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| 1,451 to 1,500 of 2,037 |
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| Ried Wil o' Wisp |
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Male Desert Elf Crypt Breaker 2 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison) Spoiler:
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Copy all, assumed it was part of the scream based on the text
Ried flees for the door.
| Alistair ex Tyriel |
| Male Human Wizard-3 |
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So I can't find anything in the rules anywhere that says one way or the other. The listing for move actions lists "open/close a door" as a move action, but spells and effects that work on doors affect a "portal" which would be the entire opening.
Alistair was expecting this response, and quickly turns to throw the doors behind him closed. If this requires two move actions then I am done, if it can be done in one, then:
Alistair raises his hand closing it to a fist. As he concentrates on his ring it begins to glow with an ethereal light. He thrusts his fist forward and cants, "Bayhudrech niychty wemydr, mydrean stchymyity onradrunch Un pounty anyon ybaira yrasti liyhui."
The ethereal energies rush from his ring and swirl about as they coalesce on the doors, they mill about for a moment, with seemingly no purpose, then they quickly rush in, and for the barest of an instant form the glowing outline of a bar on the door as he casts hold portal.
| Rigor Rictus |
| Killer GM |
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Still just waiting for Agnar and Valachi.
As those who were frightened will have no way to escape given Alistair's prompt closing of the doors, here are the rest of the consequences for the Frightened state:
Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
| Ried Wil o' Wisp |
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Male Desert Elf Crypt Breaker 2 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison) Spoiler:
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Ried will cower in the corner and hold out an unstoppered vial of holy water in one hand. Looking out of the corner of his eye, he'll pour it out if the thing comes near him, but he won't go near it.
Melee touch? 1d20 ⇒ 20
Damage 2d4 ⇒ (2, 3) = 5
| Ried Wil o' Wisp |
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Male Desert Elf Crypt Breaker 2 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison) Spoiler:
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Ried Wil o' Wisp wrote:Reid, how average of you!
Damage 2d4 =>2,3 = 5
No doubt ... do you roll crits on "pouring holy water through an incorporeal creature?"
| Rigor Rictus |
| Killer GM |
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Agnar looks at the others and stands where he is not sure what to do.
Did Agnar have a oil on him? I do not remember and if he did I forgot to add it to my gear.
The second vial of oil was unclaimed, so you may have taken it, and even applied it to your weapon if you wish, before coming into this room.
| Rigor Rictus |
| Killer GM |
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Round 1 Resolution:
Alistair turns and slams the doors closed with the group inside. Once this is done, he seals the room with a mystical seal.
Ried seeing that the doors are now closed, is too overcome to do naught else but cower in the corner, waiving his vial of holy water like a shield. However, nothing appears to come near him.
Father is once again overcome by fear and panic. He makes for the closest door, the one in front of him and attempts to force it open. Strength Check: 20 + 3 - 2 = 21. The door splinters open for him easily and his momentum carries him through to the next room. (C9)
Kendra holds her action, looking for a sign of the creature in order to attack it.
Deliasummons her dogs and sets them loose. They look about for the target, but cannot seem to find it.
Ember turns and uses her magic to calm the fright within Valachi. He looks about in shock, trying to reorient himself to what has just happened.
A storm of objects begins to swirl about the room, and a scalpel comes flying at 1d8 ⇒ 3 Kendra. 1d20 + 3 ⇒ (2) + 3 = 5. It misses, and the slim blade sinks into the door behind her near Agnar with a thunk.
Agnar also stands ready, but does not see an opponent to confront.
Round 2:
Actions please.
| Ried Wil o' Wisp |
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Male Desert Elf Crypt Breaker 2 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison) Spoiler:
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Round 2
So has Ried's initiative changed to after the poltergeist?
Door's open... go,go,go!
Ried makes a break for it.
| Rigor Rictus |
| Killer GM |
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Round 2
So has Ried's initiative changed to after the poltergeist?
Door's open... go,go,go!
Ried makes a break for it.
Only if you want it to. I basically considered it a held action dependant on the poltergeist approaching you, which it didn't. The round elapsed without any action, so I'd allow you to retain your original init.
| Alistair ex Tyriel |
| Male Human Wizard-3 |
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Round 1 Resolution:
Father is once again overcome by fear and panic. He makes for the closest door, the one in front of him and attempts to force it open. Strength Check: D20+3-2. The door splinters open for him easily and his momentum carries him through to the next room.
The Strength check doesn't look like a roll, it looks like just 20 + 3 - 2 = 21 vice 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19. Maybe it was just your short hand, if so sorry for the interruption.
