City of Golden Death (Inactive)

Game Master Stetrix

Character Sheets.

Map.

City of Golden Death Treasure.

Isle of Terror.

Xin Grafar.

The Black Mist.


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Dusan GM Stuff: 1d20 + 5 ⇒ (18) + 5 = 23

No one is in the area right now. However Rolande and Fernleaf can not see the rest of the party and vice versa except Cela and Sekkimm who both have Darkvision. I'm going to roll initiative just to keep track of rounds. No enemy in sight.

Anaba Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Buchart Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Cela Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Fernleaf Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Rolande Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Sekkim Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
Dusan Initiative: 1d20 + 6 ⇒ (11) + 6 = 17

Anaba
Sekkimm
Dusan
Rolande
Fernleaf
Buchart
Cela

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Throw the flour into the darkness, Fernleaf!


One addendum to my earlier post it is not a 50'drop down to the lower level. Each ring is separated from the others by 50-foot-thick walls of bedrock that stretch from floor to ceiling. Also this is a covered bridge, but you can still look over the railing and jump if you want.

Silver Crusade

Male Half-Orc Transmuter 2

which map?

-Posted with Wayfinder

Dark Archive

The bridge map is what we are on. The Xin-Grafar map has the 50' thick walls that extend floor to ceiling between the rings.

-Posted with Wayfinder

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Are we in dim light to begin with?


Someone strike a Sunrod, I can't see you! By Kassen's spirit I believe evil is afoot!
Removing adamantine bullet and loading a Flare cartridge into my backup pistol, adamantine bullet is already in main weapon.


Unless otherwise mentioned, the entire city is lit with dim light from flickering, greenish phosphorescence on the cavern ceiling and from the glowing, molten gold canals that surround the First Ring and flow down and through the Second and Third rings.

Start calling your actions. Everyone has sunrods in their inventory.
Anaba
Sekkimm
Dusan
Rolande - changing load in gun
Fernleaf
Buchart
Cela


That's changing load in one gun Pablo.

Silver Crusade

Male Half-Orc Transmuter 2

Move forward, then search around with Darkvision.

perception: 1d20 - 2 ⇒ (11) - 2 = 9


Dusan moves 10' behind Buchart and looks about crossbow in hand.
"Damn this sorcery! I have a bolt for you evil wizard!"

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Don't enter the darkness! Not yet, anyway!


Buchart what is YOUR action, besides shouting commands at everyone else? - the next post should be your action or you delay (lose turn). Move, get something from your pack, dance about, swing your sword wildly, cast a spell, ready an action...do something (you can type what you shout out on the same post).

waiting for:
Anaba
Fernleaf
Buchart
Cela

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Sorry! Technical difficulties! Pull sunrod from boot and strike it! Also sort of waiting for a character with darkvision to tell everyone what's in the darkness.

Not that I'm afraid of the dark or anything, just magical dark.

Scarab Sages

Male Gnome Wizard Illusionist Specialist Lv 12th
Buchart wrote:
Sorry! Technical difficulties! Pull sunrod from boot and strike it! Also sort of waiting for a character with darkvision to tell everyone what's in the darkness. Not that I'm afraid of the dark or anything, just magical dark.

By the Gods! Thank you!

-Posted with Wayfinder


From the Rules SRD: Darkness: Can adding additional sunrods to the area of the spell increase the light level?
No, sunrods can never increase the light level of an area of darkness because they are not magical sources of light. In such an area, it automatically defaults to the ambient natural light level, and then reduces it one step.

The area of darkness is still unchaged. The other areas around it within 30' are now brighter (normal light)

Everything you ever wanted to know about light in Pathfinder, but were afraid to ask:
Light Levels:
• Supernaturally Dark - Just like dark but darkvision does not work.
• Dark - Effectively blind w/o darkvision. 50% miss chance (total concealment), lose Dex bonus to AC, –2 penalty to AC, and –4 penalty on Perception checks that rely on sight and most Str and Dex skill checks.
• Dim Light - 20% miss chance Concealment w/o darkvision or the ability to see in darkness. Can make a Stealth check to conceal self.
• Normal Light - Just like bright light but no penalties for light sensitivity or light blindness.
• Bright Light - All characters can see clearly. Can't use Stealth unless invisible or has cover. Penalties for light sensitivity and light blindness apply.

Sight:
• Low-light vision - Double the effective radius of bright light, normal light, and dim light.
• Darkvision - See normally plus dark areas within 60 feet. A creature can't hide within 60 feet of a character with darkvision unless it is invisible or has cover.

