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Goblin Squad Member. Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber. Pathfinder Society Member. 3,880 posts (8,915 including aliases). No reviews. 16 lists. 2 wishlists. 12 aliases.


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Pasara Spellcraft check: 1d20 + 11 ⇒ (17) + 11 = 28
Easy Perception check: 1d20 + 8 ⇒ (18) + 8 = 26

I'd say that is good enough to give you this reminder while you have a chance to re-post: Pentosh has a shield spell up.

Alchemy v Alchemy, Fire v Sulfur - Round 1

Farmer mutters and draws his hands across his eyes, peering into the firmanent. A familiar summoning sort of cadence.

Willem scuttles, walking on the air, up to Pentosh and blasts her. Despite the slight force deflection around her, Willem's lead flies true, sparking in something of Pentosh's leathers momentarily - although the woman manages to quickly put out the flames.

"I really would advise giving up, Lady. Unless I'm missing something, you are heavily outnumbered." Akatsuki makes the suggestion even as arrows fly from her bow. "Sunlight at Dawn" Her shots must only be a warning though - because the first is deflected by Pentosh's force shield and the second does quite penetrate the woman's leathers.

Pentosh takes a step around Willem, moving so that small ratkin is between her and the archer on the wall. She flicks something from her jacket into the held glass vial then throws it into Willem's face, with a careful spin that leaves her untouched by the fire - although if there was anyone around Willem they would be heavily singed. Willem takes 20 points of fire damage.

Not having any spells that can reliably go around corners, Pasara moves alongside Willem. She lets the heavily magically protected ratfolk go ahead of her; she can cast over his head and feels no desire to be between Willem (and his boomstick) and Willem's target.

I moved you 30-feet. Please let me know if you would have wanted to get closer. You can have up to 30-ft more as part of round 1.

Pentosh -15,-20

Willem -20

1d20 + 8 ⇒ (12) + 8 = 204d6 + 4 ⇒ (6, 6, 6, 2) + 4 = 24 *8 splash

"You may have numbers." Pentosh responds to Aka, deadly calm in the burst and burn of combat. "I have science on my side."

Not from where she is. But if she can get into the square in front of Willem she will be able to. However, Pentosh would have some cover. But, on the positive, Pasara would have a cover bonus from her.

Pentosh Init: 1d20 + 4 ⇒ (8) + 4 = 12

bomb touch: 1d20 + 8 ⇒ (19) + 8 = 274d6 + 4 ⇒ (1, 6, 6, 3) + 4 = 20 *8 splash - choses to not splash on herself

Regardless of speaking, only 2 rounds of spells cast have been used.

Fire in the Belfry or Battle of Alchemy - Pre-Combat

Realizing that her ploy to separate the group (if, in deed, that had been her agenda) Pentosh goes to her back-up plan. Sadly, for Aka at least, the plan does not involve surrender.

Aka, peaking up from her wall perch, sees Pentosh's right hand tightly held a flail and a small glass vial in her left. When the alchemist sees Aka, she uses her partially full left hand to pull another vial from her bandolier - downing it quickly.

Aka and Black Willem have a move or standard action in the surprise round in addition to their round 1 actions.

Please see email for map. Please note that only Pentosh and Aka are on the Belfry level. Everyone else is on the level below with Willem just at the base of the where the stairs would be visible to the woman above.

Farmer Odell wrote:
Farmer nods. "Bed companionship," he says. "People seem to go in heat a lot."

There is a long moment of quiet from above. Then Pentosh's voice, with just a hint of a low purr. "Well... In that case, why don't you come up here and we can see if we suit." A dry, wry note, "I'm sure your allies can find something more interesting than eavesdropping."

Sense Motive DC 20:


Farmer Odell wrote:
Farmer ponders. "...Husbandry? I don't know the right word when it's not animals."

"So..." the voice is ever so slightly wry, "You wish to help with the management and conservation of my resources?"

Pentosh listens politely to Aka's words, considering.

Farmer Odell wrote:
Farmer nods. "Aka has the right of it again. And there are ..." a brief look of utter disgust crosses Farmer's face, but stays out of his voice "...other things besides money."

