PFS PbP Fingerprints of the Fiend

Game Master Beckett

High Tier

-> MAP <-

Init Rolls:

[spoiler=INIT]
[dice=Adsal]1d20+3[/dice]
[dice=Heccan]1d20+2[/dice]
[dice=Kor'sarro]1d20+2[/dice]
[dice=Oswin]1d20+5[/dice]
[dice=Rilas & Winston]1d20+7[/dice] (+9 Urban, +11 Underground)
[dice=Varian]1d20+3[/dice]
---
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler


151 to 174 of 174 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Perception: 1d20 + 15 ⇒ (3) + 15 = 18
Perception: 1d20 + 15 ⇒ (8) + 15 = 23

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'd say it's Dim Light. Some light, enough to make your way around most of the ruined city, does make it's way down from above, but there are plenty of shadows, and inside most of the buildings that are still mostly standing will be dark.
Anyone else want to make any preparations?
I'd say it's been roughly 3 mins since you jumped into the cart, including getting down here and searching the bodies.

Adsal Perception DC 20: 1d20 + 20 ⇒ (11) + 20 = 31
Adsal Perception DC 32: 1d20 + 20 ⇒ (12) + 20 = 32
Heccan Perception DC 20: 1d20 + 1 ⇒ (3) + 1 = 4
Heccan Perception DC 32: 1d20 + 1 ⇒ (15) + 1 = 16
Kor'sarro Perception DC 20: 1d20 ⇒ 9
Kor'sarro Perception DC 32: 1d20 ⇒ 12

INIT:

Adsal: 1d20 + 3 ⇒ (11) + 3 = 14
Heccan: 1d20 + 2 ⇒ (16) + 2 = 18
Kor'sarro: 1d20 + 2 ⇒ (1) + 2 = 3
Oswin: 1d20 + 5 ⇒ (11) + 5 = 16
Rilas & Winston: 1d20 + 11 ⇒ (16) + 11 = 27
Varian: 1d20 + 3 ⇒ (6) + 3 = 9
---
Golem: 1d20 - 1 ⇒ (1) - 1 = 0
Morlocks: 1d20 + 8 ⇒ (16) + 8 = 24

Many of you notice almost immediately some sort of stone statue in the nearby room begin to come to life, or whatever close approximate of like such an automaton insults, but just before they attack, only Adsal and Rilas spot the true threat, a group of subterranean degenerate humanoids in position to ambush the group. Only Rilas is able to act quickly enough to avoid their assault.

ROUND 1
Rilas ()
Morlocks (P/G/Bk/O/Y/B)
Adsal ()

ROUND 1
Rilas () and Winston ()
Morlocks (P/G/Bk/O/Y/B)
Heccan (), Oswin (), Adsal (), Varian (), and Kor'sarro ()
Golem RED ()

Grand Lodge

68/84 HP, AC: 23[26], T: 16, FF: 18[21], CMD: 26 (27 vs grapple), F: +10 , R: +14, W: +10, Init +7, Perception +21, NG Male Human Ranger 10, +1 Holy Adaptive Longbow, +17/+12 (1d8+3+2d6, x3)

What are the Knowledge checks?

Rilas readies his bow and moves to a position with a better line of sight on their attackers. He lets out a shrill whistle while pointing off in the distance, and Winston runs off.

Grand Lodge

M Aasimar, Garuda-Blooded
spells:
Active Mage Armor, Heroism, False Life,Ca4/4
Arcanist(Occultist)-5 Evangelist 5
Stats:
hp 82/82 AC 18|T 14 |FF 15, F +9|R +9|W +9, Init +3, Per +20

KnowArcane: 1d20 + 23 ⇒ (7) + 23 = 30

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Know Arcana for both, but I was mostly assuming everyone just knew what they where.

Morlochs:
They are not particularly special. They are weak against bright light, and can naturally attack with a sort of Goblin-like swarm style. The real difference here is they have class levels, but would essentially act and show this prior to anyone really having a chance to act on the information.

Stone Golem:
Pretty tough and strong, immune to most magic because they are a golem and constructs and mindless, things that modify stone, such as transmute stone to mud affect them differently, and they can exhale a slowing gas around themselves.