Round 2
Alistair stand ready this time, determined to help protect his new friends. He begins chanting and prepares a supernatural blast.
[ooc]Ready action to use Disrupt Undead if the bad guys appears.
disrupt undead: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 ⇒ 6/ 2 = 3
| Rigor Rictus |
| Killer GM |
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Rigor Rictus wrote:Round 1 Resolution:
Father is once again overcome by fear and panic. He makes for the closest door, the one in front of him and attempts to force it open. Strength Check: D20+3-2. The door splinters open for him easily and his momentum carries him through to the next room.
The Strength check doesn't look like a roll, it looks like just 20 + 3 - 2 vice 1d20 + 3 - 2. Maybe it was just your short hand, if so sorry for the interruption.
Odd. It shows up as a dice roll on my screen, and it used the proper code when it was input - {dice}d20+3-2{/dice}. It was a natural twenty. The +3 was his ability modifier, and the -2 is from the Frightened condition. Though the rules state Frightened causes a -2 to ability checks, it might actually make more sense in this case to give him a bonus. Either way, with the natural '20' the door didn't stand a chance.
| Ried Wil o' Wisp |
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Male Desert Elf Crypt Breaker 2 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison) Spoiler:
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Make sure you didn't use the capital D as in D20+3-2 or it comes out as a 20 every time: example: 20 + 3 - 2 = 21
| Ried Wil o' Wisp |
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Male Desert Elf Crypt Breaker 2 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison) Spoiler:
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Ried Wil o' Wisp wrote:Only if you want it to. I basically considered it a held action dependant on the poltergeist approaching you, which it didn't. The round elapsed without any action, so I'd allow you to retain your original init.Round 2
So has Ried's initiative changed to after the poltergeist?
Door's open... go,go,go!
Ried makes a break for it.
Cool, I was thinking more of on Round 1, since he ran after it appeared.
| Rigor Rictus |
| Killer GM |
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Make sure you didn't use the capital D as in D20+3-2 or it comes out as a 20 every time: example: D20+3-2
That is possible; I wasn't aware of that quirk. I can't edit it at this point to see if that is what happened, but it makes sense. I will leave it as a natural 20 in this case, and keep that in mind for the future.
| Valachi |
| Male Human Ranger (Shapeshifter) 3 {AC 14 | 30 of 35 hp} |
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I was running away. You said not to bother posting actions if you failed the save.
EDIT: Oops! I completely missed Ember's remove fear... >.<
Roaring in hatred, Valachi lauches forward to attack the undead spirit.
Round 1
Magic fang claw vs undead: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18; Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Round 2
Magic fang claw vs undead: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26; Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
2nd claw vs undead: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26; Damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8
| Rigor Rictus |
| Killer GM |
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I was running away. You said not to bother posting actions if you failed the save.
EDIT: Oops! I completely missed Ember's remove fear... >.<
Roaring in hatred, Valachi lauches forward to attack the undead spirit.
Round 1
Magic fang claw vs undead: 1d20+6+2; Damage: 1d6+3+2Round 2
Magic fang claw vs undead: 1d20+6+2; Damage: 1d6+3+2
2nd claw vs undead: 1d20+5+2; Damage: 1d6+2+2
Valachi, your opponent is presently invisible, so please indicate in which square you would like to attempt an attack.
| Delia Pilachet |
| Female Human Master Summoner 3 (AC: 16 [T: 12 /F: 14]; HP:18/18; F+0, R+3, W+4 [+6 vs Fear]; Init: +2; Perc: +1) |
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Round 2:
Delia looks around uncertain of what to do with an untraceable enemy. She decides to try and cause some splatter to maybe identify where it may be. She conjures a globule of acid and lobs it to the center of the room, hoping there may be something there. It barely makes it over to the middle, landing with a wet splot on the floor.
Acid Splash in C6, 1d20 + 4 ⇒ (2) + 4 = 6 ranged touch, miss chance 1d100 ⇒ 24, damage in the off chance (1d3 halved will be 1 no matter what, so no roll).
| Rigor Rictus |
| Killer GM |
|
Round 1 Supplementary:
Valachi moves to the space where the Poltergeist was seen and claws through the air. The Poltergeist does not appear to be there.
Round 2 Summary:
Initiative Order: Alistair, Ried, Father, Kendra, Delia, Ember, Valachi, Polergeist, and finally Agnar.
Alistair stands ready with a disrupt undead spell primed and ready to go should he catch a glimpse of the creature.
Ried sees his path clear in front of him, and runs through the door into the furnace room, out the hole in the back wall and out into the rain. Double move.
Father regains his balance from smashing through the door, and is after Ried only a moment later. Double move.
