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Priest of Asmodeus

GM Blood's page

7,627 posts. Alias of David James Olsen.


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With that roll it looks like it was meant to be!

The water is freezing cold. Quintus takes Cold Damage: 1d6 ⇒ 4 from the cold water. However the ice also purifies his mind and gives him focus.

Quintus:
Zosiel's voice sounds in your head.

"One of the greatest resources utilized by the Wind Dukes were elemental weirds - strange beings of elemental energy that have potent gifts of prophecy and prescience. The weirds did not dispense their prophecies for free, and the Wind Dukes often had to bring mighty gifts and offerings to them when they fought the forces of Chaos."

"Icosiol formed a closed bond with one such oracle, a snow weird named Sionsiar. It was in large part due to her predictions and advice that Icosiol's exploits during the War of Chaos were so successful. Alas, the snow weird perished on one of the final battles, when desperate forces of Chaos launched an offensive against the weirds in attempt to cut the Wind Dukes off from their potent advice. Distraught by Sionsiar's death, Icosiol made arrangements to have her interred in his tomb in the chamber."

"Sionsiar's spirit will aid any agent of law who swims in her waters."

Quintus, you have a +4 to charisma for the next 24 hours. (same effects as Eagle's splendor spell and wouldn't stack.)


Aarakess, I forgot one thing. As Cieslx got blocked by the force bubble, it did damage to her.

Negative Energy Damage: 6d6 ⇒ (3, 5, 4, 5, 3, 2) = 22 Fort Save for Half (Failed save will make her disabled at 0)


You decide to check out the remaining room and open the door after checking it out.

This room has a low ceiling, about eight feet high, and is caked with ice. The air is very cold. Where the floor should be is nothing more than a slowly churning pool of liquid snow and slush. It looks to be about ten feet deep. This is definitely the source of the cold in this area.

Quintus:
You get a "feeling" from Zosiel's circlet you wear that you should take a swim in the cold water (DC 15 Swim check to not sink. You can take 10 out of combat if it helps)


revealed the area on the map. It is north and east of your location, and to explore this area further your only option right now is east


Here is the conversation with Eligos about the very subject


Kilthan checks out the door to the east. He listens and hears nothing from the other side. He heads back as they talk about what Ciselx sees.

Stealth: 1d20 + 13 ⇒ (13) + 13 = 26
Perception (listen) Kilthan: 1d20 + 16 ⇒ (7) + 16 = 23


The tiny familiar crawls into the machinery and is able to move down the pipes easily. It doesn't take long for her to report back that her way is blocked by a green light and there is a horrible sight ahead.

I'll just post the room description from her view, as she describes what she sees

A huge, vaulted chamber lies ahead, dimly illuminated by a green light. There a colossal, disgusting behemoth similar to a gigantic, greenish yellow grub lies on a heap of rubble, bones, and rotting foulness. The creature seems immersed in a magic slumber, and its horrid body seems to pulsate with an abominable, ever-increasing power. Access to the room and the creature is blocked by a green sphere of force equal in diameter to the size of the room itself.

Knowledge (religion) Cieslx: 1d20 + 13 ⇒ (9) + 13 = 22

Cieslx recognizes what the creature is, it is called an Ulgurstasta a gargantuan undead worm like creature

Knowledge (religion) Aarakess: 1d20 + 14 ⇒ (18) + 14 = 32
Knowledge (religion) Rohara: 1d20 + 16 ⇒ (11) + 16 = 27

Rohara knows that an Ulgurstasta is intelligent but has no language. It typically will bite and swallow everything in range. Inside its body it will bathe a creature with necromatic acid until it turns into an undead creature. It can later spew up the acid as a breath weapon and release those undead to aid it in attacking.

Aarakess knows this and that an Ulgurstasta can extend millions of tiny tendrils in a 40' range around it to stop non magical ranged weapons from hitting it, damage everything around it, and make it harder to aim with melee weapons while in the tendril aura. Also it is immune to acid and cold, resistant to magic spells, and resistant to damage from anything but magical piecing weapons.


8-12 in what time zone?


Perception (listen) Kilthan: 1d20 + 16 ⇒ (9) + 16 = 25

Kilthan sneaks to the north where the hallway turns to the north then ends in a door to the west. Listening He hears nothing so he cracks the door open and peers in.

The north part of this room is occupied by a piece of ancient machinery built of stone and metal, but seems not to have been in use for centuries. The machinery is connected to the northeast wall by a very large pipe.

