Fiend series | Shackles
Dear all, I will be away for a short Cristmass break until December 27th. I hope you will have a fine holiday (assuming you will celebrate)
Fiend series | Shackles
Karzug also accepts to carry a sliver of Eldis with him. The ghost splits into four motes of light that enter you. You can reroll 1 failed fortitude save. I will assume you will reroll the first failed fortitude save. You move out of towards Fiendsmaw. It takes seventy minutes to reach the site. Sinking into black waters, a proud citadel struggles to maintain its regality, but the ravages of time have clearly won the battle. This great structure leans towards the embankment of a forgotten cove that seems poised to swallow it whole. Crumbling staircases provide access to the slanted citadel in each of the four cardinal directions, and magnificently carved marble columns line the corridors into the citadel’s dark heart. A black obelisk rises from a flooded chamber toward the second story of the citadel. Etched carvings of grotesque tentacles and talons writhe over the obelisk in tribute to some long forgotten mystical power. Atop the obelisk’s platform, a faint humming breaks the silence. Several large, wall murals adorn the walls opposite of the obelisk, depicting a Golarion from long ago.
Fiend series | Shackles
GM screen:
Time: 1d6 + 3 ⇒ (4) + 3 = 7 "I think you should be able to get there in little over an hour"
Fiend series | Shackles
Welcome for Siege of the Diamond City. Standard rules tier 7-8. We will start Jan 14th 2019 and expect to finish by Mar 8th. I first want to get my 'house rules' out of the way so we have a common understanding. I assume you will have read this. Please give me the following information: 1. Player/Forum Name
Please take notice of the following: I expect you to fill your initiative modifier, perception modifier and preferred place in the marching order on the map (to be provided later). If you do not fill these you get to act last in initiative and fail all perception checks automatically that I make for you. I will place you last in marching order. I handle initiative in posting order. I expect you to use the appropriate lines (Race, Classes / Levels and Gender) to give me vital information (AC, Saves etc) about your character. You can take a look at my aliases for an example. I attempt to post twice a day during weekdays and once each day during the weekend. This is a special and as such we need to set a higher pace than normal. I will bot you / put you in delay if you have not posted in 24 hours. And most important: this is a game and I expect us all to have fun while playing! If something causes you not to have fun: please address it. We will start on January 14th, the gameplay thread is open for dotting
Fiend series | Shackles
"I would stay with you for your current task, after that I will move on to Pharasma's domain"
Fiend series | Shackles
Xasay:
As a full-round action, an incutilis can drive
its lesser tendrils into any helpless Small or Medium creature occupying the same square and pump the victim full of poison and chemicals. The victim is killed instantly, and becomes a zombie-like creature under the incutilis’s control.This zombie isn’t treated as being undead, and is immune to spells and effects that affect only undead (including damage from positive energy). redirecting the chill touch to the inculitis Chill touch damage: 1d6 ⇒ 5 Dice:
vs Emmett Attack: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d6 + 4 ⇒ (3) + 4 = 7 vs Gecko
vs Xasay
Grisaia slashes the zombie, Tori shoots one of the aberations and Xasay touches the nearest inculitus. Emmett also hits it and it isn't looking good... The zombies fail to hit Emmett, but the shadow gecko is destroyed and Xasay is also hurt. Initiative
Fiend series | Shackles
The ground starts shaking where Svetlana is standing, she is barely able to remain standing. Fissures open in the ground, but Svetlana jumps free from the one opening just next to her. A second later the fissures snap shut, fortunately she did not fall in.... after a minute the ground stops shaking and all seems well again. A sudden burst of brilliant energy erupts from Eldis’s wayfinder, coalescing into a ghostly young man peacefully floating in midair. Three distinct yet similar voices emit from the spectre echoing as he speaks; “Thank you for freeing me, I owe you my salvation. The spirit sways in the air, and a pervading sense of joy fills the area. “You seek my uncle Benton. Please let me tell you how to find him.” The spirit tells you how to fiend your way to 'Fiendsmaw' a citadel located in an underground lake. Eldis warns you that the morlocks
"If you want I can aid each of you, but you have to allow a sliver of me to join your consiousness. It is up to you if you want this."
Fiend series | Shackles
I had some technical issues, but here are your chronicles! These chronicles will be hosted online for approximately 6 months, after which I will take them down. Please store a copy for your own administration. I will keep an eye on this tread until the end of the year, after that I will hide it from my campaigns. Unfortunately I am not able to set it to inactive. Thank you all for playing!
