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Dax Thura

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  1. B3 Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable. Round 1 Drasil, Kyros, Garion, and Nalah May Act - Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute). - Nalah, Kajimara, and Drasil need a Reflex 26 v 9 Fire damage due to a lame damage roll. * The nightmare takes sidestep into Nalah then rushes through Kajimara and Drasil before ending at the other exit to the room. * The hag screams in rage and fear before running out of the room. Drasil and Kyros may take AoOs. Orange is no longer in sight. * Kuz'Arak moves to where he can see the room better. He casts Frostbite at the nightmare. ** Kajimara runs after her meal. I moved her to the closest adjacent square. She's not yet that tactically minded to move where you placed her. * Hamarr strode over next to the horse in the hope of drawing its attention. * Status Visibility: the dotted line around the nigthmare gives Concealment. Terrain: Cover: 98/98 HP 2/3 AP; 92/96 HP; Immune 102/102 HP 3/3 AP; 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 89/89 HP 3/3 AP; False Life; Immune 154154 HP 2/3 AP; Immune 136/136 HP 1/3 AP; Darkvision; Immune Orange -101 hp Nightmare -96 hp Mentions
  2. "Is that the best you can do? You're twice our size and are half as strong. Put your backs into it." The matron urges you. She looks askance at Lucky and Sol. "Well at least you are helping." You can make another attempt. Status Visibility: Terrain: Cover: 47/47 HP, 21 AC 1/3 AP; Fort +9 Refl +8 Will +8 Perc +8; Init (Perc) +8; 16/16 HP, 17 AC 1/3 AP; Fort +5 Refl +9 Will +7 Perc +7; Init (Perc) +7 (Stealth) +7; 24/24 HP 17 AC 1/3 AP; Fort +5 Refl +7 Will +7 Perc +7; Init (Perc) +7; 16/16 HP 15 AC 1/3 AP; Fort +5 Refl +5 Will +6 Perc +6; Init (Perc) +4; 54/54 HP 20 AC 1/3 AP; Fort +10 Refl +8 Will +9 Perc +9: Init (Perc) +9 -/- HP 20 AC -/- AP; Fort +11 Refl +8 Will +9 Perc +9; Mentions
  3. Here are the chronicles. Let me know of any changes or corrections that I need to make. Also, note that I will be posting the next installment, PF 6-14 Scions of the Sky Key, part 2 Kaava Quarry, in the next week or so.
  4. AC was 22 I need you to fill out the form so I can fill out and send your chronicle.
  5. B3 Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable. Round 1 All PCs May Act - Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute). - Nalah, Kajimara, and Drasil need a Reflex 26 v 9 Fire damage due to a lame damage roll. * The nightmare takes sidestep into Nalah then rushes through Kajimara and Drasil before ending at the other exit to the room. * The hag screams in rage and fear before running out of the room. Drasil and Kyros may take AoOs. Orange is no longer in sight. * Status Visibility: the dotted line around the nigthmare gives Concealment. Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; Immune 102/102 HP 3/3 AP; 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 89/89 HP 3/3 AP; False Life; Immune 154154 HP 2/3 AP; Immune 136/136 HP 1/3 AP; Darkvision; Immune Orange -101 hp Nightmare -85 hp Mentions
  6. B3 Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable. Round 1 All PCs May Act - Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute). * The nightmare takes sidestep into Nalah then rushes through Kajimara and Drasil before ending at the other exit to the room. * The hag screams in rage and fear before running out of the room. Drasil and Kyros may take AoOs. Orange is no longer in sight. * Status Visibility: the dotted line around the nigthmare gives Concealment. Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; Immune 102/102 HP 3/3 AP; 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 89/89 HP 3/3 AP; False Life; Immune 154154 HP 2/3 AP; Immune 136/136 HP 1/3 AP; Darkvision; Immune Orange -101 hp Nightmare -85 hp Mentions
