GD VI: You Only Die Twice High Tier (Inactive)

Game Master Awenydd83

MAPS

Initiative:
[dice=Dr. Vitruvian]1d20+4[/dice]
[dice=Jaysin]1d20+8[/dice]
[dice=Hikaru]1d20+8[/dice]
[dice=Wizzy]1d20+7[/dice]
[dice=Caduceus]1d20[/dice]
[dice=Vex]1d20+9[/dice]


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The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

"Yes, as my friends say, Joktan would have come here. He was a very inquisitive sort from all accounts so you would have remembered him." and Vex goes on to describe Joktan's appearance in the chance that the devout Phrasamans might remember. He takes out a piece of chalk and unfolds some canvas to draw on, quickly sketching some appearance details that can easily be washed away after. "He looks something like this, though he too would have been made to appear undead."

Craft drawing/sketching 16 take 10 for a 26

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Distraction averted, Dr. Vitruvian resumes following the damsel in distress to wherever it is she was trying to lead him.


|Ruins |WBGoblins|RotRL| Emerald Spire|

As the team begins to relay all that has transpired, the cleric turns to his followers. "The dead will rally soon enough. Break the humans free and start moving them to safety, cover the retreat and I will join you shortly." The sounds of battle throughout the small town begin to die down, leaving an eerie quiet settling over the square, broken only by the acolytes herding the human captives away. One intercepts Dr. Zephyrus, saying "We have this sir. Healers are waiting behind the lines, and we will escort these people to safety."

The cleric, finished with his orders, turns back to the Pathfinders and removes his helm and gauntlets before reaching out a meaty paw in greeting. "My name is Kuryn Jexel, leader of this raiding party, and my apologies for attacking you.. those disguises are a little too good.. but then, what chance should throw us together out here? We are faithful of Pharasma conducting raids and trying to free living captives. We’ve been in the area for a few weeks now scouting the area and have finally set to freeing the prisoners here in Corpselight."

Shaking his head he continues, looking sorrowful as Wizzy and Vex mention the Testament and describe Joktan. "Unfortunately we have seen him. We encountered him and his companions a few weeks ago. Thinking he was an undead Gebbite abomination, we dispatched him and his companions. Only later did we realize our mistake, but by then it was too late. As for the book, I believe it may have been Joktan that spoke of it as he lay dying. He mentioned a book being found at the Urgathoan temple atop the hill south of here, but we’ve been too busy saving these people and slaying the walking dead to investigate further."


|Ruins |WBGoblins|RotRL| Emerald Spire|

BUMP. Any more questions here??

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

damn this evil logout glitch... missed updates here.

Hikaru listens to all that Kuryn has to say. "Your intentions were honorable when you thought to attack us, so no harm, no foul. Thanks for listening to us before battle began. I'm sorry to hear about Joktan. That was not the news we'd hoped for. We've got to hurry to this temple lest the book be moved. Thank you for telling us about it."

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

Same here! I thought my post fine yesterday but I guess it never made it.

Just before the group leaves for the temple, Vex asks one more question of the Pharasman faithfuls, "And where did you lay Joktan to rest? I would imagine that once your realized your mistake you consecrated the area and his body, lest he rise again as an actual undead in this land so rife with unholy energy. I am sure his family and the society would want to know."


|Ruins |WBGoblins|RotRL| Emerald Spire|

That's what I figured had been happening.. hence the bump instead of a push to the next part!

Kuryn nods in acknowledgment of Kikaru's words, before turning to Vex and replying. "We encountered him about an hour south of Corpselight in the swamps and laid him to rest there with all the ceremony we could spare. You are indeed right about the unholy energy pervading this foul country.. we did the best with what we had at hand to prevent his rising again. His resting place is on the way to the temple, but I urge you to finish your business and get out of the country as quickly as you can. There are several groups of us ranging in the area, and it would be a pity for you to run across one of my brothers not so keen of intellect!"

