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Baby Born Under the Moon

Aubrey the Demented/Malformed's page

8,261 posts. Alias of Aubrey the Malformed.

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Bad, and not in a Michael Jackson way.


Gorad for the win?


You don't have to roll as 1 is not an automatic failure for skill checks. You see the stairwell and not much else unless you progress further.


The dazed and slowed effect is until the end of its next turn. However, you will be glad to know it has fairly bad reflexes. Please roll damage, and add 3d6 for the final effect of Gorad's power.

Irivis' blast of power scores the creature's side, and the spirits of the earth summoned by Gorad also rise up to assault it one final time. The fiend is beginning to look worn down by the fight.


Actually, I suspect Arakan isn't dazed and slowed.


2d6 ⇒ (6, 5) = 11

The creature howls and thrashes as Jareen turns the tables, tormenting it with conjured inky claws enhanced by Gorad's angry spirits. It lashes out with it mental powers. At the same time, Jareen's previous power ends, and Calla reappears.

Conratulations, you've bloodied it! Sadly, it gets to use its brain-zapping power as a free action. Everyone except Calla is caught in the blast.
Arakan: 1d20 + 4 ⇒ (9) + 4 = 13 v Will, on a hit you are slowed and dazed
Irivis: 1d20 + 4 ⇒ (19) + 4 = 23 v Will, on a hit you are slowed and dazed
Jareen: 1d20 + 4 ⇒ (20) + 4 = 24 v Will, on a hit you are slowed and dazed
Gorad: 1d20 + 4 ⇒ (14) + 4 = 18 v Will, on a hit you are slowed and dazed

Initiative and conditions:
Gorad 20 (dazed, slowed)
Calla 19
Id fiend 14 (marked by Calla, bloodied)
Arakan 12 (dazed, slowed)
Jareen 10 (dazed, slowed)
Irivis 2 (dazed, slowed)

Irivis.


Decision time...


1d6 ⇒ 4

Arakan's attempt to intimidate the id fiend falls of deaf ears, but he gets Calla back in the fight.

Jareen.

Map updated.


Vethran leaves sizzling goblin bones and seared foliage in the wake of his acid wall.

How long does it last?

Alwyn.

Map updated.


Anyone have a view?


No worries on the blatant self-promotion front - and congrats, you seem to be doing well.

Calla's strike hits home, and the id fiend is certainly aware of her again. But it still can't see her, its snout questing for its invisible assailant. It attacks furiously

Two attacks on Calla as a standard action:
Quick Slash: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20 v AC, damage 1d6 + 5 ⇒ (4) + 5 = 9 and the id fiend shifts one square.
Snapping Jaws: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20 v AC, damage 2d6 + 5 ⇒ (6, 2) + 5 = 13 and the target is slid 1 square
Oops, forgot the fiend's Perception check to know which square to attack. Minor action: Perception check 1d20 + 3 ⇒ (14) + 3 = 17 v Calla's Stealth (since she isn't trying to be stealthy, I'll just assume she takes 10); EDIT: that seems to be enough.

Initiative and conditions:
Gorad 20
Calla 19 (invisible)
Id fiend 14 (marked by Calla)
Arakan 12
Jareen 10
Irivis 2

Map updated.


Basically, its cold but not so cold that you would suffer the effects of hypothermia with only a few minutes of exposure. You are much more likely to drown first.


You are quite correct, my mistake, though it misses anyway.


Map updated.

Goblins begin to pour from the path into the clearing where Vethran waits alone. Time for that readied action.

Goblin perception checks: 1d20 - 1 ⇒ (17) - 1 = 16. A goblin chitters and points at Camlo's hiding place, and three move in to teach him a lesson. Those three get there without suffering an AoO. They attack Camlo with their swords:
G3: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 to hit, damage 1d4 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9
G4: 1d20 + 1 ⇒ (5) + 1 = 6 to hit, damage 1d4 ⇒ 1
G5: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16 to hit, damage 1d4 ⇒ 1

The remaining two continue to fire at Hudak, backing off slightly.
G7: 1d20 + 3 ⇒ (7) + 3 = 10 to hit, damage 1d3 ⇒ 1
G8: attack 1: 1d20 + 12 ⇒ (10) + 12 = 22 to hit, damage 1d4 + 6 ⇒ (2) + 6 = 8, attack 2: 1d20 + 12 ⇒ (18) + 12 = 30 to hit, damage 1d4 + 6 ⇒ (1) + 6 = 7

Vethran's readied action fires off, then it's Alwyn.


