GM Endless Forms' Shattered Star (Inactive)

Game Master Mike Tuholski

The Dead Heart of Xin (Book 6).

Combat Maps | LOOT!

Varisia | Magnimar | Magnimar after Reforging


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Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

What time is it now?

"That sounds like a wonderful idea Sure. We are all eager to meet the Augars. Do you think it wise to try to get into the Spire?"


The Flaxseed Pathfinder Lodge

It is later in the day. You can sleep here tonight and head out in the morning.

"I think it would be best to seek the Augurs first. Something's going on at the Spire. They might be able to tell you more, I don't know."

---

The next morning the party heads out to visit the Augars. Your sylph guide explains, "The Augurs of Kaer Maga are one of its most famous and influential factions. They're an all-troll ascetic group that use some strange form of haruspicy; they cut open their own stomachs and read their own entrails, trusting on their ability to heal themselves up after each reading."

Súrë leads you to an inn called The Sorry Excuse and locates an Augur sitting alone at a wooden table filled with troll-sized mugs of ale. He greets the oracle and introduces you (and introduces himself twice on accident). The troll takes you in with a glance, them motions for you to sit.

The troll introduces herself as Vargun. She appears incongruously civilized for a troll, with careful mannerisms, a thoughtful look, and a long purple toga with a horizontal slit in the stomach covered in old bloodstains.

"I presume the sylph here has already explained the nature of our organization. While it's something of an open secret that many of our divinations are, shall we say, more logical than magical, this is not always the case. There are those among us who still retain the old gifts."

"My brother Augustille is gifted. His visions are unique and frequently unmarketable, which is why he rarely leaves the temple. Yet someone wants to harness that ability."

"The Ardoc brothers are artificers and golem crafters-the most powerful family in Bis. They run everything in that district, and we have long-standing relationships between our factions that must be maintained. Yet one of their younger members-an arrogant little tinkerer named Berkanin-has gone off on his own and arranged the kidnapping of Augustille from the very foot of the temple steps, and holds him hostage even as we speak, 'studying' my brother like on of his machines."

"The Ardocs have ignored our requests to rein in their rogue brother. We cannot engage them within their own territory, nor can any of our usual agents. But you are different. Bring back my brother, and we will bring you the information-any information-you seek."


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert is actually trying to get Karn to use the Shard of Lust to get a better idea where the Shard of Gluttony is, now that the party is actually inside of Kaer Maga.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn finally gets a clue to what Bert is talking about and takes a moment to try to locate the shard.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Rescue a kidnapped troll? Seems simple enough! Argust straightens at the table after the oracle has finished. We can do that simple-like, can't be Brelar?


The Flaxseed Pathfinder Lodge

Karn can sense the Shard of Gluttony nearby, perhaps beneath the city but the feeling is not quite familiar.

---

The district called Bis is one of the most storied vistas in Kaer Maga. Here the usual honeycomb maze of chambers inside the city's great ring wall gives way to a single enclosed, cavernous space. While the floors are cluttered with shops and boarding houses, many of which stand several stories tall, the true elite of the city have gradually crawled up the great walls of the chamber to distance themselves from the rabble. These are the Balconies of Bis, enormous buttressed ledges that stick out from the walls like shelves and support the manors and workshops of the wealthy, with the higher balconies being harder to reach and thus more prestigious. The lights of the balconies cascade down the walls like a glowing waterfall, while the primary light sources at the district's center are great lanterns that hang down from the ceiling 80 feet above, illuminating streets packed with residents, construct servitors both large and small, and the occasional Ardoc brother who walks through keeping the peace, offering opinions or passing sentences on criminals with his bloodstained chisel of office.

Following Vargun's instructions, you can find the balcony where Berkanin lives and works; his mansion-turned-laboratory is situated on the southwestern wall of Bis, a prominent balcony 40 feet above the floor of the district, with no other structures beneath it. From below, all that's visible is the extensive stone buttressing that supports the massive weight of the complex above. There is an arched entrance in the wall leading to an enclosed stone staircase.

