GM Endless Forms' PFS 06-04 Beacon Below (Inactive)

Game Master Mike Tuholski

A 7-11 PFS scenario played at the 7-8 subtier.

Halls of Study | Halls of Preservation | Library of the Sages


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The Flaxseed Pathfinder Lodge

You are awaiting your briefing.


dot

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie wasn't her chipper little self as she drew this mission. Her last one had ended poorly, as she had been kidnapped by some awful xill, before being returned by a search team. It was the first unsuccessful expedition she had been engaged on.

She quietly sat in the corner, nibbling on a bite of cheese, and barely touching her tiny glass of wine. She had a clear look of worry on her face, not her normal chipper smile.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Terramor dismounted from Morningstar, his magnificent stallion and boon companion, entering the Lodge with a clatter of plate armor and the heavy tread of one quite sure of his position.

On spying the sorceress and assessing her mood, Terramor gave her a formal bow, accompanied by not-unpleasant scents of musk, steel and oiled leather. "Fear not, good lady. I am Terramor, knight of the Order of the Dragon, sworn to protect my companions at all costs. My specialty is protecting spell casters. Stay near me and I shall keep you from harm throughout our mission."

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Dot.


The Flaxseed Pathfinder Lodge

Venture-Captain Norden Balentiir rubs sleep from his eyes as faint pre-dawn light filters into his office. He shutters the window as a thrush begins singing loudly in the garden below before gesturing for everyone to have a seat and addressing the matter at hand. “I’ve received a request from the Diamond Sage, Tahonikepsu, the leader of the Jeweled Sages. You may be familiar with her as an associate of Amenopheus, long-time friend of the Society and our trusted expert on matters of Ancient Osirion. She has asked the Pathfinder Society to send its best Osirionologists to the Pillars of the Sun to help explore a sealed-off area in the sages’ stronghold there—so I have recommended you.”

He searches his desk for quill and ink and scribbles out two notes, sealing one with wax imprinted with the Way of the Open Road. “I’ve made arrangements with a caravan to Eto and provided directions from there to the Pillars of the Sun. Once you’ve reached the Pillars, Tahonikepsu has promised a guide to see you the rest of the way. We have maps and sketches from the last expedition if you want to familiarize yourself with the site, and I have also withdrawn several scrolls from our reserves in case your Ancient Osiriani is rusty. Feel free to arrange alternate transport—at your own expense. Don’t try using magic to reach the sanctum directly, though; there’s no telling where you’d end up.”

The venture-captain rises from his seat to see everyone off, and hands over the two letters. “Show the first letter to the caravan master. The sealed one is your letter of introduction to the Diamond Sage. Remember, the Jeweled Sages are invaluable allies in our exploration of Ancient Osirion, and it’s a privilege to be invited into their sanctum. Treat everything there with care, and help to preserve the region’s past.”

As promised, Venture-Captain Norden Balentiir gives you three scrolls of comprehend languages, a scroll of tongues, and a field primer (that grants a PC a +2 bonus on Linguistics checks to decipher Ancient Osiriani). You have a few hours to purchase supplies and research the Jeweled Sages or the Pillars of the Sun before the caravan departs, and of course Venture-Captain Balentiir is available for questioning.

You may recall—or use the library in Sandswept Hall to research—more about the Jeweled Sages:

DC 15 KN (history or local):
Several scholars in the royal library left Sothis to study with the Diamond Sage last month.

DC 20 KN (history or local):
Both the ancient pharaohs and later the Qadiran satrapy outlawed the Jeweled Sages. The current dynasty seems to enjoy warm relations with the order.

DC 25 KN (history or local):
Each Jeweled Sage carries a unique sage jewel as a badge of membership. These jewels are potent magic items that contain the history of Ancient Osirion and some of the power of the Age of Destiny.

DC 30 KN (history or local):
The Qadirans mercilessly hunted the sages and employed powerful outsiders to track them down.

You may recall—or use the library in Sandswept Hall to research—more about the Pillars of the Sun:

DC 15 KN (geography):
The Pillars of the Sun is a mountainous region in central Osirion. It is a treacherous labyrinth of harsh desert and rocky terrain, full of cliffs and chasms.

