GM Tektite's PFS #6-06 Hall of the Flesh Eaters (Inactive)

Game Master Hawkwen Agricola

Gloomspire
Hall of the Flesh Eaters


1 to 50 of 273 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Gameday dot


dot

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

dash

Scarab Sages

Male Grippli Wanderer 7 | HP 50/63 | AC 20 T 15 FF 17 | CMD 19 | Fort +9 Ref +9 Will +5 | Init +5 | Perc +13 | SM +3 | Grit: 0/3 | Humans +2 | Swamp/Underground +2

Howdy dot.

Grand Lodge

Male Human (3.0P) Gunslinger (Pistolero) 1 Alch 2 | HP 20/20 | AC 18;TCH 15; FF 13; | F +5; R +10; W+3 | CMB +1; CMD 16 | INIT +7; Perc +7 | Grit 2/3; Paper Bullets 32/38; Bullets 18/26; Bomb 2/2; Wands: CLW 44/50

dot

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Actually I'm gonna play this guy as I forgot he was free to play, unless we really need a wizard.

Grand Lodge

1 person marked this as a favorite.
Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Pop pop! Stag rolls into the room!

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Dot


.


As the Grinning Pixie lurches and sways in the storm, Venture-Captain Calisro Benarry of the Arcadian Mariner’s Lodge grins widely as she slides a clay jug of strong Sargavan rum across her table. Though broad-shouldered and half a head taller than most humans, the intimidating half-orc speaks with an almost childlike excitement in her husky voice. “My apologies for all the secrecy,” she says. “I had to make sure some pirate rascal didn’t catch wind of our mission. Now that Drenchport’s a week behind us and we’re hugging the Eye of Abendego, it’s time to give you lubbers the full run-down.”

Benarry waits for the jug to make its way back to her, then takes a long swig. “I mentioned in Drenchport that the Society wants you to explore a recently discovered ruin somewhere north of the Shackles. Well, that was partly true, but it wasn’t exactly the whole story.” Benarry’s eyes narrow and her grin becomes unsettlingly sharklike. “We’re actually sending you to the Gloomspires, to Old Sevenfingers’s tomb.” Chuckling softly, she slides the jug back across the table. “Here, have another nip. Looks like you need it.”

KN: arcana or history DC 15:
The Gloomspires are an ancient field of massive stone columns that rise from the Arcadian Ocean. Most sages say they were already old when the Ghol-Gan Empire was young. The Gloomspires are hollow and contain many chambers and passages, all of which are believed to be cursed, monster-infested, or both.

KN: arcana or history DC 20:
Since the time of Ghol-Gan, many of the Gloomspires have been explored, and some have even been claimed and repurposed by other beings. Of these, Sevenfingers’s tomb is the most well known

KN: arcana or history DC 25:
The Gloomspires are inundated with strange, reality-warping effects. The columns occasionally shift their positions, and many explorers report feeling a sense of wrongness and foreboding just from being in the area. This bizarre magic also makes teleportation and planetraveling magic very difficult, though summoning spells tend to function normally.

KN: arcana or history DC 30:
The Gloomspires were constructed during the Age of Serpents by a humanoid race of powerful sorcerers called the Makers, who are believed to have escaped enslavement from some nightmarish realm and fled to Golarion.

Seperate check

KN: arcana, history, or local DC 15:
Sempet Sevenfingers was a legendary pirate who was active in the region 300 years ago.

KN: arcana, history, or local DC 20:
From his dreaded flagship, the Voracious, Sevenfingers commanded a small fleet of pirate ships. He was feared and despised for using cannibals and madmen to augment his boarding parties.

KN: arcana, history, or local DC 25:
Sevenfingers was a powerful wizard who dabbled in necromancy and communed with evil outsiders, entities from the Dark Tapestry, and other beings from unspeakable realms beyond Golarion.

KN: arcana, history, or local DC 30:
Sevenfingers had dealings with the denizens of Leng. His flagship, the Voracious, was actually a black ship of Leng, gifted to Sevenfingers by his dreadful allies.

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Stag takes a deep drink from the jug. Sealord Wine. A fine drink.

Kn. Local: 1d20 + 4 ⇒ (9) + 4 = 13

Stag shrugs. Never heard of this place. What's the pay? He takes the proffered jug and takes another swig.

