Absalom Abberations - A Pathfinder Society Tale

Game Master Brian Minhinnick

Roll 20 Campaign


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The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

"Limited experience casts a long shadow." said the tian cryptically. "But I'll reserve judgement." He took his adamantine bat and made a few more holes in the half sunken ship.

Thanks for the bot, it was a hellish week.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Nyug nods to Argor, opening up enough more sections (side by side with Mettera) to flood the area below with sunlight.

"That should do it...and any more might risk losing structural integrity...though I suppose if we all needed to fly I could carry Mettera easily enough."


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

"We should keep moving. My spell will last only minutes, and once it expires I'll feel the effects again of the life that those creatures drained from me."


Okay, moving you down. From now on you are underwater and need to make DC 10 swim checks to move anywhere. Again, the walls are still there, you can't really see through them.

9
Cold and murky water fills most of this lightless room; the last few steps of the stair leading into it from area 4 lie underwater. This room, like the crew’s quarters above it, is bare. Eight hammocks hang from the ceiling, dangling just above the cold water. The submerged end deepens steadily at 2-1/2 feet every 5 feet; the first 5 feet of depth is considered both difficult terrain and an obstacle (×4
movement cost). Beyond that, movement is impossible without a successful Swim check.

10
The gloomy water in this room is much more chilled than the normally pleasant waters of Absalom’s harbor. This room is completely submerged, and movement is impossible without a successful Swim check. The room once served as the cargo hold of the Iron Tide. Now it sits empty.

11
This room sits empty. Stairs leading down from area 7 hug the southeast wall, but since the room is completely submerged in water, movement is impossible without a successful Swim check.

12
This room is completely submerged and devoid of anything of value or interest. Its only defining feature is a hole in the center of the floor. Movement in this room is impossible without a successful Swim check.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Argor scans the rooms intently as he moves along behind the others, Rutai clinging to the back of the mage's robes. It is clear he is not entirely comfortable moving about in the water, but despite the occasional struggle, he manages to maintain headway.
__________
Swim 9: 1d20 + 1 ⇒ (15) + 1 = 16
Swim 10: 1d20 + 1 ⇒ (12) + 1 = 13
Swim 11: 1d20 + 1 ⇒ (16) + 1 = 17
Swim 12: 1d20 + 1 ⇒ (1) + 1 = 2
Swim 12: 1d20 + 1 ⇒ (9) + 1 = 10
Perception 9: 1d20 + 9 ⇒ (9) + 9 = 18
Perception 10: 1d20 + 9 ⇒ (20) + 9 = 29
Perception 11: 1d20 + 9 ⇒ (6) + 9 = 15
Perception 12: 1d20 + 9 ⇒ (15) + 9 = 24


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Keep in mind I have see invisibility up for 70 minutes.

Taking 10 should be enough to get around. I don't have an armor check penalty.

Cladissa similarly swims cautiously. She points to the hole in the aft compartment, then points down.


Perception take 10+16=26
Stealth take 10+27=37
Swim take 10+15=25

Hrim takes point. Not that anyone can see him.

When they see the hole, he waves his hands and yells in Cladissa's ear, "scout!"

The deep gnome then stealthily swims through down through the hole.

The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

Swims: 1d20 + 2 ⇒ (9) + 2 = 11
Swims: 1d20 + 2 ⇒ (17) + 2 = 19
Swims: 1d20 + 2 ⇒ (8) + 2 = 10
Swims: 1d20 + 2 ⇒ (18) + 2 = 20

Despite the hazards of the water and the weakness he felt from the touch of the spectre, Mettera was able to move through the water without too much trouble. He had reclaimed his spear, and was ready to poke anything that needed it. He kept by the main group as Hrim went scouting, but otherwise remained silent. It seemed the infighting had subsided for the moment.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

With the mutagenic fins between his six clawed hands and feet, Nyugusk clearly enjoys darting around underwater.

He follows right beside Mettera (or behind him, when need be).

Swim take 10 for 27


Hrimnagel swims down the hole, hidden from view. A moment later he returns.

The room below is partially blocked off by the Iron Tide's hull protruding down into it at an angle. It contains weapons of all sorts, but they have lain rusting in the Flotsam Graveyard for just over a century and are no longer serviceable. The room is dark and completely submerged in water; movement requires a successful Swim check. A hole yawns in the side of the hull to the south and west of the middle mast, opening into the sea. At the far end of the room there is another staircase, leading back up into a yet unseen segment of Vaydren's Might.

Currently there are several creatures in the room. Hrim came face to face with a huge eel as soon as he descended through the hole. He spotted another giant eel, and five humanoids armed with tridents who seemed to be handling the animals. The green-skinned humanoids have wide, frog-like heads but mouths more akin to that of toothy fish. They appear to be looking for loot.


Argor looks to Rutai and says in their private language, "Go scout as well."

Rutai nods and fades from sight before swimming through the waves into the next chamber to get a look at the creatures beyond.

He returns and fades back into sight just ahead of Argor, "There are 2 big snake things down below, and five frog-men with tridents, their looking the place over for something. Looks like they've tamed the snake things. But none of 'em are like anything I ever dealt with before. I have to say, in all my years on this plane, I've never been on an underwater venture..."

Unless there is combat, Rutai and Argor will be Taking 10 on Swim checks.
Stealth: 1d20 + 29 ⇒ (3) + 29 = 32
Knowledge (Nature): 1d20 + 2 ⇒ (11) + 2 = 13
Knowledge (Nature): 1d20 + 2 ⇒ (1) + 2 = 3


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

"A first for most of us here, I am sure," Argor says quietly. He turns to the others and says, "Give me a moment..."

