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


3,001 to 3,050 of 4,996 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>

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 makes both of those automatically with Lore Master take 10.

"Wow, that's seriously creepy. It looks like the Abbey might have been built around this, too. And I really don't think I could pick that lock. There might be a key somewhere else...let's try another door for now. How about the northern door to the west over there?"


The Flaxseed Pathfinder Lodge

The first room Bert leads everyone to proves to be a kitchen with a great fireplace almost ten feet tall. You notice that someone seems to have been recently preparing sausages with ingredients like meat, onion, oatmeal, suet, spices, and salt.

DC 15 Heal:
Some of the meat seems to have come from humans.

1d20 ⇒ 10

The room behind the kitchen is the pantry, containing many wooden shelving units and all kings of kegs, barrels, and crates. The majority of them have been ransacked, although numerous bunches of sausages and misshapen leathery bags hang from the ceiling beams near the middle of the room.

Bert notes that the weird leathery bags-which are actually stomachs upon closer inspection-have been enchanted with a magical trap to spew forth some sort of disgusting creature. You did just fight some intestine-like qlippoth earlier. . . .


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

After studying the bags with detect magic Brelar comments, "Those are quite facin...disgusting. Probably best to leave them alone."

Between Bert and Brelar, can we figure out a way to destroy then without triggering them? Fire? :)


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

What about the sausage? Argust asks as the party leaves the room.


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 idea--I'm not a healer. Maybe Karn knows?"

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 wrinkles his nose. "They appear to be made from....human fleah.." The Kellid says, stifling a gag.


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 tenses first, then relaxes. "Whew--I thought you were going to say it was halfling!" He gives a halfhearted, sickly grin before turning serious. "Let's get back to this. Next door south?"


The Flaxseed Pathfinder Lodge

Bert can easily 'disable' the exploding stomach things.....

---

The next door leads to a fifteen-foot-high vaulted passage that runs to the outside. However, as the party opens the door to this passage a loud bang! is heard from within, resonating shock waves out towards the party!

sonic damage: 7d8 ⇒ (6, 2, 5, 3, 3, 5, 2) = 26
DC 21 Ref for half, hits everyone


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 reflexively takes cover, avoiding any damage from the lethal sound.

DC 21 Reflex save: 1d20 + 15 ⇒ (15) + 15 = 30


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

Reflex: 1d20 + 9 ⇒ (3) + 9 = 12

Argust takes the full brunt of the sound wave. Shaking his head he looks into the room, trying to figure out what it was.


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

Ref Save: 1d20 + 8 ⇒ (3) + 8 = 11 *fail*

Brelar also takes the full burst of sound, hands going to his ears as he doubles over from the pain.

Brelar will begin keeping detect magic active as they move through the abbey.

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

Reflex: 1d20 + 6 ⇒ (20) + 6 = 26

Faster than a blink of an eye, Karn throws his hands over his ears as the boom goes off.

Looking around at his injured friends, Karn channels healing energy to the party.

Channel: 6d6 ⇒ (5, 1, 1, 1, 4, 1) = 13


The Flaxseed Pathfinder Lodge

Brelar detects the remnants of a greater glyph of warding on the alley, which was likely the cause of the sonic boom.

Heading down to where the ettins were stationed, the party explores the doors beyond. A grand stairwell to the upper floor is set along the west wall, splitting to the north and south in flanking ascending flights. An extravagant headdress consisting of a veil hanging from a silvery crown is draped over the north banister at the foot of the stairs.

Brelar detects another greater glyph of warding centered on the
headdress. Bert also notes a pit trap beneath the headdress.

DC 20 Knowledge (religion):
You recognize the headpiece as the raiment of the Masked Abbot of Windsong Abbey. This beautiful item is a headband of mental prowess +4 (Wisdom and Charisma).


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

"Hey, that's the Masked Abbot's headdress! Want me to have a go at the traps on it?"


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

"Or I can try and dispel it." Brelar offers.


The Flaxseed Pathfinder Lodge

Dispel Magic only dispels traps for a few rounds IIRC. Since the glyph is on the headdress, you'd need to get rid of it permanently by disabling I think.


