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501 posts. Alias of Thrawn007 (RPG Superstar Season 9 Top 16).


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Liberty's Edge

I vote alien.

Liberty's Edge

gm screen:

shatter: 3d6 ⇒ (6, 4, 4) = 14
burning: 1d6 ⇒ 5
slam: 1d20 + 18 ⇒ (5) + 18 = 23 for 2d6 + 7 ⇒ (3, 4) + 7 = 14
slam: 1d20 + 18 ⇒ (1) + 18 = 19 for 2d6 + 7 ⇒ (3, 5) + 7 = 15

The creature takes multiple hits from a bomb, some magic missiles, and a strike from Kuwabara. Still on fire, it takes two swings at Kuwabara, hitting with the head, but missing as it tries to follow up to take advantage with it's fist.


Inititiative
ROUND 1
Desiree and Smiley

ROUND 2
Ellismus
Kuwabara (19 dmg, need another Will DC16 for Daze or Sicken for 1 round)
Phosdlon
Desiree and Smiley
Jaan

ROUND 3
Cephalophore (55 dmg)
Ellismus
Kuwabara (5 dmg)
Phosdlon
Desiree and Smiley
Jaan

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Bomb and second MM did damage.

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Wraith - Bukog is very impressed by the demonstration of how to activate magic items. Tokens earned.

Xugra and Ny'a - Kardook unfortunately seems less impressed. "Dead are already dead once. Easy to make them dead again. Aspis are puny foes who hide from a real fight. A true test like the Bloodied Guantlets would crush you! Anyone who needs help from such a little one as this, truly isn't worthy of their orc blood." 1 failure

Deenha - The new end of the song seems to please Borbus much more. "Hah! Now that is a tale!" Tokens earned.


Round 3 -
Everyone may try again, but remember, 2 failures shuts off attempts on that orc, so at least 1 assist will be needed.
Gekgaro - 0 failures
Karkook - 1 failure

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Deenha - Borbus seems to be interested in the song of heroes marching off to war. However, when the end turns with the sorrow of those not returning, Borbus simply says "obviously a song of heroes of a weak race! I'd expect no less of a Halfling."

Xugra - Graffa seems impressed by his swimming prowess, and rewards him with a handful of tokens showing the symbol of her tribe. "You do your orc blood proud."

Wraith - Mirtgog inspects your handiwork with the chest, nodding in approval. "You still must watch your back in these parts, but perhaps you have the skills to survive." He hands over some tokens of his tribe.

Ny'a - Blenta seems to distrust the gnome's abilities around the canines, and seems very disapproving. "Perhaps, you'd do best to just feed yourself to the dog little gnome." However, Ny'a's perseverance wins over the snarling dog, and that in turn wins over the orc. She nods in approval and gives some tokens. Right on the nose for success on that one.


Blenta - Have tokens
Borbus - One failure
Bukog
Gekgaro
Graffa - Have tokens
Kardook
Mirtgog - Have tokens

Everyone may try another orc, or the same one if no tokens were obtained the first time around. Nobody can work on orcs you already got tokens from...well, I suppose you can, but you can't get more tokens.

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Trapspringer Carthas! Con mutagen for extra HP, then go use barbarian methods of finding and disabling traps.

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Chronicles coming this weekend. (Had 3 games finishing roughly the same time. Then part 3 to launch on Monday.)

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I haven't sent it. I actually have 2 other games finishing in the next 24 hours, so I get to do a chronicle spree this weekend before starting up next parts on a couple of adventures Monday.

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Feels like an end of act "boss fight" although she could just be a setup guy. Wouldn't be surprised to see Paizo do +3 CR in that case, which could be a 5th level fighter/ranger/whatever. It could be pushing (or even exceeding) 40 hp in that case. I suppose I could try to figure out it's level by peaking in spoilers, but it's scarier not knowing. Unless it has over 20 AC though, 24 damage is incoming. She sounds armored up, just a matter of how armored up.

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No fire or cold resist, just spell resistance.

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Two more games finishing off this weekend, so I'll be launching all new games Monday including part 3 of this.

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Finishing 2 more games off this weekend, and will launch all new stuff including this on Monday.

Hope your husband recovers well.