He then turns to the others and says, "We could attempt diplomacy. See if they could be swayed to depart without giving us any trouble. Or we could force our way through. I leave the strategy this time to you," folding his arms behind him as Rutai takes a grip of his clothes for balance in the water.

The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

Mettera shouldered his longspear for a moment. "I don't speak Frog man, but if they came ready for a fight, I doubt that diplomacy will work. It might be better to launch a surprise attack and have some eel for dinner." He waited a beat and then continued, "But I suppose if one of you thinks they can talk to them, be my guest."

Gonna take 10 on swims until I can't.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

"Nor is the language of the water-folk a tongue I have mastered myself. Hence why I leave it to the rest of you, as the task of diplomacy would fall to another,"

He looks over his companions again before sighing and adding, "Though," casting a glance to Cladissa and her thus far negative attitude, "and I mean no insult by this, but aside from myself, it is well established that diplomacy is not a strong suit of this group. Ergo, perhaps brute force is the better tact..."

Once the warriors of the group express their readiness, Argor begins a series of motions and calls forth a small squad of merfolk to his side. Unlike their regular kin, these merfolk have fins covered in obsidian scales, the flesh of their humanoid torsos a crimson red, with fingers ending in dark, sharp nails. Their tridents are also made of dark steel. They look about confused for a moment as the spell's power over them continues to take hold. Of their number, three of them are men and the fourth is a female.

"Gentlemen. Lady. I have called you to my bidding to deal with some unwanted creatures in the level below. I trust you will lend myself and my comrades your aid?" Argor asks of them.

The leader of the squad grits his teeth against the mental control exerted upon him by the spell, but they have no choice but to acquiesce. "As you command..." he says as he and his warriors tighten their grips on their weapons as they prepare to join in the assault.
__________
SM III: 1d3 + 1 ⇒ (3) + 1 = 4 Fiendish Merfolk


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Nyugusk listens to the fiend's description, and tries to recall anything he's read in his research.

"I'm ready to charge down there as well. At least it sounds like foes we can touch." he says, making a froggish stroke with his four back legs.

Nature-mutagen: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25
Nature-mutagen: 1d20 + 11 - 1 ⇒ (10) + 11 - 1 = 20 -4 more, if the first failed, due to oppressive expectations.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Cladissa shrugs. "Just do it quickly."
Knowledge(nature): 1d20 + 12 ⇒ (10) + 12 = 22


I guess Hrim's role of scout has been replaced by the familiar. ;D Please assume Hrim communicates scouting results as soon as Jelani posts them, because I seem to out of synch with most everyone's posting schedule. Cheers

"We could just go around them. They looked like looters to me." The deep gnome bubbles into Cladissa's ear while waiting for Argor's muscle to lead the murder. He shrugs and readies his underwater crossbow.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Heh, not trying to step on toes. Argor has his own reasons for sending Rutai along. *evil grin*


To go around, you have to go through them without being detected somehow. The only room you haven't been in is on the other side of them.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I think the idea is that since we're underwater, we've got three dimensions to work with. We can go out and around, to see if there's a way into the bottom wreck from outside.


That is the bottom wreck. There is no way around. I'll reveal the 3D portion of the map since it's basically all explored. That will make it more clear I think.


Gonna update after work in a couple of hours.


Surprise Round

Argor's merfolk swim down the hole, followed by Hrim, Nyugusk and Mattera. Just behind and above them float Argor and Cladissa.

The skum and giant moray eels look up as the Pathfinders enter the room, muttering angrily in their strange tongue.

Initiative:
Hrimnagel: 1d20 + 3 ⇒ (4) + 3 = 7
Cladissa: 1d20 + 4 ⇒ (19) + 4 = 23
Argor: 1d20 + 2 ⇒ (2) + 2 = 4
Mettera: 1d20 + 1 ⇒ (9) + 1 = 10
Nyugusk: 1d20 + 2 ⇒ (20) + 2 = 22
Skum: 5d20 + 25 ⇒ (3, 6, 14, 17, 11) + 25 = 76
Eels: 2d20 + 16 ⇒ (6, 5) + 16 = 27

Skum 15.2
Eels 13.5
Party 13.2

Begin Round 1

The skum warriors swim to attack as Nyugusk informs the group that they are just aquatic humanoids with no special abilities other than being ugly and slightly resistant to cold. They stab, bite and claw visciously at the mermaids, seeming to have entered some kind of battle rage.

The huge eels swim forward to aid their masters, biting at the bleeding merfolk.
___________________

Yellow Skum on Blue Merf: 6d20 ⇒ (5, 3, 17, 5, 4, 16) = 50 19,12,27,10,14,21 to hit
Damage: 1d8 + 6 ⇒ (4) + 6 = 101d8 + 6 ⇒ (7) + 6 = 131d4 + 3 ⇒ (2) + 3 = 51d4 + 3 ⇒ (1) + 3 = 41d6 + 3 ⇒ (6) + 3 = 91d6 + 3 ⇒ (5) + 3 = 8 same order as above

Pink Skum on Blue Merf: 1d20 ⇒ 15 29 to hit
Damage: 1d8 + 6 ⇒ (2) + 6 = 8 same order as above

Purple Skum on Orange Merf: 6d20 ⇒ (16, 17, 11, 1, 18, 1) = 64 30,26,21,Miss,28,Miss to hit
Damage: 1d8 + 6 ⇒ (4) + 6 = 101d8 + 6 ⇒ (5) + 6 = 111d4 + 3 ⇒ (1) + 3 = 41d4 + 3 ⇒ (3) + 3 = 61d6 + 3 ⇒ (6) + 3 = 91d6 + 3 ⇒ (3) + 3 = 6 same order as above

Red Eel on Blue Merf: 1d20 + 13 ⇒ (15) + 13 = 282d6 + 11 ⇒ (3, 2) + 11 = 16
Grab: 1d20 + 14 ⇒ (20) + 14 = 34

Yellow Eel on Green Merf: 1d20 + 13 ⇒ (2) + 13 = 152d6 + 11 ⇒ (5, 6) + 11 = 22
Grab: 1d20 + 14 ⇒ (10) + 14 = 24

You guys are up. No more taking 10 on swim checks.


