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

Game Master Lawrence Smith 2

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Grand Lodge

Curse of the Crimson Throne | Loot

Ninlil:
You still have all your actions this round. As a move action, you could direct the greater aggressive thundercloud to attack the qallupilluk, if you're able to see it.
Does the cloud shed light/provide illumination?
Also, I realized I forgot about the concealment caused by the cloud, and didn't apply it to the green veela's attacks. Please help me remember such things in the future with a reminder in your posts. Thanks.

Alden continues his hot pursuit in cold water. The light from his flail reveals nothing, at least above the surface of the water, in the tunnel as it turns south.

The red water veela spasms as lightning bolts within the thundercloud course through its body.

Haliban's first shot strikes the red water veela, both arrows piercing its brain, and the creature dies before it sinks beneath the cold water.

In the dim light from the lightning flickering in the thundercloud, he spots the qallupilluk lurking next to the rebel green veela. He directs his second and third shot at monstrous humanoid. The cold iron arrows pierce the creature's tough hide.

The qallupilluk roars in pain from its wounds and outrage at your veela ally. "You will die rebel! And your friends must turn away, or I will slay them, too."

Conditions
Submerged: [DC10 Swim check to navigate, and submerged PCs treat the area as extreme cold. Extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC15, +1 per previous check) or take 1d4 points of nonlethal damage)]
Natural Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
Resist Energy, Communal: Duration 10 minutes, resist cold 20.
Inspire Courage +2

Map & Images

Round 2
Bold
may act.

Qallupilluk (-38)
---
Alden
Urien
Ninlil & Snaggletooth
Theo & Fairbeaks
Green Water Veela (-7)
Hector
Haliban (-8)

Hector and Ninlil & Snaggletooth, you're up!
[Please note the elapsed time (1 hour, 13 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

no worries, GM - I was looking for something I could just throw immediately similar to how ammunition works, but I've got no issues with your call on it

swim check with 14 str, -2 ACP, & the heroism spell I keep forgetting I have up for about another 7 minutes: 1d20 + 2 - 2 + 2 ⇒ (18) + 2 - 2 + 2 = 20


The asteroid groans as if an invisible weight had been lifted from it, leaving the air cleaner and breathing easier. The reassuring breeze emanating from tunnels suddenly drops in intensity, leaving a feeble stream that whistles weakly as it drifts off into space. A moment later, portals wreathed in tumbling stone open all across the asteroid, and Sorrina Westyr urgently beckons everyone to come through.

“We've truly grabbed the scorpion by the tail. Whatever entity was holding us at bay has loosened its grip, but it has redirected its efforts to cutting off the source of air that allows us to survive in this place. The path forward is no longer filled with lethal energy. We have at most…an hour or two before we must return home or face asphyxiation. But if we press forward and find the source of the air, I believe it is tied to whatever captive is imprisoned here. Our portal minders will stand ready in case we need to evacuate quickly.”

Sorrina leads the assembled Pathfinders toward the edge of an immense, steeply sloped tunnel that descends into a miles-wide, spherical cavern. A crude stone fortress floats near the cave's center as if it were a rocky sun, and enormous slabs of earth orbit it like a miniature asteroid belt. These slabs gravitate inward toward the fortress, but periodic blasts of air slow their approach and cast the jagged masses back toward the edge of the cavern. Each gust is slightly weaker than the last.

Robed figures cling to the rocky slabs and chant loudly, as if empowering the stone. Unimpressed, Sorrina Westyr casts a spell at one of the distant cultists and flings him off his crude platform.

“Aiiiiiiiiiiieeeeeeee!” The cultist screams, arms and legs askew as he hurtles toward the fortress and collides with its surface with a faint splat.

“Woo hoo, Bullseye!” Drandle Dreng claps, then goes back to organizing a party of Pathfinders who are busily unpacking knotted ropes. “Hurry, there’s not a moment to lose!”

“We must get to that fortress,” Sorrina announces before signaling others to lower knotted ropes down to the cavern. “Clear off the opposition, then we'll make our way inside. I find it reassuring that whatever lies within the fortress has an aura of good, and no doubt seeks our aid.”

Part III Begins!

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 continues to trudge through the high water, thinking by the time he gets around the fight will be over.

Swim: 1d20 + 5 ⇒ (4) + 5 = 9
Derring-do!: 1d6 ⇒ 1

double move

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 slowly trudges forward under the weight of her gear. Move action to move at half speed while she's got enough weight to allow her the option.

She directs her Aggressive Thundercloud toward the qallupilluk: Aggressive Thundercloud, Greater; Reflex 22 negates; provides 20% miss chance: 6d6 ⇒ (3, 2, 1, 2, 6, 6) = 20 Also as a move action

Aggressive Thundercloud and Aggressive Thundercloud, Greater:

It illuminates as a candle, as per:

A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the storm stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates that damage. It provides concealment (20% miss chance) to anything within it, and its flickering light illuminates the same area a candle would.

Grand Lodge

Curse of the Crimson Throne | Loot

Ninlil inches closer to the wounded qallupilluk, and with a flicker of her slender fingers, she urges the greater aggressive thundercloud toward the monstrous humanoid. Engulfed by the cloud, sparks fly around and through the creature.
Red Reflex DC22: 1d20 + 10 ⇒ (8) + 10 = 18

Hector trudges through the frigid, murky water, in painstaking pursuit of his quarry.

