Absalom Abberations - A Pathfinder Society Tale

Game Master Brian Minhinnick

Roll 20 Campaign


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HP: 113/113 | Hero 3/3 |
Stats:
AC 30, T 15, FF 26; Fort +9, Ref +11, Will +14; Init +4; Per +25, darkvision, scent
Active buffs: reference image

Can't let Grommesson get hit by one of those; I'll never be able to stop him from falling, she thinks. She targets both rear ballistae if possible in the 20' radius, one if not, as she covers the rear of Hestram's ship in black tentacles.

CMB: 1d20 + 5 + 12 ⇒ (15) + 5 + 12 = 32
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Then she keeps climbing.


Argor emerges onto the deck, followed quickly by Thrassk and Gianluca, to see Cladissa and Grommesson suspended slightly more than halfway between the two ships on a harpoon rope.

Cladissa tries to concentrate enough to cast her spell without falling off the rope.

Concentration check (DC 19): 1d20 + 9 + 12 ⇒ (8) + 9 + 12 = 29

Her tentacles erupt from the enemy ship, and successfully grapple the soldiers who were operating the harpoon guns. However, now the area at the end of the rope she and Grommesson are climbing is in the midst of the tentacles.

Initiative:
Grommeson: 1d20 + 5 ⇒ (18) + 5 = 23
Cladissa: 1d20 + 4 ⇒ (18) + 4 = 22
Argor: 1d20 + 2 ⇒ (3) + 2 = 5
Thrassk: 1d20 + 2 ⇒ (13) + 2 = 15
Gianluca: 1d20 + 2 ⇒ (6) + 2 = 8

Party 14.6
Enemy ship 10
Randomness 0

Begin Round 1

Cladissa is now on round 6.5 out of 10 for her climb.

Grommesson is at round 7/9

The other three can attempt to pilot the ship. It's a DC 30 Fly check, which can be made multiple times a round, so that you can work as a team. If someone can make a DC 30 Knowledge (Engineering) or Use Magic Device check, they can figure out how the ship actually works and provide everyone with a +20 bonus on their Fly checks by telling them what to do.

Each successful check will decrease the distance between the two ships by 100 feet either vertically or horizontally. Hestram's ship is currently 500 feet above, and 500 feet in front of of the PC's ship.

It looks like both ships will crash into the desert in a minute or so if nothing is done to alter the situation.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Knowledge (Engineering), Good Hope: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
Fly: 1d20 + 45 ⇒ (8) + 45 = 53
With That +20, my Fly skill check is +45 with Good Hope...still need me to roll?

Argor looks over the controls and quickly deduces how the ship operates before grasping the steering wheel and guiding the vessel towards Hestram’s ship.


I guess since you can't fail, you don't need to actually roll. We will play it out round by round just to keep things clear. Are you moving horizontally or vertically?


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

At first I’ll climb to bring us even and keep the line taut for Cladissa and Grommesson.


HP: 113/113 | Hero 3/3 |
Stats:
AC 30, T 15, FF 26; Fort +9, Ref +11, Will +14; Init +4; Per +25, darkvision, scent
Active buffs: reference image

I should be on Round 7 of my climb, since my Climb speed is 50 and I'm only taking a single move each round. That should give me a standard action each round without slowing me down, right?


Yeah, my bad.


HP: 113/113 | Hero 3/3 |
Stats:
AC 30, T 15, FF 26; Fort +9, Ref +11, Will +14; Init +4; Per +25, darkvision, scent
Active buffs: reference image

Cladissa keeps climbing. "Grommesson! Don't get into the tentacles! You can climb just as well as I can, so work your way around on the outside of the hull!" she instructs.

Meanwhile, the tentacles writhe and squeeze.
Grapple: 1d20 + 12 + 5 + 5 ⇒ (13) + 12 + 5 + 5 = 35
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Fly to pilot: 1d20 + 29 ⇒ (19) + 29 = 48

Under Argor's instructions, Thrassk takes to the rigging to help pilot their ship. He is able to make them pick up even more speed.

