PFS PbP GD 6 King Xeros of Old Azlant (Inactive)

Game Master Beckett

Low Tier

Init Rolls:

[spoiler=INIT]
[dice=Eladrian]1d20+9[/dice]
[dice=Nana & Kernuffle]1d20+1[/dice] (+3 in Surprise)
[s][dice=Rasamoro]1d20+7[/dice] (always acts in surprise round)[/s
[s][dice=Rasamoro]1d20+7[/dice] (always acts in surprise round)[/s
[dice=Remy]1d20+3[/dice]
[dice=Torean]1d20+3[/dice]
---
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

-> MAP <-


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active effects:
monstrous extremities, magic vestment, GMF, mass fly, blessing of fervour, bull's strength
Male Ape 9HD, animal companion; | AC 29 T 15 FF 23 | HP 59/67 | F +8 R +10 W +6| Init +4 | Perc +7 lowlight vision, scent

Mighty Kernuffle, enlarged by the power of his magic collar, strikes out at the enemy!

claw 1, power attack: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19damage, claw 1: 1d8 + 8 + 4 ⇒ (4) + 8 + 4 = 16
claw 2, power attack: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22damage, claw 2: 1d8 + 8 + 4 ⇒ (5) + 8 + 4 = 17
bite, power attack: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22damage, bite: 1d8 + 8 + 4 ⇒ (1) + 8 + 4 = 13
hoof 1, power attack, secondary: 1d20 + 11 - 2 - 5 ⇒ (1) + 11 - 2 - 5 = 5damage, hoof 1: 1d4 + 4 + 4 ⇒ (2) + 4 + 4 = 10
hoof 2, power attack, secondary: 1d20 + 11 - 2 - 5 ⇒ (7) + 11 - 2 - 5 = 11damage, hoof 2: 1d4 + 4 + 4 ⇒ (4) + 4 + 4 = 12

"ROOOAAARRRGGHHH!!!!"

Kernuffle's blows have no special properties so full DR will apply. Hope AC22 is a hit! Kernuffle's AC whilst enlarged is a mere 20. The Enlarge lasts for 1 minute. linky

Grand Lodge

Nagaji Oracle of Battle 9 HP: 84/84 | AC: 30 T: 13 FF: 29 CMD: 24 (+10vsDisarm) | F+10 R+6 W+8 | Init +7 (Roll Twice) | Perception +14
Tracked Resources:
Wand of CLW 29/50 | Wand of Shield 45/50 | Wand of Faerie Fire 48/50 | Spells: 1st 7/7, 2nd 7/7, 3rd 6/6, 4th 4/4

Eager to join in the battle, Rasamoro heads for the back of the crystalline creature and swings his sword with a mighty backhand. "RASAMORO FIGHT BIGGER THING THAN YOU BEFORE!"
________

Rolls:

+1 Adamantine Longsword (PA, Divine Favor) vs Orange Golem: 1d20 + 14 ⇒ (19) + 14 = 331d8 + 12 ⇒ (5) + 12 = 17
Crit Confirm?: 1d20 + 14 ⇒ (16) + 14 = 301d8 + 12 ⇒ (1) + 12 = 13

Actions:

Move Move near Orange Golem (provokes)
Standard Attack Orange Golem

This thing is no slouch!

Scarab Sages

CG Male human witch(cartomancer) 9 | hp 75/61 | AC 15 t:13 f: 12 | Fort +8, Ref +9, Will +8 | Init: +3 | Perception: -1 | Conditions: heroism, see invisiblity

Rémy draws The Waxworks from his deck. His mouth fills with the viscous liquid as his adhesive spittle spell comes into effect.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Nana moves in closer while drawing her weapon as she sends Kern up, but the giant Ape has absolutely no luck at striking the crystal golem. Ras rushes up, but takes a massive fist to the chest as he approaches, and like Torean and Elarian, feels somehow lessened, off somehow, though the blow itself was minimal.

Slam AoO vs Rasamoro (AC 30): 1d20 + 20 ⇒ (12) + 20 = 32 <HIT>
Damage: 2d10 + 7 ⇒ (1, 1) + 7 = 9

He swings his knightly sword, and while the adamantine weapon should be more affective, it simply doesn't do as much as it should against the enemy he faces.

Remy draws another card and suddenly his physiology begins to transform, almost taking on an appearance similar to Ras.

Suddenly both of the ballistas turn inwards, their red beams focusing on Ras and both let their hellfire blasts fly.

Ranged Touch vs Rasamora (TAC 13): 1d20 + 5 ⇒ (5) + 5 = 10 <miss>
Ranged Touch vs Rasamora (TAC 13): 1d20 + 5 ⇒ (18) + 5 = 23 <HIT>
Damage: 6d6 - 20 + 1 ⇒ (3, 1, 2, 1, 4, 1) - 20 + 1 = -7

It hits, but Rasamoro is absolutely unscathed.

