GM RePete: Mask of the.....City of Golden Death (Inactive)

Game Master RePete

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Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I think I have one, she says as she rifles through her items,

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
GM RePete wrote:

Abaal slashes hard at the foe as a shadowy tendril swings away with him. Though Abaal finds his mark, the otherworldly being misses.

You said earlier you would take the rage offered - let me know if that was wrong

Yep. Thanks.

GM RePete wrote:

Seeing his companion fall, Flyn feels a surge of adrenaline and before anyone can react launches two more arrows into the creatures neck! A cloud of purple smoke accompanies a *PoooMP* as it and it's lance vanish. The echo of curses rings out with a guttural cry of pain.

DEAD! COMBAT OVER

That's what I am afraid of.

Abaal looks up into the faces of Syllyn and Flyn.

"Ah, as this cannot possibly be heaven, I assume we are victorious." He stands and dusts himself off. And out of any damaging heat as quickly as possible. "How is everyone?"

"Oh um, no magic sticks, potions only for me. I find any weapon that carry, but are not trained in the use of is just a weapon that some enemy will take off of you, and hit you with the first chance they get." That, and do you have any idea how expensive adamantine falchions are?


|Kintargo Area Map | Combat Slides |

The bridges thankfully magically protect all within from the molten gold's heat.
I am impressed you have an adamantine weapon at this level. I had to look at your gear and saw that particular sacrifice. I have a character desperately saving for adamantine plate.

You head on deeper into the city, following the path determined previously. More or less, it tracks along with your prey's tracks again. Coming up to another major intersection, Flyn remarks the cultists picked their way around the area, and Wyndel confirms a magical aura radiating in the center.

A little ways further, you see the gates to the second ring looming ahead. Flyn, picking his way through carefully begins to fall behind. As you approach the gates, you notice they're open and...two large skeletal creatures step out, flanking the opening. Their armor, bones, and halberd's are all gold-plated. Having noticed the four of you in the open, their intentions do not seem amicable...

Flyn:
You will notice, their is no sign of a fight. It seems Iramine and the cultists passed through without issue.

Initiatives:

Syllyn: 1d20 + 1 ⇒ (19) + 1 = 20
Abaal: 1d20 + 3 ⇒ (20) + 3 = 23
Whendel: 1d20 + 5 ⇒ (12) + 5 = 17
Flyn: 1d20 + 4 ⇒ (2) + 4 = 6
Phoebee: 1d20 + 3 ⇒ (12) + 3 = 15
=====================
Skeletons: 1d20 + 1 ⇒ (19) + 1 = 20
Roll off. Syll vs skeltons: 2d20 ⇒ (1, 12) = 13

Round 1:

Abaal
Skeletons
Syllyn
Whendel
Phoebee
Flyn

Abaal up Round 1

Map Updated: Slide 1

K Religion DC14+:

Gold-Clad Ogre Skeletal Champions;
DR 5/bludgeoning, undead traits


K Religion DC 19+:

Immune: Cold, Fire

K Religion DC 24+:

Vulnerable to Electricity
For each added 5 you beat the DC ask a question

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Kn Religion: 1d20 + 2 ⇒ (17) + 2 = 19

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

Bought it the second he could, it is basically his whole shtick after all, before that it had been merely masterwork. Eventually, I want to get Abaal the Barroom Brawler feat so he can mimic Throw Anything and then finish adventures the way 80's sword and sorcery movies end.

knowledge (religion): 1d20 + 6 ⇒ (3) + 6 = 9

"Whatever you two be, you don't seem very friendly."

Abaal speeds forward aiming for the thing's knee!

