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GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

"Kilthan, you can wear this as you found it. Let us continue to explore some."


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan chuckles, "I'll just need to remember not to slap you on the back after a fight."


HP 90 of 90 - AC 24 (T 13, FF 21) - F +8, R +5, W +11

The cleric of Desna looked at the fetid water as Aarakess was able to clear away the oozes with her powers. "Not the most pleasant of places."

She turns to her companions , "Are we continuing onward?"

((Any way to guesstimate how long we have been 'away' now?))


Probably hasn't been much more than an hour at this point since you left the main area. Currently there is no other egress from this room other than the sloping garbage shoot (Sloped up). It is big enough to go up if you choose to explore where it leads to, but if you are not flying it would be DC 25 climb checks since it is slick with garbage.


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Justin encourages Kilthan to take his rope and secure it up the garbage shoot with Aarakess' help.
Justin uncoils 50' of silk rope with a grappling hook and hand its to Kilthan.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan shakes his head, "We've a magic rope for that," and commands the rope to start workings its way up the chute.


HP 90 of 90 - AC 24 (T 13, FF 21) - F +8, R +5, W +11

"We are done here for another purpose, Lahaka, I do not think the garbage shut would be a viable way to hold or imprison anyone." A voice of wisdom attempts to explain.

Looking to the others as she attempts to recount their progress, "Was there no other ways we could have taken?"


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

"Well, with the oozes to eat any garbage thrown down here, this may be a back way in to look around? Gotta take what you can get I guess."


Rope of Climbing reduces the climb DC when knotted by 10 down to a climb DC 15

Stealth: 1d20 + 13 ⇒ (7) + 13 = 20

Kilthan sends the rope up to connect and tie off somewhere above. He takes his time climbing up Take 10 since it is slippery and eventually makes it to the top. He also takes his time to keep silent in case anything is at the top.

What Kilthan Sees:
You poke your head up in a circular room with 5' space around this well. A lantern that hangs above you illuminates this room.

As you poke your head up you see a passageway heading east with nothing lit in that direction outside this lantern. It also reeks like a charnel house, the smell of the dead strong.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Does Kilthan have any idea where he would be, relative to the parts of the arena he's been to?


Take a look at this alternate map

The room with the slimes is just south west of the huge circle. To the east of the circle is the coenoby where the galdiators stay. When you had your fight they took you around the circle up one of the circular stairs up to the arena level. You estimate that the shaft took you inside the circular area (blacked out now) but higher than the level shown and lower than the upper level the stairs wind up to (if that makes sense)


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Well then, I guess we'd best do some exploring.

Kilthan whispers into the spell, "There's passageways... with lit lanterns. Come up, and I'll start exploring... Unless someone's got a better plan?"


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

Unless someone has a better method, Aarakess will fly up. This will reduce her to 2 minutes left for the day I think.


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Justin follows up the rope a bit, keeping Kilthan in sight. He remembers the early days when the ranger needed ample support.


Remember that even the rope of climbing, the DC to climb up the shoot is DC 15, so if you do not have at least 5 in climb to make 15 with a take 10, then you will have to find an alternate way to make it up


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

+1rank+3class+6str-5acp mwork full plate puts me at +5 exactly


HP 90 of 90 - AC 24 (T 13, FF 21) - F +8, R +5, W +11

((Would Agile Feet negate any of the slipperiness? I also have Dimensional Hop, if that fails Rohara has a fly, dimension door spells.))


Agile Feet would not. Dimensional Hop would work for 50' of distance. Fly and Dim door would also work of course as could tying the rope and dragging you up (Though that would be wet and messy but would save the other things

Let me know your decision


HP 90 of 90 - AC 24 (T 13, FF 21) - F +8, R +5, W +11

After the others have made their way up with assurances that she would be able to get up without their help. As soon as the way is clear, Rohara calls upon her gift of travel and disappears from standing in the fetid waters and appears up at the top of the chute with the others.

She whispers to the others, "I am ready to proceed."

((50 ft of dimensional hop used to accend the chute.))


GM Blood:

Initiative Kilthan Hammerstone - Below Ground: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative Aarakess Halcorn: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative Skorhald Warsong: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative Justin D'Rite: 1d20 + 0 ⇒ (8) + 0 = 8
Initiative Rohara Acharya: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Monster: 1d20 + 2 ⇒ (7) + 2 = 9

Once you all get to the top, Kilthan leads the way to explore and you quickly come to a small room This square room contains three plain wooden coffins. Two coffins lie along the south wall, while a third has been placed in the north part of the room. Several empty sacks are piled near the third coffin. Before Kilthan can move any closer into the room, the three coffins burst open to reveal a nearly skeletal zombie, save that it is infested with writhing green worms that bulge and drip from its eyes and mouth. These three creatures are the same as you fought in the basement of Blackwall Keep.