As Rilas moves into position, suddenly the Morlock thugs, acting very territorial spring into action, leaping and bounding from different levels of the ruined house towards the party as if unhindered by the terrain. The two that focus on Rilas, the closest threat land in the same area, and constantly move and shift around each other very distractingly. The other three, however, realizing that they have an advantage at the moment, each go for a different foe, but likewise all cram together to make it difficult for others to focus on any one in particular.

Leap Attack Club vs Rilas (AC 26): 1d20 + 14 ⇒ (1) + 14 = 15 <miss>
Leap Attack Club vs Rilas (AC 26): 1d20 + 14 ⇒ (13) + 14 = 27 <HIT>
Damage + Special Sneak Attack: 2d6 + 4 ⇒ (3, 6) + 4 = 13

Leap Attack Club vs Oswin (AC 31): 1d20 + 14 ⇒ (17) + 14 = 31 <HIT>
Damage + Sneak Attack: 2d6 + 4 ⇒ (1, 5) + 4 = 10

Leap Attack Club vs Varian (AC 17): 1d20 + 14 ⇒ (19) + 14 = 33 <HIT>
Damage + Sneak Attack: 2d6 + 4 ⇒ (3, 6) + 4 = 13

Leap Attack Club vs Kor'sarro (AC 26): 1d20 + 14 ⇒ (12) + 14 = 26 <miss>

Only two of the creatures land blows, but one can be seen hanging back, and seems to be speaking to the golem, it's hand holding some sort of softly glowing scepter.

Essentially they have two special abilities that are pretty neat. They can share the same square, and while doing so, if there are at least two of them they are considered to be Flanking a target. Secondarily, they have an ability called Leap Attack that is sort of like Spring Attack/Fly-By Attack, in that it allows them to move and attack at one point in their movement, and then continue on without Provoking. Still, I'm confident that you can handle it.

SURPRISE ROUND
Rilas ()
Morlocks (P/G/Bk/O/Y/B)
Adsal ()

ROUND 1
Rilas (-13) and Winston ()
Morlocks (P/G/Bk/O/Y/B)
Heccan (), Oswin (-10), Adsal (), Varian (-13), and Kor'sarro ()
Golem RED ()

Grand Lodge

68/84 HP, AC: 23[26], T: 16, FF: 18[21], CMD: 26 (27 vs grapple), F: +10 , R: +14, W: +10, Init +7, Perception +21, NG Male Human Ranger 10, +1 Holy Adaptive Longbow, +17/+12 (1d8+3+2d6, x3)

Mainly concerned with whether or not we know the DR on the golem, and the others if they have any. I don't like to metagame too much by automatically pulling out different arrows.

Grand Lodge

M Aasimar, Garuda-Blooded
spells:
Active Mage Armor, Heroism, False Life,Ca4/4
Arcanist(Occultist)-5 Evangelist 5
Stats:
hp 82/82 AC 18|T 14 |FF 15, F +9|R +9|W +9, Init +3, Per +20

Adsal quickly casts haste on his comrades.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

If everyone is cool with it, I'm assuming at this point that everyone sort of knows the basics about Golems, like that they are highly resistance to softer metals. If you would rather, I will absolutely post a few spoilers for two Know Arcana Checks, but, I also feel, at this level, for such a common monster, and with many of your skills, it would be a no brainer. I'm not trying to rob anyone of their chance to shine, I just think in this case it's almost common sense, (in the good way), for such experienced characters.

[spoiler=All=I was actually thinking the other day, a really cool Boon might be one that can only be applied to a Level 9 or high Character, but allows you to automatically make Know Checks you are trained in against anything from the Bestiary 1 and 2, (including Monster Manuals for older scenarios), as if you had rolled a 20. Mostly for cases just like this. Thoughts?[/spoiler]

Calling on moderate magical might, suddenly Adsal forces a wave of energy around his allies, causing the world to suddenly slow down, or perhaps you to speed up. It is difficult to tell which is truly happening, but the effect is the same.

ROUND 1 <Haste>
Rilas (-13) and Winston ()
Morlocks (P/G/Bk/O/Y/B)
Heccan (), Oswin (-10), Adsal (), Varian (-13), and Kor'sarro ()
Golem RED ()

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Calling Winston back towards the ambush, Rilas tries to slam his spiked shoulder into some of the Morlocks around him, not wanting to risk their reprisals for shooting into the mass of hopping humanoids.

