GM Endless Forms' PFS All For Immortality Series (1-3) (Inactive)

Game Master Mike Tuholski

A 12-15 PFS scenario arc played at the 15-16 subtier.

Tactical Map


651 to 700 of 813 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Dark Archive

Human Cleric (Mendevian) 15
:
HP152/152 | AC27 (26FF, 15T) | Perception +13, Sense Motive +21 | +2 Init | Fort +20, Ref +12, Will +26 | Channel (Su) 5/5 Firebolt : 11/11

I don't mind writting your name with the blood of our ennemies. What do you want we write, except for your name which is obvious.

Asks Tamerius

Dark Archive

:
HP70/70 | AC28 (21FF, 19T) | Perception +24, Sense Motive +19 | +6 Init | Fort +3, Ref +13, Will +8* |

I can do that ! It will be fun ! Quite fun indeed !

Says Kahl' Heel to his master.

Liberty's Edge

Male Human, Reroll: USED Ranger Lord 16 (HP: 106/208), Init: +8* (+10 mountains/Hills/Jungle, +14 Urban), AC: 25 T: 18, FF: 20, Perception +25, +31 v Humans, +27 v. Undead/constructs), F: +21, R: +23, W: +14, CMB: +18, CMD: 36

"This is going to be very very dangerous. I'd like as much information about the layout at possible. I don't much like the idea of going into the belly of the beast, let alone blind. "

-Posted with Wayfinder

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Chun Hei nods. "Perhaps a set of questions for Kahl' would be in order?"

Dark Archive

Human Cleric (Mendevian) 15
:
HP152/152 | AC27 (26FF, 15T) | Perception +13, Sense Motive +21 | +2 Init | Fort +20, Ref +12, Will +26 | Channel (Su) 5/5 Firebolt : 11/11

I can of course asks to the Mighty Asmodeus six questions about our ennemy, or any related topics, through Kahl.


The Flaxseed Pathfinder Lodge

The undead former leader shrugs again and takes another swig from his goblet. "My goals are simple: having my name spoken by everyone in the Aspis Consortium and revenge against those who have betrayed me. It's that simple. So if you promise to both end a traitor’s life-preferably Suliji, but a Patron at a minimum and both if you can!-and leave a clear message to the Consortium that it is to remember and honor its founder, then I will tell you what I know."

After the deal is struck, Alexayn tells you a bit about the Aspis building's layout and defenses. This basically translates to skipping something later and I will give you better direction as you explore later.

Liberty's Edge

Male Human, Reroll: USED Ranger Lord 16 (HP: 106/208), Init: +8* (+10 mountains/Hills/Jungle, +14 Urban), AC: 25 T: 18, FF: 20, Perception +25, +31 v Humans, +27 v. Undead/constructs), F: +21, R: +23, W: +14, CMB: +18, CMD: 36

That works for me. Bishop and Timber are ready to go.

Dark Archive

Human Cleric (Mendevian) 15
:
HP152/152 | AC27 (26FF, 15T) | Perception +13, Sense Motive +21 | +2 Init | Fort +20, Ref +12, Will +26 | Channel (Su) 5/5 Firebolt : 11/11

A deal is made, Lord Alexayn. Your name will be echoing again on the walls of the Aspis stronghold.

======

Once outside Tamerius says.

Do you want I asks questions to the Mighty Asmodeus ?
As for the team at our disposal, what do you think we can asks them for ?

The Exchange

Male DEMON LORD OF THE RASPING RIFTS, God of Commerce, Electricty, and Insects Sorceror(Crossblood[Draconic, Orc]) 15 (HP 67/92) (AC 21/15/17) (CMD 20) (Fort +16, Ref +16, Will +12) (Init +14) (Perception +29)

Nikolai shrugs.

"I suppose ve could get some of zem to scout ze general area around ze stronghold, to look for possible avenues of attack... apart from zat, I am at a loss for vhat to do with zem, at zis point in time. Perhaps ve should just keep them in reserve?"


