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Priest of Asmodeus

GM Blood's page

6,512 posts. Alias of David James Olsen.


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In terms of the Ring on this level, it only consists of spiral staircases leading up for the most part. No doors leading into the center at all. The upper level ring does have rooms in the center area. As far as Rauno could see there were no stairs leading down from any of the rooms in the center of the upper ring.

Maps to come later

Nope no other penalties if you have feather step. Everything is difficult terrain is all

You spend most of the time invisible checking out the area listed. The area in the upper ring uundiscovered was the workshop that you saw before and anything connected to it. You would have to sneak around up there, but it is not very heavily guarded. Not sure if Rauno has more inv or not but he could extend it

No other exits visible. Looking through the stone houses there is nothing of value or other exits. The stone plug was the only thing thing that stood out of place.

I have a crazy busy schedule for work coming up, so not looking great in terms of having a ton of time for updates, but a lazy Sunday has given me a window to get things pushed ahead.

Everything is difficult terrain


Round 1

Initiative Order - Spirit Naga, Aarakess, Skorhald, Kilthan, Rohara, Justin

Spirit Naga AC 25 T 16 FF 18 CMD 29

GM Blood:

Initiative Kilthan Hammerstone - Below Ground: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative Aarakess Halcorn: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Dryn'taka Devilschild: 1d20 + 5 ⇒ (17) + 5 = 22
Initiative Skorhald Warsong: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative Justin D'Rite: 1d20 + 0 ⇒ (3) + 0 = 3
Initiative Rohara Acharya: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Monster: 1d20 + 7 ⇒ (20) + 7 = 27

As the others approach, the quick creature hisses and casts a spell, sending a fiery ball of flame that envelops everyone

Fire Damage: 7d6 ⇒ (1, 4, 5, 5, 4, 3, 5) = 27 Reflex DC 16 for half

Kelkzar gets an invisibility spell and stealths into the dark passageway to scout it out.

Stealth: 1d20 + 9 ⇒ (6) + 9 = 15

Kelkzar comes to a huge cave that resembles the Coenoby, but is in a state of century-old abandonment. It looks like a surface structure once stood here, a cluster of stone houses that were buried under a million tons of rubble a long time ago. In the labyrinth of ceiling-high sections of ruined walls, the only remarkable feature is the idol that gives this cave its name, the ten-foot-high, alabaster statue of a powerful giant armed with a mattock. Now the silent guardian of the Titan’s House, the statue stands in an almost completely enclosed space in the northeast part of the cave. The cave floor slopes down to the south where a 10-foot-deep pool of water is located. In the water, you can just make out a stone plug.

Perception: 1d20 + 19 ⇒ (4) + 19 = 23

Rauno, will make some assumptions on your part, if that is OK

Sending the Arcane Eye down the passage that the servant come in (First minute to get the eye there). You send it north up the passage where it turns again to the west and after a half minute it reaches some stair going up. You send the eye up to the upper level and discover it leads to the upper ring but on the north end (You came up special stairs on the west end when they took you to the arena floor.).

With just over 7 minutes remaining you send the eye to the south into the rooms in the upper ring. Six identical cells opened off the hall, each closed by a metal gate. As you pass by you see 2 leopards, 3 boars, and a lion, each in its own cage.

With 5 minutes left you come to the middle of the upper ring. You know to the left is the workshop you saw before so you send your eye to the east to see those rooms.

The first room you come to is some sort of room for the guardsman. There are currently 4 of them sitting around the table talking. There is a pantry and a barracks off of this room.

With three minutes left you send the eye on its way to the south.

In the southeast section of the inner ring, you come across a mess hall with three long tables. It is currently empty so you send the eye on its way before the time runs out to the passage leading west.

In the southern section of the inner rings are more cells, this time it appears to be for prisoners rather than animals. Two of the cells are empty, but a third has a human male in it.

