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GM Blood's Age of Worms in Golarion #2
Game Master David James Olsen



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Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Ingrid uses her whip at the Wind warrior
1d20 + 3 ⇒ (6) + 3 = 9
1d3 + 2 ⇒ (1) + 2 = 3


Male Half-Elven Ranger (Infiltrator): 5
Status:
(HP: 58/58; AC: 19(21) /13/17(19); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4])

Kilthan grits his teeth as Justin falls, I must kill this beast before it kills us! He lets the throwing axe fall from his hand, placing both hands on his Waraxe, whispering a litany he learned while he was training, "Lend me your Strength and Power, Angradd..

Waraxe: 1d20 + 5 ⇒ (19) + 5 = 24 for 1d10 + 4 ⇒ (9) + 4 = 13

Status:

Condition: Amazed to hit, wishing he'd Power Attack-ed.
HP: 15/21
Location: L6 (No move)
Weapons in Hand: Dwarven Waraxe d20+5 - d10+4


Male Half-Elven Ranger (Infiltrator): 5
Status:
(HP: 58/58; AC: 19(21) /13/17(19); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4])
GM Blood wrote:

Now to get mind bending, what happens if someone has 'touch of luck' and 'misfortune' hex on at the same time

I assume they cancel each other out -- it's easier than rolling 3d20 and taking the middle one (as you lose the best from misfortune and the worst from touch of luck


Round 9

Initiative Order - Wind Warrior, Kilthan, Aarakess, Dryn'taka, Ingrid, Rohara, Justin (Unconscious)

Stats Wind Warrior #1 AC 20 T 16 FF 14


{HP 48/48 | AC17/FF14/T13/CMD17 | F+7/R+8/W+2 | Inish +5, Per +8} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

Round 9

Stats:

20/20
AC 18 FF16 T15 CMD17
F/R/W 5/6/0
Bombs 3/6
Mutagen Dex
Infusions SPENT, Shield, 1open
Effects: None

Seeing Justin go down, Dryn screams at the creature, shooting her crossbow at it once again, "We'll send you back to whatever breeze you came from, you crazy cloud man!"

Crossbow - 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5

Damage - 1d8 ⇒ 3


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

The Wind bag is up


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Where's GM blood?


Sorry I had to be on the road for work once again and an expected 4 hours of work on site turned into more than 8. Combined with my 12+ work day on Tuesday I ended up getting home and crashing early.

OK, wind warrior attacks Kilthan putting him and the ground. It moves to attack Rohara

Attack with Longsword - Primary 1d20 + 8 ⇒ (19) + 8 = 27 *Hit and Confirm*
Damage 1d8 + 4 ⇒ (7) + 4 = 11

Attack with Longsword - Secondary 1d20 + 8 ⇒ (7) + 8 = 15 *Miss on Rohara*
Damage 1d8 + 4 ⇒ (5) + 4 = 9

Confirm - Primary 1d20 + 8 ⇒ (15) + 8 = 23
Extra Damage 1d8 + 4 ⇒ (5) + 4 = 9

Round 10

Initiative Order - Wind Warrior, , Aarakess, Dryn'taka, Ingrid, Rohara, Justin (Unconscious),Kilthan (Unconscious, dying)

Stats Wind Warrior #1 AC 20 T 16 FF 14


Female Elf Witch/5 - (HP: 33/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Well girls, hope you can hit this thing.

I step back to P4 and cast Burning Hands straight north. Should just get the Wind Warrior.

Standard Action: Cast Burning Hands
Damage: 2d4 ⇒ (3, 2) = 5 --> Reflex DC15 for 1/2 damage


GM Blood:

Reflex Save vs burning hands 1d20 + 12 ⇒ (16) + 12 = 28

Aarakess damages the wind warrior slighly with her spell


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Ow, this does not look good

We need Rohara to channel energy to heal them.

Ingrid uses her last Cure light on Justin

1d8 + 2 ⇒ (8) + 2 = 10


Ingrid's spell brings Justin back awake (I believe he is at +9 now)

Round 10

Initiative Order - Wind Warrior, , Aarakess, Dryn'taka, Ingrid, Rohara, Justin ,Kilthan (Unconscious, dying)

Stats Wind Warrior #1 AC 20 T 16 FF 14


Lizardman hp=53/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 2/2 - Lay on hands 5/5

"Whoa, I am still alive."
Status=Prone hp=9/22
Justin quickly grasps the tactics of the situation.
"Dryn, please move to the other side of this creature and flank it with me. I should be able to hit it from the ground."
Dryn can threaten it with her claws at the very least. I will wait for Rohara to act before rolling.
Hopefully my ground game is as good as Kilthan's


{HP 48/48 | AC17/FF14/T13/CMD17 | F+7/R+8/W+2 | Inish +5, Per +8} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

Round 10

Stats:

20/20
AC 19 FF16 T15 CMD17
F/R/W 5/8/0
Bombs: 3/6
Mutagen: None
Infusions: SPENT, Shield, 1open
Effects: Dexteriy Mutagen

"Not good!" Dryn moves out from behind the wall, trying to move around the wind warrior, drinking her mutagen in the process.