Each of these creatures has an aura of fear that you need to make a DC 14 Will save or be panicked (3 will saves at a +4 for everyone except Justin due to his Aura of Courage ability). If you do fail you will flee down the chute.

Quote:

Round 1

Initiative Order - Aarakess, Kilthan, Rohara, Spawn of Kyuss, Justin, Skorhald

AC 11 T 9 FF 12 CMD 16


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Will (#1): 1d20 + 4 + 4 ⇒ (11) + 4 + 4 = 19
Will (#2): 1d20 + 4 + 4 ⇒ (13) + 4 + 4 = 21
Will (#3): 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28

Kilthan winces then shakes his head, "Well, that's not a good thing to be finding."


HP 90 of 90 - AC 24 (T 13, FF 21) - F +8, R +5, W +11

Will Saves vs DC 14 (1d20) +11+2+4 = 19 minimum (auto success all 3 saves)

"These again, grab your silver." Rohara states recalling what is most effective against the Spawn of Kyuss. The Cleric clutches her symbol of Desna, "May Lady Luck deal most kindly with these, creatures." She says in a hissed whisper.

Channel Energy to Harm Undead: 7d6 ⇒ (5, 1, 5, 3, 6, 4, 1) = 25 vs DC 16 for half damage.


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

Will: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23
Will: 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Will: 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Managed to avoid a 1.

Hearing the announcement of the disease infested skeletons, Aarakess reaches into her pouch and pulls out a pinch of flower petals. She speaks a few prayers to her patron before tossing the petals into the air. The petals spread out in a circle about her causing the air to freshen and smell more like a glade in spring than a dank skeleton filled tunnel.
Nature shall cleanse this place of the vile diseased taint of these creatures.

Use Aura of Purity hex.
--> negates disease, inhaled poisons and noxious gasses in a 10' radius about Aarakess. Last 1 minute per use.

The dwelf then moves forward as far as she can.
-->not sure if she can squeeze, but will move as far forward to get the main fighters in the radius of he Aura of Purity.


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

"Iomedae give us strength this day!! I will smite all of you and cleanse this place!!"

Justin is somewhat surprised to find such a nasty threat here.

And Aarakess, talk about an amazing hex to pop out!!


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

I had totally forgotten I had it, but it totally fits her. Situational, but when it comes up, a nice way to eliminate unwanted . . . circumstances.


Male CG Male Dwarf Bard (Arcane Duelist) 8 HP 81/81; AC 18, T 12, FF 16; F+6, R+8, W+6(+2 v. Charm); Perc +11; Init +1

Skorhald doesn't have line of sight, so I am guessing no will save? If it is needed:

Will: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Will: 1d20 + 6 + 4 ⇒ (12) + 6 + 4 = 22
Will: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12

Unable to see what is going on, but wanting to aid in the battle he begins chanting an old dwarven battle hymn, inspiring the group.


Skorhald, technically it is an aura which wouldn't need line of sight, but there is most likely a line of effect. I figured as soon as someone acts against one of them it would be needed so I threw it out

Aarakess, I'll assume Kilthan will attack or something if he moves in it should give you some room to move. Your aura is perfect for these things!

Kilthan you are up, don't forget Jagd's saves!


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Right. I did forget. Wow, I'm out of ranger-practice

Will #1: 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17
Will #2: 1d20 + 3 + 4 ⇒ (15) + 3 + 4 = 22
Will #3: 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 18

Kilthan smiles, "Haven't got silver, but I've got holy.", as he draws upon the holy power within himself, finding its focus and allowing it to wash over him. He turns and says, "Jagdbach, back.", his voice slightly deeper and somehow more resonant, then steps forward to crush the worm-creature, bringing up his axe.

Start Bloodrage as a free action, 5' step south-east

Waraxe (raging, inspired, FE,PA): 1d20 + 13 + 4 + 2 ⇒ (15) + 13 + 4 + 2 = 34 for 1d10 + 13 + 4 + 2 ⇒ (9) + 13 + 4 + 2 = 28

That's assuming they're undead, allowing FE. Good aligned weapon, but no bonus damage unless they're evil outsiders.


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

Kilthan, you also have an iterative attack don't you?


