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Bag of Holding

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4,055 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


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Xerice, it says that a weapon striking gets a reflex save, but any touch is automatically stuck.

Xerice's bolt seems to stick hard and Caesare's spear draws blood. Caesare Reflex Save: 1d20 + 5 ⇒ (2) + 5 = 7 And the spear is stuck fast!

Zanu and Sonny are up! I will be gone to GenCon and will return Monday. So there will be a hiatus in my posting until then. If anyone else is going, look me up!


Risbeth's second attack hits and does damage, but she, too, is stuck fast! No third attack!


Augustus, it would seem to be a mimic, a creature capable of mimicking other creatures and objects.

With Sonny stuck, the mimic now tries to ensure he's well stuck! CMB: 1d20 + 9 ⇒ (14) + 9 = 23 It constricts around the cleric, dealing 1d8 + 6 ⇒ (4) + 6 = 10 slam damage!

Zanu, Xerice, Caesare, Risbeth and Sonny are up!


S'Slarn manages to grab the priest again, but can't seem to get through her heavy armor to damage her. Jorin's whip flicks out and disarms the duergar, who looks angry. Darren, meanwhile, puts three arrows into weak places on the duergar's armor. With a sigh, she slumps in S'slarn's arms, dead.

Fredrik steps up to the xorn and swings, but cannot land his attack. The xorn's mouth opens in a silent scream and it surges forward to attack Fredrik and S'slarn!

Bite vs Fredrik: 1d20 + 10 ⇒ (11) + 10 = 21 for 4d6 + 3 ⇒ (5, 1, 5, 6) + 3 = 20 damage!
Claw vs S'Slarn: 1d20 + 10 ⇒ (16) + 10 = 26 for 1d4 + 3 ⇒ (1) + 3 = 4 damage!
Claw vs S'Slarn: 1d20 + 10 ⇒ (5) + 10 = 15 for 1d4 + 3 ⇒ (3) + 3 = 6 damage!
Claw vs S'Slarn: 1d20 + 10 ⇒ (10) + 10 = 20 for 1d4 + 3 ⇒ (4) + 3 = 7 damage!

Despite being blind, it seems the xorn relies on some other sense to find his prey!

Aestrid and Sveinki are up!


Thrak's mighty claws are the only things that can penetrate the Red Mantis' defenses and only twice then! She falls, dropping to one knee, blood flowing from her mouth. She spits, cursing you all. "You may defeat me, but the Mantis knows where you sleep. It knows where your loved ones rest. One day you will wake to find your bed swimming in blood, you family dead, your friends mutilated. The Mantis walks in blood, children. And he will always be just behind you..."

With this, she seems to dissolve, her body exploding into a pool of blood that evaporates with a hiss, leaving behind her gear, but nothing more. Her subordinate assassins' bodies disappear as well, leaving no physical remains behind...

I will be off to Gencon Thursday-Sunday. I will resume posting on Monday. Feel free to roleplay while I'm away!


Aestrid completes her prayer of silence as a sudden calm falls over the room. Sveinki swings at the priestess, but her armor turns his hammer aside. Jorin stares for a moment at the odd creature, recognizing it as a xorn, an outsider from the plane of Earth. He casts his spell of glittering, coating the room in shiny dust.

Duergar will: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Xorn Will: 1d20 + 5 ⇒ (4) + 5 = 9

The duergar seems unperturbed and while the Xorn looks blinded, it doesn't seem terribly inconvenienced by the fact.

All-around vision making it immune to flanking, no special attack. Aestrid you can have another piece of info.

Jorin's whip hits the beastly xorn, but his thick hide doesn't seem inclined to give to the whip's lash.

The duergar smith struggles to break S'Slarn's hold!CMB: 1d20 + 4 ⇒ (20) + 4 = 24 With a mighty effort she does! She takes a five foot step to flank S'Slarn with the xorn!

Round 2:
25 Jorin
18 S'Slarn
15 Fredrik
14 Darren
13 Xorn
10 Aestrid and Sveinki
5 Smith

Jorin, S'slarn, Fredrik and Darren are up! As I noted, I will be off to Gen Con which means I will be incommunicado from Thursday - Sunday. Normal posting will resume Monday. Do not fear! I am merely away, the game will go on!


"Um, okay, but I need to show the Baron to his room. Central said he was very disappointed with the previous room and I don't want to lose my job! I can't go back to the refinery again!"


