GM Bold Strider's PFS 01-53 Echoes of the Everwar, Part IV - The Faithless Dead (Subtier 10-11) (Inactive)

Game Master rpblue

Map is HERE!


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Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill calls on Desna to protect him, then vanishes, reappearing behind the closest cultist, his blade already in motion! He swings powerfully at the cultist, taking advantage of the flanking position he has with Deadmond.

Swift action to activate judgments: Protection for +3 AC, +6 vs crits and Purity for +3 saves, +6 vs curses, diseases poisons. (AC in stat line updated). Move action to use Dimensional Hop (used 15/100’ today). Attack Green.

+1 Keen Curve Blade, Power Attack, Outflank: 1d20 + 14 - 2 + 4 ⇒ (10) + 14 - 2 + 4 = 26
Curve blade damage, Power Attack, Precise Strike: 1d10 + 9 + 6 + 1d6 ⇒ (5) + 9 + 6 + (3) = 23

Silver Crusade

Faraz Aram | Male Half-Elf [10] Paladin of Irori (Divine Hunter) 2 / Monk (Tetori) 4 / Champion of Irori 4 | 63/82 HP | AC 21 T 17 FF 20 | CMD 29 (32 grapple) | Fort +14 Ref +11 Will +15 (+4 enchant) | Init +1 | Perc +29

Faraz leaps forward and grabs the yellow cultist, trying to pin the man's arms down in a bear hug!

grapple: 1d20 + 19 ⇒ (11) + 19 = 30

Assuming that does it:

He then sweeps the man's legs and tries to pin him to the ground!

Move action maintain to pin.

grapple: 1d20 + 19 + 5 ⇒ (8) + 19 + 5 = 32

Again assuming that does it:

He then gives a swift punch to the temple!

Stunning Pin as swift
unarmed strike: 1d20 + 14 ⇒ (13) + 14 = 27
nonlethal: 1d10 + 5 ⇒ (1) + 5 = 6
DC 18 Fort save or be stunned for 1 round.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

With some space clearing ahead, Hal moves into position and shoots past Faraz at the man in orange. The arrow catches on the door jamb, however.

Oathbow @ Orange, Deadly, PBS, Aspect, Favored: 1d20 + 17 - 3 + 1 + 1 + 6 ⇒ (1) + 17 - 3 + 1 + 1 + 6 = 23 (Improved Precise Shot to ignore anything less than total cover) CRITICAL MISS
Damage: 2d6 + 4 + 6 + 1 + 6 ⇒ (4, 1) + 4 + 6 + 1 + 6 = 22

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Sorry, I posted yesterday, but looks like it got deleted or just didn't stick.

Desmond dismisses Sahrek, telling the wolf to wait in the courtyard area. The ranger then rushes into the room and attacks the purple-robed cultist - helped out by Flinders' haste.

Power Attack, Haste, Fav. En.: 1d20 + 16 + 1 - 3 + 6 ⇒ (15) + 16 + 1 - 3 + 6 = 35
Damage: 2d4 + 7 + 9 + 6 ⇒ (1, 4) + 7 + 9 + 6 = 27

Crit Confirm, Crit Focus: 1d20 + 16 + 1 - 3 + 6 + 4 ⇒ (17) + 16 + 1 - 3 + 6 + 4 = 41
Damage: 2d4 + 7 + 9 + 6 ⇒ (4, 1) + 7 + 9 + 6 = 27

Bleeding Damage (Bleeding Critical): 2d6 ⇒ (2, 4) = 6

Desmond lands a powerful blow that leaves the cultist bleeding profusely.


@Terrill: There is a wall there to prevent you from flanking on green.

Stunning Fist: 1d20 + 8 ⇒ (3) + 8 = 11

Terril strikes the green-garbed death cultist as Faraz takes him down and pins him, while shattering the man's jaw.

Hal's arrow strikes the door frame as he tries to thread the space between it and Faraz.

Deadmond land a brutal slash on the purple-robed death cultist, leaving a huge gash on his chest. The man raises his holy symbol, but keels over before he can do anything. Bleed damage knocked him out.

