[PbP Gameday VI] Feral's Jade Regent: #6 The Empty Throne - Sanctioned Seeker Adventure (Inactive)

Game Master Feral

Map

[dice=Chun]1d20+8;1d20+8;1d20+8[/dice]
[dice=Grota]1d20+5[/dice]
[dice=Kaz]1d20+2[/dice]
[dice=Lenny]1d20+15[/dice]
[dice=Valrar]1d20+12[/dice]
[dice=Viscount Abel]1d20+12[/dice]
[dice=]1d20[/dice]


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"Kylou are champions of Hell - as deadly as they are duplicitous."

The inscrutable aeon is familiar with Kylou, known as handmaiden devils to mortals, as direct servants to Hell's female overlords. They are known to hide their fathomless evil beneath illusions of beauty, graciousness, and tradition.

The Ambassador can ask two questions about Kylou.

Grand Lodge

CG Female Tiefling (Demon-Spawn) Cleric 3/Monk 1 | HP 30/30 | AC 16/14/16 | F +7, R +4, W +9 | Init +0 | Perception +12 | Conditions: | Speed: 30 | Channel Energy 2/3 | Spells: 1st 3/4, 2nd 3/3, Bond 1/1

Special Attacks and Special Defenses, please.

The Ambassador projects an image of a kylou into the minds of all present, plus several rudimentary pictures describing what it knows.

I think the process of envisaging can be expedited in combat. But when used, it would often take the form of a picture of the creature being attacked with something, accompanied by a check or no sign depending on resistance, immunity, or vulnerability. That or the creature using some sort of attack. If that doesn't work, it can also talk directly to Valrar and he can repeat the information.

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Chun Hei nods "Shall we head to the well? We do still have the Aspis to contend with eventually."

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

Lenny will fill in the blanks on the Kylou adding information such as vulnerabilities, senses, and lowest save if possible.

kn planes: 1d20 + 28 ⇒ (16) + 28 = 44

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

"Their blessing we need, so we shall defeat this Kylou. We must hurry."

Sovereign Court

Male Cavalier 16 HP: 39/164 AC (41)39 T 15 FF 38 | F (+21)+19 R (+14)+12 W (+13)+11 | Perception:(+4)+2 Sense Motive (+21)+19 (Effects:Barkskin +5, Heroism)

"Let's hit it bros."


In the future, please include an information wishlist with your knowledge rolls.

In addition to being a general melee threat, kylou have grab/swallow whole. They have typical devil resistances (DR/good; Immune fire, poison; acid and cold resistance; moderate SR). They have darkvision and constant true seeing. Base, will is their lowest save.

Are folks ready to jump into the well?

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Ready to head to the well

Sovereign Court

Male Cavalier 16 HP: 39/164 AC (41)39 T 15 FF 38 | F (+21)+19 R (+14)+12 W (+13)+11 | Perception:(+4)+2 Sense Motive (+21)+19 (Effects:Barkskin +5, Heroism)

Yep!


Reaching the well proves trivial as it's a short walk from the Amatatsu tomb. It's only when the party leans over the edge to peer down into it that that the intensity of the spiritual presences within becomes clear.

What's the plan to get down? There's no visible handholds or anything.

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Assuming it is wide enough to circle down with Air Walk, I'm set at least

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The viscount slowly lowers himself down the well on his carpet.

Sovereign Court

Male Cavalier 16 HP: 39/164 AC (41)39 T 15 FF 38 | F (+21)+19 R (+14)+12 W (+13)+11 | Perception:(+4)+2 Sense Motive (+21)+19 (Effects:Barkskin +5, Heroism)

Kaz and Cookie look down the well. The cavalier takes a potion and Cookie drinks it down. The pair then descend into the well. Potion of Fly used. It lasts for 5 minutes.

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

Grota will use Slow Fall on everyone for a ki point and advice round if it's 70 ft. or less. If it's more, he'll attached a Floating Feather Feather Token to himself and descend down. Will last 1 minute.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

If Grota's Slow Fall doesn't look like it will work then Lenny will cast Mass Fly lasting for orange stone: 1d4 - 2 ⇒ (1) - 2 = -1 140 minutes.

