EM - [PFS] Feeling Hot Hot Hot (Inactive)

Game Master Evil Minion

A series of 6 PFS scenarios... starting off in Absalom and ending up, for an extended stay, in the hot and humid environs of the Mwangi Expanse.

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Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Spiritual guide darn it! He listed that very clearly on his application! Not his fault the Absalom lodge people are racist against monkey people. :P I think his survival is the best out of the bunch though. Though, perhaps a new séance in the morning might help things out?

Monty sighs as he looks at the light and setting sun.

We should wait here for the night I suppose... set out in the morning fresh.

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

"I agree. We can take inventory of what's left here; maybe there's something else that could help us on the trip."

Brady avoids making much contact with the departing archaeologists, and especially avoids Happ, knowing that he didn't put his best foot forward.

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad nods, agreeing to Monty's idea of a good night's sleep.

Any requests or suggestions for spells to learn in the morning?

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Survival check: 1d20 + 4 ⇒ (10) + 4 = 14

Survival check: 1d20 + 4 ⇒ (14) + 4 = 18

Survival check: 1d20 + 4 ⇒ (11) + 4 = 15

Sovereign Court

CG Female Half-elf Medium (Relic) 6, Brawler 1 | HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft | Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

Faliana nods at Monty's suggestion. "You're right we should get some rest, I don't know about everyone else but I'm pretty exhausted. I don't think there's much we can do from getting this iteration of the dig site from shutting down."

She turns to Brady as he talks about looking for items. "I'd worry that anything we find useful might be better left with the archeologists; they might need it more, but not a bad idea just in case."

She tries to take careful note of where the light is emanating from in case they lose track of it in the morning.

----------

The next morning Faliana does her usual routine, channeling Fritania one more time, as Fali hadn't been channeling her much of late.

________
I meant acting like a local guide, as the last time Fritania met Monty was in the bloodcove disguise where that was his persona... I know he's not the best a showing people how to get places.

On a different note, once again, Trickster séance boon! Pick a skill any skill! This time Fali will take the bonus to... hmmm, Diplomacy? hopefully that will be useful.

Aid another rolles:

Aid Another Survival 1: 1d20 + 1 ⇒ (16) + 1 = 17
Aid Another Survival 2: 1d20 + 1 ⇒ (2) + 1 = 3
Aid Another Survival 3: 1d20 + 1 ⇒ (16) + 1 = 17


After some discussion, you decide to stay the night, and try to locate the source of the light in the morning!

The camp itself, is busy through most of the evening, as they work to secure it before they head out. As long as you don't get in the way, many of the archaeologists are more than happy to talk about their finds while they pack things up... which suits Dale fine.

You will notice there are only three monoliths in the chamber in the back now. One still battered and damaged from when Tad was controlling it last time you were here, the other two the same as when you left. The fourth of course is gone, having crashed through the wall and off into the jungle two days before. You are told that Juliet had the key, so they won't be able to close the doors, so they are making sure to pack up everything inside as best they can.

There is no sign of the control cube, and the researcher packing up the items and notes in the room where it was stored mentions it was sent back to Absalom months ago. You do notice a number of runes and writing visible on the back wall and around the alcove in the central pillar, in the square room where the cube was stored, that you don't recall seeing last time you were here. The researcher will mention something about chemicals and processes they used to reveal a number of previously concealed runes on the walls, though only Dale is really interested in those.

Only Drusilla is able to make out the meaning of some of them, as she points to some ancient runes on the pillar and translates them as best she can to: Iron warrior override device.

The researcher nods, surprised that she can read them. "This whole place was fundamentally an arms repository." She says. "And the sphere outside a defense mechanism connected to those ancient monoliths in the last room."

She smiles worriedly. "And all to warn and protect against powerful fiendish activity. So much we still have to learn..."

Across the back wall of the control room, Drusilla will point out a second set of Azlanti runes on prominent display, that read: Our one-eyed allies may falter in their vigilance; if their fiendish prisoner loosens its bonds, our iron warriors stand ready to respond.


You head out in the morning, after Faliana has had a chance to perform her seance, and Tad has done his morning prayers. The camp is already mostly packed up, the excavations covered over with canvas, edges weighed down by rocks.

