Shifty PFS group Charlie (Inactive)

Game Master Nik B.

Destiny of the Sands (trilogy)

Post session player reporting

Maps & handouts


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The Exchange

Dwarf Hunter (Divine Hunter) 4
stats:
HP: (35/35) AC 18 (FF 16, Touch 12) (+2 AC vs crit confirmation) FS +7, RS +7, WS +5 (+2 vs poison, +4 vs spells/SLA), Initiative: +2 Perception: +10/+12 (stonework) (Darkvision)

Just to be clear, that was me offering a suggestion to Rogelio since I used Enora in the other scenario. I don't know if he wants to use her. She's fun, though! :-)

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Henrick begins to move around the outer edge, and is readied to swing his urgrosh at anything hostile that comes within range.

Readied Attack:

Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Attack: 1d8 + 8 ⇒ (5) + 8 = 13


VC - Sydney, Australia
Magrim Torgsun wrote:
Just to be clear, that was me offering a suggestion to Rogelio

Ahhh gotcha

Two hairless blue lions with twin tentacular tails burst from the shadows. Dozens more thick tentacles quiver and twitch where their manes should be!

One runs along the northern wall and is struck by Henricks awaiting Urgosh! It bites back...
Attack 1d20 + 2 ⇒ (16) + 2 = 18
...but the snapping alien jaw gets caught on armour!

The other cuts up the middle and goes for Roscoe - getting jagged by his lance as it arrives, then moves in to attack...
Attack 1d20 + 2 ⇒ (9) + 2 = 11 - faring no better than its companion.
I have counted your Lance roll above as your free AOO as you are using a reach weapon

Skeletons rise from the ground and lumber into the melee.

Attack Henrick
Y Attack 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
G Attack 1d20 + 2 ⇒ (6) + 2 = 8

Attack Kel
B Attack 1d20 + 2 ⇒ (5) + 2 = 7

R 13
O 7
Y
G
C
B

Party up
R1 continued
Roscoe (coming out of delay?)
Rogelio (coming out of delay?)
Magrim
Kel

R2
Henrick
Agraic
ENEMY

Dark Archive

-=Character Look=- {HP:9/9}{AC:17|T:15|FF:11}
Saves|Skills:
{F:+2|R:+4|W:+3}{Acro+5|K{Arcane/Dung/Planes}+7|{Spellcraft+7}
Init +4|Percep+1

oh thanks...I don't anything about that class but hay I'll transfer it all tonight, sorry to be a pain but if you want please bot her for the first round I'm heading to Paris now. Thanks I'll try and post tonight

-Posted with Wayfinder


VC - Sydney, Australia

No worries, we can delay til the end of the round, and if need be we can bot

Grand Lodge

Stats:
  • Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
  • King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Round 1 cont: Mythic - HP45/45; AC22
Knowledge (Nature): 1d20 + 8 ⇒ (10) + 8 = 18
Roscoe tries to figure out what these creatures are and if they have any special abilities (attacks/defense) to be wary of ... then comes out of delay and presses his attack ...
Roscoe (Lance): 1d20 + 7 ⇒ (17) + 7 = 24 for Piercing: 1d6 + 2 ⇒ (6) + 2 = 8
George (Bite): 1d20 + 4 ⇒ (15) + 4 = 19 for Piercing: 1d6 + 4 ⇒ (3) + 4 = 7

The Exchange

Dwarf Hunter (Divine Hunter) 4
stats:
HP: (35/35) AC 18 (FF 16, Touch 12) (+2 AC vs crit confirmation) FS +7, RS +7, WS +5 (+2 vs poison, +4 vs spells/SLA), Initiative: +2 Perception: +10/+12 (stonework) (Darkvision)

Sure thing, Rog, I can bot you at the end of the round if we need to. DM Shifty--I have Combat Reflexes so even though I was FF I believe I get an AoO on the blue thing that moved next to me.

AoO: 1d20 + 6 ⇒ (1) + 6 = 7

AoO Damage (Bludgeoning): 3d6 + 5 ⇒ (3, 3, 4) + 5 = 15

Magrim's hammer swings wide, caught off guard. He steps up to engage the skeletons, extra magical weight added to his weapon.

