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Priest of Asmodeus

GM Blood's page

6,060 posts. Alias of David James Olsen.


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Remember the ground is still difficult terrain outside the room

Quote:

Round 1

Initiative Order - Rauno, Jirin, Rowena, Quintus, Trevor, Kelkzar

Strange Creature AC 18 T 12 FF 16 CMD 22


GM Blood:

Initiative Rowena Lordail: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Rauno Redpath: 1d20 + 12 ⇒ (17) + 12 = 29
Initiative Jirin Tupel: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Quintus: 1d20 + 2 ⇒ (13) + 2 = 15

Kelkzar steps into the room as the brain pulsates once again. He then turns to the party and says, "My master, Zyrxog commands me to to stop you from progressing any farther into his domain."

Sense Motive DC 15:
He is under the influence of an enchantment spell.

Knowledge (Aracna) DC 20:
Kelkzar is under the influence of a Dominate Person spell


With detect magic there are a number of schools involved, but the strongest one is enchantment. Rauno is unsure what it could be without taking some time to studyit.

Kelkzar moves in, looking for anything else in the room, but still sees nothing.

However, Kelkzar needs to make a Will Save


Quote:

Round 4

Initiative Order - Aarakess, Rohara, Dryn'taka

Dryn'taka is staggered, sicked, evil eye for -2 to saves and attacks, and misfortuned.


Kilthan is climbing up, the rope is extending 10' and he is climbing up it as it climbs. He has 2 rounds to get to the top, and two more rounds of climb checks. After his next check he is 10' away from the top.

Will Save vs EE vs Attacks #1: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Will Save vs EE vs Attacks #2: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20

Dryn'taka fights off the grapple attempt and opens the door and steps back into the room.


Assuming Rauno does knock....

As look through the double doors, the natural cavern yields to worked stone with a tentacle pattern. This round room is 30 feet across, with an exit to your left and a ceiling 40 feet high.

In the center of this tall domed chamber is a large brain, carved from a single block of purple-veined white marble. Its veins seem to pulsate with every breath you take, as if aware of your presence. Four stone benches are arrayed around the room, each with a pair of iron manacles bolted to the top.

Map is updated. Once out of the natural cavern it will no longer be difficult terrain.


Hope you feel better. Weekends can get bogged down and then throw Easter in there so I wanted to make sure combat got resolved while the next challenge is is thrown at you! ;)


prd wrote:
Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock


After two successful critical hits, the creature flops to the floor and stops moving.

Combat Over!

Other than the seals on the pillars and the door to the north there is nothing else of interest in the room.

Inspecting the door, it is not locked, but appears it is barred from the other side.

Kelkzar Status HP 57/71


or I should say you can see Aarakess 20' up and you can hear what they. You cannot see Dryn and Rohara


yep


I play a witch once as well. Early on it was evil eye/misfortune/cackle, but I had a good range of spells as time went on. Unfortunately they were all pretty much dependent on Saves to fail and the GM's style was roll behind screen and keep fights "interesting" which meant having creatures with poor will save consistently making will saves vs misfortune or spells even though it is almost statistically impossible for that to happen.


Remember the ground is difficult terrain.

Creature still up but heavily wounded. You are up!

Quote:

Round 3

Initiative Order - Rowena, Rauno, Jirin, Quintus, Trevor, Kelkzar, Monsters

Strange Creature #2 AC 16 T 10 FF 14 CMD 20 This one has Jirin's hex on it and has adjusted stats


DMPC'ing Kelkzar

Falchion with PA: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 2d4 + 16 ⇒ (3, 4) + 16 = 23

Bite: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Confirm Falchion with PA: 1d20 + 11 ⇒ (14) + 11 = 25
Extra Damage: 2d4 + 16 ⇒ (2, 2) + 16 = 20

The creature attacks Kelkzar back

Claw #1: 1d20 + 8 ⇒ (16) + 8 = 24 *Hit*
Damage: 1d8 + 8 ⇒ (6) + 8 = 14

Claw #2: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Kelkzar's next round of action

Falchion with PA: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 2d4 + 16 ⇒ (1, 1) + 16 = 18

Bite: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d4 + 5 ⇒ (2) + 5 = 7


Not unless you are walking up the side of the pit!

Kilthan, as of the current round of the combat in the main thread, you are considered just above the illusion and the silence effect.


Quote:

Round 3

Initiative Order - Aarakess, Rohara, Dryn'taka

Dryn'taka is staggered, sicked, evil eye for -2 to saves, and misfortuned.


