DM Panic's Emerald Spire

Game Master wakedown

Handy Level 5 Map Link


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Grand Lodge

Male Half-Elf DEAD

Giovanni smiles weakly.

"I am just glad that it is gone!"

He then pulls out a wand and heals himself...

CLW: 1d8 + 1 ⇒ (2) + 1 = 3.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.

...before sniffing the potion.

Perception: 1d20 + 15 ⇒ (9) + 15 = 24.


Giovanni determines the potion is a potion of water breathing.

Where to? Pry open the drains? Fall back to the waterfall over the rubble? Or fall back to the hall that is flooded to 5ft in height? You'll pretty much be stuck swimming from his point forward. To keep things easy, we can assume folks all are "Taking 10" on swim checks. The four option to continue are marked on the map as (A), (B), (C) and (D).

Grand Lodge

Male Half-Elf DEAD

Hmmm... Well, I would prefer to avoid *literally* 'going down the drain', and going over a waterfall seems like a bad idea... so I guess down the flooded hall?

If we do so, Giovanni will try to use his Scroll of Freedom of Movement (since swimming/underwater combat is quite irritating)...

CL check: 1d20 + 3 ⇒ (11) + 3 = 14.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

"Agreed."

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

"Down the hall is fine with me. Maybe somebody wants to drink the potion of water breathing? I already drank one..."

Bonaventure's take 10 Swim with his elixir of swimming is 19.

Grand Lodge

Male Half-Elf DEAD

Giovanni nods to Bonaventure.

"I certainly will if no-one else claims it."


The group backtracks to the original hall in which they battled the summoner, his crab, the mephid and fled from the hungry crab swarm. After descending some stairs, they find themselves swimming along the hall deeper into the complex.

The ceiling slopes down as you descend as well, but eventually this room has a 15ft high ceiling, and the water is 8ft deep. So it's all swimming at this point going forward. Hurray?

This room is filled from wall to wall with water that reeks of dead sea life. A cascade pouring from the northern wall churns up silt and other filth in the water, creating a murky mess. (This is the waterfall through the rubble you saw from the far side from the room with the medium sized water elemental)

Yet another portal to what you would surmise is the elemental plane of water is open here as water pours into the room.

That's not all, as a strange, muddy creature erupts from the water and surges forward to attack.

Init coming next post.


GM Rolls:

Initiative
Bon: 1d20 + 0 ⇒ (16) + 0 = 16
Giovanni: 1d20 + 3 ⇒ (17) + 3 = 20
Maiden: 1d20 + 5 ⇒ (12) + 5 = 17
Zora: 1d20 + 6 ⇒ (12) + 6 = 18
Mudlord: 1d20 + 7 ⇒ (1) + 7 = 8

The muddy humanoid seems particularly hostile, and spends an inordinate amount of effort making an impressive entrance as it emerges from the water, allowing the four of you to all to get the drop on it.

DC16 Know Planes to ID this creature as a mudlord.

Round 1
20 Giovanni :
18 Zora :
17 Maiden :
16 Bon :
8 Mudlord :

Now Up: Everyone!

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

"I'm going to use the scroll of aqueous orb we found, but only after you have attacked."

Bonaventure waits until all of his companions have acted.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

So we're swimming at this point... I have a swim speed thanks to the elixir. Piercing weapons are best while underwater. Please say this thing doesn't have DR, my longbow doesn't work!

Stowing her bow away, The Maiden dives in, pulls out her Siangham, and bursts forward.

Siangham, Charge: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

AC is 20 this round.

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

BTW the elixir of swimming doesn't give you a swim speed, it gives you a +10 competence bonus on Swim checks. You can use the longbow underwater, you just get a -2 to hit for each 5' of water you fire through.

Grand Lodge

Male Half-Elf DEAD

Giovanni glares at what looks suspiciously like an elemental made out of mud, then, with a sigh, glides forward to take a swing.

MW Cold Iron ECB: 1d20 + 7 ⇒ (17) + 7 = 24, for 1d10 + 6 ⇒ (1) + 6 = 7 damage.

FYI: I moved *around* it, not straight ahead, to avoid provoking an AoO.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Swim: 1d20 + 4 ⇒ (6) + 4 = 10

Zora manages to move closer to the creature. Full round = 1/2 move speed = 10 ft.

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

Bonaventure retrieves the scroll of aqueous orb and reads it. A churning, frothing mass of water appears around the mudlord.

Aqueous Orb:
No SR, DC 14 Reflex save or take nonlethal damage: 2d6 ⇒ (6, 2) = 8 and since it doesn't do bludgeoning, piercing, or slashing damage and is from a spell it should bypass any DR.

