GM Lorenzo's #8-00: The Cosmic Captive (Subtier 7-8) RetroCon PFS Special (Inactive)

Game Master Lawrence Smith 2

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Sovereign Court

Male Human Bard (Flame Dancer) 8.0 | HP 62/62 | Move 30 | AC 20 T 14 FF 17 , CMD 22 | F+6 R+11 W+7 : +1 vs. poisons, +1 vs. transform | Init +4 Low Light Vision Per +8 | Spells: 1st L 6/6, 2nd L 3/5, 3rd L 3/3 |Loremaster 1/1 | Performance 7/23

Well done, all. Two down one to go.

Urien maintains his performance and then moves for a clear shot on the elemental.

Free: maintain performance.
Swift: Arcan Strike.
Move: Move 30'
Standard: Shoot (this time remembering my own inspire courage)

Attack with +2 Short Bow (deadly aim, inspire +2, heroism +2): 1d20 + 13 ⇒ (1) + 13 = 14

damage for short bow arrow with inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4: 1d6 + 12 ⇒ (1) + 12 = 13

Liberty's Edge

Male NG Ifrit Swashbuckler 5/Oracle (Psychic Searcher) 5 | HP 63/79 | AC 30 (31 hasted) T 19(20) FF 23 | CMB +9, CMD28/21 | F: +6, R: +13 (+14), W: +7 | Init: +12 | Perc: +11, SM: +3(+1d6) | Speed 30ft | Inspiration: 7/7; Panache: 5/6; Charmed Life 3/3 | Spells: 1st 8/8 ; 2nd 6/6 | Active conditions:.

Hector says a prayer of grace under his breath, and then moves around the wall to strike.

+2 Rapier attack: 1d20 + 18 ⇒ (19) + 18 = 37
damage: 1d6 + 9 ⇒ (4) + 9 = 13
why do I always threaten a crit on elementals?!

grace:
Swift action spell, no attacks of opportunity from movement

Grand Lodge

Curse of the Crimson Throne | Loot

Urien continues inspiring his allies and launches an errant arrow deep into outer space.

With divine grace, Hector maneuvers in beneath the elemental's arms and delivers a thrust with his enchanted rapier.

So many foes to choose from within its impressive reach, the huge earth elemental jabs twice at the dwarf who's proved to be the most formidable.
Slam, Earth Mastery, Power Attack; Damage vs Theo: 1d20 + 17 + 1 - 3 ⇒ (12) + 17 + 1 - 3 = 272d8 + 9 + 1 + 6 ⇒ (1, 6) + 9 + 1 + 6 = 23
Slam, Earth Mastery, Power Attack; Damage vs Theo: 1d20 + 17 + 1 - 3 ⇒ (15) + 17 + 1 - 3 = 302d8 + 9 + 1 + 6 ⇒ (8, 3) + 9 + 1 + 6 = 27
"жаачы, келгиле жакын! Силерге бир кучактаганда көрөлү!"

Terran:
"Come closer, archer! Let me give you a hug!"

Map & Images

Round 3
Bold
may act.

Haliban
Hector
Urien
Alden
Theo
(-50)
Axebeak
Ninlil

---
Earth Elemental (-56)

Everybody, you're up!

The Exchange

N Dwarf Ranger 9

Ouch!

Despite his defensive posture, Theo gets thoroughly crushed by the elemental's powerful stone fists. The first blow knocks the wind out of him, and the follow up nearly sending him to his knees.

Still, he manages to stay upright, croaking a command to Fairbeaks through pain-clenched teeth, before bringing his own giant club around, and trying to crush the rocks where the creature's knees should normally be.

Still defensive, full attack!

melee1, PA, bard, defensive, flank: 1d20 + 15 + 2 - 4 + 2 ⇒ (18) + 15 + 2 - 4 + 2 = 33, for 1d10 + 14 + 2 ⇒ (2) + 14 + 2 = 18 damage (minus DR).
melee2, PA, bard, defensive, flank: 1d20 + 8 + 2 - 4 + 2 ⇒ (15) + 8 + 2 - 4 + 2 = 23, for 1d10 + 14 + 2 ⇒ (7) + 14 + 2 = 23 damage (minus DR).

Current AC, 27


Axebeak Animal Companion

Fairbeaks' squawks in response to Theo's command, as he shifts sllightly trying to find an opening... eventually he sees it, and his powerful beak snaps at the giant stone creature, like he's trying to chip off bits of rock.

5' step, so he's flanking with Theo, Hector, and Alden, then single attack

bite vs elemental, flank, bard: 1d20 + 8 + 2 + 2 ⇒ (5) + 8 + 2 + 2 = 17, for 2d6 + 14 + 2 ⇒ (1, 5) + 14 + 2 = 22 damage (minus DR).

Grand Lodge

Curse of the Crimson Throne | Loot

Theo and Fairbeaks attack the huge earth elemental. Though their flanking positions don't seem to help, and the big angry bird cracks its beak into the astroid's gritty crust, the ranger manages to land two solid blows.

Map & Images

Round 3
Bold
may act.

Haliban
Hector
Urien
Alden

Theo (-50)
Axebeak
Ninlil
---
Earth Elemental (-87)

Haliban, Hector, Urien, Alden, and Ninlil, you're up!

