GM Sparrowhawk's Origin of the Open Road [Gameday VIII] (Inactive)

Game Master Bristor


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Maps and Handouts

Will get slides up soon - waiting to see if Paizo drops the scenario.


NG Human Cleric 5 | HP: 48/48 | F9 R9 W13 | Perception +13 | AC 22 |

Hello everyone!


Female Elf Rogue 5 HP 56/56 | AC 22 | Fort +9, Reflex +13, Will +11 | Perception +11 (E), Deception +9 (E), Stealth +13 (E)

Greeting says a slender elf lening back in a comfortable chair.

Grand Lodge

HP 53/53 | AC 20 | F +10 R +12 W +11 | Perc +9 | Stealth +10 | speed 25ft | focus 1/1 |Hero Points 1/3 | Active Conditions: ---

"Well met and welcome, friends." The old wizard said, his teeth clenching a pipe as he reclined on a conformable chair. A half full glass of wine sat on a small table well within easy reach of the aged human.

"Not very often I am afforded esteemed company such as yourselves." His voice is aged harsh but his tone is gentle.


CN Goblin (Charhide) Alchemist 5 HP: 56/56 | AC: 22 | F: 11 R: 13 W: 7 | Per: 7 | Stealth: 13 | Speed: 25 ft | Active Conditions: ---

"Hello! Hello! Hello! It is Fumbus and I heard the Society needed my help." yells a grey goblin with sootmarks still visible on his face and adventuring gear that includes many vials.

He walks by each of the others and offers them an oddly colored pickle.

"Extra spicy and I reduced the chance of explosion to 3%!" he laughs before sitting down to eat one himself.


Maps and Handouts

We begin in Nexus House, you having recently arrived in Quantium, the capital city of Nex. It is mid-morning and you are already aware of the mission which brought you here: a diplomatic overture from the Grand Lodge combined with a few straightforward research tasks.
See Slide #4 for a letter from Kreighton Shane detailing your mission.

Nexus House was the second lodge founded by the Pathfinder Society, after the Grand Lodge in Absalom. It is a sprawling, opulent building with unusual magical extravagances seen nowhere else. This is immediately apparent in Nexus House’s grand hall, where at one end two statues—noble representations of Adolphus and Princess Ganjay (the founders of this Lodge)—flank an ornamental waterfall that flows upward, from floor to ceiling.

“There are my honored guests!” cries a bronze-skinned gnome with bright streaks of gold in her dark hair, a vibrant red tunic, and enough glittering earrings, bangles, and necklaces to supply a modestly sized jewelry store. “I was concluding some urgent business here, or I would have met you at the dock. Sebnet Sanserkoht, at your service.” The gnome gives you a gracious bow and a large grin. “Alas, my last-minute business didn’t permit me to review Kreighton Shaine’s letters to me. If you don’t mind, please remind me how I can help you and— oh!—I ought know your names as well. Rude of me to have omitted proper introductions.”

Please introduce your character, and if you’d like you can make a Diplomacy check to Make an Impression. Also please add a token to the 2nd slide and add in your perception modifier to the form there.


CN Goblin (Charhide) Alchemist 5 HP: 56/56 | AC: 22 | F: 11 R: 13 W: 7 | Per: 7 | Stealth: 13 | Speed: 25 ft | Active Conditions: ---

The goblin pulls out his copy of the letter in front of the Venture-Captain and clears his throat.

*AHEM* "Vash-Vatom Sebnet Sanserkhot...HI! I am Fumbus without any fancy titles. That isn't a title. Nice to meet you! We have a delivery and a request." he says while digging through pouches, pockets and bags before falling back. He looks to the others hoping they have the sapphire.

Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14


Female Elf Rogue 5 HP 56/56 | AC 22 | Fort +9, Reflex +13, Will +11 | Perception +11 (E), Deception +9 (E), Stealth +13 (E)

Greetings vash-vatom says the elf with a smile and a respectful bow, I am Merisiel, I specialise in reaquiring things. Its a pleasure to meet you.

