GM Dien's PFS - #0-23 King Xeros of Old Azlant (Inactive)

Game Master dien

Beyond the Door map


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Salt Spire Map - Iron | Steel

Kai angles his flight to be level with the higher of the two ship decks (20' up). From here, he can see some of the higher deck as well-- to the east, it drops down to another sub-level, but he notices two small odd crystal-and-steel structures, each about three feet high, jutting from near the stairwells that lead down to that other deck. Each of these miniature spires is haloed in a blazing red light; even as he got into position, he saw one of them shoot a lightning-quick blast of crimson at one of the guards over there, who immediately collapsed to the deck with a burst of flame.

Kai, Kn Arcana #2: 1d20 + 17 ⇒ (4) + 17 = 21

Kai:
Kai, these are some form of constructs that project fire... as you just saw. You would deduce that they are sturdy and resistant to damage (hardness 10), immune to the things constructs are usually immune to, but that they might be vulnerable to cold. They seem to have a range of about 30 ft.

One of the guards-- bravely or foolishly, who knows-- steps forward and stabs with a spear at the crystal creature's body. His spear strikes- but snaps against the white surface like a toothpick. Another guard levels a crossbow at the construct from a higher deck, but has no better luck. The woman who was preparing to help tie you off looks back with horror at the scene behind her, and decides the better part of valor is to get off the damned ship. She jumps overboard, swimming out of the way.

Lucija and Naghamadi and Darro and Blackthorn to finish out the round.

Dark Archive

CN female Gnome Summoner 12
Spoiler:
|AC 24**, T 13*, FF 22*|HP: 71/77|F +10**, R +11***, W +11** (+8 vs MA, +4 vs fear, +2 vs despr/confus/insane/death)|Init +2*, Perc +1*|CMB +11** CMD 20|10/11 Summon VI, 1/2 Call, 1/1 Pride, 1/1 Mysteries, 1/1 Davian, #X

Knowledge (Arcana): 1d20 + 12 ⇒ (4) + 12 = 16

Lucija is about as mystified as anyone by these...things. Nevertheless, if there's one mortal failing of which Lucija is innocent, it is fear of the unknown. Naghamadi carries her at his somewhat languid pace toward the ship, and she commands the spirits of air and fire to empower her allies with celerity.

I cast haste (duration 8 rounds), and should be able to just catch the entire party from where I presently am.

I substituted a more accurate avatar for Naghamadi while I was at it. :)

Liberty's Edge

Male
ATK:
Ranged +22/ Melee +19// +8 vs Evil Outsiders or +2 vs Humans, Magical Beasts and Undead (Favored Enemy)
Aasimar (Garuda-Plumekith) CL 15
Skills:
Acro+20/Stealth+11/Track+26/Nature+19/Planes+19/Survival+19
Ranger 15 (HP:154/154)(AC:27 FF:22 T:18)(Init:+8)(Perception:+20)(F:+16, R:+18, W:+12)

Darro and Blackthorn will move from the small ship to the larger ship and go up the stairs to the 20 ft deck if possible, hard to tell according to the map, if not possible they will delay


Salt Spire Map - Iron | Steel

You guys are still 30' away from the ship. You're where your tokens currently show. As I said in my initial scene-setting, ignore where the image of the smaller boat is for right now; that's where it will be next round. You can delay until it gets there, if you want.

Liberty's Edge

Male
ATK:
Ranged +22/ Melee +19// +8 vs Evil Outsiders or +2 vs Humans, Magical Beasts and Undead (Favored Enemy)
Aasimar (Garuda-Plumekith) CL 15
Skills:
Acro+20/Stealth+11/Track+26/Nature+19/Planes+19/Survival+19
Ranger 15 (HP:154/154)(AC:27 FF:22 T:18)(Init:+8)(Perception:+20)(F:+16, R:+18, W:+12)

delay then. thanks for the clarity. i guess seeing the other tokens near the ship messed me up some. got it now.


Salt Spire Map - Iron | Steel

(Start Round 2)

The boat drifts in, bumping against the crystal hull. Fortunately the harbor sloop has thick bundles of rags tied along her bow for such frequent collisions; the shock is minimal, and not enough to disrupt anyone's concentration. As Deaglan continues to chant, Darro helps boost his wolf up the ladder to the deck-- you all notice there are no railings, as would be normal on a sailing ship, just a sharp, angular drop-- and then Darro follows quickly with his wolf up the stairs.

A few seconds later, Deaglan swells to twice his size, towering over the others (and making the sloop sag a little in the bow at the suddenly-quadrupled cargo).

The golem half-turns your direction, and you all see something strange about it-- its backside is one cleanly-sheared flat plane, rather than the curves of even constructed flesh. Those of you on deck-- or in the air-- can see that beneath where the golem stands, there is the concave outline of a roughly man-like form, right in the middle of the white deck.