The Exchange

N Dwarf Ranger 9

Hmm... no flanking elementals? I probably shoulda known that =)

Silver Crusade

HP 50/50 (15 temp) ... Arcane Reservoir 6/11 ... AC 16 touch 12 flat 14 ... CMD 13 ... SAVES (F/R/W) +5/+5/+8 (+2 vs. air/electricity) (+2 heroism)... NG female outsider (native) arcanist 8 ... Initiative +6 ... Perception +1 (+2 heroism) ... Sense Motive +1 (+2 heroism) ... Active Effects heroism 93 minutes ... false life 479 minutes ... mage armor 59 minutes ... endure elements 1327 minutes

Ninlil continues to point her staff at the elemental and repeatedly fire off magic missiles.

quarterstaff of entwined serpents: 2d4 + 2 ⇒ (3, 3) + 2 = 8

"Сиз бул жерде болууга тийиш эмессиз. Эмне үчүн бул жердебиз? Сиз эмне үчүн бул кызыктай аска бар?"

Terran:
"You're not supposed to be here. Why are you here? Why are you on this strange rock?"

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Haliban steps a bit closer.

"If you are asking it to surrender I don't think it is up for it."

Haliban continues to fire hoping to discourage it.

manyshot including rapid shot, deadly aim, improved precise shot, studied target, inspire courage, point blank shot: 1d20 + 18 ⇒ (18) + 18 = 36
piercing/cold iron/magic: 2d8 + 28 ⇒ (6, 8) + 28 = 42

shot #2 including rapid shot, deadly aim, improved precise shot, studied target, inspire courage, point blank shot: 1d20 + 18 ⇒ (19) + 18 = 37
piercing/cold iron/magic: 1d8 + 14 ⇒ (2) + 14 = 16

shot #3 including rapid shot, deadly aim, improved precise shot, studied target, inspire courage, point blank shot: 1d20 + 13 ⇒ (18) + 13 = 31
piercing/cold iron/magic: 1d8 + 14 ⇒ (2) + 14 = 16

A partucularly accurate shot.

shot #2 crit? including rapid shot, deadly aim, improved precise shot, studied target, inspire courage, point blank shot: 1d20 + 18 ⇒ (7) + 18 = 25
piercing/cold iron/magic extra dmg: 2d8 + 28 ⇒ (7, 3) + 28 = 38

Sovereign Court

Male Human Bard (Flame Dancer) 8.0 | HP 62/62 | Move 30 | AC 20 T 14 FF 17 , CMD 22 | F+6 R+11 W+7 : +1 vs. poisons, +1 vs. transform | Init +4 Low Light Vision Per +8 | Spells: 1st L 6/6, 2nd L 3/5, 3rd L 3/3 |Loremaster 1/1 | Performance 7/23

Well, that looked painful. Do more of that!

Assuming the elemental is still alive on his initiative, Urien maintains his performance and takes another shot at the elemental.

Free: maintain performance.
Swift: Arcan Strike.
Standard: Shoot

Attack with +2 Short Bow (deadly aim, inspire +2, heroism +2): 1d20 + 13 ⇒ (11) + 13 = 24

damage for short bow arrow with inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4: 1d6 + 12 ⇒ (5) + 12 = 17

Grand Lodge

Curse of the Crimson Throne | Loot

"Кел жакыныраак, sylph, мен кулак бардык суроолорго жооп шыбырап аласыз!" The creature's roaring mockery causes the very stones to tremble.

Terran:
"Come closer, sylph, and I'll whisper the answers to all your questions in your ear!"

Ninlil's magic missiles stagger the huge creature, and Haliban's first two arrows pierce one of its gem-like eyes. The elemental crashes over, raising a billowing cloud of sparkling quartz dust when it falls.

Victory!

(Haliban, you didn't need to expend arrows in your second and third shots. Urien, you needn't have expended your arrow, either.)

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

”You handled those gargoyles and the earth elemental with flair!” A muse-touched aasimar leaps toward you, obviously enjoying the low gravity. "I'm Venture-Captain Jack, just Jack."

”We've located three avenues of approach and have some more information on them. It's your choice how to proceed, so here's what we know:”

Area B: Into the Crater
”The crater's swarming with defenders. If you choose to go there, you need to be prepared for combat, but it seems the most direct route to the center of the asteroid.”

Area D: The Frozen City
”We've located a frozen city on the asteroid’s dark side. If you want, you can explore the city to see if we can find the means to help the being we believe is trapped within the asteroid.”

Area F: Sea of Light
”On the sunny side, we've located the wreck of a metal craft. It might contain the same kind of objects as can be found in Numeria. If you want to explore that, be aware that that side of the asteroid is bathing in direct sunlight, without any protection from an atmosphere.”

”It's your decision, I’ll be off to brief that group of Pathfinders over there on what we found.” He bounds away before you can even start to think of questions to ask.

(Where do you go, the crater, the frozen city, or the sea of light? Rule of Two.)

The Exchange

N Dwarf Ranger 9

"Seems like it won't help to get to the center, to help... whatever this thing is... if we don't have a means to do so once we get there." Theo grumbles.

D or F seem the more logical choices.

He doesn't seem to care too much where they go though, and mostly stops listening to the conversation, as he goes to work trying to repair the damage he received from the elemental before the others figure it out.

He holds a small metal wand in one hand, continually activating it, only half listening.

"Should have brought another one." He mutters, after messing with it for almost a full minute.

CLW x 8: 8d8 + 8 ⇒ (5, 6, 8, 5, 1, 3, 4, 6) + 8 = 46


Axebeak Animal Companion

Fairbeaks, for his part, pays no attention to the others, nor does he care what they're talking about.

Until his smelly friend calls for him, he spends his time trying to figure out if the strange flying gargoyle creatures are edible or not... his strong beak trying to peck and snap its way through their tough hide to the juicy pits that usually are hiding at the center.

