GM Blood's Age of Worms in Golarion

Game Master David James Olsen

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AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"Jirin, Rauno--can you tell if there's another trap here?"


Doing a detect magic doesn't reveal any magic around the pillars. Jirin can choose if she wants to search the pillars with the symbol burned into it


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"No magic, but let me take a good look around. They seem to be fond of leaving surprises for us."
Perception 1d20 + 18 ⇒ (16) + 18 = 34


HP 45/54; Per +11, Trap +1; AC 15, Touch 14, Flat 11; Fort +5, Ref +8, Will +6

Oh, I assure you, she most certainly will!

Jirin searches the etched pillars, looking for another acid-bath trap.

Perception for traps: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31


GM Blood:

Initiative Rowena Lordail: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Rauno Redpath: 1d20 + 12 ⇒ (17) + 12 = 29
Initiative Jirin Tupel: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Quintus: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Monster: 1d20 + 6 ⇒ (8) + 6 = 14

As Kelkzar and Jirin approach the first pillar to examine it a group of three strange creature drop from the ceiling in an ambush. (One by each of the pillars)Kelkzar is aware of it just in time and yells out the creatures locations as they drop down.

The creatures have six purple tentacles that support a bulbous alien eye dripping with viscous slime. Rarely blinking, the star shaped pupil moves rapidly about, scanning the area. Two longer tentacles end in razor sharp claws and undulate hypnotically in the air around it.

Everyone will need to make a Will Save DC 18 or be slowed for 1d6 ⇒ 4 rounds. Remember the difficult terrain that can affect your movement as well as the slow here.


Remember the ground is difficult terrain.

Quote:

Round 1

Initiative Order - Rauno, Jirin, Quintus, Trevor, Kelkzar, Monsters, Rowena

Strange Creature AC 18 T 12 FF 16 CMD 22


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

DC 18 Will save: 1d20 + 11 ⇒ (19) + 11 = 30

Quintus sneers at your feeble attempt to slow him.

Do you have a picture of these things?


HP 45/54; Per +11, Trap +1; AC 15, Touch 14, Flat 11; Fort +5, Ref +8, Will +6

Will Save vs DC 16: 1d20 + 6 ⇒ (19) + 6 = 25

You'n'me, both, Quintus!


I knew I was forgetting something!

PICTURE


Will save 1d20 + 7 ⇒ (2) + 7 = 9

Rauno feels the magic fall over him like a weighted blanket, but it does not stop him from channeling his own magic through the rod he carries.

Rauno casts extended Haste on all PCs.

I assume that if someone was slowed, this would counteract it and if they made their save, they would have the regular benefits of haste?


Correct haste automatically counters slow and vice versa. So anyone who made their save will be hasted, and anyone who failed will be normal speed.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Will save: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20

Is Rowena's heroism spell still going?


Yes as it is a 10 min/level spell.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Will save: 1d20 + 11 ⇒ (11) + 11 = 22

Trevor shivers as the magic tries to take hold of him. His heart races as he feels his muscles tense, but the feeling leaves him as quickly as it came, followed by Rauno's acceleration.

Warned by Kelkzar, he pivots in time to see the entacled horror come at him and opens up with a mad flurry of cuts.

No longer enlarged, right? I'm also assuming they're evil (holy).
PA, FF, Haste, Frost, Holy: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 311d12 + 1d6 + 17 + 2d6 ⇒ (9) + (3) + 17 + (5, 5) = 39
PA, FF, Haste, Frost, Holy: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 271d12 + 1d6 + 17 + 2d6 ⇒ (12) + (1) + 17 + (6, 1) = 37
PA, FF, Haste, Frost, Holy: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 221d12 + 1d6 + 17 + 2d6 ⇒ (3) + (5) + 17 + (2, 4) = 31


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

This will happen before Trevor acts, so add a couple of bonuses.

Quintus raises his hand over the party and intones, "Mighty Sarenrae, aid to our arms and a bane to our foes!" Casting prayer; +1 to lots of stuff for us, -1 to lots of stuff for them.

If the heroism spell is still running on Rowena, Kelkzar should still have air walk, too.