Elarian, Rasamoro, & Torean: Heal, Know Religion, or Spellcraft DC 26:
The creature has cursed you. The curse is particularly insidious, causing magical forms of healing to fail to have any affect upon you most of the time.

ROUND 3 (* = Fire Resistance 20)
Torean (-37, cursed) and Elarian (-26, cursed)
ORANGE "Giant" (Haste, -65)
*Nana (), *Kernuffle (), *Rasamoro (-9, cursed), and *Remy ()
Red "Ballista" () and Blue "Ballista" ()

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I did warn you that this one was particularly deadly for it's season.
And this is just the intro. . . :P

Grand Lodge

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Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

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

Torean steps out, circling the golem. "Other side, Eladrian!" Then he click his heels together and the dwarf suddenly becomes a whirlwind of Torag's might. He swings his warhammer at the creature in mighty blows again and again.

Activate boots of Haste
Attack (PA, FF, judgement, bane, haste): 1d20 + 12 + 3 + 2 + 1 ⇒ (15) + 12 + 3 + 2 + 1 = 33
Damage (PA, judgement, bane): 1d8 + 14 + 3 + 2 + 2d6 ⇒ (7) + 14 + 3 + 2 + (6, 2) = 34

Attack (PA, FF, judgement, bane, haste): 1d20 + 5 + 3 + 2 + 1 ⇒ (13) + 5 + 3 + 2 + 1 = 24
Damage (PA, judgement, bane): 1d8 + 14 + 3 + 2 + 2d6 ⇒ (4) + 14 + 3 + 2 + (1, 4) = 28

Haste Attack (PA, FF, judgement, bane, haste): 1d20 + 12 + 3 + 2 + 1 ⇒ (4) + 12 + 3 + 2 + 1 = 22
Damage (PA, judgement, bane): 1d8 + 14 + 3 + 2 + 2d6 ⇒ (7) + 14 + 3 + 2 + (3, 2) = 31

Bypasses any golem DR

Grand Lodge

Nagaji Oracle of Battle 9 HP: 84/84 | AC: 30 T: 13 FF: 29 CMD: 24 (+10vsDisarm) | F+10 R+6 W+8 | Init +7 (Roll Twice) | Perception +14
Tracked Resources:
Wand of CLW 29/50 | Wand of Shield 45/50 | Wand of Faerie Fire 48/50 | Spells: 1st 7/7, 2nd 7/7, 3rd 6/6, 4th 4/4

Torean is a savage! I like to think Rasamoro is up to the challenge, I do enjoy rough scenarios on the right character :)

Grand Lodge

active effects:
Female half orc Cleric (separatist) 12 | AC 21 T 13 FF 19 | CMD 24 | HP 107/107| F +16 R +11 W +21 | Init +2 (4) | Perc +12 darkvision 60'

Did Torean destroy the Golem? Knowing that could change Elarian's actions.

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

I most humbly apologize!! I did not realize that everyone was waiting on me to go.. I had to have read that and figured that I would post later, and then forgot! My sincere apologies to the table.

Eladrian continues his assault on the creature, a smile forming as he sees Torean tear up one side of the creature. Heeding the dwarf's advice, he sidesteps, attempting to pin the creature between the two hammers.

Earthbreaker, Cold Iron: 1d20 + 13 + 2 + 2 ⇒ (8) + 13 + 2 + 2 = 25
Earthbreaker, Cold Iron: 1d20 + 8 + 2 + 2 ⇒ (12) + 8 + 2 + 2 = 24

Dmg: 2d6 + 7 + 2 + 2d6 ⇒ (4, 1) + 7 + 2 + (6, 2) = 22
Dmg: 2d6 + 7 + 2 + 2d6 ⇒ (1, 1) + 7 + 2 + (2, 5) = 18

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, work has been ridiculous all week, and I have not really had a chance to get online.

Torean enters a fervor like that of a barbarian, swinging savagely with the backing of his faith, but only a single blow lands, leaving both he and the others watching speechless. What might have destroyed the thing does not seem to have been as effective as it at first appeared it would, and it yet "lives".

Elarian, however, is able to step in and (barely!!!) finish it off, causing the large construct to simply slump to the ground and stop moving. As it does so, it seems to give off a low grinding sound, metal on metal, indicating that something within the contraption is still attempting to force the thing move.

ROUND 3 (* = Fire Resistance 20)
Torean (-37, cursed) and Elarian (-26, cursed)
*Nana (), *Kernuffle (), *Rasamoro (-9, cursed), and *Remy ()
Red "Ballista" () and Blue "Ballista" ()

Grand Lodge

active effects:
Female half orc Cleric (separatist) 12 | AC 21 T 13 FF 19 | CMD 24 | HP 107/107| F +16 R +11 W +21 | Init +2 (4) | Perc +12 darkvision 60'

"Charge, Kevin! Forwards, Kernuffle!"