Attack skeleton two squares east of my position: 1d20 + 6 ⇒ (16) + 6 = 22

Damage (Bludgeoning): 3d6 + 5 ⇒ (5, 2, 3) + 5 = 15

Gertie, swing around! he gestures to the strange lion creature. The dinosaur's muscles enlarge as it prepares to strike.

Flank command, attack command.

Swift: Animal Focus (Bull)


Female Tyrannosaurus 4
stats:
HP: (22/22) {26/26 when using AF: Bear}, AC 23 (FF 20, Touch 13) CMD 19 FS +4, RS +7, WS +3, Initiative: +3, Perception: +6 (+10 animal focus--Falcon), low-light vision, scent

The dinosaur leans forward and darts through the crowded space to arrive on the other side of the lion-thing, snapping at its tentacled mane.

Move: Provokes AoO. AC = 23

Bite yellow tentacle lion, power attack, AF (Bull), outflank: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23

Damage: 1d8 + 7 ⇒ (7) + 7 = 14


VC - Sydney, Australia

Magrim - yep the AOO applied

Roscoe is pretty sure these things do not come from any nature known to Golarion...
Aberrations - will need Know:Dungeon

Roscoe and George manage to pull down the blue lion-thing attacking them.

Magrim destroys a skeleton!
Lagertha refunded

Party up
R1 continued
Roscoe attacked
Rogelio (coming out of delay?)
Magrim attacked
Kel

R2
Henrick
Agraic
ENEMY

R 13
O Dead
Y
G
C Daead
B


Female Tyrannosaurus 4
stats:
HP: (22/22) {26/26 when using AF: Bear}, AC 23 (FF 20, Touch 13) CMD 19 FS +4, RS +7, WS +3, Initiative: +3, Perception: +6 (+10 animal focus--Falcon), low-light vision, scent

Is it alright if I move Magrim a few squares? If the blue guy was killed before my turn I would have moved around above the skeleton to attack it instead of only 5 ft stepping (to avoid an AoO from blue guy). If that's ok I'll adjust Magrim's position. I'll also attack command one of the skeletons. Re-taking Gertie's turn...

Gertie stalks her prey, seeking to rend the skeletal limbs off the animated corpses.

Move

Attack, PA, animal focus (Boar): 1d20 + 4 ⇒ (2) + 4 = 6

B/P/S Damage, PA: 1d8 + 7 ⇒ (6) + 7 = 13


VC - Sydney, Australia

Thats fine

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Sorry guys. Spent the week doing inventory and then doctors appointments for the demonspawn that's coming. Should be semi normal now though. I'll work on applying the mythic stuff when I get home. I already have everything picked out, I just have to record it on my online sheet for Shifty. I'll have my gameplay post and everything up then as well.

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Henrick now has an animal companion, a large camel, but I wasn't sure if he made it down here as I believe the description started with a trap door. If it was a stairway like a cellar entrance, maybe - if a ladder, probably not. So I am not putting in actions for him until GM confirms, but I expect he would come around and attack the skeleton at Henrick's back...

Henrik sizes up the situation, and decides to concentrate ont eh strange blue creature first. He swings his urgrosh in the tight quarters, first swiping with the axe head, and then punching with the pointy end.

Axe: 1d20 + 8 ⇒ (15) + 8 = 23
Slashing Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Spear: 1d20 + 7 ⇒ (11) + 7 = 18
Piercing Damage: 1d6 + 4 ⇒ (4) + 4 = 8


VC - Sydney, Australia

I'll allow the camel. Let's run with 'after a liberal use of lamp oil, you managed to get the camel through the eye of the needle'

Henrick unleashes some mighty strikes - the blue lion falls...


Halfling Arcanist 4

This is Magrim botting Enora for Rog this round.

The determined halfling shouts, sending bolts of force out of her staff and towards the skeletons near Henrick.

Two charges from wand to cast Magic Missile.

2 magic missiles on yellow skelly, force damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9

2 magic missiles on green skelly, force damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

Agraic continues to quickly don his armor (2/10) I don't think I've ever had to do this fast before. Ever. Take off? Sure. Put on? Well, this is definitely a new experience...


VC - Sydney, Australia

Agraic keeps putting on armour.

Enora slays two skeletons.