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

What's the disable DC for a greater glyph? Bert can use his luck and take 10 for a total check of 35, and I think between him and Brelar we ought to be able to tell if that's going to be good enough.


The Flaxseed Pathfinder Lodge

Depends on the glyph I think. With a 35 Bert can take care of this one.

Bert easily wedges the pit trap so that it is no longer unstable and then uses a quick trick to deactivate the magical glyph guarding the headdress. headband of mental prowess +4 (Wisdom and Charisma)


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

I just got around to looking this up, but...Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. But Bert probably has a better chance of disabling it than I do of beating a DC 22 caster level check :) I believe this hot, sexy magic item has Karn's name all over it yes?


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

Nah, I thought Argust could always use the boost in those stats...


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

Hahahahahhahahaa, sure :)


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

I was going by this, from the PRD spell description:

PRD wrote:
Note: Magic traps such as glyph of warding are hard to detect and disable. While any character can use Perception to find a glyph, only a character with the trapfinding class feature can use Disable Device to disarm it.


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

Whistling tunelessly under his breath, Bert finishes his delicate task and hefts the headdress. "Karn, you should take this for now, but we really should return it when we're done--it belongs to the Abbey, after all. We'll talk to Casamir about it later, when we give back the silverware." Sometimes it's hard being good....

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 nods and takes the headband.

Karn already has a headband of Cha +2, buy has been wearing the phylactery.


The Flaxseed Pathfinder Lodge

Ah. So glyphs can be dispelled I guess but I think normal magical traps are only dispelled for a few rounds (1d4? 1d6? something like that; I only know because I'm pretty sure the Cyphermage PrC has an ability to disable it for minutes instead of rounds).


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

"Let's check upstairs...I don't know why they left the headdress, though."


The Flaxseed Pathfinder Lodge

The northwest room on the second story is empty but for a high-backed leather armchair facing on one of the windows looking out at the sea; its leather surface is stained and stinking of decayed meat.

---

The middle chamber is almost completely lined in wood and furnished with a round table with a single chair, several stools near a large firepace, and two tall bookcases flanking a window with flowery stained-glass designs.

The bookcases are almost empty and contain just a few books of obscure poetry and litanies written in Aklo and Abyssal. Worth 400 gp and offer a +2 circumstance bonus on Knowledge (planes or religion) checks related to the Abyss, demons, or qlippoth.

One of the books-a small book of poems in Abyssal dedicated to the demon lords of Golarion-lies open on one of the tables. A short poem is scribbled on the inside of the back cover:

Two to left for annis hag.
Three to right for bansee nag.
One to west for greenie crone.
Two to east for spinster lone.
Two to dussk for wife in tears.
Three to dawn for witch's leers.

DC 25 KN (religion):
The "categories" of people and creatures mentioned in the above poem are the typical worshipers of the demon lord Mestama.

---

The southwestern room is also empty except for three unoccupied chairs.


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

Bypass Symbol (Su): When a cyphermage makes a save against a magical glyph, symbol, sigil, or similar written trap, as an immediate action he may attempt a Spellcraft check against the same DC to delay the trap’s effects for 1d6 rounds. Once the delay is over, the trap has its normal effect. The cyphermage must be at least 8th-level to select this lore.

I think I see where the confusion comes from :)

This stuff supports the notion that it can be disabled or dispelled. I learn something new every day :)

Glyph Finder (Ex): A cyphermage can locate glyphs of warding, symbols, and similar magical spell traps that utilize writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.
Rune Trap (Ex): Whenever the cyphermage casts a spell that creates a trap that uses magical writing (such as explosive runes, illusory script, sepia snake sigil, or a symbol), as a swift action he may include runes in the writing. This adds +4 to the Perception DCs to notice it, Disable Device DCs to disarm it, and caster level DCs to dispel it. The cyphermage must be at least 6th-level to select this lore.

Anything we can find out about the chair/rotting meat? Brelar was hoping to have a nice relaxing view of the sea, but should probably avoid sitting in such a mess.