Anyone up in the air at least 20', or on a 20' deck, can see the things shooting the red lights-- small towers about 3 feet tall (the red crosses on the map). DC 14 Kn Arcana to identify those as constructs once you can see them, with hardness 10. If you beat the DC by 5 or more you can read the spoiler to Kai here.

(Go ahead and move your token(s) to your desired destination, Darro; with haste up, you can likely get up the ladder, up a stairwell, and still have a standard action if you wish to take it.)

Round 2
Darro & Blackthorn climbed aboard and moved (any standard action?)
>>...Kris....
>>...Kleetus...
>>...Valais...
>>...Deaglan... (enlarge finishes)

?? (something's going on in the aft of the ship)
...Golem
...Guards
...Lucija & Naghamadi

Party buffs: Haste, 1/8

Liberty's Edge

Male ? Magus/11 (Hexcrafter) Rogue (U) 1 (Pirate) | HP: TEMPS: / 21/87 (Stoneskin: ) | AC:27[28] (17[19] Tch / 22 (24 vs surprise) Fl) | CMB: +7 CMD: 24 [26] | F: +13, R: +14[16], W: +14 | Init: +9 | Perc: +24, SM: +11 | Speed 30ft | Arcane Pool: 9/11 | Flight: 11/11 | Destined: 0/1 Re-roll (+3) 1/1 | Active Conditions: Enhance(Keen, +2 Enhancement), Heroism (100mins), Black Mantle(+3 Skills), Haste, Greater Invis (11 rounds)

Kai surveys the carnage on the ship with an opened jaw, before spotting that the rest of his gang have connected with the strange ship. Feeling the haste magic course through his veins he smiles as if he were enjoying himself before shouting down.

"Hey Fellas, there are some fire cannons down there, tough as old boots and weak to cold, you keep the Golem busy and ill have a go at them!"

Chanting in the elven tongue and touching his drawn blade, the adamantine blade crackles with energy. He speeds down the bow of the ship, stopping directly infront of the nearest 'cannon' and swipes out with Maiden's kiss.

Maiden's Kiss, Adamantine, +3(beats Silver/Cold Iron), haste, keen: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 331d6 + 8 ⇒ (5) + 8 = 13 + Intensified Shocking Grasp: 8d6 ⇒ (4, 4, 6, 3, 6, 6, 3, 3) = 35 electricity

Ooh Critical Threat. Critical Confirm: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35 Extra Damage = Maidens Kiss: 1d6 + 8 ⇒ (5) + 8 = 13 and Intensified Shocking Grasp: 8d6 ⇒ (3, 1, 3, 4, 3, 6, 5, 1) = 26

Cast Intensified Shocking Grasp, Fly move 90', attack with Scimitar (Maidens Kiss) I was set then! Darn Frostbite doing non lethal! Lol

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Deaglan rushes up the netting and swings at the crystalline construct

Power Attack, Haste: 1d20 + 11 - 2 + 1 ⇒ (11) + 11 - 2 + 1 = 21
Adamantine Bludgeoning Damage: 3d6 + 8 + 6 ⇒ (3, 4, 5) + 8 + 6 = 26

Grand Lodge

AC 24 T 16 FF 19 (uncanny dodge) | Current HP 97/97| F +15 R +19(evasion) W +14 (+2 vs sleep, para, stun) | Init +3| Perc +25 Resist Fire, Electricity, Cold 5
Spells Per Day Remaining:
4-1/2 1-2/4
Spells Active:
Heroism

Valais scurries up the side of the ship, hastened by Lucija's spell. She squints her eyes at the devices on the deck.

Knowledge (arcana): 1d20 + 0 ⇒ (11) + 0 = 11

No memories come to her, but another more terrifying one strikes her, taking her thoughts briefly away from the current battle. Her eyes widen in fright for a moment at the sight of the giant dwarf before a deep rage throws such small emotions aside. She quickly turns to the training she has received from the Koradan monks, channeling that violent demonic energy towards something more useful.

Valais is now in both Dragon and Pummeling Style, thank you Combat Style Master

She runs up and slams a clawed fist into the creature.

Unarmed Strike (haste, power attack, combat expertise): 1d20 + 19 - 2 - 2 ⇒ (17) + 19 - 2 - 2 = 32
Damage (power attack): 1d8 + 19 ⇒ (8) + 19 = 27
Attack is for lethal since it's been identified as a construct

I'm presuming her movement provokes from the large creature. Her AC will only be 28 versus that attack as she has not done her combat expertise attack yet at that point

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Kleetus murmurs a prayer to Abadar, casting Divine Favor on himself before moving up the ladder and onto the deck.

My assumption is that I cannot charge given that I need to climb the ladder.


Salt Spire Map - Iron | Steel

The flying Kris swoops down on one of the fire cannons and manages a perfectly placed strike. His scimitar jams into a crack between white crystal and burnished steel, and discharges a powerful burst of electricity that seems to destroy the innards of the first fire cannon. The other cannon pulses rapidly...

