GM Debug's PbP PFS 7-08: To Judge a Soul Pt 2 (Inactive)

Game Master DebugAMP

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Grand Lodge

GM

The creatures known by Reavis and Enora do not have any particularly difficult method of slaying other than hitting them really hard many many times. The vinegar bathes are to shrink their exposed innards down in an attempt to fit them within a new body.

Dark Archive

M Tiefling Alchemist (Grenadier) 6 - HP 32/45 - AC: 27*/T: 16*/FF: 21* - Resist: Fire 5, Electric 5, Cold 5 - Perception: +8*, Darkvision 60' - Fort: +8, Ref: +12*, Will: +2* (+1 vs Curses) - CMB: +5, CMD: 21* - Speed: 30' - Init: +6*

Is there any obvious way to sabotage the equipment to harm the creatures instead of helping them? Would I need to make a roll to figure that out?

Grand Lodge

GM

Considering the vast quantity of vinegar here, it would be nigh impossible to convert all of the liquid into something unusable by the creatures. While you could possibly sabotage the equipment to cause massive leaks, the penanggalans only use it after feasting on blood, and a lack of vinegar would really only be a short term annoyance.


Does vinegar conduct electricity? If so, and if they are laying in a vinegar bath in the coffins, perhaps someone knows an electricity spell and can use that on a vat, and so damage the creature in the vinegar bath?

Grand Lodge

GM

There does not appear to be any piping that connects the coffins to the vats.

Dark Archive

M Tiefling Alchemist (Grenadier) 6 - HP 32/45 - AC: 27*/T: 16*/FF: 21* - Resist: Fire 5, Electric 5, Cold 5 - Perception: +8*, Darkvision 60' - Fort: +8, Ref: +12*, Will: +2* (+1 vs Curses) - CMB: +5, CMD: 21* - Speed: 30' - Init: +6*

Questions about Penanggalens: DR, Immunities/Resistances, Special Attacks.

Grand Lodge

GM

Penanggalen are undead creatures that maintain many of the traits of their previous race, however they do also have DR/silver and slashing, fire resistance, and cold resistance. Their bite is particularly harsh as it tends to carry disease. Not only does their bite spread disease, but it also weakens flesh and allows the creature to begin draining their blood.

Dark Archive

M Tiefling Alchemist (Grenadier) 6 - HP 32/45 - AC: 27*/T: 16*/FF: 21* - Resist: Fire 5, Electric 5, Cold 5 - Perception: +8*, Darkvision 60' - Fort: +8, Ref: +12*, Will: +2* (+1 vs Curses) - CMB: +5, CMD: 21* - Speed: 30' - Init: +6*

"Huh, these things have defenses against all my major attacks. Say, do you all have silver slashing weapons? If not, I'll let one of you use my silver weapon blanch. I'd use it myself, but arrows pierce so it would be waste."

Grand Lodge

GM

So... any actions?

Liberty's Edge

Male Half-Orc Summoner (unchained) 5 | HP 38/38 | AC 17 (20*), T 12, FF 15 (18*) | F: +4, R: +3, W: +6 | CMD 18 | Perc +1 | Init +1 *|* Shear | HP 31/31 | AC 22, T 14, FF 18 | F: +5, R: +7, W: +1 | CMD 21 | Perc +6 | Init +3

"Well no sense in waiting much longer, the magical wards won't last forever."

Karg is going to open up one of the caskets.

"Beware foul beast. We have come to kill you and drink your booze. And you are all out of booze."

Grand Lodge

GM

1 N 4
2 W+E 5
3 S 6

Which coffin?: 1d6 ⇒ 5

The coffin contains stitched together tissue that seems to be a mixture of human and fiendish flesh. Several of the masses of flesh bear tattoos of a stylized cradle. It seems as though this is where the victims of Dallo were taken. The stitched together tissues are not animated in any way and seem to be a failed experiment of sorts.

Shear's Knowledge (Planes): 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21

Shear is able to identify the fiendish flesh as coming from a Ceustodaemon.

Stuff: 1d20 + 10 ⇒ (7) + 10 = 17


Elemental Outsider Eidolon of Karg, Summoner 4

"The flesh is deamonic, like those we fought in the village."

