Imperial Dragon Sorcerer

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Bigrin has reset our characters to Core.

Now to see if it stays that way…


Chronicles have been sent.

Contact me if you see any problems. Since I manually mailed them, the most likely issue is me mixing up the e-mails and sending someone the wrong one.

Now for the longer process of trying to get it fixed so it is a core game.


1 person marked this as a favorite.

I will get the chronicles out either tonight to tomorrow.


Zarta listens to the recommendations and promises to take the advice under consideration, saying that Numair and Khellek make a very good points about revenge.

Since we have a clear vote and Grog is not Dark Archive we can all it here.


Khellek the historian wrote:
FJC question: Does that special devil armour count as a unique magic item? Or maybe our talkative head? Or, is there a chance to try and talk with our head and recruit him to the Dark Archive?

Gellius Thrune Is a soul without a body and although Dark Archive people are going to see them, I don’t think Gellius is going to like the experience.

None of the devils would be recruitable either.

This isn’t a good adventure for recruiting. Most of the people you met were dead and consigned to hell.

I need to look over the chronicle and figure out the best way to handle them. I would like to just automatically mail them from RPGChronicles but this one feels like one that I should customize to the person because of boons.

Glad that everyone was happy to get a high level scenario. Although this one was good for filling in some of the background on Zarta, I think there were things I could have done to make it move smoother. The store upgrade certainly didn’t help.

I will post here once I’ve figured out how I want to handle the chronicles.


Leventi seems satisfied and says he will let Rowane know. He also says “You still have time on the writ if you want to stay.

Zarta says “A good guest knows it is best to leave before the invitation expires.

With Gellius secured and Leventi dealt with, the group and Zarta make their way back to the hellmouth and travel back to Skyreach. There, Zarta consults with Gellius's trapped soul before using the melancholic talisman to permanently shut down the portal.

The talisman briefly flares as Zarta closes the hellmouth. The infernal scents fade slowly as Gellius Thrune's bound soul bobs approvingly. “Closed as promised, Lady Davian.” Zarta winces slightly. “Of course, I cannot promise perfect control in this state…” The disembodied head nods within its glass prison. “But before we quibble over terms, let me speak plainly, for I see in you the same need that has consumed me for centuries: revenge against House Thrune.

Gellius offers Zarta aid leveraging her Davian lineage to strike at Thrune, using his knowledge of the foundations of the house and its secrets to weaken and wound them.

Zarta twirls the point of a blade on Gellius' infernal contract as she contemplates his offer. “I admit I've yearned for this: a chance to slide the knife in, slow and deep, and see those who betrayed me twist on it. Not only did Thrune betray me, but I've known for only a few years that they were also responsible for the deaths and erasure of my ancestors, House Davian. However, as I look at you, my treasures, the choice is less clear. I have made a home here, with those who risked their souls to rescue me. Undermining Thrune and restoring Davian would mean leaving this behind, resigning my position, so that Thrune's reprisals would not target the Society.

She smiles. “So please, tell me how you can't bear to be without me or how my absence would only stoke your ardor.”

Zarta sincerely looks to your group for advice in this momentous decision.

If she pursues revenge and the resurgence of House Davian, she would leave the Pathfinder Society.

If she chooses to remain with the Pathfinder Society, she would likely continue her work with the Dark Archive while making peace with her past.

It is a reporting condition. Overall the society chose for her to stay with the Dark Archives.


With two having left, I’m going to assume the rest of you follow.

You manage to get out with minimal issue. The golem does take a parting attack, but does not pursue. You then spend a few minutes healing up. Zarta uses a couple of her spells to help with that.

After about ten minutes have passed, she says “I think it should be fine now.

You go back in and the golem is just standing in the same place it was before. It doesn’t move.

Looking at the contracts on the wall, the contracts bear the signatures of prominent Inner Sea families and represent potential blackmail material. It takes a bit of time, but you would be able to recover them if you wanted.

Leventi carries an angelskin handy haversack that contains eight legal texts written in a variety of languages (including several completely unknown to Golarion), a handful of semiprecious gems , and several wrapped parcels protecting the pieces of a suit of infernal armor.

Infernal armor:
Acts as Demon Armor but resembles a cornugon and inflicts poison with its claw attacks rather than contagion).

It is on the chronicle sheet.

