Ascension - Mageocracy

Game Master bbangerter

Pit


3,301 to 3,350 of 4,363 << first < prev | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | next > last >>

@GM: I'm having some difficulty figuring out "who's who" on the grid. I *think* Roland is the only large figure on the map, and is at J/K 25/26. I'm also assuming the black monks are at G7, C17 and S23, and the Speaker is at J9.

If I've got all that right, on "Morvae's" action, he'll move to Q/R 21/22 (should be possible with a 70' move, since he has Expedition Retreat active) and take a single attack action w./ grab on the Black Monk at S23. I'll roll the attack and CMB attempt to initiate grapple below, assuming all my assumptions add up.

Attack 1d20 + 11 ⇒ (7) + 11 = 18

Damage 1d8 + 13 ⇒ (5) + 13 = 18

Grab Attempt to Initiate Grapple 1d20 + 18 ⇒ (10) + 18 = 28


You have that correct. I used your attack as an AoO. There are now two monks next to you, waiting for a full attack.


Roland will do a full attack action on a monk

Attack #1 1d20 + 13 ⇒ (18) + 13 = 31

Damage, if hits 1d8 + 11 ⇒ (5) + 11 = 16

Attack #2 1d20 + 13 ⇒ (14) + 13 = 27

Damage, if hits 1d8 + 11 ⇒ (6) + 11 = 17

Attack #3 1d8 + 11 ⇒ (6) + 11 = 17

Damage, if hits 1d8 + 11 ⇒ (4) + 11 = 15

Attack #4 1d20 + 13 ⇒ (12) + 13 = 25

Damage, if hits 1d8 + 11 ⇒ (7) + 11 = 18

If he kills one he'll move the damage onto the other one next to him.

Also, I'm traveling the next couple of days. Roland will repeat trying to tear Black Monks apart with his claws in future rounds


Roland Fort Save vs Wisdom drain: 1d20 + 9 ⇒ (12) + 9 = 21


@GM: Think you might have blown my cover. On the Mages and Merchants Thread, you have "Roland Will Save 21" in the text, with "Roland instead of Morvae". Not sure if its too late to change that.

Roland will do another full attack action on the two monks. He'll start with the most injured one and if he kills that one move to the next.

Attack #1 1d20 + 11 ⇒ (13) + 11 = 24

Damage, if hits 1d8 + 13 ⇒ (8) + 13 = 21

Attack #2 1d20 + 11 ⇒ (7) + 11 = 18

Damage, if hits 1d8 + 13 ⇒ (2) + 13 = 15

Attack #3 1d20 + 11 ⇒ (6) + 11 = 17

Damage, if hits 1d8 + 13 ⇒ (5) + 13 = 18

Attack #4 1d20 + 11 ⇒ (12) + 11 = 23

Damage, if hits 1d8 + 13 ⇒ (3) + 13 = 16


Crap, can't edit that out. I think they'd guessed at it anyway based on comments in their own thread when the two groups got together... but would have preferred not to have confirmed that.


Np, probably best not to mention it on the Merchant/Mages thread and just say its a typo if anyone asks.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo's got your back, Roland. He'll just hide behind you and keep you healed.


Thanks Leo. I'm not too worried. Right now Roland is down just 10hp, out of 143 due to Eidolon hp. They seem to need a lot of hit him too, so should be good. With two parties together, the action economy is definitely on our side. I'm more worried about wherever Serelina got teleported too....


@GM: Roland's current move rate is 70', 40' base in Eidolon form plus 30' for Expeditious Retreat. I know the coffins create some maneuverability issues, but I'm thinking Roland might be a bit closer this round. Regardless, he'll continue moving towards the last monk, telling the others not interested in melee to pull back. I'm thinking one more move action should get "Morvae" in range for a single melee attack, perhaps H/I 5/6 on the map. If so, here's the roll. He's going to use grab to try to grapple the monk as well, and will take an AoO from the monk if that's what it takes to attack this round.

Attack 1d20 + 11 ⇒ (7) + 11 = 18

Damage, if hits 1d8 + 13 ⇒ (5) + 13 = 18

Grab Attempt, if hits 1d20 + 23 ⇒ (20) + 23 = 43


I missed that increased speed. You should definitely be closer, if not in melee range already.


OK, I'll three more attacks, in case Roland would be in melee range already. He'll try to grab on all attacks until successfully grappling.

