OMB's Hao Jin Cataclysm Tier 10-11 PBP (Inactive)

Game Master James Martin


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Bonekeep Slides

Ninja dot in! We will begin roleplay closer to the start of the Gameday. (Definitely after Gen-Con!)

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Former Master of Spells Aram Zey addresses the assembled Pathfinders as more agents stream into the Grand Lodge. “Pathfinders, an entire world is in danger! The Hao Jin Tapestry is on the brink of collapse. If we do not act now, all its wonders and its people will be lost to us forever. Find your assigned group, aid in our preparations to enter the demiplane however you can, and await further instructions.”

GMs, you have one day to complete your mustering and perform the tasks in Part 1.


Bonekeep Slides

Countless Pathfinders stand ready in a large stone room deep beneath the Grand Lodge. A ragged tapestry covered in clashing colors and abstract symbols rests on an inclined slab in the center of the room, surrounded by scaffolds and ladders. Scholars frantically rush along the scaffolds, studying a flurry of rips appearing on the tapestry.

A harried oread woman approaches. “I am Master of Spells Sorrina Westyr. I won’t mince words—the situation is dire. This cloth is the famous Hao Jin Tapestry, an ancient relic the Pathfinder Society acquired in the Ruby Phoenix Tournament six years ago. It contains a vast wealth of locations, treasures, and peoples torn from Golarion by the sorceress Hao Jin. We have explored many regions of the tapestry, struggled to keep the Aspis Consortium from turning its populace against us, and devised a means to use the tapestry for fast travel across all of Golarion. But now, it has begun to unravel. We must act quickly to repair the tapestry—and that means sending agents into the demiplane itself. Our former Master of Spells, Aram Zey, knows more about the tapestry than anyone here. He is preparing a formal briefing. In the meantime, familiarize yourself with your team, discuss any previous experience you may have with the Hao Jin Tapestry, and gather what information and resources you can.

One more thing, and this is important: you will be able to retreat safely from the tapestry to Absalom. However, we cannot risk damaging the tapestry further by sending groups back and forth. Be sure that you gather everything you need before entering the tapestry, because once you return to Absalom, you will no longer be a part of this mission."

Critical point: you ought to introduce yourself to each other! Describe what you look like and any relevant skills you may possess that others will find illuminating. Be sure to click on the Slides link under my avatar and fill out the relevant information and provide a token.

Then there are many tasks you can immediately leap to. Prepare for wall of text! You can choose to do as many or as little of these as you wish. Roll the dice and read the relevant spoilers covering your result and any others below your DC.

You can assess the damage!
Relevant Skills: Appraise, Disable Device, Perception or Use Magic Device
The PCs inspect the tapestry itself to help discern what might be happening to it.

DC 21:
The PCs notice that the largest holes appear around six of
the regions that Pathfinder agents visited in the past few years.

DC 27:
The PCs notice that the tapestry is radiating warmth.

DC 33:
The PCs notice that, despite the tapestry’s warmth, there
are spots around the largest tears that are chill as a grave. Once during the adventure, when the group encounters one or more undead opponents, the group can activate this reward to grant the PCs a +4 bonus on their initiative checks for that encounter.

You can interrogate the snakes!
Skills: Bluff or Intimidate
The PCs interrogate a group of Aspis Consortium agents recently arrested in Absalom, attempting to discern if the Consortium is infiltrating the tapestry again. The agents insist that the Consortium is not involved.

DC21:
The PCs believe the Consortium agents. The agents reveal
that the Aspis Consortium recently tried to re-infiltrate the
tapestry, but it was too unstable and they could not gain entry.

DC 27:
As above, but the PCs also gain information about
the Consortium’s past dealings with groups in the tapestry.
Once during the adventure, one PC can gain a +2 bonus to
a Charisma-based skill check made when interacting with a
creature in the tapestry.

DC33:
When using the reward above, the PC can roll twice and
take the better result (in addition to gaining the +2 bonus).

You can use your knowledge of the weave!
Skills Diplomacy Gather Information or Knowledge Local or Planes!
The PCs recall or gather information about the Hao Jin Tapestry

DC 21:
The PCs recall or learn that many regions in the tapestry
are pulled directly from Golarion. However, most of its
denizens have lived in the tapestry for their entire lives, and
some can trace back many generations to ancestors who lived
on the tapestry as well. Once during the adventure, one PC
can reroll a failed Knowledge check and use the new result.

DC 27:
When using the reward above, the PC can instead reroll
any one skill check.

DC33:
When using the reward above, the PC can instead reroll
any one d20 roll.

You can Use the Power of Paranoia!
Skills Knowledge Arcana or Planes, Perception, Sense Motive or SPellcraft
The PCs get a strange feeling of being watched and investigate to determine what is going on.

DC 21:
The PCs feel suddenly anxious, like they’ve just awoken
from a nightmare, but the feeling is fleeting.

DC 27:
The PCs feel suddenly anxious and sense a malicious
supernatural presence trying to enter their minds, but they
manage to resist. Once during the adventure before rolling a
Will save, one PC may add a +2 bonus.

DC33:
The PCs feel suddenly anxious and detect a malicious
presence. Before fighting it off, they sense its intentions: to
feed on the chaos and death in the tapestry. Once during this
adventure before attempting a Will save, one PC can roll twice
and choose the better result.

You can Get a Supply Check!
Skills: Appraise, Craft (any relevant), Knowledge arcana or Profession (any relevant)
The PCs assess the repair team’s supplies, including climbing gear, traveling gear, food and drink, and supplies for magic rituals.

