PbP PFS Gameday VI CORE: 7-25 Orders from the Gate [5-9] (Inactive)

Game Master GM Aarvid

===Maps and Notes===
Magnimar Lodge


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Silver Crusade

Female Human (Keleshite) | Paladin (CORE) 7 of Sarenrae | 81/81 HP | Init +1 | Perc +1 | SM +8 | AC 28 T 27 FF 12 | CMB +10 CMD 22 (FF 21) | F +15 R +9 W +13 | LoH (3d6) 7/7, Channel (4d6) DC17 2/2, Smite 3/3, Summon Camel 1/1

Pyra prickles upon hearing talk of Asmodeus: "One does not make vows to that one, one is subjugated into... Oh, what in the Dawnflower's name is that?!"

Pyra asks around as to what the tree was, and why it shows they are on the right track?

But Pyra has no idea what gibberish the Hellknights are reciting...

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Are all the tree that bad here ? The jungle is so different from this land... Asks to noone in particular D'lack.

As for my powers, I will use them when the time come. I don't think for now they could be of any help.

D'lack happily takes the breaks as is not use to walk in the so cold land.

He asks to Abraxia I'm more an Historian, what can you tell me about the land here. What's its history?

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Knowledge (Nobility) 1d20 + 4 ⇒ (12) + 4 = 16

Beorin does not disturb the hellknights from their pre battle preparations.....


Slides/maps

Signifier Karva replies to D'lack's query

“The source of the chaos tainting this land is unknown, but we suspect it’s an incursion of planar beasts or undead working in league with a tribe of orcs called the Severed Hand. Our diviners received troubling visions of scarred orcs covered with strange runes, piles of heaped skulls, and swarms of wriggling worms. Worse still, the diviners sense that the chaotic taint is growing stronger. They sent us to investigate.”

She turns to Pyra, stating as fact.

Even the Dawnflower would agree this disease must be eradicated before it spreads.

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Yes, yes, I know that he says with a smile before adding I was more interested of its past rather than its present or future. Can you tell me about it?

after a short silence he adds But of course, It's my duty to help you get rid of this chaotic taint.


Slides/maps

After four hours of marching, Signifier Karva stops, pointing ahead.

Look. This area is marked by strange deformations. Large boulders and rocky outcroppings droop and sag on the side of the mountain, as if they were made of putty instead of stone. Moreover, the trees are twisted and warped into loathsome shapes.

You see what she means, as each tree is covered with wooden growths shaped like writhing tentacles, grasping claws, and toothy mouths. The ground squishes underfoot and thousands of earthworms wriggle atop the soil.

Signifer Karva appears greatly disturbed by the change in terrain.

kn:arcana DC22:
You discerns that these deformations were caused by soften earth and stone and warp wood spells

kn:nature DC15:
You notice that the worms covering the ground are behaving unnaturally. Vermin and insects are sometimes drawn to the surface at the call of unwholesome magic, or perhaps because they fear something even worse below ground.

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Knowledge(arcana): 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge(nature): 1d20 + 8 ⇒ (4) + 8 = 12

"Something is not right, but I can't put my finger on it..."

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

"Someone has a twisted sense of gardening." the dwarf remakrs even as he prepares his own weapons.......

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Know. (arcana): 1d20 + 8 ⇒ (4) + 8 = 12

Clearly something's wrong here... says D'lack who casts mage armor on himself.

Silver Crusade

Female Human (Keleshite) | Paladin (CORE) 7 of Sarenrae | 81/81 HP | Init +1 | Perc +1 | SM +8 | AC 28 T 27 FF 12 | CMB +10 CMD 22 (FF 21) | F +15 R +9 W +13 | LoH (3d6) 7/7, Channel (4d6) DC17 2/2, Smite 3/3, Summon Camel 1/1

"As Milady Signifier Karva said, the Dawnflower would wish this disease be eradicated, so, not being able to put my finger on it either, I would put my scimitar to it", says Pyra, feeling rather useless in not having a clue of what is going on here.


