GM Chadius's Twisted Circle (4-5) (Inactive)

Game Master chadius


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Scarab Sages

Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

Ghrezzd purchase some earplugs and altered his memorized spells as indicated in his profile.

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Neat! Pierre will memorize Silence instead of Grace. He will channel away any remaining damage the group has before resting.

Scarab Sages

Male Tengu Unchained Rogue 4 | HP 31/31 | I +7 | AC 19 | F +4, R +10, W +5

Rackle climbs down with the others, taking his time. At the bottom he draws his mithril Wakizashi and looks around carefully.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20 +2 more vs Traps


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The fissure widens and opens into an underground forest. A mass of leafless vines covers all of the cavern’s walls, and a colony of trees with white bark and pale yellow leaves emerges from the walls and ceiling. Thousands of bats hang from the tree branches, and a thick layer of guano carpets the ground of hard-packed dirt.

You notice that the cavern continues behind a curtain of vines into a large open space.

In this cavern, you see the cloaker that attacked the town, along with a ceiling
full of bats.

Nira points at the cloaker and utters a single word. "Murder!" and lurches forward, throwing spines at the cloaker.

The cloaker detaches from the ceiling and moans at you.

Init:

Zandric: 1d20 + 3 ⇒ (18) + 3 = 21
Rackle: 1d20 + 7 ⇒ (7) + 7 = 14
Bom: 1d20 + 2 ⇒ (14) + 2 = 16
Nivik: 1d20 + 10 ⇒ (19) + 10 = 29
Pierre: 1d20 + 1 ⇒ (2) + 1 = 3
Ghrezzd: 1d20 + 9 ⇒ (15) + 9 = 24
Cloaker: 1d20 + 7 ⇒ (10) + 7 = 17
Nira: 1d20 + 6 ⇒ (6) + 6 = 12

Round 1 - Difficult Terrain
Nivik
Ghrezzd
Zandric
Cloaker
Bom (feather step) & Ulfur (shield companion)
Rackle
Nira
Pierre

Nivik, Ghrezzd, and Zandric manage to get ahead of the Cloaker.

Scarab Sages

Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

"There it is!" Ghrezzd shouts as he hurls a snowball at the beast.

Snowball (Reagent, Urea): 1d20 + 5 ⇒ (9) + 5 = 14 vs. Touch AC
Cold Damage: 6d6 ⇒ (4, 6, 4, 3, 6, 6) = 29 Fort DC18, Staggered 1 round

"Nivik, Blast it!"

I'm unsure how high it is. My range is 35' which is my current distance to it at ground level. If it is more than 10' I would need to move and would do so.

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Blast it? As you wish! Nivik will cast Fireball at the offending enemies!

Fireball, with Spell Specialization, DC 20 Reflex: 5d6 + 2d6 ⇒ (4, 3, 1, 3, 4) + (5, 2) = 22


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Ghrezzd pushes through the undergrowth before hurling a chunk of snow at the creature. Nivik follows through with a chunk of raw flame.

Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17
Reflex Save: 1d20 + 5 ⇒ (8) + 5 = 13

That's 51 damage, staggering it anyway. Alpha Strikes rule!

The cloaker clearly isn't prepared for and clumsily drops from the ceiling down to ground level. It's clearly on its last legs.

Zandric to put the thing out of its misery.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

With the combat seemingly over, Bom raises an eyebrow at the two arcane casters. Bom then invokes his wayfinder as he examines the ground for tracks.

Tracking (T10): 10 + 12 = 22 Add +2 if humans are involved

Grand Lodge

Male human skald 4 | 31/31 hp; Init +3; AC 18, touch 12, flat-footed 18; CMD 18; Fort +6, Ref +4, Will +5; Perception +7, Sense Motive +10

Zandric sees the opportunity to strike and finish the creature off. He rushes forward and attacks!

Greatsword attack: 1d20 + 7 ⇒ (9) + 7 = 16; Damage: 2d6 + 5 ⇒ (1, 1) + 5 = 7 boooo

Can't charge because of the difficult terrain. Don't suppose I'd have had the opportunity to cast heroism before the fight? :P

EDIT: Looking at the map again I'm not even sure I can get to the bad guy and attack in the same round, unless I was already using inspired rage before we entered.