Now 300' below Hestram's ship, 500 behind.


AC 38 T 12 FF 35 (+1 v evil outsiders, +2 when pro evil) | HP 124/124 | F +15 R +10 W +14 ( +2 sacred v spells & abilities from evil sources; +2 morale v mind-affecting spells & abilities) | resist acid, cold, electric 5 | CMD 46 (48 vs evil) | Init +4 | Perc +23 | reach 10’, 4 AoO/round | active buffs: Silver Crane Stance (pro evil + holy on sword), Gladiator's Presence (allies within 30’ get +6 to CMB and CMD), Rallying Presence (allies within 30’ get +6 to Will vs fear, death, compulsion)

Gianluca's eyes go wide as he sees how quickly Argor makes sense of the complicated flying mechanisms.

"Your mind is truly a marvel, Argor. I'm glad that we are allies against this threat."

With Argor's instruction, Gianluca does his best to help them gain speed...without much success.

Fly to pilot: 1d20 + 4 ⇒ (4) + 4 = 8


You actually also get the +20, so that succeeds. Up or forward?


AC 38 T 12 FF 35 (+1 v evil outsiders, +2 when pro evil) | HP 124/124 | F +15 R +10 W +14 ( +2 sacred v spells & abilities from evil sources; +2 morale v mind-affecting spells & abilities) | resist acid, cold, electric 5 | CMD 46 (48 vs evil) | Init +4 | Perc +23 | reach 10’, 4 AoO/round | active buffs: Silver Crane Stance (pro evil + holy on sword), Gladiator's Presence (allies within 30’ get +6 to CMB and CMD), Rallying Presence (allies within 30’ get +6 to Will vs fear, death, compulsion)

up


Wait, 20+8 < 30. Derp. Ignore me.

I've been busy with the holiday and other stuff, I'll update this soon.


1d100 ⇒ 81

Adril’s airship whips violently side to side in an attempt to throw off the Pathfinder's harpoons. The Pathfinders gain 100 feet on the
opposing airship, but cannot fire the harpoons during the next round.

Ending the round 200 feet below him, 500 behind.

End of Round 2

The enemy harpooners are stuck in the tentacles, so they can't do a whole lot. The party can roll again, Gromm and Cladissa can go to round 8/9 and 8/10


HP: 113/113 | Hero 3/3 |
Stats:
AC 30, T 15, FF 26; Fort +9, Ref +11, Will +14; Init +4; Per +25, darkvision, scent
Active buffs: reference image

Whoa, getting dizzy, Cladissa thinks as the rope stretched between the two airships is twisted upwards. She keeps her focus on the climb, letting her tentacles keep their writhing grip on the gunners.

Grapple: 1d20 + 12 + 5 + 5 ⇒ (8) + 12 + 5 + 5 = 30
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Three ones in a row. Son of a....


Thrassk continues to hop through the rigging, tugging on lines at Argor's instruction.

Fly check: 1d20 + 29 ⇒ (1) + 29 = 30

PC's ship is now 100 feet below Hestram's, and 500 behind.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

And Argor brings the ship level with Hestram’s.


AC 38 T 12 FF 35 (+1 v evil outsiders, +2 when pro evil) | HP 124/124 | F +15 R +10 W +14 ( +2 sacred v spells & abilities from evil sources; +2 morale v mind-affecting spells & abilities) | resist acid, cold, electric 5 | CMD 46 (48 vs evil) | Init +4 | Perc +23 | reach 10’, 4 AoO/round | active buffs: Silver Crane Stance (pro evil + holy on sword), Gladiator's Presence (allies within 30’ get +6 to CMB and CMD), Rallying Presence (allies within 30’ get +6 to Will vs fear, death, compulsion)

Gianluca shrugs and says, "Well, we done want those to I have all the fun, eh?"

He tries to close the gap but finds he still can't quite get a handle on the controls.

"Psst, Thrassk, got any tips for me?"

fly: 1d20 + 4 + 20 ⇒ (4) + 4 + 20 = 28


"Lessss sssex, more practissse," Thrassk calls down.


