PFS 5-16 Destiny of the Sands Part 3: Sanctum of the Sages (Inactive)

Game Master TheBobJones

Where on | Mythic Rules | Tactical


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Dice Rolls | Tactical
Xull wrote:
Any chance you may have placed us in the wrong spot, GM? I moved the spoiler a little only to find a wall.

Artists caveat. I put a gate in to make you feel better. Props for knowing my West - East?

Grunting and growing, veins popping out on his arms and forehead, the large Shoanti digs his feet in, pushes with all his strength.

The sand begins to shift, falling to the side, and the iron gate begins to swing on rusty hinges and open wide.

Success, you are not in yet, you are in the arch under 2, before 3. Before we get to 3, let us resolve the inscribed ruins with a linguistics check. Once that is over, you can open the #3 spoiler.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
GM_TheBobJones wrote:

Grunting and growing, veins popping out on his arms and forehead, the large Shoanti digs his feet in, pushes with all his strength.

The sand begins to shift, falling to the side, and the iron gate begins to swing on rusty hinges and open wide.

Also grunting and groaning, Warpac is still trying to dismount when Xull successfully opens the gate. He's walking a little funny after riding the camel for so long. Just think, before the journey he could not seem to stay on the camel, now he is having a difficult time getting off. When will the madness end?

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

No linguistics here, though he will use a scroll of comprehend languages if the scholars fail to translate.

"Anyone want to translate the writing? I can give you a blessing from Desna that should improve your chances."

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Korasu looks ready to climb over the gate before the heavy lifting begins. "Ah, as has been mentioned before, I am but a humble scholar, though in my days of study I climbed many-a bookshelf. Should we have need, I can scale all but the smoothest of surfaces.

I am, additionally, fluent in the Ancient Tongue of Osiriani" he adds helpfully.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Korasu wrote:
I am, additionally, fluent in the Ancient Tongue of Osiriani"[/b] he adds helpfully.

"Well, that is certainly good news. I guess I'll hold off on the blessing unless you feel it would be of use."

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Pooka cracks his knuckles and shifts his armor after dismounting. He steps up to help Xull open the door.

And finds the large man has beaten him to it.

"Remind me never to get on your bad side..." he says, staring somewhat dumbfounded at the massive door, now open.

"Ancient Orisani Korasu? Impressive! What does it say?" Pooka says, hands on his hips and staring at the writing on the ceiling, arching his head back so far to look straight up it seems as though he might just tip over.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Toorin lifts his smoked goggles off his eyes and squints up at the inscription. "I can read Osiriani. This is ancient script, which is not the same, but I can usually work out the meaning. The words and symbols of ancient Osiriani have more meanings that the modern language does, so that makes some translations tricky."

Then he stops attempting the read and starts casting, "Draíonta déanta a léiriú". He looks the inscription over for magic, hoping to avoid any magical traps using runes and symbols.

Before entering the complex, he casts another charge of Mage Armor on himself, assuming it's been more than an hour since the oasis. He'll use one of Amarok's scrolls for him, if he wants.

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

Moving across the desert dunes effortlessly and making great time, Amarok stares up at the awe-inspiring sight of Seeker's Folly and bows his head in reverence for a moment, his quiet meditation is interrupted however, by the grindig squeal of Xull tearing open an old rusted gate.

"Well done my powerful friend, alas I do not speak the ancient tongue."

He gratefully takes Turin's offer of casting one of his scrolls upon himself and readies himself to press on deeper into the ruins.


Dice Rolls | Tactical

Torrin studies the arch while Xull uses brute force to open the gates.

Toorin Linguistics: 1d20 + 9 + 2 + 1d6 ⇒ (17) + 9 + 2 + (5) = 33

Torrin can decipher that it is a message welcoming travelers and offering them safety from the winds.

He also notes that a series of apparently accidental chips and scratches changes the meaning to offer safety from the winds of time.

