GM Endless Forms' Shattered Star (Inactive)

Game Master Mike Tuholski

The Dead Heart of Xin (Book 6).

Combat Maps | LOOT!

Varisia | Magnimar | Magnimar after Reforging


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Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

OK, assuming that happened, do I get an AoO from her flying up? And can she fly being under that anchor spell? I'm just asking.

Reflex, adding +2 for Hardy: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 Geez

I'll wait for the rest to be sorted out before I continue (do I have fly, did she fly, etc.)

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Umm, I guess Karn will just cast spiritual weapon.

Attack: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5


The Flaxseed Pathfinder Lodge

Lazarus Argust moves up and deals a devastating blow to Sorshen.

Unfortuantely the extra dice from vital strike does not multiply with a crit, so that will only be 22 extra damage from the crit instead of 30.

Karnhousk's spiritual weapon misses!

---

Sorshen will take a 5' step back and then fireball the room (above)

---

Fort: 1d20 + 8 ⇒ (11) + 8 = 19

Brelar moves up and punches her! The Runelord of Lust goes flying back away from the wizard! Again, our internet is slow tonight and I can't open Roll20 or anything more complicated than a normal internet page.

Karn's begins a summoning spell! You spiritual weapon would still get an attack this round I believe.

Initiative:

1. Sorshen
2. Argust, Brelar, Bert, Karnhousk, and Oriana

S: 86 dmg

Argust and Bert are up!

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Oh yeah.

Attack: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

I think I'm reloading this round.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Ah OK, forgot about that. Still a fine strike. Argust is at 58/72 HP after lifelink takes 10 away from Phantasmal Killer and the fireball.

Argust will 5' step to his enemy and take three swings at his foe!

One: 1d20 + 18 ⇒ (8) + 18 = 26 for Damage: 2d6 + 20 ⇒ (4, 2) + 20 = 26

Two: 1d20 + 18 ⇒ (19) + 18 = 37 for Damage: 2d6 + 20 + 6 ⇒ (5, 4) + 20 + 6 = 35
Confirm on Two?: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26 for Damage: 2d6 + 20 ⇒ (4, 5) + 20 = 29

Haste: 1d20 + 13 ⇒ (19) + 13 = 32 for Damage: 2d6 + 20 + 6 ⇒ (2, 5) + 20 + 6 = 33
Maybe on the Hasted Attack?: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28 for Damage: 2d6 + 20 + 6 ⇒ (6, 1) + 20 + 6 = 33

I don't believe that Bless stacks with anything I already have.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

You've got the resist fire, so you shouldn't have taken any damage from the fireball.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Ah yes, that was a shield of 20 for everyone! Nice. Quite a turn of events, Argust went from a corpse to just having taken 1 point of damage to this point.


The Flaxseed Pathfinder Lodge

Oriana Ref: 1d20 + 3 ⇒ (16) + 3 = 19

Oh, I forgot to mention that Argust's hits are doing just a little bit less than normal.

@Bert: you should invest in alchemical cartridges and eventually the Rapid Reload feat

@Argust: she got thrown back 30' by Brelar's punch. I just couldn't update the map last night.

---

Karn's spiritual trident misses.

Bert reloads his gun.

Argust moves up but his swing misses.

Oriana follows Argust in pinning Sorshen against the wall.

+2 longsword power attack vital strike: 1d20 + 15 - 3 ⇒ (4) + 15 - 3 = 16
damage: 2d8 + 8 + 6 ⇒ (1, 6) + 8 + 6 = 21

Oriana's sword bites into flesh!

---

DC 21 Defensive Casting: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31

DC 18 Spellcraft:
fireball

Sorshen tries to cast another spell but is unable to pull it off with a dwarf in her face!

Initiative:

1. Sorshen
2. Argust, Brelar, Bert, Karnhousk, and Oriana

S: 97 dmg
O: 9 dmg

You guys are up!