Nana tries to guide the moonbeast with her knees (ride DC5)

ride: 1d20 + 2 ⇒ (17) + 2 = 19

The alien creature pounces at the red "ballista"

bite, charge: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21damage: 1d6 + 3 ⇒ (1) + 3 = 4
claw 1, charge: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17damage: 1d6 + 3 ⇒ (2) + 3 = 5
claw 2, charge: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28damage: 1d6 + 3 ⇒ (6) + 3 = 9
rake 1, charge: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15damage: 1d4 + 3 ⇒ (4) + 3 = 7
rake 2, charge: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10damage: 1d4 + 3 ⇒ (2) + 3 = 5

I've assumed the ballista cannot be sickened if the bite hits.

Nana chops down with her adamantine falchion

falchion vs red death ray, charge: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
damage: 2d4 + 5 ⇒ (1, 2) + 5 = 8 adamantine, magic
confirm crit?: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
crit damage: 2d4 + 5 ⇒ (1, 2) + 5 = 8 adamantine, magic

Kevin is flying 5' up, so there is room underneath if anyone else wants to move into those spaces.

Kevin AoO bite, if red fires?: 1d20 + 8 ⇒ (3) + 8 = 11damage: 1d6 + 3 ⇒ (1) + 3 = 4

Nana AoO falchion, if red fires?: 1d20 + 10 ⇒ (17) + 10 = 27damage: 2d4 + 5 ⇒ (2, 4) + 5 = 11 adamantine, magic
confirm crit?: 1d20 + 10 ⇒ (8) + 10 = 18
crit damage: 2d4 + 5 ⇒ (3, 4) + 5 = 12 adamantine, magic


active effects:
monstrous extremities, magic vestment, GMF, mass fly, blessing of fervour, bull's strength
Male Ape 9HD, animal companion; | AC 29 T 15 FF 23 | HP 59/67 | F +8 R +10 W +6| Init +4 | Perc +7 lowlight vision, scent

Kernuffle advances towards the death rays, moving past the fallen golem.

I've moved him into the first spaces he can legally stop in without squeezing.

"ROOAAARGGGHH!!!"

claw, power attack, vs red: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27damage: 1d8 + 8 + 4 ⇒ (4) + 8 + 4 = 16

AoO claw vs red, if it fires?: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14damage: 1d8 + 8 + 4 ⇒ (5) + 8 + 4 = 17
AoO claw vs blue, if it fires?: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19damage: 1d8 + 8 + 4 ⇒ (3) + 8 + 4 = 15

Kernuffle has combat reflexes.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Nana, you are not allowed to have two combat pets in PFS. I've allowed the Moon Beast for flying, (as it's sort of a grey area), but having it attack and otherwise contribute is not allowed, (regardless of my personal opinion on the matter).

How many animals and companion creatures can I have at any given time?:
At the beginning of each adventure, you may select one companion creature to be your active pet. This creature may be a class-granted creature, such as an animal companion, familiar, eidolon, or phantom, or it may be a creature that you purchase, such as a combat-trained bison. This creature may participate fully in combat, skill checks, and other challenges in the scenario. In addition to the active pet, you may bring up to two additional creatures. The first is a mount or beast of burden, such as a horse or mule, which may only take move actions. The second is a familiar or mundane pet that does not participate in combat or other challenges. Such familiars grant their basic special ability, such as a bat's +3 bonus on Fly checks, the Alertness feat, and access a witch's spells. They do not grant other bonuses, such as a wysp's resonance ability (Pathfinder Roleplaying Game: Bestiary 5 282).

I don't want to rob you of something you spent resources on, and am willing to say the Moon Beast Figurine of Wondrous Power is a mount, though.

Nana rides forward, smashing her mighty falchion into the strange ballista machine, which seems to cut through it with significantly more ease than expected, though Kernuffle seems to have a problem with his, only managing to scratch it's outer shelling. However, from his position and height, Kernuffle can see eight more guards pinned down in the deck below, many of which look wounded. You gather that they had begun to explore when suddenly the decks defenses kicked in, splitting the guards between the Mid, Upper, and Abaft decks.

ROUND 3 (* = Fire Resistance 20)
Torean (-37, cursed) and Elarian (-26, cursed)
*Nana (), *Kernuffle (), *Rasamoro (-9, cursed), and *Remy ()
Red "Ballista" (-16) and Blue "Ballista" (-6)

Scarab Sages

CG Male human witch(cartomancer) 9 | hp 75/61 | AC 15 t:13 f: 12 | Fort +8, Ref +9, Will +8 | Init: +3 | Perception: -1 | Conditions: heroism, see invisiblity

Rémy flies to the upper deck and unleashes his adhesive spittle onto the blue ballista.

Blue Ballista is now entangled. I don't think it can move anyway, but it is a DC 18 Reflex save or it is anchored in place.
duration: 2d4 ⇒ (1, 1) = 2 rounds

"That is not a pleasant aftertaste" he spits.

Do we know what these are?