Slides/maps

The expedition continues forward through the twisted terrain for one more hour before the wind begins to pick up. Shortly afterword, a howling rainstorm sweeps down.

The storm is such here that perception checks are at a -8 penalty. Furthermore, the rain extinguishes all unprotected mundane fire sources. Finally, small sized characters must make a DC 10 Strength check in order to move forward of their own volition, or a DC 20 Fly check if you are flying.

"HELLKNIGHTS! HALT!" calls out Signifier Karva. "CLOSE RANKS AND STAND WATCH! HELLKNIGHTS STROMSEL AND TETRAKIS CHECK THIS PATH. PATHFINDERS! AID THEM. SIGNIFIER ZEMBAL, KARNYA AND SOVNYX, BRING FORTH THE MOUNTS." she shouts as she draws her weapon.

A steep scree of gravel and shifting rocks covers the only path up the mountain here. The stones are slick with rain and a howling wind rips through the mountain pass, drowning out all other noise. At the bottom of the scree is a morass of mud and wet earth, while at the top is a flat rock shelf.

Knowledge Nature or Survival DC 25:
Attempting to pass through the pass as is, under the current weather conditions will trigger a rockslide. No if ands or buts about it. Another thing of concern, but perhaps a lesser one: The area here is bare, making for a pretty exposed defensive position.

Mounts are summoned for the party as they wait to make the ascent.

To continue up the steep path, unless other means are provided, each of you must make a DC20 Climb check. Additionally, can each of you roll Climb checks at (+4) for a pair of Hellknights near you. So a total of 3 rolls each.

Silver Crusade

Female Human (Keleshite) | Paladin (CORE) 7 of Sarenrae | 81/81 HP | Init +1 | Perc +1 | SM +8 | AC 28 T 27 FF 12 | CMB +10 CMD 22 (FF 21) | F +15 R +9 W +13 | LoH (3d6) 7/7, Channel (4d6) DC17 2/2, Smite 3/3, Summon Camel 1/1

Obeying Signifier Karva's order, Pyra steps up to be alongside Manius, as he and Hellknight Stromsel are sent to check the path.
With the rain in her eyes, and her being used to the Desert, Pyra has no idea what to expect in these parts.

Oops! I made a mistake, forgot about having my Mount or not: would Pyra have taken her mount with her from the start of the trek, or would she have been told that it would be awkward to bring it into the teleportation room - which is what I thought, but then forgot to ask?


Slides/maps

Probably better not to have teleported it but the mod does not prevent it. There is a fair amount of outdoor fun, so she could bring if desired. It is rare to have room for a large mount, so there is opportunity here if really want to.


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

KnowNat: 1d20 + 15 ⇒ (13) + 15 = 28
Lem takes a moment to check around.
"Wait. Do not move further. This is really dangerous at the moment. IT could start a rockslide!"

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Beorin moves along as well.
Perception 1d20 + 7 ⇒ (13) + 7 = 20
Survival 1d20 + 4 ⇒ (5) + 4 = 9
Climb 1d20 - 4 ⇒ (20) - 4 = 16
Climb 1d20 - 4 ⇒ (18) - 4 = 14
Climb 1d20 - 4 ⇒ (9) - 4 = 5

Looking out through the heavy rain, he can't make out what the scree or slope is about but he'd probabely have problems climbing up this slope.....

Silver Crusade

Female Human (Keleshite) | Paladin (CORE) 7 of Sarenrae | 81/81 HP | Init +1 | Perc +1 | SM +8 | AC 28 T 27 FF 12 | CMB +10 CMD 22 (FF 21) | F +15 R +9 W +13 | LoH (3d6) 7/7, Channel (4d6) DC17 2/2, Smite 3/3, Summon Camel 1/1

Seems a little silly to take the camel up into the chambers... I can summon it to my side 1/day, so will use that if needed. Thank you

Pyra freezes when Lem calls out about rockslides.
She looks around, sighs as she pats her heavy armor, and calls out: "I have some 200 feet of sturdy silk rope, can any good climbers secure lines for those of us who do not wish to undress in the rain?"