Grand Lodge

Male Human (3.0P) Gunslinger (Pistolero) 1 Alch 2 | HP 20/20 | AC 18;TCH 15; FF 13; | F +5; R +10; W+3 | CMB +1; CMD 16 | INIT +7; Perc +7 | Grit 2/3; Paper Bullets 32/38; Bullets 18/26; Bomb 2/2; Wands: CLW 44/50

Quint looks to the rest of his companions for any information. Gloomspires? Sevenfingers tomb. What could these be.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik—a young, eager Taldan—listens with increasing excitement. His quick, infectious grin threatens to overwhelm his face as the half-orc captain finally lets them in on the secret mission.

"Gloomspire?" he says to no one in particular. "Sevenfingers Tomb?"

Know (history) 1: 1d20 + 6 ⇒ (4) + 6 = 10
Know (history) 2: 1d20 + 6 ⇒ (6) + 6 = 12

He looks off into space. After a brief, expectant pause, he shakes his head, muttering, "Well, that's no help."

Looking back at the group, he shrugs, his tone apologetic. "Never heard of either. What are we supposed to do there?"

Scarab Sages

Male Grippli Wanderer 7 | HP 50/63 | AC 20 T 15 FF 17 | CMD 19 | Fort +9 Ref +9 Will +5 | Init +5 | Perc +13 | SM +3 | Grit: 0/3 | Humans +2 | Swamp/Underground +2

Knowledge (local): 1d20 + 7 ⇒ (9) + 7 = 16

A spindly-legged amphibious humanoid struts into the room, the spurs on his boots jingling with each step. He raises his webbed fingers to his Stetson and nods his head at each person individually. "Howdy, folks," he croaks out in a gravely base. A long Alkenstar shooter is slung from his back and his belt-which seems far too big for his skinny body-is loaded down with ammunition.

"Folks tend to call me 'Chochok' if that suits you well and fine." He grabs the jug and tosses his head back. "Ahh! Some mighty fine drink you've got there, yes indeed."

After listening to the briefing, the grippli nods his head. "I've heard of Sempet Sevenfingers, can't say I know much more'n a name though. Yup, this sounds like'n to something I'm capable of doing. Ayup, I'll be ready to set off quicker'n all."

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kidd's exuberance doubles when a gun-wielding grippli struts in, but he does his best to keep his attention on the captain for more information about their mission.


Taking advantage of the lull in conversation, Benarry continues "“I’ve been researching the Gloomspires for a very long time. Before I sailed to Absalom and joined the Society, I was a Free Captain here in the Shackles. Back then I learned about the Gloomspires, Old Sevenfingers, and all the treasure and secrets the old devil took with him when he sealed himself in his tomb.”

A long, rumbling growl of thunder makes Benarry pause, and she takes the opportunity to wet her lips with another swig of rum before she continues. “Since joining the Society, I’ve been able to learn even more about the Gloomspires. Most importantly, I’ve discovered that they’re tied to certain alignments of the stars, and that twice each year—beginning on the nights of the summer and winter solstices—the columns cease moving for exactly three days."

Wiping her lips with her sleeve, she smiles. “So, tomorrow’s the summer solstice. Now that you know the ‘where’ and the ‘when’ of this little caper, you need to know why the Society’s sending you.” Benarry pauses before continuing in a more conspiratorial voice. “I recently came into the possession of a logbook once owned by the pirate captain, Mazzer Thrennt. Before Thrennt ended up as lusca-bait seven years back, he was a moderately successful pirate who shared my obsession with the Gloomspires. It turns out his log contains an inventory of the plunder he liberated over the years, including the loot he found in Sevenfingers’s tomb."

"One item on Thrennt’s list immediately got my attention: His log described with perfect accuracy a relic from lost Lirgen called the Orb of Stars. I’m certain that this device can manipulate the alignments of the stars—or at least how we perceive them—and historical accounts suggest we could also use it to trick the Gloomspires into thinking that the solstice lasts more than just a day. The Society and I both want that orb, and it’s going to look really good to the folks back home if you’re able to secure it."

"Here,” she says, passing a sheet of parchment across the table, “I’ve written down some of the particulars.”

Scarab Sages

Male Grippli Wanderer 7 | HP 50/63 | AC 20 T 15 FF 17 | CMD 19 | Fort +9 Ref +9 Will +5 | Init +5 | Perc +13 | SM +3 | Grit: 0/3 | Humans +2 | Swamp/Underground +2

"I reckon this'll be a task we can do. Can't say all that Orb and solstice stuff don't go right over my head, but that'll just be how it goes, I 'spose. It's a job and I aim to do it and do it right."

Chochok strides over to the table and picks up the paper to read it aloud to the party in his deep drawl.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

So we are going to be picking up something and bringing it back here? Is that it? Seems much easier than my last job.

