GM BPC TK2's Excellent PFS Adventure

Game Master Black Powder Chocobo

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Fort Inevitable Map map Gardens map

I'm going to assume the passage in the current room if no one else chimes in.

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Sure, sounds good.

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Onward!


Fort Inevitable Map map Gardens map

The party decides to go another direction, not quite ready to be fully submerged.

The adjacent pathway leads to a half-submerged shimmering area on the room's north wall that occasionally spurts out water. Sturdy tables stand about a foot above the water level. Some are stacked with crates, others with bedding.

DC 15 Kn: Arcana or Planes:
The shimmering area is a portal of some sort.

[spoiler=Same check, DC 20 Kn: Arcana or Planes]
The portal is to the Plane of Water.

Of greater concern in a much larger water elemental that lurks near the entrance.

GM Dice:

Nilfyr Stealth: 1d20 + 2 ⇒ (7) + 2 = 9
Elemental Percep: 1d20 + 9 ⇒ (8) + 9 = 17

Unfortunately, between the light and the sound of the party sloshing through the water, it looks towards the hallway and bellows out in Aquan. "Intruders! You make sisters cry! Now you will drown under my mighty water!"

DC 18 Kn: Planes:

Water elementals of this size start becoming naturally resistant to all physical damage (DR 5/-). While smaller ones can Vortex, these ones are large enough to suck up human sized creatures; luckily they can only do that underwater and there isn't enough here to make it work. However, they become more accurate if it and its target are both in water, but being out of it reduces the elemental's aim.

Inits:

Elemental: 1d20 + 2 ⇒ (9) + 2 = 11
Artemus: 1d20 + 2 ⇒ (5) + 2 = 7
Faeros: 1d20 + 8 ⇒ (9) + 8 = 17
Nilfyr: 1d20 + 3 ⇒ (12) + 3 = 15
Thunderstealer: 1d20 ⇒ 17

Water is still thigh deep, so difficult terrain again.
Where you see benches on the map are crates, bedding, etc. high enough that they are dry on top.

All of your watery based buffs with a duration greater than 15 minutes are still active. Any less than that have worn off.

Map updated!

Init Order: Bold = up!
Faeros
Thunderstealer/Belcher
Nilfyr

Elemental
Artemus

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

The arcanist sees the shimmering field illuminated by his dancing lights and ponders what it might be.

Knowledge Arcana: 1d20 + 13 ⇒ (12) + 13 = 25
Knowledge Planes: 1d20 + 9 ⇒ (6) + 9 = 15

That shimmering area is a portal to the elemental plain of water. Watch for more enemies coming through it.

Knowledge Planes on the Elemental: 1d20 + 9 ⇒ (12) + 9 = 21

And it seems we have angered a large water elemental. It will resist our weapon damage at least a little and will fight better if both it and its opponents are in the water. try to engage it on the tables and benches. It is fortunate that the water is not deeper for I believe it is too shallow for this fellow to create a vortex.


Fort Inevitable Map map Gardens map

Well said Artemus :)

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Faeros casts divine favor and studies the creature.

Dark Archive

Thunderstealer commands Belcher to jump on the bench and attack the elemental!

As Belcher is small and currently got a swimspeed of 60 he will just make it with a single move

Talon: 1d20 + 6 + 1 - 1 ⇒ (10) + 6 + 1 - 1 = 16 for damage: 1d6 + 4 ⇒ (1) + 4 = 5

Thunderstealer will double move to one of the benches


Fort Inevitable Map map Gardens map

I'm okay with that :)

Belcher bites into the elemental, but his small mouth just gets wet. Hit the Flat-footed AC, but failed to get past the DR

Meanwhile, Faeros calls upon divine blessings to aid his battle and analyzes the elemental's movements.

Init Order: Bold = up!
Faeros
Thunderstealer/Belcher
Nilfyr
Elemental
Artemus

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Nilfyr, seeing Belcher engaging the creature alone, calls for Desna's blessing and dashes across the surface of the water.

