[RD][PFS2] 1-15 Devil at the Crossroads [3-6] (Inactive)

Game Master Andrew Harasty

Maplink: PFS2 1-13: Devil at the Crossroads


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Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

@Imiriax Electric arc is 3d4 at your level ;-)


DungeonMaster

athletics break free: 1d20 + 11 ⇒ (17) + 11 = 28
Then three strikes at red, or the other zombie if it dies hit: 1d20 + 12 ⇒ (12) + 12 = 24 dmg: 1d8 + 4 ⇒ (5) + 4 = 9
hit: 1d20 + 7 ⇒ (2) + 7 = 9 dmg: 1d8 + 4 ⇒ (3) + 4 = 7
hit: 1d20 + 2 ⇒ (6) + 2 = 8 dmg: 1d8 + 4 ⇒ (8) + 4 = 12

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The Nuglub finishes off the one zombie that was holding DoubleGold, while Bardok heals some of the wounds.

Imiriax's arc hits the remaining enemies
Arc Damage: 3d4 + 4 ⇒ (3, 4, 2) + 4 = 13
Reflex Zombie: 1d20 + 3 ⇒ (18) + 3 = 21
Reflex Ascended: 1d20 + 11 ⇒ (18) + 11 = 29
Both avoiding the brunt of the damage.

The Ascendant, then launches a barrage of pinions at Imiriax
pinion atk: 1d20 + 14 ⇒ (19) + 14 = 33
pinion atk: 1d20 + 14 - 5 ⇒ (1) + 14 - 5 = 10
pinion atk: 1d20 + 14 - 10 ⇒ (4) + 14 - 10 = 8

Critically hitting the mage with the first shot, but misisng the other two.
pinion Dmg: 1d6 + 4 ⇒ (2) + 4 = 6 plus 1d6 ⇒ 5 Evil

DoubleGold conitunes to rip in to the remaining Zombie. But it still stands. Since you were not held, you have one action left

Fangor and Tresten can act

Status Card wrote:

The Lit Flame

Group conditions:
Round 3

DoubleGold - 15 dmg, quickened 1 (stride/strike)
Tresten - paranoid
Fangor - 10 dmg

Selik - 7 dmg
Nordvick

Zombie Round B - DEST; G DEST
Zombie Square B - DEST ; R DEST ; G - 25 dmg

Imiriax -- 22 dmg
Bardok - 7 dmg, tentacular limbs
Nuglub - 6 dmg,

The Ascendant -- 6 dmg,

Vigilant Seal

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Wizard 10 (male) - HP 98/98, AC 26 - Perception +13 - F: 17/ R: +18/ W: +16 - Speed: 30 - Hero Points: 1/3, Active Conditions: None; Default Exploration Activity: Detect Magic
Fangor The Masked wrote:
@Imiriax Electric arc is 3d4 at your level ;-)

Looks about shiftily. "I was just testing you."... Runs for the exit.

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor moves a little bit closer to what becomes Delhiana and calls for his heritage to punish her and the zombie.

May Razmiran's Nature turns against you, traitor.

As these words, an electric arc strikes both the ascendant and the zombie.

Electric Arc (Basic Reflex DC20): 2d4 + 4 ⇒ (3, 4) + 4 = 11

Grand Archive

HP: 33/33 / AC 20 (+2 Nimble Dodge) / F/R/W: +8/+11/+8 / Rapier +10 1d6+4 / Perception +8

Tresten doesn't much relish the idea of trying to head into melee with the imp, and his sling is practically useless. He skirts between and around those he can't quite trust, and heads for the definitely untrustworthy creature at the far end. I think it's Nuglub?

He tries to strike it with his rapier.

Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d6 + 4 ⇒ (1) + 4 = 5 Doubtful, but still rolling.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Reflex Zombie: 1d20 + 3 ⇒ (20) + 3 = 23
That zombie must have some really high energy resistances
Reflex Ascended: 1d20 + 11 ⇒ (12) + 11 = 23
Fangor's Arc is partialy dodged by the fiend, but does not harm the zombie at all.

Tresten focuses on one of the many summoned beasts but to no avail.

Selik having no real way of engaging the devil on the pillar falls back and waits with Nordvick

The remaining zombie focuses on DoubleGold
Zombie Fist: 1d20 + 9 ⇒ (3) + 9 = 12
Zombie Fist: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5
Unable to do anything useful this round.

