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Baby Born Under the Moon

Aubrey the Demented/Malformed's page

7,881 posts. Alias of Aubrey the Malformed.

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Map.

Hopefully it's reasonably self-explanatory. The blue is the water, and the striped corridor is the stairs. I haven't put the others in the map as, in order to interact with LB, Basher and Gil you'd need to enter the water (when I can put you on the map). Anything else (like what Bor is doing with the rope) can be abstracted.

Everyone counts as surprised (except the monster).

A tentacle sneaks from the darkness to seize Lightbringer in a vice-like grip. It is composed of rod-like lengths of barbed metal, slotted together like a chain and given horrid life.

Tentacle attack: 1d20 + 17 ⇒ (1) + 17 = 18, damage 2d6 + 7 ⇒ (5, 4) + 7 = 16. If it hits, it also automatically initiates a grapple: 1d20 + 21 ⇒ (15) + 21 = 36 v LB's CMD.

EDIT: stupid tentacle.

The lurker's initiative: 1d20 + 1 ⇒ (14) + 1 = 15

Current initiative order:
The lurker 15
LB 11
Gil 10
Basher 7

OK, so to make amends, it has another go in the start of the first full round:
Two tentacle attacks: Tentacle 1: 1d20 + 17 ⇒ (12) + 17 = 29, damage 2d6 + 7 ⇒ (6, 4) + 7 = 17; Tentacle 2: 1d20 + 17 ⇒ (7) + 17 = 24, damage 2d6 + 7 ⇒ (1, 2) + 7 = 10. This damage is not reduced by adamantine plating. If either of them hit, it will have another go at initiating a grapple: 1d20 + 21 ⇒ (10) + 21 = 31 v LB's CMD.

Another tentacle slips from the dark like first, and together they grab Lightbringer and haul him off his feet, trying to drag him into the nearby room. Above, the rope in Bor's hands suddenly goes as taut as a bow string.

LB.

The rules for underwater combat are set out on p432-3 of the PF Rulebook. This counts as firm footing.


If you cast it on him - say, his hand - that'll work.


The group trudge down the road in the dark, around the odd fallen rock blocking their way, heading slowly north. A fine rain of grit is now falling from the sky, making progress uncomfortable and the way ahead difficult to see. The road itself is an elevated trackway, running along to the east of the hills and the estuary beyond, following an embankment no doubt dug out by slave labour millennia ago. Eventually the sun begins to rise, hazy and crimson, partly occluded by clouds of dust high in the sky.

OK, sun-up. Finding shelter? Also, you need to consume a survival day each or tough it out with some skill checks.


Gorad - The Man with Two Brains.


No, 'fraid not. You are surprised.

Guess I'll have to check out the rules for underwater combat now. Fortunately, it's a night in. Map to follow.

Gil and Basher (once his ability to see in the dark is addressed) should also roll, and anyone up top who thinks they will be doing something.


"Basher help Lightbringer?" asks Basher, who has been chafing to do something since he was prevented from attacking the living spell. Bor takes the rope from Gil, and both Basher and Gil splash down into the water. Though you will need to deal with the fact that Basher cannot see in the dark if he is to be any use.

Lightbringer is peering into the darkness when he thinks he spots a reddish glow in one of the rooms. Then a commotion of splashing and heavy treads from the stairwell distracts him for a moment and he fails to spot the metallic tentacles reaching from the dark.

Roll initiative.


Map updated.

Illes.


Bwahahahaha!

Lightbringer strides down into the water, disappearing from sight.

OK, to save you guys sitting through a page of spoilers, I'm just going to post this up. However, you cannot see what LB is seeing, so other than ooc comments or him or you maybe yanking the rope (not a euphemism) in a meaningful way, you cannot interact with him while he is down there. Unless someone manages to think of a way to do that magically.

His kinetic sensors noting the chill in the water around him, Lightbringer carefully makes his way down the stairs. With his darkvision he can see a silvery skein of bubbles swirl to the surface as last of the air trapped in his armour and equipment drifts away. While he is heavier than water due to his plating, he still needs to move carefully on the slippery stairs, sword in one hand, bannister in the other. With his new mask allowing him to taste, the water has a bitter stale tang.

