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Male dhampir bard (dirge bard) 6 (CL8) /Investigator (gravedigger) 2 | Bardic Perf 16/19; Inspiration 3/3 | HP: 51/51 | AC 18 T 13 FF 16 | CMB: +5, CMD: 18 | F: +4, R: +11, W: +9 (+4 vs fear, energy drain, death & necromantic effects) | Init: +4 | Perc: +5 (darkvision), SM: +4 | Speed 30 | Mwk Scythe +7 (2d4+1/x4), silver lt. mace +6 (1d6+1), +1 darkwd comp shortbow +8 (1d6+2/x3) | Spells (bard): 2nd, 4/4; 1st, 6/6; 0, ∞/6 | Spells (Inv): 1st, Shield, (2 open) | *Active: None

Hang on, Silas! Depending on answers to questions in my last post:

If the creature did maintain the grapple to poison Silas:
Niculaie sees Silas begin to freeze and the golem's poison take effect. He shouts, "Fight it, Mr. Womarsh!" and the stricken fighter feels arcane energy wash over him.

Niculaie casts Gallant Inspiration (immediate action): This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds.


Female Human Wiz/8 | AC 17* T 16* FF 16* | HP 42/42 | F +4 R +4 W +8 | Init +7| Perc +1|Sense Motive +1

Come on, dice module! We could use some help about now....

Number summoned: 1d3 + 1 ⇒ (3) + 1 = 4

Yes! (Incidentally, the +1 on the roll is from Pontia's Superior Summoning feat.) She's casting summon monster iv to get 1d3 lantern archons. Because of her Augment Summoning feat, they each have 17 HP instead of 13 HP.

Pontia completes her spell, beckoning towards the stormy heavens. In response, cutting through the rumble of thunder comes the chiming of bells, echoing as from a great distance but growing in volume. As the music reaches a crescendo four glowing lights appear, floating in the air over the trap door. The wizard calls out to the creatures in a language that harmonizes with the echoing bells.

Celestial:
"My thanks for your aid! Now strike down that creature that threatens us!"

A fusillade of light rays spear down from the quartet into the aberrant golem.

Light ray vs. touch AC: 1d20 + 3 ⇒ (10) + 3 = 13
Light ray vs. touch AC: 1d20 + 3 ⇒ (16) + 3 = 19
Light ray vs. touch AC: 1d20 + 3 ⇒ (11) + 3 = 14
Light ray vs. touch AC: 1d20 + 3 ⇒ (3) + 3 = 6
Light ray vs. touch AC: 1d20 + 3 ⇒ (4) + 3 = 7
Light ray vs. touch AC: 1d20 + 3 ⇒ (13) + 3 = 16
Light ray vs. touch AC: 1d20 + 3 ⇒ (8) + 3 = 11
Light ray vs. touch AC: 1d20 + 3 ⇒ (4) + 3 = 7

Not sure what its touch AC is; each attack that hits does 1d6 that ignores any damage resistance. GM F, can you roll that?

Then the wizard begins another lengthy chant.


female Human Rogue/Inquisitor (4/4)-AC 20 T 15 FF 16 HP 59/59 -Ini+5-BaB+6 (+8 ranged) CMB +6 CMD 19- Fort +8 Ref+9 Will+8 -Per+13 Move 30

My total AC is 23 (20 base+Haste+2 Shield of faith, so eveything should hit...Not sure if you counted the Prayer malus to the creature since the start of the fight (-1 to hit and damage, not sure if that means total damage or -1 for each die). The second attack should miss (23 to hit -1), so that would be 24 less damage


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

Light Ray Damage: 8d6 + 24 ⇒ (1, 2, 6, 3, 5, 1, 4, 6) + 24 = 52

With Vivian and Silas both clutched in tentacles, the monster continues it's tirade - and then screams in pain as beams o flight from every direction start burning it's reused flesh!

Round 3: (Bold may act)
Lightning Crash
Sophie (10 dmg, spiritual weapon)
Niculaie (9 or 4 dmg; Shield +4 AC until round 12)
The Aberrant Promethean (60 dmg - maybe 1/2 way there?)
Silas (59 dmg, grappled, Bloodrage until round 8)
Pontia
Vivian (42 dmg, grappled, pending DC 17 Fort save vs poison)
Tara

The Lepstadt Beast arrives on Round 5.
An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
Prayer. Allies: +1 luck bonus on attack, weapon damage, saves and skill checks. Enemies -1 luck bonus on attack, weapon damage, saves and skill checks.
Haste and Blessing of Fevor are in effect:

Haste:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Blessing of Fervor:

For each round of duration an ally can choose one of the following bonuses at the BEGINNING of their turn
-Increase Speed up by 30 feet
-Stand up as a swift action without provoking an attack of opportunity
-Make one extra attack as part of a full attack action, using its highest base attack bonus. (Note this does not stack with haste)
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and reflex saves (Also does not stack with haste)
-Cast as single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell


Male dhampir bard (dirge bard) 6 (CL8) /Investigator (gravedigger) 2 | Bardic Perf 16/19; Inspiration 3/3 | HP: 51/51 | AC 18 T 13 FF 16 | CMB: +5, CMD: 18 | F: +4, R: +11, W: +9 (+4 vs fear, energy drain, death & necromantic effects) | Init: +4 | Perc: +5 (darkvision), SM: +4 | Speed 30 | Mwk Scythe +7 (2d4+1/x4), silver lt. mace +6 (1d6+1), +1 darkwd comp shortbow +8 (1d6+2/x3) | Spells (bard): 2nd, 4/4; 1st, 6/6; 0, ∞/6 | Spells (Inv): 1st, Shield, (2 open) | *Active: None

Knowledge (arcana), Prayer, Inspiration: 1d20 + 14 + 1 + 1d6 ⇒ (16) + 14 + 1 + (5) = 36

For whenever it's appropriate, what can Niculaie deduce know that he can see the monster?


female Human Rogue/Inquisitor (4/4)-AC 20 T 15 FF 16 HP 59/59 -Ini+5-BaB+6 (+8 ranged) CMB +6 CMD 19- Fort +8 Ref+9 Will+8 -Per+13 Move 30

Fort save, Prayer bonus: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12

Vivian doesn't feel so well after the devastating, lashing blows. And the constriction. And something making her pretty readhead dizzy (well, dizzier after all that).

Agile and quick both in mind and body, she desperatly tries to escape the creature's tentacles

Escape grapple CMD, Prayer bonus: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24

In a frantic, if slightly humurous speech, she pleads for her life

Mind your tentacles!I'm an honest young woman! We're in public! What would my mother say? What would YOUR mother say?

When the summoned creatures starts to shoots beams of light at their foe, and its rotting flesh starts to burn, Vivian tries to cheer them up

Nice shots! Do it again!


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

In my Status bar, click Knowledge to get a list and also see what knowledges work against which creature types. For each 5 over the CR, you get a new area. In this case, the aberration is CR11, meaning you get 5 areas (not bad!). Let me know which you want, and I will rain some knowledge goodness down on you!

Vivian fails her save, so she does find herself paralyzed.


Male dhampir bard (dirge bard) 6 (CL8) /Investigator (gravedigger) 2 | Bardic Perf 16/19; Inspiration 3/3 | HP: 51/51 | AC 18 T 13 FF 16 | CMB: +5, CMD: 18 | F: +4, R: +11, W: +9 (+4 vs fear, energy drain, death & necromantic effects) | Init: +4 | Perc: +5 (darkvision), SM: +4 | Speed 30 | Mwk Scythe +7 (2d4+1/x4), silver lt. mace +6 (1d6+1), +1 darkwd comp shortbow +8 (1d6+2/x3) | Spells (bard): 2nd, 4/4; 1st, 6/6; 0, ∞/6 | Spells (Inv): 1st, Shield, (2 open) | *Active: None

@GM - For the knowledge check, please give me: Special Attacks, Special Defenses, Special Abilities, Saves (ranked), and Immunities. Also, how many tentacles does it have (that are visible, I guess)?

"But the crusaders fought on undaunted!" Niculaie ends his bardic performance with a flourish. Vivian feels a surge of energy, allowing her another attempt to fight off the poison.

As an immediate action, Nic casts Saving Finale, which is probably what I was thinking of earlier. "With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a Saving Throw, allowing the subject to immediately reroll the failed Saving Throw." Inspire Courage is off until Niculaie has a chance to start it again.


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

Niculaie:

Special Attacks
berserk, constrict (4d6+9), moan, paralytic tentacles, strangle, web (+12 ranged, DC 17, 14 hp)

Special Defenses
DR 10/adamantine;

Special Abilities
Moan (Ex) The Promethean can emit an infrasonic moan as a
standard action, with one of two effects.
Fear: All creatures in a 30-foot spread must make a DC 14 Will save or become panicked for 2 rounds.
Nausea: All creatures in a 30-foot cone must make a DC 14 Fortitude save or fall prone and be nauseated for 1d4+1 rounds.
A creature that successfully saves against the Promethean’s moans cannot be affected by that same moan effect for 24 hours. Save DCs are Charisma-based.
Paralytic Tentacles (Ex) The Promethean can transfer a grappled victim to its tentacles as a move action. The tentacles grapple with the same strength as its slam attacks but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 17 Fortitude save each round on the creature’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 2d4+9 points of damage each round.
Quickness (Su) The Promethean is supernaturally quick. It can take an extra move action during its turn each round.

Saves (ranked)
Will best, Fort & Reflex tied for 2nd

Immunities
Immune construct traits, magic

The number of tentacles is "several" let's say 10? Only the 2 larger ones seem relevant.