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Let's just say you reached there. That roll is enough to reach its flatfooted AC.

Zandric quickly ends the cloaker before it can moan or mumble.

Combat Over

Nira looks surprised. "It's over... a relief." She smiles briefly before it fades away into a look of confusion. "I am relieved, but I do not understand why."

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Well, might as well take a look around while we are here.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

Scarab Sages

Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

Ghrezzd nod approvingly to his fellow elf, "Fire and Ice... has a nice ring to it. Perhaps the skald will compose a song about it."

Perception (Take 10): 10 + 11 = 21

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom nods excitedly at Ghrezzd's suggestion,

"Yes...yes...It could be an epic tale of a queen born of fire and dragons who marries a man sworn to defend a wall of ice. Came up with that all on my own, I did."

Scarab Sages

Male Tengu Unchained Rogue 4 | HP 31/31 | I +7 | AC 19 | F +4, R +10, W +5

With the present threat defeated, Rackle searches the area with the Elves.

1d20 + 12 ⇒ (14) + 12 = 26

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

"Very good, friends. This is an outstanding work." Pierre nods, happy that it's finally over.


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Rackle's keen sight observes something near a mass of vines. He realizes the vine covered walls obscure a nearby chamber. You see a dead body, draped in the bright orange clothing of Mercy's residents. It's almost certainly Amenira's body.

Nira kneels down at the body, forlorn. "This is. Was. Me."

DC 15 Heal check:
This body has been dead for 2 months. Wounds inflicted by several bites are the most likely cause of death.

Inspecting some of the seedpods in the chamber, you notice three of the sealed ones have liquid inside that could be easily used as potions.

loot:

  • potion of greater desperate escape (combines cure light wounds and invisibility)
  • potion of protection from alignments (combines protection from chaos/law/evil/good)
  • potion of resilience (combines bear's endurance and barkskin)
  • Grand Lodge

    Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

    Heal: 1d20 + 1 ⇒ (3) + 1 = 4

    These potions are intriguing, wouldn't you say? Nivik examines them with curiosity. Intriguing.

    Scarab Sages

    Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

    Heal (Untrained): 1d20 ⇒ 19

    "Hmmm... while I know little of healing their magic is clear to me." Ghrezzd outlines their magical properties to the group. See spoiler.

    Silver Crusade

    Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
    Tracked resources:
    Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

    Take 10 on Heal for a 17

    Pierre examines the body as well and looks sad.

    "I fear we can't do anything about your body, Nira. However, we could ask the temple if they can do wonders with their tree? Or maybe ask the All-Seeing Eye's church to perform such a wish?"

    Grand Lodge

    Active:
    Mage Armor (uflur) 1h, Longstrider Bom 1h
    Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

    Bom looks around as he pats Ulfur on the head.

    "So we've found Aminera's murderer, but what about this blight?"


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    "Thank you, all of you." Nira bows to the party as they comfort her. "I think a simple burial would do. But first, we have to discover what's protecting the town of Mercy. I feel like it is nearby."

    The temperature rises toward the back of the cave. A tangle of vines spins and twists out of the rocky ground to cradle an enormous seedling. Both the seedling and the vines glow with a vibrant green light.

    What will you do with the seedling?

    Scarab Sages

    Male Tengu Unchained Rogue 4 | HP 31/31 | I +7 | AC 19 | F +4, R +10, W +5

    "Would you look at that." Rackle says. "Should we give it to the temple to replace the blighted one?" he asks.

    Silver Crusade

    Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
    Tracked resources:
    Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

    Pierre nods to Rackle.

    "I think this is most wise, master Rackle. Anyone objects?"

    Grand Lodge

    Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

    Knowledge Arcana or Nature, if helpful: 1d20 + 9 ⇒ (19) + 9 = 28

    Seems to be a reasonable course of action.

    Scarab Sages

    Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

    "I'd agree, Nivik."

    I auto-suceed in all Knowledge Aid Another. My lowest knowledge skill is +10.

    Grand Lodge

    Male human skald 4 | 31/31 hp; Init +3; AC 18, touch 12, flat-footed 18; CMD 18; Fort +6, Ref +4, Will +5; Perception +7, Sense Motive +10

    "I agree. I'm sure the temple can find a use for it."