SLICE! (charge! overhand chop, power attack): 1d20 + 9 ⇒ (8) + 9 = 17 damage: 2d4 + 15 ⇒ (1, 3) + 15 = 19

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Know religion 1d20 + 11 ⇒ (9) + 11 = 20

These are Gold-Clad Ogre Skeletal Champions;
DR 5/bludgeoning, undead traits and they are immune to cold and fire

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
Phoebee wrote:

These are Gold-Clad Ogre Skeletal Champions;

DR 5/bludgeoning, undead traits and they are immune to cold and fire

'Dee are five'? Obviously, the heat has gotten to her. No time for that now though.


|Kintargo Area Map | Combat Slides |

Rushing forward, Abaal raises the blade high and slams it down on the foes knee. Encountering a slight resistance, he pushes it forward, into the bone. (Showing DR)

Roaring in defiance, the one in blue armor pulls a wicked looking hook from its waist and swings for Abaal's legs. Catching his right calf, he sends the man toppling over!
(Weapon: Ogre Hook)

The remaining skeletal beast tugs out a massive pole with an axe-like head attached near the tip. Taking two thunderous steps infront of the open gate, it snarls at the remaining pathfinders. Offering you a one-finger salute, the undead motions for you to approach.
(Weapon: Halbeard)

GM Screen:

Ogre Hook Trip vs Abaal: 1d20 + 11 ⇒ (20) + 11 = 31

Round 1:

Skeletons (Blue: -14)
Syllyn
Whendel
Phoebee
Flyn

Round 2:

Abaal (Prone)

Bold Up

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Do they have reach?

Syllyn moves forward 20' and begins a new performance, nervously looking up at the towering gold-clad figure.

"Abaal, are you sure this was a wise idea?"

Raging Song:

Raging Song (Su): When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.
Inspired Rage Effects:

Inspired Rage (Su) Affected allies gain a +2 morale bonus to Strength and Constitution and a +2 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Spirit Totem, Lesser (Su):
If you accept the rage you are surrounded by spirit wisps that harass your foes. These spirits make one slam attack each round against a living foe that is adjacent to you. The attack is +6/1d4+3 and does negative energy damage.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn will move 5' west and, hearing Phoebee's declaration of these creatures, will send a couple of blunt arrows at the blue ogre undead creature, hoping to give Abaal a respite...

To Hit: Dex+Base, Magic, Weapon Focus, Precise Shot, Flurry of Blows, Deadly Aim, Deadeye Bowman, Point Blank Master, Favored Enemy

Damage: Strength, Magic, Deadly Aim, Favored Enemy, Inspired Courage

Longbow: 1d20 + 10 + 1 + 1 - 2 - 2 + 2 ⇒ (15) + 10 + 1 + 1 - 2 - 2 + 2 = 25

Magic/Bludgeoning Damage: 1d8 + 2 + 1 + 4 + 2 + 1 ⇒ (7) + 2 + 1 + 4 + 2 + 1 = 17

Longbow: 1d20 + 10 + 1 + 1 - 2 - 2 + 2 ⇒ (17) + 10 + 1 + 1 - 2 - 2 + 2 = 27

Magic/Bludgeoning Damage: 1d8 + 2 + 1 + 4 + 2 + 1 ⇒ (4) + 2 + 1 + 4 + 2 + 1 = 14

GM: Just curious, how long have we been in the city itself?

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

The bard begins an inspiring song

Go, ye heroes, go to glory,
Though you die in combat gory,
Ye shall live in song and story.
Go to immortality!
Go to death, and go to slaughter;
Die, and every elvish daughter
With her tears your grave shall water.
Go, ye heroes, go and die!

Go and do your best endeavour,
And before all links we sever,
We will say farewell for ever.
Go to glory and the grave!

Go to glory and the grave!
For your foes are fierce and ruthless,
False, unmerciful, and truthless;
Young and tender, old and toothless,
All in vain their mercy crave.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep
Abaal Zadeir, Sword of Katapesh wrote:
Phoebee wrote:

These are Gold-Clad Ogre Skeletal Champions;

DR 5/bludgeoning, undead traits and they are immune to cold and fire
'Dee are five'? Obviously, the heat has gotten to her. No time for that now though.

lol

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

Whendel snaps out his Spell cadence. "Come to me, little water buddy."

Whendel summons small water elemental. Same stats as last time. I will add it later. On cell phone now.