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

@EF: The oil of bless isn't helping?

Brelar cast another spell as four missiles of kinetic force fly across the room at Sorshen! "Give me the shard."

Damage: 4d4 + 4 ⇒ (3, 1, 4, 2) + 4 = 14

Cast magic missile


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

She's probably running stoneskin.

Bert fires again, chuckling. "Another fireball wouldn't have helped, you know."

DA ranged touch attack, incl. lingering luck and PBS: 1d20 + 9 + 2 + 1 ⇒ (8) + 9 + 2 + 1 = 20
DA bullet damage, incl. lingering luck, PBS, and grit: 1d6 + 5 + 2 + 1 + 3 ⇒ (6) + 5 + 2 + 1 + 3 = 17

Spellcraft check, incl. lingering luck: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24

EF, how much does the extra misfire chance for alchemical cartridges hurt in the long run, without having a reliable weapon?

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

I believe an alchemical cartridge adds 1 to the misfire. They are the only thing I have ever used for my Musket Master. It's expensive, but a free action reload (after Rapid Reload) is nice. With a pistol, an alchemical may already make it a free..I think?

Karn finishes his spell and an eagle appears above Sorshen and attacks!

Bite: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Claw: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Claw: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

The spiritual weapon continues to attack!

Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Karn then moves up and stabs with his spear!

Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

@Bert: If I remember right it, they double the misfire range, so in the case of your pistol misfire 1 becomes misfire 1-2, or 5% bump. Reloading as a free action is pretty hot though :) (Rapid Reload + Alchemical Cartridges)


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Ah ok, I didn't realize that. So if I can full attack now I will. I would hope I can keep my other rolls so I'll simply roll a new opening attack.

One: 1d20 + 18 ⇒ (14) + 18 = 32 for Damage: 2d6 + 20 ⇒ (3, 2) + 20 = 25

If I need new rolls just let me know but I'd hate to burn two potential crits.


The Flaxseed Pathfinder Lodge
Brelar Darheek wrote:
@EF: The oil of bless isn't helping?

Ah, I forgot he put that on. Yes, it does full damage; added it back in.

---

Whoops! I inserted that Ref save at the top after the fact and shifted Oriana's attack roll on accident. Well, I said she hit so we'll go with that.

---

Also, I forgot about the SR on the force punch. I'm just forgetting all sorts of things this combat!

---

SR: 1d20 + 7 ⇒ (11) + 7 = 18

"The Shard? Never! Useless mortal! Pah!"

Brelar's magic missiles hit the woman in the chest as she answers him.

Bert puts another bullet into Sorshen!

Karn's eagle attacks but misses. His spiritual weapon and spear also miss.

With a mighty swing Argust takes her down!

Out of combat!

As she falls over, her beautiful form begins to shimmer and fade. Her hair turns dark and horns sprout from her head. Her flesh becomes pale and her fingers grow into long claws. Leathery wings grow from her back.

DC 20 KN (planes):
This is an alu-demon, the offspring of a succubus and a human.

On her person she has four potions of cure serious wounds, a wand of dimension door (14 charges), a +1 keen guisarme, boots of haste*, and a spell component pouch.

*I don't think these exist. It's not a new item in this book and I can't find it on Archives of Nethys or anywhere. I have a feeling it's a 3.5 item that got put in by mistake-maybe? If you can find any information about it, you can keep it. Otherwise I'll give you some gold in return.

The armor scattered about the room is a dismantled suit of full plate armor that once belonged to the poor Gray Maiden that was just killed. Oriana looks at the woman. "We shouold bury her. Loria Peratti, one of my women."

You also find two fist-sized amber discs sitting atop the bed's headboard-each of them is worth 100 gp but, more importantly, seem as if they fit in the eyes of the serpent murals.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Argust looks at Oriana and seems to understand. Brelar, could we honor her request? We can take her body and the armor and do what's right, can't we? From what you can tell, the dwarf has gathered a bit of respect for the Grey Maidens and their abilities despite having mostly being enemies of the group's cause.

