GM Silbeg's PFS: Eyes of the Ten (Inactive)

Game Master GM..Silbeg

Currently in Nothing Ventured, Nothing Gained.

Chronicles


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Sovereign Court

Male Half-orc Urban Barbarian 1/Blood Conduit 1/ Martial Artist 11 HP: 112/112 AC:26 (29)* Touch: 25 FF: 22 (25)* F/R/W: +16/+13/+13 CMD: 41 Percep: +19 Init: +5 Controlled Rage: 10/10 Bloodrage 7/7 Stunnning Fist 18/18 Elemental Fist 11/11

@Ralph: Also assuming I can get an extended mage armor from you? :P

As Koraq grows to giant, proportions, he bellows a deep laugh. "I don't know what monsters Adril's got there, but we're 'bout to *expletive* things up for 'im!"

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility
Koraq Dragonclaw wrote:
@Ralph: Also assuming I can get an extended mage armor from you? :P

Ah yes, you can indeed.

Sovereign Court

You're right - you would expect that he's going to plan something. But nope - straight into a fight. This is where I'll point out that this is the scenario written by Josh Frost and therefore has some… interesting choices… yeah that. Literally every table I know sees this scene and goes *huh?*.

Kol Voss listens to Géatan half-heartedly, more focused on the roof ahead. "Right, yeah. Got it. Family and stuff. Right. Family is important. Glad you are helping out." He completely ignores Ralph's questions, trying to keep a face full of determination. I'll admit, I don't have a good answer for this - blame Josh Frost.

The Crimson Forum is a large arena constructed primarily from the same reddish stone seen everywhere in the city of Arl. It seats up to 10,000 souls, most of whom are currently human. Throughout the stands, though, you can spot rat men, lizardfolk, 12-foot-tall, four-armed humanoids, and a few incredibly strange floating and pulsating brain-like creatures. Adril Hestram sits in the luxury box on the north side of the arena, the Starsword on his hip and the Princess Verrish chained by the feat to the floor and seated in a short chair beside the hulking former venture-captain.

When your group rises to the arena’s floor, the crowd goes silent. Several monsters are free and moving to the west, headed toward three large poles. Five men are chained to each pole by the wrists and they huddle together behind their meager prison, shying away from the monsters. All are injured, weak, and sick, and none are ready to fight.

Adril leaps from his throne, knocking it over in his rush to stand. His face bulges in surprise, his cheeks red and angry. “My friends!” he shouts unnaturally loud, “I’m sorry to see you alive.” He crams two fingers into his mouth and performs what can only be a magically enhanced, ear-splitting whistle. The monsters stop menacing the prisoners and turn to face Adril. “King Adril, your god, wishes you to destroy these fools! Kill them all!” The crowd roars with approval.

As the monsters come towards you, Kol shouts out "Adril Hestram - I challenge you for possession of the Starsword and rulership of Arl!"

Init:

Ralph: 1d20 + 3 ⇒ (17) + 3 = 20
Scotty: 1d20 + 2 ⇒ (4) + 2 = 6
Géatan: 1d20 + 6 ⇒ (15) + 6 = 21
Koraq: 1d20 + 5 ⇒ (4) + 5 = 9
Kol Voss: 1d20 + 2 ⇒ (6) + 2 = 8
Dust Monkey 1: 1d20 + 6 ⇒ (19) + 6 = 25
Dust Monkey 2: 1d20 + 6 ⇒ (20) + 6 = 26
Dust Monkey 3: 1d20 + 6 ⇒ (12) + 6 = 18
Dust Monkey 4: 1d20 + 6 ⇒ (8) + 6 = 14
Red Giant: 1d20 + 7 ⇒ (8) + 7 = 15

The Dust Monkeys are four-armed big apes with red fur and surrounded by a cloud of dust. The Red Giant is a slightly smaller giant with a really big greatsword.
Knowledge for the Dust Monkeys is arcana and for the Red Giant is local.

I placed you guys on the platform (the red square on the map) - if you would've left the area immediately, then feel free to move yourself to where you would've gone, as long as you are in the main area of the arena.

Note that the columns that are present on the arena map aren't actually there for this encounter.

Init – Round 1
Dust Monkey 2
Dust Monkey 1
Géatan
Ralph
Dust Monkey 3
Red Giant
Dust Monkey 4
Koraq
Kol Voss
Scotty

Dust Monkey 2 breaks formation and runs next to the group. As it runs over to the group, it takes off into the air, seemingly running on air. 10 feet above the rest of the group, the monkey starts beating its chest, and the dust that follows around it expands outwards, enveloping the center of the arena. The dust is treated as an obscuring mist for vision purposes.

Everyone make a Reflex save:

If you didn't make at least a 20, then you are blinded until you are out of the area + 1d4 rounds.

Then, it puts its hand out towards Koraq and unleashes a blast of dust in his direction.
Koraq make a Reflex save:

9d4 ⇒ (3, 2, 4, 2, 4, 3, 1, 4, 4) = 27 slashing damage, DC 20 Reflex for half.

Dust Monkey 1, meanwhile, five-foot steps up and starts tearing into Géatan. It seems unaffected by the fact that everything is enveloped in a dust cloud.
Claw attack: 1d20 + 12 ⇒ (1) + 12 = 13 - miss
Damage: 1d8 + 14 ⇒ (6) + 14 = 20
Claw attack: 1d20 + 12 ⇒ (20) + 12 = 32 - potential crit
Damage: 1d8 + 14 ⇒ (8) + 14 = 22
Claw attack confirmation: 1d20 + 12 ⇒ (8) + 12 = 20 - does this confirm? you ff ac shows as 20 under your name
Damage: 1d8 + 14 ⇒ (2) + 14 = 16
Claw attack: 1d20 + 12 ⇒ (12) + 12 = 24 - hit, again assuming AC is correct
Damage: 1d8 + 14 ⇒ (8) + 14 = 22
Claw attack: 1d20 + 12 ⇒ (5) + 12 = 17 - miss
Damage: 1d8 + 14 ⇒ (7) + 14 = 21
Bite attack: 1d20 + 12 ⇒ (1) + 12 = 13 - miss
Damage: 2d6 + 14 ⇒ (6, 4) + 14 = 24

It then also exudes a cloud of dust.

Everyone make a Reflex save:

If you didn't make at least a 20, then you are blinded until you are out of the area + 1d4 rounds.

Kol Voss Reflex Saves:

1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (6) + 5 = 11

Kol Voss is blind!

