Dungeon Master S's "The Forbidden Furnace of Forgotten Koor" [STANDARD] (Subtier 10-11) (Inactive)

Game Master Chris Marsh

TACTICAL MAP | Handout

Initiative Quickpost:

[dice=Mohok]d20+2[/dice]
[dice=Pip]d20+2[/dice]
[dice=Garam]d20+11[/dice]
[dice=BOOM]d20+4[/dice]
[dice=Svetlana]d20+5[/dice]
[dice=Velidor]d20+10[/dice]


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It's not until Pip steps in that the Pathfinders finally lay out the naga. Extremely injured, but not dead, the party finally catches their breath!

Out of combat.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Well, that was sort of unexpected but she does seem a bit mad. I wonder what caused it? A bit coincidental that it happened as we arrived...Does anyone have a good way to tie up a snake, can you even tie up a snake?

Garam looks around for somewhere they could leave the naga until they can get access to a restoration.

I guess we better find our missing pathfinder asap.


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Nothing jumps out for tying up the naga... Though you also have no reason to suspect she could follow (not that that helps if you find yourselves returning this way.)

Dark Archive

F Tief (Pit) Ftr 5/HK7 - HP124 AC-28/T-15/F-25 CMB17 CMD31 F:+14 R:+9: W+8/ Perc+13 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

HP 80/109

"I only feel mildly sympathetic" the Hellknight grunts as she tries brushing off some of the charring.

If there is no group healing going on, she will get a few taps with her Infernal Healing wand as we travel

Grand Lodge

Female Half-Orc Bard (Acheologist) 11

"I don't know, Pip shrugs. "Maybe bad luck? Or talking to us was too much strain on its corrupted mind?" She doesn't have a particularly good idea on how to tie up a snake either. "I think it'll be out for quite a while. And I wouldn't like to stay down her longer than necessary, any way."

Grand Lodge

Tiefling Alchemist 9 / Barbarian (Urban) 1 HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4
Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

"ONWARD!!!" Boom declares once more. She leaps over the sleepy naga and fetches her carpet, ready to sail down"river."

No healing needed for me.

Grand Lodge

Female Half-Orc Bard (Acheologist) 11

"Oh no, I'm not going to say it," Pip replies laughing to Boom's repeated declaration from earlier. "Who knows, another invisible Naga might start blasting lightning at us."

Grand Lodge

Tiefling Alchemist 9 / Barbarian (Urban) 1 HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4
Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

Boom stops with the suddenness of the other shoe dropping. Her intense curiosity of the beyond has been overcome but curiosity of what's in Garam's bag:

"Say! Didn't you find a scroll with a restore-y spell (store-ey hee hee!!)?"


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Before leaving, Boom halts the action...

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Mohok pauses, grunting as he realizes how right Boom is, and how useful the realization would have been just minutes ago. "Guess it wouldn't be fair to say you should have remembered this earlier, since none of us remembered it either," he remarks. "Shall we see if we can help that crazy snake?"

As he speaks, he pulls a wand from his belt and taps himself, healing the charred spots where the lightning struck.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Status: 82/85 hp

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Garam stop abruptly and slaps himself on the forehead. Of course, what a fool I have been!

He flies back to the serpent retrieving the scroll from his handy haversack. Now, if I can just work out how this damn thing activates... he mutters as he traces the runes across the page of soft vellum.

UMD DC27: 1d20 + 18 ⇒ (11) + 18 = 29


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The spell seems like it worked... someone needs to heal her with a single CLW or more.

Her gimlet eyes slowly widen as the magic undoes the madness within her. The naga quickly looks about at what her madness has wrought. she is overwhelmed with remorse, especially looking back at her mate and clutch. She gives a cry of anguish before thinking hard about what to say next, “That girl unleashed Moukadeem’s madness and she foolishly seeks to steal the lamp. Go! Undo this!”

The naga begins to sob, uncaring of the remaining wounds.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Garam will supply the wand charge.

