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170 posts. Alias of Graynore.

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work is really busy. I'll post tomorrow.


side quest request by Alder. Anyone? Anyone? No. Okay.
You have seven days of downtime to buy equipment or seek out anything else. Post anything that you want to do. I'll wait until tomorrow.


The officer considers Alder's request, "Not at the moment. Our cavalry is out on patrol and not scheduled to be back for a week. Grab a bunk and get some rest. Your merchant friend can find a room down in the foreign quarter."


The officer listens to Alder's account of your travels. "I can't say that I know of this vanishing figure or these gems. Werewolves are quite common but usually get worse the closer one gets to the Moonwood. Orcs, goblins and ogres are all too common along the Nether Mountains. What seems odd is that the attacks began when you joined that caravan and ended when you left. I wonder if they were not after the caravan. What was their cargo?"


The officer takes the message and reads it. "Seriously? You came here to get three horses to take back? Doesn't the Legion have enough horses in Silverymoon? This is a joke right?"


Well, I just checked the PFRPG and there is nothing in there about haggling. It use to be diplomacy. Profession(merchant) will be good for making money during down time.


The corporal looks at Cal, "He's on your head human. Get going."

You move through the gates and quickly find yourselves in the garrison. An officer looks at you as you walk in, "You the recrouts we been waiting for from Silverymoon?"


Well, those things aren't available at the inn but you can find all of that in Adbar. Give me an appraise and a diplomacy check to adjust the prices.

Everyone: I'm planning some in game down time here at the Citadel. If there is anything you want to do just post it in this thread and I'll group it all together into a post on the main thread.

We can continue with the roleplaying in the game thread for now.


The corporal looks over your orders after breaking the seal. "Uh hum, uh hum, uh hum.....looks to be in order. Report to the garrison immediately. The commander will want to speak to you."


The rest of the night goes by without much excitement. You find a place to put down your bedrolls near Glimly's wagon.

Kythorn 13, Year of Wild Magic

The morning comes quickly. As the morning dew clings to your eyes, you hear the gnomes packing the wagon. The gnomes wave and give you quick goodbyes before heading out on their journey.

The road is pleasent and the day is warm. It seems that the spring is beginning to take on in earnest. As you travel the Adbar Road, you notice that the road has suffered from the winter and will need some repair.

You camp for the nigth near the road and enjoy a quick meal. Your watches pass uneventfully.

Kythorn 14, Year of Wild Magic

The morning is crisp as the cold winds blow from the north. You can see a storm far off to the south and the east but neither seem to be moving.

By mid-afternnon, you come into a vally leading up to the city of Citadel Adbar. As you approach the city, a group of dwarven guards come running up with axes and hammers. They are all clad in the tabbards of the Argent Legion. The corporal shouts out to you, "Well met strangers. Perhaps you should explain your garb. How did you come by Argent Legion tabbards?"


Jaxon, put the list in discussion.
Just waiting on Ariael


The elf laughs while glancing at Ariael's companions.
Elven

Spoiler:
"I have a couple stops to make but I assume I will end at the Moon Wood. Fare well cousin, beware the apes."

At that, the elven ranger walks out of the inn into the night.
is there anything else anyone wants to do before the next day?


The elf raises an eyebrow.
Elven

Spoiler:
"Citadel Adbar for Silverymoon? You travel in esteemed company indeed. My name is Starknife of Cormanthor. I am traveling these lands on business for a friend. I've been stuck with these smelly apes for a few weeks as we crossed the desert but I'll be heading off on my own now."


Ariael notices one other elf sitting with a group of humans looking board. The elf looks to be a ranger from his gear. When the elf notices Ariael looking at him he smiles warmly and excuses himself. The elf walks over to Arial and begins in elven:
if you speak elven

Spoiler:
"Sweet water and light laughter cousin. What brings you to this horrid place?"


