Horgus Gwerm

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Organized Play Member. 4,416 posts (27,967 including aliases). No reviews. No lists. 1 wishlist. 27 Organized Play characters. 24 aliases.


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Malgrim Gryh wrote:
Malgrim explores the ship and then once he is done finds a place to look out over the sea to see what might surface as the ship goes by.

Nothing else to add other than what I already told you. But as you are peering out at the sea for a couple of hours, another galley similar to yours pulls up within shouting distance to yours and a woman wearing expensive robes and jewelry hails you and asks you to come alongside so that you may speak. Accompanying her are four other figures, a bit larger than her but not 'large'. It is hard to make out any details from this distance though.

You explore (I assume) the ship and find that it is quite comfortable. Though it does not include a pantry, there are comfortable places to sit and congregate. After all, this was intended to be a plane wherein to relax and enjoy.

You wait over an hour, but your patients pays off as a ship] (colossal in pathfinder size terms) glides up to the dock. The ship is a magical wonder - a self-propelled galley, staffed by a single ram-headed helmsman of enchanted brass. Upon handing over the egg, the strange construct’s eyes take on a greenish-golden glow as he turns to the tiller and guides the Nexian galley out to sea.

2d6 ⇒ (4, 3) = 7

You wait for a bit but nothing arrives. How long do you sit there?

The sounding does not work before they reach the pier, but it does summon Urah, who groggily exits the hut, shades his eyes, and waves at you all. He looks well rested and well fed, even from a distance.

The rest of the night passes uneventfully. Do you return to the hut now and blow that horn?

that does the trick nicely and the meat starts smelling fresh again, though a little ripeness makes it taste good, right? Poor Gnasher has a few frozen parts, mainly his tush.

Nobody to blame near by.

1d8 ⇒ 4
1d3 ⇒ 3

You travel for a day, out of the marshes and into the mistvales, and camp again. Gnasher is next to the fire, tending his hydra steaks, when the rock he is sitting on erupts in a column of icy energy.

Gnasher, please make a DC 15 reflex save or take 2d6 ⇒ (4, 3) = 7 cold damage.

It comes and goes as quickly as it came, but the area looks oddly undisturbed or touched in any way. And you do not see any suspicious looking lurkers about.

speaking of hydra steaks, that trip into the marshes was not kind to them. The smell is just starting to revel signs of decay.

The place makes him a little bit cranky and annoyed. Yes, very much like a head cold except it is more of a scratching feeling in the brain than a fogginess. He can think just fine, but it is annoying and a little distracting.

"We need to inform Obherek. It may be worth your time to visit him, or it may not. Depends on what you have to offer. Farewell!"

with that abrupt conclusion the creatures vanish back underground. No, they did not explain who or where the Obherek is. Lucky them, not having to trudge through the marsh.

In reading to figure out what these guys response should be, I noticed this little gem for Malgrim...

Kakishon is mildly chaotic-aligned; lawfully aligned characters in Kakishon take a –2 penalty on all Charisma-based checks as a result.

Stoically one of them responds.

"We are just curious. Has traffic been restored to the material plane? We can converse in the common Golarian language if that is preferred."

DC 12 kn planes:
These are Shaitan, earth oriented genies from the elemental plane of earth."[/b]

You are forced to sleep in the march for another night, as the trek back will take a full day and a half and it was near sunset when you encountered the ram.

encounter: 1d100 ⇒ 13 group: 1d100 ⇒ 58 type: 1d100 ⇒ 73 1d3 ⇒ 1 1d4 ⇒ 2
encounter: 1d100 ⇒ 93 group: 1d100 ⇒ 93 type: 1d100 ⇒ 20
encounter: 1d100 ⇒ 38 group: 1d100 ⇒ 43 type: 1d100 ⇒ 75
encounter: 1d100 ⇒ 57 group: 1d100 ⇒ 24 type: 1d100 ⇒ 57

encounter: 1d100 ⇒ 18 group: 1d100 ⇒ 55 type: 1d100 ⇒ 60 Entropy flux
encounter: 1d100 ⇒ 73 group: 1d100 ⇒ 51 type: 1d100 ⇒ 23

As fate would have it on shift 1 that night, your not-so-peaceful sleep is interrupted as two beings resembling a towering human with skin of polished stone and glittering agate eyes erupt from the ground in the middle of your camp. They do not attack though and wait silently for a response.

