#4–12: The Refuge of Time - Standard (not Core) (Inactive)

Game Master noral

Handout 1: Kaer Maga information
Handout 1: Map of the area
Slides: Maps & character information


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Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

Doormouse stares with bloodshot eyes at the tiger wrestling the flying wizard, the raging wind woman, and the chainsaw wielding man riding in the pouch of a wallaby before darting through the door. “What is happening? Can someone...” She losses her second lunch, a Halfling’s third favorite meal and lets out a retching sob. “feed me?” She pulls a vial out of her bandolier, forgetting no one can see her.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

Will 1 vs DC 14: 1d20 + 8 ⇒ (6) + 8 = 14 +2 if FEAR based
Will 2 vs DC 14: 1d20 + 8 ⇒ (14) + 8 = 22 +2 if FEAR based

Presuming their weapons extend the reach of these hellish beasts, Spackle takes care to back away cautiously. He then disappears from sight.

Cast defensively: 1d20 + 13 ⇒ (16) + 13 = 29

Spackle ID 'ugly flesh-warped beings' PLANES: 1d20 + 5 ⇒ (5) + 5 = 10
Mead ID 'ugly flesh-warped beings' PLANES: 1d20 + 8 ⇒ (17) + 8 = 25

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Mephit don't have the elemental traits.

Winds moves back into the chambers and shoots at the wizard.

Know. Arcana: 1d20 + 8 ⇒ (3) + 8 = 11

Hornbow of the Jarlsblood, PbS, IC, Haste: 1d20 + 17 + 1 + 2 + 1 ⇒ (13) + 17 + 1 + 2 + 1 = 34
Damages (magic, piercing), PbS, IC: 2d6 + 9 + 1 + 2 ⇒ (4, 2) + 9 + 1 + 2 = 18


Wind's wrote:

Mephit don't have the elemental traits.

Thanks a lot Winds, @Colin: Then the mephit is nauseated and could not have cast blur. :-/

Ingrge's attacks hit the flying Wizard three times and pierce his body which is now clearly bleeding!

"You are all doomed! The runelord of sloth will consume you! I will destroy you!" he shouts.

Also Winds' arrow hits the wizard!

@Spackle:You already identified them.

* * *

The remaining felsh-warped being immediately attacks Arnold with his Longspears and then 5ft steps forward to bite him! The spear misses but he can bite Arnold's shoulder!

Longspear, purple: 1d20 + 15 ⇒ (4) + 15 = 191d8 + 9 ⇒ (1) + 9 = 10
Bite, sinful bite DC 14 Will save if hit: 1d20 + 13 ⇒ (15) + 13 = 281d6 + 2 ⇒ (3) + 2 = 5

Arnold, 5 damage and a Will save DC 14 please. A failed save means: –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

* * *

The two figures that are in the Temple now charge forward towards the first visible target which is Arnold! These canine-headed humanoid’s well-groomed appearance and polished greatsword show that they are more than common beasts. One of them hits Arnold's back!

Those of you that have a good heart feel a sense of security and protection! Protection from evil3 30 ft. coming from the Archons.

Hound Archon, orange, greatsword, charge: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 302d6 + 3 ⇒ (4, 4) + 3 = 11
Hound Archon, yellow, greatsword, charge: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 172d6 + 3 ⇒ (6, 2) + 3 = 11

* * *

Naroth concentrates ...

Concentration, dimensional steps: 1d20 + 15 ⇒ (15) + 15 = 30

... and suddenly his greased body vanishes from the grasp of the large tiger!

He reappears flying behind the two Archons and looks directly at Doormouse and Spackle. "Your invisibility is in vain! I will find you."

He moves and with a swift wave of his hand he casts another quickened grease spell on Ingrge's bow.

Ingrge, DC 18 Reflex save or drop the bow. Anytime you want to use the bow you need another DC 18 Reflex save.

He presses his large body to the roof of the ceiling being 15 to 20ft above ground now.

Fly: 1d20 + 18 ⇒ (8) + 18 = 26

* * *

You are all up!


Initiative! Round 7

BUFFS: HASTE, Inspire Courage +2

Spackle, -38
Doormouse, nauseated
Colin's Air Mephit, round 4, nauseated
Colin, fatigued
Colin's Tiger, round 3
Colin's Tiger, round 2
Ingrge
Winds
Arnold, -16, DC 14 Will save
Slothspawn purple
Naroth, -63
Hound Archon yellow, round 5
Hound Archon orange, round 4

Bold may act.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Seeing his last arrows had more effect, Ingrge shouts, ”Use adamantine, if you have it!” and fires four more arrows...

