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Ankheg

GM_Verdigris's page

2,925 posts. Alias of verdigris.


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Map

Serra:
While the scroll has closed the rift for now, it might be wise to also do something to the stone to make sure it stays that way.

With the Vrock dead and the swarms mostly dissipated a quiet falls over the cavern. The purple light no longer overwhelms the dim sunlight streaming in faintly through the cracks in the ceiling, leaving the area with an almost... cozy... feel.


Map

End of round 2

Jurin steps up and swings at the creature. His blade comes close, taking out one of the dancing images surrounding the vrock.

Serra tries to take on the creature as well, swinging twice, taking out one of the images with his near miss.

Beagan summons a flight of eagles that each attack. Two more of the images go down in a feathery flurry.

Eli tries to dispel the remaining three images, but to no avail. The vrock is accostumed to magic and Eli's spell fizzles before the creature even truly feels it.

Finally, Cole steps up and sends off his barrage of arrows, all aligned with Eli's blessing from Terendelev.

Cole vs mirror image: 1d4 ⇒ 2
Cole vs mirror image: 1d3 ⇒ 1-21 to the actual vrock
Cole vs mirror image: 1d3 ⇒ 1-19 to the actual vrock
Cole vs mirror image: 1d3 ⇒ 3
Jurin vs mirror image: 1d2 ⇒ 1
The first pierces one of the images, leaving two from the spell and the real demon, but the next two find their way past the illusions, mortally wounding the creature. He falls to the ground, but Cole shoots one more time, dismissing yet another of his images. Jurin, spurred by Cole's Mythic leadership, ends his life before he can even twitch, and his last miserable mirage disappears in the process. As he wasn't summoned, but crossed into this plane via the rift, he does not disappear, but stays very real, very still, and very dead at their feet.

and we are out of initiative.


Map

The little knight also approaches, provoking yet another attack from the demon.

AoO on Beagan: 1d20 + 13 ⇒ (15) + 13 = 282d6 + 5 ⇒ (2, 1) + 5 = 8 Then Cole, touched by Eli's spell draws an attack as well.

AoO on Cole: 1d20 + 13 ⇒ (11) + 13 = 242d6 + 5 ⇒ (6, 3) + 5 = 14

Enraged by all of the attacks by the various people, the creature, casting defensively, suddenly multiplies into 8 (7 images plus 1 original) in front of them.

concentration check vs DC17: 1d20 + 12 + 3 ⇒ (4) + 12 + 3 = 19

mirror images: 1d4 + 4 ⇒ (3) + 4 = 7

Jurin is up, followed by

Round 2
Jurin: 1d20 + 1 ⇒ (1) + 1 = 2

Round 3
Cole Zeff: 1d20 + 3 ⇒ (18) + 3 = 21 (-14hp)
Serra Iondri Phaer: 1d20 + 1 ⇒ (18) + 1 = 19
Beagan: 1d20 + 2 ⇒ (14) + 2 = 16 (-8hp)
Elyanius Myoch: 1d20 + 0 ⇒ (14) + 0 = 14
dV: 1d20 + 6 ⇒ (6) + 6 = 12 (-81hp)


Map

AoO on Serra: 1d20 + 13 ⇒ (5) + 13 = 182d6 + 5 ⇒ (4, 6) + 5 = 15

Serra cautiously draws the creatures attention as he scurries past to the other side.


Map

Jurin takes to the air, his flight surprising the creature somewhat. His feathers ruffle and his head cocks to one side as he debates his next move. The quartermaster's words don't seem to make sense, but humans are such a funny lot.

Epic aerial combat!!! Woohoo!

I'm ruling that Cole does wait for Eli, so he moves in the initiative order. Serra and Beagan are up, and then I will adjudicate the AoO on Cole


Map

fly check: 1d20 + 12 ⇒ (12) + 12 = 24

The creature lurches forward on his large wings, flying through the air to face the casters that tried to wall him in. He strikes out at the closest one, the one who shot the arrow that still sticks in his flesh.

bite attack on Cole: 1d20 + 13 ⇒ (5) + 13 = 181d8 + 5 ⇒ (6) + 5 = 11

Jurin is up, and then the rest of the party begins Round 2

Round 1
Jurin: 1d20 + 1 ⇒ (1) + 1 = 2

Round 2
Cole Zeff: 1d20 + 3 ⇒ (18) + 3 = 21
Serra Iondri Phaer: 1d20 + 1 ⇒ (18) + 1 = 19
Beagan: 1d20 + 2 ⇒ (14) + 2 = 16
Elyanius Myoch: 1d20 + 0 ⇒ (14) + 0 = 14
dV: 1d20 + 6 ⇒ (6) + 6 = 12 (-31hp)


Map

Round 1 so far...

