[PFS] Season 0 run, mixed with Dragon's Demand

Game Master Irish202


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Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Drat! Guess I will never know his motives.

Then the swashbuckler looks around, and then sprints off towards the back of the brewery.

Hey! No sneaking up behind us!” he shouts as his increased speed from Locke’s potion allows him to sprint up to the person and lunge at them. He then goes back to his normal stance.
+1 adamantine rapier: 1d20 + 11 ⇒ (15) + 11 = 26 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (5) + 3 + 6 = 14 6 is precision damage
Crit? +1 adamantine rapier: 1d20 + 11 ⇒ (18) + 11 = 29
adamantine piercing damage: 14 + 1d6 + 3 ⇒ 14 + (3) + 3 = 20 6 is precision damage

Don’t think I will need this...

Parry/Riposte:
dice=+1 adamantine rapier]d20 +11[/dice]

+1 adamantine rapier: 1d20 + 11 ⇒ (6) + 11 = 17 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 6 is precision damage

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Drat?

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

No, not a dastardly drat. More of a disappointed drat.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Well it looks like zey will not learn.

Tereze closes her eyes and calls forth allies from beyond the planes.

Starts Casting Summon Monster 3

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Aryxis steps forward and lashes out at the closest enemy (Green).

Swing!: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 2d6 + 9 ⇒ (3, 6) + 9 = 18

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]
Tereze wrote:
Well it looks like zey will not learn.

"You should have seen this seminar on chemistry i visited sometime ago."

(chuckle)

"The show offs did not either, and now they have no more eyebrows."

Locke aims an arrow at the bowman in the back.
Shot: 1d20 + 8 ⇒ (14) + 8 = 22 Sting: 1d8 ⇒ 1


I apologize in advance for the spoiler-happy post below, I just played one of those "Exit Room" card games last night and it kind of rubbed off a bit.

Dice Rolling:

+1 Lance Charge: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 3d8 + 39 ⇒ (3, 3, 7) + 39 = 52
Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

As Melisande's missiles pepper the soldier to the south, Kegan's and Aryxis' targets fall quite quickly. Tetsudo finishes off the remaining soldier with an unnecessarily violent charge, leaving the poor man a bloody smear on the floor and an eerie silence lingering in the background.

Becher squeezes out of his hidey-hole between the barrels, with an amazed look on his face. "Errr...that was fast?" he says uneasily as the man surveys the carnage around his distillery. "I wasn't expecting you to off Grald that quickly..." Becher's attention turns to the small chest he is carrying, as he attempts to fiddle with a fancy padlock on the front. "Grr...can't quite get this darn thing open..."

Lootz:

-Soldiers (Each): 10 cold iron arrows, masterwork composite longbow (+2 strength), masterwork longsword, masterwork studded leather, quiver with 20 arrows

-Grald: Masterwork longsword, 10 masterwork shuriken, a fancy amulet

Lootz + Detect Magic+ Spellcraft DC 20:

-Soldiers (Each): 10 cold iron arrows, masterwork composite longbow (+2 strength), masterwork longsword, masterwork studded leather, quiver with 20 arrows

-Grald: Masterwork longsword, 10 masterwork shuriken, an amulet of mighty fists +1

Perception (Chest) DC 20:
You easily identify a well-hidden trap on the padlock, such that anyone who attempts to actually disable it will get pricked with a poisoned needle!

You can attempt a Disable Device DC 17 specifically to disable this poison needle trap. If you fail by 5 or more, or continue to open the chest without disabling this trap, see "Secret Spoiler A" below.

Disable Device (Chest) DC 23:

If you did not make the Perception spoiler above on the chest, please see and resolve "Secret Spoiler A" below before continuing.

You unlock the padlock on the chest, opening it to reveal an aged scroll bound with a frayed blue ribbon stamped with a wax seal.

Please make a follow-up Perception check at this time. If you get at least DC 12, please see "Secret Spoiler B." If you get at least DC 28 and have trap finding, please see both "Secret Spoiler B" and "Secret Spoiler C." If after the Perception check you would like to remove the scroll, please see "Secret Spoiler D."

Secret Spoiler A:
A poisoned needle shoots out from the chest at you!

Attack vs. AC: 1d20 + 17 ⇒ (8) + 17 = 25

If it hits, you take 1 HP damage and need a DC 14 Fortitude Save (Poison)! If you fail, you take 1 Constitution damage and then fall unconscious for 1d3 ⇒ 2 hours!

Secret Spoiler B:
You easily locate a hidden compartment at the bottom of the chest. Opening it, you see a scroll identical to the first, except with a red ribbon, at the bottom of the compartment. If you wish to read the red ribbon scroll, please see "Secret Spoiler G."