The last skeleton lashes at Kel
1d20 + 2 ⇒ (7) + 2 = 91d20 + 2 ⇒ (3) + 2 = 5
Who easily avoids it!

A hellish barking fills your minds and tears at you as a strange houndlike beast appears right in front of Roscoe - its terrifying gaze slashing at your reality and sanity.

Ripping Gaze 5d4 ⇒ (4, 2, 2, 1, 1) = 10 - strikes everyone.
DC16 Fort negates

The creature then shifts reality to appear elsewhere in the room, concealed by a pillar!

R2 continued
Roscoe
Rogenora
Magrim
Kel /delay

R3
Henrick
Agraic
ENEMY

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Fort Save, DC 16: 1d20 + 6 ⇒ (9) + 6 = 15 +2 if fear, poison, spell or spell-like ability - so not suee if saved or not. It's that close!

Henrick and the camel both move up the side, taking cover behind pillars and readying an attack in case the creature comes within range.

Henrick readied attack if opponent adjacent:

Urgrosh axe power swing: 1d20 + 7 ⇒ (13) + 7 = 20
Slashing Damage: 1d8 + 8 ⇒ (8) + 8 = 16

Joe Camel readied attack if opponent adjacent:

Bite: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Joe Camel readied attack if opponent 10' away:

Spit ranged touch attack: 1d20 + 3 ⇒ (5) + 3 = 8
If hit, target is sickened for 1d4 ⇒ 3 rounds

Grand Lodge

Stats:
  • Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
  • King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Round 2 Mythic: 35/45 HP, AC22; Ready Attack
Fortitude (Roscoe) DC16: 1d20 + 5 ⇒ (9) + 5 = 14
Roscoe will cast Produce Flame and hold his attack until he has a good LOS ...

Ready Range Attack:
Range Touch: 1d20 + 8 ⇒ (2) + 8 = 10 for Fire: 1d6 + 4 ⇒ (6) + 4 = 10

"Wait for it George ..."
Fortitude (George) DC16: 1d20 + 5 ⇒ (12) + 5 = 17

Ready Melee Attacks:
Bite: 1d20 + 4 ⇒ (7) + 4 = 11 for Piercing: 1d6 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 4 ⇒ (7) + 4 = 11 for Piercing: 1d4 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 4 ⇒ (4) + 4 = 8 for Piercing: 1d4 + 4 ⇒ (4) + 4 = 8

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

Fortitude Save: 1d20 + 8 ⇒ (13) + 8 = 21

The armor-donning half-elf grunts a bit as the shifting of reality makes it a bit harder to put the armor on, but he grits his teeth and keeps working at it.

-0 HP for successful save


VC - Sydney, Australia

Henrick - Supernatural ability :(

R2 continued
Roscoe - Readies
Rogenora
Magrim
Kel - on delay

R3
Henrick - Readies
Agraic - Dressing 3/10
ENEMY

Agraic continues dressing as Roscoe and Henrick ready for another attack.

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Round 2

Kel lashes at the skeleton attacking him, using his combat scabbard, with a grim look on his face.
You know mates, they don't really go over how to kill skeletons when they train you, now do they? It's always "go for this organ, stab that fleshy spot"... They never say what to do when the baddie's got no fleshy bits, now do they?

Attack, Combat Scabbard: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


VC - Sydney, Australia

Kel's strike misses the agile bag-o-bones!


HP:10/10 AC:17T:13FF:15 F:+3R:+2W:+4 {Init}+6, {Percep}+3

The determined halfling shouts again, this time tossing a orb of acid towards the skeleton near Henrick.

attack: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d3 ⇒ 1

edit

fort: 1d20 + 4 ⇒ (4) + 4 = 8

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Fort Save: 1d20 + 4 ⇒ (1) + 4 = 5

The Exchange

Dwarf Hunter (Divine Hunter) 4
stats:
HP: (35/35) AC 18 (FF 16, Touch 12) (+2 AC vs crit confirmation) FS +7, RS +7, WS +5 (+2 vs poison, +4 vs spells/SLA), Initiative: +2 Perception: +10/+12 (stonework) (Darkvision)

Gertie, kill that one! Magrim gestures to the remaining skeleton. He advances on the dog-beast, growing to enormous size and swinging his hammer mightily.

