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477 posts. Alias of Seraphimpunk.


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>> horn level 1 << -- Way of the Wicked
1-13 wrote:
journal
1-7 wrote:

small pouch.

31 gp
elixir of truth


>> horn level 1 << -- Way of the Wicked

it takes a few hours, exploring all of these rooms carefully. but the place seems deserted.

1-3 Western Guardroom:
Another empty guardroom, adorned only by an L-shaped stone bench in the southwester corner.

1-4 Lower Storeroom:
this room once held many months of provisions in case of a siege. A minotaur lies impaled in the floor, a spear protruding from his body, looking as though he died yesterday, but covered in dust. He bears a mark upon his arm, a tattoo of a white horse skull with three burning green eyes.

1-4 : DC 20 spellcraft:
a faint aura of transmutation magic remains here. you think it likely the area is under a preservation spell to stop food from spoiling. it has likely acted to preserve the minotaur's corpse. the spear impaling him is a normal nonmagical spear.

1-5 pillaged quarters:
this room probably quartered a dozen people, though it was ransacked, and seems to have changed little in the last eighty years, besides gaining a coat of dust and countless cobwebs.

1-6 blasted room:
there's nothing here but ash, blast marks, and a few bits of refuse. looks like the remnants of a very powerful fireball or equally destructive magic.

1-7 pillaged quarters:
this room once quartered eight people. though ransacked, you take your time searching and manage to discuver a small coin purse that was missed, with 31 gp and an elixir of truth.

1-8 wrecked room:
this room has space for a dozen, with broken bunks and moldering personal effects. nothing of value.

1-9 The Death's Head Tavern (west wing):
in not-terrible shape. though this place looks ransacked, the sign still hangs, and it doesn't look like much fighting took place in this section. you're not builders, but it seems like it would only take a few hundred gold worth of common supplies from Farholde to make it a working tavern. there's even a fireplace!

1-10 The Death's Head Tavern (north wing):
the bar and a small grill are in this wing.

1-11 quarters:
this wrecked room once housed a dozen or so people. now its full of broken bunks and moldering personal effects. there's nothing of value here.

1-12 quarters:
another wrecked room. nothing of value

1-13 quarters:
ransacked and abandoned like the other rooms. you manage to find with careful searching, what looks like a poorly scribed journal of some sort, written by a Brother Zander Trask. It would take about three hours to carefully read through the journal. not being too pressed for time, you have a long read. Forsythe sets up his gear in the tavern and does some crafting while three or four of you pour over the journal.

  • There's something unusual about the southeastern pillar of the lower temple area (1-27) I suspect its hollow, though I haven't ever found the secret entrance to it.
  • I've heard rumor that two powerful daemons , Hexor and Vexor, guard the upper levels. I haven't found out where they're stationed, but I desperately want to get a look at them some day.
  • Today i saw something odd. A priest, who thought no one was present, sat upon the throne and mysteriously vanished. could be the throne in area 1-27 A

1-14 quarters:
ransacked and abandoned, there's nothing of value or note here.

1-15 quarters:
full of broken bunks and moldering personal effects, the room looks like it once housed a dozen people.


>> horn level 1 << -- Way of the Wicked

i'll pause there in case you don't want to explore here more, and want to go up the chute or something.


>> horn level 1 << -- Way of the Wicked

1-23 Capture Cell:
This chamber is a mess. there's a cage made of stout iron bars that run floor to ceiling. it looks like a pit trap above would dump people into the cage here, below. But now everything is in disrepair. The pit trap's cover is gone, leaving just a chute up, and the lock has been broken beyond repair, so the door to the cage here simply swings open.

over by area A, three heavy iron rings are set in the wall. perfect for hanging manacles to hold prisoners, but there is nothing there now.

1-24:
This room is empty. Ash notices a long dried spray of blood in the southeast corner of the room.