Zarta goes over and grabs the jar. Gellius recognizes Zarta's Davian ancestry and reminiscences about a brief fling with Rufino Davian. He asks for his freedom, but Zarta pockets the jar and contract, saying, “All in due time.

With Gellius secured and Leventi dealt with, you make your way out.

At the entry way, Vetrivides and the two bones devils wait. Vetrivides asks if it is done and what happened.


True to his word, Grog does kill Leventi.

Zarta shouts out “If we leave and wait a few minutes, the golem will probably stop.

She waits to see if people agree to retreat. Looking to Numair, she also says “If we go, help me with Two Blades.

I’m willing to call combat complete if you want to retreat and wait.


Leventi is hit by more magical force. After the two volleys he is badly injured.

Round 4:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 160 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 24 damage –4 penalty on attack rolls, skill checks, and ability checks
Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Black Construct
Two Blades 11 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek 25 damage grabbed


Since Leventi has Khellek bound by his contract and his other attacks do not have reach, Korvan gets to them without getting attacked and hits. He does not do full damage, but does hurt the devil.

Round 4:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 125 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 24 damage –4 penalty on attack rolls, skill checks, and ability checks

Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Black Construct
Two Blades 11 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek 25 damage grabbed


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Leventi gives Khellek a look, then says “You are wrapped in paper. My hand has not dirtied itself by touching you, mortal.
Isn’t this the way Khellek would want to die? Wrapped up in paper. :)


Two Blades fights against the spell but is still stuck there bleeding.

Doodle is glad she used her arcane strike as about half the damage doesn’t get through to Leventi. Hopefully I placed you where you wanted to be. Glad the reroll worked.

Zarta continues her inspire courage and shoots Leventi with her light crossbow. It does full damage.

Leventi says “Guess I need to take care of your healer first.” as he steps to the side and attacks Khellek.
Binding Contract, 10’ reach: 1d20 + 22 ⇒ (15) + 22 = 37
Slashing damage: 1d4 + 9 ⇒ (1) + 9 = 10
Grapple: 1d20 + 22 ⇒ (16) + 22 = 38

Having captured the scholar, he then impales them.
Impale: 2d8 + 7 ⇒ (2, 6) + 7 = 15

Round 4:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 103 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 24 damage –4 penalty on attack rolls, skill checks, and ability checks
Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Black Construct
Two Blades 11 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek 25 damage grabbed


Khellek realizes this is a rather unusual construct. It is a fiend-infused stone golem. It is immune to fire and most magic. It resists damage from weapons unless they are adamantine and good. They also have all the normal Construct Traits that one would expect.

The golem’s body radiates the soul-scorching heat of the evil Outer Planes, dealing damage with its touch. Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. Creatures attacking a fiend-infused golem with unarmed strikes or natural weapons take this same hellfire damage each time one of their attacks hits.

In addition, the longer the golem is in combat the more likely it is to lose control. If it goes berserk, there is an explosion of hellfire and then it loses the fiend-infused template and attacks the nearest creature.

Finally it is also able to slow opponents in a ten foot burst around the golem as a free action every other round. There is a Will save to resist this.

Immunity to Magic:
Immunity to Magic (Ex) A fiend-infused stone golem is immune to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
* A transmute rock to mud spell slows a fiend-infused stone golem (as per the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock restores all of its lost hit points.
* A stone to flesh spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round.
* A banishment or dismissal spell quells the animating fiend temporarily, negating the golem's hellfire touch ability for 1 round with no saving throw. The spell also increases the chance of the golem's berserk liberation by 20% in subsequent rounds of combat.


Khellek the historian wrote:
What sort of action would it take to cover up the symbol? Are there curtains or similar things around that I could use?

Did an edit of above post to answer this, then the boards gave me the backtracked too far message. :(

Leventi originally revealed the symbol by using a move action to reveal it. I see no reason you couldn’t have a fight between the groups over is it revealed or not. You would need to be against the back wall to do this. Probably not your best obtion since Leventi could just destroy the curtain instead of moving it.

Anything that prevents people from seeing it would prevent the penalty. Obscuring Mist and similar spells for those more than 5’ from it, any wall spell you can’t see through, Darkness for those who do not have darkvision, anything else that would block line of sight.
Symbol of Pain can also be taken out with Erase, Dispel Magic, or (as listed in the spell) a DC 30 Disable Device. You would need to be at the symbol (along the back wall) to Disable it.
There are probably ways I’m not thinking of where you could block sight to the symbol.