The haggard qallupilluk emerges from the thundercloud shroud and attacks the rebel veela with a cry of vengeance.
Bite; Damage: 1d20 + 13 ⇒ (19) + 13 = 321d6 + 5 ⇒ (4) + 5 = 9
Claw 1; Damage: 1d20 + 13 ⇒ (10) + 13 = 231d6 + 5 ⇒ (5) + 5 = 10
Claw 1; Damage: 1d20 + 13 ⇒ (14) + 13 = 271d6 + 5 ⇒ (3) + 5 = 8

Terrible tooth and claws connect, but the rebel veela laughs when the attacks fail to harm her. "You'll have to do better than that, beeahtch!"

Determined, she slips around the prison guardian's side, creating an opening for the Pathfinders, and counterattacks with her daggers. Both blades strike, but the qallupilluk's own hide proves hard to penetrate.
Green vs Qallupilluk, mwk dagger, Inspire Courage; damage: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 311d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Green vs Qallupilluk, mwk dagger, Inspire Courage; damage: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 241d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10

The veela shouts a warning, "Watch out, friends! The water's deeper here, plunging maybe 10 more feet."

Conditions
Submerged: [DC10 Swim check to navigate, and submerged PCs treat the area as extreme cold. Extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC15, +1 per previous check) or take 1d4 points of nonlethal damage)]
Natural Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
Resist Energy, Communal: Duration 10 minutes, resist cold 20.
Inspire Courage +2

Map & Images

Round 3
Bold
may act.

Qallupilluk (-68)
---
Alden
Urien
Ninlil & Snaggletooth
Theo & Fairbeaks

Green Water Veela (-7)
Hector
Haliban
(-8)

Everybody, you're up!
[Please note the elapsed time (1 hour, 13 min) since departing the beachhead for any spell/buff durations.]

The Exchange

N Dwarf Ranger 9

Bah, wrote up a post, then accidentally loaded a different page. Grumble.

GM: did the veela indicate where the deeper section was/is? Or is it visible?

Discomfitted by clinging to Fairbeaks' back, and with the enemy veela finally out of the way, Theo finally slides off the axe beak, into the chill waters.

Unsure if this is a deep section he's dismounting into, but Theo can't fail a DC 10 swim check (he has a +9 modifier).

He quickly brings his club to bear, suddenly realizing its even harder to swing it when in the water. With an annoyed growl, he smashes it down towards where the qallipuluk is anyway.

+1 silver tetsubo, PA, flank, bard: 1d20 + 15 + 2 + 2 ⇒ (17) + 15 + 2 + 2 = 36, for 1d10 + 14 + 2 ⇒ (7) + 14 + 2 = 23 damage.


Axebeak Animal Companion

Finally free of its annoying burden, Fairbeaks gives a relieved squawk. He immediately tries to descend on the newest foe, but can't seem to get its footing in the water, despite losing the dwarf.

Swim: 1d20 + 5 ⇒ (1) + 5 = 6

With another aggrieved sound, it turns to snap his powerful beak at the new foe beside Theo from where it is.

bite, PA, bard: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11, for 2d6 + 14 + 2 ⇒ (3, 5) + 14 + 2 = 24 damage.

But everything about this place is clearly throwing the giant bird off... and it has no better luck!

Sheesh, 2 of 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|

"Here where exactly?"

swim dc 10: 1d20 + 7 ⇒ (3) + 7 = 10

Haliban wades closer to the combat.

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 points twice at the qallupilluk: once to direct a cloud of electricity at it, and the second time to fire a pair of glowing magic snakes in its direction!

"Glad to see the spirit of collegiality survives a difference of opinion," she opines.

Aggressive Thundercloud, Greater: DC 22 Reflex negates, provides 20% miss chance: 6d6 ⇒ (4, 2, 4, 4, 4, 5) = 23 Spell: Aggressive Thundercloud, greater. Electricity damage, move action

Magic missile from a quarterstaff of entwined serpents: 2d4 + 2 ⇒ (1, 3) + 2 = 6 Standard action.

Grand Lodge

Curse of the Crimson Throne | Loot

Theo dismounts, and when his feet fail to touch the bottom, he realizes the water's deeper here as well. Treading water, he swings his tetsubo. He bludgeons the qallupilluk, though the water blunts the force of his blow, and the creature's tough, scaly hide absorbs more of the damage.

Fairbeaks and Haliban adjust their positions, but the water's only about 4ft deep where they're at.

The axebeak pecks at the qallupilluk, but it only manages to splash the water in an icy cascade of water.

The rebel veela calls out to Haliban, "The water seems deepest around me and the dwarf!"

Ninlil sends her storm cloud over the qallupilluk, then she follows up with two serpentine bolts of arcane force from her staff. While monstrous humanoid evades the lightning bolts, the two magic missiles send the creature to a watery grave.
Qallupilluk Reflex DC22: 1d20 + 10 ⇒ (20) + 10 = 30

Victory!
Success reported to the Overseer GM.

The Wounded
Haliban (-8)

I'll post again later to move us along.

The Exchange

N Dwarf Ranger 9

Theo quickly clambers back to where it is shallower, trying to grab hold of Fairbeaks to get the bird to help haul him up... only to have the axe beak step back out of his reach, clearly not wanting to repeat the earlier 'riding' incident.

