GM Ladile's League of Kick-Ass Dudes: A Pathfinder Society Campaign (Inactive)

Game Master Lady Ladile

Current Scenario: #4-14 My Enemy's Enemy

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Season of Ghosts

@Denair - HP adjusted!

In an attempt to circumvent the logjam in the corridor Meredith grants herself the abilities of the spider before scuttling up the wall and around the corner, moving into a position to help Denair. Denair herself continues swinging at Green, hoping that focusing fire will help to take it down quickly. The eidolon's fist connects with a solid *WHUMP* against Green's snout, cracking some of the metal and stone...but Green doesn't seem to be showing any signs of slowing down any time soon.

Further back in the line, Frankie decides to what he can to shield his buddy Quang Chi from more grody bone-lassos and begins doing a little shuffling dance to try and distract Red if Red tries the same trick again.

And the question is...*does* Red try the same trick again? Or does it do something else?

GM Stuff:

1=Close, 2=Far
1d2 ⇒ 1

1=Denair, 2=Serge
3d2 ⇒ (2, 2, 1) = 5

Red decides to try something else, unleashing a flurry of attacks against both Serge and Denair with its long arms and nasty teeth!

Bite vs. Serge: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Slam vs. Serge: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8

Slam vs. Denair: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10

None of the individual blows are terrible...but they'll add up in a hurry.
______________

Round 3

Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Tiger, Gravity Bow, Mage Armor)
Serge (-14; Magic Weapon)

==============
Blue (-18; Blinded 2rds)
Green (-37)
==============
Frankie
Meredith (Long Arm, Spider Climb) & Denair (-18; Mage Armor, Shield)
==============
Red (-17)

Active Conditions: None

Environmental Conditions: Grease (Green Grid)

Caller, Quang Chi and Serge are UP!

Muschkal Sepulcher

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

The boy's feverish and comical moves bring a little levity to the tense situation, and the monk smiles in spite of himself. Lifting his eyes back up to his downline targets, he focuses on the strength of the water buffaloes that plowed the rice paddies back home. The muscles in his arms and shoulders bulk up and two tiny horns sprout from the sides of his head.

He takes aim at the green dog and lets fly.

Attack, Flurry, Aid, PBS, Perfect Strike: 1d20 + 12 + 1 + 1 ⇒ (3) + 12 + 1 + 1 = 17
Attack, Flurry, Aid, PBS, Perfect Strike: 1d20 + 12 + 1 + 1 ⇒ (7) + 12 + 1 + 1 = 21
Highest of the above: 21 to hit
damage, Bow, gravity bow, Bull: 2d6 + 6 + 1 ⇒ (6, 6) + 6 + 1 = 19

Attack, Flurry, Aid, PBS: 1d20 + 12 + 1 + 1 ⇒ (10) + 12 + 1 + 1 = 24
damage, Bow, gravity bow, Bull: 2d6 + 6 + 1 ⇒ (2, 1) + 6 + 1 = 10

Attack, Flurry, Aid, PBS: 1d20 + 7 + 1 + 1 ⇒ (13) + 7 + 1 + 1 = 22
damage, Bow, gravity bow, Bull: 2d6 + 6 + 1 ⇒ (5, 3) + 6 + 1 = 15

Swift action for Secondary Animal Focus: Bull (+2 STR). Adaptive bow adjusts to add that to damage. Perfect Strike on the first attack. Improved Precise Shot ignores cover bonuses from anything less than Total Cover. If Green Dog drops, he shifts his target to Big Red.

Grand Lodge

Male Human (Shoanti) Battle Oracle 6 hp 51 Fort +5 (+2 circumstance bonus vs. cold weather), Ref +5, Will +7; +1 trait bonus vs. fear CG Init +4 (roll twice); Senses Perception +11 AC 18, touch 12, flat-footed 16, Speed 35 (25 in armor).

Caller will attempt to strike the wolf-creature (Green) with his earthbreaker for the second time!

Attack: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage (silver/magic): 2d6 + 13 ⇒ (3, 6) + 13 = 22

"Feel the divine sting of the Hammer of Foes!"


