Feral's PFS Eyes of the Ten (Inactive)

Game Master Feral

Inits:
[dice=Adaxis]1d20+1[/dice]
[dice=Butyl]1d20+7[/dice]
[dice=Zandu]1d20+9[/dice]
[dice=Zarzuket]1d20+13[/dice]

Handouts

Combat Map


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Correct.

Zandu, Zarzuket, and Adaxis are up.

Grand Lodge

Buffs:
Haste 10/10r, Resist Electricity 30min, Bristle 24 min, Produce Flame 24 min, Burrow 24 min, Barksin 2hr, Resinous Skin 2hr, Stoneskin 2hr, Greater Magic Fang x2 12h, Mass Fly 2 hr
Adaxis:
HP 160/160 20% blur DR 5/p AC 21 T 11 FF 20 CMD 26 Fort+16 Ref+7* Will+17 (+4 enchant) Init+1 Perc+42
Mousebane:
HP 83/83 DR 10/a AC 38 T 20 F 38 CMD 27 Fort+12 Ref+14 Will+8 (+4 vs enchant) Perc+17 Fly 80'

20% miss chance:

Primary vs Adaxis: 1d100 ⇒ 73
Primary vs Adaxis: 1d100 ⇒ 16
Offhand: 1d100 ⇒ 56
Iterative: 1d100 ⇒ 50
Iterative Offhand: 1d100 ⇒ 58
Secondary Iterative: 1d100 ⇒ 67
Secondary Offhand: 1d100 ⇒ 45

Adaxis grows talons and a sharp beak then engages in his foe.

Using BoF for +2 AC and attacks. Swift action for eagle totem for additional attacks. Free action for haste for Adaxis. Not including bonus for Favored Enemies which are +4/+4 vs humans, +4/+4 evil outsiders and +4/+2 giants. Does the green attacker have piercing attacks? If not, then subject to 5 DR from Resinous Skin DC 19 Reflex for stuck weapon. Adaxis will take either 30 damage or 10 damage.

Adaxis claw, PA, haste, BoF: 1d20 + 18 - 3 + 1 + 2 ⇒ (11) + 18 - 3 + 1 + 2 = 29
holy magic damage, silver: 1d4 + 13 + 2d6 ⇒ (1) + 13 + (6, 4) = 24
Adaxis claw 2: 1d20 + 18 - 3 + 1 + 2 ⇒ (2) + 18 - 3 + 1 + 2 = 20
dmg: 1d4 + 13 + 2d6 ⇒ (1) + 13 + (6, 3) = 23
Adaxis talon 1: 1d20 + 18 - 3 + 1 + 2 ⇒ (3) + 18 - 3 + 1 + 2 = 21
dmg: 1d4 + 13 + 2d6 ⇒ (3) + 13 + (3, 2) = 21
Adaxis talon 2: 1d20 + 18 - 3 + 1 + 2 ⇒ (15) + 18 - 3 + 1 + 2 = 33
dmg: 1d4 + 13 + 2d6 ⇒ (1) + 13 + (3, 2) = 19
Adaxis bite: 1d20 + 18 - 3 + 1 + 2 ⇒ (12) + 18 - 3 + 1 + 2 = 30
dmg: 1d4 + 13 + 2d6 ⇒ (4) + 13 + (6, 4) = 27
Adaxis gore: 1d20 + 18 - 3 + 1 + 2 ⇒ (16) + 18 - 3 + 1 + 2 = 34
dmg: 1d6 + 13 + 2d6 ⇒ (2) + 13 + (5, 3) = 23
Adaxis gore haste: 1d20 + 18 - 3 + 1 + 2 ⇒ (2) + 18 - 3 + 1 + 2 = 20
dmg: 1d6 + 13 + 2d6 ⇒ (5) + 13 + (1, 4) = 23


Welp, that was quick.

Adaxis tears the blurry figure that attacked him into blurry shreds. A moment later the one that attacked Zandu fades away.