At this there is silence from above for long moments, "Excuse me, Farmer, but I tend to be a plain spoken woman. What exactly are you offering other than money?"

Sense Motive DC 20:
Is her voice just a tad softer than it was previously?

At the top of the belfry there is a platform that runs the circumference of the space. The woman's voice indicates that she is most likely close to straight above the group. Willem would be able to advance about another 15-ft up the staircase without becoming visible to her (he thinks) which would put him a single move action (with his short legs) from the platform.

Akatsuki no Yume wrote:
"Utsukushi Akatsuki no Yume." Aka replies. "I don't suppose you could be convinced that following the lizard's directives is just exactly the wrong course of action for you?" she continues, "I for one would prefer keeping the loss of life to a minimum...unless it becomes absolutely warranted. Perhaps we could share a bit of wine and discuss the matter? I mean, what would your best case scenario be for this situation?"

There is a long considering pause but the speaker does not move into view. "Lord Aeteperax has been quite a good patron for long months now. Payment is always very prompt and generous."

"My best case senario as of a few minutes ago would have been to dispose of a threat to my patron which would have no doubt been richly rewarded. Are you suggesting that there is another path that will provide such regular patronage?"

Every response can be considered one round of combat for the purposes of spellcasting or other buffing. However, any offensive action will be considered the start of actual combat.

Black Willem wrote:
"I have every intention of paying that lizard what he's owed," Willem says, raising his weapon. "Although it seems you're due some as well."

Her voice is cool, tinged with amusement, "Oh the cry of a tunnel rat. Black powder flint and burns." A little snort, "Such inelegant use of the master form might work on a brutes like the grioth, but I prefer things a bit more perfected."

Farmer Odell wrote:
Farmer squints into the gloom. "Who's asking?"

"Pentosh." She introduces herself to the group, although she stays carefully out of sight. "Alchemist to the dragon, Lord Aetperax. And yourselves?"

A pause, "Other than the obvious: Intrepid would be saviors of the wee town, of course."

At Willem's indication (and lead) the group continues up the metal spiral stair, which leads up to a small platform, before continuing to wind up the inside of the bell tower on a wooden stair. About halfway up the wooden stair (45' above the bell tower gallery and 25' short of the bell tower proper) a strong alto voice echoes down - the owner just out of sight above.

"So I take it that you have no intention of paying Lord Aeteperax's ransom for that little town?" The voice inquiring, almost pleasant.

The belker can be dealt with in flex time as you guys determine, since the creature can not escape and is unable to harm you unless you choose to enter it cage.

Ascending the stairs near the kitchen you find yourself on the next floor, in the...

Bell Tower Galley

Scattered about this room are coils of thick rope and three large bells. There is no ceiling—merely the steeple of the monastery’s bell tower high above, accessible via a spiral stair to the south. A long rope dangles down from above, attached to the great bell sixty feet overhead.

A) Perception DC 20:
There is an acrid odor whenever the wind blows in from above.
A and B) Craft:Alchemy DC 20:
The smell of acid and base alchemist fire, in addition to other combustuble ingredients.
Either of the above spoilers:
Please make it clear if you want to encounter what is up the stairs or go through the doorway.

Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber

It looks like the search function got an upgrade in the last go around. Thank you!

As the group watches what bits of the creature that seemed solid turn to smoke, the creature battering at the invisible wall of its cage.

Perception/Sense Motive DC 20:
Maffei shudders slightly as the creature turns to smoke, backing away just the slightest bit, her hands tightening on the grips of her swords, looking around, as if she expects ambush.

Black Willem wrote:
Willem pokes around one of the statues. "This one appears to move."

The statue proves relatively easy to prove revealing a large room.

A recessed mesh of iron gridwork crisscrosses the northern end of this room. Hundreds of tiny blue runes have been painted inside of each of the small squares formed by the grid pattern. A long-dead figure lies slumped against the wall to the northeast.