So, we had our first "Claiming Gaping Maw" session last weekend. I ruled that until the new Prince of Demons (PoD)reigned in the other major powers on the layer and retook Lemoriax, that he can't control the morphic qualities of the plane.

Just in case my PCs are smart enough to check these boards, I won't reveal any information that they haven't already learned.

There are five major players outside of Lemoriax that the PoD needs to bring under his control or destroy.

First, the PCs went to the Claws of Belcharesk. The Balor Lord, Belcharesk, was the heir apparent of Demogorgan and did not appear during the invasion as he was repelling Charon and his hordes. Belcharesk is listed as a Balor with 4 levels of fighter in Demogorgan's write up in Dragon; I added the improved spell-like abilities in the balor entry in the bestiary. Stats are the typical balor with the following modifications:

Spoiler:

Belcheresk, Balor Ftr 4 (cr 25)
CE Large Outsider (chaotic, evil, demon)
Str 50 (base 44), Dex 29 (base 23), Con 46 (base 40),
Int 26, Wis 24, Chr 30
A/C 48 (ff 44/touch 17) (+4 defl, +4 dex, +20 Nat, -1 size, +11 Armor)
HP: 500 (24d10+360), fast heal 3, Regenration 1
Saves: Fort +35, Reflex +17, Will +26
DR: 15/epic; Immunities: Electricity, Fire & Poison
Resist: acid 10 & cold 10
SR: 35
Speed: 30', fly 60'(good) [armor reduction]
Base attack: +22; CMB: +40; CMD: 60
Melee: Long Sw (vorpal) +44/39/34/29 (2d6+25/17-20,x2,vorpal/+2d6 vs. good or chaotic outsiders) & Whip (vorpal) +44/39/34 (1d4+15+1d6fire+1d6electricity/20,x2,vorpal) OR Long Sw (vorpal) +46 (8d6+25/17-20,x2,vorpal/+2d6 vs. good or chaotic outsiders) OR Whip +46 (4d4+25+1d6fire+1d6electricity/20,x2+1d10fire+1d10electricity,vorpal)
Space: 10', Reach: 10'(20' with whip)
Spell-like Abilities: (CL 24)
Constant - true seeing; unholy aura
At will - (regular plus) divine power, freedom of movement, death ward, control water, water breathing, mirror image
3/day - (regular plus) control weather, whirlwind, heal, quicken mirror image
Feats: (regular plus) Fast Healing (epic), Quicken Spell-Like Ability(mirror image), Vital Strike, Improved Vital Strike, Greater Vital Strike
Skills: (regular plus) Know(nature)+27, Know(dungeoneering) +27, Know(arcana) +27
Equipment: +5 large pearl breastplate armor (artifact that allows control of aquatic creatures on gaping maw [exact abilities pending]), +5 large unholy keen ghost touch bane (chaotic outsider) long sword, +5 large flaming burst shocking burst ghost touch whip, Ring of Regeneration, Ring of Counterspells (disintegrate), Belt of physical perfection +6, Amulet of Natural Armor +4, Wand of Dimensional Anchor(25)

The aura of demonic command took care of the lesser demons and kept the fight between the PCs and Belcheresk. I didn't award xp for the demons being kept out of the fight.

Second, Demogorgan's clones (Bagromar and Tetradarian) survived the invasion which means that the PoD needs to kill them or make them servants. See the adventure path for stats on them.

Third, there is a half-fiend kraken within the depths of Gaping Maw by the name of Phy'siv'lap'tikor. The kraken is not canon but it went along with the idea that Demogorgan had tried to make all the kraken his servants. This particular nasty creature has come to contest the rulership of the depths. (stats will follow once the PCs get that far).

Forth, there is another unknown presence in the watery depths of Gaping Maw; however, the PCs haven't discovered what it is yet.

The PoD wasn't given free reign to move about the realm as the assassins began to come. The first hit squad was a balor and 6 glabrezu demons (all with the abyssal bound soul feat) sent by Graz'zt (encounter level 21). They were all equiped with magic to bypass the PoD's damage reduction (didn't matter after the mage disjoined them on the first round).

