Qstor's #5-16: Destiny of the Sands—Pt 3: Sanctum of the Sages CLOSED (Inactive)

Game Master Qstor

PFS game for #5-16: Destiny of the Sands—Pt 3: Sanctum of the Sages

maps and handouts


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Scarab Sages

“Tholgrin Stonebeard” | Male LG Medium Dwarf Figher 1/Investigator (Psychic Detective) 6 | HP 82+16/82 | AC 26 / 12 T / 25FF | CMD +10 CMD 22 | F +9, R +8, W +6 | Init +9 | Perc +5 (+8 traps) SM +3 |Speed 50 ft | Spells 1st: 2/5, 2nd: 4/4; Phrenic Pool 3/3; Inspiration 5/6; Mythic 5/9| Active Conditions: Expeditious Retreat, shield, reroll used

Sorry I forgot about that

Fort: 1d20 + 9 ⇒ (18) + 9 = 27

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

Fort: 1d20 + 3 ⇒ (6) + 3 = 9

Liberty's Edge

Male Secret Identify of Qstor

damage: 5d6 ⇒ (6, 6, 6, 5, 2) = 25

damage - Tholgrin 14, Spackle Thorek 39 damage

Caelem easily kills the remaining festrog. But Spackle and Thorek as they fail to avert their eyes from the its deadly gaze as it rips through them. But Daniels arrows pierce the side of the hound as it falls.

Combat over!

I'm assuming someone moves to Spackle. I have him at -1

Searching the area, the party realizes that there's two sets of humanoid tracks passing through the area. medium sized booted feet

Liberty's Edge

Male Secret Identify of Qstor

this info follows sequentially for the most part

DC 15 Perception:
You find a worn-out leather
strap hanging from the mouth of one akata. The strap
is attached to a belt pouch, which you can
extract with ease. Hours spent in the akata’s stomach
has destroyed most of the contents, but several parts of
a journal are still intact and legible. The entries include
poetry and music composed by someone, as well as mundane
day-to-day observations. The last several pages record
Nefti’s complaints about the Aspis Consortium’s lack of
appreciation for his accomplishments. A folded sheet of
paper wedged in the journal bears the title “Potential
Partners” and names the Pathfinder Society among other
well-known organizations.

DC 15 Perception check:
you find a +2 mythic bane dagger
, and a vial containing one handful of dust of
disjunction and a sheet of beaten gold. if you read Aklo see next spoiler

Aklo:
The
sheet bears an inscription in Aklo that describes a prayer
one can perform under the open sky to channel the power
of the stars, though a if you can read the words and
succeeds at a DC 20 Knowledge (planes) check suspects
this process might also attract the notice of something
beyond the stars. Performing this ritual—which does
not require the character to understand Aklo—takes one
minute and restores 1d2+1 uses of mythic power to the
creature up to once per week.

DC 20 Knowledge (dungeoneering) or Perception:
The footprints lead to cracks in the floor, which you can tell
breach the ceiling of a lower tunnel.

next

Knowledge (dungeoneering) or Survival checks

Silver Crusade

Inquisitor (7) Wounds (0) HP (59) Saves (8/7/11, +2 Hardy) AC (24/14/21) Initiative +10) Percep (+20, +2 stonecunning) Lvl 1 (5/5) Lvl 2 (5/5) Lvl 3 (2/2) Bane (7/7) WCLW (47/50) WCL (44/50) WEE (40/50)

Perception: 1d20 + 19 ⇒ (9) + 19 = 28

”Bah! Bloody fooking abyss. Lookin’ at that thing damn well hurt. Best be worth it. What’s this? A journal?”

Perception: 1d20 + 19 ⇒ (8) + 19 = 27

”And a dagger. A powerfully enchanted one too. With a note... I can’t read it...stupid fooking thing.” He pulled out his wand or comprehend Languages, and read it to the party.

Perception: 1d20 + 19 ⇒ (19) + 19 = 38

”Ye lot take a look at these. I’ll check out yon footprints when yer ready.”

Wand of CLW: 6d8 + 6 ⇒ (5, 7, 2, 6, 4, 3) + 6 = 33

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel draws his wand of healing while moving over to Spackle's body and with a quick incantation the magic stored brings the halfling back to consciousness.

CLW Wand on Spackle: 1d8 + 1 ⇒ (7) + 1 = 8 (38/50 left)

He watches Thorek dig the pack out of the hound's stomach and start going through the items. Shrugging as he also doesn't know Aklo he is happy to see the Inquisitor easily using magic to interpret the gold script. "Well I don't think we want to do that then, considering the person may have just summoned this critter that ate them. To bad about that guy too, but maybe at least one of them got away?"

When the dwarf locates the footsteps leading to the lower level he smiles, "Good, at least we have something to follow now."