Attack #2 1d20 + 11 ⇒ (13) + 11 = 24

Damage, if hits 1d8 + 13 ⇒ (7) + 13 = 20

Grab Attempt 1d20 + 23 ⇒ (2) + 23 = 25

Attack #3 1d20 + 11 ⇒ (15) + 11 = 26

Damage, if hits 1d8 + 13 ⇒ (3) + 13 = 16

Grab Attempt 1d20 + 23 ⇒ (8) + 23 = 31

Attack #4 1d20 + 11 ⇒ (13) + 11 = 24

Damage, if hits 1d8 + 13 ⇒ (5) + 13 = 18

Grab Attempt 1d20 + 23 ⇒ (20) + 23 = 43


Will be using the full attack on the next round, if needed


That does leave Roland with one more attack roll to make to combine with the above 3


Attack 1d20 + 11 ⇒ (13) + 11 = 24

Damage 1d8 + 13 ⇒ (2) + 13 = 15

Grab Attempt 1d20 + 23 ⇒ (13) + 23 = 36


@GM: Roland will try to get in front of Cormick so that the poor guy doesn't get attacked. He'll take an AoO from the monk of need be.


@GM: "Morvae" will attempt to attack the last remaining monk. Not sure how close Roland is, I'm assuming he can only get in one attack.

Attack 1d20 + 11 ⇒ (20) + 11 = 31

Damage, if hits 1d8 + 13 ⇒ (7) + 13 = 20

Grapple Attempt via Grab 1d20 + 23 ⇒ (7) + 23 = 30

Crit Confirm 1d10 + 11 ⇒ (2) + 11 = 13

Extra Damage, if confirmed 1d8 + 13 ⇒ (8) + 13 = 21


Another full-round attack, if needed to drop this last monk

Attack #1 1d20 + 11 ⇒ (16) + 11 = 27

Damage, if hits 1d8 + 13 ⇒ (8) + 13 = 21

Grab Attempt, if hits 1d20 + 23 ⇒ (10) + 23 = 33

Attack #2 1d20 + 11 ⇒ (13) + 11 = 24

Damage, if hits 1d8 + 13 ⇒ (6) + 13 = 19

Grab Attempt, if hits 1d20 + 23 ⇒ (15) + 23 = 38

Attack #3 1d20 + 11 ⇒ (1) + 11 = 12

Damage, if hits 1d8 + 13 ⇒ (3) + 13 = 16

Grab Attempt, if hits 1d20 + 23 ⇒ (13) + 23 = 36

Attack #4 1d20 + 11 ⇒ (17) + 11 = 28

Damage, if hits 1d8 + 13 ⇒ (3) + 13 = 16

Grab Attempt, if hits 1d20 + 23 ⇒ (19) + 23 = 42


@GM: Seems to be a lot of cooks in the kitchen with two groups to decide where to go and what to do. "Morvae" will suggest moving on, and volunteer to take the lead as we do so, but is fine with returning to the temple if that is what the group decides. If we do move on, he'll also liberally use his +18 Perception to look out for traps and such.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo's basically content with back-seating it for now, until something catches my eye. No worries about that, GM. I'm fine with taking it easy in this thread for a little bit while others drive.


Might go without saying but Roland will certainly help Ian move the chain for the stone door. He'll also check the door and chain contraption for traps


Roland would start to lose patience with the pace at this point. Assuming the door is fully raised and the water is out. He'll move ahead down the corridor, though checking for traps and detecting for magic every 60' as he goes. He'll motion the others to follow.


Serelina - if you make the Spellcraft Check in the joined thread:

That looks much like the effect you'd expect from casting the spell Radgar's wife had been researching.


@GM: By "hole in the ceiling" do you mean the collapsed section we came across just after we (the mages group) entered from the library?


No, the hole down from the library.


@GM: Just so I am understanding what is going on here: we opened the large stone door that appeared to be holding back hundreds of gallons of water. The door did not appear on the map, making it a more recent construction. The water level in the room behind the door and beyond would have been 6' high with no other way in except the grate and the (presumably previously) flooded hallway that drops out of sight beyond the door. We saw a source of light hiding behind sarcophagi in the room and a MALE human face, not Radgar's (we have seen him, or who we think is him, before), peaking out from behind the stacked sarcophagi. Then we heard a spell cast, and a streak of light came out from behind the sarcophagi, went past us, and back up the hole to the library. Serelina ID'd the spell cast as a version of Bladed Dash that Radgar's wife had been researching prior to her disappearance.