With time running out you continue down the hall where there are two doors. One holds stirrup-vases and clay flasks. The other side has large barrels and many glass bottles of what appears to be wine.

Then the eye runs out of time.

He was having stomach pains for about the last week or so and we have been assuming it was constipation and trying to get him to flow again. I woke up yesterday to him crying on the toilet because his stomach hurt so much. so we took him to the doctor.

So long story short, we were right on the cause, I just didn't want to take any chances it was something more serious.

At the doctors office with my son now so that won't help any. Probably kick things back up on Monday at this rate.

Crazy busy time in life at the moment. Will update as soon as I can. Sorry for the delay.

Crazy busy time in life at the moment. Will update as soon as I can. Sorry for the delay.

In addition the area where the servants come in and out is surely lighted as in the way you normally go to the arena. Don't remember if others can see that eye or not.

Upcoming schedule assuming you win:

Currently Day (Day 1) - Post fight and currently during Ekaym's visit. (He is available to leave and come back with anything you need)

Day 2 - Non fight day, the 6 remaining teams get the day off

Day 3 - There will be 3 fights that take place at 10, 12, and 2 (Schedule will be posted that morning)

Day 4 - The remaining three teams take place in one of 2 fight. Two teams fight each other, while the other team gets to fight in a special Monster Battle (It is a fight of honor for the previous year's champion if still in the fight).

Day 5 - Final battle to crown the winner with the remaining 2 teams.

Note, even though fights go pretty quick, there is usually about an hour in the arena with everything else going on (introductions and the like)

Good thing you just won a bunch of money and are in a major city!

Also it would be good for me to know what your plan is coming up, and some of it depends on Rauno and how fast he can get the spells he needs in his spellbook and memorized. As far as I am concerned this can still be on day 1 sometime after your fight and during/after Ekyam's visit.

Day 2 is a rest day. Day 3 is the next Round of fights. (It is important for me to know which spells you will have prepared for battle if you decide to also explore that day)

Also Trevor/Party I would assume you would want to bet on yourself again for the next round of fights? Still a good payout 1gp pays 3gp. You can bet up to 250gp.

Diplomacy: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18

Remember Kilthan is the only one there currently.

The other behind begins to move down the hall (remember it is difficult terrain[/ooc].

Kilthan scans around and is confident there is no other hidden enemies around. After his comment, the Spirit Naga says, "The serpent creatures says in a hissing common, "You and the otherssss coming need sssshow the resss-pect I desss-erve by apologizss-ing for awakening me, then leaving me a ssssizable tribute of a worth equal to my ssssuperiority over you. Then you may continue passsst."

Not sure what Rauno's opposition school is, but he can go and purchase a scroll or potion for you and bring it back. (if a scroll is better for putting it into your spell book he can get whatever components you need to add it in) Cost is 150gp for a scroll or 300 for a potion. You could have it in your spell the night of the first battle so you have it available to your day off, or put it in on your day off if you want.

Ekaym can certainly find what you need and bring them to you

Does Arcane eye give you darkvision or do you have a way to obtain it when you send the eye down a dark corridor?

Drow Loot x4:
+1 chain shirt, mw heavy steel shield, +1 rapier, mw hand crossbow, 20 bolts, potion cure moderate wounds

GM Blood:

Perception: 1d20 + 15 ⇒ (16) + 15 = 31

After healing and making sure you are ready Kilthan heads down the sloping passage to scout ahead. The gently sloping passageway ends in a large chamber dominated on the far side by a pool of water formed by a leaking cistern above before flowing out of the room in a thin stream. Something in the pool glows pale green, bathing the room in shifting curtains of light.

As you enter your immediate attention is drawn to a snake-like creature with the head of a humanoid women and a forked tongue. She appears to be relaxing, coiled around one of the stalagmites near the pool. Although she clearly has spotted you, she is just swaying back and forth slightly, sizing you up.

