[PFS Outpost III] GM PDK'S PFS RPG 'HONOR'S ECHO' (Inactive)

Game Master Purple Dragon Knight

Handouts / Maps

Init Rolls:

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Knowledge Checks

When the water is poured on the door, a keyhole appears in the pegasus' forehead. Using the key, the locks of the door turn effortlessly, and the door opens inwards.

Inside, a large granite tablet covered with names and dates stands in the center of this small room.

The tablet provides a chronological record of the Alcastis buried within the tomb. About halfway down the stone the list stops, ending with “Honaria Alcasti, 4049 AR - 4123 AR.”

The door to the east is ajar. Jimmothy can see a statue of a soaring pegasus rising above the pool of stagnant water in the center of the room.

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫

"OH BOY!" Filled with youthful exuberance, Jimmothy looks prepared to rush in.

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

Stavarg approaches the tablet to get a sense of how many Alcastis are buried here. 20, 50, 100?

After appreciating the inventory of the dead, he peers through the Eastern doorway, suspiciously eyeing the pegasus and stagnant pool.

A place for the dead spirits to reflect, I suppose?

Perception, traps: 1d20 + 5 ⇒ (14) + 5 = 19

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

CIllian also looks for any hidden dangers.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Silver Crusade

Claremguard | Male LG Medium Human Paladin 5 | Aura: courage (10 ft.; +4 to saves of allies v. fear)| Immunities: disease, fear | HP 47/47| AC 22, T 11, FF 21 | CMD 19| F +8 R +5 W +7; | Init +1 | Perc +0; Sense Motive +8 | Speed 20ft | Active Conditions: None.
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1
Jimmothy Gettum wrote:
"OH BOY!" Filled with youthful exuberance, Jimmothy looks prepared to rush in.

"A tomb is a place to honor the dead, Young Jimmothy." Claremguard counsels. "You should enter with respectful reverence. It can also be a place of danger. You would do well to keep an eye open." The paladin demonstrates by making a point to scan the area.

Perception: 1d20 + 0 ⇒ (4) + 0 = 4

However, he focuses more on being an example than on identifying dangers.


Knowledge Checks

Nothing stirs in this room. The water is dusty and still.

A door leads to the northwest:

Somber statues of Alcastis past line this hallway, their hands broken apart and lying at their feet. A pile of shattered rubble lies strewn across the floor, the stone pierced through with abandoned spears and swords. The air is thick with dust and neglect.

DC 13 Perception check on the rubble:

...notices distinct features in the shape of the stone, such as a paw and an ear, that suggest that it was once part of a statue of a dog. The weapons all came from the hands of the Alcasti statues—spears from the statues on the south wall, and swords from the statues on the north wall. All of the weapons bear a pegasus crest upon them, which matches the wax seal on the letter you received from Remaio. There are 3 longswords and 4 spears.

DC 15 Perception check:

...you can hear scraping and crackling noises through the door to the next room to the west

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

Stavarg continues through the tombs, starting to relax a bit as it seems nothing is amiss or active in this place.

Perception, rubble, DC13: 1d20 + 5 ⇒ (2) + 5 = 7

This tomb hasn't been kept up over the years. If Remaio wants to restore his family's honor he could start on the presentation here.

Perception, DC15: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫
GM PDK wrote:
The door to the east is ajar. Jimmothy can see a statue of a soaring pegasus rising above the pool of stagnant water in the center of the room.

"Whoa! It's like a horse with wings."

perception: 1d20 ⇒ 10

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

Perception (rubble): 1d20 + 9 ⇒ (18) + 9 = 27
Perception vs DC 15: 1d20 + 9 ⇒ (20) + 9 = 29

Cillian takes a knee as he looks over the pieces. "I believe this statue was once a dog." He then moves to a different part of the rubble. "And the these? The weapons all came from the hands of the Alcasti statues—spears from the statues along the south wall, and swords from the statues along the north wall." He examines some of the weapons more closely. "All of the weapons bear a pegasus crest upon them, which matches the wax seal on the letter we received from Remaio." Suddenly, his head jerks up in alram. "Did you hear that? It sounds like scrapping and crackling coming from the chamber to the west!"