Secret Spoiler C:
You identify that the first scroll with the blue ribbon in the chest has a magical trap on it that will affect anyone who touches it. It can be disabled with a DC 28 Disable Device or DC 16 Dispel Magic check. If you are successful, anyone may read "Secret Spoiler D" and ignore any negative effects incurred in that spoiler. If you fail by 5 or more on the Disable check, read "Secret Spoiler D" and immediately resolve the negative effect there.

Secret Spoiler D:
As you touch the blue ribbon scroll, you feel an odd foggy sensation creep into your mind!

Make a DC 14 Will Save (Mind-Affecting/Compulsion) now, and repeat each time this scroll is touched. If you fail, see "Secret Spoiler E."

Unfurling the scroll, the document appears to be a deed that grants ownership to the distillery of Railford and its surrounding environs. The document appears unsigned at the bottom, which is required to become a legally binding document.

Please make a Linguistics DC 20 check. If successful, please see "Secret Spoiler F."

Secret Spoiler E:
You are subject to a Suggestion spell! You are compelled for the next 5 hours to seize the blue ribboned scroll and claim it and all it represents as your own; vehemently denying all claims and attempts to prove otherwise.

Secret Spoiler F:
You identify the blue ribboned scroll as a cleverly designed forgery of a deed.

Secret Spoiler G:
Unfurling the red ribboned scroll, the document appears to be a deed that grants ownership to the distillery of Railford and its surrounding environs. The document appears unsigned at the bottom, which is required to become a legally binding document.

After 24 seconds...:
You begin to hear the panicked screams of running soldiers from outside of the building. Their screams cut off sharply as the sounds of hissing and slathering chomping interrupts them, with the sound of yelling villages now starting a new chorus. Abruptly, four ghouls burst into the distillery...these ones looking more menacing than the ones in the cave!

Round 6

Melisande
Undead
Tereze
Aryxis
Kegan
Locke
Tetsudo

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Kegan looks around, closes whatever door his soldier had come through. “Don’t want any more surprises.

Then he comes over to look at what Becher had. “Might want to be careful, looks like there is a trap on the padlock.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22

Dark Archive

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Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Of course he fell quickly. We are Pathfinders.
Tereze says like that is the most obvious thing in the world.

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Let me take a look at those items Spellcraft: 1d20 + 19 ⇒ (13) + 19 = 32 Mostly mundane, but the amulet would aid anyone using natural or unarmed attacks.Amulet of Mighty Fists +1

And that chest. Disable Device on the trap: 1d20 + 14 ⇒ (12) + 14 = 26

Perception to search the box: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21

There's a false bottom here, and another scroll beneath.
Melisande takes both scrolls and looks them over.
This red one from the false compartment appears to be unsigned and is therefore incomplete.
Melisande looks through the other scroll.

Secret:
Will: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27

Melisande drops the blue-ribboned scroll. No one touch that. It attempted to exercise some sort of magic on me. I resisted it's effects, but we may not all be so lucky.

Melisande suddenly looks up - More ghouls! I don't see them on the map - are they coming from the south?


The sounds are coming from all of the open doors, possibly leading you to believe that at least one will come in each door shortly. They are not quite on the scene, as it where.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
GM Irish202 wrote:
The sounds are coming from all of the open doors, possibly leading you to believe that at least one will come in each door shortly. They are not quite on the scene, as it where.

Marked on the map the door that Kegan closed. If there was something quickly available to block it he would have done that but he wouldn't have gone searching for a way to do it.


Dice Rolling:
Attack vs. Aryxis: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Attack vs. Tetsudo: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Crit Confirm: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Fort Save vs. Paralysis: 1d20 + 10 ⇒ (11) + 10 = 21
Fort Save vs. Disease: 1d20 + 10 ⇒ (5) + 10 = 15
Tetsudo AoO: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Lance Damage: 1d8 + 13 ⇒ (3) + 13 = 16
Reflex Save vs. Fire: 1d20 + 4 ⇒ (4) + 4 = 8
Fire: 5d4 ⇒ (2, 4, 3, 2, 2) = 13

Botting Melisande

Uncertain of how many approaches, Melisande readies a burning hands in the direction of the nearest door. A moment later, a more deadly-looking ghoul charges in through each of the open doors with a slavering hiss! Melisande unleashes a gout of flame in the nearest one's direction, singeing it badly as the undead charges directly through the flame to slash the air uselessly next to Aryxis. To the south, the other charges up to Tetsudo; who almost completely perforates the creature as it comes up to it. It still clings to its unlife, however, and manages to bite him through his armor! The turtle-knight stiffens slightly, but appears to fight through whatever damage or effects the creature attempted to inflict on him for the moment. The sounds of wood cracking and creaking from something banging away at Kegan's barricade to the north can be heard.

Round 6

Tereze
Aryxis
Kegan
Locke
Tetsudo -5

Round 7

Undead (Purple -13, Pink -16)
Melisande
Tereze
Aryxis
Kegan
Locke
Tetsudo

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Aryxis steps in front of his comrade before swinging his sword in a great arc trying to separate the creature into two parts...