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

If Lenny is using Mass Fly, Grota will save his Floating Feather Feather Token. Looks like we would each get about 20 minutes of flying.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

The spell is better then that. We all have 140 minutes of flying.

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

So, we are doing that? I thought it was just if those who got down first could tell us the well was deeper than 70 feet. Just in case....

If Lenny doesn't use Mass Fly:
Valrar begins to pull a loose thread from his robe. The fibers then thicken into a strong hempen rope, while not seeming to damage the garment at all. Lowering it into the well, he continues to do so until someone calls down that it is enough. He then anchors it wherever he can and cruises down with relative speed and ease.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

Lenny casts Mass Fly.

"There might be pit traps or something. Try not to crash into each other."


Peering down into the well, it looks deeper than the 60 feet by most darkvision.

Opting for the longer lasting flight spell, the party drifts down into the well to find an impossibly expansive cavern, seemingly larger that the whole of the island up above it. The roar of falling water from streams pouring out of the sides fills this massive cavern, echoing off the stone walls. The water floods the cavern before falling into a second chasm on the north side of the chamber. Several passageways exit the cavern, leading to higher ground.

I'm going to assume everyone uses their flight to avoid dipping in the water. Let me know if you're interested in trying it anyway. You've got several passages going in a bunch of directions or you can go down a level.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

Notes on the Mass Fly spell: Speed is 60 or 40 if you are in medium/heavy armor or encumbered. Maneuverability is Good so +4 to Fly. And it was cast at 14th level so another +7 to Fly.

Lenny will hover about 20 feet above the water and cast Detect Magic spending a few rounds checking each direction including down.

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

My bad about Mass Fly's duration.

Grota "seas" no reason to touch the water.

Grota will keep his eyes out in this space for any threats. Will take 10 on perception for 37.

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

Valrar floats about a foot above the water, waiting for others more observant than he to call out a threat so he can cut it down.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount will push Grota along and and proceed to the next chamber after a moment.


Lenny detects a powerful conjuration aura coming from the water below.

Which direction did you guys want to go?

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

"Something is in the water."

spellcraft: 1d20 + 28 ⇒ (4) + 28 = 32

Sovereign Court

Male Cavalier 16 HP: 39/164 AC (41)39 T 15 FF 38 | F (+21)+19 R (+14)+12 W (+13)+11 | Perception:(+4)+2 Sense Motive (+21)+19 (Effects:Barkskin +5, Heroism)

"Can we ignore it bros?" Unless someone has a better idea, I say north.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount sighs We should make sure this isnt a trap of some kind ... i guess.

He will ready a dispel magic should something randomly get conjured as they proceed

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Chun Hei nods as she walks on air to the north.

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

Does Lenny detect that it is the water itself or something in the water?

Grota will cast Detect Conjuration from his Runeward Tatto of Conjuration to see for himself. (Work like detect magic but only for that school. Grota has one for all 8 schools!)

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

"North it is, I suppose, though we'd do well to figure this out first. And by we, I mean one of us who can do it, so not me."


Lenny definitely gets the impression that the magic is enchanted, not something beneath the water.

Bigger post to come as soon as I get home.


DM Feral wrote:

Lenny definitely gets the impression that the magic water is enchanted, not something beneath the water.

Bigger post to come as soon as I get home.

That's what happens when I try to post before leaving work.

Flying north the party gets out from over the water an enters a series of narrow tunnels. Finding nothing of interest, the party circles around until the tunnel open into a sunken cavern where a cloying mist seeps from the moist rocky walls, hiding most of the chamber floor. Fifty feet overhead, giant stalactites hang from the ceiling, resembling enormous teeth stretching within ten feet of the ground. Some of their ends have broken off, and now lie scattered amid the rubble at the edges of the mist.

The map has been updated. You can return to the main chamber or continue exploring south from here.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

"Probably time for some buffing."

On himself.

orange stone: 1d4 - 2 ⇒ (2) - 2 = 0

false life greater: 2d10 + 15 ⇒ (4, 2) + 15 = 21

See Invisibility

Darkvision

And orange stone: 1d4 - 2 ⇒ (1) - 2 = -1

Via an extend rod charge 28 hours of +3 greater magic weapon for whomever wants it.