1-25 torture chamber:
the room lies in a tanlged and neglected pile of metal and splintered wood, though it looks like it used to be a grand torture chamber. about 6000lbs of metal and wood here, ruined. it looks like if it were properly replaced, this would be a great place.

there's rules notations here. if you want to look rebuild the torture area, it can be done

1-26 holding cell:
A stout iron door with a small barred window controls empty to this plain stone cell. The once-fine lock is smashed. Inside the room are metal rings set in the wall that could secure manacles enough to restrain either 14 medium prisoners or 10 medium and one large.

rolls:

Ash: 1d20 + 9 ⇒ (20) + 9 = 29
Edwin: 1d20 + 10 ⇒ (3) + 10 = 13
Forsythe: 1d20 + 12 ⇒ (7) + 12 = 19
Leo: 1d20 - 4 ⇒ (15) - 4 = 11
Neji: 1d20 + 10 ⇒ (2) + 10 = 12
Piety: 1d20 + 0 ⇒ (17) + 0 = 17
Saio: 1d20 - 2 ⇒ (5) - 2 = 3
Temperance: 1d20 + 0 ⇒ (14) + 0 = 14


>> horn level 1 << -- Way of the Wicked

1-2 eastern guardroom:
the chamber is empty, its got a long stone bench built into the north wall and tell-tale broken bits of barrel wood hint that once guards holed up here, ready and provisioned to guard this entryway for prolonged periods. but now there's only emptiness and quiet.

1-20:
whatever this was, its empty now

1-21 the trophy room:
the wall is discolored where trophies long hung, and the plaques beneath the trophies still remain.

  • "Laedrissa the Beautiful who believed she need not honor her promises to us"
  • "Markhan the Golden, the draconic protector of Losewyn. He slept then and now he sleeps forever"
  • "Kallister Feign, an illusionist too clever to keep his head."
  • "Lazarus M. Who mourns for you now?"
  • "King Croc, 23 feet snout to tail, delicious on a spit"
  • “Iris of Ghastenhall, dead from a broken heart and a poison dagger.”
  • “The Great Serpent of Korokunga, slain for its venom”
  • “Lord Jurys Hallifax called the Just hid in his castle and hope we had forgotten. We hadn’t.”
  • “Snorri Five-Axe died on a sixth.”
  • “The ears of Lord Kelerrian. If only he had sense enough to listen.”
  • “Chief Gorgun Sakkathet, invincible in battle, careless in choosing his cup bearer.”
  • “Ergun Nigma, The third scion left in the House of the House Hyrhul, second greatest swordsman in the land, the first to die.”

ash @perception: 1d20 + 9 ⇒ (5) + 9 = 14
forsythe @perception: 1d20 + 12 ⇒ (5) + 12 = 17

Forsythe notices the plaque for Iris of Gastenhall has a small silver ring mounted beneath the name. The same color as the plaque, the ring is easy to miss. The unimpressive piece of jewelry, clearly intended for a very small finger, has a tiny inscription 'IoG' beside an ornate rose. It doesn't radiate magic.

ash @perception: 1d20 + 9 ⇒ (7) + 9 = 16
forsythe @perception: 1d20 + 12 ⇒ (10) + 12 = 22
Edwin: 1d20 + 10 ⇒ (1) + 10 = 11
Neji: 1d20 + 10 ⇒ (20) + 10 = 30

Neji notices something funky with the nameplate for Ergun Nigma. With it pointed out to Ash, he takes about 20 minutes, but eventually figures it out, pulling the plate out, and managing to open a hidden safe. Inside are 55pp, a ruby worth 350gp, and a set of Manacles of Cooperation

1-22 smithy:
This chamber contains a forge in an almost functional state. there are bellows, a forge-fire, and an anvil here all in fine shape, if dusty, and disused. There's a bin for coal, but over the years the coal has gotten wet from leakage through small cracks in the wall and humidity.


>> horn level 1 << -- Way of the Wicked
1-21 trophy room loot wrote:

Iris of Gastenhall's silver ring (5gp)

55pp
ruby (350gp)
a set of Manacles of Cooperation


>> horn level 1 << -- Way of the Wicked
loot wrote:
Stone Salve (3 doses)


>> horn level 1 << -- Way of the Wicked

i'll go slow, just so its easier to digest.

1-17 Armory wrote:
This chamber looks like it once stored the weapons and armor of the guards of the temple. Now its empty, holding little more than a few broken racks. A door leads back around, likely to some of the arrow slits seen in the longer corridor.
1-18 laboratory wrote:
Broken glassware and alchemical equipment litter the floor, papers, vials, jars, most smashed. On the far side of the room, lying on a stone slab in the center of the chamber is a metal man. a former alchemical golem. its braincase smashed. You recognize that though its damaged, it may yet be repaired.

an image of the Alchemical Golem it strikes you that animating it and having a servant would be great. If you had more servants, you could even take over this place, and post guards, sentries and the like throughout the temple.