The Flaxseed Pathfinder Lodge

Anything else you want to do before heading to the stronghold? Otherwise I will move you guys on to the next part tomorrow.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

"That was an interesting exchange. Convenient that this group of agents possesses adequate - flexibility to work with such a creature."

"A word, my fellows, about this city. Ostenso's greatness is inexorably linked to three things - its partnership with the Aspis, its tactical value as an outpost against Andoran, and for its robust tradition of smuggling. The last point may be of value - there are tunnels that run from the docks all the way to the foundations of the Aspis consortium headquarters, although they are heavily warded and alarmed, Such tunnels may serve as an egress for these sordid and bloody adventures."

Any knowledge checks I or others can make on the various items? "Taldan dueling blade...Yamasan vampire's gauntlet...General Coren’s second-best breastplate...ring that links its wearer’s life."

Silver Crusade

Dwarf Inquisitor 12 | HP 88/147 | AC22* T12* FF20* | CMD 25* | F16* R9* W15* | Init +6 | Per +19

Good to go.

Thorgan grumbles something about working with an Aspis, but acquiesces upon being convinced its the lesser of two evils.

Lesser of two evils, seems to be a common theme these days.

Dark Archive

Human Cleric (Mendevian) 15
:
HP152/152 | AC27 (26FF, 15T) | Perception +13, Sense Motive +21 | +2 Init | Fort +20, Ref +12, Will +26 | Channel (Su) 5/5 Firebolt : 11/11

Thanks for the info Davo. Says Tamerius when Davo talks to them about the city.
He turns to his comrades says May be we can ask one of our Team to get around the Aspis HQ to guard the tunnel beneath to be sure to not be attack if something turn bad.
We could also asks the team lead by Janira to look around for Suliji and any other contact she could have in the city.


The Flaxseed Pathfinder Lodge

Not a Taldan dueling blade in Cheliax, that's for sure. As for the others... I guess you'll just have to wait and see! Especially because I'm not entirely sure what at least one of them refers to so your guess is as good as mine. Ah, I've always fantasized about a campaign with only a handful of magic items...

---

Ostenso is on high alert following a coordinated string of arsons, murders, and break-ins associated with Consortium interests throughout the city. These incidents have drawn not only the local guards’ attention but also that of the Aspis. To protect their property, the Patrons in the Aspis Building dispatched many of their operatives and mercenaries to search for the culprits, mitigate the damage, and prevent further incidents. This investigation has left the headquarters understaffed. However, even the skeleton crew that remains is a formidable force, and you must take care as you follow Suliji Peshar....

Shortly after you exit the mausoleum, your Pathfinder teams find you and urge you to take cover in a nearby building to report their findings. The teams relay the general state of affairs in Ostenso, and while they are aware that many of the targets are Aspis properties, they are not sure who is responsible. One team also noticed that the Aspis Building, which earlier had several visible guards patrolling the grounds, now appears conspicuously abandoned.

With your previous knowledge of the layout and the information reported to you from your teams, you can identify at least three principle means of entry: the front entrance, the shipping entrance, and the reporting entrance. Your teams give you a bit more specific information about these three entrances:

Front Entrance: A broad, impressive flight of stone steps leads up to the Aspis Building’s front entrance—a pair of thick darkwood doors carved with serpent insignia.

Reporting Entrance: When visiting Aspis agents hope to enter quietly, they use this small door far from the front entrance. The reporting entrance presents two challenges. First, the doorway is narrow and fairly low, so only human-sized and smaller creatures can move through it comfortably. Second, the Consortium relies on magical and mechanical means to monitor whoever comes and goes through this entrance. These alarms signal several guardrooms throughout the building unless you can disable them first.

Shipping Entrance: Far from the front entrance is an immense set of sliding doors and a portcullis that bar the way into the Aspis Building’s warehouse. The shipping entrance is at the far end of the compound and relatively distant from most other rooms in the Aspis Building.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

"One obvious questions: is the place warded against conjuration magic and other means of magical conveyance - teleportation traps or the like? I would assume so, if they know their business."

