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Dax Thura

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  1.  

    Round 2

    - Four more kobolds come up the stairs.

    * Sorgath takes a short step back to better use the reach of his weapon, but is put off balance by some rubble and misses his swing.

    * Black follows Sorgath a step and pokes at him. His thrust is deflected, though.

    * Yellow comes up the stairs and uses its sling against Tanith. The sling stone hits the wizard in her hand. It will be harder for her to cast spells. Fluff.

    * Green moves to where he can sling a stone at Vesal, missing.

    * Red gets behind Green and hits Vesal.

    * Blue rushes past the others to get into position to strike at Vesal and it cut down by the Sarenite.

    * Vesal's blade punishes Blue leaving him dead.

    * Khan delivers a final punishment to Yellow for daring to hit his wizard.

    * Tanith pulls out a Wand of Infernal Healing and starts herself to healing. I missed where you did this. I'll have your later post happen at the start of next round, which is now. The other kobolds have been killed and removed from the map.

     

     

    STATS

    Perception: Normal

    Terrain: Jungle

    Cover: Normal

     

    Sorgath- 10/10 HP;

    Tanith- 6/8 HP;

    Vesal- 9/9 HP;

    Khan- 12/12 HP;

     

     

    Black -2 hp

     

     

    *** MAPS AND HANDOUTS ***

     

     

     

  2.  

    “You’ve been called in because we need assistance forging a potential alliance with a powerful entity. An ancient dragon by the name of Valashinaz dwells beneath much of Tian Xia. She’s known to be a collector of great knowledge and artifacts and has more recently become open to sharing said knowledge.
    “I was able to contact Valashinaz’s assistant, a kobold called Purepurin, who has been arranging meetings between her mistress and interested parties. Venture-Captain Yi Da Som and I have secured a meeting for this afternoon, in about—” She glances at a water clock in the room. “—five hours.”

    “The Decemvirate and I have other business to attend to prior to the meeting,” Da Som chimes in. “It would be remiss of us to attend such an important meeting without presenting a gift beforehand, but we are unable to arrive until the exact meeting time.” Da Som takes out a stack of exquisitely bound books, each bearing an embroidered symbol of the Pathfinder Society. She carefully wraps them in a patchwork silk cloth and places it on the table. “Pathfinders, please take this gift and present it to Valashinaz. Her assistant Purepurin will be waiting at the cave entrance to her vaults to introduce you to her mistress. Show them the respect and dignity of the Pathfinder Society so we can present our case for a partnership that will benefit all the people we serve. Do you have any questions?”
     

    Finish introductions and ask your questions.

     

     

    ****MAPS AND HANDOUTS****

     

     

     

    Status

    Visibility:
    Terrain:
    Cover:

    Sepurnia- 47/47 HP, 21 AC 1/3 AP; Fort +7 Refl +8 Will +8 Perc +8; Init (Perc) +8;

    Sol- 16/16 HP, 17 AC 1/3 AP; Fort +5 Refl +9 Will +7 Perc +7; Init (Perc) +7 (Stealth) +7;

    Lucky- 24/24 HP 17 AC 1/3 AP; Fort +5 Refl +7 Will +7 Perc +7; Init (Perc) +7;

    Rowena- 16/16 HP 15 AC 1/3 AP; Fort +5 Refl +5 Will +6 Perc +6; Init (Perc) +4;

    Naziya- 54/54 HP 20 AC 1/3 AP; Fort +10 Refl +8 Will +9 Perc +9: Init (Perc) +9

    UMOF- -/- HP 20 AC -/- AP; Fort +11 Refl +8 Will +9 Perc +9;

     

     

     

     

     

     

  3.  

    Round 2 Tanith May Act

    - Four more kobolds come up the stairs.

    * Sorgath takes a short step back to better use the reach of his weapon, but is put off balance by some rubble and misses his swing.

    * Black follows Sorgath a step and pokes at him. His thrust is deflected, though.

    * Yellow comes up the stairs and uses its sling against Tanith. The sling stone hits the wizard in her hand. It will be harder for her to cast spells. Fluff.

    * Green moves to where he can sling a stone at Vesal, missing.

