[PFS] GM Harker Presents: #6-06 Hall of the Flesh Eaters (Inactive)

Game Master Justin L. Warren


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Feel free to dot.

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Welcome to Thunderdome!

*turns up 'gory' setting to max*

Scarab Sages

M Human (Garundi) Fighter (Lore Warden)/1 - HP: 15/15 - AC: 17/ T: 13/ FF: 14 - Fort +4, Ref +2, Will +0 - CMB: +4, CMD: +17 - Speed: 30ft - Perception: +5 - Init: +2

Zathran reports in, looking forward to see what the Pathfinder Society wants him to explore next....

Sovereign Court

Male Human Unchained Rogue 4 | HP 39/39 | AC 21 T 16 FF 16 | Saves: F: +4 R: +9 W: +3 | CMD: 19 | Init: +6 Percep: +7 SM: +4

Darius arrives, easy grin on his face.

Scarab Sages

Qinggong Student of Stone 4 HP: 35/35 AC: 15 FF: 15 Touch: 13 Init:+0 F:+8, R:+5, W:+8 Perception+10 Sense Motive+10(effects)

Onix rolls in to the Venture Captain's office.

Sovereign Court

Investigator 2, N, Female, Elf, Inspiration 9/day
Defense:
AC 21 (17) T 12; FF 15; 15/15 hp; Fort +1, Ref +5, Will +3
Offense:
Initiative: +2; Speed 30; Shortsword +2 (1d6-2) Ranged Touch +3
Formula:
Caster Level: 2, 1st Level- Heightened Awareness, Shield
Skills:
Alchemy +10, Disable Device +12, Intimidate +10, (History, Nobility, Planes, Religion) +9, (Arcane, Local)+10, Linguistics +9, Perception +12, Sense Motives +10, Spellcraft +10, UMD+10; Shadow Whispers: +2 to Demoralize

A well dressed elven woman enters and eyes those assembles with a critical look. Without a word she moves into the room, finds a empty seat, and gracefully sits down. Picking up a book she casually flips through the pages, though it is pretty obvious that she is paying more attention to the gathered people that the book.


Gamemaster | CC Map | S4 Map

As the Grinning Pixie lurches and sways in the storm, Venture-Captain Calisro Benarry of the Arcadian Mariner’s Lodge grins widely as she slides a clay jug of strong Sargavan rum across her table. Though broad-shouldered and half a head taller than most humans, the intimidating half-orc speaks with an almost childlike excitement in her husky voice. “My apologies for all the secrecy,” she says. “I had to make sure some pirate rascal didn’t catch wind of our mission. Now that Drenchport’s a week behind us and we’re hugging the Eye of Abendego, it’s time to give you lubbers the full run-down.”

Benarry waits for the jug to make its way back to her, then takes a long swig. “I mentioned in Drenchport that the Society wants you to explore a recently discovered ruin somewhere north of the Shackles. Well, that was partly true, but it wasn’t exactly the whole story.” Benarry’s eyes narrow and her grin becomes unsettlingly sharklike. “We’re actually sending you to the Gloomspires, to Old Sevenfingers’s tomb.” Chuckling softly, she slides the jug back across the table. “Here, have another nip. Looks like you need it.”

“I’ve been researching the Gloomspires for a very long time. Before I sailed to Absalom and joined the Society, I was a Free Captain here in the Shackles. Back then I learned about the Gloomspires, Old Sevenfingers, and all the treasure and secrets the old devil took with him when he sealed himself in his tomb.”

A long, rumbling growl of thunder makes Benarry pause, and she takes the opportunity to wet her lips with another swig of rum before she continues. “Since joining the Society, I’ve been able to learn even more about the Gloomspires. Most importantly, I’ve discovered that they’re tied to certain alignments of the stars, and that twice each year—beginning on the nights of the summer and winter solstices—the columns cease moving for exactly three days.”

“So, tomorrow’s the summer solstice. Now that you know the ‘where’ and the ‘when’ of this little caper, you need to know why the Society’s sending you.” Benarry pauses before continuing in a more conspiratorial voice.

“I recently came into the possession of a logbook once owned by the pirate captain, Mazzer Thrennt. Before Thrennt ended up as lusca-bait seven years back, he was a moderately successful pirate who shared my obsession with the Gloomspires. It turns out his log contains an inventory of the plunder he liberated over the years, including the loot he found in Sevenfingers’s tomb. One item on Thrennt’s list immediately got my attention: His log described with perfect accuracy a relic from lost Lirgen called the Orb of Stars. I’m certain that this device can manipulate the alignments of the stars—or at least how we perceive them— and historical accounts suggest we could also use it to trick the Gloomspires into thinking that the solstice lasts more than just a day. The Society and I both want that orb, and it’s going to look really good to the folks back home if you’re able to secure it. Here,” she says, passing a sheet of parchment across the table, “I’ve written down some of the particulars.”