Scarab Sages

Male Outsider 20 / Cleric 15 / Wizard 15 / Mystic Theurge 10
EndlessForms wrote:

boots of haste*

*I don't think these exist. It's not a new item in this book and I can't find it on Archives of Nethys or anywhere.

I believe they are referencing these.


The Flaxseed Pathfinder Lodge

And the God of Magic drops in to save the day! Thanks!

There you go, everyone. Boots of Speed. That is what you have.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Argust looks interested in the boots once the party has determined what they can do. Sounds like somethin' I could use. I like goin' fast.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Well, I like going fast, too, but I've already got a set of boots that's better for me. Use 'em in good health, Argust."

Knowledge (Planes) check: 1d20 + 9 ⇒ (12) + 9 = 21

"Huh--she was a half-succubus. Probably the daughter of the Runelord's majordomo. This might not make that succubus any easier to deal with, if she's still lurking around the Light."

"Oriana, do you know how to get out of here? I think we'll be happy to help you bury your soldier." We won't talk about all of the ones we killed. Those were fair fights, though.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

"Despite the circumstances, the Gray Maidens are true and fierce warriors. We should help Oriana, as she was willing to help us without hesitation." Brelar turns his attentions to the corpus of 'Sorshen.' He shakes his head.

Knowledge (planes): 1d20 + 13 ⇒ (13) + 13 = 26

Picking up the two amber disks, Brelar heads toward the mural. "I believe it's time to get what we came for."


The Flaxseed Pathfinder Lodge

Inserting one of the amber disks into the southern snake mosaic instantly teleports the party to a new smaller circular chamber. The walls of this room appear strangely molded, their surfaces like sweaty pink clay infused with bits of glittering crystal. The floor looks like dry, cracked mud dark red in color, and the ceiling arches only eight feet overhead. A disturbing sound fills the space, resembling the endless exhalation of some bizarre, hulking beast. A mosaic of a coiled snake sits on the floor in a small alcove to the side, while all along the walls of the strange room sit numerous interesting-looking objects: but none more intriguing than the triangular shard of red metal that sits alone on a shelf at eye level.

An arcane spellcaster who prepares spells while in this room finds that all enchantment spells prepared in this room function at +1 caster level and gain a +2 bonus on checks to penetrate spell resistance. Conversely, any necromancy or transmutation (the traditional oppositional schools to enchantment in Thassilon) spells prepared in this room function at -1 caster level and the caster takes a -2 penalty on checks to penetrate spell resistance.

There are several spellbooks on a shelf in this room.

her spellbooks (aka Brelar pees his pants):
All enchantment spells of 1st to 4th level from the Core Rulebook
  • phantasmal killer (4)
  • dispel magic (3)
  • fireball (3)
  • flaming sphere (2)
  • glitterdust (2)
  • burning hands (1)
  • mage armor (1)
  • magic missile (1)
  • protection from good (1)
  • shield (1)
  • dimensional anchor (4)
  • remove curse (4)
  • dimension door (4)
  • summon monster IV (4)
  • wall of fire (4)
  • lightning bolt (3)
  • wind wall (3)
  • daylight (3)
  • arcane sight (3)
  • tongues (3)
  • locate object (2)
  • see invisibility (2)
  • share languages (2)
  • mirror image (2)
  • blur (2)
  • misdirection (2)
  • invisibility (2)
  • magic aura (1)
  • vanish (1)
  • ventriloquism (1)
  • alarm (1)
  • endure elements (1)
  • hold portal (1)
  • air bubble (1)
  • grease (1)
  • mount (1)
  • obscuring mist (1)
  • unseen servant (1)
  • comprehend languages (1)
  • detect secret doors (1)
  • identify (1)
  • see alignment (1)
  • true strike (1)
  • floating disk (1)
  • hydraulic push (1)
  • shocking grasp (1)
  • You also find a large pouch with a dozen tourmalines worth 100 gp each, six black pearls worth 500 gp each, and two blue sapphires worth 1000 gp each, as well as a bag of holding (type II) containing an orb of consumption, a pair of red leather boots of striding and springing, four spider silk drawstring pouches worth 50 gp each (two pouches each contain 1 dose of dust of appearance, 1 dose of dust of dryness, and 1 dose of dust of illusion, an immovable rod, a whispering coin, a pair of goggles of night, a ring of minor electricity resistance, and a +1 light fortification breastplate.