Nothing happens.

Read the handout note for a clue.

The seven armor plates each bear a magical spell etched on the surface—each plate is 1 foot square, weighs 3 pounds, and can be used as a scroll. These scrolls function at CL 20th, and contain the spells freedom of movement, haste, mage armor, mind blank, protection from spells, spider climb, and water walk.

Both ram horns are hollow and gold-plated.

DC 25 Spellcraft:
The right horn is inscribed with Nex’s personal rune—this horn is a horn of the golden draught.

The left horn is pierced at the tip, enabling it to be blown. This is a galley charm, and if sounded from the end of any Waypoint pier, it summons a Nexian galley.

After scoring a bite as the ram heads off into the distance, Shadow tears off after it. The thing is slippery as heck so she was unable to establish a grip on it.

Shadow is all fury as everything sinks in and leaves the ram bloody and exhausted. It sinks into ... a pile of golden dust, leaving behind seven golden armor plates and two curled ram’s horns.

❖❖❖ Combat over ❖❖❖

Nah, I know full well you would have extended the range on that spell and blasted the poor thing. It is what you do :)

Please label the bonuses you have already put into the attack. For example I have no idea whether you took the 100' range into consideration or whether the point blank mods are in there, though you did sum that part up nicely with the OOC comment which leads me to believe there were no range penalties added. What was the +3 from?

Gnasher slinks off to the side and gets out a sling, while Malgrim does some
long distance pummelling. Seif decided it is likely the thing will charge and prepares. And he is right.

Skipping over the marsh at incredible speed, the ram plows right through the
group (trample attack) and has enough left over to end up 60' on the other side.

DC 21 trample attack which does not affect Shadow.

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: difficult terrain
Bold may go.

Malgrim Gryh (-0 HP, trample damage: 1d8 + 10 ⇒ (5) + 10 = 15; DC 21 reflex to take half of damage, or take an AoO at -4 and take full damage)
Gnasher (-0 HP)
Seif (-0 HP, trample damage: 1d8 + 10 ⇒ (1) + 10 = 11; DC 21 reflex to take half of damage, or take an AoO at -4 and take full damage)
Shadow (-0 HP, may take an AoO)

Ram (-66 HP)

❖❖❖ Round 3 ❖❖❖

You pick up the tracks and just as the sun starts to go down, you sight the big shaggy beast, at least 100' away and turns in your direction, pawing the ground.

Init(Gnasher): 1d20 + 5 ⇒ (6) + 5 = 11
Init(Seif+Shadow): 1d20 + 5 ⇒ (18) + 5 = 23
Init(Malgrim): 1d20 + 5 ⇒ (15) + 5 = 20
Init(Ram): 1d20 + 2 ⇒ (9) + 2 = 11

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: difficult terrain
Bold may go.

Malgrim Gryh (-0 HP)
Gnasher (-0 HP)
Seif (-0 HP)
Shadow (-0 HP)

Ram (-0 HP)

❖❖❖ Round 2 ❖❖❖

Gnasher, you want to make a days worth of rolls? Malgrim, you want to see if you can pitch in and find something to track?

encounter: 1d100 ⇒ 35 group: 1d100 ⇒ 36 type: 1d100 ⇒ 18
encounter: 1d100 ⇒ 64 group: 1d100 ⇒ 32 type: 1d100 ⇒ 41
encounter: 1d100 ⇒ 71 group: 1d100 ⇒ 23 type: 1d100 ⇒ 3
encounter: 1d100 ⇒ 51 group: 1d100 ⇒ 65 type: 1d100 ⇒ 20

Aiding would help.


You all feel better.