With a few moments and a map, Kuryn is able to show you the way through the swamp to Joktan's resting place and then on to the temple. The way is not far, less than a mile past the last human farm to Joktan's burial, and maybe another mile to the temple.

One vote to skip the burial, and one vote to check on Joktan. Next post will move us along.

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

"We're in a hurry, perhaps we should save a visit to Joktan's resting place for on the way back, if there's an opportunity to do so then... Let's get that book first."


|Ruins |WBGoblins|RotRL| Emerald Spire|

Upon another rereading, I do not believe this part to be optional.. and you pass it on the way to the temple anyways.. So here we go.

The team takes the Clerics advice and directions, and moves quickly to the south along one of the very few constantly dry paths through this winding morass. A low, solitary hill rises from the horizon to the south, an ominous stone cairn marring its smooth crest with a ghastly crown. The area is covered in an unnatural pall, and even natural sounds seem dulled.

Perception:
Dr. Vitruvian: 1d20 + 11 ⇒ (6) + 11 = 17
Jaysin: 1d20 + 3 ⇒ (2) + 3 = 5
Hikaru: 1d20 + 11 ⇒ (10) + 11 = 21
Wizzy: 1d20 + 13 ⇒ (9) + 13 = 22
Caduceus: 1d20 + 2 ⇒ (11) + 2 = 13
Vex: 1d20 + 35 ⇒ (7) + 35 = 42

Vex:
Through the unnaturally dulled hush that steeps this small cove, you notice the sound of religious chanting and frantic, sloshing footsteps running through the swamp. These sounds have a ghostly and ephemeral quality to them.. almost as echoes of recent events.. You may make a DC 20 K. Religion Check

There was no map for this part, so I made do with a bit of cutting, pasting, and cropping. Map is updated.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Site has been crashing for me all day..

Wizzy thanks the cleric for his help and moves with the group..

Not sure how long it's been since we entered Corpselight. If it has been more than an hour Wizzy would have re-upped the 10' movement bonus to the party.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Wizzy and all: For the sake of PbP, we can assume that as it runs out, it will be replenished to maintain the movement bonus.

No comments or interaction with Joktans gravesite?

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

The ball is presently in Vex's court, isn't it?


|Ruins |WBGoblins|RotRL| Emerald Spire|

Anyone can react, but he is the only one that can make the Knowledge roll.

K. Religion: 1d20 + 13 + 1d6 ⇒ (2) + 13 + (5) = 20

Vex turns to the party and tells them what he hears. You may all pop the Vex spoiler
"I think that this may be a haunt.. a left over spirit!"

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

Oh, my bad. The site outages and the GMs situation had a little off to say the least.

Know Religion w/clear ear: 1d20 + 13 + 1d6 + 2 ⇒ (3) + 13 + (3) + 2 = 21

While rushing through the darkened landscape, Vex slows and holds up his hand to stop the team team. He whispers via message to the group, "I hear the sound of religious chanting and frantic, sloshing footsteps running through the swamp. They have an ephemeral quality to them... almost as if they are echoes of recent events...It seems like a haunt may be near so stay back."


|Ruins |WBGoblins|RotRL| Emerald Spire|

No worries, Vex. Yall (and I) couldn't be sure when I would be back online, and as you say the site issues are also overwhelming to say the least.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Take 10 on Know Religion about Haunts and how to deal with them: 10 + 18 = 28

"I have seen Haunts before. The ones we interacted with were destroyed with positive energy. We should try to lay Joktan's spirit to rest with him being a Pathfinder."


|Ruins |WBGoblins|RotRL| Emerald Spire|

Wizzy:
From looking at the site and what you know of the situation, it appears that the Pharasmins rituals were not enough to put down Joktans spirit and keep it resting. A Cleric's positive energy should be helpful in dispersing the energy condensing here. Joktans ignoble and unrighteous death has likely lead to some very hard feelings that should be dealt with, and a couple doses of holy water couldn't hurt!

