[PFS_Aerondor] 00-26 Lost at Bitter End (Inactive)

Game Master Aerondor

Map

init:

[dice=Nox]1d20+8[/dice]
[dice=Marra]1d20+5[/dice]
[dice=Lysaer]1d20+4[/dice]
[dice=Uniana]1d20+3[/dice]
[dice=Eric]1d20+2[/dice]
[dice=baddies]1d20+[/dice]

Chronicles


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Tiny Male CG Faerie Dragon | HP 39/40 | AC 23 T 16 FF 19 (+4 vs AoO) | CMB +6, CMD 16 | F: +4, R: +6 (imp. evasion), W: +9 | Init: +3 | Perc: +15 (darkvision), SM: +8 | Speed 10ft, Fly 60 (Perfect), Swim 30 | Active conditions: Good Hope, Inspired Rage | Constant: SR 13

Riddywipple chimes in, ”Aye, and you’ll be wanting a magic sword, or something else with a nice blade, to show ‘em you mean business. Don’t bother with cold stuff neither. And they’s tough to channel against too... naught but trouble they are!”

Dark Archive

Male Wayang Unchained Rogue 10/Shadowdancer 3 HP 75 / Init +8 / Fort +9 Ref +19 Will+11/Trap Spotter +17/Stealth Take 10: 95, Perception 34, Sense Motive 0

Nox draws his arrows back again... make do with what you have and all that. He let's loose, firing into the same enemies back.

Sniping Attack

Shortbow: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 1d4 + 1 + 4d6 ⇒ (2) + 1 + (2, 5, 5, 2) = 17+ 1 Str Damage + Debilitating Injury (Does not stack with itself) -2 penalty to ACC
Shortbow: 1d20 + 13 ⇒ (9) + 13 = 22
damage: 1d4 + 1 + 4d6 ⇒ (4) + 1 + (1, 2, 3, 5) = 16+ 1 Str Damage + Debilitating Injury (Does not stack with itself) -2 penalty to ACC

Sniper Hide- Sniping Hide: 1d20 + 40 ⇒ (13) + 40 = 53

Dark Archive

hp 35 Fort +4, Ref +10, Will +5

Xon floats up into the air up above.

No yummy essense to eat from these guys.... Nox, you really need to finish saving up to buy me that ghost gauntlet so I can punch people in the face.

He proceeds to make a variety of random kung-fu noises as he jumps around fighting invisible enemies.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

(Temporary AC 29)

Giving a battle yelp, Marra moves 30ft forward drawing her small scimitar as she moves, and cast Bladed Dash{link} The small halfling continues moving forward in a blur of multi-hued cascade ending in a cautious flanking attack on the the green Juju zombie.

action & attack:

Move: 30ft & draw scimitar
Swift: arcane strike +2 damage
Standard: cast Bladed Dash & attack
Fighting Defensively -4 to hit, +5 AC (+3 def +2 cautious fighter)

+1 keen scimitar w/+3 dash, +2 flank, -4 DF: 1d20 + 13 + 3 + 2 - 4 ⇒ (17) + 13 + 3 + 2 - 4 = 31 to hit
damage if hits w/+2 AS: 1d4 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Possible critical
To Confirm Critical: 1d20 + 13 + 3 + 2 - 4 ⇒ (3) + 13 + 3 + 2 - 4 = 17
plus damage if Critical confirmed: 1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9 +2 fire from flame of the dawnflower on critical

Dark Archive

Male Half-Elf Fighter/2 Inquisitor/4(Preacher) Hellknight/2 | HP: 64/64 | DR 3/- | TEMPS: 0 AC:25[23](14[13] Tch,23[21] Fl) | CMB: +13, CMD: 26 | F: +10 , R: +5 , W: +8 | Init: +4 | Perc: +14, SM: +13 | Speed 30ft | Re-roll (+2) 1/1 | Judgement 2/2 | Correction 2/2 | Determination 1/2 | Spells: 1st:4/4 / 2nd: 0/2 [ooc]Active Conditions: See Invisibility / Shawl of Life Keeping (10hp) .

Lysaer curses, unable to reach the foes from his position near the back and starts to power forwards, turning down the alley as he drew his magical silver blade. Through another alleyway, Lysaer found himself on a flank of the battle, near Nox and his unusual companion, raining arrows on the creatures.

"I can feel the evil upon the air!" Lysaer calls out as he raises his Greatsword. "Be careful, there may be other creatures here."

The Hellknight racks his brain, trying to think if the others had missed anything.

religion, Monster knowledge: 1d20 + 11 ⇒ (12) + 11 = 23 Im case anything is left

Double Move, reaching the monster in red.

Lantern Lodge

SFS 05-99 BftB

Nox sends another pair of arrows into the zombie with pink armor. It resembles a pin cushion but keeps moving.

