Outpost III : [PFS][CORE] #10-98 Siege of Gallowspire (Inactive)

Game Master Ilmakis

Maps
Aid Token (rules)
Aid Characters
Area Template
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Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Nope - I looked, but couldn't find anything to help me out of that one!


Large Animal Init +4 | HP 76|76 | AC30, Touch 13, FF26 | Fortitude +10, Reflex +10, Will +7, Evasion, +4 vs Enchantments | CMD 28 | Perception +7 scent
Buffs:
Greater Magic Fang (+1 to all), Mage Armour, Longstrider, Barkskin, FoM
| Conditions: Freeom of Movement

Shimmer growls, he rear claws rake the plant grabbing it and then she tries to pin the horrid thing uner her weight. .

Two free rakes as she is starting with the enemy grappled. Attacks include power attack and inspire.

Rake 1: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d8 + 8 + 2 + 4 ⇒ (3) + 8 + 2 + 4 = 17
Holy damage: 2d6 ⇒ (3, 1) = 4

Rake 2: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d8 + 8 + 2 + 4 ⇒ (1) + 8 + 2 + 4 = 15
Holy damage: 2d6 ⇒ (6, 6) = 12

She then attacks maintains her grapple to try and pin if it is still alive

Maintian: 1d20 + 18 + 2 - 2 + 5 ⇒ (12) + 18 + 2 - 2 + 5 = 35

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

Anwar conjures a ball of fire and hurls it at the plant Shimmer is fighting. If that one is down she will instead throw it at the other one.

Fire damage: 3d6 ⇒ (4, 6, 3) = 13
DC20 reflex save to negate


#6-00 ACTUAL MAP

The plant in Shimmer’s paws died.

GM rolls:
Reflex DC20: 1d20 + 5 ⇒ (12) + 5 = 17

The plant burns under Anwar’s spell but still stands.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

"Burn, baby... burn..."


#6-00 ACTUAL MAP

@Roan
@Varian

Grand Lodge

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

**OVERSEER ANNOUNCEMENT**

Venture-Captain Drandle Dreng emerges from the jungle, addressing the scouts. “Sometimes, there is great power to going unnoticed. Especially when you’re walking into dangerous territory. Not everyone in the big, obvious group of Pathfinders on the front lines understands the value of subtlety. Let’s make sure that they know what they’re walking into, so they are ready to act fast when danger strikes.” Players, you can send your Scout Aid Characters on this mission.

GMs, please begin the Aid Mission (Scout) when you reach a good point to do so.

The Exchange

Male N Human Druid 4 / Conjurer 3 | HP 51/51| AC 18 T 12 FF 17 | CMB +5, CMD 18 | F: +9, R: +8, W: +15 | Init: +2 | Perc: +15 | Speed 30ft | Acid Dart: 5/5, Fire Bolt: 7/7 | Active conditions: Mage Armor

Roan sends yet another small flaming bolt at the plant, after moving in a bit closer for a better shot.

Attack: 1d20 + 6 + 1 + 2 ⇒ (19) + 6 + 1 + 2 = 28 PB, Precise, Inspire
Damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

I don't have any fire-based effects that are single target. If it looks badly injured after Roan's attack, to the extent that a single attack might drop it, I will dump a magic missile into it, but otherwise, hold off on doing anything.

Magic Missile: 4d4 + 4 ⇒ (2, 4, 2, 1) + 4 = 13 Force damage.


#6-00 ACTUAL MAP

Between Roan's ray of fire and Varian magic missiles, the second plant dies!

After this, Venture Captain Dreng asks other Pathfinders volunteers for scouting missions!

Three agents emerge from the woods, Merisiel, Lartes and Forlorn! Ready to scout deeper into the woods.

August you can roll 2d6 for Merisiel
Roan you can roll 3d6 for Lartes
Zephyr you can roll 3d6 for Forlorn

The Exchange

Male N Human Druid 4 / Conjurer 3 | HP 51/51| AC 18 T 12 FF 17 | CMB +5, CMD 18 | F: +9, R: +8, W: +15 | Init: +2 | Perc: +15 | Speed 30ft | Acid Dart: 5/5, Fire Bolt: 7/7 | Active conditions: Mage Armor

Mission: 3d6 ⇒ (3, 5, 5) = 13

Roan's friend and ally Lartes proceeds on the mission.