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

A simple retrieval job, huh? Well, let's get to it. Stag cocks his sawn-off shotgun and slides it into its holster under his cloak. He stands up and looks ready to go.

Grand Lodge

Male Human (3.0P) Gunslinger (Pistolero) 1 Alch 2 | HP 20/20 | AC 18;TCH 15; FF 13; | F +5; R +10; W+3 | CMB +1; CMD 16 | INIT +7; Perc +7 | Grit 2/3; Paper Bullets 32/38; Bullets 18/26; Bomb 2/2; Wands: CLW 44/50

Sounds easy enough. That kind of device could be quite dangerous in the wrong set of hands.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik can't seem to match the casual confidence of the others, "Sure ... into the Gloomspires for the Orb."

Anything pertinent about the Orb we'd want to know (that Kidd knows)?
Know (Arcana): 1d20 + 6 ⇒ (8) + 6 = 14; sigh.

Otherwise, Kidd looks around at the team. "So, you're taking us to the 'Spires? And then we're on our own from there? Any advice?"


Notes on the particulars:
Reefs surround the Gloomspires, so big boats like the 'Pixie' can’t get close. You’ll need to use my magical folding rowboat. At dusk, when the columns cease moving, make your way to the column containing Sevenfingers’s tomb—it’s the one with the shipwreck wrapped around its base. Climb aboard the wreck, and you’ll see a set of narrow stone steps that wind their way to the top of the column. Once up top, find a way inside the tomb and then find the Orb of Stars. Thrennt’s log claims he hid the Orb in a side chamber connected to what he called the ‘hall of the flesh eaters’ and the collapsed the entrance to keep it safe. So, I’m giving you some picks and shovels since you might need to do some digging.

I’m certain there are multiple levels to this tomb, so keep good notes, and document anything you find that might help future expeditions. Check around the top level, but don’t go any deeper than you have to to find the Orb. Remember, you only have three days to do this before the columns start moving again. The Orb of Stars is a solid sphere made of a dull copper-colored metal inlaid with dozens of star-shaped moonstones, rubies, and blue sapphires that mimic the stars of the Cosmic Caravan.

The captain shakes her head in response to Kiddrick. “I’ll be in the general area studying another section of the ruins, so you don’t have to worry about me constantly looking over your shoulder. The window of opportunity is too short for me to work on just one project.”

The trip to the Gloomspires takes about two days. After arriving and making last minute preparations, and at dusk, you notice the Spire cease their movement. With minimal effort, you are able to row out to in the Captain's folding rowboat and find the Gloomspire with the ship wrecked at it's base.

It took nearly two hours to climb the narrow, winding steps to the summit of the great stone column containing Sevenfingers’s tomb. Although the swirling chaos of the Eye of Abendego lies only a hundred miles away to the east, the violent storms it constantly hurls across the seas seem to have forgotten this eerily quiet place. Surrounding the monolith are dozens of nearly identical columns, their ominous outlines stretching down into the mist. And here, atop Sevenfingers’s tomb, is a small clearing surrounded by a thick and utterly silent veil of tropical trees, hanging vines, and thick undergrowth, all shrouded in fog.

The summit of Sevenfingers’s tomb is covered with thick tropical foliage. Most of the trees here stand 30 to 40 feet tall and consist of various types of banyan trees, corkwoods, mangroves, palms, and strangler figs. Due to the ever-present mists, visibility atop Sevenfingers’s tomb is limited to 20 feet. There is very little natural
wildlife here beyond insects and the occasional lost, miserable sea bird.

The winding stairs lead to a small clearing near the southeastern edge of the column. A lush canopy of tropical trees, flowering vines, and thick undergrowth forms a dark green wall around this small clearing. A broad trail cuts through the foliage and vanishes into the mists to the northwest. To the south and east is the edge of the column, and a sheer five hundred-foot drop. The ground here is a soggy carpet of thick green moss and black soil.

KN: nature or Survial DC 12:
You determine that the plants growing here seem to be stripped of all edible fruit and seeds.

Perception or Survial DC 10:
Looking around, you notice the remains of a weeks old campfire that contains the charred skull and bone fragments of a humanoid. All of the bones show signs of gnawing.

Grand Lodge

Male Human (3.0P) Gunslinger (Pistolero) 1 Alch 2 | HP 20/20 | AC 18;TCH 15; FF 13; | F +5; R +10; W+3 | CMB +1; CMD 16 | INIT +7; Perc +7 | Grit 2/3; Paper Bullets 32/38; Bullets 18/26; Bomb 2/2; Wands: CLW 44/50

Survival: 1d20 + 3 ⇒ (4) + 3 = 7
Perecption: 1d20 + 6 ⇒ (8) + 6 = 14

There was an old campfire here. Somone seems to have died as there are humanoid bones and fragments that have been gnawed on.

