GM Harker's PFS Season 4 Campaign

Game Master Justin L. Warren

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Gamemaster | CC Map | S4 Map

Mel, you would also need to make a Caster Level check to use that scroll. It would be CL 3. Sorry that I missed your use of that scroll when you posted it.

Vailis, I'm sorry but I believe the charge is lost as it would be if you tried to use a wand charge on something with Spell Resistance but did not make the CL check.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Both recognizing the magical staccato, and getting the feeling that something is otherwise amiss up ahead, Dr. Vitruvian ventures forth with his enchanted bow, "Vanth" - nocking an arrow that drips with a thin, faintly chartreuse-green liquid....

readied attack with Vanth (+1 Adaptive Corrosive Composite Longbow), heroism: 1d20 + 13 ⇒ (14) + 13 = 27
cold iron damage, plus acid damage: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (4) = 11

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

GM Harker, that's probably because I added that later via an edit,
LOL :)

Caster level check
cat's grace: 1d20 + 3 ⇒ (14) + 3 = 17

So do you think casting shatter at one of the statues would break the spell? I have a bad feeling that if something is going to come out at us, it will be something that you typically need magic to kill..?

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

before entering, chug mage armor

Valik hangs back as the Doc checks things out, and he overhears Mel saying somethings no about magic. Valik, unsure what could be coming, decides to go on the defensive.

Full defense AC 37


Gamemaster | CC Map | S4 Map

Zephyrus, I'm going to say no to your readied action. Readied actions are actions that occur in combat, which we weren't quite in yet when you posted. I would be more likely to give you a surprise round action, but with the alarm going off, enemies are going to be ready for trouble.

Melufiuos attempts to cast Cat's Grace from his scroll, but the spell likewise fails like Vailis' Shield spell.

Valik hangs back in case the threat comes from his direction.

The door to the east pops open and two ambulatory plants move into the room. The size of an adult human, these creatures consist of four spidery stalks, long green tendrils, and inverted bell-shaped caps. They also have red streaks running through their green caps, and their tendrils look like they are tipped with small animal horns.

It's Knowledge (nature) to identify the creatures and you can also make a Knowledge (planes) to identify the strange markings on them.

PC Initiative
Heccan's Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Melufiuos' Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Quiella's Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Vailis' Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Valik's Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Zephyrus Initiative: 1d20 + 4 ⇒ (20) + 4 = 24

GM Screen:

1d20 + 3 ⇒ (18) + 3 = 21
Roll Off 1 Vailis, 2 Enemies: 1d2 ⇒ 1

Initiative (Round 1)
Valik [Life link with Quiella] <= Up
Zephyrus [Life link with Quiella] <= Up
Vailis <= Up
2 Plant Creatures
Quiella
Melufiuos [Life link with Quiella]
Heccan

Valik, Zephyrus, and Vailis are up first!

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel observes the srange markings and tries to recall what they might mean. He thinks he may have seen markings like that before.
planes: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Fearing his magic might be of no use in here, Vailis attempts to identify the creatures.
K. nature: 1d20 + 5 ⇒ (14) + 5 = 19
K. planes: 1d20 + 5 ⇒ (8) + 5 = 13

Then shots a bolt with his crossbow.
darkwood light crossbow: 1d20 + 8 ⇒ (17) + 8 = 25
P damage: 1d8 ⇒ 7

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Knowledge (Nature): 1d20 + 19 ⇒ (4) + 19 = 23

I'll venture to assume that that's at least enough to know Plant traits, sooo....

Dr. Vitruvian moves in and tosses a glass orb filled with thin coppery sludge at the creatures - not only does it explode upon landing, but it releases a dense haze of languid vapors....

Plague Bomb, heroism vs black: 1d20 + 12 ⇒ (8) + 12 = 20
fire damage: 3d4 + 7 ⇒ (2, 2, 4) + 7 = 15
White takes 10 fire damage, or 5 on a DC 21 Reflex save, and both must make a DC 21 Fortitude save or contract...
[dice=The Shakes]1d8[/dice]


Gamemaster | CC Map | S4 Map

Melufiuos realizes the markings on the plants mark them as fiendish. These creatures come from the Lower planes such as the Abyss or Hell. Typically they have resistance to cold and fire and are resistant to any weapon damage that isn't done by a good aligned weapon. They also have minor spell resistance.

Vailis recognize the plant creatures as basidironds. Unfortunately, he doesn't recall much more about them. Zephyrus also knows that their tendrils implant spores into victims which can inflict a dangerous lung disease.