1-19 wrote:
The room lies in shambles, what might have once been a desk has moldered after being splintered into pieces. Two doors lead out of the chamber.

some search and knowledge rolls :

forsythe @ k. arcana: 1d20 + 9 ⇒ (2) + 9 = 11
ash @ k. arcana: 1d20 + 12 ⇒ (13) + 12 = 25

forsythe @perception: 1d20 + 12 ⇒ (20) + 12 = 32
ash @perception: 1d20 + 9 ⇒ (11) + 9 = 20

ash @ c. alchemy : 1d20 + 14 ⇒ (11) + 14 = 25

in the laboratory you manage to find some schematics, and three ounces of Stone Salve in an intact glass reservoir.

to fix the alchemical golem:

  • the eye - it single glass lens has been shattered. its possible a make whole would suffice
  • the brain - a brain from a propperly attuned race is needed (human, dwarven, elven, half-orc, or half-elven), a craft (alchemy) 20 check is required to install the brain.
  • the heart cog - it mithril heart cog is missing, likely ransacked. the schematics detail it. 500gp worth of mithril would be enough material, a Craft smith 20 check is required.
  • the reservoir - it needs a new glass reservoir where the four primal agents can mingle and power the golem. it lies broken and shattered, scattered , a make whole will not suffice. Ash finds a spare one among the smashed remains and can replace it.
  • the reagent of fire - 10 doses of alchemist fire
  • the reagent of ice - 10 doses of alchemist's ice
  • the reagent of acid - 10 doses of a potent acid
  • the reagent of electricity - a large supply of lightning elemental essence


>> horn level 1 << -- Way of the Wicked

The hall seems clear. Leo jogs forward, ducking down a bit at the low wall. Since he already makes a lot of noise moving at full speed in full plate. He whispers back over message :

I see three doors, and the hall splits off left up ahead.

you wait and observe a bit, and then Ash gets impatient and runs up to him.


>> horn level 1 << -- Way of the Wicked

the Horn - level 1

the map file was getting too huge =P


>> horn level 1 << -- Way of the Wicked

You walk up a wide set of stairs a hundred feet, after clambering over the debris at the base of the Horn. You cautiously ascended the stairs, leaving you at this landing. Ahead you see six arrowslits on both the east and west walls. Forty feet into the passage a solid stone half-wall rises from the ground, which could easily conceal two men.

Perception DC 20:
Closely examining the passage, you can tell that its clearly seen many battles. there are small nicks and traces of long dired blood everywhere in the stonework.


>> horn level 1 << -- Way of the Wicked

puzzling on that one, you can probably figure out that treants have Treespeech, allowing them continual speak with plants he probably talked to the trees around him, that are playing telephone and talking to other trees to convey his message.


>> horn level 1 << -- Way of the Wicked

examining his body, you find that melded or carved to his trunk there's a bit of wood that looks like brass, or possibly his tree grew over it, a holy symbol to Mitra in the form of the light bringer revering him for the sun. It radiates some magic, but seems to be growing fainter.

spellcraft DC 25:
he had a permanent resist energy cast, the symbol was apparently tied to the effect.


>> horn level 1 << -- Way of the Wicked

reflex: 1d20 + 5 ⇒ (9) + 5 = 14
that should do it

With that he crashes to the rocky forested floor. his twigs snapping, the fire starting to spread better after his passing.


>> horn level 1 << -- Way of the Wicked

piety & temperance want to act again before jurak goes?
he seems on his last legs. pretty abused and burnt up.


>> horn level 1 << -- Way of the Wicked

tree: 1d20 + 15 ⇒ (4) + 15 = 192d6 + 18 ⇒ (6, 1) + 18 = 25
misses. ok.


>> horn level 1 << -- Way of the Wicked

so the 18 saved vs. entangle. he's still got to move to reach anyone. with no component pouch or anything to sunder. he just swats at Piety for hindering and burning him.

slam, pa: 1d20 + 15 ⇒ (9) + 15 = 242d6 + 18 ⇒ (4, 2) + 18 = 24

[r2]: [14: neji], [13: temperance], [7: leo]

[r3]: [19: forsythe], [17: ash], [19:edwin], [17: piety (delay) ], [14: jurak],


>> horn level 1 << -- Way of the Wicked

Delaying? Piety? , otherwise Jurak is up . Edwin? do you want to take a move action to go cry to mommy?


