| GM Pablo |
Game was good last night. I GM'd and Fernleaf (PFS Character) threw bombs!
Cela take flight and delivers Fernleaf to the roof of a nearby building.
Call Lightning: 1d20 + 7 ⇒ (10) + 7 = 173d10 ⇒ (4, 8, 8) = 20 No effect.
Fernleaf is up!
Fernleaf
Rolande (Confused 1 round roll 1d100 on your initiative)
Sekkimm
Anaba (Confused 1 Round roll 1d100 on your initiative)
Black Magga -77
Buchart -9
Cela
| Anaba |
HELLBEAST! I will see your rotting corpse floating in this water!
Snarling, I raise my cold iron mace and attack the beast.
Attack with Cold Iron Mace: 1d20 + 14 ⇒ (19) + 14 = 333d6 + 14 ⇒ (6, 4, 4) + 14 = 28
Attack with Cold Iron Mace: 1d20 + 9 ⇒ (3) + 9 = 123d6 + 14 ⇒ (5, 4, 2) + 14 = 25
| GM Pablo |
Sekkimm Transforms back into his normal greenish self (standard action) and moves to a position where he can cover thew entire party with Haste, but remain out of reach of the beast.
"Haste coming up shortly!"
Black Magga disengages and seems to have had enough of your attacks. She full retreats for the River!
Buchart is up!
Buchart
|
Swift action- Arcane Strike. Charge and Spellstrike w/True Strike casting defensively to avoid an AoO and using Combat Casting to ignore the - 4 penalty for casting defensively in combat. Using Power Attack. Sword is effectively +3/+5, keen and cold iron!
Concentration: 1d20 + 11 ⇒ (8) + 11 = 19
Cold Iron Longsword: 1d20 + 15 + 2 - 2 + 20 ⇒ (17) + 15 + 2 - 2 + 20 = 522d6 + 21 ⇒ (3, 6) + 21 = 30
17 is in crit threat range of keen longsword. Not sure Truestrike is applicable to confirm crit.
confirm crit: 1d20 + 15 - 2 + 2 ⇒ (16) + 15 - 2 + 2 = 312d6 + 21 ⇒ (4, 4) + 21 = 29
| GM Pablo |
Buchart dives in after Black Magga as it tries to retreat to the river.
AOO Bite: 1d20 + 24 ⇒ (12) + 24 = 362d8 + 13 ⇒ (5, 6) + 13 = 24
Hits for 24! Buchart make a DC 22 Fortitude save
He continues in and hits with a crit (confirms!)
for 59 Points! The ancient creature hows in some otherworldly bellow of pain and rage. Already wounded from the trip down the Skull river it seems terribly wounded from all the attacks.
| GM Pablo |
Sekkimm casts Haste (+1 to hit)
Rolande fires from range (-6 to hit) =5 total
He hits twice and the beast collapses!!! BLACK MAGGA is dead!!
Anaba pounds the carcass to make sure. A few seconds go by and the beast lies where it fell.
There is a loud cheer as villagers shout in awe - They wade through the cold water - still keeping their distance, but taking a good look...someone is going to have to do some cutting to remove this thing. The huge head will make a fine trophy!
Congratulations everyone except Sekkimm just leveled up (40,000 experience)!
Buchart
|
Thank's be to the saints and their gods! Great shooting Rolande! And the bombs of our master alchemist did indeed give this beast to the nether regions!!! I do feel that my sword was directed by the luck of Cayden Cailean!!! We should save the heart and blood of this beast, not to mention the head!!!
Buchart
|
I think we should see what's in the critter's belly! Calamari sounds great at this point. I'm starving!!! I also do believe that I need some healing!
Start cutting into the carcass where the stomach...might be! Buchart will defer to Anaba and Cela, for their knowledge of nature has to be better than his!
| GM Pablo |
You don't want to eat this evil, corrupted foul creature from some outside plane that is centuries old. You quickly decide that after getting a smell of its insides. You collect 4 barrels of it's strange greenish blood. You find nothing valuable inside the beast.
You try GOD-PROOF: Black Magga is older than many gods.
Divine magic is said to have little effect whatsoever on
her abominable form. Anyone who cuts Magga's black
heart from her vile chest and bathe s in its putrescent
blood will likewise become invulnerable to the power
of the gods.
As far as you can tell this is a myth as a normal dagger seems to still cut you, but you are not gods.
If you are interested here is the stat block on Black Magga
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/black-magga
You remove the head and a local expert will taxidermy it at no charge. He says it is the least you can do for saving his little girl from the nightbelly boa. When the river recedes sufficiently it can be shipped back to your home in Absalom. Unless you want to sell it, in which case, it is fairly valuable to several collectors. Your contact, Nigel, at the Blackross museum would be very interested.
The villagers prepare a suitable feast, although many supplies have been shipped to Fort Rannick. The school teacher Tillia Henkenson prepares a delicious rhubarb pie just for you. With the fighting done you also notice the rains have stopped and see the water quickly receding.
The flooded southern portion of Turtleback Ferry is soon draining back into the river and Claybottom lake. The villagers' initial fear that Skull's Crossing has burst has not been borne out, yet the sudden rush of water seems to indicate something dire has happened. Several locals certainly recognize Black Magga from local legend and explain that the monster was said to dwell in the Storval Deep, not in Skull River.
