GM Debug's PbP Gameday 7: PFS-RPG 08-99C The Solstice Scar (Inactive)

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Grand Lodge

GM

The boards are live again! Huzzah!

The devourer glides forward, braving the swinging tail once more before reaching out rend at the life-force of the dinosaur.

Dino AoO: 1d20 + 21 ⇒ (4) + 21 = 25
Dino Damage: 4d6 + 42 ⇒ (6, 1, 2, 2) + 42 = 53

Slay Living Touch: 1d20 + 18 ⇒ (18) + 18 = 36
Dino needs a Fort Save DC 22 or...
Damage on Fail: 12d6 + 18 ⇒ (3, 6, 3, 4, 1, 3, 6, 5, 4, 5, 3, 5) + 18 = 66
Damage on Save: 3d6 + 18 ⇒ (2, 2, 3) + 18 = 25

Round 3:
Holly
Lara
Chak
Devourer (-104, Big Red, 10 ft above ground)
Yami
Fandral

Bodak (Black, Halted ends round 12)
Exi and Starlight (Summon complete!)

Party Buffs:
Good Hope
Haste (Lara/Chak/Holly/Fandra) ends round 13

The Exchange

Male CN Kelish Human Swashbuckler 8/ Gunslinger 5 | HP 134/134 Temp 26/26| AC 28(32 vs AOO); T 20; FF 18 | Fort +17; Ref +20; Will +10 | Init: +10 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 7/7 | Charmed Life: 4/4

Fandral sheathes his cutlass and draws his pistol. Move and free actionThen take aim at the flying beast, he pulls the trigger, a loud explosion followed by smoke fills the immediate area.

I'll call it 2nd range increment. So I'll spend a point of grit to extend its touch range
good hope and haste
attack vs touch: 1d20 + 17 + 2 + 1 ⇒ (4) + 17 + 2 + 1 = 24
b/p magic damage: 1d8 + 8 ⇒ (5) + 8 = 13

fandral would also deactivate his boots of speed since some one casted hasted on him

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

Yami adjusts forward to another tree for cover as Fandral takes his shot. If the Devourer still remains standing, he will pull a small bone from his component pouch while he utters several arcane words. The wayang crushes the bone with a sharp snap, causing ominous purple runes to flare into existence around the Devourer and unleash a dangerous resonance upon the creature.

Yami will cast boneshatter on the Devourer if it still stands. DC 23 Fortitude Save. Not sure if it qualifies for the bony bonus damage.

SR Check: 1d20 + 11 ⇒ (5) + 11 = 16
Would like to use my portfolio reroll if possible. 5-Star GM.
Possible SR Check Reroll: 1d20 + 11 + 5 ⇒ (6) + 11 + 5 = 22 Waagh!
Damage: 11d6 ⇒ (2, 6, 3, 3, 1, 5, 1, 2, 3, 3, 1) = 30

Grand Lodge

GM

SR barely passes, looking at the description I'd say that qualifies for extra damage.

Fort: 1d20 + 9 ⇒ (20) + 9 = 29

Pass, so 15 * 1.5 = 22

Fandral and Yami both fire concussive blasts at the flying beast, and between the 2 of them are able to bring the devourer crashing to the ground. The bony prison of a rib cage shatters into a thousand pieces, releasing the entrapped souls to finally pass through Pharasma's domain.

Bodak Save: 1d20 + 8 ⇒ (3) + 8 = 11 Fails again

So, the Bodak is still halted. At this point, given the forum issues, I'm content to hand-wave the rest of the combat simply by saying the dino walks up and obliterates it.

The sound of battle echo from all sides, but it sounds as though the undead forces are closing in on the encampment. The Twinhorn following appears to be regrouping, possibly for a retreat, although from the look of it, more for a route...

From here you have 3 options. You can go into the Twinhorn camp and attempt to rally them, you can defend the camp against more undead, or you can push straight for the source of the undead and take the battle to them. Which would you like to do? I'll keep the round counter rolling for the purpose of timed buffs.

Sovereign Court

Female Human Bard (Dawnflower Dervish) 12 l HP 86/86 l AC 24/T 18/FF 17 l CMB +11 l CMD 29 l Fort +8/Ref +17/Will +11 l Perc +16 l Init +13 l Speed 30 ft. l BP 33/33

Let's strike at the heart of the assault.

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

No argument here for now with striking the source

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

Chak reloads his ioun stone with another scroll of shield and then agrees that the source is the way to go.

The Exchange

Male CN Kelish Human Swashbuckler 8/ Gunslinger 5 | HP 134/134 Temp 26/26| AC 28(32 vs AOO); T 20; FF 18 | Fort +17; Ref +20; Will +10 | Init: +10 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 7/7 | Charmed Life: 4/4

With a majority of the party being melee/fighting types, what other choice but go into combat

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

About that, one tactical consideration to keep in mind: Chak may spend a round or two using scrolls if the situation dictates. Also, he only has a 20 foot speed, so if you go rushing into melee, it may be a few rounds before Chak can join you, depending on how much ground there is to cover.