The second hit squad was a group of devils sent by (insert your Ruler of Nine or Dark Eight General, mine was the demi-god Gargauth). There were 8 horned devils with +5 spiked chains (encounter level 21).

There are more hit squads planned but I will save that until after our next session.


Irvag scratches his chin, "Iye, we've seen some strang weather blowing out of the desert but have heard no tales of strange creatures bearing strange runes." He spits into a mug and wipes it out with a rag, "This be the old lands lad. Mean and strange things are about to test the sons of Uthgar. Do you require anything else?"


Irvag nods knowingly, "I've known a few Tree Ghosts. Meself hasn't ran with the hunters since I was a boy." He spends sometime filling everyone's drinks before he continues. "Ya saw my birthmark did ya? Don't worry so much lad. The place of a man's birth don't set a man's fate, Uthgar does."


Alder, is it a bardic curse that 20s are reserved for knowledge and diplomacy?

The human proprietor looks Alder up and down, "Hard land indeed. Coin to be made in hard lands. I am called Irvag the Bear. You sound like a Uthgarth but you don't have the look. What would your story be?"


There are of course the other demon princes/princeses, baatezu lords, archon lords, and anyone else looking to carve a name out of the weakest demon prince's hide. Assassination attempts will be a central theme/anoyance.


There is just the inn/bar and the small palisade around the bar. no real shops or anything else to speak of.

Alder enjoys the drink of the night. As he sips on the hearty beaverage, he notices that the human proprietor has a Uthgar tattoe of a blue bear on his back. When the tat is exposed, he quickly covers it.


Glimly looks disappointed, "I guess you'll be leaving us then Jaxon. Sorry to see you go. Best of luck with your business."

Alder checks out the inn. Above the door hands a sign that reads "The Wildlands Rest." While the wall around the camp is barely standing, the inn is more like a stonewall fort. There are only a couple caravans in the camp but there are some lively fellows about. The inn is run by a grisly human male and a gruff male dwarf.

As Alder chats with the occupants, he hears tales of nearby ruin by the name of Ghaurin's Hold. It was once the keep of an ancient dwarf hero by the name of Ghaurin; some say it still holds the old dwarf's gold as well as the spirit of the old dwarf.

Alder: you find 20 alch silver arrows for 50gp and 20 cold iron arrows for 2gp. regular arrows are available for 20 per 1 gp.


Kythorn 11, Year of Wild Magic

You continue on with your journey. By night fall you reach the turn to Deadsnows and camp. The night goes by without a hitch and you rise the next morning and begin to move out.

Kythorn 12, Year of Wild Magic

The day is cold but sunny as you ride on for the day. By night fall you reach the Fork with the Abdar Road to the north. There is a small fort with other travelers. You bring the wagons into the walls and set up a camp near the outer wall. Glimly approaches you all, "Thank you all for traveling with us. In the morning, we will continue to the east. I wish you the best with you endevors at Citadel Adbar. Please take these as a thank you. The bar is quite fun here."
everyone gets 10pp. Does anyone want to check out the town?


If you want to see Kyuss as the fall guy, then check out the forgotten realms conversion notes wherein Kyuss is really just a tool for Jergal to become an overgod.


Well, as I see it there are four things that need to be done to claim Gaping Maw after a pc becomes the prince: (1) kill and/or bring Demogorgan's clones to heel; (2) kill and/or bring Belcharesk to heel; (3) recapture Lemoriax; and (4) claim Abyssm.
Since Abyssm is no longer in Gaping Maw in my campaign, that leaves three primary goals.

I see the clones as primarily duels as the aura of demonic command will deal with any lesser tanar'ri that are around.

Belcharesk is either a duel or a slight dungeon crawl, depending on how long they wait to confront him.

Lemoriax and Abyssm are the real issues. I assume that Demogorgan would have left traps and guardians that would assault anyone except itself.