Init – Round 1
Dust Monkey 2
Dust Monkey 1
Géatan - 60 potential damage, owes two Reflex saves
Ralph - owes two Reflex saves
Dust Monkey 3
Red Giant
Dust Monkey 4
Koraq - owes three Reflex saves
Kol Voss - is blind until he is out of the area + 1d4 rounds
Scotty - owes two Reflex saves

Géatan and Ralph are up - will be drawing in the various areas on the map in a moment.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Gaétan could be before monkey one, look at the discussion also... you are right.. it 21. Why I didn't change it? Argh. Now it is done.

reflex: 1d20 + 13 ⇒ (12) + 13 = 25
reflex: 1d20 + 13 ⇒ (13) + 13 = 26

Gaétan is in the dust. but he is quick to close his eyes to not being blind by it.

Even he is soo close to the four-armed monkey. His arrow blows while he dodge the claws attack.

first attack: 1d20 + 27 ⇒ (15) + 27 = 42
dommage: 1d8 + 26 + 1d6 ⇒ (1) + 26 + (2) = 29
dommage: 1d8 + 26 + 1d6 ⇒ (8) + 26 + (5) = 39

second attack: 1d20 + 27 ⇒ (14) + 27 = 41
dommage: 1d8 + 26 + 1d6 ⇒ (5) + 26 + (5) = 36

Third attack: 1d20 + 22 ⇒ (6) + 22 = 28
dommage: 1d8 + 26 + 1d6 ⇒ (7) + 26 + (6) = 39

Fourth attack: 1d20 + 17 ⇒ (2) + 17 = 19
dommage: 1d8 + 26 + 1d6 ⇒ (2) + 26 + (5) = 33

Magical monkey. That not very original. Adril, you have been to much in the jungle.

Sovereign Court

Male Half-orc Urban Barbarian 1/Blood Conduit 1/ Martial Artist 11 HP: 112/112 AC:26 (29)* Touch: 25 FF: 22 (25)* F/R/W: +16/+13/+13 CMD: 41 Percep: +19 Init: +5 Controlled Rage: 10/10 Bloodrage 7/7 Stunnning Fist 18/18 Elemental Fist 11/11

Reflex 1: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22
Reflex 2: 1d20 + 13 - 1 ⇒ (8) + 13 - 1 = 20
Reflex 3: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22

Luckily, Koraq's harsh training has him unfazed by the dust, even dodging the larger pellets that are aimed at him;

Yay Evasion!

"Could say the same 'bout you being alive Adril. Let's correct that!"

@GM: With the Enlarge Person, my AC is 2 lower than normal, 27 for normal, then 23 for Touch/FF

Silver Crusade

Male Ulfen/Varissian Paladin/13 HP: 120/120 AC: 34 Touch: 15 FF: 32 F/R/W: +18/+14/+17 CMD: 30 Percep: +18 Init: +2 Smite Evil 5/5 Lay on Hands 15/15

Sorry again for the absence. See my post in discussion for details.

Scotty casts Weapon of Awe, Bless Weapon, and Divine Favor on his scimitar on the way up the elevator.

For my/GM's reference: His Scimitar is now on 1d20+23 (13(BAB)+3(STR)+4(Enhancement:GMW)+3(Luck:DF)) and does 1d6+12 (+3(STR)+4(Enh)+3(Luck)+2(Sacred:WoA)) good/slashing/adamantine damage and if they're evil does +2d6 holy damage and auto crits on 15-20 which does an extra 2 fire damage and makes them shaken for 1 round. I think that's everything...buffs are nuts.

Near the top of the elevator, Scotty starts actively scanning for evil. I mostly just need to know for spell/weapon effects. I don't think it is going to affect Scotty's combat actions.

Scotty Reflex 1: 1d20 + 14 ⇒ (1) + 14 = 15
Scotty Reflex 2: 1d20 + 14 ⇒ (1) + 14 = 15 Wow...seriously?
Horse Reflex 1: 1d20 + 11 ⇒ (3) + 11 = 14 Who should be there by the way. Did we pass somewhere she couldn't follow?
Horse Reflex 2: 1d20 + 11 ⇒ (13) + 11 = 24

So the Horse and I are blind. I can deal with that though. I think that should catch me up.

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

ref: 1d20 + 12 ⇒ (16) + 12 = 28
ref: 1d20 + 12 ⇒ (16) + 12 = 28

knowledge vs red giant: 1d20 + 23 ⇒ (14) + 23 = 37 +7 more if arcana
knowledge vs giant flying girallons: 1d20 + 23 ⇒ (6) + 23 = 29 +7 more if arcana

Ralph manages to close his eyes in time and gets ready to fly out of the dust cloud as he tries to recall what these things are.

I'm going to need some information.

Questions:
0. (Only asking for the giant flying girallons) Tell me about that dust cloud ability - activation, duration, interference with invisibility, ways to get rid of the cloud etc. For example, would a huge air elemental in whirlwind form generate enough winds to disperse the cloud?
1. Order of saves from highest to lowest
2. Resistances and immunities
3. Other special attacks
4. Other special defences

Sovereign Court

See, I knew that there was something up with your flat-footed AC, but couldn't remember what it was. So crit doesn't confirm, but the two attacks did hit.

Géatan takes a bunch of shots at the dust monkey, each of his first four shots sinking true, with the last one finally causing the monkey to come crashing to the ground. His fifth shot, however, flies past another one of the monkeys. (Even if we direct the last arrow to a flat-footed monkey, it's not hitting.)

(If there's one thing that they did do well for Eyes, it's have certain themes running throughout it. Monkeys is one of them. See if you can spot any others!)

Koraq easily dodges out of the way of all the sand. The same cannot be said for Scotty, although his sand was less lethal.

(The horse! I can't believe I forgot the horse! You totally would've been able to take him with you - I'll try to get him up tomorrow morning in between classes.)

Ralph ponders what he knows about the creatures.
spoilered mostly for convenience

Dust Monkey:

Okay, so these are Advanced Dust Girallons aka they're Girallons with the Dust template who on top of that have more HD than normal. Fun stuff. Important to note - they have the [air] subtype. (Oh, and also are magical beasts.)

Okay, to answer your questions.

They have an ability called exude dust. They can do it as a free action, and it acts in all ways like obscuring mist, including how it reacts with wind. All the dust monkeys can see through it, but only the dust monkeys. (Not, in particular, the red giant in the back.) When they initially exude the dust, if you're in it you have to make a reflex save or be blind until you leave the cloud + 1d4 rounds afterwards. Being in the cloud after it is exuded doesn't matter.

Now you may be wondering why Adril chose these beasts for an arena fight if they gum up line of sight as a free action. The answer is, uh… uh… blame Josh Frost.

