GM Fuzzfoot's Carrion Hill PFS run (Inactive)

Game Master PJP

Carrion Hill Maps and Exhibits
Background soundtrack


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Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

@Grindog, are you going to use the wand to restore Droog?


female human cleric 1. HP 13, AC/T/FF 16/12/16, F/R/W +3/+0/+5, Init +0erception +3

the wand I have out? it's a wand of magic fang...

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

@grimdog - We picked up a wand of lesser restoration. I think Borax is referring to that wand. :)

Igor looks at the group.

"So. Are we ready to get this going and open one of the doors?"

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

"I am!" Impetuously, Pai flies down to the side doors and tugs on the handles.


female human cleric 1. HP 13, AC/T/FF 16/12/16, F/R/W +3/+0/+5, Init +0erception +3

oh...missed that...will use that then...my bad...totally forgot we found that...derp!


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Pai tries the door and it is locked.

DC 30 Disable Device to open:

The air in this room is hot, humid, and foul smelling. A mix of
acrid chemicals, burning refuse, and bitter smoke taints the
air. The room itself is cavernous, with a forty-foot-high ceiling
supported by a tangle of wooden beams and walkways. A large
square table covered with bricks and tools sits in the center of
the room, and a network of chains, ropes, and pulleys runs
through the timbers above. Two flights of stairs lead up to the
north to a long room filled with fumes and wisps of smoke.

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

"Aargh! I've been foiled! Borax! Come save my dramatic entrance! ...Please!" Pai's trying to keep it light, but her nerves are getting to her. "Oh wait! The other doors!" Pai flies around, trying all the other doors into the building. She goes clockwise, so the next doors she tries will be the double doors on the left of the screen.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Meanwhile Borax gives it a go.

Disable Device wGuidance and Insp: 1d20 + 15 + 1d6 ⇒ (10) + 15 + (5) = 30

Grand Lodge

”Raynard Milton” | Male N Elf Magus 5 | HP 38/38 | AC 22, T 15, FF 17 | CMB +1 CMD 16 | F +5 R +8 W +5 | Init +8 | Perc +2 SM +0 | Speed 30ft | arcane pool 6/6 | Active Conditions: None

Raynard opens the door enters and looks around

perception: 1d20 + 5 ⇒ (1) + 5 = 6


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Raynard sees a floor and a ceiling. (Sorry, couldn't be helped...)

Everyone else notices a number of carrion roaches scuttle along the walls and rafters in this room.

Put yourselves on the map where you would like to be, please.

For those who climb the stairs...:

The stench and humidity in the air here is cloying and choking. There is no proper floor in this room, only a series of five-foot-wide middenstone walkways passing along and over a series of pits ten feet below. The ground is obscured by a layer of foul-smelling, bubbling water through which a tangle of violet middenstone pipes weave. Numerous huge metal cauldrons containing a nasty, bubbling violet sludge simmer in the pits, each vat cradled in a nest of steaming pipes. Above, the open ceiling is a tangle of timbers, ropes, chains, and pulleys, many bearing hooks sized for the rings around the cauldron rims below. Ropes and slippery ladders descend into the morass below every five feet along the edges of the slippery walkways, while to the north is a warehouse containing bins of coal, barrels, cages, and other supplies. Beyond this, a huge steaming furnace churns and roars under an upraised observation deck.

If Batman shows up, one of you might be becoming the Joker...

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor nods as the Investigator ably opens the lock.

"Well done Borax."

As Raynard opens the door Igor takes a quick peek around as well from just outside the building.

(Perception of 31 on a Take 10)


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

Tiny Pebble motions to Pai. Clearly he wants to go forward as well with his new found travelling companion.


female human cleric 1. HP 13, AC/T/FF 16/12/16, F/R/W +3/+0/+5, Init +0erception +3

Let's go, buddy...no time to rest...work, work, work...ugh! Lini says to Droogi and the head to the stairs to the left.

put us at base of stairs in case the stairs are the issue, but assume i do climb the stairs...and casting Bull's strength on Droogi...


