GM Endless Forms' PFS City of Golden Death (Inactive)

Game Master Mike Tuholski

A level 4-6 module. Combat Map

Isle of Terror | Xin-Grafar | Loot and miscellaneous


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The Flaxseed Pathfinder Lodge

It's up to you whether you want to use a channel or not. Combat was over at that point.

Eadie finds no more traps or phat lewts around this intersection. Except, you know, the fact that everything is coated in gold.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Where we go now? Maybe there's some gold that we can actually pick up somewheres.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Proposed Healing Strategy:
I’ve got Lore, Niko and Roland at full health.

To save Lore’s invaluable in-combat healing resources, can we assume the create water went off instead of the channel?

That would leave Eadie down 10 hp, August down 16 hp and Iggy down 9 hp.

I propose August takes the 2d8+3 cure moderate potion, Eadie one CLW potion, Iggy the second CLW potion, with the third CLW potion for someone with an unlucky dice roll.

I am then happy for Lore to use my happy stick (I’ve got 47 charges at present) to then top us up to full health. Sound OK?

Eadie chugs consumes a potion of CLW in a rather unladylike manner, *belches* and reclaims her polearm.

potion of CLW: 1d8 + 1 ⇒ (3) + 1 = 4

“Lore can you please top me back up with my happy stick? Otherwise, I’m good to keep going.”

wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2 Meh, good enough.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August does as he is told. Assuming we go with that plan.

CMW: 2d8 + 3 ⇒ (1, 5) + 3 = 9

August will either use the extra potion ask for someone to use his own CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6 on him.

Liberty's Edge

Male Human Ranger-13 (DivineTracker) AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

"Zhese guardians are going to zhin our resources if we encounter many more of zhem. I agree with Eadie. Let us find our quarry quickly zhen leave before we have zhis entire city of gold chasing us. "

Roland moves to look in the direction they were heading.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none
August wrote:
August does as he is told.

Eadie exchanges looks with Lore. I like this one!

I say use the potion, August!

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore happily uses happy sticks on whoever needs the healing.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Iggy quaffs down one of the healing potions.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

"Good stuff, that!" He looks around at the others.

"I agree that Eadie has the right of it - these firey creatures aren't to terrible to deal with, but they could really tap our resources."


The Flaxseed Pathfinder Lodge

As you can tell from the Xin-Grafar map linked above, there's no direct way to get to the center so you have to circle up to the top, then come down near the center and circle around again towards "I". I won't make you fight an elemental at every intersection though. Now that you know about the rune summoning-trap, Niko can disable each of them. He missed his Perception against that last one though.

You travel further past another intersection, where Niko does his thing preventing more elemental guardians from assaulting you.

The city is abandoned and eerie, as there is little decay thanks to the gold-plating on almost every structure. It is blindingly beautiful or hideously tacky depending on your decoration preferences. You pass by a building with some Azlanti writing scrawled atop its door in solid gold.

Azlanti:
TRUMP

As you observe the structure, a sudden clanging of shields and weapons resounds as a pack of flaming, gold-plated skeletons bearing golden scimitars rise up from the nearby ruins and advance down upon the golden walkway!

You can tell that they are burning skeletons (give off a fiery aura and have DR/bludgeoning) and their gold plating gives them light fortification and vulnerability to electricity.

gm rolls:

skellies: 1d20 + 3 ⇒ (11) + 3 = 14
Ignatius: 1d20 + 4 ⇒ (13) + 4 = 17
Eadie: 1d20 + 3 ⇒ (9) + 3 = 12
Lore: 1d20 + 2 ⇒ (2) + 2 = 4
August: 1d20 + 1 ⇒ (14) + 1 = 15
August: 1d20 + 1 ⇒ (19) + 1 = 20
Roland: 1d20 + 5 ⇒ (17) + 5 = 22
Niko: 1d20 + 2 ⇒ (12) + 2 = 14

Initiative:

1. Roland, August, and Ignatius
2. Boney Bling
3. Niko, Eadie, and Lore

Roland, August, and Ignatius are up!

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Ignatius readies his sword as he walks out to meet the skeletal foes. Once ready, he calls upon Iomedae to grant him divine favor in this fight.

