Daughter's Due hosted by GM Nomadical for PaizoCon '21 (Inactive)

Game Master Nomadical

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Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

"Follow me, oh King Fahrstad. The greatest of all Linorms is this way.". She'll start leading the golem away from Valryss.

Grand Lodge

Enough is Enough slides

King Fahrstad obediently follows Bedisa out of the Soul Stalls marketplace ever watchful. He seems perfectly content to do so, but once everyone is away, he asks her where the linorn is that he must kill to fulfill his destiny.

You can convince him to go back through the Glare to the Material Plane with a Diplomacy check that Bedisa cannot fail (DC 20). Or you can let him tag along with you until you leave. He won’t leave your side until or unless you point him to a linorn. He has no stats and will not participate in combat.

Standby for another post

Grand Lodge

Enough is Enough slides

With or without your new friend, you return to Dreng’s hideout in the Quiets. The Venture Captain informs you that he has indeed managed to track down both of the missing items: the Cerulean Nemes and the Oda Painting.

”They’re both at an Onyx Alliance warehouse in the old Wightir House. That house was once the coterminous connection point between the Material Plane’s Blakros Museum and the Shadow Plane, you know. But ever since Nigel used the shadow obelisk to restructure the museum’s layout a few years ago,” he pauses to roll his eyes, ”the House has shared no link with the museum beyond still holding onto its former structural layout.”

Dreng scratches at his fake fetchling nose and points out the location of the Wightir House on the map of the city he gave you. ”I don’t mind disguises, but I’ve been wearing this one for so long, it’s starting to get a little old.”

”Head over there and recover the objects. I’ll be in the area, so I’ll know how it turns out. No need to report back to me, just take all the objects back to the Blakros’,” he says handing over the Crusader’s Blade to you.

When you arrive at the imposing structure, you notice that the Wightir House certainly bears some resemblance to the Blakros Museum, but it is definitely not an exact copy. You also notice that the double doors stand wide open.

Great pillars of hewn black stone support the vaulted ceiling of this building’s grand entryway, visible through its open double doors. Braziers mounted on the pillars cast dull blue light from their flickering flames. Two decrepit taxidermy dinosaurs stand vigil in the northern corners of the chamber, their forms tattered and broken in several places. A ten-foot-wide hall extends past the two sentinels, with two doors near this chamber and one at the far opposite end of the hall.

The Wightir House

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

I like the idea of a wax golem tagging along, just for the fun factor.

Bon Jon stares at the open doors. "that seems odd, doncha think?"

Before entering, he spends one ki to activate bark skin on himself and also asks one of his comrades to use his wand of mage armor on him. Both will last for 1 hour

Mindful of how terribly he messed things up earlier, Bon Jon waits for the others to decide the best approach. "I could try to sneak in stealthy-like. What do you think?"

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Bedisa encourages the wax golem to join. "I hear there may be a linnorm this way. Not entirely sure, but there might be."

She points at the taxidermied dinosaurs. "I don't trust those things.". Looking around at her companions, "Who wants to go in first?"

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Grunjar is not the stealthiest dwarf...
So he will stay next to Suussmaar and or Elenial, always ready to hand out bit of luck.


First Seeker Jadnura | Leader of the original Scoured Stars Expedition

Taking normal precautions, you find no traps or obvious magical emanations. As you enter the atrium, Linorn King wax golem in tow, a sheet of waist-high blue flame suddenly cuts across the chamber from east to west, sectioning the area in two. A circle of similar flame a foot high rises between the two immense statues at the chamber’s northern (right-hand) end. Then, as though emerging from water, a raven-haired woman with skin of near-alabaster white appears. Dressed in a stylish, dark violet dress armor that shifts as though it were oily liquid, the woman looks out with glowing yellow eyes. Her image is just translucent enough to be readily obvious as an illusion, though clearly a real-time projection of her from wherever she actually is. After a moment, she introduces herself.

”Welcome to Wightir House, Pathfinders. I am Sarnia Blakros. She bows slightly and gives the fact of her family name time to sink in.

“I suppose this is the moment where most of your ‘villains’ would gloat about their plans and how you’ve fallen into their trap. Well, I like to think I’m not a villain, and I would ask that you review your own organization’s history, not to mention that of the Blakros family. I’ve appeared here to let you know that, under my leadership, the Onyx Alliance has little interest in pursuing a vendetta against the Pathfinder Society. Assuming, of course, that you break off your ties with the Blakros family.

“This of course leads into the ‘why’ question. So, I’ll spare us all the pedantic headache and summarize: For over six hundred years, the Blakros family had an agreement with the Onyx Alliance. The Alliance provided their considerable resources to assist with the Blakros’s early smuggling operations. In exchange, the Blakros family offered up a hefty number of slaves and their eldest daughters from each generation. Without recounting a whole history lesson, my name is Sarnia Blakros, and I am one of those daughters sacrificed on the altar of history and contractual obligations.

“Why would I reveal all of this? Well, because unlike the Onyx Alliance leadership who preceded me, I like to think that my opposition isn’t completely inept. In fact, I fully expect you to overcome the challenges set forth in this building and return to the Material Plane with all the objects that I acquired from the Blakros... from my family’s museum. I even promise that beyond the walls of this building, you’re safe to return with all the items free of any Alliance interference.”

Another wall of text post coming.