Season of Ghosts

Caller hauls off and finally is able to smash Green good with his earthbreaker, sending bits of statue flying in all directions, and Quang Chi follows this up with a bow shot that shatters the graven guardian entirely!

As Green crumbles to pieces the archer swiftly redirects his remaining arrows at Red, striking the hulking thing with both arrows! Yet the arrows don't do quite as much damage as Quang Chi would expect. Furthermore, Serge, Denair, and Meredith - courtesy of their current positioning - notice that Blue develops a few cracks in its' surface that weren't there before.

There's an effect in play that I forgot to account for during Round 1 but is being applied now.
______________

Round 3

Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Tiger, Gravity Bow, Mage Armor)
Serge (-14; Magic Weapon)
==============
Blue (-24; Blinded 2rds)
==============
Frankie
Meredith (Long Arm, Spider Climb) & Denair (-18; Mage Armor, Shield)
==============
Red (-24)

Active Conditions: None

Environmental Conditions: Grease (Green Grid)

Serge is UP!

Muschkal Sepulcher

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Satisfied as the smaller foe crumbles before his eyes, Serge walks off the landing and stares up at the monstrosity, an angry scowl on his face. "And for you, foul creature, I have saved my deepest of rage. Allow me to deliver it to you with a more personal touch."

Mwk Greatsword, PA, FF, Magic Weapon, Smite Evil: 1d20 + 13 ⇒ (16) + 13 = 292d6 + 17 ⇒ (3, 1) + 17 = 21 +5 damage if undead or an evil outsider

AC 22 vs this target

Edit: Since he's not flanking, I hadn't actually added flanking despite it saying so in my attack. Removed that now.


Season of Ghosts

As horrendous and large as the Red abomination is, it also makes for an easy target. Serge is able to step off the landing and drop to the floor below without any trouble and immediately brings his greatsword down in another powerful arc! And much like Quang Chi's arrows, the sword doesn't seem to do quite as much damage to the thing as Serge would like.

Meanwhile, Blue develops a few more cracks.

And speaking of Blue, it tries to once again take a big bite or two out of Denair!

Total Concealment (50% Miss; Low is Bad for Me): 1d100 ⇒ 73
Bite vs. Denair: 1d20 + 10 ⇒ (8) + 10 = 18

Total Concealment (50% Miss; Low is Bad for Me): 1d100 ⇒ 31

Once bite comes pretty close but still, no cigar!
______________

Round 3

Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Tiger, Gravity Bow, Mage Armor)
Serge (-14; Magic Weapon)
==============
Blue (-32; Blinded 1rd)
==============
Frankie
Meredith (Long Arm, Spider Climb) & Denair (-18; Mage Armor, Shield)

==============
Red (-32)

Active Conditions: None

Environmental Conditions: Grease (Green Grid)

Frankie and Meredith & Denair are UP!

Muschkal Sepulcher


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Acrobatics vs CMD: 1d20 + 7 ⇒ (19) + 7 = 26

Denair tries to fly around the wolf. Now that she's lined up with Meredith, she takes a solid whack against the wolf.

Power Attack Slam, Flanking: 1d20 + 9 - 2 + 2 ⇒ (18) + 9 - 2 + 2 = 27
Power Attack Damage: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17
Precise Strike: 1d6 ⇒ 6

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith climbs down to the ground If Denair didn't provoke an AoO, this movement will and swing at the wolf.

Silver Heavy Mace: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Arcane Strike, Damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Precise Strike: 1d6 ⇒ 5

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie sees his opening and pounces! "I'm coming Serge! Don't you DARE have all the fun without FRANKIE THE FLASH!" Quick as a hiccup the pint sized hero blazes down the narrow hallway and drops down next to his armored buddy Serge.

"Right were we want 'em right buddy? Time to send this one back... er... time to win!" Frankie stabs out with his little mithril dagger while he keeps himself and Serge protected.