Slides/maps

Karva shrugs with an order. HELLKNIGHTS! Continue up the slope through the storm. There are no defensible camping sites at the bottom of this scree! MARCH!

It is obvious the chaotic taint filling the region has her on edge.

The other Hellknights attempt to follow her order. One next to Beorin succeeds to the summit while the other and the dwarf slide back down, with rubble and gravel following after.

You can try to stop them, but they will follow her orders unless convinced otherwise.
Each of the rest of you, can choose to climb (your roll and 2 more at +4) or interact with the Hellknights in face of the strong wind.


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

Lem runs forward."Sir, please listen. If you continue up the slope, without magic this will cause a rockslide! I understand your point, but without precautions this will elad to our doom."
Diplo: 1d20 + 15 ⇒ (12) + 15 = 27

Silver Crusade

Female Human (Keleshite) | Paladin (CORE) 7 of Sarenrae | 81/81 HP | Init +1 | Perc +1 | SM +8 | AC 28 T 27 FF 12 | CMB +10 CMD 22 (FF 21) | F +15 R +9 W +13 | LoH (3d6) 7/7, Channel (4d6) DC17 2/2, Smite 3/3, Summon Camel 1/1

Pyra calls out to Signifier Karva, just after Lem's words: "Are we not a company, a group of fellow-soldiers, fighting the Chaos together? It seems this trap is not only a rockslide made to bury heavily armored warriors, but also a manner to split our cohesion apart! Wait, WAIT... let us move slower, but together, UNITED!"

Diplomacy: 1d20 + 14 ⇒ (16) + 14 = 30
Going after Lem, to maybe push another step towards slowing down

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Seeing that he will be unable to climb safely to the top, D'lack follows Lem's lead and try to convince the Hellknights.

Yes, you are not only warriors but also arcanists. Use your talents to prevent an incoming catastrophe!

Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Knowledge, nature: 1d20 + 8 ⇒ (13) + 8 = 21

Climb: 1d20 + 7 ⇒ (7) + 7 = 14
Climb: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18
Climb: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12

"This is madness."


Slides/maps

Several more of the Hellknights try their best and fail to make the climb before Signifier Karva listens to Pyra, D'Lack and Lem's plea in the howling wind.

Very well. We cannot continue further in this storm tonight. HELLKNIGHTS SETUP CAMPS. Post 3 night watches on the perimeter. MOVE IT PEOPLE.

Tents are quickly erected with obvious skill from practice. You are able to safely spend the night to get what little sleep you can in the storm.

The morning is very damp, with overcast skies and a light rain.

WAKE UP PEOPLE! We have lost valuable time. HELLKNIGHTS - Break camp. Be ready to march in 15 MINUTES!

The tents are just as quickly stowed and bedrolls packed with other camp gear.


Slides/maps

The break in the storm is brief and the winds return as you prepare to march with your allies.

Suddenly, a guard calls out from the front watch

INCOMING!!!!

Hideous animals twisted with fungal growths, extra appendages, and strange mutations skitter forward through the thunderous rainstorm. A menagerie of mountain beasts gathers round— goats, hawks, mountain lions, and giant rats, each covered with a sickly infestation. Crashes of lightning reveal that behind these smaller beasts, larger horrors approach through the rainy haze.

Signifer Karva wastes no time, “Hellknights! Form ranks!” she calls through the storm. “Pathfinders, stay behind the line and reinforce us. I’m counting on you to deal with anything that breaks through the front line!”

Her words are cut off by the sound of a bear baying... Or at least you assume so. Half primal roar, half wet gargle, it sounds like the beast's lungs are filled with vile fluid. It's roar is joined a few seconds later by a veritable cacophony of animal challenges, all interspaced with rasping gurgles, pseudo-words and pain.

The encounter is occurring at the bottom of the scree, where the wet earth beneath your feet has transformed into thick, sucking mud.