Benarry's Instructions:

Reefs surround the Gloomspires, so big boats like the Pixie can’t get close. You’ll need to use my magical folding rowboat.

At dusk, when the columns cease moving, make your way to the column containing Sevenfingers’s tomb—it’s the one with the shipwreck wrapped around its base. Climb aboard the wreck, and you’ll see a set of narrow stone steps that wind their way to the top of the column. Once up top, find a way inside the tomb and then find the Orb of Stars.

Thrennt’s log claims he hid the Orb in a side chamber connected to what he called the ‘hall of the flesh eaters’ and then collapsed the entrance to keep it safe. So, I’m giving you some picks and shovels since you might need to do some digging.

I’m certain there are multiple levels to this tomb, so keep good notes, and document anything you find that might help future expeditions. Check around the top level, but don’t go any deeper than you have to to find the Orb. Remember, you only have three days to do this before the columns start moving again.

The Orb of Stars is a solid sphere made of a dull copper-colored metal inlaid with dozens of star-shaped moonstones, rubies, and blue sapphires that mimic the stars of the Cosmic Caravan.

Information about Gloomspires (Knowledge [arcana or history])
For this Knowledge roll and the next, you may read all spoilers that fall within the range of what number you rolled (e.g., if you rolled 20, then you can read 15+ and 20+).

15+:
The Gloomspires are an ancient field of massive stone columns that rise from the Arcadian Ocean. Most sages say they were already old when the Ghol-Gan Empire was young. The Gloomspires are hollow and contain many chambers and passages, all of which are believed to be cursed, monster-infested, or both.

20+:
Since the time of Ghol-Gan, many of the Gloomspires have been explored, and some have even been claimed and repurposed by other beings. Of these, Sevenfingers’s tomb is the most well known.

25+:
The Gloomspires are inundated with strange, reality-warping effects. The columns occasionally shift their positions, and many explorers report feeling a sense of wrongness and foreboding just from being in the area. This bizarre magic also makes teleportation and planetraveling magic very difficult, though summoning spells tend to function normally.

30+:
The Gloomspires were constructed during the Age of Serpents by a humanoid race of powerful sorcerers called the Makers, who are believed to have escaped enslavement from some nightmarish realm and fled to Golarion.

Information about Sempet Sevenfingers (Knowledge [arcana, history, or local])

15+:
Sempet Sevenfingers was a legendary pirate who was active in the region 300 years ago.

20+:
From his dreaded flagship, the Voracious, Sevenfingers commanded a small fleet of pirate ships. He was feared and despised for using cannibals and madmen to augment his boarding parties.

25+:
Sevenfingers was a powerful wizard who dabbled in necromancy and communed with evil outsiders, entities from the Dark Tapestry, and other beings from unspeakable realms beyond Golarion.

30+:
Sevenfingers had dealings with the denizens of Leng. His flagship, the Voracious, was actually a black ship of Leng, gifted to Sevenfingers by his dreadful allies.

Once everyone has made an introductory post, we'll move forward

Sovereign Court

Investigator 2, N, Female, Elf, Inspiration 9/day
Defense:
AC 21 (17) T 12; FF 15; 15/15 hp; Fort +1, Ref +5, Will +3
Offense:
Initiative: +2; Speed 30; Shortsword +2 (1d6-2) Ranged Touch +3
Formula:
Caster Level: 2, 1st Level- Heightened Awareness, Shield
Skills:
Alchemy +10, Disable Device +12, Intimidate +10, (History, Nobility, Planes, Religion) +9, (Arcane, Local)+10, Linguistics +9, Perception +12, Sense Motives +10, Spellcraft +10, UMD+10; Shadow Whispers: +2 to Demoralize

Tamisiel ponders the assignment, thinking back on any information she has ever read or heard about the Gloomspires and Sevefingers. She ignores the offered rum and remains quiet for the entirety of the briefing.
Gloomspires
Arcana: 1d20 + 10 + 1d6 ⇒ (17) + 10 + (1) = 28
Sevenfingers
Local: 1d20 + 10 + 1d6 ⇒ (4) + 10 + (4) = 18

Taking out a notebook the elf begins to write feverishly. As she writes she seem to recite the information she has recalled.
The Gloomspires are an ancient field of massive stone columns that rise from the Arcadian Ocean. Most sages say they were already old when the Ghol-Gan Empire was young. Hollow and containing many chambers and passages, many have already been explored, and some have even been claimed and repurposed. Sevenfingers, a infamous pirate who plundered these areas 300 some years ago build his tomb in one of the spires.
The Gloomspires are inundated with strange, reality-warping effects. The columns occasionally shift their positions, and many explorers report feeling a sense of wrongness and foreboding just from being in the area. This bizarre magic also makes teleportation and planetraveling magic very difficult, though summoning spells tend to function normally.