”Gianluca, honey, this is port, that is starboard. Does that help?” Adrenia says, giving Gianluca a little help.

Adrenia has +25 base. So automatic Aid Another should bump Gianluca to 30.


In a matter of moments with the team working together, they pull up close behind Adril's ship as Cladissa and Grommesson climb to the edge of the tentacles.

Are you going to dismiss the tentacles to get onto the ship, or just try to climb through them? The line you are climbing leads back to the harpoon gun it fired from, which is now engulfed in tentacles, not to the the 'side' of the ship. So to get on to the ship itself you're going to have to pass through the tentacles, dismiss them, jump 25ish feet or fly.


HP: 113/113 | Hero 3/3 |
Stats:
AC 30, T 15, FF 26; Fort +9, Ref +11, Will +14; Init +4; Per +25, darkvision, scent
Active buffs: reference image

I'm going to be sneaky. ;-)

Seeing the airship behind her regain control and altitude, Cladissa abandons the rope and uses her broom to keep from plummeting to the ground. She then reaches out and touches Grommesson, bestowing upon him freedom of movement.

::There! The tentacles won't touch you now! You can move right through them!:: she explains.

Concentration (if required): 1d20 + 12 + 9 ⇒ (5) + 12 + 9 = 26


AC 38 T 12 FF 35 (+1 v evil outsiders, +2 when pro evil) | HP 124/124 | F +15 R +10 W +14 ( +2 sacred v spells & abilities from evil sources; +2 morale v mind-affecting spells & abilities) | resist acid, cold, electric 5 | CMD 46 (48 vs evil) | Init +4 | Perc +23 | reach 10’, 4 AoO/round | active buffs: Silver Crane Stance (pro evil + holy on sword), Gladiator's Presence (allies within 30’ get +6 to CMB and CMD), Rallying Presence (allies within 30’ get +6 to Will vs fear, death, compulsion)

Gianluca chuckles at Thrassk's jibe, and then (at Adrena's comment) groans and corrects course. "Oy, thanks. I knew something was off there."

Jelani, how close are we now? Close enough for Thrassk, Argor, and Gianluca to fly over?


Basically, but things are going to happen now. I just needed to know what Cladissa and Grom were trying first.

Seeing that the Pathfinders are almost upon him, Hestram apparently decides that running is no longer an option. His airship suddenly loses power and begins a rapid nose dive. The harpoon from Kol Voss's ship tears free from Hestram's ship under the sudden torsion, taking several planks of the hull with it. Cladissa and Grommesson swing back under their own ship like a pendulum at the bottom of the rope as it falls free from Hestram's crashing ship. Seconds later Hestram's ship ploughs into the icy red sand with a tremendous crash. The sound of wooden beams splintering into thousands of pieces accompanies the sight of a huge plume of red sand being thrown forcefully into the air. Once the dust clears, the Pathfinders see several corpses thrown from the wreck laying on the ground.

As Argor, Thrassk and Gianluca pilot their own ship down towards the wreck, they see six figures scramble from the wreckage. The people on foot are no match for the ship's speed, and the group is able to quickly overtake them and land in their escape path. As the Pathfinders leap or fly from their own ship to the ground, they see Hestram dragging the badly wounded princess, and surrounded by four guards. "Ah, the traitors arrive. Your disloyalty to me is so disappointing. The Society is about to enter into a Golden Age under my rule! All you had to do was play along!"


HP: 113/113 | Hero 3/3 |
Stats:
AC 30, T 15, FF 26; Fort +9, Ref +11, Will +14; Init +4; Per +25, darkvision, scent
Active buffs: reference image

"Play along?!?" Cladissa screeches as she floats down on her broom. "Did Auronee 'play along' as well? Is that why you turned her over to that ape lich for his sick experiments?"