To Hit: Dex+Base, Magic, Weapon Focus, Precise Shot, Deadeye Bowman, Point Blank Master, Deadly Aim, Rapid Shot, Favored Enemy, Haste
Damage: Strength, Magic, Deadly Aim, Favored Enemy

Longbow: 1d20 + 13 + 1 + 1 - 2 - 2 + 2 + 1 ⇒ (9) + 13 + 1 + 1 - 2 - 2 + 2 + 1 = 23
Magic/Cold Iron/Adamantine Damage: 1d8 + 2 + 1 + 4 + 2 ⇒ (7) + 2 + 1 + 4 + 2 = 16

Longbow (Iterative): 1d10 + 8 + 1 + 1 - 2 - 2 + 2 + 1 ⇒ (4) + 8 + 1 + 1 - 2 - 2 + 2 + 1 = 13
Magic/Cold Iron/Adamantine Damage: 1d8 + 2 + 1 + 4 + 2 ⇒ (5) + 2 + 1 + 4 + 2 = 14

Longbow (Rapid Shot): 1d20 + 13 + 1 + 1 - 2 - 2 + 2 + 1 ⇒ (10) + 13 + 1 + 1 - 2 - 2 + 2 + 1 = 24
Magic/Cold Iron/Adamantine Damage: 1d8 + 2 + 1 + 4 + 2 ⇒ (5) + 2 + 1 + 4 + 2 = 14

Longbow (Haste): 1d20 + 13 + 1 + 1 - 2 - 2 + 2 + 1 ⇒ (3) + 13 + 1 + 1 - 2 - 2 + 2 + 1 = 17
Magic/Cold Iron/Adamantine Damage: 1d8 + 2 + 1 + 4 + 2 ⇒ (4) + 2 + 1 + 4 + 2 = 13


Ingrge, you forgot the reflex save again. ;-) Reflex save Ingrge: 1d20 + 14 ⇒ (1) + 14 = 15

Ingrge in his mind has already sketched how to shoot these arrows but suddenly his bow slips from his hands!

Sorry Ingrge, you do not have a reroll anymore so I just rolled to have the continuity. Hope that is ok. :-/ You can now take your action for this round Ingrge as the save above was the initial save vs. the grease. So you could draw another bow or pick up the greased bow.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

I didn't see it in the init block like last time...oh, see it now in the comments in the post above that one...guess I'll pick up my bow...

Reflex: 1d20 + 14 ⇒ (12) + 14 = 26

Liberty's Edge

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8

Tiger Stat Block:

N Large animal
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 57 (6d8+18)
Fort +10, Ref +7, Will +3

OFFENSE

Speed 40 ft.
Melee 2 claws +12 (1d8+8 plus grab), bite +11 (2d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d8+6)

STATISTICS

Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +13 (+17 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)

Stirge Summons: 1d4 + 2 ⇒ (3) + 2 = 5
Fort Save, DC 18: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25

Colin, steps back and weaves some arcane energies, ripping a hole in the fabric of reality and calling forth a number of stirge to harry the enemy mage! After that, Colin employs a similar trick to wink out of existence, appearing twenty feet away Using Conjuration Teleporation sub-school shift ability

Stirge Stat block:

N Tiny magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +1
DEFENSE

AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 7 (1d10)
Fort +2, Ref +6, Will +1
OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee touch +7 (attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks blood drain
STATISTICS
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Base Atk +1; CMB +3 (+11 grapple when attached); CMD 9 (17 vs. trip)
Feats Weapon Finesse
Skills Fly +8, Stealth +16
SQ diseased
SPECIAL ABILITIES
Attach (Ex)
When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target’s flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.
Blood Drain (Ex)
A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.
Diseased (Ex)
Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge’s blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (See Afflictions). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.

The new swarm of stirge all attempt to latch on to the mage!

Stirge Attach attempt, vs touch AC: 1d20 + 7 ⇒ (15) + 7 = 22
Stirge Attach attempt, vs touch AC: 1d20 + 7 ⇒ (17) + 7 = 24
Stirge Attach attempt, vs touch AC: 1d20 + 7 ⇒ (5) + 7 = 12
Stirge Attach attempt, vs touch AC: 1d20 + 7 ⇒ (17) + 7 = 24
Stirge Attach attempt, vs touch AC: 1d20 + 7 ⇒ (17) + 7 = 24

For each Stirge attached, Naroth will take 1 con damage at the end of the Stirge's turn. So this round, it looks like he will probably take 4 con damage.