The five-foot-wide stairway is situated inside the wall of Kaer Maga itself, accessed through the arched opening at ground level. As you approach the entrance to the stairs, the dozens of random lines carved into the archway twist and snap open, revealing blankly staring eyes of the same gray stone. A chorus of high, discordant voices calls out, "No solicitors, petitioners, inquisitors, or social calls! This is your only warning." With a sound like shuffling cards, all of the eyes swivel to focus directly on each of you. A single tiny voice then sings out, "This means yoooo-oou. . . ."

I'll get a new map up later.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"No dice, guys. They're not having any. Come on." Once back a bit from the entrance, Bert murmurs to Brelar, "Anything that'd stop you from 'porting up to the balcony? I can probably free-climb it after I cast vanish on myself."


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Argust marvels at the structures of the city, in particular this "Bis" area that he has found himself in. As the party reaches their current destination, Argust sputters, Me? Do I look like some kind of riff-raff? He then looks around, trying to figure out where the voices came from.

What do we do now, my liege? Do we talk to the voices?


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Brelar investigates with detect magic.

"Let us see if my magic can assist us."


The Flaxseed Pathfinder Lodge

Brelar recognizes it as an automated magic mouth effect.


The Flaxseed Pathfinder Lodge

Any plans on getting up? Walking up the stairs or doing something more elaborate?

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn stands quietly, watching his companions. "I am unsure of how to proceed. The direct approach is the easiest, and perhaps the safest as whomever will know we're coming."


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

If its just a mouth that talks why can't we just walk up there and knock on the door or somethin'? Argust wouldn't have a better plan that the direct approach anyway. How else who he know someone wanted ta see him?


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Well, if all those things do is make noise, why don't we get a scroll of silence? Karn can read it, and after that we just walk in. I'll watch for other traps and open any doors we find."


The Flaxseed Pathfinder Lodge

The party heads through the archway, listening to the programmed message once again. The stairs wind up into the wall for a long ways until they emerge onto a cobblestone path leading through a well-landscaped garden. Five feet from the top of the stairs, the path passes through a freestanding stone arch carved into the form of two angels facing away from each other and blowing trumpets, backs arched and great wing tips touching at the apex.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Argust marches up the stairs quietly, listening for more mouths of magic.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Brelar checks for magical auras with detect magic around the arch. "Bert, you may want to have a look as well. It's where I'd put a trap anyway..."


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"That, or make them constructs."

Perception check: 1d20 + 22 ⇒ (7) + 22 = 29


The Flaxseed Pathfinder Lodge

Bert does not see any traps but Brelar notes another magic mouth effect on the archway.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Brelar, can you dispel it? Otherwise, I can make myself invisible and sneak past it. Not sure about the rest of you, though."


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Brelar nods at the halfling and casts dispel magic at the magic mouth.


The Flaxseed Pathfinder Lodge

1d20 + 8 ⇒ (9) + 8 = 17

Brelar dispels the effect, leaving the archway clear!


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Oh, caster level check to dispel. My bad. Thanks!

Raising an eyebrow to Bert, "Better?"


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Sure. Let's go!"

Bert goes ahead of the party, darting from shadow to shadow.

Stealth check: 1d20 + 14 ⇒ (6) + 14 = 20


The Flaxseed Pathfinder Lodge

The party creeps forward over the large balcony sculpted and landscaped into a wide garden running all the way to the unfenced edge, where short vine trail off into empty space. The plant life that clusters in low mounds is a mixture of shade-loving forest undergrowth and brilliantly colored mushrooms and other fungi. The entire garden is lit to a soft twilight by eight-foot-high lampposts with glowing yellow-orange gloves at their tops, and neat stone footpaths carve winding trails around and between them.

The entire garden is dim light unless you are putting up light sources.