As the body hits the ground it stops blurring. The party's attacker appears to be have been an unfamiliar scarred half-orc in oiled black leathers.

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Shade blinks and says good job with those enemies, we need to find what s her name quick. Let's move!


Which way?

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

can we forcibly try to feed/ give a stone to blue who I assume is mousebane?


You could try but you'd probably get a couple nasty bites for your trouble. Even if you managed it that wouldn't activate the stone for him.

Grand Lodge

Buffs:
Haste 10/10r, Resist Electricity 30min, Bristle 24 min, Produce Flame 24 min, Burrow 24 min, Barksin 2hr, Resinous Skin 2hr, Stoneskin 2hr, Greater Magic Fang x2 12h, Mass Fly 2 hr
Adaxis:
HP 160/160 20% blur DR 5/p AC 21 T 11 FF 20 CMD 26 Fort+16 Ref+7* Will+17 (+4 enchant) Init+1 Perc+42
Mousebane:
HP 83/83 DR 10/a AC 38 T 20 F 38 CMD 27 Fort+12 Ref+14 Will+8 (+4 vs enchant) Perc+17 Fly 80'

Still in a bird-like form, Adaxis speaks outloud to Mousebane through a series of bird chirps commanding him to fetch a stone (newly learned trick) in the basin.

Bird Talk:
Fetch a stone in the basis and you will see again.


Adaxis recalls that when he was still shrouded in the bluriness he could barely make out his own voice. If that last blurred figure is Mousebane it's unlikely he can understand him.

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

Hmm I have a ideal. it will require a fishing pole, two rats, some kinda laser pointer device, a small but efficient pulley and lever system as well as another one of those delicious drinks with the umbrella in it Zandu says as he ponders the circumstance

"if only we had a way to telepathically speak to it he laments.

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Shade smiles and casts telepathic bond on the group including mousebane.


I'll just spell it for you guys. Unless you have a way to turn Mousebane into a person there's no way he's going to be able to go with you.

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

for some reason I made a evil laugh when I read the post lol. Also I have no way to turn the bird into a human so it may be better if we advance and choose a way. I would like to let someone else choose which direction we go just in case some one has a awesome ideal for mouse bane

Grand Lodge

Buffs:
Haste 10/10r, Resist Electricity 30min, Bristle 24 min, Produce Flame 24 min, Burrow 24 min, Barksin 2hr, Resinous Skin 2hr, Stoneskin 2hr, Greater Magic Fang x2 12h, Mass Fly 2 hr
Adaxis:
HP 160/160 20% blur DR 5/p AC 21 T 11 FF 20 CMD 26 Fort+16 Ref+7* Will+17 (+4 enchant) Init+1 Perc+42
Mousebane:
HP 83/83 DR 10/a AC 38 T 20 F 38 CMD 27 Fort+12 Ref+14 Will+8 (+4 vs enchant) Perc+17 Fly 80'

Darn it! He must can't hear me. Nothing left to do but move on. I hope to see him again when we leave dis plane.

Sadden by the circumstances and futile attempts, the dwarf druid leaves the blurred figure behind.

Better get prepared before we try another room. North then?

He takes out a metamagic rod of lesser extend and casts Bristle, Burrow and Produce Flame upon his right claw. Then, he searches the northern door for traps before opening.

Trapfinding: 10 + 38 + 1 = 49

Note to self: look for magical items to turn an animal companion into a humanoid or inanimate object before traveling through space and time.

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

if no traps are found on the door Zandu will go through it


There's no doors. I assume you want to go north since that seems to be the only open hallway.

Moving north, the party quickly comes to a tee.

#3 - In the center of this small circular chamber rises a pillar of pale white ether. Within the column twist the ghostly forms of thousands of silently screaming angels.

