DM B's PFS PbP GD4 The Lost Legacy (3-7) GAME (Inactive)

Game Master Beckett

When a samsaran dies, he is reborn again with few memories of his past lives. The cycle continues until he has earned a righteous place in the afterlife. After years of service and lifetimes of accomplishment, Venture-Captain Bakten nears the end of his noble existence and has begun investigating his past lives as a means of understanding Tian Xia's rich history. However, he cannot complete his research alone, and only with was he able to begin to delve into his own past lives. You where there to witness two of those past live's major karmic achievements be undone, and in the end Bakten himself attacked and assassinated in a psychic duel with an unknown entity.

Upon returning to the Sanctuary of the Unbound Knot, you find that Bakten, somehow, did manage to reincarnate one last time, and you are being called upon once more to aid in exploring a troubling legacy secreted within the mountains of Zi Ha. It is up to the Pathfinders to ascend into the ice-capped mountains to unveil the crimes of past generations and save one of the region's greatest heroes.

Init:

[spoiler=INIT]
[dice=Andruss]1d20+4[/dice]
[dice=Grundar]1d20+3[/dice]
[dice=Jorah]1d203[/dice]
[dice=Maligaster]1d20+2[/dice]
[dice=Wembly]1d20+3[/dice]
=====================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Subtier 3-4

MAP


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Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

What?? She never went to Hogwarts? :P

Shadow Lodge

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

The Str check was a fairly low Str check, but one that you where not in a terrible rush to make, so you could have basically just done it until successful. So I basically just skipped it.

Continuing onwards past the Dam, you come to the village of Dallo. Haunted eyes peer out from the doorways of ramshackle bamboo huts. Dallo’s squalor is apparent, but as its denizens trickle out to gather in the grubby village square, another source of anguish starts to suggest itself in the wounds borne by numerous villagers. Many in the throng wear bandages across their chests, and some are missing hands or feet.

As you begin to inquire about what may have happened, you quickly learn that only two of the villagers speak the Common (Taldan) tongue, and even then, hardly fluently. One of these locals is Yuzana, a middle aged woman that seems to be a zealous follower of Malikeen Heartsong, the beatified version of Bakten’s former incarnation. The other is called Arkar a skeptic man who claims Malikeen was no goddess. The remaining villagers take their cues from these two, and when you first arrive, the village is split equally in their support. Many of the villagers who follow Yuzana’s lead have tattoos depicting a stylized basket or cradle, the symbols of faith in Malikeen.

Asking for help to find the cradle of Malikeen, Yuzana agrees to take you there if you will assist them to defeat “the talons of envy,” brutish magical creatures that descend from the mountains at night.

Know Planes DC 20:
Furth inquiries for more details of these "Talons of Envy" are a group of Daemons called Ceustodaemons. Ceustodaemons are large demon-like beings that have the innate ability to see the Invisible, magic, and also to discern alignments with ease. They can also call on some abilities that allow them to manipulate both space and time (Dimension Door, Slow, Hold Monster, Fly), and either a silver or holy weapon is required to harm them.

Know Planes DC 25:
Additionally, they are highly resistant to the elements, but outright immune to acid, death effects, disease,
mind-affecting effects, paralysis, poison, polymorph and sleep.

Know Planes DC 30:
They also have a breath weapon very similar to that of a Blue Dragon, something they tend to use with devastating effect with their ability to fly without the need of wings, and add in their natural reach, can make for very devastating opponents.

Diplomacy DC:
If you are able to change Yuzana into a trusted friend, she is willing to give you a special gift that might help.

Agreeing to help them if they are attacked, Yuzana leads you and some of the villagers back to the dam, and up to the Stupa temple. You find the cradle, but quickly discover that it is not the item you need. Your candle does not flair to life in it's presence, nor can you feel anything special about it.

You do find a few other items of some interest, however. First, a tattered scroll, written in Minkaian, contains the proverbs of Malikeen Heartsong.

Linguistics DC 20 (or Comprehend Languages, or the like):
allows you to decipher enough to determine that Malikeen appeared mysteriously near the village of Dallo, paralyzed from the neck down, a condition she ascribed to “the evisceration of the life before.”

Secondly, depicted on small murals within the Stupa,

Perception DC 20:
you observe a series of samsaran figures representing Bakten’s former incarnations. The figure between Malash and Malikeen is a female silhouette shrouded in black hair with red, piercing eyes. You get a sudden psychic impulse that this is somehow very important, (like in perhaps the next scenario), but are not sure in what way.