>> horn level 1 << -- Way of the Wicked

[r2]: [19:edwin], [17: piety], [14: jurak], [14: neji], [13: temperance], [7: leo]

[r3]: [19: forsythe], [17: ash],


>> horn level 1 << -- Way of the Wicked

[r1]: [14: neji], [13: temperance], [7: leo]
[r2]: [19:edwin], [19: forsythe], [17: piety], [17: ash], [14: jurak],

entangle goes off after jurak's turn

the treant moves up 15 ft. and slam's edwin's weapon into the rubble of masonry around the ground. [sunder]

sunder: 1d20 + 21 ⇒ (12) + 21 = 332d6 + 18 ⇒ (4, 6) + 18 = 28
[+1 cutlass = one handed blade: 12 hardness, 15hp. the treant does double damage to objects. he destroys your cutlass, and deals 1 hp of damage to Edwin. ]

neji , temperance and leo are up. temperance has room right now to drop the entangle on jurak.


>> horn level 1 << -- Way of the Wicked

reflex vs fire : 1d20 + 5 ⇒ (5) + 5 = 10
reflex vs entangle : 1d20 + 5 ⇒ (13) + 5 = 18

somewhat sad that plant creatures aren't immune to entangle via plants...


>> horn level 1 << -- Way of the Wicked

you can post your discriptions when you're set in the Gameplay thread as well.


>> horn level 1 << -- Way of the Wicked

i would presume another fireball/arc, but its apparent that not all of the fire did as much damage as it was supposed to. the treant is scorched and did take a lot of damage from the attack, but not all.


>> horn level 1 << -- Way of the Wicked

more like double move to get caught up with Piety and Temperance. I'll let you get in front of them at least. the trees and forrest get in the way of just running up front.


>> horn level 1 << -- Way of the Wicked

its a second late as you realize he's doing something, communicating somehow.

You said you were closing to talk with him, if you both moved up thats fine. you can get within burning arc . that'll be your surprise round , earned bluffing him. edwin and everyone advancing might have seemed a bit too obviously threatening. you could have activated or buffed with a minute per level buff in anticipation before going out and talking. If its a round per level buff 1d10 ⇒ 4 rounds passed.

reflex: 1d20 + 3 ⇒ (4) + 3 = 7

it does seem to damage him, though not as badly as you'd hope.

initiative:

Ash: 1d20 + 2 ⇒ (15) + 2 = 17
Edwin: 1d20 + 8 ⇒ (11) + 8 = 19
Forsythe: 1d20 + 6 ⇒ (13) + 6 = 19
Leo: 1d20 + 1 ⇒ (6) + 1 = 7
Neji: 1d20 - 1 ⇒ (15) - 1 = 14
Piety: 1d20 + 4 ⇒ (13) + 4 = 17
Saio: 1d20 + 0 ⇒ (11) + 0 = 11
Temperance: 1d20 + 4 ⇒ (9) + 4 = 13
jorak: 1d20 - 1 ⇒ (15) - 1 = 14
Neji: 1d20 - 1 ⇒ (6) - 1 = 5
jorak: 1d20 - 1 ⇒ (7) - 1 = 6

[r1]: [19:edwin], [19: forsythe], [17: piety], [17: ash], [14: jorak], [14: neji], [13: temperance], [7: leo]

jorak and neji tied, jorak won the roll off.


yah, semi closed.
mostly recruiting from an email thread in the netherlands from people i know. but seats that don't fill up from them are welcome to be filled by others.

expectation is about 1 or 2 posts a day. slow roll long campaign ( probably be about 8 months to a year before we finish book 1 of reign of winter. )


>> horn level 1 << -- Way of the Wicked

fly you fools


1 person marked this as a favorite.

semi -closed recruitment. just listing for my players to chime in and confirm enrollment.


>> horn level 1 << -- Way of the Wicked

oh boy

sense motive: 1d20 + 9 + 10 ⇒ (1) + 9 + 10 = 20

I shall summon aid. I speak regularly with the trees. One moment and I shall call to her. We will need her if further evil is upon us.

his barren branches russle as if in a breeze, a breeze that seems to carry and shift from tree to tree, like a strong wind blows them, though no wind touches any of you

It is done. In a few days she should join us with what allies she can muster, and then we can mount an attack upon them.


>> horn level 1 << -- Way of the Wicked

seeing you come out of the cave to the clearing, Jurak steps out from the forest and addresses you.

Have you returned from vanquishing the Boggards? Their cave has been quieter than usual of late. Congratulations on wiping out their festering scourge where I could not. Mitra shines on your fair deeds.


>> horn level 1 << -- Way of the Wicked

ok, so you'll go down to the base, Its not hard to locate the tree. But there's not a lot of advantageous ground. I'm going to move you over to the forrest map and recenter. Are you trying to get the drop on him? or do you want the cut scene confronting him?


