Kyten's 8-04 Wardens of Sulfur Gulch (Classic) (Inactive)

Game Master Incendiaeternus

8-04 Wardens of Sulfur Gulch (Classic) for PFS

GM Notes:

Perc
[dice=Favian]1d20-1[/dice
[dice=Hania]1d20+0[/dice
[dice=Draa]1d20+7[/dice
[dice=Ryster]1d20+17[/dice
[dice=Hedra]1d20+15[/dice
[dice=Yanndu]1d20+17[/dice

Int
[dice=Favian]1d20+14[/dice
[dice=Hania]1d20+4[/dice
[dice=Draa]1d20+1[/dice
[dice=Ryster]1d20+7[/dice
[dice=Hedra]1d20+1[/dice
[dice=Yanndu]1d20+4[/dice


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Dark Archive

Magical Effect:
Mage Armor, Status, Guidance, See Invisibility, False Life
Human Cleric 10| AC 18 T 12 FF 17 | HP (20)66/66| F +7 R +6 W +10 | Init +1, Perc +19, SM +15|

Well done Ryster! Says Hedra.

By Aroden, it was a nasty fight. I've never seen an haunt like that...

Seeing Favian spewing vapors from his mouth she asks Are you ok? while taking a look at him.

Heal: 1d20 + 11 ⇒ (20) + 11 = 31

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

How come he's choking on vapors? life bubble says: "immune to harmful gases and vapors, including inhaled diseases and poisons"

Sovereign Court

Neutral Human Magus 12 (Sheet) (Equipment) | HP: 76/87 | AC: 38 (29 T, 23 F) | CMD: 38 | F: 13, R: 15, W: 10 | Init: 18 | Perc: 13 | Speed 60, fly 90 (good) |
Tracked Resources:
Arcane Pool 5/14 | Lesser Extend Rod 0/3 | Pearl I 0/2 | Reroll 0/1 | Ablative Barrier 20/50 | Mythic Power 0/2

It's a visual manifestation of the haunt's dominate effect. I think it has since subsided since we are out of initiative.

Assuming that is true, Favian will use a pearl of power to recall chill touch

Sovereign Court

Fangwood Keep Maps

Correct the effect has ended. Not without some speaking.

“You can never defeat me! I am beyond your reach!” Comes from the area as the haunt is defeated.

Knowledge Religion DC 15 or Sense Motive DC 25, and Favian due to successful possession.:

The Haunt actually suffuses the whole entire ruins. in order to destroy the haunt, they would have to draw the entire haunting presence into a vulnerable form. Furthermore, ghostly undead are often held to the world by unfinished business, and completing that business can end their haunting; since Isirah was driven by the need to survive, directly confronting the shade with Isirah’s
existence and persuasive words could help her soul find its final rest.

The room that you find along the way, This chamber contains a bank of consoles—several shattered—that encircle the room. Chairs lie scattered and broken all around on the floor.

I've opened up the hallways, as there is nothing stopping you from exploring the rest of the hallways.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu will search the computer room:

Perception: 1d20 + 17 ⇒ (5) + 17 = 22

***...whoever has the tablet that talks should get ready to use it to confront the haunt with its on ongoing existence...***

Scarab Sages

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

"I have the lass." Ryster says, holding up the crystal.

Dark Archive

Magical Effect:
Mage Armor, Status, Guidance, See Invisibility, False Life
Human Cleric 10| AC 18 T 12 FF 17 | HP (20)66/66| F +7 R +6 W +10 | Init +1, Perc +19, SM +15|

Know. Religion: 1d20 + 18 ⇒ (20) + 18 = 38

Hedra explains what she understands of the haunt and asks Ryster to take tablet

Silver Crusade

1 person marked this as a favorite.
Paladin of Shelyn 17

Hania puts a hand on Ryster's shoulder. "Ryster, you seem to have connected to Isidra-in-the-Crystal. Could you please explain to her what we are going to do? I'd like to minimize any pain or shock from the experience."