Floating above the mesh is a smokey creature with bat wings and red demonic eyes. As soon as the secret door opens, it flies in the direction of the humanoids only to be stopped like a fly on sticky paper when it gets to the air above the blue runes - thrashing helplessly in its eager bloodlust.

Yes, it detects as evil.

A) K:Planar DC 20:
The runes are part of a binding ritual. When combined with the metal mesh grid it makes the summoning ritual easier but prevents the summoned creature from leaving the summoned area.

B) K:Planer DC 16:
The creature is a belker - an evil cousin to the standard air elemental. They can shift to smoke in a heartbeat and their claws move through skin to damage with organs within without injuring the surface.

Having uncovered the relatively recent grisly entombed half-orc (and checking that he wasn't about to rise and attack), the group is able to move off through the hallway to the east, which rounds the garden on the floor below first north then south, then north again, the hallway flanked by numerous statues of robed men and women.

Perception DC 25:
None of the statues are moving, nor do they seem to have any seams that would allow movement.

However, about halfway through the hallway, on the ight side, their does seem to be one statue with scrap marks on the wall behind it, as if it gets moved out of the way.

The hallway ends with a circular staircase heading up and down and a door to a kitchen.

Perception DC 25:
There is a barely perceptible mumble from upstairs. Based on the starts and stops, you'd have to guess someone talking to themselves... but allowing something you can't hear to reply.


This space apparently served as the monastery’s kitchen. It appears to have been used recently, though the strange stains and smells don’t seem like they were created by preparing food. A cauldron of bubbling fluid sits atop a small fire burning in one of the fireplaces.

Craft: Alchemy DC 20:
The boiling reagent on the stove has a number of vinegars and metals and seems to be the base of the alchemical equivalent of potions of resist energy - lacking only dragon scales to key the base to specific energy types.

There is enough of the reagent to create five potions. Caster level 7.

Akatsuki no Yume wrote:
Akatsuki looks even more concerned, she approaches the coffin, "Once upon a time Iroran monks used to have a ritual of fasting and sensory deprivation. I'm hoping..." she let's the rest of her sentence trail off and begins to work at undoing the straps.

Aka releases the straps on the metal coffin, a putresence leaking out as the seal is broken. Inside is the newly rotting remains of a burly half-orc.

A) Heal DC 15:
Probably deceased within the last week - based on the condition of the body, he probably died of dehydration.
B) Perception DC 23:
Painfully and barely scratched into the lid of the coffin are "S" followed by "Z" and the what looks like it could be an I or the start of a T or N or M.

The small door to the north proves to be hiding just a small storage room containing musty and dusty old bookbinding supplies. The spiral stair continues up to another floor.

A) Perception DC 20:
With no noticeable sounds of movement upstairs.

Sleeping Chambers

To the hallway to the west reveals a mostly empty room containing three bedrolls and evidence of what may have been an indoor campsite.

B) Survival DC 15:
Last used within the last 48 hours.

Chamber of Want

The door on the southern side of the leads to a trapezoidal chamber. Metallic coffins with vents in their lids form a line along the southern wall of this room. Numerous large stones are heaped atop the westernmost coffin, and a foul smell of decay fills the air. The ceiling is low, making the space feel cramped.

C) K:religion DC 22:
An obscure practice of Iroran monks which has fallen out of favor was a grueling ritual of fasting and sensory deprivation. The chamber looks like it might have been designed as part of that philosophy.
D) Perception DC 20:
The coffin western most in the room looks to have a few leather straps tied around it - which would trap someone inside.
D and healthy paranoia:
You do not hear movement or scratching from within.

Hulking Bat in the Library - Round 2

Willem reloads and gives the monster some more lead. The lead tears into a wing, sending the grioth in a tailspin into the ground below. (1d6 ⇒ 1) Crumpled into a heap on the floor on the destroyed books.

Heal DC 15:
Down, but not dead.

If you choose to stop the summoning - I will not count that as used. He went down faster than expected thanks to that critical.

