Glower

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The Pathfinders continue exploring the monastery in a counter-clockwise description. Pai opens the next door following this pattern to reveal a shadowy chamber dominated by a malachite statue. The statue depicts a serene woman with seven eyes, sitting cross-legged and reading a book. The statue's mouth suddenly moves and it whispers "I see thieves."

DC 18 Knowledge (religion):
You recognise this statue as the Silent Reader, one of Irori’s hundreds of aspects.


The rooms along the northern edge all have the same room description: 'Each of these spartan quarters contains a simple bed, a candle, and a robe hanging on a hook.' You're right thought that this doesn't match the actual map where there's clearly multiple beds in each room. Oh well--the important thing is that there's nothing of interest in them. I'll now move you counter-clockwise in Gameplay.


I'll wait a bit longer for any last thoughts and then synthesize views as best I can to move us along.


Okay, I'm back everyone. Sorry for the delay and thanks for your patience. It looks like we left off in Gameplay with you looking into some of the monks' living quarters. What happens next?


Ok, I'm back--thanks for your patience everyone.

So from the last couple of posts, it seems like the majority (3-2) view is not to take the farmers along? If that's the call, I need a Diplomacy, Intimidate, or Bluff check at a -2 penalty to persuade them not to follow you.

Or if you want to role-play more to come to see about a consensus or compromise, I'm perfectly happy with that too.


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Poring over the layout of the battle-damaged Spire, the group continues to formulate a plan . . .

Thanks for your patience everyone, I'm now back. It sounds like the group is leaning towards a more traditional assault, perhaps blowing up some chambers along the way? I suggest taking another day or two for any final preparation/planning you'd like to make, and then we can move on.


Ok, I'm off on that training course, back on the 25th. Thanks for the entertaining game so far, everyone! See you in a couple of weeks.


A peek into the chambers along the northern wall of the monastery show them to be the monks' living quarters. Each of these spartan quarters contains a simple bed, a candle, and a robe hanging on a hook.


"We want to fight!" shouts one, and the others raise their farm implements and shout "Huzzah!"

In game terms, you could assess these farmers as low-level commoners with only NPC class levels. Although certainly no match for a giant in combat, they may have their uses depending on what tasks you assign them. They seem bound and determined to come with you, so I'd need a Bluff, Diplomacy, or Intimidate check to dissuade them (I'm going to set a -2 circumstance penalty to the check as Adeah has already invited them).

Please continue the RP discussions amongst yourselves. You've all done a great job with your characterization, thanks. I'm now off on my training course, but I'll be back on the 25th to see what you decide.


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As it was asked in Gameplay, here's a bit on the psychic resonator:PSYCHIC RESONATOR LEVEL 12 HYBRID ITEM PRICE 40,000 BULK 100

I'm headed off this morning on my course. It's a good time for a pause, as you can continuing deciding on how you'd like to deal with the Spire. We'll get started with the assault once I return on the 25th. See you then!


Ok folks, what happens next? I've got about 24 hours to respond :)


To aid in planning and discussion, I've put a map of the Spire as the new Slide # 2. You can assume this is drawn from anassanoi files and intelligence reports. You may remember that the original plan was to enter the building from below, using the magtrain tunnel access (that you collapsed in an earlier mission). That's G1 on the map. The psychic resonator/dampener is in G5, which intelligence reports is being used by the occupation as a command center. The Spire is a very tall structure, but only floors that haven't been rendered uninhabitable by battle damage (a spaceship crashed into it!) are included on the maps.


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Just a bit of explanation: the psychic resonator is a device that powerfully amplifies the anassanois' telepathic abilities--it's the device that allowed them to transmit (unfortunately, inchoate) feelings of anxiety and fear to the Burning Archipelago when they first learned of the occupation forces. In theory, it could be gradually improved to allow them true communication with cultures outside of Kahlannal. But after the Spire fell, the psychic resonator was reworked by the occupation into a psychic dampener, which severely hampers the anassanois' telepathic abilities. As always, I don't want you to feel that this adventure is on rails: the "blow up the Spire!" plan would indeed deal with the dampening field problem. You would just need to persuade the anassanois that it's worth sacrificing the psychic resonator in the process.


