GM supervillan's 9-07 Salvation of the Sages (low tier) (Inactive)

Game Master supervillan

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Scarab Sages

Male
Skills:
Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11
Elf Druid 9 (HP:52/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)

I can cast if for you should the need arise.


The Waking Rune

You're good to go Kramac. It's a very handy spell.

Amenopheus uses one of Kramac's newly acquired scroll castings to shrink Jino into a statuette that Kramac drops into a pouch. Then, you climb up on Tahonikepsu's back.

Merab’s citizens shout and point in awe as the huge violet dragon launches into the air, soaring upward until the curvature of the world is visible and then down toward a long stretch of desert south of the Thuvian coast. As Tahonikepsu approaches over the sands, a small encampment comes into view. She descends, and lands at the encampment. The whole flight takes a little less than four hours.

At the camp are two figures, who come to greet you. The first is a Garundi elf woman wearing simple monk's robes and the holy symbol of Irori, Master of Masters. She bows slightly towards you. "I am Dhiara, the Topaz Sage. Thankyou for agreeing to aid us."

The second figure is male, but you cannot place his race nor his origin. His skin is papery and grey, his hair thin and white. He wears fine robes. "And I am Sinuhotep, the Amethyst Sage. Resa lies but a short walk yonder, 'cross the dunes." He indicates the direction with an outstretched arm. His voice is dry and cracking, as though he had not used it for a very long time.

knowledge (religion) DC 21:
Sinuhotep is undead; he is a lich.

As you make your introductions, another figure approaches from the sky. As he draws nearer, you see he is a man on a flying carpet. "Torch." says Amenopheus.

Grandmaster Torch is a man covered in hideous burn scars. His wounds, and his eyes, glimmer green in the sunlight. He hovers a few feet off the ground on his carpet. "Indeed. Grandmaster Torch, the Emerald Sage, at your service once more noble Amenopheus." Torch bows, and nods towards the other sages, before reaching into a haversack. "I brought the supplies you requested." He hands a vial of antiplague to each of you, giving the seventh vial to Kramac. "This will be for your companion Kramac. Hey, where's your pal with the hippo? What's she called again? 'Mvumbu the Wise and Beautiful', right? I thought you guys were a team?" He takes the two scrolls next. "Nithrandyl, one scroll of Remove Disease. Nice helm by the way! And Vordrek, one scroll of Remove Curse. Rogar, a stash of ghost salt. Best get it applied right away, my friend. Karos, Enora, I'm sure your comrades will share. It's good to be here. Thank you all for allowing me to come along."

You can view (simplified) character sheets for the sages on the maps and handouts slides. See discussion thread for more details (and more questions!).

Scarab Sages

Male Dwarf Bard 7 | HP: 58/58[22/53] | AC: 21 (13 Tch) | CMB: +7, CMD: 20 | F: +5, R: +8, W: +7 (Dwarf +3, Bard+4, heroism +2) | Init: +3 | Perc: +9, SM: +18, Diplo: +18 (heroism+2) | Speed 20ft | Spells: 1st: 1/5, 2nd: 0/4, 3rd: 1/1 | Dailies: 12/21Bardic Performances | Active Conditions: heroism, height awareness

Rogar bows respectfully "an honor, to be in this company. The Sages' wisdom gathered in one place. The tale will be sought after."

Scarab Sages

Male
Skills:
Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11
Elf Druid 9 (HP:52/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)

During the flight Nithrandyl is excited at the prospect of riding one such as her.

After the group reaches the ground he will spend a few moments collecting his thoughts and Mending any non magical group broken items from the flight- these things tend to happen.

Know Religion: 1d20 + 11 ⇒ (7) + 11 = 18

Nithrandyl bows to each of the Mages in turn, not quite sure what to make of Sinuhotep, but renders respect none the less.

During the introductions Nithrandyl makes note not to turn his back on Grandmaster Torch.

"It is an honor to meet all of you and an even greater honor for all of you to be here at this place to greet us."


Enora is quite flabbergasted that she is truly allowed to accompany Tahonikepsu in her true form.

