GM Weenerton Retrocon - Legend of the Stonelords (Inactive)

Game Master OG3

Map of Jormurdun


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Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Arin approaches the rope fixed across the short chasm...

Does this require a climb check to go straight across using the rope?

Grand Lodge

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I'd need a description of how the rope was secured. No one has presented pitons or anything yet.

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

Amerel has STR: 13. That should be enough for Arin and Enora to come across one at a time by hanging onto the rope with hands and legs. Beyond that, I dunno. I have a dagger and Masterwork Thieves tools that I can try to secure the rope to the wall/floor to help support the others, but I dunno.

UMD vs. DC=20: 1d20 + 9 ⇒ (18) + 9 = 27
possible CLW Wand vs. Self: 1d8 + 1 ⇒ (3) + 1 = 4

UMD vs. DC=20: 1d20 + 9 ⇒ (20) + 9 = 29
possible CLW Wand vs. Self: 1d8 + 1 ⇒ (4) + 1 = 5

UMD vs. DC=20: 1d20 + 9 ⇒ (19) + 9 = 28
possible CLW Wand vs. Self: 1d8 + 1 ⇒ (8) + 1 = 9

Now I get really high rolls....LOL. Healed to full. 3 charges written off wand.

Silver Crusade

Male LG Aasimar (Angel-blooded) Bloodrager 1 / Paladin 4 / Scar Seeker 3 | AC: 19 (T 12 / FF 18 ) CMD: 24 | F: +16 R: +8 W: +11 (Resist Acid / Cold / Electricity 5, Immune Fear & Disease) | HP: 84 / 84| Bloodrage 7/7, Hellfire 3/3, Smite Evil 2/2, Lay on Hands 8/8, Scar 5/5 | Active conditions: None

While holding one end of the rope, Zarnel looks around for a way to secure it. He remembers the pickaxe that he had used to clear the rubble earlier, and tosses it across the gap to Amerel.

"If you wedge it into a gap in the stone, perhaps it could serve as a piton. I can hold this end for everyone else, and will jump across last, holding the rope in case I fall."

He's quite sure he has the strength to hold the rope, especially with a little guidance from Arin's benevolent patron, but looks to his teammates hoping someone does indeed have a climber's kit.

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

No climbers kit, but the guidance is yours.

Grand Lodge

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With the pickaxe and strong party members towing the line, you are able to make it over successfully.

Scenario success! Moving to the Monument District.

Beyond the iron doors is a magnificent chamber, the stone polished to a mirror-like sheen even after the passage of centuries. Pillars support the ceiling 20 feet overhead, and a pair of recumbent hounds flank a walkway to a raised platform. On the platform is a statue of a strange figure carved in black stone, its toad-like body crowned by a bloated head, tentacles writhing from its torso. The walls bear bas relief carvings of dwarves tunneling from below the earth, toward an idyllic, sunlit scene.

Standing from the raised level are a few plantlike duergar.

Perception 13:
The skin of these humanoids is moist and patches of mold grow on them.

Kn Nature DC 12:
These are duergar with the fungoid template. More to know with a higher check.

Initiative:

Zarnel: 1d20 + 3 ⇒ (12) + 3 = 15
Amerel: 1d20 + 5 ⇒ (7) + 5 = 12
Enora: 1d20 + 2 ⇒ (15) + 2 = 17
Las Lajas: 1d20 + 1 ⇒ (7) + 1 = 8
Arin: 1d20 + 2 ⇒ (16) + 2 = 18
Xukong: 1d20 - 1 ⇒ (17) - 1 = 16
duergar: 1d20 ⇒ 19

The lumbering creatures approach the party, slowly crawling over fallen statues and pillars.

duergar
Arin
Enora
Xukong
Zarnel
Amerel
Las Lajas

Party is up!


Venture Lieutenant, Play by Post (online)

Pathfinders have claimed the Miner's District!

The Monument District is now the only unclaimed area.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

RETCON: Las offers Amerel a zap from his wand of infernal healing, 10 ht points if accepted

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

K nature: 1d20 + 7 ⇒ (17) + 7 = 24 + Insp: 1d6 ⇒ 1

"These are fungaloid Duerger" I'll share whatever else I learn

Going to delay until a few more party members take their action, at which point I'll take actions

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

Already healed myself. Thank you anyways. Don't forget to adjust your charges again.

