Eyes of the Ten (Inactive)

Game Master drbuzzard

PFS retirement arc
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Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

"Let us try the other doors first, maybe they lead to the other side of the stuck doors.

He listens/checks the other doors to the west of the stuck doors for both magic (det magic) and traps.

perc: 1d20 + 24 + 2 ⇒ (16) + 24 + 2 = 42

If no traps, he will try to open.


no traps on the door

You open it.

This hall displays architectural artifacts recovered from the ruined islands of lost Azlant, far to the west. Renderings of strange designs hang as backdrops behind scale models of various structures. Excerpts from Pathfinder journals document the post-Starfall migration and cultural progression of the survivors of Azlant’s destruction.

There are two clockwork looking things which move to attack you. Need inits.

Savage init: 1d20 + 9 ⇒ (19) + 9 = 28

Thingies init: 1d20 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo init: 1d20 + 4 ⇒ (7) + 4 = 11

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Init: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26 Favored terrain: urban
Knowledge (arcana): 1d20 + 7 ⇒ (2) + 7 = 9

Samhain is taken aback by the sudden appearance of these constructs and can't recall anything about them.

He does, however, step back and fire some arrows at the nearest one.

"Clear the Society of intruders!"

Manyshot, Rapid Shot, Deadly Aim, flat-footed AC
Manyshot: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
2d8 + 18 + 2 ⇒ (1, 8) + 18 + 2 = 29 +sneak attack: 1d6 ⇒ 1

Rapid: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
1d8 + 9 + 1 ⇒ (5) + 9 + 1 = 15 +sneak attack: 1d6 ⇒ 1

Iterative: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
1d8 + 9 + 1 ⇒ (7) + 9 + 1 = 17 +sneak attack: 1d6 ⇒ 5

Tertiary: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
1d8 + 9 + 1 ⇒ (3) + 9 + 1 = 13 +sneak attack: 1d6 ⇒ 3

Silver Crusade

init: 1d20 + 6 ⇒ (12) + 6 = 18
K(arcana): 1d20 + 20 ⇒ (6) + 20 = 26
Using his Mutagen Ac26 bombs att 19/14

Its that time again.


knowledge arcana 22:
They are clockwork golems, neutral constructs.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will move back and draws his adamantine battle axe as he drops his crossbow.

"Abadar help us in this exchange."

He will give an inspiring word to Savage (+2 to hit, saves/skills for 6 rounds).

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Init: 1d20 + 5 ⇒ (14) + 5 = 19

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek lifts into the air above Samhain and tosses two bombs at the near construct.

Alkahest Bomb vs Touch: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20
Damage: 6d8 + 5 + 1 ⇒ (4, 4, 6, 4, 2, 5) + 5 + 1 = 31

Iterative: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Damage: 6d8 + 5 + 1 ⇒ (4, 7, 3, 2, 3, 6) + 5 + 1 = 31

Alkahest Bomb:
Alkahest Bombs (Su): A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead-two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of force damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.


Savage lays into the leading automaton.

power attack, rage, CaGM
to hit: 1d20 + 22 ⇒ (15) + 22 = 37 damage: 2d6 + 28 ⇒ (6, 2) + 28 = 36
to hit: 1d20 + 17 ⇒ (15) + 17 = 32 damage: 2d6 + 28 ⇒ (4, 4) + 28 = 36
to hit: 1d20 + 12 ⇒ (16) + 12 = 28 damage: 2d6 + 28 ⇒ (1, 4) + 28 = 33

nearly wrecking it outright.

Samhain sends a fusillade of arrows towards it, but misses with all.

Ezrek then blows it up with his first bomb, and tags the next one with his other.

Ablin then chucks a couple of bombs at the other one.

to hit: 1d20 + 19 - 4 ⇒ (18) + 19 - 4 = 33 damage: 6d6 + 5 ⇒ (3, 4, 1, 6, 3, 3) + 5 = 25
to hit: 1d20 + 14 - 4 ⇒ (8) + 14 - 4 = 18 damage: 6d6 + 5 ⇒ (2, 2, 5, 3, 4, 4) + 5 = 25

and the acid begins to eat away at it.

2nd Target has taken 81.