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Arcana for Gloomspires: 1d20 + 4 ⇒ (3) + 4 = 7

Local for Sevenfingers: 1d20 + 8 ⇒ (9) + 8 = 17

Dieb nods his head sagely as Tamisiel monologues here data. "I concur," he says in a rich voice like liquid mahogany

Scarab Sages

M Human (Garundi) Fighter (Lore Warden)/1 - HP: 15/15 - AC: 17/ T: 13/ FF: 14 - Fort +4, Ref +2, Will +0 - CMB: +4, CMD: +17 - Speed: 30ft - Perception: +5 - Init: +2

Knowledge (History) for gloomspires: 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge (History) for Sempet Sevenfingers: 1d20 + 6 ⇒ (6) + 6 = 12

"Fascinating," Zathran says. "While I have studied some history, I have not read much in detail about these gloomspires. This Orb of Stars also sounds quite interesting."

Zathran turns to Venture-Captain Benarry and asks, "do Mazzer Thrennt's journals say anything about the defenses of the Gloomspires? While the shifting and moving of these columns doubtless is part of what makes them so hard to loot, I would be surprised if there weren't other traps in place, and perhaps summoned outsiders or other creatures lurking in there."

Looking to his companions, he says, "I fear that I am not much of a seaman myself; I've spent too much time in libraries studying books, and binding books. Is anybody capable of competently piloting the magical rowboat?"

Zathran is an average-height, wiry and muscled Garundi man with long black hair, a moustache and goatee, and intense brown eyes. He's dressed in lamellar leather armor, and has a warhammer at his side.

Scarab Sages

Qinggong Student of Stone 4 HP: 35/35 AC: 15 FF: 15 Touch: 13 Init:+0 F:+8, R:+5, W:+8 Perception+10 Sense Motive+10(effects)

Onix is a short Oread, roughly 4 1/2 feet tall, skin made of brownish and gray rock. He wears little clothing save trousers and a backpack.
His expression does not change save for one moment, not even at the mention of the hall of flesh eaters. However, he gets a very worried look on his face at the mention of water and the ocean. "Don't like water." He says shaking his head.


Gamemaster | CC Map | S4 Map

Venture-Captain Benarry replies to Zathran's question, "Thrennt was careful not to map or describe the Gloomspires’ interiors or describe any of the monsters or traps he and his crew encountered. Like I said in that note, we need you to map the area and take good notes on everything you find, since you'll be the first Pathfinders to see it."

"Also, on top of lending you my folding boat, we have some digging tools to lend you in case you need it, just stop by my quartermaster before you leave. I've also authorized him to lend each of you around 50 gold pieces in any other tools you might need for you mission, but I expect to have it returned when you come back."

You can also purchase mundane, alchemical and magical equipment up to 2500gp from the quartermaster, limited by your current Fame total.

Once the mission starts, if you are taking notes or creating a map in character, please indicate that in your posts.

Scarab Sages

M Human (Garundi) Fighter (Lore Warden)/1 - HP: 15/15 - AC: 17/ T: 13/ FF: 14 - Fort +4, Ref +2, Will +0 - CMB: +4, CMD: +17 - Speed: 30ft - Perception: +5 - Init: +2

Zathran would like to take advantage of the offer to lend gear to get a miner's pick (3gp), a crowbar (2gp), and a folding shovel (10gp).

Scarab Sages

Qinggong Student of Stone 4 HP: 35/35 AC: 15 FF: 15 Touch: 13 Init:+0 F:+8, R:+5, W:+8 Perception+10 Sense Motive+10(effects)

Onix will take the offer as well, requesting a flotation device, another hemp rope, and a compass. 12 gold total.

He will buy 3 air crystals for himself as well.

Sovereign Court

Investigator 2, N, Female, Elf, Inspiration 9/day
Defense:
AC 21 (17) T 12; FF 15; 15/15 hp; Fort +1, Ref +5, Will +3
Offense:
Initiative: +2; Speed 30; Shortsword +2 (1d6-2) Ranged Touch +3
Formula:
Caster Level: 2, 1st Level- Heightened Awareness, Shield
Skills:
Alchemy +10, Disable Device +12, Intimidate +10, (History, Nobility, Planes, Religion) +9, (Arcane, Local)+10, Linguistics +9, Perception +12, Sense Motives +10, Spellcraft +10, UMD+10; Shadow Whispers: +2 to Demoralize

Since she will not be digging Tamisiel spends some time mixing chemicals to produce explosives for clearing debris. She will request the lone of a drill (5sp).

Crafting 3 Fuse Grenades for 100gp


Gamemaster | CC Map | S4 Map

Tamisiel, I believe a Craft (alchemy) check is necessary for crafting the fuse grenades. The DC is 25, so taking 10 will not be enough even adding your level in.

Sovereign Court

Male Human Unchained Rogue 4 | HP 39/39 | AC 21 T 16 FF 16 | Saves: F: +4 R: +9 W: +3 | CMD: 19 | Init: +6 Percep: +7 SM: +4

Darius looks excited at the mention of Sevenfingers' trove.