Dark Archive

PFS #76925-14 LN Male Human Fighter (Weapon Master) 6 / HellKnight 2 HP: 82/82| AC: 22/12/21 | Fort: +9| Ref: +5| Will: +5| Init: +1| Perc: +9| CMB: +8 +6 Vs Disarm| CMD: 20 +3 vs Disarm| Ada.H.Flail: +16;1d10+11| Longbow:+9;1d8| Reliable Strike 1/day
Skills:
Acrobatics:+1| Appraise:+2| Bluff:+1| Climb:-2| Diplo:+2| Inti: +9| Kn.(Dun/Eng/Loc/Pla/Reli): +10| Kn.(Noble/His): +3| Linguis:+4| Sense Motive: +9| Stealth: -4| Survival: +6| Swim: +3|

"Then we must head to where we can do the most!!" Alden exclaims his armor slightly dusty and having not taken part in much of the combat is still enthusiastic.

Area D. Despite Alden's Posturing, a fight is not in his favor lol.

"We should head towards the frozen city!"

Liberty's Edge

Male NG Ifrit Swashbuckler 5/Oracle (Psychic Searcher) 5 | HP 63/79 | AC 30 (31 hasted) T 19(20) FF 23 | CMB +9, CMD28/21 | F: +6, R: +13 (+14), W: +7 | Init: +12 | Perc: +11, SM: +3(+1d6) | Speed 30ft | Inspiration: 7/7; Panache: 5/6; Charmed Life 3/3 | Spells: 1st 8/8 ; 2nd 6/6 | Active conditions:.

"Well, Jeeves here," pointing to his head, "says the city sounds like a Pathfinder's dream. Sometimes, I think he thinks I'm just a pony to move him around."

Option D


Sorrina Westyr’s projection appears to every Pathfinder. Behind her is a map of the Asteroid, Aucturn’s Tear, lit up with different colors around the different regions.

“Good news, everyone! Our tactical reports coming from the region known as the Crater, tell us that the entire region has been claimed and is now safe for travel! Keep going, Pathfinders!”

Breaching through the defenses a large group of Pathfinders begins their descent into the Asteroid. As the defenses are broken the asteroid seems to groan in response as the gravity suddenly shifts.

GM's enact the earth event elemental manifestation.

The Crater has now been Claimed! The Vault Entrance is now discovered.

Grand Lodge

Curse of the Crimson Throne | Loot

The distance from the Pathfinders' beachhead on Aucturn's Tear to the frozen city is some 10-15 miles, with uneven terrain, but the march takes little more than 20 minutes walking given the asteroid's odd gravity.

Aucturn’s Tear represents a relatively intact piece of the planet Iovo’s surface, and an ancient city and forest remain on it, frozen and preserved by exposure to the vacuum.

Whatever halted the asteroid’s rotation has left the area turned away from the sun, in perpetual darkness and cold. Starlight provides only dim illumination in this area.

Although the strange winds generate some warmth, the temperature here is still severely cold.

Severe Cold:
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.

A vast forest of lifeless trees blankets the landscape. The trees resemble conifers, but are of a species completely unknown on Golarion. A thin layer of ice coats each branch, tracing dappled shadows in the starlight. A dark, half-fallen spire rises in the distance, while running water splashes nearby alongside the sound of vicious combat.

You arrive in time to see three creatures, each about 6ft tall, weighing a lithe 140lbs or so, androgynous humanoids with unusually blue-green colored skin and an otherworldly grace.

Two (pink & red) of them have daggers out, ready to execute a third (green), which is badly wounded, on its knees, pleading for mercy, as its blood seeps into the ice-coated stones.

Seeing your approach, it turns to you for aid, a faint glimmer of hope in its sad eyes. "Svešinieki! Palīdziet man, lūdzu!"

Aquan:
"Strangers! Aid me, please!"

Knowledge (planes) DC17 re the three humanoids:
These creatures are water veelas, medium-sized outsiders with the extraplanar and water subtypes. For every 5 you exceed the DC, you may ask one question from this list.

Initiative:

Haliban: 1d20 + 14 ⇒ (2) + 14 = 16
Hector: 1d20 + 12 ⇒ (8) + 12 = 20
Urien: 1d20 + 4 ⇒ (19) + 4 = 23
Ninlil: 1d20 + 6 ⇒ (8) + 6 = 14
Alden: 1d20 + 1 ⇒ (6) + 1 = 7
Theo: 1d20 + 2 ⇒ (12) + 2 = 14
Fairbeaks: 1d20 + 3 ⇒ (4) + 3 = 7
Red: 1d20 + 3 ⇒ (2) + 3 = 5
Pink: 1d20 + 3 ⇒ (16) + 3 = 19

Map & Images

Conditions:
Acrobatics Penalty: The rocky surface is somewhat slippery, but not a serious impediment; it imposes a –2 penalty on Acrobatics checks attempted in this area, but does not act as difficult terrain.
Severe Cold: See spoiler above.

Round 1
Bold
may act.

Urien
Hector

---
Pink??
---
Haliban
Ninlil
Theo & Fairbeaks
Alden
---
Red??

Urien and Hector, you're up!

(Please note the elapsed time (20 min) for any spell/buff durations. Also, indicate what protections you and your familiar/companion have against the severe cold. If none, please make 2 Fortitude saves, the first DC15 and the second DC16.)

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

As Theo heals Haliban looks around the bodies not truly expecting to find anything of interest.

"Frozen City sounds good. Glad they gave us that potion."

The Exchange

N Dwarf Ranger 9

GM does the planitary adaptation help vs the cold? Seems like it should. If not, then Theo will feed the potion of endure elements they gave him back on Gallorion to Fairbeaks, and endure the cold himself.

Fort save1, endurance: 1d20 + 11 + 4 ⇒ (2) + 11 + 4 = 17
Fort save2, endurance: 1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23

"Hope we're not out in this for too long." He says, with a grumpy frown. "Cold's going to catch up to us eventually."