It looks like they've already co-opted Raimondo's wagon, and he shrugs helplessly as you note it's filled with boxed-up artifacts.

"No way I'm sitting in this place by myself!" He explains. "So might as well make a few coins."

There's unfortunately, not much you can do about it, so resign yourselves to traveling by foot once you return.

Which turns out to be exactly what you do now, as you head out into the jungle and rocky outcroppings of the Terwa Uplands, heading higher up into the hills.

The light that was shining like a beacon the night before, becomes impossible to pick out once day time sets in, so you have to go mostly by memory and feel. Luckily, and not entirely surprising, you quickly find that your route appears to be the same as the one the Azlanti Monolith took a few days prior. The golem's trail fairly obvious as you start out.

But, as you travel, the terrain changes quite quickly the higher you go. The jungle you've grown used to, occasionally interrupted by multiple switchbacks and stony sections where the path forward is not as clear. Drusilla almost loses the trail the first time it happens, though Faliana quickly realizes that you seem to be heading the wrong direction. Her observations from the night before, of where the light was emanating from, gets Dru to take a closer look, and you get your direction sorted out with only a minor delay. After that, Dru is more diligent when the path becomes less obvious, and she manages to keep you all going in the right direction.

It is still a few hours before nightfall, when you emerge from a stretch of trees to find yourselves looking up a steep incline. Atop the high hill, choked with tough grasses, stands an enormous vine-covered ruin of granite blocks. Even from here, you can see that the upper levels of the ruin have collapsed, exposing a balcony upon which a shining ivory sphere is plainly visible. It looks exactly like the one back at the dig site.

A narrow path between the tumbled blocks leads into the ruin. The sound of steady pounding, as of metal on stone, rings from deep within the structure, audible even from where you are.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale wanders about a bit, seeing dazed and confused about the whole situation, talking to people about stuff, writing down some notes to review later then going to sleep. A long, fitful sleep fully of tossing and turning and vomiting. Why am I so dizzy...

Dale follows the others along the path, quite distracted apparently from his unexpected illness. "Much farther is it Dru? I think I've been replagued, but there's no boils appearing. Must be something else. If I fall over please do retrieve me and drag me forward?"

Sorry just wanted to reinsert myself, but my brain function isn't quite up to snuff at the moment for a massive quality post. Tomorrow hopefully!

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Monty moves forwards with determination... but sticks behind Dru n ow, lesson learned. Hearing the sound of the metal on stone ringing forth, he snorts.

That... sounds like what we're chasing....

Sorry guys, this one I played before and more recently, so I remember some of the big plot stuff, so I'll be a little more mum than usual on actual decision making.

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad looks very carefully for any more interesting cubes as he quietly follows the others.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Keep your eyes and ears open. And don't rush into troubles headfirst.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Ok after rereading everything with a somewhat clearer head, I'll throw in some retcon here

Back at Camp, post fight, pre hike

Dale shakes his head at Monty, a bit less angry than the others at his recklessness "Are most the Vanarans as reckless as you? Or would you say you are an outlier in the positive or maybe even the negative direction? Hrmm?" He asks with the tone of someone taking a survey vs one with anger.

Dale does indeed take interest in the small circular prism from Juliet's bag, looking it over to get an idea of its use Knowledge ?: 1d20 + 12 ⇒ (14) + 12 = 26 I also have 1 open extract slot I can use for identify at the end of the day for that and another 2 items if we have them, before the hike in the morning. Take 10 spellcraft for a 30.

Looking through the runes in the control room with Dru and the archeologists Dale's eyes light up in understanding "These would have been helpful to have seen on our last trip. These inscriptions were revealed like one would with invisible ink almost? Fascinating..."

His tone gets concerned when he hears the control cube was sent back months ago "Can you confirm it actually made it back? Was it hijacked? Or perhaps has another been found? We shall soon find out I think."

Post Hike

Dale looks up the steep trail to the overgrown, ruin. "By my guess, it looks like we're dealing with a similar repository to our last maybe? I wonder if they found another control cube and stole our guardian to.. excavate maybe? We should be careful in our approach.. tread quietly. We can't fight one of those guardians."

