear to be small creatures potentially lying in ambush.

    Khari read the following:
    Across the river, northeast of the group, a creature is lying prone on the cavern floor, covering itself with a cloak. It appears to be a small creature potentially lying in ambush.

    Ninnic read the following:
    In addition to the two enemies lying in wait, you spot a trap at the river's edge, some form of makeshift dart trap.

    The next slide has been uncovered, you can all move yourselves into a formation you'd feel most comfortable with. While some of you have learned info in spoilers, I won't put them on the map until you point them out! Also, I haven't heard any objection for Reckum, so I applied the healing spell. If for any reason he would have rejected Uori's spell, let me know.


    Confirmation Maps and Handouts

    Khari!! I just realized you're GM Chadius, I signed up to play a game of yours on Gameday. I'm looking forward to it!

    Also, the question still nags at me. Khari's profile says her name rhymes with "starry," but when she introduced herself she said her name rhymed with "ferry." How should I pronounce it?


    Confirmation Maps and Handouts

    Thank you! I'd hate for players to put effort into creating unique and interesting characters only to ignore them.


    3 people marked this as a favorite.
    Confirmation Maps and Handouts
    Calamitous Zu wrote:

    Zu says nothing but does whistle innocently as Khari proves herself to be very effective at disguises.

    Hee...I bet she forgot she'd done that. But I can't blame her, it's a handy talent to have!

    He waits patiently until Uori calms down a little bit and then waves to get his attention. "We're happy to help! If there're any other things lurking around down here that shouldn't be here we'll try and take care of them too!"

    Hey wait a minute...how did he hear a blast...? Oh! I bet he felt the vibrations!

    Oof, you caught me on a slip up. He most certainly meant to say he felt a blast from the tunnel.


    Confirmation Maps and Handouts

    The gillman watches Khari's lips closely, his eyes welling with tears before wrapping her in a hug.

    Sense Motive: 1d20 + 8 ⇒ (9) + 8 = 17

    He returns to speaking in common, saying his own words slowly. "You are in good company child, they will protect you while you guide them. Please before you go, dip yourselves in these sacred waters. Their blessing too will keep you safe."

    With that he continues to heal Reckum and return to the pool as above.


    Confirmation Maps and Handouts

    I suppose this slipped my mind, consider this post in tandem with the previous, happening just before offering Reckum aid.

    When Uori's eyes scan the party, they fall distinctly onto Khari, and he rushes forward, speaking excitedly in Aboleth.

    If anyone has Aboleth, they may read:

    "By divine grace, I had not known there was one of my own taking refuge, I swear it. I would not have stood idly by while you hid."

    With that he turns to the group, fear and worry present on his face. "The girl who called herself Khari, where is she, is she safe? And Reckum, you're wounded!"


    Can the following players check in to the following thread. Remember a new campaign page had to be made.

  • Helikon / Erôth Earthfist
  • eijel / Boomer Forgehammer
  • GeraintElberion / Seldiir Elberion

    There's still plenty of time before Gameday, but want to make sure we're all on board to play together.


  • Confirmation Maps and Handouts

    Can the following players check in to the following thread. Remember a new campaign page had to be made.

  • Helikon / Erôth Earthfist
  • eijel / Boomer Forgehammer
  • GeraintElberion / Seldiir Elberion

    There's still plenty of time before Gameday, but want to make sure we're all on board to play together.


  • Confirmation Maps and Handouts

    Returning to the cavern's main chamber, Uori is standing apprehensively at the water's edge. "Is it done then? I heard a blast..." He looks over the members of the party, his eyes widening and his gills twitching involuntarily when he sees Reckum's wounds.

    "Please, you have provided me with help in preserving something precious to me, allow me to heal your wounds Reckum."

    If Reckum allows it, Uori will cast Cure Moderate Wounds on Reckum.

    Cure Moderate Wounds: 2d8 + 4 ⇒ (2, 1) + 4 = 7

    With that the gillman soaks himself back into the pool, his face drooping. "I pray for all of us that our battles will end soon. My old bones cannot take much more."