Fiend series | Shackles
Would each of you be so kind to (re-)post your information here? PFS #
Thanks, I will get chronicles out asap. Thank you all for hanging in here with me, hope you had fun.
Fiend series | Shackles
Arkolo kills the second spider! You move into the room and see a ladder going down. The ladder’s shaft ends in a wide staircase descending into darkness. On the floor at the top of the stairs, a dead moon spider lies on its back, its legs drawn up and frozen in a curled-in position. An unpleasant rotting reek emanates from a sunken hole in its belly. You investigate the area that you skipped earlier and Aldy finds a trap: a fake ceiling that would have come down if you attempted to open the chest underneath it. In the other room a casket seems to be moaning. Again Aldy investigates it and finds that it is rigged to collapse. The moaning seems to be some kind of magical effect. Inside the casket a zombie is hiding, defeating it is child's play for you. Our heroes decide to take their well-earned rest and return to civilization, to return to the Emerald Spire on a later date! That concludes this level of the Emerald Spire!
Fiend series | Shackles
Aldy: noted, thanks! The pathfinders also fail to hurt the spider and they turn to look at Arkolo with his bow... Initiative
Fiend series | Shackles
here we go again! Perception:
Doctor Drokk: 1d20 + 14 ⇒ (17) + 14 = 31 Gratus Leogil: 1d20 + 3 ⇒ (12) + 3 = 15 Karzug: 1d20 + 3 ⇒ (15) + 3 = 18 Svetlana: 1d20 + 12 ⇒ (16) + 12 = 28 Initiative:
Doctor Drokk: 1d20 + 1 ⇒ (12) + 1 = 13 Gratus Leogil: 1d20 + 2 ⇒ (19) + 2 = 21 Karzug: 1d20 + 3 ⇒ (2) + 3 = 5 Svetlana: 1d20 + 5 ⇒ (18) + 5 = 23 Svetlana and Doctor Drokk hear the crumbling of rocks falling from a nearby cliff followed by soft whimpering... Initiative
Fiend series | Shackles
Grisaia, are you targetting the zombie or the incutilis? They are seperate targets
Fiend series | Shackles
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Aldy tries to distract the spider while Brant is thinking hard what the best approach is here. The spider is not so easily distracted and bites Bree! Initiative
Fiend series | Shackles
Dice:
vs Gecko Slam: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d6 + 4 ⇒ (6) + 4 = 10 Slam: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d6 + 4 ⇒ (3) + 4 = 7 The zombies zeem to be just your standard, run-of-the-mill zombies, although they seem to be controlled by the creatures riding them. Those are incutilises. A strange sort of sea creature that appears to be an oversized cephalopod, however an incutilis hides a significant intelligence behind its unassuming appearance. They use the zombies for their zombies and it would be best if you're not caught helpless... Emmett and Tori have no problem with hitting the incutilises, but the gecko is not so fortunate. Two of the zombies attempt to hit the gecko and the other two move towards Emmett... Xasay, anything in particular you would like to know about it? Initiative
Fiend series | Shackles
You are able to put the shards together. They reveal a pictogram of the Jistkan Magistracy seeking shelter within a black ziggurat etched with writhing talons and tentacles. DC 20 Knowledge (planes):
The iconography is tied to demons, qlippoth, and other Abyssal fiends. You have the idea that you are done here and check the wayfinder. The needle now only points to the location you haven't finished yet, so you head there. The blasted shell of a large structure dominates the northeast corner of the ruin site. Severe damage has laid waste to the area, leaving it quite unrecognizable. Loose rubble lies strewn about the remains of half-collapsed walls, and large tears in the building’s floor provide evidence of a long-forgotten earthquake.
