Phantom

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Goblin Squad Member. ***** Pathfinder Society GM. 511 posts (853 including aliases). No reviews. No lists. No wishlists. 28 Organized Play characters. 4 aliases.


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Map & Handouts
Beat It Flat wrote:

Here are the chronicle sheets. Let me know if there are any issues.

Chronicles

Ok try the link now


Map & Handouts

I will say yes to collaborating with nice. I will work fixing the link but probably can’t do it till Sunday.


Map & Handouts

Here are the chronicle sheets. Let me know if there are any issues.
Chronicles


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Map & Handouts

A shining column of light descends from the sky when the ritual is completed. Great golden wings sweep over the shrine’s grounds, restoring the buildings to their former beauty and burning away the bodies of the slain in golden flames. All surviving members of the Chosen immediately revert to their previous forms, free of the corrupting injuries the qlippoth had inflicted upon their bodies. From the column, Zepha appears,
prompting Mitoko to let out a surprised gasp and collapse to the ground in adoration. Zepha bids her to rise and speaks to the PCs. “You have done an extraordinary thing. Not only has the Abyssal influence been purged from this place, but you have fully restored the shrine’s sacred power to that it held when my people still resided on this plane. This place will now stand as a bulwark against the Abyss for generations to come.” With a twinkle in his eye, he lets the PCs know that he will call upon the Pathfinder Society again in the future.

I will get the chronicle sheets posted hopefully tomorrow.


Map & Handouts

Assuming that you stabilize and wake the tengu, the tengu assumes that anyone capable of defeating them must also be worthy of the truth. The tengu explains that what Storm Prophet told the uninitiated was not entirely true. According to the Prophet’s teachings, ascension into
the storm requires eschewing worship of all gods in favor of growing the storm’s essence within themselves.

Mitoko is horrified by the revelation that her friends at the shrine have been killed, but the evidence that the cult of the Storm Prophet is actually under the influence of Abyssal forces is even more terrifying. Before returning to Yiangma, she suggests the PCs help her perform a sealing ritual using Zepha’s talisman in order to end the corruption that is causing the strange mutations in the animals and cultists. The sealing ritual requires an hour of prayer, and the amount of power it can draw from the talisman depends on how effective the PCs collected information throughout the scenario, in the form of the artifacts recovered from the
shrine and knowledge gained about the corruption’s nature. The books found in the shrine’s office detail a ritual to draw Abyssal influences into a closed space and seal them behind a door upon which the talisman is affixed. Mitoko understands the rituals well enough to participate in them, but she asks the PCs to assist her.
Participants must spend an hour in preparation for the ritual, and the ritual itself takes another hour. Have each participating PC attempt
her choice of a Knowledge (arcana), Knowledge (religion), Spellcraft, Use Magic Device, or Wisdom check.


Map & Handouts
Drukpa Marpo wrote:

It's a moot point because his panther style strike against Drukpa missed (due to his AC being higher because of not yet being in rage), but as an interesting rules question, I'm not sure that he would be able to attack Drukpa unless he has 10' reach. Since Drukpa is wielding a reach weapon, his AoO against Yellow is triggered when Yellow is 10' away, which I think would mean that Yellow's opportunity to use a swift action to make a panther style retaliatory strike would trigger when he was too far away to actually make an attack.

Btw, the panther style chain seems very fun - never noticed it before and am now contemplating what kind of build I could make around it.

Good point about the reach, not quite sure on the ruling there, and I didn't really notice that the AC that was listed was his raging AC.


Map & Handouts

Drupka kills yellow. Blue is unconscious and bleeding.
A few of the former priests’ belongings
lie scattered about the room, including two jade
figurines worth 50 gp each and a flute. Additionally the high priest’s body is slumped on the ground near one of the shattered statues,
still clutching an ornate staff. This is a finely carved quarterstaff worth 300 gp, and the abbot also carries a lesser merciful metamagic
rod.

Actions?


Map & Handouts

Drupka hits with his AoO, but yellow uses his panther style to strike back after the AoO

panther style strike: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11

Yellow returns the damage to Drupka, then Yaiho chases him down for a mighty hit, but he remains standing as Rutvalf fires an arrow by.

