[PFS_Aerondor] 00-26 Lost at Bitter End (Inactive)

Game Master Aerondor

Map

init:

[dice=Nox]1d20+8[/dice]
[dice=Marra]1d20+5[/dice]
[dice=Lysaer]1d20+4[/dice]
[dice=Uniana]1d20+3[/dice]
[dice=Eric]1d20+2[/dice]
[dice=baddies]1d20+[/dice]

Chronicles


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Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

perception: 1d20 + 9 ⇒ (20) + 9 = 29

Eric will fly towards the figure gaining about 10 feet of elevation. Possibly with a bit of guidance from Riddy

"Do you wish to surrender? Or at least cease violence?" he will ask the figure

He will restow his weapon as he moves

Grand Lodge

Menace Under Otari map | Icons: ◆◇↺

Marra stops her battle dance moving up she cast cure moderate wounds on Lysaer.

CMW on Lysaer: 2d8 + 9 ⇒ (1, 7) + 9 = 17

She calls out to the unseen figure "Peace! We have no quarrel with you. We are merely passing through following the path of Rijana a fellow explorer."

diplomacy: 1d20 + 15 ⇒ (18) + 15 = 33
perception: 1d20 + 14 ⇒ (10) + 14 = 24

GM: did the two arrows come from the general location of the unseen figure?

Lantern Lodge

SFS 05-99 BftB

The two arrows were from Nox

"Then begone, and avoid my men." says the figure as he moves toward the closest of the fallen figures.

Status, bold may post ; prayer is active.
Undiana 4 damage GI (7)
Eric 9 damage
Lysaer 29 damage ; FH2;

stuff
Nox
(Xon)
(riddy) 4 damage GI (1)
Marra 9 damage

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

"Gladly, that was our plan before we were set upon. You know the war you troops fought has long since been over. By they way, have you seen a lost notebook about?"

diplomacy: 1d20 + 15 ⇒ (17) + 15 = 32

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy and Riddy will continue to delay while waiting to see how the negotiations go.

Lantern Lodge

SFS 05-99 BftB

The man sneers a bit at Marra.

"Or so you think. That war will end only in victory for Geb. Our lord and master merely bides his time. I have no time for notebooks. "

Happy to move things on if you want to press on back toward where Geb's Rest would be in this odd demi-world.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

"Carry on then. We have our own path to follow." If the other are willing to go, Marra makes her around the soldiers and continues on down the road.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy and Riddy follow Marra.

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

Erik also flies past the soldiers and rejoins Mara on the floor

Kind of assuming the trip to Geb's Rest will take more than 3 hours.

Dark Archive

Male Half-Elf Fighter/2 Inquisitor/4(Preacher) Hellknight/2 | HP: 64/64 | DR 3/- | TEMPS: 0 AC:25[23](14[13] Tch,23[21] Fl) | CMB: +13, CMD: 26 | F: +10 , R: +5 , W: +8 | Init: +4 | Perc: +14, SM: +13 | Speed 30ft | Re-roll (+2) 1/1 | Judgement 2/2 | Correction 2/2 | Determination 1/2 | Spells: 1st:4/4 / 2nd: 0/2 [ooc]Active Conditions: See Invisibility / Shawl of Life Keeping (10hp) .

On 12 Damage due to Mara's Healing, plus any fast healing until combat officially ends (I am assuming two more rounds with Marra's Diplomacy checks so on 8 damage.

Eyes narrowing as the 'man'replies to their Bard's pleas, Lysaer shakes his head and calls out in case they manage to find more answers. "Do you know where you rest? This Plane is not natural but perhaps created. Did you go to war here willingly?"

He didn't expect the Soldier to be well versed int he Arcane arts, but he hoped he would remember stepping through a portal to do battle, or remember being dragged into this odd place. With either nswer, as long as the Man backed off the Hellknight is willing to press on.

Lantern Lodge

SFS 05-99 BftB

The trip does take more than three hours, but nothing like the two days that you spent heading there in the "Real world".

The all around darkness is oppressive, and the group (presumably) extinguishes lights when you see lights in the distance...

Geb’s Rest lies ahead, but a very different town from the Geb’s Rest on the material plane. This version is the shining, new example of what the town looked like before—every building whole and brightly painted, the streets made of packed dirt and well-lit by giant lanterns, and giant, leafy-green trees lining every avenue. In the middle of the town, surrounding the fountain, are dozens of enormous cages, thirty feet on each side, and packed full with hundreds of dirty human figures.

A massive bone devil stands to the north side, sometimes pulling a figure from a cage and pushing them into the fountain while it tries reading from a book.

Two other bone devil's lounge around the area. Another half dozen of the dead warriors are in the area, and half a dozen of the soldiers from the status field as well.