Fiend series | Shackles
This linguistics check is to get the pieces aligned properly, so you see what it depicts. Comprehend Languages won't work for that unfortunately
Fiend series | Shackles
Bree swings his battleaxe and slices off one of the eight legs of the spider, only seven legs to go! Initiative
Fiend series | Shackles
Whoops, sorry! The initiative tracker was indeed my mistake. My apologies. Unfortunately I can't do anything about the annoying post eater. Initiative
Fiend series | Shackles
Perception:
Doctor Drokk: 34 = 34 Gratus Leogil: 1d20 + 3 ⇒ (3) + 3 = 6 Karzug: 1d20 + 3 ⇒ (12) + 3 = 15 Svetlana: 1d20 + 12 ⇒ (6) + 12 = 18 Initiative:
Doctor Drokk: 1d20 + 1 ⇒ (7) + 1 = 8 Gratus Leogil: 1d20 + 2 ⇒ (14) + 2 = 16 Karzug: 1d20 + 3 ⇒ (17) + 3 = 20 Svetlana: 1d20 + 5 ⇒ (7) + 5 = 12 Svetlana moves forward to examine the pieces of broken pottery. Linguistics check please Doctor Drokk:
You heard the sound of a growling stomach when Svetlana moved forward. You can't hear it anymore. Svetlana:
Svetlana will: 1d20 + 7 ⇒ (17) + 7 = 24 You feel very hungry for a moment, but then the feeling disappears. All: I know I rolled initiative, however we are not in initiative
Fiend series | Shackles
Arkolo kills the first spider! Ganem heals Bree and Flint attempts to push the last spider away, however it does not want to move. Initiative
Fiend series | Shackles
A crumbling temple struggles to rise higher than the neighboring wrecks. It leaves you with an inexplicable sense of dread. A small flight of stairs provides entrance to the former center of worship wherein carvings of stone gargoyles, and twisted imps cover the walls. The remaining wall’s arched openings suggest they once contained stained glass windows. Within the ruined temple a ten-foot-by-ten-foot cracked altar lies askew, surrounded by shattered pottery fragments. A dark stain, eons old, covers the fractured altar, hinting at foul worship. Littering the floor of this ruined building are the shattered remains of several pieces of ceremonial pottery.
Fiend series | Shackles
Take 20 does not work as failure has it's consequences. I take it you spend some time to widen the gap. The team works together and finally there is enough space for everyone to move through. This large chamber has a sixty-foot-high ceiling supported by several thick stone columns. The worked stone of the southwest wall remains uncovered by coral, and is decorated with engravings of crude giant figures and roughly formed runes. The columns have markings chiseled into them as well, in what could be many different styles of handwriting. Smashed stone tables and oversized benches are piled in the southeastern section of the room. Beyond the rubble, a tunnel slopes down to the east, and another descends from the southwest corner. From the eastern corridor four zombies move towards you with surprising speed. On top of each of their heads you see some kind of squid sitting... Knowledge Dungoneering to identify the squid Initiative:
Emmett: 1d20 + 6 ⇒ (15) + 6 = 21 Grisaia: 1d20 + 7 ⇒ (1) + 7 = 8 Scratcher: 1d20 + 3 ⇒ (4) + 3 = 7 Tori: 1d20 + 7 ⇒ (20) + 7 = 27 Xasay: 1d20 + 2 ⇒ (19) + 2 = 21 Zombies: 1d20 + 6 ⇒ (10) + 6 = 16 Initiative
Fiend series | Shackles
Thank you Redelia, that is awful news. Team, if one of you would be so kind to bot Tori until the end of this module I would appreciate that. That way she can see this through with us.
Fiend series | Shackles
Attack vs Bree: 1d20 + 4 ⇒ (10) + 4 = 14
Our heroes get rid of the spider webs and Arkolo hits one of the spiders hard. The others are not so lucky and do no harm. The spiders attempt to bite Bree and also miss. Initiative
Fiend series | Shackles
Together you smash the statue into tiny bits, forever destroying the ancient poem... To 1 or 3?