The blue tiger will pounce on the remaining slothspawn!

Bite: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 2d6 + 10 ⇒ (3, 6) + 10 = 19
Grab if it hits: 1d20 + 19 ⇒ (20) + 19 = 39

Claw 1: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Grab if it hits: 1d20 + 19 ⇒ (16) + 19 = 35

Claw 2: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 1d8 + 8 ⇒ (3) + 8 = 11
Grab if it hits: 1d20 + 19 ⇒ (16) + 19 = 35

Rake 1: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Grab if it hits: 1d20 + 19 ⇒ (17) + 19 = 36

Rake 2: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Grab if it hits: 1d20 + 19 ⇒ (13) + 19 = 32

The Red tiger will also attack the slothspawn, then redirect any other attacks vs. the Hound Archon.

Bite: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14
Grab if it hits: 1d20 + 19 ⇒ (9) + 19 = 28

Claw 1: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Grab if it hits: 1d20 + 19 ⇒ (5) + 19 = 24

Claw 2: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Grab if it hits: 1d20 + 19 ⇒ (7) + 19 = 26


Ingrge wrote:

I didn't see it in the init block like last time...oh, see it now in the comments in the post above that one...guess I'll pick up my bow...

[Dice=Reflex]1d20+14

Ahh, sorry for not noting it on the star block. My fault! Picking up the bow is a move action so you can still shoot an arrow. I take your first attack from your post.

Ingrge picks up his bow and shoots an arrow right into the flank of Naroth who cries out in pain!

*

When the 5 stirges attach and drain his blood you see his face become pale!

“Aarghhg ... “ he exhales.

*

The two tigers hit on the remaining slothspawn and shred its body and grapple it!

Colin: Rake is only available for a grappled foe and is not active in the round of the first grapple, right?

Liberty's Edge

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8

My 3.5 pedigree is showing - in D&D 3.5, Tigers got to make their rake attacks when they pounced. Looks like that is no longer the case in Pathfinder! Please disregard the rake attacks.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

Just a reminder to everyone that Inspire Courage offers +2 to HIT & DAMAGE.

The the bard's words still hanging in the air, Spackle finds a corner. A wand slides from his wrist sheath and he quickly activates the magic held within.

UMD vs DC 20: 1d20 + 16 ⇒ (4) + 16 = 20
Infernal Healing

Lingering Performance Round 2 of 2
Fast Healing 1 Round 1 of 10

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

@Colin how can you summon Stirge? They are not on the summon monster list (they are only on summon natural ally)
@Spackle Infernal Healing is a full round action, so the spell will start at your next round

Noted! Says Winds who moves again and chooses to use her blanch adamantine arrows to shoot at the wizard.

As she moves, she provokes from the two archon.

Hornbow of the Jarlsblood, PbS, IC, Haste: 1d20 + 15 + 1 + 2 + 1 ⇒ (11) + 15 + 1 + 2 + 1 = 30
Damages (magic, piercing, adamantine), PbS, IC: 2d6 + 9 + 1 + 2 ⇒ (2, 3) + 9 + 1 + 2 = 17

Liberty's Edge

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8
Wind's wrote:

[ooc]@Colin how can you summon Stirge? They are not on the summon monster list (they are only on summon natural ally)

And now the fact that the only other summoner I played was a druid is showing.

Please disregard the stirges as well - I'll just cast Glitterdust on Nazaroth. DC 21 will save or be blinded.


Good to have Winds on the team! :-D

Colin casts 'Glitterdust' and Naroth is shining brightly but he is obviously not blinded.

Will save : 1d20 + 9 ⇒ (16) + 9 = 25

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

@GM don’t forget the AoO of the Archon against my character!


The two hound Archons try to hit Wind but they both miss!

Hound Archon, orange, greatsword, charge: 1d20 + 9 ⇒ (3) + 9 = 122d6 + 3 ⇒ (3, 1) + 3 = 7
Hound Archon, yellow, greatsword, charge: 1d20 + 9 ⇒ (5) + 9 = 142d6 + 3 ⇒ (5, 6) + 3 = 14

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

Its off a wand, so its a standard action.

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

unfortunatley not, wand have the same time casting as the spell

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

Will: 1d20 + 5 ⇒ (10) + 5 = 15

Arnold reels and tries to free the archons by banishing them back to Heaven. With a chainsaw.

