DM B's PFS PbP Game Day 3 - Glories of the Past (Inactive)

Game Master Beckett

Init:

[dice=Celie]1d20+2[/dice]
[dice=Dhastrach]1d20+1[/dice]
[dice=Guilford]1d20+7[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Ramen]1d20+5[/dice]
[dice=*Theo*]1d20+2[/dice]
---------------------------
[dice=Bug Aberration 1-3]1d20+3[/dice]
[dice=Bug Aberration Alpha]1d20+2[/dice]

DM Notes:

Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
OFFENSE
Speed 40 ft., climb 10 ft.
Melee bite +6 (1d3), antennae +6 touch (rust)
STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +12
SPECIAL ABILITIES
Rust (Su) A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition, a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. can attempt a DC 15 Reflex save to negate this effect.
------------------------------------------------------------------------
N Large aberration (Pathfinder RPG Bestiary 238)
Init +2; Senses darkvision 60 ft., scent metals; Perception +17
DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 67 (9d8+27)
Fort +6, Ref +5, Will +8
OFFENSE
Speed 40 ft., climb 10 ft.
Melee antennae +10 (rust), bite +9 (1d4+6)
Space 10 ft.; Reach 5 ft. (10 ft. with antennae)
STATISTICS
Str 18, Dex 15, Con 17, Int 2, Wis 14, Cha 8
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Ability Focus (rust), Blind-Fight, Improved Natural Armor,
Skill Focus (Perception), Weapon Focus (antennae)
Skills Climb +12, Perception +17
SPECIAL ABILITIES
Rust (Su): DC 19

MAP LINK


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The Exchange

N Dwarf Ranger 9

The idea was for Fairbeaks to intercept the wolf as it approached, so ya, would like things to have moved closer, short stubby dwarf legs (and Dhastrach's spell leash) do not let us charge across battlefields like that. He shouldn't be much further ahead then Theo is I imagine. Assuming the wolves came forward at all, it should work out the same.

Not sure if the Ettin would respond differently or not with different positioning

Of course, Oloch will then end up not quite so far forward either =)

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Dhastrach moves closer to the fray, trying to keep Theo inside his spell's reach (35 ft). Thanks to haste, he's able to move a lot farther (speed 40 ft). Unable to do anything else, he just draws his warhammer, and looks at the ettin.

Just noticed that Dhastrach's AC against the ettin is 29. Nice.

The Exchange

N Dwarf Ranger 9

Bah, everyone's already moved based on the bird going all suicidal.
Feh, lets just keep it as is, to avoid delaying/complicating things further... although you might want to let Guilford move differently again (who knew his initial thought was what would end up happening anyway =)

don't suppose Dhastrach could move 10' less. Be hard for Theo to move anywhere that won't get him either full attacked or multiple people cleaved in his current position.

the bird will be withdrawing

Shadow Lodge

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

Ok. Honestly, if that hadn't happened, the Ettin would have thrown a Javelin, and likely done near the same damage.

[I]Oloch begins to call on divine aid, filling him with the fury to enact his wrath while Celie moves up and away, calling on a curse to <make this fight nothing> give the Ettin terrible luck.

Ettin Will save DC 16: 1d20 + 5 ⇒ (17) + 5 = 22

F', yah!!!, I mean, um, dang. . .

ROUND 2

Guilford (Ready Grease/+20ft), Theo (), Fair Banks (-19), & Ramen ()
--------------------------------------------------
Ettin ()
--------------------------------------------------
Oloch (), Celie (+20ft), & Dhastrach ()

I've removed the other dire wolf, but, if anyone does like an AoE spell, it may come back in. Also, Guilford, since the Ettin never approached, (and probably will not), and it's your turn again, did you want to continue to Ready or do something else?

The Exchange

N Dwarf Ranger 9

Cursing at Fairbeaks' inability to follow instructions, Little Foot moves to catch up to the others, who seem to all be charging ahead. He call a command at the axebeak as he does so.