Survival: 1d20 + 12 ⇒ (10) + 12 = 22 (+2 in Forests, +3 Tracking, +5 Tracking Elves, +7 Tracking Humans)

Do we know what the dust of disjunction does? I can't find that magic item anywhere.

Grand Lodge

CG Elf M | Med1/Swb1/Inv5 | hp 48/48 | AC 27 (T16 ,23FF ) | CMD 21 (FF 14) | Initiative +13 | Perception +17+1d6 (+19+1d6 for traps) | Low-light vision | Fort +6, Ref +12, Will +6 | Influence 1 | Insp. 6/7 | Panache 3/5 | Mutagen (Dex) 0| Reroll 1
Active Effects:
mutagen 50 minutes, shiel 5 minutes, heightened awareness 10 minutes

Caelem will examine the footprints.

Knowledge (Dungeoneering): 1d20 + 1d6 + 13 ⇒ (9) + (5) + 13 = 27

He will then reactivate his wand of heightened awareness, and read a scroll of investigative mind

Medium CL check, DC 4: 1d20 + 1 ⇒ (7) + 1 = 8

Knocked a minute off my durations for the mutagen and see invisibity effects. If more time than that has passed let me know and I'll reduce them further.

Liberty's Edge

Male Secret Identify of Qstor

oh it's just from the scenario:

Dust of Disjunction
Aura moderate abjuration and evocation; CL 10th
Slot none; Price 2,500 gp; Weight —
Description
This fine powder looks like crushed diamonds. A single
handful of this substance can be thrown in a 15-foot cone,
at which point it attempts to absorb and neutralize any
magic it comes in contact with. The magical properties of
each unattended magic item in the area are suppressed
for 1d4 rounds as if targeted by dispel magic spell (caster
level 10th). Each creature in the area is affected as if by
a targeted dispel magic, though the user cannot specify
a spell effect to dispel; if a target has no spells affecting
it, the dust instead attempts to suppress the abilities of
one magic item carried by the target, selected at random
following the rules for items surviving a saving throw
(Pathfinder RPG Core Rulebook 217). The dust does not
affect other ongoing magical effects.
Dust of disjunction has a curious effect on golems,
which also demonstrate anti-magical properties. A golem
exposed to this dust must succeed at a DC 17 Fortitude
save or be staggered for 1 minute. At the end of its turn, a
staggered golem may attempt a new saving throw to end
the staggered effect.
Construction
Requirements Craft Wondrous Item, dispel magic, shatter

Scarab Sages

“Tholgrin Stonebeard” | Male LG Medium Dwarf Figher 1/Investigator (Psychic Detective) 6 | HP 82+16/82 | AC 26 / 12 T / 25FF | CMD +10 CMD 22 | F +9, R +8, W +6 | Init +9 | Perc +5 (+8 traps) SM +3 |Speed 50 ft | Spells 1st: 2/5, 2nd: 4/4; Phrenic Pool 3/3; Inspiration 5/6; Mythic 5/9| Active Conditions: Expeditious Retreat, shield, reroll used

Tholgrin asks one of his allies to use his healing wand on him after the battle, and wipes the blood from his eyes

wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5

With that and the mid-combat blast he's feeling much better. He finishes in time to see the rest of the party has thoroughly investigated the leads.

"Well done team, I don't know if it's the power of the ruby, but you are all mighty impressive!"

Knowledge (Dungeoneering): 1d20 + 9 + 1d6 ⇒ (13) + 9 + (4) = 26

He looks around, then casts a defensive spell and makes to follow the footprints, taking the lead with Beryl drawn

Casting False Life

Temp HP: 1d10 + 6 ⇒ (6) + 6 = 12

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 wakes with a start. He starts rubbing his eyes. "Empty Kegs! Ah have never, in alla my years, seen sumthin' so ugly as ta kill a man!" He withdraws a wand and taps his chest a few times or so and shoves it back into his pack.

Lingusitics + Gallant Inspiration {Read text (intricate) DC 30}: 1d20 + 5 + 2d4 ⇒ (18) + 5 + (4, 4) = 31

Spackle takes a look at the inscribed sheet of gold. "Well now, this is sayin' that at the possible cost o' wakin' up some kinda entity from the stars, you can replace some of your Scarab Sage juju." The gnome explains how the process would work.

Grand Lodge

CG Elf M | Med1/Swb1/Inv5 | hp 48/48 | AC 27 (T16 ,23FF ) | CMD 21 (FF 14) | Initiative +13 | Perception +17+1d6 (+19+1d6 for traps) | Low-light vision | Fort +6, Ref +12, Will +6 | Influence 1 | Insp. 6/7 | Panache 3/5 | Mutagen (Dex) 0| Reroll 1
Active Effects:
mutagen 50 minutes, shiel 5 minutes, heightened awareness 10 minutes

"That seems like a...bad idea." Caelem says absently.

