GM Blood's Age of Worms in Golarion

Game Master David James Olsen

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Rauno Int Check: 1d20 + 7 ⇒ (20) + 7 = 27

Rauno does some math in his head before he begins to fire off some charges. If shatter would work on ice, he imagines it could affect about 30 pounds of ice at the power level a wand would have. He studied how to generate volume during his studies at the Stone of the Seers in Magnimar and figures that the volume of ice that needs to be cleared away would be almost 115 cubic feet of ice. And knowing that 1 cubic foot of ice weighs nearly 60 pounds, he realizes he would need more than 4 fully charged wands to break through.

However breaking through the ice manually or controlling where you melt it you could make a smaller diameter hole that would take less work, but the shatter spell would not be accurate enough for that even if you had enough charges.

So the choice is to hack through ice or continue down the river while your air walk is on.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Plus shouldn't the silence spell negate the sonic-based shatter spell?


I would say it would negate it all, but the coin could be moved away if need be


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"..?" asks Trevor to his mentor as they hack at the ice, but no one hears the paladin.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"I could call down holy fire to melt the ice. That's not subtle, though."


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Let's save our magic since it is limited right now." Kelkzar gets the coin in place and then proceeds to join Trevor hacking through the ice.


GM Blood:

Initiative Rowena Lordail: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative Rauno Redpath: 1d20 + 13 ⇒ (10) + 13 = 23
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Quintus: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Monster: 1d20 ⇒ 12

Hacking through the ice takes some time, but eventually you break through and open the hole enough to get through. Moving up through the hole you come into a large room that is very cold. Crusted red ice cakes the floor and walls, and two large humanoid statues of the red ice stand at each end of the room, their scarlet surfaces scribed with smoking white runes.

As the last of you make it up, the statues begin to move and close in on you.


Note the floors are slippery with the red ice so consider the floor difficult terrain. (No 5' step and half movement) However your air walk should still be in effect so that only counts if you are not using it, for any reason

Quote:

Round 1

Initiative Order - Rauno, Kelkzar, Trevor, Red Ice Statue, Rowena, Quintus

Red Ice Statue AC 22 T 9 FF 22 CMD 30


Knowledge (Arcana) DC 19:
These are ice golems made from the red waters here at the river. They are constructs with the cold subtype.

Knowledge (Arcana) DC 24:
An ice golems uses it large limbs to inflict damage on its victims or to grab and squeeze the life out of them. They also move freely over any icy surface, even moving along an icy wall or ceiling. They are extremely resistant to any non bludgeoning weapon.

Knowledge (Arcana) DC 29:
An ice golem can shoot ice shards 10' in all directions from itself. It is also immune to most magic, except for fire spells which it is vulnerable to.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

It's good to be back!

Trevor eyes the nearest statue starting to move: "We got trouble coming... I'll take this one!" and lifts his fauchard before dashing forth to charge at the ice sculpture.

Moving 10 foot east.

Charge and Vital Strike: 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 273d10 + 21 ⇒ (5, 8, 3) + 21 = 37


Knowledge (arcana) 1d20 + 21 ⇒ (7) + 21 = 28

"Ice golems! Beware, they'll try to grab you! Use blunt weapons if you can!"

Without ceremony, Rauno draws a wand and begins to invoke its power.

Ready wand of enlarge person, begin casting on Trevor.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Unfortunately nothing blunt for me except a few of my teeth." Kelkzar draws his longspear to help offset the size advantage of the golems, rages and charges the other one.
Knowledge (arcana): 1d20 + 13 ⇒ (9) + 13 = 22
Charge: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
Damage: 1d8 + 24 ⇒ (3) + 24 = 27


Trevor I don't believe you can charge and vital strike, so we'll just make it a move and vital strike and keep the damage

Trevor moves east and Kelkzar moves west and initiates combat. Neither of the powerful warriors has a weapon best suited for their attacks, but with their magic amulets to fight gokems, they each land a blow on the scarlet statues leaving a wicked gash in the ice they are made of. Full Damage - 27 for Kelkzar and 37 for Trevor due to golembane amulet


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Sorry. Long time...


