Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Chaos Beast

DM Bigrin's page

2,078 posts. Alias of bigrin42.


RSS

1 to 50 of 2,078 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Jakscar looks first at the chest, and then at the ancient stringed instrument, trying to determine their value. The silver coffer is of value in itself, and holds several hundred coins - mostly copper and silver, though a few gold pieces stand out here and there. The stringed instrument is a work of art, and its iconography is similar to that seen on the walls and preserved tapestries of this place.

loot:

  • silver coffer
  • 43g in mixed coinage
  • ancient stringed instrument

  • Sure, and while you're at it, bring in a big brass band too, so that even the blind creatures will know you are coming. :D


    Evening is rapidly approaching as you skirt the inlet, heading for the wharf. As the sun buried itself in the sea, you resignedly accept that that there is still no shelter nearby, and that your choice is to either push on in the dark, or try and make some sort of camp near the crater. Kelendra's moonlight bridge idea would provide a measure of safety, but certainly no comfort.


    Examining the room closely and cautiously, Eva found no signs of danger. What she did find was all the equipment necessary to maintain a fully operational carpentry shop, with a focus on the making of coffins. Racks holding 2x4s lined the walls, with 3 hammers, 2 saws, an axe, a set of chisels, and a crowbar stacked neatly on boxes. The large box held thousands of rusty, but usable nails.


    Sorry, that would be 720XP each. XP doc has been updated.


    Harbug and Zaphomil:

    You recognize the spell as a greater form of teleport. The accuser devil could be almost anywhere in the world.

    With the devil nowhere to be seen, the group's concentrated efforts send the last imp sprawling to the ground

    Spoiler:

    Congratulations! Everyone gets 333 XP.


    mechanics:

    1d20 + 6 ⇒ (2) + 6 = 8
    1d4 + 1 ⇒ (2) + 1 = 3

    1d20 + 8 ⇒ (10) + 8 = 18
    1d4 ⇒ 4

    "Fine, you can have this damnable laboratory. Tell Bayaz that I'll catch up to him later...and it won't be pretty." The devil stepped backward, and a veil of magic shimmered slightly. Baz stepped through it and disappeared. The remaining imp dove once more at Jakscar, but the cat evaded the blow.

    Round 3:

    One imp is down, and Baz is apparently gone.

    Initiatives:
    group
    enemies

    Here's the map


    Waiting for Jakscar's turn and then we're good to go!


    Harbug - it essentially took a 5' step to attack. Doesn't prvoke from movement, but did provoke from Jakscar from sharing his space


    Calla = Angelica. Sorry, brain fart


    mechanics:

    1d20 + 4 ⇒ (11) + 4 = 15
    1d20 + 4 ⇒ (8) + 4 = 12
    1d20 + 3 ⇒ (10) + 3 = 13

    1d20 + 5 ⇒ (2) + 5 = 7
    1d6 ⇒ 6 + 1d6 ⇒ 1

    1d20 + 8 ⇒ (16) + 8 = 24
    1d4 ⇒ 4
    1d20 + 8 ⇒ (14) + 8 = 22
    1d4 ⇒ 3

    Angelica stumbled at the poison's effect, but moved forward quickly. As Harbug kept the imp distracted, she bolted for Baz. The accuser devil screamed as the cold silver blade plunged into it. It lunged at Angelica, but she held the point of the dagger before her and Baz reeled away from the hated metal.

    Spells went off with crackling of holy energy and glaring missiles. One of the imps was badly injured and barely managed to avoid the silver dagger in Jakscar's hand, while taking a blow from the dueling sword. The blow sent it reeling through the air, but the thin line of blood on its chest showed that the sword barely harmed it.

    In concert, the two imps charged the catman, stingers diving in to pierce fur and send jolts of poison into the feline.

    Round 2:

    Calla needs to make me another DC 13 Fort save or take 1d2 ⇒ 2 DEX damage.

    Jakscar can make an AoO against one imp, but takes 7 damage and needs to make me two DC 13 Fort saves or take 1d2 ⇒ 1 and 1d2 ⇒ 2 DEX damage.

    Initiatives:
    group
    enemies

    Here's the map


    'Partially finished' means that the coffin isn't complete. Maybe halfway done. you can easily see inside from the door, and that it is empty.


    Oops. 1d20 + 4 ⇒ (12) + 4 = 16. Attack missed.


    The rats hiss and spit as Tamis reaches in to close the door once more, but do not attack.

    The next door you came to was also unlocked, and as Tamis pushed the door open, she could see that it was a storage room of sorts. Along the walls lie piles of wood and tools, neatly stacked. A large wooden box sits against the center of the eastern wall. One partially finished coffin sits in the center of the room.

