GM Aarvid - PFS Society Scenario #6–19: Test of Tar Kuata (PFRPG) PDF (Inactive)

Game Master GM Aarvid

GM Aarvid - PFS Society Scenario #6–19: Test of Tar Kuata (PFRPG) PDF

Mines map

Flooded Shrine


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The Exchange

AC19/T17/F16/CMD22(24 vs grp)|HP31[31]|F:+4|R:+5|W:+9|Init.+2|Percept.+10 Oread Monk 2 / Oracle 2

Sorry. Unexpected company this week.

Jonterra shakes himself from his inaction and moves into the room.

Double move


Slides/maps

Khamul moves up and attempts to start a fire under the man.

fort: 1d20 ⇒ 8 DC16

Then Corb tries to extinguish any fire with his greatsword. The blade cuts deep, and the last Doomknight drops to the ground.

"Rovagug, avenge me!"

* End Combat*

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie stands over the fallen agent of Chaos and *sighs* “If only he’d used his smiting for niceness, instead of evil.”

She then *claps* her hands and rubs them together. “OK. I guess it’s time to Pathfinder the bodies. Finding some healing tinctures would be most welcome.”

Take 10 Perception (search): 10 + 13 = 23

“Khamul!” Eadie’s tone would not be out of place if it had rung out from upstairs in a Chelish manor house. “Have you attended to the garden yet? The lawn’s still got brown patches in it.”

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

"I think smiting niceness was exactly what he was trying to do." Khamul says as he stalks forward and starts firing ray after ray of cold energy at the fungus.

Liberty's Edge

Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Corb leaves rage, making his way back to the elevator with the prisoners. "SHE... DID... SAY... FOR... NICE... NESS!"

    After taking the twelve seconds to recover, and hefting as many ex-prisoners as possible, he explains his movement. "I EXPECT THE BUG THING WILL ATTEMPT TO PREY ON THE WEAK AND I WILL ALLY WITH THE MONKS THE ONLY WAY I KNOW HOW; CUTTING THINGS IN HALF!"

    -Posted with Wayfinder

    Grand Lodge

    HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
    skills:
    skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

    pathfinder the bodies... that cracks me up because back in the day of living greyhawk, 'greyhawk the bodies' was an actual term we used.

    Lore sighs and shakes her head. "What a waste... if only they could have seen the light.... before they saw the light that is." She helps search bodies with a 'detect magic' and remove anything of value from them.


    Slides/maps

    As Corb rests and Khamul freezes the brown moldy growth
    (assuming nobody wants to go and hug the south wall).
    The rest of you can search the large chamber.

    Most of the contents are burnt bedrolls and spare clothing. To the east
    you see where the miners followed a vein of ore deeper in the chamber,
    leaving a wide pit to the north. To the east, steep rail tracks
    guide the mine carts, and the west tunnel leads to the
    Doomsday Knights’ camp (where you are).

    Each of the Doomknights carries

    loot x4:
    has a potion (CMW, assuming somebody can ID).
    +1 Breastplate, +1 Dwarven Waraxe and 1 vial of antitoxin

    Partly under a pile of burnt blankets, Eadie finds the remains of an iron box.

    iron box, for any that look:

    There are slightly melted coins=924 gp
    Ok, here is where it gets tricky. The iron box has 10 hardness and 10hp. The mod specifically says any harsh handling will destroy the bottles/scrolls in a (no-longer) hidden compartment.
    The fireball did 56hp/2 (object) and therefore 18hp damage, destroying the box.
    Inside were potions and scrolls, which I believe the 8hp of remaining damage would destroy as well. So, one of you experts let me know if I am miscalculating. But I think all you can recover are the gold coins.

    There is a tunnel heading deeper into the mine to the southwest the prisoners stated lead to the Doomknight leader.

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Note that Corb is heading up with the prisoners if they're going, in case the Bug Thing comes back. He won't be leaving with them quite yet, but just in case it's waiting around to ambush nearly dead merchants... Will wand myself to full in the process, if allowed.

    clws: 5d8 + 5 ⇒ (2, 4, 4, 8, 4) + 5 = 27

    ... Apparently EXACTLY to full. Nice.

    @Lootsplosion: Sounds about right. Energy on objects is almost entirely a DM call as to "if it works, then just apply hardness," so judging by your reaction, stuff's gone.

