Siege of Serpents (1-2) Core (Inactive)

Game Master Dhenn

Menagerie
Mausoleum
Dormitory
Statue Garden
Starhall
Returning to Skyreach
Vaults
Tapestry Chamber
Sky Key Chamber
Arliss Hall
Floating Tower

Aid token: NO

Aid token overview:

Aid tokens can be used as a free action for any of the uses below. In high-conflict areas, the aid tokens may not work as expected. Once the token is used, it is sent to another table for their use.
  • Aid another: A Pathfinder helps you solve a puzzle, trap, or other task, performing the Aid Another action on a single check.
  • Allied Offensive: A Pathfinder strikes at the same time as you, adding 1d8 to the damage of one attack. The target is considered flanked until the beginning of the attacker's next turn.
  • Burst of Healing: All of the PCs are healed of 1d6 points of damage. This may also be used to cast neutralize poison, remove curse, or remove disease at CL 5.
  • Spellcasting Synergy: A spell is cast simultaneously with your own, increasing CL and DC by 1.
  • Timely inspiration: The party receives the effects of the inspire courage and inspire competence bardic performances (+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls and +2 competence bonus on one particular skill).
  • Init:

    dice=Jayori]1d20+1[/dice]
    dice=Kailun]1d20+5[/dice]
    dice=Penda]1d20+4[/dice]
    dice=Stormy]1d20+4[/dice]
    dice=Tyranius]1d20+4[/dice]
    dice=Yable]1d20+9[/dice]

    Perc:

    dice=Jayori]1d20+1[/dice]
    dice=Kailun]1d20+8[/dice]
    dice=Penda]1d20+6[/dice]
    dice=Stormy]1d20+9[/dice]
    dice=Tyranius]1d20+3[/dice]
    dice=Yable]1d20+7[dice]

    Will:

    dice=Tyranius]1d20+5[/dice]
    dice=Yable]1d20+2[/dice]
    dice=Stormy]1d20+8[/dice]
    dice=Jayori]1d20+5[/dice]
    dice=Kailun]1d20+3[/dice]
    dice=Penda]1d20+2[/dice]


    201 to 250 of 660 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    [ooc]Forgot your +1

    -Posted with Wayfinder

    Grand Lodge

    Female Human Ranger 1 [HP: 8/11; AC 16, TH 13, FF 13; Init +4; Fort +3, Ref +6, Will +2; Perception: +6]

    Oh, you are right. Off the top of my head I was thinking PBS was precision damage, but it is not. So +2 to the crit damage as it is x3 for Longbow.

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    In his turn:
    Yâble will walk tries to flank the aspis by the left.

    -Posted with Wayfinder

    Silver Crusade

    Penda's arrow catches the woman in the leg.

    Stormy is up. The rest of you can act as well, as you're up at the top of the round.

    GM:

    1: 1d20 ⇒ 15 -2 S
    2: 1d20 ⇒ 3 0 S
    3: 1d20 ⇒ 13 -6
    4: 1d20 ⇒ 14 0 S
    5: 1d20 ⇒ 5 -3
    6: 1d20 ⇒ 8 -3
    7: 1d20 ⇒ 1 -3
    8: 1d20 ⇒ 7 -3
    9: 1d20 ⇒ 2 -3
    10: 1d20 ⇒ 13 0

    8 dmg

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9

    The celestial eagle continues to tear at one of the attackers from above while Kailun steps forward and attempts to stun the other.

    Daze on the red one, Will DC 15.

    Celestial eagle bite attack: 1d20 + 6 ⇒ (19) + 6 = 25
    Celestial eagle claw 1 attack: 1d20 + 6 ⇒ (8) + 6 = 14
    Celestial eagle claw 2 attack: 1d20 + 6 ⇒ (14) + 6 = 20

    Celestial eagle bite damage: 1d4 + 2 ⇒ (4) + 2 = 6 +1 if he's evil
    Celestial eagle claw 1 damage: 1d4 + 2 ⇒ (3) + 2 = 5 +1 if he's evil
    Celestial eagle claw 2 damage: 1d4 + 2 ⇒ (3) + 2 = 5 +1 if he's evil

    Grand Lodge

    CORE Half-Orc (2.0A CORE) Clrc 2 | HP 15/15 | AC 16;TCH 12; FF 14 | F +4; R +2; W+6 | CMB +1; CMD 13; INIT +4;
    Consumables:
    CPE 0/5; Lightning Arc 0/6; Storm Burst 6/6 | Wands: CLW 44/50 | Bolts 9/10

    tyranius moves further into the room as he sees the horror that he caused. Grasping his medallion once again he releases another wave of healing energy to all in the room except for the Aspis Agent.