Mara dashes forward, slashing at the zombie in green armor.
Lysaer things about old tomes of undead he has read over the years. In addition to what has already been learned, such as immunity to magic missile spells, they are also immune to electricity, and resistant to fire.

Lysaer, the critter in red is inside a building, you won't be able to reach it easily. Green and blue are within range of you though.

Status, bold may post
Eric
Undiana

Baddies
pink 39 damage, 3 STR damage, -2 to AC
green 12 damage
Nox
Marra
Lysaer - still to confirm movement

Dark Archive

Male Half-Elf Fighter/2 Inquisitor/4(Preacher) Hellknight/2 | HP: 64/64 | DR 3/- | TEMPS: 0 AC:25[23](14[13] Tch,23[21] Fl) | CMB: +13, CMD: 26 | F: +10 , R: +5 , W: +8 | Init: +4 | Perc: +14, SM: +13 | Speed 30ft | Re-roll (+2) 1/1 | Judgement 2/2 | Correction 2/2 | Determination 1/2 | Spells: 1st:4/4 / 2nd: 0/2 [ooc]Active Conditions: See Invisibility / Shawl of Life Keeping (10hp) .

No worries, I have moved to the other edge of the battle

"Electricity and Magic Missile spells won't work either!" the Hellknight calls out, "and fire is of reduced effectiveness."

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy takes a step back and then begins to gesticulate wildly while loudly shouting an incantation. Suddenly a burst of fiery snowballs shoots out of his hand towards the zombies in front of him. Miraculously, the snowballs veer around Marra, leaving her unscathed, but the rest of the area (including the fountain) is not so fortunate.

"Foul juju zombies, begone!"

Undy takes a five foot step back from the zombies, then casts Flurry of Snowballs in a 30' cone shaped burst that includes the blue and green zombies, Marra, and the fountain, but none of the other icons that are currently visible on the map. Undy uses an undine racial trait, water shaping to select out the square occupied by Marra so that she is unaffected. Undy also uses one use of his Mask of Conflicting Energies to change the damage from the Flurry of Snowballs from cold damage to fire damage.

The blue and green zombies, as well as anything that may be in the fountain, each take Flurry of Snowballs, fire damage: 4d6 ⇒ (4, 4, 1, 1) = 10, REF DC 19 for half.

In addition, Undy possesses the Crashing Waves hex from the Waves spirit - any creature that takes damage from the spell must make a FORT DC 20 save or be knocked prone (I assume that the zombies are probably immune to anything involving a fort save, but who knows about whatever's in the fountain...).


Tiny Male CG Faerie Dragon | HP 39/40 | AC 23 T 16 FF 19 (+4 vs AoO) | CMB +6, CMD 16 | F: +4, R: +6 (imp. evasion), W: +9 | Init: +3 | Perc: +15 (darkvision), SM: +8 | Speed 10ft, Fly 60 (Perfect), Swim 30 | Active conditions: Good Hope, Inspired Rage | Constant: SR 13

Riddywipple will join Undy 5 feet further back. Otherwise he has no action.

Lantern Lodge

SFS 05-99 BftB

Undiana conjures flurry of....steamballs that pile into the two zombies. However they seem unaffected by the heat.

Status, bold may post
Eric

Baddies
pink 39 damage, 3 STR damage, -2 to AC
green 12 damage
Nox
Marra
Lysaer - still to confirm movement
Undiana

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

Erik ambles forward in a bit of a daze then suddenly realises a fight has broken out by the fountain. He quickens his stride and calls out
"Go team Pathfinder. Zombies are dirty rascals" as he casts Prayer
caster level check for SR: 1d20 + 9 ⇒ (3) + 9 = 12

Sorry paizo decided not to show any updates on this game. Should have known a high level game wouldn't be so slow and double checked.
With prayer and SR would hope either it works or it doesn't is easier all round so just one check

Lantern Lodge

SFS 05-99 BftB

The group feels a bit better for a moment, bolstered by the prayers of Eric. But only for a moment, as several Bad Things(tm) start to happen. And some just usual things.

The two zombies in front of Nox take out bottles and drink them. Kind of odd actions for undead creatures, but at least they are not hacking away at him, so that is something.

The green and purple ones step back and flank Mara, trying to slash her down with their swords. But neither can land a blow on the agile warrior.

Three more burst from another house and move to engage Lysaer. He frantically parries, holding them at bay... just.

Within the building the sneaky Nox is finding the zombies facing him have a very hard time getting to grips with exactly where he is.