DC 21:
The repair team, grateful for the PCs’ aid, provides each PC
with a potion of cure serious wounds.

DC 27:
The repair team also provides each PC with an additional
potion of the PC’s choice that does not have an expensive
material component. In Subtiers 1–2 and 3–4, this is a 1st-level
potion. In Subtier 5–6, this is a 1st- or 2nd- level potion. In
Subtier 7–8 and 10–11, this is a 1st-, 2nd-, or 3rd-level potion.

DC 33:
The repair team is supplied well enough to set up a
rudimentary shop in the Hao Jin Tapestry. Between encounters,
the PCs may purchase items from the Pathfinder RPG Core
Rulebook or Pathfinder RPG Ultimate Equipment with a price of
1,500 gp or less.

You can Swap Tales from the Tapestry!
Skills: Diplomacy, Knowledge History or Perform
The PCs briefly swap tales of the Pathfinder Society’s previous
adventures in the tapestry.

DC 21:
The PCs recall several stories of Pathfinder agents
adventuring in the tapestry and dealing with all manner of
different peoples and creatures, from ratfolk and lizardfolk to
ancient mummies and manipulative demons. Each time the
PCs attempt a Knowledge check to identify a creature in the
tapestry, one PC can choose to gain a +2 bonus on the check.

DC 27:
Once during the scenario, each PC can roll twice and take
the better result instead of gaining a +2 bonus.

DC 33:
Instead of rolling the Knowledge check twice to identify the
creature (see above), the PC can treat their result as they had
rolled a 20. Alternatively, the PC may gain the benefits of the
Average result while treating the Knowledge skill as trained.

You can Get Travel Tips!
Skills: Knowledge geography or nature, Profession (relevant) or Survival
The PCs share tips for navigating and surviving a variety of terrains.

DC 21:
The PCs recall the various terrain types from the Pathfinder
Society’s previous adventures in the tapestry: buildings, caves and tunnels, ancient ruins, mountains, and deserts. Many
more are known to exist within the tapestry as well.

DC 27:
The PCs share advice for dealing with different terrains.
Once during the adventure, one PC can choose to re-roll a
failed skill check made as part of their movement (such as
Acrobatics, Climb, or Fly).

DC 33:
The PCs share advice for rapidly adapting to new
environments and situations. Each PC can use the benefit
from the reward above.

HOP TO IT, AGENTS!

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Standing silently off to the side, you see a tall, dark human man with a dark weathered cloak and a longbow and quiver on his back. He has a habit of observing conversations, studying the comments made as if unaccustomed to civilized gatherings. If he speaks at all, he speaks with a thick Varisian accent. He wears a holy symbol of Desna around his neck.

”Zhe situation must be dire indeed. “

As he considers the words of the arcane masters.

Kn nature : 1d20 + 14 ⇒ (20) + 14 = 34. You can Get Travel Tips!

Survival : 1d20 + 16 ⇒ (2) + 16 = 18

He will share the info once the team arrives.

Grand Lodge

Male NG Halfling Druid 11 | HP 80/80 | AC 22 T 13 FF 20 | CMB +12, CMD 23 | F: +12, R: +5, W: +13 | Init: +2 | Perc: +21, SM: +12 | Speed 30ft | Wild Shape: 5/5 11 hours | Spells: See Stat Block | Active conditions: Barkskin (110 minutes)

A halfing in hide armor makes an appearance. The armor itself is covered in intricate etchings of many animals, plants and other creatures. A few rods and scrolls hangs of his belt.

A tigress follows behind hims closely. A thick leather collar around her neck. A tough leather covers most of her chest and flanks. An exotic saddle covers her back near her shoulders.

Assess the damage
perception: 1d20 + 21 ⇒ (9) + 21 = 30

Hmm. The tapestry has some large holes forming in the areas we have visited recently. It is also beginning to radiate warmth.

Power of Paranoia
perception: 1d20 + 21 ⇒ (3) + 21 = 24

Rufeo feels anxious, but waves it off. He always gets anxious before missions.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

A portly fellow with bluish skin and a jovial expression comes bustling up, bearing a platter covered with a simple cloth. ”Sorry to be late, so sorry, though I believe when you see what delayed me you’ll forgive me.” He pulls the cloth aside, revealing an array of... well, it’s hard to say what these concoctions may be: clusters of rice and vegetables and mysterious-looking lumps of fish meat. Seeing the quizzical expressions on his companions’ faces, he throws his head back and roars with laughter. ”Aye, not many in Avistan have acquired the taste yet, but believe you me, it won’t be long before the Kings and Queens of the Inner Sea and beyond are all hankering for a taste! Undiana Jones is the name - Undy to my friends - and I aim to be the sushi king of all Golarion; it’s just a matter of time before I’ve got a franchise in every hamlet this side of Katheer. But as you can imagine, it’ll take some capital to get the ball rolling, which is what brought me to the Pathfinder Society: hard to find a better way to make a quick buck, don’t you know? But where’s my manners? I’m sure after hearing all this you must be famished, which is why I hope you’ll forgive my lateness - if you want to harvest the freshest baby reef claw you’ve got to wait until the tides are just right (and it doesn’t hurt to wait until mama reef claw has gone out neither!).” He offers the platter towards the group, and as he does so, a small dragon pokes its head out of his robe and slurps up half the samples in a flash. ”Riddywipple! Those are samples for our new customers, I mean friends!” Sheepishly, Undy offers the remaining samples to the group, while the faerie dragon smacks his lips with gusto.