"What an adventure! We'll be sure to take good notes for the balladeers!"

He buys a cloak of resistance +1, one air crystal vial, a potionof touch of the sea, and a grappling hook for his rope.

-Posted with Wayfinder

Silver Crusade

Male Tengu #135676-5 [Ranger-Infilitraitor 2] HP 20/20 | AC 17; Tch 13; FF 14 | F +4; R +6; W +1 | CMB 4; CMD 17 | Speed 20 ft | Init +10 | Perc +8 lowlight

Sorry I'm late as he catches up with the party.

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

At the mention of the need to bore through rock, Deib smiles and requests 1 drill (5), 2 vials of Alcemists Fire(40), and a small cask of vinegar (1).

Wait, what? Oh. Right.


Gamemaster | CC Map | S4 Map

You'll have to purchase any consumables such as alchemist fire and vinegar with you own money, since you won't be able to return it if you use it.

After finalizing your purchases with the quartermaster and picking up the additional digging tools loaned to you by the Venture-Captain, you board her folding boat and make your way to your destination using detailed directions provided. Two days later, with minimal trouble, you find the proper spire with the shipwreck at the bottom.

It takes nearly two hours to climb the narrow, winding steps to the summit of the great stone column containing Sevenfingers’s tomb. Although the swirling chaos of the Eye of Abendego lies only a hundred miles away to the east, the violent storms it constantly hurls across the seas seem to have forgotten this eerily quiet place. Surrounding the monolith are dozens of nearly identical columns, their ominous outlines stretching down into the mist. And here, atop Sevenfingers’s tomb, is a small clearing surrounded by a thick and utterly silent veil of tropical trees, hanging vines, and thick undergrowth, all shrouded in fog.

Pushing forward you come to a lush canopy of tropical trees, flowering vines, and thick undergrowth that forms a dark green wall around a small clearing. A broad trail cuts through the foliage and vanishes into the mists to the northwest. To the south and east is the edge of the column, and a sheer five hundred-foot drop. The ground here is a soggy carpet of thick green moss and black soil.

Knowledge (nature) or Survival DC 12:

You notice that all the plants growing here seem to be stripped of all edible fruit and seeds.

Perception or Survival check DC 10+:

You find the remains of a weeks old campfire nearby that contains the charred skull and bone fragments of a humanoid. All of the bones show signs of gnawing.

Succeeding on the previous Perception or Survival check with a 17+:

You also discover humanoid tracks leading along a thin path to the north.

The map is here. Visibility is limited to 20 feet thanks to fog. Any areas with trees are considered difficult terrain

Please let me know what sort of marching order you prefer and which direction you want to move in.

Scarab Sages

Qinggong Student of Stone 4 HP: 35/35 AC: 15 FF: 15 Touch: 13 Init:+0 F:+8, R:+5, W:+8 Perception+10 Sense Motive+10(effects)

Survival: 1d20 + 2 ⇒ (12) + 2 = 14

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Onix will point to all the stripped plants and then to the weeks old campfire. "Someone ate all the fruit. And a person."

Northeast looks good to me. I rearranged the marching order a bit. If anyone disagrees, feel free to change it.

Scarab Sages

M Human (Garundi) Fighter (Lore Warden)/1 - HP: 15/15 - AC: 17/ T: 13/ FF: 14 - Fort +4, Ref +2, Will +0 - CMB: +4, CMD: +17 - Speed: 30ft - Perception: +5 - Init: +2

Survival: 1d20 ⇒ 12
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Zathran nods to Onix. He points to the ground. "There's a trail leading north. Let's go that way, cautiously."

Sovereign Court

Investigator 2, N, Female, Elf, Inspiration 9/day
Defense:
AC 21 (17) T 12; FF 15; 15/15 hp; Fort +1, Ref +5, Will +3
Offense:
Initiative: +2; Speed 30; Shortsword +2 (1d6-2) Ranged Touch +3
Formula:
Caster Level: 2, 1st Level- Heightened Awareness, Shield
Skills:
Alchemy +10, Disable Device +12, Intimidate +10, (History, Nobility, Planes, Religion) +9, (Arcane, Local)+10, Linguistics +9, Perception +12, Sense Motives +10, Spellcraft +10, UMD+10; Shadow Whispers: +2 to Demoralize

Forgot I needed a 25. I'll use an extract for Crafter's Fortune, take 10 to get a 27.
Nature: 1d20 + 5 ⇒ (9) + 5 = 14
Perception 1: 1d20 + 12 ⇒ (15) + 12 = 27
Perception 2: 1d20 + 12 ⇒ (13) + 12 = 25

Tamisiel stops to study the remains of the campsite. It appears that the residences of the 'Hall of the Flesh Eaters' have made camp here. The Fact that there is a fire pit and the lack of edible fruit suggests that these monsters are not undead. She then takes out her journal and jots down some notes before packing up and joining the others.
Marching order looks good to me.