Perhaps the most unusual thing to happen is a thick wall of ice appearing, sealing off the room with the zombies and Nox. The wall is dreadfully cold, and Nox finds himself in a difficult spot, trapped in a room with the zombies. Although if they are just going to drink ale, maybe that is not such a bad place to be.

know(arcana) DC 24:
Totally a wall of ice

Status, bold may post ; Buffs: Prayer active
Nox
Marra
Lysaer -
Undiana
Eric

Baddies
pink 39 damage, 3 STR damage, -2 to AC @-1 from prayer
red @-1 from prayer
green 12 damage @-1 from prayer
blue @-1 from prayer

rolls:

attack Mara: 2d20 ⇒ (9, 3) = 12
attack Lyser: 3d20 ⇒ (13, 13, 5) = 31
bad stuff: 1d100 ⇒ 50
miss chance for those facing nox: 2d100 ⇒ (37, 46) = 83

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

"Anyone else thinking flying invisible wizard here? Anyway I have just the thing for zombies" Erik moves forward and channels to harm undead Unless Xon disagrees ”By the power of Kurgess”

channel will dc 17: 5d6 ⇒ (5, 4, 1, 5, 3) = 18

may have provoked if that’s a hard corner between me and Undiana

Lantern Lodge

SFS 05-99 BftB

It is a hard corner, but between the wall of ice and the walls of the house, the undead in the room with Nox would not be affected by the Burst, so there is probably no need for Erik to step to the south to try and get them. He would realize there was no advantage to it.
I've moved you back one square north, if you want you can go south a another square and I'll take the AOO

Erik calls on his mighty patron, and many of the undead wilt in his presence. Wilt... but don't fall.

Status, bold may post ; Buffs: Prayer active
Nox
Marra
Lysaer -
Undiana

Baddies
pink 39 damage, 3 STR damage, -2 to AC @-1 from prayer
red @-1 from prayer
yellow 9 damage
orange 18 damage
purple 9 damage
green 30 damage @-1 from prayer
blue 9 damage @-1 from prayer
Eric

rolls:

will: 5d20 ⇒ (9, 4, 16, 6, 18) = 53

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

K Arcana, prayer: 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18

Undy sighs as his usually reliable knowledge fails him...

He looks to see if anything is still stirring in the fountain.

Perception , prayer: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31


Tiny Male CG Faerie Dragon | HP 39/40 | AC 23 T 16 FF 19 (+4 vs AoO) | CMB +6, CMD 16 | F: +4, R: +6 (imp. evasion), W: +9 | Init: +3 | Perc: +15 (darkvision), SM: +8 | Speed 10ft, Fly 60 (Perfect), Swim 30 | Active conditions: Good Hope, Inspired Rage | Constant: SR 13

K Arcana, prayer: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21

And Riddy sighs too...

And also checks the fountain and the area around.

Perception , prayer: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy furrows his brow and then begins another incantation. A blast of superheated water fills the square, centered on the spot just to the southwest (i.e. upper right) of the fountain. Once again it seems to avoid Marra.

Casting Fireball as a full-round action (not a 1 round casting time), using Steam Caster to add the water descriptor (but the damage remains fire type). Crashing Waves adds 2 to the caster level and also causes a Fort vs being knocked prone (though presumably they are immune to Fort effects). Using water shaping to select out Marra’s square. This should hit the orange, purple, green, and blue zombies (but not the yellow), as well as anything in or near the fountain (it does function underwater in case that’s relevant), including the two furthest squares of the wall of ice.

Fireball damage, fire, +2 CL from Crashing Waves: 10d6 ⇒ (4, 6, 4, 4, 3, 4, 5, 2, 2, 6) = 40 Reflex DC 20 for half, if any damage taken then Fort DC 20 or knocked prone (if not immune to Fort effects)

SR check, if needed: 1d20 + 10 ⇒ (13) + 10 = 23


Tiny Male CG Faerie Dragon | HP 39/40 | AC 23 T 16 FF 19 (+4 vs AoO) | CMB +6, CMD 16 | F: +4, R: +6 (imp. evasion), W: +9 | Init: +3 | Perc: +15 (darkvision), SM: +8 | Speed 10ft, Fly 60 (Perfect), Swim 30 | Active conditions: Good Hope, Inspired Rage | Constant: SR 13

Riddy considers for a moment and then also makes an incantation of his own. The ground beneath some of the zombies becomes slippery, perhaps causing them to fall.

Casting Grease (Reflex DC 14) on the 10’ square containing orange, purple, and green.

Dark Archive

Male Half-Elf Fighter/2 Inquisitor/4(Preacher) Hellknight/2 | HP: 64/64 | DR 3/- | TEMPS: 0 AC:25[23](14[13] Tch,23[21] Fl) | CMB: +13, CMD: 26 | F: +10 , R: +5 , W: +8 | Init: +4 | Perc: +14, SM: +13 | Speed 30ft | Re-roll (+2) 1/1 | Judgement 2/2 | Correction 2/2 | Determination 1/2 | Spells: 1st:4/4 / 2nd: 0/2 [ooc]Active Conditions: See Invisibility / Shawl of Life Keeping (10hp) .

k. arcana: 1d20 + 8 ⇒ (6) + 8 = 14

Grunting with the effort of turning aside the Zombie's reaching hands, Lysaer feels Erik's prayer suffuse his body and add abit of divine luck to his strikes. Gripping hia silvered blade, Lysaer retaliates against the rotting corpses with ferocity, attempting to cut down the creature in the remnants of an orange tunic.

