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Ahh okay, for other ideas: Destiny in the Sands (3 parter, of 2 1-5 scenarios and a 3-7 finale) Feast of Ravenmoor (level 3 module)
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Almost done with chronicles, so they will get emailed tomorrow! And something low level... well, for something different, we could do Dragon's Demand if you want module. It'll get you 4 levels in chronicles if we do the whole thing, plus we can go with some non-PFS standards! What say you guys?
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Hmm... that is true, could switch to new characters if people have stuff in the same range.
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And when are the cons? If it looks to be soon, then I would rather let you guys go. -Posted with Wayfinder
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Tomorrow for chronicles. Computer issues are plaguing at this time. -Posted with Wayfinder
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So next question: Do you guys want to try a new module or scenario together? I can request for new players if need be then!
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Thank you all for waiting for me. I'm still not in a fully stable state, but at least I have a semi-regular schedule again which always helps.
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"Ugh, yeah, just... feeling weird... I talked to you guys right? Ya look familiar but... I dunno.", Rozimus stammers.
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"Ugh, yeah, just... feeling weird... I talked to you guys right? Ya look familiar but... I dunno."
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So sinus allergies killed me over the weekend, but I'm back! The party returns back to Togarin's chamber... and finds it empty, the wood of the table rotted, the books crumbled to dust. However, in arcane mark writing on the wall, a message is left to you. To my intrepid 'heroes', you have finally freed me from this mortal form, but now I have attained immortality through undeath. As a parting gift, you will be spared as I plan to continue my research and begin my reign over this land in the name of Gluttony. -Togarin In the corner, is Deaglan's body, just as it was left before you made your final foray. Taking the corpse, the party returns to town, glad to be free but sorrowed at the loss of one of their own. Going to the Shrine of Battle, the Gorumite priest Brother Eldrast is more than willing to prepare his magics to return a fellow dwarf to the life of the living. Leaving the body in good hands, the others return to the Greenforest Inn, seeing a small crowd around a familiar face that lays on the floor. "Damn this head of mine hurts... like empty, something just left it...", Rozimus complains.
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The unliving flesh of the deadite ages with each hit... Deadite:
With every hit, you are shunted a separate warp in time, wandering the halls on your own, alone, for over a decade each time, until you come back to the "present", aged over the experience. After several smashes, the party gets a quick headache and the machine stops, the crystals falling to the ground harmlessly. The deadite then falls part... unmoving. And thus ends our adventures with a temp undead ally!
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Sorry, family headed back home, caught up on things, and resisting Mass Effect Andromeda enough to post :P @Kylar: Unfortunately, you know not of how to disable this device (the DC would be ridiculously high if it were allowed) Sindar surmises with Varian, but suggests that they have the undead ally do, being the expendable one and all. Who is going to smash the box? If so, give me some damage rolls!
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"Aha! I postulate that this device is what is causing the time lock. If we wish to spare Rozimus, perhaps we can shut off this contraption... but..." Feel free to read the spoiler above What do you wish to do?
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This time Varian, taking a more defensive stance from the attacks that failed to land on him, misses, but Kylar and the deadite finish off the construct which lands with a thud, now laying motionlessly. Combat over! The man's body interests Sindar who pours over the wizard's spellbook. The golem's body is unusual in that you can see a mishapen woman's face on it and a yellow sigil on the its right arm. In the room the golem burst forth, you see it was formerly a posh bedroom that was recently ransacked Numerous ancient books that litter floor, and piles of paper with arcane markings are spread across the chamber. To the south, the party sees several glowing lights orbiting a strange mechanical contraption, weaving an eldritch pattern over the device. The lights are crystals that blasts colorful light into the deep shadows of the room's many narrow niches. DC 25 Kn: Arcana or Spellcraft: This object seems to be a device that holds an area into a separate timeline than everything else. It looks like it could be manually destroyed, but what would happen by striking such a complex, intricate device?