MUD DC10 Reflex:
Failing means you are caught in the mud for 1d2 ⇒ 2 rounds and be unable to move, attack, or cast spells.

INIT:

Beorin: 1d20 + 0 ⇒ (10) + 0 = 10
D'lack: 1d20 + 4 ⇒ (6) + 4 = 10
Lem: 1d20 + 2 ⇒ (12) + 2 = 14
Pyra: 1d20 + 1 ⇒ (9) + 1 = 10
Taerel: 1d20 + 3 ⇒ (13) + 3 = 16
Hellknights: 1d20 ⇒ 4
Hoards: 1d20 ⇒ 20

=== Surprise round ===
The source of this chaotic melody reveals mutations as they skitter forward through the thunderous rainstorm.

=== Round 1 ===
20-Hoard(), Beast()
10-Beorin(),D'lack(),Lem(),Pyra(),Taerel()
5-Hellknights()

Party goes. DC10 Reflext to avoid mud, then you can act

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Reflex: 1d20 + 4 ⇒ (4) + 4 = 8 It is just not my knight... heh heh

Taerel slips in the muck and flounders ungracefully as he tries to stand back up.


Slides/maps

FYI - The ruling on the mud is strange...like why not just say you are entangled or some other mechanic well known.
Anyway, as far as I can tell, you can still speak, use move actions to draw weapons or devices etc, use non-spell/like abilities, make knowledge checks etc. It only says no moving, casting or attacking


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

Refl: 1d20 + 9 ⇒ (10) + 9 = 19
Lem starts his performance. He sings a chelish battlesong, of valor in battle and victory.
[ooc]Inspire courage +2[/dice]

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Reflex Save vs DC 10 1d20 + 2 ⇒ (19) + 2 = 21

Beorin manages to skip past the mud and takes a step forward, readying himself for the incoming attack.

Total defense

Silver Crusade

Female Human (Keleshite) | Paladin (CORE) 7 of Sarenrae | 81/81 HP | Init +1 | Perc +1 | SM +8 | AC 28 T 27 FF 12 | CMB +10 CMD 22 (FF 21) | F +15 R +9 W +13 | LoH (3d6) 7/7, Channel (4d6) DC17 2/2, Smite 3/3, Summon Camel 1/1

Having thanked Signifier Karva for her wise decision, Pyra volunteered to help with the guard duty.

After rising at dawn to pray, and prepare for a day in the service of Sarenrae, she set off with the group.

Now, seeing these chaotic apparitions, Pyra trudges through the mud, her heavy armored boots smashing down and sending splashes left and right, but preventing her from slipping.
Mud: 1d20 + 8 ⇒ (19) + 8 = 27

Obeying Karva, Pyra pulls her adamantine scimitar, and raises her buckler, ready to strike out. Lem's Chelish battlesong invigorating her: "For Law against Chaos!" she calls out.
Readied action to strike any Chaos-Beast that she can reach - using 5ft. step if needed, using Power Attack:
Strike the Chaos: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 w. Insipire Courage
Ouch!: 1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15 w. Insipire Courage, Adamantine Piercing

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Reflex: 1d20 + 6 ⇒ (13) + 6 = 19

D'lack avoids being stuck in the mud and stays alert, ready to strike any ennemies moving closer to them.

Ready a Scorching Ray against any creature menacing the rear guard when at 30ft.
RTA (+bardic song): 1d20 + 6 + 1 + 2 ⇒ (15) + 6 + 1 + 2 = 24
Fire Damages: 4d6 + 4 + 1 + 2 ⇒ (4, 2, 5, 1) + 4 + 1 + 2 = 19


Slides/maps

Taerel gets stuck in the thick mud as the hoard of mutant animals assaults the front line of Hellknights.

Lem sings while the others ready for the attack.

From behind the crag to the west, an unearthly roar tears through the howling wind of the rain.

RARRRHHHHHGFGGGGG!!

Meanwhile the hoard and Hellknights lock into deadly battle.

Signifier Karva calls out above the wind
Hellknights HOLD THIS LINE. Pathfinders! That one is yours!