You spend another day tracking and getting closer. You were irritated by the wet, but not fatigued or anything. The tracks lead out of the wet hilly mess and east into the wet Cranemarshes. NOT an improvement.

encounter: 1d100 ⇒ 29, group: 1d100 ⇒ 55, type: 1d100 ⇒ 92
encounter: 1d100 ⇒ 85, group: 1d100 ⇒ 81, type: 1d100 ⇒ 84
encounter: 1d100 ⇒ 49, group: 1d100 ⇒ 72, type: 1d100 ⇒ 7
encounter: 1d100 ⇒ 24, group: 1d100 ⇒ 85, type: 1d100 ⇒ 81
encounter: 1d100 ⇒ 26, group: 1d100 ⇒ 38, type: 1d100 ⇒ 62

After that the tracks seem to peter out. You feel like you are going to have to try harder. The marshes are a bear to track in. and worse, the bugs are nasty., the wet is nasty, and you all wake up fatigued. On the bright side, in spite of some alarming noises that have you lurching from your beds, nothing bothers you all night, day, and night.

Night falls and you start a camp, posting watches, and eating hydra steaks. Though the weather is mild, it is quite wet with the humidity caused by the waterfalls. Anyone have a tent or a way of keeping the dampness off?

encounter: 1d100 ⇒ 79, group: 1d100 ⇒ 15, type: 1d100 ⇒ 97

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No problem. You are working with a GM that makes the same kind of mistakes both as a GM and as a player, only more often :)

1 person marked this as a favorite.

You head away from the beech. The land rises into a range of low hills split by many waterfalls and mist-shrouded vales, their streams criss-crossing the foot of the hills and feeding into the marshes below. The hills are crowned with thick, tangled forest and many caves and crevasses. The rocks of thse 'Mistvales' are perpetually damp and glistening, but when the sun strikes the hills at the proper angle, a cascade of rainbows is borne upon the clouds of mist thrown up by the unnumbered waterfalls. You find tracks of a huge ram and begin following them, but do not manage to sight the beast, though gradually, the tracks do become more recent.

encounter: 1d100 ⇒ 87, group: 1d100 ⇒ 8, type: 1d100 ⇒ 70
encounter: 1d100 ⇒ 32, group: 1d100 ⇒ 79, type: 1d100 ⇒ 95

If I said northeastern, I meant northwestern. Where the red dot is. the red thing in the northeast is a pic of a volcano and you are most certainly not there.

Call it three. 8 hours per day is travel time. There has to be time in there for actual tracking.

Some info on part 2 of the module. Basically to get off the ring of islands you are on, you must find and defeat the golden ram. Each time you search there is a chance of finding evidence of or even the ram itself, but also a chance of an encounter. Chances differ based on where you are in the island and what previous successes you have had. The DCs can be pretty high depending on what type of terrain you are in. The terrains of the island are identifiable by the colors on the map, but also include the beaches as a distinct terrain type.

To speed things up you may make a series of tracking rolls. The module says one hour per attempt but I changed it to 3 hours as that seems more sensible to me.

You poke around the immediate area and find...


You may try one check per 3 hours. You may also travel to a new part of the island and try there if your results prove consistently unfruitful in an area.

encounter: 1d100 ⇒ 62, group: 1d100 ⇒ 3, type: 1d100 ⇒ 9

On the bright side, nothing assaults you this time.

You guys are currently located at the red dot in the northwest of the map. That is the location of this waypoint.

You find that the end of the pier is crumbling, blackened, and ruined, as if the last several feet of the pier had been burned away by an impossibly hot fire. The hut contains magical basins that produce food, water, and plush bedding upon command, though any items created dissolve into nothing if removed from the hostel. Rather cozy!

So what do you do? Start looking for the Golden Ram? Anyone have a decent tracking skill?

Inside the scroll tube, Seif finds two objects. which grow as they leave the tube. The first is a message written on strange parchment that feels weirdly cool to the touch. The second object is a small blue egg with brown spots on one end.

