PFS PBP - From Under Ice #6-18 (lvl 1-5) (High Tier) (Inactive)

Game Master Revvy Bitterleaf

Naldak's point


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Scarab Sages

The door doesn't seem trapped, just a bit frozen..but with some effort you manage to break the ice and enter the the room behind it, which turns out to be rather small and empty and you go through the next unlocked and not trapped door you find yourselves in;

Desks sit empty, a few scraps of meaningless paper littering the drawers. A weapon rack in the southeastern corner of the room contained the town’s arsenal during their heyday.
The door to the iron cage in the northeastern corner of the room is locked with an average lock (Disable Device DC 25).

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Rhuul picks up the paper to look at later. Who knows what forgotten clues may be found here.

"This looks like some type of guard room..."

He checks out the weapon rack to see if there are any quarrels in it, then heads through the northern door, expecting to find himself in the shooting gallery.

Liberty's Edge

Human Barbarian 5 | HP 50/50 | AC 18; Tch 12; FF 18 | F +6; R +3; W +3 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Greatsword (adamantine): +11 (2d6+8/19-20) | Perc +11

Looking in the locked iron cage, there's nothing we see inside? Or do we need to open the lock to see inside?

Evenstar rifles through the papers and detritus of a bygone age.

"You can almost see their last days here," she muses.

After observing the northern door carefully, she opens it.

perception take 20: 20 + 10 = 30

Also, I took the liberty to move everyone into the room...feel free to move about the cabin!

Scarab Sages

Rhuul doesn't see any quarrels and his expectations sort of come true as he finds a small corridor behind the door, which leads to another door..and behind that door is the shooting gallery.

Looking into the iron cage you see the tattered remains of an old cot and manacles.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Rhuul heads down the corridor, to see if there are supplies of bolts in the protected shooting room.

"It looks moderately tidy, so they probably left in an ordered manner.." he muses.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

Variel uses detect magic to scan these new rooms.

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Rowanna sighs with impatient as she follows the others into the new rooms, her arms firmly wrapped around herself for warmth. "Why would the cage be locked if there's no one inside it?"

Scarab Sages

Rhuul can't find bolts anywhere and nothing detects as magical in these rooms.

Liberty's Edge

Human Barbarian 5 | HP 50/50 | AC 18; Tch 12; FF 18 | F +6; R +3; W +3 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Greatsword (adamantine): +11 (2d6+8/19-20) | Perc +11

"Maybe it holds ghosts," Evenstar responds to Rowanna.

The barbarian woman kicks at some papers on the floor as if hoping something else will show up, then says [b]"Let's try these other two doors.

She moves back into the hallway and checks out the eastern door. Once it looks clear, she opens it.

take 20 perception on door: 20 + 10 = 30

If someone wanted to do anything else up here, let me know.

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

"Or perhaps its guarding an entrance or important item." The human witch observes with a shrug. "It might be worth further investigation before we depart."

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)
Rowanna Nachtalus wrote:
"Or perhaps its guarding an entrance or important item." The human witch observes with a shrug. "It might be worth further investigation before we depart."

Whoever was imprisoned there has likely decayed to dust in the intervening centuries. I doubt anyone placed their valuables in the jail cell. I think we should move on, before that wolf's friends come looking.

Zuriel moves alongside Evenstar and nods at the eastern door.

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

"That's an interesting viewpoint, but it's been my experience that the cold tends to preserve bodies, so if you were correct there should be some remains left."

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Rhuul examines the contents of the cell.

"Even if the cell is empty, there may have been interesting messages left by those who occupied it." he eventually agrees.

"Not that dwarves are known for rock carving or anything."

Liberty's Edge

Human Barbarian 5 | HP 50/50 | AC 18; Tch 12; FF 18 | F +6; R +3; W +3 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Greatsword (adamantine): +11 (2d6+8/19-20) | Perc +11

"Anyone have the ability to pick the lock, or should I do it my way?" Evenstar asks.