Grand Lodge

Curse of the Crimson Throne | Loot

(Planetary adaptation provides some protection, which reduces the effects at present to merely severe cold, the conditions described in this section of the scenario. Endure elements will obviate the need for Fortitude saves to resist the effects.)

Dark Archive

PFS #76925-14 LN Male Human Fighter (Weapon Master) 6 / HellKnight 2 HP: 82/82| AC: 22/12/21 | Fort: +9| Ref: +5| Will: +5| Init: +1| Perc: +9| CMB: +8 +6 Vs Disarm| CMD: 20 +3 vs Disarm| Ada.H.Flail: +16;1d10+11| Longbow:+9;1d8| Reliable Strike 1/day
Skills:
Acrobatics:+1| Appraise:+2| Bluff:+1| Climb:-2| Diplo:+2| Inti: +9| Kn.(Dun/Eng/Loc/Pla/Reli): +10| Kn.(Noble/His): +3| Linguis:+4| Sense Motive: +9| Stealth: -4| Survival: +6| Swim: +3|

Fort save 1d20 + 9 ⇒ (2) + 9 = 11
Fort save 1d20 + 9 ⇒ (9) + 9 = 18
Non lethal Damage 1d6 ⇒ 2
Ermm ok. I failed both. I also don't have endure elements nor cold weather outfit.
To better facilitate that, GM please roll for me when the time is up.
Knowledge (planes) 1d20 + 10 ⇒ (6) + 10 = 16 Add +3 if they're demons. <-- the heck.

"See them recognize greatness when they see it!" Alden says with his teeth chattering. It seems that the proud knight has not the foresight to prepare for the cold or that being hailing from the warmer climates, he is unused to winter or colder conditions.

The Exchange

N Dwarf Ranger 9

Alden, we were all given a potion of endure elements during the assembly, before we came through the portal!
So you should have one. =)

Silver Crusade

HP 50/50 (15 temp) ... Arcane Reservoir 6/11 ... AC 16 touch 12 flat 14 ... CMD 13 ... SAVES (F/R/W) +5/+5/+8 (+2 vs. air/electricity) (+2 heroism)... NG female outsider (native) arcanist 8 ... Initiative +6 ... Perception +1 (+2 heroism) ... Sense Motive +1 (+2 heroism) ... Active Effects heroism 93 minutes ... false life 479 minutes ... mage armor 59 minutes ... endure elements 1327 minutes

Ninlil spends a few seconds (full round action while traveling to the site) flipping through one of her spellbooks. "This ought to do the trick. I can feel it getting colder."

She casts a spell on Theo and Snaggletooth, and it seems to get warmer for them.

If you'll allow it, GM, Ninlil would take a full round action and spend a point from her arcane reservoir to swap spells to Endure Elements. This would happen soon after she realized just how cold it was getting, so outside the current initiative order. She'd then cast endure elements on any who don't have it. Does anyone else have a companion who's unprotected?

The Exchange

N Dwarf Ranger 9

Spells are at a premium during specials... so don't bother with Theo, he'll persevere =)

Liberty's Edge

Male NG Ifrit Swashbuckler 5/Oracle (Psychic Searcher) 5 | HP 63/79 | AC 30 (31 hasted) T 19(20) FF 23 | CMB +9, CMD28/21 | F: +6, R: +13 (+14), W: +7 | Init: +12 | Perc: +11, SM: +3(+1d6) | Speed 30ft | Inspiration: 7/7; Panache: 5/6; Charmed Life 3/3 | Spells: 1st 8/8 ; 2nd 6/6 | Active conditions:.

Before entering the cold, Hector would have consumed his potion of endure elements.

Hector moves forward, asking Jeeves about the creatures.

Kn(planes): 1d20 + 9 + 1d6 ⇒ (1) + 9 + (3) = 13

As he gets closer, he'll raise his voice to be sure the three can hear, even if they don't understand: "What seems to be the problem here? Perhaps my friends can help? Despite our martial bearing, we need not fight. In fact, it might be best for you if we do not." His rapier is out, but held down to his side.

Silver Crusade

HP 50/50 (15 temp) ... Arcane Reservoir 6/11 ... AC 16 touch 12 flat 14 ... CMD 13 ... SAVES (F/R/W) +5/+5/+8 (+2 vs. air/electricity) (+2 heroism)... NG female outsider (native) arcanist 8 ... Initiative +6 ... Perception +1 (+2 heroism) ... Sense Motive +1 (+2 heroism) ... Active Effects heroism 93 minutes ... false life 479 minutes ... mage armor 59 minutes ... endure elements 1327 minutes
Theo Rosevale wrote:
Spells are at a premium during specials... so don't bother with Theo, he'll persevere =)

It's fine. You're right, spells are valuable, but in a sense that's what the quarterstaff is for. Infinite magic missiles will hopefully cover the loss of a few first-level spell slots.

Besides, Theo would perservere, but Snaggletooth is a figment familiar and he's HP-starved. The real cost to Ninlil is the point from her arcane reservoir, but Snaggletooth is probably worth keeping around so saving us HP damage and/or charges off of wands is probably an efficient use of first-level spell slots that might not otherwise contribute much. I guess we'll see how it goes!

Grand Lodge

Curse of the Crimson Throne | Loot

(I approve of and encourage player chatter, but please keep as much of it as possible in the Discussion thread. Thanks.)

Sovereign Court

Male Human Bard (Flame Dancer) 8.0 | HP 62/62 | Move 30 | AC 20 T 14 FF 17 , CMD 22 | F+6 R+11 W+7 : +1 vs. poisons, +1 vs. transform | Init +4 Low Light Vision Per +8 | Spells: 1st L 6/6, 2nd L 3/5, 3rd L 3/3 |Loremaster 1/1 | Performance 7/23

The Frozen City seems the most interesting to me, but I could also see the crater. Not sure how long we'd be able to deal with the lack of air in the pseudo-Numerian craft.