Quint says as he tips his hat back pointing at the old campfire.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Survival DC 12: 1d20 - 1 ⇒ (7) - 1 = 6
Perception DC 10: 1d20 - 1 ⇒ (8) - 1 = 7

Kidd’s nervous chatting had accompanied much of their climb, but here—at the top—he drops to silence.

”Gnawed on, huh?” he responds. ”How old does it look?”

He moves near the edge, giving a tentative look over before shaking his head and finding his way back to the group. ”So what now?” He points to the trail heading northwest, ”That way?”

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Survival: 1d20 + 4 ⇒ (18) + 4 = 22
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Stag answers the Kid's question. A few weeks, I'd say. All of the bushes and plants have been picked clean as well...

Stag draws his sawn-off shotgun and prepares for whatever is here on this secluded tower.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Well, maybe that means they don't always eat humanoids... that's a positive, right?

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik looks at Joesef in confusion, "I'd prefer something that didn't like our taste altogether."

He pulls a wand from his pack, wanting to be ready for whatever.

Scarab Sages

Male Grippli Wanderer 7 | HP 50/63 | AC 20 T 15 FF 17 | CMD 19 | Fort +9 Ref +9 Will +5 | Init +5 | Perc +13 | SM +3 | Grit: 0/3 | Humans +2 | Swamp/Underground +2

Survival: 1d20 + 11 ⇒ (13) + 11 = 24
Survival: 1d20 + 11 ⇒ (19) + 11 = 30

"Yep, I was just reckoning on the same notions. . . best keep a watch out for some desperate cannibals then I guess. C'mon, folks, let's keep it moving."

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

Apparently I forgot to dot the gameplay thread, Dm. Since I've been out a week, do you want me to sit this one out?


It's fine Reesa. I was slow to get us started, so you haven't missed much.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

So, what's the play here? Are we following the trail?


Examinging the area to the fullest, the party contiues upward. Within a couple dozen yards, you happen upon a clearing shrouded in shadows thanks to the thick jungle canopy overhead. A dozen makeshift beds of leaves and palm fronds surround a sickly campfire that barely manages to keep smoldering in the humid air. few splintered bones and cloven skulls litter the clearing, and all show signs of being gnawed upon.

A half dozen savage, but emaciated men sit in the clearing around a fire ring. A seventh sits in the back, vacant eyed, and drooling.

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Watch out Frog Legs, make sure they don't mistake you for food... warns Stag to Chochok.

Stag takes the lead and approaches the savages with his gun holstered under his cloak. HE-LLO! MY NAME IS STAG! He pulls a pack of trail rations on his way up to the men and offers them the dried meat and fruit as well as the hardtack bread.

Stag thinks to himself. I hope these are the flesh eaters that the hall is named after...

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

The celestial touched woman, who hardly spoke on the journey, again holds her tongue as Stag begins his parley with the humanoids. She prepares to use her magic, as the situation calls for.

Grand Lodge

Male Human (3.0P) Gunslinger (Pistolero) 1 Alch 2 | HP 20/20 | AC 18;TCH 15; FF 13; | F +5; R +10; W+3 | CMB +1; CMD 16 | INIT +7; Perc +7 | Grit 2/3; Paper Bullets 32/38; Bullets 18/26; Bomb 2/2; Wands: CLW 44/50

Quint watches the men intently. His hand on his gun within his holster.

I have a normal bullet and black powder loaded currently.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik steps forward with Stag, giving the fellow pathfinder an encouraging smile as he looks over the ... savages.

Any idea what language they're likely to speak? Or how dangerous they are? Kidd is untrained in Know: Local, so if the DC is higher than 10, this is an auto-fail.
Know: Local: 1d20 + 2 ⇒ (1) + 2 = 3

Sheesh .. more or less an auto-fail either way. :/

After a few quiet moments of Kidd watching the men, then cocking his head in a gesture that appears like he's listening, he turns back to Stag and the group. "I have no clue. Anyone know who these people are?"

Not wanting to be unuseful, he whispers a few strange words as he watches the clearing.

Kicking on Detect Magic, then just giving the clearing a good look.
Perception: 1d20 - 1 ⇒ (9) - 1 = 8

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Whoa, I've haven't seen people that looked this bad in a long time. Be careful. Joesef will move up next to Stag with a nervous smile on his face, waving "hello" as he does so. He then carefully watches the savages, trying to anticipate their next move.

