GM Blood's Age of Worms in Golarion

Game Master David James Olsen

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AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus follows the paladin to AI-12 and taps Rowena with a wand.

CLW wand, 7 charges remain: 1d8 + 1 ⇒ (7) + 1 = 8


Trevor and Quintus heal 28 out of the 36 damage Rowena took.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Kelkzar casts the silence spell on Rowena and then heads north, then west, hoping to skirt any more pit traps on the floor.
Double move to AG11. Will move via AH17-AG17-AG16-AG15-AG14-AG13-AG12-AG11


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Momentarily startled by the sudden loss of all sound, Rowena quickly realizes what the others are doing and plays along.

Free ki throw: 1d20 + 17 + 2 + 1 + 1 - 2 - 2 ⇒ (17) + 17 + 2 + 1 + 1 - 2 - 2 = 34
Vicious stomp: 1d20 + 12 + 2 + 1 + 1 - 2 ⇒ (9) + 12 + 2 + 1 + 1 - 2 = 23
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Assuming that's good enough, Rowena deposits Eligos in AG 12, and goes to work on him.

First attack: 1d20 + 12 + 2 + 1 + 1 - 2 ⇒ (18) + 12 + 2 + 1 + 1 - 2 = 32
Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Off-hand attack: 1d20 + 12 + 2 + 1 + 1 - 2 ⇒ (17) + 12 + 2 + 1 + 1 - 2 = 31
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Iterative attack: 1d20 + 7 + 2 + 1 + 1 - 2 ⇒ (5) + 7 + 2 + 1 + 1 - 2 = 14
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Hasted attack: 1d20 + 12 + 2 + 1 + 1 - 2 ⇒ (2) + 12 + 2 + 1 + 1 - 2 = 16
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

AoO if he gets up: 1d20 + 12 + 2 + 1 + 1 ⇒ (8) + 12 + 2 + 1 + 1 = 24
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

She also spends a ki point giving herself a +4 Dodge bonus to AC. AC is currently 26.


Kelkzar, with expeditious retreat, I think you can make that move in one move action and can make an attack before Rowena does her thing. Either way, you get a chance to taste his great axe

Great Axe: 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12
Damage: 1d12 + 16 - 1 + 1d6 + 1d6 ⇒ (11) + 16 - 1 + (5) + (3) = 34

Kelkzar casts silence then approaches. The Eligos half-orc is taken a back and misses completely when swiping at Kelkzar as he approaches.

Will resolve Rowena attacks and his in a little bit. Or instantly in the next post if you read this after the pause it takes me to make my next post!


Rowena trips and sends the now half-orc to the ground, hitting him on the way down then following up with another pair of hits. As he rises she hits him once again Kelkzar and Trevor get AoO as well

Great Axe: 1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15
Damage: 1d12 + 16 - 1 + 1d6 + 1d6 ⇒ (10) + 16 - 1 + (3) + (6) = 34


Quote:

Round 6

Initiative Order - Jirin, Kelkzar, Quintus, Trevor, Rauno, Rowena, Eligos/HFM/HO

Eligos/Hawk Faced man/Half-orc AC T FF CMD


HP 45/54; Per +11, Trap +1; AC 15, Touch 14, Flat 11; Fort +5, Ref +8, Will +6

"Trevor, get him!"

Jirin uses her Fortune Hex on Trevor. Like the cantrip, reroll in case you somehow miss!


Kelkzar has one attack from last round while his enemy is upright, then when AoO when he was down then this round's attacks. Trevor has 1 AoO and this round's attacks


Forgot Trevor was on vacation

Trevor yells out something inside the silence spell then bring his great axe repeatedly [ooc]72 damage![/dice]

Greataxe PA AoO: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24 *Hit*
Damage: 1d12 + 17 + 1 ⇒ (6) + 17 + 1 = 24

Greataxe PA #1: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28 *Hit*
Damage: 1d12 + 17 + 1 ⇒ (2) + 17 + 1 = 20

Greataxe PA #1: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27 *Hit*
Damage: 1d12 + 17 + 1 ⇒ (10) + 17 + 1 = 28


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus goes around Trevor and unleashes a double-blow combination. Trailing fire (potentially), his first attack hits solidly, but the followup attack doesn't do as well.

Scimitar PA, incl. prayer: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Iterative scimitar PA, incl. prayer: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Confirm crit, scimitar PA, incl. prayer: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23

Base PA damage, incl. prayer: 1d6 + 8 + 1 ⇒ (1) + 8 + 1 = 10

Crit damage, if applicable, incl. prayer and Flame of the Dawnflower: 1d6 + 8 + 1 + 2 ⇒ (4) + 8 + 1 + 2 = 15


Round 6

Mildly shocked that Trevor's assault didn't bring down the shifter, Rauno calls on one of his few remaining spells, hoping just a little more brutality will bring the monstrosity down. With the utterance of an arcane syllable, four crimson shards of arcane force propel from his outstretched hand. The shards spin about as they speed forward. For a moment it looks like they will drive into Trevor, but then spread wide of their own accord, narrowly missing. In a few instances, they strike unerringly into their foe, disappearing with a flare of crimson light.