He grumbles as he crawls awkwardly back out on his own, cursing quietly in tien.

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 attempts to quickly check the corpses to make sure they have nothing of interest, before gesturing that they should move on - and quickly given the warning that was just made.

I'd suggest we push onward as quickly as we can. Friend-veela, can you indicate the best direction for us to go?

Urien then re-casts heroism on himself as the duration on the first finally expires.

Grand Lodge

Curse of the Crimson Throne | Loot

Heeding Sorrina Westyr's call, you make your way to the entrance of the Vault. The rebel veela guides you quickly there, where she bids you farewell. "Good luck, Pathfinders. May the gods grant you luck this day."

As she leaves you, she turns around one final time. "Be careful, friends. The fortress’s surface is constantly shifting as the living stone repairs the damage Ranginori inflicts on it. The rooms shift hundreds of feet relative to their previous location every minute, making spells like dimension door dangerous and teleport spells very likely to lead to false destinations."

"Ayrzul’s will infuses the earth here. Any spellcaster that attempts to magically dig through or alter the fortress often fails." She warns and sets off.
Effect: A spellcaster must succeed at a DC24 caster level check or the spell fails.

Gravity in this area of Aucturn’s Tear is almost the same as on Golarion, angled down and pulling everything toward the Vault’s heart.

The temperature is actually comfortable, but the illumination is dim.

Society agents lower knotted ropes down the sloping tunnel that drops into the immense spherical cavern where the fortress awaits.

A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes.

"These rocky fragments gravitate toward the fortress," Sorrina shouts as she hangs from a rope. "If we can cling on before it travels out of reach, it should carry it toward our destination."

The iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails. "Now!" cries the Master of Spells, and agents begin rappelling down to the crude platform.

Another post follows...

Grand Lodge

Curse of the Crimson Throne | Loot

GM Screen:
Time Elapsed in Minutes: 1d6 + 4 ⇒ (1) + 4 = 5

Haliban:
The rebel veela healed your wounds after your battle with the prison guardians.

Unless all of you can fly several miles—attempting a controlled fall with feather fall is too dangerous due to the orbiting rocks that move in hard-to-predict orbits and are likely to crash into plummeting adventurers—you must help claim one of these islands to reach the fortress.

You're suspended 15 feet above the surface of the rock, and you must climb down the knotted rope or drop in order to reach the ground and fend off the undead cultists. Remember, you need both hands free to climb, but you can cling to the rope with one hand in order to use the other to fight.

Theo figures Fairbeaks's best option is probably to leap down to the surface of the rock.

Observing the strange, alien environment, your estimate that each round, the floating island moves another 20 feet toward the bottom of the map, providing you only a limited amount of time to reach the surface before your ropes are left dangling over the edge!

Two undead former cultists scramble around the floating rock, invoking Ayrzul’s power. They quickly and mercilessly descend on any interlopers. Each of the intelligent undead carries a dagger.

One is a red skeletal carcass that pulls itself from the ground, its body formed as much from earth and soil as from bones and rotting flesh.

The other has shreds of leathery flesh clinging to its pink skeletal body, while twin motes of fiery light glow deep in its eye sockets.

Knowledge (religion) DC18 re the earthen skeletal carcass:
It's a guecubu, a medium-sized undead creature with the earth subtype. For every 5 you exceed the DC, you may ask one question from this list.

Knowledge (religion) DC15 re the skeletal creature with glowing eyes:
It's a crypt thing, a medium-sized undead creature. For every 5 you exceed the DC, you may ask one question from this list.

Initiative:

Haliban: 1d20 + 14 ⇒ (15) + 14 = 29
Hector: 1d20 + 12 ⇒ (10) + 12 = 22
Urien: 1d20 + 4 ⇒ (6) + 4 = 10
Ninlil: 1d20 + 6 ⇒ (14) + 6 = 20
Snaggletooth: 1d20 + 3 ⇒ (14) + 3 = 17
Alden: 1d20 + 1 ⇒ (9) + 1 = 10
Theo: 1d20 + 2 ⇒ (12) + 2 = 14
Fairbeaks: 1d20 + 3 ⇒ (2) + 3 = 5
Red ??: 1d20 + 8 ⇒ (4) + 8 = 12
Pink ??: 1d20 + 6 ⇒ (13) + 6 = 19

Map & Images

Conditions:
Dim Light: In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
Resist Energy, Communal: Duration 4 more minutes, resist cold 20.
Ayrzul’s Will: A spellcaster must succeed at a DC24 caster level check or the spell fails.

Round 1
Bold
may act.

Haliban
Hector
Ninlil

---
Pink ??
---
Theo
---
Red ??
---
Urien
Alden
Fairbeaks

Haliban, Hector, and Ninlil, you're up!
[Please note the elapsed time (1 hour, 19 min) since departing the beachhead for any spell/buff durations.]

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|

"What a nice lady."

Seeing the creatures shambling forward Haliban decides to buy his allies some time.

He studies the skeletel creature then fires a Tangleshot arrow at each of them.

ranged touch attack at the earthen creature including rapid shot, improved precise shot: 1d20 + 15 - 1 ⇒ (12) + 15 - 1 = 26

ranged touch attack at the skeletal creature including rapid shot, improved precise shot, studied target: 1d20 + 15 + 2 - 1 ⇒ (13) + 15 + 2 - 1 = 29

"That won't hold them for long."

