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Black Tom's Whispering Cairn

Game Master Black Tom


3,901 to 3,950 of 5,779 << first < prev | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | next > last >>

Male Human Cleric 14

Sorry for my absence! Are all of the Kyuss spawn dispatched? I'm not seeing any on the map.

If all of the spawn are defeated, Feres will help Valgrim remove the worm on him, taking 10 on a Heal check for a total of 20.


Male Human (mostly) Mystic Theurge

There should be one left actually. But if Feres takes care of the worm, then maybe Valgrim can retcon his action and smash the spawn.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Friar, why don't you searing light the sucker or channel to kill it?


Male Human Cleric 14

DC 14 Will save: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29 (includes inspire courage)

Round One:

Feres peers around the corner and fires a blast of light as bright as the sun at the undead abomination battling Valgrim.

Standard action to cast Searing Light at the last spawn.

Ranged Touch Attack: 1d20 + 6 + 2 - 4 - 4 ⇒ (19) + 6 + 2 - 4 - 4 = 19 (inspire courage, penalties for cover and firing into melee)
Searing Light Damage: 9d6 + 2 ⇒ (3, 5, 3, 2, 5, 4, 6, 4, 1) + 2 = 35


Male Human (mostly) Mystic Theurge

Feres's Magic destroys the last spawn. I'll calculate your xp when I get home.

There is really nothing else of interest in the room. The sacks are empty, but contain traces of sand. To your right there is a round room with a five-foot-wide pit in the middle of the floor. An oil lamp hanging from the center of the ceiling illuminates the pit. Short of jumping or climbing down the pit, there are no exits.

To your left one passage branches off to the left before the passage ends in a wooden door. The entire place reeks of charnel.

So, left, door or pit?


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Valgrim looks down into the pit with his 60' darkvision. How deep does it go?


Male Human (mostly) Mystic Theurge

The pit drops 15 feet into a sewer conduct, that trickles towards the southwest.


Female Elf Alchemist (preservationist) 15

Vug checks the door for traps (after the mite dissolves into a puddle of goo).

Perception: 1d20 + 12 ⇒ (1) + 12 = 13


Male Human (mostly) Mystic Theurge

Vug finds no traps on the door, which isn't even locked. By the way, the left-hand passage turns yet again to the left as you look down it.

Door then?


Male Human Cleric 14

"Before we go much further, let me bolster our courage in case we encounter more of those Kyuss spawn," Feres says, withdrawing a wand from his pack after Vug examines the door. "I picked this up while we were in Wolfstone, but haven't had much reason to use it since," he comments as he casts the spell contained in his wand on each of his friends.

Use 5 charges from Wand of Remove Fear to grant each of us a +4 morale bonus against fear effects for 10 minutes. Number of charges remaining: 41/50.

Feres also takes the opportunity to cast a shielding spell on himself, plus spells to protect against evil forces on Valgrim and Vug (both of these spells extended using his metamagic rod).

Party Buffs/Spells in Effect:
Remove Fear - Everyone: +4 morale bonus to saves vs. fear effects; duration 10 minutes.
Shield of Faith - Feres only: +3 deflection bonus to AC; duration 9 minutes.
Protection from Evil - Valgrim and Vug: +2 deflection bonus to AC; +2 resistance bonus to saves; second save with +2 morale bonus vs. spells/effects that possess or excercise mental control; prevents bodily contact by evil summoned creatures; duration 18 minutes.

Feres' AC: 21
Feres' HP: 72/72
Number of Channels used today: 0/7


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

"Door it is then. Don't feel like jumping into a sewer just yet." Valgrim thanks Friar for the spells and takes the lead.
Perception: 1d20 + 18 ⇒ (15) + 18 = 33...add +2 for stone
Survival (Track) undead: 1d20 + 13 + 4 ⇒ (17) + 13 + 4 = 34


Male Human Cleric 14

"Here, let me follow behind Valgrim. That way if we encounter any more undead I can quickly catch them in a channeled burst of the Dawnflower's divine radiance."

How about marching order of Valgrim, Feres, Vug, Bubba, Vulcan?


Male Human (mostly) Mystic Theurge

You got your wish. The room behind the door is crawling with undead. I'll get the map up as soon as I get home later today. Off to my tabletop game right now.

Roll for initiative.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Initiative: 1d20 + 5 ⇒ (4) + 5 = 9


Male Human Cleric 14

Have fun at your game, BT!

Initiative: 1d20 ⇒ 17


Female Elf Alchemist (preservationist) 15

Init: 1d20 + 5 ⇒ (2) + 5 = 7


Male Half-Orc Bard 11

Initiative: 1d20 + 1 ⇒ (6) + 1 = 7


Male Human (mostly) Mystic Theurge

Sorry for the delay. Too hopelessly tired all the time.