These guys don't have Selective Channel... sigh.

The death cultists in this room prefer to use their scimitars to lash out at the Pathfinders. Two of them try to strike with their unholy-glowing scimitars on Terrill, but they are honestly not that great with their weapons. Deadmond, however, takes one of the slashes to the arm.

1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18

1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29

Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Channel Smite: 3d6 ⇒ (4, 5, 1) = 10 DC 17 to halve.

Initiative:
1st: Deadmond; Halbarad; Faraz; Terrill; Flinders
2nd: Cultists (Red, Orange, Yellow, Green @ 29, Blue)
3rd: Dragorin; Basalte

Silver Crusade

Faraz Aram | Male Half-Elf [10] Paladin of Irori (Divine Hunter) 2 / Monk (Tetori) 4 / Champion of Irori 4 | 63/82 HP | AC 21 T 17 FF 20 | CMD 29 (32 grapple) | Fort +14 Ref +11 Will +15 (+4 enchant) | Init +1 | Perc +29

move action maintain:
grapple: 1d20 + 19 + 5 ⇒ (1) + 19 + 5 = 25

Faraz tries to keep the man pinned but he slips! He tries to grab him again.

grappled: 1d20 + 19 ⇒ (9) + 19 = 28

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Will Save: 1d20 + 7 ⇒ (12) + 7 = 19

Deadmond winces at the slice from the scimitar with it's accompanying burst of dark energy, but his Will stays strong against the attack.

11 damage

As his initial foe falls, he sees that he's flanking a cultist with Terrill. The ranger takes advantage of the positioning.

Power Attack, Haste, FE: 1d20 + 16 - 3 + 1 + 6 + 2 ⇒ (13) + 16 - 3 + 1 + 6 + 2 = 35
Damage: 2d4 + 7 + 9 + 6 ⇒ (4, 3) + 7 + 9 + 6 = 29

Iterative Power Attack, Haste, FE: 1d20 + 11 - 3 + 1 + 6 + 2 ⇒ (15) + 11 - 3 + 1 + 6 + 2 = 32
Damage: 2d4 + 7 + 9 + 6 ⇒ (4, 4) + 7 + 9 + 6 = 30

Iterative Power Attack, Haste, FE: 1d20 + 6 - 3 + 1 + 6 + 2 ⇒ (5) + 6 - 3 + 1 + 6 + 2 = 17
Damage: 2d4 + 7 + 9 + 6 ⇒ (1, 1) + 7 + 9 + 6 = 24

Hasted Power Attack, Haste, FE: 1d20 + 16 - 3 + 1 + 6 + 2 ⇒ (13) + 16 - 3 + 1 + 6 + 2 = 35
Damage: 2d4 + 7 + 9 + 6 ⇒ (3, 3) + 7 + 9 + 6 = 28

Crit Confirm, Crit Focus: 1d20 + 11 - 3 + 1 + 6 + 2 + 4 ⇒ (9) + 11 - 3 + 1 + 6 + 2 + 4 = 30
Damage: 2d4 + 7 + 9 + 6 ⇒ (4, 2) + 7 + 9 + 6 = 28
Crit Bleed: 2d6 ⇒ (4, 6) = 10

If orange is taken down before the last attack, Deadmond will attack blue.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill's blade whirls in a blinding web of steel as he strikes out at the cultists who surround him, Desna's power making his sword a deadly instrument against these servants of evil!

Switch Judgments to attack (+3/+6 to confirm crits) and damage (+4). (AC adjusting in stat line) Attack red, then green if red drops.