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

Little Water Buddy, small water elemental, init+0, darkvision 60’, perc +4
Defense AC17,T11, FF17, hp13 (2d10+2), fort+4, Ref+3, Will+0
Offense Speed 20’, swim 90’, melee slam +5 (1d6+1), special attacks drench
Statistics Str14, Dex10, Con 13, Int 4, wis 11, Cha 11
BAB+2, CMB+3, CMD13, Feats Power attack, skills: acro +4, Escape Artist+4, Know planes +1, perc+4, Stealth +8, Swim+14

Drench (Ex)The elementals touch puts out flames of large size or smaller. The creature can dispel magical fire it touches as dispel magic(caster level equals elementals HD)

Whendel will make him appear near the purple bordered skeleton. The blue trapezoid represents LWB.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

AaaH. I like little water buddy

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

"BLAST!" Abaal shouts as he hits the deck.

Abaal sweeps his black blade in an arc at giant ankle height.

SWISH! v blue (inspire, overhand chop, power attack, prone, rage!): 1d20 + 5 ⇒ (10) + 5 = 15 damage: 2d4 + 18 ⇒ (4, 3) + 18 = 25

Negative energy: 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d4 + 3 ⇒ (1) + 3 = 4

I imagine that heroism has worn off by now.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I am not sure if it has been 50 min or not


|Kintargo Area Map | Combat Slides |

Yes, sorry. Heroism is expired
Whendel, I replaced your trapezoid. Hope you don't mind.
And finally, I had intended to post this around 0100 when I got home from work, but I instead slept for something like 16hrs...so here goes

Syllyn cautiously approaches the foes, concerned about their size and begins to beat out a beat to summon his companions from beyond for aid. Whendel begins to mumble an incantation to the water gods of old from a safe distance.

Seeing Abaal is no longer her hero, Phoebee begins to belt out an inspiring saga about death and heroics. Perhaps a bit dark, it nevertheless arouses her companions.

Two blunted arrows suddenly fly over Abaal's prone body, slamming into the waist of the beast. The sounds of bones snapping and cracking remove any doubt of the skillfull shots.

Swinging wildly at the creature towering over him, Abaal and the summoned tendril miss....but the beast still collapses in a heap of gilded metal and bone.
Abaal, you are in reach of the other one - if you'd like you could stand this round though - just may get an AoO against you

The remaining skeletal creature swings its massive weapon for Syllyns knees. Having seen their tactics used on Abaal, the nagaji is ready for this and simply hops over the swipe.
I'm assuming you take your own rage bonus Syllyn: So that'll be a miss

GM Screen:

Trip Syllyn: 1d20 + 11 ⇒ (8) + 11 = 19

Round 2:

Skeletons (Blue: Down)
Syllyn
Whendel/Water Elemental
Phoebee
Flyn

Round 3:

Abaal (Prone)

Bold Up

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn will move 5' west again and fire two more blunt arrows, this time at the other skeletal creature...

To Hit: Dex+Base, Magic, Weapon Focus, Precise Shot, Flurry of Blows, Deadly Aim, Deadeye Bowman, Point Blank Master, Favored Enemy, Inspired Courage

Damage: Strength, Magic, Deadly Aim, Favored Enemy, Inspired Rage

Longbow: 1d20 + 10 + 1 + 1 - 2 - 2 + 2 + 1 ⇒ (13) + 10 + 1 + 1 - 2 - 2 + 2 + 1 = 24

Magic/Bludgeoning Damage: 1d8 + 2 + 1 + 4 + 2 + 1 ⇒ (2) + 2 + 1 + 4 + 2 + 1 = 12

Longbow: 1d20 + 10 + 1 + 1 - 2 - 2 + 2 + 1 ⇒ (20) + 10 + 1 + 1 - 2 - 2 + 2 + 1 = 31

Confirm: 1d10 + 10 + 1 + 1 - 2 - 2 + 2 + 1 + 1 ⇒ (6) + 10 + 1 + 1 - 2 - 2 + 2 + 1 + 1 = 18 (Elven rangers add half their ranger level to confirm crit rolls)

Magic/Bludgeoning/Crit Damage: 3d8 + 6 + 3 + 12 + 6 + 3 ⇒ (2, 7, 2) + 6 + 3 + 12 + 6 + 3 = 41 (Only 12 if crit is not confirmed)

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

Flyn, why did you confirm a critical with a 1d10 base roll?

"Give him a wet willy, water buddy!" Whendel yells as he loads up his crossbow.

