[PFS] GM Lithrac's The Sealed Gate (#5-20) (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

You receive an urgent letter from the Master of Swords, Marcos Farabellus, urging you to meet at the statue of Durvin Gest on the grounds of the Grand Lodge in Absalom.

Silver Crusade members:
You also received another important letter from Ollysta Zadrian, head of your faction.

The immense Sky Reach Tower casts a dim shadow over the twenty-foot-tall likeness of the Society’s most heralded founding agent, Durvin Gest, his gaze directed over the horizon as if searching for one last adventure. Standing beside the angelic figures and elaborate friezes that adorn the monument’s base, Master of Blades Marcus Farabellus waits with barely concealed impatience.

“Now that you’re here, I’ll be brief. I received a short relayed message from the Master of Spells. Zey reported that something has gone wrong with the gate he and Amara Li are working on to establish a direct link to our new base camp in the Realm of the Mammoth Lords through the Hao Jin Tapestry. I need not remind you of the importance of that camp and its proximity to Jormurdun. Once that gate is permanently established, we’ll be able to provide safe and reliable support for our efforts to breach the dwarven Sky Citadel.

“We recently appointed a new venture-captain, Nikolai Adonai, to oversee day-to-day operations and provide security until Zey and Li finish their work. Zey speculated that one or more of the arcane foci used to stabilize the incomplete gateway may have been disturbed, but reestablishing the connection should be relatively simple with the help of the camp’s agents. That, as well as the fact that Nikolai hasn’t responded to any communication magic, suggests something is wrong.

“I need you to travel to the base camp, find out what’s going on, and repair the link through the Hao Jin Tapestry. Any questions?”

******

Characters who have played through Where Mammoths Dare Not Tread gain a +10 bonus on the Knowledge (geography) roll below, and can make that check untrained.

Knowledge (geography) DC 15:
The camp lies approximately 45 miles east of Tolguth and is within sight of the Worldwound’s border.

Knowledge (geography) DC 20:
Megafauna, such as the majestic megaloceros and the realm’s namesake woolly mammoth, roam much of the eastern plains of the Realm of the Mammoth Lords, though most shy away from where the Worldwound’s influence is strongest.

Knowledge (local) DC 10:
Venture-Captain Nikolai Adonai earned his title over 2 years ago for his service, but he has never claimed a lodge of his own or sent agents on missions.

Knowledge (local) DC 20:
Nikolai is a cleric of Saranrae, though he is rarely seen worshiping at her temples. Some speculate that he embraces the militant and less forgiving teachings of the Cult of the Dawnflower, a separatist branch of the church of Sarenrae.

Knowledge (local) DC 25:
Nikolai is known for his ruthless negotiating skills and has received numerous awards from the Qadiran
Satrapy for his work.

Knowledge (local) DC 30:
He recently turned his back on organized church of Sarenrae and has begun to proselytize from his own translation of The Birth of Light and Truth. Many of his religious colleagues interpret his teachings as radical and self-aggrandizing.

You may start with knowledge rolls & introductory post for your character, plus any question you might have, of course.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Atum actually has played that one!

spoilers!:
The T-Rex bit Atum and was about to swallow him whole so Atum threw his polearm down, enlarged himself, and punched the dino to death! It was epic.[/ooc]

KN (geo): 1d20 + 10 ⇒ (8) + 10 = 18

Atum approaches the statue in a confident march, his polearm at his side and another strung across his back. His golden armor is gleaming, as usual, the red scarab on his chest accenting the red gem in his forehead which serves to mark him as a member of the sacred order of the Living Monoliths, a servant of the sphinxes.

[spoiler=DC 15 Perception]Everything is very well polished but you do notice a bit of glitter behind one of Atum's ears that he seems to have missed.

He listens to the Venture-Captain with a serious look on his face. "So you haven't heard from anyone in a while and you need us to check on the camp and help them reassemble this magical portal? This we can do."