Arriving at the location and seeing all these sages is a little intimidating for her as well.

kn religion: 1d20 + 10 ⇒ (15) + 10 = 25

"Hel ... hello everybody. I am the little Scarab Sage Enora. I have heard a lot about you. Well, not only good things to be honest but ... I respect your wisdom and follow my orders." Enora says with a slightly insecure tone in her voice.

Dark Archive

Male Tiefling Wizard 3/Cleric 3/Mystic Theurge 4 | AC: 15/11/14 (+bestow curse) | HP: 30/75 | Fort +10, Ref +5, Will +15 | CMB +6, CMD 17 | Initiative +1 | Perception +12 (darkvision) | Active conditions:

Knowledge (religion): 1d20 + 9 ⇒ (20) + 9 = 29

Thrilled to be part of such a rare opportunity, Vordrek sits quietly on the dragon's back. Someday I could make this trip myself... but I may never again ride a dragon.

Vordrek makes all the proper introductions when they arrive, as befits the Sages' stations. A lich... Now isn't THAT interesting. We should tread carefully.


The Waking Rune

"Today we make history, Rogar!" the Sapphire Sage exclaims.

Torch stifles a snort: "I am sure you have heard all sorts of bad things about me from the stooges of the Decemvirate, Scarab Sage Enora. Some of them might even be true. I'm not going to give you any orders."

Dhiara and Sinuhotep tell you that the site of Resa has been abandoned since the Age of Destiny, 8000 years ago. It is just ten minutes walk away from the camp.

In addition to any questions or other interactions with the Sages before you head to Resa, you can post any buffs you wish to apply at this stage.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

know religion: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Quite the illustrious bunch we have here! I'm sure we will have no trouble completing our mission with this impressive assembly of expertise! And Kramac, along for the ride!.

Kramac tosses the figure of Jino into the sand, and dismisses the spell. The statue grows to Jino's full size. She stamps and snorts, to indicate her unhappiness with being turned into a statue. Kramac addresses the beast,

Jino! As soon as you you are able to ride on a dragon, we can skip the spell! Good to have you back, friend. Come, there is wickedness to defeat!

With that, Kramac will swing aboard his his companion's back, mutter a brief prayer, then wait for his companions to be ready.

Kramac will case Heightened Awareness on himself

Scarab Sages

Male
Skills:
Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11
Elf Druid 9 (HP:52/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)

Nithrandyl will cast Mage Armor (7 hours), Ant Haul (14 hours), Barkskin (70 minutes), False Life (7 hours, Bonus Hit points: 1d10 + 7 ⇒ (6) + 7 = 13), Life Bubble (14 hours, him and 6 others- so the party + Rhino)

Once Nithrandyl has casted his magic, he grabs his pack and signals he is ready to proceed with bow in hand.

Scarab Sages

Male Dwarf Bard 7 | HP: 58/58[22/53] | AC: 21 (13 Tch) | CMB: +7, CMD: 20 | F: +5, R: +8, W: +7 (Dwarf +3, Bard+4, heroism +2) | Init: +3 | Perc: +9, SM: +18, Diplo: +18 (heroism+2) | Speed 20ft | Spells: 1st: 1/5, 2nd: 0/4, 3rd: 1/1 | Dailies: 12/21Bardic Performances | Active Conditions: heroism, height awareness

Rogar will cast heightened awareness and heroism.

While marching he will regale the large party with two renditions of a dwarven military march.

14 targets benefit from triple time - so everyone gets +10 move speed for 1 hour.


"What I have heard or not heard is of no relevance now. I am confident that we can be successful together. My Halfling luck and Nethys will guide me! And you are the emerald sage now so we are in the same team." Enora says to Mr. Torch.

She then prepares some spells.

Enora casts false life for temp HP (7h duration): 1d10 + 7 ⇒ (9) + 7 = 16

And she uses her wand of mage armor on herself (1h duration).


The Waking Rune

"Indeed, Enora, we are on the same team." the Emerald Sage agrees with a smile, his wounds glistening green.