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Mission: 3d6 ⇒ (3, 3, 4) = 10

An oddly-dressed goblin (whose simple illusions most Pathfinders can see through to reveal a halfling) tries to be quick and quiet about the mission.


#6-00 ACTUAL MAP

Lartes makes a substantial contribution to the mission ! success! but doing make them in a dire situation, if the overall mission is a failure he knows that he will be traped... if the mission fails you will need 8PP to get him back

Unfortunately for Forlorn, as he was trying to help his comrades, he founds himself trapped in a perilous situation and needs assistance of other Pathfinders to escape. Forlorn is unable to contribute and knows that he will die if the mission fails. if the mission fails, you will need 16PP to recover from death

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

My pregen getting a success is extremely unlikely (about 5%), so unless we are down to a Hail Mary pass, I would prefer to hold her back at the present...


#6-00 ACTUAL MAP

Ok

Grand Lodge

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

**OVERSEER ANNOUNCEMENT**

Emerging from the shadows ahead, a group of vigilant Pathfinder agents keeps a close eye out for danger. Surely, they will help you act quickly against your foes. The Scout Mission was successful!

Table GMs, the Scout Mission Success condition on page 11 is in effect.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

With the plants dead, Khellek advances to the old altar to investigate it.
"We may get a clue as to what lies ahead..." he explains.

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:
August Dupine wrote:
My pregen getting a success is extremely unlikely (about 5%), so unless we are down to a Hail Mary pass, I would prefer to hold her back at the present...

Just to point out, there is no benefit in holding back your pregen. They have already generated their aid token and if they die that doesnt change the ability to pass on the token. You can only use them in the aid mission linked to the token type they provide anyway. You may want to avoid using a real character in an aid mission if they lack the prestige to recover if they are injured but that does make it harder for the house to pass.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

ok, I did not realize the token was still good - I guess I just assumed the character still needed to be available.

In that case...
Scout mission: 2d6 ⇒ (3, 4) = 7


#6-00 ACTUAL MAP

Merisiel founds herself trapped in a perilous situation and in need of assistance from other Pathfinders to escape! Unable to help the other in her situation...


#6-00 ACTUAL MAP

The altar seems coat into some substance.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Interesting" notes the historian. Taking a stick he pokes the substance, curious about whether it might have alchemical properties (for instance, it may be acidic).

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Zephyr follows the others to the altar, checking for magic in the stuff on it. If it isn't, he lifts some up from afar and takes a closer look.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Speaking of magic, Khellek has a quick look around the area with detect magic in case the plants had earlier victims with equipment that has survived...


#6-00 ACTUAL MAP

@Khellec make me a dexterity check DC5

If failed:
Make me a fortitude save

The only magic present is a strong aura of necromancy all around you. Nothing is left and the ground around the plants looks like it have been plowed.

Nothing more to do here. Part 3 will begin shortly.
If you want to send another aid character token, please do. One of the table need a spellcaster aid token

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

August will ask Meriseil (pregen, scout) to go see if she can aid some of the other Pathfinders nearby.

Scout aid token (Allied Offensive, not heroic) - Probably to a lower or mid-tier table. Effect: The Aid Character strikes a creature at the same time as the PC, increasing the damage dealt on one attack by 2d8 points in Subtier 5–6, 3d8 points in Subtier 7–8, 4d8 points in Subtiers 10–11 and 12–13, or 5d8 points in Subtier 15–16.

EDIT: Alternatively, I can send my spellcaster too - I think someone requested that.

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

This isn't one of the chance-of-failure things, I think, so I'll nominate August's Taerel over Ezren for the level difference. Unless we can send another to a different table.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

DEX: 1d20 + 2 ⇒ (16) + 2 = 18
Khellek, used to dealing with pots of ink, has little problem keeping his fingers clear of the subtance.
'

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Works for me.