Turning to his companions he nods his head and introduces himself in a deep monotone. "Atum Nakhti, Servant of the Ruby Prince, Lieutenant-Commander of Fangwood Keep in Nirmathas, and Living Monolith blessed by Sphinxes. I have traveled in the Realm of the Mammoth Lords before and am well-known by one of the local tribes for my wrestling bout with a fearsome tyrannosaurus." The Garundi allows himself the slightest smirk. "I won."

Turning back to the matter at hand, he continues, "The camp lies approximately 45 miles east of Tolguth and is within sight of the Worldwound’s border. We need to be wary of the demon-taint in that area. I saw it running rampant in my last pass through Tolguth. Make sure you are armed with cold iron." To prove the point, he lifts his right hand holding his polearm to show his cold iron cestus locked into his armor.

Silver Crusade

Male Human Ranger 13 | HP 121/121 | AC 26 T 17 FF 20 | Saves: F: +15 R: +19 W: +13 | CMD: 32 | Init: +8 Percep: +18 SM: +6

Osric has as well! And it seems we have the same "day job!" Not sure how to handle this in character...

Silver Crusade

Male Human Ranger 13 | HP 121/121 | AC 26 T 17 FF 20 | Saves: F: +15 R: +19 W: +13 | CMD: 32 | Init: +8 Percep: +18 SM: +6

Sorry, short post to dot in for Wayfinder app use!

Mammoth fun:
Osric held his own, although he really should have had an oil of bless weapon. Grimtooth tripped stuff. The allosaurus. A skeletal mammoth. Our party was 2 rangers, a monk, and a melee inquisitor. No spells during combat. It was a grind, but not terrible. This game won't be as easy.

Osric greets his new allies:

"I am Osric, a hunter and slayer of demons and undead horrors. This" as he indicates an enormous panting wolf, "is Grimtooth. He is my trusted companion and has proven his worth on many a field."

"We too have been assigned to these Realms before, and all too well do I remember the Worldwound's taint."

-Posted with Wayfinder


Animal Companion 12 | HP 92/105 | AC 29 T 13 FF 25 | Saves: F: +12 R: +7 W: +4 | CMD: 28 | Init: +3 Percep: +10

Grimtooth sits happily on his haunches. He greedily gulps up a piece of jerky Osric tosses him. The wolf is the size of a small horse, and wears a coat of fine chain over his deep grey coat.

-Posted with Wayfinder

The Exchange

Active Spells:
Usable/Situational:
Arcane Pool 13/13(+4), +10 to Crit Confirms
HP 143/143 | AC 32 | T 21 | FF 23 | CMD 39 | Fort +19 | Ref +12 | Will +15 | Init +9 | Perc +16(18) | Images

A human dressed in tight leathers enter the lodge and looks about.. Without saying anything he sits down and pours himself a drink..

Know Local: 1d20 + 18 ⇒ (12) + 18 = 30

He cracks a small smile as he hears the name Nikolai.. I know I've heard of this man.. Ahh yes, I remember now.. He keeps his mouth shut on the subject, for now..

After finishing his glass he speaks up.. "Names Darius.. I've never ventured that far north so you'll have to give me some pointers. As far as skills go I'm flashy with a blade and spell, but not so flashy with words.. I usually let someone else do the talking.."

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Cairo walks in, rather late. "Oh I'm so sorry. What did I miss? My name is Cairo." He says nodding to everyone. He is a young Kelish man in a suit of Fullplate that seems a bit too big for him. Dark wavy medium length hair covers his head though his face remains clean. He has a scimitar at his hip and a silver holy symbol of the Dawnflower around his neck. Ever the optimist, he often has a goofy grin on his face. "I'm sure Kyra would be on time."

Grand Lodge

AC(21)23/T14/F21/CMD29||HP(141)114[114]|F+12 R+7(+8 vs traps) W+5(+7)|Init.+2|Percept.+12 Human (Kellid) Barbarian (Mad Dog) 9

A hulking man with wolf-like features stomps into the room and sits heavily into a chair. "I am called Arnthoth and hail from the Realms. I have a companion, Volfie. He's waiting outside."