Fort Save: 1d20 + 6 ⇒ (19) + 6 = 25

Free action: Attack command

Move and standard: 40 ft movement

Swift: Enlarge from Growth domain

Free action Amazing Initiative, extra standard to attack: 1d20 + 6 ⇒ (14) + 6 = 20

Damage, magic, bludgeoning: 4d6 + 7 ⇒ (1, 5, 5, 4) + 7 = 22

AoO if the creature provokes: 1d20 + 6 ⇒ (5) + 6 = 11

AoO Damage, magic, bludgeoning: 4d6 + 7 ⇒ (3, 4, 1, 5) + 7 = 20


Female Tyrannosaurus 4
stats:
HP: (22/22) {26/26 when using AF: Bear}, AC 23 (FF 20, Touch 13) CMD 19 FS +4, RS +7, WS +3, Initiative: +3, Perception: +6 (+10 animal focus--Falcon), low-light vision, scent

Fort Save: 1d20 + 3 ⇒ (16) + 3 = 19

The reptile ignores the barking and advances on the skeleton, biting savagely.

Attack, PA, animal focus (Boar): 1d20 + 4 ⇒ (12) + 4 = 16

B/P/S Damage, PA: 1d8 + 7 ⇒ (4) + 7 = 11


VC - Sydney, Australia

Enora sprays some acid over the Skeleton, which persists in harrying Kel.

Lagertha moves in and chomps it neatly though - wrecking it!

Magrim swaps to a herculean size, and with some mythical powers from the Sages, he moves at a freakish pace - managing to attack the Hound.

The hound simply disappears again reappearing near enough the party to subject them all once again to its ripping gaze!.

Gaze 5d4 ⇒ (2, 3, 3, 3, 4) = 15
Fprt 16 to resist (all but Magrim)

It then backs up a little to create some more space.

R3 continued
Roscoe
Rogenora
Magrim
Kel

R4
Henrick
Agraic
ENEMY

Hound.

Grand Lodge

Stats:
  • Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
  • King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Round 3 Mythic: 20/45 HP AC22 Produce Flame 4-1 mins
Fortitude (Roscoe) DC16: 1d20 + 4 ⇒ (6) + 4 = 10

Roscoe hurls his flame at the Hound ...
Range Touch: 1d20 + 8 ⇒ (16) + 8 = 24 for Fire: 1d6 + 4 ⇒ (6) + 4 = 10

George saved last round

Ready Melee Attack (George):
Bite: 1d20 + 4 ⇒ (7) + 4 = 11 for Piercing: 1d6 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 4 ⇒ (8) + 4 = 12 for Piercing: 1d4 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 4 ⇒ (18) + 4 = 22 for Piercing: 1d4 + 4 ⇒ (4) + 4 = 8


Female Tyrannosaurus 4
stats:
HP: (22/22) {26/26 when using AF: Bear}, AC 23 (FF 20, Touch 13) CMD 19 FS +4, RS +7, WS +3, Initiative: +3, Perception: +6 (+10 animal focus--Falcon), low-light vision, scent

DM Shifty--did my 20 hit or miss?

Gertie, trip it up! Enora, clear a path! Magrim shouts.

Magrim delays until after Gertie

The dinosaur complies, stalking the strange beast and snapping at its legs.

Gertie FS: 1d20 + 3 ⇒ (4) + 3 = 7

FS /w messenger bag reroll: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22

Move action

Tangling attack, if hits target is entangled for a round (plus damage): 1d20 + 4 ⇒ (18) + 4 = 22

B/P/S Damage, PA: 1d8 + 7 ⇒ (1) + 7 = 8

The Exchange

Dwarf Hunter (Divine Hunter) 4
stats:
HP: (35/35) AC 18 (FF 16, Touch 12) (+2 AC vs crit confirmation) FS +7, RS +7, WS +5 (+2 vs poison, +4 vs spells/SLA), Initiative: +2 Perception: +10/+12 (stonework) (Darkvision)

Assuming Enora will move down 10 ft or so, I will then...

Magrim stabilizes his large form and charges, swinging his hammer again.

Swift: Enlarge

Full round action charge vs (hopefully entangled) AC: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

Damage, magic, bludgeoning: 4d6 + 7 ⇒ (5, 3, 5, 5) + 7 = 25

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Fort Save: 1d20 + 6 ⇒ (15) + 6 = 21

I assume none of the readied actions triggered, but I don't see the creature on the map... so unless I see a clear alterative, we will just let the readied actions ride...