Dale checks over his gear, makes sure his crossbow is loaded and his spoon is within reach, then does his best to move quietly up the slope with the others. Take 10 on stealth for a 16

Sovereign Court

CG Female Half-elf Medium (Relic) 6, Brawler 1 | HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft | Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

Faliana comes up behind Dru, but Fritania's voice issue from her mouth. "Oh, a woman after my own heart! Are you busy after this?" She pauses for a second before talking as if to someone else. "Ugh, spoilsport! You're more dour than a Keeper of the First Law, at least the one I knew let me have fun!" Giving the warrior woman a wink, Fritania moves aside her and changes the topic, "Here, let me help keep an eye out."

_______
Perception Aid Another: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Sense Motive DC 18:

Bluff: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Fritania is again lying through her teeth, she probably never met a Keeper

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Dépends if we have Something to drink after the mission. But let's first try to find Juliet.

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Brady will take his seance boon to Perception.

Brady pauses with the others and listens to the sounds coming from down the narrow path. He catches Monty's eye. "Yes, it definitely sounds like a guardian. Pounding on something in the mountain?"

"The question is... is it under Juliet's control? Or someone else's?" He looks back up the narrow path, and begins picking his way.

Perception: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24


The crystal prism is about six inches in diameter... Dale will suspect the prism of being magical, and Tad can confirm it so.

So do you want to use your extract to try to ID it? Or let Tad have a go first

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad sees the magical crystal, and says to Dale, "Maybe the Lady of Light will tell me about this if I looks closely." Assuming Dale agrees, Tad takes the crystal and looks at it closely as he whispers a prayer for knowledge.

spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16

After Tad is done thinking, he hands the crystal back to Dale.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul
EM±GM wrote:

The crystal prism is about six inches in diameter... Dale will suspect the prism of being magical, and Tad can confirm it so.

So do you want to use your extract to try to ID it? Or let Tad have a go first

Ya I had an open extract slot on the night we stayed over at the main excavation so may as well use it on identify, take 10 for a 30.


Tad will not be able to determine anything about the crystals properties, other than that it has a moderate strength magical aura.


Hmm... was going to mention that you can't take a 10 when using spellcraft to identify stuff, due to the concentration required for the spell... but then realized that only applies when using Detect Magic. The Identify spell apparently does not have a concentration requirement that I can see!

Dale, re crystal:
The crystal is a lens of detection. Its magic allows those looking through it to see what they are looking at a little more clearly. Kind of a overpowered magnifying glass... though this one is missing the handle often build into such devices.
___________________

As you make your way up the steep incline, towards the ruin, the hammering sound gets more distinct, the closer you come. As you come around the last switchback going up and get a clearer view, you realize that there is something else very large up there!

A large snake appears up over one of the boulders near the entrance to the ruin, followed quickly by another... then another and another. It takes a rather tense moment for you to realize that all of the snakes are actually attached to the same body! A huge serpentine body, bigger around then a large tree trunk, slithers slowly out from behind the boulders with six long sinewy necks... and angry-looking snake-like heads on the end of each.

All six heads emit a hissing roar in challenge, as it starts to slide towards you!

Dale:
You realize pretty quickly that this is a creature known as a hydra! A terrifying creature with multiple snake-like heads on a single gigantic body! This particular hydra appears to have six such heads!

Knowledge (arcana) to know more!

Knowledge (arcana) to ID!

GM Screen:
1d20 ⇒ 1
1d20 ⇒ 18

pB: 1d20 + 8 ⇒ (1) + 8 = 9
pDa: 1d20 + 7 ⇒ (13) + 7 = 20
pDr: 1d20 + 6 ⇒ (16) + 6 = 22
pF: 1d20 + 6 ⇒ (10) + 6 = 16
pM: 1d20 + 4 ⇒ (5) + 4 = 9
pT: 1d20 + 3 ⇒ (14) + 3 = 17

Init Brady: 1d20 + 4 ⇒ (8) + 4 = 12
Init Dale: 1d20 + 2 ⇒ (20) + 2 = 22
Init Dru: 1d20 + 6 ⇒ (7) + 6 = 13
Init Faliana: 1d20 + 2 ⇒ (4) + 2 = 6
Init Monty: 1d20 + 4 ⇒ (18) + 4 = 22
Init Tad: 1d20 + 3 ⇒ (18) + 3 = 21

h: 1d20 + 1 ⇒ (14) + 1 = 15
s: 1d20 + 5 ⇒ (8) + 5 = 13

- Round 1 -----------
Monty, Tad, Dale
-----------> we are here!
reptile
Dru, Brady, Faliana

Monty, Tad, and Dale are up!