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Caduceus step forward, "Allow me to try and deter the haunt away." He again sends forth a wave of positive energy, this time to harm undead. He takes care to exclude his allies from the assault. Range on channel is 35'

Paly channel: 3d6 ⇒ (1, 3, 2) = 6

Weaponized Healing remaining
Paly Channel 7/9
Oracle Channel 7/7
Lay on Hands 12/12


|Ruins |WBGoblins|RotRL| Emerald Spire|

Caduceus steps forward and channels positive energy at the burial site, which seems to instigate the ephemeral tidings of the grave site as a pure and piercing white light starts building around the grave.

I was trying to give everyone a turn to post before activating the haunt, but between the confusion of the K. Roll and my own experiences this week, we have fallen very far behind schedule and lost a lot of our momentum. Most of that is on me, and for that I apologize to each of you. However, I will be moving us forward on Monday afternoon/night when I can get online. If you would like to act before this thing triggers, please do so quickly. Assume that Wizzy has shared his knowledge posted in the spoiler.


|Ruins |WBGoblins|RotRL| Emerald Spire|

The group clusters up, discussing the possibility of this grave turning into a haunt. Caduceus steps forward and channels positive energy at it, careful to exclude his friends. In response, an even larger and brighter light flashes painfully over the whole area.. Positive energy lashes out and tears away some of your essence! Everyone feels the effects, but some more than others!

Fort Save DC 19:
Dr. Vitruvian: 1d20 + 6 ⇒ (15) + 6 = 21
Jaysin: 1d20 + 8 ⇒ (8) + 8 = 16
Hikaru: 1d20 + 3 ⇒ (8) + 3 = 11
Wizzy: 1d20 + 10 ⇒ (10) + 10 = 20
Caduceus: 1d20 + 14 ⇒ (15) + 14 = 29
Vex: 1d20 + 7 ⇒ (15) + 7 = 22

Dr. V, Wizy, Caduceus, and Vex take 50 damage from positive energy, while Jaysin and Hikaru take 100 points of damage.

This is not a save or die. As a Heal spell, (despite your template) You cannot be brought lower than 1 HP from effects of the spell. If this damage exceeds your HP total, you are now at 1 HP.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Wizy, Cadeuceus, and Vex take 50 - *I* take 40. Deathless armor, m&&+#!~#!#$#! :)

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

ouch

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"Ouch! Perhaps we can try holy water."

If it has no chance of killing us, can we not just be at 1hp till we deal with it?

Wizzy pulls a flask of holy water and tosses it at the gravesight.

Hit AC 5 square: 1d20 + 13 ⇒ (11) + 13 = 24
Holy Water: 1d6 ⇒ 5

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

As the wave of energy sweeps outward, bathing the pathfinders in burning light, Vex cries out in pain as he feels his flesh crisp in an instant. The group barely survives the terrible energy that once would have been a salve for them. Quickly moving away from the grave he ponders the situation for but a moment before responding to Wizzy's comment.

"That looks to be a good option, but perhaps Caduceus could try again but this time stand farther away. I only say this because I think only you have holy water, Wizzy my friend."

I am so very disappointed in myself for not having at least a few vials of holy water in my pack for this mission. I don't know what I was thinking, but I am glad at least Wizzy had that forethought.

How big was the wave? I ask because if it seemed to be less than 35 feet, we can just let Cad try again but this time from 35 feet away, while the rest of us can stay back even further. Also, did we ever pick up more holy water? I don't recall doing that and can't find a post with that in it.

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

What kind of sorcery is all this? The kind that will get me killed, apparently.

I'm mostly back, sorry for the absence.

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Yeah, this was obviously not part of the plan. Sorry all.

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

Not your fault Caduceus. I bet it was just timing and you didn't activate it. We all should have moved away once I noticed the haunt in the first place, but I wasn't thinking very clearly. Haunts act like traps and we could have just watched what happened from a distance and then moved in to channel or use holy water. I take as much blame as anyone. Now that we have that out of the way, lets take this thing down! ;) More channeling?