Fairbeaks, gives a loud aggrieved squawk at the ettin, then falls back.

Fairbeaks withdraws this round.

Nearing the others, Theo draws a dagger with one hand, letting it fly at the ettin as he moves in beside Dhastrach.

Single move, then throw a dagger to get his attention.

Ranged Attack: 1d20 + 7 ⇒ (20) + 7 = 27, for 1d4 + 3 ⇒ (4) + 3 = 7 damage.
confirmation: 1d20 + 7 ⇒ (8) + 7 = 15, for an additional 1d4 + 3 ⇒ (2) + 3 = 5 damage.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

Ramen will delay until after the Ettin goes

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford flies into range and greases one of the ettin's flails!

DC 15 Reflex save, but he has to make it on every attack and attempt to pick it up if dropped.

Shadow Lodge

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

Guilford gets close enough and finishes whispering the occult words he'd been holding back, causing a thin layer of grease to accumulate on the giant's off-handed weapon, but the Ettin manages to swing it about wildly, flinging most of it off harmlessly.

Refl: 1d20 + 5 ⇒ (20) + 5 = 25 Well, at least that wasn't his next attack. . .

Theo flings a dagger, might as well be a toothpick against the giant, but it's enough to allow Fairbeaks to flee from immediate danger. Seeing he is far outnumbered, he takes a step back towards the wall, dropping into a defensive stance and holding his ground, refusing to be surrounded and forcing you to come to him, while shouting out a taunt in Orcish, accusing you all of being cowards and stupid. The crowd begins to laugh, then shout derogatory things at you.

ROUND 2

Guilford (+20ft), Theo (), Fair Banks (-19), & Ramen ()
--------------------------------------------------
Ettin (Defensive, -7)
--------------------------------------------------
Oloch (), Celie (+20ft), & Dhastrach ()

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Seeing that the situation is in the pathfinders' favor, he casts prayer to further enhance their fighting capabilities and diminishing theirs. Defiantly, he moves a tad closer to the ettin.

Prayer:
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.

Dhastrach moved 15 ft. diagonally (two squares) after casting the spell.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Round 2 Bless, Haste, Protection from Evil, Weapon of Awe

Swift Action: Sacred Armor (Light Fortification)
1 Fervor: Sacred Weapon (Vicious)
Std Action:Oloch charges the Ettin

Greatsword: 1d20 + 13 + 1 + 1 + 2 ⇒ (4) + 13 + 1 + 1 + 2 = 21 ... Bless, Haster, Charge, Furious Focus
... Slashing: 2d6 + 11 + 2 + 6 ⇒ (1, 5) + 11 + 2 + 6 = 25 Weapon of Awe, Power Attack
... Sacred Weapon: 1d8 ⇒ 8
... Vicious: 2d6 ⇒ (2, 1) = 3 and Oloch takes 1d6 ⇒ 1

Status:
HP 54/60 AC 21+2-2
Light Fortification
25% Change of negating a critical hit

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

Ramen becomes visible after attacking. he'll fight defensively, moving and taking the one attack this round.
+1 wakizashi: 1d20 + 11 ⇒ (15) + 11 = 261d6 + 1 + 4d6 ⇒ (4) + 1 + (3, 5, 2, 5) = 20

numbers. AC 23 until next go:
+11 base, +2 striking from invisible, +1 bless, +1 haste, -4 fighting defensively. AC 23 until the start of his next turn. base 20, +2 dodge from defensively, +1 from haste.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie looks at the ugly man. "You are fortunate, but that will not last long." once more with misfortune. accursive hex.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Oloch, you can't charge as a standard action unless you are staggered, or otherwise reduced to a single standard action per round. Unless, of course, you have some ability I haven't heard of that allows you.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

are fervor and sacred armor both swift actions? Thats not a thing either i think. Can only get one swift per round. Since its just a swift action otherwise, you could swift then charge as a full round action.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Sorry ... that should read full round action.

