[PFS] GM Zoomba's 8-00 Cosmic Captive (5-6 Tier) (Inactive)

Game Master Zoomba

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Liberty's Edge

Female half-elf Ranger 4/Sorcerer 1/Warpriest 1 | HP: 49/49 | AC: 19 (14 Tch, 15 Fl) | CMD: 20 | F: +7, R: +8, W: +7| Init: +6 | Perc: +15, SM +6 | Blessings 3/3 Sorc Spells 4/4 | Active: mage armor, bless, song

"May Gozreh strike through each arrow!"

Jade will activate her Storm Strike blessing (standard action).

Silver Crusade

Female human Skald 7/Paladin 4|HP: 103/103|AC: 22 (17 Tch, 15 Fl)|CMD: 29|F: +21, R: +20, W: +18|Init: +11| Perc: +14, SM +25|Active: raging song, reckless, guarded life, heroism, heightened awareness, good hope |7/24 Raging Song 3/5 LoH 0/2 Channel 2/2 Smite | Spells Left: 3rd 0/2, 2nd 0/4, 1st 2/5

Keriassa takes a cautious step back and nocks an arrow.

Ready an attack against the first foe I see.

readied attack:
attack with deadly aim: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10
damage: 1d8 + 2 + 4 ⇒ (4) + 2 + 4 = 10

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

Excellent, just checked and the Professor does have a spring-loaded sheath, which makes this possible...

The Professor appears suddenly energized as he flicks a wrist and his handy wand pops out from one of the sleeves of his bathrobe. He waves about about, pointing at everyone.

Wand of bless activated!

The Professor's Status:


HP: 57/58; AC: 14 (T11/FF14)
F: +10, R: +2, W: +9

Spells Prepared
3rd — [ ] [ ] fireball[D] (DC 18), communal resist energy[UC]
2nd — [ ] hold person (DC 16), [ ] produce flame[D], [ ] lesser restoration, [ ] sound burst (DC 17)
1st — [ ] [ ] burning hands, intensified [D] (DC 16), [ ] command (DC 15), [ ] liberating command[UC], [ ] murderous command[UM] (DC 15)

Elemental Rod (Cold) remaining: 2/3
Selective Rod remaining: 3/3
Pearls remaining: 1/2
Channel remaining: 5/5
Fire Bolt remaining: 4/7
Bless wand remaining: 41/50
Cure light wand remaining: 48/50

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Believing thier opponent may be dangerous to stand next to in melee, Kivuli drinks an extract.

Drinking an extract on Long Arm .

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Shifting a few feet away, Crios quickly activates his wand of shield in preparation for the oncoming threat.

5' step north on map to widen the group up, then activate spell

Crios Greymantle wrote:
He will frequently walk with his wand of shield in one hand, and his staff in his other in order to start a fight with shield up. His AC with Mage Armor(cast from his other wand) is 18, and 22 with Shield spell.


Blooming Catastrophe Return to Grave

The six Pathfinders ready themselves as the noise grows louder and louder. Then, suddenly...

HSSSSSSSSSSSSS

A gargantuan form bursts out from a tunnel wall behind you. It barrels towards you, a massive worm with its mouth wide open. Something's not quite right however: the rock it erupted from is perfectly solid behind it and the worm itself seems partially translucent, even spectral.

DC 17 Know Religion:
The is likely a haunt, the spirit of a Magma Worm rather than the real thing.

But debates over what it actually is can wait - as its charging straight towards you!

Everyone needs a Reflex Save as the immense maw tries to swallow you.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

reflex: 1d20 + 3 ⇒ (3) + 3 = 6

Blanmieux doesn't move in time.

In my youth, I wished that Rovagug would eat the world. I suppose that the center of my world is me.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Know Religion: 1d20 + 10 ⇒ (5) + 10 = 15
Ref: 1d20 + 7 ⇒ (10) + 7 = 17

Not sure what the creature is, if it is even a creature at all, Crios twists away from the massive thing.

