DM B's PFS 2 - 08 PbP: The Sarkorian Prophecy (7-11) (Inactive)

Game Master Beckett

Init:

[dice=Alan]1d20+4[/dice]
[dice=Dragorin]1d20+0[/dice]
[dice=Ravenmantle]1d20+6[/dice]
[dice=Xiaobo]1d20+5[/dice]
-----------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]

Sarkorian Prophecy MAP


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, no need to roll which one blows up any more. I was just asking because basically everyone I getting hit this time, and I just wanted to make sure if I rolled high and you rolled low, you would be ok. So, kind of running through this quickly. . .

1.) Random Type: 1d5 ⇒ 2
2.) Random type: 1d5 ⇒ 5
Everyone takes (nonlethal): 3d3 ⇒ (3, 2, 1) = 6
Everyone Takes (fire): 3d1 ⇒ (1, 1, 1) = 3

Rushing Dragorin and Ravenmantle across, suddenly a explosion right next to Xiaobo sends him to the ground, causing him to drop the rope that the other two had been climbing across the pit. Dragorin and Raven fll to the ground, hitting the soft, grimy water, and then the hard ground. They stand up, surprised they are not caught the same way as just a few feet up north. As they rise to their feet and everyone, realizing the path is safe, begins to move closer to the cave. Suddenly, another blast erupts, hitting Alan, Dragorin, and Ravenmantle full blast.

Xiaobo Refl 15 (cold) for half: 4d6 ⇒ (3, 3, 6, 4) = 16
Alan, Dragorin, and Raven Refl 15 (sonic) for half: 4d6 ⇒ (6, 2, 6, 2) = 16

Xiaobo said he would be out of internet for a bit, so I'm going to run him.
Xiaobo Refl: 1d20 + 11 ⇒ (5) + 11 = 16 <Evasion for 0>

Suddenly, Xiaobo spots a woman at the cave. She is trying to shout to you to hurry, that it's safe inside. She calls out to you to rush inside, but the wind and ambient destruction is drowning out her calls.

Xiaobo manages to make it to her, and hears her shout, "Hurry, inside. I'll stay and watch for your friends. If they fall, I'll get them. You are hurt."

Doing nothing else but hustling to safety, everyone else takes a bit more damage from the burning ash before making it inside. Once inside, though, they can thankfully breath once more, after clearing the smoldering ash from their lungs. It takes two or three of your water skins to wash it away and keep it from harming your equipment even more.

Nonlethal to Alan, Dragorin, and Raven: 2d3 ⇒ (2, 2) = 4
Fire to Alan, Dragorin, and Raven: 2d1 ⇒ (1, 1) = 2

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

This long-emptied barrow seems strangely devoid of the Abyssal taint that was so potent beyond the cave’s entrance. A dim lamp illuminates a small chamber at the end of the narrow tunnel, exposing a meager bedroll, scraps of devoured carrion, and a bucket of fetid water. It seems to be a small cave. The woman standing before you, an Eagle Knight by the looks of her tattered cloths, nods and says "I am Illayna Kradow. I joined up to fight in the crusade, but in a recent battle, became lost when the land shifted. It cut me off from everyone. I still hear their screams when I sleep. I've been locked away here, trying to heal up before I try to make it back. Who are you?"

She wears heavy arms and armor, though it's been badly dented and dinged. Her Blue and Gold cape, and crusader's tabard are nearly in shreds, though still clearly distinguishable.

"We can rest here safely for a day or two. When I'm able to travel, you can go with me north. You should come with me. We could really use al the help we can get."

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Reflex: 1d20 + 5 ⇒ (14) + 5 = 19

Forgive my trepidation but you seem awfully trusting of strangers in this horrible land. I also find the coincidence of your being here, our only refuge from the storm, to be a little too convenient. If you are who you say you are then you would not mind the casting of a few divination spells to verify your identity.

