Mask of the Living God for Gameday (Inactive)

Game Master DoubleGold

Map is up
init: 1d20 Edwin
init: 1d20 + 1 arrow
init: 1d20 + 1 the sentinel
init: 1d20 + 2 nevendo
init: 1d20 + 2 Alarien
init: 1d20 + 7 Halzunet


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DungeonMaster

The Sentinel misses, but the others hit. Halunzet then shoots the priest. However, Sentinel moved up the priest without making a stealth check and so did Edwin. The other priest did not see the combat take place because of the way the corners are, but he did see you move up there, he will investigate, then ring the alarm.

init: 2 + 1d20 ⇒ 2 + (5) = 7 He has an alarm in the corner. try to take him out in time.
init: 1d20 ⇒ 9 Edwin
init: 1d20 + 1 ⇒ (6) + 1 = 7 arrow
init: 1d20 + 1 ⇒ (18) + 1 = 19 the sentinel
init: 1d20 + 2 ⇒ (14) + 2 = 16 nevendo
init: 1d20 + 2 ⇒ (4) + 2 = 6 Alarien
init: 1d20 + 7 ⇒ (19) + 7 = 26 Halzunet

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Other priest? There is only 1 priest in T6, I thought. Since Edwin and Sentinel were both in melee, they get AoO?

Hal fires to stop the priest.

crossbow attack: 1d20 + 8 ⇒ (6) + 8 = 14
Crossbow damage: 1d6 ⇒ 6


DungeonMaster

Oh, you guys are taking out that group in T6 with 6 Acolytes and 1 priest before an alarm goes off, not the two priests at the top of the stairs. Yeah, good luck with that. I have to fix something really quick then, give me a minute.
diplomacy nevendo: 9 + 1d20 ⇒ 9 + (3) = 12 to get that priest alone and away from the acolytes.
sense motive: 1d20 + 1 ⇒ (6) + 1 = 7 He does the priest alone, but as the Acolytes definitely hear noises they will return to T6.

Halzunet definitely shoots one of the acolytes in the ribs with a readied action.
We aren't in round 1 yet, but instead readied actions, heroes go. Acolytes have a init modifier of 0, so you can also take your round 1 if you want as well, since all heroes would be before them. You can stand by the entrance door by t3 if you want, that is where they will be coming from and yes, the two acolytes in t3 are joining the fight as well. You have a total of eight acolytes to deal with.

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

Edwin moves to the closest acolyte and strikes.

+1 Longsword: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d8 + 4 ⇒ (6) + 4 = 10

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

I have put all the tokens on the map. And also tokens for the enemys.

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

Sentinel waits by the door, ready to slice one of the priests that dare approach him.


DungeonMaster

Edwin finishes off an Acolyte Edwin, don't forget round 1 as well
The rest of the heroes, readied actions and round 1 g They are all suppose to coming from room t3, cause that is where they were sent, but I'll let it go. I never adjusted the map and still trying to get this done in a hurry.

Grand Lodge

Female Elf Samurai (sword saint) 3

Alarien moves to engage one of the cultists as well, drawing and slashing with her katana as she glides forward.

1d20 + 6 ⇒ (15) + 6 = 21
1d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

Edwin steps closer and strikes again.

+1 Longsword: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d8 + 4 ⇒ (5) + 4 = 9


DungeonMaster

botting alarien round 1: 1d20 + 6 ⇒ (11) + 6 = 17 hit
dmg: 1d8 + 3 ⇒ (8) + 3 = 11 massive dmg

Alarien: surprise round and round 1 done
Edwin: surprise round and round 1 done
Halzunet: surprise round done
hit: 1d20 + 8 ⇒ (19) + 8 = 27 dmg: 1d6 ⇒ 4 Halzunet round 1 done.
Arrow botting surprise round and round 1
long spear: 1d20 + 5 ⇒ (15) + 5 = 20 hit and miss round 1: 1d20 + 5 ⇒ (3) + 5 = 8
dmg: 1d8 + 6 ⇒ (1) + 6 = 7
botting the struggler hit: 5 + 1d20 ⇒ 5 + (13) = 18 bite attack dmg: 1d6 + 1 ⇒ (3) + 1 = 4
and round 1 2 claws: 5 + 1d20 ⇒ 5 + (20) = 25 dmg: 1d4 + 1 ⇒ (4) + 1 = 5 claw: 1d20 + 5 ⇒ (16) + 5 = 21 dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Crit confirm hit: 5 + 1d20 ⇒ 5 + (4) = 9

still editing, please wait
sentinel attack: 8 + 1d20 ⇒ 8 + (7) = 15 dmg: 2d6 + 5 ⇒ (5, 1) + 5 = 11
attack round 1: 8 + 1d20 ⇒ 8 + (11) = 19 dmg: 2d6 + 5 ⇒ (5, 1) + 5 = 11 both hits

and finally Nevendo hit: 3 + 1d20 ⇒ 3 + (13) = 16 dmg: 1d12 + 5 ⇒ (5) + 5 = 10
hit: 3 + 1d20 ⇒ 3 + (4) = 7 dmg: 1d12 + 3 ⇒ (11) + 3 = 14