Swift action: Activate Agile Feet blessing
Full-round action: Double move, as indicated on map


Fort Inevitable Map map Gardens map

The elemental moves over slightly and stretches itself to reach Nilfyr before slamming Belcher with a punch of water!!

Water slam @ Nilfyr: 1d20 + 12 + 1 - 3 ⇒ (17) + 12 + 1 - 3 = 27
Damage on hit: 1d8 + 5 + 1 + 6 ⇒ (2) + 5 + 1 + 6 = 14
Water slam on Belcher: 1d20 + 12 + 1 - 3 ⇒ (16) + 12 + 1 - 3 = 26
Damage on hit: 1d8 + 5 + 1 + 6 ⇒ (6) + 5 + 1 + 6 = 18

Both Belcher and Nilfyr are slammed by the water, bones bruising from the sheer force of the blow.

Init Order: Bold = up!
Faeros
Thunderstealer
Belcher (18 damage)
Nilfyr (14 damage)

Elemental
Artemus

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Both Belcher and Nilfyr were on the tables; did the elemental still get the bonus to hit/damage?

Nilfyr, concerned by the elemental's outburst, touches his chest and invokes Desna's favor upon him, then brings his fauchard down in a cruel arc.

Swift action: Fervor-powered divine favor
Standard action: Attack elemental
Attack (+1 Adamantine Fauchard (2H), Divine Favor, Power Attack): 1d20 + 9 + 2 - 1 ⇒ (19) + 9 + 2 - 1 = 29
Damage (+1 Adamantine Fauchard (2H), Divine Favor, Power Attack): 1d10 + 7 + 2 + 3 ⇒ (8) + 7 + 2 + 3 = 20

Critical Confirm (+1 Adamantine Fauchard (2H), Divine Favor, Power Attack): 1d20 + 9 + 2 - 1 ⇒ (17) + 9 + 2 - 1 = 27
Critical Damage (+1 Adamantine Fauchard (2H), Divine Favor, Power Attack): 1d10 + 7 + 2 + 3 ⇒ (10) + 7 + 2 + 3 = 22


Fort Inevitable Map map Gardens map

Heh, I missed that, that's what I get for checking on the phone. That'll be a miss on Belcher and 5 less damage to you Nilfyr

Also sadly, no crits or precision damage to elementals.

-Posted with Wayfinder

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Concerned that this thing can really hurt his party Artemus uses his magic missiles to damage the creature.

Magic Missiles: 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9

Dark Archive

Edit

Thunderstealer will double move to the next shelve, horsechopper in hand!


Belcher attacks!

Talon: 1d20 + 6 ⇒ (19) + 6 = 25 for damage: 1d6 + 4 ⇒ (2) + 4 = 6
Talon: 1d20 + 6 ⇒ (8) + 6 = 14 for damage: 1d6 + 4 ⇒ (3) + 4 = 7
Bite: 1d20 + 5 ⇒ (16) + 5 = 21 for damage: 1d4 + 4 ⇒ (3) + 4 = 7

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Faeros uses his Agile Feet to move unimpeded through the water, before unleashing an arrow at the elemental.

(point blank, coordinated shot, divine favor, studied target, deadly aim)
arrow: 1d20 + 9 + 1 + 1 + 2 + 2 - 1 ⇒ (19) + 9 + 1 + 1 + 2 + 2 - 1 = 331d8 + 3 + 1 + 2 + 2 + 2 ⇒ (3) + 3 + 1 + 2 + 2 + 2 = 13
(magic, piercing)


Fort Inevitable Map map Gardens map

The party all assaults the large elemental; Belcher only causes a couple of minor wounds while Nilfyr's cut some some respectable damage that would have killed a normal person. Faeros's arrow takes more of its watery mass away while Thnderstealer gets into position. Artemus attacks from safely, using bolts of force to do his dirty work.