Woah...how did I become poppa smurf?


What is this avatar madness? Does it end?

The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

Finally looking forward to a good fight, Mattera starts with a powerful strike and punches through one skum and brings the spear to bear on another one near the first, expecting the first to float belly up. "It's your loss that you wish to fight. You'll not leave this alive."

Power Attack, Yellow: 1d20 + 16 - 2 ⇒ (20) + 16 - 2 = 34
Crit Confirm: 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27
Power Attack, Pink: 1d20 + 16 - 2 - 5 ⇒ (11) + 16 - 2 - 5 = 20
Crit Damage: 3d8 + 75 ⇒ (4, 6, 4) + 75 = 89
Damage: 1d8 + 25 ⇒ (6) + 25 = 31

Merf does it too? I knew just typing Smurf does it... Also starting Snake Style.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Blue, Orange, and Green merfolk are all dead and vanished.

The merfolk all charge bravely forward, thrusting their tridents ahead of them. Most are knocked aside easily, and then their bodies eviscerated as they scream out in pain. Only their captain remains.

Meanwhile, Argor begins canting a spell to bolster the physical prowess of his bodyguard. He sprinkles some powdered iron into the water, and the particles quickly begin to defy the current and surge towards Mettera.
__________
Red Merfolk Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Red Merfolk Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Damage if Crit: 1d8 + 3 ⇒ (3) + 3 = 6
Casting Enlarge Person on Mettera. At the start of the next round it will take effect for 7 minutes.
__________
Also, if this is kosher, I'd like to go ahead and post the following, as immediately after completing his cast of Enlarge Person, Argor would go into the motions to cast Haste.

The moment the spell completes, He reaches into his components and removes a bit of root. He holds it in front of him, as he continues to chant. The root begins to dissolve into red arcane energy, and small beams of it fly forth and strike each of the members of the group. They immediately begin moving far more quickly.

Haste on Mettera, Nyugusk, Hrimnagel, Argor, Cladissa, the Merfolk (if still alive), and Rutai. If the merfolk is dead, the last target would be Cole.


Sorry for the distracting comment to go around, everyone. While I was right that the description of the hole was the bottom of the boat, the 3D picture shows it nested into another boat. What are the odds?

Round 1

Hrim follows the merfolk infantry through the hole issuing a quiet prayer to Count Ranalc. He then requests divine power from his patron in bubbly prayer.

After appreciating the speedy spell from Argor, he allows his shadows to engulf him.

swift to activate Justice Judgement +2 to hit
standard to cast Wrath round 1 of 10, +2 to hit and damage

move to Stealth: 1d20 + 26 ⇒ (19) + 26 = 45


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Cladissa tries to hex one of the eels, sending it into a brief, nonthreatening slumber.

Will DC 20: 1d20 ⇒ 19 Eh, probably saves


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Note: the second portion of that post would represent my Round 2 action, and has no bearing on Round 1.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Quick post!

Nyugusk rips into the eel, ready to attack the nearest merfolk if the eel falls quickly.

_____________________

Claw (mutagen, magic fang, good hope): 1d20 + 15 + 1 + 2 ⇒ (19) + 15 + 1 + 2 = 37 Damage: 1d4 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13
Claw (mutagen, magic fang, good hope): 1d20 + 15 + 1 + 2 ⇒ (10) + 15 + 1 + 2 = 28 Damage: 1d4 + 9 + 1 + 2 ⇒ (2) + 9 + 1 + 2 = 14
Claw (mutagen, magic fang, good hope): 1d20 + 15 + 1 + 2 ⇒ (12) + 15 + 1 + 2 = 30 Damage: 1d4 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13
Claw (mutagen, magic fang, good hope): 1d20 + 15 + 1 + 2 ⇒ (2) + 15 + 1 + 2 = 20 Damage: 1d4 + 9 + 1 + 2 ⇒ (2) + 9 + 1 + 2 = 14


Round 1

The skum warriors swim to attack as Nyugusk informs the group that they are just aquatic humanoids with no special abilities other than being ugly and slightly resistant to cold. They stab, bite and claw visciously at the mermaids, seeming to have entered some kind of battle rage.

The huge eels swim forward to aid their masters, biting at the bleeding merfolk.

The merfolk all charge bravely forward, thrusting their tridents ahead of them. Most are knocked aside easily, and then their bodies eviscerated as they scream out in pain. Only their captain remains.

Finally looking forward to a good fight, Mattera starts with a powerful strike and follows it with another on one of the skum. "It's your loss that you wish to fight. You'll not leave this alive." The skum looks badly injured but is still alive.

The merfolk captain attacks the same skum as Mattera, further wounding it a bit.

Meanwhile, Argor begins canting a spell to bolster the physical prowess of his bodyguard. He sprinkles some powdered iron into the water, and the particles quickly begin to defy the current and surge towards Mettera.

Hrim follows the merfolk infantry through the hole issuing a quiet prayer to Count Ranalc. He then requests divine power from his patron in bubbly prayer.

