[PFS] GM Zoomba's Tapestry's Toil (Inactive)

Game Master Zoomba

Map and Handouts

A simple retrieval mission takes an unexpected turn when the Pathfinder Society learns a valuable treasure was under its nose — within the curious demiplane connected to the Hao Jin Tapestry. The descendants of the original owners have changed in the centuries since their sequestration, though, and initial attempts to parley have ended in failure. Can the PCs discover what became of this lost people and secure the relic they guard?


201 to 250 of 317 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

"Greetings Tanbaru." Balooo waits patiently as Fendel takes care of the door.


Blooming Catastrophe Return to Grave

Fendel carefully examines the door with Tomas' help. The wrought iron has no trap on it, but is solidly barred and sealed. Of course, that was before it met a Pathfinding investigator - after a few rounds to lock *clicks* and the door carefully swings open to reveal a long stone hall that branches off into multiple side passageways.

Tanbaru's voice sounds out in a whisper. Well, now we just have to move through a whole mountain filled with patrolling guards and slaves and other treats. You guys are up for this, right?

So, rather than have you go step by step through a massive complex with dozens upon dozens of enemies, the travel throughout this mountain dwelling is somewhat abstracted.

I'm going to need a Survival or Knowledge Dungeoneering check from the party to represent how quickly you make your way through the complex, and how good you are at evading guards and patrols. I need one of you to make the primary check with one of these skills - please specify who - and the rest can assist with it. Those Aiding Another could also use Stealth instead of the above skills to assist if they wish (though not the primary: it doesn't matter how silent you are if you get hopelessly lost) and if you think of other useful tactics or ideas I'm happy to entertain them and provide some circumstance bonuses.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Just to clarify... normally we'd have to assist using the same skill as the primary and we'd have to be trained in the knowledge to aid on that.
Is that the case here?

Given Fendel is at a +19 with an additional 1d6 on K: dungeoneering, and everyone but Tomas has ranks as well so can aid (with the two wizards auto succeeding) I'd guess that'd be the better choice? On average, seems like we'd be around 38 or so if he took a 10. (plus any other bonuses we might get for buffs or the spirit oni or circumstance ideas)

ergo: I vote Fendel is primary with Dungeoneering =)

Knowledge (dungeoneering) aid: 1d10 + 11 ⇒ (4) + 11 = 15

Milo follows along, offering directional advice when needed, but otherwise staying to the shadows trying not to attract duerger patrols.

Stealth: 1d20 + 17 ⇒ (14) + 17 = 31

Dark Archive

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 3 | HP 45/45, AC 13 (17), FF 11, T 13, F +5, R +6, W +7, Init +7, Perc +6

I'll aid too.
Dungeoneering: 1d20 + 12 ⇒ (8) + 12 = 20

Kilil sneaks along, giving wordless cues to assist in the navigation.

Stealth: 1d20 + 22 ⇒ (4) + 22 = 26

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Perception: 1d20 + 26 + 1d6 ⇒ (5) + 26 + (1) = 32 (+2 for traps, an additional +2 for magical traps)

So, I currently have a +21 to Dungeoneering as the Clear Ear is in effect.

Know, Dungeon: 1d20 + 21 + 1d6 ⇒ (19) + 21 + (6) = 46

Currently at 50. If everyone can aid, that can get to a 56 before any other bonuses.


Blooming Catastrophe Return to Grave

As it fits what this mechanic is attempting to represent, I am fine considering you being able to Aid with either Dungeoneering or Survival, and then roll stealth of describe another scheme to attempt to assist on top of that. I won't lie: you're already fine for this section and I'll move on tomorrow even if the rest don't post, but I'm amused to see how high you'll go :)

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

I auto aid with survival then. :)

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg auto aids with Kn. Dungeoneering

Silver Crusade

Male Aasimar (Angelkin) Warpriest 4 / Brawler (Steel-Breaker) 3
Spoiler:
| HP: 21/57 | AC: 22 (12 Tch, 21 Fl) | CMB: +12, CMD: 24 | F:+9 , R: +6, W: +9 | Init: +6 | Perc: +16, SM: +10 | Speed 30ft | Re-roll (+2) 0/1 | Fervour 2/5, Martial Flexibility 4/5 Blessings 4/5 Sacred Weapon 3/4 | Active conditions: +1 Attack vs Aspis, Dragon Style

survival: 1d20 + 2 ⇒ (19) + 2 = 21

Passing through the doors Tomas helps close them quietly so as to not arouse suspicion incase of patrols. Looking to the now invisible Oni Mask he waits for it to indicate the route to take through the complex. Seeing Fendel take the lead the Warpriest joins Baloo in looking for thee least travelled pathways.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

...and that makes a DC 56 check! Not too shabby folks.