Magic Missile, damage 4d4 + 4 ⇒ (4, 3, 2, 1) + 4 = 14

For all PCs: Foretell remains in effect.

Foretell: In a 30' radius from Rauno, all allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws and skill checks.

Mage Armor, Prayer, Stoneskin (27/70 remaining), Prescience 4/10 remaining, Foretell 5/8 remaining, Mirror Image 4 remaining.


Quintus, with Rauno foretell spell, your crit will confirm.

Quintus and Rauno combine to finally put the bad guy down.

Update in a little bit when I get to a computer.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

CLW from wand on Rowena, 7 charges remaining: 1d8 + 1 ⇒ (6) + 1 = 7

"Find your cat, Jirin. If we can, I'd like to take a few minutes to pray for more help. I thought we were done fighting before, but I'm afraid we're going to run into more of these things."

If possible, take 15 minutes to prepare prayer and freedom of movement.


GM Blood:

Perception Rowena Lordail: 1d20 + 17 ⇒ (5) + 17 = 22
Perception Trevor the Yellow: 1d20 + 6 ⇒ (15) + 6 = 21
Perception Rauno Redpath: 1d20 + 0 ⇒ (2) + 0 = 2
Perception Jirin Tupel: 1d20 + 9 ⇒ (15) + 9 = 24
Perception Kelkzar Redjaw: 1d20 + 16 ⇒ (10) + 16 = 26
Perception Quintus: 1d20 + 4 ⇒ (16) + 4 = 20

With Quintu's flaming sword and Rauno's magical missiles hitting Eligos-turned hawk nosed wizard-turned half-orc barbarian, the creature falls to the floor, dead. Its form reverting to something similar to a doppelganger with the strange symbol on its forehead (The same one that has been there from form change to form change.

Dead Creature

Knowledge (nature) DC 24:
This a greater doppelganger, a more powerful version of doppelgangers. Greater doppelganger can take on any shape like their lesser cousin but can also flawlessly assume an identity of a number of different people by consuming them. Once consumed they have every memory and ability the former person had.

Greater doppelgangers are often masterminds behind a cell of doppelgangers, hatching evil schemes while searching for more greater personalities to consume

Jirin feels really close to her familiar, but thinks it is still somewhere to the east. Searching near the shapechanger's throne reveal a button that when pushed opens a secret door to the east.

Behind the throne is a small chamber filled with ostentatious accoutrements. There is a bed, wardrobe, desk, and a small table in this room. The walls are covered in rich red velvet curtains and a strange rug of shifting, writhing geometric patterns on the floor. A large, full-body mirror stands in one corner of the room.

Inside you see Jirin's familiar in a small cage. She appears to be fine and well taken care of while in the enemy's care.


"Hmm. Strange indeed."

Knowledge (nature) 1d20 + 15 ⇒ (16) + 15 = 31

Kneeling by the corpse, Rauno tells the others "This appears to have been a greater doppleganger. Very rare and powerful. Not only can they take on shapes like other dopplegangers, but they can actually consume people; once they've done that, they have every memory and ability their victim used to have. It is good that-" Rauno pauses before saying "-we got here before it consumed Jirin" and instead finishes "we stopped it before it moved higher in the government."

"They are usually the master of a cell of dopplegangers, so I believe we have found the source of this intrigue."

"I wonder if that means Eligos is truly lost to us then."

Knowledge check to identify the symbol. 1d20 + 15 ⇒ (5) + 15 = 20. Depending on the knowledge skill (if any), it may be up to +18.

Unless someone expresses a need to rush on, Rauno will make liberal use of Detect Magic on their foes and the furnishings of both rooms.


After checking everything out you feel confident there isn't any more bad guys waiting to jump out at you in the area.

The doppelganger that looked like Pollard has on him:
mw studded leather armor, heavy steel shield, +1 longsword

The doppelganger that changed form from Eligos, to the hawk nosed wizard to the half-orc barbarian had on him:
+1 frost greataxe, ring of protection +2, scroll of fireball (CL8 DC 14), wand of cure moderate wounds (26 charges) and a set of keys.

Other items of note found in the first room:
In a locked cabinet that near the machine to the west of the room (that one of the keys opened) are two 2,000gp gems that radiate magic. They are identical the one that Fake Jirin had and was using to impersonate her. (Though these are not her memories).