Melee +1 Mithril Dagger, Defensively (+5AC): 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 261d3 + 5 ⇒ (3) + 5 = 8
Crit? Melee +1 Mithril Dagger, Defensively (+5AC): 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 261d3 + 5 ⇒ (3) + 5 = 8

AC27 for the round. +2 AC and CMD to any adjacent ally for the round. Also, if Frankie is attacked and missed he'll use his underfoot assault and move into its space in front of Serge.

Underfoot Assault:

Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.
While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.


Season of Ghosts

Denair has little trouble flying around Blue, even more so considering its blinded state. Now in their usual formation eidolon and summoner get to work battering and smashing the construct, sending even more shards flying. Blue is left looking pretty rough after the assault, but it's not down yet!

Then Frankie seizes an opportunity and comes racing through the hallway, diving down next to Serge and Big Red. Before the thing can react Frankie's already jammed his dagger hilt-deep into the creature's knee...or whatever might approximate a knee. It's difficult to discern the anatomy of a pile of bones and sinew, after all.

Yet even with this, Frankie notices that his dagger doesn't seem to have done quite as much damage as he'd have expected.

Blue cracks a little more, now in serious danger of crumbling apart entirely.

As if sensing that Blue is in trouble Red tips its' head back and utters an eerie, hollow cry...

2d8 ⇒ (7, 2) = 9

..and some of the cracks in Blue seal themselves shut.
______________

Round 4

Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Tiger, Gravity Bow, Mage Armor)
Serge (-14; Magic Weapon)

==============
Blue (-63; Blinded 1rd)
==============
Frankie
Meredith (Long Arm, Spider Climb) & Denair (-18; Mage Armor, Shield)
==============
Red (-37)

Active Conditions: None

Environmental Conditions: Grease (Green Grid)

Caller, Quang Chi and Serge are UP!

Muschkal Sepulcher


Season of Ghosts

It was asked in chat but I'll post it here too for all to see: Red's little healing thing he just did doesn't provoke AoOs due to the type of ability it is.

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi lets his feet shuffle forward as he draws a set of arrows from his quiver.

Attack, Flurry, Aid, PBS, Perfect Strike: 1d20 + 12 + 1 + 1 ⇒ (3) + 12 + 1 + 1 = 17
Attack, Flurry, Aid, PBS, Perfect Strike: 1d20 + 12 + 1 + 1 ⇒ (14) + 12 + 1 + 1 = 28
Highest of the above = 28
damage, gravity bow, Bull, PBS: 2d6 + 6 + 1 + 1 ⇒ (4, 4) + 6 + 1 + 1 = 16

Attack, Flurry, Aid, PBS: 1d20 + 12 + 1 + 1 ⇒ (10) + 12 + 1 + 1 = 24
damage, gravity bow, Bull, PBS: 2d6 + 6 + 1 + 1 ⇒ (5, 1) + 6 + 1 + 1 = 14

Attack, Flurry, Aid, PBS, ki point: 1d20 + 12 + 1 + 1 ⇒ (11) + 12 + 1 + 1 = 25
damage, gravity bow, Bull, PBS: 2d6 + 6 + 1 + 1 ⇒ (3, 1) + 6 + 1 + 1 = 12

Attack, Flurry, Aid, PBS: 1d20 + 7 + 1 + 1 ⇒ (18) + 7 + 1 + 1 = 27
damage, gravity bow, Bull, PBS: 2d6 + 6 + 1 + 1 ⇒ (4, 6) + 6 + 1 + 1 = 18


Season of Ghosts

Confident that he and his friends will win the day Quang Chi shuffles forward a tiny bit and proceeds to fire another volley of arrows, striking Red in the arm, the shoulder, the flank. Even though they don't seem as effective as they normally would they're effective enough - Red is starting to look noticeably damaged.

What's more, most of the group can see and everyone can hear the sound of debris hitting the stone floor as Blue suddenly, finally, crumbles to pieces!
______________

Round 4

Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Tiger, Gravity Bow, Mage Armor)
Serge (-14; Magic Weapon)
Frankie
Meredith (Long Arm, Spider Climb) & Denair (-18; Mage Armor, Shield)

==============
Red (-57)

Active Conditions: None

Environmental Conditions: Grease (Green Grid)

Caller, Serge, Frankie and Meredith & Denair are UP!