Dark Archive

CN unknown Ru-Shi Dhampir Kensei 5
Spoiler:
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (-1 vs sonic, +1 vs earth/acid, +2 vs MA/disease)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 5/5 Death Field, 1/1 Scholar, 1/1 Archivist, 1/1 Time

Guess who's baaack...?

It had seemed, after its time-slicing miracle against the haunt, that Xukong had ceased to exist for a while. In the midst of Amerel's misadventure matching wits with a hole in the ground, nobody else can even remember seeing it around. Suddenly it is present again, though, as if it had just jumped out of the wall...

Orange Ioun Prism resonance: 1d4 - 2 ⇒ (3) - 2 = 1
Shard, Spellstrike, chill touch CL 5th: 1d20 + 9 ⇒ (12) + 9 = 21
damage, plus negative energy: 1d10 + 7 + 1d6 ⇒ (4) + 7 + (4) = 15 plus 1 Strength damage on failed DC 15 Fortitude save

...and a generous chop's worth of withered fungal-matter is sent to damply collide with the opposite wall.

Horizon Hunters

Amiri | Female CN Medium Human Barbarian 3 | HP 50/50 +5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration ( Search) | Speed 25ft | Active Conditions: None

Enora takes a step forward. If they are plants, that means they will burn well, right? She says with a smile as she lays a blanket of flames across the two closest enemies as she channels some of her internal magic to make the flames even powerful!

Burning hands: 5d4 ⇒ (4, 3, 2, 4, 4) = 17 dc 15 reflex save for half damage.

5 foot step, standard action to cast burning hands (2/5 first level spells) and using 1 arcane reservoir (3/7 points)

Grand Lodge

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Las Lajas recalls that these are Duergar, like those you fought before and therefore have the ability to Enlarge Person once per day. They also exhibit the properties of plants.

As Xukong moves to the corner of the one of the duergar, the movement prompts attack from the one he approaches due to his reach.

mwk warhammer: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 2d6 + 5 ⇒ (6, 3) + 5 = 14
A nasty welcome back to the action for Xukong.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Assuming Enora hasn't killed two of the creatures with the fire

Las takes a 5' step and drinks an extract of shield (+4 to AC) as he pulls his whip from his side, figuring two targets is better than one.

"Enora, I have the alchemist fire reagent in my haversack. You might find it useful if you cast that spell again."

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Well, gosh, all Arin has left are a bunch of healing abilities (channel positive energy, energy body). These aren't undead, so...

Arin stays behind his front-liners, readying his light crossbow for the possibility that this light skirmish drags out.

F' don't mgr'luh like much. Y' ph'nglui ah'hri nilgh'ri ot ymg' (Abyssal):
They don't look like much. I believe in all of you.

Draw light crossbow, move action
Load light crossbow, move action

Dark Archive

CN unknown Ru-Shi Dhampir Kensei 5
Spoiler:
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (-1 vs sonic, +1 vs earth/acid, +2 vs MA/disease)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 5/5 Death Field, 1/1 Scholar, 1/1 Archivist, 1/1 Time
GM Weenerton wrote:

As Xukong moves to the corner of the one of the duergar, the movement prompts attack from the one he approaches due to his reach.

[=mwk warhammer]d20+5
[=damage]2d6+5
A nasty welcome back to the action for Xukong.

Is it too late for a retroactive Acrobatics check I most certainly would have made if I'd only noticed the obvious?: 1d20 + 7 ⇒ (4) + 7 = 11 Oh, well.

My target does still need to make a DC 15 Fortitude save (assuming I hit, but with that roll under these circumstances, I should think I did).

@Arin: My crossbow-wielding characters operate on the assumption that they keep their crossbows loaded between combats, i.e. the first shot of every fight doesn't take its own action that time around - also, you wouldn't need to take a move action to draw it, either, since you're not 1st-level. :)

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None
Xukong wrote:
@Arin: My crossbow-wielding characters operate on the assumption that they keep their crossbows loaded between combats, i.e. the first shot of every fight doesn't take its own action that time around

If the GM is good with this I can roll with it.