Silver Crusade

Claremguard | Male LG Medium Human Paladin 5 | Aura: courage (10 ft.; +4 to saves of allies v. fear)| Immunities: disease, fear | HP 47/47| AC 22, T 11, FF 21 | CMD 19| F +8 R +5 W +7; | Init +1 | Perc +0; Sense Motive +8 | Speed 20ft | Active Conditions: None.
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1

Perception: 1d20 - 1 ⇒ (8) - 1 = 7

"Are you certain?" Claremguard asks of Cillian. Then, noting the elf's ears, the paladin draws his blade.


Knowledge Checks

Nice to see Cillian made both life-saving DC 13 Perception and (earlier's) DC 20 Knowledge bits...

Moving on west:

Stairways lead up to a marble dais, where rotted wooden offerings lie in splinters. The tiles of the floor are scorched black, and the smell of magical ozone fills the air. A sickly pale glow sputters amid a pile of debris, illuminating a shattered sword upon the ground. In the chamber’s walls, rows of niches bear ceramic urns labeled with bronze plaques. A repetitive grinding sound echoes through the chamber, erratic and yet unceasing.

The shattered sword has the same design and style as the longswords you just found in the previous room.

The urns hold the remains of members of the Alcasti family.

The grinding sound and pale glow come from the tomb’s last remaining guardian, who was smashed into pieces centuries ago. Despite the smasher's best efforts, the ruined guardian clings to life, vainly attempting to perform its duty. Formerly a statue of a proud, doglike creature, it now lies in fragments, only able to move its intricate metal frame with its magical animating force. The guardian’s jaws spark wildly as the disparate pieces drag themselves towards you, struggling, to destroy the intruders.

As you spot the ruined guardian, you note that it is magically unstable and likely to explode. The remnants of the tomb’s magical wards also animate three of the stone hands from the statues in the room you just were.

Inititiative
Party may go!
guardian dog
crawling statue hands

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

"Maybe we should just back up and try to lure it out here? It seems very unstable. I have no idea how bad it will be if the magic fails, but I cannot imagine any circumstances where being in it's immediate vicinity would prove beneficial."

Sovereign Court

Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7

Your analysis is on the point, as usual, but we don't know for how long this magical statue was damaged, and how long it can stay damaged. Maybe we should fight it from afar. I suppose bludgeoning weapons would be more useful, what do you think, Cillian?

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

Arcana: 1d20 + 10 ⇒ (7) + 10 = 17 Assuming the statue is code for 'construct'.

"A nice piece of deduction Master Tavee! Ranged and blunt currently sound like the safest course of action."


Knowledge Checks

As shown on the map, you are sandwiched between the metal dog and the three stone hands behind you, facing a battle on two fronts. I'm going to assume that Cillian and Mallycorn talk while taking a move and a standard action as well? otherwise, the length of the discussion shown above is pushing it for a 6-second round. Please edit and list your actions. Thank you!

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

I think standing back is a fine idea. I think we can disable without getting too close.

Stavarg glides out to the left where he can clearly see it head-on, keeping a safe distance from either staircase. He takes a fighting stands with fists clenched as he gathers the electrical energy around his body, before throwing both arms forward to send a blast to the mechanical guardian. At its height, just before the energy passes from his body you almost think you see the outline of his skeletal figure.

[move] 20'
[standard] kinetic blast kinetic blast vs. touch AC, E damage: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 3 ⇒ (5) + 3 = 8

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

Though he has no blunt tipped arrows, the elf takes aim and fires at the arcane canine.