Brelar studies the Abyssal writings with interest. Is the poem recently added to the back cover, or does it appear to be a normal part of the book?

Knowledge (religion): 1d20 + 17 ⇒ (20) + 17 = 37

"This poem here seems to reference followers of the demon lord Mestama." Brelar tells the group. Looking in the remaining books, Brelar searches for infomration on the demon lord.

Knowledge (planes): 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24


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 casts his mind back to the locking mechanism on the Doomsday Door (that's a reasonable deduction, based on its motif and the name of this part of the AP, right?) and the way it shifted, and thinks about turning a key or pick in the pattern the short poem describes--two left, three right, one left/west, two right/east, two left/west, three right/east. I'll probably have to actually see the thing again to figure it out....


The Flaxseed Pathfinder Lodge

Ah, yeah. Those were the abilities I was thinking of but I hadn't looked at that PrC for a long time and clearly misremembered how those abilities worked.

Nothing you can find out about the chair except that it most likely had an undead sitting in it recently.

The poem on the back cover was a recent edition in a different handwriting.

Bert seems to be on the right track about the poem being a sort of cypher to something else but isn't sure it is specifically about the door....


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

Mestama? Who the blazes is Mestama? Never heard of such a person. Is that who lives here? They need a bath or somethin' then, it stinks in 'ere.


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

I can't see the map while I'm at work; are there any places we haven't been to yet? The stairs in the middle of the courtyard will take us back up to where Casamir is staying, I think.


The Flaxseed Pathfinder Lodge

There is more on the second floor:

The party moves through the double doors to the central chamber of the second floor. This huge room is a large open central chamber surrounded by an ambulatory, creating a sort of indoor arcade with numerous five-foot-wide arches providing access into the center. In the central chamber, which sits under a vaulted twenty-foot-high ceiling supported by wooden timbers, twenty-one ornate chairs stand in a solemn ring, their backs against the walls of the arcade between each of the arches. On the high back of each chair is the beautifully sculpted holy symbol of one of the major deities of Golarion. An immense dark fireplace looms to the west.

Unfortunately, this chamber is guarded by a beefy but clearly undead bugbear and a trio of mummies in his wake!

gm rolls:

luthask: 1d20 + 5 ⇒ (2) + 5 = 7
Argust: 1d20 + 2 ⇒ (4) + 2 = 6
Bert: 1d20 + 3 ⇒ (11) + 3 = 14
Brelar: 1d20 + 5 ⇒ (16) + 5 = 21
Karnhousk: 1d20 + 1 ⇒ (13) + 1 = 14

Initiative:

1. Brelar, Bert, and Karn
2. Luthask the bugbear and his mummies
3. Argust

Brelar, Bert and Karn 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 calls on his luck and casts good hope on the party before ducking back out of the line of fire.


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 launches a fireball at them!

Damage: 10d6 ⇒ (5, 4, 2, 2, 2, 3, 6, 3, 6, 5) = 38 DC 21 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

Can't access atm.

Karn casts a spell granting Argust the strength of a bull.


The Flaxseed Pathfinder Lodge

Ref: 1d20 + 5 ⇒ (7) + 5 = 12
Ref: 1d20 + 2 ⇒ (3) + 2 = 5
Ref: 1d20 + 2 ⇒ (8) + 2 = 10
Ref: 1d20 + 2 ⇒ (18) + 2 = 20

The mummies seem especially hurt by Brelar's spell, although the bugbear seems to resist some of it.

The bugbear charges at Karn, kicking a chair out of the way as he brings his axe down on the Kellid!

greataxe of life stealing power attack: 1d20 + 19 + 2 - 3 ⇒ (13) + 19 + 2 - 3 = 31
damage: 1d12 + 12 + 9 ⇒ (10) + 12 + 9 = 31

The bugbear looks zombified by the way. . . juju zombified. (DR/magic and slashing; resist fire; immune to cold, electricity, and magic missile)

The mummies shamble forward and climb around the chairs!