The Exchange

Male CN Halfling Cleric (Cloistered) 5 | HP 45/45 | AC 21 T 14 FF 19 | CMB +2, CMD 15 | F: +5, R: +4, W: +10 | Init: +8 | Perc: +3, SM: +9 | Speed 30ft | Spells: 1st 4/4 2nd 3/3 2rd 2/2| Active conditions: None.

"Well, if anyone needs healing before we continue, just let me know" the cleric said since the party had the rest of their bases covered.

Just roll your heals and mark the charges until you are satisfied I guess. Unless there are some other things needed to here. As far as I can tell everyone made the stated skill checks already. Or are we supposed to do planes too?

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

I neglected to mention that the wand Spackle used is Infernal Healing

UMD: 1d20 + 15 ⇒ (18) + 15 = 33
UMD: 1d20 + 15 ⇒ (11) + 15 = 26
UMD: 1d20 + 15 ⇒ (5) + 15 = 20
UMD: 1d20 + 15 ⇒ (8) + 15 = 23
UMD: 1d20 + 15 ⇒ (5) + 15 = 20

Liberty's Edge

Male Secret Identify of Qstor

near the cracks in the floor you also find two empty potion vials

what do you do?

Silver Crusade

Inquisitor (7) Wounds (0) HP (59) Saves (8/7/11, +2 Hardy) AC (24/14/21) Initiative +10) Percep (+20, +2 stonecunning) Lvl 1 (5/5) Lvl 2 (5/5) Lvl 3 (2/2) Bane (7/7) WCLW (47/50) WCL (44/50) WEE (40/50)

Perception: Thorek looks to see what else is around: 1d20 + 20 ⇒ (9) + 20 = 29

Survival: Are there any tracks or footprints indicating to whom the vials belonged to, and how long ago?: 1d20 + 14 ⇒ (9) + 14 = 23

Knowledge Arcana And/or nature to identify: 1d20 + 4 ⇒ (2) + 4 = 6

Liberty's Edge

Male Secret Identify of Qstor

The footprints are two medium sized humanoids with booted feet and lead to the cracks in the floor.

Grand Lodge

CG Elf M | Med1/Swb1/Inv5 | hp 48/48 | AC 27 (T16 ,23FF ) | CMD 21 (FF 14) | Initiative +13 | Perception +17+1d6 (+19+1d6 for traps) | Low-light vision | Fort +6, Ref +12, Will +6 | Influence 1 | Insp. 6/7 | Panache 3/5 | Mutagen (Dex) 0| Reroll 1
Active Effects:
mutagen 50 minutes, shiel 5 minutes, heightened awareness 10 minutes

Caelem will attempt to examine the vials.

Casting guidance before each of these actions.

Spellcraft+Detect magic to identify any lingering aura: 1d20 + 1d6 + 15 + 1 ⇒ (11) + (3) + 15 + 1 = 30
Perception on the vials: 1d20 + 1d6 + 17 + 2 + 1 ⇒ (20) + (1) + 17 + 2 + 1 = 41
Craft (Alchemy) on the vials: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25

After that he'll take a look down the cracks, first specifically for traps, and then for any threats.

Perception for traps: 1d20 + 1d6 + 17 + 2 + 2 ⇒ (20) + (3) + 17 + 2 + 2 = 44
general Perception: 1d20 + 1d6 + 17 + 2 ⇒ (4) + (5) + 17 + 2 = 28

Liberty's Edge

Male Secret Identify of Qstor
Caelem Boreal wrote:

Caelem will attempt to examine the vials.

The vials are the "remains" of potions of gaseous form

Caelem Boreal wrote:


After that he'll take a look down the cracks, first specifically for traps, and then for any threats.

There's no traps. Caelem thinks the floor is about 6" thick here.

Scarab Sages

“Tholgrin Stonebeard” | Male LG Medium Dwarf Figher 1/Investigator (Psychic Detective) 6 | HP 82+16/82 | AC 26 / 12 T / 25FF | CMD +10 CMD 22 | F +9, R +8, W +6 | Init +9 | Perc +5 (+8 traps) SM +3 |Speed 50 ft | Spells 1st: 2/5, 2nd: 4/4; Phrenic Pool 3/3; Inspiration 5/6; Mythic 5/9| Active Conditions: Expeditious Retreat, shield, reroll used

EDIT: I see now

Tholgrin hefts his Adamantine greataxe from his shoulder and says

"There's more than one way to pass through solid stone!"

If no-one has any better ideas he'll try smashing his way through it 14-26 damage per swing, ignores hardness less than 20

Liberty's Edge

Male Secret Identify of Qstor
Tholgrin Stonebeard wrote:

Are these cracks passable, or are they too small? Cracks makes me think too small to pass, but then footprints leading to them seems very strange! If they're passable we should proceed, but if not Tholgrin is happy to smash with an adamantine axe

The cracks are about an inch thick. Does anyone have an adamantine weapon? I just saw arrows?