Muschkal Sepulcher

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

"Two down, only this big one left!" Frankie goes back to his odd monk inspired fighting style, but goes all out defense. "No one is gonna even come CLOSE to touching us Serge!"

Going to go full defense and again will use underfoot assault if triggered. 30 AC for the round, +4 dodge bonus and CMD bonus to any adjacent allies for the round.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair really doesn't know what this wolf-shaped thing was, or why it slammed her with its teeth, or why it crumbled into shards. The conversations about it being a statue confuse her even more. Nevermind, there's one last creature remaining.

She flies around the room and waits for Meredith to get into position before taking a swing.

Power Attack Slam, Flanking: 1d20 + 9 - 2 + 2 ⇒ (14) + 9 - 2 + 2 = 23
Power Attack Damage: 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16
Precise Strike: 1d6 ⇒ 6

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith is... unimpressed with the wolf, but not many can deal with Meredith and Denair's pack hunting strategies. If only she could get the hang of the outflank strategy down.

She climbs down the wall, runs to the corner, and uses her Long Arms to flank with Denair and swing at the monstrosity with her magic silvered mace.

Silver Heavy Mace, Aid: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 21
Arcane Strike, Damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Precise Strike: 1d6 ⇒ 1

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

"That's right, Frankie. This fiend will be on the ground before it even gets another chance to strike," Serge glowers, his blade smoldering with wisps of red vengeance and white anger.

Mwk Greatsword, PA, FF, Magic Weapon, Smite Evil, Flank: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 212d6 + 17 ⇒ (1, 3) + 17 = 21 +5 damage if undead or an evil outsider

Grand Lodge

Male Human (Shoanti) Battle Oracle 6 hp 51 Fort +5 (+2 circumstance bonus vs. cold weather), Ref +5, Will +7; +1 trait bonus vs. fear CG Init +4 (roll twice); Senses Perception +11 AC 18, touch 12, flat-footed 16, Speed 35 (25 in armor).

Caller rushes forward, using the pillar for cover and strikes at the creature. *Don't know if the creature will get a AoO.

Attack: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Damage (Silver/Magic/Blunt): 2d6 + 13 ⇒ (1, 6) + 13 = 20

"A few more hard blows and we will certainly bring this foe down!"


Season of Ghosts

Even though the strange guardian monstrosity was cleared designed with some small manner of innate defenses, it now fights alone and said defenses aren't enough to withstand the barrage of attacks that Serge, Meredith, and Denair rain down upon it. With a mighty groan the thing collapses to the ground in a pile of bones and sinew...much as it was when you very first arrived at the sepulcher.

After a few moments the ghostly form of Hearth Keeper appears, hovering over the cracked plate that covers her own remains.

"Goodness, that was unexpected!"

Combat Over!

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

"Apologies, but what do you mean 'unexpected'? Quang Chi asks as he enters the chamber. "Are these not guardians of this place?"

He looks around at the carnage, and something else occurs to him.

"How did they renew themselves after so many years laying dead... no, ummm, dormant?"

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Probably what that gnome did to disturb this place. Someone woke up and got mad." Meredith stays alert as possible, and is a bit blunt.

"Let's fix her tomb. Once everything is fixed we should be able to calm everything that was disturbed."

Meredith pulls out a wand. "Hey, can someone heal Denair?"

CLW: 2d8 + 2 ⇒ (7, 4) + 2 = 13


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair lands, curious and confused by the pile of bones and sinew. The flesh makes sense to her, at least. The hip bone is connected to the legs, and the spine is connected to the right part, but it's so bulky.

She stretches a bit as Meredith heals her. "I'm just glad we can get a chance to help. There are so many nice people here." She looks at Hearth Keeper and smiles. Or, as close as she can.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

"Wooo we win!" Frankie cheers, relaxing his guard and giving everyone a spirited high five after he hides away his dagger, even the ghostly woman.

"So we don't have to fix those things too do we?" He points to the pile of bones and stones from the guardians. "They attacked us first, we were just defending ourselves!" He seems a bit torn on the thought of what should be done with them so he moves on to the woman instead.

