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Ankheg

GM_Verdigris's page

2,952 posts. Alias of verdigris.


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Map

Round 1

cultists(5): 1d20 + 3 ⇒ (20) + 3 = 23
Elyanius Myoch: 1d20 + 0 ⇒ (12) + 0 = 12
EC2: 1d20 - 1 ⇒ (12) - 1 = 11
EC1: 1d20 - 1 ⇒ (10) - 1 = 9
Cole Zeff: 1d20 + 3 ⇒ (5) + 3 = 8
Jurin: 1d20 + 1 ⇒ (6) + 1 = 7
Serra Iondri Phaer: 1d20 + 1 ⇒ (1) + 1 = 2

Hearing the battle out in the streets, the guards draw something from their belts and drink, disappearing one by one.

Ely is up


Map

initiative:
Cole Zeff: 1d20 + 3 ⇒ (5) + 3 = 8
Elyanius Myoch: 1d20 + 0 ⇒ (10) + 0 = 10
Serra Iondri Phaer: 1d20 + 1 ⇒ (1) + 1 = 2
Elyanius Myoch: 1d20 + 0 ⇒ (12) + 0 = 12
Jurin: 1d20 + 1 ⇒ (6) + 1 = 7
cultists(5): 1d20 + 3 ⇒ (20) + 3 = 23
EC1: 1d20 - 1 ⇒ (10) - 1 = 9
EC2: 1d20 - 1 ⇒ (12) - 1 = 11

perception:

Cole Zeff: 1d20 + 9 ⇒ (1) + 9 = 10
Elyanius Myoch: 1d20 + 8 ⇒ (7) + 8 = 15
Serra Iondri Phaer: 1d20 + 8 ⇒ (4) + 8 = 12
Jurin: 1d20 + 1 ⇒ (8) + 1 = 9
cultists(5): 1d20 + 6 ⇒ (15) + 6 = 21
EC1: 1d20 + 6 ⇒ (13) + 6 = 19
EC2: 1d20 + 6 ⇒ (16) + 6 = 22

stealth:

Cole: 1d20 + 13 ⇒ (2) + 13 = 15
Elyanius: 1d20 - 2 ⇒ (18) - 2 = 16
Jurin: 1d20 + 1 ⇒ (8) + 1 = 9
Serra: 1d20 + 0 ⇒ (4) + 0 = 4

Jurin:
going ahead of the group, Jurin is able to pick out the five cultist guards, that are in plain view on the ground, but also the two tieflings on top of the roof.

Jurin sneaks ahead invisible? to get an idea of what's going on. Jurin goes in the surprise round, everyone else can go in round 1.


Map

With the situation decided at least, I think it was decided. some of the troops, plus Beagan, are holding the bridge. The rest are going with Cole and Company to route the cutlists and teiflings guarding the stockpile of weapons on the Southbank?

The army, having been primed for a fight since the night before, is more than willing to begin searching out cultists in the individual buildings, leaving Cole, Serra, Eli, and Jurin to scout out the stockpile of weapons and how it is being held near the center of the city ruins, and make plans to route the forces guarding them.

I'll get a map up tonight. Feel free to post about any preparations you make to take the warehouse of weapons


Map

Beagan offers to stay with a small corps of paladins to hold the bridge while the others take the rest of the army to attack the South Bank.

While there may or may not be a few house to house skirmishes, the cultists are guarding a particularly large cache of weapons. Getting those is likely to be more one large group against the other.


Map

Jurin:
It was dimension door, from the wand.


Map

Two of the supports are indeed badly damaged, but the others appear to be holding for now. If possible, those should be repaired before use. But the bridge is yours for now.

There appears to be no sign of the sorcerer, save for a few drops of his blood on the ground.


Map

Round 3, Init 3

and just like that, Jurin and Cole finish off the not so man eating aurochs. The piggish man is nowhere to be seen.

and you are out of initiative.


Map

Round 3, continues

Beagan, seeing the caster fall, moves as quickly as he can to the ledge. His archon takes off over the side of the bridge and disappears beneath.

lantern archon: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 4

lantern archon: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 5

A flash of light and a sharp howl mark a well struck attack by the holy light.

Serra urges on the Archer, then strikes down the remaining tiefling.

