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Spectral Dragon

DM-Camris's page

4,550 posts. Alias of Camris.


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Congratulations Danua!


Now that you are close enough to see detail, you see there are two ways into the base of the tower occupied by the drow.
The first is through an ancient stone doorway. You see it is shut.
The other way is through a hole in the southern wall. This is difficult terrain and anyone clambering over it must make a Stealth check at
a –8 penalty.

Making your way stealthily towards the base of the taller tower, Nakoda put her foot down in some dry underbrush, which snap and crackle loudly.
Perception 1: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18
Perception 2: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
Perception 3: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Perception A: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5

Three drow elf heads pop over the battlements and look alertly down at you, their eyes scanning for enemies. It is close to noon though, and their eyes strain through as they blink against dazzling from the sun.

What do you do?


Round 7_________________________

Players take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW

For this battle, the heroes remain bolstered by the supercharged energy surging through their bodies. Each hero gains the following temporary template during the battle.
• Damage reduction 10/good
• Regeneration 5 (unholy damage or evil spells)
• Resist acid 10 and fire 10
• Each hero glows with bright light that automatically dispels any 3rd-level or lower darkness effect they enter.
• Each heroes attacks are treated as good for the purposes of overcoming damage reduction, and deals +2d6 points of damage against creatures with the evil subtype.
• Once per round as an immediate action, a hero can roll 1d12 and add the result to any d20 roll he just made.


Round 6_________________________________

Danua______
She pressed her attack but was staggered when her criticallyinjured demon slammed her with a pair of fierce strikes. Blood splattered to the ground by her clawed feet and to the demons anger her injuries started to close just as quickly as they were made.
Danua smiled broadly, despite her first strike being lost. Ever fluid her momentum wasn't lost, she casted once more. Calling on her magic to fuel her strikes as she unleashed another strong attack.
And her second strike obliterated the already wounded R6. It burned away like flash paper without even time to scream.

Karthak Ironbreaker______
Karthak suffers some minor injuries and counterattacks, his axe slashing towards Babau R8.
He hit, critically wounding it.

Arthas Sword of Ragathiel______
Arthas QuickDraw shield shifts into position. Whereupon he delivers holy whoopass with a devistating sword and shield combo.
"Your judgement is at hand! Prepare for obliteration in HIS mercy!"
With R6 down, Arthas quickly switched his attacks to R4. And indeed as promised, R4 is obliterated in Radiance’s golden fire.

Jokum of the Breakbones______
Jokum scowls. "Face me, you fiends!" Lunging forward, he tears at the nearest babau.
Jokum takes a 5' step to close with Babau #2 and then full-attacks!
He missed wide with his first attack, but hit with his second for moderate damage.

Voren the Outsider______
Voren sees that Karthak is starting to get worn down. He decides to take a risk. He steps over the sleeping babau and moves to Karthak.
R2 lashed out at Voren, tagging him for 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.
He ignores the attacks of opportunity from the demons and touches his friend with the wand. [ooc]Healing him for 9.

ENEMIES___________________
The glow coming off of you is now too intense for any Darkness spells to overcome.

Red-2: Attacked Jokum.
claw 1: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 for a possible 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 for a possible 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage

Red-7: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (15) + 12 + 2 + 2 = 31 for a possible 1d6 + 5 + 2d6 ⇒ (4) + 5 + (1, 4) = 14 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18 for a possible 1d6 + 5 + 2d6 ⇒ (6) + 5 + (3, 3) = 17 slashing damage

Red-8: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25 for a possible 1d6 + 5 + 2d6 ⇒ (5) + 5 + (3, 6) = 19 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26 for a possible 1d6 + 5 + 2d6 ⇒ (4) + 5 + (5, 5) = 19 slashing damage

Red-9: Snores loudly asleep and prone on the ground.
Red-A: Snores loudly asleep and prone on the ground.

Their AC is 19, DR10/(Cold Iron or Good)
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

DM Only:

Red-2:50
Red-7:73
Red-8:12
Red-9:73, asleep 2 rounds
Red-A:15, asleep 1 rounds


Round 2_______________________

Players take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW


Round 1________________________

Kyra Greenstar______
Kyra tries to cut down the nearest enemy, but her blade slices through only empty air.

Carilain Riveroak______
Carilain moves to E-4.
Then with a sharp word and brisk gesture, he evokes a brief ray of frost at the tiefling soldier (R1).
He just hit the tiefling, causing him to yelp as he is frosted for minor damage.

