GM Endless Forms' PFS 04-02 In Wrath's Shadow (Inactive)

Game Master Mike Tuholski

A 3-7 PFS scenario. Temple

The Flaxseed Pathfinder Lodge


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The Flaxseed Pathfinder Lodge

Maaarv quickly removes the missing piece of the acrimony veil and less than a second later the alchemist and the dhampir are instantly teleported from their current locations near the statue back to the room with the corpses on the floor. Maaarv still has the piece in hand though.

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

Heading back to pick up Barlor on the way back to the others, Lets get this done and get out of here.

We still have another end of the hallway to explore, and I'll start leading that way.

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

"Yowza! That was...cool." Maaarv glances around at where they've ended up. When Yanos appears, Maaarv trudges in right behind.

"Lead the way, Yanos!"

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

In a mock Christopher Walken voice from SNL in response to his first teleport.

Wow oh wow wee wow wow wow.


The Flaxseed Pathfinder Lodge

gm rolls:

Ackuda: 1d20 + 4 ⇒ (1) + 4 = 5
Barlor: 1d20 + 8 ⇒ (11) + 8 = 19
Vasilios: 1d20 + 5 ⇒ (14) + 5 = 19
Maaarv: 1d20 + 9 ⇒ (18) + 9 = 27
Yanos: 1d20 + 14 ⇒ (12) + 14 = 26

Ackuda: 1d20 + 4 ⇒ (16) + 4 = 20
Barlor: 1d20 + 8 ⇒ (14) + 8 = 22
Vasilios: 1d20 + 5 ⇒ (12) + 5 = 17
Maaarv: 1d20 + 9 ⇒ (16) + 9 = 25
Yanos: 1d20 + 14 ⇒ (18) + 14 = 32

Ackuda: 1d20 + 4 ⇒ (1) + 4 = 5
Barlor: 1d20 + 8 ⇒ (6) + 8 = 14
Vasilios: 1d20 + 5 ⇒ (3) + 5 = 8
Maaarv: 1d20 + 9 ⇒ (8) + 9 = 17
Yanos: 1d20 + 14 ⇒ (20) + 14 = 34

Everyone but Ackuda notices a secret door on the left hand side of the hallway.

Everyone but Vasilios notices a secret door straight ahead at the end of the hallway.

Ok, I feel like I'm going crazy because there's a set of squares around the corner marked "T" for trap, but there are *no* traps listed down here. I'm confused. Maybe it was a mistake. Well, I guess I'll just ignore it for now and see if I find it later but I've read through this section three times this morning and haven't found anything indicating what that T is supposed to be.

Grand Lodge

M Human Witch 5 HP 31/31 | AC 12 (16) T 12 FF 10 | CMD 13 | F +3 R +4 W +5 | Init +11 | Perc +4 | SM +2

Ackuda, rattling his dice, casts a spell on each of the brave pair as they make their way along the dangerous path.

After, he nods. "Do we have all the pieces now?" he asks.

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3
EndlessForms wrote:
Ok, I feel like I'm going crazy because there's a set of squares around the corner marked "T" for trap, but there are *no* traps listed down here. I'm confused. Maybe it was a mistake. Well, I guess I'll just ignore it for now and see if I find it later but I've read through this section three times this morning and haven't found anything indicating what that T is supposed to be.

@DM:
I did a quick search for "In Wrath's Shadow Trap", and it seems to be something that happens later after we pass to kind of herd us one way. Not a direct trap, but one that blocks us from returning that way or something. Maybe it's in the next sections write up, or in an optional encounter?

I'll go ahead and point out the secret doors, and try to open, or find a way to open the nearest one. Not sure what I need to try to roll. Str check?

Seems like a good point to also do some party buffs. If it's okay, I'll go ahead and cast Bless (+1 Att & Saves vs Fear, 6 mins) and Shied of Faith on Vasilios: the Cursed One (+3 Deflection AC, 6 mins)

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Maaarv hands over the piece of mask that he had been holding to Ackuda. "I'm not sure if this is all of it."

He follows closely behind Yanos. "Hmmm, lemme know if you need a hand there, Yanos - with that door, I mean."


The Flaxseed Pathfinder Lodge

@Yanos:
Oh! I get it now. I saw that but it's not labeled as a 'trap' and from the description I thought it meant a different part of the wall. Everything makes sense now, got it. Although I think it is associated with the optional encounter.

