[PFS PbP][GameDay 4] Quest: Fane of Fangs (Inactive)

Game Master The Fox

Fane of Fangs Map


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Grand Lodge

Male human Monk(unchained) 5 |Hp:22/46| AC:19, T 18, FF 16 |CMD: 26|Fort:+7,Ref:+7 Will: +5(+2 vs. enchantments)|Speed: 40||Init:+6|Per+11|Sense Motive:+11|Stunning Fist 4/5 DC15Fort|Ki Pool 5/5|

Balazar walks over to the doors with the indentation of Erastils holy symbol. "Well I suppose we should find out what was making so much noise in here... if one of those holy symbols is indeed what unlocks this door."

While he waits for the others to return, he listens to see if the sounds continue.
perception: 1d20 + 11 ⇒ (17) + 11 = 28


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The sounds of stone being variously crushed and moved continue beyond the two large doors.


Female Human Witch (Herb Witch) 6

"Right, we're ready"


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Columns and statues of growling animals line either side of this shrine. Where once stood a broken altar now towers the statue of a fiendish man made of the same stone with curling ram horns, a hissing snake in each hand, and a gaping hole in his chest. From this wound pour writhing tendrils of inky smoke that slither across the floor and ceiling.

As the you open the doors, the cries of angry animals crescendos, and a flock of blood-flecked starlings swarm into the eastern edge of the courtyard behind you. There they fly about in a short-lived whirlwind of rage before the birds scatter, leaving behind two mountain rams with glowing red eyes and fleeces that smolder like burning coal.

Other woodland creatures gather nearby to witness your defeat while maliciously screeching in anger, but they don’t participate in the combat.

Before you, a brown, shaggy-furred beast with slate grey hooves. Its head resembles that of a maniacal horned ape. It hovers 10 feet off the ground before the statue in admiration of its fiendish art. (SFX)

Knowledge (planes) check to identify the beast:

DC 16+:
This is a ceustodaemon, a powerful fiend from the evil plane of Abaddon. Daemons are difficult to wound except with silver or good-aligned weapons. They are also capable of breathing acid over a large area.

DC 21+:
A ceustodaemon is capable of flying with the aid of magic, but it is not a talented flier. It can also cast spells that slow and paralyze foes or teleport itself great distances.

Knowledge (planes) check to identify the rams:

DC 11+:
These are fiendish rams. They are resistant to both cold and fire damage.

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Initiative

Amiri: 1d20 + 2 ⇒ (18) + 2 = 20
Sajan: 1d20 + 6 ⇒ (1) + 6 = 7
Merisiel: 1d20 + 8 ⇒ (17) + 8 = 25
Balazar: 1d20 + 1 ⇒ (7) + 1 = 8
Padrig: 1d20 + 4 ⇒ (19) + 4 = 23
Ram 1: 1d20 + 2 ⇒ (19) + 2 = 21
Ram 2: 1d20 + 2 ⇒ (14) + 2 = 16
Beast: 1d20 + 1 ⇒ (16) + 1 = 17

Initiative Order
Merisiel
Amiri
Padrig

Ram 1
Beast
Ram 2
Balazar
Sajan

Merisiel, Amiri, and Padrig are up!


Amiri thrusts her bastard sword forward, pointing toward the beast.

"FINALLY! A fight!"

She channels all of her frustration into a battle rage, power coursing through her muscles.

"Now...GET THE HELL DOWN HERE."

She rushes forward, sparks flying as her sword drags across the stones.

Ten feet up means that I can't reach it from the ground, right? If so, then Amiri will instead use the standard action to ready to attack him as soon as he comes in range

Attack with Large Bastard Sword (rage, power attack): 1d20 + 9 + 2 - 2 ⇒ (3) + 9 + 2 - 2 = 12
Damage (rage, power attack): 2d8 + 7 + 2 + 6 ⇒ (1, 6) + 7 + 2 + 6 = 22

Though I doubt that will hit anyways -_-

Free action to rage, move action to move 30 feet, standard action to attack/ready to attack


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Amiri readies an attack action. No, 10 ft up means that you need a reach weapon to attack it from the ground. If it were 5 ft. up, a Medium creature could attack it normally.


Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Merisiel springs back toward the rams, ignoring the flying creature for now. She readies to strike out with her rapier if one of the rams comes within her reach.

