GM Ladile & the Pathfinder Society Present: From Shore to Sea (Inactive)

Game Master Lady Ladile

Maps & Handouts

Spell & AoE Templates


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The Exchange

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Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Luurg nods at the decision, following boss lady's lead. He gives that sealed iris one last kick of frustration before opening up his wings and shuttling the group back out. "Mango air, gud one half mang!" He rumbles. Since he's eaten his fig you notice his gut no longer hanging under his breastplate and his overall frame is much thicker and heavier. His skin is also a bit rough to the touch, almost like thick fruit skin.

"All gud right? We goin' to dat big tower now den?" His attention a bit less precise than before.

Ok so he's got Str Mutagen (+4 STR, -2 INT, +2 natural armor) going for the next 60mins and burned another 1min of flight.


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Season of Ghosts

"Oh, no need to return here to find us..."

"Yes, mortals are terribly easy to follow and observe, heehee!"

With that, the lights of the wisps slowly fade from view but none of you are certain that they're entirely gone. But there's little time to worry about whether or not your exploits now have an audience. You have at least two leads on where to find further information or components to depower the orrery's amplification effect - the silver graveyard and the ever-growing tower. Recalling that the tower would be the closer of the two it seems prudent to head there first, which you do once Luurg finishes ferrying all of you back to the top of the well - except for Tiffany, of course.

After a short walk you see your destination peeking above some of the nearby ruined and stunted treetops. Piles of white shale litter the ground before a twisting, broken spire near a high cliff. Large white flakes constantly slough off the top and sides of the tower and plummet to the ground and sea below, as if the spire was still growing like some out-of-control mollusk. A gaping hole provides entry to the lower floor.

Once you come within about 65 feet of the tower you realize that searching the area will be a trickier proposition than you originally expected. The shards of falling shale slice dangerously through the air and you know that attempting to approach any further will see you having to dodge the falling debris.

Creatures within 60 feet of the tower must make a DC 12 Reflex save each round or be cut by falling debris for 2d4 points of damage.

Current Map

Island Map

Sovereign Court

Spells -/3/3/2 | Laughing Touch 8/8 | Inspired |GM Reroll +2| HP 39/39 | AC 13 (T 13 FF 10) | Init +5 | Perception +0 | Saves 7/6/6 | CMD 15 | 6 Sorceress (Fey) | Female Aasimar

"Eh..." Sheela watches her Unseen Servant torn to shreds. "I... see." She looks around. "Is there a door or clear entryway? Maybe we can just run for it."

Reflex Save: 1d20 + 5 ⇒ (16) + 5 = 21

The Exchange

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Trade Princess Tiffany | Female grippli druid 6 | HP: 54/54 | AC: 17 / T: 13 / FF: 15 | Fort: +8, Ref: +5, Will: +9 | CMB: +6, CMD: 18 | Init: +4, Perception: +13 | Conditions: 1 Strength damage

"Darn, I left my parasol at home," Tiffany grumbles. "Guess there's no way in but through, even if I fly!" The grippli moves back, her leg muscles doubling in size, and starts leaping along.

Tiffany will cast Jump and start jumping like the frog she is. :) ... More for effect than anything else.

Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Ouch: 2d4 ⇒ (2, 2) = 4

.. Unfortunately, she's sliced up on her way through. "O-m-g... my skin.. My perfect skin.."

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Reflex DC 12: 1d20 + 3 ⇒ (5) + 3 = 8
2d4 ⇒ (3, 3) = 6

"GAAHHHH...This is fun..." Wadi grimaces in pain, "Let's make a run for the tower! Else we'll be sliced to shreds!"

Grand Lodge

NG Dwarf Male Warpriest-6 | HP 51/51 | AC 24 / 13 T / 22 FF; +4 Dodge vs Giants | CMD 19 (23 vs Bull Rush, Trip | Fort +9, Reflex +5, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities | Fervor (2d6; 6/6 per day) | Blessings 6/day (Good: holy strike, Magic: hand of the acolyte) | Channel positive energy 3/3/day (DC 16, 2d6) | Sacred weapon (1d8, +1, 6/6 rounds/day) | Init +3 | Perception +9 (+11 vs devils, +11 to notice unusual stonework); darkvision 60 ft. | Speed 20 ft. | Conditions: None

Reflex DC12: 1d12 + 4 ⇒ (9) + 4 = 13
Reflex DC12: 1d12 + 4 ⇒ (7) + 4 = 11
Damage: 2d4 ⇒ (4, 2) = 6
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

At first, McKieg avoids the shards of falling shale that nearly slice the dwarf. "Let's move through this hazard and get to the tower as quickly as we can."

