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Elan

Black Powder Chocobo's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter. FullStarFullStarFullStar Venture-Lieutenant, South Dakota—Rapid City. 1,366 posts (3,582 including aliases). 1 review. No lists. 1 wishlist. 13 Pathfinder Society characters. 9 aliases.


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Lantern Lodge

Night March map and notes

Botting Amnur/Orion

Orion, before Mylv spoils it, is excited at an opportunity to kill a dragon and fires a pair of arrows over Varian's head.

Orion RS1 @ Illvaster: 1d20 + 5 + 1 - 2 - 2 ⇒ (19) + 5 + 1 - 2 - 2 = 21
Damage on hit: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Orion RS2 @ Illvaster: 1d20 + 5 + 1 - 2 - 2 ⇒ (12) + 5 + 1 - 2 - 2 = 14
Damage on hit: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Both arrows solidly land, wounding the undead dragon.

Amnur also cannot resist and with a mighty "ROANOOOOCK", moves forward to take some flak off Varian and also try to claim a dragon as a trophy.

As Amnur gets in front of the oracle, Illvaster lunges forward to bite the dwarf.
Illvaster AoO bite @ Amnur: 1d20 + 13 ⇒ (13) + 13 = 26
Damage on hit: 2d6 + 7 - 2 ⇒ (6, 2) + 7 - 2 = 13

Amnur is bitten hard, but doesn't stop the dwarf from taking his axe and swinging it for all he's worth, taking a stance to hold off the dragon better.
Going into Defensive Stance
Amnur Stonestrike axe @ Illvaster: 1d20 + 7 + 2 + 1 ⇒ (13) + 7 + 2 + 1 = 23
Damage on hit: 1d10 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12
Amnur hits back just as hard!

Recap:
Varian prepares his hammer to strike.
Illvaster comes out, seriously wounding Varian.
Shilyn succeeds partially disrupting Illvaster.
Kalkamedes punches the dragon!
Orion fires a pair of arrows at Illvaster, both hit.
Mylvwara identifies the creature type by hitting it with a splash of holy water.
A trio of rotten claws crawl up to the battle!
Mahasi identifies the zombie properties, but fails throwing a snowball at the zombie dragon.
Amnur takes an attack of opportunity and takes a defensive stance, wounding Illvaster.

Round 2!

Init Order:
Varian
Illvaster
Shilyn
Kalkamedes
Orion
Mylvwara
Claws 1-3
Mahasi
Amnur

Lantern Lodge

Night March map and notes

Congrats, happy Easter present for you all :)

Lantern Lodge

Night March map and notes

@Shi: Don't forget, you have arcane spell failure chance due to your studded leather armor; until you get a feat or different equipment to reduce it, any spell you cast has a 15% chance of being botched.
Spell Failure chance: 1d100 ⇒ 41
No worries this time, though!

@Shilyn: Your ray lightly sears the dragon's skin.

After Mylvwara's identification, it seems almost on cue that a trio of rotting black dragon claws follows up from behind, appearing to aid the false dragon.

@Mahasi: Looking at the form, the "dragon" seems to have once been a dragon, but has thus been zombified. Given the speed its moving, and the fact that Kalkamedes punch managed to wound the thing, you're assuming it's a fast zombie variant.

I'll wait til about 3pm MST for Orion and Amnur to try and post, but then I'll bot them and carry on!

Lantern Lodge

Night March map and notes

Actually, Varian does have Kalkamedes's rope, since Amnur dropped it when he was stunned :P And kudos for use of the phrase 'deathdamned'

Lantern Lodge

Night March map and notes

Miss direction: 1d8 ⇒ 4

@Mylvwara: Trying to make sure you clear Varian, you fling the vial hard and it lands behind the dragon! However, your theory is now answered as the dragon's skin starts sizzling from the holy water splash.

Only 1 damage

Kalkamedes, walks ahead, directly into the dragon... and swings at it!
Kalkamedes unarmed strike @ Illvaster: 1d20 + 6 ⇒ (8) + 6 = 14
Damage on hit: 1d3 + 2 ⇒ (1) + 2 = 3

Amazingly, the sleepwalker's blow lands, dealing some damage to the dragon!

Lantern Lodge

Night March map and notes

@Varian: You can see a large form rising in the distance, it appears to have wings and dark scales, but that's all you can make out from the distance... until it starts moving.