The air in this large hall is particularly noisome. The northern wall is almost completely covered by the remains of a wooden bookshelf,
whose contents have long ago crumbled to dust. The southern part of the aisle is occupied by dusty pieces of ancient, ruined machinery that may have once comprised sets of semi-automated combat dummies.

There are a pair of double doors on the left, and seven skeletal and rotting undead turn towards you as you enter. There are six spawn of Kyuss and one mohrg.

Feres is up, then the monsters.


Male Human Cleric 14

Round One:

With a stern expression on his face Feres steps forward into the midst of the undead with a stern expression on his face. With his scimitar in one hand and his shield on his other arm, he raises his holy symbol high and calls out, "By the grace of Sarenrae, the divine Dawnflower, undead abominations begone!" With a flash of warm light a blast of divine radiance bursts from the holy symbol and washes over the undead horde.

Move action 20 ft to square U,32. Standard action to Channel Energy (Harm Undead); 30-ft radius burst should catch all of the undead in the room.

Channel Energy (Harm Undead): 5d6 + 9 ⇒ (2, 3, 5, 4, 2) + 9 = 25; Will DC 20 for half damage, undead do not add channel resistance to saves due to Feres' Sun domain.

Party Buffs/Spells in Effect:
Remove Fear - Everyone: +4 morale bonus to saves vs. fear effects; duration 10 minutes.
Shield of Faith - Feres only: +3 deflection bonus to AC; duration 9 minutes.
Protection from Evil - Valgrim and Vug: +2 deflection bonus to AC; +2 resistance bonus to saves; second save with +2 morale bonus vs. spells/effects that possess or excercise mental control; prevents bodily contact by evil summoned creatures; duration 18 minutes.

Feres' AC: 21
Feres' HP: 72/72
Number of Channels used today: 1/7


Male Human Sorceror (Stormborn) 15

1d20 + 2 ⇒ (3) + 2 = 5


Male Human (mostly) Mystic Theurge

Feres's blast catches all the undead and damage them severely, but they still stand. Thereupon they mob him and he is hit by two slams depositing fat green worms in the wound and also the mohrg's tongue.

15 points of damage and a Fort 19 save vs. paralysis.

One of the spawn opens the door to the north and stutters through it.

Then you are all up.


Male Human Cleric 14

DC 19 Fortitude save: 1d20 + 10 ⇒ (17) + 10 = 27

Round Two:

"Foul abominations! I said BEGONE!" Feres exclaims, raising his holy symbol high to channel another burst of divine energy as he takes a step toward the doorway through which one of the creatures shuffled.

5 ft step to square V,31. Standard action to Channel Energy (Harm Undead); 30-ft radius burst catches all of the undead in the room, and possibly the one that went through the door if the door is still open and the creature is close enough.

Channel Energy (Harm Undead): 5d6 + 9 ⇒ (1, 3, 2, 1, 5) + 9 = 21; Will DC 20 for half damage, undead do not add channel resistance to saves due to Feres' Sun domain.

Party Buffs/Spells in Effect:
Remove Fear - Everyone: +4 morale bonus to saves vs. fear effects; duration 10 minutes.
Shield of Faith - Feres only: +3 deflection bonus to AC; duration 9 minutes.
Protection from Evil - Valgrim and Vug: +2 deflection bonus to AC; +2 resistance bonus to saves; second save with +2 morale bonus vs. spells/effects that possess or excercise mental control; prevents bodily contact by evil summoned creatures; duration 18 minutes.

Feres' AC: 21
Feres' HP: 57/72
Number of Channels used today: 2/7


Female Elf Alchemist (preservationist) 15

Vug throws a force bomb at the morhg, ignoring Father Feres's square.

with PBS: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 285d4 + 5 + 1 ⇒ (1, 3, 1, 3, 4) + 5 + 1 = 18, 10 splash
DC 19 Reflex save for morhg to avoid falling prone, DC 19 Reflex save for 1/2 splash damage


Male Human (mostly) Mystic Theurge

Feres blasts the spawn, leaving only the mohrg which manages to remain standing. Valgrim, Bubba and Vulcan to go.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Valgrim moves to U33 and strikes the mohrg with Power attack and Vital strike:
1d20 + 14 ⇒ (10) + 14 = 24
Damage: 2d12 + 16 + 1d6 ⇒ (10, 5) + 16 + (4) = 35
AC: 24 with Pro. Evil
HP: 87/95


Male Half-Orc Bard 11

"Nice Job!"

If the mohrg is still standing, Bubba Inspires.


Male Human (mostly) Mystic Theurge

The mohrg is badly beat up but still standing, and it slams into the offending cleric with both arms for 28 points of damage. Vulcan delays.