AC 38 T 12 FF 35 (+1 v evil outsiders, +2 when pro evil) | HP 124/124 | F +15 R +10 W +14 ( +2 sacred v spells & abilities from evil sources; +2 morale v mind-affecting spells & abilities) | resist acid, cold, electric 5 | CMD 46 (48 vs evil) | Init +4 | Perc +23 | reach 10’, 4 AoO/round | active buffs: Silver Crane Stance (pro evil + holy on sword), Gladiator's Presence (allies within 30’ get +6 to CMB and CMD), Rallying Presence (allies within 30’ get +6 to Will vs fear, death, compulsion)

Gianluca sighs. "Loyalty to Evil is no virtue, Hestram. Fortunately, we serve the Society and the Good.

"Now, your ship is destroyed and you're surrounded. Are you ready to surrender?"


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Argor hovers down, glaring imperiously down at Hestram and his allies. "A Golden Age? Like you have provided these people you have conquered? Gladiator games for your own amusement and their people, their princess, in chains? That sounds more like a Dark Age to me. You know you cannot escape. Yield."


"Not likely. Time to see whose might will make right!"

DC 40 perception or DC 20 Sense Motive:
This person
looks and acts exactly like Adril, but something isn’t right.

Initiative:
Grommeson: 1d20 + 5 ⇒ (14) + 5 = 19
Cladissa: 1d20 + 4 ⇒ (13) + 4 = 17
Argor: 1d20 + 2 ⇒ (2) + 2 = 4
Thrassk: 1d20 + 2 ⇒ (5) + 2 = 7
Gianluca: 1d20 + 2 ⇒ (11) + 2 = 13
Hestram: 1d20 + 0 ⇒ (15) + 0 = 15
Guards: 4d20 + 20 ⇒ (20, 8, 5, 1) + 20 = 54

Hestram 15
Guards 13.5
Party 12

Begin Round 1

Hestram draws a bow, and takes a shot at Cladissa and one at Argor.

Attacks: 1d20 + 13 ⇒ (18) + 13 = 311d20 + 8 ⇒ (3) + 8 = 11
Damage to Cladissa: 1d8 ⇒ 3

"So Chorkak betrayed the Shadow Lodge too, eh? He did one of his experiments on Auronee, did he? Serves that arrogant b%**~ right. She always was too posh by half."

The guards step in front of Hestram and use their tower shields to form a shield wall around him.

PCs are up.


HP: 113/113 | Hero 3/3 |
Stats:
AC 30, T 15, FF 26; Fort +9, Ref +11, Will +14; Init +4; Per +25, darkvision, scent
Active buffs: reference image

Can't fail the Sense Motive check.

::Something's not right about Hestram. I can't put my finger on it. Perhaps he's being controlled?:: she tells the group.

Seeing the guards form up around Hestram in a tight knot, Cladissa can't help but smile. "You all must be a bit woozy after the crash. So hard to remain clear-headed," she says with a smirk as she casts her spell.

Casting confusion on the group of enemies. Will DC 23


HP: 82/99 | Hero 3/3
Stats:
AC 28 T 10 FF 26 CMD 32 | Fort +17, Ref +13, Will +17 | Init +5 | Perc +15, Darkvision 60 ft, Tremorsense 30 ft
Active buffs: Haste

Did the Freedom of Movement happen?

With a roar, the beast who is Grommesson hustles toward the crowd of bad guys.

double move


AC 38 T 12 FF 35 (+1 v evil outsiders, +2 when pro evil) | HP 124/124 | F +15 R +10 W +14 ( +2 sacred v spells & abilities from evil sources; +2 morale v mind-affecting spells & abilities) | resist acid, cold, electric 5 | CMD 46 (48 vs evil) | Init +4 | Perc +23 | reach 10’, 4 AoO/round | active buffs: Silver Crane Stance (pro evil + holy on sword), Gladiator's Presence (allies within 30’ get +6 to CMB and CMD), Rallying Presence (allies within 30’ get +6 to Will vs fear, death, compulsion)

In a flash, Gianluca flies on honeyed wings until he's above Hestram, at which point he lashes out with his greatsword.

swft: Red Zephyr’s Fleetness Boost: Add +30’ to base speed until next turn. Opponents suffer 50% miss chance due to his incredible speed.
move: fly as shown, currently 10' above Hestram.
stnd: Holy Pinions: Make an attack that inflicts and additional 10d6 points of damage. Strikes incorporeal or possessing creatures, and makes them corporeal + stuns them for CHA (6) rounds if they fail a Will save.