You then see a large black dragon with a mithral band upon one of its horns speedily moving towards you, the scent of decaying flesh tickling your nose as it lunges forward to bite...
Target: 1d2 ⇒ 2
Varian!

Illvaster bite @ Varian: 1d20 + 13 ⇒ (12) + 13 = 25
Damage on hit: 2d6 + 7 ⇒ (2, 3) + 7 = 12

And Varian is nearly brought down from a single blow by the creature!

Everyone else is up!

Lantern Lodge

Night March map and notes

Amnur tells you that the darn thing is evil... too evil!

Kalkamedes CMB: 1d20 + 6 ⇒ (9) + 6 = 15

Luckily, Varian's quick thinking stops Kalkamedes from going more than a few feet.

Upon Amnur's words, the gnome yells out in a horrifically deep voice. "Illvaster! KILL THEM!"

With that, the sound of something rising from water and large foot steps can be heard in the distance.

Inits:

Illvaster: 1d20 + 2 ⇒ (16) + 2 = 18
C1: 1d20 + 2 ⇒ (9) + 2 = 11
C2: 1d20 + 2 ⇒ (9) + 2 = 11
C3: 1d20 + 2 ⇒ (9) + 2 = 11
Amnur: 1d20 + 1 ⇒ (5) + 1 = 6
Mahasi: 1d20 + 3 ⇒ (6) + 3 = 9
Mylvwara: 1d20 + 2 ⇒ (9) + 2 = 11
Orion: 1d20 + 6 ⇒ (5) + 6 = 11
Shilyn: 1d20 + 3 ⇒ (14) + 3 = 17
Varian: 1d20 + 2 ⇒ (17) + 2 = 19
Kalkamedes: 1d20 + 1 ⇒ (12) + 1 = 13
C1 roll off: 1d20 ⇒ 8
C2 roll off: 1d20 ⇒ 14
C3 roll off: 1d20 ⇒ 12
Mylv roll off: 1d20 ⇒ 20

Init Order:
Varian
Illvaster
Shilyn
Kalkamedes
Orion
Mylvwara
Mahasi
Amnur

Map updated!

Lantern Lodge

Night March map and notes

Amnur, looking at the creature, closes his eyes and uses Torag's power to detect evil.

The dwarf then suddenly drops to his knees, stunned from the immense aura emanating from the "gnome" in the circle.

Lantern Lodge

Night March map and notes

Kalkamedes CMB: 1d20 + 6 ⇒ (15) + 6 = 21

Kalkamedes almost slips past Amnur's grasp, still moving towards the southwest.

"Very well...", the gnome mutters. "I am an efreeti, trapped here for my ability to grant wishes. Let me escape and I shall grant you one."

Lantern Lodge

Night March map and notes

Kalkamedes CMB: 1d20 + 6 ⇒ (9) + 6 = 15

Amnur keeps a firm grip on the sleepwalker, but Kalkamedes seems to be wanting to keep on going past the trapped gnome.

The gnome answers back, "I was made prisoner by an organization known as the Thrallkeepers. They bound me to this place they called the Black Edifice and used my fey essence to power their strange magics... "

Turning to Mahasi, he continues his tale. "My captors have died out centuries ago... but the magic that binds me here has kept me young. Please, free me, so I can taste fresh air again, die at last, and perhaps return to the First Wrold in spirit."

@Varian, Shilyn, & Mahasi: The runed circle around the gnome seems to be some sort of arcane binding circle. Without the high level magics necessary to dispel the enchantment, physical damage must be dealt to the circle to destroy it.

Mahasi:
You in particular can see that the circle bindings are made to imprison outsiders. In particular, evil or chaotic outsiders. Furthermore, you can tell that the wards have been fading and were much stronger a long long time ago.

@Mylvwara: Gamin answers back, "I do not know; I know Kalkamedes has never been here before, or at least with any travel I've been with him... yet look at him, wanting to go further."

Lantern Lodge

Night March map and notes

@Varian: Leading the way, you see a circular alcove that buds off the larger cavern. An elaborate set of concentric circles inscribed in dull metal of different colors occupies much of the space in the room.

In the center of the circle is a gnome in threadbare clothes and with nearly pink hair. Upon seeing he calls out, "At last, someone who can save me from my prison!"