Blooming Catastrophe Return to Grave

Fendel and the party put the Impossible Mission Force to shame. Gentle nudgings and directions from Tanbaru help guide your path, as the detective plots a brutally efficient course through every corridor. The fighters show off their Pathfinder education as thieir tracking and expertise in masonry help guide you deeper and upwards through the hollowed-out mountain. Meanwhile your two small companions expertly scout out ahead, alerting you of any duergar patrols and even luring a few off of your path. Over the course of 15 minutes, you encounter no resistance whatsoever.

Crushed that check

As you turn down yet another hallway, the party hears a hissing sound come from in front of Farg's face. Rrrrr. Mueritt. I can sense him close. He's a cleric of Droska. Real fanatic. Also their main forger. There, to the left!

Following the oni's directions quickly takes you to a small forge, where the smell of musk and iron saturates the thick air. Heat is everywhere, with regular blasts of hot wind blowing past in time with the bellows. A single iron sculpture leans on the east wall. Though it bears a strong central frame and several barbed twists, it remains far from complete. The air tastes bitter and metallic.

Map added

In front of an anvil stands a duergar, working to shape an ornament as she intones. "Praise to Droskar. For it is he who grants us the craft with which we work and the mines below with which we may toil." Standing in the room observing the work are a pair of squat, three-legged three-armed three-eyed creatures each with a yawning mouth at the top of their bodies. Know Planes to ID

At your approach, she looks up and preaches towards you. "'Tis Droskar the Dark Smith who sustains us and all who live within the tapestry. He forged us after his own image; hard and strong like iron. He gave us a home and iron from the earth, and laborers to toil in his name and for our sake. Welcome to your final endeavor, slaves. Trust that your new god will remake you in his mines.”

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

If we had some advance warning of the room, which it seems like the oni gave us... then Milo will use his Produce Flame spell-like ability, and have a hand on fire when we get there (and one holding a rod).

Will use one of the daily uses of his Explorer boon to add +3 to this check
Knowledge (planes): 1d20 + 11 + 3 ⇒ (12) + 11 + 3 = 26 (As always, wanting to know immunities, resistances, SR and the like... to know what to blast them with should it be needed)

The description said two of the critters, but the map only shows one and some other person?


Blooming Catastrophe Return to Grave

Red and Blue both the same creature. That is just my terrible sense of humor :p (different Xorn). Changed for clarity.
Also fine with a produce flame

Milo recognizes the two strange beings as xorn - elementals from the Plane of Earth. Able to glide about through stone earth and rock and sense nearby beings from the vibrations of their walk (tremorsense), zorn can attack with their small claws, but also with their far more formidable bite. The xorn are immune to fire and cold damage and resistant to electricity, while their tough hide gives them DR/Bludgeoning and their odd composition lets them see all around themselves easily (can't be flanked).

Dark Archive

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 3 | HP 45/45, AC 13 (17), FF 11, T 13, F +5, R +6, W +7, Init +7, Perc +6

Before entering Kikil will use charge from Wand of Heightened Awareness, and cast Shield.

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

"No one here is being remade."

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Assuming my 50 minute Heroism has expired by now...recast Heroism and Mirror Image. Illusionary doubles1d4 + 1 ⇒ (1) + 1 = 2

Alright so here comes mister big tough ey?

Farg remarks as he snorts another nose of glitter dust. Feeling all heroed up he also makes two more Fargs. Very happy with himself and his illusory doubles he remarks.

The only thing more awesome than having Farg along for a party is having three of us!


Blooming Catastrophe Return to Grave

GM:
1d20 + 1 ⇒ (15) + 1 = 16

"You think yourself better arbiters of your own roles than Droskar?" the smith she incredulously. "He who forges us all into the image we were meant to be? Who are you then? Where does such unearned bravado emerge from?"