  7. B3 Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable. When Garion announces himself as polite as you please. The hag and her steed look up in surprise. They then attack. Round 1 - Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute). * The nightmare speeds over to Garion and gnashes his teeth and stomps around, but does not attack the pitiable gnome. * The hag hisses and casts a spell at Garion. Garion falls asleep on his feet. * It seemed that the group was having a discussion which would have precluded Nalah from stealthing. However, you were close to Garion when it started, so it makes sense that you were positioning yourself to back him up if when trouble started. The nightmare is off guard to this attack. * Hamarr goes up to bump Garion awake. He then sets his shield to defend. * Garion awakes from his nightmare to find a nightmare upon his awakening. He reflexively casts Lightning Bolt before politely scampering to the rear. * Kyros' has so much control of his form that he seems to teleport past his friends, the smokey cloud, and the nightmare to stand toe to toe with the hag. He slashes her across her midsection. * Drasil shows off his own control of his body as he, somehow, both elegantly and primally moves up to and past the stomping nightmare. At one point, just as Drasil makes it past the nightmare, you know that a wayward kick will get him, but Drasil does a sudden dip and spin to dodge it. At the end of all of this movement, he ends with the edge of his blade wet with the hag's blood. * A gout of water magically gushes from Kuz'Arak's hands, pushing the steed back. ** "They are NOT my friends." Kajimara responds in goblin, but she does rush in. She revels at the opportunity to bite something new. * Seeing an opening, Nalah rushes forward and cuts into the steed of smoke and fire with her magic dagger. Status Visibility: the dotted line around the nigthmare gives Concealment. Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 102/102 HP 3/3 AP; 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 89/89 HP 3/3 AP; False Life; Immune 154154 HP 2/3 AP; Immune 136/136 HP 1/3 AP; Darkvision; Sickened 2 Orange -101 hp Nightmare -85 hp Mentions
  8. Round 5 All PCs May Act * Orange looks over at Tanith, before focusing on Vesal. He attacks her and draws blood. He then steps back to use the wall defensively. * Tanith tries by can't figure out what would cause this kobold to be able to breath fire. Maybe he is from a strong draconic lineage? I believe that Tanith still gets to act. * Khan is so obviously shaken by this kobold. He just can't seem to get his shot right. * Vesal presses rather than withdraws. Her aggressiveness throws the kobold off and allows her to open him up from side to side. ***Combat Over*** With the kobold's defeat, the hooting and shrieking subsides, and the ruins below grow relatively calm. The liberated laborers are grateful and wish to leave the valley as soon as possible. They also warn you that hundreds more kobolds inhabit the area; it’s only a matter of time before the others discover what has occurred and call upon their hellish dragon god for aid. You do take a few moments to look around and find a leather satchel bearing the Glyph of the Open Road—the insignia of the Pathfinder Society— leans against the defaced altar; it is the only trace of Venture-Captain Nieford Sharrowsmith. Within are spoiled rations, an elixir of vision, and one of his field notebooks Slide #7. The miners start to become more and more insistent upon leaving. STATS Perception: Normal Terrain: Jungle Cover: Normal 8/10 HP; 8/8 HP; 4/9 HP; 12/12 HP; Mentions