    Here's the map

    I am going to DMPC Tamis until we get to a spot where we can reasonably find a replacement, if that is okay with you guys


    mechanics:

    1d20 + 8 ⇒ (13) + 8 = 21
    1d4 ⇒ 3

    1d20 + 8 ⇒ (10) + 8 = 18
    1d4 ⇒ 2

    Angelica 1d20 + 3 ⇒ (18) + 3 = 21
    Harbug 1d20 + 0 ⇒ (3) + 0 = 3
    Jakscar 1d20 + 3 ⇒ (3) + 3 = 6
    Shabezz 1d20 + 2 ⇒ (15) + 2 = 17
    Zaphomil 1d20 + 1 ⇒ (10) + 1 = 11
    enemies 1d20 + 4 ⇒ (1) + 4 = 5

    Baz grins wide at your words, and his fly-like mouthparts click and buzz. From either side of the door, attacking from above, appear two winged shapes, their scorpion stingers driving into the necks of Angelica and Jakscar. Both feel the large stings burn and hiss as the poison works its way into their systems.

    Round 1:

    Imps attacked from invisibility in the surprise round.

    Angelica takes 3 damage and must make a DC 13 Fort save or take 1d2 ⇒ 2 DEX damage.

    Jakscar takes 2 damage and must make a DC 13 Fort save or take 1d2 ⇒ 2 DEX damage.

    Initiatives:
    group
    enemies

    Here's the map


    It's probably a good half mile directly from where you are to the wharf. There are some rocks, but it is the only wharf on the island because it is the only place clear enough of rocks to bring ships in.


    Inside, the akata are about as foreign as their outsides. Few of the organs look familiar to Kelendra, and she vaguely motioned towards a couple of clusters of lumpy organs for harvesting.

    As the three were concentrating on their autopsy, Calla and Bruendor kept an eye out for more danger.

    It didn't take long for the grisly job to be done with, and the organs were wrapped in cloths for travel. You hurried as best as you could towards the northern coast, your progress hampered by the terrain and your own exhaustion. Finally, the cliffs came in sight and you looked down to see the waves crashing against the rocks some forty feet below. Across the inlet you can see the remains of the wharf where you landed just a few days ago.


    mechanics:

    1d20 + 7 ⇒ (4) + 7 = 11

    Waiting for any actions or overt response to Baz's comments before we move on


    The rats raise their hackles and hiss at you, though none attacks as long as you stay outside the doorway.


    "A voice told you to kill me? Let me guess. Over by the burning runes? Bayaz the Magnificent? Bah! That imp thinks he can use you to do his dirty work? And didn't offer you any recompense. I think that about sums it up, yes?"


    The remaining akata went down quickly to a concerted effort. The heavy exertion stopped and you split your time between looking around for more threats, and staring at Calla. Not happy with all the attention, and less happy at letting herself nearly get killed, Calla snarled and began making sure she was going to be able to continue walking.

    Spoiler:

    I almost got ya!


    The first room was empty, except for a trio of very large rats surrounded by a swarm of smaller ones. The rat closest to you hissed and bared its fangs while the other two appeared to round up the smaller ones and move them back towards a set of tunnels gnawed into the walls.

    Here's the map


    "I have a pest control problem. This place is overrun with imps. f you could see your way to ridding me of those foul-mouthed beasties, I can work it into my heart to forgive your trespass and help you on your way."


    mechanics:

    1d20 + 9 ⇒ (9) + 9 = 18

    "You may call me Baz. If my minions attacked you, it was only because you do not belong here. Of course, you are not the only ones that do not belong here. Perhaps if you do me a favor, I can forgive your uninvited visit and send you on your way more the richer."


    I will be on a business trip through the weekend, so my posting will be limited. I will still try and get to the boards at least once a day for updates.


    I will be on a business trip through the weekend, so my posting will be limited. I will still try and get to the boards at least once a day for updates.


    I will be on a business trip through the weekend, so my posting will be limited. I will still try and get to the boards at least once a day for updates.


    Sorry to see you go. I really enjoyed having you in my game. I hope things work out well for you in your new situation. If you get some time freed up sometime in the future, send me a PM and I'll find a place for you in one of my games.