+1 Keen Curve Blade, Power Attack, Judgment: 1d20 + 14 - 2 + 3 ⇒ (15) + 14 - 2 + 3 = 30
Curve blade damage, Power Attack, Judgment: 1d10 + 9 + 6 + 4 ⇒ (4) + 9 + 6 + 4 = 23

+1 Keen Curve Blade, Power Attack, Judgment: 1d20 + 14 - 2 + 3 ⇒ (16) + 14 - 2 + 3 = 31 Haste attack
Curve blade damage, Power Attack, Judgment: 1d10 + 9 + 6 + 4 ⇒ (2) + 9 + 6 + 4 = 21

+1 Keen Curve Blade, iterative, Power Attack, Judgment: 1d20 + 9 - 2 + 3 ⇒ (13) + 9 - 2 + 3 = 23
Curve blade damage, Power Attack, Judgment: 1d10 + 9 + 6 + 4 ⇒ (2) + 9 + 6 + 4 = 21

Crit confirm, Judgment: 1d20 + 14 - 2 + 6 ⇒ (17) + 14 - 2 + 6 = 35
Crit damage, Power Attack, Judgment: 1d10 + 9 + 6 + 4 ⇒ (2) + 9 + 6 + 4 = 21

Crit confirm, Judgment: 1d20 + 14 - 2 + 6 ⇒ (2) + 14 - 2 + 6 = 20
Crit damage, Power Attack, Judgment: 1d10 + 9 + 6 + 4 ⇒ (9) + 9 + 6 + 4 = 28


CMD of 21. You were fine, Faraz.

Deadmond literally decapitates the man in the orange mask and as his head rolls across the floor, leaving a trail of blood and gore, his sword finds purchase in the arm of the man in blue.

Terrill slashes the man twice in the chest with sheer brutality as sprays of blood coat him from the vicious blows. As the red-robed man slumps to the ground, his life fading from his eyes, Terrill pulls his sword high and shoves it through the belly of the green-garbed cultist, nearly killing him, but somehow the man maintains consciousness.

Initiative:
1st: Deadmond; Faraz; Terrill; Halbarad; Flinders
2nd: Cultists (Yellow, Green @ 50, Blue @ 28)
3rd: Dragorin; Basalte

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Seeing that the cultists aren't worthy enough to witness the might of his ancient Osiriani relic of yore, Basalte merely steps forward and rages to lands three monstrous blows at the the unholy man with the green robes.

Rage!
+1 (+3) Keen Furious Adamantine Falchion, Power Attack, Rage, Haste, Flanking: 1d20 + 17 + 1 + 2 ⇒ (18) + 17 + 1 + 2 = 382d4 + 23 ⇒ (4, 1) + 23 = 28
Confirmation, trait bonus: 1d20 + 17 + 1 + 2 + 1 ⇒ (9) + 17 + 1 + 2 + 1 = 302d4 + 23 ⇒ (4, 1) + 23 = 28

Iterative: 1d20 + 12 + 1 + 2 ⇒ (16) + 12 + 1 + 2 = 312d4 + 23 ⇒ (3, 4) + 23 = 30
Confirmation, trait bonus: 1d20 + 12 + 1 + 2 + 1 ⇒ (4) + 12 + 1 + 2 + 1 = 202d4 + 23 ⇒ (4, 3) + 23 = 30

Haste attack: 1d20 + 17 + 1 + 2 ⇒ (18) + 17 + 1 + 2 = 382d4 + 23 ⇒ (1, 3) + 23 = 27
Confirmation, trait bonus: 1d20 + 17 + 1 + 2 + 1 ⇒ (9) + 17 + 1 + 2 + 1 = 302d4 + 23 ⇒ (3, 1) + 23 = 27

I wish I had used the ka stone for the extra reach, since this will probably be overkill for just one cultist...


Yup. He's dead. Especially since he only had 4HP left. Also, there was a wall there. Adjusted it so you are in the doorway. -4 to hit from Cover but +4 to hit from him being grappled.

Initiative:
1st: Deadmond; Faraz; Terrill; Halbarad; Flinders
2nd: Cultists (Yellow, Blue @ 28)
3rd: Dragorin; Basalte

Silver Crusade

Faraz Aram | Male Half-Elf [10] Paladin of Irori (Divine Hunter) 2 / Monk (Tetori) 4 / Champion of Irori 4 | 63/82 HP | AC 21 T 17 FF 20 | CMD 29 (32 grapple) | Fort +14 Ref +11 Will +15 (+4 enchant) | Init +1 | Perc +29

Faraz will just tie him up as his action then.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Hal considers just sitting this one out. Still, he shoots over Basalte, past Faraz, and through the doorway at the lemon-cloaked cultist.