Sonny has already laid his hands on the sarcophagus when Caesare shouts to stop him! Except... Sonny's hands appear to be stuck to the coffin. which he shortly discovers is not a coffin at all as a mouth opens on it, revealing teeth and a long tongue!

Initiatives!
Augustus: 1d20 + 10 ⇒ (6) + 10 = 16
Zanu: 1d20 + 10 ⇒ (3) + 10 = 13
Xerice: 1d20 + 2 ⇒ (9) + 2 = 11
Cesare: 1d20 + 4 ⇒ (6) + 4 = 10
Sonny: 1d20 + 1 ⇒ (4) + 1 = 5
Risbeth: 1d20 + 5 ⇒ (1) + 5 = 6
Not-A-Coffin: 1d20 + 5 ⇒ (9) + 5 = 14

Round 1:
16 Augustus
14 Not-A-Coffin!
13 Zanu
11 Xerice
10 Caesare
6 Risbeth
5 Sonny

Augustus is up!


Mostly in large glass tubes and jars, floating in a clear liquid.


Actually both of the sarcophagi are closed. Can't tell if they're empty or full.


Sveinki, I am in the same boat. I will be gone to Gencon over this weekend, so the game will be on hold until next Monday.


The sarcophagi appears to be Osirian in nature, and opens on a hinge. The coffin seems to be made of stone, with gold painted on over its carved face.


Right proves to be the northern door, so leaving the room leads to another, larger room. This room is filled with weird-looking preserved creatures. Two elaborately carved and painted sarcophagi stand against the east and west walls. A pile of chains lies in the center of the floor.

Among the more unsavory creatures on display in this room are the tentacle of a froghemoth, a pickled intellect devourer, and a desiccated darkmantle.


The attendant stops, looking terrified. "But I ... I need to... I have to... Oh." He slumps, dejectedly, clearly expecting to be yelled at again.


Sorry guys. It's been a day and it just started.

Fredrik blesses the party while Darren fires an arrow. Unfortunately it simply dings off the heavy armor of the smith!

Jorin delays.

Suddenly there is a rumbling sound and a strange creature bursts from the ground! This squat beast is as wide as it is tall. Strangely symmetrical, it has three arms, three legs, three eyes, and one huge mouth. It lets out a bloodcurdling scream in a voice that sounds like rocks grinding and attacks S'Slarn!

Bite vs S'Slarn!: 1d20 + 10 ⇒ (14) + 10 = 24 for 4d6 + 3 ⇒ (5, 2, 1, 2) + 3 = 13 damage!

Jorin, Aestrid and Sveinki are up!


Dire Corby?

Paxs!


Each specimen is labelled with species, condition and other relevant data. Whoever did this clearly is an educated person.


But they do have yodeling. Can't you have them yodel you up some internet?


S'slarn moves up and grabs the duergar!


Initiative!
Jorin: 1d20 + 6 ⇒ (19) + 6 = 25
Aestrid: 1d20 ⇒ 10
Fredrik: 1d20 + 7 ⇒ (8) + 7 = 15
Sveinki: 1d20 + 5 ⇒ (5) + 5 = 10
Darren: 1d20 + 7 ⇒ (7) + 7 = 14
S'Slarn: 1d20 + 2 ⇒ (16) + 2 = 18
Other: 1d20 ⇒ 13
Smith: 1d20 + 3 ⇒ (2) + 3 = 5

Aestrid changes her appearance, but the smith doesn't seem to notice. Fredrik tries bold words, but once again, she doesn't seem intimidated. Sveinki attacks, cutting into the smith and wounding her!

Aestrid, you'll have to wait for combat to cast as you've already acted.

Round 1:
25 Jorin
18 S'Slarn
15 Fredrik
14 Darren
13 Other
10 Aestrid and Sveinki
5 Smith

Jorin, S'slarn, Fredrik and Darren are up!


Entering the maze of tunnels inside the mountain, you might all have been beset by duergar patrols, save for Darren. He lead you correctly at every turn, seeming to know these tunnels as well as his own home. Despite the sound of forges, the screams of distant slaves and the darkness, he leads you straight away. Finally he stops, outside a forge. The spirit oni telepathically sends to him: "Inside here, quickly. One of the shifts of guards is changing. We will be discovered."

The smell of musk and hot iron saturates the thick air. Heat is everywhere, with regular blasts of hot wind blowing past in time with the bellows. A single iron sculpture leans on the east wall. Though it bears a strong central frame and several barbed twists, it remains far from complete. The air tastes bitter and metallic.