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

The statues go next, I believe...


The statues each take a wicked blow but return a pair of punches with their icy arms. Trevor is is hit once 15 Damage but Kelkzar is unable to avoid both blows after charging and is grappled by the ice golem With 34 damage.

Attack #1 Ice Golem #1 vs Trevor: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d8 + 7 ⇒ (2, 8) + 7 = 17
Grab (Grapple): 1d20 + 20 ⇒ (15) + 20 = 35 vs CMD 30

Attack #2 Ice Golem #1 vs Trevor: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 2d8 + 7 ⇒ (3, 5) + 7 = 15
Grab (Grapple): 1d20 + 20 ⇒ (2) + 20 = 22 vs CMD 30

Attack #1 Ice Golem #2 vs Kelkzar: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 2d8 + 7 ⇒ (5, 8) + 7 = 20
Grab (Grapple): 1d20 + 20 ⇒ (14) + 20 = 34 vs CMD 30

Attack #2 Ice Golem #2 vs Kelkzar: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 2d8 + 7 ⇒ (6, 1) + 7 = 14
Grab (Grapple): 1d20 + 20 ⇒ (6) + 20 = 26 vs CMD 30


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus floats across the ice towards Trevor and invokes Sarenrae's healing power on the paladin.

CMW: 2d8 + 10 ⇒ (1, 3) + 10 = 14 x150% = 21 HP cured


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rowena moves through the air towards statue 2, and tries to help Kelkzar by dropping the golem onto the ground.

Acrobatics to avoid AoO: 1d20 + 19 ⇒ (13) + 19 = 32
Trip with meditative maneuver: 1d20 + 23 + 5 ⇒ (2) + 23 + 5 = 30

Vicious Stomp AoO: 1d20 + 18 ⇒ (3) + 18 = 21
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Greater Trip AoO: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 1d8 + 6 ⇒ (5) + 6 = 11

I don't think she ever got a golembane scarab.


I can't find that spider walk makes you immune to trip, so....

Rowena moves towards the gokem avoiding its icy arms and drops it to the ground doing very little damage it it, but setting up Kelkzar for an opportunistic attack.

Actually with him being grappled he cannot use his two handed weapon so all he could do is bite, but is 10' away so doesn't have reach?


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

If I'm not mistaken, when the golem grabs me, it moves me into the space next to him. From the PRD...If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). BUT, Kelkzar does not get an AoO anyway because of the grappled condition. Also from the PRD...Grappled creatures cannot make attacks of opportunity. But I can bite him now...

Struggling against the grip of the ice golem, Kelkzar tries to bite it twice, but his jawa fail to find a purchase against the construct's icy skin.
Bite: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d4 + 21 ⇒ (3) + 21 = 24
Is there any reason why I can't bite him twice with an iterative?
Bite: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d4 + 21 ⇒ (1) + 21 = 22
Not that it matters with those rolls


OK, Kelkzer gets grappled and tries to bite the prone ice golem with no luck. Rauno finished his enlarge spell on Trevor.


Quote:

Round 2

Initiative Order - Rauno, Kelkzar, Trevor, Red Ice Statue, Rowena, Quintus

Red Ice Statue AC 22 T 9 FF 22 CMD 30


Round 2.

Rauno finishes his spell on Trevor, and then sees Kelkzar's distress. With an arcane syllable, he gives Kelkzar a chance to free himself and then starts to use the same wand on the half-orc.

Finish Enlarge Person on Trevor, cast Liberating Command on Kelkzar as an immediate action, then start casting Enlarge Person on Kelkzar.

