GM Erich
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I think he can. Also, here are the necessary rules for the mindscapes, in case it comes up.
While a creature's consciousness is within a mindscape, that creature's body in the real world can take no actions and loses its Dexterity bonus to AC, but it isn't considered helpless, as the unconscious parts of the creature's mind still provide resistance to the creature's destruction. While in an immersive mindscape, the mind gets no information about what the body sees, hears, smells, or touches. Thus, if the body takes damage from an attack in the real world, the mind remains unaware of it.
The mindscape can be entered and exited as a free action. Influencing the sage within takes either a full-round action or two standard actions if entered mid-round.
Sickly
|
GM... which blow of Sickly's missed? (need to know for later possible uses of Auspicious Mark). Based on the damage to Dalla, it looks like the 2nd one... but it hit a higher AC then the 3rd.
A flatfooted AC higher then 25 worries me! But if it was higher then 27 as well... uh oh!
edit: nm... bad copy paste error on my part! Good eye!
Sickly lets out a dismayed gasp, as the creature that was once Ermias Dalla suddenly lunges forward, and knocks his weapon from his hand! His dismay only increases however, as noxious gasses flow in all around him!
Fort Save: 1d20 + 12 + 3 ⇒ (8) + 12 + 3 = 23
He gasps for breath, only barely managing not to take in too big a lungful... though now both eyes are watering almost uncontrollably, and he can barely see!
And curse him for foiling my reach weapon tactical maneuvering with lunge!
GM Erich
|
It was the 2nd, I don't think the -5 for the iterative was included.
Mnesoset draws out an ivory rod and commands the statues to follow her orders. At first they follow her commands, but then one grabs her and throws her against a wall. Other statues stand in front of the entrance, keeping her from leaving yet not stopping the stream of blood that trickles down from the ruin’s entrance. All the while, a horned fiend watches from the shadows, moving its hands as if controlling marionettes.
Cirri Merryweather
|
Cirri finally prepares herself, only for gas to overwhelm her.
Fort Save, Sickened, Negative Levels, Heroism: 1d20 + 9 - 2 - 3 + 2 ⇒ (18) + 9 - 2 - 3 + 2 = 24
Cirri barely manages to stave off the worst of the cloud. She thinks quickly and flips her spellbook open. "I never thought this spell would come in handy, wow!"
Swift Action: Use an arcane pool point for a now +2 Flaming Quarterstaff. This increases her AC and CMD by 1.
Full Action: Magus spell combat. Spell du jour? Gust of Wind !
Poisonous Fog acts just like Fog Cloud, in that it can be dispersed by a powerful wind of at least 21 mph. Gust of Wind is 50 mph, so the cloud will last 1 round.
Oh, also as a medium creature, the paladin cannot move unless he makes a DC 15 Strength Check... If I beat his SR.
Spell Resistance check: 1d20 + 8 ⇒ (12) + 8 = 20
Cirri spreads her arms and flaps like the wings of a Hawk, blowing the cloud away. Finally, she moves to strike the corrupted Paladin. "We will free you. I will deliver your holy symbol to the temple."
+2 Flaming Staff: 1d20 + 14 + 6 - 2 - 3 ⇒ (13) + 14 + 6 - 2 - 3 = 28
1H Damage: 1d6 + 4 + 1 + 5 - 2 ⇒ (6) + 4 + 1 + 5 - 2 = 14
Fire Damage: 1d6 ⇒ 2
"Did- did she just use two spells at once? Let's put him to rest, quickly so we can banish her again."
| Cirri's Familiar |
Fort Save: 1d20 + 5 - 2 + 2 ⇒ (1) + 5 - 2 + 2 = 6
Riddywhipple can barely remain conscious. Yikes, Riddy's at 0 HP due to the arcane ritual and this Con damage.
GM Erich
|
Things are looking a bit grim. Some good news, though. Checking things out, Sickly was actually 2 better on his attacks than his rolls indicated. Thus, the grave-knight was destroyed by his attacks, his weapon is safely back in his hands, and Cirri could have cast gust of wind and still have her move action left.
Cirri Merryweather
|
Good to hear, as I did my Spell Combat wrong and didn't factor iterative attacks or the -2 penalty to attacks.
Cirri smiles weakly as the Paladin's body is disintegrated. May he finally get his true reward. She flips to her book and reaches the Gust of Wind spell. She proceeds to disperse the deadly cloud, gives Sickly a thumbs up and advances toward Taharl. "Let's surround her, quickly."