Cole's shot flies as true as always, shocking the creature with his quick response. -29 out of the gate. *yikes*!

As Serra's spell goes off, the rift behind the creature slams shut, stranding it here. It throws back its head and his eyes roll as he looks from one to the other. Suddenly, he is caught by Eli's light, the power of the spell blasting through his defenses. -12 damage from searing light

knowledge planes 34(3 questions):
This is a Vrock. Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of that despicable realm. As ravenous and grotesquely opportunistic as the scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk.

A typical vrock stands 8 feet tall and weighs 400 pounds. Vrocks generally form from the evil souls of hateful and wrathful mortals, particularly those who were career criminals, mercenaries, or assassins.

DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20, no weaknesses

Beagan is up, followed by the bird brain


Map

Beagan:
Though Serra does not detect as evil, there is evil nearby. First it is the remnants of the Vescavor, an evil so awful that even in bits and pieces, it still fouls the world around it. But to the south, the pale purple light shines nearly blindingly with the evil it conveys. Beagan's stomach roils as the world seems assaulted by the nauseatingly blinding violet light. For all of this, Serra does not detect as evil, but evil is coming, Evil is very near.

nvmind: 2d6 + 4 - 14 ⇒ (6, 2) + 4 - 14 = -2

initiative:
Cole Zeff: 1d20 + 3 ⇒ (18) + 3 = 21
Elyanius Myoch: 1d20 + 0 ⇒ (5) + 0 = 5
Serra Iondri Phaer: 1d20 + 1 ⇒ (18) + 1 = 19
Elyanius Myoch: 1d20 + 0 ⇒ (14) + 0 = 14
Jurin: 1d20 + 1 ⇒ (1) + 1 = 2
Beagan: 1d20 + 2 ⇒ (14) + 2 = 16
demon: 1d20 + 6 ⇒ (6) + 6 = 12

As Serra searches for the scroll and begins to unroll it, the rift rips wider, a large feathered biped thrusting its head through, then followed by its body. surprise round-ish

Round 1

Cole Zeff: 1d20 + 3 ⇒ (18) + 3 = 21
Serra Iondri Phaer: 1d20 + 1 ⇒ (18) + 1 = 19
Beagan: 1d20 + 2 ⇒ (14) + 2 = 16
Elyanius Myoch: 1d20 + 0 ⇒ (14) + 0 = 14
dV: 1d20 + 6 ⇒ (6) + 6 = 12
Jurin: 1d20 + 1 ⇒ (1) + 1 = 2


Map

knowledge:planes 30+:
The rift itself is one-way, and could probably be sealed automatically with a dimensional anchor, dimensional lock, dispel chaos, or dispel evil spell cast upon the it. Casting a magic circle against evil or magic circle against chaos spell around the rift with the circle’s energies radiating inward probably wouldn’t close the rift, but it would likely prevent any other creatures from emerging. Other methods to close the rift, such as sealing it over with stone via wall of stone or stone shape could probably block the entrance, or possibly even simply collapsing the cavern. Whatever is done, though, should be done soon before something else makes use of it to enter this world. Even now, the edges of it stretch and pulse as if trying to birth some new abomination into this place.


Map

As Cole moves closer, he can see further into the cavern to the south east.

what Cole, and anyone that moves with him sees:
A long, rippling crevice of nauseating violet energy splits the
southern wall of this otherwise empty cave, a tear in reality through
which roiling clouds of mist churn and twist. The edges of the rift
pulse and writhe, widen and contract, almost as if it were an organic
thing. The temperature is noticeably hotter here than elsewhere in
the caves, and the air carries on it the foul stench of burning flesh.