Kilthan is unable to identify the machinery but the room is safe so he whispers for the others to join him.

Knowledge (engineering) Aarakess: 1d20 + 7 ⇒ (2) + 7 = 9
Knowledge (engineering) Skorhald: 1d20 + 10 ⇒ (5) + 10 = 15
Knowledge (engineering) Rohara improvisation: 1d20 + 4 ⇒ (17) + 4 = 21

Aarakess and Skorhald are unable to identify the machinery, but Rohara has seen something similar before. It was once a magical water pump capable of siphoning large quantities of water into a nearby conduit. Although the machine is broken, she knows that the two foot wide pipe would lead to where it had dumped the water.

You would need to be small size to fit the pipe or escape artist DC 30 to squeeze if medium sized.


A search of the room reveals nothing more. Each of the five statuettes the statues are holding are worth 100gp due to their crafting. The button the Kolyrut was by opens both grates to the north and south. The one to the south leads out of the building to where the red river drains into the caverns below. The room to the east is empty and looks like there was some purpose for it that never came to be.

There is still the door to the east in the room to the north where you broke through the ice.


Trevor's attacks finally do enough damage to make the creature stop moving. However you can see the damage beginning to repair immediately. You estimate that in less than a minute this creature will be repaired enough to move once again and probably at full health in just a few minutes.

Rauno knows of certain creatures that requires special attacks to stop the regeneration process. However even enough damage will cause a creature to stop. I believe a coup de grace combined with a failed save vs death will do it

Assuming this is what you will want to do....

Coup de Grace Trevor: 2d8 + 42 ⇒ (8, 6) + 42 = 56
Fort Save vs Coupe de Grace: 1d20 + 14 ⇒ (5) + 14 = 19 DC 56

Trevor damages the creature enough that even it cannot survive.

Combat Over


East or North?


Rowena begins to rip open the large gashes, getting to the mechanical equipment beneath.


Don't forget your +2 from Rauno.

Quintus I may have skipped your turn, feel free to make it up if you want

Quote:

Round 6

Initiative Order - Kelkzar, Rowena, Rauno (Readied), Quintus, Trevor, Kolyrut Inevitable

Kolyrut Inevitable AC 26 T 14 FF 22 CMD 32


Kelkzar you do indeed get two AoO!

Kelkzar connects with a solid blow right before Rowena slams the creature to the ground. Due to countless hours training together both Rowena and Kelkzar combine for a number of extra blows before it can react. While Rowena barely scratches the creature, Kelkzar's powerful blows leave large breaches in the creature's skin. Trevor swaps out his weapon too late to join in the attack of opportunity fun.

The creature is seriously wounded now, even as its skin starts to repair itself quickly.Desperate it tries to cast as it stays down, hoping the spell will restore some of its health. The damage to its body disrupts its casting, the spell fizzles out.

Cast Defensively: 1d20 + 15 ⇒ (2) + 15 = 17 DC 21


Kelkzar and Trevor gets an AoO as well from the trip


The save was for paralysis, though it wouldn't have affected Kilthan anyways.

The once fearsome Spawn of Kyuss are easily taken care of by your group with no fear of infection thanks to Aarakess.A quick search reveals nothing of value in this room. Leaving the room to the east, the hallway continues to the east where it ends in a door, or it also branches to the north where that hallway bends back to the west.


You are slowly whittling it down. Don't forget your +2 from Rauno.

Quote:

Round 5

Initiative Order - Kelkzar, Rowena, Rauno, Quintus, Trevor, Kolyrut Inevitable

Kolyrut Inevitable AC 26 T 14 FF 22 CMD 32


After Kelkzar damages and leaves some damage on the Kolyrut, it goes after Trevor blocking him against the grate behind him and is now within his reach. In addition to the fast rapid healing the creature has the spell once again drains some live from him and gives it to the Kolyrut.

Cast Defensively: 1d20 + 15 ⇒ (15) + 15 = 30 DC 21
Touch Attack vs Trevor: 1d20 + 18 ⇒ (6) + 18 = 24
Negative Energy Damage: 6d6 ⇒ (3, 2, 2, 2, 5, 4) = 18


Not only is it healing its wounds naturally, it is also gaining temp hps from vampiric touch

Kelkzar consider yourself enlarged as your large body knocks over the statue next to you

Quote:

Round 4

Initiative Order - Kelkzar, Rowena, Rauno, Quintus (Delay), Trevor, Kolyrut Inevitable