Silver Crusade

Female human Skald 7/Paladin 4|HP: 103/103|AC: 22 (17 Tch, 15 Fl)|CMD: 29|F: +21, R: +20, W: +18|Init: +11| Perc: +14, SM +25|Active: raging song, reckless, guarded life, heroism, heightened awareness, good hope |7/24 Raging Song 3/5 LoH 0/2 Channel 2/2 Smite | Spells Left: 3rd 0/2, 2nd 0/4, 1st 2/5

knowledge religion: 1d20 + 8 ⇒ (15) + 8 = 23
reflex save: 1d20 + 8 ⇒ (11) + 8 = 19

"I should have known... a haunt! That's why the walls weren't moving."

Liberty's Edge

Female half-elf Ranger 4/Sorcerer 1/Warpriest 1 | HP: 49/49 | AC: 19 (14 Tch, 15 Fl) | CMD: 20 | F: +7, R: +8, W: +7| Init: +6 | Perc: +15, SM +6 | Blessings 3/3 Sorc Spells 4/4 | Active: mage armor, bless, song

reflex: 1d20 + 8 ⇒ (20) + 8 = 28

Jade throws herself against the wall and braces for impact.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Religion: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (5) = 22
Reflex: 1d20 + 10 ⇒ (11) + 10 = 21

Kivuli's reacts to the danger on instinct, rolling away from the threat.


Blooming Catastrophe Return to Grave

Professor Reflex: 1d20 + 2 ⇒ (19) + 2 = 21

While the massive anguished spirit of the dead worm barrels towards you with great speed, most of the party manages to duck, dive, or sprint out of the way into a side tunnel.

Most. Blanmieux however stumbles just for an instant as he turns to flee, and in that instant the ghostly maw swallows him whole! Swallowed in the spirit’s gullet as it continues to race forwards through the tunnels, Blanmieux’s skin begins to burn from intense heat as the rest of the party races after him in pursuit.

Trapped in the haunt, Blanmieux takes 7 Fire damage for Rounds: 1d6 ⇒ 2 (for 14 damage total

Having carried the barbarian swiftly through the tunnels, the ghostly worm soon, dives down back into the earth, leaving its scorched ‘food’ deposited into a new cavernous crossroads. As he stands, an unsteady rumbling shakes the tunnel walls, causing light debris to shower down from the ceiling. A pained cry echoes all around, the moaning screech of an immense alien creature that writhes in a tunnel ahead. It’s plated hide glowing a bright red that seems to scorch to rocky walls around it, this worm-like creature is massive, but seems greatly injured. Scars gashes and piercing wounds cover its hide, but as it thrashes about you see that its most grievous injury is being caused by a large sheet of adamantine that still skewers it, impaling it in place.

The (understandably) agitated creature’s bulk and movements seem to block the exit tunnel entirely. For the moment though, it does not seem to have noticed the barbarian's presence, or the quick approach of five more adventurers.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Well this is just like an animal with a shard on him

Blanmieux decides to take out the sheet of adamantine.

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

The Professor hobbles ahead, pausing to inspect the writing creature.

"I do say.. I wonder if it's... sentient, and perhaps... friendly?"

The Professor looks for some acknowledgement (and volunteering) from the others when it comes to removal of the adamantine sheet.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

“The crater has been claimed, but our divinations indicate that Ayrzul is not happy about this! We’re experiencing unexpected surges in gravity everywhere, especially near the crater and vault!” Sorrina Westyr declares, madly strapping herself down as everything as everything rattles and shakes around her. “Hold on!”

Meanwhile behind her, Drendle Dreng is holding up a bottle, as he weaves back and forth in the convulsing landscape. “I feel the earth move under my feet, I feel the sky tumbling down... WOOOOOO HOOOOO!”

___
AREA B; The Crater, is claimed and safe for travel! GMs, there is an Earth Event happening now!


Blooming Catastrophe Return to Grave

Observing the creature cautiously, the Professor does not suspect that the creature is sapient, but the way it struggles to free itself certainly shows some spark of low intelligence. As he looks at the situation, the old man feels himself getting heavier as gravity seems to be pressing down on him. The rest of you feel it too, causing the worm to give out a new roar as it sinks further onto the adamantine shard.

Blanmieux suspects that he could try to simply yank out the adamantine with a massive show of strength Strength check, or find a way to pull it out somewhat more gracefully Knowledge Engineering or Combat Maneuver check. Of course getting that close to the worm would be scalding hot. And right now the worm seems agitated enough that its thrashing prevents you from getting close enough...