Unsure of the efficacy of his magic, Vailis pulls out his crossbow an fires a bolt at the closest basidirond. The projectile hits, but the plant seems to resist the majority of the damage.

Zephyrus moves further into the room and now sees there's actually three basidironds, with the third still in the east room. The alchemist then throws a plague bomb at the white plant, which easily hits. Its fiendish qualities ignore all the fire, however, which it doesn't even bother to avoid. What it and its fellow plants cannot avoid is the lingering plague cloud left on the battlefield. The white basidirond's tendrils wilt a little from the vapors, but the others seem just as strong.

GM Screen:

White Fort: 1d20 + 10 ⇒ (7) + 10 = 17
Black Fort: 1d20 + 10 ⇒ (17) + 10 = 27
Red Fort: 1d20 + 10 ⇒ (20) + 10 = 30

My apologies for not including the third enemy at the beginning, I didn't see the numbers were increased for the upper tier. In any case, I included it in the plague radius of Zephyrus' bomb.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik moves forward, than takes up a defensive posture to protect himself and all his vital organs.

full defense, AC 37, the first successful hit I deflect and I get a free swing via Crane Riposte. After the parry, if they attack me and miss by 4 or less, I get a free swing on them via Crane Riposte

crane riposte attack?, silver/cold iron/magic: 1d20 + 11 ⇒ (17) + 11 = 281d10 + 1 ⇒ (7) + 1 = 8


Gamemaster | CC Map | S4 Map

Valik moves into the room and prepares himself to deflect enemy attacks.

The white basidirond crookedly ambles toward the center of the group. It then pauses and appears to be pumping something out of its bell, although nothing visible comes out.

Everyone but Quiella needs to make a DC 18 Fort save. Since everyone is up next and the failure states can differ for individuals, I'll roll your saves now.

Heccan's Fort Save: 1d20 + 4 ⇒ (20) + 4 = 24
Melufiuos' Fort Save: 1d20 + 7 ⇒ (15) + 7 = 22
Vailis' Fort Save: 1d20 + 7 ⇒ (3) + 7 = 10
Valik's Fort Save: 1d20 + 9 ⇒ (9) + 9 = 18
Zephyrus Fort Save: 1d20 + 8 ⇒ (11) + 8 = 19

Vailis:

Suddenly you're being attacked by a swarm of spiders! When you're are up, you must spend a full round action to attack the floor near you with your weapon.

More time spent in the plague cloud appears to affect the other two basidirond's adversely, although they do not appear to be as clumsy as the white one. They then both exit the cloud, with black engaging with Valik, while red moves adjacent to Heccan. Black attempts to slam Valik, but the readied monk avoids the hit. Red's tendrils do hit Heccan, however, and the sorcerer finds that breathing is becoming difficult. Black completely missed Valik, while Red hit Heccan for 12 damage. Heccan needs to make a DC 18 Fort Save or take 1d2 ⇒ 1 Con damage.

GM Screen:

1d6 ⇒ 2
Black Fort: 1d20 + 10 ⇒ (4) + 10 = 14
Red Fort: 1d20 + 10 ⇒ (6) + 10 = 16
Dex loss: 1d8 ⇒ 1
Black Slam: 1d20 + 12 ⇒ (17) + 12 = 29
Red Slam: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 9 ⇒ (3) + 9 = 12

Initiative (Rounds 1-2)
Valik [Life link with Quiella] <= Up
Zephyrus [Life link with Quiella] <= Up
Vailis <= Up
2 Plant Creatures
Quiella <= Up
Melufiuos [Life link with Quiella] <= Up
Heccan [12 Dmg; DC 18 Fort vs Disease needed] <= Up

Everyone is up! Some caveats though, if you are near the White enemy then you need to make another DC 18 Fort save. If you fail, then just pause and let me tell you what happens before you post your action. Vailis doesn't need to make this save, but please see your spoiler above.

Heccan needs to make two Fort saves, first for being near White, the second from being hit by a tendril

Also, don't forget the Caster Level check to cast magic. The enemies also have SR so you might have to make two CL checks.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella whispers a prayer to the gods divine favor and moves closer to the fight.

Dark Archive

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HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

"AAAAAAaaaaaah!!!!" Vailis shouts in horror and starts hitting his tunic with the pommel of his crossbow "Spiders! Spiders everywhere! It's horrible! Where did they come from??!!"