Grand Lodge

HP 53/53 | AC 20 | F +10 R +12 W +11 | Perc +9 | Stealth +10 | speed 25ft | focus 1/1 |Hero Points 1/3 | Active Conditions: ---

The old wizard bows with a flourish, His cloak whipping about him. "Well met Vash-Vatom, I am a wizard of many titles, but Ezren will suffice. He said with a small wink at the goblin. "With your leave my lady, might I add your tunic is most vibrant and compliments your exquisite taste in jewelry?"

diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28


NG Human Cleric 5 | HP: 48/48 | F9 R9 W13 | Perception +13 | AC 22 |

Kyra nods her head respectfully. "It is a pleasure to meet you Vash-Vatom. My name is Kyra, and I am a priestess of the Dawnflower. We are here on two missions. One is to give you this." Kyra pulls out a sapphire from her robes. "The other is that we inquire about some information from Pathfinders past." Kyra shows Vash-Vatom Sebnet the list from Kreighton Shane.

Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19


Maps and Handouts

Sebnet taps her chin with a ringed finger, clearly pleased at the use of the archaic title. “Those records all sound quite old, which would put them in our Orrery Archive. Please come this way.”

The venture-captain strides through one of the archways off the great hall, gesturing for you to follow and chatting as she goes. “There was something of an astronomy craze around here about three hundred years ago, but the apparatus at the center of the rooms that became the Orrery Archive has been gathering dust for quite a while. That is, it would, if we didn’t have enchantments to repel dust.” Sebnet runs a finger along a decorative table as she passes, then holds up her clean digit to showcase her point. “I’ll take you to the archive entrance and leave you to perform your research in peace. Gather any records you need, and we’ll have scribes transcribe copies of whatever you find. The records might be something of a jumble, I’m afraid. As I said, the Orrery Archive is where we store older records, and they might not have been accessed in quite some time. While we’re walking, do you have any questions?”


Female Elf Rogue 5 HP 56/56 | AC 22 | Fort +9, Reflex +13, Will +11 | Perception +11 (E), Deception +9 (E), Stealth +13 (E)

Merisiel wanders along behind, marvelling at the local architecture and the sheer cleanliness of the place. This is all very impressive. It is a shame we dont get to work out of Nex more often. I am sure we can manage to find what we are looking for. Your help is very much appreciated.


NG Human Cleric 5 | HP: 48/48 | F9 R9 W13 | Perception +13 | AC 22 |

Kyra continues behind, taking in all of the decorations. "Are there any particular defenses in the library that we know about so that we avoid them? How about any weird places that we should avoid going so that we don't disturb things that would be bad to disturb? I've seen enough Pathfinder archives to know that none of them are ever boring."

Grand Lodge

HP 53/53 | AC 20 | F +10 R +12 W +11 | Perc +9 | Stealth +10 | speed 25ft | focus 1/1 |Hero Points 1/3 | Active Conditions: ---

Ezren kept pace with the others, He had no particular questions regarding their pretty straight forward assignment so he just listened.


Maps and Handouts

Responding to Kyra’s question, with a bemused look on her face, Sebnet says, “Well, perhaps that is what archives are like in Absalom, but I can assure you there are no arcane traps or wards awaiting you here in Nex – well, not in this archive. You will see floating dusters keeping the place tidy and such, but nothing that would harm you.”

As the conversation with Sebnet wind down, she stops and gestures to a wide passage—the entrance to the Orrery Archive. The sprawling library is clean and tidy; its most striking feature is the massive brass-and-steel orrery atop the main staircase. This model shows the movements of Golarion and the other planets around its sun, along with moons, comets, and other celestial bodies. Each glides easily along well-oiled tracks when pushed.

“Good luck, and I look forward to hearing about what your research finds!” With that, the gnome takes leave and returns back to her office.