In which case we need to stop him as quickly as we can!

Garam will head off down the river of lava.


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Garam opts for speed over additional intel, and none too soon!

A burning river of molten magma bubbles and churns, surging ever forward, smoldering the edges of its obsidian shores. Globs of molten rock shoot skyward, only to splatter against the ceiling some 40 feet above. The resulting impact causes globules of magma and sharp debris fragments to cascade into the magma stream below. Two small beaches rest to the east and west of this section of the underground flow.

The tremors are getting worse, and to add to the danger a cohesive body of fire rises up from the magma. The crackles and pops forming a language foreign to mortal ears.

Ignan:

"YOU SHALL NOT PASS!"

Flame: 1d20 + 10 ⇒ (16) + 10 = 26
Mohok: 1d20 + 2 ⇒ (2) + 2 = 4
Pip: 1d20 + 2 ⇒ (17) + 2 = 19
Garam: 1d20 + 11 ⇒ (18) + 11 = 29
BOOM: 1d20 + 4 ⇒ (6) + 4 = 10
Svetlana: 1d20 + 5 ⇒ (1) + 5 = 6
Velidor: 1d20 + 10 ⇒ (4) + 10 = 14

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Garam, headed cocked inquisitively to one side, replies in perfectly accented Ignan, but why ever not?


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Post monster struck at lunch!

The elemental rises up to meet and stop the party, eager to burn something... It doesn't seem to be interested in conversation.

Round 1:
Garam: Go
Fire Elemental: TBD
Pip: TBD
Velidor: TBD
BOOM: TBD
Svetlana: TBD
Mohok: TBD

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Is there a new map for this bit?

Garam will start off trying to identify the thing that we have encountered.

Knowledge planes?: 1d20 + 27 ⇒ (10) + 27 = 37

Interested in special attacks, special defences, vulnerabilities and senses. My action may depend on the information, assuming I do actually identify it.


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Map is updated.

Garam:

This is a fire elemental, and an elder one at that. It's huge! It's touch burns, and can set things aflame rather easily. It's particularly vulnerable to cold, but weapons don't really do much against its elemental body. While they can see in the dark, they are fooled by things such as invisibility.

Round 1:
Garam: Go
Fire Elemental: TBD
Pip: TBD
Velidor: TBD
BOOM: TBD
Svetlana: TBD
Mohok: TBD

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Oh my, what an enormous fire elemental you are. Watch out everyone, it's hot and burny and weapons may not hurt it much. Use cold attacks if you have them!

With that Garam raises his hands and quickly casts a spell. Ice and snow begin to form around his outstretched arms and then erupt out into a cone of pelting snowballs.

Then, taking discretion as the better part of valor Garam retreats behind his allies.

Garam casts rime flurry of snowballs. 4d6 ⇒ (2, 1, 4, 2) = 9 cold damage with a DC21 reflex save for half damage. If it takes any cold damage then it is entangled for two rounds. I will then move back although the map lacks any room to do so. I plan on being about 15' behind the party.

Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.


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The ice and snow streak like comets as they streak towards the elemental! REF: 1d20 + 19 ⇒ (5) + 19 = 24 The ice seems to do little to harm it, but the fire cracks and twists a bit, as if impeded.

The elemental convects its way forward and a pair of flame pillars lash out from the body. Unable to target Garam it goes for the cover in front him, Velidor.

Slam 1: 1d20 + 23 - 2 ⇒ (17) + 23 - 2 = 38 for DMG: 2d8 + 8 ⇒ (3, 2) + 8 = 13
Slam 2: 1d20 + 23 - 2 ⇒ (15) + 23 - 2 = 36 for DMG: 2d8 + 8 ⇒ (6, 1) + 8 = 15
Also make a REF DC 22 or catch fire, immediately taking an additional FIRE DMG: 2d10 ⇒ (7, 7) = 14

Round 1:
Garam: Rime Flurry
Fire Elemental: ATK
Pip: Go
Velidor: Go
BOOM: Go
Svetlana: Go
Mohok: Go

DM:

Elemental: 6

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

As I understand it, we're all standing on various flying carpets over the lava. I'm going to assume that Pip, Svetlana and Mohok are on one of the carpets, since we're near each other on the map, and that Svetlana and Mohok would vote to move that carpet into melee range. That means I'll be moving all our tokens forward, hope that's okay. Not sure how AoO's work when we're all moving together, but I guess we'll find out!