    In theory, if we took the 10 min cast time and had one accessible, could we Make Whole/Mending the scrolls back together since all the chunks are in the box? Potions, I'd wager, are totes gone and leaked out the box.

    -Posted with Wayfinder

    Grand Lodge

    HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
    skills:
    skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

    sorry about the treasure guys

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3
    Lorelendral Teklet wrote:
    sorry about the treasure guys

    Ha, no worries; PFS is the BEST place to wreck treasure, since we still get the wealth for finishing the encounter. At most, we lose a free scribing if we can't mend them.

    -Posted with Wayfinder


    Slides/maps

    I wondered about make whole. Potions would have leaked. Ashes from scrolls would be in the room but mot necessarily in the broken box. If there is a good way to collect all the loose ashes. It would be really funny if the two scrolls were for make whole :-)

    Scarab Sages

    Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

    Don't worry about it, Lore! Seeing my fave purple-haired gnome running around laying waste to things with 56 hp fireballs is totally worth it ;)

    Scarab Sages

    Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

    Eadie sticks an index finger in one of the Doomers’ potions, extracts her digit and puts it in her mouth

    Take 10 Perception vs DC 15 + spell level (2) = 17: 10 + 13 = 23

    She smiles. “Oooh. Cranberry flavor!”

    The warrior points out the four vials of antitoxin, before drinking one of the four CMW potions.

    “Might pay for anyone approaching the front line to drink an antitoxin before we hit the Day Knights’ leader and his monstrous pet. I drank mine in the horse stables.”

    CMW: 2d8 + 3 ⇒ (7, 5) + 3 = 15

    “So do we want to hit the leader now in the south-west and then see what’s back to the east?”

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    "Yes, we had better clear this place out quickly so the monks can get out safely."


    Slides/maps

    Ok, assuming heading to the southwest. Will update map tomorrow.

    The tunnel leading from area B gradually descends over
    the course of another 500 feet, occasionally branching
    out into short side passages and broader chambers.
    You find yourselves squeezing through the occasional tight
    spot, peeking down dead ends, and reaching a larger cave area
    after about 5 minutes.

    Each person not resistant to heat needs another fort save

    Greenish filaments crisscross this flooded chamber, whose
    pools of murky water release strange, foul-smelling fumes.
    Large boulders protrude from the water, many covered in
    profane markings and bloodstains.

    Scarab Sages

    Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

    Once she feels the heat start to build up again, I’d like to think Eadie would be/is wise enough to stop and ask Lore, “Can you please tap me and anyone else who wants it with my endure elements wand, Lore?”

    If you rule differently GM Aarvid, no worries! I’ll make a fort save.

    Once they reach the underground grotto, Eadie waves her spiked gauntlet rapidly under her nose. PHEW!! It smells worse than Open Day at an Otyugh resort-spa in here!”

    Take 10 Perception for traps and threats: 10 + 13 = 23


    Slides/maps

    It is definitely hot, there is no doubt. Eadie being wise? Well that is a different question altogether. :-)
    But you definitely have time to take preparations vs the heat.

    Grand Lodge

    HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
    skills:
    skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

    Lore gladly uses the wand on Eadie and herself, since Eadie is being generous with it, then offers to any anyone else, also at Eadie's generous offer.

    "Otyughs have resorts?" Lore giggles at the very idea.

    Scarab Sages

    Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

    "Eadie, I can save a couple charges on your wand." Arovandeon offers as the group looks over the scorched remains. He then mixes up an extract to help endure the heat, drinks it, and uses his boro bead to restore it so that another might benefit from his alchemy as well.

    Arovandeon can supply 2 extracts of [i]endure elements[i], using one on himself.

    When the group arrives in the new cave, Arovandeon observes the green filaments and notes the aroma. "Well at least with our preparations against the heat this place only offends one of the senses. Before we rush through, let me take a few notes and examine these filaments."

    Any knowledge checks here?

    Perception: 1d20 + 8 ⇒ (5) + 8 = 13
    Knowledge Dungeoneering: 1d20 + 11 ⇒ (5) + 11 = 16
    Knowledge Nature: 1d20 + 15 ⇒ (5) + 15 = 20


    Slides/maps

    As you descend into the depths of the mines, the air becomes even more caustic, with the stench of sulfur and the heat becomes unbearably hot (for those without endure elements, fort saves again needed).

