I have two options for you guys: option 1, Haleen:
Before all this genie business began you remember Haleen slowly going mad, and finally disappearing. It is no wonder now that she doesn't remember Hajar or Khayal. And trying to convince her of her past would almost certainly crack her fragile mind! Still, since you have convinced her to accompany you from here on out, perhaps there is time to nurture her back to sanity? Only time can tell... (CN witch 3/cleric 1 [madness domain]) option 2, Paige Nightsong:
Early in the adventure you guys rescued a water-lady named Paige Nightsong from terrible treatment at the hands of a buncha gnolls and a rock-monster who claimed to be Torag. Remember? Well, this gal just happens to be in need of rescue once again (from a horrific danger as only the mind of GM Pace could predict!) And should she thus be saved by you a second time, her honor would leave her no choice but to accompany you on your travels! (NG Druid 4 [water domain]) Look forward to your verdict, LoF players!
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
With new GM's permission...not hijacking, just thanking for the part I played: Wow I finally check in on Paizo and you guys are rolling! I am so glad you found a GM and got this game back on it's feet. I am sorry for having to bow out as I was sent to Japan to save our fundamentally FAILING factory from failing due to failure to think with their brains. Everyone get's +1 to their awesomeness in Real Life for 24 hours!! Love, Hadassah!
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Well, I thought after I finished this one project that I would be able to pick things up again...but today after submitting it I have been asked to do THE NEXT FIVE STEPS of the project alone. I'm sorry guys, game's over with me as GM. I had fun for 2000 posts. I hope you all find your way into awesome pbp games.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
A soft air blows up in Yazi's face. The well is now much deeper than it was when Khayal threw the rock in. Those stepping in to the crypt are impressed by the number of bone skeletons. These are the centuries of holy dead of the order of this church. DC25 know religion:
Halruun's accursed bones that you left up in town belong to this order Before he runs back Khayal is able to read the inscription on the urn: the ashes of the first cleric of Kelmarane’s church of Sarenrae
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
The website is no longer showing me the little "(49 new)x" tag next to the gameplay thread! Anyone know how to get this back? Somehow I must have accidently clicked the little "x"? stupid stupid stupid
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
The stone door slides up revealing a passage. Perc DC20:
You think you hear a faint grinding of stone also in the well D2: The walls of this large, rough-hewn chamber contain several
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Hajar finds a tiny bronze "diaphragm" set into the stone above the door. Pointing it out helps Bartan for +2, Bartan makes a determination.
Disable Device DC21: The specific tone of the gong must activate that diaphragm Hajar found which in turn might activate a mechanism. Without more, it is safe to assume the gong will open the door.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Khayal: the rock falls about 30 ft and you hear it chatter on to stone below. Bartan: the gong does not appear to be magical. Hajar: you detect no evil. Inspecting the gong with disable device, know (eng), or dungeoneering would be most appropriate.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Okay, let's kick it off. You guys have not reached the glowing door yet...First you must navigate...THE CRYPT! MAP UPDATED. From inside the church you find a dark doorway which opens onto a staircase leading down. As you descend... The stairs lead to a rounded stone-walled chamber with a
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Yes yes, I apologize once again. The day we got back from vacation every kid in my family came down with the flu. Then I got it. Tomorrow is my first day back from work and promises to be hectic. But I will kick us back off in gameplay thread TONIGHT!
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Kazurkian attacks
Kazurkian: 3/39HP ramaining Round 3
-------------------- Monsters ---------------------- Combat ends if you guys hit for 3. Well i'm packing so I am going to say i'm officially on vacation now. Please be patient with my slow post rate for a few weeks! when Kazurkian Dies:
The demon howls and bursts into flames, burns to a charred hulking crisp. Nothing remains of him. On Halruun you find no obvious treasure not being lazy, the AP actually says so! Nothing further stands in your way of entering the old ruined church.
when you enter the church: Most of the walls of this forlorn
ruin still stand, but the interior walls have been demolished and gutted. Several skeletons litter the structure’s interior, including about a dozen garbed in the red-chitin livery of the Pactmaster Guard. The rest appear to have been clerics of Sarenrae or even common citizens, though the past 20 years have rotted away most of the skin and clothes worn by the corpses. Ash and fire stains the interior walls and ceiling throughout most of the structure, and signs of violent battle are everywhere. Near the center of the church stands a forlorn stairwell that leads down to a heavily barred door. A strange metal plate with a glowing series of irregularly etched lines mars the surface of the door, casting the stairs in a dull red illumination.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Round 2
-------------------- Monsters; Halruun -29, Kezurkian -0 ---------------------- don't forget your saves for Chaos Hammer!
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Round 1
-------------------- Monsters; Halruun -29, Kezurkian -0 ---------------------- My turn...