Kendra brings up a Disrupt Undead spell, ready to be unleashed, if she sees a place to direct it.
Delia throws her acid splash into the room, which hits the floor and accumulated debris with a sizzle. Her summoned dogs continue to look around for something to attack, and sniff at the air and ground.
Ember brings forth her symbol of Pharasma and channels forth a pulse of positive energy. Poltergeist's roll to resist: 1d20 + 4 ⇒ (20) + 4 = 24. 1d20 + 4 ⇒ (2) + 4 = 6 A slight gasp or hiss can be heard from the creature as the wave of energy hits it, but the sound is faint and hard to locate.
Everyone may make a free Perception check to try and figure out where the sound came from; Delia, don't forget your dogs.
Valachi (Perception: 1d20 + 8 ⇒ (3) + 8 = 11) hears the sound, but is unable to locate it. He moves to an adjacent space and swings again, again hitting nothing but air.
The Poltergeist raises another piece of junk, and hurls it, this time at the one who hurt it, Ember. 1d20 + 3 ⇒ (3) + 3 = 6 A tray of some sort clatters into the wall behind her.
Agnar(Perception: 1d20 + 8 ⇒ (2) + 8 = 10) continues to stand ready with his sword in hand. He however is also unable to determine the source of the sound.
Round 3:
Actions please. Ried and Father, the fear affect wears off and you may act normally this round.
| Ember V |
| {AC: 17; HP 17/21; 4/7 channel} |
|
Rigor Rictus: I had moved to C5 before channeling.
Round 3, Init 10
Preception Roll: 1d20 + 5 ⇒ (20) + 5 = 25
"I heard it! It is there!" Ember points to where it hides by the ceiling.
She again holds forth her holy symbol, and channels against the creature.
"By the grace of Pharasma, begone!"
Channel: 2d6 ⇒ (6, 5) = 11;save vs DC13 for 1/2 damage
| Delia Pilachet |
| Female Human Master Summoner 3 (AC: 16 [T: 12 /F: 14]; HP:18/18; F+0, R+3, W+4 [+6 vs Fear]; Init: +2; Perc: +1) |
|
Perceptions:
Delia 1d20 + 1 ⇒ (12) + 1 = 13,
Dog1 1d20 + 8 ⇒ (8) + 8 = 16,
Dog2 1d20 + 8 ⇒ (5) + 8 = 13
Delia looks around for any signs of where the noise came from, turning this way and that, looking high and low. All the same, the two golden pelted hounds cock their heads listening in curiosity. One of them jerks its head, jumping and nipping at the air.
Dog1 jumping 1d20 + 9 ⇒ (11) + 9 = 20 (2.5' high jump), attacking 1d20 + 4 ⇒ (9) + 4 = 13 (hit?), miss chance 1d100 ⇒ 81 (no miss), damage 1d4 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7 /2 = 3 (smite damage included, plus first hit on an undead bonus)
| "Father" |
| Eidolon Biped (AC: 15 [T: 11 /F: 14]; HP: 12/12; F+3, R+1, W+2; Init: +1; Perc: +4) |
|
Father angrily berates himself for the thing being able to frighten him off and leave Delia there without him. He turns and rushes back toward the room. Getting just inside, he looks to see if she is okay.
That should put him back in D9
Round 1: He moved to door, opened it.
Round 2: Double moved
Round 3: Double moved back
| Alistair ex Tyriel |
| Male Human Wizard-3 |
|
Perception: 1d20 ⇒ 17
Alistair's head snaps to the location of the sound, his finger still charged with the Positive Energies the undead find so destructive. He looses with a bolt.
Attack: 1d20 + 3 ⇒ (3) + 3 = 6 Miss Chance: 1d100 ⇒ 83 No miss Damage: 1d6 ⇒ 6 / 2 = 3
His perceptions true his target just, he is sure of where the specter hides, but in his haste he doesn't pay nearly as much attention to the source of his attack and as his hands fly wide, so does his spell.
| Rigor Rictus |
| Killer GM |
|
That should put him back in D9
Round 1: He moved to door, opened it.
Round 2: Double moved
Round 3: Double moved back
Exactly right.
Not sure of the ceiling's height, but I'm assuming that being in the top 5' of the room, it is still adjacent to the bottom 5' in that a med/small is still adjacent? If not then the just jumps and nips.
It's a 12 ft ceiling, so a little jump should do it. However, for anyone going after Delia, it should be noted that the dog doesn't seem to catch anything with its bite.
| Ried Wil o' Wisp |
|
Male Desert Elf Crypt Breaker 2 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison) Spoiler:
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Round 3
The rain splashing on the elf's face gets his attention, "That's twice." he growls to no one in particular, turns on his heel and marches back in, steeling himself once again.