Hearing the mission briefing, Undy is delighted. "The Hao Jin tapestry!?! Why it offers a whole vast new market for my sushi - assuming we can prevent it from being obliterated, of course! - not to mention the possibilities of new delicacies, new recipes, why the opportunities are practically boundless! Let's leave at once! What could possibly go wrong?"

Disable Device: 1d20 + 14 ⇒ (8) + 14 = 22
"Hmm, what's this? It seems that the largest holes appear around six of the regions that Pathfinder agents visited in the past few years."
Riddy UMD: 1d20 + 15 ⇒ (4) + 15 = 19

Riddy Bluff: 1d20 + 9 ⇒ (1) + 9 = 10
Riddy tries to get some of the Aspis to give up some useful information but gets nowhere.

Knowledge Planes: 1d20 + 18 ⇒ (12) + 18 = 30
Riddy Knowledge Planes: 1d20 + 13 ⇒ (6) + 13 = 19

Undy recalls that many regions in the tapestry are pulled directly from Golarion. However, most of its denizens have lived in the tapestry for their entire lives, and some can trace back many generations to ancestors who lived on the tapestry as well.

Once during the adventure, one PC can reroll a failed Knowledge check and use the new result. When using the reward above, the PC can instead reroll any one skill check.

Knowledge Arcana: 1d20 + 18 ⇒ (15) + 18 = 33
Riddy Spellcraft: 1d20 + 14 ⇒ (16) + 14 = 30
Both Undy and Riddy feel suddenly anxious and detect a malicious presence. Before fighting it off, they sense its intentions: to feed on the chaos and death in the tapestry.
Once during this adventure before attempting a Will save, one PC can roll twice and choose the better result.

Craft (Sushi): 1d20 + 17 ⇒ (14) + 17 = 31
Riddy Knowledge Arcana: 1d20 + 13 ⇒ (12) + 13 = 25
The repair team loves the sushi that Undy prepares while they work.
grateful for the PCs’ aid, provides each PC with a potion of cure serious wounds. The repair team also provides each PC with an additional potion of the PC’s choice that does not have an expensive material component. In Subtier 10–11, this is a 1st-, 2nd-, or 3rd-level potion.

Knowledge (History): 1d20 + 13 ⇒ (2) + 13 = 15
Riddy Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20

Knowledge (Nature): 1d20 + 16 ⇒ (8) + 16 = 24
Riddy Knowledge (Nature): 1d20 + 11 ⇒ (1) + 11 = 12
Undy recalls the various terrain types from the Pathfinder Society’s previous adventures in the tapestry: buildings, caves and tunnels, ancient ruins, mountains, and deserts. Many more are known to exist within the tapestry as well.

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

A powerful figure strides into the room, his sleek, modern military-style suit and kabuto helmet both a bright red. The breast of his jacket bears a symbol of a bright green snake. His face is completely covered by a mirrored mask over some sort of Numerian breathing mask. He throws out a gloved hand in a dramatic gesture.

”GREETINGS! I am known as SERPENT SHOGUN, leader of the organization known as S.E.R.P.E.N.T.! This travesty is clearly the work of my most hated rivals, the Aspis Consortium, and they will soon learn that there is only room for one snake-themed villainous organization in the Inner Sea. AND IT’S MINE.”

Since we know something is going on, Serpent Shogun will cast heroism on himself with his lesser extend rod and a normal heightened awareness

Assess the Damage
Use Magic Device (heroism): 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37

Serpent Shogun scoffs at Rufeo. ”Trust a non-reptile to not detect temperature right! There’s clearly spots as cold as...someplace really cold.”

Interrogate the Snakes
Intimidate (heroism): 1d20 + 23 + 2 ⇒ (17) + 23 + 2 = 42

Serpent Shogun goes all-out in his interrogation. He threatens the Aspis with his Aspis-bane longsword and recounts all of his triumphs against them, including the ways he dispatched their comrades. The Aspis squeal, but they are clearly not responsible this time. He finally sulks away, his disappointment palpable. ”Oh for crying out loud...these bastards didn’t do it.”

Knowledge of the Weave
Diplomacy (heroism): 1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36

Serpent Shogun remembers a great deal about the tapestry from his numerous dealings with it.

Power of Paranoia
Perception (heightened awareness, heroism): 1d20 + 5 + 2 + 2 ⇒ (20) + 5 + 2 + 2 = 29

Serpent Shogun begins snapping his head about as he seems to suspect being watched. ”Get out of my head, whoever you are trying to mess with me. Nobody messes with Serpent Shogun!”

Supply Check
Knowledge Arcana (heightened awareness, heroism): 1d20 + 4 + 2 + 2 ⇒ (13) + 4 + 2 + 2 = 21

Serpent Shogun takes it upon himself to order the supply team around. It seems to be...kind of helpful. ”FOOLS. The boxes potions are supposed to be placed on top for easy access and to lower the chance of breaking. HAVE YOU NOT READ THE MANUAL ON SUPPLY PROCEDURES.”

Swap Tales
Diplomacy (heroism): 1d20 + 20 + 2 ⇒ (1) + 20 + 2 = 23

”Allow me to educate the rest of you on the dangers of the tapestry. I was one of the few that discovered the original Aspis tampering with the tapestry and fought them off when they later invaded, you know!” Despite clearly only seeing this as an opportunity to show off, he somehow manages to get some new information out of the tale swap.

Travel Tips
Knowledge Geography (heightened awareness, heroism): 1d20 + 4 + 2 + 2 ⇒ (10) + 4 + 2 + 2 = 18

”Does anyone know where we are going? Don’t look at me, you fools! It can’t do everything for you.”

