GM Batpony PFS unseen inclusion [9-04] (Inactive)

Game Master Batpony

Maps & Handouts


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Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork takes long, broad looks at the graveyard as the approach the necropolis. He gets an eerie yet nonthreatening feeling as he approaches. He remains quiet as Dale and Rolvark interact with Renofre but he spots the pouty face on the Diplomat.

In a low voice, while Dale and Rolvark are still talking with the priestess, he approaches the Diplomat. "Come on man, we're a team here. We don't all get things our way." He casts a sideways glance at Morallo. "I would expect that guy to have a fit when things don't go his way, but not you."

On to the acolyte

At first glance it looks like the acolyte is suffering the same way that Obahar was. He turns to Renofre. "Did you guys try to heal him at all? Removing curses or diseases or something like that? I'm sure someone here has the ability to do that."

Liberty's Edge

Mosquito Witch Handouts

"The necropolis has been here longer than anyone could recall, there's definitely magic in the walls, but why it is so we do not question." The priestess responds about the place.

Regarding the acolyte, she lets out a heavy sigh, "Believe us, we tried, he's not sick or cursed, he's lost his mind!"

Meanwhile the rocking acolyte seemingly ignores Dale.

Silver Crusade

Arcanist 1: HP 8/8: AC 12/12/10: CMD 11: Init +4: Perception +4: Fort +2, Ref +2, Will +1: Arcane Reservoir 3/4

Morallo sniffs, "My way? I just wish to accomplish my first mission, indeed I very much hope you and the others have the right of it."

Moving forward towards the acolyte Morallo asks, "What did you see lad, what did it do, the flying head, what did it say, where did it go?"

Turning to the others he asks, "If he has been mentally ensnared perhaps something we learned from those horn's visions could trigger a reaction in him?"

"Priestess has he said anything since his return? Even gibberish might be useful."

Liberty's Edge

Mosquito Witch Handouts

I need a bluff, intimidate, or diplomacy check if you want anything out of the acolyte.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale starts to get frustrated at the fact they acolyte seems to be ignoring him even though he's trying to help "Come on now kid, give us something here before half the city is sitting around blowing raspberries and wetting their pants!" Take 10 on intimidate for a 20

Liberty's Edge

Mosquito Witch Handouts

Had a busy weekend, should be back to normal posting rates now!

Dale shakes the boy, fearful he reveals what seems to be contradictory to what Renofre told earlier. With himself still rocking, he speaks, “The Lady of Graves could not help me… I was powerless! It promised to reveal its secrets to me. It asked me to dig up graves. It said that she who wears the spiral of death would come for me… so I am waiting. It said she would take me east, beyond the Seven Crypts, to the Ever-Dying.”

Renofre gasps, "You would suggest that the undead menace still lives then?! But why..."

"I'm sorry! I'm sorry!" The poor boy yells continuously rocking himself in his sorry state, repeating forgiveness but any other means to reach him seems to be met without success.

The priestess sighs, and turns to you, "The seven crypts, is an ancient shrine to Pharasma. But it was destroyed long ago. Every since, our order has served the Lady of the Graves in this crypt." Renofre explains, hoping it would help bring some small information to you.

However with whatever information you have in hand, and whatever lies about in Obahar's studies, you still don't think you have enough to be able to seek the Ever-Dying crypts, but perhaps with the journal earlier, you might link some key information.

Two choices here: Seek the journal from the alchemist, or wander the streets searching for Zurnzal.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Didn't we already get the journal from the alchemist?

Liberty's Edge

Mosquito Witch Handouts
The Overcompensating Diplomat wrote:
"You may keep the book, but can we look at it, to get the formula?"

The group's intention at the time was only to look at it, and not take the journal away from the alchemist unfortunately.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

"Bah, we need more information. There's a lot of area that crypt could be, we need to narrow it down more." Dale takes a seat on the floor and reviews his notes.

