GM BPC TK2's Excellent PFS Adventure

Game Master Black Powder Chocobo

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Dark Archive

Artemus Jarm wrote:

[dice=Knowledge (Dungeoneering)]1d20+15 Great...

Seems like we are in a tight spot. Thoughts? Ideas? I can cast a Dispel Magic, but am unsure who to target and since its an aura not sure how it will work... Could an area Dispel work on more than one confusion effect? Or I could summon something to help, but whatever I summon may have to make 4 saves - mind fog and three auras. I could also teleport all but Nilfyr away. Don't really want to do that. Hmm. A Vulpinal's aura acts as a Calm Emotions... Doesn't that end confusion?

Resilient Sphere could take one out for a while? (Assuming the aura needs line of effect.) Saving against 2 auras might be easier than saving against 3.

Dark Archive

BTW, shouldn't the aura saves be done at the start of the respective player's turn? That way you can't as easy get stuck into a confusion lock.

Dark Archive

Artemus Jarm wrote:

[dice=Knowledge (Dungeoneering)]1d20+15 Great...

Seems like we are in a tight spot. Thoughts? Ideas? I can cast a Dispel Magic, but am unsure who to target and since its an aura not sure how it will work... Could an area Dispel work on more than one confusion effect? Or I could summon something to help, but whatever I summon may have to make 4 saves - mind fog and three auras. I could also teleport all but Nilfyr away. Don't really want to do that. Hmm. A Vulpinal's aura acts as a Calm Emotions... Doesn't that end confusion?

Calm Emotions wrote:
It also suppresses any fear effects and removes the confused condition from all targets

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

Seeing the situation deteriorate Art fires off a big spell and tries to transform the worm on the left into a box turtle. Worried about his party and knowing little about these creatures he decides to use his Dweomer's Essence to enhance his ability to pierce spell resistance. And he spends two points from his arcane pool to increase the DC of the spell by 2.

SR: 1d20 + 10 + 5 ⇒ (3) + 10 + 5 = 18

DC 24 Fort save or be a turtle. If it fails make a DC 24 Will save or also think like a turtle. After the spell he moves to the side to get out of the mind fog.


Fort Inevitable Map map Gardens map

So Thunderstealer did catch a typo of mine; Nilfyr did pass the mind fog save as I added the +2 for it being an enchantment... but forgot the base +10. So Nilfyr is unaffected by the fog, which is good for future rounds!

Also... I couldn't find a definitive thing about aura saves in Pathfinder as far as timing. I've always had it go off as soon as someone gets in aura range, whether it is the monster being close enough or the player moving into it. This one is a bit more peculiar since unlike many other aura saves, this one has to be made each round and saving against one round doesn't make you immune to that particular aura for a period.

Seugathi Fort vs Art: 1d20 + 6 ⇒ (15) + 6 = 21
Will on failure: 1d20 + 9 ⇒ (17) + 9 = 26

Art just sees enough malice in the little turtle eyes to realize that its mental faculties are still there... in a much smaller form.

He then moves aside, not wanting to get subjected to the aura and fog Fog only hits once, so if you pass you're good!

Thunderstealer, struck by Faeros, turns his confused aggression on him!

Thunderstealer horsechopper @ Faeros: 1d20 + 15 ⇒ (11) + 15 = 26
Damage on hit: 1d10 + 18 ⇒ (2) + 18 = 20
Thunderstealer horsechopper @ Faeros: 1d20 + 10 ⇒ (20) + 10 = 30
Damage on hit: 1d10 + 18 ⇒ (5) + 18 = 23
Crit confirm: 1d20 + 10 ⇒ (8) + 10 = 18
Extra damage on crit: 2d10 + 36 ⇒ (7, 8) + 36 = 51

Faeros barely stands after taking a pair of powerful blows from the saurian master!

Wall of Will saves:

Faeros Will: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Faeros Will: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Faeros Will: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
Nilfyr Will: 1d20 + 10 ⇒ (19) + 10 = 29
Nilfyr Will: 1d20 + 10 ⇒ (5) + 10 = 15
Nilfyr Will: 1d20 + 10 ⇒ (15) + 10 = 25
Thunderstealer Will: 1d20 + 12 ⇒ (10) + 12 = 22
Thunderstealer Will: 1d20 + 12 ⇒ (6) + 12 = 18
Thunderstealer Will: 1d20 + 12 ⇒ (3) + 12 = 15
Belcher is it a 20?: 1d20 ⇒ 11
Belcher is it a 20?: 1d20 ⇒ 3
Belcher is it a 20?: 1d20 ⇒ 14

Faeros regains his senses, but both Nilfyr and Thunderstealer have a crazed look on their faces while Belcher still snarls at everyone.

