EM - [PFS] Occasional Demons (Inactive)

Game Master Evil Minion

A series of 6 PFS scenarios... all set on the edges, and often inside, of the demon-infested Worldwound!

─► Maps and stuff ◄─


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Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Knowlege Planes: 1d20 + 7 ⇒ (10) + 7 = 17

Kara nods agreement with Floria's assessment.

The best they can hope for is oblivion.

She aims her ray at the farthest larva to see if it does any damage.

Use the spoiler roll above, please.


Again, they are inside the boxes. You do not have line of effect for spells and such

Kara's cantrip will not penetrate the enclosure, though the small bit of frost that forms along the side at its contact, causes the larvae inside to squirm slightly in response.

Each of the cases has a sequence of metal clasps around the upper panel, likely what is holding the lids in place.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara suggests Mage Hand to open each enclosure in turn, releasing the larva one by one where they can be swarmed by the group.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

They have been here some time and seem contained. Perhaps we leave them?

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

"I hate the thought of these things lingering here. Always in the back of our mind, these little demonic maggots eating away at us until they're all that's left"

Floria looks surprisingly emotional about this. She takes her cold iron dagger in one hand and her wand of magic missile in the other and meets Karas eyes and nods, ready for when Kara opens one with her mage hand.

Cold-Iron Dagger: 1d20 ⇒ 9
Damage: 1d4 - 2 ⇒ (1) - 2 = -1


"But if that's what they are... what am I?" Valais whispers from the back, in response to Floria's comment.

You realize that, based on the research you read in the prior room, it was likely that Thurl used one of these Larvae to give her what life she has now.

As you ponder that, Kara uses her magic, to unlatch the clasps from a safer distance. The mage hand is barely able to lift them, as they are apparently quite tight. But they open well enough, each snapping open, one after the other with a lad clack.

She doesn't manage to get them all however, as before she gets to the last side of the lid, there is a quiet crunching sound, soon followed by louder and louder versions, as small cracks start to appear along the sides of the case, quickly radiating outwards and getting larger, as if some great pressure were pressing against the glass from the inside. A moment later, the entire case explodes outwards, bits of glass shattering onto the floor dumping the Larvae to the floor, where it writhes in apparent agony, as whatever pressure was pressing on the case, appears to be pressing on it as well.

Floria's thought to stab it with her dagger seem to get abandoned (read: she rolls so poorly!), as it instantly starts to increase in size, a process that is apparently quite painful... eventually its body appears to reach some sort of stress limit, and it to explodes... though not nearly as violently as the case.

Instead it just seems to burst at the seems, bits of demonic goo and ichor slowly leaking out onto the floor amid the broken bits of the case that once held it.

Some of you feel a small pang, realizing that you likely just witnessed a soul being permanently destroyed.

In the back, Valais look on in horror as the creature burst out and then just as quickly dies... though her look shifts to one of sad fascination, as she looks at the dead thing on the floor. Perhaps wondering if she awaited a similar fate.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

"Well... this is all excessively horrible. But it also doesn't tell us anything about Thurl's plans. You don't know anything about where he kept that kind of thing, right Valais?"

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

We should move on and maybe come back to take the rest to a higher authority.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni looks at the goo. "What higher authority is there?"

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

"You're still a person Valais. Whatever Thurl did to your body, he couldn't touch your soul. You are a pathfinder society agent, and the society has some of the most learned arcanists and clerics in all of Avistan. I'm certain they can help reverse what has been done to you and purge the demonic taint, just as we can purge it here"

She is not certain about that last part at all

Bluff: 1d20 + 6 ⇒ (9) + 6 = 15

Having said that she looks at the remaining larvae. I think there are still some remaining? She's covered in gore, breathing heavily and some of the fight has gone out of her.

"Perhaps some of those aforementioned experts could use these ... things to help Valais? I don't know anymore. We might as well continue exploring for now at least. We'll know more when we've gone through everything"

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara quietly casts Prestidigitation to clean some of the gore off of Floria.


Hrmm... none of that was really a direction, but has been a long enough delay, so...

Deciding that perhaps dealing with the Larvae might be better left for later, the Pathfinders continue forward, around the corner, to the door at the far end of the bend in the hallway. The encased larvae continue around the corner, all of them, staring out of their enclosures with pained looks in their disturbingly human-like eyes.

Sangkip notes nothing suspect on the door at the end, and Alrik is easily able to push that one open, leading deeper into the complex.

The first thing you note is the popping and fizzing sound of bubbling liquid, down a wide stone hallway, leading off to the left.