>> horn level 1 << -- Way of the Wicked

and choice for direction to go ?


>> horn level 1 << -- Way of the Wicked

yeaaah, its too bad leo survived. i was kinda hoping this would be his death scene. I got excited when it was a lightning elemental and the scenario detailed what happens if you fall from the platform. =)


>> horn level 1 << -- Way of the Wicked

you've explored everywhere you know of. The only places left to go are either down, avoid/confront the treant, and clear/climb past the debris on the stairs up to the east entrance, or the west entrance ( two different sets of stairs, not one that diverges and goes up to both ), or fly down to the central entrance. by the end of the few hours thoroughly searching up here at the top of the spire, you're sure there are no hidden passages or any other way in or out, other than 400 ft. of stairs and back down to the boggard's entrance, or flying out the balcony here at the top.

yeah, most dont think that way about scrying. but that's the way it works. most people think of scrying as looking through a security camera , at a place, maybe following a person. but its not worded that way.


>> horn level 1 << -- Way of the Wicked
WhatWouldTemperanceSay wrote:
Where can we find a Death Priest of Vetra Kali? Also, too bad Victor got himself killed, he'd make a good sacrifice. Now we have to find "the blood of the Victor". Do we know any descendants of that guy?

unsure where you'll find that. There are probably descendants of the the death cult still living in Farholde, you could possibly track down one of them, if that would satisfy the ritual. Since the ritual calls for "one of the Victor's own blood" later on, it seems possible that a descendent would qualify. if not, the ritual won't start off properly, and you'll know once you try. right?


>> horn level 1 << -- Way of the Wicked
WhatWouldTemperanceSay wrote:

So we should fully explore this upper level (A, B and C). Looking for any unholy artifacts. Also, do we see this Silver Seal? Does it look like this is his Sanctum? Do we know what the Tears are? I'm guessing, some kind of pestilence or disease given the nature of our Daemonic host...

And tracing back to the previous level, I see a reference to "East", "West", and "Central", were those other paths to explore?

Ash spotted "openings" in the spire when he was flying back up with Leo's body. one in the Eastern side of the Horn, one in the Western side of the horn ( those accessible via narrow treacherous stairs that are covered with brush and overgrowth and rubble, but lead up via stairs that wind around the Horn ), and a Central entrance that seems accessible only via flight. there's a landing ledge. On the side view version of the map , i've circled those three entrances in grey and tried to label them.


>> horn level 1 << -- Way of the Wicked

Have the boggards clear the stairs: You remember the Treant letting you in to the tunnels because you lied and said you were there to clear out the boggards (or something to that effect). They're enemies. If they try to do that work, especially after losing their last chieftan, they may not survive the encounter.

Scry on the whole place and find another entrance: two problems with it: The eye hasn't been activated for scrying, it hasn't been steeped in the blood of a sentient creature. doing it with one of y'all would deal 2 con damage. Second, scrying on the areas you've been in already would be easy, you know the location and you know eachother. Scrying is creature-centric. you need to scry for a creature.

Scrying wrote:
You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

Paizo forums search seems to corroborate that there's no spells for scrying on locations, just creatures. Since you don't know if there are any creatures in the spire, you couldn't scry on them even if you did activate the Eye you have.


>> horn level 1 << -- Way of the Wicked

You search around up here for a few hours, taking 20 on a thorough search of the shrine. you find nothing else. A and B appear to be ritual preparation chambers, separated from the other section by low partition walls.

Where do you want to start searching ?

Do you want to climb down the outside, or descend the stairs and go out through the boggard caves? or fly down to the central cave?

Do you want to try to avoid the Treant?

Do you want to clear and walk up the stairs to the East opening? or the West opening?

Do you wanna do something else ?


>> horn level 1 << -- Way of the Wicked

The statue in the sanctum looks like this.

Completely out of place is the heavy silver chains that bind the altar, wrapping around the statue. The chains are connected toa heavy argent seal pressed with the holy sunburst of blessed Mitra.

here's what the Horn of Abaddon looks like from the outside.