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Yazi and Bartan piece together the resistances you are all facing:
Spoiler:
Halruun +2 turn resistance; DR 5/magic and silver; Kezurkian
Round 1 -------------------- Monsters; Halruun -15, Kezurkian -0 ----------------------
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
hey folks! Way back in recruitment I warned that I was going on vacation July 4th for a while. I will be going from the 2nd to the 18th. I intend to post once per day, but we are going into the mountains at some point and I may not have internet. So you will need to get your pathfinder fix somewhere else during that time:D I hope we can pick up the momentum again when I get back. Basically I will get us to the Crypt Entrance so we have a good place with a "what's in there" air to pause at... But today and tomorrow you guys can try to kill Halruun, the corrupted lich who used to be the high preist of saranrae before he accidently let the evil take Kelmarane over, haha!
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
You follow Hajar on the route to the church when all of a sudden from around the next corner you hear a massive explosion. A pillar of fire shoots up from the earth into the sky. When the roaring fire dissapears there is an eirie silence. Well, silence accept for the heavy breathing you hear from around the corner... I moved Hajar down the line he drew, assume you are all with him and place yourselves. whatever "it" is, it's coming from the area of the red circle, which you don't have line of sight to yet. init:
baddies: 1d20 + 1 ⇒ (4) + 1 = 5
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
You arrive in Kelmarane at twilight. A few hours ago you hid in the scrub brush as the army of Kardswaan, 450 gnolls in all, marched past on the road toward waterfall. You hope the Nixie and Rock man have a few tricks up their sleeves! Now you stand on the northeast corner of the town, near the brook that waters this place. It's a small stream, no more than 15 ft wide. Much too small to water so many Gnolls. This must be what the aqueduct was for. MAP UPDATED. There is no sign of life and the streets appear quiet. Most of the town is ruined. But the Church, Ballte Market, Guild Hall and a few other buildings are still in tact. The first stars of night appear.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Bartan inspects his new Harrow Deck: It is a full deck in a wooden box. Each card instead of being made of paper is made of very thinly sliced cherry wood. The images are hand painted in vibrant colors with gold trim. They are MWK. Just as he is about to put them back in the box a slip of paper falls out from between them. On the paper is a message: The owner of this deck is hereby inducted into the Grand Varisian Harrower's Guild. You are entitled to entry into the most exclusive Guild events, and invited to perform in The Annual Harvest Harrowing. //signed// Lady Ambrosia Vashenko, Korvosa 4432 GE.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Average character wealth for lvl3 is 3000. We have about 22000gp usable loot and 7 players, so you are probably fine. This seemed like a nice place for a hoard, storywise and none of those items will imbalance encounters. Of course, this is assuming you guys completely loot the poor girl and leave her poor and alone with the rock monster.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Helping eachother, Bartan and Dhavyn identify every item (accept the crown) anyone got time to bother updating the loot log, hehe? The full hoard looks like this: -A beautiful pearl Pearl of Power level 1 (1000gp)
as soon as someone touches the brooch: You experience a vision: you are back in the crypt in front of the little saint, bathed in golden light. You hear her sweet voice. Thank you, friends. sarenrae sees fit that i give you a gift... You notice the brooch that was around her neck is gone. When the vision ends you look at the brooch in your hand, recognizing it.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Okay, Loot Time!!! First, Anjali, because it is fun:
Anjali finds all kinds of interesting potential additives in the cave... 1. cyan colored mushrooms whose under-hoods glow like blacklights. She knows these will provide a Musky, aftershave sort of scent to concoctions. 2. ruffly orange lichen with velvety skin. She knows these will provide a pungent rotten egg sort of scent to concoctions. 3. ice-like stalactite crystals which form wherever the rock creature steps. She knows these will provide a camphoraceous mothball like sort of scent to concoctions.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
"A dazed creature has no penalty to AC." But doesn't make sense that CMD wouldn't be reduced for the purposes of removing the crown. So disarm VS CMD10, attempt will not provoke. Don't screw this up guys, lol
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Okay, I WILL retro the crystal's locations then. Anjali's location is updated. The crystals move in terrible synchronization, boxing the fight in. MAP UPDATED. funny how Bartan just HAPPENED to end up near the treasure chest, haha!
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
crystal structures in the room can not be moves through. Unless you are a rock creature who believes himself to be Torag, of couse. They do provide cover. I will move crystals on the monsters' turn.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Brings Dhavyn's check to 21. Dhavyn and Bartan recognize the creature as some kind of earth elemental, but cannot tell it's type. Except for the obvious crystals all over the place,lol! Also, Khayal, if you are RPing, feigning to suck the creature in, then disregard the sense motive check I did for you. RPing trumps dice.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
water restored spells to. Nixie's gift to you. I didn't see a problem buying smaller lots of magic ammunition. Seems like it's commonly done. Accept for PFS. But PFS is boring.
CN Medium Humanoid Female; Bard (Dervish Dancer 1); Fort +1, Ref +4, Will +2; AC 14, touch 12, flat-footed 12; hp 10 (1d8+2)
Vardishal has until now been somewhat standoffish. But he answers: Paladin, I do not know. It's hard for me to understand. All I can think is that the influence of this thing, Xulthos was it?, is more powerful than we realize. For my Brother Kardswaan would not easily be swayed. Perhaps it is not he, as they claim? The calm water does feel good. And as you pass through the waterfall each of you feels the Nixie's voice in your head. feel the flow of the remaining power I have over these waters! green light. level up and be at full HP! MAP UPDATED. SCROLL NORTH
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