Scarab Sages

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

Ryster stares at Hania for a moment, then nods and holds up the crystal to address Isidra. "Well, lass, it seems we need to quiet this haunt down. Me friends seem to think this figment is some aspect o' your soul hauntin' the ship and if we can get you to talk to....you, we might give...you some rest. Make sense?" He says, though not entirely sure it makes any sense to himself, let alone a talking crystal...

Sovereign Court

1 person marked this as a favorite.
Fangwood Keep Maps

"So you want me to talk to the thing that's not me but looks like me. Not sure it will listen to me, if I don't think that's me I'm not sure it will know I'm me. But I can give it a try."

Scarab Sages

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

Ryster nods, shakes his head, and nods again. "Aye. Sounds....righ...good." He replies, hoping his confusion is not visible to his companions.

Sovereign Court

Fangwood Keep Maps

GM Notes:

Favian: 1d20 - 1 ⇒ (9) - 1 = 8
Hania: 1d20 + 0 ⇒ (20) + 0 = 20
Draa: 1d20 + 7 ⇒ (3) + 7 = 10
Ryster: 1d20 + 17 ⇒ (13) + 17 = 30
Hedra: 1d20 + 15 ⇒ (9) + 15 = 24
Yanndu: 1d20 + 17 ⇒ (8) + 17 = 25

Ryster and Yanndu, find a security locker under one of the consoles, who's lock has been corroded. There are also a few chips and a rifle being kept inside of it. "I think I can repair those if you like, they help increase skills to which they are programmed. It will take some time." Isirah mentions as you pull them out.

OOC Mechanic Stuff, Ryster may want to read this.:

These are a full set of Skillchips Mark III's
A Timeworn sonic rifle, fully charged.

Ryster, Yanndu and Hedra, start to notice that the five monitors in here are starting to glow despite their cracked and broken appearance.

Are you approaching the monitors? Exiting into the hallway?

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Hallway!!

Scarab Sages

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

Ryster examines the chips for a moment, turning them over in his hand, but then quickly turns his attention to the rifle. Holding it up, he peers at it admiringly. "Tis' a nice firearm!" He shoulders the weapon and peers down the barrel letting out a low whistle then jerking his shoulder backwards and making pow..pow sounds. "Wonder how this sucker works...?" He mumbles as he examines the workings of the rifle.

KN: engineering: 1d20 + 7 ⇒ (11) + 7 = 18

As the monitors begin to light up, Ryster glances up in alarm, and whips his head around when Yandu exclaims. "Hallway!? What's out there? We got sumpin' goin' on in here!" He says and pointing with the barrel at the glowing monitors. "Look at them starting to light up!"

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

***...Ryster, you confront the upcoming apparition with that talking tablet of yours...Hedra, you talk the apparition's ears off with your honeyed words and comfort her and reassure her that she's still alive and you show her the talking tablet as proof... Hania and Draa: when the apparition gets all sentimental you blast the entire room with holy power and electricity ball, respectively... you both should be able to hit all the screens at once...if this thing is undead I will also join in with a surprise I've been saving for the occasion...***

Dark Archive

Magical Effect:
Mage Armor, Status, Guidance, See Invisibility, False Life
Human Cleric 10| AC 18 T 12 FF 17 | HP (20)66/66| F +7 R +6 W +10 | Init +1, Perc +19, SM +15|

Hedra stays in the room and says.

Ryster, asks Isirah’s good spirit inside the crystal to talk while I try to convince Isirah's bad spirit to calm down.

Taking her holy symbol of Aroden, Hedra begins to speak.

Isirah! Despite all your best effort, you are dead. Millenia have past since it. But, you were able to save your soul inside this strange device.
Stop being angry, your mission is done. You have done what you had hope, survived your death to be able to save knowledge. Your mission here is over.
Your need to protect this place has no more purpose. We have you, and we will protect you.

Diplomacy (+Aroden's help): 1d20 + 19 + 10 ⇒ (2) + 19 + 10 = 31

Scarab Sages

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

Ryster nods and steps in behind Hedra. "Alright lass, time for you to try to talk to.....yourself, your figment self...." He says, holding up and presenting the crystal like it were a holy symbol.