Maaarv and Yanos work at getting to ready to head through the secret door. After everyone is ready, the party makes their way through the door.

This long and narrow chamber contains niches in the walls that hold a number of statues, some of which are humanoid and some of which are clearly demonic. Murals cover the walls depicting human cultists being abused and reshaped by demonic figures. The ceiling of this black stone chamber is barrel-vaulted fifteen feet above.

There are three prone and brutalized human captives on the other end of the room; one of them is most certainly dead and the other two seem in dire need of medical care. Four creatures stand about the victims, cruelly torturing and playing with them. They seem to be engrossed in their foul activity and have not noticed the party yet.

You can all get into the room and make Stealth checks for potential surprise round actions.

GM rolls:

Yanos: 1d20 + 5 ⇒ (11) + 5 = 16
Vasilios: 1d20 + 3 ⇒ (13) + 3 = 16
Barlor: 1d20 + 5 ⇒ (11) + 5 = 16
Maaarv: 1d20 + 2 ⇒ (7) + 2 = 9
Ackuda: 1d20 + 11 ⇒ (13) + 11 = 24
sinspawn: 1d20 + 5 ⇒ (8) + 5 = 13

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Initiative:

1. Ackuda, Yanos, Barlor, Vasilios
2. Sinspawn
3. Maaarv

Their perception was a 15. If you guys can pull off above 15 on your stealths you can all have a surprise round. You're only as sneaky as your loudest person though, so if someone fails no surprise :( I suppose some of you could stay out in the hallway and forgo your participation in the surprise if you don't want to risk it for those who are sneaky.

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

I have no stealth modifier, so I'm not likely to succeed. I'd better wait for a bit.

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Maaarv notices the creatures and tries to keep unnoticed.

Stealth: 1d20 + 2 ⇒ (11) + 2 = 13

But the clinking of his alchemical flasks betrays his efforts.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Vasilios would rather cast glitterdust and rush them next round. Hopefully blind them and at a minimum not let them hide. DC-15 will not to be blinded

glitterdust:
Glitterdust
School conjuration (creation); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (ground mica)
Range medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Save Will negates (blinding only); SR no
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a –40 penalty on Stealth checks.

Knowledge check on these torturers, please add the modifier.
1d20 ⇒ 14
Or bardic knowledge +2
Knowledge Arcana +8
Knowledge Dungeoneering +8
Knowledge Engineering +8
Knowledge Local +8
Knowledge Nobility +6
Knowledge Religion +8


The Flaxseed Pathfinder Lodge

Ok, we'll enter normal rounds then.

Barlor decides to hold back near the door but as Maaarv moves forward he stubs his toe and lets out a curse that turns the creature's heads.

Sorry, forgot to put up my KN check spoilers like I usually do.

Vasilios recognizes these as Wrathful Sinspawn. They are immune to mind-affecting and have spell-resistance. They also have a sinful bite that sicken and then stagger the target. As wrathful sinspawn, they can detect rage and similar effects as if they were using scent.

#1 Will: 1d20 + 4 ⇒ (1) + 4 = 5
#2 Will: 1d20 + 4 ⇒ (20) + 4 = 24
#3 Will: 1d20 + 4 ⇒ (19) + 4 = 23
#4 Will: 1d20 + 4 ⇒ (17) + 4 = 21

Vasilios coats them in glitter and blinds one of the creatures

Initiative:

1. Ackuda, Yanos, Barlor, Vasilios
2. Sinspawn
3. Maaarv

Sinspawn 1: blinded 4 rounds
Sinspawn 2:
Sinspawn 3:
Sinspawn 4:

Ackuda, Yanos, and Barlor are up!

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

As the spell goes off, Ill shout "You there! Stop that."

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

They don't seem to be paying Yanos any heed.

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

Barlor steps forward while drawing his wand, then empowers his club and drops the wand.
5ft diagonal step forward, wanding my club for shillelagh, holding off on ordering Ing around so he doesn't run in and get himself killed.

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

I'll step forward and cast Burst of Radiance between the two downed victims.