"We're here to fix your grave stone, if you're ready." He smiles.

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

"Allow me, if you will," the monk says as he takes the wand from Meredith. He taps Denair with it twice, and returns it to the Summoner with a nod and a smile.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge breathes deeply to relax, having thoroughly tired himself out from, well, smiting evil. "I do hope that was the last vestige of evil in this place. Much as I hate to admit it, I could use a warm bath," he looks down at the gory mess splattered on his bulky armor. "There is something to be said for a long, hot soak that cleanses both the body and the mind."

The paladin regards Keeper with a respectful nod. "I believe we should get to repairing the grave, hmm?"


Season of Ghosts

"Well, I mean your companion and I were having a lovely conversation when that thing started putting itself back together," Hearth Keeper responds. "Best as I can tell, that gnome blasted it apart when he came through here and must have cracked my plate while doing so - which is why I'm here again."

She looks down at the defeated (redefeated?) guardian, a perplexed expression on her face.

"So you see, I wasn't expecting it to get back up again. Something must have changed here to make it do that. Maybe something that you nice folks did, especially if you were working on putting the place back like it was before."

Hearth Keeper shrugs and offers a smile.

"But that's just my best guess. Please don't worry yourselves about it - I expect there'll be some more boneslayers passing through eventually and I'm sure they'll be able to repair the guardian. Or maybe it'll get back up again on its own," she remarks cheerfully.

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None
Serge Foxmourn wrote:
"Much as I hate to admit it, I could use a warm bath," he looks down at the gory mess splattered on his bulky armor. "There is something to be said for a long, hot soak that cleanses both the body and the mind."

"I will take you to an onsen I know of in Absalom when we return. They would not normally permit wàiguó rén to enter, but I will vouch for you," Quang Chi says to the paladin. "But perhaps do not wear the armor," he finishes with a twinkle in his eye.

Turning to the others, he asks, "Is there anywhere else left for us to check and repair? Lumketul's notes say he destroyed some coffins to the north of the aiding water pool. Did we do that?"

Seriously, did we? If the last thing left is to repair her stone, that's fine, I just don't want us to have missed something by accident.

Grand Lodge

Male Human (Shoanti) Battle Oracle 6 hp 51 Fort +5 (+2 circumstance bonus vs. cold weather), Ref +5, Will +7; +1 trait bonus vs. fear CG Init +4 (roll twice); Senses Perception +11 AC 18, touch 12, flat-footed 16, Speed 35 (25 in armor).

Caller accepts the spirit's explanation even if he doesn't fully understand it.

"As long as you return to your place of peace and the tomb has been restored and make pure once again. Is there ANYTHING else we can do for you great one... before we leave? Is there someone, anyone, that you would like me to tell that you have found a great place of honor in the lands beyond?"

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie shrugs then waits for Mr Chi to fix the grave stone. "Want me to go look? I can go look!" Frankie grabs Denny's hand and they sneak off to look.


Season of Ghosts

While there are still one or two rooms left that you can explore you've basically done 'enough' to earn full rewards for the scenario. That said, I know the group well enough to know that most of the characters would want to make sure to look everywhere before calling the job complete.

Though you're pretty certain that you've done enough to make the boneslayers and the rest of the Shoanti who supported you happy, there's no sense in leaving the sepulcher without making sure that you've done *everything* you possibly can to repair Lumketul's damage.

While the rest of you, including Serge, opt to wait at the front entrance with Hearth Keeper Frankie and Denair backtrack to investigate the handful of rooms that you have yet to visit. Luckily this is easy as there's only one path to follow now - the second door leading north from the water room. As always, the pair exercise caution and make sure to look for traps and other hazards before proceeding.

Hallway

The pair first enter into a narrow, claustrophobic hallway lined with clay statues depicting various Shoanti figures.

Kn. History *or* Local (DC 18):

Based on what you know of Shoanti customs and history, you realize that these statues are arranged by generation - which means that moving through the passage could be interpreted as moving through time.

The pair also notice the each statue has writing at the base, along with the symbol of an animal, but with it being written in Shoanti neither of them can understand it.