    * Red gets behind Green and hits Vesal.

    * Blue rushes past the others to get into position to strike at Vesal and it cut down by the Sarenite.

    * Vesal's blade punishes Blue leaving him dead.

    * Khan delivers a final punishment to Yellow for daring to hit his wizard.

    *

     

     

     

    STATS

    Perception: Normal

    Terrain: Jungle

    Cover: Normal

     

    Sorgath- 10/10 HP;

    Tanith- 5/8 HP;

    Vesal- 9/9 HP;

    Khan- 12/12 HP;

     

     

    Black -2 hp

     

     

    *** MAPS AND HANDOUTS ***

     

     

     

  4.  

     

    Round 2 Tanith and Khan May Act

    - Four more kobolds come up the stairs.

    * Sorgath takes a short step back to better use the reach of his weapon, but is put off balance by some rubble and misses his swing.

    * Black follows Sorgath a step and pokes at him. His thrust is deflected, though.

    * Yellow comes up the stairs and uses its sling against Tanith. The sling stone hits the wizard in her hand. It will be harder for her to cast spells. Fluff.

    * Green moves to where he can sling a stone at Vesal, missing.

    * Red gets behind Green and hits Vesal.

    * Blue rushes past the others to get into position to strike at Vesal and it cut down by the Sarenite.

    * Vesal's blade punishes Blue leaving him dead.

    *

     

     

     

    STATS

    Perception: Normal

    Terrain: Jungle

    Cover: Normal

     

    Sorgath- 10/10 HP;

    Tanith- 5/8 HP;

    Vesal- 9/9 HP;

    Khan- 12/12 HP;

     

     

    Black -2 hp

     

     

    *** MAPS AND HANDOUTS ***

     

     

     

  5.  

    @Starhawk can you see the map? Are you able to move your token? I move your token into the temple area.

    Round 2 Tanith, Khan, and Vesal May Act

    - Four more kobolds come up the stairs.

    * Sorgath takes a short step back to better use the reach of his weapon, but is put off balance by some rubble and misses his swing.

    * Black follows Sorgath a step and pokes at him. His thrust is deflected, though.

    * Yellow comes up the stairs and uses its sling against Tanith. The sling stone hits the wizard in her hand. It will be harder for her to cast spells. Fluff.

    * Green moves to where he can sling a stone at Vesal, missing.

    * Red gets behind Green and hits Vesal.

    * Blue rushes past the others to get into position to strike at Vesal and it cut down by the Sarenite.

    *

     

     

     

    STATS

    Perception: Normal

    Terrain: Jungle

    Cover: Normal

     

    Sorgath- 10/10 HP;

    Tanith- 5/8 HP;

    Vesal- 9/9 HP;

    Khan- 12/12 HP;

     

     

    Black -2 hp

     

     

    *** MAPS AND HANDOUTS ***

     

     

     

  6.  

    What remains of the ruins’s heart may have once been a shrine. Demolished walls encircle an ancient dais, atop which a shattered anvil-shaped altar lies defaced with dried blood, chalk markings, and other detritus. The bones of dozens of humanoid creatures are scattered about the building, along with the larger skeletal remains of what may be wyverns or drakes that are marred with deep claw marks. Behind the altar, a large stairwell stained with the blood of countless creatures descends into some dark vault below.

     

    Even though Tanith and Sorgath are able to move closer without alerting the kobolds, Khan and Vesal aren't as stealthy. However, at least the kobolds' fervor keep them from taking the initiative.

     

    Round 1 Tanith May Act

    * Seeing that they have been found out, Sorgath charges at White and cuts him down.

    * Vesal goes to the side of Sorgath and prepares to defend.

    * Khan gets inside of the temple and buries an arrow into Cyan.

    * Black calls out an alarm before rushing to attack Sorgath, who deflects the assault.

    * Tanith moves inside of the temple and targets Black with an orb of acid, burning him.

     

     

     

    STATS

    Perception: Normal

    Terrain: Jungle

    Cover: Normal

     

    Sorgath- 10/10 HP;

    Tanith- 8/8 HP;

    Vesal- 9/9 HP;

    Khan- 12/12 HP;

     

     

    Black -2 hp

     

     

    *** MAPS AND HANDOUTS ***

     

     

     

  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 All PCs May Act

    - Garion, Hamar, and Nalah need a Fort 23 v Sickened 2 (success makes immune for 1 minute).