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

@GM. If we get eyes on our destination with enough time to buff, Chak would like to use a few other scrolls, namely Heightened Awareness and Barkskin.

Dark Archive

CG Azata (Lyrakien) familar | HP 33+14/33 | AC 20 T 15 FF 17 | F: +2, R: +5, W: +7 | Perc: +15, SM: +1 | Fly 80ft perfect | Constant: Detect Evil, Detect Magic, Freedom of Movement | Active: False Life, Haste, merged with Exi

Exi, the Ankylosaurus, and I are good to go strike at the heart. We've still got plenty of resources for the day. With the round counter counting and this buffed-to-the-teeth dinosaur on our side only for a handful of rounds, if we're gonna strike let's do it now. That's my vote.

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

Yami is good either way, as long as he can have time to mage armor and false life (1d10 + 10 ⇒ (10) + 10 = 20) on the way.

Grand Lodge

GM

You've got plenty of time for buffing. Unfortunately not so good for the Dino.

Minutes to next destination: 2d6 ⇒ (6, 2) = 8
2 minutes and 5 rounds remaining on Good Hope, unless your summons are minutes/level instead of round/level, I think the dino vanished en route.

As you push deeper through the undead forces, the ambient light gets dimmer and dimmer. The bulk of the horrors seem to be traversing a path along a small stream, and following it leads you to an unnerving sight.

The clearing on the riverbank features a circle of standing stones with a large stone altar at its center. A shadowy tear floats above the altar, so dark that what little light shines from the stars seems to become trapped inside. Eight large tendrils of inky darkness coil around the menhirs as if keeping the stones in a stranglehold. Other tendrils lick out from the shadowy rift as if tasting the air.

The area is dimly lit, but the area within the stone circle is dark. These tentacles are not just for decoration. Although they really shouldn't be in a bath house either...

Starlight notices that the grounds within a few hundred feet of the altar (all of the current map) all appear to have been desecrated.

GM Screen:
Perception: 1d20 + 21 - 9 ⇒ (13) + 21 - 9 = 251d20 + 17 - 9 ⇒ (12) + 17 - 9 = 201d20 + 17 - 9 ⇒ (18) + 17 - 9 = 261d20 + 17 - 9 ⇒ (11) + 17 - 9 = 191d20 + 17 - 9 ⇒ (8) + 17 - 9 = 16

You all have 2 full rounds to buff up between when you've spotted the destination and when the actual threat here presents itself. Any hour/level buffs feel free to have cast them on the way here. Chak, with a DC 26 stealth check, you can also get a surprise round for yourself to get 1 more scroll in there if you'd like.

Updating the map now and I'll get you into initiative soon. For now, use your 2 rounds of buff time since you aren't quite aware of the specific foe. Other than that it's probably undead. And probably nasty.

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

Chak tries to move as quietly as possible towards the target.

Stealth: 1d20 + 15 ⇒ (17) + 15 = 32

Chak will use his extra round to use his scroll of freedom of movement.

Active buffs:
Heightened Awareness (10 mins)
Barkskin (30 mins)
Freedom of movement (70 mins)

Grand Lodge

GM

GM Screen:
Stealth: 1d20 + 26 ⇒ (3) + 26 = 29

Initiative!
Chak: 1d20 + 11 ⇒ (15) + 11 = 26
Exi: 1d20 - 1 ⇒ (7) - 1 = 6
Fandral: 1d20 + 11 ⇒ (17) + 11 = 28
Holly: 1d20 + 13 ⇒ (6) + 13 = 19
Laara: 1d20 + 9 ⇒ (5) + 9 = 14
Yami: 1d20 + 2 ⇒ (18) + 2 = 20

Fallen: 1d20 + 3 ⇒ (16) + 3 = 19
Body Snatcher: 1d20 + 10 ⇒ (1) + 10 = 11

The darkness within the stone circle is marked with the dashed black line. Several of you have darkvision and can confirm it is darkness, not supernatural darkness.

Those of you able to see in darkness:
A quartet of translucent humanoid creatures stand guard just inside the stone circle. They are each wielding longbows. You may attempt to identify them with a DC 18 Knowledge (Religion) check.
Spoiler:
The creatures are Fallen, which are incorporeal undead. For every 5 points you beat the DC by, you can ask a question (Defenses, Special Attacks, Immunities, etc).

Darkvision and Perception DC 29:
In the center of the stone circle is a blank-faced tentacled creature, hiding by the altar. You may attempt to identify it with a DC 26 Knowledge (Religion) check.
Spoiler:
The creature is a Body Snatcher, and undead creature known to grab and paralyze its victims before kidnapping them, never to be seen alive again. For every 5 points you beat the DC by, you can ask a question (Defenses, Special Attacks, Immunities, etc).