Move, then cast divine favor

Liberty's Edge

Male Human Ranger-13 (DivineTracker) AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland unleashes a pair of arrows at the (red) skeleton.

"More of zhe welcoming committee, no? "

Roland +1 Ad darkwood comp bow, Rapid: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
for dmg: 1d8 + 5 ⇒ (3) + 5 = 8
Roland +1 Ad darkwood comp bow, Rapid: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
for dmg: 1d8 + 5 ⇒ (7) + 5 = 12

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August moves up and also readies an attack next to his new friend Ignatius. If they come within reach, I'll swat one.


The Flaxseed Pathfinder Lodge

Ignatius and August prepare for the skeletons while Roland takes out one of the skellies! The skellies advance on Ignatius! One had to double-move.

broken scimitar: 1d20 + 0 ⇒ (19) + 0 = 19
damage: 1d6 ⇒ 5
fire: 1d6 ⇒ 5

Also, fiery auras:

Ignatius and August take fire damage at the beginning of their turns:
fire: 2d6 ⇒ (1, 3) = 4

Iggy takes a little more:
fire: 1d6 ⇒ 5

Initiative:

1. Roland, August, and Ignatius
2. Boney Bling
3. Niko, Eadie, and Lore

You guys are up!

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

Niko steps northeast and fires at the skeleton near August!

RTA, PBS: 1d20 + 7 + 1 - 4 ⇒ (17) + 7 + 1 - 4 = 21
Damage: 2d6 + 1 ⇒ (1, 3) + 1 = 5

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

NAVHELAN!! YOUR ESCORT IS DEAD ... AGAIN!!

Eadie remembers Master of Swords, Marcos Farabellus’s improved attitude to her, upon his return from a series of Decemvirate-sponsored anger management classes.

YOU GOT SUCKERED BY THAT DANDY’S FANCY-MOVING HEAD, HANDS AND FEET AND HE BLEW RIGHT BY YOU! GORUM KNOWS, YOU’LL NEVER BE A DUELIST, BUT IF YOU WATCH AN OPPONENT’S BELTBUCKLE, HE WON’T GET PAST. THAT’S BECAUSE HIS BELTBUCKLE DOESN’T MOVE, EVEN IF HIS HAIR’S ON FIRE!

With her eyes fixed on where the flaming skeleton’s belt-buckle would be, Eadie charges 15’ at the green skeleton, looking to drive the leading edge of her hammer through its pelvis.

She also tries to stay out of Roland’s firing lane.

Polearm + PA + FF + charge: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
silvered bludgeoning damage: 1d12 + 12 ⇒ (6) + 12 = 18

AC=22

Cool skelie pics btw, GM Endless

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore moves up and channels to damage the skellies... Calling out as she does... "Go away icky bad things!"

channel positive to dmg undead, will save 16 for 1/2 dmg: 3d6 ⇒ (1, 1, 5) = 7

oh come ON!?! two ones? grrrr

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Ready Action Attack on Blue: 1d20 + 8 ⇒ (4) + 8 = 12 for Damage: 1d10 + 16 ⇒ (4) + 16 = 20

August then attacks him again!

Attack: 1d20 + 8 ⇒ (5) + 8 = 13 for Attack: 1d10 + 16 ⇒ (9) + 16 = 25

Quite the slump poor August is in.

Liberty's Edge

Male Human Ranger-13 (DivineTracker) AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland steps to the NE and shoots another duo of arrows at the green skeleton.

"Stand clear... . "

Roland +1 Ad darkwood comp bow, PB, Rapid: 1d20 + 10 + 1 - 2 ⇒ (4) + 10 + 1 - 2 = 13
for dmg: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Roland +1 Ad darkwood comp bow, PB, Rapid: 1d20 + 10 + 1 - 2 ⇒ (17) + 10 + 1 - 2 = 26
for dmg: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none
August Autumnwind wrote:
Quite the slump poor August is in.

“August, have you considered prayer?”

Eadie looks at the dwarf as she propels her weapon through the skeleton’s lower spine.

“Worshipping a goddess of Luck might help. There’s Shelyn – She’d go well with your new look.”