DC 16 Sense Motive:
Yeah, she doesn't like you at all. Hates you in fact. But she is curious to learn what caused you to come here.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Sense Motive: 1d20 ⇒ 7

"Droskar's a right barmy scurf." Milo mutters quietly, clearly not having too high an opinion of the deity in question.

He looks around nervously, not liking the nearness of the xorn.

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

I auto that.

Balooo raises an eyebrow at her questions. "Why should we tell you?"

Silver Crusade

Male Aasimar (Angelkin) Warpriest 4 / Brawler (Steel-Breaker) 3
Spoiler:
| HP: 21/57 | AC: 22 (12 Tch, 21 Fl) | CMB: +12, CMD: 24 | F:+9 , R: +6, W: +9 | Init: +6 | Perc: +16, SM: +10 | Speed 30ft | Re-roll (+2) 0/1 | Fervour 2/5, Martial Flexibility 4/5 Blessings 4/5 Sacred Weapon 3/4 | Active conditions: +1 Attack vs Aspis, Dragon Style

With the warning given by The Oni mask, Tomas follows suit and calls upon Cayden Cailean to bless his physique, causing his muscles to bulge significantly. Stepping into the forge, the sweat from the heat sheens off his metallic skin as he stares down the Smith.

sense motive: 1d20 + 9 ⇒ (9) + 9 = 18

"Can you be so sure that it is unearned? I have faced death and have returned."

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

What was/is the lighting like in the caverns. If need be, I would have used an extract of Darkvision. Before moving into the chamber, I would have activated my handy, dandy Wand of Shield. I also auto succeed the Sense Motive.

Planes: 1d20 + 24 + 1d6 ⇒ (15) + 24 + (5) = 44

Will use the conversation time to use Studied Combat on Mueritt (assuming that is the blacksmith).


Blooming Catastrophe Return to Grave

The caverns are generally quite dark. There are occasional light sources along the way (presumably for slaves) but the passages are dimly lit at best. This forge is the exception - the glow from the fire creates normal light.

The duergar frowns at Tomas' glibness and seem furious at Milo. "Well that was then. If you will not submit before the Dark Smith, I doubt he will allow you to return once more."

She hefts the hammer she had been using and barks a ward in Terran.

Terran:
Blasphemers

GM:
Farg Init: 1d20 + 2 ⇒ (6) + 2 = 8
Tomas Init: 1d20 + 6 ⇒ (17) + 6 = 23
Kikil Init: 1d20 + 7 ⇒ (13) + 7 = 20
Baloo Init: 1d20 ⇒ 3
Fendel Init: 1d20 + 8 ⇒ (19) + 8 = 27
Milo Init: 1d20 + 4 ⇒ (7) + 4 = 11

Meuritt: 1d20 + 3 ⇒ (4) + 3 = 7
R: 1d20 ⇒ 11
B: 1d20 ⇒ 3

Baloo roll-off: 1d20 ⇒ 7
B roll-off: 1d20 ⇒ 11

Initiative
Fendel
Tomas
'Kikil'
Milo

Xorn
Farg
Mueritt
Xorn
Baloo

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The investigator takes a quick step back and fires three quick shots at Droskar's mouthpiece (Mueritt).

Merciful longbow: 1d20 + 10 ⇒ (20) + 10 = 30 damage: 1d8 + 9 + 1d6 ⇒ (2) + 9 + (2) = 13

Merciful longbow: 1d20 + 10 ⇒ (11) + 10 = 21 damage: 1d8 + 9 + 1d6 ⇒ (7) + 9 + (3) = 19

Merciful longbow: 1d20 + 5 ⇒ (18) + 5 = 23 damage: 1d8 + 9 + 1d6 ⇒ (1) + 9 + (3) = 13

Crit confirmation: 1d20 + 10 + 1d6 ⇒ (12) + 10 + (4) = 26 damage: 2d8 + 18 ⇒ (1, 1) + 18 = 20

Two uses of Inspiration on the confirmation roll. Four uses remaining.

Dark Archive

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 3 | HP 45/45, AC 13 (17), FF 11, T 13, F +5, R +6, W +7, Init +7, Perc +6

Kikil reaches into a pouch and draws out a small vial. He pops the stopper and dips his baby finger into the brown liquid. He chants arcane words and flicks the finger at the room, and the enemies begin to shudder subtly. He then ducks back and out of the way.

