GM Tektite's PFS #02-18 The Forbidden Furnace of Forgotten Koor (Inactive)

Game Master Hawkwen Agricola

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The Exchange

Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

Reflex 1d20 + 6 ⇒ (6) + 6 = 12
Sebastian switches from his mace and shield combo to his greatsword and steps forward.
Unable to tell if I can walk up to this thing and hit it or not, won't really matter until next turn though.


Willy moves back and readies to cast a spell!

Mordo casts a spell and a huge water elemental appears behind the fire elemental!

Addnl Fire Damage Gregor: 2d8 + 8 ⇒ (5, 6) + 8 = 19

Gregor catches on fire then moves back, trying to extinguish them! I think you should have another Ref Save Gregor for your turn.

Xian disappears then reappears next to the elemental, striking it with his blade and damaging it a little.

Addnl Fire Damage Sebastian: 2d8 + 8 ⇒ (1, 3) + 8 = 12

Sebastian switch weapons while he is on fire!

1d10 ⇒ 4

Seeing its mortal enemy, the fire elemental turns and attacks the water elemental!

Attack: 1d20 + 23 ⇒ (4) + 23 = 27
Attack: 1d20 + 23 ⇒ (13) + 23 = 36

Will Save: 1d20 + 7 ⇒ (20) + 7 = 27
Will Save: 1d20 + 7 ⇒ (8) + 7 = 15

The fire elemental shakes its head in confusion as it doesn't seem to damage its enemy!

Party up!

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Moving ten feet further away from the beast, Samhain casts Gravity Bow.

-Posted with Wayfinder

Liberty's Edge

last turn reflex: 1d20 + 7 ⇒ (2) + 7 = 9
current turn reflex: 1d20 + 7 ⇒ (17) + 7 = 24

With the flames extinguished Gregor quickly heals himself.

Cure Serious Wounds: 3d8 + 7 ⇒ (2, 2, 6) + 7 = 17

Scarab Sages

Male Human Wizard-Air/ LVL 9 |

Willy then raises or lowers the height of the carpet so his line is straight shot at the fire elemental without hitting his teammates.

Acid Spray: DC 19 reflex save for half. 9d6 Second round 4d6 if he misses a second reflex save no damage if save is good.

Acid Spray: 9d6 ⇒ (6, 1, 4, 4, 1, 2, 1, 1, 3) = 23
2nd round left over acid: 4d6 ⇒ (6, 5, 6, 6) = 23


Samhain backs up and casts a spell.

Gregor manages to extinguish the flames and heals himself.

Willy sends forth a plume of acid at the creature!

Reflex: 1d20 + 19 ⇒ (10) + 19 = 29

The elemental manages to move at the last moment, avoiding some of the acid!

Mordo, Sebastian, and Xian!

Dark Archive

Mordo Male Wayang [10] Shadow Illusionist 10 | HP 72/72 | AC 19 T 15 FF 15 | CMD 16 (17 grapple) | F +7 R +9 W +8 | Init +8 | Perc +3 | SM -1
Riddywipple:
HP 36/36 | AC 23 T 16 FF 19 | CMD 16 | F +4 R +6 W +9 | SR 13 | Init +3 | Perc +8 | SM +2

Hm. This thing's saves are too good to mess with Phantasmal Killer methinks.

Riddywipple pulls out a wand and fires magic missiles at the fire elemental!

force damage: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10

Meanwhile Mordo fires his own set of magic missiles!

force damage: 4d4 + 4 ⇒ (1, 4, 1, 3) + 4 = 13

The persistent minor image will last for another 6 rounds. DC 19 Will save to disbelieve; if it makes the save, it has to roll a new save and take the second.

Dark Archive

human Ninja 10 Alchemist 1
stat:
AC 24 T 18 FF 20 | HP 66/76| Fort +10 Ref +18 Will +9 | Init +7, Perc +24. SM +18 | Ki 6/6 | Extract 2/2
Kyofuu
stat:
AC 18 T 14 FF 15 | HP 38/38| Fort +6 Ref +11 Will +3 | Init +7, Perc +13. SM +13

Taiko continue to try to strike the creature

Wakisashi: 1d20 + 12 ⇒ (6) + 12 = 181d6 + 12 ⇒ (1) + 12 = 13

The Exchange

Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

Sebastian moves up and takes a swing at the elemental after healing himself.
LOH 4d6 ⇒ (2, 3, 1, 4) = 10

Attack 1d20 + 10 ⇒ (12) + 10 = 22
Damage 2d6 + 13 ⇒ (2, 6) + 13 = 21


Mordo and his familiar pelt the elemental with missiles!

Xian swings and misses the elemental.

Addnl Fire Damage Sebastian: 2d8 + 8 ⇒ (2, 6) + 8 = 16

Sebastian, still on fire, swings and misses the elemental as well.