Shoanti *or* Linguistics (DC 25):

At the base of each statue is a symbol of an animal and a name in Shoanti as follows:

Eagle - Story Seeker
Horse - Meadow Grass
Griffin - Meditates in Sunlight
Bat - Tranquil Shadow

With nothing else immediately apparent, the pair press on.

Temple

Twin staircases lead to a raised stone platform overlooking this room. Four sarcophagi occupy the lower level. The lids have been smashed open, and stone shards litter the floor here. A faint feeling of unease stifles the area. Another door exits to the north, while the staircase to the west leads to a dead end - more construction that was never completed.

Upon further inspection it looks like the skeletons within the sarcophagi are intact but the lids have been smashed, courtesy of Lumketul. It would be easy enough to use the scavenger stone to repair them but much like the pottery sherds from earlier, the pieces would need to be sorted and then one would need to figure out which lid goes on which sarcophagus. But even in their damaged state Frankie and Denair can tell that each lid depicts an animal: bat, eagle, griffin, horse. What's more, at the base of each sarcophagus is a name and a set of dates.

Shoanti *or* Linguistics (DC 25):

From left to right...

Tranquil Shadow: 4595–4692
Meditates-in-Sunlight: 4481–4565
Meadow Grass: 4457–4482
Story Seeker: 4430–4571

Before tackling the sarcophagi lids the pair press onward through the last door leading north.

Meeting Room

The large table at the center of this room is its only significant characteristic; it seems likely that this would have been used as some manner of gathering or meeting room.

Muschkal Sepulcher

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Ninja'd by the GM! I've really gotta stop sleeping after flying :) I think QC might have gone with them, since he has the stone. I don't want to close Hearth Keeper's tomb until the end, so everyone can say goodbye. Last I saw we have 20 charges remaining, with 5(?) needed to close her stone. Correct?

Quang Chi waits a minute before deciding that perhaps he should have gone with them. He swaps out the aspects for the reflexes of the mouse, and proceeds down the hallway.

Kn(History): 1d20 + 7 ⇒ (13) + 7 = 20

He informs the others of what he noticed about the statues when he arrives in the temple.


Season of Ghosts

Correct. And yes, anyone who wanted to go with Frankie & Denair can have done so. Also everyone may read the above Kn. History/Local spoiler as Quang Chi shares what he knows.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith would probably go with Denair to get away from the creepy ghost lady. That and Denair has a limit to how far she can move away from Meredith.

More creepy sarcophagi. Generational? Meredith tries not to shudder. This temple is dedicated to death. She tries to keep quiet, but her mace is raised high just in case one of these skeletons comes to life again.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie scratches his head as he looks at the writing, pointing to Denny and shrugging his shoulders. He turns around to see Mr Chi looking over his shoulder and waggles his finger scoldingly "You shouldn't sneak up on the Flash!" He giggles a bit before completing the scouting loop and returning to the group.

"So ya.. what he said. More of that funny writing.. Caller must know what it means, or Skye Guy." Frankie plops down on something and picks caramel out of his teeth while the adults figure it out.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge waits for the others to return, though if they take more than a minute or two, he will surely worry and look for them. In the meantime, he leans against a wall, his arms folded, thinking on the cozy bath awaiting him back in Absalom.


Beep Boop

Going ahead and bringing in Skye-Bot again for a moment.

Curious as to what other things might be needing repair in this tomb of his ancestors Skye isn't too far behind Frankie, Denair, and the rest of you that head further into the sepulcher.

As he joins you in what seems to be some manner of temple area, he points at the four sarcophagi over along the wall. "Names and symbols, same as on those statues out in the hallway. They're..."

Everyone may now read the two Linguistics spoilers in the previous GM post.

It seems that this information might prove to be the clue you need to figure out the proper order of the sarcophagi lids, in tandem with what Quang Chi noticed about the statues...

Grand Lodge

Male Human (Shoanti) Battle Oracle 6 hp 51 Fort +5 (+2 circumstance bonus vs. cold weather), Ref +5, Will +7; +1 trait bonus vs. fear CG Init +4 (roll twice); Senses Perception +11 AC 18, touch 12, flat-footed 16, Speed 35 (25 in armor).