    - Garion needs a Will 30 v -1 Per for 1 round/fall unconscious for 1 minute/fall unconscious for 1 hour

     

    * 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.

    *

     

     

     

     

    Status

    Visibility: the dotted line around the nigthmare gives Concealment.
    Terrain:
    Cover:

    Kuz'Arak 98/98 HP 2/3 AP;
    Kajimara 96/96 HP;
    Drasil 102/102 HP 3/3 AP;
    Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
    Garion 89/89 HP 3/3 AP; False Life;
    Hamarr- 154154 HP 2/3 AP;

    Nalah- 136/136 HP 1/3 AP; Darkvision;

     

     



     

     

     

     

  8.  

    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 All PCs May Act

    - Garion, Hamar, and Nalah need a Fort 23 v Sickened 2 (success makes immune for 1 minute).

    - Garion needs a Will 30 v -1 Per for 1 round/fall unconscious for 1 minute/fall unconscious for 1 hour

     

    * The nightmare speeds over to Garion and bites and kicks him. Garion is knocked senseless and has a gruesome gnash taken out of his shoulder.

    * The hag hisses and casts a spell at Garion.

    *

     

     

     

     

    Status

    Visibility: the dotted line around the nigthmare gives Concealment.
    Terrain:
    Cover:

    Kuz'Arak 98/98 HP 2/3 AP;
    Kajimara 96/96 HP;
    Drasil 102/102 HP 3/3 AP;
    Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
    Garion 14/89 HP 3/3 AP; False Life;
    Hamarr- 154154 HP 2/3 AP;

    Nalah- 136/136 HP 1/3 AP; Darkvision;

     

     



     

     

     

     

  9.  

    What remains of the ruins’s heart may have once been a shrine. Demolished walls encircle an ancient dais, atop which a shattered anvil-shaped altar lies defaced with dried blood, chalk markings, and other detritus. The bones of dozens of humanoid creatures are scattered about the building, along with the larger skeletal remains of what may be wyverns or drakes that are marred with deep claw marks. Behind the altar, a large stairwell stained with the blood of countless creatures descends into some dark vault below.

    Sorry. I thought I had did this post already.

    Even though Tanith and Sorgath are able to move closer without alerting the kobolds, Khan and Vesal aren't as stealthy. However, at least the kobolds' fervor keep them from taking the initiative.

     

    Round 1 Tanith May Act

    * Seeing that they have been found out, Sorgath charges at White and cuts him down.

    * Vesal goes to the side of Sorgath and prepares to defend.

    * Khan gets inside of the temple and buries an arrow into Cyan.

    * Black calls out an alarm before rushing to attack Sorgath, who deflects the assault.

    *

     

     

     

    STATS

    Perception: Normal

    Terrain: Jungle

    Cover: Normal

     

    Sorgath- 10/10 HP;

    Tanith- 8/8 HP;

    Vesal- 9/9 HP;

    Khan- 12/12 HP;

     

     

    Black

     

     

    *** MAPS AND HANDOUTS ***

     

     

     

  10.  

    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.
     

    Nalah moves up to scout the next area. She sees two entities, a hag and a flaming horse. He reports back, stopping Garion from just walking into the room and alerting the pair to their presence. Kuz'Arak then cautiously slides forward to see the two. He reports back that the flaming horse is a nightmare.

    The hag is grooming the nightmare. Perhaps she is so engrossed on her task that she did not hear the noise from your fight with the tree.

    Hamarr is ready. What of the rest of you?