Grand Lodge

Nagaji Oracle of Battle 9 HP: 84/84 | AC: 30 T: 13 FF: 29 CMD: 24 (+10vsDisarm) | F+10 R+6 W+8 | Init +7 (Roll Twice) | Perception +14
Tracked Resources:
Wand of CLW 29/50 | Wand of Shield 45/50 | Wand of Faerie Fire 48/50 | Spells: 1st 7/7, 2nd 7/7, 3rd 6/6, 4th 4/4

"FOR GORUM!" Rasamoro shouts as the titan falls to the ground in a grinding heap. Eager for more, he charges the blue ballista and his sword strikes the thing with a devastating backhanded chop.

Rolls:

+1 Adamantine Longsword (PA, Charge, Divine Favor) vs Blue Ultra-Mega-Death Super-Ray: 1d20 + 16 ⇒ (20) + 16 = 361d8 + 12 ⇒ (8) + 12 = 20 Maximum Power!
Crit Confirm vs Blue Ultra-Mega-Death Super-Ray: 1d20 + 16 ⇒ (6) + 16 = 221d8 + 12 ⇒ (8) + 12 = 20 Mediocrity!

________
With the map scaling and King Kong, I'm not 100% certain I could have charged. If not, -2 to my attack results.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Rémy Târeaux wrote:
Do we know what these are?

Not really. I'm trying to sprinkle a few tips in there, but really, these are all unique beings that have never been seen before. OOC, they are literally automated laser turrets, but not of the kind from the Tech Guide or Starfinder. I'm reticent to tell too much, because a lot of the point of this scenario is that so much is unknowable. :) Having seen it now from both sides of the screen, I can tell you that simply knowing that it is just a reflavored _______ really spoils a lot of the fun factor. Also, keep in mind this is a Season 0.

:P

With an invocation to the Iron Warlord, Ras moves in and smashes one of the "things" to utter junk, causing it to emit a whining hum, with the occasional thud, not unlike the giantish creature. It doesn't take long for the rest of the group, now with only a single target to focus on, to smash the other thing into a pile of refuse and junk, albeit one that might make a curious Gnome exited beyond all belief.

Combat over, for now. . .

The entire platoon of guards offer a collective sigh of relief, and with the field now cleared of any immediate threats, you can advance to them, (and allow them to flee this place with their lives and souls still intact).

The Guard's ranking officer welcomes you aboard and thanks you for your intervention. He explains that the ship has been quiet ever since they first boarded, and the only access seems to through a sealed door in a compartment below the main deck. He explains that one of his men attempted to break through the door just before the you arrived, which is apparently what activated the ship’s defenses.

The compartment appears empty and sterile except for the crumpled bodies of the two Harbor Guardsmen that lie on the floor—smashed by the crystalline automaton that attacked them so suddenly. The opposite end of the compartment has a single door in the bulkhead, seemingly constructed of a single piece of crystal. Lying beside it is an ornate heavy axe with a head of a lustrous silvery metal.

Anyone with a 16+ in ANY ability Score:
The door that the guards point to appears as a strange, shimmering portal as if viewed through a rippling pond. However, it quickly becomes clear that none of the guards can see it, (and only see a vague outline of a doorway in the solid crystal). Additionally, you get a very strange sensation when you glance upon it, as if it is calling to you, and part of you wants to enter it. Again, this is something that does not seem to affect a single one of the guards, who, through conversation or questioning, seem to have no idea what you are talking about or any particular desire to go into it, other than that it is their job and duty.

Know Planes DC 20 or Religion DC 25:
You have never seen the likes of this, but on rudimentary examination of the area, you sense that the portal is somehow linked both to the Ethereal Plane, (where as the ship itself seems to be designed for planar travel), but beyond that, there seems to be part of a soul trapped within the portal itself, mostly consumed, but with a single portion of it left, that same part that fiends use as bartering tools, still remained to keep the magic and mystery of the portal functioning indefinitely.

PS: What's the plan for healing?

Scarab Sages

CG Male human witch(cartomancer) 9 | hp 75/61 | AC 15 t:13 f: 12 | Fort +8, Ref +9, Will +8 | Init: +3 | Perception: -1 | Conditions: heroism, see invisiblity

Know(planes): 1d20 + 15 ⇒ (11) + 15 = 26

Rémy floats down to the ground. "What an interesting portal." he says, taking a closer look at the shimmering pond, "It seems to be somehow linked to the Ethereal Plane. And..." he pauses, extending his senses to the area, "there seems to be a soul trapped within it, powering the portal for all this time, but it is mostly consumed." he shakes his head and draws a card.

Harrow: 1d6 + 1d9 ⇒ (1) + (9) = 10 The Cyclone

He grimaces at the card he drew. "Ill omens."

Turning to examine his companions, "Let us see those wounds. I carry a scroll of remove curse and I prepared break enchantment today."

Will either of those remove the curse and allow healing?
Spellcraft/Know(arcana): 1d20 + 19 ⇒ (7) + 19 = 26

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Based on the above DC, yes, A Remove Curse may work. As per the Spell, you have to make a Caster Level check, (a scrolls CL is +7 in this case, unless you have a special ability to change that), which, you feel is going to be very difficult, but possible to pull off). Break Enchantment will also work, and have a slightly better, but still not great chance of pulling it off (CL +9), and might even work on everyone. <Might want to consider a Reroll here if there is an option>.