Swing! (with PA): 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Thud! (with PA): 2d6 + 10 + 6 ⇒ (6, 4) + 10 + 6 = 26

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

GM Irish, I understand this is only 24 seconds later and I would have finished my Summon Monster III just after combat ended. Given that would only be 3 rounds into my 12 rounds of the Summoned Lantern archon, am I allowed to start this next combat with a Summoned Lantern Archon?

Silver Crusade

Oread Fighter 1 Cavalier Beast Rider Gendarme 6
Quick Stats:
HP 66 AC 24, touch 10, flat-footed 24 (+10 armor, +1 natural, +3 shield)Int 1/ Fort +10, Ref +3, Will +6

Is there a new map? I'm not sure where things are, but testudo will definitly charge them down if he has an open lane!

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Kegan rushes back across the battlefield, moving past Melisandre to come up next to Aryxis. He then stabs at the one that Aryxis has been hacking at, hoping to end it’s existence.
+1 adamantine rapier: 1d20 + 11 ⇒ (12) + 11 = 23 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (3) + 3 + 6 = 12 6 is precision damage

Parry/Riposte:

+1 adamantine rapier: 1d20 + 11 ⇒ (6) + 11 = 17

+1 adamantine rapier: 1d20 + 11 ⇒ (14) + 11 = 25 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (1) + 3 + 6 = 10 6 is precision damage

If Aryxis already killed it, move Kegan more to the center of the room so he could get to either of the open doors with a single 60’ move.

That elixir you gave me is great, Locke! Loving how fast I can run!

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

"You are welcome.", comes from above.

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield
Testudo Graeca wrote:
Is there a new map? I'm not sure where things are, but testudo will definitly charge them down if he has an open lane!

Same map. New baddies have a purpleish border. 4 dead baddie bodies have a red cross through them. Thats my read of it anyway.


Tereze wrote:
GM Irish, I understand this is only 24 seconds later and I would have finished my Summon Monster III just after combat ended. Given that would only be 3 rounds into my 12 rounds of the Summoned Lantern archon, am I allowed to start this next combat with a Summoned Lantern Archon?

This is fine!

Aryxis wrote:
Aryxis steps in front of his comrade before swinging his sword in a great arc trying to separate the creature into two parts...

The undead does indeed split into two halves that spray foul green ichor in all directions!

Kegan wrote:
If Aryxis already killed it, move Kegan more to the center of the room so he could get to either of the open doors with a single 60’ move.

Done!

Aryxis wrote:
Same map. New baddies have a purpleish border. 4 dead baddie bodies have a red cross through them. Thats my read of it anyway.

Correct on same map (Battle Map). Also correct about the dead enemies (thickened the X's to make it more distinct). Tetsudo, there is an undead directly adjacent to you at the moment.

Round 6

Tereze
Locke
Tetsudo -5

Round 7

Undead (Pink -16)
Melisande
Tereze
Aryxis
Kegan
Locke
Tetsudo

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Locke flies south and fires an arrow at the ghoulish thing near Testudo.

Arrow, PBS: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 Sting, PBS: 1d8 + 1 ⇒ (1) + 1 = 2

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

As Tereze opens her sight to detect the lack of life to see if there are any more of the creatures lurking around.
Cast Detect Undead and start trying to detect if there are any undead in any other directions then the one ghoul left.

there the lantern archon flies over,
You all hear it call out chearfully.
Nope, Nope, Nope, Don't you aren't right at all... Away with you.

The archon hovers 5' above Testudo's head and fires two beams at the ghoul.

Light Ray vs Touch: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 ⇒ 6
Light Ray vs Touch: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 ⇒ 3

Silver Crusade

Oread Fighter 1 Cavalier Beast Rider Gendarme 6
Quick Stats:
HP 66 AC 24, touch 10, flat-footed 24 (+10 armor, +1 natural, +3 shield)Int 1/ Fort +10, Ref +3, Will +6

Testudo lunges with his lance attempting to slay the foul monstrosity.

+1 Lance: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 1d8 + 13 ⇒ (7) + 13 = 20
+1 Lance: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 13 ⇒ (3) + 13 = 16

Roshi bites out at the thing as well.

+1 Lance: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 7 ⇒ (6) + 7 = 13


Dice Rolling:

Attacks vs. Aryxis: 2d20 + 5 ⇒ (18, 12) + 5 = 35
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Attacks vs. Testudo: 2d20 + 5 ⇒ (1, 17) + 5 = 23

Sorry for delay in posting. Online Paizocon and working weekend took it out of me.

The archon's laser beams fire wide, missing their target. Locke, however, is spot on and his arrow strikes the undead right between the eyes...causing it to collapse to the ground! Tetsudo, finding himself without a target, pauses briefly for another target to arise.