Liberty's Edge

Male Ifrit Sorcerer 10 HP 64/68 | AC 20 T 16 FF 16 | CMB +5 CMD 21 | F +8 R +11 W +9 | Init +13 | Perc −1, SM −1 | Speed 30 | Mage Armor (10h), Cushioning Bands (10h, 0/120), protection from energy fire 87 elec 120 | 5th 2/4 4th 5/6 3rd 5/8 2nd 6/8 1st 7/8

The first thing that is noticeable in Naalij is his hair, it looks like they are on fire. He doesn’t seem to be in any pain. Combined with his bronze skin, he’s clearly not human. He has a nice backpack and a couple items, and wears his shirt open. His clothing are mostly Kelish, as his accent, but there're bits from other part of Golarion too.

With a smile, he presents himself “Happy to meet everyone, I am Naalij. I’m a sorcerer, specialized in fire magic. When not going in missions, I forge weapons for the society.”
“I have a Wand of Cure Light Wounds that I can lend to someone who can use it more reliably than I.” Pointing to his wrist, he adds “I’ve got one for emergencies in one of my spring-loaded wrist sheaths.”

Looking at the sushis, Naalij mentions “Well… I usually prefer my food cooked, but I’ll give it a try.”

I’m only going to try for the tasks we didn’t have complete success yet. I can’t beat the DC 33 for Supply Check either (we already have the DC 27 covered).

Tales from the Tapestry, Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20 Didn’t get the DC 27 for this one

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland nods in appreciation as he accepts the offered supplies.

” Zhese will come in handy. You have my zhanks.“

He introduces himself to each of the team.

” I am Roland. I mainly use my bow if negotiations fail. That and I can track if we have zhe need.“

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

Swayaah watches the Samurai Snake Shogun go all out on the Aspis. She also watches Undy's fish supplies (and has to hold Ilvan back from gobbling it up.)

"Yeah, I'm gonna like this group." A brown-skinned tiefling approaches you. "My name's Swayaah. And this is Ilvan. He's a nice owlbear."

Ilvan hoots in response.

"You guys figured out a lot already. Let's see if I can help."

Swap tales
Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22

"Eh... Serpent Shogun got most of the details already." She pets Ilvan's feathers. "What are we waiting for? I wanna dig my claws into something."


Bonekeep Slides

A passing Agent pauses and looks at all of you gathered there. "Get yourselves prepared. I heard Aram Zey say he'll be readying to send teams in shortly. If there's anything you want to purchase, there are agents here with supplies. Good luck! Hopefully the whole thing won't, you know, dissolve with all of you in there! Luck!" She shuffles away with a forced smile.

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

” And zhere is our answer.“

Roland grabs the extra gear, his bow, and heads for the door.


Bonekeep Slides

Make sure you have clicked on the HAO JIN CATACLYSM link under my profile name and placed your token, initiatives and perception scores there. Thank you!

Liberty's Edge

Male Ifrit Sorcerer 10 HP 64/68 | AC 20 T 16 FF 16 | CMB +5 CMD 21 | F +8 R +11 W +9 | Init +13 | Perc −1, SM −1 | Speed 30 | Mage Armor (10h), Cushioning Bands (10h, 0/120), protection from energy fire 87 elec 120 | 5th 2/4 4th 5/6 3rd 5/8 2nd 6/8 1st 7/8

Naalij will go buy a scroll of See Invisibility.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Undy purchases 4 doses of Clear Ear and pours one of them into his ears, making him even more obnoxious than usual.

He will also buy one level 1 pearl of power and 50 gp worth of the reagent myrrh.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Aram Zey cries out in alarm as a massive rip appears in the Hao Jin Tapestry. A silvery void dances within the breach. “The rifts are widening—we’re running out of time! Quickly, Pathfinders. Finish your preparations and gather around the tapestry.”

Aram Zey’s gaze remains fixed on the tapestry as he addresses the crowd around him. He is harried and pale, with dark bags under his bloodshot eyes. His hands tremble slightly as he sets a mug of coffee down on a table already littered with empty cups. “Pathfinders, the Hao Jin Tapestry is falling to pieces. Both the physical object you see before you and the mystical realm it contains have been unraveling for several months, possibly even longer. My only hope is that there is still time to save the tapestry
and those who live inside.”

The former Master of Spells glares at the tapestry for a moment, and then a new rip catches his attention. He jabs a finger at the frayed fabric. “There! You see? The degradation is causing—or perhaps caused by—rifts to the Astral Plane that are appearing throughout the demiplane. Fixing these tears is not as simple as stitching fabric or performing a few rituals. We must enter the tapestry itself, find the rifts, and repair them as best we can. But the tapestry is in chaos—undead horrors are emerging throughout the demiplane, and we do not quite understand why. On top of that, the people and creatures of the tapestry are reacting to the chaos, and they are only making matters worse! That, Pathfinders, is where you come in.”

Aram Zey finally turns to face the crowd gathered around him. “The tapestry is a massive realm, and we have spent years exploring it and using it for travel. I fear that our activities are at least partly responsible for the degradation. I don’t think it’s a coincidence many of the six most damaged areas of the tapestry are sites of previous Pathfinder missions.” Zey’s face twists into a pained expression, “My efforts to repair the demiplane over the course of the last several days have met with nothing but failure. The decline continues to accelerate. I have no choice but to send you into the tapestry to deal with the chaos around these six sites. I’ll be sending in other teams to perform the laborious work of patching the rifts once you’ve established control of the situation. Then I can work on a permanent solution. Time is of the essence. By my estimates, in a little over two day’s time, the entire demiplane will collapse without your efforts. I don’t care what motivates you, whether you want to preserve powerful artifacts, save innocent lives, or be a good Pathfinder—get in there and get the job done.”