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The stairs prove to be no problem as Lini casts her spell.

Upon climbing the stairs, she sees more of the large building.

The stench and humidity in the air here is cloying and choking. There is no proper floor in this room, only a series of five-foot-wide middenstone walkways passing along and over a series of pits ten feet below. The ground is obscured by a layer of foul-smelling, bubbling water through which a tangle of violet middenstone pipes weave. Numerous huge metal cauldrons containing a nasty, bubbling violet sludge simmer in the pits, each vat cradled in a nest of steaming pipes. Above, the open ceiling is a tangle of timbers, ropes, chains, and pulleys, many bearing hooks sized for the rings around the cauldron rims below. Ropes and slippery ladders descend into the morass below every five feet along the edges of the slippery walkways, while to the north is a warehouse containing bins of coal, barrels, cages, and other supplies. Beyond this, a huge steaming furnace churns and roars under an upraised observation deck, with a leather curtain blocking off the upper deck.

Eight peopel seem to be working in here. A few are in the pits, stirring the sludge, others are stoking the furnace with coal. As you enter, they turn toward you, moan, and drop their jobs. They start to move toward you.

The air in here is foul—a creature must make a DC 15 Fortitude save each round to avoid being sickened for as long as it remains in area B2.

Crossing the area with the vats is not easy. The walkways are slippery, and anyone who moves along them at faster than half speed must make a DC 5 Acrobatics check to avoid falling prone; failing by 5 or more means a character slips and falls into the pit below. Those moving at full speed have a –5 penalty to the check. A character can steady himself by using a free hand to hold a railing, rope, chain, and the like to gain a +5 bonus on the check.

Initiative:

Borax: 1d20 + 0 ⇒ (19) + 0 = 19
Igor & Pebble: 1d20 + 8 ⇒ (8) + 8 = 16
Lini & Droogami: 1d20 + 1 ⇒ (14) + 1 = 15
Nectanebo: 1d20 + 2 ⇒ (14) + 2 = 16
Pai: 1d20 + 5 ⇒ (15) + 5 = 20
Raynard: 1d20 + 4 ⇒ (8) + 4 = 12
Others: 1d20 + 0 ⇒ (5) + 0 = 5

Round 1: (bold may take actions)
Pai
Borax
Igor & Pebble
Nectanebo
Lini & Droogami
Raynard

Peeps: Orange, Blue, Teal, Green, Yellow, Purple, Pink, White

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Having completed her circuit of the building, Pai announces that there's one more door on the other side, just in time to notice that folks are already entering from the door that foiled her. Shrugging, she soars through the entry, gags, and immediately throws up her Air Shroud. This time, seeing the odd, zombie-like reaction of the workers, she grimaces as she accepts Burn to share her Air Shroud with Lini, Droogie, Raynard, Borax, and Igor. (Looks like Nectanebo is out of range; sorry.) It wouldn't do to have them puking from the stench while they're trying to fight for their lives.

Then, as always, she calls out: "Hi! Uh, we're looking for Keeper Myre? Can you tell us where he is?" 'Cause *maybe* I'm misreading their intentions. **MAYBE?** She can't help hoping...

Air Shroud works like Air Bubble, so should negate the need to make the DC 15 Fort save for the above mentioned characters for one minute.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

That is helpful! I wonder - do you all need to stay together? I don't see anything in the spell that seems to dictate that, so we will assume you don't.

Grand Lodge

”Raynard Milton” | Male N Elf Magus 5 | HP 38/38 | AC 22, T 15, FF 17 | CMB +1 CMD 16 | F +5 R +8 W +5 | Init +8 | Perc +2 SM +0 | Speed 30ft | arcane pool 6/6 | Active Conditions: None

Raynard moves closer to the yellow one and attacks.