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Fortitude Save: 1d20 + 4 ⇒ (6) + 4 = 10

Kel will pursue the hound, and stab at it with his rapier.
Attack, Power Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Sneak Attack if I Can Swing a Flank: 1d6 ⇒ 2

Confirm Crit: 1d20 + 7 ⇒ (19) + 7 = 26
Extra Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

Fortitude Save: 1d20 + 8 ⇒ (11) + 8 = 19

Agraic continues to put on his armor (4/10)

"For Cayden's love of brew, get that thing! I'll be there in a minute!"


VC - Sydney, Australia

@Magrim - yep first hit did indeed land - sorry for the lack of clarity in the narrative

@Henrick yeah it didn't walk past, it teleported into the vicinity - did its area attack and then pulled back :(

The party manages to pile into the creature and a string of very well placed hits and critical strikes manages to pull it down, just!

/end combat.

***
The Temple of the Beyond is a remnant of the Age of Darkness. The glyphs in the walls are extremely old, predating the creation of the Ancient Osiriani language, but the pictography is mostly representative rather than symbolic, which facilitates comprehension.

DC17 Linguistics:

You decipher the glyphs and learn about the history of the forgotten cult that built this place. The pictograms tell the story of two monsters fallen from the stars in the aftermath of Earthfall. You identify the creatures mentioned in the glyphs as akatas — bizarre two-tailed, lion-sized quadrupeds with tentacled manes encircling their necks. Eager to unravel the mysteries of the great beyond, an ancient cabal of wizards retrieved and hatched the akatas’ cocoons for study, imprisoning the creatures in a cage that has long since fallen to pieces.

The cultists worshipped the outer gods and performed foul rites, summoning and dismissing the vilest types of otherworldly horrors with the intent of contacting an emissary of the Great Old Ones who would finally disclose the deepest secrets of the Dark Tapestry. These encounters are minutely documented in the Temple of the Beyond’s 20-foot-tall walls, which also predict when certain stars might align with the narrow holes in the ceiling above.

Roscoe spots a worn-out leather strap hanging from the mouth of one of the blue creatures. The strap is attached to Nefti’s belt pouch, which you extract with ease. Hours spent in the akata’s stomach has destroyed most of the contents, but several parts of a journal are still intact and legible. The entries include poetry and music composed by Nefti, as well as mundane day-to-day observations. The last several pages record Nefti’s complaints about the Aspis Consortium’s lack of appreciation for his accomplishments. A folded sheet of paper wedged in the journal bears the title “Potential Partners” and names the Pathfinder Society among other well-known organizations.

Several of the fallen cult’s tools have survived the passage of ages. Henrick finds an ornate and deadly looking dagger a vial containing one handful of strange dust and a sheet of beaten gold bears an inscription in Aklo - All radiate strong magics.

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

Agraic takes his time to get his armor on the right way, undoing a few straps that he'd crossed in his haste to get dressed.

Linguistics: 1d20 - 1 ⇒ (6) - 1 = 5

Unfortunately, that's taking his attention and focus as he's trying to get it right, so the pictograms don't mean much to him at the moment.

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Linguistics: 1d20 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Stats:
  • Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
  • King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

"I am afraid that I've no gift for languages."
Roscoe will use his wand to heal up from the combat ...
CLW: 1d8 + 1 ⇒ (3) + 1 = 4 = 24/45 HP
CLW: 1d8 + 1 ⇒ (7) + 1 = 8 = 32/45 HP
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 = 41/45 HP
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 = 43/45 HP


HP:10/10 AC:17T:13FF:15 F:+3R:+2W:+4 {Init}+6, {Percep}+3

the Halfling moves to inspect the writings...

Linguistics: 1d20 + 9 ⇒ (4) + 9 = 13

scratching her head "well this'uns got me stumped..."

The Exchange

Dwarf Hunter (Divine Hunter) 4
stats:
HP: (35/35) AC 18 (FF 16, Touch 12) (+2 AC vs crit confirmation) FS +7, RS +7, WS +5 (+2 vs poison, +4 vs spells/SLA), Initiative: +2 Perception: +10/+12 (stonework) (Darkvision)
Ruk's PFS Pregen wrote:

the Halfling moves to inspect the writings...