You peer around the corner, and see that the hallway runs for about twenty five feet, where the stone is replaced by a heavy metal grating, that reaches for another fifteen or so feet, ending right at the upper lip of a large cauldron, nearly ten feet across, suspended from heavy rusty metal chains from each of the four corners of the large room beyond.

You realize you are on a platform above the room beyond, and two sets of steep stairs appear to lead down below through openings part way along the hall on the north and south sides.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

"This can't be good. Valais, you have no insight into what we've been looking at down here? I would guess that, at some point, you spent time in this dungeon of evil." Huni stops there, then realized that his statement may be misconstrued and adds, "though you may not have been in the best state at the time."

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio is concerned a bubbling liquid has been left to simmer with no oversight. He walks over to take a look.

Craft Alchemy: 1d20 + 14 ⇒ (6) + 14 = 20


As you slowly crowd through the door at the end of the hall, Valais hesitantly glances through, at Huni's question, a disturbed look on her patchwork face.

"I... I think this is where I woke up." She says quietly, looking down the hall at the cauldron, in confusion. She shakes her head suddenly, wincing.

"It's where I first noticed ..." She looks down at her mishappen form, one clawed hand clenching and unclenching almost subconsciously. "this... this Perfection!" the kalavakus part of her psyche shouts.

"I think I remember... something." She goes on, her head still twitching slightly, as if trying to force some memory out through physical action. "I remember Thurl... who we shall skin alive... yes, Thurl. He said he was going to... to show me what he was up to."

She shudders slightly, the large claw on her one hand, scratching out long furrows in the doorframe.

Even as she talks, Alessio moves forward towards the ramp, to get a look at the contents of the cauldron, realizing, correctly, that whatever is percolating in here, has been doing so unsupervised for quite some time now.

He's not sure what it is... or was. Blood maybe? With no one to tend to it, whatever it was originally has now boiled down to some sort of gooey, sludge. The cauldron is suspended almost ten feet above the floor of the room below, and there are no obvious fire sources... yet it continues to bubble and boil even now, and he can feel the heat emanating from it as he approaches.

GM Screen:

ep: 2d20 ⇒ (13, 12) = 25
ap: 1d20 + 11 ⇒ (13) + 11 = 24

Alessio Init: 1d20 + 5 ⇒ (13) + 5 = 18
Alrik Init: 1d20 + 1 ⇒ (16) + 1 = 17
Floria Init: 1d20 + 8 ⇒ (12) + 8 = 20
Huni Init: 1d20 + 2 ⇒ (17) + 2 = 19
Kara Init: 1d20 + 8 ⇒ (5) + 8 = 13
Sangkip Init: 1d20 + 6 ⇒ (20) + 6 = 26

ei: 1d20 + 3 ⇒ (11) + 3 = 14

ranged touch vs Alessio: 1d20 + 12 ⇒ (19) + 12 = 31, 4d4 ⇒ (1, 1, 2, 3) = 7
ranged touch vs Alessio: 1d20 + 12 ⇒ (17) + 12 = 29, 4d4 ⇒ (3, 2, 3, 1) = 9

There also appear to be things floating in the sludge... he is trying to figure out what they are, when they suddenly reveal themselves... proving to be just the noses of some sort of small winged abominations, poking out from the goo. They burst from the sludge with angry shrieks, bits of boiling goo flying everywhere. Both of them emerge with handfuls of the stuff, sloughing off themselves, and cradled in their hands. They fling handfuls at the nearby intruder! The viscous liquid proves to be just as hot as it looks, as it strikes Alessio across the shoulders and chest, burning painfully where it manages to reach exposed skin! (16 fire damage to Alessio (from 2 hits))

The two creatures are small, and flying just off to the side of the giant cauldron, over the large room beyond. They sport bat-like wings, sharp claws and teeth, and long tails with what appear to be small stinger at the end. But, like everything else you've seen here, most of their parts do not seem to match... even though these two's parts seem to fit together properly, you can't help but note they still seem mismatched... almost as if they were constructed from the same type of creature, but different individuals... The stitching where they were sewn and stapled back together evident.

Knowledge (planes), DC 16:
Though they appear to resemble imps, they clearly are not. Or at least not anymore...

Now, they are little more than unfettered eidolons, formed from the mind of a madman, and let loose upon the world with no one to control them!

Was a surprise round in there

- Round 1 -----
Sangkip
Floria
Huni
Alessio (-16)
Alrik

Things 1 and 2
Kara

Everyone but Kara can go!