Library of the Boondock Saints - Round 1

A - Aka
W = Black Willem (at the top of the spiral stairs, other people below)
P = Pasara

S = Wooden Statue hanging from the ceiling, up 15-feet
G = Goldaryth (flying - 15' up)

Hulking Bat in the Library - Round 1

Willem airwalks to the monster and gives him a face full of lead. The pellets shred through the grioth rending flesh and causing the bat-creature to bleed until the bits of mangy fur beneath the armor catches fire. (1d6 ⇒ 4)

Hearing the grioth's hostile words, decides to start with a more powerful spell than she normally would use. Once she moves up to the top of the stairs, she extends her hand towards the enemy and with a mystic phrase directs a beam of fire at it. The magical fire just barely manages to tag the large monster, the burn added to Willem's more mundane fire.

Farmer holds back on the spiral stair until everyone who wants to pass him has done so. Then he starts casting. The summoning cadence.

1d6 ⇒ 1Reflex DC 15 for no more fire next round: 1d20 + 9 ⇒ (12) + 9 = 21
The large grioth, who had been looking at Willem as if the small ratfolk were a food morsel, but between the bite of metal and the burn of fire, the creature does not quite seem to be able to focus. Instead the creature flies (1d20 + 8 ⇒ (9) + 8 = 17) forward just a tad, his crystalline falchion rising and (1d20 + 16 ⇒ (2) + 16 = 181d20 + 11 ⇒ (14) + 11 = 25) falling, missing the nimble and well-armored rat.

Aka moves up the stair, moving to get a clear shot. "Sunlight at Dawn," she intones, and fires and arrow that bursts into flame. Her arrow is stopped by the grioths heavy armor.

Fenyx moves slightly up the stair, just past Farmer, and casts Mage Armor on himself.

Maffei moves up the stairs, intones a few words in a whispering tongue - then swears in her more natural tongue as nothing happens.

The grioth spits a bit of blood, the red flecked mucus splating against the wooden statue. "మీ అదృష్ట ఎలుక పరిగణించండి . తదుపరి దెబ్బ మీ ఆత్మ మచ్చ మరియు ముదురు యొక్క haunter తీపి రక్త పాడే కనిపిస్తుంది."

"Consider yourself lucky rat. The next blow will scar your soul and sing sweet blood to the haunter of the dark."

Heal DC 10 (no take-10):
Although the grioth is greatly injured by Willem and Pasara, he seems to take joy in the pain. Grimly fighting on, nihilistic.

grioth -48,-70,-71,-86

Black Willem wrote:
"మీరు మాకు జత కోసం తగినంత రక్తం," Willem says.

"ఇది గోడలు పేయింట్ మీ రక్తం ఉంది," scoffs the creatures, leering at Willem. "మరియు మీ మనస్సు యొక్క అరుపులను నా నరములు ఉధృతిని ఉంటుంది ."

"It is your blood that will paint the walls."

"And your mind's screams will calm my nerves."

Pre-Combat Map - Library of the Boondock Saints

W = Black Willem (at the top of the spiral stairs, other people below)

S = Wooden Statue hanging from the ceiling, up 15-feet
G = Goldaryth (flying - 15' up)

Saint's Library

As the group moves up the stair, those more keen eared make out quiet complaints. "స్ట్రాంగెస్ట్ పుస్తకాలు కాపలా. స్ట్రాంగెస్ట్ చొరబాటు చంపడానికి. నేను ఇక్కడ మీరు లాగారు ఎందుకంటే స్ట్రాంగెస్ట్ నాకు పాటించటానికి . నేను ఆ తిట్టు బల్లి యొక్క ఛాతీ బయటకు ఇప్పటికీ ఓడించి గుండె లాగడం ఎదురుచూస్తున్నాము ప్రమాణ."

"Goldaryth guard the books. Goldaryth kill the intruders. Goldaryth obey me because I dragged you here. I swear I look forward to pulling the still beating heart out of that damn lizard's chest."

When the group finishes ascending, Willem in the lead, they find a twenty-foot-high ceiling painted with scenes of scholars at study. A polished wooden statue of a woman sitting in the lotus position, eyes closed in meditation, hangs from the center of the ceiling on several lengths of twine in order to give the impression of levitation.