"Again, I must return to subterranean routes as potential route. At the very least, they would allow for less visibility should violence occur."

"If we do attempt entrance through a visible entrance, I think deception is the obvious choice. None of us seem particularly strong in illusory magics, but we might be able to bluff or magically charm the weak minded."

"The reporting entrance sounds enticing - I believe I have read of such mechanisms and magical defenses in several tracts, and have a better than average chance of defeating them."

Liberty's Edge

Male Human, Reroll: USED Ranger Lord 16 (HP: 106/208), Init: +8* (+10 mountains/Hills/Jungle, +14 Urban), AC: 25 T: 18, FF: 20, Perception +25, +31 v Humans, +27 v. Undead/constructs), F: +21, R: +23, W: +14, CMB: +18, CMD: 36

Bishop mulls over the options. He looks at his best friend, the wolf, then at his comrades. "Davo has a solid point. I don't like the idea of a frontal assault. Let's hit the sewers and sneak in."

The ranger looks at the remaining teams, inwardly proud at their achievements thus far. "I don't like the idea of risking younger agents on a mission that borders on suicidal." Do we have safe options for them?

Silver Crusade

Dwarf Inquisitor 12 | HP 88/147 | AC22* T12* FF20* | CMD 25* | F16* R9* W15* | Init +6 | Per +19

Thorgan briefly considers advocating for the front entrance, but his wisdom lets him quickly overcome his enthusiasm for a fight and opt with Davo and Bishop for a more discrete approach.

"Ah still don't like th' whole thing. 't reeks o' an Aspis trap, lurin' us 'n t' investigate like a mouse walkin' 'nta ah cat's mouth..."


The Flaxseed Pathfinder Lodge

The Aspis Building sits on prime real estate—both on the surface as well as in the sewers below. One of your teams can readily secure several 15-foot-long boats for you to punt your way from the harbor up one of the sewer tunnels if that is the route you wish to take.

Dark Archive

Human Cleric (Mendevian) 15
:
HP152/152 | AC27 (26FF, 15T) | Perception +13, Sense Motive +21 | +2 Init | Fort +20, Ref +12, Will +26 | Channel (Su) 5/5 Firebolt : 11/11

Before entering, may be we can send one of our team to help the autorities to find the culprit ?
It will be a show of good faith and could help the Society to not be blamed for all of this.

Propose Tamerius as Bishop seems to fear for the Team's safety.

I also agree that the main entrance is not the best solution. After all we don't want to destroy the Aspis HQ, but stop Suliji to do it and take control !
Going for the main entrance could be interpreted as an act of war, even by the local autorities.


The Flaxseed Pathfinder Lodge

So do we have a consensus on which route to take and how you're doing it? If you want to assign some of your agents/teams do to things, you could do that now or you can just keep them in reserve.

Liberty's Edge

Male Human, Reroll: USED Ranger Lord 16 (HP: 106/208), Init: +8* (+10 mountains/Hills/Jungle, +14 Urban), AC: 25 T: 18, FF: 20, Perception +25, +31 v Humans, +27 v. Undead/constructs), F: +21, R: +23, W: +14, CMB: +18, CMD: 36

Definitely trying to sneak into the sewer. I'll acquiesce on the teams to anything the group wants.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

"I feel the matter of the "truth" may be obscured. A low level campaign by our associates to find the real recent power struggles of the aspis may be in order. If another team could peruse the docks and determine any sightings of unusual travelers or the like, it would be immensely helpful."

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Chun Hei bows to Davo's wisdom, literally "That is a quite insightful use of our resources Davo."