Liberty's Edge

Male Half-Orc Summoner (unchained) 5 | HP 38/38 | AC 17 (20*), T 12, FF 15 (18*) | F: +4, R: +3, W: +6 | CMD 18 | Perc +1 | Init +1 *|* Shear | HP 31/31 | AC 22, T 14, FF 18 | F: +5, R: +7, W: +1 | CMD 21 | Perc +6 | Init +3

"Great. Because getting killed isn't bad enough. At least I get another round with the person responsible for daemons at us."

Karg resets the lid before repeating the process on all the coffins clockwise across the room.

"I would love that blanch Reavis. I brought with me silver bolts myself, but if it isn't going to help, might as well make sure to get a bit more damage in with my blade."

Grand Lodge

GM

All of the eastern coffins contain similar failed experiments. Two of the western coffins are empty, however one of them contains a book entitled Death's Gentle Caress.

A quick scan of the book reveals that it has a short guide describing different types of undead, and a few of the pages contain spells useful for those who work with undead.

Considering the high spellcraft of the party I'll just go ahead and list them.

Animate Dead (5 HD)
Cure Moderate Wounds
Dispel Magic
Undead Anatomy I

Who currently posesses the other items found so far this scenario? The arrow from Shiori and the Naginata?

Liberty's Edge

Male Half-Orc Summoner (unchained) 5 | HP 38/38 | AC 17 (20*), T 12, FF 15 (18*) | F: +4, R: +3, W: +6 | CMD 18 | Perc +1 | Init +1 *|* Shear | HP 31/31 | AC 22, T 14, FF 18 | F: +5, R: +7, W: +1 | CMD 21 | Perc +6 | Init +3

Karg isn't qualified to wield weapons like the naginata, but forced he will use it. The preference would be for another more martial character to take it on.

Dark Archive

M Tiefling Alchemist (Grenadier) 6 - HP 32/45 - AC: 27*/T: 16*/FF: 21* - Resist: Fire 5, Electric 5, Cold 5 - Perception: +8*, Darkvision 60' - Fort: +8, Ref: +12*, Will: +2* (+1 vs Curses) - CMB: +5, CMD: 21* - Speed: 30' - Init: +6*

Reavis has the arrow, he'll also copy some of those spells into his formula book at the end of the scenario, assuming things go well.

Reavis hands Karg his silver weapon blanch along with flint and steel and a torch to melt it. "It only works on your first hit so make it count."

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Vash has the sword I think.

Grand Lodge

GM

The naginata is a polearm

Liberty's Edge

Male Half-Orc Summoner (unchained) 5 | HP 38/38 | AC 17 (20*), T 12, FF 15 (18*) | F: +4, R: +3, W: +6 | CMD 18 | Perc +1 | Init +1 *|* Shear | HP 31/31 | AC 22, T 14, FF 18 | F: +5, R: +7, W: +1 | CMD 21 | Perc +6 | Init +3

"Either I'll hit it hard or I'll be dead. So don't expect any refunds if it rips out my throat."

After applying the blanch to his weapon, Karg clears the rest of the room.

Grand Lodge

GM

More something else: 1d20 + 10 ⇒ (18) + 10 = 28

You hear some speaking from up above in Tien

Perception DC 13 to hear details:
"Whass that noise down there... doesn't sound like the golems"

...followed by some footfalls approaching the balcony that's overlooking the area.

Putting you into initiative now, if you have any non-combat actions you want to take let me know and I'll decide how to fit them into this.

Initiative:

Vash, Millie: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 5 ⇒ (8) + 5 = 13
Karg, Shear: 1d20 + 1 ⇒ (15) + 1 = 161d20 + 3 ⇒ (19) + 3 = 22
Reavis: 1d20 + 5 ⇒ (1) + 5 = 6
Enora: 1d20 + 2 ⇒ (9) + 2 = 11
Lars: 1d20 + 0 ⇒ (6) + 0 = 6
Baddie 1: 1d20 + 0 ⇒ (10) + 0 = 10
Baddie 2: 1d20 + 2 ⇒ (13) + 2 = 15
Baddie 3: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

GM

22 Shear
16 Vash
16 Karg
15 Millie

15 Baddies 2 and 3
11 Enora
10 Baddie 1
6 Reavis
6 Lars


Elemental Outsider Eidolon of Karg, Summoner 4

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

"Things above have heard us. They are coming."

Shear moves quickly up the stairs to be on the frontline of the fight and see what approaches.

Moves 80 feet, accounting for difficult terrain of stairs, 15 feet of movement left at top of stairs on this level.

