GM Cwethan's From the Tome of Righteous Repose (3-7) (Inactive)

Game Master Cwethan

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The Concordance

Neutral Good Halfling Kineticist 11 (Sheet) (Equipment) | HP: 157/157 (66 nonlethal) | AC: 35 (18 T, 30 F) | Fortification: 30.% | CMD: 24 | F: 23, R: 19, W: 11 | Init: 5 | Perc: 25 | Speed 30, swim 20 |
Tracked Resources:
Burn 6/12 | Internal Buffer 1/2 | Reroll 0/1

Unable to see the creature at all yet, Flora tries her wand again.

Use Magic Device: 1d20 + 11 ⇒ (17) + 11 = 28

This time, the wand does give up its magic. shield

When the thing rolls close enough, Flora will try to identify it.

Nature: 1d20 + 16 ⇒ (12) + 16 = 28

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander quickly draws and shoots several arrows at the fungus as it rolls toward the group.

rapid shot: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
rapid shot: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
iterative, RS: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
arrow 1 damage: 1d8 + 5 + 1d6 ⇒ (6) + 5 + (3) = 14 last d6 is fire
arrow 2 damage: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (2) = 14 last d6 is fire
arrow 3 damage: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (5) = 18 last d6 is fire

"What is that thing?"

I can't see it on the map, so no idea if this is something I can send Wolfie at. He will be on "Guard" by default, so it it attacks Oleander, he'll attack it back.


Reach of Corruption Map

Since Wolfie can't see it through the wall, I'm assuming he's guarding for now without a different order.

Concealment low is miss: 1d100 ⇒ 65

Oleander's flaming arrows briefly illuminate the ugly orb as they flash past and into it. Though the flames themselves quickly gutter out with scarcely a mark, the one arrow that hit it full on punches in towards its center, a high pitched whine emitting from the puncture.

Now that they can see it more clearly, Flora and Little Foot are able to identify the unpleasant sphere as an Ascomoid, a kind of giant aggressive puff ball. Once something has set them off they're likely to continue barreling around until all the movement has stopped, firing off toxic spores all the while. Aside from the typical caveats of herbicidal endeavors standard Plant Immunities, as has just been witnessed, fire isn't particularly effective, nor is electricity Resist 10, and additionally their disgustingly viscous outer layers tend to rebound weapons that hit too large a surface area DR /Piercing.

Also, they frequently grow in clusters...

The first of the Ascomoids smashes into the front few ranks of the pathfinders smell first, but follows that up with a hard hit from its vegetative mass.

With the same odd whistling and clanging, another pair of the deadly orbs rolls into the room from another entrance, though they haven't quite reached the party, yet.

Active effects: Dark except near the people with light, Treacherous footing (as described earlier)
Bold may go

Flora - Illuminated, Shield (9) Spored then Trampled
Oleander - Illuminated Spored (Wolfie - Spored)

Giant Balls of Fungus (Yellow -11)
Little Foot (Spored then Trampled)
Nicklod (Spored)
Kato (Spored then Trampled)
Ash (Spored then Trampled)

If Spored:
Take a DC 16 Fort save or be nauseated for as long as you remain in the cloud. If you fail this also take a DC 16 Fort Save against its poison (initial effect is Str Damage: 1d2 ⇒ 1

if Trampled:
Either take an AoO at a -4 penalty or attempt a DC 17 Reflex save to halve the Trample Damage: 2d8 + 6 ⇒ (2, 2) + 6 = 10

The Concordance

Male CG Kitsune Unchained Rogue Init: +6 (8 in urban areas) HP: -4/52. | Fort: +5 Ref +12 Will +7 (+ 2 to resist charm, compulsion, and fear effects) | AC 23 T 16 FF 18 CMD 20 | Major Magic 2/3 | Per +16 (+3 to find traps and +2 in urban areas) SM: +1

Fort vs Spore: 1d20 + 5 ⇒ (9) + 5 = 14
Reflex vs trample: 1d20 + 12 ⇒ (5) + 12 = 17

Kato manages to just barely avoid being completely trampled but gets some spores in his mouth and starts feeling woozy.

BLAAARGH he yells

fort poison: 1d20 + 5 ⇒ (17) + 5 = 22

He tries to maneuver GM call on whether this is legal and I will understand if the answer is no and slide his way past the creature and into the corner.

Acrobatics to cut through the big spore things square: 1d20 + 16 ⇒ (19) + 16 = 35

if you won't allow me to do that I will instead move to the top right corner, keeping that Acro roll to avoid the AoO if possible.


Reach of Corruption Map

Kato hurls himself up and over the ascomoid, his weight compacting the fungus just enough to squeeze beneath the ceiling.