Dot post

Grand Lodge

Master Farabellus nods at Atum. "That's the gist of it. We think that Master Zey used arcane foci to stabilize the portal-crystals about the size of your fist made of black tourmaline. There’s something special about their crystalline structure. When properly aligned with the tapestry, they can hold open a gate between planes indefinitely."

"Getting you there is going to be costly, but I’ve arranged for another agent to transport you there with magic. That said, if you can manage your own instantaneous transportation, that’s one less expense for the Society. Once you realign the foci and get Zey and Li out of the tapestry, they should be able to get you home. Follow me."

Farabellus leads you to one of the Grand Lodge’s outbuildings. There you meet one of the Society’s more decorated, albeit cantankerous, agents, a wizard who introduces himself as Ethan. He pulls out a small silver mirror, says, "The Pathfinders’ Jormurdun base camp," gives the mirror a shake, and holds it out for your to see it. The reflective surface shows a vast field of tall grass, barren of any signs of civilization. "That’s an active view of the center of our camp. Master Zey has concealed its location from all but the most powerful of magic. I’m going to teleport you there, at which point you should expect to fumble around a bit before being able to pierce the illusion."

The Master of Swords intervenes before Ethan casts his teleportation spell. "Hold! You know I'm no friend of magic, so one piece of advice for you youngsters. We've used teleportation magic to send operatives in the field before, but it hasn't always worked out fine as we sometimes sent them into dangerous areas. Remember, the base camp is right next to the Worldwound border, and we don't know what to expect there. My suggestion is that you prepare for a bit before Ethan teleports you. I don't want to have to carve your names on the Wall anytime soon, understand?"

If you have any purchases to make or any preparative spells to cast right before Ethan teleports you, now is the time to do so.

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Ace sees Osric. OZZZZZZZZZY! You coming to this thing too? Wait, you got jerky? Where's my share of that jerky?

He listens to the Master of Swords words half-heartedly while tuning his Masterwork Mandolin and testing his Doom-tar. I can throw out a Good Hope or some inspiring music if you guys think that will make the teleportation work better.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

I'll cast Heroism on Arnthoth. That's it for me.

"Um, I don't think it works like that mister." Cairo looks around and sees the mighty wolf-man. He will cast a spell, bringing out the inner hero in the Kellid.

The Exchange

Active Spells:
Usable/Situational:
Arcane Pool 13/13(+4), +10 to Crit Confirms
HP 143/143 | AC 32 | T 21 | FF 23 | CMD 39 | Fort +19 | Ref +12 | Will +15 | Init +9 | Perc +16(18) | Images

Darius casts Extended Heroism, Extended Shield, and uses his Wand of Mage Armor..

umd: 1d20 + 20 ⇒ (14) + 20 = 34

Silver Crusade

Male Human Ranger 13 | HP 121/121 | AC 26 T 17 FF 20 | Saves: F: +15 R: +19 W: +13 | CMD: 32 | Init: +8 Percep: +18 SM: +6

Osric's face splits into a wide grin as he sees Ace.

"Sure thing Ace, I brought plenty. I just hope Ethan can keep that gate open long enough to get your kit through!"

Osric hand Ace a piece of jerky and offers some to the others as well.

"It sounds like there could be trouble on the other side. I'd better take a few precautions."

I'll purchase a spare chain shirt, a potion of fly, and upgrade my Dex belt to a +4. Total cost 12,850. Now, I've been eyeing a swarmbane clasp (and that adaptive bow enhancement) for some time, but then I'd need to buy UE in real life...

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood
Osric Longstride wrote:
but then I'd need to buy UE in real life...[/ooc]

Totally worth it though!

Grand Lodge

Farabellus nods at you. "Very well. Good luck, Pathfinders."

The wizard known as Ethan starts sprinkling amber dust in a circle around you, and instantly the scenery changes to the one you saw in the silver mirror. As the magic dissipates, a vast, grassy steppe comes into focus. The only features to speak of are a handful of wizened trees, twisted into impossible shapes by the Worldwound’s taint, and the Tusk Mountains far to the north.