He levels it aims and SLAM! the crossbow fires.
xbow shot with precise shot: 1d20 + 7 ⇒ (13) + 7 = 20; dmg: 1d6 ⇒ 4
"Maybe this will distract it so someone else can destroy it."

The elemental slams at the skeleton. slam: 1d20 + 5 ⇒ (18) + 5 = 23; dmg: 1d6 + 1 ⇒ (2) + 1 = 3

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Running out of performance rounds

Syllyn ceases his performance this turn and attacks the old fashioned way.

Longsword to hit, inspired: 1d20 + 8 ⇒ (1) + 8 = 9
Longsword damage, pwa, whetstone, inspired: 1d8 + 10 ⇒ (3) + 10 = 13

But alas, he is just not feeling it.

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

I forgot whendel was inspired. Could you add the appropriate bonuses for Phoebee's song? Whendel mght actually do damage that way.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

She finds the Pirates of Penzance to always be inspiring. I always thought how nice of those girls to sing that song to the cops and scare the daylights out of them

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

Abaal stands. And perhaps stands again, because you're never gonna keep him down.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

She keeps up her song while making a double movement.


|Kintargo Area Map | Combat Slides |

As Abaal scrambles to his feet, the massive creature slashes at him, but just misses. Risking the attack, Syllyn rushes forward and swings wildly, expecting the foes strike that never came.

In unison Whendel fires a bolt as his summoned effigy slams into the creature. A few bones chip away as Phoebee continues to sing her song.

Finally, Flyn fires two arrows, shattering the creature into gilded fragments!

GM Screen:

AoO: 1d20 + 9 ⇒ (4) + 9 = 13
Light Fort (75+ negates crit): 1d100 ⇒ 29

Combat Over

Search Area/Creatures?:

You find 2 large-sized Ogre-Hooks, 2 large sized Halberds and a bunch of junk/bones coated in gold

You are now ready to enter the second ring. You have approximately 63hrs until the gold flood. Do you wish to press on or try and rest?

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

So we've been in the city roughly 3 hours? Not sure how long it's been since our last rest though, which was a ways before we entered...if we're in danger of being fatigued, I'd say go ahead and rest...will look for an appropriate resting spot inside the second ring, just in case these guardians were summoned and might reappear...

Flyn sighs wearily. "This gauntlet goes on and on...lets hope the second ring has fewer enemies than the first. Not sure which of the creatures we've fought thus far are indigenous to the city and which might've been summoned by Iramine; while their tracks show they passed this way, they did not have to fight these ogre skeletons like we did...

"We should enter the second ring...and perhaps look for a good place to rest...as it stands now, we still have plenty of time to find Iramine and escape before the molten gold apocalypse..."

Flyn will cautiously enter the second ring and search the surrounding area for an appropriate place to camp, as well as check for foes/traps and Iramine's tracks...

Perception: 1d20 + 17 ⇒ (17) + 17 = 34

Survival (Tracking): 1d20 + 13 ⇒ (20) + 13 = 33

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

No danger of fatigue due to Syllyn's marching song, but I'm afraid he will be unable to keep that up as he is running out of performance rounds. Who would have thunk it?

"I'm not tired at all. Let's keep moving!"

Finding nothing but a couple of useless weapons and some worthless gold,
we press on.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

You're right, I had forgotten about that, we should move on...we may want to rest before we enter the next ring though, so the casters can restore their spells...from what we've faced thus far, I'm guessing we'll need every advantage we can get for what may await us at the end...

Flyn nods to Syllyn. "We press on then..."

After seeing what his initial search inside the ring reveals, Flyn will move on in his usual manner...

Stealth: 1d20 + 18 ⇒ (19) + 18 = 37

Perception: 1d20 + 17 ⇒ (15) + 17 = 32

Survival (Tracking Only): 1d20 + 13 ⇒ (13) + 13 = 26

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

She can still be inspiring, with Spirit fingers :)


|Kintargo Area Map | Combat Slides |

Yes, approximately 3hrs inside. It would be going around 7 or 8 pm for the current day.

Stepping through the open gate, you find the second ring seems almost a seperate cavern from the first ring. A floor to ceiling bed-rock wall encircles this ring. Looking around, it seems a majority of the buildings are still intact, save their roofs. These stone buildings have a gilded line of gold 20ft high and the ground slopes ever upward in a steady incline.