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Rhuul, I noticed you have Sift on your character sheet. This seems like a good time to use it. ;-)

Scarab Sages

Since the biggest speed bump in fantasy games seem to be doors.I'll just rush this door along a bit since it's of no consequence to anything. The only reason I can think of why they put it in the scenario is to make you guys paranoid about it..

Using her considerable strength, applied leverage, the aid of someone else and a heavy object Evenstar is able to break open the door of the cage. You then do an extensive search of the inside of the cage to confirm that it does indeed contain nothing other then the tattered remains of an old cot and manacles
Edit; Or Rhuul uses Sift to take a look around inside ;)

Evenstar then leads everyone back to the hallway and checks the door to the east, finding it not locked and other then a bit of frost which has formed over it nothing stands out to her so she opens it to reveal;

You see a room which contains mostly intact furniture. The large table in the center of the room has an masterwork dwarven battle axe lying on top of it. There's a fire place to the north and in front of the table, close to the door you just opened is the frozen corpse of a dwarf, perfectly preserved in a block of ice.

In the south wall are 2 more doors.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

I'm glad someone is reading it!

Rhuul looks at the axe and then at the frozen dwarf-icle.

"Odd... It is almost as if he was quickly overcome by the ice.."

Rhuul advances into the room and wiggles his eyebrows.

That is, casts detect magic. Did you uncover the room on the map?

Scarab Sages

Sorry, no I think I forgot to do that..doing it now

Scarab Sages

Just as a reminder, this applies to the entire area; (Ice covers the floor. Characters must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks on surfaces covered by ice increases by 5.)

As Rhuul casts detect magic the dwarven war axe on the table lights up in his vision, as he advances into the room the frozen dwarf in the ice suddenly burst out of the ice which was encasing it.

It is as if the ice around the dwarf was keeping the cold that's radiating from the creature in,because now that it's no longer encased in the ice you can feel a wave of cold emanating from the dwarf (up to 10 ft away)

DC 21 Knowledge (Religion):
This is a variant revenant (an undead), It has an aura of cold surrounding it (10 ft radius) if you end your turn inside that aura you take 2d6 cold damage - fort save DC 18 for half damage. More information will depend on check result

Evenstar: 1d20 + 2 ⇒ (16) + 2 = 18
Rhuul: 1d20 + 0 ⇒ (9) + 0 = 9
Rowanna: 1d20 + 8 ⇒ (13) + 8 = 21
Variel: 1d20 + 7 ⇒ (20) + 7 = 27
Zuriel: 1d20 + 2 ⇒ (1) + 2 = 3
Frozen dwarf: 1d20 + 7 ⇒ (16) + 7 = 23

init
Variel
Frozen dwarf
Party

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Rhuul pauses for a moment as he looks at the dwarf-come to life.

know-religion: 1d20 + 7 ⇒ (1) + 7 = 8

Scarab Sages

Since it's been a day..NPC-ing Variel in

Surprised by the sudden eruption of the dwarf from the ice he was encased in Variel goes fully on the defensive

The dwarf lets out a shrill shriek which chills you to your very bones and actual frost starts to form on your bodies

(Everyone needs to make a DC 18 reflex save or become entangled in ice for 1d4 ⇒ 4 rounds. If you are immune to cold you are not effected by this )

Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell

1d4 ⇒ 1

As a reminder: (Ice covers the floor. Characters must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks on surfaces covered by ice increases by 5.)

init
Party
Dwarf

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Does that mean that 5' steps are not able to be performed? Also does the endure elements (cold) effect make one immune to the entanglement, or do you need actual cold immunity?

reflex-in-case: 1d20 + 6 ⇒ (17) + 6 = 23

Rhuul looks at the reverent with interest but little knowledge.

"Brother why do you do this?"

If he can 5' step, he does so, otherwise he moves and takes the AOO Feel free to move me back a square if the 5' step is a valid option.

"I've heard of having a cold one before, but I think you took this to an extreme."

Inspire courage, +2 to hit and damage; stacks with flagbearer for +3

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

I agree with your decision to bot Variel, but instead of having him do nothing on his turn, can he Evil Eye the dwarf's AC and cackle? It helps us all out a lot and I don't think he would pass on his turn if he went before the dwarf, you know?