And pacing back and forth amid the ruins of many tattered and destroyed books is a grioth. A grioth that would tower over any of the creatures you have seen thus far - his frame thick with muscle where the others were wiry - a falchion of voidglass held in one six-fingered hand.

As he spots Willem's whiskered nose, his wings beat the air, raising the creature to the ceiling, still grousing. "అని ఒక మంచి రక్తపుటేరుల్ని కోసం తగినంత పెద్ద కాదు."

"That one isn't even large enough for a decent bloodbath."

Even someone with a negative sense motive would sense the creature's hostile intent.

G Init: 1d20 + 8 ⇒ (1) + 8 = 9
Id Insinuation

Maffei init: 1d20 + 8 ⇒ (6) + 8 = 14


Akatsuki no Yume wrote:
Akatsuki's face lights up, her face fairly glowing. "Oooh." she gasps heading straight to the brass bowl and pops a beautiful berry in her mouth, making an appropriate expression based on it's taste.

The berry is very tasty and remarkably filling.

Hall of Serenity

Akatsuki no Yume wrote:
As she enters this room, there is perhaps a feeling of wonder. Her head cocks slightly to one side, then she takes a deep breath, her chest swelling and her eyes close almost involuntarily. She moves to position herself before the statue and attempts to assume the lotus position herself... in full plate... and achieves it, albeit with quite a bit more metallic clanking than one would usually expect from someone assuming the position.

The warm grows.

For the next 6 hours Aka is under the effects of a bless spell

For the next few weeks, I expect I'll be able to be more active online.

I really hope others will be able to as well :)

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Before the group heads upstairs, someone remembers those doors right across the hallway - checking them they find a...


The vegetation in this quiet, open-air courtyard has been lovingly tended. Small purple berries grow on the nine plants in the middle of the area. A small brass bowl sits near one of the bushes, a few bright berries within it.

A) Detect Magic:
The tweleve berries in the bowl have been transmuted by a goodberries spell.


Hall of Serenity

Narrow pillars painted blue and gold support the ceiling in this shrine. At its west end is a large statue in a mother-of-pearl-lined niche. The figure sits in the lotus position, hands clasped and eyes closed in prayer.

From the moment you step into the room a sense of peace and order seeps into you, your breathing is easier and world seems a better place.

Which gives two paths up - one in the allip room which was quiet above and the other in the Assembly Room, which has a pacer above - and one path down. The spiral staircase only allows single file movement, so if you guys are planning to head up that way a general order would be appreciated.

1d20 + 14 ⇒ (6) + 14 = 20

Echoes of Things That Once Were - Aftermath

Farmer Odell wrote:
Farmer nods to the elemental. "דאנק איר, יגרעק. איך זאל רופן איר ווידער שפּעטער הייַנט. געבן ובונטו אַ אַרומנעמען פון מיר."

The elemental's maw opens it what might be a grin or a sign of hunger to reveal a pitch black hole.

Echoes of Things That Once Were - Aftermath

Farmer Odell wrote:
Farmer points in the vague direction the group is traveling, and says to Ygrec, "ביטע פאָרשן און לאָזן מיר וויסן אויב עס זענען קיין וואַמבאַץ כיידינג ין די שטיין אין אַז ריכטונג."

After a bit of time Ygrec returns. The elemental points vaguely west. "עס זענען עטלעכע נאַריש ראַקס אַז וועג אַז קוקן ווי מען אָבער טאָן ניט וויסן ווי צו רעדן ."

"There are some stupid rocks that way that look like people but don't know how to talk."

Then he points slightly north, "א מענטש גייט אין אַ גאָרטן מיט אַ רויט היטל . ער ווייסט די געהעריק שפּראַכן . און איז גוט מיט כאַגז ."

"A man walks in a garden with a red hat. He knows the proper languages. And is good with hugs."

Then he waits, stone patient if Farmer needs anything else from him before he returns to the crushing embrace of the plane of earth.

The magic item from the fountain courtyard is a page of spell knowledge containing lesser restoration.

The scroll from the assembly hall is marionette possession.

