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Baby Born Under the Moon

Aubrey the Demented/Malformed's page

8,261 posts. Alias of Aubrey the Malformed.

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Camlo.


The group pick their way down the escarpment towards the road, with light provided by Jareen's spell. There are skitterings and the glimpse of eyes glowing with reflected radiance. Most are tiny creatures of the night - no threat - but some are larger animals disturbed by the crashing meteor. The group head down a steep defile, a wrinkle in the steep rock slope. The flickering gaze of potential predators begins to make everyone jumpy, the deeper shadows become possible sources of ambush, and the clatter of a rock skipping down the trail could be a monster preparing to leap.

Arcana or Insight, DC 20:

Spoiler:
These bad feelings seem to be more extraneous than natural, perhaps an insidious psionic influence.


Arrows whistle through the air as Rolund and Bor open fire, but they fail to find their mark. Rodergo unleashes the radiance of the Silver Flame to scorch the unnatural monstrosity, but its inherent magical nature defeats the spell. But Ezreal's missiles are able to find their mark.

Janosz, then Gil, then Runzyl.

Map.

As an aside, Heathy, you might consider Spell Penetration as a feat, as your CL lags your level a bit because of taking the Exorcist PrC.


Sorry for the delay - busy day and evening yesterday.

The goblin voices quieten as Elisile gets closer. She still can't see the goblins.

Nothing for Elisile to shoot at as yet. You can keep that roll when it comes to it..

Map updated.

Illes.


Onward to Grak's Pool, then?


The creature lashes out with an inky pseudopod as Lightbringer leads the charge.

AoO as LB is incoming: 1d20 + 12 ⇒ (7) + 12 = 19 to hit, damage 1d8 + 4 ⇒ (5) + 4 = 9. Also, if that hits, LB takes the spell effect: 130 points of damage, reduced to 3d6 + 13 ⇒ (6, 6, 4) + 13 = 29 on a successful DC 20 Fort save.

EDIT: I think that's juuuust a miss by the Darkness.

Lightbringer's sword cleaves into the mass. It seems corporeal, at least, and hopefully killable.


Elisile.


Janosz Frogshanks wrote:
Aubrey the Demented/Malformed wrote:
Janosz Frogshanks wrote:
Janosz pops the approaching thing with a few arrows and then gets the hell out of the way.

50% miss chance due to Displacement effect.

42%

Is that a hit or a miss?


Runzyl Steelsong wrote:
I'll take H25. Sorry, I've been sick the last couple of days and spent most of it asleep. :(

Hope you are feeling better.


Map updated.

Ezreal 22
Janosz: 18
Gil: 17
Runzyl: 13
The Darkness: 10
Lightbringer: 9
Basher: 8
Rod: 7
Rolund: 6
Bor: 2

The ooze surges forwards remorselessly.

There's a great urge to have it go "Tekeli-li! Tekeli-li!" or something like that, but I shall restrain myself.

LB.


Bor: "Huh?"

Still awaiting Runzyl.


OK, what now?


Janosz Frogshanks wrote:
Janosz pops the approaching thing with a few arrows and then gets the hell out of the way.

50% miss chance due to Displacement effect.

Map updated.

Still waiting for Runzyl's position.


Ez:

Spoiler:
Normally an onrushing blob would be outside Ezreal's sphere of competence. However, he supposes that this one is a powerful living spell, probably necromantic in nature. Its attacks could be deadly.


Ezreal 22
Janosz: 18
Gil: 17
Runzyl: 13
The Darkness: 10
Lightbringer: 9
Basher: 8
Rod: 7
Rolund: 6
Bor: 2

Ez goes first. Magic Missile?


Janosz: 18
Gil: 17
Runzyl: 13
The Darkness: 10
Lightbringer: 9
Basher: 8
Rod: 7
Rolund: 6
Bor: 2

Ez?


Map.

The grey blobs are the machinery, the black blob is The Darkness. Please place yourselves. You are entering at the bottome of the map, and I doubt you have got far into the room, if at all.

Darkness Init = 1d20 + 2 ⇒ (8) + 2 = 10


Map updated.

Hudak contains his anti-goblin fervour and steps over the slumbering creature.

Vethran.


You all had your extended rest, just before I blew you all up.

Bear in mind it is still dark - dawn is in a few hours.


OK, that's both of the stabilised. I'm not going to inflict death saving throw ticks on anyone since I tried my best to kill you with a meteorite. Also, Arakan and Gorad can just redover to 0hp and use their healing surges to get back their hit points.

