[GD XIV] Redelia's Hao Jin Cataclysm

Game Master Redelia

maps
results


51 to 87 of 87 << first < prev | 1 | 2 | next > last >>

Venture Lieutenant, Play by Post (online)

Smoosh... no more wiggling tongue undead creature.

bold may post:
round 1:
Oranji
round 2:
Patchouli will save needed
Sorgath
Constantin
will save needed
Gavirius
wrapped up thing -28 HP
Tarlamera

Dark Archive

Female CG Aphorite | HP 67/67 | AC 26+ T 11 FF 25 | CMB +9, CMD 20 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft

Will: 1d20 + 12 ⇒ (2) + 12 = 14
If this is paralysis then Freedom of Movement kick in automatically

Patchouli move around the mummy (provoke AoO, AC28) to flank it with Constantin.
Outflank BONK: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28 +4 weapon, cold iron, B: 3d6 + 10 ⇒ (1, 5, 4) + 10 = 20

Dark Archive

Human brawler 1 / arcanist 4 / arcane trickster 3 | HP 82/82 | AC 21/ 13T / 20FF | Fort +14, Reflex +10, Will +11 | Resist Acid/Cold/Elec/Fire 4 | CMD 23 | Init 2 (6 with HA) | Perc +17 | Images: 5

will save vs aura: 1d20 + 11 ⇒ (20) + 11 = 31

The Exchange

Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5

Orenjii moves closer to the mummy and hurls a card at it.

Thanks to strong arm, supple wrist, the range increment for this attack is 30 feet.

+1 Returning Shock Harrow Card: 1d20 + 9 ⇒ (17) + 9 = 26 +1 within 30 ft.
Piercing Damage: 2d4 + 1 ⇒ (4, 2) + 1 = 7 +1 within 30 ft.
Electricity Damage: 1d6 ⇒ 2
Positive Energy Damage: 1d6 ⇒ 5 (Reaping Strike)
Card Drawn: 1d3 + 1d3 + 1d6 ⇒ (3) + (2) + (6) = 11
{LAW/NEU/CHA},{GOOD/NEU/EVIL},{STR/DEX/CON/INT/WIS/CHA}

27 to hit, 15 total damage

"The Courtesan. Your days at court ended long ago, and your days despoiling Golarion end now."

The Concordance

Human sorcerer 5/dragon disciple 2 | HP 59/59 | AC 23, T 16, FF 19 | F: +9 R: +7, W: +7 | RE 5 (fire) | Perc +8 | Init +7 | Speed 30

I do not have cantrip that can inflict damage and I do not want to wasted spells. I will wait for Constantin before doing anything. Possibly him and the other two attacks will be enough to take the mummy down. If that were not the case, I would cast magic missile, but only in that case.

Spoiler:
magic missile if absolutely necessary: 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9


Venture Lieutenant, Play by Post (online)

Orenji and Patchouli dispatch the mummy.

The team is able to go investigate the ziggurat. This structure was the site of countless bloody rituals. Thesouthwest corner of the structure has collapsed, revealing an interior stone door covered in runes. Several lizardfolk bodies lie nearby. The lizardfolk guides cry out, proclaiming that Oosthic sent these lizardfolk to retrieve whatever lies beyond the door.

Before you can safely enter the chamber, you must disable its wards. Three magical wards protect the ziggurat from intrusion. The runes on the door give clues as to the nature of the wards. Patchouli and Gavirius can read the relevant language, so to keep things moving I will just reveal what the runes say.

The Blood Ward: These red runes read, “warm blood feeds the cold god.” Knowledge(religion) or Heal(harder) check to know more

The Mind Ward: These white runes read, “pure minds speak in silence.” Knowledge (arcana or history)

The Scale Ward: These green runes read, “false skin emboldens the true.” Knowledge (local or nature) or Bluff(harder)

The Exchange

Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5

Orenjii inspects the wards.

The Blood Ward: Knowledge (Religion): 1d20 + 17 ⇒ (13) + 17 = 30

The Mind Ward: Knowledge (History): 1d20 + 10 ⇒ (8) + 10 = 18

The Scale Ward: Knowledge (Nature): 1d20 + 10 ⇒ (7) + 10 = 17

If she can retry with the other skill.

The Mind Ward: Knowledge (Arcana): 1d20 + 10 ⇒ (4) + 10 = 14


Venture Lieutenant, Play by Post (online)

Orenji knows that serpentfolk often sacrificed “lesser” creatures to their cruel gods. To deactivate this ward, a creature must touch blood taken from a warmblooded creature to the ziggurat.

(blood ward deciphered; the others fail; no, you can't retry.)