It is a swift action to trigger Sacred Armor; for 1 fervor (from my fervor pool), I can also trigger my sacred weapon in the same swift action.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)
Oloch of Gorum wrote:

Sorry ... that should read full round action.

It is a swift action to trigger Sacred Armor; for 1 fervor (from my fervor pool), I can also trigger my sacred weapon in the same swift action.

Oh, alright then. I'm not too familiar with ACG classes anyway.

The Exchange

N Dwarf Ranger 9

on his turn...

Little Foot will moves to surround the ettin as best they can.

cant move myself at present.... But aiming for that far northeast corner, assuming the wolf is still not hostile.

He takes a single swing.

melee attack, pa, haste, bless, prayer, flanking: 1d20 + 9 - 2 + 1 + 1 + 1 + 2 ⇒ (1) + 9 - 2 + 1 + 1 + 1 + 2 = 13, for 1d10 + 5 + 6 + 1 ⇒ (1) + 5 + 6 + 1 = 13 damage.

oops... Guess not.

Fairbeaks circles around for another charge next round

Shadow Lodge

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

Oloch chares forward, bringing hi massive sword down in an overhanded arch, only to have the giant bat it to the side effortlessly, but luckily, because the giant had been focusing exclusively on defense, drawing you in closer, it isn't able to bring it's powerful flail around to counter as well, leaving Oloch safe, for now.

Celie, isn't it immune to Misfortune for 24hours if it succeeds? Or am I thinking of something else?

ROUND 2

Guilford (+20ft), Theo (), Fair Banks (-19), & Ramen ()
--------------------------------------------------
Ettin (Defensive, -7)
--------------------------------------------------
Oloch (), Celie (+20ft), & Dhastrach ()

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Normally that would be true. But Celie has Accursed Hex which allows her to try twice.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Gil flies forward again, this time calling upon arcane forces to send a jet of flame at the ettin!

Casting Scorching Ray.

Ranged Touch: 1d20 + 6 ⇒ (2) + 6 = 8
Damage? Maybe?: 4d6 ⇒ (5, 1, 6, 2) = 14

The Exchange

N Dwarf Ranger 9

Back from Vegas... moved myself appropriately now that I can =)

Shadow Lodge

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

Catching up a bit from earlier actions. . .

Will (DC 16): 1d20 + 5 ⇒ (14) + 5 = 19

Knowing what to expect from the flying Elven woman with the strange glove, the Etten shields his eyes just in time from her dark glance. From above Guilford sends down a powerful heated laser of arcane power, focused sunlight, but misses his target as the Ettin dives to the side. Theo tries his hardest to land a solid blow, but likewise just fails to connect as the orcs Champion bats his weapon aside at the last moment, but it allows the hidden Ramen to land a solid blow from behind, digging his smaller weapon into the creatures spine, through it's armor and thick skin, and twisting the blade as he calmly, methodically pulls it back out, taking with it a stream of blood.

Now with plenty of opponents in close quarters, exactly where he wanted these "puny humans", the Ettin goes all out, being pretty beat up itself, but far from out of the fight, and clearly able to give as well as it gets.

Great Cleave Flail 1 vs Theo (AC 27): 1d20 + 16 ⇒ (20) + 16 = 36
Crit Confirm vs Theo (AC 27): 1d20 + 16 ⇒ (16) + 16 = 32 <CRIT>
Damage: 4d6 + 16 ⇒ (2, 2, 2, 6) + 16 = 28

Great Cleave Flail 1 vs Ramen (AC 22): 1d20 + 11 ⇒ (12) + 11 = 23 <HIT>
Damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16

Great Cleave Flail 2 vs Oloch (AC 20): 1d20 + 16 ⇒ (18) + 16 = 34 <HIT>
Damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17

Great Cleave Flail 2 vs Theo (AC 27): 1d20 + 11 ⇒ (4) + 11 = 15 <miss>

Please recheck the AC's above to make sure I have it all right.

