GM GreySector |
Yeah, there is only enough for 6 weapons. I'll rule that 10 arrows = 1 weapon per the weapon blanch rules.
GM GreySector |
As you continue to explore the temple, water begins slowly seeping from the walls. It coalesces in patches, each in the shape of a fanged crown.
Balazar opens the door, and sees that small pots filled with soil sit in the corners of this room with piles of seeds placed atop of each. Prayer mats lie scattered throughout the room.
GM GreySector |
Blankets and pillows are stacked neatly in corners of these rooms, showing that they are used for sleeping. Two statues of Erastil have been erected in the southern sleeping room.
You hear the distant cries of enraged animals echoing throughout the temple.
GM GreySector |
Either or both of the holy symbols could fit in the door's niche.
Luke_Parry |
"Right. It looks like whatever other evil is infesting this place, is beyond these locked double doors. If you have any preparations to make, now would be the time to do them."
Balazar then casts Protection From Evil on Padrig and himself, following that up with a Guidance chaser, before standing to the side, dual-wielding his wands, as he waits for the doors to be opened.
grimdog73 |
sorry im a bit late...all these updates since i last checked...wow!
Amiri dips her sword in the sap.
Better to be prepared than not, I reckon.
She picks up her sword and stands ready to swing.
This is all the preparation I need. Merisiel, wold you be a dear and open the door so I can kill whatever it is on the other side?
GM GreySector |
So for the special tree sap Sajan got 2 doses, Padrig got 2 doses, Merisiel got 1 dose, and Amiri got 1 dose.
Merisiel's inspection of the double doors to the inner sanctum reveals no traps. She places a holy symbol of Erastil in the niche, and it is briefly outlined in a golden glow before the doors swing open.
Beyond, columns and statues of growling animals line either side of this shrine. Where once stood a broken altar now towers the statue of a fiendish man made of the same stone with curling ram horns, a hissing snake in each hand, and a gaping hole in his chest. From this wound pour writhing tendrils of inky smoke that slither across the floor and ceiling.
As you open the doors, the cries of angry animals reach a crescendo, and a flock of blood-flecked starlings swarm into the eastern edge of the courtyard. There they fly about in a short-lived whirlwind of rage before the birds scatter, leaving behind two mountain rams with glowing red eyes and fleeces that smolder like burning coal.
Hovering ten feet off the ground in the inner sanctum is a brown, shaggy-furred beast with slate grey hooves. Its head resembles that of a maniacal horned ape.
Balazar's Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Padrig's Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Merisiel's Initiative: 1d20 + 8 ⇒ (7) + 8 = 15
Sajan's Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Maniacal horned ape: 1d20 + 1 ⇒ (1) + 1 = 2
Rams: 1d20 + 2 ⇒ (3) + 2 = 5
- Padrig (20)
- Amiri (20)
- Balazar (17)
- Merisiel (15)
- Sajan (7)
- Rams (5)
- Maniacal horned ape (2)
Luke_Parry |
Bite: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
Crit Confirmation: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21, for 1d8 + 3 ⇒ (1) + 3 = 4 *ADDITIONAL* damage.
Bypassing DR, thanks to the sap :-)
Padrig launches himself through the air, slamming into the creatures shaggy flank with a satisfying Thud.
Luke_Parry |
Balazar then frantically tries to work out what is going on.
Knowledge(Engineering): 1d20 + 8 ⇒ (19) + 8 = 27.
Knowledge(Planes): 1d20 + 13 ⇒ (13) + 13 = 26.
Knowledge(Planes): 1d20 + 13 ⇒ (12) + 13 = 25.
"Beware!" he cries out. "These columns can also be toppled over. In addition, that beast is a ceustodaemon, a powerful fiend from the evil plane of Abaddon. Daemons are difficult to wound except with silver or good-aligned weapons. They are also capable of breathing acid over a large area.
A ceustodaemon is capable of flying with the aid of magic, but it is not a talented flier. It can also cast spells that slow and paralyze foes or teleport itself great distances."
Brandishing his wand, he then attempts to banish the fiend's ability to fly.
Dispel Magic: 1d20 + 5 ⇒ (16) + 5 = 21 Vs DC 11 + the monster's caster level.
JAF0 |
Sajan, if the creature comes down to the ground, charges it, punching it for lethal good damage...
If the creature is still flying, he'll spend a ki point for high jump and run to leap and make the charge attack.
high jump if necessary: 1d20 + 19 + 20 ⇒ (12) + 19 + 20 = 51
to hit: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
dmg if hits: 1d8 + 3 ⇒ (6) + 3 = 9
GM GreySector |
BTW there is an error in the scenario. The ceustodaemon breathes fire, not acid.
Padrig tears a hung of flesh and fur from the ceustodaemon, and as the magic from Balazar's wand strikes the daemon it floats gently to the ground whereupon Sajan charges the daemon and connects with a powerful blow.
- Padrig (20)
- Amiri (20)
- Balazar (17)
- Merisiel (15)
- Sajan (7)
- Rams (5)
- Ceustodaemon (2) 20 damage
Tempest_Knight |
Merisiel steps in front of Amiri and looses a sap-dipped arrow at the Daemon...
The Move is meant to get just inside the room.
If Amiri charges forward, I'll instead shoot a Ram with a 'dry' arrow.
Longbow: 1d20 + 7 ⇒ (2) + 7 = 9
Damage, if hit: 1d8 + 3d6 ⇒ (8) + (4, 5, 5) = 22
Also;
• Disoriented (-2 to attack rolls, -4 while attacking Merisiel.)
