The Veteran's Vault: MAP
I'm Hiding In Your Closet wrote: @GM EW: Do you know yet when we can expect "You Only Die Twice" to start? Sorry to everyone who has been waiting for this game to start. Unfortunately due to my work cutting me off from Paizo and RL being very hectic I am no longer able to do PBPs. Endless,Please remove my sign up sheet from your thread. Sorry again,
The Veteran's Vault: MAP
So, not that it matters, but I was running this a little wrong she didn't provoke she just failed to cast. We'll just call your attacks your round 3 actions. As Cirri and Kid distract the surrounded creature Colaoch lands another massive blow severing the creature's ugly purple head from its body. Combat Over! Your search of the room turns up very little of value. Pulling up the cracked stone on the floor reveals a secret compartment filled with an assortment of treasure. The trove contains a masterwork breastplate, a set of masterwork butterfly swords, a pearl-studded silver brooch in the shape of a dove, two spelunking kits, two scrolls of mage armor, a scroll of grease, a ring of protection +1, a fine emerald, and a pouch of platinum pieces. In addition you find a tarnished, plain silver locket whose interior bears only the inscription “Ever Yours—EK.”
The Veteran's Vault: MAP
With a quick sweep Kid knocks the creature to the ground as Conlaoch steps up and delivers a massive blow. Amazingly the creature is still alive and its wounds seem rather minor considering the force behind the blow.
Concentration: 1d20 + 5 ⇒ (14) + 5 = 19 The Gremlin shrieks in anger and curls up into a ball hissing at her attackers.
The Veteran's Vault: MAP
With a mighty swing Petrus slices the Darkmantle in two covering himself in a spray of gore. Tripple is less successful, as he snaps that the nimble gremlin. Cirri move to the other side of the gremlin and brings her staff down with a loud, CRACK as it hits the stone floor at the creatures feet. The Staff seems fine but the stone seems to have cracked, reveling an open space underneath. Round 3
The Veteran's Vault: MAP
My bad I should have said its 5ft up not 10ft.
The gremlin takes a step back and attempts to cast a spell without opening her self up from an attack by Tipple. The Creature grins evilly as she finishes the spell and sends two bolts of energy straight into the wolfs face.
The Veteran's Vault: MAP
Kiddrik moves and an stabs at the darkmantle, his spear cutting into the creature's rubbery hide. Cirri brings her staff down hard onto her foe's chitinous exoskeleton, cracking it open and with a faint 'Pop' the centipede disappears as quickly as it was it came. Sorry Kiddrik, no Flank since it is still 10ft up. Otherwise that would have confirmed.
Round 2
The Veteran's Vault: MAP
Fort: 1d20 + 6 ⇒ (19) + 6 = 25 Petrus and Tipple rush into the room and bombard the gremlin with spell and tooth. Unfortunately the creature is able to shrug off most of the spell and dodge the attack. With Petrus so close now the darkmantle finally reacts, slowly letting go of the ceiling and clumsily flying down to the inquisitor where it lashes out at him with a scaly tentacle.
Round 2
The Veteran's Vault: MAP
While similar to the gremlin that got away this one seems to be more important, draped in rags and an assortment of trinkets. Hissing at Cirri it steps back and continues chanting, holding a loft a scrap of paper. As the gremlin finishes the writing on the scrap of paper comes to life, curling off the page and forming into a disgusting creature with a long low body, hundreds of legs, and grasping pincers. The monster instantly snaps at Cirri.
Round 1
Dungeoneering DC 10+:
This is a medium sized centipede. They are mindless vermin. Dungeoneering DC 15+:
Centipedes are know for being poisonous and, due to thier hundreds of legs, can not be tripped. Planes DC 16+: This creature seems to have fiendish blood making it resistant of cold and fire damage.
The Veteran's Vault: MAP
@Kid,
Kid tries to the trip the running gremlin but the creature just ducks under the spear point. Just as the maniac creature reveals in dealing a nasty blow to Cirri, Conloach moves into position and slices the tiny monster in half. Round 1
The Veteran's Vault: MAP
The gremlin curses as its bolt misses Cirri. As Kid tries to distract it it throws down its crossbow, draws a short sword and rushes at Cirri.
Round 1
Creature behind the table has total cover.
