GM BPChocobo TK2 |
Rats, first post got eated
@Artemus: You are right about Faeros! And I'll need a Heal or Craft: Alchemy for the gas.
Artemus casts his spell, causing the snake to writhe in pain for both the red-scaled snake and it's blue-scaled counterpart disappear simultaneously!
@Thunderstealer: my bad, forgot about your delay poison. You're ok for now, but eventually you'll have to make more Fort saves once the poison does kick in!
Faeros89 |
While the others are dealing with the gas, Faeros hurries back to the trap to make sure it did not reset, attempting to disable it if necessary.
perception: 1d20 + 41 ⇒ (10) + 41 = 51
disable device: 1d20 + 19 ⇒ (6) + 19 = 25
He then inspects the next door and informs the party of his findings.
GM BPChocobo TK2 |
@Faeros: Unfortunately, you get the inkling that there may be a magical trap, you lack the ability to disable the magic behind it. However, it seems to be currently deactivated for the time being, but for how long?
@Thunderstealer: The poison seems to be a knockout gas of sorts. It first slows the body down, then renders the victims unconscious for a while.
The party gets healed up Faeros does have 7 damage, but I figure you'll just CLW that, then heads to the exit while they can.
Finding the door locked, Faeros easily unlocks it Taking 10 works just fine to do so. In formation, the party opens the door.
A pool runs down the middle of this narrow chamber. Two emerald bridges cross the pool.
Blue MI: 1d4 + 1 ⇒ (4) + 1 = 5
Red MI: 1d4 + 1 ⇒ (3) + 1 = 4
Two serpent folk wait at on the bridges; one immediately rushes towards Nilfyr! The other follows immediately!
Yup, Nilfyr does get an AoO.
Blue Serpent: 1d20 + 9 ⇒ (7) + 9 = 16
Red Serpent: 1d20 + 9 ⇒ (1) + 9 = 10
Artemus: 1d20 + 5 ⇒ (11) + 5 = 16
Faeros: 1d20 + 11 ⇒ (11) + 11 = 22
Nilfyr: 1d20 + 3 ⇒ (5) + 3 = 8
Thunderstealer: 1d20 ⇒ 17
Init Order (bold = up)
Nilfyr (AoO vs Blue only)
Faeros
Thunderstealer
Blue Serpentfolk
Artemus
Red Serpentfolk
Nilfyr
Nilfyr Starshadow |
AoO (Trip) (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip)): 1d20 + 13 + 4 + 2 ⇒ (17) + 13 + 4 + 2 = 36
Attack (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 13 ⇒ (19) + 13 = 32
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (1) + 8 + 6 = 15
Critical Confirm (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 13 ⇒ (2) + 13 = 15
Critical Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (1) + 8 + 6 = 15
Nilfyr swings his fauchard at the serpentfolk...
Full-round action: Attack serpentfolk
Attack (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 13 ⇒ (13) + 13 = 26
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (4) + 8 + 6 = 18
Attack (+2 Adamantine Fauchard (2H) (Iterative), Power Attack): 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (4) + 8 + 6 = 18
GM BPChocobo TK2 |
And bad GM forgot to mention that the serpentfolk were both blurry and there are multiple images of each. Also Nilfyr, you only got the AoO, you're actually last in initiative but I wanted you to know your action really went first.
But I'll keep your attack rolls for next round against legal targets!
Nilfyr miss chance > 20 is hit: 1d100 ⇒ 73
MI chance, 6 is hit: 1d6 ⇒ 1
Nilfyr tries to trip the first serpent folk, but he aims at the legs of one of the images and it disappears!
Init Order (bold = up)
Faeros
Thunderstealer
Blue Serpentfolk (blurred, 4 images)
Artemus
Red Serpentfolk (blurred, 4 images)
Nilfyr
Faeros89 |
Faeros fires 3 times at blue, trying to take out some images.
I'm counting divine favor as expired but will put it back up after this room.