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gm screen:

Jaan Save: 1d20 + 4 ⇒ (15) + 4 = 19
shatter: 3d6 ⇒ (1, 2, 6) = 9
slam: 1d20 + 18 ⇒ (1) + 18 = 19 for 2d6 + 7 ⇒ (6, 2) + 7 = 15
slam: 1d20 + 18 ⇒ (17) + 18 = 35 for 2d6 + 7 ⇒ (4, 2) + 7 = 13
slam: 1d20 + 18 ⇒ (5) + 18 = 23 for 2d6 + 7 ⇒ (1, 4) + 7 = 12

It is a construct for anyone else identifying (Arcana). Once Ellismus is able to lay eyes on it, he is able to identify it as a Cephalophore, which is a construct often made to guard tombs and ruins, and they excel at posing as a normal statue to gain advantage at the beginning of combat. They have the ability to shatter weapons that strike them, very similar to the much more common caryatid column construct, in addition to the already displayed ability to gaze to stun or sicken foes. They are resistant to magic in addition to normal construct traits. In addition to fairly significant damage from their strikes, they also their blows tent to daze or sicken foes as well.

The tentacled underdark creature depicted in the statue comes to life. You quickly find that it's head isn't actually attached, as one of it's hands grabs the head by the tentacle as it gazes at all of the people in the room. The creature swings the head to hit Kuwabara, missing with a with a vicious blow as he charges, but then it follows up with another strike from it's free hand, connecting with the warpriest and almost taking him off his feet. It lands another strike with it's head, doing even more damage.

1st attack was an AoO due to reach.
Jaan does succeed on the will, so he is also sickened during his surprise action. I'll let him make it up when he gets back. So he has 1 surprise round, and 1 normal round to post.
Your adamantine weapon ignores this silly shatter rule.


Inititiative
SUPRISE
Jaan

ROUND 1
Cephalophore (13 dmg)
Ellismus
Kuwabara (25 dmg, need another Will DC16 (x2) for Daze or Sicken for 1 round)
Phosdlon
Desiree and Smiley
Jaan

ROUND 2
Cephalophore (13 dmg)
Ellismus
Kuwabara (25 dmg)
Phosdlon
Desiree and Smiley
Jaan

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Nah, it would have been more draining if I hit you with the touch attack instead of the katana. :)

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Xugra finishes off the devil. It is highly likely they would have finished off the last couple hit points had Xugra didn't.

========================

Urgir, capital of Belkzen, land of the orcs, is a dusty city composed of a discordant combination of crumbling dwarven architecture and rickety shelters. Medda has asked that everyone try and obtain tribal tokens, which allow safe passage through Belkzen and protection from the orc tribes. She has purchased as many tribal tokens as she can with gold but still needs more to have enough for her following warriors and the Pathfinders.

"Your best bet is to speak to the leaders of the different orc clans that call these lands home," Medda advises to all of the gathered Pathfinders, including the seven of you. "There are seven different clans represented here and each one's leader possess different strengths and interests. Go - befriend them, impress them, outwit them - and then return here with the tokens."
______

After spending some time asking around, you manage to locate each clan's chieftain as well as learn a small bit about them and the clan that they lead.

Blenta of the Storm-Screamers of Rull
Blenta is a wild woman with fierce looking tusks, short, wind-blown hair and a scar down one eye. She is surrounded by a pack of dogs, and has a falcon that she is hand feeding some meat on a knife. One of her dogs snarls as you approach, baring his teeth. "Leave us," she responds, not even bothering to look up from tending to her falcon. "The dog eats strangers."

Blenta’s Key Skills: Handle Animal, Wild Empathy, CMB, Knowledge: Nature, Ride

Borbus of the Cleft Head
Borbus, despite a huge bloody axe, grins as you approach. "Bwahaha! New faces, new meat," he laughs. "I've been watching your people - you need the tribal tokens or you're stuck here! Maybe if you entertain me I will be generous. What do you say, New Meat?"

Borbus’s Key Skills: Perform: Any, Sleight of Hand, Bluff, Escape Artist

Bukog of the Steel Eater Tribe
Bukog is shorter and more human looking than most of the orcs here.
As you look, you realize that he’s definitely a half-orc, though tough looking. He studies you, holding a blade which is crackling with magic, he swishes it, drawing an arcane mark that burns in the air before him. "Hmm...the look in your eyes, I have seen it before. The need, the hunger. You seek the tribal tokens I have to give, but they don't come freely. Maybe a trade, information for information?"