The Veteran's Vault: MAP
Good News/Bad News time: Good News:
Bad News:
Good News:
More Good News:
The Veteran's Vault: MAP
Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.Each door in these halls opens into a cramped cell although 3 of the doors appear to be locked. Following the instructions on you map you come to a short flight of steps leading down into a large room. The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and
GM rolls:
Initiative: Cirri: 1d20 + 1 ⇒ (16) + 1 = 17 Petrus: 1d20 + 5 ⇒ (3) + 5 = 8 Conlaoch : 1d20 + 3 ⇒ (6) + 3 = 9 Kiddrik: 1d20 + 1 ⇒ (20) + 1 = 21 Mifra: 1d20 + 6 ⇒ (2) + 6 = 8 Gremlin: 1d20 + 4 ⇒ (14) + 4 = 18 DM: 1d20 + 6 ⇒ (1) + 6 = 7 Perception:
As the party starts to move down the steps suddenly from behind you can hear the twang of a tiny crossbow. From with in the room a shill voice starts to chant, it sounds like the chanting is coming from behind the large table on the other side of the room. Final as you all start to realize you are being ambushed there is movement on the ceiling. What you at first thought was a fungal growth starts to move and you realize it is a octopus like creature. The monster starts to ooze a dark inklike cloud but Petrus's daylight pulses and disperses the darkness.
Round 1
@Cirri,
The Veteran's Vault: MAP
Moving up to the door Cirri grasps the handle and gives it a hard pull. The is a click and the javelin launches from behind the door slamming hard into the Magus's abdomen. Cirri can feel the wound burn as something on the tip of the weapon starts to seep into her blood. Attack: 1d20 + 15 ⇒ (17) + 15 = 32
Con Damage: Round 1: 1d2 ⇒ 2 Round 2: 1d2 ⇒ 1 Round 3: 1d2 ⇒ 1 Round 4: 1d2 ⇒ 1 Round 5: 1d2 ⇒ 1 Round 6: 1d2 ⇒ 1
The Veteran's Vault: MAP
Let me know how they look. George,
Thanks again for playing. Sorry things got bogged down at times. I really didn't expect work to be so busy. I'm always looking to improve my GMing so if anyone has any questions, comments, or complaints about the game I'd love to hear them.
The Veteran's Vault: MAP
The sewer continues on for a little bit before terminating at an iron grate. To the right Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters. The notes on your map indicate that this door is trapped but gives not real advice on how to find or disable it.
The Veteran's Vault: MAP
As Kiddrik pushes forward he finds the cave ends at what looks like the back of a worked stone wall. There are now obvious opening in the wall and no signs of the gremlin. Combat over, for now... A search of the cave turns up nothing useful or of value. Perception DC 15+:
The wall seems to once have been a secret door, swinging away from the cave into the adjoining room. Unfortunately years of disused and shifts in the surrounding earth have caused the door frame to collapsed, sealing the door permanently. The only way to open it now would be to spend hours digging and shoring up the wall. Perception or Survival DC 20+:
The tacks from the gremlin seem to just stop just around the corner. There doesn't seem to be any indications that it climbed the walls or escaped through any secret passages. Perception DC 22+: There is a crack along the side of the secret door just big enough for a tiny creature to squeeze through. It was particularly hard to find due to it being cleverly concealed with a piece of dark cloth and loose stones. From the collection of dirt on the cloth it appears to have been place there at a day or so ago ruling out the possibility that the gremlin used the crack to escape.
The Veteran's Vault: MAP
Conlaoch's blade slices through the disgusting ooze splitting it down the middle and releasing a foul odor which turns everyone's stomach.
As Cirri moves deeper into the cave she see's that the tiny gremlin is not there and holds off on her spell, not seeing a target.
Round 2:
The Veteran's Vault: MAP
Kidd,
The ooze surges forward creating a putrid smelling wave that tries to slam into Tipple but just falls short.
Round 1
The Veteran's Vault: MAP
GM Rolls:
Perception: Cirri: 1d20 + 0 ⇒ (19) + 0 = 19 Petrus: 1d20 + 11 ⇒ (12) + 11 = 23 Conlaoch : 1d20 + 0 ⇒ (16) + 0 = 16 Kiddrik: 1d20 - 1 ⇒ (20) - 1 = 19 Jinkin: 1d20 + 16 ⇒ (15) + 16 = 31 Initiative:
As the party moves into the cave Petrus & Tipple are quick to identify a strange growth, covering a pile of refuse, as some sort of plant creature. Just as he alerts the party the creature starts to slither forward and a bold flies from the back of the cave striking the inquisitor.