Reflex: 1d20 + 3 - 1 ⇒ (1) + 3 - 1 = 3

Zuriel, stuck to the floor, grabs a chakram and awkwardly throws it at the frozen dwarf, hindered by his own weary limbs and the creeping ice.

So I get -2 to my attack roll and an additional -2 due to the -4 Dex penalty, right? That's what I'm putting below.

Attack, fatigue, entangled, IC: 1d20 + 5 - 1 - 2 + 3 - 2 ⇒ (17) + 5 - 1 - 2 + 3 - 2 = 20

Damage, fatigue, IC: 1d8 + 3 - 1 + 2 ⇒ (6) + 3 - 1 + 2 = 10

Free action: Regrip Bardiche

AoO if he walks through my reach, fatigue, entangled, IC: 1d20 + 7 - 1 - 2 + 3 ⇒ (9) + 7 - 1 - 2 + 3 = 16

Damage, fatigue, IC: 1d10 + 4 - 1 + 3 ⇒ (6) + 4 - 1 + 3 = 12

Are we entangled for 4 rounds or 1? There's two rolls.

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Ref Save: 1d20 + 3 ⇒ (3) + 3 = 6

Not again...

Rowanna sighs loudly and attempts to curse the dwarf ice creature with Misfortune.

Placing the Misfortune Hex on the enemy, DC 16 Will save or it must roll twice and take the worst roll on all ability checks, attack rolls, saving throws, and skill checks for 1 round.

Liberty's Edge

Human Barbarian 5 | HP 50/50 | AC 18; Tch 12; FF 18 | F +6; R +3; W +3 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Greatsword (adamantine): +11 (2d6+8/19-20) | Perc +11

Also have permanent endure elements (cold), but will roll in case.

Evenstar is able to move forward, but the slippery ice keeps her from swinging her greatsword effectively.

refl save: 1d20 + 3 ⇒ (18) + 3 = 21

MW Greatsword Power Attack: 1d20 + 7 ⇒ (2) + 7 = 9 for Greatsword damage: 2d6 + 9 ⇒ (4, 5) + 9 = 18

Scarab Sages

Rhuul Irontoe wrote:

Does that mean that 5' steps are not able to be performed? Also does the endure elements (cold) effect make one immune to the entanglement, or do you need actual cold immunity?

It's not entirely well worded, but going by RAW: no 5ft steps. I think the RAI is that it counts similar to difficult terrain so if you have a way to ignore difficult frozen terrain you can 5ft step. And you need actual cold immunity (which I think the only way for someone to have it at this level would be an eidelon with the right evolution)

Scarab Sages

Zuriel Heihachi wrote:


Are we entangled for 4 rounds or 1? There's two rolls.

4 rounds, I'm aware there are 2 rolls. The other one is for something else

Scarab Sages

Variel decides to look at the dwarf in a weird manner
(-2 AC for the frozen dwarf)

Rhuul moves to clear some space in the doorway while the previously frozen dwarf takes a swing at him

To hit AC Rhuul: 1d20 + 14 ⇒ (19) + 14 = 33

and the dwarves filthy fingers nails drag across Rhuul's face
Damage Rhuul: 1d8 + 7 ⇒ (4) + 7 = 11
and his hand then slides down the side of Rhuuls neck and try to grab on
Grab vs Rhuul CMD: 1d20 + 17 ⇒ (20) + 17 = 37
holding on to him and squeezing the air out of Rhuul's windpipe
constrict damage: 1d6 + 7 ⇒ (3) + 7 = 10

Since you are grabbed you are not moving, so moved you back

Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

Rhuul then bravely waves his flag around inspiring all of you to fight harder.