The farmers welcome you in and share what supplies they have. Obviously bitter and vengeful about the destruction of their homes and livelihoods (most of their livestock was slain and eaten), they're eager to hear about every cut, thrust, and parry that led to the demise of the giant raiding party. Xilt's offer to build crude shelters is eagerly assented to, with the incoming inclement weather making for an otherwise miserable night.

In the morning, six of the stouter farmers huddle together and agree on something. With clubs and pitchforks in hand, one of them announces: "We're going with you to hunt the rest! All those dumb brutes will learn they can't get away with marauding through the countryside!"

New day, but you don't have to worry about deducting a ration for this one if you share the farmers' fresh food.


"Giants!" shouts one of the farmers. He looks angry, and indeed, so do most of the others with him. "Did they wreck your homes too? We have food--some, at least."


It means the beginning of the end for the occupation, my friend! replies the anassanoi. For now we have both hope and strength, and no invader can stand against us.

Indeed, it's not long before word of Faeffel's recovery and Zhyffor's elevation spreads throughout Kahlannal! With General Khaim's forces already on the backfoot, the revolt spreads. The Protectors take to their chariots and lead assaults in various sectors, while the rest of the resistance stages simultaneous attacks on several key occupation bases. Soon, anassanois throughout the city are taking to the streets in solidarity, inundating security checkpoints, obscuring sight lines, and slowing occupation troop movements.

Honored heroes from afar, the time is now come for the final strike. says Nyraelaen as reports come in from all sectors of the spreading success of the revolt. With the occupation forces distracted and demoralised, an assault on the Spire can now be attempted. The goal is twofold: first, we must reactivate the Spire’s psychic resonator, or free it from whatever is inhibiting it, ending the telepathy-dampening field; second, we can deal a major blow to the occupation by taking out its senior leaders, forcing the occupiers to withdraw permanently. Will you aid us in this last step to freedom?


Tull looks at the parchment--it looks to be a page ripped from diary, and features a drawing of Nikita that that presents him in a particularly flattering way . . .

Meanwhile, after recovering from an unfortunate collision with a rafter, Pai searches around but finds no others.

Just so no one thinks I'm being weird (or, weirder than normal), the scenario has an "if/then" sort of thing to determine which PC is singled out for the bust, etc.


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Experience Points (Instalment # 40)

Xylian:

+Previous: 66629
Stadium Trap Sequence: 6400

TOTAL: 73029/71000 LEVEL UP!

Zharis:

+Previous: 72365
Stadium Trap Sequence: 6400

TOTAL: 78765/105000

Theodore:

+Previous: 55440
Stadium Trap Sequence: 6400

TOTAL: 61840/71000

Amhesha:

+Previous: 55440
Stadium Trap Sequence: 6400

TOTAL: 61840/71000

Tulgram:

+Previous: 67900
Stadium Trap Sequence: 6400

TOTAL: 74300/71000 LEVEL UP!


Pai points the way to a new part of the monastery to explore.

This peaceful meditation chamber features a series of faded silk cushions, carefully arranged across the floor.

A polished brass gong hangs next to the northern wall reflecting every corner of the room.

A burbling fountain fills the room with a relaxing susurrus.

Incongruously, a sheet of parchment drifts lazily down from the ceiling and settles on the floor.


The second day's travel sees steady progress. Although there are rarely any real roads and rough terrain to navigate, there's no risk of losing the clear trail of the Jurn tribe--a score of giants makes a path like a herd of elephants!

Soon, burned cabins and slain farm animals come into view. Out of the corner of your eyes, you can see farmers and their families watching you warily at a distance. For them without shelter, the cold winds blowing across gray skies bring promise of even more suffering: sleet and freezing rain.