    Arovandeon:

    Kn:Dungeon/Nature:You notice the water ahead
    does not appear to support life. The fumes wafting
    from the water are very strong. The
    air is painfully hot. The rocks here
    are slick and rise about 5 feet out of the water, requiring a
    successful climb check to clamber over.
    The filaments appear to be some sort of webbing but dripping with green liquid...perhaps from the water?

    Scarab Sages

    Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

    Eadie stops coughing long enough to point at the caustic condensation dripping from the roof. “How can people *cough* live like this? Dropping acid all the time. No wonder they’ve gone crazy.”

    Knowledge (dungeoneering): 1d20 + 5 ⇒ (15) + 5 = 20

    Scarab Sages

    Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

    "There is something foul with the water here. I suspect it is toxic. If you notice, nothing is growing around it. A moment before we continue..."

    Arovandeon casts a simple spell to detect poison on the green liquid dripping from the filaments.

    GM:
    Any idea if the fumes are flammable? Would lighting fire in here be a bad idea?


    Slides/maps

    Arovandeon:
    It does not appear to be flammable. Especially since the room is already very hot. The green liquid on the webbing above the water does not detect as poison, but the water itself does, including the fumes coming from it.

    Eadie can read the first spoiler to Arovandeon above. Any other actions? I will also take perception checks from everyone.

    Grand Lodge

    HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
    skills:
    skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

    perception: 1d20 + 17 ⇒ (9) + 17 = 26

    Scarab Sages

    Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

    Take 10 Climb + ring of climbing: 10 + 5 + 5 = 20

    Eadie clambers over the rocks avoiding the green filaments. “Don’t like the look of them much.”

    Take 10 Perception: 10 + 13 = 23

    She scans her surroundings for traps and threats calling back to the others. “Mind the rocks – they’re very slippery if you want to scramble over them.” Climb check required – unknown DC.

    Eadie *coughs* as she grips her enchanted blade. “I swear the fumes and heat are getting worse. *splutter* I’ve taken my personal antitoxin, the four vials we took from the Day Knights remain. I recommend they get used now.”

    I’ll assume everyone has taken advantage of either Aro’s endure elements elixir (2) or Eadie’s wand (4 charges)

    The Exchange

    AC19/T17/F16/CMD22(24 vs grp)|HP31[31]|F:+4|R:+5|W:+9|Init.+2|Percept.+10 Oread Monk 2 / Oracle 2

    Perception: 1d20 + 10 ⇒ (14) + 10 = 24

    Jonterra follows along, gratefully accepting a charge from Eadie's wand. Nearing the water, he holds an arm over his nose, while watching Arovandeon examine the water.

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Corb accepts the alchemical aid vs Hot Air. To avoid being poisoned, Corb will hold his breath (in the hours duration.)

    climb: 1d20 + 9 ⇒ (1) + 9 = 10
    Pcp: 1d20 + 10 ⇒ (16) + 10 = 26

    -Posted with Wayfinder


    Slides/maps

    Corb, were you attempting to climb onto the large rock next to Arovandeon?

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Very poorly, as it turns out. Yes.


    Slides/maps

    As Corbalias attempts to climb up on the slippery rock, rounding the corner, he briefly sees into the large chamber before he slips

    Climb 5' rocks is DC12 or slip/fall into caustic water. You can make a reflex save to try an catch yourself per normal

    He also spots a scarred, man standing on a rock in the center of the cavern. He is garbed in breastplate and cloak similar to the 4 doom knights from above.
    A familiar (pun intended) spidery/batlike creature hovers above him.

    "Ah, I see our visitors have arrived....just in time for the sacrifices to the mighty Rovagug!
    Enter and witness the awesome power and destruction!"

    As he starts his soliloquy, his voice has a mesmerizing quality (some would say enthralling quality)

    gm:

    Arovandeon: 1d20 + 2 ⇒ (2) + 2 = 4
    Corbalias: 1d20 + 5 ⇒ (8) + 5 = 13
    Eadie: 1d20 + 3 ⇒ (14) + 3 = 17
    Jonterra: 1d20 + 2 ⇒ (15) + 2 = 17
    Khamul: 1d20 + 1 ⇒ (11) + 1 = 12
    Lore: 1d20 + 2 ⇒ (5) + 2 = 7

    T: 1d20 ⇒ 4
    Q: 1d20 ⇒ 19
    q: 1d20 ⇒ 12


    Slides/maps

    Thunderstorms rolling through...will post more tonight

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Reflex: 1d20 + 4 ⇒ (7) + 4 = 11

    Whomp!