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    Nivik analyzes the seedling, and finds it is supporting the plant life in this cavern. It may even have the strength to enrich the plant life in Mercy. It may be so powerful, in fact that non-plant organisms may be exposed to some kind of mutation...

    The elves pluck out the seed and watch some vines visibly reach for the seed. Three large mushrooms emerge from the ground.

    Init:

    Zandric: 1d20 + 3 ⇒ (14) + 3 = 17
    Rackle: 1d20 + 7 ⇒ (3) + 7 = 10
    Bom: 1d20 + 2 ⇒ (6) + 2 = 8
    Nivik: 1d20 + 10 ⇒ (9) + 10 = 19
    Pierre: 1d20 + 1 ⇒ (12) + 1 = 13
    Ghrezzd: 1d20 + 9 ⇒ (5) + 9 = 14
    Mushrooms: 1d20 + 2 ⇒ (5) + 2 = 7

    Knowledge(Nature) DC 13:
    These are yellow musk creepers. If you beat the roll by 5, you can get weaknesses.

    Round 1
    Nivik
    Zandric
    Ghrezzd
    Pierre
    Rackle
    Bom
    Mushrooms (White, Red, Blue)

    Grand Lodge

    Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

    Nature: 1d20 + 9 ⇒ (8) + 9 = 17 Figures.

    Nivik once again believes that fire is the answer.

    Fireball, centered properly should get all three and spare the party: 5d6 + 2d6 ⇒ (5, 3, 2, 5, 2) + (3, 1) = 21 DC 20

    Scarab Sages

    Male Tengu Unchained Rogue 4 | HP 31/31 | I +7 | AC 19 | F +4, R +10, W +5

    Rackle waits for the artillery to finish firing before moving in.

    I'll just wait for the smoke to clear first.

    Grand Lodge

    Active:
    Mage Armor (uflur) 1h, Longstrider Bom 1h
    Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

    K. Nauture: 1d20 + 4 ⇒ (12) + 4 = 16

    Scarab Sages

    Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

    Know(Nature): 1d20 + 12 ⇒ (9) + 12 = 21

    "They are yellow musk creepers! I've heard of them and know a little about their weaknesses!" shouts Ghrezzd. Seeing the explosion go off from his fellow wizard, Ghrezzd doesn't wish to be shown up so he conjures up all the fire he can muster and explodes it positioned to hit all of the creepers but coming up just short of Bom and wolf.

    Fireball... but not as big as Nivik's Fireball: 5d6 ⇒ (6, 2, 1, 2, 2) = 13 DC 19

    Seeing his fireball explode at nearly half the intensity of Nivik's Ghrezzd boasts, "I could have blown a bigger fireball, but I think that one is more than sufficient to deal with the threat... besides, I didn't want to hurt the canon fodder... er, I mean the other Pathfinders standing close to the creepers."

    Bluff: 1d20 - 1 ⇒ (18) - 1 = 17

    Sense Motive (DC17):
    He's lying. That was his best effort and he's ashamed to having been shown up by the younger elf. HAHA

    Grand Lodge

    Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

    Sense Motive: 1d20 + 3 ⇒ (1) + 3 = 4

    You should never hold back! Why waste your time with such a lackadaisical effort? Nivik seems to enjoy blowing things up and using the full force of his arcane energies.


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    Red's Reflex vs Nivik: 1d20 + 3 ⇒ (19) + 3 = 22
    Red's Reflex vs Ghrezzd: 1d20 + 3 ⇒ (8) + 3 = 11

    Blue's Reflex vs Nivik: 1d20 + 3 ⇒ (17) + 3 = 20
    Blue's Reflex vs Ghrezzd: 1d20 + 3 ⇒ (13) + 3 = 16

    White's Reflex vs Nivik: 1d20 + 3 ⇒ (6) + 3 = 9
    White's Reflex vs Ghrezzd: 1d20 + 3 ⇒ (9) + 3 = 12

    Rackle wisely waits for the smoke to clear. He pokes the burnt mushrooms to confirm they are indeed dead.