A female duergar smith hammers away on the forge, and even though her back is turned, she calls out in a strong voice. "Tis Droskar the Dark Smith who sustains us and all who live within the tapestry. He forged us after his own image; hard and strong like iron. He gave us a home and iron from the earth, and laborers to toil in his name and for our sake. Welcome to your final endeavor, slaves. Trust that your new god will remake you in his mines.”


Despite his best efforts, only one of Corby's attacks gets through her defenses. Still it's a telling hit and between Slumper and Corbyn, the woman is hurting.

Round 4:
28 Paxs
21 Corbyn
19 Assassin Leader
17 Pai
14 Ruperta
10 Slumper

Paxs and Thrak are up!


With Risbeth's help and Sonny's guidance, everyone makes it across, though there are tense moments when feet slip and ropes creak. You find yourself on solid ground again, in front of a large door. One end of the demolished bridge clings to the cliff beneath a large building. A statue of a beautiful nymph stands next to a pair of double doors. Above the doors is a stained glass window depicting a unicorn.

After checking the door, and determining there is neither trap nor lock, you open it cautiously. This room is crammed with cabinets full of weird,
alchemically preserved creatures, including a pair of ice mephit wings, several large spiders, parts of a dissected giant slug, and the digestive tracts and proboscises of three stirges. Doors lead from here to the north, south and west.


The spirit mask flies over to Darren and hovers in front of him. It seems to meld into his face, then disappears. Darren you have a temporary +2 insight bonus to Perception while the spirit oni is bonded with you. Furthermore, you will have a +10 bonus on certain checks related to the Mountain

Darren finds an image of Chergin Ironwhip, a grey dwarf whose arms and beard are riddled with stone and a vague direction to him. He believes that wherever Ironwhip is, that's where the treasure will be.

Because Slave Mountain is huge, heavily populated and largely beyond the scope of a PFS scenario, we will condense the in-between parts into checks. I need everyone to make Survival or Knowledge Dungeoneering checks. Darren you receive a +10 to these.


"I will guide you either way. But if you allow me to meld with you, I can guide you much better."


Risbeth makes it across with no difficulty at all. Caesare follows, but he makes it only halfway before he slips and falls, the rope catching him. He hangs, precariously, as Risbeth slowly hauls him up to the other side.

Next!


Sveinki, you believe he is sincere, but there is a lot of rage and anger in him.

The oni suddenly flares with a fierce light. "Once, before this place was torn into this tapestry, this was the Temple of Yamatsumi, which I protected with my partner Jiraku as dosojin. When the temple was brought into this place, Jiraku and I were separated. I was bereft without him. The duergar came here and desecrated the temple. I was weak and powerless to stop them and for my failure I was cast into the form you see now. Serving the duergar was the only way to avoid death and they forced me to animate these statues in a mockery of my former role. I will guide you, as best I can, but I can help you more if you allow me to meld with you. I will become one with you so that I can guide you through my thoughts."

Knowledge Planes!

Knowledge Planes DC 17:
Dosojin kami are benevolent protectors who oversee trails and sites sacred to pilgrims.


Sveinki and Jorin recognize the coalescing mist as a spirit oni, a tiny outsider that is usually evil in nature. The mist seems to form into a demonic mask, whose mouth opens to speak. "Peace, please outsiders. I am called Tanbaru and I thank you for defeating the duergar. I have no love for them and their ways. Long ago they destroyed a location I was sworn to guard and since then I have been forced to serve them. But if you defeat Chergin Ironwhip, I will be free of them. I can aid you and I swear my aid in the future if you destroy Ironwhip. I know this fortress and can guide you safely through it. Please, will you accept my aid?"


Slumper's shield and rapier attacks seem to have more luck this time, bruising and bloodying her!

Corbyn is up!


The attendant looks nervous, but this may be because he is clearly a hotel employee and the Baron has already yelled at the front desk person.


With that, the slaver is dead. But a curious misty shape is rising from the downed statue.


The statue falls and Sveinki smashes it into smaller bits of iron, which seem to lose their animating spirit!

The duergar tries to break free of S'Slarn! CMB: 1d20 + 5 ⇒ (1) + 5 = 6 But fails, miserably!

Round 4:
21 S'slarn
20 Fredrik and Aestrid
19 Sveinki
14 Jorin
12 Darren
4 Duergar

Heroes are up!


S'Slarn manages to grapple the prone duergar, but can't seem to get a good hit on him. Fredrik smashes the statue, but encounters some hardness.