More items in the secret room of note:
There is a wardrobe contains a number of different outfits (every one in the core rulebook) as well as 500gp in jewelry. The rug detects as magical, there is a 250 pound mirror that detects as magical, a spellbook, and a chest that is locked (but a key found opens it).

Inside the chest is a host of forged and original documents detailing Magnimar treaties, merchant dealings, and religious papers. Reading through those documents clearly illustrate the depth of the doppelganger infiltration.

In addition there is a bag inside the chest. Inside the sack is 1,500 gp, a scroll of dominate person, and a missive written with a strange alien hand, ""I have a task for you, thrall. Meet me at the sewer junction beneath the cold forge and I will give you the details. There are some troublesome small minds that must be removed." The document is signed with a symbol identical to the tattoo on the forehead of the doppleganger boss.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"I'll take that wand, if no one minds. Though it looks as though you spoke too soon, Rauno--unless this note is from the greater doppelganger, here, there's someone out there who treats it as a slave."


Quintus of Taldor wrote:
"I'll take that wand, if no one minds. Though it looks as though you spoke too soon, Rauno--unless this note is from the greater doppelganger, here, there's someone out there who treats it as a slave."

"True, my friend. Though it seems that little we have encountered in our time together has fitted the norm of experiences."

No problem with Quintus taking the wand. Especially if he doesn't object to Rauno clutching the spell book like Gollum with his ring...


Spellbook Spells:

4thconfusion, wall of fire, dimension door, phantasmal killer
3rdclairvoyance, dispel magic, fireball, slow
2ndarcane lock, false life, resist energy, scorching ray
1st-charm person, grease, mage armor, magic missile, ray of enfeeblement

Spellcraft DC 18 - Rug:
The magical property of the rug allows it change patterns. It is worth 500gp

Spellcraft DC 26 - Mirror:
Once per day for 10 minutes the mirror will show the true form of a creature that is physically disguising its shape (will not work on illusions).

The mirror weighs 250 lbs and is worth 10,000 gp.

Rauno - Symbol:
Doesn't seem familiar at all to you.


Spellcraft rug 1d20 + 18 ⇒ (9) + 18 = 27
Spellcraft mirror 1d20 + 18 ⇒ (2) + 18 = 20


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Can you take 10 on the check?


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Spellcraft (mirror) 1d20 + 8 ⇒ (6) + 8 = 14
No objection to you guys taking either of those items. Ring of Protection would be of interest to Kelkzar.
"I'm afraid I don't know Magnimar very well. Do any of you know of this cold forge? Is it here?"


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"And who do we give this all to? This is too big for anyone I ever knew in Magnimar, before She drew me back into Her service."


"Before we leave, let's had back to what I assume was their planning room and go through some of their documents. Perhaps there will be something that will point us to this forge mentioned in the note."

"We should check the chambers for more illusionary walls or secret doors. Perhaps there are more clues to be found regarding their schemes."

"And when we are done here, let's go back and call on Eligos. If the doppleganger was just taking his appearance to shake us, then the true Eligos should be able to assist us."

"Perhaps if we split into two teams of three. One to go through documents and the other to search?"

Rauno could lead the documents team. I think Kelkzar has the best perception, so he could lead the other team. The rest can stand against a wall and we'll take turns picking.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rowena has good Perception also, so she'll go with Kelkzar. Quintus has low Perception, so he should stay with Quintus. Trevor should stay too to protect them, leaving Jirin to come look for passages. That way, Rowena can keep her eye on her, to make sure she's going to be okay.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Perception: 1d20 + 19 ⇒ (4) + 19 = 23


As Rauno spends the next couple of hours looking through all the documents, the rest of you not in that room look for secret doors/hidden things. Other than an illusory wall where fake Jirin ran through after you discovered her there is nothing left unturned.

That take quite a bit of time however so its not long after that Rauno has gone through everything. The extent of infiltration is quite larger, including the militia, town guard, all of the merchant guilds and councils, and the courts.

This document, along with the documents of treaties and the mirror (if there can be a way to transport it) the city government could root out the imposters


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"Did any of you ever figure out what the mirror does?"


"I will spend a little more time on it."

I have always been a little shaky on when you can or cannot take 10 on some skills, including spellcraft. If Rauno can take 10 to identify the mirror, he will.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Once you're done with that mirror, shall we go bring these things to the city authorities? I don't think we can take care of all of these infiltrators on our own."


I don't have a problem with take 10 on magic item id, but let's make it a time investment (so a quick search is a roll, careful study, say an hour can take 10.

Rauno spends some time investigating the mirror (everyone can read the spoiler above assuming Rauno tells everyone)


Rauno will share what he finds with the others, so the spoilers are fair game.