Your 2 rounds of buffing are before round 1 as you descend to the position you are at on the map now with Chak having a bit of extra time with his scouting. Go ahead and specify both of your buff actions, followed by your round 1 actions.

Round 1 (Round 85 if counting from combat 1):
Fandral
Chak (Buff rounds used)
Holly
Yami

???
Laara
???
Exi

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

Chak steps forward, pulling out another scroll, which he reads.

Scroll of darkvision

Perception: 1d20 + 28 ⇒ (14) + 28 = 42

Creatures with bows stand ready, set, and prepared within while a creature with tentacles tries to hide within the center of the darkness.

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

As the party moves forwards, Laara digs out one of her potions and drinks it. A shimmering energy seems to surround her. Mage Armor potion. Should be set for the hour.

When they near the stones, the half-elf squints, but can't make out anything in the tfhick soup of evil. We make it through today, remind me to get a nice rock for you to make all shiny like yours. she says to Exi.[/b]

Sovereign Court

Female Human Bard (Dawnflower Dervish) 12 l HP 86/86 l AC 24/T 18/FF 17 l CMB +11 l CMD 29 l Fort +8/Ref +17/Will +11 l Perc +16 l Init +13 l Speed 30 ft. l BP 33/33

Holly casts Heightened Awareness on herself for the first round and then during the second round to prepare casts Haste.

"Lets make quick work of this issue and put this threat to bed."

Dark Archive

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Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

Perception: 1d20 + 17 ⇒ (4) + 17 = 21

Laara wrote:
When they near the stones, the half-elf squints, but can't make out anything in the tfhick soup of evil. We make it through today, remind me to get a nice rock for you to make all shiny like yours. she says to Exi.

It appears Yami is also having difficulty seeing, even with darkvision. Upon Laara mentioning issues with the darkness, he bends down to the ground and thrusts his arm into the dirt. The wayang pulls hard out of the ground, and brings a skeletal hand into the air. A full humanoid skeleton follows, clad in breastplate and wielding a longsword. Yami then plucks one of his puppets from his pack and touches his staff as he mutters some arcane words. The puppet begins emitting extremely bright light, which the wayang then secures to the skeleton using its puppet strings. "Follow and defend the half-elf, make sure my allies can see at all times," the wayang commands the skeleton.

As combat begins, Yami waves his hand in the air over the skeleton, causing glowing purple runes to crawl all over its bones; bolstering his minion with arcane power.

For the first round of buffing, Yami casts summon monster III, modified by his Skeletal Summoner feat, to summon a skeletal champion. On the second round, he will use his Crook of Cilhurdeen to cast shadow evocation in order to create a (pardon the irony) shadow daylight spell on a puppet he secures to the skeleton. During the actual first round of initiative, he will use his school ability to Bolster the skeletal champion; who will follow Laara around and attack any enemy she attacks until otherwise directed.

Dark Archive

Undead (Skeleton) HP 20, AC 21 (FF 19, T 12), F+6/R+4/W+6, Init +5, Percep +6
Buffs:
Bolstered (+3ATK/ST,+1HP/HD,+2 Channel Resist)

"As you wish, master," the skeleton says.

The Exchange

Male CN Kelish Human Swashbuckler 8/ Gunslinger 5 | HP 134/134 Temp 26/26| AC 28(32 vs AOO); T 20; FF 18 | Fort +17; Ref +20; Will +10 | Init: +10 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 7/7 | Charmed Life: 4/4

Fandral clicks a button on his wayfinder, to make it shine bright so his human eyes can see what he is doing..for the most part.

Fandral moves ahead of the slayer, drawing his cutlass as he goes.

Readied Attack:

good hope and haste
readied action: 1d20 + 19 + 2 + 1 ⇒ (20) + 19 + 2 + 1 = 42
damage: 1d6 + 9 + 6 ⇒ (1) + 9 + 6 = 16
critical hit + anatomist: 1d20 + 19 + 2 + 1 + 1 ⇒ (7) + 19 + 2 + 1 + 1 = 30
damage: 1d6 + 9 ⇒ (4) + 9 = 13

if attacked:

parry #1: 1d20 + 19 + 2 + 1 ⇒ (5) + 19 + 2 + 1 = 27
riposte, if parried: 1d20 + 19 + 2 + 1 ⇒ (10) + 19 + 2 + 1 = 32
riposte damage: 1d6 + 9 + 6 ⇒ (4) + 9 + 6 = 19
parry #2: 1d20 + 19 + 2 + 1 ⇒ (7) + 19 + 2 + 1 = 29

Dark Archive

Male CG Samsaran Shaman of the Dark Tapestry 9 | HP 66+16/66 | AC 19 T 9 FF 19 | CMB +6, CMD 13 | F: +7, R: +4, W: +13 | Init: -1 | Perc: +18, SM: +9 | Speed 30ft | Flight Hex: 5/9 | Active conditions: False Life, Haste, Invisible, Merge with Familiar

Exi religion: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Exi perception: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26Exi religion: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
Looks like I got one question for each; special defenses of both, please.