Acolytes have a total of 13 HP, so lets see if you can take out all eight of them before it gets to their turn on round 1 if you coordinated this perfectly

Readied round
1. Halzunet deals 6 dmg
2. Edwin deals 10 dmg
3. Alarien deals 11 dmg
4. Struggler deals 4 dmg
5. Arrow deals 7 dmg
6. Sentinel deals 11 dmg
7. Nevendo deals 10 dmg
6 and 7 make 13. 10 and 4 make 14. 10 and 11 make 21. An additional 11 left over. 3 dead in readied round, 1 very injured with 11 dmg. Or the 11 dmg hit, instead of combining it with a 10 dmg hit, hits an uninjured target for a total of 2 dead, 2 injured, one with 11 dmg and one with 10 dmg.

Round 1
1. Halzunet deals 4 dmg
2. Edwin deals 9 dmg
3. Struggler deals 5 and 2 dmg
4. Alarien deals 11 dmg
5. Arrow misses
6. Sentinel deals 11 dmg
7. Nevendo deals 10 dmg

We will assume 2 dead and 2 injured. The strugglers 2nd attack hits the one with 11 dmg for 3 dead. And his first attack hits the one with 10 dmg for 4 dead. Halzunet and edwin coordinate to kill a 5th one. Alarien and Nevendo coordinate to kill a 6th one. The Sentinel hurts the 7th one for 11 dmg.

The last two attack back hit: 5 + 1d20 ⇒ 5 + (20) = 25 dmg: 1d6 + 2 ⇒ (1) + 2 = 3
hit: 5 + 1d20 ⇒ 5 + (13) = 18 at sentinel
crit confirm: 1d20 + 5 ⇒ (12) + 5 = 17

perceptions: 2d20 ⇒ (2, 7) = 9 +6 to each

To sum it up, Heroes then finish off the last two acolytes in the room easily. No alarm has been sounded, nobody else has been alerted to your presence and the Sentinel only took 3 dmg. And the heroes find a potion of healing on the priest. Combat over, now what?

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

"Let's go up!"


DungeonMaster

As you all head upstair, you spot the trap. make a disable device check.

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Hal pulls out his thieves' tools, "On it." He begins disarming the trap.

Disable Device, masterwork thieves tools: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23

Silver Crusade

1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision

Sorry I wasn't available over the holiday. Did my bluff not work to get the acolytes to leave. I was trying to set that up so the fight was just with one priest and surprise. Oh well.

Can we please try to make a decision on what we are doing. Do you folks want to try to charge up the stairs at the 2 priest in different locations, or do you want to try and fool our way past (or at least close to) them?

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

I agree with trying to trick them. I can also stealth around near you to get into position. However, the guys up here are all upper leadership, so I have less of an issue with assuming attacking is justified.

Stealth: 1d20 + 13 ⇒ (19) + 13 = 32


DungeonMaster

Nope, but Halzunet doesn't fail by that much either again: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 success.
Sorry I have to speed this up, I'm not even sure how the two priests thing is suppose to work with your robes on
After you disable the mask trap, the two priests see you, and approach you, but they also see the archpriests robes. Halt, state your business? Which one of the four archpriests are you? Speak before we ring the bells in the corner.

init: 1d20 ⇒ 7 Edwin
init: 1d20 + 1 ⇒ (12) + 1 = 13 arrow
init: 1d20 + 1 ⇒ (18) + 1 = 19 the sentinel
init: 1d20 + 2 ⇒ (19) + 2 = 21 nevendo
init: 1d20 + 2 ⇒ (20) + 2 = 22 Alarien
init: 1d20 + 7 ⇒ (11) + 7 = 18 Halzunet
init: 1d20 + 6 ⇒ (1) + 6 = 7 priest
If you are wearing archpriest robes, ignore the init order, you are first.
You can, as an action bluff (your bluff vs their sense motive) them if you are wearing archpriest robes, or you can just attack them. A successful bluff bypasses this combat.

Silver Crusade

1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision

I have no problem killing these. Just not sure everyone can charge up the stairs, get in melee range, and kill 2 guards, in different locations before they can sound an alarm.
I am wearing the Arch-Priest Robes.

Mumbling to disguise voice, Obviously I am Krant. Someone just delivered a message addressed to Iramine... Or is it from Iramine... Holding up a paper and moving it closer and farther like a man trying to focus on writing. You have younger eyes than me. What does this say?

bluff with spirit surge and guidance: 1d20 + 6 + 1d6 + 2 + 1 ⇒ (11) + 6 + (4) + 2 + 1 = 24
I'm at 2 influence. Another and I start having troubles.