Unfortunately, he isn't able to escape injury on the last leg closing the 60ft distance. Taking cover just inside the tower, he uses his wand to heal is wounds. (40 charges remaining)

Scarab Sages

NG Male human (Garundi) Bard (Arcane Healer) 5; Init +4; Senses: Perception +8: AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield) hp 43, Fort +4, Ref +7, Will +5 (+2 trait bonus vs. divine spells of different faith than you); +4 vs. bardic performance

Reflex Save: 1d20 + 7 ⇒ (12) + 7 = 19

"Wow... that was close! Be careful."

Adyr nods in agreement with Sheela.

"Speed and agility may be our best ally in this situation. I agree... we should just run for it."


Season of Ghosts

Deciding that the best course of action is probably just to make a run for it, that's what you begin to do - making quite a bit of noise in the process. You've not gotten very far when you suddenly hear a shrill, reptilian hissing from inside the looming tower. An orange lizard the size of a horse suddenly comes charging out, dodging the falling debris. Its bright eyes glittering in the late afternoon and the frill around its neck fully extended!

Kn. Nature (DC 15):

This is a giant frilled lizard, an animal of limited intelligence.

For every 5 that you beat the DC you recall one piece of information from this list.

Who Goes First?:

Sheela Init: 1d20 + 5 ⇒ (3) + 5 = 8
Luurg Init: 1d20 + 2 ⇒ (16) + 2 = 18
Adyr Init: 1d20 + 4 ⇒ (15) + 4 = 19
Tiffany Init: 1d20 + 3 ⇒ (11) + 3 = 14
McKieg Init: 1d20 + 2 ⇒ (4) + 2 = 6
Wadi Init: 1d20 + 1 ⇒ (20) + 1 = 21

Lizard: 1d20 + 5 ⇒ (15) + 5 = 20
Lizard Reflex (DC 12): 1d20 + 8 ⇒ (6) + 8 = 14


______________

Round 1

Wadi (-6; Mage Armor; -1 Str)
==============
Lizard
==============
Adyr
Luurg (Str Mutagen: +4 STR, -2 INT, +2 natural armor)
Tiffany (-4)
Sheela (Mage Armor)
McKieg (Defending Bone)

Active Conditions: None

Wadi is UP!

Current Map
______________

You only have about one round of moving forward before the above occurs so McKieg doesn't take any damage from the falling rocks...yet :)

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi gapes at the lizard, unsure of what variety it is, but knows that the beast must be slain. In preparation for the battle he casts a spell to help soften it up for the others!

Cast Fireball at it. Fire damage: 6d6 ⇒ (5, 1, 6, 3, 3, 2) = 20, Reflex save DC 17 for half.

Sovereign Court

Spells -/3/3/2 | Laughing Touch 8/8 | Inspired |GM Reroll +2| HP 39/39 | AC 13 (T 13 FF 10) | Init +5 | Perception +0 | Saves 7/6/6 | CMD 15 | 6 Sorceress (Fey) | Female Aasimar

She looks up.

Knowledge(Nature): 1d20 + 7 ⇒ (10) + 7 = 17

She knows what that is. Grandmama told her about them.
"A giant frilled lizard. Not very intelligent. Maybe I can draw it down."

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Luurg moves along with the others on the way towards the tower before the lizard appears. Reflex DC12: 1d20 + 9 ⇒ (4) + 9 = 13 Not seeming to notice a shard of white glance off his skuffed up tea pot for a helm.

"Woah mang, dat dare's sum big lizzy." He says as only Luurg can.
K Nature, Mutagen: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11

Scarab Sages

NG Male human (Garundi) Bard (Arcane Healer) 5; Init +4; Senses: Perception +8: AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield) hp 43, Fort +4, Ref +7, Will +5 (+2 trait bonus vs. divine spells of different faith than you); +4 vs. bardic performance

"I could shoot a couple of arrows at it... that way it either comes down to us or I fill it full of arrows... either way we deal with the beast."

When the fireball flies from Wadi`s hand, Adyr wastes no time and shoots at the lizard. Moving backwards if necessary to avoid AoO.

ranged attack (bow): 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d6 + 2 ⇒ (3) + 2 = 5


Season of Ghosts

Decidedly quick on the draw Wadi launches a blast of fire at the enormous lizard as it begins to get its bearings...