+1 Scimitar cold iron: 1d20 + 11 ⇒ (2) + 11 = 13
damage: 1d6 + 6 ⇒ (1) + 6 = 7


female human cleric 1. HP 13, AC/T/FF 16/12/16, F/R/W +3/+0/+5, Init +0erception +3

See if we cab draw them out...fighting in there is a death trap! Lini yells to the others. Or let them come to you...the footing is treacherous! Droogi...guard! The big cat snarls and hunches down.

will stay put...and draw them on...Droogi will ready an attack if anyone comes in reach.

readied bite: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 3 ⇒ (2) + 3 = 5
trip: 1d20 + 3 ⇒ (10) + 3 = 13


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

Tiny Pebble moves to guard his master staying slightly in front of him.

(Double Move. The second move into the room (B2) was not at full speed but less than half speed if it is relevant.)

@GM Fuzzfoot: Can Tiny Pebble Earth Glide through this type of rock? I would tentatively say yes as natural soil is going to contain all sorts of natural decayed matter but it is the GM's call. If so can he glide his feet through the stone thus not needing to make an acrobatics check?

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor nods at Pai in gratitude for her thoughtfulness.

"Yes Lini, let them come to us. Good idea."

The Wizard moves to near the top of the stairs and lets a bolt of magical energy loose at one of the workers (Pink).

Force Missile, Intense Spells: 1d4 + 2 ⇒ (4) + 2 = 6

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

As he enters the room, Borax pulls out his wand of mage armor and uses it on himself, then it puts it away.
UMD: 1d20 + 12 + 1d6 ⇒ (14) + 12 + (6) = 32


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The walkways are listed as middenstone, so I think earth glide is appropriate.

Raynard slices the one closest to him, and it barely reacts to the damage. While these people seem normal, closer inspection shows they are more likely to be zombies. Igor also slams a force missile into one.

The zombies move toward you.

Yellow swings at Reynard.
Attack: 1d20 + 4 ⇒ (9) + 4 = 13

Orange approaches Droogi, avoiding the readied attack, and tries to grab the cat.
Attack: 1d20 + 4 ⇒ (6) + 4 = 10

Round 2: (bold may take actions)
Pai
Borax (mage armor)
Igor & Pebble
Nectanebo
Lini & Droogami (Bull’s strength)
Raynard

Peeps: Orange, Blue, Teal, Green, Yellow (7 dmg), Purple, Pink (6 dmg), White


female human cleric 1. HP 13, AC/T/FF 16/12/16, F/R/W +3/+0/+5, Init +0erception +3

Oh, for the love of....Droogi, get him! Stay here though! Lini says as she lets Droogi do his thing. The overgrown kitten lashes out with tooth and claws and tears at the zombie in front of him.

bite: 1d20 + 9 ⇒ (4) + 9 = 131d6 + 3 ⇒ (6) + 3 = 9
claw1: 1d20 + 9 ⇒ (15) + 9 = 241d3 + 4 ⇒ (2) + 4 = 6
claw2: 1d20 + 9 ⇒ (8) + 9 = 171d3 + 4 ⇒ (1) + 4 = 5
trip: 1d20 + 5 ⇒ (19) + 5 = 24

Grand Lodge

”Raynard Milton” | Male N Elf Magus 5 | HP 38/38 | AC 22, T 15, FF 17 | CMB +1 CMD 16 | F +5 R +8 W +5 | Init +8 | Perc +2 SM +0 | Speed 30ft | arcane pool 6/6 | Active Conditions: None

Raynard tries to finish one in front of him.

+1 Scimitar cold iron: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d6 + 6 ⇒ (2) + 6 = 8

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

@GM Fuzzfoot: How high is the ceiling? How far down from it do the hooks and whatnot hang? Trying to figure out how much clear space Pai has to stay out of zombie whacking range.

"Uh, guyyyys... I don't think these folks are living!" Well, at least we don't have to worry about killing anyone. Anyone alive, that is. Pai is relieved, honestly. As much as she fears hates undead, at least she feels no remorse about ending their existence.

Seeing that Raynard has a bunch of backup on his side of the room, Pai flies over to help Lini and Droogi take out the orange-clothed zombie. Crackling electrical energy blasts toward it.