Lantern Lodge

Night March map and notes

Shh.... you spoiled my surprised there. :P

With the bandits agreeing to hold out and wait for their promised pay, the rest of the party descends down into the cavern.

Everyone's down, and there's a passageway that Kalkamedes is beelining towards.

Lantern Lodge

Night March map and notes

The party moves as planned; Shilyn, Amnur, Kalkamedes, and Varian hop into the cage. Oddly, the sleepwalker calmly waits in the cage. Trepidaciously, Mahasi works the lever. Without a hitch, the cage starts lowering down into the darkness. It moves steadily (20 ft a round), so it takes a minute to reach the bottom of the shaft. There, another console with a level awaits the party in the cave, still lit by the sorcerer's lit rock.

Amnur, not missing a beat, raises the lever and the cage rises up topside.

Orion, Mylvwara, and Mahasi, you can reach the level console from the cage. Do you trust taking it down or simply use feather fall?

Palm-sized shards of jagged steel jut from halfway up the walls of this large cavern, bathing the cavern with a dark green light. A set of natural rock columns support the chamber's ceiling, which rises to a height of twenty feet. A small tunnel leads to the northeast, and several rounded alcoves branch off from the main cavern.

Amnur has to then pull hard as Kalkamedes immediately tries to head into the narrow passageway.

Map updated

Lantern Lodge

Night March map and notes

Amnur CMB: 1d20 + 7 ⇒ (19) + 7 = 26

Amnur, grabbing the rope from the bandits, gives a mighty yank and pulls Kalkamedes back.

So what's the idea here? People floating down? Anyone going to try the cage and lever?

Lantern Lodge

Night March map and notes

Kalkamedes CMB: 1d20 + 6 ⇒ (15) + 6 = 21

Kalkamedes slips past both bandits this time! He heads forward towards the ledge and cage!

Lantern Lodge

Night March map and notes

@Mahasi: Given the amount of light you saw and the time it took for the stone to land... you'd say 200 feet down.

Note: Despite the image, there is enough room in the cage for 4 Medium people to fit.

Lantern Lodge

Night March map and notes

Kalkamedes CMB: 1d20 + 6 ⇒ (9) + 6 = 15

The door now open, Kalkamedes seems to take a further interest moving forward, straight towards the ledge. However, the bandits hold him back.

Lantern Lodge

Night March map and notes

Orion aid: 1d20 - 2 ⇒ (11) - 2 = 9
Shilyn aid: 1d20 - 1 ⇒ (11) - 1 = 10
Varian aid: 1d20 - 2 ⇒ (16) - 2 = 14

Between the temporary weakening and the effort from 3 others, even if Orion's wasn't quite enough, the door finally creaks open!

A wide hallways continues from the heavy doors, leading to a walled section that seems to drop off below. Suspended by thick chains, a massive metal cage shaped like a demon's head hangs over the dark shaft, no bottom in sight. The cage's door, by all appearances a menacing maw filled with incisor-like fangs, hangs open to invite entry. A narrow bridge spans the short distance between the ledge and the cage, and a small console on the north edge of the bridge bears a single lever.

Map updated!

Lantern Lodge

Night March map and notes

You are correct Mahasi, it only lasts for one round, so you should probably let someone else hit you with it for optimal effect. Incidentally... Mahasi is not the weakest person in the party :) Mylvwara should have an idea who it is.

Lantern Lodge

Night March map and notes

@Mahasi: After using the wand on yourself, standing on the dais, you feel a strength unlike that you're familiar with. While you got lucky the first time around, it seems far easier to put similar effort.

Note, the DC to open the door is more than 20 as noted above.

Lantern Lodge

Night March map and notes

Mahasi Strength check: 1d20 ⇒ 18
Mylv strength check: 1d20 - 1 ⇒ (7) - 1 = 6
Shilyn strength check: 1d20 - 1 ⇒ (19) - 1 = 18

Mahasi puts all of his effort, his strength unchanged by the dais. Mylvwara, not used to such brute efforts, fails to aid, although Shilyn isn't afraid to get her hands dirty. Nonetheless, the combined effort isn't enough to open the door.

Lantern Lodge

Night March map and notes

@Mylvwara: There's enough room for 4 people on the dais.