Initiative:

1. Brelar, Bert, and Karn
2. Luthask the bugbear and his mummies
3. Argust

lut: 28 dmg
mum1: 57 dmg
mum2: 57 dmg
mum3: 57 dmg

You guys are 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 reels from the blow and steps to the southeast while drawing his hammer. He then channels to harm the undead. (Missing mummy 2)

Down with the undead!: 6d6 ⇒ (3, 2, 2, 5, 4, 5) = 21 DC 19 for half


The Flaxseed Pathfinder Lodge

Will: 1d20 + 6 ⇒ (1) + 6 = 7
Will: 1d20 + 8 ⇒ (17) + 8 = 25
Will: 1d20 + 8 ⇒ (4) + 8 = 12

Karn takes down two of the mummies and injures the zombified bugbear!

Initiative:

1. Brelar, Bert, and Karn
2. Luthask the bugbear and his mummy
3. Argust

lut: 49 dmg
mum2: 57 dmg

Argust, Brelar, and Bert are 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 moves up toward the mummy and says "Burn!" as he unleashes a fire jet on the flammable mess!

1d6 + 5 ⇒ (3) + 5 = 8 DC 21 Ref for half or catch on fire!


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

Waiting for Argust, as he hasn't taken his first action yet.


The Flaxseed Pathfinder Lodge

Brelar burns up the last mummy!

Initiative:

1. Brelar, Bert, and Karn
2. Luthask the bugbear and his mummy
3. Argust

lut: 49 dmg

Argust is up!


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

Sorry folks, time has been short this weekend.

Argust steps forward and tries to end this fight!

Greatsword: 1d20 + 24 ⇒ (14) + 24 = 38 for Damage: 2d6 + 24 ⇒ (4, 6) + 24 = 34

Greatsword: 1d20 + 19 ⇒ (19) + 19 = 38 for Damage: 2d6 + 28 ⇒ (2, 5) + 28 = 35

Confirm?: 1d20 + 19 + 4 ⇒ (13) + 19 + 4 = 36 for Damage: 2d6 + 28 ⇒ (2, 2) + 28 = 32


The Flaxseed Pathfinder Lodge

Argust expertly cuts the bugbear into pieces!

Out of combat!

gear:
+1 full plate, greataxe of lifestealing (as sword of lifestealing, mwk composite longbow with 10 +1 elf-bane arrows, headband of alluring charisma +2


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

"Anyone mind if I take the headband? After I clean it really well, anyway. It smells nasty."


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

"Not at all Bert, go right ahead!"


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

"And then let's check the south door before my spell runs out. "

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

The southern doors lead to a sort of enclosed bridge suspended over the cliff and shore. The walls are decorated with magnificent stained-glass windows depicting wonderful landscapes of the Outer Planes and of the home of the gods of Golarion.

A pair of doors at the end of this skywalk leads to a room finely tiled with ceramic and glass and is filled with the smells of pleasant floral aromas. A large circular stone bath rises from the floor in the middle. Of the three stained-glass windows in the room, the ones on the west and east walls are flanked by large clay vases under copper pipes that descend from the ceiling. The air is pleasantly warm, no double heated by the steaming water in the bath.

Three unusually realistic statues stand in the room-one of a begging redcap on his knees, another of a startled-looking hill giant, and yet another of a beautiful half-elven woman armed with a sword and a hooked club.

However, a living creature also inhabits this chamber: a beautiful medusa with green robes beneath her chainmail armor. She relaxes by the pool but grins evily when you walk through the door!

gm rolls:

sufestra: 1d20 + 6 ⇒ (15) + 6 = 21
Argust: 1d20 + 2 ⇒ (12) + 2 = 14
Bert: 1d20 + 3 ⇒ (20) + 3 = 23
Brelar: 1d20 + 5 ⇒ (14) + 5 = 19
Karnhousk: 1d20 + 1 ⇒ (8) + 1 = 9

Initiative:

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

Bert is 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 averts his eyes and casts glitterdust on where he saw the medusa. DC 16 Will save or blinded.

-Posted with Wayfinder


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

Why you ain't lookin' at her, Bert?

3,001 to 3,050 of 4,996 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Endless Forms' Shattered Star All Messageboards

Want to post a reply? Sign in.