Bold may Go
Tessaro
2 (-23 hp)
Xavier
1 (-26 unconscious)

Yaiho
Drupka (-11 hp)
Elris (-19 hp, unconscious)

Rutvalf


Map & Handouts

Yellow strikes at Elris
unarmedstrike: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11

He then moves past Drupka, provoking an AoO

Drupka is up for an AoO

Tessaro
2
Xavier
1 (-26 unconscious)
Yaiho
Drupka
Elris (-19 hp, unconscious)
Rutvalf


Map & Handouts

reflex yellow: 1d20 + 7 ⇒ (16) + 7 = 23

Yellow leans aside and lets the flames pass harmlessly by. Blue sits motionless as the flames lick over him, leaving him slumped over, apparently unconcious.

Drupka is up


Map & Handouts

Yaiho puts a big hurt on the blue one. He is looking pretty bad. Elris swings and misses the yellow who has a readied attack action go off.

unarmed strike: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8
crit confirm: 1d20 + 7 ⇒ (9) + 7 = 161d6 ⇒ 3

He hits but does not confirm for 8 points, 2 of which is electrical damage

Drupka and Tessaro may go


Map & Handouts
Xavier "the Drunkard" Elington wrote:

Xavier runs forward. His rapier starts to glow with a holy light.

Using Holy Strike. Rapier deals 1d6 extra to evil creatures for 1 min. They might not be evil, so this might not work, but it can't hurt.

Is it a double move to get there?

Rutvalf shoots the blue one, who does not react.


Map & Handouts

will:

will 1: 1d20 + 5 ⇒ (9) + 5 = 14
will 2: 1d20 + 5 ⇒ (15) + 5 = 20
blind 1: 1d4 ⇒ 1

.

bold may go
Tessaro
2
Xavier
1
Yaiho
Drupka
Elris
Rutvalf


Map & Handouts

This entire building is one massive, open room. Balconies overhang the space 10 feet above the floor, and the ceiling rises 15 feet farther above the balconies. Along the room’s walls are the remains of what must have been splendid mosaics of celestial figures, but they have been smashed and many tiles pried free of the walls. Pools of dried blood and desiccated remains turn what was once a place of faith into a charnel
house. Fragments of robes similar to Mitoko’s are scattered throughout the room, but the majority of the bodies are nowhere to be found. The various symbols of worship have all been utterly destroyed, leaving this room almost empty. A skylight above allows a single shaft of light through to shine upon a space in the north of the room, between the stairs leading up to the balconies. A water mirror stands on the floor here, its surface showing the image of a roiling storm. A group of tengus in bloodstained robes sits on their knees in the center of the room, eyes closed. When the you enter, one of them speaks. “You have done well to make it this far, Chosen. Hei Feng has seen it right to deliver you
through the challenges that have prepared you for the conflict we soon face. Now, complete your final challenge. Defeat us, and replace us as the guardians of this place! Send us to join his heavenly host!”

Initiative:
1: 1d20 + 4 ⇒ (18) + 4 = 22
2: 1d20 + 4 ⇒ (20) + 4 = 24
Tessaro: 1d20 + 6 ⇒ (20) + 6 = 26

Tessaro is up first
Yaiho: 1d20 + 3 ⇒ (16) + 3 = 19
Drupka: 1d20 + 3 ⇒ (14) + 3 = 17
Elris: 1d20 + 2 ⇒ (13) + 2 = 15
Rutvalf: 1d20 + 8 ⇒ (5) + 8 = 13
Xavier: 1d20 + 4 ⇒ (19) + 4 = 23

Tessaro is up first


Map & Handouts

Bridge to Celestial Shrine
The stairs ascend to a small, second-floor landing with ornate
doors, which slide open to reveal a stout skybridge connecting
the minor shrine to the elevated building behind it. Where
the southern portion of the shrine might have once been
tranquil and inviting, the main shrine was created as a work
of praise to the celestials who once fought to protect this land
from the qlippoth hordes. The structure itself is pure white
with red accents. Unlike the rest of the compound, the walls
of this building are unstained. Vibrant paintings of celestial
dragons grace the outer walls. On closer inspection, the
dragons appear to be in mourning, their heads bowed in grief.
This area is completely untouched by the storm, which
appears to swirl directly above the apex of the building,
creating a strange curtain of rain around the whole building.
Two paper lanterns light the door to the main shrine. A pair
of heavy wooden doors leads to the celestial shrine.