Sovereign Court

Male Human Unchained Rogue 4 | HP 39/39 | AC 21 T 16 FF 16 | Saves: F: +4 R: +9 W: +3 | CMD: 19 | Init: +6 Percep: +7 SM: +4

I'm OK with spending my own money. I should have asked for a flask of alch fire as well. Is it too late to say I got one as well? And the marching order is fine. I can do scouting if you like, but that isn't always rewarded in these scenarios.

Darius settles in near the front of the group and listens as the others uncover more details of the surroundings.

"Well, gnawed bones, eh? And not done by undead? Sounds wretched. If you like I can try to sneak ahead a bit, but there is something to be said for the safety of numbers..."

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Dieb approaches Tamisiel. "I trust to your instinct. You seemed like a person with knowledge on these matters."

He joins her conjecture and writes notes of his own.

As Darius muses on Fire and Scouting, Dieb looks up, a flask in his hand. "I bought one too many. You may stand to with this one, and may it be used in health. Also, I concur that a man alone and separated can do little but have his death be meaningful. Stay near to hand, and let us present a front of strength."


Gamemaster | CC Map | S4 Map

Picking up a flask of acid before you leave is fine, Darius.

Since we have two votes to move forward, and you seem ambivalent about scouting ahead Darius, we'll just say the whole group moves together.

The group follows the trail picked up by Zathran and Tamisiel, discovering a clearing shrouded in shadows thanks to the thick jungle canopy overhead. A dozen makeshift beds of leaves and palm fronds surround a sickly campfire that barely manages to keep smoldering in the humid air.

Sitting around the campfire are several humanoids with red eyes, covered in disturbing tribal tattoos. The first one that sees the group points and screams something in a guttural tongue, allowing you to see that his teeth are all filed down to sharp points. The rest stand and seem eager to attack! In the back, currently not visible to the party, something begins to inhumanly shriek at an extremely loud pitch.

Heal DC 15:

Once you get a good look at the group of these individuals, you spot the tell-tale signs of starvation and fatigue.

Knowledge (local) to identify these creatures

Please remember your visibility is limited to 20 feet, so you will not be able to see all the enemies on the map at first, but I wanted to place them to make it easier to adjudicate what happens as the PC's move forward.

Player Initiative
Darius' Initative: 1d20 + 6 ⇒ (18) + 6 = 24
Dieb's Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Mark's Initiative: 1d20 + 10 ⇒ (20) + 10 = 30
Onix' Initiative: 1d20 ⇒ 8
Tamisiel's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Zathran's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

GM Screen:

K Init: 1d20 ⇒ 10

Initiative (Round 1)
Mark <= Up
Darius <= Up
Tamisiel <= Up
Zathran <= Up
Red-eyes
Onix
Dieb

Mark, Darius, Tamisiel and Zathran are up.

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Dieb is obviously so greatly disturbed by the scene before him that he stares, gaping, a moment too long before his senses regain their footing.

Sovereign Court

Investigator 2, N, Female, Elf, Inspiration 9/day
Defense:
AC 21 (17) T 12; FF 15; 15/15 hp; Fort +1, Ref +5, Will +3
Offense:
Initiative: +2; Speed 30; Shortsword +2 (1d6-2) Ranged Touch +3
Formula:
Caster Level: 2, 1st Level- Heightened Awareness, Shield
Skills:
Alchemy +10, Disable Device +12, Intimidate +10, (History, Nobility, Planes, Religion) +9, (Arcane, Local)+10, Linguistics +9, Perception +12, Sense Motives +10, Spellcraft +10, UMD+10; Shadow Whispers: +2 to Demoralize
Dieb Geist wrote:
Dieb approaches Tamisiel. "I trust to your instinct. You seemed like a person with knowledge on these matters."

I am. Tamisiel replies matter-of-factly.

As they approach the camp Tamisiel draws her shortsword and mutters what sounds like a prayer under her breath.

Local: 1d20 + 10 + 1d6 ⇒ (13) + 10 + (5) = 28

Moving forward slightly into the firelight of the camp Tamisiel Stands there regally. Pointing the tip of her sword at the closest of the beast-men she calls out to it, her voice as cold as ice. Prepare to die heathen scum! You shall die quickly upon our blades but your torment in the afterlife will be eternal.
Demoralize w/Shadow Whispers.
Demoralize: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30

Can't move my icon at the moment. I would like to move to the square directly south of the first person in our party.

Sovereign Court

Male Human Unchained Rogue 4 | HP 39/39 | AC 21 T 16 FF 16 | Saves: F: +4 R: +9 W: +3 | CMD: 19 | Init: +6 Percep: +7 SM: +4

Darius, unnerved by the sight, rushes in without giving thought to parley.

He draws a gladius and slashes at the nearest foe!