Knowledge Planes, plus seeing what Cole sees above:
it is an
Abyssal rift, a permanent gate-like portal that allows passage from the Abyss into the Material Plane. It was via this rift that the vescavor queen entered the world and as the group(?)stares, the edges begin to stretch and pulse as if something large were attempting to push through from beyond.


Map

As Serra chops the Vescavor queen into bits (finding nothing but gore and resin and what may be eggs that she was in the process of birthing), the swarms continue to leave. Every once in awhile though, a lonely vescavor (not even a swarm) emerges through the south east corner's pulsing pale purple light, only to eventually fly off after the others.

Knowledge planes, 20+:
While you are uncertain what the light is, it is probably nothing good. you are too far away from its source to do a proper knowledge check.

Also, I will be moving everyone on the map. I placed that fight in the wrong spot.


Map

Cole, apparently having answered his own question, pin cushions the Queen with arrows. Each one draws a high keening buzz that is answered by the swarms nearby until the last takes her beyond regeneration. The noise of the swarms echoes outside and through the cavern, reaching a bone jarring crescendo only to break off suddenly.

Their Queen is dead. With nothing to hold them here, they begin to slowly disperse.

Happy Birthday, Cole. The kill is yours!

We are out of Initiative, for now.


Map

Round 2

Beagan: 1d20 + 2 ⇒ (17) + 2 = 19
Serra Iondri Phaer: 1d20 + 1 ⇒ (13) + 1 = 14
Elyanius Myoch: 1d20 + 0 ⇒ (13) + 0 = 13
Jurin: 1d20 + 1 ⇒ (11) + 1 = 12
Her Majesty: 1d20 + 3 ⇒ (4) + 3 = 7(- 20, -20, -30,-13,+2=--81)
Cole Zeff: 1d20 + 3 ⇒ (1) + 3 = 4

Beagan steps toe to toe with the vermin that is 16 times his size and stabs her in between one of her many exoskeletonous plates, his attack biting mightily into the creature.

perception:10:
Some small of the creatures wounds appear to be knitting, layered over with the slick red resin that She secretes.

Eli, overwhelmed by the Gibber, babbles in place.

Jurin shrugs off the Gibber -He's heard worse from better- then stabs her in the backside. The blade cuts, but the acid that pours from it slides harmlessly off her resinous coat.

The Queen twists to return the favor, biting, then snapping at Jurin.

bite attack, Jurin: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 4 + 3d6 ⇒ (4) + 4 + (4, 4, 4) = 20 the 3d6 is acid

but she has not forgotten the horrid little creature and tries to grab Beagan in her pincers.

claw attack 1, Beagan: 1d20 + 14 ⇒ (15) + 14 = 291d6 + 3 ⇒ (3) + 3 = 6
claw attack 2, Beagan: 1d20 + 14 ⇒ (20) + 14 = 341d6 + 3 ⇒ (6) + 3 = 9

She continues to Gibber louder and louder, and while some of the swarms sacrifice themselves futilely on Beagan's Wind Wall, noise coming from other directions may herald the arrival of some through the remaining gaps.

Cole is up, then the party at the beginning of round 3

Round 2, then 3

Beagan: 1d20 + 2 ⇒ (17) + 2 = 19 (-15)
Serra Iondri Phaer: 1d20 + 1 ⇒ (13) + 1 = 14
Elyanius Myoch: 1d20 + 0 ⇒ (13) + 0 = 13
Jurin: 1d20 + 1 ⇒ (11) + 1 = 12 (-20)
Her Majesty: 1d20 + 3 ⇒ (4) + 3 = 7(- 20, -20, -30,-13,+2=--81)
Cole Zeff: 1d20 + 3 ⇒ (1) + 3 = 4


Map

Cole fires a ton of arrows at the Queen, but only hits her with his one last ditch effort. The last adds to the pain and injury caused by Eli, causing the Queen to Gibber louder. Her swarms try to come to her aid, but are blocked and blown about by Beagan's wind wall.

knowl planes 24, for Cole:
She is an outsider, but not a demon.

Jurin also has one question coming.


Map

Beagan creates another Windwall to keep out any help from the swarms. Serra tries to figure out anything special about the creature in front of him, but all he seems to be able to see is a very large vescavor, a queen of her kind. He then speeds up himself and his friends to fight her.