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Once the group has a chance to recover from the allips as best they can, they move on - cautiously and senses alert for more ancient and current dangers.

The next door reveals a narrow stairway down.

A) Perception DC 20:
And your ears pick up no sounds of movement or talking from the room below.

After that is a burnt out husk of a door, the room beyond another dormitory - this one scorched and burned. And based on the smell currently used as a bedroom and living quarters for a number of grioth.

Fountain Courtyard

The next door - now heading back up too where you came, is a courtyard surrounding a dry fountain. A statue of a woman wrapped in a flowing robe stands in the center of the fountain, her arms extended as though reaching up to touch the sky.

B) K:history/religion DC 18:
The woman depicted in the statue is Saint Kyerixus, the founder of the order that built the monastery.
C) Perception DC 20:
Right near her feet there seems to be a crack in the stone, tiny letters etched almost invisibly into the stone - 'For those who study sometimes need solace.'
C and choosing to investigate:
Applying pressure to the crack causes a small hidden niche in the leg to be revealed - an old cracked vellum page.

Detect magic and a half-way decent spellcraft will reveal it to be a page of spell knowledge bearing the spell lesser restoration.

After the garden, the next room has a door that opens easily as if it has been used a great deal in the previous months...

Assembly Hall

Eight pillars painted with faded quotations and prayers from Irori’s teachings support the ceiling of this large chamber. A statue of a man with a long braid stands to the south. On the northern side of the room another staircase spirals to the floor above.

D) Perception DC 20:
From near the base of the stairs, you can hear something heavy pacing on the floor above.
E) Perception DC 20:
There is a bone scroll tube carelessly tucked behind the statues legs - inside a scroll of marionette possession.

Echoes of Things that Once Were - Round 2

Ygrec the Earth Elemental flows out of the walls. "באַפאַלן יענע קריפּי זאכן." Farmer says, pointing to the Allips. The elemental flows to the point between the two allips, one fist slamming into the one damaged by Pasara, Willem, and Fenyx, but the vile creature clings to its unlife.

"Attack those creepy things."

Farmer then shifts to a different cadence. More of a vodka to the prior bourbon.[spoiler=Farmer]*nice* roll for embrace destiny :)

Desperate to spread their madness as much as possible before being permanently banished to the darkness of destruction. One sticks a claw through Willem's armor and the other takes another swipe at Pasara - this one successful. Willem takes 1 point of wisdom damage and Pasara takes 4 points of wisdom damage.

Two more arrows from Aka, both tearing through the undead... but it stubbornly refuses to be banished from this world.

Willem fires, more pellets, sulfur and fire ripping at the existence of the ghosts. One of the allips is destroyed, but the other remains - only wisps of its former self but still in existence.

Fenyx fires at the final undead, his arrow finishing the job, banishing it into another form of existence.

Aka has taken 6 points of wisdom damage and has a -3 penalty to all wisdom-based rolls and checks. Willem has taken 1 point of wisdom damage, but has no penalties to checks. Pasara has taken 7 points of wisdom damage and has a -3 penalty to all wisdom-based rolls and checks. Maffei has taken 4 points of wisdom damage and 1 point of wisdom drain and has a -2 penalty to all wisdom-based rolls and checks.

Once it is clear that all of the undead are gone, Maffei looks around. Her voice quiet, smokey, and dry, [smaller]"Well, that was incredibly unpleasant."

Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber

I love seeing maps, even if i have no plans to run the module in the near future.

Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber

You guys are the best!

Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber

Hi - I know with shipping and everything that you guys are swamped, so I'm sorry to add-on.

Is the PaizoCon 2014 Pints (if there are any left) going to be added to the store in the near future (weeks)? I'm trying to figure out if I should wait or finalize what is in my shopping cart.