Tereze (Detect Undead):
You detect the fading auras of undead within a 60 foot cone sweep allowed by your magics. It is possible there are more beyond the confines of the building, but the walls of the building are too thick to penetrate with the spell.

The sharp cracking sound to the north heralds the failure of Kegan's barricade, as two undead rush in to the distillery and end their movement near the entrance to the room. To the west, another pair rush in; one of them stupidly charging through Aryxis' area to do so! Red provokes from Aryxis. If Red still stands afterwards, it will potentially hit him with a 23, for 7 damage and a two DC 15 Fort Saves vs. Paralysis and Disease.

To the south, two more undead enter as well. They both pass through Testudo's threatened area to get at the turtle knight with their nashing teeth! He fends off their attacks with several of his own (which miss), but Roshi chomps one of them solidly when it gets too close! Light Blue and Orange provkes from Testudo. Both will miss him with their attacks. Carried over your attacks, Roshi will hit one of your choice as being the only attack that hits.

Round 7

Melisande
Tereze
Aryxis (Potentially -7 + two DC 15 Fort saves, pending AoO's)
Kegan
Locke

Round 8

Undead
Testudo
Melisande
Tereze
Aryxis
Kegan
Locke
Tetsudo (-5, Pending AoO's)

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Melisande walks a bit east, then will cast Burning Hands: 5d4 ⇒ (3, 1, 3, 1, 2) = 10, hitting Red and Green.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Almost forgot I had a Force Shield ring.

Activating his new ring, Kegan says "Remind me again, is it only the bite that can infect or must I worry about the claws too?"

He then heads towards the two ghouls coming in from the back. His rapier in hand, he tries to take out Yellow before either get their chance to hit him.
+1 adamantine rapier: 1d20 + 11 ⇒ (5) + 11 = 16 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (3) + 3 + 6 = 12 6 is precision damage

Parry Riposte, first bite if told that is all that he has to worry about otherwise first attack:

+1 adamantine rapier: 1d20 + 11 ⇒ (12) + 11 = 23

+1 adamantine rapier: 1d20 + 11 ⇒ (19) + 11 = 30 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 6 is precision damage
crit? +1 adamantine rapier: 1d20 + 11 ⇒ (12) + 11 = 23
adamantine piercing damage: 11 + 1d6 + 3 ⇒ 11 + (3) + 3 = 17 6 is precision damage

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Seeing the creature come barrelling in, Aryxis swings at it with his sword.
AoO with P/A: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Damage: 2d6 + 16 ⇒ (4, 2) + 16 = 22

If its still alive, Aryxis will use Mind Barrier as an immediate action to prevent the next 12 damage he would take until his next turn.

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Kn(Religion): 1d20 + 14 ⇒ (4) + 14 = 18
I don't remember. Just something about elves being immune to their effects. Don't let them touch you if you can avoid it.

dice are not cooperating with me this scenario...

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

The Archon crackles.
Oh, More wrong things! Go away all of you!

It shoots two more Light rays at the Ghoul still standing.
Light Ray vs Touch: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 ⇒ 4
Light Ray vs Touch: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 ⇒ 2

So many... But we have friends too.
While Tereze Starts calling more help from the elemental plane.
Starts casting Summon Monster 3, to call 1d3 + 1 ⇒ (2) + 1 = 3 Earth Elementals

Archon Round 5/12

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Locke lobs a fire bomb at orange, excluding Testudo and Roshi from the blast.

Fire, PBS: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 Dmg, PBS: 4d6 + 6 ⇒ (6, 1, 4, 6) + 6 = 23

10 splash dmg, Ref 18 for 1/2. If hits the thing is on fire.


Dice Rolling:
Reflex Green: 1d20 + 4 ⇒ (14) + 4 = 18
Aryxis Attack: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Aryxis Damage: 2d6 + 16 ⇒ (6, 3) + 16 = 25
Reflex Light Blue: 1d20 + 4 ⇒ (8) + 4 = 12
Ghoul Attacks Kegan Yellow: 1d20 + 5 ⇒ (8) + 5 = 13
Ghoul Attacks Kegan Dark Blue: 3d20 + 5 ⇒ (15, 5, 8) + 5 = 33
Ghoul Attacks Aryxis Green: 3d20 + 5 ⇒ (5, 6, 12) + 5 = 28
Ghoul Attacks Testudo Light Blue: 3d20 + 5 ⇒ (10, 3, 8) + 5 = 26

Aryxis wrote:
Seeing the creature come barrelling in, Aryxis swings at it with his sword.

His slice cleaves the undead in twain, leaving him untouched from their charge!

Melisande wrote:
Melisande walks a bit east, then will cast Burning Hands

Melisande's spell torches the two halves of the sliced undead, while the remaining one standing in her area dodges some of the spell for reduced damage.