Power attack vs orange, prayer: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21 for magic, silver, slashing damage: 2d6 + 12 + 1 ⇒ (4, 1) + 12 + 1 = 18

iterative vs orange: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 for magic, silver, slashig damage: 2d6 + 12 + 1 ⇒ (6, 4) + 12 + 1 = 23

Assuming Orange still stands, will move on to whatever's closest if not. Also looking around with See invisibility up.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

(Temporary AC 29)

Dodging zombies, Marra wonders where the ice wall came from and marvels at Jones' precise steam ball sculpting. The halfing starts dancing with her small scimitar flying in deadly arcs about her, poring arcane power into her blade she cautiously strikes out at the purple zombie from flank with Lysaer. After the attack she shifts back 5ft.

Rolls & Actions:

free: k(Arcane) w/+1 payer: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Free: perception to locate spell caster responsible for the ice wall w/+1 payer: 1d20 + 14 ⇒ (13) + 14 = 27

Move: Start battle dance 1/23 rounds +4 tohit & damage.
Swift: arcane strike +2 damage
Standard: Attack
Free: shift 5ft.

Fighting Defensively -4 to hit, +5 AC (+3 def +2 cautious fighter)

+1 keen scimitar w/ +1 payer, +4 dance, +2 flank, -4 DF: 1d20 + 13 + 1 + 4 + 2 - 4 ⇒ (15) + 13 + 1 + 4 + 2 - 4 = 31 to hit
damage if hits w/+2 AS, +1 payer, +4 dance: 1d4 + 6 + 2 + 1 + 4 ⇒ (4) + 6 + 2 + 1 + 4 = 17
Possible critical
To Confirm Critical: 1d20 + 13 + 1 + 4 + 2 - 4 ⇒ (7) + 13 + 1 + 4 + 2 - 4 = 23 to hit
plus damage if Critical confirmed: 1d4 + 6 + 2 + 1 + 4 ⇒ (3) + 6 + 2 + 1 + 4 = 16 (+2 fire from flame of the dawnflower on critical)

Lantern Lodge

SFS 05-99 BftB

Neither Undiana nor Riddy see movement in the fountain, but there is another dead body there, apparently unmoving. He decides to make more unmoving with a huge ball of steam. Two of he zombies tumble to the ground, while two more are badly scalded. The var end of ice vanishes into a ball of very hot looking steam.

Then Riddy makes things even more slippery for them, but the last zombie keeps its feet under it.

Lysaer takes a swipe at the relatively unwounded yellow zombie. Mara takes care of the purple one.

Status, bold may post ; Buffs: Prayer active
Nox
(shadow) - DC17 will save vs channel (18 damage)

Baddies
pink 39 damage, 3 STR damage, -2 to AC @-1 from prayer
red @-1 from prayer
yellow 27 damage
blue 39 damage @-1 from prayer
(dead body in the fountain?)
Eric
Undiana
(riddy)
Marra
Lysaer -

rolls:

ref vs fireball: 4d20 ⇒ (10, 7, 6, 10) = 33
ref vs grease: 1d20 ⇒ 17
Lysaer vs yellow (1) or purple (2): 1d2 ⇒ 1

Dark Archive

Male Wayang Unchained Rogue 10/Shadowdancer 3 HP 75 / Init +8 / Fort +9 Ref +19 Will+11/Trap Spotter +17/Stealth Take 10: 95, Perception 34, Sense Motive 0

Nox is annoyed at being sealed off for the moment, but decides to focus on his job... He pulls his bow tight and fires at the one in front of him, counting on his skills to protect him.

Shortbow: 1d20 + 14 ⇒ (4) + 14 = 18
damage: 1d4 + 1 + 4d6 + 1 ⇒ (4) + 1 + (6, 4, 1, 6) + 1 = 23+ 1 Str Damage + Debilitating Injury (Does not stack with itself) -2 penalty to ACC
Shortbow: 1d20 + 14 ⇒ (18) + 14 = 32
damage: 1d4 + 1 + 4d6 + 1 ⇒ (4) + 1 + (4, 1, 3, 4) + 1 = 18+ 1 Str Damage + Debilitating Injury (Does not stack with itself) -2 penalty to ACC

Sniping Hide: 1d20 + 40 ⇒ (20) + 40 = 60

Nox takes a step after firing just to make sure that blind swings don't hit him.

5 foot step either to the right, or forward if that kills pink.