Lizard Reflex (DC 17): 1d20 + 8 ⇒ (6) + 8 = 14

...but not quickly enough! The reptile eats the full force of the blast, screeching and shaking its head with pain as its flesh sizzles and cooks! Still screeching and hissing it charges forward, ostensibly angling towards McKieg, but its movements seem to be thwarted somewhat by the small scraggly shrubs and trees that dot the area.

Lizard Reflex (DC 12): 1d20 + 8 ⇒ (17) + 8 = 25

As it draws nearer Adyr attempts to fire off a shot from his bow but the in spite of its size the lizard proves surprisingly agile and the shot goes wide!

Everyone please make another DC 12 Reflex as you post your next set of actions.
_____________

Round 1/Round 2

Wadi (-6; Mage Armor; -1 Str)
==============
Lizard (-20)
==============
Adyr (Pending Reflex)
Luurg (Str Mutagen: +4 STR, -2 INT, +2 natural armor)
Tiffany (-4)
Sheela (Mage Armor)
McKieg (Defending Bone)

Active Conditions: None

Luurg, Tiffany, Sheela, McKieg and Wadi are UP!

Current Map

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Reflex save DC 12: 1d20 + 3 ⇒ (10) + 3 = 13

Once he has successfully dodged the falling shards Wadi focuses on protecting himself now by casting a spell upon himself. A reddish glowing shield appears in front of him. Cast Shield on himself.

Grand Lodge

NG Dwarf Male Warpriest-6 | HP 51/51 | AC 24 / 13 T / 22 FF; +4 Dodge vs Giants | CMD 19 (23 vs Bull Rush, Trip | Fort +9, Reflex +5, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities | Fervor (2d6; 6/6 per day) | Blessings 6/day (Good: holy strike, Magic: hand of the acolyte) | Channel positive energy 3/3/day (DC 16, 2d6) | Sacred weapon (1d8, +1, 6/6 rounds/day) | Init +3 | Perception +9 (+11 vs devils, +11 to notice unusual stonework); darkvision 60 ft. | Speed 20 ft. | Conditions: None

With a warpriest's fervor, McKieg swiftly casts divine favor upon himself and advances on the giant lizard, swinging his axe.
+1 Adamantine Dwarven Longaxe, Divine favor & Fate's Favored, Furious Focus & Power Attack; Damage: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 261d12 + 4 + 2 + 3 ⇒ (2) + 4 + 2 + 3 = 11

The Exchange

Trade Princess Tiffany | Female grippli druid 6 | HP: 54/54 | AC: 17 / T: 13 / FF: 15 | Fort: +8, Ref: +5, Will: +9 | CMB: +6, CMD: 18 | Init: +4, Perception: +13 | Conditions: 1 Strength damage

"It's too bad I didn't have a chance to calm the lizard! Bebop here was looking for a new friend," Tiffany points at her little toad familiar, still sitting on her shoulder. "Well, guess I'll just have to bag it instead!"

Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
Woodland Stride to move through the undergrowth unhindered

Tiffany advances and lobs her net across at the creature.
Net to Entangle, Net Adept, Melee touch: 1d20 + 8 ⇒ (10) + 8 = 18

Grand Lodge

NG Dwarf Male Warpriest-6 | HP 51/51 | AC 24 / 13 T / 22 FF; +4 Dodge vs Giants | CMD 19 (23 vs Bull Rush, Trip | Fort +9, Reflex +5, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities | Fervor (2d6; 6/6 per day) | Blessings 6/day (Good: holy strike, Magic: hand of the acolyte) | Channel positive energy 3/3/day (DC 16, 2d6) | Sacred weapon (1d8, +1, 6/6 rounds/day) | Init +3 | Perception +9 (+11 vs devils, +11 to notice unusual stonework); darkvision 60 ft. | Speed 20 ft. | Conditions: None

Reflex DC12: 1d20 + 4 ⇒ (17) + 4 = 21
Forgot McKieg's latest Reflex save when I posted earlier.

Sovereign Court

Spells -/3/3/2 | Laughing Touch 8/8 | Inspired |GM Reroll +2| HP 39/39 | AC 13 (T 13 FF 10) | Init +5 | Perception +0 | Saves 7/6/6 | CMD 15 | 6 Sorceress (Fey) | Female Aasimar

Reflex Save: 1d20 + 5 ⇒ (20) + 5 = 25

Sheela moves through the shards with an unnatural grace. She looks up at the lizard and makes a simple "come hither" maneuver with her hands.