Longbow vs dog: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d8 ⇒ 7

Silver Crusade

Claremguard | Male LG Medium Human Paladin 5 | Aura: courage (10 ft.; +4 to saves of allies v. fear)| Immunities: disease, fear | HP 47/47| AC 22, T 11, FF 21 | CMD 19| F +8 R +5 W +7; | Init +1 | Perc +0; Sense Motive +8 | Speed 20ft | Active Conditions: None.
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1

"We are not engaging the cur?" Claremguard asks, getting a sense for his allies. "Then, we must first get past theses animated fists!"

The paladin moves back the way he had come, bringing the intelligent blade down on the approaching constructed hands.

Melee (+2 longsword): 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage (S): 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫

Jimmothy winds up and pitches a ball of energy up onto the dais. "Pyre Beetle! GO!"


Female Celestial Fire Beetle (augmented summon) 1 HD | hp 6 | AC 12 T 11 FF 12 | CMD 11 (19 v trip) | F +4 R +4 W +0 (SR 4) | Spd 30, fly 30' (poor) | Init +0 | Fly -2, Perc +0 (darkvision) |

A glowing metallic insect lantern appears on the dais flutters its clockwork wings, and gives a tinny, mechanical-sounding growl "Pyyyyyyre."

bite v statue: 1d20 + 3 ⇒ (15) + 3 = 18 damage: 1d4 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫

"Keep it, busy Pyre Beetle!"

Sovereign Court

Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7

Mallycorn calls on Pharasma's favor, as the battle might endanger someone's life

May the gates of Pharasma's Eternal Gardens stay closed.

Cast Bless,+1 to attack rolls &saves versus fear for 1 mn


Knowledge Checks
Cillian Subtiliter wrote:

[dice=Arcana]1d20+10 Assuming the statue is code for 'construct'.

"A nice piece of deduction Master Tavee! Ranged and blunt currently sound like the safest course of action."

This is a damaged guardian dog.

SPECIAL ABILITIES
Guardian’s Resistance (Su) Only members of the Alcasti
family or people wielding weapons belonging to the Alcasti
family bypass the guardian’s damage reduction.
Electrical Explosion (Ex) If the guardian is reduced to 0 hit
points, it releases burst of electricity in a 10-foot radius that
deals 2d6 electricity damage (DC 13 Reflex half). The save
DC is Constitution-based, and includes a +2 racial bonus.


Knowledge Checks

Stavarg unleashes electrical hell upon the metal dog, which seems to inflict great damage on it! Cillian barely dents the metal frame and Claremguard destroys one of the crawling hands. (destroyed hand shown in black). Mallycorn blesses the party, and Pyre Beetle's bite appears ineffective. Jain is unsure what to do. (delayed)

The mecha dog bites the summoned beetle.
bite: 1d20 + 5 ⇒ (16) + 5 = 21
b/p/s dmg: 1d4 + 2 ⇒ (4) + 2 = 6
electricity dmg: 1d4 ⇒ 2
trip: 1d20 + 3 ⇒ (10) + 3 = 13 vs. beetle CMD 19

The beetle succumbs to the electricity damage conducted by the mecha dog's teeth! the canine constructs descends the stairs.

The two remaining crawling hands swarm upon Claremguard.
claw: 1d20 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 5 ⇒ (8) + 5 = 13

Both abobinations miss the well-defended soldier!
[ooc]The crawling hands are diminutive and had to enter Claremguard's square to attack him; Claremguard may take an AoO.

PARTY BUFF: Bless (+1 to atk)
Inititiative
Claremguard may take an AoO, then:
Party may go!

guardian dog -10
crawling statue hands (2/3 remaining)

Silver Crusade

Claremguard | Male LG Medium Human Paladin 5 | Aura: courage (10 ft.; +4 to saves of allies v. fear)| Immunities: disease, fear | HP 47/47| AC 22, T 11, FF 21 | CMD 19| F +8 R +5 W +7; | Init +1 | Perc +0; Sense Motive +8 | Speed 20ft | Active Conditions: None.
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1

Claremguard swings at one of the approaching false hands.