Knowledge Check for Kilthan

Knowledge (dungeoneering) DC 19:

This large serpent with a humanlike head is a spirit naga. It is an Aberration

Knowledge (dungeoneering) DC 24:

Spirit nagas possess significant innate spell casting ability. Most spirit nagas speak Abyssal and Common.

Knowledge (dungeoneering) DC 29:

A spirit naga can charm people simply by meeting their gaze, and its bite carries a deadly poison.

Knowledge (dungeoneering) DC 34:

Spirit nagas delight in places of death and desolation. Battle-scarred ruins, untended graveyards, despoiled forests, and tangled swamps all attract these repulsive creatures. Spirit nagas seek out places of fundamental corruption, sites they believe to be imbued with dark magics. The crypts of long-dead tyrants, the death places of great heroes, and the ruins of nefarious keeps all attract these wretched serpents.

You could use your day off to test spells. Test teleport/ dim door. Use arcane eye and other spells to explore the surrounding areas. that kind of stuff. If you were going to wait until after the next couple of fights to actually leave and explore when the other teams are above, then you would have additional time to use your arcane eye to explore if you wanted.

Rauno, when taken to the arena, you were taken to the west exit and around a large circular hallway. They walk you around the south (probably a 400 to 500' walk) with circular stairs leading up (3 per quarter circle). Once they got all the way to the west they took that stairway up leading to room with identical sized circular hallways except this level has rooms also in the middle of the circle. They then take you up to the arena from this waiting room via a lift.

From this room you can see the circular hallway leading north and south as well as a room to the east, which looks like a workshop of some kind. Past that in the center of the outer circle looks like hallways leading to other rooms.

The other hallway in the upper west you have seen the servants use.

The hallways to the south east closest to your room, you haven't seen anyone use.

Rauno, for the pool you have to have been there before to see an area with it. So for instance you could see this room from the pool, but not other areas you haven't been

Ekaym looks relieved when you say you don't need him involved, but he still says he will do whatever you need him to do to help you succeed.

OK, at this point I just need to know what day you are going to leave to explore and when. Day 2 is a rest day, but there are 5 other teams here, but the guards from here on out are more relaxed and sparse than the first day. By the end of Day 3 there will be 3 left, and only 1 left after day 4 (And there will not be any teams in the Coenoby for at least an hour when the other team is battling on day 4)

Happy 4th everyone! I just wanted to take the time to thank everyone who has been in this game the last 2+ years, including Dryn who just had to leave, and Skorhald who has recently joined. I am blessed to have so many great players both in this game and my other one, and I couldn't do it without you guys.

Hopefully we can all (including me) keep plugging away at this AP and someday see the end together!

I think I will just stick with 5 for now, but I will keep him mind

You have to stay in the Coenoby at all times except when fighting. You have the full day off tomorrow, then fight again after that day. If you go tomorrow, the chances to be found out that you left is higher. (6 other teams left.) If you wait until after another round of fighting you won't have everything available, but you would have an hour window while the remaining two teams are above)

No worries from me. Hope you get a chance every once in awhile to drop over and say hi. If the time ever comes when you have time for these boards again drop me a line.

"Well rules of the tournament prevent you from leaving. Just don't get caught! I could stop by when you want to leave and 'have a closed door team meeting' with you as cover."

As the day goes on, teams are defeated and the place empties out. Auric's Warband, Draconic Brood, Final Phoenix, Pitchblade, and The Skull of Murq round out the winning teams as the day ends. The Coenoby has a lot more room now that there are only 6 teams remaining.

During the evening, as you are recovering from your battle and talking some strategy, Ekaym pays you a visit, looking quite a bit like a cat who's found the cream. He happily presents you with your trophy and your prize money. "Don't spend it all in one place, he grins." Ekaym is happy to shop for you if you need to supplement your equipment.

Then he grows serious and takes you aside to your chambers and in a low voice he admits that he has a confession to make.