I am not sure the tiny sized dragon would be much help in tying anyone up

Rohara's spell goes off causing Dryn'taka to stand in place. Remember she is still not helpless

AoO Claw vs Rohara #1: 1d20 + 7 - 2 - 2 ⇒ (18) + 7 - 2 - 2 = 21
AoO Claw vs Rohara #2: 1d20 + 7 - 2 - 2 ⇒ (14) + 7 - 2 - 2 = 17 *Miss*

Will Save #1 vs Command: 1d20 + 7 - 2 - 2 ⇒ (17) + 7 - 2 - 2 = 20
Will Save #2 vs Command: 1d20 + 7 - 2 - 2 ⇒ (8) + 7 - 2 - 2 = 11 *Fail*

Aaarakess sees a rope come up through the floor with Kilthan climbing it seemingly coming right through the floor! He and the rope is still 20' from the top


Kilthan Hammerstone wrote:

Also, the rules for climb with a speed are in the PRD -- and you're right, no run.

PRD (Climb) wrote:

A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

So the big advatages are "always take 10", "retain dex to ac" and "no bonus to attacking you" --- which, all told, don't suck.

What are the walls made out of, incidentally? I just ask because someone also has a burrow speed. ;)

That and you get to climb at your climb speed which is pretty quick!

It doesn't specifically state what the walls are made of, but it should be some sort of stone if it is smooth and greased.


Kilthan it doesn't say for Pathfinder, but in 3.5 it there was a section about movement that specifically stated a creature cannot run when climbing even with a climb speed.

Ok looking up the trap and I see it is actually 60 feet deep, not 40 and the walls are smooth and greased making it impossible to climb.

so everyone take an extra 2d6 ⇒ (5, 2) = 7 damage and the rope of climb can be used to climb but cannot be knotted. making the climb DC 15 (Would normally be 5 if knotted. Since we are in combat right now, you cannot "take 10"). A Climb check needs to be made for every move at DC 15 which is 1/4 speed (5') or you can do an accelerated climb to move double (10') at DC 20.

Sorry about the mix-up.


So you have successfully gotten the golden skull with gems for eyes from the bottom of the water filled pit! What are you going to do now?


Remember she is only staggered and sickened, not helpless


Quintus and Kelkzar left up


Assuming Jirin will follow up last round's evil eye with one on #3 Trevor and Rowena combine to kill another creature!


Also if you want to use all those charges that will take you out of the action for 5 rounds before being able to do anything else.


Skorhald, it look like you have most of the rope left, must have been cut almost at where the grappling hook was connected to.

FYI, the rope will extend up to 30' at the end of their round. Remember climbing is 1/4 movement so you may want to start climbing up it already (With the rope of climbing knotted it will still have enough length and make the DC -5, which should be an auto success even with a 1)


Rohara detect magic sees Dryn'taka's magic items

Will Save Evil Eye Dryn: 1d20 + 7 ⇒ (12) + 7 = 19
Reflex Save Dryn Crossbow vs Grease: 1d20 + 11 ⇒ (17) + 11 = 28

Will Save vs misfortune: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12

Fort save vs Euphoria #1: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Fort save vs Euphoria #2: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11

Dryn'taka takes the full force of the cloud and will affected by it for Rounds: 1d6 ⇒ 3

Rohara is up


Hopefully this is as confusing and dangerous as I am trying to make it out to be!


The rope has been winding up 10' round and has now passed the "ceiling/floor". However right as that happens, Jagdbach falls next to you, and doesn't get hit by spikes. He takes 17 damage from falling


Quote:

Round 2

Initiative Order - Aarakess, Rohara, Dryn'taka


Dryn'taka looks at both of you then slams into Jagdbach pushing him over the side. Jag gets an AoO however

Jag disappears when about to hit the floor of the pit, but soon after Aarakess sees a rope snake up right through the floor of the pit.

CMB Bullrush: 1d20 + 11 ⇒ (19) + 11 = 30


They have detect thoughts, but would need to have the person nearby to read them

Dryn'taka replies, "Your owl's name was Auxilium. How could any of us forget?"


Yes


Justin you look up and see Skorhald begin to climb down, then suddenly fall next to you Skorhald take 29 damage total from falling and 2 spikes

Skorhlad, you look up and see you are in a 10'x10' room with a 20' high ceiling. Kilthan and Justin are here, slightly injured but otherwise no worse for wear.

Justin explains to you the floor of the pit/ceiling is an illusion and that no noise passes between the top of the pit and at the bottom where you are.


Quote:

Round 1

Initiative Order - Aarakess, Rohara, Dryn'taka, Jagdbach


GM Blood:

FD: 3d6 ⇒ (5, 6, 2) = 13
1d4 ⇒ 3

3d20 ⇒ (6, 5, 1) = 12
2d8 ⇒ (5, 1) = 6

W: 1d20 + 5 ⇒ (1) + 5 = 6

Initiative Aarakess Halcorn: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Dryn'taka Devilschild: 1d20 + 5 ⇒ (9) + 5 = 14
Initiative Tobar Pannell: 1d20 + 1 ⇒ (9) + 1 = 10

DMPC'ing Dryn'taka while they are having computer issues.

