GM Endless Forms' PFS 06-21 Tapestry's Toil (Inactive)

Game Master Mike Tuholski

A 5-9 PFS scenario played at the 5-6 subtier.

Combat Map


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The Flaxseed Pathfinder Lodge

The Hao Jin Tapestry hangs on the wall of this stuffy basement room in the Grand Lodge. The tattered piece of fabric, five feet wide and seven feet long, looks more like a worn tablecloth than a storied artifact.

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Dot

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

A short Andoran man with a military haircut enters the room. Finding he's the first one there, he takes a seat at one of the chairs in the corner. He draws out his bowstave from his magical quiver and begins fiddling with the various strings he bought.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Dot.

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**

A Taldan man walks in cautiously, looking at each of you carefully. I do hope you are more capable than the last lot I was stuck with.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

A pretty elf enters the room. Her eyes are immediately drawn to the archer. "Jaysin, I see you've recovered quite well after that....unfortunate incident. Hopefully we will have better luck this time.". She nods towards the others, as she makes her way to a comfortable looking chair in the corner.

As was her habit prior to a briefing, she sat in the corner humming a happy tune as she pulled out knitting needles and began constructing some indiscriminate garment.

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

A tall slender elf is sitting in the room. A longbow rests in the corner beside him within easy reach. On his face though he wears a mask with a swirling vortex on the front. Centered on the upper portion of the mask is one hoe cut in the center for him to see through.

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**

Luck had nothing to do with it. Obviously I was seen as the greatest threat and the enemy... well, you know the rest. This group will hopefully have better "luck" preventing that from happening.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"Well, remember that time, and a good cleric, heals all wounds. I'm glad you are looking hale and hearty."


The Flaxseed Pathfinder Lodge

The Hao Jin Tapestry hangs on the wall of this stuffy basement room in the Grand Lodge. The tattered piece of fabric, five feet wide and seven feet long, looks more like a worn tablecloth than a storied artifact. The Pathfinder Society’s Master of Spells Aram Zey enters and stands before tapestry, his arms folded across his chest. He speaks without greeting.

“As you all surely know, the Society labors at some cost to assemble a dwarven relic known as the Sky Key.” The Master of Spells produces an intricately sculpted piece of metal decorated with fluid carvings. A sudden flash of excitement fills his weary eyes. “The object I hold in my hands is one of five pieces of that curiosity. The pieces that the Society has obtained so far share the same luster and artistic sensibilities, but have different shapes and functions within the assembled artifact. Today, hopefully, you will retrieve another piece. Previous missions lead us to believe that a fragment of the Sky Key lies within the tapestry, in the company of a dwarven clan that left Golarion for Hao Jin’s realm some time ago. Your task is to enter the tapestry and make contact with these dwarves, discern what they know about the Sky Key, and negotiate for their piece, should they still have it.”

The taciturn sage produces a hexagonal beard clasp of thick, polished metal. “Pathfinder agents retrieved this beard clasp from one of the sites that we suspected of holding the Sky Key fragment. It belonged to an ancestor of the dwarves who live in the tapestry, and it may assist you in your negotiations. Return it to me if it does not gain you the fragment you seek. We hold no particular ire for the dwarves. Retrieve the Sky Key fragment if possible, but try not to murder anyone.”

Aram Zey adds grudgingly, “Does anyone have any questions before I send you into tapestry?”

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"Can you tell us more about this dwarven clan? It'd be nice to know as much as possible about them before negotiating."

Any Knowledges helpful?

Base Knowledge 1d20 ⇒ 18

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

What do we know of these dwarves from another realm? Kalendir says not trying to hide his contempt.

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

"Yes, if nothing, we should know their clan's name and where we might find them. Perhaps you know a leader among them?"

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**

Or get murdered yourselves...


The Flaxseed Pathfinder Lodge

"The dwarves are the descendants of those who followed Prince Naldak, son of the last ruler of Jormurdun, King Gutheran," Aram Zey explains, "which is why we suspect they have a piece of the Sky Key. But we obviously have not had a lot of contact with them yet to discover much else."

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

A small red haired gnome (all thought his hair color is difficult to determine most of the time since he will be covered from head to toe in ash, soot and other blackish stuff) waves happily at everyone

"Hello, my name is Ash, Do I have questions..off course I have questions. Do you think you can answer some for me? Do you want to answer some for me? You say we go inside a tapestry? How does that work? How do we get out again? Will be be flat inside there? Is there room enough for all of us inside there?"

Don't mind me, Ash is mostly just rambling. Other then the question on how we will get out again. If I remember correctly from a previous scenario..you have to return to the same location you arrived to get out again?