Cast Slow. DC 20 Will negates.

Silver Crusade

Male Aasimar (Angelkin) Warpriest 4 / Brawler (Steel-Breaker) 3
Spoiler:
| HP: 21/57 | AC: 22 (12 Tch, 21 Fl) | CMB: +12, CMD: 24 | F:+9 , R: +6, W: +9 | Init: +6 | Perc: +16, SM: +10 | Speed 30ft | Re-roll (+2) 0/1 | Fervour 2/5, Martial Flexibility 4/5 Blessings 4/5 Sacred Weapon 3/4 | Active conditions: +1 Attack vs Aspis, Dragon Style

Tomas smiles darkly as the Duergar signals the start of the fight, the Warpriest unwilling to parlay with evil for long. With Cayden Cailean's strength coursing though his frame, Tomas once more assumes his fighting stance before leaping forwards and pummelling the Xorn with his fists.

Power attack, Flurry, Dragon Style, Bull's strength: 1d20 + 8 + 2 - 1 ⇒ (16) + 8 + 2 - 1 = 25 for Damage, Magic, Blunt: 1d6 + 19 ⇒ (5) + 19 = 24

Power attack, Flurry, Bull's strength: 1d20 + 8 + 2 - 1 ⇒ (1) + 8 + 2 - 1 = 10 for Damage, Magic, Blunt: 1d6 + 14 ⇒ (2) + 14 = 16

Power attack, Flurry, Bull's strength: 1d20 + 5 + 2 - 1 ⇒ (10) + 5 + 2 - 1 = 16 for Damage, Magic, Blunt: 1d6 + 14 ⇒ (4) + 14 = 18


Blooming Catastrophe Return to Grave

M Will: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
R Will: 1d20 + 5 ⇒ (18) + 5 = 23
B: 1d20 + 5 ⇒ (6) + 5 = 11

The first of Fendel's arrows hits home, causing massive bruises to erupt on the duergar's skin. his following shots however, both clink off of its armor.

Similarly, Tomas' first punch lands home and socks the closest xorn square in the face, but his other swings glance off its rough skin.

Mueritt and the xorn in Tomas' face seem to shrug off the wayang's spell, but the far one appears groggy.

Initiative
Fendel
Tomas
'Kikil'

Milo
Xorn
Farg
Mueritt
Xorn
Baloo

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Milo scowls, as he glances down at his hand, still engulfed in flame. He starts to intone arcane words in draconic as the fire seems to shift color slightly and flare up, until a small electrical discharge lances forward towards the back of the room.

Casting an empowered fireball (using versatile evocatation to convert it to electricity) and centering just behind the further xorn so it does not hit any of the party (should hit everything else though)

10d6 + 13 ⇒ (3, 5, 3, 2, 5, 4, 1, 5, 3, 4) + 13 = 48 * 1.5 = 72 electricity damage. (DC 21 reflex for half)


Blooming Catastrophe Return to Grave

R Ref: 1d20 + 2 ⇒ (10) + 2 = 12
B Ref: 1d20 + 2 ⇒ (2) + 2 = 4
Mueritt Ref: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

With a massive eruption of electricity, Mueritt drops down to the ground, fried and still, as does to closest xorn. The remaining outside stands, but looks significantly hurt even as it was insulated slightly from the blast.

Initiative
Fendel
Tomas
'Kikil'
Milo
Red Xorn

Farg
Mueritt
Blue Xorn -66hp
Baloo

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Enjoying destruction as much as any man Farg surges forward, a gleeful smile on his face, as he plunges his Fauchard into the Xorn.

Attack PA1d20 + 15 ⇒ (8) + 15 = 23 Damage 1d10 + 22 ⇒ (10) + 22 = 32
Spirit Surge if attack misses1d6 ⇒ 3

Activate Rage and Archaeologists Luck. Spend Spirit surge if attack misses


Blooming Catastrophe Return to Grave

Dashing forward, Farg slashes out with his polearm, slaying the remaining xorn No surge needed

The outsider falls, leaving the forge room quiet except for the crackling embers. After a moment of silence, Tanbaru utters. "Yeah, definitely glad I went with you guys."

Combat (quickly) over!

Scanning the room, there is a vast array of weapons leaning and mounted against the far wall. If you need a copy of any simple or marital weapon, its here. Two warhammers appear especially well-crafted. Sitting in a corner lie a half-dozen pairs of manacles heaped in a pile.