From his new position, Kris can see that on the deck below him, a stairwell leads down into, presumably, the hold. Several guardsman have taken shelter down in there, since it seems to be out of range of the fiery beams. (The guard that is between you and the second cannon is not actually 'between' you and it; he's down at lower deck level, trying to take cover below.)

Daeglan, now grown in size to equal the white golem, clambers easily onto the deck and takes a powerful swing at the golem with a tool perfect for the job... however, he is not able to connect.

The hulking white construct does react to Valais's approach. An enormous crystalline fist swings down towards her.

Golem attack of opportunity vs Valais: 1d20 + 19 ⇒ (1) + 19 = 20

But apparently, she is in JUST the creature's blind spot, for the blow misses. Her own attack is like punching a wall-- fortunately the demons suffusing her form are made of sturdy flesh, and can execute such blows regardless. A network of spiderweb cracks appear on the torso where her blow hit, but she definitely did not do her full damage to the hulk.

Kleetus murmurs another prayer and hurriedly joins the others on deck. Yep, no charge, sorry.

Down at the aft end of the ship, the second fire projector assesses Kris as the largest threat. A beam of red energy spikes towards him.

Vs Kai's touch AC: 1d20 + 5 ⇒ (8) + 5 = 13

Fortunately, he is too nimble for it to hit, and twists sideways in the air, though he can smell the acrid stench of white hot metal as the blast shoots past him.

The golem's head turns towards the only creature so far to threaten its structural integrity. A shudder ripples through the white body, and when its attacks come, they come at blinding speed.

Attack 1 vs Valais, haste: 1d20 + 19 + 1 ⇒ (20) + 19 + 1 = 40
Confirm Attack 1: 1d20 + 19 + 1 ⇒ (16) + 19 + 1 = 36 Critical confirms
Critical Damage: 4d10 + 14 ⇒ (1, 1, 2, 5) + 14 = 23 ...that is one weak-ass critical hit.
Attack 2 vs Valais, haste: 1d20 + 19 + 1 ⇒ (10) + 19 + 1 = 30
Damage: 2d10 + 7 ⇒ (9, 3) + 7 = 19
Attack 3 vs Valais, haste: 1d20 + 19 + 1 ⇒ (2) + 19 + 1 = 22 Miss
Total damage to Valais: 42

The guard that broke his spear on the crystal golem is relieved others are here to be brave. He withdraws from the combat, running for the side of the ship to take his chances in the water rather than deck with this monstrosity. From a safer distance, some guards continue to fire crossbows, but clearly this fight is out of their league and their bolts plink off the golem without visible effect.

GM tracking:
Golem -17
Berserk?: 1d100 ⇒ 42

Round 2
Darro & Blackthorn climbed aboard and moved (Token needs moving, and you still have a standard action if you want it)
Kris... destroyed a fire cannon
Kleetus... cast and got on deck
Valais... closed and attacked golem (hit)
Deaglan... closed and attacked golem (miss)
Fire cannon... fired and missed Kris/Kai
Golem... activated haste, attacked Valais
Guards... taking cover in the aft, or keeping distance from the combat

>>...Lucija & Naghamadi

Party Buffs: Haste

Grand Lodge

AC 24 T 16 FF 19 (uncanny dodge) | Current HP 97/97| F +15 R +19(evasion) W +14 (+2 vs sleep, para, stun) | Init +3| Perc +25 Resist Fire, Electricity, Cold 5
Spells Per Day Remaining:
4-1/2 1-2/4
Spells Active:
Heroism

Valais will activate her Jingasa of the Fortunate Soldier as an immediate action to cancel the crit confirm

Valais rears back from the hit, but a lucky stumble softens the blow, preventing it from hitting a vital area.


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Salt Spire Map - Iron | Steel

(Just 9 damage in that case. You lucked out on those 1s on the d10s.)

Dark Archive

CN female Gnome Summoner 12
Spoiler:
|AC 24**, T 13*, FF 22*|HP: 71/77|F +10**, R +11***, W +11** (+8 vs MA, +4 vs fear, +2 vs despr/confus/insane/death)|Init +2*, Perc +1*|CMB +11** CMD 20|10/11 Summon VI, 1/2 Call, 1/1 Pride, 1/1 Mysteries, 1/1 Davian, #X

Naghamadi zooms in like a bolt from an unearthly ballista, bravely striking with his phosphorescent bite.

bite: 1d20 + 11 ⇒ (20) + 11 = 31
confirmation roll!: 1d20 + 11 ⇒ (18) + 11 = 29
damage: 1d6 + 2 ⇒ (5) + 2 = 7 plus fire: 1d6 ⇒ 4
critical damage?: 1d6 + 2 ⇒ (2) + 2 = 4

Lucija wards herself before dismounting and approaching.