Reaching the bottom of the stairs, he can see a corridor stretching away into the darkness. The floor is scattered with junk - small fragments of masonry and broken glass. Wide doorways open left and right.


Make that seven survival days, since Irivis got a 20 too.

Gorad efficiently butchers the id fiend's carcass, bleeding it first before carving out the most energy-packed parts of its body - it's heart, liver and other internal organs. He also carefully removes it brain as a prize, carefully slicing it to aid its drying. After Jareen throws up a second time, the party are ready to move on again.

After walking in the dim moonlight for an hour, amid scattered boulders thrown up by the explosion, they eventually reach the road and turn north for Grak's Pool.


Jareen clearly prefers to get his meat shrink-wrapped from Tesco.


Bah! Stupid alternate power.

You can take the shot.

Elisile the flying goblin shoots one of Camlo's attacks in the back. It collapses twitching.


OK, so LB going in, rope attached? Is he going alone?


Please make a Nature check (which can be assisted). For each multiple of 5 (rounded down) you derive one survival day's worth of id fiend meat. Also, if the roll is 20 or more, you sucessfully extract, slice and dry its brain - that's worth money (I haven't decided how much yet).

OK, another triumph! Where next?


Gorad determines that, indeed, the creature is edible. Also, its brain is a valuable component in certain potion and amulets, and could sell for a decent price if somehow preserved, perhaps through drying.


Elisile, Perception check DC 25. If you succeed:

Spoiler:
Elisile halts in her tracks as she spots the pit trap in her path.

It covers H-I/29-30 - you can complete your turn as you see fit.

If you fail:

Spoiler:
Elisile fails to notice the pit trap in her path.

DC 20 Reflex save or you fall in a pit trap covering H-I/29-30. If you fall, you take 2d6 falling damage, plue 1-4 attacks by the spikes at the bottom (+15 to hit, 1d6+5 damage each) plus the poisone on the spikes (giant wasp venom, frequency 1/rnd for 6 rounds, Fort DC 18, single save required). If you don't fall, your turn will end and you are on the edge, probably in the bushes next to Hudak.

Map updated.


Lost for words?


Bit of a bummer being Alwyn right now - clanking round the forest in all that heavy armour, not being able to get close enough to kill anything.

Elsie, then Illes.


OK, is that the plan? You guys seem a bit torn - do you want to discuss it a bit more ooc?


Calla plants her spear through the fiend's skull. It thrashes, its long tail lashing, before subsiding into death.

End of combat. 100xp each.


Sandswimmer scours its flesh. The fiend is now bleeding from multiple wounds.

Close but no cigar. Calla.


Bad, and not in a Michael Jackson way.


Gorad for the win?


You don't have to roll as 1 is not an automatic failure for skill checks. You see the stairwell and not much else unless you progress further.


The dazed and slowed effect is until the end of its next turn. However, you will be glad to know it has fairly bad reflexes. Please roll damage, and add 3d6 for the final effect of Gorad's power.

Irivis' blast of power scores the creature's side, and the spirits of the earth summoned by Gorad also rise up to assault it one final time. The fiend is beginning to look worn down by the fight.


Actually, I suspect Arakan isn't dazed and slowed.


2d6 ⇒ (6, 5) = 11

The creature howls and thrashes as Jareen turns the tables, tormenting it with conjured inky claws enhanced by Gorad's angry spirits. It lashes out with it mental powers. At the same time, Jareen's previous power ends, and Calla reappears.