It has an aura of cold surrounding it (10 ft radius) if you end your turn inside that aura you take 2d6 cold damage - fort save DC 18 for half damage

Zuriel throws a chakram at the enemy
Assuming IC means in combat, that's normally not a -2 , but a -4 to hit (unless you have precise shot). But even with the penalty to it's AC from the evil eye you miss due to the cover the now grappled Rhuul is providing the enemy
Haltani burst out in an inspirational burst of sound and the chacram lifts and swings past Rhuul's head
2d4 ⇒ (2, 4) = 6 (+6 moral bonus to hit)

As the frozen dwarf hears Haltani's voice he lifts his head and focuses his full attention on her

Zuriel then grips his bardiche

Variel again looks at the frozen dwarf in a funny manner (-2 to hit)
and cackles

Rowanna also looks at the dwarfs in a funny manner
Will save: 1d20 + 7 ⇒ (13) + 7 = 20
but it doesn't seem to bother him that much

Evenstar is able to move forward, but the slippery ice keeps her from swinging her greatsword effectively and she ends up missing her target
Moved you past the doorway, since Rhuul is now blocking it, No AOO for it at the moment anyway

It has an aura of cold surrounding it (10 ft radius) if you end your turn inside that aura you take 2d6 cold damage - fort save DC 18 for half damage

Evenstar and Rhuul ended their turn in it's aura so they take cold damage: 2d6 ⇒ (5, 1) = 6 fort save DC 18 for half

The dwarf then pulls Rhuul along and rushes forward towards Haltani, not slowed down by the ice under it's feet at all, moving as if fueled by hatred at seeing her

Moving Rhuul along during a sustained grapple vs Rhuul CMD: 1d20 + 17 + 5 - 2 ⇒ (17) + 17 + 5 - 2 = 37

Move during grapple:
You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

crushing Rhuuls wind-pipe as they move
contrict damage Rhuul: 1d6 + 7 ⇒ (4) + 7 = 11

Zuriel takes a stab at him as he moves closer, hitting him in the right leg

This movement also provokes from Evenstar and Rowanna (if Rowanna is holding a weapon) and Variel
AOO Variel with Cestus: 1d20 + 1 + 3 ⇒ (2) + 1 + 3 = 6

As the dwarf moves closer to you you can feel the cold radiating around him freezing your blood
Beware of his aura - 10 ft around him

Haltani - fear showing in her eyes - then does a full retreat, but the slippery ice under her feet prevents her from getting away far.

init
Party (entangled: 3 rounds)
Formerly frozen dwarf

Damage frozen dwarf: 22

Scarab Sages

Just realized that Evil eye has a will save as well, it just automatically sticks for 1 round and can be extended by cackle, I don't want to roll the saves at the correct spots in the wall of text and possibly having to re-write the outcomes, so rolling 2 saves now

Will save vs Evil eye -2 AC: 1d20 + 7 ⇒ (19) + 7 = 26
Will save vs Evil eye -2 to hit: 1d20 + 7 ⇒ (19) + 7 = 26

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Did Rhuul really take two lots of constrict damage in the one round? That seems... rough. 24 or 35 damage, including three cold.

Rhuul shivers under the cold of the reverant.
fort: 1d20 + 6 ⇒ (16) + 6 = 22

He tries to break free from the horrible creatures grapple
CMB: 1d20 + 5 ⇒ (18) + 5 = 23

As he is dragged across the floor, he continues quipping.

"If you wanted to dance, you only had to ask"

Continues with inspire courage and waving his flag. +3/+3. Best make good use of it, as Rhuul is likely to be unconscious or dead this time next round.

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Yeah, we're in serious trouble. GM, the "IC" on my rolls was inspire courage. I gave myself a -2 and a -2 because entangled said I get a -4 to dex and a -2 to attack rolls, so it penalized twice. But it looks like Haltani made my attack hit, right? Can I recommend that Variel cast defensively and convert Stinking Cloud into Cure Serious Wounds to hit the undead?

Zuriel, frozen to the core, drops his polearm and draws his flail, swinging it in desperation at the malevolent creature.