The elemental, realizing it's being surrounded and on top of areas where it cannot attack as effectively, inches towards Thunderstealer and tries to crush with with a pair of watery slams!

"You meanies making me angry!", it shouts in Aquan.

Elemental Slam @ Thunderstealer: 1d20 + 12 - 3 - 4 ⇒ (1) + 12 - 3 - 4 = 6
Damage on hit: 1d8 + 5 + 6 - 4 ⇒ (7) + 5 + 6 - 4 = 14
Elemental Slam @ Thunderstealer: 1d20 + 12 - 3 - 4 ⇒ (8) + 12 - 3 - 4 = 13
Damage on hit: 1d8 + 5 + 6 - 4 ⇒ (8) + 5 + 6 - 4 = 15

Amazingly, the number of injuries it received must have disoriented it as Thunderstealer weathers the storm of blows unscathed!

Init Order: Bold = up!
Faeros
Thunderstealer
Belcher
Nilfyr (9 damage)

Elemental (35 damage)
Artemus[/b]

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Two more arrows
(same as before, but rapid shot)
arrow1: 1d20 + 12 ⇒ (9) + 12 = 211d8 + 10 ⇒ (1) + 10 = 11
arrow2: 1d20 + 12 ⇒ (13) + 12 = 251d8 + 10 ⇒ (1) + 10 = 11

Alright who put marshmallows on the ends of my arrows...


Belcher jumps into the water and continues to attack the elemental.

Talon: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 for damage: 1d6 + 4 ⇒ (2) + 4 = 6
Talon: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 for damage: 1d6 + 4 ⇒ (3) + 4 = 7
Bite: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 for damage: 1d4 + 4 ⇒ (2) + 4 = 6

Dark Archive

Horsechopper: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 for damage: 1d10 + 10 ⇒ (4) + 10 = 14

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Nilfyr moves along the tops of the objects in the water and swings again at the elemental; unfortunately, his balance is off and his blow is wide of its mark.

Move action: As indicated on map
Standard action: Attack elemental
Attack (+1 Adamantine Fauchard (2H), Divine Favor, Power Attack): 1d20 + 9 + 2 - 1 ⇒ (3) + 9 + 2 - 1 = 13
Damage (+1 Adamantine Fauchard (2H), Divine Favor, Power Attack): 1d10 + 7 + 2 + 3 ⇒ (10) + 7 + 2 + 3 = 22


Fort Inevitable Map map Gardens map

I biffed the formatting Artemus, but you are up, too!

@Thunderstealer: The elemental is adjacent to you, so no attack with the horsechopper. You may replace your action if you wish.

Belcher jumps in to continue to harry the elemental, causing more minor wounds while Faeros drops another pair of arrows into the aqueous foe. Nilfyr closes in, but swings wide and misses his target.

Init Order: Bold = up!
Faeros
Thunderstealer (action change?)
Belcher
Nilfyr (9 damage)
Elemental (49 damage)
Artemus

Dark Archive

Grow dino-claws and dino-maw!


Fort Inevitable Map map Gardens map

That's what I figured :)

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Art double moves into the room. Can we now see into the alcove/passage to the south?


Fort Inevitable Map map Gardens map

Ahh yes! Thank you for reminding me!

To the south, each alcove contains a large grate that seems to be draining water from the room.

After Artemus moves in, the glowing portal spurts out more water; some small fish of strange original are with the water, but thankfully nothing else larger.

The elemental creeps closer to Faeros who is now within his reach, swinging at the inquisitor twice!

Elemental slam @ Faeros: 1d20 + 12 + 1 - 3 ⇒ (4) + 12 + 1 - 3 = 14
Damage on hit: 1d8 + 5 + 1 + 6 ⇒ (6) + 5 + 1 + 6 = 18
Elemental slam @ Faeros: 1d20 + 12 + 1 - 3 ⇒ (10) + 12 + 1 - 3 = 20
Damage on hit: 1d8 + 5 + 1 + 6 ⇒ (2) + 5 + 1 + 6 = 14

While Faeros's armor provides a suitable buffer for the first attack, the second one connects and slams the archer hard!