Kolyrut Inevitable AC 26 T 14 FF 22 CMD 32


The inevitable casts once again and touch Kelkzar draining his life and restoring its own life. Same spell as before

Cast Defensively: 1d20 + 15 ⇒ (13) + 15 = 28 DC 21
Touch Attack vs Kelkzar: 1d20 + 18 ⇒ (11) + 18 = 29
Negative Energy Damage: 6d6 ⇒ (4, 5, 3, 6, 3, 2) = 23


Moving bottom of round 1 to top of round 2

Quote:

Round 2

Initiative Order - Justin, Skorhald, Aarakess, Kilthan, Rohara, Spawn of Kyuss

Spawn of Kyuss AC 11 T 9 FF 12 CMD 16


Spawn of Kyuss Bite: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 Fort Save DC 13

Spawn of Kyuss Claw #1: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 Fort Save DC 13

Spawn of Kyuss Claw #2: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Fort Save DC 13


I'll give Kelkzar a little more time before botting him since he'll have to make a decision since the inevitable is within his attack range and he cannot back up.


Rohara, since Kilthan cleaned up two of the spawn before your channel do you still want to do that?


With an AC of 11, you pretty much had to roll a 1 to miss!

Kilthan ready for action immediately slams his shield into the Spawn of Kyuss knocking it off its feet and follows up with a powerful downward stroke of his axe. He then steps towards the other pair of Spawn freeing up space for others and repeats this combo by spinning around with his klar and killing it while prone on the ground. Two dead!


I would think you would have had it out as you progressed


Skorhald, technically it is an aura which wouldn't need line of sight, but there is most likely a line of effect. I figured as soon as someone acts against one of them it would be needed so I threw it out

Aarakess, I'll assume Kilthan will attack or something if he moves in it should give you some room to move. Your aura is perfect for these things!

Kilthan you are up, don't forget Jagd's saves!


Each of these creatures has an aura of fear that you need to make a DC 14 Will save or be panicked (3 will saves at a +4 for everyone except Justin due to his Aura of Courage ability). If you do fail you will flee down the chute.

Quote:

Round 1

Initiative Order - Aarakess, Kilthan, Rohara, Spawn of Kyuss, Justin, Skorhald

AC 11 T 9 FF 12 CMD 16


GM Blood:

Initiative Kilthan Hammerstone - Below Ground: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative Aarakess Halcorn: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative Skorhald Warsong: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative Justin D'Rite: 1d20 + 0 ⇒ (8) + 0 = 8
Initiative Rohara Acharya: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Monster: 1d20 + 2 ⇒ (7) + 2 = 9

Once you all get to the top, Kilthan leads the way to explore and you quickly come to a small room This square room contains three plain wooden coffins. Two coffins lie along the south wall, while a third has been placed in the north part of the room. Several empty sacks are piled near the third coffin. Before Kilthan can move any closer into the room, the three coffins burst open to reveal a nearly skeletal zombie, save that it is infested with writhing green worms that bulge and drip from its eyes and mouth. These three creatures are the same as you fought in the basement of Blackwall Keep.


After the inevitable's spell, not only had its wounds closed, but it seemed to have gained in strength. Trevor finally combines on a couple of hits, one deeply penetrating its tough skin. Even though it takes damage you notice the wound starting to repair itself.

45 and 16 damage by Trevor


Agile Feet would not. Dimensional Hop would work for 50' of distance. Fly and Dim door would also work of course as could tying the rope and dragging you up (Though that would be wet and messy but would save the other things

Let me know your decision


Quote:

Round 3

Initiative Order - Kelkzar, Rowena, Rauno (Delay), Quintus (Delay), Trevor, Kolyrut Inevitable

Kolyrut Inevitable AC 26 T 14 FF 22 CMD 32


Trevor moves around the statues to get a flank

Slam AoO Inevitable: 1d20 + 18 ⇒ (1) + 18 = 19 *Miss*

Attack with Fauchard with Flank and Vital Strike: 1d20 + 20 + 2 ⇒ (3) + 20 + 2 = 25 *Miss*
Damage: 3d10 + 21 ⇒ (8, 1, 10) + 21 = 40

The Kolyrut returns the attack on Trevor casting defensively and attempting to touch Kelkzar

Cast Defensively: 1d20 + 15 ⇒ (3) + 15 = 18 DC 21 *Fail*

Dice Roller not liking me today


Kelkzar misses and Quintus pauses

Quote:

Round 2

Initiative Order - Kelkzar, Rowena, Rauno, Quintus (Delay), Trevor, Kolyrut Inevitable

Kolyrut Inevitable AC 26 T 14 FF 22 CMD 32


Remember that even the rope of climbing, the DC to climb up the shoot is DC 15, so if you do not have at least 5 in climb to make 15 with a take 10, then you will have to find an alternate way to make it up


I meant to write this yesterday but I didn't end up with enough time:

Happy 4 year anniversary to our game! Four years and one day ago I posted the list of finalists that still includes all of you! I got lucky with my choices on getting great players and I want to thank you for everything so far, including sticking around this year while life got in the way. You are all great players!