"Well, either we backtrack and reexamine leads or we let Zurnzal find us. I'd still rather figure it out ourselves but I'll let you all decide."

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

Rolvark nods grimly "I too would prefer to solve it ourselves. Zurnzal is not a person whom we should trust lightly given his history. Perhaps we should pay that alchemist another visit? More answers may yet lie hidden in the mad ramblings within his journal..."

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Ok. Back to the alchemist. Besides, that's where Zurnzal found us the first time. Maybe he'll come back. We might catch two fish with one hook."

Liberty's Edge

Mosquito Witch Handouts

Actually, Zurnzal met you at Obahar's place. By my estimates, we're about a week away from wrap up!

A return to the Alzheimer's shop finds everything in the manner as you left it. However when the journal is requested, it is meet with some resistance. "That's my property! Only the chosen one can peruse the magics within this book!"

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

"Perhaps you can accompany us then as we try to solve this riddle. Its not like you've got a busy shop to run am I right? At the very least allow me to have another read through the amazingness that is your journal."

If allowed Dale will mix up his last comprehend languages for the day and read through it again to see what he may have missed as a clue. I'm kinda missing what else we can do BUT talk to Zurnzal.

Grand Lodge

M Human Wizard 1 | HP 7/7| AC 10 T 10 FF 10 | CMB -1, CMD 9 | F: +0, R: +0, W: +2 | Init: +0 | Perc: +2, SM: +2, Diplo +23 | Speed 30ft | Active conditions: None.

"Told you all we should have just accepted help when offered."

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

Rolvark, irritated at the Diplomat's continued petulance, snaps at him "Perhaps you can use your vaunted diplomatic skills and persuade this person to hand over his journal instead of sulking in the corner like a child!"

Rolvark turns to the alchemist with a grim face "And how far would the chosen one go to protect his secrets hmm? Especially once the guards get wind of how he was collaborating with demons that have harmed innocent citizens...if you hand the journal to us we can make sure the pathfinders put in a good word for you."

intimidate: 1d20 - 2 ⇒ (17) - 2 = 15

Grand Lodge

M Human Wizard 1 | HP 7/7| AC 10 T 10 FF 10 | CMB -1, CMD 9 | F: +0, R: +0, W: +2 | Init: +0 | Perc: +2, SM: +2, Diplo +23 | Speed 30ft | Active conditions: None.

"But we are the chosen ones, we would like the book from you, please?"

Diplo: 1d20 + 23 ⇒ (3) + 23 = 26

Liberty's Edge

Mosquito Witch Handouts

The man naturally is a coward, and with a little coercion, he hands over the book to protect his own safety regardless of your arguments.

You didn't miss any clue, but from a scenario perspective, it assumes you need to have the book to be able to use it as clues when you're trying to discover the location.

With the book in hand, you feel fairly confident that you have enough information to locate the dungeon of the Ever-Dying and head back to Obahar's home.

I will assume that you will heal to some extent Obahar so that he is at least conscious. Just let me know whatever healing source you use.

As Obahar comes to his senses, he confirms the fact that he was not attacked by Torch's man and tells of being taken by surprise by a fiendish head. The attack has seemed to have left him so disorientated that he is unable to think straight or normally. In his difficulty, he is unable to contribute meaningfully to helping you find the dungeons but does points out all of his resources and research that he has started to put together before he was knocked unconscious.