While the dust monkeys are fancy advanced dust girallons, like other girallons they are fairly hardy, their reflexes are okay, but they have fairly weak minds.

While they don't have any traditional resistances or weaknesses, because of their ability to manipulate air in order to create dust, it is harder for flying creatures to steady themselves in order to attack them. They have air mastery like an air elemental.

And lastly, I'll give you a special attack you haven't seen yet. Girallons in general are skilled with pulling something in four directions at once, and if they get a hold of a creature with all four of their arms, then they will pull you in all four directions in one plane, causing extra rend damage. They need to have all four claws on you to do this.

(After the third question, you run out of questions.)

Red Giant:

This is a Sand Giant. It is a humanoid (earth, giant) creature. The first thing you should know is that they are not from a Paizo source - they are from the Tome of Horrors, so you know that there's some hot b#~%*@$# going on.

Like many other giants you know of, they are very hardy, but their reflexes are terrible and so is their willpower (they're tied for lowest.)

The sand giant doesn't have any special resistances or weaknesses.

Sand giants have the ability to create a giant arm out of sand. It can make this appear anywhere on the ground within 40 feet, and it has a space of 10 feet and a reach of 20 feet. This arm then attacks for free on the sand giants turn, and if it hits you, you need to make a fortitude save or be stunned for 1 round. The giant can only do this once per day, but it lasts for 17 rounds.

(After the third question, you run out of questions.)

Sovereign Court

Also yes, I missed the init change on level up - this is what happens if I just copy/paste the init macro from my OneNote as opposed to actually seeing if it changed when you levels. So you would go before Dust Monkey 1, which means the left dust cloud won't actually be there, and therefore the second reflex save isn't necessary (not that anyone passed the first but made the second) and that Geatan currently doesn't have any damage on him. Again, I'll edit the map in the morning - trying to bang this out before I pass out again.

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

Which monkey is down? I still see 4 on the map.

Based on my knowledge of air elementals, would a huge air elemental in whirlwind form generate enough winds to disperse the dust clouds? Alternatively, if they act like obscuring mist, would I be able to clear an area with a fireball?

Sorry my round takes awhile. Trying to shift the parameters of the battle in our favour.

Sovereign Court

Okay, horse is on the map now and monkey is marked as dead.

Since it acts like obscuring mist, I would assume that fire works on this as well. Air elementals I would assume clear out an area equal to half of their vortex height in whirlwind form.

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

Ralph floats a little further back from the nearest dust gorilla and begins a summoning spell. (SM6)

Cast defensively just in case: 1d20 + 13 + 9 ⇒ (16) + 13 + 9 = 38
Fly check to hover: 1d20 + 10 ⇒ (12) + 10 = 22

GM, Koraq should be large.

Sovereign Court

Koraq is now large.

Ralph begins summoning.

Dust Monkey 3 walks towards the party, going slightly up, and exhudes another dust cloud. (This is the orange cloud, and affects Koraq and Géatan only for the initial save.) Then, he releases a blast of dust, affecting Koraq, Scotty, and his horse.
Koraq and Géatan owe me a DC 20 Reflex save or be blinded. Koraq, Scotty and his horse owe me a DC 20 Reflex save to halve 9d4 ⇒ (1, 3, 1, 2, 1, 3, 1, 4, 4) = 20 slashing damage.

The Red Giant delays until after the last Dust Monkey.

The Dust Monkey five-foots into the air, and then full attacks Koraq.
Claw Attack: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 14 ⇒ (1) + 14 = 15
Claw Attack: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d8 + 14 ⇒ (7) + 14 = 21
Claw Attack: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 14 ⇒ (7) + 14 = 21
Claw Attack: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d8 + 14 ⇒ (4) + 14 = 18
Bite Attack: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 2d6 + 14 ⇒ (4, 5) + 14 = 23

Finally, it exhudes another cloud of dust (the maroon one), this one affecting Kol, Scotty's Horse, Géatan and Koraq.
Those four owe me another Reflex save or be blinded.

The Red Giant casts Earthquake
On a 5, you have to roll vs. falling into the ground.
Scotty's Horse: 1d5 ⇒ 5
Koraq: 1d5 ⇒ 1
Géatan: 1d5 ⇒ 5
Kol: 1d5 ⇒ 2
Red Giant: 1d5 ⇒ 4

Init – Round 1
Dust Monkey 2
Dust Monkey 1 - 143 damage, dead
Géatan - owes me two saves vs. blind, two saves vs. earthquake
Ralph
Dust Monkey 3
Dust Monkey 4
Red Giant
Koraq - 44 damage, owes two reflex vs. blind, one reflex vs. damage, one save vs. earthwuake
Kol Voss - blind until he is out the brown cloud + 1d4 rounds, owes me one save vs. earthquake
Scotty - blind until he is out of the brown cloud + 1d4 rounds, owes me one reflex vs. damage
Scotty's Horse - blind until it is out of the brown cloud + 1d4 rounds, owes me one save vs. blind, one save vs. damage, two saves vs. earthquake

Koraq and Scotty are up - in addition, if you would like to redirect Kol Voss anywhere, then feel free to do so - otherwise he's going to try to run up and hit a thing.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

so many roll: 1d20 + 13 ⇒ (12) + 13 = 25

I am gonna fall one that for sure: 1d20 + 13 ⇒ (13) + 13 = 26

I really not optimised against spells: 1d20 + 13 ⇒ (14) + 13 = 27

but I suppose falling to an earthquake is better then being blind: 1d20 + 13 ⇒ (18) + 13 = 31

Géatan's reflexes are still top notch. He seems to look more like a dancer than an actual fighter by doing a perfect routine.

Sovereign Court

Géatan dances around all the obstacles presented before him.

I realized I forgot to confirm the crit on the bite vs. Koraq, so here goes
Bite Confirm: 1d20 + 12 ⇒ (1) + 12 = 13 - does not confirm
Extra Damage: 2d6 + 14 ⇒ (4, 6) + 14 = 24
Also I realized that I forgot to copy my hit/miss markers over on the attacks, and that I forgot that Koraq was flat-footed. For that last full-attack, the last three attacks should hit, for 21+18+23=62 damage. (Assuming I have everything correct.)

(Also I forgot that earthquake is a 25% chance of opening up, not a 20%. Oh well, not worth going back.)