Korasu Perception: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32

Korasu spots this damage is a coded message left by one of the Jeweled Sages to signal any allies in the area.

Way to make me burn all my good rolls on kn checks!

The Exchange

Male Human (Shoanti) Level 5, #-3

"Muscles, I can do," Xûll smiles, "Ancient script... well, that is another thing entirely!"

Korasu and Toorin, don't suppose you'd be willing to use your linguistics skills here? We get a +2 bonus... that alone tells me it might be the right skill for the job. Oh, and the GM asked for one. ;-) With your bonuses (+11 & +9 before the +2), I'd say you could safely take 10 for a 23, Korasu and Toorin could auto-aid to bump it to a 25. Cyrus'd!

The Exchange

Male Human (Shoanti) Level 5, #-3

With the script deciphered, Xûll shrugs. "Safety from what winds?" he just has to ask, expecting a sandstorm to whip up before Toorin explains. "Oh, okay then, the 'winds of time'? Whatever that means. Good to know we're on the right track, then. Let's find this diamond in the dust."

Xûll moves through into the next room and inspects its contents.

"Two doors. A choice! Maybe there's a portcullis in this wall, too..."


Dice Rolls | Tactical

The wind gusts about this small courtyard, filling the air with fine grit. Corpses litter the area, little more than bone and desiccated, leathery skin. A dry well occupies the center, surrounded by the remnants of an outdoor market, though even the best tent is tattered and leans precariously. To the east, a set of low steps rise to a set of stone doors surrounded by symmetrical wall carvings of pharaohs. Stairs to the south ascend to the outer wall.

Before the Pathfinder can properly begins to explore Seeker's Folly, three corpses stagger to their feet, decomposed and rotting. A fourth figure emerges and begins to amble towards them in a stiff, uncoordinated way.

The sand continues to whip about their faces and swirl into small dust devils in the courtyards, hampering a potential arrow flight.

The whirling sand provides concealment for any creature more than 10 feet away in the courtyard. Roll a d10, 1 or 2 is a miss

GM Rolls:

Amarok Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Korasu Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Pooka/Luna Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Toorin Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Xull Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Warpac Initiative: 1d20 + 1 ⇒ (11) + 1 = 12+2 when underground
Zombie Initiative: 1d20 ⇒ 18
Golem Initiative: 1d20 + 1 ⇒ (18) + 1 = 19

Up next: Round 1: Amarok & Korasu

Combat Table:

Combat Table - Round 1
Active Conditions:
Global Conditions: Creatures 10 feet away and further have Concealment. Roll a d10, 1 or 2 is a miss.

  • Amarok <=
  • Korasu <=
  • Gloem <=
  • Zombie <=
  • Xull <=
  • Warpac <=
  • Pooka/Luna <=]
  • Toorin <=

[ooc]Current Conditions:

Kn Religion & Arcana for Monster Lore (don't forget your +2 for Kn Checks)

Kn Religion DC 11:
The three shapes are plague zombies that look tougher than normal; normal Undead traits, and it can attack with a disease causing slam

Kn Religion DC 16:
Furthermore, the plague zombies, when they die, burst in a spray of decay.

Kn Arcana DC 14:
This is a Carrion Golem, with normal Construct Traits, it also emits a foul smell around it.

Kn Arcana DC 19:
The carrion golem has DR/5, Bludgeoning or Slashing, and is immune to magic that allows spell resistance.

Kn Arcana DC 24:
The carrion golem also carries a plague.


Dice Rolls | Tactical
Xull wrote:
"Two doors. A choice! Maybe there's a portcullis in this wall, too..."

Wonderful cartography this one. So #2 is a ledge above the gate. You are actually under it and in the Courtyard. To ascend to #2 there are stairs in the SE corner. But there things here first.

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

"Winds of time? How strange, no matter we should press on."

Amarok says calmly as they move in through the portcullis, examining the room and the dessicated corpse littered around. Before he can think any further four of them stand up and shuffle ominously towards them.