There are a few more rolls, but I didn't want to overwhelm with info just yet, and also trying to keep all the info that is coming out in a somewhat cohesive order. But, you can attempt a Sense Motive and Perception check if you like before the big fight.

Grand Lodge

Male Aasimar Oracle 3/Paladin 2, HP 35 [43], AC [21], Fort +11, Ref +8, Will +9, CMD +8, CMD 20, Init +6, Perception +6

Diplo: 1d20 + 12 ⇒ (12) + 12 = 24
Know Planes: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

"What do you know of this creature? Is it what has caused so much pain here?" Sen asks.

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

Jorah uses guidance before the checks
Kn Planes: 1d20 + 7 ⇒ (18) + 7 = 25
Diplomacy: 1d20 + 15 ⇒ (13) + 15 = 28
Perception: 1d20 + 10 ⇒ (2) + 10 = 12

"Is this the only cradle here? It does not seem to be the one we are looking for."

He shares his knowledge of the demons with the group

-Posted with Wayfinder

Shadow Lodge

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

Ops, missed the Diplomacy DC. But that should do it.

Yuzana says that she believes in her soul that you would never betray Dallo, and offers you a silver statuette of a yeti cradling a child. Through proximity to the cradle, the statuette has temporarily gained the ability to protect its bearer against the dangers of mountainous environments. Once activated, the figurine provides the effects of the endure elements spell against cold only, and allows the bearer to treat their altitude as one category lower—that is, to treat a high peak as a low peak, and a low peak as a low pass altitude zone. You all also earn the Blessing of Malikeen boon on their Chronicle Sheets.

Seinaru Kage wrote:
"What do you know of this creature? Is it what has caused so much pain here?" Sen asks.

“Dark always. Hard to see. Horns and talons. Not of this world. They come from the north road at midnight, from the mountains. Talons of envy. Heartsong gave us dam, make our fields grow, make us strong. They envy our fortune. They test our faith.Cross the dam, then village. They make you slow, then they make you still, then they take your parts. You feel their talons but you cannot scream."

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

Are we still in the area that we get the +1CL from the ley line?

-Posted with Wayfinder

Silver Crusade

Female Aasimar Sorc 10 AC17/T13/F14 +1 all /CMD14 |HP 82/82 | Fort:+9;Ref:+9(+10);Will+9 |Percept.+11 (darkvision) | Init.+9 (0/1 shirt, electric arcs 0/7 used) (Whirlwind 0/1) {, waterbreath, ext_mage_armor , 4 images }

Victoria will respond regarding the ritual.

"I believe I have the candle that may be needed ."

Kn:planes : 1d20 + 1 ⇒ (6) + 1 = 7
Perception : 1d20 + 4 ⇒ (20) + 4 = 24

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

Andruss uses his scroll of comprehend languages to decipher what is written in Minkaia on the tattered scroll.

"Hmmm... It seems that Malikeen appeared mysteriously near the village of Dallo, paralyzed from the neck down, a condition she ascribed to “the evisceration of the life before". Yuzana and Arkar, can you tell us more about it?"

Kn. Planes: 1d20 + 8 ⇒ (17) + 8 = 25
Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 5 ⇒ (16) + 5 = 21

The other rolls:

Sense Motive: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Grand Lodge

Male Aasimar Oracle 3/Paladin 2, HP 35 [43], AC [21], Fort +11, Ref +8, Will +9, CMD +8, CMD 20, Init +6, Perception +6

Is this town big enough to have holy weapon balm or holy water?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Victoria Hennessee wrote:

[Dice=Perception]

You spot a small section of the ground near the base of the dam still on land that seems to be covered, but once opened into a small area beneath the dam itself. It's currently hidden and blocked, so you can't see what may lie within, but it's clear someone, year ago, some went through a lot of effort to conceal this small area.

Andruss Delsine wrote:
[dice=Sense Motive]

As you discover the cradle to be a fake, you also notice, out of the corner of your eye, Arkar grimace.

Jorah wrote:
Are we still in the area that we get the +1CL from the ley line?

The same Ley Line does indeed run directly through the Dam of Dallo, which means it could be possible to attune yourself to it. By doing so, you might gain access to the entire Ley Line, (permanently), but in order to do so, you will need to work fast to replicate the ritual you had performed earlier.

