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FullStar Pathfinder Society GM. 677 posts (4,116 including aliases). 5 reviews. No lists. No wishlists. 4 Pathfinder Society characters.


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Grand Lodge *

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Not everyone works at Paizo, John.

Badmouthing bosses is nothing too unusual ;)

Having said that, if certain characters generate strong emotions (positive and negative) in players, hasn't the designer/developer done something right?

Grand Lodge

No worries, It was my pleasure.

@Calistan, Torvald makes a good point about the negative level. I believe the options are to wait ~ 12 hours and pay 100 gp in diamond dust upfront, or you can wait 24 hours and make another DC 16 Fort save to avoid the permanent negative level.

If you don't succeed, seeing Torvald has generously offered to cast restoration on you, it will then cost 1000gp in material components if you want to remove the level.

Grand Lodge

No matter what he's calling himself this minute, Charvion has no comeback from that last point Torvald made.

The madman's body dissolves around the battle cleric's longspear, into a misty entropic morass that oozes and twists through the air on its way out of the final room.

If the Pathfinders bother following, they see the ectoplasmic soup being sucked through the closed creases into the cage of soul echoes. It seems Charvion's final reward is purgatory, as his immortal soul is blown about in some ethereal hell.

It's been a most interesting day for six individual Pathfinders AND for the Society as a whole. The damage to lives and relationships that can be wrought by the actions of a single a$£#@!€ has been on display for an entire community to witness and judge.

But so too has the courage, skill and determination of those not about to let that ... EVIL best them. Sacrifices were made and tempers were tested, but six strangers came together to stare down a dragon, safeguard each other and prove the Pathfinder Society can be MUCH more than a backdrop for violence and plunder.

That's pretty cool.

And worthy of being proven again sometime...

Thank-you, lines-women. Thank-you, ball boys. Hope everyone had fun!

Grand Lodge

Everyone can expect their Chronicle e-mailed to them in about a week's time.

@Shiradaz, I will send yours to your VL addie in PFS Additional Resources.

Grand Lodge

Diri's channeling appears to have no effect on Charvion RE-BORN!

Torvald thinks the Eater-of-Flies is transforming into a Giant Mwangi Horned Slug!

"He now enjoys immunity from attacks by creatures with the Plant subtype - but has a vulnerability to salt."

To everyone else, Charvion appears much as before, though substantially older.

It takes everyone's efforts, but the Shadow Lodge renegade falls unconscious once more in Ka's tight grip. The man is still breathing, but misty tendrils begin flowing from both his feet in the direction of the Fane's entryway ...

Party up! We are still in combat rounds. Charvion still prone and pinned.

Grand Lodge

Charvion's hair and beard turn snowy white in death. His eyes grow chalky cataracts before finally closing. *Think* Bran dreaming as the Three Eyed Crow in GoT

As Ka keeps the mass murderer pinned between the stone floor and his large clawed foot, it's like the downward pressure on the renegade Pathfinder's chest causes his eyelids to suddenly flip open revealing enormous oily black pupils, like an elf's.

"I am returned from the gray fog at the depths of the Demonweb, mortals. Our webbed columns are HUNGRY to add your souls to the soaring bridge between this world and the Abyss."

"You will succumb to your goddess sooner or later, for death just makes me STRONGER!"

Have at it, Pathfinders! Charvion is still prone and pinned by Ka!

Grand Lodge

I am in awe of you PbP GMs that update and even run games(!!) on your mobile devices/phones!

I want to present the next bit of the scenario in a way that helps the other Pathfinder tables without cheapening your well-fought victory here. So please bear with me ...

Grand Lodge

Torvald:
You aren't 100% sure what type of creature Charvion is, but he certainly appears to be human.

Shiradaz advances and casts resist cold on Ka.

Calistan does some MyStErIoUs Thassilonian Rune curse magic...

Ka! thankfully evades Charvion's fly-eating breath and pins the man!

Torvald and Henry then stab the Shadow Lodger with their sticks (though Henry uses the blunt end of his).

Charvion falls unconscious as a result ... but we remain in initiative rounds!

How very strange ...

Diri is up!

Grand Lodge

Only one of Roland’s hail of arrows breaches Charvion’s defences. (Charvion is not a construct)

He smiles at the Varisian. “You will soon be swimming in my pond and eating flies yourself.”

Then with an eerie calm he adds, "Do you believe in déjà vu?"

Round #1/2:

1. Charvion, Eater-of-Flies
2. Roland, Calistan, Torvald + Ka! Shiradaz, Henry, Diri

Roland: 61 + 11 = 72/76 hp
Calistan: one negative level
Henry: 76 - 31 - 9 + 11 = 47/76 hp
Indiana II: 45 - 31 - 9 + 16 + 11 = 32/45 hp
Ka! 35 + 11 = 46/50 hp *UPDATE* for DC 19 Reflex save
Diri: 36 + 11 = 47/50 hp

Charvion: 0 - 12 - 14 = -26 hp, grappled

Everyone (except Roland) is up!

Battle Map!

Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity.

A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform.

A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Grand Lodge

Diri channels healing for the entire group.

Upon hearing Henry’s offering, Charvion shakes his head dismissively like a condescending professor. “My son, you are confused.”

“I am asking you to surrender to MY eight-armed embrace!”

Torvald casts Blessing of Old Deadeye’s Favor while Shiradaz holds, hoping to disrupt the Eater-of-Flies’ own actions.

Ka! sweeps into attack, but first must avoid an opportunistic claw slash from the flat-footed Charvion. combat reflexes

AoO right claw on Ka: 1d20 + 12 ⇒ (6) + 12 = 18
magical slashing damage: 1d6 + 5 ⇒ (1) + 5 = 6 + cold damage: 1d6 ⇒ 1

The great bird’s talon slashes Charvion in revenge, holding the man tightly in his grasp.

As the Shadow Spider prepares to take action, Shiradaz’s spell goes off.

SR: 1d20 + 7 ⇒ (3) + 7 = 10

But to Shiradaz's horror, the Burning Power of Feronia has no affect on the man!

“You will release me, Little Bird.” Charvion seems to promise Ka! as he takes a deep breath and releases a cone of icy frost from tiny glands on either side of his tongue at the roc. (Su) ability – no concentration check required

breath weapon (cold) on Ka: 12d6 ⇒ (2, 2, 5, 2, 6, 4, 2, 3, 1, 1, 1, 3) = 32 DC 19 Reflex for half I think Ka has evasion?

Round #1/2:

1. Charvion, Eater-of-Flies
2. Roland, Calistan, Torvald + Ka! Shiradaz, Henry, Diri

Roland: 61 + 11 = 72/76 hp
Calistan: one negative level
Henry: 76 - 31 - 9 + 11 = 47/76 hp
Indiana II: 45 - 31 - 9 + 16 + 11 = 32/45 hp
Ka! 35 + 11 = 46/50 hp *UPDATE* for DC 19 Reflex save
Diri: 36 + 11 = 47/50 hp

Charvion: – 12hp, grappled

Party up!