Gorad and Arakan are dragged out of the rubble. Irivis revives Arakan with a few slaps to the face while Gorad wakes to find Jareen's face hovering over him.

OK, that's the end of your ordeal.


Arakan wrote:
Aubrey, when do you want Gorad and I to make our Death saves?

After you've had an unsuccessful Heal attempt - like that one.

Can I suggest you try and Aid each other on the Heal checks - choose the best roll and then use the others as aid?


Calla the Quick wrote:
EDIT: Dang, should have just looked for them, but decided to aid another before I saw the rolls.

Meh, don't worry, you've found them.

Calla finds the unconscious bodies of Gorad and Arakan.


Elisile Starbrow wrote:
Someone favourited initiative order?

You've got to admit, it's good.

And, er, goblin 2 is alseep. Making sure of no witnesses? Or Hudak can do something else if he wishes.


I wish I knew what you were on about...


It's dark again, and weirdly quiet after the tumult of the last minute os so. Particles begins to settle out of the air, covering everything with choking dust.

OK, separate Perception checks (DC 10) to find your fallen comrades. If you find them, you can try a DC 15 Heal check to stabilise them. You can assist each other with those checks.

Oh, and 150xp each for surviving a meteor strike - not often you get to write that. Although strictly, a couple of you haven't survived it yet...


Jareen?


Camlo 25
Goblins 1/2/4 23
Hudak 20+
Vethran 17
Alwyn 16
Elisile 11
Illes 3

Hudak.


Light is range: touch. Of course, if Rod wants to saunter out into the dark to touch something, I'm game.

Rolund throws the torch as far as he can into the room (about 25 feet or so). It illuminates the middle of the room with a cirle of flickering light. Still there is nothing there.

Then suddenly it comes rushing, a cylinder of night-black protoplasm the size of an elephant charging towards the group.

Roll initiative. Map coming.


Jareen?

The ground makes a violent convulsion, dislodging boulders from the tops of the ravines. At the same time, a searingly hot winds roars down the canyon carrying gravel like sling bullets and flensing sand.

This is a very hot hurricane-force wind with added flying particles and falling boulders. You stand the risk of being blown off your feet and being shredded by the shrapnel. You can try either an Acrobatics check (to roll with it rather than fight it), an Athletics check (to grab hold of something and anchor yourself in place), or an Endurance check (to hunker down and try and sit through it), all DC 20. You may also choose another individual to assist as well as rolling for yourself. If you fail, you are attacked by the following:

+7 v Fortitude, damage 3d8+3. Half damage on a miss.

If you succeed, you just take the half damage.

The howling gale seems to go on for an age, but eventually it begins to moderate. It is then that huge chunks of rock, thrown up by the impact miles away, begin to return to earth.

You can try a Perception or a Nature check (both to find cover), or an Acrobatics check (to dodge the falling rocks), also DC 20. Again, you may choose an individual to assist as well. If you succeed or fail, you are attacked three times as follows:

+5 v Reflex, damage 2d6+3. No damage on a miss.

If you made the skill check, add 5 to your Reflex defence for this section.


OK, you all pretty much got it.

You hear excited goblin whispers just up ahead.


The group of ill-matched travellers rests for the night, with pairs of them maintaining watch. Hours pass. A few small creatures make skittering noises in the night, but otherwise it is silent.

You've gone without a fire as far as I can tell. You get the benefit of an extended rest, but you need to make DC 10 Endurance checks against the cold otherwise you fail to recover one of your healing surges.

It is the darkest, coldest point of the night. Suddenly there is a flare of light in the sky. With a hideously loud hissing, roaring sound a ball of flame, trailing embers behind it, plunges out of the night and hurtles across the heavens. It is impossible to guess its size or trajectory at first, and for a horrible moment it seems to be heading straight for the cave and its stricken inhabitants. But that is just a trick of the eye and instead it is quickly clear that the missile is much larger and more distant. With a flash it crashes into the ground several miles away with a huge explosion that lights the canyon as if it were day.

Try a Nature check, DC 10 (no assistance):

Spoiler:
It landed roughly at the position of the bandit tower.

If you get 15 or more:

Spoiler:
That was a meteorite crashing into the ground. Anything that was at the point of impact or close to it will likely have been vaporised, and there will probably now be a significant crater.