First Seeker Jadnura | Leader of the original Scoured Stars Expedition

Sarnia entertains your questions, offering herself as an engaging conversationalist. She can afford to be nonchalant knowing that you can’t harm her.

She reveals that she was one of the last Blakros daughters to be offered up to the Onyx Alliance before the Society ended that arrangement (The Penumbral Accords).

She then goes on the explain why you’re really here. “While I recognize that you’ll likely triumph here, I still need to provide some challenge. I heard you took the Crusader’s Blade from the messengers I’d sent to meet with Drandle Dreng. Oh, don’t look shocked, of course I knew it was him.”

She pauses and examines her perfectly manicured ebony fingernails. ”Besides, if I just gave you all the items back, your superiors would assume that was my intent all along. Once you return, you’re going to report back that I expected you to take back the items, so they may think that anyways. What can I say; I like to keep my opposition on their toes!” Sarnia smirks.

”That being said, I certainly didn’t prepare for that... thing… to take the headdress to the western rooms. Don’t ask me about it. It’s really something you need to see and experience for yourself. The painting is in the northernmost room, though I suggest you investigate the eastern and western wings before going there. You’ll be better prepared if you do so,” she hints with a smile.

I’ll pause here for 24 hours. Elenial and Suussmaar may post any buffs they would have made before entering the House. You may ask Sarnia any other questions you like, then we’ll advance into combat with… Oh, but that would be telling….

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

"I was there when the Society ended that arrangement." Bedisa solemnly claims. (Played Penumbral Accords.).

"But I can't feel like theres a catch, something you're not telling us.". She steps forward. "But the past is past, nothing we can change.". Bedisa looks Sarnia right in the eyes. "I don't want to be your enemy."

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Bon Jon rubs his forehead as if trying to stave off a migraine. "The master used to pose us riddles like this too - oh how they made my head hurt - I suppose that's why he used to say that it was only good for breaking boards..."

Turning to the apparition of Madame Blakros, Bon Jon enquires, "So you're saying that you don't want to fight us so you'll let us take all the stuff that we came for but you know that if you don't fight us the Society leadership will be suspicious... which is just what you want!?! Did I get that right?"

Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

"I neither know you nor the Blakros museum! But I know your agents from the Cairn of Shadows and the guy we had to fight was evil! I dispise any kind of slavery and thus I have to admit that I am not fond of your family either. What are your plans for your organization now that you are the leader?"

Suussmaar casts Defending Bone [7 hours], bless, Weapon of Awe, Resist Energy (cold), and Shield of Wings [all 7 minutes].

He waits for her answer and then walks to the eastern room.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
GM Nomadical's NPC wrote:
I’ll pause here for 24 hours. Elenial and Suussmaar may post any buffs they would have made before entering the House. You may ask Sarnia any other questions you like, then we’ll advance into combat with… Oh, but that would be telling….

If allowed, Grunjar would like to cast some buff spells, too. ;-)

on Bon Jon Bovi: Ironbeard and Aid (temp HP: 1d8 + 6 ⇒ (7) + 6 = 13, the rest does not stack with bless)

on Bedisa: Bull's Strength and Bear's Endurance

on Elenial's arrows: Align Weapon (good)

on himself: Invisibility Purge

If anyone is unhappy with any spell, please let me know - Grunjar would not cast buffs on unwilling targets. ;-)

Grand Lodge

Enough is Enough slides

@Grunjar: I’ll allow it.

Not so fast, Suussmaar, you can’t get to the Eastern room until you deal with….

Sarnia smiles at Bedisa. ”And I don’t want to be your enemy either. Especially in light of how you helped to end that infernal accord. My family had no right to keep sending us here, generation after generation. Making us slaves, essentially,” she finishes with a look to Suussmaar.

“Now then, I suppose we should get this over with. Best of luck.” Sarnia’s image and the associated flames immediately disappear in blast of smoke. A moment later, one of the triceratops statues activates and begins advancing towards the party.

Init:

Dino: 1d20 - 2 ⇒ (12) - 2 = 10
Bedisa: 1d20 + 2 ⇒ (20) + 2 = 22
Bon Jon: 1d20 + 2 ⇒ (7) + 2 = 9
Elenial: 1d20 + 6 ⇒ (20) + 6 = 26
Grunjar: 1d20 + 6 ⇒ (1) + 6 = 7
Suussmaar : 1d20 + 5 ⇒ (3) + 5 = 8

Round 1
Bold May Act
Wightir House Dino

Elenial
Bedisa

Dino
Bon Jon
Suussmaar
Grunjar

I’m not going to track all those buffs. Please do so personally in your Status Bars.

Liberty's Edge

Female CG Elf Ranger 7 / Wizard 1 | HP: 63/63 | AC: 21 (15 Tch, 17 Fl) | CMB: +8, CMD: 23 | F: +8, R: +11, W: +8 | Init: +6 | Perc: +22, SM: +5 | Speed 30ft | Color Spray 1/1; Reduce Person 1/1 | Active conditions:

Elenial moves further into the room while preparing her bow. She shoots at the dinosaur.

Attack: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Suggestion for Suussmaar: If you delay and acts right after Grunjar, he would get bit of luck on your attacks in the first round...

Grunjar will draw his warhammer and give Suussmaar a bit of luck, maybe also taking a 5 foot step.

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

thanks for the buffs, Grunjar!