Grand Lodge

Curse of the Crimson Throne | Loot

GM Screen:

Red Reflex DC10 or be glued to the surface: 1d20 + 7 ⇒ (17) + 7 = 24
Pink Reflex DC10 or be glued to the surface: 1d20 + 6 ⇒ (11) + 6 = 17

Haliban fires a tangleshot arrow at each of the undead creatures. The arrows strike their targets, shattering the tiny vials of tanglefoot goo. The arrows deal no damage when they hit, but the undead are entangled by the splash of the alchemical adhesive.

Hector and Ninlil, you're up!
[Please note the elapsed time (1 hour, 19 min) since departing the beachhead for any spell/buff durations.]

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 slides down the rope, trying to be as nonchalant as possible.

Climb: 1d20 + 5 ⇒ (14) + 5 = 19

double move down rope, so 5 ft off ground. Free action to let go and drop final 5 ft?

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 lets go of the rope and nimbly lands on her feet on the ground nearby. Snaggletooth takes a more circuitous, gliding route.

Sylph racial feat Airy Step: ignore the first 30 feet of falling damage. I tend to interpret the falling rules such that if you don't take falling damage, you land on your feet, but if you think she lands on her backside she will use a move action to stand up afterward.

"What have we here?" She looks back and forth at our two opponents.

Knowledge (religion) re: carcass. +2 heroism, +2 Snaggletooth aid.: 1d20 + 18 + 2 + 2 ⇒ (1) + 18 + 2 + 2 = 23
Knowledge (religion) re: glowy eyes. +2 heroism, +2 Snaggletooth aid.: 1d20 + 18 + 2 + 2 ⇒ (2) + 18 + 2 + 2 = 24
Snaggletooth auto-aids. Will post as him in a second. Looks like I get one each: special attacks for both?

A one followed immediately by a two? That's special.

Ninlil points her staff at the big carcass thing and says a command word!

Quarterstaff of Entwined Serpents, go!: 2d4 + 2 ⇒ (4, 4) + 2 = 10

Silver Crusade

Snaggletooth spreads his wings as Ninlil drops to the ground, and goes into a long glide.

Knowledge (religion) for the corpse thing, to aid another Ninlil: 1d20 + 9 ⇒ (15) + 9 = 24
Knowledge (religion) for the eyes thing, to aid another Ninlil: 1d20 + 9 ⇒ (12) + 9 = 21

"Ninlil, we have a guecubu and a crypt thing. What do you remember about them?"

He comes to a gliding stop on Ninlil's shoulder at the end.

Grand Lodge

Curse of the Crimson Throne | Loot

After Haliban entangles the two undead creatures with his tangleshot arrows, Hector climbs partway down the rope and drops the last 10 feet onto the surface.

Ninlil takes a sylph's graceful airy step down to the surface. She recognizes what they are.

Ninlil:
The guecubu has no special attacks, per se, however, its bite and and claws have the power to curse its victims with misfortune. The crypt thing's special attack is: Teleporting Burst (Su) Once per day, a crypt thing can teleport all creatures within 50 feet of it to randomly determined locations. The crypt thing can only affect creatures of which it is aware and to which it has line of sight. A successful DC16 Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the crypt thing; determine each creature’s direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. The save DC is Charisma-based.

Ninlil targets the red skeletal carcass of earth, soil, bones and rotting flesh with black and white magic missiles from her staff.

Snaggletooth reveals to the team that red is a guecubu, and pink is a crypt thing.

The pink crypt thing utters what sounds almost like a raspy death rattle and waves its bony fingers at the party. It roars its frustration when only Fairbeaks is affected. The unfortunate axebeak finds itself suddenly alone upon a ledge, a 300-foot trek back to Theo and his companions.

Theo:
I've shifted Fairbeaks off the map and placed a distance marker next him. I'll update it to reflect its moves.

Will DC16 vs Teleporting Burst (Su):

Haliban: 1d20 + 6 ⇒ (19) + 6 = 25
Hector: 1d20 + 7 ⇒ (11) + 7 = 18
Urien: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 (+2 heroism)
Ninlil: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26 (+2 heroism)
Alden: 1d20 + 5 ⇒ (19) + 5 = 24
Theo: 1d20 + 6 ⇒ (13) + 6 = 19
Fairbeaks: 1d20 + 2 ⇒ (13) + 2 = 15

Map & Images

Conditions:
Dim Light: In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
Resist Energy, Communal: Duration 4 more minutes, resist cold 20.
Ayrzul’s Will: A spellcaster that attempts to magically dig through or alter the fortress must succeed at a DC24 caster level check or the spell fails.

Round 1
Bold
may act.

Haliban
Hector
Ninlil
---
Pink: Crypt Thing
---
Theo
---
Red: Guecubu (-10)
---
Urien
Alden
Fairbeaks

Theo, you're up!
[Please note the elapsed time (1 hour, 19 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

"Watch out for the claws on that thing! It's a guecubu, and if it claws you you might get cursed. It's a particularly nasty curse of incompetence, too!"

The Exchange

N Dwarf Ranger 9

Theo looks shocked, as Fairbeaks suddenly disappears. Unsure what just happened, but sure its the creature down below's fault somehow. Ignoring the rope, he leaps off the edge to the rock below...

Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22

Landing awkwardly, but staying on his feet, he continues towards the skeletal creature, drawing his tetsubo as he goes.

Single move (down 15' (with acrobatics to not fall), then 15' towards the crypt thing, drawing his weapon as he goes. Then ready an action if it gets close enough for him to hit.

Readied Attack:

+1 silver tetsubo, PA: 1d20 + 15 ⇒ (11) + 15 = 26, for 1d10 + 14 ⇒ (10) + 14 = 24 damage.


Axebeak Animal Companion

Fairbeaks is quite shocked to suddenly find himself ... well, not where he was.

He lets out a loud squawk of displeasure, the shrill sound echoing off the rocky outcroppings, as he looks around to figure out where the dwarf went.

Getting his bearings, he starts bounding over the stones in that direction. The axe beak might not be able to fly, but running... it was made for that!

If he can run, then he will do so, covering 200'
If he can not run, then just a double move, covering 100'

Grand Lodge

Curse of the Crimson Throne | Loot

GM Screen:
Guecubu STR check DC12: 1d20 + 6 ⇒ (16) + 6 = 22

Theo:
The tunnels have been winding and uneven, and the description refers to it as a 'climb back up.' There's no call for a Climb check, so I'll give Fairbeaks a double move, but not a run.

Theo trusts Fairbeaks is all right and will find his way back to him as fast has he can. The ranger drops to the surface, sticking the landing, and marches toward the pink crypt thing, ready to club the creature with his tetsubo, if it's foolish enough to get within his reach.

The red guecubu shrugs mightily, bursting through the adhesive goo from Haliban's tangleshot arrow, and it burrows into the ground, leaving behind no tunnel or hole. When the undead creature resurfaces, Hector finds himself within its aura.

The ground in a 30-foot radius around the guecubu ripples and shudders unnaturally, transforming the area surrounding the creature into difficult terrain.

Map & Images

Conditions:
Dim Light: In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
Resist Energy, Communal: Duration 4 more minutes, resist cold 20.
Ayrzul’s Will: A spellcaster that attempts to magically dig through or alter the fortress must succeed at a DC24 caster level check or the spell fails.
Broken Ground (Su): The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty.

Round 1/2
Bold
may act.

Haliban
Hector
Ninlil

---
Pink: Crypt Thing
---
Theo
---
Red: Guecubu (-10)
---
Urien
Alden

Fairbeaks (200ft away from the party)

Urien and Alden, then Haliban, Hector, and Ninlil, you're up!
[Please note the elapsed time (1 hour, 19 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 says, "The ground is such a mess! Best move quickly. Let me see..."

She gestures with a hand, and even though there's no licorice root you've probably seen this spell before.

Ninlil's casting haste and it looks like she can get all 7 people here, minus the chocobo who's a long way away! Standard action. 8 round duration.

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 now studies the earth-swimmer and then takes advantage of his speed boost to try to eliminate the Guecubu.

manyshot including rapid sot, deadly aim, haste, studied target: 1d20 + 13 + 1 + 2 ⇒ (3) + 13 + 1 + 2 = 19
cold iron/piercing/magic: 2d8 + 18 + 4 ⇒ (4, 2) + 18 + 4 = 28

shot #2 including rapid sot, deadly aim, haste, studied target: 1d20 + 13 + 1 + 2 ⇒ (15) + 13 + 1 + 2 = 31
cold iron/piercing/magic: 1d8 + 9 + 2 ⇒ (3) + 9 + 2 = 14

Haste shot including rapid sot, deadly aim, haste, studied target: 1d20 + 13 + 1 + 2 ⇒ (10) + 13 + 1 + 2 = 26
cold iron/piercing/magic: 1d8 + 9 + 2 ⇒ (3) + 9 + 2 = 14

shot #3 including rapid sot, deadly aim, haste, studied target: 1d20 + 8 + 1 + 2 ⇒ (15) + 8 + 1 + 2 = 26
cold iron/piercing/magic: 1d8 + 9 + 2 ⇒ (3) + 9 + 2 = 14

He then peeks down and debates the merit of taking a long 5 foot step. But changes his mind.

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

Knowledge-Religion for Guecuba with active heroism: 1d20 + 4 + 4 + 2 ⇒ (7) + 4 + 4 + 2 = 17
Knowledge-Religion for Crypt Thing with active heroism: 1d20 + 4 + 4 + 2 ⇒ (15) + 4 + 4 + 2 = 25

Special Defenses, Special Attacks, and Immunities

Urien moves forward a step calling out in what seems like a bad impression of a play popular in Absalom a few years ago.
Huzzah and to Pharasma, foul abominations!

Move begin Inspire Courage +2 (audible)
Swift: Arcane Strike
5-foot step
Standard: Shoot at the target Ninlil called with her attack (red)

Attack with +2 Short Bow: deadly aim, inspire +2, heroism, haste: 1d20 + 10 - 2 + 2 + 2 + 1 ⇒ (17) + 10 - 2 + 2 + 2 + 1 = 30
Damage short bow with inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4, point-blank shot: 1d6 + 2 + 2 + 2 + 4 + 1 ⇒ (3) + 2 + 2 + 2 + 4 + 1 = 14

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|

With No hesitation what so ever, Alden takes the plunge trusting in his magical boots to see him through. A quick run and a leap in trust to send him straight into the creature.