Mohok looks down at his feet, then back up at the towering pillar of fire, then says, "Carpet! Forward! And...stop!" Once in reach, he slashes at the elemental!

DM - The Carpet of Flying doesn't say what kind of action it is to control it. I'll roll as if I have a full attack, and you can just count however many attacks I actually have.

[+1 Keen Falchion, PA: 1d20 + 17 ⇒ (20) + 17 = 37
Damage, PA, lead blades: 2d6 + 10 + 9 ⇒ (4, 1) + 10 + 9 = 24

+1 Keen Falchion, PA, iterative: 1d20 + 12 - 3 ⇒ (1) + 12 - 3 = 10
Damage, PA: 2d6 + 10 + 9 ⇒ (4, 1) + 10 + 9 = 24


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Each carpet is 5'×5', so you each habe your own. I think (unless it's changed in this edition) that it's just part of your move action.

-Posted with Wayfinder

Dark Archive

F Tief (Pit) Ftr 5/HK7 - HP124 AC-28/T-15/F-25 CMB17 CMD31 F:+14 R:+9: W+8/ Perc+13 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

Thanks for that clarification - I could either 5' step to where I have moved my token, or if no 5', then I'd just use lunge to hit from the start position I think

The Hellknight lashes at the fiery Elemental, simply set on getting it out of the way "Unfortunate we could not simply parley and ask it to move aside, must things always come to blows?"

PA/FF
Keen Adam Bardiche

Attack 1d20 + 17 ⇒ (19) + 17 = 36
Damage 1d10 + 11 + 9 ⇒ (1) + 11 + 9 = 21
Crit? 1d20 + 17 ⇒ (17) + 17 = 34
Add Damage 1d10 + 11 + 9 ⇒ (8) + 11 + 9 = 28

Attack 1d20 + 12 - 3 ⇒ (6) + 12 - 3 = 15
Damage 1d10 + 11 + 9 ⇒ (1) + 11 + 9 = 21

Grand Lodge

Tiefling Alchemist 9 / Barbarian (Urban) 1 HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4
Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

"OOOOH! A FIRE SNAKE!" Boom exclaims, abandoning her affection for the carpet and vaulting over the elemental on her wings (I'll eat the AoO). Once behind it, she twists mid-air and torques her torso into a terrific thrust of her titanic broadblade -- which sails right through a gap in the writhing beast's ember coils.

Adamantine Greatsword @ Elemental: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19 titanic miss

AC 21*, HP 122*/121*

Grand Lodge

Female Half-Orc Bard (Acheologist) 11

Pip has had nothing but bad experiences with elementals so far, and she's quite intimidated by the size of this one. The way it's pummeling Velidor does't help, and she knows it's time to pulls out the big guns. She leans back slightly on the carpet to cause it to fly backwards, then begins casting a spell. Her chanting start slow, but very quickly increases in paces. "Go, like the wind," she jokes before immediately shrugging an apology. "Sorry, couldn't resist that one."

--

Move back, 5 foot step is allowed. Then cast haste on everyone save Garam. He's too far off (and seems to be stuck in the wall).

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

Musket1+RS+PBS+DA vs Touch AC: 1d20 + 12 ⇒ (5) + 12 = 17
DMG RS+DA+MT+PBS: 1d12 + 6 + 6 + 1 + 1 ⇒ (12) + 6 + 6 + 1 + 1 = 26

Musket2+RS+PBS+DA vs Touch AC: 1d20 + 12 ⇒ (1) + 12 = 13 misfire

Velidor does his best to steady himself on the carpet as this is a new experience for him... carpets are for walking on... not flying on... he then tries to take aim with his musket to send all the shots he takes at the same place...using clustered shot feat to total damage first then subtract any DR once but his musket jams up on the second shot and he spends the rest of his round clearing the misfire...