DC 20 15 KN (geography):
The region is home to numerous monsters, ancient tombs, and lost ruins.

DC 25 15 KN (geography):
Some historians believe that the tomb of the Pharaoh of No Rain, An-Hepsu XI—infamous for using numerous dark rituals to extend his own life—is hidden in among the Pillars of the Sun.

DC 30 15 KN (geography):
Ancient wards and strange weather make some magic unreliable in the region, but a knowledgeable spellcaster can use these features to her advantage. If the PCs succeed at this check, any PC can attempt a DC 20 Knowledge (arcana or geography) check before attempting a dispel check or a caster level check to overcome spell resistance; if successful, the caster gains a +2 bonus on that check.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

"I'd like to see those maps and sketches, Venture-captain," says Sir Terramor.

Knowledge (Local): 1d20 + 12 ⇒ (17) + 12 = 29

Scarab Sages

AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4

A dwarf wearing smoked goggles, a pith helmet, and a musket on his shoulder enters the room and nods to the Venture Captain. "Aye, I've met the ma....lad...whatever she is. Also been to those damnable hot Pillars. Reason why I got me this helmet." He say, inclining his head. "Took the time to learn Ancient Osirani as well."

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

"Is this, like, in the desert? What should I buy for the trip? I guess I need some cool clothes. Any other thoughts? I don't want to be unprepared, like last time."

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Knowledge Local (can he aid another if using a library to research?): 1d20 + 5 ⇒ (4) + 5 = 9
Knowledge Geography: 1d20 + 10 ⇒ (10) + 10 = 20

"The Pillars are in central Osirion." Maps says from a place near the window. In his hands he holds a plain leather-wrapped notebook, which he was reading prior to the meeting. Leaning against the wall nearby is his cold iron guisarme, that despite its craftsmanship and prominence, is a secondary weapon to the firearms holstered beneath his coat. "Harsh place, full of monsters, ruins, in a maze of rough, mountainous terrain. Guessing it's probably hot."


The Flaxseed Pathfinder Lodge

Yes, if doing research in the library I allow aids on Knowledges (not that it mattered much above).

The Venture Captain nods at Alie and Map. "Some cool clothing would be recommended and perhaps even some magical protection against the hot weather. Sandstorms will be a concern on your way there and make sure you bring plenty of water."

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck is a half-orc, if he isn't in his tribal painted full plate, with the symbol of Gorum etched into it, you would see, just like his plate, he is covered in tattoos. He has a very fine cloak on, and a very thick belt too

He has a few scars on his body, also, carrying a greataxe that seems to be translucent at times. Also a Comp Longbow he carries around. 
At a glance he looks mean and scary, but once you get to know him... 
He's a friendly guy, a bit slow maybe. But he has a good heart and is always there to protect. A true defender 

Wreck walks in. He looks around. A huge grin on his face when he sees all the familiar faces
"Wreck greet old friends! And new ones!"

Walking over to Alie he gives her a tight hug
"Wreck no remember Alie to be sad. Alie happy one! How can Wreck help? Maybe Wreck go scare one who made friend Alie sad?"

Then looking at the VC, he lowers his head
"Wreck sorry. Wreck forget manners sometimes. Wreck ready to help!"

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

"Hrrmm, Masters Wreck and Maps, I am glad I found you."

The halfelf strides in closely behind the other two, fresh from their most recent mission. Kirrah the lioness at his side.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

"Rough experience on my last mission, Wreck. Wish you would have been there to protect me and a couple others. But, nonetheless, I'm glad you are here today.". Alie takes some notes, trying to figure out what she would need for protection from the elements.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

"Hrrmm, that is most unfortunate, Miss. I heard a small retired halfling singing a blues song about that mission.
That mission was rough, with all the casualties.
Fear not, however. I am certain with Masters Maps and Wreck and the others, we will be fine this time. Although,
I better pick up another scroll or three to be able to supplement our water supply."

Looking around at the others, Fendahl bows to each in respect.