Dark Archive

hp 35 Fort +4, Ref +10, Will +5

will: 1d20 + 4 ⇒ (19) + 4 = 23

Xon yelps and floats away.

DUDE! NOT COOL! LITERALLY A SHADOW HERE! KEEP THE SHINY STUFF OFF ME!

Lantern Lodge

SFS 05-99 BftB

@Nox You need to be at least 10' from an enemy to snipe, and inside the house you don't have that option.

Nox's first arrows is off target, but the second takes out the zombie in pink. The remaining zombie gives up drinking and strikes out, but misses the captive rogue.

Another wall of ice appears, blocking off Undiana from the courtyard.

The yellow zombie bats at Lysaer, Mara likewise has little difficulty avoiding the zombies attacks.

The body in the fountain doesn't move.

Status, bold may post ; Buffs: Prayer active
Eric
Undiana
(riddy)
Marra
Lysaer -
Nox
(shadow) - 9 damage

Baddies
red @-1 from prayer
yellow 27 damage
blue 39 damage @-1 from prayer
(dead body in the fountain?)

rolls:

attack on nox: 1d20 ⇒ 10
attack lysaer: 1d20 ⇒ 14
attack Mara: 1d20 ⇒ 9

Dark Archive

Male Wayang Unchained Rogue 10/Shadowdancer 3 HP 75 / Init +8 / Fort +9 Ref +19 Will+11/Trap Spotter +17/Stealth Take 10: 95, Perception 34, Sense Motive 0

Sorry about that! I usually make it a point not to have that problem! Are their any windows or anything like that in the house?

Fine...

Nox, unable to tax his usual tactics this up and close and personal, looks for a way out of the house other than through the icewall, remaining hidden in the shadows.

Stealth Maintain: 1d20 + 35 ⇒ (13) + 35 = 48

If a window out is found:
Nox carefully begins climbing up and out, uninterested in a close combat battle like this.

If trapped like a rat.:
Nox grits his teeth... this was NOT his preference. His only hope was to be a little more wild and hope that he could take the thing down before it could kill him. He knocks three special arrows, and fires them all in rapid succession.

Shortbow Undead Bane: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 1d4 + 1 + 4d6 + 2d6 ⇒ (3) + 1 + (5, 1, 6, 2) + (3, 6) = 27+ 1 Str Damage + Debilitating Injury (Does not stack with itself) -2 penalty to ACC
Shortbow: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 1d4 + 1 + 4d6 + 2d6 ⇒ (3) + 1 + (1, 3, 3, 3) + (6, 1) = 21+ 1 Str Damage + Debilitating Injury (Does not stack with itself) -2 penalty to ACC
Shortbow: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d4 + 1 + 4d6 + 2d6 ⇒ (3) + 1 + (1, 6, 2, 5) + (1, 1) = 20+ 1 Str Damage + Debilitating Injury (Does not stack with itself) -2 penalty to ACC

Possible crit?

Shortbow Undead Bane: 1d20 + 13 ⇒ (18) + 13 = 31
damage: 1d4 + 1 ⇒ (4) + 1 = 5+ 1 Str Damage + Debilitating Injury (Does not stack with itself) -2 penalty to ACC

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

Erik casts Invisibilty purge If nothing has become visible within 45 feet he will draw a dagger and step to give Mara a flank

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra's blade continue to fly in deadly arcs as she continues her dawnflower battle dance. Empowering her weapon with arcane energy she drops her caution and slashes at the Cyan zombie twice.

Rolls & Actions:

Free: Battle dance 2/23 rounds +4 tohit & damage.
Swift: arcane strike +2 damage
Full: Full Attack

First attack
+1 keen scimitar w/ +1 payer, +4 dance, +2 flank: 1d20 + 13 + 1 + 4 + 2 ⇒ (3) + 13 + 1 + 4 + 2 = 23 to hit add +2 if Erik flanks
damage if hits w/+2 AS, +1 payer, +4 dance: 1d4 + 6 + 2 + 1 + 4 ⇒ (2) + 6 + 2 + 1 + 4 = 15

Second attack
+1 keen scimitar w/ +1 payer, +4 dance, +2 flank: 1d20 + 8 + 1 + 4 + 2 ⇒ (12) + 8 + 1 + 4 + 2 = 27 to hit add +2 if Erik flanks
damage if hits w/+2 AS, +1 payer, +4 dance: 1d4 + 6 + 2 + 1 + 4 ⇒ (1) + 6 + 2 + 1 + 4 = 14

Lantern Lodge

SFS 05-99 BftB

There are shuttered windows, but they are mostly shut. Nox ops for a lethal barrage of arrows. Two of the arrows strike turely, the second sends it tumbling to the ground.

Eric prays, and suddenly a large bony creature can be seen suspended in the air above the house that has Nox currently trapped within it.

Marra meanwhile finishes off the zombie facing her.