Conratulations, you've bloodied it! Sadly, it gets to use its brain-zapping power as a free action. Everyone except Calla is caught in the blast.
Arakan: 1d20 + 4 ⇒ (9) + 4 = 13 v Will, on a hit you are slowed and dazed
Irivis: 1d20 + 4 ⇒ (19) + 4 = 23 v Will, on a hit you are slowed and dazed
Jareen: 1d20 + 4 ⇒ (20) + 4 = 24 v Will, on a hit you are slowed and dazed
Gorad: 1d20 + 4 ⇒ (14) + 4 = 18 v Will, on a hit you are slowed and dazed

Initiative and conditions:
Gorad 20 (dazed, slowed)
Calla 19
Id fiend 14 (marked by Calla, bloodied)
Arakan 12 (dazed, slowed)
Jareen 10 (dazed, slowed)
Irivis 2 (dazed, slowed)

Irivis.


Decision time...


1d6 ⇒ 4

Arakan's attempt to intimidate the id fiend falls of deaf ears, but he gets Calla back in the fight.

Jareen.

Map updated.


Vethran leaves sizzling goblin bones and seared foliage in the wake of his acid wall.

How long does it last?

Alwyn.

Map updated.


Anyone have a view?


No worries on the blatant self-promotion front - and congrats, you seem to be doing well.

Calla's strike hits home, and the id fiend is certainly aware of her again. But it still can't see her, its snout questing for its invisible assailant. It attacks furiously

Two attacks on Calla as a standard action:
Quick Slash: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20 v AC, damage 1d6 + 5 ⇒ (4) + 5 = 9 and the id fiend shifts one square.
Snapping Jaws: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20 v AC, damage 2d6 + 5 ⇒ (6, 2) + 5 = 13 and the target is slid 1 square
Oops, forgot the fiend's Perception check to know which square to attack. Minor action: Perception check 1d20 + 3 ⇒ (14) + 3 = 17 v Calla's Stealth (since she isn't trying to be stealthy, I'll just assume she takes 10); EDIT: that seems to be enough.

Initiative and conditions:
Gorad 20
Calla 19 (invisible)
Id fiend 14 (marked by Calla)
Arakan 12
Jareen 10
Irivis 2

Map updated.


Basically, its cold but not so cold that you would suffer the effects of hypothermia with only a few minutes of exposure. You are much more likely to drown first.


You are quite correct, my mistake, though it misses anyway.


Map updated.

Goblins begin to pour from the path into the clearing where Vethran waits alone. Time for that readied action.

Goblin perception checks: 1d20 - 1 ⇒ (17) - 1 = 16. A goblin chitters and points at Camlo's hiding place, and three move in to teach him a lesson. Those three get there without suffering an AoO. They attack Camlo with their swords:
G3: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 to hit, damage 1d4 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9
G4: 1d20 + 1 ⇒ (5) + 1 = 6 to hit, damage 1d4 ⇒ 1
G5: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16 to hit, damage 1d4 ⇒ 1

The remaining two continue to fire at Hudak, backing off slightly.
G7: 1d20 + 3 ⇒ (7) + 3 = 10 to hit, damage 1d3 ⇒ 1
G8: attack 1: 1d20 + 12 ⇒ (10) + 12 = 22 to hit, damage 1d4 + 6 ⇒ (2) + 6 = 8, attack 2: 1d20 + 12 ⇒ (18) + 12 = 30 to hit, damage 1d4 + 6 ⇒ (1) + 6 = 7

Vethran's readied action fires off, then it's Alwyn.


As Calla moves up on the fiend, it lashes out with its tail. Sandswimmer emerges from the dirt once more.

Immediate action: 1d20 + 6 ⇒ (2) + 6 = 8 v AC, on a hit damage 1d8 + 5 ⇒ (4) + 5 = 9 and Calla falls prone.

Map updated.

I think Irivis and Gorad are slightly out of initiative order, but then again Calla now has a flanking partner - Calla, then the fiend.

Initiative and conditions:
Gorad 20
Calla 19 (dazed, slowed)
Id fiend 14
Arakan 12
Jareen 10 (dazed, slowed)
Irivis 2


Nature check, DC 10:

Spoiler:
The coldness is probably no more than the fact this is underground, and it is generally cold in the Mournland.


Ooo, kinetic sensors... I suppose it's not LB's style to say, "It's a bit parky in there, lads."