Battle Map!

Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity.

A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform.

A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Grand Lodge

andreww, hope you have fun!

I am heading off later today on a short family break.

Posting to finish out this game will be no problem as I am taking my iPad, but I may need some assistance with the map.

I will send out your Chronicles when I return home on about the 18 July.

e-mail is my preferred method of getting you your Chronicles, so if you could PM your e-mail address to me, that would be great! I have addresses for Calistan, Henry and Roland.

If you’re not comfortable with giving out that info, no worries! I can provide a link to your Chronicle in google drive when I get back.

I will roll for table boons now, rather than do it on my Tablet.

Here are the Overseer’s rules:

I am going to roll a d20 for each player (in alphabetical order), and then myself, at the table - all at once.

Boon of players choice on a natural roll of 1 or 20
**Re-Rolls not allowed on boons**

Calistan: 1d20 ⇒ 6
Diri: 1d20 ⇒ 4
Henry: 1d20 ⇒ 9
Roland: 1d20 ⇒ 14
Shiradaz: 1d20 ⇒ 15
Torvald: 1d20 ⇒ 13
GM: 1d20 ⇒ 10

Well, bum. No boon winners on our table :(

Grand Lodge

A courageous Diri’s hard labor is finally rewarded. The soul cage’s beacon dies suddenly as the unit shuts down with a surpisingly meek WHIRRING sound.

As Torvald forces the door into the soul cage room open with his shoulder, the opposite door to an as yet unexplored room swings open in synchronization with a creak.

The walls and floor of this room are made of smooth, greywacke. The floor has been chiselled out in places and inlaid with a veneer of black slate, producing a striking floor mural of … a Paragon Drider maybe? Or perhaps a superhuman/spider hybrid?

Knowledge (religion) DC 12 or Knowledge (planes) DC 15:
The image represents an Aspect of the Demon Queen of Spiders, Mazz-mezz.

At several points throughout the room, the greywacke floor has been breached — smashed open as though someone were looking for something — and from somewhere in the room you hear an angry pounding.

With a supernatural cry of despair, a short, unremarkable bearded human, bearing an uncanny resemblance to the image in the floor, raises his arms to the ceiling and screams gibberish in an ancient, guttural tongue – before suddenly switching to Taldane.

Knowledge (planes) DC 15:
The harsh language he used was Abyssal

“They’ve betrayed me!”

The man begins *sobbing* “Me, the Shadow Spider, Spinner of Lies, Eater-of-Flies and Avatar of the Creeping Queen!”

The chestnut-haired man *sniffs* as you approach. “Ah, my faithful worshippers. Enter my Fane and offer yourselves up in sacrifice to your queen!”

He wipes his eyes and smiles wanly at Roland. “Will you volunteer to be the first one I turn into a frog?”

Round #1 Initiative:

Calistan the Wanderer Initiative: 1d20 ⇒ 1
Diri Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Henry Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Roland Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Shiradaz Ghaut Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Torvald Initiative + Ka!: 1d20 + 4 ⇒ (18) + 4 = 22

Charvion, Eater-of-Flies: 1d20 + 6 ⇒ (5) + 6 = 11

roll off Diri: 1d20 ⇒ 3
roll off Henry: 1d20 ⇒ 11

1. Torvald + Ka! Shiradaz, Henry, Diri
2. Charvion, Eater-of-Flies
3. Roland, Calistan

Roland: 61/76 hp
Calistan: one negative level
Henry: 76 - 31 - 9 = 36/76 hp
Indiana II: 45 - 31 - 9 + 16 = 21/45 hp
Ka! 35/50 hp
Diri: 36/50 hp

Torvald + Ka! Shiradaz, Henry & Diri go first!

Battle Map is also linked at the top left of the page.

Grand Lodge

Torvald Gallonica wrote:
Quick question, did Shiradaz's last channel help out Ka? I am little unclear on the timings in this encounter.

I agree that the timings in this encounter are a bit confusing.

I have been going in rounds and adjudicating as players post, as per the ground rules in Discussion. If something in particular is not clear, just ask me here.

⌚⌛⌚⌛

Per Ka’s post, he moved forward in Round 1 and got zapped. Torvald called him back to safety in Round 2.

Shiradaz posts next, saying he moves up with the others and waits to be dim doored (Round 1). In Round 2, Shiradaz gets transported, tries the door (move) and channels (standard) from the other side! *cue spooky music*

Channelling is a burst effect. Ka presently has total cover from Shiradaz, so per the rules on p214 of the Core Rulebook, Shiradaz’s channelling only affects himself (if he desires), Torvald and Calistan.

Grand Lodge

Roland stands ready to assist with healing.

For failing to wear insulating gloves, Diri does not expect the Brigh-ish Inquisition … But then again, NOBODY does! (14 dmg)

Round #3

Roland: 61/76 hp
Calistan: one negative level
Henry: 76 - 31 - 9 = 36/76 hp
Indiana II: 45 - 31 - 9 + 16 = 21/45 hp
Ka! 35/50 hp
Diri 36/50 hp

Calistan, Henry, Shiradaz, Torvald + Ka are up!

Tactical map for EVERONE!

Grand Lodge

Diri’s efforts this time seem to have made appreciable inroads on reducing the intensity of the Ethereal Storm. The steady GRAY beacon NOW begins rapid-flashing PURPLE.

miss chance ; low is a miss: 1d100 ⇒ 80
HALVE the untyped damage on Diri: 7d6 ⇒ (5, 4, 2, 4, 3, 4, 6) = 28 Divided by 2 = 14 hp damage to Diri BUT DC 20 Fort to halve this again!

Round #3

Roland: 61/76 hp
Calistan: Full Hit Points + one negative level
Henry: 76 - 31 - 9 = 36/76 hp
Indiana II: 45 - 31 - 9 + 16 = 21/45 hp
Ka! 35/50 hp
Diri: 36/50 OR 43/50 hp Need a DC 20 Fort save

Everyone except Diri is up!

Tactical map for EVERONE!

Grand Lodge

Ka! suffers an ethereal shock before being pulled back by his master. -15 hp dmg

Henry presses on to the door, before dosing his faithful mount.

@Henry, the cage didn’t discharge on Diri, but HAS discharged on you and Indiana this round (Round #2). If you stay where you are, you will be auto-hit by the tendrils again in Round 3.

Round 2 untyped damage on Henry and Indy II: 7d6 ⇒ (1, 1, 3, 3, 6, 1, 4) = 19 Both saved for 9 damage

Diri notices the flashing AMBER beacon changes color to GRAY.