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

"Oh, a lens of detection. Missing its handle, but still. It helps make things larger to see of course. Quite handy I bet for finding things hidden away or getting a better look at old writings!"

At present!

K Arcana: 1d20 + 12 ⇒ (8) + 12 = 20 "Holy crap! That's a hydra! Easy now guys, that's A LOT of heads full of teeth!"

Dale pulls out his little used special vial, dusts it off quick and drinks it down, grimacing at the foul taste. His hairy head seems to grow a bit at the expense of his already spindly arms. He lays a hand on Monty's shoulder after he does so "Don't be foolish here, that thing is HUGE and I wouldn't try getting near it!"

Dale draws out his crossbow and unclicks the safety.


Dale, re hydras:
The most interesting, and problematic, thing about the magical beast known as a hydra, is its how it heals from wounds. Able to quickly recovery from even the most grievous damage.

You have read that it can die if you sever all its heads... But its regeneration is such that, if you do cut off a head, two will grow back in its place if the stump is not cauterized quickly.

It has fast healing, and the heads can regenerate back with even more if not hit with fire/acid damage after being severed

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Monty gulps at the hydra.

That's a LOT of teeth... No rushing in for me!

He slips into his snake style and twirls his staff defensively, seemingly taking to heart his earlier admonishment about rushing in.

Snake Style - AC vs first attack in round =
Sense Motive: 1d20 + 13 ⇒ (16) + 13 = 29

Anyone got any clever ideas? I'm fresh out.

Full defensive for any follow up attacks.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

"Bad news friends, hydras tend to heal themselves.. regenerate even. Fire and acid should do the trick to stop that. Cutting off heads can be effective if you can cauterize the stump with previously mentioned fire or acid. If you ask me, I suggest you pelt that sucker with long ranged attacks. These bombs should work GREAT!" He pats the satchel of explosives on his hip.

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad smiles when he hears that fire can help. He gets out his wand of burning hands and yells to the others to get out of the way after they cut off a head so he can flame the stump.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

So I'd better take my big axe than my usual morningstar, you mean? I can't bash its heads?

Dru is ready to switch weapons, if Dale thinks it's a better idea


Dale, Tad, and Monty all decide that perhaps rushing forward might not be the wisest choice. They seem to be waiting for someone else to lead, or for the hydra to come to them... it's hard to tell.

The hydra seems willing to accommodate, as it moves out from behind the boulders in which it was concealed, and begins to slither towards you... all six of its serpentine heads hissing, fangs bared.

Not the most exciting of summaries, when no one does anything! =)

- Round 1 -----------
Dru, Brady, Faliana
-----------> we are here!

- Round 2 -----------
Monty, Tad, Dale

hydra!

Party is up! (round 1 actions will process first!)

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Dru tries to get the multi-headed creature attention, advancing a little, her two handed axe in hand

Hail hydra!

Turning to her friends

Hail it with every kind of projectile you have!

AC 20 without shield

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale gives Dru a funny look "I think you won't like getting close to those heads Dru, shoot the thing!"

Dale moves ahead of Faliana for a cleaner throw, he winds up and chucks one of his little black bombs, crossing his fingers that the wind is just right.

Bomb, fire, vs touch - 2 range + Cognatogen: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 142d6 + 6 ⇒ (1, 6) + 6 = 13

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

I'm just trying to get it attack me instead of you all. I might be able to survive. Unlike you, with all due respect.

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Monty climbs up the little rockface near Dru and perches on top of the cliff side.

Not much in the way of range here. I hit things with a stick.