Knowledge Religion (Melisande):
You actually identify these undead as ghasts, stronger versions of ghouls. Unlike ghouls, elves can be affected by the paralysis inflicted by ghasts. Only their bites potentially spread ghoul fever.

Tereze wrote:
It shoots two more Light rays at the Ghoul still standing.

Which target are you aiming at? Both rays will hit, just let me know which one you would like to blast.

Making botting assumption Aryxis would attack the remaining undead nearby.

Aryxis slashes at the last undead standing nearby, but his attack misses his target.

Kegan wrote:
He then heads towards the two ghouls coming in from the back. His rapier in hand, he tries to take out Yellow before either get their chance to hit him.

Kegan advances forward and lunges with a strike at his target, but the undead barely dodges the sharp point of his rapier!

Locke wrote:
Locke lobs a fire bomb at orange, excluding Testudo and Roshi from the blast.

Locke's bomb arrow strikes the undead directly in the face, causing it to explode into meaty bits that shower down around Testudo nearby. The nearby other undead attempts to dodge some of the resulting blast as well, but takes the full brunt of the splash damage!

The undead Kegan attacked attempts to bite him, but the swashbuckler takes it upon himself to forcefully shove his rapier through the creature's mouth; causing it to unceremoniously collapse to the ground with a hole in its head! The remaining undead left unleash a flurry of attacks on Kegan, Aryxis, and Testudo; but all of their attacks are unable to get through the Pathfinders' defenses.

Round 8

Testudo (-5)
Melisande
Tereze
Aryxis
Kegan
Locke

Round 9

Undead
Testudo
Melisande
Tereze
Aryxis
Kegan
Locke

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Boys and girls, these are apparently ghasts, not ghouls. Still paralyze with bite or claw, but only spread disease with bite, and elves are not immune. We should kill them before more show up as that seems to be the way of it.

With that, Melisande raises her hands and three glowing missiles fly out and hit green. 3d4 + 3 ⇒ (3, 3, 3) + 3 = 12

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Don’t let them bite, beware of paralysis from their nasty claws. Got it!

Having said that, Kegan quickly turns his full attention to the undead near him.
+1 adamantine rapier: 1d20 + 11 ⇒ (15) + 11 = 26 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (1) + 3 + 6 = 10 6 is precision damage

Crit? +1 adamantine rapier: 1d20 + 11 ⇒ (17) + 11 = 28
Total crit piercing damage: 10 + 1d6 + 3 ⇒ 10 + (5) + 3 = 18 6 is precision damage

+1 adamantine rapier, 2nd attack: 1d20 + 6 ⇒ (17) + 6 = 23 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (5) + 3 + 6 = 14 6 is precision damage

Crit? +1 adamantine rapier, 2nd attack: 1d20 + 6 ⇒ (1) + 6 = 7
Total crit piercing damage: 14 + 1d6 + 3 ⇒ 14 + (3) + 3 = 20 6 is precision damage

I don’t think that leaves anything left to parry against

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

GM Irish: Per your question from last round, the light rays as the archon was hovering over Testudo, go ahead and hit the green one next to him.

Tereze finishes her spell and three stony elementals rise from the ground one by each door.

The first one attacks the Ghoul near Testudo
Slam - Power Attack + Earth Mastery: 1d20 + 8 - 1 + 1 ⇒ (12) + 8 - 1 + 1 = 20
Damage + PA + EM: 1d6 + 7 + 3 + 1 ⇒ (5) + 7 + 3 + 1 = 16

That ghoul also gets shot at by two light rays from the Lantern Archon.
Light Ray vs Touch: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 ⇒ 3
Light Ray vs Touch: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 ⇒ 1

The second one attacks the Ghoul near Aryxis
Slam - Power Attack + Earth Mastery: 1d20 + 8 - 1 + 1 ⇒ (3) + 8 - 1 + 1 = 11
Damage + PA + EM: 1d6 + 7 + 3 + 1 ⇒ (2) + 7 + 3 + 1 = 13

The third one attacks the ghoul near Kegan (if that one is still up)
Slam - Power Attack + Earth Mastery: 1d20 + 8 - 1 + 1 ⇒ (20) + 8 - 1 + 1 = 28
Damage + PA + EM: 1d6 + 7 + 3 + 1 ⇒ (4) + 7 + 3 + 1 = 15
Confirm Critical: 1d20 + 8 - 1 + 1 ⇒ (4) + 8 - 1 + 1 = 12
Crit Damage: 1d6 + 7 + 3 + 1 ⇒ (2) + 7 + 3 + 1 = 13

Archon round 6/12, Elementals round 1/6

Silver Crusade

Oread Fighter 1 Cavalier Beast Rider Gendarme 6
Quick Stats:
HP 66 AC 24, touch 10, flat-footed 24 (+10 armor, +1 natural, +3 shield)Int 1/ Fort +10, Ref +3, Will +6

Testudo knows that his power is in mobility, and he turns and charges across the room at the enemy that is attacking his friend.