In regards to calming the worm, its more animal than person. Wild Empathy, Handle Animal, or maybe Knowledge Dungeoneering or Nature might be able to temporarily sooth it.

Silver Crusade

Female human Skald 7/Paladin 4|HP: 103/103|AC: 22 (17 Tch, 15 Fl)|CMD: 29|F: +21, R: +20, W: +18|Init: +11| Perc: +14, SM +25|Active: raging song, reckless, guarded life, heroism, heightened awareness, good hope |7/24 Raging Song 3/5 LoH 0/2 Channel 2/2 Smite | Spells Left: 3rd 0/2, 2nd 0/4, 1st 2/5

Keri moves closer to the giant worm to inspect the cave walls entrapping it.

Knowledge Engineering: 1d20 + 7 ⇒ (4) + 7 = 11

"Looks too solid to me, I'm not sure we can expand the tunnel to help it.

Liberty's Edge

Female half-elf Ranger 4/Sorcerer 1/Warpriest 1 | HP: 49/49 | AC: 19 (14 Tch, 15 Fl) | CMD: 20 | F: +7, R: +8, W: +7| Init: +6 | Perc: +15, SM +6 | Blessings 3/3 Sorc Spells 4/4 | Active: mage armor, bless, song

"No creature deserves this agony. May Gozreh ease its pain"

Sensing the creature's pain, Jade moves cautiously towards it and extends her hand in a show of non-violence, concentrating on its natural auras.

Wild Empathy check with guidance: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 ugh

GM, we cast spells during the suprise round, how many rounds did it take us to get to this new spot?

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

The Professor assesses the metal, runs some calculations and proposes his best estimate for its swift removal.

"Ah yes, Blanmieux, a little extra nudging on the end, try flexing it like a gigantic lever!"

Engineering: 1d20 + 3 ⇒ (16) + 3 = 19

He quickly adds, "and if you get a little singed, don't worry, good ol' Mahm will patch you up in no time! And the Society has hazard pay, doesn't it?"

The Professor looks about to several heads shaking no.

"Oh, no? Well, drats. We'll tell stories of your bravery, Blanny. Can I call you Blanny?"


Blooming Catastrophe Return to Grave

Even wither you running slightly slower than the worm was carrying her Blanmieux, it only took a few rounds. Let's say when you arrive, 4 rounds have passed.

Looking from a distance, Keriassa is unsure of if the spike can be easily dislodged. for removal checks, you'll need to be up close and trying

Jade for her part tries to calm the creature so the rest of you can approach, but her 'auras' are less immediately compelling to the creature than the pain from its injuries.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

know engineering assist: 1d20 + 6 ⇒ (1) + 6 = 7

"I just can't seem to see anything else that will help, beyond what you are already doing that is. I am sure you will do it though. I have faith in you."

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

str: 1d20 + 4 ⇒ (19) + 4 = 23

It is gonna hurt but...

Blanmieux uses his muscle to pull out the sheet. The veins are very visible.

"Arrgh!"

-Posted with Wayfinder

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Seeing Blanmieux is so willing to give it his all, Crios tries to as well, knowing they risk burning. He taps his wand of infernal healing to Blanmieux and himself just before they begin.

STR Assist: 1d20 + 3 ⇒ (13) + 3 = 16


Blooming Catastrophe Return to Grave

Just to be clear: so far the worm is NOT calm. Do you want to approach it and try to force out the spike anyway?

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Well. You are right. Maybe we should calm him.

"There someone more wounded than me Curio, "pointing the worm.

-Posted with Wayfinder

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Good point. I will try that first.

Know Dungeoneering: 1d20 + 10 ⇒ (20) + 10 = 30

Crios works to calm the creature through a series of movements and sounds that seem to have the desired effect.

He then activates his wand on the creature as Blanmieux begins to work the spike free. Crios then moves to help Blanmieux free the heavy creature.

Silver Crusade

Female human Skald 7/Paladin 4|HP: 103/103|AC: 22 (17 Tch, 15 Fl)|CMD: 29|F: +21, R: +20, W: +18|Init: +11| Perc: +14, SM +25|Active: raging song, reckless, guarded life, heroism, heightened awareness, good hope |7/24 Raging Song 3/5 LoH 0/2 Channel 2/2 Smite | Spells Left: 3rd 0/2, 2nd 0/4, 1st 2/5

"What could calm this beast?"

knowledge nature: 1d20 + 8 ⇒ (17) + 8 = 25

ninja'd!