Two-handed power attack, flanking, Inspire Courage, Fatigue, Entangled, vs Grappled/Evil Eyed Ac: 1d20 + 6 - 1 + 2 + 3 - 1 - 2 ⇒ (5) + 6 - 1 + 2 + 3 - 1 - 2 = 12

Damage, power attack, IC, fatigue: 1d8 + 4 + 3 + 3 - 1 ⇒ (3) + 4 + 3 + 3 - 1 = 12

Haltani! Help us, or all is lost! How can we defeat this creature?

She's got to have some Knowledge skills, right?

Ref vs cold aura, fatigued, entangled: 1d20 + 3 - 3 ⇒ (16) + 3 - 3 = 16

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

From my reading of the rules, Moving while Grappling someone is a standard action, so the Dwarf couldn't both grapple Rhuul and move in the same turn.

CRB pg. 200 wrote:


Once you are grappling
an opponent, a successful check allows you to continue
grappling the foe, and also allows you to perform one of
the following actions (as part of the standard action spent
to maintain the grapple)
.

Move: You can move both yourself and your target up to
half your speed. At the end of your movement, you can place
your target in any square adjacent to you. If you attempt to
place your foe in a hazardous location, such as in a wall of
fire or over a pit, the target receives a free attempt to break
your grapple with a +4 bonus.

Emphasis mine.

Liberty's Edge

Human Barbarian 5 | HP 50/50 | AC 18; Tch 12; FF 18 | F +6; R +3; W +3 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Greatsword (adamantine): +11 (2d6+8/19-20) | Perc +11

Evenstar is accustomed to cold nights on the tundra, but nothing this cold. She feels it bite into her lungs as she tries to breathe.

But seeing this creature throttle her companion puts the testy barbarian on edge; she flies into a fiery rage that just about counters the cold.

She swings at it violently as it passes her, the follows after it swinging at its back.

"RaaaAAAAGH!!!"

AoO, MW Greatsword Power Attack: 1d20 + 7 + 2 + 3 ⇒ (12) + 7 + 2 + 3 = 24 for Greatsword damage: 2d6 + 9 + 3 + 3 ⇒ (4, 3) + 9 + 3 + 3 = 22 Added modifiers for banner and rage

MW Greatsword Power Attack: 1d20 + 7 + 2 + 3 ⇒ (17) + 7 + 2 + 3 = 29 for Greatsword damage: 2d6 + 9 + 3 + 3 ⇒ (5, 5) + 9 + 3 + 3 = 25

fort save: 1d20 + 5 ⇒ (3) + 5 = 8 take full dmg

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]
Zuriel Heihachi wrote:

Can I recommend that Variel cast defensively and convert Stinking Cloud into Cure Serious Wounds to hit the undead?

Variel is very squishy but I dont have a better plan so...

Reaching for his arcane power Variel unleashes a positve energy attack at the creature before cackling again.
Defen Casting: 1d20 + 11 ⇒ (17) + 11 = 28
T. Attk: 1d20 + 5 ⇒ (20) + 5 = 25
Crit confirm: 1d20 + 5 ⇒ (20) + 5 = 25
CSW dmg: 3d8 + 5 ⇒ (1, 4, 3) + 5 = 13
Crit Dmg: 3d8 + 5 ⇒ (3, 8, 4) + 5 = 20

Reflex from before: 1d20 + 5 ⇒ (4) + 5 = 9

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Variel--sorry, I wasn't telling you what to do. My suggestion was for DM Revvy if he had to still bot you. But it looks like it worked out! Rhuul, I like raging too, but sadly I think Evenstar's move is illegal. She and I are both fatigued, thus we can't rage (otherwise I would've bloodraged for this fight). :-(

Liberty's Edge

Human Barbarian 5 | HP 50/50 | AC 18; Tch 12; FF 18 | F +6; R +3; W +3 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Greatsword (adamantine): +11 (2d6+8/19-20) | Perc +11

gah! Totally forgot about being fatigued! Subtract 2 from attacks and 3 from dmg pls!

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Actually 3 and 4, because fatigued gives you -2 to str and dex. So you lose the rage bonus and are further penalized. Sorry to be that guy, but might as well address it while we're on so we don't have to wait for the GM to catch it, you know? We should help him out--it's hard to GM a PbP. That last giant post of his alone would've give me nightmares to do myself, lol.

