Chaosorbit's PFS #1-39: The Citadel of Flame (Inactive)

Game Master Chaosorbit

Map

Initiative:

[dice=Barboo] 1d20 + 3 [/dice]
[dice=Cizish] 1d20 + 3 [/dice]
[dice=Lem] 1d20 + 8 [/dice]
[dice=Shadow] 1d20 + 4 [/dice]
[dice=Zamar] 1d20 + 9 [/dice]


151 to 200 of 216 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

I slip in the doors when everyones ready and immediately try and hide in the shadows.

stealth: 1d20 + 15 ⇒ (8) + 15 = 23

perception: 1d20 + 7 ⇒ (18) + 7 = 25 +1 on trap finding

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Barboo moves into the room of lava and approaches the dwarf.
Hello, I come in peace Looks like you are working very hard. It must be so hot for you. Is your boss nearby? I am here with some friends and we are here to find a statue that is the idol of Moloch. If can tell me what you know about this idol or where it is or who has it maybe we can help you get out of here and go someplace that is cooler.

Diplomacy: 1d2 + 10 ⇒ (1) + 10 = 11

Knowledge(arcana): 1d20 + 9 ⇒ (19) + 9 = 28

Knowledge(local): 1d20 + 9 ⇒ (1) + 9 = 10

What a stinky roll. Hope we get some info.

Silver Crusade

Maps and Handout

@Barboo - you accidentally rolled a d2 instead of a d20! No wonder so stinky! Let fix that.

Barboo diplomacy roll: 1d20 + 10 ⇒ (4) + 10 = 14

Still not great, might need some aid anothers

The surprised dwarf swings around at the sound of Barboo's voice.

Now whata we got here? He eyeballs the gnome, the sorcerer, and the enigmatic druid, then glances at the tiger. That's a nice tiger. He takes a step away before continuing.

See I don't really mind the heat, but your right I ain't got no loyalty to these devil lovers. See I'm suppose to stop anyone like ya if you make it in. But should you make these cultist go away, then it wouldn't really matter would it?

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Hello, fine dwarf. What's your name? We can definitely help you in making the cultists go away! Anything you can provide that would help us to make them go away would be greatly appreciated.

Sense Motive: 1d20 - 1 ⇒ (4) - 1 = 3
Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25
Perception: 1d20 - 1 ⇒ (13) - 1 = 12

Shadow Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Silver Crusade

Maps and Handout

I'm Vulcus, I was a Qadiran slave, till I convinced Hafshi to purchase my freedom. Told her I could work the forge. She's crazy, devoted to that devil lord. Stop her and the cult will fall apart, she'll be up top in the Lava Temple, with that idol, yeh be seeking. Vulcus replies to Zamar's inquiry. Zamar feels the dwarf is completely trustworthy. Shadow notices how steam seems to escape through vents in the ceiling, located above each forge.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Hi Vulcus. My name is Zamar and my tiger companion here is named Shadow. It's nice to meet you and thanks for the information. Being a slave can be hard on a person! Tell us about yourself and what you would like to do after we get rid of the cultists. Maybe the Pathfinder Society could be a good fit for your skills and interests as well as a good source of income as you look to do some really good work

Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22

So Vulcus, what about these vents? Anything you might tell us about them? Any other things you could tell us that might help us avoid any traps or other annoyances on our way to stop Hafshi? Anything you can provide would be great. We will make sure that you are set free from your indentured servitude to these devil-worshipping cultists!

Do you have any gear or items that we might be able to use to stop Hafshi? Do you know a way we might be able to get the drop of Hafshi or what types of offensive and defensive capabilities we may be coming up against?

@Chaosorbit: Do you need more Diplomacy rolls or we still good?

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

In Dwarven: Hello little one with big hammer! I am Cizish. May a strong wind always stoke your forge. If you are true in your desire to rid yourself of your devil masters, we would be happy to help you. Are you sure you won't attack us after we are done? I am happy to be able to speak to you in your own language, but also must warn you that my friend here with the tiger is also of the devil lover bent. I'm sure he won't harm you though... Anyway, what can you tell us about this Hafshi? She does not sound like a very caring person.

Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10
Diplomacy: 1d20 - 1 ⇒ (7) - 1 = 6 - lol

Cizish also casts Detect Magic around the room.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Seeing that it looks like we'll have to go by the dwarf to go upstairs I decide to emerge from the shadows so as to not surprise him. Don't want him to begin to not trust us.

sense motive: 1d20 + 5 ⇒ (4) + 5 = 9

diplomacy: 1d20 + 5 ⇒ (6) + 5 = 11

Vulcus, I'm Lem, and I didn't want to surprise you; you know us little people are easy to miss. Thanks for your honesty. We hate seeing anyone in bondage as liberty to choose the life we lead is a right we all cherish.

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Vulcus, that's a great name. I thank you for what you have told us. If we can get upstairs, we would be glad to rid you of Hafshi. What would be our best attack? Can you give us any other information that might help us. I agree with Cizish, she does not seem like a person we would want to be friends with.

Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18

Knowledge(local): 1d20 + 8 ⇒ (13) + 8 = 21

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Sense Motive: 1d20 - 1 ⇒ (14) - 1 = 13

Silver Crusade

Maps and Handout

Yeah the steam vents reach inta the temple, they make steam jets up there, very hot, the pressure builds up then opens a vent up there, but they can be shut off, spreadin' the steam harmlessly throughout the forge instead. Vulcas explains. DC25 Disable Device

Then adds I think Hafshi's trying to bring more devils here using that idol. She's a cleric for Moloch.

He then responds to Cizish in dwarven.

If you speak Dwarven:

Yeah I figured any one controllin' a wild beast like that must have some devilry in um.

Cizish doesn't detect any magic.

Yeah that's it just want to make my own way, no I ain't gonna attack ya or raise no warnin', I'll just pretended ya sneaked past me and wish ya Torag's blessin'

Barboo doesn't recall the name Vulcas, but has heard the name of the evil cleric, Hafshi, she's known around Sedeq, for her crazy ideas and zealotry. via know local

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Thanks for the information Vulcas. We will let you know after we take care of Hafshi. Is there a shutoff valve for the vents?

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

When he shows us the valve and we think we're ready to head upstairs I can attempt to shut it off.

@Cizish--how long do your summoned creatures last? Wonder if we should summon one and then bring along up the stairs? What do you think?

disable device: 1d20 + 11 ⇒ (13) + 11 = 24

Ooh....maybe we can say I took 10 on that as out of combat, or maybe some guidance from Cizish? :)

Silver Crusade

Maps and Handout

We'll say you had some guidance from the Sky Druid!

Lem shuts of the valves as steam fills the area.

Moving on?

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Those druids are sure crazy! And that's the regular ones... Cizish, is well, ....

Better get out of here before we get steamed like tasty little Chinese dumplings!

Silver Crusade

Maps and Handout

Advancing forward, a long, winding ramp ascends gently in loops through the Citadel. The total ascent is about 60 feet, and the ramp begins 5 feet wide and then grows to 10 feet wide by the time it reaches the next level.

The corridor’s walls are decorated with mosaics of a female pilgrim’s journey. Throughout these scenes, a small golden idol of Moloch perches on her shoulder. The innermost loop is covered in a large mural that shows the devotee of Moloch abandoning her family to begin a pilgrimage to the Citadel, as well as her journey through the Qadiran desert, with sandstorms, steadfast refusal of water, and a heat-induced vision of Moloch. At one point, a pile of black sand lies next to what looks to be one of the steam vent openings. The mural shows the pilgrims placing a handful of sand above the vent and allowing it to scour her bare face. Signifying traveling through the sandstorms.