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Beidsa feels the power rush through her veins. The black of her eyes change to an eerie icy blue. "Thank you Grunjar," a voice that isn't Bedisa calls out.

(Entering bloodrage)

The half-orc shaman pounces up towards the dinosaur, forgetting all her worries, and slashes it across the chest.

+1 Greatsword, Bloodrage, Bull's Strength, Power Attack: 1d20 + 1 + 7 + 4 - 2 ⇒ (1) + 1 + 7 + 4 - 2 = 11
damage: 2d6 + 1 + 10 + 9 ⇒ (6, 3) + 1 + 10 + 9 = 29

But she tumbles and slashes the air instead.

Grand Lodge

Enough is Enough slides

Elenial sinks an arrow cleanly into the dino. There seems to be something strange about this particular piece of statuary, as if perhaps it was assembled hastily or by an amateur.

Knowledge (Arcana) re: this Construct

Sadly, Bedisa misses with a rage fueled blow. And the dino now finds an easy target right in its face.

Gore: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 2d10 + 10 ⇒ (4, 1) + 10 = 15

Round 1 & Top of 2
Everyone May Act
Wightir House Dino

Elenial
Bedisa (-15)

Dino (-8)
Bon Jon
Suussmaar
Grunjar

Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

Suussmaar 5 ft steps, casts a swift spell with his fervor and activates his boots of speed. He then starts shooting at the Dino in front of Beidsa with clustered shots!!

"I am not sure why violence is necessary but I will protect my allies!" Suussmaar shouts.

Casting swift action divine favor with 1 fervor point.

Haste attack, +1 Longbow, rapid shot -2: 1d20 + 19 - 2 ⇒ (13) + 19 - 2 = 30
Damage : 1d8 + 13 ⇒ (1) + 13 = 14

-

Primary rapid shot 1, Manyshot attack, +1 Longbow, rapid shot -2: 1d20 + 19 - 2 ⇒ (17) + 19 - 2 = 34
1st arrow manyshot damage : 1d8 + 13 ⇒ (6) + 13 = 19
2nd arrow manyshot damage : 1d8 + 13 ⇒ (6) + 13 = 19

-

Primary rapid shot 2, +1 Longbow, rapid shot -2: 1d20 + 19 - 2 ⇒ (15) + 19 - 2 = 32
Damage : 1d8 + 13 ⇒ (5) + 13 = 18

-

Iterative attack, +1 Longbow, rapid shot -2: 1d20 + 19 - 2 - 5 ⇒ (3) + 19 - 2 - 5 = 15
Damage : 1d8 + 13 ⇒ (4) + 13 = 17

~

Longbow to hit: +1 Longbow +19 [BAB +5, Dex +5, +1 Enhancement Bonus, +1 Weapon Focus, +1 Weapon Training, +3 luck bonus Divine Favor with fate's favored trait, bless +1, +2 sacred bonus from weapon of awe, point blank shot +1, deadly aim -2, haste +1]
Longbow damage: 1d8+13, 20/x3 [Str +1, +1 Enhancement bonus, +1 Weapon Training, +3 luck bonus Divine Favor with fate's favored trait, +2 sacred bonus from weapon of awe, point blank shot +1, deadly aim +4]

CLUSTERED SHOTS: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

Grand Lodge

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Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Beidsa smiles at the dinosaur. "Should not have done that, creature."

Dutiful Strike Triggers

+1 Greatsword, Bloodrage, Bull's Strength, Power Attack, Dutiful Strike: 1d20 + 1 + 7 + 4 - 2 + 2 ⇒ (20) + 1 + 7 + 4 - 2 + 2 = 32
Crit?: 1d20 + 1 + 7 + 4 - 2 + 2 ⇒ (17) + 1 + 7 + 4 - 2 + 2 = 29

damage: 3d6 + 1 + 10 + 9 ⇒ (1, 5, 6) + 1 + 10 + 9 = 32
crit damage: 3d6 + 1 + 10 + 9 ⇒ (3, 2, 1) + 1 + 10 + 9 = 26

And strike she does, hoping to decapitate the beast if she can.

Grand Lodge

1 person marked this as a favorite.
Enough is Enough slides

Suussmaar peppers the dino, every arrow easily hitting and shredding its hide. Bedisa in turn smiles, lines up her attack, and with all of her strength does in fact decapitate the cloth construct. Its heavy horned head drops to the floor, and its body slumps to the ground, all semblance of animation gone.

Combat Over!

FWIW, it was Vulnerable to slashing damage, so Bedisa’s greatsword crit did an extra 50% damage. Just so you can visualize how effective the attack was.

Another post coming shortly, please stand by.

Grand Lodge

Enough is Enough slides

Since Suussmaar said he was going to proceed to the eastern room, and since there’s nothing there anyway, I’ll move us through that part.

This larger chamber probably once contained quite a bt of furniture or other items, but it appears that Sarnia had her agents clear it all out in anticipation of your arrival. Now the large storeroom is empty, and the two doors on its northern wall stand ajar.

Those doors lead to rooms that the Onyx Alliance converted into makeshift storage and quarters for visiting agents. The western of the two is little more than a meeting room with empty boxes and barrels used as makeshift tables and chairs. The other, smaller room contains several stalls with upright beds for Alliance agents staying here. Neither of these spaces contains anything of note.