Scarab Sages

“Tholgrin Stonebeard” | Male LG Medium Dwarf Figher 1/Investigator (Psychic Detective) 6 | HP 82+16/82 | AC 26 / 12 T / 25FF | CMD +10 CMD 22 | F +9, R +8, W +6 | Init +9 | Perc +5 (+8 traps) SM +3 |Speed 50 ft | Spells 1st: 2/5, 2nd: 4/4; Phrenic Pool 3/3; Inspiration 5/6; Mythic 5/9| Active Conditions: Expeditious Retreat, shield, reroll used

Got it thanks

Tholgrin hefts his Adamantine greataxe from his shoulder and says

"There's more than one way to pass through solid stone!"

If no-one has any better ideas he'll try smashing his way through it 14-26 damage per swing, ignores hardness less than 20

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel stands back, bow ready in case something bursts through the widening crack or tries to sneak up on them after hearing all the noise of battle. He shrugs at the news of the footprints and the vials, "Well, I guess it cost 'em a little bit but they got past these enemies with their little trick."

Perception: 1d20 + 15 ⇒ (17) + 15 = 32 (+2 in Forests, +2 vs. Elves, +4 vs. Humans)

He turns to Tholgrin, "If the going is slow, let me take a few hacks to give you a breather. We gotta all be fresh in case there is more fighting ahead."

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 lets out a low whistle. "That, me boy, is gonna work up a sweat!"

Liberty's Edge

Male Secret Identify of Qstor

Tholgrin easily chops away the stone floor. It descends eight feet to another passageway. The party picks up tracks of Kafar and
Nefti in some natural rock tunnels/passages. There are signs of chemical reactions on the rock walls.

DC 15 Craft
(alchemy):
you can determine that the substance is a
potent acid.

DC 20 Knowledge
(arcane) or Knowledge (nature):
you recognize the
system of tunnels as a series of interwoven death worm tunnels (ie sand worms from Dune)

Soon the trail leads outside.

we're on slide 4. is everyone OK with their position? its been about an hour "in game" since the fight with the Hound.

Two tall sandstone outcroppings rise to the north and south,
channeling whistling wind and stinging sand through this pass.
The carcass of a giant serpentine beast covered in dried blisters
lies in a heap at the gorge’s narrowest point, the body savaged
by some powerful predator.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Craft: Alchemy: 1d20 + 1 ⇒ (7) + 1 = 8

Knowledge: Nature: 1d20 + 7 ⇒ (19) + 7 = 26

Daniel moves ahead, scouting and following the trail. He notices an oddity about the tunnels and speaks up, "Hey, these seem to be naturally made tunnels by some large beast. Maybe a death worm or something similar? I hope we don't run across one while we are inside."

When the sun glares ahead he gives a toothy smile, "Ah, back to the surface!" Seeing and smelling the corpse he continues his commentary, "But ugh, that smell is raunchy. I'd hate to run across what killed it. Be careful though, scavengers can be dangerous and are likely around."

Survival: 1d20 + 12 ⇒ (2) + 12 = 14 (+3 Tracking, +5 Tracking Elves, +7 Tracking Humans)

He looks to see if the trail leads past the giant slain beast.

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
Daniel Thrace wrote:
Maybe a death worm or something similar? I hope we don't run across one while we are inside.

"Oi lad! Ya can't go sayin' stuff like that. Coins ta kegs it just helps make it happen. It's like yer beggin' fer trouble"

********OUTSIDE OF THE TUNNEL****************

"Danny, ifin' that's yer worm o' death, then 'r problems 'ave jest gotten lots bigger."

Silver Crusade

Inquisitor (7) Wounds (0) HP (59) Saves (8/7/11, +2 Hardy) AC (24/14/21) Initiative +10) Percep (+20, +2 stonecunning) Lvl 1 (5/5) Lvl 2 (5/5) Lvl 3 (2/2) Bane (7/7) WCLW (47/50) WCL (44/50) WEE (40/50)

”Unless it’s full from this meal. Not that I’d trust that luck. Let’s see where yon predator’s tracks go....”

Survival: 1d20 + 13 ⇒ (13) + 13 = 26 +2 tracks

Grand Lodge

CG Elf M | Med1/Swb1/Inv5 | hp 48/48 | AC 27 (T16 ,23FF ) | CMD 21 (FF 14) | Initiative +13 | Perception +17+1d6 (+19+1d6 for traps) | Low-light vision | Fort +6, Ref +12, Will +6 | Influence 1 | Insp. 6/7 | Panache 3/5 | Mutagen (Dex) 0| Reroll 1
Active Effects:
mutagen 50 minutes, shiel 5 minutes, heightened awareness 10 minutes

Adjusted buffs for one hour.