You march the last distance across the sands to the ruins of Resa, to the beat of Rogar's drumming. Tahonikepsu, still in her true form, is alert, perhaps even excited. Dhiara walks with the graceful efficient movements of a warrior in tune with her surroundings, but says nothing. Amenopheus and Sinuhotep both seem lost in their own thoughts, whilst Grandmaster Torch flies his carpet alongside.

Soon, Tahonikepsu points out the village of Resa—now a flat stretch of desert, with a few scattered bricks the only sign of civilization. The wind whips up as a deep feminine voice telepathically announces, Home again at last. The ground shudders; then sand begins draining down unseen fissures and rising in plumes hundreds of feet high as buildings emerge from the desert. The sages realize the sage jewels are the source of the effect and hurriedly try to suppress it as the voice continues. Young, old, war hero, or coward—all served the Plague, and the Plague served me. In the village square, a basalt monolith suddenly looms amid an avalanche of humanoid bones. Living flesh may rebel, but the dead are ever so obedient. The bones twitch as a wave of unholy energy washes over the area. Sickly grey flame illuminates the bodies as the dead rise up. Tahonikepsu cries out over rumbling earth, “Pathfinders, that monolith empowers the dead. One of us will aid you in disabling it while the others hold the creatures at bay.” The winds howl in response as spectral giants appear and disappear within the whirling sandstorm descending on the area.

You now have the opportunity to choose a Sage to assist you! There is no time for a long debate, you are in immediate danger, so as soon as three of you have agreed on a choice I'll move you on.

Rogar and Kramac: Will you want to burn your Heightened Awareness spells for the initiative bonus, if we should roll initiative?

Dark Archive

Male Tiefling Wizard 3/Cleric 3/Mystic Theurge 4 | AC: 15/11/14 (+bestow curse) | HP: 30/75 | Fort +10, Ref +5, Will +15 | CMB +6, CMD 17 | Initiative +1 | Perception +12 (darkvision) | Active conditions:

"I will deal with the dead. I excel at multiple targets." Vordrek begins weaving a spell into completion.

Which slide will we be looking at?


The Waking Rune
Vordrek wrote:
Which slide will we be looking at?

I'll reveal the map and roll initiative once you've chosen your sage.

Scarab Sages

Male
Skills:
Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11
Elf Druid 9 (HP:52/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)

"It may be time for you to prove your new-found loyalty to the Society Grandmaster Torch..."

Torch I choose you!

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

Do we have time for prep spells before the battle begins?


The Waking Rune

Long duration spells (10mins per level or more) you will have put up. But not shorter duration spells. Whilst you would be expecting danger, you'd have no way of knowing when an actual encounter might occur.

btw, Karos and Vordrek I still need a few answers from you two over in the discussion thread. That'll be the last of the Q&A sessions though ;)

Dark Archive

Male Tiefling Wizard 3/Cleric 3/Mystic Theurge 4 | AC: 15/11/14 (+bestow curse) | HP: 30/75 | Fort +10, Ref +5, Will +15 | CMB +6, CMD 17 | Initiative +1 | Perception +12 (darkvision) | Active conditions:

Let's see... I don't know if we should trust Sinuhotep to destroy his own kind. He might be better suited to undoing the animation magic anyway. Plus, I'd really like to see the dragon in action. "Tahonikepsu, your assistance please!"

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

I'll decline to use my HA now.


Tahonikepsu!

Scarab Sages

Male Dwarf Bard 7 | HP: 58/58[22/53] | AC: 21 (13 Tch) | CMB: +7, CMD: 20 | F: +5, R: +8, W: +7 (Dwarf +3, Bard+4, heroism +2) | Init: +3 | Perc: +9, SM: +18, Diplo: +18 (heroism+2) | Speed 20ft | Spells: 1st: 1/5, 2nd: 0/4, 3rd: 1/1 | Dailies: 12/21Bardic Performances | Active Conditions: heroism, height awareness

Tahonikepsu


The Waking Rune

Choice made. You got a dragon! update incoming shortly.


