Vordakai

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1,794 posts. Alias of Stetrix.


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You have 30 days between the last adventure and this one.

Sekkimm is able to complete her boots of speed in 10 days.
Each spell transferred takes 1 day if you are copying into spellbooks regardless of spell level.

Is there any other items to be crafted or purchased?


New thread!!!

Go to What's the magic word?.


The summons from Sheila Heidmarch arrives two hours before dawn, and the venture-captain demonstrates a scarcely contained mix of excitement and anxiety as she motions for everyone to take a seat. "You succeeded in the recovery of the refuge tokens that might grant us access to the Runelord Krune's lair. While you succeeded in recovering the tokens, we still lack the proper command words to activate them, and no amount of divination seems able to provide them.

"While we don't know the command words themselves, we do know that the words are etched into a set of rune plates-durable, well-crafted, and roughly parchment-sized tablets bearing ritual instructions that are held in the Thousandth Spire, one of the many towers at the Thassilonian ruins known as Desgard's Thousand Columns in what was once Haruka. You won't have time to formally chronicle the site today, as you will not be alone. Our divinations also sensed multiple cells of Lissalans converging on the site, and it appears they have a lead. As a result, I have called in a favor from a Lissalan cultist we captured some months ago to have you teleported directly to the site.

"Krune and his predecessors appear to have protected their towers against most forms of divination. As a result, there is little more that I can tell you on short notice. The Thousandth Spire stands near the western end of the site, and its entryway will be marked by these runes," she states, placing a slip of paper on the table. "Don't tamper with any of the other towers unless you know what you are doing; you will be travelling to an eminent site of sloth magic, and there's little telling what products of conjuration magic lie hidden within."

With that, Sheila plants her feet and curtly nods to signal the close of the meeting. "You have your orders: retrieve the rune-plates, exercise discretion, and show initiative. You're among my top agents, and I trust you to do whatever it takes to get the job done. Questions?"


Gold per person with the spell book sold is 6310 gp

If you are copying spells into your spell books:

This table is just the cost to copy from the source to your spellbook. It does not include the cost of the scroll for example.

0 5 gp
1 10 gp
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp

It takes 1 day per spell to study and copy it regardless of spell level.


Gold = 5066 each
563 gold paid to your Homestead/Keep

One bit of bad news, the +1 Plate armor disappears. Researching it appears it was bound to the Grave knight and she rejuvenated returning to her eternal watch in the temple.

In death, the graveknight's life force lingers on in its armor, not its corpse, in much the same way that a lich's essence is bound within a phylactery. Unless every part of a graveknight's armor is ruined along with its body, a graveknight can rejuvenate after it is destroyed. A typical suit of full plate graveknight armor has hardness 10 and 45 hit points, though armor with enhancements or made of special materials proves more difficult to destroy. Merely breaking a graveknight's armor does not destroy it; it must be ruined, such as by being disintegrated, taken to the Positive Energy Plane, or thrown into the heart of a volcano.

Anyone who treats a graveknight’s armor as simply battle spoils risks both body and soul. Graveknights rejuvenate when destroyed. Their bodies literally grow back, with tendrils of undead flesh coiling out from recesses in their armor like gruesome creepers, unless opponents take pains to also obliterate the armor. These unholy strands have no objection to infesting a living host instead of producing a new body for their master.

People who claim a graveknight’s armor rarely recognize the threat until too late, as part of the magic of the rejuvenation makes wearers oblivious to the invasion of their own bodies. When they take the armor off to sleep, they overlook the puncture marks and deep fissures upon their skin. Some sinister instinct also causes them to conceal these wounds from their companions. Only the particularly observant (and a DC 25 Perception check) perceive the peril in time help their friend cast aside the armor.

Once the rejuvenation period ends 1d10 days later, the wearer must make a Will save (DC equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Cha modifier) each day to avoid transforming into the original graveknight. This transformation consumes mind as well as body, immediately slaying the victim and utterly destroying the body.

To wear graveknight armor safely, its new owner must cleanse it of evil and forever sever its connection to its undead master. This cleansing requires the casting of three different spells in rapid succession. Two are always break enchantment and holy word. The third varies with each graveknight and relates back to the unique circumstances surrounding its first death and return. Figuring out the correct spell usually entails a great deal of research and careful thought. And of course, while this detective work is happening, the armor continues to steadily regenerate the graveknight.


Gold = 5066 each
563 gold paid to your Homestead/Keep

One bit of bad news, the +1 Plate armor disappears. Researching it appears it was bound to the Grave knight and she will rejuvenate in some days.

In death, the graveknight's life force lingers on in its armor, not its corpse, in much the same way that a lich's essence is bound within a phylactery. Unless every part of a graveknight's armor is ruined along with its body, a graveknight can rejuvenate after it is destroyed. A typical suit of full plate graveknight armor has hardness 10 and 45 hit points, though armor with enhancements or made of special materials proves more difficult to destroy. Merely breaking a graveknight's armor does not destroy it; it must be ruined, such as by being disintegrated, taken to the Positive Energy Plane, or thrown into the heart of a volcano.