Then you are up again.


Male Human (mostly) Mystic Theurge

Also, the worms burrow into Feres's flesh, causing 2 points of damage.


Female Elf Alchemist (preservationist) 15

Vug tosses another force bomb at it, skillfully ignoring her allies' squares.

with PBS and IC: 1d20 + 12 + 1 + 2 ⇒ (19) + 12 + 1 + 2 = 345d4 + 5 + 1 + 2 ⇒ (2, 1, 2, 4, 3) + 5 + 1 + 2 = 20, DC 19 Ref or fall prone


Male Human (mostly) Mystic Theurge

And the mohrg goes down. I don't think I handed out any xp for the trap nor any of the spawn down here, so here's the total: 4480 xp each.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

"Father, the worms! Did they get inside ya? Remember, if you can cure disease or remove curse, that will work!" If Friar does not have of those spells, Valgrim offers him his Potion of Remove Disease.

Concerning the worms: the best is to kill them before they have time to burrow under the skin. Then it is a Heal 20 to extract them as they burrow their way to the brain and after that you'll need a Remove Disease or Remove Curse to kill them.


Male Human Cleric 14

"One of the Kyuss spawn fled through those double doors. I don't know if the Dawnflower's radiance destroyed it or not." Feres warns his companions as he sets about removing the worms burrowing through his flesh.

Worm #1 - DC 20 Heal check: 1d20 + 10 ⇒ (13) + 10 = 23
Worm #2 - DC 20 Heal check: 1d20 + 10 ⇒ (17) + 10 = 27

Feres then offers prayers to the Healing Flame to mend the wounds inflicted by the undead creatures. (Burn Summon Monster III to cast Cure Serious Wounds: 3d8 + 9 ⇒ (8, 1, 5) + 9 = 23 hp healed and burn Admonishing Ray to cast Cure Moderate Wounds: 2d8 + 9 ⇒ (4, 2) + 9 = 15 hp healed; for a total of 38 hp healed. Feres' current HP are now 65/72.)

"Is anyone else injured?" he asks.

I'm assuming that the worm extraction and spell-casting took up Feres' Round 3-6 actions if we're still tracking time in rounds.

Party Buffs/Spells still in Effect:
Remove Fear - Everyone: +4 morale bonus to saves vs. fear effects; duration 10 minutes.
Shield of Faith - Feres only: +3 deflection bonus to AC; duration 9 minutes.
Protection from Evil - Valgrim and Vug: +2 deflection bonus to AC; +2 resistance bonus to saves; second save with +2 morale bonus vs. spells/effects that possess or excercise mental control; prevents bodily contact by evil summoned creatures; duration 18 minutes.

Feres' AC: 21
Feres' HP: 65/72
Number of Channels used today: 2/7


Male Human Sorceror (Stormborn) 15

As the last of the undead dashes through the doors Vulcan flies to the doorway unleashing a thunderous roar that struck the fleeing monster like a sonic hammer.

Ear piercing scream 4d6 ⇒ (4, 4, 5, 3) = 16 Sonic DC 18 save or Dazed 1 round


Male Human (mostly) Mystic Theurge

It's a little late for that, since a few rounds have already passed.

Do you want to pursue the spawn together after Feres gets the worms out?


Male Human Cleric 14

Feres also takes the opportunity to use his second Pearl of Power to recall one of the Protection from Evil spells that he cast earlier.


Male Half-Orc Bard 11

"We better go after it and catch it before it can warn others of our presence here"

Bubba moves toward the double doors.


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Valgrim leads the way after the spawn.
Perception: 1d20 + 18 ⇒ (3) + 18 = 21
Survival to Track: 1d20 + 13 + 4 ⇒ (10) + 13 + 4 = 27


Male Human (mostly) Mystic Theurge

Running late here, but please roll for initiative, and I'll get the description and map up as soon as I can.


Male Human Cleric 14

Initiative: 1d20 ⇒ 1


Male Half-Orc Bard 11

Initiative: 1d20 + 1 ⇒ (11) + 1 = 12


Male Human (mostly) Mystic Theurge

Two braziers in the northeast and southeast corners light this rectangular room. A simple altar of stone sits in the middle of the east wall, facing a large set of stone double doors to the west. On the altar is a scroll, which glows with an unnatural green light. A writhing green beam of light emanates out of these scrolls to strike the doors to the west, bathing them in the same green glow.

Before the altar stands a middle-aged man with a flaccid and misshapen figure. His fiendish ancestry is evident in the unnaturally green, almost fluorescent color of his eyes, his twitching tail, the vestigial horns on his brow, and his hoofed feet. Beside him stands the spawn.

Maybe someone needs to roll for Vug, but I need initiatives from Valgrim and Vulcan too.