Ely gives a battle cry, encouraging Cole and the other,s though against what is a little out of his line of sight.

Perhaps spurred by the battle cry above, or their master's scream, or perhaps just hungry and wanting to go in search of food, the MEAs attempt to break free, but their attempts are weak. Perhaps you do not smell as tasty after 4 days on the road.

MEA strength check: 1d20 + 7 ⇒ (2) + 7 = 9

MEA strength check: 1d20 + 7 ⇒ (14) + 7 = 21

Jurin and Cole are up!


Map

Sorry all, one more day.


Map

Round 2, so far

previously, The piggish tieflng cast a spell, calling forth a ball of flame to engulf Beagan, Eli and Cole. Beagan, steps nimbly from amidst the flames, taking little damage from the blaze. (-17hp). His lantern archon tries, but fails to shine his light upon the man once again.
Serra uses his mythic trickery to try to toss the sorcerer off the bridge. And succeeds, sending the man hurtling to the chasm below. Eli takes the opportunity to cure himself from his nasty burns.
and now...
Cole takes aim at one of the beasts. His arrow strikes true, but doesn't sink as deeply as it seems it should. (-7)

Meanwhile, the Quartermaster, perhaps in an attempt to provide better provisions for the next day, swoops down like an avenging angel, striking one of the beasts for all he's worth. The scent of freshly seared hair and beef fills the air as the creature herky jerks for a moment, then falls to his knees, stilled.

The one remaining tiefling takes a deep breath, and stands in the middle of the bridge, ready to spend his last breath to protect the bridge. readied action.

round 3, Init 20

20 : Barrid (-11)
19 : Beagan
19-: Serra Iondri Phaer
12 : Elyanius Myoch
10 : MEA(4)
06 : Jurin
06-: Cole Zeff
03 :tiefs(8):

T1 damage
T2 damage (-9) (staggered)
T3 damage (-16), dazzled (dying)
T4 damage (-16), blind (dying)
T5 damage (-16), dazzled (dying)
T6 damage (-10), (dying)
T7 damage (-15), (dying)
T8 damage (-11), (dying)

Barrid, down below, crawls under the bridge.

Jurin only:
From your vantage point, you can see Barrid, pull a wand as he moves, then disappears.

Beagan,Serra, and Eli are up!


Map

AoO on Cole: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 3 ⇒ (7) + 3 = 10

He can't resist, but the staggered tiefling misses, stumbles and falls, bleeding out on the ground where Cole no longer stands.


Map

Round 2, so far...

The piggish tieflng cast a spell, calling forth a ball of flame to engulf Beagan, Eli and Cole. Beagan, steps nimbly from amidst the flames, taking little damage from the blaze. (-17hp). His lantern archon tries, but fails to shine his light upon the man once again.
Serra uses his mythic trickery to try to toss the sorcerer off the bridge. And succeeds, sending the man hurtling to the chasm below. Eli takes the opportunity to cure himself from his nasty burns.

fall: 3d6 ⇒ (2, 2, 4) = 8

Round 2, Init 10

Below, the beasts answer their master's call and begin to pull at their bonds.

strength check, auroch 1: 1d20 + 7 ⇒ (15) + 7 = 22

strength check, auroch 2: 1d20 + 7 ⇒ (19) + 7 = 26

strength check, auroch 3: 1d20 + 7 ⇒ (19) + 7 = 26

strength check, auroch 4: 1d20 + 7 ⇒ (7) + 7 = 14

Jurin and Cole are up!

The bridge shudders against their strength, a grinding roar heralding the destruction of two of the supports.

Jurin and Cole are up!


Map

Round 1, summary so far

Beagan's lantern archon grazes the snouted cultist, drawing a light scent of bacon from his perverse flesh. Serra in his graceful aasimar form attacks with his ranseur, wounding one of the tieflings (hereafter known as Tief-2). Eli draws upon the distant sources of good to bring a burst of radiance amid the small cluster of tieflings on the right, wounding them all, while dazzling two (tief 3 and tief 5 respectively) and blinding one (tief 4) fully. Tiefling 2 weaves on his feet, barely able to stay standing. The victims of Eli's burst of radiance fall in clump, dying. sorry, completely forgot that these guys have no hp

Jurin uses his invisibility to rush up to help Serra. Cole, bow in hand, takes aim at the remaining cluster of tieflings.