Time rewinds.

Grog half orc wrote:

Grog tries to get out again.

[dice=with grease]1d20+25

With the help of all the magics, Grog is able to escape the grasp of Leventi’s contracts.

You have a move action left, if there is something you want to use it for. Note that you have already seen the contracts have Reach.

Time snaps back to where it was.

Khellek heals Grog a little bit.
I will allow Khellek to also adjust position realizing that Leventi has reach and casting the cure would provoke.

Round 3:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 85 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 24 damage –4 penalty on attack rolls, skill checks, and ability checks
Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Black Construct
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle

Khellek

Khellek and Grog have a move action if they want it.


Thanks for breaking it down for me, Khellek.

Grog’s escape attempt worked, if he has something he wants to do with his move action I will allow that.


GM Tiger wrote:
just wondering if people have played Heidmarch Heist (5-8 nonrepeatable though)...

Yes. I probably should not say how many replays I’ve used on it.

That said, it has been worth every replay I’ve spent on it.


One of the two statues starts breaking apart. You can see some sort of construct breaking out of the statue. You think it will take it a full round to break itself free but you can target it now.
Kn: Arcana to know about it. Since Khellek is in the group I will say right now that it is a NE Large Construct.

Round 3:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 85 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 50 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Black Construct
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek


Doing a tiny bit of research,

Core Rule Book, pg 199 wrote:


When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects.

I am not an expert at Combat Manuevers. I could be missing rules.

I believe the above means that all the spells that Khellek mentions would apply to the CMB. I believe that the penalties from Symbol of Pain would also apply.

It looks to me like the Grease was included, but not the Symbol of Pain, in Grog’s roll.

I don’t usually do this, but in the interests of speeding this up I’m going to tell you that Leventi’s CMD is 38. High tier has big numbers.

I’m going to go forward with the action, but would appreciate if someone could do all the math to determine if Grog was successful. I think the Symbol of Pain penalty prevents it but would be happy if I’m wrong. I would like someone to double check the math and figure this out before Leventi acts again.

Yes, I’m a softy who likes it when the heroes win.

My understanding is also that if you could hide or dispel the symbol of pain, you would no longer take those huge penalties. Zarta does not have Dispel Magic unfortunately.

Now to go post in gameplay so we can move a little forward.


Korvan heals himself, which prevents further bleeding. Unfortunately he does take 1d6 ⇒ 5 bleeding damage just as he is doing that.
Bleed damage is at start of turn.

Will wait a little bit to see if someone can check the math on Grog’s escape attempt.

Round 3:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 85 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 50 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Unknown
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek

As I said, going to wait a little bit to see if someone can double-check the math on Grog’s escape attempt.


Khellek the historian wrote:

Grog, did you see my post in Discussion? Both your grapple freeing checks have been six points too low, at least in my calculations.

I have not had a chance to check the math, but if Khellek is correct +6 is enough to make the difference and give you a success. It would be worth checking the details to figure it out if someone has time. I would be more than happy to rewind and give Grog the success.

Probably best to do the rules analysis in Discussion where Khellek posted their analysis.


Numair hits with two more volleys of force.

Grog again finds himself unable to escape.
Do you have a one handed weapon? It would be an additional -2 to attack, but you might have better luck. The dice didn’t help you on that roll.

Round 3:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 85 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 50 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 10 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks
Unknown
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek


The first two arrows miss. The third arrow is knocked off course by the contracts along the back wall. Yellow area

Korvan continues to bleed, taking 1d6 ⇒ 4 damage.

Leventi manages to keep hold on Grog with the contract and impales him again.
CMB: 1d20 + 22 ⇒ (6) + 22 = 28
Impale: 2d8 + 7 ⇒ (1, 2) + 7 = 10

He says something and one of the statues starts wobbling.

Infernal:
Golem, defend me now.

He then gores Grog twice.
gore: 1d20 + 18 ⇒ (2) + 18 = 20
Piercing damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13
gore: 1d20 + 18 - 5 ⇒ (12) + 18 - 5 = 25
Piercing damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15

Round 3:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 47 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 50 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 10 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks

Unknown
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek


Two Blades bleeds as he tries to break the spell freezing him in place.

Numair greeses Grog’s armor and then sends a flurry of force missiles at Leventi.
Leventi Reflex vs Grease: 1d20 + 17 ⇒ (14) + 17 = 31

Grog tries to escape Leventi’s binding contract but even with the helpful spell fails to get free.