I cast shield. Note that my armor class and saving throws are presently higher than they otherwise would be due to Naghamadi's protection.


Salt Spire Map - Iron | Steel

Taking advantage of the opening that Valais has bought, Naghamadi strikes! His bite finds a vulnerable spot, leaving a small, smoldering hole, though the "flesh" of the golem is quite hard and not all of the serpent's damage goes through.

Round 3
>>...Darro & Blackthorn (Your token has not been moved from your last turn, please do that before you take your turn, or tell me clearly where you meant to be on the map. As there are two '20 ft decks' your original statement of intent was not clear enough for me to move your token.)
>>...Kris
>>...Kleetus
>>...Valais
>>...Deaglan

...Fire cannon
...Golem
...Guards
...Lucija & Naghamadi

Party Buffs: Haste

GM tracking:
Golem -22

Liberty's Edge

Male
ATK:
Ranged +22/ Melee +19// +8 vs Evil Outsiders or +2 vs Humans, Magical Beasts and Undead (Favored Enemy)
Aasimar (Garuda-Plumekith) CL 15
Skills:
Acro+20/Stealth+11/Track+26/Nature+19/Planes+19/Survival+19
Ranger 15 (HP:154/154)(AC:27 FF:22 T:18)(Init:+8)(Perception:+20)(F:+16, R:+18, W:+12)

Darro and the wolf scamper up to the next boat and move to the rear upper deck, if possible. Darro will position himself to shoot his bow as the wolf initially defends the ranger. will move my token when I leave the office


Salt Spire Map - Iron | Steel

Darro: you were able to do all of that back in Round 2, because you stated you were moving to a deck as your delayed action-- I just didn't know which deck you were on. I can move you, but this is now a new round (round 3). You are already in position on the rear upper deck now. Would you like to actually attack this round?

Grand Lodge

AC 24 T 16 FF 19 (uncanny dodge) | Current HP 97/97| F +15 R +19(evasion) W +14 (+2 vs sleep, para, stun) | Init +3| Perc +25 Resist Fire, Electricity, Cold 5
Spells Per Day Remaining:
4-1/2 1-2/4
Spells Active:
Heroism

The muscles on Valais' red, wiry arms tense up as she falls back into her training. She hears the voice of Blue demanding retribution and violence and the voice of Red laughing as he thinks of the sounds the construct will make as she cracks open all of its joints. She has learned to take what she needs from them: the will to fight, and the knowledge of how to use her new body's untold strength.

She begins a flurry of punches.

Spending a swift action to activate archaeologist's luck. It's a +2 bonus b/c she has fate's favored

First Attack (flurry, power attack, combat expertise, archaeologist's luck): 1d20 + 19 - 2 - 2 - 2 + 2 ⇒ (19) + 19 - 2 - 2 - 2 + 2 = 34
Damage (power attack, dragon style+dragon ferocity, archaeologist's luck): 1d8 + 21 ⇒ (3) + 21 = 24

Haste Attack: 1d20 + 19 - 2 - 2 - 2 + 2 ⇒ (13) + 19 - 2 - 2 - 2 + 2 = 28
Damage: 1d8 + 18 ⇒ (7) + 18 = 25

Flurry Attack: 1d20 + 19 - 2 - 2 - 2 + 2 ⇒ (16) + 19 - 2 - 2 - 2 + 2 = 31
Damage: 1d8 + 18 ⇒ (7) + 18 = 25

Iterative: 1d20 + 14 - 2 - 2 - 2 + 2 ⇒ (16) + 14 - 2 - 2 - 2 + 2 = 26
Damage: 1d8 + 18 ⇒ (8) + 18 = 26

Because it's pummeling style, you add all the damage together before applying DR


Salt Spire Map - Iron | Steel

Valais launches into a terrifying display of martial prowess, fueled with the hellish transformation her body has undergone. Every one of her blows hit, with a building concussive force that sends further cracks splintering the white golem -- until, with her final blow, it collapses in a spray of white shards, bursting over the far side of the deck.

(Golem gone; Darro [if he wants to make an attack], Kris, Kleetus, and Deaglan are up. Only remaining hostile is one of the fire cannons on Kris's end of the ship. It would be within bowshot for Darro.)

Liberty's Edge

Male
ATK:
Ranged +22/ Melee +19// +8 vs Evil Outsiders or +2 vs Humans, Magical Beasts and Undead (Favored Enemy)
Aasimar (Garuda-Plumekith) CL 15
Skills:
Acro+20/Stealth+11/Track+26/Nature+19/Planes+19/Survival+19
Ranger 15 (HP:154/154)(AC:27 FF:22 T:18)(Init:+8)(Perception:+20)(F:+16, R:+18, W:+12)

Darro moves to withing 30 feet of the cannon still operational with Blackthorn in tow and sends two arrows back to back at the cannon to help put it out of commission...

