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Priest of Asmodeus

GM Blood's page

7,421 posts. Alias of David James Olsen.


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25 is the slam damage, the fire is absorbed


He is evil


Fort Save: 1d20 + 10 ⇒ (5) + 10 = 15 DC 20

Rowena keeps the salamander stunned.


You spend the day inquiring about her brother and relaxing and spending some of your well earned gold. Soon you find yourself back at her estate.

Lavinia greets you warmly and you all sit down while she talks about her brother.

Lavinia explains to you that the two of them were quite close growing up, since their parents were rarely around. They grew to depend on each other, and got into a fair amount of trouble together. After one particularly complex prank involving several elixirs of love being emptied into the nearby water tower, their childhoods came to an end.

Lavinia was sent to the Thenalar Academy to live out the next five years of her life, and Vanthus was shipped out to work on a plantation. When they returned to live in the family manor a year ago, they had both changed. Lavinia likes to think she benefited from her time at Thenalar. Vanthus, on the other hand, spent his time away nurturing his bitterness. He no longer had time for Lavinia, slept all day, and spent the nights with what Lavinia recalls as "associates of doubtful character." Eventually, he moved out of the house entirely - Lavinia believes he took up with a lover in Azure District, but she never learned the details.

When their parents died, Vanthus returned for a week to live at the manor, but he had changed even more. Gone was the easy sense of humor she recalled fondly from their childhood, and in its place was a bitter cynicism and a morbid streak that sent chills up Lavinia's spine. After several arguments, Vanthus struck her with his fist. Lavinia was shocked, and for a moment she thinks Vanthus was shocked as well, but an instant later he was back to his new self, all scowls and menace. He gathered his belongings and left - Lavinia hasn't seen him since.

She knows something profound happened to her brother at some point to change him, but she's not sure what this was. She believes he's fallen in with a bad crowd, perhaps smugglers or thieves or even killers. Although his attitude might speak otherwise, she hopes that it's not too late, that if he can be brought back to her side she might be able to talk some sense into him and redeem him before he passes forever out of her reach. The problem is, she doesn't know where he's gone.

Lavinia has few clues as to where Vanthus has gone. She recommends asking around about him throughout the city; she doubts he's hiding out in Champion's or Noble District, but even these locations may hold clues. Her suspicion that he's been living with a woman in Azure District arose from half-heard rumors, but it remains the strongest lead she has.

Lavinia asks you to try and find him and bring him back to her. You already searched the Merchant's district. each district takes about a day to comb through and search for leads.


Kilthan creeps forward into another chamber half filled with water on the opposite side that leads to a 3ft deep river that winds through the rock, just big enough for a humanoid to move through. Nothing else is in this chamber.

Assuming you decide to keep investigating...

As you move along, you continue to follow the shallow river for over 300 foot until it open into another chamber. Half movement speed

This low-ceiling grotto is completely flooded by murky, foul-smelling water. Piles of drenched rubbish, debris, and rotting flotsam bob everywhere. The dirty water flows out constantly from a sloping sewer conduit on the north wall. Thick sheets of rancid-looking slime cling to the ceiling in pale yellow gobs. At the north end of the room, dirty water flows out of a wide, sloping conduit, creating a small waterfall.

The water is only just over a foot deep here, but the ground is uneven so it counts as difficult terrain. Assume the rest of the group is about 30' back farther than shown on the map. The ceiling is 10' high and the sewer conduit on the north wall is just below the ceiling.

Kilthan approximates that he is on the southwest side of the lower ring


The stink of burning ooze fills the air, but it is still moving. Salamander is Stunned so no attack.


