4-12 Refuge of Time PFS PBP Gameday (Inactive)

Game Master P33J

Entryway

A Pathfinder Society Scenario designed for levels 7–11.

In the ruins of a fallen empire built on the power of sin lies the key to awakening a great evil from a time long gone. The Pathfinder Society isn't the only organization seeking this potent artifact, however, and the result of failure could mean disaster for the whole of Varisia and beyond.


101 to 150 of 304 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Silver Crusade

Male Human Scribe/0

This bas-reliefs on this chamber’s walls depict Lissalan liturgical practices. Acolytes bowing to statues and altars, clergy branding themselves with the Sihedron rune, and flagellations are a common theme.

This room is largely empty, but the floor has large patches stained brown from the many years worshipers came here to flagellate themselves in worship of Lissala.

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

Light condition?


VC - Sydney, Australia

Kyra will be holding her magic scimitar, but will also have Light cast on herself.

Silver Crusade

Male Human Scribe/0

Whole place is lit by continual flame.

Scarab Sages

Magus 8 | HP 67/67 | AC 32 T 23 FF 21 | Saves: F: +10 R: +10 W: +8 | CMD 28 | Int +13 Per: +15

Dariamus casts Detect Magic and surveys the room.

Silver Crusade

Male Human Scribe/0

You detect nothing in the room.

You notice that the room opens to the right of the door, as you're entering, into what seems to be the same area that the entryway opened to as well.

Do you want to check out that room or do you want to go back to the entryway?

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"I prefer to stay in one direction. Stay on this path, check out the room ahead."

Scarab Sages

Magus 8 | HP 67/67 | AC 32 T 23 FF 21 | Saves: F: +10 R: +10 W: +8 | CMD 28 | Int +13 Per: +15

Agreed, Continue this direction for now.

Dariamus will move up and examine the doorway, scimitar in hand and Detect Magic active.

Perception: 1d20 + 14 ⇒ (15) + 14 = 29

Silver Crusade

Male Human Scribe/0

Map is updated.

As you round the corner you see N a statue of a halfsnake, half-human creature covered in Thassilonian runes. The folded arms of the female creature’s torso hold a quill and a whip. Six wings grace her back, and her lower body is a coiled serpent. In place of her head, a disk with a seven-pointed star, each point with a different rune, completes the amalgamation. The statue faces a huge circular door embossed with the same seven-pointed rune.

It detects magical.

Know Religion 22+:
You identify the statue as a depiction of Lissala.

Perception 15+:
The whip and quill that the statue is holding are not
made of stone like the rest of the statue.

The rest of the room is empty, there's a caved in entrance to the east. The room does look like it has been cleaned recently.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Perception: 1d20 + 7 ⇒ (1) + 7 = 8. I'll cast Invisibility and then sneak into the room. Stealth: 1d20 + 3 + 20 ⇒ (2) + 3 + 20 = 25. From my new position I'll cast Detect Magic and scan the whole room.

Scarab Sages

Magus 8 | HP 67/67 | AC 32 T 23 FF 21 | Saves: F: +10 R: +10 W: +8 | CMD 28 | Int +13 Per: +15

Knowledge: Religion: 1d20 + 5 ⇒ (18) + 5 = 23

A statue depicting Lissala, it is enchanted and the quill and pen are not integrated.

I would recommend we leave it alone for now. It might be a bad idea wantonly desecrate this shrine, given the guardian waiting outside.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I'll study it long enough to get the full effect of the detection spell.

Silver Crusade

Male Human Scribe/0

You detect all 7 schools of Thassilonian magic, each rune glowing with the power. You think that each rune contains a spell that would go off when you interact with the statue.

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

perception: 1d20 ⇒ 12
religion: 1d20 + 10 ⇒ (18) + 10 = 28

Silver Crusade

Male Human Scribe/0

Seelah recognizes it as a Statue of Fortune and Ruin. The runes are meant to represent the boons and banes that come from obedience and disobedience of Lissala.

Silver Crusade

Male Human Scribe/0

Any body want to touch it....you only get to touch it once.

Also,

spellcraft 20+:
The Whip is a +1 Whip and the quill acts as a 1st Level Pearl of Power

1d8 ⇒ 4

Scarab Sages

Magus 8 | HP 67/67 | AC 32 T 23 FF 21 | Saves: F: +10 R: +10 W: +8 | CMD 28 | Int +13 Per: +15

Finding it safe to enter the room, Dariamus carefully inspects the statue without touching it.

Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10


VC - Sydney, Australia

Know religion1d20 + 10 ⇒ (11) + 10 = 21
Perception 1d20 + 4 ⇒ (20) + 4 = 24

"Those items might come in handy, but perhaps we can consider them on the way out - I'd prefer not to find out that this was a trap and we face it with the enemy still to our front"

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Agreed. They're not powerful enough to turn the tide anyway."

Silver Crusade

Male Human Scribe/0

You explore the rest of the room and come to the conclusion that it is completely devoid of anything interesting other than the statue.