CLB+PBS+RS1+DA: 1d20 + 7 + 4 + 1 + 2 - 2 - 2 ⇒ (14) + 7 + 4 + 1 + 2 - 2 - 2 = 24
DMG: 1d8 + 4 + 1 + 2 + 4 ⇒ (7) + 4 + 1 + 2 + 4 = 18
CLB+PBS+RS2+DA: 1d20 + 7 + 4 + 1 + 2 - 2 - 2 ⇒ (8) + 7 + 4 + 1 + 2 - 2 - 2 = 18
DMG: 1d8 + 4 + 1 + 2 + 4 ⇒ (1) + 4 + 1 + 2 + 4 = 12

if the cannon is down then Darro scans for any other hostiles just RPing that part, i know the GM said the cannon was the last remaining foe, but the archer would not know that yet


Salt Spire Map - Iron | Steel

I'm going to assume you're using Adamantine arrows, Darro, since the fact that the cannon has hardness 10 was communicated by Kai. Also, you moved more than 5 ft this round. You can't use Rapid Shot. Mark off one adamantine arrow.

Darro's single arrow hits, leaving a substantial nick on the cannon's housing.

Cannon -18 HP

Kris, Kleetus, and Deaglan up

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Deaglan moves closer to the cannon Double move at speed 40 through haste

Liberty's Edge

Male ? Magus/11 (Hexcrafter) Rogue (U) 1 (Pirate) | HP: TEMPS: / 21/87 (Stoneskin: ) | AC:27[28] (17[19] Tch / 22 (24 vs surprise) Fl) | CMB: +7 CMD: 24 [26] | F: +13, R: +14[16], W: +14 | Init: +9 | Perc: +24, SM: +11 | Speed 30ft | Arcane Pool: 9/11 | Flight: 11/11 | Destined: 0/1 Re-roll (+3) 1/1 | Active Conditions: Enhance(Keen, +2 Enhancement), Heroism (100mins), Black Mantle(+3 Skills), Haste, Greater Invis (11 rounds)

One cannon demolished in a charge of electricity, Kris takes a moment to survey the scene around him, seeing the Golem shatter to the deck, he tips the frightened guards a wink and a smile. As Darro's arrow flies past and imbeds in the remaining defence system, Kai darts over, not bothering to charge his sword he strikes out.

Scimitar, Adamantine, Haste, Keen: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 261d6 + 8 ⇒ (3) + 8 = 11

Move action: 10' towards the cannon, Standard: Attack


Salt Spire Map - Iron | Steel

Cannon at -29 HP; still active, Kleetus up, and hasted

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Kleetus moves up, drawing his sling and launches a bullet at the golem.

Bullet time! vs Defense tower: 1d20 + 6 + 1 + 3 ⇒ (5) + 6 + 1 + 3 = 15
Damage: 1d4 + 5 + 3 ⇒ (1) + 5 + 3 = 9


Salt Spire Map - Iron | Steel

In his haste to get into range, Kleetus's bullet misses...

The small tower pulses and twitches, and another burst of fire lets loose at Kris, from point-blank adjacent. He has a moment to strike the tower before the pulse discharges.

Kai, attack of opportunity for ranged attack: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20

Unfortunately, his blow glances off the steel plate and doesn't quite connect.

Ranged touch vs Kai: 1d20 + 5 ⇒ (16) + 5 = 21

Perhaps more unfortunately, the fire blast catches him dead on, this time, as he's too close to dodge with full grace.

Fire damage: 6d6 + 1 ⇒ (6, 2, 4, 5, 2, 3) + 1 = 23

FWOOSH! It's a flying flambé. The guards below wince, but crowd further downstairs for safety. Better him than them....

Round 3
Darro & Blackthorn... loosed an adamantine arrow at cannon, hit
Kris... struck cannon again
Kleetus... loosed slingstone, missed
Valais... destroyed golem
Deaglan.... double-moved
Fire cannon... hit Kris
Golem
Guards... taking cover

>>...Lucija & Naghamadi

Party Buffs: Haste

Dark Archive

CN female Gnome Summoner 12
Spoiler:
|AC 24**, T 13*, FF 22*|HP: 71/77|F +10**, R +11***, W +11** (+8 vs MA, +4 vs fear, +2 vs despr/confus/insane/death)|Init +2*, Perc +1*|CMB +11** CMD 20|10/11 Summon VI, 1/2 Call, 1/1 Pride, 1/1 Mysteries, 1/1 Davian, #X

Naghamadi picks up Lucija and soars across the length of the ship (double-moving), landing just shy of the turret. Lucija holds up a vial of acid and grips it tightly, using it to enhance some of her own magical acid.

acid splash, augmented by acid flask alchemical power focus: 1d20 + 8 ⇒ (2) + 8 = 10
acid damage: 1d3 + 1 ⇒ (1) + 1 = 2


Salt Spire Map - Iron | Steel

Alas, Lucija's little jolt of acid does not impact the small tower.