Unfortunately Dragorin does not have many divination spells to cast besides Detect Magic. Mostly he is watching her reaction. Plus he hates Eagle Knights.
Sense Motives: 1d20 + 11 ⇒ (7) + 11 = 18
Knowledge Planes: 1d20 + 12 ⇒ (1) + 12 = 13
well those rolls stink...

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

Ravenmantle grimaces as shock of the drops him toward the foul water. Oh no, this is going to get ugly. Fortunately, after fouling his garments, he realizes that is isn't sinking any deeper like Alan did previously. "Thank the gods, this part is all clear. We'd better hurry across before another one explodes." No sooner does he issue a warning than the next one explodes. He continues to hustle, pausing only when the woman unexpectedly appears outside the cave. Suspicious of anyone in this corrupt land, even one garbed as an Eagle Knight, Ravenmantle, slows his race to the cave to study the woman, in case it is a demon assuming the form of a friendly human. Keeping his findings to himself for the moment, he finishes the race to the cave, whispering a quick prayer to Andoletta to wipe away the effects of the terrible landscape outside and then washing off the last remnants of the Worldwound. "We? Milady, we expected to find no one here. Of whom do you speak? Are there crusaders in the area?"
Casts detect evil
Reflex save: 1d20 + 13 ⇒ (7) + 13 = 20
Nonlethal 10, Lethal 15
Swift to LOH: 3d6 + 3 ⇒ (3, 3, 5) + 3 = 14
Nonlethal 0, Lethal 1
Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

reflex: 1d20 + 14 ⇒ (2) + 14 = 16

Alan will be the last to come in making sure the slower companions make it safely, this will also give the appearance of being a servant. He will play up that role, keeping his head lowered and watching the events unfold in the hut gently rubbing the form of the dragon carved into his wayfinder.

Sense Motive: 1d20 + 19 + 1 ⇒ (2) + 19 + 1 = 22

21 Nonlethal, 21 Lethal

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Part of this is that this whole encounter is part of the old Faction Missions, which would give a bit more light on things. Jeez I hate it so much that they got rid of those and instead use these crappy Secondary Success conditions. They are so, . . . boring. Lacking.

You do sense evil, but it comes from all over. It's almost blinding really. She also does radiate magic, sort of all over her body, which is likely her armor.

If you haven't already. . .

Know Nobility DC 15:
You have heard of an Eagle Knight by that name. She joined up with the Mendevian Crusaders a few years back, and while not spectacularly memorable for anything, she had been noteworthy for her martial prowess.

Sense Motive DC 24 or less:
If she is lying, she is amazing at it.

Sense Motive DC 25:
While she does seem to be telling the truth, it's not the whole truth.

Further back in the cave, you see that one of the burrows had collapsed, strewing a few long dead bodies into a small pile on the ground in a corner. It seems that Dame Illayna has mad an effort to cover them with what scraps she has left, but it causes the cave to stink terribly, as well as ruin the small pool of water that has begun to drain into the cave.

more in a bit. Also map is updated.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Sorry for our reluctance to trust you, but you seem to be who you claim. I am Signifer Dragorin Baradin of the Order of the Godclaw Hellknights. My companions and I are on official Pathfinder Society business at the moment. Where did you say you were going and who were you meeting?

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

sence motive: 1d20 + 8 ⇒ (6) + 8 = 14

-Posted with Wayfinder

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

"How long do we need to wait for these things to not explode or the ashy air so we can continue our mission"

-Posted with Wayfinder

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

I really don't trust her but I suppose in character I have to believe her.

Is there anything else in this cave or are we just waiting for the weather to clear?

predict weather pattern
survival: 1d20 + 8 ⇒ (9) + 8 = 17

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Dame Illayna states only a day or two, allowing her to heal up, you all to rest, and the weather to clear. As far as you can tell, that looks about right, though you admittedly have very little experience with the Worldwound's changing conditions.

There isn't really a lot written about here, and part of it is old Faction Missions.

She also tells you that she intends to head back towards the city of Storasta, (not far from where you are trying to travel too).