The Waking Rune

"I think I'm about to save your behinds from a bunch of ghost giants whilst you guys go smash a big rock. That count?" Torch grins at Nithrandyl, whilst he loosens a quiver of arrows and draws a bow.

The black monolith looms amidst the ruins, and above the noise of the sandstorm you hear many wailing, screaming, inhuman voices to the south.

"Let's get that thing shut down Pathinders!" says Tahoniskepsu, as the rest of the Sages head off to intercept the spectral giants, and quickly vanish into the sands.

Initiative:

Kramac: 1d20 + 4 ⇒ (12) + 4 = 16
Nithrandyl: 1d20 + 5 ⇒ (10) + 5 = 15
Karos: 1d20 + 9 ⇒ (6) + 9 = 15
Rogar: 1d20 + 3 ⇒ (6) + 3 = 9
Enora: 1d20 + 2 ⇒ (17) + 2 = 19
Vordrek: 1d20 + 1 ⇒ (14) + 1 = 15
Tahonikepsu: 11 = 11
thing 1: 1d20 + 4 ⇒ (8) + 4 = 12
thing 2: 1d20 + 4 ⇒ (3) + 4 = 7
thing 3: 1d20 + 4 ⇒ (13) + 4 = 17

The claws of the dead reach up through the sands to grasp at you! Whole map is difficult terrain.

knowledge (religion) DC14:
This is a Grasping Graves hazard. It works a little bit like Black Tentacles. At the end of your turn, the undead arms make a grapple check against you (so this happens to everyone who ends their turn within the hazard, which covers the whole map). They can't reach flying creatures. If they grab you, you are stuck in place and will take damage. You can free yourself in the same way you can escape a grapple, or by destroying the grappling arms. More will take their place, but you can at least temporarily escape in this way. They are vulnerable to positive energy like all undead are, but more claws will replace any that you destroy.

Combat round 1

Enora
thing 3
Kramac + Jino
Karos
Nithrandyl
Vordrek
thing 1
Tahonikepsu
Rogar
thing 2
claws

Active effects: marching song (+10' landspeed), difficult terrain, restricted visibility (30'), sandstorm, life bubble

The bold may act!

We are on Slide 2. The solid black lines are ruined walls, only a few feet tall. The basalt monolith is much taller, and is in the semi-circular ruin at the top of the map. You are on the Northern edge of the map, to the left. Kramac, I've put you mounted on Jino. You may start dismounted if you prefer.

Scarab Sages

Male
Skills:
Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11
Elf Druid 9 (HP:52/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)

Know Religion: 1d20 + 11 ⇒ (14) + 11 = 25

"These foul hands coming up from the ground are called Grasping Graves... tis a hazard to us since they will grab at us as we try to walk by... they will squeeze and tear at you if they get a hold of you...best destroy the ones that get a hold of you to break free...positive energy will also destroy them, but more hands will spring up..." he tells the others wondering why none of the sages, who are far smarter and more knowledgeable said nothing...

he casts Gravity Bow defensively...
Cast Defensively: 1d20 + 12 ⇒ (15) + 12 = 27


Enora casts 'haste' on the group!

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

GM, do we know how to disable the monolith? Are there skill checks involved, or is this just a run up and smash it until it stops type thing? Or do we know that yet? I'm going to go ahead and post an action, but I might change it based on what the answer is.

Kramac turns on Jino, and rides off towards the monolith, muttering a prayer to Kurgess to give him strength as he goes.

Double move on Jino, cast divine favor. Also, it appears we cannot edit the map.


The Waking Rune

There are multiple options for disabling the monolith. As Torch hinted, smashing it up is an option. It's big and made of rock. Disable device can work if you are able to disable magical traps. Other skills might also work but you need to get closer and examine the monolith to see what they might be.

You should all be able to edit the map - does anyone else have this problem?

Map issue should be fixed, my bad.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

It works now.


The Waking Rune

Mighty Jino stomps through the sand and bones, as the ancient dead scratch and grab at her.

When Kramac gets closer to the monolith he sees it is covered in complex, shifting runes.