Imiriax and Bardok are Up

Status Card wrote:

The Lit Flame

Group conditions:
Round 3

Imiriax -- 22 dmg
Bardok - 7 dmg, tentacular limbs
Nuglub - 6 dmg,

The Ascendant -- 11 dmg,

DoubleGold - 15 dmg, quickened 1 (stride/strike)
Tresten - paranoid
Fangor - 10 dmg

Selik - 7 dmg
Nordvick

Zombie Round B - DEST; G DEST
Zombie Square B - DEST ; R DEST ; G - 25 dmg


DungeonMaster

since you informed me I had one action left, strike zombie hit: 1d20 + 2 ⇒ (13) + 2 = 15
dmg: 1d8 + 4 ⇒ (4) + 4 = 8

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

DoubleGold's last strike hits the zombie, and takes a good chunk out, but is not able to take it down completely.

Vigilant Seal

male Varisian human (skilled—Diplomacy) sorcerer (imperial) 9 | HP 89/89 (Toughness) | AC 25 | F +16 R +17 W +17 | Perc +14 | Stealth +3 | 30 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

The nuglub presses the attack on the zombie while Bardok fires off two more orbs of force at the ascendant.

Sustain, two-action magic missile. Nuglub attack the zombie.

Force Damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7

Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Damage (slashing): 1d6 + 1 ⇒ (4) + 1 = 5
Attack 2 (agile): 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
Damage (slashing): 1d6 + 1 ⇒ (5) + 1 = 6

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The Nuglub finishes off the remaining zombie as Bardock bolts slam in to the devil

Imiriax can take an action before this happens

The Ascendant feels it is time to take direct action, and flys down towards Imiriax It is 5 feet off the ground but in reach

It then swings its mace twices at the magic user
Flaming Mace: 1d20 + 17 ⇒ (2) + 17 = 19
Mace Damage: 1d6 + 9 ⇒ (6) + 9 = 15 B plus1d6 ⇒ 2 Evil, 1d6 ⇒ 5 Fire

Flaming Mace: 1d20 + 17 - 5 ⇒ (5) + 17 - 5 = 17
Missing on the follow up strikef

Everyone can act after now as well

Status Card wrote:

The Lit Flame

Group conditions:
Round 3

DoubleGold - 15 dmg, quickened 1 (stride/strike)
Tresten - paranoid
Fangor - 10 dmg
Imiriax -- 44 dmg
Bardok - 7 dmg, tentacular limbs
Nuglub - 6 dmg,

Selik - 7 dmg
Nordvick

The Ascendant -- 18 dmg,

Zombie Round B - DEST; G DEST
Zombie Square B - DEST ; R DEST ; G - DEST

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor smiles behind his mask as the creature moves next to him.

your last mistake traitor

Rapier in hands, he looks like he was ready to withdraw but it was a feint!

Deception (Feint): 1d20 + 12 ⇒ (6) + 12 = 18
Rapier: 1d20 + 9 ⇒ (4) + 9 = 13
Damages: 1d6 + 1 ⇒ (3) + 1 = 4 Precision Damages: 1d6 ⇒ 5
Rapier: 1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 10
Damages: 1d6 + 1 ⇒ (6) + 1 = 7 Precision Damages: 1d6 ⇒ 4

Then he tries again to feint it.

Vigilant Seal

Wizard 10 (male) - HP 98/98, AC 26 - Perception +13 - F: 17/ R: +18/ W: +16 - Speed: 30 - Hero Points: 1/3, Active Conditions: None; Default Exploration Activity: Detect Magic

Burning and injured, Imiriax flees before the nascent demigod. "Aaaah! Ow! Sonofa! Am I dying?" He uses his gloves to heal himself and raises a defensive shield.

Healer's Gloves: 2d6 + 7 ⇒ (5, 3) + 7 = 15 15 points of healing to Imiriax.

1) Stride
2) Interact to use Healer's Gloves
3) Sustain shield.

AC 19.


DungeonMaster

move towards ascendant and strike twice hit: 1d20 + 12 ⇒ (1) + 12 = 13
hit: 1d20 + 7 ⇒ (11) + 7 = 18
I may have hit once dmg: 1d8 + 4 ⇒ (3) + 4 = 7
and I'm hasted hit: 1d20 + 2 ⇒ (9) + 2 = 11

Vigilant Seal

male Varisian human (skilled—Diplomacy) sorcerer (imperial) 9 | HP 89/89 (Toughness) | AC 25 | F +16 R +17 W +17 | Perc +14 | Stealth +3 | 30 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

Bardok allows the gremlin to vanish in a plume of greasy smoke, turning his eyes to the ascendant. The tentacles of energy emanating from his arms pulse with red energy as he reaches for the monster.

Extend reach to 20 feet, cast vampiric touch on ascendant.

Negative Damage (Basic Fort DC 22): 6d6 ⇒ (3, 3, 6, 6, 6, 1) = 25

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The Ascendant is not fooled by Fangor's trick, and he is unable to hit the creature.

