Broken Chains, PFS DoubleGold (Inactive)

Game Master DoubleGold

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Scarab Sages

Male Elf Fighter (Lore Warden) 1/Wizard (Enhancer)) 5 [ HP 41/41 | AC 19/FF14/T16 (23/18/20 w/Mage Armor) | Fort +3, Ref +6, Will +6 (immune to sleep, +2 vs. ench) | Init +7 | Perception +9 ]

Fort Save: 1d20 + 3 ⇒ (20) + 3 = 23
No AoO, as Castien is holding a bow


8-07 Map DungeonMaster

reflex: 5 + 1d20 ⇒ 5 + (4) = 9
reflex: 5 + 1d20 ⇒ 5 + (4) = 9

After being badly burnt they move towards Jamila
hit: 6 + 1d20 ⇒ 6 + (5) = 11
hit: 6 + 1d20 ⇒ 6 + (15) = 21 and right across the legs for hit: 6 + 1d8 ⇒ 6 + (6) = 12 and add dmg: 2 = 2 additional damage because they really hate humans.


8-07 Map DungeonMaster

Bottom of round 1 and top of round 2 is up

Scarab Sages

Male Elf Fighter (Lore Warden) 1/Wizard (Enhancer)) 5 [ HP 41/41 | AC 19/FF14/T16 (23/18/20 w/Mage Armor) | Fort +3, Ref +6, Will +6 (immune to sleep, +2 vs. ench) | Init +7 | Perception +9 ]

Recovering quickly, Castien fires two arrows at the cockatrice...

Full-round action: Attack cockatrice (rapid shot)
Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 29
Damage (+1 Composite Longbow (+2 Str), Point Blank Shot, Flame Arrow): 1d8 + 3 + 1 + 1d6 ⇒ (3) + 3 + 1 + (4) = 11

Critical Confirm (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (17) + 10 + 1 - 2 = 26
Critical Damage (+1 Composite Longbow (+2 Str), Point Blank Shot, Flame Arrow): 2d8 + 6 + 2 ⇒ (7, 2) + 6 + 2 = 17

Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (14) + 10 + 1 - 2 = 23
Damage (+1 Composite Longbow (+2 Str), Point Blank Shot, Flame Arrow): 1d8 + 3 + 1 + 1d6 ⇒ (4) + 3 + 1 + (5) = 13

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Ellismus launches fiery death at the gnolls, avoiding all allies.

Explosive Precise Bomb, +2 for invisibility, vs. gnoll's flat-footed *and* touch AC due to invisibility: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 for 3d6 + 6 ⇒ (2, 3, 2) + 6 = 13 fire damage on first gnoll, which catches fire for an additional 1d6 fire damage on his turn each round (extinguishing requires a full-round action of stop drop and roll and a DC17 Reflex save)

The second gnoll takes 9 fire damage from the splash which is reduced by half with a successful DC17 Reflex save.


8-07 Map DungeonMaster

As castien kills the cocktrice with a single arrow the next one takes out a gnoll, then ellismus kills the last one.

Alright Who leading the way upstairs?

Grand Lodge

Brinn looks around..."We need to hang out more often!"

Before taking the stairs, I search the bodies.
Perception: 1d20 + 10 ⇒ (20) + 10 = 30


8-07 Map DungeonMaster

The stairs empty into a small chamber of partially worked natural
caverns lit by greasy torches mounted onto the walls. A barrier of
iron bars, adorned with a pair of heavy doors, blocks the passage
leading west. A long passage extends beyond the bars, occasionally
interrupted by flowstone columns. Wedged between some of the
columns, wooden walls partition the passage into smaller sections.

If heroes want to move forward, disable device or breaking the lock would do

The gnolls had on them a key to that room moving forward even with the key, you still need disable device to move forward, all the key does is lower the DC.
And each of them carries an ounce of Stone salve, in case the cocktrice would accidently get them. normally you'd need a spellcraft check, but now that the cocktrice is gone, it will probably do nothing for you.


Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

"Who can open this door?" asks Jamila, preparing to grant the flames' guidance to whomever steps forward.

Casting guidance on whoever makes the check.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Disable Device: 1d20 + 12 ⇒ (7) + 12 = 19 (probably to assist Quinn)


RAIA | sp 20/20 | hp 24/24 | rp 6/6 | EAC 16 KAC 16 | fort +1 refl +3, will +4 | melee 5, ranged 6 | init +2 | Female damaya lashunta xenoseeker technomancer / 4
skills:
Computers +14 (4 ranks), Diplomacy +7, Engineering +11 (4 ranks), Intimidate +5, Life Science +14, Mysticism +8, Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs of Life Science checks to identity rare creatures

"I can give it a go." Quinn steps forward, and using the key tries to open it up.

disable: 1d20 + 16 ⇒ (20) + 16 = 36 +2 from assist = 38


8-07 Map DungeonMaster

The door gets disabled, and with no alarms triggered ever, the heroes are able to sneak around okay and see a couple of gnolls, human slavers and a Minotaur as well as a arcane gnome and a human ranger. They realize they use the acid bomb traps to their advantage. They are tied to a lock box, but with just a little bit of rope, they could set up a trip wire forcing the box open as enemies pass by and they could do this without breaking the contents inside. Heroes are able to sneak around and count 17 enemies
This requires a very low sleight of hand check to set it up, and a very low deception check 10's to pull off (15 sleight to not break consumable inside) to get them to come over, and rope, which will not break on use just giving a tug. There are two traps but only require one single check. Each trap gets 10 enemies and there are 17 enemies in this maze, causing a few to get hit twice.
It also means you fight them all at once, after both traps have gone off possibly killing off more than half of them before combat even starts or by the time it gets to them on the first turn as they take continuous damage. or you can take them out room by room.

Edit You can ready attacks as well, but you will need a range of 30 feet and a high stealth check of 25 to pull it off, otherwise you are behind full total concealment, where not so much as even a finger is sticking out, not even your eyes can see through on the other side, as without that stealth check they can't see you and you can't see them, not until combat begins.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Sounds like a plan! let's acid flood the bastards and pick out the rest! (any friendlies in there? or just baddies?)


8-07 Map DungeonMaster

Prisoners in here, but none that can get hurt by the traps. Ellismus has skills high enough, he could take 10 on everything, well except for stealth, just waiting for one more okay before I resolve it.

Scarab Sages

Male Elf Fighter (Lore Warden) 1/Wizard (Enhancer)) 5 [ HP 41/41 | AC 19/FF14/T16 (23/18/20 w/Mage Armor) | Fort +3, Ref +6, Will +6 (immune to sleep, +2 vs. ench) | Init +7 | Perception +9 ]

Works for me...


RAIA | sp 20/20 | hp 24/24 | rp 6/6 | EAC 16 KAC 16 | fort +1 refl +3, will +4 | melee 5, ranged 6 | init +2 | Female damaya lashunta xenoseeker technomancer / 4
skills:
Computers +14 (4 ranks), Diplomacy +7, Engineering +11 (4 ranks), Intimidate +5, Life Science +14, Mysticism +8, Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs of Life Science checks to identity rare creatures

grrr... board ate my post

"Sounds like a very good plan. Let's execute it... them... whatever."


Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

"Excellent plan."

Can I ready a fireball for the location where they would be coming through and therefore bypass the stealth roll?

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

I can cast another invisibility I think so that will take care of stealth

Grand Lodge

Brinn casts mirror image on himself.