1d10 ⇒ 6

There is a tremor in the tunnel and rocks rain down, pelting Xian!

4d6 ⇒ (2, 5, 2, 4) = 13 Damage and prone (DC 15 for half and negate prone)

1d20 + 23 ⇒ (10) + 23 = 33
1d20 + 23 ⇒ (13) + 23 = 36

Will: 1d20 + 9 ⇒ (8) + 9 = 17

The fire elemental roars in anger as it continues its assault on the water elemental, but can't seem to damage it!

Party up!

Elemental - 41 damage

Dark Archive

Mordo Male Wayang [10] Shadow Illusionist 10 | HP 72/72 | AC 19 T 15 FF 15 | CMD 16 (17 grapple) | F +7 R +9 W +8 | Init +8 | Perc +3 | SM -1
Riddywipple:
HP 36/36 | AC 23 T 16 FF 19 | CMD 16 | F +4 R +6 W +9 | SR 13 | Init +3 | Perc +8 | SM +2

The water elemental continues to look scary and make threatening motions and sounds at the fire elemental!

Same thing. Persistent DC 19 Will save to disbelieve; last for five more rounds.

Riddywipple lets a few more magic missiles fly at it, giggling to himself.

force damage: 3d4 + 3 ⇒ (2, 4, 4) + 3 = 13

With little else to do, Mordo will pull out his pearl of power and reprepare a new magic missile

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Samhain shoots more arrows at the fiend.

Many Shot, Deadly Aim, Rapid Shot:

Many: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
4d6 + 19 + 2 ⇒ (6, 4, 1, 6) + 19 + 2 = 38

Rapid: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
2d6 + 9 + 1 ⇒ (4, 6) + 9 + 1 = 20

Iterative: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
2d6 + 9 + 1 ⇒ (1, 2) + 9 + 1 = 13
Clustered shot hoping the last two hit?...

Scarab Sages

Male Human Wizard-Air/ LVL 9 |

Will looks if the elemental took any lingering damage from the Acid Spray. [See when I attacked before. He needed another reflex save or take more damage.]

Willy then backs up to his original position.

With a whirlwind of movements he sends out a barrage of magic missiles.
Magic Missile: 5d4 + 5 ⇒ (3, 1, 2, 1, 3) + 5 = 15

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

I thought he made it and wouldn't need a second save?

Scarab Sages

Male Human Wizard-Air/ LVL 9 |

It requires a second save for the second round even if the first on only does half damage. That is the way I understand it.

He never made the second reflex save that I saw.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

"This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels [...] to any creature that failed its saving throw against the spell."

Scarab Sages

Male Human Wizard-Air/ LVL 9 |

You are right I missed that when reading. Thanks for clarification.

The Exchange

Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

Sebastian heals himself and swings at the fiery beast twice more.
Attack 1 1d20 + 12 ⇒ (13) + 12 = 25
Damage 1 2d6 + 13 ⇒ (1, 4) + 13 = 18

Attack 2 1d20 + 7 ⇒ (9) + 7 = 16
Damage 2 2d6 + 13 ⇒ (4, 5) + 13 = 22


Mordo's familiar continues to pelt the elemental.

Mordo takes out a pearl and recharges a spell!

Samhain fires several volleys at the creature, but only the second volley hits!

Willy follows Riddywipple's example and fires some missiles of his own!

Sebastian swings at the creature, but misses by mere inches with his first swing!

Gregor and Xian!

Elemental- 79 damage

Scarab Sages

Male Human Wizard-Air/ LVL 9 |

Willy fires up the MM spell again.

MM: 5d4 + 5 ⇒ (2, 4, 3, 4, 4) + 5 = 22

The Exchange

Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

Forgot the heal 4d6 ⇒ (6, 1, 6, 1) = 14

Liberty's Edge

I'm guessing this thing has reach and I can't charge while on a magic carpet?"

With a few quick words to Abadar Gregor disappears from sight and flies to join his companions on the front line.

Cast Invisibility

Dark Archive

Mordo Male Wayang [10] Shadow Illusionist 10 | HP 72/72 | AC 19 T 15 FF 15 | CMD 16 (17 grapple) | F +7 R +9 W +8 | Init +8 | Perc +3 | SM -1
Riddywipple:
HP 36/36 | AC 23 T 16 FF 19 | CMD 16 | F +4 R +6 W +9 | SR 13 | Init +3 | Perc +8 | SM +2

I don't know of anything preventing you charging on a flying carpet. Furthermore, charging doesn't provoke.

Liberty's Edge

Exactly...charging would have negated the need for me to go invisible.


Yes, it has reach, but yeah, you can charge.

Liberty's Edge

I wasn't sure about the charge…what with flying carpets and lava all over the place. I'd rather charge this round but will happily stand by my original action if need be.