GM Erich
|
As Loxx burns, the magical flames sear into his mind. Dazed for 2 rounds
The chamber is quickly filled with gale-force wind as the poison gas starts to swirl. Two more creatures suddenly appear on the periphery of the battle, flying toward the thinning cloud screeching. TAHARI HAS RETURNED, LET US REALIZE HER DESTINY!
Several of the Pathfinders are lost deep in the minds of the sages, unaware of the turmoil outside.
She needs to be snapped out of her obsession with either combat maneuver checks or Knowledge (history or religion) or Perform (oratory) checks. Or just straight up damage to the monsters in her vision.
Make three checks using any of those you want to (can be the same skill). Bonuses for good-roleplay.
He can leave (free action) after doing this but Riddy will be staggered when he leaves the mindscape
--------------------------------
"Why must mortals with their mayfly time scales and their utter lack of regard for their own safety always fluster my research?" a frustrated Tahonikepsu bellows, turning toward you. "Before I help you, will you help me?"
You can assist her in carrying out her work, help her relax, or remind her of her responsibilities with Diplomacy, Fly, Knowledge (nobility), Linguistics, Perform (any), or Profession (librarian or teacher) checks.
Make three checks using any of those you want to (can be the same skill). Bonuses for good-roleplay.
This will take your full-round action this turn.
--------------------------------
Torch yells out in anguish to persons unseen. "You know of me? What of me do you know? Fools like you led me to my fate once before... abandoned me, to this fiery fate - and that was only slightly better than the rest of my pathfinder friends that you killed with inaction."
You can offer Torch aid, console him, or even lead him to safety with Diplomacy, Heal, Sense Motive, or Survival checks.
Make three checks using any of those you want to (can be the same skill). Bonuses for good-roleplay.
This will take your full-round action this turn.
--------------------------------
initiative pink: 1d20 + 9 ⇒ (4) + 9 = 13
initiative purple: 1d20 + 9 ⇒ (15) + 9 = 24
Round 2 - Full Round (bold may act) - Inspire Courage and Flag Bearer are up!
Ruprecht (Haste, Barkskin, Heroism, 1 negative level, Ward) -10 hp
Div <purple>
Hassam (Haste, Heroism, 2 negative levels, -4 CON) -26 hp
Riddywhipple (Diseased, Heroism, 2 negative levels, -4 CON, staggered) -26 hp
Loxx (DR/2, Haste, Heroism, Deadeye's Lore, sickened, dazed, -2 CON) - 45 hp
Dhiara, the Topaz Sage (inert, -2 CON) -22 hp
Grandmaster Torch, the Emerald Sage (inert, -2 CON) -22 hp
Sinohotep, the Amethyst Sage (inert) -27 hp
Sickly (DR/3, Haste, Heroism, sickened, -2 CON) -18 hp
Div <pink>
Amenopheus, the Sapphire Sage <red!> (staggered) -10 hp
Dalla <orange> -102 hp = DESTROYED
Tahari <red> <Last round of cloudkill damage>
Cirri (Haste, Heroism, 3 negative levels, sickened, -2 CON) -18 hp
Tahonikepsu, the Diamond Sage (inert, -2 CON) -27 hp
Fetch (Diseased, Longstrider, sickened) -10 hp
Ruprecht Antillious
|
Ru with the Diamond sage
Fly 1d20 + 12 - 1 + 2 ⇒ (14) + 12 - 1 + 2 = 27
Fly 1d20 + 12 - 1 + 2 ⇒ (4) + 12 - 1 + 2 = 17
Fly 1d20 + 12 - 1 + 2 ⇒ (19) + 12 - 1 + 2 = 32
”I can not image how much weight your mind carries being one of the most powerful creatures on Golarion. That has to be tiring and stressful. You need to rest your head for a moment and have a bit of whimsy. Watch this,” the elf says as he takes to the air, zooming around and trying to do some tricks. ”•I know I can’t fly as well as a mighty dragon as yourself, but I hope this might have you remember that things aren’t as bad as you are thinking.”
Ru hopes this might snap her out of her funk, as he suspected things were going bad back where his body was stuck.
FYI if I am attacked, AC is 29 with the ward effect.