Anyone who treats a graveknight’s armor as simply battle spoils risks both body and soul. Graveknights rejuvenate when destroyed. Their bodies literally grow back, with tendrils of undead flesh coiling out from recesses in their armor like gruesome creepers, unless opponents take pains to also obliterate the armor. These unholy strands have no objection to infesting a living host instead of producing a new body for their master.

People who claim a graveknight’s armor rarely recognize the threat until too late, as part of the magic of the rejuvenation makes wearers oblivious to the invasion of their own bodies. When they take the armor off to sleep, they overlook the puncture marks and deep fissures upon their skin. Some sinister instinct also causes them to conceal these wounds from their companions. Only the particularly observant (and a DC 25 Perception check) perceive the peril in time help their friend cast aside the armor.

Once the rejuvenation period ends 1d10 days later, the wearer must make a Will save (DC equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Cha modifier) each day to avoid transforming into the original graveknight. This transformation consumes mind as well as body, immediately slaying the victim and utterly destroying the body.

To wear graveknight armor safely, its new owner must cleanse it of evil and forever sever its connection to its undead master. This cleansing requires the casting of three different spells in rapid succession. Two are always break enchantment and holy word. The third varies with each graveknight and relates back to the unique circumstances surrounding its first death and return. Figuring out the correct spell usually entails a great deal of research and careful thought. And of course, while this detective work is happening, the armor continues to steadily regenerate the graveknight.


Norath was messing with the statue. Not sure what he did. You find no tokens after an extensive cavity search.
Kyra heals up wounded


Buchart's displays his brand have no effect.

You interrogate the prisoners, but you already dispelled or overcame their charm spells and get no further information. They are ready to return to Kaer Maga at your earliest convenience.

Kyra KN Religion: 1d20 + 10 ⇒ (17) + 10 = 27
She does not know any useful information about the statues, but makes some interesting notes about a Lasallan dance performed on the mural in room 3. Repeating the dance by the statue triggers nothing however.

How do you want to identify the Ioun stone? It has an evil aura that is easy to identify, but you are not sure what it does. It was spinning around Norath's head.


yes all magical see above
Room #3 you find
This bas-reliefs on this chamber's walls depict Lissalan liturgical practices. Acolytes bowing to statues and altars, clergy branding themselves with the Sihedron rune, and flagellations are a common theme.

This room is largely empty, but the floor has large patches stained brown from the many years worshipers came here to flagellate themselves in worship of Lissala.

You find no other secret passages or exits.

You have received (so far) 20,480 experience points
Sekkimm is now level 10 and Kyra Level 9

Treasure sheet updated!


Rolande's first shot drops Norath dead.

His second shots hit one of the cultists in the orb (no roll for concealment because seeking pepperbox)

The cultists try to escape the orb
Orb damage + escape: 2d6 ⇒ (1, 2) = 31d20 + 5 ⇒ (1) + 5 = 6 The 1st cultists that Rolande hit dies before he can attempt to escape
Orb damage + escape: 2d6 ⇒ (2, 4) = 61d20 + 5 ⇒ (7) + 5 = 12 The second remains trapped
Cultist #2 -29

Anaba move up 5' to attack the remaining cultist
Flaming Bastard Sword Two Handed Power Attack + Lead Blades : 2d100 ⇒ (42, 90) = 1321d20 + 22 ⇒ (5) + 22 = 273d8 + 26 + 2d6 ⇒ (5, 6, 7) + 26 + (3, 2) = 49 hit
Flaming Bastard Sword Two Handed Power Attack + Rage + Lead Blades : 2d100 ⇒ (64, 25) = 891d22 + 20 ⇒ (5) + 20 = 253d8 + 26 + 2d6 ⇒ (4, 6, 6) + 26 + (6, 5) = 53 hit
Flaming Bastard Sword Two Handed Power Attack + Rage + Lead Blades : 2d100 ⇒ (96, 15) = 1111d20 + 17 ⇒ (14) + 17 = 313d8 + 26 + 2d6 ⇒ (7, 6, 7) + 26 + (5, 4) = 55 hit

she slices him into tiny unrecognizable pieces.
OUT OF COMBAT!!!!

Searching the bodies you find:
Norath Balam's body is covered in glowing runes, though many are hidden by folds of excess flesh.
Gear: quarterstaff, amulet of natural armor +2, An ioun stone (You can tell it's evil on even a cursory examination), ring of mind shielding, cultist letter, silver Aspis Consortium badge,

spell books (containing all prepared spells
7th-caustic eruption, spell turning
6th-disintegrate, true seeing
5th-acidic spray, , telepathic bond
4th-enervation, lesser age resistance, solid fog, stoneskin, summon monster V
3rd-dispel magic, fly, protection from energy, ray of exhaustion, stinking cloud
2nd-acid arrow, bear's endurance, darkvision, false life, see invisibility
1st-anticipate peril, corrosive touch, grease, mage armor, ray of enfeeblement, shield, true strike
0 -detect magic, mage hand, read magic, touch of fatigue

plus acid fog, charm person, contact other plane, glitterdust, locate object, major creation, nondetection, phantom steed, planar binding, summon monster VII, teleport, and waves of exhaustion)

he also carries a letter which is correspondence from another of the wizard's Lissalan allies, who informs him that the ally's followers have discovered the location of Krune's runic archive and will soon have the keywords to activate the refuge tokens.