Craft (Alchemy): 1d20 + 1d6 + 10 ⇒ (2) + (6) + 10 = 18
Knowledge (Arcana: 1d20 + 1d6 + 14 ⇒ (15) + (3) + 14 = 32

"It's acid." he says, gesturing to the marks on the walls.

On seeing the carcass, he'll reactivate heightened awareness and shield from wands before continuing.

GM:
Was the hour mostly from cutting through the stone, or was there extensive travel time? If it was mostly waiting for Tholgrin to cut through the rock, I'll take the time to mix up another mutagen. If not, I won't slow down our pursuit.

Liberty's Edge

Male Secret Identify of Qstor

Caelem:
It was traveling down more tunnels

A large blue worm like creature crawls out from behind a group of rocks and snarls angrily at the Pathfinders!

Knowledge arcana DC 20:
It's a behir (though not a "normal one")

we're on side 4. I'm just going to go to full rounds. You guys noticed it a few momments after you emerged from the tunnels and after you saw the death worm carcass.

Combat!

Pathfinders are up!

Silver Crusade

Inquisitor (7) Wounds (0) HP (59) Saves (8/7/11, +2 Hardy) AC (24/14/21) Initiative +10) Percep (+20, +2 stonecunning) Lvl 1 (5/5) Lvl 2 (5/5) Lvl 3 (2/2) Bane (7/7) WCLW (47/50) WCL (44/50) WEE (40/50)

Mythic point for legendary magic, letting me cast divine favor as a swift action. Will shoot once an ally is in melee

Hit: 1d20 + 12 ⇒ (12) + 12 = 24
With sneak attack Damage: 1d8 + 1d6 + 10 ⇒ (3) + (1) + 10 = 14

With Studied Target Assuming last Shot Hit flat footed: 1d20 + 14 ⇒ (11) + 14 = 25
With sneak attack Damage: 1d8 + 1d6 + 10 ⇒ (8) + (4) + 10 = 22

Empowered as he was; Thorek was able to shout a prayer to Kols while firing a pair of arrows. The shots were accurate enough, though he hoped that they would penetrate it’s thick carapace.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel quickly buffs up his bow, making the arrows strike much harder, "I'll get out to the side, let's take this beast down!"

He dashes out to the left side of the group, trying to leave charging lanes open and clear shooting lines for his attacks.

Standard cast Gravity Bow, Ready to Move 30 ft once the group has acted so he doesn't move out of buffs.

Liberty's Edge

Male Secret Identify of Qstor

Thorek's attacks miss the creature while Daniel casts a spell and moves.

The rest of the party is up!

Scarab Sages

“Tholgrin Stonebeard” | Male LG Medium Dwarf Figher 1/Investigator (Psychic Detective) 6 | HP 82+16/82 | AC 26 / 12 T / 25FF | CMD +10 CMD 22 | F +9, R +8, W +6 | Init +9 | Perc +5 (+8 traps) SM +3 |Speed 50 ft | Spells 1st: 2/5, 2nd: 4/4; Phrenic Pool 3/3; Inspiration 5/6; Mythic 5/9| Active Conditions: Expeditious Retreat, shield, reroll used

Knowledge (arcana): 1d20 + 7 + 1d6 ⇒ (17) + 7 + (2) = 26

"That's a Behir, quite dangerous! Though it looks strange somehow"

He concentrates, a shimmering around his head giving away the act of psychic spellcasting. Casting Expeditious Retreat

He then moves closer to the creature at high speed, aiming to try to draw its attacks, drawing Beryl as he goes and trying to look threatening.

"Look at me you great beast! Over here!"

Grand Lodge

CG Elf M | Med1/Swb1/Inv5 | hp 48/48 | AC 27 (T16 ,23FF ) | CMD 21 (FF 14) | Initiative +13 | Perception +17+1d6 (+19+1d6 for traps) | Low-light vision | Fort +6, Ref +12, Will +6 | Influence 1 | Insp. 6/7 | Panache 3/5 | Mutagen (Dex) 0| Reroll 1
Active Effects:
mutagen 50 minutes, shiel 5 minutes, heightened awareness 10 minutes

Knowledge(Arcana) to identify: 1d20 + 1d6 + 14 ⇒ (3) + (6) + 14 = 23

Caelem moves forward some, swiftly studies his opponent, and drinks an extract of longarm.

If attacked:
I have 10' reach thanks to the longarm. If attacked I'll attempt an opportune parry and riposte.

Parry: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
Riposte attack if succesful: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d6 + 11 ⇒ (3) + 11 = 14

I'll spend the panache to make the riposte attack if it comes up.

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

"Do they make 'em any smaller?"

The bard starts to encourage his allies as he moves up and unslings his bow as well.

