[Outpost VIII]PFS #2-11 The Penumbral Accords by GM Colin

Game Master Colin_Mercer

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Solstice Scar 1-2 | Penumbral Accords

Knowledge Arcana DC15:
It's an Ice Golem, N Medium construct (cold). It is so cold that people it touch or people that touch it(read: unarmed strike or natural attack) will take cold damage. Besides that, there's the standard golem magic immunity: electricity damage slow it, and cold damage heals it.

Dark Archive

“Valena Imoroa” | Female N Medium Human Witch (cartomancer) 3 | HP 20/20 | AC 17 / 13 T / 14FF | CMD +0 CMD 13 | F +3, R +5, W +5 | Init +3 | Perc +2 SM +1 |Speed 30ft | Spells 1st: EPS, SG, SG; 2nd: ToI, ToI Harrow Deck 49/52 Wand Mage Armor 47/50 Wand CLW 48/50 | Active Conditions:

Knowledge (arcana): 1d20 + 10 ⇒ (9) + 10 = 19

"Golem!"

Valena cries in reflexive terror.

"Ice Golem, electricity slows it and cold heals it"

Despite her fear, she moves carefully across the ice half speed and throws a card at it, imbued with only her regular skill and arcane might.

Thrown card vs. regular AC, pbs, enh: 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 19
Piercing, pbs, arcane strike: 1d4 - 1 + 1 + 1 ⇒ (4) - 1 + 1 + 1 = 5

Silver Crusade

Male Paladin 3 (Torag) | HP 34/34 | AC 19/10/19| F+8,R+3,W+7 (+2 to poison, spell, SLA | Init+0, Perc+1(+3 v stonework) | Speed 20 | Darkvision 60’ | CMD 15 (19 v trip and bullrush if on the ground) | Temp:

Kaz moves 5’ to the north, not trusting him to keep his feet underneath him. He readies an action to bash the creature with his hammer if it enters melee range.

If someone would move my token 5’ north, please.

Readied action

Spoiler:

Attack 1d20 + 8 ⇒ (18) + 8 = 26
Damage 1d8 + 2 ⇒ (5) + 2 = 7


Solstice Scar 1-2 | Penumbral Accords

Valena's card hits the golem but bounce off from its hard ice shell. Maybe she has to throw harder or use special metalic card next time...

Initiative, round 1
==========
Valena
Valtyra
Akkina

Kaztor Ready
-----
Frozone
-----
Gavirius
==========
Bold can act!

It gets really chilly in this room, and the floor is covered in frost, making it dangerously slippery. The PCs can move at full speed with a DC 5 Acrobatics check, or at half speed with no skill check. Any PC who fails this Acrobatics check cannot move that round. Any PC who fails the Acrobatics check by 5 or more falls prone.

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 5/7 | Consume Spells 3/3 | Active Conditions: Mage Armor (4 hour duration)

Knowledge: Arcana: 1d20 + 13 ⇒ (10) + 13 = 23


Solstice Scar 1-2 | Penumbral Accords

Valtyra recalls that ice golem like this are usually very tough, requiring adamantine weapon to effectively deals damage (DR 5/adamantine). It also has a ice breath (20ft cone breath weapon).

The Exchange

Female LN Human Cleric (Crusader) 5 - Init +3, Senses: Normal Vision, Perception +10, AC 22/ touch 13/ ff 21; hp 37/38, F+10, R+5, W+13, Speed 30 ft. Skills Knowledge (Religion) +9, Perception +10, Sense Motive +11, Spellcraft +6, Stealth +11. | Wand IH: 46/50 | Buffs: greater stunning barrier, continual flame, antitoxin, antiplague, vermin repellent; shield is worn

Akkina taps herself with her wand of infernal healing, knowing her minor wounds are about to reopen. She then moves into the room. +1HP


Solstice Scar 1-2 | Penumbral Accords
Akkina wrote:
Akkina taps herself with her wand of infernal healing, knowing her minor wounds are about to reopen. She then moves into the room. +1HP

Infernal Healing is 1 round casting time, like a summoning spell. Does Akkina has some special ability to quicken the casting?

