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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Sovereign Court

Female AC 19 T 13 FF 16 49/87 HP Fort +6 Ref +7 Will +8 CMD 22 Per +0, Init +9

Clearing out the debris from the main room where the ceiling collapsed and the floor has massive holes. That's plenty of work.

I'm avoiding moving the story along because I have both played this before and run it. I will leave plot decisions to those who have not done it before.


I'd forgotten about that. In the interest of you guys not missing important story rewards I'll give you a 50/50 shot here.

Mother Magda, give me a percentile roll.

Sovereign Court

Female AC 19 T 13 FF 16 49/87 HP Fort +6 Ref +7 Will +8 CMD 22 Per +0, Init +9

%: 1d100 ⇒ 78


As Mary steps around the dead/dying servants, it occurs to Mother Magda that Venture-Captain Eliza Petulengro might appreciate it if the party were to help tend to them.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Well then let's search and incarcerate these intruders and then tend to the wounded

Markavious will offer to let whomever needs it to have charges off his wand.

Well captain after our interrogations, we need to discuss security around here Markavious says to Eliza

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

Butyl will tend to the wounded by channeling energy.

Channel to heal: 6d6 ⇒ (1, 1, 2, 5, 1, 3) = 13

Anyone need more?

Channel 2: 6d6 ⇒ (1, 4, 6, 1, 4, 5) = 21

Sovereign Court

Female AC 19 T 13 FF 16 49/87 HP Fort +6 Ref +7 Will +8 CMD 22 Per +0, Init +9

Mother is still down some (a lot actually)


Loot from the Attackers:
8 flaming burst arrows +1
rod of wonder (technically this belongs to Eliza)
a bunch of masterwork short swords
2 small light wooden shield +2
2 leather armor +2
2 short sword +1
2 cloak of resistance +1

After a thorough search, Eliza has the prisoners interred in a small dungeon beneath the lodge created for just this purpose.

A handful of Eliza's servants are able to be stabilized but the rest are too far gone. Despite the depths of the tragedy, the venture captain finds the will to thank the party for their efforts.

Eliza can actually provide a scroll to raise Zarzuket immediately if you guys want to raise him and continue the chase now. Did someone want to question the prisoners?

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

Zarzuket, if you want to spend the gold or PP on a Raise Dead now, I can prep a Restoration.


He already mentioned spending the prestige.


Moving things along.

Wordlessly, Eliza returns with a sealed scroll case which she hands off to Butyl before rejoining Osprey in searching the grounds. A minute later Zarzuket's spirit is rejoined with his body and he wakens with a gasp. His world is awash with pain but he lives again.

Returning to the ruined Great Room an hour later, the party, Venture Captain Eliza Petulengro, and Osprey meet to share what they've found.

"We believe the lodge is secure now", the venture captain says with shaken confidence that matches the blood and dirt marring her normally flawless complexion . "But the question remains why the Red Revolution attacked this lodge and assassinated Adril Hestram. I wouldn't mind if the Pale Maiden was returned as well but that's mostly a matter of principle. We can't have our enemies thinking they can attack Pathfinder lodges and make off with artifacts whenever it pleases them."

"The attackers that fled escaped through the courtyard and down into the hedge maze. I found tracks suggesting that's where they infiltrated from as well", Osprey explains.

"But they fled into no ordinary hedge maze,” Eliza says. “The Lodge’s books call it the Maze of the Open Road, and my own investigations reveal that it contains portals that connect to sites all over Golarion. It’s been here for centuries, and it’s extremely dangerous. I’ve been spending most of my time worrying about the rare curious citizen who sneaks onto the grounds and wanders in, but I wonder if I shouldn’t have been more concerned with what might come out."

The venture captain appears thoughtful for a moment and then looks to the party once again. “Please, follow me."

Leading the party outside, Eliza and Osprey stop when they reach the entrance to the hedge maze known as the 'Maze of the Open Road'. Both look somber and contemplative.

Eliza turns to you with a wistful sigh as Osprey speaks with a low, scratchy voice.

“This Red Raven struck at Adril Hestram for a reason. The truth is that we have suspected Hestram of treachery against the Pathfinder Society for months. The Decemvirate asked me to investigate personally. The Talespinning was not a prelude to Adril’s promotion, but rather a test of his loyalty.”

“A test,” Eliza says, “Adril Hestram appears to have failed based on what we found in his room.”

She produces a silver amulet, a greenstone amulet in the shape of a screaming ape, and a rolled up map. After a moment she hands them to the party. They've been added to the handouts link.

"The idol and the amulet went missing from the vaults of the Grand Lodge months ago. We knew it was an inside job but had few clues linking the theft to anyone. Why Adril stole them or what he was doing with them remains to be seen. I don't know what the map is for or what the initials mean but I'm certain its nothing good."