Monty calls out.

But if goes after dru, I can get behind it and cause some headache at least.

snake style: 1d20 + 13 ⇒ (20) + 13 = 33

Double move.

Sovereign Court

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CG Female Half-elf Medium (Relic) 6, Brawler 1 | HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft | Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

Faliana takes a few steps past Brady and Dale. pulling out her loaded crossbow at the same time. As she moves Fritania comments in a dry voice, "Oh, great a twelve eyed snake! As if those extra elven were really necessary..."

She then hefts the 'bow and takes a shot at the thing. As it goes wide the woman gives a sigh and says, "I might be able to stay out of the reach of that thing with my spear, if you'd like..."

_______________
Crossbow: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 ⇒ 6

The Exchange

1 person marked this as a favorite.
Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Brady looks awed at the enormous reptilian beast, paying close attention to Dale's notes about engagement, and how to destroy the thing. "I don't have your acid or fire; I'll see what I can do about taking its head off. Does it still work if I just rip it out from the root?"

He begins moving down the trail, taking to the far side opposite Dru and Monty, drawing a javelin as he goes. When he gets into a position he likes, he hurls it at the hydra.

Actions:

Move: 30' and draw javelin
Standard: attack hydra

Javelin: 1d20 + 3 ⇒ (18) + 3 = 21
Damage, P, cold iron: 1d6 + 3 ⇒ (4) + 3 = 7


Dang hydra is so damn slow!

And Monty, just to be clear on your Style... since it only applies to a single attack, do you want me to apply it to whatever attack heads your way first... unless you say otherwise?

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Pretty much... I'm not 100% sure on the rules, but I activate it as a immediate action, so the rules seem to suggest I can activate it after I see the roll, If so,then first attack that would hit my usual AC. If I've got that wrong, then just the first attack.

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad moves up behind Dru to heal her if she needs it and to send fire at any head she knocks off.


Everyone spreads out, no one eager to approach, as Dru tries to draw its attention and Tad moves in behind her to back her up.

Faliana's shot with her crossbow is hurried and misses even that large a target, but Brady hurls one of his new javelins with greater accuracy. The missile manages to get past the tangle of heads to thunk solidly into its body. The hydra hisses in irritation as one snake head pulls the javelin out. Even as you watch, much of the wound seems to heal up and close.

Dale lobs a bomb over Drusilla's head. The hydra, luckily, is not very fast, and large enough that it provide an easy target. The bomb crashes against its body and explodes... sending fire washing over the serpentine creature. All six of its heads writhe with pain.

As Monty clambers up the hill, his attention is so focused on the larger creature down below that he fails to spot the second threat lurking up above. As he reaches the top, and starts to circle around, he suddenly feels a sharp prick on his right ankle (1 non-lethal damage to Monty). Slithering out of a small pile of rubble along the edge of the drop-off, a cobra rears up, its hood spread wide, fangs bared! Monty can already feel the venom, where it clearly just struck him, starting to course through his veins.

Need a Fortitude save vs poison, from Monty!
(As he was unaware of the attack, snake style not used)

The hydra, its scaled skin scarred by Dale's flames, lowers all of its heads, and slides forward towards Drusilla. It is still well out of her reach when all six fanged mouths lash out from every direction... for she is still well within its! The warrior woman has no chance at all to avoid any of them! The first latches onto her shoulder, almost tugging her off her feet before a second set of fanged jaws close on her opposite arm, pulling her in the other direction. As the two heads start trying to rend her apart, the other four descend as well, all of them sinking their fangs in, one after the other. Dru is lifted momentarily off of the ground by the onslaught, and tossed around like a rag doll (43 damage to Dru!). Her cries of pain are suddenly cut short, and as quickly as it lifted her up, it drops her bloody, motionless, body to the ground at its feet, snake heads turning towards the remaining quarry.