Greatsword(power attack)+height: 1d20 + 23 + 1 ⇒ (9) + 23 + 1 = 33 (11 BAB +10 STR +1 competence (battle prowess) +3 enhance +1 w.focus -3 power attack -1 size)
Damage: 2d6 + 30 + 10d6 ⇒ (5, 6) + 30 + (2, 1, 5, 1, 2, 6, 3, 6, 6, 6) = 79 (+15 STR +3 enhancement, +1 competence (battle prowess), +2 untyped (discipline focus), +9 power attack)


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Argor allows the others to perform their tactics before calling in an overwhelming show of force. Four massive portals open up around Hestram and his minions, showing a picturesque image of rolling plains on the other side. And through them lumber out four ankylosaurs with bony plates that glimmer with metallic radiance. The ground shakes as they move onto the Material Plane, and instinctively begin hammering away at Argor's foes.

Meanwhile, Adrenia gives everyone a boost from Good Hope.

SM VI: 1d3 + 1 ⇒ (3) + 1 = 4

Ankylo 1 Tail: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 3d6 + 15 ⇒ (3, 3, 2) + 15 = 23

Ankylo 2 Tail: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 3d6 + 15 ⇒ (6, 2, 4) + 15 = 27

Ankylo 3 Tail: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 3d6 + 15 ⇒ (6, 5, 1) + 15 = 27

Ankylo 4 Tail: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 3d6 + 15 ⇒ (4, 5, 6) + 15 = 30

Each attack calls for a DC 25 Fort save or be dazed 1 round.


Cladissa d'Lavigne Velorryan wrote:

Can't fail the Sense Motive check.

::Something's not right about Hestram. I can't put my finger on it. Perhaps he's being controlled?:: she tells the group.

Seeing the guards form up around Hestram in a tight knot, Cladissa can't help but smile. "You all must be a bit woozy after the crash. So hard to remain clear-headed," she says with a smirk as she casts her spell.

Casting confusion on the group of enemies. Will DC 23

Guards: 1d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (5) + 8 = 131d20 + 8 ⇒ (8) + 8 = 161d20 + 8 ⇒ (2) + 8 = 10

Hestram: 1d20 + 5 ⇒ (5) + 5 = 10


Beast mode wrote:

Did the Freedom of Movement happen?

With a roar, the beast who is Grommesson hustles toward the crowd of bad guys.

double move

Yeah, the freedom of movement happened.


DC 25 fort save vs anklyosaur: 1d20 + 11 ⇒ (12) + 11 = 23


Round 1

Hestram draws a bow, and takes a shot at Cladissa and one at Argor. He misses Argor, but sinks a shaft into Cladissa's shoulder.

"So Chorkak betrayed the Shadow Lodge too, eh? He did one of his experiments on Auronee, did he? Serves that arrogant b$#&& right. She always was too posh by half."

The guards step in front of Hestram and use their tower shields to form a shield wall around him.

::Something's not right about Hestram. I can't put my finger on it. Perhaps he's being controlled?:: she tells the group. Seeing the guards form up around Hestram in a tight knot, Cladissa can't help but smile. "You all must be a bit woozy after the crash. So hard to remain clear-headed," she says with a smirk as she casts her spell. All five of the opponents appear to be dumbstruck by the enchantment.

With a roar, the beast who is Grommesson hustles toward the crowd of bad guys.

In a flash, Gianluca flies on honeyed wings until he's above Hestram, at which point he lashes out with his greatsword. He cleaves through Hestram's armor and leaves him with a massive wound across his torso.

Argor allows the others to perform their tactics before calling in an overwhelming show of force. Four massive portals open up around Hestram and his minions, showing a picturesque image of rolling plains on the other side. And through them lumber out four ankylosaurs with bony plates that glimmer with metallic radiance. The ground shakes as they move onto the Material Plane, and instinctively begin hammering away at Argor's foes. All but one of the dinosaur's clubbed tails bounce harmlessly off the shield wall. One of them manages to strike a guard in the helmet, momentarily stunning him.