    Anklebiter - The spiders can get in position, but cannot attack. Remember you are in difficult terrain, halving your movement.

    mechanics:

    1d20 + 0 ⇒ (8) + 0 = 8
    1d6 + 1 ⇒ (3) + 1 = 4
    1d20 - 5 ⇒ (14) - 5 = 9
    1d3 ⇒ 2
    1d20 - 5 ⇒ (8) - 5 = 3
    1d3 ⇒ 3

    1d20 + 0 ⇒ (8) + 0 = 8
    1d6 + 1 ⇒ (4) + 1 = 5
    1d20 - 5 ⇒ (2) - 5 = -3
    1d3 ⇒ 1
    1d20 - 5 ⇒ (7) - 5 = 2
    1d3 ⇒ 3

    The remaining zombies went down to a concerted effort by Anklebiter's ape and Lefrik - which, coincidentally, looked somewhat alike. The spiders rushed to Bruendor's aid, but hte dwarf, so focused on his defense, was not able to land a telling strike. Fortunately for him, the akata were too caught up in the webbing to effectively attack, and he was able to fend off the feew blows that came close.

    Calla coughed and wheezed as the curative magics brought her back from the brink of death. Kelendra sighed in relief as her companion sat up, safe from Pharasma's realm for now.

    Round 6:

    Zombies down!

    Initiatives:

    group
    enemies

    Here's the map


    Zaphomil:

    You recognize an accuser devil right away. Their wings are functional, and their bite is acidic and often diseased. Like most devils they are resistant to normal attack, though good or silver weapons can harm them. They often have resistances to certain schools of magic. Fire, cold, and acid all do less damage to these creatures.


    mechanics:

    1d20 + 2 ⇒ (1) + 2 = 3
    1d20 + 2 ⇒ (6) + 2 = 8
    1d20 + 2 ⇒ (3) + 2 = 5

    Bruendor attack: 1d20 + 6 ⇒ (9) + 6 = 15
    Damage: 1d6 + 3 ⇒ (2) + 3 = 5

    1d20 + 4 ⇒ (9) + 4 = 13
    1d6 + 4 ⇒ (1) + 4 = 5
    1d20 + 4 ⇒ (14) + 4 = 18
    1d6 + 4 ⇒ (1) + 4 = 5
    1d20 + 4 ⇒ (13) + 4 = 17
    1d6 + 4 ⇒ (1) + 4 = 5
    1d20 - 1 ⇒ (1) - 1 = 0
    1d6 + 1 ⇒ (6) + 1 = 7

    1d20 + 4 ⇒ (18) + 4 = 22
    1d6 + 4 ⇒ (1) + 4 = 5

    1d20 + 0 ⇒ (9) + 0 = 9
    1d6 + 1 ⇒ (2) + 1 = 3
    1d20 - 5 ⇒ (14) - 5 = 9
    1d3 ⇒ 2
    1d20 - 5 ⇒ (3) - 5 = -2
    1d3 ⇒ 3

    1d20 + 0 ⇒ (18) + 0 = 18
    1d6 + 1 ⇒ (2) + 1 = 3

    Kelendra crushed the monster facing her and moved to help defend Calla as the others dealt with the Akata menace. Lefrik managed to cleave the head from the last foe attack them in the north, but Bruendor was still outnumbered. He managed to fell one of the akata, bu the others closed in on him, fangs dripping slime and knobby tendril slapping at his head and shoulders. He managed to slip most of the blows, but one tentacle caught him on the neck, leaving a heavy welt.

    One of the zombies attacking Calla wheeled on the ape and drove its arms into the hairy beat repeatedly. Ribs snapped and the ape looked badly injured, but still it kept on fighting. The other zombie fell to its knees and then savaged Calla's throat. The dying inquisitor put up no resistance as gobbets of flesh were ripped from her body.

    Round 5:

    Bruendor takes 3 damage

    Calla takes 5 damage

    Ape takes 10 damage

    Initiatives:

    group
    enemies

    Here's the map


    Angelica tries the southern door and finds it unlocked. She pushed it open and stepped back, allowing Jakscar to peer into the room. A low table sits in the center of the room, with two wooden benches at either side. Against one wall leans a tall stringed instrument made of wood and bone with golden inlay. On the far side of the table stands a grotesque figure with the head and torso of a pudgy man, and the lower body, wings, mouth, and eyes of a fat horsefly.

    Looking at Jakscar, the creature said, in barely understandable common, "So, you are the ones that have been rampaging through my laboratory and killing off all my helpers. What have you to say for yourself? Isn't it customary among your people to ask permission before entering someone's dwelling?"

    Here's the map


    Heading east from where you encountered the ghouls, you find that the corridor is lined with doors on both sides.

