Fantasy meets SciFi - GM Nowruz (Inactive)

Game Master noral

Maps & slides (please fill out slide 1 to 3)


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Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Ignatius calmly reloads his weapon. [b]"With a guardian like that, it seems likely that something of import is to be found in this chamber."[b] The tiefling efficiently reloads his musket then starts to cautiously search the room.

Perception: 1d20 + 19 ⇒ (9) + 19 = 28


Appraise dc 15 :
The tiger pelt is worth 1,200 gp.

You can now assume that all the other actions happen. So Togarin’s hand is now branded with the blue sigil.

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Appraise, untrained: 1d20 + 2 ⇒ (11) + 2 = 13

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Patrick scans the room with Detect Magic


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

Appraise, untrained: 1d20 + 2 ⇒ (15) + 2 = 17

"Hmmm. This tiger pelt. Could be worth much gold if we were to sell it."

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund takes a few steps in, and kneels beside Shardra and the tiger. He runs a gloved hand over the fur- inspecting the creature.

"Hides can be difficult to clean. Given more time, perhaps- but not now."

Standing, from having inspected the pelt, Edmund's eyes flash purple. Detect Evil His eyes dart around the chamber, seeking some confirmation of safety before calling down Kissan and unknocking his arrow.

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Decent cantrip could do it

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund looks over at Patrick. "A hunted animal deserve the respect of a blade... even if it opposed us, I doubt it was of its own will"

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

*ponders* Fair enough. Not going to argue that


Patrick Herschel wrote:

Patrick scans the room with Detect Magic

Nothing magical can be found.


Edmund DeCarth wrote:

Edmund takes a few steps in, and kneels beside Shardra and the tiger. He runs a gloved hand over the fur- inspecting the creature.

"Hides can be difficult to clean. Given more time, perhaps- but not now."

Standing, from having inspected the pelt, Edmund's eyes flash purple. Detect Evil His eyes dart around the chamber, seeking some confirmation of safety before calling down Kissan and unknocking his arrow.

Nothing evil can be found in this room but there is an evil aura around here! You could follow it.


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

"Follow the evil? Are you sure?" Shardra looks around the room, uncertain about it. Something sends shivers down her spine.

"Where to next? I'm getting more and more concerned that this is a trap or something."

Grand Lodge

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CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi laughs This entire dungeon is a trap, silly dwarf.

He picks himself up and asking which way the evil is so he can go follow it.

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

"Yes, this whole place is filled with things that want to kill us. I think our choice right now is to go back to the red wizard Daegros or have Crowe knock down the blue door and see what's behind it. I think we should see what lies beyond the blue door first and see if we even need Daegros's help before parlaying with him again."

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Well .... we have the key for the blue door now so there is no need to ... knock it down

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund draws his bow and gestures towards the Aura of evil- maintaining his concentration on the spell. He taps Kissan, nudging her onward while he knocks another arrow.


Male Human (Shoanti) Bloodrager 7 | HP 74| AC 20/13/19 | Fort+9 Ref+5 Will+6 | Initiative +1; Perception +10

Crowe looks to Edmund, "This way?" And heads down the indicated path.


The evil aura is strong in the direction of the northern door from the room you are in currently.

Who opens the door?

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Iggy checks the door for traps and snares before cautiously opening the door.

Perception: 1d20 + 19 ⇒ (14) + 19 = 33

Stealth: 1d20 + 20 ⇒ (5) + 20 = 25


GM:
Initiative

Ini(Crowe): 1d20 ⇒ 11
Ini(Shardra): 1d20 + 1 ⇒ (5) + 1 = 6
Init(Patrick): 1d20 + 8 ⇒ (18) + 8 = 26]
Init(Hanzi): 1d20 + 5 ⇒ (5) + 5 = 10
Init(Edmund): 1d20 + 11 ⇒ (12) + 11 = 23
Init(Ignatius): 1d20 + 8 ⇒ (12) + 8 = 20

vs

Init(wights): 1d20 + 3 ⇒ (14) + 3 = 17

Ignatius opens the door!

D9. LIBRARY

Two stories of tightly packed bookshelves line the western half of this musty chamber, and a massive mural map of what must be the Inner Sea region from eons ago adorns the east wall.

An enormous skeleton of a huge, twelve-legged reptile clutters the center of the room.

You immediately see two enemies! The flesh of these walking corpses is rotting and putrid, their body skeletal in places and their eye sockets glowing with red light.

kn religion dc 14 :

These are cairn wights! Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. A cairn wight is an advanced wight that fights with a weapon, typically a sword, that channels its energy drain attack and affects creatures damaged by the weapon as if they had been struck by the wight’s slam attack.

LE Medium undead. For every 5 you can ask more questions.

Int or Wis DC 15:

You recognize these two! They look like the description of Rozimus’s companions, the cleric and the bulky half-orc warrior.