Yet, things are not as they seem at first, for Ace bumps on an invisible obstacle that could be a well.

Given the indications Ethan gave you about this place, you have good reasons to disbelieve the illusion surrounding the camp. Please roll a Will save!

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Will: 1d20 + 11 ⇒ (17) + 11 = 28

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Will: 1d20 + 6 ⇒ (10) + 6 = 16 +3 against mind-affecting (although illusions are not)

Atum will also pick up some dirt and toss it near the invisible object.

Silver Crusade

Male Human Ranger 13 | HP 121/121 | AC 26 T 17 FF 20 | Saves: F: +15 R: +19 W: +13 | CMD: 32 | Init: +8 Percep: +18 SM: +6

Osric sees Ace bump up against something he can't see, so he looks closer.

Will: 1d20 + 7 ⇒ (5) + 7 = 12

Grand Lodge

AC(21)23/T14/F21/CMD29||HP(141)114[114]|F+12 R+7(+8 vs traps) W+5(+7)|Init.+2|Percept.+12 Human (Kellid) Barbarian (Mad Dog) 9

Will: 1d20 + 3 ⇒ (17) + 3 = 20

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Psst.. Arnthoth. I Heroismed you. Add 2 to that.

The Exchange

Active Spells:
Usable/Situational:
Arcane Pool 13/13(+4), +10 to Crit Confirms
HP 143/143 | AC 32 | T 21 | FF 23 | CMD 39 | Fort +19 | Ref +12 | Will +15 | Init +9 | Perc +16(18) | Images

Will: 1d20 + 12 ⇒ (12) + 12 = 24

Darius goes on the defensive, pulling his blade and going total defense action..

Grand Lodge

Darius, Arntoth, and Cairo shake off the illusion field in front of their eyes, and a small village comes now into view. It appears you are in the middle of a town square, surrounded by houses in ruin. There's no visible signs of life around.

For those who have made their disbelieve save:
Map of the camp. If you wish to move, please notify me the directions, at least for now. I'll make it editable by you as soon as I can (scenario-wise).

Atum and Osric have a harder time, but they will eventually come to see the truth as well. By interacting, you can make another save. If you wish to move, please notify me the directions, at least for now. Ace, I'll also need a save from you.

Perception DC 23 for those who made the disbelieve save:
You hear faint sounds from inside houses, as if something was gnawing at the wood and metal in there. One sound comes from the north, the other from the south.

Perception DC 23 for those who didn't make the disbelieve save yet:
You hear faint sounds, as if something was gnawing at wood or metal. One sound comes from the north, the other from the south.

Darius: Not sure if you can go full defense out of combat. The dodge bonuses don't apply if you're flat-footed anyway.

GM rolls:
1d20 + 9 ⇒ (11) + 9 = 20
1d20 + 9 ⇒ (19) + 9 = 28
1d20 + 27 ⇒ (19) + 27 = 46
1d20 + 27 ⇒ (2) + 27 = 29

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Will Save: 1d20 + 4 ⇒ (20) + 4 = 24 Well that's a freebie...

Perception: 1d20 + 12 ⇒ (17) + 12 = 29

Do you guys hear that? Sounds like eating inside the houses... Ace looks around the non-illusioned camp. Eh, I've played in worse.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Perception: 1d20 + 3 ⇒ (2) + 3 = 5

"I don't hear anything. What do you mean by play? Are you a musician?"

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Ace looks a bit miffed at the question. A musician? Pfft... I am THE musician! I come to places to rock their faces off!

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

"Doesn't that hurt? I've never met a real musician before. Unless you count the choir from temple."

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Ace looks puzzled by the question. I dunno. All the chicks seem to dig it.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

"Well I don't know what it means but it sounds like it hurts."

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

After disbelieving a few more times (also knowing it's an illusion gives you a +4 on the save), Atum responds, "I hear the sounds too. North and south. Choose one and let's go investigate."

Grand Lodge

Yes, eventually you'll make the save, even without the bonus.