Manyshot @ Yellow, Rapid, Deadly, Haste, Aspect, PBS, Favored: 1d20 + 17 - 2 - 3 + 1 + 1 + 1 + 6 ⇒ (16) + 17 - 2 - 3 + 1 + 1 + 1 + 6 = 37 Improved Precise Shot
Damage, Part 1 (Cold Iron): 2d6 + 4 + 6 + 1 + 6 ⇒ (1, 4) + 4 + 6 + 1 + 6 = 22
Damage, Part 2 (Cold Iron): 2d6 + 4 + 6 + 1 + 6 ⇒ (1, 3) + 4 + 6 + 1 + 6 = 21

Rapid @ Yellow, Rapid, Deadly, Haste, Aspect, PBS, Favored: 1d20 + 17 - 2 - 3 + 1 + 1 + 1 + 6 ⇒ (9) + 17 - 2 - 3 + 1 + 1 + 1 + 6 = 30 Improved Precise Shot
Damage (Cold Iron): 2d6 + 4 + 6 + 1 + 6 ⇒ (3, 5) + 4 + 6 + 1 + 6 = 25

Haste @ Yellow, Rapid, Deadly, Haste, Aspect, PBS, Favored: 1d20 + 17 - 2 - 3 + 1 + 1 + 1 + 6 ⇒ (16) + 17 - 2 - 3 + 1 + 1 + 1 + 6 = 37 Improved Precise Shot
Damage (Cold Iron): 2d6 + 4 + 6 + 1 + 6 ⇒ (4, 4) + 4 + 6 + 1 + 6 = 25

Iterative @ Yellow, Rapid, Deadly, Haste, Aspect, PBS, Favored: 1d20 + 12 - 2 - 3 + 1 + 1 + 1 + 6 ⇒ (16) + 12 - 2 - 3 + 1 + 1 + 1 + 6 = 32 Improved Precise Shot
Damage (Cold Iron): 2d6 + 4 + 6 + 1 + 6 ⇒ (1, 1) + 4 + 6 + 1 + 6 = 19

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

If any of the cultists are still standing after Hal's barrage of arrows Dragorin will drop a negative energy on them, excluding his allies.
Malleable Symbol- 10ft burst
Damage: 8d6 ⇒ (5, 5, 2, 6, 1, 5, 6, 3) = 33 DC 23 will save for half

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders cheers his party. "Your doing just dandy, my friends!"

Delaying to see if any are still standing.


Will Save: 1d20 + 7 ⇒ (11) + 7 = 18

Halbarad and Dragorin handle the remaining two cultists with ease.

Loot:
8 Sets of the Following: Combat Gear: giant wasp poison (2 doses), potion of cure moderate wounds; Other Gear: masterwork breastplate, masterwork dagger, masterwork light crossbow, 10 +1 bolts, masterwork scimitar, silver holy symbol

As you investigate the rooms, you find one of the doors is locked. Flinders looks at the lock and is about to pull out his lockpicks when Deadmond just hands him the key he found on one of the cultists.

You ease the door open, ready to pounce, when a small oil lamp reveals a bound figure wearing a hood and seated in a chair behind a large wooden desk in this office. The man has several wounds and has clearly been tortured for hours. Several maps and scrolls lie piled upon a nearby table to the north, positioned across from the open doors of a matching cedar cabinet. The smell of lamp oil fills the air as evidenced by several puddles on the stone floor.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Seeing the bound man, Terrill instinctively begins to move forward to untie him, but stops himself. "There's a lot of oil on that floor, I'd hate to be in there if it all goes up in flames..."

He focuses his senses on the man, gauging his morality. As he does this, he calls out, "Who are you?"

Detect Alignment on the guy.