"When those rams come near," she says with ragged, panicked breath as she realizes there would be no way for her to reach the large beast, "flank them and I'll take them out."

Readied Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Readied Damage: 1d6 + 5 ⇒ (2) + 5 = 7


Protean Eodolon┃Init+4┃Per +7┃Hp:30/30┃AC:26┃T 14┃FF 16┃CMD 20 (can't be tripped)┃F:3 R: 8 W:4┃ 21Hp/30┃Speed 20/Fly 40(Good)┃Bite +10 (d8+3 + grab, 10 ft reach), tail slap +4 (1d6+2)┃Grapple +10┃
Defences:
evasion┃Resist acid, sonic, electricity 20
Skills:
Acrobatics +9┃Bluff +5┃Climb +10┃Fly +13┃Stealth +10

Knowledge Planes: 1d20 + 3 ⇒ (1) + 3 = 4

Damn. These things clearly aren't from the outer planes. Hopefully my pet knows more. He is almost as smart as I am and has studied other, lesser, creatures

Padrig flies over so that he right behind Amiri (and 5 feet in the air) and attempts to chomp it Bite (10 ft reach): 1d20 + 10 ⇒ (11) + 10 = 21 for damage: 1d8 + 3 ⇒ (8) + 3 = 11

If that hits :
"Hah. Take that you foul beast. Man, you taste bad"

If it doesn't:
"These things are nearly impossible to hit. But don't worry, I'll manage next attack"


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Knowledge (engineering) DC 15:
The columns here are pitted and weathered from years of exposure, making them relatively easy to scale. Although they can support a climbing creature easily, the columns are also relatively easy to topple.

@ Merisiel: Remember that your rapier has been dipped into the holy balm from the room where the bodies were found. That balm is good for a single attack. If you would like to use your knives on the rams and save the rapier for the foul beast, you may do so.

Merisiel readies an attack against the strange rams.

Padrig is unable to identify the beast. He flies up and bites into it, getting a mouthful of flesh and hair. It tastes like a wet dog rolled in sulfur. It damages the beast, but only barely.

Padrig can make a separate check to identify the rams:
Knowledge (planes): 1d20 + 3 ⇒ (7) + 3 = 10 Not quite enough.

One of the rams charges Merisiel (SFX), she strikes at it with her rapier (or dagger?) damaging the animal.
Powerful charge gore attack: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Powerful charge gore damage: 1d8 + 3 ⇒ (4) + 3 = 7

The other ram moves and attacks. (SFX)
Gore attack: 1d20 + 3 ⇒ (18) + 3 = 21
Gore damage: 1d4 + 3 ⇒ (2) + 3 = 5

The forlorn elf deftly dodges both of these fiendish attacks.

Meanwhile, the foul beast breathes a cone of fire down on Amiri and Padrig.
fire damage: 6d6 ⇒ (5, 4, 1, 2, 5, 2) = 19
Amiri Reflex: 1d20 + 4 ⇒ (1) + 4 = 5 Amiri takes full damage
Padrig Reflex: 1d20 + 8 ⇒ (17) + 8 = 25 Padrig takes 9 points of fire damage
It then flies forward 30 feet, provoking an attack of opportunity from Padrig. The laughter continues. (SFX)

GM Screen:
timer: 1d4 ⇒ 3

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Initiative Order
Merisiel
Amiri
(19 fire damage)
Padrig (9 fire damage) Make an AoO roll!
Ram 1 (7 damage)
Beast (1 hp damage)
Ram 2
Balazar
Sajan

PCs are up!

Grand Lodge

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Male human Monk(unchained) 5 |Hp:22/46| AC:19, T 18, FF 16 |CMD: 26|Fort:+7,Ref:+7 Will: +5(+2 vs. enchantments)|Speed: 40||Init:+6|Per+11|Sense Motive:+11|Stunning Fist 4/5 DC15Fort|Ki Pool 5/5|

Sajan takes a seep breath and then springs into motion, quickly following down the hall to where Merisiel faces off against the two fiendish goats. With a great leap, he bounds over the toppled column, once again trusting in his speed to keep him safe from the creatures attack +4 AC vs. attack of opportunity from mobility. Come on, take a swipe at me. Pay attention to me, not the elf with those little knives… knives that will spill your blood far faster than I can if you give her the chance He lands on the other side and his temple sword slashes at the nearest beast.
attack: 1d20 + 10 ⇒ (11) + 10 = 21
damage: 1d8 + 4 ⇒ (3) + 4 = 7


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Attack of opportunity on Sajan: 1d20 + 3 ⇒ (6) + 3 = 9

The ram is severely wounded by Sajan's temple sword.