Elemental #2
Burn Damage: 2d6 ⇒ (4, 6) = 10
Slam#1: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (9) + 1 = 10
Burn Damage: 2d6 ⇒ (3, 3) = 6
Catch Fire Rounds: 1d4 ⇒ 3

Slam#1: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (16) + 1 = 17
Burn Damage: 2d6 ⇒ (6, 2) = 8
Catch Fire Rounds: 1d4 ⇒ 4

50 Damage and on fire

The Black Pudding Attcks the Fire Elemental

Slam: 1d20 + 19 ⇒ (7) + 19 = 26
Grab (Grapple): 1d20 + 31 ⇒ (15) + 31 = 46
Damage: 2d6 + 12 ⇒ (2, 1) + 12 = 15
Acid Damage: 3d6 ⇒ (4, 6, 3) = 13

28 Damage

Black Tentacles: 1d20 + 16 ⇒ (10) + 16 = 26


Fort Save: 1d20 + 10 ⇒ (5) + 10 = 15 vs DC 20

Rowena moves up lightning quick to the Noble Fire Salamander (a word which I continue to have problems typing correctly) landing a perfect blow, stunning the creature. Its spear clanks to the ground.

However on the way to the Salamander, the fire elemental takes a swipe at her. (The Ooze could have, but it does not)

AoO Slam: 1d20 + 15 ⇒ (20) + 15 = 35
Confirm AoO Slam: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 4d6 + 8 ⇒ (6, 6, 1, 4) + 8 = 25
Burn Damage: 2d6 ⇒ (5, 6) = 11

If Rowena Fails a DC 18 Reflex Save damage on her turn

Burn Damage: 2d6 ⇒ (6, 5) = 11
Catch Fire Rounds: 1d4 ⇒ 1


I am not considering it as your ally, as it is unthinking and will dissolve you as soon as it can. If it was say a creature that it teamed up with you to ambush the salamander, I would count it as an ally


I've been buried in real life stuff recently. I am trying to pull myself out of it and progress things. Please hang in there!


I've been buried in real life stuff recently. I am trying to pull myself out of it and progress things. Please hang in there!


In this case I had already rolled for everyone, and that was what was discovered :)


Quintus, I assume for fire?


You are up, no illusion. Summoned fire elemental fighting the black pudding.


Round 3

You continue to delay, watching the fight.

Elemental #1

Burn: 2d6 ⇒ (6, 2) = 8
Slam#1: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Burn Damage: 2d6 ⇒ (4, 6) = 10
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (19) + 1 = 20
Catch Fire Rounds: 1d4 ⇒ 1

Slam#1: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27
Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Burn Damage: 2d6 ⇒ (3, 4) = 7
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (13) + 1 = 14
Catch Fire Rounds: 1d4 ⇒ 3

Elemental #2

Slam#1: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Burn Damage: 2d6 ⇒ (3, 1) = 4
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (17) + 1 = 18
Catch Fire Rounds: 1d4 ⇒ 1

Slam#1: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12
Burn Damage: 2d6 ⇒ (1, 5) = 6
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (6) + 1 = 7
Catch Fire Rounds: 1d4 ⇒ 1

82 Damage and on fire

The Black Pudding continues to squeeze the Fire Elemental in its grip and kills it!

Grapple to maintain: 1d20 + 31 + 5 ⇒ (5) + 31 + 5 = 41
Constrict Damage: 2d6 + 12 ⇒ (6, 5) + 12 = 23
Acid Damage: 3d6 ⇒ (1, 1, 1) = 3

26 Damage

Black Tentacles: 1d20 + 16 ⇒ (5) + 16 = 21

Dispel Magic from the Salamander who removes the illusion revealing where you are!

Dispel Magic Illusion: 1d20 + 15 ⇒ (11) + 15 = 26 DC 22

Damage Count: Elemental #1 - Dead Elemental #2 - 0 Black Pudding - 239

Will Save Elemental #2 vs Silent Image: 1d20 + 5 ⇒ (9) + 5 = 14 DC 18


GM Blood:

Julian Diplomacy (Gather Info): 1d20 + 6 ⇒ (20) + 6 = 26
Morgana Diplomacy (Gather Info): 1d20 + 5 ⇒ (3) + 5 = 8
N'Dateh Diplomacy (Gather Info): 1d20 ⇒ 17
Celentia Diplomacy (Gather Info): 1d20 + 7 ⇒ (15) + 7 = 22
Quartle Diplomacy (Gather Info): 1d20 + 7 ⇒ (17) + 7 = 24

Julian doesn't recall much about her brother.