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The party continues their assault! Varian hammers the golem twice, although the damage done to the deadite seems to have affected its swinging as it fails to land a blow. Kylar finally gets his aim down and coats the golem in acid, dissolving sections of flesh that visually should be avoided. Sindar follows up with a simple fire spell to try and slow the beast down. Concentration: 1d20 + 14 ⇒ (1) + 14 = 15 But the stench of the melting flesh causes the wizard to botch the spell! The golem retaliates at Varian now, swinging with hefty arms! Berserk: 1d100 ⇒ 42 Slam @ Varian: 1d20 + 13 ⇒ (3) + 13 = 16
The power of Varian's blows must have thrown off the massive construct as it sluggishly flails its arms in wide arms that the aasimar easily dodges. Alright! This is your battle to lose! Finish it! Init Order (bold = up)
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Varian and the deadite hammer at the flesh mass, while Kylar seems unshaken by its form. Sindar tries to cast a spell... Concentration: 1d20 + 12 ⇒ (16) + 12 = 28 And boosts the speed of everyone except Kylar! The golem swings twice at deadite! Slam @ Deadite: 1d20 + 13 ⇒ (19) + 13 = 32
The first swing cracks undead bones, but the second is deflected by the unnatural steel surrounding the unliving ally! Init Order (bold = up)
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Sindar readies a spell to assault the wizard as he casts, while the undead warrior cuts deeply into the Azlanti mage. Kylar's aim is off this time as Varian gets into position. The wizard, bloodied, still stands, and tries to cast another spell. Sindar MM @ Wizard: 4d4 + 4 ⇒ (4, 4, 4, 4) + 4 = 20
Sindar's magic holds strong and the wizard cannot resist it and another spell goes down the drain... as does the wizard who slumps down in defeat. Just seconds later, though, a large bulbous mass of flesh with a vagueley feminine human face bursts through the door behind Sindar! DC 22 Kn: Arcane:
That's a flesh golem... it is immune magic that allows saving throws, and electricity effects make them move faster! Cold and fire magic instead slows the creature. Finally, you need adamantine weapons to fully damage their hardened flesh. Init Order (bold = up)
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And don't know where it went, but posting now! Kylar's acid hits a weak spot on the man, but his skin seems exceptionally durable and doesn't wear down as much as it should. Nonetheless, the nagaji's precision causes a nasty wound that sizzles. "You foul, ignorant beast! How dare you attack me!", he curses before Kylar disappears once more. Seeing the party clustered up, he casts a spell... Concentration: 1d20 + 14 ⇒ (1) + 14 = 15 Poor villain But the acid causes his to garble a word, failing the spell. Init Order (bold = up)
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The party moves into the room, Kylar vanishing as he approaches while Varian summons a large hammer. Inits:
Daegros: 1d20 + 7 ⇒ (15) + 7 = 22 Vuzhon: 1d20 - 1 ⇒ (11) - 1 = 10 Deadite: 1d20 + 3 ⇒ (1) + 3 = 4 Kylar: 1d20 + 7 ⇒ (20) + 7 = 27 Sindar: 1d20 + 3 ⇒ (4) + 3 = 7 Varian: 1d20 + 3 ⇒ (12) + 3 = 15 Init Order (bold = up)
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RTA at AC 5: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 Varian's silenced coin bounces without noise in the center of the hallway, blocking off sound as the aasimar makes his way through the string of bells. He hits several of them, but his magic makes a mockery of the attempt at an alarm. The rest of the party follows close behind. This passageway runs west and east, with a door set in the north wall before the corridor turns to the north. Arches on the far east wall lead to a darkened chamber that periodically flashes with colorful bursts of light, casting the corridor in shifting shades of pink, scarlet, dusty rose, and incandescent blue. A man in red robes walks back and forth until he sees the party, caught completely off guard. Party gets a surprise round, if you wish!