2nd DC 14 Reflex save to avoid being engulfed


GM Rolls:

Reflex vs DC14 Orb: 1d20 + 9 ⇒ (11) + 9 = 20

Slam #1: 1d20 + 13 ⇒ (17) + 13 = 30 for 2d6 + 3 ⇒ (6, 4) + 3 = 13
Slam #2: 1d20 + 13 ⇒ (11) + 13 = 24 for 2d6 + 3 ⇒ (5, 5) + 3 = 13

Zora moves into position while Bon conjures a watery orb and hurls it at the muddy monster which seems to bend and twist out of the ball's path just in time. Giovanni and Charis both find themselves disappointed as their strikes both connect with the creature but seem to do little to injure its muddy composition.

The muddy monster rises up tall and pummels Giovanni with two large massive limbs, knocking the priest unconscious (26 damage from two hits). It briefly lifts the elf from his feet, dangling him there, and you can all swear its considering simply pulling him into his chest to suffocate, but instead it casually tosses his limp body into the water and turns to roar at Charis instead.

I remember playing this with 3 people and an Amiri pre-gen, and man... I don't remember this monsters being this crazy, but maybe they were!

Round 1
20 Giovanni : Strikes at the mudlord, but does no damage
18 Zora : Moves
17 Maiden : Strikes at the mudlord, but does not damage
16 Bon : Hurls aqueous orb but murlord dodges it
8 Mudlord : Pummels Giovanni for 26 damage

Round 2
20 Giovanni (26 dmg):
18 Zora :
17 Maiden :
16 Bon :
8 Mudlord :

Now Up: Everyone!

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

Yes, this monster is ridiculous and it looks like we are ill-equipped to handle it.

Bonaventure swims forward toward Giovanni and activates his wand of bless.

The mudlord should also need to make another DC 14 Reflex save vs. the aqueous orb.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

And here I was, thinking "there's no way they would have two monsters with DR! Wait, this has more than DR 5/-? Gio's 7 damage did nothing to it.

Learning from the last time, Charis drops her Siangham, pulls out her bow and fires a shot.

Composite Longbow +1. Bless, Point Blank Shot, 5ft water: 1d20 + 8 + 1 - 2 ⇒ (8) + 8 + 1 - 2 = 15
Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

"Get Giovanni upstairs, quickly. I'll hold this thing off. We clearly need magical assistance."


@Bon: It didn't get hit by the aqueous orb (by making the 1st save), so I didn't see any need for a 2nd save, unless I've missed some interaction with the spell? What's the 2nd save for?

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

To avoid the spell during round 2? I'll spend a move action to direct the spell if you would like me to.


Ah, no you're fine, I thought you were talking about something else I may have missed - like a rider effect or the 2nd save if he failed his first, not another attack with it in a following round.

Reflex vs DC14 Orb: 1d20 + 9 ⇒ (14) + 9 = 23

As the orb rolls towards the mudling again, it stretches strangely around the path and turns its attention towards Charis as he shot seems to actually harm it.

Magic bow does full 10 damage.

Still Up: Zora


Also, if your plan is to make a hasty retreat from this room to regroup, I'm fine with you all taking withdraw actions and ending combat as the mudlord does not pursue you beyond this room. It seems this particular module seemed to expect all the high damage dealers to have magic weapons to overcome the DR10/magic.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Might be worth it to retreat and get magic weapons ready. I'm fine either way.

Grand Lodge

Male Half-Elf DEAD

I have an Oil of Magic Weapon - I just didn't know that I needed to apply it :-/

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora wades in and tries to slice the creature with her +1 Short sword.

Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

I'm OK if we want to retreat, heal, and come back in a minute. I'd rather not leave the dungeon as I've already spent a not inconsiderable sum for my level on consumables, as has Giovanni.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Agreed. I think we move back out of the room, heal up, come up with a plan, and jump back in.


OK, I'll make it simple then for us to have everyone back up and regroup. I'll assume Zora withdrew as opposed to stab with her last action since that way there's not a bunch of slam attacks again.

Just as Zora is about to stab at the mudman, at the urging of her companions she falls back as the Maiden scoops up the unconscious Giovanni. The mudman seems just about ready to pursue but gives up chase as you crest the edge of the room and head back down the hall.

The sickening crunch of a thousand crabs devouring the undine reminds you all that this "dungeon" is far from hospitable.

Out of combat... for now.

Grand Lodge

Male Half-Elf DEAD

I'll assume someone taps me with my wand...

CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.

Giovanni groans.

"This place is decidedly unpleasant!"

Once advised that magic seems to be what is needed to deal with the monster, Giovanni nods.

"I have an Oil of Magic Weapon that I can use. Still, that thing is incredibly dangerous - I think it will be a close call, even if we go in expecting it..."