Slide 2 represents the new area


Map & Handouts

You have not been through those back doors.


Map & Handouts

You are convinced that they would never trap a temple door.


Map & Handouts

Drupka examines the painting, but finds nothing extraordinary about it.
Checking out the room in the back corner: This cold, cedar-paneled room is filled with barrels of preserved food and water. Additionally, a recently slain and clumsily butchered deer carcass hangs from hooks against the back wall, looking as though it has been gnawed upon. Nothing of note to be found here.


Map & Handouts

The weapons appear non magical. If you are done here, there is 1 more room in this building and double doors out the back of the building.


Map & Handouts

Xavier are you stepping into the room with the weapons? If so, it is a room with a wide assortment of weapons on the wall and a damaged painting of an old tengu.


Map & Handouts

Yaiho opens the door and looks in. This room has an open and highly polished wooden floor. Hanging along all the walls are an assortment of weapons. On the southern wall hangs a portrait of an old tengu with
silver-gray feathers. A deep gash has been cut across the painting, ruining it.


Map & Handouts

Correct nothing else happens


Map & Handouts

You now have a whole sword, but nothing else happens.


Map & Handouts

It appears that the sword in the back is the blade of a nine ring broadsword. The statue is holding the broken hilt. When you compare the 2, the hilt and blade line up as though they were once one.


Map & Handouts

The only thing that you manage to notice is that the sword the statue is holding is removeable. Drupka and Elris are able to remove the other sword that was stuck in the statues back.


Map & Handouts

Anyone looking at or cleaning the statue give me a perception check. If you are trying to pull the sword out of the statues back, give me a strength check.


Map & Handouts

This smaller shrine is dedicated to Hei Feng himself, patron god of the tengu race. At the south end of the room is a 3-foot-tall offering box with a slatted cover over the top, behind which a huge statue of a tengu sitting cross-legged rises nearly to the ceiling. The statue holds the hilt of a sword in one hand, as if it had once held a sword across its knees.
The statue has been shockingly vandalized. White paint and what appears to be blood has been splattered over the god’s stern countenance, while the sword it once held in its right hand has been broken off at the hilt, and the blade of the nine-ring sword has been driven deep into the statue’s back.


Map & Handouts

Yaiho opens a door to find a small storage closet that is full of ordinary living supplies, such as linens and plain clothing.

Drupka opens a door to find a chamber that is padded with several ornate carpets. The room is lit by only a few candles, which appear to have been changed recently. Priests in training would spend hours in meditation within this room.


Map & Handouts

Xavier spots the hidden door in the southeastern wall.
Behind the door is a small storage room containing a large chest. Within are religious tools decorated with shining gold and silver inlays, as well as a collection of potions and scrolls. The most notable item is a teardrop-shaped jade bead the size of a normal human’s palm. The collection also contains a silver holy symbol of Andoletta, three potions of cure light wounds, and two scrolls of bless.


Map & Handouts

tessaro will result:
confusion: 1d100 ⇒ 18

Tessaro walks in the room, pauses for a fraction of a second, searches around the room, but finds nothing around the room.


Map & Handouts

Yaiho searches around (mostly staring at his feet) but finds nothing of note


Map & Handouts

Elris I need your paizo email address for your boon. I sent a PM.


Map & Handouts

Everyone in the room is fine and can see into the room to the left, the row of beds, some appear to have been used recently. You do not see anybody. Tessaro is still outside the room


Map & Handouts

Tessaro fails the will save,but is not in the room yet. I will use that roll when you enter.