The man detects as Lawful but his voice seems muffled as if he is gagged under the hood.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

How about on the good vs evil scale? Detect Alignment would get me that info too.


Sorry, the implication was he didn't detect as good or evil.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Ah, now I get it. Thanks.

Terrill decides that if it's a trap, the man is more likely a victim than some some clever perpetrator. He takes a careful look around for any tripwires or other things that might set it all off.

Perception: 1d20 + 18 ⇒ (12) + 18 = 30

If he finds nothing:

He then moves into the room, saying, "Sit still a moment, I'm coming to untie you." He removes the man's hood and gag, then asks, "Again, who are you and who did this?" while untying the ropes binding the man.


Terrill notices that the man is covered in a lightly scripted glyph, likely a trap, and stops moving before he reaches the man.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Frozen mid-stride, Terrill describes what he sees and says "Flinders, you know more about this sort of thing than I. Should I try to dispel this glyph, or is there some other approach you'd like to come over here and take?"

Silver Crusade

Faraz Aram | Male Half-Elf [10] Paladin of Irori (Divine Hunter) 2 / Monk (Tetori) 4 / Champion of Irori 4 | 63/82 HP | AC 21 T 17 FF 20 | CMD 29 (32 grapple) | Fort +14 Ref +11 Will +15 (+4 enchant) | Init +1 | Perc +29

While they deal with the glyph, Faraz does what he can to clean up some of the spilled oil with some spare rags.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Dragoin eyes the situation warily. Flinders, Asmodeous shall protect you while you work on the trap and I will aid in any way I can. Dragoin says as he lays a hand on Flinders' shoulder.
Resist Energy (fire) 30pnts
Dragoin will then follow him into the room and ready to cast the same spell on the bound man as soon as Flinders indicates it is safe to do so.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders shrugs. "I've been able to disarm glyphs before, I should be able to." Peering at the man, he wonders. "Is this Balentiir?". He then examines to the glyphs. "I appreciate it Dragorin, but I think maybe the man here would need more protection, if I set this off, you should use it on him, but unfortunately, I don't think you go near him."

KN: local (Is this Balentiir?): 1d20 + 15 ⇒ (1) + 15 = 16
KN: arcana (Do I know anything about these glyphs?): 1d20 + 16 ⇒ (2) + 16 = 18

Once satisfied, Flinders tries to neutralize the glyph.

Disable T10: 10 + 25 = 35

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond takes one of the potions of cure moderate wounds from the fallen cultists and drinks it while Flinders works his magical trap-breaking fingers.

CMW: 2d8 + 3 ⇒ (7, 3) + 3 = 13

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Staying away from the trap, Hal collects the remaining potions and distributes one each to the party. "Might save me from having to dig out a wand next time," he winks at Basalte, with uncharacteristic jocularity.


Terrill weaves some counter symbols in the air before slamming his palm down on the chest of the bound man. The rune slowly disintegrates before everyone's eyes.

As you unhood the man, you see that it is, in fact, Balentiir. After removing his bindings and taking off the gag, he thanks you for rescuing him. "These cultists have been torturing me for several hours, I think." he says as he rubs his eyes.

“They called themselves the Followers of Almaut.” Balentiir explains. "They claimed I must be an ally of Khalfani Zuberi, some Osirian merchant they believe poses an extreme danger to the entire region of the Inner Sea. They said he would use the rings from the concubine bodies you retrieved to undo some kind of curse and restore himself to power.”

He cracks his neck and staunches several of his wounds with cloth ripped from one of the cultist's robes as he continues. "The concubine bodies were recently stolen from the Necropolis of the Faithful. Until now, I had no idea who might have done such a thing, but this Khalfani Zuberi they described sounds like he might be our man.”

He fixes his chair and sits down, clearly exhausted. "Stop him, of course. Get those bodies back and find out who he is and what he wants with them. There’s a sphinx who watches over the Necropolis of the Faithful named Sekhmanu. I will give you the items you recovered from the bodies and you should take them to her. She can divine the location of their previous owners—even if they’re dead. She’s often helped us research such historical artifacts to find the burial places of those who made or carried things we’ve unearthed. But be careful. Sekhmanu’s a little eccentric sometimes. She’ll want to play a bit before she agrees to aid you."