ROUND 3

Guilford (+20ft), Theo (-28), Fair Banks (-19), & Ramen (-16)
--------------------------------------------------
Ettin (-27)
--------------------------------------------------
Oloch (-17), Celie (+20ft), & Dhastrach ()


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Round 3 Bless, Haste, Protection from Evil, Weapon of Awe, Prayer

Swift Action: Sacred Weapon (Vicious)
Full Rd Action:Full Attack

Greatsword: 1d20 + 13 + 1 + 1 + 1 ⇒ (15) + 13 + 1 + 1 + 1 = 31 ... Bless, Haste, Prayer
... Slashing: 2d6 + 11 + 2 + 1 ⇒ (5, 2) + 11 + 2 + 1 = 21 Weapon of Awe, Prayer
... Sacred Weapon: 1d8 ⇒ 3
Vicious: 2d6 ⇒ (5, 6) = 11 and Oloch takes 1d6 ⇒ 4 if he hits

Greatsword: 1d20 + 13 + 1 + 1 + 1 ⇒ (6) + 13 + 1 + 1 + 1 = 22 ... Bless, Haste, Prayer
... Slashing: 2d6 + 11 + 2 + 1 ⇒ (5, 2) + 11 + 2 + 1 = 21 Weapon of Awe, Prayer
... Sacred Weapon: 1d8 ⇒ 5
Vicious: 2d6 ⇒ (5, 4) = 9 and Oloch takes 1d6 ⇒ 5 if he hits

Status:
HP 29/60 AC 21+2+1 PoE and Haste

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie glares at the Ettin, giving him the Evil Eye, causing his saves to weaken two points. It lasts for 3 rounds unless he makes a successful will save. On a successful save, it only lasts for one round... normally. DC 16

The Exchange

N Dwarf Ranger 9
DM Beckett wrote:
Please recheck the AC's above to make sure I have it all right.

Did you account for the -1 to both the Ettin's attack and damage rolls from Dhastrach's Prayer spell? If not, it would have missed Ramen I think, and damage would be slightly less (stupid crits!)

Little Foot grunts with pain, as the flail strikes a solid blow, but manages to avoid the followup swing.

He calls another command at Fairbeaks, and with an angry squawk, the axebeak once more charges across the sandy arena to strike at its earlier tormentor.

Melee Attack, Charge, Bless, Prayer, PA: 1d20 + 10 ⇒ (8) + 10 = 18, for 2d6 + 11 ⇒ (6, 1) + 11 = 18 damage.
(Not sure if the bird is flanking there, suspect not. If so, add 2 more!)
If the charge hits then: Sudden Charge Trip vs CMD: 1d20 + 9 ⇒ (3) + 9 = 12

After his friend charges in (and in a perfect world knocks it prone) Little Foot goes on the offensive as well.

Melee Attack, PA, Flanking, Haste, Bless, Prayer: 1d20 + 12 ⇒ (18) + 12 = 30, for 1d10 + 12 ⇒ (2) + 12 = 14 damage.

Hasted Melee Attack, PA, Flanking, Haste, Bless, Prayer: 1d20 + 12 ⇒ (16) + 12 = 28, for 1d10 + 12 ⇒ (5) + 12 = 17 damage.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Also, he needs to make a Reflex save to wield the second weapon every round until grease expires.

EDIT: I may have been reading grease incorrectly?

Grease text:
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item.

I take the last sentence to apply all the time regardless of the first save. But I suppose a very strict parsing of the text could suggest that everything after the sentence about the initial save no longer applies if that 1st save is successful. Thoughts?

The Exchange

N Dwarf Ranger 9

oh, and Dhastrach takes half of Theo's damage due to the shield other (so 13 apiece?)

