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Souls for a Devil

Game Master Tordek Rumnaheim

A noble's son has gone missing while on a pilgrimage to Sirathu. Can our heroes find him in time?


2,451 to 2,492 of 2,492 << first < prev | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | next > last >>

HP 39/41 Fort +7, Ref +3, Will +10 AC 18, touch 11, Perception +11

"Aye, seems a sensible course of action." Ulath starts carefully down the stairs, holding a lantern down by this belt to illuminate the path.


Male Elf Purist Druid 4, Heirophant 2 {HP 33/34, AC 16, Perception +13}

Do we need healing? I can channel if needed.


If you wish, post your channel, it will happen before Ulath starts down the path and will catch Zarine as well. If I recall, Zarine is leading the way using her darkvision, then Ulath, Savendir, and finally Owen. If this is incorrect, let me know.

Rounding the corner, the group sees a long hallway. The only illumination is from Ulath's lantern and Savendir's hilt. Wooden doors with one foot square iron windows about head height line both sides of the hallway. Metal bars cross the open air windows. Open clasps lie open on some of the doors, their heavy locks dangling.


HP 39/41 Fort +7, Ref +3, Will +10 AC 18, touch 11, Perception +11

That's correct & yep. I think my HP is right and I'm 23 down. I do have a CLW wand if needed too.


Male Human Rogue 1 / Conjurer 3 / Mythic Trickster 2

Owen's only down 6 or 8 hp, I think, but he's almost completely out of spells and power points.


Female Humanoid(vishkanya) Rogue 4/deadly courtesan/Trickster Tier 2 Init +6; Perception +9, low-light vision, darkvision 60'; HP 22/27

Zarine is only down 5 at this point. I think the CLW for Ulath might be best for now.

"Well this looks ominous," Zarine murmurs softly as a night breeze. She advances quietly to peek in the barred window of the first door she comes to.

Stealth down hall: 1d20 + 12 ⇒ (19) + 12 = 31
Perception, general: 1d20 + 9 ⇒ (10) + 9 = 19


Male Elf Purist Druid 4, Heirophant 2 {HP 33/34, AC 16, Perception +13}

Agreed. We will use the wand, since Ulath is the only one who needs anything. I have a CLW wand as well, so we are well supplied.

At the end of the hallway, Savendir regards the cell doors with disdain. "I have never been comfortable with the idea of incarceration for anyone. I have the feeling this place is worse than most others like it..."

He keeps an eye out as Zarine scouts ahead.

Perception: 1d20 + 13 ⇒ (3) + 13 = 16
Casting detect magic down the hall to see if these doors have been enchanted.


Ulath looks like you get to use your CLW wand. I'll let you roll for your healing.

Savendir detects some magical auras down the hallway. Zarine peers through the window. She sees a bed suspended from the wall, a broken chair, a chamber pot, and a broken bowl. Rusty shackles hang loosely from the left side wall. A thick layer of dust covers everything.

The lock on this door is unclasped.


HP 39/41 Fort +7, Ref +3, Will +10 AC 18, touch 11, Perception +11

"...Shoddy craftsmanship too. You want a well treated hard-wood underground." Ulath responds to Savendir, in a typically forth-right manner of a carpenter as he appraises the doors and the metal joints near the grates. "If your gonna lock someone up, make sure it's in a decently built cell." He tuts disapprovingly, a sight that some of his customers know and fear; meaning that the cost is rising.

Ulath opens the nearest door and moves inside, to have a look both at the furniture & more importantly for any secret doors in the cell. 'Where better for thieves to hide secret routes, but in their cells.'

Perception: 1d20 + 11 ⇒ (15) + 11 = 26


Male Elf Purist Druid 4, Heirophant 2 {HP 33/34, AC 16, Perception +13}

"There's some magic at work here. Be careful," Savendir says to his companions.

Can I see the strength and school of the auras? And can I see where they are?


HP 39/41 Fort +7, Ref +3, Will +10 AC 18, touch 11, Perception +11

CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
Healing for Ulath.


Savendir, if you spend two more rounds you can determine the number, strength, and location of the auras. With a knowledge (Arcana) check you can determine the school. I'll put the info in spoiler tags so you can determine how many rounds you want to spend.