Electric blast vs. Touch AC: 1d20 + 7 + 3 ⇒ (4) + 7 + 3 = 143d6 + 2 + 5 ⇒ (5, 2, 4) + 2 + 5 = 18
Includes Point Blank Shot, Precise Shot, and Elemental Overflow

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

At the mention of Zombies Igor's ears perks up and he takes a closer look.

K-Relgion,vs Undead: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15

Are these bog standard human zombies?

Igor looks with envy as Pai is able to unleash mighty blasts of energy with impunity. With a sigh of resignation he withholds the use of magical power and takes a defensive position.

(Full Defence)

There is no point in depleting resources on such a low level threat.


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

Tiny Pebble stands at the ready should any of these creatures threaten him or his master.

(Ready an attack)

Attack,Earth Mastery, Power Attack: 1d20 + 6 - 1 + 1 ⇒ (20) + 6 - 1 + 1 = 26
Damage,Earth Mastery,Power Attack: 1d6 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14

Crit confirm on the attack that will never happen. :)

Attack,Earth Mastery, Power Attack: 1d20 + 6 - 1 + 1 ⇒ (17) + 6 - 1 + 1 = 23
Damage,Earth Mastery,Power Attack: 1d6 + 4 + 1 + 3 ⇒ (5) + 4 + 1 + 3 = 13


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yes, these are plain ol' zombies, disguised to look as normal as possible. Cheap labor, perhaps?

Droogmi, Pebble, Raynard, and Pai each destroy one. The ceilings are 20 feet high, but lots of ropes and pulleys dangling, so the zombies can climb to get almost anywhere. Still, flying in the center should serve you well.

As the remaining zombies push forward, you see an old may peek out behind the leather curtain at the end.

"Die, you filthy mercenaries! You’ve no right to be in here!”

He points a finger at Pai and a ray of negative energy shoots at her. It misses by a mile!

Ranged Touch Attack: 1d20 + 2 ⇒ (2) + 2 = 4 This guy sucks - who has spells that need an attack roll with a dex of 8!

Round 3: (bold may take actions)
Pai
Borax (mage armor)
Igor & Pebble
Nectanebo
Lini & Droogami (Bull’s strength)
Raynard

Peeps: Teal, Green, Purple, White
Keeper Myre

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud
GM Fuzzfoot wrote:
The ceilings are 20 feet high, but lots of ropes and pulleys dangling, so the zombies can climb to get almost anywhere. Still, flying in the center should serve you well.

Cool. I intended Pai to be flying 15 ft above the floor, so that works out well.

Oops! I've been forgetting some of Pai's abilities and bonuses. Better late than never. Here goes!

Dude! He just shot at me! And he's *working* with *zombies?!* Rrrrgh! Contempt written all over her face, and full of the conviction that this man is, in fact, a bad guy, Pai stretches out her arms to Gather Power. Arcs and bolts of electrical energy form within a 20' radius of her, swirling and accumulating into a tight mass which absorbs into her body. With a righteous yell, she hurtles the blast of collected power at the man who dared to threaten her team.

Electric blast vs. Touch AC: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 303d6 + 2 + 4 ⇒ (3, 6, 6) + 2 + 4 = 21
Empower Spell: 21 x 1.5 = 31.5 Total damage before crit: 31
Confirm Crit?: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 213d6 + 2 + 4 ⇒ (2, 5, 5) + 2 + 4 = 18
Empower Spell: 18 x 1.5 = 27 Total damage with crit: 58

Tracking stuff:
Includes Extended Range (120 ft; costs 1 Burn), Metakinesis (Empower Spell; costs 1 Burn), Infusion Specialization (reduces Burn by 1), Gather Power (reduces Burn by 1), and Elemental Overflow.

With at least 2 Burn, Elemental Overflow gives a bonus to the blast's attack and damage rolls.

With at least 3 Burn, Elemental Overflow increases CON and DEX, which I forgot last time.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

20% miss chance: 1d100 ⇒ 45

Pai fries the newcomer as soon as he pops his head out. You think you hear him grunt "thank the gods" as he drops.