Kankai the White______
Kankai looked at her target ducking low as her hands tightened on her blade. The longsword was becoming more familiar by the fight. Handing it down she didn't quite hit the ground with it. Finishing her close she swung the sword in an upward arc hoping to punch through the soft spot in his armor at the base of his stomach.
Her slash entered the stomach, up through the throat and out again. The tiefling (R1) falls in a spray of blood.

Alorah______
Casting a protective spell on herself, Alorah moves to the corner as she readies her crossbow.
Cast Mage armor, move to corner of C5, readying crossbow.

Kelden Sunblade______
Moving to aid Kankai and flank perhaps the teifling eventually he head closer(to H4 or H5 ) and took a cut with his scimitar.
With Kankai’s foe down, Kelden moved to attack R4 instead. He hit for moderate damage.

(npc) Thetin______
Thetin thundered out a quotation from scripture, and lashed out at R6 with Radiance.
Radiance warhammer attack: 1d20 + 7 ⇒ (10) + 7 = 17 for a possible 1d8 + 3 ⇒ (1) + 3 = 4 bludgeoning damage.

ENEMY______________

Tiefling Red 2 moved up and held up his holy symbol. He shouted “Wrath of Deskari!” and channeled unholy energy to deal 1d6 ⇒ 2 damage to Thetin, Kelden and Kyra (Will save DC11 for half).

Tiefling Red 3 moved up and held up his holy symbol. He shouted “Wrath of Deskari!” and channeled unholy energy to deal 1d6 ⇒ 4 damage to Thetin, Kelden and Kyra (Will save DC11 for half).

Tiefling Red 4 attacked Kelden with his glaive.
Glaive attack vs Kelden: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 for a possible 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 9 slashing damage.

Tiefling Red 5 attacked Thetin with his glaive.
Glaive attack vs Thetin: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 for a possible 1d10 + 3 + 2 ⇒ (8) + 3 + 2 = 13 slashing damage.

Tiefling Red 6 attacked Thetin with his glaive.
Glaive attack vs Thetin: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 for a possible 1d10 + 3 + 2 ⇒ (1) + 3 + 2 = 6 slashing damage.

Tiefling Red 7 attacked Kyra with his glaive.
Glaive attack vs Kyra: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 for a possible 1d10 + 3 + 2 ⇒ (7) + 3 + 2 = 12 slashing damage.
...Crit Confirm?: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 for a possible extra 2d10 + 6 + 4 ⇒ (6, 3) + 6 + 4 = 19 slashing damage.

DM Only:

2:15
3:15
4:10
5:15
6:11
7:15


Alkaid:

Like Rafael, just your arms were shackled to each other with a six foot length of chain over a roof joist. Your legs are free.
Since one arm is unshackled now, you can just pull the chain through the joist to move freely.


Here too!
Sorry to hear of your family Sirusk. We'll be here when you get back!


Round 2____________

Players take their turn in order of Posting, Enemies will go last.

TACTICAL OVERVIEW


Round 1___________________________

Rafael Morganis______
Rafael pulls his chain free of the joins as quietly as he can, catching the loose end with his free hand when it begins to fall.
Despite his effort to keep it quiet, the chain makes a tremendous clatter as he gathered it up in his right hand. The Doctor straigtened up and looked over at Rafael with a puzzled look.
... but obviously not doing such a great job of making himself free... He leaps forward and tries to grapple the doctor that is cutting Brin.
He runs into the doctor, but couldn’t grapple him.

Brindolfin Cloudcap______
Brin moves his left hand over to the right shake and forms his mind blade {free action} cutting right into the right shackle. It burst open and Brin tears that arm free.
He sits up and slices at the one next to him with a Toppling strike if he is able.
And Brin’s backhand slams the Doctor to the stone floor, his scalpel flying away into a corner.

Midori Masaki______
Midori silently signals Hiro to free her.
Unfortunately, the Homunculus couldn’t spring the lock this time.

Alkaid______
Alkaid tries to break free
[ooc]And with a mighty heave, breaks the right hand cuff of her chains.

ENEMY___________________

Blood pouring from his nose, the Necromancer glared at Rafael (who was standing over him) and shouted a quickened Sound Burst, which dealt 1d8 ⇒ 7 points of sonic damage (Fort save DC18 or stunned) to Brin and Rafael, and blowing Rafael back five feet.
He scrambled to his feet then.
"Ungrateful wretches!" He shrilled. "I would have made you IMMORTAL!"


