DM B's PFS GD4 The Beggar's Pearl (1-7) Camp (Inactive)

Game Master Beckett

When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.

SubTier 3-4

Init:

[spoiler=INIT]
[dice=Clair]1d20+3[/dice]
[dice=Eldon]1d20+4[/dice]
[dice=Miaka]1d20+3[/dice]
[dice=Nercess]1d20-2[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Vash]1d20+3[/dice]
=====================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Beggar's Pearl MAP


101 to 150 of 186 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

GM:
I've adjusted my prepared spells to a legal list. Thanks for pointing it out!

"I think there was one in the corner?"

Clair double moves into the darkness, going by what she remembers from the derros' positions before the area turned dark.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

As the half-orc and me are far from each other I will proceed to post as later during today and tomorrow I will most likely be unable to post

Eldon follows the derro as he steps back and makes the darkness to appear. Even he cannot see anything he steps and attacks the derro at the point he saw him casting the spell-like, just in the corner.
The elf stabs with all his strength at that point hoping to find the creature's body.
arcane pooled rapier-PA: 1d20 + 10 - 1 ⇒ (19) + 10 - 1 = 28
Piercing damage+PA: 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Total concealment 50%: 1d100 ⇒ 59
Are critical hits negated by the creature having concealment?
Crit?: 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16
Piercing damage+PA: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Vash and Milly fly into the room, "Sniff them out girl." Vash says.

Move and move for the perception check. Once we know what square its in we will charge.

Shadow Lodge

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

Holy crap, entire post just got eaten.

Vash: Charging is not possible. On your Surprise Round, <with you mounted> you only had a single Move or Standard Action, but, because of the walls, you could only really move closer and try to set it up for your Round 1. But, they went before you, and cast Darkness. I'm assuming now that you positioned yourself back outside f what will become the Darkness (to avoid being FF for the bolt) with the intention of Charging, but once the Darkness goes up, moving through it would reduce your speed, and makes a Charge impossible. So, right now, on your turn in Round 1, you can easily move and single attack. Milly due to Scent, can automatically pinpoint which square all three enemies are in, but still has the 50% miss chance because they are not able to see.

Clair moves as close to the enemies within the darkness as possible, trying to guess where they are from what she recalled when she could still see, and runs into at least a landmark, that table they had been using in their experimentations. <Vash and Milly> Oloch, the only one able to see without difficulty moves in for the kill, but despite his best effort, his sword slams hard into the stone wall behind his target, who, out of nowhere seems to stop what he was doing and shake his head, like he is fighting something off internally.

Nercess, while not able to see the Half-Orc any longer, still has an idea where it is and assaults it's mind with her damned spiritual force, whispering words of murder and cruelty into it's mind.

Will DC 15: 1d20 - 1 ⇒ (9) - 1 = 8

Miaka sends a small barrage of arrows into the black, but is rewarded only with a pair of clanking sounds to indicate that both simply hit the stone wall behind his target, meaning most likely the Derro had moved.

Oloch:
Is the only one to see it, but suddenly the Half-Orc draws his Falchion and attacks his own master.
Falchion vs Derro: 1d20 + 5 ⇒ (14) + 5 = 19 <HIT>
Damage to Derro 2: 2d4 + 5 ⇒ (1, 3) + 5 = 9

There is a sudden scream of pain from within, and then a shoult in a strange, unnatural sounding language.

Undercommon:
"You traitorous bastard! Attack them, not us."

Eldon vanishes into the blackness, and

Eldon and Oloch:
charges his sword once more, thrusting it in blindly, but connecting with devastating luck, outright killing the Derro. His short sword/
Something metallic drops to the ground inside, but the void remains.

Oloch:
The Derro takes a 5ft step left, (now right in front of Clair), and reloads it's crossbow. You can see some sort of dark fluidy goo dripping from the bolt as it aims and fires at the unsuspecting Eldon, but jut as he pulls th trigger to release the poisoned bolt, Clair inadvertently hits the surgical table, hitting the Derro's elbow and throwing off his aim.
From within the blackness, you can hear a bit of shifting and a crossbow being reloaded just before it is again fired, Eldon feels without seeing something woosh right past his head, even feeling a tiny bit of liquid splash his face (harmlessly).