The middle loop illustrates a passage through a hoodoo maze similar to the one at the entrance of the Citadel. The pilgrim encounters increasingly large fire creatures, but in each case she prostrates herself to them and is allowed to pass. At this point, an obsidian statue of a towering bull-headed man looms over mosaics of pilgrims kneeling before it his in the center of the ramp.

MAP

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

After giving Lem a bit of Guidance, Cizish hums and skips along oblivious of Lem's comments or even the danger that may be coming their way. He moves towards the stairs with the concern one might have for going out for a Sunday stroll.
Mmm-mm-mmmm. La dee da. Cray-cray-cray. Zee-zee-zee. Whew! It's warm in here! Let's go upstairs and see if we can catch a cool breeze. Far too stuffy for me down here. Too bad Bruce can't come with us. He could have fanned my face with his cooling zephyr.

To Vulcas (or anyone else that speaks Dwarven):
Thank you Vulcas! Your helpfulness shall return to you in kind. I will keep an eye on my devil-loving friend here. While I know that evil must exist for good to live as well, I do find find devil behavior distasteful. Although, I find it humorously ironic that Zamar uses devil's blood to heal wounds caused by a devil. How delightfully marvelous and creepy!

@Lem - Unfortunately, Summon Nature's Ally only lasts rounds/level. For air subtypes, I get extra (total of 5 rounds), so no good for out of combat. For PFS, druids are definitely not a min/max class.

I'm ready to head up when everyone else is.

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

Seeing the vents and murals of prostrating pilgrims, Cizish turns to Lem and smiles. I think you may be right about dumplings, Mr Lem. I wonder if these vents are meant to fry would-be pilgrims who do not give appropriate respect to Moloch. What do you think?

I wonder if that stature is Molch? I'm just no good at all these gods and their weird images. Much easier to deal with the wind and sky. <Squinting at the pile of black sand.> Is that sand or are those ashes of a naughty Moloch-ite? I wonder what it feels like to be steamed in one's own skin? Terrifying!

Heal check to determine if they are ashes of a body or just sand. Perception to look for any traps/triggers or signs that there might be something more than meets the eye.

Heal: 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Silver Crusade

Maps and Handout

Cizish feels its just sand and doesn't find any traps or triggers.

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Barboo looks around the area. She tries to figure out what they should do to move around the statue since the scene on the wall showed the pilgrims kneeling.
Ok group, what do you think should be our next move? Looks like we will need to move past this statue.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Knowledge(engineering): 1d20 + 8 ⇒ (18) + 8 = 26

Knowledge(religion): 1d20 + 8 ⇒ (20) + 8 = 28

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Let's look around to see if there is anything interesting.

Knowledge(Religion): 1d20 + 6 ⇒ (9) + 6 = 15

Zamar checks around the room they are in and then heads to the different rooms.

Main room
Zamar casts Detect Magic and searches the room for anything of interest.
Perception: 1d20 - 1 ⇒ (16) - 1 = 15
Shadow Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Top Left
Zamar casts Detect Magic and searches the room for anything of interest.
Perception: 1d20 - 1 ⇒ (6) - 1 = 5
Shadow Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Top Right
Zamar casts Detect Magic and searches the room for anything of interest.
Perception: 1d20 - 1 ⇒ (16) - 1 = 15
Shadow Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Bottom Right
Zamar casts Detect Magic and searches the room for anything of interest.
Perception: 1d20 - 1 ⇒ (10) - 1 = 9
Shadow Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Bottom Left
Zamar casts Detect Magic and searches the room for anything of interest.
Perception: 1d20 - 1 ⇒ (20) - 1 = 19
Shadow Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

I would move forward to check around the statue as well. I have my rapier drawn and ready as I approach.

perception: 1d20 + 7 ⇒ (19) + 7 = 26 +1 trap finding

Silver Crusade

Maps and Handout

Barboo's knowledge of the cult grows as she studies the mosaic, she realizes this likeness of Moloch is not the one you are looking for, as the mosaic clearly displays a smaller golden likeness. Instead this statue seems to represent an idol, followers would prostrate themselves to, before heading to the Lava temple.