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The deadite opens the, revealing a hallway lined with strings of bells and beads. Another door to the south blocks the passage. I need an Acrobatics or Escape Artist check to try and slip through the bells quietly.
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With only one new remaining path to go, the party heads to the yellow door. The undead ally places its decayed hand on the door, the sigil on its hand glowing before it opens. A single magic circle also glowing in a pale yellow hue stands before the party. Sindar identifies it as a teleportation circle. Bravely, the party steps in, teleporting to another room with a single wooden door. Map updated!
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The party goes through the southern door, not sure what to expect. Surprisingly, they find a bedroom littered with belled glass jars that clutter every available surface. The jars contain miniature creatures pinned by needles to cushions, like a twisted insect collection. DC 18 Appraise, Kn: History, or Kn: Nature:
five cases of these jars contains what appears to be creatures long since extinct, and would be worth a tidy sum to the right collector, perhaps 1,500 crowns each. Map updated. There is only one new path left, beyond the yellow door which Generic Deadite happens to have the sigil for :)
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I am so sorry! I thought I replied to this a week ago and completely missed it. Bad GM is bad. Kylar finsihes off the demonling, sending it to a bloody mess on the floor! For the sake of things, this battle is over. While the remaining demon is a threat, it can't take full attacks from Varan and the Deaglan temp. Calling it to save some time! The more melee oriented party members make short work of the last demon, who poofs as sword and hammer smash into it hard. The rest of the party looks around the room, but aside from the paintings and the little demon bleeding out, there is nothing else of note.
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Reflex: 1d20 + 6 ⇒ (4) + 6 = 10
Varian's bag of goo seemingly immobilizes the demon! It tries to free itself by ripping the goo apart! bite damage: 1d6 + 5 ⇒ (5) + 5 = 10
Freed from the goo, it takes a swipe at Deadlan. Claw @ Deadite: 1d20 + 12 ⇒ (1) + 12 = 13
But the remaining goo throws off its swipe! The little demonling tries to still strike at the wall. Painting attack: 1d20 + 7 ⇒ (19) + 7 = 26
However its blinded state prevents it from striking! Will save: 1d20 + 4 ⇒ (6) + 4 = 10 It is still blinded! Init Order (bold = up)
Kylar (17 damage, vanished)
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The deadite swings upwards, and if it wasn't summoned it would the severed head of the allosaurus as a trophy! However, it disappears with a poof! The other demon just narrowly dodges his second attack! Init Order (bold = up)
Kylar (17 damage, vanished)
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Sorry for this delay... actually had a couple of job interviews! The dinosaur melts some more. Kylar tries to acid arrow the little demonling; it is struck, but it seems unfazed by the acid. Sindar sends more force missiles out, this time at at the demonling. MM @ demonling: 4d4 + 4 ⇒ (3, 2, 2, 4) + 4 = 15 The demonling barely stands, severely damaged from the blow! Init Order (bold = up)
Kylar (17 damage, vanished)
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Varian prepares to enter the fray, ready to take on the next threat that comes in. Forgot about the newest demon, so I'll just put its initative now The demon, angry about being sparkly now, hisses in abyssal and attacking the undead with its spear! Spear @ Generic: 1d20 + 12 ⇒ (6) + 12 = 18
The new magical protections ensures that the demon's attacks are foiled! The little demonling tries to flail around... Direction: 1d8 ⇒ 5
The poor demonling is having a bad time, failing to scratch the nearby painting and by doing so it doesn't get the time to remove the sparkles from its face. Init Order (bold = up)
Kylar (17 damage, vanished)