Jurin joins the fight, waving his sword and trying to draw Her attention so that he might give her a special gift. Eli fires off a deadly ray of light for excruciating effect. His spell has to fight its way through the evil things defenses, but fight it does and blessed with his Mythic abilities, overcomes the Queen's resistance to strike at her vital areas.

The Queen strikes back. Fluttering her wings, she advances. Though as huge as four Serra's, her reach is that of only a single knight. Her head swivels, from the wind keeper to the waving baker to the creature that hurt her so mightily. She decides, snapping at his head.

bite attack on Eli: 1d20 + 15 ⇒ (4) + 15 = 191d8 + 3 + 3d6 ⇒ (1) + 3 + (1, 2, 5) = 12, 3d6=acid

She cries out to her swarms, the maddening song of her people. It surrounds Her like an aura, out to at least 15 feet. everyone within range(currently Eli, Beagan and Jurin), please make a will save (DC20) or be confused for one round

Cole is up, followed by the rest of the party in round 2

Round 2

Beagan: 1d20 + 2 ⇒ (17) + 2 = 19
Serra Iondri Phaer: 1d20 + 1 ⇒ (13) + 1 = 14
Elyanius Myoch: 1d20 + 0 ⇒ (13) + 0 = 13
Jurin: 1d20 + 1 ⇒ (11) + 1 = 12
Her Majesty: 1d20 + 3 ⇒ (4) + 3 = 7
Cole Zeff: 1d20 + 3 ⇒ (1) + 3 = 4


Map

Beagan creates another Windwall to keep out any help from the swarms. Serra tries to figure out anything special about the creature in front of him, but all he seems to be able to see is a very large vescavor, a queen of her kind. He then speeds up himself and his friends to fight her.

Eli, then Jurin are up...


Map

knowledge planes: 19:
You recognize this as the Vescavor Queen.


Map

You are correct, though she is about the size of 4 Serra's. As Jurin moves into the Cavern, the Queen's wings twitch and her focus appears to shift to the intruding consultant.

initiative:
Cole Zeff: 1d20 + 3 ⇒ (1) + 3 = 4
Elyanius Myoch: 1d20 + 0 ⇒ (13) + 0 = 13
Serra Iondri Phaer: 1d20 + 1 ⇒ (13) + 1 = 14
Elyanius Myoch: 1d20 + 0 ⇒ (7) + 0 = 7
Jurin: 1d20 + 1 ⇒ (11) + 1 = 12
Beagan: 1d20 + 2 ⇒ (17) + 2 = 19
demon: 1d20 + 3 ⇒ (4) + 3 = 7

Round 1
Beagan: 1d20 + 2 ⇒ (17) + 2 = 19
Serra Iondri Phaer: 1d20 + 1 ⇒ (13) + 1 = 14
Elyanius Myoch: 1d20 + 0 ⇒ (13) + 0 = 13
Jurin: 1d20 + 1 ⇒ (11) + 1 = 12
demon: 1d20 + 3 ⇒ (4) + 3 = 7
Cole Zeff: 1d20 + 3 ⇒ (1) + 3 = 4

The Party is up, except for Cole.


Map

As Eli looks for a better passage, Jurin is able to get a view of Her Majesty, the Queen. In between litters, the large creature lolls indolently in a nest of hardened slime while a few individual vescavors see to her needs.

Map updated, and handout shared in Roll20.


Map

Multiple passageways within the walls and ceiling provide access to a large cavern. Its resin-encrusted surfaces gleam with slick layers of translucent slime, reflecting a pulsating purple glow from the southeast tunnel.

Will update the map more in the morning.


Map

Round 1 Summary

The swarm closed, its gibbering causing great confusion for Jurin. Ely too was almost affected, but was able to stave off its effects. Cole threw an acid flask into the center of the creatures, doing a bit of damage to some of them. Beagan called upon his new goddess, Iomedae, and used her power to wall in the swarm with wind. He also summoned an air elemental to fight for the just cause, and it siphoned them into a whirlwind. Serra threw another flask of acid it at, but missed, splashing the air elemental but not much else.