Everyone is in agreement that there are no traps around this part of the building.

You are able to freely move passed the imposing visage and study the outermost loop, which shows the final judgment of the pilgrim. The golden idol looms over the entire Lava Temple, reflected in every torch, lava pool, and smoke plume. Nevertheless, the murals depict the temple clearly enough that Barboo is able to make a rough sketch of the anticipated layout of the Lava Temple. As the mosaic continues, the pilgrim immolates herself by placing her hand in a bonfire of blue flame. A much smaller brazier of blue flame stands on an ornate sconce in the passage. And it's clear that the mural represents a 3 part ritual for the cult's followers. At the top of the Pilgrim Passage sits an ornate spiral stair leading up. The murals here depict Malebolge, where the pilgrim has been reborn as a fiery warrior clad in black armor and standing in a paradise of water and palm trees (though hints of darker skies and fiery storms can be seen in the distance, reflecting the true nature of Malebolge). Along the walls, choirs of fire creatures sing in celebration, and a frieze on the ceiling shows the golden idol of Moloch smiling over his hordes. Barboo believes that this is a cultist’s idealized vision of Moloch and his domain of Malebolge.

Zamar and Shadow make there way into the four doors along the outermost loop of the Pilgrim Passage. They lead to the residence halls of the old cult, which were spread through the many spires and minarets of the Inferno Heart. They quickly discover each of these chambers constitutes the central hall of a tower with several more rooms, both above and below the entry points, along with bed chambers, guardrooms, a rude kitchen and dining hall, latrines, and storage closets. Nearly all are long abandoned, with the floors covered in a thick layer of desert sand, the simple furniture broken, food long since desiccated or rotten, and no signs of life. The pair search each of the 20 sand-filled rooms in around 10 minutes. In the end, only one of the many chambers contains anything interesting. The first chamber in the northwest tower, shows signs of having been recently cleared of sand and set up with three rough bunk beds and a simple shrine to Moloch. Which implies the reborn cult is still in it's infancy. Also nothing magical is found.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

So, are we on level 3, with the four corner rooms having two rooms below and two rooms above connected by the spiral staircase in each room? Those rooms are then not connected to each other via this central area (pilgrim passage)? Can we go up in NW corner and come out above us, to the same area we presume the spiral staircase in the pilgrim passage goes to? Or not connected.

Immolation, eh? These fruitcakes were all in, weren't they?!?! Let's get moving as this place creeps me out.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

I can check out the spiral staircase in the central area, maybe stealth up a bit to check things out.

stealth: 1d20 + 15 ⇒ (1) + 15 = 16

perception: 1d20 + 7 ⇒ (3) + 7 = 10

Looks like I dropped my rapier on the staircase or something...sorry! Maybe all the dust made me sneeze :)

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

Even with rolling a 1, you still got a very respectable 16 for your stealth. Not too shabby for level 3! I'm in agreement with Matt, he can check the central stairs, but if we can go up through the NW tower, that seems like the best move.

Cizish whispers in reply to Lem. They certainly were all in, Mr Lem. Very devoted and perhaps misguided. When used properly, fire should be used to create or enhance, like our new friend Vulcus is doing below. Not destroy, like these Molochites seem to revere. Maybe it's for the best that they immolate themselves? Unless that turns them into flaming fire monsters, then that doesn't seem quite as good for us. It would be interesting to see though.

With that, he quietly hums to himself (perhaps the tune that Barboo sings to encourage us during the fight) and moves up quietly with Lem.

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Well, doesn't look like many others are or were here so hopefully we only have to deal with the evil cleric.

Zamar makes sure his crossbow is ready to fire then pets Shadow behind the ears.

Barboo, why don't you and I hang out down here while the more stealthy scout ahead to the top of the stairs. That way we might be able to better prepare for any further encounters especially if we have to go against the evil cleric or any of those fiery demons shown.

