Skull

Vasari's page

Organized Play Member. 457 posts (3,818 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 4 aliases.


RSS

1 to 50 of 457 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

I'm in

-Posted with Wayfinder

Grand Lodge

Your are correct. With a CHA 14 you can cast arcane scrolls up to 4th level without a second UMD check for ability required.

2 PP grants 750 gp of a single item. A scroll with the same spell and multiple castings is allowed. For example, 5 castings of 2nd level spell is 750 gp. (2 spell × 3 caster level × 25 gp × 5 castings)

-Posted with Wayfinder

Grand Lodge

1 person marked this as a favorite.

I would spend 2 PP for the following scrolls:

Mirror Image x5 (best defensive spell)
Melfs Acid Arrow x5 (no SR and long range)
Create/Spiked/Hungry Pit x5/2/1 (no SR)
Black Tentacles x1 (no SR)

-Posted with Wayfinder

Grand Lodge

DM Kludde wrote:

Chronicles for QfP (link) are up!

You'll find the latest chronicles here, as well as the previous ones.

It is very much appreciated DMK for running this series and providing all of its chronicles.

Grand Lodge

1 person marked this as a favorite.

There are over a hundreds of thousands table top, PbP, VTT, etc. going on every day that are better than any D&D franchise movie. Marvel movies and Star Wars are already dominating the box office.

Ask yourself, do you really want a Hollywood director/producer to make a cool D&D movie staring Chris Pratt and Scarlett Johansson? (On second thought, yes. Yes, I do.) ABC made a decent D&D series called "The Legend of the Seeker" based "The Sword of Truth" novels. It wasn't great, but fun, easy watch.

RPG's are like local artists. The better ones are usually anonymous people working at their craft for its own sake and trying to make millions of dollars. Check out Twitch and Youtube. There are some incredible GM's/DM's out there making art come to life through improv and dice.

Grand Lodge

I can second that motion. No complaints here

Grand Lodge

1:Ambitious; 2:Artist; 3:Experiment; 4:Leader; 5:Professional; 6:Vengeful: 3d6 ⇒ (3, 5, 2) = 10

1st choice: Experiment
2nd choice: Professional
3rd choice: Artist

Grand Lodge

DrParty06 wrote:
Vasari wrote:
Stupid question, but can I apply a 7th level pregen credit of Serpent's Rise to an 8th level character?
It's effectively a tier 6-8, despite the pre-gens being 7th level. This was clarified for Gen Con and is made clear by the tier on the chronicle sheet.

Cool, thanks! I signed up on the alt list then.

Grand Lodge

Vasari wrote:
Stupid question, but can I apply a 7th level pregen credit of Serpent's Rise to an 8th level character?
Pathfinder Society Roleplaying Guild Guide p.21 wrote:
You may not assign a Chronicle sheet earned with a pregenerated character to a character that was already at the level of the pregenerated character or higher.

Aw shucks.

Grand Lodge

Stupid question, but can I apply a 7th level pregen credit of Serpent's Rise to an 8th level character?

Grand Lodge

The session was reported and your chronicles were emailed. Please let me know if there are any problems.

Grand Lodge

Please roll your day job here if applicable. I just discovered a single day job roll is now allowed for sanctioned adventure paths.

Grand Lodge

Please state your PFS#, character name and faction in the discussion thread, so I am able to report the event and issue chronicles sheets ASAP.

I hope everyone enjoyed playing this adventure path! I know that for a few of you it was your first PbP. Thank you for your participation and private message me if you are interested in Book 2 starting May 1st.

Grand Lodge

"NOOOOOOOOOOO!!!" (Click link for sound effects.)

The shout echoes in the stone cell block for five long seconds as the last remaining haunt of Harrowstone dissipates into a cold vapor cloud filling the room and coating your faces with its frosty residue. It quickly descends into the flooded oubliette.

Your search the room and discover The Splatter Man had confiscated Warden Hawkran’s magical gear. These items remain at the bottom of the flooded oubliette, under 30 feet of water with the corporeal remains of the Splatter Man himself. The items are a +1 keen longsword, a +1 mithral dagger, and a ring of protection +1 (Warden's wedding ring).