Round 2, or out of initiative

The vescavors trapped in the wind gibber louder, possibly in hopes that others may join them soon, but can not otherwise affect the current environment.

You can move off and fall out of initiative, or stay and try to fight them. Cole, as the leader and the next person up, let's let you decide. Next time someone else can.


Map

reflex: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
reflex: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8

Iomedae seems to shine upon the little warrior, for the windwall holds back the swarm while the elemental holds it suspended. Still, the gibbering continues. Please make a will save (DC15) for the Elemental, or be confused for 1 round.


Map

Jurin, and Ely if he fails his save, are confused for one round.

d% Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

jurin confusion: 1d100 ⇒ 59

Jurin beats self with his weapon: 1d8 + 4 ⇒ (5) + 4 = 9

for Ely, if necessary: 1d100 ⇒ 99

Cole tosses acid at the swarm, turning a small patch of the creatures into goo. Still, the others remain.

The rest of the party is up.


Map

stealth/percption:

Cole: 1d20 + 13 ⇒ (3) + 13 = 16
Beagan: 1d20 + 0 ⇒ (20) + 0 = 20
Elyanius: 1d20 - 2 ⇒ (8) - 2 = 6
Jurin: 1d20 + 1 ⇒ (18) + 1 = 19
Serra: 1d20 + 0 ⇒ (3) + 0 = 3
swarm perception: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7

initiative:
Cole Zeff: 1d20 + 3 ⇒ (20) + 3 = 23
Elyanius Myoch: 1d20 + 0 ⇒ (1) + 0 = 1
Serra Iondri Phaer: 1d20 + 1 ⇒ (9) + 1 = 10
Elyanius Myoch: 1d20 + 0 ⇒ (2) + 0 = 2
Jurin: 1d20 + 1 ⇒ (2) + 1 = 3
Beagan: 1d20 + 2 ⇒ (8) + 2 = 10
swarm: 1d20 + 7 ⇒ (18) + 7 = 25

Round 1
swarm: 1d20 + 7 ⇒ (18) + 7 = 25
Cole Zeff: 1d20 + 3 ⇒ (20) + 3 = 23
Beagan: 1d20 + 2 ⇒ (8) + 2 = 10
Serra Iondri Phaer: 1d20 + 1 ⇒ (9) + 1 = 10
Jurin: 1d20 + 1 ⇒ (2) + 1 = 3
Elyanius Myoch: 1d20 + 0 ⇒ (2) + 0 = 2

As the group slowly moves forward, Serra bumps into Ely who scrapes his hammer against the wall. It is enough to the draw the attention of one of the closest swarms comes out of it tupor and begins to gibber.

It swirls and heads toward Jurin. Unless they have something to block it, Jurin and Ely need to make saves vs the Gibber aura(DC15 Will). Cole is up.


Map

Cole thinks that the middle exit sounds quieter than the other two. He also notices that the Vescavors seem small, and somewhat addled, perhaps newly hatched. The ceiling, floor and walls of the place is slick with the red mucous secreted by the vescavors, making movement tricky. minus 4 to acrobatics checks and climb checks.

The map has been updated, please note the circle on the map. This is the shaft that you guys came down, the "chimney", as it were. Here and there, narrow vents allow in sunlight, and allow the vescavors a way outside. they are, unfortunately, too small, even for Beagan or Kastor to pass through.


Map

Eli calls forth the fog as the group moves to the hole. While the buzzing changes tone, no vescavor come swarming out and soon, they are able to reach the hole, though it requires a slow dangerous climb to get there. Taking their time, though, the group is soon able to reach the entrance.

Warm air fills this crystalline cavern, pulled through a vent in the ceiling twenty feet overhead. A continuous, high-pitched noise issues from the three tunnels ahead, a disconcerting drone melded with the discordant buzz of an angry crowd. The walls, floor, and ceiling of this cave glisten with moisture and are caked with a thick red resin resembling dried mucus, giving the chamber the disturbing illusion of being the interior of some great beast’s body.


Map

If the army doesn't advance any more from where it is, it is probably safe. They should stay at least 100feet away to avoid notice.