Regular light sources: (These change the ambient (non-magical) lighting of the area)
• Candle - creates dim light to 5'.
• Lamp - creates normal light to 15' and increases the ambient light by one step (dark to dim or dim to light) out another 15'.
• Torch - creates normal light to 20' and increases the ambient light by one step (dark to dim or dim to light) out another 20'.
• Hooded Lantern - creates normal light to 30' and increases the ambient light by one step (dark to dim or dim to light) out another 30'.
• Bullseye Lantern - creates a cone of normal light to 60' and increases the ambient light by one step (dark to dim or dim to light) out another 60'.
• Sunrod - creates normal light to 30' and increases the ambient light by one step (dark to dim or dim to light) out another 30'.

Spells:
• Darkness - Drops the lighting one step in a 20' radius (no lower than dark). It also prevents equal or lower-level magical and all non-magical light sources from raising the ambient light. It also can be used to counter or dispel any light spell of equal or lower level.
• Deeper Darkness - This drops the lighting two steps in a 60' radius (all the way down to supernaturally dark). It prevents lower-level magical and non-magical light sources from raising the ambient light. It also can be used to counter or dispel any light spell of equal or lower level.
• Dust of Twilight - Extinguishes non-magical lights and dispels all light spells of 2nd level or lower in a 10' area.
• Light - creates normal light to 20' and increases the ambient light by one step (dark to dim or dim to light) out another 20'.
• Dancing Lights - creates up to four light sources that give light to 20' and increases the ambient light by one step (dark to dim or dim to light) out another 20'.
• Continual Flame - creates light to 20' and increases the ambient light by one step (dark to dim or dim to light) out another 20'. Can be used to counter or dispel darkness spells of equal or lower level.
• Daylight - creates bright light to 60' and increases the ambient light by one step (dark to dim, dim to normal, or normal light to bright light) out another 60'. When brought within a magical darkness, both daylight and the darkness effects are temporarily negated where they overlap. Daylight can also be used to counter or dispel any darkness spell of equal or lower level.

Two possible solutions for magical (supernatural) darkness:
1. A Heightened Continual Flame spell. At 4th level it functions fine in Darkness spells of 3rd level or lower.
2. Daylight and a non-magical light source. The magical light sources all counter each other and a torch or sunrod will then function normally.


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

I am going to press forward ready for battle.


I can see just fine.. assuming Fahari can as well, We will move forward but assuming that we may be in danger I will administer Drops of fury to Fahari...

Anointing a creature’s eyes with a dose of fury drops causes it to immediately fly into a rage for 1d6 rounds, granting it a +2 alchemical bonus to Strength and Constitution, a +1 alchemical bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical to a barbarian’s rage, and creatures are fatigued at the end of the rage. Only creatures with an Intelligence score of 1 or 2 can be affected by fury drops.


also dosing with night drops, heading into the dark.. Fahari is ready to rumble

Dark Archive

Male Halfling Rogue L2

Scampering quickly to the position indicated on the map and attempting to find a hiding spot. Bow handy with pointed arrows. I will swap weapons around a bit: Main Hand - poisoned short sword, Off Hand - poisoned dagger.


Fernleaf Ivy wrote:
Scampering quickly to the position indicated on the map and attempting to find a hiding spot. Bow handy with pointed arrows. I will swap weapons around a bit: Main Hand - poisoned short sword, Off Hand - poisoned dagger.

Roll sneak skill check plz


Cela wrote:

also dosing with night drops, heading into the dark.. Fahari is ready to rumble

You only have tome for the furydrops - unfortunately the night drops only help lowlight so, don't bother.


That is way ugly!!!!!!! going in primed to kill vision be damned!

Dark Archive

Male Halfling Rogue L2

Stealth: 1d20 + 16 ⇒ (11) + 16 = 27


The area of darkness moves (if you are in the circle you can not see unless you have darkvision. Cela and Sekkimm can see a medium sized bipedal creature has appeared it has a very long spear (10’) reach. KN Planes to identify (Sekkimm and Cela only) It looks very dangerous...

FYI moving in darkness more than 1/2 movement requires a DC10 Acrobatics check or you stumble and fall.

Also attacking an invisible creature (or one you can't see) has a 50% miss chance roll 1d100 with each attack 51%+ and you could hit.

Initiative order
Anaba is up!
Sekkimm
Dusan
Rolande
Fernleaf
Buchart
Cela
???