Xukong wrote:
also, you wouldn't need to take a move action to draw it, either, since you're not 1st-level. :)

While taking movement, with BAB at least +1 yes you can simultaneously draw. As of yet I wasn't taking movement. With a positive GM ruling on the above, maybe I will be. Being fair, this character would not normally walk around with a weapon drawn, as he expects to be using all manner of divine abilities first and foremost. We'll see what the GM says though.

Grand Lodge

Consort Compact Maps | Character Details |

With no other weapon specified, I'm happy to assume it drawn in a "crawl" situation as we are in, Arin. And yes, I don't mind the first shot to be presumed loaded. Do mind your reload actions going forward. Go ahead and take a shot here. Xukong, I'll resolve the save on their turn coming up. 1 damage won't change their hit and damage, FYI.

Dark Archive

CN unknown Ru-Shi Dhampir Kensei 5
Spoiler:
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (-1 vs sonic, +1 vs earth/acid, +2 vs MA/disease)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 5/5 Death Field, 1/1 Scholar, 1/1 Archivist, 1/1 Time
GM Weenerton wrote:
Xukong, I'll resolve the save on their turn coming up. 1 damage won't change their hit and damage, FYI.

I'm aware. It's a dumb change.

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

Amerel will move around to get behind one of the creatures so Zarnel can attempt to flank....

Not sure if Acrobatics is needed if it already used it's AofO this round. If so, please advise.

Masterwork Cold Iron Rapier vs. creature(the one I'm next to. not colored yet.): 1d20 + 6 ⇒ (11) + 6 = 17
possible Piercing damage: 1d6 + 3 ⇒ (1) + 3 = 4

Not in flank so I did not add bonus and do not get sneak attack damage this turn.

Grand Lodge

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In general, folks. If you think you need Acro to move through threaten, please roll it. The enemies could very well have Combat Reflexes.

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Very well, then...

With his crossbow ready to go the stoic gnome slides to the left to get a clear shot of one of the shroom-duergars.

15' south, move action
light crossbow attack vs. southeast fun guy: 1d20 + 5 ⇒ (7) + 5 = 12
P damage, cold iron: 1d6 ⇒ 5

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

Acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25
Acrobatics: 1d20 + 9 ⇒ (9) + 9 = 18
Acrobatics: 1d20 + 9 ⇒ (19) + 9 = 28
Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10

Wasn't sure how many I would need.

Grand Lodge

Consort Compact Maps | Character Details |

Only one per enemy is required, Amerel. But thank you.

Silver Crusade

Male LG Aasimar (Angel-blooded) Bloodrager 1 / Paladin 4 / Scar Seeker 3 | AC: 19 (T 12 / FF 18 ) CMD: 24 | F: +16 R: +8 W: +11 (Resist Acid / Cold / Electricity 5, Immune Fear & Disease) | HP: 84 / 84| Bloodrage 7/7, Hellfire 3/3, Smite Evil 2/2, Lay on Hands 8/8, Scar 5/5 | Active conditions: None

Zarnel snaps out of his reverie and hustles around to the opposite side of the battlefield. He cuts past his allies, moving to keep out of the arm's reach of the fungaloids, but then as he rounds the corner, dodges just a bit to try to avoid the closer one from hitting him as he sets up his own attack

Acro : 1d20 + 2 ⇒ (19) + 2 = 21

Greatsword, PA/FF: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 2d6 + 13 ⇒ (4, 6) + 13 = 23

Sorry for the late post. Long flight from Hong Kong to Ohio, then really needed some sleep.

Do these things count as duergar for the purpose of the extra damage Boon that we got earlier? I didn't include that if so.

Grand Lodge

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If your weapon was already magic, is treated as cold iron as per the boon. You get 2 additional damage if your weapon is cold iron. Please indicate with your attacks if it is.