A few feet in, the gold-plated road reaches a crossroad and disappears beneath a mound of partially melted treasure. Gold coins, weapons, armor, and glittering gems cover the entire intersection in a mountain of wealth that reaches 10ft high!

Perception DC 20:

You spot a nearby skeleton coated in gold and wearing a gold plated Razmiri mask

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

"Of course. Besides I still have all of my sword left."

============

perception: 1d20 ⇒ 10

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Perception: 1d20 + 17 ⇒ (11) + 17 = 28

Flyn grimaces as he notices the gold coated Razmiran...he points it out to the others...

"Be wary...something...either trap, foe, or spell...must've melted this former companion of Iramine with molten gold, similar to what flows in the canals in this cursed city...perhaps a guardian of this horde here as part of its treasure has melted as well..."

Flyn warily checks to see if the tracks of the others in Iramine's gang went anywhere near this poor fellow...and to see if any tracks might reveal some other foe...

Survival (Tracking): 1d20 + 13 ⇒ (9) + 13 = 22

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

"Razmiran? Figures. Gold and Razmiran go together. There would be a history between the two. How long do you thing that thing is?"

"Anyone know the detect magic cantrip? Frankly I'd prefer to avoid another trap, but if there is a magic weapon in there I might be tempted to spring it."

Liberty's Edge

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FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Perception 1d20 + 11 ⇒ (13) + 11 = 24

I almost didnt see that Razmirian skeleton, I think that the reason why Flyn and I saw it is because we have elvish eyes. and she begins to sing a little song to the elf:

Elven:
With these elvish eyes
One look at you and I can't disguise
I've got elvish eyes
I feel the magic between you and I

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Hearing the nagaji's query the bard begins to think. I can detect magic. she says as she begins to strum a little song and sings a little tune
Where is the magic?
Where is the magic?
Where is the magic, hey hey hey hey!


|Kintargo Area Map | Combat Slides |

Phoebee detects magic on the treasure pile and on her companions. There is also an aura over everything in this place.

Flyn, you can't make out any tracks here.

Detect Magic concentration 2 more rounds and K arcana DC 20:

The treasure radiates a strong evocation magic

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn shakes his head. "Can't make out any tracks here...I suggest we move on..."

...and eying the golden Razmiran skeleton, in addition to Phoebee's revelation of magic on the pile of treasure, he adds, "...and I'd leave this treasure trove be...seems like everything in this city is cursed..."

When the party is ready to leave this area, Flyn will do his scouting thing as before...

Stealth: 1d20 + 18 ⇒ (10) + 18 = 28

Perception: 1d20 + 17 ⇒ (17) + 17 = 34

Survival (Tracking Only): 1d20 + 13 ⇒ (18) + 13 = 31

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
Flyndyngylyn wrote:

Flyn shakes his head. "Can't make out any tracks here...I suggest we move on..."

...and eying the golden Razmiran skeleton, in addition to Phoebee's revelation of magic on the pile of treasure, he adds, "...and I'd leave this treasure trove be...seems like everything in this city is cursed..."

"Always a good sign in a lost city. Means you've come to the right place."

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Waiting on Phoebe's Kn Arcana before deciding what to do.

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

Whendel not to be out done does his own detecting. "Magic Aah. I'll take a look then."

know arcana: 1d20 + 7 ⇒ (18) + 7 = 25

He will tell others what he learns.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

"Evocation, huh? Yea, lets just avoid that pile of explosives, shall we?'

Syllyn will give as wide a berth as possible to the pile.


|Kintargo Area Map | Combat Slides |

Did you decide to take blue or yellow path here? The only thing it affects right now is time.

Wisely deciding to leave the treasure alone, you skirt around the pile and push onward. Passing more golden debris, you realize you've grown accustomed to the sight as you push forward. A ruined fort looms ahead...something seems to be hanging from the upper levels... Growing closer, you see a multitude of skeletal corpse are nailed to the walls of the fort.

K History DC 25:

These are the remnants of the forces that stood against Tar-Baphon when he took the city. These unfortunate souls were put on display as a warning to any that opposed him

A voice calls out as you approach. "Lay down your arms, heretics and traitors, and we shall spare you! You are surrounded! Hundreds of Razmir's faithful beg me to kill you-but I will spare your lives if you surrender to the Living God. Make your decision!"