Grand Lodge

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

**OVERSEER ANNOUNCEMENT**

Shevar Besnik steps forward, his clothing ripped but a smile on his face. “Pathfinders! We’re almost to... well, the crater where Gallowspire once stood. Be sure you cut down any opposition; we don’t want them creeping down after us or blocking our exit!” Shevar raises a weapon and charges into battle.

With a final surge, the expeditionary force of Pathfinders finishes off the last of its foes. Shevar Besnik nods to Ollysta Zadrian, and the two lead the expedition to the edge of a massive crater. The crater’s sides are smooth and glassy, as if melted by an immense heat. Several passageways extend from the sides of the crater, many of them nearly blocked by tons of fallen earth. Ollysta Zadrian narrows her eyes and points at the bottom with her sword. “That way leads to the Catacombs, and beyond it the wards set up by the Whispering Tyrant. Steel yourselves,” she says, sheathing her weapon.

GMs, please begin part 3.


#6-00 ACTUAL MAP

The wide crater opens into darkness and you don't see the bottom of it!

With a relatively safe staging area being set up at the top of the crater, the Pathfinders can descend though both mundane and magical means in relative safety.

Feel free to start casting spell there

If you use mundane mean to get down:

Make a DC20 Climbing check
If you fails
Spoiler:
It takes you 20mn to get down

If you made it
Spoiler:
It takes you 10mn to get down

If you use magical mean to get down:

It takes you 10mn to get down

Once everyone is at the bottom of the crater, alive or not!

The expedition reaches the bottom of the crater and moves into the passageway beyond, where Ollysta Zadrian stands in a half- collapsed chamber. A ball of light shines brightly in her hand, although its power seems dimmed by the oppressive atmosphere of the room. The walls are constructed entirely from the bones of thousands of humanoid creatures, fused together with unknown power. Pathfinders, it is time to make our way to the wards and move beyond them. Be cautious, and may the gods watch over you.

The catacombs maintains its original furniture, kept in pristine condition through magical preservation. Unless stated otherwise, hallways in the Catacombs are 12 feet high and ceilings arch up to a 20-foot vault.

Mounted on the walls here are numerous severed heads of a variety of magical creatures and beings, writhing in a mockery of life.

In front of you, a pile of bones and flesh, roughly the form of a gigantic humanoid, animates.

GM rolls:

Initiative Khellec: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative Auguste: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Zephyr: 1d20 + 6 ⇒ (5) + 6 = 11
Initiative Roan: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Varian: 1d20 + 9 ⇒ (10) + 9 = 19

Initiative Ennemies: 1d20 + 6 ⇒ (8) + 6 = 14

Perception Khellec: 1d20 - 2 ⇒ (18) - 2 = 16
Perception Auguste: 1d20 + 16 ⇒ (1) + 16 = 17
Perception Zephyr: 1d20 + 3 ⇒ (1) + 3 = 4
Perception Roan: 1d20 + 14 ⇒ (16) + 14 = 30
Perception Varian: 1d20 + 23 ⇒ (14) + 23 = 37

Round 1 (bold may act)
Khellec
Varian

Enemy
Auguste
Zephyr
Roan

@Varian only:
You see something strange in front of you that look like a trap!

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Varian activates a charm, and simply floats down (Feather Fall).

-------------------

Varian calls out a warning:

"Beware! There is a trap in front of us!"

He then tries to ID the pile of bones and flesh, before deciding his next action.

Recall Knowledge (assuming it is either Arcana or Religion; Planes is 3 higher): 1d20 + 19 ⇒ (18) + 19 = 37.


#6-00 ACTUAL MAP

Varian recognizes a Bone Golem He knows that this is a neutral large construct 3 questions

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Well, the special exceptions to its 'Immunity to Magic' would be #1, followed by DR, and special attacks, if any.

With a wince, Varian tosses a cloud of mica at the Golem.

Glitterdust. DC 22 Will negates.


#6-00 ACTUAL MAP

Varian:
Immunity to Magic (Ex) A bone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
• Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save).
• A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bone golem gets no saving throw against attacks that deal negative energy damage.
• A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.
DR low adamantine and bludgeoning
Special Attack
Bone Prison (Ex) As a standard action, a bone golem can throw some of its bones at a creature within 30 feet—it must make a ranged touch attack to hit. These bones magically duplicate and form a cage surrounding struck creatures. Each round, the cage makes a combat maneuver check to deal the golem’s slam damage, using the golem’s CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR,and saves as the bone golem itself. Damage to the prison has no effect on the golem. The golem can only have one bone prison active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.