The turtle moves up, while another seugathi carefully casts a spell.

Artemus Will: 1d20 + 10 ⇒ (13) + 10 = 23
Faeros Will: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34

A bubble of madness seems to hit both of the currently sane Pathfinders, but their resolve is steeled and they maintain their own thoughts.

The last one also steps back and sends a thought into Faeros' mind.

Faeros:

Your friends are hurt. You should patch them up...

Faeros Will: 1d20 + 14 + 2 - 1 ⇒ (18) + 14 + 2 - 1 = 33

Despite the thoughts, Faeros remains steadfast.

Init Order (bold = up)
Yellow thing (floating)
Blue thing (turtled)
Red thing (floating)
Faeros (70 damage, studied Thunderstealer)
Belcher (prone, confused)
Nilfyr (confused)
Artemus
Thunderstealer (75 damage, confused)


Fort Inevitable Map map Gardens map

Botting Faeros

Clarity restored, the inquistor does his best to vanquish one of the foes and try to end the madness around him. He focuses on the center of the body, then unleashes a trio of arrows!

Think this may be Faeros' final round of Bane. Need to check, but he's used a lot in this area.

Faeros Rapid Fire Bane arrow @ Seugathi Red: 1d20 + 15 - 2 + 2 + 3 + 1 ⇒ (3) + 15 - 2 + 2 + 3 + 1 = 22
Damage on hit: 1d8 + 5 + 4 + 1 + 3 + 2d6 ⇒ (7) + 5 + 4 + 1 + 3 + (5, 5) = 30
Faeros Rapid Fire Bane arrow @ Seugathi Red: 1d20 + 15 - 2 + 2 + 3 + 1 ⇒ (4) + 15 - 2 + 2 + 3 + 1 = 23
Damage on hit: 1d8 + 5 + 4 + 1 + 3 + 2d6 ⇒ (6) + 5 + 4 + 1 + 3 + (6, 3) = 28
Faeros Rapid Fire Bane arrow @ Seugathi Red: 1d20 + 10 - 2 + 2 + 3 + 1 ⇒ (9) + 10 - 2 + 2 + 3 + 1 = 23
Damage on hit: 1d8 + 5 + 4 + 1 + 3 + 2d6 ⇒ (4) + 5 + 4 + 1 + 3 + (2, 5) = 24

The trio of arrows drops one of the worms!

Belcher target: 1d2 ⇒ 2

The confused dinosaur turns on his master, standing up to take a bite out of him!!

Bite @ Thundersstealer: 1d20 + 10 ⇒ (19) + 10 = 29
Damage on hit: 1d4 + 11 ⇒ (4) + 11 = 15

And with a single slice, Thunderstealer lands on the floor with a thud, his heart beating and sending his life blood out onto the cold stone floor with each pulse.

Nilfyr target: 1d2 ⇒ 1

Nilfyr once again sends his attacks towards Belcher!

Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip), Ioun Stone (Thorny Brown)): 1d20 + 15 + 4 + 2 + 2 ⇒ (17) + 15 + 4 + 2 + 2 = 40

Attack AoO(+2 Adamantine Fauchard (2H), Power Attack ): 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 10 + 6 ⇒ (6) + 10 + 6 = 22
Attack AoO(+2 Adamantine Fauchard (2H), Power Attack ): 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 10 + 6 ⇒ (6) + 10 + 6 = 22

Once again, Belcher is brought to the floor, but the warpriest can't seem to land a blow on the nimble dinosaur.

Init Order (bold = up)
Yellow thing (floating)
Blue thing (turtled)
Red thing (82 damage)
Faeros (70 damage, studied Thunderstealer)
Belcher (prone, confused)
Nilfyr (confused)
Artemus
Thunderstealer (90 damage, bleeding out)

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

Deciding that 2 is the proper number of turtles to be in the northern room Art moves left to once again be out of the mind fog and hopefully far enough away from the worms for their confusion to work on him and he casts again. His Dweomer's Essence expended he trusts to his luck and skill to penetrate whatever spell resistance the foul creature has.