“And Calistria! They say Her clergy throws AWESOME parties – but I’ve got no idea why. Maybe they bake nice fairy cakes?”

“Lore could talk to you about the Dawnflower, ditto for Roland about Desna and if you're into the Inheritor, Iggy's your man.”

“And then of course, there’s Abadar.” Their glittering surroundings still take Eadie’s breath away. “An entire City of Gold … maybe it’s a sign, August?”

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Torag sees life as a hard journey, or so I was told. He's just remindin' me.


The Flaxseed Pathfinder Lodge

The skeletons don't prove much of a match to the party's might and they quickly fall to your attacks!

Out of combat!

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August takes a moment to put out the smoldering fire that the skeleton had caused on him somewhere. Well, are we done?

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

After driving the spike of her polearm through a skeleton’s brain-case to make sure it’s ‘dead’, Eadie places her foot on the smouldering skull and pulls her weapon free with a *grunt*

“With bone-apart and his mates, August? Sure! But I think we should have a quick scout around for traps and treasure. Where did those skellies come from anyway?”

As she searches, Eadie calls over her shoulder. “Let’s get you and Iggy healed up before we continue on, August. There might be some healing potions about.”

Take 10 Perception for traps and treasure: 10 + 11 = 21

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore casts detect magic and looks for any auras not on her companions.

Liberty's Edge

Male Human Ranger-13 (DivineTracker) AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland will look for any tracks leading back to a lair.

Survival : 1d20 + 9 ⇒ (8) + 9 = 17


The Flaxseed Pathfinder Lodge

There doesn't seem to be any lair or treasure nearby; they must have been left-over guards that became undead some time during their long post here in the city. You even notice that a crest on their gold plated armor matches those worn by the soldiers depicted in the mural near the map that you saw upon entering the city.

Traveling further on, you eventually reach another bridge (E). However, as you approach it, an emaciated figure who looks like a horned human skeleton smothered within a bone-tight hide of slimy leather appears on the bridge to block your way!

DC 16 KN (planes):
The babau is an assassin, a murderer, and a sadist—certainly not traits unusual in the demons, yet the babau's penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat (although most babaus relish the flavor of mortal meat on their thin, raspy tongues), a babau can wait in ambush for years or decades—their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.

DR/cold iron or good; spell-resistance; immunity to electricity and poison

DC 21 KN (planes):
resistance to acid, cold, and fire; constant see invisibility; greater teleport; can summon more babau; protective slime on its body protects against natural attacks or unarmed strikes (you will take acid damage if using those types of attacks)

gm rolls:

bab: 1d20 + 5 ⇒ (10) + 5 = 15
Ignatius: 1d20 + 4 ⇒ (14) + 4 = 18
Eadie: 1d20 + 3 ⇒ (9) + 3 = 12
Lore: 1d20 + 2 ⇒ (8) + 2 = 10
August: 1d20 + 1 ⇒ (10) + 1 = 11
August: 1d20 + 1 ⇒ (10) + 1 = 11
Roland: 1d20 + 5 ⇒ (13) + 5 = 18
Niko: 1d20 + 2 ⇒ (12) + 2 = 14

Initiative:

1. Roland and Ignatius
2. Baddie
3. Niko, Eadie, August, and Lore

Roland and Ignatius are up!

Liberty's Edge

Male Human Ranger-13 (DivineTracker) AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland immediately does not like the appearance of the creature and will fire off a pair of cold iron arrows.

"Clear zhe way, foul beast. We will destroy you."

Roland +1 Ad darkwood comp bow, Rapid, fav EO: 1d20 + 10 - 2 + 4 ⇒ (10) + 10 - 2 + 4 = 22
for dmg: 1d8 + 5 + 1 + 4 ⇒ (8) + 5 + 1 + 4 = 18
Roland +1 Ad darkwood comp bow, Rapid, fav EO: 1d20 + 10 - 2 + 4 ⇒ (15) + 10 - 2 + 4 = 27
for dmg: 1d8 + 5 + 1 + 4 ⇒ (7) + 5 + 1 + 4 = 17

+4 favored enemy - evil outsiders included above. Deduct if inappropriate

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

know planes: 1d20 + 4 ⇒ (12) + 4 = 16

"It's a babau demon... It resists most physical attacks unless they are made with cold iron or good weapons, it resists spells, and has immunity to electricity and poison. Choose your attacks carefully, my friends, and may the Dawnflower guide your strikes."