DungeonMaster

sense motives: 2d20 ⇒ (4, 12) = 16 each with a +...... actually, they don't have a +4 bonus, so you pass.
Nevermind what that note says, go on through. as they wave you on.

chance: 1d100 ⇒ 24 and none of the bedrooms are occupied. if an elite guard was dead, there would be a 50% of chance of it happening.

You all have two tasks left. Then game over.
1. Make one last disable device check for the final trap.
2. Question is proposed at you "Who are the true gods." knowledge religion or knowledge local reveals the correct answer. The wrong answer makes you fight a golem. Or if you a metagamer, look it up and give me the correct answer so I can give them chronicles to you.

You find this letter...

Now that I have the completed amulet, I shall return to the City of Golden Death to finish what was started all those years ago. At the time, I thought Kassen was a fool for insisting that we abandon such wealth, but now I must thank him. The treasure shall enrich the Living God, so that he will never die. Such is the price of immortality. Now I must return to the Isle of Terror, and I cannot say that my journey will be without terrible danger. May Razmir protect me.

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

Know (Religion): 1d20 + 4 ⇒ (7) + 4 = 11

but I know the answer

answer:
money and power

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Disable Device, masterwork tools: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29

I assume we all got waved through and not just the "archpriest"


DungeonMaster

Halzunet disables the last trap, and Edwin doesn't know the answer, but he guesses and gets it correct.
They are also able to get the treasure downstairs too in the basement in the unexplored answer when Edwin or someone else miracously gives the right answer.

The last bit of evidence you find:
In Egarthis's room
While most of the belongings in this room are quite ordinary (as Egarthis keeps most of his valuables on his person), a few things stand out. A map of Tamran with a number of routes detailed hangs upon the wall. A DC 10 Knowledge (geography) or DC 15 Knowledge (local) check reveals that these show a pattern of growth through the city, charting the temple’s influence. While not damning in and of itself, the map does show a frightening amount of progress. The temple and its priests exert their influence over almost half of the city, and a number of routes show they are making inroads into the other half. In addition to the map, a small desk in the corner contains a number of pieces of blank parchment and a quill and ink. A half finished love poem dedicated “To Iramine, to celebrate your great conquest” lies on top of the desk, and a crumpled up piece of parchment in the trash bin beside the desk lists the names of all the PCs and Evlar. The list also gives notes about their performance and any problems that they might have caused. Feel free to add additional demeaning observations about the PCs on this list. Treasure: A gold dagger, set with a wide variety of colorful gemstones, rests in the back of the desk drawer. Although quite gaudy, the dagger is worth 5,000 gp to a collector of such objects. A DC 15 Appraise skill check reveals that the dagger comes from the Isle of Jalmeray or perhaps from Vudra itself. Dark blood, blackened by the passage of time, stains the blade of the dagger (this was the dagger that Egarthis used to kill his father).

In Iramine’s Quarters
These are Iramine’s personal quarters. Fortunately for the PCs, she is out of town at the moment, heading to a city of near-limitless treasure. This gives them the opportunity to search the place for evidence concerning the cult’s true business. While there is nothing unusual about the bed, a small table positioned next to it bears a small whip, a pair of manacles, two bottles of Andoren brandy worth 20 gp each, and four vials of exotic perfumes worth 50 gp each. The desk, and the bookcase behind it, are where the PCs might find the information they seek. Unfortunately, the ledgers that concern the temple’s illicit dealings remain hidden in the bookcases, behind a false face of other books. This deception can be discovered with a DC 20 Perception check. There are three ledgers in total. One of these tomes
End of Module. Make sure you have the correct emails and pfs numbers. Game has obviously been reported weeks ago. Will get chronicles out to you sometime tomorrow.

Concluding the adventure: a lead in to City of Golden Death
True to his word, Reginar waits for the PCs at the Forest Bounty. Once they have delivered evidence of the temple’s foul deeds (primarily the ledgers from Iramine’s quarters), he rushes off to speak with his contacts. Within hours, Forest Marshal Gavrik has the faith outlawed in Tamran, and a garrison of rangers moves on the temple to arrest any remaining cultists. Later on that evening, the garrison pulls down the entire building and puts it to the torch. During their exploration, the PCs should have also uncovered notes about Iramine’s whereabouts (see page 24). If they missed these for some reason, Reginar meets with them the day after their escape and gives them the documents, explaining they were found in the collapsed remnants of the temple. Regardless of how they acquire these notes, Reginar meets with the PCs afterward to discuss the events. He explains that while his part in this is over, he hopes they plan to chase after the leader of the cult to put an end to this menace once and for all, confident that such action is the only way to put things aright in Tamran and the region as a whole. Reward the PCs with an XP story award equal to a 6thlevel encounter (2,400 XP) for defeating the vile plans of Razmir’s cult in Tamran. From here, their course is left entirely up to them, but Iramine’s trail remains warm enough that they should probably make plans to catch her. The events of this chase and the exploration of the mysterious treasure city are fully explored in the finale of this three-part adventure, the Pathfinder Module The City of Golden Death.

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