Sovereign Court

Fangwood Keep Maps

You see for a brief instant the former life is Isirah who is standing next to one of the monitors. Before the whole room erupts into flames.

Reflex-Ryster: 1d20 + 17 ⇒ (4) + 17 = 21
Reflex-Hania: 1d20 + 7 ⇒ (15) + 7 = 22
Reflex-Favian: 1d20 + 11 ⇒ (16) + 11 = 27
Haunt-Fireball: 7d6 ⇒ (2, 1, 1, 3, 2, 6, 5) = 20
All made the reflex save, It's only 10 fire, apply any reductions that you have. All others are blocked by the wall from reaching you.

And the room appears for the moment to be quiet. Good-Isirah mentions, "I didn't even get to say anything yet. Is that supposed to happen?"

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

*facepalms* sorry guys... got no idea how to solve this at this point.

Sovereign Court

Neutral Human Magus 12 (Sheet) (Equipment) | HP: 76/87 | AC: 38 (29 T, 23 F) | CMD: 38 | F: 13, R: 15, W: 10 | Init: 18 | Perc: 13 | Speed 60, fly 90 (good) |
Tracked Resources:
Arcane Pool 5/14 | Lesser Extend Rod 0/3 | Pearl I 0/2 | Reroll 0/1 | Ablative Barrier 20/50 | Mythic Power 0/2

Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

Desmond manages to avoid the worst of the blast as well. Using the connection between then, Favian rebalances some of the damage.

As a protector familiar, Desmond does not have improved evasion.

Favian's takes 10 damage, 5 of which are converted to nonlethal due to ablative barrier.

Desmond takes 10 damage, Favian uses the shield master to take half of Desmond's damage onto himself/

Favian now has 10 damage plus 5 nonlethal. Desmond has 5 damage.

Favian moves into the hall and pulls out a wand. Touching himself, his wounds start to heal slowly.

One charge from his wand of infernal healing which will completely heal him.

Scarab Sages

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

Ryster turns and looks at his companions, smoke still rising from his singed and smoking beard. "Well....now what? Lass, maybe we should step in and you just start talking...?"

Silver Crusade

Paladin of Shelyn 17

Hania continues the conversation with Isidra. "Here in this crystal you can see yourself. Let go of your anger!"

diplomacy assist: 1d20 + 16 ⇒ (2) + 16 = 18

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Is this a regular haunt i.e. is it done now or resetting itself for round to round BBQ fun? haunts are the worst-thing invented by the PFRPG folks... it's annoying and unless you got a full level cleric you're just fumbling like an idiot... soooo annoying.... how are they supposed to add fun to this? I recommend we check out the other room and the hell with it... see red triangle suggestion on map.

***...is the haunt destroyed?...***

Scarab Sages

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

Ryster glances at the empty room, then glances at Hania, then back to room, then back at Yandu. "Should we keep looking around?"

Dark Archive

Magical Effect:
Mage Armor, Status, Guidance, See Invisibility, False Life
Human Cleric 10| AC 18 T 12 FF 17 | HP (20)66/66| F +7 R +6 W +10 | Init +1, Perc +19, SM +15|

Hedra tries to understand what just happened.

Know. (Religion): 1d20 + 18 ⇒ (19) + 18 = 37

After looking around for any new clues of what a happened eons ago or the purpose of this room.

After she agrees to continue their exploration.

Sovereign Court

Fangwood Keep Maps

The room with the red triangle

Two immense metal cylinders attached to a series of metallic pipes and conduits occupy much of the west side of this room. The susurrus of moving air is audible within these containers. Technological consoles covered in controls and glass displays wind along the north and east walls.

GM Notes:

Favian: 1d20 - 1 ⇒ (12) - 1 = 11
Hania: 1d20 + 0 ⇒ (13) + 0 = 13
Draa: 1d20 + 7 ⇒ (3) + 7 = 10
Ryster: 1d20 + 17 ⇒ (2) + 17 = 19
Hedra: 1d20 + 15 ⇒ (4) + 15 = 19
Yanndu: 1d20 + 17 ⇒ (12) + 17 = 29

Ryster, Hedra, and Yanndu; notice before entering into the room, that the smaller screens and eye pieces (i.e. monitors and cameras) are glowing just the same as before.