+1 Lance Charge: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 3d8 + 39 ⇒ (5, 4, 7) + 39 = 55

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Lock takes a shot at cyan below.

Arrow, PBS: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 Sting, PBS: 1d8 + 1 ⇒ (5) + 1 = 6


Testudo wrote:
Testudo knows that his power is in mobility, and he turns and charges across the room at the enemy that is attacking his friend.

Testudo's charge strikes, causing the ghast on the receiving end of his to explode all over Aryxis nearby in a shower of meaty gore.

Melisande wrote:
With that, Melisande raises her hands and three glowing missiles fly out and hit green

Making assumption on alternate target

Seeing her target now a fleshy filigree covering the floor, Melisande redirects her magic missiles to target the now unoccupied ghast to the south; peppering the undead with her magic projectiles.

Tereze wrote:
Tereze finishes her spell and three stony elementals rise from the ground one by each door.

The elemental to the south clobbers the ghast now weakened by Melisande's spell, causing it to collapse to the ground motionless. The one that manifests near the meaty pile near Aryxis and Testudo looks around at the lack of target, shrugs and pulls out a mop, and begins to clean up the gory mess on the floor. The third elemental near Kegan solidly slams its target, causing the ghast to stumble back briefly from the force of the blow.

Kegan wrote:
Having said that, Kegan quickly turns his full attention to the undead near him.

Not wanting to be upstaged by an animated hunk of rock, Kegan also critically strikes the weakened ghast next to him; skewering the undead's skull neatly with a swift flash of his rapier.

**Out of Initiative**

Silence falls upon the environs around the distillery finally, the last of the undead assaulting the building finished off by the Pathfinders. The sound of running footsteps and gnashing teeth can be heard in the distance of the other buildings in the village, but no immediate danger presents itself. Becher squeezes himself back out of his hiding place, accidentally stepping in the bloody ghast remains nearby. He winces at the display, scraping his boot clean of on a nearby loose floorboard.

"Well, remind me to never get on your bad sides," the man says grimly as he looks out a nearby window before turning to Melisande. "I appreciate you open'n that chest. The deed inside it belonged to my father and was to be passed down to me when he passed. May I have it back?"

There are technically 3 roaming ghasts left in town that will continue to attack and devour townsfolk. If you want to sic the charging turtle knight on them while wrapping up discussions with Becher, three charge attacks that hit AC 18 will do the trick. I'll say for each one that misses, said ghoul will attempt to attack back (1d20+5, 1d6+3 bite damage plus Fort Save for disease).

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Kegan turns to the turtle knight and says “Let’s get rid of the remaining ghasts outside!

Kegan is not one to stand around while there are others in trouble. He will join the Turtle Knight in the mop up.

Kegan’s help:

Attack 1
+1 adamantine rapier: 1d20 + 11 ⇒ (10) + 11 = 21 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (6) + 3 + 6 = 15 6 is precision damage

Parry/Ripost
+1 adamantine rapier: 1d20 + 11 ⇒ (15) + 11 = 26
+1 adamantine rapier: 1d20 + 11 ⇒ (3) + 11 = 14 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (4) + 3 + 6 = 13 6 is precision damage

Attack 2
+1 adamantine rapier: 1d20 + 11 ⇒ (5) + 11 = 16 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 6 is precision damage

Parry/Ripost
+1 adamantine rapier: 1d20 + 11 ⇒ (13) + 11 = 24
+1 adamantine rapier: 1d20 + 11 ⇒ (9) + 11 = 20 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (4) + 3 + 6 = 13 6 is precision damage

Attack 3
+1 adamantine rapier: 1d20 + 11 ⇒ (20) + 11 = 31 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 6 is precision damage
Crit?+1 adamantine rapier: 1d20 + 11 ⇒ (19) + 11 = 30
adamantine piercing damage: 11 + 1d6 + 3 ⇒ 11 + (5) + 3 = 19

Parry/Ripost
+1 adamantine rapier: 1d20 + 11 ⇒ (9) + 11 = 20
+1 adamantine rapier: 1d20 + 11 ⇒ (12) + 11 = 23 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 6 is precision damage

Silver Crusade

1 person marked this as a favorite.
Oread Fighter 1 Cavalier Beast Rider Gendarme 6
Quick Stats:
HP 66 AC 24, touch 10, flat-footed 24 (+10 armor, +1 natural, +3 shield)Int 1/ Fort +10, Ref +3, Will +6

AYE MY COMRADE! LET US SALLY FORTH TO DEFEND THE INNOCENT.