Osprey smiles, his thin lips showing comfort and humor belied by his penetrating, avian gaze. “It remains to be seen whether you, his most trusted field agents, may yet pass that test. Guilt by association is not fair, but in the Decemvirate’s eyes it is prudent, especially in these dangerous times. Your investigations thus far have proven you loyal Pathfinder agents. Venturing into the Maze of the Open Road and solving the mystery of Adril’s assassination will assure your loyalty to the Society, and will surely gain the approval of the Ten.”

Eliza steps forward, her hand curling into a triumphant fist. “I believe in you. I have since the first day we met. Go into the maze. Learn what you can of the Red Raven’s operation and how it ties in with Hestram. Come back and report to us, and we will coordinate our next move.”

Grand Lodge

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

After being raised (we dont have much time to wait I think) and while we get everything sorted Moonlight will use the wand of infernal healing for ten charges

Liberty's Edge

"Good to have you back friend." Gregor nods to Zarzuket. "Are you ready to risk your newly returned life once more?"

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 laughs a bit petting Moonlight's hair and says
I dont seem to remember all I did earlier, but after a day of rest at some point I will


With their task before them and the stakes clear, the party enters the Maze of the Open Road.

The shadowy pathways stretch and turn, surely taking you outside the dimensions of the maze as viewed from the lodge’s rear lawn. The leafy walls virtually bristle with enchantment, and the atmosphere thrums with the sense that once inside the Maze of the Open Road, you have somehow left the mundane world behind. At irregular intervals side paths branch off from your chosen corridor, leading who knows where. After several minutes the path widens to reveal a long causeway roofed by crumbling marble arches. Far up ahead the stone pathway opens onto a large plaza containing a handful of ruined stone structures, ancient buildings that look like abandoned temples. An enormous marble colossus of a robed figure looms upon a pedestal at the center of the courtyard, looking down upon a field of lifelike statues arrayed in a chaotic pattern. All bear terrified looks and are posed in grotesque defensive postures, arms out to stave off some unseen danger.

Which way?

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious now healed readies himself, He will be invisible and have his image 10' in front of him.

How you feeling Shade? Markavious asks his fellow elf and compatriot

Are there any writings on the statue or for that matter anywhere?


No writings of any sorts.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Well then, I suppose we should follow the stone pathway to the plaza of buildings


Right but which direction? Right or left.

Liberty's Edge

Prior to entering the maze, Gregor casts Heroism, See Invisibility and Comprehend Languages using the lesser extend metamagic rod. "Unless there are any objections...to the left?"

Grand Lodge

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

I am fine Markavious, but short on spells so not a lot of help. Left sounds fine to me.


So damaged are the walls of this roofless structure that the building’s original purpose is impossible to determine. Amid the rubble within stand five statues of primitive human men, Mwangi warriors by the looks of them. Each wears a simple grass skirt and bone fetish necklaces, and each also bears a considerable length of chain.

A sibilant female voice seems to come from the air around you, snaking it s way into your brains without actually making a sound. “Ssssso many visitors! Sssso many men with weaponsss and murder on their minds. For yearssss and yearsss no one would visit Condria’sss garden. Ssssso many years. Ssssso lonely. But now you come in numberssss! With your ssscarlet cloaksss and your ssswords of ssteel. It issss good that you have come, for now you shall never leave!”

Before the party can reply the five statues lose their stony hue and become flesh. With a vacant expression, they attack!

Butyl: 1d20 + 7 ⇒ (4) + 7 = 11
Gregor: 1d20 + 4 ⇒ (16) + 4 = 20
Markavious: 1d20 + 16 ⇒ (17) + 16 = 33
Mother Magda: 1d20 + 9 ⇒ (1) + 9 = 10
Zarzuket: 1d20 + 13 ⇒ (3) + 13 = 16
Primitive Warriors: 1d20 + 4 ⇒ (13) + 4 = 17

Gregor and Markavious are up.

Liberty's Edge

"Guess I should have chosen the right side?" With a snarl, Gregor takes a five foot step forward, calling for Judgements of Smiting and Justice, attacks.

Power Attack: 1d20 + 20 ⇒ (17) + 20 = 37, Damage: 1d8 + 25 ⇒ (7) + 25 = 32
Cornugon Smash to Demoralize: 1d20 + 27 ⇒ (2) + 27 = 29
Power Attack: 1d20 + 15 ⇒ (3) + 15 = 18, Damage: 1d8 + 25 ⇒ (7) + 25 = 32


Gregor connects twice, crushing bone and pulping flesh in equal measure. Somehow, his opponent remains standing. They've got a lot of HP.