PS:, how did you know they where cursed in a way to affect healing? :P

Grand Lodge

Nagaji Oracle of Battle 9 HP: 84/84 | AC: 30 T: 13 FF: 29 CMD: 24 (+10vsDisarm) | F+10 R+6 W+8 | Init +7 (Roll Twice) | Perception +14
Tracked Resources:
Wand of CLW 29/50 | Wand of Shield 45/50 | Wand of Faerie Fire 48/50 | Spells: 1st 7/7, 2nd 7/7, 3rd 6/6, 4th 4/4

Rasamoro approaches the guard leader. "Rasamoro think you bury dead. Die in battle, much honor for life and more honor for death. Our Lord in Iron accept all when die in battle."

His face crumbles up in distrust as he inspects the shimmering portal. "Rasamoro not like this. What now?"

________
While undesirable, Rasamoro can use his spells to heal his friends! :D Wands are better, but he does have quite a number of spells to blow.

Scarab Sages

CG Male human witch(cartomancer) 9 | hp 75/61 | AC 15 t:13 f: 12 | Fort +8, Ref +9, Will +8 | Init: +3 | Perception: -1 | Conditions: heroism, see invisiblity

Ah, I guess I assumed examining them would give me a roll against the spoiler. I can mark a charge off my wand to say I tried that first, if you want. What DC?

"We should get you healed up."

Remy draws his wand of cure light wounds and casts on Rasamoro.

Harrow: 1d6 + 1d9 ⇒ (5) + (2) = 7 The Midwife

Grand Lodge

active effects:
Female half orc Cleric (separatist) 12 | AC 21 T 13 FF 19 | CMD 24 | HP 107/107| F +16 R +11 W +21 | Init +2 (4) | Perc +12 darkvision 60'

Soon after the battle ends, Kernuffle returns to his more normal size. Nana approaches the portal.

"Ooooh. What's this then? A doorway? We's got to go through. I's not seeing any hatches like on a normal ship. I doesn't think this is a normal ship at all! Who's coming then?"

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean dusts himself off. "Think there are more of those golems inside? I might keep the scarab on." He tries to use a healing wand on himself.

Do I roll something to see if it heals?

-Posted with Wayfinder

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Eladrian grrunts with effort as the heavy thing before him crumples to the ground. he quickly looks up to the foredecks, but sees the situation tightly in hand by the others. He makes nice with the port guards, then joins the captain in front of the portal. During the conversation, he hands a wand off to one of the spell casters. "That thing packed a heck of a punch.. could you help me out please?" he asks, completely oblivious of anything being wrong.. but instead being incredibly distracted by the doorway. "The portal there.. Its calling to me. There's something beyond there that is calling to me, but I don't understand.."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Rémy Târeaux wrote:
Ah, I guess I assumed examining them would give me a roll against the spoiler. I can mark a charge off my wand to say I tried that first, if you want. What DC?

No, it's fine. I was kidding.

After combat, you have plenty of time to trial and error and look into it. Essentially, Elarian, Rasamoro, & Torean have all been cursed, and any healing used on them requires a DC 26 Caster Level check, or the spell/charge/scroll is wasted with no effect.

Grand Lodge

Nagaji Oracle of Battle 9 HP: 84/84 | AC: 30 T: 13 FF: 29 CMD: 24 (+10vsDisarm) | F+10 R+6 W+8 | Init +7 (Roll Twice) | Perception +14
Tracked Resources:
Wand of CLW 29/50 | Wand of Shield 45/50 | Wand of Faerie Fire 48/50 | Spells: 1st 7/7, 2nd 7/7, 3rd 6/6, 4th 4/4

DC 26?! Wow! What is the DC to remove it with break enchantment/remove curse? Since I have a higher AC and more HP, I say we try and get the curse off of the other two first.

Scarab Sages

CG Male human witch(cartomancer) 9 | hp 75/61 | AC 15 t:13 f: 12 | Fort +8, Ref +9, Will +8 | Init: +3 | Perception: -1 | Conditions: heroism, see invisiblity

Harrow: 1d6 + 1d9 ⇒ (6) + (2) = 8 The Theatre, a card of true prophecy

Rémy observes how Torean's and his own wand fail to heal the wounds of his companions.

"Curses. I'll see what I can do." He draws The Big Sky from his deck and presents it. After a minute of arcane chanting, he casts break enchantment and directs his magic at Torean, Eladrian, and Rasamoro.

Caster Level: 1d20 + 9 ⇒ (15) + 9 = 24

DC is 11+CL of effect. I will use my shirt reroll if the roll would fail

Reroll:

Caster Level: 1d20 + 9 + 3 ⇒ (5) + 9 + 3 = 17

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

If the GM is willing, I'll loan my faction pin reroll as well....