Caller will translate the Shoanti inscriptions.

"Tranquil Shadow: 4595–4692
Meditates-in-Sunlight: 4481–4565
Meadow Grass: 4457–4482
Story Seeker: 4430–4571"

Knowledge (History): 1d20 + 4 ⇒ (15) + 4 = 19

"This is a very special. By walking down this path you are seeing the history of the Shoanti people. It is like walking through time... or back through it depending on the path you take."


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair begins grabbing all of the animal-themed shard she can.

"Yay, we can make a lid for each one. Um, which one goes where?"

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Give me a second, here." She inspects the names and Caller's information.

"Okay, so the eldest go first. Story Seeker is an Eagle, Meadow Grass is a Horse. Meditates-in-Sunlight goes by a Griffin. And Tranquil Shadow is the Bat."

"So put the lids back on as Eagle, Horse, Griffin then Bat."


Season of Ghosts

After Caller and Skye share the information that's etched into the statues as well as on the sarcophagi, the rest falls neatly into place. Meredith is certain that the order for replacing the lids falls with the eldest first and the youngest last.

With this in mind, you're able to sort the shattered pieces into four distinct piles and use the power of the scavenger's stone to repair them. Once repaired, a couple of you carefully lift each lid and put it back into place on the designated sarcophagus.

For a moment, nothing happens. And then, a feeling of peacefulness settles over the chamber and you know without being told that you've gotten everything back to the way it should be.

Even better, you've still got about 8 charges left on the stone! All that's needed now is to repair Hearth Keeper's stone on your way out of the sepulcher.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie stares at Meredith with a puzzled look. You can almost smell the smoke coming out of his ears from the poor wiring in his brain. "Umm, whatever you want me to do just tell me and I'll help!" He gets to work sorting the piles of broken pieces and lets the others do the heavy lifting, both mentally and physically.

"Woah, looks bran spankin' new! Good job guys!" High fives all around.

Silver Crusade

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LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

"If being a Pathfinder agent doesn't pan out, perhaps we can join Absalom Repairs & Renovations," Serge jokes, helping to heft the last of the lids into place. "One last repair to make and we'll have satisfied our agreement with the Quahs, I believe. Shall we?"

Grand Lodge

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Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi stands from his kneeling position having repaired the last lid. He watches as Serge and the others (well, except for the boy) set it down carefully on its sarcophagus. He again does that deep bow, holding it for a long moment before rising. "Again, our apologies."

He closes his eyes and holds the scavenger's stone in both hands trying to get a sense of the magic remaining.

"I believe we have just enough. Let us say our goodbyes and thanks to Hearth Keeper."

--------------------------------------

Back in the entry area, he addresses the old lady ghost. "Our deepest apologies for the damage that was done here. Thank you for the help you gave us. Please to rest in peace again."

He bows deeply, and holds it even longer than any of his others in an act of deepest contrition at what was done here in the name of the Pathfinders. When the others have said their last to Hearth Keeper, he uses the stone to seal her tomb and return her to the peaceful Shoanti afterlife she deserves.

Liberty's Edge

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Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"We. The Pathfinder Society. We messed up here. We show up, knock down some doors, fight and loot places. Most of the time we can justify it behind defeating evil and using their ill-gotten gains for good. But this time we broke into a holy place and made a mess."

"This won't fix everything we did wrong, but it's a start." Meredith stands tall, almost regal. "Please forgive us for this intrusion. And rest, please."

Liberty's Edge

1 person marked this as a favorite.
Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

"Bye nice ghost lady. Make sure you swirl your cocoa before you finish the last of it!" Frankie waves and smiles.

Grand Lodge

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Male Human (Shoanti) Battle Oracle 6 hp 51 Fort +5 (+2 circumstance bonus vs. cold weather), Ref +5, Will +7; +1 trait bonus vs. fear CG Init +4 (roll twice); Senses Perception +11 AC 18, touch 12, flat-footed 16, Speed 35 (25 in armor).