On Meuritt herself, you find one wand, in addition to the heavy steel shield and warhammer the forger dropped and the full-plate and headband she still wears.

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

Balooo has bearly any time to put his fists up before the combat is over. He shrugs as the foes fall so easily. He starts examining the items.

Detect Magic and Spellcraft on warhammer 1: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Detect Magic and Spellcraft on warhammer 2: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Detect Magic and Spellcraft on wand: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Detect Magic and Spellcraft on heavy steel shield: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Detect Magic and Spellcraft on fullplate: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Detect Magic and Spellcraft on Mueritt's warhammer: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Detect Magic and Spellcraft on headband: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Impressed by the efficiency of the team, Fendel takes a moment to appreciate the alacrity with which the enemy was dispatched. Would that EVERY team I was assigned to worked this well!

The detective then goes about doing his job, searching the room.

Using Detect Magic, I will scan the room and assist Baloo with examining the items (in the same order). Afterwards, I will give the room a search

Spellcraft: 1d20 + 14 + 1d6 ⇒ (19) + 14 + (3) = 36
Spellcraft: 1d20 + 14 + 1d6 ⇒ (18) + 14 + (6) = 38
Spellcraft: 1d20 + 14 + 1d6 ⇒ (8) + 14 + (5) = 27
Spellcraft: 1d20 + 14 + 1d6 ⇒ (8) + 14 + (6) = 28
Spellcraft: 1d20 + 14 + 1d6 ⇒ (20) + 14 + (3) = 37
Spellcraft: 1d20 + 14 + 1d6 ⇒ (18) + 14 + (1) = 33
Spellcraft: 1d20 + 14 + 1d6 ⇒ (5) + 14 + (6) = 25
Spellcraft: 1d20 + 14 + 1d6 ⇒ (4) + 14 + (6) = 24

Perception {Take 10}: 10 + 26 + 1d6 ⇒ 10 + 26 + (1) = 37 +2 for traps, an additional +2 for magic traps.

Disable Device: 1d20 + 26 + 1d6 ⇒ (12) + 26 + (3) = 41 Just in case.

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

As Farg pulls his polearm out of the eyeof the Xorn he turns to his companions with a bright smile on his face!

Ha! Well thought Pathfinders! That little one!

Farg points at Milo...

He's one hell of a pleasure to work with! Did ye see that? He just nuked the whole room in one big kaboom and I didn't even have to get my claws bloody...


Blooming Catastrophe Return to Grave

The wand is quickly identified as a wand of cure moderate wounds, seemingly freshly made. The duergar's full-plate is +1 as is the grey dwarf's warhammer, and her headband is a headband of wisdom +2. None of the other material seems to be magically enhanced.

Searching the area, Fendel finds a small compartment in the back of the anvil. Opening it, the detective finds a small iron key. (Also non-magical)

Meuritt was these guy's big priestess and proselytizers. Tanbaru says from right in front of Farg as the party searches the forge. "Congratulations on stopping all that 'Droskar knows best' and 'His path guided us the new purpose after our home was gone' and all that blah. But there's still the big man still here. Ironwhip sticks around, they'll rally.

When you are ready to proceed (after all that healing you clearly need from that long slog of a fight), moving on deeper into the mountain will require the same checks as before: One Know Dugeoneering or Survival check, which others can aid. I will allow Stealth checks to be additionally rolled as extra aid anothers.

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

I auto aid with survival.

"Where is this Ironwhip?"

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

"Prigs." Milo mutters with a scowl, glaring at the priestess of Droskar.

He doesn't seem at all pleased about any of it.

Knowledge (dungeoneering) aid: 1d20 + 11 ⇒ (14) + 11 = 25
Stealth: 1d20 + 17 ⇒ (11) + 17 = 28

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Once again taking the lead, the detective heads deeper into the dwarven complex, trying to avoid detection.

Stealth: 1d20 + 17 ⇒ (13) + 17 = 30

Perception: 1d20 + 26 + 1d6 ⇒ (12) + 26 + (3) = 41

Dungeoneering: 1d20 + 21 + 1d6 ⇒ (20) + 21 + (5) = 46

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Auto aid dungeoneerng


Blooming Catastrophe Return to Grave

With the same level of precision and careful stealth, the six (seven with your rider) of you continue to sneak steadily through 'Slave Mountain'. The patrols seem more on edge as you overhear them before ducking down distant cooridoors. Rumors seem to be spreading that something is amiss. But with Fendel's guidance and Tanbaru and the rest's help, you manage to find your way without directly facing any duergar.