    Combat Over

    As you begin to leave the cavern, the plants and vines begin to wither and die. Nira looks on, curiously. "I wonder how this will affect Mercy..." She shakes her head. "My time in this region has come to an end. I- I would like to return with you."

    When you climb out of the crevice, you already see the surrounding wildlife showing signs of death and decay. The seed is quite powerful. So powerful, in fact you already notice some parts of your skin has turned yellow...

    I'll need a DC 15 Fort Save versus disease at a -2 penalty on the initial check from you to fight off the onset of the disease.

    Also, where to, next? Back to Mercy? Or Alkenstar to report in?

    Grand Lodge

    Active:
    Mage Armor (uflur) 1h, Longstrider Bom 1h
    Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

    Do you need that roll from everyone or only the person carrying the seed?

    Seeing that Ghrezzd knowledge of nature far exceeds his own, Bom tries to assist Ghrezzd in determing the harmful effects of the seed. K. Nature Aid Another: 1d20 + 4 ⇒ (4) + 4 = 8

    Grand Lodge

    Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

    Fort: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2

    My word, this is worse than I thought it might be. Perhaps we should hurry back to Mercy and see if we can have this taken care of. What do you think, Ghreezd?

    I don't know if I want to infect Mercy with what we have as I'm not sure I follow exactly what the seed is doing. I know that we were hoping to aid their tree and whatnot.

    Grand Lodge

    Male human skald 4 | 31/31 hp; Init +3; AC 18, touch 12, flat-footed 18; CMD 18; Fort +6, Ref +4, Will +5; Perception +7, Sense Motive +10

    Fort: 1d20 + 6 ⇒ (17) + 6 = 23

    "We should go back to Mercy and ensure all is well, but we need to be careful not to spread whatever blight we may be carrying!"

    Knowledge (nature): 1d20 + 2 ⇒ (18) + 2 = 20


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    Bom Skjold wrote:

    Do you need that roll from everyone or only the person carrying the seed?

    Every humanoid needs to make the Fort Save.

    Silver Crusade

    Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
    Tracked resources:
    Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

    well that was pretty fast once again hahah

    fort: 1d20 + 7 ⇒ (10) + 7 = 17

    Pierre shrugs. "to mercy, then!"

    Scarab Sages

    Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

    Fort: 1d20 + 1 - 2 ⇒ (2) + 1 - 2 = 1

    "Yes, to Mercy. My guess is that the foliage growth here and all about Mercy is due to this seed. Removing it from here has caused the plants to recede dramatically, but is infecting us! Perhaps taking it to the temple may cure the blighted tree there... or perhaps destroying it would remove the blight."

    Is there any other knowledge check that would be helpful here?

    Know(Dungeoneering or Religion) Take 10: 10 + 11 = 21 +2 if Arcana


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    As you walk back to town, Ghrezzd and Nivik feel an itch on some parts of their skin. The seed is a blessing and a curse - extremely beneficial to plant growth, but it may cause mutations among humanoids. Its power can affect plants and humanoids within miles, although it's much stronger when you are closer to it.

    The plants and growth surrounding Mercy wither and die as you return to Mercy. Sheriff Molume stands outside the front gate. He looks on in horror as the plants die.

    "I don't know what you did out there, but there's an angry mob in town blaming you for... this." He shakes his head and looks at Pierre, slightly ashamed. "I'm sorry, Zuri is doing everything she can to keep them calm, but... it's best for you to head home before some of the villagers see you."

    As a side note, keeping or removing the seed has consequences no matter what. By removing the seed, you anger the town of Mercy but you have something to contribute to the Pathfinder Society.

    "They are...simple people." Nira notes. "But if you learn the secrets of the seed, you can help grow crops throughout the entire world."

    The party makes their way back to Alkenstar over the next few days, and take a ship back to Katapesh. The Elves notice their skin turn a bright yellow, similar to the oranges the people of Mercy wore.

    The trip back to Katapesh is uneventful. People have many questions for the strange talking doll, but she keeps quiet.

    Venture-Captain Roderus demands a full story. "Your report, Pathfinders. How
    did your trip to Mercy go? What did Amenira say?"

