Rise of the Runelords - GM Pablo (Inactive)

Game Master Stetrix

Something is afoot in Varisia. There have been a series of odd murders in a small town on the west coast called Sand Point and more recently the capital Magnimar, where even the lord-mayor was a target. A cult of serial murderers called the Skinsaw Men was uncovered and stopped. We have also received reports of more activity along the border.

I would like you to go see the lord-mayor of Magnimar. Assure him the Pathfinder society will do what we can to help him. Investigate these goings on and see if there is a common thread to all this unrest. We have a lot of interests in Varisia and would like to maintain the good graces of the government. I doubt the lord mayor will have you sitting around for long. It is a big place and inevitably something will need attention.

So how does that sound? A mission without a precise goal and with no guarantee of coin. Ha! Are you up for it?

Character Sheets.

Travel Map.

Treasure and Experience.

Magnimar.

Varisia Map.

Area Map.


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Anaba you are +16 and 1d8+15 damage with the mace, bless and haste - I'll adjust ...fortunately the flank allows you to hit with a 24!

Skull Ripper AOO Anaba Sting + Poison Fort DC 17; frequency 1/round for
6 rounds; effect 1 d4 Dex; cure 2 consecutive saves. :
1d20 + 20 ⇒ (6) + 20 = 261d10 + 6 ⇒ (6) + 6 = 12 Hits

Cela & Fahari are up!!
Sekkimm
Shalelu
Rolande -43 make a second DC 17 Fort save (if you failed the first next save is DC 19)
Buchart DC 18 Will save vs fear - now at +1 from bless!
Skull Ripper -22
Anaba -12 make a DC 17 Fortitude Save
Fernleaf

Dark Archive

Male Halfling Rogue L2

Will: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14


Fernleaf runs in Fear (invisible no AOO)


Cela drops greater flaming sphere for cure critical casts it then holds it as she moves in to heal Rolande.

Will vs fear (+1): 1d20 + 14 ⇒ (8) + 14 = 22 saves

Skull Ripper AOO on Cela Sting + Poison Fort DC 17; frequency 1/round for
6 rounds; effect 1 d4 Dex; cure 2 consecutive saves. :
1d20 + 20 ⇒ (19) + 20 = 391d10 + 6 ⇒ (5) + 6 = 11 hits

Fort Save vs poison: 1d20 + 9 ⇒ (15) + 9 = 24 saves

Cure Critical: 3d8 + 7 ⇒ (6, 1, 8) + 7 = 22

Sekkimm is up!!
Shalelu
Rolande -19 -5 Dex damage
Buchart fear running 1 round
Skull Ripper -22
Anaba -12 make a DC 17 Fortitude Save
Fernleaf
Cela -11
Fahari

Silver Crusade

Move into the north side of the room; cast grease on Rolande's armor to give him the +10 circumstance modifier to escape a grapple.


Anaba knows this isn't a devil, wouldn't she use her main weapon, her flaming sword?

Dark Archive

Your adamant bullets ripped through its DR.
She can change next round and see results.

-Posted with Wayfinder


Shalelu Will save): 1d20 + 4 ⇒ (10) + 4 = 14 - Failed save - Shalelu runs!

Rolande is up!
You can forgo all attacks and try to break out of the claw @+10 from Sekkim's Grease or attack (full attacks).


what do i need to roll?


To break out is 1d20 + cmb(11) +10 (grease) vs the cmd of the creature
or
escape artist +1 after dex damage (best to use +11 CMB - Combat Maneuver Bonus)

To Break the Grapple: Make a CMB (grapple) check, DC = Primary Grappler’s CMD. If you succeed, the grapple is ended and both you and the Primary Grappler lose the grappled condition.

To Escape the Grapple: Make an Escape Artist check, DC = Primary Grappler’s CMD. If you succeed, the grapple is ended and both you and the Primary Grappler lose the grappled condition.

Or take all your shots - but you will get crushed by the claw automatically next round and the creature may try to pin you ...which could lead really bad decapitation type stuff...and looking at this thing it is exactly what it has in mind.

KN Arcana checks to get more info on this critter

Silver Crusade

arcana: 1d20 + 12 ⇒ (15) + 12 = 27


You know it is a construct
Skull Ripper: This chittering, scorpion-shaped monstrosity appears to be made of a hideous mix of chitinous limbs and human skulls. A skull ripper is made from the carcasses of dead vermin and skulls
Skull rippers were once guardians of the dead, the grim custodians of the great ossuaries of Thassilon. Although most skull rippers are discovered in ancient tombs and sepulchers , occasionally a geological upheaval or massive flood destroys a given catacomb or leaves a skull ripper stranded. In these cases, the construct emerges and ventures forth into the world above, harvesting skulls and causing widespread panic as it searches for a new tomb to guard.