Init – Round 1
Dust Monkey 2
Dust Monkey 1 - 143 damage, dead
Géatan
Ralph
Dust Monkey 3
Dust Monkey 4
Red Giant
Koraq - 62 damage, owes two reflex vs. blind, one reflex vs. damage, one save vs. earthwuake
Kol Voss - blind until he is out the brown cloud + 1d4 rounds, owes me one save vs. earthquake
Scotty - blind until he is out of the brown cloud + 1d4 rounds, owes me one reflex vs. damage
Scotty's Horse - blind until it is out of the brown cloud + 1d4 rounds, owes me one save vs. blind, one save vs. damage, two saves vs. earthquake

Koraq and Scotty are still up. Kol will be planning on attacking the nearest monkey he can, even while blind, unless you tell him otherwise.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

"You do not need to throw your life away Kol!" say Géatan.

"It takes Bravery to shallow your pride and wait for better condition. Protect yourself! Everything is under control!"

-Posted with Wayfinder

Silver Crusade

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Male Ulfen/Varissian Paladin/13 HP: 120/120 AC: 34 Touch: 15 FF: 32 F/R/W: +18/+14/+17 CMD: 30 Percep: +18 Init: +2 Smite Evil 5/5 Lay on Hands 15/15

I'm on my phone so I can't see the map right now. Just wanted to get an update in.

Scotty reflex: 1d20 + 14 ⇒ (13) + 14 = 27
Horse reflex 1: 1d20 + 11 ⇒ (18) + 11 = 29
reflex 2: 1d20 + 11 ⇒ (18) + 11 = 29
reflex 3: 1d20 + 11 ⇒ (6) + 11 = 17
reflex 4: 1d20 + 11 ⇒ (13) + 11 = 24

Scotty uses a swift and standard action to LOH himself and his horse. His mercies cure their blindness.

The horse is likely going to move to the nearest enemy and make whatever attacks she can. I'll make a more detailed post tomorrow when I get home.

Sovereign Court

Male Half-orc Urban Barbarian 1/Blood Conduit 1/ Martial Artist 11 HP: 112/112 AC:26 (29)* Touch: 25 FF: 22 (25)* F/R/W: +16/+13/+13 CMD: 41 Percep: +19 Init: +5 Controlled Rage: 10/10 Bloodrage 7/7 Stunnning Fist 18/18 Elemental Fist 11/11

Dust 1 Reflex: 1d20 + 13 - 1 ⇒ (14) + 13 - 1 = 26
Dust 2 Reflex: 1d20 + 13 - 1 ⇒ (16) + 13 - 1 = 28
Damage Refex: 1d20 + 13 - 1 ⇒ (9) + 13 - 1 = 21
Earthquake: 1d20 + 13 - 1 ⇒ (20) + 13 - 1 = 32

Koraq holds his ground, taking the damage in stride. He takes a defensive stance, using his anger to improve his vitality.

Total Defense for +6 AC, free action to Controlled Rage to improve his Con for +26 HP

AC is now 35

Sovereign Court

Koraq takes a moment to defend himself, avoiding all the obstacles posed so far.

Kol Voss tries to get around the shaking ground and steels up in a position to defend himself.
Reflex Save: 1d20 + 5 ⇒ (9) + 5 = 14 and he falls prone
He will also total defense, since I remembered that he can't move or attack since he's on the ground during an earthquake. This also gets him a +6 AC. In addition, he rages and goes into a defensive stance, not that any of this helps much since he's blind right now.

Scotty and his horse take some of damage from the blast, but avoid most of it. The horse barely stays up during the earthquake, but manages to keep itself and its rider steady, especially with its newfound sight. Technically you'd have to roll healing for LoH, but you only have 10 damage on you, so I'm not too worried. I have to imagine that this isn't the first time that mercy has been super helpful.

Dust Monkey 2 will once again exude dust, which causes more dust to spread out in the area where the brown cloud already is.
This will require another DC 20 Reflex save from everyone vs. blindness until they're out of the brown area. Yeah. These guys are that annoying.
Kol Voss Reflex save: 1d20 + 5 ⇒ (20) + 5 = 25 dammit - should've been an attack roll!

Then Dust Monkey 2 lets loose on Géatan.
Claw Attack: 1d20 + 12 ⇒ (20) + 12 = 32 - hit
Damage: 1d8 + 14 ⇒ (7) + 14 = 21
Claw Confirm: 1d20 + 12 ⇒ (16) + 12 = 28 - confirm
Extra Damage: 1d8 + 14 ⇒ (1) + 14 = 15
Claw Attack: 1d20 + 12 ⇒ (3) + 12 = 15 - miss
Damage: 1d8 + 14 ⇒ (1) + 14 = 15
Claw Attack: 1d20 + 12 ⇒ (3) + 12 = 15 - miss
Damage: 1d8 + 14 ⇒ (5) + 14 = 19
Claw Attack: 1d20 + 12 ⇒ (8) + 12 = 20 - miss
Damage: 1d8 + 14 ⇒ (6) + 14 = 20
Bite Attack: 1d20 + 12 ⇒ (12) + 12 = 24 - miss
Damage: 2d6 + 14 ⇒ (3, 2) + 14 = 19
Géatan takes 36 damage from the one crit.

Init – Round 2
Dust Monkey 2
Dust Monkey 1 - 143 damage, dead
Géatan - 36 damage
Ralph
Dust Monkey 3
Dust Monkey 4
Red Giant
Koraq - 62 damage
Kol Voss - blind until he is out the brown cloud + 1d4 rounds, total defense (+6), prone, raging, guarded stance
Scotty
Scotty's Horse

And Géatan and Ralph are up!

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Really I gonna miss this: 1d20 + 13 ⇒ (7) + 13 = 20

That not a good monster for a colleseum, the crown must see nothing of the combat. I need to show those people the patfhinder excellence!

attack dust monkey 2 if Ralph want to act first he want.:

first attack: 1d20 + 27 ⇒ (17) + 27 = 44
dommage: 1d8 + 26 + 1d8 + 26 + 2d6 ⇒ (2) + 26 + (7) + 26 + (6, 3) = 70
second attack: 1d20 + 27 ⇒ (18) + 27 = 45
dommage: 1d8 + 26 + 1d6 ⇒ (8) + 26 + (2) = 36

Third attack: 1d20 + 22 ⇒ (5) + 22 = 27
dommage: 1d8 + 26 + 1d6 ⇒ (1) + 26 + (1) = 28

Fourth attack: 1d20 + 17 ⇒ (8) + 17 = 25
dommage: 1d8 + 26 + 1d6 ⇒ (3) + 26 + (5) = 34

swift action: pathfinder excellence boon. (defense). This is a really good boontemporary hit point and a /-2 to any consortium member: 1d8 + 26 ⇒ (6) + 26 = 32

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

Ralph will indeed go first if he can.