Shiradaz moves up behind Calistan, ready to be dimension doored. The undine stops short of any of the etheral tendrils raging about the room. No damage to Shiradaz.

After a few words of prayer from the oracle, Calistan, Shiradaz and Torvald disappear!

Calistan, Shiradaz & Torvald:

Thanks to the blessing of three deities, the holy trio make it safely into a tiny room behind the doorway.

This room has similar flagstone paving to the previous chamber. It contains an assortment of brooms, mops and buckets, suggestive of a janitor’s storeroom. There are double doors behind Shiradaz that his casual try shows to be locked or jammed. A second single closed door is positioned to the Away Team's east.

Shiradaz also channels a healing burst that restores Calistan’s health.

Tactical map for Calistan, Shiradaz & Torvald

Round #3

Roland: 61/76 hp
Calistan: Full Hit Points + one negative level
Henry: 76 - 31 - 9 = 36/76 hp
Indiana II: 45 - 31 - 9 + 16 = 21/45 hp
Ka! 35/50 hp

Party up!

Tactical map for EVERONE!

Grand Lodge

Diri attempts to deactivate the AMBER setting by cutting the red wire instead of the yellow one! She doesn’t succeed this time (but may try again) and manages not to trigger an ethereal blast from the machine.

miss chance ; low is a miss: 1d100 ⇒ 17
untyped damage on Diri AND Calistan: 7d6 ⇒ (5, 5, 2, 2, 3, 6, 1) = 24 DC 20 Fort for half

Calistan waits with Torvald for Shiradaz to approach. Roland retreats to a spot of relative safety.

Henry: Need a Fort Save
Indiana 2: Need a Fort Save
Ka: Need a Fort Save
Calistan: 67/75 hp + (already has one negative level)
Roland: 61/76 hp (saves)

Round #2 out of 3: Henry, Torvald and Shiradaz to go! Shiradaz can also take his Round 1 turn if desired.

Grand Lodge

Calistan the Wanderer wrote:
Calistan stands by his choice!

I would expect nothing less, Ser! ;D

Shiradaz delays. Calistan gestures to his companions and Torvald joins him.

Diri moves up to the cage whose tendrils lash out at her.

miss chance ; low is a miss: 1d100 ⇒ 19
untyped damage on Diri: 7d6 ⇒ (2, 6, 1, 3, 5, 5, 5) = 27 DC 20 Fort for half

The engineer manages to shut down Condition GREEN and may attempt to disable Level AMBER.

Henry + Indiana, Ka and Roland run the tendril gauntlet on the way to the doorway.

Once they get a third of the way to the doorway, they all realize they will be hit three times before making it to the door. Please note, this only gets you TO the door, NOT PAST the door.

Round #1 untyped damage on Henry + Indiana, Roland, Ka: 7d6 ⇒ (4, 4, 2, 6, 5, 4, 6) = 31 DC 20 Fort for half

@Henry, Indiana, Roland and Ka: If you still want to proceed to the door, you may roll two more Fort saves. (The tendrils auto-hit you for 7d6 damage each time).

If you want to try a more creative solution to the problem starting in Round #2, or attempt to help Diri using some kind of imaginative method (anyone trying to ‘help’ shut down the machine only has a 50% chance of being hit) go for it!

Henry: Need a Fort Save
Indiana 2: Need a Fort Save
Roland: Need a Fort Save
Ka: Need a Fort Save
Calistan: 67/75 hp + (already has one negative level)

Round #2/3: Party up! Shiradaz still has his Round 1 turn to take.

EDIT: D’oh! Thank-you, Calistan. Will edit my post accordingly.

Grand Lodge

Thank-you for the day job rolls so far!

Torvald wrote:
I am having a little trouble seeing what we spent 10 minutes doing?

Fun with Jick and Dane:

See Jick and Dane breathing heavily.
See Dane talk at million miles per hour
See Jick pale and quiet
See Jick and Dane calm down.
See Dane ask Jick if he’s hurt
See Jick stoically deny being hurt
See Dane heal Jick, even though Jick not hurt.

See Fluff run away from Jick
See Jick chase Fluff
See Fluff *snap* at Jick
See Jick catch Fluff
Hear Jick say bad words
See Jick and Fluff make up.

See Jick and Dane creep down the very bad necromancer’s hall
See Dane find door
See Jick and Dane check for traps
See Jick open door
See Jick stride boldly into room
See Dane creep less boldly into room
See Dane detect for magic
See Jick check for more traps
See Jick and Dane Pathfinder room

See Jick and Dane go to library
See Jick and Dane rinse and repeat Pathfindering this room, but more so because this room is bigger with more stuff, including … Mmmmm … books!

THE END

Grand Lodge

Roland and Shiradaz delay.

The soul cage responds poorly to Calistan hitting it with a bolt BOLD of radiant energy.

It sends a stinging ethereal backdraft at the oracle in reply.

untyped damage on Calistan: 7d6 ⇒ (2, 3, 3, 1, 4, 1, 3) = 17 DC 20 Fort for Half

You have 2 choices, Pathfinders:

- Run to the room's far door past the Artifact: This approach requires movement through the room, avoiding the wispy tendrils of ether

- Trying to shutdown the haywire artifact: Accomplishing this action requires some skill. If a group attempts to shut down the device, each player who can must make a Disable Device check

The artifact has three distinct parts:

In order to shut it down, all three parts need to be disabled.

Each part requires its own disable check. The checks must be performed one at a time, over the course of 3 successive rounds.

Failure (or attacking it – say with a spear of purity ;) always triggers an ethereal blast and resets the device.

Roland: ☤ Full Health ☤
Diri: ☤ Full Health ☤

Calistan: Need DC 20 Fort save + (already has one negative level)

Round #1/3: Go, Pathfinders! Go!

Tactical Map!

Grand Lodge

1d8 + 7 ⇒ (3) + 7 = 10 minutes

Roland notices a door behind the ‘out-of-control’ soul cage.

He also spots an alien switching mechanism, like those found on elaborate wondrous items, such as an apparatus of the crab.

Grand Lodge

Diri:
I REALLY wish it did! ;)

A strange, metal cage lies sprawled in the center of the room like a great, undulating, skeletal lotus. Long tendrils of translucent ether lash violently from the artifact, while crackles of eerie light dance across the metal frame and up into the ghostly pillar that erupts from the center of the device into the night sky.

A dozen bodies surround the pulsating cage, flopping on the floor and convulsing madly.

Immediate action Perception DC 15:
Some of the bodies bear tattoos of a Shadowy ‘S’ rising from a low pyre.

This is a collaborative encounter - each table's actions contribute to the greater success (or failure!) in dealing with the Cage.

We play this encounter in a similar fashion to the ‘breach the Grand Lodge gates’ problem from earlier.