The guards have mostly pulled out of your way to let the obviously-more-experienced Pathfinders handle this. A few of them land ragged cheers everytime a blow is landed. Others try to tend their fallen, but the downed guards look... pretty downed.

Round 4
>>Darro & Blackthorn...
>>Kris...
>>Kleetus...
>>Valais...
>>Deaglan....

Fire cannon...
...Lucija & Naghamadi

Party buffs: haste
Cannon -29 HP

Liberty's Edge

Male ? Magus/11 (Hexcrafter) Rogue (U) 1 (Pirate) | HP: TEMPS: / 21/87 (Stoneskin: ) | AC:27[28] (17[19] Tch / 22 (24 vs surprise) Fl) | CMB: +7 CMD: 24 [26] | F: +13, R: +14[16], W: +14 | Init: +9 | Perc: +24, SM: +11 | Speed 30ft | Arcane Pool: 9/11 | Flight: 11/11 | Destined: 0/1 Re-roll (+3) 1/1 | Active Conditions: Enhance(Keen, +2 Enhancement), Heroism (100mins), Black Mantle(+3 Skills), Haste, Greater Invis (11 rounds)

As the cannon's point blank shot washes over him, Kai curses in his native elven tongue, words that would make a hardened sailor blush. Standing directly in front of the cannon he channels the power of necromancy, seeping the dark energies up his blade he strikes out in a flurry of sword strikes.

Maidens Kiss, Adamantine Spell combat, haste, keen: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 251d6 + 7 ⇒ (2) + 7 = 9

Maidens Kiss,Adamantine Spell combat, haste, keen: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 291d6 + 7 ⇒ (6) + 7 = 13

Maidens Kiss, Adamantine Spell combat, haste, keen: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 191d6 + 7 ⇒ (4) + 7 = 11

Maidens Kiss, Adamantine Spell combat, haste, keen: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 221d6 + 7 ⇒ (6) + 7 = 13

Full-round action: Spell Combat (Touch of Fatigue, so irrelevant apart from the extra attack.


Salt Spire Map - Iron | Steel

Kai's blaze of attacks tear into the cannon, three strikes hitting and reducing it to a pile of smoking rubble.

End combat, more description coming in a bit

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

"If ya got a wand of cure wounds, Ah can certainly operate it on ya now that them fellers are broke." offers Kleetus helpfully.

Liberty's Edge

Male
ATK:
Ranged +22/ Melee +19// +8 vs Evil Outsiders or +2 vs Humans, Magical Beasts and Undead (Favored Enemy)
Aasimar (Garuda-Plumekith) CL 15
Skills:
Acro+20/Stealth+11/Track+26/Nature+19/Planes+19/Survival+19
Ranger 15 (HP:154/154)(AC:27 FF:22 T:18)(Init:+8)(Perception:+20)(F:+16, R:+18, W:+12)

After combat ends Darro will take Blackthorn and inspect the rest of the ship for any other foes.... just in case....at the same time checking up on the crew

Grand Lodge

AC 24 T 16 FF 19 (uncanny dodge) | Current HP 97/97| F +15 R +19(evasion) W +14 (+2 vs sleep, para, stun) | Init +3| Perc +25 Resist Fire, Electricity, Cold 5
Spells Per Day Remaining:
4-1/2 1-2/4
Spells Active:
Heroism

As the crystal golem shattered around her, Valais roared a deep fiendish bellow before suddenly collapsing into murderous giggling, then finally confused, wide-eyed fear. As she rapdily scans the now quiet scene, clutching her claws to her chest, she calms.

"Oh...it's gone? Did I do alright?"

She feels something wet on her chest; not the tingling burn of a babau's moist skin, but that of blood. Bits of crystal have lodged themselves about the wound.

"I've been hurt...are the rest of you alright."

She digs out a wand from her pack. She smiles with a child's pride as she shows it off.

"I'm a good Pathfinder. I have my cure light wounds wand! I can use it, too!"

Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5


Salt Spire Map - Iron | Steel

Valais is eager to show her good Pathfindering, and touches the wand to her injuries. To her dismay, the first attempt... doesn't seem to work. The wand activates, pulsing with a soft blue light, but when touched to her bruised, bleeding flesh... nothing happens. The healing energy fizzles with a soft sighing sound.

(You notice that after your first wand attempt, Valais. Continuing to try with those other charges?)

The guards who haven't already thrown themselves into the greater safety of the water collect themselves, gingerly crawling out of the areas they'd sheltered in for cover, and one of two of them tentatively clapping some of you on the back in a 'good job' fashion.

All the same, five guards lost their lives before you were able to get the situation under control-- a distraught young lieutenant shakes his head as he inspects the badly charred body of one dwarf.