You have successfully defeated the five key spirits haunting Harrowstone from possessed victims being able to complete the spelling of Vesorianna’s name. If you failed to cleanse Harrowstone of its haunts in time, then as the last letter of the ghost widow’s name is completed, eerie cold blue light erupts out of every window, door, pit, and crack of Harrowstone as the spirits of dozens of violent criminals escape, transforming into full-fledged ghosts.

True victory requires not only defeating these five evil spirits but delivering the warden’s badge of office to his widow’s ghost. When you do this, Vesorianna reunites with her husband and together they are able to use their newfound symbolic authority to actually cleanse the ruin entirely, stripping it of both haunts and the five key spirits. As she does so, she sighs in thanks as she fades away as well, the warden’s badge settling softly to the ground as the happily married couple "until death do they part" vanish. The badge continues to glow softly from then on, and functions as a rod of lesser ectoplasmic metamagic.

Vesorianna and Warken Hawkran's ghost remains behind to serve as the prison’s new wardens—the ruins remain truly haunted in this event, but unless both are removed from the site, Ravengro has nothing to fear from these ghosts and evil spirits. Harrowstone’s reputation as a haunted building persists, but over the course of a few more generations, this reputation might fade as the truth of the new developments eventually settles in to Ravengro’s rumor mill.

Unfortunately, the town is in need of a new sheriff as his body was discovered butchered in The Ravengro Jail. Two of the cells' bars were bent with supernatural strength. His deputies were also found skinned alive in Gibs Hephenus’s shack. Gibs is nowhere to be seen. Anyone who is not willing to participate in the next chapter may retire from adventuring life and take upon this vacated role. However, Drasven is the town councils' favored choice in this matter as he previously served as Professor Lorrimor's bodyguard.

Kendra's health has remarkabiltiy improved. She thanks Windom for all of his love and support with scented letters and a gold necklace with a small portrait encased in a delicate heart. A long distant love relationship begins to bloom.

Cassandra wins the favor of Father Grimburrow despite sharing a different faith. He can be counted upon as a patron in times of need through written correspondence or message spells.

Zavar's extensive research and prowess of the arcane is requested to replace Alendru Ghoroven, a retired wizard-turned-teacher, as the new entreuprenuer of The Unfurling Scroll. The story's previous owner is will to sell it to him for a modest sum of 1,000 gold pieces, which is approximately the same value of its entire inventory, structure and land.

Sadly, nDevere entered the town as a stranger and leaves with little acknowledgement except for the part-time duties of a gravekeeper. Her purpose and ambition remains a mystery. Sorry, someone has to be the middle child.

Ravengro’s citizens notice the change the very next night as the strange events and eerie happenings that have been plaguing the town cease. The next day, the town’s citizens gather and cheer as the town council gifts each of you the promised reward of 100 platinum. Eventually, it becomes time for you to honor Professor Lorrimor’s final wish and make the delivery of his books to Lepidstadt (and to collect the promised stipend of another 100 platinum!).

Grand Lodge

GM Will save: 1d20 + 8 ⇒ (20) + 8 = 28

The force scimitar misses the ghost! Windom lands another solid blow with his ghost touch morningstar! Cass channels positive energy filling the room with a bursting light! The Splatter Man shrieks in pain perhaps for the last time!

Round 6 (Previous round)
Windom - casting silence on coin--1 round casting
Drasven - channeling touch attack 7 damage
Ghost - empowered magic missiles at Zavar
Cass - spiritual weapon 5 damage
nDevere - dons retrieve belt is a move action; moves toward ghost
Zavar - destroys another page, Dispel Magic, dealing 9 damage

Round 7 (Current Round)
Windom - attack hits for 13 damage
Drasven - channeling touch attack 11 damage
Ghost - hit Windom for 20 damage
Cass - channeling 9 damage (he saved for half)
nDevere - pending action (flurry ghost?) <------We are here
Zavar - pending action (destroys another page?)