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Rasamoro Nagaji wrote:
DC 26?! Wow! What is the DC to remove it with break enchantment/remove curse? Since I have a higher AC and more HP, I say we try and get the curse off of the other two first.

26. Hence why the suggestion that a scroll of both Remove Curse and Break Enchantment could do it, but not very likely. Paizo changed a lot of the Cleric spells like this so that they do not just work, but are contested, which largely means they are not that useful.

Remy: Is Remy casting the spell or using a scroll?
Eladrian: What does you Faction Pin do?
Everyone: Does anyone have any special boons that they might call on here?

If he is casting the spell, I see a solution.

Scarab Sages

CG Male human witch(cartomancer) 9 | hp 75/61 | AC 15 t:13 f: 12 | Fort +8, Ref +9, Will +8 | Init: +3 | Perception: -1 | Conditions: heroism, see invisiblity

Remy is casting the spell, so he can affect all three characters.

Is it really a Caster Level 15 effect? goodness

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

GM: As per This page , "A player may display any of the products listed on this page and receive the following bonus: once per scenario, after you roll the dice, you can reroll 1d20 die; you must take the new result." I have a Faction Pin that I purchased at GenCon, and I have two stars. If you allow me to "loan him" my pin, it would give him a reroll using my GM bonus of +2

Grand Lodge

active effects:
Female half orc Cleric (separatist) 12 | AC 21 T 13 FF 19 | CMD 24 | HP 107/107| F +16 R +11 W +21 | Init +2 (4) | Perc +12 darkvision 60'

I've got no boons nor items that help with a caster level check. I can force Remy to reroll a d20 if he's an aspis agent? :p I assume the DC of the curse is set by the golem hit dice then? And because this is a season 0 scenario, the author's working with the knowledge that remove curse and break enchantment will both allow healing.

Grand Lodge

Nagaji Oracle of Battle 9 HP: 84/84 | AC: 30 T: 13 FF: 29 CMD: 24 (+10vsDisarm) | F+10 R+6 W+8 | Init +7 (Roll Twice) | Perception +14
Tracked Resources:
Wand of CLW 29/50 | Wand of Shield 45/50 | Wand of Faerie Fire 48/50 | Spells: 1st 7/7, 2nd 7/7, 3rd 6/6, 4th 4/4

I'll look my boons over and see if I have anything that could help here, but I don't think I have a way of boosting someones else's caster level.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Rémy Târeaux wrote:

Remy is casting the spell, so he can affect all three characters.

Is it really a Caster Level 15 effect? goodness

It's a set DC. Not entirely sure how it is calculated, as if it's based on the creatures HD, it should come out to 24, and if based on the CL, 25.

Eladrian wrote:
GM: As per This page , "A player may display any of the products listed on this page and receive the following bonus: once per scenario, after you roll the dice, you can reroll 1d20 die; you must take the new result." I have a Faction Pin that I purchased at GenCon, and I have two stars. If you allow me to "loan him" my pin, it would give him a reroll using my GM bonus of +2

That's fine, I could have sworn that each pin gave a specific bonus, and I was more meaning which pin. Maybe they changed it, or maybe I was mistaken.

But I will certainly allow that, which makes that 24 into the 26 that's needed. :)

Now, about that healing. Additionally, anyone want to do any prebuffing before exploring the portal/door?

I'm going to say that talking to the guards, helping them get off the ship, healing, and taking a breather after that last combat will take 2 minutes.

Grand Lodge

Nagaji Oracle of Battle 9 HP: 84/84 | AC: 30 T: 13 FF: 29 CMD: 24 (+10vsDisarm) | F+10 R+6 W+8 | Init +7 (Roll Twice) | Perception +14
Tracked Resources:
Wand of CLW 29/50 | Wand of Shield 45/50 | Wand of Faerie Fire 48/50 | Spells: 1st 7/7, 2nd 7/7, 3rd 6/6, 4th 4/4

Feeling a substantial weight melt off his shoulders that he didn't even realize was there, Rasamoro begins to heal himself with his wand. He then continues to help the guards exit the area.

Right before they decide to press forward, Rasamoro will cast an extended Shield of Faith on himself. "Rasamoro ready for more fighting!"

________

Rolls:

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

That was clutch! Nice job Remy and Eladrian!

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean has a boon to add +1 to any d20 roll once a session. I'll use that boon on Remy's roll if that's allowed.

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

GM: The way I understand it is that having "a" pin grants the reroll, and producing the pin that matches the character faction grants the skill bonus once per scenario. I could be wrong, but why else would they header the society section with one broad "reroll declaration" and then describe the individual guild reward below? Also, I missed your meaning there. The pin is actually a Liberty's Edge pin and Eladrian is Grand Lodge so no skill bonuses.