Attack: 1d20 + 7 ⇒ (5) + 7 = 12

I moved your token Tamisiel. I think it's where you intended.

Scarab Sages

M Human (Garundi) Fighter (Lore Warden)/1 - HP: 15/15 - AC: 17/ T: 13/ FF: 14 - Fort +4, Ref +2, Will +0 - CMB: +4, CMD: +17 - Speed: 30ft - Perception: +5 - Init: +2

Zathran hears the noise ahead, and suspecting there's trouble, runs ahead and draws his warhammer as he does so. As he gets close, he sees Darius engaged with a foe, and he moves in next to the rogue to attack.

Knowledge (local): 1d20 + 6 ⇒ (9) + 6 = 15

Move Action: updated on map

Standard Action: attack with warhammer the white-background foe
Warhammer Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Warhammer Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Gamemaster | CC Map | S4 Map

Tamisiel and Zathran:

You recognize these creatures as kuru, a tribe of humans typically found in the Shackles. Well-known as brutal cannibals, they grow more powerful as they feast on blood during battle, and they are somewhat resistant to magical effects to scare them.

Tamisiel:

You also recall that the kuru are sensitive to bright light, although the dim lighting conditions in the fog does not appear to bother them, and that they sometimes can be found to have a strange telepathic connection to one another, especially if in the company of a mindless 'surrogate'.

As the battle begins, Tamisiel moves forward and threatens the kuru with stern words and the tip of her sword. The two cannibals that can see her (white, black) in the fog appear to be somewhat frightened by the display.

Darius attempts to slash the closest kuru, but the beastial man dodges the strike, only to step into a blow from Zathan's warhammer.

Mark is up.

Silver Crusade

Male Tengu #135676-5 [Ranger-Infilitraitor 2] HP 20/20 | AC 17; Tch 13; FF 14 | F +4; R +6; W +1 | CMB 4; CMD 17 | Speed 20 ft | Init +10 | Perc +8 lowlight

fire at the weakest enemy so I can try to get a kill and I moved to get a clearer shothit: 5 + 1d20 ⇒ 5 + (19) = 24 does not include firing into melee penalties or cover penalties, though likely a hit.
dmg: 1d8 ⇒ 7

doublechecking modifiers, please wait. Edit, fixed, okay I'm ready.

Sovereign Court

Investigator 2, N, Female, Elf, Inspiration 9/day
Defense:
AC 21 (17) T 12; FF 15; 15/15 hp; Fort +1, Ref +5, Will +3
Offense:
Initiative: +2; Speed 30; Shortsword +2 (1d6-2) Ranged Touch +3
Formula:
Caster Level: 2, 1st Level- Heightened Awareness, Shield
Skills:
Alchemy +10, Disable Device +12, Intimidate +10, (History, Nobility, Planes, Religion) +9, (Arcane, Local)+10, Linguistics +9, Perception +12, Sense Motives +10, Spellcraft +10, UMD+10; Shadow Whispers: +2 to Demoralize

Kuru. Tamisiel tells the group, They are a tribe of humans typically found in the Shackles. Well-known as brutal cannibals, they grow more powerful as they feast on blood during battle, and they are somewhat resistant to magical effects to scare them. They are sensitive to bright light, although the dim lighting conditions in the fog does not appear to bother them, and that they sometimes can be found to have a strange telepathic connection to one another, especially if in the company of a mindless 'surrogate'

@Darius
Thanks for moving me that is perfect.
@GM Harker
I demoralized the white one.


Gamemaster | CC Map | S4 Map

@Tamisiel, got it.

Mark manages to find a gap between his teammates in which to fire an arrow, hitting the flat-footed kuru cannibal and dropping him. White enemy is down.

The other cannibals close in, the two closest attack with both their clubs and savage bites, but neither are able to penetrate the defenses of Darius or Zathran. One of the kuru hiding further in the fog, however, moves into the fray and takes a terrible bite out of Zathran's neck. Zathran takes 8 damage from Red's bite. The fourth mobile cannibal tries to do the same to Darius, but only chomps the air.

Through the fog, Darius and Zathran sees a 5th kuru sitting in the dirt still shrieking and weeping rivulets of blood. Everyone else just hears the high pitched howling, unless they move within 20 feet.

GM Screen:

Black Club: 1d20 + 4 ⇒ (8) + 4 = 12
Black Bite: 1d20 - 1 ⇒ (3) - 1 = 2
Blue Club: 1d20 + 4 ⇒ (10) + 4 = 14
Blue Bite: 1d20 - 1 ⇒ (13) - 1 = 12
Red Bite: 1d20 + 4 ⇒ (17) + 4 = 21
Red Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Green Bite: 1d20 + 4 ⇒ (7) + 4 = 11

Initiative (Rounds 1-2)
Mark <= Up
Darius <= Up
Tamisiel <= Up
Zathran [8 Dmg] <= Up
5 Kuru Cannibals
Onix <= Up
Dieb <= Up

All PC's are up!