Chainsaw vs. Yellow: 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 1d12 + 20 ⇒ (1) + 20 = 21

Chainsaw vs. Yellow: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d12 + 20 ⇒ (10) + 20 = 30

Haste: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 1d12 + 20 ⇒ (10) + 20 = 30

His mount guards his flank.

Aid Another (AC) vs. Purple: 1d20 + 11 ⇒ (18) + 11 = 29

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

So much is happening, I feel a little bad that I can’t do anything.

Doormouse moves around and yells at the flying mage. “Well, you’re dumb. And stupid. How can you try so hard at being lazy?”


I really had to laugh Arnold! ;-)

Arnold is able to cut the first hound archon to pieces although he notices that their hide is unbelievably resilient so that only his last attack really sends the Archon back to his home plane!


Naroth shouts out.

"Kill the Wayang with his strange weapon! Kill him!"

Tha hound archon attacks but misses with his greatsword and bite!

Hound Archon, orange, greatsword +9/+4, bite +3,: 1d20 + 9 ⇒ (11) + 9 = 202d6 + 3 ⇒ (1, 6) + 3 = 101d20 + 4 ⇒ (9) + 4 = 132d6 + 3 ⇒ (6, 3) + 3 = 121d20 + 3 ⇒ (6) + 3 = 91d8 + 2 ⇒ (3) + 2 = 5

Also the slothspawn concentrates on the Wayang also he knows it is in vain with the tigers grappling him. He uses his claws and bite and drops the spear but cannot connect because of the aid of Arnold's companion!

Claw, Claw, sinful bite DC 14 Will save if hit: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 221d6 + 4 ⇒ (6) + 4 = 101d20 + 12 - 4 ⇒ (8) + 12 - 4 = 161d6 + 4 ⇒ (2) + 4 = 61d20 + 13 - 4 ⇒ (15) + 13 - 4 = 241d6 + 2 ⇒ (1) + 2 = 3

* * *

Naroth is furious!
"You are completely useless!" he cries out and flies a circle stopping right in front of the invisible Doormouse.

"I told you that you will die!"

Concentration : 1d20 + 15 ⇒ (14) + 15 = 29

Suddenly, acid sprays in a straight line and hits Doormouse, Winds, Arnold, the Hound Archon as well as the Slothspawn!

Acid spray, reflex half DC 21 : 10d6 ⇒ (2, 6, 6, 5, 1, 1, 3, 4, 3, 6) = 37

The slothspawn immediately dissolves and the hound archon is severly wounded!

Hound archon reflex: 1d20 + 5 ⇒ (3) + 5 = 8

Initiative! Round 8

BUFFS: HASTE, Inspire Courage +2

Spackle, -38
Doormouse, nauseated, Reflex half DC 21
Colin's Air Mephit, round 5, nauseated
Colin, fatigued
Colin's Tiger, round 4
Colin's Tiger, round 3
Ingrge, DC 18 Reflex each round when bow is used
Winds, Reflex half DC 21
Arnold, -16, Reflex half DC 21
Naroth, -96
Hound Archon orange, round 5, -37

Bold may act.

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Reflex: 1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 38

Winds avoids most of the acid and resists some resistance 4 acid

She continues to shoots at Naroth with her last blanch arrows.

Hornbow of the Jarlsblood, PbS, IC, Haste: 1d20 + 15 + 1 + 2 + 1 ⇒ (5) + 15 + 1 + 2 + 1 = 24
Damages (magic, piercing, adamantium), PbS, IC: 2d6 + 9 + 1 + 2 ⇒ (6, 3) + 9 + 1 + 2 = 21

Hornbow of the Jarlsblood, PbS, IC, Haste: 1d20 + 15 + 1 + 2 + 1 ⇒ (9) + 15 + 1 + 2 + 1 = 28
Damages (magic, piercing, adamantium), PbS, IC: 2d6 + 9 + 1 + 2 ⇒ (3, 6) + 9 + 1 + 2 = 21

Hornbow of the Jarlsblood, PbS, IC, Haste: 1d20 + 15 + 1 + 2 + 1 ⇒ (8) + 15 + 1 + 2 + 1 = 27
Damages (magic, piercing, adamantium), PbS, IC: 2d6 + 9 + 1 + 2 ⇒ (5, 4) + 9 + 1 + 2 = 21