Crossbow vs Eldon (FF Blind AC 12): 1d20 + 5 ⇒ (2) + 5 = 7 <miss>

Spellcraft DC 17:
While it's pretty clear that it was a Darkness Spell, you do know that the effect, similar to any light spell, will remain as long as the item it was cast upon remains out and present. If someone could manage to find and conceal that item, just like a torch giving off light, the item gives off darkness, and it would be blocked if put into a sack or the like. Otherwise, it lasts until the spell ends, and that is rather variable.

Oloch:
I am purposefully not updating the map, because you are the only one that can actually see. Derro 1 = Dead, Derro 2 is 1 square Left of it's current Map position, and the Half-Orc is exactly where it appears on the map. Everyone else's attacks, to simulate needing to "pick a square" I roll an appropriate random dice with how many possible adjacent squares the could be in. You could, however, as a free action, call out some directions. Finally, You are pretty sure that dropped short sword is important, but as you really don't see the Darkness, it's hard for you to be certain.

ROUND 2 (as far as you know. . .)
Eldon (Blind)
=========================================
Derro 1(-21) & Derro 2 ()
=========================================
Clair (Blind), Vash/Milly <x2 actions> (Blind/Blind),
Oloch (), Nercess (), & Miaka ()

=========================================
Half-Orc (-8)


Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20
Oloch sees the sword fall, and hearing everyone else bumble about, he is able to put things together enough to discover the problem.
"ELDON! At your feet is a sword, and I think its the source of the darkness! Cover it up and you will all be able to see!" he calls out, while still fighting to contain the two enemies in the corner.

GM:
Shouldn't I get an AOO vs the crossbowman for loading right next to me? If so: As the crossbowman tries to reload his weapon, Oloch's greatsword slashes out at the creature, its flaming blade cauterizing the wound as it slices through hide.Attack: 1d20 + 9 ⇒ (13) + 9 = 22 Damage: 2d6 + 7 + 1d6 ⇒ (5, 3) + 7 + (2) = 17

Keeping the pressure against the half orc in the corner, Oloch again brings his sword around.
Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 2d6 + 7 + 1d6 ⇒ (4, 5) + 7 + (5) = 21

Shadow Lodge

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

Oloch:
He 5ft stepped away, I just have not moved him on the map so that the other players who can not see have some sort of point of reference.


DM Beckett wrote:
** spoiler omitted **

Ah. Got ya.. Sorry that I missed that.

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Once Milly has the scent they charge into the darkness.

Attack: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage: 2d6 + 8 ⇒ (4, 5) + 8 = 17

Miss Chance: 1d100 ⇒ 54 High is good for me.

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 2 Deadly Aim; Flurry of Arrows; Precise Shot
After the miss, Miaka adjusts to target the square between the two Derros ...
"B-12"
Mk Lg Bow: 1d20 + 6 ⇒ (13) + 6 = 19 for Piercing Cold Iron: 1d8 + 3 ⇒ (1) + 3 = 4 if <50: 1d100 ⇒ 45
Mk Lg Bow: 1d20 + 6 ⇒ (9) + 6 = 15 for Piercing Cold Iron: 1d8 + 3 ⇒ (7) + 3 = 10 if <50: 1d100 ⇒ 15

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Clair tries to determine where her opponents are by focusing on the sounds they make.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Not sure it's enough, but the derros are actively fighting so it could be...

If Clair's able to roughly determine where the nearest derro is, she'll attack it.

Adamantine Scythe: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Miss chance, high is good: 1d100 ⇒ 51

Shadow Lodge

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

Just for the record, lets do tis for the Miss Chance. Any time there is a miss chance, whatever that number is and below means a failure, and everything above it is a success. So, 20% Miss Chance, 01-20 misses automatically and 21-100% <have a normal chance to> hit. On 50% Miss Chance, 01-50% Fail, 51-100% hit.

Clair: one higher and I'd have given it to you. As it stands, it sounds like you hve someone directly above you, someone directly in front of you, and at least one, but maybe more (?) people directly to your left and right.

Vash: Again, can not charge, because you can not see. You can move and attack, though, and I'll keep that roll above. Just need you to move your character on the map to where you want to be. You will have opportunity to use your Lance, though.

ROUND 2 (as far as you know. . .)
Eldon (Blind)
=========================================
Derro 1(-21) & Derro 2 ()
=========================================
Clair (Blind), Vash/Milly <x2 actions> (Blind/Blind),
Oloch (), Nercess (), & Miaka ()
=========================================
Half-Orc (-8)

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Vash moves Milly up then jumps down adjacent to her dropping his lance and drawing his sword and he swings saying, "Get him girl!"