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It works like [url=http://www.d20pfsrd.com/magic/all-spells/o/overland-flight/]Overland Flight, not mounted combat. That means you can move and attack once. you don't need to make a Fly check to hover. Also Elementals can be neither critically hit, nor flanked.

Mohok closes, which gives the elemental an opening to strike: AoO: 1d20 + 23 - 2 ⇒ (7) + 23 - 2 = 28 for DMG: 2d8 + 8 ⇒ (3, 2) + 8 = 13 and a REF DC 22 of catch fire and immediately take another 2d10 ⇒ (2, 2) = 4 Fire damage. Still the Half-orc's swipe cools the creature's fires just a bit.

Right on his heels, the Hellion makes a single hit of her own!

Boom goes for the big positional shift, leaving a massive opportunity for the guardian. AoO: 1d20 + 23 - 2 ⇒ (15) + 23 - 2 = 36 for DMG: 2d8 + 8 ⇒ (7, 2) + 8 = 17 and a REF DC 22 of catch fire and immediately take another 2d10 ⇒ (1, 7) = 8 Fire damage. And the capricious Pathfinder misses.

Pip hastens the party to give everyone a better chance at not only defeating the guardian, but also avoiding the flames.

Round 1:
Garam: Rime Flurry
Fire Elemental: ATK
Pip: Haste
Velidor: Go + REF
BOOM: Miss + REF
Svetlana: Hit
Mohok: Hit + REF

DM:

Elemental: 31


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Velidor looks to cluster all his shots, but even the one he gets off misses the target. If I'm missing something that lets you avoid the AoO, ignore this part. Otherwise: the elemental takes the moment to lash out, yet again! AoO: 1d20 + 23 - 2 ⇒ (17) + 23 - 2 = 38 for DMG: 2d8 + 8 ⇒ (7, 5) + 8 = 20 and REF DC 22 save or take an immediate extra FIRE DMG: 2d10 ⇒ (7, 3) = 10 and catch fire.

Round 1 Saves to be made:
Boom
Mohok
Vlidor

Round 2:
Garam: Go
Fire Elemental: TBD
Pip: TBD
Velidor: TBD
BOOM: TBD
Svetlana: TBD
Mohok: TBD

DM:

Elemental: 31

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Seeing his allies struggle under the barrage of opportunity attacks Garam looks to do something about it. He raises both hands and sends a stream of burning stars at the creature which explodes all over it. Even if unaffected it is at least pretty!

Casting my last persistent glitterdust at it, DC21 will save rolling twice and taking he lowest in effect. It has 1 more round of entangle left from the flurry of snowballs.


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Garam again uses a persist spell, this time to to try and overwhelm the elemental. Will: 2d20 + 7 ⇒ (7, 6) + 7 = 20, and the elemental's flames swirl and crack as the spell takes hold!

It lashes out with rage at both Mohok 1d100 ⇒ 55 and Boom 1d100 ⇒ 78 finding his aim regardless of the glittering dust:

Atk v. Mohok: 1d20 + 23 - 2 - 2 ⇒ (2) + 23 - 2 - 2 = 21 MISS

and

Atk v. Boom: 1d20 + 23 - 2 - 2 ⇒ (13) + 23 - 2 - 2 = 32 for DMG: 2d8 + 8 ⇒ (4, 1) + 8 = 13 and REF DC 22 or take 2d10 ⇒ (1, 5) = 6 and catch fire.