    Slides/maps

    Corb, you are just making my life harder by doing that you know :-)

    ==Round 1===
    19-something happens
    17+Eadie
    17-Jonterra
    13-Corbalias (in water)
    12-Khamul
    8-TASUTEK+Critter
    7-Lore
    4-Arovandeon

    You hear a splash into the water as Corbalias slips off a rock.
    You also see a swarm of spiders come around from the southern edge of the now splashing water.


    Everyone able to hear him and within 200' needs to make a DC15 Will or be enthralled by Tasutek's ramblings.
    Followers of LG Deities gain +4 on the save.
    Assuming everyone is protected against the severe heat, no fort saves needed.
    The fumes wafting from the water cause any creature in or adjacent to the
    water to become sickened for 1 round unless it succeeds
    at a DC 10 Fortitude save; this is a poison effect.

    Corb:
    In addition to the sickening affect of the water fumes:
    The water is toxic, and exposure to it deals
    1 point of acid damage each round unless a creature is
    completely immersed, in which case the creature takes
    1d6 points of acid damage per round.

    Eadie, Jonterra, Corbalias, Khamul are up...

    Grand Lodge

    HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
    skills:
    skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

    climb check: 1d20 - 2 ⇒ (20) - 2 = 18

    will save: 1d20 + 12 ⇒ (19) + 12 = 31

    Lore scrambles over the rocks and gets up near Eadie's side...

    and waits for her init, sorry for not posting earlier - i'm traveling to a funeral and posting as i can...


    Slides/maps

    And just to make sure I was clear (or boxtext was) the climb check is only if you want to climb
    the stones in or around the water and not stay on the southern path...
    I have marked those rocks with the big Orange word "rock".
    Corb, if that changes your action, feel free to modify. I can see how the boxtext can be confusing after re-reading it and seeing Lore's post.

    Scarab Sages

    Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

    Eadie frowns as she watches the homunculus buzzing about. Now where have I seen that thing before?

    “Corb!” Eadie lifts a palm to the right side of her mouth as she calls down to the mighty mauler. “Quit clowning, there’s work to do!”

    Day Knight Boss wrote:
    "Enter and witness my awesome power and your destruction!"

    The warrior plants her feet shoulder-width apart, drops her falchion onto her left shoulder and raises her visor, revealing features set in a mask as stern as any of Abadar’s golden knights. Eadie dramatically raises her right arm, pointing her index finger at the party’s nemesis as her reply to the Blackguard’s challenge rings out through the chamber.

    “Uh uh.”

    Will: 1d20 + 7 ⇒ (10) + 7 = 17

    Fort + antitoxin: 1d20 + 10 + 5 ⇒ (7) + 10 + 5 = 22

    I am assuming there is no difficult terrain. Mind you, Eadie’s feather step slippers negate that effect anyway.

    Eadie double-moves 60’ and waves a friendly hand at the Doomer boss.

    I count two "orange rocks" Eadie needs to traverse.

    Climb + ring of climbing: 1d20 + 5 + 5 ⇒ (18) + 5 + 5 = 28

    Climb + ring of climbing: 1d20 + 5 + 5 ⇒ (15) + 5 + 5 = 25


    Slides/maps

    @Eadie, the black spots are floor to ceiling impassible columns. Only things marked "rock" are rocks that can be climbed or stood upon.

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Corb would attempt to climb regardless; no mere boulder (in theory, not practice) should defeat a true warrior! Is the poison effect breathing or contact-contracted? I'll roll the poison in case breath-holding is nullified by the Enthrall or is otherwise contracted.

    Corb is unhappy with the results of his climb! He gets angry because of it and tries again, pending the singing didn't get to him...

    will: 1d20 + 2 ⇒ (7) + 2 = 9

    ... Thank Gorum the spiders will be Hostile, most likely and allow glorious combat...

    poison (poison resist): 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
    spellcraft vs singing spell: 1d20 + 10 ⇒ (10) + 10 = 20

    His face sizzles a little, burning away some of his patchwork tangle of body hair.

    -Posted with Wayfinder

    The Exchange

    AC19/T17/F16/CMD22(24 vs grp)|HP31[31]|F:+4|R:+5|W:+9|Init.+2|Percept.+10 Oread Monk 2 / Oracle 2

    Jonterra only understands Terran when under duress, so I think he isn't subject to the enthrall.

    Jonterra darts forward and casts a spell, granting the party the blessings of Irori.