Both creatures are flying. They are 15' above the floor in the lower room... roughly at the same level as you are now, up on the platform.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio reels back from the burning sludge landing on him. Ghahhhh. He tries to regain his composure quickly. Ok ok ok. They have been sitting in boiling sludge for months, they must be resistant to fire. Ah! My new trick.

Alessio produces a sand bomb and targets one of the flying creatures for a blinding.

Sand Bomb ranged touch, Heroism: 1d20 + 10 ⇒ (10) + 10 = 20
Blind for 1 round on a hit. Targeting the red outline.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Knowledge Planes DC16: 1d20 + 7 ⇒ (7) + 7 = 14

Kara is sure she's seen something like this in her studies, but can't for the life of her remember what they are.

Silver Crusade

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 24/4833 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +8 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 3/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, Dark Half, DR5/magic, Fly, 3 Negative Levels, investigative mind

Knowledge (planes): 1d20 + 15 ⇒ (14) + 15 = 29

"They look a bit like imps, but very strange. Let's see if they have brains!"

I'm assuming that she has her rod and wand out again entering the room as she has for all the other exploration

She stares at the creature that's Alessio didn't aim at, shimmering lines of force spreading outward from her head. Her face takes a dark cast as it changes shape, her features turning cruel and vicious.

Switch to dark half, full-round cast of Mind-Thrust II on green

Morphic Form: 1d100 ⇒ 80
She gains DR 5/magic

Mind Thrust II: 5d8 ⇒ (8, 3, 1, 7, 5) = 24
Will DC 19 (10+2+INT+dark half) for half. If it takes any damage it also takes 2 bleed

Spell penetration check: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Doh!

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik advances at the ready, poised to take a swipe at the creatues if they get close enough.

Readied Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d10 + 5 ⇒ (6) + 5 = 11

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni casts Bless and readies his crossbow.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip moves forward into the room, posture clearly braced to dodge any oncoming attacks! Total Defense


You can't quite move that far, Sangkip... that's down the stairs.
The entire right side of the map, is 15' down from the level the party started at... accessible via the stairs, or jumping... I suppose you could jump down there =)

edit: Drew a rough side view on slide 2, for those confused by the description.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

I'll just climb down the wall then. (Means I've only got one dagger drawn)


Its only a 15' jump, easy enough with your acrobatics skill.
Was more just not sure if you realized it was a lower level. All is well then!

Floria:
You know a fair bit about unfettered eidolons... unfortunately that isn't too helpful. Their very nature means each one can be completely different than the one before it... what features and abilities they possess a matter of their creators brains, not some genetic predisposition.

You can easily tell that they seem to be immune, or highly resistant to fire... and given the boiling sludge still dripping from their small forms, it is likely there attacks will be equally fired up. You are also a little concerned about that stinger on their tails. Clearly, they can reach a little further than their claws, and could very well contain a fairly virulant poison... then again, they might not... all of it would depend on Thurl's state of mind when he created each one.

So as not to confuse things too badly... yes, they are fire resistant, and do fire damage with all their physical attacks (on top of the attack's normal damage). As well, the can inject poison with the stinger!

Realizing that creatures that used scalding sludge to relax in are more likely not going to phased by one of his regular bombs, Alessio adds a bit of extra oomph to the package, by packing it with sand. His skin still sending tendrils of pain, from the burns caused by the goo in the cauldron, he hurls his bomb at the nearer of the two creatures, on the left. The bomb strikes it right in the face, bursting open and sending sand to scour the things face. It gives a started yelp of anger, as its hands start to rub at its eyes, trying to see again.

Floria recognizes the essence of what you are looking at, these creatures likely not that much different than Valais really, as far as how they came to be. But from there, things likely diverged wildly... all of their constituent parts appearing to be demonic in origin, without Valais' human side.

As if her own body seeks to mimic the creature parts all around, you see her face start to shift and contort, her darker side suddenly forcing its way to the forefront, as she glares at the second creature, forcing her way into its mind.

GM Screen:
Will: 1d20 + 6 ⇒ (3) + 6 = 9

Sting vs Alessio: 1d20 + 11 ⇒ (17) + 11 = 28, 1d3 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8

She meets no resistance, but the mind she finds there, seems almost as fractured as the form it resides in. She is easily able to find weak points to pry into, and the weakened bonds that are already trying to hold it together shred easily under her mental onslaught.

The imp-like creature throws its hands up to its head, screaming in pain, and anger, as dark steaming blood starts to flow from its ears... and doesn't stop.