    Please be alright...please be alright....

    Channel Positive Energy: 1d6 ⇒ 3

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Jayori moves into the room, drawing a javelin as he goes and throwing it at the fleeing woman.

    Ranged Attack, 2nd increment: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18, for 1d6 + 3 ⇒ (2) + 3 = 5 damage.

    Silver Crusade

    Kailun, I think that post is a mistake?

    Liberty's Edge

    Female Human [AC: 23/12 tch /22 ff; H66/66; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +13 Druid 7

    Holding her shield high Stormy advances into the room, double moving towards the enemy.

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9
    GM Lari wrote:
    Kailun, I think that post is a mistake?

    Duh, yeah, total mistake. I was still looking at the wrong map. Sorry!

    Kailun walks into the room and lines up another shot at the woman across the fallen bodies of her victims.

    Longbow attack: 1d20 + 5 ⇒ (17) + 5 = 22
    Longbow damage: 1d8 ⇒ 7

    Silver Crusade

    Stormy advances, Yable channels once again, and Jayori's javelin drops the woman into unconsciousness.

    Thanks to Tyranius' healing, the hostages are all severely battered, but all survive.

    Valsin returns shortly afterward, having come to a peaceful resolution at the other building. "Thank you for saving them! I shouldn't have left them alone here. I'll see to it that someone tends their wounds, and stay here until others can ensure their safety.

    The unconscious woman has a magical hand shaped pendant, three potions, a bag of caltrops, silk rope, 2 tanglefoot bags, 3 daggers, and a masterwork chain shirt. Where to now?

    Grand Lodge

    Female Human Ranger 1 [HP: 8/11; AC 16, TH 13, FF 13; Init +4; Fort +3, Ref +6, Will +2; Perception: +6]

    Putting her bow away Penda turns to the others. "Things look bad. Maybe we should check back at the gates.

    Vote south

    Grand Lodge

    Male human (mwangi) AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield) hp 18/15 Fort +4, Ref +2, Will +3 +2 itit Wizard) 2

    South!

    -Posted with Wayfinder

    Liberty's Edge

    Female Human [AC: 23/12 tch /22 ff; H66/66; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +13 Druid 7

    Casting Detect Magic Stormy tries to demonstrate her skill by identifying some of the magic items.

    Spellcraft Pendant: 1d20 + 5 ⇒ (18) + 5 = 23

    Spellcraft Potion 1: 1d20 + 5 ⇒ (3) + 5 = 8

    Spellcraft Potion 2: 1d20 + 5 ⇒ (1) + 5 = 6

    Spellcraft Potion 3: 1d20 + 5 ⇒ (5) + 5 = 10

    She is find with South.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Trial by fire!

    Southwards is fine.

    Can we just assume Kailun takes a 10 on spellcrafting potions? I think he can get most potion by default that way =)

    Silver Crusade

    The necklace she used to overturn the glass was a Hand of the Mage. Two potions of Cure Light, one of Invisibility. Please deduct another 10 minutes off any spell durations (at this point Mage Armor might be the only thing that's still relevant for). New map is linked above.

    Rushing south, you arrive in the statuary garden, dominated by one large platform, with a metal rendering of a man atop it.

    This tall statue is cast in the likeness of Durvin Gest, the most famous Pathfinder of all time. Carved in a likeness of the adventurer in his later years—still dashing and bearing an assortment of scrolls and adventuring gear—the statue stares intently off into the distance. Beneath the statue, pedestals stand adorned with angelic figures and elaborate friezes showing some of the more memorable scenes from the Pathfinder’s long and celebrated career.

    Two of the cherubic figures flanking the legendary Pathfinder have become animate, though they appear twisted and vile. They lash at Gest's legs with unnatural stone tentacles, though they turn to face you as you approach.

    It's five feet up to the platform itself (stairs cost double). The pillars are 5 feet high, and thus impassible except by climbing/jumping up. If it becomes necessary I can expand the area of the map. Knowledge Arcana identifies.