Cirri Merryweather
|
Knowledge(Planes): 1d20 + 16 - 3 + 2 ⇒ (12) + 16 - 3 + 2 = 27
"Pairaka divs. Shapechanging. Evil. Aannnd...I need to know about their resistances."
| Cirri's Familiar |
"You are right. We cannot stop time. But we must make the most of our lives. What about the lives of those cut short by war, famine, and inaction?" He blows some bubbles, watching them float away before the winds of change pop them and turn them into dust.
"Cirri came by my forest when she was inexperienced. I played pranks on her and her friends, but they helped me anyway. She helped slay a deadly necromancer and her allies saved one of my friends from becoming undead. If I had acted, maybe I would have gotten help sooner. That... thing is going to keep you trapped here, forever. And she will use your body to kill and cut lives short. Do they not deserve a chance to achieve their own destiny? Please- rise and leave this trapped mindscape. You cannot change the world from the lotus position, trust me!" He giggles.
Well Riddywhipple lacks all of those skills, so a +6 CMB (now +4) is all he can do.
CMB 1: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16
CMB 2: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6
CMB 3: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
>_<
Riddywhipple tries to get her attention with some aerial manuevers, but the flow of time is... ever so fascinating.
GM Erich
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Are Riddy, Ruprecht, and Hassam staying in the Mindscape after their checks (if they aren't successful in convincing them, of course)? Free action to leave.
Sickly
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| 1 person marked this as a favorite. |
Gah, I don't know whether to try knocking out Amenopheus in hopes of avoiding more AE's, or going for the new threats, or the ghost, helping with the sages, or .... gah! Option overload!
Sickly looks around despondently, as he hears even more enemies joining the fray through the poisonous clouds, and most of his allies unable to defend themselves. The fact that Amenopheus seems to be under Tahari's control makes it all even worse!
"We have to free Aminopheus! Make him stop!" He wails, though his cries fall on mostly uncomprehending ears.
Though Cirri's magical wind begins to thin out the clouds, the mists are far too thick for it to do so quickly, and he still can not see much of anything. He starts moving towards the sounds of new enemies, knowing that both Hassan and Ruprecht were over there way, and neither was aware of the threat!
Going to just move straight ahead, until he sees an enemy! Which would be right on the edge of the fog. (I'm hoping it will move off him in a moment...) Can move one more square if needed for a clear shot at purple, but I think I can do it where he is now.
He shuffles past the unresponsive forms of Dhiara and Torch, before finding himself standing between both Tahonikepsu and Hassam, where he can make out one of the new threats, sneaking up behind the bard!
With a desperate swing, he brings his hammer around, trying to drive it away, before it can stab him in the back!
melee vs Purple, rage, haste, PA, bard, sickened: 1d20 + 14 + 2 + 1 - 3 + 5 - 2 ⇒ (20) + 14 + 2 + 1 - 3 + 5 - 2 = 37, for 2d6 + 8 + 3 + 9 + 5 - 2 ⇒ (4, 2) + 8 + 3 + 9 + 5 - 2 = 29 damage. (minus DR)
edit: confirm: 1d20 + 17 ⇒ (10) + 17 = 27, for an additional 4d6 + 46 ⇒ (3, 5, 5, 6) + 46 = 65 damage.
| Cirri's Familiar |
Riddy isn't leaving until Dhiara comes with him (or he dies trying at this point)
Sickly
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Unlikely Riddy lasts the round. The Cloudkill will takes him out come Tahari's turn, most likely (You lose con whether you save or not!, and he's sitting at 0 hp... it will move 10' first, but its moving away from Tahari, so Riddy will still be smack in it when it does)
Though he entered as a free action in the first round... seems like he didn't get his full round an action that turn. (Fetch too, for that matter). Dunno if that would have helped.
GM Erich
|
That is why I was asking, Riddy used his full round to influence last round, if he steps out now, he would be staggered.. and get a move or standard.
Still awaiting Fetch's interaction in his mindscape, his full round interaction could technically have taken place the last round. It initially looked like he moved into the space rather than 5 foot step, though. Loxx which square do you want him to be?
Hassam and Ru took standards last turn so they will use their full round actions to influence on this turn. Still need Hassam's
Loxx
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I didn't realize the bodies remained behind. I probably would have had Fetch flee rather than try to enter a mindscape if it wasn't going to get him out of the line of fire.