The half-elf insistently keeps fighting on them, and side steps cornering himself to the walls while keeping his particular fight on.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Near as in next to? Am I safe where I am at?

fort save?, if not needed my first attack and my second will be a 27 to hit : 1d20 + 9 ⇒ (10) + 9 = 19

Valik avoids the tendrils of the enemy. He continues his defensive stance while punching at the enemy twice.

ac 33: 1d20 + 11 ⇒ (16) + 11 = 271d20 + 6 ⇒ (4) + 6 = 101d10 + 1 ⇒ (4) + 1 = 51d10 + 1 ⇒ (8) + 1 = 9

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Fortitude save: 1d20 + 8 ⇒ (15) + 8 = 23

Dr. Vitruvian draws his sword, an elegantly macabre and strange-looking weapon dubbed "Atropos", and puts his swordplay skills to the fullest test he's likely ever put them to.

[dice=Atropos (+1 Shock "Smine" Rapier), heroism, flank vs white]1d20+12[/dice]
damage, plus electrical: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (2) = 5

Atropos, heroism, flank vs white: 1d20 + 7 ⇒ (2) + 7 = 9
damage, plus electrical: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (4) = 9

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

FORT: 1d20 + 4 ⇒ (2) + 4 = 6
FORT: 1d20 + 4 ⇒ (8) + 4 = 12

Heccan reels as the plant creatures suddenly set upon him. He backs away from the encroaching things as their foul spores weaken sorcerer.

"By the laws! I have not encountered something this foul since I tried to use the chamber pot in the basement of the Pig's Pauch. Ach!" The pale skinned manned coughs profusely.

Heccan has no chance but to take a chance on trying to draw forth his power to save his endangered skin.

Heccan will take a 5 foot step to the south, which avoids attack of opportunity from both white and red. Heccan will then take a move action to move as far south as he can and attempt to case improved invisibility upon himself.

Caster Level Check: 1d20 + 10 ⇒ (14) + 10 = 24

I do not believe Heccan to be within range of either white or red and thus exposed to an AOO for the spell. If for some reason white or red is allowed an AOO, Heccan will cast the spell defensively. Please inform me whether or not Heccan makes the caster level check as I may opt for a re-roll here. Also, please note I included Heccan's bonus afforded by the feat spell penetration (+2 to overcome spell resistance). If for some reason that would not apply, please subtract that from the roll. Imp Inv is a fourth level spell if that is relevant.

Concentration Check, if needed: 1d20 + 16 ⇒ (1) + 16 = 17

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Yeah, I'm definitely confused by all these checks, but here goes nothing... :(

Mel drops his wand of immolation and performs spell combat (hopefully). He hums an arcane charge into his rapier, casts corrosive touch, takes a 5' step forward, (can he hold his breath?), and strikes the black plant thing, hoping we can take it out quickly.

Caster Check Corrosive Touch: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Rapier to hit Black: 1d20 + 9 + 2 + 2 - 2 ⇒ (5) + 9 + 2 + 2 - 2 = 16
Rapier damage: 1d6 + 3 + 2 + 2 ⇒ (5) + 3 + 2 + 2 = 12
Shocking Grasp > SR: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 (I assume there is no caster check for the spell itself as it was cast long ago)
stored shocking grap: 5d6 ⇒ (6, 1, 5, 3, 6) = 21
Corrosive Touch > SR: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Corrosive damage: 5d4 ⇒ (1, 2, 3, 4, 3) = 13

That's a whole-lotta rolls, and I fear they may amount to nothing

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

you can't 5' step and take a regular move action in the same round, Heccan

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Sorry Q, you are right. I thought you could do both, my bad. Adjust action to reflect just a five foot step and no additional movement. Token should be correct on map. All other actions should remain the same.


Gamemaster | CC Map | S4 Map

Quiella calls for Erastil's favor as she moves closer to the battlefield.

Vailis screams at invisible spiders that no one else can see and appears engaged in smashing them.

Valik, yes you are in range to make the Fort save.

Valik punches at the black basidirond twice and hits once. Unfortunately, its fiendish resistance protects it from harm from the first attack. Valik then steps back 5 feet.

Zephyrus, drawing a weapon is a move action, so you only get one attack this round.

Zephyrus draws his sword and swipes at the white enemy, but misses.

Heccan, you failed the second save, so this happens instead.

Heccan:

The ground underneath you is quicksand! You try your best to stop from sinking by swimming through it!

Heccan falls prone to the ground and begins to flail his arms and legs as if trying to swim.

Mel, you need to make a DC 18 Fort check first. I will do that for you now.