Aram Zey returns his gaze to the tapestry, raising his hand to his forehead and wincing in pain. In a low grumble, he adds, “You all are this demiplane’s last hope. Don’t let them down.”

Table GMs, please begin Part 2.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Before passing through the portal, Undy casts Overland Flight on himself and uses his wand of Heightened Awareness.

Grand Lodge

Male NG Halfling Druid 11 | HP 80/80 | AC 22 T 13 FF 20 | CMB +12, CMD 23 | F: +12, R: +5, W: +13 | Init: +2 | Perc: +21, SM: +12 | Speed 30ft | Wild Shape: 5/5 11 hours | Spells: See Stat Block | Active conditions: Barkskin (110 minutes)

I guess it is that time to buff up. Will cast an Extended barkskin, via metamagic rod, on myself and ki'lala with improved spell sharing. Will also cast shield companion and greater magic fang, which make all of attacks +1 and magical.

Rufeo takes his position on top of Ki'lala and pats her on her flank. "I know girl. If we survive this, we will retire. I promise"

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Undy will also use a wand to cast Mage Armor on himself and Riddywipple, as well as casting False Life on himself.

False Life: 1d10 + 9 ⇒ (2) + 9 = 11

"I've also prepared Life Bubble for the group but it will only last 18 hours, divided amongst us, so I won't cast it just yet."


Bonekeep Slides

A crazed looking man wearing the badge of a Venture Captain and the smell of a day old dumpster walks up, his eyes wild and his demeanor jumpy. "Well noo! Ye buncha fellers're the one I'm s'posed t'send inta danger, eh! Listen up, I'm to read ye this and I'm t'read it like a proper skav, too!" He clears his throat and without a hint of accent says:

“As Aram Zey said, we have identified the six most damaged areas of the tapestry. Unfortunately, each of these areas is populated. In some of them, you’ll find allies who require aid, and in others long-time foes that would thwart our efforts. We must defeat these foes or win them over to our side. Choose your missions carefully! If you have visited the tapestry before, its people are likely to remember you, for good or ill.

“I do have one piece of good news—the tapestry’s attempts to repair itself have caused loose threads from these six locations to connect to each other. What that means for you is that traveling between those locations once you’re inside should be straightforward. Advance scouts tell us these connections look like bridges made of tattered fabric decorated to resemble the two locations in the tapestry that the bridge connects.

“As for getting back home, when you enter, you’ll leave a little blue portal behind you. It’s called an astral eddy, and it’s your personal connection to the Material Plane. Walk back into it, and you’ll reappear in Absalom. Once you’ve come home, though, we won’t be sending you back in.

“You have two days to complete as many missions as you can, but don’t be so hasty that you throw away your lives. Take the time to rest if you find a safe place.”

He coughs. "Damn voice makes me throat sore. Aye, ye're in the thick o' it, lads. Which spot d'ye wanna start in?"

SLIDE THREE. Reproduced below for clarity.

MISSIONS:
Completing any of the missions below can assist in the Pathfinder Society’s efforts to secure a region of the tapestry. Choose carefully, as you likely do not have time to tackle every mission.

Mission 1: Visit our Muckmouth lizardfolk allies, help them fight back an incursion of undead, and secure a source of magic relics for their tribe.

Mission 2: Our ratfolk allies in Round Mountain sent out a call for help. The entire mountain is unstable, and dangerous creatures abound! Secure passage to the Pagoda of the Rat.

Mission 3: The Temple of Empyreal Enlightenment has flourished since we cleansed it of corruption, but now its leader falters in the face of the tapestry’s chaos. Go to the temple and set things right.

Mission 4: The duergar of Slave Mountain are becoming more desperate and aggressive. They are taking slaves beneath the mountain and performing a disturbing ritual. Do what you can to understand their dark plot, and stop the ritual!

Mission 5: The Aspis Consortium poisoned many of the tapestry’s residents against us. Three factions have nonetheless agreed to meet with us. You must convince them to trust the Society in this desperate hour.

Mission 6: We know of a mystical fountain that never runs out of water and so could help with the tapestry’s repairs, but it has stopped working. Secure this eternal water source.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

"Slaves?" Swayaah cocks an eyebrow when she hears about Mission 4. "Yeah, we're going there."


Bonekeep Slides

I'll use the Rule of Two - the first two players to agree on something choose. It speeds up PbP immensely, and time is our enemy on specials like this!

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Undy nods in agreement. Though he's no devotee of the Liberty's Edge, slavery is bad for business. "Free 'em, give 'em sushi samples, win their loyal patronage forever..."


Bonekeep Slides

Together you touch the Tapestry and hear a word of magic spoken, then...

Incoherent murmurs and groans echo through this large, dark cave. Tall stalagmites emerge from the cave floor surrounded by shallow pools of water. Ahead, a dim purplish light emanating from a multifaceted black gemstone the size of a human skull illuminates several humanoid forms heaped around the stone.