Although the orrery is the most impressive decoration and the source of the library’s name, other marvels abound in these extensive chambers, including several lifelike statues of past scholars (one statue is of an unusually learned-looking ogre), lofty balconies atop delicately arched staircases, reading tables that magically unfold comfortable stools when approached, and curios such as meteorites in glass cases, jeweled globes, and fulgurite displays. Several walls support tall bookshelves packed with tomes, scrolls, and folios of every variety. Rolling ladders allow access to the highest shelves. The ceilings are impressive at almost 40 feet high, and the entire archive is well lit by sconces that resemble shooting stars and function as everburning torches.

mechanical bits next


Maps and Handouts

The Orrery Archive contains a trove of information, much of it centuries or even millennia old. To reflect their research on behalf of the Grand Lodge, the PCs can attempt any of the skill checks below once. Each skill is appropriate for a different location in the archive. 6; the skill relevant to each location is obvious to the PCs once they poke around a bit, allowing them to decide where to spend their efforts based on each PC’s skills.

Each check represents an hour of work. PCs can Aid instead of attempting their own check; this counts as their attempt for that section. So for example, in the first hour you could all work in the same area, taking best result plus any Aids, or you could break into two teams of two, or all do you own check, but once a check happens, you basically exhaust the area (as noted in explanation below), so you only get one primary shot at each check.

If the PCs succeed at a particular skill check, or if they fail or critically fail the check, they have received all the information they are capable of gleaning from that section and can’t attempt that particular skill check again. The PCs earn a success for a successful skill check, two successes for critically succeeding at a skill, and reduce their total successes by 1 on a critical failure (reflecting their research being hindered by bad information or conclusions). I’ll share information with you as you reach certain success thresholds.

Let me know what questions you have – and might I suggest doing the planning in the Discussion tab.

Acrobatics:
The steps to the highest shelves are so worn smooth with age as to be dangerously slippery. Reaching these texts requires a successful Acrobatics check to Maintain Balance.

Arcana:
One of the tables is enchanted to aid in research, magically flipping pages in any book placed upon it to relevant passages. A successful Arcana check is required to activate it.

Athletics:
Some of the bookshelves in this area have collapsed and must be hefted upright with a successful Athletics check to peruse their contents.

Lore:
These shelves have several relevant works that are poorly organized. Any successful check with a Lore skill relevant to research, such as Scribing Lore or Pathfinder Society Lore, uncovers useful information.

Nature:
The orrery is magically enchanted to aid in research; manipulating its arms into appropriate celestial configurations causes the other arms to swing toward shelves containing related knowledge. Operating the orrery in this way requires a successful Nature check.

Occultism:
Piecing together unexpected correlations between relevant works on this balcony requires a successful Occultism check.

Society:
This section of the archives has been filed and re-filed by different caretakers many times. Navigating the idiosyncratic filing systems of each successive caretaker (each, of course, thinking their own system to be superior) requires a successful Society check.

Survival:
The tidying enchantments in Nexus House make tracks or other evidence of past use difficult to find. In this particular spot, the enchantments are disrupted and clues are more evident. Uncovering traces left here by previous library requires a successful Survival check.

Theivery:
Books in this section are protected by glass-fronted shelves secured with complicated latches; a successful Thievery check to Disable a Device is required to access them.


CN Goblin (Charhide) Alchemist 5 HP: 56/56 | AC: 22 | F: 11 R: 13 W: 7 | Per: 7 | Stealth: 13 | Speed: 25 ft | Active Conditions: ---

Fumbus looks up in awe but still scoffs when seeing the studious ogre statue.

"All these words on paper. Waste of time! It is all in here but I can add some more from what we find!" he says tapping his head.


NG Human Cleric 5 | HP: 48/48 | F9 R9 W13 | Perception +13 | AC 22 |

Kyra does some researching:

Hour 1 - Nature: 1d20 + 7 ⇒ (7) + 7 = 14
Hour 2 - Athletics: 1d20 + 10 ⇒ (5) + 10 = 15
Hour 4 - Lore: 1d20 + 7 ⇒ (7) + 7 = 14


Female Elf Rogue 5 HP 56/56 | AC 22 | Fort +9, Reflex +13, Will +11 | Perception +11 (E), Deception +9 (E), Stealth +13 (E)

Merisiel spends some time clambering over the slipperier of the stacks, looking for interesting things.

Hour 1, acrobatics: 1d20 + 14 ⇒ (3) + 14 = 17

Before dropping down to help Kyra shift a load of old shelving.