Your team returns to the hallway, and readies itself to enter the western doorway.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

While walking through the eastern room, Grunjar taps Bedisa a few times with his wand of CLW until (nearly) all her wounds are healed up.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

@GM Nomadical: How much time has passed since we entered the house? In other words: Are our buffs still active?

Grand Lodge

Enough is Enough slides

Yes, they are, but anything measured in rounds, obviously not given the conversation with Sarnia, short combat, then quick search of the eastern rooms. Anything measured in minutes or hours, yes.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Thanks, sounds good!

Grunjar uses his door sight domain ability on the western door.
(only if the party agrees to wait 1 minute, of course)

Door Sight (Su) You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Grand Lodge

Enough is Enough slides

Grunjar places his hands upon the door and closes his eyes. Desna slowly reveals to him an image of the room beyond.

A few benches rest along the side walls, while several training dummies occupy the center of this spacious chamber. A partly opened wooden door leads out of the room to the north. The room is unoccupied.

I’ll assume that given that information, you enter the room.

The chilled air here speaks to some kind of magical refrigeration, though it has little effect beyond misting your breath.

Once a cold storage chamber used by the Onyx Alliance, the area has been repurposed into something of a training and break area with magic to cool off the hard-working participants. A cursory examination of the dummies shows that they were used recently and bear marks from a variety of different slashing and piercing weapons. There are no weapons or armor in the room. Clearly Sarnia's plans didn't include leaving you anything useful.

Perceptions:

Bedisa: 1d20 + 7 ⇒ (3) + 7 = 10
Bon Jon: 1d20 + 9 ⇒ (5) + 9 = 14
Elenial: 1d20 + 22 ⇒ (20) + 22 = 42
Grunjar: 1d20 + 7 ⇒ (11) + 7 = 18
Suussmaar : 1d20 + 10 ⇒ (20) + 10 = 30

Elenial, Grunjar and Suussmaar all note the subtle smell of raw sewage wafting in from the open door to the north.

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Bon Jon looks around the refrigerator room suspiciously. "I hope this is not a sign we are about to be beset by ice devils..."

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Bedisa falls out of her rage and puts her hand on Grunjar. "Thank you for the help. Don't know what came over me.". She eyes the dinosaur's body.

Walking over with the group further into the building, Bedisa stays back a bit. "Well, this is ominous."

Liberty's Edge

Female CG Elf Ranger 7 / Wizard 1 | HP: 63/63 | AC: 21 (15 Tch, 17 Fl) | CMB: +8, CMD: 23 | F: +8, R: +11, W: +8 | Init: +6 | Perc: +22, SM: +5 | Speed 30ft | Color Spray 1/1; Reduce Person 1/1 | Active conditions:

Do you smell that? Elenial asks and moves closer to the place where the smell comes from.

Grand Lodge

Enough is Enough slides

The pungent stench of sewage fills this next small, dark room. Tipped over crates fill the southern end of the chamber, some leaking a rainbow of muted colors onto the floor. Once a storage site for alchemical items, this chamber has found a new purpose thanks to its sole occupant: a peculiar otyugh with a rare additional tentacle. Even more strangely, two of the otyugh’s tentacles sport hats on the ends. One of those is in tatters, and another is clearly an ancient Osiriani headdress.

”Oh, Hello!,” the otyugh says as Elenial peeks into the room. He initially appears friendly, but quickly grows guarded. ”You’re not here fer mah Hats are ya’? Cause I just lost one,” he says dejectedly. ”I put sum o’ this bright green paint on Willuh,” he says waving the remnants of an Andoran tricorn around. ”And then he dissolved! So now I only have one Hat left!”

A quick look shows that the “paint” applied to Willuh was in reality an alchemical acid.

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

"That is a very lovely hat you have there.". She listens to the story about the creature's hats. "I'm sorry for the loss of your hat. Maybe we can find you other hats?". She eyes the headdress, thinking of trading more mundane hats for it.

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Bon Jon rubs his bald head. "Very fine hats, very fine indeed! Who is your haberdasher? I should try to order one as well - and then perhaps we could help you replace Willuh? Though I'm sure Willuh is irreplaceable... You do have very fine taste in hats!"

Grand Lodge

Enough is Enough slides

I got pinged by the PaizoCon folks again, and they reminded me that we have less than a week to wrap this up. As much as I’d love to roleplay Hats more, I’m sorry I have to close this encounter out and move on.

Since Bedisa talked nicely to Hats, it’s clear she’s inclined toward Diplomacy, rather than Muder-hoboing. She can’t fail the Diplo check.
-------------------------------------

”Willuh was a naice Hat,” the strange otyugh cries softly. ”Do ya’ really think you could get me a new one? Are there any others ‘round here?” he inquires. ”Oh, no, I don’t let anyone dash my habers,” he says looking confused at Bon Jon’s use of such a big word. ”They’re all very special to me.”

You continue to banter back and forth about what might be in the rest of the Wighter House and your interest in trading him for the Nemes.

"We’ll wait here,” he finally says after meeting the wax golem and seeing his big horned Hat. ”We talk about Hats.”

”And then you will lead me to the Linorn,” King Fahrstad states emphatically as he settles down on a crate on alchemical supplies. You realize that you can easily gather several of each of the most common* alchemical weapons and items from the crates. *(You can get 10 of any alchemical item from the Core Rulebook, p 160.)