Round 8 (Next Round)
Windom - pending action
Drasven - axe misses ghost
Ghost - ???
Cass - pending action
nDevere - pending action
Zavar - pending action

nDevere, Zavar, Windom then Ghost if he survives!

Grand Lodge

Going to speed this combat up now that silence has enveloped the room with a 40 foot diameter. Casters will need to be inside the secret door passage or at the room's corners to cast unless you have the Silent metamagic feat. The other entrance is barred.

Drasven touch channel: 1d20 + 8 ⇒ (6) + 8 = 14
Drasven touch channel: 2d6 ⇒ (5, 6) = 11

The ghost floats five feet out of the watery hole to avoid cover. It would spout nasty things about your soul, but it cannot speak.

Ghost touch attack @Windom: 1d20 + 5 ⇒ (16) + 5 = 21
Fort Save DC 17, half: 6d6 ⇒ (5, 1, 4, 3, 5, 2) = 20

Spiritual Weapon: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d8 + 1 ⇒ (6) + 1 = 7

Cass, nDevere and Zavar are up!

Grand Lodge

Drasven touch attack: 1d20 + 8 ⇒ (17) + 8 = 25
Drasven extra channel damage: 1d6 ⇒ 1
Zavar: 1d6 + 3 ⇒ (6) + 3 = 9

Drasven channels energy with a touch attack! The force scimitar hits the ghost from above the watery hole! Zavar rips another page from the moldy spellbook! The Splatter Man shrieks in pain!

Round 6 (Previous Round)
Windom - casting silence on coin--1 round casting
Drasven - channeling
Ghost - empowered magic missiles at Zavar
Cass - spiritual weapon
nDevere - dons retrieve belt is a move action; standard pending
Zavar - destroys another page, Dispel Magic

Round 6 (Current Round)
Windom - pending action
Drasven - pending action
Ghost - action pending
Cass - pending action
nDevere - pending action
Zavar - pending action

Windom and Drasven are up again!

Grand Lodge

Correct. Total cover negates AoE. Doesn't 5th level Warpriest get 2d6 for channeling? You haven't rested for spell slots but you receive class abilities.

Grand Lodge

He is visible and subject to channeling if you get within range. Previously he was underneath the stone surface with total cover.

Grand Lodge

The Splatterman passes through the stone floor and reappears in the watery hole. His red eyes pierce through Zavar. Four bolts of force streak toward him as he screams.

"STOP THIS IMMEDIATELY!!!"

Empowered Magic Missile @Zavar: 4d4 + 4 ⇒ (3, 1, 2, 4) + 4 = 14 x 1.5 = 20 damage

Windom and Drasven, you are in delay. Party up!

Grand Lodge

Whomever is holding the Warden's badge, can discern its special ability. It appears on the loot list that no one is wearing the belt of DEX+2 either. There are a couple items that you have gathered that maybe useful.

Warden's Badge:
Can be used as a rod of lesser metamagic ectoplasmic spell. You must hold in hand to use.

Grand Lodge

Round 6 (Current Round)
Windom - casting silence on coin?--1 round casting
Drasven - action pending
Ghost - action pending (total cover under stone)
Cass - action pending
nDevere - delayed from previous round
Zavar - action pending

Grand Lodge

Zavar:
Here are the special mechanics for damaging the moldy spellbook. It’s a standard action to rip pages from the book—the carrier must pick which pages (and thus which spells) he wishes to destroy. Each time he does so, the Splatter Man’s ghost takes 1d6 points of damage + 1 additional point per spell destroyed. Ripping all of the pages out at once is possible for a larger overall damage bonus on that action, but ripping spells out one at a time will do more damage to the Splatter Man in the long run. Mold has destroyed most of the book’s contents, but nine spells do remain viable: comprehend languages, dispel magic, false life, gust of wind, illusory script, levitate, mage armor, magic missile, and summon monster IV.

Grand Lodge

I will be ending the Carrion Crown saga with the current group after we wrap up Book 1, hopefully no later than Feb 1st.