Zamar waits patiently for Lem and Cizish to return from scouting out the top of the stairs but being prepared for something unfriendly to come down instead.

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Good Idea, Zamar. I just do not like it when we have to go into battle. I would rather sing a tune and have an ale or two with my friends back at the Wisp. Hope we can get this over fast and get that idol back.

Barboo looks at Shadow and whispers a little song in his ear and rubs his head.

You have been a good traveling companion.

Barboo thinks she hears Shadow purr!

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Silver Crusade

Maps and Handout

Rolls:

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

It seems each of the minarets is only accessible from the outer most level of the central complex, you even spend some extra time looking for secret doors in the side towers. Lem and Cizish sneak up the spiral staircase which opens onto a grand hall of polished obsidian and red marble. The walls are decorated with reliefs of a gleaming brass city, a massive sandstorm scouring a desert, and a horde of fire elementals descending on a city full of terrified humans. Rivers of slowly bubbling lava crisscross the floor, all streaming out of an elaborate altar at the far side of the room. Atop the altar sits a squat golden idol, 3 feet tall, of a bull-headed man, its arms raised and its hands holding a large thorned sword and a huge battleaxe. The idol’s eyes glow a deep crimson. Lava flows impossibly fast out of the bull-headed idol’s open mouth and down its torso, fanning out from there into rivers on the floor. Behind the altar, an obsidian relief of geometric forms stretches from floor to ceiling. Smoky forms flit across the relief ’s surface, their fiery eyes staring out at the room. A female toils away near the statue working at some sort of riddle. She doesn't seem to notice the sneakers, and they retreat with a full report to the rest of the group below.

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

After getting back down to Zamar and Barboo: Well, that was exciting but a little warm. It seems we found the statue that we are looking for, but I'm guessing that lady won't give it up without a fight. Now that I think about it, I wonder what she was doing with it?
Thinking back to what he saw, Cizish tries to puzzle together what the lady might be doing and if she was a cleric of Moloch (eg did I see the holy symbol) or could he tell what she was trying to do.

Sense Motive: 1d20 + 3 ⇒ (5) + 3 = 8
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Hmm. Not surprisingly, Cizish was too distracted to notice much. Here's what I'm thinking: I can summon flying animal to go and attack her and then cast Entangle followed by Fog Cloud. If I'm sneaky and can get into the room unnoticed, I should be able to incapacitate her before true combat actually starts. Or we can just rush in and try to get the jump on her. Thoughts?

Now, I wonder what kind of friend I should invite along to fight our foe? Perhaps a breath of fresh air would convince her to surrender? I could ask Bruce the Air Elemental to join me again. Or maybe one of those nasty water elementals could come instead? I dislike the fishy smell that they sometimes have, but a fire cleric would probably be upset by that. Or maybe my trusted pal Bruce the War Dog. He's always handy in a pinch. Oh! I know, of course, I'll invite Bruce the Eagle to help out. He can't get entangled on the ground and loves to peck at bad guys.

After considering all of this, Cizish speaks up: Hey friends, assuming we are going to assault that lady up there, I can summon Bruce to help us out before the combat even starts since it takes a few seconds to cast that spell. Or if you want, I can make a lovely bank of fog upstairs and we can slip in unnoticed. Mr Lem might be able to employ his sneaky-sneaky attacks! Obviously she'll know something is up, but maybe we can get the jump on her? I can send Bruce in to attack and then cast the fog bank? Oh! even better, I can see if there is any plant life that will entangle her and then cast the fog bank? If I can sneak into the room, then she'll be stuck in place and then blinded to our attacks! How fun!

Fog Cloud spell:
A bank of fog (20ft radius) billows out from the point you designate (spell range 130ft). The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

Entangle spell:
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect (40ft radius) or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

As Lem and Cizish finish talking about what they saw, Zamar thinks of what he may want to do.