As the spell washes over him, Eladrian can feel just how much the curse weighed upon his soul. With the bright holy light clearing the darkness from him, he feels light as a bird, followed quickly with the cool relief of the golden glow from someone using his wand to heal the deep wound in his side. Tears glittering in his almond shaped eyes, He gasps out his thanks to his companions. Once he returns to his more normal unshakable self, he helps the guardsmen clear their dead from the deck of the ship then meets the rest o the group back at the portal.
"I do not like this. Something within is calling to me, but I don't know why.. can we even get through the door??" Eladrian finds some random object and tosses it carefully through the warded door.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Somehow, I missed that Eladrin's bonus would do it.

Torean uses his wand to heal himself of the wounds until he is fully healed. "I know what you mean, Eladrian. It's like if I don't pay attention, I find myself stepping towards it. Do you think this whole ship is like these portals?" The dwarf casts several spells on himself, infusing him with Torag's might.

Casting Heroism and See Invisibility
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

active effects:
Female half orc Cleric (separatist) 12 | AC 21 T 13 FF 19 | CMD 24 | HP 107/107| F +16 R +11 W +21 | Init +2 (4) | Perc +12 darkvision 60'

"Oooh, is everyone alright? That giant looked nasty! Is we ready to go inside now?"

Nana returns Kevin to its figurine form and places him in her pack. She then casts a few spells in preparation.

Casting Magic Vestment on Kernuffle (duration 9 hours); Freedom of Movement on Nana (duration 90 mins); Life Bubble on everyone (duration 3 hours each)

Scarab Sages

CG Male human witch(cartomancer) 9 | hp 75/61 | AC 15 t:13 f: 12 | Fort +8, Ref +9, Will +8 | Init: +3 | Perception: -1 | Conditions: heroism, see invisiblity

Rémy shuffles his deck, then draws several cards in a row. The Paladin, The Publican, and The Vision

Cast heroism, false life, and see invisibility. Duration 90 minutes
False Life temp hp: 1d10 + 9 ⇒ (5) + 9 = 14

"Shall we venture forth?"

Grand Lodge

active effects:
Female half orc Cleric (separatist) 12 | AC 21 T 13 FF 19 | CMD 24 | HP 107/107| F +16 R +11 W +21 | Init +2 (4) | Perc +12 darkvision 60'

"I is ready. Kernuffle is ready! Let's go!"

Once everyone is assembled by the portal, Nana and Kernuffle step through.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, I'm back.

The compartment appears empty and sterile except for the crumpled bodies of the two Harbor Guardsmen that lie on the floor—smashed by the crystalline automaton that attacked them so suddenly. The opposite end of the compartment has a single door in the bulkhead, seemingly constructed of a single piece of crystal. Lying beside it is an ornate heavy axe with a head of a lustrous silvery metal.

As you step up within 10ft of it, a strange portal seems appear, and it seems as though only you may see it. Nana steps through it only to find her passage blocked. In her mind's eye, a ghostly figure pushes her back, preventing her from crossing the mystical threshold, but finally she gets the upper hand.

Everyone else simply see's her vanish, and Kernuffle suddenly become very concerned, whatever unholy connection he had had to the priestess suddenly severed, as if she no longer existed. At least in this realm.

Know Religion:
For just a brief moment, as Nana fades away, you catch a glimpse of another being inside the portal. It is a soul, of sorts, but more than just that. A wayward spirit, though oddly this one has a pair of tiny demonic horns on it's head.

Nana:
You can see this as well with the above check, but for the moment, I want to leave you in a sort of limbo just to try to freak out the other players a bit. :P You actually exit into an alien cabin of some sort, though also quickly find that the ceiling is only 10ft high, despite it being so wide, and somewhat cramped.

Grand Lodge

active effects:
Female half orc Cleric (separatist) 12 | AC 21 T 13 FF 19 | CMD 24 | HP 107/107| F +16 R +11 W +21 | Init +2 (4) | Perc +12 darkvision 60'

GM:
Nana's thoughts when she "sees" the ghost in the portal (assuming she does, there's no DC for the knowledge check and Nana isn't trained in know: religion, but can use a grand lodge boon to make a roll untrained): A angel! I sees a angel! Can you see me angel? Where does we find you? Nana will then voice those thoughts, whether her comrades join her or not. She begins looking for signs of the "angels", convinced that this is some sort of angel ship.

Grand Lodge

Nagaji Oracle of Battle 9 HP: 84/84 | AC: 30 T: 13 FF: 29 CMD: 24 (+10vsDisarm) | F+10 R+6 W+8 | Init +7 (Roll Twice) | Perception +14
Tracked Resources:
Wand of CLW 29/50 | Wand of Shield 45/50 | Wand of Faerie Fire 48/50 | Spells: 1st 7/7, 2nd 7/7, 3rd 6/6, 4th 4/4

"NANAAAAAAAA! WHERE IS NANAAAAAA!" Rasamoro loudly laments as the half-orc disappears. He waits a moment for a response. Lacking such, he quickly overcomes his grief and eyes Kernuffle. "Rasamoro take Kernuffle now. See that Kernuffle like to pray too," he declares while patting the gorilla affectionately.