As to what the eyes are, here's the information that flooded your mind when you picked up the emerald again:

The Eye of Vigitlance(First Eye of Vetra-kali) wrote:

Aura strong divination (evil); CL 15th

Slot none; Weight -

This jewel at first appears to be nothing more than an exquisite
emerald worth at least 20,000 gp. Only if the jewel is steeped
in the blood of a sentient creature does it reveal its true nature.
The Eye of Vigilance was the magical focus used to create
the Horn of Abaddon in the first place and so it is connected
to every square inch of the structure. The bearer of this jewel
may scry the Horn of Abaddon just as if he possessed a crystal
ball. The Eye is also a critical component of the ritual to destroy
the Silver Seal and return Vetra-Kali to the prime material
plane.
If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-
Kali in the Sanctum, then the Eye of Vigilance functions as
a crystal ball with true seeing again limited to the confines of
the Horn itself.

Destruction
The Eye of Vigilance, like all the Eyes of Vetra-Kali can only be destroyed
by permanently slaying Vetra-Kali Eats-the-Eyes on
his home plane. If this is ever done, the jewel shatters into
emerald shatters worth a paltry 2,000 gp.


>> horn level 1 << -- Way of the Wicked

for some perspective. in game, today is Fireday, Kuthona 27. Your group reached the spire on Toilday, Kuthona 24. You talked your way past a Treant, and subdued the Boggards. on Wealday after resting you retrieved the Dirges of Appolyon. You then searched the caves for clues as to where else you could go, or where to ascend the spire and found the secret entrance. The next day you went up fully rested. Ascending 150 ft. of twisted stairs you fought two bound daemons, you killed them, and then climbed another 250 ft. of stairs to the sanctum at the top of the spire, where a lightning being seemed to have coalesced from the raw magical power and been disturbed by your presence. Loran has been missing for 4 days. The White Ravens are set up in Farholde. Even though Ash retrieved Leo quickly, there's a chance the Treant saw Leo fall.

to recount, the ritual to break the seal and call forth Vetra-Kali, will require a series of prayers for 222 days, 666 doses of unholy water, three sacrifices, and the three eyes of Vetra Kali. the prayers are the Supplication to Darkness at midnight, the Cursing of the Light at dawn, and the Call across the Void at dusk. At the end of each prayer, ten uninterrupted full-round actions, the Silver Seal is doused in unholy water. At the 1st Supplication to Darkness one of the Death Priests who failed Vetra-Kali must be sacrificed. At the 111th Cursing of the Light, a true follower of Mitra must die, and at the last Call Across the Void one of the blood of the Victor must be sacrificed.

the ritual:

The Dirges of Apollyon wrote:

Behold our shame that we, the Sons of the Pale Horseman, failed in our darkest hour to defend our prince the undying and ever malevolent Vetra-Kali Eats-the-Eyes. But I have seen it! I have seen the road to repentenance! 666 prayers. Three per day will break the hated Seal. With each prayer bathe the seal in unholy water and intone the dirge.

At the stroke of midnight each day call forth the Supplication to Darkness. Pray to the darkness so that we shall be forgiven. Upon the first midnight make the first sacrifice -- one of our own blood -- so that Vetra-Kali will know we are repentant.
At the first light of each dawn call forth the Cursing of the Light. Answer the spread of the shining lord’s light with our unyielding defiance. Upon the 111th Curse make the second sacrifice -- a true believer of Mitra -- so that the cursed god of the invaders will know that we fear him not and that his power to hold our master at bay is ending.
At dusk as darkness returns each day cry forth the Call Across the Void. Recite the name of Vetra-Kali so that he may hear us and return. With the final Call offer the third sacrifice -- one of the Victor’s own blood. By the same blood that caged him so shall our master be freed.
Let ye with wisdom understand. Once the final prayer is uttered upon the 222nd dusk, Vetra-Kali will begin his long traverse across the great wheel. At the stroke of midnight on that day he will emerge into his Sanctum and the Seal shall shatter.
Blessed day! Be ready, my brothers. His eyes have been stolen from him. Return them and the Prince will honor ye with one task for each.
For the Eye of Vigilance ask only for his mercy upon we mortals and plead that he do ye and yours no harm. For his wroth will be great.
For the Eye of Hatred ask for his greatest gift -- the Tears of Achlys so that once more every corner of the world may know his mercy.
For the Eye of Withering ask what ye will for in his gratitude he must answer your charge.
And then behold, the Prince restored. All shall know his blessings of pestilence and despair.
-R.Kappelbrenner

a link to the dirges of apollyon doc, so you can reference or make comments there.