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

"The Hao Jin Tapestry is one of the Society's greatest artifacts," said the heavily-armored man blond man in enameled blue plate armor. "It contains a demi-plane inhabited by all sorts of fascinating creatures. Or perhaps more than one; I'm not too sure about that part."

Turning to Aram Zey, he said "Do you know where in the Tapestry these dwarves can be found? Have you had any word of them since the fall of Jormurdun? That was a long time ago."


The Flaxseed Pathfinder Lodge
Ash - Eric de Vries wrote:
"Hello, my name is Ash, Do I have questions..off course I have questions. Do you think you can answer some for me? Do you want to answer some for me? You say we go inside a tapestry? How does that work? How do we get out again? Will be be flat inside there? Is there room enough for all of us inside there?"

Aram Zey groans. One of *those* agents. "Each person who enters the Hao Jin Tapestry leaves an eddy in his wake. Simply walk into your eddy, which only you can see or interact with, to come back here. I don’t have time to stand around while you complete your mission at a leisurely pace—if you return before accomplishing your goals, I’ll send a more competent group of Pathfinders to finish the job."

Sir Terramor the Blue Knight wrote:
Turning to Aram Zey, he said "Do you know where in the Tapestry these dwarves can be found? Have you had any word of them since the fall of Jormurdun? That was a long time ago."

"They are the descendants of those who followed Prince Naldak, son of the last ruler of Jormurdun, King Gutheran. You'll be sent near to their encampment. Finding out more is your job, not mine."

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Well seems we should be on our way then.


The Flaxseed Pathfinder Lodge

When all of you are ready to depart, Aram Zey teaches you a command word and instructs you to place your fingers one at a time on a specific spot in the tapestry. Soon enough you are whisked away into the demiplane....

The hot, humid air announces an abrupt change in the local scenery. A large earthen hill fades into view, surrounded on each side by hills covered in vines, grass, and stands of jungle trees. In one direction, mountains rise until they meet a haze of thick clouds. In the other direction, the deep blue sky is barely visible through an expanse of thick jungle. Just ahead lies a small village, its stone buildings overrun with vegetation.

DC 25 Perception or Survival:
You notice recent signs of looting—uncovered graves, defaced murals, and newly-exposed rubble.

While moving closer to explore the ruins, you hear a roar that sounds like a hammer striking an anvil coming from somewhere ahead....

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**

Sounds like trouble already. Jaysin prepares himself by readying his bow.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Perception 1d20 + 12 ⇒ (8) + 12 = 20

"Ugh, it's not the heat, it's the humidity...and the heat," Tess groans, realizing this is not going to be a pleasant mission. She waits for one of the more bold members to take the front of the group and lead them toward the sound.

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Perception: 1d20 + 2 ⇒ (12) + 2 = 14

It is a bit humid kalendir says as he wipes a small bit of sweat forming on his brow.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Perception: 1d20 + 11 ⇒ (3) + 11 = 14

Sir Terramor stoically tugged at the sweaty gorget that covered his throat and took the lead. "Follow me," he said, setting off at a steady pace towrads the sound of the anvil.

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Survival: 1d20 + 8 ⇒ (11) + 8 = 19

Well, can we call one of those rolls an aid?

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Aid Perception for Kargen: 1d20 + 13 ⇒ (2) + 13 = 15 Should work?

"Look there. What's that sound?"

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Kargen looks over to where Ash is pointing, but something catches his eye to the left. "Hang on. Look at this. This grave has been disturbed." He looks up and suddenly sees other signs of looting plain as day. "And there, that mural's been defaced. And that looks like something has been destroyed. All possible signs of vandalism. We should be careful."

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**

I'm always careful. Doesn't always help, though. Let's get going.


The Flaxseed Pathfinder Lodge

You start to move closer until a horse-sized creature with the face of a dwarven woman wearing a silver nose ring steps into view. Her body resembles that of a large bear with scaly wings. A barbed tail writhes wildly behind her as she threatens with a sonorous growl.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Base Knowledge roll. 1d20 ⇒ 13 to try to identify what kind of creature we are looking at.

Tess tries to speak with the creature. "Greetings. I'm Tess. We aren't here to bother you. We are just looking for some dwarves who live nearby. You don't know anything about them, do you?"

Diplomacy 1d20 + 5 ⇒ (16) + 5 = 21

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor steps protectively in front of Tessara and prepares to defend her.

BODYGUARDING TESS: With Aid Allies, Bodyguard and Intercept, I can burn an Attack of Opportunity whenever an adjacent ally is attacked to give that ally a +4 to AC.

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Kargen approaches behind Terramor, scrutinizing the creature to see what it might be.