After an hour of digging through parchments of archived city maps, layout plans, charters, you find to your pleasant surprise that you find that the location of the attacks, the clues you've pick up that it all triangulates into an abandoned shrine in the middle of the city’s western market and temple district. There is some strong inclination in the records to suggest that it was built over a destroyed dungeon. Your thirst for discovery leaves you with more questions than answers; And without hesitation, the Pathfinders make their move to investigate this location.

~~~

An abandoned shrine to an unknown deity sits where the Dungeons of the Ever-Dying are supposedly located. The statue has seen the ravages of wear over time that it's not possible to identify it any longer. The people of Merab go about their business in the surrounding area—a relatively unremarkable market and temple district. None of the citizens come close to this shrine, and a few make warding gestures as they hurriedly pass by.

It is very clear that everyone who comes within sight of it is wary of the shrine; Asking about the shrine is not well received as they respond with weird glares and scorns. “That spot is haunted by the cries of the dead. I wouldn’t go near it!” One of the peddlers say hastily before going back about his business.

Approaching the shrine, it takes only a brief search to discover a secret door behind the crumbling altar. A crumbling, twisting tunnel leads deep beneath the streets of Merab past layers of previous occupation before winding down the side of a large cavern. At the bottom, a twenty-foot-high windowless structure occupies much of this space. Stairs lead to platforms on the north and west sides of the building, but no other entrances are visible from here.

Perception DC20:

There is a ritualistic chanting coming from somewhere within the structure, strongly towards the front door. This door is locked.

If you succeed at the above check individually, you may proceed to make the next one.

Kn Arcana or Spellcraft DC20:

The ritual seems complex and involves both necromancy and divination components to it.

Map is up! There are three doors into the structure. One to the south, one to the east, and one to the west. The south one is locked.

Feel free to retcon any other actions you see fit.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Once they get back to Obahar's place with the book Dale slaps his head in an 'aha' moment "You'd have thought we would have healed our friend here the last time, but I guess we were far too busy arguing to make that connection." Dale pulls out a long wooden spoon from his belt and reaches it out to tap on the man's unconscious head until the man regain's his composure. He speaks the magic words:

"MMM SOUP!" Giggle! Spoon o CLW: 1d8 + 1 ⇒ (1) + 1 = 2
"MMM SOUP!" Giggle! Spoon o CLW: 1d8 + 1 ⇒ (8) + 1 = 9

"You're help sir has been amazing. If you ever need a partner for random trivia, or perhaps an unlicensed alchemist, look me up!" And with that Dale heads off with his face buried in the maps and notes to take them to their destination.

Oh look, a dungeon thing!

Dale heads down below the shrine, a glowing chunk of stone floating over his head "Well looky here... will we find the head or maybe something different?" He begins to look around the area with interest, but not before quaffing a fancy crystal vial of liquid. Cognatogen: 30mins: +4 INT -2 STR +2 Natural Armor

Perception, DC20: 1d20 + 7 ⇒ (13) + 7 = 20 He brushes his long, luxurious hair from his ears and shushes everyone as he listens and concentrates. Take 10 on spellcraft for a 22

"Some chanting going on in there.. a ritual? Necromancy and divinations... shall we break in or go around?" He whispers.

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

After plucking the journal out of the alchemist's hands, Rolvark smiles grimly at the alchemist "Thank you for your cooperation'

Rolvark snorts at Dale's long wooden spoon as Dale heals Obahar Why soup? Why not something hearty like stew or pudding?

As they approach the abandoned shrine, Rolvark falls in step with the Diplomat and speaks in a low voice, his face twisting like he just ate sour lemons "I just...want to...thank you...for your help with the alchemist." He pauses for a moment before continuing "However, I hope you also see the wisdom of not relying too much on parties who are not necessarily our friends"