>> horn level 1 << -- Way of the Wicked

oh right , my turn. =X

elemental@willVShideouslaughter: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
elemental@refVSburningarc: 1d20 + 15 ⇒ (1) + 15 = 16

wow. not only does the elemental start to laugh and i guess... descend and land? but it gets severely burned. 76 dmg total. Edwin lunges in and strikes it. Ash uses up the last of his fire breath. Neji chops.

elemental@willVShideouslaughter: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23
by the time it stops laughing next round, you've put it down

The elemental dissipates, the spark released, into mostly pure mystical energy. a fine blue and yellow crystals like grains of sand rain softly to the ground.

having time now, you check on leo, Ash flying down, others joining as able (?)

1d20 + 2 - 8 ⇒ (7) + 2 - 8 = 1
1d20 + 2 - 9 ⇒ (17) + 2 - 9 = 10

Ash flies back up with Leo's battered body. Examining it, he seems stable, surprisingly. then folds his wings away. He's not a great flyer, so it is slower ascending, takes 2 minutes for him to return as he flies up , circling the spire as he rises.

he's stable at -10hp. ( so 70 pts of damage total. he lucked out on the 20d6 damage. it actually looks like a 400 ft. drop from their map.


>> horn level 1 << -- Way of the Wicked

"Asar was a mercenary captain. Once, he was an adventuring companion of mine. But we parted ways after acquiring a large horde of treasure. I'm sure he felt cheated, and so he came back to attack the town. And I rose to stop him. "

I don't know who these outsiders were. Townsfolk use this trapped crypt as a coming of age test for their young, who seek to leave for an adventurer's life. to test their mettle. But bandits found the tomb, though they only took two amulets, buried with Asar and myself.

These amulets were part of a key that opened up the great treasure vault we plundered so long ago. The amulet, when pieced together with the third, show the way to the vault. The last piece was with Iramine, an elven sorceress that was part of our group."

"Asar was likely woken when his amulet was disturbed. His dark energy corrupting the crypt, raising the dead interred here. But his dark spark is at rest again, where I can keep him in check. "


>> horn level 1 << -- Way of the Wicked

either way, consider it written out for now. You can check to see if he landed, splattered, or managed to get away after this combat. if he falls instead of the drawn out full-round-action-of-falling/moving, which i'm leaning away from, then he's already splattered on his turn before the air elemental can catch up to him =/

[r3]: [6: Temperance ], [6: Piety], ?

[r4]: [32: elemental], [19: Ash], [18: Leo], [9: Forsythe], [6: Neji], [3: Saio ], [16: Edwin (ready) ],


>> horn level 1 << -- Way of the Wicked

oh he hid it in a spoiler, lol overlooked vanovar's swing.

With cyrix's powerful swing, the skeletal Asar crumbles to the ground. the blue spark of unlife fading from him.

Standing around, catching your breaths, you have time to check on Dimira, who you determine to be alive and stable, but unconscious. When you revive her, she tells you about the horrible Asar who kidnapped her, questioning her, until she fell unconscious

As you gather her, and one of you goes to light the lantern you brought with you from the Everflame above, its warm radiance a gentle surety in this suddenly hostile crypt, a spirit stirs.

Transparent, like gauze catching light, hanging from nothing, the spirit stirs from the beir of Kassen. Rising up, it whispers across the void.::Thank you for putting an end to Asar. ::

The spirit reaches into his sarcophagus and produces several items, proffering them to you as thanks. a satchel, his shield, a glistening blue gem, and a scale each from his armor. ::These scales will grant you my boon in your hour of need:: lingering for a moment in admiration before fading from view , returning to his eternal rest.

the story behind Asar or other questions you have for him can be asked. but as they don't hold as much importance as a pfs core module, i glossed over them a little. if you want to investigate that i can share your findings. you do get the bag of holding type 1, a +1 bashing shield, an elemental gem (water), and one scale each from his armor, from the chronicle sheet.

Searching around the rest of the crypt to make sure its safe, you find a dead man wearing gray robes and an iron mask over his face, the stench of rot tipping you off to his body. You figure he was strangled here about three months ago.

k. religion 15:
his mask indicates that he's a follower of Razmir, the living god whose cults have sprung up all around the Lake Encarthan region.

The dead man has a few items of interest on him, a map that seems to lead here to this crypt, along with a note that reads "The amulets are entombed with Kassen and Asar", a wand of magic missiles (CL 3rd, 22 c.), bracers of armor +1, a horn of fog, 354gp in newly minted coins, and a spellbook with the following spells:

spellbook:

2nd - false life, levitation
1st - cause fear, enlarge person, expeditious retreat, mage armor, magic missile, ray of enfeeblement
cantrips - all wizard cantrips from the core rulebook

The journey back to Kassen is somber and uneventful. Roldare is thrilled to see Dimira again and seems to recover most (but not all) of his sanity.