Male dhampir bard (dirge bard) 6 (CL8) /Investigator (gravedigger) 2 | Bardic Perf 16/19; Inspiration 3/3 | HP: 51/51 | AC 18 T 13 FF 16 | CMB: +5, CMD: 18 | F: +4, R: +11, W: +9 (+4 vs fear, energy drain, death & necromantic effects) | Init: +4 | Perc: +5 (darkvision), SM: +4 | Speed 30 | Mwk Scythe +7 (2d4+1/x4), silver lt. mace +6 (1d6+1), +1 darkwd comp shortbow +8 (1d6+2/x3) | Spells (bard): 2nd, 4/4; 1st, 6/6; 0, ∞/6 | Spells (Inv): 1st, Shield, (2 open) | *Active: None

Thanks (I think). With those two tentacles occupied, is its reach still 15'?


female Human Rogue/Inquisitor (4/4)-AC 20 T 15 FF 16 HP 59/59 -Ini+5-BaB+6 (+8 ranged) CMB +6 CMD 19- Fort +8 Ref+9 Will+8 -Per+13 Move 30

Saving finale, prayer bonus: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10

Whatever Niculaie has tried, Vivian's body stays limp


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Female Changeling Cleric of Pharasma 7 | AC 18 T 14 FF 15 | HP -4/45 | Fort + 5 Ref + 5 Will + 9 | Init + 6 | Perc + 5 | Channel: 5/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 19 CMB +7 | Hero Points: 2/2
Spells Cast:
Prayer, blessing of fervor

Watching as Vivian falls limp, Tara sees red "HEY LOBSTER CLAWS," she shouts out, pointing her holy symbol at the creature "leave my friends alone!" Rushing towards the ladder, Tara releases a burst of healing energy, causing the wounds on her allies to start to mend.

Channel Positive to heal: 4d6 ⇒ (4, 5, 6, 5) = 20
Know Arcana: 1d20 + 11 ⇒ (7) + 11 = 18
Move action to move to the ladder, Standard action to channel positive energy
Blessing of Fervor bonus: +2 Attack, AC, and Reflex

BY PHARSMA'S HOLY CIRCLE I ACTUALLY HAVE REMOVE PARALYSIS PREPARED!


Male Human Fighter 8 | HP 84/84 | AC 24 T 11 FF 24 | CMB +12, CMD 21 | F: +10, R: +2, W: +3; +2 vs. fear, +2 vs. emotion spells/effects | Init: +4 | Perc: +9

Sweet!!!!


Female Changeling Cleric of Pharasma 7 | AC 18 T 14 FF 15 | HP -4/45 | Fort + 5 Ref + 5 Will + 9 | Init + 6 | Perc + 5 | Channel: 5/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 19 CMB +7 | Hero Points: 2/2
Spells Cast:
Prayer, blessing of fervor

Can Tara make it down the ladder? She can move at 60 feet thanks to haste; I'm praying that the creature can only get one Attack of opportunity a round, but I might not be that lucky


Female Human Wiz/8 | AC 17* T 16* FF 16* | HP 42/42 | F +4 R +4 W +8 | Init +7| Perc +1|Sense Motive +1

Was there any lightning this round?


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

There was - it targeted Sophie, I believe. Tara can climb at 1/4 speed on the ladder, but that should not pose a problem, so yes, you can do it. Also, the creature does seem limited to 1 AoO per round.

Tara's healing does wonders for the team, as many wounds start to knit shut. She also recognizes the monster as an advanced variant flesh golem, meaning it is immune to magic and other normal construct immunity. You can ask for 1 specific area of information as well.

Pontia is up.


Female Human Wiz/8 | AC 17* T 16* FF 16* | HP 42/42 | F +4 R +4 W +8 | Init +7| Perc +1|Sense Motive +1

I'm a little mixed up; if this is the round that the archons appeared and attacked, Pontia already started another summoning.

ETA:

Before beginning her spell, the scholar tries to determine whether the creature shares a mormal flesh golem's response to fire.

Knowledge (Arcana) check: 1d20 + 18 ⇒ (9) + 18 = 27


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

You are right - I left you bolded by accident on the last post I made, and that was as far back as I was referencing...

Pontia:
This monster doesn't appear to be any more concerned about fire or flame than you are. You can ask for some additional information based on your roll, if you like.

Lightning Crashes into: 1d3 ⇒ 2 Sophie
Damage: 3d6 ⇒ (1, 1, 2) = 4
Sophie Reflex: 1d20 + 5 ⇒ (19) + 5 = 24

You hear the beast of Lepstadt howl as he comes closer.

Round 4: (Bold may act)
Lightning Crash
Sophie (2 dmg, spiritual weapon)
Niculaie (Shield +4 AC until round 12)

The Aberrant Promethean (60 dmg)
Silas (39 dmg, grappled, paralyzed, Bloodrage until round 8)
Pontia
Vivian (22 dmg, grappled, paralyzed)
Tara

The Lepstadt Beast arrives on Round 5.
An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
Prayer. Allies: +1 luck bonus on attack, weapon damage, saves and skill checks. Enemies -1 luck bonus on attack, weapon damage, saves and skill checks.
Haste and Blessing of Fevor are in effect:

Haste:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Blessing of Fervor:

For each round of duration an ally can choose one of the following bonuses at the BEGINNING of their turn
-Increase Speed up by 30 feet
-Stand up as a swift action without provoking an attack of opportunity
-Make one extra attack as part of a full attack action, using its highest base attack bonus. (Note this does not stack with haste)
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and reflex saves (Also does not stack with haste)
-Cast as single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell


Male dhampir bard (dirge bard) 6 (CL8) /Investigator (gravedigger) 2 | Bardic Perf 16/19; Inspiration 3/3 | HP: 51/51 | AC 18 T 13 FF 16 | CMB: +5, CMD: 18 | F: +4, R: +11, W: +9 (+4 vs fear, energy drain, death & necromantic effects) | Init: +4 | Perc: +5 (darkvision), SM: +4 | Speed 30 | Mwk Scythe +7 (2d4+1/x4), silver lt. mace +6 (1d6+1), +1 darkwd comp shortbow +8 (1d6+2/x3) | Spells (bard): 2nd, 4/4; 1st, 6/6; 0, ∞/6 | Spells (Inv): 1st, Shield, (2 open) | *Active: None

Just to confirm, I think the bonuses from Inspire Courage are still in effect for this round and the next due to Niculaie's Lingering Performance feat.