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Dungeoneering - assist Crios: 1d20 + 8 + 1d6 ⇒ (10) + 8 + (2) = 20 To soothe

Engineering - assist Professor: 1d20 + 8 + 1d6 ⇒ (11) + 8 + (3) = 22 To make a lever

Nature - assist Keriassa: 1d20 + 8 + 1d6 ⇒ (6) + 8 + (5) = 19 To soothe

The rogue, feeling every idea has some merit, adds whatever small insights he can.

"Yes Crios, not too fast. Kerissa, here is some water from my pack. Professor, we can use this boulder as a fulcrum."


Blooming Catastrophe Return to Grave

Apparantly, twas the Aasimar’s gargles and arm twirls that soothed the beast as – with Keriassa and Kivuli giving advice from afar as to which motions magma worms would see as claming versus which are a signal of challenge – the beast’s writhing slows into the occasional spasm. Crios even manages to get close enough to tap the skewered creature with his wand. It still remains heavily injured, but some of it’s scars glow a dimmer red as they begin to modestly heal.

With the risk of an errant worm swing lessened for the moment, Blanmieux and Crios move in to attempt to yank out the piece of metal pinning the magma worm in place. The worm’s body is baking at this distance, and as they yank on the adamantine their fingers sear from the super-heated shard.

Each of you two take Fire damage: 2d8 ⇒ (7, 3) = 10

But with a trio of voices yelling advice about how best to pull and leverage the spike (some comments more helpful than others), the magus and barbarian succeed at dislodging the item. It is not fully loosened from the magma worm’s hide, but it seems to have been shifted enough as the creature gives a large roar that shakes the tunnel walls and threatens to damage your ears. It whirls and dives directly into the tunnel wall next to it, burrowing away through solid rock at impressive speed given its size.

The six of you stare at the new path – still glowing from the searing heat of the boring worm – for only a few moments before a quarter of other Pathfinders approach you from the rear. The ‘leader’, an out-of breath elf in a wide-brimmed hat and covered in soot, catches her breath as she calls out.

”Well! Heard some screeching and thought another group might’ve gotten on the wrong foot with that worm! Never expected one of us’d get the best of it though!” She looks excitedly past you to the now clear tunnel the worm had been blocking.

The elf takes another deep breath and starts jogging ahead of you. ”Well come on! Apparently they’ve found some kind of Vault up ahead. And whatever’s guarding it’s putting up quite the fight to stop us getting a peek! We thought we’d have to go the long way round, but this tunnel here should help them get reinforcements in a jiffy!”

As her and her band head onwards, off in the distance, you think you can hear the faint clash of steel and irregular blasts and yells. ..

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Two shot of infernal healing.

His muscles burning, Blanmieux prepares his Weapons.

-Posted with Wayfinder


Blooming Catastrophe Return to Grave

It is only when you try to move as fast as you can through the asteroid's tunnels that the sheer scale of Aucturn's Tear becomes apparent. Even as you exit the labyrinthine paths near the sunny-side, the few burrowed trails that remain still curve twist in the dark. You lose sight of the elf and her three friends as they rush by, but the sound of combat and yelling grows slowly louder as you hustle for what feels like an eternity. But is in fact 2d10 + 10 ⇒ (7, 9) + 10 = 26 minutes: 96 minutes since touchdown

Eventually, your journey takes you into a strangely 'worked' chamber that stands in contrast to the roughly carved tunnels you have now been running through for a half-hour. Vaulted arcs of stone create a bizarre network of geometric recesses, like a petrified beehive but orders of magnitude larger. Each indent in the stone creates it own nook, one of which contains an altar smeared with blood and ochre.