With improved precise shot, faeros ignores the 20% concealment and the hard cover
first: 1d20 + 12 + 1 - 2 + 2 + 2 + 1 ⇒ (4) + 12 + 1 - 2 + 2 + 2 + 1 = 201d8 + 4 + 4 + 1 ⇒ (2) + 4 + 4 + 1 = 11
second: 1d20 + 16 ⇒ (13) + 16 = 29
third: 1d20 + 11 ⇒ (10) + 11 = 21
max roll hits the real one for images?
first: 1d5 ⇒ 5
second: 1d5 ⇒ 1
third: 1d4 ⇒ 1
If a 19 hits then blue is hit for 11. If it misses by 5 or less, an image is destroyed.
The next 2 shots destroy images.
GM BPChocobo TK2 |
Sorry for the delay, ran Bonekeep 1 and 2 over the weekend, so that should get my GM bloodthirst out :P
Thundstealer image check 3 is hit: 1d3 ⇒ 1
Between Faeros' flurry and Thunderstealer's power swing, only two of the blue-scaled serpentfolk remain, both showing a nasty arrow wound.
He takes out his rage at Nilfyr, stabbing and biting at the man.
Dagger @ Nilfyr: 1d20 + 11 ⇒ (13) + 11 = 24
Damage on hit: 1d4 - 1 ⇒ (2) - 1 = 1
Bite @ Nilfyr: 1d20 + 5 ⇒ (8) + 5 = 13
Damage on hit: 1d6 - 1 ⇒ (4) - 1 = 3
Fort on hit: 1d20 + 7 ⇒ (19) + 7 = 26
Nilfyr is scratched by the dagger, but no other harm comes to the half-elf!
Init Order (bold = up)
Faeros
Thunderstealer
Blue Serpentfolk (11 damage, blurred, 1 images)
Artemus (1 damage)
Red Serpentfolk (blurred, 4 images)
Nilfyr
GM BPChocobo TK2 |
Seeing what his ally just went through, the other serpentfolk hisses something in Undercommon to the wounded defender before Nilfyr sees him running away.
"Hold them off! I'll marshall our forces!"
Init Order (bold = up)
Faeros
Thunderstealer
Blue Serpentfolk (11 damage, blurred, 1 images)
Red Serpentfolk (blurred, 4 images)
Artemus
Nilfyr (1 damage)
Nilfyr Starshadow |
Nilfyr attempts to trip the serpentfolk...
Trip (CMB, Greater Trip, Gauntlets of the Skilled Maneuver (Trip)): 1d20 + 10 + 4 + 2 ⇒ (13) + 10 + 4 + 2 = 29
AoO (Cestus, Power Attack (Furious Focus)): 1d20 + 10 ⇒ (9) + 10 = 19
Damage (Cestus, Power Attack): 1d4 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Thunderstealer |
Thunderstealer attacks!
Bite: 1d20 + 13 ⇒ (16) + 13 = 29 for damage: 1d6 + 11 ⇒ (3) + 11 = 14
Claw: 1d20 + 13 ⇒ (12) + 13 = 25 for damage: 1d4 + 11 ⇒ (3) + 11 = 14
Claw: 1d20 + 13 ⇒ (20) + 13 = 33 for damage: 1d4 + 11 ⇒ (2) + 11 = 13
Confirm: 1d20 + 13 ⇒ (17) + 13 = 30 for damage: 1d4 + 11 ⇒ (3) + 11 = 14
Assuming this is enough, Thunderstealer sends Belcher to attack the other enemy
GM BPChocobo TK2 |
Nilfyr blur miss chance > 20 is hit: 1d100 ⇒ 68
Nilfir MI, 2 is hit: 1d2 ⇒ 2
Nilfyr blur miss chance > 20 is hit: 1d100 ⇒ 94
Nilfir MI, 2 is hit: 1d2 ⇒ 2
Thunderstealer blur miss chance > 20 hit: 1d100 ⇒ 86
Thunderstealer MI, 2 is hit: 1d2 ⇒ 1
Thunderstealer blur miss chance > 20 hit: 1d100 ⇒ 9
Thunderstealer blur miss chance > 20 hit: 1d100 ⇒ 70
Belcher blur miss chance > 20 hit: 1d100 ⇒ 80
Belcher MI chance, 5 is hit: 1d5 ⇒ 5
Nilfyr and Thunderstealer break the chokepoint, practically ignoring the magical defenses and felling the evil reptilian humanoid.
Belcher then goes on the hunt with the same accuracy as his master, serpentfolk blood staining his claw.
