N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok nods along with Kaminari, No ordinary elves though, dark skinned drow from the darklands, very bad news. You should probably have someone keep an eye on the vault in case more come crawling out
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Do we think the place is clear? We don't want to leave any more monsters lurking down here to ambush more innocent travellers. Do we? Kolok seems unsure of what is actually expected. Have we cleared the big chamber to the bottom left?
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok heads up behind Zyneste, activating a pair of wands quietly as he approaches. That other route heads into the darklands, I think our path lies this way... he mutters. Reaching the top of the rise he peers head. Perception: 1d20 + 14 ⇒ (11) + 14 = 25 Activating shield and heightened awareness, cannot fail DC15 Geography taking 10
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok approaches the cave wall and sighs a little. Such a waste of life, I had hoped..., his voice trails off. We should take his body with us to the Duskwardens.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok stares intently at brightly coloured creature and again tries to invade its mind, driving it at its ally. Murderous command again, DC18 will save or attack its ally on its next turn Focus your attacks, lets bring these things down quickly.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok jogs forward and peers into the chamber. His mind reaches out to the grey creature, fillings its mind with images of its ally trying to steal the belt from it. Kolok casts murderous command on the grey creature, he spends 2 psychic pool to increase the Will save DC to 19
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Planes, A: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok looks over the chains to see if they can be unlocked. Disable if applicable: 1d20 + 6 ⇒ (15) + 6 = 21 I don't have anything that would help now but we can escort you to the city and make sure you get help there.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 With the creatures defeated Kolok turns to the fetchlings. Hello, are you all safe? Why are you down here?
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok slips into the chamber behind Zyneste and launches a pair of magic missiles at the southern Grothlut. Force Damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Local, HA: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Do the fetchlings look like prisoners, allies, enemies of the other things? Stealth: 1d20 + 2 ⇒ (19) + 2 = 21
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 I think quite a lot of us are using light sources so whatever is down here probably knows we are here?
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Fascinating says Kolok as he takes a second look at the chamber. No, I have no magic which can make use of this but I am sure the society will be interested in the possibilities it presents.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok examines the vials. Well, these could have been handy when we fought those drow. Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14 He scans around the room, The magic in here is strange and confusing, we should probably keep exploring.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Seems like a reasonable resolution With the ooze destroyed Kolok will move forward, scanning the area with detect magic as he goes. Perception: 1d20 + 14 ⇒ (9) + 14 = 23
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Having locked the creature in place Kolok whips a pair of tiny burning comets at it and then backs off. It's stuck there, hopefully for a while, I suggest we just shoot the stupid thing to death. No need to put people at risk by getting up close, oozes can be dangerous even if they are mindless. Kolok casts magic missile at it for 2d4 + 2 ⇒ (3, 1) + 2 = 6 force damage
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok will kick things off. Delving into the shadowy recesses of his consciousness he reaches out towards the creature. His shadow extends forwards towards the ooze, rising up and trying to wrap around it! Kolok cats shadow trap on the creature. It needs to make a DC17 will save or become entangled and unable to move more than 5' from its starting position. It can take a full round action to make a new save on each of its turns
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Just as the group are about to head inside Kolok holds a hand up to stop people. Just a minute he says, fumbling in his pack for a book. Flicking through it and looking into the room he shouts, Aha, careful everyone, there's a grey ooze lurking in there. Don't want to step on it. I wonder if I can communicate with it? Kolok uses a pathfinder chronicle to assist him with his knowledge check
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Reactivating his wands of shield and heightened awareness Kolok moves up to support Raynard. Ever curious he peers over the mans shoulder, Can you see anything down there? he asks, raising his wayfinder up to direct its light down the passage. Perception: 1d20 + 14 ⇒ (12) + 14 = 26
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Who would ever have thought such strange creatures existed muses Kolok as he sifts through their discarded equipment. If no-one minds I will take one of these potions, we should probably move on quickly, I am sure whatever else lives down here could not fail to have heard that commotion.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok launches a simple cantrip at the nearest drow, seeking to overwhelm its mind with images of the vast emptiness of the gulf of space. Kolok dazes the nearest drow. DC17 will save
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 I think it was more that Bane allows a save, although it is also subject to SR
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok shakes his head at his companions haste and hurries forward. As he does so a pair of intensely burning balls of light, miniature comets, hurtle from him at the remaining drow on the cliff. Kolok casts magic missile at the drow up on the ridge. SR penetration: 1d20 + 4 ⇒ (7) + 4 = 11