Init Order: Bold = up!
Faeros (14 damage)
Thunderstealer (feral)
Belcher
Nilfyr (9 damage)

Elemental (49 damage)
Artemus

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Rather than open himself up to a powerful attack, Nilfyr grabs his starknife and hurls it at the elemental.

Move action: Draw starknife
Standard action: Attack elemental
Attack (Starknife, Divine Favor): 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage (Starknife, Divine Favor): 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Dark Archive

"Belcher! Move into flank and attack!"

Belcher Acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20

Talon: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 for 1d6 + 4 ⇒ (6) + 4 = 10

Thunderstealer attacks!

Bite: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 for 1d6 + 7 ⇒ (3) + 7 = 10
Claw: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 for 1d4 + 7 ⇒ (3) + 7 = 10
Claw: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 for 1d4 + 7 ⇒ (2) + 7 = 9

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Faeros uses his Agile Feet again to step out of harms way before firing twice more.

Hope this is enough, or I could be in real trouble.
(Additional +1 to hit from coordinated shot once belcher flanks!)
arrow1: 1d20 + 13 ⇒ (5) + 13 = 181d8 + 10 ⇒ (1) + 10 = 11
arrow2: 1d20 + 13 ⇒ (1) + 13 = 141d8 + 10 ⇒ (3) + 10 = 13

uhhh...


Fort Inevitable Map map Gardens map

Faeros somehow steps away from the elemental quickly, darting out of its reach and peppering it with a pair of arrows; unfortunately only one lands.

Belcher tries to move in carefully, but takes a backhand from the elemental!

Elemental AoO @ Belcher: 1d20 + 12 + 1 - 3 ⇒ (1) + 12 + 1 - 3 = 11
Damage on hit: 1d8 + 5 + 1 + 6 ⇒ (7) + 5 + 1 + 6 = 19

Luckily the distraction from everyone allows the dinosaur to slip unharmed, although the swing did affect Belcher's bite!

Thunderstealer has more success, striking twice with tooth and claw.

Nilfyr then slings his starknife; however in effort to focus his aim to not hit Thunderstealer or his trusty companion, Nilfyr's weapon loses the punch it needed to injure the elemental.

Good attempt, but darn the -4 penalty for attacking into melee

Init Order: Bold = up!
Faeros (14 damage)
Thunderstealer (feral)
Belcher
Nilfyr (9 damage)
Elemental (64 damage)
Artemus

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Concerned that this elemental is going to take an ally down Artemus uses a second Magic Missile spell before moving back some.

Magic Missile: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11


Fort Inevitable Map map Gardens map

And kill steal!

Artemus sends another blast of missiles that land with enough force to turn the elemental into a large puddle of water that begins to dilute with water in the chamber.

Looking around the crates and bedding, only common wine and foodstuffs are found until looking through one crate, a clear vial filled with a light blue liquid is found. Artemus identifies it as a potion of water breathing.

The only remaining things of note are the portal that spurts out new water into the chamber every 6-24 seconds and the two drainage vents at the southern alcoves. While the metal mesh covering the vents has rusted, it looks like it is removable and one could travel through the lines.