Fendahl will add another scroll of 4 create waters(50gp)


The Flaxseed Pathfinder Lodge

You encounter no noteworthy obstacles in your journey west to Eto and then south to the Pillars of the Sun. There, two sage acolytes wait for you: a handsome young Garundi man in white robes named Garai Weheliye and a sweating, middle-aged Taldan woman named Helena Arendall. They greet you excitedly and lead you to meet Tahonikepsu.

The Diamond Sage personally maintains a twisting path between the many peaks of the Pillars of the Sun, chasing away monsters that would otherwise hunt along the route. Garai and Helena lead you along this trail, guided by hidden glyphs they sense with the aid of detect magic.

20 Knowledge (arcana), Knowledge (geography), or Survival:
You can copy down a map of the path or its glyphs, though unless you also succeed at a second skill check to hide the work from his guides (e.g., Bluff, Sleight of Hand, or Stealth), the two will notice the map and likely not look favorably upon it.

The Sanctum of the Sages is an extensive underground complex set into the side of a mountain. At a distance, illusions disguise the structure’s features. Within about a hundred feet, however, the illusion fades, revealing a beautifully engraved facade and door carved directly into the mountain face. A dozen acolytes live outside the sanctum in a small tent community, where they meditate and debate the finer points of Nethys’s holy text, the Book of Magic.

Tahonikepsu waits inside the entrance hall. Ornate rugs and a small pile of sitting pillows create a small soft space in the marble room, where a finely dressed Garundi woman sits by a fountain. She looks up from a puzzle of broken pottery fragments as the two escorts announce the Pathfinders. After thanking and dismissing Garai and Helena, she beckons her visitors forward. “Welcome, Pathfinders. You and your venture-captain have my thanks for agreeing to aid us. I am Tahonikepsu, the Diamond Sage.”

She then requests the Pathfinders’ letter of introduction and reads it carefully before again addressing you.

“The venture-captain has great faith in you. I shall extend you the same courtesy.” She gestures for everyone to sit before continuing. [b]“My sage jewel grants me some knowledge of this complex, and my own research has confirmed many of those memories. That said, the site’s long abandonment has made exploration difficult. I believe the next most productive step would be to reopen the archive, whose interior has defied out attempts at divinations. On the lowest floor of the library reside the written history of our order and a crystalline artifact attuned to the sage jewels. I would like you to explore the area, inventory the contents, and report your findings to me. Please be careful; these halls contain delicate, irreplaceable cultural treasures and writings.”[/i] She gives a knowing look to Wreck when she says this last bit.

You can ask her questions if you have any.

Scarab Sages

AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4

KN: arcana: 1d20 + 6 ⇒ (11) + 6 = 17
Survival: 1d20 + 7 ⇒ (4) + 7 = 11

Ryster nods. "Aye, nice ta' see ya' again." The dwarf mumbles, stealing a glance at his musket as the sage mentions delicate things.

"If you don't mind ma' askin' Does your....jewel remember anything about guardians, traps, and such in this archive?"

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Know. Arcana 1d20 + 11 ⇒ (19) + 11 = 30

"How long has this section been sealed off? Why have you decided to explore it now? Do you have any idea what might be there...I'd imagine undead, if it has been sealed for centuries."


The Flaxseed Pathfinder Lodge

"I have expended considerable effort communing with the memories of my predecessor, who was so kind as to store her memories and those of her proteges in the sage jewel I carry. Even then, not every memory is perfect, and her knowledge is limited to what she personally knew or saw."

"So you understand, then, that I am not sure the extent of the collection or the guardians or traps that might lie in wait. The sage who bore the amethyst jewel was responsible for the archive, along with several assistants. The Diamond Sage, whose jewel I bear, had other responsibilities and did not have first-hand knowledge of the archives. I do know the archive is divided into three levels. Librarians cataloged acquisitions on the first floor, repaired them on the next, and stored them in the library below, which is accessible only through a special gateway. The portal requires a sage jewel to activate, and should activate when I unseal the complex. In not, await my return."

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl will watch the trail along the way, somewhat familiar with this area from prior missions in the region (apparently).

survival: 1d20 + 10 ⇒ (20) + 10 = 30 But does not make any sort of map.