GM:
Blanmieux: 1d20 ⇒ 15
Keriassa: 1d20 + 7 ⇒ (9) + 7 = 16
Professor F: 1d20 ⇒ 15
Crios: 1d20 + 6 ⇒ (16) + 6 = 22
Kivuli: 1d20 + 4 ⇒ (17) + 4 = 21
Jade: 1d20 + 6 ⇒ (20) + 6 = 26

B: 1d20 + 6 ⇒ (10) + 6 = 16
H: 1d20 + 6 ⇒ (5) + 6 = 11

As you enter the room, the stanch of blood and bile assaults your nostrils. Several corpses lie strewn around the cavern's floor, most bearing tattered clothing emblazoned with the symbol of a notched shark's fin. With your approach, two of the bodies start to stir and stand...only to be struck by a red fire that erupts around them. When it subsides, both figures seem unsinged by the flame but disoriented, with their gait significantly slower. The one to the east is a skeletal body whose eyes dance with an evil blue light as it raises a sword, while the southern corpse's withered flesh leads up to a mouth hanging open in a silent scream.

Initiative

Jade
Crios
Kivuli
Keriassa

Skeleton thing
Blanmieux
Professor
Other rotting corpse thing

New map up

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

All Knowledges, pick the correct one: 1d20 + 8 + 1d6 ⇒ (3) + 8 + (4) = 15

I will use the appropriate weapon for the job as determined by the knowledge check.

Estoc vs FF (PS): 1d20 + 8 ⇒ (10) + 8 = 18 for Damage: 1d6 + 7 ⇒ (1) + 7 = 8

or

Light Mace vs FF (PS): 1d20 + 7 ⇒ (20) + 7 = 27 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Crit Confirm vs FF (PS): 1d20 + 7 ⇒ (13) + 7 = 20 for Damage: 1d4 + 2 ⇒ (2) + 2 = 4

and maybe...

Sneak Attack: 2d6 ⇒ (5, 4) = 9

The wayang closes on the corpse to the south, attempting to leave a clear path for the archers.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Crios casts a quick spell, holding the charge in his hand as he rushes forward while the creatures are still gaining their footing.

Keeping clear of the archer's sight lines, he strikes out once with his staff to deliver the charge. Hoping to catch the enemy unprepared for defense, he augments his power at end of the blow at the expense of accuracy...

Know Religion: 1d20 + 10 ⇒ (3) + 10 = 13 They look like skeletons of some sort, so crios hopes blunt works.
One handed staff attack+shocking grasp+arcane strike+power attack: 1d20 + 6 ⇒ (15) + 6 = 21
blunt magic damage+electricity: 1d6 + 9 + 4d6 ⇒ (3) + 9 + (2, 3, 4, 2) = 23


Blooming Catastrophe Return to Grave

Yes, it would be Know Religion for each, however each creature is a bit different.

Darting forwards, Kivuli ruhses to attack what appears to be a huecava - undead created from the bodies of heretical clerics. Their withered hides can only be fully pierced by magic or silver weapons, so the wayang lashes out with his estoc. Quite well as it turns out, as the huecava crumples before its diseased claws can lash out in response.

Crios takes the other, still standing undead on, but while it does appear to be mostly bone its exact nature is a mystery. But whatever it is, the assault from the quarterstaff seems to do the trick as it crackles and cracks from the electricity and force of the blow.

Initiative

Jade
Crios
Kivuli

Keriassa
Skeleton thing
Blanmieux
Professor
Huecava

Silver Crusade

Female human Skald 7/Paladin 4|HP: 103/103|AC: 22 (17 Tch, 15 Fl)|CMD: 29|F: +21, R: +20, W: +18|Init: +11| Perc: +14, SM +25|Active: raging song, reckless, guarded life, heroism, heightened awareness, good hope |7/24 Raging Song 3/5 LoH 0/2 Channel 2/2 Smite | Spells Left: 3rd 0/2, 2nd 0/4, 1st 2/5

knowledge religion: 1d20 + 8 ⇒ (4) + 8 = 12
blunt arrow attack 1: 1d20 + 10 - 2 - 2 ⇒ (4) + 10 - 2 - 2 = 10
blunt arrow attack 2: 1d20 + 10 - 2 - 2 ⇒ (20) + 10 - 2 - 2 = 26
blunt arrow damage 1: 1d8 + 1 + 4 ⇒ (8) + 1 + 4 = 13
blunt arrow damage 2: 1d8 + 1 + 4 ⇒ (6) + 1 + 4 = 11
blunt arrow confirm 2: 1d20 + 10 - 2 - 2 ⇒ (1) + 10 - 2 - 2 = 7
blunt arrow extra critical damage 2: 2d8 + 2 + 8 ⇒ (7, 7) + 2 + 8 = 24

Keri steps forward and launches a set of blunt arrows at the remaining skeletal creature, but only one strikes true.