Noticing the four archers, Exi decides to summon an advanced Bralani Azata, knowing they can cast Wind Wall at will. Exi spends one full round on his summoning incantation. Once complete, a poised elf-like archer appears, his silver-white hair the color of a lightning strike whipping about, his eyes swirling with vibrant colors.

The Bralani nods to Starlight, a fellow Azata, then uses his Wind Wall spell-like ability to put a 30' high curtain of wind between the archers and the party.

Exi then approaches Laara and casts Barkskin on her.

Buff round 1: Exi casts SMV for a Bralani Azata. Buff round 2: Bralani casts Wind Wall. Exi casts Barkskin on Laara (+4 AC)

Dark Archive

CG Azata (Lyrakien) familar | HP 33+14/33 | AC 20 T 15 FF 17 | F: +2, R: +5, W: +7 | Perc: +15, SM: +1 | Fly 80ft perfect | Constant: Detect Evil, Detect Magic, Freedom of Movement | Active: False Life, Haste, merged with Exi

Starlight religion: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Starlight perception: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31Starlight religion: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28

Starlight hears Laara’s comment and flies over to her, taking her own magically-flaming ioun stone and offering it to the half-elf.

”Here, use mine!”

Starlight then takes out a wand of Magic Missile and attempts to shoot it at the Fallen that’s in her line of sight.

Buff round 1: fly to Laara and offer her the ioun stone with Heightened Continual Flame (spell level 5, cast by Exi). Buff round 2: retrieve wand of Magic Missile (caster level 3) and attempt to shoot it at the Fallen outlined in green. UMD DC20: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23force damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

***OVERSEER ANNOUNCEMENT***

The air fills with the sound of Kellid battle cries as dozens of Twinhorn warriors join the fight! Table GMs, the Twinhorn Allies effect on page 7 is in play.

Grand Lodge

GM

@Exi, the Magic Missile will be round 1 of combat. The buff rounds are as you were descending to the position where you could see your foes. You all knew something nasty was down there due to the tentacles, but not quite what... Now you all know that these are Fallen and a hiding Body Snatcher in the tentacle'd darkness. The Fallen are incorporeal and resist acid and fire, while the Body snatcher is quite solid but has SR.

The skeletal creatures slowly float forward and draw back their bows. A barrage of ghostly arrows pepper the front line.

Yellow moves to join Pink in firing at Fandral, Blue moves to join Green in firing at Chak. Fandral is flat-footed since he cannot see the attackers at the moment. Chak is all good.

Vs Fandral
Longbow, Deadly Aim, Desecrate, Soft Cover: 1d20 + 11 - 3 + 1 ⇒ (13) + 11 - 3 + 1 = 221d20 + 6 - 3 + 1 - 2 ⇒ (17) + 6 - 3 + 1 - 2 = 19
Longbow, Deadly Aim, Desecrate, Soft Cover: 1d20 + 11 - 3 + 1 - 2 ⇒ (1) + 11 - 3 + 1 - 2 = 8

Force + Neg Energy dmg: 1d8 + 6 + 2d6 ⇒ (6) + 6 + (4, 2) = 18

Vs Chak
Longbow, Deadly Aim, Desecrate, Soft Cover: 1d20 + 11 - 3 + 1 ⇒ (10) + 11 - 3 + 1 = 191d20 + 6 - 3 + 1 - 2 ⇒ (10) + 6 - 3 + 1 - 2 = 12
Longbow, Deadly Aim, Desecrate, Soft Cover: 1d20 + 11 - 3 + 1 - 2 ⇒ (19) + 11 - 3 + 1 - 2 = 26

Force + Neg Energy dmg: 1d8 + 6 + 2d6 ⇒ (4) + 6 + (6, 1) = 17

Round 1 (Round 85 if counting from combat 1):
Fandral
Chak (Buff rounds used)
Holly
Yami
Fallen
Laara
Exi

Body Snatcher

Dark Archive

Male CG Samsaran Shaman of the Dark Tapestry 9 | HP 66+16/66 | AC 19 T 9 FF 19 | CMB +6, CMD 13 | F: +7, R: +4, W: +13 | Init: -1 | Perc: +18, SM: +9 | Speed 30ft | Flight Hex: 5/9 | Active conditions: False Life, Haste, Invisible, Merge with Familiar

@GM OK sounds good re: Magic Missile. What about Exi's summon? Maybe I should use a buff round for Barkskin on Laara, and then start summoning the Bralani for my round 1 turn, now that I've identified the foes and know they shoot arrows?

Grand Lodge

GM

Summon is fine.

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

Grasping the familiar's ioun stone - Thanks for that. Promise I won't drop it. Laara quickly advances towards the dark circle. As she sees arrows pepper Chak and Fandral before her, the captain stretches he fingers and holds her left arm slightly ahead of her, keeping a steady eye on the now partially lit by the stone, or too far/another effect archers.