Cladissa tries to hex one of the eels, sending it into a brief, nonthreatening slumber.

Nyugusk rips into the eel, ready to attack the nearest merfolk if the eel falls quickly. It does not.

End of Round 1
================================
Begin Round 2

The skum press their assault against the last merfolk. One skum tears it easily apart. The others move forward carefully, wary of Mattera's spear. One of them assaults the iron Pathfinder with trident, tooth and claw.

The eels turn to attack Nyugusk. Both of them bite into him deeply, and the one that he previously injured latches on to him.

The moment the spell completes, Argor reaches into his components and removes a bit of root. He holds it in front of him, as he continues to chant. The root begins to dissolve into red arcane energy, and small beams of it fly forth and strike each of the members of the group. They immediately begin moving far more quickly.
______________________________________

Attacks on Merfolk: 1d20 + 14 ⇒ (10) + 14 = 241d20 + 9 ⇒ (12) + 9 = 211d20 + 10 ⇒ (3) + 10 = 131d20 + 5 ⇒ (14) + 5 = 191d20 + 10 ⇒ (17) + 10 = 271d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 6 ⇒ (6) + 6 = 121d8 + 6 ⇒ (4) + 6 = 101d4 + 3 ⇒ (3) + 3 = 61d4 + 3 ⇒ (2) + 3 = 51d6 + 3 ⇒ (4) + 3 = 71d6 + 3 ⇒ (2) + 3 = 5

Attacks on Mattera: 1d20 + 14 ⇒ (18) + 14 = 321d20 + 9 ⇒ (20) + 9 = 291d20 + 10 ⇒ (1) + 10 = 111d20 + 5 ⇒ (17) + 5 = 221d20 + 10 ⇒ (7) + 10 = 171d20 + 5 ⇒ (13) + 5 = 18 Hit, Crit, Miss, Miss, Miss, Miss
Damage: 1d8 + 6 ⇒ (3) + 6 = 91d8 + 6 ⇒ (6) + 6 = 12
Confirm: 1d20 + 9 ⇒ (1) + 9 = 10 Miss

Attacks on Nyug: 1d20 + 13 ⇒ (12) + 13 = 251d20 + 13 ⇒ (14) + 13 = 27 Hit. Hit
Damage: 2d6 + 11 ⇒ (4, 5) + 11 = 202d6 + 11 ⇒ (1, 4) + 11 = 16
Grabs: 1d20 + 14 ⇒ (14) + 14 = 281d20 + 14 ⇒ (6) + 14 = 20 Pass, Fail
Nyugusk gains the grappled condition.

You guys are up! Everyone is hasted now, and Mattera is big.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Cladissa focuses on the eel that wound its way around Nyug, trying to hex that one so he will be free to attack.

Doesn't matter if it's the same one I tried before since I have Accursed Hex.
Will Save DC 20: 1d20 ⇒ 12


Passed. I marked the immune one with a flag.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Nyugusk frowns as the eel attaches onto him, and (bolstered by Argor's magic) he attempts to slay it in a blur of pinching, clawing limbs.

____________________

Full attack. Subtracted 2 since I'm grappled...but presumably that's canceled out by the eel getting -4 DEX while grappled...unless it has some special ability.

Claw (mutagen, magic fang, good hope, grappled): 1d20 + 15 + 1 + 2 - 2 ⇒ (14) + 15 + 1 + 2 - 2 = 30 Damage: 1d4 + 9 + 1 + 2 ⇒ (3) + 9 + 1 + 2 = 15
Claw (mutagen, magic fang, good hope, grappled): 1d20 + 15 + 1 + 2 - 2 ⇒ (11) + 15 + 1 + 2 - 2 = 27 Damage: 1d4 + 9 + 1 + 2 ⇒ (2) + 9 + 1 + 2 = 14
Claw (mutagen, magic fang, good hope, grappled): 1d20 + 15 + 1 + 2 - 2 ⇒ (1) + 15 + 1 + 2 - 2 = 17 Damage: 1d4 + 9 + 1 + 2 ⇒ (3) + 9 + 1 + 2 = 15
Claw (mutagen, magic fang, good hope, grappled): 1d20 + 15 + 1 + 2 - 2 ⇒ (5) + 15 + 1 + 2 - 2 = 21 Damage: 1d4 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13
Haste bonus Claw (mutagen, magic fang, good hope, grappled): 1d20 + 15 + 1 + 2 - 2 ⇒ (7) + 15 + 1 + 2 - 2 = 23 Damage: 1d4 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13


Round 2

Hrim foregoes his new underwater crossbow due to Argor's Haste. Then, he realizes why he needed it as his arrows rapidly slow once leaving his longbow. One of his arrow hits a wounded aquatic looter but without much power.

Hrim takes -2 for every 5-ft away from targets, but at least he doesn't have to move action to load his crossbow.
longbow +PBS +Judge +Wrath -DA +Haste: 1d20 + 13 + 1 + 2 + 2 - 2 + 1 ⇒ (1) + 13 + 1 + 2 + 2 - 2 + 1 = 18
longbow +PBS +Judge +Wrath -DA +Haste: 1d20 + 13 + 1 + 2 + 2 - 2 + 1 ⇒ (15) + 13 + 1 + 2 + 2 - 2 + 1 = 32
if hit, damage +PBS +Wrath +DA : 1d6 + 3 + 1 + 2 + 4 ⇒ (1) + 3 + 1 + 2 + 4 = 11

Justice Judgement +2 to hit
Wrath round 2 of 10, +2 to hit and damage

The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

Okay, it looks like I can only hit the one with the heart on it with my spear, I think that's the one that's been slumbered. With my new size, everything else is actually inside of my reach. so, we're going to have to go with snake style. It does piercing damage, and I can do it one handed, so yeah, my damage with enlarge person just got basically halved and my AC has gone down by two. Oh well, live and learn.