Remember also that you can use your kicks/knees/elbows/headbutt/etc. as unarmed strikes without consuming the two dips of the holy balm.


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Female Human Witch (Herb Witch) 6

Balazar tries to identify the opponents

Big guy: 1d20 + 13 ⇒ (6) + 13 = 19

Rams: 1d20 + 13 ⇒ (3) + 13 = 16

"The big guy is a daemon who can breathe acid. Use Silver or good weapons against him

The sheep resist cold and acid, otherwise they're just sheep

So use the holy weapons against the big guy. Lets finish off the rams quickly and then concentrate on the big guy"

Balazar then takes a 5 foot step backwards and casts glitterdust on the two rams X marks the origin point. Will DC 17 or be blinded. Oh, and can't go invisible :-)


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glitterdust

Will Saves
Ram 1: 1d20 + 2 ⇒ (20) + 2 = 22 saved!
Ram 2: 1d20 + 2 ⇒ (1) + 2 = 3 blinded for 5 rounds. Gets a new save at the end of its turn each round.

(SFX)

Blinded:
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.


Protean Eodolon┃Init+4┃Per +7┃Hp:30/30┃AC:26┃T 14┃FF 16┃CMD 20 (can't be tripped)┃F:3 R: 8 W:4┃ 21Hp/30┃Speed 20/Fly 40(Good)┃Bite +10 (d8+3 + grab, 10 ft reach), tail slap +4 (1d6+2)┃Grapple +10┃
Defences:
evasion┃Resist acid, sonic, electricity 20
Skills:
Acrobatics +9┃Bluff +5┃Climb +10┃Fly +13┃Stealth +10

Does the daemon breathe acid or fire? The knowledge planes said acid but the text of his attack says fire. Since Padrig has acid resistance it matters :-). Of course, this may be a special daemon :-(

Pradig takes his AoO AoO (10 ft reach): 1d20 + 10 ⇒ (3) + 10 = 13 for damage: 1d8 + 3 ⇒ (4) + 3 = 7

Pradig moves to intercept. If I have things right, needed to make 1 almost trivial fly check. Stayed 10 ft away so unless it has reach should not provoke. Went up to 15 ft in process.
Fly check: 1d20 + 13 ⇒ (17) + 13 = 30

Is there any way I can show my path while moving?

and then bites it again
Bite (10 ft reach): 1d20 + 10 ⇒ (16) + 10 = 26 for damage: 1d8 + 3 ⇒ (8) + 3 = 11


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Sorry, the text in the scenario was incorrect. I copied and pasted, and hadn't noticed the mistake. The stat block says fire, and I double-checked the PRD—it is fire.

Padrig's attack of opportunity misses the daemon in flight.

The daemon does have reach.
AoO with bite, Power Attack: 1d20 + 8 ⇒ (10) + 8 = 18 Miss.
damage: 2d6 + 10 ⇒ (2, 4) + 10 = 16

Padrig takes another bite out of the daemon, dealing only 1 point of damage, but filling his mouth with the taste of sulfurous wet dog. :)

Padrig can only be up at +5 ft. in the hallway, due to the height of the ceiling. He can be as high as +15 ft in the Inner Sanctum, and there is no ceiling in the courtyard.

You can draw paths on the map by clicking the menu-arrow next to the line tool, then selecting the Scribble. Use red, make it a dashed line, and changed the line wt. to 4 px. :)

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Amiri (19 fire damage)
Padrig (9 fire damage)
Ram 1 (14 damage, DEAD)
Beast (2 hp damage)

Merisiel and Amiri are up.


Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

I am switching to daggers, sorry. Thought the thing was good for all rounds, not just one attack. The attack would've then been a 19. New damage is:

Dagger damage: 1d4 + 2 ⇒ (4) + 2 = 6

Merisiel scowls at the ram bleating in her face as she tries to slide past it, then waits for Sajan to come forward and attack.

"Sajan, distract it!" Merisiel cries out, then grimances. Let's hope that this thing hasn't learned how to speak Taldane yet.