The Exchange

Female LN Human Cleric (Crusader) 5 - Init +3, Senses: Normal Vision, Perception +10, AC 22/ touch 13/ ff 21; hp 37/38, F+10, R+5, W+13, Speed 30 ft. Skills Knowledge (Religion) +9, Perception +10, Sense Motive +11, Spellcraft +6, Stealth +11. | Wand IH: 46/50 | Buffs: greater stunning barrier, continual flame, antitoxin, antiplague, vermin repellent; shield is worn

Oops! I just put her back in the other slide then! my bad!


Solstice Scar 1-2 | Penumbral Accords

GM roll:

Reflex(Valena): 1d20 + 5 ⇒ (1) + 5 = 6
Reflex(Kaztor: 1d20 + 3 ⇒ (14) + 3 = 17
Cold: 3d6 ⇒ (6, 3, 1) = 10
CD: 1d4 ⇒ 2

The ice golem breath ICE on the dwarf and the witch! The witch suffers, while the dward stands strong!

Initiative, round 1
==========
Valena -10
Valtyra
Akkina
Kaztor Ready -5
-----
Frozone
-----
Gavirius
==========
Bold can act!

It gets really chilly in this room, and the floor is covered in frost, making it dangerously slippery. The PCs can move at full speed with a DC 5 Acrobatics check, or at half speed with no skill check. Any PC who fails this Acrobatics check cannot move that round. Any PC who fails the Acrobatics check by 5 or more falls prone.

The Concordance

Gavirius enters into the room and, when he seeis the creature made of ice, starts chanting the arcane words of a spell that should be very useful... if he can aim the target.

scorching ray, ranged touch attack: 1d20 + 5 ⇒ (5) + 5 = 10
fire damage: 4d6 ⇒ (6, 1, 5, 4) = 16

A ray of fire crosses the room.

Time to warm up!


Solstice Scar 1-2 | Penumbral Accords

Gavirius used Scorching Ray!
.....
It's Super Effective!

The ray of fire scorches the ice golem, evaporates and melts half of its ice! You can see the white condensation around the golem, as if it just come out of a sauna.

Initiative, round 2
==========
Valena -10
Valtyra
Akkina
Kaztor -5

-----
Frozone -24
-----
Gavirius
==========
Bold can act!

It gets really chilly in this room, and the floor is covered in frost, making it dangerously slippery. The PCs can move at full speed with a DC 5 Acrobatics check, or at half speed with no skill check. Any PC who fails this Acrobatics check cannot move that round. Any PC who fails the Acrobatics check by 5 or more falls prone.

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 5/7 | Consume Spells 3/3 | Active Conditions: Mage Armor (4 hour duration)

[/b]"Fire!"[/b]I move 15 feet to stand just inside the door. Valtyra chants a few arcane words of her own while holding and focusing on a flask of alchemist's fire. A searing beam of fire flies forth from her outstretched palm.

Casting Scorching Ray at caster level 5 (Spell Specialization feat) with +1 to attack due to using alchemist's fire as a focus.

Ranged Touch Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: Fire: 4d6 + 4 ⇒ (4, 1, 5, 5) + 4 = 19

Silver Crusade

Male Paladin 3 (Torag) | HP 34/34 | AC 19/10/19| F+8,R+3,W+7 (+2 to poison, spell, SLA | Init+0, Perc+1(+3 v stonework) | Speed 20 | Darkvision 60’ | CMD 15 (19 v trip and bullrush if on the ground) | Temp:

Kaz delays, waiting on any more ranged attacks before closing with the golem. After those were done, he takes another 5’ step forward and engages the monster. He swings his hammer as hard as he could.

Power attack 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12
Damage 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8


Solstice Scar 1-2 | Penumbral Accords

Valtyra's fire ray burns even brighter than Gavirius's, and almost melts away the ice golem, almost! Alas, magic still holds the construct together, and as long as there's still ice, a swing as mediocre as Kaztor's can't hurt it.