The main difference is you only have three (3) rounds to act.

Roland: 72/76 hp
Calistan: 72/75 hp + one negative level (but no hp loss from negative level) Deathless Spirit
Diri: 43/50 hp

Again, retroactive healing is fine.

Round #1/3: Pathfinders go!

Tactical Map!

Grand Lodge

Shifty has diplomatically begun asking for Player info so he can begin prepping for Event Reporting.

How the post-game wrap-up works is:

1. Table GM (ie me) will supply your Chronicle sheet
2. Overseer GM (ie Shifty or his designated representative) will report the event

So if everyone could please check over the sheet and roll day jobs or indicate you haven’t got a day job/aren’t using it.

@Henry, I have your Borderland Keep Day Job. Thanks! (I’ve played that module and know about it)

@Calistan, Are you on Normal or Slow track?

Players’ Details spreadsheet is also at the top left of the page.

Also, there is the chance of a table boon for players & GM. More details once the game is finished.

Grand Lodge

Red Will: 1d20 ⇒ 16

After buying the team some breathing room, Diri steps forward and channels positive energy.

A brain-sized bronze sprocket, in the shape of Brigh’s mask appears at the spectre’s core.

Fixed in place by an unseen shaft, the mask *winks* before beginning to turn in a clockwise direction. Within seconds, the sprocket is whirring at a staggering pace, its sharp teeth tearing bleeding ectoplasm loose from the undead and spraying it about the morgue, until nothing of the holey apparition remains.

Out of Combat Rounds

Roland: 72/76 hp
Calistan: 72/75 hp + one negative level (but no hp loss from negative level) Deathless Spirit
Diri: 43/50 hp

The room contains nothing particularly valuable. Most cubicles contain steel trays topped with whole humanoid organs and other soft tissue.

After pausing to collect themselves and heal, the Pathfinder team may proceed to a new doorway, which leads to two adjoining rooms.

☠✒☠✒

The first chamber contains a massive iron stove, filled with warm, gray ash. A number of sealed urns line the room bearing labels showing the date and some other coded script.

Within the neighboring room, rows and rows of dark-lacquered mahogany shelves hold thousands of texts.

The scope of the collection is limited to morbid topics of concern to necromancers.

Perception DC 15:
Shoved inside the ash-specked pages of a poor forgery of the Necronomicon, you find an old, dog-eared copy of an elementary school reader entitled Fun with Jick and Dane.

Grand Lodge

Oh yeah. He could come into the room, but still could not be within 30’ of the walled-in spectre.

Torvald air walks above his companions, driving his longspear over Roland and into the center of Scarlet’s head.

As the priest withdraws his weapon, the gaping hole partially refills. *Think* the Liquid Metal Terminator 2, after suffering a shotgun blast to the head.

The creature grins up at Torvald. “Flesh is weeeak. But the spirit is STRONG…”

Round #3/4:

1. Spectre
2. Torvald + Ka! Henry, Calistan, Shiradaz, Diri, Roland

Roland: 72/76 hp
Calistan: 72/75 hp + one negative level (but no hp loss from negative level) Deathless Spirit
Diri: 43/50 hp

Everyone except Torvald is up! Shiradaz may redo his previous (Round #2) action if he likes.

Battle Map!

GM:

not rite^ King Hal % V - sleg

Energy Drain (Su):

This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels.

Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent.

These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Grand Lodge

Roland returns his greatsword to its sheathe on his back before re-equipping his bow.

Torvald calls his feathered companion to his side.

Torvald Handle Animal DC 25: 1d20 + 5 ⇒ (10) + 5 = 15

@Torvald, can you please check the roll above. Pets and pet classes are not my forte.

Unless I’m missing something, Ka! will still refuse to go within 30’ of the spectre. With the spectre's subsequent movement, I moved Ka! out of the room, indicating he will flee again.

Diri opines that the undead monstrosity may soon return, while Calistan readies for just such an eventuality.

1d20 ⇒ 16

It turns out Diri's comment is deadly accurate, with Red returning to the fray just seconds after fleeing. The undead *pops* out of its row of stone slabs, and rushes around the corner to attack Roland.

I don’t think Roland is wielding a melee weapon, so the spectre’s movement should not provoke.

Red melee touch attack on Roland: 1d20 + 10 ⇒ (1) + 10 = 11

The spectre grins at the stoic ranger as its hand swipes the air, ruffling his hair.

“Join ussssss … That which is dead can NEVER die.”

Round #3/4:

1. Spectre
2. Torvald + Ka! Henry, Calistan, Shiradaz, Diri, Roland

Roland: 72/76 hp
Calistan: 72/75 hp + one negative level (but no hp loss from negative level) Deathless Spirit
Diri: 43/50 hp

Party up! Shiradaz may redo his previous (Round #2) action if he likes.

Battle Map!

GM:

not rite^ King Hal % V

Energy Drain (Su):

This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels.

Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent.

These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Grand Lodge

Torvald Gallonica wrote:
Arrrgh, die you horrid thing!!!!!

“That which is dead can never die, mortal.”

The creature takes Torvald’s spear point to the centre-chest stoically. It fades from view with a knowing smile stuck to its pale lips.

Annoyed by their flighty phantom, Henry assumes cosaint iomlán.

Gold is down. We are still in combat rounds. Roland and Shiradaz may redo their actions this round if they wish.

Round #2/3:

1. Scarlet Spectre
2. Torvald + Ka! Henry, Calistan, Shiradaz, Diri, Roland

Roland: 72/76 hp
Calistan: 72/75 hp + one negative level (but no hp loss from negative level) Deathless Spirit
Diri: 43/50 hp
Torvald: ☤ Full Health ☤

Torvald + Ka + Calistan are up! Shiradaz and Roland may redo their actions for this round.

Battle Map!

GM:
not rite^ King Hal % V

Energy Drain (Su):

This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels.

Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent.

These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Grand Lodge

A quick perusal of the boards confirms your understanding, Torvald. My bad. Torvald and Roland get a free kick, swing or stab!

Before the spectre outlined with a golden aura strikes out at the Elk Father’s servant, it slows its vertical ascent, allowing time for Torvald and Roland to strike it pre-emptively.

Yellow provokes from Torvald and Roland.

Roland’s opportunistic swing misses the golden haloed undead, leaving Torvald as the master of his own destiny!

Red Will: 1d20 ⇒ 8
Yellow Will: 1d20 ⇒ 16

Undaunted by her near brush with the dead, Diri channels positive energy causing both spectres to see a ten foot tall image standing above the devout gnome.

Red retreats screaming from the holy sight, through the stone compartments, disappearing into the northern wall of the room until the image fades.

Provokes from Calistan, if he has a melee weapon? @Henry, the spectre starts 5’ from you. Assuming your lance has reach, because the spectre retreats into a stone wall, I don’t think you threaten it.