It takes just 10 minutes before you come the a large-set iron double door. Tanbaru snarls quietly, his voice dripping with restrained anger as he says. "Stop! He's here. Ironwhip! The monster, twister. Kill him! You'll kill him now!"

New slide added (though can't see much). Feel free to position outside the door as you wish.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Milo will use his wand of recharge innate magic, to recharge his spell-like abilities, and start up the Produce Flame again before we open the door.

S'pose might as well cast mirror image too.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Time for the Glove of Reconnaissance. They have been nerfed, but it now sounds like as good a time to use them as any.

The detective silently calls for a stop as he stretches his fingers and then holds his hands near the doors.

perception: 1d20 + 26 + 1d6 ⇒ (10) + 26 + (3) = 39

Knowledges and/or Disable Device available upon request.

Dark Archive

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 3 | HP 45/45, AC 13 (17), FF 11, T 13, F +5, R +6, W +7, Init +7, Perc +6

Kikil uses his wand of Heightened Awareness again - he'll use the charge to get +2 Initiative when combat starts. He'll also use his Pearl of Power 1 to regain Shield and cast that, and use his Pearl of Power 2 to get Glitterdust back. He'll also cast Mirror Image for 1d4 + 2 ⇒ (3) + 2 = 5 images.


Blooming Catastrophe Return to Grave

As Milo and Kikil pull out and use their wands, Fendel holds out his gloves and takes a peek through the door.

Past the thick stone the detective sees a large, multipurpose sanctum. Two rows of stone benches face a lectern, which sits in front of a stylized iron anvil. A thin curtain of water trickles down from the ceiling behind the anvil. Beyond this curtain, a slick ramp descends into a large open window, which reveals the roaring waterfall just beyond. A sturdy table in the southeast corner bears a pile of bloodstained ropes. Barred doors lead out of the room to the east and west.

To the left side of the room stand two duergar guards, bows out, each looking towards a massive grey dwarf standing by the lectern with a warhammer. The large duergar has a corpse in tattered clothing crumbled by his side. Standing proud in gleaming armor, he is staring stragiht at the door. As Fendel's gaze turns to see him, he seems to look straight at you with strange-looking eyes, smiles, and casts a spell of his own.

Spellcraft 23:
Blessing of Fervor

The massive priest then shoves the body down the ramp behind him. Helpless on the slippery surface, it falls prone and slides into the torrent of falling water. The duergar holds out a scrap of torn cloth ripped from the corpse - with a bronze pin attached to it - then hefts his warhammer and barks out a command in Dwarven.

[spoiler=Dwarven]Our friends are here. Welcome them to their crucible.

GM:
Farg Init: 1d20 + 2 ⇒ (20) + 2 = 22
Tomas Init: 1d20 + 6 ⇒ (13) + 6 = 19
Kikil Init: 1d20 + 7 ⇒ (15) + 7 = 22
Baloo Init: 1d20 ⇒ 17
Fendel Init: 1d20 + 8 ⇒ (20) + 8 = 28
Milo Init: 1d20 + 4 ⇒ (9) + 4 = 13

Ironwhip: 1d20 + 5 ⇒ (17) + 5 = 22
Red: 1d20 + 5 ⇒ (2) + 5 = 7
Yellow: 1d20 + 5 ⇒ (16) + 5 = 21
Blue: 1d20 + 5 ⇒ (20) + 5 = 25
Green: 1d20 + 5 ⇒ (16) + 5 = 21

Perception: 1d20 + 14 ⇒ (17) + 14 = 31

Initiative

Fendel
Duergar
Kikil
Ironwhip
Farg
Duergar
Duergar
Tomas
Baloo
Milo
Duergar

Fendel is up
Milo and 'Kikil would have had time to do the first of their prep before opening the door, but as you start casting and spying the gig seems to be up (After this I can explain the mechanics if you like).

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Dammit, acting like a rookie. Should have readied myself first!

By the way, was the door locked or trapped? I am assuming no.