Sovereign Court

Male Human Bard (Flame Dancer) 8.0 | HP 62/62 | Move 30 | AC 20 T 14 FF 17 , CMD 22 | F+6 R+11 W+7 : +1 vs. poisons, +1 vs. transform | Init +4 Low Light Vision Per +8 | Spells: 1st L 6/6, 2nd L 3/5, 3rd L 3/3 |Loremaster 1/1 | Performance 7/23

I drank the potion of endure elements, so should be fine.

Knowledge-Planes (add +2 circumstance if dealing with demons): 1d20 + 14 ⇒ (15) + 14 = 29

Special Attacks, Resistances.

Urien calls out (in Taldane) as he moves a bit closer to the creatures.
I highly suggest that you not start a murder-fest near Pathfinders, it rarely ends well.

Swift action arcane strike.
Ready action to shoot if they take an offensive action towards us or the injured creature.

Readied Attack with +2 Short Bow (deadly aim, heroism +2): 1d20 + 11 ⇒ (16) + 11 = 27
Damage arcane strike +2, enh +2, str +2, deadly aim +4): 1d6 + 10 ⇒ (1) + 10 = 11

Sorry about the weird double-post, for some reason when I refreshed it earlier it only showed a few of the earlier posts.

Grand Lodge

Curse of the Crimson Throne | Loot

Hector appeals to the strange humanoids, rapier unsheathed but held down at his side, even offering to help them settle their dispute with the one on its knees between them.

Urien is familiar with these creatures. He steps a little closer, charging his weapon with arcane energy, and cautions them against murder in the presence of Pathfinders.

Urien:
A veela's special attacks include beckoning dance. Beckoning Dance (Su) As a standard action, a veela can compel a target that it can see to join it in dancing. The target must succeed at a DC21 Will save or find herself forced to dance with the veela for up to 1 minute. At the end of each of the target’s turns, she must attempt a Perform (dance) check opposed by the veela’s Perform (dance) check. If the target doesn’t meet or exceed the veela’s result, she takes 1d4 points of Constitution damage and becomes fatigued. For every point of Constitution damage a veela deals in this way, it heals 5 hit points. Hit points healed in excess of its maximum become temporary hit points that last up to 1 hour before dissipating. While engaged in a beckoning dance, both a veela and its target are protected from being attacked as if by a sanctuary spell (DC 18). Any target of a veela’s beckoning dance that exceeds the veela’s result on the opposed Perform check ends the beckoning dance and gains the benefits of the veela’s cure serious wounds spell-like ability (if any uses of that ability remain), which consumes one of the veela’s daily uses. Targets that save against a veela’s beckoning dance can’t be affected by that veela’s beckoning dance again for 24 hours. The save DC is Charisma based.

Urien:
A veela's special attacks also include elemental veil. Elemental Veil (Su) A veela’s link to a particular element manifests as an overflow of energy that infuses its natural attacks and any melee weapons it holds, causing it to deal an extra 1d6 points of fire damage on any successful melee attack. In addition, as a standard action a veela can wreathe itself in a luminescent halo of energy. This duplicates the effect of the spell fire shield (caster level 9th) but deals cold damage. Ending or resuming this effect is a standard action.

Urien:
A veela is immune to cold and also has spell resistance.

The one (green) on its knees glances up at its would-be executioners, wondering how they will respond.

One (red) of the dagger-wielding creatures replies, "Your help is not required. We'll execute this rebel, and then we'll deal with you."

Its partner (pink) shakes its head, "No. I'm of a mind to deal with this lot first, then end the rebel." It offers you a rueful smile, "I'd prefer to invite you to dance, but I fear you are too many." It shivers, and a luminescent halo of energy wreathes its entire body from head to toe. Then it takes a step toward you.

Map & Images

Conditions:
Acrobatics Penalty: The rocky surface is somewhat slippery, but not a serious impediment; it imposes a –2 penalty on Acrobatics checks attempted in this area, but does not act as difficult terrain.
Severe Cold: See spoiler above.

Round 1
Bold
may act.

Urien
Hector
---
Pink??
---
Haliban
Ninlil
Theo & Fairbeaks
Alden

---
Red??

Haliban, Ninlil, Alden, Theo and Fairbeaks, you're up!

[Please note the elapsed time (20 min) since departing the beachhead for any spell/buff durations.]

Dark Archive

PFS #76925-14 LN Male Human Fighter (Weapon Master) 6 / HellKnight 2 HP: 82/82| AC: 22/12/21 | Fort: +9| Ref: +5| Will: +5| Init: +1| Perc: +9| CMB: +8 +6 Vs Disarm| CMD: 20 +3 vs Disarm| Ada.H.Flail: +16;1d10+11| Longbow:+9;1d8| Reliable Strike 1/day
Skills:
Acrobatics:+1| Appraise:+2| Bluff:+1| Climb:-2| Diplo:+2| Inti: +9| Kn.(Dun/Eng/Loc/Pla/Reli): +10| Kn.(Noble/His): +3| Linguis:+4| Sense Motive: +9| Stealth: -4| Survival: +6| Swim: +3|

Alden sneaks in drinking a potion of Endure Elements upon discovering it's presence. He drinks mainly because chattering while speaking would not impress anyone.

Seeing the pink creature surround itself with energy and advancing, the proud knight doesn't pause and advances as well to meet her!

His flail flies through the air with hiss...
1d20 + 10 ⇒ (19) + 10 = 291d10 + 10 ⇒ (9) + 10 = 19
"It matters not if your dance is cut prematurely short fiend!!!" he retorts grandly, thinking that his choice of words was well chosen indeed.