GM rolls:
Save: 1d20 ⇒ 8[/dice]

Round 1 (bold may act)
Khellec
Varian
Enemy - sparkly -
Auguste
Zephyr
Roan

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

He looks at the climb down, without enthusiasm. "Sooner started, sooner finished."
climb: 1d20 - 1 ⇒ (7) - 1 = 6

But it does take the elderly scholar quite some time to get down.

Once at the bottom Khellek offers everyone some advice. "Remember, friends, even Iomedae herself had humble beginnings. There is a hero inside each one of you!"

Extended heroism on himself, August and Roan

AS the team approaches the golem, Khellek tries to identify what exactly it is.
[dice-take ten arcana, heroism?]10+21+2[/dice]

Resistances, immunities, vulnerabilities, special attacks?

"Friends, Pathfinders. Our first challenge is before us. Let us not shirk from it." he calls out, as once again the scholar fumbles around to get Bessie off his belt.
Inspire courage +2 to hit and damage


#6-00 ACTUAL MAP

Khellec knows that in addition to the usual construct immunity, this Bone Golem is immune to magic. for the other thing, see Varian's spoiler

The Golem moves awkwardly towards to the Pathfinders!

GM rolls:

Will: 1d20 ⇒ 9

Round 1 (bold may act) - Inspire Courage -
Khellec
Varian
Enemy - sparkly -
Auguste
Zephyr
Roan

Round 2 (bold may act) - Inspire Courage -
Khellec
Varian

Enemy - sparkly -
Auguste
Zephyr
Roan

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"It's immune to most magic!" warns Khellek. "When the 2nd crusade met some of these in 3756, and found that their most effective weapons were some adamantine clubs that Kellid mercenaries from Numeria had."

He shakes his head. "Now that is a mystery that has never been adequately explained. Maybe I will go there one day."

Lost in day dream, the scholar keeps up his advice, then, remembering the foe in front of him, slaps a bolt into place and fires it.

attack, heroism, inspire, cover: 1d20 + 6 + 2 + 2 - 4 ⇒ (6) + 6 + 2 + 2 - 4 = 12

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Arcana: 1d20 + 19 ⇒ (6) + 19 = 25 if I get a question: senses or whether it is subject to not-mind-affecting illusions, like glamers?

Zephyr drops down and lets his magic do the rest, feeling the terrifying thrill of the descent.

When combat breaks out, the half-elf listens intently, while racking his own brains for more information. "If curative magic slows it down, could one of us use a simple wand on it?" He empowers his allies based on what he knows.

If I know glamers work on it, I'll put displacement on August. Otherwise, haste for everyone.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"A wand of healing would slow it down.." agrees Khellek. "But not stop it."

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

I don't think immunity to magic let's it ignore displacement, so I believe that should work. Thanks! (But if not, we can add haste to my attack below...)

"My numchaku are specially made of adamntine, so let's see how well they work."

August Dupine moves into action, pulling out a shiny weapon from his travels to the East. Moving around the edge of the trap, his enhanced speed takes him easily to the beast, where he spins his chained set of metal sticks over his head and slams one into the creature.

Acrobatics to jump over corner of trap: 1d20 + 13 ⇒ (10) + 13 = 23
Acrobatics to avoid AoO for reach: 1d20 + 13 ⇒ (6) + 13 = 19

Numchuk slam attack, heroism, inspired: 1d20 + 11 + 1 + 2 ⇒ (9) + 11 + 1 + 2 = 23
Damage, adamantine, bludgeoning: 1d6 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Remember August his heroism up too. So extra +2 to skills and saves as well as to attacks. Heroism gives +2 to hit, not +1, so from Khellek, August should have a total of +4 to hit and +2 to damage. One day I'll get haste as well. One day.