Honestly if Loxx is able to act again, which probably isn't going to happen, I'm probably just going to try to run too. This is just over the top hard. Honestly I'm regretting signing up for this. I've avoided Bonekeep and Waking Rune for a reason. Had I realized this was going to be that level of difficult, I would have avoided it too. It's just not the type of game I enjoy. I was completely useless in the investigation portion and now will probably die here without actually doing much. If the table wipes I may very well be faced with either severely gimping this PC until I can recover the lost resources by having to sell most of his gear or leaving him permanently dead.
| Cirri's Familiar |
Riddywhipple doesn't know about the cloud, yet. Cirri could use her Familiar Empathy to impart great danger! But also the greater good is kicking in here: Dhiara and the other sages will become Taharl's pawns, just like the paladin did. Cirri and Riddy are willing to die to prevent this...which they probably will once she fails a Reflex Save against a fireball or flaming sphere.
Gust of Wind should disperse the Poisonous Cloud in 1 round, so the cloud will be neutralized right before Cirri's next turn. It doesn't "Roll Away at 10 ft per round", it is effectively dispelled. If that's not how the spell works then I need to redo my entire round.
So thanks for trying to save Riddywhipple here, but he's not going to leave Dhiara to a fate worst than death. Either he made the skill check (very unlikely thanks to the 2 and 1) or he dies.
GM Erich
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Loxx, I don't have a problem with Fetch getting out of the way now (even mechanically, he could have just moved over to the gem, free action'd in, looked around, and free action'd out last turn) So he could have taken another move action to exit stage left.
I know the daze is a horrible condition for a player, I hate them too, but I have to follow her tactics and that was the first two spells mentioned. Sickly is probably her new target now.
We have a nice looking crit on one of the divs, Ruprecht rolled well in his mindscape and Hassam might too. If you can free two sages and kill a div, momentum shifts in the battle.
@Cirri The cloud will move 10' on Tahari's turn and get everyone in it at that time. Then dissipate at the start of yours.
Hassam al-Rashid
|
With Torch being less than cooperarive Hassam steps back into reality, taking a moment to maintain his speach.
The he calls deep into his reserves and gains a mythic moment, activating mythic arcane strike and adding bane ecil outsiders to his weapon for a minute
He then starts his assault on the pink sive before stepping to the side and assaulting purple.
spear: 1d20 + 20 ⇒ (8) + 20 = 28
damage: 1d8 + 25 + 2d6 ⇒ (1) + 25 + (1, 6) = 33
haste: 1d20 + 20 ⇒ (2) + 20 = 22
damage: 1d8 + 25 + 2d6 ⇒ (7) + 25 + (4, 1) = 37
iterarive: 1d20 + 15 ⇒ (17) + 15 = 32
damage: 1d8 + 25 + 2d6 ⇒ (4) + 25 + (3, 2) = 34
sgould be overcoming all dr due to +5 weapon. Also typing on phone sucks.
| Cirri's Familiar |
Question: Does Riddywhipple (a) know that he failed, and (b) knows which skills he needs to apply? I could explain that he steps out of the cloud, mentions Dharia needs a lecture, and then fly away from the deadly cloud.
GM Erich
|
a. The sage did not jump up and follow after prompting, so yes, Riddy knew he failed, at least after those attempts. b. The likely skills needed are evident from the brief interaction. Although realize it is probably a stranger situation than that, as the perceived time it takes to interact with someone in the mindscape could feel like seconds, or minutes, or even hours (even though it is taking ~6 seconds in real time) and you realize you are interacting with someone in a dreamlike state, and you know heated combat is occuring just outside the mindscape, and you yourself might be dying at this very moment, there is just no tangible evidence other than the possibility of it happening.
If Riddy leaves after his first set of interactions, he will have a staggered action left this round.
I will update the turn later this afternoon
| Cirri's Familiar |
Riddy knows it is hopeless. "If you will not listen to me, maybe someone else can save you." He turns and leaves the dreamscape.
And begins coughing as he suddenly feels very weak. "This gas is terrible! Dhaira is lost in meditation. Someone needs to talk to her, and quickly!" He coughs. "I'm sorry Cirri, I need to get out of here." He flies perpendicular away from the could, clearly exhausted.
Dharia needs to be snapped out of her obsession with either combat maneuver checks or Knowledge (history or religion) or Perform (oratory) checks. Or just straight up damage to the monsters in her vision. Make three checks using any of those you want to (can be the same skill). Bonuses for good-roleplay.