Kelkzar, that gives you a chance to make a free Escape Artist check with a +20 competency bonus.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"Ok Big Boy, let's see if I can melt that icy heart of yours..." mutters Trevor as he grows suddenly in size, his large fauchard slicing through the air with dizzying momentum as he makes the blade dance in his hands, slashing at the golem's icy skin.

PA, FF, Enlarge: 1d20 + 20 ⇒ (15) + 20 = 352d8 + 22 ⇒ (8, 1) + 22 = 31
PA, FF, Enlarge: 1d20 + 12 ⇒ (12) + 12 = 242d8 + 22 ⇒ (5, 7) + 22 = 34
PA, FF, Enlarge: 1d20 + 7 ⇒ (17) + 7 = 242d8 + 22 ⇒ (4, 6) + 22 = 32

Looks like 97 hp of damage... I'm guessing no crits.


Correct, no criticals

Trevor wails on the ice golem with three solid hits. The ice golem looks like it could fall apart with a strong wind, but it is somehow still functioning.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Unless these are special ice golems, they are subject to crits. Most constructs became eligible for crits with the 3.5 to Pathfinder switch. The exception is Animated Objects which are considered objects.

Feeling Rauno's spell take effect, Kelkzar tries to break loose from the golem's grip. But wriggle as he may, he still cannot free himself.
Escape Artist: 1d20 + 0 + 20 ⇒ (5) + 0 + 20 = 25
I already tried and failed to bite him this round, so no more actions from me until Round 3.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

In case they are not immune:

Confirm 1: 1d20 + 20 ⇒ (9) + 20 = 292d8 + 22 ⇒ (3, 5) + 22 = 30
Confirm 3: 1d20 + 12 ⇒ (5) + 12 = 172d8 + 22 ⇒ (2, 4) + 22 = 28


Correct, no criticals

Kelkzar take this roll. I had done this last week but it didn't post for some reason.

Kelkzar Escape Artist check: 1d20 + 20 ⇒ (13) + 20 = 33

Kelkzar manages to squeeze out of the ice golem's grasp with Rauno's spell.

Trevor wails on the ice golem with three solid hits. The ice golem crumbles into pieces

The ice golem stands Provoking from Rowena and Kelkzar and swings at Kelkzar and re-grabs him.

Attack #1 Ice Golem #2 vs Kelkzar: 1d20 + 15 ⇒ (18) + 15 = 33 *Hit*
Damage: 2d8 + 7 ⇒ (7, 6) + 7 = 20
Grab (Grapple): 1d20 + 20 ⇒ (9) + 20 = 29 vs CMD 27


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

AoO: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 1d8 + 6 ⇒ (5) + 6 = 11


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Ok so with the Escape Artist succeeding, we can either rule that the bite attacks above are applied as longspear instead (since Kelkzar would have five foot stepped and used that) or you can take the new rolls below. Longspear 1 above would have been a 19 which would hit with the golem prone. Longspear 2 above would have been a 15 which would have missed even when prone.
Attack 1: 1d20 + 16 ⇒ (2) + 16 = 18
Damage 1: 1d8 + 24 ⇒ (3) + 24 = 27
Attack 2: 1d20 + 11 ⇒ (14) + 11 = 25
Damage 2: 1d8 + 24 ⇒ (7) + 24 = 31
AoO (Paired Opportunists and Swarm Strike): 1d20 + 16 + 4 + 2 ⇒ (4) + 16 + 4 + 2 = 26
Damage: 1d8 + 24 ⇒ (2) + 24 = 26
And since there is at least one hit in there, I'll give you an Intimidate from Cornugon Smash which I forgot about earlier.
Intimidate: 1d20 + 26 ⇒ (2) + 26 = 28


Kelkzar, take the 20 Damage and you are grappled again

Rowena Quintus and top of round 3 to go.

Quote:

Round 2

Initiative Order - Rauno, Kelkzar, Trevor, Red Ice Statue, Rowena, Quintus

Red Ice Statue AC 22 T 9 FF 22 CMD 30


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus casts a spell and drifts towards Kelkzar, touching the inquisitor when he gets close enough.