Status, bold may post ; Buffs: Prayer active
Undiana
(riddy)
Lysaer -

Baddies
yellow 27 damage
(dead body in the fountain?)
Nox
(shadow) - 9 damage
Eric
Marra

Grand Lodge

Botting Lysaer as he is Larping this weekend

Lysaer mentally kicks himself for not casting see invisibility as he usually does when in dangerous locations concentrates on the closest threat and tries to finish the remaining Zombie

great sword power attack: 1d2 + 11 + 1 ⇒ (1) + 11 + 1 = 13
great sword damage: 2d6 + 12 + 1 ⇒ (2, 6) + 12 + 1 = 21
great sword power attack: 1d2 + 6 + 1 ⇒ (1) + 6 + 1 = 8
great sword damage: 2d6 + 12 + 1 ⇒ (4, 3) + 12 + 1 = 20

He glances at the suddenly visible enemy

knowledge religion/planes: 1d20 + 9 ⇒ (19) + 9 = 28

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

Erik try and identify the bony creature

know religion/planes: 1d20 + 5 ⇒ (9) + 5 = 14

and then steps into the flank

Lantern Lodge

SFS 05-99 BftB

Erik doesn't recognise the creature. Lysaer however knows this is a bone devil Pick three bits of knowledge about it you would like to know

Lysaer's own attacks are... pooly aimed.

Status, bold may post ; Buffs: Prayer active
Undiana
(riddy)

Baddies
yellow 27 damage
(dead body in the fountain?)
Nox
(shadow) - 9 damage
Eric
Marra
Lysaer -

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Actually, I think Lysaer cast See Invisibility back when we first entered the village, just fyi. He can confirm for himself once he gets back but I'm pretty sure I remember him doing that.

Also, can I make a spellcraft check to know what is causing the walls of ice to appear? If so...

Spellcraft, Undy, prayer: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
Spellcraft, Riddy, prayer: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21

And if it's the spell Wall of Ice, then shouldn't all of us who were adjacent (Undy, Riddy, Lysaer) get a Reflex against it (with any success negating the spell)? Just in case this is the situation, here are reflex saves from Undy and Riddy, but please disregard if it's not relevant.

Reflex, Undy, prayer: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Reflex, Riddy, prayer: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26

Having said all that, assuming that the ice wall is still standing, can Undy see the bone devil? (I assume that Riddy can since he's flying, but maybe it depends on how high the wall is?). Here are knowledge checks (presuming planes?) for each of them, in case they can see the bone devil:

K Planes, Undy, prayer: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
K Planes, Riddy, prayer: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33

I'll wait to take my action until I have a sense of a) whether the wall is still blocking us; b) whether we can see the bone devil for a knowledge check; c) whether we have line of effect to the bone devil even if the wall is still standing (and if not, would we have line of effect if we backed up? i.e. how tall is the wall and how high up is the devil? Sorry for so many questions!

Lantern Lodge

SFS 05-99 BftB

Unidiana has seen the walls of ice appear, but not what has made them appear, so probably a no to that. But fair call about disrupting the wall of ice, I've never noticed that before.

Riddy inter spaces himself in the wall of ice as it appears near him, disrupting the walls appearance.

Undianna and Riddy also know about bone devils (one bit of knowledge for Undi, three for Riddy). The walls were 20' high, but the one that is disrupted obviously isn't. Anyone in the yard can see the devil, as he is flying about 30' above you up in the air.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Immunities, Resistances, Special Defenses, Special Attacks

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59
Lysaer Nymmis wrote:

Yeah, that's fine GM, that's how I was thinking to do it, just placing it whilst exploring.

"I sense Evil on the air, though with Zombies ahead it is no surprise." Lysaer states as they move towards the centre of town and the Inn. "I believe we may have found why there are no villagers here."

As they move, Lyysaer's gauntleted hands close around his enchanted and silvered blade, drawing it from the well oiled scabbard with only the slightest hiss. He then calls upon his medallion to bolster his inner fortitude in preparation for the upcoming conflict. The Hellknight then runs his hands over his eyes to better reveal foes that would hide from him with illusion magic.

False life from the Sihedron Medallion, then See invisibility for 40 minutes

[dice=temps] d10 + 5

My apologies so he did

Lantern Lodge

SFS 05-99 BftB

Bahh, I thought I had done a search for "invisibility" in the thread. As it only emerged at the end of last round, it probably doesn't change what Lysaer would have done in terms of lettings others see, although if he chooses he may do something other than the invisibility purge

Undiana knows they are immune to fire and poison, and resistant to acid and poison.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Did you mean to write immune to poison and resistant to poison?

Undy and Riddy press their fists together and shout in unison, "Pathfinder Power Twin Activate!", then each casts a spell - Snowball in the case of Undy, and Dancing Lantern in the case of Riddy. However, by the power of Elemental Commixture, the energy of Riddy's dancing lantern is somehow absorbed into Undy's snowball, transforming it. Undy hurls the peculiar snowball at the bone devil in the air above.