Mettera thought that becoming larger was going to be of a benefit, but his spear enlarged as well, becoming so long, that the fighter was unable to even bring it to bear on the inner circle of enemies. This was quite the detriment, but it was good that he was trained for such situations. He focused his power into one finger and shot out at the most injured skum, hoping to finish the job.

Power Attack: 1d20 + 15 + 1 - 2 ⇒ (19) + 15 + 1 - 2 = 33
Power Attack: 1d20 + 15 + 1 - 2 ⇒ (18) + 15 + 1 - 2 = 32
Power Attack: 1d20 + 15 + 1 - 2 ⇒ (9) + 15 + 1 - 2 = 23

Damage: 1d8 + 14 ⇒ (3) + 14 = 17
Damage: 1d8 + 14 ⇒ (1) + 14 = 15
Damage: 1d8 + 14 ⇒ (2) + 14 = 16


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Could let go of the spear and then grab it before it could float away. Items that are no longer on your person revert to normal size.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

BTW, it made it's save (both times) so it's not slumbering...and if Nyug didn't kill it I'd love to have you finish it off, since it's grappling me and might be about to try something fishy.

(You see what I did there? 'Fishy'.) ;-)


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It's a longspear, which you have at least three targets for Mattera.

Round 2

The skum press their assault against the last merfolk. One skum tears it easily apart. The others move forward carefully, wary of Mattera's spear. One of them assaults the iron Pathfinder with trident, tooth and claw.

The eels turn to attack Nyugusk. Both of them bite into him deeply, and the one that he previously injured latches on to him.

The moment the spell completes, Argor reaches into his components and removes a bit of root. He holds it in front of him, as he continues to chant. The root begins to dissolve into red arcane energy, and small beams of it fly forth and strike each of the members of the group. They immediately begin moving far more quickly.

Cladissa focuses on the eel that wound its way around Nyug, trying to hex that one so he will be free to attack. It resists her will again.

Nyugusk frowns as the eel attaches onto him, and (bolstered by Argor's magic) he attempts to slay it in a blur of pinching, clawing limbs. The alchemist's transmogrifications serve him well, and he tears the eel to shreds.

Hrim foregoes his new underwater crossbow due to Argor's Haste. Then, he realizes why he needed it as his arrows rapidly slow once leaving his longbow. One of his arrow hits a wounded aquatic looter but without much power.

Mettera thought that becoming larger was going to be of a benefit, but his spear enlarged as well, becoming so long, that the fighter was unable to even bring it to bear on the inner circle of enemies. This was quite the detriment, but it was good that he was trained for such situations. He focused his power into one finger and shot out at the most injured skum, hoping to finish the job. One jab is enough to drop the wounded skum, and then Mattera switches back to his spear. With two quick jabs he nearly finishes another of the Skum.

End of Round 2
================================
Begin Round 3

The wounded skum and one of its companions 'step' up to Mattera, while the others drift back to avoid the giant's evil spear. The eel wiggles closer to Nyugusk, biting at his bloodied form hungrily.
_____________________________________________

In case it's not evident, Nyugusk has 16 HP left guys.

Mattera spear: 1d20 + 16 - 2 ⇒ (20) + 16 - 2 = 341d20 + 16 - 2 ⇒ (7) + 16 - 2 = 211d20 + 16 - 2 ⇒ (10) + 16 - 2 = 24Crit,Hit,Confirmed
Damage: 8d6 + 104 ⇒ (2, 5, 2, 5, 3, 3, 2, 5) + 104 = 131
Purple is now almost dead.

Attacks on Mattera: 1d20 + 14 ⇒ (19) + 14 = 331d20 + 9 ⇒ (19) + 9 = 281d20 + 10 ⇒ (1) + 10 = 111d20 + 5 ⇒ (20) + 5 = 251d20 + 10 ⇒ (17) + 10 = 271d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 6 ⇒ (5) + 6 = 111d8 + 6 ⇒ (5) + 6 = 111d4 + 3 ⇒ (3) + 3 = 61d4 + 3 ⇒ (2) + 3 = 51d6 + 3 ⇒ (3) + 3 = 61d6 + 3 ⇒ (1) + 3 = 4
Confirm: 1d20 + 5 ⇒ (2) + 5 = 71d4 + 3 ⇒ (1) + 3 = 4

Attacks on Mattera: 1d20 + 14 ⇒ (11) + 14 = 251d20 + 9 ⇒ (7) + 9 = 161d20 + 10 ⇒ (5) + 10 = 151d20 + 5 ⇒ (1) + 5 = 61d20 + 10 ⇒ (15) + 10 = 251d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 6 ⇒ (7) + 6 = 131d8 + 6 ⇒ (3) + 6 = 91d4 + 3 ⇒ (1) + 3 = 41d4 + 3 ⇒ (1) + 3 = 41d6 + 3 ⇒ (4) + 3 = 71d6 + 3 ⇒ (4) + 3 = 7

Bite on Nyugusk: 1d20 + 13 ⇒ (1) + 13 = 14

You guys are up!


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

As the combat persists, Rutai readies the curative wand on his back and taps it to Nyugusk's shoulder, immediately closing several of the wounds the orc has suffered.