    Confirmation Maps and Handouts

    When Khari takes the time to glance over the Dhampir, she finds a note in the inner pockets of his robe. Its hasty scrawlings suggest he was planning on creating an undead army using the corpses of the "fish people" here. It's final line reads, "these rituals have proven to be child's play so far, and I can waste no more time. My master's advice be damned, I will begin raising them in batches of four. This will be the beginning of a glorious new world of undeath!"

    Besides his robes, he's wearing what appears to be some form of magic amulet. Also tucked inside his robes is a quiver of beautifully crafted arrows, more likely something he plundered from the corpses he raised.

    Pathfinder Society GM question for those experienced, and one that is going to raise obvious metagaming but oh well. When a scenario says to give a magic reward, do the PCs still need to detect it as magic and identify it themselves, or is it simply given out pre-identified?


    Confirmation Maps and Handouts

    What does everyone do next?


    Confirmation Maps and Handouts

    It's quite alright, making a new campaign was no hassle. My main concern was making sure I could get the disabled campaign out of my player's Campaigns tab. Thank you both for the assistance!


    Confirmation Maps and Handouts
    Erôth Earthfist wrote:

    Player: Helikon

    Character: Eroth Earthfist
    Level: Kinetist 2
    PFS: 50731-22
    Faction: Grand Lodge
    Day job: Craft Gemcutting +9
    Normal progression

    Please see the three posts above Helikon, this thread will be dead in the water due to a glitch, and a new campaign thread had to be made. Move all posting there, once everyone has posted in the new thread I'll mark this one inactive.


    Confirmation Maps and Handouts

    I created a Gameplay thread for the scenario I'm running on Gameday, then deleted the first post figuring I could post a proper introduction once I received scenario support. Now the campaign is glitched out.

    I've already made a new one, but is there any way to delete the old campaign so it doesn't clog the "Campaigns" tab of myself and my players? This is the offending campaign.


    Confirmation Maps and Handouts

    The properly fixed thread can be found here. Sorry for the confusion everybody.


    Confirmation Maps and Handouts

    Feel free to hang out and discuss things here, but refrain from posting in Gameplay until we kick off!


    Confirmation Maps and Handouts

    Every Pathfinder’s adventures come to an end eventually, and when an esteemed venture-captain is laid to rest, the Society was unaware of his outstanding debt to the Ekujae elves of the Mwangi Expanse. The elves have not forgotten though, and they expect the Society to make good on the late venture-captain’s promises. It's up to six bold Pathfinders to brave the Mwangi jungle and the dangers within to salvage the Society’s reputation in the region!


    Confirmation Maps and Handouts

    ...*sigh*

    One moment please! And here I thought I found a creative solution on waiting for scenario support.


    2 people marked this as a favorite.
    GM Choptop wrote:

    Every Pathfinder’s adventures come to an end eventually, and when an esteemed venture-captain is laid to rest, the Society was unaware of his outstanding debt to the Ekujae elves of the Mwangi Expanse. The elves have not forgotten though, and they expect the Society to make good on the late venture-captain’s promises. It's up to six bold Pathfinders to brave the Mwangi jungle and the dangers within to salvage the Society’s reputation in the region!

    If this sounds fun to you, check out Recruitment here! This will be a table for Gameday VIII, but due to the broad level tier (1-5), the party will be handpicked, not First Come First Serve. Hope to see you there soon!

    Recruitment closed!

  • M Morris
  • Helikon
  • Noral
  • GeraintElberion
  • Z...D...
  • eijel

    You have been chosen to venture out on this mission! If you weren't chosen, don't fret! There's many tables open on this Gameday, you'll definitely find plenty of others you enjoy!


  • Recruitment closed!

  • M Morris
  • Helikon
  • Noral
  • GeraintElberion
  • Z...D...
  • eijel

    You have been chosen to venture out on this mission! If you weren't chosen, don't fret! There's many tables open on this Gameday, you'll definitely find plenty of others you enjoy!

    Those of you chosen, please settle into the Discussion thread amongst yourselves. If you had multiple characters to choose from, decide which characters that are level 1 or 2 you'd like to take on this adventure!


  • 1 person marked this as a favorite.