Know: Local DC 20:
Storasta has become a ghost town since the Abyssal invasion. It seems odd that she would head there to meat up with her regiment.

Heal DC20:
Her wounds don't actually seem to be as bad as she is acting like they are. If you make this, can I get a Perception check please.

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

What about giving us the old faction missions just for the added flavor. I for one would have no problem with that.

know local: 1d20 + 9 ⇒ (3) + 9 = 12
heal: 1d20 + 10 ⇒ (20) + 10 = 30

There is no need to act like that, those are just bruises not broken bones. Now, you can either tell us what in the nine hells is going on here and who or what exactly you are! Alan says approaching the Mendev Knight his hands out in front not only to not provoke this woman but also in order to protect himself if things go south.

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

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

I'd be fine with that flavor too if you'd like.
Seeing Alan's reaction, Ravenmantle prepares himself for trouble, not knowing what Alan has seen, but trusting him from prior experience.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Heal: 1d20 + 8 ⇒ (5) + 8 = 13

While I do not relish the idea of staying here for two days I seem little choice in the matter. Since your destination lies near our own we will travel with you towards the city.
When Ravenmantle calls the woman out on the severity of her injuries Dragorin closely watches her reaction.
Sense Motive: 1d20 + 11 ⇒ (13) + 11 = 24

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

heal: 1d20 + 3 ⇒ (19) + 3 = 22 perception: 1d20 + 13 ⇒ (13) + 13 = 26
sence motive: 1d20 + 8 ⇒ (20) + 8 = 28

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Silver Crusade:
Defender of Liberty,
As you surely know, your path leads you soon into the heart of the vicious Worldwound, where demons threaten the very fabric of all we have worked for in the relative peace of the Inner Sea. While I do not envy the challenges that await you, your mission does present us with several unique opportunities.
A young paladin named Illayna Kradow left the Eagle Knights’ ranks a few years ago to fight the Abyssal hordes as part of the Mendevian Crusade. We maintained contact with her as an agent in the north, but all contact with her ceased several weeks ago after she was sent on a reconnaissance mission near the ruined city of Storasta. Uncover her fate if you can, and if possible, bring her back safely.
I am also aware of the prophecies you seek and am intrigued by their rumored contents. Our learned loremasters have informed me that the volumes may contain information on the possible fate of our organization and influence on the rest of the world. I would like nothing more than to find encouragement for our cause to spark an even greater spread of democracy. Though the prophecies are massive, try to find me anything you can regarding our land.

Darkive:
My Delectable Little Pawn,
Of all the places you’ve been sent by the Ten, none rankles me like the Worldwound. The very thought of it disgusts me to such a degree that the normal pleasures of my position now elude me. Such unfettered chaos as plagues the Worldwound should be squelched as efficiently and unequivocally as possible, and I need your help to do so. Bring me a sample of the air, earth, and water of the Worldwound - specimens that accentuate the unpredictable and devastating nature of the region. With these we can study and combat such phenomena both there and closer to home.
I shouldn’t need to warn you that you will surely encounter the denizens of the Abyss in the barren and ravaged wasteland of former Sarkoris. When you do, brand an upturned pentacle into the flesh of the most powerful demon you encounter. Send those fiends a message that the Hellknights and Asmodeus himself will render the chaos they spread into order soon.
Make your trip worth it and warm my heart; perhaps I can warm yours in return.
Don’t disappoint,
Paracountess Zarta Dralneen

Scarab Sages of Osirion:
History’s Protector,
Your journeys take you now to a land whose secrets may be even less accessible than our own, not due to the continual march of time, but rat her by t he extreme threat the environment and its invaders present. I speak, of course, of the dreaded Worldwound. I am sure you will not fall victim to t he dangers that have claimed so many, but nevertheless I want you to make your trip of value to the Order — we can’t know when we’ll have another chance.
Much of the culture of the barbaric Sarkorian tribes who once lived in the region has been lost to the Abyss, but surely some remnants survive. Find what you can and create as detailed a report as possible. Our Pharasmin clerics are especially interested in their funerary rites, so be on the lookout for their characteristic burial mounds.
While your companions and the Society may be primarily interested in t he content of the so called Sarkorian Prophecy, I am more intrigued by the documents’ author. Such a conduit of foresight has not been seen on Golarion for over a century , and I would love more information about her. If you encounter anything giving her name, lineage, or story, please ensure it finds its way back to us.
For the greatness that was, and may be again. . .