Sheela will cast Unnatural Lust, Will Save DC 20. If it isn't attracted to me it gets a +4 bonus to the save.

Grand Lodge

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NG Dwarf Male Warpriest-6 | HP 51/51 | AC 24 / 13 T / 22 FF; +4 Dodge vs Giants | CMD 19 (23 vs Bull Rush, Trip | Fort +9, Reflex +5, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities | Fervor (2d6; 6/6 per day) | Blessings 6/day (Good: holy strike, Magic: hand of the acolyte) | Channel positive energy 3/3/day (DC 16, 2d6) | Sacred weapon (1d8, +1, 6/6 rounds/day) | Init +3 | Perception +9 (+11 vs devils, +11 to notice unusual stonework); darkvision 60 ft. | Speed 20 ft. | Conditions: None

Lizard: "Yummy. That's an attractive, juicy morsel." *Tongue-Grab*

The Exchange

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Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Reflex DC12: 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft vs Lust, DC16: 1d20 + 12 - 1 ⇒ (12) + 12 - 1 = 23

Luurg cocks his head and watches boss lady cast her spell, and oddly he understands her weird motions and words. Sheelur mate wid anyting! Luurg hustles up towards the lizard so he can poke at it before Sheela makes things weird. He does his best to avoid getting bitten as he gets in close... well maybe not his BEST.

Acrobatics vs CMD: 1d20 + 2 ⇒ (1) + 2 = 3

MW Spear, PA, Mutagen: 1d20 + 9 - 2 + 2 ⇒ (18) + 9 - 2 + 2 = 271d8 + 6 + 6 + 3 ⇒ (3) + 6 + 6 + 3 = 18

AOO If needed:

MW Spear, PA, Mutagen: 1d20 + 9 - 2 + 2 ⇒ (14) + 9 - 2 + 2 = 231d8 + 6 + 6 + 3 ⇒ (2) + 6 + 6 + 3 = 17


Season of Ghosts

As the lizard closes in the rest of you do the same, moving to meet the thing in the middle and dodging falling rocks all the while. Sheela begins casting and as Luurg recognizes that she's up to he hurriedly hustles up and skewers the beast good before things get really weird. McKieg calls upon Yuelral's divine favor and steps up to meet the oversized reptile with his axe, cutting another deep slice across its chest! It seems quite injured at this point; perhaps another good strike from one of you would be enough to put it down.

Then Sheela's spell resolves as she attempts to incite the lizard's lizard brain into a mating frenzy instead of a killing frenzy...

Lizard (Will DC 20): 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25

...but the lizard's in no mood for love, shaking off the enchantment with an irritated shake of its head. Like, at least take them out to dinner or something first, you know?

Though badly injured, the lizard doesn't seem ready to back down and lashes out at Luurg with a mouth full of sharp teeth and a thick, powerful tail...

Reflex (DC 12): 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23

Bite vs. Luurg (Entangled): 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Damage: 2d6 + 5 ⇒ (5, 3) + 5 = 13

Tail vs. Luurg (Entangled): 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Tail Crit!?: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5

...and actually manages to give about as good as it got, even with the net hampering it! The angry reptile then shuffles back a pace, but does not fully retreat.

Everyone, please make another DC 12 Reflex when you post your next set of actions.
______________

Round 2/Round 3

Wadi (-6; Mage Armor,Shield ; -1 Str)
==============
Lizard (-49; Entangled)
==============
Adyr (Pending Reflex x2)
Luurg (-19; Str Mutagen: +4 STR, -2 INT, +2 natural armor)
Tiffany (-4)
Sheela (Mage Armor)
McKieg (Defending Bone, Divine Favor)

Active Conditions: None

Everyone is UP!

Current Map

Grand Lodge

NG Dwarf Male Warpriest-6 | HP 51/51 | AC 24 / 13 T / 22 FF; +4 Dodge vs Giants | CMD 19 (23 vs Bull Rush, Trip | Fort +9, Reflex +5, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities | Fervor (2d6; 6/6 per day) | Blessings 6/day (Good: holy strike, Magic: hand of the acolyte) | Channel positive energy 3/3/day (DC 16, 2d6) | Sacred weapon (1d8, +1, 6/6 rounds/day) | Init +3 | Perception +9 (+11 vs devils, +11 to notice unusual stonework); darkvision 60 ft. | Speed 20 ft. | Conditions: None

Reflex DC12: 1d20 + 4 ⇒ (19) + 4 = 23
Dodging the falling debris, McKieg steps forward, raising his starmetal axe over his head and bringing it down hard, nearly cleaving the lizard in twain.
+1 Adamantine Dwarven Longaxe, Divine favor & Fate's Favored, Furious Focus & Power Attack; Damage: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 231d12 + 4 + 2 + 3 ⇒ (12) + 4 + 2 + 3 = 21

The Exchange

1 person marked this as a favorite.
Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Reflex DC12: 1d20 + 9 ⇒ (12) + 9 = 21

Luurg scowls as the lizard takes a bite then smacks him upside his head with its tail "Dis lizzy must like how Luurg taste, he take real big bites!" He steps forward and shoves Leafy into its belly.