Where to next?

Scarab Sages

Magus 8 | HP 67/67 | AC 32 T 23 FF 21 | Saves: F: +10 R: +10 W: +8 | CMD 28 | Int +13 Per: +15

Heading back towards the first room, Dariamus says We still have one door unopened.

Standing before the door, Dariamus will carefully examine it for both physical hazards and magic.

Perception: 1d20 + 14 ⇒ (1) + 14 = 15

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I'll cast Guidance on Dariamus first

Silver Crusade

Male Human Scribe/0

GM Rolls:
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 5 ⇒ (19) + 5 = 24
DC 23
+2d6
+6d6 3

The door seems safe and unlocked.

Give me a marching order if you are opening the door.

Silver Crusade

Male Human Scribe/0

Map is up and ready, may have showed half of you what is waiting lol.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

I'm happy with the marching order displayed on the map (sorcerer in the middle)

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

Seelah will do her detect evil trick again to see if anything pings as evil.

Silver Crusade

Male Human Scribe/0

You can only get the area in front of the door due to layout of the stone walls.

You detect no evil.

I will adjust map accordingly.

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

Seelah will stand in from of the door, next to her comrade and detect evil again to see if anything comes up, if all clear then she will open the door.

Silver Crusade

Male Human Scribe/0

You detect nothing more.

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

"Ill be right here, worry not..."

Castamir then casts Invisibility

-Posted with Wayfinder

Silver Crusade

Male Human Scribe/0

To be clear. There is a huge blind spot to your detect evil in the corner, which you simply can't get to because of the walls and the angles.


VC - Sydney, Australia

"Well I didn't bring these scrolls to merely carry them around and look literate"

The cleric draws a scroll and quickly chants off the prayer under her breath.

Magic Circle Against Evil centred on self.
3rd level so 50 mins I believe

Silver Crusade

1 person marked this as a favorite.
Male Human Scribe/0

I'm going to be gone til sunday. So you have until then to decide when you enter lol. Have a great weekend, I'm going to ride ponies with my 7 year old daughter.

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

No worries, I don't expect it to be an amazing help ALL the time lol. Seelah opens it up when all ready. Seelah will have sword and shield at the ready.

Scarab Sages

Magus 8 | HP 67/67 | AC 32 T 23 FF 21 | Saves: F: +10 R: +10 W: +8 | CMD 28 | Int +13 Per: +15

Dariamus is set with his current position, but will wait for Seelah to open the door. Dariamus will spend a point from his arcane pool just before the door is opened to enchant his scimitar.

Dariamus has Haste memorized, but can only cast it once. He's planning on saving it until he sees the wizard.

Status:

HP 59/59
AC 31/22/20
Pool 4/6
Effects +3 keen scimitar, mage armor, shield, bless, protection vs evil

Silver Crusade

Male Human Scribe/0

Seelah opens the door, as she takes a quick look she sees a black armored knight atop a ghostly looking steed.

[Spoiler=Know. Religion +25]It's a grave knight[/dice]

Initiatives.

Seelah: 1d20 ⇒ 2
Kyra: 1d20 ⇒ 14
Knight: 1d20 + 5 ⇒ (2) + 5 = 7
Castamir: 1d20 + 4 ⇒ (11) + 4 = 15
Dariamus: 1d20 + 12 ⇒ (9) + 12 = 21

Order
Dariamus
Castamir
Kyra
Knight
Seelah

Surprise Round. If you can act in the surprise round for any reason other than you perceived the ambush. Let me know.

“Opponents of the faith are not permitted within this sacred site,”The knight shouts, then charges.

Charging Attack: 1d20 + 22 ⇒ (1) + 22 = 23 Critical Miss.

Party is up!

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Castamir's disembodied voice begins an arcane chant several seconds long. The words are a mixture of the esoteric and angelic. Even those who do not speak the language of heaven recognize a single word embedded deep within the spell; "Archon". Begin casting Summon Monster IV


VC - Sydney, Australia

Know Religion 1d20 + 10 ⇒ (18) + 10 = 28

"Grave Knight!"

Channel 6d6 + 7 ⇒ (2, 1, 6, 5, 4, 3) + 7 = 28

Sun’s Blessing When Kyra channels positive energy to harm undead creatures, she adds 7 points to the damage dealt (already calculated into her statistics). Undead do not add their channel resistance to their saves when she channels positive energy.

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

religion: 1d20 + 10 ⇒ (10) + 10 = 20

I don't know what a grave knight is, but by the power of my goddess you will fall once more

if still in surprise round?:

single swing power attack knight: 1d20 + 11 ⇒ (12) + 11 = 23
dam: 1d8 + 11 ⇒ (4) + 11 = 15

can I full round the knight? Taking a diagonal step?