GM Screen:
bite vs ff Monty: 1d20 + 3 ⇒ (18) + 3 = 21, 1d4 - 1 ⇒ (1) - 1 = 0

bite1 vs Dru: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25, 1d8 + 3 ⇒ (1) + 3 = 4
bite2 vs Dru: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25, 1d8 + 3 ⇒ (2) + 3 = 5
bite3 vs Dru: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26, 1d8 + 3 ⇒ (6) + 3 = 9
bite4 vs Dru: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27, 1d8 + 3 ⇒ (5) + 3 = 8
bite5 vs Dru: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25, 1d8 + 3 ⇒ (4) + 3 = 7
bite6 vs Dru: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20, 1d8 + 3 ⇒ (7) + 3 = 10

confirm: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

The hydra apparently has a 10' reach

- Round 2 -----------
Dru (-43, prone, dying), Brady, Faliana
-----------> we are here!

- Round 3 -----------
Monty (1 nl), Tad, Dale

snake, hydra (-15)

Party is up!

Fort save pending from Monty!

Dru will need to stabilize... but I think you only make it on a natural 20 at this point
(If it's any consolation... any one of the others would be dead from that.)

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Stabilization, DC 22: 1d20 + 2 ⇒ (12) + 2 = 14

you know what...Monty... That really hurts...when I laughs...

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

He sees his well-placed javelin strike get pulled out and heal up like nothing happened. Then he sees the strongest warrior in the bunch get ripped to shreds as multiple of the heads converge on her.

Its enough to make a man want to run away, Brady thinks, his mind returning to Happ and his unfair treatment of the archaeologist.

Gotta go after these heads, some way.

His dagger being the only weapon he has that could reasonably--or, well, unreasonably--remove a head, Brady draws it as he circles and approaches to strike at the closest head.

Actions:

Move: 15' drawing dagger
Standard: attack head

Is there a specific mechanic for this attack, or do I just swing and deal damage like normal?

Dagger, power attack: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15
Damage, S: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

fort: 1d20 + 6 ⇒ (11) + 6 = 17Hopefully that's good enough!

Monty yelps and winces, glaring at the snake.

Why you little jerk...

His attention is distracted as Dru is ripped near to pieces, his eyes going wide.

DRU!

He quickly spins his staff bringing to bear on the little snake that attacked him so he can focus on the greater threat.

Quarterstaff: 1d20 + 6 ⇒ (14) + 6 = 20
Strike Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Flurry Quarterstaff: 1d20 + 6 ⇒ (19) + 6 = 25
Strike Damage: 1d6 + 2 ⇒ (2) + 2 = 4

TAD! SAVE DRU! WE'LL HOLD THE THING OFF! OUT OF MY WAY YOU BLASTED LITTLE SERPANT!

Sovereign Court

CG Female Half-elf Medium (Relic) 6, Brawler 1 | HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft | Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

Faliana gives a gasp as Dru gets taken out in one fell swoop by the large snake creature. She drops her crossbow and draws her longspear as she starts to doggedly advance on the creature. As she does though, Fritania bubbles to the surface and starts violently objecting. "Fali, What are ya doin'? That snake thing just spat out the best warrior in the group in no time! What are ya goin' to be able to do about it? ...Stop, dangit! Stop! Don't keep moving!"

When she gets a good ways to the snake monster, Fali takes a defensive position ready to fend off any attacks with her longspear.
_________________
Taking a Total Defense action for a total AC of 22, hopefully that extra point will be a lifesaver...

Silver Crusade

ecclesitheurge of Sarenrae 15

As he sees his big friendly protector go down, Tad remembers that the Lady of Light has taught him stronger healing magic. His tongue gently touches Dru on the shoulder or forehead, whichever he can most easily reach.

CMW: 2d8 + 3 ⇒ (5, 3) + 3 = 11
forgetting spiritual weapon to cast CMW

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Bomb, Range: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 42d6 + 6 ⇒ (1, 4) + 6 = 11 Ugh.
Miss Direction, Splash=8 Fire, Reflex DC17 for half: 1d8 ⇒ 1

Dale shakes his head as he calculates their chances of victory as he watches Dru get torn up like nothing. This is not the time for an I told you so! Just throw that damned bomb already! Dale, mind on bombing and backing up at the same time, kind of does both, poorly. And the bomb is wildly off the mark. "Heads up!"

Dale scurries back a bit from the hydra and his errand bomb throw.