Double move, swift action to Flex into Deflect Arrows.

Grand Lodge

GM

Ah, rereading everything, it probably does make more sense to summon the Azata on this round. Also, it's late, I have a chance to post, and that would let me move forward... so I'll roll with it! I'll try to avoid being too cavalier with interpretting intentions moving forward, but right now I'd just like to get us back into the swing of things... so....

Lara (having previously been tagged with a Barkskin spell) rushes forward, bracing for a potential volley of arrows. Exi begins to conjure his own answer to this concern as Starlight begins the assault with a magic missile.

The strange faceless form floats upward, staying within the stone circle but rising up. Laara hears a voice in her head...

Flee before Eshkima's power. She will not be denied any longer.

Laara, Will save DC 17 vs Fear

Round 2:
Fandral (-18)
Chak (-17)
Holly
Yami and Friend

Fallen (Pink -6)
Laara
Exi and Friend(s)
Body Snatcher

Sovereign Court

Female Human Bard (Dawnflower Dervish) 12 l HP 86/86 l AC 24/T 18/FF 17 l CMB +11 l CMD 29 l Fort +8/Ref +17/Will +11 l Perc +16 l Init +13 l Speed 30 ft. l BP 33/33

Seeing that their foe(s) are flying Holly draws out a Potion of Fly and drinks it. Just stay right there. I am coming to get you.

Holly has now as a fly speed of 90 feet.

__________________________________
REMINDERS

HASTE and GOOD HOPE are currently active for the entire party.

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

Chak activates the stone holding his shield spell and moves forward.

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

Will: 1d20 + 8 ⇒ (6) + 8 = 14

Going to use folio re-roll. Early, but don't want to leave you guys a man down in a big fight.

Re-reroll, 4 stars: 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17

Laara begins to panic as yet another vile voice speaks to her. Just as she turns to flee however, she gets a final surge of nerve. Standing her ground, she looks up at the monstrosity and attempts to looks non-plussed, even as he frame still shakes a bit from terror.

Shaken, 1 round

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

Yami moves forward, buoyed by the magical speed granted by Holly, to end up next to Fandral. Weaving his hands rapidly, he gathers up a ball of shadowy fire and throws it into the midst of the archers; where it explodes amongst them in a purplish burst of dark fire. He then commands his skeletal champion after the blast to interpose itself in the middle of the archers to disrupt their fire and provide flanking.

Yami casts a shadow fireball, as a spell instead of using his staff, targeting the square where the skeleton now shows on the map (it doesn't move there until after the fireball effect occurs). The skeleton's route is marked on the map, and under the assumption it was hasted with Holly's spell since she was before Yami in initiative in the prior turn. The puppet on the skeleton generates a daylight spell to extend visibility.

Shadow Fireball: 10d6 ⇒ (4, 5, 2, 2, 6, 2, 6, 1, 1, 6) = 35, SR Check: 1d20 + 10 ⇒ (20) + 10 = 30 (DC 22 Will and Reflex)

The Exchange

Male CN Kelish Human Swashbuckler 8/ Gunslinger 5 | HP 134/134 Temp 26/26| AC 28(32 vs AOO); T 20; FF 18 | Fort +17; Ref +20; Will +10 | Init: +10 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 7/7 | Charmed Life: 4/4

If daylight allows Fandral to see:

Fandral pulls out his sheathes his sword and pulls his pistol. Move and the free He levels it at red and fires.

spending a point of grit to extend touch range
attack vs touch: 1d20 + 20 ⇒ (19) + 20 = 39
magic, B&P damage: 1d8 + 8 ⇒ (2) + 8 = 10

not able to see:

Not too exciting, but delay

If more arrows are fired at him. He will do the gunslingers dodge. He gains +2 AC against the triggering attack. It is an immediate action, so I can not do too much

Grand Lodge

GM

A Bajillion Saving Throws for ShadowBall:

Will Saves:
Fallen: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 181d20 + 10 + 1 ⇒ (10) + 10 + 1 = 211d20 + 10 + 1 ⇒ (12) + 10 + 1 = 231d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 FFPP
Body Snatcher: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 P

Ref Saves:
Fallen: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 81d20 + 6 + 1 ⇒ (18) + 6 + 1 = 251d20 + 6 + 1 ⇒ (19) + 6 + 1 = 261d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 FPPF
Body Snatcher: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31 P

Damage results:
12, 3, 0, 0
3

The strange ball of... purple flame engulfs the foes. Some of them recognize it for the illusion it is, others are buffeted by the full force of the flame. Some are agile enough to keep a low profile and reduce the effect of the burn... one just takes it full on. Even with the full blast, most of the flame passes through their incorporeal bodies, resulting in very little effect on any of them. The body snatcher above evades most of the effect but is singed slightly. As soon as it clears, the daylight illuminated skeletal champion marches forth, wading into the tentacles without a single one so much as brushing up against it. With the darkness mostly purged, Fandral takes a shot at the flying body snatcher, striking it cleanly. Several Twinhorn allies, pushing deeper into the forest spot the shot and take a few shots of their own. Twinhorn Allies bonus! +4d8 damage on the next successful melee attack for each PC.