Calling for a Judgment of Sacred Smiting and asking Abadar to make his weapon a bane against the fiery beast, Gregor charges into battle and tries to get his morningstar to bite into the flaming giant.

Attack: 1d20 + 15 ⇒ (13) + 15 = 28, Damage: 1d8 + 12 + 2d6 + 1d6 ⇒ (3) + 12 + (3, 6) + (4) = 28

Charge
Power Attack
Bane Weapon
Judgment of Sacred Smiting (bypass DR)
Precise Strike

Dark Archive

human Ninja 10 Alchemist 1
stat:
AC 24 T 18 FF 20 | HP 66/76| Fort +10 Ref +18 Will +9 | Init +7, Perc +24. SM +18 | Ki 6/6 | Extract 2/2
Kyofuu
stat:
AC 18 T 14 FF 15 | HP 38/38| Fort +6 Ref +11 Will +3 | Init +7, Perc +13. SM +13

Ref: 1d20 + 16 ⇒ (7) + 16 = 23

Taiko continue to try to strike the creature

Wakisashi: 1d20 + 12 ⇒ (4) + 12 = 161d6 + 12 ⇒ (3) + 12 = 15


Gregor charges the elemental, barely connecting and dealing it a hefty wound!

Xian attacks the creature, but misses!

Attack: 1d20 + 23 ⇒ (13) + 23 = 36
Attack: 1d20 + 23 ⇒ (11) + 23 = 34

Will: 1d20 + 9 ⇒ (14) + 9 = 23
Will: 1d20 + 9 ⇒ (7) + 9 = 16

The fire elemental swings at its hated enemy once more, and once more it shakes its head in confusion, but continues to focus on the illusion!

Willy pelts the elemental with more missiles, dealing more wounds!

Elemental-139 damage!

Party up! Willy already has acted!

FINISH HIM!

Dark Archive

Mordo Male Wayang [10] Shadow Illusionist 10 | HP 72/72 | AC 19 T 15 FF 15 | CMD 16 (17 grapple) | F +7 R +9 W +8 | Init +8 | Perc +3 | SM -1
Riddywipple:
HP 36/36 | AC 23 T 16 FF 19 | CMD 16 | F +4 R +6 W +9 | SR 13 | Init +3 | Perc +8 | SM +2

Riddywipple's magic missiles: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9

Mordo's magic missiles: 4d4 + 4 ⇒ (1, 3, 2, 1) + 4 = 11

Mordo and his faerie dragon buddy send a barrage of missiles at the elemental!


Mordo's and his familiar's missiles are enough to end the elemental. It collapses into magma, quickly indistinguishable from the lava.

Out of Combat

Liberty's Edge

"Good show lads...now let's find someplace safe to lick our wounds"

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

"Indeed, we must get out of this area of bubbling magma!"

Samhain continues along with the group, keeping an eye on the walls to see if they hold any of his erstwhile arrows.

Recovery: 6d3 ⇒ (3, 3, 1, 1, 2, 1) = 11 Recover on a 3, 1's are in the lava and 2's are broken. Yeah, I know supposed to be a 50% recovery rate, but I feel odd and am willing to take an added challenge for the circumstances.

Liberty's Edge

Gregor heals himself and asks his comrades if they need assistance.
Cure Moderate: 2d8 + 7 ⇒ (4, 3) + 7 = 14
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3


Continuing down the tunnel, the party soon comes a cast iron hall-like chamber. A mosaic covers the upper half of this iron hall. The mosaic depicts a sad scene, for several Qadirans lie dead and burning before a mighty temple and their families weep nearby. The scene flows toward the south wall, where a man garbed in white silk robes embroidered with gold thread looks to the west with hopeful eyes. On the hall’s south wall, a set of ornamental double door seems incomplete; its center is devoid of decorations in a six-foot-diameter circle. Flanking this door, four additional cast iron doors, two on the east wall and two on the west, stand closed.

MAP

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Samhain leans to the more magical types. "Any magic in here?"

If not, Samhain will take a look at each door to see if any of them are trapped, mundanely or magically, it matters not.

Perception: 1d20 + 22 ⇒ (19) + 22 = 41 NE door
Perception: 1d20 + 22 ⇒ (20) + 22 = 42 SE door
Perception: 1d20 + 22 ⇒ (6) + 22 = 28 S door
Perception: 1d20 + 22 ⇒ (20) + 22 = 42 SW door
Perception: 1d20 + 22 ⇒ (3) + 22 = 25 NW door
Perception: 1d20 + 22 ⇒ (3) + 22 = 25 overall in the room


Samhian initially does not find any traps on the doors, but while checking the southeast and southwest doors, something nags at his peripheral vision on the southern ornamental door. Taking his time to study it again, it appears to be a false door and putting something into the circular void would trigger a flaming trap!