Gamemaster | CC Map | S4 Map

Just to be clear, the one crying blood is the only enemy with a non-kuru picture.

Scarab Sages

Qinggong Student of Stone 4 HP: 35/35 AC: 15 FF: 15 Touch: 13 Init:+0 F:+8, R:+5, W:+8 Perception+10 Sense Motive+10(effects)

Onix moves forward and attempts to headbutt the red cannibal.

1d20 + 5 ⇒ (16) + 5 = 21

1d6 + 4 ⇒ (1) + 4 = 5

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Deib wades forward, his senses recovered and his cloak billowing. His visible sneer conveys the attitude of annoyance that such as these are threatening him and his group.

He mumbles something akin to "No. This will not do," and weaves sigils of Mind and Sleep before him. The writhing runes glow brightly as he infuses a shard of his personal power. He shouts, "Ubernachten Schlafen!" and throws a pearlesque orb at a distance 10 feet behind the enemies in the melee line.

Casting Sleep just SW of the crying one, getting him, Red, Black, and Green on the AoE. Invoking Powerful Magic. Will save DC = 19.

Sovereign Court

Male Human Unchained Rogue 4 | HP 39/39 | AC 21 T 16 FF 16 | Saves: F: +4 R: +9 W: +3 | CMD: 19 | Init: +6 Percep: +7 SM: +4

If I'm remembering right, sleep won't go off until your next turn starts Deib? So I need to do something useful...

Darius winks at his companions, then turns and dashes around the enemy, tucking into a low roll as he seeks to get around their nearest foe and his pal.

Move around to flank with Onix and Zathran, provokes from Black (if still up) and Green, Acrobatics to avoid AOO's below. Both need to beat straight CMD.

Acro to pass Black: 1d20 + 10 ⇒ (6) + 10 = 16
Acro to pass Green: 1d20 + 10 ⇒ (12) + 10 = 22

Then he takes a slash at one enemy (green).

Attack w/ flank: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Damage w Sneak?: 1d6 + 1 + 2d6 ⇒ (6) + 1 + (4, 2) = 13


Gamemaster | CC Map | S4 Map

Onix, by your position on the map, I'm assuming you attacked the black cannibal rather than the red.

Dieb, as Darius mentioned, your sleep spell will go off next round. In addition, due to the fog I believe you'll need to move forward two squares to get a visual on the square you want to target. Feel free to do so if you have the movement left.

Onix plows forward into the fog and bashes one of the cannibals (black) with his forehead, while Dieb begins to cast a spell.

Darius nimbly rolls past the cannibals around him to set up a flank with Zathran. Unable to protect himself adequately from both sides, Darius' target falls prey to the rogue's sneak attack and collapses.

Green is down

Mark, Tamisiel, Zathran

Scarab Sages

Qinggong Student of Stone 4 HP: 35/35 AC: 15 FF: 15 Touch: 13 Init:+0 F:+8, R:+5, W:+8 Perception+10 Sense Motive+10(effects)

Yea, that's what I totally meant. :)

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Daaaaahhhhhhhhh nuts. I keep forgeting that Sleep is long-winded like that. No, I won't have the move for it. Alright, can I change that to just casting Daze on Red? Everything else is the same. Will DC = 18.


Gamemaster | CC Map | S4 Map

Dieb casts Daze on the cannibal who took a chunk out of Zathran, but the kuru appears completely unaffected by the spell! It would seem he has some sort of defense against that type of magic that typical humans do not.

Silver Crusade

Male Tengu #135676-5 [Ranger-Infilitraitor 2] HP 20/20 | AC 17; Tch 13; FF 14 | F +4; R +6; W +1 | CMB 4; CMD 17 | Speed 20 ft | Init +10 | Perc +8 lowlight

fire at the next weakest enemy hit: 5 + 1d20 ⇒ 5 + (10) = 15
dmg: 1d8 ⇒ 8 piercing.

Scarab Sages

M Human (Garundi) Fighter (Lore Warden)/1 - HP: 15/15 - AC: 17/ T: 13/ FF: 14 - Fort +4, Ref +2, Will +0 - CMB: +4, CMD: +17 - Speed: 30ft - Perception: +5 - Init: +2

Zathran sees some of the enemies go down, but winces at the bad hit that he takes. Pressing the attack, he swings his warhammer against the one right in front of him.

Attacking the blue-background one.