Just as the Keeper dies, you also hear a tremendous voice cry out nearby, its syllables not quite recognizable words save for three ominous syllables: “YOG-SOTHOTH!”

Suddenly, one of the walls of the building explodes inward, spraying blocks of middenstone everywhere. Then you start to see the walkways in that area buckle and collapse, as if an invisible monster’s weight is more than the structure can handle.

Rupman’s Vat begins to collapse—all squares become difficult terrain as the building shakes.

GM Rolls:

Rounds: 2d4 ⇒ (3, 3) = 6
Round 1: 1d4 ⇒ 1

Initiative:

Borax: 1d20 + 0 ⇒ (17) + 0 = 17
Igor & Pebble: 1d20 + 8 ⇒ (16) + 8 = 24
Lini & Droogami: 1d20 + 1 ⇒ (11) + 1 = 12
Nectanebo: 1d20 + 2 ⇒ (2) + 2 = 4
Pai: 1d20 + 5 ⇒ (2) + 5 = 7
Raynard: 1d20 + 4 ⇒ (12) + 4 = 16
Others: 1d20 + 6 ⇒ (10) + 6 = 16

Round 1: (bold may take actions)
Igor & Pebble
Borax (mage armor)
Invisible threat
Raynard
Lini & Droogami (Bull’s strength)
Pai
Nectanebo

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

"AAAAAAAH!" Pai's heart starts pounding.

Tracking Air Shroud: round 3/10

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

"Well done...

Igor's congratulation of the gnome's impressive electrical display is cut short by the explosion felt throughout the room.

Tiny Pebble points to the source of the disturbance with a rocky finger.

Igor is quick to smile as his curiosity is peeked.

"Not to worry my excitable friend. Let us see what we are really dealing with here."

He eagerly speaks a few words of power attempting to outline the creature in magical dust and hopefully blind it for a while.

(Glitterdust, Will DC 20 or be blinded. It should automatically negate the invisible effect regardless.)

He looks at the creature attempting to determine its abilities.

K-Planes: 1d20 + 12 ⇒ (18) + 12 = 30

He has all the knowledge skills so we can adjust but Planes seems right to me. :) I have not included any possible bonus for perusing the books last night.

"Interesting...but perhaps we should take the fight outside."

He takes a look around at the vats and the collapsing building before moving out of the building.

Knowledge checks (all free actions).

What is in the vats:

Craft-Alchemy: 1d20 + 11 ⇒ (2) + 11 = 13

What is likely to happen to the building and when?

K-Engineering: 1d20 + 10 ⇒ (11) + 10 = 21

or

Craft-Stone Masonry: 1d20 + 10 ⇒ (2) + 10 = 12


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

Tiny Pebble easily glides through the rubble as well exiting the building with his master.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

I"I think we are dealing with a clear invitation to depart the premises, post-haste!"

Borax also takes a moment to study the vats and the building.

Craft Alchemy: 1d20 + 15 ⇒ (10) + 15 = 25

K Engineering wINsp: 1d20 + 9 + 1d6 ⇒ (19) + 9 + (4) = 32

Scarab Sages

CG male Elf Occultist 6
Spoiler:
|AC 20, T 13, FF 17|HP: 39/39*|F +6*, R +4, W +5 (+2 vs Necr/curses/TNLs, +1 vs fear/conf)|Init +2, Perc +8|CMB +6 CMD 18|Deadspeaker 3/3, Ghostly Horde 1/1, Focus: ?? Gloaming, ?? Azrael, ?? Guidingstar, ?? Perun

Is this the same day as before, or a new one?

Who should show up at this juncture but Nectanebo, accompanied by a fresh new skeleton salvaged - and from the looks of it, made from - parts unknown?

"Hello everyone, I-"
Fortitude save: 1d20 + 5 ⇒ (15) + 5 = 20

He stops short as he abruptly holds his breath starting from his diaphragm.