Active effects: Dark except near the people with light, Treacherous footing (as described earlier)
Bold may go

Flora - Illuminated, Shield (9) Spored then Trampled
Oleander - Illuminated Spored (Wolfie - Spored)

Giant Balls of Fungus (Yellow -11)
Little Foot (Spored then Trampled)
Nicklod (Spored)

Kato
Ash (Spored then Trampled)

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Fort vs spores: 1d20 + 7 ⇒ (1) + 7 = 8
Fort save vs poison: 1d20 + 7 ⇒ (2) + 7 = 9
Reflex save vs trample: 1d20 + 4 ⇒ (14) + 4 = 18

Getting blasted by a could of spores Ash is coughing and sneezing all over the place and feels a bit light headed and is barely able to avoid getting completely trampled by the big ball

Acrobatics check to move more then 1/2 speed: 1d20 + 4 ⇒ (16) + 4 = 20Acrobatics to try to avoid an AOO: 1d20 + 4 ⇒ (18) + 4 = 22

Trying to get away from the spores that make him queasy Ash jumps around making himself a difficult target to hit while trying to to fall flat om his face.

I think the white stuff is the spore cloud we need to be out of to stop being nauseated? I'm assuming that I'm still nauseated even though I left the spore cloud since I started inside it at the start of my turn..if not, I'll cast a produce flame to create some light for me

The Concordance

Neutral Good Halfling Kineticist 11 (Sheet) (Equipment) | HP: 157/157 (66 nonlethal) | AC: 35 (18 T, 30 F) | Fortification: 30.% | CMD: 24 | F: 23, R: 19, W: 11 | Init: 5 | Perc: 25 | Speed 30, swim 20 |
Tracked Resources:
Burn 6/12 | Internal Buffer 1/2 | Reroll 0/1

Fortitude: 1d20 + 10 ⇒ (15) + 10 = 25

Flora coughs and sputters a bit but is mostly unfazed by the spores.

Reflex: 1d20 + 10 ⇒ (9) + 10 = 19

She also manages to avoid the worst of the rolling ball of fungus.

She moves into the steps by the alcove to try to keep the other fungi from getting to her.

Acrobatics: 1d20 + 10 ⇒ (1) + 10 = 11

In position, she fire a spray of nettles at the yellow fungus.

Wood Blast: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Damage: 3d6 + 10 + 1 ⇒ (6, 1, 6) + 10 + 1 = 24 magic, piercing


Reach of Corruption Map

While it's not how I would have written their ability, going by the wording you stop be nauseated once you leave the cloud, so produce away, Ash!

Slam AoO at Flora: 1d20 + 8 ⇒ (10) + 8 = 18
Bludgeoning: 2d8 + 6 ⇒ (1, 7) + 6 = 14

Ash bursts forth from the cloud, still wheezing slightly as he calls forth a palmful of fire. Flora ducks around the surprisingly aggressive plant and peppers it with splinters, a series of off-key whistles emitting from the new punctures.

Active effects: Dark except near the people with light, Treacherous footing (as described earlier)
Bold may go

Flora -5, Illuminated, Shield (9)
Oleander - Illuminated, Spored (Wolfie - Spored)
Giant Balls of Fungus (Yellow -35)
Little Foot (Spored then Trampled)
Nicklod (Spored)

Kato
Ash -5, Poisoned, 1 Str Damage, Produce Flame

Dark Archive

Spoiler:
HP35/35 | AC19 (18FF, 11T)| CMD14 | Perception +17,Sense Motive +9 |+1 Init | Fort +6, Ref +4, Will +11 | Channel : 8/8, Silver-Tongued Haggler : 8/8

Fort. Save: 1d20 + 6 ⇒ (7) + 6 = 13
Fort. Save: 1d20 + 6 ⇒ (2) + 6 = 8

Niklod is nauseated then poisoned by the spores.

He decides to leave the area as quickly as possible.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

"Wolfie.. move" she says directing him through the cloud.
And making taking an AOO

She then follows after the wolf. When through the cloud of spoors she turns and sends a single arrow into the yellow fungus.

rolls:

fort vs nausiate: 1d20 + 6 ⇒ (13) + 6 = 19
wolfie fort vs nausiate: 1d20 + 3 ⇒ (16) + 3 = 19
attack: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 1d8 + 5 ⇒ (1) + 5 = 6
acrobatics check: 1d20 + 2 ⇒ (8) + 2 = 10


Reach of Corruption Map

Happily the yellow fungus's reactions aren't swift enough to attempt to crush Wolfie after failing to do so to Flora, and the wolf crosses the room safely.

Oleander's arrow produces another unpleasant whine from the ball of mold, which is starting to look quite deflated...