So here comes a Recap:

(Almost) Four years Ago: You all met in Wolf's Ear where you met the mysterious Herold, who forged you as a team and sent you on to Diamond Point. From there the investigation of the Whispering Cairn, a tomb of a long dead Wind Duke general that fought in an ancient battle against the forces of Chaos.

Three Years Ago: You found yourself underneath Diamond Point fighting against cultists of three evil deities that sought to combine the three into one Overgod that combined the worst aspects into one deity.

Two Years Ago: You were exploring a doppelganger lair when you discovered your party member Jirin had been kidnapped and impersonated by a doppelganger for days!

One Year Ago: After competing the games and find your benefactor, Eligos murdered you couldn't reach Allustan either. Afraid for his life you traveled back to Diamond Point and found a black dragon had attacked the city and Allustan had fought it at the Whispering Cairn. There you defeated the dragon and tracked Allustan's footsteps through a newly cleared area that lead to a portal to this Wind Duke's tomb.

Today: Still exploring the Wind Duke Icosiol's tomb, you have found Allustan injured but preserved in a force field.


Take a look at this alternate map

The room with the slimes is just south west of the huge circle. To the east of the circle is the coenoby where the galdiators stay. When you had your fight they took you around the circle up one of the circular stairs up to the arena level. You estimate that the shaft took you inside the circular area (blacked out now) but higher than the level shown and lower than the upper level the stairs wind up to (if that makes sense)


Rope of Climbing reduces the climb DC when knotted by 10 down to a climb DC 15

Stealth: 1d20 + 13 ⇒ (7) + 13 = 20

Kilthan sends the rope up to connect and tie off somewhere above. He takes his time climbing up Take 10 since it is slippery and eventually makes it to the top. He also takes his time to keep silent in case anything is at the top.

What Kilthan Sees:
You poke your head up in a circular room with 5' space around this well. A lantern that hangs above you illuminates this room.

As you poke your head up you see a passageway heading east with nothing lit in that direction outside this lantern. It also reeks like a charnel house, the smell of the dead strong.


Moving Kelkzar from bottom of round 1 to top of round 2 for ease of later rounds

Moved Rowen on the map 20' to the east with a double move. She is still gaseous but in place for a flank next round if she chooses (and Trevor or Kelkzar is in place.

Quote:

Round 2

Initiative Order - Kelkzar , Rowena, Rauno Quintus, Trevor, Kolyrut Inevitable

Kolyrut Inevitable AC 26 T 14 FF 22 CMD 32


Rowena, you are gaseous and in Rauno square currently with your 10' fly speed

Rauno's wand vs SR: 1d20 + 1 ⇒ (12) + 1 = 13

The magic missile slams into the Kolyrut but seems like it has no impact on it.

Trevor steps south and connects once with his fauchard, but while Trevor does damage the creature its skin absorbs some of the blow and you can see the wound is starting to heal already.

The Kolyrut returns the attack on Trevor casting defensively and attempting to touch Trevor

Cast Defensively: 1d20 + 15 ⇒ (13) + 15 = 28 DC 21
Touch Attack: 1d20 + 18 ⇒ (6) + 18 = 24 vs Touch AC 11
Damage: 6d6 ⇒ (5, 4, 5, 6, 1, 2) = 23 Negative Energy Damage

Spellcraft to id spell DC 18:
vampiric touch


Also in addition to Ekyam's request, which came in after you already signed up for the games, you are here in investigate Raknian who was behind the doppelgangers and mind flayer that planned on killing you, and who is planning on doing bad things with something evil called The Apostolic Scrolls.


See previous post for moster lore, took me a little bit to put it all together


Quote:

Round 1

Initiative Order - Rowena, Rauno Quintus, Trevor, Wind Duke Statue, Kelkzar

Wind Duke Statue AC 26 T 14 FF 22 CMD 32


GM Blood:

Initiative Rowena Lordail: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Rauno Redpath: 1d20 + 13 ⇒ (3) + 13 = 16
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Quintus: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Monster: 1d20 + 8 ⇒ (3) + 8 = 11

Monster Lore Check:

Knowledge (planes) DC 22:
This creature is an inevitable, specifically a Kolyrut. It is a lawful aligned extraplanar creature.