8-07 Map DungeonMaster

The heroes set up traps. Ellismus, you casting invisibility on yourself?
[ooc]Good point Jamilia, you don't have to see them to cast fireball, you can just center it on the trap as soon as you hear the noise. Yes, you don't need a stealth roll, your fireball is readied

The acid traps go after getting several enemies after the heroes make noise to attract them. dmg: 2d4 ⇒ (4, 1) = 5
and second trap dmg: 2d4 ⇒ (2, 2) = 4 (DC 18 for half and to not take damage for the next three rounds)

reflex: 4 + 1d20 ⇒ 4 + (5) = 9 slaver thug
reflex: 4 + 1d20 ⇒ 4 + (11) = 15 Slaver thug
reflex: 4 + 1d20 ⇒ 4 + (12) = 16 slaver thug
reflex: 4 + 1d20 ⇒ 4 + (1) = 5 slaver thug
reflex: 4 + 1d20 ⇒ 4 + (9) = 13 Slaver thug
reflex: 4 + 1d20 ⇒ 4 + (6) = 10 slaver thug
reflex: 4 + 1d20 ⇒ 4 + (11) = 15 salver thug
reflex: 5 + 1d20 ⇒ 5 + (20) = 25 gnoll brute
reflex: 5 + 1d20 ⇒ 5 + (1) = 6 gnoll brute
reflex: 4 + 1d20 ⇒ 4 + (4) = 8 Tinderwick the Dociler
reflex: 9 + 1d20 ⇒ 9 + (12) = 21 Fayaz Marresh
reflex: 4 + 1d20 ⇒ 4 + (12) = 16 Gnarlpaw the black
reflex: 1 + 1d20 ⇒ 1 + (17) = 18 Othine Dalanse
reflex: 5 + 1d20 ⇒ 5 + (3) = 8 Minotaur
reflex: 3 + 1d20 ⇒ 3 + (1) = 4 Schirs (but they have resist 10 acid
reflex: 3 + 1d20 ⇒ 3 + (6) = 9 shirs
reflex: 3 + 1d20 ⇒ 3 + (11) = 14 shir

which ones get hit twice: 3d17 ⇒ (1, 12, 3) = 16 (this determines the position of them which ones where centered between the two traps)

slave thug 1: 4 + 1d20 ⇒ 4 + (4) = 8
schir: 3 + 1d20 ⇒ 3 + (11) = 14
Gnarlpaw: 4 + 1d20 ⇒ 4 + (18) = 22

Okay, Jamilia give me damage, then I'll figure out who is still alive when round 1 starts. Ellismus can also make his attack. No one died in the initial traps, but with a lot of them taking continous damage, much of them will be dead within 1 to three rounds.


8-07 Map DungeonMaster

Rolling reflexs against Jamilias fireball ahead of time I take the first seven at the top and the ones in the middle, and I go to the 8th one if there is an overlap, etc.
reflex: 4 + 1d20 ⇒ 4 + (12) = 16 thug
reflex: 4 + 1d20 ⇒ 4 + (9) = 13 thug
reflex: 4 + 1d20 ⇒ 4 + (10) = 14 thug
reflex: 4 + 1d20 ⇒ 4 + (15) = 19 thug
reflex: 4 + 1d20 ⇒ 4 + (7) = 11 thug
reflex: 4 + 1d20 ⇒ 4 + (1) = 5 thug
reflex: 4 + 1d20 ⇒ 4 + (9) = 13 thug
reflex: 3 + 1d20 ⇒ 3 + (8) = 11 schir
reflex: 4 + 1d20 ⇒ 4 + (12) = 16 Gnarlpaw
reflex: 5 + 1d20 ⇒ 5 + (6) = 11 Gnoll Brute

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Explosive Bomb 10-foot radius; ranged touch: 1d20 + 11 ⇒ (5) + 11 = 16 for 3d6 + 6 ⇒ (4, 4, 1) + 6 = 15 (direct target is on fire for 1d6 fire per round continuous; 9 dmg splash Ref 17 for half)


8-07 Map DungeonMaster

How far back you aiming there Ellismus? You will get five of them. You can hit any five down the line, except for the schirs, as they can see invisibility and that blows your stealth completely. The first five slaver thugs. The four named people and the Minotaur, etc. They all have to be in the order I rolled their reflex in. Ie. you can't hit 4 slaver thugs and the Minotaur, but you can start anywhere on that line as long as you aren't damaging a Schir, cause then you'd be too close in the surprise round.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

thug
thug
thug
Gnarlpaw --> aiming direct hit on that one
Gnoll Brute


8-07 Map DungeonMaster

reflex: 3d20 ⇒ (12, 20, 8) = 40 adding Plus 4 to each (2 failed)
reflex: 4 + 1d20 ⇒ 4 + (13) = 17 Gnarlpaw (he did get directly hit though)
reflex: 5 + 1d20 ⇒ 5 + (20) = 25 Gnoll Brute (dodges)