"I agree, and this mirror will go a long way toward sniffing out any infiltrators. But how do we get it up to the street level?"


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"We'll have to wrap it carefully. Trevor and Kelkzar are probably strong enough to carry it."


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Sure, I can help carry it with Trevor." When everyone is ready to head back outside, Kelkzar shares the load with himself on one end and Trevor on the other.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"Was there any sign of an exit other than the waterway we came through?"


HP 45/54; Per +11, Trap +1; AC 15, Touch 14, Flat 11; Fort +5, Ref +8, Will +6

Jirin snuggles happily with her cat familiar as a form of post-traumatic events therapy. "Who's my pretty-baby kitty?" she coo-ed. Clearly, the enforced separation had forced her to re-evaluate her relationship with the feline.

GM Blood, would Jirin have heard anything spoken during her captivity that would let her know about another entrance?


Jirin, you did not hear about any other entrance. Nobody else found a way out either.

Remember this is a 250lb full length mirror and the way back up is a flooded shaft then across slippery planks.


If I can memorize Summon Monster III, extend it with the metamagic rod, could a small earth elemental earth glide it to the surface? Can Rauno estimate where he would need to summon it and where others would need to wait for the elemental to emerge? Maybe if it has a Bulls Strength cast on it?


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Or could Rauno memorize enough dim doors to get passed the difficult parts?


Dim Door would work, as long as he brings along someone else who is carrying the mirror and it doesn't exceed their maximum weight (Might need a bull's strength to go along with it). He could appear int he warehouse's first room if he wanted. From there it would be carrying it back through the streets to where you wanted to take it.

Remember that at his caster level Rauno can only take 2 people with him, the others would have to swim through the water, or it would take 5 Dim Doors to move everyone

As for earth glide, a small earth elemental doesn't have enough strength to carry it, it would need a strength boost. Extended should give it enough time


So I couldn't dimension door everyone without resting twice.

I have two open slots from going up to 8th level: one 3rd and one 4th. In fifteen minutes, I could fill those with Bull's Strength and Summon Monster IV. Everyone could head up to the street through the tunnels and Rauno could summon two (or more) small earth elementals. He can cast Bull's Strength on one to carry the mirror and the other can carry Rauno; he can hold his breath for that long. Half an hour tops and we are topside. Does that sound like a plan?


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Just give us a fifteen minute head start, use dim door and an enhanced Trevor to move the mirror into the warehouse, and the rest of us will catch up. Trevor can protect you while we make our way topside.


Trevor's strength is already 20 so I don't know if he even needs a stat boost. He may still as his maximum load at 20 is 400lbs so would he be already carrying 150lbs with everything he has already (armor weapon, etc). With a stat boost it would be 22 and that maximum carrying capacity increases to 520 which is definitely good.


Fair enough. We will arrange to meet in the first room inside the warehouse where we came in from the street. While the others start to head up to the surface, Rauno sits down with his spell book. By the time he has the two empty slots filled with Bulls Strength and Dimension Door, fifteen minutes will have passed. Rauno will strengthen Trevor and, when he indicates he is ready with the mirror held firmly, cast Dimension Door for them.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

On an unrelated topic, if Quintus holds the gems from the locked cabinet can he figure out anything about whose memories they contain?


Quintus, yes you can:

One is from a man named Syra Viniira, a foppish nobleman. He is however an expert in wine and etiquette.

The other is (or was) a captain of the Magnimar militia named Durgan Shatterhelm. He was an expert of the militia routines and patterns.

I will update tomorrow on this plan unless someone has an issue with it or has a different one


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus will pass along what he learned. "I hope this doesn't mean that these two are dead."


"Perhaps not. They made one of these memory stones from Jirin, and she is still with us. Perhaps they just needed the knowledge these men bore, but didn't have enough dopplegangers to actually replace them in society."


GM Blood:

Initiative Rowena Lordail: 1d20 + 4 ⇒ (14) + 4 = 18
Initiative Jirin Tupel: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Quintus: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Monster: 1d20 + 8 ⇒ (7) + 8 = 15

Kelkzar, Quintus, Jirin and Rowena head back to swim up the tunnel to get back to the surface. As they approach the lever a panel opens up on the west wall where two dark skinned elves and a creature with tentacles on his face stand. The tentacled creature unleashes some sort of blast while one of the drow throws a bag. Surprise Round

Everyone must make a Will Save DC 20 or be stunned for 3d4 ⇒ (3, 3, 4) = 10 Rounds

Tanglefoot Bag Kelkzar: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 vs Touch AC

Kelkzar you are entangled giving you a -2 on attacks and a -4 to Dex and you need to make a Reflex DC 15 or be stuck in place. If you save you are slowed to half speed.

Tanglefoot Bag:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check

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