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The next few hours are difficult ones for everyone in resistance headquarters, but sometimes alongside loss, comes rebirth. Everyone is summoned to witness the ritual to induct a new Protector and bond him to one of the recovered chariots. Mehrren and Nyralaen, both dressed in scintillating robes, flank the reliquary recovered from Protector Jheghal’s shrine; behind each Protector floats her chariot, humming in harmony, while a third chariot, now repaired, sits behind the reliquary.

The women call forth Zhyffor, who emerges bedecked in finery similar to theirs. With much chanting and the passing of telepathically charged crystals among the three participants, an idol that starts out resembling Jheghal becomes less distinct as the ritual continues. Hour after hour, they push through telepathic exertion with strained expressions and, as the ritual wanes, noticeable fatigue.

Finally, the conclusion: Zhyffor rises and approaches the central chariot; his outstretched hands touch the sphere (with a visible wince from his injury) which melts open before him, allowing him to pass through its surface as through stepping into a metallic bubble.

After a long moment, he emerges: no physical change has taken place, but he has the air of someone profoundly altered and the idol now resembles him!

The ritual complete, the Protectors see to Faeffel, the anassanoi who lapsed into a coma those many weeks ago after broadcasting a call for help into the beyond. The trio takes a crystal from the reliquary and move to her bedside; each places a hand on her head, and with the crystal and their combined power, they heal her mind and body. Faeffel opens her eyes and nods weakly; gazing around, she spots the newcomers who have brought hope of salvation. Bursting with sudden telepathically infectious joy, even those with no natural receptiveness like Nib are brought to happy tears!


Moving carefully and taking advantage of the terrain, the Pathfinders are able to advance while staying out of sight of the crag linnorm. Soon, it can be seen descending and then is out of sight. After a few more hours of walking, the sun begins to set.

Okay, that's Day 1 of following the tracks completed. Please state your nighttime routine/precautions. I'll quickly move us on to the next day if nothing unusual happens overnight.

Super Sneaky GM Dice:

Why are you reading my Super Sneaky GM Dice? Can't a guy have a little privacy?


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Vessu is nearly inconsolable at discovering his brother is dead. He obviously had such high hopes for the prisoner exchange, and now it's all come crashing down. Zharis and Nib pat him on the back and whisper comforting words, but this may be a blow the man never recovers from.

I was just thinking this would be a perfect time for the group's former counsellor PC, Cabizo.


The master bows deeply, tears again welling in his eyes. His arms sweep wide to indicate his full permission for you to explore the entire monastery at will.

Spica:
This is a scroll of commune with nature.


Xilt ponders the distant creature for a moment.

@Everyone: The linnorm is currently flying parallel to the path you're taking. You can tell the mountainous terrain you're passing through provides ample cover if you want to try to keep out of sight while moving; if you stay in the open, of course, there's a chance it might notice you.

Xilt:
Yes, this is definitely a crag linnorm! You're able to verify the information Farrokh related, but your extensive studies have revealed even more valuable knowledge: the bite of a crag linnorm is deadly poisonous, quickly draining the life out of even the hardiest of foes. Somehow, their draconic eyes have adapted to see creatures who are invisible or ethereal. Reports indicate that they heal from wounds almost instantly, unless the attacker is fortunate to have cold iron weapons . . .


As The Rock pronounces his diagnosis, the old man appears in the doorway. He still refuses to step inside, but calls forth while holding a thick stack of paper. "I was preparing for ritual ablutions to help cleanse my shame, and I discovered this on my person. I have no memory of acquiring it. I remember you," he says, pointing at Spica, "said you came to the Monastery of the Unremitting Tide to investigate a theft. Is this yours?"

When you examine the stack of papers, you see it's another third of the Fleshforge Manuscript!

@Spica: It looks like you're going to need either read magic or a Spellcraft (Decipher a Scroll) check to examine the green scroll.


A reminder to myself that I owe you all XP for avoiding the stadium trap.


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A resistance evac team arrives and helps usher you (and the demolition charges) safely back to headquarters.