D'lack spots the flying, diseased creature and fires a bolt of fire into one of its three heads. It howls in pain as it burns.

It continues its approach and when within 20' of the party (from 10' above) it's green serpent head bellows forth a cone of cyan acid onto the party.

Acid breath weapon spraying all but Beorin,
*** DC17 Reflex for half of acid: 6d8 ⇒ (1, 2, 6, 5, 7, 2) = 23

=== Round 2 ===
20-Hoard(), 3-headed beast(-19, flying 10' up)
10-Beorin(),D'lack(),Lem(),Pyra(),Taerel()
5-Hellknights()


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

KnowledgeArcana: 1d20 + 15 ⇒ (9) + 15 = 24
Refl: 1d20 + 9 ⇒ (17) + 9 = 26
"Attack it´s body!" Taking a step back Lem take´s his wand and cures himself.Clw: 1d8 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Female Human (Keleshite) | Paladin (CORE) 7 of Sarenrae | 81/81 HP | Init +1 | Perc +1 | SM +8 | AC 28 T 27 FF 12 | CMB +10 CMD 22 (FF 21) | F +15 R +9 W +13 | LoH (3d6) 7/7, Channel (4d6) DC17 2/2, Smite 3/3, Summon Camel 1/1

Glancing around to see if any are severely injured and need healing, Pyra drops her scimitar into the mud at her feet, pulls her longbow from its sheathe on her back, and then, heeding Lem's words, notches an arrow and fires at the creature's body.
Bow: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 (w. Song)
Ouch!: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7 (w. Song)
Pyra then tries to take a step towards the creature, through the mud, to be the one to take the brunt of its attack...

Free to drop weapon, move to draw bow, attack... then 5ft. step if mud is not diff' terrain (if it is, I'll move icon back)

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Reflex: 1d20 + 6 ⇒ (17) + 6 = 23
Know. (arcana): 1d20 + 8 ⇒ (19) + 8 = 27

D'lack is quick to avoid most of the damages, but he knows another one could be deadly for him

Someone heals me!

He shoot again the monstrous creature.

RTA (+bardic song): 1d20 + 6 + 1 + 2 ⇒ (11) + 6 + 1 + 2 = 20
Fire Damages: 4d6 + 4 + 1 + 2 ⇒ (5, 1, 3, 1) + 4 + 1 + 2 = 17


Slides/maps

Pyra Reflex: 1d20 + 8 ⇒ (4) + 8 = 12 vs DC17 Acid

Lem and D'Lack avoid the most of the acid but Pyra takes a direct hit while stuck in the mud. Counts as difficult terrain, so no 5' steps, half movement etc.

Pyra could lay hands on herself, but there are several in the party injured as well

Lem pulls a wand and erases some of the acid burns.

D'Lack's second fire bolt hits the creature in the chest, burning hair and scales as it howls. Pyra's arrow buries deep into the creature's serpentine neck.

HISSSSSS. RHAAAHAHHRRRHHHG!

Bold are still up...

=== Round 2 ===
20-Hoard(), 3-headed beast(-43, flying 10' up)
10-Beorin(),D'lack(-11),Lem(-9),Pyra(-23),Taerel(-11 or -23)
5-Hellknights()

Silver Crusade

Female Human (Keleshite) | Paladin (CORE) 7 of Sarenrae | 81/81 HP | Init +1 | Perc +1 | SM +8 | AC 28 T 27 FF 12 | CMB +10 CMD 22 (FF 21) | F +15 R +9 W +13 | LoH (3d6) 7/7, Channel (4d6) DC17 2/2, Smite 3/3, Summon Camel 1/1

Sorry, misread the info' and got confused - also moved icon back (no 5ft. step) -
will not LoH, saving for Channels for now

Some of Pyra's flesh bubbles under the acid, and drops into the mud...

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Seeing the party members being wounded, Beorin brings forth his holy symbol and begins a simple chant.