“While it’s nice that you turned out to be pretty good gladiators, I must admit that I had a hidden motive for entering you in the games. You see… my sister Lahaka disappeared here last year, not long after the previous Champion’s Games.

"I’ve been looking for her for months now, but I’ve hit a dead end. She was a traveling entertainer, a bright joy that brought happiness to cities throughout the world. It seems that her travels eventually brought her here, and more to the point, she caught Loris Raknian’s eye.

"What I do know is that she vanished the day after the Champion’s Games ended. I’ve paid for divination spells to learn more, but alas have learned little. And so I decided to come to the games themselves. I hoped that by entering some gladiators in the competition, I’d have a chance to explore the area, talk with Raknian, and maybe find out what happened to Lahaka. But so far, I’ve found nothing.

"Raknian’s nearly impossible to get to, and I’ve uncovered no clues in the outlying buildings. There’s two places I’ve not been able to reach - his palace and the arena understructure. This is where you come in, my friends. The guards are heavy tonight, but if things go as normal, they become much more lax after this day. If you can slip away from the Coenoby and search the surrounding rooms for clues as to what happened to my sister, I’ll turn over my share of the winnings from the games to you. What do you say?”

Day 2 is a rest day with no battles planned and 5 teams left in the Coenoby. If you wait for after day 3's battles there would only be 2 other teams left in the Coenoby. And obviously only 1 other team left after Day 5.

Kilthan finishes off the one on top of the shelf, while the wasps finish off the drow on the ground. Aarakess sends the wasps flying down the passageway.

Combat Over!

Amazingly, with the aid of the judges, everyone survives. Sapphire Squad and Arcane Auriga congratulate you all as you leave the arena, but Badlands Revenge just grumble and sulk off.

Revision, Drow #4 moved out of the swarm, missed that in my posting, adjusting Rohara to the square to the south of it out of the swarm as well.

Skorhald slams the drow on the ground twice with a claw by jag, but it is still holding on. Justin wears down drow #2 killing him. Rohara and Jagdbach combine a couple hits on drow #4, but again it manages to barely hang on.

Rohara take another 5 damage and a fort save for poison last round and nausea and poison save this round as the swarm rolls over you and Drow #4.

Kilthan still has his roll before the drow's turn

25% Chance on Rank increase with Crit (Trevor): 1d100 ⇒ 77
25% Chance on Rank increase with Crit (Quintus): 1d100 ⇒ 92

Kelkzar and Quintus take out the rider. The other two riders surrender after they and/or their mounts get blinded. The remaining two gnolls do not give up, but they offer little resistance alone.

The crowd cheers rise as you finish off the remaining opponents. Raknian's magically enhanced voice proclaims you the winner, and Ekyam is presented your awards (a Bronze trophy depicting a bull worth 100gp and 2,000 gp).

After a time to bask in the crowd's adulation, you are escorted back to the Coenoby as they ready the arena for the next fight. At the end of the day there will be only 6 teams remaining, with a day of rest tomorrow before the next round of combat.

Your rank increases to 3 as non of your crits raised your level. Don't remember if anyone bet money but the payout would be 1,250 gp if 250gp was bet.

Don't forget the poison save too Rohara

Kilthan, Justin killed Drow #1 in that spot (E9) and #2 just moved into that spot this round to avoid the wasp swarm. I can retcon your attacks if you like.

Skorhald, even though that drow is 10' in squares away from you, you forgot he is also 10' above, so you cannot reach Drow #4.

Fort Save vs Poison Drow #2: 1d20 + 6 ⇒ (15) + 6 = 21
Fort Save vs Poison Drow #3: 1d20 + 6 ⇒ (16) + 6 = 22
Fort Save vs Poison Drow #4: 1d20 + 6 ⇒ (18) + 6 = 24

Yeah I put him in A instead of C for some reason. Both Quintus and Kelkzar can get an AoO on the rider.