SR for Baleful Polymorph: 1d20 + 10 ⇒ (9) + 10 = 19

DC 24 Fort save or be a turtle. If it fails make a DC 24 Will save or also think like a turtle.

Dark Archive

Thunderstealer will try and stabilize

1d20 ⇒ 4

Not succesful, but on the good side, I managed to roll something myself!


Fort Inevitable Map map Gardens map

Yeah, admittedly, this is why this section sucks so much. I hate taking control away from you guys

Yellow Fort Save: 1d20 + 6 ⇒ (5) + 6 = 11
Will save on failure: 1d20 + 9 ⇒ (12) + 9 = 21

Now a bit more practiced at this spell, Artemus' spell succeeds again and this time the newly created turtle wanders around aimlessly, almost seemingly sad that there is not a cool body of water to wade in.

Thunderstealer continues to bleed out on the dungeon floor.

The other turtle angrily steps up...

Faeros Will: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Nilfyr Will: 1d20 + 10 ⇒ (5) + 10 = 15
Belcher is a 20 Will?: 1d20 ⇒ 17

Once again, Faeros seems to maintain his faculties, although Belcher and Nilfyr still have muddled looks on their faces.

The turtle then looks at Faeros...

Faeros:

You see a golden crossbow pointed at you, Thunderstealer at the trigger. With a vengeful smile, he fires the weapon aiming straight at your heart.

Faeros Will: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27

Faeros easily dismissed the illusion for what it is.

Init Order (bold = up)
Yellow thing (completely turtled)
Blue thing (turtled)
Red thing (82 damage)
Faeros (70 damage)
Belcher (prone, confused)
Nilfyr (confused)
Artemus
Thunderstealer (91 damage, bleeding out)

The Exchange

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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)

Sorry - Lost track of the game. Wow this has been crazy! I will post when I get back from the gym

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)

A lot of things going on right now. If possible to do Faeros wants to try to dispel Nylfir and then move out of line of sight, or at least out of the fog.

If possible here is the caster level check

dispel: 1d20 + 10 ⇒ (14) + 10 = 24

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)

unless I am missing some it looks like I have baned 9 times this portion, including thunderstealer (sorry) of my 14 in a day with Extended Bane feat. I'm worried that Belcher may kill me now, though...

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

Confusion only lasts a round and every one gets to save again. Only one enemy left and its a turtle in shape at least.

Dark Archive

You need to roll your knowledge check first.
That might tell you:
1. The confusion is caused by an supernatural aura so it is not a spell.
2. The creatures fast heal.
AKA Kill the blue turtle with a volley of arrows and/or make sure the red one stays down.

Belcker is prone, so if you step away another 5 foot you are out of reach


Fort Inevitable Map map Gardens map

@Thunderstealer speaks a lot of truth! Spoiler for you if you can succeed!

DC 19+ Kn: Dungeoneering:

These creatures, seugathi, radiate an aura of confusion that affects anyone close enough to their strange forms. Bludgeoning weapons do not fully harm these beings.

DC 24+ Kn: Dungeoneering:

The worm-like bodies of seugathi rapidly heal. They also bear tremorsense, extreme darkvision, and the ability to detect nearby thoughts automatically, making it extremely hard to sneak up on these beings.


Fort Inevitable Map map Gardens map

I did miss your Extended Bane Faeros, so awesomes :)

Faeros Kn:: 1d20 + 12 ⇒ (9) + 12 = 21

Faeros: you can redo your action. I will bot later tonight otherwise

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)

Thanks Thunder you're right. I misunderstood the situation

So Faeros will indeed use a bane and try to get this blue guy with improved precise shot around this corner/cover

Same bonuses as before plus coordinated shot

arrow1: 1d20 + 20 ⇒ (12) + 20 = 321d8 + 2d6 + 13 ⇒ (2) + (3, 4) + 13 = 22
arrow2: 1d20 + 20 ⇒ (1) + 20 = 211d8 + 2d6 + 13 ⇒ (6) + (4, 3) + 13 = 26
arrow3: 1d20 + 15 ⇒ (6) + 15 = 211d8 + 2d6 + 13 ⇒ (6) + (4, 1) + 13 = 24

Edit:Looks like auto miss on the second one

Dark Archive

Faeros89 wrote:
Edit:Looks like auto miss on the second one

Do you still have your reroll? If so, this looks like a good moment to use it!