Rolvark falls silent as they reach the shrine and Dale shushes the party. Rolvark quietly tests the door and finding it locked, whispers to the party "The door is locked. Can anyone open it?"

Liberty's Edge

Mosquito Witch Handouts

Bump! So which way will it be?

Grand Lodge

M Human Wizard 1 | HP 7/7| AC 10 T 10 FF 10 | CMB -1, CMD 9 | F: +0, R: +0, W: +2 | Init: +0 | Perc: +2, SM: +2, Diplo +23 | Speed 30ft | Active conditions: None.

"To stoop so low as to pick a lock, shameful."

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale grumbles a bit as many of his team stands around slack jawed and unresponsive. "Guess we pick the lock and go in the front door. Prepare yourselves!" Dale drinks down another cloudy vial of alchemical goodness before pulling out a set of fine lockpicks and going to town on the lock as quietly as he can. Lets hope they drown out the picking with that horrible chanting.

Drink shield extract. Take 10 on disable device: 20. Take 10 on Stealth: 16

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

Rolvark actually nods the Diplomat's comment as Dale works on the lock, preparing his bow and nocking an arrow as he speaks "I too, would personally prefer to face our foes head on but they have chosen to hide themselves. Nevertheless, time is of the essence as there is no telling what the unholy ritual they are performing as we speak."

Liberty's Edge

Mosquito Witch Handouts

GM:

Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Perception: 1d20 + 3 ⇒ (12) + 3 = 15

The chanting continues undisturbed through the door. And Dale's attempt at the lock doesn't yield the results he hopes. The door is still locked shut.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale slowly shakes his head in the negative and whispers "It appears their lock is of a high quality. Maybe it would be wisest if we approached from another angle at this point." He leads them around to the East, checking that door for anything suspicious before cracking it open quietly.

Taking 10 on relevant skill checks: Perception 17, Stealth 16.

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Domrilin casts a quick spell and then follows after Dale.

Stealth(+4 in hilly or rocky areas): 1d20 + 2 ⇒ (11) + 2 = 13
Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Cast Guidance

Sorry I have been a bit inactive, the past few days have been busy.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Perception: 1d20 + 2 ⇒ (13) + 2 = 15

"Dale, is this door locked too?" Cork stands behind Dale as he checks the east door. He pulls his cutlass from its sheath and holds it ready.

Liberty's Edge

Mosquito Witch Handouts

The door is actually right adjacent to Cornelius! So you won't need to walk around.

Several doors leading off this cross-shaped hallway stand open, revealing ten-by-ten-foot cells. The wall of the east hallway has collapsed, revealing the cavern beyond.

Assuming you intend to check every cell.

Cells B7a and B7b contain simple sleeping quarters, each with a dead cultist—one a halfling male, the other a human female— their throats slit. Cells B7c–B7g contain empty sleeping quarters. Cells B7h–B7j are empty. The sleeping quarters contain idols and shrines.

Kn Religion DC12:
The idols and shrines are dedicated to Ahriman, the Lord of All Divs and the patron divinity of the hateful cultists known as the Usij.

To your bemusement, the door leading to the main hall, where the chanting continues, is also locked here. There is also another door leading south that is locked. I intentionally omitted the bottom section of the map, mainly due to everyone going for the fight first, and a map is not necessary for the bottom room.

What do you do? Would just like to point out that breaking down the door and taking 20 for the lock would be acceptable, but you will likely lose the element of surprise.

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

Rolvark frowns at the bodies of the dead cultists and looks around at he idols and shrines What unholy gods are these...and why are the cultists killed here instead of some sacrificial altar? He shakes his head as he realises he might never know the answer to that.

Upon encountering another locked door, Rolvark sighs and whispers "Dale, are you able to open this door? If not, what say you all to going around the other side and see if we can get the drop on the cultists? I prefer a battle where the odds are in our favor. On the other hand, time may be of the essence here as well..."