    GM DIce:

    Jayori: 1d20 + 1 ⇒ (2) + 1 = 3
    Kailun: 1d20 + 5 ⇒ (16) + 5 = 21
    Penda: 1d20 + 4 ⇒ (19) + 4 = 23
    Stormy: 1d20 + 4 ⇒ (11) + 4 = 15
    Tyranius: 1d20 + 4 ⇒ (16) + 4 = 20
    Yable: 1d20 + 9 ⇒ (11) + 9 = 20
    Red: 1d20 + 1 ⇒ (8) + 1 = 9
    Blue: 1d20 + 1 ⇒ (5) + 1 = 6

  • Everybody except Jayori We are here
  • Them
  • Jayori

  • Liberty's Edge

    Regional Venture Coordinator - Online


    ********************
    Overseer Announcement
    ********************

    GMs:
    NorthWest Region is Now CODE YELLOW

    Liberty's Edge

    Female Human [AC: 23/12 tch /22 ff; H66/66; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +13 Druid 7

    Note that Longstrider is also an hour/level spell and is still active on Stormy.

    The druid move, drawing a vial as she does so. She throws the vial at one of the creatures.

    Range Touch, Acid: 1d20 + 3 ⇒ (19) + 3 = 221d6 ⇒ 5

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    I take the hand, the potion of invisibility, 1 clw also the masterwork chain shirt. If nobody object .

    Yâble with his brand new free chain shirt looks at Stormy who throw his flask of acid... if he wasn't so generous.

    He glances at his equipement.
    Yeah... I don't think my rapier pierce stone.the dwarf thinks. Maybe I Should use my flask of Alchemist fire, buuuut the situation isn't that catastrophic to throw 20 gp at the window

    He draws a flask of acid and hope to hit one of thoses statues.

    attack: 1d20 + 4 ⇒ (3) + 4 = 7

    acid: 1d6 ⇒ 6

    Grand Lodge

    Female Human Ranger 1 [HP: 8/11; AC 16, TH 13, FF 13; Init +4; Fort +3, Ref +6, Will +2; Perception: +6]

    Penda runs part way up the stairs and lets an arrow at the closer statue.
    Attack Bow: 1d20 + 6 ⇒ (8) + 6 = 14
    DMG: 1d8 + 1 ⇒ (6) + 1 = 7

    Silver Crusade

    Stormy, for some reason I had it in my head that that was 10 min/level.

    Penda's arrow hits, as does Stormy's acid. The acid seems ineffective, and Penda's arrow doesn't seem to do much damage to the statue. Yable's acid misses, splashing behind Gest harmlessly. 1d8 ⇒ 2

    Kailun and Tyranius are up.

    Blue: 2

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9

    Kailun senses that his bow might not be very useful against stone enemies, so he opts to unleash an arcane spell at them instead, one they might not be equipped to deal with.

    Grease, Reflex DC 16.

    Drawn on the map with a square.

    Silver Crusade

    GM:
    R: 1d20 + 1 ⇒ (17) + 1 = 18R: 1d20 + 1 ⇒ (18) + 1 = 19

    Remarkably, they both remain standing on the now slippery platform.

    Great rolls on their part. Tyranius, then them.

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    Yâble cries of rage as for a 10 gold piece item was used for nothing.

    "Does someone know what those money sink are?" wink wink

    -Posted with Wayfinder

    Grand Lodge

    CORE Half-Orc (2.0A CORE) Clrc 2 | HP 15/15 | AC 16;TCH 12; FF 14 | F +4; R +2; W+6 | CMB +1; CMD 13; INIT +4;
    Consumables:
    CPE 0/5; Lightning Arc 0/6; Storm Burst 6/6 | Wands: CLW 44/50 | Bolts 9/10

    Moving to the base of the stairs, Tyranius closes his eyes as a calm sets about him. Opening his eyes, small bits of lightning arc all about his face and trail down to his hands.

    Grasping his palm into a ball Tyranius arcs the small bits of Lightning at the red weeping angel.

    Lightning Arc Ranged Touch: 1d20 + 2 ⇒ (6) + 2 = 8
    Damage: 1d6 ⇒ 2

    Silver Crusade

    Tyranius delivers a sharp shock to Durvin Gest's left knee.
    Kailun Arcana: 1d20 + 9 ⇒ (11) + 9 = 20

    Kailun knows that these are animated objects. Their stone construction gives them hardness, which means energy damage is largely ineffective. These ones seem unusual somehow, as if they're being controlled rather than typical mindless automatons.