"What now? Tie rope to Rasamoro and get axe? Rasamoro want axe too. Then give to Kernuffle! Is good plan?" he wonders, turning to his party.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Shoot, that was supposed to be a DC 19 Religion check. Oh well, it's added flavor that normally wouldn't come out without rare circumstances, so no worries. And oh, crap, I didn't realize Nana was Half-Orc. I was thinking only one person would be affected by "it". Nana, PM'd you with a slight change.

Is anyone going to try for next?

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

"Nana!" Torean steps towards the portal. "Some sort of dark magic. Nana, can you hear us?!" He tries to look through the portal.

He looks back to the others. "We might have to go in after her."

Perception (heroism): 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Darkvision + See Invisibility

Scarab Sages

CG Male human witch(cartomancer) 9 | hp 75/61 | AC 15 t:13 f: 12 | Fort +8, Ref +9, Will +8 | Init: +3 | Perception: -1 | Conditions: heroism, see invisiblity

Harrow: 1d6 + 1d9 ⇒ (1) + (3) = 4 The Big Sky

"Like the slaves casting of their shackles, we must free our minds and move forward." Rémy says as he steps into/through the strange portal.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

With no other choice, Rémy steps into the portal, his harrow neither leaving him with a good nor ill feeling about this course of action. Just as he steps in, however, the card he still holds in hand, seems not to be the one he had just drawn. His body begins to vanish, he looks down to see The Hidden Truth, but it is inverted. Not a good sign.

The portal flashes, a ripple of power coursing through it, leaving the others uncertain. That did not happen to Nana as she passed through, perhaps as she was only half human. But what other choice is there. She might still be alive, or perhaps the same thing may happen, but is delayed? Rushing through the portal, you all find some amount of resistance, as if something is physically attempting to force you back, but you eventually make it through.

Just as you get passed the unseen hands, you see Nina, almost as if she where at the far end of a bleak, lightless hallway stepping out into another chamber, though there is no door. Running towards her, you exit as well, as if into a completely new area. For those of you with some talent for the arcane, it is not too dissimilar from relocation magics, where one steps into another plane, briefly, and as they step out, all within the same stride, they exit in a far away place from their original destination. Oddly, Kernuffle does not follow, not until Rasamoro steps into the portal, but as soon as they both exit, the unholy connection between the unholy beast and Nina resynchronizes, and Kernuffle is once again her Animal Companion.

A strangely shaped cabin stretches forward, but its dimensions are difficult to make out due to its alien features. Odd, man-sized cubicles seem to be stacked into the bulkheads themselves throughout the room, but whether sleeping berths, holding cells, or simply shelving is unclear. Their true purpose is further masked by the growths of ghostlike plant life that hang throughout the room. Like thick tendrils of ivy and great curling leaves, these colorless tangles and shoots mat the walls, twist upon the deck, and dangle in curtains from the overhead, eerily shifting in and out of phase as they protrude through solid surfaces and each other alike. It is as if sections of them are wholly present and other parts are mere ghost reflections of the strange plant life. The result is a wraithlike maze of otherworldly growths and tangles.

At the far extremities of its growth, the plant is not wholly in the Material Plane, with sections of it incorporeal even though connected to other sections of the translucent vines that are solid and real. The result is that some of the solid segments seem to hang unsupported in midair or protrude impossibly from a solid surface, while others seem to shift in and out of phase from the rest of the cabin.

Movement through this tangle is reduced by 10 ft. (to a minimum of 5 ft.) and all creatures have cover from anything more than 5 feet away. Flying is impossible as well.

A few moments later, something seems to land on Torean's shoulder, startling him as he quickly brushes it off. A card? Another falls from the sky, and suddenly Rémy gently levitates down from the ceiling, unexplicably unharmed.

Towards the left you see a single doorway.

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean picks himself up and looks around warily. "What dark magic was that? But I guess we're in, so we ought to explore like we planned." He hefts his hammer, ready to break something.

"Anyone know what this plant is? Is it dangerous?"

Scarab Sages

CG Male human witch(cartomancer) 9 | hp 75/61 | AC 15 t:13 f: 12 | Fort +8, Ref +9, Will +8 | Init: +3 | Perception: -1 | Conditions: heroism, see invisiblity

Harrow: 1d6 + 1d9 ⇒ (5) + (1) = 6 The Winged Serpent

"It is time to seize the moment." Rémy says as he pushes through the plant growth toward the door.

Know(nature): 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Eladrian keeps close to Torean as the group forges their way through this messy maze of mystery.. he is completely bewildered, but does not allow the unknowns to unhinge on him. He claps the dwarf on the shoulder, but its hard to tell if the gesture is one of support or needing support himself. "I have no clue my friend, but this is easily the weirdest adventure we have been on. It seems that at least if we are going insane, we will have good company!"

Perception: 1d20 + 14 ⇒ (15) + 14 = 29 Plus an additional 4 vs traps

Knowledge: 1d20 ⇒ 2 +4 Dungeon, +8 Local. Not sure what applies.

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