Active effects: Dark except near the people with light, Treacherous footing (as described earlier)
Bold may go

Flora -5, Illuminated, Shield (9)
Oleander - Illuminated
Giant Balls of Fungus (Yellow -41)
Little Foot (Spored then Trampled)
Nicklod Poisoned, 1 Str Damage (please go ahead and move yourself on the map, if you're unable to use the map at the moment, I or someone else should be happy to move your pawn if you provide specific directions)
Kato
Ash -5, Poisoned, 1 Str Damage, Produce Flame

The Exchange

N Dwarf Ranger 9

Sorry, busy holiday, keep starting this post, then have to run off before I can finish! This is my 4th try! Too much going on =)

Fort Save: 1d20 + 10 ⇒ (3) + 10 = 13
Fort Save: 1d20 + 10 ⇒ (18) + 10 = 28

Theo gets hit full in the face by the spores, disorienting him for a moment, though his hardy dwarven constitution makes it little more then an inconvenience.

AoO vs yellow: 1d20 + 13 ⇒ (3) + 13 = 16, for 1d10 + 13 ⇒ (8) + 13 = 21 damage (minus DR)

But its enough that he has little time to react to the incoming fungal creature, so instead of dodging out of the way, he simply takes a swing at it, trying to bat it aside, to little effect as it rolls right over him, though he manages to keep his feet.

acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19

Still coughing, he quickly steps to the side, out of the immediate cloud of spores, and brings his tetsubo to bear once more, this time with a slightly better line of site!

Made the acro check, so can move normally, so will step to the side, and attack the yellow one. Then command Fairbeaks to attack the blue one.
Is a blunt weapon, so won't bypass DR

melee1 vs yellow, PA: 1d20 + 13 ⇒ (17) + 13 = 30, for 1d10 + 13 ⇒ (7) + 13 = 20 damage (minus DR)
melee2 vs yellow, PA: 1d20 + 6 ⇒ (17) + 6 = 23, for 1d10 + 13 ⇒ (1) + 13 = 14 damage (minus DR)

He also calls out a quick command in Tien, and at the back of the group, Fairbeaks gives out an aggravated squawk! With large axe beak steps down into the spore cloud, head bobbing in irritation as it looks for something to peck!

Fairbeaks Fort save: 1d20 + 8 ⇒ (20) + 8 = 28

Bite should count as piercing so I think bypasses DR

bite vs blue: 1d20 + 7 ⇒ (20) + 7 = 27, for 2d6 + 14 ⇒ (2, 1) + 14 = 17 damage.
confirm: 1d20 + 7 ⇒ (18) + 7 = 25, for 2d6 + 14 ⇒ (3, 4) + 14 = 21 additional damage.


Reach of Corruption Map

Apologies Theo, the cloud shape is a little imprecise; the place you 5-footed to is still in the spores, though you can move one space farther and still take the first swing. I'll proceed under that assumption, but sing out if that's not acceptable.
Also as a heads up, entering the spores does not actually require a fort save, only being in the initial burst does.

Little Foot coughs his way out of the cloud, catching the first of the Ascomoids with a resounding thwack!

Fairbeaks's delivers a mighty peck indeed to the other ball of spores, rocking it back with tremendous force.

The Ascomoids spray the area with spores once again before smashing their way through the party; only Fairbeaks is large enough to halt one in its tracks as it smashes against the bird.

Slam: 1d20 + 8 ⇒ (17) + 8 = 25
Bludgeoning: 2d8 + 6 ⇒ (2, 4) + 6 = 12

If Spored:
Take a DC 16 Fort save or be nauseated for as long as you remain in the cloud. If you fail this and aren't already poisoned, also take a DC 16 Fort Save against its poison (initial effect is Str Damage: 1d2 ⇒ 1 If you are already poisoned and fail this save, you take no further strength damage, but the duration and DC of the poison will increase.

If Trampled:
Either take an AoO at a -4 penalty or attempt a DC 17 Reflex save to halve the Red Trample Damage: 2d8 + 6 ⇒ (6, 8) + 6 = 20 or Yellow Trample Damage: 2d8 + 6 ⇒ (7, 1) + 6 = 14

If Already Poisoned:
Take a DC 16 Fort save or take Str Damage: 1d2 ⇒ 2

Active effects: Dark except near the people with light, Treacherous footing (as described earlier)
Bold may go

Flora -5, Illuminated, Shield (8), Spored
Oleander - Illuminated, Spored, Trampled (by yellow, red) (Wolfie Spored, Trampled (by yellow, red))

Giant Balls of Fungus (Yellow -51) (Blue -38)
Little Foot -10, Spored, Trampled (by yellow) (Fairbeaks -12, Spored)
Nicklod Poisoned, 1 Str Damage, Spored
Kato
Ash -5, Poisoned, 1 Str Damage, Produce Flame

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

wall of rolls:

fort(oleander): 1d20 + 6 ⇒ (10) + 6 = 16
fort(wolfie): 1d20 + 3 ⇒ (9) + 3 = 12
Oleander reflex #1: 1d20 + 9 ⇒ (3) + 9 = 12
Oleander reflex #2: 1d20 + 9 ⇒ (11) + 9 = 20
wolfie reflex: 1d20 + 3 ⇒ (10) + 3 = 13
wolfie reflex: 1d20 + 3 ⇒ (16) + 3 = 19
rapidshot: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
rapidshot: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
rapidshot: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
damage: 1d8 + 5 ⇒ (2) + 5 = 7
wolfie stabilise: 1d20 + 3 - 5 ⇒ (6) + 3 - 5 = 4

Wolfie is squashed badly by the giant balls of fungi and lies bleeding on the ground.