The mayor and few elder council members who did not go to Fort Rannick discuss the situation as the villagers prepare a feast in your honor and everyone is relived there was no loss of life because of your heroism.
All signs point north-something must have happened at Skull's Crossing. When, in the past, storms threatened to spill over the dam, the structure's floodgates opened automatically to release water pressure in a controlled flow. None in Turtleback Ferry know exactly how the mechanism for opening the floodgates works, as Skull's Crossing has long been the den of a tribe of trolls known as the Skulltakers. Yet as long as anyone can remember, the floodgates have functioned without fault. If the floodgates are malfunctioning, someone needs to brave the wrath of the Skulltaker trolls to determine what, if anything, can be done to repair the ancient Thassilonian structure before a cataclysmic flood washes the entire
region away.
Turtleback Ferry is far from a rich village, but if your party can prevent a more deadly flood by opening the floodgates, Mayor Shreed promises the PCs a reward of 1,ooo gp. In addition for all you have done all shopping in Turtleback Ferry is at a 15% discount.
In addition to the mundane items for sale (you get your horses back) There are several magic items in the various shops. Price listed is before your discount.
Potion of Protection from Evil (50gp)
Cloak of Elvenkind (2500 gp)
Chainmail (+1 armor) (1300 gp)
Dry Load Powder Horn (2000 gp)
Potion of Remove Sickness (um, 50 gp)
Potion of Reduce Person (cr, 50 gp)
Scroll of Erase (cr, 25 gp)
Headband of Vast Intelligence +2 (Knowledge (history)) (4000 gp)
Potion of Darkvision (cr, 300 gp)
Wand of Shield of Faith (cr, 750 gp)
Shortbow (+1 weapon) (2330 gp)
Scroll of Daylight (cr, 375 gp)
Scroll of Wall of Fire (cr, 700 gp)
Scroll of Control Water (cr, 700 gp)
Aegis of Recovery (1500)
Scroll of Raise Dead (cr, 6125 gp)
Scroll of Freedom of Movement (cr, 700 gp)
Scroll of Restoration (cr, 1700 gp)
Buchart
|
I should have about 700gp so please remove 350gp and put a potion of Protection fm Evil and a potion of Darkvision on my sheet. The 52.5gp that is the discount I will give to the local priest for rebuilding the temple.
How long did the battle vs Black Magga take? What time of day is it? If not much time has passed, I will get some food and drink. About 2 hrs. before dark I will mount my horse and head back to the fort.
GMPablo
|
You fought at mid day. It takes a while to prepare the feast and shop, but you can start the journey and travel through the night. Is that what everyone wants to do? You may get more info on the dam at the fort. You have to pass the fort on the way to the dam. After travelling all night it will require rest before going to the dam.
GMPablo
|
You eat drink and party . The rain has stopped...at least for now. You ride throught the night passing wagons loaded with goods and young villagers ready to defend the fort. You arrive a couple of hours before dawn, muddy, wet and tired ready to hit the sack before heading north. When you rise just before noon you find more villagers trickling into the fort. Cela was able to use her last transformation before resting to turn into an elemental and burn up the ogre pile to ash. In the morning she helps with the creamation of the soldiers and their last rights. The ashes a are scattered around the fort and river as is the ranger's custom. Lumpy has been busy moving heavy things about to help repair the defensives. The two remaining rangers move about checking new recruits and inspecting fortifications.
-Posted with Wayfinder
| GM Pablo |
Purchases in Turtleback Ferry:
Anyone else?
Cela
Scroll of Wall of Fire (cr, 700 gp)
Buchart
Potion of Protection from Evil (50gp)
Potion of Darkvision (cr, 300 gp)
Sekkimm
Scroll of Erase (cr, 25 gp)
Potion of Reduce Person (cr, 50 gp)
Anyone else? Still left at 15% off.
Cloak of Elvenkind (2500 gp)
Chainmail (+1 armor) (1300 gp)
Dry Load Powder Horn (2000 gp)
Potion of Remove Sickness (um, 50 gp)
Headband of Vast Intelligence +2 (Knowledge (history)) (4000 gp)
Wand of Shield of Faith (cr, 750 gp)
Shortbow (+1 weapon) (2330 gp)
Scroll of Daylight (cr, 375 gp)
Scroll of Control Water (cr, 700 gp)
Aegis of Recovery (1500)
Scroll of Raise Dead (cr, 6125 gp)
Scroll of Freedom of Movement (cr, 700 gp)
Scroll of Restoration (cr, 1700 gp)
Buchart
|
I might be back for that headband after we sell the items we captured. If we make enough, of coarse. Then again, Sekkimm, I have a couple of items I need to have crafted. We should discuss a deal. Wands for items? Surely there's a spell you would like in a wand. We need more gold first. That much is clear. And some downtime. Whew!
| GM Pablo |
A must have item for a front line fighter - especially useful for spells like dominate person, hold person, confusion etc...grants a save every round! Also if you go to 0 or less auto heals cure moderate (life saver)
Aegis of Recovery
Aura faint abjuration and conjuration; CL 3rd
Slot neck; Price 1,500 gp; Weight —
DESCRIPTION
An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.