SLIDE SEVEN - SERPENT SHOGUN ADD YOUR INIT AND PERCEPTION AND TOKEN

Three duergar and an undead thing turn to look as you arrive. The undead thing hisses and points at Roland. "YOUUUUU!!! KILLLL YOU!"

init Rufeo: 1d20 + 2 ⇒ (12) + 2 = 14
Init Swayaah: 1d20 + 1 ⇒ (2) + 1 = 3
Init Naalij: 1d20 + 13 ⇒ (17) + 13 = 30
Init Undy: 1d20 + 4 ⇒ (11) + 4 = 15 +4 more if Heightened Awareness
Init Roland: 1d20 + 6 ⇒ (12) + 6 = 18
Serpent Shogun Init: 1d20 + 3 ⇒ (1) + 3 = 4
Init Duergar: 1d20 ⇒ 9
Undead thing: 1d20 + 8 ⇒ (20) + 8 = 28

ROUND 1:
Naalij
Undead thing
Roland, Undy, Rufeo
Duergar
Serpent Shogun, Swayaah

Naalij is up! Slide 7!

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Undy will always dismiss Heightened Awareness when rolling initiative.

For speed of play, making knowledge checks now. Since I didn't hear anyone else say they are good at knowledge checks, for now Undy will take the +2 bonus the scenario gives us.

Undy Knowledge (Religion), Scenario bonus: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
Riddy Knowledge (Religion): 1d20 + 11 ⇒ (2) + 11 = 13

Undy Knowledge (Local), Scenario bonus: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
Riddy Knowledge (Local): 1d20 + 8 ⇒ (9) + 8 = 17


Bonekeep Slides

Religion:
It seems to be a Mohrg! A thick tangle of discolored entrails clings to this lurching skeleton’s torso and winds upward to loll from its jaw like a clawed tongue. You know this is an undead creature! 1 additional piece of information!

Local:
These as Duergar, but very competent looking duergar! This gray-skinned dwarf’s armor is meticulously maintained, and the massive axe swinging in its hand shows the signs of frequent use. They're immune to paralysis, phantasms, poison and are sensitive to light! They have darkvision and are bad, bad dudes. Also they can become invisible and grow larger once per day.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

On his turn, Undy will relay what he knows about the creatures - feel free to read the spoilers above. Re the Mohrg: special defenses please.


Bonekeep Slides

Religion:
None to speak of!

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

Knowledge (Local): 1d20 + 7 ⇒ (17) + 7 = 24
Knowledge (Religion): 1d20 + 5 ⇒ (19) + 5 = 24

"Hey. Undead. Cool." Swayaah grins. "Come on Ilvan. Fun time."

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Bow in hand, Roland seems mildly surprised at the attention he draws from the undead.

Well I must admit, zhat was unexpected. Before we destroy zhe group of you, have we met before? I recognize the gray dwarves. But not you.

Liberty's Edge

Male Ifrit Sorcerer 10 HP 64/68 | AC 20 T 16 FF 16 | CMB +5 CMD 21 | F +8 R +11 W +9 | Init +13 | Perc −1, SM −1 | Speed 30 | Mage Armor (10h), Cushioning Bands (10h, 0/120), protection from energy fire 87 elec 120 | 5th 2/4 4th 5/6 3rd 5/8 2nd 6/8 1st 7/8

When the undead points to Roland specifically, Naalij seems a bit surprised and looks at him.

He quickly spring to action and throws a fireball at his enemies and adding a little more to it to make it more fiery, making sure the undead thing is included in it.

I guess the captives squares are full of people, so Naalij will avoid hitting those ; he will include as many enemies as he can in it, but I guess only two of them can be included.
Empowered Fireball: 10d6 ⇒ (1, 2, 1, 2, 6, 1, 2, 2, 2, 1) = 20 20*1.5+11=41. That’s a crappy roll.
Reflex save DC 22
Caster level 11 if any SR needed

He then moves back a bit 5 feet.


Bonekeep Slides

Naalij's fireball goes off with a spectacular explosion that momentarily blinds everyone!
Morhg Reflex: 1d20 + 10 ⇒ (4) + 10 = 14
Duergar Reflex: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16

Both the duergar and the undead Morhg look like they took the whole blast!

The Mohrg snarls at Roland and points a long skeletal finger. "I WAS ALIIIIVE BEFORE YOU CAAAAME!" and runs forward, its long tongue and claws scraping the air as it focuses wholly on Roland!

Roland, Undy, Rufeo are up!

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Undy and Riddy both fly forward (to an elevation of 10' for Undy and 20' for Riddy) (GM, this movement will provoke from the Mohrg if it has reach) and then they each cast a spell, Burning Arc in Undy's case and Shock Shield in Riddy's case. Yet somehow, by the power of elemental commixture the power of Riddy's spell is subsumed within Undy's, negating its normal effect and instead transforming the Burning Arc into a nauseating smoke-filled burning arc! Undy also adds a splash of saltpeter to the mix, just for fun.

Targeting the three duergar with Burning Arc, CL 9, with Green (or whomever was already caught in the fireball) as the primary target, Blue as the secondary, and Red as the tertiary.
Green fire dmg: 9d6 + 1 ⇒ (2, 1, 1, 6, 3, 1, 6, 6, 5) + 1 = 32 Reflex DC 22 for half
Blue fire dmg: 4d6 + 1 ⇒ (1, 2, 6, 1) + 1 = 11 Reflex DC 20 for half
Red fire dmg: 2d6 + 1 ⇒ (2, 6) + 1 = 9 Reflex DC 20 for half
In addition, each of them must make a Fort save (DC 22 for the primary target, DC 20 for the other two). If they fail they are nauseated for 1 round and blinded for blindness duration: 1d4 ⇒ 1 rounds; if they pass they are not nauseated but they are still blinded for 1 round.