Oleander fires fast at the yellow fungus, trying to finish it off.

I'm guessing only one hits with those rolls. If more do, then she'll keep firing at yellow until it stops moving, then change targets to red

"Wolfie, No!!!!!" she cries.

The Concordance

Male CG Kitsune Unchained Rogue Init: +6 (8 in urban areas) HP: -4/52. | Fort: +5 Ref +12 Will +7 (+ 2 to resist charm, compulsion, and fear effects) | AC 23 T 16 FF 18 CMD 20 | Major Magic 2/3 | Per +16 (+3 to find traps and +2 in urban areas) SM: +1

Fortitude: 1d20 + 5 ⇒ (18) + 5 = 23

Kato wanders into the cloud reluctantly, ready to help take the sporeball to the ground

He produces his shortsword and stabs!

I am flanking but given that these are weird plant balls so take away things as needed

Short Sword, Piranha Strike: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 311d6 + 10 + 3d6 ⇒ (2) + 10 + (5, 6, 6) = 29
Short Sword, Piranha Strike: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 221d6 + 10 ⇒ (6) + 10 = 16

Kato's blade is true as he has held his breath to help the team.


Reach of Corruption Map

Hey Flora, do you typically keep a dagger out until you have to gather power? Not sure if you're providing a flank for Kato, which matters because obviously there are weak points and vital areas in the midst of a giant pile of fungus for rogues to prey on.

One more Fort for Wolfie: 1d20 + 3 ⇒ (7) + 3 = 10

Oleander's arrow punctures the yellow orb once more and it deflates entirely. Cheered by her success Kato lunges for the beating heart-sac of the Ascomoid!

Active effects: Dark except near the people with light, Treacherous footing (as described earlier)
Bold may go

Flora -5, Illuminated, Shield (8), Spored
Oleander -27, Illuminated (Wolfie -28, poisoned, 1 Str Damage, dying)
Giant Balls of Fungus (Blue -38) (Red -28? -45?)
Little Foot -10, Spored, Trampled (by yellow) (Fairbeaks -12, Spored)
Nicklod Poisoned, 1 Str Damage, Spored

Kato
Ash -5, Poisoned, 1 Str Damage, Produce Flame

The Exchange

N Dwarf Ranger 9

Oh... hmm... yeah, the shape was the issue there. Might be easier just to use an actual square or circle or the like, so we know what squares are in or out? Even if we lose the cool cloud shape?

Fort Save: 1d20 + 10 ⇒ (15) + 10 = 25
AoO vs Yellow: 1d20 + 13 ⇒ (5) + 13 = 18, for 1d10 + 13 ⇒ (2) + 13 = 15 damage (minus DR)

Little Foot manages to ignore the spores as they build up, and instead takes another swing at the first ascomoid, as it tries to roll overtop of him yet again!

If the yellow is taken out by the AoO, then hopefully Oleander and the puppy won't get beat up so bad... I'm hopeful, though was near min damage =(

Fort Fairbeaks: 1d20 + 8 ⇒ (15) + 8 = 23

The axe beak too, seems unaffected by the spores, though you couldn't tell by the aggravated squawks coming from the cloud.
_________________________________

Recovering quickly, and not sure which fungal creature is which as they rapidly roll about the room, he decides to just swing at the one nearby.

Melee1 vs red, PA: 1d20 + 13 ⇒ (7) + 13 = 20, for 1d10 + 13 ⇒ (3) + 13 = 16 damage (minus DR).
Melee2 vs red, PA: 1d20 + 6 ⇒ (11) + 6 = 17, for 1d10 + 13 ⇒ (1) + 13 = 14 damage (minus DR).

If the first attack takes out red, he will move towards the last one instead of the 2nd attack

Fairbeaks continues to pursue the one that ran into him, his neck outstretched and axe-like beak striking out.

bite vs blue, PA: 1d20 + 7 ⇒ (10) + 7 = 17, for 2d6 + 14 ⇒ (1, 2) + 14 = 17 damage.