Ok, this is a little complicated and I hope you won't hate me for it. It took a lot of effort to make this teamwork feat work and I hope the results are fun and not too OP.

First off, I still have to make a ranged touch attack with the Snowball. If I miss then nothing happens and everything that follows is irrelevant.

Snowball, prayer, vs. touch AC: 1d20 + 8 ⇒ (12) + 8 = 20

Neither Snowball nor Dancing Lantern is susceptible to Spell Resistance, so no SR check is called for (if the bone devil has SR).

If the snowball hits, the effects of the spell are modified in several ways: First, the target takes damage as normal for the spell; however the damage is non-lethal untyped and is unaffected by energy resistance.

Snowball damage, non-lethal & untyped: 5d6 ⇒ (4, 5, 2, 1, 4) = 16

Second, as normal for Snowball, the target needs to make a DC 18 Fort save or be staggered for 1 round (this DC includes a +1 from Elemental Commixture)

Third, from Elemental Commixture, the target needs to make a DC 18 Will save or be blinded for 1d4 rounds

Blindness duration if Will save failed: 1d4 ⇒ 1

Finally, it's irrelevant because the bone devil is flying, but if not he would need to make a DC 20 Fort save or be knocked prone (from the Crashing Waves hex)

Oh, a couple of other details in case you are wondering: Riddy gets access to the teamwork feat via a ring of tactical precision (and the extra item slot: ring feat) and access to spells other than the standard ones for a faerie dragon via pages of spell knowledge. Elemental Commixture offers a range of different debuff options, based on the elements of the two spells used, so it could have other effects in future situations. Hope this all makes sense and let me know if you have questions. It's an obscure feat, but one that when I read it, I thought, I've got to figure out a way to make this work.

Lantern Lodge

SFS 05-99 BftB

Resist acid and cold, immune fire and poison. Looks like this makes the resistance to cold a moot point too. Both the primary spells bypass spell resistance as well, which is also nice. My only question is how Riddy has the Elemental Commixture feat. I don't often play with familiars, so does he get it automatically from you somehow? Can you point me to a reference for that?

fort: 1d20 ⇒ 8 The bone devil staggers from the sudden assault, but quickly recovers.
will: 1d20 ⇒ 17 And blinks away the snow from his eyes. He does not look happy.

He flaps over the hapless wizard preparing to unleash his assault.

As will my wife if I don't come to dinner NOW. more soon.


Tiny Male CG Faerie Dragon | HP 39/40 | AC 23 T 16 FF 19 (+4 vs AoO) | CMB +6, CMD 16 | F: +4, R: +6 (imp. evasion), W: +9 | Init: +3 | Perc: +15 (darkvision), SM: +8 | Speed 10ft, Fly 60 (Perfect), Swim 30 | Active conditions: Good Hope, Inspired Rage | Constant: SR 13

Riddy is wearing a Ring of Tactical Precision. So, from what you wrote, should we understand that he is neither staggered nor blinded? Uh oh...

Lantern Lodge

SFS 05-99 BftB

Ahh, the ring. That makes sense. So Uni wears it overnight and then passes it to Ridy to wear for the day each morning? And yes, neither staggered nor blind. It'll be later tonight he has his revenge.

Lantern Lodge

SFS 05-99 BftB

The yellow zombie slashes out of Lysaer, causing the warrior a hefty wound.

Meanwhile the angry devil flies over and tries to finish off the irritating little dragon that spoiled his spell and then contributed somehow to the snowball that was thrown at him. However in his anger, somehow he misses.

The devil is directly over the top of Undiana and Riddy, I just have him to the side to make it easier to see the map. They won't be able to 5' step to cast safety, nor will the withdraw action protect them from its reach. Characters on the ground with a reach weapon and ajacent to Undiana would be able to strike at it though, although melee attacks without reach won't work.

Status, bold may post ; Buffs: Prayer active
Undiana
(riddy)
Nox
(shadow) - 9 damage
Eric (invisibility purge)
Marra
Lysaer - 12 damage (see invisible)

Baddies
yellow 27 damage
devil 16 NL
(dead body in the fountain?)

rolls:

yellow attacks Lysaer: 1d20 ⇒ 16
damage: 1d6 + 8 ⇒ (4) + 8 = 12
devil attacks.... Riddywipple!: 1d20 ⇒ 5

Dark Archive

Male Wayang Unchained Rogue 10/Shadowdancer 3 HP 75 / Init +8 / Fort +9 Ref +19 Will+11/Trap Spotter +17/Stealth Take 10: 95, Perception 34, Sense Motive 0

Nox unshutters the window and climbs out, trying to gain some situational awareness of where he is.