"Blasted minions of undeath"

Stepping in front of Turin, partly to guard him and partly to let Pooka have his fearsome charge, Amarok calmly aims at the closest moving corpse before firing two shots in quick succession.

Flurry, Deadly Aim, Point Blank at blue: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 for damage: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Flurry, Deadly Aim, Point Blank at blue: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 for damage: 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15

5' step diagonally in front of Turin, then Flurry

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Seeing the corpses rise, Toorin quips, "It would seem not everything is protected from the winds of time or of necromancy."

Knowledge (Religion), Investigator bonus, early bird bonus: 1d20 + 9 + 1d6 + 2 ⇒ (1) + 9 + (1) + 2 = 13
Knowledge (Arcana), Investigator bonus, early bird bonus: 1d20 + 8 + 1d6 + 2 ⇒ (15) + 8 + (5) + 2 = 30

Toorin points across the courtyard at the monster due north of him and says with an edge of fear in his usually calm voice, "That's a carrion golem! Its stench can nauseate! Bash or slash at it!" He starts to reach for a spell component, but has trouble getting the item out, delaying his contribution to the attacks.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Knowledge religion: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

"You do not want to be near these zombie guys when they are destroyed or you may get a disease. If anyone has any protection against diseases, now would be a good time to use it."

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Knowledge religion: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21

1: If Amarok doesn't kill the zombie with his attacks:

Korasu grimaces as he strides forward, bringing his sword down on the hapless zombie, even as he flinches against the oncoming explosion of gore he was warned about. This is going to be unpleasant...

2: If Amarok does kill the zombie with his attacks:

Korasu grimaces as he strides forward, bringing his sword up in a defensive motion as he Vanishes and moves to a likely point in the Golem's path, readying an attack. This is going to be unpleasant...
Move, Vanishing Step, Standard action to ready an attack if the Carrion Golem stops in a square he threatens. If the Carrion Golem provoves by moving through his square, he'll take his Attack of Opportunity, then take the readied Attack... likely right before the Golem punches him back in the face.

Attack, Adamantine, Slashing: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d10 + 6 ⇒ (10) + 6 = 16
Sneak Attack Damage?: 2d6 ⇒ (6, 1) = 7

Second Attack (if needed), Adamantine, Slashing: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d10 + 6 ⇒ (2) + 6 = 8

Fortitude Save, if needed: 1d20 + 2 ⇒ (12) + 2 = 14

Efficient PbPing?


Dice Rolls | Tactical

Oh, I see that Toorin was not up. The perils of phone GMing. My bad on that one. Regardless, nicely done Korasu as an example.

Amarok fires two arrows faster than the eye can track, slicing through the stomach and the throat of the zombie before him. Wordlessly, it falls forward onto it's face before erupting in a spray of decaying flesh.

Amarok is knocked back by the force of it, and is covered in rotting flesh.

Slam damage: 1d6 + 6 ⇒ (5) + 6 = 11

Some of the putrid goo seems into his mouth.

Amarok Fortitude: 1d20 + 5 ⇒ (9) + 5 = 14

He immediately spits it out before the disease ridden microbes can infiltrate his holy temple to Ironin.

The two remaining zombies move to attack the nearest foe, Xull and Amarok.

The first zombie raises both hands above his head and brings both fists down in a crushing arc towards the Shoanti's head, but sails wide.

Yellow vs Xull: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d6 + 6 ⇒ (2) + 6 = 8

The yellow zombie mirrors the red zombie, this time it strikes out at Amarok. This zomie is able to deliver a crushing blow to his head. Having shaken off the effects the first time, Amarok once again avoids contracting a terrible disease.

Red vs Amarok: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 6 ⇒ (4) + 6 = 10

Meanwhile, the golem shambles forth. As it nears the invisible Korasu, it can pinpoint where he is. As he moves towards him, Korasu lashes out with his honestly I have no idea what weapon you use.