Dark Archive

Spoiler:
HP35/35 | AC19 (18FF, 11T)| CMD14 | Perception +17,Sense Motive +9 |+1 Init | Fort +6, Ref +4, Will +11 | Channel : 8/8, Silver-Tongued Haggler : 8/8

Nicklod calls for the power of Abadar to stop woolfie's bleeding.

May Abadar's power keep Woolfie alive. stabilize

Then he hopes to stops the poison in his veins.

Fortitude: 1d20 + 6 ⇒ (4) + 6 = 10

The Concordance

Neutral Good Halfling Kineticist 11 (Sheet) (Equipment) | HP: 157/157 (66 nonlethal) | AC: 35 (18 T, 30 F) | Fortification: 30.% | CMD: 24 | F: 23, R: 19, W: 11 | Init: 5 | Perc: 25 | Speed 30, swim 20 |
Tracked Resources:
Burn 6/12 | Internal Buffer 1/2 | Reroll 0/1

Sorry, no, I had my wand of shield in my hand still, so I am not providing a flank currently.

Fort: 1d20 + 10 ⇒ (10) + 10 = 20

Flora again keeps her composure.

If she can 5-foot step back down the steps and still target the red creature she will. If not, she will end up taking an AoO when she attacks.

The growth around her suddenly accelerates as she gathers the power of nature around her. She then releases the blast at the creature in front of her.

Gather power as a move action, fire an empowered kinetic blast at red, accepting 1 burn.

Wood Blast: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Damage: 3d6 + 11 + 1 ⇒ (3, 5, 1) + 11 + 1 = 21 * 1.5 = 31.


Reach of Corruption Map

Honestly the squares and circles are more inaccurate for dealing with the diagonal weirdness... I've endeavored to angle the clouds so that the spaces they touch on are all in their burst, even if the square isn't entirely covered.

Little Foot's protective swing is checked by the sudden rush of the sphere, and the -4 penalty to AoOs during a trample and the flexible nature of the ascomoids robs his following strikes of much of their force. Fairbeaks however has no such difficulties and quickly deflates one of the offending orbs.

Flora quickly follows suit and obliterates the last of the plants. Unless there's something I've missed, the empowered metakinesis only costs 1 burn, so gathering power should have negated that unless there was an infusion I missed.

Active effects: Dark except near the people with light, Treacherous footing (as described earlier)
Bold may go (Staying in initiative since we've got ticking poison)

Flora -5, Illuminated, Shield (8)
Oleander -27, Illuminated (Wolfie -28, poisoned, 1 Str Damage)
Little Foot -24 (Fairbeaks -12)
Nicklod Poisoned, 3 Str Damage, Spored
Kato
Ash -5, Poisoned, 1 Str Damage, Produce Flame

Flora:
The room you have ducked into contains A single sarcophagus dominating the east end of this room; its lid has fallen to the floor a great crack running along it. The walls are adorned with engravings of soldiers in plate armor holding their helms reverently to their sides, eyes downcast. There are several open niches in the wall, presumably where other coffins once rested. A holy symbol lies on the dusty ground near the sarcophagus.

The Concordance

Neutral Good Halfling Kineticist 11 (Sheet) (Equipment) | HP: 157/157 (66 nonlethal) | AC: 35 (18 T, 30 F) | Fortification: 30.% | CMD: 24 | F: 23, R: 19, W: 11 | Init: 5 | Perc: 25 | Speed 30, swim 20 |
Tracked Resources:
Burn 6/12 | Internal Buffer 1/2 | Reroll 0/1

For some reason I remembered incorrectly and thought it was 2. In that case I won't gather power as I want to accept a point of burn so that the next phase of overflow kicks in.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Fort save: 1d20 + 7 ⇒ (15) + 7 = 22

Ash coughs a bit

"That was it?"

We are out of combat? Or am I missing some opponent? If we just go by rounds to work out the poison I'll do the follwoing

Ash takes a look around and sees some people still suffer from poison he walks over to Wolfie who was just stablized and provided some guidance on how to best fight the poison

Move to move, standard to cast guidance for a +1 competence bonus on next save

The Exchange

N Dwarf Ranger 9

Oh ya, forgot about the -4 this time, remembered it on the prior swing =)

The dwarf steps out of the cloud of spores, one hand waving in annoyance as he tries to brush it away.

"Bloody welcoming committee." He grumbles.


Reach of Corruption Map

Okay, I need fort saves til two (nonconsecutive) successes for Ash (one down), Wolfie and Nicklod, taking d2 Str damage for each failure. If you have antitoxins or spells to help out go ahead and post it up.

The Exchange

N Dwarf Ranger 9

With no way to help those poisoned by the spores, Little Foot moves over to ensure no more surprises sneak up on them while they deal with the problem.

He calls Fairbeaks over to his side, as he casts a few spells and and starts digging around for a wand.