The moment Atum proposes to explore the derelict camp, all hells break loose. The sound becomes louder, coming your way. Soon, you are able to discern what was whirring so loudly: two swarms of tiny gluttonous insects that devour everything in their path make their way to the town square, attracted by your pristine equipment. Just when you thought your day couldn't start off worse, a vile droning sound is heard, sending shivers down your spine. Two terrifying locusts the size of a horse emerge from behind the ruined houses. They have a scorpion’s stinger and an almost-human face. Their front legs end in clawed hands.

Both creatures can be identified with (separate) Knowledge (planes) checks.

Initiative rolls:
Initiative (Atum): 1d20 + 3 ⇒ (7) + 3 = 10
Initiative (Darius): 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Initiative (Arnthoth): 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Initiative (Osric): 1d20 + 6 ⇒ (15) + 6 = 21
Initiative (Cairo): 1d20 ⇒ 11
Initiative (Ace): 1d20 + 11 ⇒ (8) + 11 = 19
D: 1d20 + 12 ⇒ (16) + 12 = 28
V: 1d20 + 3 ⇒ (8) + 3 = 11

Both giant locusts start opening a gate to allow more of their kind to join the fight.
D1: 1d100 ⇒ 88
D2: 1d100 ⇒ 67 *Both fail!*

Initiative - round 1
D (large insects)
>>>Group 1 (Osric, Ace, Arntoth, Darius)
V (swarms)
Group 2 (Cairo, Atum)
Group 1 can act!

Town square map Map is editable by you now.

Silver Crusade

Male Human Ranger 13 | HP 121/121 | AC 26 T 17 FF 20 | Saves: F: +15 R: +19 W: +13 | CMD: 32 | Init: +8 Percep: +18 SM: +6

Are the giant locusts inside? If I can target them, I will.

Osric takes aim at the southern locust, waiting for Ace's metal to kick in. He then sends three cold iron arrows its way!

"Ace, if you've got any inspiring tunes, now's the time! Someone will need to deal with those swarms! I haven't got any spells or equipment for them!"

Rapid Shot, Deadly Aim, Favored Enemy (evil outsiders?), Inspire?: 1d20 + 19 - 2 - 3 + 4 + 2 ⇒ (17) + 19 - 2 - 3 + 4 + 2 = 37
Damage: 1d8 + 4 + 6 + 4 + 2 ⇒ (3) + 4 + 6 + 4 + 2 = 19

Rapid Shot, Deadly Aim, Favored Enemy (evil outsiders?), Inspire?: 1d20 + 19 - 2 - 3 + 4 + 2 ⇒ (11) + 19 - 2 - 3 + 4 + 2 = 31
Damage: 1d8 + 4 + 6 + 4 + 2 ⇒ (7) + 4 + 6 + 4 + 2 = 23

Iterative, Deadly Aim, Favored Enemy (evil outsiders?), Inspire?: 1d20 + 14 - 2 - 3 + 4 + 2 ⇒ (5) + 14 - 2 - 3 + 4 + 2 = 20
Damage: 1d8 + 4 + 6 + 4 + 2 ⇒ (8) + 4 + 6 + 4 + 2 = 24


Animal Companion 12 | HP 92/105 | AC 29 T 13 FF 25 | Saves: F: +12 R: +7 W: +4 | CMD: 28 | Init: +3 Percep: +10

Grimtooth snarls and moves forward, blocking the way to the party, readying his jaws to snap at whatever comes close.

Grim is Large, so I adjusted the token. His reach is 5', though.

The Exchange

Active Spells:
Usable/Situational:
Arcane Pool 13/13(+4), +10 to Crit Confirms
HP 143/143 | AC 32 | T 21 | FF 23 | CMD 39 | Fort +19 | Ref +12 | Will +15 | Init +9 | Perc +16(18) | Images

Perc: 1d20 + 14 ⇒ (14) + 14 = 28
Know Planes: 1d20 + 19 ⇒ (10) + 19 = 29

Darius will cast Mirror Image and make his blade +4 keen as a swift action.. He'll move to confront the northern locust..