Special Defenses: DR 5/adamantine; Immune construct traits; Resist cold 10 ; SR 20
Special Attacks behead, constrict 2d6+9

Behead (Ex) A skull ripper is an expert at collecting its favorite
trophies-skulls. Once it has pinned a foe, it can attempt to
behead the victim with a single gut-wrenching rip of its claws.
This attempt is made as part of the grapple check to maintain an
existing pin, and if successful, deals 4d6+18 points of damage to
the victim. If this damage is enough to bring the target below 0
hit points, the victim must succeed at a DC 23 Fortitude save to
resist having its head torn from its body, which results in instant
death for most creatures. The save DC is Strength-based.


break grapple: 1d20 + 11 + 10 ⇒ (16) + 11 + 10 = 37


Rolande works his way out of the grasp of the Skull Ripper and drops to the ground.

Buchart runs in fear up the stairs screaming like a little school girl.

The Skull Ripper attacks defending the model of the dam!
1 = Anaba 2 = Rolande
Skull Ripper Claw #1: 1d2 ⇒ 21d20 + 20 ⇒ (18) + 20 = 382d6 + 6 ⇒ (4, 2) + 6 = 12 hits
Skull Ripper Claw #2: 1d20 + 20 ⇒ (15) + 20 = 352d6 + 6 ⇒ (2, 1) + 6 = 9 hits
Skull Ripper Sting + Poison Fort DC 17; frequency 1/round for
6 rounds; effect 1 d4 Dex; cure 2 consecutive saves. :
1d20 + 20 ⇒ (3) + 20 = 231d10 + 6 ⇒ (2) + 6 = 8 miss

Skull Ripper continues to go after Rolande!
Skull Ripper Claw #1 Grab CMD 26 + 10= 36: 1d20 + 26 ⇒ (6) + 26 = 32 fails
Skull Ripper Claw #2 Grab CMD 26 + 10= 36: 1d20 + 26 ⇒ (9) + 26 = 35 fails
but it is unable to grab the greased gunslinger!

Anaba -12 make a DC 17 Fortitude Save and attack!
Fernleaf
Cela -11
Fahari
Sekkimm
Shalelu
Rolande -40 -5 Dex damage
Buchart
Skull Ripper -43


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Fortitude: 1d20 + 12 ⇒ (1) + 12 = 13


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Attack: 1d20 + 18 ⇒ (18) + 18 = 361d10 + 23 + 1d6 ⇒ (4) + 23 + (2) = 29
Attack: 1d20 + 18 ⇒ (13) + 18 = 311d10 + 23 + 1d6 ⇒ (3) + 23 + (3) = 29
Attack: 1d20 + 13 ⇒ (5) + 13 = 181d10 + 23 + 1d6 ⇒ (1) + 23 + (6) = 30

Unsheathing my adamantine sword I attack the wretched beast.


Anaba loses some dexterity (damage)
Dex Damage: 1d4 ⇒ 1
Two hits for 58-10 = 48

Fernleaf moves near Sekkimm
Cela tries to cast defensively to heal Rolande (Cast defensively, 15 + double spell level)
DC21: 1d20 + 15 ⇒ (9) + 15 = 24 OK
CSW: 3d8 + 7 ⇒ (2, 7, 5) + 7 = 21

Sekkimm is back up!
Shalelu
Rolande -19 -5 Dex damage
Buchart
Skull Ripper -91
Anaba -12 -1 Dex damage
Fernleaf
Cela -11
Fahari


Pepperbox two-handed: 1d20 + 13 ⇒ (3) + 13 = 161d8 + 8 ⇒ (7) + 8 = 15
Pepperbox two-handed: 1d20 + 13 ⇒ (5) + 13 = 181d8 + 8 ⇒ (8) + 8 = 16
Pepperbox two-handed (rapidshot): 1d20 + 7 ⇒ (6) + 7 = 131d8 + 8 ⇒ (1) + 8 = 9


Rolande blasts it with his pistols and the creature stops moving. Out of Combat

Rolande and Anaba make 5 fort saves each please (the poison has 5 rounds left, but if make two consecutive you overcome it).
Rolande at +5 as Cela will assist.

Rolande -19 -5 Dex damage
Anaba -12 -1 Dex damage


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Fortitude: 1d20 + 12 ⇒ (8) + 12 = 20
Fortitude: 1d20 + 12 ⇒ (10) + 12 = 22
Fortitude: 1d20 + 12 ⇒ (11) + 12 = 23
Fortitude: 1d20 + 12 ⇒ (18) + 12 = 30


Anaba takes no further dex damage and is fine.


fort: 1d20 + 13 ⇒ (7) + 13 = 20
fort: 1d20 + 13 ⇒ (4) + 13 = 17
fort: 1d20 + 13 ⇒ (4) + 13 = 17
fort: 1d20 + 13 ⇒ (8) + 13 = 21
fort: 1d20 + 13 ⇒ (15) + 13 = 28


20 = Pass
17 = fail Dex Damage: 1d4 ⇒ 2
17 = fail Dex Damage: 1d4 ⇒ 4
21= pass
28 = pass

Cela channel heals twice using her remaining
Channel Heal: 2d6 ⇒ (4, 5) = 9

CLW Rolande: 2d6 ⇒ (3, 2) = 5
CLW Rolande: 2d6 ⇒ (4, 2) = 6
CLW Anaba: 2d6 ⇒ (2, 1) = 3