Edmund :
You can feel it! This room is under an unhallow effect!

Round 1

Patrick
Edmund
Ignatius

Wights

Hanzi
Shardra
Crowe

Bold is up!

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

know religion: 1d20 + 13 ⇒ (18) + 13 = 31
int: 1d20 + 6 ⇒ (12) + 6 = 18

Cairn wights Patrick announces. Usually used as guardians in crypts and other important places.

He steps and launches missiles at Red through the doorway.
mm: 4d4 + 4 ⇒ (4, 4, 1, 1) + 4 = 14

And I regret to inform you that these were two of Rozimus’s companions


Male Human (Shoanti) Bloodrager 7 | HP 74| AC 20/13/19 | Fort+9 Ref+5 Will+6 | Initiative +1; Perception +10

wis: 1d20 ⇒ 13

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Religion: 1d20 + 6 ⇒ (18) + 6 = 24
Wisdom: 1d20 + 2 ⇒ (5) + 2 = 7

Iggy wants to know about resistances and immunities.

Ignatius clicks the heels of his boots to grant himself the gift of speed before getting into his martial arts stance and unleashing a flurry of gunfire at the red wight. On his second shot smoke pours from his weapon but nothing else comes out of the barrel.

"Curses! I knew the saltpeter from that batch wasn't up to snuff."

Rapid shot, PBS, touch: 1d20 + 12 + 1 + 1 - 2 ⇒ (7) + 12 + 1 + 1 - 2 = 19
B/P, Magic, Cold Iron: 1d12 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Rapid shot, PBS, touch: 1d20 + 12 + 1 + 1 - 2 ⇒ (2) + 12 + 1 + 1 - 2 = 14
B/P, Magic: 1d12 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Haste, PBS, touch: 1d20 + 12 + 1 + 1 - 2 ⇒ (18) + 12 + 1 + 1 - 2 = 30
B/P, Magic: 1d12 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Haste, PBS, touch: 1d20 + 7 + 1 + 1 - 2 ⇒ (5) + 7 + 1 + 1 - 2 = 12
B/P, Magic: 1d12 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Finally got a misfire! Only the first shot actually goes off. Fighting defensively, Iggy's AC is 31.


Patrick / Ignatius :

Melee slam +4 (1d4+1 plus energy drain)

Special Attacks create spawn, energy drain (1 level, DC 14)

Defensive Abilities undead traits

Special Abilities
Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.

Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.

Description
Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy.


Patrick's magical bolts hit the undead in the back! And after the flurry of gunshots have put several holes into your former Barbarian companion the undead slumps to the ground.

Round 1
Patrick
Ignatius
Edmund

Pathfinder Barbarian Wight, red, disabled
Pathfinder Cleric Wight, yellow

Hanzi
Shardra
Crowe

Bold is up!

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Sorry guys. I tried to post yesterday and I got toddlered

Edmund takes a small adjustment to his positioning, slipping between Shardra and Crowe to open up a clearer shot at the yellow former pathfinder.5 ft step He draws his bow, and a a beam of purple energy engulfs the weapon Swift: Bane, Undead

+1, DA, Precise, bane, PBS: 1d20 + 11 + 2 + 1 ⇒ (15) + 11 + 2 + 1 = 29
Damage, MC +2: 1d8 + 9 + 1 + 2d6 + 2 ⇒ (2) + 9 + 1 + (3, 5) + 2 = 22
+1, DA, Precise: 1d20 + 11 + 2 + 1 ⇒ (13) + 11 + 2 + 1 = 27
Damage, MC +2: 1d8 + 9 + 1 + 2d6 + 2 ⇒ (6) + 9 + 1 + (1, 6) + 2 = 25

After the flurry of missiles, a sharp whistle calls out from the echoey chamber- Kissan leaping after the arrows.

"Go get 'em, girl"


HP 45/45| AC 25 T 13 FF 21 | CMB +10, CMD 26 | F: +8, R: +8, W: +4 | Init: +3 | Perc: +7 (+15), SM: +2 | Speed 40ft | Scent | Hunters Tricks: 7/7, Active conditions: +2 Str (Aspect)
Skills:
Acrobatics +7, Climb +11, Escape Artist +3, Intimidate +0, Stealth +9, Survival +2, Swim +11

Wa Wa Waa waaaa. Attack

Effortlessly, the large cat bounds into the room- squeezing through the small entry way and into a pocket of space, before turning on the yellowish target.

Claw: 1d20 + 10 ⇒ (8) + 10 = 18 BS, Magic: 1d6 + 12 ⇒ (3) + 12 = 15 Plus Grab

Grab: 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21

Grappled:
-2 AC for round. If a grab is successful, both creatures gain the grappled condition. +5 to maintain grapple. CMD=26

If Kissan is hit, will use Bolster Companion. Requires line of sight, which may not apply to the current positioning

Bolster Companion:
The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.