The Exchange

N Dwarf Ranger 9

Are there any terrain issues we need to be aware of? I note the ice lake map, which usually has difficult terrain or something going on =)

Theo is not sure what's happening, not recognizing the strange creatures, or their strange language. He seems more than willing to let the others talk it out though, as he stamps his feet from the cold.

Of course, all that goes to pot when Alden throws his weapon at them.

He eyes the man oddly. "You really think throwing it away is a good idea?"

He hurries forward on short dwarven legs, to deal with the fallout, calling out to Fairbeaks as he lumbers forward across the frozen terrain.

Double move for him and the bird.

How is Alden throwing a heavy flail? Wouldn't there be a -10 on that attack roll? (for distance and not a throwing weapon?) How does he get it back? Or is this some hellknight thing? =)

Sovereign Court

Male Human Bard (Flame Dancer) 8.0 | HP 62/62 | Move 30 | AC 20 T 14 FF 17 , CMD 22 | F+6 R+11 W+7 : +1 vs. poisons, +1 vs. transform | Init +4 Low Light Vision Per +8 | Spells: 1st L 6/6, 2nd L 3/5, 3rd L 3/3 |Loremaster 1/1 | Performance 7/23

Urien sighs as the attacking starts, thinking it's always a dance-off, why don't I ever find the creatures that want to challenge me to a fiddling contest like in all of those Andoran anti-Thrune stories...

As a free action, Urien calls out to his allies in a slightly rushed voice.
They're immune to cold, resist magic, have a defensive cold aura, and can try to magically compel you to dance with them. Their musical skills are unknown, but likely sadly lacking if they have to compel others to dance with them.

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Haliban knows his strengths and remains silent during the conversation.

But at the "Then we'll deal with you." comment he knows things went south.

He moves a bit closer, Studies the red clothed... fiend? and opens fire.

manyshot including rapid shot, deadly aim, studied target: 1d20 + 15 ⇒ (5) + 15 = 20
cold iron/magic/piercing: 1d8 + 11 ⇒ (1) + 11 = 12

shot #2 including rapid shot, deadly aim, studied target: 1d20 + 15 ⇒ (19) + 15 = 34
cold iron/magic/piercing: 1d8 + 11 ⇒ (1) + 11 = 12

shot #3 including rapid shot, deadly aim, studied target: 1d20 + 10 ⇒ (10) + 10 = 20
cold iron/magic/piercing: 1d8 + 11 ⇒ (4) + 11 = 15

shot #2 crit? including rapid shot, deadly aim, studied target: 1d20 + 15 ⇒ (11) + 15 = 26
cold iron/magic/piercing extra dmg: 2d8 + 22 ⇒ (1, 3) + 22 = 26

In common Haliban says "You were warned. If you want to surrender and maybe tell us about this place we would be willing to consider it."

Dark Archive

PFS #76925-14 LN Male Human Fighter (Weapon Master) 6 / HellKnight 2 HP: 82/82| AC: 22/12/21 | Fort: +9| Ref: +5| Will: +5| Init: +1| Perc: +9| CMB: +8 +6 Vs Disarm| CMD: 20 +3 vs Disarm| Ada.H.Flail: +16;1d10+11| Longbow:+9;1d8| Reliable Strike 1/day
Skills:
Acrobatics:+1| Appraise:+2| Bluff:+1| Climb:-2| Diplo:+2| Inti: +9| Kn.(Dun/Eng/Loc/Pla/Reli): +10| Kn.(Noble/His): +3| Linguis:+4| Sense Motive: +9| Stealth: -4| Survival: +6| Swim: +3|

Darn it. I meant to hit the trees as I moved to make it seemed like we were intimidating but I'll roll with disarming myself.....I blame auto correct. Sounds Hilarious though. Should have dumped Wis on this guy.

The Exchange

N Dwarf Ranger 9

Ha! Ok, that makes more sense =)

Grand Lodge

Curse of the Crimson Throne | Loot

Alden Dim Light Miss Chance ≤ 20%: 1d100 ⇒ 16
Alden sends his flail hurtling through the air in the starry, starry night. In the dim light, it misses both the creature and the trees and flies out of sight. In the low gravity on Aucturn's Tear, the thrown weapon travels five times farther than it ever could back on Golarion!

Theo and his angry bird hustle up in double-time, a little closer to the action.

Urien decides to share some, but not all, of what he knows about the creatures with the rest of his team.

Haliban looses a lethal warning shot, in the form of five arrows, at the flat-footed (red) creature, and each of them hits his target. Then the slayer offers to accept the creatures' surrender.

Looking down at the five arrows embedded in its torso, the (red) creature shouts in the same dysphagia-accented Common as its (pink) partner, "Game on, strangers!"

Map & Images

Conditions:
Acrobatics Penalty: The rocky surface is somewhat slippery, but not a serious impediment; it imposes a –2 penalty on Acrobatics checks attempted in this area, but does not act as difficult terrain.
Severe Cold: See spoiler above.
Low Gravity: Gravity is only one-fifth that of Golarion. PCs can jump five times as high and lift five times as much as normal, and projectiles have their range categories quintupled. Reduce the die size of damage dealt by falling to 1d4.

Round 1
Bold
may act.

Urien
Hector
---
Pink??
---
Haliban
Ninlil
Theo & Fairbeaks
Alden
---
Red?? (-65)

Ninlil, you're up!

[Please note the elapsed time (20 min) since departing the beachhead for any spell/buff durations.]