Spellcraft: 1d20 + 14 + 1d6 ⇒ (6) + 14 + (4) = 24

"Well friends, the jig is up. I can see four targets. Three lackeys with bows, and Ironwhip, who happens to be both a divine caster and aware of our presence. The spell he casts allows flexible benefits for our enemies. The most likely we are to encounter is they will attack faster, or be harder to hit, and more difficult to catch in a area effect spell. Time to get to work Pathfinders!"

With Fendel opens the door and steps back to do some prep of his own.

Will use the spring loaded wrist sheath to get and activate my Wand of Shield.


Blooming Catastrophe Return to Grave

[spoiler=GM]1d2 ⇒ 1

Fendel barks a warning and opens the door to reveal the full situation to the rest of the party. The cloest duergar steps forward and quickly launches two arrows at Baloo.

Arrow 1: 1d20 + 11 - 2 + 1 ⇒ (10) + 11 - 2 + 1 = 20 for damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Rapid Arrow: 1d20 + 11 - 2 + 1 ⇒ (11) + 11 - 2 + 1 = 21 for damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Initiative

Fendel
Blue Duergar

Kikil
Ironwhip
Farg
Duergar
Duergar
Tomas
Baloo
Milo
Duergar

Dark Archive

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 3 | HP 45/45, AC 13 (17), FF 11, T 13, F +5, R +6, W +7, Init +7, Perc +6

Kikil draws a wax-paper wrapped something from his spell component pouch, which turns out to be a preserved tentacle, which he holds in his palm and chants a phrase of arcane power. The tentacle is suffused with blackness and stands up on its own, reaching towards the Duergar. Black, rubbery tentacles erupt in the middle of the room, grasping at the enemies.

Cast Black Tentacles. I'm on my phone but, the centre is at the intersection of squares 20ft from the back middle of the large Duergar's space. It will hit him, Red and Blue. CM check for them is 1d20 + 13 ⇒ (9) + 13 = 22 and damage is 1d6 + 4 ⇒ (3) + 4 = 7 if any are grappled.


Blooming Catastrophe Return to Grave

A pool of grasping, snaring ebon tentacles erupt from the floor in the center of the room. The two archers yell out at the conjured limbs grap and crush at them. The large duergar laughs as swats off the clinging tentacles and nods his head towards the water in which he tossed the corpse.

Terran:
“This one warned me that you would come. His people are trapped, scattered across the realm like dead leaves. His hate for you was strong. I let him stay, to tell me more about this Pathfinder Society — this band of thieves and braggarts. Even after he blasphemed Droskar’s name, I kept him to remind me of your coming.”

"And now you have in fact come. And profane the temple and monument we have built to him. Feel his displeasure in the flames of his forge!"

He speaks a word and a column of flame erupts around all of you.

Flame Strike
Damage: 12d6 ⇒ (6, 5, 1, 3, 3, 6, 4, 1, 1, 3, 2, 1) = 36 DC 19 Reflex save for half. Half of the damage is fire damage, but the other half is divine damage, and thus not caring about energy resistances.

Ironwhip then strides briskly forward through the black tentacle sea until he comes to a rest right before you. With a thin grin, suddenly hundreds of shards of jagged stone erupt and shoot out from his skin, peppering all of you and even striking the other duergar closest to him. Even as you try to dodge this second elemental assault, the spit-out stones clog the floor.

piercing damage: 6d6 ⇒ (1, 5, 3, 1, 2, 5) = 17 Reflex 20 for half
Green Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
The 'brown' area is difficult terrain for the moment.

Initiative

Fendel
Blue Duergar -7hp, grappled
Kikil
Ironwhip

Farg
Green Duergar -17hp
Yellow Duergar
Tomas
Baloo
Milo
Red Duergar -7hp, grappled

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

The 'Boom' from the other side, always sucks =)

Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
Reflex: 1d20 + 6 ⇒ (17) + 6 = 23

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

reflex: 1d20 + 13 ⇒ (15) + 13 = 28
reflex: 1d20 + 13 ⇒ (16) + 13 = 29

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Reflex: 1d20 + 10 ⇒ (1) + 10 = 11

30/83 left.

1 to 50 of 317 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PbPV] GM Zoomba's 6-21 Tapestry's Toil Gampley Thread All Messageboards

Want to post a reply? Sign in.