Bonekeep Slides

No reach, you're safe.

Duergar Green Reflex: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Duergar Blue Reflex: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Duergar Red Reflex: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

Duergar Green Fort: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Duergar Blue Fort: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Duergar Red Fort: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29

All three duergar are scorched, but only Green seems to be both nauseated and blinded! The other two are merely blind.

Roland and Rufeo!

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland pulls back on his bow and trains an arrow on the advancing Morgh ”Zhat is I shame Zhat you did not stay dead after I left. Now I just need to kill you again.“

Roland will unleash a flight of arrows the leader.
Quickdraw, Rapid shot, improved precise=no cover, switch target if one drops

Roland-1 +3 Ad darkwood, PB comp Rapid: 1d20 + 18 - 2 + 1 ⇒ (19) + 18 - 2 + 1 = 36
for dmg,PB: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17
manyshot: 1d8 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Roland-2 +3 Ad darkwood, PB comp Rapid: 1d20 + 18 - 2 + 1 ⇒ (20) + 18 - 2 + 1 = 37
for dmg,PB: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Roland-3 +3 Ad darkwood, PB comp Rapid: 1d20 + 13 - 2 + 1 ⇒ (3) + 13 - 2 + 1 = 15
for dmg,PB: 1d8 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Roland-4 +3 Ad darkwood, PB comp Rapid: 1d20 + 8 - 2 + 1 ⇒ (7) + 8 - 2 + 1 = 14
for dmg,PB: 1d8 + 8 + 1 ⇒ (2) + 8 + 1 = 11

Confirm-2 +3 Ad darkwood, PB comp Rapid: 1d20 + 18 - 2 + 1 ⇒ (5) + 18 - 2 + 1 = 22
for dmg,PB: 1d8 + 8 + 1 ⇒ (3) + 8 + 1 = 12

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

Swayaah's too busy sharpening her claws to pay attention.

Ilvan hoots to get her attention. "Wait a second, Roland's getting his hero moment."

Grand Lodge

Male NG Halfling Druid 11 | HP 80/80 | AC 22 T 13 FF 20 | CMB +12, CMD 23 | F: +12, R: +5, W: +13 | Init: +2 | Perc: +21, SM: +12 | Speed 30ft | Wild Shape: 5/5 11 hours | Spells: See Stat Block | Active conditions: Barkskin (110 minutes)

Rufeo cast flame strike, placing the column over red and green.

11d6 ⇒ (4, 2, 1, 6, 3, 5, 3, 4, 3, 2, 6) = 39 half fire and half divine. DC 19 reflex for half total damage.

He then spurs Ki'lala, "Charge dead ahead"


Female N TIgress | HP 94/94 | AC 33 T 14 FF 28 | CMB +24(+28 to grapple), CMD 35(+39 vs trip/overrun) | F: +13, R: +11, W: +7* | Init: +3 | Perc: +10, SM: +3 | Speed 40ft | Active conditions: Barkskin (110 min) Greater Magic Fang +1 to all (11 hours) Shield Companion (11 hours) ; Resist Fire 30, Animal Growth

Ki'lala takes off like a shot and pounces on Blue.

charging, power attack
bite: 1d20 + 13 ⇒ (16) + 13 = 29
magic damage: 1d8 + 12 ⇒ (7) + 12 = 19
grab: 1d20 + 20 ⇒ (20) + 20 = 40

claw #1: 1d20 + 13 ⇒ (9) + 13 = 22
magic: 1d6 + 12 ⇒ (3) + 12 = 15

claw #2: 1d20 + 13 ⇒ (15) + 13 = 28
magic: 1d6 + 12 ⇒ (1) + 12 = 13

rake #1: 1d20 + 13 ⇒ (19) + 13 = 32
magic: 1d6 + 12 ⇒ (2) + 12 = 14

rake #2: 1d20 + 13 ⇒ (14) + 13 = 27
magic: 1d6 + 12 ⇒ (5) + 12 = 17

I have a feeling the 40 is enough to grapple him.


Bonekeep Slides

Roland's arrow pepper the undead vengeance seeking thing, which falls with a last "Nooooo! KILL YOU!" and stops moving.

Duergar Red Reflex: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Duergar Blue Reflex: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Red and Blue take the full blast of divine anger, and look toasted when the fire clears. Red looks ready to fall if a strong wind hits him!

The tiger's savage mauling and grabbing of Blue leaves him looking scared and bloody. He's still alive, but for how long?

Green vomits onto the ground and takes a five foot step away from the tiger!
Red steps back as well, and disappears with a word of magic!
Blue, being savaged, tried to swing at the tiger menace!
Swing!: 1d20 + 17 ⇒ (2) + 17 = 19 for 2d8 + 12 ⇒ (7, 7) + 12 = 26 damage! Miss chance, 1-50 misses: 1d100 ⇒ 54
Swing!: 1d20 + 12 ⇒ (4) + 12 = 16 for 2d8 + 12 ⇒ (1, 4) + 12 = 17 damage! Miss chance, 1-50 misses: 1d100 ⇒ 95

I think my dicebot is broken...

Serpent Shogun, Swayaah are up!

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

Serpent Shogun charges himself with arcane energy (swift action to activate arcane strike) then rides forward on Zartan, his giant chameleon mount. He rides right up to the dwarves and begins extolling his prowess. ”I am the great Serpent Shogun! You fools are no match for someone as powerful and unbeatable as me! Bow before your betters, weaklings!”