There are a number of districts in town (Azure District, Merchant's District, Champion's District, Cudgel District, Noble District, Shadowshore and Sunrise) you think as a group you could canvass one district a day. On your full day free, you begin inquiring within the district you are staying in (Merchant's District).

People remember seeing Vanthus here and there, although no one's seen him recently. Everyone assumes he's still living at Vanderboren Manor when asked.


The new summoned Fire Elemental seems to be able to see through your illusion, though it is continuing to attack the black pudding as commanded by the fire salamander, at this time. I will wait to see if you want to continue to watch the fight another round or take action.


Round 2

You continue to delay, watching the fight.

Elemental #1

Burn: 2d6 ⇒ (5, 3) = 8
Slam#1: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28
Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Burn Damage: 2d6 ⇒ (3, 4) = 7
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (3) + 1 = 4
Catch Fire Rounds: 1d4 ⇒ 2

Slam#1: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Burn Damage: 2d6 ⇒ (3, 3) = 6
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (3) + 1 = 4
Catch Fire Rounds: 1d4 ⇒ 1

Elemental #2

Slam#1: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Burn Damage: 2d6 ⇒ (2, 4) = 6
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (3) + 1 = 4
Catch Fire Rounds: 1d4 ⇒ 1

Slam#1: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Burn Damage: 2d6 ⇒ (6, 3) = 9
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (7) + 1 = 8
Catch Fire Rounds: 1d4 ⇒ 3

69 Damage and on fire

The Black Pudding continues to squeeze the Fire Elemental in its grip

Grapple to maintain: 1d20 + 31 + 5 ⇒ (6) + 31 + 5 = 42
Constrict Damage: 2d6 + 12 ⇒ (1, 3) + 12 = 16
Acid Damage: 3d6 ⇒ (3, 5, 3) = 11

26 Damage

Black Tentacles: 1d20 + 16 ⇒ (9) + 16 = 25

Fire Ball from the Salamander

Fireball Damage: 10d6 ⇒ (6, 5, 4, 1, 6, 6, 5, 1, 4, 4) = 42
Reflex Save Black Pudding: 1d20 + 1 ⇒ (13) + 1 = 14 DC 14 21 Damage

Damage Count: Elemental #1 - 79 Elemental #2 - 0 Black Pudding - 157

Will Save Elemental #2 vs Silent Image: 1d20 + 5 ⇒ (20) + 5 = 25 DC 18


OK, here is what I am going to do. I'll assume you made the "floor" illusion to cover this whole room (I've counted the area and Rauno can do this, so if they don't see past the illusion, they don't see you. So until that time, or you attack, they won't know where you are. Rauno's black tentacles don't count as it is an area spell with no discernible origin point.

Will Save Fire Salamander: 1d20 + 13 ⇒ (3) + 13 = 16 DC 18 vs Silent Image

The fire salamander summons another fire elemental to help attack the black pudding.

Not sure about casting time for SPL for this, but I think it is a standard action

The elemental pounds at the black pudding

Slam#1: 1d20 + 15 ⇒ (13) + 15 = 28
Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12
Burn Damage: 2d6 ⇒ (3, 3) = 6
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (2) + 1 = 3
Catch Fire Rounds: 1d4 ⇒ 2

Slam#1: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Burn Damage: 2d6 ⇒ (2, 1) = 3
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (3) + 1 = 4
Catch Fire Rounds: 1d4 ⇒ 4

29 Damage and on fire for 1 round

The black Pudding continues to squeeze the Fire Elemental in its grip

Grapple to maintain: 1d20 + 31 + 5 ⇒ (17) + 31 + 5 = 53
Constrict Damage: 2d6 + 12 ⇒ (6, 2) + 12 = 20
Acid Damage: 3d6 ⇒ (4, 6, 2) = 12


I've been super busy in real life so no worries. The monsters seem trained on each other at this point at least, so not sure if everyone wanted to wait until one of them dies/turns on you or you wanted to join in


Quote:

Round 1

Initiative Order - Rauno, Quintus, Fire Elemental, Kelkzar ,Trevor, Rowena, Fire Salamander, Black Pudding