Inspire Courage {+2 to hit/damage/saves vs Fear}

Liberty's Edge

Male Secret Identify of Qstor

Weit you're up


Knowledge: Arcana: 1d20 + 7 ⇒ (14) + 7 = 21

Weit follows after Daniel and casts bit of luck again.

Liberty's Edge

Male Secret Identify of Qstor

The parties attacks miss.

The behir climbs down the rocks and breathes.

Caelem and Tholgrin get hit.

Reflex saves please, electricity damage

damage: 7d6 + 2 ⇒ (5, 6, 2, 5, 5, 3, 1) + 2 = 29

pathfinders are up again

Scarab Sages

“Tholgrin Stonebeard” | Male LG Medium Dwarf Figher 1/Investigator (Psychic Detective) 6 | HP 82+16/82 | AC 26 / 12 T / 25FF | CMD +10 CMD 22 | F +9, R +8, W +6 | Init +9 | Perc +5 (+8 traps) SM +3 |Speed 50 ft | Spells 1st: 2/5, 2nd: 4/4; Phrenic Pool 3/3; Inspiration 5/6; Mythic 5/9| Active Conditions: Expeditious Retreat, shield, reroll used

Reflex: 1d20 + 8 ⇒ (15) + 8 = 23

If he's going to take > 10 points of damage he'll use absorb blow as an immediate action to reduce the damage get and DR 1/epic and resist energy 5 for a minute

It's not entirely clear to me which squares it's currently occupying, but it looks like I might be able to 5-foot step and hit it with my reach hammer? Also was the knowledge check enough to impart any information about DR or vulnerabilities?

Tholgrin roars in pain at the electricty, and resolves to check if his beard is ok after dispatching this beast.

Swift action study, step, strike

Beryl base+song+study: 1d20 + 13 + 2 + 3 ⇒ (14) + 13 + 2 + 3 = 32
magic Bludgeoning damage STR+PA+Enh+song+study: 2d6 + 7 + 6 + 2 + 2 + 3 ⇒ (1, 5) + 7 + 6 + 2 + 2 + 3 = 26

Silver Crusade

Inquisitor (7) Wounds (0) HP (59) Saves (8/7/11, +2 Hardy) AC (24/14/21) Initiative +10) Percep (+20, +2 stonecunning) Lvl 1 (5/5) Lvl 2 (5/5) Lvl 3 (2/2) Bane (7/7) WCLW (47/50) WCL (44/50) WEE (40/50)

Knowledge to identify: 1d20 + 8 ⇒ (3) + 8 = 11

Unable to identify it, Thorek called out ”What kind of beast is it? I need to know for this shot!”

[ooc]Bane magical beast unless someone who did identify it can tell me for sure[/

Studied Target, Divine Favor, Bane, Enfillading Fire, PbS, Rapid Shot, Mythic Surprise Strike! Enemy is flat footed and bypasses all DR: 1d20 + 20 ⇒ (13) + 20 = 33
Damage: 1d8 + 2d6 + 1d6 + 12 ⇒ (2) + (2, 4) + (5) + 12 = 25

Studied Target, Divine Favor, Bane, Enfillading Fire, PbS, Rapid Shot: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d8 + 2d6 + 12 ⇒ (6) + (1, 1) + 12 = 20

Studied Target, Divine Favor, Bane, Enfillading Fire, PbS, Rapid Shot: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 1d8 + 2d6 + 12 ⇒ (3) + (5, 1) + 12 = 21

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel takes a single step closer and then focuses, feeling the blessing and the inspiration of his teammates guiding his strikes. He uncustomarily does not speak, instead quietly releasing multiple arrows at the beast.

5-ft, Full Attack.

Rolls:
Manyshot - Rapid - Deadly + PBS + IC: 1d20 + 15 - 2 - 2 + 1 + 2 ⇒ (1) + 15 - 2 - 2 + 1 + 2 = 15 for G.B. Cold Iron/Silver/Piercing/Magic + Deadly + PBS + IC: 4d6 + 8 + 8 + 2 + 4 ⇒ (2, 4, 2, 3) + 8 + 8 + 2 + 4 = 33 (Crit only multiplies 1 arrow & DR is doubled if applicable)

Manyshot - Rapid - Deadly + PBS + IC: 1d20 + 15 - 2 - 2 + 1 + 2 ⇒ (18) + 15 - 2 - 2 + 1 + 2 = 32 for G.B. Cold Iron/Silver/Piercing/Magic + Deadly + PBS + IC: 4d6 + 8 + 8 + 2 + 4 ⇒ (4, 5, 5, 6) + 8 + 8 + 2 + 4 = 42 (Crit only multiplies 1 arrow & DR is doubled if applicable)