Also a charge of Heightened Awareness that will be discharged if it comes up.


Hold the phone!

The moment Lenny starts to work his magic a dark word of power erupts from the mist overhead followed by blasts of inky miasma.

Cookie, Valrar, and anyone else with 13 HD needs to make a DC 21 will save or be dazed for a round. This is an evil sonic effect.

Damage vs Non Chaotic People: 6d8 ⇒ (4, 8, 3, 4, 4, 1) = 24

Will 18 for half. If you're neutral on the law/chaos axis, take half automatically and save for quarter.

Damage vs Non Evil People: 6d8 ⇒ (7, 8, 3, 6, 4, 1) = 29

Will 18 for half. If you're neutral on the good/evil axis, take half automatically and save for quarter.

Chun: 1d20 + 8 ⇒ (19) + 8 = 27
Grota: 1d20 + 5 ⇒ (20) + 5 = 25
Kaz: 1d20 + 2 ⇒ (20) + 2 = 22
Lenny: 1d20 + 15 ⇒ (15) + 15 = 30
Valrar: 1d20 + 12 ⇒ (4) + 12 = 16
Viscount Abel: 1d20 + 12 ⇒ (20) + 12 = 32
???: 1d20 + 4 ⇒ (11) + 4 = 15

If anyone has something that lets them always act in the surprise round you can take a standard or move. Otherwise we're moving on to Round 1. The party is up.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

Lenny is Chaotic Good so how much is he taking? Since Greater False Life was the first spell mentioned I'll roll for keeping it.

Will Save DC 21? inc +4 vs spell/spell-like: 1d20 + 19 + 4 ⇒ (9) + 19 + 4 = 32

Concentration DC 10 + 4 + dmg taken: 1d20 + 15 + 9 + 2 ⇒ (6) + 15 + 9 + 2 = 32


Since Lenny is chaotic he can ignore the first chunk of damage. He needs to save for half on the second one.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

I rolled a save. So he takes 15 dmg, DC 29 Concentration check which he makes. So he is down 15 but has 21 thp.

spellcraft: 1d20 + 28 ⇒ (10) + 28 = 38


You'd only take 14 damage. You always round down in Pathfinder.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Mercer is N

Will : 1d20 + 15 ⇒ (14) + 15 = 29
Will : 1d20 + 15 ⇒ (3) + 15 = 18

Taking a small chunk of damage from unholy words and seeing no obvious foes the sorceror readies a dispel magic to potentially counter any further casting.

Auto success on the spellcraft,

CL check: 1d20 + 16 ⇒ (8) + 16 = 24

Sovereign Court

Male Cavalier 16 HP: 39/164 AC (41)39 T 15 FF 38 | F (+21)+19 R (+14)+12 W (+13)+11 | Perception:(+4)+2 Sense Motive (+21)+19 (Effects:Barkskin +5, Heroism)

Cookie Will vs Daze: 1d20 + 6 ⇒ (18) + 6 = 24

Kaz Will: 1d20 + 13 ⇒ (9) + 13 = 22

Cookie Will: 1d20 + 6 ⇒ (15) + 6 = 21
Cookie Will: 1d20 + 6 ⇒ (12) + 6 = 18

Kaz take 7, Cookie takes 13

"What was that bros?" Do we see anything that did that?


It was fairly clear that it came from the mist at the top of the cavern but you don't see any obvious shapes up there.

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

Will vs. Daze: 1d20 + 11 ⇒ (5) + 11 = 16

Will vs. Evil Damage: 1d20 + 11 ⇒ (14) + 11 = 25

Valrar shudders as the energy washes over him, a bit hurt but his mind left reeling.

Can't act in the surprise round, can take AoOs, but not this time due to daze.