Bulkog’s Key Skills: Appraise, Craft: Any, Spellcraft, Use Magic Device

Gekgaro of the Broken Spine
Gekgaro sports a mohawk and leather armor backed with a ridge of spikes made from bone. He looks at you and spits on the ground. "More outlanders for the slaughter! We are strong because this land demands it or else it will have your blood! What do puny creatures like you know of survival in the lands of Belkzen?"

Gekgaro’s Key Skills: Knowledge: Geography, Survival, Knowledge: History or Nature

Graffa of the Burning Sun
The old woman is surrounded by the oddest tribe you’ve seen here. Many are half-orcs, and most of the warriors are female. They all bear amulets with the motif of the Burning Sun. "The Healing Flame spoke to me this morning when I greeted her at the dawn," the old woman says without preamble. "‘Help them on their mission’, she said - but only if they can help themselves. What say you, strangers? Are you capable?"

Graffa’s Key Skills: Climb, Escape Artist, Swim, Acrobatics

Kardook of the Bloodied Gauntlet
Kardook grins at you through a mouth that has lost some of its teeth, but still has both long tusks intact. "Well, look what the warcat's dragged in! Whatcha think, guys? Should we find out just what they're made of? Might be fun..."

Kardook’s Key Skills: Intimidate, Profession: Soldier, CMB, Knowledge: Engineering

Mirtgog of the Murdered Child
Unlike many of the other Orc leaders, Mirtog is slight and wiry. He grins, pulling a long knife out of seemingly nowhere. "Don't see many like you here. Most like you don't survive here long," he leers.

Mirtog’s Key Skills: Sleight of Hand, Disable Device, Stealth
______

Each of you may choose an orc to deal with, give some RP on your approach, and make an appropriate skill check. (There are bonuses available for the RP side.) You can all split up to approach different tribes during this portion.

Liberty's Edge

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Deehna begins her song, and Ny'a charges in, doing extensive damage to the creature. I factored doubled bard song damage in as well since Deenha was first in initiative.


Initiative

ROUND 1
Xugra
Kellids

ROUND 2
Wraith (0/9 hp, staggered)
Lemure (16 damage)
Xugra
Deenha
Ny'a
Kellids

Liberty's Edge

GM Screen:

claw: 1d20 + 6 ⇒ (18) + 6 = 24 for 1d6 + 4 ⇒ (5) + 4 = 9
claw: 1d20 + 6 ⇒ (2) + 6 = 8

The rapier pierces the creature, but seems to pierce into a thick layer of fat. The creature barely seems to take notice of the strike, as it slides in and out of it. However, even though it was not very damaging, it is enough to get the creature to turn away from the Kellids as it returns the attack, backhanding the ninja, instantly staggering her. It's second attack misses as she staggers backwards out of it's reach barely still on her feat.

Initiative
ROUND 1
Wraith (0/9 hp, staggered)
Lemure (1 damage)
Xugra
Deenha
Ny'a

Kellids

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Sounds like it is #1. I'll check to make sure that I have all the info for chronicles.

Just to let you know why I handled the "boss" the way I did.

1) The adventure gives you the ability to place encounters in any room as the GM. She was actually waiting on the ceiling with an ambush with the skeletons in a room you were getting ready to enter before turning back.
2) Since she's an intelligent foe and knew you were there already, she went to ambush you outside instead. (I simply moved the encounter to room 1.)
3) The skeletons and her were actually all 1 encounter. She was going to enter the fight the next round of the skeleton fight, but you killed them so fast, she wanted no part of that, so I had her wait for people to sleep again instead.

The cool thing about this is there are 24 different "bosses" (12 high and 12 low tier). Lots of variety in the supporting encounters too.

As Xukong said, this can be very deadly. Some boss fights and some "random encounters" can be rough. I considered this one to be an "average difficulty" set of encounters, or slightly above average, but by no means super deadly. You had a party well equipped for it anyway.

Liberty's Edge

GM Screen:

Perception
Desiree: 1d20 + 6 ⇒ (6) + 6 = 12
Ellismus: 1d20 + 11 ⇒ (3) + 11 = 14
Jaan: 1d20 + 10 ⇒ (11) + 10 = 21
Kuwabara: 1d20 + 7 ⇒ (20) + 7 = 27
Phosdlon: 1d20 + 5 ⇒ (5) + 5 = 10

Initiative
Desiree: 1d20 - 1 ⇒ (5) - 1 = 4
Ellismus: 1d20 + 2 ⇒ (20) + 2 = 22
Jaan: 1d20 + 2 ⇒ (1) + 2 = 3
Kuwabara: 1d20 + 6 ⇒ (15) + 6 = 21
Phosdlon: 1d20 + 3 ⇒ (5) + 3 = 8
Statue: 1d20 + 8 ⇒ (15) + 8 = 23

As the party begins to spread out and investigate the room, Kuwabara and Jaan catch a glimpse of movement as the statue begins to move. As they lock eyes with the statue, a wave of fear goes through them. Phosdlon is also affected. The creature begins to move and take action.