Acrobatics-ing Past: 1d20 + 17 ⇒ (20) + 17 = 37
Readied Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Crit Confirmation: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d4 + 2 ⇒ (4) + 2 = 63d6 ⇒ (1, 4, 6) = 11


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No worries. That is still enough damage that it dies.

Merisiel tumbles past the fiendish ram and readies an attack for flanking.

The ram will get to go before Sajan, though.

Don't worry, the rams don't understand Common. ;)

Edit: That ram is blinded! I am altering Merisiel's turn. Instead of readying, I will just apply the attack right now. It hits. It does sneak attack damage. The ram dies.

The second fiendish ram is cut down by Merisiel's dagger to its throat. Like the first, it disappears in a black cloud of smoke, leaving the odor of brimstone behind.

Amiri is up, then the daemon.


"RRRRRRRRAAH! Get back down here!"

Amiri shifts her sword to one hand (so she doesn't threaten with it atm) and draws a throwing axe, hurling it at the daemon.

Ranged Attack with Throwing Axe (rage): 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Damage (rage): 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8


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@ Hrothdane: See this FAQ. TL;DR: You can still threaten with your bastard sword. Unfortunately, the daemon stays outside of your reach.

Missed throw direction: 1d8 ⇒ 7 I have marked the axe's location on the map in the southeast corner of the room.

Amiri draws a throwing axe and hurls it at the daemon, but it soars over the beast's head, clatters off the wall and lands in the corner of the room.

The daemon laughs again at the human barbarian, flies across the room (provoking an AoO from Padrig), and bites with reach.
Bite, Power Attack, higher ground: 1d20 + 11 - 3 + 1 ⇒ (12) + 11 - 3 + 1 = 21
damage, Power Attack: 2d6 + 4 + 6 ⇒ (4, 2) + 4 + 6 = 16

The daemon takes a sizable chunk out of Amiri's arm.

GM Screen:
timer: 2 = 2

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This is total damage taken so far this encounter.
Amiri (19 fire damage + 16 damage = 35 damage)
Padrig (9 fire damage) make an AoO!
Beast (2 hp damage)

The PCs are up! :)

Grand Lodge

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Male human Monk(unchained) 5 |Hp:22/46| AC:19, T 18, FF 16 |CMD: 26|Fort:+7,Ref:+7 Will: +5(+2 vs. enchantments)|Speed: 40||Init:+6|Per+11|Sense Motive:+11|Stunning Fist 4/5 DC15Fort|Ki Pool 5/5|

I'm doing a double move since I can't reach the creature while it's flying
Sajan leaps back over the toppled column and moves down the hall, through the door to the chamber where Amiri faces off against the flying fiend.
"We need to find a way to bring this creature back down to the ground where we can engage it"


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Protean Eodolon┃Init+4┃Per +7┃Hp:30/30┃AC:26┃T 14┃FF 16┃CMD 20 (can't be tripped)┃F:3 R: 8 W:4┃ 21Hp/30┃Speed 20/Fly 40(Good)┃Bite +10 (d8+3 + grab, 10 ft reach), tail slap +4 (1d6+2)┃Grapple +10┃
Defences:
evasion┃Resist acid, sonic, electricity 20
Skills:
Acrobatics +9┃Bluff +5┃Climb +10┃Fly +13┃Stealth +10

AoO: 1d20 + 10 ⇒ (15) + 10 = 25 for damage: 1d8 + 3 ⇒ (5) + 3 = 8

"I can't get through this things armour. We need to try something different. I'll try and push him towards you but he is a lot bigger than I am"

Padrig flies into the room and attempts a bull rush on the demon, pushing him f feet (or more) towards the ground. This DOES provoke.

bullrush: 1d20 + 6 ⇒ (20) + 6 = 26

"Ha. I got him. Kill him quick Imiri. Or grapple him or something"


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Female Human Witch (Herb Witch) 6

Balazar rushes into the room

"Amiri, I'll try and cast jump on you next round. Stay within 20 feet of me please"

He then uses his wand of magic missile.

I just noticed that the pregen contradicts itself. The gear says that it is a caster level 3 wand (2 missiles),the description says that it shoots 3 missiles (presumably caster level 5 or the author doesn't know the rules of the game. Which is definitely a possibility :-().