Yer Iron be tarnished
Let yer Forge repolished
Bring forth yer Steel.
Cool in this Crucible

Gathering a nimbus of pure light he swings his arms wide to envelop his companions.
Channel Energy 3d6 ⇒ (1, 2, 3) = 6

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

@Beorin you forgot 1d6 for your channel as you are now cleric 5th ;-)


Slides/maps

Beorin calls forth divine healing to ease some of the caustic burns.

=== Round 2 ===
20-Hoard(), 3-headed beast(-43, flying 10' up)
10-Beorin(),D'lack(-5),Lem(-3),Pyra(-17),Taerel(-11 or -23)
5-Hellknights()

Lem identifies the creature as a Chimera, a magical beast. However, this one appears to have the same taint as the mutated animals rushing the Hellknights.

Lem, you get one extra question, special attacks, defense etc

1d4 ⇒ 4

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Ref save: 1d20 + 4 ⇒ (4) + 4 = 8

"Argh!" Taerel screams as the acid his him square in the chest.

Still stuck in the mud, he pulls out a wand of shield and flounders some more.


Slides/maps

Taerel - according to the mud rules you can use the wand with your standard action . Next round you are free (also Beorins healing apples so you are down 17 instead of 23

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Cool -thanks!


Slides/maps

Gasping from the intense acid burns, Taerel pulls a wand and creates an invisible shield to protect him.

The Hellknights continue to lay waste to the wave after wave of mutant animals attacking their lines.

HOLD THE LINE. SIGNIFIERS, BURN THEM!

You see flashes of unholy purple light and creatures drop. Others of the Knights try to heal their injuries as the warriors hack at their foes.

RHHHAAARRSSSSS you hear the deep, sickening howl from overhead, drawing your attention back.

The mud dries, allowing you normal movement again
(no longer difficult). The large flying beast flies forward,
landing adjacent to the party and
the dragon head snaps its infested row of dagger-long teeth at
1d3 ⇒ 1 Taerel.

bite: 1d20 + 12 ⇒ (1) + 12 = 13 but the fangs fortunately snap closed over his head, missing entirely.

ALL OF YOU (since within 10' of the creature) make DC12 WILL vs its horrific appearance or be sickened 1 round

=== Round 3 === (+2 Bard Song active)
20-Hoard(), 3-headed beast(-43)
10-Beorin(wand),D'lack(-5),Lem(-3, singing),Pyra(-17, bow),Taerel(-17, shield, wand)
5-Hellknights()

Silver Crusade

Female Human (Keleshite) | Paladin (CORE) 7 of Sarenrae | 81/81 HP | Init +1 | Perc +1 | SM +8 | AC 28 T 27 FF 12 | CMB +10 CMD 22 (FF 21) | F +15 R +9 W +13 | LoH (3d6) 7/7, Channel (4d6) DC17 2/2, Smite 3/3, Summon Camel 1/1

Will: 1d20 + 12 ⇒ (9) + 12 = 21
Seeing the Hellknights brave fight, Pyra glances around to her comrades, seeing that the Elf is the most wounded... and in close contact to the Beast.
The Beast is most horrific, some pure image of Chaos, but the Paladin resists its mind twisting appearance... and decides to try and fell it altogether, rather than heal the Elven Warrior, hoping that Beorin will be able to aid in time
Pyra lowers one knee, drops her longbow, and recovers her adamantine scimitar from the now dried mud... and then pushes up, swinging her scimitar in a long arc, to simply smash it down upon the creature's body: "For the Dawnflower!".
Pyra summons her Deity's energy, and channels into her blade, aiming to Smite this creature... convinced it is Chaotic, and imagining it to be Evil as well.

