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

Game Master Irish202


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Please change the marching order / starting position as you see fit.


Weather; The Maw is shrouded in fog when the PCs arrive. Clear visibility is about 60 feet, with an additional 30 feet counting as 50% concealment and anything after that as 100% concealment.

”Arghhh!!! Gruuurrrrghh!!! Hggggggfffdddd!!! Argggddd!! Haare… “ you hear the two remaining beastmen howl.

And from all around you … but from a farther distance you hear countless howls coming back!!

Sense motive or linguistics DC 15 :
Taer communicate through grunts, hooting, and yelling, as well as a body language similar to that of apes.

But you can interpret their intentions.

The ancient cairn marks a sacred place of congregation for the various clans of primitive beastmen that inhabit the surrounding peaks.

The beastmen, or taer as they call themselves, believe the cairn radiates mystic energies that purify them and make them stronger.

Throughout their lives, taer make pilgrimages to the cairn to pray and give offerings to the spirits. Their rituals often involve the use of psychotropic herbs and fungi to amplify their spiritual connection to the cairn’s natural powers.

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

Sense Motive: 1d20 + 10 ⇒ (8) + 10 = 18

Oh great. Melisande, I zink you just burned a bunch of zem in zeir most holy place... Now zey are calling in all ze other clans...


The remaining beastmen move forward while they continue to shout.

Surprise round - Move or Standard Action only

Melisande
Shiro, can change his action
Spackle

Furred creatures

Locke

~

Initiative

Melisande
Shiro
Spackle

Furred creatures

Locke
Tereze
Dru

The Exchange

Male Tengu Monk 9 [HP 57][AC 27, T 22, FF 22, CMD 35][Init +5][F+8/R+12/W+12][Perc +23][Ki 12/12]
Buffs:
Mage Armor (+4AC), Bastion Stance (+2AC), Indom Mountain (+4CMD)
GM Nowruz wrote:
Shiro, can change his action

Keeping it the same is fine, after re-orienting the group nothing would change. If anything, the bird would be distracted by the fireball explosion anyway.

"Melisande, you may want to take a step or two back in case any slip past us," Shiro politely squawks at the sorceress.

Shiro will keep his position, continuing to ready an action to trip the next furry creature that comes within his reach and using ki throw to move them directly in front of Dru for a beatdown. He will use Stand Still w/Unbalancing Counter to cause flat-footedness (DC 18 Reflex to negate) and halt any movement past him should it occur. His Bastion Stance triggers at the end of his turn, raising his AC to 27.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

As the ball of flame detonates among the mountain men, is is clear that Spackle is slightly taken aback at the display of force."Well now, that's one impressive way ta get the show started. Still gettin' used ta the power ya wield. Gotta admit, it's taken a wee bit o' time. Longer than that lot have ta be sure." The gnome rattles off a quick diddy about using valor to keep one's heart and body strong when faced with adversity.

Casting Good Hope

Good Hope This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Lingering Performance, Round One of Two
Current Bard Assistance: +4 to hit & damage, +2 to saving throws, +2 to ability and skill checks.

Bard Assist Breakdown:
+2 to hit & damage (morale boost) ~ Good Hope
+2 to hit & damage (competence boost) ~ Inspire Courage
+2 to saves (morale bonus) ~ Good Hope

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 descends to about within the inspiration area, then takes a shot at the approaching 'yeti'.

Arrow, inspired: 1d20 + 11 + 4 ⇒ (7) + 11 + 4 = 22Sting, inspired: 1d8 + 1 + 4 ⇒ (7) + 1 + 4 = 12


Melisande is up.

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

Apologies, didn't realize it was my turn.

Melisande takes a step back, drops a wand into her hand from a wrist sheath and fires off a glowing ball at the closest yeti.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


The arrow hits the first furred creature approaching and shortly after that the magical missile hits.

The creature howls in rage!

Both approach you further and are still communicating with their clan via very loud howls!