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Good point, sorry Kylar! With the first slice, the genie falls back before disappearing from the room! The undead's second strike causes more pain to the reptile! The blinded dinosaur tries to retaliate, flailing its claws and teeth at the ghoulish ally. Bite @ Generic: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
Will: 1d20 + 7 ⇒ (1) + 7 = 8 The one claw that gets close to the undead is deflected off of its armor. The sparkles are still embedded on the dino's eyes! Init Order (bold = up)
Kylar (17 damage, vanished)
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Kylar melts more dinosaur, further weakening the beast! Sindar, trying to expose the invisible efreeti, blasts the back end of the room a blast of sparkles! GM Dice:
???: 1d20 + 4 ⇒ (3) + 4 = 7 Efreeti: 1d20 + 9 ⇒ (13) + 9 = 22 Allosaurus: 1d20 + 7 ⇒ (9) + 7 = 16 Babau: 1d20 + 5 ⇒ (15) + 5 = 20 The allosaurus rears its head as it is blinded. The efreeti is half-shown from the glitterdust as well as the babau is fully exposed. What is unusual is a tiny little demonling near the torn painting that is also clutching its eyes. DC 12 Kn: Planes:
The little demonling is a quasit. They have poisonous claws, can make themselves invisible at will, and require good or cold iron weapons to fully harm them. They also have the standard demon resistances. The now visible efreeti is angry, and takes it out on the nearby undead! Efreei falchion @ Deaglan: 1d20 + 16 ⇒ (14) + 16 = 30
The Deaglan replacement is struck again, its undead form beginning to fall apart. Init Order (bold = up)
Kylar (17 damage, vanished)
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@Kylar: No, unfortunately. Varian's radius will be to wide and will encompass the entire chamber. Varian further buff's the party! GM Dice:
Painting: 1d6 ⇒ 3 Babau Init: 1d20 + 5 ⇒ (9) + 5 = 14 Direction: 1d8 ⇒ 2 A spear-wielding demon now appears on the central platform, seemingly confused as it snarls at the party. It's reddened skin is covered with a strange slime. [spoiler=DC 18 Kn: Planes]
DC 18 Perception check:
You hear more giggling, this time from further north along the back wall. It is a tiny, maniacal voice. Init Order (bold = up)
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Thanks guys. I am meeting her for dinner tonight to go over things. Not sure what will come from it, but communication is good regardless.
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Ahh did not know that; thanks for the info! The undead minion swings twice, both strikes causing painful damage to the dinosaur. It in turn retaliates, biting and clawing at its attacker! Dino bite @ Generic: 1d20 + 14 ⇒ (3) + 14 = 17
Only one claw gets through the undead's defenses! Init Order (bold = up)
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Hey guys, so more personal stuff on my end: going through the process of a divorce and now needing to find a new home. I am hoping sooner than later, but I won't be able to GM effectively for a while. I will do what I can when I can, but things are not good for me currently. Wish me luck to finally get things together and get back into this like I should. Thanks again for your patience. -Posted with Wayfinder
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Kylar aims for the efreeti's throat, causing a painful wound as the acid burns away the elemental flesh. "You coward! Fight and die with honor like the whelpling that you are!", he hisses back. Sindar simply pelts the Abu-kednezzar with a salvo of magic missiles from safety. MM damage: 4d4 + 4 ⇒ (2, 4, 4, 1) + 4 = 15 Growling, the efreeti then retorts. "Hide under invisibility? I can do that, too!" Concentration: 1d20 + 13 ⇒ (15) + 13 = 28 The efreeti then disappears from view! DC 17 Spellcraft:
It's invisibility, from a spell-like ability. Init Order (bold = up)
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[ooc[@Generic: Fervor, Sacred Armor, and Sacred Weapon are all swift actions, so you can only do 1 this round. I'm assuming you're going to do Sacred Weapon.[/ooc] Varian buffs most of the party Kylar is out of reach, and is invisible anyway. Meanwhile, the party's new undead ally steps in and swings his large blade. The first one is dodged, but the backswing leaves a large gash in the evil's genie's side. "You dare draw my blood! Die a horrible redeath, abomination!", the efreeti curses. GM Dice:
1d7 ⇒ 5 Position: 1d8 ⇒ 2 Target?: 1d4 ⇒ 1 Allo Init: 1d20 + 5 ⇒ (8) + 5 = 13 Another painting is savagely torn; this time a large reptile with a massive jaw and head-sized claws. DC 18 Perception:
You here a maniacal cackle as the painting is torn, from the direction of it. Init Order (bold = up)
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D'uh! Yeah, okay :) However, there is a minor issue as will be revealed now! As Kylar hurls his acid, the large red man swings his bladed weapon at him with above average reflexes! So he is flat-footed, but could still AoO Red man falchion AoO @ Kylar: 1d20 + 14 ⇒ (14) + 14 = 28
Kylar takes a powerful blow, but lands his own glob that sizzles some of the outsider's skin. Sindar tries to identify the creature... Kn: Planes: 1d20 + 15 ⇒ (19) + 15 = 34 "It is an efreeti, a powerful creature from the plane of fire! Hit it with cold, and watch out for its rays!" Feel free to look at both Kn: spoilers above. Sindar then casts a spell that improves the speed of the party! Haste! The efreeti grins at Sindar's words. "I am not just an efreeti, but I am Abu-kednezzar! I am finally free from that damned portrait by you damned humans... taste steel from the City of Brass!" Efreeti falchion @ GenericPC: 1d20 + 14 ⇒ (18) + 14 = 32
While the first swing cuts deep, the second is only barely protected by the necromantically powered steel. Init Order (bold = up)
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Kylar, were you invisible before you entered the room? Only way you'd have sneak attack otherwise. Just want to make sure I am understanding the order of operations.
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Actually no... but you may get an idea after this! GM Dice:
Painting: 1d8 ⇒ 7 The painting of a large, red man is scratched apart as Kylar enters the room to inspect. Immediately, the central platform now bears a similarly large red man, who looks around in disgust and rage. "Where are you...", he growls, until he spots the party. "You! I shall take my wrath out in your hide!" [spoiler=DC 18 Perception]
Inits:
Nixkamix: 1d20 + 6 ⇒ (15) + 6 = 21 Efreeti: 1d20 + 7 ⇒ (10) + 7 = 17 Deadlan: 1d20 + 3 ⇒ (12) + 3 = 15 Kylar: 1d20 + 10 ⇒ (13) + 10 = 23 Sindar: 1d20 + 3 ⇒ (20) + 3 = 23 Varian: 1d20 + 3 ⇒ (9) + 3 = 12 Init Order (bold = up)
DC 20+ Kn: Planes:
This is an efreeti, a large being from the plane of fire. They are vulnerable to cold, and likewise generate intense heat that burns those it its hit melee. They can grant wishes, but often at a price that typically works out in the efreeti's favor. DC 25+ Kn: Planes: THey are capable of flight and have several other spell-like abilities, such as turning invisible, quickly firing off rays of fire, and turning into a gas. They also have quick reflexes, being able to strike at multiple foes that come inside its reach.
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@Generic Undead PC: You would find magic, had Kylar not stepping into the room triggered something. Unfortunately, it is big, battle ready big, and I just got a call that I need to pick up my dad from work since his vehicle died. Tomorrow morning big update... this is the other battle I always worry about in this dungeon, so we'll see how you guys fare!
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Kylar discovers that several of the scroll tubes still have scrolls! The party finds: A scroll of wall of stone, two scrolls of tongues, two scrolls of summon monster III, and three scrolls of summon monster IV. Have fun with those! Taking the treasures, the party continues ahead, finding no traps still. The next door is unlocked, and with the party ready, the group continues. The sweeping ceiling of this spacious gallery allows for a huge display of framed paintings against the back wall, each of which sports a different monster looking down on the raised platform at the center of the room. The platform supports a simple table covered with an open book and numerous burning candles of various colors and lengths. One of the paintings lies broken and torn on the floor. DC 20 Perception:
It's a painting of a behir. Map updated
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