Trevor lands three blows on the crazy looking creature killing it before it gets a chance to do anything with those tentacles.

Kelkzar is up before the remaining creatures go


HP 45/54; Per +11, Trap +1; AC 15, Touch 14, Flat 11; Fort +5, Ref +8, Will +6
GM Blood wrote:

Trevor lands three blows on the crazy looking creature killing it before it gets a chance to do anything with those tentacles.

Kelkzar is up before the remaining creatures go

Well, not just Kelkzar...!

Jirin hexes the next-nearest monster for -2 AC after Trevor completely destroys one of them; Will DC 19 to reduce duration to 1 round.


Kelkzar Will Save: 1d20 + 8 ⇒ (9) + 8 = 17

Kelkzar fails his save for slow, but Rauno's haste bring him to normal speed. I will have him delay until after the creatures to keep things moving


Will Save #2: 1d20 + 6 ⇒ (2) + 6 = 8

The two strange creatures move over to attack. They seem to not be affected by the strange terrain at all but fail to connect either of their claw attacks.

#2 claw attack vs Kelkzar: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d8 + 8 ⇒ (8) + 8 = 16

#3 claw attack vs Trevor: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 8 ⇒ (3) + 8 = 11


Remember the ground is difficult terrain.

Moved Rowena to top of round 2 to make later rounds flow smoother

Quote:

Round 2

Initiative Order - Rowena, Rauno, Jirin, Quintus, Trevor, Kelkzar, Monsters,

Strange Creature #2 AC 16 T 10 FF 14 CMD 20 This one has Jirin's hex on it and has adjusted stats

Strange Creature #3 AC 18 T 12 FF 16 CMD 22


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor ducks below a tentacle, then lifts his knees as he brings his axe downward, shift his weight to accelerate the blade.

PA, FF, Haste, Frost, Holy: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 301d12 + 1d6 + 17 + 2d6 ⇒ (11) + (5) + 17 + (1, 3) = 37
PA, FF, Haste, Frost, Holy: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 171d12 + 1d6 + 17 + 2d6 ⇒ (6) + (6) + 17 + (3, 4) = 36
PA, FF, Haste, Frost, Holy: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 161d12 + 1d6 + 17 + 2d6 ⇒ (8) + (3) + 17 + (5, 1) = 34


Trevor, the second attack would not be affected by FF and would be 3 less correct?


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

No, it's a simple oversight to leave FF there. 14-5-3 = 6 for the second iterative attack.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Can Rowena squeeze through that little opening to the right?


Yes


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Then she moves to N7 and punches the thing.

Attack: 1d20 + 14 + 2 + 1 ⇒ (5) + 14 + 2 + 1 = 22
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


Assuming Jirin will follow up last round's evil eye with one on #3 Trevor and Rowena combine to kill another creature!


Quintus and Kelkzar left up


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus picks his way forward to N-6.


Seeing his allies quickly working through the creatures, Rauno draws a wand and adds to the assault on the last creature with a simple arcane dart.

Magic missile 1d4 + 1 ⇒ (1) + 1 = 2 damage.


HP 45/54; Per +11, Trap +1; AC 15, Touch 14, Flat 11; Fort +5, Ref +8, Will +6
GM Blood wrote:
Assuming Jirin will follow up last round's evil eye with one on #3

You know me and my class so well! :D


DMPC'ing Kelkzar

Falchion with PA: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 2d4 + 16 ⇒ (3, 4) + 16 = 23

Bite: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Confirm Falchion with PA: 1d20 + 11 ⇒ (14) + 11 = 25
Extra Damage: 2d4 + 16 ⇒ (2, 2) + 16 = 20

The creature attacks Kelkzar back

Claw #1: 1d20 + 8 ⇒ (16) + 8 = 24 *Hit*
Damage: 1d8 + 8 ⇒ (6) + 8 = 14

Claw #2: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Kelkzar's next round of action

Falchion with PA: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 2d4 + 16 ⇒ (1, 1) + 16 = 18

Bite: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d4 + 5 ⇒ (2) + 5 = 7


Remember the ground is difficult terrain.

Creature still up but heavily wounded. You are up!