The elemental tries to burn the spell away Will: 2d20 + 7 ⇒ (5, 8) + 7 = 20, but can't

Round 2:
Garam: Glitterdust
Fire Elemental: ATK
Pip: Go
Velidor: Go
BOOM: Go
Svetlana: Go
Mohok: Go

DM:

Elemental: 31 (Blind - save each turn, Entangled through round 2)

Dark Archive

F Tief (Pit) Ftr 5/HK7 - HP124 AC-28/T-15/F-25 CMB17 CMD31 F:+14 R:+9: W+8/ Perc+13 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

The Hellknight lashes out some more, seeking to drive her adamantine bardiche into the creature until it stops striking her fellows!

PA/FF/Haste
Keen Adamantine Bardiche

Attack 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
Damage 1d10 + 11 + 9 ⇒ (9) + 11 + 9 = 29

Haste Attack 1d20 + 17 - 3 + 1 ⇒ (4) + 17 - 3 + 1 = 19
Damage 1d10 + 11 + 9 ⇒ (3) + 11 + 9 = 23

Attack 1d20 + 12 - 3 + 1 ⇒ (11) + 12 - 3 + 1 = 21
Damage 1d10 + 11 + 9 ⇒ (8) + 11 + 9 = 28


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With the elemental blinded, it's incredible speed of reflex makes it a MUCH easier target as all three of the Hellknight's swings connect.

Round 2:
Garam: Glitterdust
Fire Elemental: ATK
Pip: Go
Velidor: Go
BOOM: Go

Svetlana: Hit
Mohok: Go

DM:

Elemental: 81 (Blind - save each turn, Entangled through round 2)

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Reflex, DC 22: 1d20 + 12 ⇒ (20) + 12 = 32

Mohok deftly whirls away from the flames chasing him, even keeping his feet easily on the woven flying platform from which he fights! Feeling his heart quicken with Pip's spell, he slashes at the massive fire beast again and again!

Full attack!

+1 Keen Falchion, PA, haste: 1d20 + 17 + 1 ⇒ (18) + 17 + 1 = 36
Damage, PA: 2d6 + 10 + 9 ⇒ (5, 1) + 10 + 9 = 25

+1 Keen Falchion, PA, haste: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35 Haste attack
Damage, PA: 2d6 + 10 + 9 ⇒ (6, 6) + 10 + 9 = 31

+1 Keen Falchion, PA, iterative, haste: 1d20 + 12 - 3 + 1 ⇒ (5) + 12 - 3 + 1 = 15
Damage, PA: 2d6 + 10 + 9 ⇒ (2, 6) + 10 + 9 = 27

Status: 69/85 hp


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Mohok's supernaturally fast falchion works quickly to press the advantage. Flames spit and exinguish as he works through. The elemental is now sporting holes where it is simply coming apart..

Round 2:
Garam: Glitterdust
Fire Elemental: ATK
Pip: Go
Velidor: Go
[b]BOOM: Go

Svetlana: Hit
Mohok: Hits

DM:

Elemental: 127 (Blind - save each turn, Entangled through round 2)

Grand Lodge

Female Half-Orc Bard (Acheologist) 11

Taking courage from the success of Mohok and Hellion, Pip urges her carpet forward, sword drawn. "Once more, then!" She engages the elemental with her sword striking out to the left, slashing from low to high as she approaches.

--

Activate Archeologist's luck as swift action, then a standard attack with Power Attack.

Attack +Luck -PA +haste: 1d20 + 13 + 3 - 2 + 1 ⇒ (14) + 13 + 3 - 2 + 1 = 29
Damage +Luck +PA: 1d8 + 7 + 3 + 4 ⇒ (8) + 7 + 3 + 4 = 22


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The party begins to pile it on, taking quick advantage of the blinded guardian. Pip is no different, striking hard. Still fire burns inside it, and it's going to take more. Can Velidor and Boom take it down before it has a chance to thrash about again?