He hands you the following: Akila’s wand, which is non-magical, Kamilah’s +2 flaming burst keen falchion, and Meskhenet’s staff of swarming insects (3 charges).

Any questions?

---

A steep climb from the Crimson Canal into the sun-drenched cliffs above Sothis finally reveals the High Temple of Pharasma and the Necropolis of the Faithful. Time-worn monuments and obelisks rise from within like silent sentinels marking the tombs and vaults of ancient Osirion. A challenging roar soon interrupts their quiet vigil, however, as mighty wings lift a creature of frightening ferocity into view. With the body of a lion and the head and torso of an Osirian queen, it perches upon the weathered base of a toppled statue with its claws extended. “Who dares trespass here?” it demands with a guttural snarl. “Speak now! Answer Sekhmanu or test your fate!”

Silver Crusade

Faraz Aram | Male Half-Elf [10] Paladin of Irori (Divine Hunter) 2 / Monk (Tetori) 4 / Champion of Irori 4 | 63/82 HP | AC 21 T 17 FF 20 | CMD 29 (32 grapple) | Fort +14 Ref +11 Will +15 (+4 enchant) | Init +1 | Perc +29

"We are Pathfinders and my name is Faraz Aram, a follower and Champion of the teachings of Irori. We have come to seek your help and knowledge."

Diplomacy aid: 1d20 + 7 ⇒ (18) + 7 = 25

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Indeed, we are all Pathfinders, though we come from all corners of Golarian and the gods we follow are as diverse as we are. I am Signifier Dragorin Baradin, Hellknight and servant to the Infernal Lord Asmodeous. We see your assistance in divining the location of three ancient concubines whose bodies were stolen from this necropolis. We fear the powerful artifacts, will be used in bring a deadly curse to this land. Dragorin then steps aside to let Flinders work out the details of the arrangement.
Auto Aid Flinders

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Before trekking all over to find Sekhmanu, Desmond eyes the flaming burst falchion. "Anyone mind if I take this?" If nobody objects, he'll grab it.

As they approach the strange creature, Desmond adds his voice to the others, trying to help.

"Yes, that's right! We humbly seek you out for guidance! Please, help us in our task, oh fair Sekhmanu!"

Diplomacy Aid: 1d20 - 1 ⇒ (11) - 1 = 10

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Hal has but one question for the Venture-Captain. "Would you advise that we seek alliance with these cultists, should we encounter them again?"

___

At the approach of the sphinx, Hal nudges Basalte and lets the others do the talking. He keeps his bow stowed for the moment.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Basalte raises a marveled eyebrow as mention is made of meeting a sphinx. He looks at Deadmond, then shakes his head. "Take it."

Upon their coming into the sphinx's presence, Basalte steps up and to everyone's surprise, proves quite talkative compared to what he's shown so far.

Spoken in Sphinx language:
"Mighty and wise Sekhmanu, may the blessing of ancient times and speaking stones be upon you. I am Basalte, Living Monolith and embodiment of Osirion's eternal alliance with the Sphinxes. I also belong to the Pathfinder Society, protecting these..." he clears his throat "... scholars of ancient curses and sorrowful fate alike. We seek your guidance in this hour of need. One seeks to abuse the powers of Osirion aritfacts, and I can't let that happen. We come to you looking for wisdom and divinations - more precisely of the place where the owners of these objects once lay. Will you aid us?"

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill weighs in as well, "Your help would mean a great deal to us."

Diplomacy, Aid Faraz: 1d20 + 7 ⇒ (9) + 7 = 16


"Well met Pathfinders." she states in the tongue of everyone.

She bows her head to Basalte before speaking in a foreign tongue.