Lemoriax is occupied by the legions of Orcus, primarily undead creatures. As such, I see the new prince fighting various battles of undead. I'm thinking of requiring a few rituals on top of ziggarats in order to gain the ability to bring the morphic qualities of the city to bare against the invaders.


Alder studies the gem but is unable to remember anything else about it. The type of potion is not readily apparent.
detect magic and spellcraft check OR a craft(alchemy) check. appraise checks can give a clue as to anything special about mundane equipment.


Ariael looks over the items on the werewolves. While there are many items, each of the werewolves carry a familiar item, a runescribed gem.
there are two long swords, two sets of chainmail armor, two light crossbows, 40 bolts, two potions, and two amythest gems with runes

Ariael:
Alder:
Jaxon:
Anasth: -8hp
Desfra:
Glimly: -3hp


Anasth burns the beast while Desfra tries to assist. Jaxon fires his shot but it bounces off of the beast's armor. Glimly tumbles toward the beast as electricity races up his hand and into the werewolf. With a howl, the beast finally goes down.

Ariael: (adjacent to werewolf1)
Alder: (south side of wagon)
Jaxon: (on top of wagon)
Anasth: -18hp(on north side of wagon adjacent to werewolf1; produce flame active until round 22)
Desfra: -11hp(adjacent to werewolf1)
Glimly: -15hp(east side of wagon 10')
Were-Wolf 1: dead
Were-Wolf 2: dead
Wolf 3(red eyes): dead

out of combat. everyone gets 500 xp! That was a long and hard fight.

Glimly wipes his blade off on the cloak of one of the beasts and limps toward Anasth, "I don't suppose you have any of that old fashion curing magic for me?"


No one went epic with this? Okay, I'll set something up.

On a side note, does anyone know if a layout of the city of Lemoriax has ever been published?


as a side note, even if one can't do damage, one can still try to aid another with an attack.


I hear you there. I will be gone for the weekend starting tonight.


Ariael kicks dirt into the face of the werewolf before attempting to stab it.1d20 + 2 ⇒ (6) + 2 = 8 The beast haves trouble seeing through the dirt but the stab fails to penetrate its armor. Anasth burns the beast 3dam before Desfra charges in and chips his head. Alder fires an arrow into the werewolf but the arrow pops out without any damage. Jaxon shoots a bullet into the dirt by the wolf.

Glimly stabs the unconscious werewolf again and this time it reverts back to human form.2d3 + 4 + 2d6 ⇒ (3, 2) + 4 + (4, 6) = 19

1d20 + 6 ⇒ (1) + 6 = 7. The other werewolf stabs at Anasth but misses with the dirt in its eye. 1d20 + 5 ⇒ (9) + 5 = 14

1d8 + 6 ⇒ (8) + 6 = 14

1d20 ⇒ 8

1d6 + 1 ⇒ (5) + 1 = 6

1d20 + 5 ⇒ (13) + 5 = 18

Ariael: (adjacent to werewolf1)
Alder: (south side of wagon)
Jaxon: (on top of wagon)
Anasth: -18hp(on north side of wagon adjacent to werewolf1; produce flame active until round 22)
Desfra: -11hp(adjacent to werewolf1)
Glimly: -15hp(east side of wagon 10')
Were-Wolf 1: -27hp(adjacent to Anasth and Arieal; hybridform with sword drawn)
Were-Wolf 2: dead
Wolf 3(red eyes): dead

end of round 7. Start of round 8.


So, it took my gaming group over a year and a half but we finished it!
Now, I am faced with the difficult task of continuing the adventure. I am wondering if anyone has plotted out any campaigns in the post Savage Tide world.

One of my PCs has become the prince of demons; however, Orcus control's the city of Lemoriax and the towers of Abyssam have been stolen by another power. Book 12 mentions that invading Lemoriax is a campaign in and of itself so I'm thinking of making this the next step. Anyone do anything like this? The aura of demonic command will mess with things a bit but there should be plenty of undead from the legions to create some tension.