Ride DC 10: 1d20 + 5 ⇒ (8) + 5 = 13

Vash Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Milly Talon: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Milly Talon: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Milly Talon: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Miss Bite: 1d100 ⇒ 94
Miss Talon: 1d100 ⇒ 32

Shadow Lodge

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

Clair steps into the darkness, weaving her massive scythe about like it where a toy, a lethal one, but only catches air. Vash leaps down from the aloft Roc, and as they both go at it with whatever lingers in the darkness, have nearly the same luck as Clair, though at least Milly draws blood.

Oloch, unhindered by the darkness, takes the Half-Orc's head off. With nowhere else to go, you finally manage to kill the other Derro as well, and then with Oloch's instructions, find the short sword radiating the darkness. With it covered in a simple sack, the light returns, allowing all to see once more. Torches and candles remain out, though magical light once again functions.

Beyond a curtain of sticky yellow filaments, the corridor opens to reveal a bizarre chamber. Glowing fungi bathe the chamber in dim blue light, revealing dozens of incomprehensible devices and texts heaped atop tables and shelves. Half torture chamber, half alchemical laboratory, one table holds the dissected remains of a mountain goat, surrounded by blood spattered parchments covered in cryptic notes and drawings. Strange wires project from the goat’s remains, connected to odd-looking metallic boxes.

The remains of the being that they had been experimenting upon are indistinguishable, as it is too far gone. A few rooms branch off from this one, and as you examine them, find that two are sleeping areas, while the third is a gruesome storage area, holding the many implements the Derro had been using on victims in the past, many now rusted.

With a bit more search, you find a few interesting, and perhaps more importantly, expensive and salvageable items for the taking. Although most of the Dwarven items that once resided here have been destroyed, the laboratory still holds scrolls describing lost artistic techniques and valuable secrets of stonecutting and weaponsmithing. A dozen valuable Dwarven texts can be found, along with a healer’s kit and 10 odd devices wrought of metal and glass—strange tools used by the Derro torturers. The total value for these items is just over 2,000 GP.

At the far end of the room, you also see a staircase leading upwards. The stairs are clear of the fungi infesting most of the complex and Dwarven statuary can be seen in niches on each side of the stairway. Strangely-colored candles burn atop the statues, filling the stairwell with a faint red light.

The raucous music of revelry echoes down the stairway from the what lays at the top of the stairs, along with the screams of excited celebrants.

Perception DC 10:
From above you hear the sounds of sounds of tortures or combat or something equally morbid, but it's hard to get a clear picture of just what to expect.

Perception DC 30:
From above you hear the sounds of sounds of tortures or combat or something equally morbid, but then you realize that it's actually the screams of, . . . of a celebration of some sort. Huh?

Go up or explore downstairs further?

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress helps the others to inventory and carry the treasures and other odd items they have found. She continues murmuring to some unseen person or thing, but says little to the others.

She does not hear what the others hear, and remains in her own thoughts.

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Vash collects his things and remounts.

Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Milly Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Perception: 1d20 + 9 ⇒ (9) + 9 = 18
"It seems like someone is being tortured!" Eldon grasps with strength his rapier "I vote to check those stairs up first of all, someone can be in much of a trouble"

If a couple of people say yes, Eldon climbs up the stairs carefully, performing regular checks and stealth.
Perception take 10: 19 (20 vs traps)
Stealth take 10: 20

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Perception (Aid Vash): 1d20 + 8 ⇒ (17) + 8 = 25

"We must be cautious ... might be a trap or some deception."

Shadow Lodge

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

Giving a little bit longer to decide. Anyone opposed to going upstairs right now?

Also, are you using stealth? If so, please give me a check.


hmmm... I posted in here yesterday, but it seems the board goblins struck again. I will post in a bit..

-Posted with Wayfinder

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Clair nods in agreement to Eldon. "Let's go upstairs."

As she follows Eldon, Clair tries to be as stealthy as possible.

Stealth: 1d20 + 0 ⇒ (14) + 0 = 14

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

This wont happen if someone mentions stealth...

"Hear that girl someone is in pain! Lets go!" The Halfling says to his bird, urging her to fly towards the noise.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress walks as carefully as she can after the others, but not hearing herself, she has little concept of how much noise she is making.

stealth: 1d20 + 3 ⇒ (1) + 3 = 4

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Bow ready ... Miaka cautiously follows the party up stairs.
I hope whom ever we encounter upstairs is too busy to hear us ...