Elder Black Pudding AC 1 T 1 FF 1 CMD 32 (42 vs bull rush, can't be tripped)

Huge Fire Elemental AC 21 T 16 FF 13 CMD 34 (Immune to critical hits and flanks)

Fire Salamander AC 18 T 9 FF 18 CMD 32 (Can't be tripped)


Haven't seen anything from Kelkzar, I'll delay him after the fire elemental

The elemental pounds at the black pudding

Slam#1: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17
Damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
Burn Damage: 2d6 ⇒ (5, 5) = 10
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (12) + 1 = 13
Catch Fire Rounds: 1d4 ⇒ 1

Slam#1: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30
Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Burn Damage: 2d6 ⇒ (1, 3) = 4
Reflex Save Black Pudding DC 18: 1d20 + 1 ⇒ (17) + 1 = 18
Catch Fire Rounds: 1d4 ⇒ 4

38 Damage and on fire for 1 round


Julian is not able to figure it out, and passing it around no one knows what language it may be. As you are leaving, Lavinia pulls the clerk aside and asks if anyone else other than her parents have come into the vault recently. He replies with an affirmative, saying that her brother Vanthus visited the vault several times over the past month.

Lavinia informs him that it couldn't be possible as he has been missing for over a month. The clerk is shocked at that news and that Lavinia didn't know he'd been visiting the vault- Vanthus had a signet
ring and the clerk recognized him as a Vanderboren. The clerk agrees
to inform Lavinia if Vanthus tries to enter the vault again.

As you leave, Lavinia asks, "Can you come back to my estate in two days? I need to get my estate in order and check into a few things regarding my brother. Meanwhile enjoy the money you earned."

She has her coach drop you off wherever you want, then leaves to her home.

You can do whatever in the next two days


Julian turns the pillar to the right until it rests on the six eyed gorilla, the turns it left until it rests on the one eyed roper, then turn it right one click to the dragon, then left to the 4 eyed umber hulk, then finishes turning it right to the dragon once again.

As that clocks in place, there is a rumbling, and the other pillars in the room rotate revealing 5 alcoves with small chests and coffers inside.

Lavinia begins to go through the chests and as she opens up each one, there is nothing but a few coins scattered on the bottom. She keeps going alcove to alcove getting more desperate each time she opens a chest.

Finally in the last alcove there is a reprieve. Several of the chests here remain untouched. One of the iron coffers contains a number of documents and she pages through them quickly. She also find a ledger, but she flips through it with a frown unable to read it. She counts out the coins and gives each of you 200gp. "I am concerned that there seems to be a lot of my family's money missing. There is a stack of IOUs that I can collect on that will allow me to pay my back taxes and get my estate in order. I will need to think about what is next, especially with my finances not what I thought they would be.


Disable Device Julian: 1d20 + 5 ⇒ (20) + 5 = 25

Julian plays around with no luck moving the center pillar. However an idea comes to his head that it is similar to how a combination locks works. Now if he only could figure out what the combination was and which way it needed to turn for each number....

Knowledge (arcana) Lavinia: 1d20 + 5 ⇒ (18) + 5 = 23

Lavinia answers the question about the Chimera, "I once saw a picture of one, it has a head of a lion, dragon, and goat, so it would have three heads and six eyes."


Waves! Exit 115 off of 90/94!


The creatures on the note are not located here, but if you choose think about the creatures listed....

Knowledge (arcana) DC 17 Chimera:
This is a magical beast that has a head of a lion, dragon, and goat

Knowledge (Local) DC 15 Cyclops :
This is a large one eyed giant.

Knowledge (arcana) DC 17 Medusa:
This is a humanoid creature that looks like a woman, but she can turn you to stone.

Knowledge (dungeoneering)DC 17 Chimera:
This is a 4 eyed aberration that burrows underground.

Knowledge (arcana) DC 15 Basilisk:
This is a magical beast that has eight legs and can turn you to stone with a gaze from its pair of eyes.


It is the grooved pillar that turns in the middle, and the red arm of the 8 pointed star on the ceiling with it that clicks to a stop pointing to a creature.