Fort save: 1d20 + 6 ⇒ (2) + 6 = 8
Refelx save: 1d20 - 1 ⇒ (9) - 1 = 8
Refelx save: 1d20 - 1 ⇒ (18) - 1 = 17

The northernmost duergar is slashed by Xukong as the southern duergar is simultaneously cut savagely by Zarnel. Enora unleashes flames from her hands that immolate both creatures. One is left standing that has Amerel in range.

mwk warhammer: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 2d6 + 5 ⇒ (6, 2) + 5 = 13

Amerel dodges a nasty swipe of a hammer.

duergar
Arin
Enora
Xukong
Zarnel
Amerel
Las Lajas

Party is up. Thank you for the movement arrows on the map. They are helpful.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

If Enora's flames killed two creatures, then Las would would not use his extract.

Las moves forward and tries to trip.

Trip attack: 1d20 + 6 ⇒ (2) + 6 = 8

Silver Crusade

Male LG Aasimar (Angel-blooded) Bloodrager 1 / Paladin 4 / Scar Seeker 3 | AC: 19 (T 12 / FF 18 ) CMD: 24 | F: +16 R: +8 W: +11 (Resist Acid / Cold / Electricity 5, Immune Fear & Disease) | HP: 84 / 84| Bloodrage 7/7, Hellfire 3/3, Smite Evil 2/2, Lay on Hands 8/8, Scar 5/5 | Active conditions: None

Zarnel moves around the toppled column and spins away from the wall as he closes on the creature of Evil. He pauses and nods meaningfully to Amerel waiting for him to step into a flanking position.

Acro: 1d20 + 2 ⇒ (18) + 2 = 20

Readying his attack. Trigger is Amerel stepping into flanking.

Attack w/ flanking:

+1 Greatsword, PA/FF, flanking: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Damage, cold iron boon: 2d6 + 13 + 2 ⇒ (6, 5) + 13 + 2 = 26

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

Amerel smiles at Zarnel, takes a 5' step, and attacks...

Masterwork Cold Iron Rapier vs. Creature: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
possible Piercing damage vs. Creature: 1d6 + 3 ⇒ (5) + 3 = 8
possible Sneak Attack damage vs. Creature: 2d6 ⇒ (5, 5) = 10


Venture Lieutenant, Play by Post (online)

Due to the supplies Pathfinder teams have discovered, you have an aid token!

Grand Lodge

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SWEET! Aid Token options are in the last slide of the map deck.

Liberty's Edge

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Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Arin frowns, showing a rare display of non-neutral emotion. It lasts but an instant before he reloads and retries with his crossbow.

Fahf ah'n'ghaor ah nafl ya ehyeog choice (Abyssal):
This weapon is not my first choice...

reload crossbow, move action
5' step
light crossbow attack, into melee: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
bolt P damage, cold iron: 1d6 ⇒ 5

Dark Archive

CN unknown Ru-Shi Dhampir Kensei 5
Spoiler:
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (-1 vs sonic, +1 vs earth/acid, +2 vs MA/disease)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 5/5 Death Field, 1/1 Scholar, 1/1 Archivist, 1/1 Time

Xukong skitters behind the columns, then pounces out on the remaining fungoid wretch's far side....

Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
Shard, Spellstrike, flank, chill touch CL 5th: 1d20 + 11 ⇒ (6) + 11 = 17
cold iron damage, plus negative energy: 1d10 + 7 + 1d6 ⇒ (2) + 7 + (5) = 14 plus 1 Strength damage on failed DC 15 Fortitude save

Grand Lodge

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Zukong delivers the killing blow after Amerel's skewering.

Combat concluded. I will restate the scene with some additional info.

Beyond the iron doors is a magnificent chamber, the stone polished to a mirror-like sheen even after the passage of centuries. Pillars support the ceiling 20 feet overhead, and a pair of recumbent hounds flank a walkway to a raised platform. On the platform is a statue of a strange figure carved in black stone, its toad-like body crowned by a bloated head, tentacles writhing from its torso. The walls bear bas relief carvings of dwarves tunneling from below the earth, toward an idyllic, sunlit scene.

Knowledge (history) DC 10:
The wall carvings are illustrations depicting the dwarves’ Quest for Sky.