Zarta continues her performance and casts heroism on Korvan.
She takes 1d6 ⇒ 6 bleed damage.

Round 2:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 47 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 12 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks
Unknown
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek


Khellek moves up and heals Grog. This also stops his wounds from bleeding.

Doodles improves her morale and also moves up.
Not sure exactly where you wanted to be, let me know if you want your position adjusted.

Round 2:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 29 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 12 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks

Unknown
Two Blades 1 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 6 damage d6 bleed

Doodle
Khellek


Grog rushes up to Leventi. As he approaches, the devil attacks him with a contract using it like a whip.
Binding Contract, 10’ reach: 1d20 + 22 ⇒ (9) + 22 = 31
Slashing damage: 1d4 + 9 ⇒ (1) + 9 = 10
Bleed: 1d6 ⇒ 4

That is a nasty paper cut!

Then Grog returns the favor, striking Leventi. The attack hits, but doesn’t do quite as much damage as Grog was expecting. DR

With Grog right there in his face, Leventi strikes the with contract. He hits and then the contract wraps around Grog.
Binding Contract, 10’ reach: 1d20 + 22 ⇒ (19) + 22 = 41
Slashing damage: 1d4 + 9 ⇒ (2) + 9 = 11
Grab: 1d20 + 18 + 4 ⇒ (15) + 18 + 4 = 37

Leventi then impales Grog on his horns.
Impale: 2d8 + 7 ⇒ (2, 4) + 7 = 13

Finally he tries to gore Grog.
Gore: 1d20 + 18 - 5 ⇒ (16) + 18 - 5 = 29
Piercing damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10

Round 1:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 29 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 48 damage d6 bleed grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks

Unknown
Two Blades 1 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 6 damage d6 bleed
Doodle
Khellek


Krovan fires off a pair of arrows but they both miss.

His wounds bleed for 1d6 ⇒ 5 damage.

Round 1:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog –4 penalty on attack rolls, skill checks, and ability checks
Korvan 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks
Unknown
Two Blades 1 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 6 damage d6 bleed
Doodle
Khellek


It didn’t flip mine.

Looking at the summary page:

# 873-13 PFC

# 873-19 PFS(1ed)

The character I gave credit to is marked 1st edition rather than PFC.

I’ll work to get this straightened out.

Bret


Khellek inspires Grog and searches for invisible creatures. At this time he doesn’t see any.

Round 1:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog –4 penalty on attack rolls, skill checks, and ability checks
Korvan 1 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks

Unknown
Two Blades 1 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 6 damage d6 bleed
Doodle
Khellek


Waiting to see if Khellek wants to reconsider his actions as Numair has already cast Haste. Zarta will be providing [iIInspire Courage[/i] so he probably wants to look at a different Bardic Performance if he wants to do it.

Grog feels the pain and asks if anyone can get rid of that symbol.
Does Grog want to do anything?

Two Blades tries to cast a spell through the pain of the symbol, but it doesn’t work.

Doodle resists the symbol and then tries to dispel the symbol. It is close, but he doesn’t dispel it.

Zarta begins an Inspire Courage and then moves to an area where the contracts will not give her paper cuts.
She takes 1d6 ⇒ 5 bleed damage.

Round 1:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points
Khellek extended Heroism
Grog Magic Circle against Evil, extended Heroism
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog –4 penalty on attack rolls, skill checks, and ability checks
Korvan 1 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks

Unknown
Two Blades 1 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 6 damage d6 bleed
Doodle
Khellek


Numair already cast Haste. Yes, Zarta will provide an Inspire Courage. If you wanted to do a different bardic performance that would work.


Looks like it is reported.

Sep 4, 2025

114768-15 Korvan the Hunter Liberty's Edge — Player has already played scenario at session # 6 of event # 2707141 Isle of Gamers PFS Feb/Mar/Apr on February 10, 2022.

66136-9 Two Blades in the Shadows Sovereign Court — Player has already played scenario at session # 5 of event # 2691000 RapierCon 2019 on February 09, 2019.

2072-27 Grog half orc Liberty's Edge — Player has already played scenario at session # 162 of event # 338745 PFS/PACG at Gritty Goblin Games on February 09, 2019.

If one or more of you could confirm those previous plays were Standard campaign that would be great.