The monolith can be manipulated and potentially shut down by successful knowledge checks (tweaking or defacing certain runes at the right times). An adjacent character may attempt Knowledge (planes, arcana or religion) as a standard action to do this. During this encounter Tahonikepsu gives you all a +2 to all of those knowledges (as well as Diplomacy, Perception, and Knowledge (history) if they should matter).

Dark Archive

Male Tiefling Wizard 3/Cleric 3/Mystic Theurge 4 | AC: 15/11/14 (+bestow curse) | HP: 30/75 | Fort +10, Ref +5, Will +15 | CMB +6, CMD 17 | Initiative +1 | Perception +12 (darkvision) | Active conditions:

Oh, my bad. I read that as we should choose whether to hold off the undead or disable the monolith.

Knowledge (religion): 1d20 + 9 ⇒ (5) + 9 = 14

"So I should be able to get around them," Vordrek says aloud, but mostly to himself, "as long as I limit my time on the ground. Tahonikepsu, would you mind if I grab hold?"

Casting levitate and moving upward 10 ft.


"You guys fight! I will take care of the runes!" Enora cries out.

+15 kn Arcana


The Waking Rune
noral wrote:

"You guys fight! I will take care of the runes!" Enora cries out.

+15 kn Arcana

You'll need to get adjacent to the monolith to make use of your skill Enora.


I know - I will do that next round. Just wanted to clarify that I will take up this task as Enora cannot do any real damage.

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

Where on the map are the things we're supposed to be fighting?

Karos casts divine favor and declares his Judgment of Destruction.

I have a move action left.


The Waking Rune
Karos Valdian wrote:

Where on the map are the things we're supposed to be fighting?

Karos casts divine favor and declares his Judgment of Destruction.

I have a move action left.

You cannot see any enemies. Your visibility is limited to 30' by the sandstorm. You hear inhuman screaming from the south (to the right hand side of the map). The Sages (except for Tahonikepsu) went to the west, effectively off the bottom of the map, to confront several spectral giants.

Tahonikepsu has said that the black monolith, visible through the sandstorm, is somehow empowering the undead and has asked you to disable it.

Undead arms reach up through the sands to grab and claw at you, as far around as you can see.

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

Karos looks at the purple dragon. "Can I get a lift?"


The Waking Rune

round 1 update

Enora hastes the party (including Jino but not Tahonikepsu)

Kramac casts a spell (Divine Favour) and urges Jino through the grasping undead claws, almost reaching the monolith. From up close, he sees that the monolith is covered in shifting runes, and calls for help deciphering them.

Nithrandyl augments his bow-skill with magic.

Vordrek lifts himself into the air, then both he and Karos (who also casts a divine blessing upon himself, and prays to the Lucky Drunk) ask Tahonikepsu to give them a lift. The mighty dragon obliges...

Tahonikepsu's powerful wings lift her off the ground. She extends her serpentine neck, allowing Vordrek to grab hold, whilst Karos climbs on to her back. The buried undead are powerless to prevent her flight, and she comes to rest perched on the crumbling wall beside the monolith; Vordrek hovers in mid-air as he releases his grip on the time dragon's neck frills.

The grasping graves are still a danger next to the monolith. If anything, there are more of them here. Karos, you are now mounted on Tahonikepsu; you count as adjacent to the monolith if she is.

"Fascinating! An Icon of Undeath." says Tahonikepsu as she regards the monolith.

Combat round 1

Enora
thing 3
Kramac + Jino
Karos
Nithrandyl
Vordrek
thing 1
Tahonikepsu
Rogar
thing 2
claws

Active effects: marching song (+10' landspeed), difficult terrain, restricted visibility (30'), sandstorm, life bubble, haste

Rogar is up!

Scarab Sages

Male Dwarf Bard 7 | HP: 58/58[22/53] | AC: 21 (13 Tch) | CMB: +7, CMD: 20 | F: +5, R: +8, W: +7 (Dwarf +3, Bard+4, heroism +2) | Init: +3 | Perc: +9, SM: +18, Diplo: +18 (heroism+2) | Speed 20ft | Spells: 1st: 1/5, 2nd: 0/4, 3rd: 1/1 | Dailies: 12/21Bardic Performances | Active Conditions: heroism, height awareness

"As the ancestors once said.. though i walk through the halls of the dead, my hammer will guide my hand."