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 I am not clear what is happening with the drow which are faded out, are they defeated? Also, not sure what happened with the one I hit with murderous command.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Unable to see into the area of darkness Kolok hurries forward to bring those on the ridge into range. He stops and runic images flicker over his face as his thoughts quest towards the southernmost drow on the ledge. You are betrayed, they are plotting to kill you, act quickly before it is too late... Kolok moves forward and casts murderous command at the southernmost drow. It requires a DC18 will save, he will spend 2 phrenic points to increase the DC to 19. If he fails he attack his nearest ally on the next turn. I am not sure if they have spell resistance or not so I will roll just in case. SR?: 1d20 + 4 ⇒ (7) + 4 = 11
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok moves up behind Zyneste, Might want to be a bit more careful. That trap looked pretty weak but there could be more dangerous ones about. Kolok will start actively checking for traps taking 10 on Perception for 24. He will need to stay fairly close to the front but will avoid taking the lead.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Hmm, time to explore I think says Kolok heading towards the southern passageway and peering down it. Perception: 1d20 + 14 ⇒ (9) + 14 = 23
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok moves into the first cave as well, he picks up one of the charms and examines it, turning it over in his hand.. As he does so magical glyphs swirl around him as he breathes on the object. Kolok examines the charms with detect magic to see if there is anything wrong with them Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok tucks away the halflight charm so it will be secure. Did the traveller's and their guide have these as well? If so why would they not have used them?
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Just a quick note, I will be away from Friday until Monday with limited posting ability.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 I have shifted myself to the back. Before we enter the caves Kolok will activate his wands of mage armour, heightened awareness and shield. Why yes, we think we have identified where the missing escapees are, somewhere called Sparklegrim Passage. Do you know where it is or what might be lurking down there?
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 As he recovers from retching and cleans himself up Kolok turns back to the troll. Thank you for your...insights... We should probably check back with the Duskwardens and find where this Sparklegrim Passage is.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok spins round and begins to violently retch. Sounds like sparklegrim he gasps, between bouts of vomiting. Take 10 on dungeoneering for 20
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok scans the list of vaults. Perhaps the augurs can help us narrow down this to something more manageable? Do you have any more information about where they went missing?
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok smiles disconcertingly at the doorman, almost as if he is not entirely sure what a smile is supposed to look like. Greetings, we have been sent by the Pathfinders to help your Freemen. They suggested that you might be able to help sort out a recent disappearance. Is there someone we could speak to? Diplomacy: 1d20 + 17 ⇒ (13) + 17 = 30
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok listens to the various stories, Fascinating... Turning to Kaminari, Perhaps we should seek out these augurs first and see what they might be able to tell us before approaching the Duskardens? He pauses and looks around as if listening to something. Given how unusual they are I don't believe they will be difficult to find.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Kolok heads into the Warrens with Kaminari as well. He enjoys the sensations of this strange new city, drinking in the culture and chattering away asking questions as they travel. Kolok aids Kaminari, he cannot fail the DC10
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Well that all sounds terribly interesting says Kolok but you are far more familiar with this city than we are. Where would you suggest we start looking for your missing people?
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Local, PF chronicle: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Kolok fills the group in on what he knows about the city as he follows the young half elf lad. I can see why someone would have used this place as a prison! As they arrive at the Inn he tips the young lad his entire initial fee. You seem a trustworthy lad, and worth the money. Hang around while we get filled in and you might earn some more coin. Listening to the information he scowls, Can you tell us any more about these travellers or the duskwarden who was with them. Also, what's a duskwarden, or a halflight charm? I am afraid this is my first visit to your charming town and until about two years ago I was asleep for no-one knows quite how long. He shrugs, as if that makes all the sense in the world.
N Male Human Psychic 4 Init +8 | HP 26/26 | AC23, touch 15, ff 21 | CMD 15 | Fort +3, Ref +3, Will +7 | Perception +14, Sense Motive +10
Buffs: Mage Armour, Shield Spell Slots: 1st: 2, 2nd: 5 Resources:
Pool 3|5; Physical Push 3|3 Very well, let us find a guide but be careful, in my limited experience these places tend to be hives of scum and villainy. Kolok bows his head and closes his eyes, as he raises his head to scan the crowd of guides his eyes glow briefly with a bright blue radiance. Kolok uses his detect thoughts SLA before heading into the pack looking for a guide. His will look to scan the surface thoughts of potential guides to check for trustworthiness. It does allow for a DC17 will save. Diplomacy to haggle over the price: 1d20 + 17 ⇒ (14) + 17 = 31
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