• Slow Reactions (Can't make Attacks of Opportunity for 1 round.)
GM GreySector |
Merisiel's arrow goes wide and shatters against the far wall.
- Padrig (20)
- Amiri (20)
- Balazar (17)
- Merisiel (15)
- Sajan (7)
- Rams (5)
- Ceustodaemon (2)
GM GreySector |
Amiri's blade misses the falling ceustodaemon.
The red-eyed rams rush Merisiel. They utter terrible bleats, and their snorting exhalations smell of brimstone.
The ceustodaemon belches forth a cone of fire which envelops Padrig, Sajan, Amiri, and Balazar (who has cover and thus a +2 to the Reflex save).
DC 17 Reflex for half: 6d6 ⇒ (2, 1, 6, 4, 6, 1) = 20 recharge: 1d4 ⇒ 2
- Padrig (20)
- Amiri (20)
- Balazar (17)
- Merisiel (15)
- Sajan (7)
- Rams (5)
- Ceustodaemon (2) 20 damage
Luke_Parry |
Padrig, Guidance: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17.
Balazar, Guidance: 1d20 + 3 + 2 + 1 ⇒ (11) + 3 + 2 + 1 = 17.
Padrig completely avoids the flames, whilst Balazar is only lightly singed.
Thoroughly incensed, Padrig attempts to bite and slap at the daemon!
Bite: 1d20 + 10 ⇒ (4) + 10 = 14, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
Tail Slap: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d6 + 2 ⇒ (6) + 2 = 8 damage (ignoring DR).
For his part, Balazar readies to counterspell anything that the daemon casts.
Dispel Magic, Caster Level check: 1d20 + 5 ⇒ (16) + 5 = 21.
JAF0 |
Sajan dc 17 reflex save: 1d20 + 7 ⇒ (10) + 7 = 17 (no damage - evasion)
Sajan avoids the flames and strikes at the daemon again, with his flurry of blows, this time though only one counts as good aligned.
to hit, fist, good aligned: 1d20 + 8 ⇒ (11) + 8 = 19
dmg if hits: 1d8 + 3 ⇒ (3) + 3 = 6
to hit, temple sword: 1d20 + 10 ⇒ (14) + 10 = 24
dmg if hits: 1d8 + 4 ⇒ (5) + 4 = 9
GM GreySector |
Padrig's bite is unable to penetrate the ceustodaemon's thick hide, but his blessed tail slap bruises it. Balazar readies to counter the daemon's foul magicks.
Sajan's blessed fist just barely grazes the daemon, but does not connect. His temple sword screeches as it skitters across the creatures hide like metal on metal, inflicting no damage.
- Padrig (20)
- Amiri (20)
- Balazar (17)
- Merisiel (15)
- Sajan (7)
- Rams (5)
- Ceustodaemon (2) 28 damage
grimdog73 |
Amiri's nostrils flare as she enters into her rage.
I'm going to chop your head off and use it for a doorstop, foul creature!
Amiri swings her sword with reckless abandon as she curses the daemon's existence.
entering rage...and using power attack to attack as well
attack: 1d20 + 9 - 2 + 2 ⇒ (19) + 9 - 2 + 2 = 282d8 + 7 + 6 + 2 ⇒ (2, 5) + 7 + 6 + 2 = 22
edit:crit chance
crit: 1d20 + 9 - 2 + 2 ⇒ (14) + 9 - 2 + 2 = 232d8 + 7 + 8 + 2 ⇒ (6, 7) + 7 + 8 + 2 = 30
GM GreySector |
Merisiel's arrow grazes the ram.
- Padrig (20)
- Amiri (20)
- Balazar (17)
- Merisiel (15)
- Sajan (7)
- Ram Purple (5)
- Ram (Red) (5) 2 damage
- Ceustodaemon (2) 20 damage
GM GreySector |
@GM Greysector: I think that you missed Amiri's decapitating strike, and accidentally deleted Padrig's most recent tail slap from the damage tracker ;-)
Well, I didn't miss the strike, it just happened while I was composing and posting my latest update and I didn't notice it! :) I have a Google doc where I'm keeping a copy of the combat status text and I must have accidentally dropped that damage somewhere. Thanks for helping to keep me straight!
As Amiri's mighty strike cleaves through the ceustodaemon it disappears in a puff of foul-smelling black smoke.
Technically you still need to defeat the fiendish rams, but they are no threat so I am going to hand waive that portion of the combat.
- Padrig (20)
- Amiri (20)
- Balazar (17)
- Merisiel (15)
- Sajan (7)
- Ram Purple (5)
- Ram (Red) (5) 2 damage
- Ceustodaemon (2) 70 damage, dead
As the ceustodaemon disappears the fiendish light leaves the eyes of the rams. They blink in confusion, then bound off into the woods. The forest grows quiet, and the statue of Anogetz crumbles.
Destroying the daemon permanently weakens the temple’s connection to Anogetz; when several other priests of Erastil arrive a day later to investigate, they are able to banish the daemonic presence entirely rather than just seal it away. Without needing the spear of the huntmaster to anchor the ritual wards, the Erastilians give it to the Pathfinder Society in thanks for their heroism.
That is the end of the quest. Thank you guys for playing, I hope you enjoyed yourselves. This was my first time running a PbP, so if you have any feedback I would definitely appreciate it! I'll send you each a PM with a link to your chronicle sheet. Let me know if there are any problems with them I need to correct.