Mel Fort Save: 1d20 + 7 ⇒ (3) + 7 = 10

Mel:

Your rapier turns into a viper! You drop it and run for your life!

Melufiuos looks in terror at his rapier, drops it, and runs for the exit.

The black and white basidironds both slam Zephyrus with their tendrils and the doctor can feel dangerous spores flooding into his lungs. Zephyrus takes 32 damage in total and needs to make two DC 18 Fort saves against an inhaled disease or lose 1d2 ⇒ 2 Con. If you fail the first save, then you do not have to make the second one since you will already have the disease.

The red basidriond attacks Heccan on the ground and hits him. Heccan takes another 15 damage. He also needs to make another Fort save DC 18 or lose another 1d2 ⇒ 1 Con.

GM Screen:

Heccan: 1d6 ⇒ 1
Mel: 1d6 ⇒ 3
Black Slam: 1d20 + 12 ⇒ (19) + 12 = 31
Black Damage: 1d8 + 9 ⇒ (6) + 9 = 15
White Slam: 1d20 + 12 ⇒ (15) + 12 = 27
Black Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Red Slam: 1d20 + 12 ⇒ (16) + 12 = 28
Red Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Vailis 2: 1d6 ⇒ 2
Heccan 2: 1d6 ⇒ 3
Mel 2: 1d6 ⇒ 6
Mel duration: 1d4 ⇒ 3

Initiative (Rounds 2-3)
Valik [Life link with Quiella] <= Up
Zephyrus [32 Dmg, 27 Dmg on Queilla's turn. Life link with Quiella] <= Up
Vailis [Hallucinating] <= Up
2 Plant Creatures
Quiella [5 Dmg on her turn] <= Up
Melufiuos [Hallucinating; Life link with Quiella] <= Up
Heccan [27 Dmg; 1 Con damage; Hallucinating] <= Up

Everyone is up!

That being said, I'm going to break it down for everyone since these check are confusing.

Quiella, make a DC 18 Fort save or start hallucinating. If you succeed, then you can act normally.

Valik, make a DC 18 Fort save or start hallucinating. If you succeed, then you can act normally.

Zephyrus, make the two Fort saves above or lose Con. Then make a DC 18 Fort save or start hallucinating. If you succeed, then you can act normally.

Mel:

Now one of your wands has turned into a viper! Drop it and move full speed in whatever direction you wish. You can choose to move back into the ruins.

Heccan:

Make a DC 18 Fort save or you lose another 1d2 ⇒ 1 Con. Also, you're melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

Vailis:
You are still being attacked by that swarm of spiders. Spend another full round action attacking them with your weapon.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

fort: 1d20 + 9 ⇒ (10) + 9 = 19

Valik styles himself against whatever is causing his friends to see the unseen horrors. He moves up and punches at the black tinted plant twice.

1d20 + 11 ⇒ (11) + 11 = 221d20 + 11 ⇒ (16) + 11 = 27
1d10 + 1 ⇒ (2) + 1 = 31d10 + 1 ⇒ (3) + 1 = 4

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Vailis shrieks scared while he fights with something below his cloths "Not there, not there!"

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Fortitude save vs disease: 1d20 + 8 ⇒ (3) + 8 = 11
Fortitude save vs hallucination: 1d20 + 7 ⇒ (15) + 7 = 22

Dr. Vitruvian staggers backward and coughs raggedly before pulling out a very small bottle of what looks like very dark-colored quicksilver, and swallowing it (shield).

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

"Son of an otyguh !" Mel drops his wand of True Strike and runs back into the ruins. "This is ridiculous!"

GM:

Mel has the skeptic trait (+2 save vs illusions). Even though the hallucinations are chemically induced, should he get a chance to disbelieve them?

If Mel has any idea what is going on, he would likely pull out the Gust of Wind scroll and try to cast it from just outside the doorway, to blow away whatever the wobbly white plant pumped out.

I cannot tell how clear-headed he is... not very, I assume :)

I assume that 'full speed' means 'double move', so he cannot pull out the scroll (or even another weapon) yet. Otherwise, I would have stopped him earlier and pulled out something (scroll/dagger/etc).

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

FORT: 1d20 + 4 ⇒ (11) + 4 = 15 I forgot to mention Hec gets an additional +2 v. poison if relevant, not included in roll.

Heccan's eyes flutter as the creature drains his very vitality. The sorcerer screams and tries to grasp his arms in some sort of twisted attempt to gold himself together.