At any rate

UMD: 1d20 + 12 ⇒ (2) + 12 = 14

Guess its moot :-)

"Damn this thing. The seller promised me that it would work"

They've made this fight quite hard for the pregens haven't they? 20 foot high room so the bad guy can fly and be out of reach and none of us have a way of flying except the Eidolon. I can't even summon celestial flying creatures (I'm only allowed to summon a wolverine)


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AoO, Power Attack: 1d20 + 8 ⇒ (10) + 8 = 18
The attack of opportunity misses!

Good job pushing it down!

Re: the wand— Normally when there is a discrepancy between stat block text and descriptive text, I defer to the stat block. But you have already had one of those rulings go against you (acid/fire), so I'll allow you to treat the wand of magic missiles as a unique item that is CL 3rd, but fires 3 missiles instead of 2.

Yes, this fight is challenging. The author did a good job of giving the monster an environmental advantage. There are ways you can get around this, as you are discovering with Padrig. Keep at it! :)


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@Balazar I would recommend having Padrig follow as he bullrushes the daemon so he blocks some of the squares above and threatens still.

Bloodied and burned, Amiri takes her sword back into two hands, evening out her stance to give her more control of her swing.

"TAKE THIS, YOU BASTARD!"

She brings the sword up from the ground in a massive arc, swinging at the daemon above her.

Attack with Oversized Bastard Sword (rage, accurate stance, power attack): 1d20 + 9 + 2 + 2 - 2 ⇒ (17) + 9 + 2 + 2 - 2 = 28
Damage (rage, power attack): 2d8 + 7 + 2 + 6 ⇒ (8, 1) + 7 + 2 + 6 = 24

Move action to activate Accurate Stance, Standard Action to attack


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Amiri's sword cleaves into the flying daemon and it snarls back at her. (SFX) Though her sword cut deep, Amiri is surprised that it did not cause more carnage than it did.

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This is total damage taken so far this encounter.
Amiri (35 damage)
Padrig (9 fire damage)
Beast (16 hp damage)

Merisiel is up!


Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Merisiel, unable to see but hearing the devastation this creature is causing, draws a small vial from a belt pouch and quickly uncorks it. Drinking deeply, her movements suddenly begin to blur, her outline wavers.

"I can kill this thing," she shouts, "just, you know, get it in my reach."

Draw and drink my potion of blur. Five foot step over.
I am also around a corner and unable to see that I could reach the creature.


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The ceustodaemon steps back away from the barbarian, then casts dimension door and teleports into the courtyard to face Merisiel.

It used a 5-ft. step, so no AoOs. I left an arrow to show the 5-ft. step, and a shadow of the daemon to show where he was when he cast the spell, for reference.

GM Screen:
timer: 1 = 1

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This is total damage taken so far this encounter.
Amiri (35 damage)
Padrig (9 fire damage)
Beast (16 hp damage)

It is the PCs' turns!


Female Human Witch (Herb Witch) 6

Is it on the ground or still flying?


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Balazar the Summoner wrote:
Is it on the ground or still flying?

It is currently on the ground. It took a 5 ft. step, so it would have needed to make a Fly check to hover. I didn't bother to even roll. So it fell to the ground. But it was only 5-ft. up, so it doesn't take damage nor fall prone.


Protean Eodolon┃Init+4┃Per +7┃Hp:30/30┃AC:26┃T 14┃FF 16┃CMD 20 (can't be tripped)┃F:3 R: 8 W:4┃ 21Hp/30┃Speed 20/Fly 40(Good)┃Bite +10 (d8+3 + grab, 10 ft reach), tail slap +4 (1d6+2)┃Grapple +10┃
Defences:
evasion┃Resist acid, sonic, electricity 20
Skills:
Acrobatics +9┃Bluff +5┃Climb +10┃Fly +13┃Stealth +10

Padrig takes a double move to get close to the demon. Should be no AoO (assuming it has 10 foot reach, AoO if it has a 15 ft reach)


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Female Human Witch (Herb Witch) 6

Balazar goes over to Amiri and touches her, giving her a jump spell (+20 to acrobatics for long or high jumps)

I'm hoping that this will let her jump a bit into the air and still hit the demon, assuming that it again goes up to 10 ft


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Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Merisiel yelps slightly as the creature materializes behind her. "Yeah, guess this'll do, teddy," she quips as she dodges the creature's claws, almost dancing past its arms.

As she bounds toward it, she draws her rapier. It hisses slightly as the metal scrapes against its scabbard. She ends her tumble with a bounce, propelling her thrust forward into the beast's shaggy fur and glowering eyes.