MW Spear, PA, Mutagen: 1d20 + 9 - 2 + 2 ⇒ (16) + 9 - 2 + 2 = 251d8 + 6 + 6 + 3 ⇒ (2) + 6 + 6 + 3 = 17

Sovereign Court

Spells -/3/3/2 | Laughing Touch 8/8 | Inspired |GM Reroll +2| HP 39/39 | AC 13 (T 13 FF 10) | Init +5 | Perception +0 | Saves 7/6/6 | CMD 15 | 6 Sorceress (Fey) | Female Aasimar

Sheela sighs and draws her wand.

Reflex Save: 1d20 + 5 ⇒ (13) + 5 = 18

She weaves around the glass, around the treeline.


Season of Ghosts

As debris from the tower continues to rain down both McKieg and Luurg manage put an end to the angry, territorial lizard with an expertly-placed axe strike and a devastating jab into the belly with Leafy. The lizard utters one last, pitiful screech and collapses, quite dead.

Combat Over!

Though the lizard is now dead, you're still caught in the danger zone of falling shale pieces. You recall that the wisps had said something about how a beast in the 'ever-growing' tower had consumed a 'fish-man' and the amulet he wore. Unless a lot of time has passed, you expect (and hope) that said amulet should still be inside the beast's belly...otherwise, your task is going to get even more unpleasant in a hurry. That said, it's not safe out here in the open for either manner of work...

Current Map

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi wipes his brow in relief, "Good job everyone! Let's see if we can drag the lizard corpse away from the tower so we can excavate the lizard's stomach."

Grand Lodge

NG Dwarf Male Warpriest-6 | HP 51/51 | AC 24 / 13 T / 22 FF; +4 Dodge vs Giants | CMD 19 (23 vs Bull Rush, Trip | Fort +9, Reflex +5, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities | Fervor (2d6; 6/6 per day) | Blessings 6/day (Good: holy strike, Magic: hand of the acolyte) | Channel positive energy 3/3/day (DC 16, 2d6) | Sacred weapon (1d8, +1, 6/6 rounds/day) | Init +3 | Perception +9 (+11 vs devils, +11 to notice unusual stonework); darkvision 60 ft. | Speed 20 ft. | Conditions: None

McKieg looks around for the nearest shelter. "Can we drag the carcass inside the tower? Or would it be more practical to move it out of the danger zone?"

The dwarf grabs one of the slain creature's limbs, ready to help move it in whichever direction makes most sense.

Reflex DC12, if needed: 1d20 + 4 ⇒ (16) + 4 = 20

Sovereign Court

Spells -/3/3/2 | Laughing Touch 8/8 | Inspired |GM Reroll +2| HP 39/39 | AC 13 (T 13 FF 10) | Init +5 | Perception +0 | Saves 7/6/6 | CMD 15 | 6 Sorceress (Fey) | Female Aasimar

Sheela sighs. "We don't even know if the tower is open. Let's drag it out of this dangerous area."

Reflex: 1d20 + 5 ⇒ (18) + 5 = 23
Reflex: 1d20 + 5 ⇒ (1) + 5 = 6 2d4 ⇒ (2, 4) = 6 "Ow."
Reflex: 1d20 + 5 ⇒ (11) + 5 = 16

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

"Drag, drag, drag!" Motivates Luurg as he muckles on with a meaty paw and drags it from the ass end toward the shelter of the tower.