Round 1
The plant creature seems to be a mass of diseased fibers growing on a plant burt slithers forward independently from its sickly host.
DC 12+:
DC 17+:
It deals Acid damage when attacking and is immune to acid. DC 22+:
Garden Oozes can emit a strong pungent smell once a day that can sicken creatures. The Creature that shot at Petrus looks just like the creature you destroyed at the rat statue.
DC 11+:
DC 16+:
Like a lot of fey they are ressitaint to damage from weapons not made of cold iron. DR 5/ cold iron DC 21+: They have spell like abilities that let them create small magical effects; they also have limited teleport abilities.
The Veteran's Vault: MAP
The Leshy seems swayed by Petrus's words and Kiddrik's warm smile. It shows you a path through the garden and to the sewer beyond. The red flowers of the vines snap playfully at your heals as you pass.
We are off the old map. I'll have a new map up Monday.
The Veteran's Vault: MAP
Will: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17
The once the battle is over and you have time to search the area and secure the Aspis agents, you hear someone clearing their throat behind you. Standing at the base of the steps is an elderly looking ratfolk woman along with the captain of the guard. The woman introduces herself as Krella and the Captain explains she is the leader of the resistance that opposed the Undying Empress. The thank you for you aid in disposing the Empress saying that the future of the Rats of the Round Mountain is finally their own to decide. They supply you with whatever information you desire as well as a small reward. They let you take anything you want off the Agents and from the Empresses chambers. Once everything is settled the ask you to leave so they can help calm the turmoil that is sure to arise with the fall of the Empress. They are grateful for any offers of aid but fear that the presence of foreigners would just cause more issues. The Woman is a caster and offers to teleport the party to the base of stairs they first climbed to reach the sundered path.
The sight that greets you upon leaving the tapestry is not what you expected though. The changer is in shambles, injured pathfinder scholars are strewn about the room and the smell of Ozone fills the air. Out of the chaos storms the Master of Spells, Aram Zey. He immediately launches into tirade about the consequences of spell use. From the 10-15 min lecture you are able to piece together that the Empress was dismissed from the Hao Jin tapestry straight into this chamber of the Grand Lodge where she proceeded to attach those working here and then escape into the Archives. After a few days of meetings and debriefings you are all allowed to keep you membership in the Society as the issue boils down to Aram Zey making the proper preparations for the ineviability of a hostile creature finding its way out of the Hao Jin tapestry. Chronicles on their way. Probably not today but definitely by the end of the day Monday.
The Veteran's Vault: MAP
The Creature pauses when Petrus calls out in Sylvan. Its many eyes narrow at the man but it hold up a "hand" which seems to hold the vines back. What you do here? My Garden you no hurt! it calls back in sylvan. before calling up in its strange language to the vines which seem to start to sliver their way down to the farmer. FYI. Normally you can't use diplomacy in combat since its takes 1 min to change a creatures attitude and if they are attacking they are probably Hostile so not open to requests. This guys a little different so I'm going to go with it.
The Veteran's Vault: MAP
As you follow the dirrections you turn a corner and are greeted by an unusual site. Fallen rubble from an earlier excavation clogs the channel, slowing the water flow and accumulating a mass of sewage on one side. A thick carpet of moss and fungus—clearly representing a wide variety of green, blue, and ochre-colored specimens—sprawls across the top of the debris and hangs from the ceiling, with several larger mounds of fungus clinging to the walls or stemming from the hole to the east. Wispy blue tendrils descend from the ceiling and almost touch the water, creating a thin, eerie curtain of plant matter.
Kiddrik identifies the mushroom creature as a Fungal Leshy, known for being farmer of rare and dangerous molds and fungi. He remembers they are immune to electricity and sonic damage as well as the standard protections plant creatures have.
GM rolls:
Perception: Cirri: 1d20 + 0 ⇒ (14) + 0 = 14 Petrus: 1d20 + 10 ⇒ (12) + 10 = 22 Conlaoch : 1d20 + 0 ⇒ (11) + 0 = 11 Kiddrik: 1d20 - 1 ⇒ (19) - 1 = 18 Knowledge:
Knowledge:
Knowledge:
Initiative:
Round 1
Please ignore the giant red box; your character can not see it.
The Veteran's Vault: MAP
Just realized I have the Empress go twice in round 2. Technically the Mage Armor is cast this round. Unfortunately this does not help as George's attack still misses.