"That was Captain Krall," the lieutenant says with a head shake. "I was with him down in the compartment below-- he tried to take his axe to the portal we've found down there... that's when all hell broke loose. He ran back up to the deck.... got hit by those damned fire beams! That's a terrible way to die," she says with a shudder.

The axe in question is still on the crystal deck next to the unfortunate captain's body-- it's an obviously well-made weapon, dwarven handiwork, and the bladed head is made of a flawless and bright silver metal. (Adamantine, detects as magical)

Darro's quick search of the rest of the ship reveals no more hiding foes: the odd concavity where the golem arose from appears to be the only such place, and no more fire cannons sprout from the deck either. At the aft end of the ship, there is a stairwell leading down, into a chamber about 30 feet wide, and 40 long, with angular, geometric walls. The walls are marked with long racks of the white crystal, seamlessly protruding from the hull, with holes to suggest they might once have held weapons or tools, but there is no sign of such things now. Other sections are blank and smooth as a mirror. The main feature of this room is the clear arch of a large doorway, ten feet high and five wide, that is wholly blocked with another sheet of the opaque white crystal.

The lieutenant you were talking to says that is the door that the captain attempted to chop through with his axe. One tiny chip shows where he struck his blow.

Map coming in a tick.

Grand Lodge

AC 24 T 16 FF 19 (uncanny dodge) | Current HP 97/97| F +15 R +19(evasion) W +14 (+2 vs sleep, para, stun) | Init +3| Perc +25 Resist Fire, Electricity, Cold 5
Spells Per Day Remaining:
4-1/2 1-2/4
Spells Active:
Heroism

After the first charge sizzles, Valais's skeletal jaw drops. She rushes to tap it again and if it doesnt work still yet again.

"W-w-what...did I do something wrong? It's never done this before...CURSED BROKEN TRINKET"

As Blue's booming voice takes over, she places her other claw on the wand and begins slowly applying pressure. She suddenly softens, slapping her own claw for its disobedience.

"Bad Blue!"

She looks to the others.

"Can any of you guys heal me?"

In short, she would waste two more charges


Salt Spire Map - Iron | Steel

Map updated

Those of you heading belowdecks to inspect the lower compartment or the door, please move your tokens exactly where they would be.


Salt Spire Map - Iron | Steel

Indeed, Valais finds to her horror that her 'trinket' continues to not do what it's always done before. Mark off those two charges, ayup

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

GM:
Deaglan should have been in a position to get the AoO against the turret, unless I positioned him wrong with his 20 ft reach. If he gets it:

Attack: 1d20 + 11 - 2 + 1 ⇒ (5) + 11 - 2 + 1 = 15 Nevermind

"Gather around me, I will ask Trudd for his aid in healing everyone"

Deaglan grasps his holy symbol, concentrates for a second and a holy light quickly radiates outward to an area of 30 ft radius.

Channel: 3d6 ⇒ (5, 4, 4) = 13

If that works Deaglan will channel again
Channel: 3d6 ⇒ (2, 1, 1) = 4

He then lightly touches Kris on his shoulder "May Trudd's healing wash over you"
Cure Light Wounds: 1d8 + 5 ⇒ (1) + 5 = 6

and does the same with Valais assuming healing spells work.
Cure Light Wounds: 1d8 + 5 ⇒ (4) + 5 = 9

Valais: 28-26 = 2 damage left
Kris: healed 23-23 = 0 damage left

Deaglan then goes down and readies himself for the door

"Shall I bash it down? Or do we think there might be another way to open it?"


Salt Spire Map - Iron | Steel

GM:
Deaglan caster level check, channel 1: 1d20 + 7 ⇒ (14) + 7 = 21

Deaglan calls down healing in a burst over any injured guards, and his friends. It heals Kris without problems... but Valais's injuries do not close, at his first channel.

(Your first channel to heal Valais does nothing for her. I'll let you react/won't consider those cures spent just yet.)

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Deaglan looks at the injured guards and sees that they have been healed from the worst of their injuries. He then tries to find out what is the problem with Valais's injuries.

Heal, guidance: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22


Salt Spire Map - Iron | Steel

Deaglan is not fully certain, but he does notice that small granules of crystalline white seem to have been ground into her flesh from the impact of the golem's enormous fists. It's possible that whatever energies animated the creature might be interfering with Trudd's divine power. As for how to fix it, he's not exactly sure, other than it may just require a powerful enough faith.

(Nobody got high enough on their Kn: Arcana check earlier to know the specific details of why Valais's injuries won't heal/how to heal them.)

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Deaglan did not roll Knowledge Arcana earlier, so here goes. If I can take 20 I will do that instead for a 26.