Fiend series | Shackles
Attack vs Aldy: 1d20 + 4 ⇒ (10) + 4 = 14
The spiders skuttle closer and attack the pathfinders at the door. Aldy manages to dodge the bite, but Bree isn't that lucky. Initiative
Fiend series | Shackles
Attack: 1d20 + 11 ⇒ (10) + 11 = 21 The statue attacks Svetlana. And again it misses... Initiative
Fiend series | Shackles
Initiative:
Arkolo : 1d20 + 6 ⇒ (4) + 6 = 10 Aldy Rolda: 1d20 + 7 ⇒ (15) + 7 = 22 Brand: 1d20 + 3 ⇒ (1) + 3 = 4 Breelajah: 1d20 + 3 ⇒ (12) + 3 = 15 Flint Jaycen: 1d20 + 5 ⇒ (1) + 5 = 6 Ganem Ambergrog: 1d20 + 2 ⇒ (2) + 2 = 4 Monster: 1d20 ⇒ 12 Bree moves into the room and sees movement within the webs! Aldy is also quick to react. Initiative
Fiend series | Shackles
Svetlana does not hesitate and strikes at the statue, Initiative
Fiend series | Shackles
The trick is that the nested spoiler is just {spoiler] and not {spoiler=] {spoiler=This works]
This works:
Spoiler: Second level Obviously replace { with [
Fiend series | Shackles
Initiative:
Doctor Drokk: 1d20 + 1 ⇒ (4) + 1 = 5 Gratus Leogil: 1d20 + 2 ⇒ (3) + 2 = 5 Karzug: 1d20 + 3 ⇒ (18) + 3 = 21 Svetlana: 1d20 + 5 ⇒ (1) + 5 = 6 Perception:
Doctor Drokk: 1d20 + 14 ⇒ (13) + 14 = 27 Gratus Leogil: 1d20 + 3 ⇒ (8) + 3 = 11 Karzug: 1d20 + 3 ⇒ (12) + 3 = 15 Svetlana: 1d20 + 12 ⇒ (19) + 12 = 31 Attack: 1d20 + 11 ⇒ (8) + 11 = 19 Svetlana steps forward and touches the statue. The statue appears to animate and slams its fist on the ground next her as a sadistic smile spreads across its face. Svetlana:
You hear a sickening thud and a voice "Stop hitting me!" Initiative
Fiend series | Shackles
Stairs from the northeast descend into this octagonal room. Against the walls sit a carved stone weapon stand, a broken stone table, all scaled for creatures twice human height. The southwestern wall is covered in an unusual black substance that looks like coral, and massive formations of the material choke the exit to the southwest. A narrow path seems to have
Medium PCs can attempt to squeeze through the path: acrobatics (Xasay can just walk through). Or you can work on widening the path, but that will take time
Fiend series | Shackles
You ignore the rattle and open the door. This large room has a wide hole in the center of its floor. A heavy, welded steel ladder descends straight down from the lip of this shaft. The extent and depth of the space below are concealed behind the many crisscrossing, whitish-gray spider webs filling the pit.
Fiend series | Shackles
Supervillan, exciting times! We understand completely that you will have less time to post. Take good care of your wife and your newborn once he/she arrives. Enjoy those first days, in my experience that is a very special time.
Fiend series | Shackles
The writing is a poem, glorifying the artificers. Knowledge History:
DC 15 Spoiler:
During the middle-period of the Jistka Imperium, the artificers were one of the two factions struggling for power. They concentrated on the manufacture of golems and other powerful war machines. As the Jistka Imperium expanded, the artificers built the majority of their golemwork factories in the Jistkan territories of southern Avistan while their rival faction, the magistrates, established their most prominent holdings in northern Garund. DC 20
Spoiler:
Artificers' automatons and inventions were incorporated in Jistka's society. Their uses varied from miniature mechanical actors for audiences' amusement, to imperial automaton troops and black-masked executioners. The most impressive of Jistka's golems were the colossal behemoth golems. The priest-artificers infused these elephantine goliaths with fiend-tainted compounds and fueled them with the spirits of daemons, devils, and demons. Their unholy, incredible power provided the generals of the Jistka Imperium with the additional power they needed to confront the divs and necromantic elemental outsiders of Ancient Osirion. DC 25
Spoiler: The artificers were organized into the artificer caste system, with each caste holding different levels of influence and importance. Their caste system included:
- the worker-artificers, who made up the lowest class of miners, forgers, and other laborers
Priest-artificers used to bless especially powerful golems at great temple-forges with powers granted by their mysterious gods. Appraise DC15:
You are not aware of any Jistkan poems surviving until this age, that fact alone makes this piece of art priceless What do you do?
Fiend series | Shackles
Drokk studies the writing while keeping his distance, he finds no magical auras other than the ones you brought. Linguistics to decipher the writing. Let me know if you speak Jitskan
Fiend series | Shackles
I saw one vote for area 2 A statue stands in defiance against the ravages of time, its granite arm raised in a silent salute. A glint of light reflects off the statue’s rocky belt. The statue’s massive stone legs rest on a decorative, two-tiered, white marble dais signifying royalty. Thousands of words and glyphs are etched along the circumference of this dais.
Fiend series | Shackles
You carefully attempt to approach the altar again, but it now seems safe. Xasay finds a giant dagger on the ground that is magical. It could be wielded like a scimitar for those of medium size. Spellcraft DC 24: It acts like a scimitar with the properties of an assassin's dagger. Effectively that makes it a +2 scimitar
Fiend series | Shackles
The dice are not magical, Arkolo rolls them a few times and they come up with sixes every single time! Will move the game forward this evening (CET)
|