2d20 ⇒ (20, 6) = 26

As Bert sneaks ahead into a bush, two of the viney plants notice him dart out and begin to move for the halfling!

gm rolls:

tend: 1d20 + 3 ⇒ (12) + 3 = 15
Argust: 1d20 + 2 ⇒ (10) + 2 = 12
Bert: 1d20 + 3 ⇒ (2) + 3 = 5
Brelar: 1d20 + 5 ⇒ (10) + 5 = 15
Karnhousk: 1d20 + 1 ⇒ (9) + 1 = 10

Initiative:

1. Brelar
2. Tendriculos
3. Argust, Karn, and Bert

Brelar is up!

DC 16 KN (nature):
These are tendriculoses. They have regeneration unless they are hit with bludgeoning or fire damage. They are immune to acid.

DC 21 KN (nature):
They can paralyze victims and swallow them whole.

They are huge-sized (3x3). It's a little hard to tell on the map but that was the best plant picture I could find.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Can I charge from where I am? I'm not sure because you put me on the corner of the building. They'll likely move to within range but in case they do not it'll be good to know.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

KN: nature: 1d20 + 5 ⇒ (16) + 5 = 21

"Careful!" Karn calls out. "Those are tendriculoses. The can regenerate unless harmed by fire or bludgeoned. They are immune to acid and can paralyze you, then swallow you whole!"


The Flaxseed Pathfinder Lodge

Bert said he was going ahead to scout so I kept everyone else behind the corner and put him up a little bit. They'll probably move on their turn and you may be able to charge then.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Ugh, sorry, I suck.

Brelar would have pulled out his everburning torch when light got dim.

"Fire you say?" Brelar smiles. Brelar drops a fireball nicely between them.

Damage: 8d6 ⇒ (5, 1, 4, 5, 1, 6, 2, 4) = 28 DC 20 Ref for half.

Knowledge (nature): 1d20 + 13 ⇒ (10) + 13 = 23


The Flaxseed Pathfinder Lodge

I was busy traveling and going to family parties this weekend anyways.

Ref: 1d20 + 4 ⇒ (2) + 4 = 6
Ref: 1d20 + 4 ⇒ (10) + 4 = 14

Brelar burns away part of the plant creatures! The burnt spots are unable to grow back!

---

The tendriculoses advance on Bert and try to bite him! One of them had to double move.

bite power attack: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
damage: 2d6 + 7 + 6 ⇒ (1, 2) + 7 + 6 = 16
grab: 1d20 + 19 ⇒ (4) + 19 = 23

Initiative:

1. Brelar
2. Tendriculos
3. Argust, Karn, and Bert

T1: 28 dmg
T2: 28 dmg

You guys are up!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

The first tendriculos sinks its jaws into the hapless halfling and holds him fast. "Ow! Hey! Not this again!" Bert calls on his luck and (I think) squirms out of the creature's mouth. Eight levels, and this is the first time I've had to use that particular skill.

Escape Artist, incl. luck: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Are these medium creatures? If so I moved adjacent to it. If they have reach they get an AoO it would seem.

Argust rushes to the aid of the halfling, attempting to slice the creature to pieces!

Greatsword: 1d20 + 16 ⇒ (8) + 16 = 24 for Vital Strike: 4d6 + 22 ⇒ (6, 1, 6, 5) + 22 = 40


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Brelar unleashes a fire jet on tendriculos #2!

Damage: 1d6 + 4 ⇒ (1) + 4 = 5 DC 20 Ref for half

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn moves up behind Argust and casts a spell, touching the dwarf. "May you have the strength of a bull!" Karn says.

[i]Bull's Str. on Argust.


The Flaxseed Pathfinder Lodge

@Argust: they are huge sized with 15' reach.

Bert squirms out of the grip of the plant!

AoO power attackbite on Argust: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16
damage: 2d6 + 7 + 4 ⇒ (4, 1) + 7 + 4 = 16

Argust moves up and chops off a chunk of vine!

Ref: 1d20 + 4 ⇒ (15) + 4 = 19

Brelar follows up with a fire jet while Karn gives Argust enhanced strength!