Melee (+2 longsword): 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Damage (S): 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

He then attempts to smash the last one to clear the way.
Melee (+2 longsword): 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage (S): 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Sovereign Court

Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7

The usually calm and lay back Mallycorn, at the view of the dessicated hands, enters a religious fury.

Crawling hands… disgusting, if minor, undead! We shall destroy them! It's a sacred duty to me! Perish, by Pharasma's order!

Blessed attack: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Morningstar, Undead slayer: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6


Knowledge Checks

After Claremguard's defense, one crawling hand remains... but Mallycorn's religious zeal does short work of it.

Jimm, Jain, Cill and Stav may go!

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫
GM PDK wrote:
The beetle succumbs to the electricity damage conducted by the mecha dog's teeth! the canine constructs descends the stairs.

Technically, no. All of Jimmothy's summons have the following resistances:

Summons wrote:

Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.

Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.

Jimmothy recalls the energy used to summon Pyre Beetle and calls upon a new summons.

"Alphatross!"


Small Male Celestial Eagle (augmented summon) 1 HD | hp 7 | AC 14 T 13 FF 12 | CMD 13 | F +5 R +4 W +2 (SR 5) | Spd 10, fly 80' (ave) | Init +2 | Acro +3, Fly +8, Perc +10 (darkvision, low-light), SensM +2 |

"TROSS!" the magical raptor dives out of the sky above the monster, and attacks.

beak v scorpion (higher ground): 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 damage: 1d4 + 2 ⇒ (3) + 2 = 5
talon v scorpion (higher ground): 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 damage: 1d4 + 2 ⇒ (3) + 2 = 5
talon v scorpion (higher ground): 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 damage: 1d4 + 2 ⇒ (4) + 2 = 6

fly (to hover): 1d20 + 8 ⇒ (17) + 8 = 25


Knowledge Checks

Tross manages to slightly scratch the dog with his last talon, but other attacks were ineffective.

Jain, Cill and Stav may go!

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

When that thing goes it's gonna blow. Everybody stay back!

Not wanting to let it get to close, Stavarg backs up to the opposite wall and levels another blast at it.

[move] 10' S
[standard] kinetic blast kinetic blast vs. touch AC (into melee), E damage: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 121d6 + 3 ⇒ (1) + 3 = 4 It's touch AC, and it's limping, so hopefully?

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

Don't forget Bless Stavarg. If you left it out, that is a 13.

Knowing his weapon is essentially useless for himself, Cillian tries to distract the guardian enough for Stavarg to hit it.

Aid Stavarg: 1d20 + 1 + 1 - 4 ⇒ (1) + 1 + 1 - 4 = -1

Instead, he nearly pins Alphatross to the wall. "UH..sorry!"

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none
Cillian Subtiliter wrote:
Don't forget Bless Stavarg. If you left it out, that is a 13.

Right you are. Apologies. 13 ranged touch for 4 electricity damage

Sovereign Court

neutral good vishkanya Oracle 1 (Sheet) | HP: 10/10 | AC: 21 (15 T, 18 F) | CMD: 15 | F: 2, R: 3, W: 1 | Init: 3 | Perc: -1 | Speed 20 |
Tracked Resources:
Solar Wind 5/6 | Reroll 0/1

Apparently having issues getting notifications for some of my games again.

Jain calls for a scorching wind that washes over the mechanical dog.

Touch Attack: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13Fire damage: 1d6 ⇒ 5

Will use misfortune if the dog rolls a 15+ on a d20 for an attack roll or saving throw.


Knowledge Checks

Stavarg and Jain both blast the creature with their elemental powers.

The mecha dog bites the summoned eagle.
bite: 1d20 + 5 ⇒ (3) + 5 = 8 MISS

PARTY BUFF: Bless (+1 to atk)
Inititiative
Party may go!
guardian dog -20

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

It's happening any time now. Please clear away!

Stavarg continues to yell warnings to the party as with each electric blast he fears he's going to cause anyone or anything near by to be fried. He slides to the other side of Jimmothy and sends a poorly-aimed bolt of energy at it.