Spiked Armor vs Blue: 1d20 + 14 ⇒ (10) + 14 = 24
Spiked Armor vs Blue: 1d20 + 14 ⇒ (19) + 14 = 33
Spiked Armor vs Blue: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 3d6 + 6 ⇒ (2, 4, 1) + 6 = 13

Remaining back still, the single Morlock seems to complete what it was doing with the Stone Golem as it stands and begins making it's way towards the group with an expressionless lumber. The horde of Morlocks attack with club and tooth, but seem very ineffective with their tactic and only draw a few half-decent hits.

Club vs Rilas (AC 26): 1d20 + 13 ⇒ (10) + 13 = 23 <miss>
Bite vs Rilas (AC 26): 1d20 + 8 ⇒ (12) + 8 = 20 <miss>
Club vs Rilas (AC 26): 1d20 + 13 ⇒ (11) + 13 = 24 <miss>
Bite vs Rilas (AC 26): 1d20 + 8 ⇒ (6) + 8 = 14 <miss>
Club vs Oswin (AC 31): 1d20 + 13 ⇒ (10) + 13 = 23 <miss>
Bite vs Oswin (AC 31): 1d20 + 8 ⇒ (10) + 8 = 18 <miss>

Club vs Varian (AC 17): 1d20 + 13 ⇒ (10) + 13 = 23 <HIT>
Bite vs Varian (AC 17): 1d20 + 8 ⇒ (8) + 8 = 16 <miss>
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Club vs Kor'sarro (AC 26): 1d20 + 13 ⇒ (14) + 13 = 27 <HIT>
Bite vs Kor'sarro (AC 26): 1d20 + 8 ⇒ (15) + 8 = 23 <miss>
Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10

ROUND 1 <Haste>
Rilas (-13) and Winston ()
Morlocks (P/G/Bk/O/Y/B -13)
Heccan (), Oswin (-10), Adsal (), Varian (-22), and Kor'sarro (-10)
Golem RED ()

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian swings his greatsword at the morlock in front of him (pink):

to hit: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
dmg if hits: 2d6 + 4 ⇒ (1, 4) + 4 = 9

to hit: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
dmg if hits: 2d6 + 4 ⇒ (1, 4) + 4 = 9

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

"What terrible creatures! I do beleive they are asking for a culling. Wouldn't you agree Rilas?"

Heccan releases his power in the form of small arcane missiles which hurl themselves unerringly at one of the morlocks attacking Rilas.

Heccan casts magic missile targeting yellow morlock attacking Rilas.

MM: 4d4 + 4 ⇒ (4, 4, 4, 1) + 4 = 17

Liberty's Edge

Male LG Aasimar Paladin (Oath of Vengeance) 11 | HP 92/92 | AC 27 T 13 FF 26 | CMB +14, CMD 30 | F: +16, R: +11, W: +12 | Init: +2 | Perc: +0, SM: +2 | Speed 30/20ft (flying) | Active conditions: None.

growling in frustration as he sees the bigger up ahead but stalled by some minor nuisance in front of him the ragathiel worshipper curses at the creature in front of him as he takes the swings at the creature.

First attack will be on orange, once that one is destroyed, if that happens will go for pink
Attack 1, +2 holy adamantine nodachi: 1d20 + 16 ⇒ (5) + 16 = 21
damage: 1d10 + 20 + 2d6 ⇒ (9) + 20 + (1, 6) = 36 if not evil remove the 2d6 damage
Attack 1, +2 holy adamantine nodachi: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d10 + 20 + 2d6 ⇒ (5) + 20 + (2, 5) = 32 if not evil remove the 2d6 damage
Attack 1, +2 holy adamantine nodachi: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d10 + 20 + 2d6 ⇒ (6) + 20 + (2, 5) = 33 if not evil remove the 2d6 damage

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

From safety, Heccan casts a quick spell that sends multiple small globes of energy at one of the Morlocks, each pounding into it's chest with unerring accuracy. It is winded for a second, but continues to fight on.