Open window and climb out, double move.

Dark Archive

hp 35 Fort +4, Ref +10, Will +5

The shadow giggles as the demon is revealed.

Now you look tasty....

He passes through the house as the shadow flies up and reaches out to touch the devil from behind.

Shadow Vs. touch: 1d20 + 9 ⇒ (10) + 9 = 19
Str damage: 1d6 ⇒ 2

Stealth to attack out from house: 1d20 + 12 ⇒ (17) + 12 = 29

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

Botting Lysaer again this time using d20 not d2

great sword power attack: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
great sword damage: 2d6 + 12 + 1 ⇒ (6, 3) + 12 + 1 = 22
great sword power attack: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
great sword damage: 2d6 + 12 + 1 ⇒ (6, 2) + 12 + 1 = 21

rerolls of last time:

great sword power attack: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
great sword damage: 2d6 + 12 + 1 ⇒ (1, 1) + 12 + 1 = 15
great sword power attack: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
great sword damage: 2d6 + 12 + 1 ⇒ (5, 3) + 12 + 1 = 21

He will also want to know what DR special attacks and special defenses the bone devil has

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

Awaiting the DR issue will either cast align weapon or possibly dimensional hop on to the roof with Marra so she can deliver full attacks from there

Lantern Lodge

SFS 05-99 BftB

Lysaer finishes off the Yellow zombie with an unexpected late manourvre. And can still act this round He knows the devil has DR to non good weapons, spell resistance, and its stinger has a nasty poison on it.[/ooc]

The Shadow touches the devil who wilts slightly.

Status, bold may post ; Buffs: Prayer active
Undiana
(riddy)
Eric (invisibility purge)
Marra
Lysaer - 12 damage (see invisible)

Baddies
devil 16 NL ; 2 damage str
(dead body in the fountain?)
Nox
(shadow)

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble
GM Aerondor wrote:
Ahh, the ring. That makes sense. So Uni wears it overnight and then passes it to Ridy to wear for the day each morning?

Yep, exactly.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy stares up at the bone devil looming above them. "Riddy, do you think maybe he would like some sushi?" Realizing that the time for diplomatic delicacies has likely passed, he once again draws upon the power of magic.

Undy defensively casts Hydraulic Push. He cannot fail the concentration check:

Concentration Check for Casting Defensively DC 17, caster level 8, crashing waves, int: 1d20 + 8 + 2 + 6 ⇒ (11) + 8 + 2 + 6 = 27

Undy will use a boon, Timelost Chronicler, which gives a once/scenario a +1 morale bonus on any d20 roll, on his roll to overcome the bone devil's spell resistance

Spell Resistance check, caster level 8, crashing waves, timelost chronicler: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 21

The Hydraulic Maneuver feat allows Undy to use the Hydraulic Push spell for combat maneuvers other than bull rush; he'll use it to attempt to dirty trick (blind) the bone devil. He'll also use the Nemesis boon from the Grand Lodge faction journal card: once/scenario gives +2 to one attack and +9 damage.

Dirty Trick (Blind) vs. CMD, caster level, crashing waves, int bonus, nemesis, prayer: 1d20 + 8 + 2 + 6 + 2 + 1 ⇒ (4) + 8 + 2 + 6 + 2 + 1 = 23

And I'll use my GM reroll for that one!

Dirty Trick (Blind) vs. CMD, caster level, crashing waves, int bonus, nemesis, prayer, gm stars: 1d20 + 8 + 2 + 6 + 2 + 1 + 2 ⇒ (14) + 8 + 2 + 6 + 2 + 1 + 2 = 35

Whew, much better...

If the devil is blinded then both Undy and Riddy will use the chance to retreat to the square just below Marra. I'll wait to find out the result before moving their icons. Alternatively, if the blinding failed, they will both 5' step one square to the left.

Btw, the nemesis boon adds +9 damage to the attack (because Undy has completed 9 faction goals). It's not completely clear to me whether that should apply even to an attack like Hydraulic Push that does no damage to start with, so this is probably GM interpretation.


Tiny Male CG Faerie Dragon | HP 39/40 | AC 23 T 16 FF 19 (+4 vs AoO) | CMB +6, CMD 16 | F: +4, R: +6 (imp. evasion), W: +9 | Init: +3 | Perc: +15 (darkvision), SM: +8 | Speed 10ft, Fly 60 (Perfect), Swim 30 | Active conditions: Good Hope, Inspired Rage | Constant: SR 13

Riddy brandishes his wand at the bone devil, shooting two magic missiles at him.

Spell Resistance check: 1d20 + 3 ⇒ (17) + 3 = 20

Magic Missile damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7

As noted in my previous post, if the devil is blinded then Riddy will also move with Undy to the square just below Marra. If the devil is not blinded then Riddy will 5' step with Undy one square to the left.

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