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

more coming shortly

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

A bit of a retcon. Before saying something about her wounds. . .

Realizing something is wrong here, off somehow, you manage to break away to try discuss it in private amongst each other without drawing attention that you know something. While doing so, you notice well hidden beneath some of the ancient bodies, a fairly fresh one. It's a human female. Her body looks to have dies less than a week ago, but the odd thing is, while there are a few wounds, mostly bludgeoning, they are not nearly enough to have killed her. She has been stripped nude, but it looks like her bruises are the result of heavy armor protecting her. There is no indication of poison, nor disease either, leaving you a bit baffled. And the corpse appears to be an exact clone of this other woman, Dame Illayna Kradow.

Beneath the pile of bodies, you also find that one of the coffins is still mostly hole. It's bottom had been destroyed, depositing the body to the ground with the others, but, on the inside, you notice an odd set of etchings of the fading relief carvings. While it is far too heavy, and still mostly buried within the earth and stone, if you could find a way to make a etching or copy, some within the Society would be very interested. It might take a little time, though, and with everything else you have discovered, you are not sure just how much of that you have.

Utilizing notes and the secret Pathfinder system of doublespeak and coded hand gestures to try to communicate without being detected, everyone manages to get all this information.

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

retcon

Pathfinder Speak:
[b]If anyone can make notes of this it would be of great value to the Scarab Sages and Society as a whole. If not can we utilize the clothing and bodily fluids. I know it is grim but it is a means to an end.

current
actions still stand pointing at her "twin" laying on the ground.

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

Pathfinder Speak:

"In a moment Alan, I will see if I can help you. But you were right that something is amiss. I fear this woman may be an impostor. I was tasked with looking for Illayna Kradow, but now I see two of them. The one who speaks with us and the dead woman at our feet."

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

What could have done this?
Knowledge Religion: 1d20 + 10 ⇒ (16) + 10 = 26
Knowledge Plance: 1d20 + 12 ⇒ (12) + 12 = 24

Pathfinder Speak:
I am sick of these games We should get to the bottom of this, now[!/b]

[b]Your ruse if over foul beast! As an agent of both the Hellknights and Asmodeous I am here to purge your demonic influence from this plane!

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Deciding to accuse the living Dame Illayna Kradow, you go to the small section of the cave she has been using as her quarters, only to find her not there. Thinking she might have attempted to leave the cave, you then rush to the entrance, but do not see here outside either.

As you begin to do a quick search through the cave, knowing there is not far she could have gotten, you hear an ominous voice whisper to you. At first, you think it is just in your mind, but realize it's rather an unseen or perhaps disembodied voice, that all can hear, but it's source is unseen. The voice seems different than the only other one you have heard in this cave, though some of the mannerism are the same.

"Not so easily slain, then. I would have dragged this out, played the victim while draining your souls as you slept. No matter. I'll still have them as I bite into your flesh. Anal. . . nethrack. . ."

Suddenly, a blackness begins to form around you. It's cold, nothingness seems to ignore your body, slamming against your mind and soul with full force. The explosion of unholy power only lasts a moment, soon clearing the air.

Alan & Ravenmantle Will DC 18:
Damage: 4d8 ⇒ (8, 1, 3, 6) = 18 (Save for half) and also Sickened: 1d4 ⇒ 4 (Save Negates).

Dragorin & Xiaobo Will DC 18:
Damage: 2d8 ⇒ (4, 4) = 8 (Save for Half).