The golem then closes the distance and brings one huge fist down upon the tengu.

Golem vs Korasu, flank: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
damage: 1d8 + 3 ⇒ (8) + 3 = 11
Korasu Fortitude vs Disease: 1d20 + 2 ⇒ (19) + 2 = 21

It jets its right hand out in a straightforward punch that knocks into Korasu's shoulder.

As the golem gets closer, the smell becomes overpowering to all the Pathfinders.

Amarok Fortitude: 1d20 + 5 ⇒ (10) + 5 = 15
Korasu Fortitude: 1d20 + 2 ⇒ (5) + 2 = 7
Luna Fortitude: 1d20 + 8 ⇒ (13) + 8 = 21
Pooka Fortitude: 1d20 + 7 ⇒ (16) + 7 = 23
Toorin Fortitude: 1d20 ⇒ 20
Xull Fortitude: 1d20 + 8 ⇒ (19) + 8 = 27
Warpac Fortitude: 1d20 + 9 ⇒ (2) + 9 = 11 +2 poison, spells, and spell like abilities

The smell is too much and the Tengu and dwarf collapse, vomiting everything they have ever eaten. You are both nauseated for 1 round

Up next: Round 1: Xull, Warpac, Pooka/Luna, Toorin Round 2: Amarok & Korasu

Combat Table:

Combat Table - Round 1/2
Active Conditions:
Global Conditions: Creatures 10 feet away and further have Concealment. Roll a d10, 1 or 2 is a miss.

  • Amarok <=
  • Korasu <=
  • Gloem <=
  • Zombie <=
  • Xull <=
  • Warpac <=
  • Pooka/Luna <=]
  • Toorin <=

[ooc]Current Conditions: Amarok -21 hp, Korasu -11hp nauseated; Warpac nauseated

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Curse my slow reaction time... Pooka grumbles as he grips his reins tighter.

"You are stronger than the decay before you! Their poison holds no sway over you!"

Standard action to activate Danger Ward for Fortitude saves. Short version - any time in the next minute that you fail a Fort Save you can re-roll it with a +4 bonus. To bad I couldn't get that off earlier in the round... heh /sheepish grin

Realizing his lance will not do much good here, especially if the enemies must be bludgeoned, Pooka drops the polearm to the ground and pulls his heavy silvered flail from its spot on his back.

Free to drop, move to draw silvered heavy flail

I guess maybe it would be nice to poke these zombies from a distance so they don't explode all over me... He laments after his weapon hits the sandy ground.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
GM_TheBobJones wrote:
The smell is too much and the Tengu and dwarf collapse, vomiting everything they have ever eaten.

Warpac is the unluckiest character I've ever had, which is ironic since he is the only character I have that worships a god of luck. I guess I know what my next action is. *puke*


Dice Rolls | Tactical

You can take a single move action if you want

The Exchange

Male Human (Shoanti) Level 5, #-3
Warpac wrote:
I guess I know what my next action is. *puke*

Second round action: forsake Desna?

Xûll lets the sea of red cloud his vision (free: rage) and steps around the zombie he's facing (5-ft step). With his over-sized arms, he whips his nodachi around with deadly intent at the carrion golem.

Nodachi vs Golem, power attack, reckless rage: 1d20 + 12 - 2 - 1 ⇒ (17) + 12 - 2 - 1 = 26
Damage, power attack, reckless rage: 1d10 + 10 + 6 + 3 ⇒ (1) + 10 + 6 + 3 = 20

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
GM_TheBobJones wrote:
You can take a single move action if you want

Why not. Head to the stairs! Icon moved.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Korasu has an Elven Curve Blade, but I consider that to be essentially an a cooler, Elven, Katana ;)) Minor retcon, unless it has blindsight, the golem probably has a 50% miss chance from the invisibility unless I got my attack in. It will go away at the start of my next turn (round 3)