The Flaxseed Pathfinder Lodge

Your teams of agents are able to procure some 15-foot skiffs for you to traverse the sewers, which are about 5' deep but become at least 15' deep in the underground harbor area. You'll have to decide who is in which boat and whether you approach from the south or east. New map is up.

gm rolls:

Bishop: 1d20 + 25 ⇒ (1) + 25 = 26 +6 humans, +2 constructs/undead
Chun Hei: 1d20 - 2 ⇒ (11) - 2 = 9
Thorgan: 1d20 + 19 ⇒ (5) + 19 = 24
Davo: 1d20 + 26 ⇒ (11) + 26 = 37 +2 heroism
Tamerius: 1d20 + 10 ⇒ (13) + 10 = 23
Kahl' Heel: 1d20 + 21 ⇒ (16) + 21 = 37
Nikolai: 1d20 + 20 ⇒ (17) + 20 = 37

As a warning: I am leaving on Sunday and should be back on Wednesday. Posting will be slow or non existent while I'm gone.

Dark Archive

Human Cleric (Mendevian) 15
:
HP152/152 | AC27 (26FF, 15T) | Perception +13, Sense Motive +21 | +2 Init | Fort +20, Ref +12, Will +26 | Channel (Su) 5/5 Firebolt : 11/11

south for me !

Waiting to have a better opportunity to use Kahl' Heel connection to Asmodeus, Tamerius moves in with his comrades through boats into the sewers.

He commands Kahl' Heel to scout ahead.

Dark Archive

:
HP70/70 | AC28 (21FF, 19T) | Perception +24, Sense Motive +19 | +6 Init | Fort +3, Ref +13, Will +8* |

Khal' Heel, at its master's order, flies ahead of the boats to scout the area and prevent any danger they could meet.

Perception: 1d20 + 24 ⇒ (1) + 24 = 25
Stealth (+20 with invisibility): 1d20 + 28 ⇒ (14) + 28 = 42
have detect magic as a constant spell-like

Liberty's Edge

Male Human, Reroll: USED Ranger Lord 16 (HP: 106/208), Init: +8* (+10 mountains/Hills/Jungle, +14 Urban), AC: 25 T: 18, FF: 20, Perception +25, +31 v Humans, +27 v. Undead/constructs), F: +21, R: +23, W: +14, CMB: +18, CMD: 36

Bishop offs to scout as well, checking hallways to get a better feel for the overall floor plan (Take 10 for a 40)


The Flaxseed Pathfinder Lodge

Ok, I'm back! Sorry for the pause. I actually got back yesterday but waking up at 3 am for an early flight and then traveling all day was not conducive to updating games when I got home.

gm rolls:

f: 1d20 + 5 ⇒ (15) + 5 = 20
Bishop: 1d20 + 8 ⇒ (9) + 8 = 17 +2 mountains/hills/jungle, +6 urban
Chun Hei: 1d20 + 4 ⇒ (14) + 4 = 18
Chun Hei: 1d20 + 4 ⇒ (10) + 4 = 14
Chun Hei: 1d20 + 4 ⇒ (1) + 4 = 5 (always in surprise)
Thorgan: 1d20 + 6 ⇒ (9) + 6 = 15
Davo: 1d20 + 3 ⇒ (14) + 3 = 17
Tamerius: 1d20 + 2 ⇒ (4) + 2 = 6
Nikolai: 1d20 + 6 ⇒ (9) + 6 = 15

You are in 15' boats in the water. I placed you about where the boats would be when things start happening but remember that you are sitting in boats right now.

The first boat slides across the dark slimy water towards the underground dock but just as the boat is about to touch the slippery stone platform the water suddenly explodes upward to reveal a large scaled creature with a giant frog-like mouth wide open. But then in horror you realize that this beast has not one mouth... but three! From the gaping maws shoots a spray of acid all over the crew in the first boat!

acid: 19d6 ⇒ (2, 1, 3, 2, 4, 2, 5, 6, 4, 1, 5, 5, 6, 3, 5, 3, 1, 1, 2) = 61
DC 29 Ref for half; hits Chun Hei, Bishop, and Davo.