Immediately after calling on the foul magic, the "creature" is revealed, magically floating in the air down the only hallway from your area. see map As the magic that had made her invisible vanishes from casting an aggressive spell, she floats to the side, just outside of your ability to charge her, and setting the battlefield to attempt to force you, once again, into her web.

Now visible, you see not the visage of Dame Illayna Kradow, but rather a crone. Grisly fetishes and the rags of once fine clothes hang off the corpsethin frame of this horrifying "woman". She also seems to have been tainted by the evilness of this place, and patches of her dark skin bear that corruption in the form of demonic glyphs. Two small, (unusable) bat-like wings hang painfully from her back, and he hands are appear as some sort of distorted combination of claws and pinchers.

Know Planes DC 22:
This foul creature is known as a Night Hag. More cruel and cunning than most of either the Abyssal or Hellish hordes, they are aligned with neither. This one is different than most of her kind, though. You do know that they are universally resistant to all but Cold Iron that is also Magic, have a rather large resistance to magic, and carry a nasty natural disease. One that unlike most, strikes instantly. While not terribly physically offensively powerful, she is physically tough as all heck.

Know Planes DC 27:
Beyond just being a Night Hag, this one clearly has some <Half> Fiendish roots, allowing it an assortment of magical abilities beyond their already large capacity for magic. They are also highly resistant to a great deal of magic and energy. <Resistance: acid 10, electricity 10; SR 24, IMMUNITY: charm, cold, fear, fire, poison, sleep>

Know Planes DC 32:
Night Hags also carry a special sort of charm, referred to as the Heartstone. This allows the to invade the dreams of their victims, siphoning off their souls and life energies, as well as other special properties. When a Night Hag dies, her Heartstone begins to fade away, loosing it's magic, but can be picked up and utilized by others until it is gone.

INIT Rolls:

Alan: 1d20 + 4 ⇒ (19) + 4 = 23
Dragorin: 1d20 + 0 ⇒ (2) + 0 = 2
Ravenmantle: 1d20 + 6 ⇒ (2) + 6 = 8
Xiaobo: 1d20 + 5 ⇒ (18) + 5 = 23
-----------------------
Night Hag: 1d20 + 7 ⇒ (8) + 7 = 15

ROUND 1
Alan () & Xiaobo ()
-----------------------------------
Mestamorga, the Night Hag ()
-----------------------------------
Ravenmantle () & Dragorin ()

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

knowledge Planes: 1d20 + 12 ⇒ (16) + 12 = 28
Woops I figured it was demon that should only be a 26.

A Night Hag! Though this one seems different. They are resistant to damage from sources other than Magical Cold Iron. They are also resistance to magic. Be cautious they carry a nasty natural disease that strikes instantly. While not terribly physically offensively powerful, they are physically tough.

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

Did she just say she would bite my anal?!?. Alan quips.

Will: 1d20 + 11 ⇒ (19) + 11 = 30

He shrugs off the negative energy with ease.
21 Nonlethal, 30 Lethal

Hmm, she looks like Auntie Baldwin from a couple years ago when I did the favor for Ollysta Zadrian at her home for recovery with all those children.

Alan moves up cautiously, he then jumps in the air delivering a kick to her solar plexis, if her anatomy is anything like a humans.

Fighting Defensively: AC 40
Stunning Fist DC 16 or Stunned
1d20 + 13 - 1 + 2 ⇒ (13) + 13 - 1 + 2 = 272d6 + 8 ⇒ (5, 4) + 8 = 17

Including the bonuses for Cornered Fury

AoO including cornered fury for when she misses me:

if first attack hit second attack immediately occurs as a free action.
1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 232d6 + 8 ⇒ (6, 1) + 8 = 15
1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 242d6 + 8 ⇒ (1, 3) + 8 = 12

1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 272d6 + 8 ⇒ (6, 6) + 8 = 20
1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 312d6 + 8 ⇒ (4, 1) + 8 = 13

1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 312d6 + 8 ⇒ (6, 1) + 8 = 15
1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 262d6 + 8 ⇒ (4, 1) + 8 = 13

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

i will post when i see the results of alans turn as his will depend on mine

will: 1d20 + 9 ⇒ (14) + 9 = 23

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Alan rushes towards her, leaping up to deliver a powerful kick. At the very last second, she bats his foot away, nearly causing him to fall on his back.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Dragorin wrote:
Woops I figured it was demon that should only be a 26.