Having placated the friendly otyugh and left him to play with the reticent golem, you make your way down the hall to the final doors…… Another post coming shortly.

Grand Lodge

Enough is Enough slides

I’m going to assume that Grunjar would Do That Thing again, since he still has uses left, and he was told by Sarnia that the last item was in this room.

Grunjar again places his hands upon the door and closes his eyes. Desna once more graces him with a vision of the large unusual room beyond.

Harsh, cold blue illumination fills this space, coming from braziers hoisted up on the ceiling some thirty feet above. A cracked-wide ebony pyramid rises ten feet off the ground in the chamber’s center, covered by a thick layer of dust. Small cases line the joins between wall and floor along the northern edge of the room. A series of paintings hang from the northern wall, each depicting a somber scene in muted colors.

Clearly, once the site of a ritual chamber and eeriely familiar to Bedisa in particular, the broken pyramid in the room’s center is something of a relic that Sarnia ordered left undisturbed due to the historical significance it had to the Alliance’s association with the Blakros family. Of the three pictures mounted on the wall, the Yamada Osa painting rests at the center. As Nigel Aldain’s inventory list indicated, the image portrays the somber view of a Tian Xia village situated between a mountain and a forest.

Knowledge (Geography) DC 25:
You pinpoint the village as being Baakai, the largest settlement in the dreary Tian Xia nation of Shenmen.

In addition to the creepy painting and eerie pyramid, a duo of golems guards the portraits and treasure stored in this chamber. These icy statues stand a head taller than a normal human. A rime of frost coats them, and razor-sharp shards of ice adorn their limbs.

I’ll assume that given that information, you enter the room to retrieve the painting after doing your buffs. Anything measured in minutes is gone after talking with Sarnia, fighting the Dino, searching the rooms, negotiating with Hats, and stocking up on alchemicals.

Init:

Golems: 1d20 - 1 ⇒ (16) - 1 = 15
?????: 1d20 + 3 ⇒ (10) + 3 = 13
Bedisa: 1d20 + 2 ⇒ (7) + 2 = 9
Bon Jon: 1d20 + 2 ⇒ (19) + 2 = 21
Elenial: 1d20 + 6 ⇒ (6) + 6 = 12
Grunjar: 1d20 + 6 ⇒ (15) + 6 = 21
Suussmaar : 1d20 + 5 ⇒ (5) + 5 = 10

Round 1
Bold May Act
Wightir House Boss Fight

Grunjar
Bon Jon

Blue
Green

Elenial
Suussmaar
Bedisa

Liberty's Edge

Female CG Elf Ranger 7 / Wizard 1 | HP: 63/63 | AC: 21 (15 Tch, 17 Fl) | CMB: +8, CMD: 23 | F: +8, R: +11, W: +8 | Init: +6 | Perc: +22, SM: +5 | Speed 30ft | Color Spray 1/1; Reduce Person 1/1 | Active conditions:

not very likely, but....
Kn. geography: 1d20 + 7 ⇒ (11) + 7 = 18

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Bon Jon makes a flying kick through the air at the nearest of the strange icy golems, limbs and sword wreathed in fire, and follows up with a slash from his sword.

Swift action to activate Elemental Assault (fire), rounds used: 2/6

Flurry of Blows, including 20' flying kick (monk style strike) - this movement will provoke an AoO if the golem has Combat Reflexes

Kick, unarmed strike: 1d20 + 10 ⇒ (19) + 10 = 29
magical B dmg: 1d8 + 4 ⇒ (3) + 4 = 7 + fire dmg: 1d6 + 3 ⇒ (4) + 3 = 7

+1 seven-branched sword: 1d20 + 11 ⇒ (2) + 11 = 13
magical S dmg: 1d10 + 7 ⇒ (6) + 7 = 13 + fire dmg: 1d6 + 3 ⇒ (1) + 3 = 4

Current AC is 25

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
GM Nomadical wrote:
I got pinged by the PaizoCon folks again, and they reminded me that we have less than a week to wrap this up. As much as I’d love to roleplay Hats more, I’m sorry I have to close this encounter out and move on.

I'd love to do that, too... maybe we can retcon it after the end of the adventure?

GM Nomadical wrote:

I’m going to assume that Grunjar would Do That Thing again, since he still has uses left, and he was told by Sarnia that the last item was in this room.

(...)
I’ll assume that given that information, you enter the room to retrieve the painting after doing your buffs. Anything measured in minutes is gone after talking with Sarnia, fighting the Dino, searching the rooms, negotiating with Hats, and stocking up on alchemicals.

Both assumptions are correct, Grunjar certainly will Do The Thing again! ;-) However, most of Grunjar's buffs spells have been cast, those are already expired...

Grunjar will gladly stock up on alchemical items. "A few tanglefoot bags and also some vials of alchemist's fire may come in handy, won't they?"
Shall each PC take one of each? I think the PCs with good aim (high dexterity and/or BAB) may make better use of the tanglefoot bags then Grunjar, but he will take one nontheless.

After getting a good look at the northern room, Grunjar informs the others of the situation on the other side of the door.

@GM Nomadical: How high is the ceiling of the room? Asking for a friend... ;-)

"Beware of the two icy golems guards! They're a head taller than a normal human and are covered in razor-sharp ice! Maybe we can glue them to the ground?"