Rogar walks forward with bow drawn and inspiring his allies.

Inspire Courage +2, audible


The Waking Rune

End of round 1

Rogar calls out in a strong voice, audible above the winds; the ancestors of the dwarves are with you!

Technically the grasping grave grapple checks are made at the end of each character's turn, but I'm going to make all the rolls at the end of each round as far as possible. Should be tidier this way.

grasping graves vs Enora: 1d20 + 12 ⇒ (12) + 12 = 24damage: 1d6 + 4 ⇒ (4) + 4 = 8
grasping graves vs Jino: 1d20 + 12 ⇒ (3) + 12 = 15damage: 1d6 + 4 ⇒ (3) + 4 = 7
grasping graves vs Nithrandyl: 1d20 + 12 ⇒ (7) + 12 = 19damage: 1d6 + 4 ⇒ (3) + 4 = 7
grasping graves vs Rogar: 1d20 + 12 ⇒ (2) + 12 = 14damage: 1d6 + 4 ⇒ (4) + 4 = 8

Enora is grabbed by the ancient dead!

Combat round 2

Enora -8hp, grappled
thing 3
Kramac + Jino
Karos
Nithrandyl
Vordrek
thing 1
Tahonikepsu
Rogar
thing 2
grasping graves

Active effects: marching song (+10' landspeed; does not stack with haste), difficult terrain, restricted visibility (30'), sandstorm, life bubble, haste, inspire courage +2

Enora is up!


Enora gets a grip on herself.

(FREE ACTION) Prescience:At the beginning of her turn, Enora can roll a d20 and then use that dice result instead of rolling any time until her next turn.

Prescience: 1d20 ⇒ 12

(SWIFT ACTION) Arcane Barrier: As a swift action, for 1 reservoir point, Enora can gain 10 extra temporary hit points for 7 minutes.

Enora then speaks a single magical phrase.

(IMMEDIATE ACTION) Enora casts 'Liberating command' to make an escape artist check with +14 against her CMD to escape

concentration check to cast a spell while grappled DC 10+CMD+1 (spell level): 1d20 + 14 ⇒ (15) + 14 = 29

Concentration would succeed if the CMD is max. 18 what I do not think. :-( But if that succeeded then:

escape artist with 'liberating command': 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30

---

If the escape from the grapple succeeds:

Enora looks a the spot where the runes are and suddenly vanishes through a dimensional rift saying: "Bye bye"

(MOVE ACTION) Dimensional Slide: Enora can spend 1 reservoir point during a move action to step through a dimensional rift, essentially spending 5 feet of movement to move dimensionally up to 70 feet away. The dimensional movement doesn’t provoke attacks of opportunity.

She appears out of harms way at the runes and starts disabling the them.

(STANDARD ACTION)
kn arcana: 1d20 + 15 ⇒ (16) + 15 = 31


The Waking Rune

Enora, I'm afraid there is a flaw in your plan.

Liberating Command doesn't work on the caster, because that would require two immediate actions in the same turn - one to cast, and another to make the Escape Artist check. Technically you can target yourself with the spell, but then you don't have a second immediate action available to make the Escape Artist check.

Since your plan for your turn probably rested on that, I will allow you to retcon from that point onwards. (ie, keep your Prescience roll and your Arcane Barrier.)

Alternatively, Rogar knows Liberating Command. Rogar, happy to help out your helpful halfling? (If so I will adjudicate on Enora's turn as posted.)