She's close enough that I'll give it to you.

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

What tier are we playing this at?

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

how high is she

-Posted with Wayfinder

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

She has abyssal blood! She is most likely resistant if not immune to most types of energy damage and her resistance to spells will be very difficult to surpass!
Resistance: acid 10, electricity 10; SR 24, IMMUNITY: charm, cold, fear, fire, poison, sleep

Will DC 18: 1d20 + 14 ⇒ (8) + 14 = 22

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

High tier, though looking at levels, I dont remember why. It wouldnt really matter much though, as I believe that would have missed the Low Tier as well. She is only 5ft(1 square) up.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

APL = 8.5 => 9. I'm good with either high of low.

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

hope you all can move fast

Xiaobo will move up swift action to add wis to roll and grapple. Will spend a ki for ac

grapple : 1d20 + 18 ⇒ (13) + 18 = 31

-Posted with Wayfinder

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

Xiaobo, what ability lets you add your wis to grapple.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The Maneuver Master gets the ability at 5th.

Both "monk" rush up, trying to remove the threat of the Hag before she can counter, but fail to connect. Despite her decrepit form, she is actually very fast, and it seems well prepared to defend herself.

Alan 1, Xiaobo 2: 1d2 ⇒ 1

Not liking her enemies being so close, she clutches one of her fetishes, then points at Alan, chanting a few dark words.
". . . dorthnei diednei!"

Alan Will DC 17 (Enchantment, Sleep):
You suddenly fall to the ground, asleep. It actually will not happen until just before the beginning of her next action.

Spellcraft DC 21:
It's a Spell-like Ability rather than a spell, but it duplicates the Deep Slumber spell.

ROUND 1
Alan () & Xiaobo ()
-----------------------------------
Mestamorga, the Night Hag ()
-----------------------------------
Ravenmantle () & Dragorin ()

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Ravenmantle move closer to the monks and I will grace you all with a fraction of Asmodeous's power!

Wait until Ravenmantel moves up past me and cast Blessing of Fervor Hopefully it won't blow up in my face.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Nice. I kind of have the feeling that Raven might destroy her with a single Full Smite. Asmodeous isn't helping. . .

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

will: 1d20 + 11 ⇒ (12) + 11 = 23

I am assuming it doesn't happen now since I made the save.

Alan feels sluggish but for a moment after the hags words of power then reels bag and delivers two consecutive kicks

1d20 + 13 - 1 + 2 ⇒ (13) + 13 - 1 + 2 = 272d6 + 8 ⇒ (4, 5) + 8 = 17
sneak attack if applicable: 2d6 ⇒ (5, 2) = 7
1d20 + 8 - 1 + 2 ⇒ (14) + 8 - 1 + 2 = 232d6 + 8 ⇒ (2, 5) + 8 = 15
sneak attack if applicable: 2d6 ⇒ (3, 5) = 8

If the fervor kicks in I will deliver another unarmed strike
1d20 + 13 - 1 + 2 ⇒ (8) + 13 - 1 + 2 = 222d6 + 8 ⇒ (3, 4) + 8 = 15
sneak attack if applicable: 2d6 ⇒ (6, 3) = 9

I posting now due to a busy weekend with lack of wifi.