Though whole head mechanic is weirdly explained... though it says its actually a Sunder attempt (with any slashing weapon) on the head, which are treated as separate 'weapons'. Unfortunately, its CMD is much higher then its AC... though I suppose it makes sense a head would be harder to hit then the rest of it. And of course, when sundering, AoO's apply if no improved sunder

Monty is able to fight off the cobra's venom, as he brings his staff down on the snake in two swift thumps! Apparently, that's enough to dissuade it from continuing the fight, as it quickly slithers away!

The snake withdraws

GM Screen:
reflex: 1d20 + 7 ⇒ (10) + 7 = 17

AoO: 1d20 + 5 ⇒ (5) + 5 = 10
AoO: 1d20 + 5 ⇒ (9) + 5 = 14

bite1 vs Brady: 1d20 + 5 ⇒ (19) + 5 = 24, 1d8 + 3 ⇒ (7) + 3 = 10
bite2 vs Brady: 1d20 + 5 ⇒ (4) + 5 = 9
bite3 vs Brady: 1d20 + 5 ⇒ (11) + 5 = 16
bite4 vs Brady: 1d20 + 5 ⇒ (6) + 5 = 11
bite5 vs Brady: 1d20 + 5 ⇒ (13) + 5 = 18
bite6 vs Brady: 1d20 + 5 ⇒ (10) + 5 = 15

The hydra is not so easily chased off though.

Tad, seeing Dru fall so quickly, reaches deep for some of his more powerful healing magics, hoping he is not too late! As his tongue lashes out and touches her blood-covered form, he is relieved to see some of the worst wounds close up and stop bleeding... still alive! Despite that, even his best healing is not enough to bring her entirely around, as she remains unconscious and prone on the ground.

Faliana is also dismayed to see how easily Dru fell, and lets herself get talked out of moving in by the spirit in her head. Instead she takes up a more defensive posture.

Brady goes the other way, moving around and into range, avoiding one of the heads that snaps at him as he gets near. He pulls out a long vicious knife as he goes, and as the next head lunges in trying to sink its fangs in, he slashes at it with the blade, trying to cut through the thick neck... but the quickly moving heads prove far harder to hit then the main mass of its body, and his dagger only skitters off some of the scales doing no damage at all. All six heads retaliate, snapping and biting at him from every angle! It is all the half-orc can do to avoid them, barely fending off one, before having to dodge the next. He almost succeeds, as only one of the hydra's heads managing to get through his armor and defenses, though just that one set of fangs hurts! (10 damage to Brady)

Dale lobs another bomb at that point, hoping to replicate the success of the first... but his foot slips on a bit of loose gravel, and the missile ends up falling short, crashing on the ground in front of the hydra. Most of the creature's many heads manage to move away from the conflagration that follows, and it only takes a bit of light singing on its torso.

But none if it stops the creature's recuperative power. The last of the wound from Brady's javelin completes mending, and now even the fire damage from Dale's bombs starts to heal up!

- Round 3 -----------
Dru (-33, prone, unconscious), Brady (-10), Faliana
-----------> we are here!

- Round 4 -----------
Monty (1 nl), Tad, Dale

hydra (-14)

Party is up!

Silver Crusade

ecclesitheurge of Sarenrae 15

Oh, how I wish Tad was level 5 and could lob a fireball at the thing! I'm waiting to actually post an action until some of the round 3 actions are posted.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

After hearing the explosion and opening his eyes, Dale is relieved to see he didn't blow anyone up besides the hydra "Three cheers for small victories!" He calls out halfheartedly, shuffling his feet forward to some more stable ground and lobbing in another explosive.

Boom - Range: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 52d6 + 6 ⇒ (4, 1) + 6 = 11 This guy is so cursed with bomb rolls...
Miss Direction, Splash=8 Fire, Reflex DC17 for half: 1d8 ⇒ 5

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Seeing the snake scamper off, Monty spits out something in Vanaran before turning his attention to the Hydraw which has gotten a lot closer... The cheeky monkey grins and moves forward to the edge of the rising cliff, putting him about on par with some of the heads.
Snake style: 1d20 + 13 ⇒ (7) + 13 = 20
acrobatics to avoid AOO: 1d20 + 11 ⇒ (11) + 11 = 22
Man I hope that's enough, if not, I hope snake style is enough! To man hopings here for even my risky liking!
HEY UGLY! UP HERE!