Ralph smiles as he completes his incantation, and 1d3 ⇒ 3 large whirlwinds appear. Seeing no need to reveal himself just yet, he flies a little further back to asses the combat situation, and prepares to encase any monster that appears to have spotted him in an icy prison.

Each air elemental will spin enough to clear 10ft of dust clouds around them, enough to give the party a clear view of their attackers while still blocking the view of the giant. Ralph will ready an action to cast icy prison on anyone who attacks him. He is still invisible at the moment.

Sovereign Court

Ralph summons some air elementals to clear up the air, and waits to see if any of the creatures can see him.

Géatan steadies on the ground. You can't attack, since there's an earthquake going on.

Hm.. Attacking a whirlwind is a little weird. I'm going to assume that since none of the stats change, that it works, but I can't blind them with the dust attack since they would just blow it away immediately anyway.

I've added tokens for the air elementals onto the map. #1 is the north one, #2 is the south one, #3 is the east one.

Dust Monkey 3 lets loose on Air Elemental 2
Claw Attack: 1d20 + 12 ⇒ (3) + 12 = 15 - miss
Damage: 1d8 + 14 - 5 ⇒ (4) + 14 - 5 = 13
Claw Attack: 1d20 + 12 ⇒ (19) + 12 = 31 - hit
Damage: 1d8 + 14 - 5 ⇒ (1) + 14 - 5 = 10
Claw Attack: 1d20 + 12 ⇒ (2) + 12 = 14 - miss
Damage: 1d8 + 14 - 5 ⇒ (7) + 14 - 5 = 16
Claw Attack: 1d20 + 12 ⇒ (9) + 12 = 21 - hit
Damage: 1d8 + 14 - 5 ⇒ (2) + 14 - 5 = 11
Bite Attack: 1d20 + 12 ⇒ (12) + 12 = 24 - hit
Damage: 2d6 + 14 - 5 ⇒ (6, 1) + 14 - 5 = 16
After DR, DM3 deals 10+11+16=37 damage to AE2

Dust Monkey 4 lets loose on Air Elemental 1
Claw Attack: 1d20 + 12 ⇒ (19) + 12 = 31 - hit
Damage: 1d8 + 14 - 5 ⇒ (5) + 14 - 5 = 14
Claw Attack: 1d20 + 12 ⇒ (20) + 12 = 32 - hit, can't crit
Damage: 1d8 + 14 - 5 ⇒ (7) + 14 - 5 = 16
Claw Attack: 1d20 + 12 ⇒ (19) + 12 = 31 - hit
Damage: 1d8 + 14 - 5 ⇒ (7) + 14 - 5 = 16
Claw Attack: 1d20 + 12 ⇒ (8) + 12 = 20 - miss
Damage: 1d8 + 14 - 5 ⇒ (7) + 14 - 5 = 16
Bite Attack: 1d20 + 12 ⇒ (5) + 12 = 17 - miss
Damage: 2d6 + 14 - 5 ⇒ (6, 6) + 14 - 5 = 21
After DR, DM4 deals 14+16+16=46 damage to AE1

After that, the earthquake ends. The Red Giant squints for a bit, and then all of the sudden a giant arm made of sand appears underneath one of the Dust Monkeys. (This is drawn on the map above Dust Monkey 3, although it is actually in the space below him - remember, they are airwalking 5 feet off the ground.) It then lashes out at a random target.
1 - AE1, 2 - Kol Voss, 3 - Koraq, 4 - Scotty, 5 - Scotty's Horse, 6 - Géatan, 7 - AE2
Random Target: 1d7 ⇒ 4
Hand's Slam Attack: 1d20 + 24 ⇒ (8) + 24 = 32
Slam Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Scotty, make me a Fortitude save for being hit by the hand.:

If you do not make at least a DC 24, then you are stunned for 1 round. If you make it, you're fine.

Init – Round 2
Dust Monkey 2
Dust Monkey 1 - 143 damage, dead
Géatan - 36 damage
Ralph
Air Elemental 1 - 46 damage, bloodied
Air Elemental 2 - 37 damage, bloodied
Air Elemental 3
Dust Monkey 3
Dust Monkey 4
Red Giant
Koraq - 62 damage
Kol Voss - blind until he is out the brown cloud + 1d4 rounds, total defense (+6), prone, raging, guarded stance
Scotty - 17 damage, owes me a Fortitude save
Scotty's Horse

Koraq and Scotty are up, again let me know if you want Kol to do anything in particular.

Sovereign Court

Male Half-orc Urban Barbarian 1/Blood Conduit 1/ Martial Artist 11 HP: 112/112 AC:26 (29)* Touch: 25 FF: 22 (25)* F/R/W: +16/+13/+13 CMD: 41 Percep: +19 Init: +5 Controlled Rage: 10/10 Bloodrage 7/7 Stunnning Fist 18/18 Elemental Fist 11/11

Koraq looks at the dust monkey near Geatan, looking at its movements.

Exploit Weakness @ Rust Monkey 2 vs its CR + 10: 1d20 + 16 ⇒ (4) + 16 = 20

If it succeeds, +2 to hit and ignore DR

His eyes then glow red as he shifts his rage into his muscles and pounds at the dust monkey!

Add +2 to the attack rolls if Exploit Weakness succeeds
Flaming PA Stunning Flurry rage punch @ Monkey 2: 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34
Damage on hit: 3d8 + 25 + 9 ⇒ (1, 5, 8) + 25 + 9 = 48
Fire damage on hit: 3d6 ⇒ (4, 4, 5) = 13
Must make a DC 22 Fort save or be stunned for 1 round and suffer 2 additional attacks from Medusa's Wrath!

Medusa's Wrath attacks @ Monkey 2:

PA Flurry Rage Wrath punch: 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43
Damage on hit: 3d8 + 20 + 6 ⇒ (5, 3, 5) + 20 + 6 = 39
PA Flurry Rage Wrath punch: 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31
Damage on hit: 3d8 + 20 + 6 ⇒ (4, 4, 7) + 20 + 6 = 41

If Monkey 2 drops, switch any remaining attacks to Monkey 3, reducing the to hit by 2

PA Rage flurry: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36
Damage on hit: 3d8 + 20 + 6 ⇒ (1, 7, 8) + 20 + 6 = 42
PA Rage flurry: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
Damage on hit: 3d8 + 20 + 6 ⇒ (7, 3, 5) + 20 + 6 = 41
PA Rage flurry: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26
Damage on hit: 3d8 + 20 + 6 ⇒ (3, 2, 2) + 20 + 6 = 33
PA Rage flurry: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Damage on hit: 3d8 + 20 + 6 ⇒ (6, 3, 5) + 20 + 6 = 40

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Géatan évades the furious attacks of Koraq being a little too close of him.