Message (See handout 1):

Long ago, visitors to these islands received a greeting from the Imprisoner. You shall receive the same.

Greetings and welcome, brave hunters, to the Serpent Isles. Here you will find a hunt to satisfy your thirst for challenge, danger, and adventure, a tale to be told as you relax at the Pleasure Palace. Your task is simple: you must hunt down the Golden Ram and take its horn. There are many challenges to be faced on these islands, but only by sounding the ram’s horn can you call back the ship that will bear thee hence. Do not think to cheat the hunt, as the Golden Ram is under my protection; this is a test of skill and skill alone, of courage and cunning, not raw power. One ram’s horn you must sound and present to the boatman to gain passage. The other horn is yours to keep, as a trophy and reward for your daring. May Fate smile upon you and guide your aim.

The Imprisoner is gone now. But his world remains. A world we created. You have only just arrived but we must know if you are ally or enemy, capable or inept. Complete the Imprisoner’s task and we shall have a greater one for you, one to help fulfill your heart’s desire. Give this egg to the boatman, and he will bring you directly to us. We have much to discuss.

the “turtle” looks at each of them in turn, and then coughs a tiny scroll tube up onto the sand before it turns and begins waddling back into the sea.

It looks like a common sea turtle. You could do a knowledge nature skill roll to see if there is anything out of the ordinary about it.

I would not worry about that. The AP is harmless at the beginning of a module and it's victims rarely last more than a round. What I COULD do is beef them up a bit so everyone has fun. you know, like if I had made that hydra into a 16 headed one.

No sooner has Seif identified the creature as a hydra and prepares to rattle off it abilities, than Malgrim obliterates the hydra in a single blast. As you continue your trek towards the dock you are greeted by a strange sea turtle who flops up onto the shore and seems to consider you all curiously.

Say, you guys cutting the thing up for steaks like usual?

It is huge. I expect you are along the shore in a line. I was kinda waiting for you all to set up your icons before placing the creature as it came out of the water to challenge you. But, since Malgrim obliterated it with a single blast...

As you know, the initial encounters in this AP are rather pathetic.


Init(Gnasher): 1d20 + 4 ⇒ (15) + 4 = 19
Init(Seif+Shadow): 1d20 + 5 ⇒ (12) + 5 = 17
Init(Malgrim): 1d20 + 5 ⇒ (10) + 5 = 15
Init(hydra): 1d20 + 1 ⇒ (11) + 1 = 12

Kn Arcana to identify the creature which has 6 heads.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Malgrim Gryh (-0 HP)
Gnasher (-0 HP)
Seif (-0 HP)
Shadow (-0 HP)

Creature (-0 HP)

Round 2

'Gnasher' Red Claw wrote:
He gestures towards the small stone hut. "Maybe hut person tell tribe where tribe at." Resting his bardiche on his shoulder he begins to walk that direction.

Before you go very far, a rude and hungry introduction many headed creature surges up out of the surf to attack.

Before I start the combat everyone make sure your rolls are accurate in slide 1 of the GM Reference slideshow.

Yours look pretty accurate already and I need to figure out Urah. I'm thinking he will be stunned for this combat, distracted by looking for a sign that his god is messing with him or putting him in harms way again.

Map of Kakishon has been added to the links at top.

Malgrim activates the scroll and, indeed it starts to glow. And spin, and, perhaps redundantly, gyrate. Quite disorienting. Worse, with a sudden explosion of light and sound, the world becomes engulfed in fire. The ground itself seems to give way, and suddenly you are falling, falling through a vortex of fire, plummeting into the throat of a volcano. The pain tears through your flesh, yet still is strangely less overwhelming than what one might expect of a cataclysm this all-encompassing. A sense of vertigo overwhelms even the fire and noise, and the sensation of falling grows into a tempest of burning wind.