It moves up and swings at Savage (as it is at 10, CaGM doesn't apply since Savage cannot reach it).

to hit: 1d20 ⇒ 6 hit
damage: 2d10 + 12 ⇒ (4, 2) + 12 = 18
CMB grapple: 1d20 ⇒ 20 and savage is drawn into the grapple taking another damage: 2d10 + 16 ⇒ (4, 3) + 16 = 23

PCs are up again.

Savage is grappled so he attempts to break free:

CMB: 1d20 + 19 ⇒ (4) + 19 = 23 fail

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Shoot, I thought Hugo had liberating command. Guess not

Hugo will channel to heal Savage and himself (or anyone else if injured).

"Savage, do not toy with this thing!'

channel: 6d6 ⇒ (5, 5, 2, 4, 3, 4) = 23

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

24 missed Flat-footed?! Okay, then, no more Rapid Shot!

Samhain fires more arrows, though not as many as before.

Multi: 1d20 + 16 ⇒ (18) + 16 = 34
2d8 + 18 + 2 ⇒ (4, 4) + 18 + 2 = 28

Iterative: 1d20 + 11 ⇒ (20) + 11 = 31
1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Confirm: 1d20 + 11 ⇒ (2) + 11 = 13
2d8 + 19 + 2 ⇒ (1, 8) + 19 + 2 = 30 additional

Tertiary: 1d20 + 16 ⇒ (13) + 16 = 29
1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14

Samhain keeps Civetta back still.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek holds to see if Samhain drops the construct. If not, he tosses another bomb, or two.

RTA, PBS: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
Damage: 6d8 + 5 + 1 ⇒ (7, 5, 8, 2, 4, 8) + 5 + 1 = 40

Iterative, RTA, PBS: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Damage: 6d8 + 5 + 1 ⇒ (5, 7, 6, 4, 8, 7) + 5 + 1 = 43


"What do you mean stop toying with it?!? It's toying with me!!!"

Then between the well aimed set of arrows and a couple more bombs from Ezrek, the construct goes down in a heap of clanking metal and pattering gears.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Samhain looks at the crumbled form of the construct. Please don't explode, please don't explode...


Thanks for reminding me.

as the construct goes down, it erupts in an explosion of gears

damage: 12d6 ⇒ (3, 6, 3, 6, 6, 5, 5, 5, 1, 3, 6, 5) = 54 DC 18 reflex for 1/2

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

What? Dammit... Samhain has a long history of these things exploding, so he has grown a little paranoid. Apparently for good reason.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Reflex: 1d20 + 15 ⇒ (17) + 15 = 32

I'm guessing Ez is not in the radius, but just in case.


From the map it looks like only Savage has to eat it since the radius is only 10'.

reflex: 1d20 + 7 ⇒ (17) + 7 = 24

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

"Well that looked painful. I better patch Savage a bit. "

He will cast a cure mod wounds and top off with a wand.

Cmw : 2d8 + 10 ⇒ (8, 4) + 10 = 22
wand : 2d8 + 2 ⇒ (7, 3) + 2 = 12

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will peer past the scattered deconstructed parts and to the room beyond.

"What have we back here?

perception: 1d20 + 24 ⇒ (9) + 24 = 33


in 15:
The granite walls of this narrow chamber are mounted with metal plates supporting huge iron gears, all turning slowly, churning an array of chains, belts, cogs, and other devices. The west section of the chamber opens into a wider, clover- shaped chamber to the south, its walls armored in bronze and copper plates. Copper nozzles protrude from between the plates, dripping black grease. The grease stains the floor beneath in pools of scintillating rainbow.


I should sum that up. Nothing of consequence in there. Where now?

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek moves back to the southeast and examines the double doors. "How about these?"

Perception: 1d20 + 16 ⇒ (13) + 16 = 29 +6 more for traps


Those are the doors you tried initially. They are appear to be stuck, possibly barred from the other side.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

My bad. On vacation this week.

Ezrek frowns, then moves back to the gear room, peering to the west.


You don't see any other exits in here. There is a lot of equipment for making clockworks, but little else.

Looks like you will have to break down that other door to proceed.

Savage does have an adamantine greatsword if you need to go through the door.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

If no other way is evident, Samhain will nod to Savage. "If it is the only way to get save what remains of the Decemvirate, we must proceed."