Free to drop Bow, Move to retrieve Scimitar on my square, Swift action to Smite, and then the Attack Action w. Power Attack
Smite the Chimera: 1d20 ⇒ 20
Slice the beast: 1d6 ⇒ 2
A Nat' 20! Sarenrae be blessed! So... Confirm Crit'?
Crit' the Chimera?: 1d20 ⇒ 2
Bleh! +10 if Chaotic and not Evil / +14 if Evil = 12 or 16
For damage: 2+7 if Chaotic and not Evil / 2+14 if Evil = 9 or 16
If it is an Evil Outsider, Evil Dragon (it has a Dragon Head!), or Undead then it takes an additional 7 damage (but Arcane Knowl' check seems to indicate other).
The Smite bypasses any and all DR (if it is Evil)
Finally, if Evil, Pyra's ACs all increase by 3 points (+4 Deflection, but I have +1 Ring already) so 30 AC


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

Special defenses
Will: 1d20 + 7 ⇒ (19) + 7 = 26
Lem goes in and tries to intimidate the monster."You came to the wrong neighborhood, you trice ugly beast. We will cut you to ribbons!"
Intimidate: 1d20 + 15 ⇒ (12) + 15 = 27

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Will: 1d20 + 4 ⇒ (16) + 4 = 20

D'lack resists to the horrific appearance of the creature.
Too close to uses its ranged magic he decides to come back to the basics.
Concentration DC17: 1d20 + 9 ⇒ (15) + 9 = 24

Concentrating to avoid the inevitable reaction of the creature he makes appear 3 magical projectiles of force that hit the creature already wounded.

Force Damage: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9


Slides/maps

Pyra assesses the beast and decides to drop her bow and recover her dropped blade. Fortunately, it was not buried in the soft mud when it re-hardened. Unfortunately, her movement draws the attention of the beast.

AOO Bite: 1d20 + 12 ⇒ (3) + 12 = 15 Miss!

But the quick attack fails to land and the paladin smites it back, with a vicious slash to a neck.

Lem is able to scare the beast with his wild antics and loud singing.

D'lack follows with a trio of magical force missiles, also striking the creature, which again howls in pain.

=== Round 3 === (+2 Bard Song active)
20-Hoard(), 3-headed beast(-68, shaken-2)
10-Beorin(wand),D'lack(-5),Lem(-3, singing),Pyra(-17, scim/smite),Taerel(-17, shield, wand)
5-Hellknights()

Beorin and Taerel are up...

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Beorin taps Dlack with wand in his hand, seeing that he's still critically injuted.

Never gonna type when in vehicle again.....ooohhh.
1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Will Save: 1d20 + 3 ⇒ (3) + 3 = 6 Really??

Taerel uses his new found freedom to withdraw, retching all the way.


Slides/maps

Beorin cures D'lack of some acid burns with a quick tap of the wand.

Taerel cannot stand the sight of the mutant creature before him, and retreats to avoid further injuries.

Hellknights are being overrun by the mutant horde.

FALL BACK! Aspexia, Rulla, Petronicus! They are within the lines. Manius, Solangus, Boudra reform ranks. Pavrodus is down, I will help him. PATHFINDERS, finish playing with that creature quickly!

The beast before you, seems tattered from the punishment, but insane with rage, full attacks your front line.

ROAAARRR!

On Beorin dragon bite, shaken: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16 Near Miss!
for 2d6 + 4 ⇒ (4, 3) + 4 = 11
On Pyra lion bite, shaken: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12 Miss!
for 1d8 + 4 ⇒ (5) + 4 = 9
On Lem goat horns, shaken: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19 Near Miss!
for 1d8 + 4 ⇒ (8) + 4 = 12
On Pyra claw, shaken: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23 Miss!
for 1d6 + 4 ⇒ (4) + 4 = 8
On Lem claw, shaken: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20 HIT!
for 1d6 + 4 ⇒ (6) + 4 = 10

The beast's flailing of heads and claws is distracted by Lem's song and two maws miss dwarf and gnome. The last claw barely finds the minstrel and extracts blood.

=== Round 4 === (+2 Bard Song active)
20-Hoard(), 3-headed beast(-68, shaken-2)
10-Beorin(wand),D'lack(-0),Lem(-13, singing),Pyra(-17, scim/smite),Taerel(-17, shield, wand, retch)
5-Hellknights()


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

Lem continues to sing and again heals himself.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

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