Dark Archive

Female CG Aphorite | HP 67/67 | AC 26+ T 11 FF 25 | CMB +9, CMD 20 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft

Patchouli will taps herself with Heighten Awareness and consult pathfinder chronicles to decipher the runes.
The Mind Ward Kn Arcana: 1d20 + 10 + 2 + 2 ⇒ (16) + 10 + 2 + 2 = 30
The Scale Ward Kn Nature: 1d20 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18

The Exchange

Blood1/swash1/medium1/alchemist metamorph 5 | HP 59/59 | AC 28, T 13, FF 26 | F: +14R: +13, W: +8 | Perc +13 | Init +5

no relevant kn skills

The Exchange

Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5

Not that the retry helped...

"The first ward is deactivated with blood from a warm-blooded creature. My specifications do not match the requirements."


Venture Lieutenant, Play by Post (online)

Mind Ward: Serpentfolk are masters of telepathy and view creatures lacking telepathy as beings fit only for servitude. Silence is sacred to them, and they prefer magical forms of communication. To deactivate this ward, a creature must use telepathy, sign language, or a supernatural or spell-like form of communication (such as message) to successfully communicate with another creature.

Scale Ward: Serpentfolk are masters of disguise, even using rituals to permanently alter their appearance. A creature must approach within 30 feet wearing a magical or non-magical disguise (including an altered form) and succeed at a Disguise check.

Dark Archive

Human brawler 1 / arcanist 4 / arcane trickster 3 | HP 82/82 | AC 21/ 13T / 20FF | Fort +14, Reflex +10, Will +11 | Resist Acid/Cold/Elec/Fire 4 | CMD 23 | Init 2 (6 with HA) | Perc +17 | Images: 5

"I should be able to help with the Mind Ward." note Constantin as he cleans bits of mohrg of from his morningstar with a rag.

He takes out a piece of copper wire, which he rubs between his figures while muttering something under his breath, granting everyone the power to pass messages more easily (he casts message on the party).

"I could also help with the Scale Ward in my present form, but I suspect my skills in disguise may let me down."

Dark Archive

Female CG Aphorite | HP 67/67 | AC 26+ T 11 FF 25 | CMB +9, CMD 20 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft

Linguistic: 1d20 + 11 ⇒ (18) + 11 = 29 Patchouli attempts to use her hands as stick-figure-animation-sign-language and spells out words to convey messages to teammates:
Silence, Watch, Me, Hand, Sign Language, Turn Off, Magic, Protection

She will also offers her Sleeves of Many Garments for those who are not completely oblivious to how to wear make up like Patchouli, to deal with the Scale Ward. And Guidance for a +1

The Concordance

Human sorcerer 5/dragon disciple 2 | HP 59/59 | AC 23, T 16, FF 19 | F: +9 R: +7, W: +7 | RE 5 (fire) | Perc +8 | Init +7 | Speed 30

Maybe for the blood rune it will be enough a few drops?

Grand Lodge

F Dwarf Ftr 9 | HP 103/103 | AC 24 (21 w/o sh) / 11T / 24FF | F +10, R +5, W +4 | CMD 26 (30 bull/trip)

Tarlamera glances around at the stalwart and upfront group around her, and swaps to her shield and axe, approaching the Ziggurat's wards. She adjusts her tiger mask, adds a few tufts of grass to her helmet as ears, then slices her arm with her axe and coats her fingertips in blood.

Letting out a somewhat strangled cat-like growl, she steps forward and presses her blood-coated hand to the ziggurat, whispering, through message, to the group, "Keep clear of the area, I'll set off whatever remains.

She waits a moment, then proceeds past the entrance.

I don't think we'll clear the scale ward, so triggering on my own. Maybe give a real time hour for folks to stop her if someone has a better idea?

Disguise-Check:
Disguise+Guidance: 1d20 - 2 + 1 ⇒ (14) - 2 + 1 = 13


Venture Lieutenant, Play by Post (online)

Tarlamera, please take 1 HP damage for cutting yourself. I can't find any relevant rules, but that seems about right.

Assuming Constantin sends words through the message spell, that's two wards solved. I need to look at the scenario again before talking about the scale ward.


Venture Lieutenant, Play by Post (online)

OK, this party is really not set up for a disguise check...
I'm going to bot some checks to move us forward.
(Tarlamera, for you to take the effect won't disable the ward, so everyone else would eventually take the same bad impace)

Patchouli has offered the loan of her magic sleeves and guidance.

Constantin will aid by pointing something helpful out.
1d20 - 2 ⇒ (13) - 2 = 11 (success)

So will Orenji
1d20 - 2 ⇒ (10) - 2 = 8 (nope)

And so will Tarlemera
1d20 - 2 ⇒ (9) - 2 = 7 (nope)

(I don't have a stat block or character sheet for Sorgath, so can't have him help)

Gavirius will take the main check, trying to disguise himself with Patchouli's sleeves and everyone else's help by trying to make suggestions.
1d20 + 4 + 3 ⇒ (18) + 4 + 3 = 25

The last ward is disabled.