Reflex DC12: 1d20 + 9 ⇒ (1) + 9 = 10

Grand Lodge

NG Dwarf Male Warpriest-6 | HP 51/51 | AC 24 / 13 T / 22 FF; +4 Dodge vs Giants | CMD 19 (23 vs Bull Rush, Trip | Fort +9, Reflex +5, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities | Fervor (2d6; 6/6 per day) | Blessings 6/day (Good: holy strike, Magic: hand of the acolyte) | Channel positive energy 3/3/day (DC 16, 2d6) | Sacred weapon (1d8, +1, 6/6 rounds/day) | Init +3 | Perception +9 (+11 vs devils, +11 to notice unusual stonework); darkvision 60 ft. | Speed 20 ft. | Conditions: None

McKieg grabs one of the lizard's hind legs and pulls, helping Luurg and the others drag it into the tower.
Another Reflex DC12, if needed: 1d20 + 4 ⇒ (15) + 4 = 19

The Exchange

Trade Princess Tiffany | Female grippli druid 6 | HP: 54/54 | AC: 17 / T: 13 / FF: 15 | Fort: +8, Ref: +5, Will: +9 | CMB: +6, CMD: 18 | Init: +4, Perception: +13 | Conditions: 1 Strength damage

"Here, use the net as a bag!" Tiffany secures her net with a knot and passes it to the strong-looking dwarf to help pull.

Reflex: 1d20 + 5 ⇒ (12) + 5 = 17

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Seeing the others hurry to the tower Wadi takes a deep breath and hurries to the tower entrance as fast as he can go.

Since Wadi is not helping move the lizard I assume he can take a double move here, which should mean only one Reflex save needed.
Reflex DC 12: 1d20 + 3 ⇒ (18) + 3 = 21


Season of Ghosts

Yep, if you want to take a double-move it'll just be one save.

Luurg Damage: 2d4 ⇒ (2, 4) = 6

Adyr Reflex (DC 12): 1d20 + 7 ⇒ (20) + 7 = 27
Adyr Reflex (DC 12): 1d20 + 7 ⇒ (8) + 7 = 15

With a bit of teamwork and some quick footwork you all manage to take shelter in the strange 'growing' tower, hauling the lizard carcass along with you. As you all barrel in through the open doorway - the doors themselves long since destroyed - you enter a relatively small space that's maybe 30 feet in diameter. Large piles of the same strange, shell-like material litter the area as do rotted and broken bits of shelving. What remains of a staircase winds around the wall but terminates only maybe 7 or 8 feet up, the rest having been utterly destroyed at some point in the distant past. In fact, looking up, it looks as though the tower's inner structures are completely gone, leaving only a hollow, twisting wreck reaching into the skyward.

And yet the small shell-like fragments continue to drift downward as though the tower itself is constantly attempting to 'grow' and renew itself, somehow. Much like how some reptiles shed their skins to reveal a fresh new one underneath.

The only other thing of immediate interest here is a large nest of accumulated shell fragments, dirt, and bits of foliage from the outside. A thorough examination of the nest and surrounding area reveals small bugle, that seems to be in amazingly good condition considering where you've found it. Otherwise, there doesn't seem to be much else here.

The above is assuming that at least one of you will Take 20 to have a look around.

Detect Magic + Spellcraft (DC 18):

It's a Horn of Fog~

Current Map

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12

"Here, have a look at this. Apparently it is magical in nature."

Sovereign Court

Spells -/3/3/2 | Laughing Touch 8/8 | Inspired |GM Reroll +2| HP 39/39 | AC 13 (T 13 FF 10) | Init +5 | Perception +0 | Saves 7/6/6 | CMD 15 | 6 Sorceress (Fey) | Female Aasimar

"Why would a lizard make a nest in a collapsing tower of glass?" She pants. "Silly lizard."

Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12

"Let's dig up that amulet already. My hands are too dainty to dig into it."

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Falling debris slices Luurg's other arm as he drags, he flinches a bit but it doesn't slow him down. Once they've reached the shelter of the den he gives the room a quick eyeball as he draws out his favorite applewood switch and gets to work healing his wounds.

CLW Wandage:

Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Full, 5 charges used.

"Anybuddy need fixin'? Luurg got lotta apple power left in dis..." He waves around his dried up stick as they dig through the lizard's nest.

Once the healing is complete he offers to dissect the creature, being fairly familiar with the work. Survival: 1d20 + 9 ⇒ (11) + 9 = 20

Luurg also will take this opportunity to mix up a couple extracts, this takes 1min per exact: so 2mins. Cure Light Wounds and Alchemical Allocation. Filling unused slots.

The Exchange

Trade Princess Tiffany | Female grippli druid 6 | HP: 54/54 | AC: 17 / T: 13 / FF: 15 | Fort: +8, Ref: +5, Will: +9 | CMB: +6, CMD: 18 | Init: +4, Perception: +13 | Conditions: 1 Strength damage

Spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23

Tiffany nods emphatically at Sheela. "Girl, I totally get you. I'm not digging my hands into a carcass either! Go on Luurg, butcher that lizard!"