[dice=Linguistics]1d20+9

scratching her head "well this'uns got me stumped..."

Try this, might help... Magrim says, handing over a scroll to Enora.

I bought a couple scrolls of Comprehend Languages. Mind using one to decipher the glyphs?


VC - Sydney, Australia

Enora uses the scroll and deciphers the wall
Feel free to look at the spoiler

The sheet of beaten gold is most curious...

The sheet bears an inscription in Aklo that describes a prayer one can perform under the open sky to channel the power of the stars. Performing this ritual — which does not require the speaker to understand Aklo — takes one minute and restores 1d2+1 uses of mythic power to the creature up to once per week.

Anyone can perform the ritual, but DC20 Planes check for further info.

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

The half-elf glances over and considers.

"If they were worshippin' an' usin' stuff from 'out there'-- He points skywards. "-Then there might be a chance that 'out there' came callin', what with that strange rippin' of reality dog thingy that was attackin' us, y' think?"

Agraic may only have a Wisdom of 7, but this just makes *sense*


VC - Sydney, Australia

Moving on?

Scarab Sages

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-
Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

Once my armor is properly on, yes, ready to move out here, suh! There's supposedly tunnels in these places, so let's find out!

Agraic will take a look around for tunnel or passage once he gets his armor on.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


VC - Sydney, Australia

Agraic can see where the tunnels go easily enough...

A system of tunnels runs under the temple, cutting through the mountains. These dark, 10-foot-wide round passages appear to extend throughout the region, allowing travel throughout the Pillars of the Sun. Spots along the rough walls show signs of chemical reactions between the rock and some unknown substance.

DC 15 Craft
(alchemy):
the substance is a
potent acid

DC 20 Knowledge
(arcane) or Knowledge (nature):

You recognise the galleries as a series of interwoven death worm tunnels...!

You try to determine the path your quarry took...
DC 20 Knowledge (dungeoneering) or
Survival check to gain ground!

***
You reach the end of the tunnel and look outside.

Two tall sandstone outcroppings rise to the north and south, channeling whistling wind and stinging sand through this pass. The carcass of a giant serpentine beast covered in dried blisters lies in a heap at the gorge’s narrowest point, the body savaged by some powerful predator.

The howling wind and lashing sand makes life difficult.

You are inside the jagged black area, looking out. The tracks seem to extend out into the desert

Grand Lodge

Stats:
  • Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
  • King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Survival: 1d20 + 10 ⇒ (15) + 10 = 25
"We are gaining."

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Henrick helps with the tracking, and even tries to convince the camel to use it's sense of scents to further improve their speed.

Handle Animal, Track[/dice: 1d20 + 3 ⇒ (8) + 3 = 11

Survival Aid: 1d20 + 10 ⇒ (13) + 10 = 23

Camel's Survival Aid: 1d20 + 1 ⇒ (12) + 1 = 13

Knowledge, nature: 1d20 + 5 ⇒ (19) + 5 = 24

"Um, these tunnels appear to be made by something known as a death worm. Sounds ominous, don't it?"

Sovereign Court

Male Male Human Swashbuckler 3/ Ninja 2 Panache:3 Ki: 3 Boots: 10 HP:41 AC:22 T:15 FF:17 CMB:+7 CMD:17 Init:+7 Speed:30ft Fort:+4 Ref:+11 Will:+5 +1 Rapier +7, 1d6+12, 18-20x2 Comp. Longbow +8, 1d8+1, 20x3
Skills:
Acro:12 Bluff:9 Climb:8 Diplo:7 Dis Dev:10 Intim:10 Know-Loc:8 Percept:8 Prof:9 Stealth:11

Kel looks at the tunnels and shakes his head.
Mate, that doesn't sound good to me at all. Especially given how big these tunnels are...

He looks ruefully at his rapier.
Sometimes I wish the guild had trained me with one of those massive axes or greatswords...


VC - Sydney, Australia

Looking at the smashed and semi-dessicated creature laying in the valley - Henrick informs you all that it is one of the Death worms.

Grand Lodge

Stats:
  • Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
  • King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

"Let's hope we don't meet one of those!"

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