Venture Lieutenant, Play by Post (online)

The lizardfolk send for Oosthic. The door opens onto a chamber containing ancient tomes of magical knowledge. Oosthic shares some of these with the Pathfinder Society.

(do you want to do an extra combat in this area for a second success, or move on to another mission? Also, what mission next? It might save time if you can pick out a few more missions you'd like to do and in what order. I'll move forward as soon as there is some sort of consensus, rather than waiting for everyone to give an answer)

The Exchange

Blood1/swash1/medium1/alchemist metamorph 5 | HP 59/59 | AC 28, T 13, FF 26 | F: +14R: +13, W: +8 | Perc +13 | Init +5

(I vote combat for 2nd success, and do missions in numerical order if we have to do them all).


Venture Lieutenant, Play by Post (online)

You almost for sure will not have time to do all of them. Probably half.

Dark Archive

Female CG Aphorite | HP 67/67 | AC 26+ T 11 FF 25 | CMB +9, CMD 20 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft

Concur on going for 2nd success, looks like combat is what we're good at......

Dark Archive

Human brawler 1 / arcanist 4 / arcane trickster 3 | HP 82/82 | AC 21/ 13T / 20FF | Fort +14, Reflex +10, Will +11 | Resist Acid/Cold/Elec/Fire 4 | CMD 23 | Init 2 (6 with HA) | Perc +17 | Images: 5

If it looks like a second combat here could be done while our minute per level spells are still active, then my preference would be for the second combat. If not then I'm happy either way. Longer term I'm happy to go with whichever missions the rest of the party want to go with, although as mentioned previously it would be nice to have a mix of different challenges to keep things varied.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

***OVERSEER ANNOUNCEMENT***

The repair teams have patched the rift beneath the Muckmouth. They discovered that the tapestry itself is generating massive amounts of necromantic energy around the rifts. The Muckmouth is secured!


Looks like we don't need a second success here. I suggest we skip 2 for now (as others might be going in order, and do 4,5, and/or 6.

The Exchange

Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5

Combat is likely the slowest way to accumulate successes. But Orejnii has done what she needs to do, so will follow the group.


Venture Lieutenant, Play by Post (online)

Another success here will still help the group, because the House GM will reassign any extras to another mission. Also, these extra combats are shorter than most main missions, because they are just a combat, while main missions mostly have a combat and a set of skill checks.

Several more mummies stumble towards you.
The interactions with Oosthic took long enough that your minute per level buffs have expired

init:

Constantin: 1d20 + 2 ⇒ (18) + 2 = 20
Patchouli: 1d20 + 1 + 4 ⇒ (10) + 1 + 4 = 15
Tarlamera: 1d20 ⇒ 5
Gavirius: 1d20 + 7 ⇒ (16) + 7 = 23
Orenjii: 1d20 + 5 ⇒ (7) + 5 = 12
Sorgath: 1d20 + 5 ⇒ (11) + 5 = 16
mummies: 1d20 + 0 ⇒ (7) + 0 = 7

bold may post:
round 1:
Gavirius
Constantin
Sorgath
Patchouli
Orenji

mummies
Tarlamera


Venture Lieutenant, Play by Post (online)

Also, we do need to be discussing now which mission next. I think I've seen suggestions that we move to mission 3, thinking that other groups may be working on 2 already.

Dark Archive

Female CG Aphorite | HP 67/67 | AC 26+ T 11 FF 25 | CMB +9, CMD 20 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft

UMD: 1d20 + 16 ⇒ (12) + 16 = 28 Patchouli casts Shield from wand and activate Shikigami style

Grand Lodge

F Dwarf Ftr 9 | HP 103/103 | AC 24 (21 w/o sh) / 11T / 24FF | F +10, R +5, W +4 | CMD 26 (30 bull/trip)

Lowest modifier, lowest roll, Tarlamera is slower than a shambling TP'd skeleton.

The Exchange

Blood1/swash1/medium1/alchemist metamorph 5 | HP 59/59 | AC 28, T 13, FF 26 | F: +14R: +13, W: +8 | Perc +13 | Init +5

Longarm and ready to roll

Dark Archive

Human brawler 1 / arcanist 4 / arcane trickster 3 | HP 82/82 | AC 21/ 13T / 20FF | Fort +14, Reflex +10, Will +11 | Resist Acid/Cold/Elec/Fire 4 | CMD 23 | Init 2 (6 with HA) | Perc +17 | Images: 5

I'm guessing we wouldn't have had any time to buff up before the mummies appear?

Constantin sighs seeing new foes approaching after most of his combat enhancements have lapsed. Looking to at least partially address this, he mutters more incantations, causing additional images of himself to appear once more (casts mirror image)...

mirror images: 1d4 + 2 ⇒ (3) + 2 = 5

He then moves next to Patchouli and readies his longspear to skewer any foes attempting to approach (activates arcane strike and looks to AoO any approaching mummies).