Initiative, round 2
==========
Valena -10
Valtyra
Akkina
Kaztor -5
-----
Frozone -52
-----
Gavirius
==========
Bold can act!

It gets really chilly in this room, and the floor is covered in frost, making it dangerously slippery. The PCs can move at full speed with a DC 5 Acrobatics check, or at half speed with no skill check. Any PC who fails this Acrobatics check cannot move that round. Any PC who fails the Acrobatics check by 5 or more falls prone.

The Exchange

Female LN Human Cleric (Crusader) 5 - Init +3, Senses: Normal Vision, Perception +10, AC 22/ touch 13/ ff 21; hp 37/38, F+10, R+5, W+13, Speed 30 ft. Skills Knowledge (Religion) +9, Perception +10, Sense Motive +11, Spellcraft +6, Stealth +11. | Wand IH: 46/50 | Buffs: greater stunning barrier, continual flame, antitoxin, antiplague, vermin repellent; shield is worn

Akkina double moves next to Kaz.

Dark Archive

“Valena Imoroa” | Female N Medium Human Witch (cartomancer) 3 | HP 20/20 | AC 17 / 13 T / 14FF | CMD +0 CMD 13 | F +3, R +5, W +5 | Init +3 | Perc +2 SM +1 |Speed 30ft | Spells 1st: EPS, SG, SG; 2nd: ToI, ToI Harrow Deck 49/52 Wand Mage Armor 47/50 Wand CLW 48/50 | Active Conditions:

Valena's not bolded, but I'm assuming she's still up. Also on closer inspection I've been counting the enhancement bonus on my harrow cards twice sorry about that!

Shivering and hoping the numb spots on her skin will come back to life at some point, Valena grabs the Alchemist's Fire she pocketed earlier, and hurls it at the beast.

Ranged touch, range increment: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Fire: 1d6 ⇒ 2


Solstice Scar 1-2 | Penumbral Accords
Valena Imoroa wrote:

Valena's not bolded, but I'm assuming she's still up. Also on closer inspection I've been counting the enhancement bonus on my harrow cards twice sorry about that!

Shivering and hoping the numb spots on her skin will come back to life at some point, Valena grabs the Alchemist's Fire she pocketed earlier, and hurls it at the beast.

My bad, I mistaken the two lady that both start with V.

Valena burns away the last remaining ice on the golem, and the construct collapse to the ground.

Combat Over!

"Treasures of Distant Goka" display contains a +1 parade armor in the samurai style, a masterwork orc double axe with blades shaped like strange dragons’ heads, and a +1 composite shortbow used by the mounted archers of the eastern steppes. There's also a partial charged wand of Endure Element that hangs on a hook on the corner of the room for the workers.

The rest of the frozen humanoid are luckily not golem, but partially dissected humanoids. All of them frozen in several inches of hard ice, and have the same black rune branded onto their foreheads. Many have a rictus of pain and fear solidified on their cold, blue faces.

Silver Crusade

Male Paladin 3 (Torag) | HP 34/34 | AC 19/10/19| F+8,R+3,W+7 (+2 to poison, spell, SLA | Init+0, Perc+1(+3 v stonework) | Speed 20 | Darkvision 60’ | CMD 15 (19 v trip and bullrush if on the ground) | Temp:

Kaz pulls his healing wand and applies a charge to himself.

CLW 1d8 + 1 ⇒ (4) + 1 = 5

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 5/7 | Consume Spells 3/3 | Active Conditions: Mage Armor (4 hour duration)

Valtyra carefully makes her way to the wand's location and takes it off the hook. "Would any of you like to have Endure Elements cast upon you?"

She also gets her almost wild look in her eyes as she passes by the orc double axe.


Solstice Scar 1-2 | Penumbral Accords

Now that the adrenaline from the fight fades away, the cold storage room full of ice is indeed uncomfortably cold. You would want warm clothing or more to endure the element if you want to linger here long. If you're not sitting here for an hour or something you would be fine.

There's no key to be found in the cold storage room. What's next?

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