Knowledge, Arcana: 1d20 + 6 ⇒ (14) + 6 = 20

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash waves happily at the dwarf headed creature with a smile on his face

Assist diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23


The Flaxseed Pathfinder Lodge

KN (planes) to ID

The creature's scowl falters at Tess's words. "Yes, there were dwarves here once. I was servant to one. Master was last of Naldak's Point dwarves. They were good and proud until evil came and took the youth away. Now they live in the mountain to the east. Their heads are bald and their skin is gray. They should cut their beards in shame." She points to the eastward path as she says this. "Others came here, hurt Grodel and stole things. Looked like you but didn't talk."

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Knowledge, Planes: 1d20 + 4 ⇒ (6) + 4 = 10

"What do you mean 'took their youth away'? Did they become old? And did your master go with them? If not, where is he now?"

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"When did the others come? What did they steal? We might be able to help you heal, if you are still hurt. I have a wand to cure injuries that I'd be happy to use on you, if you would like me to."

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash looks at the strange creature in front of him and is cleary fascinated as this is something he has never seen before (but not in an unfriendly or intimidating way)

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**

Perhaps he means they took their children away. In any case, it seems we need to head east. Jaysin waits for clarification.


The Flaxseed Pathfinder Lodge

The creatures waves Tessara's offers of healing away. "My master passed away forty years ago. About a year ago others came through here and attacked me, looted the village. Left very little. The other dwarves are not here, have not been for some time. They went off, becoming not-dwarves. Scandalous. Now they are gray dwarves. Shameful."

In the ruins is a scabbard of vigot and a wand of stone call (6 charges)

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess asks the creature if it would mind if the group took those two items. "We have to go talk to the not dwarves, and if you are right, we might have to use force to get them to listen. Every item we could use might be helpful in this goal."


The Flaxseed Pathfinder Lodge

She waves the items away, as if she is not interested in them. As the creature's prompting, you decide to try looking to the east for these 'not-dwarves'.

To the east, a mountain reaches overhead, covered in lush trees and white mist. As warm winds whip around the mount's rises, wisps of cloud separate from the tick cover and float away. A brief plateau about halfway up the mountain features a sheer cliff, otherwise inscrutable from a distance.

The roar of the waterfall overhead explains the thick mist that covers much of the mountain. The vapors become gray clouds as they rise in altitude, but near the base of the mountain they are white wisps rolling out from the pool. The pool's water is clear and deep, with the spill forcing white bubbles back to a rippling surface. Deep into the pool, away from the frothy cascade, a glint of gold beckons the eye.

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

There is something glimmering in the waters below. Kalendir says as he points towards the object. Any of you able to tell what it is?

Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Perception: 1d20 + 10 ⇒ (14) + 10 = 24

Kargen peers into the water, trying to discern the golden shimmer.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash casts detect magic and helps Kargen look (by blowing away bubbles that are in the way?) Aid on perception: 1d20 + 13 ⇒ (1) + 13 = 14

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Perception 1d20 + 12 ⇒ (11) + 12 = 23


The Flaxseed Pathfinder Lodge

You move closer to the water to discern what exactly is down below but before you can figure it out, the treasure begins to move. At first you think this may just be the movement of the water or the treasure being washed downstream until you realize that it is an illusion dissolving to reveal a creature beneath the water; from the creature an enchanting music wafts towards the shore as it starts to ascend....

DC 20 Will save from Ash or you are filled with lust and desire to approach the creature. You receive a +4 bonus on your save for not normally having lustful feelings towards this thing.

The stones that cross the river are slippery. All ACrobatics have +5 to the normal DC. The water is flowly swiftly and will require a DC 15 Swim check; failing by five or more means you begin to drown. A DC 20 Swim check is required to cross the rapids.

gm rolls:

br: 1d20 + 7 ⇒ (18) + 7 = 25
Kargen: 1d20 + 5 ⇒ (5) + 5 = 10
Jaysin: 1d20 + 8 ⇒ (6) + 8 = 14
Tessara: 1d20 + 3 ⇒ (12) + 3 = 15
Ash: 1d20 + 4 ⇒ (20) + 4 = 24
Sir Terramor: 1d20 + 2 ⇒ (4) + 2 = 6
Kalendir: 1d20 + 6 ⇒ (20) + 6 = 26

Initiative:

1. Kalendir
2. Creature
3. Ash, Tessara, Jaysin, Kargen, and Sir Terramor

Kalendir is up!

Knowledge checks when you can fully see it.

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Seeing what he can of the creature Kalendir begins to fire a small mass of arrows in quick succession.

Whatever it is, it is attacking!