And then, in the flaming clouds and firestorm around you, shapes begin to emerge. Men and women made of fire and smoke—adorned with glittering jewelry and wielding scimitars made of fire, their faces twisted masks of glory and cruelty—rise up through the firestorm just as you are falling. Urah is there too, though that makes no sense, and for a moment you might think this is only a dream. In fact it might remind you of the scend from Wizard of Oz). Some of them seem to notice and mock you as you fall before they surge upward and out of sight. And then comes the last of them, a towering, burning warrior with great horns and a cruel, curved sword. This immense figure notices you as well, and even takes the time to smile sardonically as he bows in mockery, as if thanking you for a service you provided. And then, with a flash, he is gone as well, trailing behind him a noxious plume of burning ash and searing cinders.

While locked in the vortex, you are all helpless to take action, but as you fall, things that are familiar to you form out of the fire as well, as if
phantoms and memories from the real world are trying to take form.

As suddenly as it began, the vortex of fire is no more. For a moment, you can see nothing, hear nothing, feel nothing. But then, sensation slowly returns. The sound of waves crashing on a shore; the feel of a warm breeze and the grit of a bed of sand; the smell of salt air and strange exotic flowers—all these and more slowly fill the world. As your vision clears, you behold an idyllic tropical bay. Behind you rises a hilly junglescape rife with birdlife and snakes and strange flowers. Across a shallow inlet, more of the island rises, its slopes covered with jungle as well. Above, the sky is cloudless and blue while some distance down the beach stand a pier and a small stone hut—the only signs of civilization. Of the vortex of fire itself, there is no sign.

You may choose to have Rayhan or Urah as a NPC tagging along if you would like. We can rebuild Urah into something useful (or pick an iconic or NPC from as the index as a build).

"I wouldn't have it any other way!"

So who is going to do the activation?

Rayhan rubs his chin, thoughtfully. "I'm pretty sure I know how to open the portal. This will be a trial run, since I do not want to embarrass myself in front of my peers until I am sure. It turns out that the procedure is really quite simple. I just needed to track down the precise sequence of command words. My research tells me that if this works, the map should glow and you just point to the a location on the map to go there, or at least to the nearest portal location near there. And each landing location has a post that may be used to return. I suggest that you prepare for the experiment by getting a full night’s rest and be ready for anything — as with all artifacts, the chance of something unusual happening is always there."

It is true. Having just returned from cleansing the oasis, you are a bit bushed. Rayhan, of course, was so excited he wasted no time in telling you the exciting news.

Glad you all enjoyed yourselves, and I'm sure I'll bump into you in other games.

"How about it? Do you feel up to activating the scroll?" Rahyan asks hopefully.

Dang, thanks Seif. I added those lists to the GM Reference slides linked above.

Cue THE END OF ETERNITY, part 4 of Legacy of Fire.
Armed with the knowledge provided you, you all return to the oasis and cleanse it from the evil influences, providing additional treasures, excitement, and honor (hand waving this unless you really want to take a side trip).

When you return, Rahyan is ready to activate the scroll. Not at all sure it is safe, he encourages you all to be there, or even better, activate the scroll yourselves.

Your chronicles may be found here. Let me know if I need to make an adjustment.

You guys crushed the combats due to the life bubble and protection from energy spells. Those of you that did positive damage and actually destroyed two of the haunts spared the party from facing 5 haunt infused elementals instead of 3 and being dealt 50d6 acid damage instead of 30d6 that first round. NASTY!

The one odd thing was that it was somewhat arbitrary whether you all visited that northwest room or the northeast room first and that decision was key. If you had visited the northeast room first you would have been provided the opportunity to draw Dark Isirah out into a vulnerable amalgamated body in the final northwest room. Much tougher than the individual haunt infused elementals, but with the resistances you all had, still a cake walk. 2 of the 4 secondary victory conditions were only achieved if that was done. So it was crucial that you maintained good relations with the Ghost Wolves so that you could get that secondary victory condition and earn 2 PP instead of 1.

All in all well done! And you have a new buddy. Remember that you can each take AI Isirah with you on an adventure and gain the Technology feat. So if you ever finagle your way into another Numerian adventure, remember to use that boon!

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