While the mythic heroes could make the climb up out of the gorge that you are all in, the main body of the army probably would have trouble. The climb is 120 feet on either side. To back and go around, you would have to go back to Valareth's Ford, go further down the Snellen. It would add days, at the very least, to your time.


Map

"They seem to be going in and out of those holes.... there is one right there," he says, pointing to one that is both closer to the group and has fewer vescavors going in and out.
"would probably work. Then we just find our way through the tunnels that would almost have to be there."

Once pointed out, the hole is easy enough to find. It is about 80feet from the main masses of the swarms. It has few swarms, indeed, none have come through in the last several minutes.


Map

"I think I see where they are coming from. " Aron points out one of the many caves that dot the gorge walls. "while the whole army couldn't get up there, a small strike team could. I bet that leads to the queen."

He turns to Beagan, his eyes bright and hopeful. "a wall of wind might not get everyone across this gorge, but it could be very useful in trying to get to the queen safely."

to be clear, the term "filled" was used loosely. A small, careful team might be able to pick their way through to the cave.


Map

Aron coughs uncomfortably, finally speaking up. "We'd be better served by sending a small group to find the queen, I think, uh, sir. While some of us might be able to climb the walls of the ravine, the regular army would be crazed and scattered in moments; their gear turned to trash in moments more. But Eli has the right of it, as far as the swarms are concerned. They'll ignore the army so long as it doesn't go much nearer... and a small group could sneak forward, perhaps study them to find the lroute to the queen, and dispatch her. The rest would be gone soon after."

His eyes grow wide once he done speaking, as he realizes how much he has offered, unasked.

answers to Serra's questions:
1. They have no DR, but have fire resistance and electricity resistance(10) and spell resistance(16).

Special abilities

Gibber (Su)

Vescavors yammer the endless chorus of the Abyss. Any creature within 15 feet of a vescavor swarm or inside it must succeed at a DC 15 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same vescavor swarm's gibbering for 24 hours. The save DC is Constitution-based.

Ravenous (Ex)

Vescavors can devour nearly anything, with the exception of adamantine. If the swarm attacks an object or structure, the vescavors ignore its hardness if it is made of any substance other than adamantine. Additionally, every round that a creature is in the same space as the swarm, the vescavors begin devouring one object on the creature. The object takes half its maximum hit points in damage and gains the broken condition. If the vescavors attack an object with the broken condition, it is destroyed. An attended or magic object can make a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.

Traumatizing (Su)

Vescavors embody the meanest depravities of the Outer Rifts, and walking among them is akin to being trapped in the Abyss itself. Any creature that spends more than 3 rounds inside a vescavor swarm must succeed at a DC 13 Will save or gain a type of madness.

Roll on the Types of Insanity table to determine which type of insanity affects the creature—the creature does not make another Will save against the specific insanity. This affliction is permanent, but can be healed as detailed in the Curing Insanity section of the Sanity and Madness rules. The save DC is Charisma-based.


Map

As the group comes closer, it is possible to make out individual insectoid creatures, flying vermin, that make up the seething vapors.

knowl planes=15:
These are vescavor swarms, diminutive, chaotic evil, flying vermin.

knowl planes=20:
they have swarm traits, and are immune to poison, and weapon damage. you may ask one question

knowl planes 25:
These are Vescavor swarms, masses and masses of them. It is too many to be a simple wandering swarm, but implies the presence of a vescavor queen nearby. These large monsters typically lie at the heart of an underground complex, where they spend months repeatedly spawning ravenous swarms before exiting the caves to hunt and seek a new lair. you may read the lower level spoilers,and ask one question


Map

While the others return to the floor of the ravine, Beagan stays behind to pray within Iomedae's chapel. After long hours, he joins them at the bottom, ready to go.

The army sets out once more and while the going is harsh, they make good progress for several miles. Soon though, a low hum reaches the ears ( of those with a passive perception of 10 or higher) of some of the most perceptive among them. The gorge ahead appears to be filled with what looks like a seething, filthy green cloud of vapor.


Map

As the silence falls at the end of Beagan's speech, so too does the sunset begin upon the ridge. There is time, though just barely, for the group to climb back to join the others in the camp below for the evening.

Beagan, or perception 20:
The radiant sword in your hand seems to thrum with life, urging you to at least visit the chapel.