Images: 1d4 + 3 ⇒ (3) + 3 = 6

Grand Lodge

AC(21)23/T14/F21/CMD29||HP(141)114[114]|F+12 R+7(+8 vs traps) W+5(+7)|Init.+2|Percept.+12 Human (Kellid) Barbarian (Mad Dog) 9

Arnthoth has a Large wolf companion as well. Out of town this weekend, trying to get a look at the map.

Grand Lodge

Osric & Grimtooth: Please note that the locusts are (for now) behind buildings. The northern one has full cover, whereas the southern one has partial cover (no cover against Osric since he has Improved Precise Shot, of course). For ready attacks, can you already roll them inside a spoiler tag, please? It tends to accelerate the pace of fights. Also, don't you have manyshot? You seem to have left it out for the first arrow's damage, so you can roll it now.

Darius: These are two separate creatures, so you can roll a second Knowledge (planes) for the locusts, if you wish. You can ask three questions about the swarms.

Arntoth: Sure, I'll add a second large wolf.

Despite one of the locusts is hiding behind a building, Osric's peerless aim manages to hit the mark twice! The beast groans, but the arrows don't seem to be as efficient as intended.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Planes: 1d20 + 8 ⇒ (19) + 8 = 27

Planes: 1d20 + 8 ⇒ (9) + 8 = 17

Silver Crusade

Male Human Ranger 13 | HP 121/121 | AC 26 T 17 FF 20 | Saves: F: +15 R: +19 W: +13 | CMD: 32 | Init: +8 Percep: +18 SM: +6

Yea , Manyshot! Thanks for the reminder!

Manyshot DMG: 1d8 + 4 + 6 + 4 + 2 ⇒ (4) + 4 + 6 + 4 + 2 = 20

-Posted with Wayfinder

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

"I'll take one of the big ones!" Atum commands, "Someone get rid of those little things and keep them away!"

Grand Lodge

AC(21)23/T14/F21/CMD29||HP(141)114[114]|F+12 R+7(+8 vs traps) W+5(+7)|Init.+2|Percept.+12 Human (Kellid) Barbarian (Mad Dog) 9

Oh yeah, Volfie looks so much tougher than Grim! ;)

Arn and Volfie move up next to Darius and ready to attack.

Readied:
Readied Attack, Heroism, PA: 1d20 + 14 + 2 - 3 ⇒ (3) + 14 + 2 - 3 = 16
Vital Strike, Hero, PA.: 2d12 + 9 + 9 ⇒ (1, 1) + 9 + 9 = 20

Volfie Readied: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d6 + 9 ⇒ (1, 3) + 9 = 13
Trip: 1d20 + 12 ⇒ (17) + 12 = 29

Can't edit map

The Exchange

Active Spells:
Usable/Situational:
Arcane Pool 13/13(+4), +10 to Crit Confirms
HP 143/143 | AC 32 | T 21 | FF 23 | CMD 39 | Fort +19 | Ref +12 | Will +15 | Init +9 | Perc +16(18) | Images

Know Planes: 1d20 + 19 ⇒ (7) + 19 = 26

Resistances, Special Abilities, DR please..

So are the swarms the ones in the buildings and the big bugs behind?

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Ace will start to inspire the party with his rock n' roll, starting off with a sick solo on his guitar!
+2 to hit and damage with weapons (Competence); +2 to fear and charm saves - Move Action

He will then cast Good Hope on the party when his solo reaches the height of metal.

+2 to hit and damage with weapons (Morale)

En totale: Everyone gets +4 to hit and damage and +2 to fear and charm saves. If all of Osric's arrows hit, then Good Hope would add +8 damage to the beast. He already factored in Inspire it looks like.

Grand Lodge

Exactly, Darius. The green icons are the swarms.

Darius is able to tell his companions that these demonic insects are named Vescavor swarms. As all swarms, they are immune to weapon damage, resist moderately to fire and electricity (no DR against weapon since they're immune). They have a fearsome reputation for two reasons: the first is that their gibbering sound render those caught in it or near it completely insane, whereas the second is that they eat all metal and wood as easily as flesh.