Will save DC 16, mind affecting, fear (Kuwabara, Jaan, Phosdlon):

Success = Sickened for 1 round. Failure = Stunned for 1 round.


Inititiative

SUPRISE
Kuwabara (Will DC 16)
Jaan (Will DC 16)

ROUND 1
Statue
Ellismus
Kuwabara
Phosdlon (Will DC 16)
Desiree and Smiley
Jaan

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GM Screen:

Initiative
Deenha: 1d20 + 3 ⇒ (9) + 3 = 12
Ny'a: 1d20 + 1 ⇒ (7) + 1 = 8
Wraith: 1d20 + 6 ⇒ (18) + 6 = 24
Xugra: 1d20 + 5 ⇒ (9) + 5 = 14
NPC's = End of round
lemure: 1d20 + 2 ⇒ (14) + 2 = 16

A roiling wave of flesh gushes forward, appearing almost out of nowhere, evidently free now that the magical wards were removed. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face. It appears quite angry.

Knowledge (planes) DC 13:
DREAD LEMURE LE Large outsider (devil, evil, extraplanar, lawful)
The shapeless mass of quivering flesh in front of you is a Lemure, the least of devilkind. This one, however, looks larger and more advanced than most.  What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was.

For every 5 that you beat the DC, you may ask for one piece of information from this list.

Map Updated


Initiative

ROUND 1
Wraith
Lemure
Xugra
Deenha
Ny'a
Kellids

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"I believe the first matter is getting out of this building without being attacked again. We locked ourselves in here for protection. The magic seems to have subsided, but that doesn't guarantee our safety."

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Decision point:
1) You have recovered the body and the katana.
2) You have decided on a buriel/funeral method.
3) You have decided where to take the sword.

That actually completes the objectives of this adventure.

Our options:
1) End here and do chronicles.
PROS:
-Gets chronicles and frees up characters
-This is an evergreen, and for those of you who haven't played before, it leaves some dungeon as a mystery for next time. (You covered about half the rooms this time, and the encounters and objectives get randomly generated and then moved around each time you play, so there likely won't be a vampire the next time you play.)
CONS:
-You don't see the rest of the dungeon on this run.

2) Explore the rest of the dungeon this way.
PROS and CONS - Exactly the opposite

I will leave it completely up to the party what they would like to do at this point. There is no treasure or prestige cost to making one decision vs the other.

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There are no disturbances as you are able to rest the remainder of the night into the morning.

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The area that Hasmed indicates is not an actual building, unlike pretty much everything else, it is actually a large pen. Looks like where the goblins keep their strange dogs. They are currently all locked up and unable the roam the rest of the village.

The other building that is immediately notable stands in the center of town. It's the only building made of stone instead of wood, and looks like it is an old shrine or church.

The northwest corner of town looks like it goes into the side of a cave and has several cages in it. There seems to be more movement back there, but it's hard to tell what is going on beyond the fence blocking that area.

Liberty's Edge

Anok responds in his deep, booming and hollow voice, “They came into our camp asking about Ivvora. Medda gave them shelter and told Ivvora’s story, but we would not part with the hilt. The next morning the hilt and the Blakros agents were gone. We tracked it here, to this building.”

Medda answers, “We did. That Nigel man refused. He said he did not honor ‘seller’s remorse.’”

Liberty's Edge

Ny'a is not able to detect evil in the kellids, or the incorporeal figure.

The Kellid woman speaks again, "What is there to discuss. I am guardian of Ivvora, and I will be taking it back to my homeland. Neither this buildings defenses, or you will stop that."

------------------------

Knowledge (planes) DC 17:
ANOK THE VENGEFUL
The translucent Kellid warrior, Anok, is an ectoplasmic being, is a manifested phantom. [Medium outsider(phantom)]  His weapons and armor are translucent as well, so probably not something you could sunder or disarm.

For every 5 that you beat the DC, you may ask for one piece of information from this list.