Knowledge (history or religion) DC 20:
The statue on the platform depicts The Dweller Below, a malignant bogeyman representing the evil found in the Darklands from whence dwarves came.

If you approach the statue to look at it:

Perception DC 12:
The eye sockets on the statue look like they once held gems, and it has what looks like an axe wound carved into its head. You also notice two bronze axes, aged to a verdigris green, behind the statue.

Perception DC 20:
The two hound statues are set on moving plates, and look like they will lunge at anyone who passes between them.

Grand Lodge

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reminder you have an aid token and should use it soon to get it passed around the tables.

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Hmm, everything is so polished in this chamber, even after so long. It does appear that statue is missing gemstones for eyes. There is an axe wound on its head as well. I wonder if that similarly held a decorative fixture of some sort, perhaps a real axe even. Ah, there are two more statues behind here but they look more weathered by time.

Grand Lodge

Consort Compact Maps | Character Details |

The statues Arin refers to "behind here" are axes.

Dark Archive

CN unknown Ru-Shi Dhampir Kensei 5
Spoiler:
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (-1 vs sonic, +1 vs earth/acid, +2 vs MA/disease)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 5/5 Death Field, 1/1 Scholar, 1/1 Archivist, 1/1 Time

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

Xukong is presently more concerned with the wound in its flank. It pulls out one of the most bizarre things any of you've likely seen in quite some time (and you're adventurers!): A poppet, like a child's doll, of cloth, ceramic, bamboo-papyrus, lacquered metal, and unguessable stuffing, that is the spitting image of Xukong, even with a to-scale black sword nestled in its porcelain grip, which Xukong detaches as gently as its trembling hand is able, then presents both to...Amerel.

"I find that, so long as there is time, this is the even better means I had mentioned before. Your hands are skilled, Amerel. Would you kindly assist me?"

Since it deals negative energy damage, that means a deadly curse for most is healing for me! I assume we have at least a few rounds of breathing-space....

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

"I can attempt either wand. Do you have a preference?"

Perception: 1d20 + 9 ⇒ (5) + 9 = 14

+1 vs. traps. Amerel also has Trap spotter talent.

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

I am going to assume 1 cast with Infernal Healing wand (10 HP) and 1 or more with the inflict (1d8+1) until the 14 pts. you are down are healed.

UMD(wand of Infernal Healing) vs. DC=20: 1d20 + 9 ⇒ (15) + 9 = 24

UMD(wand of Inflict light wounds) vs. DC=24: 1d20 + 9 ⇒ (2) + 9 = 11
possible Negative energy damage vs. Xukong: 1d8 + 1 ⇒ (2) + 1 = 3

UMD(wand of Inflict light wounds) vs. DC=24: 1d20 + 9 ⇒ (2) + 9 = 11
possible Negative energy damage vs. Xukong: 1d8 + 1 ⇒ (1) + 1 = 2

UMD(wand of Inflict light wounds) vs. DC=24: 1d20 + 9 ⇒ (8) + 9 = 17
possible Negative energy damage vs. Xukong: 1d8 + 1 ⇒ (1) + 1 = 2

UMD(wand of Inflict light wounds) vs. DC=24: 1d20 + 9 ⇒ (10) + 9 = 19
possible Negative energy damage vs. Xukong: 1d8 + 1 ⇒ (2) + 1 = 3

UMD(wand of Inflict light wounds) vs. DC=24: 1d20 + 9 ⇒ (13) + 9 = 22
possible Negative energy damage vs. Xukong: 1d8 + 1 ⇒ (3) + 1 = 4

Ok. 1 charge from each wand used. All 14 HP healed. By the way, Enora can use the Infernal Healing wand without a check.

Dark Archive

CN unknown Ru-Shi Dhampir Kensei 5
Spoiler:
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (-1 vs sonic, +1 vs earth/acid, +2 vs MA/disease)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 5/5 Death Field, 1/1 Scholar, 1/1 Archivist, 1/1 Time

Do read the first link in my post, friend; you'd understand why I was coming to you. It's not the wands I'm requesting your help with...

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

Oh, I see. Each time I hurt the doll you heal 1 point plus my sneak attack damage. Got it.