Korasu manages to keep his lunch down, but loses his readied attack. (despite how he'd have preferred it the other way around.) Gagging, he wheels backward, still invisible, trying to get as much distance as possible from the monstrosities
Acrobatics moving halfspeed vs CMD+2: 1d20 + 12 ⇒ (10) + 12 = 22


Dice Rolls | Tactical

Karasu - it does and you became visible when you took your readied action

GM wrote:
Meanwhile, the golem shambles forth. As it nears the invisible Korasu, it can pinpoint where he is. As he moves towards him, Korasu lashes out with his elven curved blade.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Aah. Got it. Sorry, I misread that and assumed I would have been nauseated when it came closer and lost my attack. I'll take that, though.


Dice Rolls | Tactical

Xull steps in front of the nauseated elf and delivers a killing blow to the golem. It looks at him with uncaring eyes as it falls dead to the ground. Pooka drops his lance and takes out his mace, reading to crack open skulls of the dead that live.

Puking both Warpac and Korasu scramble for cover.

Up next: Round 1: Toorin; Round 2: Amarok

Combat Table:

Combat Table - Round 1/2
Active Conditions: Danger ward Reroll failed save, +4 on reroll, 1 minute
Global Conditions: Creatures 10 feet away and further have Concealment. Roll a d10, 1 or 2 is a miss.

  • Amarok <= Twang Twang
  • Korasu <= Now you see me, now you don't, barf
  • Gloem <= Kill
  • Zombie <= Kill
  • Xull <=
  • Warpac <= barf
  • Pooka/Luna <= shiny silver, be strong lads!
  • Toorin <=

[ooc]Current Conditions: Amarok -21 hp, Korasu -11hp nauseated; Warpac nauseated

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Toorin draws his longsword and slashes at the zombie nearest him. Just before swinging, he hisses a fell sounding elven word and the blade briefly glimmers along its edge.

Longsword: 1d20 + 3 ⇒ (19) + 3 = 22
confirm critical: 1d20 + 3 ⇒ (10) + 3 = 13
damage, arcane strike: 1d8 + 2 ⇒ (6) + 2 = 8
damage, arcane strike, critical: 1d8 + 2 ⇒ (3) + 2 = 5

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

if Toorin's zombie still stands:

Amarok takes a deep breath as his elven companion hacks into the vile zombie. Taking a quick step back and aims his bow directly at the creature in front of him. Once more his bow twangs twice in quick succession.

Flurry, deadly aim, point blank: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 for damage: 1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9

His first shot goes wild and he tries again.

Flurry, deadly aim, point blank: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 for damage: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11

If Toorin fells the Zombie:

With no for directly threatening him, Amarok moves up to the well to stands among to collapsed rubble of the Golem. Taking a deep breath he fires once.

Longbow, deadly aim, point blank: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 for damage: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14


Dice Rolls | Tactical

Minor mistake, Amarok when the plague zombie burst you do not take damage. You only have to save vs disease. You have 11 hp back.

Toorin lashes out with his blade, sinking it deep into the putrid mess before him, while Amarok once again fires off a few quick shots. His first flies harmlessly wide, but the second lodges in the zombie's leg. It looks down, then up, then at Amarok.

The yellow zombie takes a swing at its closest opponent, Xull. A balled up fist of exposed muscle flies at the Shoanti's face.

Yellow slam vs Xull: 1d20 + 6 ⇒ (5) + 6 = 11
Slam damage: 1d6 + 6 ⇒ (6) + 6 = 12

The red zombie once again mimics his yellow counterpart, this time stepping up and swinging at Amarok,

Red slam vs Amarok: 1d20 + 6 ⇒ (3) + 6 = 9
Slam damage: 1d6 + 6 ⇒ (6) + 6 = 12

Warpac and Korasu - nauseated over

Up next: Everyone

Combat Table:

Combat Table - Round 2-3
Active Conditions: Danger ward Reroll failed save, +4 on reroll, 1 minute
Global Conditions: Creatures 10 feet away and further have Concealment. Roll a d10, 1 or 2 is a miss.