Imiraix retreats to safety as DoubleGold comes up but is unable to hit the fiend.

Fort Save: 1d20 + 14 ⇒ (7) + 14 = 21
However if succumbs to Bardok's necromatic touch.

Botting Tresten
Still seeing the fiend as an issue. He creates a distration to hide then moves around the pillar away from eveyone but then lines up a supprise strike on the fiend.

Deception: 1d20 + 8 ⇒ (18) + 8 = 26
Stealth: 1d20 + 10 ⇒ (19) + 10 = 29
The top row of squares is on the the ground

Selik makes a stab at the creature before retreating to the corner.
dagger: 1d20 + 13 ⇒ (13) + 13 = 26
damage: 1d4 + 4 ⇒ (2) + 4 = 6
Although hitting, very little damages the infernal being.

Having enough of Fangor's impertance, it focuses its attack on him
flaming mace: 1d20 + 17 ⇒ (12) + 17 = 29
Mace damage: 1d6 + 9 ⇒ (5) + 9 = 14 plus 1d6 ⇒ 1 Fire, 1d6 ⇒ 6 Evil

flaming mace: 1d20 + 17 - 5 ⇒ (20) + 17 - 5 = 32
Mace damage: 1d6 + 9 ⇒ (1) + 9 = 10 plus 1d6 ⇒ 1 Fire, 1d6 ⇒ 2 Evil

Putting down the Razmirian and then turns to the fighter with its last swing.
flaming mace: 1d20 + 17 - 10 ⇒ (13) + 17 - 10 = 20
But does not hit DoubleGold

Everyone can act again

Status Card wrote:

The Lit Flame

Group conditions:
Round 3

DoubleGold - 15 dmg, quickened 1 (stride/strike)
Tresten - paranoid, hidden
Fangor - Dying 2
Imiriax -- 29 dmg
Bardok - 0 dmg, tentacular limbs

Selik - 7 dmg
Nordvick

The Ascendant -- 41 dmg,

Zombie Round B - DEST; G DEST
Zombie Square B - DEST ; R DEST ; G - DEST

Vigilant Seal

male Varisian human (skilled—Diplomacy) sorcerer (imperial) 9 | HP 89/89 (Toughness) | AC 25 | F +16 R +17 W +17 | Perc +14 | Stealth +3 | 30 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

The runes etched into Bardok's flesh light up with occult power as he absorbs the fiend's life force into his own aberrant blood. He steps closer to afford Fangor and Doublegold some measure of protection from the fiend's evil and casts the spell through his tentacular arm again.

Step (granting Fangor and Doublegold resist evil 3), cast vampiric touch again using the normal reach of the tentacular limb.

Negative Damage (Basic Fort DC 22): 6d6 ⇒ (6, 3, 3, 6, 6, 4) = 28


DungeonMaster

Strike at the creature with all 4 actions
hit: 1d20 + 12 ⇒ (12) + 12 = 24
hit: 1d20 + 7 ⇒ (8) + 7 = 15
hit: 1d20 + 2 ⇒ (3) + 2 = 5
hit: 1d20 + 2 ⇒ (19) + 2 = 21

dmg: 1d8 + 4 ⇒ (7) + 4 = 11
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
dmg: 1d8 + 4 ⇒ (3) + 4 = 7

Vigilant Seal

Wizard 10 (male) - HP 98/98, AC 26 - Perception +13 - F: 17/ R: +18/ W: +16 - Speed: 30 - Hero Points: 1/3, Active Conditions: None; Default Exploration Activity: Detect Magic

"Stay with us, Fangor!" says Imiriax, sprinting back into the fray to help his the fallen Razmiran.

He uses his Wayfinder of Resuce to heal Fangor.

Heal on Fangor: 1d8 + 8 ⇒ (8) + 8 = 16

Grand Archive

HP: 33/33 / AC 20 (+2 Nimble Dodge) / F/R/W: +8/+11/+8 / Rapier +10 1d6+4 / Perception +8

Tresten carefully maneuvers around the dais trying to stay hidden, then strikes.

Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d6 + 4 + 1d8 + 1d6 + 4 ⇒ (2) + 4 + (2) + (4) + 4 = 16

His blade seems to find a weak point, thankfully, because he wasn't sure how much longer he could deal with this situation. It was all rather overwhelming.

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor opens his eyes, knowing that Razmir has big plans for him.

Seeing that the blasphemous creature is still alive, Fangor stands up, feint it and strike.

Deception (Feint): 1d20 + 12 ⇒ (10) + 12 = 22
Unarmed Strike: 1d20 + 9 ⇒ (14) + 9 = 23
Damages, B: 1d4 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Fort Save: 1d20 + 14 ⇒ (1) + 14 = 15
The Fiend screams in agony as the vampiric tentacle drains much more life from it.