Couldn't let those 20's go to waste!

Scarab Sages

Male Human Wizard-Air/ LVL 9 |

Don't forget the warning from the first room.

Scarab Sages

Male Human Wizard-Air/ LVL 9 |

Willy reminds them. "While six is safe and sound, four may find you buried underground." I am pretty sure it was only for the first room but caution is always good.

Then he checks for magic and if it is found will determine what type.

Spellcraft: 1d20 + 16 ⇒ (10) + 16 = 26

Dark Archive

Mordo Male Wayang [10] Shadow Illusionist 10 | HP 72/72 | AC 19 T 15 FF 15 | CMD 16 (17 grapple) | F +7 R +9 W +8 | Init +8 | Perc +3 | SM -1
Riddywipple:
HP 36/36 | AC 23 T 16 FF 19 | CMD 16 | F +4 R +6 W +9 | SR 13 | Init +3 | Perc +8 | SM +2

Mordo joins Willy in the search for magic.

Spellcraft: 1d20 + 17 ⇒ (19) + 17 = 36

Lol. Not trying to show off or anything.

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

Samhain doesn't know what the relevance of the warning is, but points out something interesting. "Yes, well, unlike the first room, it seems this key hole only triggers a trap, not disables one. I don't even think this is a door. We may have reached the end of the route... Let us check these rooms and see if your friend is within."

Scarab Sages

Male Human Wizard-Air/ LVL 9 |

Surrrrre your not. LOL

Scarab Sages

Male Human Wizard-Air/ LVL 9 |

Go to the door nearest to me and look in.

Perception: 1d20 + 13 ⇒ (7) + 13 = 20

The Exchange

Male Human Paladin 8 (HP 75/80) | AC 32 Touch 13 FF 30 | Saves F +11 R +6 W +10 | CMB +12 CMD 23

Sebastian heals himself while his comrades check the doors for traps. He also switches back to mace and shield.
CLW 1d8 + 1 ⇒ (6) + 1 = 7
CLW 1d8 + 1 ⇒ (4) + 1 = 5
CLW 1d8 + 1 ⇒ (3) + 1 = 4
CLW 1d8 + 1 ⇒ (3) + 1 = 4

Dark Archive

human Ninja 10 Alchemist 1
stat:
AC 24 T 18 FF 20 | HP 66/76| Fort +10 Ref +18 Will +9 | Init +7, Perc +24. SM +18 | Ki 6/6 | Extract 2/2
Kyofuu
stat:
AC 18 T 14 FF 15 | HP 38/38| Fort +6 Ref +11 Will +3 | Init +7, Perc +13. SM +13

Lightly hurt Taiko used his wand to heal himself

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Then with Kyofuu at his side he began to help searching for traps or secret passage.

Aid Perception(DD10): 1d20 + 18 ⇒ (4) + 18 = 22


Searching the doors, the party find three identical rooms. These identical cast iron rooms each hold a mosaic piece needed to fill the recess in the ornamental doors. The pieces each rest on a clay shelf on the far wall opposite the door to its room. The tiles are all 90-degree wedges that measure 3 feet from base to tip. Smelted from solid brass and adorned with Toragdan iconography, each piece weighs approximately 15 pounds.

The fourth, southeastern door open to another identical room, save a familiar hexagonal raised tile in the far wall.

Detecting for magic, Mordo and Willy detect another alarm spell on the ornamental door, most likely a trigger for the detected trap and also faint magic of an unidentifiable type from the rear of the southeastern room.

Dark Archive

Mordo Male Wayang [10] Shadow Illusionist 10 | HP 72/72 | AC 19 T 15 FF 15 | CMD 16 (17 grapple) | F +7 R +9 W +8 | Init +8 | Perc +3 | SM -1
Riddywipple:
HP 36/36 | AC 23 T 16 FF 19 | CMD 16 | F +4 R +6 W +9 | SR 13 | Init +3 | Perc +8 | SM +2

I am afraid I will be unable to disable this alarm. Mordo thinks to his companions via Riddywipple.

Dark Archive

human Ninja 10 Alchemist 1
stat:
AC 24 T 18 FF 20 | HP 66/76| Fort +10 Ref +18 Will +9 | Init +7, Perc +24. SM +18 | Ki 6/6 | Extract 2/2
Kyofuu
stat:
AC 18 T 14 FF 15 | HP 38/38| Fort +6 Ref +11 Will +3 | Init +7, Perc +13. SM +13

Sorry Mordo san, I can't disable magical trap

Said Taiko

Grand Lodge

Elf 63517-2 NPC Venture-Captain of the Lodge in Bellis, Verduran Forest

"Nor can I. However, if someone could suppress the magical field, dispel it, we may be able to pass."

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