Nothing else is hidden that you can find.

Disable Device DC 20:


GM Blood:

Initiative Rowena Lordail: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative Rauno Redpath: 1d20 + 13 ⇒ (11) + 13 = 24
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Quintus: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Black Pudding: 1d20 - 5 ⇒ (4) - 5 = -1
Initiative Fire Elemental: 1d20 + 11 ⇒ (6) + 11 = 17
Initiative Fire Salamander: 1d20 + 0 ⇒ (10) + 0 = 10

You could have had a round buffing if you choose before they came in

Quote:

Round 1

Initiative Order - Rauno, Quintus, Kelkzar, Fire Elemental, Trevor, Rowen, Fire Salamander, Black Pudding

Elder Black Pudding AC 1 T 1 FF 1 CMD 32 (42 vs bull rush, can't be tripped)

Huge Fire Elemental AC 21 T 16 FF 13 CMD 34 (Immune to critical hits and flanks)

Fire Salamander AC 18 T 9 FF 18 CMD 32 (Can't be tripped)


I'll go with you are doing the original(Rowena's plan)

You hear them coming so you retreat the the black pudding room and Rauno covers it with a silent image to make it look like the regular floor (and hope that it doesn't know it is there or thinks you defeated it already). You go down the stairs to the other side of the room (which is lower then where the black pudding is). The door opens soon after and the squeezing fire elemental passes over the black pudding with the fire salamander saysg, "Sorry Chaps, but my instructions force me to pursue and conquer you".

Will Save Elemental: 1d20 + 5 ⇒ (2) + 5 = 7

Suddenly the elder black pudding envelops the huge fire elemental

Black Pudding Surprise Slam!: 1d20 + 19 ⇒ (13) + 19 = 32 vs FF 13
Crush Damage: 3d6 + 12 ⇒ (1, 1, 6) + 12 = 20
Acid Damage: 3d6 ⇒ (4, 3, 4) = 11
Grab (Grapple): 1d20 + 31 ⇒ (13) + 31 = 44 vs CMD 34


Kilthan and Jagdbach kill off the remaining ghasts, killing them before having a chance to lash out once again.

Combat Over!

Doing a search of the area doesn't reveal anything of value or interest.

The tunnel leads tot he southeast which quickly narrows to unpassable, but another larger passage heads to the west and looks like it may lead somewhere.


strange list of monsters.

Chimera looks to sunrise
Cyclops looks to sunset
Medusa looks to sunrise
Umber Hulk looks to sunset
Basilisk looks to sunrise

Lavinia checks out the grooved pillar in the center and pushed using one of the grooves and the pillar rotates as well until it clicks. The star on the ceiling moves as well, the red arm of the star pointing to to the first monster. She is able to rotate it back to the original position as well as to the eastern most monster (the spider).


GM Blood:

Perception Morgana Darya: 1d20 + 4 ⇒ (19) + 4 = 23
Perception Celentria Sha'Leirin: 1d20 + 4 ⇒ (19) + 4 = 23
Perception Quartle: 1d20 + 7 ⇒ (12) + 7 = 19
Perception Julian Binetti: 1d20 + 6 ⇒ (5) + 6 = 11
Perception N'Dateh: 1d20 + 7 ⇒ (10) + 7 = 17

Perception Morgana Darya: 1d20 + 4 ⇒ (2) + 4 = 6
Perception Celentria Sha'Leirin: 1d20 + 4 ⇒ (8) + 4 = 12
Perception Quartle: 1d20 + 7 ⇒ (2) + 7 = 9
Perception Julian Binetti: 1d20 + 6 ⇒ (15) + 6 = 21
Perception N'Dateh: 1d20 + 7 ⇒ (19) + 7 = 26

You decide the search the room with Lavinia. Morgana and Celentia soon find that the northern pillar's snake patterns are different than the rest of the room. After calling everyone over N'Dateh and and Julian notice one of the snake heads is actually a switch. A quick search for it being trap reveals nothing so you activate it.

As soon as the switch is triggered, the snake designs begin to animate, writhing aside to reveal an archway to another room. "You found the vault! Excellent!"