Spellcraft (untrained) DC 10

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

Spellcraft: 1d20 + 7 ⇒ (1) + 7 = 8

Wow

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Jorah wrote:
[Spellcraft]Wow

DM Star Reroll: 1d20 + 11 ⇒ (3) + 11 = 14

Seinaru Kage wrote:
Is this town big enough to have holy weapon balm or holy water?

I'm afraid not.

Andruss Delsine wrote:
"Yuzana and Arkar, can you tell us more about it?"

====

I'm looking into it. I could have sworn I saw a little bit about this, but I can not seem to find it now.

Grand Lodge

Male Aasimar Oracle 3/Paladin 2, HP 35 [43], AC [21], Fort +11, Ref +8, Will +9, CMD +8, CMD 20, Init +6, Perception +6

Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10

Before we leave here Sen will blanch 10 crossbow bolts with silver weapon blanch then.

Grand Lodge

Male Aasimar Oracle 3/Paladin 2, HP 35 [43], AC [21], Fort +11, Ref +8, Will +9, CMD +8, CMD 20, Init +6, Perception +6

"Shall we rest the night and leave in the morning to face the beast?" Sen asks the group.

Silver Crusade

Female Aasimar Sorc 10 AC17/T13/F14 +1 all /CMD14 |HP 82/82 | Fort:+9;Ref:+9(+10);Will+9 |Percept.+11 (darkvision) | Init.+9 (0/1 shirt, electric arcs 0/7 used) (Whirlwind 0/1) {, waterbreath, ext_mage_armor , 4 images }

If we are allowed to rest undisturbed, that would be prudent."

Shadow Lodge

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

You can rest if you like. I'll assume that's what you do, taking some time to complete the ritual at this place, and fully unlocking the Ley Line, but also a way to help push this onwards. OOC, I really hate this scenario.

Deciding to set up camp, Victoria takes the time to go investigate the section of ground and wall at the base of the dam, finding a cunningly concealed underground area. NEW MAP UPDATE

Though little more than a crawlspace, now the dark chamber is waterlogged and the cradle is lodged in mud and sand. Beginning to put the pieces together, you discover that years ago, Arkar had stolen the true cradle, replacing it with a nearly perfect fake, which you found above. He did so, not out of spite, but because he felt that his people's blind faith in it and the past weakened them.

However, within the small cave, you do find the true cradle, both confirmed by Arkar's confession and also because your candle does in fact flair to life again the same way it had when brought in close with the skull earlier, indicating that Bakten is studying it from afar. However, as you dislodge the cradle, it causes a sand boil to erupt in the floor. The dam begins to breach, releasing gouts of water into the valley below and flooding the chamber completely. DM Note: 1d4 ⇒ 1

Grabbing the cradle, you suddenly also see a small pendant handing on the cave wall just above where the cradle had sat for these many years, and a sudden flash of familiarity of some sort, awakens within your minds. Not like you have seen of had the pendant before, but rather like it is more than just a simple piece of jewelry.

Grabbing it, you manage to escape the cave before it floods completely, only to begin to hear loud cracks and snapping sounds coming from the dam. It's wooden frame while holding, doesn't sound like it will for much longer. Water begins to leak and squirt through the cracks, that quickly become larger, and adding to the slow flowing river on this side of the dam.

Spellcraft DC 22:
This amulet has accumulated a small measure of divine power from being near the cradle for so long, investing it to become an Amulet of Freedom. Once per day, the first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds.

Across that slow moving river, you see a small workers hut, and from within it the sounds of someone working a forge. Whoever is within likely doesn't hear the dam about to break, and the flood of water would likely kill them outright as it washed away the small hut.

At the same time, as the candle's flame burns blue, it suddenly begins to flare and sputter madly, coruscating through the spectrum until it settles on blood red. Within the frantic candle, images appear: first, a jagged black pagoda, then the image of a blue-skinned woman, her hair like a black shroud. Her jaws distend and erupt with fangs. Bakten’s face appears, his eyes wide with pain and terror. He falls from view and the candle’s flame winks out.

You suddenly feel your connect to each other severed. You can no longer sense (through the Force) each other, nor feel their health. Suddenly the landscape itself seems to shutter, and it seems that for a few moments, the sun begins to set quickly. The full moon rises as well, and you sense the midnight approaches quickly. . .