Damage vs Evil ony: 5d4 ⇒ (1, 2, 4, 3, 3) = 13
Refl Save DC 15 to either be Blinded or Dazzled for 1d4 rounds


The Flaxseed Pathfinder Lodge

SR: 1d20 + 6 ⇒ (9) + 6 = 15
#1 Ref: 1d20 + 2 ⇒ (7) + 2 = 9
#2 Ref: 1d20 + 2 ⇒ (7) + 2 = 9
#3 Ref: 1d20 + 2 ⇒ (17) + 2 = 19
#4 Ref: 1d20 + 2 ⇒ (9) + 2 = 11
4d4 ⇒ (2, 3, 2, 4) = 11

Sinspawn 1: 13 dmg, blinded 6 rounds
Sinspawn 2: 13 dmg, blinded 3 rounds
Sinspawn 3: 13 dmg, dazzled 2 rounds
Sinspawn 4: 13 dmg, blinded 4 rounds

Ok, at this point they each have 6 hp and will be incapacitated for some time (except the lone one who wasn't blinded). Will anyone take issue with calling it? Barlor, you can save your spell.

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

I'm okay with that. Way to go Yanos!

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

Sorry. I was hoping that it wouldnt knock them all out. Im higher level so Im trying to kind of take a back seat, and buffing others.

-Posted with Wayfinder

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

check and mate


The Flaxseed Pathfinder Lodge

That's not even that high-level of a spell, it's just a really good spell and three of them failed their save. I mean, we can keep fighting if you guys want to, but I figured since there's only who can do anything and you have three rounds to beat the others into submission before another can see again, we'd go ahead and keep the rest moving.

The two men lay bleeding on the ground, their dead companion slumped unceremoniously behind them.

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

Good call. I'd just let Ing do the dirty work.
Barlor hurries over and tries to stabilize the bleeding men.
casting stabilize

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Maaarv gives Yanos a pat on the shoulder. "Excellently done, friend." He turns his attention to the men on the floor. He first examines the two that seem to be in a less dire way.

Heal: 1d20 + 7 ⇒ (14) + 7 = 21

He kneels by the bodies, checking for a pulse and looking for their significant wounds.

"I just hope it's not too late for these men."


The Flaxseed Pathfinder Lodge

Each of the statues has two black pearls worth 150 gp each embedded in it that can easily be pried out. The northernmost statue resembles Alaznist, who is depicted holding her signature ranseur; in her other hand rests the left cheek guard of the acrimony veil.

The party rushes to aid the brutalized men and finds that they are still conscious, but just barely. They introduce themselves as Pel Morigo and Saala Bry. "We were part of the crew," they explain. "It was those creatures that attacked us. They tortured poor Riemme to death." They motion over to the corpse of the third man. An elaborate rose tattoo covers his shaved pate. He wears a torn and bloody tunic, and the leather armor lying next to his corpse is damaged beyond repair.

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

It just wasn't my intention to rob the other players of an intereting encounter. :) I had hoped 5d4 wouldn't be that bad, and would have gone with Soundburst if we where closer.

"Hum, I was under the impression that we where the first to be down here since it was opened up. How long have you been down here?"

I'll also try a Heal check to Aid Maaarv. Heal: 1d20 + 10 ⇒ (13) + 10 = 23 and offer a charge of CLW from my wand to each of them.

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

"Don't worry, friends, we will get you out of here. But can you tell us anything about this place? Have you seen any other creatures down here?"

Grand Lodge

M Human Witch 5 HP 31/31 | AC 12 (16) T 12 FF 10 | CMD 13 | F +3 R +4 W +5 | Init +11 | Perc +4 | SM +2

Sorry for not posting yesterday, had a busy one.

Ackuda grins and chuckles as Yanos and Vasilios neutralize the Wrathspawn. "Evil doesn't stand a chance with you two around." he says, moving to offer his own healing expertise to assist Yanos.

Heal 1d20 + 7 ⇒ (19) + 7 = 26


The Flaxseed Pathfinder Lodge

Pel looks to Saala. "I don't know, how long ago was the attack?"

"I sorta lost track of time." Saala responds. "We were archaeologists on the dig. Those. . . things just burst out and attacked, killed a bunch of the others and dragged us down here. I certainly don't remember much about the experience, I was too much in shock." Pel nods in agreement.

"Thank you so much though," Pel interjects. "We'll never be able to repay you."

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

"You lot getting back to your families safely is repayment enough."

Should we have them wit somewhere safe, or take a minute to escort them back up to the top floor?

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Maaarv looks at the injured men. "Did you say this one here is Riemme? Halla has sent us down here to seek after you. She'll be glad to know that you too are safe."

