DM S's "The King in Thorns" [Subtier 1-2] (Inactive)

Game Master Chris Marsh

Tactical Map | Strategical Maps | Handouts | Aid Tokens

Default Exploration:

Party Perception:

Party-wide Perception:
[dice=Alanossë]d20+6[/dice]
[dice=Mirtha]d20+6[/dice] LLV
[dice=Zelphari]d20+6[/dice]
[dice=Erathiel]d20+6[/dice]
[dice=Tempest]d20+8[/dice] LLV


201 to 218 of 218 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Horizon Hunters

Male Elf CG Fighter / 3rd | HP:39/39 | AC:20 | DC: 18 | F:+6 R:+9 W:+4 | Init:+8 | Per: +6 | Hero: 1

Thanks, GM...guess it’s better to be lucky than good...but I’ll take it!

Their foes quickly dispatched, Alanossë breathes a sigh of relief. ”Well done, my friends, but we must remain vigilant...there are bound to be more to come...”

The Elf keeps on the lookout for more incoming foes...

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

I know Guidance didn't matter statistically, but Mirtha doesn't know that.

"Yes! See how Sarenrae's divine hand guided your arrows into the heart of that foul creature! Truly the Dawnflower walks among us today!" the gnomish zealot exclaims.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

So sorry everyone. It was vaccine weekend at my house, and my fiancee was a bit under the weather.

Looking around, there are pathfinders everywhere doing their part. Still, the forces arrayed against you are legion!

Some kind of ....thing approaches your position. This six-legged horror has a spider’s face and a fibrous stalk growing out of its back—a stalk ending in a snapping mouth. Thankfully the party is ready!

Round 1:
Alanossë: Go
Erathiel: Go
Zelphari: Go
Mirtha: Go
Tempest: Go

Enemy: TBD

DM:

Foe: 1d20 + 5 ⇒ (1) + 5 = 6
Alanossë: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Mirtha: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 LLV
Zelphari: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Erathiel: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Tempest: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 LLV

Horizon Hunters

Male Elf CG Fighter / 3rd | HP:39/39 | AC:20 | DC: 18 | F:+6 R:+9 W:+4 | Init:+8 | Per: +6 | Hero: 1

Alanossë fires at the spidery creature...

Shortbow: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

...and moves 15' NW...


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Whatever this thing is, it can be wounded, though the elf's arrow doesn't do as much as he expected.

Everyone's ear perk up as a second creature appears!

Round 1:
Alanossë: Hit
Erathiel: Go
Zelphari: Go
Mirtha: Go
Tempest: Go

Enemy: TBD

DM:

Foe: 5

Vigilant Seal

Male Human (Versatile) Psychic / Champion 4 | HP 44/44 THP:10 | AC 21/22 (with Shield) | F +8 R +6 W +8 | Perc +6 (T) | 20’ | focus 2/3 | hero points 0/3 | spells 1st 1/2 2nd 0/2 | Exploration: Scout | Active Conditions: false vitality (8h);

I'm assuming Zelphari could have buffed with magic weapon just before combat again?

Zelphari frowns, looking back and forth at the two creatures that have appeared on both sides of the battlefield. He quickly sets that out of his mind, however, and closes on the closest, swinging with his guisarme.

vs red: +1 Guisarme: 1d20 + 8 ⇒ (9) + 8 = 17 slashing damage: 2d10 + 3 ⇒ (9, 2) + 3 = 14


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

If he has more to cast, yes. Zelphari finds this a more satisfying foe to strike, though his hit is also muted. Regardless, a swing with such power and magic is hard to deny! It's still enough to kill it!

Round 1:
Alanossë: Hit
Erathiel: Go
Zelphari: Kill
Mirtha: Go
Tempest: Go

Enemy: TBD

DM:

Verdant Wheel

Leshy Rogue 2 | Active Conditions: None | Temp: 5 HP: 28 (-4) | AC 18 | F: +6, R: +7, W: +8| Perc: +8; Low-Light | Stealth: +5 | 25ft | Hero Pts: 0/1 | Reaction: You’re Next

Closing the gap between himself and the beast, Tempest tugs another seed free and tosses it at the spider thing.

Seedpod: 1d20 + 5 ⇒ (9) + 5 = 14 for Bludgeoning: 1d4 ⇒ 4 (Range 30ft; on a crit-> imposes -10 penalty to movement speed)

Stride x2, Strike


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Tempest's seedpod lands just a bit off target!

Round 1:
Alanossë: Hit
Erathiel: Go
Zelphari: Kill
Mirtha: Go
Tempest: Miss
Enemy: TBD

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Mirtha moves towards the strange monster and quite predictably tosses a stream of fire at the abomination.

Produce Flame: 1d20 + 8 ⇒ (20) + 8 = 28
Fire: 1d4 + 4 ⇒ (2) + 4 = 6

Oh boy! Crits also cause persistent fire damage

Persistent fire: 1d4 ⇒ 4

"Yes! Feel the glory of Sarenrae's love!"