Hornbow of the Jarlsblood, PbS, IC, Haste: 1d20 + 10 + 1 + 2 + 1 ⇒ (20) + 10 + 1 + 2 + 1 = 34
Damages (magic, piercing, adamantium), PbS, IC: 2d6 + 9 + 1 + 2 ⇒ (4, 5) + 9 + 1 + 2 = 21
Crit Confirm: 1d20 + 10 + 1 + 2 + 1 ⇒ (8) + 10 + 1 + 2 + 1 = 22
Additional Damages: 4d6 + 18 + 2 + 4 ⇒ (3, 2, 2, 6) + 18 + 2 + 4 = 37

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

Friz Reflex (Improved Evasion): 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Arnold Reflex: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19

Arnold takes the full blast, but his mount is fine. He takes a parting swipe at the archon before rising into the air.

Chainsaw vs. Yellow: 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 1d12 + 20 ⇒ (11) + 20 = 31

Will activate my jetpack and move to my new spot, 20 feet up if Naroth still stands. Here's my tumble against the archon if it's still around.

Acrobatics: 1d20 + 13 ⇒ (2) + 13 = 15


”I will not give up! Even if I am gone ... sloth will rule!!!“ Naroth shouts with a trembling voice.

”Arghh ... you are plankton ... nothing more ... sloth will eat you!!! I have given word to my Aspis agents and the followers of sloth ... your death awaits you in any case!“ Naroth shouts aware that these could be his last moments.

Arnold chainsaw liberates the Archon after all!!

When Winds aims you see that Naroth’s eyes widen.

And Winds’ arrows find the corpulent wizard’s body and drop him to the ground.

The adamantine weapons crush the chest of this evil man and you see that Naroth’s corpulent body is torn and his inner organs are being being ripped out.

”I ... I ... nooo ... agghhhhh ... “ are the last words of the sloth wizard and after his body hits the floor only your painting is audible.

The hardships that you all endured in the last minute were unbelievable and only your joint efforts to keep each other alive and to assist each other to be successful were the reasons that you are now standing here together! Victorious!

Naroth moans and then everything is silent.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge warily looks around, both feel for spoils and to make sure no other foes are lingering...

Perception: 1d20 + 23 ⇒ (13) + 23 = 36


Ingrge looks around and sees the large statue ... he also looks at Naroth.

The corpulent wizard's body lies on the floor ... you notice that Norath Balam's body is covered in glowing runes, though many are hidden by folds of excess flesh.

You search Naroth’s body.

Gear quarterstaff, amulet of natural armor +1, ocher rhomboid ioun stone, cultist letter, silver Aspis Consortium badge, spellbook

The letter Naroth carries is correspondence from another of the wizard's Lissalan allies, who informs him that the ally's followers have discovered the location of Krune's runic archive and will soon have the keywords to activate the refuge tokens.

* * *

Suddenly you all see an ion stone tear out of Naroth's arm!

The bloody ion stone fractures in the air and splits into six pieces that float in your direction.

Around 10 feet above your heads they start to circle around you and they are descending ... each of you feel as if the stone would grant you great power and experience, but doing so may be ... evil?!

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

"Good riddance," Arnold says, shaking off residual acid.

When the ioun stones appear, the wayang looks uneasy. "The Venture-Captain who mentored me often espoused doing the wrong thing for the right reasons. I think he was including things of this scale. But it still seems...I don't know." He follows suit if anyone else accepts a stone. But either way, he isn't entirely discounting the option.

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Winds catches her breath while her comrades investigate further.

Yes, this guy was a bad man.

As she sees the ion stone circling around her head, she hesitates a few seconds before accepting it.
Seems Evil, but... may be I could use it for Good?

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge shakes his head. ”I want no part of anything that evil mage had...but I do not begrudge any of you should you decide differently...”

Ingrge will then search the room that they first saw Naroth...

Perception: 1d20 + 23 ⇒ (15) + 23 = 38

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

Reflex Save: 1d20 + 10 ⇒ (6) + 10 = 16

A lot have been happening, and I'm sorry about the late roll. Also, what color is the Ioun Stone?

Doormouse takes the hit like a champ, at least on the outside. Owie owie! That hurt! Gah! At least he is dead. As the Ioun Stone floats down over her head Doormouse looks at it with interest. Oh, I like the color. I'll take it As it settles around her head she and after the magical items have been removed, she starts dragging Naroth’s body into the corner of the room and out of the way. Bad man, evil mage, it doesn't matter any more. When she get him in the corner she pulls out a dagger and starts chipping away at the Stoneskin surrounding Naroth.