Init Order (bold = up)
Faeros
Thunderstealer
Red Serpentfolk (13 damage, blurred, 4 images)
Artemus
Nilfyr (1 damage)
Faeros89 |
Once again Faeros uses his dimensional hop to clear up some congestion and then looses an arrow with studied target
arrow: 1d20 + 15 ⇒ (6) + 15 = 211d8 + 8 ⇒ (6) + 8 = 14
I'll let GM handle the mirror images since I've lost track of exactly how many are where. Faeros ignores blur though.
GM BPChocobo TK2 |
@Faeros: Dimensional Hop requires line of sight so you can't use it to get to that location. I moved you go a spot where you still had a clear line of LoS to shoot.
MI chance 5 is hit: 1d5 ⇒ 4
Poof goes one of the serpentfolk copies!
Artemus is up!
GM BPChocobo TK2 |
There's no lighting without you guys casting something. The horizontal pale green strip is a water channel while the two brighter green squares are a bridge that allows one to cross from one side to another.
The door is currently closed.
GM BPChocobo TK2 |
Yeah, that would have made a big difference in hindsight... oh well. I forgot about about that part of your ability, too, so we were both off. Now we know!
GM BPChocobo TK2 |
How dare you mock the GM for when he was sick! A pox upon you all! :P
Brute init: 1d20 + 5 ⇒ (15) + 5 = 20
The serpentfolk opens the door, shouting in Undercommon to the halls before running past the door.
AoO from Belcher!
"Intruders are coming! Wait for them and pull it!"
Belcher can also spot another, larger more brutish serpentfolk in the chamber ahead.
Init Order (bold = up)
Faeros
Thunderstealer
Belcher (AoO @ Red serpentfolk)
Red Serpentfolk (13 damage, blurred, 3 images)
Artemus
Nilfyr (1 damage)
GM BPChocobo TK2 |
Belcher misses his real target, just hitting a false image as the foe runs. Undeterred, the dino moves closer, still on the hunt.
This large chamber has a pit at its center, edged by a narrow walkway. The pit is filled with serpents that fill the chamber with a hissing chorus. Four stone statues of giant serpentfolk holding out long glaives stand in shallow alcoves in each corner of the room.
Across the pit is a large brutish serpentfolk while to his left is the fleeing one. Inside the pit though is large, writhing mass of serpents that covers the bottom.
Map updated!
Artemus Jarm |
Art does not speak undercommon but he has made language a study to itself and as he moves up he tries to understand what the creature is saying.
Linguistics: 1d20 + 15 ⇒ (19) + 15 = 34
He relates what he can understand to his party.
Holding on the standard action until I know if he knows...
Faeros89 |
Faeros crosses the bridge, studies, and takes a single shot at white
(deadly aim, heroism, study)
arrow: 1d20 + 16 ⇒ (15) + 16 = 311d8 + 10 ⇒ (5) + 10 = 15
I dont want to go in there, guys. What are they saying?
GM BPChocobo TK2 |
@Artemus: Sounds like a warning, but there was also a command, too. You are unable to decipher what exactly was said, but seems like the fleeing serpentfolk gave a command to someone else.
*thud*, Faeros' arrow hitting the serpentfolk brute in the chest!
Artemus Jarm |
As his standard action Art conjurs forth a small force of lantern archons. MS IV, Superior Summons for one extra: 1d1d2 + 1 ⇒ (2) + 1 = 3
The archons appear just inside the room and all enemies must make 3 DC 13 will saves or succumb to their aura of Menace. Art, speaking in Celestial directs one to attack the original serpentfolk and two to attack the larger.
Range Touch: 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 6
Range Touch: 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 2
Perhaps these can help blow through images.
Range Touch: 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 6
Range Touch: 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 5
Range Touch: 1d20 + 3 ⇒ (4) + 3 = 71d6 ⇒ 4
Range Touch: 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 6
Lantern Archon CR 2
XP --
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 [17] (2d10+2) [2d10+6]
Fort +4 [+6], Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str 1 [5], Dex 11, Con 12 [16], Int 6, Wis 11, Cha 10
Base Atk +2; CMB -4 [-2]; CMD 6 [8]
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Gestalt (Su)
Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Aura of Menace (Su)
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Light Ray (Ex)
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
GM BPChocobo TK2 |
Good ol lantern archons. As a GM, I find it one of Paizo's worse additions for summon monster. But for a player, an exceptional choice!