Niculaie takes the +2 bonus to AC and attacks from Blessing of Fervor this round.

Horrified about what he has seen of this creature, Niculaie calls out what he discovered. "This is much worse than I expected! Even beyond its poisonous, paralytic tentacles, speed, and general ill-tempered violence, it can cause fear in the bravest of opponents with a moan and throw webs like a giant spider. What madman created this monstrosity? And why?"

Guessing - or hoping - at Tara's intent, Niculaie pulls another square of butter-smeared paper from his pouch. "Mr. Womarsh, if you can free yourself from the monster's paralysis, this may help you escape its grasp."

Once again, Niculaie squeezes the butter between his fingers and calls out words of arcane power.

Niculaie casts [url=https://www.d20pfsrd.com/magic/all-spells/g/grease/]Grease, this time on Silas's armor. Niculaie casts defensively.

Casting defensively, DC 17: 1d20 + 11 ⇒ (5) + 11 = 16

With a final wave of his hand, Niculaie watches for an oily sheen to cover Silas's armor. It doesn’t appear. "Oh, bother!"


Peering through the broken shutters, Sophie directs the shimmering naginata to attack the raging monstrosity again.

Spiritual Weapon, BoF, Inspire Courage, Prayer, force damage: 1d20 + 5 + 2 + 2 + 1 ⇒ (13) + 5 + 2 + 2 + 1 = 231d8 + 2 ⇒ (3) + 2 = 5

She starts chanting in an ancient tongue, beginning to cast a spell.


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

The spiritual weapon passes through the creature without harming it.

Since both tentacled victims are paralyzed, keeping hold of them and squeezing proves no challenge to the beast.

Constrict, Silas: 2d4 + 9 ⇒ (2, 3) + 9 = 14
Constrict, Vivian: 2d4 + 9 ⇒ (2, 1) + 9 = 12

Turning its attention to Tara, it reaches out to grab her.

Slam Attack, prayer: 1d20 + 21 - 1 ⇒ (1) + 21 - 1 = 21
Damage: 4d6 + 9 - 1 ⇒ (1, 6, 5, 1) + 9 - 1 = 21

Slam Attack, prayer: 1d20 + 21 - 1 ⇒ (6) + 21 - 1 = 26
Damage: 4d6 + 9 - 1 ⇒ (6, 6, 4, 4) + 9 - 1 = 28

Grab Attack: 1d20 + 21 - 1 ⇒ (14) + 21 - 1 = 34

Transferring her to another tentacle, she is also subjected to the paralitic poison. Please make a Fort DC 17 save vs poison.

Round 4: (Bold may act)
Lightning Crash
Sophie (2 dmg, spiritual weapon)
Niculaie (Shield +4 AC until round 12)
The Aberrant Promethean (60 dmg)
Silas (53 dmg, grappled, paralyzed, Bloodrage until round 8)
Pontia
Vivian (34 dmg, grappled, paralyzed)
Tara (49 dmg, grappled, )

The Lepstadt Beast arrives on Round 5.
An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
Prayer. Allies: +1 luck bonus on attack, weapon damage, saves and skill checks. Enemies -1 luck bonus on attack, weapon damage, saves and skill checks.
Haste and Blessing of Fevor are in effect:

Haste:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Blessing of Fervor:

For each round of duration an ally can choose one of the following bonuses at the BEGINNING of their turn
-Increase Speed up by 30 feet
-Stand up as a swift action without provoking an attack of opportunity
-Make one extra attack as part of a full attack action, using its highest base attack bonus. (Note this does not stack with haste)
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and reflex saves (Also does not stack with haste)
-Cast as single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell


Male Human Fighter 8 | HP 84/84 | AC 24 T 11 FF 24 | CMB +12, CMD 21 | F: +10, R: +2, W: +3; +2 vs. fear, +2 vs. emotion spells/effects | Init: +4 | Perc: +9

Any chance of shaking off the paralysis?


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

Unfortunately no - it just says it lasts 6 rounds. In this fight, that is a very long time! Good news is that it seems it can only affect you once.