Idk Planes at all... but I yell out to the others... BIG UGLY... KILL IT KILL IT WITH FIRE!!! LOOK OUT HE HAS A SPEAR!!! ATTACK FAHARI!!


going to work in a few.. afk till after 8


Claw 1: 1d20 - 2 ⇒ (11) - 2 = 9 claw1damgae: 1d4 + 4 ⇒ (3) + 4 = 7

Claw 2: 1d20 - 2 ⇒ (6) - 2 = 4 claw2damage: 1d4 + 4 ⇒ (4) + 4 = 8

Bite: 1d20 - 2 ⇒ (1) - 2 = -1 bitedamage: 1d6 + 4 ⇒ (2) + 4 = 6


1d100: 1d100 ⇒ 46


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Does perception factor in at all in this? Can I roll to perceive where the beast is to attack and then do so?


Finding an invisible creature

A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack.
It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Perception check, and even if a character succeeds on such a check, the invisible creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.
A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown.
If an invisible creature strikes a character, the character struck still knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.

This guy has a longspear - 10' reach

Dark Archive

Male Halfling Rogue L2

It's not my initiative just yet, but I am hiding as indicated and saying all of this.

Faerie Fire? Hit him with a buff or some type of minor magic, then detect magic on him? How about some damn bombs. I have a couple of Alchemist's fires.

Hey, does anybody have a wand they are not using? I am suddenly remembering that somewhere along the line, I took a correspondence course on using Magic Wands.

I could also go invisible, but that won't help too much I don't think. Wish I knew what this thing was... I wonder if it is susceptible to poison? I'd hate to waste a dose on an arrow that isn't likely to hit...

Oh, and while I am ranting, can someone get Dusan a proper bow? I think he could be doing more damage, even though he doesn't want to use melee weapons. Long Bow > Crossbow for him, I think.

You may now proceed with your actions. Thanks for listening.


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Can someone hit me with enlarge again please?

I don't know what you are, but soon you will find yourself not on this Earth!!! Die FIEND!

Moving forward, I rage and attack with my sword.

Rage Attack: 1d20 + 10 ⇒ (15) + 10 = 252d8 + 16 ⇒ (6, 2) + 16 = 24

HitOrMiss: 1d100 ⇒ 16


The creature takes an AOO on Anaba as she stumbles forward in the dark swinging at the square where Cela indicated.
Nasty Creature Longspear AOO with sneak bonus: 1d20 + 12 ⇒ (13) + 12 = 251d8 + 7 + 2d6 ⇒ (8) + 7 + (1, 4) = 20

It hits Anabs as she moves in for 20 points! Cela and Sekkimm see the creature silently smile wickedly as if it has the party right where it wants them.

Anaba swings where she thinks the creature is, but misses

Initiative order:
Sekkimm is up!
Dusan
Rolande
Fernleaf
Buchart
Cela
???
Anaba -20


Just got a text from Brian, he is very busy at work. He wants Paul to run him for this encounter, he wants Sekkim to throw his Alchemist Fire on the creature (he says his ranged attack mod is +3).


Sekkimm tries to identify the creature
KN Planes: 1d20 + 7 ⇒ (14) + 7 = 21 If ever there was a time to get a good roll it was now!

This gaunt, abyssal creature is a babau (BABAU!!!), a demon that specializes in stealth and assassination. This result reveals all outsider and tanar'ri traits.

As well as its natural attacks, a babau can also take advantage of foes that it catches unaware to place a telling blow, much like a trained rogue does. Babau speak Abyssal, Celestial and Draconic.

Resistant to many forms of attack, babau are, however, vulnerable to good aligned weapons, and those made of cold iron. They do however have a protective coat of acidic slime which can damage or destroy most things that touch it. Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17

Sekkim relates this into to the party

Sekkim realizes that a alchemist fire will never pierce it's 10 points of fire resistance. He steps back 5' and enlarges Buchart hoping his Cold Iron Mace will smash it to bits.

Dusan shouts "Blast this darkness. Eleven precious bolts left!" he shoots blindly into the area Cela indicated.
Light Crossbow: 1d20 + 12 ⇒ (3) + 12 = 151d8 ⇒ 41d100 ⇒ 76 miss

Initiative order:
Rolande is up!
Fernleaf
Buchart
Cela
Babau
Anaba -20
Sekkimm
Dusan


Firing towards the other end of the bridge with recovered grit point (using adamantine bullets in main gun (backup gun w/flare cartridge on weapon cord).
Pistol: 1d20 + 10 ⇒ (11) + 10 = 211d8 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (1) + 2 = 3
1d100 ⇒ 52
rapid fire: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 1 ⇒ (1) + 1 = 2
1d100 ⇒ 17


BTW I moved my icon on the bridge back 5'

Dark Archive

Male Halfling Rogue L2

I think that I am not a very good Magic User. My spells seem to not impress our foes. Maybe I can be a priest!