Aid Knowledge: Geography Take 10: 10 + 1 = 11 When making this check, Grunjar is still outside the door and therefore not threatened.

He then draws his tanglefoot bag and starts casting some buff spells in the following order:

on Suussmaar: fly (CL 6), guidance (I hope he is able to make good use of it!)
on Bon Jon Bovi: guidance
on Bedisa: guidance
on Elenial: guidance
on himself: guidance

Finally, Sussmaar gets a bit of luck before the door is opened.

Status Grunjar:
Door Sight used: 2/9
Bit of Luck used: 3/9
Good Fortune used: 0/1
Channel Energy used: 1/3

Grand Lodge

Enough is Enough slides

The door opens onto a scene exactly as Grunjar described to you, the ice golems standing ready beneath the high-ceiling (cough, 20 foot, cough).

Grunjar finishes up his buffs as Bon Jon rushes forward and kicks the Blue tinted one. It seems that his kick barely fazed it, but the fire certainly took a toll. However, the ice of its body is so intensely cold that Bon Jon’s feet are injured by it, even through his shoes. The shock of the cold causes the monk’s flaming sword to miss.

Cold damage: 1d6 ⇒ 6

It seems to have DR of a type that Bon Jon’s Unarmed Strike did not overcome, but it also was particularly vulnerable to the fire damage. Attacking with Unarmed strikes or natural weapons will cause the attacker to take cold damage.

It immediately retaliates twice against the closest target that also happens to have melted it some:
slam 1: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d6 + 3 ⇒ (2) + 3 = 5 + Cold damage: 1d6 ⇒ 2

slam 2: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 1d6 + 3 ⇒ (5) + 3 = 8 + Cold damage: 1d6 ⇒ 5

The first slam hits solidly, but the second misses, the golem distracted by the fire of Bon Jon’s fists.

The other golem seems to have been made with old seawater with Green algae in it. It steps closer to Bedisa and unleashes a blast of icy air at her and Grunjar

Breath Weapon (cold damage), Reflex DC 13 for half: 3d6 ⇒ (6, 2, 6) = 14

Round 1 & Top of 2
Everyone May Act
Wightir House Boss Fight

Grunjar (-14 but Pending Reflex save)
Bon Jon (-13)

Blue (-12)
Green

Elenial
Suussmaar (flying?)
Bedisa (-14 but Pending Reflex save)

GM stuff: 1d4 ⇒ 3

Liberty's Edge

Female CG Elf Ranger 7 / Wizard 1 | HP: 63/63 | AC: 21 (15 Tch, 17 Fl) | CMB: +8, CMD: 23 | F: +8, R: +11, W: +8 | Init: +6 | Perc: +22, SM: +5 | Speed 30ft | Color Spray 1/1; Reduce Person 1/1 | Active conditions:

Elenial takes out her bow and shoots at the foe next to Bon Jon.
Attack vs. blue: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

If any comrades wish to engage Blue in melee, Bon Jon will wait to execute his attacks until they have moved forward, hopefully providing him with a flank partner.

Bon Jon steps 5' to the south to set up a flank on Blue for any of his comrades who may wish to join the chilly fight and then decides to stick to using his sword rather than kicks and punches.

Free to continue Elemental Assault - rounds used 3/6
Swift action to spend 1 ki to make an additional attack as part of Flurry of Blows - ki used 3/8

+1 seven-branched sword: 1d20 + 11 ⇒ (11) + 11 = 22 +2 if flank
magical S dmg: 1d10 + 7 ⇒ (8) + 7 = 15 + fire: 1d6 + 3 ⇒ (1) + 3 = 4

+1 seven-branched sword: 1d20 + 11 ⇒ (19) + 11 = 30 +2 if flank
magical S dmg: 1d10 + 7 ⇒ (7) + 7 = 14 + fire: 1d6 + 3 ⇒ (1) + 3 = 4

+1 seven-branched sword: 1d20 + 11 ⇒ (1) + 11 = 12 +2 if flank
magical S dmg: 1d10 + 7 ⇒ (8) + 7 = 15 + fire: 1d6 + 3 ⇒ (1) + 3 = 4

+1 seven-branched sword: 1d20 + 6 ⇒ (14) + 6 = 20 +2 if flank
magical S dmg: 1d10 + 7 ⇒ (1) + 7 = 8 + fire: 1d6 + 3 ⇒ (4) + 3 = 7

Current AC is 25. Bon Jon will use Guidance if he has to make a save against anything

Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

Before entering he would have activated sacred weapon on his bow. Divine favor has expired but the other buffs are up.

Suussmaar currently has five burning wings that grant a fly speed but he is on the ground currently.

He 5 ft steps, casts a swift spell with his fervor and activates his boots of speed. He then starts shooting at the ice thing in front of the monk with clustered shots!!

CLUSTERED SHOTS: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

"WOW! I feel lucky Grunjar!" Suussmaar shouts.

Rolling all d20 twice because of bit of luck.