Varian and Kor'sarro both level their weapons on another of the Morlocks, each hitting twice, and it is only with Kor'sarro's final connecting swing that the first of the Morlocks drops, bleeding upon the cold, hard ground.

ROUND 1 <Haste>
Rilas (-13) and Winston ()
Morlocks (G || Bk || O || Y || B -30)
Heccan (), Oswin (-10), Adsal (), Varian (-22), and Kor'sarro (-10)
Golem RED ()

Grand Lodge

M Aasimar, Garuda-Blooded
spells:
Active Mage Armor, Heroism, False Life,Ca4/4
Arcanist(Occultist)-5 Evangelist 5
Stats:
hp 82/82 AC 18|T 14 |FF 15, F +9|R +9|W +9, Init +3, Per +20

Adsal will his actions, his magic won´t help much against a golem

Grand Lodge

68/84 HP, AC: 23[26], T: 16, FF: 18[21], CMD: 26 (27 vs grapple), F: +10 , R: +14, W: +10, Init +7, Perception +21, NG Male Human Ranger 10, +1 Holy Adaptive Longbow, +17/+12 (1d8+3+2d6, x3)

Sorry, looks like this is the one game I missed posting in about being out of town!

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

"Holy Inheritor, lend me thy strength in this time of battle."

Oswin steps back and casts Divine Favor.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Oswin calls on divine might as Adsal holds off for the moment just as the large golem begins to lumber towards you, but it moves slow, only getting closer, but not yet able to attack.

ROUND 2 <Haste>
Rilas (-13) and Winston ()
Morlocks (G || Bk || O || Y || B -30)
Heccan (), Oswin (-10), Adsal (), Varian (-22), and Kor'sarro (-10)
Golem RED ()

Just wanted to give everyone a head's up. I'm deploying in less than a week, and so I am going to go ahead and report this either Friday or Saturday, just so that no one has to wait on me incase I have no internet for a little while, (for full credit).

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

No worries Beck. Thanks for running a great game. Safe journeys and hope your deployment is a good one.

Grand Lodge

M Aasimar, Garuda-Blooded
spells:
Active Mage Armor, Heroism, False Life,Ca4/4
Arcanist(Occultist)-5 Evangelist 5
Stats:
hp 82/82 AC 18|T 14 |FF 15, F +9|R +9|W +9, Init +3, Per +20

Is that the final encounter.

Grand Lodge

68/84 HP, AC: 23[26], T: 16, FF: 18[21], CMD: 26 (27 vs grapple), F: +10 , R: +14, W: +10, Init +7, Perception +21, NG Male Human Ranger 10, +1 Holy Adaptive Longbow, +17/+12 (1d8+3+2d6, x3)

Rilas disengages from the morlocks as he see the golem approaching and determines it to be the bigger threat. He swings around behind Winston to fire off an arrow, who he directs to attack as well. But not before calling on some of Erastil's divine help.

Swift action to cast Instant Enemy on the golem before attacking
Attack: 1d20 + 17 + 1 + 1 + 6 - 3 ⇒ (19) + 17 + 1 + 1 + 6 - 3 = 41
Damage: 1d8 + 3 + 6 + 6 + 1 ⇒ (2) + 3 + 6 + 6 + 1 = 18 + Holy: 2d6 ⇒ (5, 2) = 7
Using adamantine arrows for attacks vs the golem. Also, the movement should provoke from blue and yellow


94/94 HP, AC: 27[30], T: 12, FF: 24[27], CMD: 27, F: +11 , R: +9, W: +4(+8 vs enchantments), Init +3, Perception +8, N Male Wolf 10, Bite +15/+10 (2d6+11, x2) and Trip

Winston takes a small step forward and tries to sink his teeth into the golem.