Shift to N3, standard to drink Mutagen.


Dryn'take drink and mutagen moves into flanking (due to her bite attack)

Round 10

Initiative Order - Wind Warrior, Aarakess, Dryn'taka, Ingrid, Rohara, Justin (Prone) ,Kilthan (Unconscious, dying)

Stats Wind Warrior #1 AC 20 T 16 FF 14


HP 24/24 - AC 21 (T 12, FF 19) - F +3, R +3, W +7

Round 10

The woman looks to the heavens and whispers, "Please, lets this defeat this dangerous foe." First stepping behind the fallen lizard, She than reaches down and gives Justin the last of her luck, "Use it well my friend... it is the last of Desna's luck for this day..."

5-ftoot step to K-, and 3Bit of Luck for Justin.

(( Can you attack, 5-foot move and attack again? ))

Status:
HP: 13/13 remaining
AC: 20 (18 Flat-footed / 12 Touch)
In Hand: Heavy mace and Shield
Conditions: bless (15 rounds remaining)
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Light, Guidance; (1st level, DC 14) Bless (x2)©©, Comprehend Languages, True Strike (d)
Channel Energy (1d6, DC 13) 6 of 7 remaining
Bit of Luck 0 of 6 remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet 6 of 6 remaining (ignore all difficult terrain for 1 round)


You can take a 5' step between attacks


Lizardman hp=53/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 2/2 - Lay on hands 5/5

Justin finds himself at a disadvantage on the ground. Not daring to stand up he tries a precise flurry from the ground without putting the his typical raw power in his attacks, taking advantage of the distraction of Dryn on the other side.

Justin calls on the Iomedae to smite the foe as his cause is true. "My cause is just, may Desna and Iomedae guide my hand."

I have to strike true so Kilthan can be healed.

Swift action-smite evil, Full attack without moving
Claw 1 (no PA) to hit/reroll(luck)/damage
1d20 + 6 - 4 + 2 ⇒ (19) + 6 - 4 + 2 = 231d20 + 6 - 4 + 2 ⇒ (19) + 6 - 4 + 2 = 231d4 + 4 ⇒ (4) + 4 = 8
Claw 2 (no PA) to hit/reroll(luck)/damage
1d20 + 6 - 4 + 2 ⇒ (4) + 6 - 4 + 2 = 81d20 + 6 - 4 + 2 ⇒ (5) + 6 - 4 + 2 = 91d4 + 4 ⇒ (4) + 4 = 8
Bite (no PA) to hit/reroll(luck)/damage
1d20 + 6 - 4 + 2 ⇒ (13) + 6 - 4 + 2 = 171d20 + 6 - 4 + 2 ⇒ (12) + 6 - 4 + 2 = 161d3 + 4 ⇒ (2) + 4 = 6

Conditions: prone -1 on DEX and CON Hands:empty


Kilthan needs to try a stabilze Con Check DC 15 I believe

Justin damages the wind warrior once again, but it is still moving. Damaged again by Justin the first swing puts him out again, then it follows with another to make sure he doesn't get back up

Attack with longsword - Primary 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24 (Adding 4 for prone)
Damage 1d8 + 4 ⇒ (6) + 4 = 10

Attack with longsword - Secondary 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30 (Adding 4 for Prone)
Damage 1d8 + 4 ⇒ (4) + 4 = 8

Sorry Justin, back to -9

Round 11

Initiative Order - Wind Warrior, Aarakess, Dryn'taka, Ingrid, Rohara, Justin (Unconscious, dying) , Kilthan (Unconscious, dying)

Stats Wind Warrior #1 AC 20 T 16 FF 14


Female Elf Witch/5 - (HP: 33/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Dryn, you are in the way, I cannot burn it again without hitting you.

I delay until Dryn moves and then cast Burning Hands again using the Pearl of Power.