+1 Lance Charge: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 3d8 + 39 ⇒ (5, 4, 6) + 39 = 54
+1 Lance Charge: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 3d8 + 39 ⇒ (8, 8, 8) + 39 = 63
+1 Lance Charge: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 3d8 + 39 ⇒ (3, 6, 4) + 39 = 52
+1 Lance Charge: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 3d8 + 39 ⇒ (3, 2, 4) + 39 = 48

Bite back for miss

Bite: 1d20 + 5 ⇒ (17) + 5 = 22 Miss!
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


The knight and swashbuckler gallivant through the town, culling the remaining undead from the streets as the townsfolk begin to peer out from their hiding spots at the spectacle. Once the coast is clear, they move to clean up the mess afterwards. Many start on repairs for broken doors and windows, while others clear away those that weren't fortunate enough to get away before the soldiers and undead swept through. The town 'healer' from earlier directs the villagers to pile the corpses away from the houses for mass burial tomorrow.

Knowledge Religion or Heal DC 18:
You are aware that there is a very high likelihood that the majority of those that died in the assault on the town have some degree of ghoul fever infecting their corpses. If the bodies are not burned or destroyed to a similar degree before midnight, every single one will rise as a ghoul and most likely attack Railford for food.

Back at the distillery, Becher discusses the deed for the town and the distillery with the other Pathfinders. Unless refused of him, he takes back the deed to the town and signs it to complete its legal transfer of ownership to himself. When the topic is broached about starting a Pathfinder lodge in the distillery, the man is very open allowing Pathfinders to establish a base there; though he is particularly set that he be allowed to continue distill whisky and maintain the village for the townsfolk. Becher makes an addendum to the deed to will ownership of the property to whatever Venture-Captain is heading the Lodge when he eventually passes on. The man offers free room and board to the group at inn next door for as long as they need while in town before moving on to their next destination.

This completes Decline of Glory. Feel free to engage in whatever RP takes you for the moment. Will advance later this coming week to the next one on the docket.

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Kn(Religion): 1d20 + 14 ⇒ (14) + 14 = 28

Becher, we need to take steps immediately to make sure the townspeople killed in the assault do not rise as ghouls tonight. Most of them are likely infected. I do not believe a mass burial will suffice. We should have a funeral now and make a pyre to burn the bodies or many more will die.


Melisande wrote:
Becher, we need to take steps immediately to make sure the townspeople killed in the assault do not rise as ghouls tonight. Most of them are likely infected. I do not believe a mass burial will suffice. We should have a funeral now and make a pyre to burn the bodies or many more will die.

Almost in unison, the townsfolk turn to look at the 'healer' for his response. The man shrinks visibly at the cynosure of their gaze. "Uh...err..." he stammers in response.

"Why did we hire this guy?" Becher semi-rhetorically asks himself as he runs his hand over his face in exasperation. "Budget cuts, sir," a nearby villager replies. This response is met with a curt curse, followed by Becher cuffing the healer upside the head.

"I think you should lend this lady a hand and do as she says, aye?" the mayor says loudly in an authoritative voice as he turns to address the town. The remaining able bodied townsfolk immediately shift course and begin gathering firewood for the pyre.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Kegan joins in with he villagers, helping to gather the materials for the pyre and put the bodies in place. He tries to cheer up some of the villagers as he does so. "The fires are to cleanse the bodies and prevent them from suffering the horrors of becoming undead. It will allow their spirits to go free, untainted."

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Yes, being a ghoul is a fate far worse zen death or being burned.

Tereze says as she helps to drag the bodies over to the pyre, not paying any attention to the blood that might be getting on her as she does so.

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Locke likewise helps with the dragging.
"This funeral pyre will be one to remember. Fortunately there are many of the townsfolk left to see them off. Testudo and Kegan were efficient in their effort of saving them."

Silver Crusade

2 people marked this as a favorite.
Oread Fighter 1 Cavalier Beast Rider Gendarme 6
Quick Stats:
HP 66 AC 24, touch 10, flat-footed 24 (+10 armor, +1 natural, +3 shield)Int 1/ Fort +10, Ref +3, Will +6

Testudo and Roshi help as Testudo begins to belt out a warriors funeral dirge.

What he lacks in key he makes up for in volume.

Leaves from the vine
Falling so slow
Like fragile tiny shells
Drifting in the foam
Little soldier boy
Come marching home
Brave soldier boy
Comes marching home
Those leaves did grow
From branches overgrown
Drifting slowly down
Resting on the loam
Little soldier boy
Taken from home
Forced to fight a war
That's not his own
Leaves from the vine
Falling so slow
Like fragile tiny shells
Drifting in the foam
Little soldier boy says
"Carry me home"
Sleeping soldier boy
Is carried home


The village gratefully accepts the Pathfinder's assistance with burning the dead, and slowly they return back to normal every day activities over the next several days. When ready to depart, the group finds their return trip to the port (and subsequent boat ride) back to Absalom uneventful.

The debrief for the mission is handled by Osprey, who also passes out the payment to the Pathfinders after they finish describing the events that happened in Railford. Several days of downtime pass as the Pathfinders relax and wash the layers of grime out from their travails in the marshes.