    Blue Acro: 1d20 + 1 ⇒ (4) + 1 = 5

    Blue slips and falls on the grease, then pries itself back up again. Two moves
    Red Acro: 1d20 + 1 ⇒ (11) + 1 = 12

    Its companion, however, lurches out of the grease towards Penda, an unnatural stone tentacle flailing out towards her general direction.

    1d20 + 3 ⇒ (2) + 3 = 5

    Jayori is up, followed by the party once again.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Jayori ducks around Penda, bringing his weapon to bear on the animated statue.

    Melee Attack: 1d20 + 7 ⇒ (15) + 7 = 22, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.

    Ouch, 1 whole point of damage =)

    Grand Lodge

    Female Human Ranger 1 [HP: 8/11; AC 16, TH 13, FF 13; Init +4; Fort +3, Ref +6, Will +2; Perception: +6]

    Penda shifts back off the steps and fires another arrow at the one closing in.

    Attack LongBow: 1d20 + 6 ⇒ (8) + 6 = 14
    DMG: 1d8 + 1 ⇒ (1) + 1 = 2

    And no damage from me.

    Silver Crusade

    You guys do have first blood lack-of-bodily-fluids!

    Kailun, Stormy, Tyranius, and Yable are up.

    Blue: 2, Red: 1

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9

    Kailun points and mutters an arcane word, sending a dart of acid at the statue farthest away.

    Acid dart touch attack: 1d20 + 4 ⇒ (14) + 4 = 18
    Acid dart damage: 1d6 + 1 ⇒ (2) + 1 = 3

    6/8 of those left today.

    Liberty's Edge

    Female Human [AC: 23/12 tch /22 ff; H66/66; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +13 Druid 7

    I am unsure about energy damage and constructs. I seem to recall they take half damage or something like that. The Energy damage does bypass hardness, right? Now stone might be immune to acid though. I can never keep it strait but do not think they are immune to all energy types, are they?

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    there was a faq of the subject. Hardess stop all damage even energy creature with hardness don't take the half from energy. Only diamond pass!

    -Posted with Wayfinder

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    yeah.... Maybe it is better to retreat from this one. Time is running out. Yable climb the atlar. He tries to it this attack: 1d20 + 5 ⇒ (14) + 5 = 19 dam: 1d6 + 1 ⇒ (2) + 1 = 3

    But like he supposed. Metal don't works.

    "Ah let's just goes else where. There other pathfinders around that will take care of it."

    -Posted with Wayfinder

    Grand Lodge

    Male Elf Wizard (conjurer) 3, HP 29/29; AC 13,10,13; Fort +2, Ref +5, Will +4; Init +12; Perception +9 MYTHIC POWER: 9/9

    Though most energy attacks deal only half damage to objects, I'm not sure how that relates to constructs with hardness. It does, however, say that some attacks are particularly effective against some kinds of hardness, like fire versus wood, etc. I would think that acid would be what you'd want to use against stone.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Energy damage is half damage to objects only. That has no bearing on creatures (even if they have hardness) as its a property of inanimate objects, not hardness.
    So energy attacks will do full damage on animated objects, unless they are immune to said energy for other reasons.

    See the following

    We need to flip Jayori and Yable around (so Yable doesn't get beat up by the other one) and hopefully the rogue will be getting through more often once sneak attack factors in)

    Silver Crusade

    Jayori is right, and the issue is clarified a bit in the appendices to some of the Bestiaries (I only checked 5). Energy damage is not halved vs. creatures with hardness. That said, energy damage still needs to break the hardness. In the example Jayori linked above, the electricity damage needed to penetrate hardness before being multiplied by 1.5 for the creature's explicit vulnerability to electricity.

    Yable, getting up the 5 foot tall side requires either a Climb (which requires empty hands) or Acrobatics check, let me know how that changes your action.

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    Acrobatic 1d20 + 8 ⇒ (17) + 8 = 25

    -Posted with Wayfinder

    Liberty's Edge

    Female Human [AC: 23/12 tch /22 ff; H66/66; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +13 Druid 7

    Unable to effectively hurt these statues Stormy moves around the battle and casts Guidance on Jayori.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    can we just post a bunch of attacks, and we apply them in order from round to round... else this nickle and dime stuff will take forever via pbp! =) (actually, more penny and nickel at this point).