Caller takes a moment to address his fellow Pathfinders, "It has been good to meet each of you. I am thankful to each of you for the diligence and respect that you showed this place of great honor and tradition among my people. I hope to see each of you in the future."

When talking to the Hearth Keeper, "Grandmother, now you can rest... assured in the knowledge that all has been restored. I have been honored to meet you and receive your wisdom."


Season of Ghosts

"Oh you're all such dears, thank you so much," Hearth Keeper smiles as Quang Chi uses a few of the remaining charges on the scavenger stone to repair the stone in the floor. "And try not to beat yourselves up over this, please. One is not always representative of the whole and you've all proved it with your actions here today."

Her form begins to fade away and she offers both a bow and then a parting wave to you all. "It was an honor to meet all of you, too. Please take care and may your spirit guide you!"

And with that, Hearth Keeper's spirit returns to her eternal slumber and a feeling of peace and quiet settles over the sepulcher. With nothing more to be done here you emerge to see the sun setting over the Iron Peaks. You're also in time to witness the arrival of a team of Shoanti boneslayers who have arrived to reseal the Muschkal Sepulcher. The team greets you with indifference and after you give them your report they assure you that they will handle the situation from here. While certainly not hostile they seem eager for you to be on your way and so you oblige them.

The journey back to the meeting area is uneventful; the river is calm, with the sunlight fading and eventually transitioning to a crisp, clear night. When you reach the Storval Stairs you find that the council members other than Memory Tender have cleared out, likely returning to their homes. Jia is there waiting you and is able to teleport you all back to the Grand Lodge.

Ambrus Valsin is there to greet you when you return, clearly anxious to hear your report. "That was fast! How did it go?"

Liberty's Edge

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Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Right. We'll be... on our way now." Meredith knows when to get out of the way as the Boneslayers arrive.

The trip back is rather nice and quiet. Denair blabs on, but Meredith tunes most of it out. The first steps toward peace are always the hardest, but constant effort make the following steps comfortable.

"Memory Tender, it is done. We've repaired as much as we could, and the Boneslayers took over. Once again, thank you for organizing this meeting. We shouldn't overstay our welcome though, I'm sure Flame Choker is planning to prank us or something... Say hi to Payah-Against-the-Wind for me" She mumbles and wanders to Jia without waiting for a response.

"Venture-Captain. We spoke to the many chiefs present. Most of them were willing to listen to our request and allowed us to repair the damage we did. I think we did a good job, as the spiritual guardian seemed alright with us. I don't know, it felt like it was at peace." She relaxes.

"I'm happy they let us repair the damage we made. It gave me an opportunity to see more of the world I haven't seen before. What kind of diplomat would I be, anyway?" She smiles.

Once she is off the hook, Meredith returns to her farm and continues cleaning, organizing and grooming as much as she can. No, it's not just in case Payah-Against-the-Wind shows up, she's just working on presentation dammit!


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| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair breathes the air and continues noting all of the plants and animals in the area. It would be easier to recall all of them if she could... oh! That's it!

"Hey Boss! You know how much you talk about... that thing with the ink and the paper? Yeah, writing! How about you teach me how to do that? It would be a lot less exhausting to explain the animals if I could... um... let you read it!" She hops around like a rabbit in anticipation. "Okay, maybe after your date we can- yes, it's a date!" She giggles.

Grand Lodge

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Male Human (Shoanti) Battle Oracle 6 hp 51 Fort +5 (+2 circumstance bonus vs. cold weather), Ref +5, Will +7; +1 trait bonus vs. fear CG Init +4 (roll twice); Senses Perception +11 AC 18, touch 12, flat-footed 16, Speed 35 (25 in armor).

Caller gives Memory Tender and Captain Valsin a detailed account of what occurred in the Crypt and stresses the importance that the former Pathfinder Agent responsible for this incident be brought to justice as soon as possible- offer his own services if necessary.

"...and this criminal must be caught and punished... if the Society is to have any goodwill with Quahs. If you need someone to locate and bring this evil-doer to justice, then I would like to have myself considered."

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