When you arrive, all of the anassanois in the makeshift command center are quiet, and even telepathic communication seems to have stopped for the moment. Zhyffor, a bandage around one arm, gently places a shroud over the body of a member of his team. It seems their mission (simultaneous with your own) was successful--but in war, even success can carry a tragic price.

After a few more moments of silence, the regally-dressed Nyralaen begins to speak telepathically. Her words are accompanied by images of the deceased as he was in life, snapshots of moments of levity, love, and courage. A time will come, soon, to grieve for all of our fallen, including Varyas. Yet the time of mourning must be held in abeyance, for our friend has not died in vain. His sacrifice allows us to take a vital step forward in our efforts to throw off the yoke of our enemies: for this day, we will induct a new Protector! The almost-overwhelming sadness broadcast through the room is replaced with a new emotion: defiance, and hope!


@Berato: We'll have to be on hold--I won't have access to a computer.


Folks, just an early FYI that I'm going to be away on a training course from 9-25 May. I'm afraid we may not finish this one by the convention deadline, but I'll sort that out with the organiser as we get closer.


Flying around the pillar, Spica manages to retrieve several interesting-looking items: a small iron-bound book, a beautiful masterwork shortbow, a green scroll with arcane runes on it, and a tiny scroll with the holy symbol of Irori marked on it.


Just an early FYI that I'm going to be away from 9-25 May on a training course. You folks are making good progress, and I'm enjoying the game and your characters.


The Pathfinders discuss what to do--if anything--about the massive flying creature in the distance.

Farrokh:
This is a crag linnorm! The deadly crag linnorm is a powerful, primeval dragon that lives in the far north. Although among the weakest of its kind, the crag linnorm is still a devastating predator, and any who somehow manage to slay it are said to be affected by a powerful curse. A recent volume of the Pathfinder Chronicles contained a report from a self-styled "dragon hunter" who described narrowly surviving an encounter with one as it spewed molten lava from its mouth!


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Just an early FYI that I'm going to be away on a training course from 9-25 May with no e-mail. Good news is we're moving into the final section of this chapter! I'm really enjoying playing with you all, and I'm looking forward to seeing what might just be an explosive climax.


Amhesha takes the lead in removing the cunningly-placed demolition charges. With a hand from Zharis, she's able to bring them all to one place, forming a stack almost a meter wide and two meters high!

I'm happy to assume that the resistance transport that will pick you up will be able to carry the demolition charges, but if you want to have them on your person we'll need to discuss bulk.

Is there anything else you'd like to do here, or should we transition back to HQ (or somewhere else?)


The Rock examines the four seated figures.

The Rock:
Although it initially seemed like these priests were merely meditating, your investigation determines they are comatose! They have been entirely drained of Wisdom.

@Pai: You can safely roll as many charges as you'd like.

@Everyone: If you have round-by-round or minute-based buffs currently active, please be conscious of time spent here.


No skilled woodsman or bounty hunter would be needed to find the trail of destruction the band of giants left on their march to Zoarth's castle; indeed, even the most narrow-sighted scribe couldn't help but notice the massive footprints, downed trees, and piles of refuse (bones and shredded hides) from meals had along the way.

Near sunset, a dark shape becomes visible above the horizon. It is serpentine and winds its way across the sky, wingless. It must be close to sixty feet long, with grayish-brown flesh like the rocky crags all around it. The creature has a massive reptilian head with black, angular horns and a single pair of claws. Scales like crusty armored plates cover its body. Most of the beast appears to be a long tail that ends in three spiky tendrils. Fortunately, it doesn't appear to be heading in your direction.

Because the signs are so obvious, you don't actually have to use Survival (Track) to follow them, and can move at normal speed.


Having discovered carefully-concealed demolition charges, Xylian and Amhesha discuss whether to remove them . . .

I'm not quite sure if the answer is yes or not. If you do want to remove the demolition charges, I'm going to need an Engineering check--and suffice it to say, please don't roll *too* poorly :)


Pai taps herself with a wand and motions to the seated figures. Although malnourished and wearing dirty robes, they have no visible wounds. Yet, they don't seem to be reacting to any of the stimuli around them . . .