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

The night hag's spell hits Ravenmantle with its full force, but summoning the strength of Andoletta, he quickly shakes off the sickened feeling and heals most of the damage. The halfling jogs forward with his bow readied and as soon as he spots her in battle with the monks, he lets a cold iron arrow fly at her, full of the wrath of his god.
Will save: 1d20 + 9 ⇒ (4) + 9 = 13
Swift action to lay on hands: 3d6 + 3 ⇒ (3, 2, 3) + 3 = 11 which also removes the sickened condition
Smite evil and will use A Sure Thing
Attack: 1d20 + 20 ⇒ (11) + 20 = 31 She'll get cover from where he has to shoot
Damage: 1d6 + 18 + 2d6 ⇒ (1) + 18 + (6, 6) = 31 Cold iron and magic

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9
Alan Baird a'Lorien wrote:
Xiaobo, what ability lets you add your wis to grapple.

Meditative Maneuver:
Meditative Maneuver (Ex)

At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check. This ability replaces purity of body.

-Posted with Wayfinder

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

So what I just can't cast my spell or I can cast it, but it just doesn't haven any effect?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No I was joking. You cast it and it works. Im on a 24 hour duty with no internet. :(

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

just so dm is tracking i will be taking the plus 2 to atk and def and saves

-Posted with Wayfinder

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

I'll take: Make one extra attack as part of a full attack action, using its highest base attack bonus. But that won't take effect till my next turn.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, sorry, I was at work and I haven't slept yet. I was joking, because I think as soon as Raven gets off a Full Round attack, he will probably destroy her. Having an extra attack on that doesn't help (me make this challenging). Also, you may choose which bonus you get round by round. Please just mention that in your action, because it might change.

Dragorin's not quiet holy and not quiet unholy energies course through the room, strengthening you as you press the attack. Ravenmantle is able to send a single arrow flying, and just as she is about to pluck it from the air, her hand misses, and it strikes her in the breast, causing her to ooze a strange, bluish blood.

Alan follow's up with a barrage of strikes, but she seems to recover quickly, and avoids them all.

ROUND 2
Alan () & Xiaobo ()
----------------------------------
Mestamorga, the Night Hag (-31)
-----------------------------------
Ravenmantle () & Dragorin ()

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

Xiaobo will make flurry of manuevers to grapple using swift to add wis to the first one

grapple 1: 1d20 + 18 ⇒ (5) + 18 = 23

grapple 2: 1d20 + 15 ⇒ (18) + 15 = 33

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Xiaobo manages to grasp hold of her leg, then using her own flying body as a ladder to climb up and begin to wrestler her. While it doesn't harm her, it does help to distract her from defending herself as much from others.

Not caring for such imputes, she tries to sink her filthy, diseased fangs into his shoulder.
Attack: 1d20 + 16 ⇒ (2) + 16 = 18 <miss>

ROUND 2
Mestamorga, the Night Hag (-31, grappled)
-----------------------------------
Dragorin (), Ravenmantle (), <round 3> Alan (), & Xiaobo ()

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

Alan will unleash a flurry of attacks no that she is busy with Xiaobo.

Does this also count as flanking, I know she is denied her dex bonus.
Nonlethal
1d20 + 13 - 1 + 2 ⇒ (10) + 13 - 1 + 2 = 242d6 + 8 + 1d6 + 3 ⇒ (6, 6) + 8 + (4) + 3 = 27
1d20 + 8 - 1 + 2 ⇒ (19) + 8 - 1 + 2 = 282d6 + 8 + 1d6 + 3 ⇒ (4, 2) + 8 + (2) + 3 = 19

fervor: 1d20 + 13 - 1 + 2 ⇒ (1) + 13 - 1 + 2 = 152d6 + 8 + 1d6 + 3 ⇒ (2, 3) + 8 + (4) + 3 = 20

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

Xiabo will attempt to pin the hag using a ki point to reroll

pin: 1d20 + 23 ⇒ (2) + 23 = 25

reroll: 1d20 + 23 ⇒ (5) + 23 = 28

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

if i fail do i get to roll to maintain or is it auto fail. I know i posted using my once per game reroll but if i didnt need it can i use it here

-Posted with Wayfinder

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