He nods and pauses to contemplate the Sage's comments.

"Hrrmm, let us hope then, that the memory serves and the gem will work as desired."

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

"Just when do you plan on returning, if you don't mind my asking?


The Flaxseed Pathfinder Lodge

"I will be here, but I have numerous responsibilities and I hope that my partnership with you will allow to alleviate this one responsibility without my intervention at least for the time being."

DC 24 Sense Motive:
That's not the whole truth; it seems she is simply nervous in tight situations, especially when others are around.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

SM : 1d20 + 7 ⇒ (2) + 7 = 9

"Hrrmm, sounds reasonable ."

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps has no questions and is ready to depart when the others have finished talking with Tahonikepsu.

Did we need to use any endure elements spells to get here?

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie wasn't completely happy with that answer, but she had no other ideas, so she was ready to proceed.

Scarab Sages

AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4

Ryster glances at Fendahl. "Did ye notice sumpin' outside? I spied ya lookin' around." He whispers.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl nods at Ryster, but refrains from saying anything in detail until they are alone. He pauses and stops Kirrah as well.

"Hrrmm, aye Master Ryster. Being a traveler, I was admiring the chosen path for our journey."


The Flaxseed Pathfinder Lodge

@Maps: not yet.

After a 50-foot descent, you arrive at the Halls of Study, where the sages examined new acquisitions. Fragrant scents float on the warm breeze that circulates around the columned entrance chamber. Jasmine, grapevines, mandrakes, and anemones grow from pots hanging around the room, bibrant and fruitful despite the lack of sunlight. Sycamore saplings fill the alcoves, and a phosphorescent moss has overgrown some of the walls and ceiling. A great seal bearing a written inscription covers the center of the floor.

Ancient Osiriani:
It reads: Life is fleeting; memory is eternal.

Map linked at the top.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

"Well, this is certainly pretty, isn't it? These plants are beautiful." With that being said, she reaches into her pack, and grabs a wand, giving herself a bit of magical protection from attacks.

Use Wand of Mage Armor, 43 charges left. AC 19 for an hour.

Scarab Sages

AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4

Rysters nods to Fendahl's answer.

Once the group has descended, Ryster walks up to the inscription. "I just started learnin' the ancient verison of Osiriani. Let's see here.....'Life is fleeting.....me...memory is forever...er'....eternal.' That's it! Life is fleeting, memory is eternal."

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

"That's a nice thought. But, in my experience working for the Society, that is probably a clue warning us about what we are about to find. Be careful," she sighs, still shaken from her last mission.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck will give Alie both his magic sticks

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

...memory is eternal..

From firsthand experience, Maps would beg to differ with the inscription upon the seal. Feeling the place probably has other, unwritten, secrets he moves about the chamber carefully.

Not taking 10, just double-checking perception.
Perception: 1d20 + 16 ⇒ (16) + 16 = 32
Perception: 1d20 + 16 ⇒ (18) + 16 = 34

"Anything magical in here?"

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

I can't manipulate the map from my iPad. Can you please ensure that Sir Terramor remains adjacent to ( and preferably in front of) Allie? Thanks.


The Flaxseed Pathfinder Lodge

@Terramor: Sure thing.

@Alie: you can give me a KN (nature) check.

As you stand in this entrance chamber, a strange sight suddenly greets your eyes and ears: you hear a moaning from the hall in front of you as a pair of mummies suddenly stumble into view. They seem to be charging into battle straight down the hallway and a split second later you see them meet their foes: a large fire elemental charging at them from the south, three small fire mephits flying about its head and shooting firey rays at the mummies!

gm rolls:

mummies: 1d20 + 0 ⇒ (12) + 0 = 12
fire: 1d20 + 9 ⇒ (6) + 9 = 15
mephits: 1d20 + 6 ⇒ (16) + 6 = 22
Terramor: 1d20 + 2 ⇒ (4) + 2 = 6
maps: 1d20 + 10 ⇒ (19) + 10 = 29
wreck: 1d20 + 3 ⇒ (9) + 3 = 12
alie: 1d20 + 6 ⇒ (15) + 6 = 21
ryster: 1d20 + 6 ⇒ (3) + 6 = 9
fendahl: 1d20 + 4 ⇒ (16) + 4 = 20

Initiative if you guys want to do something::

1. Maps, Alie, Fendahl
2. Mephits and Fire Elemental
3. Wreck
4. Mummy
5. Ryster and Sir Terramor

Maps, Alie, and Fendahl are up!