Assuming everything I said there is correct, Roland/Morvae will sprint back to the library hole and check on the guards there, inquiring as to what they have seen


One correction. The passage would have also been blocked by a second block of stone, so just the room itself would have been filled with water. Water rushed out both directions when Ian raised the blocks.

Also note that the various natural caverns are not part of the map Cindy has. The 'map' looks to be a very old architectural drawing.

EDIT: You never saw the face of the individual at the western gate as it was he was dressed in full plate, face covered by the helmet.


@GM: Roland/Morvae will hop down into the cavern itself and search around on the party's side of the river. He'll give the all-clear to the rest once he's searched.


Roland/Morvae will continue searching on our side of the river headed south. He'll search as he goes, periodically using Detect Magic ahead of him as he does so.


Roland/Morvae will re-cast Shield on himself, since that would have expired, and then to take point moving forward as Serelina suggested. He'll do periodic Detect Magics ahead as well, assuming one of the myriad party members than can does not.


Roland/Morvae will check the sarcophagi for traps, use Detect Magic on them and will open one up


Initiative 1d20 + 3 ⇒ (1) + 3 = 4


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

init: 1d20 + 9 ⇒ (8) + 9 = 17

i figured i have a better mod so here are some attacks

At the warning, Rilumin wheels about, launching arrows at the oncoming skeletons.

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
dmg: 1d8 + 10 + 4 ⇒ (2) + 10 + 4 = 16
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
dmg: 1d8 + 10 + 4 ⇒ (4) + 10 + 4 = 18

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15


If I'm reading the map correctly, Ian has the skeletons canalized at the bridge entrance. If so, this is mainly good for us as a couple skeletons are no match for Ian. Do the skeletons seem to be trying to cross the water? If so, Roland/Morvae will move to BA 195 to try to prevent that from (successfully) happening. If not, he'll move to BA 199 and do as Serelina suggests on the main thread - keep an eye out for other threats.


They are currently bunched around the bridge. If they end up in the water, most likely they will fail their swim check and be swept downstream.


BA 199 then. Like Serelina, Roland is deeply suspicious that the skeletons are just a diversion from some other threat.


Roland/Morvae will move next to Hezrog to attack the wraith there. He'll try for a flanking position, but I won't include that in my to hit. The attack is magical for DR purposes.

Attack 1d20 + 13 ⇒ (20) + 13 = 33

Damage, if hits 1d8 + 11 ⇒ (4) + 11 = 15

Crit Confirm 1d20 + 13 ⇒ (14) + 13 = 27

Extra Damage, if confirmed 1d8 + 11 ⇒ (4) + 11 = 15


Roland/Morvae will full attack action the wraith. I believe he has a flank with Cormick as well, will add that to chance to hit. If he destroys it he'll take a 5ft step into the square the wraith now occupies.

Attack #1 1d20 + 13 ⇒ (9) + 13 = 22

Damage, if hits 1d8 + 13 ⇒ (5) + 13 = 18

Attack #2 1d20 + 13 ⇒ (6) + 13 = 19

Damage, if hits 1d8 + 13 ⇒ (4) + 13 = 17

Attack #3 1d20 + 13 ⇒ (11) + 13 = 24

Damage, if hits 1d8 + 13 ⇒ (5) + 13 = 18

Attack #4 1d20 + 13 ⇒ (7) + 13 = 20

Damage, if hits 1d8 + 13 ⇒ (7) + 13 = 20

Attack #4 Crit Confirm 1d20 + 13 ⇒ (20) + 13 = 33

Extra Damage, if successful 1d8 + 13 ⇒ (6) + 13 = 19

EDIT: Hmm...not sure what is going on with the die roller. Attack #4 initially showed as a Nat 20, so I edited the post to add in the confirm roll/damage, and the numbers all switched.


If Hezrog did in fact kill the wraith Roland was going to hit, have him move to BB196 and kill that skeleton

Also, Leo should strongly consider channeling to harm undead


Roland/Morvae will continue searching the area, using Detect Magic liberally as well. Once searched, he will motion the group on down the corridor.