As Ellismus throws his bomb, they each get hurt badly, some not so much. Depending upon Jamilias damage, it is looking like a few thugs will die and gnoll brutes.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

(direct hit only gets save to avoid catching fire - not against the damage)
(gnoll brute: I guess this one has evasion hey? :) )
(PS: I don't see the map, but I have Splash Weapon Mastery so range should not be a problem i.e. gives me only -1 for each additional increment instead of -2)


8-07 Map DungeonMaster

(No, Gnoll brute does not have evasion, it does take half)
rolling fireball damage as botting dmg: 7d6 ⇒ (4, 1, 4, 2, 2, 3, 2) = 18

After hitting all the thugs and a few others...

1. Thug number 4 is alive (14 damage on him, continuous acid damage)
2. Gnoll brute 1 is alive (24 damage on him, no continuous damage)
3. Gnoll brute 2 is alive (4 damage on him, continuous acid damage)
4. Tiderwick is alive (4 damage on him, continuous acid damage)
5. Fayaz is alive (2 damage on him, no continuous damage)
6. Gnarlpaw is alive (21 damage on him, continuous acid damage)
7. othine is alive (2 damage on him, no continuous damage)
8. Minotaur is alive (4 damage on him, continuous acid damage)
9-11. All three schirs are alive (no damage on them as they have resistance. Number 1 has a continuous 4d4 acid damage on him as he failed both his saves. The other two only have 2d4 continous damage on them.)

Will roll init shorty.


8-07 Map DungeonMaster

init: 2 + 1d20 ⇒ 2 + (5) = 7 thug
init: 2 + 1d20 ⇒ 2 + (13) = 15 Gnoll brute 1
init: 2 + 1d20 ⇒ 2 + (11) = 13 Gnoll Brute 2
init: 6 + 1d20 ⇒ 6 + (2) = 8 Tiderwick
init: 8 + 1d20 ⇒ 8 + (4) = 12 Fayaz
init: 2 + 1d20 ⇒ 2 + (15) = 17 Gnarlpaw
init: 6 + 1d20 ⇒ 6 + (9) = 15 Othine
init: 0 + 1d20 ⇒ 0 + (10) = 10 Minotaur
init: 2 + 1d20 ⇒ 2 + (12) = 14 Schirs

init: 5 + 1d20 ⇒ 5 + (14) = 19 Ellismus
init: 2 + 1d20 ⇒ 2 + (1) = 3 Jamilia
init: 2 + 1d20 ⇒ 2 + (4) = 6 Brinn
init: 1 + 1d20 ⇒ 1 + (7) = 8 Jafo
init: 7 + 1d20 ⇒ 7 + (2) = 9 Castien

Ellismus is up Then I resolve continous damage on various creatures. Some may die this round at the start of their turn.

Edit: Don't worry, there is no map drawn, but only the melee people will be in melee, I will assume all ranged people will be at least 10 feet behind them.


Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

Sorry I haven't been able to get on the site the last couple days. Thanks for botting me- feel free if you need to again in the future.


8-07 Map DungeonMaster

Heroes will be able to long rest after this, in fact you know that if you can clear out this floor you will be able to long rest here.

Rolling 2d4 ahead of time and 4d4 acid: 4d4 ⇒ (3, 1, 2, 4) = 10 all enemies will take 4 points of damage at the start of their turn if they are taking damage, and the schir will take 10, oh look at that it has resist acid 10, so it will take zero

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

do they have cold resistance


8-07 Map DungeonMaster

Yes the have cold resistance. Also I misread Jamilas DC to save which changes a few things. As well as left out an enemy.