DoubleGold follows up with a flurry of strikes, but only strikes once. Its resistance absorbing some of the damage.

But the paranoid Tresten gets close enough for one strike and catches the Ascendant off guard. In shock she is critcally wounded, she turns to face the new attacker as Fangor stands up and in a single strike or Razmirian Wrath, knocks it out the air and it falls lifeless to the ground.

The chamber returns to the normal cellar. The Imp is not there (or at least not showing itself) The body of the Ascendant begins to disintegrate from the fiendish energies it tried to contain.

You have enough time to catch your breath and then prepare for and preform the ritual to destroy the artifact.

Status Card wrote:

The Lit Flame

Group conditions:
END

DoubleGold - 15 dmg,
Tresten -
Fangor - 20 dmg, wounded 1
Imiriax -- 29 dmg
Bardok - 0 dmg,

Selik - 7 dmg
Nordvick

The Ascendant -- DEST

Zombie Round B - DEST; G DEST
Zombie Square B - DEST ; R DEST ; G - DEST

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

That's all you deserved for your betrayal. spits Fangor, deeply wounded, his his pride and in his flesh.

Turning to his comrades he says. Lets heal ourselves before starting the ritual. If something happen, I prefer to be in full capacity. It has been a long day and my power are almost exhausted, like me.

Vigilant Seal

"I've used all the healing I've got," notes Imiriax.

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

I can try to heal people with my mundane power. But it will take time that I'm not sure we have.

Says Fangor

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

You have about 30 minutes before you need to preform the ritual

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor starts working first on himself and then on his comrades.

Medicine (himself): 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Heal: 2d8 ⇒ (5, 7) = 12

Medicine (Imiriax): 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Heal: 2d8 ⇒ (1, 5) = 6

Medicine (DoubleGold): 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Heal: 2d8 ⇒ (4, 1) = 5

Vigilant Seal

Wizard 10 (male) - HP 98/98, AC 26 - Perception +13 - F: 17/ R: +18/ W: +16 - Speed: 30 - Hero Points: 1/3, Active Conditions: None; Default Exploration Activity: Detect Magic

Having little else to do, Imiriax first cast mage armor on himself and then carefully reads the ritual to make sure he knows what's required.

Grand Archive

HP: 33/33 / AC 20 (+2 Nimble Dodge) / F/R/W: +8/+11/+8 / Rapier +10 1d6+4 / Perception +8

"I have some medical experience from my time as a docent." He of course doesn't need to mention why his time as a docent would explain medical experience, either you know or you don't.

If anyone hasn't yet been treated, he performs treat wounds. Feel free to roll it, my bonus is +6

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Enough healing happens to get everyone safely out of the danger zone

Taking some time before sunrise you quickly bind some wounds the preform the ritual as detailed in the notes. You light the candles and then using the drops of blood to extinguish each flame. They spurt in black flame as the blood falls on each candle.

As the last candle extinguishes, the candelabra is consumed in the black flames and is twisted, then shatters. The release of energy causes the magic around the Inn to shutter and whatever was holding it up is now tearing it down. You rush out narrowly dodging the falling debris, with the only other survivors Nordvick and Sellik.

As the sun rises over the ruins of the Inn, you can make out the flapping wings of the Imp flying off free of his current infernal bond. Fortunately, you owe him nothing since no bargain was ever struck.

From the still standing stables, Maeri, the dwarven teamster walks out, looks at the ruined inn, surveys the destruction with a stoic expression and remarks, “I reckon we’d best head back to Nerosyan.

Vigilant Seal

Wizard 10 (male) - HP 98/98, AC 26 - Perception +13 - F: 17/ R: +18/ W: +16 - Speed: 30 - Hero Points: 1/3, Active Conditions: None; Default Exploration Activity: Detect Magic

Huzzah!

Vigilant Seal

male Varisian human (skilled—Diplomacy) sorcerer (imperial) 9 | HP 89/89 (Toughness) | AC 25 | F +16 R +17 W +17 | Perc +14 | Stealth +3 | 30 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

Bardok leads the ritual, then watches the imp fly off. "Tsk. Another loose end. We'll track it down eventually."

Well done team!

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

At last. this fool magic is destroyed for good. Think Fangor as the candelabra is consumed for good.

But his though are stopped when the inn starts falling apart! He quickly gets out, not wanting to be crushed by mundane wood after escaping death from a divine being!

Once outside he looks at what is left of the inn.

Good riddance. One other mystery solved by the Pathfinder, with more death and destruction...
But at least it will be no more of that here.

Turning to Maeri he adds Good thinking master Maeri, time to get back to where we came from.
It was an interesting story at least.

Yes, good teamwork that was great :)

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