Knowledge Arcana, guidance: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23

Liberty's Edge

Male ? Magus/11 (Hexcrafter) Rogue (U) 1 (Pirate) | HP: TEMPS: / 21/87 (Stoneskin: ) | AC:27[28] (17[19] Tch / 22 (24 vs surprise) Fl) | CMB: +7 CMD: 24 [26] | F: +13, R: +14[16], W: +14 | Init: +9 | Perc: +24, SM: +11 | Speed 30ft | Arcane Pool: 9/11 | Flight: 11/11 | Destined: 0/1 Re-roll (+3) 1/1 | Active Conditions: Enhance(Keen, +2 Enhancement), Heroism (100mins), Black Mantle(+3 Skills), Haste, Greater Invis (11 rounds)

Fight ovrr in a blurring movement, Kris' chest heaves from the effort, he tries to avoid being clapped on the back, indicating his injuries are troubling him if questioned why. He nods sadly at the report of the five deaths.

"Always a shame when a comrade falls, near happened to me once too at the museum. You guys get back to shore alright? Take your friends with you for proper burial and we will investigate the ships mysteries."

He nods in grayitude to his enlarged dearven companion for the healing, unable to avoid the healing touch from his cleric friend, he twitches slightly.

Deaglen:
DC 11 Will save, assuming pass you notice that Kris does not feel right and your hand stopped a foot or so away from his shoulder when you patted him but still you felt armour

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Kai:
You have only received the 13 hp channel so far, since Deaglan is first trying to determine what is wrong with Valais.

Edit: GM, Channel is a supernatural ability. Not certain if it matters, but it is not spell-like

Liberty's Edge

Male
ATK:
Ranged +22/ Melee +19// +8 vs Evil Outsiders or +2 vs Humans, Magical Beasts and Undead (Favored Enemy)
Aasimar (Garuda-Plumekith) CL 15
Skills:
Acro+20/Stealth+11/Track+26/Nature+19/Planes+19/Survival+19
Ranger 15 (HP:154/154)(AC:27 FF:22 T:18)(Init:+8)(Perception:+20)(F:+16, R:+18, W:+12)

Many thanks Deaglan for healing the others. Hmmm...it seems Valais has not healed as the others did. This looks beyond my healing skills. Does anyone know why?" Darro says after coming back from inspecting the main decks. "Also if those defenses were from the ship then we must take care as we will surly find other defenses and traps to our presence here. Makes sense." he adds.

Liberty's Edge

Male ? Magus/11 (Hexcrafter) Rogue (U) 1 (Pirate) | HP: TEMPS: / 21/87 (Stoneskin: ) | AC:27[28] (17[19] Tch / 22 (24 vs surprise) Fl) | CMB: +7 CMD: 24 [26] | F: +13, R: +14[16], W: +14 | Init: +9 | Perc: +24, SM: +11 | Speed 30ft | Arcane Pool: 9/11 | Flight: 11/11 | Destined: 0/1 Re-roll (+3) 1/1 | Active Conditions: Enhance(Keen, +2 Enhancement), Heroism (100mins), Black Mantle(+3 Skills), Haste, Greater Invis (11 rounds)

After the channel, Kris will flick his wrist and grasp an onyx wand that slides forth, with a trigger word bordering on unholy he touches it to his chest and his wounds slowly knit together.

"Cheers for the boost mate, ill be fine in a moment. Must be some effect of the golem thing, the Azlanti had terrible tricks, no ideas what though, sorry"

Wand of infernal healing, after a minute he will be fully healed after the 13hp channel


Salt Spire Map - Iron | Steel

(Yep, I know Channel is (Su). :) Makes no difference, Valais remains unhealed. And Deaglan cannot take 20 on a knowledge check (nobody can except bards, actually); sadly, a 23 gets you no new knowledge.)

Grand Lodge

AC 24 T 16 FF 19 (uncanny dodge) | Current HP 97/97| F +15 R +19(evasion) W +14 (+2 vs sleep, para, stun) | Init +3| Perc +25 Resist Fire, Electricity, Cold 5
Spells Per Day Remaining:
4-1/2 1-2/4
Spells Active:
Heroism

Valais cradles herself as she hunches forward, her legs shuffling back-and-forth as the others converse.

"There's something wrong with me? OR WRONG WITH THE HEALER."

She bites what little lips she has left.

"Maybe...we should go back to the temple in the city since we saved all these chaps."

Her voice cracks and her claws clench, pressing against her demonic scales.

"If they can't fix me, you can leave me there. I shan't want to be any trouble."

Absalom is totally right here. If she needs to pay for some healing, she's got cash/prestige

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

"ssh, be quiet child" Deaglan says while he casts a detect magic at her wounds

If the little adamantine particles are magical Deaglan casts a dispel magic at them

Caster level check: 1d20 + 6 ⇒ (11) + 6 = 17

Followed by a cure light wounds 1d8 + 5 ⇒ (3) + 5 = 8


Salt Spire Map - Iron | Steel

The tiny particles of white crystal do not detect as magic, so I'll assume you hold onto those two spells.

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