"No...I have..no..no no! I'm MELTING!!!!!

don't:

"what a world, what a world..."

Grand Lodge

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Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

LOL, you remind me of my wife when it rains. She protests that "sugar melts". I reply "so do witches" :) #sleepingonthecouch

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

fortitude: 1d20 + 14 ⇒ (3) + 14 = 17 addtl. +2 vs. illusions
you're kidding me... Why does this happen to Quiella so often? She has far away the best saves in the party, but I swear she fails them an absurd amount of the time!


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Gamemaster | CC Map | S4 Map

First, let me say that I'm sorry this encounter is going so poorly, I'm attempting to run it as described in the scenario and it's tougher than I imagined it will be. I will say that you might want to consider exiting the current room if you can to shorten hallucination time.

Unfortunately, bonuses against Illusion magic aren't applicable here.

Valik hits the black basidirond twice with his fists, but neither attack is strong enough to overcome its fiendish damage resistance.

As Zephyrus begins to choke on spores, he steps away from the enemies and quaffs a defense extract.

Quiella:

You find yourself strinking to 1/10 your size. You find this very disconcerting and decide not to do anything for 1 round to avoid attracting the enemies' notice.

Quiella merely stands in place, as the hallucinations appear to be affecting her as well.

Vailis continues to attack the walls around him, while Heccan squeezes himself and complains about melting. Melufiuos moves back into the room, but still has fear in his eyes from something.

Mel, the tactic you mentioned is probably a good idea, but I'm afraid the hallucinations tend to limit your combat actions. I'll let you know if you get the opportunity to do what you wish to do. Since everything you grab is freaking you out, I don't think you're going to have the present of mind to pull a new thing out this round.

The red basidirond continues to pummel Heccan with its tendrils, while the white and black basidronds attack Zephyrus and Valik respectively and both miss. Heccan takes 15 more damage.

GM Screen:

Quiella: 1d6 ⇒ 5
Red Slam vs Heccan: 1d20 + 12 ⇒ (13) + 12 = 25
Red Damage: 1d8 + 9 ⇒ (6) + 9 = 15
White Slam vs Zeph: 1d20 + 12 ⇒ (6) + 12 = 18
Black Slam vs Valik: 1d20 + 12 ⇒ (1) + 12 = 13
Quiella 2: 1d6 ⇒ 2
Mel: 1d6 ⇒ 6
Vailis: 1d6 ⇒ 3
Heccan: 1d6 ⇒ 3

Initiative (Rounds 3-4)
Valik [Life link with Quiella] <= Up
Zephyrus [27 Dmg, 22 Dmg on Queilla's turn. 2 Con damage. Life link with Quiella] <= Up
Vailis [Hallucinating] <= Up
3 Basidronds
Quiella [5 Dmg; 10 Dmg on her turn; Hallucinating] <= Up
Melufiuos [Hallucinating; Life link with Quiella] <= Up
Heccan [42 Dmg; 2 Con damage; Hallucinating] <= Up

Everyone is up! Look for your name below.

Valik, make a DC 18 Fort save or start hallucinating. If you succeed, then you can act normally.

Zephyrus, make a DC 18 For save vs disease or lose another 1d2 ⇒ 2 Con. After that, make another DC 18 Fort save or start hallucinating. If you succeed, then you can act normally.

Quiella:

You are suddenly attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.

Mel:

You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

Vailis:

Your crossbow has turned into a viper! Drop it and flee from the item at top speed for 1 round. I'll let you decide where you go, but it's likely you'll either enter the plague cloud and/or provoke some AoO's.

Heccan:

Make a DC 18 Fort save or you lose another 1d2 ⇒ 2 Con. If you fail, I believe you may go unconscious from losing another 8 HP. If you are still conscious afterwards, then an item on your person has turned into a viper! Drop it and flee at top speed for 1 round. I'll let you decide whether that involves standing up or crawling, but either way you'll probably provoke an AoO.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

fort: 1d20 + 9 ⇒ (12) + 9 = 21

Valik tries a different tactic. He moves back from all of them, and than starts to inspire his allies.

acrobatics, black than white, ac 31: 1d20 + 15 ⇒ (12) + 15 = 271d20 + 15 ⇒ (13) + 15 = 28

inspire courage, +2 atk/dmg/saves vs fear

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Vailis eyes open wide like dishes and he then throws his crossbow alarmed. The slender half-elf starts then running like followed by devil trying to move around the plants and reach the exit.
Generating AoO from the one in the exit


Gamemaster | CC Map | S4 Map

Vailis, between the last time I changed the map and now, the black enemy somehow got moved away from its true position on the map. I put it in the proper place, but that means that you will be generating two AoO's. Since I'm going to assume you want to avoid the plague cloud, I'll also assume you'll take the AoO's.