Male Human Fighter 8 | HP 84/84 | AC 24 T 11 FF 24 | CMB +12, CMD 21 | F: +10, R: +2, W: +3; +2 vs. fear, +2 vs. emotion spells/effects | Init: +4 | Perc: +9

Yeah, sure that is ... um ... good news. So if Silas manages to survive another 5 rounds like this, it can't do it to him again. Or to his corpse, at least. :) :)


Female Changeling Cleric of Pharasma 7 | AC 18 T 14 FF 15 | HP -4/45 | Fort + 5 Ref + 5 Will + 9 | Init + 6 | Perc + 5 | Channel: 5/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 19 CMB +7 | Hero Points: 2/2
Spells Cast:
Prayer, blessing of fervor

Does this monster have grabbing master feat? Also, I am presuming this is using rules similar to a chuul which I think can only have one monster in its tentacles at a time? Also, since you are most likely going to TPK us, you still need to make CMB checks, because Natural 1s are still automatic failures on Silas and Vivian.

Fortitude: 1d20 + 5 ⇒ (6) + 5 = 11 OH FFS OF COURSE IT DOESN'T MAKE IT. Also, even if Tara passed the fort save, she's unconscious.


Female Human Wiz/8 | AC 17* T 16* FF 16* | HP 42/42 | F +4 R +4 W +8 | Init +7| Perc +1|Sense Motive +1

This isn't going to be a TPK; Saban is pretty tough, we have the lantern archons for another nine rounds, and Pontia still has a dimension door spell prepared for her escape if the promethean golem reaches the roof ;-).

Pontia completes her spell, and another lantern archon appears in the air. This one darts down next to Niculae and sends divine magic coursing into the tiefling.

Casting aid; +1 morale bonus to hit once the inspire courage wears off, plus 1d8 + 3 ⇒ (7) + 3 = 10 temporary HP.

The other celestial spirits release another wave of brilliant light into the terrible foe.

Light ray ranged touch attack, including inspire: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Light ray ranged touch attack, including inspire: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Light ray ranged touch attack, including inspire: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Light ray ranged touch attack, including inspire: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Light ray ranged touch attack, including inspire: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Light ray ranged touch attack, including inspire: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Light ray ranged touch attack, including inspire: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Light ray ranged touch attack, including inspire: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13

Seven of the beams strike home. Realizing that Saban has almost arrived, Pontia calls on her arcane skills to armor the creature against the promethean's attacks.

Total damage, including inspiration: 7d6 + 14 ⇒ (1, 4, 5, 1, 6, 3, 3) + 14 = 37


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

@Tara - yes, I did actually roll CMBs and then didn't post them because I didn't figure I needed to with both paralyzed. Neither was a nat 1, however. I'll go ahead an post them next round. Regarding the chuul, it reads the same way, although many other features of the two monsters do differ. For instance, this guy gets an extra move action each round, which I assume is for this reason.

Vivian - whatcha got? Anbd the beast is coming in next round (right after Viv unless she has a way to help any of the tentacled ones). Who is controlling the Beast?


Female Human Wiz/8 | AC 17* T 16* FF 16* | HP 42/42 | F +4 R +4 W +8 | Init +7| Perc +1|Sense Motive +1

Pontia is controlling the Beast, unless he gets badly injured and we need to put it divine caster on it.


Male dhampir bard (dirge bard) 6 (CL8) /Investigator (gravedigger) 2 | Bardic Perf 16/19; Inspiration 3/3 | HP: 51/51 | AC 18 T 13 FF 16 | CMB: +5, CMD: 18 | F: +4, R: +11, W: +9 (+4 vs fear, energy drain, death & necromantic effects) | Init: +4 | Perc: +5 (darkvision), SM: +4 | Speed 30 | Mwk Scythe +7 (2d4+1/x4), silver lt. mace +6 (1d6+1), +1 darkwd comp shortbow +8 (1d6+2/x3) | Spells (bard): 2nd, 4/4; 1st, 6/6; 0, ∞/6 | Spells (Inv): 1st, Shield, (2 open) | *Active: None

As long as I'm botting Sophie, she is likely to stay on the roof as well, so she and Pontia can trade off as needed.


female Human Rogue/Inquisitor (4/4)-AC 20 T 15 FF 16 HP 59/59 -Ini+5-BaB+6 (+8 ranged) CMB +6 CMD 19- Fort +8 Ref+9 Will+8 -Per+13 Move 30

Being paralysed, there's not much I can do, only hum some Limp Biscuit songs. and looking good and sexy as the damsel in distress


Male Human Fighter 8 | HP 84/84 | AC 24 T 11 FF 24 | CMB +12, CMD 21 | F: +10, R: +2, W: +3; +2 vs. fear, +2 vs. emotion spells/effects | Init: +4 | Perc: +9

Silas, on the other hand, is not happy about playing the role of damsel in distress. Although, he does look sexy as well. ;)


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

Doh - I missed that everyone on initiative is paralyzed. So...

The door from below crashes open, and the Beast of Lepidstadt enters the room!