GM Erich
|
So many moving parts, I missed something.
As the destroyed paladin fades away, a ghostly voice fills the room. "May my weapon strike the final blow against the Necromancer..."
Since I missed that maybe important tidbit, I will let Sickly kick the flail (white line) across the ground to where he ended up as a free action. Or he could leave it in the spot where the paladin fell.
Going to have Fetch run and hide after his mindscape view.
Fetch scatters away from the onrushing cloud, and Riddywhipple bursts through the top of the cloud and up and over the staircase to relative safety, although he senses the horrible latent images that fill the area now and is sickened.
"What are you doing elf?" Tahonikepsu yells, barely stifling a laugh. "If you want to help actually me, fly over there and get those scrolls from that group of children, before they muss the writing." As he begins to do just that, Tahonikepsu bolts up suddenly. "Wait, elf, we have more important a task, don't we? The Order of the Jeweled Sages is under attack!"
With that, the mindscape begins to fade to grey and the two of you reclaim your bodies deep in the heat of battle.
-----------------
The white light circling Tahari's head dims.
The div closest to Hassam disappears with a blink.
cast defensive: 1d20 + 19 ⇒ (20) + 19 = 39
Hassam rejoins the fray and lashes out of the fog at the remaining div with two well-placed strikes. He realizes as the awful images flash through his mind that the place is now filled with evil. sickened
Sickly moves up through the poisonous haze and finishes her off with a single crushing blow.
Tahari Screams. "Kill that dwarf, sage! He slayed the paladin like he was a mere commoner!"
"Of course." Amenopheus hesitantly detonates another fireball somewhere into the cloud, hoping to scorch the dwarf.
DC 19 reflex save from Cirri, Sickly and Hassam or take 35 fire damage each
The foul cloud then drifts away from them and Cirri, Hassam, and Sickly are exposed.
drift: 1d2 ⇒ 2 CON damage: 1d4 ⇒ 3
The flaming sphere slide across the ritual field to Sickly and engulfs him.
DC 20 reflex or take fire damage: 3d6 ⇒ (3, 5, 3) = 11 and be dazed two rounds
Tahari looks at the alchemist who tried to burn her and attempts to enter straight into his body.
Need a Will save from Ruprecht, do it before you give me your next turn actions. It might make a difference...
--------------
The caustic cloud finally disperses and Cirri will be the first to act.
Round 2 and 3 - Full Round (bold may act) - Inspire Courage and Flag Bearer are up!
Cirri (Haste, Heroism, 3 negative levels, sickened, -2 CON) -18 hp <Need Reflex Save>
Tahonikepsu, the Diamond Sage (-2 CON) -27 hp
Fetch (Diseased, Longstrider, sickened) -10 hp
----------------------------
Ruprecht (Haste, Barkskin, Heroism, 1 negative level, Ward) -10 hp <Need Will Save>
Div <purple>
Hassam (Haste, Heroism, 2 negative levels, sickened, -4 CON) -26 hp <Need Reflex Save>
Riddywhipple (Diseased, Heroism, 2 negative levels, sickened, -4 CON) -26 hp
Loxx (DR/2, Haste, Heroism, Deadeye's Lore, sickened, dazed, -2 CON) - 45 hp
Dhiara, the Topaz Sage (inert, -3 CON) -34 hp
Grandmaster Torch, the Emerald Sage (inert, -3 CON) -51 hp
Sinohotep, the Amethyst Sage (inert) -27 hp
Sickly (DR/3, Haste, Heroism, sickened, -2 CON) -18 hp <Need two Reflex Saves>
Div <pink> -154 hp DESTROYED
Amenopheus, the Sapphire Sage <red!> (staggered) -10 hp
Tahari <red>
Cirri Merryweather
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| 1 person marked this as a favorite. |
Reflex Save vs DC 19: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
As predicted, fireball to the face.
Cirri is engulfed by the flames before she can do anything. She falls face first and drops her staff.
Stabilization Check: 1d20 + 1 - 3 + 2 ⇒ (8) + 1 - 3 + 2 = 8 Cirri bleeds out on the ground.
Ruprecht: The Ward I placed gives you a +3 Resistance Bonus on Saving Throws. Don't forget it!
Ruprecht Antillious
|
Will 1d20 + 9 + 3 ⇒ (13) + 9 + 3 = 25 plus 2 versus enchantment, plus 1 versus fear and confusion.