Cela users her vest of surgury to heal rolandes dex damage
Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage
Heal Check: 1d20 + 13 ⇒ (10) + 13 = 231d4 ⇒ 2
Rolande dex damage = -9
Anaba dex damage -1

Anaba Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Buchart Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Cela Perception: 1d20 + 14 ⇒ (3) + 14 = 17
Fernleaf Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Rolande Perception: 1d20 + 14 ⇒ (13) + 14 = 27
Sekkimm Perception: 1d20 + 0 ⇒ (1) + 0 = 1

A pool of water sits against the wall to the west of this chamber, with a set of steps leading down into it along the pool's east side. Opposite the steps is an alcove in which rises a fantastically detailed scale model of Skull's Crossing. The five skulls along its face seem to be actual human skulls, the bone polished to a gleaming sheen.

Fernleaf and Rolande spot a pale lavender gem wedged in a crack in the model of Skull's Crossing

Actions?

Silver Crusade

"Well, that was horrific at a trousers-ruining level. I remember losing a night of sleep after the Constructs 201 class where I learned such things exist.

You ok, Rolande? I thought we would need that scroll we bought for a minute there."


Cela says" After I rest and get a few lessor restoration spells and reuse the vest of surgery tomorrow he should be OK. Now suck it up and lets fix this dam before we all die if it cracks apart. And Buchart clean your armor - you smell!".

Honestly I thought I was going to pop Rolande's head off too! Sometimes delaying and having a prepared action to wait and see if anything tries to come out is much better than entering a room. - The Pathfinder Chronicles 4079 AR.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

No problem!

At which point Buchart takes out his wand of Prestidigitation and cleans up his pooshart! Though it was always customary to have to doodoo that after a failed Fartitude check! Now it's for failed Will saves, too! Turd golems, wiz elementals and sewer sharks...OH MY!!!

Silver Crusade

It was defending some kind of sculpture of the dam? Sounds relevant. Let's look at that.


There is a gem if you want to start there. It radiates magic.

In the scale model of Skull's Crossing an examination of the skulls reveals that the jaws of each can be pulled down like levers to reveal tubes leading into the wall. The scale model itself radiates strong
transmutation magic.

Spell craft checks for each please.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Spellcraft: 1d20 + 11 ⇒ (2) + 11 = 13

Hmm.?!


You know nothing about the Gem.
Try model or assist sekkimm


This model controls the real deal. Does the water next door lead out? Can Flipper observe and let Sekkim know if what we do to the model work out there?


Cella assist Sekkimm on both checks
Spellcraft assist gem: 1d20 + 6 ⇒ (19) + 6 = 25
Spellcraft assist Skulls: 1d20 + 6 ⇒ (12) + 6 = 18
+2 on both checks

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I'll have look at this fine diarama then!

Spellcraft: 1d20 + 11 ⇒ (10) + 11 = 21

Knowledge Arcana: 1d20 + 10 ⇒ (10) + 10 = 20


Buchart you are not quite able to figure this out. Maybe you can assist Sekkimm too...

Silver Crusade

boost int with my new ability to do the assessment.

spellcraft: 1d20 + 17 ⇒ (1) + 17 = 18

Silver Crusade

That's a base roll, so one assist kicks it to 20.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
Sekkim wrote:
That's a base roll, so one assist kicks it to 20.

Buchart also in on the assist! Will it roll off the rim?!


That first roll is good enough to recognize the gem is a pale lavender ellipsoid ioun stone (capable of absorbing up to six more spell levels)
This stone absorbs spells of 4th level or lower. After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless. This stone works like a rod of absorption, but absorbing a spell requires a readied action, and cannot be used to empower spells.

Now roll again to figure out skull mechanism.


Did I get a grit for my dive rolling into the jaws of doom? Also did I put him to zero and get a grit back?

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Does the gem look like it belongs there or was left behind by some unsuspecting adventurer that was decorating the monstrosity?

On Skull, taking ten or to assist. Whichever works!
Spellcraft: 1d20 + 11 ⇒ (19) + 11 = 30


Rolande - Yes and yes you killed him 2 points back.

The gem is not part of the controls. Looks like it fell there.

Sekkimm you have +4 with the assists.

Silver Crusade

boost int with my new ability to do the assessment on controls.
spellcraft 1d20+21 take 10 = 31

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
GM Pablo wrote:

Rolande - Yes and yes you killed him 2 points back.

The gem is not part of the controls. Looks like it fell there.

Sekkimm you have +4 with the assists.

Then Buchart will remove the gem just to see what happens.


with the +4 from the assists you just are able to determine.
A DC 35 Spellcraft
check is enough to deduce that the device is used to
control the damn's floodgate s , and that the s ource of
its power seems to have waned to the point where the
device no longer functions .

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I think we should have another conversation with the devil in the other room. I want to know who or what was in the other circle.


"Yes?"

Silver Crusade

...i added the +4 assists that time. The result is a 31.


Well you figured it out...using craftiness, spells and skills posted already. Actions?


Fix the damn dam!

Silver Crusade

Can I get in the unoccupied circle on the left side of the map? Would I be stuck there?

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