Horizon Hunters

CN (male) Elf (Woodland) Rogue 1 HP 14/16 | AC 18 | F +5 R +9 W +6 | Perc +6 | Stealth +7 | Speed 30'| Hero 0/3 | Active Conditions: -

Erathiel gets close to the monster and tries to recognize it.

Recall knowledge: 1d20 ⇒ 16 Don't know if I can roll Nature or Occultism. Occultism is +5 and preferable, but I can also roll nature at +4

Stride, Stride, Recall knowledge


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

That's what, the third crit in the third part? Looks like your dice have finally turned after that slow start....

Mirtha's flame strikes the thing right at center mass. The body lights up and after a moment of burning, crumbles to ash.

Strictly speaking Recall Knowledge is a secret check Erathiel recognizes the destroyed remains as a cythnigot, a type of qlippoth fiend which can use magic to entangle and bamboozle.

Thankfully they're both dead. Free 10 minute rest.

Horizon Hunters

CN (male) Elf (Woodland) Rogue 1 HP 14/16 | AC 18 | F +5 R +9 W +6 | Perc +6 | Stealth +7 | Speed 30'| Hero 0/3 | Active Conditions: -

Following recall knowledges will only be declared then :P

Vigilant Seal

Male Human (Versatile) Psychic / Champion 4 | HP 44/44 THP:10 | AC 21/22 (with Shield) | F +8 R +6 W +8 | Perc +6 (T) | 20’ | focus 2/3 | hero points 0/3 | spells 1st 1/2 2nd 0/2 | Exploration: Scout | Active Conditions: false vitality (8h);

Lol. If our combats keep lasting only one round, then my magic weapons are not really getting the bang for the buck. But knowing my luck, the one combat I choose not to pre-buff will be the one things go south. :p

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Yeah, we're getting a lot of crits, which tends to end fights quickly. I can also cast magic weapon if it seems like we could use it, although my preference is to save my slots for heal.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Grrrr.... Missing a post from me. Yeah, magic weapon is huge at this level, and crits don't hurt.

The party easily cleans up and readies themselves for another wave. But another wave doesn't seem to come. Looking around and listening, the sounds of battle throughout the area also seem to be dying down.

Slowly, new sounds reach you. It's the sounds of cheering!

Hang tight.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

There is a strange sensation throughout the demiplane of tension being released. It’s as though the plane itself had been holding its breath for a long time and finally exhaled. The Thorned Monarch has fallen. Gregaro Voth, now freed from his planar prison, stands before the assembled group.

“Pathfinders, there are no words to thank you for coming to my rescue. I have talked with Venture-Captain Tolal, and I understand I’ve been trapped here for a great many years. Unfortunately, I cannot return with you to Absalom. If I leave this place, the weight of time would suddenly bear down upon me, and I would immediately die. So, I shall remain here, though I imagine I can make this a more palatable prison.”

Voth, still wearing the crown, looks around him, and the landscape suddenly changes. In an instant, where before there was a copse of trees, there now stands a brand-new Pathfinder lodge with sprawling grounds. The scene is beautiful, with dozens of small buildings dotted across a verdant landscape complete with tall trees, colorful flowers, and chirping birds. “I suppose the adventure can come to me! Please, Pathfinders, stay and enjoy a well-deserved rest. Tell me of all the journeys you’ve taken and the discoveries that you’ve made!”

---

After a full night’s rest, though perhaps with a few odd dreams, Oraiah Tolal and Gregaro Voth ask everyone to meet the next morning. Agents assemble in a garden on the new lodge’s grounds.

Gregaro Voth begins, “Pathfinders, you have done amazing work, defeating the Thorned Monarch and his forces after making the arduous journey out here.” Oraiah Tolal continues, “But if Aleta smiles upon our work, you will have a much easier journey home.” Together, they cast a spell, and a shimmering archway appears. After a few moments, Master of Spells Sorrina Westyr and Decemvirate member Eliza Petulengro walk through. Westyr exclaims happily, “Well done, Pathfinders, all of you!” Petulengro explains more. “We’ve established a link between this new lodge and the Maze of the Open Road, a hedge maze and portal network that used to be carefully restricted by the Decemvirate. The Decemvirate is planning to add new nodes to the maze, allowing Pathfinders to swiftly travel to places far from the Society’s current reach. And so, if you are ready to go home, please follow me. You have more than earned a swift trip home!” Petulengro and Westyr lead the way through the portal, into the maze, and through another archway that leads straight back to the Grand Lodge.

That’s the end! Thank you for all your hard work, GMs, and thanks to everyone for playing!


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Congratulations! If you're going to have hot and cold dice, best to start cold and end hot like you did! I'll work on chronicles this weekend and get them out ASAP.

201 to 218 of 218 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM S's "The King in Thorns" [Subtier 7-8] All Messageboards

Want to post a reply? Sign in.