Edmund's arrows also blow large holes into the wight and eventually Kissan's attack rips the undead to shreds!

*

The library represents one of the best surviving storehouses of ancient Azlanti lore remaining to history.

Patrick realizes that this is the skeleton of the behir whose picture you saw ripped in the room with the invisible demon.

Edmund can feel the evil aura here!!

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Patrick goes through the library intently, to see what can be found.


Appraise or linguistics or kn arcana DC 15 - Books :
In all, the library contains some 10,000 gp worth of accumulated lore. A time-consuming transcription effort would harvest 1,000 gp of historical value from the documents for every week spent copying their secrets.


Male Human (Shoanti) Bloodrager 7 | HP 74| AC 20/13/19 | Fort+9 Ref+5 Will+6 | Initiative +1; Perception +10

knowledge (arcana): 1d20 + 3 ⇒ (18) + 3 = 21


Male Human (Shoanti) Bloodrager 7 | HP 74| AC 20/13/19 | Fort+9 Ref+5 Will+6 | Initiative +1; Perception +10

Crowe flicks through some books and gives a low whistle, "Well, this is why we're really here then. The Society will want this, all of this, if they can get it."

He pauses, looks up as if addressing someone, "Maybe we have the basis of a deal here."


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

"Hmmm. No sign of our companions here. Library is interesting, but we should come back to it later.". Shardra doesn't care much about books and seems intent on finding the bodies of the Pathfinders.

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi collects a couple of the books and begins organizing them in the pathfinder manner before catching himself and moving on with the group.

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

"We have two bodies and some books to bring back. I guess you could say our job is half done. So let's finish it."

Ignatius approaches the next door, listening and checking for signs of traps on the entryway.

Perception: 1d20 + 19 ⇒ (9) + 19 = 28

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

Patrick also takes a couple of books that relates to his field of interests before following.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Kissan trots back over to Edmund, who absentmindely scratches her head- his head dealing with the scene before him.

"I believe these *Are* our companions, Shardra. As much as it pains me to say it. The evil of this place has infused their very essence. And, let us not forget the Wizard who claimed they were safe. He still has much to answer for..."

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

I can only conclude his definition of 'safe' is a lot different than ours

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Ignatius nods in agreement. "It is no surprise that the mage lied to us. These apprentices are desperate to escape from their prison." He cautiously puts his hand on the door handle, ready to open the door to the next room.


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

Shardra clenches her teeth, in anger. "I hope these weren't the Pathfinders we were searching for." She mutters quietly, "Those wizards will pay for what they've done.".


You find not traps and open the door.

D8. EAST HALL

The floor of this short corridor is specked with faded blue stone mosaics, but the walls remain completely bare save for five niches in the east wall: three at eye level and two more below and between them.

Each niche in the top row contains what appears to be the skull of a long- dead human.

The niches in the top row each bear small metal placards, but the niches in the lower row have no similar inscriptions.

Simple wooden doors at the north and south ends of the hall lead elsewhere.

A palpable sense of evil suffuses the room, making the distance from door to door seem even longer than it is.

Wisdom or Int DC 15:
It seems as if the niches in the top row contain skulls which were placed here as a trophies to show superiority.

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

int: 1d20 + 6 ⇒ (20) + 6 = 26

Unfortunately, as us spellslingers get older and accumulate more knowledge and spells, we tend to forget that, with great power, comes great responsibility. I hope that being a Pathfinder, will ensure I do not walk the wrong path as many have done.

He frowns seeing the skulls.

As indicated by the placement of these skulls

He starts to move closer to read the inscriptions, when ......


The three skulls animate and attack interlopers. They appear as aged human skulls!

kn religion to identify.

kn religion DC 15:
These are NE Medium Undead that can cast spells and have several resistances.

kn religion DC 20:
DR 5/silver and slashing

kn religion DC 25:
Weaknesses light sensitivity, Hexes A penanggalen witch can use any of her hexes at will on any creature within 30 feet. Using a hex is a standard action (unless otherwise noted) that does not provoke an attack of opportunity. Save DCs are Intelligence-based.

Cackle Hex (Su) As a move action, the penanggalen may cackle. Any creature within 30 feet that is under the effects of the penanggalen’s evil eye or misfortune hex has the duration of that hex extended by 1 round.

Evil Eye Hex (Su) This hex causes the target creature to take a –2 penalty on one of the following (penanggalen’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This effect lasts for 6 rounds, or only 1 round if the target succeeds at a DC 15 Will save. This is a mind-affecting effect.

Misfortune Hex (Su) This hex causes a creature to suffer grave misfortune for 1 round. Whenever the target makes an ability check, attack roll, saving throw, or skill check during this time, it must roll twice and take the worse result. A DC 15 Will save negates this effect. A creature may only be targeted by this hex once per day.