Ulath examines the room. He sees a pile of bones lying on the wooden bed. On the floor beneath the shackles are smaller pile of bones. They appear to be what's left of a hand, wrist, and a severed forearm. A jagged broken ceramic cup also lays near the small pile. A second look at the bones on the bed reveals the other half of the forearm amidst the pile. A dark brown stain lies beneath both piles of bones along with a trail between the wall and the bed. You do not find any secret doors.

detect magic round 2:
There are two magical auras in the hallway.

detect round 3:
The auras radiate faint magic. One is located on the 4th door on the left (i17) and the other is on the 5th door on the right (f20). The DC of the knowledge check is 17

Knowledge(arcana) DC (see round 3 spoiler):
The magic of both auras is abjuration.

Map with hallway revealed.


Male Elf Purist Druid 4, Heirophant 2 {HP 33/34, AC 16, Perception +13}

1d20 + 1 ⇒ (16) + 1 = 17

"Two of the doors are enchanted," Savendir says to the group. "The fourth on the left and the fifth on the right. It may be a trap or alarm of some kind."


Male Human Rogue 1 / Conjurer 3 / Mythic Trickster 2

Owen's skin is still pale and clammy from exhaustion, but his interest is piqued by the presence of magical auras. As Savendir exposits to the group, Owen fidgets with his dagger, his eyes darting furtively around the room.

Casts detect magic.

Knowledge (arcana): 1d20 + 11 ⇒ (11) + 11 = 22


HP 39/41 Fort +7, Ref +3, Will +10 AC 18, touch 11, Perception +11

"I might be able to warp on of t' doors open, tho' not dispel t' magicks upon it." Ulath states plainly a bit disturbed by all the items he found in the previous cell.


Female Humanoid(vishkanya) Rogue 4/deadly courtesan/Trickster Tier 2 Init +6; Perception +9, low-light vision, darkvision 60'; HP 22/27

"If those doors are trapped, they probably contain the most interesting things here." Zarine slinks forward to examine the fourth door on the left, checking for traps and attempting to peer through the grate without touching it or the door.

Perception with trapfinding: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14

She's not going to attempt to disarm it without knowing what's in there. It could be vital to keeping something dangerous locked up.


Zarine does not find any traps around the door. The door is locked by an exceptionally well made lock with ancient runes carved into it. Looking through the grate, she finds the room empty. On the right wall, she sees a crack that has been widen into a hole large enough for a medium creature to squeeze through. Some torn cloth remains on one of jagged edges of the hole. The cell appears to have been untouched for ages.


Ulath, Savendir and Owen watch outside the first cell as Zarine examines the first suspicious cell. Suddenly, a ghostly shape with only pin pricks of light where its eyes should be and one limb shorter thnan the other emerges from the left wall. It reaches out and tries to grab Ulath's arm.

touch attack: 1d20 + 6 ⇒ (4) + 6 = 10

The ever alert Ulath catches a glimpse of the creature out of the corner of his eye and instinctively yanks his arm back just in time.

Initiative everyone.
monster init: 1d20 + 7 ⇒ (3) + 7 = 10

Map with creature added

Knowledge (Religion) DC 15:
The creature is a wraith. It is incorporeal and can drain a person's constitution with its touch attack.


Male Human Rogue 1 / Conjurer 3 / Mythic Trickster 2

Knowledge (religion): 1d20 + 10 ⇒ (18) + 10 = 28

Owen's eyes narrow as he draws his dagger, its jeweled pommel glinting wickedly. He hisses a warning to Savendir.

"Wraith. Normal weapons won't touch it. And don't let it touch you."

Initiative: 1d20 + 12 ⇒ (3) + 12 = 15


Male Elf Purist Druid 4, Heirophant 2 {HP 33/34, AC 16, Perception +13}

Init: 1d20 + 5 ⇒ (11) + 5 = 16


Female Humanoid(vishkanya) Rogue 4/deadly courtesan/Trickster Tier 2 Init +6; Perception +9, low-light vision, darkvision 60'; HP 22/27

Init: 1d20 + 6 ⇒ (19) + 6 = 25


Ulath Init: 1d20 + 9 ⇒ (8) + 9 = 17

Init Order
Zarine
Ulath
Savendir
Owen

Wraith
End Round 1

Owen, you are welcome to ask two more questions about the Wraith if you wish. Everyone can post at will before the Wraith strikes again.