Valik tumbles away from the white and black enemy into the previous room and begins to dispense helpful advice.

In a mad panic, now Vailis tosses his crossbow away and moves towards the exit of the ruins. On the way he leaves himself open to the white and black enemies and they both slam him with their tendrils. Vailis takes 32 damage in total. He needs to make two DC 18 Fort saves or take 1d2 ⇒ 2 Con damage. If he fails the first save, he does not have to make a second one.

GM Screen:

White AoO vs Vailis: 1d20 + 12 ⇒ (8) + 12 = 20
Black AoO vs Vailis: 1d20 + 12 ⇒ (11) + 12 = 23
White Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Black Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Vailis Duration: 1d4 ⇒ 4

Zephyrus, Quiella, Mel, Heccan

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel shrieks in horror, "it's contagious, I'm melting too!"
He then stand in place trying to hold his parts together.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

I should have mentioned that I'd used a round of Spontaneous Healing last round, recovering an additional 5 hit points; a simple oversight due to needing to worry about the saving throws that I'd checked off otherwise on my stat block, and would have had no reason not to do.

Fortitude save vs disease: 1d20 + 7 ⇒ (19) + 7 = 26
Fortitude save vs hallucination: 1d20 + 7 ⇒ (20) + 7 = 27

Good. I use another round of Spontaneous Healing now.

Dr. Vitruvian takes a few swipes at the vicious thing in front of him....

Atropos, heroism, courage vs white: 1d20 + 12 ⇒ (3) + 12 = 15
damage, plus electrical: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (2) = 11

Atropos, heroism, courage vs white: 1d20 + 7 ⇒ (6) + 7 = 13
damage, plus electrical: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (2) = 11

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

FORT: 1d20 + 4 ⇒ (14) + 4 = 18

Heccan struggles against the draining power of the plant creature. Breathing heavy he screams as he looks at his sheathed dagger as it is attacking him. The embattled sorcerer grabs the blade with trembling hands and flings it to the ground, turns, and flees in terror.

Heccan is in bad shape. He made his save but is fleeing and likely provokes. Let's hope I can buy a miss and make it out of the room.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

I believe Heccan will possibly provoke three AOO, one for standing up from red, one for running away from red and, if by some miracle he makes it that far, one from white unless he uses it up on Vailis. Not looking good.


Gamemaster | CC Map | S4 Map

That's fine about the Spontaneous Healing, Zephyrus. Just try to remember it in the future.

Zephyrus resists both the hallucinations and fights off the lung disease, before attacking the white basidronds next to him. Neither attack hits and the alchemist moves 5 feet away.

GM Screen 1, AoO edition:

White AoO: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d8 + 9 ⇒ (1) + 9 = 10

Heccan begins to experience another hallucination, this time tossing away a dagger before standing up. The basidrond takes a swipe at him and he falls unconscious on the floor. Despite being unconscious, his lungs resist being overcome with more spores however. Heccan takes 10 more damage. With the loss of Con, I believe that puts him at -7 HP with a Con of 11. I went ahead and made the Fort save for you, I think you are going to okay with that.

Heccan Fort Save: 1d20 + 4 ⇒ (20) + 4 = 24

Since Quiella's actions are dictated by her hallucinations, I'll go ahead and bot her.

Quiella begins attacking the floor with her weapon, furiously attempting to smash some unseen swarm on the floor.

The basidronds all converge on Zephyrus, with white and black attacking, while red moves into position. Both attacking plants hit the doctor, with white's tendrils almost critically hitting him in the neck. Zephyrus takes 31 damage in total, and needs to make two DC 18 Fort saves or lose 1d2 ⇒ 1 Con. Zephyrus also can take an AoO on the red enemy.