Damage: 2d4 ⇒ (4, 3) = 7 --> DC15 Reflex for 1/2


{HP 48/48 | AC17/FF14/T13/CMD17 | F+7/R+8/W+2 | Inish +5, Per +8} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

Round 11

Stats:

20/20
AC 19 FF16 T15 CMD17
F/R/W 5/8/0
Bombs: 3/6
Mutagen: None
Infusions: SPENT, Shield, 1open
Effects: Dexteriy Mutagen

Hearing Aarakess's words, Dryn backs up and draws one of her bombs, giving it a kiss as she mixes the catalyst and throws it, uttering a few words in Infernal before tossing it.

Infernal:
"Please make it dead."

5' step away, Standard to throw bomb at it, precise to avoid Justin, Kilthan and anyone else in melee with it.

Attack - 1d20 + 7 ⇒ (20) + 7 = 27
Damage - 1d6 + 4 ⇒ (3) + 4 = 7
Crit Confirmation - 1d20 + 7 ⇒ (14) + 7 = 21
CritDamage - 1d6 + 4 ⇒ (6) + 4 = 10


Dryn'taka's bomb takes out the final wind warrior

Combat Over

Justin took it to 1 hp left....so close


Female Elf Witch/5 - (HP: 33/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

I quickly run over to Kilthan and use a Healing Hex on him:

Healing Hex: 1d8 + 3 ⇒ (5) + 3 = 8

Great job all, I must say that our tactics may need a little adjusting if we plan on living very long though.

I then try to stabilize Justin if nobody has healed him yet.

Stabilize-Heal: 1d20 + 5 ⇒ (7) + 5 = 12


HP 24/24 - AC 21 (T 12, FF 19) - F +3, R +3, W +7

Rohara will cast cure light wounds on Justin... "Give your blessings once again to this brave warrior..." ((Cure Light Wounds on Justin 1d8 + 2 ⇒ (6) + 2 = 8 healed ))

She then will channel holy energies to heal more to both Justin and Kilthan (( Channel Energy 1d6 ⇒ 6 & again 1d6 ⇒ 1))

"While I am sure that there is room for improvement, our tactics, seemed sound, for the most part. The two elementals were rather a nasty pair." Rohara comments after some healing.

"Perhaps look about here, but resting again soon, might be in order. I have used many of my spells and many of Desna's gifts to defeat the elmentals" the woman suggests.

((Rohara has 4 more channels for today...))

Status:
HP: 13/13 remaining
AC: 20 (18 Flat-footed / 12 Touch)
In Hand: Heavy mace and Shield
Conditions: bless (15 rounds remaining)
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Light, Guidance; (1st level, DC 14) Bless (x2)©©, Comprehend Languages©, True Strike (d)
Channel Energy (1d6, DC 13) 4 of 7 remaining
Bit of Luck 0 of 6 remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet 6 of 6 remaining (ignore all difficult terrain for 1 round)


Lizardman hp=53/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 2/2 - Lay on hands 5/5

Jordan recovers with a look of pain and exhaustion on his face.

"I say we do not explore any further today. I think I will be fortunate to rest at full health. Let us return to a safer area and hunker down."


{HP 48/48 | AC17/FF14/T13/CMD17 | F+7/R+8/W+2 | Inish +5, Per +8} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

"I can make one more healing extract today to, to help you out Justin, or you Kilthan. Whoever needs it more. It'll only take a minute!"

It takes a minute, but I can prepare my last extract as Cure Light Wounds. I'll roll it, whoever wants it can take it.

1d8 + 2 ⇒ (1) + 2 = 3


Male Half-Elven Ranger (Infiltrator): 5
Status:
(HP: 58/58; AC: 19(21) /13/17(19); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4])

Constitution: 1d20 + 2 ⇒ (10) + 2 = 12 Anyone surprised? Me either.

As the second wave of healing energies roll over him, Kilthan shakes his head and slowly sits up. "I seem to be lying down a lot more than I'd like."

He retrieves his fallen axes and stands up unsteadily, happily accepting Dryn's offer of an extract.

Status:

4 hp (-5 from attacks, -1 in the next round, +6 and +1 from channels, +3 from Dryn)


Lizardman hp=53/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 2/2 - Lay on hands 5/5

"Rohara, I think we heal up fully and either camp here or return to our new house. We can take out a few torches in the colored lanterns and blow out the rest to make this place safe from discovery. So heading back to town and avoiding our 'new friends' is our best move."

After Justin looks at all the blood he has spilled today, he is amazed to be alive and says a quick prayer to Iomedae in thanks.

Maybe being a lizardman isn't so bad, I don't think if I was human I could have fought as well.