Meanwhile, Argor goes through the practiced motions to conjure forth his offensive orbs of arcane power. His hands circle themselves in the water, quickly conjuring forth four blood red orbs. He then points his hand out at the nearest for, sending them crashing into the creature.
__________
Rutai UMD: 1d20 + 15 ⇒ (13) + 15 = 28
CMW on Nygusk: 2d8 + 4 ⇒ (6, 2) + 4 = 12
Magic Missile: 4d4 + 4 ⇒ (3, 1, 3, 1) + 4 = 12

The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

Snake Style on first attack: 1d20 + 22 ⇒ (9) + 22 = 31

hp: 9/60 If you want to rule I can attack stuff 10 feet away, I'm cool with that.

After finishing off the wounded skum, Mettera is able to adjust the spear to pin the eel to the wall, and uses another jab at the remaining creature.

Power Attack, Snake Style on purple: 1d20 + 15 - 2 + 1 ⇒ (15) + 15 - 2 + 1 = 29
Power Attack, Spear on eel: 1d20 + 16 - 2 + 1 ⇒ (20) + 16 - 2 + 1 = 35
Snake Style on yellow: 1d20 + 10 - 2 + 1 ⇒ (15) + 10 - 2 + 1 = 24

Damage, purple: 1d8 + 15 ⇒ (6) + 15 = 21
Damage, eel: 8d6 + 104 ⇒ (6, 5, 3, 3, 4, 3, 5, 4) + 104 = 137
Damage, yellow: 1d8 + 15 ⇒ (7) + 15 = 22

Crit confirm: 1d20 + 16 - 2 + 1 ⇒ (12) + 16 - 2 + 1 = 27


So, three skum left. Yellow is wounded. Both Mattera and Nyugusk are hurting pretty badly. One more round of attacks on either of them will probably drop them.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Ok, I made my post from my phone, at work, w/out being able to log into Roll20 to see health bars. Also, in my rush, I overlooked something Argor would not have. Nyug can, if he so chooses, use his armpit healing to heal himself, while Rutai could use the wand on Mettera. If you are okay with it, Jelani, I would like to amend my action to do just that. Here is his swim check to get within range of Mettera while avoiding the enemies, in case you allow it. Fine with using the same rolls as above, just on a different target, if you are.

Rutai Swim: 1d20 ⇒ 12


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I'm at work so I can't see Roll20, so just put this where it's the most advantageous.

Frustrated that her hexes weren't working and desperate that her comrades were taking a lot of punishment, Cladissa changes tactics. Pulling out a small piece of octopus tentacle from her pouch, she incants and gestures. The piece fades and instantly a writhing mass of rubbery tentacles erupt in the far side of the room engulfing the remaining scum.

grapple: 1d20 + 12 ⇒ (19) + 12 = 31
Damage if grappled: 1d6 + 4 ⇒ (4) + 4 = 8

"There! Fall back! Use your superior reach to your advantage!" she calls out and tries to swim back to give them room.
Swim: 1d20 + 1 ⇒ (20) + 1 = 21


I'll pause to see if the skum are all black-tentacled. If yes, Hrim will effectively shoot. If no, he will move to get between them and a front-liner. I'll post when I read from Jelani. Cheers


They are teh grappled.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Nyugusk breathes a sigh of relief as he sees the remaining thugs trapped in inky tentacles. "Bravo, Cladissa!" he says (bubbles escaping his mouth as he does so).

Taking the moment of respite, he steps aside for Mettera to retreat as well. The scent of warm pickles enters the room as he begins sweating his healing perspiration. Meanwhile, he uncorks a potion of healing and chugs it down.

Free: Healing sweat +5
Free: 5' step
Move: draw potion of CLW
Stnd: drink it
.
HP 16+5+8=29

Potion of CLW: 1d8 + 1 ⇒ (7) + 1 = 8


Round 3

Seeing the aquatic humanoids grappled by Cladissa's black mass of tentacles, Hrim breathes a quick sigh of relief realizing that he would not have to impose himself between them and Nyug and Mr. Black who's blood excessively fogs the area.

The deep gnome shifts forward and looses two more arrows at wounded ones. The two arrows rapidly slow. He starts to feel quite inadequate.

5-ft swim closer

Hrim takes -2 for every 5-ft away from targets, but at least he doesn't have to move action to load his crossbow.
longbow +PBS +Judge +Wrath -DA +Haste: 1d20 + 13 + 1 + 2 + 2 - 2 + 1 ⇒ (7) + 13 + 1 + 2 + 2 - 2 + 1 = 24
Hastedd longbow +PBS +Judge +Wrath -DA +Haste: 1d20 + 13 + 1 + 2 + 2 - 2 + 1 ⇒ (8) + 13 + 1 + 2 + 2 - 2 + 1 = 25
if 24 hit, damage +PBS +Wrath +DA : 1d6 + 3 + 1 + 2 + 4 ⇒ (1) + 3 + 1 + 2 + 4 = 11
if 25 hit, damage +PBS +Wrath +DA : 1d6 + 3 + 1 + 2 + 4 ⇒ (1) + 3 + 1 + 2 + 4 = 11

Justice Judgement +2 to hit
Wrath round 3 of 10, +2 to hit and damage

The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

AC=29 HP:21/60

Snake Style: 1d20 + 24 - 2 ⇒ (5) + 24 - 2 = 27
Power Attack: 1d20 + 16 - 2 + 1 ⇒ (20) + 16 - 2 + 1 = 35
Crit Confirm: 1d20 + 16 - 2 + 1 ⇒ (6) + 16 - 2 + 1 = 21
Crit damage: 9d8 + 104 ⇒ (8, 6, 8, 1, 2, 1, 5, 6, 8) + 104 = 149

Seeing the benefit of hitting from distance, Mettera heads back toward the rear of the company using a move from his family teachers to cover his escape. He has incredible reach with the spear, even from where he
is at, so from there he stands and extends the shaft toward the skum.