CSW: 3d8 + 11 ⇒ (6, 6, 5) + 11 = 28 x 150% = 42 HP cured


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Trip: 1d20 + 23 - 2 ⇒ (18) + 23 - 2 = 39

Focusing on her inner ki, Rowena grabs the ice golem (and apparently Kelkzar) and flips the pair of them over her shoulder and to a spot closer to Trevor.

Then she starts pummelling the golem.

Vicious Stomp: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Greater Trip: 1d20 + 18 ⇒ (1) + 18 = 19

Kick: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Kick: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18
Damage: 1d8 + 6 ⇒ (3) + 6 = 9


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Kelkzar braces himself and tries to burst free from the golem's grasp.
Grapple to escape: 1d20 + 14 ⇒ (19) + 14 = 33


If Rowena doesn't finish off the golem...

Rauno readies a wand in his other hand and invokes it, sending a single dart of arcane force at the remaining golem.

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


Kelkzar breaks free of the golem, Rowena trips the creature, and while not damaging it sets up the newly freed Kelkzar to finish it off

Combat Over!

With both of the ice golems defeated you study the room, which is featureless for the most part. In the northern part of the room is a door to the east. To the south there is a archway that leads to another room, but it is currently blocked by a portcullis. However peering into the other room you see the hall is watched over by six statues of Wind Duke nobles — three against each wall. The central statue to the east stands before a stone door. The statues all have cupped hands in front of them, and floating on a cushion of air above these hands are intricate carvings of strange buildings and towers. The statue before the door does not hold a carving. The room's floor is covered in ice like the one you are in.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Have we seen anything elsewhere here that looks like the carvings the statues are holding?


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"What happened here?! Why is there so much ice? Is this recent you think? Those golems are just thugs. I wonder who's their master..."

He walks over to the gate, careful not to slip, his arms flailing wildly to keep balance, until Quintus reminds him he doesn't have to walk on the ice.

Blushing, he looks beyond the gate: "Wow! These dukes were really powerful!"


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Good question Trevor. Shall we try to get into the room with the Wind Duke statues first?"


Quintus, I replied to your question yesterday, but it didn't take. The buildings the statues are holding are similar in design to the models you found previously and in the murals of the Wind Dukes. (But nothing in particular, just the general design)


GM Blood:

Perception Rowena Lordail: 1d20 + 23 ⇒ (9) + 23 = 32
Perception Trevor the Yellow: 1d20 + 11 ⇒ (5) + 11 = 16
Perception Rauno Redpath: 1d20 + 10 ⇒ (2) + 10 = 12
Perception Kelkzar Redjaw: 1d20 + 21 ⇒ (4) + 21 = 25
Perception Quintus: 1d20 + 3 ⇒ (4) + 3 = 7

Assuming you do want to try to get there to examine the other side of the portcullis

As Kelkzar asks the question, Rowena notices a hidden lever that seems to have been iced over. Chipping away at the ice you get it cleared enough to pull it. Kelkzar examines it for traps and once satisfied pulls it down opening up the way to move south into the room.

As you move south into the room, one of the statues (The one in the east not holding a building), pulls a level behind him re-closing the portcullis and cutting off your group from each other. Now that it is moving you notice it doesn't resemble those statues anymore and even look part mechanical.

Trevor and Kelkzar are in the Wind Duke room, everyone else is in the old room. The lever in the old room is about 15 away from you so it would take a move action to get there and one move action to pull.


GM Blood:

Initiative Rowena Lordail: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Rauno Redpath: 1d20 + 13 ⇒ (3) + 13 = 16
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Quintus: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Monster: 1d20 + 8 ⇒ (3) + 8 = 11

Monster Lore Check:

Knowledge (planes) DC 22:
This creature is an inevitable, specifically a Kolyrut. It is a lawful aligned extraplanar creature.