Attack 1: 1d20 + 15 + 1 + 6 - 2 ⇒ (14) + 15 + 1 + 6 - 2 = 34
Damage: 2d6 + 11 + 6 + 6 ⇒ (2, 5) + 11 + 6 + 6 = 30
Trip: 1d20 + 16 + 6 - 2 ⇒ (19) + 16 + 6 - 2 = 39

Haste attack: 1d20 + 15 + 1 + 6 - 2 ⇒ (12) + 15 + 1 + 6 - 2 = 32
Damage: 2d6 + 11 + 6 + 6 ⇒ (3, 4) + 11 + 6 + 6 = 30
Trip: 1d20 + 16 + 6 - 2 ⇒ (7) + 16 + 6 - 2 = 27

Attack 2: 1d20 + 15 + 1 + 6 - 2 - 5 ⇒ (13) + 15 + 1 + 6 - 2 - 5 = 28
Damage: 2d6 + 11 + 6 + 6 ⇒ (3, 2) + 11 + 6 + 6 = 28
Trip: 1d20 + 16 + 6 - 2 - 5 ⇒ (20) + 16 + 6 - 2 - 5 = 35

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian continues to attack morlocks.

to hit orange: 1d20 + 13 ⇒ (8) + 13 = 21
dmg if hits: 3d6 + 6 + 1 ⇒ (1, 5, 6) + 6 + 1 = 19

iterative to hit orange, or grey if orange went down: 1d20 + 8 ⇒ (18) + 8 = 26
dmg if hits: 3d6 + 6 + 1 ⇒ (5, 1, 3) + 6 + 1 = 16

haste to hit orange, or grey if orange went down: 1d20 + 13 ⇒ (12) + 13 = 25
dmg if hits: 3d6 + 6 + 1 ⇒ (5, 5, 2) + 6 + 1 = 19

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It does not take long before you fight off the ambushing Morlocks, slaying those that would slay you and your allies, and even the Stone Golem does not last long once it makes it to you. They are not tough, the Golem's magical fog breath disrupts Adsals magic, slowing you back down, helping the Morlocks to fight with trickery and agility, leaping between foes.

When the last one falls, you are fee to travel into the temple foundry itself. Ahead, filling the cavern with its enormity, is a charred dome blackened by several dormant chimneys. A wide cobbled avenue thrusts forth from the cyclopean entrance signaling that whatever the Jistka produced within must have been gigantic indeed. Toppled and broken banner poles surround the soot-stained temple-foundry, and the wide avenue runs uninterrupted for as far as the eye can see.

Other smaller domed basilicas surround the Jistka landmark in various stages of decline. Towering high above the charred dome are five chimneys creating a pattern that forms a shadowy pentagram down upon the cobbles below—alluding to the dark powers the Jistka once worshiped.

As you approach the legendary Jistkan landmark, a gaunt man wearing ornate armor emblazoned with a snake motif exits the temple-foundry clapping his hands in a mocking fashion—following closely behind him is a shambling humanoid, all rotting skin and slashed up clothing. This is Haliduras Karn and the creature behind him is all that remains of Eldis Grone. “I’m impressed; you’ve accomplished what my men could not. And, for that, we thank you. Because of you and your companions, we are now free to claim Rachikan for ourselves.”

It does not take long for battle to begin, but, surprisingly, it is significantly more difficult that you had anticipated. The priest, calling on fiendish blessings covers the room in utter silence, making it impossible for you to call on much of your own magical prowess, though he has no trouble as he calls on the powers of the flame and pit, summoning undying servants to aid him.

It is a hard battle, but, in the end you are victorious. With the Aspis Consortium defeated, you temporarily secure Rachikan, though sounds of hundreds, maybe thousands of morlocks deeper in the city can be heard even as the battle with Haliduras comes to an end. Unless you wish to stay and fight a city filled with morlocks (and possibly more stone golems), they’ll want to flee back up to the camp. For now, the PCs will earn credit with the Pathfinder Society for being the first to explore Rachikan and the Society will have to decide what to do about the morlock infestation sometime in the future.

With the camp atop the pillar cleared of Aspis agents, the slaves are at your mercy and with the return of Eldis’ corpse to Benton, the grieving uncle decides to reenter the Society and continue his nephew’s work.

The End

Again, I feel really bad about not being able to post more often and not getting to the finale. I think it would have been really fun. But, the game is reported, and the Chronicle Sheets are below. If there are any errors, please let me know, but I am not sure when I will be able to correct them.

CHRONICLE SHEETS


Thanks a lot!

151 to 174 of 174 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PFS PbP Fingerprints of the Fiend GAME All Messageboards

Want to post a reply? Sign in.