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Essentially nothing. Except perhaps hold them in place, if they roll less than a 2 on a reflex save. But not even sure that would work, because it targets a single creature and they are immune to effects like that.


Well swarm says that they are effected by wind as though were the size of the component creature eg diminutive


But the whirlwind universal monster ability doesn't create high winds like a gust of wind does. It has very specific effects, none of which are high wind unfortunately.


What's the ground like? Is there enough stone near it to Stone Shape a container for it?


You can only do 15 cubic feet with stone shape. That's not nearly big enough to make a 5x10 hole (the smallest they could fit into) which is 250 cubic feet (10x5x5). The best 15 cubic feet could do is like 1 footx5 foot three feet deep. Or something like that.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I don't suppose that if the swarm infests the summoned creature, they'll pop out when the summoning expires? I could hex the ape and make it helpless. :)


I thought the stone shape was the volume of the stone. To enclose the large swarm would be 10x10x6 sides so 600 square feet. So with 15 cubic feet of stone volume, the thickness of the stone enclosure would be 15/600x12 so 0.3 inches thick. That's what I was thinking.

If he makes it a stone sphere 10 feet in diameter, he could make it 0.577 inches thick, which seems structurally sturdier than the box.

Cheers


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurking, and in pain, as I wait for my doctor's appointment.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Nyug has a Light Load of 306 lbs (or maybe 459 lbs now that he has six legs so likely qualifies as a quadraped) and--now that he has a 50' speed--it might be good for him to carry one or more allies.

Don't know how much Thrassk weighs but Hrim is 40lbs and Cladissa is 115lbs (both before gear) so he could likely carry them--and if he can, he can outrun this thing (assuming non-difficult terrain).

Anyone want a ride?

Jelani, does the 459 lbs load seem legit?


Hrimnagel Avaldamon wrote:

I thought the stone shape was the volume of the stone. To enclose the large swarm would be 10x10x6 sides so 600 square feet. So with 15 cubic feet of stone volume, the thickness of the stone enclosure would be 15/600x12 so 0.3 inches thick. That's what I was thinking.

If he makes it a stone sphere 10 feet in diameter, he could make it 0.577 inches thick, which seems structurally sturdier than the box.

Cheers

I don’t know the math to determine the volume of a sphere in cubic feet, but assuming you’re correct, what would your complete plan be? It’s not just going to stay still while you trap it.


Nyugusk Newblossom wrote:

Nyug has a Light Load of 306 lbs (or maybe 459 lbs now that he has six legs so likely qualifies as a quadraped) and--now that he has a 50' speed--it might be good for him to carry one or more allies.

Don't know how much Thrassk weighs but Hrim is 40lbs and Cladissa is 115lbs (both before gear) so he could likely carry them--and if he can, he can outrun this thing (assuming non-difficult terrain).

Anyone want a ride?

Jelani, does the 459 lbs load seem legit?

Sure.


Well, the plan would be to move adjacent to the swarm. Use a standard action to activate the SLA Stone Shape and enclose the swarm. I don't think swarms get an AOO for casting adjacent, because they don't threaten, ie. 0 ft reach.

To get that into this round 3, Hrim could drop his sling as a free action.

This all assumes that the volume of the spell is the stone and not the whole object. If the whole object, he could only create a stone sphere a little bit more than 3 feet in diameter solid or hollow.

What do you say?

cheers

EDIT If you agree volume of stone instead of whole object, 0.577 inches of Stone would be almost sturdy. Raw lists stone with Hardness 8 and 15 HP per 1 inch thick, so 8 HP


I don't understand the distinction. If you have a 15 cubic foot volume of stone, and a 15 cubic foot volume stone object, what's the difference in volume?


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Hrim's math works. He's talking about making a balloon, not a solid ball. If he were going for a solid ball, the formula is V=4/3*πr^3 which as Hrim says means he could create a solid ball ~3' diameter.

For the balloon, the way to calculate it is to start with the surface of the sphere, for which the formula is A=4πr^2. if r=5' then A= 314'. That clearly wouldn't work if it were to be a 1' thick sphere. But Hrim asks, how thin would it need to be to have a volume of 15cubic feet?

That's 15'/314'=0.0478' thick, or converted to inches = 0.57" thick.

My first question is how fast it can get out of it. It does 3d6 damage / round at the end of its move. As Hrim points out, the balloon would have Hardness 8 & HP 8. It seems like that'd likely buy us 2-4 rounds...assuming Hrim succeeds in capturing it.

I don't know if it should get a reflex save to avoid being trapped. Stoneshape doesn't mention one but it also doesn't discuss whether it can be used to capture folks. Wall of Stone on the other hand does consider using it to trap, and says "It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves"

I think it's a super creative idea while we're in a tough jam...but I suspect if Stoneshape has the ability to trap foes then those foes should get a reflex save just like Wall of Stone grants.


That works for me, as long as it gets a reflex save. Gotta get the ape out of the way as well.


Also, assuming you guys get away, what's the plan after that?


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

It depends. If a hellwasp swarm is considered an appropriate first encounter for Tier 8-9, then I think we're out of our league here. We're more powerful than a typical 5th-level party, so we'd probably have an easy time if we switched back to Tier 5-6, unless you want to beef up some of the encounters. But if we're set at Tier 8-9, then no, I don't want to risk losing a character each encounter. We might survive one or two, but we're risking a party wipe if we press on.