This octagonal room is supported by a single large pillar with dozens of deep grooves along its sides. The seven walls of this room each bear fantastically detailed bas-relief carvings of exotic monsters in threatening poses.

Starting at the wall immediately to the west of the entrance to the room and moving clockwise, the carvings depict a tentacled monster with a glaring red eye and a mouth full of teeth, a looming dragon, a fish-like creature with three eyes and four tentacles, a two-headed giant wielding a pair of immense clubs, a spherical creature with four eye stalks and a bulging central eye over a drooling maw, a gorilla-like beast with a fanged maw and six eyes, and finally a towering black spider with seven eyes.

Each monster's eyes consist of a glittering red stone. The ceiling above is only ten feet high, with the now-familiar eight-pointed star pattern radiating out from the grooved pillar. The arms of this star are black, save for the one pointing south toward the entrance, which is red.

Knowledge checks for the creatures in the bas-relief starting on the west side of the room ending on the east side

Knowledge (dungeoneering) DC 22 for a tentacled monster with a glaring red eye and a mouth full of teeth:
This is a roper

Knowledge (arcana) DC 15 for a looming dragon:
This is a Red Dragon

Knowledge (dungeoneering) DC 17 for a fish-like creature with three eyes and four tentacles:
This is an Aboleth

Knowledge (local) DC 16 for a two-headed giant wielding a pair of immense clubs:
This is an Ettin

Knowledge (arcana) DC 23 for a spherical creature with four eye stalks and a bulging central eye over a drooling maw:
This is a Beholder

Knowledge (dungeoneering) DC 18 for a gorilla-like beast with a fanged maw and six eyes:
This is a Grey Render

Knowledge (nature) DC 11 for a towering black spider with seven eyes:
This is a Monstrous Spider


Morgana:
You need to keep making Fort DC 11 Saves until you make it or fail 5 more times....

The iron cobra is about to strike again, but the repeated hits to its metal skin produces a perfect opening for Celentia's rapier. Her aim is true and the metal snake instantly stops moving.

Combat Over

Julian:
Your knowledge check was good enough to know that the iron cobra has a reserve of poison for three strikes, and it only connected once so it should have two doses of poison left.


Justin mightly blow kills one outright leaving one on Jagbach (slowed) and two on Kithan (one slowed and one prone)


Celentia up last before the iron cobra!


Makes sense!


I haven't had any time to look at putting something together, so if you have enough I will bow out. If you want or need one more I can try to get something together.

However I want to put my hat in the ring for The Blight, whenever that comes out!


Celentia, isn't your damage +5 instead of +7? I think your to-hit is +7


Delaying the rest of round 1 to round 2 to make future rounds go smoother

Quote:

Round 2

Initiative Order - Quartle, Julian, Morgana, Celentria, N'Dateh, Iron Cobra

Iron Cobra AC 20 T 13 FF 18 CMD 13


Celentia maneuvers around to the opposite side of Morgana stabbing the creature. Her aim was true, but the tough hide resists part of the attack.

After the hit, the iron cobra turns to attack Celentia which she easily parries and then returns an attack which hit again.

Iron Cobra: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Will Save DC 16: 1d20 + 7 ⇒ (2) + 7 = 9
Will Save DC 16: 1d20 + 7 ⇒ (6) + 7 = 13
Will Save DC 16: 1d20 + 7 ⇒ (12) + 7 = 19
Will Save DC 16: 1d20 + 7 ⇒ (5) + 7 = 12

Skorhald's spell goes off and all but the prone one is affected!


Delayed the rest of round 1 to top of round 2 to make everything go smoother in future rounds

Round 1 start with inspire courage active!

Quote:

Round 2

Initiative Order - Rohara, Skorhald, Justin, Kilthan, Aarakess, Ghast

Ghast AC 18 T 14 FF 14 CMD 18


Reflex Save #1: 1d20 + 5 ⇒ (14) + 5 = 19
Reflex Save #2: 1d20 + 5 ⇒ (4) + 5 = 9

Jagdbach bites one ghast ripping its throat out, while combining with its claws killing a second. Kilthan waraxe deals a deadly blow and he knocks another ghast back. Aarakess steps foward and lightning shoots out of her fingers striking the lead ghast and frying it, while damaging one behind it.