Any ideas are welcome and I would love some stats if you have them.


Alder screams at the werewolf. 1d20 + 6 ⇒ (17) + 6 = 23 But it shakes it off. Ariael charges but misses the beast with his blade. Glimly stabs the werewolf again. 2d3 + 4 + 2d6 ⇒ (1, 2) + 4 + (3, 5) = 15fort save1d20 + 6 ⇒ (9) + 6 = 15. The werewolf lashes out at Anasth1d20 + 6 ⇒ (13) + 6 = 19

1d8 + 6 ⇒ (1) + 6 = 7

1d20 + 1 ⇒ (5) + 1 = 6

1d6 + 1 ⇒ (3) + 1 = 4

1d20 + 6 ⇒ (9) + 6 = 15hitting him with its blade. 7 damage

End of round 6. Round 7 begins, everyone is up!

Ariael: (adjacent to werewolf1)
Alder: (south side of wagon)
Jaxon: (on top of wagon)
Anasth: -18hp(on north side of wagon adjacent to werewolf1; produce flame active until round 22)
Desfra: -11hp(55' north)
Glimly: -15hp(adjacent to werewolf2)
Were-Wolf 1: -24hp(adjacent to Anasth and Arieal; hybridform with sword drawn)
Were-Wolf 2: -34hp(adjacent to Glimly, hybridform with sword drawn; charge and power attack active) (unconscious stunned and blind until round 9)
Wolf 3(red eyes): dead


lol....yeah I just looked at the spell again. YOu're right Anasth. Guess it was just one of those "wild magic" things. We'll say that it doesn't reduce the duration this once.

Jaxon fires his gun but fails to penetrate the beast's armor. Anasth slams the werewolf with another gout of fire.

[ooc\Ariael: (adjacent to werewolf2 on east side of wagon)
Alder: (south side of wagon)
Jaxon: (on top of wagon)
Anasth: -11hp(on north side of wagon adjacent to werewolf1; produce flame active until round 22)
Desfra: -11hp(55' north)
Glimly: -15hp(adjacent to werewolf2)
Were-Wolf 1: -24hp(adjacent to Anasth; hybridform with sword drawn)
Were-Wolf 2: -29hp(adjacent to Glimly, hybridform with sword drawn; charge and power attack active) (unconscious stunned and blind until round 9)
Wolf 3(red eyes): dead[/ooc]

round 6 continues. Alder and Ariael are still up


Ariael stabs the werewolf with his rapier aiming for its heart. actually the dc is 17 because you only do 7 hp damage due to the damage resistancefort save1d20 + 6 ⇒ (12) + 6 = 18 Glimly follows Ariael's suit with his dagger. 2d3 + 4 + 2d6 ⇒ (1, 2) + 4 + (6, 3) = 16Fort Save1d20 + 6 ⇒ (19) + 6 = 25. Anasth attacks the werewolf with fire in his hand. 1d20 + 4 ⇒ (11) + 4 = 15

1d6 + 2 ⇒ (5) + 2 = 7

Ariael: (adjacent to werewolf2 on east side of wagon)
Alder: (south side of wagon)
Jaxon: (on top of wagon)
Anasth: -11hp(on north side of wagon adjacent to werewolf1; produce flame active until round 22)
Desfra: -11hp(55' north)
Glimly: -15hp(adjacent to werewolf2)
Were-Wolf 1: -19hp(adjacent to Anasth; hybridform with sword drawn)
Were-Wolf 2: -29hp(adjacent to Glimly, hybridform with sword drawn; charge and power attack active) (unconscious stunned and blind until round 9)
Wolf 3(red eyes): dead

start round 6. everyone is up


werewolf1 is adjacent to anasth on the nort side of the wagon. You are standing over werewolf2 next to glimly on the east side of the wagon about 30-40 feet away.