Grand Lodge

Male Aasimar Oracle 3/Paladin 2, HP 35 [43], AC [21], Fort +11, Ref +8, Will +9, CMD +8, CMD 20, Init +6, Perception +6

Before we start out sen will lifelink himself to all the front liners. Also can i just take 20 and figure out what it is lol?

Spellcraft: 1d20 + 4 ⇒ (12) + 4 = 16

Sen draws his mace and prepares for a fight.

Shadow Lodge

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

I'm going to say no to taking 20 right now, just because of the time frame. You don't really have time to sit there and study it too much, unless you want to do so as the other events are taking place.

Grand Lodge

Male Aasimar Oracle 3/Paladin 2, HP 35 [43], AC [21], Fort +11, Ref +8, Will +9, CMD +8, CMD 20, Init +6, Perception +6

Ok. no worries

Silver Crusade

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 30 (4d6+12) Fort +5, Ref +4, Will +6

spellcraft [dice] 1d20+11 [/dice}

Silver Crusade

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 30 (4d6+12) Fort +5, Ref +4, Will +6

spellcraft 1d20 + 11 ⇒ (11) + 11 = 22

Silver Crusade

Female Aasimar Sorc 10 AC17/T13/F14 +1 all /CMD14 |HP 82/82 | Fort:+9;Ref:+9(+10);Will+9 |Percept.+11 (darkvision) | Init.+9 (0/1 shirt, electric arcs 0/7 used) (Whirlwind 0/1) {, waterbreath, ext_mage_armor , 4 images }

Spellcraft : 1d20 + 8 ⇒ (1) + 8 = 9

"Let me see if I can recall a anything. Studying was never of much interest ... Ok really of no interest when there were so many parties to attend ."

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

"This is not good, this dam doesn't seem like it will last much longer. And at the same time we lose our connection with Baktan? This does not bode well. If only there were a way to warn those downstream"

Is it close enough that Message could work? Looks like Rivani has it

Shadow Lodge

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

You can fairly easily get over there, either by climbing up and crossing the dam or by wading through the very slow moving water on your side. A simple jump down to the ground level (Acrobatics DC 10 or 1d6 non-lethal) and then a little bit of difficult terrain.

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

Acrobatics: 1d20 ⇒ 14

Jorah leaps off the dam and tumbles gracefully as he rushes towards the workers hut, yelling out a warning. "Get out of there! The dam is going to break!"

I'm able to float over difficult terrain with Lure of the Heavens since I'm levitating

Silver Crusade

Female Aasimar Sorc 10 AC17/T13/F14 +1 all /CMD14 |HP 82/82 | Fort:+9;Ref:+9(+10);Will+9 |Percept.+11 (darkvision) | Init.+9 (0/1 shirt, electric arcs 0/7 used) (Whirlwind 0/1) {, waterbreath, ext_mage_armor , 4 images }

"Good call Jorah."

Victoria will cast fly upon herself. She probably able to carry an unarmored person over with her. Otherwise she will zoom ahead and warn the hut dwellers.

Quickly, move to higher ground! The dam is failing! You must hurry!"

Grand Lodge

Male Aasimar Oracle 3/Paladin 2, HP 35 [43], AC [21], Fort +11, Ref +8, Will +9, CMD +8, CMD 20, Init +6, Perception +6

Sen jumps!

Acro: 1d20 - 2 ⇒ (3) - 2 = 1

And lands squarely on his face! He then draws a wand and taps himself.

Damage: 1d6 ⇒ 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

The Exchange

M 24/24 HP, AC: 18, T: 14, FF: 14, CMD: 17, F: +2 , R: +7, W: 0, Init +10, Pereption +5, CN MaleTiefling Kerabit +7 (1d3+1/x3), Kukri +7(1d4+4/18-20x2)

Eric will jump down and walk across... acrobatics: 1d20 + 10 ⇒ (6) + 10 = 16

i am in field and may not get to update daily

-Posted with Wayfinder

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

Spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9

"Do we have to jump? Ow, gods..."

Even aware of his agility limitations, Andruss jumping with a feline grace out of the dam.

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21

@DM Beckett: did we had time to find any silver and/or holy weapon/ammo to buy at the city before?

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8
Quote:
@DM Beckett: did we had time to find any silver and/or holy weapon/ammo to buy at the city before?

He said that town wasn't big enough

Silver Crusade

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 30 (4d6+12) Fort +5, Ref +4, Will +6

The psychic has no armor and is not very agile.