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Assuming I had to draw my axe as I stepped forward, preventing the iterative.


I would think you would have had it out as you progressed


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Well, then, with no move action required to draw the axe, subtract 2 to hit from the primary axe attack (I'm assuming a 32 is still a good hit), and let's make with the 2wf -- Kilthan was stepped into a spot where both are in reach, in case he drops the far one.

Klar (raging, inspired, FE,PA): 1d20 + 11 + 4 + 2 ⇒ (16) + 11 + 4 + 2 = 33 for 1d6 + 6 ⇒ (4) + 6 = 10 Plus slam into wall, possible knocking prone

Waraxe (iterative, raging, inspired, FE,PA): 1d20 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16 for 1d10 + 13 + 4 + 2 ⇒ (10) + 13 + 4 + 2 = 29
Klar (iterative, raging, inspired, FE,PA): 1d20 + 6 + 4 + 2 ⇒ (6) + 6 + 4 + 2 = 18 for 1d6 + 6 ⇒ (3) + 6 = 9

Hopefully the 33 v. CMD from the first shield slam *does* knock it prone, given the low rolls on the iteratives.


With an AC of 11, you pretty much had to roll a 1 to miss!

Kilthan ready for action immediately slams his shield into the Spawn of Kyuss knocking it off its feet and follows up with a powerful downward stroke of his axe. He then steps towards the other pair of Spawn freeing up space for others and repeats this combo by spinning around with his klar and killing it while prone on the ground. Two dead!


Rohara, since Kilthan cleaned up two of the spawn before your channel do you still want to do that?


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan whistles, "Aye, that worked," and releases the rage.


HP 90 of 90 - AC 24 (T 13, FF 21) - F +8, R +5, W +11

Action Edit

Seeing that Kilthan has taken down two of the creatures she holds back channeling her matron's powers against the one remaining foe. "I suppose Lady Luck has spoken in more, direct actions..."

((Delay...))


Spawn of Kyuss Bite: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 Fort Save DC 13

Spawn of Kyuss Claw #1: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 Fort Save DC 13

Spawn of Kyuss Claw #2: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Fort Save DC 13


Moving bottom of round 1 to top of round 2

Quote:

Round 2

Initiative Order - Justin, Skorhald, Aarakess, Kilthan, Rohara, Spawn of Kyuss

Spawn of Kyuss AC 11 T 9 FF 12 CMD 16


Male CG Male Dwarf Bard (Arcane Duelist) 8 HP 81/81; AC 18, T 12, FF 16; F+6, R+8, W+6(+2 v. Charm); Perc +11; Init +1

Skorhald drops his chant and moves directly to the east of the witch and swings in Dorn Dergar at the last creature.

Lingering Performance keeps song in, swift action arcane strike, power attack, 10' reach.

Dorn-Dergar PA AS IC: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d10 + 18 ⇒ (3) + 18 = 21


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

Not that there is much chance of failing the Fort (nat-1 for Kilthan), but don't forget that the Aura of Purity negates disease.

Aarakess takes a deep breath rather surprised at her ability to not only negate the evil effects of poison and disease, but also to freshen the dank cavern air so that it smells more like a spring meadow.

Action - Delay
--> Aura of Purity continues for 1 minute per use


The save was for paralysis, though it wouldn't have affected Kilthan anyways.

The once fearsome Spawn of Kyuss are easily taken care of by your group with no fear of infection thanks to Aarakess.A quick search reveals nothing of value in this room. Leaving the room to the east, the hallway continues to the east where it ends in a door, or it also branches to the north where that hallway bends back to the west.


Male CG Male Dwarf Bard (Arcane Duelist) 8 HP 81/81; AC 18, T 12, FF 16; F+6, R+8, W+6(+2 v. Charm); Perc +11; Init +1

"Well, lets press on then. No sense in dawdlin' about after we took all the trouble to get up here."


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan nods, "Aye, agreed.... though now I'm almost afraid of what we'll find... But let's go see what we can find."

With that, he asks, "Whisper spell?", then heads off carefully down the hallway, after closing his eyes for a moment and willing them to change, restoring his darkvision. Adaptation

Stealth: 1d20 + 13 ⇒ (12) + 13 = 25


Female Dwarf Witch/9 - (HP: 83/83; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +8/+10; Init +2; Per +11/+13

Aarakess will cast Message, and then sighs as the Aura of Purity fades away allowing the dank smell of the dungeon to once more impinge upon her remaining elvish sense of smell.

The worm undead yet again. Are they following us, or are we following them?

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