  • Amarok <= Twang Twang
  • Korasu <= Now you see me, now you don't, barf
  • Zombie <= Kill
  • Xull <=
  • Warpac <= barf
  • Pooka/Luna <= shiny silver, be strong lads!
  • Toorin <=

[ooc]Current Conditions: Amarok -10 hp, Korasu -11hp; Warpac

The Exchange

Male Human (Shoanti) Level 5, #-3

Xûll laughs at the skeleton's clumsy attempts to bring him low. "You have been dead for a long time," he says condescendingly, "Allow me to reacquaint you with the laying still part of the bargain. It would not do to anger Pharasma any further."

Xûll vs Yellow: nodachi, power attack, reckless rage: 1d20 + 12 - 2 - 1 ⇒ (12) + 12 - 2 - 1 = 21
Damage, power attack, reckless rage: 1d10 + 10 + 6 + 3 ⇒ (9) + 10 + 6 + 3 = 28


Dice Rolls | Tactical

The red zombie explodes in a disgusting mess, flinging gore all over Toorin, Xull, Pooka, and Luna.

Luna Fortitude: 1d20 + 8 ⇒ (19) + 8 = 27
Pooka Fortitude: 1d20 + 7 ⇒ (3) + 7 = 10
Toorin Fortitude: 1d20 ⇒ 17
Xull Fortitude: 1d20 + 8 ⇒ (16) + 8 = 24

Pooka Fortitude, Death Ward reroll: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13 Dude sorry. Good news it doesn't effect you until after the adventure.

Getting a face full of the nasty goo, Pooka swallows when he should have spit. A feeling of uncomfortableness comes over the halfling.

Zombie Rot:
Onset 1d4 days; Frequency 1/day

Effect 1d2 Con damage (this damage cannot be healed while the creature is infected); Cure 2 consecutive saves.

Note Anyone who dies while infected rises as a plague zombie in 2d6 hours.

The Exchange

Male Human (Shoanti) Level 5, #-3

You mean yellow and not red, right?

"Wow, wish we knew more about these things," Xûll exclaims, "Would have been good to know not to stand next to them." Apparently, Xûll had not been listening when Warpac shouted his warning.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Warpac, for possibly the first time in his life, decides to play it safe and NOT run up and engage the exploding zombie. As a swift action he uses a fervor and activates a Divine Favor, then hurls his star-knife at the remaining zombie. He will use his Lucky Presence to roll twice as he is tired of missing.

To Hit try 1: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
To Hit try 2: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Another sterling performance!

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Pooka fights back the bile in his throat at the mere thought of ingesting any of the zombie filth. He uses his own words to focus on the fight at hand, and it seems to help. He doesn't seem to be puking like Warpac was, and so he shrugs it off, not worried about it for now.

Not able to get up to speed to get a proper cavalier's charge in on the remaining zombie, he decides to circle around, pinning the unthinking abomination between himself and Amarok.

Power Attack, Flank: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 for Silver, Bludgeon damage, PA: 1d8 + 9 ⇒ (8) + 9 = 17

This time Pooka holds his breath and closes his eyes when he swings. He holds Luna back so she doesn't put any of the zombie's filth in her mouth on purpose.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

"Bah! Plague zombies! I should have recognized them. I fought them before." Toorin backs, letting his longsword drop and drawing his bow to fire from a safe distance.

Longbow, into melee: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4

"Dire Rats!"

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

Phew, thanks for the heads up, thought it was ropey there! ^^ if pooka's mighty swing hasnt exploded the mook, Amarok will do the following:

With the Zombie between himself and Pooka and nowhere to safely step back, Amarok uses his training to duck beneath the Zombie's blows and fire twice with not an arms span between them.