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

yah, i'm AC 23 this round vs. him. Is Oloch's prayer for the group? or from fervor just for himself? If the prayer was missed he'd have a 22 and just narrowly avoid giving me 16 damage. His AC goes down for cleave right? so if i hit on a 19 before i should be looking for 17's this turn?

regardless... doesn't stop ramen from twf, haste, and ninja ki

dice (52 dmg i think):

+1 wakizashi: 1d20 + 14 ⇒ (4) + 14 = 181d6 + 2 + 4d6 ⇒ (2) + 2 + (1, 2, 5, 2) = 14
mwk cold iron wakizashi: 1d20 + 14 ⇒ (2) + 14 = 161d6 + 1 + 4d6 ⇒ (4) + 1 + (2, 6, 1, 6) = 20

+1 wakizashi: 1d20 + 14 ⇒ (9) + 14 = 231d6 + 2 + 4d6 ⇒ (5) + 2 + (4, 1, 4, 4) = 20
+1 wakizashi: 1d20 + 14 ⇒ (13) + 14 = 271d6 + 2 + 4d6 ⇒ (1) + 2 + (5, 6, 1, 5) = 20

bite: 1d20 + 8 ⇒ (7) + 8 = 151d3 + 1 + 4d6 ⇒ (3) + 1 + (1, 3, 4, 1) = 13

back to AC 21 b/c Ramen's not fighting defensively now.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Oloch's Prayer is for the whole group.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

good, i counted on it for my attacks =)

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Remember that Theo takes half the damage, and Dhastrach takes half. So the crit dealt 13 damage to Theo, 13 to Dhastrach. Yay.

Feeling confident, Dhastrach advances to flank the Ettin (not caring if he provokes an AoO) and bangs the giant with his warhammer.

Attack: 1d20 + 7 + 1 + 1 + 1 + 2 ⇒ (19) + 7 + 1 + 1 + 1 + 2 = 31 (Haste, Bless, Prayer, flanking)
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8 (Prayer)

AC against the Ettin (if evil) is 29.

Shadow Lodge

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

As you surround him, stabbing and smashing into the giant, he finally falls before your might. The crowd grows silent, almost as if confused at what they have just seen, but suddenly begin to cheer at your crushing victory, only saddened that some of you didn't die in gruesome ways first.

Furious that you actually managed to survive, but at the same time happy that you indeed may be the ones to get his revenge and cunning enough to know he can't squeeze any further favors out of you, Ploog keeps his word, granting you the slave Gulros and makes it clear that you are all under his protection as you depart Urglin.

Utilizing the small magic token you had received from the Venture Captian before entering once you are far enough away from that damnable place, Venture-Captain Canayven Heidmarch, or rather a figment of him appears to hear your reports. Seeing that you have a new ally with you, he vanishes, but using the token as a focus, and now aware of your general area, quickly completes an arcane spell that transports you all to him instantaneously, walking the pathways of magic.

========================================================================
.........PART 3: THE SECRETS STONES KEEP.........
========================================================================

"You have done well, agents. I'm proud of you. Now, now we might just stand a chance." as he offers you an honest bow of respect. "While you didn't fine Eando's route, and it's possible there was no route to find, you brought us the next best thing."

Around you sits a well concealed camp at the base of the Mindspin Mountains. While the VC takes Gulros to a small tent to question him, he also offers you the chance to rest, grab some hot food and a cot and relax.

The next mourning, after a good breakfast (for the road that is), the VC summons you one more. "Pathfinders, in light of recent discoveries in the orc city of Urglin, we now have enough information available to send a team into Koldukar. In Janderhoff you discovered a damaged stone stele marked with the names of the other five known Sky Citadels, the fortress cities of the dwarves. The rune for Koldukar glowed when we spoke its name, just like you said, and we suspect an even more complete stele resides in that city. Getting in would be rather difficult,” he admits with a grim face, “but it seems that Gulros knows the way.”