SURPRISE ROUND__________________

Party's turn.
Players (Sirusk, Cerastes and Rosalind only) take their turn in order of posting, Enemies already went.

Single Standard Action ONLY.

TACTICAL OVERVIEW


SURPRISE ROUND_________________

Charging almost silently out of the dark at you are the animated skeletons of dogs or maybe jackals.

Red 1 attacks Sirusks normal AC.
Charge bite attack vs. Sirusk: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 for a possible 1d4 + 1 ⇒ (1) + 1 = 2 slashing damage.

Red 2 attacks Cerastes normal AC.
Charge bite attack vs. Cerastes: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14 for a possible 1d4 + 1 ⇒ (2) + 1 = 3 slashing damage.

Red 3 attacks Cerastes normal AC.
Charge bite attack vs. Cerastes: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 for a possible 1d4 + 1 ⇒ (3) + 1 = 4 slashing damage.

Red 4 attacks Cerastes normal AC.
Charge bite attack vs. Cerastes: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 for a possible 1d4 + 1 ⇒ (4) + 1 = 5 slashing damage.

Red 5 attacks Rosalind's normal AC.
Charge bite attack vs. Rosalind: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 for a possible 1d4 + 1 ⇒ (4) + 1 = 5 slashing damage.

Red 6 attacks Rosalind's normal AC.
Charge bite attack vs. Rosalind: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22 for a possible 1d4 + 1 ⇒ (2) + 1 = 3 slashing damage.


Sirusk and Cerastes are not surprised, as they heard the rapid patter of clawed feet approach out of the darkness.
Rosalind is not surprised, as she was detecting for Evil and felt it approaching.
Everyone else is surprised and cannot act in the Surprise round.


You see metal desks sit to the north and south of this long room, yet the most distinctive features are a pair of odd, bedlike tables flanked by curving panels of blinking, pulsing lights. Moving armatures of metal extend out over the beds, each outfitted with glowing panes of glass and strangely glowing tools. You kind of know what they do now.

The chamber reeks of rotting blood, and you see great dark crimson stains splashed across the device, beds, and floor.

A basic search turns up nothing of the missing expeditions but the bloody stains.

Craft:Potion or Craft:Alchemy:

You are able to rescue a tube of the anesthetic the robot used, which contained 4 doses.
It is a local anesthetic that causes a –2 penalty to Strength that lasts for 1 hour (Fortitude DC 11 negates). This penalty stacks with multiple injections, but the duration does not. The save DC is Constitution-based.


I'm sorry to see you leaving Variel.
I apologize for my erratic pacing. I'm trying to get a more regular posting schedule, but it's not as easy as I had hoped.


Round 2_____________________

Now surrounding the construct, the party (except Flynn) claws, smashes, bites, stabs and pulls the construct into many small strange pieces before it can grab anyone else.

Once Variel and Celest roll off the torture table, the various blades, needles and torches continue to flail to no effect for a minute. Then the wall intones “KHIMFA CELESTETO” in tones of great satisfaction, and the various devices retreat into their home ports, slots and cabinets.

The alarm beeps stop and the room is silent once more.


Rhia:
You don't see or sense any undead hereabouts, but... you can tell. They've BEEN here.


Ereviss can see nothing in particular here, deep within an overgrown cornfield.

Knowledge:Nature DC15:
It is oddly quiet here. Aside from the muted buzz of the flies, there is no other sound. No insects chirping, no owls hooting, no bats fluttering... Nothing.

So what are you all going to do now?


Stealth Checks everyone!


And who IS the team leader?


As you pause observing the area, you see the brief movement of heads behind the crenelations of the taller SE tower.
Then you hear the *thump* of a ballistae from the top of it, a streak leading to the north tower, and the BOOM and red/yellow fireball as it exploded, sending blocks of dressed stone high into the air.

OK team leader, which edge square do you enter from?


Arthas, you might be looking at the wrong icon. You are Green circle "A". The purple rectangle "A" is a prone sleeping Babau demon.


The Elves cast Invisibility Sphere and Expeditious Retreat to give you the means to move rapidly and without being accosted by Drow patrols.

And soon you come within sight of where the patrol was pinned down.
The Elven scouts were reported pinned down in the North and West ruined towers. The Drow were reported on top of the SouthEast tower, able to command the area around it.