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale whispers "Its not locked apparently. Let's take a look shall we? But do be quiet!" He brushes his hair out of his eyes and creeps along through the cells, checking things and the victims over. I'll just take 10 through here: 16 stealth and 17 perceptions. I auto succeed the knowledge check.

"The idols and shrines are dedicated to Ahriman, the Lord of All Divs and the patron divinity of the hateful cultists known as the Usij." He whispers in a lecture based sort of way. "Maybe our chanting cultists aren't from this group? Let's check out the other side before I tackle this lock."

If we clear out the whole place minus the chanting maybe we can get some more clues/help, or at least make sure our fight doesn't get bigger.

Grand Lodge

M Human Wizard 1 | HP 7/7| AC 10 T 10 FF 10 | CMB -1, CMD 9 | F: +0, R: +0, W: +2 | Init: +0 | Perc: +2, SM: +2, Diplo +23 | Speed 30ft | Active conditions: None.

Folks, quit taking 10/20 on every check. Dale, this means you. Having my character decide to stand around while you take 20 in game minutes just for 2 checks, well, no, wouldn't happen.

In his normal "Diplomat" voice The Diplomat tells Dale "Hey, bro, we are all right here, speed it up, will you. Just because you are knowledgeable about such things doesn't mean you need to keep the group in the dark."

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul
The Overcompensating Diplomat wrote:

Folks, quit taking 10/20 on every check. Dale, this means you. Having my character decide to stand around while you take 20 in game minutes just for 2 checks, well, no, wouldn't happen.

In his normal "Diplomat" voice The Diplomat tells Dale "Hey, bro, we are all right here, speed it up, will you. Just because you are knowledgeable about such things doesn't mean you need to keep the group in the dark."

Taking 10 on a check takes the same amount of time as making a single check roll. Taking 20 takes 2mins. As far as I can remember I haven't taken 20 except maybe on an important perception? And as far as if he makes a check you can assume he shares that information unless I specifically say he doesn't.

Liberty's Edge

Mosquito Witch Handouts

Dale is right in this case, Taking 10 is the same as making a single check roll, and taking 20 is 20 times the normal time, which would be 2 mins for a simple lock picking (1 round per roll).

The western cell block, reveals a symmetrical layout to what you've observed in the eastern half of the building. Several of the doors leading off this cross-shaped hallway stand open, revealing ten-by-ten-foot cells. Cells B6a–B6d are empty. Cells B6e–B6i contain simple, unoccupied sleeping quarters, each with multiple pallets. Cell B6j also has sleeping quarters, but one sleeping pallet contains the corpse of a human male whose throat has been slit. Each sleeping quarter contains more small idols and shrines. Once more, the doors leading out of this room are locked!

As you can see, the scenario is pushing you to go right into the center to take on the fight! So do any pre-combat buffs you need, tell me which entrance you will take, and if you choose a Disable Device (take 20) or a Strength check (to break the door down). You need not roll them, it will be more for dramatization, either way though, you can be more than certain that the cultist will be alerted to your attempt to break in!

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale shakes his head, hair ruffling and flying all over "More of the same. Sounds like there's just one door left to go to, to the front? More space to move around there." He whispers.

Dale is fully buffed at this point, his take 20 on a lock is 30. I suggest the front door since the entry way is larger, we can move around a bit. My bombs like some space!

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Looks like this is our only option. Let's just go in here." Cork takes a moment to cast a protection spell on himself. A shimmer of air appears before him, obviously providing more defense.

Liberty's Edge

Mosquito Witch Handouts

We're overdue! So kicking into final combat! Let's bring this home fellas.

Pressed without options, Dale proceeds to work on the locks as best as he can as the murmuring continues from within. About halfway through, the chanting ceases as they have likely been informed of your arrival through the noises in the lock. Rolvark then proceeds to kick the door down for a dramatic entrance!