Amerel takes out his dagger, pierces his left pinky finger, then presses it against the doll to attune to it. He then places the doll in his belt pouch.

Retcon wand use?:
Sneak Attack damage vs. Doll: 2d6 ⇒ (4, 5) = 9Sneak Attack damage vs. Doll: 2d6 ⇒ (4, 4) = 8

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Las reflects...

K. History (T10 + G+Insp: 1d6 + 18 ⇒ (2) + 18 = 20

Las observes...

Perception (10+Guidance)=20, T20 if time permits = 29

"I see....the carvings tell us the Dwarves sought the Sky Key. We also see another depiction of the Dweller Below. He seems to be quite a popular figure. That does not bode well."

As Las shifts his gaze to the statutes, "Ahem...these hounds are on moving plates which suggests horrifying things will befall anyone who moves between them."

Las tries to get a better sense of the mechanism

K. Engineering (T10+G+Insp: 1d6 + 18 ⇒ (5) + 18 = 23

Grand Lodge

Consort Compact Maps | Character Details |

Las Lajas picks up that this is a potentially dangerous situation. One need only walk along the side and not between the hounds or the trap will trigger.

You may also attempt a Disable to be sure.

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

Amerel moves to the side of one of the hounds and tries to disarm the trap...

Disable Device(counting Masterwork thieves tools): 1d20 + 12 ⇒ (1) + 12 = 13

Wow...seriously?

Grand Lodge

Consort Compact Maps | Character Details |

Amerel confidently walks up to the trap for resolution. He applies his tools and mistakenly places a punch tool where a combination of torsion bar and probing stick would have been appropriate. The trap revolts and is sprung!

trap attack: 1d20 + 14 ⇒ (15) + 14 = 29
damage and a Fort Save please, Amerel: 1d4 ⇒ 2

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

Fortitude save: 1d20 + 5 ⇒ (6) + 5 = 11

Grand Lodge

Consort Compact Maps | Character Details |

You have roughly a minute before you suffer ill effects from a poison delivered by the trap. If the party has anything to cure or delay poison, now is a good time.

Dex damage after a minute passes: 1d2 ⇒ 1

You will make a save every minute for 6 minutes. We'll move on after you've resolved this. Y'all can discuss how to deal with this as a minute is quite some time between checks.

Dark Archive

CN unknown Ru-Shi Dhampir Kensei 5
Spoiler:
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (-1 vs sonic, +1 vs earth/acid, +2 vs MA/disease)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 5/5 Death Field, 1/1 Scholar, 1/1 Archivist, 1/1 Time
Amerel wrote:
Oh, I see. Each time I hurt the doll you heal 1 point plus my sneak attack damage. Got it.

1 + 1/die, I'm afraid; so it would take 5 rounds to fully heal me (or 4 to get me up to 33/35, etc.)

Amerel wrote:
Amerel takes out his dagger, pierces his left pinky finger, then presses it against the doll to attune to it. He then places the doll in his belt pouch.

Yeahhh, you don't wanna do that; kind of a bad idea for both of us...it's already attuned to me, so let's assume you didn't.

Assuming we've got 5 rounds to spare:
Xukong reacts to every stab Amerel takes with a hollow gasp or violent, seizure-like thrashing, yet it insists Amerel continue if he falters...and after a few moments of this horror-show, the dark Kensei resumes (what passes for) its normal posture, the visible concavity the fungoid's hammer had left in its side now gone.

Grand Lodge

Consort Compact Maps | Character Details |

Reminding again you have an Aid Token.

Grand Lodge

m half-elf rouge-unchained/4 [HP: 35/35] [init: 5; perc: 10 (+2 vs. traps/+1 vs. surprise)] [AC: 18/14/14] [saves: 5/8/3(+2vs. ench; +1 vs. traps; evasion)] [CMB: 4; CMD: 18(14)] [Active Conditions: ]

If no one objects, Neutralize Poison from the Aid Token would be great.

@ Xukong: Perhaps you should consider detailed explanations in the discussion tab to make things clearer from the onset. I'm don't know everything, actually next to nothing, about what you are doing with this. I'm sure I won't be the only one.

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