Feel free to retcon any purchases or downtime activities you may wish to partake in.

**BEGIN DRAGONS DEMAND PART 3**

Once settled, the group is summoned to one of the larger meeting rooms in Skyreach. Waiting for the Pathfinders is suprisingly all three Masters of the Society; Master of Spells Aram Zey, Master of Scrolls Kreighton Shaine, and Master of Swords Marcos Farabellus. Aram appears to actively ignore the new arrivals as he flips idly through a book, while Kreighton actually seems vapidly unaware of the Pathfinders' presence as he gazes out a nearby window. Marcos rolls his eyes and steps in to take the lead as he gestures for the agents to take a seat, while he himself settles into a large chair behind a desk piled with sheaves of paper.

"Good to see you all again," Marcos says in his deep, rumbling voice. "I read Osprey's report from the scuffle over in Railford. Glad it turned out alright, it will be good to have another lodge in the area." Marcos quickly scans and flips through several pages near the top of his piles, his heavily callused and large fingers seeming more at ease with a blade handles rather than delicate papers. His gaze turns towards Tereze and Locke.

"You two surely recall the ongoing 'hostage' situation in Belhaim over in northern Taldor. Our scouts and mages have been monitoring the area as best as we can; it has been difficult with the flying abominations and drakes prowling the lands around the town and Dragonfen." Marcos rises from his seat and moves over to a map tacked to a nearby wall, the parchment displaying the country of Taldor with its varied geography and roadways. He points to a red-headed pin marking a town nestled next to a large fen before continuing.

"For those of you new to this development, not too long ago a green dragon calling itself 'Aeteperax' essentially laid siege to the town of Belhaim. The creature claims that a local wizard promised it several esoteric tomes, the books which it claimed were never delivered to itself before or after the man died. The dragon essentially laid ransom over the town for the books and now an outrageous amount of gold-"


"Seven hundred seventy-six thousand gold pieces," Kreighton abruptly interjects without looking away from the window. "Five unamed tomes and one titled 'Secrets of the Dreaming Dark.' He has also raised the ransom to include interest for late payment; which entails ten pure-bred Taldan stallions marinated in aged bourbon for-" the elf rattles off before Aram clears his throat loudly to interrupt that train of thought.

"-As I was saying," Marcos restarts with more eyerolling, "the dragon has the town hostage. Locke and Tereze," he says with a nod of his head in the pair's direction, "were part of the group that happened to be in town when this all went down. They managed to escape the dragon's perimeter guard of the area to return back and report their findings. We felt, after hearing their report, that the situation there was a bit too dire for agents of their experience to handle." Marcos moves to settle heavily back into his chair.

"Our opinion has now changed. With the assignments and challenges you all have overcome, we now feel that your situation is more realistic and your chances for success are achievable enough for us to send you out to settle the score with Aeteperax," Marcos says seriously. Kreighton also nods in agreement with Marcos at the window pane, regarding a passing cloud in the distance with intent.

"The deadline for his ransom is also due by the end of the week," Aram says irritably as he snaps his book shut loudly while rising to his feet; causing Kreighton to startle out of his window reverie. "That was the main reason on my end. We don't have enough discretionary funds in our coffers to pay off that kind of money."

"Aram, we discussed this earlier. They-" Marcos begins to protest.

"Enough. I have five other groups of agents to brief this morning and I HAVE NOT HAD ANY COFFEE YET." the wizard glowers dangerously. He snaps his fingers as various spellcasting reagents begin to float from shelves and chairs begin to move themselves to the edges of the room. "You have until I finish my preparation before I teleport you all to the Monastery of Saint Kyerixus where the dragon demanded his ransom delivered." Marcos runs an hand across his exasperated visage with a sigh.

"Wizards," Marcos mutters with a grimace; which is met with grunt from Aram as he bustles about the room. Kreighton actually turns to directly look at the Pathfinders with a calm look on his face.

"It may be best to ask your questions now, if you have any," the elf says kindly. "You can't reason with Aram when he is like this, its best to just do as he asks. Any questions?"

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

I will have purchases to do. Don't have time to do them today.

"Green dragon? The only type of dragon I fought in the past was a red. What can you tell us about green dragons, especially this Aeteperax. Any special preparation we can take to protect ourselves from it? Can it cast spells?"

"Do we know anything about this book that we do have the title for? What sort of information it might have that the dragon wants? I doubt it is just poetry."

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Kn(Arcana): 1d20 + 17 ⇒ (14) + 17 = 31

How large is Aeteperax? Greens are generally acid breathers I believe. I don't think they generally tend to be spellcasters, but all dragons have some abilities with that sort of thing. Greens do have a reputation of often being amenable to conversation or diplomatic overtures, so we might be able to reason with it.

What sort of knowledge check should I make to know more about the 'Secrets of the Dreaming Dark'?

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