Does the now freed diamond sage get an action this round?
GM Erich
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@Ruprecht, you are free to do your actions this round and Tahonikepsu will act before you.
Ruprecht Antillious
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With two diagonal steps, Ru gets to the Topaz mage and enters into her jewel.
GM Erich
|
@Ruprecht Do you want to withdraw and avoid an AOO from Tahari? It will then take a full round to interact with Dhiara next round. Or you could try acrobatics.
Or you can move normally and start the full-round interaction this round, thus finishing it next round as another standard with a move action left over (if you are successful in there)..
Ruprecht Antillious
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Ill choose the second option as I think that will let me avoid the AoO anyway. If not, here’s an Acrobatics check.
Acrobatics 1d20 + 13 ⇒ (8) + 13 = 21
Sickly
|
| 1 person marked this as a favorite. |
Too much to hope Amenopheus would guess wrong on where Sickly was =)
Also am glad Ru made that save!
Reflex vs fireball, sickened: 1d20 + 10 + 5 - 2 ⇒ (17) + 10 + 5 - 2 = 30
Reflex vs flaming sphere, sickened: 1d20 + 10 + 5 - 2 ⇒ (9) + 10 + 5 - 2 = 22
As the toxic cloud finally moves past and clears away, you all realize that Sickly looks a complete mess. The entire left side of his face has puffed up and is covered in boils, while the right side has gone all red and flaky, as if the skin is peeling off. Both eyes look like they've swollen shut, though judging by the way he suddenly dodges the incoming flaming sphere, and rolls to try to avoid the fireball, he can obviously see well enough.
He gives a mournful wail as Cirri succumbs to the flames and collapses to the ground, and the ghost of Tahari moves in on Ruprecht.
Without hesitation, he steps forward, bringing his hammer down on Tahari herself!
"I said leave us alone!" He cries angrily, though the force of the words are diminished as it comes out more a croak and a cough, his already weak lungs only further damaged by the poisonous vapors!
5' Step. Swift action to activate one of three uses of the 'Worthy Foe (bones)' boon (off of the Tome of Righteous Repose chronicle), to add +2 to attack/damage and AC vs Tahari for one round.
Is a magic weapon, but no ghost touch, so will be half damage across the board. But I have no one else to swing at!
primary vs Tahari, sickened, boon: 1d20 + 19 - 2 + 2 ⇒ (17) + 19 - 2 + 2 = 36, for 2d6 + 25 - 2 + 2 ⇒ (1, 5) + 25 - 2 + 2 = 31
iterative vs Tahari, sickened, boon: 1d20 + 14 - 2 + 2 ⇒ (20) + 14 - 2 + 2 = 34, for 2d6 + 25 - 2 + 2 ⇒ (1, 2) + 25 - 2 + 2 = 28
haste vs Tahari, sickened, boon: 1d20 + 19 - 2 + 2 ⇒ (9) + 19 - 2 + 2 = 28, for 2d6 + 25 - 2 + 2 ⇒ (1, 2) + 25 - 2 + 2 = 28
His breathing is coming in gasping wheezes.
GM Erich
|
Tahonikepsu regains her senses and realizes the carnage in front of her. In an instant she grows into a huge violet dragon, stomps across the battlefield, raises her sharp claw high above her shoulder and roars. "Just try and cast another spell Amenopheus!" Readied action to strike if the Sapphire Sage is a fool.
Cirri Merryweather
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Forgot the Fort Save against the poisonous cloud.
Fort Save, Heroism, Sickened: 1d20 + 9 + 2 - 2 - 3 ⇒ (5) + 9 + 2 - 2 - 3 = 11
Aaaaand that's a wrap. Good luck, guys.
Cirri's body convulses as the flames and the cloud overtake her.
GM Erich
|
Cloud (yellow) moved before your turn, Cirri. No fort save needed.
Cirri Merryweather
|
Oh goody! I'll gladly retcon that Con failure, then.
Hassam al-Rashid
|
fort save: 1d20 + 10 - 2 + 2 ⇒ (5) + 10 - 2 + 2 = 15
Hassam fails his save, getting severly burnt, but not quite enough to take him down.
fort save: 1d20 + 4 + 2 - 2 ⇒ (4) + 4 + 2 - 2 = 8
fort save coin reroll: 1d20 + 4 + 2 - 2 + 5 ⇒ (13) + 4 + 2 - 2 + 5 = 22
My math shows me at 4/49 with the 2 negative levels and 5 con damage.