Haste attack, +2 Longbow, rapid shot -2: 1d20 + 20 - 2 ⇒ (12) + 20 - 2 = 30
Haste attack, +2 Longbow, rapid shot -2: 1d20 + 20 - 2 ⇒ (16) + 20 - 2 = 34
Damage : 1d8 + 14 ⇒ (6) + 14 = 20

-
Primary rapid shot 1, Manyshot attack, +2 Longbow, rapid shot -2: 1d20 + 20 - 2 ⇒ (16) + 20 - 2 = 34
Primary rapid shot 1, Manyshot attack, +2 Longbow, rapid shot -2: 1d20 + 20 - 2 ⇒ (8) + 20 - 2 = 26

1st arrow manyshot damage : 1d8 + 14 ⇒ (4) + 14 = 18
2nd arrow manyshot damage : 1d8 + 14 ⇒ (1) + 14 = 15

-
Primary rapid shot 2, +2 Longbow, rapid shot -2: 1d20 + 20 - 2 ⇒ (18) + 20 - 2 = 36
Primary rapid shot 2, +2 Longbow, rapid shot -2: 1d20 + 20 - 2 ⇒ (20) + 20 - 2 = 38
Damage : 1d8 + 14 ⇒ (1) + 14 = 15

CRIT?: 1d20 + 20 - 2 ⇒ (11) + 20 - 2 = 29
CRIT?: 1d20 + 20 - 2 ⇒ (1) + 20 - 2 = 19
Damage : 2d8 + 28 ⇒ (8, 5) + 28 = 41

-

Iterative attack, +2 Longbow, rapid shot -2: 1d20 + 20 - 2 - 5 ⇒ (17) + 20 - 2 - 5 = 30
Iterative attack, +2 Longbow, rapid shot -2: 1d20 + 20 - 2 - 5 ⇒ (18) + 20 - 2 - 5 = 31
Damage : 1d8 + 14 ⇒ (2) + 14 = 16

If the AC is 29 or lower then the ice guardian just got 125 damage. Should the blue opponent drop then he shoots at the green one. Please note clustered shot for DR.

~

Longbow to hit: +1 Longbow +20 [BAB +5, Dex +5, +1 Enhancement Bonus, +1 sacred weapon, +1 Weapon Focus, +1 Weapon Training, +3 luck bonus Divine Favor with fate's favored trait, bless +1, +2 sacred bonus from weapon of awe, point blank shot +1, deadly aim -2, haste +1]
Longbow damage: 1d8+14, 20/x3 [Str +1, +1 Enhancement bonus, +1 sacred weapon, +1 Weapon Training, +3 luck bonus Divine Favor with fate's favored trait, +2 sacred bonus from weapon of awe, point blank shot +1, deadly aim +4]

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Suussmaar wrote:

Before entering he would have activated sacred weapon on his bow. Divine favor has expired but the other buffs are up.

If the AC is 29 or lower then the ice guardian just got 125 damage. Should...

I hate to be the party pooper; but (according to our GM) bless, Weapon of Awe, Resist Energy (cold), and Shield of Wings [all 7 minutes] expired. That's why I cast fly on you.

So each arrow did 2 damage less (no weapon of awe) and also has -1 to hit (no bless). But maybe you have some buff spells left that you would like to cast before entering?

reflex save + guidance: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23

Grunjar walks next to the pyramid and gives Suussmaar another bit of luck.

Grand Lodge

Enough is Enough slides

@Grunjar: thank you for double-checking all those buffs for me. I was going to do that after I finished breakfast (here in Korea) and before posting. In the end, it didn't matter given how much damage he did total.

Elenial’s arrow hits her target, but seems to take only a small chip out of it’s shoulder.

Bon Jon shifts position and waits for a teammate to join him in melee. Before that can happen Suussmaar lets a volley of lucky arrows go, every single one of them striking their target(s). The first several arrows all hit the same spot on Blue drilling into its icy form. Shards of ice fly all over Bon Jon, but then to everyone’s surprise, the monk is suddenly caught in an ice explosion!

Icy Destruction: Slashing damage: 3d6 ⇒ (6, 5, 5) = 16 plus Cold damage: 2d6 ⇒ (6, 4) = 10
26 total, DC 13 Reflex save for half, please.

Suussmaar shifts targets even as ice and hail pummel Bon Jon, and again all his shots hit true. And like its partner, Green explodes catching Bedisa and Grunjar in its blast.

Icy Destruction: Slashing damage: 3d6 ⇒ (6, 2, 3) = 11 plus Cold damage: 2d6 ⇒ (3, 3) = 6
17 total, DC 13 Reflex save for half, please.

I need 2 @ DC 13 Reflex saves from Bedisa, and 1 more from Grunjar.

A quiet falls over the room after the last of the ice shards settles to the ground. There are no enemies remaining as far as you can tell. Only an eerie painting on the far wall awaits…..

Round 1 & Top of 2
Bedisa May Act
Wightir House Boss Fight

Grunjar (-7, pending another save)
Bon Jon (-13, pending save)

Blue (-12)
Green

???

Elenial
Suussmaar (flying, Lucky)
Bedisa (Pending 2 Reflex saves)

@Bon Jon: You delayed your Round 2 action for a melee partner, but Suussmaar killed them both at the bottom of Round 1. I’ll let you have your action and ki point back. This ain’t over, so you might need it…..

Keeping us in Initiative. For reasons. Let’s have Bedisa act, and everyone can make their saves, then something will happen. I promise.

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Reflex, Guidance: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 Bon Jon has evasion so unless shenanigans this should mean no dmg

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Reflex: 1d20 + 5 ⇒ (2) + 5 = 7

Bedisa screams as the ice explodes. She starts feeling very vulnerable, a bit of frost nip mixed with blood.