Initiative:

Chun Hei gets a surprise-round action (but was lower in initiative than the creature, which is why the creature went already).

1. Bishop
2. Creature
3. Chun Hei, Davo, Nikolai, Thorgan, and Tamerius

Bishop is up and Chun Hei has a surprise-round action!

DC 27 Knowledge (arcana):
This looks to be some sort of dragon crossed with a froghemoth....

Clearly it is aligned to acid and likely carries the draconic immunities to paralysis and sleep.

DC 32 Knowledge (arcana):
It is also likely vulnerable not to the damage caused by electricity but the nerve-wracking effects (slowed) of electricity.

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

reflex: 1d29 + 12 ⇒ (17) + 12 = 29

Holy crap I made it! And welcome back

Singed but not dissuaded Chun Hei stands up and steps out of the front boat as acid engulfs her and her companions.

Liberty's Edge

Male Human, Reroll: USED Ranger Lord 16 (HP: 106/208), Init: +8* (+10 mountains/Hills/Jungle, +14 Urban), AC: 25 T: 18, FF: 20, Perception +25, +31 v Humans, +27 v. Undead/constructs), F: +21, R: +23, W: +14, CMB: +18, CMD: 36

Welcome back!

Bishop curses as the animal brain in him dodges before he sees it coming, REF: 1d20 + 20 ⇒ (5) + 20 = 25 REF GM Reroll: 1d20 + 20 + 5 ⇒ (16) + 20 + 5 = 41

By the grace of the gods he dodges the acid.

Opting for speed to put this monster on the defensive he opens up from the boat

Rapid Shot AND Deadly Aim*

M: 1d20 + 25 ⇒ (16) + 25 = 41 for DMG: 2d8 + 34 ⇒ (3, 3) + 34 = 40
R: 1d20 + 25 ⇒ (11) + 25 = 36 for DMG: 1d8 + 17 ⇒ (6) + 17 = 23
2: 1d20 + 20 ⇒ (19) + 20 = 39 for DMG: 1d8 + 17 ⇒ (1) + 17 = 18
3: 1d20 + 15 ⇒ (10) + 15 = 25 for DMG: 1d8 + 17 ⇒ (7) + 17 = 24

Second shot is a threat:
2: 1d20 + 20 ⇒ (16) + 20 = 36 for Add to DMG: 2d8 + 34 ⇒ (5, 4) + 34 = 43

*Did not include any modifiers for a rocking boat. Bishop has the snap shot feat, so he does not provoke when shooting.


The Flaxseed Pathfinder Lodge

Chun Hei leaps up onto the stone docking area, just avoiding the worst of the acid blast. Bishop is quick to put his bow to use and puts three arrows into the beast, the second one sinking deep into the back of its throat.

Bishop's expert archery has only earned the ire of the giant three-mouthed frog creature though and it lurches forward and takes a few bites and swings at the ranger:

holy cow, lots o' attacks:

bite: 1d20 + 26 ⇒ (18) + 26 = 44
damage: 2d6 + 14 ⇒ (1, 4) + 14 = 19
grab: 1d20 + 34 ⇒ (4) + 34 = 38

bite: 1d20 + 26 ⇒ (19) + 26 = 45
damage: 2d6 + 14 ⇒ (5, 3) + 14 = 22
grab: 1d20 + 34 ⇒ (20) + 34 = 54

bite: 1d20 + 26 ⇒ (3) + 26 = 29
damage: 2d6 + 14 ⇒ (4, 3) + 14 = 21
grab: 1d20 + 34 ⇒ (14) + 34 = 48

claw: 1d20 + 24 ⇒ (5) + 24 = 29
damage: 1d8 + 7 ⇒ (1) + 7 = 8
grab: 1d20 + 34 ⇒ (16) + 34 = 50

claw: 1d20 + 24 ⇒ (11) + 24 = 35
damage: 1d8 + 7 ⇒ (5) + 7 = 12
grab: 1d20 + 34 ⇒ (4) + 34 = 38