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

Can we find some way to continue the game? I do not want my character to be stuck in limbo like this.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

no we are in limbo! Happy christmas! Yes i also wish for something.

-Posted with Wayfinder

Sovereign Court

Male Half-orc Urban Barbarian 1/Blood Conduit 1/ Martial Artist 11 HP: 112/112 AC:26 (29)* Touch: 25 FF: 22 (25)* F/R/W: +16/+13/+13 CMD: 41 Percep: +19 Init: +5 Controlled Rage: 10/10 Bloodrage 7/7 Stunnning Fist 18/18 Elemental Fist 11/11

GM bot/delay Scotty? I tried messaging him on FB, but no word yet :(

Shadow Lodge

Male Human (Minnesotan) GM 5 Skittershot!

We are about to get restarted... I am dropping Auris into the same location as Scotty, and have to decide what happens to him in regards to the ongoing effects.

Also of note, the cloud affects everyone as an obscuring mist. Of note, this means concealment (20% miss chance) 5' away and total concealment from further away.

I've spent as much time on this today as I can, so I will get back go this tomorrow.

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

If it mimics an obscuring mist, can I temporarily clear part of it with a fireball?

Shadow Lodge

Male Human (Minnesotan) GM 5 Skittershot!

You are not sure about that, never having seen this abity, but you wouldguess that should work.

note that you will need a reflext save every round you are in a cloud, unless your eyes are closed.

Liberty's Edge

Male Halfling UCRog10/Ftr3 HP98/98 AC26 TC17 FF26 CMD27 F+14 R+18 W+15 (+2 vs fear) Init+4 Perc+21(Trapspotter+26) Spd30 Buffs: N/A Senses: Darkvision, Light Sensitivity Chronicles.

"Oh, what a mess we've made here." the halfling observes, knives at the ready.

Shadow Lodge

Male Human (Minnesotan) GM 5 Skittershot!

Please confirm that your locations seem correct -- I think what I thought was Ralph was actually Kol Voss, and I don't see Ralph on the map that Géatan sent me

If any of you have an ability to void concealment, please let me know ASAP

Miss chance from Géatan's first round
Miss Chance >20% good: 1d100 ⇒ 16 Miss
Miss Chance >20% good: 1d100 ⇒ 28
Miss Chance >20% good: 1d100 ⇒ 50
Miss Chance >20% good: 1d100 ⇒ 67
Nope -- no misses yet

Miss chance from Géatan's second round
[ooc]I will apply damage to Blue until it falls, then to pink. Also, not attacking with pink, but of note, blue and pink re-establish their dust clouds, as it is a free action for them. Clouds will remain where they are, but do require new saves... See below.

Miss Chance >20% good: 1d100 ⇒ 21
Miss Chance >20% good: 1d100 ⇒ 65
Miss Chance >20% good: 1d100 ⇒ 50
Miss Chance >20% good: 1d100 ⇒ 41

Géatan Reflex: 1d20 + 13 ⇒ (15) + 13 = 28
Koraq Reflex: 1d20 + 13 ⇒ (5) + 13 = 18 Failed -- blinded
Ralph Reflex: 1d20 + 12 ⇒ (19) + 12 = 31

Miss chance for Red Giant's Hand of DOOM
Miss Chance >20% good: 1d100 ⇒ 60 Hits Auris
Auris Fort: 1d20 + 14 ⇒ (16) + 14 = 30 Auris sees stars from the smackdown, but is otherwise unaffected by it.

Ralph, how are the air elementals clearing the area? I don't see anything on Whirlwind that indicates that they can do that. I am trying to find it, and it would seem to make sense, so I am probably just missing it.

Koraq's attack, while blind
Note that Koraq cannot exploit due to blindness. He cannot properly observe. Also he would additionally have total concealment against dust monkey green even if he weren't blinded.
Miss Chance >50% good: 1d100 ⇒ 60
Miss Chance >50% good: 1d100 ⇒ 10 Miss
Miss Chance >50% good: 1d100 ⇒ 21 Miss
Miss Chance >50% good: 1d100 ⇒ 7 Miss
5th attack was an outright miss

I think we're mostly good. I think we need to know where Ralph is located... even if he is invisible, I need his token on the map.

Kol Voss moves up to attack the red dust monkey, who is only 5' up, so within reach. He knows he is blind, but bellows in rage at his predicament!
acrobatics: 1d20 + 14 ⇒ (11) + 14 = 25 Moves just fine
Raging Power Attack: 1d20 + 18 ⇒ (14) + 18 = 32 Chance to hit!
Miss Chance >50% good: 1d100 ⇒ 9 But swings through the air!

Auris is up!

Akiton Bloodsport Rd 2:


  • x Géatan
  • R Ralph
  • x Air Elementals
  • x Dust Monkey Green
  • x Dust Monkey Red
  • x Red Giant
  • x Koraq
  • x Kol Voss (BLIND)
  • => Auris (BLIND)

x = has gone already
=> is up!
U = Unconscious
S = Surprised
D = Delay
R = Readied action

Conditions:
Auris: 98/98 [BLIND]
Géatan: 72/108
Koraq: 60/112 [BLIND]
Ralph: 93/93

Kol Voss. [BLIND]

Buffs
Auris:

Géatan:

Koraq:

Ralph:
Invisibility:

Air Elemental 1: -46
Air Elemental 2: -37

Bad Guy Damage, etc
Blue: DEAD
Pink: DEAD
Green:
Red:
Giant:

Liberty's Edge

Male Halfling UCRog10/Ftr3 HP98/98 AC26 TC17 FF26 CMD27 F+14 R+18 W+15 (+2 vs fear) Init+4 Perc+21(Trapspotter+26) Spd30 Buffs: N/A Senses: Darkvision, Light Sensitivity Chronicles.

I think Auris takes damage, not just stunning attempt from the sand fist.

"OW! Time to use the good ol' Andoran Advance!" The halfling activates his ring, disappearing from sight and doing his best to sneak out of the cloud.

Actions:
Standard Action to activate ring of invisibility.
Move Action south.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Improved precise shot.

Shadow Lodge

Male Human (Minnesotan) GM 5 Skittershot!
Auris Deftfoot wrote:

I think Auris takes damage, not just stunning attempt from the sand fist.

"OW! Time to use the good ol' Andoran Advance!" The halfling activates his ring, disappearing from sight and doing his best to sneak out of the cloud.

** spoiler omitted **

Yup... he tool damage... just forgot to remove it from the status.

Géatan Émond wrote:
Improved precise shot.