20 : Barrid (-3)
19 : Beagan
19-: Serra Iondri Phaer
12 : Elyanius Myoch
10 : MEA(4)
06 : Jurin
06-: Cole Zeff
03 :tiefs(8):

T1 damage
T2 damage (-9) (staggered)
T3 damage (-16), dazzled (dying)
T4 damage (-16), blind (dying)
T5 damage (-16), dazzled (dying)
T6 damage (-9), (staggered)
T7 damage (-15), (dying)
T8 damage (-11), (dying)

Round 1, Init 3,

The remaining three tieflings take stock of their position. T-1 attacks, provoking from the aSerramar. T-2 staggers toward the Drezen side of the bridge, only to stop and look back.

assuming he's still standing, T-1 attacks serra: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 3 ⇒ (4) + 3 = 7 plus a fort save vs DC 13

sense motive:12:
He looks almost as afraid of going to Drezen as he does of facing the death squad currently assaulting the bridge.

T6, knowing death is at hand, rushes forward to meet it on his terms.

attack on Cole: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 3 ⇒ (2) + 3 = 5 Plus a fort save vs DC 13

Begin Round 2

20 : Barrid (-3)
19 : Beagan
19-: Serra Iondri Phaer
12 : Elyanius Myoch
10 : MEA(4)
06 : Jurin
06-: Cole Zeff
03 :tiefs(8):

T1 damage
T2 damage (-9) (staggered)
T3 damage (-16), dazzled (dying)
T4 damage (-16), blind (dying)
T5 damage (-16), dazzled (dying)
T6 damage (-10), (dying)
T7 damage (-15), (dying)
T8 damage (-11), (dying)

Barrid, seeing the decimation of his tieflings, calls out to his pets.

"PULL!" before casting a spark and muttering yet another incantation. With a fiery roar, a ball of fire blooms in the middle of those furthest from the bridge.

fireball(reflex save vs DC 17 for half): 8d6 ⇒ (6, 5, 2, 2, 3, 3, 6, 6) = 33

spellcraft:18:
fireball

Beagan, Serra, and Ely are up


Map
Serra Iondri Phaer wrote:

1d20+13 Know (Arc) - the beasts

What are they? How to kill/DR?

knowl arcane 17:
These are aurochs, large bison.

Knowl Arcane:22 These look particularly vicious and their eyes show a malign intelligence. They have an natural cunning, and would be impossible to catch off guard (cannot be caught flat footed) Their hide is particularly thick, difficult to pierce and a hindrance to any sort of bludgeoning. Slash may not be an issue. (DR 5/slashing). As for how to kill them, quickly and from a distance would probably be best.


Map

20 : Barrid (-3)
19 : Beagan
19-: Serra Iondri Phaer
12 : Elyanius Myoch
10 : MEA(4)
06 : Jurin
06-: Cole Zeff

03 :tiefs(8):

T1 damage
T2 damage (-9)
T3 damage (-16), dazzled
T4 damage (-16), blind
T5 damage (-16), dazzled
T6 damage
T7 damage
T8 damage

reflex T3: 1d20 + 4 ⇒ (19) + 4 = 23
reflex T4: 1d20 + 4 ⇒ (9) + 4 = 13
reflex T5: 1d20 + 4 ⇒ (17) + 4 = 21

Round 1, summary so far

Beagan's lantern archon grazes the snouted cultist, drawing a light scent of bacon from his perverse flesh. Serra in his graceful aasimar form attacks with his ranseur, wounding one of the tieflings (hereafter known as Tief-2). Eli draws upon the distant sources of good to bring a burst of radiance amid the small cluster of tieflings on the right, wounding them all, while dazzling two (tief 3 and tief 5 respectively) and blinding one (tief 4) fully.

Round 1, Init 10

The large beasts below the bridge shift uneasily at the smell of blood and bacon in the air. One snorts a challenge and shifts in his chains. The others, catching his unease, follows suit.

Jurin and cole are up!


Map

Sorry all. Work ate my brain. I will post in the morning.


Map

Round 1, Init 20

A porcine creature of some fiendish ancestry mutters to himself and moves back, seeking some small cover while he casts his spell.

spellcraft:17:
Casting Bull strength

Beagan, Serra, and Ely are up!