GM Screen, enemy attack edition:

White Slam: 1d20 + 12 ⇒ (20) + 12 = 32
Black Slam: 1d20 + 12 ⇒ (14) + 12 = 26
White Confirmation: 1d20 + 12 ⇒ (6) + 12 = 18
White Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Black Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Quiella: 1d6 ⇒ 2
Mel: 1d6 ⇒ 3
Vailis: 1d6 ⇒ 1

Initiative (Rounds 4-5)
Valik [Life link with Quiella] <= Up
Zephyrus [43 Dmg, 37 Dmg on Queilla's turn. 2 Con damage. Life link with Quiella] <= Up
Vailis [32 Dmg; Hallucinating] <= Up
3 Basidronds
Quiella [10 Dmg; 15 Dmg on her turn; Hallucinating] <= Up
Melufiuos [Hallucinating; Life link with Quiella] <= Up
Heccan [52 Dmg; 2 Con damage; Dying] <= Up

Group Effects
Advice (Inspire Courage): +2 rolled attacks/damage, Fear/Charm saves

Everyone is up!

Valik, from your current position you can act normally. If you move much further north, then you will need to make a DC 18 Fort save or start hallucinating.

Zephyrus, I need two Fort saves vs. Disease DC 18 as outlined above. If you fail the first, you don't need to make the other one. I also need a DC 18 Fort save or you will start hallucinating. Lastly, you can make an AoO on the Red enemy.

Heccan, I need you to make a stabilization check.

Quiella:

That same swarm of spiders surrounds you, spend another full round action to attack the floor near you with your weapon.

Mel:

Yet another item turns into a viper, drop something (or your belt if you have nothing left) and double move away. You can make a withdrawal action so you don't provoke.

Vailis:

You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

TPK on the first encounter?!?!

Valik continue need to dispense advice, even if it be a futile endeavor.

headed out the house. Real action to come later

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan collapses to the floor, lifeblood spilling from his still form.

Stabilization Check: 1d20 - 7 ⇒ (2) - 7 = -5

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

damn, I didn't think Heccan was going to get in on the action so much, since he's usually invisible at the back. Otherwise he would have been the 4th life link target.

Although preoccupied with the spiders, Quiella has the presence of mind to note her growing wounds and heal herself.

did Heccan not take the Life Pact?

lay on hands, favored class, greater mercy, fey foundling: 2d6 + 2 + 1d6 + 6 ⇒ (1, 3) + 2 + (2) + 6 = 14

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Anyone who has faced scary creatures before is used to the sight of the young magus running in terror from the combat field. You've seen it once today. You've even seen him run back in, in fear. So you are not surprised when he takes off again. Although this time, he somehow has the presence of mind to simply withdraw and avoid AoO.

Oh, and he pulls a small bottle out of his pouch, looks at it in horror and tosses it to the ground before leaving. potion of remove fear

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan would have accepted life pact if offered. Must have not seen it if it was offered.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

You know.... my unseen servant was still wandering around... I wonder if it could have soaked up some of those aoo... that is what I wanted to use it for anyway. It cannot fight, but the plant's don't know that. If it happens to move close to one, the plant may strike out at it....?

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I looked back at the post where Quiella cast it. I put Heccan as the 6th person to have the option to accept it (at CL 4 she can only cast it on 4 people, including herself). I saw Zephyrus accept it, but I don't know if any 2 people ahead of you passed on it so you could take it. I was so certain that Heccan would be out of harms way...

Mel, how would the creatures take AoOs on something invisible?

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

It is 'wearing' a cloak and carrying a torch and dagger. They may not see 'it', but they know 'something' is there. At least that is how it works in my little head.

--edit

At best, it is probably only good for a single aoo. After that, the bad guys will catch on that they cannot hit it and it is not a real threat. Kind of like 'silent image' or something.

--edit

I even went so far as to buy equipment for that purpose. See lines 94 and 95 of my Inventory Sheet

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15|HP: 70/70|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/contact disease/+1 vs inhaled disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

attack of opportunity with Atropos, heroism, courage vs red: 1d20 + 12 ⇒ (1) + 12 = 13
damage, plus electrical: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (5) = 14

Dr. Vitruvian displays how much his skills with Atropos have atrophied, and the beating he receives should bring him to his knees, yet he recovers unnaturally rapidly.

Another round of Spontaneous Healing used. Quiella, don't forget your false life.

Fortitude save vs disease: 1d20 + 7 ⇒ (4) + 7 = 11
Fortitude save vs hallucination: 1d20 + 7 ⇒ (12) + 7 = 19

Taking a 5-foot step through the doorway - I sure hope I can go in that direction.

His breath getting more ragged, but his mind remaining its characteristic unhinged clarity, he continues the desperate fight as best he can.