If you get 20 or more:

Spoiler:
You have a few seconds (one round) to prepare for the shockwave.


OK, who's on watch first?


Camlo 25
Goblins 1/2/4 23
Hudak 20+
Goblin 3 20-
Vethran 17
Alwyn 16
Elisile 11
Illes 3

Goblin 3 is out of sight for the moment. Pereption checks, please.

Map updated.


Janosz:

Spoiler:
You hear the sound of something large moving in the darkness. There are no discernible footsteps, more a sliding noise.

LB:

Spoiler:
You detect no evil.


A brief reconnaissance finds a shallow cavern in the canyon wall, with a good view down back the way the group has come. A quick checks finds it empty of other inhabitants, and the travellers settle down for the night. The sun dips and dusk gathers. The sky clears and one of the moons rises, casting a wan light amid a riot of stars. Shadows pool under the rocky walls and it gets very cold, very quickly.

OK, you might want to consider the sleep rota, and maybe emote a bit. Are you having a fire (assuming you can light one)?


Phase 1 - make tracks: SUCCESS!
Phase 2 - survive: SUCCESS!
Phase 3 - cover tracks: SUCCESS!
Phase 4 - head towards Grak's Pool: SUCCESS!

100 xp each.

The canyon-lands begin to peter out, the walls of the ravines getting lower and lower, until the path emerges on the far side. The estuary is out of sight on the other side of the twisting, maze-like uplands, but the road to Grak's Pool lies at the bottom of the valley. The group has also manages to evade pursuit and survive one day in the burning desert. But the shadows are stretching as night approaches.


Come on - just one more roll either way. Who's game?


Rod, Gil:

Spoiler:
Depends - which way are you looking? If you are looking east down the room from near the door, it's sorta beyond where Janosz is standing towards the limit of your darkvision.


Janosz moves in cautiously, circling the machine where the body lies. It's a human female dressed in an overall, toolbelt around her waist and sprawled on her back, eyes open and sightless.

Gil, Rod:

Spoiler:
Something slithers in the darkness from the corner of your eye, but is gone when you turn to look.


Phase 1 - make tracks: SUCCESS!
Phase 2 - survive: SUCCESS!
Phase 3 - cover tracks: SUCCESS!
Phase 4 - head towards Grak's Pool: 3 successes/2 failures!

Calla leads the team up a blind canyon. But at least Gorad helps to disguise their tracks by steering clear of soft sand.


Map updated.

Camlo.


Phase 1 - make tracks: SUCCESS!
Phase 2 - survive: SUCCESS!
Phase 3 - cover tracks: 3 successes/1 failure
Phase 4 - head towards Grak's Pool: 3 successes/1 failure

The party sets a good pace, putting a decent distance between themselves and the bandit tower. Arakan helps disguise their passage.


Janosz hears nothing. He pushes open the door. Beyond, the room is pitch back.

If you have darkvision:

Spoiler:
This room looks a similar size to the two previous. It contains heavy machinery - strange engines, forges and presses - bolted to the ground and looming out of the dark like crouched dragons made of steel and grime. Poking out from behind the nearest can be seen someone's feet, from where they lie motionless.

Another exit, an open doorway, leads north (i.e. left).


Phase 1 - make tracks: 3 successes/1 failure
Phase 2 - survive: SUCCESS!
Phase 3 - cover tracks: 2 successes/1 failure
Phase 4 - head towards Grak's Pool: 3 successes/1 failure

The party shrugs off the desert sun, taking maximum advantage of the wilderness or simply ploughing on relentlessly.

Only phases 1, 3 and 4 to go.


Not bothered who takes what - it was simply a suggestion, you guys are the arbiters of that.

And yes, the suit basically has to be destroyed before Gil can be targeted by anything. I flirted with the idea of maybe leaving the operator vulnerable to mind-affecting, visual effects but decided it would add a layer of complication and the operator's immunity could justified by several inches of adamantine. Note though, the suit is immune to effects that cannot target objects. Disintegtate requires a Fort save, but affects objects...


OK, what now? Moving through?


Illes?


Calla? Jareen?


Janosz:

Spoiler:
They did.


Phase 1 - make tracks: 3 successes/1 failure
Phase 2 - survive: 3 successes/0 failures
Phase 3 - cover tracks: 2 successes/1 failure
Phase 4 - head towards Grak's Pool: 3 successes/1 failure

Irivis ignores (politely this time) Jareen and the party heads in the right direction.

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