Stealth.. yea right.. lol
Stealth: 1d20 ⇒ 19

Oloch follows the rest of the group up the stairs, his sword at the ready.

Shadow Lodge

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

Sorry, I was not able to get online much or at all these last 2 days.

Dozens of whirling, twitching humanoids fill the massive chamber, dressed in outlandish costumes. Masked derros madly waltz about, ducking in and out of the light shed by a few battered candelabra. Others wave banners of tattered cloth or whirl feeble, guttering torches, their dim light an unnatural blood red. Some mites wind between the derros’ legs in a chaotic mimicry of peasants’ country dances, while other intoxicated mites awkwardly gather dirty plates and goblets from tables. More creatures crowd an elevated gallery at the chamber’s east end and appear to be a mockery of an orchestra, each musician vying to outdo his fellows in thunderous cacaphony.

A handful of human bodies lie sprawled among the dancing creatures in the middle of the room. Merchants snatched from caravans in Aspodell Pass, these men provided entertainment during the feast’s first course, a sword dance that reduced each merchant to bloody ruin.

Know Local DC 16:
the corpses as members of Andoran’s Lumber Consortium.

Seemingly unaware of your presence, some 20 or 30 Derro and Mites seem to dance an revel throughout the large, rather disturbing ballroom, occasionally drinking some strange black liquid from bowls throughout the room.

Know Arcana or Nature DC 20:
This black fluid is harvest from the various molds and fungi you have seen, a powerful narcotic mixture that causes weakness, hallucinations, and euphoria. It also occasionally kills its imbibers, causing them to collapse in a frothing seizure. For most humanoids, however, it tastes revolting, and generally causes the imbiber to vomit it up immediately.

On the far side of the room, you see, perched on a throne of carved alabaster, an elven woman dressed as some sort of dark royalty. She gazes upon her degenerate followers’ drugged revelry. There is something different about her, something otherworldly, and she takes great effort to masks her gaunt features with thick layers of white ceruse makeup. Pale linen robes shroud her armored form. As you ascend, she spots you, rising to her feet and shouting across the ballroom, "Who dares to enter my domain!" A pair of non-drugged Mites flank her as guards, but none attack.

New map is up. Whatever do you do?


Oloch tucks his head between his knees and kisses his rather large backside goodbye, is what he really does!!!"

Umm.. Oloch is certainly NOT the one you want leading this discussion. I will delay for someone that actually has a diplomacy modifier to step up first.

Shadow Lodge

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

It's not really a skill check encounter. So no worries.


As you wish...lol

Oloch steps forward, horrified and enraged at the sight before him. Slowly, he masters himself and lowers.. slightly.. the tip of his sword before speaking.
"We are Pathfinders, sent to explore this ruin. And who are you, that such evils as this He gestures towards the dead merchants would not only be permitted in your realm, but occur as sport in your banquet?"

Shadow Lodge

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

"Very well! If you will not partake in the revelries, . . . perhaps I can find other means for your to join in . . ." she says with a cruel smirk, when she reaches into the gap in her dress between her dress to retrieve something.

Know Religion DC 15:
For a brief second, you see her touch the unholy symbol of Lamashtu hidden below her clothing.

Sense Motive DC 20:
You are pretty certain that the revelers are so out of it, that they do not even know you are there, and likely will not attack, or even defend themselves.

All of the occupied squares are considered obstacles, preventing charging, running, etc. . . You can, however, potentially use various Combat Maneuvers to clear a path, or even potentially, (Evil Act?) blast your way through.

INIT:

Clair: 1d20 + 3 ⇒ (18) + 3 = 21
Eldon: 1d20 + 4 ⇒ (8) + 4 = 12
Miaka: 1d20 + 3 ⇒ (14) + 3 = 17
Nercess: 1d20 - 2 ⇒ (11) - 2 = 9
Oloch: 1d20 + 3 ⇒ (2) + 3 = 5
Vash: 1d20 + 3 ⇒ (13) + 3 = 16
=====================================
Dark Queen: 1d20 + 6 ⇒ (7) + 6 = 13
Mite 2: 1d20 + 1 ⇒ (16) + 1 = 17
Mite 3: 1d20 + 1 ⇒ (11) + 1 = 12

ROUND 1

Clair () and Miaka ()
------------------------------------
Mite 2 (Readied to guard)
------------------------------------
Vash () <I'm assuming mounted again?>
------------------------------------
Dark Queen ()
------------------------------------
Eldon ()
------------------------------------
Mite 3 ()
------------------------------------
Nercess () & Oloch ()

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Yes mounted. I was going to charge her but she is too far away for a partial charge. How high is this chamber? We would come in towards the ceiling.