Dark Archive

Thunderstealer taps his wand against Faeros

CLW 3x: 3d8 + 3 ⇒ (8, 1, 3) + 3 = 15

and Nilfyr

CLW 2x: 2d8 + 2 ⇒ (3, 2) + 2 = 7

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Well team, before we take the "plunge" I say we check out that passage we to the north we left unexplored. Then likely we will have to get wet. I do wonder if there is some way to close off this portal though. Art takes a moment to examine the portal closely. It would be grand if we could drain this place.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Knowledge (arcana): 1d20 + 13 ⇒ (5) + 13 = 18
Spellcraft: 1d20 + 13 ⇒ (7) + 13 = 20

Dark Archive

"Let's check those stairs down in the hallway"


Fort Inevitable Map map Gardens map

The party treks back into the hallway; unfortunately they realize they'll have to get truly wet sooner than expected. More steps descend down the path, the water just reaching 5 feet in depth. There is a slight dip in the ceiling ahead and the party realizes that it's the short hallway that connects the two rooms that had the elementals. The hallway seems to continue to the large flooded room they have avoided.

Because none of the humanoid party members are Small sized, you can either make no Swim check and move 5', or make a DC 10 Swim check and move 1/4 your speed as a move action or 1/2 your speed as a full-round action. Since Belcher has been sea steed-ed, he'll be fine as long as he keeps his head above water.

At this point, it's either the grates from the portal room or the large room ahead.

Dark Archive

GM BPChocobo TK2 wrote:

Since Belcher has been sea steed-ed, he'll be fine as long as he keeps his head above water.[/ooc]

At this point, it's either the grates from the portal room or the large room ahead.

As everyone (including Belcher) has waterbreathing for 2 hours, he should be fine even while diving! :-)

Actually Seasteed does allow waterbreathing by itself...

Dark Archive

"Let's go to the big room!"

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Agreed. We will see how my dancing lights work underwater.

No thoughts on closing the portal?


Fort Inevitable Map map Gardens map

DC 22 Kn: Arcana or Spellcraft for portal closing ideas:

Perhaps a good old fashioned dispel Magic will close the portal.

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Thank you Thunderstealer

Faeros puts his bow away and wields his longspear once the water gets too deep for effective archery.


Fort Inevitable Map map Gardens map

The party, not afraid of drowning thanks to their magic, makes their way through the narrow path, swimming slowly... except for Belcher who glides quite easily through the water.

The water depth seems to be a bit deeper compared to the ceiling of this room, but this is only evident by looking at the gleaming light from Artemus' magic The water is murky enough that even with the dancing lights, anywhere not within 10' of the dancing lights is dim illumination and beyond 20' is darkness. Now at 8 feet of depth, the party truly finds itself underwater for the first time, but their prepared magics leave a survivable, if not uncomfortable journey. For the sake of anyone with scrolls, I'm assuming they are properly sealed in waterproof containers as part of your preparations before coming back here.

On that note, please mark on the map where you wish your lights to be Artemus

Now that they are closer, another portal can be seen, but this one is underwater and seems to be sucking water in instead of pulling it out.

GM Dice:

Artemus Percep: 1d20 + 9 ⇒ (17) + 9 = 26
Faeros Percep: 1d20 + 15 ⇒ (10) + 15 = 25
Nilfyr Percep: 1d20 + 13 ⇒ (6) + 13 = 19
Thunderstealer Percep: 1d20 + 9 ⇒ (1) + 9 = 10

Thunderstealer and Belcher move east, finding a door against the eastern wall. They also both feel a slight pull of water coming from that direction. The rest of the party follows behind, watching in anticipation. However, they are caught unawares as a form seems to come from the ground and a large blob of thick mud tries to coat Nilfyr!

Nilfyr FF Reflex: 1d20 + 1 ⇒ (15) + 1 = 16

A man-sized mass of mud envelops the half-elf and begins crushing him!

That was a surprise round for the enemy.

@Nilfyr: I need a Escape Artist or Grapple check to get out of the engulfing

DC 22 Kn: Planes:

This is a mudlord, a strange elemental creature formed when enough earthen material mutates with water elemental matter. Smarter and more aggressive than standard elementals, they are incredibly territorial and attack anything that enters its domain in most cases.