Knowledge (local) DC 16:
MEDDA SPIRITBEARER

For what your scan tell you, Medda is a spiritualist. She’s part of this “new and edgy” type of spellcaster that use the mind for casting. They need to be calm to be able to cast most of their spells. As you can deduct, she is linked to the ectoplasmic being called Anok.
For every 5 that you beat the DC, you may ask for one piece of information from this list.

Knowledge (local) DC 16:
TWINHORN SCOUTS
These Kellids appear to be smaller than your typical Kellid brute.  They seem quite agile, and their darting eyes appear to be looking for weaknesses in your defenses.
For every 5 that you beat the DC, you may ask for one piece of information from this list.

Liberty's Edge

It's a +1 katana with more significance as a historical artifact than in actual power. How the body is being disposed of, and what is actually getting done with the Katana are the questions at hand.

Liberty's Edge

Sorry this hasn't had an answer post. Working out OOC stuff with the campaign before posting more IC stuff.

Liberty's Edge

Medda responds, “These Blakros people stole our most precious heirloom.” Medda retrieves a bundle of bloody bandages, then unwraps it to reveal a dagger hilt with only the fragment of a black blade. “It belonged to Ivvora, a champion of Vildeis who vanquished the great black evil from our land over 900 years ago. We kept it safe until the Blakros agents stole it three months ago.”

Anok adds in his deep, booming and hollow voice, “They came into our camp asking about Ivvora. Medda gave them shelter and told Ivvora’s story, but we would not part with the hilt. The next morning the hilt and the Blakros agents were gone. We tracked it here, to this building.”

Liberty's Edge

Drunken wisdom doesn't stack with bard song. My wisdom runs out at the top of the next round anyway. Then it's all bard.

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The Katana is magical, and the runes on it match the artwork of the book.

I'll also refer everyone back to this.

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With the automated defenses subdued, you are able to head up to the third story of the museum, which consists of a single tower room at the top of a spiral staircase.

The mahogany walls and domed, plaster ceiling both show signs of heavy damage. Most of the luxurious furniture and the crystal chandelier are intact. The contents of cabinets and bookcases lie strewn about the floor. A small wooden panel near the door hangs open, revealing an arcane sigil covered in scorch marks.

A Kellid woman dressed in furs with intricate scars all over her body steps forward. She holds a hand up and says, “Stay back. We are members of the Twinhorn following, and we have only come to retrieve what was stolen from us.”
A towering figure steps forward; his translucent red form is that of a man clad in heavy armor and wielding twin warhammers. “Medda, they must be in league with the thieves; they should die for crossing us.” The man’s voice sounds hollow and unnaturally loud, and as he speaks, the chandelier glows with a dull light.
The woman, Medda, puts a hand on the figure’s arm and says, “Maybe we should give them a chance to explain themselves, Anok.”

Liberty's Edge

The party is able to sneak up the side during the night. With a knotted rope, nobody fails on a take 10. A goblin patrol circles the interior of the fort, and two guards are posted watching the gate, but none of the goblins seem to be paying attention to the rooftops.

Map Updated including patrol route

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Any others coming?

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Just ate my long post. I'll try to retype later, but the TLDR is combat over as she gets skewered. You have one undead elven samurai body, and 1 katana.

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The announcement was the outside getting resolved. I actually expected another announcement to hit too.

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Just let me know the location you are coming in. Roles are all noted. I revealed more map, including where the trap is that you are avoiding by going this way.

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The hobgoblin gets cut down quickly, as manus is affected by momentary fear. The remaining goblins quickly flee having seen their leader cleaved down so quickly.

Investigating the rest of the camp...
-There are several prisoners, including the escaped woman, who is evidently a scout in the area.
-The wooden buildings include homes and storage buildings. You find some supplies but things are of limited value.
-The central building in the fort, which is the only stone building is a shrine of Lamashtu. This building is stocked full of jars and vials of the purple goo you've encountered many times.
-Some of the goblins and the hobgoblin had been infected, but not all of them were.

You can wrap up anything you want to do with the fort. The only opposition is some goblin dogs which are penned up and can't get to you to attack.

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Also unlikely to matter, but it's +2 bard song, not +1 bard song. Level 5 rules. Unfortunately, when the dice don't cooperate, it takes a lot of bonuses to make up for it.