~

Initiative

Locke
Tereze
Dru
Melisande
Shiro
Spackle

Furred creature, orange, -33
Furred creature, green, -17

Dark Archive

1 person marked this as a favorite.
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

Tereze just walks over near the others as she sets her sling whirling.

Then she fires at the or and creature that is closing.
Sling + Good Hope: 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29
Damge +Good Hope: 1d4 + 1 + 4 ⇒ (1) + 1 + 4 = 6

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Thanks for coming! please, let me introduce to you Lucifer.

Power attack on orange,IC: 1d20 + 15 - 2 + 4 ⇒ (8) + 15 - 2 + 4 = 25
Pa Dmg, IC: 1d8 + 7 + 4 + 4 ⇒ (7) + 7 + 4 + 4 = 22

Power attack, IC: 1d20 + 10 - 2 + 4 ⇒ (6) + 10 - 2 + 4 = 18
Pa Dmg, IC: 1d8 + 7 + 4 + 4 ⇒ (3) + 7 + 4 + 4 = 18

Dru steps up to the closest furry foe, and tries to smack it with her favorite weapon, the morningstar.


Tereze hits the head with her ranged attack and Drusilla cuts down the furred snow beast’s head afterwards.

The other one is still as determined as ever to attack.

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]

Inspired arrow: 1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23Inspired dmg: 1d8 + 1 + 4 ⇒ (5) + 1 + 4 = 10

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

"Well, Ah can't be lettin' all y'all be doin' all the werk." The bard lets fly a pair of arrows into the nearest beast man.
If ORANGE is down, change target to GREEN.

Thundering Hornbow, Orc vs ORANGE: 1d20 + 11 + 1 + 4 ⇒ (14) + 11 + 1 + 4 = 30
Damage: 1d10 + 1 + 1 + 4 ⇒ (7) + 1 + 1 + 4 = 13

Thundering Hornbow, Orc vs ORANGE: 1d20 + 6 + 1 + 4 ⇒ (1) + 6 + 1 + 4 = 12
Damage: 1d10 + 1 + 1 + 4 ⇒ (1) + 1 + 1 + 4 = 7

Lingering Performance, Round Two of Two

Current Bard Assistance: +4 to hit & damage, +2 to saving throws, +2 to ability and skill checks.

Bard Assist Breakdown:

+2 to hit & damage (morale boost) ~ Good Hope
+2 to hit & damage (competence boost) ~ Inspire Courage
+2 to saves (morale bonus) ~ Good Hope


Locke and Spackle both pierce the white beast's hide and it drops to the ground immediately!

COMBAT OVER!

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

"Gotta say, they're a p'rsistant lot."

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 stays aloft for almost the remainder of the minute, to see if perhaps anything still approached, then comes down to the ground.

"Persistent and not weak, that is for certain."
She checks the amount of arrows she still has.

I would benefit from purchasing the durable sort, the next time we are able to visit a bowyer.


The cairn is now not defended anymore but you still hear the howling and cries of the beasts’ companions.

The fog makes it difficult to see and you are feeling the bitter cold.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

Spackle draws a wand. 'Perhaps what's good for the goose?"

Just a reminder that I can swap Inspire Courage for Song of the Fiery Dance. That allows every ally of mine to see through fire, smoke and FOG. With my handy dandy Wand of Obscuring Mist, we would have concealment from most of their attacks until they were right on top of us. Unless they have a way to see through it as well. It does not seem to have a range other than be within 30' of me.

Thoughts?

Song of the Fiery Gaze (Su): At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components. This ability replaces inspire competence.

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

Should we investigate the Cairn before zey do arrive? Although I suppose we should protect ze dogs and sleds.

The Exchange

Male Tengu Monk 9 [HP 57][AC 27, T 22, FF 22, CMD 35][Init +5][F+8/R+12/W+12][Perc +23][Ki 12/12]
Buffs:
Mage Armor (+4AC), Bastion Stance (+2AC), Indom Mountain (+4CMD)
Tereze wrote:
Should we investigate the Cairn before zey do arrive? Although I suppose we should protect ze dogs and sleds.