The aqua squares are the remains of the ancient road, still clear.

TACTICAL OVERVIEW
The squares are ten feet. You may begin on any edge square.
The Invisibility and the Expeditious Retreat both end right before you arrive.


Round 6_________________________________

Players take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW

For this battle, the heroes remain bolstered by the supercharged energy surging through their bodies. Each hero gains the following temporary template during the battle.
• Damage reduction 10/good
• Regeneration 5 (unholy damage or evil spells)
• Resist acid 10 and fire 10
• Each hero glows with bright light that automatically dispels any 3rd-level or lower darkness effect they enter.
• Each heroes attacks are treated as good for the purposes of overcoming damage reduction, and deals +2d6 points of damage against creatures with the evil subtype.
• Once per round as an immediate action, a hero can roll 1d12 and add the result to any d20 roll he just made.


Round 5_________________________________

Karthak Ironbreaker______
Attack of Opportunity roll: Missed.
Despite the barrage of heavy attacks Karthak manages to stay on his feet and swing back.
He hit Red 8, for serious damage.

Voren the Outsider______
AoO: The holy power guided Voren’s hand and he connected with the demon, for light damage.
Voren takes the blows from the demons. His wounds quickly heal, removing the damage. He waves the wand in his hand and touches himself with it. Healing 10.

Danua______
Danua's injuries healed as rapidly as they were inflicted, this new found feeling was as uplifting as it was intoxicating.
As the Babua turned to ash after her last scimitar strike she turned instead to continue engaging the next. And the next. And the next until they were all destroyed. She didn't even hesitate as she slashed at the Babua nearest her.
Her flurry of black blade slashes and magic turns an undamaged demon into a critically injured one.

Arthas Sword of Ragathiel______
Athas presses his assault on #9
"The General bade his faithful ---"Blessed are the healers, or their world and they too shall be healed and well."
Radiance struck the damaged demon, making it critically injured.

Jokum of the Breakbones______
Jokum continues his assault, laughing as he goes. Stepping next to Voren, he claws wildly at the nearest babau--this one, though, sees him coming and dodges his blows. Jokum's laughter is reduced to chuckles, but he still grins ferally at his foe.
5' step west. He attacked Red 2, but missed.

ENEMIES______________________
The glow coming off of you is now too intense for any Darkness spells to overcome.

Red-2: Stepped around away from Jokum, but continued to Attack Voren.
claw 1: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 for a possible 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 for a possible 1d6 + 5 ⇒ (3) + 5 = 8 slashing damage.

Red-4: Stepped East away from Radiance and Attacked Danua.
claw 1: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31 for a possible 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.

Red-6: Stepped behind Danua to Flank attack her.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (7) + 12 + 2 + 2 = 23 for a possible 1d6 + 5 + 2d6 ⇒ (1) + 5 + (4, 5) = 15 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26 for a possible 1d6 + 5 + 2d6 ⇒ (6) + 5 + (3, 2) = 16 slashing damage.

Red-7: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (1, 1) = 10 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (4) + 12 + 2 + 2 = 20 for a possible 1d6 + 5 + 2d6 ⇒ (2) + 5 + (4, 6) = 17 slashing damage.

Red-8: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (14) + 12 + 2 + 2 = 30 for a possible 1d6 + 5 + 2d6 ⇒ (4) + 5 + (5, 1) = 15 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36 Auto hit! for 1d6 + 5 + 2d6 ⇒ (2) + 5 + (2, 4) = 13 slashing damage.
...Crit confirm?: 1d20 + 12 + 2 + 2 ⇒ (12) + 12 + 2 + 2 = 28 for a possible extra 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage.

Red-9: Snores loudly asleep and prone on the ground.
Red-A: Snores loudly asleep and prone on the ground.

Their AC is 19, DR10/(Cold Iron or Good)
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

DM Only:

Red-2:71
Red-4:22
Red-6:14
Red-7:73
Red-8:29
Red-9:73, asleep 3 rounds
Red-A:15, asleep 2 rounds


Round 1________________________

Players take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW


SURPRISE round___________________

Carilain Riveroak_____
Carliain peers around the corner, then freezes. He makes hand signs back to his companions…
The tiefling soldiers do not appear to notice you. They are talking back and forth in the manner of soldiers anywhere in worried tones about a “Lady Jesslyn” and about her being a “Jumped up Acolyte”, as well as very rudely about her personally.