If so and on regular round:

attack 1 Power Attack: 1d20 + 11 ⇒ (18) + 11 = 29
dam: 1d8 + 11 ⇒ (5) + 11 = 16

#2 power attack: 1d20 + 6 ⇒ (3) + 6 = 9
dam: 1d8 + 11 ⇒ (2) + 11 = 13

Scarab Sages

Magus 8 | HP 67/67 | AC 32 T 23 FF 21 | Saves: F: +10 R: +10 W: +8 | CMD 28 | Int +13 Per: +15

Seeing the knight charge Seelah, Dariamus quickly casts Mirror Image before attempting to move into a better position.

arcane strike, cast Mirror Image, acrobatics to attempt to avoid provoking as I move into a better position

Mirror Image: 1d4 + 2 ⇒ (1) + 2 = 3
Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25

Status:

HP 59/59
AC 31/22/20
Pool 4/6
Effects +3 keen scimitar, mage armor, shield, bless, protection vs evil, arcane strike

Silver Crusade

Male Human Scribe/0

Dariamus does not succeed his acrobatics check and is attacked by the Graveknight as he makes his attempt.

attack of opportunity: 1d20 + 20 ⇒ (18) + 20 = 38 Hit.

I will roll a 1d4 for a miss chance on your Mirror Image. Dariamus = 4. All others are figments.

Miss Chance: 1d4 ⇒ 2 Misses you. Destroys a Figment, you have 2 now. You pass through the square and into position.

Seelah hits and deals 16 damage.

Shifty:
I need a concentration roll for your Channel Positive, due to the Graveknight's Sacrilegious Aura. DC 20 for your Concentration Check.
See below:
A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight's armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight's creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the graveknight's Hit Dice + the graveknight's Charisma modifier. If the character fails, the effect is expended but does not function.

If anyone has any questions about the Graveknight I'll give you 3 answers.

Scarab Sages

Magus 8 | HP 67/67 | AC 32 T 23 FF 21 | Saves: F: +10 R: +10 W: +8 | CMD 28 | Int +13 Per: +15

Elemental Resists/Immunities?

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

I could agree with those, what about the 3rd one? My vote is either any weaknesses or special abilities?


VC - Sydney, Australia

Concentration 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Yikes

Don't Suppose the Protection from Evil helps? :p

Liberty's Edge

Male Half-Elf Sorcerer 10 (HP: 62/62), AC: 19 T: 12, FF: 17, Perception +7 (LLV), F: +4, R: +8, W: +4, CMB: +4, CMD: 17 -,

Weaknesses. <$.02>Once initiative has been rolled knowing it's special abilities is less immediately useful than knowing how to kill it. We'll figure out the special abilities when we have to roll saving throws. Had we the advantage of surprise I'd go the other way around.</$.02>

Silver Crusade

Male Human Scribe/0

Sorry Shifty it does not. You lose the channel and there is no effect.

Current Round 1 Damage
Graveknight - 16 points

Answers to Questions:
Elemental Resistances/Immunities: Immune: Cold, Electricity and Fire. Undead Traits - No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
No Weaknesses
Special Abilities: Channel Destruction (Su): Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.
Devastating Blast (Su): Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half). This damage is of the energy type determined by the graveknight's ruinous revivification special quality.

Round 1 Cont'd
The Graveknight attempt thrusts it's lance at the Paladin again.

Attack 1: 1d20 + 20 ⇒ (6) + 20 = 26Miss due to your Magic Circle Against Evil Deflection Bonus.

Then spurs her horse backwards away from the party.

Dariamus Attempts an Attack of Opportunity:

AoO: 1d20 + 14 ⇒ (9) + 14 = 23 Miss, let me know if you have any other bonuses that I missed.

Seelah and then everyone else.

Silver Crusade

Male Human Scribe/0

Also the pews prevent movement without an acrobatics or climb check DC 10, no charging through squares with pews.

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

Seelah will move, using the pews in an attempt to slow down the undead abomination.

Use the pews as leverage, lets hope it can't go through them. If anyone else comes in, use the pews for cover. she will call to her comrades.

Move: move on map
Standard action: ready an action to take a swing if it come within range of attack.

readied action with PA: 1d20 + 11 ⇒ (10) + 11 = 21
dam: 1d8 + 11 ⇒ (2) + 11 = 13

Scarab Sages

Magus 8 | HP 67/67 | AC 32 T 23 FF 21 | Saves: F: +10 R: +10 W: +8 | CMD 28 | Int +13 Per: +15

I should be +15 to hit with Bless

Seeing the graveknight back up for another charge, Dariamus steps behid Seelah, readying a spell as he does so.

Arcane Strike, 5' step, ready Glitterdust to be cast if the graveknight attempts to attack and I can exclude party members from the area of effect

[spoiler=Status]
HP 59/59
AC 30/21/20
Pool 4/6
Effects +3 keen scimitar, mage armor, shield, bless, arcane strike
[/ooc]

Silver Crusade

Male Human Scribe/0

It will hit then roll damage.

101 to 150 of 304 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Lissalan's Grow Bold... All Messageboards

Want to post a reply? Sign in.