Quote:

Round 3

Initiative Order - Rowena, Rauno, Jirin, Quintus, Trevor, Kelkzar, Monsters

Strange Creature #2 AC 16 T 10 FF 14 CMD 20 This one has Jirin's hex on it and has adjusted stats


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rowena's bardiche is a blur as she brings its blade to bear.

Attack 1: 1d20 + 9 + 2 + 1 ⇒ (20) + 9 + 2 + 1 = 32
Confirm: 1d20 + 9 + 2 + 1 ⇒ (15) + 9 + 2 + 1 = 27
Damage: 2d10 + 4 ⇒ (7, 3) + 4 = 14

Attack 2: 1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10

Attack H: 1d20 + 9 + 2 + 1 ⇒ (15) + 9 + 2 + 1 = 27
Damage: 1d10 + 2 ⇒ (9) + 2 = 11

She pulls her blade out of its guts and grins.


After two successful critical hits, the creature flops to the floor and stops moving.

Combat Over!

Other than the seals on the pillars and the door to the north there is nothing else of interest in the room.

Inspecting the door, it is not locked, but appears it is barred from the other side.

Kelkzar Status HP 57/71


"I suppose I could try a wand to get it open..." I don't think Knock would resolve a barred door. Can I use Shatter and target the bar? Or would I just need to target the area of the door? Does someone else have a means to unbar the door?


prd wrote:
Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Nice crit GM Blood! Sorry for slowing things down. Sick all week.
Kelkzar grins, "There's always a way to open a barred door, but I suppose if you want to try your wand, go ahead." He sounds almost disappointed.


Hope you feel better. Weekends can get bogged down and then throw Easter in there so I wanted to make sure combat got resolved while the next challenge is is thrown at you! ;)


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Yeah, definitely don't hesitate when I'm holding things up. I don't mind at all.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus taps Kelkzar with a wand, restoring the majority of his health. "Let's keep moving."

CMW from wand on Kelkzar, 14 charges remaining: 2d8 + 3 ⇒ (4, 5) + 3 = 12


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Thanks Quintus. How's that door coming Rauno? Don't suppose you need a hand or shoulder."
hp 69/71


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Prodding a corpse with her toe, Rowena comments, "Those sure were ugly things." Seeing Rauno preparing to open the door, Rowena moves into position to the right of the door frame.


After a closer reading of the Shatter spell, I don't think that will work.

"I could summon a creature on the far side of the door to let us in, if we are trying to be quiet. If not, then I guess we break it down."

I could summon an earth elemental that can earth glide, or an outsider that can teleport.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rauno, GM Blood pointed out that knock will probably work just fine to deal with a barred door.


Assuming Rauno does knock....

As look through the double doors, the natural cavern yields to worked stone with a tentacle pattern. This round room is 30 feet across, with an exit to your left and a ceiling 40 feet high.

In the center of this tall domed chamber is a large brain, carved from a single block of purple-veined white marble. Its veins seem to pulsate with every breath you take, as if aware of your presence. Four stone benches are arrayed around the room, each with a pair of iron manacles bolted to the top.

Map is updated. Once out of the natural cavern it will no longer be difficult terrain.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

"That's just sick. What is it doing?"


Sorry. I will mark off bonded object casting for Knock.

Rauno takes a moment to observe the strange sight. Though it looks like he is simply staring, he is actually searching his memory for any mention of something similar, or to conjure a theory to explain it.

Knowledge check 1d20 + 15 ⇒ (15) + 15 = 30
Not sure what would be appropriate; that is his lowest knowledge check. Please add 1 if dungeoneering or add 3 if arcana, planes or religion.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"No kidding, these events just keep getting stranger and stranger." Kelkzar looks around the room before entering as if expecting to see something in addition to the giant brain.
Perception 1d20 + 17 ⇒ (15) + 17 = 32
Probably can't exceed Rauno, but Knowledge (planes or religion) 1d20 + 11 ⇒ (17) + 11 = 28 +6 if Monster Lore applies


With detect magic there are a number of schools involved, but the strongest one is enchantment. Rauno is unsure what it could be without taking some time to studyit.

Kelkzar moves in, looking for anything else in the room, but still sees nothing.

However, Kelkzar needs to make a Will Save

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