tentacle: 1d20 + 24 ⇒ (2) + 24 = 26
damage: 1d8 + 7 ⇒ (3) + 7 = 10
grab: 1d20 + 34 ⇒ (11) + 34 = 45

tentacle: 1d20 + 24 ⇒ (13) + 24 = 37
damage: 1d8 + 7 ⇒ (3) + 7 = 10
grab: 1d20 + 34 ⇒ (11) + 34 = 45

tentacle: 1d20 + 24 ⇒ (20) + 24 = 44
damage: 1d8 + 7 ⇒ (1) + 7 = 8
grab: 1d20 + 34 ⇒ (18) + 34 = 52

tentacle: 1d20 + 24 ⇒ (15) + 24 = 39
damage: 1d8 + 7 ⇒ (1) + 7 = 8
grab: 1d20 + 34 ⇒ (15) + 34 = 49

tongue: 1d20 + 24 ⇒ (7) + 24 = 31
damage: 1d4 + 7 ⇒ (1) + 7 = 8
grab: 1d20 + 34 ⇒ (3) + 34 = 37

Confirm 2nd bite:
bite: 1d20 + 26 ⇒ (20) + 26 = 46
damage: 2d6 + 14 ⇒ (2, 4) + 14 = 20

Confirm 3rd tentacle:
tentacle: 1d20 + 24 ⇒ (12) + 24 = 36
damage: 1d8 + 7 ⇒ (1) + 7 = 8

Initiative:

1. Bishop
2. Creature (124 dmg)
3. Chun Hei, Davo, Nikolai, Thorgan, and Tamerius

You guys are up!

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Ouch. Assuming Bishop is grappled but still alive.

Chun Hei quickly uses liberating command on Bishop, hoping to free him.

immediate action escape artist with an extra +24 bonus.

Either way Chun Hei will cast heal and move up to touch Bishop

Concentration to cast defensivly: 1d20 + 16 ⇒ (15) + 16 = 31

120 points of healing, removal of most negative conditions.

Liberty's Edge

Male Human, Reroll: USED Ranger Lord 16 (HP: 106/208), Init: +8* (+10 mountains/Hills/Jungle, +14 Urban), AC: 25 T: 18, FF: 20, Perception +25, +31 v Humans, +27 v. Undead/constructs), F: +21, R: +23, W: +14, CMB: +18, CMD: 36

HOLY CRAP! I count 154 points of damage. Chun Hei will have eternal gratitude after this!

The ranger is nearly crushed and eaten to death in just a few short seconds. The nagaji's magic gives him hope as he tries desperately to break free! Escape Artist: 1d20 + 8 + 26 ⇒ (16) + 8 + 26 = 50

The ranger then tries to keep his wits about him as he calls to Erastil for aid, Concentration: 1d20 + 12 ⇒ (16) + 12 = 28 Somehow Bishop manages to cast a spell of Freedom of Movement!

He then rushes to solid ground and utters a second spell, taking only a second to do so; Instant Enemy.

The Exchange

Male DEMON LORD OF THE RASPING RIFTS, God of Commerce, Electricty, and Insects Sorceror(Crossblood[Draconic, Orc]) 15 (HP 67/92) (AC 21/15/17) (CMD 20) (Fort +16, Ref +16, Will +12) (Init +14) (Perception +29)

Eager to *not* be a tasty meat snack, Nikolai dumps a couple of spells (defensively) into the monster.

Concentration: 1d20 + 28 ⇒ (4) + 28 = 32.

Empowered Magic Missile: 5d4 + 10 ⇒ (1, 2, 2, 3, 3) + 10 = 21*1.5 = 31 Force damage.

Cold Ice Strike: 15d6 ⇒ (1, 2, 2, 1, 4, 5, 2, 3, 6, 5, 2, 1, 1, 6, 5) = 46 Cold damage, DC 27 Reflex for half.