The Sloth Sinspawn Cultists carry
chain mail, mwk longspear

You find no other creatures in the Chapel and are free to explore
This statue of Lissala, unlike the one you already looked at (but did not mess with), does not have removable items; however, a magic mouth activates when someone comes within 5 feet of the statue
In Thassilonian, the mouth declares, "Prostrate yourself and mark your flesh in honor of the Lady of Runes. Your service will be rewarded."

The Thassilonian text around the chancel reads, " Obey the tenets and you will be rewarded."


Norath Reflex: 1d20 + 5 ⇒ (13) + 5 = 18 fails

Norath -124

He still stands...but Rolande is up


Crit confirms!
Sekkimm and Rolande are up!!

Norath - 99


Kyra steps into the room and casts Holy SMite in the area (only affecting the wizard)
Holy Smite: 5d8 ⇒ (6, 1, 7, 8, 8) = 30

Will Save: 1d20 + 10 ⇒ (16) + 10 = 26 saves

Buchart
Sekkimm
Rolande -10
Norath -15
Cultist #1 -37
Cultist #2 -23
Anaba -49
Kyra


Buchart tries to squeeze next to Anaba, but can't. However the Solid Fog only has 5' from your position into the room, so can see enough into the room to fire the fireball

Fog Cloud:
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Squeezing:
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a -4 penalty on attack rolls and a -4 penalty to AC.

When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.

To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a -4 penalty to AC, and you lose any Dexterity bonus to AC.


drops a bomb - BOOM

save: 1d20 + 5 ⇒ (1) + 5 = 6 fail
save: 1d20 + 5 ⇒ (15) + 5 = 20 save
save: 1d20 + 5 ⇒ (1) + 5 = 6 fail
save: 1d20 + 5 ⇒ (2) + 5 = 7 fail

Kyra's prepared action went off as soon as the door opened
Prayer
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

She heals Anaba
Cure Serious: 3d8 + 8 ⇒ (7, 8, 8) + 8 = 31

Sekkimm is up!!
Rolande (on Delay)
Norath
Cultist #1 -27
Cultist #2 -13
Cultist #3 -27
Cultist #4 -27
Anaba -34
Kyra
Buchart


Buchart because of her size she pushed both doors open (the creatures just need to 5'step to attack)

The Cultists form ranks attacking Anaba (AC 28 - not raging)) and use their 10' reach long spears

Cultists #1 Longspear: 1d20 + 15 ⇒ (4) + 15 = 191d8 + 9 ⇒ (7) + 9 = 16
Cultists #2 Longspear: 1d20 + 15 ⇒ (1) + 15 = 161d8 + 9 ⇒ (2) + 9 = 11
Cultists #3 Longspear: 1d20 + 15 ⇒ (13) + 15 = 281d8 + 9 ⇒ (5) + 9 = 14 hits
Cultists #4 Longspear: 1d20 + 15 ⇒ (20) + 15 = 351d8 + 9 ⇒ (5) + 9 = 14 hits possible crit
Cultists #5 Bite: 1d20 + 15 ⇒ (7) + 15 = 221d6 + 4 ⇒ (4) + 4 = 8
Cultists #5 Claw 1: 1d20 + 15 ⇒ (2) + 15 = 171d4 + 4 ⇒ (3) + 4 = 7
Cultists #5 Claw 2: 1d20 + 15 ⇒ (14) + 15 = 291d4 + 4 ⇒ (2) + 4 = 6 hits
Cultists #6 Bite : 1d20 + 13 ⇒ (1) + 13 = 141d6 + 4 ⇒ (3) + 4 = 7
Cultists #6 Claw 1: 1d20 + 13 ⇒ (2) + 13 = 151d4 + 4 ⇒ (4) + 4 = 8
Cultists #6 Claw 2: 1d20 + 13 ⇒ (1) + 13 = 141d4 + 4 ⇒ (4) + 4 = 8
Cultists #4 Longspear - X3 damage: 1d20 + 15 ⇒ (14) + 15 = 292d8 + 18 ⇒ (6, 7) + 18 = 31 confirms crit!

Anaba Rages and swings for the fences hasted
Flaming Bastard Sword Two Handed Power Attack + Lead Blades : 1d20 + 22 ⇒ (10) + 22 = 323d8 + 26 + 2d6 ⇒ (2, 7, 7) + 26 + (6, 2) = 50
Flaming Bastard Sword Two Handed Power Attack + Rage + Lead Blades : 1d22 + 20 ⇒ (19) + 20 = 393d8 + 26 + 2d6 ⇒ (8, 6, 3) + 26 + (2, 1) = 46 possible crit
Flaming Bastard Sword Two Handed Power Attack + Rage + Lead Blades : 1d20 + 17 ⇒ (5) + 17 = 223d8 + 26 + 2d6 ⇒ (1, 4, 3) + 26 + (5, 2) = 41 possible crit
Flaming Bastard Sword Two Handed Power Attack + Rage + Lead Blades : 1d22 + 20 ⇒ (16) + 20 = 363d8 + 26 + 2d6 ⇒ (6, 7, 6) + 26 + (2, 1) = 48 confirms
Flaming Bastard Sword Two Handed Power Attack + Rage + Lead Blades : 1d20 + 17 ⇒ (13) + 17 = 303d8 + 26 + 2d6 ⇒ (4, 6, 8) + 26 + (6, 4) = 54 confirms
Cleaving finish extra attack: 1d20 + 17 ⇒ (10) + 17 = 273d8 + 26 + 2d6 ⇒ (2, 2, 2) + 26 + (4, 3) = 39

Anaba kills one of the creatures with her first two attacks, hits the second with a crit and her cleaving finish (extra attack for the kill) takes the other from line one down.