"Of course," Shiro agrees. He will advance up to give a search with his keen senses, while keeping his weapon handy in case trouble arises.

Perception: 1d20 + 23 ⇒ (16) + 23 = 39


GM:
Perception

Perc(Spackle): 1d20 + 12 ⇒ (1) + 12 = 13
Perc(Melisande): 1d20 + 16 ⇒ (7) + 16 = 23 addl +3 vs traps
Perc(Tereze): 1d20 + 0 ⇒ (18) + 0 = 18
Perc (Shiro): 1d20 + 23 ⇒ (17) + 23 = 40
Perc (Dru): 1d20 + 10 ⇒ (15) + 10 = 25
Perc(Locke): 1d20 + 12 ⇒ (2) + 12 = 14

Shiro sees that one of the beasts is carrying a very well manufactured amulet.

~

You move to the cairn.

Near the middle of the plateau rises a squat, 30-foot-square stone rostrum, upon which stand four columns of dark gray stone.

One of the columns is broken and lies half-buried in the nearby drifts of snow.

In the center of the rostrum rests a five-foot-tall beehive-shaped nest built of ice and cairn stones seemingly frozen around a clutch of eight massive bluish-gray speckled eggs, each the size of a brandy cask.

The fireball as melted some of the ice and the eggs are completely exposed now.

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

Can I take a look at that Amulet? It might be useful.

Taking 10 on Spellcraft: 10 + 28 = 38

What is going on with these eggs? I wonder what manner of creature would produce such large specimens. Are they dragon eggs or perhaps from a Roc?

Kn: 1d20 ⇒ 8 +21 if Arana, +17 if Local/Planes/Religion, +11 if Dungeoneering/Nature

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]

Knowledge nature?: 1d20 + 16 ⇒ (11) + 16 = 27


Melisande identifies the amulet as a magical amulet of health.

Additionally, you realize that the eggs belong to a Remorhaz which is a huge magical beast!

Locke also knows that such creatures emit extreme heat, can swallow large creatures, can sense any tremor and easily can burrow into the ground!

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]

"Erhm....people? We eh, we should be very careful here.
Those eggs, they belong to a huge magical beast called a Remorhaz. It is like a giant living furnace that can dig under the ground, and can sense anything moving about within an area around it."

The Exchange

Male Tengu Monk 9 [HP 57][AC 27, T 22, FF 22, CMD 35][Init +5][F+8/R+12/W+12][Perc +23][Ki 12/12]
Buffs:
Mage Armor (+4AC), Bastion Stance (+2AC), Indom Mountain (+4CMD)

"Well, I do not see any need to disturb the nest correct?" Shiro squawks. "The creature that made them needn't worry about our intrusion. Should we continue onwards?"

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

Do we know where the bones are? I zought we were looking for zis carn.

Tereze asks as they look around the Carn.


Int or Wis dc 17 Or kn religion dc 12 :
The structure looks like a burial site so you’d need to dig to find the bones.

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]

Int: 1d20 + 5 ⇒ (17) + 5 = 22

"Looking at it more clearly, i think this is a burial site. Some digging may well be involved."

Locke is still wary of the potential presence of a huge beast. She had had her fill of being chewed on, the previous time being a frigging dragon.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

What I can't understand-but I ain't the most clever of the group, fortunately-is how we can be on a burial site, and there is, somewhere around, a beast burrowing underground... Maybe it prefer the flesh still warm and living? But wouldn't it disturb the bodies buried?


There is only 1 body buried here. ;-)

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 + 17 ⇒ (15) + 17 = 32

This is a burial site. We will obviously need to dig to find the bones. That may disturb the Remorhaz, so we should be prepared.


Dig? Prepare? What do you do?

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

Zen some of us should dig and others get ready to defend when ze beast appears. I am not great at fighting so I can dig I guess…. Hmmm, wait…. Maybe I can summon an earth elemental to get us ze bones if any of you could talk to it.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

Spackle considers the size of the job, and the sweat that would be involved. "An elemental yer sayin'? Ah rather like the sound o' that ifin yer offr'n."