GM:
Initiative

Ini(Crowe): 1d20 ⇒ 10
Ini(Shardra): 1d20 + 1 ⇒ (13) + 1 = 14
Init(Patrick): 1d20 + 8 ⇒ (4) + 8 = 12]
Init(Hanzi): 1d20 + 5 ⇒ (11) + 5 = 16
Init(Edmund): 1d20 + 11 ⇒ (5) + 11 = 16
Init(Ignatius): 1d20 + 8 ⇒ (6) + 8 = 14

vs

Init(skulls): 1d20 + 4 ⇒ (8) + 4 = 12

Round 1

Patrick
Ignatius
Edmund
Hanzi
Shardra

Skull, red
Skull, yellow
Skull, brown

Crowe

Bold is up!

Dark Archive

Male Human Sorcerer(Sage) - 10 | HP:62/62 | F:6; R:7; W:11 | AC:18(MA) | Init:8 : Perc:15 |Spell Slots: 1; 0/8, 2; 1/7, 3; 2/7 4; 5/6 5; 3/3| FR=1 | DA | 124312-21

k rel: 1d20 + 13 ⇒ (2) + 13 = 15

He fires two scorching rays, one at yellow, the other at red.
rta yellow: 1d20 + 5 ⇒ (5) + 5 = 10 fire: 4d6 ⇒ (4, 3, 4, 2) = 13
rta red: 1d20 + 5 ⇒ (2) + 5 = 7 fire: 4d6 ⇒ (3, 3, 4, 2) = 12

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Knowledge Religion: 1d20 + 6 ⇒ (11) + 6 = 17

Rapid shot, defensive: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
B/P, magic: 1d12 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Rapid shot, defensive: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
B/P, magic: 1d12 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Iterative, defensive: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
B/P, magic: 1d12 + 7 + 1 ⇒ (7) + 7 + 1 = 15

Iggy aims his musket at the closest flying skull and concentrates all his shots on it until it stops moving.

Attacks should be vs. touch AC, also activating Crane Style and fighting defensive. And using Clustered Shots against Brown, switching to the next one if it's slain.

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi approaches the brown skull and gives it a mighty CHOP with his sword - cleaving from brown to yellow.

Greatsword Cleave: 1d20 + 14 - 3 ⇒ (8) + 14 - 3 = 19
Slashing Silver Damage: 2d6 + 6 + 9 ⇒ (5, 5) + 6 + 9 = 25

Greatsword Cleave: 1d20 + 14 - 3 ⇒ (14) + 14 - 3 = 25
Slashing Silver Damage: 2d6 + 6 + 9 ⇒ (6, 4) + 6 + 9 = 25


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Spells 1st 6/7, 2nd 5/5, 3rd 3/4, 4th 3/3 | Channel Pos. Energy 4/4 Monstrous Insight 6/day | Active Conditions: None.

Knowledge (religion): 1d20 + 10 ⇒ (8) + 10 = 18

"Undead beasts!" Shardra yells out. "Kill them all!"

The shaman slowly walks in and consults with the spirits around. "Yes, that'll work. Thank you oh great ones."

Will use one use of Channel Positive Energy targeting the undead. Each must make a DC 16 Will save for half damage.

Channel Positive Energy: 4d6 ⇒ (6, 4, 1, 2) = 13

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

As the pulse of energy from Shardra subsides, Edmund whistles- drawing Kissan into the room. Waiting until she is in place, he puts a series of arrows past the large cat and into the brown skull.

+1, DA, Precise, PBS, Threatening: 1d20 + 11 + 1 + 1 ⇒ (11) + 11 + 1 + 1 = 24
Damage, MC +2, PBS: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14

+1, DA, Precise, PBS, Threatening: 1d20 + 11 + 1 + 1 ⇒ (11) + 11 + 1 + 1 = 24
Damage, MC +2, PBS: 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16


HP 45/45| AC 25 T 13 FF 21 | CMB +10, CMD 26 | F: +8, R: +8, W: +4 | Init: +3 | Perc: +7 (+15), SM: +2 | Speed 40ft | Scent | Hunters Tricks: 7/7, Active conditions: +2 Str (Aspect)
Skills:
Acrobatics +7, Climb +11, Escape Artist +3, Intimidate +0, Stealth +9, Survival +2, Swim +11

Following her masters command, Kissan leaps through the door and lunges at the brown skull.

Claw: 1d20 + 10 ⇒ (9) + 10 = 19
BS, Magic: 1d6 + 12 ⇒ (5) + 12 = 17Plus Grab

Grab: 1d20 + 10 + 4 ⇒ (18) + 10 + 4 = 32

If a grab is successful, both creatures gain the grappled condition. +5 to maintain grapple. CMD=26

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