    Trying to think of ways to speed up the process at 1-2 hp per round =)

    Silver Crusade

    Sure, I can also basically bot the combat and have everyone do the best they can, returning to regular order if anyone ends up in serious danger. If we had any greatsword power attackers here the encounter wouldn't be quite so frustratiing.

    If anyone has any objections to the plan above, let me know. Tyranius is up.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Ya, the two-handed power attackers would eat this up =)

    Could we just grapple/pin/tie them up? Let someone else sort 'em out later =) Don't imagine their CMD is too high being small.

    Silver Crusade

    You're welcome to try

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    Why not? i would just like a flanker.

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

    Aye, anything that might speed this up, I support.
    With the caveat that Yable and Jayori switch places at first opportunity (ie: this round)

    This work ... ?

    This Round Grapple red: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 (provokes)
    This+1 Round Pin red: 1d20 + 6 - 2 + 5 ⇒ (14) + 6 - 2 + 5 = 23
    Someone else ties it up

    This+2 Round Grapple blue: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 (provokes)
    Next+3 Round Pin blue: 1d20 + 6 - 2 + 5 ⇒ (9) + 6 - 2 + 5 = 18
    Someone else ties it up

    Everyone else (except the guy with the rope on tie up rounds) tries to aid another?

    The Exchange

    m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

    Yeah... that is a great idea, in a sort of good way I help.

    Liberty's Edge

    Female Human [AC: 23/12 tch /22 ff; H66/66; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +13 Druid 7

    Stormy can continue to give Guidance.

    Grand Lodge

    CORE Half-Orc (2.0A CORE) Clrc 2 | HP 15/15 | AC 16;TCH 12; FF 14 | F +4; R +2; W+6 | CMB +1; CMD 13; INIT +4;
    Consumables:
    CPE 0/5; Lightning Arc 0/6; Storm Burst 6/6 | Wands: CLW 44/50 | Bolts 9/10

    Hmm. Yea I would rather not burn through all of my Lightning Arc's / Storm bursts as I will be absolutely useless the rest of the scenario.

    Seeing Jayori attempt to pin the Angels to the ground Tyranius grabs some ropes from his bag in an attempt to tie one of them up.

    The large half-orc ducks and weaves as the stone angel claws all about.

    Silver Crusade

    The great grapple-botting of 2015 begins! Rolling it all out so its on the up and up.

    Round 2
    After most of the party fails to harm the statues, they retaliate. The one Jayori attacked attempts to get revenge.
    T1: 1d20 + 3 ⇒ (16) + 3 = 19
    T2: 1d20 + 3 ⇒ (8) + 3 = 11

    Its companion once again attempts to escape the grease. It does so, and attacks Yable.
    Acro: 1d20 + 1 ⇒ (14) + 1 = 15
    T: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
    Dam: 1d3 ⇒ 1