OOPS, goofed up the dice commands!:

Warhammer attack: 1d20 + 5d6d1d8 + 3 ⇒ (17) + (7, 3, 2, 5, 4, 2, 6, 2, 6, 6, 5, 8, 8, 8, 1, 7, 8) + 3 = 108

Warhammer attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage if hits: 1d8 + 3 ⇒ (5) + 3 = 8

Sovereign Court

Investigator 2, N, Female, Elf, Inspiration 9/day
Defense:
AC 21 (17) T 12; FF 15; 15/15 hp; Fort +1, Ref +5, Will +3
Offense:
Initiative: +2; Speed 30; Shortsword +2 (1d6-2) Ranged Touch +3
Formula:
Caster Level: 2, 1st Level- Heightened Awareness, Shield
Skills:
Alchemy +10, Disable Device +12, Intimidate +10, (History, Nobility, Planes, Religion) +9, (Arcane, Local)+10, Linguistics +9, Perception +12, Sense Motives +10, Spellcraft +10, UMD+10; Shadow Whispers: +2 to Demoralize

That wretch in the back must be the Kuru's surrogate. Tamisiel points out the the rest of the party. She then levels her blade at the beast-man in black rags. Your struggles are for naught monster! It is time for you to die!
Intimidate Black
Demoralize: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26


Gamemaster | CC Map | S4 Map

Mark, could you please be a little more specific about your targets in the future? The term weakest can be quite relative dependent on the circumstances, and it's not always clear who has taken the most damage.

Zathran, next time the dice commands get fouled up, just leave it and I'll make the rolls for you.

Mark cannot find a good open space between his companions to fire his bow this time, with his arrow just strikes the ground.

Zathran has more success as his warhammer once again finds its target.

Although it's unclear whether or not he understands her words, the cannibal in black certainly understands Tamisiel's intentions and appears shaken by her presence.

To potentially avoid further stony headbutts, the black cannibal struck by Onix moves 5 feet away from the Oread and Tamisiel, to attack Darius. Fortune favors the rogue as both attacks miss.

With a sick bloody grin, the red cannibal who took a bite out of Zathran tries again to have a snack as well as club the fighter, but this time with no success.

The smell of blood in the air encourages the last standing blue cannibal to attack Zathran as well, with the same null results.

The cannibal sitting in the back continues to screech and cry blood, visible now also to Onix.

GM Screen:

Black Club: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Black Bite: 1d20 - 1 - 2 ⇒ (18) - 1 - 2 = 15
Red Club: 1d20 + 4 ⇒ (2) + 4 = 6
Red Bite: 1d20 - 1 ⇒ (13) - 1 = 12
Blue Bite: 1d20 + 4 ⇒ (3) + 4 = 7
Blue Club: 1d20 - 1 ⇒ (2) - 1 = 1

Initiative (Rounds 2-3)
Mark <= Up
Darius <= Up
Tamisiel <= Up
Zathran [8 Dmg] <= Up
4 Kuru Cannibals
Onix <= Up
Dieb <= Up

All PC's are up. My apologies for the delay.

Scarab Sages

Qinggong Student of Stone 4 HP: 35/35 AC: 15 FF: 15 Touch: 13 Init:+0 F:+8, R:+5, W:+8 Perception+10 Sense Motive+10(effects)

Onix steps over and throws two stony punches at black.

Flurry: 1d20 + 4 ⇒ (4) + 4 = 8

Flurry: 1d20 + 4 ⇒ (4) + 4 = 8

Scarab Sages

M Human (Garundi) Fighter (Lore Warden)/1 - HP: 15/15 - AC: 17/ T: 13/ FF: 14 - Fort +4, Ref +2, Will +0 - CMB: +4, CMD: +17 - Speed: 30ft - Perception: +5 - Init: +2

Zathran strikes at the cannibal in front of him, and then takes a step backwards, hoping to draw the cannbals into a position where he and his friends would have a tactical advantage.

Attacking the red-background cannibal. Then, take the five-foot step diagonally SW, updated on the mpa.

Warhammer attack: 1d20 + 5 ⇒ (2) + 5 = 7
Potential damage: 1d8 + 3 ⇒ (7) + 3 = 10

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Ya ever notice how many monsters are just, like, immune to mind-affecting things? But how many monsters are immune from, say, head-butts? Oh, sure, undead get DR to Bash, but you still have a chance. I mean, it's kinda like Kryptonite. Ya ever notice how much Kryptonite is just...lying around. =)

Dieb's blood boils that such mewling, screaming creatures can shake off his magicks. To Tamisiel's cry, he strides forward, and spies the bloody wretch in the back of the fog. His hands draw arcing lines of Death and War that drip with green Arcanist's fire. He gathers the Power in his hands and with a cry of "Sturmgewehr!" sends two bolts of energy unerringly into the surrogate's soon-to-be-corpse.

"Resist that," he growls.

Casting Magic Missle at Surrogate. Using Powerful Magic for +2 Caster Level.
1d4 + 1 ⇒ (3) + 1 = 4
1d4 + 1 ⇒ (1) + 1 = 2


Gamemaster | CC Map | S4 Map

The cannibals avoid the attacks by Onix and Zathran, but the shrieker in the corner takes some damage as two bolts of force strike him from Dieb's augmented spell.

Mark, Darius, Tamisiel

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