Knowledge (planes) DC 27:
The Kolyrut typically attacks with a magical bastard sword, though it can also slam its hard fists into opponents. Kolyruts are able to speak to anything with a language via truespeech.

Knowledge (planes) DC 32:
Kolyruts posses many spell like abilities including discern lies , disguise self, enervation, fear , hold person, invisibility (self only), locate creature, suggestion, and vampiric touch all at will. Other limited per day spell like abilities include hold monster, mark of justice, quickened suggestion and geas/quest.

Kolyruts also have impressive defensive capabilities including a resistance to spells cast on it, hard to penetrate skin without a chaotic aligned weapon, and regenerative properties only countered by chaotic aligned attacks.

Knowledge (planes) DC 37:
Kolyaruts are enforcers of bargains, traveling to the very edges of the planes in order to punish oath-breakers and see that contracts are kept. They care little for the terms of the agreements in question, only that promises are fulfilled, debts are paid, and balance is maintained.

Least conspicuous of the inevitables, even in their natural form, kolyaruts are the size of tall humans, though they weigh far more because of their composition. Capable of using both invisibility and disguise self to pass completely unnoticed through humanoid lands, kolyaruts most frequently appear as cloaked warriors bearing finely crafted bastard swords, allowing others to chalk up any metallic noises to the clanking of hidden armor until the moment when they pull back their hoods and let their quarries look upon their mechanical faces, understanding only too late the nature of the mysterious strangers.


Quote:

Round 1

Initiative Order - Rowena, Rauno Quintus, Trevor, Wind Duke Statue, Kelkzar

Wind Duke Statue AC 26 T 14 FF 22 CMD 32


"They'll make short work of it. It's a kolyrut, a creature of order from the other planes." Rauno comments as he draws a wand and uses it against the statue. Magic Missile, 1d4 + 1 ⇒ (3) + 1 = 4 damage.

Are there any relevant knowledge rolls to see what exactly this statue is?

Edit Knowledge (planes) 1d20 + 21 ⇒ (3) + 21 = 24


See previous post for moster lore, took me a little bit to put it all together


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Edit: I misread the map and decided to review my post.

"Separated! A trap!"

Trevor decides to rush the kolyrut before it could act further, but he is too close. With a brusque shuffle, he moves back between two statues to bring his fauchard to bear and sends its sharp end flying in a deadly arc.

Move "south" 5 feet to have reach, then strike.

1d20 + 20 ⇒ (6) + 20 = 261d10 + 21 ⇒ (5) + 21 = 26
1d20 + 12 ⇒ (11) + 12 = 231d10 + 21 ⇒ (6) + 21 = 27
1d20 + 7 ⇒ (7) + 7 = 141d10 + 21 ⇒ (5) + 21 = 26


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rowena concentrates inwardly and becomes a cloud of gas, which then passes through the portcullis.

She then floats to the space just "east" of the creature.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus steps back towards the lever, but with the portcullis currently protecting Rauno doesn't pull it right away.


Rowena, you are gaseous and in Rauno square currently with your 10' fly speed

Rauno's wand vs SR: 1d20 + 1 ⇒ (12) + 1 = 13

The magic missile slams into the Kolyrut but seems like it has no impact on it.

Trevor steps south and connects once with his fauchard, but while Trevor does damage the creature its skin absorbs some of the blow and you can see the wound is starting to heal already.

The Kolyrut returns the attack on Trevor casting defensively and attempting to touch Trevor

Cast Defensively: 1d20 + 15 ⇒ (13) + 15 = 28 DC 21
Touch Attack: 1d20 + 18 ⇒ (6) + 18 = 24 vs Touch AC 11
Damage: 6d6 ⇒ (5, 4, 5, 6, 1, 2) = 23 Negative Energy Damage

Spellcraft to id spell DC 18:
vampiric touch


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Spellcraft check: 1d20 + 14 ⇒ (19) + 14 = 33

"That was a vampiric touch spell!"

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