I don't believe a single move gets Ried back into range (or rather line of sight) so he will double move just behind Father.
| Rigor Rictus |
| Killer GM |
|
Round 3 Summary:
Initiative Order: Alistair, Ried, Father, Kendra, Delia, Ember, Valachi, Polergeist, and finally Agnar.
Alistair lets his bolt of positive energy fly, but seems to hit nothing.
Ried and Father retrace their steps, back to the room from which they had earlier run. Ried, stopping behind Father will leave you outside the room, and you will not have line of sight to anything. You were originally inside the room when you fled, so you would have enough move to return in if you wish.
Kendra (Perception: 1d20 + 2 ⇒ (9) + 2 = 11) scowls in frustration that she cannot tell where the sound came from. She sees Alistair's shot, but also sees that it hits nothing, and therefore continues to hold her shot.
Delia's dogs continue to search, and one of them seems as though he has detected it and leaps into the air to bite at it.
Ember channels her goddess' blessing again. Resist: 1d20 + 4 ⇒ (18) + 4 = 22. 1d20 + 4 ⇒ (11) + 4 = 15. The light spreads through the room, but this time there is no reaction from the creature to say whether it was harmed or not.
Valachi waits for the creature to give another sign of where it is.
The objects levitated by the Poltergeist continue to float and swirl. One of the large tables, a sturdy oaken affair, rattles, lifts off the ground, and then 50 lbs of wood is sent flying at Ember. 1d20 + 3 ⇒ (20) + 3 = 23 4d6 ⇒ (4, 5, 5, 3) = 17 damage. It connects squarely, and elicits a woomph of air from Ember's lungs as it knocks the wind form her.
Agnar continues to stand ready, a frustrated look on his face.
Round 4:
Actions Please.
| Rigor Rictus |
| Killer GM |
|
Is there something I can do to see it?
It is unsubstantial, so many of the usual non-magic tricks, such as flour or ashes would not help, as they would pass right through instead of outlining it. If you can think of something creative, I am always willing to apply a little logic to allow solutions that might not be considered in the rules. I have no specific suggestions in mind, but feel free to think outside the box.
| Ried Wil o' Wisp |
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Male Desert Elf Crypt Breaker 2 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison) Spoiler:
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Ried will move into the room and take up a square that threatens an area that no one else threatens (if possible ... say E8) and will stand there, unstoppered vial at the ready, waiting, trying not to shiver for the thing to appear. He will pour the water through the creature should it return somewhere he can threaten.
| Rigor Rictus |
| Killer GM |
|
Thanks for being patient everyone. I am back, and hopefully we can get this encounter finished up quickly.
Round 4: Resolution
Initiative Order: Alistair, Ried, Father, Kendra, Delia, Ember, Valachi, Polergeist, and finally Agnar.
As few can find or hit this creature, I'll probably truncate the round summaries and try to speed things up from here.
The members of the team continue to stand ready with their various weapons and spells, waiting for the poltergeist to do something to give away its location. Ember takes a step back and heals herself of some of the damage inflicted by the impact of the heavy table.
The table moves again, this time flipping end over end to slam down upon her from the top. 1d20 + 3 ⇒ (7) + 3 = 10. Luckily, Ember is able to move just out of the path of the descending wood and it slams down on the floor in front of her, crushing the remains of an ancient cot.
Round 5:
Actions, if you have any. The fight at this point may depend on how many Channels Ember has left.
| Ember V |
| {AC: 17; HP 17/21; 4/7 channel} |
|
Round 5, Init 10
Ember grits her teeth.
"Can anyone work one of these Cure Wands I have?" she asks, indicating the three wands at her belt. "I must concentrate on defeating this creature, and can not take time to heal myself."
She again channels against the invisible foe.
"Or mayhap see if anyone can trace its magic to learn about where it is hiding?" she adds.
12/21 HP
Channel: 2d6 ⇒ (3, 5) = 8;save vs DC13 for 1/2 damage
Just an idea, maybe a Detect Magic can narrow down what square it is hiding in?
| Delia Pilachet |
| Female Human Master Summoner 3 (AC: 16 [T: 12 /F: 14]; HP:18/18; F+0, R+3, W+4 [+6 vs Fear]; Init: +2; Perc: +1) |
|
Delia continues to scan the room, irritation clear on her features, but she perks up a little when Ember mentions the wands. "I could certainly try, I have been known to have a bit of a knack getting magic objects to work."