Sekkimm is up!!
Kyra
Buchart
Rolande (on Delay)
Norath
Cultists
Anaba -65


Caution 10' reach weapons long spears!

The double doors are 10' high unlocked and swing open silently-opening a door in the shrine uses up 5 feet of movement. If not held open, a door swings closed after 1 round. The walls are worked stone, and the ceilings are 20 feet tall.


A cloud of solid fog appears 20.radius around your group
1/2 movement in cloud (no 5' steps) and no visibility (no ranged attacks). Only Anaba can see into the room.

Rolande is up!


Haste cast Anaba pushes the door with her shoulder

Even after millennia of decay, this room's decor indicates that it was more important than any other in the shrine. Tapestries and rugs show Thassilonians at work, at rest, and at play, as well as giants hauling massive blocks to construct monuments to their lords. In an alcove at the rear of the room, a seven-sided chancel rises two steps off the ground. Atop it stands a statue of a six-winged, half-snake, halfhuman woman with a Sihedron disc for a head. That same
rune glows red-hot on the handle of the whip she holds in her outstretched arm. Thassilonian text is chiseled all around the perimeter of the chancel.

Six armored non-human cultists block the path forward. The all step forward to stab at Anaba with Long Spears as she opens the doors

A fat man in the back of the room casts a spell as soon as the doors part.

Post actions after lunch

Anaba Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Buchart Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Rolande Initiative: 1d20 + 9 ⇒ (11) + 9 = 20
Sekkimm & Cetonius Initiative: 1d20 + 9 ⇒ (5) + 9 = 14
Kyra Initiative: 1d20 - 1 ⇒ (15) - 1 = 14
Naroth Balam Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Cultists Initiative: 1d20 + 6 ⇒ (11) + 6 = 17

Norath
Rolande
Cultists
Anaba
Sekkimm
Kyra
Buchart


Consider that done done now!

Who wants to open you are buffed.


Sekkimm any buffs or other spells?

Who is opening and is your positioning correct?


After fighting, searching room, collecting checking gear and checking on peeps in statue room.
3 minutes is good

After plan established to open the door

Kyra finishes healing Anaba (23 more points) before buffing
She casts her spells in this order

Anaba
Resist Energy - DR 20 Fire (80 Minutes)
Shield of Faith - +3 deflection bonus to AC (8 Minutes)
Bulls Strength +4 Strength (8 Minutes)

Buchart
Shield of Faith - +3 deflection bonus to AC (8 Minutes)

Kyra
Spiritual Weapon (7 Rounds)

Everyone
Blessing of Fervor (8 Rounds)
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

Finally she positions herself in the back and will prepare
Prepared action cast Prayer (8 Rounds) as soon as door is open if she sees enemies


You search the chapel and find nothing useful in this temple besides the rotted pews, the collapsed pulpit, and the giant Sihedron mosaic on the floor which indicate that this room once housed
Lissalan worshipers. A circular door set in the northern end of the eastern wall has no apparent handles or hinges, though an obviously magical key hole lies in the center of the door.

With the grave knight, Emketta, dead it seems the arcane lock and hold portal spells have dissipated. You hear a slightly audible click. The door is now slightly ajar, but still closed and you can not see into the other chamber.

On the Grave Knight you find:
potion of inflict serious wounds
+1 full plate
+1 lance
+1 longsword
amulet of natural armor +1
cloak of resistance +1
ring of protection +1

There is nothing on the Bhuta

Sekkimm -13
Cetonious -6
Buchart -41
Rolande (20 temp hitpoints)
Anaba -65


You search the chapel and find nothing useful in this temple besides the rotted pews, the collapsed pulpit, and the giant Sihedron mosaic on the floor which indicate that this room once housed
Lissalan worshipers. A circular door set in the northern end of the eastern wall has no apparent handles or hinges, though an obviously magical key hole lies in the center of the door.

With the grave knight, Emketta, dead it seems the arcane lock and hold portal spells have dissipated. You hear a slightly audible click. The door is now slightly ajar, but still closed and you can not see into the other chamber.

On the Grave Knight you find:
potion of inflict serious wounds
+1 full plate
+1 lance
+1 longsword
amulet of natural armor +1
cloak of resistance +1
ring of protection +1

There is nothing on the Bhuta


yup 15 more points Rolande - It's OK I'll miss stuff, just try to remind me I can't keep track of all the characters abilities at 10th level.

Bhuta -14

The creature attacks Buchart as he passes
Perception: 1d20 + 17 ⇒ (5) + 17 = 225d8 ⇒ (3, 2, 5, 1, 1) = 12 Does 22 miss Buchart?
You can attack +2 while flanking with Anaba


Tom just reminded me Anaba has a Jingasa of the Fortunate Soldier (just bought) This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.