Red Will: 1d20 + 6 ⇒ (6) + 6 = 12
Red Will: 1d20 + 6 ⇒ (13) + 6 = 19
Red Will: 1d20 + 6 ⇒ (11) + 6 = 17
Black Swarm Will: 1d20 + 2 ⇒ (2) + 2 = 4
Black Swarm Will: 1d20 + 2 ⇒ (7) + 2 = 9
Black Swarm Will: 1d20 + 2 ⇒ (3) + 2 = 5
Yellow Swarm Will: 1d20 + 2 ⇒ (2) + 2 = 4
Yellow Swarm Will: 1d20 + 2 ⇒ (3) + 2 = 5
Yellow Swarm Will: 1d20 + 2 ⇒ (14) + 2 = 16
White Brute will: 1d20 + 5 ⇒ (5) + 5 = 10
White Brute will: 1d20 + 5 ⇒ (7) + 5 = 12
White Brute will: 1d20 + 5 ⇒ (12) + 5 = 17
The archons' presence seems to have an affect against the enemies.
Miss chance: 1d100 ⇒ 92
Miss chance: 1d100 ⇒ 92
MI 2 is hit: 1d2 ⇒ 2
MI 2 is hit: 1d2 ⇒ 2
Weird.
The archons strike true at the blurry serpentfolk.
The brute is then struck several times with burns forming on its scales.
Init Order (bold = up)
Faeros
Thunderstealer
Belcher (AoO @ Red serpentfolk)
White Brute Serpentfolk (17 damage)
Red Serpentfolk (21 damage, blurred, 1 images)
Artemus and his all the lights!
Nilfyr (1 damage)
Faeros89 |
it's certainly a very situational creature, but in those situations they are very handy. Be sure they cast Aid on all of us before they disappear =)
Artemus Jarm |
Yep. Already on my to-do list. And they stay for 8 minutes. They have DR10/evil and 17 he each. I find them in general better than Hound Archons. Plus I rolled well, this round. And if we have to deal with more mirror images they can lazer them down pretty quick too.
GM BPChocobo TK2 |
I guess for me it's the darned aura; the fact you can get so many auras out there and that aura is one of the best debuffs in the game is a nuisance. Their damage is overall not as high as some creatures, it's a lot more reliable since there's 2 of them and it hits touch AC. And wwhile the DC of the aura is low, you can usually get baddies to fail just through high numbers of auras. The SLAs are just icing on the cake.
But enough of that, I must annoy you as best I can!
The red serpentfolk withdraws to the other side, hissing at the party!
The white brute looks at the red one with a waiting look on its face, and puts it hand on something behind it.
It looks like the brute is using his body to hide the fact there's a lever on the wall and it a hand on it.
Init Order (bold = up)
Faeros
Thunderstealer
Belcher
White Brute Serpentfolk (17 damage)
Red Serpentfolk (21 damage, blurred, 1 images)
Artemus and his all the lights!
Nilfyr (1 damage)
Faeros89 |
To stop white brute from pulling the lever, Faeros attempts to perforate him him with bane arrows
(bane + rapid shot + previous)
first arrow: 1d20 + 16 ⇒ (5) + 16 = 211d8 + 2d6 + 12 ⇒ (4) + (1, 5) + 12 = 22
second arrow: 1d20 + 16 ⇒ (7) + 16 = 231d8 + 2d6 + 12 ⇒ (5) + (3, 2) + 12 = 22
third arrow: 1d20 + 11 ⇒ (6) + 11 = 171d8 + 2d6 + 12 ⇒ (2) + (1, 5) + 12 = 20
Rolling well would have helped, but that lack of divine favor is really showing here...
Watch out, I think he can trigger a trap, or something
GM BPChocobo TK2 |
And my post got eaten! Bah.
Also, calling it; the lever pull won't do much to Belcher, he won't surrender, and he can't handle another set of full attacks.
The serpentfolk pulls the lever, causing the stone polearms to sweep out along the north and south walls, trying to push foes into the pit. The small Belcher easily ducks under it and the party ends the defiant foe!
Only the snake swarms remain, easily avoided by not falling into the pit.
No loot on the baddies unless want a couple of masterwork daggers and a morningstar.