If we lose a party member to the swarm, I don't think Cladissa would want to continue (assuming she survives), regardless of tier. If Hrim's trick works, and you let us, I vote for dropping it back to Tier 5-6, but wouldn't mind if you beefed up an encounter or two to compensate.


Regardless of Jelani allowing Hrim to create the stone balloon, Hrim can't affect the swarm with the ape and Thrask occupying the same space.

Oh well. "Feet, ready to do your duty and run?"

As for the plan, circle around to try to pick up other tracks leading away from the camp.

If we all survive, I'd give Tier 8-9, so more time.


Swarms are not typical, and I recall you guys running from a swarm once before I think. They just happen to be a weak point of this party. I need to look at the rest of the encounters and then I can advise on their difficulty.

Edit:You guys never ran from a swarm...false memory. Either way, tier 5-6 will be a cakewalk.


Also, Thrassk will retreat if he knows there is a plan to contain the swarm. Hrim needs to tell him that.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

I think we just hit something that we had no chance of dealing with unfortunately. But I am fine trying to continue at the higher tier as it don't want to just waltz throuh everything.


Does argor have exact control of the ape to get it to backup. If yes, I'll put a post offering the balloon option to the group.

Is there a way to use a hero point to add DC to the stone shape reflex?

Cheers


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

The other thing I recall running from was the draining incorporal undead thingies. I think a weakness of our party is stuff one can't damage with weapons (or pincers).

In terms of Tier, I don't really know them though I assume they are meant to match to level? If Tier 5-6 is too easy for us lets not do it.

Jelani if you read Tier 8-9 and think it's reasonable for us, I'll keep going with it. If you say you think it's too much for us...is it worth considering switching (possibly after this scenario) to ones where we could do something in between? I assume there must be scenarios out there for Tier 6-7 or 7-8?


Some scenarios have those tiers, but not all. I'm mixing and matching stuff from all six seasons of PFS and the way they did things has been different at different times. I arranged them so that the ones with higher tiers are all in the end of our campaign arc.

In tier 5-6 there would have been two locust swarms here instead of a hellwasp swarm. Which, if alchemist fire and acid was the only way you have to deal with swarms, would have been a potentially tough fight too.

I also just realized that this scenario was published under D&D 3.5 rules back in the early days of PFS, for what that's worth.

Looking at the other encounters, I'm confident you can handle them all at tier 8-9. A couple might be challenging, but nothing else is immune to weapon damage. Tier 5-6 would be a complete joke...1-2 hit kills on everything with you guys taking little to no damage.


Hrimnagel Avaldamon wrote:

Does argor have exact control of the ape to get it to backup. If yes, I'll put a post offering the balloon option to the group.

Is there a way to use a hero point to add DC to the stone shape reflex?

Cheers

Argor cannot directly command the ape. However, this swarm is intelligent and it knows the ape is summoned, so why would it waste its time?

There's no way to use a hero point to increase a spell DC. I'd rather not open that can of worms.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Do the hellwasps have spellcraft? How could they know it was summoned, aside from it's strange appearance among them?

Unless these things are super smart, in which case, Argor may try to befriend them as he has been looking for some intelligent conversationalists... :-P


Uhh...because they heard chanting and then it popped out of nowhere? What else would it be? Even if they didn't find that suspicious, why would they go for an animal that can't harm them, when they can feed on the flesh of intelligent beings? Causing pain to sentients is so much more satisfying.

Dismiss it now that there's a plan?


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Well, I mean I've done summoned it, no sense in wasting the summon...


With the ape there and staying, Hrim's round 3 actions will stand.

Let's go.

cheers


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Okay, Hrim and I are moving stealthily back to wherever we would meet up. Probably our last campsite.

I'm unsure about Jelani's ruling. Did Nyug grab Thrassk before he went into the swarm? Or was Nyug unable to save him?

I've got a handy antidote kit, which I'd be happy to use if Thrassk got stung.


Nyug was able to grab Thrassk, and ran away with him. Sorry if I didn't make that clear.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurking


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurking on roll20 again this morning.


Working on a post, so I'm on Roll20.


My campaign page didn't show updates. Just catching up now. Should post tonight. Sorry for the delay.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

still around Jelani (or others)? here for a bit.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

I remember "knowing" that if a creature only has secondary attacks then those attacks count as primary attacks.

Now I can't find a source for it and am starting to suspect I'm mistaken. This has practical implications because Nyug has only pincers right now.

I looked at Giant Crabs, saw they don't suffer a -5 to hit, thought at first that supported my remembered rule...and then noticed that whoever created them gave them claws instead of pincers. I suppose I'll just go that route for Nyug if I'm wrong.

Anyone recall any such rule?


Does this help?


The rule is I believe, if you only have one natural weapon it is treated as primary and you get 1.5x str bonus to damage. Otherwise they are treated as what they are. For eidolon pincers they are secondary, which I hadn't noticed before either. I always thought they were claws reflavored as pincers for some reason. The extra +2 to grab is the tradeoff for the -5 to hit and 1/2 str bonus to damage. If you want to make them claws that look like pincers I'm cool with that.


I removed the visual line blocking for the cliff. Only Hrimnagel and Argor can see up there though.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

OK yeah, I'll make them claws mechanically (and handwave my Weapon Focus as being for claws). Minor changes to his crunch TBD before he wakes from the poison.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

lurking on Roll20.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Lurking again...


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Lurking some more...


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Nice response. Lol

Lurkin.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurkin' the niiiight away.


My internet is not cooperating, can't get back on Roll20. I'll talk to you two later.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Ya sure, go play Pillars of Eternity :-P


looks like I missed ya


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurkin' all night long.

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