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Ignatius charges forward with his cold iron sword drawn. He swings at the demon.

Power Attack: 1d20 + 7 - 1 + 2 ⇒ (7) + 7 - 1 + 2 = 15
Damage: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

AC is 20

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

KN: planes: 1d20 + 9 + 1d6 ⇒ (7) + 9 + (1) = 17

Niko moves closer, cutting north by Roland, and fires his pistol at the creature. "A babau!"

RTA: 1d20 + 7 + 1 - 4 ⇒ (20) + 7 + 1 - 4 = 24
Damage: 2d6 + 1 ⇒ (1, 6) + 1 = 8

Confirm: 1d20 + 7 + 1 - 4 ⇒ (8) + 7 + 1 - 4 = 12
Extra Damage: 6d6 + 3 ⇒ (2, 1, 4, 4, 6, 4) + 3 = 24
Adding Inspiration: 1d6 ⇒ 2


The Flaxseed Pathfinder Lodge

Roland puts a pair of arrows in the demon! Ignatius moves up but misses his attack as the demon steps back and parries with own!

longspear: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 1d8 + 7 ⇒ (5) + 7 = 12

longspear: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 7 ⇒ (5) + 7 = 12

Assuming Niko is using a cold iron bullet after learning about its DR.
Niko then puts a bullet right into its shoulder! Crit confirmed!

Initiative:

1. Roland and Ignatius
2. Babau Demon (52 dmg)
3. Niko, Eadie, August, and Lore

Eadie, August, Lore, Roland, and Ignatius are up!

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore sighs, realizing all her fire spells would be for naught, and instead channels energy vs evil outsiders.... using 'alignment channel feat

channel positive to dmg evil outsiders, will save 16 for 1/2 dmg: 3d6 ⇒ (2, 2, 6) = 10

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Ignatius reels back from the stabbing and slashing of the demon's longspear. A thought races through his mind"I am at fault! I foolishly relied upon the strength of my own flesh and neglected to cal upon the Iomedae's shining sword of justice!"

He frowns sullenly, as he withdraws from the demon, retreating to Eadie's side.

"Nasty thing..."

Withdraw action.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Bah! I just re-read the charge rules and if I charge and draw my cold iron weapon, I can only move 20’.

If I can’t attack this thing this round, I can at least protect the others, while Roland and Lore do their thing.

Eadie delays, to give Roland a clear shot.

She then drops her long-hammer, draws her cold iron falchion and double moves 25’ towards the demon, where she plants her feet and raises her blade.

“The dark fire will not avail you! Go back to the shadow. You shall NOT pass!”

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August realizes that he has a cold iron weapon and charges the creature!

Charge: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 for Cold Iron Flail: 1d10 + 16 ⇒ (2) + 16 = 18

Liberty's Edge

Male Human Ranger-13 (DivineTracker) AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Eadie, where is that charge rule? I know I saw it once but was never able to find it again.

Liberty's Edge

Male Human Ranger-13 (DivineTracker) AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland will shoot again, stepping 5' close to give a clear shot

"Excellent shot Zhere, Niko! A babau you say? I should have known... " except I don't have any knowledge planes even though they are my favorite enemy....

Roland +1 Ad darkwood comp bow, PB, Rapid: 1d20 + 10 + 1 - 2 + 4 ⇒ (10) + 10 + 1 - 2 + 4 = 23
for dmg: 1d8 + 5 + 1 + 4 ⇒ (8) + 5 + 1 + 4 = 18

Roland +1 Ad darkwood comp bow, PB, Rapid: 1d20 + 10 + 1 - 2 + 4 ⇒ (11) + 10 + 1 - 2 + 4 = 24
for dmg: 1d8 + 5 + 1 + 4 ⇒ (4) + 5 + 1 + 4 = 14

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

There you go, Roland :) Eadie’s speed is only 20’ at the mo':

Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.