    Of course, the most significant item is the Shard of Lust, which sits in a place of honor alone on a shelf in the northern wall. Remembering that Sheila Heidmarch has already given you the matching pink and green sphere ioun stone matching this shard, you are able to place the ioun stone in its slot to deactivate the curse associated with this shard.

    Shard of Lust:

    Aura overwhelming enchantment CL 25th
    Slot none; Price —; Weight 1 lb.
    Description
    The Shard of Lust is made of a deep red djezet alloy. As long as the Shard of Lust is carried, its owner can use suggestion as a spell-like ability once per day, gains a +2 insight bonus on saves versus enchantment spells, and gains a +4 insight bonus on Initiative checks.

    Curse: The owner becomes narcissistic, and is sickened whenever he has not engaged in sexual relations with another creature within the past 12 hours. While the owner wears any sort of armor or magic item that occupies the body slot, he is staggered.


    Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

    Argust looks at all of the stuff with interest, even though most of it is beyond his understanding. Look, more boots! And the gems! Armor! And the shard! We found the shard, Brelar!

    The dwarf continues, Brelar, maybe we should keep lookin' around, there might be more of this stuff in here!


    The Flaxseed Pathfinder Lodge

    Just to keep things straight for me, who is holding on to this Shard? And who has the others?


    Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

    I know I have Greed. I could hold this one if no one else can use the +4 to initiative or whatever else.


    HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

    "Karn, I think you should get this one--even if the other powers aren't that useful, that ioun stone is a good one for you. Or me, but one extra channel energy a day is probably worth more than a round of luck for me."


    The Flaxseed Pathfinder Lodge

    Ok, by popular demand we'll move back and finish up the maps from before!

    Following the teleportation pads in reverse, the party is able to make it back to the room where the clockwork servant patiently awaits your return.

    Heading back to the beach, the party follows the first grotto to find the cave flooded with water. Three bloated corpses, naked and facedown, float in the water. The bodies are all human women bearing scarred faces-undoubtedly former Gray Maidens who met a tragic end.

    A short tunnel leads to another partially flooded grotto. Another watery tunnel leads to the east. A narrow beach lies to the south. A pair of bodies lie upon the small beach to the south. Each is manacled hand and foot and wearing only underclothes-both bodies have scarred faces and are recently dead.


    Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

    Brelar, why are these women just left here like this? What happened to them?


    Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

    Brelar examines the bodies in turn, but not being very skilled in these arts asks Karn his opinion on the dead woman. "Seems like someone else may have had some run-ins with the Gray Maidens besides us?"

    Heal: 1d20 + 2 ⇒ (20) + 2 = 22

    To Argust's questions "What did this to these women may yet be close at hand. Be ready, I will be close by but you will not see me."

    Brelar cast vanish after Karn looks at the bodies (if he is so inclined).


    HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

    "I'm surprised these bodies are here; we fought most of the Gray Maidens that were mentioned in the plans we took, and that was two or three weeks ago. Maybe they were held captive for a while...but why kill them now?"

    ETA: "I think we're going to need to drag one of the boats over here. And we should take the bodies for Oriana when we leave, too."

    Grand Lodge

    AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

    Karn examines the bodies after Brelar.

    Heal: 1d20 + 10 ⇒ (15) + 10 = 25


    The Flaxseed Pathfinder Lodge

    Karn and Brelar are pretty sure the facial scarring was done before they were killed, as it had already started to heal and scar over.


    HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

    Bert sends the clockwork servant back for a boat, unless it looks as though the watery tunnel is accessible some other way.

    ETA: While he guides the clockwork servant, he notices and remembers the other passage that apparently leads into that area. "Hey, guys! Back here! Let's check this out before we try to take a boat in there."


    The Flaxseed Pathfinder Lodge

    Bert directs the party back out to the beach to follow the narrow tunnel into what seems to be the last section of the grotto.

    Water fills the majority of the cavern, although an oval rock island protrudes form the middle of the water. A single stone post extends from the middle of the island, while watery tunnels lead east and west. A dry tunnel leads up to the northeast (where you just came from).

    As you enter you come upon a grim scene. A woman with a scarred face and wearing nothing but her undergarments is bound to the post on the island by lengths of seaweed. Numerous fresh wounds bleed on her unconscious body, while looming over her, poking at her body with the butt of a spear, is a hunch-backed humanoid woman with wet green skin, dripping white hair, and bulging orange eyes. The green woman turns and shrieks, "Oh, oh! New playmate here for Daefu to toy with! Sorshen is good to Daefu! Sorshen loves Daefu and Daefu loves her! One? Two? Three? How many more playmates come to Daefu? More sweet, pink flesh to poke and prode, more mouths to sing songs of agony, all because Daefu is loved by Sorshen. She sent you to me, yes? Sorshen loves Daefu because Daefu is loyal and Daefu is cruel and Daefu does her will eagerly. Who starts this? Who wants the first kiss from Daefu? Be patient, new flesh, all will get a turn!"

    DC 14 Fort save or take 1d6 ⇒ 1 Str damage from her horrific appearance.

    gm rolls:

    daefu: 1d20 + 5 ⇒ (6) + 5 = 11
    Argust: 1d20 + 2 ⇒ (6) + 2 = 8
    Bert: 1d20 + 3 ⇒ (10) + 3 = 13
    Brelar: 1d20 + 5 ⇒ (2) + 5 = 7
    Karnhousk: 1d20 + 1 ⇒ (20) + 1 = 21

    Initiative:

    1. Karn and Bert
    2. Daefu
    3. Argust and Brelar

    Karn and Bert are up!

    DC 14 KN (local):
    This is a particularly strong sea hag. They have spell resistance and can give an evil eye which causes a victim to be staggered. The sight of them is so revolting it can weaken victims.


    Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

    Of all the horrors! Fort: 1d20 + 10 ⇒ (1) + 10 = 11 And they say the dwarven women are bad! IIRC 1 point of stat damage doesn't actually affect you, right?


    Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

    That probably took longer than 5 rounds to get here (for purposes of my vanish)?

    Fort Save: 1d20 + 5 ⇒ (3) + 5 = 8 *fail*


    HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

    Bert shudders at the horrific sight, but rallies to call on his luck and fire at the strange creature. "Sea hag! Spells might not bite on her!"

    Monstrous humanoids are identified with Knowledge (Nature), not (Local).

    Fort save: 1d20 + 7 ⇒ (4) + 7 = 11

    DA bullet attack (non-touch), incl. luck and range penalty: 1d20 + 10 + 2 - 4 ⇒ (12) + 10 + 2 - 4 = 20
    Bullet damage, if applicable, incl. luck: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10

    Grand Lodge

    AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

    Fort: 1d20 + 5 ⇒ (5) + 5 = 10

    Karn shudders at the sight of the ugly hag. He moves up and casts a spell, touching Argust.

    Can't access map right now. Bull's Strength on Argust


    The Flaxseed Pathfinder Lodge
    Argust Autumnwind wrote:
    IIRC 1 point of stat damage doesn't actually affect you, right?

    Yep, that is correct. Even if it takes you from an even to an odd number.