One ghast moves up to Jag and attacks with a bite

Ghast Bitevs Jagdbach: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Three ghasts remaining on Kilthan, with a pair having flank and one prone. One claw manage to find its way between his defenses DC 15 Fort Save or be paralyzed

Ghast #1 Bite vs Kilthan: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Ghast #1 Claw #1 vs Kilthan: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Ghast #1 Claw #1 vs Kilthan: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Ghast #2 Bite vs Kilthan: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Ghast #2 Claw #1 vs Kilthan: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Ghast #2 Claw #2 vs Kilthan: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Ghast #3 Bite vs Kilthan: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Ghast #3 Claw #1 vs Kilthan: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Ghast #3 Claw #3 vs Kilthan: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


Knowledge (arcana) DC 12:
What appears to be an armored serpent is actually a magical construct called an iron cobra.

Knowledge (arcana) DC 17:
An iron cobra is a mindless combatant that follows the commands of its creator. Like a living serpent, an iron cobra injects venom with its fangs. An iron cobra’s internal reservoir can hold only three doses of venom, and must be refilled by its creator.

Knowledge (arcana) DC 22:
An iron cobra’s metal body deflects glancing blows, but adamantine weapons can prove effective. An iron cobra is quite stealthy and is resistant to magic.

Knowledge (arcana) DC 27:
An iron cobra can be commanded to flawlessly track any creature whose name the creator recites, as if using a locate creature spell. The process for creating an iron cobra is known.


Quote:

Round 1

Initiative Order - Celentria, N'Dateh, Metal Snake, Quartle, Julian, Morgana

Metal Snake AC 20 T 13 FF 18 CMD 13


GM Blood:

Stealth DC 22
Perception Morgana Darya: 1d20 + 4 ⇒ (17) + 4 = 21
Perception Celentria Sha'Leirin: 1d20 + 4 ⇒ (17) + 4 = 21
Perception Quartle: 1d20 + 7 ⇒ (15) + 7 = 22
Perception Julian Binetti: 1d20 + 6 ⇒ (19) + 6 = 25
Perception N'Dateh: 1d20 + 7 ⇒ (15) + 7 = 22

Initiative Morgana Darya: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Celentria Sha'Leirin: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Quartle: 1d20 + 5 ⇒ (8) + 5 = 13 adjust -2 in Surprise
Initiative Julian Binetti: 1d20 + 4 ⇒ (5) + 4 = 9 adjust +2 in Water
Initiative N'Dateh : 1d20 + 1 ⇒ (19) + 1 = 20
Initiative Monster: 1d20 + 2 ⇒ (16) + 2 = 18

1d6 ⇒ 1

Lavinia puts her signet room into the depression and the door opens revealing the room beyond.

The floor of this domed chamber is of polished green marble. Two fifteen-foot wide alcoves have lower ceilings and feature marble pillars carved to resemble coiling snakes. In the center of the room, five similar pillars are embedded into the walls,rising up thirty feet to a dome overhead. Looking up, the dome bears a huge representation of the same eight-pointed star that was engraved on the door to the south.

Morgana steps into the atrium, not seeing where it leads to the vault. All of a sudden a metallic cobra, similar to all the carvings in this room, strikes her without warning.

Matal Cobra: 1d20 + 3 ⇒ (13) + 3 = 16 vs FF 15 *Hit*
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Morgana make a Fort Save DC 11 or also take 1d2 ⇒ 2 Con Damage


Kilthan, a save vs paralysis is also needed after the stench saves for sickened. Fort DC 15, before Inspire Courage (as well as the Fort Saves for sickened is before IC)


Unlike ghouls, A ghast's paralysis even affects elves.

At first I thought they did, but reading closer I guess they don't!


Round 1 start with inspire courage active!

Quote:

Round 1

Initiative Order - Kilthan, Aarakess, Ghast, Rohara, Skorhald, Justin

Ghast AC 18 T 14 FF 14 CMD 18

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