Hour 2, athletics: 1d20 + 10 ⇒ (4) + 10 = 14

And then having a rest, sitting down and fiddling with the locks on the glass cabinets.

Hour 3, thievery: 1d20 + 13 ⇒ (5) + 13 = 18

Grand Lodge

HP 53/53 | AC 20 | F +10 R +12 W +11 | Perc +9 | Stealth +10 | speed 25ft | focus 1/1 |Hero Points 1/3 | Active Conditions: ---

Doing his part to assist in researching, Ezren begins by sifting through material on the various elements that make up society.

Hour 1: Society: 1d20 + 13 ⇒ (5) + 13 = 18

After taking in all he can handle on that subject he turned his attention to one he was more interested in. Thumbing through ancient tomes of arcana reminded him of his first steps in the wizarding world.

Hour 2: Arcana: 1d20 + 13 ⇒ (5) + 13 = 18

Delving deeper into his studies he the mage eventually found himself down a more left handed path with all the secrets of the occult being illuminated to his eyes.

Hour 3: Occultism: 1d20 + 11 ⇒ (13) + 11 = 24

Time flowed, Ezren decided to switch his focus from the mystical to the mundane a topic he was less comfortable with.

Hour 4: Survival: 1d20 + 9 ⇒ (17) + 9 = 26


Maps and Handouts

Just waiting on Fumbus


CN Goblin (Charhide) Alchemist 5 HP: 56/56 | AC: 22 | F: 11 R: 13 W: 7 | Per: 7 | Stealth: 13 | Speed: 25 ft | Active Conditions: ---

Hour 1 (Acrobatics): 1d20 + 11 ⇒ (1) + 11 = 12
Hour 2 (Society): 1d20 + 11 ⇒ (4) + 11 = 15
Hour 3 (Thievery): 1d20 + 11 ⇒ (15) + 11 = 26
Hour 4 (Lore): 1d20 + 11 ⇒ (7) + 11 = 18


Maps and Handouts

I’m going to move some checks around to line up Aids better, I’m not going to be precise about it b/c I don’t have time to figure it out, but I’m confident you could have created the schedule that would work – mainly having fumbus paired with ezren for society and Meri for acrobatics, etc.

You get to work in the majestic archive. It’s much more user friendly than some of the archives you’ve seen in the Grand Lodge, but it does take a while to get used to it.

In the first hour, you keep thinking you have found what you need, only to realize books were mislabeled, or are not in the right location.

In the second hour, Ezren find the location of the material related to Durvin Gest’s Mwangi expeditions. These are the specific records Kreighton Shaine wants, but they also include references to the Open Road Pact: some sort of agreement between Durvin Gest, Selmius Foster, Gregaro Voth, and Kerinha Napsunar when they were all in the Mwangi Expanse together. This Open Road Pact is completely unknown in the Grand Lodge, and you are certain that Kreighton Shaine will want to know more about it. Unfortunately, the referenced folio detailing the Open Road Pact is missing.

In the third hour, Ezren find some old catalogues of records kept at the archives that refer to a Pathfinder named “Kerinha Napsunar”. The records themselves are nowhere to be found.

In the fourth hour, research reveals that several other sections of works regarding Nexian ooze-crafting are missing. The missing folio about the Open Road Pact was filed near them and the missing works (including the details of Kerinha Napsunar’s expeditions) were likely all taken together at once.

At this point, you notice some of the statues start to move . . .


NG Human Cleric 5 | HP: 48/48 | F9 R9 W13 | Perception +13 | AC 22 |

Kyra looks at the statues and sighs. "This was exactly what I was talking about..."


Maps and Handouts

battle map is up on Slide 3

Several statues seem to creak to life, just as Kyra feared they would. No doubt that fear is what allows most of the Pathfinders to react to the start of the statues' grinding movement before they leave their pedestals.