    Oof, thanks for the quick responses. Good thing PFS planned for these things! It is indeed my first time GMing a 1-5 and I took that 1-5 at face value.


    Quick advice post, while I'm GMing Dead Man's Debt, I had to sign up for scenario support, meaning I haven't actually had a chance to read it yet (fingers crossed we get our copies fairly early).

    Instead of multiple tiers, it has a single broad tier of 1-5. Does this mean that it only has encounters with a single preset CR? Would a party of all Level 5s steamroll it and a party of all Level 1s be overwhelmed? Are there options for GMs to adjust for higher or lower APLs?

    Thanks for any help anyone can provide. I don't want to sign off on recruiting a party of 1s and 2s only to find out later I'm getting them in too deep.


    Everyone, please include the level of the character(s) you're most interested in bringing as that is what will help me decide which 6 to take. I'm looking for one of the following loadouts:

  • 6 characters Level 1-2
  • 6 characters Level 2-3
  • 6 characters Level 3-4
  • 6 characters Level 4-5


  • Every Pathfinder’s adventures come to an end eventually, and when an esteemed venture-captain is laid to rest, the Society was unaware of his outstanding debt to the Ekujae elves of the Mwangi Expanse. The elves have not forgotten though, and they expect the Society to make good on the late venture-captain’s promises. It's up to six bold Pathfinders to brave the Mwangi jungle and the dangers within to salvage the Society’s reputation in the region!

    If this sounds fun to you, check out Recruitment here! This will be a table for Gameday VIII, but due to the broad level tier (1-5), the party will be handpicked, not First Come First Serve. Hope to see you there soon!


    Welcome to my run of 07-24 Dead Man's Debt! This will be the second game I've GM'd through Play-by-Post, so bear with me if I'm still adjusting to the medium.

    This scenario ranges from Level 1 to 5, which in Pathfinder is a significant power spectrum. Because of this I've opted not for First Come First Serve or Lottery, but rather picking a party that can find a relatively stable power level.

    There will be minimum one post per day from me, usually more if there is something for me to respond to or move forward with. I ask that my players also post at least once per day, or let me know if they'll be unavailable for any reason. I'm understanding!

    If all of this still interests you, please leave a brief introduction to the character you'd be most interested in bringing along below. I'm looking forward to seeing who will be joining me on my second adventure!

    Please include your current character level in your post as that will be the most heavily weighed factor.


    Confirmation Maps and Handouts

    Feel free to hang out and discuss things here, but refrain from posting in Gameplay until all 6 Pathfinders are chosen!


    Confirmation Maps and Handouts

    More coming soon!


    Confirmation Maps and Handouts

    Hmm, will 33 Damage finish off this skeleton?

    Reckum's mighty hammer smashes forward so hard that the skeleton flies back across the cavern, impacting the wall with such force that it explodes into hundreds of bony bits!

    Combat over, and with quite the finish!

    The cavern room now lies quiet with various bits and baubles scattered across the floor. In the back of the room a corpse still lies face down, motionless.


    Confirmation Maps and Handouts

    Reckum, Ninnic, Zu, and Folwin may all act, let's get this skelly dead!


    Confirmation Maps and Handouts

    Taking advantage of Reckum's reckless attack, the final battered skeleton rends forward with both claws!

    Claw Attack vs Reckum 1: 1d20 + 2 ⇒ (10) + 2 = 12
    Claw Attack vs Reckum 2: 1d20 + 2 ⇒ (5) + 2 = 7

    Claw Damage 1: 1d4 + 2 ⇒ (3) + 2 = 5
    Claw Damage 2: 1d4 + 2 ⇒ (4) + 2 = 6

    Both attacks miss though, air whistling as it passes between its bony fingers!

  • Skeleton A
  • Skeleton B

  • Reckum
  • Ninnic
  • Zu

  • Skeleton C
  • Skeleton D

  • Imrahil
  • Folwin
  • Khari

    Imrahil, Khari, and Folwin may act!


  • Confirmation Maps and Handouts

    Zu's arrow just manages to catch the skeleton, but unfortunately the arrowhead sticks harmlessly between two bones in the undead beasts arm. It reels from the attack, offering one last chance before counter attacking! Reckum, and if so desired Fuzzy, can still go!