[5' step] NW
[standard] kinetic blast kinetic blast ranged touch (bless, into melee), E damage: 1d20 + 4 + 1 - 4 ⇒ (6) + 4 + 1 - 4 = 71d6 + 3 ⇒ (5) + 3 = 8


Knowledge Checks

Stavarg misses.

PARTY BUFF: Bless (+1 to atk)
Inititiative
Everyone except Stavarg may go!
guardian dog -20


Small Male Celestial Eagle (augmented summon) 1 HD | hp 7 | AC 14 T 13 FF 12 | CMD 13 | F +5 R +4 W +2 (SR 5) | Spd 10, fly 80' (ave) | Init +2 | Acro +3, Fly +8, Perc +10 (darkvision, low-light), SensM +2 |

beak v scorpion (higher ground, bless): 1d20 + 3 + 1 + 1 ⇒ (9) + 3 + 1 + 1 = 14 damage: 1d4 + 2 ⇒ (4) + 2 = 6
talon v scorpion (higher ground, bless): 1d20 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13 damage: 1d4 + 2 ⇒ (4) + 2 = 6
talon v scorpion (higher ground, bless): 1d20 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6 damage: 1d4 + 2 ⇒ (4) + 2 = 6

fly (to hover): 1d20 + 8 ⇒ (3) + 8 = 11 Falls prone, because dice.

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫

"Alphatross!" Jimmothy rushes up and delivers a shielding spell to his feathered friend. Casts mage armor on Alphatross.

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

The elf fires again, with barely a noticeable difference.

Longbow: 1d20 + 1 - 4 ⇒ (8) + 1 - 4 = 5

Silver Crusade

Claremguard | Male LG Medium Human Paladin 5 | Aura: courage (10 ft.; +4 to saves of allies v. fear)| Immunities: disease, fear | HP 47/47| AC 22, T 11, FF 21 | CMD 19| F +8 R +5 W +7; | Init +1 | Perc +0; Sense Motive +8 | Speed 20ft | Active Conditions: None.
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1

"Our egress is clear!" calls Claremguard. "Come this way so you can put some distance from it. Should it attempt to follow, I shall remain here and bar its passage!"

The paladin prepares to stand his ground until the others pass by.
Delaying until 1) party members pass by him, 2) dog explodes, or 3) dog is about to move (in which case, he will move forward and strike the construct).

If Claremguard attacks:

The paladin brings his blade to bear.
Melee (+2 longsword): 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Damage (S): 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7


Knowledge Checks

In the interest of time, I will assume the party does as Claremguard proposes.

The entire party files back south past the paladin. The dog pursues, and upon trying to make it past Claremguard, is met with hard magical ALCASTI steel!

The mechanical mutt explodes, engulfing Claremguard in a ball of lightning!
electricity dmg, Ref DC 13 for 1/2 dmg: 2d6 ⇒ (4, 5) = 9


Knowledge Checks

COMBAT OVER!!!

The heroes put an end to the guardian dog's extended service. Beyond the door to the west, a sparse room holds little beyond a lacquered wooden coffin. A human skull sits on a plate in front of the casket, while a mangled clockwork owl lies a few feet away. An engraved plaque is propped up behind the skull against the wooden pall. The smell of corrosion fills the air.

The plaque reads, “Here lies Honaria Alcasti, betrayed by her inferiors and those she served. We shall remember her deeds and restore her honor.” The letters are faded and the plaque appears to be centuries old. You find a hairpin with a noble crest on it.

Knowledge (nobility) DC 15:
You recognize the insignia as the symbol of the Cenabri family, a Taldan noble house with a long history of involvement in legislation and bureaucracy.

The coffin itself contains Honaria’s corpse and her accolades, including an impressive collection of military ribbons and medals.