A Heal check will help you determine what's going on with them.


As she delivers her general lecture on the First World, Spica realises something significant about what Jathyl said.

Spica:
You know indeed that on the First World--the plane from which fey originated--all creatures do indeed reform after a while, since natives of the plane possess no souls. But there are no other signs of a planar breach here. Jathyl is merely in denial.


With full bellies, magical protections, and a musket as good as new, the Pathfinders are ready to set off!

Okay, what's the plan?


A thorough search of Stadium Anassan reveals . . . it is laced with explosives! More specifically, heavy demolition charges (traditionally used to collapse buildings prior to constructing a new one on the same site) have been cunningly hidden in maintenance tunnels and wall cavities. There's enough here to cause the entire building to implode in one fell swoop!


Ginger's enchanted teeth somehow tear away some of Jathyl's translucent spectral form! As she drifts slowly into the ground and disappears, her voice echoes a final threat: "Leave now, intruders! The First World has come to this island and rendered me immortal--but you are not so fortunate! Steal from me again, and you will burn."

Ginger's attack hits Jathyl's FF AC w/ soft cover, and does half damage. The grapple attempt automatically fails as Jathyl is incorporeal.

Jathyl does a 5' step into the ground and disappears from sight.
I'm going to take us off formal Initiative for now, though if you have something you want to try, let me know and I can always put us back on.

You can make a Knowledge (planes) check to learn something about Jathyl's claim about the First World.


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Zoarth seems to have almost completely forgotten you, but you've spent enough time in the castle to come across what must be a guest room. It contains a single massive bed that's almost 20' wide and 30' long! Still, it's soft, warm, and comfortable, and after the rigors of the day, a blessed relief.

I'm going to imagine you all tucked in side by side like the family bed in Willy Wonka :)

Okay, the night will pass without incident. You can make your usual new-day adjustments: subtract food, regain hit points equal to your level, regain daily use abilities, etc.


"Well uh, it's only a guess, so don't hold me to it. Taeress always says I jump to conclusions without evidence . . ." Nib looks a little embarrassed.

But Taeress squeezes her hand and gives her a warm smile. "I think I've come to realize that in exploration and war and well . . . all this," she waves her hand to indicate Kahlannal, "maybe proper scholarship and the scientific method don't need to be followed exactly. Sometimes trusting your instincts are the right course."

Ok, this is a big structure and searching it will take some time. Unless you have explosives detection tech, a Perception check will be needed to see if there's anything. Let me know who's going and who's staying behind.


@Pai: Yes, Spica did not experience what you experienced.

@The Rock: Great, no worries.


@Pai: Sorry, I completely neglected to respond to your post. You felt the pine smell when you got within 20' of the ceiling, and that's the point where you fell unconscious. The manuscript section was 5' from the ceiling. The other items aren't given specific heights, but if it becomes relevant I can roll randomly to determine them.

@The Rock: It's been a couple of weeks since you've posted--are you still with us?


Zoarth nods absent-mindedly in response to Berato's request, remaining engrossed in the tome.

I'm happy for you folks to role-play and reach a decision how to proceed; it doesn't sound like there's a consensus yet.

Adeah:
Sorry, I forgot to advise you: you didn't detect any lies in what the giant was telling you.


With an assist from Xylian, Tulgram carefully examines the body of Leirol.

Xylian & Tulgram:
You're able to determine that death was definitely caused by severe burns inflicted over the course of just a few seconds. You would place the time of death as just a few days ago--soon after your arrival on Kahlannal and attack on the detention facility. You don't see any signs of necromantic tampering.

Is there anything else you folks would like to do here, or are you heading back to resistance HQ?


@Tull: Great, thanks. (on only a semi-related tangent, I've just started playing in an RPG (Fallout) where whatever character starts the violence automatically gets to go first in initiative, which makes perfect sense in a way, though I'm curious to see if it'll lead to combats coming more quickly as everyone (bad guys included) try to seize the advantage :)

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