However, just to be on the safe side, I will use it on my Adamantine ECB, rather than my Cold Iron one.

Grand Lodge

Male Half-Elf DEAD

I also suggest buffing like crazy - specifically, I will Delay Poison, Longstrider, and Aid (1d8 + 3 ⇒ (1) + 3 = 4 Temporary Hit Points) myself, as well as Guidance everyone in the party, and give myself a 'Bit of Luck' right before we go in.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

The Maiden retreats with the party.
"At least my arrows work. I'll stick to that. This level of the Spire is surprisingly dangerous."

I'm out of Ki, so hopefully I don't need to tank again. But it's clear I need to stick to my ranged weaponry for now.


Once Bon & Zora chime in, we can have you guys storm back in better prepared this time.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

I'm afraid Zora is ill equipped to deal with elementals. She is a precision fighter and not able to deal much damage without sneak attacks or crits. Got a +1 short sword but only able to do about 3 damage each round. No buffs unless someone can boost her strength maybe?

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

I've got my wand of bless, and I can try to magic missile it. I can also try to keep one of you up with my wand of cure light wounds though I need to UMD it so there is no guarantee it will work. I could summon something, but with DR it won't do much if anything.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Sounds like it's up to my magic bow. Let's hope my AC holds up.


GM Rolls:

Initiative
Bon: 1d20 + 0 ⇒ (13) + 0 = 13
Giovanni: 1d20 + 3 ⇒ (20) + 3 = 23
Maiden: 1d20 + 5 ⇒ (1) + 5 = 6
Zora: 1d20 + 6 ⇒ (3) + 6 = 9
Mudlord: 1d20 + 7 ⇒ (1) + 7 = 8

Thanks for your patience, everyone!

Giovanni: Bless, Delay Poison, Longstrider, Aid 4HP, Guidance, Bit of Luck
Maiden: Bless, Guidance
Zora : Bless, Guidance
Bon: Bless, Guidance, Wands out (cure light, magic missile)

After regrouping down the hall and tending to their injuries, the four Pathfinders call on the aid of their Gods (well, Giovanni calls on Desna for everyone's benefit) and after a few moments to catch their breath, they pivot with grim determination on their face as they swim through the dark brackish water towards the mud-man.

The "mudlord" is waiting and bellows a gurgling, muddy challenge as Giovanni once again crests the door.

Round 1
23 Giovanni :
13 Bon :
9 Zora :
8 Mudlord :
6 Maiden :

Now Up: Giovanni, Bon, Zora

Grand Lodge

Male Half-Elf DEAD

Taking a deep breath, Giovanni hustles forward (around the Mudlord, so as not to provoke), and takes a swing!

Adamantine ECB, Magic Weapon: 1d20 + 7 + 1 + 1 ⇒ (13) + 7 + 1 + 1 = 22, for 1d10 + 6 + 1 ⇒ (10) + 6 + 1 = 17 Magical damage.

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

Giovanni, could you not move so far? I'd like to be able to try to heal you, but I can only swim 15 feet as a full round action.

Bonaventure swims forward through the water.

I spend a full round action to swim half my speed.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora also wades in, not making it much farther than Bonaventure.

Shadow Lodge

GM Rolls:

Slam: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17 for 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Slam: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32 for 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Bon, Giovanni and Zora begin wading ahead to assault the mud-monster...

Giovanni could position himself elsewhere if he wished as response to Bon's free action shout.

As Giovanni closes, he lands a strong blow and the mudlord bellows in rage, flailing oversized limbs back at the elf. While Giovanni deflects the first, the second crushes into his ribs with solid force (7 dmg to Gio).

Round 1
23 Giovanni : Moves, strikes for 17
13 Bon : Moves
9 Zora : Moves
8 Mudlord (17 dmg): Slams Giovanni for 7
6 Maiden :

Round 2
23 Giovanni (7 dmg):
13 Bon :
9 Zora :

Now Up: Everyone!

Grand Lodge

Male Half-Elf DEAD

Grunting, Giovanni gamely takes another swing at the mud monster.

Adamantine ECB, Magic Weapon: 1d20 + 7 + 1 + 1 ⇒ (16) + 7 + 1 + 1 = 25, for 1d10 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Magical damage.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Charis wades through the water and fires a magical arrow at the beast.

Composite Longbow +1, Bless, Guidance, Point Blank Shot: 1d20 + 8 + 1 + 1 + 2 ⇒ (17) + 8 + 1 + 1 + 2 = 29
Magic Damage: 1d8 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

[dice=Swim w/elixir of swimming]1d20 - 1 + 10[/dice]

Bonaventure swims forward and taps Giovanni with a wand.