"Muscles, I'll need you over here," Merisiel calls out, seeing the magic disappate from her blade. Dear gods, this is going to hurt.

Raising the DC of the acrobatics check by 10 to move full speed.

Acrobatics: 1d20 + 17 ⇒ (13) + 17 = 30
Attack with Rapier: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Merisiel has concealement, giving attacks on her a 20% miss chance. 3 minutes remaining.


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Attack of Opportunity, bite, Power Attack: 1d20 + 11 - 3 ⇒ (6) + 11 - 3 = 14
damage: 2d6 + 4 + 6 ⇒ (6, 2) + 4 + 6 = 18
The ceustodaemon's jaws snap at the forlorn elf, but she is too fast for it. Her rapier strikes deep into the fiend, and it howls in pain. (SFX)

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Amiri (35 damage)
Padrig (9 fire damage)
Beast (24 hp damage)

Amiri and Sajan are up.


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Amiri, her blade finally having tasted daemon blood, runs after the combat, each footstep falling in a hard stomp.

"Ah, had too much, HUH?!"

Double move

Grand Lodge

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Male human Monk(unchained) 5 |Hp:22/46| AC:19, T 18, FF 16 |CMD: 26|Fort:+7,Ref:+7 Will: +5(+2 vs. enchantments)|Speed: 40||Init:+6|Per+11|Sense Motive:+11|Stunning Fist 4/5 DC15Fort|Ki Pool 5/5|

Sajan sighs "Of course it can move like that too, I shouldn't even be surprised" As he heads back the way he came back out to the main courtyard and back over top of a now very familiar toppled over column

double move


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The fiendish daemon leaps into the air once again (attacks of opportunity from Padrig and Merisiel) and flies over the courtyard. It then casts a spell on Amiri.

Spellcraft DC 20:
[url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/holdMonster.html#hold-monster]hold monster

Amiri Will save, raging: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 Natural 20—awesome!

The barbarian brushes off the effects of the fiend's spell-like ability.

Looking through saving throws, I see that Padrig has evasion, so he didn't take the fire damage earlier. :)

Move Action: Fly up to +30 ft. above the courtyard.
Standard Action: Cast a spell.

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Amiri (35 damage)
Padrig (0 fire damage)
Beast (24 hp damage)

PCs are up!


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Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Attack of Opportunity: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

"Hey!" Merisiel shouts at it, waving her sword. "No fair! Against the rules!"

The creature now far out of her reach, she pulls out a small sack seeming to ooze with chemicals. She twists her arm back, throws forward and the sack flies gently through the air toward the daemon.

Ranged Touch: 1d20 + 7 - 6 ⇒ (13) + 7 - 6 = 14

Calculated in being 3 range incremements away.

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.


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Merisiel strikes the fiendish daemon with her rapier, but does not damage it.

Her tanglefoot bag splatters over the creature, forming a sticky mat of goo and hair. It need not make a Reflex save because it is neither on the ground nor using wings to fly. It does, however, have the entangled condition.

GM Screen:
tanglefoot bag timer: 2d4 ⇒ (3, 4) = 7

The goo is spread well across the creature's body. It looks like it will be quite some time before it wears off.


Female Human Witch (Herb Witch) 6

Given that it is flying while entangled and without wings, Balazar realizes that it is flying by magic. He therefore drops his wand of magic missile while heading to the door, drawing his wand of dispel magic instead.

"Hope this works."

He attempts a dispel targetted on the fly spell.

Dispel Magic: 1d20 + 5 ⇒ (13) + 5 = 18


Protean Eodolon┃Init+4┃Per +7┃Hp:30/30┃AC:26┃T 14┃FF 16┃CMD 20 (can't be tripped)┃F:3 R: 8 W:4┃ 21Hp/30┃Speed 20/Fly 40(Good)┃Bite +10 (d8+3 + grab, 10 ft reach), tail slap +4 (1d6+2)┃Grapple +10┃
Defences:
evasion┃Resist acid, sonic, electricity 20
Skills:
Acrobatics +9┃Bluff +5┃Climb +10┃Fly +13┃Stealth +10

I think that the demons movement was enough to bring it within a tail slap of Padrig. If so, he uses that, otherwise he bites

AoO: 1d20 + 9 ⇒ (8) + 9 = 17 for damage: 1d6 + 2 ⇒ (6) + 2 = 8 Good aligned
+1 to hit for bite: 1d8 + 3 ⇒ (6) + 3 = 9 damage if he had to bite.