Grand Lodge

GM

Coming to the top of the staircase Shear (and Karg via link) see Mata Ryuu at the desk in the back of the room, up and alert. In front of Shear is a headless Yeti standing upright in a defensive posture, and a swarm of humanoid skulls floating off of the ground, bits of flesh and sinew still hanging from them.


Elemental Outsider Eidolon of Karg, Summoner 4

Shear moves to engage the yeti while yelling at the party, "Mata Ryu is here! There is also a undead yeti and a bunch of heads!"

Liberty's Edge

Male Half-Orc Summoner (unchained) 5 | HP 38/38 | AC 17 (20*), T 12, FF 15 (18*) | F: +4, R: +3, W: +6 | CMD 18 | Perc +1 | Init +1 *|* Shear | HP 31/31 | AC 22, T 14, FF 18 | F: +5, R: +7, W: +1 | CMD 21 | Perc +6 | Init +3

"Heads?"


Elemental Outsider Eidolon of Karg, Summoner 4

"Many flying undead heads!"

The Exchange

#76925-9 Male Dwarf Ranger 2 / Cleric (Forgemaster 1) | HP:30/30| AC: 17/10/17|Init: +0| Perc: +9| Fort: +8| Ref: +4| Will: +6| H.Pick: +6;1d6+3| L.Bow: +2;1d8| CMB: +5| CMD: 15|
Skills:
Acrobatics:-6| Appraise:+2| Bluff:-3| Climb:-3| Diplo:+1| Intimidate: -3| Kn.(Arc/Dun): +2| Kn.(Nat/Nob/Pla/Reli): +6| Kn.(Geo/His): +8|Linguistics:+6| Sense Motive: +3| Stealth: -6| Survival:+9| Swim: -3|

Naginata is with me though Vash could have it if he wishes. It's a +2 Weapon.

Seeing Karg applying the Blanch to his weapon, Lars decides to put up some magic as well.
Running his finger along his pick, he traces some runes while incanting along his breath and calls upon blessing on his weapon to make it heavier.
Casting Lead Blade

Grand Lodge

GM

I don't believe that he can wield a 2-handed weapon sized for a medium... statue?. I'll use lead blades as your action when your turn comes up.

Additionally, there are several heads on pikes around the perimeter of the room that are now muttering aimlessly as they sense the presence of intruders.

Liberty's Edge

Male Half-Orc Summoner (unchained) 5 | HP 38/38 | AC 17 (20*), T 12, FF 15 (18*) | F: +4, R: +3, W: +6 | CMD 18 | Perc +1 | Init +1 *|* Shear | HP 31/31 | AC 22, T 14, FF 18 | F: +5, R: +7, W: +1 | CMD 21 | Perc +6 | Init +3

"Alright, I admit the elves and the village were better than this."

Karg digs through a bag and withdraws a necklace with a pair of golden beads and quickly throws it around his neck.

Actions to withdraw and wear necklace of fireballs.


Can Enora get a chance to cast protection from evil on herself before we actually start?

Grand Lodge

GM

Seeing as you weren't aware of the wizard upstairs until he spoke, nor prepared for his sudden arrival (albeit not actually surprised per se) you'll have to use your first action for that. In fact it sounds as though he is in the same predicament.

The Exchange

#76925-9 Male Dwarf Ranger 2 / Cleric (Forgemaster 1) | HP:30/30| AC: 17/10/17|Init: +0| Perc: +9| Fort: +8| Ref: +4| Will: +6| H.Pick: +6;1d6+3| L.Bow: +2;1d8| CMB: +5| CMD: 15|
Skills:
Acrobatics:-6| Appraise:+2| Bluff:-3| Climb:-3| Diplo:+1| Intimidate: -3| Kn.(Arc/Dun): +2| Kn.(Nat/Nob/Pla/Reli): +6| Kn.(Geo/His): +8|Linguistics:+6| Sense Motive: +3| Stealth: -6| Survival:+9| Swim: -3|

Then if the weapon is still with Lars, He'll cast it on the Naginta else it'll be on his pick. My weapon and armor spells last longer due to me being a forge priest.

Grand Lodge

GM

Rather than delay Vash, since there are no immediate targets I'll assume he mounts up and ascends to get a view of everything going on.

The swarm of Heads flies over the balcony ledge and descends 30 ft to harass Karg (provoking AoOs from Karg and Enora if able to take them).