He steps back a bit and prepares himself from whatever is behind the doors.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

"I can try to dimdoor a couple of us past the doors if we do not want to break them."

Silver Crusade

Lets try finessing first.


Savage looks at everyone "You me to chop through the door or not?"

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Wishing he had sprung for those gloves which allows him to see through doors, Samhain weighs the options. "I do not like the idea of blindly going in, but once inside it would be easier to unbar the door. Who would go? Or can your magicks include all of us?"

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

"I can but take three with me. Samhain, that may leave you and your owl friend behind, unless one of the other bombers stays with him. Savage should go incase there is immediate trouble beyond"

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

"I understand. May Desna smile on us in this."

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Once ready, Hugo speaks a word of blessing upon himself and then casts the spell, bringing Savage and the two alchemists just beyond the locked door.

"I will be disoriented once we arrive, so please handle matters and unlock the door for Samhain."

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Unless the other side of the door is solid stone, I will assume we are able to "land" in the space beyond.


Roll initiative. There are hostiles waiting.

Savage init: 1d20 + 9 ⇒ (8) + 9 = 17

Villains init: 1d20 + 8 ⇒ (10) + 8 = 18

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

init: 1d20 + 4 ⇒ (15) + 4 = 19

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Init: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12

Just posting now.

Hearing the sound of an altercation beyond, Samhain draws a wand from his quiver and taps it. Abundant ammunition

Silver Crusade

Great...
int: 1d20 + 6 ⇒ (11) + 6 = 17


You folks get a surprise round, since while they were expecting you, they didn't expect a teleport into the room.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Initiative: 1d20 + 5 ⇒ (6) + 5 = 11

Ezrek lifts into the air, five feet to the northeast, and readies to toss a bomb if anyone begins casting a spell.

Readied:
RTA, PBS: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Damage: 6d6 + 5 + 6 ⇒ (2, 6, 6, 2, 3, 5) + 5 + 6 = 35 And on fire, 10' splash (11 damage). DC 21 Ref to put out fire.
Confirm: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
Crit Damage: 6d6 + 5 + 1 ⇒ (2, 5, 4, 5, 3, 2) + 5 + 1 = 27


Savage does a partial charge to attack the archer, but runs into some invisible barrier 10 away from him.

Hugo, is a bit spent from porting you into the room. Ezrek floats up into the air.

Hugo is up again in the new round.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

How far did Savage get before he was stopped? Is he still within Arm's reach of Hugo?


Sorry, didn't move him on the map. He only made it 5' before he was blocked.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Ok, trying this, let me know if any part of it does not work and I will adjust.

"Abadar give us the upper hand in this exchange!"

Hugo casts blessings of Ferver on the party (+2 for himself)

He will then 5' step, grab Savage and attempt to dimensional hop forward.

placing Savage and him self as show on map (uses 20'+10' of hop). Savage has the step-up chain of feats if I recall.


You pop into the desired space you jump to, but both are immediately pushed out by some unseen force back to where you started. You can try to spellcraft to understand what happened.

Bad guys are up.

The one in the center starts to cast a spell, but Ezrek tosses a bomb at him and musses the spell (with a crit, I'm not even going to roll concentration).

villain 1 reflex: 1d20 ⇒ 7 fail 11
villain 2 reflex: 1d20 ⇒ 12 pass 5

The archer, in return unloads on Ezrek.

( I assume your AC is at 29 as it says in your stat line)
to hit: 1d20 ⇒ 7 damage: 2d8 + 22 ⇒ (5, 6) + 22 = 33 miss
to hit: 1d20 ⇒ 11 damage: 1d8 + 11 ⇒ (2) + 11 = 13 hit
to hit: 1d20 ⇒ 8 damage: 1d8 + 11 ⇒ (3) + 11 = 14 miss
to hit: 1d20 ⇒ 8 damage: 1d8 + 11 ⇒ (7) + 11 = 18 miss

The other one disappears.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Spellcraft: 1d20 + 20 ⇒ (15) + 20 = 35


Actually I'm wrong, I don't see a way for Spellcraft to identify a standing spell.

Ah, Knowledge arcana does it. We'll just apply your roll to that.

Knowledge Arcana DC 26:
It appears to be an anti-life shell.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

dont forget to pick a blessing .

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