She will use immediate action to stop the crit and change the results quite a bit!
No crit damage and no extra con damage
so 19 points and 6 con back! So only loses 46 hitpoints and 2 Con

Oooofff! I also messed up the con damage that is a separate attack. So no Con damage.

Anaba still stands, still has her Amulet and is 32/97 Raging!

Rolande fires and hits twice with cold iron for 39! the cold iron cuts through as if a ghost touch weapon no reduction.

Anaba drops her great sword for the cold Iron Mace attacks raging
Heavy Cold Iron Mace two handed: 1d20 + 19 ⇒ (14) + 19 = 333d6 + 25 ⇒ (6, 4, 6) + 25 = 41 hits
Heavy Cold Iron Mace two handed: 1d20 + 12 ⇒ (2) + 12 = 143d6 + 25 ⇒ (5, 1, 5) + 25 = 36 miss

Sekkimm -13 is up!!
Cetonious -6
Buchart -41
Bhuta -99
Kyra
Rolande (20 temp hitpoints)
Anaba -65


Sekkimm isn't sure what this creature is (obviously some kind of undead)

Sekkimm and Cetoniuos save the con damage
Sekkimm hits with one for 7 (1/2 damage vs incorporeal)

The creature attacks Anaba
Touch attacks: 1d20 + 17 ⇒ (10) + 17 = 275d8 ⇒ (8, 4, 7, 2, 1) = 221d6 ⇒ 2 plus 1d8 bleed next round
Touch attacks: 1d20 + 17 ⇒ (20) + 17 = 375d8 ⇒ (8, 3, 6, 5, 2) = 241d6 ⇒ 1 plus 1d8 bleed next round crit threat!
Touch attacks: 1d20 + 17 ⇒ (2) + 17 = 195d8 ⇒ (2, 2, 8, 3, 7) = 221d6 ⇒ 6 plus 1d8 bleed next round crit threat! confirms (touch AC = 13)

Anaba takes 68 points and needs to make two saves for Con damage
Anaba Fort Save #1: 1d20 + 15 ⇒ (17) + 15 = 32 OK
Anaba Fort Save #1: 1d20 + 15 ⇒ (4) + 15 = 19 Fails!
Anaba takes 8 points of Con damage (which reduces her hitpoints significantly)

Anaba drops blow 0 and her Aegis or Recovery kicks in CMW: 2d8 + 3 ⇒ (4, 1) + 3 = 8 then the magic item crumbles to dust

Anaba falls unconscious stops raging (which further reduces her hitpoints) and is bleeding 2d8 points per round. She is 1 point from death.

Kyra moves to a position in the middle of the party and channels healing which ends everyone's bleed condition and stabilizes Anaba keeping her from death as well.
Channel heal 30' radius: 4d6 ⇒ (5, 4, 3, 1) = 13
KN Religion: 1d20 + 10 ⇒ (14) + 10 = 24

She recognizes the creature as a

Bhuta:
This ghostly apparition floats in the air on backward-facing feet. Its hands end in sharp talons, and its eyes glow with blue fire.
Speed fly 30 ft. (perfect)
Melee 2 incorporeal claws +17 (5d8 plus bleed)
Special Attacks bleed (1d8), blood drain (1d6 Constitution)
Defensive Abilities incorporeal, channel resistance +4; Immune undead traits
Weaknesses cold iron

Kyra as a free action tells everyone "Attack with Cold Iron!"

Rolande (20 temp hitpoints)
Anaba is at 0 hitpoints, prone, but conscious, 8 points con damage
Sekkimm -13 and 1 points con damage
Cetonious -6 and 1 points con damage
Buchart -41 (used temp hitpoints)
Flying ghost like creature KN religion -42
Kyra


Speaking Thassilonian, a woman calls out in a hollow voice, " Opponents of the faith are not permitted within this sacred site," then charges.
A mounted knight on a ghostly horse in heavy armor charges Anaba (Readied Action)

Mounted Ghostly Knight - Spirited Charge: 1d20 + 23 ⇒ (6) + 23 = 293d8 + 39 + 1d6 ⇒ (7, 4, 3) + 39 + (4) = 57 Hits !
Ride by attack - Ride check to make the turn: 1d20 + 22 ⇒ (16) + 22 = 38 OK!

Anaba Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Buchart Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Rolande Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Sekkimm & Cetonius Initiative: 1d20 + 9 ⇒ (10) + 9 = 19
Kyra Initiative: 1d20 - 1 ⇒ (3) - 1 = 2
Ghost Knight Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Ghost Knight Initiative: 1d20 + 5 ⇒ (8) + 5 = 13

Rolande is up!
Anaba -57
Sekkimm & Cetonius
Buchart
Ghost Knight
Kyra

KN Religion on your initiative to identify the Knight


Kyra opens her pack and provides some food, water, soap and a washcloth to the three dirty people. They take the food and water gladly. Marquis Haywood with the nice clothes takes the wash cloth and tries to clean the mud off himself as best he can, ignoring the food and water for now.

"Now tell us what transpired here, where they went and anything you can about the group that brought you here."