    Confirmation Maps and Handouts

    What should have been a spot on shot just barely zings past the skeletons body when Ninnic tries to weave the attack through the crowd of his allies, clattering off the back wall.


    Confirmation Maps and Handouts

    Botting Folwin as necessary

    Folwin mixes together a volatile explosive and hurls it over the group towards the group of Skeletons!

    Bomb Attack vs Skeleton B Touch AC (with Soft Cover): 1d20 + 5 ⇒ (11) + 5 = 16

    Hit!

    Bomb Damage (Fire) on Skeleton B: 1d6 + 5 ⇒ (4) + 5 = 9
    Minimum Bomb Damage as Splash Damage on Skeletons C and D: 1 + 4 = 5

    Skeleton C Reflex Save for Half (DC 14): 1d20 + 2 ⇒ (5) + 2 = 7
    Skeleton C Reflex Save for Half (DC 14): 1d20 + 2 ⇒ (12) + 2 = 14

    The bomb explodes in a fiery blast, blasting apart two of the skeletons and leaving the final skeleton with several pieces missing!

  • Skeleton A
  • Skeleton B

  • Reckum
  • Ninnic
  • Zu

  • Skeleton C
  • Skeleton D

  • Imrahil
  • Folwin
  • Khari

    Reckum, Ninnic, Zu, and Fuzzy may go!


  • Confirmation Maps and Handouts

    Ninnic's telekinetically infused stone shoots forward but misses wildly, clattering off of the cavern walls. Zu's aim is almost true, but firing through his allies skews his shot just barely over the skeleton's shoulder!

    Skeleton C approaches, shoving aside Skeleton B in a violent attempt to reach Reckum who's still bravely holding the line!

    Claw Attack: 1d20 + 2 ⇒ (16) + 2 = 18
    Claw Damage: 1d4 + 2 ⇒ (3) + 2 = 5

    This skeleton has more luck, it's sharp and bony claws finding their way into Reckum's flesh and tearing viciously, spraying blood across the glowing fungus that covers the cave walls.

  • Skeleton A
  • Skeleton B

  • Reckum
  • Ninnic
  • Zu

  • Skeleton C
  • Skeleton D

  • Imrahil
  • Folwin
  • Khari

    Imrahil, Folwin, and Khari may go!


  • 1 person marked this as a favorite.
    Lady Ladile wrote:
    And while in theory this shouldn't matter, were you trying to sign up from a mobile device earlier? I had trouble myself trying to sign up using my phone yesterday evening and had to wait until I got home to my laptop.

    Your theory did matter and helped me find the problem! My phone was defaulting to my Google Drive app which didn't offer editing capabilities. Once I opened it with Google Sheets I signed up no problem.


    Lady Ladile wrote:
    *snip*

    Thanks for the response! I already see a lot of ways I can improve my GMing and I couldn't resist signing up to GM a table.

    I initially signed up for two but decided that was overextending. Thank you to GM Hmm for helping me clear that part up!


    Confirmation Maps and Handouts

    With only a single swing of his hammer, Reckum reduces his skeletal adversary into an explosion of bony bits! Shards of bone scatter harmlessly across the cavern floor, clearing the way for the next foe!

  • Skeleton A
  • Skeleton B

  • Reckum
  • Ninnic
  • Zu

  • Skeleton C
  • Skeleton D

  • Imrahil
  • Folwin
  • Khari

    Ninnic, Zu, and Fuzzy may act!


  • Pardon the newbie question, right now the spreadsheet isn't available to edit, so how does a GM sign up to play for a table?

    I'm eyeballing GM Chadius's run of Hao-Jin Cataclysm with a fresh level 1 Fighter.


    Confirmation Maps and Handouts

    It sounds like everyone is ready and I didn't hear any objections, so here we go!

    Zu's arrow ricochets off the back wall of the cavern alerting the skeletons inside, and the rattling of bones grows closer as they all make their way to battle these new intruders!