Thank you for your time,

Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber

Hi guys - My order just shipped (THANK YOU!) but my store credit is still $5.99 more than it should be. No rush, but I want to make sure that you guys are properly paid :)

Allip1: 1d20 + 6 ⇒ (2) + 6 = 81d4 ⇒ 2
Allip2: 1d20 + 6 ⇒ (20) + 6 = 261d4 ⇒ 4
Allip3: 1d20 + 6 ⇒ (18) + 6 = 241d4 ⇒ 4

1d20 ⇒ 6

Echoes of Thing that Once Were - Round 1

Farmer adopts a familiar cadence. Well protected by the aura of non-violence emanating from him like alcohol waves.

The babbling creature closest to Farmer seems to be fascinating by Farmer's cadence, so much so that its attack against Pasara instead attacks the wall. The same can not be said for the ones that attack Aka and Maffei - the mental discophany of their touch visibly drains both. Aka takes 4 wisdom damage, Maffei takes 4 wisdom damage and 1 wisdom drain.

Aka launches two more arrows, the second arrow hits dead center, the creatures essence reacting with the flaming energy explodes in an incandescent burst of spiritual energy. Aka's eyes swivel to the next. Maffei looks relieved that the one hounding her as been destroyed.

Pasara winces at the chilling touch of the foul creatures, but pulls herself together enough to respond. She splays out the fingers of her right hand, and with a word sends a fan of flames at the nearest things. (Pasara Concentration Check to Avoid AoO DC 17: 1d20 + 9 ⇒ (8) + 9 = 17)
Allip1 Ref DC 16: 1d20 + 6 ⇒ (3) + 6 = 9
Allip2 Ref DC 16: 1d20 + 6 ⇒ (3) + 6 = 9

Willem reloads and fires. His pellets again tear at what little reality these undead remnants of humans have left.

Fenyx attacks the closest target, his first arrow breaking against the wall, but the second tearing the ectoplasm of the creature's existence.

Allip1 +5,-1,-9,-15,-21
Allip2 +5,-1,-9,-15
Allip3 -14,-26,-37

Aka -2WIS,-6WIS
Pasara -3WIS
Maffei -4WIS, -1WISDRAIN

Allip1: 1d20 + 6 ⇒ (18) + 6 = 241d4 ⇒ 1
Allip2: 1d20 + 6 ⇒ (19) + 6 = 251d4 ⇒ 4

Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber
Tinkergoth wrote:
Ideally I'd much rather get it through Paizo, since this is where 95% of my RPG PDFs are located, but if it's not possible I understand.

Heh... I did answer DriveThru - but i did add that I would have preferred Paizo.

Farmer init: 1d20 + 3 ⇒ (20) + 3 = 23
Allip init: 1d20 + 7 ⇒ (12) + 7 = 19

Allip1 touch attack: 1d20 + 6 ⇒ (9) + 6 = 151d4 ⇒ 2
Allip2 touch attack: 1d20 + 6 ⇒ (12) + 6 = 181d4 ⇒ 3
Allip3 touch attack: 1d20 + 6 ⇒ (4) + 6 = 101d4 ⇒ 1

Echoes of Things that Once Were

Sensing something wrong in the ether, Farmer casts sanctuary, warding himself from attack.

From the walls by the group, three creatures - broken, ripped apart but possibly once humanoid - wretches of a foregone age slip out from the rock to lash out at the second rank - Aka, Pasara and Maffei. Although the shadowy outsider just manages to dodge the touch, both Aka and Pasara feels the chilly touch. Aka takes 2 points of Wisdom damage and Pasara takes 3 points of Wisdom damage.

"Sunlight at Dawn" Akatsuki mutters under her breath, her eyes narrow and a silvery aura springs to life, glistening around her, "Begone, foul creature, it is past time you saw yourself to Pharasma's Boneyard." Aka's first arrow tears into the creature that attacked Maffei, but the second breaks against the stone wall.

Willem drops his pack, scurries back, and blasts the monsters that attacked Aka and Pasara. The one damaged by Aka's arrow takes a swing at Willem but just barely misses. The ratkin's pellets tear through the other two incorporeal creatures.