1. Thug 4 is now dead
2. Gnoll brute 1 is alive (24 damage on him, no continuous damage)
3. Gnoll brute 2 is alive (4 damage on him, continuous acid damage)
4. Tiderwick is alive (4 damage on him, continuous acid damage)
5. Fayaz is alive (2 damage on him, no continuous damage)
6. Gnarlpaw is alive (40 damage on him, continuous acid damage)
7. othine is alive (2 damage on him, no continuous damage)
8. Minotaur is alive (4 damage on him, continuous acid damage)
9-11. All three schirs are alive (9 damage on Number 1 them as they have resistance 10. Number 1 has a continuous 4d4 acid damage on him as he failed both his saves. The other two only have 2d4 continuous damage on them.)

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Ellismus throws a slightly different bomb at the enemy front liners, its content swirling with red glowing stripes mixed it with dull green smoke...

Target: Stink Bomb; ranged touch *DEX mutagen and reduce person*: 1d20 + 11 ⇒ (3) + 11 = 14 for dmg: 3d6 + 6 ⇒ (1, 6, 4) + 6 = 17

5-foot splash: 9 fire dmg, DC 17 for half

10-foot cloud lasting 1 round after impact: Fort DC 17 or nauseated on their next turn AND 1d4 + 1 ⇒ (2) + 1 = 3 round afterwards. The stinking cloud, while it lasts for 1 round, also acts like

fog cloud:
The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target)

Grand Lodge

Brinn casts mirror image on himself and moves to avoid the stinking cloud.

I'm trying to get closer to minotaur.

Number of images: 1d4 + 2 ⇒ (1) + 2 = 3

Knowledge rolls for anything useful about our foes.
Knowledge (arcana): 1d20 + 6 ⇒ (19) + 6 = 25
Knowledge (dungeoneering): 1d20 + 1 ⇒ (1) + 1 = 2
Knowledge (nature): 1d20 + 1 ⇒ (2) + 1 = 3
Knowledge (planes): 1d20 + 1 ⇒ (6) + 1 = 7


8-07 Map DungeonMaster

Ellismus hits and kills the 1st Gnoll brute.

Gnoll brute 2 and Tiderwick need to make reflex saves.
reflex: 5 + 1d20 ⇒ 5 + (2) = 7 Gnoll Brute (oouch)
reflex: 4 + 1d20 ⇒ 4 + (15) = 19 Tiderwick (and it catches his arm)

Brinn, I'll get to your knowledge checks, but first I have to see what is alive after at the start of round 1, or rather round 1 of their turn, many of these creatures you won't see after this fight, as well as resolve their round 1s.

1. Gnoll brute 2 is alive (13 damage on him, continuous acid damage)
2. Tiderwick is alive (4 damage on him, continuous acid damage)
3. Fayaz is alive (2 damage on him, no continuous damage)
4. Gnarlpaw is alive (40 damage on him, continuous acid damage)
5. Othine is alive (2 damage on him)
6. Minotaur is alive (4 damage on him, continuous acid damage)
7-9. 3 Schirs alive (8 damage on one, all continous acid damage, 1 has 4d4 acid damage continous)

Gnoll brute will now roll fort fort: 8 + 1d20 ⇒ 8 + (6) = 14
and will Tiderwick fort: 4 + 1d20 ⇒ 4 + (16) = 20


8-07 Map DungeonMaster

It is the enemies turn, all except for Tiderwick is before the rest of the heroes and there happens to be a fog cloud between them and the heroes.
The melee creatures do reach the heroes but are forced into the fog cloud otherwise they'd provoke massive aoos.
All on acid took 4 damage on their turn from the acid

The gnoll brute will attack Castien hit: 6 + 1d20 ⇒ 6 + (3) = 9 And the gnoll burns from the acid on him. miss chance: 1d100 ⇒ 27 20 and under is good

Tiderwick does not get his turn until after Castien has acted and is in the middle somewhere