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Know. Nature 1d20 + 5 ⇒ (8) + 5 = 13

Alie delays wanting to see what happened in the battle before joining a side.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl and Kirrah hang back to see which side will prevail.

"Hrrmm. Best let them finish ."

Unless immediately attacked, Fendahl will cast barkskin on both while waiting out of sight.

Scarab Sages

AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4

Ryster pulls out a flask of mixed liquid ice and acid, infusing it into an alchemical cartridge and loading it in his musket.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor unfurls his personal standard and awaits the outcome of the battle.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"Wreck no understand. Monsters. Yes? But why we not fighting monsters?"

as he points to the battle going on, while getting his weapon ready and locking it into place

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

The mummies and elementals continue to battle each other, struggling to gain the upper hand over the other faction! While watching you notice that the mummies have dozens of valuable amethyst fragments integrated into their wrappings and that the flames leaping off of the elemental are starting to burn some of the scroll sitting in the ancient pottery arrayed in small alcoves along the hall.

You guys are up!

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

"Hrrmm, that will not do. The fire creatures may be destroying that which we seek. Kirrah, come!"

Fendahl casts resist fire (communal) on himself, Kirrah, Wreck and Sir Terramor. (If he can reach Alie, add her as well).

"Master Wreck and Master Terramor, if you want to engage, let me know, otherwise Kirrah and I will move in...but will block the hallway."

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Before her friends move in to engage, Alie quickly casts a spell, and a pit opens up beneath at least a portion of the battlefield, trying to swallow up a portion of the combatants.

Cast Create Pit (DC 19 to avoid). I am trying to target the elemental, and hope that a mummy might get caught as well.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

"Take the fire creatures down first."

Drawing his double-barreled firearm, Maps leaps some of the debris and closes distance, taking aim at one of the mephits and firing a shot.

+1 double-barreled pistol - PBS & DA - as touch attack if within 20': 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d8 + 12 ⇒ (2) + 12 = 14

On mobile, unable to edit position at the moment. Maps is movin 30' closer.


The Flaxseed Pathfinder Lodge

Ref: 1d20 + 11 ⇒ (17) + 11 = 28
Mummy 1: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Mummy 2: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21

Fendahl protects some of the party against fire as Maps puts a bullet in one of the mephits! Alie then creates a pit. The elemental leaps out of the way but one of the mummies falls in!

Initiative:

1. Maps, Alie, Fendahl
2. Mephits and Fire Elemental vs. Mummy!
5. Wreck, Ryster and Sir Terramor

meph: 14 dmg

Wreck, Ryster, and Sir Terramor are up!

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck will move to the elemental and take a swing at it
Vital Swing: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 2d12 + 23 ⇒ (1, 9) + 23 = 33

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

@Wreck: There is now a pit in the hallway blocking your direct access to the elemental. The blue box on the map is the pit.

Scarab Sages

AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4

Ryster edges forward toward the melee.

Double move.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

For the moment, Sir Terramor hangs back, guarding Allie.


The Flaxseed Pathfinder Lodge

3d8 ⇒ (5, 4, 4) = 13
Ref: 1d20 + 2 ⇒ (19) + 2 = 21
Ref: 1d20 + 2 ⇒ (11) + 2 = 13
Ref: 1d20 + 2 ⇒ (20) + 2 = 22

slam: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 1d8 + 10 ⇒ (4) + 10 = 14

Undeterred, the mephits fly over the pit and breath fire on the mummy! The mummy deals a blow and knocks one of the mephits out of the air!

Initiative:

1. Maps, Alie, Fendahl
2. Mephits and Fire Elemental vs. Mummy!
5. Wreck, Ryster and Sir Terramor

mum: 9 dmg

You guys are up!

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