Hmm... will cast longstrider, featherstep and barkskin

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash sits down and wheezes as he puts his head between his legs

"I thought I was over it..but I need a moment to catch my breath..those things knocked the breath right out of me"

Ash says a little prayer as he takes some deep breaths
Casting guidance for a +1 competence bonus on my next save
Fort save: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

Ash then gets up and walks over to Nicklod

"You don't look that great either"

I can cast guidance from the next round onward to help with the save(s), I think Ash managed to shake of his own? so I'll cast it on the next one who still needs to make a save

The Concordance

Neutral Good Halfling Kineticist 11 (Sheet) (Equipment) | HP: 157/157 (66 nonlethal) | AC: 35 (18 T, 30 F) | Fortification: 30.% | CMD: 24 | F: 23, R: 19, W: 11 | Init: 5 | Perc: 25 | Speed 30, swim 20 |
Tracked Resources:
Burn 6/12 | Internal Buffer 1/2 | Reroll 0/1

Flora produces a wand made of yew and tries to cure her own wounds.

Use Magic Device: 1d20 + 11 ⇒ (1) + 11 = 12

The wand starts to smoke a bit, so she pulls out a different wand and tries again.

Use Magic Device: 1d20 + 11 ⇒ (5) + 11 = 16
Use Magic Device: 1d20 + 11 ⇒ (13) + 11 = 24

Cure Light: 1d8 + 1 ⇒ (7) + 1 = 8

Fully healed, she puts her wand away.

I found a burial chamber. It looks like it has been looted, but someone dropped a symbol of some sort.


Reach of Corruption Map

While Wolfie and Nicklod grapple with their spore poisoning, the rest of the Pathfinders are able to better examine their surroundings.

Perception DC 20 (The Entry Hall):
Back in the formerly-thoroughly-trapped entry hall you find a pack with a torn strap that still contains some helpful gear: six flasks of holy water, one scroll of lesser restoration, two potions of lesser restoration and one soul stimulant.

Knowledge (Religion) DC 15 (The Holy Symbol):
The symbol is of Shizuru, the Empress of Heaven, goddess of ancestors, honor, the sun, and swordplay.

Appraise DC 20 (The Holy Symbol):
The symbol was made from silver, and judging by certain details of its construction, it seems that it was designed for use as part of a holy ritual.

Knowledge (Engineering) or Survival DC 20 (The Tomb):
What seemed to be simple erosion on the walls of this tomb is instead abrasion from a powerful burst of energy, divine, likely even holy energy, if you had to hazard a guess.

Theo, are you casting those spells on yourself, Fairbeaks or both?

The Concordance

Neutral Good Halfling Kineticist 11 (Sheet) (Equipment) | HP: 157/157 (66 nonlethal) | AC: 35 (18 T, 30 F) | Fortification: 30.% | CMD: 24 | F: 23, R: 19, W: 11 | Init: 5 | Perc: 25 | Speed 30, swim 20 |
Tracked Resources:
Burn 6/12 | Internal Buffer 1/2 | Reroll 0/1

Perception: 1d20 + 14 ⇒ (10) + 14 = 24
Survival: 1d20 + 21 ⇒ (4) + 21 = 25

Looks like a powerful burst of energy of some sort caused the wear on the tomb. Too ragged to be the slow erosion through time.

As Flora emerges into the entry hall carrying the symbol for others to examine, she notices something out of the corner of her eye.

What's that over there? A pack of some sort?

The Concordance

Male CG Kitsune Unchained Rogue Init: +6 (8 in urban areas) HP: -4/52. | Fort: +5 Ref +12 Will +7 (+ 2 to resist charm, compulsion, and fear effects) | AC 23 T 16 FF 18 CMD 20 | Major Magic 2/3 | Per +16 (+3 to find traps and +2 in urban areas) SM: +1

Perception: 1d20 + 16 ⇒ (13) + 16 = 29

Kato peruses the pack. he quickly passes out the holy water to the party members and hands the scroll off to Ashe and the lesser resto potions out to the two who took strength damage.

How convenient! Healing supplies!

Kato then begins to peak down the hall once the group is ready.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

wolfie fort: 1d20 + 3 ⇒ (1) + 3 = 4
wolfie fort: 1d20 + 3 ⇒ (1) + 3 = 4
wolfie fort: 1d20 + 3 ⇒ (7) + 3 = 10
wolfie fort: 1d20 + 3 ⇒ (14) + 3 = 17
wolfie fort: 1d20 + 3 ⇒ (14) + 3 = 17
STR damage: 3d2 ⇒ (1, 2, 2) = 5

Oleander taps Wolfie with her wand, and then herself, offering it around to others who may need it.
wolfie CLW: 1d8 + 1 ⇒ (3) + 1 = 4
wolfie CLW: 1d8 + 1 ⇒ (1) + 1 = 2
wolfie CLW: 1d8 + 1 ⇒ (6) + 1 = 7 (so he is on 6)

CLW Oleander: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Oleander: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Oleander: 1d8 + 1 ⇒ (5) + 1 = 6

CLW Oleander: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Oleander: 1d8 + 1 ⇒ (6) + 1 = 7

Sorry for short post, packing, I'll be back around the 7th. Oleander will set Wolfie back to the entrance where he will be safer, he is of little use in this condition.