As Calla moves up on the fiend, it lashes out with its tail. Sandswimmer emerges from the dirt once more.

Immediate action: 1d20 + 6 ⇒ (2) + 6 = 8 v AC, on a hit damage 1d8 + 5 ⇒ (4) + 5 = 9 and Calla falls prone.

Map updated.

I think Irivis and Gorad are slightly out of initiative order, but then again Calla now has a flanking partner - Calla, then the fiend.

Initiative and conditions:
Gorad 20
Calla 19 (dazed, slowed)
Id fiend 14
Arakan 12
Jareen 10 (dazed, slowed)
Irivis 2


Nature check, DC 10:

Spoiler:
The coldness is probably no more than the fact this is underground, and it is generally cold in the Mournland.


Ooo, kinetic sensors... I suppose it's not LB's style to say, "It's a bit parky in there, lads."


LB:

Spoiler:
Lightbrimger moves down into the water. Though not personally discomforted, he notices that it is very cold.

You detect no evil.

Janosz:

Spoiler:
Janosz sticks his head in the water. It's like being slapped in the face with a bucketful of ice-water. Blinking through the pain, he peers about using his darkvision. So far as he can tell, the stairwell continues down another flight before disappearing into a corridor heading west. Other than Lightbringer, he can see no other creatures, alive or dead.

Gil:

Spoiler:
Gil detects nothing creeping up behind the party.


No, we agreed it didn't apply to implements (I think).


Jareen wrote:

Jareen has a will of 16, which I think mean's he's unaffected? If so...

Jarren mutters a few words, makes a motion at the fiend.

SA: Excise from site, with minor to slide the ID: 1d20+4 vs Will DMG: 1d10+4 if it hits it also cannot see Calla.
MA: Move back to J2

No, I'm afraid 16 is the DC he needs to affect you, so you are dazed and slowed. So you are limited to a single action, or two if you spend an action point. Up to you. Your rolled attack hits, by the way.


Arakan.


The goblin takes the blade through the eyesocket and out the back of its head. Camlo then drifts away like smoke into the woods.

That said, analogous to sniping, I'll be imposing a -20 to your Stealth check since you also attacked this round. Though they still might not see you.

Map updated.

Hudak.


Jareen: 1d20 ⇒ 10

Initiative:
Gorad 20
Id fiend 14
Arakan 12
Jareen 10
Calla 6
Irivis 2

Map updated.

Arakan.


Confused and hurt by Sandswimmer's sudden appearance and attack, the id fiend concentrates its attack on the spirit. Then it unleashes its psionic powers on the nearest of the adventurers, conjuring their own mortal terrors to assail them.

First off, it gets two attacks on Sandswimmer as a standard action.
Quick Slash: 1d20 + 6 ⇒ (11) + 6 = 17 v AC, damage 1d6 + 5 ⇒ (6) + 5 = 11 and the id fiend shifts one square.
Snapping Jaws: 1d20 + 6 ⇒ (6) + 6 = 12 v AC, damage 2d6 + 5 ⇒ (3, 2) + 5 = 10 and the target is slid 1 square - I just checked whether shaman spirits are affected by slides, pulls etc. and it doesn't say they aren't, so I'll assume Sandswimmer is. It it hits, Sandswimmer is slid to M11, assuming he is dispelled by the above attacks.
Next it fires off an action point to hit Jareen, Calla and Gorad with a fear/illusion effect as another standard action. On a successful hit, a target is slowed (move rate is reduced to 2) and dazed (only a single action can be taken each round, and you offer combat advantage) until the end of the fiend's next round. Recharge roll 1d6 ⇒ 3.
Attack v Jareen: 1d20 + 4 ⇒ (12) + 4 = 16 v Will
Attack v Calla: 1d20 + 4 ⇒ (17) + 4 = 21 v Will
Attack v Gorad: 1d20 + 4 ⇒ (12) + 4 = 16 v Will
Next it targets Calla with a psychic effect as a minor action.
Fearful Torment: 1d20 + 4 ⇒ (5) + 4 = 9 v Will, 1d6 + 5 ⇒ (5) + 5 = 10 psychic damage and Calla is immobilised and takes -2 to hit until the end of the fiend's next turn.
Finally, it moves gingerly down the slope as its move action.