Male Human Cleric 14

I'll go ahead and roll initiative for Vug: 1d20 + 3 ⇒ (13) + 3 = 16


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Could have sworn I rolled 2 days ago and got a 16, but the post has disappeared..odd!
EDIT: got a 16 again!


Male Human (mostly) Mystic Theurge

Map is up.

The hoofed man starts casting a spell before you can react, but he's still casting it on your turn.

You are up.

Need to run and will be out of town for a couple of days.


Male Human Cleric 14

I'll go ahead and act for Vug. It looks like she's used 6/14 bombs so far today - plenty left for this battle, I hope!

Vug - Round One:

Noting the chanting man's obvious fiendish heritage, Vug attempts to disrupt his spellcasting using one of her force bombs.

Standard action to throw a force bomb at the spellcaster.

Ranged Touch Attack with PBS: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Force Damage: 5d4 + 5 + 1 ⇒ (1, 1, 4, 2, 3) + 5 + 1 = 17; Reflex DC 19 or fall prone.
Force Splash Damage = 10; Reflex DC 10 for half.

Number of Bombs used: 7/14

Vug's AC: 27
Vug's HP: 58/58


Male Human Cleric 14

Feres - Round One:

Following Vug's example, Feres casts a spell to summon a spiritual ally of mystical force to attack the spellcaster. After he casts his spell, Feres reaches into his backpack to retrieve a tanglefoot bag.

Standard action to cast Spiritual Ally. The spiritual ally can attack during the same turn that the spell is cast, using Feres' BAB (making two attacks since Feres' BAB is +6/+1) plus Feres' Wisdom modifier (+5) using the same crit range as the favored deity's weapon (scimitar, 18-20/x2); on a hit it does 1d10 +3 points force damage, striking as a spell so it bypasses DR. The spiritual ally appears in square Q,26. Move action to retrieve tanglefoot bag.

Spiritual Ally Attack #1: 1d20 + 11 ⇒ (7) + 11 = 18 (if the spellcaster is prone following Vug's force bomb, please add +4 to the attack to reflect the caster's -4 penalty to AC.)
Force Damage: 1d10 + 3 ⇒ (2) + 3 = 5

Spiritual Ally Attack #2: 1d20 + 6 ⇒ (16) + 6 = 22 (if the spellcaster is prone following Vug's force bomb, please add +4 to the attack to reflect the caster's -4 penalty to AC.)
Force Damage: 1d10 + 3 ⇒ (8) + 3 = 11

Party Buffs/Spells in Effect:
Remove Fear - Everyone: +4 morale bonus to saves vs. fear effects; remaining duration 9/10 minutes.
Shield of Faith - Feres only: +3 deflection bonus to AC; remaining duration 8/9 minutes.
Protection from Evil - Valgrim and Vug: +2 deflection bonus to AC; +2 resistance bonus to saves; second save with +2 morale bonus vs. spells/effects that possess or excercise mental control; prevents bodily contact by evil summoned creatures; remaining duration 17/18 minutes.
Spiritual Ally: Duration remaining 8/9 rounds.

Feres' AC: 21
Feres' HP: 65/72
Number of Channels used today: 2/7


Male Human Sorceror (Stormborn) 15

Vulcan flies up, forcing the man to focus on multiple targets as he unleashes a thunderous roar that strikes the man like a sonic hammer.

Ear piercing scream 4d6 ⇒ (4, 4, 5, 3) = 16 Sonic DC 18 save or Dazed 1 round


Male Dwarf Ranger 12/Barbarian 2/Fighter 1 HP: 177/177; AC:31; F +21; R +17; W +15 (+17); Init: +2 (+6); Percep: +27 (+29)

Valgrim draws his greataxe, as he moves to P27, assuming the spellcaster will not take the AoO for fear of losing his spell and then he attacks him with Power attack and Vital Strike!
Attack: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d12 + 16 + 1d6 ⇒ (12, 2) + 16 + (5) = 35


Male Half-Orc Bard 11

"Get him!""

Bubba starts Inspire Courage + 2 then casts good hope.

Additional buffs from Bubba to all in party:

Inspire Courage: +2 morale bonus to saves vs charm and fear effects, +2 competence bonus on attack and weapon damage rolls
good hope: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls


Male Human (mostly) Mystic Theurge

Vug's bomb hits and the spellcaster topples. The blast also destroys the spawn. As Vulcan flies into the room he is hit by a Silence effect tied to the Unhallow cast on the room. Likewise Valgrim runs into some kind of invisible barrier 10 feet from the caster Anti-life shell. The glowing herald of the Dawnflower strikes him twice.

Having lost his spell and most of his dignity, the fiendish priest rises to his feet and tries to dispel the Spiritual Ally but fails.

Your turn again.

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