She draws one of the wands from Ember's belt and tries to get it to activate for the woman, but it merely acts as if it's about to work before fading. Delia scowls, "Come on, do something." she growls at it, possibly talking to herself as well.
UMD 1d20 + 12 ⇒ (6) + 12 = 18, no luck, well at least it doesn't use a charge.
| Ried Wil o' Wisp |
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Male Desert Elf Crypt Breaker 2 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison) Spoiler:
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Or you could just let someone who actually knows how to trigger one of these activate it. Ried pulls a wand and heals Embers.
1d8 + 1 ⇒ (5) + 1 = 6
| Rigor Rictus |
| Killer GM |
|
Round 5: Summary
Ember calls for aid, and unleashes a flood of energy again. Roll to resist: 1d20 + 4 ⇒ (14) + 4 = 18; 1d20 + 4 ⇒ (6) + 4 = 10 The creature again stays quiet, making it hard to judge if it was hit or injured.
Delia and Ried move to Ember's side to help and heal her, Reid's wand helping to ease the ache in her ribs caused by the large table.
The first table flipped and lying on the ground, another table from across the room turns and flies, end first, directly at Ember, who now seems to be the sole focus of the attacks. 1d20 + 3 ⇒ (16) + 3 = 19; 2d6 ⇒ (2, 5) = 7 damage.
Round 6:
| Ember V |
| {AC: 17; HP 17/21; 4/7 channel} |
|
Round 6, Init 10
"Keep up with me and keep healing me, please" Ember asks Delia and Ried ask she steps foreward deeper into the room. "It must be hiding in the corners from me." Again she raises her holy symbol and channels.
11/21 HP; AC 16
Move to D6
Channel (6/7): 2d6 ⇒ (3, 4) = 7;save vs DC13 for 1/2 damage
| Rigor Rictus |
| Killer GM |
|
Round 6: Summary
Ember steps forward boldly, and unleashes her holy light again. Roll to resist: 1d20 + 4 ⇒ (1) + 4 = 5; 1d20 + 4 ⇒ (19) + 4 = 23
Ried follows her with his wand held ready and heals the Priestess again. 1d8 + 1 ⇒ (8) + 1 = 9 HP healed, bringing her back up to 20/21.
Unfortunately, her new position in the room leaves her open to movement from the largest table in the room, which was previously blocked lest the poltergeist divert attention to Ember's companions. The large table come racing up from the North end of the room and races towards her. 1d20 + 3 ⇒ (1) + 3 = 4. However, the table is not lifted clear of the ground, and when the legs catch on debris, it rips and splinters apart, spreading the heavy wood across the floor.
Kendra screams in surprise, but then quickly regains her composure. "Ember! How are you doing? If we can't find it, we will have to withdraw! I have a spell that might help, but it might cause just as much harm as good... Glitterdust might reveal it, but everyone could be blinded as well...?"
Round 7:
| Ember V |
| {AC: 17; HP 17/21; 4/7 channel} |
|
Round 7, Init 10
"If I can not defeat it this time, we will have to withdraw," Ember replies to Kendra. "In fact, perhaps those that can not fight it should withdraw now, as my power to call upon my Lady is almost exhausted."
Again Ember calls upon the power of Pharasma, sending her light throughout the room.
"If that does not finish it, then there is nothing I can do further in it's current state."
20/21 HP, AC 16
Channel (7/7): 2d6 ⇒ (2, 6) = 8;save vs DC13 for 1/2 damage
Wow, how many HP does this thing have?
| Rigor Rictus |
| Killer GM |
|
Round 7, Init 10
"If I can not defeat it this time, we will have to withdraw," Ember replies to Kendra. "In fact, perhaps those that can not fight it should withdraw now, as my power to call upon my Lady is almost exhausted."Again Ember calls upon the power of Pharasma, sending her light throughout the room.
"If that does not finish it, then there is nothing I can do further in it's current state."20/21 HP, AC 16
Channel (7/7): 2d6;save vs DC13 for 1/2 damage
Wow, how many HP does this thing have?
It's not the Hp, it's the resisting. Prior to this round it has only taken 16 damage, which is not much overall.
| Rigor Rictus |
| Killer GM |
|
Round 7:
Ember raises her holy symbol one more time and channels the last of the holy energy she has the strength to harness. Roll to resist: 1d20 + 4 ⇒ (5) + 4 = 9 The creature shrieks briefly becoming visible to one side (in B8). It writhes as it is torn apart by the holy light. All of the swirling and floating objects in the room fall to the floor.
The Poltergeist is (finally) dead.
A frustrating battle to be sure, but I believe the only one of its kind, so fortunately we will not need to repeat.
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