    Ghrezzd and Nivik are suffering from a disease. (and maybe Bom if he fails the Fort Save). DC 15, cured with two saves. Each day you take 1d3 Con and 1d3 Cha damage until it is cured.

    Scarab Sages

    Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

    Is anyone able to cast cure disease? If not, are we able to make the rolls during the downtime between adventures until we get 2 consecutive successful saves. Or do we need to use 1PP to have remove disease cast by a cleric of the Society.

    Grand Lodge

    Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

    Fort: 1d20 + 3 ⇒ (11) + 3 = 14 - Con: 1d3 ⇒ 3 and Chr: 1d3 ⇒ 2
    Fort: 1d20 + 3 ⇒ (4) + 3 = 7 - Con: 1d3 ⇒ 3 and Chr: 1d3 ⇒ 2

    Yep, that didn't work. If a remove disease is available, please use it. If not, seeing I only have a 10 CON (now 4) and 7 CHR (now 3), I'll do whatever is needed.

    Grand Lodge

    Active:
    Mage Armor (uflur) 1h, Longstrider Bom 1h
    Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

    Fort: 1d20 + 7 ⇒ (3) + 7 = 10


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    You are one day away from Alkenstar. Mercy is 20 miles away and at Speed 30 you will cover 24 miles of travel just by walking.

    The city is large enough you can find someone to spend prestige on to remove disease. If anyone knows Lesser Restoration that will fight the temporary stat damage.

    Remove Disease: A Level 5 cleric with 13 Wisdom (+1 bonus) has to make a caster level check DC 15 (1d20+5+1) to remove the disease. If you want to find a higher level cleric, you can spend Caster Level * 30 gp per casting as well.

    Disease. Yay.

    Grand Lodge

    Male human skald 4 | 31/31 hp; Init +3; AC 18, touch 12, flat-footed 18; CMD 18; Fort +6, Ref +4, Will +5; Perception +7, Sense Motive +10

    Sorry, I don't have access to any magic like that. :-/

    Grand Lodge

    Active:
    Mage Armor (uflur) 1h, Longstrider Bom 1h
    Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

    Bom will use his antiplague potion.

    Fort: 1d20 + 7 ⇒ (1) + 7 = 8

    Character Folio Reroll
    Fort: 1d20 + 7 ⇒ (15) + 7 = 22

    2nd Save for Cure
    Fort: 1d20 + 7 ⇒ (12) + 7 = 19

    Don't know if I need a second save since....but it's there.

    Scarab Sages

    Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5
    GM chadius wrote:

    You are one day away from Alkenstar. Mercy is 20 miles away and at Speed 30 you will cover 24 miles of travel just by walking.

    The city is large enough you can find someone to spend prestige on to remove disease. If anyone knows Lesser Restoration that will fight the temporary stat damage.

    Remove Disease: A Level 5 cleric with 13 Wisdom (+1 bonus) has to make a caster level check DC 15 (1d20+5+1) to remove the disease. If you want to find a higher level cleric, you can spend Caster Level * 30 gp per casting as well.

    Disease. Yay.

    I'd rather spend the 150gp and save my prestige points.

    Remove Disease (DC 15): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

    Grand Lodge

    Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

    Yes, spending 150gp as well.

    Remove that Disease!: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
    Folio Reroll!: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 Yay!


    4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

    A human cleric at Alkenstar is more than willing to help banish the mutations. "Oh! I got this... one sec... hmm... that didn't work... oh it did! Looks like the gods gave you all a second chance." The cleric smiles and wipes the sweat off his forehead. 'Safe travels!"

    Now that we have disease out of the way, it's time for your report.

    Venture-Captain Roderus demands a full story. "Your report, Pathfinders. How did your trip to Mercy go? What did Amenira say?"

    Grand Lodge

    Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

    Nivik will recount the events that unfolded during the mission in a matter-of-fact tone, making sure he understood the eventual fate of Amenira and the effect that the seed had upon the town and (most importantly) himself. He notes that all of the members of the party were competent with their tasks, though he mentions his fellow elf wizard in more detail and seemingly higher regard.

    While everything did not turn out as a fairy tale might, the mission was accomplished. Nivik then looks at the VC as if there was never a doubt that would be the case.

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