Round 1 Saves to be made:
Boom
Velidor

Round 2:
Garam: Glitterdust
Fire Elemental: ATK
Pip: Hit
Velidor: Go
BOOM: Go

Svetlana: Hit
Mohok: Hits

DM:

Elemental: 139 (Blind - save each turn, Entangled through round 2)

Grand Lodge

Tiefling Alchemist 9 / Barbarian (Urban) 1 HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4
Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

Reflex: 1d20 + 16 ⇒ (10) + 16 = 26
Reflex: 1d20 + 16 ⇒ (12) + 16 = 28

Resinous skin for DR 5/piercing, so 20 damage from both attacks. HP 102*/121*.

"Oof! Hee hee that tickles!" Boom's blade flashes bright in the firelight.

Adamantine Greatsword @ Elemental: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
Furious Damage: 2d6 + 18 ⇒ (2, 3) + 18 = 23

Hasted Greatsword @ Elemental: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
Furious Damage: 2d6 + 18 ⇒ (3, 5) + 18 = 26

Iterative @ Elemental: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Furious Damage: 2d6 + 18 ⇒ (1, 3) + 18 = 22


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Boom's somewhat masochistic reaction bears no resemblance to the onslaught she brings.

By the second swing she's cutting at smoke. By the third swing it's just for fun...

Out of initiative, though Velidor needs to make a save to determine how much damage he suffers before the fight is through.

The party looks about for a moment, but finds nothing on the ledges. Whatever this elemental was guarding is well behind it....

I'll give you guys whatever time you need to do whatever you want. when you're ready to continue down the hall, just say so.

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

REF vs DC 22 from earlier: 1d20 + 16 ⇒ (19) + 16 = 35

The woodsman curses his luck for not knowing to shoot so close to the foe and taking an attack which forced him to rush his shot causing the miss... but the agile woodsman, while taking the initial attack manages to put out the flames on him before any of them ignite his blackpowder...

a bit singed, the woodsman puts his powder horn away in his magical bandoleer and decides to use alchemical rounds for the time being... a tad safer in this environment.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

80/84 hit points

After adjusting his gear and tapping off Velidor is ready to continue.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The party's victory is hard to celebrate. As Velidor and others heal their wounds, the seismic activity in the Furnace grows worse. Moving quickly everyone makes for the end of the hall.

A mosaic covers the upper half of this iron hall. The mosaic depicts a sad scene, for several Qadirans lie dead and burning before a mighty temple and their families weep nearby. The scene flows toward the south wall, where a man garbed in white silk robes embroidered with gold thread looks to the west with hopeful eyes. On the hall’s south wall, a set of ornamental double door seems incomplete; its center is devoid of decorations in a six-foot-diameter circle. Flanking this door, four additional cast iron doors, two on the east wall and two on the west, stand closed.

Map Updated.

DM:

3d10 ⇒ (3, 6, 2) = 11

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Hmm, postmonster got my post from earlier today...will try to recreate both the grandeur and the eloquence of it now.

Once the elemental is defeated, Mohok draws his trusty wand from his belt and heals the spots where he's been smashed and burned. He puts the wand away, then rubs his chin with a pair of massive, gnarled fingers as he studies the mosaic and the doors. "Anybody know who that is in the picture? Aside from just somebody sad?" he asks.

Turning his attention to the double doors, he groans deeply, "Another set of tricky doors! Wonder what the puzzle is here?" His fingers wander to the top of his head, scratching in thought as he ponders. "Before we had six doors, and six little slices of pie to find in them. Now we've got four doors, I hope this big door only needs four slices."

His fingers then *snap* as he recalls the inscription on the armor they found. "While six and sound is safe and sound, four may find you buried underground..." he recites. "That's what it said, right? So is that just telling us we're underground, or is it a warning? Better look carefully for surprises, folks."

DM S - Are there obvious wedge-shaped recesses in the door, like in the previous one? Four of them, I hope?

CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Tiefling Alchemist 9 / Barbarian (Urban) 1 HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4
Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

CLW: 2d8 + 2 ⇒ (7, 7) + 2 = 16

"Awww, where'd it go?" Boom grins, stowing her weapon and swooping to retrieve her rug. She produces a healstick and pops back a few vials. Bull's Strength, Long Arm, and Shield.