Female Humanoid(vishkanya) Rogue 4/deadly courtesan/Trickster Tier 2 Init +6; Perception +9, low-light vision, darkvision 60'; HP 22/27

Does Ulath still have his CLW wand out? If not, Zarine holds action until she can flank with somebody who threatens the wraith.


Zarine Panchal wrote:
Does Ulath still have his CLW wand out? If not, Zarine holds action until she can flank with somebody who threatens the wraith.

I'm sure he put it away before he investigated the cell. You can have the flank.


Male Human Rogue 1 / Conjurer 3 / Mythic Trickster 2
GM Tordek wrote:
Owen, you are welcome to ask two more questions about the Wraith if you wish. Everyone can post at will before the Wraith strikes again.

1. What are its weaknesses, and is there anything that Owen could possibly do to damage it? (He's got a magic dagger, plus the following spells left: prestidigitation, mage armor, disguise self, expeditious retreat.)

2. Is there any way to subdue a wraith without resorting to combat?


1. That is really 2 questions in one but with your roll I'll allow it. Weaknesses -sunlight powerlessness, Magic weapons such as Owen's dagger will do half damage. 2. There is no reasoning with a wraith. It hates living creatures and light. You all meet both criteria.


HP 39/41 Fort +7, Ref +3, Will +10 AC 18, touch 11, Perception +11

Ulath draws his axe as he takes a measured step backwards; "Aye, thanks for t'information Owen." His brow furrows deeply as he realises he has no way to hurt the spectral being, but since the creature doesn't know that he aims his swipe low to force the wraith back into Zarines' blades.

Aid Other to give Zarine a +2 to Hit Aid DC10: 1d20 + 6 ⇒ (18) + 6 = 24


Female Humanoid(vishkanya) Rogue 4/deadly courtesan/Trickster Tier 2 Init +6; Perception +9, low-light vision, darkvision 60'; HP 22/27

Zarine dashes towards the horrid apparition, lashing out with her magical blade.

Charge to H10, drawing +1 kukri
+1 kukri charge/flank/aid: 1d20 + 7 + 2 + 2 + 2 ⇒ (18) + 7 + 2 + 2 + 2 = 31
crit confirmation roll: 1d20 + 7 + 2 + 2 + 2 ⇒ (14) + 7 + 2 + 2 + 2 = 27
+1 kukri damage/sneak: 1d4 + 3 + 2d6 ⇒ (3) + 3 + (1, 2) = 9
added crit damage if confirmed: 1d4 + 3 ⇒ (1) + 3 = 4
Omitting bleed since I don't think it can do so.

Dice have gone from cruel to sadistic. "Imma let you hit, but not do any real damage. Enjoy."


Zarine's magical kukri does heavy damage on the ghostly being but still not as much a corporeal creature would have taken.

Init Order
Zarine (Critical Hit)
Ulath (Aid Another)
Savendir
Owen

Wraith
End Round 1

Map


Male Elf Purist Druid 4, Heirophant 2 {HP 33/34, AC 16, Perception +13}

Seeing his allies under attack from the undead creature, Savendir focuses the wrath of light upon it.

Casting mythic Cure Moderate Wounds on the wraith, using Faith's Reach to do so at range.

1d20 + 6 ⇒ (10) + 6 = 16

If that does not hit, I use Surge to boost the attack roll.
1d6 ⇒ 3 for a 19 to hit, vs Touch AC.

4d8 + 8 ⇒ (4, 3, 4, 8) + 8 = 27 positive energy damage


Male Human Rogue 1 / Conjurer 3 / Mythic Trickster 2

Owen holds his action.


Savendir sends his positive energy toward the undead creature. Though powerful, his magic is not quite enough to effect the wraith. Calling upon his mythic power, he adds just enough extra energy to pierce the monster's defenses. It shudders as the positive energy courses through its spirit. Even with this powerful magic, it still is able to resist about half of the positive energy.

The wraith spins around to face Zarine. It reaches out disembodied limnb and attempts to touch her. touch attack: 1d20 + 6 ⇒ (2) + 6 = 8 Zarine pirouettes out of its reach.

Init Order
Zarine
Ulath
Savendir
Owen

Wraith
End Round 2


HP 39/41 Fort +7, Ref +3, Will +10 AC 18, touch 11, Perception +11

"Put tha' shoulder into it a bit more." Ulath encourages Zarine; "It were a good strike."