Meanwhile, Tiffany has a closer look at the bugle. "Oh! Oh! I know this one! It's a Horn of Fog!"

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

"Yeah sure..." Wadi stares at Luurg unsure how effective his healing wand would be.

Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Mark off 2 charges please.

"Thanks Luurg!" He glances at the horn, "This item will definitely come in handy!"

Grand Lodge

NG Dwarf Male Warpriest-6 | HP 51/51 | AC 24 / 13 T / 22 FF; +4 Dodge vs Giants | CMD 19 (23 vs Bull Rush, Trip | Fort +9, Reflex +5, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities | Fervor (2d6; 6/6 per day) | Blessings 6/day (Good: holy strike, Magic: hand of the acolyte) | Channel positive energy 3/3/day (DC 16, 2d6) | Sacred weapon (1d8, +1, 6/6 rounds/day) | Init +3 | Perception +9 (+11 vs devils, +11 to notice unusual stonework); darkvision 60 ft. | Speed 20 ft. | Conditions: None

McKieg takes his time surveying the shelter inside the ruined tower. While the injured treat their wounds, and Tiffany examines the horn of fog, the dwarf aids Luurg field dress the dead lizard and pore through its entrails, using detect magic first to narrow the search for the amulet and anything else the creature might have swallowed.
Survival Aid: 1d20 + 7 ⇒ (6) + 7 = 13

Sovereign Court

Spells -/3/3/2 | Laughing Touch 8/8 | Inspired |GM Reroll +2| HP 39/39 | AC 13 (T 13 FF 10) | Init +5 | Perception +0 | Saves 7/6/6 | CMD 15 | 6 Sorceress (Fey) | Female Aasimar

"I'll gladly take uses of your wand, Luurg. Look how that shale tore my sleeve!" She points to a trail of blood on her arm.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

NG Dwarf Male Warpriest-6 | HP 51/51 | AC 24 / 13 T / 22 FF; +4 Dodge vs Giants | CMD 19 (23 vs Bull Rush, Trip | Fort +9, Reflex +5, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities | Fervor (2d6; 6/6 per day) | Blessings 6/day (Good: holy strike, Magic: hand of the acolyte) | Channel positive energy 3/3/day (DC 16, 2d6) | Sacred weapon (1d8, +1, 6/6 rounds/day) | Init +3 | Perception +9 (+11 vs devils, +11 to notice unusual stonework); darkvision 60 ft. | Speed 20 ft. | Conditions: None

"Luurg, I've a wand as well, if others do not. No sense using up all your own resources, when we can share the burden."

(McKieg's wand of CLW has 40 charges remaining.)

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul
McKieg wrote:

"Luurg, I've a wand as well, if others do not. No sense using up all your own resources, when we can share the burden."

(McKieg's wand of CLW has 40 charges remaining.)

"Thanks Mang! I gut deez ones, you get da next lizzy bites!" He grabs ahold of what you think is a kidney and rips it out, tossing it aside.

4 more charges deducted


Season of Ghosts

While the rest of you work on mending the wounds suffered from the lizard and the falling rocks, Luurg and McKieg get to work on gutting the lizard in search for this mysterious amulet. It's a rather bloody and disgusting task but it doesn't take long - especially with the aid of Detect Magic - to find what you seek in a section of the lizard's intestine. Once it's thoroughly cleaned off with some water (or Prestidigitation) you can see that the amulet consists of a thin chain of silvery-gray metal holding a series of interlocking rings that slowly turn within themselves in an accurate replication of the celestial sphere. It radiates a faint aura of divination magic.

Spellcraft - Armillary Amulet (DC 20):

The amulet grants its wearer a +5 competence bonus on Spellcraft checks. It also grants immunity to the dangerous effects of the Orrery of Nal-Kashel.

Meaning the wearer doesn't have to worry about suffering any mishaps while in proximity to the partially-busted orrery that you found in the Observatory.

Having acquired the amulet that the wisps 'helpfully' directed you to, there seems to be little sense or purpose in lingering at the strange tower. You recall that there was one other obvious lead given to you, which was to visit the 'silver graveyard' (B4). But there are also other locations on the island that you have yet to visit: the ruined tower next to the observatory (B8), the strange water-building (B5), and the archives (B2).