Feel free to bot. Oleander will stick back and fire her bopw from the rear.

The Exchange

N Dwarf Ranger 9

Ya, sorry, on himself. Not used to the bird even getting to participate in combats =)

Perception: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30

Survival: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25

Little Foot scans the room carefully, though seems to spend a bit more time poking at the walls then is called for.

"We aren't the first one's fighting down here." He growls, nodding at Flora's comments on the damage.

He then takes a few moments, to tend to Fairbeaks' injuries, before finally seeing to his own.

CLW on Fairbeaks: 2d8 + 2 ⇒ (8, 2) + 2 = 12

CLW on Theo: 4d8 + 4 ⇒ (7, 1, 5, 3) + 4 = 20


Reach of Corruption Map

I'll briefly note that Appraise checks can be made untrained, but aside from that... where to?

The Concordance

Male CG Kitsune Unchained Rogue Init: +6 (8 in urban areas) HP: -4/52. | Fort: +5 Ref +12 Will +7 (+ 2 to resist charm, compulsion, and fear effects) | AC 23 T 16 FF 18 CMD 20 | Major Magic 2/3 | Per +16 (+3 to find traps and +2 in urban areas) SM: +1

Appraise + Traveler's Anytool (for like a magnifying lens?) : 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22

Kato looks at the holy symbol and smirks This thing was intended for use in some kind of ritual. Perhaps these good ladies did not go so gently into that good night. Good for them. Makes me proud to share a heritage with them!

left for treasure I always say

Dark Archive

Spoiler:
HP35/35 | AC19 (18FF, 11T)| CMD14 | Perception +17,Sense Motive +9 |+1 Init | Fort +6, Ref +4, Will +11 | Channel : 8/8, Silver-Tongued Haggler : 8/8

Fort save: 1d20 + 6 ⇒ (7) + 6 = 13
Fort save: 1d20 + 6 ⇒ (14) + 6 = 20
Str. damages: 1d2 ⇒ 2

Nickold casts communal delay poison on each Pathfinder.

He heals himself with his wand.

He looks for the holy symbol

Know. (religion) - take 10- : 10 + 10 = 20
Appraise: 1d20 + 1 ⇒ (5) + 1 = 6

This is the symbol is of Shizuru, the Empress of Heaven, goddess of ancestors, honor, the sun, and swordplay.

He says, I think we are on the right path.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Seeing evertone heal himself Ash produces a wand and uses it once on himself

Cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3

Looking at the scroll he was just handed Ash studies it for a few seconds

"Hey, this is a scroll of lesser restoration. I think it can be used to give someone back some of the strength the poison sucked out of us..who can use a casting of this the most?"


Reach of Corruption Map

To the left, a chamber opens up into what seems to be the workshops that would have repaired the Shining Crusade's gear in times past.

A quick scan of the room is enough to discover that amidst the disarray of discarded tools is a very finely crafted longsword.

Detect Magic and Spellcraft DC 23:
The crusader's blade is a +1 Undead-Bane Longsword

Perception DC 20:
You see a small scrap of vellum in the corner. The edge you can see says something about a ritual, but the vellum looks very fragile...Disable Device or Sleight of Hand will suffice to handle it carefully

Now that New Years is survived we should be back on track for regular posting - sorry for the holiday disruptions!

Dark Archive

Spoiler:
HP35/35 | AC19 (18FF, 11T)| CMD14 | Perception +17,Sense Motive +9 |+1 Init | Fort +6, Ref +4, Will +11 | Channel : 8/8, Silver-Tongued Haggler : 8/8

Nicklod, says to Ash. I could have use for that. But strength is not my forte so may be it's better on someone else?

Perception: 1d20 + 17 ⇒ (9) + 17 = 26

After looking into the room, Nicklod point at something.

Look! There is a small scrap of vellum in the corner. Be careful, it seems very fragile...

The Concordance

Male CG Kitsune Unchained Rogue Init: +6 (8 in urban areas) HP: -4/52. | Fort: +5 Ref +12 Will +7 (+ 2 to resist charm, compulsion, and fear effects) | AC 23 T 16 FF 18 CMD 20 | Major Magic 2/3 | Per +16 (+3 to find traps and +2 in urban areas) SM: +1

Kato peaks at the fragile looking vellum, and more about a ritual, how fun!