Thetin Dorvas_____
Thetin nods to Carilain and drinks a protection from evil potion. He then waits for the others to make any of their own preparations. He then says, "Follow Me" and dashes around the corner running all the way up to R5.
double move to J4.

Alorah______
As Thetin drinks the potion Alorah begins a celestial chant quickly touching three of her allies she casts Protection from Evil on Herself, Kankai, Kyra and Kelden.

Kankai the White______
Kankai watches and nods gripping the longsword in her hands. Shifting her stance she would enter dragon stance before nodding she is ready.

Kelden Sunblade______
Following behind their stalwart Paladin her kept along the wall confronting the cultist there next to the locked doors.
double movement along the wall enroute to R4

Carilain Riveroak______
Carilain still feels weakened from the horrible acid burns, caused by the bug spittle.
So before he begins the fight, he digs out a healing potion, and drinks it.

Kyra Greenstar______
Kyra indicates her readiness and follows behind Thetin!

(npc) Kankai______
Kankai moved out along with the others.

ENEMIES____________

Taken by surprise, they are caught flat footed and cannot act in the Surprise round.

DM Only:

1:15
2:15
3:15
4:15
5:15
6:15
7:15


Heal DC15 or Knowledge:Nature DC20:
Looks to you like this man died of dehydration, and the infection of the untreated beartrap wound. Perhaps a month old.

Ereviss and Christoph:
You note the beartrap is rusty from exposure; you think about a years worth of weathering. The village was abandoned a year ago. A coincidence? No, you feel certain that for whatever reason, the villagers planted this beartrap before they left.

Ereviss:
The body is only 3 or 4 weeks old. Coupled with the eclectic nature of the contents of the man's pouch, you're thinking this guy was some kind of looter, picking through the abandoned houses.

Rhia:
You shiver at the sense of undeath that delicately wafts over this whole area; and the hair on the back of your neck raises at what you feel to the north. Towards the nearest house.


I apologize for the long silences. So many times I come home and just want to fall asleep; and the weekends have so much other stuff to do...
I'm working on getting back to a regular schedule. Stay tuned...


Burian:

During the weeks that follow, the only things that interest you are the projects Professor Forol drags you into. Capturing strange wildlife, the glowing of the ships wake at night, the stars in the southern sky, all these and more the mind of the gnome academic leaps to and fro.
There is something about the positions of the stars, as well as the ocean patterns of wind and wave that bother you.

Knowledge:Planes DC22 AND Knowledge:Nature DC22:

You are off course! You think there is a major current sweeping you way further East than you should be.


Sunny:
The passengers seem more relaxed now. It seems to you that Ghirrak's little talk with Avner seems to have done some good, as he's avoiding the women now.

Marius:
Avner invited you in, breaking into a grin as he did so. Inside, his man Banaby deftly stitched what looked like a mans waistcoat in the latest style of the Great Kingdom.
"Welcome welcome! Would you care for a glass?" He asked you, offering a glass of a nice chablis.


Sense Motive DC25:
You notice the fortopman and archer, Skald, seems to be trying to keep out of sight of the new Captain. Always keeping a sail between him and Ghirrak, keeping his back turned, etc.

Bryson:

Avner, alone among the passengers and crew (with the possible exception of Annie) throws his arm around you and offers a bottle of wine.
"Bryson my friend! I am glad you have come to me for help. You must not take those people to heart, for they are jealous. Yes jealous!
"You are taller, stronger, more intimidating! In the Great Kingdom you would be in demand! Nobles would patron you, women would be attracted to you like magnets!
"These people,"
He waived his hand to include the people on the ship. "They are small town people. Backwards.
"There are things that can be done with the right clothing. My man Banaby can work wonders in that. Let's start with this..."
He said, starting to sketch out what he meant.
To his credit, he's not bad at all at design.


Round 5_________________________________

Players take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW


Round 4_________________________

Jokum of the Breakbones______
"Beast it is, then." And as he focuses on his rage, Jokum grows larger, his face elongating and his muscles bulging, as he becomes an ursine terror. He lets out a bellow and strides toward Voren.
Swift action: activate shifter's blessing. No action: 5' step toward Red 1. Full-round action: full attack Red 1.
With a roar, Jokum takes the babau apart.

Danua______
Danua focused her strikes on her wounded foe, though the tight studded leather fouled up her casting some and she grimaced as her spell broke apart in the air. She still however delivered a vicious blow backed by holy energies. Good enough to put down the already wounded demon.