Dark Archive

Faeros89 wrote:
Thanks Thunder you're right. I misunderstood the situation

Sorry for being so pushy. Bleeding out on the floor does that to a man.

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)

I don't blame you. If the GM will allow it I agree it does seem like a good time.

if so
reroll: 1d20 + 20 ⇒ (1) + 20 = 21


Fort Inevitable Map map Gardens map

Well... that was sort of a kick in the pants. That happened in a home PFS game I ran yesterday, too. Cruel dice.

Faeros shoots his arrows, but the stress of the situation seems to be taking a toll on his aim as only a single arrow lands. The 3rd arrow just misses thanks to the bonuses provided by the baleful polymorph...

Belcher target: 1d2 ⇒ 1

Belcher stands up and with crazed eyes lurches over to Faeros and lashes out at him with a savage talon!

Bite @ Faeros: 1d20 + 10 ⇒ (1) + 10 = 11
Damage on hit: 1d4 + 11 ⇒ (1) + 11 = 12

But Belcher must also taking its mental stress physically as he clumsily scratches the blood-splattered stone floor.

Nilfyr confusion: 1d100 ⇒ 7

With only a single seugathi left to command the confused, Nilfyr seems to be somewhat clear, and has a brief moment of clarity!

Init Order (bold = up)
Yellow thing (completely turtled)
Blue thing (turtled, 22 damage)
Red thing (82 damage)
Faeros (70 damage)
Belcher (prone, confused)
Nilfyr (confused, but can act normally this round
Artemus
Thunderstealer (91 damage, bleeding out)

Dark Archive

"GM BPChocobo TK2 wrote:

Faeros shoots his arrows, but the stress of the situation seems to be taking a toll on his aim as only a single arrow lands. The 3rd arrow just misses thanks to the bonuses provided by the baleful polymorph...

Artemus, maybe next time do a form without an insane natural armor class. Maybe a Koala? ;-)

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

It might climb away. :) A box turtle is not gonna go anywhere. I suspect it was more size than NA anyway.

Dark Archive

Artemus Jarm wrote:
It might climb away. :) A box turtle is not gonna go anywhere. I suspect it was more size than NA anyway.

Turtle

Tiny = +2 ac
N.A. = +6 ac


Fort Inevitable Map map Gardens map

True fact: All koalas originated from a polymorphed demon.

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

I must admit I did not know there were even turtle stats.


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Fort Inevitable Map map Gardens map

Techically, there has to be, or it wouldn't have been a legal choice. But perhaps Nilfyr can trip the turtle and roll it on its back. I hear once that happens, they're done.

Dark Archive

Artemus Jarm wrote:
I must admit I did not know there were even turtle stats.

And yes, there are koala stats too!

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 steps into the room, distancing himself from the remaining aggressive turtle enough to try to flip it , having it on good authority that that might help....

Not an action: 5' step, as indicated on map
Full-round action: Trip/attack turtle
Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip), Ioun Stone (Thorny Brown)): 1d20 + 15 + 4 + 2 + 2 ⇒ (10) + 15 + 4 + 2 + 2 = 33

AoO (+2 Adamantine Fauchard (2H)): 1d20 + 15 ⇒ (5) + 15 = 20
Damage (+2 Adamantine Fauchard (2H)): 1d10 + 10 ⇒ (9) + 10 = 19

Attack (+2 Adamantine Fauchard (2H, Iterative)): 1d20 + 15 ⇒ (11) + 15 = 26
Damage (+2 Adamantine Fauchard (2H)): 1d10 + 10 ⇒ (2) + 10 = 12

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)

Belcher rolling a 1 to hit me was karmic justice, though

Liberty's Edge

M Human Commoner 1/Expert 2

Flipping the turtle onto its back and sliding it across the floor into another room seems like a pretty good plan =)

Dark Archive

Faeros89 wrote:
Belcher rolling a 1 to hit me was karmic justice, though

Well, you could have stepped away 5 foot and he wouldn't have been able to attack you at all...


Fort Inevitable Map map Gardens map

Nilfyr manages to scoop the turtle, but the first swing just misses the tiny terror! His follow-through does connect, causing the turtle some damage.

And I don't know why I forgot to bold Artemus... guess I was just pleased that Nilfyr could act!