Good job getting there and back without any obvious signs of being noticed. We should definitely get the jump on the cleric as they can definitely cast some nasty spells. The only real buff I have is to put an enlarge spell on Shadow but I have to do it at the top of the stairs. Otherwise, he can't get through as too small of an area. Oh, I know! I can cast a Silent Image at the top of the stairs to make it look like the stairs opening so we can get up top without being seen though it won't help with sound maybe that will keep us from being seen quickly. Then I can cast enlarge on Shadow and we can surprise the cleric. I like the idea of entangling the cleric. The mist may make it hard for us to get any ranged shots in and I know I don't want to get close. These robes don't do well on blocking any weapons. I can try and blind the cleric with glitter dust. Any other thoughts?

Zamar starts to prepare for the upcoming battle while everyone discusses the group's strategy.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

If I feel I can get in with Cisish, I'd like to try the sneak ahead bit so I can get closer for a possible sneak attack. Short legs and a ways across the room. Is it dim in the room, helping with hiding or really well lit, ie. don't bother with sneak?

Did you see some sort of smoky form on the obsidian relief? Wonder if she might have some elementals of her own in there? May not just be her we're trying to subdue. I'd love to get a bit ahead of the group if I thought I could but you'd have to be right behind me to help when she notices me.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Zamar's eyes go wide as he realizes another tactic!

Lem, I can cast Vanish on you and you would have 4 rounds to make it across to the cleric! I can then cast Vanish on Shadow as well and then Enlarge him. Shadow can then attack the cleric and you can then sneak attack from behind! That should give you enough time to get across the area I think. What do you think of that plan?

Zamar smiles to himself as he thinks about the surprised look the cleric will have on her face when a very large tiger appears and then gets poked from behind.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

I like the vanish idea, letting me get in close for possible sneak attack. Zamar, that would be great! Do we have any way of confirming she's evil before I go and stab her?

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Lem, that's a good question but seeing as she is a cleric of a Lawful Evil diety that seems to be about hurting and killing people, I would assume she is also evil and won't listen to reason.

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

I too was wondering if the woman is Hafshi. I assume she is but wasn't sure. Hate to kill someone who is just guarding or whatever she is doing with the riddle.

I will be ready if we go into combat. I have my flag and voice ready, if needed. I do know we need to get that idol. Sounds menacing though with lava coming out of it!

Barboo does another knowledge check to see if she can remember anything else about Hafshi since she had some memory of her before.

Knowledge(local): 1d20 + 8 ⇒ (17) + 8 = 25

Silver Crusade

Maps and Handout

Another good roll Barboo! But you already have seen everything you know about Hafshi.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent


Recommended strategy.

Round 1: Cast Vanish on Lem
Round 2: Start casting Enlarge on Shadow
Lem starts moving towards cleric
Round 3: Cast Enlarge and Vanish on Shadow
Shadow moves towards cleric
Cizish starts casting Summon spell
Round 4 (Surprise round hopefully):
Barboo starts singing and waving her flag (though not sure what range is)
Shadow attacks the cleric from invisibility
Lem attacks the cleric from invisibility
Cizish's summon attacks cleric)
Round 5: Continue attacking until cleric is taken out.

Thoughts?

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

Looks good to me!

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Onward and upward!

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Ok with me I think. Hope it works. I think David has something sneaky up his sleeve!

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Yeah I bet he probably has a lot up his sleeve! I guess we will see if everyone makes their Stealth roles too!

Round 1: Zamar casts Vanish on Lem

Round 2: Zamar starts casting Enlarge on Shadow using Share Spells

Round 3: Zamar casts Enlarge and Vanish on Shadow
Shadow moves towards cleric
Shadow Stealth/Enlarge/Invisible: 1d20 + 23 ⇒ (15) + 23 = 38

Stopping there as now that we have movement, the cleric may see us. If not, then we can do our surprise round stuff. Shadow only did a move action as he has enough movement to actually get there and attack if needed but dependent on if the cleric sees him. Otherwise, he will just 5' step in next time and full attack.