Initiative:
Tessaro: 1d20 + 6 ⇒ (3) + 6 = 9
Xavier: 1d20 + 4 ⇒ (16) + 4 = 20
Rutvalf: 1d20 + 8 ⇒ (3) + 8 = 11
Elris: 1d20 + 2 ⇒ (17) + 2 = 19
Drupka: 1d20 + 3 ⇒ (15) + 3 = 18
Yaiho: 1d20 + 3 ⇒ (13) + 3 = 16

Still needs saves from Elris, and Yaiho. Rutvalf, and Drupka can make save when they enter the room.


Map & Handouts

Everyone give me a will save as you enter the room.

Some of you can see into the room on the left.

A row of beds are in this room, some of which appear to
have been slept in recently.


Map & Handouts

D3. Central Hall
This room appears to be a place where the shrine’s attendants
would take their meals. A large set of ornately decorated
doors leading to the east are shut, while sliding doors lead
to rooms in each other direction.


Map & Handouts

Receiving room
Beyond the entryway is a room covered in straw mats and lit by a pair of hanging lanterns. A low table sits in the north of the room. To the south, a scroll hand painted with mountain scenery hangs, flanked with bamboo vases that once held flowers. A sliding door leads north.


Map & Handouts

D1. Entryway
This simple, darkened entryway is used to store sandals and
boots. Several pairs are scattered in front of the step up to
the interior’s wooden floors. Though the shoes appear to
be covered in dust, the wooden floor is strangely clean and
waxy, given the state of disrepair evident throughout the rest
of the grounds.


Map & Handouts

If you are ready, slide 5 has the temple map.

The path leads to a short set of stairs ascending to the entrance of the main shrine. What must have once been a place that inspired reverence is now darkened and exudes menace. Faint light spills out from the torn and tattered window covers. Unless otherwise stated, the light level
within the shrine is dim light, and all ceilings are 10 feet tall.


Map & Handouts

If you wait around 5 minutes more or so, the third adherent slowly returns to the area.

Mitoko will say eventually, "we should wrap up what we are doing here, and go check on the temple."


Map & Handouts

After a minute or so, the paralyzed one starts to move, and looks around a bit confused. The unconscious one is still bleeding. You can stabilize him if you want.


Map & Handouts

Yes combat is over. OOze is down, the one adherent ran off, another is paralyzed, and the third is down and unconscious.


Map & Handouts

Activate Tessaro bot. Reload blunderbus,change position to not hit friendly targets, shoot ooze
pointblank,cover,firing into melee vs touch AC: 1d20 ⇒ 181d8 + 1 ⇒ (5) + 1 = 6

Shot hits and puts the ooze down.

Actions?


Map & Handouts

Yaiho gets a mighty blow in on the ooze.

Tessaro and Elris still to act.

I previously said Rutvalf shot and killed the adherent. Let me change that to say he shot him and he went down.


Map & Handouts

Rutvalf shoots and kills the adherent


Map & Handouts

Drupka and Xavier attack and damage the ooze.


Map & Handouts

With Yaiho’s step away from the well as his action, the slimy creature climbs up out of the well in pursuit. We are back at the top of the order and all may act again.


Map & Handouts
Yaiho Crasher wrote:

[dice=Perception]1d20+5

[dice=Strength]1d20+5

As Yaiho comes up beside the adherent and adjacent to the well, he notices 2 things. First, the adherent seems to be paralized. Second, in the well 5 feet down, there is a creature.

Bits of broken weapons, coins, and a partially digested skeleton are
visible inside this quivering cube of slime.

Yaiho may change his action as he notices these things. If you keep the action, the adherent will fall over as you push him.

Elris persues the adherent to the north, but requires a full round of movement to catch up to him. So no attack.
Both the adherents to the north and south are actually 50 feet off the map.

Both adherents are going to continue running away. Elris may take an Aoo if desired.

I will wait to see if Yaiho is changing his action.


Map & Handouts

One hit, he is still up but looking rough.


Map & Handouts

Yaiho give a perception check and then a strength check.

Tessaro hits the adherent running to the south. He does not go down.

Rutvalf, Xavier, Drupka, and Elris to act.

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