Arrow 1 Many Shot: 1d20 + 13 + 1 - 2 - 2 ⇒ (2) + 13 + 1 - 2 - 2 = 12
Damage 2 arrows: 2d8 + 6 + 2 + 8 ⇒ (1, 1) + 6 + 2 + 8 = 18

Arrow 2: 1d20 + 8 + 1 - 2 - 2 ⇒ (4) + 8 + 1 - 2 - 2 = 9
Damage: 1d8 + 3 + 1 + 4 ⇒ (6) + 3 + 1 + 4 = 14

Rapid Fire Arrow: 1d20 + 13 + 1 - 2 - 2 ⇒ (10) + 13 + 1 - 2 - 2 = 20
Damage: 1d8 + 3 + 1 + 4 ⇒ (5) + 3 + 1 + 4 = 13

+1 Attack / Damage from point Blank Shot
Precise shot to eliminate -4 modifier for shooting into melee; Shared Precision- All allies in 10 feet get precise shot
-2 modifier for rapid shot to fire an extra arrow
Weapon Focus, Manyshot and Deadly Aim -2/+4

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Will save: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23

"Eewwwww......."


The Flaxseed Pathfinder Lodge

Only one of Kalendir's arrows hits the creature as it breaks through the surface of the water. This striking, blue-eyed man with luminous skin and flowing white hair holds an ethereal harp in his hands.

DC 14 KN (nature):
Pale and possessing unnatural beauty, fossegrims are wicked fey who haunt idyllic waterfalls, where they lure the unsuspecting near with song and the promise of treasure, only to drown them. Well built and elflike in appearance, fossegrims are gifted musicians, and their lairs often echo with the sound of bewitching music. They are never without their enchanting instruments.

They are aquatic fey and have DR/cold iron. They can flood victims' lungs with water and their music is enchanting. They can also appear as an underwater treasure in an attempt to lure victims into their body of water.

The blue-skinned man seems to stand on the water as if it were solid ground as he continues to pluck his harp.

At Kalendir this time!

DC 20 Will save or you are filled with lust and desire to approach the creature. You receive a +4 bonus on your save for not normally having lustful feelings towards this thing.

As if this water spirit weren't enough to deal with, two more forms start moving beneath the water. They are barnacle-encrusted walking corpses that look like a zombies, but are dripping with water and giving off a nauseating stench.

DC 12 KN (religion):
Draugr smell of decay and the sea, and drip water wherever they go. These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. The corpses of these drowned sailors cling fiercely to unlife, attacking any living creatures that intrude upon them. Their attacks smear rancid flesh, rotting seaweed, and swaths of vermin on whatever they hit.

DR/bludgeoning or slashing; resistance to fire; getting hit by them can cause one to become sick

Initiative:

1. Kalendir
2. Creature
3. Ash, Tessara, Jaysin, Kargen, and Sir Terramor

13 dmg

You guys are up!

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Will save: 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26
Knowledge Religion: 1d20 + 4 ⇒ (18) + 4 = 22

Kalendir begins to have a feeling it his gut about the wispy creature, it quickly turns to his stomach grumbling.

The shambling creatures are Draugr. These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. The corpses of these drowned sailors cling fiercely to unlife, attacking any living creatures that intrude upon them. Their attacks smear rancid flesh, rotting seaweed, and swaths of vermin on whatever they hit. You must slash them or bludgeon them to death. They are resistant to fire. Do not get hit by them as it will make you sick.

DR/bludgeoning or slashing; resistance to fire; getting hit by them can cause one to become sick

He fires once again at the blue skinned man

Arrow 1 Many Shot: 1d20 + 13 + 1 - 2 - 2 ⇒ (7) + 13 + 1 - 2 - 2 = 17
Damage 2 arrows: 2d8 + 6 + 2 + 8 ⇒ (3, 8) + 6 + 2 + 8 = 27

Arrow 2: 1d20 + 8 + 1 - 2 - 2 ⇒ (7) + 8 + 1 - 2 - 2 = 12
Damage: 1d8 + 3 + 1 + 4 ⇒ (1) + 3 + 1 + 4 = 9

Rapid Fire Arrow: 1d20 + 13 + 1 - 2 - 2 ⇒ (6) + 13 + 1 - 2 - 2 = 16
Damage: 1d8 + 3 + 1 + 4 ⇒ (6) + 3 + 1 + 4 = 14

+1 Attack / Damage from point Blank Shot
Precise shot to eliminate -4 modifier for shooting into melee; Shared Precision- All allies in 10 feet get precise shot
-2 modifier for rapid shot to fire an extra arrow
Weapon Focus, Manyshot and Deadly Aim -2/+4

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