As Huni sends the blessing of Irori across his companions, Alrik and Sangkip try to find a better position to help, the dwarf moving in beside Alessio, the vanaran leaping to the floor of the main room, fifteen feet below.

The little creatures respond with angry cries.

One, still blinded by Alessio's sand bomb, can only flutter backwards, moving upwards towards the ceiling, still trying to clear its eyes, as it spews epithets that would make a sailor blush. The second one, its ears still bleeding, screeches in fury, and dives towards Alessio. Alrik prepares to swing at it, to defend the alchemist, but the little thing banks suddenly, still ten feet away, its long tail swinging around and sinking deeply into Alessio's arm, as he tries to fend it off. Where it punctures through his armor he can feel the skin and flesh burning away, and a foul poison starting to burn its way through his veins! (8 damage to Alessio (4 of which is fire))

Alessio, need a Fort save vs poison (DC 15), or take 1d4 ⇒ 1 strength damage.

- Round 1 ---
Kara

- Round 2 ---
Sangkip
Floria
Huni
Alessio (-24)
Alrik

Things 1 and 2 (-26, 2 bleed)

Party is up!

Group Buffs: Bless

Fort save pending from Alessio

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Fort Save: 1d20 + 9 ⇒ (6) + 9 = 15

Alessio leans into the creature as it swoops in, taking a sharp sting as a prize for his bravery. Alessio's professional experience with various chemicals and reagents save him from the poison taking hold.

Alessio thinks quickly what might be most effective here. A vision of an alchemical item flashes in his mind and it is magically waiting at the opening of the bag for him to throw at the nearest demon.

Handy Haversack move action to draw Tanglefoot Bag.

Tanglefoot bag toss, 1 add. range increment: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19

Tanglefoot Bag


GM Screen:
reflex: 1d20 ⇒ 16

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni moves into the room to get a better target and fires at one, preferably the blinded one.

Crossbow: cold iron bolt, bless
to hit: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 to hurt: 1d8 ⇒ 6

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip scuttles up the wall after the blinded imp, slashing at it as it flees.

Dagger vs. Blind: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Magic Slashing: 1d3 + 7 + 3d8 ⇒ (2) + 7 + (3, 7, 8) = 27

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

Floria emits an evil chuckle watching the creature bleed, as she tries to make the other suffer as well.

Magic missile on red

Magic Missile: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12
Plus 2 points of bleed if it takes any damage

She then tries to wrestle control back from her dark half.

Concentration DC 15: 1d20 + 5 + 6 ⇒ (12) + 5 + 6 = 23

Watching in concern she tries to warn Alessio about the poison

"They're unfettered eidolons, resistant to fire and their stings have a nasty-" but her dark half dalliance didn't allow her to get her warning off in time. " ... poison"

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara moves down the stairs to the right and summons forth her own invective to make a demon blush.

Admonishing Ray, Bless, vs. Touch: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Damage, Evoker: 4d6 + 2 ⇒ (1, 3, 4, 5) + 2 = 15 Spell Resistance: 1d20 + 4 ⇒ (1) + 4 = 5

She finds her concentration disturbed by thoughts of what her etiquette teacher, Ms. Figglebottom-Upon-Hilts, would think of the words she is saying.


Note, he was only blind for 1 round, it has ended already.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Wouldn't it end at the start of Alessio's next turn? If the critter was blind for a round, at some point Sangkip should've been able to stab it, right?

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

I'll still target that one.

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik dashes past Kara and plants himself in front of her offering a nod as he goes.

"I figure if it wants to get at the person that's being the most annoying it will need to get close enough to me for me to be annoying back"


Sangkip, you would have had to stab it on your previous turn. Why I was surprised you were going down below, instead of brachiating along the chains or something =)
Don't think you can auto climb the walls either.

Will update things later tonight


Managing to fight off the worst of the creature's venom, Alessio pulls out a small bag of alchemical goo, and hurls it at the eidolon, before it can get too far away. The bag strikes it squarely, and the sticky goo immediately covers its torso, and begins to harden almost immediately. Unfortunately, he didn't quite manage to get its wings, and it stays aloft, though is clearly struggling.

GM Screen:
sting vs Huni, entangled: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
sting vs Sangkip, high ground: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25, 1d3 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9

Huni moves closer, firing his crossbow at the suddenly hindered creature, but it lurches to the right just in time, and the bolt shatters against the wall behind it. Despite its state, it lets out a furious scream, and flies awkwardly towards him, before banking to its right, lashing out with its poisoned stinger. But the tanglefoot goo proves too much, and its tail seems partially stuck to its body. It swears some more, as it tries to pull it free to regain its reach advantage.