Shadow Lodge

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

Lets say 15ft tall, (or there are three 5ft squares between the floor and ceiling.

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 1 Double Move
Knowledge (Local) DC16: 1d20 + 7 ⇒ (14) + 7 = 21
Knowledge (Nature) DC20: 1d20 + 6 ⇒ (13) + 6 = 19
Knowledge (Religion) DC15: 1d20 + 6 ⇒ (20) + 6 = 26
Sense Motive: 1d20 + 7 ⇒ (6) + 7 = 13

"Focus on the Queen, the mites are drugged and probably harmless."
Backing up her words, Miaka double moves into the room straight toward the Dark Queen ...
On tablet, I can update position later tonight to be 40 feet ahead ... unless somebody else beats us to it.

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

"Agreed!" Clair says in reaction to Miaka's words, then double moves forward with her ally.

Moved both of us! ;)

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Eldon is surprised by how many people is in the room. He readies his rapier for the incoming fight but he is too slow to act.
Kwnoledge (trying to identify the creatures powers): 1d20 ⇒ 8 Arcane +7, Dungenoning +7, Local +10, Planes +7

Are they aggressive to us, or do we still have the opportunity to parley?

Shadow Lodge

1 person marked this as a favorite.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Eldon García wrote:
Kwnoledge Local+ 18[/ooc]

She is secretly a unique Elf called a Nightmare Creature. It's from a 3rd party book I don't own. <Yes, the scenario draws on a 3rd party book, I'm not adding it> That also means I have no idea about the fluff. But, amongst her more juicy natural abilities is a constant Protection from Good, Regeneration (Silver or Good), and two separate Fear Aura's.

Eldon García wrote:
Are they aggressive to us, or do we still have the opportunity to parley?

They are aggressive. I tried to give a little bi of time to chat, but there really is no way around the fight. It is the BBEG. You guys/gals skipped the majority of the first floor. :P

Shadow Lodge

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

Clair and Miaka begin to move closer, weaving through the drugged revelers, who do not seem to pay them any mind, whatsoever.

ROUND 1

Clair () and Miaka ()
------------------------------------
Mite 2 (Readied)
------------------------------------
Vash ()
------------------------------------
Dark Queen ()
------------------------------------
Eldon ()
------------------------------------
Mite 3 ()
------------------------------------
Nercess () & Oloch ()

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Eldon hesitates for a moment "I... I cannot believe it... I thought it was just an elf children tale..." the elf tries to hold her rapier while swallowing noisily "That is a nightmare elf... she is said to feast upon her enemies and no weapon is able to kill her. She is an scary creature, in my childhood tales she was only defeated by the silver or good weapons of the heroes"

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

"Lets get em girl!" Vash says and they charge!

Attack: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Damage: 2d6 + 8 ⇒ (2, 3) + 8 = 13

Milly's Bite: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Milly will attack the one on the right.

Shadow Lodge

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

Eldon shouts out a quick warning, but perhaps too late, as Vash and his valiant steed rush into battle, but. . .

Vash AND MILLY, and anyone that crosses the green line on the map WILL DC 14 (Fear, Necromancy, Mind-Affect):
Suddenly, as you get closer to her, you are blasted with a nearly palpable sense of dread. If you fail the check, you become Panicked for 2 Full Rounds. If you make the Save, you are instead Shaken for 1 Round.
-
Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
-
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

ROUND 1

Clair () and Miaka ()
------------------------------------
Mite 2 (Readied)
------------------------------------
Vash ()
------------------------------------
Dark Queen ()
------------------------------------
Eldon ()
------------------------------------
Mite 3 ()
------------------------------------
Nercess () & Oloch ()

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Will Vash: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24

Will Milly: 1d20 + 4 ⇒ (5) + 4 = 9

GM reroll+1: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress frowns at the scene of intoxicated mites, but strides confidently through the scene and toward the enemy.

double move

Shadow Lodge

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

Eldon shouts out a quick warning, but perhaps too late, as Vash and his valiant steed rush into battle, overcoming their fear, well partially, as they continue onwards. Vash misses the dark queen of the damned revelry, but his mount is able to destroy one of the two Mite guards. The other, ready to defend, stabs at Vash.