Silver Crusade

Dwarf Inquisitor 12 | HP 88/147 | AC22* T12* FF20* | CMD 25* | F16* R9* W15* | Init +6 | Per +19

Thorgan, still sitting down at this point, beseeches his boots for the ability to fly and grips his axe as his boat rocks in the churning wake caused by the immense frog-monster's sudden appearance.

"Save some fer me!"

That's a standard and a move.


The Flaxseed Pathfinder Lodge

As Bishop is ripped from the boat and into one of the mouths of the frog beast, Chun Hei leaps forward and heals the devastating wounds of the ranger, allowing Bishop to push free of the terrible jaws and leap up onto the stone platform.

Ref: 1d20 ⇒ 1

As Thorgan takes to the air Nikolai casts a pair of spells that leave the frog monster quite injured but still fighting...

Initiative:

1. Bishop
2. Creature (201 dmg)
3. Chun Hei, Davo, Nikolai, Thorgan, and Tamerius

Davo and Tamerius are up!

Davo has been absent from this and my RotR game for 10 days now so I'll put him on hold after Tamerius goes. You guys seem to be handling this quicker than I expected, especially after Bishop was in such a bad place.

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Turns out in addition to being a melee bad-ass I'm also a full divine caster :)

Liberty's Edge

Male Human, Reroll: USED Ranger Lord 16 (HP: 106/208), Init: +8* (+10 mountains/Hills/Jungle, +14 Urban), AC: 25 T: 18, FF: 20, Perception +25, +31 v Humans, +27 v. Undead/constructs), F: +21, R: +23, W: +14, CMB: +18, CMD: 36
Chun Hei wrote:
Turns out in addition to being a melee bad-ass I'm also a full divine caster :)

Yeah I was ready to use my Prestige point pool after that post!

Dark Archive

:
HP70/70 | AC28 (21FF, 19T) | Perception +24, Sense Motive +19 | +6 Init | Fort +3, Ref +13, Will +8* |

know. Arcana: 1d20 + 10 ⇒ (6) + 10 = 16

Dark Archive

Human Cleric (Mendevian) 15
:
HP152/152 | AC27 (26FF, 15T) | Perception +13, Sense Motive +21 | +2 Init | Fort +20, Ref +12, Will +26 | Channel (Su) 5/5 Firebolt : 11/11

Know. Arcana: 1d20 + 7 ⇒ (14) + 7 = 21

unable to see the map

Tamerius casts fireball on the creature trying to not touch his comrades with it.

May Hell's fire cleanse this place !

SR: 1d20 + 16 ⇒ (10) + 16 = 26
fire damages Ref DC20 for half: 10d6 ⇒ (1, 1, 5, 4, 4, 4, 6, 6, 5, 4) = 40


The Flaxseed Pathfinder Lodge

Ref: 1d20 ⇒ 6

Tamerius' fireball is resisted a bit by the creature's draconic heritage but it is nonetheless left quite bloodied and injured. It quickly sinks back under the water, leaving a great wave rocking the two boats.

Out of combat? It's retreating but if you guys want to finish it off, you can. Otherwise it seems content to hide beneath the water and lick its wounds.

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Chun Hei will work on buffing and healing for several rounds, excited to chop it to bits if it comes up, but not really wanting to chase it into the water.

Liberty's Edge

Male Human, Reroll: USED Ranger Lord 16 (HP: 106/208), Init: +8* (+10 mountains/Hills/Jungle, +14 Urban), AC: 25 T: 18, FF: 20, Perception +25, +31 v Humans, +27 v. Undead/constructs), F: +21, R: +23, W: +14, CMB: +18, CMD: 36

"I see no reason to put ourselves at risk to finish that beast off...whatever it was."

Bishop looks about at his comrades, " That was incredibly frightening. Well done, especially Chun Hei."

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Chun Hei will cast Air Walk, magic circle vs evil and a communal resist acid (PCs only)

As well as the shorter weapon of awe and shield of faith.