Round #2/3:

1. Spectres
2. Torvald + Ka! Henry, Calistan, Shiradaz, Diri, Roland

Roland: 72/76 hp
Calistan: 72/75 hp + one negative level (but no hp loss from negative level) Deathless Spirit
Diri: 43/50 hp
Torvald’s situation to be updated once he takes his AoO

Torvald + Ka! Henry, Calistan & Shiradaz are up!

Roland’s Round #3 turn is queued. Torvald also has an AoO against Yellow.

Map!

GM:

Red: not rite^ King Hal % V
Gold: not rite# Henry

Grand Lodge

Calistan feels the scarlet horror’s chill and retaliates with a positive energy thrust of his own.

Red Will: 1d20 ⇒ 7

Although Calistan cannot hear it, Red HOWLS like the North Wind but prepares to strike again!

Yellow floats upwards 5’ to threaten both Roland and Torvald. Auto-succeeds the Fly checks

Roland, Torvald: 1d2 ⇒ 2

The foul, mist lashes out at Torvald!

Yellow melee touch attack on Torvald: 1d20 + 10 ⇒ (18) + 10 = 28
damage: 1d8 ⇒ 6 +

Torvald:
Need TWO (2) DC 16 Fort saves or energy drain 2 levels
ie. A separate saving throw is required for each negative level

Similarly, Red drifts 5’ to the south, targeting Calistan, Diri, Henry? : 1d3 ⇒ 2 Diri.

Red melee touch attack on Diri: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 1d8 ⇒ 7 +

Diri:
Need TWO (2) DC 16 Fort saves or energy drain 2 levels
ie. A separate saving throw is required for each negative level

Round #2/3:

1. Spectres
2. Torvald + Ka! Henry, Calistan, Shiradaz, Diri, Roland

Roland: 72/76 hp
Calistan: 72/75 hp + one negative level (but no hp loss from negative level) Deathless Spirit
Torvald: 61/67 hp + Saving Throws
Diri: 43/50 hp + Saving Throws

Party up!

Map!

GM:

Red: not rite^ King Hal % V
Gold: not rite# Henry

Energy Drain (Su):

This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels.

Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent.

These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Grand Lodge

Diri wrote:
Would you like me to consider Precise Shot penalties/cover bonuses on my end?

Yes please, Diri. That would be great.

Grand Lodge

andreww wrote:
A creature may squeeze through a space which is at least half its width with the listed penalties.

I would agree, assuming the creature is capable of performing that action.

andreww wrote:
There is no exception made for different types of movements. It applies to land speeds, swim, climb and fly.

Indeed the rules are completely silent with respect to movement type.

I would say because the designer expected the creature trying to move/squeeze first be capable of performing the action.

andreww wrote:
There is no limitation there on squeezing while flying.

Again the Fly rules are silent with respect to squeezing. I would not expect the Fly rules to cover every possible scenario.

Interpreting specific events is what Game Masters are for.

I think the crux of the matter is:

1. Birds need wings to fly
2. A squeezing bird would not be able to spread its wings, and therefore cannot fly/move through the narrower gap.

So in the interests of progressing without this becoming a distraction, I am going to say for the rest of this game Ka cannot squeeze through narrow doorways while flying.

Grand Lodge

To Torvald’s astonishment Ka baulks at approaching the undead.

Henry:

Spectres have an Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.

Henry Handle Animal DC 25 on Indy 2: 1d20 + 14 ⇒ (19) + 14 = 33

The cavalier coaxes his beloved mount into battle, and manages a single hit with his lance on Red.

Shiradaz’s faith causes the favored weapon of his goddess to materialize near the Red spectre. It swipes through the spirit forcefully, doing all the damage the undine cleric would expect.

@Roland, dark gray squares have hard corners.

Roland feels his soul being dragged towards the spectre as his whole face turns translucent and begins being sucked towards the frozen evil. *Think Harry Potter Dementors*

A quick muttering of Desna’s name, sharply rebukes the outraged creature. Saved both times

Hemmed in by friend and foe alike, Roland drops his bow, draws his greatsword and cold iron battles unnatural cold in the crypt. The ranger’s blow strikes true but the spectre remains intact. The Song of Ice continues …

Round #1/2:

1. Spectres
2. Torvald + Ka!, Henry, Calistan, Shiradaz, Diri, Roland

Roland: 72/76 hp
Calistan: 72/75 hp + saving throws

Calistan is on the clock.

Map!

GM:

Red: not left M Goose + Brad Pt
Gold: not rite Henry

Energy Drain (Su) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels.

Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent.

These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Grand Lodge

Torvald:
They’re spectres.

You remember they have an Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check.

A panicked animal remains so, as long as it is within 30 feet of the spectre.

I don’t have a lot of experience with pets/pet classes. Would you mind making the dice roll?

Also, I don’t think a large bird would be able to squeeze and fly at the same time. I’ll leave Ka in a holding pattern until we know whether or not he balks at approaching the spectres.

Feel free to show me how it’s possible for him to squeeze-fly in the rules.

Ceilings are 30’ high. No problem with Torvald air walking up 45 degrees (at half-speed) and 10’ over the spectre to your indicated position without provoking an AoO.

Also your dice roll for the CLW wand was 1d8+1d6. Is that right? If not, how about we say two CLW wand charges brings you back to full?

Whew! Keeping everything straight in a Level 8-9 subtier PbP isn’t easy! :)

Torvald air walks over Diri’s sheet-wrapped jaundiced buffoon, and stabs him through the back, his spear tip appearing out of its chest in front of Roland’s eyes. Unfortunately, the enchanted weapon does not do full damage, leaving the pale trickster with ice-cold murder in his eyes.

Diri:
A 14 misses touch AC, but you are shooting into melee + soft cover. Have you accounted for those penalties? I don’t see Precise Shot in your feat list.

Diri steps 5’ to the north, flame shooting from her right index finger. *pew*pew*

Unfortunately her firebolt fizzles harmlessly on the wall to Roland’s right.

Round #1/2:

1. Original pranksters
2. Torvald, Ka! Henry, Calistan, Shiradaz, Diri, Roland

Torvald: ☤ Full Health ☤
Roland: 72/76 hp + saving throws
Calistan: 72/75 hp + saving throws

Henry, Calistan, Shiradaz & Roland to go! Ka needs a bit of handlin' by Torvald.

Battle Map…

GM:

Red:
Gold: not rite ne’erbk+1 + times5

Energy Drain (Su) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels.
Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent.
These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Grand Lodge

Knowledge (religion) is the one!

Diri believes that these creatures are actually two Pathfinder initiates dressed up in bedsheets, engaged in trying to frighten Pathfinder veterans as a part of a hazing/confimation ritual masterminded by the halfling Scroll-finder Janira Gavix.