The Beast of Lepidstadt:

CR 13
XP 25,600
Flesh golem barbarian 6
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +4
Defense
AC 24, touch 6, flat-footed 24 (+6 armor, –1 Dex, +12 natural,
–2 rage, –1 size)
hp 118 (15 HD; 9d10+6d12+30)
Fort +8, Ref +4, Will +9
Defensive Abilities improved uncanny dodge, trap sense +2,
DR 5/adamantine; Immune construct traits, magic
Weaknesses open mind
Offense
Speed 40 ft.
Melee ogre hook +21/+16/+11 (2d8+10/×3) or
2 slams +21 (2d8+7 plus 1d6 electricity)
Ranged double crossbow +9 (2d6 and 2d6/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, rage (15 rounds/day), rage powers
(knockback, moment of clarity, renewed vigor [1d8+2 hp])
Tactics
During Combat If not under the control of the Bondslave
Thrall, the Beast rages and attacks the Aberrant Promethean
so that it can free Caromarc from his imprisonment.
Morale While under the control of the Bondslave Thrall or if
berserk, the Beast fights until destroyed. On its own, the
Beast flees from battle if reduced to fewer than 30 hit points.
Base Statistics When not raging, the Beast’s statistics are
AC 26, touch 8, flat-footed 26; Will +7; Melee ogre hook
+19/+14/+9 (2d8+7/×3) or 2 slams +19 (2d8+5 plus 1d6
electricity); Str 21; CMB 21 (+23 bull rush); Skills Intimidate
+14 (+18 against Medium or smaller creatures).
Statistics
Str 25, Dex 9, Con —, Int 7, Wis 11, Cha 12
Base Atk +15; CMB +23 (+25 bull rush); CMD 30
Feats Cleave, Exotic Weapon Proficiency (double crossbow),
Improved Bull Rush, Improved Iron Will, Intimidating
Prowess, Iron Will, Power Attack, Skill Focus (Stealth)
Skills Disguise +6, Intimidate +16 (+20 against Medium or smaller creatures), Perception +4, Stealth +13
Languages Common
SQ fast movement
Gear battered masterwork breastplate, Large double crossbow* with 20 bolts, Large ogre hook (see the Pathfinder Player Companion Adventurer’s Armory), boots of
the mire (see Pathfinder Adventure Path #3; wearer can move
with no cost to speed in swamps and leaves no tracks in
that terrain), cloak of elvenkind, shock amulet of mighty fists,
ragged and torn explorer’s outfit
Special Abilities
Open Mind (Ex) Unlike other constructs, the Beast is
susceptible to mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects).
Rage (Ex) The Beast does not gain a bonus to its Constitution
while in a rage, nor does it gain any extra hit points.
Likewise, it is not fatigued after rage.
* See Pathfinder RPG Advanced Player’s Guide.

Rules for Conrtolling the beast:

the Beast of Lepidstadt is 2d4 rounds away.
Up to four creatures can use the Bondslave Thrall at
one time, but only one character can control the Beast’s
action each round. If two or more characters each try to
exert their inf luence over the Beast in the same round,
they must make opposed Charisma checks, with the
highest result winning control for that round. As a full-
round action, a character using the Bondslave Thrall can
completely control the Beast’s actions, using its attacks,
feats, skills, and other abilities.
In addition, the mental link through the Bondslave Thrall
enables a controlling character to use her own abilities
to assist the Beast. While controlling the Beast, a combat
character (such as a fighter) can grant the use of one of
her feats to the Beast for 1 round. A character with sneak
attack (such as a rogue) can grant the Beast her sneak attack
ability for 1 round. An arcane caster can channel arcane
energy through the Bondslave Thrall to grant the Beast a
def lection bonus to its AC equal to the caster level of the
character for 1 round. A divine caster can likewise channel
divine energy through the Bondslave Thrall to grant the
Beast fast healing equal to the caster level of the character
for 1 round. A character can only grant these abilities to the
Beast while actively controlling the Beast, so the Beast can
only use one of these abilities per round.
If no character actively controls the Beast in a given
round, the Beast can act on its own (see Tactics above).

Lightning Crashes: 1d2 ⇒ 1 Pontia
Damage: 3d6 ⇒ (4, 6, 4) = 14 DC 16 Reflex Save for none, since you are touching the thrall

Round 5: (Bold may act)
Lightning Crash
Sophie (2 dmg, spiritual weapon)
Niculaie (Shield +4 AC until round 12)
Beast of Lepidstadt

The Aberrant Promethean (97 dmg)
Silas (53 dmg, grappled, paralyzed, Bloodrage until round 8)
Pontia
Vivian (34 dmg, grappled, paralyzed)
Tara (49 dmg, grappled, )


Female Human Wiz/8 | AC 17* T 16* FF 16* | HP 42/42 | F +4 R +4 W +8 | Init +7| Perc +1|Sense Motive +1

DC 16 Reflex save, including haste and prayer: 1d20 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10

Is there any chance that the lightning hits one of the archons instead? They're immune to electricity damage, but they're there.

Pontia convulses and moans in pain as the lightning seeks ground through her. Then she directs Saban to rage and attack the promethean.

Ogre hook attack: 1d20 + 21 ⇒ (17) + 21 = 38
Ogre hook damage: 2d8 + 10 ⇒ (8, 8) + 10 = 26

Saban's AC is currently 31.


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

Ah! Yes, I assume there is an equal chance for each.

Who?: 1d10 ⇒ 6 Yep - that's an archon! ignore the failed save.

Do any of the active conditions benefit the beast? Because you are soooo close... otherwise, Nic & Sophie are up.