Roland/Morvae is more interested in the vampire than the golems. Keeping his guard up, he will move up to the square just south of the creature and say What is your name, and how did you get here?


Initiative 1d20 + 3 ⇒ (6) + 3 = 9


Roland/Morvae will move up to the Bone Golem nearest the door and attack.

Attack 1d20 + 11 ⇒ (20) + 11 = 31

Damage, if hits 1d8 + 13 ⇒ (8) + 13 = 21

Crit Confirm 1d20 + 11 ⇒ (9) + 11 = 20

Extra Damage, if confirmed 1d8 + 13 ⇒ (2) + 13 = 15


Didn't realize that Ian couldn't attack the cage with his sword. Next round Roland/Morvae will help break him out.


With Ian now out of the cage, Roland/Morvae will do a full attack action on the golem he's facing on his next turn.

Attack #1 1d20 + 13 ⇒ (8) + 13 = 21

Damage, if hits 1d8 + 13 ⇒ (2) + 13 = 15

Attack #2 1d20 + 13 ⇒ (13) + 13 = 26

Damage, if hits 1d8 + 13 ⇒ (8) + 13 = 21

Attack #3 1d20 + 13 ⇒ (9) + 13 = 22

Damage, if hits 1d8 + 13 ⇒ (4) + 13 = 17

Attack #4 1d20 + 13 ⇒ (18) + 13 = 31

Damage, if hits 1d8 + 13 ⇒ (5) + 13 = 18


Full Attack Action on 2nd Golem, add +2 to each to hit if Roland/Morvae is flanking. I can't get the map to open currently.

Attack #1 1d20 + 13 ⇒ (17) + 13 = 30

Damage, if hits 1d8 + 13 ⇒ (3) + 13 = 16

Attack #2 1d20 + 13 ⇒ (19) + 13 = 32

Damage, if hits 1d8 + 13 ⇒ (7) + 13 = 20

Attack #3 1d20 + 13 ⇒ (2) + 13 = 15

Damage, if hits 1d8 + 13 ⇒ (8) + 13 = 21

Attack #4 1d20 + 13 ⇒ (5) + 13 = 18

Damage, if hits 1d8 + 13 ⇒ (1) + 13 = 14


Roland/Morvae will continue to pound away on the Golem

Attack #1 1d20 + 13 ⇒ (14) + 13 = 27

Damage, if hits 1d8 + 13 ⇒ (4) + 13 = 17

Attack #2 1d20 + 13 ⇒ (4) + 13 = 17

Damage, if hits 1d8 + 13 ⇒ (1) + 13 = 14

Attack #3 1d20 + 13 ⇒ (10) + 13 = 23

Damage, if hits 1d8 + 13 ⇒ (2) + 13 = 15

Attack #4 1d20 + 13 ⇒ (15) + 13 = 28

Damage, if hits 1d8 + 13 ⇒ (6) + 13 = 19


Roland casts Master Hast a sidelong look, impossible to see behind the mask of the aasimar's void-like face. Odd he doesn't say anything in the situation, seems the kind of thing one of the big-wigs would care about.

After a moment of hearing out the others, Roland/Morvae stepped forward to address the vampire. Apologies for continuing this discussion in your present state, but you must understand our worries. It is well and good that you would aid our quest, and perhaps rather understandable given your tormentor's treatment of you. Before your release could be plausibly considered though, we would hear about your plans to sustain yourself in the lands of the living. My understanding is that vampires require blood to live. Have you given thought to how to provide for your...needs, while not becoming a hazard to polite society?

After giving her an opportunity to respond, Roland/Morvae goes on in his disembodied, echoing void-voice. In addition to assisting us in our quest, you would be required to come to the Tower with us and more fully discussed your new lease on, shall we say "life", in this world. It may be that further work in the name of the cause of Good could be arranged.

Throughout, Roland/Morvae's tone is conciliatory, but firm. It is clear he wants further information before making a final decision.

Obviously using Sense Motive throughout her response


@GM: Would any of our two groups know anything about a "cure" for Vampirism? Do we think of it as more of a disease or rather a undead state that those who had died can find themselves in?


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

I'm sure we know how True Resurrection works at least.

http://www.d20pfsrd.com/magic/all-spells/t/true-resurrection

3,301 to 3,350 of 4,363 << first < prev | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ascension - Mageocracy All Messageboards

Want to post a reply? Sign in.