Markavious is up.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Knowledge: 1d20 + 22 ⇒ (19) + 22 = 41

Questions.

1.What are they?
2.What if any are their energy immunities?
3.What if any are their vulnerabilities?


Markavious recognizes these warriors are fearsome Bekyar beast cultists. Their kind are known to terrorize the Mwangi expanse in the name of their cruel demon-ape masters.

They're plain old human fighters. That should tell you plenty. =P

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious flies up 20' or so and fires of Persistent Glitterdust(Will 20) on W-3&4


When Markavious flies upward he bonks his head on some kind of invisible barrier that's flush with the top of the hedges. You can't get more than 15 feet off the ground.

Wills: 2d20 ⇒ (19, 4) = 23
Wills: 2d20 ⇒ (4, 10) = 14

Both savage warriors are rendered blind by the elf's persistent glittering dust.

The sightless beast cultists attack blindly, swinging their heavy chains in crushing arcs at their nearest opponent. Their unhandicapped brethren join the fight with a bit more tact, one even sweeping for the inquisitor's legs.

M4 Blinded Power Attack: 1d20 + 19 - 3 ⇒ (17) + 19 - 3 = 33
Damage: 2d4 + 8 + 9 ⇒ (2, 3) + 8 + 9 = 22
Miss: 1d100 ⇒ 60

M5 Blinded Power Attack: 1d20 + 19 - 3 ⇒ (7) + 19 - 3 = 23
Damage: 2d4 + 8 + 9 ⇒ (1, 1) + 8 + 9 = 19
Miss: 1d100 ⇒ 47

M5 Iterative: 1d20 + 19 - 3 ⇒ (15) + 19 - 3 = 31
Damage: 2d4 + 8 + 9 ⇒ (3, 1) + 8 + 9 = 21
Miss: 1d100 ⇒ 43

M3 Primary: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 2d4 + 8 ⇒ (3, 3) + 8 = 14

M2 Primary: 1d20 + 19 ⇒ (18) + 19 = 37
Damage: 2d4 + 8 ⇒ (4, 2) + 8 = 14

M1 Greater Trip: 1d20 + 14 + 2 + 2 + 2 ⇒ (7) + 14 + 2 + 2 + 2 = 27
Damage: 2d4 + 8 ⇒ (3, 2) + 8 = 13

Despite being battered by the flurry of attacks, Gregor manages to keep his footing. Barely.

New Wills: 2d20 ⇒ (13, 9) = 22
New Wills: 2d20 ⇒ (14, 14) = 28

The party is up.

Grand Lodge

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

Starting an aquious orb far enough back to not hit Gregor able to move thirty feet DC reflex 24, starting five feet above w1 moving toward and through w1,w2,w3 going diagnally down around the corner and getting w4 and w5


Reflexes: 5d20 ⇒ (7, 15, 5, 11, 7) = 45
Non-Lethal: 2d6 ⇒ (1, 5) = 6

Four of the cultists are swept up by the conjured orb of roiling water. You couldn't get the fifth because the orb only holds four people.

Everyone else is up.

Sovereign Court

Female AC 19 T 13 FF 16 49/87 HP Fort +6 Ref +7 Will +8 CMD 22 Per +0, Init +9

Mother casts haste.

Mary starts to play with new toys.

from the map she is within reach already, start with Gregor's target and shift if he drops

power attack, haste
to hit: 1d20 + 19 ⇒ (12) + 19 = 31 damage: 1d6 + 18 ⇒ (1) + 18 = 19
to hit: 1d20 + 19 ⇒ (20) + 19 = 39 damage: 1d6 + 18 ⇒ (2) + 18 = 20
to hit: 1d20 + 19 ⇒ (1) + 19 = 20 damage: 1d6 + 18 ⇒ (2) + 18 = 20
to hit: 1d20 + 14 ⇒ (1) + 14 = 15 damage: 1d6 + 18 ⇒ (3) + 18 = 21

confirm: 1d20 + 19 ⇒ (19) + 19 = 38 damage: 1d6 + 18 ⇒ (1) + 18 = 19

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

Butyl hustles around the corner (to M21), drawing a metamagic rod as he goes, then casts a spell on the warriors in the orb of water.

Bouncing Murderous Command on W3. DC 19 Will save or spend his next turn attacking his nearest ally. If he makes his save, I take a swift action to redirect it to W2, who then has to make the same save against the spell.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious fires on W-5

MM: 1d4 + 7 ⇒ (2) + 7 = 9
MM: 4d4 + 4 ⇒ (4, 1, 3, 3) + 4 = 15

and moves to S-28

Liberty's Edge

"You're gonna be sorry you did that lads..." reaching deep down to sound menacing, Gregor hauls off on W5.