Liberty's Edge

Female half-elf Ranger 4/Sorcerer 1/Warpriest 1 | HP: 49/49 | AC: 19 (14 Tch, 15 Fl) | CMD: 20 | F: +7, R: +8, W: +7| Init: +6 | Perc: +15, SM +6 | Blessings 3/3 Sorc Spells 4/4 | Active: mage armor, bless, song

Jade launches two blunt arrows at the mysterious creature.

1st arrow: 1d20 + 7 ⇒ (5) + 7 = 12
1st arrow damage: 1d8 + 8 ⇒ (4) + 8 = 12
2nd arrow: 1d20 + 7 ⇒ (9) + 7 = 16
2nd arrow damage: 1d8 + 8 ⇒ (8) + 8 = 16


Blooming Catastrophe Return to Grave

Still unsure of the full nature of their foe, Jade and Keriassa each follow Crios’ lead and notch a pair of blunt-headed arrows. Mirroring each other once again, each archer’s first shot goes wide, but adjusting for the conditions both second shots hit to knock to bony warrior back where it crumples against the wall. There also appears to be a small pile of paper and vials piled carelessly in one of the open recesses, slightly covered by a discarded cloak.

COMBAT OVER

One day, these creature may actually be able to act before the slaughter

As the fell magic animating the bodies and bones slips away, an eerie calm descends over the chamber. Exmaing the fallen bodeis (those that rose and fought you and those that stayed dead-dead), you see that all the bodies’ faces are trapped in an expression of anguish, and each has that same notched shark-fin symbol somewhwere on their torn armor and clothes.

Heal 10:
The bodies here all seem to bear numerous lengthy cuts on their arms and necks, but were killed by a single deep blow to the chest. The damage is too rpecise and uniform across the bodies to be random: this looks as though they were restrained and ritually scacrificed.

Know Religion 15:
A notched shark-fin is the holy symbol of Kelizandri, the Elemental Lord of Water and a demigod of the deep and catastrophe.

You find four potions of endure elements, two of cure light wounds, a potion of remove disease, a scroll of remove curse and a wand of lesser restoration partially charged (5 charges)

As you collect yourself, two dwarfs emerge from one of the exit tunnels. Both see you start and hold up a wayfinder with one hand as they approach, their other hands close to their mouths as they cough terribly.

”Careful up ahead **cough**! Sor’ thinks she’s **cough** found whatever’s callin’, but the slag’n Fossil King’s men’re **cough** holding fast. Half an army ahead, and the rock itself’s gone foul! **cough****cough**” Getting a closer look, both dwarves look quite pale, and strange rashes and odd burns cover parts of their skin.

Heal check 10:
This looks like radiation poisoning. Luckily for you, all of you got your shots (or in this case, Planetary Adaptations)!

The other dwarf says dejectedly, ”Me gut says the fight ain’t over, but the skin and blood’s got **cough** a different thought for the time. Kharl and need a pause; get a **cough** breath ‘fore the next fight. But there’s plenty more ahead. Down the east turn’s some sort o’ hub. Rock men and cultists staging things there to move around quick as lightnin’. But straight south, well there **cough** there there’s somethin’ else. Odd portal, seems right in touch with the Earth home direct. Either way, get in there and give ‘em hell!” He doubles over into a coughing fit as his companion quickly helps him retreat to somewhat safer ground. Ahead of you, two large tunnels stand open as the sounds of better ring out…

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

Heal DC10: 1d20 + 8 ⇒ (4) + 8 = 12
Religion DC15: 1d20 + 6 ⇒ (5) + 6 = 11
Heal DC10: 1d20 + 8 ⇒ (7) + 8 = 15

The Professor blinks a few times as the bodies drop.

"Where we just attacked?"

Shrugging, he takes a look at the nearest body and shares his observations.

"Looks like some sort of ritual sacrifice. Perhaps to this Shark God whose emblem we see here?"

The Professor pokes the body before he's interrupted by a pair of dwarves.