Jaxon's shot goes right into the leg of the werewolf 4 damage.

Ariael and Anasth are up

Ariael: (adjacent to werewolf2)
Alder: (south side of wagon)
Jaxon: (on top of wagon)
Anasth: -11hp(on north side of wagon adjacent to werewolf1; produce flame active until round 22)
Desfra: -11hp(55' north)
Glimly: -15hp(adjacent to werewolf2)
Were-Wolf 1: -12hp(adjacent to Anasth; hybridform with sword drawn)
Were-Wolf 2: -16hp(adjacent to Glimly, hybridform with sword drawn; charge and power attack active) (unconscious stunned and blind until round 9)
Wolf 3(red eyes): dead


Alder slams an arrow the werewolf; however, it shatters on its ruff hide. damage reduction. it's annoying. Jaxon, Ariael, & Anasth are up.


Ariael does sneak attack damage as well since it is unconscious1d6 ⇒ 5
Glimly raises his dagger above the werewolf and tries to plunge it down dealing some damage. coup de grace.2d3 + 4 + 2d6 ⇒ (2, 3) + 4 + (1, 2) = 12 Desfra tries to attack the werewolf again but fails to cause any damage.1d20 + 4 ⇒ (20) + 4 = 24

1d6 + 1 ⇒ (1) + 1 = 2

1d20 + 4 ⇒ (10) + 4 = 14 Anasth throws another blast of fire at the werewolf.1d20 + 4 ⇒ (9) + 4 = 13

1d6 + 2 ⇒ (3) + 2 = 5 The werewolf to the north tires of Anasth's fire and charges him. Desfra's AoO1d20 + 4 ⇒ (14) + 4 = 18

1d6 + 1 ⇒ (5) + 1 = 6

1d20 + 4 ⇒ (2) + 4 = 6 werewolf1 vs Anasth1d20 + 8 ⇒ (16) + 8 = 24

1d8 + 6 ⇒ (5) + 6 = 11

Ariael: (adjacent to werewolf2)
Alder: (south side of wagon)
Jaxon: (on top of wagon)
Anasth: -11hp(on north side of wagon adjacent to werewolf1; produce flame active until round 22)
Desfra: -11hp(55' north)
Glimly: -15hp(adjacent to werewolf2)
Were-Wolf 1: -12hp(adjacent to Anasth; hybridform with sword drawn)
Were-Wolf 2: -12hp(adjacent to Glimly, hybridform with sword drawn; charge and power attack active) (unconscious stunned and blind until round 9)
Wolf 3(red eyes): dead

End round 4. Start round 5. Everyone is UP!


Jaxon, I feel for you. I have been a cheer leader in many an encounter.


If regular posting cannot be maintained, perhaps we should look at default actions. For example, if player X does not post within 48 hours of being notified, character x will always attack with a melee weapon on the nearest enemy?

What are everyone's thoughts?


Jaxon and Alder take shots at the werewolfs but both fail to penetrate the beasts tuff hide. both missed. Ariael and Anasth are up.


Anasth slings another ball of flame at the werewolf attacking Desfra burning the fur from his neck.-7hp Desfra bites at the werewolf but clips his teeth on the armor of the beast. Glimly steps back and to the side and chants "Dae'zon" causing a cascade of colors to erupt on the werewolf and miss Ariael. The werewolf strikes Desfra across the side with its sword. -11hp

end round 3. Start round 4. Everyone is up!