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2
Jorah wrote:
Quote:
@DM Beckett: did we had time to find any silver and/or holy weapon/ammo to buy at the city before?
He said that town wasn't big enough

So, Andruss will be a bit pointless at this encounter, sadly. :/

"C'mon, Rivani, only lacks you!", screams Andruss to the psychic.

Silver Crusade

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 30 (4d6+12) Fort +5, Ref +4, Will +6

The psychic will ask Victoria if she would be so kind as to give her a lift.

Silver Crusade

Female Aasimar Sorc 10 AC17/T13/F14 +1 all /CMD14 |HP 82/82 | Fort:+9;Ref:+9(+10);Will+9 |Percept.+11 (darkvision) | Init.+9 (0/1 shirt, electric arcs 0/7 used) (Whirlwind 0/1) {, waterbreath, ext_mage_armor , 4 images }

Victoria somehow feels psychically compelled to give the the psychic a lift.

"Hurry, we must fly over before the dam breaks!"

Then she will swoop off downstream yelling for the denizens to flee to higher ground.

Shadow Lodge

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

INIT:

Andruss: 1d20 + 4 ⇒ (3) + 4 = 7
Eric: 1d20 + 6 ⇒ (4) + 6 = 10
Jorah: 1d203 ⇒ 147
Rivani: 1d20 + 1 ⇒ (20) + 1 = 21
Seinaru: 1d20 + 1 ⇒ (13) + 1 = 14
Victoria: 1d20 + 9 ⇒ (6) + 9 = 15
=====================================
Daemon 1: 1d20 + 1 ⇒ (5) + 1 = 6
Daemon 2: 1d20 + 1 ⇒ (20) + 1 = 21

You manage to make it across the water just in time to warn the two elder men inside the hut. They drop what they are working on and though they don't understand a word you say, can tell from the shouting and expressions that something is wrong, quickly flee the hut.

There is a loud crack of more wood giving way, and a small stream of water begins to shoot out from the dam, spraying into the now quickly filling pool on your side. The night grows dark, quickly, though not so dark you can not see, when suddenly, two large creatures appear on the far side of the damn, radiating a sulfurous fume. One is on the higher ground closer to the dam itself, while the other is on your level. Both seem to be flying, though they have no wings. Both are large, bear-like creatures with exceptionally savage claws and fangs, but also a lethal arrangement of antlers around their heads that display an obvious, if cruel, cunning and intellect.

These are the same spoilers as above, but now that you can actually see them, I'll give you another chance to see if you know anything.

Know Planes DC 20:
Ceustodaemons are large demon-like beings that have the innate ability to see the Invisible, magic, and also to discern alignments with ease. They can also call on some abilities that allow them to manipulate both space and time (Dimension Door, Slow, Hold Monster, Fly), and either a silver or holy weapon is required to harm them.

Know Planes DC 25:
Additionally, they are highly resistant to the elements, but outright immune to acid, death effects, disease,
mind-affecting effects, paralysis, poison, polymorph and sleep.

Know Planes DC 30:
They also have a breath weapon very similar to that of a Blue Dragon, something they tend to use with devastating effect with their ability to fly without the need of wings, and add in their natural reach, can make for very devastating opponents.

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2
Andruss Delsine wrote:

Andruss uses his scroll of comprehend languages to decipher what is written in Minkaia on the tattered scroll.

"Hmmm... It seems that Malikeen appeared mysteriously near the village of Dallo, paralyzed from the neck down, a condition she ascribed to “the evisceration of the life before". Yuzana and Arkar, can you tell us more about it?"

[dice=Kn. Planes]1d20 + 8
[dice=Diplomacy]1d20 + 10
[dice=Perception]1d20 + 5

The other rolls:

[dice=Sense Motive]1d20 + 5
[dice=Perception]1d20 + 5

Andruss rolled a 25 on kn. planes, he told them everything he knows, in other words, everybody can see the spoilers until DC 25. =)

Grand Lodge

Male Aasimar Oracle 3/Paladin 2, HP 35 [43], AC [21], Fort +11, Ref +8, Will +9, CMD +8, CMD 20, Init +6, Perception +6

Know Planes: 1d20 + 4 ⇒ (1) + 4 = 5

sigh

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

This fight will be deadly, considering that no one in the party has something 100% effective against these creatures.