Damage: 4d8 ⇒ (6, 7, 7, 3) = 23

Two of the fallen (Pink and Green) ready their shields, and bash the skeletal champion firmly, while the other 2 step to the side and fire another volley.

Shield Bash, Flank: 1d20 + 13 + 1 + 2 ⇒ (18) + 13 + 1 + 2 = 341d20 + 13 + 1 + 2 ⇒ (7) + 13 + 1 + 2 = 23
Force Damage: 1d3 + 1d3 ⇒ (2) + (1) = 3

Blue vs Chak: 1d20 + 11 - 3 + 1 ⇒ (9) + 11 - 3 + 1 = 181d20 + 6 - 3 + 1 ⇒ (10) + 6 - 3 + 1 = 14

Yellow vs Lara: 1d20 + 11 - 3 + 1 ⇒ (18) + 11 - 3 + 1 = 271d20 + 6 - 3 + 1 ⇒ (9) + 6 - 3 + 1 = 13

The spectral arrows make unearthly sounds as they whiz by, striking branch and bramble.

Y: Negative Energy: 5d6 ⇒ (4, 5, 3, 6, 1) = 19
G: Negative Energy: 5d6 ⇒ (3, 5, 1, 5, 2) = 16
P: Negative Energy: 5d6 ⇒ (6, 5, 3, 1, 5) = 20

As the fallen finish their ineffectual assault, the pulsating tear heals what little wounds the shadowy fireball afflicted.

Round 2:
Fandral (-18)
Chak (-17)
Holly
Yami and Friend (Friend -3)
Fallen (Y, G, B, P)
Laara
Exi and Friend(s)

Body Snatcher (-33)

Remember, you've got an aid token as well. Use it or boost it quickly to keep it moving between tables.

Dark Archive

Male CG Samsaran Shaman of the Dark Tapestry 9 | HP 66+16/66 | AC 19 T 9 FF 19 | CMB +6, CMD 13 | F: +7, R: +4, W: +13 | Init: -1 | Perc: +18, SM: +9 | Speed 30ft | Flight Hex: 5/9 | Active conditions: False Life, Haste, Invisible, Merge with Familiar

As Exi’s summoning spell is completed, a poised elf-like archer appears, his silver-white hair the color of a lightning strike whipping about, his eyes swirling with vibrant colors. The Bralani nods to Starlight, a fellow Azata, then flies forward. After positioning himself so that three of the foul foes are lined up, a Lightning Bolt fires from his outstretched hand.

Lightning Bolt DC17 REF for half: 6d6 ⇒ (1, 6, 3, 1, 6, 2) = 19
SR check: 1d20 + 10 ⇒ (7) + 10 = 17

The pale blue person centers himself, leaving the ground, then flies forward.

Standard action activate Flight Hex, move action fly.

Dark Archive

CG Azata (Lyrakien) familar | HP 33+14/33 | AC 20 T 15 FF 17 | F: +2, R: +5, W: +7 | Perc: +15, SM: +1 | Fly 80ft perfect | Constant: Detect Evil, Detect Magic, Freedom of Movement | Active: False Life, Haste, merged with Exi

The tiny butterfly-winged woman swiftly flies forward with her allies and retrieves a scroll from one of her two criss crossed bandoliers. Scroll of Fly

OH and why not, let's activate Timely Inspiration Inspire Courage for 3 rounds. @GM what's the +bonus?

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

***OVERSEER ANNOUNCEMENT***

Programming Note: Thank you for your patience, everyone. After much discussion, we have decided that the best way to recover from the system downtime is to fast forwarding through the opening part of the special (since that is the repeat from versions A and B). As such, we will be moving directly into part 4, now. GMs, I will share the updated schedule with you later today.

Together with the Twinhorns, the assembled Pathfinders manage to fight off the undead attacking the camp and make their way to the ritual site. As Medda and Anok join the group of Pathfinders around the stone circle, she assists them with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”

Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely. When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”

Several days later...

Celebration and preparation have filled the last two days. The Twinhorns are both relieved to have thwarted the villain Eshimka and resolved to help the following’s spiritual leader, Medda, retrace the paladin Ivvora’s millennium-old steps. After hours of considering and retelling ancient stories preserved by oral tradition, Medda gathers the Pathfinders. “The holy warrior Ivvora came to us in pursuit of Eshimka, whom she vanquished and banished with the Twinhorns’ help. However, she would not rest for long, and she insisted on seeking out other evils in the area. At that time, the most fearsome threat was Grathatonhakis, an immense white dragon that lurked in the Tusk Mountains and would strike our camps. Ivvora learned what she could, left her dagger with us, and departed to slay the dragon. She never returned, and neither did the dragon. Exactly what transpired is unclear from our legends.” Medda cradles the fragile remnants of Ivvora’s dagger. “This blade kept Eshimka at bay for so many generations, and now it is ready to fall apart. Ivvora held the key to defeating Eshimka, and by learning her fate or communing with her spirit where she fell, we might harness the same power. Then we shall not just reseal the shadow fiend but destroy it once and for all! From our tales we have learned where the wyrm Grathatonhakis laired. Let us set out together to learn what happened—and who might have taken the caves since.”