    Jayori tries to grab hold of the nearest angel, failing to dodge its thrashing appendages. He does grab hold of it, though.
    1d20 + 3 ⇒ (18) + 3 = 21 Grappling without both hands free has a -4 penalty and you have a shield. I'm assuming you removed it as a move action before grappling, so I believe this hits.
    Dam: 1d3 ⇒ 3
    Round 3
    Yable takes advantage of Jayori's grapple to try and hit the construct somewhere vital. His rapier finds a sensitive spot, and then he darts to a less vulnerable position.
    Rapier Sneak: 1d20 + 5 + 2 + 1 ⇒ (19) + 5 + 2 + 1 = 27
    Confirm: 1d20 + 5 + 2 + 1 ⇒ (18) + 5 + 2 + 1 = 26
    Damage: 2d6 + 2 + 1d6 ⇒ (1, 3) + 2 + (6) = 12
    Red:8, Blue: 1[/dice]
    Tyranius and Penda move up to assist Jayori. [ooc]Aid another for attacks, will roll if strictly necessary.
    Kailun and Stormy go to seek out some more experienced Pathfinders.
    The grappled statue tries to break the paladin's grip, and actually manages to do so.
    CMB: 1d20 + 1 ⇒ (19) + 1 = 20
    The other moves to help defend its ally.
    T1: 1d20 + 3 ⇒ (13) + 3 = 16
    T2: 1d20 + 3 ⇒ (4) + 3 = 7
    Dam: 1d3 ⇒ 1
    Jayori grabs right back, though. Using your roll above
    Round 4
    Yable dips back in to attack red.
    Rapier: 1d20 + 5 + 2 + 1 ⇒ (16) + 5 + 2 + 1 = 24
    1d6 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7
    Red 10, blue 1
    Tyranius tries to shut down the other with a grapple. He is successful. Penda tries to help Jayori maintain the grapple again.
    1d20 ⇒ 18
    AOO: 1d20 + 3 ⇒ (1) + 3 = 4
    Both statues lash out at the individuals holding them.
    R1: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
    R2: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
    R2 Confirm: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
    B1: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
    B2: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
    R2: 1d3 ⇒ 2
    B2: 1d3 ⇒ 1
    Jayori tries to wrestle Red to the ground with Penda's help. This time he is successful. Your third and fourth rolls.
    Round 5
    Penda hogties Red. Yable aids Tyranius with his grapple. They can't keep it down. It retaliates with a tentacle at each of them.
    Aid: 1d20 + 2 ⇒ (1) + 2 = 3
    Tyranius maintain: 1d20 + 4 ⇒ (3) + 4 = 7
    Tyr: 1d20 + 3 ⇒ (20) + 3 = 23
    Yab: 1d20 + 3 ⇒ (9) + 3 = 12
    Tyr Confirm: 1d20 + 3 ⇒ (19) + 3 = 22
    Crit: 2d3 ⇒ (2, 2) = 4
    Jayori moves up and tries to grabs hold, provoking.
    T: 1d20 + 3 ⇒ (9) + 3 = 12
    Grapple: 1d20 + 6 ⇒ (16) + 6 = 22
    Round 6
    Everyone tries to help with the grapple.
    Jayori finds himself the target of two desperate flailing tentacles, before Jayori slams it to the ground.
    T1: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
    T2: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
    Jayori maintain: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
    Round 7
    Tyranius binds this one up in rope!
    Final damage totals: Yable: 3, Jayori: 5, Tyranius 6

    Whew. I'm going to take the liberty of sending us back NW, as the remaining encounter in this sector isn't super exciting. And I'm possibly requiring all future PBP tables to have a two handed power attacker...

    Silver Crusade

    LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*
    GM Lari wrote:
    Grappling without both hands free has a -4 penalty and you have a shield. I'm assuming you removed it as a move action before grappling, so I believe this hits.

    No, I didn't remove it... didn't realize it was that easy to do =) But I already added the penalty... (-4 for the one hand, and +2 for the flanking... for a -2 total, which was already included in the rolls)

    So it should still miss
    but the 20 hit! =)

    Silver Crusade

    Thats fine, Jayori. You were in even less mortal danger than originally expected.
    Starhall
    Ten more minutes gone. New map up top.

    You continue running laps around Skyreach as you return to the Northwest. The doors to Starhall lie open and unguarded, so you hurry to investigate.

    The outside of this large keep was designed with Azlanti architecture in mind. Two wings extend from the center structure, with a domed tower at the end of the east wing a smaller patinated bronze dome over the center hall. Starhall serves as an observatory, library, and museum for otherworldly and extraplanar objects and lore.

    Inside the main entrance is a library with several display cases of objects recovered from Numeria, as well as a curator’s desk and a staircase to the eastern tower.

    You rush through the hallways and arrive to find four owl-like humanoids who seem to be ransacking the building's library. They're definitely not Tengu, who are fairly common in the Society's halls. Their heads all turn (exceptionally far around), as you storm into the room. Local to ID

    Spoiler:

    Jayori: 1d20 + 1 ⇒ (19) + 1 = 20
    Kailun: 1d20 + 5 ⇒ (1) + 5 = 6
    Penda: 1d20 + 4 ⇒ (10) + 4 = 14
    Stormy: 1d20 + 4 ⇒ (20) + 4 = 24
    Tyranius: 1d20 + 4 ⇒ (5) + 4 = 9
    Yable: 1d20 + 9 ⇒ (6) + 9 = 15
    R: 1d20 ⇒ 14
    Y: 1d20 ⇒ 12
    G: 1d20 ⇒ 11
    B: 1d20 ⇒ 15

  • Stormy, Jayori, Yable We are here
  • Blue
  • Penda
  • Red, Yellow, Green
  • Tyranius, Kailun

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