Sense Motive?: 1d20 + 1 ⇒ (20) + 1 = 21


The group of men descend on the trail ration, fighting over it and devouring it within seconds. They then turn back to the party, drooling and gibbering, though in no particular language.

Joesef gets the impression they want to eat you!

Rolls:
J: 1d20 + 4 ⇒ (19) + 4 = 23
Q: 1d20 + 7 ⇒ (3) + 7 = 10
K: 1d20 ⇒ 15
R: 1d20 + 2 ⇒ (13) + 2 = 15
C: 1d20 + 3 ⇒ (1) + 3 = 4
S: 1d20 + 8 ⇒ (1) + 8 = 9
B: 1d20 ⇒ 15

Initiative:
Joesef
Ressa
Kiddrick
Maneaters!
Quint
Stag
Chochock

Joe, Ressa, and Kiddrick are up!

MAP

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

Reesa begins casting a Sleep spell, waiting for the humanoids to engage the party.

Edited...thanks, Chochoc!

Scarab Sages

Male Grippli Wanderer 7 | HP 50/63 | AC 20 T 15 FF 17 | CMD 19 | Fort +9 Ref +9 Will +5 | Init +5 | Perc +13 | SM +3 | Grit: 0/3 | Humans +2 | Swamp/Underground +2

@Reesa: since sleep is a 1 round casting time, if you move and start casting you have to spend your standard next round finishing the spell.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik’s eyes widen when the savages descend on the rations. He grabs for his morningstar as he takes a retreating step, blessed words coming thoughtlessly to his lips.

5’ step back (map position updated), cast Bless, and then move to draw morningstar.
Duration: 1 min.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

They want to eat us, don't they! Joesef's eyes grows wide as he sees the savages devour the food thrown at them. Not realizing what the spell is, and not knowing much better in any case, Joe rushes at one of the enemies!

Scimitar: 1d20 + 3 ⇒ (15) + 3 = 18 for Damage plus Sneak if FF: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7


Reesa begins casting a spell!

Kiddrick takes a step back and blesses the party!

Joesef moves up and slashes one of the maneaters!

Attack vs Joesef: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Attack vs Joesef: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Attack vs Joesef: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Attack vs Joesef: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Two maneaters peel off to the north, circling around, whle four others surge hungrily toward Joesef, swingsing clubs, but all miss!

Party up!

Grand Lodge

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9
Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Stag sees that Joesef is fending off the four cannibals in front of him, so he tries to keep the flank protected. He draws his Greatsword and attacks the man threatening Reesa. He flanks with Kiddrik and lashes out at the crazed man. Nobody's eating anyone today!

Greatsword: 1d20 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11
Damage + Sneak Attack: 2d6 + 3 + 1d6 ⇒ (6, 5) + 3 + (3) = 17

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joe slashes his weapon at the enemy!

Scimitar: 1d20 + 3 ⇒ (1) + 3 = 4 for Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Scarab Sages

Male Grippli Wanderer 7 | HP 50/63 | AC 20 T 15 FF 17 | CMD 19 | Fort +9 Ref +9 Will +5 | Init +5 | Perc +13 | SM +3 | Grit: 0/3 | Humans +2 | Swamp/Underground +2

"Well, this here is turnin' into a right-down hootenany!"

Chochok tears the musket from his back and drops to one knee as he moves up to assist Joe. He takes aim and fires at the blue savage!

mwk musket: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d10 + 2 ⇒ (10) + 2 = 12

Shit! First shot with this guy and it's a jam! I'll have to quick clear next round then.

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

I can't see the map tonight. If I can cast unthreatened, please let me finish my sleep spell. If not, I'll 5' step back and finish it. I'll cast the spell on the largest collection of the cannibals I can target. Thanks.

Will DC 15 to resist.

Scarab Sages

Male Grippli Wanderer 7 | HP 50/63 | AC 20 T 15 FF 17 | CMD 19 | Fort +9 Ref +9 Will +5 | Init +5 | Perc +13 | SM +3 | Grit: 0/3 | Humans +2 | Swamp/Underground +2

@Reesa: you'd finish your sleep spell and then have another move and standard left for this round then.

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

The map worked this time!

Assuming the cannibal is still standing that is threatening Reesa, she takes a step back and blasts him wi her first use of Heavenly Fire for the day.

Ranged touch Attack with Bless 1d20 + 3 ⇒ (5) + 3 = 8

Damage, if evil 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

A hooting nanny? The cannibal is a nanny? How do you know?

1 to 50 of 273 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Tektite's PFS #6-06 Hall of the Flesh Eaters All Messageboards

Want to post a reply? Sign in.