Grand Lodge

Roland’s marksmanship is up to its usual high standard. Each of his four arrows pass through the yellow-tinged apparition’s centre of mass, trailing wispy golden tendrils of mist behind them until they are stopped suddenly in the door of one of the cubicles lining the chamber’s north wall.

The ranger figures he only partially damaged the creature of clammy, calculating cold.

Yellow advances on the archer in silent, screaming rage.

Yellow melee touch attack on Roland: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d8 ⇒ 4 +

Roland:
Need TWO (2) DC 16 Fort saves or energy drain 2 levels

ie. A separate saving throw is required for each negative level

Scarlet floats through the central cubicles at Calistan, the party tank.

Red melee touch attack on Calistan: 1d20 + 10 ⇒ (10) + 10 = 20
damage: 1d8 ⇒ 3 +

Calistan:
Need TWO (2) DC 16 Fort saves or energy drain 2 levels

ie. A separate saving throw is required for each negative level

Round #1/2:

Roland
1. Floating things
2. Torvald + Ka!, Henry, Calistan, Shiradaz, Diri, Roland

Torvald: 63/67 hp
Roland: 72/76 hp + saving throws
Calistan: 72/75 hp + saving throws

Party up!

Battle Map is also linked at the top left of the page.

Roland + Calistan:

Energy Drain (Su) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels.

Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent.

These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

GM:

Red:
Gold: not rite D-1/X + X + Henry + times5

Energy Drain (Su) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels.

Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent.

These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Grand Lodge

Feel free to retro-heal. @Henry, please let me know if you are re-mounting Indy before going through the doors.

Roland:
;)

This large chamber is tiled with plain gray flagstones. The central floor-tiles have an odd, vaguely occult pictogram carved into them.

Immediate action Heal DC 20:
This is actually a symbol indicating the potential presence of a biological hazard.

It’s uncannily cold, and only a trickle of moonlight slips through a trio of tiny windows, one set into each adjoining wall, just below the eaves.

The room is lined and partitioned with rows of massive stone booths. These compartments stand twice the height of a grown human. Each has an iron door with a brass plate on it. The plates are labeled and numbered with black wax pencil.

A pale, wispy humanoid creature pulls its head out from inside one of the cubicles, to stand before you wearing the kind of curious expression a delinquent has before pulling the wings off a fly.

It opens its mouth in a silent scream (or laugh?), causing a similar being to materialize beside it.

Round #1: Initiative:

Calistan the Wanderer Initiative: 1d20 ⇒ 9
Diri Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Henry Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Roland Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Shiradaz Ghaut Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Torvald Initiative + Ka!: 1d20 + 4 ⇒ (18) + 4 = 22

Floaty Bads: 1d20 ⇒ 18

1. Roland
2. Floating things
3. Torvald + Ka!, Henry, Calistan, Shiradaz, Diri

Torvald: 63/67 hp

Roland leads us off!

Battle Map is also linked at the top left of the page.

Grand Lodge

Extra alchy fire damage on Torvald: 1d6 ⇒ 2

Divad is more wary of Torvald this time and leaps over the cleric’s low sweeping spear, likes it’s a skipping rope. AoO missed

Roland:
Not that it matters this time, but you can’t Take 10 during combat rounds.

Roland sneaks around the outer hallway looking to counter any ambushes in the party’s rear, but finds nothing suspicious. Deciding the others have the two visible goblins under control, Diri follows the ranger.

Calistan largely ignores his trip to the floor, managing to transport Henry and himself to the front line with ease.

Shiradaz’s latest fire bolt gives a new meaning to ‘having a fire in one’s belly.’ Green expires from a severe case of heart burn.

Henry and Torvald then finish the kneeling Pink goblin, using a synchronized sword-spear thrust that would do an unsullied Iblydosian proud.

Out of Combat

Torvald: 63/67 hp

The maze-like chamber contains nothing very interesting, except for the headless, naked corpses of six men all branded on the buttocks with a familiar flaming book emblem.

Roland and Diri find a set of double-doors in the northern wall of the corridor, also bearing the sigil of the Dark Archives.

Grand Lodge

OK, moving us along now.

Henry and Indy return triumphantly to the Ossuarium. Shiradaz draws his sword and enters total defense.

Divad the green goblin tosses alchemist's fire at Goliath Torvald. Targeting SW corner of Torvald … Provokes from Torvald?

Green RTA on Torvald – into melee - increment penalty: 1d20 + 7 - 4 - 2 ⇒ (14) + 7 - 4 - 2 = 15
fire damage: 1d6 ⇒ 2
miss, clockwise, north=1: 1d8 ⇒ 1

Acrobatics: 1d20 ⇒ 4

Pink attempts to withdraw to the south at half-speed, but does a Diri and ends up on the floor!

Round #2/3:

1. Divad the Green, Pinkie (prone)
2. Calistan, Torvald + Ka! Roland, Shiradaz, Henry, Diri

Torvald: 65/67 hp

You guys are up!

Battle Map!

GM:

V: -19

Grand Lodge

Torvald gets big and shatters the goblin’s humerus with his spear. Green doesn’t find it very funny.

Diri accepts Roland’s hand (fluff/move) to stand up in the slop.

Calistan attempts to double-time his bold half-stride …

Calistan Initial Reflex DC 11: 1d20 + 2 ⇒ (5) + 2 = 7 Starts his Round 1 turn in the grease.

The oracle falls boldly to the lab floor. Undaunted, he stands (move) and again tries to half-stride through the muck.

Half Speed Calistan, Acrobatics DC 10: 1d20 - 5 ⇒ (20) - 5 = 15 Assuming your Armor Check Penalty for +3 Full Plate is -5, Calistan

Calistan once again demonstrates the merits of the bold striding philosophy, moving 10’ closer to his enemies.

After seeing the party tank move, Diri decides to try out this ‘bold striding’ thing.

Diri moves like greased lightning! Half-speed, DC 10 Acrobatics: 1d20 - 4 ⇒ (20) - 4 = 16

Calistan *winks* at the gnome as she advances 5'.

Round #2:

1. Goblins, red swarm
2. Calistan, Torvald + Ka! Roland, Shiradaz, Henry, Diri

Shiradaz & Henry!

Battle Map!

GM:

V: -19

Grand Lodge

I have never seen a swarm provoke an AoO before (probably because I’ve never played with anyone with a swarmbane clasp), but re-reading the swarm rules it’s clearly stated that they do.

So I apologise, Torvald. I’ll roll your AoO now.

Torvald's persistent spear stabs break up the red swarm before it reaches either him or the others.

Torvald AoO against red swarm, higher ground, PA still on: 1d20 + 14 + 1 - 2 ⇒ (19) + 14 + 1 - 2 = 32
damage: 1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20

Kind of moot now, but with respect to the ability to get you in the air:
This is not a flying swarm, but it does have a climb speed.