    ---

    Edrebertil "Bert" Blackwillow wrote:
    Monstrous humanoids are identified with Knowledge (Nature), not (Local).

    You are also correct, sorry. I saw 'humanoid' and forgot about the monstrous part, haha.

    ---

    Bert draws his pistol and puts a bullet into the hag!

    Karn enhances Argust's strength.

    ---

    The sea hag gives Argust a nasty look!

    DC 16 Will save or be staggered from the gnawing sense of impending doom plaguing you.

    Initiative:

    1. Karn and Bert
    2. Daefu
    3. Argust and Brelar

    D: 10 dmg

    You guys are up!


    HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

    Bert reloads.


    Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

    "Argust, come with me." Brelar reached out and touches Argust and the clockwork servant as he casts dimension door!

    Repositioned everyone on Roll20!


    Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

    Will: 1d20 + 6 ⇒ (4) + 6 = 10 Oh, what's the use, Brelar? She's so ugly! I can't face it!

    After being brought to the hag via spell, Argust feels a bit better about himself. The view is better from behind her!

    Standard Action, Attack!: 1d20 + 17 ⇒ (14) + 17 = 31 for Damage: 4d6 + 23 ⇒ (3, 1, 3, 5) + 23 = 35

    How long am I staggered for?


    HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

    At Bert's shouted command, the clockwork servant sends a massive fist pounding into the hag's body!

    Clockwork slam: 1d20 + 6 ⇒ (18) + 6 = 24
    Slam damage: 1d4 + 6 ⇒ (3) + 6 = 9


    The Flaxseed Pathfinder Lodge

    Bert reloads his pistol.

    Brelar brings Argust and the clockwork servant out to the island.

    @Argust: it's a curse so I think you are staggered until you get rid of it.

    Argust slices into the hag! She falls over bleeding!

    Out of combat!

    her gear:

    +1 keen longspear, deathbalm talisman

    In the next room over, the rough-hewn cavern contains the sea hag's living quarters and belongings, which are stored in a woven net of seaweed.

    She has a large number of beautiful but otherwise worthless seashells, two potions of cure moderate wounds, and a sack with 36 gemstones worth a total of 900 gp. There are also two fire opals worth 1000 gp each and a pair of elemental gems (earth and air).


    HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

    Bert dusts off his hands. "So all we have left is that door behind the bath, right?"


    The Flaxseed Pathfinder Lodge
    Edrebertil "Bert" Blackwillow wrote:
    Bert dusts off his hands. "So all we have left is that door behind the bath, right?"

    There's actually nothing useful in that room. There's a green slime at the bottom of a pit (it was once used as a disposal). There are some rooms back upstairs though. I'll switch the maps over.


    Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

    Ugh, I thought I'd feel better once she was dead. What she do ta me?

    Grand Lodge

    AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

    As the dust settles, Karn reaches for the longspear, eyeing it lovingly. Ha! Finally spent the money to have my spear enhanced and found this one!

    Moving next to Argust, Karn takes a look a him. T10 for 20 on Heal? "I am not sure my friend and I do not think I know a spell to aid you."


    The Flaxseed Pathfinder Lodge

    Yes, Argust has got a curse. But I think he gets a new DC 14 Will save each day. It doesn't have a cure listed because I believe you need remove curse to get rid of it.

    The party heads back to the first level to go through the doors that were left unexplored. A total of ten wooden and iron doors line the walls of this long hall-five doors to a side. Each door bears an identical inscription on its face, as does the blank wall at the western end (which Bert can easily notice holds a secret door-Bert also notices that it has a trap on it). Only the eastern most door to the north seems to have a different inscription on it-this door is also caked with a sheen of frost.

    Each of the doors opens into a bedroom, apparently once used by students and apprentices. Floral scents linger in the air and the sheets are soft and warm.

    Thassilonian inscriptions:
    "Thou wouldst enter? Then thou must touch!"


    HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

    How long are we affected by the STR damage?

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