A) K:religion DC 13 (no take-10):
Allips are undead created when a person dies in pain and terror, driven insane in the moments of death. Avatars of madness and pain they spread both to any of the living they encounter.
Allip1 -6
Allip2 -6
Allip3 -14

Aka -2WIS
Pasara -3WIS


belt of incredible dexterity +2 (2,000 gp) <- Aka (withdrew) v Willem (29416) v Pasara (33888) <- WILLWM

Currently Unclaimed
amulet of might fists +1 (2,000 gp)

Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber

Have a good time! You've more than earned a break.

Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber
Liz Courts wrote:
chavamana wrote:
Just checking - is the Pathfinder Advantage supposed to kick in for this?
Yes, but the Pathfinder Advantage only kicks in once your AP subscriber copy ships.

Ummm.... I've been a subscriber since Serpent's Skull.

The discount was showing for the PaizoCon pint glasses (I've just been waiting for the 2014 ones to show up in the shop) I wanted to order last week, but it has since disappeared.

I'm thinking I should probably post this on customer service... <:

Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber

Just checking - is the Pathfinder Advantage supposed to kick in for this?

... Because I want one.

... I will have one.

Just want to know if I get a discount on one :)

(Because it isn't showing right now in my shopping cart.)

Returning through the secret tunnel to the Temple, the group is able to head south into the larger part of the monastery. A quick jaunt down a skinny hallway that looks out into Azmur's courtyard and then a left turn through the door to the east.

Another door leads through into a U-shaped stone room with five-foot wide cubbies on both sides - perhaps once a dormitory for a very large monastery.

A musty copper tang barely cuts through the smell of mold and dust in the dark, lightless room.

From the base of the U:
Down at the other end of the leg (directly through a wall from where the room was entered) there is a spiral staircase heading up.
A) Survival DC 20:
In a number of the cubbies you find signs of extreme violence, most expressly blood.
B) Sense Motive DC 18:
You feel like you are being watched.

You are not flat-footed in the surprise round. However, there are no visible targets for immediate violence. Moving or taking a non-attack standard action is viable.

C) Perception DC 23:
You see the flicker of something incorporeal as it moves through the walls towards the group.

You have a full-round action in the surprise round.

Aka has barkskin for 80 min following meeting Azmur. Willem has air walk for 80 min following meeting Azmur.


amulet of might fists +1 (2,000 gp)
belt of incredible dexterity +2 (2,000 gp)

The focused undead pays no more attention to Farmer's and Pasara's muttering than he did to Fenyx's artistic stylings.

Once he gets within reach of Aka, the undead pulls a iron black key from his robes. "I, Kanjougas, have waited for you." His body starts to flake away, starting at his bare feet.

"You must finish what I could not." His blank dead eyes unmoving from Aka's face as flesh turns to dust to reveal bone.

"Destroy the beast."

"Close the Dark Window."

Flesh gone, the bones start to disintegrate to dust as well. "Return honor to this humble monastery."

As the body falls completely to dust, the amulet and the belt fall to the ground with a solid metallic noise.

The mummy's examination takes a few minutes of silent appraisal, then it starts forward, headed past the front line towards Aka, one hand disappearing into the folds of dusty robes.

Moving the prayer rug reveals an old trapdoor in the floor, clearly untouched for decades. A 10-ft shaft leads to a small tunnel under the eastern wall and then a shaft up to allow access to the room hidden behind the altar.

The dusty chamber's walls are painted with fading frescoes of monks engaged in acts of acrobatic prowess. At the eastern corner, facing the trapdoor, is a high-backed stone chair on which sits a mummified figure clad in white robes, a braid of black hair circling its neck like an adornment.

K:religion DC 23:
An undead creature... but based on the condition of the body and the care with which it was prepared you think this may be an Iroran mummy, a non-evil undead which those of Iroan faith can sometimes force themselves into when they have an unfinished task.

As the group climbs into the room, the mummified creatures hand lifts in a halting gesture, its dead eyes examining the each in the group in detail.

Pathfinder Roleplaying Game Superscriber; Pathfinder Maps, Pawns Subscriber

Just got the email - Thank you!

My store credit looks $5.99 to high (which fits with the under application of store credit on the new order I got).

I'll let you know if the credit doesn't shift down to the correct amount post-shipping.

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