    Here's the map


    Yeah, it was a typo. i was apparently adding the damage in my head to see how badly injured you were and typed out the wrong result. so, dying but not nearly as dying as you thought


    Calla, that should have been 10 and 8 damage, for a total of 18. From 16, plus 1 from your fast healing should put you at -1...I think


    The rusted looking portcullis actually appears to be made from some kind of tinted brass, which only looked like rusted iron from a distance. It appears to be in good shape, with no sign of traps around it. Unfortunately, there was no sign of any mechanism to open it, either.


    Can't 5' step in difficult terrain, Lefrik. Still, holding your action will bring all 3 to you and you can great cleave to your heart's content.

    Spoiler:

    1d20 + 2 ⇒ (8) + 2 = 10
    1d6 + 1 ⇒ (1) + 1 = 2

    1d20 + 2 ⇒ (3) + 2 = 5
    1d20 + 2 ⇒ (8) + 2 = 10

    1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 17

    1d20 + 2 ⇒ (6) + 2 = 8
    1d6 + 1 ⇒ (3) + 1 = 4

    1d20 + 2 ⇒ (11) + 2 = 13
    1d6 + 1 ⇒ (1) + 1 = 2
    1d20 + 2 ⇒ (8) + 2 = 10
    1d6 + 1 ⇒ (4) + 1 = 5

    1d20 + 4 ⇒ (12) + 4 = 16
    1d6 + 4 ⇒ (2) + 4 = 6
    1d20 + 4 ⇒ (20) + 4 = 24
    1d6 + 4 ⇒ (6) + 4 = 10
    1d20 + 4 ⇒ (14) + 4 = 18
    1d6 + 4 ⇒ (4) + 4 = 8
    1d20 - 1 ⇒ (1) - 1 = 0
    1d4 + 1 ⇒ (2) + 1 = 3

    1d20 + 4 ⇒ (16) + 4 = 20
    1d6 + 4 ⇒ (1) + 4 = 5
    1d20 + 4 ⇒ (16) + 4 = 20
    1d6 + 4 ⇒ (6) + 4 = 10
    1d20 + 4 ⇒ (12) + 4 = 16
    1d6 + 4 ⇒ (4) + 4 = 8
    1d20 - 1 ⇒ (10) - 1 = 9
    1d4 + 1 ⇒ (3) + 1 = 4

    confirm: 1d20 + 4 ⇒ (8) + 4 = 12
    1d6 + 4 ⇒ (4) + 4 = 8

    confirm: 1d20 + 4 ⇒ (14) + 4 = 18
    1d6 + 4 ⇒ (2) + 4 = 6

    Calla feels her knees shaking as the strength is sapped from her. As the zombie's tongue withdrew, she could see it pulsating, and the remnants of a large amount of her blood seemed to absorb into the needle-filled pores of the tongue's surface. She fought through the weakness and connected with the zombie once more, but the feeble blow barely harmed it.

    Anklebiter finished casting and moved to Lefrik's side, passing Bruendor on the way. The sturdy dwarf slammed into the nearest akata, driving his rapier deep into purple hide. The dwarf was in danger of getting surrounded when the summoned spiders managed to encase two of his foes in webbing.

    Lefrik stepped forward and waited fo rthe akatas to come close, his axe held loosely in his hands. At the last minute, he whipped the axe in a blurred arc, slamming the extra-sharp head into the charging akatas. Two of his foes fell instantly, while the third weakly attacked with its head half-severed.

    Calla again took the brunt of the attacking zombies' strikes. With two of them on her, and weakened from the blood loss, she wasn't able to defend herself from all the strikes. Two heavy slams got through, knocking the inquisitor to the ground.

    Round 4[:

    Calla takes 2 points of Str damage from the zombie's blood drain ability.

    Calla takes 2 hits for 10 damage and 18 damage, which should be enough to send her bleeding to the ground at -1 hp (I think)

    Two akata dead.

    Initiatives:

    group
    zombies

    Here's the map


    Refresher: Rory Grayson is the merchant's son you were sent down here to look for


    The room is fairly large and completely befouled with the remnants of the ghouls and their recent meals. In most places the detritus is a few inches deep, and searching carefully requires running your fingers through the muck. However, after nearly an hour, Bob stood up with a crumpled note in his hand. In a shaky hand, it read "Beware the Purple Worms" and "Dam it is alive. Have to sleep, or die".

    Eva was the next to uncover something of interest. A small notebook, a journal actually, with the name Rory Grayson written on the inside cover. Most of the entries are pretty banal, though the most recent ones describe the merchant son's preparation for his trip into the Vault. The final entry was scrawled hurriedly and read, "Saracek got the others, and Willem ran. I'm almost out of torches, and I can hear the dead. He's coming for me."


    Glad to hear it! Don't worry, the sleeping comes eventually


    No worries Bob.