She is rocked out to the nines, this one. High AC, nasty tricks. She's a higher up with the Red Mantis and you can guess how she got there... She's good.


Sonny's quick search finds two things: the first is a magical rod; the second is that the iron supports of this entire building have been eaten away, presumably by the creatures you just killed. It could collapse into the water below at any moment.

Heeding this, you head toward the rope bridge. Beyond the scaffolding, a slender rope bridge swings out toward a two-story building with a tower across the gorge. The rope bridge sways menacingly.

Acrobatics check, DC 15 to cross this bridge. Failure means I need a Reflex Save, DC 15 to grab on the bridge. Two failures mean you're falling 150 feet below into the water!


As Ruperta falls, Pai shoots a sickly green ray at the woman, but it barely misses her!


Aestrid trips the last duergar!

Everyone is up!

Round 3:
21 S'slarn
20 Fredrik and Aestrid
19 Sveinki
14 Jorin
12 Darren
4 Duergar


Thrak can't reach the lady. He would need to move around the three preying mantises, taking attacks of opportunity from each and even then, he has no straight line to charge her. I'm going to apply his attachs to the mantises instead.

Despite his best efforts, Corbyn cannot penetrate the woman's defenses, seeming hitting a brick wall when he swings at her! Thrak, annoyed that he cannot reach the woman, tears into her summoned vermin, destroying them all.

Round 3:
28 Paxs
21 Corbyn
19 Assassin Leader
17 Pai
14 Ruperta
10 Slumper

The Assassin leader turns and attacks Slumper and Corbyn, trying to keep them on the defensive!
Saber vs Slumper: 1d20 + 22 ⇒ (12) + 22 = 34 for 1d8 + 10 ⇒ (2) + 10 = 12 plus 1d6 ⇒ 4 electricity damage!
Saber vs Slumper: 1d20 + 22 ⇒ (10) + 22 = 32 for 1d8 + 10 ⇒ (7) + 10 = 17 plus 1d6 ⇒ 5 electricity damage!
Saber vs Slumper: 1d20 + 17 ⇒ (7) + 17 = 24 for 1d8 + 10 ⇒ (6) + 10 = 16 plus 1d6 ⇒ 6 electricity damage!
Saber vs Slumper: 1d20 + 12 ⇒ (3) + 12 = 15 for 1d8 + 10 ⇒ (6) + 10 = 16 plus 1d6 ⇒ 1 electricity damage!

Saber vs Corbyn: 1d20 + 22 ⇒ (7) + 22 = 29 for 1d8 + 10 ⇒ (3) + 10 = 13 plus 1d6 ⇒ 6 electricity damage!
Saber vs Corbyn: 1d20 + 17 ⇒ (19) + 17 = 36 for 1d8 + 10 ⇒ (4) + 10 = 14 plus 1d6 ⇒ 1 electricity damage!
Saber vs Corbyn: 1d20 + 12 ⇒ (13) + 12 = 25 for 1d8 + 10 ⇒ (8) + 10 = 18 plus 1d6 ⇒ 6 electricity damage!

Possible Crit: Saber vs Corbyn: 1d20 + 17 ⇒ (4) + 17 = 21 for an additional 1d8 + 10 ⇒ (8) + 10 = 18 damage!

Corbyn, Pai, Ruperta and Slumper are up!


Sveinki fails to hit the sculpture, but makes up for it by felling the duergar in one swing! S'slarn manages to pummel his grappled foe into unconsciousness, sending him to slumber land. Fredrik further enhances his allies! Jorin's clever whip disarms the northernmost duergar, who shouts in alarm, while Darren's first two arrows fell the duergar to the south, while missing the animated statue.

The only remaining Duergar grabs his fallen ally's axe Attack of Opportunity from S'Slarn, using his extra round posted attack, who barely misses, and swings at S'Slarn! Axe: 1d20 + 5 ⇒ (16) + 5 = 21 for 2d8 + 4 ⇒ (5, 3) + 4 = 12. The statue tries to pummel Sveinki! Slam: 1d20 + 5 ⇒ (8) + 5 = 13 for 1d6 + 2 ⇒ (4) + 2 = 6 and Slam: 1d20 + 5 ⇒ (12) + 5 = 17 for 1d6 + 2 ⇒ (2) + 2 = 4! But neither assault is particular effective.

Aestrid, then Round 3!


Between Risbeth and Zanu, the rust monsters are dispatched, leaving behind a wrecked alchemical lab.