Sphinx - The Language:
"It seems that you have learned a language that is prized among the most intelligent of the world. Prove your intelligence to me by answering my riddle without the aid of your compatriots and I may aid you, in particular." the Sphinx states with a glint in her eye.

"At night, they come without being fetched. By day, they are lost without being stolen."

She finishes speaking in her native tongue to Basalte and turns to the rest of you.

"I have three riddles for you, Pathfinders. Answer them and I shall aid you." states the sphinx proudly.

"First, what does a man love more than life and fear more than death? The poor have it. The rich require it. A contented man desires it. And all men carry it into the Great Beyond." she asks of you.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Basalte ponders his answer, with a low rumble.

Sphinx:
"I believe the answer to be "the stars", wise Sekhmanu. They are invisible to our eyes by day, but are still there. By night, they come whether we want them to or not."

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

After speaking his piece in a strange language, Basalte rumbles some more and finally speaks, this time in Taldane, for the sake of his companions.

"I can think of nothing. Or rather, is it nothing? We carry nothing with us in the afterlife, and the poor have nothing. Most men love nothing more than life itself, and death is the worst fate for most. Nothing is my answer, wise Sekhmanu."

Quite a brain teaser, that one. The first one was much easier I think.

Silver Crusade

Faraz Aram | Male Half-Elf [10] Paladin of Irori (Divine Hunter) 2 / Monk (Tetori) 4 / Champion of Irori 4 | 63/82 HP | AC 21 T 17 FF 20 | CMD 29 (32 grapple) | Fort +14 Ref +11 Will +15 (+4 enchant) | Init +1 | Perc +29

"I concur, Basalte. The answer is nothing. An answer that fits in well with my training, for the importance of nothing is woven into our very philosophy. Many in my order give up all possessions to simulate poverty."

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

"Uh... Yeah. Nuthin'. That's the answer all right."

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders shakes himself from his wonder, as he stares at the sphinx. "Aye, nothing sounds right to me."

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill nods, impressed, and says, "For a man dedicated to the arts of war, you have a quick mind, Basalte. I agree, 'nothing' seems like the right answer."


"Interesting... You lot are smarter than the last batch of Pathfinders that wished for my help on matters." the gynosphinx states casually.

"Try my second riddle: I’m all about, but cannot be seen. I can be captured, but never held. Cannot speak, but can be heard." she queries the group.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Basalte's mind is impervious to the compliments of his companions, for it is already thinking about the next riddle. "I think you're speaking about the wind, wise Sekhmanu, for only it can be everywhere but invisible, howling yet not uttering a word."

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond's eyes widen at Basalte's answer, "Yeah, and you can catch it too, like in a sail!"

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders grins and shakes his head. "Aye, wind sounds like the right answer!"

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

"Indeed, Desmond, I've sailed enough on the Society's business to know you can catch an unfortunate amount of wind in a sail," Terrill concurs. "Wind it is."

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Dragorin stands by and waits impatiently as the others play games with the strange creature.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

"It ain't part of the riddle, but you can break wind, too!" Desmond volunteers cheerfully before giving Dragorin a nudge with his elbow, "Am I right, sour-britches?"


"Haha, well met, but these are just child's play. One of the more ingenious games was invented by King Aspex of Cheliax. You see, he had captured three men from Galt and offered them a chance to serve him, but only if they could pass his test. He had them line up in a row and told them that if any of the men could tell him which hat they wore, then they were allowed to join the Kingdom of Cheliax." the Sphinx recounts.

"You see, he put them in a line, one behind another and placed hats on them, either black or white. 'If you answer wrongly, then you will die. If you choose not to answer, then you will be sent to jail for the remainder of your lives, but if you answer correctly, then I shall reward you.' states the king to these men. He walks up to the first and asks, 'There are black and white hats and at least one of each, now which do you wear?' The man chooses not to answer, so the king strides to the second and asks the same. The man, paralyzed by fear, fails to answer and thus it is the same with the third man. Aspex is to send all of them to jail when the second man yells out 'I wear a white hat!'. Turns out, he was right. How did he do it?" queries the sphinx.

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