    Initiative Roll Spoiler to Save Space:

    Gillman Skeleton: 1d20 + 6 ⇒ (15) + 6 = 21
    Gillman Skeleton: 1d20 + 6 ⇒ (15) + 6 = 21
    Gillman Skeleton: 1d20 + 6 ⇒ (8) + 6 = 14
    Gillman Skeleton: 1d20 + 6 ⇒ (8) + 6 = 14
    Zu: 1d20 + 3 ⇒ (12) + 3 = 15
    Reckum: 1d20 + 3 ⇒ (17) + 3 = 20
    Folwin: 1d20 + 3 ⇒ (7) + 3 = 10
    Ninnic: 1d20 + 6 ⇒ (10) + 6 = 16
    Imrahil: 1d20 + 1 ⇒ (11) + 1 = 12
    Gill-Khari: 1d20 + 0 ⇒ (4) + 0 = 4

    Beginning of Turn Initiative:

  • Skeleton A
  • Skeleton B

  • Reckum
  • Ninnic
  • Zu

  • Skeleton C
  • Skeleton D

  • Imrahil
  • Folwin
  • Khari
  • From around the left side of the passage opening, two bony figures come barreling forward towards Reckum! Fighting for space in the narrow tunnel opening, their bones scratch and scrape on the stone and one of them manages to squeeze forward, lashing a bony, clawed hand at the gnome!

    Claw Attack vs Flatfooted Reckum: 1d20 + 2 ⇒ (9) + 2 = 11
    Claw Damage: 1d4 + 2 ⇒ (3) + 2 = 5

    Its skeletal fingers find nothing but air however, narrowly missing the small barbarian! Reckum, Ninnic, Zu, and Fuzzy may go!

    End of Turn Initiative:

  • Skeleton A
  • Skeleton B

  • Reckum
  • Ninnic
  • Zu

  • Skeleton C
  • Skeleton D

  • Imrahil
  • Folwin
  • Khari

  • Confirmation Maps and Handouts

    I'm going to treat skeletons as "particularly common monsters" placing the DC at 5 + CR, meaning you recall two useful bits of information. Imrahil recalls that Skeletons are undead beings, making them immune to cold spells and abilities. He also knows that because of how they're animated and held together, slashing and piercing weapons won't be as effective as blunt, bludgeoning strikes.


    Confirmation Maps and Handouts

    You can make your checks now, the knowledge would already be in Imrahil's mind.


    Confirmation Maps and Handouts

    GM Stuff:

    GM Stuff: 1d6 ⇒ 2

    Uori chuckles at Reckum's eagerness as the gnome bounces off, then returns his attention to Imrahil. "The wand will protect you, it contains Shield of Faith. There should be enough magic left for 10 or so uses." With a smile and a wave, the elderly gillman offers a silent prayer for the group as they travel down the northern tunnel.

    The cave’s damp air becomes increasingly stale as the party continues down through the passage and as they approach this area, the stench of decay grows increasingly evident. The passage opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. The body of a male dhampir lies facedown toward the back of the cavern, likely the former creator of the undead that now wander over his corpse.

    Lumbering throughout the room are four skeletons, the fish-like features of the skulls easily identifying them as gillmen. They don't appear to have spotted you yet.

    The party can arrange themselves as desired in the western portion of Slide Four, but once anyone enters the narrow passage or otherwise engages, it will be roll initiative!


    Confirmation Maps and Handouts

    "Though we gillmen care little for Aroden, we also cannot explain where those reliefs came from, nor why they're eroding as they are. Their images have been fading, as if great waves crash into the carvings day and night." With a small nod he adds, "you have also passed carvings left by my kind. Spirals and creatures of the sea? Of those we take credit, but these offerings and images to your god Aroden predate even our discovery of this holy spring."

    When Imrahil mentions putting down the dead, a visible wave of relief passes over Uori's face. "I am glad that you offer, for it wasn't a request I would have made. Please, it would mean a great deal to me to see this place cleansed." The gillman swims toward the shore and to his robes, rifling through their contents to withdraw from it a short stick.

    "Here," he says, extending a wand towards the group. "If you truly mean to rid this cave of these monsters, then take this. It will protect you."

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