Silver Crusade

HP 50/50 (15 temp) ... Arcane Reservoir 6/11 ... AC 16 touch 12 flat 14 ... CMD 13 ... SAVES (F/R/W) +5/+5/+8 (+2 vs. air/electricity) (+2 heroism)... NG female outsider (native) arcanist 8 ... Initiative +6 ... Perception +1 (+2 heroism) ... Sense Motive +1 (+2 heroism) ... Active Effects heroism 93 minutes ... false life 479 minutes ... mage armor 59 minutes ... endure elements 1327 minutes

"Hey! We should stop this!" To the aggressors, "Jūs teicāt "nemiernieku". Ko jūs ar to domājāt?"

Aquan:
You said "rebel." What did you mean by that?

Ninlil sighs. "They resist spells, eh? Let's give this a try, just in case..."

Move action to move, standard to point her quarterstaff.

Knowledge (planes) + heroism: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30 Weaknesses and SLAs?
Caster level check vs. SR, using the CL of the quarterstaff: 1d20 + 5 ⇒ (7) + 5 = 12
quarterstaff of entwined serpents: 2d4 + 2 ⇒ (2, 1) + 2 = 5

Grand Lodge

Curse of the Crimson Throne | Loot

Ninlil:
A veela has no real weaknesses, though it has no protection vs magic weapons.

Ninlil:
A veela's spell-like abilities include: hydraulic push, resist energy (cold only), cure serious wounds, suggestion, cone of cold, and dispel magic

Ninlil fires both barrels of her staff of entwined serpents at one of the creatures. (Red?) The black and white serpentine bolts fizzle just before they strike the thing. She asks a question in Aquan.

The (red) creature responds to Ninlil with a sneer full of disdain, "Šī patētiskā būtne bija daļa no Zhaleha sacelšanās. Tas neizdevās, un mēs lielākoties apgrūtināja nemierniekus ledus, bet daži no tiem izbēga. Mēs atgūsim Kelizandri labumu, iznīcinot citus."

Aquan:
"This pathetic creature was part of Zhaleh’s rebellion. It failed, and we entombed most of the rebels in ice, but a few escaped out to these forests. We will regain Kelizandri’s favor by destroying the others."

It heals some of its wounds, and then it brandishes its daggers.

Spellcraft DC18:
Cure serious wounds

GM Screen:
3d8 + 9 ⇒ (3, 5, 3) + 9 = 20

Map & Images

Conditions:
Acrobatics Penalty: The rocky surface is somewhat slippery, but not a serious impediment; it imposes a –2 penalty on Acrobatics checks attempted in this area, but does not act as difficult terrain.
Severe Cold: See spoiler above.
Low Gravity: Gravity is only one-fifth that of Golarion. PCs can jump five times as high and lift five times as much as normal, and projectiles have their range categories quintupled. Reduce the die size of damage dealt by falling to 1d4.

Round 2
Bold
may act.

Urien
Hector

---
Pink??
---
Haliban
Ninlil
Theo & Fairbeaks
Alden
---
Red?? (-45)

Urien and Hector, you're up!

[Please note the elapsed time (20 min) since departing the beachhead for any spell/buff durations.]

Sovereign Court

Male Human Bard (Flame Dancer) 8.0 | HP 62/62 | Move 30 | AC 20 T 14 FF 17 , CMD 22 | F+6 R+11 W+7 : +1 vs. poisons, +1 vs. transform | Init +4 Low Light Vision Per +8 | Spells: 1st L 6/6, 2nd L 3/5, 3rd L 3/3 |Loremaster 1/1 | Performance 7/23

Shared what I thought I could fit in the six seconds of a combat round. I'm ok with sharing everything if you are as the GM.

Urien moves closer and inspires courage (+2).

I have no idea what they are saying, but we DID warn them.

The Exchange

N Dwarf Ranger 9

"'Cause warning someone in a foreign language, is oh so helpful." Theo mutters.

Dark Archive

PFS #76925-14 LN Male Human Fighter (Weapon Master) 6 / HellKnight 2 HP: 82/82| AC: 22/12/21 | Fort: +9| Ref: +5| Will: +5| Init: +1| Perc: +9| CMB: +8 +6 Vs Disarm| CMD: 20 +3 vs Disarm| Ada.H.Flail: +16;1d10+11| Longbow:+9;1d8| Reliable Strike 1/day
Skills:
Acrobatics:+1| Appraise:+2| Bluff:+1| Climb:-2| Diplo:+2| Inti: +9| Kn.(Dun/Eng/Loc/Pla/Reli): +10| Kn.(Noble/His): +3| Linguis:+4| Sense Motive: +9| Stealth: -4| Survival: +6| Swim: +3|

Alden looks at his empty hands..........
He's displeased. The foul gravity threw his aim off!!
out of sight as in lost? I hope not else that would suck.

Liberty's Edge

Male NG Ifrit Swashbuckler 5/Oracle (Psychic Searcher) 5 | HP 63/79 | AC 30 (31 hasted) T 19(20) FF 23 | CMB +9, CMD28/21 | F: +6, R: +13 (+14), W: +7 | Init: +12 | Perc: +11, SM: +3(+1d6) | Speed 30ft | Inspiration: 7/7; Panache: 5/6; Charmed Life 3/3 | Spells: 1st 8/8 ; 2nd 6/6 | Active conditions:.

Hector warily circles the foes, and then darts in to attack Red.

attack w/ rapier; Inspire +2: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36

P dmg: 1d6 + 9 + 5 + 2 ⇒ (5) + 9 + 5 + 2 = 21

Liberty's Edge

Male NG Ifrit Swashbuckler 5/Oracle (Psychic Searcher) 5 | HP 63/79 | AC 30 (31 hasted) T 19(20) FF 23 | CMB +9, CMD28/21 | F: +6, R: +13 (+14), W: +7 | Init: +12 | Perc: +11, SM: +3(+1d6) | Speed 30ft | Inspiration: 7/7; Panache: 5/6; Charmed Life 3/3 | Spells: 1st 8/8 ; 2nd 6/6 | Active conditions:.