Judging the situation quickly, and seeing Igor running past him out the door, he stops short of entering further, his servitor moving ahead of him in a protective stance...

skeleton readied attack in case something it can attack comes within reach: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 4 ⇒ (4) + 4 = 8

...while Nectanebo gingerly draws not his beloved Guidingstar, but the new sword they found, and stares intently at it (lead blades).

"Let me guess," Nectanebo inquires in an alarmingly even voice under the circumstances. "We've finally met our mysterious civic-engineer-of-the-Brutalist-school?"


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

For those of you who rolled engineering checks, it is clear that the building is not going to survive... but for how long?

For those that rolled alchemy checks, the toxicity of the vats will likely make you sick. It does not seem to affect this creature, however.

Will Save: 1d20 + 12 ⇒ (12) + 12 = 24

You can't really tell if the blindness took, but you all do now see a glittery outling of the creature. It is large, seems to have 6 legs, multiple heads, and tentacles lashing in all directions. As it steps, the ground crumbles at its feet.

Igor recognizes the beast as something from legend - the Spawn of Yog-Sothoth! The spawn of Yog-Sothoth are begotten upon the world as the results of vile rituals in which cultists call down the essence of Yog-Sothoth, an Outer God from beyond the stars to impregnate a humanoid creature. The Outer God is not of this dimension or world; only by incorporating flesh and bone of a mortal can its spawn exist. Upon death, a spawn’s flesh rapidly melts until nothing remains but a crusty stain. Although the spawn of Yog-Sothoth are naturally invisible, they exude a hideous, unforgettable stench that alerts others to their presence.

Ancient legend holds that the spawn of Yog-Sothoth are inflicted upon a world to clear it of all sane life and to prepare the way for the return of the Great Old Ones. But it’s just as likely that the carnage and mayhem it brings upon the world is due to its ravenous and constant hunger for blood as any agenda from masters beyond the stars.

A spawn of Yog-Sothoth grows quickly to Large size, but if it continues to feed, it also continues to grow, albeit at a lesser rate. A truly ancient spawn of Yog-Sothoth can be the size of a barn or even a small hill.

@Igor - you can ask for 2 extra specifics from the Knowledge list for you roll. (Hint: Resistances might be a good one)


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

And I forgot to bold you, Borax, but you get to move next.
@Nectanebo - it is the same day, but a few hours later.

Round 1: (bold may take actions)
Igor & Pebble
Borax (mage armor)
Invisible (gliitered) Spawn of Yog-Sothoth
Raynard
Lini & Droogami (Bull’s strength)
Pai
Nectanebo

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor looks proud of himself as he remembers so much about the creature before dashing right out of the building.

@GM Fuzzfoot - I will take Resistances and Special Attacks. It looks a lot like a giant extra-planar Gibbering Mouther to me. :) Generally I like SLA for these types of creatures but I just cannot fit it in with two data points.


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

The little rock man tries to see if he remembers anything of value about the evil spawn while evacuating the building.

K-Planes: 1d20 + 2 ⇒ (13) + 2 = 15

Ok. That is nowhere near enough but he had to try. :) If anyone has K-Planes please roll it on your turn. There is so much more that we need to know.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

K Planes wInsp: 1d20 + 10 + 1d6 ⇒ (4) + 10 + (5) = 19

Scarab Sages

CG male Elf Occultist 6
Spoiler:
|AC 20, T 13, FF 17|HP: 39/39*|F +6*, R +4, W +5 (+2 vs Necr/curses/TNLs, +1 vs fear/conf)|Init +2, Perc +8|CMB +6 CMD 18|Deadspeaker 3/3, Ghostly Horde 1/1, Focus: ?? Gloaming, ?? Azrael, ?? Guidingstar, ?? Perun

Nectanebo pieces together what he can from his vantage point....

Knowledge (Engineering): 1d20 + 12 ⇒ (13) + 12 = 25
untrained Craft (Alchemy): 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge (Planes): 1d20 + 13 ⇒ (15) + 13 = 28


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Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Defensive Abilities natural invisibility, DR 10/magic; Immune
cold, fire; Resist sonic 10; SR 20

Special Abilities
Blood Drain (Ex) If a spawn of Yog-Sothoth establishes or
maintains a pin with a tentacle, it drains blood via tiny
slavering mouths that open along the tentacle’s length,
dealing 1d4 points of Constitution damage.