Approaching the statue

Ingrge looks around and walks nearer to the statue. He suddenly feels that the statue casts comprehend languages on him ... approaching nearer leads to a magic mouth activating!!

In Thassilonian, the mouth declares, ”Prostrate yourself and mark your flesh in honor of the Lady of Runes!“

Nothing else can be found in the room.


Winds, Doormouse and Arnold accept the ion stone that has shifting colors and suddenly they realise that practical experience can be gained by the ion stone and that it can also be placed in a wayfinder for the resonant power to be trained in arcane knowledge.

You gain a feat that you qualify for. kn Arcana is a class skill if placed in a Wayfinder.

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Winds approaches the statue and asks her comrades

Do you think we need to do something special? Because we've explored everything and no trace of these famous 'refuge token'...

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

"I hope not," Arnold says. "It'd likely be something awful, like flagellation. And I feel like I've done enough bad today, despite the problems we've solved." The wayang starts poking around the room for an alternative, ready to backtrack if need be.

Perception: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20

"I'm willing to give the place another once-over if it means avoiding this. I don't suppose our magic can trace the letter that oaf got?"

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

Before we potentially trigger something, I do need to heal up.

Mark myself? I don't have room for many more tattoos so I'd rather not. But what if we need to? Hmm, maybe Arnold's right and we missed something. Doormouse grabs Naroth’s arm and bites it to regain her strength.

The Blood is the Life round 1: 1d6 ⇒ 6
The Blood is the Life round 2: 1d6 ⇒ 6
The Blood is the Life round 3: 1d6 ⇒ 2

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

"Ugh, Doormouse...what?" Arnold is suddenly seized by the desire to turn away, and remembers to get himself healed.

CLW: 7d8 + 7 ⇒ (1, 5, 2, 4, 5, 7, 7) + 7 = 38

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

The bard hits himself with two more charges off his wand to heal up.

Spackle will also accept the ioun stone.

Spackle will also (eventually) have the cheaper atonement cast on him to get his alignment back to CG

"Ah'm all fer leavin' ifin we finished doin' what needed ta be done."

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

I like the Sanguine bloodline for the out of combat healing utility, especially since I can't use positive energy, but I understand its application is questionable at best. Never hurts to try. On second thought, maybe it does.

Doormouse drops Naroth's arm and wipes her mouth on the mage's sleeve. "He hurt me and so he will heal me, duh. My arm was burning and my stomach was empty after the stinky cloud and I wanted to fix both those problems. If it bothers you though I'll stop."

Liberty's Edge

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8

Bah! I have enough trouble staying sane without accepting any evil items!

Colin will decline the ioun stone.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Standing before the statue, Ingrge shakes his head. "We cannot leave, we must recover the cache of refuge tokens as detailed in Venture Captain Heidmarch's letter...perhaps this statue is the key?"

As distasteful as it is to Ingrge, he retrieves a dagger, draws some blood from his palm, and kneels before the statue...and awaits...


As soon as Ingrge ends his self mutalation you feel a presence ... almost as if something was watching you from far way ... and a token of ancient Thassilonian design suddenly appears out of thin air in front of Chrone.

This is one of the tokens that the venture captain asked you to retrieve!


You decide that hurting yourself is the only way to get the tokens ... it hurts but the magical summoning leads to 25 floating refuge tokens in your possession!

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Winds agrees to share the pain and hurts herself to help recover as much as refuge token as possible.

It's a new experience for her!

for the additional feat, Winds will take Wings of Air

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

For all his talk against it, Arnold joins in to help. His tough nature is offset by his extreme squeamishness throughout.

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

“Umm, is that it? Are all of those enough? I don’t know. Is there a second round of tokens or are all of those all we get?”

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Looking at his bloody hands, Ingrge answers the Doormouse. ”Bloody well better be...25 sounds like a cache to me. The cache, along with the letter we found on Naroth’s body, ought to be enough. We should take this evidence to Venture Captain Heidmarch.”


You have searched the complex and Haywood and Wattlee request that you escort them through the dangerous Wyvern Mountains back to Kaer Maga.

Venture-Captain Heidmarch is not present but two letters await you where the one with SUCCESS on the envelope is handed to you.

In the letter the VC congratulates you on a job well done, and promises to keep you abreast of the Society plans regarding the Lissalan cultists, and to keep you in mind for future missions in general!!

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Thanks GM it was fun !

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