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

I just would need someone to explain what to do to it in Terran, as I do not speak zat.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

I do know Azlant and Polyglot, cause I made quite a few trips in the jungles of Mwangi, but not any of the elemental tongues.

The Exchange

Male Tengu Monk 9 [HP 57][AC 27, T 22, FF 22, CMD 35][Init +5][F+8/R+12/W+12][Perc +23][Ki 12/12]
Buffs:
Mage Armor (+4AC), Bastion Stance (+2AC), Indom Mountain (+4CMD)
Tereze wrote:
I just would need someone to explain what to do to it in Terran, as I do not speak zat.

This is going to sound incredibly wasteful from a spell-slot perspective, but from a meta-game view you could summon an earth mephit along with the earth elemental. The mephit would be able to speak common and terran; it could serve as a translator. However, from an in game perspective, this is what Shiro would tell you:

"Unfortunately I do not know how to speak that language," Shiro squawks. "I could assist with digging if needed, but my vows would require me to take time to cleanse myself of dirt and impurities afterwards."

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

I don't care being messy. But I don't have a shovel

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
Shirogane Ebonfeather wrote:


This is going to sound incredibly wasteful from a spell-slot perspective, but from a meta-game view you could summon an earth mephit along with the earth elemental. The mephit would be able to speak common and terran; it could serve as a translator. However, from an in game perspective, this is what Shiro would tell you:

That actually is an interesting Idea. I could do it with a Lantern Archon as well as they have True Speech and that is a level lower casting. Hmmm….


About two minutes have passed since that the battle ended. So what is the plan now? ;-)

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

With no better plan Tereze summons a Lantern Archon and tells it what she needs it to do. Then a earth elemental to which she has the lantern archon explain that it needs them to go into the stone carn and bring any bones it finds in there with the least disturbance to the ground and not bothering the eggs on top.

Summon the Lanturn Archon with master of Pentacles so it stays for 16 rounds and two rounds later a small Earth elemental for 8 rounds. Which she sends to get the bones… Let’s see if that works.


The lantern archon and the earth elemental receive their instructions and Tereze can watch the elemental start to dig.

Suddenly, you see a bright flash of light and and withering sound ... the earth elemental is struck by something but nothing happens.

Be happy that it was not you guys starting the digging. :-/

As this elemental being knows that you want the bones to be intact it starts to free all area of earth and stone.

When it is finished and disappears you can see that the stone sealed a small chamber filled with a bed of charcoal.

Atop the charcoal sits a rolled up leather blanket tied closed with knotted silk rope. The leather blanket is lined with red and orange silks that bind together a collection of bones, intricately scrimshawed with fine calligraphy and rubbed with gold leaf, to make the runes stand out.

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]

The sudden lightburst was a surprise most unexpected.

Indeed GM, good thing it was the elemental. >_>

"That did not sound well at all."
Kn. Arcana?: 1d20 + 16 ⇒ (17) + 16 = 33


Locke believes that this was an ancient curse that could have killed the person first trying to dig into the stone.

The summoned monster is surely going to suffer when it returns to its home plane.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

The burst of light is enough to cause the bard to pause his drinking, albeit momentarily. "Not gonna lie, that looked a wee painful. Right glad we took the lazy way on this one." He hoists a flagon toward the uncovered bones. "To yer passin'. Jest know that we ain't meanin' no disrespect."

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]

Realizing she's heard of this sort of thing before, after some careful going over options she's read and heard, Locke is almost immediate to respond to Spackle's comment.

"A wee painful is a serious understatement. That just now, was an ancient death curse, a curse to outright kill the first to defile the grave site. I can not say the elemental will be all safe and well when it returns to its native plain, though."

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 zat worked quite well. However, zat might not be ze only trap. Does anyone have a way to bring zose bones to us from here? If so we should do zat quickly before any more creatures come.

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