I do not have the time and energy to propel it any further as my workload has grows considerably until April 15th in my world of taxes.

I plan to take a 3 month break from play-by-post and then come back with renewed vigor for Book 2 of Carrion Crown starting May 1st.

Please send me a private message if you are interested in continuing to Book 2. It's a murder mystery and court room drama called, "Trial of the Beast". You will receive a PFS chronicle for a 6-8th level with 3 XP for Book 2.

Grand Lodge

This last boss fight is renown to be an butt kicking, so I gotta bring my A-game!

After this final fight, please send me your PFS# character numbers. It's a level 2-4 chronicle worth 3 XP (1 level)

Grand Lodge

Round 5 (Current Round)
Windom - withdraws to secret passage retrieve coin with move action
Drasven - fervor on Cass
Ghost - attack Cass
Cass - move 20' and self heals
nDevere - delays
Zavar - action pending

Grand Lodge

The Splatter Man extends his hand from the floor near the secret door and grabs onto Cassandra's left ankle draining her of her life force. The ghostly arm returns into the stone floor.

Roll20: Touch attack: AC 13, rolled successful miss chance, 25 damage, Fort Save 17 for half. He is in the ground adjacent to both Cass and Drasven with total cover.

Religion DC 16:
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

"Regardless, you have taken your last breath. Join me in death."

Cass HP before touch attack: 46 - 25 - 20 + 8 + 9 + 2 = 20

Party is up. Cass is unconscious if she doesn't save.

Sense Motive DC 20, hunch:
The Splatter Man seems to completely avoiding Zavar. Have they formed an alliance? Or does Zavar have some type of leverage? Who knows...

Grand Lodge

EDIT: Cass is correct to cast and move. All allies were affected with Hide from Undead. I rolled the intelligent undead will save in Roll20 (natural 20).

A harrowing voice echoes in the stone chamber.

"GOING SOMEWHERE? YOU TWO HOLY MEN WILL BE THE BEGINNING OF MY UNDEAD ARMY!"

Grand Lodge

I updated Roll20.
@Cass: you can't touch everyone in the party and take a move action as it is full round action to touch more one person including yourself and they must be all adjacent to you.

nDevere busts the rusted bars to oubliette and they sink to the bottom. You are free to swim in the watery hole. It is 30 feet deep.

Round 4 (Previous Round)
Windom - begin casting silence
Drasven - healed Cass with CLW
Ghost - cast magic missile on Windom and disappears from sight
Cass - full round to cast hide from undead
nDevere - destroyed bars to oubliette
Zavar - action pending

Round 5 (Current Round)
Windom - withdraws to secret passage retrieve coin with move action
Drasven - action pending
Ghost - action pending
Cass - action pending
nDevere - action pending
Zavar - action pending

Zavar, Drasven then Ghost are up. Please wait to post in that order.

Grand Lodge

Do you retreat to Ravengro to rest and level to 5? Or are you regrouping for a minute to make a game plan?

Grand Lodge

Botting Drasven.

Drasven CLW on Cass: 1d8 + 5 ⇒ (3) + 5 = 8

"Your feeble attempts at magic amuse me. You pathetic creatures deserve death!"

magic missiles @Windom: 4d4 + 4 ⇒ (2, 2, 3, 3) + 4 = 14

The Splatter Man pelts Windom with four magic missiles and moves away from sight.

Concentration check DC is 26 (10+dmg+spell level)
Party up!

Grand Lodge

nDevere kills the rat. Zavar casts dancing lights in the water filled hole illuminating the Splatter Man and negating the dim light. Windom begins casting Silence.

Splatter Man is a 7-8th level wizard easily discerned by his four magic missiles! Is Drasven healing Cass or attacking the ghost? After Drasven is Ghost's turn.

Grand Lodge

It was implicit the concentration check would be impossible at your level without explicitly stating the mechanics. And no, you have not rested since your recent progression to 5th level. The party decided to press on.