Collectively after 5 minutes you piece together the following: They tell you that Naroth (who is very fat) caries a quarterstaff and has a stone that spins around his head. He and his 6 companions met them on the road and convinced them to travel with them.

His six companions are not human, they are not sure what race they are, but they are armed with longspears, wear chainmail and have a very large oversized mouth with nasty teeth. They are hairless humanoids who lurch on back-bent, dog-like legs. They have tiny arms with three-fingered hands. They have no doubt they are quite dangerous and protect Naroth fearlessly.

Once they arrived in the area Naroth cast several spells and led them near here, summoned some tools to dig in the location outside. While Norath rested they dug and uncovered worked stone. Norath then cast a spell which opened the big hole in the wall. Once inside, he instructed them to stay in this room. The group first went into the room without doors (South). They subsequently emerged from the northern doors after the sounds of a minor scuffle. They next entered the Western doors and spoke a strange language with a creepy-sounding woman. Naroth told them to stay here before the door swung closed. They are unaware of the angel guardian outside. That was about 1.5 hours ago they have been waiting here since.

That is all the information you receive.

Actions?


Sekkimm is able to remove the Telepathic Bond. The Charm Person remains.
Digoney exclaims "What happened to my friends voice in my head?. He told me that you are not to be trusted. What did you do?"

Marquis Haywood continues to pick bits of dried mud off his fine clothes. Frustrated he says "This won't do at all. Will you chaps be able to get us safely to Kaer Maga. I am in desperate need of a hot bath and some clean clothes."

Wattlee, the dwarven woman, sits back down as if she is reserved she is't leaving anytime soon and continues to nervously play with the gold bands in her hair.


Just after the cod piece of snuggling.

What you want to do?


Sekkimm you won't lose the spells removing your headband for a short time, same as if you had Intelligence damage. You don't even lose them with Intelligence drain.

The people look unarmed and tired. You can tell they were involved in the dig outside. They watch you but don't react aggressively or defensively as if they were in danger.


Buchart confirms the Angel cast Discern Lies

Kyra finishes removing all her magic and armor while Rogziel hovers still keeping a keen eye on your movements.

He ignores Buchart's request to lay his weapon down.

The Angel casts a spell on Kyra (KN Spellcraft to determine)

"Cleric, Do you have any spells cast on yourself?
Kyra replies
"No, I do not have any spells cast on myself only Zone of Truth in the area which I cast moments ago."

"Why are you here?"

"Rogziel, My name is Kyra a cleric of Sarenrae, the most beloved Dawnflower, the Healing Flame, and the Everlight. We are here to prevent a great evil from being released on the lands. Others have entered this temple. They are evil cultists of an ancient God, Lassala. They wish to raise the Runelord Krune and we can not allow that to happen. He is an ancient being of tremendous power who would devastate the lands destroy cities and kill or enslave the peoples. By the Dawnflower our mission is a just cause please let us pass."
GM Stuff KR: 1d20 + 23 ⇒ (13) + 23 = 36
GM Stuff KR: 1d20 + 23 ⇒ (20) + 23 = 43

"Are you her to loot the temple?"
"No our mission is to find tokens which the cultists will use to Raise Krune, we must prevent them from acquiring them. We are not looters!"
GM Stuff SM: 1d20 + 27 ⇒ (6) + 27 = 33
Rogziel, seems satisfied.
"Kyra, I appreciate your honesty. You may reclaim your possessions and enter."

He points at Buchart
"Now you."


GM Stuff :
GM Stuff : 1d20 + 1 ⇒ (8) + 1 = 9GM Stuff : 1d20 + 3 ⇒ (6) + 3 = 9GM Stuff : 1d20 + 2 ⇒ (1) + 2 = 3GM Stuff : 1d20 + 4 ⇒ (3) + 4 = 7GM Stuff : 1d20 + 5 ⇒ (7) + 5 = 12GM Stuff : 1d20 + 6 ⇒ (15) + 6 = 21GM Stuff : 1d20 + 7 ⇒ (7) + 7 = 14GM Stuff : 1d20 + 8 ⇒ (14) + 8 = 22GM Stuff : 1d20 + 9 ⇒ (17) + 9 = 26GM Stuff : 1d20 + 10 ⇒ (17) + 10 = 27GM Stuff : 1d20 + 11 ⇒ (14) + 11 = 25
GM Stuff : 1d20 + 12d1d20 + 13 ⇒ (11) + (7, 10, 4, 19, 15, 5, 17, 5, 8, 6, 14, 17) + 13 = 151[/dice] GM Stuff : 1d20 + 14 ⇒ (17) + 14 = 31GM Stuff : 1d20 + 15 ⇒ (1) + 15 = 16GM Stuff : 1d20 + 16 ⇒ (11) + 16 = 27GM Stuff : 1d20 + 17 ⇒ (8) + 17 = 25GM Stuff : 1d20 + 18 ⇒ (1) + 18 = 19GM Stuff : 1d20 + 19 ⇒ (19) + 19 = 38GM Stuff : 1d20 + 20 ⇒ (6) + 20 = 26

ZONE OF TRUTH:
School enchantment (compulsion) [mind-affecting]; Level cleric 2, paladin 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

Everyone make a will save DC17
Will Kyra: 1d20 + 14 ⇒ (7) + 14 = 21


As Buchart begins to approach (before he can peer inside) with Anaba close by, you hear a booming voice ahead.
"Halt, tomb robbers! You shall not enter this sacred site. One more step and you will be destroyed."