Lantern Lodge

Night March map and notes

Oh yeah... Varian is quite injured... and needs some healing love! Shilyn, too :)

Varian Strength check: 1d20 - 2 ⇒ (6) - 2 = 4

As soon as he steps on the dais, the weight of his armor almost seems to double. So encumbered, he still tries to open the door, but feels his muscles far too inferior to open the door.

Lantern Lodge

Night March map and notes

Her previous inspection of the statue finds no traps and the wand is easily removed.

You have a wand of ray of enfeeblement!

Lantern Lodge

Night March map and notes

Wand's still on the statue.

Lantern Lodge

Night March map and notes

Yes please :) The door isn't locked... but quite heavy looking!

Lantern Lodge

Night March map and notes

To save time... Shilyn finds no traps along the door. Just an eerie feeling as her gear seems to weigh her down more as she stands on the dais while inspecting the large iron doors.

Lantern Lodge

Night March map and notes

When Mylvwara steps off, her body "feels" normal again. Her equipment is less of a burden on her now.

Kalkamedes CMB: 1d20 + 6 ⇒ (14) + 6 = 20

Kalkamedes slips past the confused bandit escorts and walks towards the door, his face smooshing into it as he tries to progress forward.

Lantern Lodge

Night March map and notes

@Mylvwara: Your body feels different... standing still you do not get a different reaction, but things do feel a touch heavier now.

Lantern Lodge

Night March map and notes

It's a Wand of Ray of Enfeeblement, with 15 charges remaining! Being CL 1, it'll deal 1d6+1 temporary Strength damage.

Lantern Lodge

Night March map and notes

@Mahasi: Not at all! Although you can give me a spellcraft to identify the wand.

Lantern Lodge

Night March map and notes

@Mahasi: While the door itself does not have an aura, you can see that the dais in front of the door does. It bears a mix of transmutation and necromantic energy called a transkinetic field. In this case, it literally reverses the strength modifier of the person standing on the dais.

Lantern Lodge

Night March map and notes

@Shilyn: The only thing that catches your eye is the wand in the statues hand seems to be removable and that your rogue senses are tingling that the fact the statue is pointing the wand at the door has some meaning.

Lantern Lodge

Night March map and notes

@Varian: Again, more Thassilonian that this time reads:

"Those that would dare believe they are strong enough to oppose us shall learn that their strength is their weakness and our weaknesses are our very strengths."

Lantern Lodge

Night March map and notes

Once again, the script is in Thassilonian: I'll need a Linguistics check to read it

Lantern Lodge

Night March map and notes

The party slowly makes their way through tunnel, guided by the sleepwalker "towing" a couple of bandits while the others remain outside to stay guard.

Steep stairs at the end of the hallway descend into a room, whose only other entrance is sealed by a massive set of iron double doors that block passage to the east and rest upon of dais of glistening black stone. To the west stands a statue of an elderly, robed man carved from the same dark stone, and in his hand he brandishes a slender golden wand that points toward the door. Ancient script winds around the statue's base, and dried leaves, dirt, and small animal bones are scattered about the room.

Map updated!

Lantern Lodge

Night March map and notes

With the other bandits supporting, Kalkamedes takes the potion in stride. He's still wounded, but is better now.

Lantern Lodge

If you want something a bit more combat effective... how about a magus/rogue or magus/ninja? I have a PC going Arcane Trickster from magus/ninja, although that's a bit more MAD than you may prefer, but the Ki point boosts are nice. In either case, human, half-elf, and elf are my preferred core race choices

If you go this route, please get the Magical Knack trait so your caster level for spells doesn't trail off too badly.

There are two other possibilities:

Sandman Bard: You get spells, sneaky spell options, and you can actually single class into Arcane Trickster, although you'll have to wait until after level 10 for that.

Vivisectionist Alchemist: A stretch, but hear me out. In your case, instead of studying living anatomies, you studied that of undead creatures to find weakpoints. And your unusual studies are why the clerical forces betrayed your parents. Alchemy covers the magic part fairly well, and sneak attack goodness! Assuming this is a home game, you could play that well.

EDIT:
Seeing your edit... how about transmuter wizard/vivisectionist? Alchemy and spells from wizard both use Int for the stat, and can use the transmuter Physical Enhancement to further beef up a desired physical stat. Just use the alchemy to get some decent self buffs and keep your wizard spells for other purposes. Still see the Magical Knack request above.