You, Shiradaz and Ka are all next to walls that the swarm can use to enter your square in the air.


Torvald air walks 10’ to the north and spies two familiar types of small, green-skinned humanoids.

@Torvald, Feel free to redo Ka’s and your actions for this round if you wish.

Round #1/2:

1. Goblins, red swarm
2. Calistan, Torvald + Ka! Roland, Shiradaz, Henry, Diri

Diri: prone
Shiradaz ☤Full Health☤
Torvald ☤Full Health☤
Ka ☤Full Health☤

Everyone (except Roland) may go! Torvald and Ka can redo their full round actions.

Grand Lodge

Roland stands ready to assist.

Round #1/2:

1. Mysterious 'invisible' fire-loving critters, red swarm
2. Calistan, Torvald + Ka! Roland, Shiradaz, Henry, Diri

Diri: prone
Shiradaz 29/43 hp DC 15 Fort or nauseated
Torvald 53/67 hp DC 15 Fort or nauseated
Ka 36/50 hp DC 15 Fort or nauseated

Everyone (except Roland) may go!

Battle Map!

Grand Lodge

The swarm skates over the stinking floor and up the walls to smother Torvald, Shiradaz and Ka!

damage to Torvald, Shiradaz and Ka: 3d6 ⇒ (4, 6, 4) = 14

Also need a DC 15 Fort save from those damaged by the swarm, or be nauseated for 1 round.

Ka autosaves the Fly check to maintain altitude.

Nauseated:

Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.

Round #1/2:

1. Mysterious 'invisible' fire-loving critters, red swarm
2. Calistan, Torvald + Ka! Roland, Shiradaz, Henry, Diri

Diri: prone
Shiradaz 29/43 hp DC 15 Fort or nauseated
Torvald 53/67 hp DC 15 Fort or nauseated
Ka 36/50 hp DC 15 Fort or nauseated

Good guys up at the bottom of Round 1/Top of Round 2.

Battle Map!

Grand Lodge

@Torvald, ceilings are 30’ high.

Torvald:
You are facing two dermestid spider swarms, frequently used as living tools by embalmers, necromancers and pathologists to strip flesh from bone.

You may ask one question about their offensive/defensive abilities etc, if you like.

Torvald’s longspear swipes effectively through the morass of red arachnid life, like an enraged homemaker defending his castle with a broom.

Ka heeds his master’s whistle, hovering successfully in place.

Indy 2 Reflex DC 11 vs grease: 1d20 + 9 ⇒ (4) + 9 = 13
Indy 2 walk at half speed through grease, DC 10 Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27

Henry moves to give those more suited to this fight room to work. Roland lifts his bow, on overwatch for those at the point of the spear.

Shiradaz casts and a blooming mini-sun erupts amongst the spiders, destroying Blue.

Red Reflex DC 19: 1d20 ⇒ 15
Blue Reflex DC 19: 1d20 ⇒ 2

Twin awe-struck voices can be heard from around the corner soon after the explosion dissipates. “OOOOOOOH … PRETTY!”

Diri walking into the grease at half-speed, DC 10 Acrobatics: 1d20 - 4 ⇒ (9) - 4 = 5

Diri moves at half-speed into the Ossuarium to get line-of-sight on the surviving swarm, but unfortunately falls on her rump in the bodily fluids. GROSS!!

From her prone position, Diri may actually have improved her sight line on the arachnids, edifying the creatures with a BOOMING burst of formulae and physical laws.

sonic damage: 1d8 ⇒ 3
Red Fort DC 15?: 1d20 ⇒ 20

Like many a mindless student, they barely survive their teacher's first lesson.

Round #1:

1. Torvald + Ka! Roland, Shiradaz, Henry, Diri
2. Dermestid spiders
3. Calistan

Diri: prone

Spiders up!

Grand Lodge

Calistan:
Roland's book appears to be an ordinary general surgical text.

The group presses on down the central corridor to the west, before you hear the *CRASH* of shattering glass.

The corridor turns onto a square network of passageways and workstations displaying a number of elaborate skeletal displays. The reassembled creations consist of both accurate assemblies and imaginative creation built from the bones of multiple specimens.

Closer inspection reveals several large, glass bell jars lying smashed on the laboratory’s floor, along with hundreds of tiny six-legged spiders scuttling over a floor coated in sticky blood and other rank bodily fluids.

The floor of the entire room is under the effects of a grease spell.

Initiative Round #1:

Calistan the Wanderer Initiative: 1d20 ⇒ 4
Diri Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Henry Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Roland Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Shiradaz Ghaut Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Torvald Initiative + Ka!: 1d20 + 4 ⇒ (19) + 4 = 23

Vermin 1: 1d20 + 2 ⇒ (3) + 2 = 5
Vermin 2: 1d20 + 7 ⇒ (17) + 7 = 24

1. Torvald + Ka! Roland, Shiradaz, Henry, Diri
2. Dermestid spiders
3. Calistan

Torvald + Ka! Roland, Shiradaz, Henry & Diri lead us off.

Battle Map is also linked at the top left of the page.

Grand Lodge

The rooms you currently find yourselves in contain large, steel surgical tables. Their perimeters are lined with additional work areas whose tables are covered with texts, surgical instruments and tools, alembics, scales, abacuses, and similar devices used in alchemical and biological tests.

The rooms also hold barrels of wash water, along with bottles of various fluids and salts used in sterilization and embalming. The center of the floor contains a drain for run off, as well as a few waste buckets.

GM Screen:

Calistan the Wanderer Perception: 1d20 ⇒ 4
Diri Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Henry Perception: 1d20 ⇒ 14
Roland Perception: 1d20 + 17 ⇒ (20) + 17 = 37
Shiradaz Ghaut Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Torvald Perception: 1d20 + 24 ⇒ (5) + 24 = 29
Ka! Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Roland notices in the margin of one vermin-ravished old text describing a rather complex procedure, the following words written in a neat hand:

WRONG! QUITE WRONG! HAVE SHAINE FIX THIS DISGRACE ASAP. Z, Mstr of Sp

Torvald discovers two open passageways to the west. One in the centre of the chambers, and one at the top.

Mausoleum Overview Map!

Grand Lodge

Shiradaz makes a tactical withdrawal to the relative safety(?) of the mausoleum.

Bold Henry Flaxseed stares down the Mighty Zythrustianax!

“You have succeeded, Little Man … IN GAINING MY ATTENTION!”

“YOU SEE I CAN DO – WHATEVER I WISH! WHENEVER I WISH!”

The Beast turns its back on Henry, taking a casual swipe at Ka with her great tail, as if to emphasize her words. The old wyrm’s enormous wings begin beating the cool night air.