He gathers his ki and breathes deep, throwing a powerhouse punch at the thing, his ki powering it into a stunning blow!

Unarmed Strike: 1d20 + 5 + 1 + 2 ⇒ (9) + 5 + 1 + 2 = 17Assuming I'm reading the terrain right, Height advantage and flanking.
Strike Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Stunning Fist DC 15 (Guy can hope for a crit fail on fort right?)

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

It just so happens that Brady is just at the very beginning of his career in being an expert at Sundering. If we can keep him alive during this fight, we just might be able to make this work.

Brady sees the wounds healing up before his eyes, and he knows he needs a more aggressive approach; he needs to remove one of the heads immediately so that it can be cauterized and destroyed. He continues to weave around as he eyes the beast... looking for his opening. When he sees it, he strikes hard and fast, attempting to wrestle the head under his armpit so he can make a clean sweeping cut to take off the head.

Actions:

Move: Martial Flexibility to gain Improved Sunder
Standard: Sunder vs. Hydra head

Combat Maneuver: Sunder, Sunder Training, Improved Sunder, flanking (Dirty Fighting), power attack: 1d20 + 6 + 2 + 2 + 4 - 1 ⇒ (6) + 6 + 2 + 2 + 4 - 1 = 19
Damage, S, power attack: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9

PRD wrote:

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day).

The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

Improved Sunder wrote:
Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
PRD wrote:
Sunder Training (Ex): At 3rd level, a steel-breaker receives additional training in sunder combat maneuvers. She gains a +2 bonus when attempting sunder combat maneuver checks and a +2 bonus to her CMD when defending against this maneuver. At 7th level, these bonuses increase by 1, and she gains a +2 bonus on disarm combat maneuver checks and a +2 bonus to her CMD when defending against a disarm combat maneuver. At 11th, 15th, and 19th levels, all of these bonuses increase by 1. This ability replaces maneuver training.
Dirty Fighting wrote:
Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.

Martial Flexibility: 3 of 4 uses remaining


Hmm.. I typed an update, then went to lunch... and came back and no update... I think I may have forgot to submit it! oops!

Monty, I concede the flanking, but you won't get a height advantage... its size Huge!

GM Screen:
reflex: 1d20 + 7 ⇒ (18) + 7 = 25

fort: 1d20 + 8 ⇒ (4) + 8 = 12

1d4 ⇒ 1

Dale lobs another bomb at the hydra, but his aim is no better then the previous attempt as the explosives once more crash on the ground instead of the creature, the flames mostly avoided once again.

Monty, ignoring the cobra as it slithers away, comes at the hydra from atop the rise, though rather then above it, he merely finds himself face to face with a number of the heads, though he manages to move in with enough agility to avoid them. His height does put parts of the creature closer to hand though, and he breathes deeply, before plunging one fist through the mass of biting heads, driving it deeply into a point just at the base of the necks.

The blow doesn't look like much from down below, but the effect on the hydra is almost immediate, as suddenly the creature reals backwards, all of its heads flapping about as if suddenly it can't control their movement.

Brady takes advantage of the creature's sudden distress, and latches on to one of the heads as it swings by, getting a firm grip on it, before bringing his dagger down a second time. Unlike the first attempt, this one strikes true, cleaving through the hydra's scaly hide, flesh, and bone alike. One of the hydra's heads falls to the ground with a thump, while the stump that remains jerks back out of his grip, flailing about in the air, spraying blood everywhere.

Heh, that only worked 'cause Monty stunned it!
Monty stunned it, only cause Dale missed with his bomb, and the reflex save stole my 18! =)

- Round 3 -----------
Dru (-33, prone, unconscious), Brady (-10), Faliana -----------> we are here!

- Round 4 -----------
Monty (1 nl), Tad, Dale
hydra (-23, 5/6 heads, stunned)

Faliana and Tad to go!

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

COME ON TAD! BURN BABY BURN! ONE HEAD DOWN!

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