With that, Heidmarch motions to a lean orc who nods his acknowledgement. “I have had some time to speak with Gulros, and I believe him trustworthy. Do not abuse that trust, and do not abuse him. He owes us a favor, but you will be at his mercy if he feels betrayed. Follow him to a series of caverns to the west of the orc city of Urgir, and there he will direct you through a tunnel that leads directly to subterranean Koldukar. From there, navigate the Sky Citadel and find your way to the stele. If it is still intact and functional, activate it and see what else you can learn of dwarven history. I suspect that you will also be able to use the stone to signal Janderhoff. I will be there awaiting that signal, at which point I’ll coordinate your extraction from hostile territory.”

“These animals have all the supplies to see you to Urgir and back; if you find anything missing, hurry to Urglin and acquire it. You’re heading into a ruin that predates the common language, so make sure that
somebody has the means to speak and understand Dwarven. Any questions?"

Know History DC 15:
The dwarves built Koldukar upon completing their Quest for the Sky more than 9,000 years ago. The site is now the
capital city of the orcs, a place they call Urgir, meaning “first home.”

Know History DC 20:
Koldukar was a multi-level city held aloft by giant pillars of stone and iron deep beneath the earth. Tremors and earthquakes ravage the area around Urgir.

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

Dwarves get a +2, and also get to use their Stonecunning Bonus as well.

Know History (Dwarven) DC 15:
These steles are more than just maps; they are carved from the same type of stone and radiate an aura of divination magic. It is said they can speak, but what other powers these steles hold is either a secret guarded by dwarves or lost to time.

Know History (Dwarven) DC 20:
Each stele has the ability to contact its sister steles. As long as the runes are intact at both sites, one can merely call out the desired Citadel’s name. If this is done properly, one can talk to the contacted stele as if that stele were the monument before them.

Know History (Dwarven) DC 25:
Sky Citadels have all manner of guardians; it is said that these guardians rarely attack dwarves. Furthermore, the guardians can be deactivated and even controlled with the proper use of a stele.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

History: 1d20 + 8 ⇒ (14) + 8 = 22

Celie recalls this places history. "The dwarves built Koldukar upon completing their Quest for the Sky more than 9,000 years ago. The site is now the
capital city of the orcs, a place they call Urgir, meaning “first home

Koldukar was a multi-level city held aloft by giant pillars of stone and iron deep beneath the earth. Tremors and earthquakes ravage the area around Urgir.

History: 1d20 + 8 ⇒ (7) + 8 = 15
Celie looks at the carvings. "These steles are more than just maps; they are carved from the same type of stone and radiate an aura of divination magic. It is said they can speak, but what other powers these steles hold is either a secret guarded by dwarves or lost to time."

The Exchange

N Dwarf Ranger 9

Knowledge (history): 1d20 + 2 - 1 ⇒ (9) + 2 - 1 = 10

Knowledge (history): 1d20 + 2 - 1 + 2 + 2 ⇒ (16) + 2 - 1 + 2 + 2 = 21

The Exchange

N Dwarf Ranger 9

"Tutors didn't talk much about Koldukur," Little Foot adds, "Bit of a sore point I guess."

"But I remember learning some about these steles." He shrugs slightly, clearly not too certain on his recollection. "They don't just speak, but they speak to each other. From across the world."

"If the runes are intact, you can talk to any other stele at any of the other sky citadels." He frowns slightly, before adding, "Maybe even the lost ones."

"Seems unlikely the orcs have found it, or it wouldn't still be intact."

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

That dream thing:

1-20: 1d100 ⇒ 47
Will save: 1d20 + 11 ⇒ (6) + 11 = 17
No ill effects.

Knowledge (history): 1d20 + 11 ⇒ (4) + 11 = 15

As for the second Knowledge (history) with all the bonuses... Dhastrach takes 10. +17 bonus, teehee.

Dhastrach clears his throat and turns to Celie and Theo. "Yourr knowledge astonishess me," he begins, amused, "these steles werre not the only aspect howeverr. Each stele had itss guarrdianss. Though they shouldn't attack dwarrvess, of courrse, but ass these guarrdians can be deactivated and contrrolled with prroperr use, I can imagine some foul infidelss exploiting dwarrven excellency to theirr own uselesss goalss."