Hassam then draws and drinks his potion of cure serious wounds.
CSW: 3d8 + 5 ⇒ (8, 7, 1) + 5 = 21
taking a moment to should in defiance as he chucks the potion to the side.
maintaining bard song.
Sickly
|
Hassam, you had to make a single Reflex save vs the fireball... not two con saves. =)
I think you got confused the same as Cirri about the GM's use of the word 'exposed'. He meant we could now be seen, as the fog moved off of us.... not that we were exposed to said fog =)
Hassam al-Rashid
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That first is a reflex, just mislabeled the roll. TY. Oh, that exposed makes much more sense. So only 4 con damage, still a failed save on the reflex and will draw and drink the potion.
GM Erich
|
Cirri slumps unceremoniously to the ground at Tahari's feet.
Ruprecht races over and joins into Dhiara's mindscape.
Without breaking her meditation, she responds. "What is the point of action against the unstoppable flow of time? We will all be dust soon. Better to meet one's fate without unnecessary turmoil."
She needs to be snapped out of her obsession with either combat maneuver checks or Knowledge (history or religion) or Perform (oratory) checks. Or just straight up damage to the monsters in her vision.
Make three checks using any of those you want to (can be the same skill). Bonuses for good-roleplay.
This interaction will take the rest of this turn and a standard action next turn.
-----------------------
You spot the div on the balcony above, acting strangely.
Hassam downs a potion. Loxx's haze finally subsides and he contemplates what to do. Sickly rips into the ghost without hesitation, tearing into her ethereal being to her surprise.
"What are you waiting for you fool? Kill this dwarf!" She screams.
Amenopheus stares at the dragon's claw as he blindly obeys. Tahonikepsu rips across his chest with a mighty blow and a fizzling lightning bolt flies wildly into the air.
Realizing her mistake at getting too close, Tahari shoots straight up in the air. Tahionikepsu instinctively claws her with a backhand. AOO from Sickly as well When she reaches a height above the battlefield she points down at Sickly and casts. Fortitude save
Added balcony heights on the map and the negative level hp damage to totals below to remove any confusion. Or create more. Hopefully, not.
Round 3 and 4 - Full Round (bold may act) - Inspire Courage and Flag Bearer are up!
Cirri (Haste, Heroism, 3 negative levels, sickened, -2 CON, dying) -69 hp
Fetch (Diseased, Longstrider, sickened) -10 hp
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Ruprecht (Haste, Barkskin, Heroism, 1 negative level, Ward) -15 hp
Div <purple>
Hassam (Haste, Heroism, 2 negative levels, sickened, -4 CON) -50 hp
Riddywhipple (Diseased, Heroism, 2 negative levels, sickened, -4 CON) -36 hp
Loxx (DR/2, Haste, Heroism, Deadeye's Lore, sickened, -2 CON) - 45 hp
Dhiara, the Topaz Sage (inert, -3 CON) -34 hp
Grandmaster Torch, the Emerald Sage (inert, -3 CON) -51 hp
Sinuhotep, the Amethyst Sage (inert) -27 hp
Sickly (DR/3, Haste, Heroism, sickened, -2 CON) -35 hp <need fortitude save>
Tahonikepsu, the Diamond Sage (-2 CON) -27 hp
Amenopheus, the Sapphire Sage <red> (staggered) -28 hp
Tahari <red> (30 feet high) -52 hp
Cirri Merryweather
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Stabilization Check, Negative Levels: 1d20 - 3 - 2 + 2 - 1 + 1 - 10 ⇒ (15) - 3 - 2 + 2 - 1 + 1 - 10 = 2
In the back of Cirri's mind, she hears seagulls chirping, and the waves of the ocean crash against the shore.
Sickly
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GM, Sickly has fire resistance 2... so the fireball damage last round would be reduced by 2. Not much, but would kick myself if it became relevant later and I forgot to point it out.
OK, I think I have this sorted out, for a proper dramatic moment. Hopefully someone else can help Cirri.
As the ghost drifts up and away, Sickly angrily swats at her with his hammer!
AoO: 1d20 + 19 ⇒ (11) + 19 = 30, for 2d6 + 25 ⇒ (3, 1) + 25 = 29 damage.