With a glance to Owen, the stout dwarf asks; "Does tha wanna get in 'ere?"

The dwarf hefts his axe, striking high towards the pin pricks of light in an effort to offset the undeads ethereal balance.

Aid Other (Zarine to Hit): 1d20 + 6 ⇒ (19) + 6 = 25 If Owen fancies moving in to flank with Zarine, Ulath can step to one side & maybe even give you an extra attack if the wrath tries to attack you?


Male Human Rogue 1 / Conjurer 3 / Mythic Trickster 2
Ulath Hawkshaw wrote:
With a glance to Owen, the stout dwarf asks; "Does tha wanna get in 'ere?"

"Joking, yes?"

Owen does not make eye contact.


HP 39/41 Fort +7, Ref +3, Will +10 AC 18, touch 11, Perception +11

"Aye, us dwarves are legendary for our sense of humour." Ulath replies wryly, as he shifts on the balls of his feet to dodge any blow that's incoming.


Init Order
Zarine
Ulath (aid another)
Savendir
Owen (holding action)
Wraith
End Round 2

I know Savendir is travelling and may not be able to post for another day or so.


Male Elf Purist Druid 4, Heirophant 2 {HP 33/34, AC 16, Perception +13}

Savendir evokes a flash of light to try to set the wraith off-balance.

Casting flare. DC 14 Fort save. I imagine this has a 50% fail chance due to incorporeality.

Can he use his move action to give a vial of holy water to Owen?


fail chance >50 the spell succeeds: 1d100 ⇒ 91
Wraith Fortitude Save: 1d20 + 6 ⇒ (7) + 6 = 13

Savendir spell flashes a bright light in front of the wraith. The wraith is dazzled by the light.

Yes, Savendir can give Owen his vial of holy water.

Init Order
Zarine
Ulath (aid another)
Savendir (successful flare spell.
Owen (has a vial of holy water)
Wraith
End Round 2


Answered your question Owen in the discussion thread. Bumping for you and Zarine to take your actions.


Moving things along...

+1 kukri flank/aid: 1d20 + 7 + 2 + 2 + 2 ⇒ (19) + 7 + 2 + 2 + 2 = 32
+1 kukri flank/aid (critical hit confirmation): 1d20 + 7 + 2 + 2 + 2 ⇒ (14) + 7 + 2 + 2 + 2 = 27
+1 kukri damage/sneak: 1d4 + 3 + 2d6 ⇒ (4) + 3 + (5, 3) = 15
added crit damage if confirmed: 1d4 + 3 ⇒ (2) + 3 = 5

Zarine takes another swing at the spectral creature. Displaying her keen sense of how to inflict the maximum amount of damage on incorporeal creatures, Zarine takes another large portion of the creature's essence away.

Owen quickly fills his battle asperigium with Savendir's holy water.

touch attack: 1d20 + 6 ⇒ (14) + 6 = 20,negative energy damage: 1d6 ⇒ 1 + DC 17 Con Drain: 1d5 ⇒ 3
Zarine Fortitude Save: 1d20 + 2 ⇒ (13) + 2 = 15 +mythic surge: 1d6 ⇒ 4

A hole forms where a mouth should be as if the ghost was howling in pain. It reaches out to grab Zarine. She feels its icy clench on her throat. Her vitality beginnings to drain away. She bears down to try to resist but she cannot stop the drain. She reaches into her mythic well and finds the strength to break free of the drain before any of her vitality is lost. 1 negative energy point of damage, no con drain, one mythic point used for the surge.

Init Order
Zarine
Ulath (aid another)
Savendir
Owen (holy water loaded and ready)

Wraith
End Round 3

Map


HP 39/41 Fort +7, Ref +3, Will +10 AC 18, touch 11, Perception +11

"Go back to where thee came from, daft spirit." Ulath says wincing as the wrath touches Zarine. Keeping his shoulders low, he's ready to move if someone needs.

However he tries a different trick this time with thrusting the axe-head out and reversing it into a haft swing to force it back into the clutches of Zarines' wicked kukri.

Aid Zarine attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15


Male Elf Purist Druid 4, Heirophant 2 {HP 33/34, AC 16, Perception +13}

Savendir unleashes a bolt of electricity at the apparition.

1d20 + 6 ⇒ (11) + 6 = 17 vs touch
1d6 + 2 ⇒ (3) + 2 = 5 electricity

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