In the next room, Boom studies the murals intently. "Such artistry! Ooooh, and the pigmentation has kept in the heat! I wonder if there's something in the paints!" She takes an etching absentmindedly with her spare hand and tail.

"This white robed figure is looking west, so maybe those doors first!" The excitement is bubbling from her mouth. "Maybe the ceiling will collapse on us if the pieces are put in place! Or put in place incorrectly!" Her smile doesn't fade until she realizes the implications. "I did bring a crowbar..."

Perception: 1d20 + 9 ⇒ (5) + 9 = 14 for traps and such, floor/ceiling especially

I get the sense that the author was a BIG Grimtooth fan.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Hovering at the entrance of the room Garam looks around, openly sceptical. I think we should take the warning seriously, I really don't want to get buried, that could be really bad. Concerned, he takes out a slim wand of pale birch and tries to activate freedom of movement.

UMD: 1d20 + 18 ⇒ (20) + 18 = 38

He then takes out a second one of light blue crystal and does the same for heighten awareness but it starts to sputter and spark alarmingly.

UMD: 1d20 + 18 ⇒ (1) + 18 = 19

Bugger! Well this stupid thing won't work for me any more but the rest of you are welcome to make use of it if you want. Pip, Boom, Mohok, you should all be able to use it if you want to.

Composing himself he mutters a quick spell and scans the room with detect magic before giving it a once over check for more mundane traps and possible secret doors.

Perception: 1d20 + 28 ⇒ (16) + 28 = 44

Certainly those are most interesting murals. Once we have recovered our missing Pathfinder I would love to stay here a while and study them in proper depth, assuming the ceiling doesn't fall on us of course!

Heighten Awareness wand up for use, +2 competence to perception and knowledge skills, expend when initiative is rolled for +4

Dark Archive

F Tief (Pit) Ftr 5/HK7 - HP124 AC-28/T-15/F-25 CMB17 CMD31 F:+14 R:+9: W+8/ Perc+13 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

"A ceiling falling in would be really inconvenient, and not quite the ending one would expect for a Hellknight. Perhaps when we have time to peruse this place in more detail you can weave us a lovely tale about the place" the Hellknight offers hopefully.

The Hellknight keeps watch at the rear, in case anything comes flying in over the way they came.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Indeed there are 4 such wedges in the double doors. Garam looks about as he's pretty sure he catches Boom licking the walls to test the pigments... This main room, however, has nothing untoward as far as Garam can tell.

In the back, the Hellknight keeps watch on the rumbling and bubbling river.

Go ahead and place yourselves. I rotated the map to fit better. North is the right side of the screen.

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

Velidor moves onto the platform and stays tot he right side.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Maybe we should try these doors and avoid the wedges if we can. This whole set up seems hinky.

Grand Lodge

Female Half-Orc Bard (Acheologist) 11

Pip has been silent so far, still quite impressed with the way they dealt with the fire elemental. "I'm with Garam on this one," she adds cautiously. [b]"The warning rings a little too true, and the setup seems obvious; lure in people with six doors and six wedges first, then hit them once they're unsuspecting and try to collect the wedges for this door. I don't want the find the entire roof to collapse on us.

She studies the double door in the south wall for any other features, or a way to open it that doesn't involve the wedges.

Perception: 1d20 + 19 ⇒ (9) + 19 = 28 (extra +2 to spot hidden objects)


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Pip looks the double doors over, finds that the door is, in fact, trapped. She almost missed it, but it looks like a magical trap similar to the one in the first puzzle room.

Silver Crusade

M Half-Orc Ranger 9 | HP 85 | AC 28 | T 16 | FF 25 | CMD 31 | Fort +12 | Ref +12 | Will +11 | Init +2 | Perc +14 (Favored Terrain: +4 Urban, +2 Underground)

Mohok nods sagely as Pip follows his suggestion, waiting to see if the bard can also disarm the trap.

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