Init Order (bold = up)
Yellow thing (completely turtled)
Blue thing (turtled, 34 damage)
Red thing (82 damage)
Faeros (70 damage)
Belcher (prone, confused)
Nilfyr (confused)
Artemus
Thunderstealer (91 damage, bleeding out)

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 moves and then summons a Vulpinal, who immediately lays on hands on Thunderstealer. He chooses to fail the save of his own aura of Calm Emotions and is thus immune to the confusion effect. Other things might need to save.

Lay on Hands: 3d6 ⇒ (2, 6, 1) = 9

Art's Will save vs Calm Emotions, DC 16: 1d20 + 10 ⇒ (8) + 10 = 18

Vulpinal:

NG Small outsider (agathion, extraplanar, good)
Init +7; Senses darkvision 60 ft., detect evil, low-light vision; Perception +12
Aura calm emotions (30 ft.)

DEFENSE

AC 22, touch 14, flat-footed 19 (+4 armor, +3 Dex, +4 natural, +1 size)
hp 59 (7d10+21)
Fort +5, Ref +10, Will +7; +4 vs. poison
DR 10/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 17

OFFENSE

Speed 30 ft.
Melee bite +11 (1d4+1), 2 claws +11 (1d3+1)
Special Attacks pounce
Spell-Like Abilities (CL 7th; concentration +10)

Constant—detect evil, mage armor, speak with animals
At will—invisibility (self only)
3/day—charm monster (DC 17), dispel evil (DC 18), flame arrow, holy smite (DC 17), dimension door (self plus 50 lbs. of objects only), remove disease
1/day—major image (DC 16)

STATISTICS

Str 12, Dex 16, Con 17, Int 19, Wis 15, Cha 16
Base Atk +7; CMB +7; CMD 20
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Acrobatics +10 (+18 jump), Bluff +13, Knowledge (any one) +21, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +12, Perform (any one) +13, Spellcraft +14, Stealth +17, Use Magic Device +10; Racial Modifiers +8 Acrobatics when jumping
Languages Celestial, Common, Draconic, Infernal; speak with animals, truespeech
SQ bardic knowledge +7, lay on hands (3d6, 6/day, as a 7th-level paladin)

SPECIAL ABILITIES
Calm Emotions Aura (Su)

A vulpinal’s aura acts like a calm emotions spell with a radius of 30 feet. Any creature entering this area must make a Will save (DC 16) to resist the effect. A creature that makes its save is immune to that vulpinal’s aura for 24 hours. The save DC is Charisma-based.

Dark Archive

Artemus Jarm wrote:
Art moves and then summons a Vulpinal, who immediately lays on hands on Thunderstealer. He chooses to fail the save of his own aura of Calm Emotions and is thus immune to the confusion effect. Other things might need to save.

Belcher is a 20 Will?: 1d20 ⇒ 4 Failure

Thunderstealer: 1d20 + 12 ⇒ (2) + 12 = 14 Failure

Peace out!


Fort Inevitable Map map Gardens map

EDIT: Checking something related the the summon

Artemus' holy summon comes out and brings peace to the party. It brings Thunderstealer to consciousness, but both he and Belcher now seem relaxed and not aggressive.

Faeros Will vs Vulpinal: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Nilfyr will vs Vulpinal: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14

Faeros, still fighting the confusion, resists the holy aura, but Nilfyr falls to it, his aggression calmed.

Then, to the party's amazement, the red seugathi stirs once more, regaining consciousness!

Still gotta make the Will saves due to another part of the confusion aura ability

Faeros Will vs Red: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
Nilfyr Will vs Red: 1d20 + 10 ⇒ (8) + 10 = 18
Thunderstealer vs Red: 1d20 + 10 ⇒ (8) + 10 = 18
Belcher is it a 20 Will?: 1d20 ⇒ 19
Vulpinal Will vs Red: 1d20 + 7 ⇒ (8) + 7 = 15
Red Will vs Vulpinal: 1d20 + 9 ⇒ (8) + 9 = 17

Red, seeing the holy creature flying there, and looking briefly at the turtles, seemingly nods and casts something at the Vulpinal!

Dispel check: 1d20 + 6 ⇒ (10) + 6 = 16

Unfortunately, Artemus' summoning power is greater than the seugathi's, which falls unconscious after its effort.

The turtle flips itself over and 5' steps into the doorway...