If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.


The Flaxseed Pathfinder Lodge

Will: 1d20 + 5 ⇒ (1) + 5 = 6

Lore burns the demon with holy energy as Ignatius runs away to make room for the charging dwarf! August runs in and saves the day by decapitating the demon, which promptly disappears and goes back to its home plane.

Out of combat!

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Seeing that the group’s latest opponent appeared to be a summoned creature, Eadie doesn’t bother looking for treasure.

Instead, while any healing activity takes place, the young warrior pulls a whetstone from her pack and finds the least uncomfortable, gold-encrusted building block to sit on.

She spends the next 15 minutes humming to herself as she hones the edge of her cold iron falchion. When the others signal they’re ready to move on, Eadie throws her stone into her pack, which gets hefted back onto her shoulders. She sheathes her falchion, reclaims her Lucerne hammer and nods her willingness to continue.

“I wonder what’s next?”

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Everything okay Eadie?... you seem... subdued."

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie lifts her visor and smiles at her friend. “Oh yes. I’m fine, thank-you Lore.”

She puts a hand to her mouth and confides to the gnome. “What with all the tactical combat and the variety of opponents, I’m having a ball! It’s a pity so many things have been resistant to fire though. Maybe there’ll be some flammable things coming up soon.”

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August remembers that he took a minor injury during one of the last fights and asks for healing with his magic stick.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Yeah, what's next? Lore, you seem ta be a smart one, what's next?

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"We keep following those cultists if everyone is ready to move on... if anyone needs some healing before we continue, speak up now!" Lore hefts he pack and readies to continue on as soon as the others are ready too.

Liberty's Edge

Male Human Ranger-13 (DivineTracker) AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

"Let's continue. Eadie and Lore, do you zhink zhere is a path we should be following?

Is the trail obvious, or is another survival check needed periodically?


The Flaxseed Pathfinder Lodge

You know they're probably heading for the center of the city where (supposedly) the greatest treasure lies and there's really only one route there, so no Survival needed at this point.

Working your way around to the northmost point of the first ring of the city, you then come to the gates of the Second Ring. (F on the map of the city)

Standing before the gates to the city's Second Ring are two hulking skeletons in shining golden breastplates, their thick bones plated with gold. Their huge, gold-plated halberds are crossed in front of the gate, barring the way forward.

DC 14 KN (religion):
They are skeletons and so have DR/bludgeoning. They are also immune to cold and fire damage thanks to their gold plating, but also vulnerable to electricity. Their gold plating also gives them light fortification. They have channel resistance.

gm rolls:

ogres: 1d20 + 1 ⇒ (3) + 1 = 4
Ignatius: 1d20 + 4 ⇒ (20) + 4 = 24
Eadie: 1d20 + 3 ⇒ (19) + 3 = 22
Lore: 1d20 + 2 ⇒ (7) + 2 = 9
August: 1d20 + 1 ⇒ (15) + 1 = 16
August: 1d20 + 1 ⇒ (17) + 1 = 18
Roland: 1d20 + 5 ⇒ (5) + 5 = 10
Niko: 1d20 + 2 ⇒ (4) + 2 = 6

Initiative:

1. Ignatius, Eadie, August, Roland, Lore, and Niko
2. Gold-clad Skeleton Ogres

You guys are up!

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Knowledge (Religion) + Monster Lore: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

"Use your hammers, if you got 'em! Don't bother with any cold or fire attacks, but electricity should be most effective. Lore, they can resist channeling. And all that gold plating gives them light fortification!"

Ignatius then focuses his energies on the two skeletons, hoping to detect whether they are evil.

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

Niko moves closer and fires his pistol at the nothern skeleton.

RTA, PBS: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 2d6 + 1 ⇒ (2, 5) + 1 = 8

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

know religion: 1d20 ⇒ 4

Lore, having no other effective attack, moves forward to be within 30' of them and channels to do harm to undead.

channel, dc 16 will save to resist: 3d6 ⇒ (3, 5, 6) = 14 adjust the save as nec. for their resistance of course

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

More bone critters! Nice armor, though!

August rushes into battle! Well, almost. He's not that fast.

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