Fayaz will try to shoot Ellismus twice with her repeating crossbow. This ranger really hates humans hit: 15 + 1d20 ⇒ 15 + (1) = 16
hit: 10 + 1d20 ⇒ 10 + (11) = 21 miss chances: 2d100 ⇒ (6, 2) = 8 low numbers are good for the heroes

Gnarlpaw burns and is haning on (44 damage on him) He will heal himself. healing: 3d8 + 7 ⇒ (7, 8, 7) + 7 = 29

Othine will move up and cure light wounds the gnoll brute as she moves behind it. healing: 1d8 + 3 ⇒ (8) + 3 = 11

Minotaur will move forward and try to swing his great axe at castien hit: 9 + 1d20 ⇒ 9 + (10) = 19 miss chance: 1d100 ⇒ 12 20 and under is good

The three schirs will try to summon more schirs, but each one only has a 20% of doing so. 81 and up for each number. chance: 3d100 ⇒ (64, 53, 83) = 200

Rest of Heroes are up And I'll resolve knowledge checks next post


8-07 Map DungeonMaster

Wow, all the enemies missed, and only one schir did summon. Don't worry, they can only try this once, so there will not be an infinite supply of them. more: 1d2 ⇒ 2 more.

Knowledge checks, he knows Tiderwick is an enchanter Yeah, looking at those numbers, the only thing it'd tell you is is Arcana

Brinn moves himself closer to the Minotaur You are outside the cloud and the minotaur is in it.

All enemies are now again within fireball range without hitting allies, except for Tiderwick and Fayaz. Or you can just fireball those two if you wish.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Sorry if my stat block is not clear but my AC is 24 now as per spoiler tag and my bomb did a stinking cloud not a fog cloud... (stinking cloud makes enemies nauseated *and* act as a fog cloud for visibility purposes); not sure if you were aware of this so I'm just noting this here just in case. Sorry for interrupting the game...


8-07 Map DungeonMaster

After all they did move into it except for the ranger

fort: 6 + 1d20 ⇒ 6 + (16) = 22 Schir
fort: 6 + 1d20 ⇒ 6 + (16) = 22 Schir
fort: 6 + 1d20 ⇒ 6 + (5) = 11 Schir
fort: 6 + 1d20 ⇒ 6 + (8) = 14 Minotaur
fort: 7 + 1d20 ⇒ 7 + (9) = 16 Othine
fort: 8 + 1d20 ⇒ 8 + (11) = 19 Gnarlpaw
fort: 6 + 1d20 ⇒ 6 + (10) = 16 first summoned schir
fort: 6 + 1d20 ⇒ 6 + (20) = 26 second summond schir

Alright, onward to the rest of the heroes being up


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Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

The oracle feels unable to produce any more fireballs, so she reads a scroll and exhorts her party to excel instead.

Out of fireballs already! heh so I will use her scroll of blessing of fervor. Each target choses one of the following five effects at the beginning of its turn for 7 rounds.
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking attacks of opportunity.
• Make one extra attack as part of a full attack action, using its highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and on Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

"Careful Pathfinder agents! there will be a lot of vomit on the floor when the cloud dissipates..."


RAIA | sp 20/20 | hp 24/24 | rp 6/6 | EAC 16 KAC 16 | fort +1 refl +3, will +4 | melee 5, ranged 6 | init +2 | Female damaya lashunta xenoseeker technomancer / 4
skills:
Computers +14 (4 ranks), Diplomacy +7, Engineering +11 (4 ranks), Intimidate +5, Life Science +14, Mysticism +8, Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs of Life Science checks to identity rare creatures

Quinn drinks an extract of barkskin and steps into the room, holding his cane sword at the ready to protect himself.

Scarab Sages

Male Elf Fighter (Lore Warden) 1/Wizard (Enhancer)) 5 [ HP 41/41 | AC 19/FF14/T16 (23/18/20 w/Mage Armor) | Fort +3, Ref +6, Will +6 (immune to sleep, +2 vs. ench) | Init +7 | Perception +9 ]

FYI - Castien is not melee; he'll be in the back with the casters. Still, looks like the brute wouldn't hit anyone anyway.