Female Human Wiz/8 | AC 17* T 16* FF 16* | HP 42/42 | F +4 R +4 W +8 | Init +7| Perc +1|Sense Motive +1

I hadn't read the Beast's stats in detail...would you let me change retroactively to use his Power Attack feat?

ETA: that would be -4 to hit and +8 to damage.


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

The beast comes in and slams his weapon down, crushing the skull already weakened by the previous assault. The huge creature releases his victims, crosses its eyes, and then falls to the ground, lifeless.

Congrats! I believe everyone survived!


Holy cow!

Still hasted, Sophie drops the spell she had been casting and hustles down the ladder to get to Tara.

"Come on, girl! You aren't ready to meet your goddess yet!"

Sophie casts cure serious wounds on Tara.

CSW: 3d8 + 7 ⇒ (5, 6, 6) + 7 = 24


Male dhampir bard (dirge bard) 6 (CL8) /Investigator (gravedigger) 2 | Bardic Perf 16/19; Inspiration 3/3 | HP: 51/51 | AC 18 T 13 FF 16 | CMB: +5, CMD: 18 | F: +4, R: +11, W: +9 (+4 vs fear, energy drain, death & necromantic effects) | Init: +4 | Perc: +5 (darkvision), SM: +4 | Speed 30 | Mwk Scythe +7 (2d4+1/x4), silver lt. mace +6 (1d6+1), +1 darkwd comp shortbow +8 (1d6+2/x3) | Spells (bard): 2nd, 4/4; 1st, 6/6; 0, ∞/6 | Spells (Inv): 1st, Shield, (2 open) | *Active: None

Niculaie looks from the Aberrant Promethean to the enormous creature who arrived and staved in the monster's skull. As he speaks to the Beast of Leipstadt, the dhampir is proud to note that his voice hardly quavers at all.
"You must be Saban, I presume? We have heard a great deal about you. You must forgive Miss Deberth, Mr. Womarsh, and Miss Eliade -- they are somewhat indisposed, and Ms. Kundegard is tending to them. I am Niculaie Pavlencas. Miss Canario -- she is upstairs -- and I have recently joined forces with your friends here to uncover the mysteries of this castle. Speaking of which, the homunculus told us that the master of this fortress had been imprisoned somewhere nearby? Once the others have been revived, perhaps you could lead us to him?"


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

Count Alpon Caromarc is found sealed in a curiously cruel object—a misery idol. Appearing much like a fat doll, engraved with sewn lips and a representation of a man being crushed to death, the misery idol is an iron casket bound in adamantine, a terrible execution device that tightly grips the unfortunate person trapped within it and makes it impossible for its victim to move. The adamantine bindings kept the Promethean from attacking the idol, leaving Caromarc to slowly die of thirst and hunger. Trapped within the idol, and with his bombs, elixirs, extracts, and mutagens destroyed, Caromarc is nearing madness.

Saban quickly finds the torture device and starts tearing it apart, freeing Caromarc. "Thank you..." he mutters weakly.

There is no more danger here, so you are able to heal and rest completely now. You are also going to be leveling up at this point, so feel free to do so.

You also come across a wand of speak with dead (31 charges) that sits on a shelf next to the jar holding Caromac's dead wife.

"Please... please. Don't speak of my experiments outside these walls. You would ruin my reputation. I thank you for your kindness in defending my creation here," he says pointing to Saban. "But the Whispering Way... they must be stopped! They came here for the Seasage Effegy, although I know not why."

Caromarc’s homunculus Waxwood overheard the cultists talking in hushed tones about the Shudderwood, the dark forest to the south and east, and Caromarc suspects that they may be heading for Ascanor Lodge, since that is the only island of civility in its deadly depths. Caromarc directs the PCs to the Silent Path, an ancient hunting trail through the Shudderwood, now little more than a memory marked in places by strange bone fetishes. Caromarc often used the trail himself when he was younger and had more energy to seek out rare plants and toxins, accessing the old trail about a mile downstream from Schloss Caromarc. If the Whispering Way did go into the Shudderwood, that is most likely the path they took.

Caromac offers you 3000 gold and whatever you may have acquired here in his home as a thank you for rescuing him and the Beast, as well as the hope that you will let him rest and to his own devices.

This is the end of Book 2!


female Human Rogue/Inquisitor (4/4)-AC 20 T 15 FF 16 HP 59/59 -Ini+5-BaB+6 (+8 ranged) CMB +6 CMD 19- Fort +8 Ref+9 Will+8 -Per+13 Move 30

Vivian, now able to move again, uses her magic and mundane means of healing to take care of the now-freed Count.

Taking 20 in Healing and using some Lesser Restoration spells if needed

Nevertheless, the Pharasman has a shock when she sees the Count's wife, and interoggate him on his activities with the deceased, and demands him to hand everything he owns tied to necromancy, and will NOT go from the castle until the corpse of the dead wife is properly buried.