     

     

     

     

     

    Status

    Visibility:
    Terrain:
    Cover:

    Kuz'Arak 98/98 HP 2/3 AP;
    Kajimara 96/96 HP;
    Drasil 102/102 HP 3/3 AP;
    Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
    Garion 89/89 HP 3/3 AP; False Life;
    Hamarr- 154154 HP 2/3 AP;

    Nalah- 136/136 HP 1/3 AP; Darkvision;

     

     



     

     

     

     

  11. You arrive at the Hwanggot Lantern Lodge in the morning. You are greeted by Venture-Captain Yi Da Som, a samsaran with perfect posture and a pleasant manner.
    The Lantern Lodge is already bustling despite the early hour, Pathfinders exchange greetings as they make their way in and out. Several local vendors are parked just outside the door with wares pre-marked for their regulars, who snatch up their breakfast and make payments with practiced ease. In the midst of it all stands Venture-Captain Yi Da Som, smiling serenely.
    “Good morning, Pathfinders. Thank you for being so punctual. Please, follow me and we’ll get your briefing started.” She heads into the lodge, politely greeting anyone on the way, and opens the doors to a private meeting room. A covered meal of dumplings and rolled eggs as well as a large pot of tea sits on the large table for guests to serve themselves. Already seated is a woman in flowing robes and an equally flowing waterfall mask that obscures her entire face.
    “Hello, Pathfinders,” she says. “You may call me the Waterfall. Help yourself to some breakfast and introduce yourselves.”

     

     

    ****MAPS AND HANDOUTS****

     

     

  12.  

    B2

    The centerpiece of this room is a tall statue of a willow tree carved from pale marble. Six oversized roots around the base of the tree resemble stone beds radiating out from the trunk, with just enough room to climb into them beneath the statue’s stone branches. Exits lead out from opposite sides of the room.
     

    Kajimara's feral attention turns from the tree to Kyros and Nalah. She shifts her body to attack one of them, when Kuz'Arak's commanding tone causes her to focus on him. She growls and begins to stalk toward him. The moment is tense, but Kuz'Arak stomps his foot like he's seen Dackle do and she backs down. She assumes her air of angst. She looks over to Kyros and rolls her eyes while saying something under her breath. She pads past Nalah and scoffs. She does not thank Kuz'Arak for healing her.

    Kajimara being disdainful in goblin

    At Kyros: "You smell of pee. Scared much?"

    Scoffing at Nalah: "As if."

    Kyros did not make the roll so no Hero Point spent.

    The team takes the time to heal up while they further investigate the tree and beds.

    The hag's heartstone is not a dreamstone, but would fit. You're not sure what effect it might have. The heartstone is no longer active, so may not have any effect currently.

     

    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.
     

    Inside the makeshift stable is large black horse of flame and smoke and a tall crone that looks to be of the same race as the body in the first room.

    Recall Knowledge (religion or society) 24

    Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as heartstones. They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim’s will and ability to resist, until their soul is forfeit.

    A night hag is a canny mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a night hag finds it easy to travel the Ethereal Plane and prey upon helpless souls that can’t fight back, these souls are also the least desirable to the evil outsiders the night hag bargains with, and so a night hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are nightmares, with whom they share a special bond. Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape.

    - Immune to sleep

    - Weakness to cold iron

    - Occult Spells

    - Claws deliver a disease.

    - Darkvision

     

    Recall Knowledge (religion or society) 34

    - Resistant to mental

    - Change Shape:can take on the appearance of any Medium female humanoid.

    - The disease is Abyssal Plague: A creature can’t recover from drained until abyssal plague is cured

    - Dream Haunting: If a night hag is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim’s back until dawn.

     

    Recall Knowledge (religion, arcana, or nature) 22

    Nightmares are flaming equine harbingers of death.

    - Smoke: The nightmare continually exhales black smoke that creates concealment in an aura around it.

    - Flaming Gallop: Its hooves do flame damage to all in its path.

    - Fly

    - Darkvision

    - Resist Fire

     

    Recall Knowledge (religion, arcana, or nature) 32

    Can use Plane Shift for self and rider

     

     

     

    Hero Point to Hamarr.

     

     

    Status

    Visibility:
    Terrain:
    Cover:

    Kuz'Arak 98/98 HP 2/3 AP;
    Kajimara 96/96 HP;
    Drasil 102/102 HP 3/3 AP;
    Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
    Garion 89/89 HP 3/3 AP; False Life;
    Hamarr- 154154 HP 2/3 AP;

    Nalah- 136/136 HP 1/3 AP; Darkvision;

     

     



     

     

     

     

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