Voren the Outsider______
Voren shouts as he's grappled!
Although, the damage that the babaus inflict on him isn't much. That's when Jokum comes in and tears apart the demon that is holding Voren.
The tiefling nods in thanks and glares at the demon in front of him. His eyes glow green and the babau begins to feel drowsy. The demon collapsed snoring.
Voren also feels some of his wounds stitch back together.

Karthak Ironbreaker______
Karthak tries to break the grapple applied by the foul demon but the wounds caused by his fellow suddenly regenerate.
With a herculean effort, Karthak breaks free of the Babau’s grapple!

Karthak wrote:
Do they have improved grapple? If not they should have given us AoOs

A: Quite right. They owe you an Attack of Opportunity. Get him!

Arthas Sword of Ragathiel______
Seeing the healer grappled, Athas steps to 1…
But seeing Jokum take care of Red 1, he stepped up to Red 4 as the next best thing…
… and slashes with his holy sword two handed in a mighty overhand chop.
And he lands a solid hit, seriously wounding the demon.

ENEMIES_________________________
Darkness areas continued to drop over you, though fewer now. They continued to be burned away like paper by the golden blaze radiating from you.

Red-2: Attacked Voren.
claw 1: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 for a possible 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 for a possible 1d6 + 5 ⇒ (3) + 5 = 8 slashing damage.

Red-4: Attacked Arthas.
claw 1: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 for a possible 1d6 + 5 ⇒ (5) + 5 = 10 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.

Red-6: Attacked Danua.
claw 1: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 for a possible 1d6 + 5 ⇒ (1) + 5 = 6 slashing damage.

Red-7: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (5, 6) = 19 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (19) + 12 + 2 + 2 = 35 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (1, 6) = 15 slashing damage.

Red-8: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (8) + 12 + 2 + 2 = 24 for a possible 1d6 + 5 + 2d6 ⇒ (6) + 5 + (5, 2) = 18 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36 for a possible 1d6 + 5 + 2d6 ⇒ (4) + 5 + (1, 2) = 12 slashing damage.
...crit confirm?: 1d20 + 12 + 2 + 2 ⇒ (12) + 12 + 2 + 2 = 28 for a possible extra 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.

Red-9: Snores loudly asleep and prone on the ground.
Red-A: Snores loudly asleep and prone on the ground.

Their AC is 19, DR10/(Cold Iron or Good)
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

DM Only:

Red-2:73
Red-4:44
Red-6:73
Red-7:73
Red-8:50
Red-9:73, asleep 4 rounds
Red-A:15, asleep 3 rounds


Quietly as possible you remove your barricade and open the door. Outside, the hallway is empty, the bodies removed. But around the corner you hear voices.

Stealth DC15:
Peeking quickly around the corner, you see a single squad of Tiefling soldiers (wearing the Deskari uniform) have set up a barricade at the top of the stairway leading up to here from the first floor.

TACTICAL OVERVIEW


When you approach closely and wave the flies away, you see that this was a man with a bear trap clamped around his leg.
By the man's manner of dress, he looks like one of the gypsy boatmen who ply their trade up and down the network of rivers that overlay this region.
Looking closely, you see no signs of wounds (other than those made by the beartrap). The body looks withered, as if extreme dehydration occurred.
Or drained by undead.
He has not been looted though. Searching him, you find:
His clothes are now little more than rags.
He wears a turquoise worth 100 gp on a leather thong around his neck.
He carries 12 gp, 22 sp.
A small silver pocket knife worth 25 gp.
A set of masterwork thieves’ tools in his pockets.


Deciding to fort up in the SouthEast (Demon Fly) room here, you spike the door shut and barricade it.
It is some hours later that you hear some movement/activity out in the hallway, and you think the door was pushed at once, but then left alone.

You are able to rest uninterrupted.


1 person marked this as a favorite.

She thought it only polite to offer...;)


You are able to pass the rest of the day healing, resting and resupplying, and even get a decent nights rest.
Next morning, an elven scout interrupts your breakfast with a breathless request from Eviana. The scout urged you to come to Eviana’s tent at once to speak with her.


Nakoda wrote:
Food. Food was Nakoda's immediate priority...

Food was simple to come by, as a camouflaged service position dished up savory elven foods. Lots of fruit, vegetables and nuts; with a deliciously flavored water in plenty. The regular elven troopers make way for you to sit at table with them.