Initiative:

Fumbus: 1d20 + 7 ⇒ (2) + 7 = 9
Merisiel: 1d20 + 11 ⇒ (15) + 11 = 26
Kyra: 1d20 + 13 ⇒ (9) + 13 = 22
Ezrenr: 1d20 + 9 ⇒ (11) + 9 = 20
Statues: 1d20 + 9 ⇒ (5) + 9 = 14

Round 1: Bold are up!
Merisiel
Kyra
Ezren

Statues
Fumbus

Let me know if you want to do a Recall Knowledge check and I'll make it for you. Still learning to adapt to all the secret checks


Female Elf Rogue 5 HP 56/56 | AC 22 | Fort +9, Reflex +13, Will +11 | Perception +11 (E), Deception +9 (E), Stealth +13 (E)

Just as a note, Merisiel gives everyone +1 to initiative when she is rolling with Perception or Survival due to Scouts Warning. It doesnt matter this time and she will normally be trying to use Stealth but just in case it crops up.

Dashing around the stacks Merisiel draws and hurls a dagger at the nearest statue (blue)

Dagger: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Move twice, quickdraw dagger and throw with the same action.


Maps and Handouts

Merisiel's elven swiftness allows her to go first, and although the dagger finds it mark, it plunks off the statue's stony shell.

Kyra and Ezren are up!

Grand Lodge

HP 53/53 | AC 20 | F +10 R +12 W +11 | Perc +9 | Stealth +10 | speed 25ft | focus 1/1 |Hero Points 1/3 | Active Conditions: ---

With a Grunt of contempt for the stone guardians Ezren begins to focus his power. He mumbles arcane words as he builds up the simple spell to add a devastating effect. As the spell concludes, Ezren unleashes 3 glowing arrows of energy at the closest statue.

Cast 3 action magic missile at green.
3 Magic missiles @Green: 3d4 + 3 ⇒ (3, 1, 3) + 3 = 10 Force Damage


NG Human Cleric 5 | HP: 48/48 | F9 R9 W13 | Perception +13 | AC 22 |

Kyra sees the knife bounce off of the statue and looks at her scimitar. "This may not be the best tool right now," she comments as she starts to wave her hands, producing a scimitar made of force. The scimitar strikes the statue.
Kyra then moves up to the green statue, trying to get the statue's attention.

2 Actions: Cast spiritual weapon.
Attack: 1d20 + 11 ⇒ (4) + 11 = 15 vs. Green
Damage: 1d8 + 4 ⇒ (6) + 4 = 10 force
1 Action: Move


Maps and Handouts

Ezren’s force bolts slam into the statue, but it seems less damaged than he expected
The force scimitar that Kyra summoned misses its target.

The statues start to move . . .

Yellow lumbers to try and get into the fray.

Green moves to attack Ezren and swings a stony fist that slams home.
Attack: 1d20 + 11 ⇒ (13) + 11 = 24
dmg: 1d8 + 6 ⇒ (2) + 6 = 8

Blue leaves its dais and attack Merisiel twice, missing both times.
Attack 1: 1d20 + 11 ⇒ (7) + 11 = 18
dmg 1: 1d8 + 6 ⇒ (2) + 6 = 8

Attack 2: 1d20 + 6 ⇒ (4) + 6 = 10
dmg 2: 1d8 + 6 ⇒ (1) + 6 = 7

Red triple moves to Fumbus.

By the way, we’ll treat the stairs as difficult terrain going up. All of you are on the “main” floor except Ezren who is on a balcony, so towards him is “up.” Also squares with lots of stuff in them, like the ones to the east of Fumbus are difficult terrain.

Round 1: Bold are up!
Merisiel
Kyra
Ezren -8 hp
Statue (Yellow)
Statue (Blue)
Statue (Green) -4 hp
Statue (Red)
Fumbus

Round 2:
Merisiel
Kyra
Ezren


Female Elf Rogue 5 HP 56/56 | AC 22 | Fort +9, Reflex +13, Will +11 | Perception +11 (E), Deception +9 (E), Stealth +13 (E)

Merisiel ducks under the clumsy swings of the statue that attacked her and rushes up the stairs to engage the one whihc attacked Ezren. As she reaches it she swiftly draws her rapier and stabs it.

Double move into a flank with Ezren and quick draw to draw rapier and stab

Rapier vs flatfooted: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Sneak: 2d6 ⇒ (2, 3) = 5
Deadly if crit: 1d8 ⇒ 1

Nice! That looks like 35 damage


Maps and Handouts

Merisiel lands a devastating blow to the statue. Bits of its stony outer layer fall away, revealing a softer sandstone interior. It still stands however . . .