DM Screen:

Spoiler:
Anasth vs. werewolf11d20 + 4 ⇒ (17) + 4 = 21

1d6 + 2 ⇒ (5) + 2 = 7, Desfra vs werewolf11d20 + 4 ⇒ (16) + 4 = 20

1d6 + 1 ⇒ (1) + 1 = 2

1d20 + 4 ⇒ (11) + 4 = 15; werewolf1 vs. Desfra1d20 + 6 ⇒ (18) + 6 = 24

1d8 + 6 ⇒ (5) + 6 = 11

1d20 + 1 ⇒ (3) + 1 = 4

1d6 + 1 ⇒ (6) + 1 = 7

1d20 + 6 ⇒ (16) + 6 = 22; werewolf2 will save 1d20 + 2 ⇒ (6) + 2 = 8; werewolf unconscious stun dazed and blind2d4 ⇒ (3, 3) = 6

Ariael: (adjacent to werewolf2)
Alder: (south side of wagon)
Jaxon: (on top of wagon)
Anasth: (on north side of wagon; produce flame active until round 22)
Desfra: -11hp(55' north, adjacent to Were-Wolf1)
Glimly: -15hp(adjacent to werewolf2)
Were-Wolf 1: -7hp(60' north, adjacent to Desfra; hybridform with sword drawn)
Were-Wolf 2: -10hp(adjacent to Glimly, hybridform with sword drawn; charge and power attack active) (unconscious stunned and blind until round 9)
Wolf 3(red eyes): dead


So, we haven't heard from Ariael in a while. I'll give him until tomorrow then we'll move forward.


Alder, sees Glimly's need, fires an arrow into the werewolf's eye. critical reduced to 10 damage. Jaxon fires his boom stick again with the shot going wide.

Ariael and Anasth are up

Ariael: (10' north of werewolf2)
Alder: (south side of wagon)
Jaxon: (on top of wagon)
Anasth: (on north side of wagon; produce flame active until round 22)
Desfra: (55' north, adjacent to Were-Wolf1)
Glimly: -15hp(adjacent to werewolf2)
Were-Wolf 1: (60' north, adjacent to Desfra; hybridform with sword drawn)
Were-Wolf 2: -10hp(adjacent to Glimly, hybridform with sword drawn; charge and power attack active)
Wolf 3(red eyes): dead


Okay Alder.


Alder, you already acted in round two. I'll save the critical for round 3

Ariael stabs the red-eyed wolf through the chest. The wolf whimpers but still stands.

Desfra attempts to attack the werewolf again to no avail. Anasth npc'd stows his bow and incants words that sound like a summer wind causing fire to spring from his hand. Newly armed, Anasth hurls a wisp of flame at the werewolf attacking Desfra but it goes wipe. Glimly steps up and slits the throat of the red-eyed wolf; it falls to the ground without a sound.

DM Screen:

Spoiler:
desfra vs werewolf11d20 + 4 ⇒ (5) + 4 = 9

1d6 + 1 ⇒ (6) + 1 = 7

1d20 + 4 ⇒ (6) + 4 = 10; Anasth's ranged touch attack vs werewolf11d20 + 4 ⇒ (2) + 4 = 6

1d6 + 2 ⇒ (5) + 2 = 7; Glimly's attack vs red-eye1d20 + 5 ⇒ (8) + 5 = 13

1d3 + 2 + 2d6 ⇒ (1) + 2 + (2, 1) = 6; werewolf1 vs Desfra1d20 + 5 ⇒ (3) + 5 = 8

1d8 + 6 ⇒ (5) + 6 = 11

1d20 + 1 ⇒ (6) + 1 = 7

1d6 + 1 ⇒ (4) + 1 = 5

1d20 + 1 ⇒ (18) + 1 = 19; werewolf2 vs Ariael1d20 + 6 ⇒ (14) + 6 = 20

1d8 + 10 ⇒ (5) + 10 = 15

Start Round 3

The were-wolves howl in rage as their companion falls. The one on Desfra swings wild with its sword and its bite catches nothing but air. The other werewolf screams while grasping his sword in two hands and charges Glimly. The blade lands heavily on Glimly's shoulder.15 damage