Knowledge (planes) DC 27:
The Kolyrut typically attacks with a magical bastard sword, though it can also slam its hard fists into opponents. Kolyruts are able to speak to anything with a language via truespeech.

Knowledge (planes) DC 32:
Kolyruts posses many spell like abilities including discern lies , disguise self, enervation, fear , hold person, invisibility (self only), locate creature, suggestion, and vampiric touch all at will. Other limited per day spell like abilities include hold monster, mark of justice, quickened suggestion and geas/quest.

Kolyruts also have impressive defensive capabilities including a resistance to spells cast on it, hard to penetrate skin without a chaotic aligned weapon, and regenerative properties only countered by chaotic aligned attacks.

Knowledge (planes) DC 37:
Kolyaruts are enforcers of bargains, traveling to the very edges of the planes in order to punish oath-breakers and see that contracts are kept. They care little for the terms of the agreements in question, only that promises are fulfilled, debts are paid, and balance is maintained.

Least conspicuous of the inevitables, even in their natural form, kolyaruts are the size of tall humans, though they weigh far more because of their composition. Capable of using both invisibility and disguise self to pass completely unnoticed through humanoid lands, kolyaruts most frequently appear as cloaked warriors bearing finely crafted bastard swords, allowing others to chalk up any metallic noises to the clanking of hidden armor until the moment when they pull back their hoods and let their quarries look upon their mechanical faces, understanding only too late the nature of the mysterious strangers.


GM Blood:

Perception Rowena Lordail: 1d20 + 23 ⇒ (9) + 23 = 32
Perception Trevor the Yellow: 1d20 + 11 ⇒ (5) + 11 = 16
Perception Rauno Redpath: 1d20 + 10 ⇒ (2) + 10 = 12
Perception Kelkzar Redjaw: 1d20 + 21 ⇒ (4) + 21 = 25
Perception Quintus: 1d20 + 3 ⇒ (4) + 3 = 7

Assuming you do want to try to get there to examine the other side of the portcullis

As Kelkzar asks the question, Rowena notices a hidden lever that seems to have been iced over. Chipping away at the ice you get it cleared enough to pull it. Kelkzar examines it for traps and once satisfied pulls it down opening up the way to move south into the room.

As you move south into the room, one of the statues (The one in the east not holding a building), pulls a level behind him re-closing the portcullis and cutting off your group from each other. Now that it is moving you notice it doesn't resemble those statues anymore and even look part mechanical.

Trevor and Kelkzar are in the Wind Duke room, everyone else is in the old room. The lever in the old room is about 15 away from you so it would take a move action to get there and one move action to pull.


Probably hasn't been much more than an hour at this point since you left the main area. Currently there is no other egress from this room other than the sloping garbage shoot (Sloped up). It is big enough to go up if you choose to explore where it leads to, but if you are not flying it would be DC 25 climb checks since it is slick with garbage.


GM Blood:

Perception Kilthan Hammerstone: 1d20 + 15 ⇒ (19) + 15 = 34
Perception Skorhald Warsong: 1d20 + 10 ⇒ (1) + 10 = 11
Perception Justin D'Rite: 1d20 - 1 ⇒ (9) - 1 = 8
Perception Rohara Acharya: 1d20 + 9 ⇒ (19) + 9 = 28

As Aarakess flies around, Kilthan does indeed see something that Aarakess did not. There is a detached desiccated arm that has a gauntlet on it that seems to have not suffered any damage from being in this putrid water. Aarakess detects magic and it does indeed glow magical. An examination by Aarakess determines it is a gauntlet of rust

The flying around examining the cavern will take up two more minutes of your fly time


Perception Aarakess Halcorn: 1d20 + 14 ⇒ (10) + 14 = 24

Aarakess flies around the room which now seems safe from any critters. However even though the water is 1 to 2 feet deep, it is so dirty and filled with muck that she couldn't tell if something is hidden beneath the water. Other than the sloping conduit in the upper north wall, she doesn't see any exits of any kind other than the one you came in.


Quintus, I replied to your question yesterday, but it didn't take. The buildings the statues are holding are similar in design to the models you found previously and in the murals of the Wind Dukes. (But nothing in particular, just the general design)

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