The remaining Aspis agent smiles sleepily at Bos before dropping his potion and weapon and lying down on the ground to sleep. Round 2
Round 3
The Veteran's Vault: MAP
Petrus is able to come away with a single filth encrusted gold piece from the man's pocket before Kiddrik confronts him. Using his healing magic the Oracle is then able to revive the two.
It takes a little bit of time to convince them but Kiddrik is able to calm them down enough so they follow him out of the sewers. Once they reach the ladder they finally accept that the party isn't there to hurt them. The woman cries with relief while the man finally lets go of his mask of bravery and nearly collapses as his legs turn to rubber. They thank Kiddrik profusely giving him four vials, 2 of acid and 2 of healing (CLW). Kiddrik,
The small pipe is slick with refuse and slopes gently down.
The Veteran's Vault: MAP
Darn it! I could have sworn the preview showed a result of a 16. Well I guess she does make her save so I don't get to send her back the the basement of the Grand Lodge :(
The Empress chants another spell with no obvious effects (taking a step back in necessary) and draws a wickedly curved blade.
spellcraft DC 16:
Mage Armor The remaining Aspis agent weakly takes a step forward and swings at Bos.
Ignatious finishes his summoning spell and two small celestial being pop into existence granting Bos and Gorge granting them each a small blessing. He then moves up to the Paladin and infuses him will righteous strength. Aid:
Round 2
The Veteran's Vault: MAP
As Tipple continues to attack the prone woman Petrus steps up and knocks her out with the flat of his blade.
GM rolls: Stabilization for Man: 1d20 + 2 - 1 ⇒ (5) + 2 - 1 = 6 Stabilization for Man: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3 Stabilization for Man: 1d20 + 2 - 3 ⇒ (1) + 2 - 3 = 0 Stabilization for Man: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2 Stabilization for Man: 1d20 + 2 - 5 ⇒ (17) + 2 - 5 = 14
The Veteran's Vault: MAP
Will: 1d20 + 8 ⇒ (14) + 8 = 22
GM mischief!: Per Dismal their is a 20% chance the creature doesn't end up in the correct plane. Id doesn't say where it end up on is original plane though. I'll say that due to the nature of the tapestry there is a 50/50 chance that empress is teleported to the tapestry's current location (the vaults of the Grand Lodge!). 1-20 Wrong Plane 21-60 Grand Lodge 61-100 The crater massive hole where the round mountain was taken 1d100 ⇒ 55 YES!
The Veteran's Vault: MAP
As Kiddrick distracts the gremlin Conloach moves it and lands a massive blow against the evil fey. Even though the blow didn't do as much damage as it should have it is enough stop its giggling. As the tiny beast stands the unsteadily It looks up at the fighter in surprise just before Cirri moves in and drops the jinkins with a powerful blast of ice. The prone woman does not attack anyone move past, preferring to hold the staff defensively, trying to ward off the wolf. Round 1
The Veteran's Vault: MAP
Will: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 Ignatious steps back and begins summoning celetial aid while Birgit snapes her fingers and one of the Aspis agents yawns, lays down, and promptly falls asleep. Bos returns blows with the other agent and leaves the man severely wounded but still standing. Voros fires off one his alchemical arrows at the empress but it is deflected by the magical shield she just conjured sending it into the curtain behind her where it burns a large hole in the expensive looking fabric. Angered buy the destruction of her curtain and seeing how quickly Birgit took out the one agent the Empress decides to try and kill two birds with one stone. Smiling at Voros she mutters and incantation and then points at the Witch. Your Companion has been charmed! Restrain her!
Spellcraft DC 18:
Suggestion Voros needs to make a DC 16 Will save or be forced to try and grapple Birgit. Round 2
The Veteran's Vault: MAP
As Petrus and Tipple move forward the smugglers attempt to block his movements but pay dearly. The Inquisitor takes down the man with a single swing of his massive sword and the wolf rips the woman's legs out from under her, sending her crashing to the floor.
From behind the rat statue the small gremlin giggles in delight as sends a bolt flying over Tipple at the unprepared Cirri.
Round 1
Round 2
The Veteran's Vault: MAP
Sorry for the continued delays. Normally work slows down this time of year but this year seems to be quite a lot busier than normal. The fact that I"m going back to school and finals are just around the corner haven't helped things. I'm going to try very had to keep up at least 1 post a day during the week but the weekends are going to be next to impossible for the time being. Sorry again.
The Veteran's Vault: MAP
George,
The two Aspis consortium agents charge forward drawing axes and swinging at Bos.
Round 1
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