Grand Lodge

Yes to both questions. Just remember casting time is 1 round and you need to see the point of your target. It has a 20' radius. It is dimly lit in the room. Of course you could cast it on a object too.

Grand Lodge

You can see each other, but he has concealment from the water. Before your spell is cast, four maximized magic missiles pelt Cass in the chest for 20 points of damage automatically disrupting the spell. He readied his action vs. spell casting.

Grand Lodge

Drasven moves Cass and spontaneously casts a cure light wounds on her.

CLW on Cass: 1d8 + 5 ⇒ (4) + 5 = 9
Rat attack: 1d20 + 1 ⇒ (11) + 1 = 12
concealment: 1d100 ⇒ 52

The ghost reappears below the barred flooded oubliette hole (granting him cover and concealment) and laughs evilly at you all.

"Who dares to enter my quarters!?! I am The Splatter Man and will paint the walls red with your blood!"

Windom swings his magical ghost touch morning star hitting him square in the mouth through the bars and he stops laughing immediately.

"My book is nearby... Give me my book you thieves!"

Party up!

Grand Lodge

nDevere kills rat with one kick and injures another (rat 4).

Zavar steps up and roasts two rats (1 & 2) attacking Cass with Burning Hands while casting defensively. Roll 20 for 12 and 6 damage.

One dire rat remains adjacent to Drasven and nDevere. It appears aggressive but doesn't oppose much of a threat. The ghost remains hidden.

Round 3
Windom - action pending
Drasven - action pending
Rat & Ghost
Cass - action pending
nDevere - action pending
Zavar - action pending

Zavar:
A dark whisper hisses from your recently aquired moldy spellbook. "Join me in undeath by killing your companions! Great power and knowledge will be yours!"

Grand Lodge

Cue the final big bad fight music! Your actions changed Round 2's dynamics as it pushed Windom's will save from failure to success and changed nDevere's action from attacking the wall to rats. Cass is such a boss in this Adventure Path.

Grand Lodge

Cassandra destroys the Haunt! But there is still four dire rats and a ghostly hidden wizard afoot!

The caster is in range but has total cover and concealment therefore it has no effect on him.

Grand Lodge

I updated the map and moved the party into the room. The room is dimly lit. Your current light source is not sufficient enough to see the hidden caster unless you have darkvision. Drasven was busy attacking the wall in Round 1.

Round 1
Windom - attacks wall
Drasven - attacks wall
???
Cass - action pending
nDevere - delay
Zavar - attacks wall

Although the visible bloody letters are gone, Zavar thrashes away at the wall with a melee weapon.

Round 2
Windom Will saves: 1d20 + 9 ⇒ (5) + 9 = 14, attacks the wall, performs stated actions.
Drasven Will saves: 1d20 + 7 ⇒ (13) + 7 = 20, casts PoE
Dire Rats appear and attack
Cass Will saves: 1d20 + 8 ⇒ (13) + 8 = 21 action pending
nDevere Will saves: 1d20 + 7 ⇒ (11) + 7 = 18 action pending
Zavar Will saves: 1d20 + 4 ⇒ (17) + 4 = 21 action pending

GM: 1d3 + 1 ⇒ (2) + 1 = 3

Four dire rats appear before Cass and nDevere followed by four bolts of force at Cass!

Rat 1 @C: 1d20 + 1 ⇒ (19) + 1 = 20
dmg: 1d4 ⇒ 3
Rat 2 @C: 1d20 + 1 ⇒ (19) + 1 = 20
dmg: 1d4 ⇒ 1
Rat 3 @nD: 1d20 + 1 ⇒ (7) + 1 = 8
Rat 4 @nD: 1d20 + 1 ⇒ (10) + 1 = 11

Cass, take 25 point of damage. 20 is from 4 maximized magic missiles!

During nDevere's monkey style pose, she can react to those dirty, dirty rats!

Drasven, no longer preoccuppied with the haunt, sees a ghostly figure with his darkvision floating five feet below the barred flooded oubliette hole before quickly disappearing.