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gm screen:

katana: 1d20 + 8 ⇒ (10) + 8 = 18 for 1d8 + 5 ⇒ (3) + 5 = 8

Seeing the party is all waking quickly and she's likely to be surrounded quickly, she tries to finish off one foe in order to face the rest. Lucita manages to use her wand, only to see the healing undone in addition to additional damage being done.

religion DC13:
The woman is a vampire spawn, although she moves as someone who is highly skilled. She has class levels

Knowledge Local DC5:

The woman is an elven woman, although one obviously of tien decent.

Perception DC10:

The woman has a remarkable resemblance to the woman from the artwork in the book you reviewed before heading this way.

Perception DC15:

The markings on the katana is equally remarkable in it's resemblance to the art you saw.


Initiative

ROUND 1
Xukong

ROUND 2
Glorne
Barl
Lucita (15 dmg)
Grag
Raynor

Akina
Xukong

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The wax soldier falls to the floor before it is able to strike again. The stairs to the third floor seems to still be clogged up by pathfinders trying to fight their way through other automations and golems. The rest of the floor looks to have been pacified.

Success reported. You can head outside to help with the wards, or you can wait for the stairs to clear out (which is waiting on an event. Your dice rolling is killing things faster than expected. The stairs will open up tomorrow which is a more substantial encounter with some RP opportunity.

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Married? What a flimsy excuse...

Congrats! I imagine this combat will get over before Xugra's initiative comes up unless the dice turn against the party.

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I will get things started back up for part 3, really! Spent this week sick and getting behind on games, since my limited computer time has been catching up on work I wasn't getting done while in bed.

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Definitely a fan of the heal and pass plan. Never want to hold on to one of these past a full encounter

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Assuming that Katswiri didn't already already take it out...

Attack vs. Blue Dog (PB Shot, Precise Shot, Bullseye-Shot, Focused Shot, Deadly Aim): 1d20 + 11 + 1 + 4 + 0 - 1 ⇒ (14) + 11 + 1 + 4 + 0 - 1 = 29
Damage: 1d8 + 3 + 1 + 2 + 2 ⇒ (8) + 3 + 1 + 2 + 2 = 16 Just now realized I left off +1 PBS damage in all my shots, but did have the hit modifier in.

Liberty's Edge

Putting up post now, just to make sure I don't hold things up since I've been out sick this week, and am playing catchup with both work and PbP. As long as Esmerelda isn't in immediate danger that requires other actions, she'll put up bard song in the first round of combat.

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Sorry, more being sick and less work this week, but the few times I did get to a computer, had to prioritize work over posting.

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Sorry, been out sick, and not on computers most of that time.

The stone visage of a horrifying creature with several tentacles for a face sits in the corner of this room. The creature appears to be rearing back in preparation to strike.

religion DC15:

This room once contained two statues depicting Torag about to land a killing blow on a Darklands creature, but the orcs destroyed Torag and left the monster.

Liberty's Edge

gm screen:

stealth: 1d20 + 14 ⇒ (9) + 14 = 23
katana: 1d20 + 8 ⇒ (18) + 8 = 26 with confirm: 1d20 + 8 ⇒ (14) + 8 = 22 for 2d8 + 10 ⇒ (2, 2) + 10 = 14

Initiative
Barl: 1d20 + 4 ⇒ (17) + 4 = 21
Glorne: 1d20 + 2 ⇒ (20) + 2 = 22
Grag: 1d20 + 7 ⇒ (1) + 7 = 8
Lucita: 1d20 + 1 ⇒ (15) + 1 = 16
Raynor: 1d20 + 0 ⇒ (8) + 0 = 8
Mount(With Raynor)
Xukong: 1d20 - 1 ⇒ (5) - 1 = 4
Akina: 1d20 + 2 ⇒ (4) + 2 = 6

As the fire dies away, and most of the party gets back to sleep, someone creeps up on the camp, coming upon Lucita and striking, before the dhampir new anyone was there. The assailant is a humanoid wielding a katana, which she evidently is quite skilled with as she slices into Lucita, coming dangerously close to a decisive strike.

Everyone, as combat commences, you will have to make a DC0 roll, modified by distance to awaken again. Basically, don't roll a 1, and most of you even make that, as your DC's are generally in the 2-3 range after modifiers.


Initiative

ROUND 1
Glorne
Barl
Lucita (14 dmg)
Grag
Raynor

Akina
Xukong

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Bot me with shooting if needed

longbow: 1d20 + 3 ⇒ (7) + 3 = 10

Thalionwen tries to loose another arrow at the creature, but has yet another shot off target.

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