Everyone is up. Alder, you can redirect your shot or take a different action

Ariael: (10' north of werewolf2)
Alder: (south side of wagon)
Jaxon: (on top of wagon)
Anasth: (on north side of wagon; produce flame active until round 22)
Desfra: (55' north, adjacent to Were-Wolf1)
Glimly: -15hp(adjacent to werewolf2)
Were-Wolf 1: (60' north, adjacent to Desfra; hybridform with sword drawn)
Were-Wolf 2: (adjacent to Glimly, hybridform with sword drawn; charge and power attack active)
Wolf 3(red eyes): dead


You do have that balance thing Alder. Yes Ariae, you can sneak attack it if you have sneak attack. Which feat gives that again?
Jaxon, firearm attacks are regular not touch attacks in 3.5; I think the pathfinder rules have them as touch attacks within the first range increment (i'm still looking at those rules so we might change that depending on preference but let's stick with the 3.5 rules for now).

Round 2 continued

Alder fires an arrow into the red-eyed wolf who grunts but otherwise doesn't react. Jaxon fires at the southern were-wolf; however, the bullet fails to penetrate its armor.

Ariael:
Alder:
Jaxon: (on top of wagon)
Anasth:
Desfra: (55' north, adjacent to Were-Wolf1)
Glimly: (10' south of Wolf3)
Were-Wolf 1: (60' north, adjacent to Desfra; hybridform)
Were-Wolf 2: (40' south, hybridform with sword drawn)
Wolf 3(red eyes): -16hp, blind 2r & stunned 3r(adjacent to Ariael)


assuming Ariael intended to ready his action, I'll proceed as if it is still valid.
Ariael's rapier attack vs. red-eyed wolf
1d20 + 6 ⇒ (3) + 6 = 9

1d8 + 1 ⇒ (4) + 1 = 5

Desfra charges at the wolf to the north and while her bite seems to have no effect, she wrestles the wolf to the ground.

The red-eyed wolf charges Ariael. Ariael stabs at the beast missing its neck but it keeps the beast from getting to his.

The northern wolf stands up on its hind legs and twists into the form of a great halfman-halfwolf; Desfra chomps at its leg but fails to land a bite. The southern wolf advances and twists into the form of a standing wolf in armor with a long sword.

Glimly rolls off the wagon to the right of the red-eyed wolf and comes up with a dagger and a spell on his lips. "Dae'zon!" A cone of flashing colors roll over the red-eyed wolf and it seems to have lost its senses.

DM screen

Spoiler:
red-eyed wolf attack vs Ariael(damage/trip)1d20 + 9 ⇒ (2) + 9 = 11

1d6 + 4 ⇒ (4) + 4 = 8

1d20 + 9 ⇒ (19) + 9 = 28; Desfra's attack vs wolf11d20 + 6 ⇒ (10) + 6 = 16

1d6 + 1 ⇒ (5) + 1 = 6

1d20 + 6 ⇒ (15) + 6 = 21; Desfra's AoO vs wolf11d20 + 4 ⇒ (3) + 4 = 7

1d6 + 1 ⇒ (5) + 1 = 6

1d20 + 4 ⇒ (11) + 4 = 15; red-eyed wolf will save1d20 + 3 ⇒ (4) + 3 = 7; stunned & blind1d4 ⇒ 2

Ariael:
Alder:
Jaxon: (on top of wagon)
Anasth:
Desfra: (55' north, adjacent to Were-Wolf1)
Glimly: (10' south of Wolf3)
Were-Wolf 1: (60' north, adjacent to Desfra; hybridform)
Were-Wolf 2: (40' south, hybridform with sword drawn)
Wolf 3(red eyes): -10hp, blind 2r & stunned 3r(adjacent to Ariael)

round 2, everyone is up


round 1 continued

Jaxon is startled by the charging wolves and fires wide. Alder, without missing a beat, draws and puts another arrow right into the red eyed, wolf's chest.

Ariael:
Alder:
Jaxon: (on top of wagon)
Anasth:
Desfra:
Glimly: (on top of wagon)
Wolf 1: (60' north)
Wolf 2: (60' south)
Wolf 3(red eyes): -10hp(80' east)

waiting on Ariael's actions

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