Thanks for the reference and link.

Still waiting to hear if the problem was failing to report as core. That is a common cause of problems.


As a current local VA (not online), I confess that I don’t remember the ruling on this but can confirm they were intended them to be separate campaigns. I will work with resolve it.


Korvan the Hunter wrote:
as per standard Korvan fails a save, not sure if he can act in this round or not

You are wracked with pain as per Symbol of Pain. It does not prevent you from acting but will make it more difficult to be successful.

Korvan and Two Blades are wracked with pain.

Two Blades takes 1d6 ⇒ 4 damage from bleeding.

Although the spell takes effect on Two Blades, his divine connection allows him to ignore it for a limited time. Two Blades moves to be closer to the rest of the group.

I think you still have a standard action, Two Blades.

The scholar Khellek taunts the demon for trying to use such attacks against him.

Round 1:

Effects:
Haste on everyone
Korvan 3 ink -1 Con drain delay poison
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points
Khellek extended Heroism
Grog Magic Circle against Evil, extended Heroism
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog need Fort save
Korvan 1 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks

Unknown
Two Blades 1 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 1 damage d6 bleed Will give Grog and Korvan a chance to act before I have Zarta act. Any of them are free to delay until after her.
Doodle need Fort save
Khellek


Checking on this, will relay whatever answer I get.


Numair is wrecked by pain. In spite of the pain he manages to get off a spell and shout out a warning.

Round 1:

Effects:
Haste on everyone
Korvan 3 ink -1 Con drain delay poison
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points
Khellek extended Heroism
Grog Magic Circle against Evil, extended Heroism
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.
Leventi
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog need Fort save
Korvan 1 damage d6 bleed need Fort save

Unknown
Two Blades 1 damage d6 bleed need Fort and Will save
Zarta 1 damage d6 bleed
Will give Grog and Korvan a chance to act before I have Zarta act. Any of them are free to delay until after her.
Doodle need Fort save
Khellek need Fort save


Spoiler:

Doodle: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
Grog: 1d20 + 11 - 4 + 2 ⇒ (7) + 11 - 4 + 2 = 16
Khellek: 1d20 - 2 - 4 ⇒ (2) - 2 - 4 = -4
Korvan: 1d20 + 18 - 4 + 2 ⇒ (1) + 18 - 4 + 2 = 17
Numair: 1d20 + 23 - 2 + 2 ⇒ (2) + 23 - 2 + 2 = 25
Two Blades: 1d20 + 12 - 4 + 2 ⇒ (18) + 12 - 4 + 2 = 28

Between the failed bluff check and this, I believe it is time to roll initiative.

In a condescending tone, Leventi says “So be it. I will turn the lot of you into mince meat and then deal with my real opponents.” As he says this he makes a gesture.

Grog, Korvan, Numair, Two Blades:
The trap is now active. Stepping on the red grating in the center of the room is now bad for the health.

It is a free action to talk and can be done out of turn.

Initiative:

Doodle: 1d20 + 6 ⇒ (1) + 6 = 7
Grog: 1d20 + 0 ⇒ (19) + 0 = 19
Khellek: 1d20 + 1 ⇒ (2) + 1 = 3
Korvan: 1d20 + 9 ⇒ (9) + 9 = 18
Numair: 1d20 + 6 ⇒ (13) + 6 = 19
Two Blades: 1d20 + 8 ⇒ (9) + 8 = 17

Leventi: 1d20 + 11 ⇒ (14) + 11 = 25
Unknown: 1d20 + 3 ⇒ (15) + 3 = 18

Suddenly all of the contracts on the walls begin moving as if in a strong wind. They cut Zarta, Korvan and Two Blades inflicting a minor amount of damage and causing them to bleed.

1 slashing and 1d6 bleed damage for anyone entering or ending their turn in the areas marked in pink, yellow or orange. It is also difficult terrain moving through those areas.

With a sweep of his arm, Leventi moves aside the contracts on the wall behind him, revealing a Symbol of Pain!

Everyone, DC 23 Fort save please.
Those who have ink on them take a -1 per application of ink.

He then looks at Two Blades and tells him “Freeze!
DC 21 Will save please vs spell, take the ink penalty.