If you approach the owl you realize that he's missing half of his face. He is immobile but he begins to speak in a broken and stuttering voice, "I am A-A-Amantius, the former f-f-f-familiar of Italice Cenabri, whose head now rest here atop Honoria's coffin. Syagra Tetranella did this to m-m-m-m-me. Do not a-a-a-a-approach closer: I a-a-a-am malfunctioning and g-g-g-generating a cloud of c-c-c-corrosive gas. If one of y-y-you is good at dismantling mechanisms t-t-try disconnecting the w-w-wand in my inner chassis. This w-w-will stop the corrosive gas."

The acid cloud deals 1d6 points of damage per round (DC 14 Reflex negates). You can neutralize the broken wand if you succeed at a DC 15 Disable Device check, a DC 13 Craft (construct) check (I'll allow anything related to metal-working), or a DC 15 Use Magic Device check. Whichever skill you choose, neutralizing the wand takes 1d4 ⇒ 2 rounds. The owl's directions count as a +2 assist. Anything that can generate some wind or air movement can grant a bonus to the saving throw (and can also outright cancel the acid cloud if it's a spell effect that works against gases).

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

Cillian approaches cautiously, looking for any other traps first. He then pulls his tools and works on the malfunctioning guardian.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Disable Device (+Owl): 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

I forgot to roll the saves.

Reflex Round 1: 1d20 + 3 ⇒ (6) + 3 = 9 Damage: 1d6 ⇒ 3

Reflex Round 2: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d6 ⇒ 3

Aw poop!

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

There's a head, on the coffin...? Who is Syagra Tetranella? Sorry, I'll let my companion here fix you up first and then questions.

Stavarg watches nervously as Cillian lingers in the acidic gas cloud.


Knowledge Checks

Although slightly singed in the attempt, and now coughing vigorously, Cillian manages to disable the production of corrosive gas and the malfunctioning wand is finally dismantled from the clockwork owl! Amantius' speech, albeit still labored, appears to come out much easier now. After a violent shaking fit, he finally settles and says the following.

"S-S-Syagra was one of Honaria's followers. After Honaria died in public ignominy, S-S-Syagra cast the blame on my mistress, Italice Cenabri, w-w-w-which was a prominent adviser to the crown. In truth, many factors led to Honaria's disgrace, but Italice served as a convenient scapegoat for Syagra’s rage and sorrow. I failed to notice Syagra's growing rage thus I failed my m-m-m-mistress...
After years of preparations, S-S-Syagra carried out her plan to assassinate Italice, fleeing from justice and escaping into the wilderness. Again I was out and not by my mistress' side when this happened... I am an extremely bad familiaaaaaaaaaaaaaaaaaaar...
Syagra eventually made her way here where the Alcasti family had given Honaria a hero’s burial in the family tomb. In her single-minded devotion, Syagra broke into the tomb, planning to leave Italice’s head as an offering to Honaria’s memory.
Ironically, in her attempts to honor her friend, Syagra was forced to smash apart the tomb guardians and vandalize most of the magical wards, a-a-a-as you have witnessed in coming here.
However, as she was about to leave this place I caught up with her and attempted to stop her and reason with her, great hero me... She struck me down and left me as another twisted offering to Honaria’s memory.
First I blamed Honaria for Italice’s death but centuries of reflection in her tomb have changed my opinion. Despite my bitterness and despair,
I must admit that Honaria was innocent in all this, and I do not believe any of this to be something she would have wanted.
Now, will you do the honorable and please arrange for Italice’s remains to be returned to her family?"

Sovereign Court

Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7

Stay close to me, as I'll call on Pharasma's mercy to heal some of your wounds

Mallycorn unleashes two spiraling grey waves of slow energy which soothe the party's wounds

Channel: 1d6 ⇒ 6
Channel: 1d6 ⇒ 3

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

Cillian pats the cleric on the shoulder, "My thanks Mally." He then turns to the business at hand. "I believe it would be the proper course of action to return Italice's remains, or at the very least, inter them elsewhere."


Knowledge Checks

Immediately following the adventurers' noble words and their willingness to return Italice's remains to her descendants, a feeling of peace suffuses the tomb. All PCs are healed for 10 hit points.

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