LB:

Spoiler:
Lightbrimger moves down into the water. Though not personally discomforted, he notices that it is very cold.

You detect no evil.

Janosz:

Spoiler:
Janosz sticks his head in the water. It's like being slapped in the face with a bucketful of ice-water. Blinking through the pain, he peers about using his darkvision. So far as he can tell, the stairwell continues down another flight before disappearing into a corridor heading west. Other than Lightbringer, he can see no other creatures, alive or dead.

Gil:

Spoiler:
Gil detects nothing creeping up behind the party.


No, we agreed it didn't apply to implements (I think).


Jareen wrote:

Jareen has a will of 16, which I think mean's he's unaffected? If so...

Jarren mutters a few words, makes a motion at the fiend.

SA: Excise from site, with minor to slide the ID: 1d20+4 vs Will DMG: 1d10+4 if it hits it also cannot see Calla.
MA: Move back to J2

No, I'm afraid 16 is the DC he needs to affect you, so you are dazed and slowed. So you are limited to a single action, or two if you spend an action point. Up to you. Your rolled attack hits, by the way.


Arakan.


The goblin takes the blade through the eyesocket and out the back of its head. Camlo then drifts away like smoke into the woods.

That said, analogous to sniping, I'll be imposing a -20 to your Stealth check since you also attacked this round. Though they still might not see you.

Map updated.

Hudak.


Jareen: 1d20 ⇒ 10

Initiative:
Gorad 20
Id fiend 14
Arakan 12
Jareen 10
Calla 6
Irivis 2

Map updated.

Arakan.


Confused and hurt by Sandswimmer's sudden appearance and attack, the id fiend concentrates its attack on the spirit. Then it unleashes its psionic powers on the nearest of the adventurers, conjuring their own mortal terrors to assail them.

First off, it gets two attacks on Sandswimmer as a standard action.
Quick Slash: 1d20 + 6 ⇒ (11) + 6 = 17 v AC, damage 1d6 + 5 ⇒ (6) + 5 = 11 and the id fiend shifts one square.
Snapping Jaws: 1d20 + 6 ⇒ (6) + 6 = 12 v AC, damage 2d6 + 5 ⇒ (3, 2) + 5 = 10 and the target is slid 1 square - I just checked whether shaman spirits are affected by slides, pulls etc. and it doesn't say they aren't, so I'll assume Sandswimmer is. It it hits, Sandswimmer is slid to M11, assuming he is dispelled by the above attacks.
Next it fires off an action point to hit Jareen, Calla and Gorad with a fear/illusion effect as another standard action. On a successful hit, a target is slowed (move rate is reduced to 2) and dazed (only a single action can be taken each round, and you offer combat advantage) until the end of the fiend's next round. Recharge roll 1d6 ⇒ 3.
Attack v Jareen: 1d20 + 4 ⇒ (12) + 4 = 16 v Will
Attack v Calla: 1d20 + 4 ⇒ (17) + 4 = 21 v Will
Attack v Gorad: 1d20 + 4 ⇒ (12) + 4 = 16 v Will
Next it targets Calla with a psychic effect as a minor action.
Fearful Torment: 1d20 + 4 ⇒ (5) + 4 = 9 v Will, 1d6 + 5 ⇒ (5) + 5 = 10 psychic damage and Calla is immobilised and takes -2 to hit until the end of the fiend's next turn.
Finally, it moves gingerly down the slope as its move action.

EDIT: based on that, I think Sandswimmer is dispelled for the moment.


Map updated. Camlo.


Janosz Frogshanks wrote:
Did the two guys we're tracking enter the water? Track 9+3+16=28.

Yes. They don't seem to come out again.


The group move on cautiously. The door opens out into a corridor. Behind them is the cave-in that blocked their progress before. Ahead the passage leads to a downward stairway. On reaching it, the adventurers find that it is flooded - black, still water fills the stairwell.


Jareen?


Elisile shoots down one of the over-confident goblins.

G5 down. Illes.

Map updated.


Would Sir like some decongestant?

Moving on, I presume?

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