Map

Later that night, indeed, only a few hours until morning, the mythic group of heroes stirs itself to assault the bridge. The uncomfortably familiar scent of sacrifice hangs in air that smells of the spiced sausages sold by the vendors at a holiday market. Smoke too, clouds the gorge and softens their steps, but it is a double edged blessing for they are closer to the bridge than it would have seemed by the time they can see clearly.

Loud snorts and grunts greet them, along with the shudder of the earth beneath heavy hooves that shift uneasily at new scents in the wind.

perception:

Cole Zeff: 1d20 + 9 ⇒ (13) + 9 = 22
Beagan: 1d20 + 0 ⇒ (14) + 0 = 14
Elyanius Myoch: 1d20 + 8 ⇒ (3) + 8 = 11
Serra Iondri Phaer: 1d20 + 8 ⇒ (3) + 8 = 11
Jurin: 1d20 + 1 ⇒ (20) + 1 = 21
Barrid: 1d20 + 9 ⇒ (5) + 9 = 14
tiefs(8): 1d20 + 5 ⇒ (14) + 5 = 19
MEA(4): 1d20 + 11 ⇒ (19) + 11 = 30

stealth:

Cole: 1d20 + 13 ⇒ (6) + 13 = 19
Beagan: 1d20 + 0 ⇒ (16) + 0 = 16
Elyanius: 1d20 - 2 ⇒ (17) - 2 = 15
Jurin: 1d20 + 1 ⇒ (8) + 1 = 9
Serra: 1d20 + 0 ⇒ (5) + 0 = 5

initiative:
Cole Zeff: 1d20 + 3 ⇒ (3) + 3 = 6
Elyanius Myoch: 1d20 + 0 ⇒ (12) + 0 = 12
Serra Iondri Phaer: 1d20 + 1 ⇒ (18) + 1 = 19
Elyanius Myoch: 1d20 + 0 ⇒ (4) + 0 = 4
Jurin: 1d20 + 1 ⇒ (5) + 1 = 6
Beagan: 1d20 + 2 ⇒ (17) + 2 = 19
Barrid: 1d20 + 2 ⇒ (18) + 2 = 20
tiefs(8): 1d20 ⇒ 3
MEA(4): 1d20 + 0 ⇒ (10) + 0 = 10

Surprise Round

Barrid: 1d20 + 2 ⇒ (18) + 2 = 20
Beagan: 1d20 + 2 ⇒ (17) + 2 = 19
Serra Iondri Phaer: 1d20 + 1 ⇒ (18) + 1 = 19
Elyanius Myoch: 1d20 + 0 ⇒ (12) + 0 = 12
MEA(4): 1d20 + 0 ⇒ (10) + 0 = 10
Jurin: 1d20 + 1 ⇒ (5) + 1 = 6
Cole Zeff: 1d20 + 3 ⇒ (3) + 3 = 6
tiefs(8): 1d20 ⇒ 3

Since Cole and Beagan were reasonably stealthy, and the night is foggy, so those two can take a surprise round, then we will start round 1.


Map
Serra Iondri Phaer wrote:
"We could move in from South, like Cole suggests," Serra opines. "We split our forces to take the SouthBank and hold the two bridges. From there, if we can hold the bridges, we might establish a hold to get the rest of the city."

To be clear, only one of the bridges is still passable. The other (though it doesn't look like it on the map) has been destroyed. Only the Ahari bridge is still passable.

Quote:

Serra bobs his head in agreement with others.

"We should think in steps. Take something and hold it. Then, we move again and strike and hold. I differ with Ely, thinking we should strike the cattleyards after we hold the south bank before we go to the Cemetery...if we need to go there at all. It might be that we can avoid it."

Serra looks at Cole.

"We shouldn't be worried about the catapults yet. I definitely think should take the city first before engaging the catapults. Given a bit of time, I might figure out an easy way to deal with those catapults."

Aron listens with the others, then offers, "The city as in the Southbank and surrounding areas? yes. But we will likely not be able to get near the Citadel proper without dealing with the catapults, if you'll forgive me for saying so, Sir. And once we have them, we might be able to turn them in our favor."