Know (Engineering) DC 17:

The messages glowing on the screen indicate something called a reactor leakage. If you ask Isiriah, she explains there is a radiation issue, and that radiation can make someone incredibly weak (translation - Con Drain).

What would you like to do? You can do things from the hallway.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu cast mage hand to turn the cameras away towards the wall. Yanndu automakes Knowledge Engineering and telepathically asks Ryster to ask iPad Lady about radiation levels and how to stop radiation leakage / shut down the reactor...

Scarab Sages

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

Ryster glances into the room, then suddenly looks around in all directions, still not used to another voice inside his head.

Nodding he hold up the crystal. "Lass, apparently there is some raydation in that there room. Know anything about it?"

Peering at the glowing cameras and monitors, he says. "I could shoot those out."

Sovereign Court

Neutral Human Magus 12 (Sheet) (Equipment) | HP: 76/87 | AC: 38 (29 T, 23 F) | CMD: 38 | F: 13, R: 15, W: 10 | Init: 18 | Perc: 13 | Speed 60, fly 90 (good) |
Tracked Resources:
Arcane Pool 5/14 | Lesser Extend Rod 0/3 | Pearl I 0/2 | Reroll 0/1 | Ablative Barrier 20/50 | Mythic Power 0/2

There is pretty much zero Favian can do about haunts either. If the current plan doesn't work, then my guess is we just have to suck it up, take whatever pain the haunts dish out and try to complete our search quickly.

Silver Crusade

Paladin of Shelyn 17

Or do we just need to stand in one place and keep up the talking to the haunt? Maybe repeated diplomacy attempts can hurt it in some way? But then we may need to take some damage as we're working on that.

Dark Archive

LN Male Human Mystic Theurge 9 | HP: 13/56| AC: 15 (11 tch, 14 fl) | CMB: +4, CMD: 15 | F:+7, R: +5, W: +16 (+7 vs death, +1 vs curse) | Init: +1 | Perc: +7[+9], SM +10, Diplo +5 | Speed: 30 | 1/Day +1 any d20 Arcane Bonded Item 0/1 Divine Bonded Item 1/1 Active Conditions: Spells(on profile)

*If it stays consistent with the Fire, we could take further precautions. but this Predicament is frustrating no doubt.*

is radiation a poison effect? I have communal delay poison available if so.

kn:engineering: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35

Sovereign Court

Fangwood Keep Maps

Radiation is radiation, it's not a poison effect, there are rules for radiation.

Yes, it is very very possible to damage both the monitors and the cameras. You've done it before in the main room and the haunt took damage.

Dark Archive

LN Male Human Mystic Theurge 9 | HP: 13/56| AC: 15 (11 tch, 14 fl) | CMB: +4, CMD: 15 | F:+7, R: +5, W: +16 (+7 vs death, +1 vs curse) | Init: +1 | Perc: +7[+9], SM +10, Diplo +5 | Speed: 30 | 1/Day +1 any d20 Arcane Bonded Item 0/1 Divine Bonded Item 1/1 Active Conditions: Spells(on profile)

what exactly do we know about radiation?

Sovereign Court

Fangwood Keep Maps

If you ask Isiriah, she explains there is a radiation issue, and that radiation can make someone incredibly weak (translation - Con Drain).

Scarab Sages

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

Ryster raises his weapon and fires at the glowing monitors and cameras. "I am going to get rid of these...."

Once done, he turns to the crystal and asks. "Anything in there we ought to check on, lass? Otherwise, I think we should check the other room."

He tries to peer into the radiation room to see if there is worth risking entering for. Perception: 1d20 + 16 ⇒ (16) + 16 = 32

Dark Archive

Magical Effect:
Mage Armor, Status, Guidance, See Invisibility, False Life
Human Cleric 10| AC 18 T 12 FF 17 | HP (20)66/66| F +7 R +6 W +10 | Init +1, Perc +19, SM +15|

I will send Eye, no need to take any risks

Says Hedra worried that her comrades could be harmed by these "radiation".