You find a celebration underway in your honor when you return to Kassen. Mayor Uptal is there to greet you at the gates, but his joy at your return quickly turns to horror when he finds out what's happened. The news quickly spreads throughout town, and the harvest celebration turns melancholy. The grand feast is still held in your honor, but words are spoken of the townsfolk who were slain by Asar, and the brave heroes who ended the menace and brought Roldaire and Dimira back alive. Many dig deep into their cups to help forget that they've lost friends or loved ones, and plans are made during the dinner to return to the crypt and bury the slain townsfolk in the local cemetery.

Cygar, the local pathfinder representative, stops to talk with you during the somber celebration, telling you about the pathfinders and listening to your tale of coming of age and horror.


>> horn level 1 << -- Way of the Wicked

i don't usually consider stairs difficult terrain going down unless they're steep or cramped. Are you including bless and inspire courage and flank in your attack? with that all i think you hit an AC 21 , with that i think you hit and deal 13 bludgeoning damage.


>> horn level 1 << -- Way of the Wicked

[r3]: [6: Temperance ], [6: Piety],

[r4]: [32: elemental], [19: Ash], [18: Leo], [9: Forsythe], [6: Neji], [3: Saio ], [16: Edwin (ready) ],

like i wonder if i'm overanalyzing movement and distance in falling. people move on their turn, and their done, it doesn't happen in a 1 round action where they can be intercepted mid run or something when they run 240 ft. in a round under expeditious retreat and a run action... maybe he's just already splattered, and there wasn't time to catch him.


>> horn level 1 << -- Way of the Wicked

god, pathfinder/3.5 really has no rules to cover catching someone, or when people fall. lol. i hope my posts make some kind of out-of-game sense.


>> horn level 1 << -- Way of the Wicked

OMG! Plinko! hahaha. must use as the name for a character sometime...


>> horn level 1 << -- Way of the Wicked

Rowanne with what i see is a 22? manages to hit Asar. 16 damage i think. 10 dice + 3 str + 2 smite (lvl1x2 for undead) +1 inspire courage. and bless might have been missed.
Purple steps behind Asar and slashes orange, cutting it down with one good hit.

congrats on being Asar's new favorite person =1

[r4]: [21: cyrixs], [15: vanovar], [18: venja], [15: orange ], [15: Asar (16dmg)], [10: omorose], [10: rowanne], [9: purple]

[r5]:

[effects: inspire courage +1, protection from evil (vanovar), resistance (rowanne), bless


>> horn level 1 << -- Way of the Wicked

re: recap the elemental's only "damage" dealt has been on ash with the AoO (12 pts). the bull rush attempts don't deal hp damage. so he was at full hp when he fell off the ledge. at the 50 ft mark when he tried to catch on to part of the horn, he was within range, but hadn't suffered any damage due to the featherfall. by the time he hits ground you'll feel the life link sever as he goes out of range ( idk if you feel it sever or if it works if he comes back in range, but for dramatic effect, you feel it sever )

he's "falling" 300 ft this "round" to the max of 500 ft. which would take place right before the start of his turn on r4 phase 18. the elemental moves 30ft out over Leo, and then the 70 ft. 140ft. down to try and catch up with him on r3 phase 6. if we say its been half a round / 10 phases since leo started falling, he's fallen an additional 250 ft. by phase 6 ( minus 10 ft for the featherfall from last round ), and the poor little elemental valiantly rushes down the other 100 ft. ( 240 ft. down vs. leo's 240 ft. descent by that moment ) (i'm trying to find, i thought in the rules there was something that you ascended at half speed and could descend at double speed. but i'm not seeing it in the PRD. the fly spell has it. but not the skill. I'll allow it to do some kind of accelerated fall, and descend at double speed) Will give leo another reflex save at that point to try and catch the elemental and at least arrest his fall somewhat.

( he already rolled a 23 on his turn, so he catches it. )
elemental@fly: 1d20 + 17 ⇒ (6) + 17 = 23
str check: 1d20 + 1 ⇒ (10) + 1 = 11

it manages to arrest his descent some, but he'll still take damage as the poor little guy can't hold on to the plummeting Leo though he manages to hang on long enough to slow his fall somewhat.

[r3]: [16: Edwin ], [6: Temperance ], [6: Piety],

[r4]: [32: elemental], [19: Ash], [18: Leo], [9: Forsythe], [6: Neji], [3: Saio ]

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