"Oh dear, my fellows. You appear to have been exposed to severe radiation..."

Anyway to treat this with magic?


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”

Table GMs, the Allies benefit is now in play!

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"I have a book that said that radiation damage health like poison."

-Posted with Wayfinder


Blooming Catastrophe Return to Grave

"Bah," one of the dwarves says to the Professor. "Torag's spit'll plug the holes for the time. We dinnae **cough** get scorched as bad as some - just need a quick breath of air."

Radiation damage in low levels can be healed as normal. More severe radiation poisoning can result in ability damage or drain, but these dwarves do not appear to be that badly afflicted.

The conversation is briefly broken as the Master of Spell's ginat face looms large in front of you once more. "Rebs?" the dwarf snorts as soon as the Oread stops talking. "Those water folk she means. They tell some of the creatures here didn't take to their task, whatever it was. Tried to fight back and got crushed for the effort. Whatever Westyr says, don't know how much assist they'll be. You be wary: they're noble they wouldnae been here in the first."

"Pipe **cough** down Kharl!" The other forces out, giving his friend a weka smack. "Aid's aid; it's a fool turns away a companion in the thick o' things."

While the dwarves have their own opinions, the Mechanical effects here is that some of your colleagues have formed an alliance with some of Aucturn Tear's inhabitants for reinforcements.
For one encounter, a watery ally will be able to come to your aid and fight alongside you (before other matters force them to be moved away again)

Let me know at any time if you want to use this benefit.

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

"Very well then..."

The Professor waves his hand, almost distractedly as he gazes into the two tunnels ahead trying to suss out what they may hold when he can barely focus on a person standing a few feet in front of him.

"You heard these two... the Fossil King's minions await our retribution!"

I imagine we can pick right or left? Rule of "left first"?


Blooming Catastrophe Return to Grave

Left is fine, to move things along.

Mvoing down the left passage, the six of you hurry forwards to reinforce the battling Pathfinders ahead. Sound echoes deceptively around

The ceiling of this deep chamber is barely visible in the distance. Stairways designed for giants connect multiple levels, and bright illumination wipes away the shadows, unlike most other areas on the asteroid. A central platform inscribed with arcane runes hangs carefully balanced in the center of this network of enormous pathways paths. The floor of the platform appears to be a never-ending cascade of earth, forever falling into a black void.

Pathfinders all around the large room are engaged in fierce fighting with a multitude of creatures: gargoyles and elementals and even some genies. Earthen defenders move in and out of this central hub constantly, and as you approach, you draw the attention of a squat, three-legged three-armed creature with a single massive mouth. It grinds out a sound and begins moving towards you from atop the platform, as two tiny floating chunks of rock break off to join it.

Terran:
Fight them off! Stand for Ayrzul!

GM stuff:
Red rock: 1d20 + 1 ⇒ (15) + 1 = 16
Blue rock: 1d20 + 1 ⇒ (5) + 1 = 6
Squat thing: 1d20 ⇒ 17

Blanmieux: 1d20 ⇒ 13
Keriassa: 1d20 + 7 ⇒ (18) + 7 = 25
Professor F: 1d20 ⇒ 10
Crios: 1d20 + 6 ⇒ (11) + 6 = 17
Kivuli: 1d20 + 4 ⇒ (5) + 4 = 9
Jade: 1d20 + 6 ⇒ (5) + 6 = 11

Initiative

Keriassa
Crios

Squat thing
Rock 1
Blanmieux
Jade
Professor
Kivuli
Rock 2

Know planes on the tiny rocks, and another Planes on the swqat this.

Silver Crusade

Female human Skald 7/Paladin 4|HP: 103/103|AC: 22 (17 Tch, 15 Fl)|CMD: 29|F: +21, R: +20, W: +18|Init: +11| Perc: +14, SM +25|Active: raging song, reckless, guarded life, heroism, heightened awareness, good hope |7/24 Raging Song 3/5 LoH 0/2 Channel 2/2 Smite | Spells Left: 3rd 0/2, 2nd 0/4, 1st 2/5

knowledge planes (tiny): 1d20 + 8 ⇒ (7) + 8 = 15
knowledge planes (squat): 1d20 + 8 ⇒ (17) + 8 = 25
point blank bow attack (vs red): 1d20 + 10 - 2 + 1 ⇒ (9) + 10 - 2 + 1 = 18
blunt arrow damage: 1d8 + 1 + 4 + 1 ⇒ (3) + 1 + 4 + 1 = 9

"As before, Jade and I will down the airborne creatures!"