He also taps each of them once with his wand of cure light wounds.

CLW Pel: 1d8 + 1 ⇒ (1) + 1 = 2

CLW Saala: 1d8 + 1 ⇒ (7) + 1 = 8

"It is not too far back out to the entry. We disposed of a couple of harpies, but the way ought to be clear." The alchemist scratches his head in thought. "Or, you two could wait here. I think we should explore this temple further."

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

"Might ought to bring them out. Figure I'd be real eager to be gettin' above ground after something like this."

-Posted with Wayfinder

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

"An' ol Drop will probably eat you if you go up there alone. Why don't you stay here, and we will make sure that there is nothing else. Or you can tag along. Stay near me and I will guard you while I still live. The choice is yours, my friends."

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

How much trouble would it be to run them to the entrance?


The Flaxseed Pathfinder Lodge

It would only take you a few minutes. Once outside the temple they can get back on their own.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

I would opt to run them out quick and not have to worry about them.

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

agreed

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

The party helps the survivors back up to the main level and outside, after which they can find their way back to camp.

Ok, which way now? It looks like you can check out the other secret door or follow the hallway around the bend.

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

I'd say the other secret door.


The Flaxseed Pathfinder Lodge

Yanos heads for the other secret door. It reveals a small hallway that likely acts as a shortcut to some unknown location.

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

I went ahead and moved (most) of us, more of an intended path than "we move here", so that if anyone wanted to search for traps or whatever they still could. I also just sort of placed us in a marching order to most benefit from the Magic Circle (I think), but feel free to readjust as you see fit.

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

Following the high level cleric seems like a solid plan.


The Flaxseed Pathfinder Lodge

As the party passes through the hallway, you eventually emerge into a large chamber.

The stench of death is strong in this ornate shrine. Another mosaic like that found in the grand temple above lies on the floor immediately west of the entryway. Two rows of slender columns carved with dizzying designs support the ceiling twenty feet overhead and every inch of the chamber’s walls is covered with intricate sigils and pictograms. A fat pillar stands in the center of the chamber. Six corpses lie on the floor near the base of this central pillar. An altar of red marble stands near the western wall, and it has iron manacles attached to its surface. The air is charged with palpable malevolence.

gm rolls:

Ackuda: 1d20 + 4 ⇒ (8) + 4 = 12
Barlor: 1d20 + 8 ⇒ (18) + 8 = 26
Vasilios: 1d20 + 5 ⇒ (5) + 5 = 10
Maaarv: 1d20 + 9 ⇒ (8) + 9 = 17
Yanos: 1d20 + 14 ⇒ (2) + 14 = 16

Yanos: 1d20 + 5 ⇒ (18) + 5 = 23
Vasilios: 1d20 + 3 ⇒ (15) + 3 = 18
Barlor: 1d20 + 5 ⇒ (16) + 5 = 21
Maaarv: 1d20 + 2 ⇒ (13) + 2 = 15
Ackuda: 1d20 + 11 ⇒ (4) + 11 = 15
Tholrist: 1d20 + 9 ⇒ (9) + 9 = 18
ghoul: 1d20 + 2 ⇒ (5) + 2 = 7

Barlor:
The sihedron mosaic on the floor is comprised of sharp toothed shards of glass. Stepping on it would be a bad idea.

Standing at the head of the room near what appears to be the altar are three undead creatures, one of them seemingly the priest residing over the dark ceremonies of the room.

Initiative:

1. Yanos and Barlor
2. Tholrist
3. Vasilios, Ackuda, and Maaarv
4. Ghouls

Yanos and Barlor are up!

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

"Mind that star-thing on the floor there. It's sharp!" Barlor says as he moves into the room. He then casts Shillelagh and orders Ing into the action.
"Get 'em, hog!"
Handle Animal (attack): 1d20 + 6 ⇒ (14) + 6 = 20

Ing moves in and tries to gore a ghoul!
Gore: 1d20 + 8 ⇒ (15) + 8 = 23, Damage: 1d8 + 4 ⇒ (2) + 4 = 6

That puts Ing right under ghoul 1, and Barlor 2 spaces right of that.

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

I'll 5ft step, hopefully staying next to Barlor and begin to cast Enlarge Person on him from the wand. It's a Full Round Cast. If I need to I'll also use Enlarge power on self to be able to have Reach to touch him.