Round 4_________________________

Players take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW

For this battle, the heroes remain bolstered by the supercharged energy surging through their bodies. Each hero gains the following temporary template during the battle.
• Damage reduction 10/good
• Regeneration 5 (unholy damage or evil spells)
• Resist acid 10 and fire 10
• Each hero glows with bright light that automatically dispels any 3rd-level or lower darkness effect they enter.
• Each heroes attacks are treated as good for the purposes of overcoming damage reduction, and deals +2d6 points of damage against creatures with the evil subtype.
• Once per round as an immediate action, a hero can roll 1d12 and add the result to any d20 roll he just made.


Round 3_________________________

Karthak Ironbreaker______
He hit! For moderate damage against Red 8.
Karthak grunts as the creatures weapons pierce his armor, yet that makes the sturdy dwarf just more determined to vanquish the abominations in front of him!

Karthak Ironbreaker______
Btw, does the template apply to Tentak too?
In this case it does.

Jokum of the Breakbones______
Jokum continues to laugh as the demons' claws bounce off his flesh. Seeing the acid covering their skin, he shrugs and tosses down his sword. "So be it then...if beast is what I seem, then beast I'll be!" Lunging forward, he goes after the nearest babau with his bare claws!
His first blow misses, but then he finds his footing and the second bites deep into the demon's flesh.
He grimaces as the acid stings his skin, but it's hardly enough to warrant notice.

Voren the Outsider______
Voren grunts as he takes all of the claws. However, while it does some damage, the damage is significantly weaker. He looks at the babaus surrounding him. He shouts to the others, "They're trying to surround us so they get a better shot at us!" He glares at the demon on his right and his eyes glow green. The babau begins to feel drowsy.
Babau A falls prone, asleep and snoring.

(npc) Arthas______
Arthas turned and beheaded both Red-B and Red-3 with two mighty hacks by Radiance!

(npc) Danua______
Danua swung on her opponent and missed once, but not twice; seriously wounding Red-5.

ENEMIES_________________________
Darkness areas continued to drop over you, though fewer now. They continued to be burned away like paper by the golden blaze radiating from you. You see the demons become alarmed as they cannot seem to be able to draw more than scratches from you. They start shouting at each other in Abyssal.

Abyssal language:

”Hold them!" "No, YOU hold them!" "I'm not getting that close, it burns!"

Red-1: Grapple attacked Voren.
Grapple attack vs Voren CMD: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 Success! Voren gains the Grappled condition.

Red-2: Attacked Voren.
claw 1: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.

Red-4: Attacked Jokum.
claw 1: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 for a possible 1d6 + 5 ⇒ (3) + 5 = 8 slashing damage.

Red-5: Attacked Danua.
claw 1: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 for a possible 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 for a possible 1d6 + 5 ⇒ (4) + 5 = 9 slashing damage.

Red-6: Attacked Danua.
claw 1: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 for a possible 1d6 + 5 ⇒ (5) + 5 = 10 slashing damage.
claw 2: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 for a possible 1d6 + 5 ⇒ (2) + 5 = 7 slashing damage.

Red-7: Grapple attacked Karthak.
Grapple attack vs Voren CMD: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 Success! Karthak gains the Grappled condition.

Red-8: Flank attacked Karthak.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (15) + 12 + 2 + 2 = 31 for a possible 1d6 + 5 + 2d6 ⇒ (4) + 5 + (1, 3) = 13 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25 for a possible 1d6 + 5 + 2d6 ⇒ (3) + 5 + (3, 1) = 12 slashing damage.

Red-9: Flank attacked Voren.
claw 1: 1d20 + 12 + 2 + 2 ⇒ (18) + 12 + 2 + 2 = 34 for a possible 1d6 + 5 + 2d6 ⇒ (1) + 5 + (2, 4) = 12 slashing damage.
claw 2: 1d20 + 12 + 2 + 2 ⇒ (4) + 12 + 2 + 2 = 20 for a possible 1d6 + 5 + 2d6 ⇒ (1) + 5 + (5, 5) = 16 slashing damage.

Red-A: Snores loudly asleep and prone on the ground.

Their AC is 19, DR10/(Cold Iron or Good)
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

DM Only:

Red-1:66
Red-2:73
Red-4:73
Red-5:23
Red-6:73
Red-7:73
Red-8:50
Red-9:73
Red-A:15, asleep 4 rounds


I see three heroes voting to rest before proceeding and no dissent.
I don't see any consensus about whether to retreat out of the Citadel first or forting up in place.
Can I get a show of who wants what?