Windom:
You see your entire name written in blood on the wall even after nDevere destroys the first letter. You are compelled to attack the wall instead of your stated actions. Also, take 2 points of Wisdom damage. Your stated actions happen.

Grand Lodge

Cass hears the voice echoing as if was in a tunnel east of her location.

Grand Lodge

Both bloody letters are destroyed, but a ghostly maniacal laughter errupts!

"You cannot defeat me! I will destroy you and then you will become my servants for eternity!"

Spellcraft DC 24:
Empowered Summom Monster II is being cast but you cannot see its source.

Cass and the rest are up! You cannot see who is speaking to you.

Grand Lodge

Zavar Perc: 1d20 + 5 ⇒ (5) + 5 = 10
Drasven Perc: 1d20 + 5 ⇒ (8) + 5 = 13
Drasven Init: 1d20 ⇒ 20
Drasven Will: 1d20 + 7 ⇒ (7) + 7 = 14
GM: 1d20 + 1 ⇒ (18) + 1 = 19

Religion DC 21:
This is an isolation room that draws men insane. This haunt can be damaged by physical attacks directed against the letters forming on the walls.

Two bloody letters, "Z" and "D", begin form on the wall.

Surprise Round
Windom-standard action only
-------------------------------------------------------------------

Round 1
Windom
Drasven
???
Cass
nDevere
Zavar

Zavar & Drasven:
Your entire name suddenly appears on a wall near you, written in fresh blood. Each round, your soul is being stolen by having your name appear on the wall, and that by destroying the bloody words, you can reclaim it. Each of you take 2 points of Wisdom damage.

Grand Lodge

I also need initiative checks and wills saves from everyone in the room.

Grand Lodge

Nothing else is found in the secret tunnel. You are headed to the last room.

The Nevermore (U11)
Several iron doors line the walls of this partially ruined cellblock—the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.

Anyone entereing The Nevermore (U11) needs to make a perception check.

Perception DC 20:
You notice drops of blood welling up along the walls

History or Local DC 20:
Sometimes, in the case of truly heinous crimes, executions were considered too merciful. In these rare cases, prisoners sent to Harrowstone were consigned to this cellblock, aptly named the “Nevermore,” with the knowledge that those who were imprisoned in a cell here would never again see the light of day, with their only trips out of the block being short journeys through a secret passageway to the torture room for grisly, recurrent punishments. These sentences were relatively rare, and as a result, this cellblock was often quite underpopulated. At the time of the fire, the only inhabitant of Nevermore was Professor Hean Feramin, the so-called Splatter Man.

Grand Lodge

Windom and nDevere bludgeon the jelly into a pool of protoplasm. nDevere is covered head to toe with yellow, orange, and brown slime! It moved just 10 feet away. COMBAT OVER!

1d6 ⇒ 2

Inside the goo, you find a magical belt that Zavar easily identifies as a Belt of Incredible Dexteritiy +2.

Grand Lodge

Slam: 1d20 + 5 ⇒ (5) + 5 = 10

The jelly releases nDevere and misses her with its slam attack! It moves away provoking AoO's.

Party up!

Grand Lodge

There are several improvised weapons in the torture room that can be used as a club. Feel free to get creative.

Grand Lodge

Round 1 Fort DC 15: 1d20 + 8 ⇒ (2) + 8 = 10
Round 2 Fort DC 15: 1d20 + 8 ⇒ (11) + 8 = 19

Oops, forgot to roll for previous round. Staggered in Round 1, but only attacked nDevere since she was adjacent. It is not staggered in Round 2, so it may move and attack.

Grand Lodge

Slam: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d4 + 3 + 1d4 ⇒ (1, 4) + 3 + (4) = 12
Grapple: 1d20 + 11 ⇒ (13) + 11 = 24
Constrict Damage: 2d4 + 3 + 1d4 ⇒ (4, 4) + 3 + (2) = 13

The jelly swallows a prone nDevere severely burning her limbs with acid. She is trapped inside it (grappled).

Party up!

1 to 50 of 457 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>