That or sorcerer/ninja. The use of Cha as a primary stat is nice synergy, and halfling would be pretty awesome in that regard.

Also, what's the stat arrangement, point buy or have you rolled some already?

Lantern Lodge

Night March map and notes

As an aside, is there any healing done? Kalkamedes, Mylvwara, and Shilyn took some damage. There are 6 potions of cure light wounds remaining from the bandits; they used two of their eight to revive the two downed fellows.

Lantern Lodge

Night March map and notes

@Mahasi: The Thrallkeepers were a sect of the Runelord of Sloth; they specialized in summoning horrors and entities from a number of dark planes. Little is known about their rituals and direct activities, but they were made extinct along with Thassilon millennia ago.

Lantern Lodge

Night March map and notes

@Mylvwara: It's a strange illusion aura... as best as you can guess, the illusion has the keep invisible except under direct moonlight, which negates its properties.

Lantern Lodge

Night March map and notes

@Varian: The text reads: "Enter the Black Edifice, locus of the Thrallkeepers, servants of the Runelord of Sloth."

The stone radiates faint illusion aura.

The passageway goes down more than 60'.

Lantern Lodge

Night March map and notes

@Mylvwara: The opening leads to a 10-foot wide stone archeway, its keystone inscribed with a seven-pointed star wreathed in ancient markings. Weathered script snakes its way up and down the entrance, but you'll have to get closer (and either know Thassilonian or make a Linguistics check) to figure out what it says.

Lantern Lodge

Night March map and notes

Group Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7

"Alright, alright... them terms sound fine."

Because of this, there is no more need for Kalkamedes checks for the time being.

With a new crew secured, the party continues their trek into the forest. The light of the sinking moon washes the sub-alpine valley ahead in silvery light. A squat, stone bunker crafted of dark rock sits nestled among the low trees, its domed roof barely peeking out from above the leafy canopy.

As a cloud passes over the moon, the entire structure seems to fade from view, leaving a momentary void before the moon's light again illuminates it. Only a single open entryway mars the smooth, windowless façade of the lone building.

Kalkamedes seems to beeline straight towards this unusual building. Gamin can offer no information about this locale, while the bandits are equally confused.

"What damned spot did that sleepwalker get us to?", one asks Mylvwara.

Lantern Lodge

Night March map and notes

@Shi: Give me a Bluff or Intimidate check.

Lantern Lodge

Night March map and notes

Just going with Mylv's response!

"Wha? Really? What's the pay missy?"

Lantern Lodge

Night March map and notes

"Look, we were just after your coin an' valuables to make a living, nothin' personal ok?"

Another one pipes up, still trying to rub glitter out of his eyes with his elbow. "Yeah, we're the Gorgon's Privateers!"

The first bandit shakes his head sighing. "It's his first day on the job."

"We try not to kill; see, each of us has bandages and a potion so we can tend to wounds afterwards."

True to his word, if you check the bandits, outside of their varied weapons, there are some crudely made bandages and a single potion of cure light wounds (8 total).

Lantern Lodge

Night March map and notes

@Orion: His childhood memories take over his aim.

Mahasi hides out after attracting a lot of negative attention.

However, this is unnecessary as the only bandit not stuck, blinded, or knocked unconscious calls out. "Alright, alright, we surrender!", dropping his crossbow.

At this point, I'm taking things out of initiative order. But if you wait long enough, the other bandits will drop their weapons if they haven't.

So.... what do you do?

Lantern Lodge

Night March map and notes

@Mylvwara: They are not evil, but aggressive.

While the first eagle swipes aimlessly, it distracts the bandit enough that the other successfully mauls the bandit.

Followed by your acid dart, he screams and falls unconscious, the acid eating away.

@Varian: Swing and a miss as you know.

Recap:

Lots of whiffs, several bandits are stuck, , but between eagles and Shilyn's rapier, two are felled.

Next round!

Init Order:
Orion
B5
Mahasi
B6
Kalkamedes
Amnur
B8
B2
Shilyn
B7
B4
Mylvwara
Varian

Orion is up first!

Lantern Lodge

Night March map and notes

Np, and actually, Orion can post, too! All things considered, the bandits will be toast; Mahasi's crowd control has really prevented death by arrows :P

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