Got it. Retcon that Géatan blows up pink round 1, blue round 2, and Koraq goes after green. No real changes there except damage, I think.

Sorry... its all a little overwhelming, and I am just trying to do you all justice. Should go much smoother soon.

Shadow Lodge

Male Human (Minnesotan) GM 5 Skittershot!

Correcting Koraq's first attack on green here, the one that hit.

Takes 61hp from physical and fire.
Fort DC22: 1d20 + 12 ⇒ (8) + 12 = 20 STUNNED
Miss Chance >50% good: 1d100 ⇒ 96
Miss Chance >50% good: 1d100 ⇒ 15 Miss
Additional 38hp damage

Auril gets the heck out of dodge, going invisible and everything.

Géatan and Ralph are up!

Akiton Bloodsport Rd 3:


  • => Géatan
  • => Ralph
  • Air Elementals
  • Dust Monkey Green
  • Dust Monkey Red
  • Red Giant
  • Koraq
  • Kol Voss (BLIND)
  • Auris (BLIND)

x = has gone already
=> is up!
U = Unconscious
S = Surprised
D = Delay
R = Readied action

Conditions:
Auris: 81/98 [BLIND]
Géatan: 72/108
Koraq: 60/112 [BLIND]
Ralph: 93/93

Kol Voss. [BLIND]

Buffs
Auris:

Géatan:

Koraq:

Ralph:
Invisibility:

Air Elemental 1: -46
Air Elemental 2: -37

Bad Guy Damage, etc
Blue: DEAD
Pink: DEAD
Green: -99 [STUNNED]
Red:
Giant:

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

delay after Ralph If he kill our gorillas. Gaétan will just come out side the sandcloud.

delay with gorrila alive:

"I have the suspicion that I a very but very good archer guys!" says Gaétan without looking at his target. Erastil have bless me... but i think there are lot that come from my experience.

I have you ever met an archer who is shooting so close in a artificial sandtorm while there a small earthquake? Because I haven't."

first attack: 1d20 + 27 ⇒ (17) + 27 = 44
dommage: 1d8 + 26 + 1d6 + 1d8 + 26 + 1d6 ⇒ (3) + 26 + (1) + (6) + 26 + (1) = 63

second attack: 1d20 + 27 ⇒ (11) + 27 = 38
dommage: 1d8 + 26 + 1d6 ⇒ (6) + 26 + (5) = 37

Third attack: 1d20 + 22 ⇒ (13) + 22 = 35
dommage: 1d8 + 26 + 1d6 ⇒ (1) + 26 + (3) = 30

Fourth attack: 1d20 + 17 ⇒ (11) + 17 = 28
dommage: 1d8 + 26 + 1d6 ⇒ (7) + 26 + (3) = 36

I have added point-blank shot and the arrow are in fire

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

Auris:
I cast a CL17 extended greater magic weapon on Scotty's sword. If you are inheriting Scotty's buffs, you can apply that to one of your weapons.

Silbeg:
I was not in Geatan's screenshot because I had flown out of the clouds earlier. I was further to the right of the map. I have included a screenshot of where I was previously on the roll20 map, and have moved my token.

The air elementals creating a clear space were from me thinking creatively. A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. I asked Iammars whether the whirlwind from a large elemental would clear part of the fog, and he said this:

GM Mars wrote:
Since it acts like obscuring mist, I would assume that fire works on this as well. Air elementals I would assume clear out an area equal to half of their vortex height in whirlwind form.

If you disagree with this, I would like to change my summoning. It would also influence my action this turn.

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

Ok, if the ruling on the air elementals vs the dust cloud stands, Ralph will delay. Air elementals 1 and 2 continue to spin without touching the ground, clearing the dust in a 15ft radius around them and thus giving Ralph's allies a clear view of the girallons. Air elemental 3 stops spinning and flies towards the nearest girallon, ready to attack next turn.

"Koraq and Geatan have this under control so far. It will suffice to let my elementals eliminate the girallon's primary advantage over them while I remain hidden and free to respond to new... developments," the wizard thinks to himself as he watches the battle unfold.

With air elementals 1 and 2 spinning in whirlwind form, Koraq, Geatan and Kol Voss will have unimpeded vision of the girallons, and should not need to make saves to avoid being blinded. Enough of the dust cloud still remains to obscure the giant's vision unless he moves to the North. From where he is, the giant can only see elementals 1 and 3.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

so... I think red is dead now

-Posted with Wayfinder

Shadow Lodge

Male Human (Minnesotan) GM 5 Skittershot!

ruling will,stand. After one full round, the air elemental cal clear the area around them. I will check the map, but if characters were blinded, they remain so for a period of time after the air is cleared. This includes Auris and Koraq

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

If it matters, the air elementals have been spinning since round 2. I summoned them in round 1 and when they appeared in round 2 I had them immediately start spinning to clear the cloud. Since this is round 3, the air elementals have already been spinning for a full round now and all they are doing is continuing to spin.

Sovereign Court

Male Half-orc Urban Barbarian 1/Blood Conduit 1/ Martial Artist 11 HP: 112/112 AC:26 (29)* Touch: 25 FF: 22 (25)* F/R/W: +16/+13/+13 CMD: 41 Percep: +19 Init: +5 Controlled Rage: 10/10 Bloodrage 7/7 Stunnning Fist 18/18 Elemental Fist 11/11

Alright, I will wait for the GM to confirm the results of everything and say it is my turn!

Shadow Lodge

Male Human (Minnesotan) GM 5 Skittershot!

Ralph, what I am saying is that they will have it cleared right before they act on turn 3. 1 round, just like a spell.

Sorry about the delay, guys... had a really bad couple of days. Back on track now.

Gaetan, at this point you cannot actually see either of the dust monkeys, as the cloud gives total concealment when you are more than 5' away. However, I will just assume that you are going to delay until the air elementals continue their spin, and then fire. Seems to be the best thing to do here.

Géatan Reflex: 1d20 + 13 ⇒ (8) + 13 = 21
The sand is getting into Géatan's eyes, as he waits for a clear shot.

Finally, the air elementals clear the air, as Gaeten waits until he can see. First Géatan drops an arrow into the green dust monkey, and then he launches three more arrows at the red monkey, hurting it, but not quite dropping it.

The red gorillan then launches a blast of sand in an line, hitting Kol Voss and Koraq!

Kol Voss Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
Koraq Reflex: 1d20 + 13 ⇒ (8) + 13 = 21
sand blast: 9d4 ⇒ (2, 2, 3, 2, 3, 2, 3, 1, 3) = 21

Koraq manages to dodge all of the sand blast, but Kol Voss is not so lucky. The dust monkey then releases a new blast of sand around himself as if trying to re-establish his cloud of dust, though the areas that are in whirlwinds are still clear.