He then turns to the venture-captain. "Will Gulros accompany uss all the time, orr will he deparrt once we find Koldukar? I doubt a derrelict Sky Citadel is without dangerr, and he doesn't look like the fighting type."

Shadow Lodge

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

Just setting up the new maps and monsters.

Shadow Lodge

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

Ok, I'm ready to kick that last part off. Real Quick, has anyone level up? Or more specifically, are we changing the SubTier?

Based on what's listed, it looks like 6+6+6+7+7+5=37
37/6=6.1, so playing the 5th-6th Tier.

The Exchange

N Dwarf Ranger 9

Little Foot is still level 5, Oloch-pregen still 7, everyone else appears to have leveled (I think ramen hit 8, everyone else to 6)

Shadow Lodge

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

PART 3 BEGINS: The Hidden Path to Koldukar. . .

Your journey to Koldukar is largely uneventful, though at times Gulros directs the small party to take cover to avoid mountain orcs or leads you through winding arroyos to stay out of sight. Following 2 weeks of travel, you reach the entrance to the tunnels that Gulros claims will lead them to Koldukar.

Here Gulros says he will wait, meeting with any other Pathfinders that will be following you as a sort of waypoint.

"This passage is not completely unknown to the orcs of the Hold of Belkzen, but it is a route too impractical for common use and leads to a section of Koldukar that the orcs dismissed as useless long ago." he says. However, as you soon discover, several orcs who had ties to Ploog’s Bloodworks in Urglin recently heard that the Pathfinders were hoping to use the passage, and they have moved into the tunnels to intercept the group not long after entering the cave tunnels. About 15 minutes after entering the dark tunnels, you come across a strange Orcish banner planted in the center of the path.

The monotony of cavern terrain—gray sand, gray walls, and gray rocks—is broken by the appearance of a fierce banner as the tunnels open into a slightly wider stretch of cavern. At the cavern’s center, a standard constructed from a column of giant vertebrae is planted into the sandy floor. An intact femur forms the standard’s cross beam, and a sheet of purple cloth hangs from its knobby prominences. An image of an orc skull almost entirely encircled by coiled spinal column is emblazoned across the banner’s center.

Knowledge Nobility DC 12:
It is the Clan symbol of the Broken Spine
Clan, a violent tribe of orcs with a deep-seeded hate of humans—and of members of the Pathfinder Society in particular.

Knowledge (local or religion) DC 15:
You recognizes that the placement of the banner in the cavern is a sort of ritual challenge. Assuming the party gets both, you might be able to talk or intimidate your way through this.

If you have Scent:
You definitely smell Orcs!!!

The passage is natural and varies between 5 and 15 feet in width, with a ceiling that averages 10 feet in height. There is no natural illumination within.

As you begin to approach, you hear a guttural voice shout at you from the darkness. "Pinkskins! I told you, Kogan! I may not be able to see them before you, but I can smell their perfumed skin long before you spot them.” Emerging from the shadows, a large orc with prominent lower tusks, milky white eyes, and innumerable scars steps forward and snorts contemptuously.

“And what’s more, I reckon these pinkskins are the Pathfinders we were expecting.” A toothy grin spreads across the orc’s meaty face as the guttural laughs of several more orcs echo off the cavern walls. He continues, “I am Magra of the Broken Spine Clan. I demand to know what right Pathfinders have to cross into the Hold of Belkzen and pass beneath Urgir’s walls, all without the protection of the clans. It is especially galling when your Society owes me so much gold!”

The hidden orcs laugh again, and impossibly, his grin widens. “And before you let your itchy weapon hands get the better of you, know that I have an entire clan of brothers in Urgir who expect me back soon and know where to come find me. If they fail to find me alive, rest assured that they will find you!"

The Exchange

N Dwarf Ranger 9

Is it safe to assume the remainder of this scenario will be underground?
Theo's favored terrain kicks back in, and his initiative goes up to +4 again (all these mods apply to the axebeak as well).