His swollen bleary vision follows her upwards in time to see her pointing his way... and suddenly his lungs, struggling to breath already, close up completely, and he finds himself unable to breath at all, her evil magic attempting to finish what nature had already started!
Fort save: 1d20 + 11 + 5 - 2 ⇒ (20) + 11 + 5 - 2 = 34
One trembling hand suddenly starts scrabbling at his wrist, and the strange metal tube he had earlier pops into his hand.
swift action: retrieve the medlance
Without hesitation, he lifts it high, then jams it down right into the center of his chest!
move action, use said medlance to activate potion of enlarge person he poured in there before we started the ritual.
There is a brief delay, then suddenly his head is thrown back, his mouth opens wide, and he sucks in a long ragged gasp of breath. The small tube tumbles forgotten to the floor at his feet. His form starts to shift and grow, and he exhales the same desperate breath just taken, in a long mournful wail. By the time he stops changing, there is a giant, ten foot tall version of the dwarf who was standing there only moments before. Blood flows freely from both nostrils, and the spittle coming out from his coughing and ragged breaths, is quite clearly laced with red. Even though he can breath, it is obvious his airways are far from clear, as he continues to struggle for each precious lungful of air.
This will cause him to grow into the flaming sphere's square unfortunately... Reflex: 1d20 + 10 + 5 - 2 ⇒ (7) + 10 + 5 - 2 = 20
I'd like to grow into the space where Ruprecht is, so am hoping he can do his jewel thing in one round and move 5' before Sickly's turn comes up... otherwise, if he's immobile, I'm assuming I can bump him over 5' as I grow! If I can't... I think I come up 3' short via pythagorus to reach the div at the end of this
Drew a yellow template to show the outer limits of his reach, at present... though goes 30' up as well.
The giant-sized dwarf's mouth opens in an angry scream, but nothing comes out but a hoarse croak, as he brings his hammer to bear. Even thirty feet up, Tahari suddenly finds herself within his reach again, as his weapon grew along with the rest of him! She will suddenly finds that same enlarged weapon, smashing towards her once more!
Melee vs Tahari: 1d20 + 17 ⇒ (19) + 17 = 36, for 4d6 + 25 ⇒ (6, 6, 1, 5) + 25 = 43
As his hammer swings around, he also sees the div, in the middle of activating some demonic magic of its own from the ledge behind him! His anger seems to amplify, the long angry croak continuing.
It's still casting, so would provoke from Sickly... yes?
The hammer continues its arcing swing, coming around towards the div as well.
AoO on div: 1d20 + 17 ⇒ (13) + 17 = 30, for 4d6 + 25 ⇒ (6, 2, 2, 1) + 25 = 36 (minus DR)
He still has a 5' step available, and will take it, depending on how all this works out.
I think I calculated all this right... but not sure =)
Hassam al-Rashid
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Hassam pops a wand of cure light wounds out of his spring loaded wrist sheath before stepping over to Cirri and practically dropping the wand on the magus.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Hassam then pulls out another potion from his bag, all while shouting more encouragement.
continuing to inspire.
Ruprecht Antillious
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Mindscape interaction:
Know. Religion 1d20 + 13 - 1 + 2 ⇒ (1) + 13 - 1 + 2 = 15
”You must have heard about Iomedae defeating the witch coven in eleder. Everyone knows how evil witches are...she freed the whole city from their tyranny. And she was only one!”
Know. Religion 1d20 + 13 - 1 + 2 ⇒ (20) + 13 - 1 + 2 = 34
”And how about that wild Cayden character. Anyone who could drink like that deserves a bit of recognition, don’t you agree? He was a regular person like you and I that passed the test of the Starstone!”
Know. Religion 1d20 + 13 - 1 + 2 ⇒ (7) + 13 - 1 + 2 = 21
”And how about that Desna?! She built the entirety of the heavens and she has fought Lamashtu and it’s followers at all times! And she’s not given up! Not for a second. We can get through this! And we need your help. That ghost has captured you and is trying to kill us all! Please wake up and help us now!”
Ruprecht Antillious
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Hope 20 is what I need. If not, hope I get a RP bonus, lol.
Loxx
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Loxx moves next to Cirri, drawing a wand, he taps himself with it, hoping she can hold on a little while longer.
Cure Light: 1d8 + 1 ⇒ (2) + 1 = 3