[dice=Use Magic Device for wand of cure light wounds]1d20 + 10[/dice]
[dice=cure light wounds]1d8 + 1[/dice]

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora closes the last 5 feet and pokes at the muddy mess with her +1 short sword.

Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


GM Rolls:

Slam: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28 for 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Slam: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18 for 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12

The four intrepid explorers seem to find a turn in their luck as the Maiden and Giovanni land a pair of solid consecutive blows.

The muddy monstrosity continues to bellow and swing large massive mud-arms and once again another crashes into Giovanni (8 dmg).

Round 1 Con't
6 Maiden : Fires for 10

Round 2
23 Giovanni (7 dmg): Slashes for 10
13 Bon : Mends Giovanni for 7
9 Zora : Swings and misses
8 Mudlord (37 dmg): Slams Giovanni for 8
6 Maiden :

Round 3
23 Giovanni (8 dmg):
13 Bon :
9 Zora :

Now Up: Everyone!

GM Note: This appears to be a straight up slugfest, if folks wish to roll out the next 2 rounds of attacks this iteration...

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

If people want to do multiple posts that is fine with me. I'll post up anther round of actions when needed.

[dice=Swim w/elixir of swimming]1d20 - 1 + 9[/dice]

Use Magic Device: 1d20 + 10 ⇒ (7) + 10 = 17

[dice=cure light wounds for Giovanni]1d8 + 1[/dice]

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Round 2
Composite Longbow +1, Bless, Rapid Shot, Point Blank Shot: 1d20 + 8 + 1 - 2 + 1 ⇒ (13) + 8 + 1 - 2 + 1 = 21
Magic Damage: 1d8 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6

Composite Longbow +1, Bless, Rapid Shot, Point Blank Shot: 1d20 + 8 + 1 - 2 + 1 ⇒ (18) + 8 + 1 - 2 + 1 = 26
Magic Damage: 1d8 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7

Round 3
Composite Longbow +1, Bless, Rapid Shot, Point Blank Shot: 1d20 + 8 + 1 - 2 + 1 ⇒ (20) + 8 + 1 - 2 + 1 = 28
Magic Damage: 1d8 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7

Crit Confirm: 1d20 + 8 + 1 - 2 + 1 ⇒ (17) + 8 + 1 - 2 + 1 = 25
Crit Damage: 1d8 + 2 + 1 + 1 + 1d8 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 + (1) + 2 + 1 + 1 = 12

Composite Longbow +1, Bless, Rapid Shot, Point Blank Shot: 1d20 + 8 + 1 - 2 + 1 ⇒ (5) + 8 + 1 - 2 + 1 = 13
Magic Damage: 1d8 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8

Maybe Abadar smiles upon her that day. Maybe her tiny ally whispered the secrets of the mudbeast's movement. Or maybe she was just growing tired of their underwater adventures.

It would end here.

Grand Lodge

Male Half-Elf DEAD

Nodding his thanks to Bon, Giovanni keeps swinging!

Round 3:

Adamantine ECB, Magic Weapon, Bless: 1d20 + 7 + 1 + 1 ⇒ (14) + 7 + 1 + 1 = 23, for 1d10 + 6 + 1 ⇒ (1) + 6 + 1 = 8 damage.

Round 4:

Adamantine ECB, Magic Weapon, Bless: 1d20 + 7 + 1 + 1 ⇒ (17) + 7 + 1 + 1 = 26, for 1d10 + 6 + 1 ⇒ (5) + 6 + 1 = 12 damage.

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

Round 3

[dice=Swim w/elixir of swimming]1d20 - 1 + 10[/dice]

[dice=Use Magic Device for wand of cure light wounds on Giovanni]1d20 + 10[/dice] Fails to activate the wand.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Round 2
Short Sword Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Round 3
Short Sword Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d4 + 2 ⇒ (1) + 2 = 3


GM Rolls:

Round 3:
Slam: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17 for 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Slam: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25 for 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10

Final Recap:

Round 2 Con't
6 Maiden : Fires twice, connecting for 13

Round 3
23 Giovanni (8 dmg): Slashes for 8
13 Bon : Mends Giovanni for 2
9 Zora : Stabs for 4
8 Mudlord (62 dmg): Slams Giovanni for 10
6 Maiden : Fires the arrow that brings the mudlord down!

Now properly armed with magic implements, the Pathfinders coordinate their strikes as Giovanni and Zora both strike the vicious mudlord and the Maiden punctuates it further with her arrows. This time, Giovanni stays up and in the fight thanks to Bon's quick reactions with his wand.

The mudlord roars in rage and manages a final telling blow to Giovanni (10 dmg) before it finally collapses into the water, its muddy composition swiftly turning the water brown.

Out of combat! That turned out much better the 2nd time around.

By my count, Giovanni is down 16 and everyone else is unharmed.

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