Eight stone pillars stand around this room. At the center of the room, a five-foot-diameter spiral of twisted arcane glyphs is charred into the floor. Broken bones stained with blood encircle the spiral, and an onyx gem sits in the center.

A bald headed man, a cultist leader, dressed in garments of white and gold holds a mornigstar, he stands with similarly dressed acolytes alongside him. "You dare defy the ritual as it takes place! You shall suffer the consequence!" The cultist yells in a manner that suggest he means business.

Kn. local DC 12 to identify the cultist and Kn local DC 10 to identify the acolytes

initiative:

Morallo initiative: 1d20 + 4 ⇒ (5) + 4 = 9

Domrilin initiative: 1d20 + 1 ⇒ (11) + 1 = 12

Cork: 1d20 + 7 ⇒ (6) + 7 = 13

The Diplomat: 1d20 ⇒ 18

Rolvark: 1d20 + 4 ⇒ (19) + 4 = 23

Dale: 1d20 + 2 ⇒ (7) + 2 = 9
Acolyte: 1d20 + 5 ⇒ (3) + 5 = 8
Cultist: 1d20 + 5 ⇒ (9) + 5 = 14
???: 1d20 + 3 ⇒ (10) + 3 = 13

Combat Round 1, Fight!

Rolvark, Diplomat
Cultist
Domrilin, Morallo, Cork, Dale
Acolyte

Bold may take combat actions, map is updated!

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

K Local vs Cultist: 1d20 + 16 ⇒ (4) + 16 = 20
K Local vs Acolytes: 1d20 + 16 ⇒ (15) + 16 = 31

"Yup. We do." Answers Dale as he gets a good look at who he's speaking to.

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

Rolvark kicks down the door, and he quickly assess the enemies. His gaze narrows on the cultist, and he fires off a couple of arrows before dropping his bow and drawing his greatsword

Activating Ranger's focus for +2 bonus on attack and damage rolls against the target of his focus, in this case the main cultist

attack rapid shot: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
damage: 1d8 + 3 ⇒ (3) + 3 = 6
attack rapid shot: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
confirm crit: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
damage: 1d8 + 3 ⇒ (6) + 3 = 9
damage: 1d8 + 3 ⇒ (5) + 3 = 8

Liberty's Edge

Mosquito Witch Handouts

Dale recognizes the folk definitely as Usij cultist, or clerics of Ahriman! The very one that have had their decorative pieces lying all around the ruins. Cultist is level 3, Acolytes are level 1

His flat footed AC is 14!

Rolvark's quick reaction pays off as he immediately removes one threat in the room. His aim spectacular as it flies right in between the eyes of the cultist, causing him to fall still as he lies unconscious on the ground, close to the brink of death.

Combat Round 1, Fight!

Rolvark, Diplomat
Cultist (unconscious)
Domrilin, Morallo, Cork, Dale
Acolytes

Bold may take combat actions, map is updated!

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

"Fantastic shooting Rolvark! Let's see if I can't soften them up a bit more with an explosion?" Dale ducks his way into the room, pulls up and lobs a bomb towards the rear, hoping to catch the blue acolyte in the explosion but sparing the downed Cultist.

Fire Bomb, Ranged Touch vs DC5: 1d20 + 5 ⇒ (14) + 5 = 19 Splash = DC17 8 Fire Damage

Liberty's Edge

Mosquito Witch Handouts

Dale, shouldn't there be a roll for the fire damage?

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

I'm targeting the intersection of the square and only hitting him with the splash damage, which is 8 and a reflex for half. I'm always wary of missing when things have cover so often play it safe with just the splash damage.

Liberty's Edge

Mosquito Witch Handouts

Noted! That makes sense to me now.

Reflex: 1d20 + 3 ⇒ (8) + 3 = 11

With the column obscuring his view, the acolyte is unaware of the bomb headed in his direction! The blast burns more than half his body as he yells in what one can imagine as excruciating pain!

8 dmg taken, and he looks barely able to keep it together!

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork moves swiftly into the room, drawing his cutlass as he moves. He shakes his head at the sight of the downed cultist. "That was some good shooting Rolvark!" Once he's clear of the doorway Cork raises a hand and a ray of frost shoots towards one of the acolytes.

ray of frost@green: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d3 ⇒ 3

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Domrilin rushes to the closest column then stomps in the direction of Green and sends a shock wave to trip the enemy.
Casts Thunder stomp

Trip(Green): 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Even tho the columns are in the way I believe the spell will still take effect as it does not say anything about objects interfering