Scarab Sages

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Male Dwarf Bard 7 | HP: 58/58[22/53] | AC: 21 (13 Tch) | CMB: +7, CMD: 20 | F: +5, R: +8, W: +7 (Dwarf +3, Bard+4, heroism +2) | Init: +3 | Perc: +9, SM: +18, Diplo: +18 (heroism+2) | Speed 20ft | Spells: 1st: 1/5, 2nd: 0/4, 3rd: 1/1 | Dailies: 12/21Bardic Performances | Active Conditions: heroism, height awareness

yup! Rogar casts liberating command


The Waking Rune

Enora summons up her arcanist abilities, as Rogar casts a spell to aid her escape from the clutches of the dead.

The spell does the trick, and Enora disappears through the tear that she makes in reality, emerging closer to the monolith. Her hastened halfling legs just manage to carry her close enough to the Icon of Undeath for her to start deciphering the runes.

Quickly, Enora realises that the monolith stores immense amounts of negative energy, and is capable of releasing that energy over a wide area. However, by altering several runes just so, she is able to "reverse the polarity". The monolith begins to thrum as Enora's changes invert the energy flow. The monolith is now building up a charge of positive energy, which it should release quite quickly in a burst that will disable it! This is good, as long as you are not undead!

Just then, Tahonikepsu looks to the south-west. "I sense dozens of creatures converging on our position. By the smell of them, more undead. Be ready pathfinders."

Emerging from the sandstorm comes a howling horde of corpses! They pour forwards, arms outstretched, teeth gnashing! They seem to be coming on unseen pathways, some 10 feet up in the air.

Presently only Kramac and Jino are close enough to see them. Tahonikepsu sensed their approach (dragon blindsense) and everyone close to the monolith hears them.

knowledge (religion) DC17 if you get within 30':
They are ghasts, so many of them that you cannot count. They form a troop (and thus have troop traits and undead traits).

DC 22 (again only if within 30'):
Ghasts exude a sickening stench. The attacks of ghasts cause paralysis and infect the victim with Ghoul Fever, a disease that transforms anyone it kills into a ghoul.

DC 27 (within 30'):
A troop of ghasts will fall upon any victim they incapacitate, ravenously feeding on them.

troop rules, all may read:
A troop is not subject to flanking, but it is subject to critical hits and sneak attacks if its component creatures are subject to such attacks. Reducing a troop to 0 hit points or fewer causes it to break up, effectively destroying the troop. Until that point, however, any damage taken by the troop does not degrade its ability to attack or resist attacks. A troop is never staggered or reduced to a dying state by damage. Also, a troop cannot be subject to a bull rush, dirty trick, disarm, drag, grapple, reposition, or trip combat maneuver, unless it’s affected by area effects that include such effects. A troop can grapple an opponent. A troop is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate and multiple-target spells such as haste), though it is affected by spells or effects that target an area or a nonspecific number of creatures (such as fireball). A troop takes half again as much damage (+50%) from spells or effects that affect an area. If a troop is rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed the nonlethal damage it has taken. Creatures with the troop subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed.Troops threaten all creatures within their reach or within their area, and resolve attacks of opportunity by dealing automatic troop damage to any foe in reach who provokes such an attack of opportunity. Troops are still limited to making one such attack per round unless the text states otherwise. Because of the chaos of combat, spellcasting or concentrating on spells within the area of a troop or within its reach requires a successful caster level check (DC = 20 + spell level). Using skills that involve patience and concentration requires a successful DC 20 Will save.
tl;dr - like a swarm, but composed of medium or larger creatures.

Combat round 2

Icon of Undeath
Enora -8hp, has disabled the monolith!
undead troop, walking on air
Kramac + Jino
Karos
Nithrandyl
Vordrek
thing 1
Tahonikepsu
Rogar
thing 2
grasping graves

Active effects: marching song (+10' landspeed; does not stack with haste), difficult terrain, restricted visibility (30'), sandstorm, life bubble, haste, inspire courage +2

The bold may act!

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

"No matter where I go, no matter how far the adventure, all roads lead here," says Karos. He hastens to put his flank against a wall and opens fire at the first undead he sees with his big Alkenstar pistol.

Swift Action: Declare Bane - Undead.