The rest of his action depends on what happened with Balazar and that attack so I'll wait until I know more


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Is there some reason that Balazar cannot hold both wands, one in each hand?

Balazar's dispel magic was not quite strong enough to end the magical flight of the daemon.

Padrig could use his tail for the AoO, but the point is moot because the attack missed.


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Amiri glares at the gnome as he fails to bring down the daemon. She shifts her sword to one hand, draws her last throwing axe, and chucks it up at the daemon.

Throwing Axe (rage, accurate stance): 1d20 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17
Damage (rage): 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9


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Miss direction: 1d8 ⇒ 6
Amiri's axe arcs through the air and comes closer to hitting Padrig than the fiend, landing with a clatter between Merisiel and Sajan.


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Padrig can finish his turn, and Sajan is also up.

Grand Lodge

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Male human Monk(unchained) 5 |Hp:22/46| AC:19, T 18, FF 16 |CMD: 26|Fort:+7,Ref:+7 Will: +5(+2 vs. enchantments)|Speed: 40||Init:+6|Per+11|Sense Motive:+11|Stunning Fist 4/5 DC15Fort|Ki Pool 5/5|

Sajan pulls his vial of holy water from his pack and takes a step forward 5 foot step and cocks his arm back, throwing the vial at the flying beast.
"Eat this, fiend"

attack: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15 vs. touch AC
damage: 2d4 ⇒ (3, 1) = 4


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The daemon again howls in pain (SFX) and smoke rises from the point of impact as the holy water sears its flesh.

That was a good idea!

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Amiri (35 hp damage)
Beast (28 hp damage)


Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

How tall are the ceilings in the hallways?


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Merisiel, Forlorn wrote:
How tall are the ceilings in the hallways?

10 feet.


Protean Eodolon┃Init+4┃Per +7┃Hp:30/30┃AC:26┃T 14┃FF 16┃CMD 20 (can't be tripped)┃F:3 R: 8 W:4┃ 21Hp/30┃Speed 20/Fly 40(Good)┃Bite +10 (d8+3 + grab, 10 ft reach), tail slap +4 (1d6+2)┃Grapple +10┃
Defences:
evasion┃Resist acid, sonic, electricity 20
Skills:
Acrobatics +9┃Bluff +5┃Climb +10┃Fly +13┃Stealth +10

"This is getting silly, damn it. Hope this doesn't hurt"

Padrig flies up beside and below the demon, trying to avoid provoking

acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21

He then tries to hit it with his tail
tail slap: 1d20 + 9 ⇒ (7) + 9 = 16 for damage: 1d6 + 3 ⇒ (4) + 3 = 7 (Good aligned)

I think that even with it entangled that will miss

"I meant to do that. Lull it into a false sense of security"


Korvosa map | Green Market map

Padrig provokes an attack from the daemon as he flies up next to it.
AoO bite, Power Attack, entangled: 1d20 + 11 - 3 - 2 ⇒ (14) + 11 - 3 - 2 = 20
damage: 2d6 + 4 + 6 ⇒ (6, 4) + 4 + 6 = 20
It snaps at the eidolon, but the attack is deflected by Padrig's natural armor.

The ceustodaemon then opens it's gaping maw and breathes fire down on the heroes. (SFX) (Centered on the X. Note that a 30-ft. cone has a 20-ft. radius at its base.)

fire damage: 6d6 ⇒ (6, 6, 5, 4, 1, 2) = 24
Amiri Reflex save: 1d20 + 4 ⇒ (7) + 4 = 11 ┃24 fire damage
Merisiel Reflex save: 1d20 + 9 ⇒ (11) + 9 = 20 evasion, no damage
Sajan Reflex save: 1d20 + 7 ⇒ (4) + 7 = 11 evasion, 24 fire damage

GM Screen:
timer: 1d4 ⇒ 4
tanglefoot bag timer: 6 = 6

It then flies to the corner of the courtyard, provoking another attack from Padrig's tail.
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Amiri (59 hp damage) Yikes! Amiri is in trouble. (But not as much trouble as she would be if she were a Core barbarian).
Beast (28 hp damage)
Sajan (24 hp damage)

The PCs are up! Padrig gets an AoO.

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