What kind of mountains don't have wi-fi?!? You need a better class of mountain, sir.


Aestrid buffs you!

+2 Inspire, +1 Prayer!

Round 2:
21 S'slarn
20 Fredrik
19 Sveinki
14 Jorin
12 Darren
4 Duergar
1 Aestrid

Everyone save Aestrid is up!


Caesare's spear skitters along the hard shell of the rust monster!

Round 2:
22 Xerice and the Monsters
16 Sonny
15 Augustus and Caesare
14 Zanu
12 Risbeth

Xerice tries to whip it, whip it good! But its hard shell rebuffs the whipping!

The rust monster steps forward and bites at Caesare while his antenna try to reach his spear!

Bite: 1d20 + 6 ⇒ (19) + 6 = 25 for 1d3 ⇒ 2 damage!
Antenna touch!: 1d20 + 6 ⇒ (9) + 6 = 15 The antenna hits the spear! Reflex: 1d20 + 5 ⇒ (16) + 5 = 21 but once more Caesare wrenches it away to avoid its rusting fate!

The other rust monster reaches through the narrow gap and attacks Zanu!
Bite: 1d20 + 6 ⇒ (2) + 6 = 8 for 1d3 ⇒ 2 damage!
Antenna touch!: 1d20 + 6 ⇒ (2) + 6 = 8 But it cannot quite reach him!

Everyone else is up!


Rust monsters! DR: none. Special attacks: A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based. Weaknesses: none.


As terrible as I'm rolling these days, you have nothing to worry about...


Darren fires three times, hitting with his first two arrows. NPCing Fredrk begins to speak about the glories of Pharasma, inspiring courage in his allies as he tightens the grip on his earthbreaker.

Inspire Courage +1 in effect!

The duergar press their attacks! The northernmost one stands up and swings at the grappling S'Slarn! Attack: 1d20 + 5 ⇒ (4) + 5 = 9 for 2d8 + 4 ⇒ (6, 8) + 4 = 18 damage!

The one grappling S'Slarn tries to break free! CMB: 1d20 + 5 ⇒ (3) + 5 = 8

The one Sveinki pushed back swings at him! Attack: 1d20 + 5 ⇒ (9) + 5 = 14 for 2d8 + 4 ⇒ (4, 7) + 4 = 15 damage!

The southernmost one calls out in a loud clear voice. "Tanbaru! Do your trick!" You cannot see who he's talking to, but one of the iron statues suddenly lurches to life! The duergar steps forward five feet and swings at Darren! Attack: 1d20 + 5 ⇒ (5) + 5 = 10 for 2d8 + 4 ⇒ (5, 3) + 4 = 12 damage!

The statue creaks as it lumber forward to attack Sveinki! Attack of Opportunity from Sveinki! It swings! Slam: 1d20 + 5 ⇒ (9) + 5 = 14 for 1d6 + 2 ⇒ (3) + 2 = 5 damage!

Aestrid is up!


Caesare Montoya wrote:

Using the reach of his spear Caesare stabs the creature in front of him

[dice=Kar]1d20+1d6+9

Caesare, is there an attack roll in there somewhere?


Risbeth cracks the shell of the first creature, killing it.

Reflex: 1d20 + 4 ⇒ (17) + 4 = 21

Zanu reaches around the corner and manages to scorch one of the remaining creatures. Sonny adds the holy touch of guidance to Caesare!

Augustus, Dungeoneering.

Caesare is up and Xerice is up for Round 2!


It's been at least a half hour to climb the rocky stairs and help your allies up.

S'slarn grabs the duergar attacking him, executes a complicated kick and manages to bloody the dwarf's nose! Sveinki sets his shoulder and knocks into the dwarf in front of him! The duergar reacts, slashing at him! Attack O' Opportunity: 1d20 + 5 ⇒ (15) + 5 = 20 But his swing goes over the dwarf's head! Sveinki knocks the enlarged dwarf back 15 feet, keeping him 10 feet away! Jorin flicks his wrist and the dwarf to the north is rudely pulled from his feet, crashing to the ground!

Darren and Fredrik are up!


All together once more, the party watches as the nobleman and his entourage wait impatiently for their room to be ready. Suddenly a nearby lift opens and a clearly nervous attendant exits, takes a deep breath and starts off in the direction of the Baron. From where you are you can tell that the Baron and his men cannot have seen him yet; in fact cannot see him at all until he walks around the corner. In other words, if you wish to do anything, you can do it unseen...

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