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

While climbing to top of stairs: 12,11,10,9,8,7,6,5,4,3,2,1... Then, Cizish begins casting Summon Monster II.

Stealth: 1d20 + 6 ⇒ (11) + 6 = 17

That should allow me to cast SM during round 3 with plans to drop an air elemental next to the cleric and attack on round 4.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Ok, sounds like I need a stealth for round 1 and 2. And jump to cross the lava streams?

round 1 stealth: 1d20 + 15 ⇒ (7) + 15 = 22 jump: 1d20 + 8 ⇒ (12) + 8 = 20

round 2 stealth: 1d20 + 15 ⇒ (13) + 15 = 28 jump: 1d20 + 8 ⇒ (15) + 8 = 23

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

@Matt, remember you are Invisible so you get another +20 to your stealth. Oops, I forgot the jumps as well.

Shadow Jump: 1d20 + 11 ⇒ (7) + 11 = 18
Shadow Jump: 1d20 + 11 ⇒ (6) + 11 = 17

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Barboo stands quite still with flag in hand and begins her song of courage but very quietly as not to arouse the cleric from her thinking about the riddle.

Silver Crusade

Maps and Handout

Rolls:

H P: 1d20 + 5 ⇒ (1) + 5 = 6
Barboo: 1d20 + 3 ⇒ (2) + 3 = 5
Cizish: 1d20 + 3 ⇒ (20) + 3 = 23
Lem: 1d20 + 8 ⇒ (7) + 8 = 15
Shadow: 1d20 + 4 ⇒ (10) + 4 = 14
Zamar: 1d20 + 9 ⇒ (20) + 9 = 29
Hafshi: 1d20 + 3 ⇒ (1) + 3 = 4

Zamar gets busy casting. First, making Lem vanish. The bold Halfling springs to action, climbing the spiral staircase and scampering across the room. Lem leaps the lava pits and readies his sneaky attack. Cizish quietly counts to himself as he slowly and carefully climbs the steps as well. Zamar begins to cast his next spell and as he completes it, Shadow grows to incredible size, but is only seen for an instant. Zamar also makes Shadow vanish. The big cat gracefully moves into position as well. Cizish begins to cast his spell to bring forth Bruce, as Barboo displays the colors and begins a very quiet inspiring song!

Lost in the rapture of her dark ritual, the evil cleric is completely unaware of the impending Pathfinder reckoning that has found her this day!

Round 1 Effects: Inspire Courage and Flagbearer
Map

Zamar
Cizish
Lem
Shadow
Barboo

Hafshi

All Pathfinders are up! The dice roller rewarded your planning efforts, by giving Hafshi a natty 1 on both her Perception and her Initiative roll!

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

When it's my attack I'll move in as there is space. I think flanking as well and backstab. Didn't expect to be able to get right up next to her. She's really into her evil worship! Maybe their are drugs involved......

rapier attack: 1d20 + 13 ⇒ (14) + 13 = 271d4 + 6 ⇒ (4) + 6 = 102d6 ⇒ (5, 1) = 6

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Zamar counts down to when the coordinated attacks are to begin
5, 4, 3, 2, 1.

Well, here we go!

He performs the gestures for Snowball and he lets it fly at the evil cleric.

Snowball (Touch): 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 4d6 ⇒ (2, 6, 1, 3) = 12

Assuming that Lem is going to wait until Shadow goes so he can get Flank bonuses. I'm not putting into the attack but add the +4 if we get even though we haven't attacked yet

Shadow leaps from invisibility and goes full out on the evil cleric!

 Shadow Enlarged/Power Attack:
Bite to Hit: 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Claw to Hit: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Claw to Hit: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Barboo stands back and watches the carnage while continuing to have the flag out and quietly sing her song of courage.

I certainly am happy to be around all of you. You are a strong group of fighters!!

1 to 50 of 216 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Chaosorbit's PFS #1-39: The Citadel of Flame All Messageboards

Want to post a reply? Sign in.