Rapid Shot - Rapid - Deadly + PBS + IC: 1d20 + 15 - 2 - 2 + 1 + 2 ⇒ (11) + 15 - 2 - 2 + 1 + 2 = 25 for G.B. Cold Iron/Silver/Piercing/Magic + Deadly + PBS + IC: 2d6 + 4 + 4 + 1 + 2 ⇒ (6, 6) + 4 + 4 + 1 + 2 = 23

Rapid Shot - Rapid - Deadly + PBS + IC: 1d20 + 15 - 2 - 2 + 1 + 2 ⇒ (7) + 15 - 2 - 2 + 1 + 2 = 21 for G.B. Cold Iron/Silver/Piercing/Magic + Deadly + PBS + IC: 2d6 + 4 + 4 + 1 + 2 ⇒ (6, 6) + 4 + 4 + 1 + 2 = 23

Iterative - Rapid - Deadly + PBS + IC: 1d20 + 10 - 2 - 2 + 1 + 2 ⇒ (2) + 10 - 2 - 2 + 1 + 2 = 11 for G.B. Cold Iron/Silver/Piercing/Magic + Deadly + PBS + IC+2: 2d6 + 4 + 4 + 1 ⇒ (6, 3) + 4 + 4 + 1 = 18

Iterative - Rapid - Deadly + PBS + IC: 1d20 + 10 - 2 - 2 + 1 + 2 ⇒ (2) + 10 - 2 - 2 + 1 + 2 = 11 for G.B. Cold Iron/Silver/Piercing/Magic + Deadly + PBS + IC+2: 2d6 + 4 + 4 + 1 ⇒ (6, 1) + 4 + 4 + 1 = 16

Current AC/Touch/FF: 21/15/16. I bolded the rolls that will be taken due to the luck blessing and italicized the ones that won't be taken.

Grand Lodge

CG Elf M | Med1/Swb1/Inv5 | hp 48/48 | AC 27 (T16 ,23FF ) | CMD 21 (FF 14) | Initiative +13 | Perception +17+1d6 (+19+1d6 for traps) | Low-light vision | Fort +6, Ref +12, Will +6 | Influence 1 | Insp. 6/7 | Panache 3/5 | Mutagen (Dex) 0| Reroll 1
Active Effects:
mutagen 50 minutes, shiel 5 minutes, heightened awareness 10 minutes

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

Caelem grits his teeth from the power of the blast, and rushes forward, trying to keep out of the way of his fellow pathfinders' arrows.

Attack, with reach due to longarm: 1d20 + 14 ⇒ (18) + 14 = 32
Threat confirmation: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d6 + 11 ⇒ (4) + 11 = 15
Extra damage if crit is succesful: 1d6 + 11 ⇒ (5) + 11 = 16

If attacked:

Opportune Parry and Riposte: 1d6 + 14 - 2 ⇒ (6) + 14 - 2 = 18
Riposte attack if succesful: 1d20 + 14 ⇒ (2) + 14 = 16
Damage if hit: 1d6 + 11 ⇒ (1) + 11 = 12

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

While the bard stops encouraging his allies directly, the words he spoke echoes in their hearts and souls.

Thundering Orc Hornbow {PBS/IC}: 1d20 + 8 + 1 + 2 ⇒ (16) + 8 + 1 + 2 = 27
Damage {PBS/IC}: 1d10 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10

Lingering Performance Round 1 of 2 {+2 to Hit/Damage/ save vs Fear}

Silver Crusade

Inquisitor (7) Wounds (0) HP (59) Saves (8/7/11, +2 Hardy) AC (24/14/21) Initiative +10) Percep (+20, +2 stonecunning) Lvl 1 (5/5) Lvl 2 (5/5) Lvl 3 (2/2) Bane (7/7) WCLW (47/50) WCL (44/50) WEE (40/50)

Didnt add in bard song. Please add +2/+2 to the above rolls

Grand Lodge

CG Elf M | Med1/Swb1/Inv5 | hp 48/48 | AC 27 (T16 ,23FF ) | CMD 21 (FF 14) | Initiative +13 | Perception +17+1d6 (+19+1d6 for traps) | Low-light vision | Fort +6, Ref +12, Will +6 | Influence 1 | Insp. 6/7 | Panache 3/5 | Mutagen (Dex) 0| Reroll 1
Active Effects:
mutagen 50 minutes, shiel 5 minutes, heightened awareness 10 minutes

Oops, same for me.

Liberty's Edge

Male Secret Identify of Qstor

Caelem takes the brunt of the lightning damage while Tholgrin manages to dodge most of it. The behir still hangs on despite hits from multiple arrows and strikes from the Pathfinders. They find its hide is tough.

it has DR 5/epic. It is a magical beast.

It tries to bite Tholgrin. But the dwarf is too quick.

1d20 + 17 ⇒ (3) + 17 = 20

Caelem 29, Tholgrin 9 damage, behir 124 damage

Pathfinders are up again!