---

The first one goes after Bert again!

bite power attack: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
damage: 2d6 + 7 + 4 ⇒ (5, 1) + 7 + 4 = 17
grab: 1d20 + 19 ⇒ (15) + 19 = 34

tentacle power attack: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
damage: 1d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8
grab: 1d20 + 19 ⇒ (8) + 19 = 27

tentacle power attack: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
damage: 1d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8
grab: 1d20 + 19 ⇒ (16) + 19 = 35

The other one tries to attack Argust!

bite power attack: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
damage: 2d6 + 7 + 4 ⇒ (4, 6) + 7 + 4 = 21
grab: 1d20 + 19 ⇒ (4) + 19 = 23

tentacle power attack: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
damage: 1d6 + 3 + 4 ⇒ (5) + 3 + 4 = 12
grab: 1d20 + 19 ⇒ (11) + 19 = 30

tentacle power attack: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
damage: 1d6 + 3 + 4 ⇒ (5) + 3 + 4 = 12
grab: 1d20 + 19 ⇒ (6) + 19 = 25

confirm:
tentacle power attack: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
damage: 1d6 + 3 + 4 ⇒ (3) + 3 + 4 = 10

Initiative:

1. Brelar
2. Tendriculos
3. Argust, Karn, and Bert

T1: 73 dmg
T2: 18 dmg

You guys are up!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert dodges nimbly as the tentacles flail around him, none of them connecting with him. "This isn't much fun, you know! You should pick on something your own size!" He draws his oversized rapier and stabs at the one on him, missing cleanly, then takes a short step away from the thing.

Rapier attack, incl. lingering luck: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Iterative rapier attack, incl. lingering luck: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Just curious. An attack roll of 24 does not hit me but I know a natural 20 always hits. Is he even allowed to roll to confirm?

Assuming the grab is vs. my CMD, he misses.

Argust takes a lucky shot from the plant beast and decides that more pruning is in order! He'll shift down in front of Karn and use Cleave if the creatures are actually next to each other.

First: 1d20 + 16 ⇒ (17) + 16 = 33 for Damage: 2d6 + 16 ⇒ (2, 6) + 16 = 24
Confirm?: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29 for Damage: 2d6 + 16 ⇒ (1, 1) + 16 = 18

Second: 1d20 + 11 ⇒ (9) + 11 = 20 for Damage: 2d6 + 22 ⇒ (5, 4) + 22 = 31 Add +5 to the attack roll but subtract 6 from damage if Cleave is in play.

Currently 83 HP and AC 23 if Cleave was used.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Brelar casts scorching ray at tendriculos #1

Ranged touch (ray 1): 1d20 + 7 ⇒ (16) + 7 = 23
Ranged touch (ray 2): 1d20 + 7 ⇒ (6) + 7 = 13

Damage 1: 4d6 + 1 ⇒ (1, 5, 3, 3) + 1 = 13
Damage 2: 4d6 + 1 ⇒ (4, 1, 2, 2) + 1 = 10


The Flaxseed Pathfinder Lodge

@Argust: yes, a nat 20 always hits and always threatens a critical, even if it would not normally hit. He'd just need another 20 to confirm though. Now, if you had a 19-20 crit range and rolled a 19 but the overall attack doesn't break the AC, you do not get to roll to confirm because the attack didn't even hit in the first place.

With a stab from his rapier, Bert takes down one of the viny monsters!

Argust then finishes off the second tendriculos!

Out of combat!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert stows his rapier, then examines the wounds left by the creature's jaws. "Karn, before we move on could you do something about this?" Once healed, he'll continue to scout stealthily ahead.

Stealth check: 1d20 + 14 ⇒ (19) + 14 = 33

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

So it looks like Bert took 16-5 to Karn for 11, and Argust took 12-5 to Karn for 7.

Karn nods and motions everyone closer, channeling healing energy to the group.