Island Map
______________

Though I imagine I know your next destination, please let me know if you'd like to proceed somewhere else or do something else first. Rule of Two is in effect~

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16

"Well, I cannot divine what makes this amulet so crucial here. I say we head to visit the silver man, or whatever he may be."

Sovereign Court

Spells -/3/3/2 | Laughing Touch 8/8 | Inspired |GM Reroll +2| HP 39/39 | AC 13 (T 13 FF 10) | Init +5 | Perception +0 | Saves 7/6/6 | CMD 15 | 6 Sorceress (Fey) | Female Aasimar

Luurg, I have my own wand of CLW, so save the charges.

Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6

"Well then. That was grisly. Is it time for that silver graveyard?"

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Luurg looks to the boss lady and shrugs "Whatever you say boss lady Sheelur!" He packs up his stuff and prepares to head off.

"Can you clean peeler real gud wid yer magics? I don't wanna taste blood on my fruits. Ok? Ok." He thanks her then reshoulders his large pack, grabs up Leafy and prepares to make the mad dash across the field.

Reflex DC12: 1d20 + 9 ⇒ (18) + 9 = 27

Grand Lodge

NG Dwarf Male Warpriest-6 | HP 51/51 | AC 24 / 13 T / 22 FF; +4 Dodge vs Giants | CMD 19 (23 vs Bull Rush, Trip | Fort +9, Reflex +5, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities | Fervor (2d6; 6/6 per day) | Blessings 6/day (Good: holy strike, Magic: hand of the acolyte) | Channel positive energy 3/3/day (DC 16, 2d6) | Sacred weapon (1d8, +1, 6/6 rounds/day) | Init +3 | Perception +9 (+11 vs devils, +11 to notice unusual stonework); darkvision 60 ft. | Speed 20 ft. | Conditions: None

Guidance, Detect Magic, Spellcraft DC20: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
McKieg shakes his head, handing the amulet to one of his more skilled companions to attempt to identify.

"The 'silver graveyard' is our best lead," McKieg agrees with Sheela. "Ready when you are."

Reflex DC12: 1d20 + 4 ⇒ (16) + 4 = 20

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

"Okay let's get out of here. This tower is really freaking me out!"

Reflex save DC 12: 1d20 + 3 ⇒ (18) + 3 = 21

The Exchange

Trade Princess Tiffany | Female grippli druid 6 | HP: 54/54 | AC: 17 / T: 13 / FF: 15 | Fort: +8, Ref: +5, Will: +9 | CMB: +6, CMD: 18 | Init: +4, Perception: +13 | Conditions: 1 Strength damage

Tiffany holds her nose as Luurg removes the amulet from the corpse. "UghhHhh, that thing reeks! I'd get a closer look and try to identify it, but not while it has that lizard juice clinging to it!"

Assuming someone does prestidigitate it, she tries to identify it.

Spellcraft: 1d20 + 4 ⇒ (5) + 4 = 9
Reflex as she dashes outside: 1d20 + 5 ⇒ (15) + 5 = 20


Season of Ghosts

Sheela Reflex (DC 12): 1d20 + 5 ⇒ (16) + 5 = 21
Adyr Reflex (DC 12): 1d20 + 7 ⇒ (15) + 7 = 22

Ready to move forward you leave the body of the lizard behind and beat feet out of the tower and across the danger zone; with an idea of what to expect and the freedom to simply run as fast as you can all of you are able to dodge the falling bits of shale and shell and suffer no further injuries.

Once you're safely away from the tower you're able to slow your pace as you pick your way back across the increasingly-familiar ruined streets towards where you know this 'silver graveyard' to be. As the day creeps on towards late afternoon you begin to see additional signs of life here and there among the ruins. As you pass by an overgrown and deserted courtyard you spot a mass of tangled vines and dripping slime on two trunk-like legs, feeding on a small green humanoid creature caught in its clutches.

Kn. Nature (DC 16):

The large mass of vines and slime is a shambling mound, an intelligent, omnivorous plant able to draw sustenance from nearly anything, wrapping their creepers around living trees to draw forth the sap, sending rootlets into the soil to absorb raw nutrients, or consuming flesh and bone from crushed prey.

Kn. Nature (DC 11):

The small green humanoid is a vegepygmy, an intelligent plant creature known for living with others of its kind in close-knit tribes.

Though the feeding mass seems to ignore your proximity you decide that it would be best to not tempt fate and hurry on before it changes its mind and comes looking for dessert. As you do, that strange feeling from before when you were talking to Sara returns...

Everyone please make a DC 15 Fort save.

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