The heads begin to bite at Karg, and the clattering of jaws and stench of rotting flesh begin to overwhelm him! Swarm damage: 1d6 ⇒ 6 DC11 Fort save or be nauseated

The beheaded yeti pushes forward and tries to hold the line...
Slam: 1d20 + 5 ⇒ (12) + 5 = 17
...but is unable to land a solid blow on the fiery creature.

Enora, Lars, and Mata Ryuu all begin their caster routine of buff self and prepare for combat! Mata maneuvers himself to keep some of the pillars around the balcony between him and Vash.

If any of you want to be in a different place following your buffs go ahead and move yourselves.

Reavis, you're up!

Grand Lodge

GM

Anyone who can see the upper level sees this:

A balustrade rings a balcony where a vast, circular vat rises from the chamber below. Nestled against the northern curve of this chamber sit three workbenches crammed with glassware. Along the east and west walls, large spikes with upraised points are affixed tot he floor, four to the east and four to the west. A single set of stairs at the chamber's southern end rises to another chamber above.

What would you like to know about the targets? Anyone can request info, Enora with help from Sharaheen and a creepy book form an encyclopedic knowledge on the subject.

Knowledge (Religion) checks:

Lars: 1d20 + 12 ⇒ (9) + 12 = 211d20 + 12 ⇒ (8) + 12 = 20
Enora: 1d20 + 16 ⇒ (6) + 16 = 221d20 + 16 ⇒ (19) + 16 = 35

Liberty's Edge

Male Half-Orc Summoner (unchained) 5 | HP 38/38 | AC 17 (20*), T 12, FF 15 (18*) | F: +4, R: +3, W: +6 | CMD 18 | Perc +1 | Init +1 *|* Shear | HP 31/31 | AC 22, T 14, FF 18 | F: +5, R: +7, W: +1 | CMD 21 | Perc +6 | Init +3

Karg bats the heads away with his hands after resisting the temptation to swing his falchion at them.

Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7

Which turns to be a major distraction as Karg does nothing but attempting to beat them away with his fists. "I want the elven assassins back!

Grand Lodge

GM

Sharaheen responds "I don't!"

Liberty's Edge

Male Half-Orc Summoner (unchained) 5 | HP 38/38 | AC 17 (20*), T 12, FF 15 (18*) | F: +4, R: +3, W: +6 | CMD 18 | Perc +1 | Init +1 *|* Shear | HP 31/31 | AC 22, T 14, FF 18 | F: +5, R: +7, W: +1 | CMD 21 | Perc +6 | Init +3

While I might offer the information we might want would be resistances/immunities to know the energy attacks to throw at them and special attacks just so we aren't caught off guard with the explode or breath blasts of cold while flying around.

Grand Lodge

GM

Enora, a few things you know about this mass of heads:
They are a pretty standard swarm, just that they happen to be undead and fly. As such they are incredibly vulnerable to area affect, but very resilient against physical assault.

Regarding the yeti however, you get a flash of insight from your studies of the bestiaries in the grand lodge.
1 - When a yeti is turned into a beheaded creature as such, it loses its need for body heat and becomes a walking husk exuding frigid air. It is completely immune to fire, however its immunity to cold is gone since it is already at the hairy edge of being too brittle to exist.
2 - Rather than explode on death like the carrion golems, these creatures have the ability to blow horrid blasts of frigid air through their neck holes at surprising range.
3 - Their cold attacks are so powerful as to be capable of chilling someone in place (staggering them).

The Exchange

#76925-9 Male Dwarf Ranger 2 / Cleric (Forgemaster 1) | HP:30/30| AC: 17/10/17|Init: +0| Perc: +9| Fort: +8| Ref: +4| Will: +6| H.Pick: +6;1d6+3| L.Bow: +2;1d8| CMB: +5| CMD: 15|
Skills:
Acrobatics:-6| Appraise:+2| Bluff:-3| Climb:-3| Diplo:+1| Intimidate: -3| Kn.(Arc/Dun): +2| Kn.(Nat/Nob/Pla/Reli): +6| Kn.(Geo/His): +8|Linguistics:+6| Sense Motive: +3| Stealth: -6| Survival:+9| Swim: -3|

Interesting stuff on the yetis.

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Thanks! And yea forgot that its medium :(. And i would mount up and fly!