Round 1: Bold are up!
Fumbus

Round 2:
Merisiel
Kyra
Ezren
Statue (Yellow)
Statue (Blue)
Statue (Green) -33 hp
Statue (Red)


CN Goblin (Charhide) Alchemist 5 HP: 56/56 | AC: 22 | F: 11 R: 13 W: 7 | Per: 7 | Stealth: 13 | Speed: 25 ft | Active Conditions: ---

"Whoa bonehead...err stonehead!" Fumbus says taking a step back before tossing a bomb at red.

Action: Step.
Action: Move.
Action: Interact and Strike with Moderate Alchemist's Fire.

Strike: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d8 + 1 + 4 ⇒ (1, 4) + 1 + 4 = 10 Persistent 3


NG Human Cleric 5 | HP: 48/48 | F9 R9 W13 | Perception +13 | AC 22 |

Kyra sees that Ezren and Merisiel have gathered around one statue, and decides that they've got that one and that she should help Fumbus with the one that's following him. She sends the force scimitar back at the green statue, but then she turns around and gets ready for the other statue. She moves in front of Fumbus, casting guidance on him.

1 action: Sustain spiritual weapon.
Attack: 1d20 + 11 ⇒ (10) + 11 = 21 vs. Green
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
1 action: Move
1 action: Cast guidance on Fumbus.


Maps and Handouts

Kyra’s scimitar of force shatters the statue, the bulk of it collapsing into a pile of sand.

Fumbus sets the red statue alight, but the stone burns with feeble light.

Yellow continues its journey to join the fight, getting closer.

Blue ascends the stairs and swipes at Meri, connecting powerfully. Reaction?
Attack 1: 1d20 + 11 ⇒ (12) + 11 = 23
dmg 1: 1d8 + 6 ⇒ (7) + 6 = 13

Red pursues Fumbus, but encounters Kyra instead and attacks twice, to no avail.
Attack 1: 1d20 + 11 ⇒ (2) + 11 = 13
dmg 1: 1d8 + 6 ⇒ (6) + 6 = 12

Attack 2: 1d20 + 6 ⇒ (3) + 6 = 9
dmg 2: 1d8 + 6 ⇒ (2) + 6 = 8

Everyone is up!
Round 2:
Statue (Yellow)
Statue (Blue)
Statue (Red) -4 hp; 3 persistent burn
Fumbus guidance

Round 3:
Merisiel [ooc]-13 hp
Kyra
Ezren


Female Elf Rogue 5 HP 56/56 | AC 22 | Fort +9, Reflex +13, Will +11 | Perception +11 (E), Deception +9 (E), Stealth +13 (E)

Merisiel doesnt seem to have nimble dodge so that hits

Needing an ally to flank with Merisiel breaks off from the enemy and dashes around to support Kyra.

INCOMING!

Rapier vs flatfooted: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11
Sneak attack: 2d6 ⇒ (1, 2) = 3
Deadly on crit: 1d8 ⇒ 6

Might be a crit if they are AC22 or lower


CN Goblin (Charhide) Alchemist 5 HP: 56/56 | AC: 22 | F: 11 R: 13 W: 7 | Per: 7 | Stealth: 13 | Speed: 25 ft | Active Conditions: ---

"Well...that didn't work as much as I was hoping. Try this one next! And this one!" he says pulling out a blue frosted vial while moving to a better spot.

Action 1: Move.

Action 2: Quick Alchemy to make Moderate Frost Vial.

Action 3: Interact and Strike with Moderate Frost Vial. Calculated Splash to only splash my target.

Strike: 1d20 + 11 ⇒ (15) + 11 = 26
Cold Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8 Target takes -10 Penalty to Speed until end of turn.

Grand Lodge

HP 53/53 | AC 20 | F +10 R +12 W +11 | Perc +9 | Stealth +10 | speed 25ft | focus 1/1 |Hero Points 1/3 | Active Conditions: ---

Ezren shouts a quick "Thanks" for the rogue's assistance.Wanting Pull his weight he targets another statue.