Down below, Sangkip tries to clamber up the wall, but it proves to have no handholds for him to get his simian hands into. There are some shelves with strange, esoteric ingredients along the far wall, but all of those are at a reachable height, and prove no better a surface above. He makes no progress at all!

its a smooth stone wall, not climbable normally.

The imp, its eyes now clear, laughs, and mocks his pathetic attempts, before diving down towards the vanaran, pulling up well short, and letting his tail swing down, striking at Sangkip from some ways away. The stinger sinks into Sangkip's shoulder, burning through fur and flesh, and injecting its scalding poison into his body! (9 damage to Sangkip (6 of it fire))

Need a fort save (DC 15) from Sangkip, or lose 1d4 ⇒ 3 strength, and need to make another save on your next turn or lose 1d4 more.

Above, Floria doesn't care about the flying creatures position, as she sends a brace of magical missiles lancing across the open space, to slam into the eidolon attacking Sangkip. The force of them tears open some of the stitching along its torso, and black scalding blood starts to seep out of the reopened wound.

Kara ducks down the stairs to the right, Alrik pacing her while taking up a guard position. She finds a better view of the entangled one there, and launches a invective fueled magical attack of her own. You're not sure where a proper Taldan woman would learn such admonishments, even Kara seems a little embarrassed to utter them... enough so that ray goes well wide of its target. The eidlolon seems too busy swearing at the goo hindering his limbs, to pay much attention to the young woman's attempts... almost an insult in its own right!

- Round 2 ---
Kara

- Round 3 ---
Sangkip (-9)
Floria
Huni
Alessio (-24)
Alrik

red eidolon (-14, 2 bleed), orange eidolon (-28, 2 bleed, entangled)

Party is up!

Group Buffs: Bless

Fort save pending from Sangkip (and another if you fail)

Sangkip, you would have failed the climb on the first move attempt, so can take another action to go with your turn this time. (and if it's any consolation, the attack would have missed anyway)

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio fishes out another tanglefoot bag and slings it at the the other eidolon that turns out to be a little bit closer.

tanglefoot bag, heroism. on red: 1d20 + 10 ⇒ (17) + 10 = 27


GM Screen:
1d20 + 6 ⇒ (2) + 6 = 8
2d6 ⇒ (1, 2) = 3

The second eidolon is not nearly as quick as his counterpart, Alessio's tanglefoot bag bursts open, and spreads its goo across the creature's shoulders and wings, gumming up the whole works! Suddenly unable to flap its wings, the little creature plummets to the floor below, landing in an ungraceful heap on the hard stone.

- Round 3 ---
Kara
Sangkip (-9)
Floria
Huni

Alessio (-24)
Alrik
red eidolon (-17, 2 bleed, entangled, prone), orange eidolon (-28, 2 bleed, entangled)

Party is up!

Group Buffs: Bless

Fort save pending from Sangkip (and another if you fail)

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Since Sangkip's initiative is ahead of Alessio's, I'm still not sure I follow the logic of the blindness timing...
Also, the DC for a stone wall of fitted masonry that's been entirely smoothed over with plaster is only 25, this is higher? And not to pile on, but shouldn't I have known that having climbed down the wall on the turn prior?

Fort: 1d20 + 5 ⇒ (20) + 5 = 25

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni reloads and fires at the flying creature again.

Lt Crossbow: cold iron bolt, bless
to hit: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 to hurt: 1d8 ⇒ 2

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara channels her annoyance at her own failure into a stream of insults that would outright kill Ms. Figglebottom-Upon-Hilts, were she to overhear it.

Admonishing Ray, Bless, vs. Touch: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Damage, Evoker: 4d6 + 2 ⇒ (2, 2, 4, 3) + 2 = 13 Spell Resistance: 1d20 + 4 ⇒ (7) + 4 = 11

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

Floria moves up cautiously, and activates the wand she's been carrying around for the last several missions without using. She points it at the remaining flying eidolon and activates it, send forth a bolt of energy somewhat different in appearance to her normal psychic bolts.

Magic missile on orange. Charges remaining: 49/50

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Spell resistance: 1d20 + 1 ⇒ (15) + 1 = 16


GM Screen:
Orange: 2d4 ⇒ (2, 3) = 5
Red: 2d4 ⇒ (3, 3) = 6

Huni loads, and unloads, another crossbow bolt at the eidolon still in the air, but his shot fares no better than the first, shattering on the wall and completely missing its target.