#7 - To the east is a ballroom featuring nauseatingly gaudy decor including thick, violet carpeting and glass tables set upon white marble bases carved to resemble pyramids. The room is walled with crushed gold-leaf panels set in ebon-lacquered walnut frames and lit by six tremendous iron and crystal chandeliers.

#4 - To the west and then curving north there's a guest observatory with broad windows allowing a stunning view of Absalom and the surrounding isle. The walls are decorated with dramed maps of the Inner Sea, sky charts, and various instruments of astronomy and navigation. Three dead Pathfinders lie strewn across the furniture, their throats slashed and their equipment stolen.

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

Zandu looks at the three cross ways and kneels to get a better look at the pathfinders. "Adril's dirty work? he says as he looks at the wounds.

perception to see if anything is wrong: 1d20 - 2 + 16 ⇒ (9) - 2 + 16 = 23
survival to see tracks of adril sized human: 1d20 - 2 ⇒ (5) - 2 = 3


Zandu sees no tracks. Whoever killed these men was either a ghost or a trained killer, accustomed to leaving no sign of his/her passage.

Which way?

Silver Crusade

M Aasimar Cleric (Separatist) 13 | HP 97/97, 1 Dex dam | DR 5/Blud (15/50) | AC 25/T 13/FF 23 | CMD 23 | Saves +14/+10/+20 | Init +7 | Perc +11 | SM +15 | DefBone, LifeBubble, ResistElec30

"Fun place," Butyl mutters.

Knowledge to know what this pillar of ether is all about?

Arcana: 1d20 + 5 ⇒ (12) + 5 = 17
Planes: 1d20 + 6 ⇒ (15) + 6 = 21

Grand Lodge

Buffs:
Haste 10/10r, Resist Electricity 30min, Bristle 24 min, Produce Flame 24 min, Burrow 24 min, Barksin 2hr, Resinous Skin 2hr, Stoneskin 2hr, Greater Magic Fang x2 12h, Mass Fly 2 hr
Adaxis:
HP 160/160 20% blur DR 5/p AC 21 T 11 FF 20 CMD 26 Fort+16 Ref+7* Will+17 (+4 enchant) Init+1 Perc+42
Mousebane:
HP 83/83 DR 10/a AC 38 T 20 F 38 CMD 27 Fort+12 Ref+14 Will+8 (+4 vs enchant) Perc+17 Fly 80'

Tracking+4 if Human: 1d20 + 27 ⇒ (4) + 27 = 31

Fun fer sadists an' ghosts.


Butyl can't make heads or tails of the strange pillar but it's certainly creepy.

Adaxis sees no signs of tracks.

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

"Hmmm seems to be a trained killer or a ghost.. or maybe a trained killer ghost. either way pathfinders may be getting hurt in this direction." Zandu says as he looks down at the manner of their deaths.

heal?: 1d20 - 2 ⇒ (9) - 2 = 7
any ideals of which way we want to go?


Nope. Pick a direction.

Silver Crusade

M Aasimar Cleric (Separatist) 13 | HP 97/97, 1 Dex dam | DR 5/Blud (15/50) | AC 25/T 13/FF 23 | CMD 23 | Saves +14/+10/+20 | Init +7 | Perc +11 | SM +15 | DefBone, LifeBubble, ResistElec30

"Let's head around to the left. As good as any other direction, I suppose."

Butyl approaches the first door he sees, and summons Torag's power to look through.

Take 1 minute for Door Sight. Anything?


#5 This room is entirely lightless. Via his darkvision, Butyl can see, at the center, a massive, metal-framed cylinder filled with strange black liquid. A plaque upon its base reads “The Orvian.” The strange liquid within the cylinder seems to devour any light and gives off an eerie chill.

There looks to be a compartment midway down the cylinder.