Taking advantage of Jamila's blessing of fervor, Castien fires three times at the advancing horde.

Full-round action: Fire at any creature that is out of the fog cloud (readied action, if necessary)
Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (6) + 10 + 1 - 2 = 15
Damage (+1 Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot): 2d6 + 3 + 1 ⇒ (5, 1) + 3 + 1 = 10

Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 29
Damage (+1 Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot): 2d6 + 3 + 1 ⇒ (3, 6) + 3 + 1 = 13

Critical Confirm (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28
Critical Damage (+1 Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot): 4d6 + 6 + 2 ⇒ (5, 4, 3, 4) + 6 + 2 = 24

Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (5) + 10 + 1 - 2 = 14
Damage (+1 Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot): 2d6 + 3 + 1 ⇒ (4, 6) + 3 + 1 = 14


8-07 Map DungeonMaster

With two shots, Castien kills Tiderwick. That was the most important one since he went after Castien but before the rest of the heroes. Heroes is also revealed as someone with arcane knowledge and that can turn the tables well

And then he hits the Gnoll brute

1. Gnoll brute (20 dmg, Nauseated)
2. Fayaz (2 dmg)
3. Gnarlpaw (15 dmg)
4. Othine (2 dmg, Nauseated)
5. Minotaur (4 dmg, Nauseated)
7. Five Schirs (8 dmg on one, rest untouched, 3 and 5 Nauseated)
Gnollbrute, Gnarlpaw, Minotaur and Schir one continuous acid damage.

Enemies trigger the traps, miss all their attacks, fail to summon mostly, surprise burnt and drop like flies. They are in pain, but they won't give up.

Round 2: Ellismus is up Yes enemies are clumped together, only Fayaz the Ranger is far back.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Ellismus gladly accepts the following Blessing of Fervor Jamila! --> Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and on Reflex saves. :: AC 26; Ref +12::

Ellismus throws yet another swirling red and green bomb at the center of the clump!

Target: Stink Bomb; ranged touch *DEX mutagen and reduce person and Blessing of Fervor*: 1d20 + 13 ⇒ (13) + 13 = 26 for dmg: 3d6 + 6 ⇒ (6, 3, 3) + 6 = 18 fire damage.

5-foot splash: 9 fire dmg, DC 17 for half

10-foot cloud lasting 1 round after impact: Fort DC 17 or nauseated on their next turn AND 1d4+1 round afterwards. The stinking cloud, while it lasts for 1 round, also acts like a fog cloud.


8-07 Map DungeonMaster

Ellismus hits the one in the middle which is Minotaur and splashes them all except Fayaz who is standing back.

reflex: 5 + 1d20 ⇒ 5 + (3) = 8 Gnoll brute
reflex: 4 + 1d20 ⇒ 4 + (18) = 22 Gnarlpaw
reflex: 1 + 1d20 ⇒ 1 + (5) = 6 Othine
Schirs don't matter, they have resist 10

continous acid damage: 4d4 ⇒ (3, 3, 1, 4) = 11 The ones who took 2d4 took 6 this round and the Schir took 11, which means he actually took 1 point of acid damage.

Gnoll Brute: dead

Fazaz 2 damage
Gnarlpaw 25 damage
othine 11 damage
Schirs: 1st one 9 damage, other 4 zero
Minotaur 22 damage

fort: 6 + 1d20 ⇒ 6 + (17) = 23 Schir 1
fort: 6 + 1d20 ⇒ 6 + (7) = 13 Schir 2 Now nauseated
fort: 6 + 1d20 ⇒ 6 + (14) = 20 Schir 3 was already nauseated
fort: 6 + 1d20 ⇒ 6 + (11) = 17 Schir 4
fort: 6 + 1d20 ⇒ 6 + (2) = 8 Schir 5 was already nauseated, nauseated again
fort: 7 + 1d20 ⇒ 7 + (15) = 22 Othine was already nauseated
fort: 8 + 1d20 ⇒ 8 + (8) = 16 Gnarlpaw Now nauseated
fort: 6 + 1d20 ⇒ 6 + (1) = 7 Mintaur was already nauseated
round: 1d4 + 1 ⇒ (4) + 1 = 5