Chun Hei looks to Tamerius "Would you bless us with a single channel, some of us got a bit singed."

Chun Hei bows ever so slightly to Bishop, deeply honored by his compliment.

"None of my companions have even been pulled by Phrasma into her Boneyard. I will not let it start today."

Chun Hei will also concentrate for a moment as her skin turns to stone.
activate stoneskin SLA

Dark Archive

Human Cleric (Mendevian) 15
:
HP152/152 | AC27 (26FF, 15T) | Perception +13, Sense Motive +21 | +2 Init | Fort +20, Ref +12, Will +26 | Channel (Su) 5/5 Firebolt : 11/11

Tamerius looks at Chun Hei doubt on his stony face You want to be purify by Asmodeus' Fire ?!
If you want to be heal, the only thing I have it's His blood's servants or too powerful spell to be use lightly.
Unless you are an evil servant of my God or a chaotic outsider I can't use my channels to heal you.

Says Tamerius who draws a wand, ready to use it on his comrades.

Silver Crusade

Dwarf Inquisitor 12 | HP 88/147 | AC22* T12* FF20* | CMD 25* | F16* R9* W15* | Init +6 | Per +19

Thorgan continue to float over the water, gazing into its murky depths with a look of resignation on his face.

"Oh! O' course 't flees as soon as 't sees an airborne dwarf!"

Appears to be multiple exits from here; although I suspect this is just due to the map pack versus confusion on our part which would most likely get us inside?

Realizing further dangers could await, Thorgan digs around his bags until he uncovers some greyish-black dust and sprinkles it into his beard, which suddenly takes on a stony appearance.

Stoneskin.

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Chun Hei bows slightly "My apologies Tamerius. While under other circumstances I would welcome the pain as a form of training, I believe you are right that it would be inappropriate at this time."

CMW: 2d8 + 10 ⇒ (8, 8) + 10 = 26

Chun Hei will heal herself once and trigger a wand of infernal healing to finish things off.


The Flaxseed Pathfinder Lodge

A series of tunnels and stairs lead to the Aspis Building’s basement, and from there to the ground floor.

1d6 ⇒ 4

The Aspis Building is no fortress, but it does sport scores of mechanical and magical barriers that can slow intruders. As you follow Suliji’s trail to the restricted area, you must either overcome or find a way around mundane doors, portcullises, magical walls, and arcane locks.

Rather than describe and roll a new check for every barrier, this obstacle involves four of the following checks: Disable Device (DC 35), Escape Artist (DC 35), Intelligence (DC 23), Strength (DC 21), and Wisdom (DC 23). Alternatively, you can attempt a DC 18 dispel check using dispel magic or cast other spells that allow the group to negate a magical barrier or bypass it completely (e.g. dimension door or passwall). You cannot use the same ability or skill check more than once; you inevitably encounter something with no lock to pick or that resists physical force so this is a test of your abilities to overcome many different types of barriers.

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Coming around a corner Chun Hei holds up her hand, on the far wall is a magical eye, surely it would detect their presence and set off some heinous trap if triggered.

Chun Hei will use dispel magic to suppress the eye long enough for the party to pass.

dispel magic: 1d20 + 12 ⇒ (17) + 12 = 29

Liberty's Edge

Male Human, Reroll: USED Ranger Lord 16 (HP: 106/208), Init: +8* (+10 mountains/Hills/Jungle, +14 Urban), AC: 25 T: 18, FF: 20, Perception +25, +31 v Humans, +27 v. Undead/constructs), F: +21, R: +23, W: +14, CMB: +18, CMD: 36

Freedom of Movement is going to last about 2 hours, not sure if it's still in effect for an obstacle warranting an Escape Artist check.

Bishop becomes frustrated with the defenses, and casts a spell of Heightened Awareness to help him search for the best way through. "Give me the wind and sky over this any day...."

651 to 700 of 813 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Endless Forms' PFS All For Immortality Series (1-3) All Messageboards

Want to post a reply? Sign in.