Map

@ Beagan: Special Defenses: DR 5/cold iron or good; Immune disease, electricity, poison; Resist acid 10, cold 10, fire 10; SR 15

Cole:
Stories of Drezen's founding and fall were part of growing up in Kenabres, and much of it comes back to you now.

Founded in 4628ar by the crusaders to establish a lasting foothold in demon-controlled territory, the warhardened city of Drezen was engineered by talented dwarven crusaders. These dwarves carved the central citadel from a massive, granite plateau, using a style reminiscent of their ancient Sky Citadels, but the city fell before many upper stories or lower levels could be added.

As work on Citadel Drezen commenced, greater numbers of stonemasons and architects toiled on the surrounding lands, and it didn’t take long before the city could house tens of thousands of crusaders and the many artisans, laborers, and other supporters of the war effort. River traffic and supply lines from Mendev continued to bring a steady inf lux of soldiers, even as two massive cemeteries were established to bury those they replaced.

Unfortunately, Citadel Drezen fell to treachery in 4638, when an eager young dwarven Paladin Staunton Vhane was deluded by a demon in disguise and tricked into removing the city’s greatest defense, the Sword of
Valor, from its walls.


Map

Knowledge: planes: 14:
This goat-headed humanoid is covered in a mangy gray hide that only partly covers its gaunt but muscled frame. The main group could probably take a few with no problem, but a similar amount of paladins in the army would be hard pressed to fight the same. (they're lower in CR than you guys, higher than the paladins)
You get 2 questions


Map

Serra thinks that maybe freeing the "cattle" could add strength to the army before trying harder targets.


Map

Jurin:
Quote:
How many appear to be in the camp at Southbank? Humans or demons?

A large number, perhaps 60, cultists and tieflings.

Quote:
How many in the prison, if I can tell? How many guards if I can tell.

The prison seems mostly to be guarded by demons. Perhaps 30.

Quote:
Undead?

This is hard to say. The word "hordes" would be good. I will point out that it is a grave yard in a cursed city, currently held by demons.

Quote:
Bridge and River, any other ways in? Could we sneak up on Paradise Hill from the North?

The bridge appears to have 4 large beasts chained to its supports. A small cadre of tieflings seem to be guarding them. A full army marching up to it, would likely give plenty of notice and spur the beasts to pull down the bridge.

Quote:
Do the walls appear to be well maintained?

Drezen was created by dwarven craftsmen. The walls have fared fairly well. The watch towers give exceptional views of the approach. There are a few places where people could pass through, but it would be slow, and not possible with an army.

Quote:
Any movement or mass troops inside the keep, or are they in SouthBank?

The keep is occupied, certainly. But is hard to get close without being seen.


Map

It sounds like you all are settling in and starting in the morning? I'm going to assume so. While you are sleeping, please level up.

After breakfast, Jurin is ready to take flight to get a birds eye view for his map. While there is plenty to see, there are five that stand out.

Jurin:

SouthBank - A large camp in Drezen's southern district.

Paradise Hill: High ground, with warehouses and cattleyards, now appears to be being used as a prison. Schir demons seem to be in control.
Drezen Cemetery: There was plenty of movement within a cemetery that should be quiet.

Ahari Bridge: with one of the bridges into Drezen destroyed, the Ahari Bridge is the easiest way for an army to pass into the City. While the rivers of Drezen are dry, their beds and steep angled gulches would be very difficult for the army of paladins to pass.

Drezen Watchtowers: Citadel Drezen is surrounded by a wall and 7 watch towers that overlook the approaches. Each seems to be guarded by a few figures, and a large catapult.


Map

Sorry, no post tonight. Stomach flu.


Map

Upon returning to the army, they find most of the swarms have cleared. Once the vescavor swarms are cleared, it’s only a few more hours of marching before the the ruins of Drezen appear in the distance. The riverbed rises at a noticeable slope for these last few miles, rising up out of the Ahari gorge, and a stink of smoke and grime can be detected on the wind—a telltale sign of a city fallen to filth and horror.

"Uhhh, perhaps we should send a few scouts before bringing the larger force into view, Sir? Get an idea of what we're facing?" Aron offers cautiously.


Map

As Ely is out Lollying, I will copy/paste his response here so we can keep moving.

Eli uses his last Inspiration 2 of them to bring about stone to cover the expanse of the Rift. Cast Stone Shape twice, closing the Rift for good.


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.

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