Atropos, heroism, courage vs white: 1d20 + 12 ⇒ (16) + 12 = 28
damage, plus electrical: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (2) = 7
Atropos, heroism, courage vs white: 1d20 + 7 ⇒ (19) + 7 = 26
damage, plus electrical: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13
Critical threat!: 1d20 + 7 ⇒ (3) + 7 = 10
Bonus damage? Not bloody likely...: 1d6 + 4 ⇒ (4) + 4 = 8

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

ah, thanks for the reminder. That puts Quiella at
HP: 83 - 25 + 14 = 72/83

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

GM, do we not get a new save every round?

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik sees the Doctor’s wrist turn over too quickly as he takes a swing at the red tinged plant.

Doctor, be careful of your wrist. It turns over too quickly, and I fear your aim will be off

use 2 ki points for a re-roll of Doc’s aoo

Valik stands there, unable to do much as the door is blocked and he tries to stay away from the strange spores.


Gamemaster | CC Map | S4 Map

Re: Life Pact. I solicited the group in a post after Quiella cast Life Pact to see who wanted to be part of it. Only Zephyrus expressed interest. Since such things can be easy to miss in the scroll, I'll allow Heccan into it retroactively.

Re: Mel's Unseen Servant. These plant creatures don't perceive with sight per se, but it does weight 20 lbs and its movements might attract attention. That being said, the spell most likely ended when Mel exited the room the first time, since the range is only 25 feet with a scroll and it ends when you get too far away.

Re: Hallucination Saves. You only get one save against this, which you have to make every round you are exposed. If you fail the save, you are stuck hallucinating until it wears off. Continuing to be exposed to the spores continues the time you are hallucinating.

* * *

Heccan instantly stabilizes thanks to Quiella's Life Pact spell. Quiella and Zephyrus both lose two HP, Heccan heals 2 HP which stabilizes him at -5

Quiella heals herself in case those darn spiders get into her armor and start biting her.

Melufiuos is beginning to discover that every item on his person is a snake in disguise, as he drops a potion and withdraws from the enemies.

Valik continues to dispense useful advice, with some special attention to Zephyrus when he makes an opportunity attack.

Zeph's Reroll to keep things moving: 1d20 ⇒ 18

Thanks to Valik's split second suggestion about his wrist, Zephyrus' turns a potential miss into a solid hit on the red basidrond. Although the fiendish plant resists some of the damage, the alchemist still manages to take a chunk out of it.

Zephyrus then finds himself falling victim to the spore disease, but still retains his senses. He proceeds to attack the white plant monster, hitting it twice but not critically. He then spots a hole in the ruined doorway large enough to slip 5 feet to the south.

Vailis drops to the floor and begins to make frantic swimming motions.

The three basidronds continue to converge on Zephyrus and each attack him in turn. His alchemical armor serves him well, however, as all three attacks miss.

GM Screen:

White Slam: 1d20 + 12 ⇒ (8) + 12 = 20
Red Slam: 1d20 + 12 ⇒ (2) + 12 = 14
Black Slam: 1d20 + 12 ⇒ (9) + 12 = 21
Quiella Duration: 1d4 ⇒ 3
Mel Duration: 1d4 ⇒ 3
Quiella: 1d6 ⇒ 6
Mel: 1d6 ⇒ 6
Vailis: 1d6 ⇒ 6

Initiative (Rounds 5-6)
Valik [Life link with Quiella] <= Up
Zephyrus [33 Dmg, 28 Dmg on Queilla's turn. 3 Con damage. Life link with Quiella] <= Up
Vailis [32 Dmg; Hallucinating] <= Up
3 Basidronds
Quiella [11 Dmg; 16 Dmg on her turn; Hallucinating] <= Up
Melufiuos [Hallucinating; Life link with Quiella] <= Up
Heccan [50 Dmg; 2 Con damage; Unconscious but Stabilized] <= Up

Everyone is up.

Valik, you don't have to make any saves at the moment.

Zephyrus, please make a DC 18 Fort save or lose 1d2 ⇒ 2 Con. We can say Quiella acts before you regardless of who posts first, so you'll only have 28 damage on your turn.

Quiella, Mel, Vailis:

You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

on the one hand, Quiella only needs to touch herself to use lay on hands, and the state she is in explicitly states that she must hold on to herself. On the other hand, the RAW is that she can take no actions and cannot LoH. I don't know how she is going to escape the hallucination. I didn't realize before that the spores were extending into the tower.

Quiella clutches her stomach, afraid that her organs will somehow melt out of her armor.

I guess we have just had better luck with rolls in past encounters like this? Having to roll every round that you *don't* fail, but not getting to roll after you *do* fail is very harsh.

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