Map

Quickly, Cole unleashes a flurry of arrows, two of which strike deep into the Nabasu's flesh. They clearly claim his attention, allowing the little holy warrior from to jump in from the other side. His gleaming sword strikes as true as the archer's arrow, removing the demon's head in one fell swoop and sending it rolling to land at Eli's feet.

and we are out of initiative. I almost lasted 2 rounds! Woohoo!


Map

Jeez, I didn't get anyone with that??? *sigh*

round 1 summary

The group was met by a foul talking demon as they began their departure from the chapel. He cast a spell, trying to stop them in their tracks, but each shook it off like the mythic heroes that they are. From the other side of the courtyard, a voice rang out in promised aid, and a host of celestial eagles appeared surrounding the demon. The heroes closed up on the demon, readying to stop this evil in its tracks.

Round 2, Init 15

"still moving, old man? Alright then." The demon flies up 10 feet, provoking fruitless attacks from the meddlesome birds. He points at Eli and lets loose another string of obscenities.
Dark coils of pure evil shoot from his hand, turning into large mawed snakes that latch onto the old man and begin to drain his very life force. They wriggle and writhe in gluttonous joy as they sup.

eagle 1: 1d20 + 3 ⇒ (7) + 3 = 10
eagle 2: 1d20 + 3 ⇒ (12) + 3 = 15
eagle 3: 1d20 + 3 ⇒ (1) + 3 = 4

ranged touch attack on Eli: 1d20 + 12 ⇒ (7) + 12 = 19 if successful, then: 1d4 ⇒ 4 level drain

spellcraft:19:
Casting enervation


Map

Initiative
Round 1
Jurin: 1d20 + 1 ⇒ (1) + 1 = 2
- - - - - - - - -

Round 2
Elyanius Myoch: 1d20 + 0 ⇒ (16) + 0 = 16
demon: 1d20 + 7 ⇒ (8) + 7 = 15
Cole Zeff: 1d20 + 3 ⇒ (10) + 3 = 13
Beagan: 1d20 + 2 ⇒ (9) + 2 = 11
Serra Iondri Phaer: 1d20 + 1 ⇒ (9) + 1 = 10

Jurin is up to end round 1, but Eli can go ahead and go to begin round 2


Map

A familiar calls out and suddenly three eagles, glowing with a celestial purity, surround the demon. Each attacks, but misses the nabasu, bringing a chuckle to the creature's lips. "Your birdies can't hurt me!"


Map

Round 1, Init 15

"So chatty, Old man. You should stay still and be quiet!" He gestures obscenely, and follows up with a gutteral noise that offends just to hear it.

Everyone(Cole, Serra, Jurin, and Eli) make a will save (DC21) or...:
You find yourself held fast. While still conscious, you cannot move, not even to speak or blink. You can make a will save each round to break free.

spellcraft=22:
He is casting hold person, mass


Map

knowl Planes:13:
This is a nabasu demon. This lanky fiend's mouth is filled with sharp fangs, while great bat-like wings stretch from its scaly hide.

Nabasus are birthed directly into the Material Plane from the Abyss, where they feed on innocent souls to mature. Only when finally sated can a nabasu return to the Abyss. Rumor holds that even then the nabasu's lifecycle does not change, and that further developments await them as they continue to grow.

These vile demons form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh.

knowl Planes:18:
DR 10/cold iron or good;
Immune: death effects, electricity, paralysis, poison;
Resist: acid 10, cold 10, fire 10;
SR: 19

knowl Planes:23:
Special Attacks: consume life, death-stealing gaze

Consume Life (Su)
When a nabasu creates a ghoul with its gaze attack, it gains a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, and its caster level for spell-like abilities increases by 1. For every 2 growth points, its natural armor bonus, SR, and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures (gaining both the advanced and the giant simple templates) and plane shifts to the Abyss in a burst of smoke. A nabasu can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points.

Death Stealing Gaze
As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu's control. A nabasu's gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based.


Map

"NulkiNETH!!!" Some one or some thing roars from the courtyard as the Iomedae's Chosen file out of the chapel.

"NulkiNETH! I hunger! Surely you were able to capture some of the crusaders for me."