Liberty's Edge

Human Barbarian 5 | HP 50/50 | AC 18; Tch 12; FF 18 | F +6; R +3; W +3 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Greatsword (adamantine): +11 (2d6+8/19-20) | Perc +11

Roger that. Unfortunately I can't go back and edit my post, but please adjust accordingly, Revvy. :)

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

I'll post Rowanna's actions once the GM has had a chance to address my rules question.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]
Zuriel Heihachi wrote:
Variel--sorry, I wasn't telling you what to do. My suggestion was for DM Revvy if....

Np, sorry I wasnt around as much as I should. Got chewed by work and a cold last week.

Scarab Sages

Rowanna Nachtalus wrote:

From my reading of the rules, Moving while Grappling someone is a standard action, so the Dwarf couldn't both grapple Rhuul and move in the same turn.

CRB pg. 200 wrote:


Once you are grappling
an opponent, a successful check allows you to continue
grappling the foe, and also allows you to perform one of
the following actions
(as part of the standard action spent
to maintain the grapple).

Move: You can move both yourself and your target up to
half your speed. At the end of your movement, you can place
your target in any square adjacent to you. If you attempt to
place your foe in a hazardous location, such as in a wall of
fire or over a pit, the target receives a free attempt to break
your grapple with a +4 bonus.

What your saying is correct, however Rhuul is already grappled from the AOO,-> the standard to maintain the grapple also allows you to perform one of the following actions -> move. so on his turn he sustains the grapple and moves Rhuul while doing so

Edit: Ah, I just noticed I didn't specify the first attack the enemy took was an AOO triggered by Rhuul's movement, just sort of hinted at it happening due to Rhuul moving

@Rhuul; constrict damage happens every time a successful grapple check is made. Once during your turn as a free grab during the AOO, then once again on the dwarfs turn when he sustain the grab

constrict:
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.

Scarab Sages

Evenstar swings at the departing dwarfs hitting the frozen one in the back as it passes by

After being dragged along Rhuul struggles to escape the creatures grasp but fails to do so. (doesn't beat CMD)

Zuriels attack fails to hit the frozen dwarf as he waves Rhuul around in front of him (doesn't hit AC,grabbing Rhuul has nothing to do with it, just sounded cool to me)

Evenstar then follows after the dwarfs and repeats his attack to the frozen dwarf again, almost chopping of one of it's arm
Adjusting damage, attack still hit

Variel then takes down the dwarf with a touch of positive energy delivered straight to it's brain from within as he sticks his hand inside the former frozen dwarfs head and makes it explode from the inside out

As the dwarf slumps back to the ground, he releases his hold on Rhuul and the temperature is now just only slightly below freezing instead of bonechilling cold

Out of combat

Scarab Sages

1d20 ⇒ 18

It also has SR 17, so I rolled to see if Variel could bypass his resistance to magic. Die roll is high enough, the will save for half damage doesn't matter..half damage is more then enough to finish him off after Evenstar's damage

Liberty's Edge

Human Barbarian 5 | HP 50/50 | AC 18; Tch 12; FF 18 | F +6; R +3; W +3 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Greatsword (adamantine): +11 (2d6+8/19-20) | Perc +11

Evenstar leans heavily on her greatsword, still feeling fatigued from the strenuous day.

"Thought we'd lost you there, dwarf. Still, your jokes aren't half-bad, so I wanted to keep you around a bit longer," she says with a wry smile.

She asks Variel to heal her, and hands the witch her wand.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Scarab Sages

The now dead dwarf wears a hexagonal hematite beard clasp with a single dwarven rune inscribed on the face.

DC 15 Knowledge (local) or Knowledge (history) check - for the beardclasp:
You recognize it as a gladdringgoch, a traditional beard or hair clasp that a clan’s leader wears as a mark of status.