Perception DC 11:

You notice several poorly hidden cultists huddled about the ruined walls.

Didnt hide them on map because I dont think you can fail this one...


Perception DC 21:

On top of one of the 10ft tall collumns stands a Razmirian Priest.

Slide 1

On the east side of this passage a row of columns lie in ruin (Function as a 5ft high wall) . The columns on the west side, in contrast seem remarkably intact, though they stop short of the 20ft ceiling; reaching only 10ft in height. The passage continues to the south through a stone wall.

Dark Archive

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Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

perception: 1d20 ⇒ 20

"A nearly harmless rabble. No more than several dozen, I am sure." Abaal says under his breath. He steps forward and shouts back to the voice. "A MERE HUNDRED YOU SAY!? THEY SEEM REMARKABLY QUIET! YOU WOULD THINK WITH SO MANY AND THE POWER OF A FALSE GOD BEHIND YOU YOU WOULD BE STANDING OUT IN THE OPEN TO CHALLENGE US RATHER THAN SLINKING ABOUT LIKE RATS IN THE SHADOWS! I MAKE YOU AND YOURS A COUNTER OFFER! I GIVE YOU ALL UNTIL THE COUNT OF TEN BEFORE I COME FOR YOU. THROW DOWN YOUR ARMS, SURRENDER YOURSELVES TO US, AND I SHALL SEE YOU ARE TREATED FAIRLY! ONE!"

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

I think yellow was the more direct route, so we'll take that one...

Knowledge (History): 1d20 + 5 ⇒ (14) + 5 = 19

As Flyn brings up the rear, concealing himself in the ruins as he can, the hanging skeletons give an even more eerie sense of foreboding to this city...he wonders on the significance of these poor fellows...

Perception: 1d20 + 17 ⇒ (6) + 17 = 23

Hearing the voice, he freezes...he looks around for its source, and quickly spots a Razmiran priest on one of the columns. Knowing from the the signs he's been tracking, he knows there cannot be hundreds of foes awaiting them, so he figures this is a ruse...

Since I can see the priest and, I assume, the priest cannot see me, I'll get things rolling by firing...

Smiling as he listens to Abaal's answer, he answers in a more subtle manner by firing a cold iron arrow at the priest...and he's sure that Abaal will be dismayed that Flyn fired long before the Keleshite got to 1, much less 10...but Flyn will take no chances here, wanting to get the jump on the bushwhackers...

To Hit: Dex+Base, Magic, Weapon Focus, Precise Shot, Deadeye Bowman, Point Blank Master, Deadly Aim

Damage: Strength, Magic, Deadly Aim

Longbow: 1d20 + 9 + 1 + 1 - 2 ⇒ (18) + 9 + 1 + 1 - 2 = 27

Concealment (Miss < 20): 1d100 ⇒ 76 (In case the priest has concealment)

Magic/Cold Iron Damage: 1d6 + 2 + 1 + 4 ⇒ (6) + 2 + 1 + 4 = 13

After firing, Flyn will move 5' east, to take what cover/concealment that wall can offer...

Dark Archive

1 person marked this as a favorite.
Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

"TWO!"

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Kn Hist: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Syllyn snorts in amusement as Flyn gets the jump on Abaal, who has not noticed the arrow and is still counting.

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

"Get the lady and stop her, then we go home. We have very simple instructions." "No body said anything about skeletons and elementals and demons." "This place is obviously not what you thought." "Why don't we all just agree to leave and we can all walk out of here alive."

Seeing the arrow streak towards the priest, "What the ... Well maybe not that guy, but all the rest of you." "Let bygones be bygones. What do you say?"

WHendel turns and looks for cover. "Why does he always do that...I could have talked them down."

Whendel runs for cover and hides, at least once the arrows start.

stealth to hide: 1d20 + 8 ⇒ (20) + 8 = 28

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

"THREE!"

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Know ARCANA 1d20 + 4 ⇒ (18) + 4 = 22
Percpetion 1d20 + 11 ⇒ (14) + 11 = 25

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