Floria and Kara both renew their magical assaults, targeting the same creature. Floria draws and activates a little-used wand, and the force missile flies true, though for minimal damage. Kara, inspired, or more likely motivated, by her previous failure and the eidolon's indifference, tries to admonish it once more. She digs deep this time, to the phrases she only vaguely remembers, overheard in the seediest of taverns, the darkest of alleys, and behind the storage shed in finishing school.

Again a wavering ray of pure force of words races across towards the creature. It notices in time, and starts to duck away yet again... but the goo gumming up its upper body, causes a hitch in its attempt, and the ray clips it along the right shoulder, sending it into a bit of a spin, mid air.

Hit, due to the entangle!

It doesn't ignore her this time, as it glares at her while rubbing at the shoulder, wincing in pain, and trying to think of a suitably scathing comeback...

- Round 3 ---
Kara
Sangkip (-9)
Floria
Huni
Alessio (-24)
Alrik
red eidolon (-17, 2 bleed, entangled, prone)
orange eidolon (-30, 13 nl, 2 bleed, entangled)

Sangkip and Alrik to go!

Group Buffs: Bless

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

With my extra standard action from the previously retconned turn Sangkip would've continued his full defense... not sure how that affects having been stabbed ::shrug::

Sangkip advances on the gummed up imp, flicking his dagger from paw to pail to paw and strikes!

Feint: 1d20 + 11 ⇒ (7) + 11 = 18 DC 10+BaB+Wis mod or 10+Sense Motive
Dagger: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
Magic Slashing: 1d3 + 7 + 3d8 ⇒ (1) + 7 + (1, 5, 7) = 21 -2 to attacks, -4 to attacks vs. Sangkip


Ah, with full defense, it would have missed! Will adjust next update.

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik maintains his position and readies an attack should the creature come closer...

Readied Axe Strike: 1d20 + 9 ⇒ (20) + 9 = 29
Slashing Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

YEAH! Confirm that Rock and Roll.


Sangkip takes quick advantage of the fallen eidolon, going in with his dagger in hand... then tail... then the other hand... The thing can't quite follow the blade, as it flits about, until Sangkip sinks it deep into it's chest! Bits of dark blood spurt from the wound as he pulls the weapon free.

GM Screen:
2d3 + 4 ⇒ (3, 3) + 4 = 10
2d6 ⇒ (2, 3) = 5

bite vs Sangkip: 1d20 + 11 - 2 - 4 - 4 ⇒ (1) + 11 - 2 - 4 - 4 = 2
sting vs Sangkip: 1d20 + 11 - 2 - 4 - 4 ⇒ (3) + 11 - 2 - 4 - 4 = 4

sting vs Alessio: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20, 1d3 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6

With a dismayed cry, it frantically tries to clear the goo from its wings, tearing at it with its claws. Desperation seems to do the trick, as it rips the worst of it free, but not in time to get to its feet or take flight again. From the floor, it tries to drive Sangkip back with its teeth, before its tail whips around in an attempt to skewer him. The vanaran easily avoids both feeble attempts.

Back in the stairwell, Alrik stands ready to strike, should the other creature act on its baleful looks towards Kara... and it looks like it is about to for a moment, until the goo hindering its movements starts to tug at it again. It can't seem to get enough motion to get there, so instead, slings the poisoned barb on its tail at Alessio again, clearly knowing who to blame for its current impaired condition. The stinger pierces his armor yet again, sending pain lancing down his shoulder, and burning venom coursing again through his veins (6 damage to Alessio (2 of it fire)). Happy with that result, the eidolon then continues on towards the stairs, eyes again trained on Kara.

Didn't have enough movement while entangled to get to K... sorry about that axe crit!

Alessio, same deal with the poison. DC 15 fort, or lose 1d4 ⇒ 3 strength, and need to make another save on your turn or lose 1d4 ⇒ 2 more.

- Round 3 ---
Kara
Sangkip
Floria
Huni
Alessio (-30)
Alrik

red eidolon (-40, 2 bleed, entangled, prone)
orange eidolon (-32, 13 nl, 2 bleed, entangled)

Party is up!

Group Buffs: Bless

Fort save pending from Alessio

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni reloads and fires at orange.
Lt Crossbow: cold iron bolt, bless
to hit: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 to hurt: 1d8 ⇒ 8

He then takes a step closer to the prone red.


Huni, you're walking off a 15' drop there

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