8-07 Map DungeonMaster

Schir 4 will try to summon chance: 1d100 ⇒ 45 low is bad for the heroes
The Schir 1 will use a step out of the cloud provoking from all of our melee people and if he survives
hit: 10 + 1d20 ⇒ 10 + (4) = 14 vs Ellismus with his hallberd
Fayaz will try to shoot an arrow through the cloud miss chance: 1d100 ⇒ 13 51 and up is good
He actually gets a shoot off, actually two at his favored enemy hit: 11 + 4 - 2 + 1d20 ⇒ 11 + 4 - 2 + (20) = 33 cover and favored enemy vs ellismus
hit: 6 + 4 - 2 + 1d20 ⇒ 6 + 4 - 2 + (6) = 14 vs ellismus.
confirm crit: 1d20 + 13 ⇒ (18) + 13 = 31 and he takes dmg: 2d10 + 2 ⇒ (8, 1) + 2 = 11
Rest of heroes are up, and aoos from all melee people.

Scarab Sages

Male Elf Fighter (Lore Warden) 1/Wizard (Enhancer)) 5 [ HP 41/41 | AC 19/FF14/T16 (23/18/20 w/Mage Armor) | Fort +3, Ref +6, Will +6 (immune to sleep, +2 vs. ench) | Init +7 | Perception +9 ]

Castien fires thrice more at the oncoming creatures.

Full-round action: Fire first at any creature that is out of the fog cloud and not nauseated, then any creature that's out of the fog cloud (readied action, if necessary)
Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (3) + 10 + 1 - 2 = 12
Damage (+1 Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot, Fire Arrow): 2d6 + 3 + 1 + 1d6 ⇒ (5, 2) + 3 + 1 + (5) = 16

Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 17
Damage (+1 Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot, Fire Arrow): 2d6 + 3 + 1 + 1d6 ⇒ (6, 6) + 3 + 1 + (6) = 22

Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (6) + 10 + 1 - 2 = 15
Damage (+1 Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot, Fire Arrow): 2d6 + 3 + 1 + 1d6 ⇒ (4, 2) + 3 + 1 + (2) = 12


8-07 Map DungeonMaster

That almost kills the Schir, who might already be dead from aoos anyway or die on the first hit which is 17 because of aoos, which means it will transfer to Fayaz. You guys have the better view because the room is not square as it has so many walls and curves, you can get a better position but they cannot, so I will assume you moved to a spot where you can see Fayaz through the clouds and you'd still be able to see the Schir as well.


RAIA | sp 20/20 | hp 24/24 | rp 6/6 | EAC 16 KAC 16 | fort +1 refl +3, will +4 | melee 5, ranged 6 | init +2 | Female damaya lashunta xenoseeker technomancer / 4
skills:
Computers +14 (4 ranks), Diplomacy +7, Engineering +11 (4 ranks), Intimidate +5, Life Science +14, Mysticism +8, Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs of Life Science checks to identity rare creatures

Quinn moves to where he can see Fayaz if that's necessary and fires off 2 shots from his wand of scorching ray. if Fayaz goes down, he'll redirect second shot to Othine or the minotaur

umd: 1d20 + 11 ⇒ (10) + 11 = 21

ranged touch to hit: 1d20 + 6 ⇒ (1) + 6 = 7
dmg if hits: 4d6 ⇒ (3, 3, 5, 4) = 15
miss chance if nec: 1d100 ⇒ 71 I usually roll low is bad, high hits, but change it if you want to, not that it matters much with a nat 1 to hit, sigh

ranged touch to hit: 1d20 + 6 ⇒ (5) + 6 = 11
dmg if hits: 4d6 ⇒ (3, 1, 6, 3) = 13
miss chance if nec: 1d100 ⇒ 64 I usually roll low is bad, high hits, but change it if you want to

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