Have changed the order for everyone to click on their avatars so that the aura won't affect you in moving.
Acrobatics to jump in front of the creature
Haste gives additional 30 ft, Total +12 1d20 + 1 + 12 ⇒ (4) + 1 + 12 = 17
Still a double move. facepalm.

A cloud of dust accompnies his landing but thanks to his magical equipment, Alden lands on his feet and strides straight up to the creature.
"Miscreant! Dare you think such petty tricks can avail you against us!!"

Grand Lodge

Curse of the Crimson Throne | Loot

Urien:
While you'll have to take Snaggletooth's word for it that the red creature is a guecubu, you do recall a bit about crypt things. Its special defenses include a minor resistance to channeled positive energy, and its immunities include the sort of traits common to most undead.

Urien delivers a few lines from a popular heroic drama, inspiring the team to greater courage in battle. He tries to take a 5ft step, but finds it impossible in the difficult terrain caused by the guecubu's broken ground aura. Then he fires his bow at the red guecubu. The arrow strikes true, but its penetrating force is blunted by the creature's stone-and-bone body.

Alden displays no shortage of personal courage, ignoring Ninlil's warning, taking a flying leap and landing in front of the guecubu. He delivers a Hellknight's tongue-lashing to the creature.

Ninlil casts haste on the party, always a helpful buff.

Thanks to Urien's inspiring acting abilities, all of Haliban's many arrows find their aim. He, too, notices that their force is blunted by the creature's stone-and-bone body.

Map & Images

Conditions:
Dim Light: In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
Resist Energy, Communal: Duration 4 more minutes, resist cold 20.
Ayrzul’s Will: A spellcaster that attempts to magically dig through or alter the fortress must succeed at a DC24 caster level check or the spell fails.
Broken Ground (Su): The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty.
Inspire Courage +2
Haste: Duration 8 rounds

Round 2
Bold
may act.

Haliban
Hector
Ninlil
---
Pink: Crypt Thing
---
Theo
---
Red: Guecubu (-77)
---
Urien
Alden
Fairbeaks (200ft away from the party)

Hector, you're up!
[Please note the elapsed time (1 hour, 19 min) since departing the beachhead for any spell/buff durations.]

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:.

Seeing Alden leap into the face of the Gueceba, Hector head in the direction of the other foe. He has his rapier ready to strike at the Crypt Thing if it's gets in range.

"Jeeves, what the heck are these things?"
Kn(religion) vs. Gueceba w/ free inspiration: 1d20 + 9 + 1d6 ⇒ (11) + 9 + (5) = 25 Resistances please
Kn(religion) vs. Crypt thing w/ free inspiration: 1d20 + 9 + 1d6 ⇒ (1) + 9 + (3) = 13

move (has 60ft b/c of haste) and then readies to attack if pink enters his reach

Attack if in reach w/ haste, inspire courage: 1d20 + 18 + 1 + 2 ⇒ (5) + 18 + 1 + 2 = 26
dmg if hits with inspire courage: 1d6 + 9 + 2 ⇒ (4) + 9 + 2 = 15 +5 precision damage if it applies.

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 an opponent makes a melee attack against Hector, he will attempt an opportune parry and riposte...

Opportune Parry and Riposte:

Spend 1 panache point and expend 1 AoO to:
Parry w/ inspire courage and haste: 1d20 + 18 + 2 + 1 ⇒ (6) + 18 + 2 + 1 = 27
If Parry, then immediate action to Riposte: 1d20 + 18 + 2 + 1 ⇒ (16) + 18 + 2 + 1 = 371d6 + 9 + 2 + 5 ⇒ (5) + 9 + 2 + 5 = 21
Remaining Panache: 3/5; AoOs: 5/6

Grand Lodge

Curse of the Crimson Throne | Loot

Jeeves answers Hector, "The red one's a guecubu. It's resistant to cold and immune from electricity."

Figuring Alden will handle the guecubu, Hector elects to deal with the pink crypt thing. Moving out of the broken ground, he makes haste to his chosen foe. When the swashbuckler gets within 10 feet of the undead creature, a wave of fear crashes against him. He fights off his panic and thrusts his rapier into the crypt thing. The enchanted blade wounds the undead with no apparent difficulty.
Hector Will DC16, Inspire Courage: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

The pink crypt thing lashes out at Hector with its claws. Hector parries the first blow and counterattacks with a devastating riposte. The creature's second attack also fails to connect.
Claw; Damage: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 4 ⇒ (7) + 4 = 11
Claw; Damage: 1d20 + 10 ⇒ (6) + 10 = 161d8 + 4 ⇒ (7) + 4 = 11

Map & Images

Conditions:
Dim Light: In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
Resist Energy, Communal: Duration 4 more minutes, resist cold 20.
Ayrzul’s Will: A spellcaster that attempts to magically dig through or alter the fortress must succeed at a DC24 caster level check or the spell fails.
Broken Ground (Su): The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty.
Inspire Courage +2
Haste: Duration 8 rounds

Round 2
Bold
may act.

Haliban
Hector
Ninlil
---
Pink: Crypt Thing (-41)
---
Theo
---
Red: Guecubu (-77)
---
Urien
Alden
Fairbeaks (200ft away from the party)

Theo, you're up!
[Please note the elapsed time (1 hour, 19 min) since departing the beachhead for any spell/buff durations.]