Will Save SS #1: 1d20 + 4 ⇒ (3) + 4 = 7
Will Save SS #3: 1d20 + 4 ⇒ (6) + 4 = 10

[We'll just say one AoO for either the horse or rider for this fight.

Trevor misses his AoO on Korush, but does connect with his other attacks knocking him out and to the ground.

The horse and rider stands provoking from Rowena then the rider mounts again.

BR #1 tries to shake off the blindness and succeeds! Will Save: 1d20 + 2 ⇒ (20) + 2 = 22

Kelkzar, Rauno, and Quintus, and Rowena are up!

Initiative Order wrote:


Kelkzar <<<<<<UP NOW[/b]
Rauno <<<<<<UP NOW[/b]
Quintus <<<<<<UP NOW[/b]
Rowena 46 Damage <<<<<<UP NOW[/b]
SS #1 31 Damage
SS #3 30 Damage
Trevor 18 Damage
SS #2 24 Damage
BR #2 53 Damage
BR #1 21 Damage

Thats right, forgot about that.AoO away to all of them.

Trevor AoO and full attack!

Initiative Order wrote:


Trevor 18 Damage <<<<<<UP NOW
SS #2
BR #2 53 Damage
BR #1 Blind 21 Damage


Rowena 46 Damage
SS #1
SS #3
Korush (Leader Sapphire Squad)

Tried to update last night after my home game but was too tired to focus long enough!

Technically since you didn't have enough CMB to trip the horse, he didn't have to use mounted combat, but that was my fault so I will let the trip happen

After Quintus heals her, Rohara up heaves the horse and rider plummeting them to the ground. kicking and punching while she has them at a disadvantage.

The three remaining Saphhire Squad member wheel their horses around and charge the largest member standing. Korush comes last and lands a blow. Trevor takes 18 damage

Trevor you get an AoO on the first rider or mount on SS#1, AC 20

SS#1 Mounted Charge vs Trevor: 1d20 + 14 - 2 - 1 ⇒ (8) + 14 - 2 - 1 = 19
Damage: 2d6 + 16 ⇒ (6, 6) + 16 = 28

SS#3 Mounted Charge vs Trevor: 1d20 + 14 - 2 - 1 ⇒ (17) + 14 - 2 - 1 = 28
Damage: 2d6 + 16 ⇒ (6, 2) + 16 = 24

Korush Mounted Charge vs Trevor: 1d20 + 11 - 2 - 1 ⇒ (19) + 11 - 2 - 1 = 27 *Hit*
Confirm Korush Mounted Charge vs Trevor: 1d20 + 11 - 2 - 1 ⇒ (3) + 11 - 2 - 1 = 11
Damage: 2d6 + 10 ⇒ (5, 3) + 10 = 18

Edited post, forgot about Fortell and Prayer negatives so that caused the 28 point attack to miss

Everything is difficult terrain here below, normal on the ledge

The Drow are 10' up on the ledge


Round 3

Initiative Order - Aarakess, Skorhald, Rohara, Justin, Kilthan, Dryn'taka (Delay), Drow

Drow AC 20 T 13 FF 17 CMD 21

OK, finally getting a moment to get through all this craziness!

The fires finally burns out on the ground.

The bees buzz and sting and do 12 damage to Rohara, and the dark elves Rohara make a Fort Save DC 13 or be nauseated

Drow #2 Fort Save: 1d20 + 6 ⇒ (12) + 6 = 18
Drow #3 Fort Save: 1d20 + 6 ⇒ (5) + 6 = 11 *Nauseated*
Drow #4 Fort Save: 1d20 + 6 ⇒ (9) + 6 = 15

Drow #2 5' steps out of the wasps and attacks Justin, connecting with a wicked crit 20 Damage and Fort Save vs Poison

Rapier Attack #1 Drow #2 vs Justin: 1d20 + 12 ⇒ (20) + 12 = 32 *Hit and Confirmed*
Confirm Rapier Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d6 + 12 ⇒ (4, 4) + 12 = 20