"Fall accursed creature"

Longbow, flurry, deadly aim, point blank: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 111d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Longbow, flurry, deadly aim, point blank: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 271d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Crit Confirm and extra damage

Longbow, flurry, deadly aim, point blank: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 182d8 + 10 + 2 ⇒ (8, 8) + 10 + 2 = 28

Point blank Master so no AoO, obviously wont attack if Zombie dies and will have wasted my 20 :(


Dice Rolls | Tactical

Combat over. Sorry Amarok

Warpac's hurled knife sails harmlessly over the zombies head as does Toorin's wayward shot.

Pooka however delivers a crushing blow and once again pops a zombie like a puss filled bladder, spraying Amarok and him in disease filled gore.

With the threat abated, it is time for the Pathfinders to heal up and begin to explore Seeker's Folly.
Amarok -10 hp, Korasu -11hp; Pooka Zombie Rot

In your haste to enter, you failed to notice some wall carvings. Interested individuals can give me a Kn History check. Don't forget your +2

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Knowledge History, +2: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Korasu cleans up some of his sickly wounds as he studies the carvings

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

No useful skills here. Retrieving his star knife and waiting on someone to translate!

I wonder if Desna has an issue with me. Perhaps I need an atonement? Even with the blessing of Desna on me I couldn't hit a simple zombie! Ever had that feeling in real life?

Warpac is now carrying a VERY worried look on his face.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Pooka hops down once the threat has disappeared and grabs some of the tattered remains of the tent to whip off his surcoat and armor, as well as clean off the puss on his precious Luna.

"I think I may have ingested a bit more of that zombie than I would care to admit. I feel ok." Pooka pauses for a second, as if waiting for the other shoe to drop. "So I suppose maybe I am just being paranoid. Perhaps when we get more time, I could get a closer inspection? Anyone know what kind of foul diseases a plague zombie might carry?" Pooka asks, casually cleaning off his heavy maul now before slipping it into its straps on his back.

"Actually, I think perhaps this preventative might be in order." he says, fishing through Luna's saddlebags to pull out a vial of antiplague he has been carrying for quite some time.

Plague/Zombie Rot/Antiplague mechanical questions:

Text of antiplague spoilered below. I have 2 vials in my inventory. Since I am already infected, I should be able to drink the antiplague and then make two saves, taking the better result, right? Do I need to time it so I drink it before I attempt the save? Seems silly to do it that way, just want to make sure I do it right. I picture this as taking the cold medicine as soon as you sneeze the first time and hopefully kill it before it turns into something...

Also, if the cure is two consecutive saves, my impression is that I would probably want to take a vial of the stuff two days in a row... right? With PFS it should be relatively easy to spend prestige points after the scenario to clear up the condition. I would rather try to do it this way though if possible, I just want to make sure I do it right.

So the way I read it, I believe I would take a vial now, make two saves and take the better result. If that succeeds, then I rinse and repeat tomorrow. If the second one succeeds, I am cured. In the meantime I could potentially take con damage if the incubation period is short enough. If that isn't the case, let me know. Thanks for reading my rambling!

Antiplague:
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.

Fort Save Rolls Day 1, assuming my assumptions are correct:

Fort Save: 1d20 + 7 ⇒ (19) + 7 = 26
Fort Save: 1d20 + 7 ⇒ (9) + 7 = 16

Fort Save Rolls Day 2, assuming my assumptions are correct:

Fort Save: 1d20 + 7 ⇒ (12) + 7 = 19
Fort Save: 1d20 + 7 ⇒ (2) + 7 = 9


Dice Rolls | Tactical

Pooka I was going to do this after, but we can do it now since we are both on. Let us pretend that this is after the scenario ends since the disease takes 1d4 days to set in. You make 2 saves that day. And since it is a new day you get Danger Ward back, but you didn't need it. So to begin you take 1d2 Con damage, then you have to make 2 saves - Incidentally, you made both saves on day 1. So you just need the resto for Con damage. At work and can't look it up, but I think it is 150 or something like that.