Meanwhile, Adrenia gives everyone a boost from Good Hope.

Thrassk flies over and lands next to Hestram, behind the guards.

End of Round 1
================================
Begin Round 2

1d100 ⇒ 86

1d5 ⇒ 1

Hestram confusedly steps back and raises his bow at one of the guard's backs. Thrassk takes advantage and bites the former Venture Captain in the neck.

Attacks: 1d20 + 31 + 2 + 2 ⇒ (17) + 31 + 2 + 2 = 52
Damage: 2d6 + 37 + 2 ⇒ (2, 5) + 37 + 2 = 46

Hestram squawks once like a surprised chicken just before Thrassk's jaws rip his head from his shoulders. As Thrassk spits the head out, "Hestram's" entire corpse begins to rapidly melt into a puddle of icy water.

Spellcraft DC 27: 1d1d100 ⇒ 731d100 ⇒ 21d100 ⇒ 78

The northernmost guard stabs himself.

1d8 + 5 ⇒ (6) + 5 = 11

The next guard down throws down his weapons, stepping away from his confused companions. "I surrender! Don't kill me!" he shouts in Azlanti.

The next guard sways on his feet, dazed.

The last guard turns and attacks Gianluca with his glaive (unable to reach the closer opponents).

Attack on Gianluca: 1d20 ⇒ 1 Need a 20 to hit, of course

PCs are up!


HP: 113/113 | Hero 3/3 |
Stats:
AC 30, T 15, FF 26; Fort +9, Ref +11, Will +14; Init +4; Per +25, darkvision, scent
Active buffs: reference image

Spellcraft: 1d20 + 23 ⇒ (11) + 23 = 34
Oh. Simulacrum. Damn it.

"That one has surrendered, so do your best not to kill him. He's still confused, though," Cladissa translates to the others, as if his actions weren't obvious enough.

Though part of her is ready to abandon the fight to figure out where the real Hestram has gone, she goes ahead and targets another of the guards with her Ice Tomb hex to take that one out of the fight.

Cold, Fort DC 25 for half and no tomb: 3d8 ⇒ (2, 4, 4) = 10


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

The dinosaurs continue to thunder away with their tails at the guardsmen that appear to be threats.

Meanwhile, Argor and Adrenia hold their attack as Argor calls out ”Gianluca! Recover the princess and get her to safety!”

Ankylo 1 Tail, Power Attack: 1d20 + 16 - 2 ⇒ (3) + 16 - 2 = 17
Damage: 3d6 + 15 + 6 ⇒ (5, 3, 5) + 15 + 6 = 34

Ankylo 2 Tail, Power Attack: 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27
Damage: 3d6 + 15 + 6 ⇒ (1, 3, 5) + 15 + 6 = 30

Ankylo 3 Tail, Power Attack: 1d20 + 16 - 2 ⇒ (1) + 16 - 2 = 15
Damage: 3d6 + 15 + 6 ⇒ (4, 2, 2) + 15 + 6 = 29

Ankylo 4 Tail, Power Attack: 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25
Damage: 3d6 + 15 + 6 ⇒ (2, 3, 6) + 15 + 6 = 32


AC 38 T 12 FF 35 (+1 v evil outsiders, +2 when pro evil) | HP 124/124 | F +15 R +10 W +14 ( +2 sacred v spells & abilities from evil sources; +2 morale v mind-affecting spells & abilities) | resist acid, cold, electric 5 | CMD 46 (48 vs evil) | Init +4 | Perc +23 | reach 10’, 4 AoO/round | active buffs: Silver Crane Stance (pro evil + holy on sword), Gladiator's Presence (allies within 30’ get +6 to CMB and CMD), Rallying Presence (allies within 30’ get +6 to Will vs fear, death, compulsion)

Gianluca nods and reaches down to pick up the injured (and possibly confused?) princess.

Then (assuming he succeeds) he flies with her back to his allies.