  9. You can help by helping lift the cart with an Athletics 16 or something else if you can justify it. The matron looks Rowena up and down. "Help us get righted and you might just find out." Status Visibility: Terrain: Cover: 47/47 HP, 21 AC 1/3 AP; Fort +9 Refl +8 Will +8 Perc +8; Init (Perc) +8; 16/16 HP, 17 AC 1/3 AP; Fort +5 Refl +9 Will +7 Perc +7; Init (Perc) +7 (Stealth) +7; 24/24 HP 17 AC 1/3 AP; Fort +5 Refl +7 Will +7 Perc +7; Init (Perc) +7; 16/16 HP 15 AC 1/3 AP; Fort +5 Refl +5 Will +6 Perc +6; Init (Perc) +4; 54/54 HP 20 AC 1/3 AP; Fort +10 Refl +8 Will +9 Perc +9: Init (Perc) +9 -/- HP 20 AC -/- AP; Fort +11 Refl +8 Will +9 Perc +9; Mentions
  10. Round 5 All PCs May Act * Orange looks over at Tanith, before focusing on Vesal. He attacks her and draws blood. He then steps back to use the wall defensively. * STATS Perception: Normal Terrain: Jungle Cover: Normal -2/10 HP; Prone, Unconscious, Dying 8/8 HP; 4/9 HP; 12/12 HP; Orange -2 Mentions
  11. Round 4 - Sorgath needs to make a Con 12 to Stabilize. * Orange thrusts his sword into Sorgath. Sorgath spits blood as he falls. Orange then goes over to harass Khan. The map didn't show it, but I am sure that Sorgath was 10' away from Orange. So Orange will have to take a 5' step to attack him and won't be able to get to Khan. * Khan quickly fires another arrow at Orange, but his rush keeps him from hitting. * Sorgath stabilizes. * Tanith hits him with an Acid Orb. * Vesal dances close enough to lash out at Orange, but he is ready for her attack. * STATS Perception: Normal Terrain: Jungle Cover: Normal -2/10 HP; Prone, Unconscious, Dying 8/8 HP; 9/9 HP; 12/12 HP; Orange -2 Mentions
  12. "Yes! Yes! Come lend a hand." A matronly goblin says in a tone that expects to be followed. "Those your friends back there? Tell them to help too. Hurry and be careful." Picture revealed. Status Visibility: Terrain: Cover: 47/47 HP, 21 AC 1/3 AP; Fort +9 Refl +8 Will +8 Perc +8; Init (Perc) +8; 16/16 HP, 17 AC 1/3 AP; Fort +5 Refl +9 Will +7 Perc +7; Init (Perc) +7 (Stealth) +7; 24/24 HP 17 AC 1/3 AP; Fort +5 Refl +7 Will +7 Perc +7; Init (Perc) +7; 16/16 HP 15 AC 1/3 AP; Fort +5 Refl +5 Will +6 Perc +6; Init (Perc) +4; 54/54 HP 20 AC 1/3 AP; Fort +10 Refl +8 Will +9 Perc +9: Init (Perc) +9 -/- HP 20 AC -/- AP; Fort +11 Refl +8 Will +9 Perc +9; Mentions
  13. I have ruled for hard corners. You need to make a Tumble Through check to get past the nightmare. More than the thought of the 'hard corner' being a thing, I like the thought of the bottleneck as a viable tactic.
  14. I don't see any rule against it, but it is hard wired in my head. I'm going to say no to that one. You'll have to roll to Tumble Through an enemy square.
  15. Round 4 All PCs May Act - Sorgath needs to make a Con 12 to Stabilize. * Orange thrusts his sword into Sorgath. Sorgath spits blood as he falls. Orange then goes over to harass Khan. The map didn't show it, but I am sure that Sorgath was 10' away from Orange. So Orange will have to take a 5' step to attack him and won't be able to get to Khan. * STATS Perception: Normal Terrain: Jungle Cover: Normal -2/10 HP; Prone, Unconscious, Dying 8/8 HP; 9/9 HP; 12/12 HP; Mentions
  16. Round 4 Tanith and Khan May Act - Sorgath needs a Reflex 13 v 17 Fire damage. * Red continues to focus on Vesal. Her defenses hold up. * Orange steps into Sorgath as he drops the crossbow and pulls his rapier. He then breaths a gout of flame at Sorgath. * Sorgath steps away from the kobold that spits fire. He then swings back at Orange, but, even with spirit guidance, misses. * Vesal dances her deadly dance and leaves Red, face down in his own blood. * Khan is a good shot with the bow, but Orange is quick and dodges out of the way. * Tanith's wounds close up as she moves into position to cast Acid Orb at Orange, who is able to duck below the orb. STATS Perception: Normal Terrain: Jungle Cover: Normal 2/10 HP; 8/8 HP; 9/9 HP; 12/12 HP; Mentions
  17. No. She's down 70. I was at work and trying to multitask. That also kept me from realizing that Superbidi's post was just Nalah's Retributive Strike or at least that's my story. Will make corrections.
