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Green Eyed Liar

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  1. Two of the character classes in this party have not been Remastered yet, so I was planning on waiting for the release of Player Core 2 before adopting the Remaster rules. I am a subscriber, so I get the PDF as soon as the books start to ship. However, I am quite willing to wait until Archives of Nethys updates with the rules, for those who prefer to save the money. Some of the rules might change before that. For instance, one of the monsters that shows up a lot in the future of this module has had a pretty drastic change in its abilities. I kind of like the new way things are done for that creature, plus in the not too distant future, Remaster will be the only Pathfinder rules set with regards to published material. So, if you encounter one of them in the next couple of months, I might go with the new Monster Core version. Unless you guys prefer that I not do this.
  2. This campaign is using the following variant rules: , , and . I neglected to add those to the list of special campaign rules. This will be corrected soon! Also, to be clear about the list of rooms (Pantry, Shrine of the Ghost Queen, Processional, and Workshop), those are the names of four rooms you blitzed your way through, but did not spend any time exploring/examining. If one of the names is appealing, mention it and I will move your token to the appropriate room. In the Spoiler box for each room is the "read aloud" description for each of the rooms, and lists of relevant checks.
  3. Bone chips fly, bones fracturing as the three dwarfs pummel the skeletal from all directions. Soon, the skeletal giant is little more than a pile of destroyed bones lying in a pile at the feet of its three assailants. Combat is over! You are now level three! The only recoverable loot are the glaive (skeletal giant), two warhammers (engineers), and two projectile launchers (engineers, can be sold as crossbows to the Otari armorer, as he will be curious about them). You have a lot of rooms you blew through. Pick a room and I will move your tokens to the appropriate room. If you want to attempt a check, feel free to do so, though I ask that you only read the extra spoilers if you succeed. Pantry Only a few fragments of the shelving that once lined the walls of this pantry remain today. There is an untried door in the northeast corner. Shrine of the Ghost Queen While it’s apparent that this large room was originally a kitchen, the furnishings have been rebuilt and repositioned to create an improvised shrine. The western end of the hall, where a large fireplace for cooking food once stood, now serves as an altar of sorts. Looming over a human corpse is a towering statue in a feminine shape made of bones, covered in sheets of moldering cloth and hanging moss. A bare spot on the room’s north wall has been decorated with mud and blood to depict the same feminine form as the statue. The body is that of a human man with a bird tattoo on his right shoulder. Society DC 16 The tattoo on the body's right shoulder marks him as one of the missing members of the Osprey Club. Religion DC 15 The shrine surmises that the “divinity” worshipped here isn’t a well-known goddess, but that the bloody scrawl on the wall is likely meant to illustrate someone of importance to the cult. The image on the wall and the statue both vaguely resemble the painting in the apprentice's lodging (in the hall next to where you found the telescope that Tangletop the brownie wanted) and the bloody apparition haunting the lighthouse, Belcorra! Perception DC 18 The portion of the north wall with the crude painting is actually a secret door! Processional This long, ten‑foot‑wide hallway has a vaulted ceiling arching to a dozen feet high. Three broken metal brackets hang from the ceiling; one to the south, one to the north, and one in the middle, although what the frames once held is unclear. The floor is strewn with pieces of rotten wood and twisted metal. To the north, pale green light shimmers around a closed door’s frame. If you want to inspect the door obscuring the green light, let me know. Perception DC 28 A particularly well hidden secret door rests on the western wall, its seams all but invisible cracks in the stone. Workshop This long room smells of rust and grime. Stacks of splintered furniture, pieces of weapons and armor, frayed coils of rope, jagged shards of metal, and other bits of trash lie in heaps along the walls of the room. A cold, unlit forge sits in an alcove to the west. To the north, several heavy timbers are wedged up against a door to keep it shut. In addition to the northern door, there is an untried door to the east. Removing the timbers from blocking the door to the north is a simple-enough 3-round activity.
  4. While perusing character sheets, I saw the following warning on at least one of them: I am not 100% certain this means your character sheets are going away, but I wanted you to all know just in case.
  5. Bones rattle and slide across the floor, forming two hoofed feet. The bones seem to climb up one another, forming a massive humanoid figure. The skeleton's horned skull turns to observe the party surrounding it as it stoops to pick up a massive glaive. Standing, it makes a broad swipe at both Zum and Rok. Just as the glaive slices into Zum's side, Rok catches the skeletal giant in the elbow with his hammer, blunting the force of the monster's blow against Zum. Nonetheless, the glaive continues its trajectory, clanging off of Rok's armor. The table is yours! The monster hit Zum for 12 hp, reduced by 4 hp by Retributive Strike. GM Dice Skeletal Giant Glaive Strike vs Zum AC 18 Glaive Damage Skeletal Giant Glaive Strike vs Rok AC 20 Glaive Damage Rok Warhammer Retributive Strike vs Skeletal Giant AC 17 Warhammer Damage
  6. Another crazy week. The twins had a soccer game that was rescheduled to late tonight, and then was delayed over an hour due to lightning. Even with shortened halves, we still got home after 11:30. Are you guys done beating on the bones? It is already down about 40% of its hp.
  7. I won't stop you from attacking the bones, but I will boost their AC by 2 (the equivalent of raising a shield) and grant immunity to criticals, because they are moving pretty rapidly and will not be as easily hit as when they are assembled.
  8. He is not dead yet, but he will definitely be dying soon. One of Paizo's next books after Player Core 2 will be about a divine war. Several minor deities and one of the big 20 (Gorum) will be killed off. One of the two new classes will be like a demigod (the iconic looks like Disney's Maui). War of Immortals is a rulebook, like Guns & Gears or Dark Archive. Divine Mysteries is a Lost Omens book, like Gods & Magic (which it's replacing). There will also be a related Adventure Path and novel.
  9. Zum's first attack slices deep into the morlock's chest, sheering bone and flesh. The dwarf yanks his greataxe free and brings it down again, splitting the mutant's skull in two. Before the morlock hits the ground, the large bones scattered about the room start to quiver, then start sliding together. The table is yours.
  10. Taking full advantage of Rok's distracting presence, Mic stabs true, and the Morlock screeches in pain.
  11. The morlock stops its panicked flight long enough to turn and squeeze the trigger of its projectile launcher, sending something resembling a rivet ricocheting down the hallway. Eyes bulging even further out of its head, it scrabbles at the door knob and runs across the next room. A ruined table and several destroyed chairs lie in a heap in the middle of this room, along with several large bones. The table is yours! The morlock lost its Fleeing condition, attacked poorly (only missed a critical failure by one), opened a door, and fled across a new room. Its Frightened condition then decreased to Frightened 1. GM Dice Morlock Engineer Ranged Projectile Launcher Strike vs Zum AC 18 Projectile Launcher Damage
  12. Back issues are the worst! I hope you get better soon.
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