Grand Lodge

Buffs:
Haste 10/10r, Resist Electricity 30min, Bristle 24 min, Produce Flame 24 min, Burrow 24 min, Barksin 2hr, Resinous Skin 2hr, Stoneskin 2hr, Greater Magic Fang x2 12h, Mass Fly 2 hr
Adaxis:
HP 160/160 20% blur DR 5/p AC 21 T 11 FF 20 CMD 26 Fort+16 Ref+7* Will+17 (+4 enchant) Init+1 Perc+42
Mousebane:
HP 83/83 DR 10/a AC 38 T 20 F 38 CMD 27 Fort+12 Ref+14 Will+8 (+4 vs enchant) Perc+17 Fly 80'

Yes, I prefer the rule of left when explorin'. What's dis here?

Adaxis examines the compartment for traps and then opens it if none are found.

Trapfinding: 10 + 38 + 1 = 49


Adaxis finds a trap!

It appears that the liquid on top of the cylinder will be sprayed across the room if he opens the compartment.

Silver Crusade

M Aasimar Cleric (Separatist) 13 | HP 97/97, 1 Dex dam | DR 5/Blud (15/50) | AC 25/T 13/FF 23 | CMD 23 | Saves +14/+10/+20 | Init +7 | Perc +11 | SM +15 | DefBone, LifeBubble, ResistElec30

"Are you sure we should be messing around with that? Orv isn't the nicest place..."

Butyl leaves Adaxis to his tinkering, and examines the next door.

Door Sight again. Also, before we get farther in, cast Life Bubble on everyone (6.5 hours each)


Does that take another use of doorsight or is it the same use?

Moving further west Butyl discovers a long hallway with double doors on one side. These doors all appear to lead to small guest quarters (#9). Following the hallway, the party discovers a towering stone totem pole, its faces consisting of various jungle animals with anthropomorphic features. A bronze plaque set into its display base reads, “The Mwangi.” (#10). The hallway continues all the way around the outside of Skyreach, ending at the guest observatory again.

Silver Crusade

M Aasimar Cleric (Separatist) 13 | HP 97/97, 1 Dex dam | DR 5/Blud (15/50) | AC 25/T 13/FF 23 | CMD 23 | Saves +14/+10/+20 | Init +7 | Perc +11 | SM +15 | DefBone, LifeBubble, ResistElec30

It's a separate use of Door Sight.

Grand Lodge

Buffs:
Haste 10/10r, Resist Electricity 30min, Bristle 24 min, Produce Flame 24 min, Burrow 24 min, Barksin 2hr, Resinous Skin 2hr, Stoneskin 2hr, Greater Magic Fang x2 12h, Mass Fly 2 hr
Adaxis:
HP 160/160 20% blur DR 5/p AC 21 T 11 FF 20 CMD 26 Fort+16 Ref+7* Will+17 (+4 enchant) Init+1 Perc+42
Mousebane:
HP 83/83 DR 10/a AC 38 T 20 F 38 CMD 27 Fort+12 Ref+14 Will+8 (+4 vs enchant) Perc+17 Fly 80'

Found a trap, best step back 'n case I trigger it.

Disable Device: 1d20 + 24 ⇒ (9) + 24 = 33
Disable Device retry if not triggered: 1d20 + 24 ⇒ (8) + 24 = 32
Disable Device retry if not triggered: 1d20 + 24 ⇒ (16) + 24 = 40


Adaxis disables the trap without any problems.

Inside the compartment are a handful of papers that seem to describe the black substance in the bowl at the top of the cylinder.

The substance is known as 'black blood' and it's native to the Darklands. Ingesting it gives the drinker enhanced power over necromancy but has dangerous side effects.

Grand Lodge

Buffs:
Haste 10/10r, Resist Electricity 30min, Bristle 24 min, Produce Flame 24 min, Burrow 24 min, Barksin 2hr, Resinous Skin 2hr, Stoneskin 2hr, Greater Magic Fang x2 12h, Mass Fly 2 hr
Adaxis:
HP 160/160 20% blur DR 5/p AC 21 T 11 FF 20 CMD 26 Fort+16 Ref+7* Will+17 (+4 enchant) Init+1 Perc+42
Mousebane:
HP 83/83 DR 10/a AC 38 T 20 F 38 CMD 27 Fort+12 Ref+14 Will+8 (+4 vs enchant) Perc+17 Fly 80'

Adaxis hustles to meet back up with his companions.