A being suddenly appears flying 20' above the ground. He has smooth skin, a muscular body, large golden wings, and wields a large mace.

KN Planes checks if you are trained please
Kyra KN Planes: 1d20 + 4 ⇒ (20) + 4 = 24
Kyra recognizes the being as a Monadic Deva Angel
NG Medium outsider (angel, aquatic, extraplanar, good)
Spell-Like Abilities
Monadic devas are stoic watchers of the Ethereal Plane and the Elemental Planes. They search those planes for fiendish enclaves, battle evil planar monsters such as xills, and act as celestial liaisons to the genies and elementals. They have been known to broker temporary peace between warring elemental factions, often using their inherent magic to end hostilities long enough for negotiations to take place. In the armies of the good planes, they are leaders and officers, and after centuries of service to a deity, they may be transformed into astral devas.

Monadic devas like giving their maces names and proudly announcing them in battle with evil foes. Many of these weapons have seen battle for thousands of years and are quite battered. Younger devas may lend their weapons to good churches on the Material Plane so they can be used by great mortal heroes, though the angels eventually reclaim them after no more than a year and a day.

A monadic deva is 7 feet tall and weighs 220 pounds.

Anyone else can roll for more info.

New map Lassalan Temple


OK just let me know when ready - Buchart your sheet will be ready soon. Rolande and Anaba done!!


Certainly any purchases are no problem. You just had time to craft the boots of speed for Rolande however.


Discuss amongst yourselves!


Go to New Play by Post Thread!! Closing this one..


A short two weeks after your return from Kaer Maga, The City of Strangers, you receive letters at your doorstep bearing Venture-Captain Heidmarch's seal of the bungalows on Lady Heidmarch's estate.

Agents,
Your presence is desired today in the main house for Lunch at 12:00 PM.
Pack your necessities for 1 weeks travel. Please be prompt.
In anticipation,
Lady Heidmarch

At noon your are greeted warmly by the butler and escorted to the dining room where you find Lady Sheila who is looking over some papers.

She smiles and you are seated to a fine lunch as is normal in the lodge. After lunch the plates are cleared some drinks served and Lady Heidmarch gets down to business.

"Greetings, Pathfinders! I have new information for you about our agents' discoveries regarding the cult of Lissala. When the Ten learned of the cult's active existence, they sent you to infiltrate a cell in the industrial town of Palin's Cove. During that mission we learned that the cult intends to bring back the ancient Thassilonian Runelord Krune to rule Varisia.

In the last two weeks since your return and the defeat of Kesoulla, another team of Pathfinder agents investigated the Lissans in the City of Strangers and discovered that the cultists aim to return the runelord by using refuge tokens that he created for his followers to reach his hidden location. Our Pathfinders also uncovered the location of an ancient Lissalan shrine, documented to hold a cache of these refuge tokens.“

She hands you a piece of parchment. See Shrine Location Map

”This map shows the location where the shrine is said to be. The fastest way there is from Kaer Maga west into the Wyvern Mountains.”

"Teleport back to Kaer Maga, find the shrine and recover the refuge tokens so that we may use them to access Krune's lair, thus preventing the Lissalans from raising their runelord. Don't attempt to use the tokens yet - we also need to uncover the proper command words. And hurry, please! A group bearing the Sihedron, Lissala's holy rune, was seen leaving the city two days ago. They must seek the shrine as well. "Should you have additional questions about your mission, seek out a trusted informant in the Downmarket District, a textile merchant named Allira Vandane. She will aid you as much as she can. May Desna smile upon you, Pathfinders."

With only 14 days of rest the only item Sekkimm was able to craft was Rolande's Boots of Speed. There are two days of crafting invested into the 2nd pair of boots (10 left).


In the ruins of a fallen empire built on the power of sin lies the key to awakening a great evil from a time long gone. The Pathfinder Society isn't the only organization seeking this potent artifact, however, and the result of failure could mean disaster for the whole of Varisia and beyond.


If Sekkimm can cast then you can sell his DC is way better.
6540 gp each!

I skimmed 10% to pay for your keep construction 3,633 /25,000 gp before the split.

Cela has been busy enhancing the lower levels. Perhaps a Forbiddance would be good to keep anyone from teleporting into your bedrooms while you sleep.


Kesoulla moves through the door and exits from view.

Sekkimm is up


Rolande adds 14 more points damage!
Kyra moved and Anaba double moves

Buchart -32 is up!!
Kesoulla -87
Sekkimm -60 Sekkimm @-1 unconscious make stabilization check
Cetonius paralyzed # minutes: 1d10 ⇒ 8
Anaba -34
Kyra -12
Rolande -49
Guard #1 drinks potion CLW: 1d8 + 1 ⇒ (6) + 1 = 7 -20


Fly already cast lets move ahead.


The fly is cast ...lets move on with that.