Male dhampir bard (dirge bard) 6 (CL8) /Investigator (gravedigger) 2 | Bardic Perf 16/19; Inspiration 3/3 | HP: 51/51 | AC 18 T 13 FF 16 | CMB: +5, CMD: 18 | F: +4, R: +11, W: +9 (+4 vs fear, energy drain, death & necromantic effects) | Init: +4 | Perc: +5 (darkvision), SM: +4 | Speed 30 | Mwk Scythe +7 (2d4+1/x4), silver lt. mace +6 (1d6+1), +1 darkwd comp shortbow +8 (1d6+2/x3) | Spells (bard): 2nd, 4/4; 1st, 6/6; 0, ∞/6 | Spells (Inv): 1st, Shield, (2 open) | *Active: None

"Thank you, Count Caromac. But what is the Seasage Effigy?"

Niculaie was not a member of the party when they learned of the apparent theft by the Beast of Leipstadt of the strange statuette. Does Caromac have any information beyond what the group learned from Dr. Croll back in town?


Male Human Fighter 8 | HP 84/84 | AC 24 T 11 FF 24 | CMB +12, CMD 21 | F: +10, R: +2, W: +3; +2 vs. fear, +2 vs. emotion spells/effects | Init: +4 | Perc: +9

After finally being released from the clutches of the promethean, Silas refrains from celebration and, once the conversation turns to necromancy, stays out of it completely.


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

The Count does not know more about the item.


Female Human Wiz/8 | AC 17* T 16* FF 16* | HP 42/42 | F +4 R +4 W +8 | Init +7| Perc +1|Sense Motive +1

In the aftermath of the fight, Pontia is initially satisfied (and maybe a little bit smug) about the effectiveness of her conjuration magic in defeating the promethean golem, but soon grows morose. As early as possible, she introduces herself to Saban and apologizes profusely for using the Bondslave Thrall to control him. "I would not have considered it, except that it was the only way I could bend my magic to your protection."


Knowledge | GSC | GSD| Carrion | Moonlight| RotR $ | RotRRed $

The creature, Saban, seems genuinely touched by Pontia's concern. "Thank... you..." it mutters, and then gives her a big hug.


Male Human Fighter 8 | HP 84/84 | AC 24 T 11 FF 24 | CMB +12, CMD 21 | F: +10, R: +2, W: +3; +2 vs. fear, +2 vs. emotion spells/effects | Init: +4 | Perc: +9

Silas, who hasn't met the creature yet, stands off to the side watching warily.


Female Changeling Cleric of Pharasma 7 | AC 18 T 14 FF 15 | HP -4/45 | Fort + 5 Ref + 5 Will + 9 | Init + 6 | Perc + 5 | Channel: 5/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 19 CMB +7 | Hero Points: 2/2
Spells Cast:
Prayer, blessing of fervor

Coughing heavily as she regains consciousness, Tara jolts upright nearly colliding with Sophie. "Mr. Womarsh! Ms Deberth! Are-are they alright?" Forcing herself to her shaking feet, it takes Tara a bit longer than she would like to regain her footing. When her he eyes land on the fighter and rogue Tara visibly relaxes. "Oh thank the goddess, I thought we were done for." she wheezes out, hobbling over to the two.

Catching sight of Saban, Tara lets out a squeal of joy. "Saban, you actually came! I was worried that something had happened to you. I'm glad that you are well." Offering the golem a smile, Tara clutches her holy symbol. "I'm going to flood the area with holy energy Saban, it shouldn't hurt you. Okay?"

Channel Positive to heal: 4d6 ⇒ (2, 1, 6, 3) = 12


Male Human Fighter 8 | HP 84/84 | AC 24 T 11 FF 24 | CMB +12, CMD 21 | F: +10, R: +2, W: +3; +2 vs. fear, +2 vs. emotion spells/effects | Init: +4 | Perc: +9

"We're ok," Silas says with a smile. "Feeling a little useless, but other than that. I'm fine."


Male dhampir bard (dirge bard) 6 (CL8) /Investigator (gravedigger) 2 | Bardic Perf 16/19; Inspiration 3/3 | HP: 51/51 | AC 18 T 13 FF 16 | CMB: +5, CMD: 18 | F: +4, R: +11, W: +9 (+4 vs fear, energy drain, death & necromantic effects) | Init: +4 | Perc: +5 (darkvision), SM: +4 | Speed 30 | Mwk Scythe +7 (2d4+1/x4), silver lt. mace +6 (1d6+1), +1 darkwd comp shortbow +8 (1d6+2/x3) | Spells (bard): 2nd, 4/4; 1st, 6/6; 0, ∞/6 | Spells (Inv): 1st, Shield, (2 open) | *Active: None

As Tara raises her holy symbol and starts to channel the power of her goddess, Niculaie takes an instinctive step backwards, away from the young priestess. With an effort of will, he stops himself from fleeing from the room. To distract himself, he tries to remember whether he ever heard or read anything about the Shudderwood or its inhabitants.

Knowledge (local), Inspiration: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (6) = 30

Still using Nic's level 7 modifier since we haven't rested, and if it's too soon to make the check, that's fine - just wondering if there's anything he knows that might influence equipment purchases.


female Human Rogue/Inquisitor (4/4)-AC 20 T 15 FF 16 HP 59/59 -Ini+5-BaB+6 (+8 ranged) CMB +6 CMD 19- Fort +8 Ref+9 Will+8 -Per+13 Move 30

Thanks for your help, all.. I feared I wouldn't survive. this creature was real tough

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