Grand Lodge

CG Female Tiefling (Demon-Spawn) Cleric 3/Monk 1 | HP 30/30 | AC 16/14/16 | F +7, R +4, W +9 | Init +0 | Perception +12 | Conditions: | Speed: 30 | Channel Energy 2/3 | Spells: 1st 3/4, 2nd 3/3, Bond 1/1

Will vs. Daze: 1d20 + 7 ⇒ (16) + 7 = 23

Will vs. Chaotic: 1d20 + 7 ⇒ (19) + 7 = 26

Will vs. Evil: 1d20 + 7 ⇒ (4) + 7 = 11

The Ambassador fares better than its companion, but still looks rather damaged due to its physical fragility. It seeks to investigate the source of the phenomenon, if possible.

Appropriate Knowledge Check, +20/24 depending: 1d20 ⇒ 13

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Chun Hei has 14 HD, is lawful and can always act in surprise rounds. She also rolls initiative 3x and takes the best (although not an issue with the roll this time

will vs chaos: 1d20 + 12 ⇒ (15) + 12 = 27
will vs evil: 1d20 + 12 ⇒ (11) + 12 = 23

half an quarter so 19 damage to Chun Hei

Chun Hei reacts quickly, casting Righteous Might on herself during the surprise round bumping the Viscount into the back wall.

Chun Hei then provides a Blessing of Fervor to the group before air-walking up into the mist.

Sovereign Court

Male Cavalier 16 HP: 39/164 AC (41)39 T 15 FF 38 | F (+21)+19 R (+14)+12 W (+13)+11 | Perception:(+4)+2 Sense Motive (+21)+19 (Effects:Barkskin +5, Heroism)

Kaz and Cookie will follow Chun Hei into the mist.


Perception 19 if you enter the mist:
There are three huge hulking shapes blending in with the mist.

Note: If you're rolling knowledge checks please include your wishlist of info.

Kaz has actions left and I could use questions from the Ambassador.

Sovereign Court

Male Cavalier 16 HP: 39/164 AC (41)39 T 15 FF 38 | F (+21)+19 R (+14)+12 W (+13)+11 | Perception:(+4)+2 Sense Motive (+21)+19 (Effects:Barkskin +5, Heroism)

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

"Uh, there are three giant bros in here." Kaz then focuses his resolve as shows off his abs in an attempt to demoralize the hulking shapes. "Why are you hiding? Is it because you're all uggos?"

Intimidate vs Bigger Dudes: 1d20 + 29 - 4 ⇒ (4) + 29 - 4 = 29

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

Taking the +2 to Reflex Saves and AC from Blessing of Fervor (Included in stat block)

Will Save: 1d20 + 27 ⇒ (16) + 27 = 43 - Lawful, So 12 damage
Will Save: 1d20 + 27 ⇒ (15) + 27 = 42 - Neutral, so 7 damage

Move Action
Grota flies into the mist.

Can't fail the Perception check.
Knowledge (Monster): 1d20 + 7 ⇒ (5) + 7 = 12 - Would like to know defenses like DR but I probably know nothing.

Swift Action
"We should either draw them out of the mist or our front line should advance into it."
Grota starts giving Advice to the party. Like Inspire Courage +3.

Standard Action
Wondering if he can even damage or stun these things, Grota attacks one of them with a Stunning Fist.
Stunning Fist Attack (Advice): 1d20 + 20 + 3 ⇒ (13) + 20 + 3 = 36
Stunning Fist Damage (Advice): 2d6 + 3 ⇒ (3, 3) + 3 = 9 - Counts as Cold Iron, Lawful, Magic, and Silver
If it takes any damage at all from that, DC 27 Fort save vs. stun.

For Resource Tracking Purposes:
Current Stat Line (After this turn): Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 124/143 | AC 42^*# | T 33 (37 incorporeal)*# | FF 39^* | CMD 47 (49 vs. trip/disarm, 61 vs. grapple)# | F +23 | R +19# (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 22/24 | Stunning Fist 20/21 | Ki Pool 21/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Blessing of Fervor (Currently +2 Reflex/AC)(#), Mage Armor(*), Mass Fly

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

Current Party Buffs: (Only listing the ones the whole party has)

  • Advice +3 (like Inspire Courage)
  • Barkskin +5
  • Blessing of Fervor
  • Mass Fly

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Community / Forums / Online Campaigns / Play-by-Post / [PbP Gameday VI] Feral's Jade Regent: #6 The Empty Throne - Sanctioned Seeker Adventure All Messageboards

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