    I assume everyone has leveled. What are your next actions?


    Angelica gently opens the middle door to find a thirty-foot long hallway ending in a very rusted looking portcullis. Beyond the portcullis she could see another room. Both the hallway and the room appear to be deserted.

    Here's the map


    mechanics:

    1d20 + 4 ⇒ (15) + 4 = 19
    1d6 + 4 ⇒ (5) + 4 = 9

    1d20 + 4 ⇒ (16) + 4 = 20
    1d6 + 4 ⇒ (3) + 4 = 7
    1d20 + 4 ⇒ (8) + 4 = 12
    1d6 + 4 ⇒ (3) + 4 = 7
    1d20 - 1 ⇒ (19) - 1 = 18
    1d6 + 1 ⇒ (1) + 1 = 2

    1d20 + 4 ⇒ (18) + 4 = 22
    1d6 + 4 ⇒ (2) + 4 = 6
    1d20 + 4 ⇒ (2) + 4 = 6
    1d6 + 4 ⇒ (6) + 4 = 10
    1d20 - 1 ⇒ (8) - 1 = 7
    1d6 + 1 ⇒ (2) + 1 = 3

    confirm: 1d20 + 4 ⇒ (5) + 4 = 9
    1d6 + 4 ⇒ (3) + 4 = 7

    Anklebiter's celestial ape appeared, and its presence was devastating to the zombies. Not only did it mangle the two before it, but it allowed Bruendor and Lefrik to flank, providing the battlefield control necessary to easily put down the two zombies. On the other flank, the ladies weren't doing quite as well. Both Kelendra and Calla hurt their opponents, but the zombies struck back with a vengenance.

    Calla took a strong blow from the charging zombie that sent stars reeling across her vision. She could barely fend off the other zombie's blows, and as her vision cleared she saw its long spiny tongue shoot out across the short span between them, lashing her face like a whip covered with cactus spines.

    Kelendra fared slightly better, only taking a single blow to the chest.

    Meanwhile, the akatas closed the distance, bearing in on Lefrik and Anklebiter.

    Round 3:

    Two down!

    Calla takes 9 damage, 7 damage, and 2 damage, and owes me a Fort save.

    Kelendra takes 6 damage

    Anklebiter, don't forget to control your summoned creatures' actions every round, and if you can give me a turn counter, that would be great (e.g., Summoned Boar, rounds left 3)

    initiatives:

    group
    enemies

    Here's the map


    Congratulations!!!!!


    Our condolences, my friend. I too understand the large family in their twilight years scenario. Take your time and do what needs doing> Lefrik will still be here when you get back.


    mechanics:

    1d20 + 4 ⇒ (12) + 4 = 16
    1d6 + 4 ⇒ (4) + 4 = 8
    1d20 + 4 ⇒ (17) + 4 = 21
    1d6 + 4 ⇒ (3) + 4 = 7

    1d20 + 4 ⇒ (15) + 4 = 19
    1d6 + 4 ⇒ (6) + 4 = 10

    1d20 + 4 ⇒ (15) + 4 = 19
    1d6 + 4 ⇒ (1) + 4 = 5

    The first zombie to reach the illusory woman ran right through it without slowing, and the others followed right behind. Whatever hunger or impulses drove them, whatever senses guided them, the zombies ignored the illusion and came on. Calla steeled herself and fired twice, dropping the lead zombie before the rest of them made it to the group.

    One of the zombies slammed aside Bruendor's crossbow, knocking the dwarf in the head with one of the cross arms. Calla also took a hard blow as she tried to fend off the fast-moving zombie with her bowstave.

    The akata loped along, drawing nearer as the group turned to deal with the most imminent threat.

    Round 2:

    One down!

    Bruendor takes 7 damage

    Calla takes 5 damage

    Anklebiter, don't forget to control your summoned creatures' actions every round, and if you can give me a turn counter, that would be great (e.g., Summoned Boar, rounds left 3)

    initiatives:

    group
    enemies

    Here's the map


    mechanics:

    1d20 + 4 ⇒ (6) + 4 = 10


    The spells on the fountain are simple enough to observe for the little cleric. One was for creating the water, and another was for vanishing some of it before the basin overflowed. The permanency of these spells made this an always-full drinking fountain with cool. clean water.


    The fountain radiates a fairly low level of conjuration magic. The doors themselves reveal no such magics, and aside from the rubble piled in front of the northernmost one, none of the doors appear to have locks or bars.


    You're the ones that decided to go traipsing through a jungle instead of walking alon gthe nice easy paths :D

    1 to 50 of 2,078 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

    ©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.