Power Attack: 1d20 + 20 ⇒ (2) + 20 = 22, Damage: 1d8 + 25 ⇒ (4) + 25 = 29
Power Attack: 1d20 + 15 ⇒ (10) + 15 = 25, Damage: 1d8 + 25 ⇒ (3) + 25 = 28
Power Attack: 1d20 + 20 ⇒ (5) + 20 = 25, Damage: 1d8 + 25 ⇒ (1) + 25 = 26

If someone else's attack kills him before my attack Gregor will retreat toward the party and cast Shield of Faith.


AC 43 T16, FF 38 Fort +13, Ref +11, Will +10, CMD 38, Per +20

While within Mary's reach (15') everyone is getting +2 shield bonus to AC


Will: 1d20 ⇒ 14
Butyl Cha: 1d20 + 3 ⇒ (12) + 3 = 15
??? Cha: 1d20 ⇒ 19

Butyl feels his spell take hold and, within the swirling water, the beast cultist turns on his ally but a second later he turns his aggression back toward the party.

Mary joins the melee, tearing apart the blinded cultist and then wounding another despite the water blunting her claws. Markavious's spell is turned aside by the aqueous orb.

When Gregor withdraws, one of the cultists takes a swing at him.

AoO (entangled): 1d20 + 19 - 2 ⇒ (1) + 19 - 2 = 18
Damage: 2d4 + 8 + 9 ⇒ (2, 1) + 8 + 9 = 20

Reflexes: 4d20 ⇒ (14, 10, 4, 14) = 42
Wills: 2d20 ⇒ (19, 16) = 35

The cultists struggle but are unable to free themselves from their watery prison. The blind one continues to rub furiously at his eyes.

Mary:
To the east, a large statue of a snake with a pretty human's face animated and then disappeared! You felt it north until you lost track of it.

The party is up.

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

Puzzled that his spell seemed to be overridden by something, Butyl decides that his services are not currently needed, and chooses to instead keep on the lookout for other threats.

Two move actions to look around for anyone sneaking up on us.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Perception: 1d20 + 11 ⇒ (15) + 11 = 26


Butyl sees no signs of additional threats, hidden or otherwise.


AC 43 T16, FF 38 Fort +13, Ref +11, Will +10, CMD 38, Per +20

"Something east of us too!"

nonetheless she still has toys to play with

power attack, haste
to hit: 1d20 + 19 ⇒ (1) + 19 = 20 damage: 1d6 + 18 ⇒ (6) + 18 = 24
to hit: 1d20 + 19 ⇒ (17) + 19 = 36 damage: 1d6 + 18 ⇒ (4) + 18 = 22
to hit: 1d20 + 19 ⇒ (3) + 19 = 22 damage: 1d6 + 18 ⇒ (3) + 18 = 21
to hit: 1d20 + 14 ⇒ (4) + 14 = 18 damage: 1d6 + 18 ⇒ (3) + 18 = 21

Mother will just watch with her crossbow in case a new threat appears.

Liberty's Edge

Gregor attempts to locate the threat to which the countess is alluding. Perception: 1d20 + 23 ⇒ (4) + 23 = 27

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 delay and Moonlight will tap Shade with the mage armor wand
umd of a hot fae: 1d20 + 17 ⇒ (6) + 17 = 23


Mary tears another of the near-defenseless warriors to pieces.

Gregor neither see or hears any signs of other things moving about in the ruins.

Non-lethal damage: 2d6 ⇒ (1, 1) = 2

Markavious is up.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious will delay.

You know what's fun Shade, rolling the ball into a deep pit


Reflexes: 3d20 ⇒ (10, 3, 7) = 20

The cultists continue being slowly drowned and/or tumbled to death.

The party is up.

Silver Crusade

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Markavious delays

Grand Lodge

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

I once was on a ten foot elevator platform with Moorlocks leaping from the sky and did just that with this spell. It was the most deadly orb ever cast I think. Shade says as he moves the orb to give Mary an AOO and then moves it back into combat with her.


Movement from the orb will not provoke AoOs.

Grand Lodge

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

ok I will delay then since moving it does nothing more for me

Liberty's Edge

Gregor watches the tumblign fighters in awe as he releases his wand from his spring loaded sheathe; poking himself with it while wondering aloud "So will they did in there...or should I get ready to bash in another skull or two?" Abadar grant me the strength....

Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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
Markavious The Green wrote:

Markavious will delay.

You know what's fun Shade, rolling the ball into a deep pit

"I considered that Markavious, but Mary just seems to be having so much fun."

Butyl turns to Gregor when he sees him patching himself up with a wand. "Oh, apologies Gregor. Let me help you with that."

Zarzuket and Magda, are your HPs current? I need to know if I should channel or spend a spell on Gregor.

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