The Flaxseed Pathfinder Lodge

@Yanos: I believe because you are casting it from a wand it does not take the normal casting time; it just takes a standard to activate the wand. Also enlarge person isn't a touch spell.

Yanos causes Barlor to bloat up and grow to twice the size! Barlor casts a spell and orders his hog into battle. Ing gores one of the ghouls!

Tholrist chants arcane words under his breath and points at Yanos!

DC 17 Spellcraft:
Blindness/Deafness

DC 19 Fort save or blinded permanently

Initiative:

1. Yanos and Barlor
2. Tholrist
3. Vasilios, Ackuda, and Maaarv
4. Ghouls

G1: 6 dmg
G2:
Tholrist:

Vasilios, Ackuda, and Maaarv are up!

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

Spellcraft: 1d20 + 4 ⇒ (7) + 4 = 11

Fort: 1d20 + 9 ⇒ (15) + 9 = 24

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25

"Whoah, that guy cast a blindness spell on Yanos!"

Maaarv quickly moves into the room, moving around the embiggened Barlor. Once he has a clear view of the priest, the alchemist grabs a vial and mixes up a frost bomb to throw at Tholrist.

Frost Bomb+PBS: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Cold Damage+PBS: 2d6 + 3 + 1 ⇒ (2, 4) + 3 + 1 = 10

DC 15 Fort Save or be staggered for one round.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Vasilios casts grease under the evil cleric. Reflex DC 14, drawn on the map.

Into the fold again dear friends! Today we stare evil in its ugly face and we will not blink or wince. In this staring contest we will not go blind! We shall not even blink! We shall put out and extinguish the eyes of evil in this very place!...

Motivational speech continues.

Grease:

Grease
School conjuration (creation); Level bard 1, magus 1, sorcerer/wizard 1, summoner 1

CASTING
Casting Time 1 standard action
Components V, S, M (butter)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Saving Throw see text; Spell Resistance no

DESCRIPTION
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Grand Lodge

M Human Witch 5 HP 31/31 | AC 12 (16) T 12 FF 10 | CMD 13 | F +3 R +4 W +5 | Init +11 | Perc +4 | SM +2

Ackuda, crossbow in one hand, points at the Ghoul nearest Maarv and closes one eye while muttering under his breath. He then utters a malicious cackle.

Evil Eye the Ghoul near Maarv to grant -2 to attacks for 8 rounds, DC 16 Will reduces to 1 round. Then Cackle to extend to 9 or 2 rounds.


The Flaxseed Pathfinder Lodge

Ref: 1d20 + 8 ⇒ (4) + 8 = 12
Will: 1d20 + 5 ⇒ (3) + 5 = 8

Maaarv's bomb hits the ghoul cleric in the chest, although its supplemental effects don't seem to have an effect. Vasilios trips up the cleric and Ackuda glares at the ghoul.

bite on Ing: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d6 + 1 ⇒ (2) + 1 = 3
DC 12 Fort against disease
DC 13 Fort against paralysis for 1d4 + 1 ⇒ (4) + 1 = 5 rounds

claw on Ing: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 1 ⇒ (4) + 1 = 5
DC 13 Fort against paralysis for 1d4 + 1 ⇒ (4) + 1 = 5 rounds

claw on Ing: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 + 1 ⇒ (3) + 1 = 4
DC 13 Fort against paralysis for 1d4 + 1 ⇒ (2) + 1 = 3 rounds

bite on Maaarv: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
damage: 1d6 + 1 ⇒ (3) + 1 = 4
DC 12 Fort against disease
DC 13 Fort against paralysis for 1d4 + 1 ⇒ (1) + 1 = 2 rounds

claw on Maaarv: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
damage: 1d6 + 1 ⇒ (6) + 1 = 7
DC 13 Fort against paralysis for 1d4 + 1 ⇒ (1) + 1 = 2 rounds

claw on Maaarv: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
damage: 1d6 + 1 ⇒ (3) + 1 = 4
DC 13 Fort against paralysis for 1d4 + 1 ⇒ (1) + 1 = 2 rounds

Initiative:

1. Yanos and Barlor
2. Tholrist
3. Vasilios, Ackuda, and Maaarv
4. Ghouls

G1: 6 dmg
G2: -2 attack for 8 rounds
Tholrist: 10 dmg, prone

Yanos and Barlor are up!

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