Faeros Will vs Blue: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
Nilfyr Will vs Blue: 1d20 + 10 ⇒ (11) + 10 = 21
Thunderstealer vs Blue: 1d20 + 10 ⇒ (5) + 10 = 15
Belcher is it a 20 Will?: 1d20 ⇒ 1
Vulpinal Will vs Blue: 1d20 + 7 ⇒ (4) + 7 = 11
Blue Will vs Vulpinal: 1d20 + 9 ⇒ (1) + 9 = 10

But now, the blue turtle now looks at the party without the malice.

Faeros:
You hear this voice in your head. I do not like this... I do not like you, but I do not want to kill you now and study your brains. Make this stop.

Init Order (bold = up)
Yellow thing (completely turtled)
Blue thing (turtled, 29 damage, calmed)
Red thing (68 damage, unconscious)
Faeros (70 damage)
Belcher (confused, calmed)
Nilfyr (calmed)
Artemus (calmed)
Vulpinal (confused, calmed)
Thunderstealer (82 damage, confused, calmed)

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

It seems I have added confusion to the confusion. Can hardly believe so many of us failed that DC 16 Wills Save.

Faeros, Red is fast healing and will likely attack us next round. It needs to stop being a threat.

Calmed does not prevent the casting of buffs and use of healing...

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 steps over to Thunderstealer and, as he kneels over the druid to heal him, murmurs, "Remember this kindness when you start attacking again..."

Not an action: 5' step, as indicated on map
Standard action: Cast cure critical wounds (spontaneous cast, dropping freedom of movement)
Cure Critical Wounds: 4d8 + 10 ⇒ (8, 4, 6, 7) + 10 = 35


confusion: 1d100 ⇒ 92

Belcher thinks of attacking something, but decides he can't be bothered.

Dark Archive

confusion: 1d100 ⇒ 44

Thunderstealer babbles incoherently.


Fort Inevitable Map map Gardens map

@Thunderstealer/Belcher

The calming aspect of the aura prevents you from being confused. I mostly have to keep track of how many times the enemy's confusion aura consistently hits someone as there is another nasty side effect that occurs when you fail enough times. Currently, Belcher is the only one at risk of it, but gotta keep track still. So both of you can do something, but nothing too aggressive.

And give Faeros til tomorrow to update

Dark Archive

"Belcher, let's get out of here, we're currently not helping! Scramble!"

Thunderstealer will shapechange into a fiendish denonyious and high tail out of there!


Belcher will move even further away!

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 steps up into point blank range and does his best to end the menace (red)
same as before minus coordinated, but didn't account for pbs last time (edit: and another +1 from the cheesy bracers)
arrow1: 1d20 + 21 ⇒ (18) + 21 = 391d8 + 2d6 + 14 ⇒ (6) + (6, 6) + 14 = 32
arrow2: 1d20 + 21 ⇒ (3) + 21 = 241d8 + 2d6 + 14 ⇒ (8) + (1, 1) + 14 = 24
arrow3: 1d20 + 16 ⇒ (8) + 16 = 241d8 + 2d6 + 14 ⇒ (1) + (3, 1) + 14 = 19


Fort Inevitable Map map Gardens map

A single arrow from Faeros is all he needs to end the still-wormlike seugathi.

And with blue calmed..., I am calling combat

With the evil turtle unwilling to harm the party, Faeros makes short work of the foe, leaving the party exhausted, but alive after the harrowing encounter.

The area now explored and seeing the one room as not worth the potential danger it is in, the party now has time to leave this strange tomb and lick their wounds, preparing for the next floor below.

I'll have chronicles by Tuesday! Congrats! And I believe everyone can go normal track on this chronicle unless 1.5 XP would be all you need to get to the next level. So let me know if that is the case as well as roll your day jobs!

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

A little confused: Are you saying we should level to 11 but not 12?

Dark Archive

Artemus Jarm wrote:
A little confused: Are you saying we should level to 11 but not 12?

No Artemus, we’re finally not confused. Don’t spoil the moment.

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)

Sorry for my slow posting that last encounter. Glad to be out of the confusion mess!

Goodbye bracers, we hardly knew you =\


Fort Inevitable Map map Gardens map

You should level to 11, but if you only need 1.5XP to hit 11, then we need to slow track this chronicle.

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)

Day Job: Profession Merchant
merchant: 1d20 + 8 ⇒ (16) + 8 = 24

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