Dark Archive

M Tiefling Alchemist (Grenadier) 6 - HP 32/45 - AC: 27*/T: 16*/FF: 21* - Resist: Fire 5, Electric 5, Cold 5 - Perception: +8*, Darkvision 60' - Fort: +8, Ref: +12*, Will: +2* (+1 vs Curses) - CMB: +5, CMD: 21* - Speed: 30' - Init: +6*

Reavis readies an action to throw a bomb at the swarm once Karg moves out of the way, using Precise Bombs to leave out any allies from the splash.

Bomb RTA + Mutagen + PBS: 1d20 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13
Damage: 3d6 + 7 + 1 ⇒ (1, 1, 3) + 7 + 1 = 13
Miss Square: 1d8 ⇒ 1

Those splashed take 11 fire damage or 5 damage with a DC 17 Reflex save.

Grand Lodge

GM

Top of the initiative with mounted Vash, Karg, and Shear.

Vash, you see Mata eying you angrily ducking behind the balustrade. On the other side you see Shear fighting a decapitated yeti zombie.

Reavis, you miss the swarm... reflex: 1d20 + 2 ⇒ (16) + 2 = 18

The swarm deftly maneuvers to avoid the blast...

...and dies anyways.

The Exchange

#76925-9 Male Dwarf Ranger 2 / Cleric (Forgemaster 1) | HP:30/30| AC: 17/10/17|Init: +0| Perc: +9| Fort: +8| Ref: +4| Will: +6| H.Pick: +6;1d6+3| L.Bow: +2;1d8| CMB: +5| CMD: 15|
Skills:
Acrobatics:-6| Appraise:+2| Bluff:-3| Climb:-3| Diplo:+1| Intimidate: -3| Kn.(Arc/Dun): +2| Kn.(Nat/Nob/Pla/Reli): +6| Kn.(Geo/His): +8|Linguistics:+6| Sense Motive: +3| Stealth: -6| Survival:+9| Swim: -3|

Lol. What? Nice evasive Maneuvers, too big a blast radius?

Grand Lodge

GM

Swarm with low HP

The Exchange

#76925-9 Male Dwarf Ranger 2 / Cleric (Forgemaster 1) | HP:30/30| AC: 17/10/17|Init: +0| Perc: +9| Fort: +8| Ref: +4| Will: +6| H.Pick: +6;1d6+3| L.Bow: +2;1d8| CMB: +5| CMD: 15|
Skills:
Acrobatics:-6| Appraise:+2| Bluff:-3| Climb:-3| Diplo:+1| Intimidate: -3| Kn.(Arc/Dun): +2| Kn.(Nat/Nob/Pla/Reli): +6| Kn.(Geo/His): +8|Linguistics:+6| Sense Motive: +3| Stealth: -6| Survival:+9| Swim: -3|

Thank the Pazio Heavens.

Liberty's Edge

Male Half-Orc Summoner (unchained) 5 | HP 38/38 | AC 17 (20*), T 12, FF 15 (18*) | F: +4, R: +3, W: +6 | CMD 18 | Perc +1 | Init +1 *|* Shear | HP 31/31 | AC 22, T 14, FF 18 | F: +5, R: +7, W: +1 | CMD 21 | Perc +6 | Init +3

Karg sees a Reavis holding a bomb while staring at the summoner. He quickly books a retreat from the impending explosion.

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

"Lets go Milly!" Vash says as he charges!

Charge!: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Damage: 2d6 + 8 ⇒ (2, 5) + 8 = 15

Ride by attack

Liberty's Edge

Male Half-Orc Summoner (unchained) 5 | HP 38/38 | AC 17 (20*), T 12, FF 15 (18*) | F: +4, R: +3, W: +6 | CMD 18 | Perc +1 | Init +1 *|* Shear | HP 31/31 | AC 22, T 14, FF 18 | F: +5, R: +7, W: +1 | CMD 21 | Perc +6 | Init +3

Who was he charging? The yeti or Mata Ryu?

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Mata


Elemental Outsider Eidolon of Karg, Summoner 4

Shear just delivers a barrage of attacks on the undead yeti.

Bite Power Attack: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Bite Damage: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13

Claw Power Attack: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Claw Damage: 1d4 + 3 + 4 ⇒ (4) + 3 + 4 = 11

Claw Power Attack: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Claw Damage: 1d4 + 3 + 4 ⇒ (3) + 3 + 4 = 10

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