EDIT: based on that, I think Sandswimmer is dispelled for the moment.


Map updated. Camlo.


Janosz Frogshanks wrote:
Did the two guys we're tracking enter the water? Track 9+3+16=28.

Yes. They don't seem to come out again.


The group move on cautiously. The door opens out into a corridor. Behind them is the cave-in that blocked their progress before. Ahead the passage leads to a downward stairway. On reaching it, the adventurers find that it is flooded - black, still water fills the stairwell.


Jareen?


Elisile shoots down one of the over-confident goblins.

G5 down. Illes.

Map updated.


Would Sir like some decongestant?

Moving on, I presume?


Vethran Tallomane wrote:
Something I'm not entirely clear on... do we have line of sight through the dark green squares? Or is that impenetrable underbrush or something? I know we basically have to squeeze to go anywhere along the path, but can Vethran see the giant cluster of targets ahead just begging to be fireballed?

No, not really - it blocks line of sight. Frustrating, isn't it?

Quick reminder - this'll be it from me until next Sunday.

Map updated.


Bwahahaha! So glad Rodergo got the portable hole.


Always good for a joke, a portable hole.

The woman looks like she was some sort of technician. Her toolbelt has some strange items with the more normal wrenches, but none of them appear to be magical.

Just a reminder, I am on holiday from tomorrow.


OK, my catarrh-addled mind has found a solution. Map.

Alright, the situation is maybe a bit more complicated than it immediately looks from the map, so I shall explain. You are travelling down a trail which heads down a steep slope. The trail is darker orange line down the middle of the map - the higher end is at the top, the lower at the bottom, and the gradient is about one in three. It lies in a dip or crease in the rock, so the sides of the trail also slope up at a similar gradient - the trail is at the low point, and then it slopes up to both left and right from there. Effectively, its a small, downward-sloping gorge. As a consequence, the id fiend is above the trail, up the slope to the side of the trail.

Moving up and down the trail counts as normal movement. However, if you want to run or charge on the trail, you will need a DC 10 Acrobatics check or you will fall prone. However, the walls are tricky, and you will need to make a DC 10 Athletics check and suffer all of the difficulties involved in climbing per the PHB. If you fall, you will slide back down to the trail and end up prone, but won't take damage. The cacti are nasty and spiny and falling on one will hurt.

You are currently travelling from the top of the map to the bottom. Please place yourselves. You will be on the trail, somewhere between rows 1 and 8.

Just to remind you, I'm on holiday from tomorrow.


Anyone got a definitive view? Mothy and Vatters are normally fairly diligent in noting xp totals. Obviously, I have no idea of the correct total.

Anything else you want to do in this room?


Vethran.


The id fiend snarls as Sandswimmer savages it.

Sorry for being a bit slow with the map. I had to write a big report today (now completed) and am suffering from man flu. It's hurting my brain a bit trying to work out the map, so I'm afraid I'm going to leave it to tomorrow.


In the PHB it has the point-buy system on p17.

Dragonborn have a +2 bonus to STR and CHA in the PHB. They have subsequently altered (after the PHB) that to be +2 bonus to STR and either CON or CHA, so you could consider that if Rosey allows. Clearly CON and STR are the primary prerequisites for a fighter. And the breath-weapon is a nice area effect, which fighters don't get much of, though it doesn't do overwhelming damage. But a human gets an extra At-Will power and feat, which can come in very handy too. So it's really a toss-up.

You might also consider which weapon you want to use, because your stats other than STR will have an impact - CON is best for axes, DEX for swords. Also, a fighter needs to consider how high he wants his WIS, since he gets a bonus to opportunity attacks equal to his WIS modifier.