Intimidate to Demoralize using Dazzling Display (heroism): 1d20 + 23 + 2 ⇒ (20) + 23 + 2 = 45

Standard action to use Dazzling Display from his order ability, Braggart. It should hit all the duergar and leave them shaken for...probably the rest of their lives with that roll

Serpent Shogun then looks back to his allies and begins directing them. ”Attack there! That one! No not like that, you fool! The left! Your other left, you dolts!”

He starts Inspire Courage as a move action using Oratory. +2 competence bonus on all attack and damage rolls and +2 morale bonus on saves versus fear.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

Swayaah and Ilvan double move up to the remaining foes. Ilvan's faster than the average bear (he has 40 feet of movement) while Swayaah simply brandishes her claws. "Slavers! Man, I'm gonna love this."

"Totally digging your style, Commander."


Bonekeep Slides

ROUND2:
Naalij, Roland, Undy, Rufeo
Duergar
Serpent Shogun, Swayaah

Naalij, Roland, Undy, Rufeo are up!

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Undy will delay


Female N TIgress | HP 94/94 | AC 33 T 14 FF 28 | CMB +24(+28 to grapple), CMD 35(+39 vs trip/overrun) | F: +13, R: +11, W: +7* | Init: +3 | Perc: +10, SM: +3 | Speed 40ft | Active conditions: Barkskin (110 min) Greater Magic Fang +1 to all (11 hours) Shield Companion (11 hours) ; Resist Fire 30, Animal Growth

maintain grapple: 1d20 + 18 + 5 ⇒ (4) + 18 + 5 = 27
bite damage if maintained: 1d8 + 8 ⇒ (7) + 8 = 15
rake #1 / grappled: 1d20 + 13 ⇒ (2) + 13 = 151d6 + 8 ⇒ (2) + 8 = 10
rake #2 / grappled: 1d20 + 13 ⇒ (19) + 13 = 321d6 + 8 ⇒ (4) + 8 = 12

If she failed to maintain the grapple, then nothing else happens

Ki'lala tries to keep a firm hold of the duergar in her teeth. And brings her claws around once more.

Grand Lodge

Male NG Halfling Druid 11 | HP 80/80 | AC 22 T 13 FF 20 | CMB +12, CMD 23 | F: +12, R: +5, W: +13 | Init: +2 | Perc: +21, SM: +12 | Speed 30ft | Wild Shape: 5/5 11 hours | Spells: See Stat Block | Active conditions: Barkskin (110 minutes)

Rufeo snaps his fingers and cast a spell.

concentration to cast defensively, DC 17: 1d20 + 16 ⇒ (16) + 16 = 32

The Duergar's ax handle begins to heat up.

Cast Burning Disarm on blue. DC 16 reflex save to drop the ax and negate the damage. On a failed save or you do not wish to drop it the Duergar takes 5d4 ⇒ (4, 4, 4, 3, 4) = 19 fire damage

Will offer this now as I do not forget. Rufeo has 2 liberating commands prepped. Use them if you need to and I will mark them off. It will be at a +20 to escape artist

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland will unload on the least injured of the remaining foes.

Roland will unleash a flight of arrows the leader.
Quickdraw, Rapid shot, improved precise=no cover, switch target if one drops
Roland-1 +3 Ad darkwood, PB comp Rapid: 1d20 + 18 - 2 + 1 ⇒ (8) + 18 - 2 + 1 = 25
for dmg,PB: 1d8 + 8 + 1 ⇒ (2) + 8 + 1 = 11
manyshot: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Roland-2 +3 Ad darkwood, PB comp Rapid: 1d20 + 18 - 2 + 1 ⇒ (5) + 18 - 2 + 1 = 22
for dmg,PB: 1d8 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Roland-3 +3 Ad darkwood, PB comp Rapid: 1d20 + 13 - 2 + 1 ⇒ (6) + 13 - 2 + 1 = 18
for dmg,PB: 1d8 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Roland-4 +3 Ad darkwood, PB comp Rapid: 1d20 + 8 - 2 + 1 ⇒ (12) + 8 - 2 + 1 = 19
for dmg,PB: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17

subtract 1 from damage if beyond 30’ and +2 for inspire courage! :)

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

Make sure y’all arent forgetting Serpent Shogun’s inspire courage +2!

Liberty's Edge

Male Ifrit Sorcerer 10 HP 64/68 | AC 20 T 16 FF 16 | CMB +5 CMD 21 | F +8 R +11 W +9 | Init +13 | Perc −1, SM −1 | Speed 30 | Mage Armor (10h), Cushioning Bands (10h, 0/120), protection from energy fire 87 elec 120 | 5th 2/4 4th 5/6 3rd 5/8 2nd 6/8 1st 7/8

If the closest duergar green, and the one next to it pink are still standing, Naalij moves in and throw a burning arc at them, the other duergar is unfortunately out of his range.


Main target, green, reflex dc 21 half: 10d6 + 11 ⇒ (2, 5, 2, 3, 4, 1, 3, 4, 6, 4) + 11 = 45
Secondary target, pink, reflex dc 19 half: 5d6 + 5 ⇒ (4, 1, 5, 2, 4) + 5 = 21


Bonekeep Slides

Blue is shredded as the tiger tears him apart!

Green is peppered with arrows and falls gasping, but Red is invisible and no one can see him to target him!

That changes when he reappears, swinging his axe at Swaayah! Axes vs Swaayah!: 1d20 + 17 ⇒ (20) + 17 = 37 for 1d8 + 12 ⇒ (2) + 12 = 14 damage!

Serpent Shogun, Swayaah are up!

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

That's a crit threat, GM

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