Vex takes out his wand of infernal healing and activates the magic on himself, then turns to offer it to the others.

"We can't stand around after that blast. We need to heal as much as we can and try again. If we are beset upon by anything dangerous while we are in this state, it could well end us."

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

"I've no skill with such things, can you use it on me please?"

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Grudgingly, the oracle accepts the offered 'healing'...Truly My Lady, this has been your greatest test of my faith. I assure you I will not falter!

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

Vex quickly responds and activates his wand, casting the infernal healing to both Caduceus and Hikaru. Holding his dagger in his other hand, he remains on high alert for further danger.

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Don't be shy, I'll reimburse you for it. Its better that being an inch from death. He'll nod thanks after the task is completed.

If I read this right, all of us are at 1 HP so he'll need the healing as well.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Im waiting to here outcome of holy water before i spend healing.


|Ruins |WBGoblins|RotRL| Emerald Spire|

The thing was supposed to activate upon proximity, but gives no range, simply saying "Anyone in the area". I was using GM fiat to try and help yall get a chance to mitigate the thing before getting hurt by giving yall a round in which to act after the knowledge checks. Caduceus actually was on the right track for removing it.. remember what I typed: "Cleric's positive energy should be helpful in dispersing the energy condensing here. Joktans ignoble and unrighteous death has likely lead to some very hard feelings that should be dealt with, and a couple doses of holy water couldn't hurt!"

The party reels from the painful flash of otherworldly energy sent by the emotional remains of Joktan. Wizzy steps forward and tosses a vial of holy water at the grave, splashing the area with its positive effects. As the water courses over the stones, the glowing power that had been slowly building dims considerably.

Meanwhile, Vex begins the laborious process of healing everyone from the effects!

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

The doctor mysteriously recovers on his own.

I use 4 rounds of Healing Touch to recover 20 hit points. Since time doesn't appear to be too precious at the moment, I'll save the remainder for later.

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

I am okay going up and doing this alone, keeping everyone else back and out of range. Just let me know if I got it with less than three or need more. Selective channel to exclude myself.

Paly Weaponized healing: 3d6 ⇒ (6, 2, 1) = 9
Paly Weaponized healing: 3d6 ⇒ (4, 3, 1) = 8
Paly Weaponized healing: 3d6 ⇒ (1, 4, 3) = 8

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

Hikaru stays well back while Caduceus does his thing.

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

Vex will round robin the group, not needing as many charges for Dr V of course, reapplying until it is done. 5 mins(and 5 charges) will heal 50 hp. I will wait to see the results from Caduceus' channeling on the haunt before we figure out everything.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy tosses the other holy water if necessary..

Attack: 1d20 + 13 ⇒ (11) + 13 = 24
Holy Water: 1d6 ⇒ 2


|Ruins |WBGoblins|RotRL| Emerald Spire|

positive energy, Joktans ignoble and unrighteous death has likely lead to some very hard feelings that should be dealt with, and a couple doses of holy water couldn't hurt!

Caduceus steps forward and channels once more, but sees no obvious effect from the holy power washing over the area. Wizzy on the other hand, tosses a second vial of holy water over the grave and once more sees a marked decrease in the building light surrounding the grave. The soul is almost laid to rest.. but a lot of the resentment and anger Joktan clung to as he lay dying remains.

Caduceus: Only mark one of those channels as being used. I assume that after seeing no reaction to your first channel, but a response to the holy water, you would have held back the other two.

Meanwhile, the rest of the team works to heal everyone back up to full strength.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy tosses the final holy water..