The magus identifies the large locusts as Derakni, demons linked to the demon lord Deskari. Those have the usual demonic resistances (immunity to electricity and poison, resistant to acid, cold & fire). Their special abilities include poison seeping from their fangs and sting, as well as a particularly vile droning sound they make as they move. Non-demonic creatures that are near them when they do this droning sound risk losing their mind utterly and completely. Only two bits of information about this one, so no info on DR, sorry.

Cairo, you can ask 3 additional questions about the Vescavor, but the other one is a miss.

Arntoth & Darius, if you want to move elsewhere you may do so (in case you confused the swarms from the locusts).

Ace starts doing a solo performance, inspiring his friends. Good Hope technically goes off before the group spreads, so everyone's in it.

I'll wait until Arntoth and Darius decide about their movement retcon to have the vescavor swarms act.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Do they have SR or Special attacks?

Grand Lodge

Cairo remembers that the vescavors are indeed resilient to magic, though moderately so, Already gave the special attacks as special abilities for Davies, so 2 questions left.

-Posted with Wayfinder

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

I can't think of anything else then.

Grand Lodge

AC(21)23/T14/F21/CMD29||HP(141)114[114]|F+12 R+7(+8 vs traps) W+5(+7)|Init.+2|Percept.+12 Human (Kellid) Barbarian (Mad Dog) 9

Arnthoth will stay back by the group, I guess. Don't have anything for swarms, but an alchemist fire.

The Exchange

Active Spells:
Usable/Situational:
Arcane Pool 13/13(+4), +10 to Crit Confirms
HP 143/143 | AC 32 | T 21 | FF 23 | CMD 39 | Fort +19 | Ref +12 | Will +15 | Init +9 | Perc +16(18) | Images

Retroing his actions, since he now knows which monsters are what Darius will stay with the group and instead of casting mirror image he'll toss a fiery bead towards the northern swarm.. It explodes upon reaching them..

Fireball DC 18: 10d6 ⇒ (2, 6, 6, 3, 2, 3, 3, 3, 2, 6) = 36

and then he'll swift his sword to +4 keen.. I think this is about to suck, as it appears im the only one with any aoe.. And I deff dont have alot..

Grand Lodge

Cairo: To be honest there's not much more to learn.

Reflex DC 18: 1d20 + 9 ⇒ (19) + 9 = 28 Darius, please make me a SR check, thanks!

The swarm avoids some of the fireball's damage, and seems resilient against fire. Some vescavors are burnt to cinders, but that is only a few compared to the swirling mass of demonic insects that compose the swarm.

The Vescavor swarms buzz to the group, ravaging everything in their path. They manage to surround Darius, Volfie and Grimtooth in their midst.
Damage: 2d6 ⇒ (3, 1) = 4
Those in the swarm must make a Fort save DC 15 against the swarm's distraction. Those who fail are nauseated for 1 round.

The swarms' incessant gibber start getting on your nerves, making you progressively insane.
Everyone (not just those in the swarms) please make a Will save DC 15. Failure means you're confused for 1 round.

PRD wrote:

Confused

A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

Roll on the following table at the beginning of each confused subject's turn each round to see what the subject does in that round.
d% Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

Initiative - round 1

Derakni
Group 1 (Osric, Ace, Arntoth, Darius)
Vescavor swarms
>>> Group 2 (Cairo, Atum)

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Will: 1d20 + 6 ⇒ (1) + 6 = 7 Dammit

1d100 ⇒ 62

1d8 + 4 ⇒ (6) + 4 = 10

Atum smacks himself in the head with his bec de corbin.

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Will: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22

Cairo will call upon Sarenrae to smite these bugs!

SR vs Swarm: 1d20 + 8 ⇒ (19) + 8 = 27

SR vs Derakni: 1d20 + 8 ⇒ (20) + 8 = 28

Holy Smite Will DC17: 8d6 ⇒ (6, 1, 4, 4, 4, 5, 1, 6) = 31 Or be blinded. Any Neutral PCs will take 15,Will save for half.

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