The trek is long and cold, taking the group first across the tundra and then into shadow of the frigid Tusk Mountains. As the trail winds around a frozen lake, the snap of a snare echoes over the ice, and a Pathfinder is whipped into air by a cleverly laid trap. Medda scowls and announces, “Pathfinders, we have kobolds. Keep within earshot and spread out. They aren’t just a threat; they may also be our best better to finding the dead dragon’s lair.”

This begins part 4. GMs, please proceed to area K. Once you have finished, areas L and M are open.

Grand Lodge

GM

This is a new day. I'm also going to assume that you've all cast any buffs with duration over an hour at the first sign of trouble.

Sure enough, it's not long before you hear the sound of a heated argument, although given the whipping winds and rustling of leaves, not until you are almost right on top of them. You can barely see a dryad just down the path from you gesturing and yelling something that Chak deduces is a strange pidgin of Sylvan and Draconic. Her words are met by a high pitched retort, but you also hear sounds of panic... it seems as though your approach has not gone unnoticed. You catch a glimpse of a pair of large creatures through the trees with dull blue scales and a distinct dragon-like look.

Initiative:

Chak: 1d20 + 7 ⇒ (18) + 7 = 25
Exi: 1d20 - 1 ⇒ (16) - 1 = 15
Fandral: 1d20 + 11 ⇒ (7) + 11 = 18
Holly: 1d20 + 13 ⇒ (19) + 13 = 32
Laara: 1d20 + 9 ⇒ (18) + 9 = 27
Yami: 1d20 + 2 ⇒ (2) + 2 = 4

Drakes: 1d20 + 5 ⇒ (3) + 5 = 8
Kobolds: 1d20 + 3 ⇒ (9) + 3 = 12

Knowledge (Arcana) DC 17:
The dragon-like creatures are Frost Drakes.

Round 1:
Holly
Laara
Chak
Fandral
Exi

Kobolds
Drakes
Dryad
Yami

All square on the map containing objects are considered difficult terrain. The trees grant partial cover. All squares containing ice are difficult terrain and all acrobatics checks on the ice are more difficult.

Sovereign Court

Female Human Bard (Dawnflower Dervish) 12 l HP 86/86 l AC 24/T 18/FF 17 l CMB +11 l CMD 29 l Fort +8/Ref +17/Will +11 l Perc +16 l Init +13 l Speed 30 ft. l BP 33/33

Knowledge (arcana): 1d20 + 6 ⇒ (5) + 6 = 11

"I don't like the look or sound of this." Holly casts Good Hope and moves along the path towards the disturbance.

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

If any negotiations go sideways, Chak decides the best way to deal with the terrain is to not deal with it.

Pull out and read a scroll of fly.

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

Exi: in the last few days of travel, could I have gotten a light rock from you?

Neither do I. Laara says as she cracks her knuckles. Glancing at Holly, she says. Let’s get around and flank them then.[/b] and begins hurrying along the packed ground.

Double move, swift action enter Outslig stance

Also, while I know it’s a pidgin, are there any of the Draconic words that Alastair can pick up?

Dark Archive

Male CG Samsaran Shaman of the Dark Tapestry 9 | HP 66+16/66 | AC 19 T 9 FF 19 | CMB +6, CMD 13 | F: +7, R: +4, W: +13 | Init: -1 | Perc: +18, SM: +9 | Speed 30ft | Flight Hex: 5/9 | Active conditions: False Life, Haste, Invisible, Merge with Familiar

@Laara I definitely could have prepared more Heightened Continual Flames. The question is: would we have had access to 50gp worth of ruby dust for the spell? And I usually put it on a dull grey ioun stone (25gp) which I also am not sure if we had access to or not. If the GM says yes, then yes I’ll make you one. If not, you can keep using Starlight’s for the time being.

False Life Exi: 1d10 + 9 ⇒ (2) + 9 = 11
False Life Starlight: 1d10 + 9 ⇒ (6) + 9 = 15
Knowledge Arcana Starlight: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

”Starlight, would you please make me invisible?” the strange blue man asks his loyal familiar. He then raises his hands to the sky as his feet leave the cold ground and flies forward.

Standard action: Flight Hex. Move: fly forward, 20' in the air.