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel steps a bit farther down, but doesn't move enough to stop him from unleashing another flurry of arrows at the powerful beast. "GOOD HITS! Keep it up!!!"

Rolls:
Manyshot - Rapid - Deadly + IC: 1d20 + 15 - 2 - 2 + 2 ⇒ (9) + 15 - 2 - 2 + 2 = 22 for G.B. Cold Iron/Silver/Piercing/Magic + Deadly + IC: 4d6 + 8 + 8 + 4 ⇒ (1, 1, 5, 4) + 8 + 8 + 4 = 31 (Crit only multiplies 1 arrow & DR is doubled if applicable)

Rapid Shot - Rapid - Deadly + IC: 1d20 + 15 - 2 - 2 + 2 ⇒ (11) + 15 - 2 - 2 + 2 = 24 for G.B. Cold Iron/Silver/Piercing/Magic + Deadly + IC: 2d6 + 4 + 4 + 2 ⇒ (1, 1) + 4 + 4 + 2 = 12

Iterative - Rapid - Deadly + IC: 1d20 + 10 - 2 - 2 + 2 ⇒ (18) + 10 - 2 - 2 + 2 = 26 for G.B. Cold Iron/Silver/Piercing/Magic + Deadly + IC+2: 2d6 + 4 + 4 + 2 ⇒ (5, 2) + 4 + 4 + 2 = 17

Current AC/Touch/FF: 21/15/16

Scarab Sages

“Tholgrin Stonebeard” | Male LG Medium Dwarf Figher 1/Investigator (Psychic Detective) 6 | HP 82+16/82 | AC 26 / 12 T / 25FF | CMD +10 CMD 22 | F +9, R +8, W +6 | Init +9 | Perc +5 (+8 traps) SM +3 |Speed 50 ft | Spells 1st: 2/5, 2nd: 4/4; Phrenic Pool 3/3; Inspiration 5/6; Mythic 5/9| Active Conditions: Expeditious Retreat, shield, reroll used

Tholgrin just barely manages to dodge out of the way of the bite, more by luck than judgement, and puts all his energy into his reply

If he hits he'll end the study to do studied strike damage (2d6)

Beryl base+song+study: 1d20 + 13 + 2 + 3 ⇒ (17) + 13 + 2 + 3 = 35
magic Bludgeoning damage STR+PA+Enh+song+study+studied strike: 4d6 + 7 + 6 + 2 + 2 + 3 ⇒ (5, 6, 4, 3) + 7 + 6 + 2 + 2 + 3 = 38

For the damage absorb blow absorbs up to 15 points, then for each 10 that it absorbs gives DR/1 epic and resist 5. I think the 14 would have been absorbed by that and given me the DR and the resistance after doing so. Let me know if that's wrong!

Also I realised that by taking the immediate action for absorb blow I couldn't have studied, so you can take 3 from both my attack and damage from last round, sorry about that. This round is ok though as I can study it again

Liberty's Edge

Male Secret Identify of Qstor
Tholgrin Stonebeard wrote:


For the damage absorb blow absorbs up to 15 points, then for each 10 that it absorbs gives DR/1 epic and resist 5. I think the 14 would have been absorbed by that and given me the DR and the resistance after doing so. Let me know if that's wrong!

that sounds about right

Also I realised that by taking the immediate action for absorb blow I couldn't have studied, so you can take 3 from both my attack and damage from last round, sorry about that. This round is ok though as I can study it again

ok

Tholgrin's attack shatters the head of the behir.

Combat over

Searching the corpse of behir you find a ring and a bead.

loot - a crown of swords (Pathfinder RPG Ultimate Equipment 242) as a (ring on one claw. and a boro bead (3rd-level; Ultimate Equipment
284)

moving on to move the game forward, I'm assuming you heal up

Searching the area, you're unable to find more tracks likely due to the wind and hard ground. But the party is able to infer that continuing down the valley is the natural route forward and is likely the path taken by the Aspis agents. The route descends among many red sandstone arches and hoodoos as the afternoon sun heats the rock formations to baking temperatures. Periodically, you find signs
of Kafar and Nefti’s passage, such as a discarded bottle,
footprint, or shred of cloth. As the afternoon heat abates,
you begin ascending taller peaks.

Please make Fortitude saves cause of the heat of the natural environment. Are you resting overnight or continuing on?

Silver Crusade

Inquisitor (7) Wounds (0) HP (59) Saves (8/7/11, +2 Hardy) AC (24/14/21) Initiative +10) Percep (+20, +2 stonecunning) Lvl 1 (5/5) Lvl 2 (5/5) Lvl 3 (2/2) Bane (7/7) WCLW (47/50) WCL (44/50) WEE (40/50)

Thorek cast endure elements on the entire party, so no fort checks, right?

”Don’t know about ye all, but moving through the night doesn’t sound like the wisest plan to me. I suggest that we set watch rotations for the night.”

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