Channel: 3d6 ⇒ (3, 5, 2) = 10

"Better?" Karn asks.


The Flaxseed Pathfinder Lodge

Bert tries to sneak into the house and opens the ornate wooden double doors to reveal a small entry hall. An identical set of wooden doors stand ahead-identical except for the tiny mechanical eyeball with wings and arms mounted nearby, its limbs pinned out in a majestic pose. To either side a marble podium holds a small potted plant.

Also standing in the room are two figures made of brass and steel-clockwork soldiers-whose gears whir to life as intruders come within range. They raise their halberds to stop your entry.

GM rolls:

clockwork: 1d20 + 6 ⇒ (20) + 6 = 26
Argust: 1d20 + 2 ⇒ (10) + 2 = 12
Bert: 1d20 + 3 ⇒ (1) + 3 = 4
Brelar: 1d20 + 5 ⇒ (20) + 5 = 25
Karnhousk: 1d20 + 1 ⇒ (20) + 1 = 21

The mechanical soldiers step in to prevent Bert from entering:

+1 halberd: 1d20 + 18 ⇒ (6) + 18 = 24
damage: 1d10 + 13 ⇒ (10) + 13 = 23

+1 halberd: 1d20 + 18 ⇒ (8) + 18 = 26
damage: 1d10 + 13 ⇒ (3) + 13 = 16

Initiative:

1. Clockwork soldier
2. Brelar, Karn, Argust, and Bert

DC 16 KN (arcana):
These are constructs with DR/adamantine. They are vulnerable to electricity. They latch onto their weapons, making them more difficult to disarm (and them more adept at disarming).


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Did Stealth do anything to avoid their notice?


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Argust will rush in, trying to protect his little friend from further harm! Yep, eating two AoOs I believe.

Power Attack on the left one: 1d20 + 16 ⇒ (4) + 16 = 20 for Damage: 4d6 + 22 ⇒ (2, 4, 6, 1) + 22 = 35


The Flaxseed Pathfinder Lodge
Edrebertil "Bert" Blackwillow wrote:
Did Stealth do anything to avoid their notice?

They were set to guard the hall. The Stealth roll would have been good enough if you had somewhere to hide but you had to open the door to look inside, which kinda leaves you out in the open and makes the opening of the door visible to everyone with a DC 0 Perception check to notice.

Argust rushes in, drawing the attention of the constructs.

AoO +1 halberd: 1d20 + 18 ⇒ (6) + 18 = 24
damage: 1d10 + 13 ⇒ (5) + 13 = 18

AoO +1 halberd: 1d20 + 18 ⇒ (15) + 18 = 33
damage: 1d10 + 13 ⇒ (2) + 13 = 15

Initiative:

1. Clockwork soldier
2. Brelar, Karn, Argust, and Bert

C1: 30 dmg

Brelar, Karn, and Bert are up!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

OK.

Bert withdraws this round, now that the cavalry has shown up.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Brelar creates a spiked pit under clockwork #2. 4d6 falling and 2d6 spikes, DC 19 Ref Neg. Clockwork 1 and Argust also need to make a Ref save for being adjacent to the edge, but at a +2, so Argust is at a +11 Ref I believe.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Took 15-5(Karn)=10 points from the AoOs.

Reflex: 1d20 + 11 ⇒ (11) + 11 = 22 The dwarf is nimble of foot on this occasion!


The Flaxseed Pathfinder Lodge

Bert withdraws behind the party.

Ref: 1d20 + 6 ⇒ (19) + 6 = 25
Ref: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10

Clearly the second clockwork soldier was recently lubricated and it jumps out of the way as the pit forms beneath it. The other, however, loses its balance and falls in!

6d6 ⇒ (4, 3, 5, 6, 1, 3) = 22

Initiative:

1. Clockwork soldier
2. Brelar, Karn, Argust, and Bert

C1: 55 dmg

Karn is up!

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn moves into the room and cast another spell granting Argust the strength of a bull.

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