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    Will: 1d20 + 3 ⇒ (8) + 3 = 11

    Khamul shrugs. "Sounds reasonable."


    Slides/maps

    Eadie clambers over some slick rocks to get closer to the cult leader.

    Jonterra, chanting in Terran, calls down the blessings of Irori on the group.

    Corbalias struggles in the water, which burns him for acid: 1d6 ⇒ 1

    Corbalias:
    The enthrall is a spell-like ability

    Khamul is enthralled by the man's knowledge of doctrine and stands idly, listening to the speech.

    Directing his attention to Eadie...

    "I see we have our first volunteer for the sacrifice.
    Do not worry, Rovagug needs many sacrifices, so you will each have your turn!"

    He points and casts a spell and Eadie starts to feel her body go rigid.
    DC Will save or be held.

    He then swiftly casts another spell that appears to make his body shimmer for a moment.

    Spellcraft:
    Hold Person, Greater Stunning Barrier

    Lore, not sure if you wanted to keep your action to join Eadie on the rocks? Arovandeon and then back to the top of the round.

    Scarab Sages

    Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

    Will: 1d20 + 7 ⇒ (13) + 7 = 20

    Eadie *grunts* as she tenses to fight her stiffening muscles, before remembering the calm approach taken by the Ouat monks of Tar Kuata to all things.

    She relaxes, closes her eyes and tries breathing in through her nose for three … holding for three … then out for three …

    Grand Lodge

    HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
    skills:
    skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

    yes

    Scarab Sages

    Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

    Will + elven resistance to enchantment: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15

    Arovandeon is just barely able to resist the magical words of the evil priest. Ignoring him for a moment he turns his attention to the approaching spiders before employing alchemical counter-measures.

    Knowledge Nature for spider swarm: 1d20 + 15 ⇒ (19) + 15 = 34 Are these a normal spider swarm, or something resistant to fire? If my knowledge check determines a resistance to fire, then I will throw a flask of liquid ice instead.
    PBS Bomb at spider swarm: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
    Damage: 2d6 + 7 + 1 ⇒ (4, 1) + 7 + 1 = 13

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1
    GM Aarvid wrote:
    "I see we have our first volunteer for the sacrifice. Do not worry, Rovagug needs many sacrifices, so you will each have your turn!"

    "I await the pleasure!" Khamul says, starry-eyed.

    How long am I enthralled?


    Slides/maps

    Lore joins Eadie on the rocks as Eadie fights off the mind control of her body.

    Arovandeon spots the mound of moving spiders heading towards the party and lobs a bomb that takes out the swarming vermin.

    Enthrall has been dropped at the end of the round, so normal actions from here on out...at least from that aspect.
    If anything can be called 'normal' in here.

    From the center of the pool, under the webs, a This obscene mass looks like a melted blob crossed with a spider, ceaselessly lashing out with its hairy, wriggling legs.

    Will Save DC16:

    a horrific appearance could find itself
    overwhelmed with revulsion at the creature's constantly
    sprouting and waving insectile legs, becoming sickened for
    1d6 ⇒ 3 rounds

    A bolt of pure acid shoots forth from the water surface towards Lore.

    ranged touch, cover: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15 for acid: 2d4 ⇒ (4, 4) = 8 burning where it hit the gnome.


    Slides/maps

    Bless is active from Jonterra. Will saves for any that can see the creature in the pool...which at this point is
    Lore, Eadie and Jonterra. Others will need to save if they move within sight.

    17+Eadie
    17-Jonterra
    13-Corbalias (in water)
    12-Khamul

    Grand Lodge

    HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
    skills:
    skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

    will save, dc 16: 1d20 + 12 ⇒ (6) + 12 = 18

    Scarab Sages

    Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

    Will: 1d20 + 7 ⇒ (12) + 7 = 19

    “LORE!! No fair! That acid shot was meant for me!”

    Although trying to make her friend feel better, Eadie seethes inside at the Rovagugian attack.

    Knowledge (dungeoneering): 1d20 + 5 ⇒ (1) + 5 = 6

    more coming ...

    Scarab Sages

    Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

    Oops. Sorry, got distracted.

    Eadie weighs the benefits of attacking the monster through the green filaments, before deciding to take a slightly longer term view.

    She draws and drinks her potion of fly before taking a 5’ step to the southeast to cover Lore. “This is what I'd call a target-rich environment, my dear.” [/Top Gun]

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