Devastation (Ex) As a full-round action, the spawn can
assault a structure, dealing 4d6+16 points of damage to
the structure in that round.

Natural Invisibility (Ex) This ability is constant—a
spawn is invisible at all times, even when attacking.
This ability is subject to effects like invisibility purge,
glitterdust, and faerie fire, but cannot be dispelled.

Init +6; Senses blindsight 30 ft., darkvision 60 ft.; Perception +20
Aura stench (DC 22, 10 rounds)
Defense
AC 24, touch 11, flat-footed 22 (+2 Dex, +13 natural, –1 size)
hp 133 (14d8+70)

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

I think that the GM is waiting on Borax to take his actions before this monstrosity attacks. It is really good news that this creature has no resistance or immunity to electricity. Now that Pai can see it she can blast it. :) Holy cow this thing has 133 hit points. That is scary!

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Yeah. I need more crits like that last one! Good thing its Touch AC is only 11.

@GM Fuzzfoot: Can we tell at this point if this creature is leaving a slimy sludge trail like we found at the first location?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yes, waiting on Borax before the devastation starts... muuuhaaahaaaahaaa! And it is a safe bet that this is the creature you are hunting. Having had good knowledge checks certainly will make some difference here. Borax? ... Borax? ... Bueller?...

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

As Borax begins to contemplate the creature, his towering intellect leads him to one conclusion....

"Retreat! This creature will bring this factory down and all of us along with it."

Borax makes his way out of the building.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

As Borax runs, the creature acts.

It starts by lumbering towards Pai at a pretty quick clip. (30 ft move-half due to difficult terain.)

It also has 10' reach, and since it is 10' tall, it is able to reach her.

Bite: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d8 + 8 ⇒ (4) + 8 = 12

Tentacle 1: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Tentacle 2: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Tentacle 3: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Tentacle 4: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Grab: 1d20 + 19 ⇒ (15) + 19 = 34

Pai gets pretty badly beaten and is held fast in a tentacle.

Round 1: (bold may take actions)
Raynard
Lini & Droogami (Bull’s strength)
Pai (43 damage, grappled)
Nectanebo


Round 2: (bold may take actions)
Igor & Pebble
Borax (mage armor)

Invisible (gliitered) Spawn of Yog-Sothoth


female human cleric 1. HP 13, AC/T/FF 16/12/16, F/R/W +3/+0/+5, Init +0erception +3

Pai! Noooooo! Go get him, Droogi! Chew his tentacles off! the halfling says as she casts a spell on her pet and he then go to chomp on the beast to try to let the gnome go.

she's casting magic Fang on Droogi and he's gonna go bit the thing, then full attack next round. Lini's gonna move up as well.

attack, bite: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 301d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

crit bite: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 141d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

bite is x2 crit, right?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Correction - one of the attacks did not hit Pai, so 5 dmg less. Also, Nectanebo needs to make a DC 15 Reflex save before acting to see if debris falls on him.

Droogi gets a good bite on, tearing flesh from the creatures leg.

Round 1: (bold may take actions)
Raynard
Lini & Droogami (Bull’s strength)
Pai (38 damage, grappled)
Nectanebo (Reflex needed)


Round 2: (bold may take actions)
Igor & Pebble
Borax (mage armor)

Invisible (gliitered) Spawn of Yog-Sothoth (16 dmg)

Fate: 1d4 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 ⇒ (4) + (7) + (1) + (5) + (5) + (2) = 24
For Round 2, I need DC 15 reflex saves from Igor, Pebble, Lini, and Pai.


female human cleric 1. HP 13, AC/T/FF 16/12/16, F/R/W +3/+0/+5, Init +0erception +3

reflex: 1d20 + 3 ⇒ (9) + 3 = 12

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