DC 15 Knowledge (nobility) or Linguistics check for the rune:
You recognizes the rune for one of King Gutheran’s family lines; this rune served as the basis for the modern dwarven rune for “royalty” or “king’s blood.”

He also has a backpack which contains a journal

written in dwarven:
The cold winds howled fiercely last night. I fear that the cataclysm may truly be as great as the strange sorcerer Hao Gin warned. She has been knocking at our doors every morning, and today, I made the decision for the clan—better to take the risk of letting her whisk us all away into her mysterious realm than the certainty of freezing to death. Unfortunately, Bardak didn’t agree. My son is far too stubborn for his own good. He ran off, and I couldn’t find him anywhere. Now it’s too late; Hao Gin spirited away the rest of the clan, and I’m stuck out here in the last few rooms that she left behind. Even worse, a giant block of ice froze over the only way out of here. I could swear I heard cackling laughter from the other side of the ice, before it grew thick enough to seal off all sound from the outside world. I can only pray to Torag that Bardak changed his stubborn mind and accompanied his kin.

He carried nothing else of value with him (all though the dwarven war axe on the table is radiating magic, and might be worth something)

Scarab Sages

Zuriel Heihachi wrote:
Actually 3 and 4, because fatigued gives you -2 to str and dex. So you lose the rage bonus and are further penalized. Sorry to be that guy, but might as well address it while we're on so we don't have to wait for the GM to catch it, you know? We should help him out--it's hard to GM a PbP. That last giant post of his alone would've give me nightmares to do myself, lol.

Thanks for the help, I had a few busy days so a bit hard to catch up on everything. also..that last big post took me much, much longer then I'd have liked...so I lost sleep over it as well ;)

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Ah, that makes sense. Thanks for clearing that up, GM.

Knowledge (history): 1d20 + 11 ⇒ (18) + 11 = 29
Knowledge (nobility): 1d20 + 5 ⇒ (20) + 5 = 25

"That beardclasp is a gladdringgoch, it marks the bearer as a clan leader. The rune on it indicates that he was one of King Gutheran's bloodline, it serves as a basis for the modern dwarf rune for royalty or the king's blood." Rowanna explains after take a look at the item on the body.

She then casts Detect Magic tries to identify the dwarven war axe, "I'm not sure what special features it has."

Spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

One thing--I thought it was a reflex save, but it was actually a fort save so I succeeded. So I should only take half damage.

2d6, round down: 2d6 ⇒ (6, 6) = 12

Yeesh.

Zuriel will also hand over a wand to one of the healers, remarking with interest to Rowanna: A dwarven king? What foul magic could cause such a transformation?

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Second charge at least 2, 2 charges expended.

Rhuul, I was worried about you there for a second, but you are tougher than you look. Do you need a minute, or can you read this poor soul's journal?

It's moot now, but for future reference--I believe (with the exception of speaking) that you can only perform free actions on your own turn. So the undead couldn't have grabbed Rhuul as part of the AoO. But we're all alive, so no harm no foul!

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

"That is unclear to me, it could be anything from a curse to his anger that Naldak point was swallowed by ice. Perhaps that journal might clear things up." Rowanna replies to Zuriel's question.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

"I was worried about me too... hold off your wand for a moment.. I know a thing or two"

Rhuul eventaully stands his battered frame upright and does a little jig. As he dances, the floor around him starts to glow, the glow spreading out around the other members of the team as well.

Casts path of glory. Rhuul and the three other worst injured folk heal five points, the next person four, and whoever is least injured three. I'm not sure about everyones current hp at the moment sorry.

"Say.. how many barbarians does it take to change a lanterns oil?"
He asks, a grin on his face as he looks at the broach and journal.

"None! Barbarians arn't scared of the dark!"

Jest over, he reads out the dwarven journal.

"Interesting stuff. I wonder if this was the last leader of the dwarves here? And what happened to his son."

Massaging his throat, Rhuul drinks some ale and does another little jig
CLW: 1d8 + 5 ⇒ (8) + 5 = 13

Rhuul, apart from dancing and telling jokes is a bit of a heal-bard.

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