+2 Pistol, Divine Favor, Judgment of Destruction, Point-Blank Shot Bane and Haste: 1d20 + 13 + 2 + 1 + 2 + 1 ⇒ (19) + 13 + 2 + 1 + 2 + 1 = 38 <-vs. Touch AC
Damage: 1d8 + 2 + 2 + 3 + 1 + 2 + 4d6 + 1 ⇒ (6) + 2 + 2 + 3 + 1 + 2 + (4, 3, 3, 6) + 1 = 33

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

Knowledge (religion): 1d20 + 8 ⇒ (14) + 8 = 22 +4 to Identify Creatures

"Beware, friends, their stench alone can kill you."

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Never afraid to wade into the thick of things, Kramac wheels Jino towards the troop of undead and begins hacking and slashing, as Jino thrashes about, tossing undead to and fro.

Kn Religion, heigtenet awareness, monster lore: 1d20 + 5 + 2 + 2 ⇒ (8) + 5 + 2 + 2 = 17
Kramac Attack, Haste, Inspire,Divine Favor Power Attack: 1d20 + 12 + 1 + 2 + 2 - 2 ⇒ (7) + 12 + 1 + 2 + 2 - 2 = 22
Kramac damage, power attack, divine favor, inspire: 1d6 + 5 + 4 + 2 + 2 ⇒ (2) + 5 + 4 + 2 + 2 = 15

Assuming life bubble protects us from the stench?


Animal Companion 8 |Current AC: 31 AC Base: 28 T 12 FF 24 | HP 76/76 | F +11 R +8 W +3 | CMD 25 | Hunter's Trick 3/4

Arwoooooo!!!!

Attack Roll, haste, inspire, power attack: 1d20 + 11 + 1 + 2 - 2 ⇒ (20) + 11 + 1 + 2 - 2 = 32
Damage, Power Attack, inspire: 2d6 + 10 + 4 + 2 ⇒ (3, 2) + 10 + 4 + 2 = 21

Attack Roll Confirm?, haste, inspire, power attack: 1d20 + 11 + 1 + 2 - 2 ⇒ (10) + 11 + 1 + 2 - 2 = 22
Extra Damage, Power Attack, inspire: 2d6 + 10 + 4 + 2 ⇒ (2, 3) + 10 + 4 + 2 = 21

His crit provokes an AoO from Kramac, which then causes Jino to get an AoO because of paired opportunist

Paired Opportunist AoO, Attack Roll, haste, inspire, power attack, paired opportunist: 1d20 + 11 + 1 + 2 - 2 + 4 ⇒ (7) + 11 + 1 + 2 - 2 + 4 = 23
Damage, Power Attack, inspire: 2d6 + 10 + 4 + 2 ⇒ (4, 5) + 10 + 4 + 2 = 25

Dark Archive

Male Tiefling Wizard 3/Cleric 3/Mystic Theurge 4 | AC: 15/11/14 (+bestow curse) | HP: 30/75 | Fort +10, Ref +5, Will +15 | CMB +6, CMD 17 | Initiative +1 | Perception +12 (darkvision) | Active conditions:

"Hmmm. Well Let's see how flammable they are." Vordrek floats to a height of 15 feet to, hopefully, ensure that he's out of striking distance.

Readying an action to cast fireball. Once the lead one comes within 30 ft, I'd like to drop it 20 ft behind him to maximize the creatures caught in the blast.

Knowledge (religion): 1d20 + 9 ⇒ (11) + 9 = 20

Fire damage + Intense Spells (DC 16 Reflex half): 7d6 + 1 ⇒ (4, 1, 6, 3, 5, 5, 1) + 1 = 26

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

As Jino tramples through the ghasts, Kramac takes the opportunity to strike down a few distracted ghasts.

Kramac's AoO, Haste, Inspire,Divine Favor Power Attack, Paired Opportunist: 1d20 + 12 + 1 + 2 + 2 - 2 + 4 ⇒ (1) + 12 + 1 + 2 + 2 - 2 + 4 = 20

womp wom


The Waking Rune

Kramac, as much as I would love to see Jino trampling the undead horde, the ghasts are currently air-walking and out of melee reach. Do you want to change your move?

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