  18. “I know very little of Purepurin. Only that she is Valashinz's assistant. Valashinaz is known to prize knowledge.” Da Som places her hands on the silk bundle. “If we wish to learn the secrets she has kept, we must offer our own. We will provide her with copies of Pathfinder Chronicles related to treasures she is interested in, as well as the wayfinder of the open road, a unique wayfinder with a curious ability to find nearby portals." Da Som slides a pristine hand-drawn map across the table. “The cave is about three hours from Haseong by cart. The road there is an easy one; we anticipate no issues as the horse you’ll be borrowing has made the journey before.” Society (recall knowledge) 16 Valashinaz dwells in a massive underground cave system normally inhabited by creatures like rats and giant centipedes, but her kobold attendants keep her lair free of pests, including intrusive adventurers. The steward Purepurin curates the guest list and arranges tours and trades of goods or information. Society (recall knowledge) 26 A friendly tribe of goblins lives near Valashinaz’s closest cave entrance. This tribe is known for both their culinary and alchemical mastery, having contributed to some of the traps within the vaults. You make you final preparations and leave. The bustle of cart vendors and morning greetings gives way to rolling hills and birdsong on the path out of Haseong. Farmers in the distance occasionally pause their work to give friendly waves. Cattle dot far off fields colored by flourishing crops. The cart lent by the Lantern Lodge, enchanted to deal with unpaved terrain, leisurely rolls off the road without issue, the horse at its head expertly leading its charges into rockier countryside. Time passes peacefully, swirling clouds blotting out the vibrant sun to gentle its gaze on the world below. The three-hour journey to the cave is a pleasant one with little issue for you. Much of the journey is off-road, heading deeper into a quiet part of the countryside. There are few other travelers in this peaceful, isolated area, though the occasional animal might scamper past, and the rough dirt roads are unfriendly to most modes of transportation. About two and a half hours into the journey, you come upon a cart that is stuck in a ditch on a very basic dirt road. A cart tied to two unbothered goats lies toppled on its side, one back wheel firmly trapped in a divot in the dirt path. A cheerful working song mixes with Goblin swears as a flustered goblin tugs uselessly at one of the goats’ reins. There’s a small grilling table built into the cart, where two goblins roast brightly colored skewers despite the conundrum. A dangerously loose sign dangles off the back proclaiming “SPICY DEATH CHICKEN CHALLENGE” in multiple languages with prices for their wares. Several other goblins have set up in the grass to pickle vegetables and sing a merry tune, surrounded by glass jars chock full of meat and pickles as well as ceramic jugs flowing with spices and sauces. Many of the ceramics look too finely crafted to be cookware, their elegant designs and patterns smeared in chili powder and garlic paste. Status Visibility: Terrain: Cover: 47/47 HP, 21 AC 1/3 AP; Fort +9 Refl +8 Will +8 Perc +8; Init (Perc) +8; 16/16 HP, 17 AC 1/3 AP; Fort +5 Refl +9 Will +7 Perc +7; Init (Perc) +7 (Stealth) +7; 24/24 HP 17 AC 1/3 AP; Fort +5 Refl +7 Will +7 Perc +7; Init (Perc) +7; 16/16 HP 15 AC 1/3 AP; Fort +5 Refl +5 Will +6 Perc +6; Init (Perc) +4; 54/54 HP 20 AC 1/3 AP; Fort +10 Refl +8 Will +9 Perc +9: Init (Perc) +9 -/- HP 20 AC -/- AP; Fort +11 Refl +8 Will +9 Perc +9; Mentions
  19. B3 Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable. When Garion announces himself as polite as you please. The hag and her steed look up in surprise. They then attack. Round 1 Kuz'Arak and Drasil May Act - Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute). * The nightmare speeds over to Garion and gnashes his teeth and stomps around, but does not attack the pitiable gnome. * The hag hisses and casts a spell at Garion. Garion falls asleep on his feet. * It seemed that the group was having a discussion which would have precluded Nalah from stealthing. However, you were close to Garion when it started, so it makes sense that you were positioning yourself to back him up if when trouble started. The nightmare is off guard to this attack. * Hamarr goes up to bump Garion awake. He then sets his shield to defend. * Garion awakes from his nightmare to find a nightmare upon his awakening. He reflexively casts Lightning Bolt before politely scampering to the rear. * Kyros' has so much control of his form that he seems to teleport past his friends, the smokey cloud, and the nightmare to stand toe to toe with the hag. He slashes her across her midsection. Status Visibility: the dotted line around the nigthmare gives Concealment. Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 102/102 HP 3/3 AP; 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 89/89 HP 3/3 AP; False Life; Immune 154154 HP 2/3 AP; Immune 136/136 HP 1/3 AP; Darkvision; Sickened 2 Orange -70 hp Nightmare -46 hp Mentions
  20. It is. Combat going on around you. And I mean you are the axis point of the combat. Next round, just don't roll a 1. Guess that was taken care of after all.
  21. Round 9 All PCs May Act Note that there is one more level. The gunner turret. It will take 1 round in the lift to get to any level. * The Jangly Man does something. * Dmerilo looks into the cargo hold and calls for the Jangly Man, but receives no response. STATUS Light Level: Dark Terrain: Urban - SP 57/63 HP 58/58 RP 10/10 || Shaken - SP 72/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold] - SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold] - SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold] - HP 6/6 (narrative starship combat) - SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision - SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60'; Jangly Man -71 hp Mentions
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