"What was that!". She draws her weapon and looks around the room. She then turns her attention to the painting...

Delay

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Reflex Save: 1d20 + 4 ⇒ (9) + 4 = 13 Wow, lucky! Praise Desna! ;-)

@GM Nomadical: If possible, I would like to change Grunjar's action because of the damage the exploding golems caused.
Instead of making Suussmaar lucky again, Grunjar would cure some damage using channel energy:

"Десна, ты мне нужен!"

Dwarven:
"Desna, I need you!"

A silver flash of light emits from Grunjar's holy symbol, washing over everyone in a radius of 30 feet.

Channel Energy: 3d6 ⇒ (3, 3, 2) = 8 Well, that's a litte underwhelming...

Grand Lodge

Enough is Enough slides

Bon Jon twists and drops to one knee as the blast passes completely over him. Bedisa, though, is not as lucky. Standing like a wall she catches the full force of both the breath weapon and the exploding golem’s death throes. Blood diluted with melting ice drips from multiple wounds in the big lady, but she’s still up! Grunjar also dodges most of the explosion, then quickly channels a burst of healing which Bedisa surely appreciates.

Ray attack: 1d20 + 7 + 2 + 1 ⇒ (7) + 7 + 2 + 1 = 17
Damage, Fire: 4d6 + 1 + 1 + 3d6 ⇒ (1, 6, 1, 6) + 1 + 1 + (5, 1, 4) = 26

But it’s not nearly enough as, suddenly, from out of nowhere, a searing beam of light strikes the Desnan cleric.

Sneaky enough?:

????? Stealth: 1d20 + 17 + 20 - 5 ⇒ (8) + 17 + 20 - 5 = 40
Elenial Perception: 1d20 + 22 ⇒ (20) + 22 = 42
Only rolling Perception for Elenial, as she’s the only one with a chance of beating the DC. Which she did!

Elenial realizes that the shooter is maintaining invisibility but moved after firing. The quarry is now not far from Bedisa, but would be very difficult to hit. (Square tagged with a white question mark, total concealment, 50% miss chance)

Round 2 & Top of 3
Everyone May Act
Wightir House Boss Fight

Grunjar (-33)
Bon Jon (-5)

Blue (-12)
Green

??? (Invisible)

Elenial
Suussmaar (flying, Lucky)
Bedisa (-23, Delaying)

@Grunjar, Sorry for targeting you. Tactics dictated it, not my choice, nor random. I’ll allow the action change, based on the same reasoning I applied to Bon Jon. Fair enough.

Dark Archive

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

Good ideas in the discussion! Thanks!

Suussmaar readies an action to dispel the invisibility in case he can locate the square.

Caster level check : 1d20 + 7 ⇒ (14) + 7 = 21

perception if needed : 1d20 + 10 ⇒ (18) + 10 = 28

Grand Lodge

Enough is Enough slides

Suussmaar is easily able to identify the location of the enemy after Elenial had pointed it out. Ragathiel’s holiness overcomes the arcane invisibility, and a female half-elf suddenly appears. And she appears quite surprised, too!

”What the…?,” she gasps as her situation dawns on her. ”Damnit, you Path-losers are always sooo over-prepared. No wonder everyone hates us…, I mean you all, so much.”

Round 2 & Top of 3
Bold May Act
Wightir House Boss Fight

Grunjar (-33)
Bon Jon (-5)

Blue (-12)
Green

Chalos (Invisible)

Elenial
Suussmaar (flying)
Bedisa (-23, Delayed from Round 1)

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
GM Nomadical wrote:
@Grunjar, Sorry for targeting you. Tactics dictated it, not my choice, nor random. I’ll allow the action change, based on the same reasoning I applied to Bon Jon. Fair enough.

It's fine, no hard feelings. If I had to play a BBEG who is supposed to know his tactics, I'd target the healer, too! ;-)

Thanks for the action change! :-D However, this means that Suussmaar is not lucky anymore.
Also, I'm kicking myself for wasting the invisibility purge spell earlier. This will teach Grunjar to not do that again - if he survives...

Spellcraft to identify the spell: 1d20 + 5 ⇒ (10) + 5 = 15

Grunjar lays hands on himself. (swift action) Lay On Hands (Miracle Worker): 3d6 ⇒ (4, 1, 2) = 7
I'm not impressed, dice bot... :-/

Hopefully, Elenial will point out the location of the enemy.

If the enemy is still invisible when it is Grunjar turn to act:
Grunjar moves up (light blue) and throws a tanglefoot bag at it.

Tanglefoot Bag: 1d20 + 4 ⇒ (10) + 4 = 14 vs. touch AC
miss chance: 1d100 ⇒ 96

Otherwise:
Grunjar moves behind the pyramid (orange, hoping to get some cover) and casts Cure Moderate Wounds - converting Bestow Weapon Proficiency - on himself. He then drops prone. (free action, +4 AC vs. ranged attacks)

CMW: 2d8 + 6 ⇒ (3, 6) + 6 = 15 That's better, dice bot... :-)

Miracle Worker:
Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
===> lay on hands: 3d6 (swift: target you, std: target others)

Status Grunjar:
Door Sight used: 2/9
Bit of Luck used: 3/9
Good Fortune used: 0/1
Channel Energy used: 2/3

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