Little Foot seems to enjoy the trek through the Holds of Belkzan, spending most of his time ranging ahead, through the mountain passes, Fairbeaks by his side.

Knowledge (local): 1d20 + 3 ⇒ (1) + 3 = 4

He continues to have no knowledge whatsoever of the local orcs tribes or their customs, however.

"That Ploog is like a disease, continuing to irritate long after you think he's gone." He growls, as signs of others having reached the caverns ahead of them become known.

On the plus side, our recently acquired boon vs orcs could come into play here =)

He grips his club tightly at the ready, not overly worried about the orc's threats. Doing his best to back up his companions with a show of force if needed, and making sure the orcs know it.

"Clearly these aren't the smart ones." He growls.

Aid Another on Diplomacy/Intimidate: 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14 (Success!)


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Knowledge (Religion): 1d20 + 4 ⇒ (2) + 4 = 6
Oloch chuckles at Magra's posturing ... then spits in obvious contempt of the orc before him.
"Pretty words ...
I am Oloch of Gorum, God of Destruction. We are here because the Broken Spine Clan is accused of cowardice and Gorum demands your head on a stick."

With that Oloch draws his Greatsword and executes a Dazzling Display Which demoralizes all foes within 30 ft on successful intimidation check
Intimidate: 1d20 + 17 ⇒ (12) + 17 = 29

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie don't know anything, but Fox raises her head up and sniffs the air.

Witch Talk:

Fox "I smell something foul.. i think it's ogres."
Celie "Glad that I can't smell them."
Fox "Yeah, be glad."

Fox crawls off of Celie's shoulder and crawls into her bag.
Celie hexes herself with flight.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

ramen *will* hit 8, after this 3rd part. he's still 7th for now.

k. local: 1d20 + 9 ⇒ (12) + 9 = 21
(attempting to whisper to the group when they find the flag, not during dialogue)
:: the flag is some sort of ritual challenge. if we find out what clan its from, Oloch can probably intimidate his way through the challenge.

(in the dialogue)
Oh, your friends will find you. Whether you're alive depends on if you're smart enough to surrender.
assist intimidate. or just trash talk for free: 1d20 + 4 ⇒ (18) + 4 = 22

spell-like ability: invisibility

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Dice:

Knowledge (nobility): 1d20 + 4 ⇒ (11) + 4 = 15
Knowledge (religion): 1d20 + 9 ⇒ (2) + 9 = 11

All the time Dhastrach has been making notes about their journey, moreso about Gulros' route for future use.

He's not surprised to find orcs hiding in the passage, snorting. "They fail to rrealize the potential of teleporrtation, but let them bathe in theirr foolishnesss," he whispers, all the while ridiculing the orc's threats, "and furrtherrmorre, these Broken Spines arre the violent sorrt, hate humanss, and especially Pathfinderrss."

Instead of joining the intimidation squad, he puts his journal away.

Shadow Lodge

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

Aware that you are not the weaklings they expected, the robed woman offers a challenge to save face. "Very well. You pay us 600 gold coin for protection, or we fight. My champion vs your champion. To death or surrender. No magic. If we win, you pay double debt. If you win, you no pay."

-Posted with Wayfinder

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

"Taschengeld," Dhastrach sneers in Dwarven, and looks at Oloch meaningfully.

If asked, Dhastrach nominates Oloch as champion. Sorry, Theo.

Shadow Lodge

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

Not going to lie, I found this part rather stupid. One player got to have fun while the rest of the table just sat there. But that's also kind of what the scenario mandates, and this is pretty minor, all things considered.

The Exchange

N Dwarf Ranger 9

"There is a third option." Little Foot growls, clearly not happy about the orcs dictating the terms.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie nods at Theo'd words. "it's not nice to be bullies." she says. She pats Oloch on the shoulder. "May Fortune be with you" she hexes as she steps into the back of the group. She is trying to be sneaky with her new hex.

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