"Rest easy, Princess. We can heal you. In the meantime, do you know where the real Hestram has got off to?"

hopefully it doesn't take a Grapple but just in case: 1d20 + 27 + 6 ⇒ (11) + 27 + 6 = 44


They are all going to surrender as soon as they aren't confused anymore, so I think we can call the combat. Should be easy enough for you guys to avoid their fumbling until it's over one way or another. I will just say that you successfully subdue the guards after a few more rounds.

Once the fighting is over, the guards seem to be in awe of Thrassk. They ask his name, and then kneel and begin worshiping him as their new god. Princess Verrish looks at them with annoyance.

In answer to Gianluca's question she replies, "I thought that thing was the real beast. I'm sorry, I can not help you find him. We must return to Arl and secure the city. With the Starsword in hand the people will align under me, and we can bring Kol's vision to fruition. It's time for a change in Arl, and I will be that change."


Thrassk doesn't understand what the Akitonians are saying, or why they are worshiping him, and appears to be extremely embarrassed by the attention. He asks the princess, "What are they doing?"

"It was you whose blow slew the Beast. The Beast had convinced them that he was a god, and now that you have slain their god, you have likewise convinced them of your divinity."

"Eh?" is Thrassk's only reply. He edges slowly away from the Akitonians, doing his best to ignore them.


HP: 82/99 | Hero 3/3
Stats:
AC 28 T 10 FF 26 CMD 32 | Fort +17, Ref +13, Will +17 | Init +5 | Perc +15, Darkvision 60 ft, Tremorsense 30 ft
Active buffs: Haste

Will DC 26: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31

The beast who is Grommesson calms down when the last Akitonian is subdued.

He listens intently to the princess trying to understand what's going on.

Sense Motive of princess: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Sense Motive on Princess: 1d20 + 19 ⇒ (17) + 19 = 36


HP: 113/113 | Hero 3/3 |
Stats:
AC 30, T 15, FF 26; Fort +9, Ref +11, Will +14; Init +4; Per +25, darkvision, scent
Active buffs: reference image

Cladissa helps translate the Azlanti for everyone. She's relieved that the princess appears safe, but feels crestfallen despite the victory.

"Don't ascend to divinity yet, Thrassk," Cladissa says. "That Hestram was a copy. A magical simulacrum. Our task isn't done yet, and more of the Decemvirate are likely in danger."

She goes to the princess to tend to her injuries. "I'm a healer. Please, let me help." She lends her Regenerative Sinew, healing her injuries or ability damage, whichever she needs more. Heal plus good hope: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30


She just has HP damage at this point.

The princess seems to be being forthright. She wants to get back to the city and save it from descending into complete chaos.


Cladissa d'Lavigne Velorryan wrote:
She goes to the princess to tend to her injuries. "I'm a healer. Please, let me help." She lends her Regenerative Sinew, healing her injuries or ability damage, whichever she needs more. [Dice=Heal plus good hope]1d20+14+2

The princess also speaks Common, like her brother. The guards don't though.

"I would appreciate that, thank you."


Cladissa d'Lavigne Velorryan wrote:
"Don't ascend to divinity yet, Thrassk," Cladissa says. "That Hestram was a copy. A magical simulacrum. Our task isn't done yet, and more of the Decemvirate are likely in danger."

"Fear not, the sssooner we are off thisss frozen planet, the happier I'll be." Thrassk shivers to emphasize his point. Even with magical protection from the elements, the cold is unpleasant to the reptilian man from tropical climes.


It should be no problem for you guys to take the airship back to the city once you are ready.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

”Yes, we would be happy to return you to your city, Your Highness,” Argor says with a flourishing bow to her. As he stands he gestures to the airship and adds, ”do you happen to be aware of any records or data The Beast kept here on this world? As my companion stated, his campaign of terror and bloodshed does not end here. It continues on our world and we seek to put an end to it before he claims as much power there as he had here.”


"As I was kept a slave during his rule, I am uncertain what records he kept, if any. However, I will gladly allow you full access to Arl so you can look for yourselves."

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