Justin slings all his weapons and prepares to leave.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

"That was a close call, I agree with Justin in that we should let the men have a rest since they took most of the beating."


HP 24/24 - AC 21 (T 12, FF 19) - F +3, R +3, W +7

"Resting, yes. Returning to town, I think is unwise. Every time we do that, we have a chance to draw attention to this location. I am sure we have already aroused some discussion from our last visit, especially if any of those we encountered starting talking to others. Those are my thought on the matter." To woman says, "It seems safe enough here for now..."


{HP 48/48 | AC17/FF14/T13/CMD17 | F+7/R+8/W+2 | Inish +5, Per +8} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

"I have enough chemicals on me to rest here too. Besides, you two lost alot of blood, too much moving isn't good."


Lizardman hp=53/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 2/2 - Lay on hands 5/5

Justin moves by the wall so he won't fall in the big chasm, and is ready to camp.


OK, not bothered in your rest time. 2 hps from rest. Justin you get back either your dex or con point

Reminder of the two steam murals, plus the other two you hadn't looked at yet:

The sculpting on the walls appears very crude from a distance. Figures are blurred and distorted, and it’s impossible to tell what the images are meant to represent. As you approach closer to the wall, however, a smoky sheet of steam breathes forth, covering the entire wall. As the steam eddies and plays about the rough carvings, distinct impressionistic images become apparent on the walls. The images seem to shift and move, making them come alive with action.

Image One

This image depicts a peaceful scene featuring several bald human like people (similar to the one on the sarcophagus in the lantern room) relaxing in an idyllic country scene. Dozens of perfect circles fill the sky above the frolicking figures. As the steam runs over the image, dark, twisted shapes emerge from the sculpture’s edges. The shapes coalesce to form monstrous creatures that look like a cross between spiders and wolves. As the creatures approach the people, the circles in the sky begin to burst one by one.

Image Two

This image depicts a towering figure wearing a glyph on his armor standing over a legion of warriors. The central warrior bears a different glyph. As the steam plays about the image, the warriors raise longswords in salute to the towering figure.

The towering figure has the personal seal of a Bralani Wind Duke called Icosiol. (The rune seen on the "mirror" near the entrance). The central warrior has the glyph that has been seen in the rest of the Whispering Cairn, that of Zosiel, a high ranking Bralani warrior in Icosiol's army.

Image Three

A group of seven proud Wind Dukes present a staff-like rod to a council of Bralani in this gallery image. As the steam fills the bas-relief’s contours, the central figure raises the staff above his head, where it splits into seven irregular parts.

Each of the Wind Dukes has their own seal, the central one of the seven is Icosiol

Image Four

The bas-relief in this gallery depicts a huge battle. As the steam moves about the image, one of the Wind Dukes impales a large wolf-spider with a rod like item. This wolf-spider looks different than the others pictured, looking like a drider with four arms and a human head flanked by two wolf heads. As the wolf-spider, rod, and Wind Duke vanish into a planar rift, the Wind Duke Icosiol is struck by a beam from the wolf-spider’s eyes and slumps dead to the ground.


Female Elf Witch/5 - (HP: 33/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Yes, lets move back into the entrance to this room and set up camp. I think that would be the best ideas.


HP 24/24 - AC 21 (T 12, FF 19) - F +3, R +3, W +7

As the group settles in to make camp and rest she will expend many of her channelings to heal the wounded elf and lizardman...

Channel Energy 1d6 + 1d6 + 1d6 + 1d6 ⇒ (3) + (3) + (1) + (2) = 9 healed...

Status:
HP: 13/13 remaining
AC: 20 (18 Flat-footed / 12 Touch)
In Hand: Heavy mace and Shield
Conditions: bless (15 rounds remaining)
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Light, Guidance; (1st level, DC 14) Bless (x2)©©, Comprehend Languages©, True Strike (d)
Channel Energy (1d6, DC 13) 0 of 7 remaining
Bit of Luck 0 of 6 remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet 6 of 6 remaining (ignore all difficult terrain for 1 round)


Lizardman hp=53/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 2/2 - Lay on hands 5/5

Must be rolling Kilthan's dice :-) At least you saved the good ones for combat heals. Next morning. Status: 17/22hp and -1 CON.

Justin is ready to tie off the rope after the ladies complete their morning devotions and memorizing spells. After attempting to tie off the rope last time it lead to the bloodiest one minute he has ever experienced.

"Kilthan, you up for some floating on air?"


Female Elf Witch/5 - (HP: 33/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Sounds good, lets see what is in the middle.