Lightbringer manages to hit the thing once, even though it is hard to see even up close. Rolund fires more arrows. One of them hits something - the ooze shudders, froths and then dissolves into a black slick.

End of combat. 2400xp each.


Actually, Runzyl gets an AoO too, since it just upped and rolled off without him.

LB.


Calla the Quick wrote:
Aubrey, that was a late perception roll. Calla's init roll is: 1d20+3. Note that Calla still gets to use her speed of thought power even when surprised. EDIT - well that really wasn't worth a re-roll!

My apologies: revised initiative table:

Gorad 20
Id fiend 14
Arakan 12
Calla 6
Irivis 2


Camlo 25
Hudak 20+
Goblins 20-
Vethran 17
Alwyn 16
Elisile 11
Illes 3

Hudak receves a fusilade of missiles. A couple of goblins in the pack set off along the paths.

Sling 1 1d20 + 3 ⇒ (13) + 3 = 16 to hit, damage 1d3 ⇒ 1
Sling 2 1d20 + 3 ⇒ (16) + 3 = 19 to hit, damage 1d3 ⇒ 2
Sling 3 1d20 + 3 ⇒ (20) + 3 = 23 to hit, damage 1d3 ⇒ 2
Short bow, attack 1 1d20 + 13 ⇒ (16) + 13 = 29 to hit, damage 1d4 + 4 ⇒ (2) + 4 = 6, attack 2 1d20 + 13 ⇒ (2) + 13 = 15 to hit, damage 1d4 + 4 ⇒ (3) + 4 = 7

Sling 3 crit confirm 1d20 + 3 ⇒ (4) + 3 = 7 to hit, extra damage 1d3 ⇒ 2

G9 and G10 are not necessarily where they are on this map - that's just so you can tell which ones have moved off. Vethran.


If fiend 1d20 ⇒ 14

Gorad 20
Id fiend 14
Arakan 12
Calla 5
Irivis 2

Jareen?

Map to come.


Lightbringer wrote:
Can LB shove Rod out of the way? Ie, give him an 'aid another' bonus on his reflex save?

Not from over there. Anyway, the man has leapt successfully (I'll amend the map). Still awaiting LB's response. Also, Gil gets an AoO on the thing as she is now Large.

Map updated.


Camlo ghosts through the trees until he reaches the next clearing. Peering through the branches he sees a gaggle of goblins poised and ready - though not so ready that they spot him.

Hudak.

Camlo 25
Hudak 20+
Vethran 17
Alwyn 16
Elisile 11
Illes 3

Map updated.


The ooze simply doesn't stop, rolling over Lightbringer and Rodergo.

OK, here's how this works: the ooze simply moves forwards 20', which also includes the squares LB and Rod are standing in. You can make a Reflex save DC 20 to avoid being engulfed, OR you can have an AoO in which case you are automatically engulfed. If you wind up engulfed, you automatically are grappled by the ooze and you take the spell effect: 130 damage on a failed DC 20 Fort save or 3d6 + 13 ⇒ (6, 6, 1) + 13 = 26 damage on a successful Fort save.

Map updated.


Arakan:

Spoiler:
No worries, I added the spoiler to provide warning. The nature of the threat will be clear very soon.

Perception checks (Arakan and Gorad have already tried) DC 15:

Spoiler:
You spot a low-slung dark shape, like a giant lizard, on a ledge above the trail. In the light from Jareen's cantrip you can make out its knobbly olive-green hide and mouth full of sharp teeth. Its flinty eyes show an alien intelligence.

If you made the Perception check, you are not surprised and may also try the following Nature of Dungeoneering check (again, Arakan has already tried), DC 15:

Spoiler:
It is an id fiend, a psionic predator that uses its prey's own fears against them.

Roll initiative, please.


Anyway, as an ooze, I don't think it can be flanked either. I'll do its turn (and move Gil) tonight - ran out of time this morning as I had to go to work (man, that inteferes with my leisure activities).


Janosz strikes it a couple of times with arrows, but it seems to warp the space around it and several inexplicably miss. Runzyl suffers from the same effect, a sure hit somehow turning into a failed blow. Gil's spell has no discenible effect.


Runzyl's miss chance (high misses) 1d100 ⇒ 71

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