Cast acid arrow at Blue: 1d20 + 11 ⇒ (17) + 11 = 28
Acid Damage: 3d8 ⇒ (5, 4, 6) = 15
Persistant acid: 1d6 ⇒ 4


NG Human Cleric 5 | HP: 48/48 | F9 R9 W13 | Perception +13 | AC 22 |

Seeing Merisiel dance around the statue, Kyra smiles. She always has my back. She sends the force scimitar at the statue in front of her, then attempts to attack it with her own real scimitar twice.

Action 1: Sustain spiritual weapon
Force Attack: 1d20 + 11 ⇒ (8) + 11 = 19 vs. Red
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Action 2: Attack
Scimitar Attack: 1d20 + 6 ⇒ (10) + 6 = 16 vs. Red
Damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9
Action 3: Attack
Scimitar Attack: 1d20 + 1 ⇒ (9) + 1 = 10 vs. Red
Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11


Maps and Handouts

Merisiel seems to get getting the hang of fighting these things as another one sheds its armor after a thrust from her rapier, which allows Fumbus to bring it down with an icy explosion.

Given that red has dropped, how about Kyra double moves to interpose herself between oncoming statues and Ezren, and has force scimitar attack blue?

Blue climbs steps to Kyra and attacks but only finds air.
Attack 1: 1d20 + 11 ⇒ (8) + 11 = 19
dmg 1: 1d8 + 6 ⇒ (7) + 6 = 13

Attack 2: 1d20 + 6 ⇒ (9) + 6 = 15
dmg 2: 1d8 + 6 ⇒ (8) + 6 = 14

Yellow finally arrives at the fight at attacks Ezren, slamming him hard with a stone fist.
Attack 1: 1d20 + 11 ⇒ (14) + 11 = 25
dmg 1: 1d8 + 6 ⇒ (8) + 6 = 14

Everyone is up!
Round 3:
Fumbus

Round 4:
Merisiel -13 hp
Kyra
Ezren -14 hp
Statue (Yellow)
Statue (Blue) -4 hp


CN Goblin (Charhide) Alchemist 5 HP: 56/56 | AC: 22 | F: 11 R: 13 W: 7 | Per: 7 | Stealth: 13 | Speed: 25 ft | Active Conditions: ---

"Haha, that was better. We are doing great, yes?" Fumbus asks while turning to rush behind the other statues. He lobs another blue vial at blue.

Action 1: Move.

Action 2: Move.

Action 3: Interact and Strike with Moderate Frost Vial. Calculated Splash to only splash my target.

Strike@Blue: 1d20 + 11 ⇒ (13) + 11 = 24
Cold Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13 Target takes -10 Penalty to Speed until end of turn.


Female Elf Rogue 5 HP 56/56 | AC 22 | Fort +9, Reflex +13, Will +11 | Perception +11 (E), Deception +9 (E), Stealth +13 (E)

Merisiel sprints back up the stairs, panting heavily, why does this stuff always involve so much running!

Ducking between the two statues she turns and drives her rapier at its back.

Move twice and attack blue with flank

Rapier vs flat footed: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Sneak attack: 2d6 ⇒ (5, 4) = 9
Deadly on a crit: 1d8 ⇒ 6

If Fumbus has any of the electricity damage bombs that could well be helpful as I believe they make the target flat footed for a round?


NG Human Cleric 5 | HP: 48/48 | F9 R9 W13 | Perception +13 | AC 22 |

Kyra turns around to find Merisiel flanking the statue with her. Seeing an opportunity to take out another statue, she sends her force scimitar at blue, following it up with two more attacks of her own.