AC 25 T 15 FF 22 | HP 33/33| F +5 R +5 W +5 | Init +3, Perc +12 |

At its master's command Eye begins to scan the area for any important info or threats.

Eye. Is. Looking.

Take 20 to look around

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

***...Ryster shoot cameras but careful with monitors as they may accelerate this 'reactor leakage'...***

Sovereign Court

Fangwood Keep Maps

Since the physical objects have no save or AC, Ryster cleaning takes them all out, and the feeling of the haunt dissipates. You see the echoes of the shade (not a memory flicker like before), briefly appears in the pieces of one of the monitors, unleashing a storm of invectives for those that still can translate. Before disheartening, and you realize what little control she had is fading.

Both Ryster and the eye look around the room, and there are a few open compartments. One in what looks like a tank, has what looks like elemental gems, but they have no magical properties. On the console is a timeworn filter mask (4 charges) and a dampening belt (15 charges is one of the chairs.

Sovereign Court

Fangwood Keep Maps

Before dissapearing*** , and you realize what little control she had is fading.

Sorry didn't notice that got caught up in autocorrect.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu takes position with the party around the entrance of the last room.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Do the map items I circled in red connect?

Sovereign Court

Fangwood Keep Maps

Yes, the left most circle is where you found the first haunt in the hallway that was blocked off. It was the going 'west' choice, and the rest of the map was going 'north'.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Ok thanks for confirming that room has been explored. If not we would do it before heading to the last room I think. Yanndu also retrieved his rod via mage hand after the fight with in the auditorium.

***...it is time to see an end to this...***, says Yanndu telepathically. He then positions himself before the last door (as per map), waits a few rounds to let others prepare, then casts greater invisibility on himself before opening the door.

Scarab Sages

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

Ryster moves to the door to inspect it before Yanndu opens it. "Easy, lad."

Perception: 1d20 + 17 ⇒ (18) + 17 = 35

Sovereign Court

Fangwood Keep Maps

It's a door, and it's not locked or anything.

Numerous machines connected by a maze of floor-level pipes fill most of this room, in some places reaching all the way to the chamber’s twenty-foot-high ceiling. To the west stands a gigantic cylinder filled with churning gases. The gases in the core reshape into the face of Isirah’s shade, seething with barely contained rage and frustration.

You have a chance to talk to her, and make a skill check to influence the haunt, Bluff, Diplomacy, Intimidate, and Sense Motive.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

A-Team planning, re-loaded! :P

***...Ryster, you confront the upcoming apparition with that talking tablet of yours...Hedra, you talk the apparition's ears off with your honeyed words and comfort her and reassure her that she's still alive and you show her the talking tablet as proof... Hania and Draa: when the apparition gets all sentimental you blast the entire room with holy power and electricity ball, respectively... you both should be able to hit all the screens at once...if this thing is undead I will also join in with a surprise I've been saving for the occasion...***

Scarab Sages

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

Ryster sees the gas face and quickly holds up the crystal. "Alright lass, now's the time to confront yerself. Be brave girl, you can do this...."

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu casts telempathic projection at Isirah's shade, using the 'Will of the Dead' phrenic amplification to affect undead; Isirah's shade gets no save and she becomes more receptive to Hedra's words. Hedra gets +5 insight bonus to her Diplomacy check

Sovereign Court

Neutral Human Magus 12 (Sheet) (Equipment) | HP: 76/87 | AC: 38 (29 T, 23 F) | CMD: 38 | F: 13, R: 15, W: 10 | Init: 18 | Perc: 13 | Speed 60, fly 90 (good) |
Tracked Resources:
Arcane Pool 5/14 | Lesser Extend Rod 0/3 | Pearl I 0/2 | Reroll 0/1 | Ablative Barrier 20/50 | Mythic Power 0/2

Favian will make himself invisible while the others do their negotiating.

Cast invisbility.

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