AoO if any mummies move within his 10 foot reach:
longspear attack: 1d20 + 12 ⇒ (14) + 12 = 26
piercing/cold iron/magic damage + arcane strike: 1d8 + 9 + 2 ⇒ (5) + 9 + 2 = 16

The Concordance

Human sorcerer 5/dragon disciple 2 | HP 59/59 | AC 23, T 16, FF 19 | F: +9 R: +7, W: +7 | RE 5 (fire) | Perc +8 | Init +7 | Speed 30

The mummies seemed to burn really well earlier. Let me try something even more powerful now that these new ones are clustered so close to each other...

Gavirius eyes shine like flames while he says some arcane words. Then he points at the undead and a fire explosion enfulfes them all.

fireball damage, bloodline dragon: 6d6 + 6 ⇒ (3, 4, 3, 6, 2, 1) + 6 = 25

Reflex save DC 17 for half damage. After having cast fireball, I move 30 feet backwards.


Venture Lieutenant, Play by Post (online)

rolls for reflex saves: 4d20 ⇒ (4, 11, 12, 11) = 38

They all take full damage, and due to weakness to fire are at -37 HP, so significantly injured.

Orenji-bot moves a little closer, but not so much closer as to be within range of the nasty aura, and then throws a card at red.

+1 Returning Shock Harrow Card: 1d20 + 9 ⇒ (8) + 9 = 17
Piercing Damage: 2d4 + 1 ⇒ (1, 3) + 1 = 5 +1 within 30 ft.
Electricity Damage: 1d6 ⇒ 6
Positive or Negative Energy Damage: 1d6 ⇒ 5 (Reaping Strike)
Card Drawn: 1d3 + 1d3 + 1d6 ⇒ (1) + (1) + (1) = 3
{LAW/NEU/CHA},{GOOD/NEU/EVIL},{STR/DEX/CON/INT/WIS/CHA}

She misses.

The mummies all work their way up close to one of you. None of them are able to attack, because they had to double move.

Constantin's readied attack goes off.

Everyone in the party must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds.

You may all act, although you need to make your will save at the start of your turn.

status:
green, yellow, orange -37 HP
red -53 HP

Dark Archive

Human brawler 1 / arcanist 4 / arcane trickster 3 | HP 82/82 | AC 21/ 13T / 20FF | Fort +14, Reflex +10, Will +11 | Resist Acid/Cold/Elec/Fire 4 | CMD 23 | Init 2 (6 with HA) | Perc +17 | Images: 5

will save vs aura: 1d20 + 11 ⇒ (5) + 11 = 16

Constantin steps backwards and strikes again at the mummy in front of him (red).

longspear attack: 1d20 + 12 ⇒ (17) + 12 = 29
piercing/cold iron/magic damage + arcane strike: 1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13

I just realised that will take him off the map, if its easier he can just kick the mummy without moving backwards instead. The attack bonus for that will be one less and I'll roll the damage in a spoiler.

kick damage:
unnamed strike/magic damage + arcane strike: 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12

The Exchange

Android Witch 6/Mortal Usher 1 | HP 44/44 | AC 21, T 16, FF 16 | F: +5 R: +8, W: +6 | Perc +7 | Init +5

Will Save: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Orenjii's mental subroutines prevent her from being frightened by the creatures. She hurls another card at the nearest enemy.

+1 Returning Shock Harrow Card: 1d20 + 9 ⇒ (13) + 9 = 22 +1 within 30 ft.
Piercing Damage: 2d4 + 1 ⇒ (1, 1) + 1 = 3 +1 within 30 ft.
Electricity Damage: 1d6 ⇒ 4
Positive Energy Damage: 1d6 ⇒ 6
Card Drawn: 1d3 + 1d3 + 1d6 ⇒ (2) + (2) + (2) = 6
{LAW/NEU/CHA},{GOOD/NEU/EVIL},{STR/DEX/CON/INT/WIS/CHA}

"The Peacock. What beauty you had was lost when you left the grave. Return to it now."

Dark Archive

Female CG Aphorite | HP 67/67 | AC 26+ T 11 FF 25 | CMB +9, CMD 20 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft

Will: 1d20 + 11 ⇒ (5) + 11 = 16+2 vs Poison and Mind-affecting

Patchouli super bonk green with super book
Bane(undead): 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21 Dmg: 3d6 + 10 + 2 + 2d6 ⇒ (6, 6, 5) + 10 + 2 + (6, 6) = 41

51 to 87 of 87 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [GD XIV] Redelia's Hao Jin Cataclysm Gameplay All Messageboards

Want to post a reply? Sign in.