Action 1: Sustain spiritual weapon
Force Attack: 1d20 + 11 ⇒ (19) + 11 = 30 vs. Blue
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Action 2: Attack Blue
Scimitar Attack: 1d20 + 6 ⇒ (9) + 6 = 15 vs. Blue (flat-footed)
Damage: 2d6 + 3 ⇒ (4, 6) + 3 = 13
Action 3: Attack Blue
Scimitar Attack: 1d20 + 1 ⇒ (20) + 1 = 21 vs. Blue (flat-footed)
Damage: 2d6 + 3 ⇒ (6, 3) + 3 = 12

Grand Lodge

HP 53/53 | AC 20 | F +10 R +12 W +11 | Perc +9 | Stealth +10 | speed 25ft | focus 1/1 |Hero Points 1/3 | Active Conditions: ---

Ezren gasps as he is hit by the statue. New blood poured from a gash. The wizard did not want to take any more blows like that and descided to defend himself.

Cast shield on self for 1 action. +1 AC, Hardness 10, Allows me as a reaction to shield block, reduce the damage by 5. 1 turn

Cast mirror image on self for 2 actions, 1 minute duration. If you need a primer let me know and i will post it


Maps and Handouts

Fumbus hits the statue directly with his frost vial, covering it with rime.

Merisiel continues her streak of de-armoring the statues, as her strike hits home and the hardest outer layer drops away.

Kyra’s force scimitar nearly decapitates the statue, and her physical strike turns it into a pile of sand. Twirling like a dervish, she redirects her last attack at the only remaining statue, only to have it destroy it’s armor. She’s learning from Meri apparently.

The remaining statue turns away from Ezren to confront the new deadly threat behind him, and his clumsy attacks are unable to penetrate Kyra's defenses.

statue attacks:

Attack 1: 1d20 + 11 ⇒ (4) + 11 = 15
dmg 1: 1d8 + 6 ⇒ (1) + 6 = 7

Attack 2: 1d20 + 6 ⇒ (12) + 6 = 18
dmg 2: 1d8 + 6 ⇒ (6) + 6 = 12

Attack 3: 1d20 + 1 ⇒ (3) + 1 = 4
dmg 3: 1d8 + 6 ⇒ (2) + 6 = 8

Everyone is up!
Round 4:
Fumbus

Round 5:
Merisiel -13 hp
Kyra
Ezren -14 hp
Statue (Yellow) -18 hp


Female Elf Rogue 5 HP 56/56 | AC 22 | Fort +9, Reflex +13, Will +11 | Perception +11 (E), Deception +9 (E), Stealth +13 (E)

Merisiel ducks around the statue to flank it with Kyra. Together she shouts as she stabs it, draws a dagger and stabs it again.

Move into flank for 1st action, attack wit rapier, quick draw dagger with last action

Rapier vs flat footed: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Sneak: 2d6 ⇒ (2, 1) = 3
Deadly on crit: 1d8 ⇒ 3

Looks like a crit for 21

Dagger, agile: 1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13
Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9
Sneak: 2d6 ⇒ (3, 2) = 5

And a miss


Maps and Handouts

The last statue is vanquished!

Will try to move us forward by lunch tomorrow - US EDT


Maps and Handouts

After catching your breath once the final statue lies in a rocky pile, Merisiel notices a strange mark on the intact head that Kyra removed from the body.

DC 18 Arcana check or DC 22 Occultism or Religion check:
You recognize that the marks are akin to arcane runes used in golem creation rituals, and are likely responsible for the statues’ animation. These marks appear quite recent, but it’s impossible to definitively date them.

You have exhausted your research options in the archive, and you know Sebnet is expecting a report.


Female Elf Rogue 5 HP 56/56 | AC 22 | Fort +9, Reflex +13, Will +11 | Perception +11 (E), Deception +9 (E), Stealth +13 (E)

Merisiel looks over the head of one of the statues.

Anyone know what this means? she asks, tossing it towards Ezten.

Grand Lodge

HP 53/53 | AC 20 | F +10 R +12 W +11 | Perc +9 | Stealth +10 | speed 25ft | focus 1/1 |Hero Points 1/3 | Active Conditions: ---

Ezren awkwardly caught the head with a gasp, after a brief fumble he glared at Merisiel making plain what he thought of her antics. With a grumble he examined the mark.

After a moment he turned to his fellows, he posed thoughtfully and said "Ah yes, I see, I see. These marks are most defiantly the cause of our trouble here. They are runes of animation. Specifically these golems."

Arcana: 1d20 + 13 ⇒ (14) + 13 = 27
Spoiler open

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