Rapier Attack #2 Drow #2 vs Justin: 1d20 + 12 - 5 ⇒ (7) + 12 - 5 = 14
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Drow #4 attempts to take out the dire badger, and scores a hit 12 Damage

Rapier Attack #1 Drow #2 vs Justin: 1d20 + 12 ⇒ (18) + 12 = 30 *Hit, not confirmed*
Confirm Rapier Attack: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Rapier Attack #2 Drow #2 vs Justin: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Drow #3 attempts to drop down and get out of the wasps with taking attacks. He fails to avoid AoO so Jag, Rohara, and Skorhald all get one

Acrobatics to avoid AoO: 1d20 + 9 ⇒ (1) + 9 = 10 *Fail miserably. AoO from Rohara, Jagdbach, and Skorhald*

You hit her for 10 which I had misses until Kelkzar's hit. She was at 16 hp left, and then I noticed I forgot to update your hit, which put her at 6hp left, which is where it says she surrenders.

I'm really not sure how you would knock a person off a horse, except if they take damage and fail their ride check?

Quintus and Rownea up!

Initiative Order wrote:


Quintus <<<<<<UP NOW
Rowena 74 Damage <<<<<<UP NOW
SS #1
SS #3
Korush (Leader Sapphire Squad)
BR #2 53 Damage
SS #2
BR #1 Blind 21 Damage



Ride Skill no negate hit: 1d20 + 10 ⇒ (13) + 10 = 23 *Fail*

Rowena tries to trip the horse but is unsuccessful. Due to not enough for CMD

Kelkzar slams Rennida which does not take her out, but she is heavily wounded. Looking around at her fallen teammates and not being able to use her bow, she finally gives the surrender sign before moving over to the rest of her fallen teammates

I am just going to move on and delay her. I planned on updating this weekend, but an impromptu decision to take our son to a Brewers game and then running into my best friend from high school (who also comes every couple of months to play Age of Worms) and heading to his house for an impromptu grill out ended any chance of that happening.

Hopeful can update here soon!

Between the gang up of Badlands Revenge (Which you didn't know ahead of time but Arcane Auriga would start their attacks against them unless attacked first, and their huge initiative helped assure their first attacks would go that way.) and then Quintus's fickle winds spell which took Arcane Auriga out of action essentially, you guys have handled it almost perfectly up to this point!

Kelkzar and Rauno are up!

Initiative Order wrote:


Kelkzar <<<<<<UP NOW
Rauno <<<<<<UP NOW
Rennida (Leader Arcane Auriga) 42 Damage
Rowena 74 Damage
SS #1
SS #3
Korush (Leader Sapphire Squad)
BR #2 53 Damage
SS #2
BR #1 Blind 21 Damage

Trevor clears out the archers around him. Korush notices that both Arcan Auriga and Badlands Revenge are about defeated and says. "Ok, I think our team up is at an end. Take out my sweetheart before she gets any healing."

SS #2 charges across the field and slices at Rowena, however what seems like a sure hit that could put Rowena down, Rauno's and Quintus's spell combine to foil the attempt.

SS #2 charge vs Rowena: 1d20 + 12 + 2 - 2 - 1 ⇒ (10) + 12 + 2 - 2 - 1 = 21
Damage: 2d6 + 16 ⇒ (4, 1) + 16 = 21

BR #1 lashes out blindly still trying to regain its sight but still has no luck.

1M 2SS: 1d2 ⇒ 2
BR #1 Halberd vs SS #1: 1d20 + 11 ⇒ (3) + 11 = 14 *Miss*
Damage: 1d8 + 13 ⇒ (5) + 13 = 18
Miss Chance 50%: 1d100 ⇒ 91

Will Save vs Blindness: 1d20 + 2 ⇒ (3) + 2 = 5

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