An ugly guttural laugh laugh fills the space as he sees them. "Oh ho! What is this? Free Range chickens fleeing the coop?"

He beats his wings, hovering just above the ground. "NulkiNETH!!!" Some one or some thing roars from the courtyard as the Iomedae's Chosen are working on the final touches in the chapel.

"NulkiNETH! I hunger! Surely you were able to capture some of the crusaders for me."

initiative:

Jurin: 1d20 + 1 ⇒ (1) + 1 = 2
Cole Zeff: 1d20 + 3 ⇒ (10) + 3 = 13
Elyanius Myoch: 1d20 + 0 ⇒ (16) + 0 = 16
Elyanius Myoch: 1d20 + 0 ⇒ (14) + 0 = 14
Serra Iondri Phaer: 1d20 + 1 ⇒ (9) + 1 = 10
Beagan: 1d20 + 2 ⇒ (9) + 2 = 11
demon: 1d20 + 7 ⇒ (8) + 7 = 15

Initiative
Elyanius Myoch: 1d20 + 0 ⇒ (16) + 0 = 16
demon: 1d20 + 7 ⇒ (8) + 7 = 15
Cole Zeff: 1d20 + 3 ⇒ (10) + 3 = 13
Beagan: 1d20 + 2 ⇒ (9) + 2 = 11
Serra Iondri Phaer: 1d20 + 1 ⇒ (9) + 1 = 10
Jurin: 1d20 + 1 ⇒ (1) + 1 = 2

No surprise round. He wasn't quiet. Eli is up.


Map

Ooops, a few missed things... Serra recognizes the holy symbol as one venerating Saranrae.

As the others work on various places, something unseen cleans the lower half of the wall, slowly cleaning from the floor to three feet up, in slow deliberate circles.

Jurin:
Joth nods; calling several men forward to begin the distribution. "It's getting late. Will we be continuing on tonight, or should we go ahead and set up camp?"


Map

Hi guys, I need 1-2 more days. But I promise to be back to kill you soon.


Map

Sorry, All. I have a couple of big things at work that will probably keep me from moving us forward over the next two days. Please feel free to role play, but do not move from current positions. I look to be able to begin the next leg Wednesday morning.


Map

Serra:
Kastor nods and sets to work, cleaning the walls everywhere he can reach. Occasionally, he moves a stool or box to help him reach.


Map

Serra recognizes the holy symbol as that of Saranrae. The green gem is worth appx 500gp, the white ones, 100gp a piece. The breastplate and aspergillum are both +1 items, the vials are full of unholy water, apparently for the aspergillum.

If Jurin flies down to the soldiers below:
Jurin flies down to the last of a battle as the paladins were set upon by ghouls while the commander and his companions were up above. They seem to have handled it well, with only a few loses and many dead ghouls. Several of the most pious men are in the process of burning the bodies. There were injuries and casualties and the potions are very appreciated.


Map

What is the verdict on the cleaning?


Map

In the chapel, now that he is not in the fire of battle, Cole notices something odd about the altar, beyond the graffiti and blood. An old scratch on the floor, no more than that, and aged now so it seems almost a part of the floor, but it appears that a push in the right area, might slide it over.

Should someone try to slide it over:
Beneath it, and lined with lead to block any detection of magic from the outside, is a cache of healing, several dozen cure light wounds potions, enough to outfit the army below, if needed.

In the winged man's room, they find a strongbox, containing 383 cp, 710 sp, 3,827 gp, four gems, three white with a iridescent fire in their depths, one long and hexagonal, in a deep green color, a gold holy symbol that looks like an angel with a rising sun behind her. There is also a knight’s pennon, a chain shirt, and a dagger, of of which detect as magical.


Map

Serra opens the door, but finds no one inside. After a long moment, it occurs to him that perhaps the demi-demon *was* their leader.


Map

The last door is opened (though I am uncertain by whom) revealing the last room. Three stone tables stand in this room, and their wooden benches lie broken and half-rotten around them. Leather straps with restraints stretch across their surface, buckled tightly in place. Nearby, a knotted rope descends through a tiny hole in the ceiling.


Map

The silence is only in the meditation chamber where you first encountered it. It is a permanent effect.

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