The Exchange

N Dwarf Ranger 9

Theo curses, as Hector rushes ahead, then pulls his feet from the suddenly uneven ground, and closes with the creature as well.

Am assuming the fear thing will hit me too, so: Will vs fear, bard: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28

He ignores the feeling of dread that tries to invade his mind, and slams his club down on the source of it!

Single move, single attack

+1 silver tetsubo, PA, bard, haste: 1d20 + 15 + 2 + 1 ⇒ (2) + 15 + 2 + 1 = 20, for 1d10 + 14 + 2 ⇒ (5) + 14 + 2 = 21 damage.


Axebeak Animal Companion

Fairbeaks continues to run back towards the others, his long legs eating up the distance quickly.

Another double move for 100'

Grand Lodge

Curse of the Crimson Throne | Loot

Theo senses the crypt thing's frightful aura, but he conquers his fear. The silver tetsubo shatters and crushes bone. The undead creatures collapses in a heap.

The guecubu lays into Alden with tooth and knuckle, cursing the hellknight with its bite, and then staggering the man with its fists.
Bite; Damage: 1d20 + 14 ⇒ (10) + 14 = 241d8 + 6 ⇒ (2) + 6 = 8
Slam; Damage: 1d20 + 14 ⇒ (18) + 14 = 321d6 + 6 ⇒ (3) + 6 = 9
Slam; Damage: 1d20 + 14 ⇒ (20) + 14 = 341d6 + 6 ⇒ (5) + 6 = 11
Crit!?; Additional Damage if confirmed: 1d20 + 14 ⇒ (14) + 14 = 281d6 + 6 ⇒ (3) + 6 = 9

(Alden, because the guecubu's misfortune's effects are serious, please roll the 3 DC20 Will saves yourself. If you fail one, don't forget to apply the saving throw penalty to those attempts that follow.)

Misfortune (Su):
A creature struck by a guecubu must make a DC20 Will save or become permanently cursed with misfortune. The victim of this curse takes a -4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms. If a guecubu hits a creature already suffering from this curse, the victim must make a DC20 Will save or be staggered for 1 round. This is a curse effect. The save DC is Charisma-based.

Fairbeaks, like a giant roadrunner, chews up more of the distance between himself and his master.

Map & Images

Conditions:
Dim Light: In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
Resist Energy, Communal: Duration 4 more minutes, resist cold 20.
Ayrzul’s Will: A spellcaster that attempts to magically dig through or alter the fortress must succeed at a DC24 caster level check or the spell fails.
Broken Ground (Su): The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty.
Inspire Courage +2
Haste: Duration 8 rounds

Round 2/3
Bold
may act.

Haliban
Hector
Ninlil
Theo

---
Red: Guecubu (-77)
---
Urien
Alden
(-37; Attempt 3 DC20 Will Saves)
Fairbeaks (100ft away from the party)

Urien and Alden, then Haliban, Hector, Ninlil, and Theo, you're up!
[Please note the elapsed time (1 hour, 19 min) since departing the beachhead for any spell/buff durations.]

The Exchange

N Dwarf Ranger 9

Theo watches the skeletal thing fall apart with a satisfied scowl.

He then turns to marches back towards the other one, plucking his way slowly across the rippling ground. Only the haste spell allowing him to close the entire distance.

Double Move

He looks around, trying to see if destroying the first one caused Fairbeaks to reappear.

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 firing magic missiles at the guecubu!

quarterstaff of entwined serpents: 2d4 + 2 ⇒ (2, 4) + 2 = 8

Pew pew!

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|

Assuming the Guecubu has not been felled by Ninlin's mighty pew pew Haliban will try to finish it off.

manyshot including rapid shot, deadly aim, improved precise shot, studied target, haste, inspire courage: 1d20 + 13 + 2 + 1 + 2 ⇒ (19) + 13 + 2 + 1 + 2 = 37
cold iron/piercing/magic: 2d8 + 18 + 4 + 4 ⇒ (7, 1) + 18 + 4 + 4 = 34

shot #2 including rapid shot, deadly aim, improved precise shot, studied target, haste, inspire courage: 1d20 + 13 + 2 + 1 + 2 ⇒ (3) + 13 + 2 + 1 + 2 = 21
cold iron/piercing/magic: 1d8 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14

haste shot including rapid shot, deadly aim, improved precise shot, studied target, haste, inspire courage: 1d20 + 13 + 2 + 1 + 2 ⇒ (11) + 13 + 2 + 1 + 2 = 29
cold iron/piercing/magic: 1d8 + 9 + 2 + 2 ⇒ (8) + 9 + 2 + 2 = 21

shot #3 including rapid shot, deadly aim, improved precise shot, studied target, haste, inspire courage: 1d20 + 8 + 2 + 1 + 2 ⇒ (13) + 8 + 2 + 1 + 2 = 26
cold iron/piercing/magic: 1d8 + 9 + 2 + 2 ⇒ (6) + 9 + 2 + 2 = 19

manyshot crit? including rapid shot, deadly aim, improved precise shot, studied target, haste, inspire courage: 1d20 + 13 + 2 + 1 + 2 ⇒ (15) + 13 + 2 + 1 + 2 = 33
cold iron/piercing/magic extra damage: 2d8 + 18 + 4 + 4 ⇒ (8, 7) + 18 + 4 + 4 = 41

Grand Lodge

Curse of the Crimson Throne | Loot

In the time it takes Urien and Alden to consider their next move, Alden executes an about face, heading toward the guecubu, wielding death in the form of his tetsubo.