Improved Vital Strike Tail Slap on Ka: 1d20 + 23 ⇒ (7) + 23 = 30
damage: 4d6 + 13 ⇒ (2, 2, 2, 5) + 13 = 24

As Zythrustianax takes to the air, Ka makes one last act of defiance, but misses.

Ka! AoO bite on Zythrustianax – shaken – PA still on: 1d20 + 13 - 2 - 2 ⇒ (17) + 13 - 2 - 2 = 26

Ignoring the Roc, the dragon BELLOWS at Henry as she begins winging her way southward towards the harbor.

“I SHALL DISCOVER YOUR NAME, RUNT! AND VISIT MY WRATH ON YOUR SONS AND DAUGHTERS, AND THEIR SONS AND DAUGHTERS!”

OUT OF COMBAT

Roland: 38/76
Torvald: 58/67 hp

Grand Lodge

Yes it is!

Diri channels healing to everyone in the courtyard except Torvald, but including Zythrustianax!

Torvald, Ka and Diri dodge most of the falling roofing. Torvald rushes towards the safety of the open doorway.

The doorway is open, Torvald.

The Dragon does not strike out at the cleric or his animal companion as they pass.

Ka! makes a desperate charge at the Dragon to cover his master’s retreat but unfortunately his beak’s sharp edge is repulsed by iron-hard scales.

Round #2:

1. Roland, Diri, Calistan, Shiradaz, Henry, Torvald + Ka!
2. ZYTHRUSTIANAX

Roland: 76 - 27 - 22 + 11 = 38/76 hp No acid dmg + Diri channel
Shiradaz: ☤ Full Health ☤ + Will DC 22 or shaken
Diri: shaken
Ka: shaken
Torvald: 58/67 hp

Shiradaz & Henry are up! DC 22 Will saves required from Shiradaz, Henry and Indiana too.

Map...

Grand Lodge

According to the Overseer’s direction to GMs, the Dragon is NOT out of combat until the end of this round.

The dragon has launched itself onto the Courtyard’s floor, striking fear into the hearts of those in its presence.

Everyone, except Roland and Torvald who have already saved, please make a DC 22 Will save or be shaken while within 240’ of the Dragon.

Calistan moves closer and casts a spell.

Zythrustianax tries taking a bite out of Roland, before the brave archer releases his bowstring.

AoO bite on ranged Roland: 1d20 + 26 ⇒ (20) + 26 = 46
damage: 2d8 + 13 ⇒ (8, 6) + 13 = 27 + acidic bite: 2d6 ⇒ (3, 4) = 7

Confirm Crit: 1d20 + 26 ⇒ (8) + 26 = 34
damage: 2d8 + 13 ⇒ (6, 3) + 13 = 22

Roland’s first two arrows lodge just inside the Dragon’s auditory canal, causing it to arch its great serpentine neck in pain. The two follow ups bounce off the horned plates close to Zythrustianax’s right eye.

Round #2:

1. Roland, Diri, Calistan, Shiradaz, Henry, Torvald + Ka!
2. ZYTHRUSTIANAX

Roland: 76 - 27 - 7 - 22 = 20/76 hp
Shiradaz: 42/43 hp Will DC 22 or shaken
Diri: Reflex DC 18 + Will DC 22 or shaken
Ka: Reflex DC 18 + Will DC 22 or shaken
Torvald: Reflex DC 18, may use Intimidate Nat 18 as saving throw

Diri, Shiradaz, Henry, Torvald + Ka to go!

Map..

Grand Lodge

Roland blesses his bow and moves north towards the mausoleum doorways, which have been blown out from the inside by another group of Pathfinders.

Diri moves forward trying to make the Pathfinders harder to cluster-bomb by the Dragon.

Shiradaz offers combat support.

A mounted Henry makes peace overtures to the dragon, while Calistan boldly prepares to stride to death or glory!

In an intense scene of bravery, Torvald dares to advance on the angry dragon seeking to distract her from the rest of the party, giving them the opportunity to escape into the mausoleum.

“I CARE NOT WHAT YOUR NAME IS, LEST IT BE ‘BURNING CORPSE.’”

Zythrustianax’s tone is dangerously quiet. “YOU UNDERSTAND MY PAIN AT MY CHILDREN’S LOSS DO YOU? ARE YOU EVEN A PARENT? DID YOU CARRY THEM AS A PART OF YOUR BODY? LAY THEM? NURTURE THEM OVER DECADES? TEACH THEM TO BE YOUR LEGACY?”

“YOUR WORDS ARE AS HOLLOW AS THEY ARE INSULTING! BUT WHAT ELSE SHOULD I EXPECT FROM A PRIEST?”

Torvald wrote:
This offer is made only once.

“JUST SO. FOR YOU MUST LIVE TO MAKE IT TWICE.”

Torvald wrote:
As you know our family is large…

The dragon *ROARS* at this latest threat. “TAKE A LOOK AROUND!”

“YOUR FAMILY CANNOT EVEN DEFEND ITSELF … FROM ITSELF!”

Torvald wrote:
Depart now in peace and break the cycle of violence, return to your family and let us put an end to this here and now.

“YOU ASSUME I WANT PEACE … AND DISLIKE VIOLENCE. NEITHER OF THOSE THINGS IS TRUE. AND I HAVE PONDERED WHETHER THERE IS A BETTER WAY FOR CENTURIES.”

”CHARVION PROMISED ME SLAUGHTER, SOULS AND SLAVES AND SO FAR HAS LARGELY KEPT HIS WORD.”

The dragon squats as if readying to pounce. “WHILE YOUR ENDING IS HERE AND NOW, THE STRUGGLE FOR POWER THROUGH VIOLENCE NEVER ENDS!”

Zythrustianax brings her tail down on the mausoleum roof like a *THUNDERCLAP* showering Diri, Ka and Torvald in broken shingles and nails. With a flap of her immense wings, the dragon then glides off the roof towards the center of the courtyard.

bludgeoning damage on Diri, Ka and Torvald: 3d8 ⇒ (8, 4, 7) = 19 Reflex DC 18 for half

@Torvald, although the Dragon can’t be swayed, because of your creative roleplayed approach, you may use the 18 you rolled as your Reflex save if you like.

Round #2:

1. Roland, Diri, Calistan, Shiradaz, Henry, Torvald + Ka!
2. ZYTHRUSTIANAX

Shiradaz: 42/43 hp
Diri: Reflex DC 18
Ka: Reflex DC 18
Torvald: Reflex DC 18

Party up!

Map..

Grand Lodge

This is how I see it, guys.

Half of you are prepared to fight, with at least one of you abstaining (possibly because they have run the scenario before..?)

I have reported this to Shifty.

And GM Bold Strider is BOLD STRIDING, who would have predicted that? ;)

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