Cautiously, you walk up the stairway and between the statues to enter the building.
TACTICAL OVERVIEW
From the light streaming in behind you, you can just see some shadowy forms in the darkness. Your feet make faint chuffing sounds in the layer of dust and sand blown in from the entrance.
Just inside the entry, two rows of columns lead toward an archway in the north wall. Two smaller passages open to the east and west.

Perception DC15 or Knowledge:Engineering DC10:
You notice that the building appears to be in remarkably good condition for its age, especially compared to the other structures in the necropolis.


Sirrusk:
You percieve nothing on the steps or the statues or the opening into the interior.

And you only need one Perception check for any room in general. More if I ask.
Inferis:
You detect no magic on the steps or the entrance.


Kelden:
Looks to you that the Tiefling officer has been dead for about two days.


Round 2_____________________

Players take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW


Round 1_________________________

Notorious Flynn Ryder______
"GAHHHH! What the?!---did you see how fast?!---Its got Variel!"
Flynn pulls out his sword and tries to target something on the creature that is vital.
but fails miserably in his haste to rescue his friend.

Celest Slysword______
acrobatics (leap astride bed while moving to G12): 1d20 + 9 ⇒ (13) + 9 = 22 Success!
mwk dagger v robot Hit! For minor damage.
AC note: she has a +1 dodge bonus to AC vs robots.

Cheshire Silvanshee______
Hoping to have an idea of weaknesses. Do I think the glass tubes on his back are important.

Cheshire:
You have no idea what manner of weaknesses it might have.

Cheshire moves in a reckless path to get behind the construct. And does not draw Attacks of Opportunity.
Double move to position I-13

Variel Whitestorm______
Hit once and held by the metal creature Variel tries to break the hold on him and reverse it so he can possibly pin the thing.
Variel was able to resist the fluid that was injected into him but could not slip out of the hold. Hopefully his friends would bash the thing in quick enough to free him.

Cheshire Silvanshee______
Fuzzles bounds in and attacks the construct. H-14
The cats efforts go futile.

(npc) Lilly______
Lilly ran after the metal man and swung.
Longsword attack: 1d20 + 5 ⇒ (5) + 5 = 10 but missed.

Rhaym_____
Doctor Rhaym stepped inside the doorway, but didn’t dive into the scrum

Enemies______________________________
The metal man easily swung Variel onto the bed and let go.
The armatures of metal extending out over the beds and outfitted with glowing panes of glass and strangely glowing tools. They suddenly come alive!
They whine as they swing around and knock both Variel and Celest prone on the bed and swung blades of cutting, instruments of cauterizing and needles of injecting into the both of them.
1d6 ⇒ 2
Needles stab Variel and deal 1d4 ⇒ 3 points of piercing damage.
1d6 ⇒ 3
Laser scalpel slices Celest and deals 1d8 ⇒ 5 points of fire damage.
A successful DC 12 Reflex save negates the effect for that round.

DM only:

Medical Bot: 26


Variel wrote:
combat question: Just so I understand that it moved opened the door full attacked with grab (understandable) and was till able to move again back to the beds in a single surprise round?

There was no surprise round, since both parties are aware of each other.

My setup was that Cheshire closed/locked the door. Then the rest of the round passed with you all discussing where to go next.
Then suddenly the door unlocked and opened, the metal creature was there, and faster than you imagined. (It has Improved Initiative and fast move speed.)
But in retrospect since there was no surprise, those within reach of Variel's previous position (since it had to be there to grapple) when it left there are eligible for Attacks of Opportunity on it. I make it as Lilly and Flynn that can do that.
Also, since it does not have Improved Grapple (or any equivalent monster ability), Variel also gets an Attack of Opportunity.


Perception DC20:
Some kind of motion attracts your attention to the homestead a hundred yards north of your position on the path. Looking straight at it, you don't see anything, but it's hard to do that in the gloom of dusk.

Proceeding down the narrow way between tall wild corn, you see something ahead of you.
Those without at least low-light vision can't see anything without a light source.
What at first appears to be a fallen scarecrow lies at the side of the path, bones jutting from its tattered rags. Flies buzz wildly around it. The stench of decomposition is worse here.
It would take an effort of will to approach any closer. Will save DC15 to do so.
Perception DC15:
The scarecrow is actually the withered body of a man, his leg still clamped in a bear trap.

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