All clear in dat room. I've got some papers talkin' about dis black blood. He says while pointing at the rolled parchments in his left hand. Sounds like dangerous stuff, but gives you some dark power. I'll pass on testin' it.

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

hmm just remembered that we are suppose to try to find ambassadors or something

Zandu keeps an eye out for ambassador quarters.

perception: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31


Eliza gave you a brief description of what they look like. You haven't found them.

Where to next?

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Shade follows quickly along with the group keeping a keen eye out


Which direction?

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

would it be safe to establish a take 10 perception protocol as we travel as a group. If so I wouldn't mind walking the circle and open the next door


I already assumed that's the case.

#11 After a short hallway, the room opens into small gallery that displays an impressive collection of Tian art. Upon shelves lining the room rest dozens of handblown glass baubles, each hiding a tiny etching of a bucolic scene within. Above the baubles, stylized brush and ink paintings hang upon the walls, depicting carp and dragons amid rolling waves and wind-whipped mountains. Wooden stands about the room display a menagerie of small ivory carvings, including a pair of foo dogs, several unusual dragons, a bear, a fisherman, a cluster of rats, and an osprey. The eyes of the osprey seem to follow the party as they pass through the gallery.

An arch to the north opens to a curved passage. To the east, a small antechamber houses a curved staircase rises up into darkness.

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

Zandu stops at the osprey and looks at it curiously. "You know I never liked that guy and I know he never liked me... but if this is some kinda metaphorical osprey of Osprey I wonder if it can help us

is their some check that deals with the osprey?


Spellcraft would be good for identifying it. Or you could activate it blindly with UMD.

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

Zandu continues making faces at it (which is covered by his veil) for a few moments before getting bored.Typical. Zandu says with a huff.

that is a big nope on the skills lol

Silver Crusade

M Aasimar Cleric (Separatist) 13 | HP 97/97, 1 Dex dam | DR 5/Blud (15/50) | AC 25/T 13/FF 23 | CMD 23 | Saves +14/+10/+20 | Init +7 | Perc +11 | SM +15 | DefBone, LifeBubble, ResistElec30

"Is this one of those portraits with the eyes cut out, where you hide behind it and spy on people?"

Perception : 1d20 + 11 ⇒ (5) + 11 = 16

-Posted with Wayfinder


It's not a portrait. It's a figurine.

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

spellcraft: 1d20 + 20 ⇒ (9) + 20 = 29

Moonlight can attempt to activate it if need be


Zarzuket believes this is a figurine of wondrous power that's keyed to a specific purpose.

The Exchange

human HP 134/134, ac 33 FF:23/ touch:22 /fort:15,ref:20, wil:11 INT+9 per+16 swashbuckler 13 PAN2/5 Charmed life 3/5

lets go ahead and scout out the rest of the floor before we try to blow things up :3

Zandu will continue to move to the next door to see what's inside.

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Shade will take the osprey and give it to Moonlight to try and activate in case of apocolype.


Is Moonlight activating it?

#12 There's a noticeable change in the air as Karu opens the door. This is the displaced ambassador's chamber Eliza mentioned.

The room is well-furnished, with sofas and plush chairs lining the walls. A shelf holds ledgers with an array of names and dates, presumably signed by visitors. Some of the names have numbers referencing journals or notes supposedly filed elsewhere within the chamber. One half of a small, rough-cut geode rests on a brass stand. To the west, a small antechamber houses a curved staircase rises up into darkness.

Grand Lodge

Male Elf Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Eh why not Shade tells her to activate it first writing a message about how bad it looks here and tying it to the thing.

make the item work?: 1d20 + 17 ⇒ (16) + 17 = 33

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