He tries his hand at carefully handling it to find out more about this ritual and what it might do by carefully unfurling the vellum

Disable Device: 1d20 + 18 ⇒ (7) + 18 = 25

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

While looking through the room Ash casts detect magic and sees the sword light up, studying it for a bit he prays for some guidance

spellcraft: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19

"Look guys, a magic longsword. Looks sharp, anyone want to use it?"

The Concordance

Male CG Kitsune Unchained Rogue Init: +6 (8 in urban areas) HP: -4/52. | Fort: +5 Ref +12 Will +7 (+ 2 to resist charm, compulsion, and fear effects) | AC 23 T 16 FF 18 CMD 20 | Major Magic 2/3 | Per +16 (+3 to find traps and +2 in urban areas) SM: +1

Kato looks at it Ooh a magic sword!

He then sees the length and sulks Oh never mind...


Reach of Corruption Map

The vellum contains an almost complete description of a ritual to be used by the "Yohanatotsu sisters," presumbably the Minkaian warriors illustrated near the poem.
The ritual would take quite a while to perform, and the description makes reference to this location having been "cleansed by the light of Truth" before this ritual could be safely performed - rusty blades covered in the remnants of surprisingly aggressive mold don't seem to fit that ideal, and you can't imagine the rest of this dungeon is still prepared for Shizuru's guidance either.

Where to next?

The Concordance

Male CG Kitsune Unchained Rogue Init: +6 (8 in urban areas) HP: -4/52. | Fort: +5 Ref +12 Will +7 (+ 2 to resist charm, compulsion, and fear effects) | AC 23 T 16 FF 18 CMD 20 | Major Magic 2/3 | Per +16 (+3 to find traps and +2 in urban areas) SM: +1

Hmm...well this could be very bad indeed! This place may been encroached on by pure evil!

the Foxy man runs along up the nearby corridor

The Exchange

N Dwarf Ranger 9

The two rangers are the only ones proficient in the longsword, correct?
And Oleander is ranged... so Theo can take the sword if we think it might be handy =)

Little Foot studies the room with a slight frown, as the others discover the delicate velum parchment and the sword. He seems more concerned with spotting ambushes than treasure.

As Kato runs off down the next corridor, Theo frowns, before hurrying to catch up.

Fairbeaks follows along much slower, clearly not happy about the narrow passages.


Reach of Corruption Map

The passage continues to a room that looks like some sort of barracks, truly awful looking bunks line the walls, though they seem to be made up primarily of decay at this point.
On the right side of the corridor, a door hangs ajar, an uneven hole where its locking mechanism used to be. Through the partially open door you can see a series of shelves in disarray, some of them barely hanging onto the wall, and others that have long since surrendered themselves and their contents to gravity.
Various weapons and bits of gear are visible from here, but the quality doesn't look good.

The Concordance

Male CG Kitsune Unchained Rogue Init: +6 (8 in urban areas) HP: -4/52. | Fort: +5 Ref +12 Will +7 (+ 2 to resist charm, compulsion, and fear effects) | AC 23 T 16 FF 18 CMD 20 | Major Magic 2/3 | Per +16 (+3 to find traps and +2 in urban areas) SM: +1

Kato peaks his head in the door, but seeing nothing of obviously value or historical significance, pokes his head back out.

We can always double back to make sure we aren't leaving anything important behind, but I think we should keep moving for right now.

And proceeds down the hallway some more.

The Concordance

Neutral Good Halfling Kineticist 11 (Sheet) (Equipment) | HP: 157/157 (66 nonlethal) | AC: 35 (18 T, 30 F) | Fortification: 30.% | CMD: 24 | F: 23, R: 19, W: 11 | Init: 5 | Perc: 25 | Speed 30, swim 20 |
Tracked Resources:
Burn 6/12 | Internal Buffer 1/2 | Reroll 0/1

Flora maintains her position in the order, keeping her eyes peeled.


Reach of Corruption Map

GM Screen:
1d20 - 1 + 2 ⇒ (2) - 1 + 2 = 3

More rot-riddled cots await you in the next room, as well as a near maze of exits from the barracks.

The Concordance

Male CG Kitsune Unchained Rogue Init: +6 (8 in urban areas) HP: -4/52. | Fort: +5 Ref +12 Will +7 (+ 2 to resist charm, compulsion, and fear effects) | AC 23 T 16 FF 18 CMD 20 | Major Magic 2/3 | Per +16 (+3 to find traps and +2 in urban areas) SM: +1

Kato takes a moment to count his blessings and then leads the way to the next passage.


Reach of Corruption Map

Milani be praised, you didn't pick the passage that leads to more cots!

Old crates lay open and scattered around the room. Bare shelves contain little more than patches of mold, and water trickles down the moldy west wall.

GM Screen:
Perception Auto-passed

You notice that one of the crates is still shut tight. There are some sort of decorative seals placed about its corners.

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