Using my wand of Cure Light Wounds on Ananba. I will lightly bop her on the head with the heel of my palm and say HEAL!!

Use Magic Device: 1d20 + 8 ⇒ (20) + 8 = 28

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Flee Demons of Hell. I command you!!

Dark Archive

Male Halfling Rogue L2

I think I have found my calling!! The Gods have truly sent a sign. A perfect roll!!!!! Come, sinners! Repent! Receive the signs of, err, some god or another, and you, too can be freed! See the signs of healing! Repent and be saved!!


Rolandes bullets miss or don't penetrate the DR of the Demon

Fernleaf heals Anaba for 9!

Cela commands Fahari to attack!
She moves

Initiative order:
Cela Commands Fahari to attack! "Kill Fahari!, Kill!"
Fahari moves in and takes an AOO (Demon has combat reflexes...)
Babau Longspear AOO with sneak bonus: 1d20 + 12 ⇒ (13) + 12 = 251d8 + 7 + 2d6 ⇒ (5) + 7 + (5, 6) = 23
Fahari takes 28 Points! and drops at -6

Cela 5' steps closer to Buchart, she gets out her wand of Bless (move) and activates it (standard)
Bless fills your allies with courage. Each ally gains a +1 morale bonus to hit on attack rolls and on saving throws against fear effects.

Buchart is up!
Babau
Anaba -9
Sekkimm
Dusan
Rolande
Fernleaf
Cela & Fahari (-28 unconcious)

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
Fernleaf Ivy wrote:

I think that I am not a very good Magic User. My spells seem to not impress our foes. Maybe I can be a priest!

Using my wand of Cure Light Wounds on Ananba. I will lightly bop her on the head with the heel of my palm and say HEAL!!

[dice=Use Magic Device]1d20 + 8

[dice=Cure Light Wounds]1d8 + 1

Flee Demons of Hell. I command you!!

That was totally awesome!!!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

He was told in his training (not school, mind you. When he joined up he was handed some scrolls and a lapel pin and told to sit on the group W bench) that if he was to be prepared for the worst that he needed cold iron. What they didn't tell him was if you carry cold iron they will come! Swift action spend 1 Arcane Pool point to enhance weapon then same MO with cold iron mace swinging at the area that Sekkimm and Cela have indicated!

Finally! A demon! Oh how I wish I could see this, I tell you HWUT!!!

Concealment: 1d100 ⇒ 82

Longsword: 1d20 + 9 ⇒ (16) + 9 = 251d8 + 9 ⇒ (6) + 9 = 15

Take the mace from me Anaba!!!


Buchart moves in and hits (the Demon is out of AOOs now).
15 points, first blood which all goes through - the creature squeals at the touch of cold iron!

Buchart roll a reflex save: A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage

The Babau attacks
Babau on Buchart Longspear with sneak bonus: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 7 + 2d6 ⇒ (1) + 7 + (6, 1) = 15 hits!
Babau on Anaba Bite: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 2 + 2d6 ⇒ (1) + 2 + (5, 3) = 11 miss!

Anaba -9 is up!
Sekkimm
Dusan
Rolande
Fernleaf
Cela & Fahari (-28 unconscious)
Buchart -15
Babau -15


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Thanks for the mace and the healing! Let's see if I can make quick work of this horrible beast!

I take Buchart's mace and arm myself with my shield and attack.


Anaba wrote:

Thanks for the mace and the healing! Let's see if I can make quick work of this horrible beast!

I take Buchart's mace and arm myself with my shield and attack.

You can take his sword in hand as a free action, getting the mace will draw an AOO.

Also you can swing two-handed then equip shield if you want!


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

RageAttack: 1d20 + 9 ⇒ (4) + 9 = 132d6 + 15 ⇒ (5, 1) + 15 = 21

HitOrMiss: 1d100 ⇒ 11

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Reflex: 1d20 + 4 ⇒ (12) + 4 = 16

Well! There goes my mace!


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

SIGH!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

What is the penalty for fighting with a broken weapon? Looks like I'll be taking Craft Magic Arms and Armor at 5th after all!

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