They can grab creatures when it slams them, engulf foes with its amorphous body, and have a resistance to spells DC 17 for the sake of letting you know if your spells will work; transmute mud to rock deals significant damage to it and staggers the mudlord, though without save. Magic weapons are required to hurt hem fully DR 10/magic and their lack of notable anatomy prevents critical strikes or precision attacks. Those engulfed are smothered and drown faster if they are holding their breath [ooc]not a worry to you thank goodness and can throw mudballs to blind foes.

Finally, they can compress their size to escape through narrow passages and be aware of oncoming foes by feeling their incoming presence tremorsense.


Init:

Mudlord: 1d20 + 7 ⇒ (12) + 7 = 19
Artemus: 1d20 + 2 ⇒ (9) + 2 = 11
Faeros: 1d20 + 8 ⇒ (2) + 8 = 10
Nilfyr: 1d20 + 3 ⇒ (10) + 3 = 13
Thunderstealer: 1d20 ⇒ 12

Still moving faster than the party can react, Nilfyr is slowly crushed while the mud blob attacks Thunderstealer and Faeros!

Engulf damage to Nilfyr: 1d6 + 3 ⇒ (5) + 3 = 8

??? Slam @ Thunderstealer: 1d20 + 13 ⇒ (14) + 13 = 27
Damage on hit: 2d6 + 3 ⇒ (4, 2) + 3 = 9
??? Slam @ Faeros: 1d20 + 13 ⇒ (17) + 13 = 30
Damage on hit: 2d6 + 3 ⇒ (2, 2) + 3 = 7

Here's the rules for underwater combat to give you guys a refresher: Underwater Combat. Note that bites are piercing and thus will deal full damage, while claws do not have a piercing component and will only deal half damage. Also, since everyone can breath underwater, there is no spellcasting penalty, except for Nilfyr who is pinned.

Init Order (bold = up)
Mud thing
Nilfyr (8 damage, engulfed, pinned)
Thunderstealer (9 damage)
Belcher
Artemus
Faeros (7 damage)

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Knowledge Planes: 1d20 + 9 ⇒ (11) + 9 = 20

Artemus is unsure what the strange mud man is and can tell the party nothing about it.

Maintaining a grapple is normally a standard action which would mean the creature can either hold Nilfyr or attack. If he wants to maintain he has to roll his CMB abain but at +5, right? I think once engulfed that would be different but Engulf should happen the round after grappling, which is this round.


Fort Inevitable Map map Gardens map

Engulfing is not grappling; engulf is a separate type of standard action that allows the creature to move into opponent(s) square(s). The creature can attempt an AoO (and not get a Reflex save to avoid the engulf) or simply try to make a Reflex to avoid the engulf). If the Reflex is failed, the creature is engulfed and gains the pinned condition; the engulfing creature does not get the pinning or grappling conditions and thus are not subject to those rules.

Engulf rules

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

monster lore: 1d20 + 7 ⇒ (10) + 7 = 17
Faeros is waiting to see how his allies affect the battlefield before taking his action. (delay until after art and thunderstealer)

Dark Archive

Does the mudlord's slams ignore Underwater Combat rules?

Thunderstealer moves back and attacks with his horsechopper

Horsechopper: 1d20 + 7 + 2 - 2 ⇒ (16) + 7 + 2 - 2 = 23 for piercing: 1d10 + 10 ⇒ (6) + 10 = 16


Talon: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 for Slashing: 1d6 + 4 ⇒ (5) + 4 = 9 Needs to be halved
Talon: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6 for Slashing: 1d6 + 4 ⇒ (5) + 4 = 9
Bite: 1d20 + 5 ⇒ (16) + 5 = 21 for Piercing: 1d4 + 4 ⇒ (3) + 4 = 7

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Thunderstealer I'm trying to figure out where you are for flanking purposes. The map doesn't show you adjacent to the creature?

Dark Archive

Faeros89 wrote:
Thunderstealer I'm trying to figure out where you are for flanking purposes. The map doesn't show you adjacent to the creature?

Horsechooper is a reach weapon!

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