Skorhald anchors the rope on the doorway and begins to climb down. As he is about halfway down (10') the rope gives way and Skorhald falls, disappearing as he hits the floor of the pit. Aarakess sees that he never hit just seemed to disappear as he reaches the floor of the pit.

However, Rohara saw Dryn'taka unhook the grappling hook when he fell. Dryn says, "He is a doppelganger, I saw his form change as he was beginning to climb down!"


Justin, since you can see through the illusion above you can see the light from there as well.


Trevor, the second attack would not be affected by FF and would be 3 less correct?


Remember the ground is difficult terrain.

Moved Rowena to top of round 2 to make later rounds flow smoother

Quote:

Round 2

Initiative Order - Rowena, Rauno, Jirin, Quintus, Trevor, Kelkzar, Monsters,

Strange Creature #2 AC 16 T 10 FF 14 CMD 20 This one has Jirin's hex on it and has adjusted stats

Strange Creature #3 AC 18 T 12 FF 16 CMD 22


Will Save #2: 1d20 + 6 ⇒ (2) + 6 = 8

The two strange creatures move over to attack. They seem to not be affected by the strange terrain at all but fail to connect either of their claw attacks.

#2 claw attack vs Kelkzar: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d8 + 8 ⇒ (8) + 8 = 16

#3 claw attack vs Trevor: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 8 ⇒ (3) + 8 = 11


Kelkzar Will Save: 1d20 + 8 ⇒ (9) + 8 = 17

Kelkzar fails his save for slow, but Rauno's haste bring him to normal speed. I will have him delay until after the creatures to keep things moving


Jagdbach:
He should be able to smell you by scent since you are only 40' away


Good point Kilthan, but you are still not at the bottom of the pit!


Justin and Kilthan:

You two fall 40' down into a pit filled with spikes, each on you land on a spike, but Justin lands on one that pierces him through the side, leaving a nasty wound Critical

Justin, you take 28 points of damage from the fall

Kilthan you take 9 points of damage from the fall from a spike, none from the actual fall.

Kilthan, to you it looked like you fell 20', then appeared somewhere else, maybe by teleport? You are in a dark unlit room 10'x10' with smooth walls and no door with a 20' ceiling.

However, Justin you know you both really fell 40' and there is an illusion of a floor of the pit 20' down (Which looks like a ceiling to Kilthan right now). Justin can see above your party members looking down confused on where you might be, however you cannot hear them. Call out as you may they do not hear you either.


GM Blood:

FD: 4d6 ⇒ (2, 3, 6, 2) = 13

NoSJ: 1d4 ⇒ 2
NoSK: 1d4 ⇒ 2

S#1J: 1d20 + 10 ⇒ (11) + 10 = 21
DS#1J: 1d4 + 5 ⇒ (1) + 5 = 6

S#1J: 1d20 + 10 ⇒ (20) + 10 = 30
DS#1J: 1d4 + 5 ⇒ (1) + 5 = 6

S#1K: 1d20 + 10 ⇒ (1) + 10 = 11
DS#1K: 1d4 + 5 ⇒ (4) + 5 = 9

S#1K: 1d20 + 10 ⇒ (13) + 10 = 23
DS#1K: 1d4 + 5 ⇒ (4) + 5 = 9

CS#1J: 1d20 + 10 ⇒ (14) + 10 = 24
EDS#1J: 1d4 + 5 ⇒ (4) + 5 = 9

WSJ: 1d20 + 7 ⇒ (15) + 7 = 22
WSK: 1d20 + 5 ⇒ (1) + 5 = 6

Kilthan and Justin plummet into the pit. Skorhald, if he had been paying attention, would have had no chance to fall in, but as he was in the middle of a story he barely escapes following behind them. Peering down into the pit to make sure Justin and Kilthan are ok, you see the pit is 20' deep and empty.


Jokbur swims down to the bottom and grabs the skull and gets to the top without injury! (1,000 gp value)


So is that enough healing to try it out?


Sorry, when I said each of you, I meant Kilthan and Justin only.


John Woodford wrote:
Maybe Age of Worms. Playing it now with 6 25-pt characters. So far (mostly through Hall of Harsh Reflections; L8) we haven't lost anyone, but have come very close a few times.

I wish mystic rules were out when we started. I'd like to introduce it yet.


Isn't always that way! I laughed as you stopped going east after the last door on the south, just before the pit trap


Justin and Kilthan head to the double doors to the east. As they approach, the floor drops out below them.

Each of you needs to make a Reflex Save DC 25 to avoid falling in

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