Liberty's Edge

Mosquito Witch Handouts

Cork and Domrilin turn towards the unattended acolyte! A frost ray whizzes by his head without making contact but acts as a distraction for Domrilin to create a shock wave through his thunder stomp causing the enemy to lose balance and fall over.

The Pathfinders have tipped the balance strongly into their favour from the start, but the cult doesn't relent and looks keen to fight to the end!

Combat Round 1, Fight!

Rolvark, Diplomat
Cultist (unconscious)
Domrilin, Morallo, Cork, Dale
Acolytes G(prone) B-8

Bold may take combat actions

Liberty's Edge

Mosquito Witch Handouts

Diplomat and Morallo are stunned by the situation. Meanwhile the acolytes retaliate against the attack! Staying behind the safety of the column, the fallen one picks himself up, mumbles a few words, and cast a spell upon himself. The Wounded one also cast a spell, but on the Pathfinders instead! "May bad fortune fall upon you all!" He screams!

Spellcraft DC16 Green:
Divine Favour[/ooc]

DC14 Will save everyone or suffer Bane!
[spoiler=Bane]Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects

The tides are strong in the Pathfinder's favours, but soon, out of the corner, a creature turns out of the shadows, mumbling curses under it's breath. This disembodied and bestial head covered in lashing hair and curling horns hovers above the ground. It then creates a telepathic link with weak acolyte tormenting him to do his bidding. The cultist seems to have a headache but his wounds start healing slowly!

He had casted invisible prior so no one could have made the d20+37 perception check. His combat actions are special to this scenario so they're not SP,SU,EX to the creature.

Temp life: 2d6 ⇒ (3, 1) = 4

Kn planes DC12 to identify.

Combat Round 2

Rolvark, Diplomat
Domrilin, Morallo, Cork, Dale

Acolytes G B-4

Bold may take combat actions

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Spellcraft vs 1st Self Cast: 1d20 + 12 ⇒ (5) + 12 = 17
Spellcraft vs DC16: 1d20 + 12 ⇒ (19) + 12 = 31
K Planes DC12: 1d20 + 16 ⇒ (7) + 16 = 23 Any resistances, defenses, attacks I may know of?

Dale's keen brain starts working out the sounds and sights of spellcasting in his brain, as well as the floating head they'd been searching for.

"Divine favor and bane... typical clerical types. Asking for the favor of your divine god to increase your combat prowess, a wise move. While your ally tries to reduce our overall effectiveness! You guys seem to work as a team!" Dale nods in appreciation before stepping up and tossing a bomb at the floating head.

Fire Bomb Away! (ranged touch), Bane, Cognatogen: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 122d6 + 6 ⇒ (2, 4) + 6 = 12 Miss Direction, Splash Reflex DC17, 8 Damage: 1d8 ⇒ 3

If Dale knows these heads have fire resistance he'll switch his target to hit the same target as last round with the splash, vs AC5.

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

DC save: 1d20 + 2 ⇒ (15) + 2 = 17

Rolvark, also leaps into the fray, moving towards the cultist. Upon hearing the cultist's scream, he momentarily feels a niggling feeling, but shrugs if off and chops down at the cultist.

attack greatsword: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 2d6 + 9 ⇒ (2, 6) + 9 = 17

Liberty's Edge

Mosquito Witch Handouts

Sorry, seems like my formatting was off. Everybody make a DC14 Will save everyone or suffer Bane! (the second spell effect)

Bane:
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects

Dale recognizes the creature as the ugly monstrous floating head causing the mischief all over town! It's formal name is a Doru, a div that whisper in the night, the foul inspiration that drifts upon fetid winds, the messengers of pretender gods. It's known to be fairly resistant to elemental effects , spells, and just generally tough!

Doru Defenses:
DR 10/cold iron or good; Immune fire, poison; Resist acid 10, electricity 10; SR 13

Knowing the creature is resilient against bombs, Dale turns his bomb towards the injured cultist to finish the job. The bomb blast is enough to hurt the acolyte that the pain causes him to fall over unconscious.

I've moved Rolvark.

Rolvark moves to step over the already down cultist and brandishes his greatsword against the remaining one! But his sword knocks against the pillar as the acolyte dodges the swing.

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