The tiny butterfly-winged woman retrieves a scroll from one of her two criss crossed bandoliers and attempts to activate it.
UMD scroll of Invisibility DC23: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27

The Exchange

Male CN Kelish Human Swashbuckler 8/ Gunslinger 5 | HP 134/134 Temp 26/26| AC 28(32 vs AOO); T 20; FF 18 | Fort +17; Ref +20; Will +10 | Init: +10 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 7/7 | Charmed Life: 4/4

Fandral moves up with Laara and draws his cutlass..

if attacked by medium or smaller:

parry #1: 1d20 + 19 ⇒ (17) + 19 = 36
riposte, if parried: 1d20 + 19 ⇒ (4) + 19 = 23
riposte damage: 1d6 + 7 + 6 ⇒ (2) + 7 + 6 = 15
parry #2: 1d20 + 19 ⇒ (20) + 19 = 39
parry #3: 1d20 + 19 ⇒ (12) + 19 = 31
parry #4: 1d20 + 19 ⇒ (13) + 19 = 32
parry #5: 1d20 + 19 ⇒ (18) + 19 = 37

Grand Lodge

GM

Alastair? Did I miss a familiar somewhere?

With the whipping winds and blocking trees, it is hard to get much info from their argument, but it sounds heated and the few words you pick up seem to indicate that the Kobolds are threatening violence upon the Dryad. Or at least were until you showed up... Now their violent tendencies seem to have been redirected to the incoming Pathfinders! The kobolds shout commands at the drakes as they move forward. Each of them draw and consume a potion growing in statue to be as large as... well... most of you. womp womp

The drakes immediately take flight with the promise of instant pathfinder stew. One soars over the tree line and sprays a gout of freezing mist which envelops Fandral and Lara.

Cold Damage: 7d6 ⇒ (1, 1, 4, 5, 4, 4, 1) = 20 Reflex DC 18 for half

The snowbank where Fandral and Lara is is now icy! It now counts as difficult terrain. Dark blue is 30 ft up in the air.

The other swoops forward and dives down into the snowbank, sending damp frost and powder into the air. Double move, fly/burrow. Light blue is now under the snow. (No line of effect)

The Dryad slowly edges back up against her tree to avoid the coming onslaught.

Due to forum outages, bad timing, and other stuff... the requested activation of the aid token is now! You all have inspire courage +2 for 3 rounds. Passing the token now.

Round 1/2:
Holly
Laara
Chak
Fandral
Exi

Kobolds
Drakes
Dryad
Yami

Sovereign Court

Female Human Bard (Dawnflower Dervish) 12 l HP 86/86 l AC 24/T 18/FF 17 l CMB +11 l CMD 29 l Fort +8/Ref +17/Will +11 l Perc +16 l Init +13 l Speed 30 ft. l BP 33/33

That answers that question. Holly moves while retrieving a shaving of a licorice root from her pouch. She then strike a running man pose and loudly says "Festinate!"

Move 30 feet. Cast Haste .

__________________________________
REMINDERS

HASTE and GOOD HOPE are currently active for the entire party.

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

Yami will recharge 2 points back onto his staff over the 2 day break prior to combat. His long-term preparations prior to combat include false life and mage armor

False Life: 1d10 + 10 ⇒ (3) + 10 = 13

Yami decides to start the combat simple, and waves his hand through the air in front of him to manifest five small purple glowing skulls. The wayang points at the flying drake, and sends the skulls streaking through the air unerringly to strike into the creature.

Yami casts magic missile at the dark blue Drake, dealing 5d4 + 5 ⇒ (3, 4, 3, 4, 2) + 5 = 21 force damage.

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

Much as I'd appreciate it, I think Laara's a bit too far away to be hasted along with you and the others Holly :(

Reflex: 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31

Laara easily dodges the drake's ice spit. Evasion! The slick it left behind however causes her to spit out a curse. She continues to move forwards, drawing out her bow as she tries to keep her footing.

Seeing a surprisingly large kobold menacing some fey creature, the half-elf calls out {Draconic} Hey! Too-tall! Knock it off! and fires an arrow at it.

Attack: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39 for damage: 1d8 + 3 ⇒ (3) + 3 = 6
Crit?: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21 for damage: 2d8 + 6 ⇒ (4, 6) + 6 = 16

Sovereign Court

Female Human Bard (Dawnflower Dervish) 12 l HP 86/86 l AC 24/T 18/FF 17 l CMB +11 l CMD 29 l Fort +8/Ref +17/Will +11 l Perc +16 l Init +13 l Speed 30 ft. l BP 33/33

Laara you are within range of the spell and within 30 feet of Fandrral so you should be affected.

Grand Lodge

GM

Holly, for haste, no 2 can be more than 30 ft apart. It's essentially a 30 ft burst centered anywhere within close range.

Yami peppers a drake with pellets of force, clearly drawing its attention, as Laara slowly and methodically puts an arrow straight into the ribs of one of the incoming kobolds. Sadly, that 21 confirmed the crit.

Round 2:
Holly
Laara
Chak
Fandral
Exi

Kobolds (Red -22)
Drakes (Dark Blue -21)
Dryad
Yami

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