RTA: 1d20 + 13 ⇒ (3) + 13 = 16
Holy Dam: 1d6 ⇒ 3

Forgot that my banner would have been adding 2 damage to each of those although im not sure it would be holy damage..


|Ruins |WBGoblins|RotRL| Emerald Spire|

positive energy, Joktans ignoble and unrighteous death has likely lead to some very hard feelings that should be dealt with, and a couple doses of holy water

Damage is not so much a thing here as is fulfilling certain criteria..

Wizzy tosses a third vial of holy water, but can see no effect as the vial shatters and the water drips over the grave.

Caduceus:
You are overcome with a feeling of sorrow for the fallen Joktan. Examining these feelings, you realize Iomedae is speaking to your heart, and leading you to offer comfort to the fallen Pathfinder. His heart was hard with hatred for those who disregarded his pleas and struck him down, as well as the Pathfinders themselves that sent him here to his death. The feelings of anger and betrayal he clung so tightly to as he lay bleeding out are most likely what mixed with the foul magic of this horrible land to create this lingering haunt.

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Tears in his eyes, the paladin draws his sword and bares his shield before him, the resplendent image of Iomedae gloriously displayed. Caduceus quietly converses with their fallen comrade. "Joktan, I am sorry we were too late. My soul aches for your loss. I know that in your darkest moment no one was there for you. However, I have learned that with The Inheritor, one is never alone. Allow me to share your burden and your pain, so that you may once again feel the brightness in your soul. We have come for you brother. We have come to finish your work. Your sacrifice was not in vein. You, in this moment, is not reflective of the man you were in life. Allow us to help you rest." The half-elf quietly murmurs a prayer over the grave.


|Ruins |WBGoblins|RotRL| Emerald Spire|

A soft glow hesitantly begins to replace the harsh white light lingering over the grave of your fallen comrade. It pulses a couple of times before slowly fading away. As the light fades, so to do the ghostly sounds of the combat that filled this area of the swamp not too long ago, and the unnatural hush lifts its pall from the murky and muddy hillock.

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

"Should we take his remains for proper burial back home? Leaving them here doesn't seem right somehow."

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy heals himself..

Cure Wand: 14d8 + 14 ⇒ (6, 7, 4, 8, 2, 8, 3, 3, 4, 2, 6, 2, 3, 7) + 14 = 79

"Well now that's taken care of we need to get back on track."

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

"If we feel we have time, I would be honored to oversee that."

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

"As much as I would like to bring his body back, the book is too dangerous to leave here any longer, and that must take priority. We can mount another mission to retrieve his remains at a later time. For now, we will have to be satisfied that at least his spirit is at rest."

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

"Perhaps, if we have about an hour to spare, we could bring the body with us," Dr. Vitruvian reaches into his big, black bag and pulls out a syringe full of glistening black sludge, like a cross between tar and a starry night sky. "The most portable luggage is that which carries itself."


|Ruins |WBGoblins|RotRL| Emerald Spire|

As the Pathfinders debate whether to unearth the remains of Joktan or not, Dr. Zephyrus moves over to the site with an odd syringe. As a couple of stones are removed though, a very oddly forbidding sight meets the eye: Under the rocks are swarms of slimy worms crawling slithering all over each other and the rocks. The more you brush off, the more appear.. almost oozing out of the earth as if pestilence given form. Quickly, this tactic is abandoned as pointless.. despite the short time of interment, there could not be enough left to recover if the worms and insects are this plentiful.

Meanwhile, Wizzy pulls out a heal stick and before anyone can stop him, he zaps himself with it. This draws a sharp pain and eye searing flash as the holy energy reacts with his undead form!

Wizzy! You take harm from CLW spells. Not to mention that you only took 50 dmg not 75. Only deduct one charge of the 14 you rolled! If Vex is still willing, he can round robin the group with his infernal healing wand.. You said 5 charges per person and 5 minutes, right? Once we are good with that, I will push us to the final encounter!

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

That was supposed to be the inflict light wounds wand I bought lol.. Edit: Looking back I bought a couple scrolls not a wand my bad.. Infernal Healing it is.

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