Round 1:

Effects:
Korvan 3 ink -1 Con drain delay poison
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points
Khellek extended Heroism
Grog Magic Circle against Evil, extended Heroism
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi
Numair need Fort save
Grog need Fort save
Korvan 1 damage d6 bleed need Fort save

Unknown
Two Blades 1 damage d6 bleed need Fort and Will save
Zarta 1 damage d6 bleed Will give Numair, Grog and Korvan a chance to act before I have Zarta act. Any of them are free to delay until after her.
Doodle need Fort save
Khellek need Fort save


Korvan, Two Blades and Grog,

I am told you have played this adventure before. I assume it was on a different character.

Are you using a replay for credit?


Leventi says “Rather arrogant of you mortals, thinking you can arrest me. You should think carefully about the deal. One soul for me not killing you all.


DC 10 Knowledge (planes) or Knowledge (religion), can take 10 on the check:
Accepting a wish in this way is a lawful and evil act.

Nothing you are likely to value. We can even set it up so you don’t pay anything while you live.


Shaking their head, Leventi says”Your lives are transitory, mortal. Power can be given, but there is a price.

Looking to the rest of the group, they say “It seems he isn’t interested. Are any of the rest of you interested?

His bonus to sense motive is higher than that dice roll, unfortunately.


@Numair, Sounds like a Bluff check to create a diversion. If you want, we can just state you continue talking to stall for time.

So what do you want for yourself then? Money? Power?


Numair Salmalin wrote:
To be clear: GM, we were sent to deal with this guy, correct? Breaking an existing contract to form a new one with this guy would seem like a... bad idea... to me?

Yes, this is the devil you were gathering evidence against. You have a devil in the main entrance waiting for you to arrest or kill Leventi. You also have the norn Rowane who is expecting you to arrest or kill them.

It would at very least be a chaotic act to toss them aside and make a deal with Leventi. I will note Leventi got into this because they were sloppy — your evidence shows that.

The devil gives Numair a predatory smile and says “I had thought this soul was of interest to you, the soul of Gellius Thrune. Is there more you wish for?

If asking for more than just the soul, please give a Diplomacy,Bluff or Intimidation check to go with the request.


There are ways others can alert you to it. None of them that I can think of are foolproof.

We will see how this works out. The idea is a good one.


Khellek, your character doesn’t know about the trap.

How I have run the fascination is that people who fail the save don’t realize they are fascinated until they come out of it. Other people observing would know what is happening.


I would generally put them in the middle of the room, or just as often use a different room.


Yes, I am Leventi. Your name is?

Had you made a proper appointment, I could have had chairs and a table in place. As it is, we will need to stand.

Two Blades:
You saw the trap, but don’t know what sets it off.


Spoiler:

Doodle: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
Grog: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Khellek: 1d20 - 2 - 4 ⇒ (15) - 2 - 4 = 9
Korvan: 1d20 + 18 - 4 ⇒ (12) + 18 - 4 = 26
Numair: 1d20 + 23 - 2 ⇒ (9) + 23 - 2 = 30
Two Blades: 1d20 + 12 - 4 + 3 ⇒ (9) + 12 - 4 + 3 = 20

Everyone manages to get through the scroll without getting any more ink stuck to themselves.

The lurid glow of flames within an iron-grated pit illuminates this well-appointed chamber. Ancient scrolls smoldering with Infernal script move with an unseen breeze, and glass cases display statues carved to resemble hellish armor along the southern wall.

You see a contract devil that you presume is Leventi waiting here near the south wall, charming and poised. Picture on slide 7

Welcome, my esteemed guests! Please, let us not resort to our baser instincts when we can instead discuss this matter to our mutual benefit. I am a simple broker, and if I have something you desire…” He holds up a glass jar swirling with inky mist and an older Chelish man's disembodied head peering out. “…I would gladly negotiate its sale.

Grog, Korvan, Numair, Two Blades may read:

There is a magical trap under the grate in the center of the room. It seems to have a remote trigger.

Unfortunately the devil is close enough that it is impractical to warn the rest of the party without the devil hearing or seeing you do so.

You would need to be adjacent and have some time to disable the trap with the Disable Device skill. Doing so would also be very obvious.


Looking at the ink, it is starting to fade. You think with another forty minutes, it would have faded enough to reduce the effectiveness.

It would reduce the ink by 1.

—-

When the group finally goes through Numair, Korvan, Khellek, and Doodle all manage to go through the scroll without getting more ink on themselves.

Looks like I still need saves from Two Blades and Grog.

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