Keriassa springs forward to close the distance on the crowded battlefield and fires a single shot at the floating mass.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

know planes vs. tiny: 1d20 + 10 ⇒ (3) + 10 = 13
know planes vs. squat: 1d20 + 10 ⇒ (16) + 10 = 26 I'm excited to finally see one of these in PFS btw. Talk about old school, lol

Crios snaps his wand up and triggers the shield spell, then moves just in front of Keri, hoping to intercept the creatures before they can close.

The fliers are in up so I'm guessing I'm not in the way, especially if you focus fire on one at a time till it falls.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Planes {tiny}: 1d20 + 8 + 1d6 ⇒ (6) + 8 + (2) = 16
Planes {squat}: 1d20 + 8 + 1d6 ⇒ (13) + 8 + (4) = 25


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Blooming Catastrophe Return to Grave

The tiny rocky spheres are a pair of Wysps. Birthed from pure elemental matter (earth in this case), these outsiders are servitor creatures. Both Keriassa and Kivuli vaguely remember hearing tales of how they naturally lend aid to other earthen beings, but forget the how of that trait.

Arrows seem to mostly work at least, as the first shot lands square on the wysp. Most of the arrow’s force seems effective, but the fact that the tiny outsider is pure rock seems to have blunted the full impact of the hit.

The larger creature is more easily recognizable: a xorn. Xorns subsist by eating stone dirt and gems, and can glide through the earth just as easily as they walk. Their thick hides make blades less dangerous against them than a good *Thwack* DR/bludgeoning and the earth outsiders are immune to fire, cold, and partially insulated against electricity. Further making the wayang frown is that their three eyes are evenly spread around their frame, making them immune to flanking as they have all-around vision.

As Crios wards himself and steps into a defensive posture, the xorn rumbles down the stairs from the platform and towards the aasimar and tries to take a bite out of him. The bruised wysp also approaches, though does not attack.

Attack: 1d20 + 10 + 2 - 2 ⇒ (6) + 10 + 2 - 2 = 16 for damage: 4d6 + 3 + 2 ⇒ (4, 5, 3, 4) + 3 + 2 = 21

Initiative

Keriassa
Crios
Red Wysp - 8 hp
Xorn

Blanmieux
Jade
Professor
Kivuli

Blue Wysp

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

"Ahh.. resistant to cold and fire you say?"

The Professor frowns at the earthen enemies.

/Terran:/ "It's your lucky day then! Well, unlucky I suppose given we Pathfinders are here."

With no fire or cold to employ, the Professor once again employs the physical prowess of his allies, knowing little can stand up to that.

Casting Bless (from wand; 40 charges remain)

@Everyone: Don't forget the +1 to attack rolls!

The Professor's Status:


HP: 57/58; AC: 14 (T11/FF14)
F: +10, R: +2, W: +9

Spells Prepared
3rd — [ ] [ ] fireball[D] (DC 18), communal resist energy[UC]
2nd — [ ] hold person (DC 16), [ ] produce flame[D], [ ] lesser restoration, [ ] sound burst (DC 17)
1st — [ ] [ ] burning hands, intensified [D] (DC 16), [ ] command (DC 15), [ ] liberating command[UC], [ ] murderous command[UM] (DC 15)

Elemental Rod (Cold) remaining: 2/3
Selective Rod remaining: 3/3
Pearls remaining: 1/2
Channel remaining: 5/5
Fire Bolt remaining: 4/7
Bless wand remaining: 40/50
Cure light wand remaining: 48/50

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"Earth imp! Your fate will be like those that Zarta sent me!"

Using his ultimate technique of swinging the scythe very hard, Blanmieux attacks Red.
Scythe blessure pw: 1d20 + 11 - 2 + 1 ⇒ (8) + 11 - 2 + 1 = 18

adamantine, slashing piercing: 2d4 + 13 ⇒ (2, 4) + 13 = 19

-Posted with Wayfinder

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