Guard #1: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 192d6 ⇒ (3, 5) = 8 stuck in orb

Guard #4: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Saves OK

Guard #4 steps up and attacks Buchart
Guard #4: 1d20 + 16 ⇒ (5) + 16 = 211d10 + 7 + 2 ⇒ (9) + 7 + 2 = 18 miss
Guard #4: 1d20 + 11 ⇒ (8) + 11 = 191d10 + 7 + 2 ⇒ (5) + 7 + 2 = 14 miss
Guard #4: 1d20 + 16 ⇒ (6) + 16 = 221d10 + 7 + 2 ⇒ (2) + 7 + 2 = 11 miss

Buchart -48 is up!!
Kesoulla
Rolande
Sekkimm -75 Sekkimm @-1 unconscious make stabilization check
Cetonius -5 paralyzed # minutes: 1d10 ⇒ 8
Anaba -50 dazed & weakened -6 str 1 rounds
Kyra -28 dazed & weakened -6 str 1 rounds
Guard #1 -15 in Orb
Guard -4 -37


I will resolve the Orb movement if that is OK or change if you have a better plan.

Guard #1: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 112d6 ⇒ (3, 5) = 8 stuck in orb

Guard #4: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 Saves OK

Buchart -48
Kesoulla
Rolande
Sekkimm -75 Sekkimm @-1 unconscious
Cetonius -5 paralyzed # minutes: 1d10 ⇒ 8
Anaba -50 dazed & weakened -6 str 1 rounds
Kyra -28 dazed & weakened -6 str 1 rounds
Guard #1 -15 in Orb
Guard -4 -37


Sorry no you can only stand there and mentally move the orb. Doing that you will fall unconscious. Make stabilize check (Con check to stop bleeding).


She cast blasphemy

BLASPHEMY:
School evocation [evil, sonic]; Level cleric 7
Casting Time 1 standard action
Components V
Range 40 ft.
Area nonevil creatures in a 40-ft.-radius spread centered on you
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HD Effect
Equal to caster level Dazed
Up to caster level –1 Weakened, dazed
Up to caster level –5 Paralyzed, weakened, dazed
Up to caster level –10 Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates.

Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a –4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Buchart hits #3 with everything for 63!!

Kesoulla steps out (moving @60!)and casts Blade Barrier

Rolande hits and confirms the crit Killing #3 (grit back)
He transfers his other shots to #4 for 28 points

Sekkimm -75 Sekkimm @-1 (Orc Ferocity so standing) -6 strength dazed and weakened 2 rounds (you can move the orb and that's about it unless you have a surprise!)
Cetonius -5 paralyzed # minutes: 1d10 ⇒ 8
Anaba -50 dazed & weakened -6 str 2 rounds
Kyra -28 dazed & weakened -6 str 2 rounds
Guard #1 -7 in Orb
Guard -4 -37
Buchart -48
Kesoulla
Rolande


Kyra Will save: 1d20 + 13 ⇒ (8) + 13 = 21 fails
Anaba Will save: 1d20 + 2 ⇒ (17) + 2 = 19 fail

Only Buchart and Rolande make their saves.

Sekimmm, Anaba, Cetonius and Kyra
Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates.

Weakened: The creature's Strength score decreases strength: 2d6 ⇒ (1, 5) = 6 for 2d4 rounds rounds: 2d4 ⇒ (1, 2) = 3. Save for half. 3 points for Rolande and Buchart for 1 round

Centonious is dazed and weakened as well as
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Rolande fires at the guard in front of Buchart (no Haste) and kills him 1 grit back.

Sekkimm can only manage to move the orb
Guard #1 : 1d20 + 5 ⇒ (10) + 5 = 152d6 ⇒ (3, 4) = 7 fails
Guard #1 : 1d20 + 5 ⇒ (13) + 5 = 18 fails picked up
Guard #3 : 1d20 + 5 ⇒ (18) + 5 = 232d6 ⇒ (4, 6) = 10 Save
Guard #3 : 1d20 + 5 ⇒ (1) + 5 = 6 N/a
Guard #4 : 1d20 + 5 ⇒ (17) + 5 = 222d6 ⇒ (5, 4) = 9 Saves
Guard #4 : 1d20 + 5 ⇒ (11) + 5 = 16 N/a

Anaba
Guard #1: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 301d10 + 7 + 2 ⇒ (8) + 7 + 2 = 17 Hit
Guard #1: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 181d10 + 7 + 2 ⇒ (9) + 7 + 2 = 18 Miss
Guard #1: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 241d10 + 7 + 2 ⇒ (1) + 7 + 2 = 10 Miss

Guard #4: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 201d10 + 7 + 2 ⇒ (1) + 7 + 2 = 10 Hits
Guard #4: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 251d10 + 7 + 2 ⇒ (6) + 7 + 2 = 15 Hits
Guard #4: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 361d10 + 7 + 2 ⇒ (2) + 7 + 2 = 11Crit threat
Guard #4: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 181d10 + 7 + 2 ⇒ (1) + 7 + 2 = 10 does not confirm

Buchart -48 weakened -3 str for 1 round
Kesoulla
Rolande
Sekkimm -75 Sekkimm @-1 drops unconscious -6 strength dazed
Cetonius -5 paralyzed
Anaba -50 dazed & weakened -6 str 2 rounds
Kyra -28 dazed & weakened -6 str 2 rounds
Guard #1 -7
Guard #3 -7
Guard -4 -8

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