Then, the Red Giant starts to move into the area cleared by the elemental, looking ready to hurt someone. Gripping his mighty greatsword tight, he swings first at the large, blinded martial artist.

PA Greatsword, Cleave vs Koraq, AC25(?): 1d20 + 26 - 4 ⇒ (14) + 26 - 4 = 36 slashing, PA: 3d6 + 19 + 12 ⇒ (6, 6, 1) + 19 + 12 = 44

Hitting Koraq, he continues his swing into Géatan! The blade cuts deep once again, showering the sands of the arena with blood.
PA Greatsword, Cleave vs Géatan, AC27: 1d20 + 26 - 4 ⇒ (15) + 26 - 4 = 37 slashing, PA: 3d6 + 19 + 12 ⇒ (5, 5, 1) + 19 + 12 = 42

The giant looks to the still standing archer, and directs the hand of sand to attack him as a free action. It smacks the archer right upside the head, and while Géatan sees stars, he does not get stunned by the blow.
Sand Hand vs Géatan, AC27: 1d20 + 24 ⇒ (18) + 24 = 42 slam damage: 1d8 + 10 ⇒ (3) + 10 = 13
Géatan Fort: 1d20 + 13 ⇒ (17) + 13 = 30

Kol Voss will try and finish off the red monkey.
bastard sword, rage, PA: 1d20 + 18 - 3 ⇒ (19) + 18 - 3 = 34 Miss Chance >50% good: 1d100 ⇒ 89
confirm: 1d20 + 18 - 3 ⇒ (17) + 18 - 3 = 32
CRIT!: 2d10 + 14 + 12 ⇒ (10, 3) + 14 + 12 = 39
With this mighty blow, he finishes the dust monkey forever! The crowd goes WILD!

Koraq and Auris are up!

Akiton Bloodsport Rd 3:


  • x Géatan
  • D Ralph
  • x Air Elementals
  • x Dust Monkey Green
  • x Dust Monkey Red
  • x Red Giant
  • => Koraq
  • x Kol Voss (BLIND)
  • => Auris (BLIND)

x = has gone already
=> is up!
U = Unconscious
S = Surprised
D = Delay
R = Readied action

Conditions:
Auris: 81/98 [BLIND]
Géatan: 17/108
Koraq: 18/112 [BLIND]
Ralph: 93/93

Kol Voss. -21 [BLIND]

Buffs
Auris:

Géatan:

Koraq:

Ralph:
Invisibility:

Air Elemental 1: -46
Air Elemental 2: -37

Bad Guy Damage, etc
Blue: DEAD
Pink: DEAD
Green: DEAD
Red: DEAD
Giant:

Liberty's Edge

Male Halfling UCRog10/Ftr3 HP98/98 AC26 TC17 FF26 CMD27 F+14 R+18 W+15 (+2 vs fear) Init+4 Perc+21(Trapspotter+26) Spd30 Buffs: N/A Senses: Darkvision, Light Sensitivity Chronicles.

Auris makes his way unseen towards the arena wall below the royal box. Testing the wall for handholds, he maneuvers upwards, trying to listen for Adril's voice.

Take 10 on Climb for 26 to get up the wall.

Actions:
Move Action 30ft to the wall.
Move Action 20ft up the wall.

Shadow Lodge

Male Human (Minnesotan) GM 5 Skittershot!

Note, I have added the 5 men that are tied up to three posts on the west side of the arena. In case you don't recall (or weren't told), they were there behind the dust monkeys and giant.

Auris starts trying to climb up the wall, but cannot find any handholds at all. It is perfectly smooth, not at all like he thought it would be.

Auris, Géatan, Ralph:

Auris Perception: 1d20 + 21 ⇒ (9) + 21 = 30
Géatan Perception: 1d20 + 22 ⇒ (9) + 22 = 31
Ralph Perception: 1d20 + 15 ⇒ (11) + 15 = 26

You notice that Auris is not actually touching the wall... there is something between him and the wall.

Auris:

A perfectly smooth vertical wall cannot be climbed.

Liberty's Edge

Male Halfling UCRog10/Ftr3 HP98/98 AC26 TC17 FF26 CMD27 F+14 R+18 W+15 (+2 vs fear) Init+4 Perc+21(Trapspotter+26) Spd30 Buffs: N/A Senses: Darkvision, Light Sensitivity Chronicles.

Spoiler:
That's okay, he can't SEE that it's smooth. :P

Shadow Lodge

Male Human (Minnesotan) GM 5 Skittershot!
Auris Deftfoot wrote:
** spoiler omitted **

Auris:

But he can certainly feel that it is.

kn:Arcana to know what is going on with Auris.

Shadow Lodge

Male Human (Minnesotan) GM 5 Skittershot!

Koraq is in delay now...
Géatan and Ralph are up!

Akiton Bloodsport Rd 4:


  • => Géatan
  • => Ralph
  • x Air Elementals
  • x Dust Monkey Green
  • x Dust Monkey Red
  • x Red Giant
  • D Koraq
  • x Kol Voss (BLIND)
  • x Auris (BLIND)

x = has gone already
=> is up!
U = Unconscious
S = Surprised
D = Delay
R = Readied action

Conditions:
Auris: 81/98 [BLIND]
Géatan: 17/108
Koraq: 18/112 [BLIND]
Ralph: 93/93

Kol Voss. -21 [BLIND]

Buffs
Auris:

Géatan:

Koraq:

Ralph:
Invisibility:

Air Elemental 1: -46
Air Elemental 2: -37

Bad Guy Damage, etc
Blue: DEAD
Pink: DEAD
Green: DEAD
Red: DEAD
Giant:

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Someone help! we are gonna die here!

first attack: 1d20 + 27 ⇒ (17) + 27 = 44
dommage: 1d8 + 26 + 1d8 + 26 + 1d6 + 1d6 ⇒ (1) + 26 + (6) + 26 + (5) + (5) = 69
second attack: 1d20 + 27 ⇒ (16) + 27 = 43
dommage: 1d8 + 26 + 1d6 ⇒ (4) + 26 + (3) = 33

Third attack: 1d20 + 22 ⇒ (18) + 22 = 40
dommage: 1d8 + 26 + 1d6 ⇒ (8) + 26 + (4) = 38

Fourth attack: 1d20 + 17 ⇒ (18) + 17 = 35
dommage: 1d8 + 25 + 1d6 ⇒ (4) + 25 + (5) = 34

A possibility of 172 point of damage with closetered shot. Not bad

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