Korasu:
a PC can identify the figure in the wall carvings as the legendary Pharaoh Azghaad. The carvings depict the pharaoh founding the city of Sothis and bringing water to its people.

Awesome - where to next? Remember the rule of 2

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Ironically enough, I used 2pp to buy a scroll of lesser resto with 5 castings on it - so I should be able to use that. You could just note that I used the 2 vials of antiplague and a scroll of lesser resto to clear the condition for bookkeeping purposes. Sorry to jam that in the middle of the scenario, thanks for letting me get it out of the way now!

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

With the courtyard cleared, Pooka scans the area. "C'mon girl, this way." he urges Luna as she begins to walk towards the stairs that lead to the area above the entryway to the courtyard. (#2)

"Lets make sure there is nothing behind us before we move forward." he says as he stands up slightly and leans forward in the saddle as Luna ascends the stairs.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

"Agreed. Up we go."

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

Amarok places his arrows back into his quiver yet keeps his bow ready, scanning the area for further threats. Seeing none, he relaxes his posture yet keeps his bow ready. Unable to read the runes on the wall he leaves it to Korasu and makes to follow Pooka, keeping him covered. As an afterthought he flicks his left wrist and holds an elm wand.

"Is anyone willing to use this wand on me friends?"

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Knowledge (History), Investigator bonus, Early Bird Bonus: 1d20 + 8 + 1d6 + 2 ⇒ (20) + 8 + (5) + 2 = 35

Toorin picks up his sword and as he's sheathing the long elven blade, he notices the writings on the wall. He goes over, checks them for magic runes and traps before translating and explaining that ....

The Exchange

Male Human (Shoanti) Level 5, #-3

Con damage gets healed at 1 per night, right? As per here, so no need for a resto between scenarios (conditions you heal anyway are just wiped off the character sheet, trilogies be damned).

"No need, Amarok," says Xûll, approaching him with his obsidian Wand of Infernal Healing, "This should help you out enough..."

Your aura detects as evil for a short while, but it's a guaranteed 10 hp heald over 10 rounds. Pretty useful... and it's been deemed "neutral" and "not an alignment infraction to use" by the PFS authorities.

Xûll tries very hard to inspect the writing on the wall, but cannot seem to focus. He begins to grow restless and starts scraping his blade on the ground - marveling that it never seems to grow dull. Yep, unlike this rune-reading, never dull.

Up and away whenever you boys are done with 'reading' and stuff.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 6 / Investigator (Empiricist) 3

Toorin interupted his study of the wall to take a look at Pooka.

Heal: 1d20 + 5 ⇒ (8) + 5 = 13

"Hmm. Not sure if you've contracted the plague, but I've seen others suffer from it. Indeed, I myself contracted it but was cured by and lovely herbalist back in Darkmoon Vale in Andoran."

In that adventure, I learned that ability damage from an affliction does not heal naturally until the affliction is cured. See here, in the section on effects.


Dice Rolls | Tactical

Toorin:
a PC can identify the figure in the wall carvings as the legendary Pharaoh Azghaad. The carvings depict the pharaoh founding the city of Sothis and bringing water to its people.

The pathfinders make their way up the stairs. Once the reach the top they see a small enclosed guard post. They surmise that it must have offered protection from the elements.

The wooden doors are loose on their hinges and fall with a loud crash when Xull or Warpac open them.

A stone cabinet served as a weapons locker, while a tarnished bronze brazier dominates the center of the room.

A search of the room only reveals the weapons locker as important. Carefully checking for traps, they find there are none and inside reveals five arrows.

Toorin casts Detect Magic and they begin to glow with a faint aura. After a few moments spent observing them, Toorin can easily identify them as +1 seeking bolts.

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