Dagger vs Vash (AC 15): 1d20 + 1 ⇒ (11) + 1 = 12 <miss>

Taking a step back, Morilaeth screams, “You will dream of me!” while she grabs a scroll as well as her shield, and begins casting.

Spellcraft DC 19:
The scroll is Aid.

1d8 + 3 ⇒ (4) + 3 = 7

ROUND 1

Clair () and Miaka ()
------------------------------------
Mite 2
------------------------------------
Vash () & Milly () <both Shaken until Round 3>
------------------------------------
Dark Queen (+7, +1 Att)
------------------------------------
Eldon (), Nercess (double moves), & Oloch ()

Evryone that crosses the green line on the map -> WILL DC 14 (Fear, Necromancy, Mind-Affect) (Nercess):

Suddenly, as you get closer to her, you are blasted with a nearly palpable sense of dread. If you fail the check, you become Panicked for 2 Full Rounds. If you make the Save, you are instead Shaken for 1 Round.
-
Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
-
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Spellcraft: 1d20 + 3 ⇒ (16) + 3 = 19

"She means to cast aid!" Vash warns.

Does casting from a scroll provoke? We made the save but are still shaken? Harsh!

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Start round 2:

Will: 1d20 + 6 ⇒ (17) + 6 = 23

Clair double moves forward. A dreadful feeling washes over Clair as she moves closer, shaking her for a short moment while turning her mood sour.

"Just wait, I'll make you feel true dread..."

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress strides through the room, unsure what her companions are saying. Even so, stares at one of the henchman, willing that it attack the dark queen.

murderous command vs. #2, DC 15 Will save. I'm shaken for 1 round.

will save: 1d20 + 3 ⇒ (11) + 3 = 14

Shadow Lodge

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

She took a 5ft step back, (drawing her shield at the same time), then drew the Scroll (Move) and cast it (Standard).

ROUND 1

Clair (shaken) and Miaka ()
------------------------------------
Mite 2 (killing something)
------------------------------------
Vash () & Milly ()[/b] <both Shaken until Round 3>
------------------------------------
Dark Queen (+7, +1 Att)
------------------------------------
Eldon (), Nercess (double moves), & Oloch ()

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

So she is 10 ft away now? If so, on out turn, we charge again! We do a ride by attack angling up.

"Lets go Milly! Up, up and away!" Vash yells.

Attack: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 Oh for Pete's sake!
Damage: 2d6 + 8 ⇒ (4, 5) + 8 = 17

Mite gets an AoO


Oloch rushes into the room, his sword held high. Dodging through the crowd, he sets his sights on the now named as a Nightmare. As he rushes forward, Oloch calls out 'ELF! Your nightmare ends now!!" As he approaches the elf, he begins casting a spell, calling upon Gorumn to strengthen his will and his heart.
Move, Standard: cast Remove Fear on himself

Will dc14: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Eldon double moves towards the action, non particularly trying to avoid the fear aura but looking for an empty line to step through.

Shadow Lodge

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

Eldon and Nercess move closer, while Oloch follows, preparing his mind and soul against the dark magics at play. When she gets close enough, she commands the little Mite to kill his charge, but he can not do it, and instead thrusts his own knife into his heart.

Random: 1d2 ⇒ 1
Clair gets closer as well, while Vash attempts to thrust his lance through her chest, but finds out the hard way she has some sort of heavy armor beneath her gown, and the blow is deflected harmlessly.

Miaka advances a bit more, then unleashes a pair of arrows at the Elven woman but just can not seem to get a clean angle and both simply hit the wall behind her ineffectively.

Arrow 1: 1d20 + 7 ⇒ (5) + 7 = 12 <miss>
Arrow 1: 1d20 + 7 ⇒ (2) + 7 = 9 <miss>

Stepping back once more just out of Vash's reach, se grasps her unholy symbol and suddenly a blast of utter darkness radiates quickly through the immediate area, calling Vash and Milly towards the grave. As she does so, suddenly a wave of dark terror washes over Eldon as well.

Vash, Milly Will DC 14 for Half:
Negative Energy: 1d6 ⇒ 2

Eldon, see the above Fear Will Save.

ROUND 2

Clair (Shaken), Miaka () Vash (Shaken) & Milly (Shaken)
------------------------------------------------------------
Dark Queen (+7, +1 Att)
------------------------------------------------------------
Eldon (), Nercess (Shaken), & Oloch (Remove Fear)

151 to 186 of 186 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM B's PFS GD4 The Beggar's Pearl (1-7) GAME All Messageboards

Want to post a reply? Sign in.