{HP 48/48 | AC17/FF14/T13/CMD17 | F+7/R+8/W+2 | Inish +5, Per +8} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

"If either of you want, I can give you a healing extract, just in case." They'd function just like Cure Light Wound potions, if you want.


Male Half-Elven Ranger (Infiltrator): 5
Status:
(HP: 58/58; AC: 19(21) /13/17(19); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4])

Kilthan looks to Justin and grumbles, "It isn't natural... Should always have nice, solid earth beneath your feet...." He sighs and adds, [b]"A'course, nothing of this place seems to be natural, so let's go."

Kilthan nods thankfully, "With my luck of late, I'd best take that, thanks."

Status:

Pre-healing: 4 hp
Channels: 9 hp
Rest: 2 hp
Hit Points: 15

Did anything remain of the wind warriors?


Kilthan Hammerstone wrote:
Did anything remain of the wind warriors?

No, when they died everything they had just fell apart and blew away. Their equipment was basically made out of themselves.


Quote:
A whooshing pillar of air dominates the northeast half of this rectangular room. Opposite the pillar up a set of three short stairs rests a white marble sarcophagus identical to the one in the room with the colored lanterns far below, complete with a sculpted humanoid figure carved into the lid. A beautifully carved bas-relief on the wall near the sarcophagus depicts the same figure as a bald, androgynous warrior wearing a simple ancient garment and wielding a mighty longsword. To the warrior’s left stands a cloaked demoniac figure with two long curved horns tipped in darkest red. The horned figure holds a device composed of a handle and small loop, seemingly using it to control a globe of absolute blackness about two feet in diameter. This globe touches the bald warrior, who raises his arms in surprise. The warrior is depicted as if fading from sight.´A slim diadem upon his brow bears an elaborate ovular glyph identical to one carved upon an amulet worn by the figure on the sarcophagus lid.

Map of Room

You come out of the circle into the room

Knowledge (arcana) DC 15:
The black globe on the fresco is a sphere of annihilation controlled by the talisman of the sphere wielded by the horned figure


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

1d20 + 3 ⇒ (12) + 3 = 15


Female Elf Witch/5 - (HP: 33/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Aarakess tries to recall what exactly a Sphere of Annihilation is.

Knowledge(arcana):1d20 + 8 ⇒ (8) + 8 = 16
Spellcraft:1d20 + 11 ⇒ (12) + 11 = 23

Ingrid - I believe that it is a picture of a sphere, not the actual sphere.


Correct it is just a picture, not an actual sphere

Aarakess:
A sphere of annihilation is a globe of absolute blackness 2 feet in diameter. Any matter that comes in contact with a sphere is instantly sucked into the void and utterly destroyed.

A sphere can be sometimes be controlled but it is difficult and one needs to be very close. A talisman of the sphere wielded by an arcane caster can increase one's chances to succeed.


Female Elf Witch/5 - (HP: 33/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Well all, fortunately that appears to just be a picture. But a real Sphere of Annihilation is bad news. Anything that touches it gets sucked in and destroyed. The Talisman can help an arcane caster to control the Sphere, but failure is still bad news. Whatever decided to create this picture was aware of very powerful creatures. Lets be very careful with what we do here.

I cast Detect Magic and begin to scan the area.


Aarakess, you sense very powerful magic coming from the sarcophagus, so powerful that you have to stop using the spell or be overwhelmed.


Female Elf Witch/5 - (HP: 33/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

There is something with a VERY powerful magical aura in the sarcophagus. I do not know what it is, but it is too powerful for me to even view it long enough to figure out what it is.

Aarakess steps back and quickly casts her Mage Armor in case something unexpected occurs.


Male Half-Elven Ranger (Infiltrator): 5
Status:
(HP: 58/58; AC: 19(21) /13/17(19); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4])

Kilthan asks, "Could the sarcophagus hold one of those sphere things you were just talking about?"


{HP 48/48 | AC17/FF14/T13/CMD17 | F+7/R+8/W+2 | Inish +5, Per +8} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

Dryn's eyes go wide at the mention of powerful magic. "I wanna see it. Is it dangerous? I bet it's neat to see. Can we suck up bad guys with it, like those windy guys? Should we take the whole thing with us? Who's going to open it? I can if you want." A sudden battery of questions comes next, suddenly ended with a serious question. "Should we even open it if it's as dangerous as you make it sound?"


Aarakess thinks that if the sphere was inside the sarcophagus, the sarcophagus would be destroyed, it would have to be something else.

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