The Exchange

Male N Human Druid 4 / Conjurer 3 | HP 51/51| AC 18 T 12 FF 17 | CMB +5, CMD 18 | F: +9, R: +8, W: +15 | Init: +2 | Perc: +15 | Speed 30ft | Acid Dart: 5/5, Fire Bolt: 7/7 | Active conditions: Mage Armor

Roan looks a bit perplexed, but takes the others at their word. He readies his adamantine spear. "So you would like me to... heal it?" Total defense for now.


#6-00 ACTUAL MAP

August barely made it on the other side and the creature don't seems to try to attack it when he moves next to it.

@August how can your nunchaku can be made of metal?

He is able to land a solid it that bypass the creature's strange composition and he's even able to target some precise spot! Sneak damages: 2d6 ⇒ (6, 1) = 7

=========== Spellcaster Mission ===========

Master of Spells Sorrina Westyr frowns at the black veins running through Gallowspire’s walls. “Do you see that? That’s pure negative energy flowing through the walls. It’s strengthening every undead creature in all of Gallowspire. If we don’t do something about it, I shudder to think how tough our battles will be against Gallowspire’s strongest defenders. Let’s put a stop to it here and now!”
Some Pathfinders are called to take care of what is going on!
Please,
@August can you roll 3d6 for Taerel
@Roan can you roll 3d6 for Andracar
@Zephyr can you roll 2d6 for Ezren

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Spellcasting: 2d6 ⇒ (1, 1) = 2 Oh, you!

True to form, Ezren proves he still has a lot to learn. At a rather inopportune time.

The Exchange

Male N Human Druid 4 / Conjurer 3 | HP 51/51| AC 18 T 12 FF 17 | CMB +5, CMD 18 | F: +9, R: +8, W: +15 | Init: +2 | Perc: +15 | Speed 30ft | Acid Dart: 5/5, Fire Bolt: 7/7 | Active conditions: Mage Armor

Support: 3d6 ⇒ (4, 4, 3) = 11

Roan's friend Andracar, a fellow caster, goes to aid on a mission.


#6-00 ACTUAL MAP

@August for Taerel

Grand Lodge

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

**OVERSEER ANNOUNCEMENT**

Suddenly, the flow of negative energy through Gallowspire’s walls ceases. The undead cry out, furious that this source of power has been taken away from them. The Spellcaster Mission was successful!

GMs, the Spellcaster Mission Success condition on page 17 is in effect.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Sorry, work wailed on me yesterday!

Taerel nods as August directs him to help the other spellcasters.

Aid Mission: 3d6 ⇒ (5, 5, 5) = 15

GM:
I didn't think there was any issue with metal numchaku connected with a chain. They were a relatively new purchase, though, so this is the first time they were used. I know they are commonly made of wood, but I saw examples of metal ones online, but if you think this is a no-go, I'll swap with some other monk weapon that bludgeons... perhaps cestus or brass knuckles? I guess they wouldn't be brass anymore though... :)


#6-00 ACTUAL MAP

@August:
I don't think, by sticking to the rules, you can make a wood weapon into special metal.
But for this game, I don't care.

Ezren's luck runs out and is killed by one of the Tar-Baphon's minion while Andracar and Taerel are both able to make a serious contribution to the Pathfinder's mission. as the mission was a success nothing happen to them.

The creature made of bones tries to attack August, three times.

GM rolls:

Bite: 1d20 + 14 ⇒ (20) + 14 = 34
Crit confirm: 1d20 + 14 ⇒ (13) + 14 = 27
Damages: 2d8 + 8 ⇒ (5, 1) + 8 = 14
Hit >50%: 1d100 ⇒ 86
Claw 1: 1d20 + 14 ⇒ (12) + 14 = 26
Damages: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Hit >50%: 1d100 ⇒ 72
Claw 2: 1d20 + 14 ⇒ (14) + 14 = 28
Damages: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Hit >50%: 1d100 ⇒ 41
Will: 1d20 ⇒ 18

One bite and one claw find their way, but the second claw miss August.

Round 2 (bold may act) - Inspire Courage -
Varian
Auguste
-28HP - Displacement -
Zephyr
Roan

Round 3 (bold may act) - Inspire Courage -
Khellec
Varian

Enemy - sparkly - -18HP
Auguste -28HP - Displacement -
Zephyr
Roan[/b]

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