If attacked, Hector will attempt parry and riposte, spending 1 AoO and Panache

parry attempt: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36

If that beats attack roll, then:

riposte attack: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31

dmg: 1d6 + 9 + 5 + 2 ⇒ (6) + 9 + 5 + 2 = 22

Grand Lodge

Curse of the Crimson Throne | Loot

Urien moves forward and begins a bardic performance, inspiring his companions.

Hector darts in and thrusts his rapier deep into the (red) veela, lit up like a torch by its elemental veil.

The other (pink) veela, wreathed in thin and wispy, blue-green flames moves with amazing speed, weaving in to attack Hector on his flank. The swashbuckler parries the veela's dagger, and Hector thrusts a second time, wounding his attacker.
mwk dagger, flank; damage + cold damage: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 211d4 + 5 + 2d6 ⇒ (3) + 5 + (2, 5) = 15
As his blade passes through the creature's flickering halo of icy flames, a bitter cold passes up Hector's blade hand and arm, chilling him to the bone.
Cold Damage, No Save: 1d6 + 9 ⇒ (3) + 9 = 12

Map & Images

Conditions/Effects:
Acrobatics Penalty: The rocky surface is somewhat slippery, but not a serious impediment; it imposes a –2 penalty on Acrobatics checks attempted in this area, but does not act as difficult terrain.
Severe Cold: See spoiler above.
Low Gravity: Gravity is only one-fifth that of Golarion. PCs can jump five times as high and lift five times as much as normal, and projectiles have their range categories quintupled. Reduce the die size of damage dealt by falling to 1d4.
Inspire Courage: +2

Round 2
Bold
may act.

Urien
Hector (-12)
---
Pink Veela
---
Haliban
Ninlil
Theo & Fairbeaks
Alden

---
Red Veela (-66)

Haliban, Ninlil, Alden, Theo & Fairbeads, you're up!

[Please note the elapsed time (20 min) since departing the beachhead for any spell/buff durations.]

The Exchange

N Dwarf Ranger 9

Theo frowns, issuing a quick call to Fairbeaks, before both of them pause... waiting.

Going to delay until Haliban goes, as he's less likely to come out of it minus hp's =)

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Haliban studies the pinkish Veela as well.

"The deadliest game."

Since surrender doesn't seem to be on the table he keeps firing until his first target drops before switching.

manyshot including rapid shot, deadly aim, improved precise shot, studied target, inspire courage: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
piercing/magic/cold iron: 2d8 + 22 + 4 ⇒ (6, 1) + 22 + 4 = 33

shot #2 including rapid shot, deadly aim, improved precise shot, studied target, inspire courage: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
piercing/magic/cold iron: 1d8 + 11 + 2 ⇒ (2) + 11 + 2 = 15

shot #3 including rapid shot, deadly aim, improved precise shot, studied target, inspire courage: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
piercing/magic/cold iron: 1d8 + 11 + 2 ⇒ (5) + 11 + 2 = 18

"That one liner would have been cooler if you stopped moving so much."

Grand Lodge

Curse of the Crimson Throne | Loot

Haliban studies the veela (pink) wreathed in flames and draws his bow. Awash in firelight of its own making, it's a lot easier to see in the dim starlight. The first two shots hit home, and the third almost nicks its clenched gluteus maximus.

Map & Images

Conditions/Effects:
Acrobatics Penalty: The rocky surface is somewhat slippery, but not a serious impediment; it imposes a –2 penalty on Acrobatics checks attempted in this area, but does not act as difficult terrain.
Severe Cold: See spoiler above.
Low Gravity: Gravity is only one-fifth that of Golarion. PCs can jump five times as high and lift five times as much as normal, and projectiles have their range categories quintupled. Reduce the die size of damage dealt by falling to 1d4.
Inspire Courage: +2

Round 2
Bold
may act.

Urien
Hector (-12)
---
Pink Veela (-48)
---
Haliban
Ninlil
Theo & Fairbeaks
Alden

---
Red Veela (-66)

Ninlil, Alden, Theo & Fairbeaks, you're up!

[Please note the elapsed time (20 min) since departing the beachhead for any spell/buff durations.]

Silver Crusade

HP 50/50 (15 temp) ... Arcane Reservoir 6/11 ... AC 16 touch 12 flat 14 ... CMD 13 ... SAVES (F/R/W) +5/+5/+8 (+2 vs. air/electricity) (+2 heroism)... NG female outsider (native) arcanist 8 ... Initiative +6 ... Perception +1 (+2 heroism) ... Sense Motive +1 (+2 heroism) ... Active Effects heroism 93 minutes ... false life 479 minutes ... mage armor 59 minutes ... endure elements 1327 minutes

Ninlil grits her teeth and points at the injured veela (red). An orb of lightning appears on top of it!

Casting aggressive thundercloud. Targeting one of the veelas. Note that it provides a miss chance... sorry about that, fellow adventurers!

SR check: 1d20 + 10 ⇒ (18) + 10 = 28
Aggressive Thundercloud damage, Reflex DC 19 negates: 3d6 ⇒ (2, 1, 5) = 8

"They're filling me in on what's going on. Kelizandri is somehow involved, this wounded veela is a rebel, and someone named Zaleh is leading the rebellion! Most of them were trapped in ice, but some fled to these woods. Worshipers of Kelizandri? I think we should have no mercy."

GM:
She's a worshiper of Ranginori; I figure she knows and has a bit of a vested interest.

Knowledge (planes or religion) to know about Kelizandri: 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22

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