Grand Lodge

Male Aasimar Oracle 3/Paladin 2, HP 35 [43], AC [21], Fort +11, Ref +8, Will +9, CMD +8, CMD 20, Init +6, Perception +6

I have a spell that will bypass 5 of their DR. This fight seems crazy hard for 3-4. We only have the 1 level 7 so hopefully we live.

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2
Seinaru Kage wrote:
I have a spell that will bypass 5 of their DR. This fight seems crazy hard for 3-4. We only have the 1 level 7 so hopefully we live.

If you are talking about the Weapons Against Evil spell, it says that the weapon "ignore the DR of evil creatures that have DR 5 or lower", not that you ignore 5 of their actual DR.

In our case, they have DR 10/good or silver, so we still have a hard work to do, since this spell ignores only DR of evil creatures that have DR 5 or lower, unfortunately. :(

Grand Lodge

Male Aasimar Oracle 3/Paladin 2, HP 35 [43], AC [21], Fort +11, Ref +8, Will +9, CMD +8, CMD 20, Init +6, Perception +6

Damn your right. Well I have 10 silver blanched crossbow bolts...

Shadow Lodge

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

Sorry, I lost internet before I could finish editing the post.

Init rerolls:
Jorah: 1d20 + 3 ⇒ (18) + 3 = 21
Rivani reroll: 1d20 ⇒ 5
Daemon 2 reroll: 1d20 ⇒ 18

Andruss Delsine wrote:
Andruss rolled a 25 on kn. planes, he told them everything he knows, in other words, everybody can see the spoilers until DC 25. =)

Yes, and you (and others) have the chance to roll higher than earlier now that you see exactly what the "Talons of Envy" are.

Andruss Delsine wrote:
This fight will be deadly, considering that no one in the party has something 100% effective against these creatures.

I will say that there is a lot of things going on you are not aware of. :P

----------------------------------------------------------------------

Seeing the immediate threat Ankar and Yuzana both begin to rally the villagers, you believe calling for them to take shelter near the Stupa, despite the dam being at risk of collapsing.

The daemon nearest the dam (#1) sneers as they begin to rush up the stairs, and you see for the first time that it, and also the other, carries some sort of large glass container filled with a mostly clear fluid. Floating within, you see various severed hands, feet, and other body parts, as if being kept on display, and partially explaining their moniker as "Talons of Envy".

ROUND 1

Jorah ()
============================================================
Daemon 2 ()
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Rivanni (), Victoria (), Seinaru (), Eric (), & Andruss
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Daemon 1 ()

Silver Crusade

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 30 (4d6+12) Fort +5, Ref +4, Will +6

DM, are these some of the same deamons we fought in the gameday adventure you ran?

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

When the battle starts with the demons, Jorah starts chanting to Desna in Celestial and soon a burst of light surrounds one of the demons.

Cast Burst of Radiance (DC:17) on #2
Damage: 5d4 ⇒ (3, 2, 2, 4, 1) = 12

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
GNPW PREGENS wrote:
DM, are these some of the same deamons we fought in the gameday adventure you ran?

Yes they are.

Silver Crusade

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 30 (4d6+12) Fort +5, Ref +4, Will +6

So she would remember how to fight them since I used her for that encounter?

Silver Crusade

Female Aasimar Sorc 10 AC17/T13/F14 +1 all /CMD14 |HP 82/82 | Fort:+9;Ref:+9(+10);Will+9 |Percept.+11 (darkvision) | Init.+9 (0/1 shirt, electric arcs 0/7 used) (Whirlwind 0/1) {, waterbreath, ext_mage_armor , 4 images }

Victoria will offer (free action or on her turn based upon Andruss's comments)

"I have one of those bottles of silver weapon balm or blanche or whatever it is called...you know, if someone totally can use it. Poking things with metal objects is not my specialty."

Shadow Lodge

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

Refl DC 17: 1d20 + 5 ⇒ (16) + 5 = 21
1d4 ⇒ 1

ROUND 1

Jorah ()
============================================================
Daemon 2 (-12, Dazzled)
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Rivanni (), Victoria (), Seinaru (), Eric (), & Andruss
============================================================
Daemon 1 ()

Silver Crusade

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 30 (4d6+12) Fort +5, Ref +4, Will +6

The psychic will concentrate and in doing so will manifest psychic armor in the traditional form of her people.

Manifesting mage armor

Silver Crusade

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 30 (4d6+12) Fort +5, Ref +4, Will +6

These things are pretty brutal from what I remember. Do we have any mainline fighters with us?

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