Just as the dwarf ranger gets in the undead creature's grill, Ninlil blasts the guecubu with two magic missiles, then Haliban plinks it with another five arrows, permanently laying the thing to rest.

Victory! Success reported to the Overseer GM.

The Wounded--and the Cursed?
Alden (-37; Attempt 3 DC20 Will Saves. Alden, because the guecubu's misfortune's effects are serious, please roll the 3 DC20 Will saves yourself. If you fail one, don't forget to apply the saving throw penalty to those attempts that follow.)

The Exchange

N Dwarf Ranger 9

Ya, that curse is nasty! And permanent!

Theo doesn't seem particularly upset that he didn't get to smack the other undead, content that it is now destroyed. Instead, he looks around with concern, still unsure what happened to Fairbeaks.

The bird in question however, shows up just as the fight ends, standing in the rocky tunnel above, and gives a loud triumphant squawk to announce his presence! Standing there like some sort of perched bird of prey, for dramatic effect.

Inwardly relieved, but outwardly grumpy, Theo just shouts something to it in tien, which the bird ignores, as it poses.

Acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24

Then, on his own schedule (definitely not because the dwarf told him to) the axe beak easily jumps down from the ledge above to investigate the dead skeletons, to see if they might provide a meal.

Of course, neither has anything worth chewing on, and the bird gives an irritated sound at the discovery.

Grand Lodge

Curse of the Crimson Throne | Loot

GM Screen:
Time Elapsed in minutes: 2d10 + 10 ⇒ (5, 1) + 10 = 16 Should have rolled this as the proper time calculator for the time 'between areas'. (Had used the calculation for 'between encounters' instead.)

Once you defeat the undead forces attempting to drive you back, you and several dozen other Pathfinders are able to cling to the rock as gravity pulls it back toward the fortress.

The floating Vault is nearly a half-mile wide with defenses established in every direction. An adamantine shell encloses the structure; however this has been ruptured, and strands of the sky metal practically bleed from the holes in a vain attempt to repair the damage and reseal the area completely.

The ground bulges all about, and chunks of earth and metal explode periodically as blasts of air billow out from within, driven by an unseen force.

First, you must get inside. As the floating island you’re on approaches, you try to identify a prospective breach in the fortress.

(Each of you, please attempt a DC28 Knowledge (engineering), Perception, or Survival check.)

[Please note the elapsed time (1 hour, 35 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|

Fun times for Alden eh? Likely to fail though.
Add this if it applies +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Will Save vs DC 20 1d20 + 5 ⇒ (7) + 5 = 12 <---Nope
Will Save vs DC 20 1d20 + 5 ⇒ (3) + 5 = 8 <--- Nope
Will Save vs DC 20 1d20 + 5 ⇒ (19) + 5 = 24 <----Too late.

Alden feels that something is seriously wrong but the knight ignores it, his pride demanding he do no less.

"Great battle my friends. We sure showed them our mettle."

Knowledge (Engineering) 1d20 + 10 ⇒ (2) + 10 = 12
So many low rolls rofl.

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|

"I don't imagine my Lesser Restoration scroll will help what ails you."

Perception DC 28: 1d20 + 18 ⇒ (14) + 18 = 32

"Over there. I think some of that ruble is from a break in the wall."

Silver Crusade

Snaggletooth uses his masterful perception to look for a hole in the defenses!: 1d20 + 21 ⇒ (7) + 21 = 28

"That fortress looks nigh-impenetrable! But wait--you're right, the rubble!"

Hah, I forgot Snaggletooth got up to +21 this level, not +20. He really cut it close on this 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 tries to take a more studied look.

Survival + heroism: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35

"I think I see that something you saw, Haliban--yes! If we dodge the skymetal we could sneak in!"

She turns to look at Alden. "You've been cursed, haven't you? I don't know if I have a spell for that..."

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|

"Cursed?" Alden scoffs.
"Nay! Our enemies will be cursed once they have met us. None have survived us so far." he proclaims proudly.

The Exchange

N Dwarf Ranger 9

Alden, you forget the -4 on the Knowledge engineering roll =)

GM: I admit to being confused just where we are. Are we still underground? Or did we come out the bottom of the comet somewhere?

Theo eyes the incoming rocks with a professional eye, not entirely comfortable with the floating one they're on now.

"Think we should get off this barge, before the whole thing explodes." He growls, trying to ingress to the fortress below.

Survival: 1d20 + 12 ⇒ (20) + 12 = 32

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|

Oh yeah. -4 to everything. Alden will survive. He will afterall surviving is what he's done so far

"Should we make a jump for it then? I would do with some healing as well." Alden ventures.

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

Perception check with heroism: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Knowledge-Engineering check with bardic knowledge & heroism: 1d20 + 4 + 4 + 2 ⇒ (5) + 4 + 4 + 2 = 15

Urien frown briefly at the floating fortress before turning to Alden and withdrawing a wand.

Healing? Step this way, ser Hellknight.

wand of cure light wounds activation: 1d8 + 1 ⇒ (8) + 1 = 9

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