I have not put townsfolk on the map, but they are in cages all around the town square. While they won't count as difficult terrain, you may want to take them into account when thinking about large AOE spells. The team has not been noticed, and most peoples attention seems on the fountain. The undead are wandering around a bit, the soliders stand to attention. The devil to the north is the one with the book, the other two move around a bit as if bored.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Still the same day? How many hours have passed since we activated our hour/level buffs? (I think that was just before we performed the ritual?) Undy will activate his wand of Heightened Awareness before entring the town (10 minutes duration). Re the townsfolk, so does this mean that any AoE will hit them? Does the book look like it could be the missing notebook? Undy will cast message on everyone before we enter.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy's Alchemical Grease will have expired by now - have removed it from his stat line. His False Life hp were used up anyway back in the fight at the stele but Riddy's are still active unless more than 8 hours have passed since we first activated the ritual at the stele. Ditto Mage Armor on both Undy and Riddy (if more than 8 hours have passed, I'll use two charges from a wand of Mage Armor to activate it on both of them; duration 1 hour). The only other hour/level buff that they had on them was Hunter's Blessing - I can't remember when that was cast or by whom (Erik I think?) so not sure if that is still active.

Dark Archive

Male Half-Elf Fighter/2 Inquisitor/4(Preacher) Hellknight/2 | HP: 64/64 | DR 3/- | TEMPS: 0 AC:25[23](14[13] Tch,23[21] Fl) | CMB: +13, CMD: 26 | F: +10 , R: +5 , W: +8 | Init: +4 | Perc: +14, SM: +13 | Speed 30ft | Re-roll (+2) 1/1 | Judgement 2/2 | Correction 2/2 | Determination 1/2 | Spells: 1st:4/4 / 2nd: 0/2 [ooc]Active Conditions: See Invisibility / Shawl of Life Keeping (10hp) .

Using his wand to remove the worst of his injuries, Lysaer moves on in stoic silence, cursing the unnatural darkness of the place. As he reaches the ghostly parody of Geb's rest, Lysaer shakes his head in disgust at the wretches in cages. "Well, we found where the townsfolk went at least." he mutters under his breath before holding his hands over his eyes and whispering a prayer to his Lords.

Blinking to focus, Lysaer looks around to ensure nothing is attempting to conceal themselves from his gaze before drawing his Silvered blade and holding it low to avoid reflecting light.

"So, the Devil has our book we can presume and we need to take it out. We have fought its kind before, it may even be the same one so be prepared for it to fly and go Invisible." he reminds the group as they prepare.

Just before the group move in, Lysaer will drink his Potion of Fly to be ready for the Devil this time.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

After leaving the Geb soldiers, Marra uses her wand to heal her wounds.

wand CLW: 2d8 + 2 ⇒ (6, 3) + 2 = 11 fully healed.

Marra, whispers to the others "We should remain far enough way so we can cast our spells without risk of detection. I'll cast Good hope, mirror image, and Haste. The bone devils are by far the most dangerous, I think we should concentrate on them first. What about flying and aligned weapons? " Marra will drink her potion of flying as well, then cast mirror Image, Goodhope and Haste last.

The halfling hands Nox a small ceramic pot of HOLY WEAPON BALM {link} "Here coat your arrows with this, it will do more damage on your arrows than my sword."

Mirror Image {link} images: 1d4 + 3 ⇒ (3) + 3 = 6 9 min
Potion of Fly {link} 5 min
Good Hope {link} 9 min
Haste {link} 9 Rounds.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy takes a moment to remind the group what they had previously learned about the juju zombies and the bone devils: "The juju zombies are not mindless. Don't bother with cold, electricity, magic missile as they are immune, and they have resistance to fire. Also, you'll want a magical slashing weapon to harm them. And if you channel against them, they are unusually resistant to positive energy. They don't have any special attacks, fortunately."

"As for the bone devils, besides having spell resistance, they are immune to fire and poison, and resistant to acid and cold. And, as we painfully saw before, they can attack with reach, fly, turn invisible, cast spells. This may be a tough fight, and I'm afraid I've already used many of my best spells."

"I could put Communal Protection from Energy on all of us, and perhaps I should, though I'm not sure what element we're most likely to need protection from with these devils. I don't think we saw the one before use any energy-based magic besides the wall of ice. What do you all think? Should I give us all protection against cold? fire? It's a touch spell, so best to do it before we move into the village..."

I went through the old thread to see about our previous knowledge checks but I may have missed something. Let me know if I've left anything out.

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

It was 6 hours till we met the soldiers. At which point my buffs would last for another 3 hours. So fair to say all our hour per level buffs are gone sadly.

"If we stay close together I can offer my blessing of fervour to you all just before things kick off. I have one fly spell do we keep that for our source invisibility negation"He puts a hand to his chest. "Or to our other main source of up close and personal damage" he looks to Mara. "Other than that my main duty appear to be harming undead" Erik adds with determined smile

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra grins at Erik, "I've got a fly potion, Keep the source of invisibility negation I'm sure we will need it."

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

Erik will cast
90 minutes duration
Read Magic, (himself)
Freedom of movement (on Mara)

9 minutes
Align weapon on maras weapon
Invisibilty purge (himself) Friends who like their invisibilty stay 50 feet away
Fly (himself)

9 rounds
Blessing of fervour (does not stack with haste)

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra also starts her battle dance as she cast her haste spell.

Lantern Lodge

SFS 05-99 BftB

Roughly twelve hours has passed since you entered this strange demi-world. You can't make out much about what the devil is reading, but it very well could be the missing notebook.

Yes, any AOE within the area of the town square is likely to hit the prisoners.
@Lysaer, your judgements are only active when you are actively in combat. If you were moving up to threaten the man, that would have been in combat, but waiting while Marra does diplomacy wouldn't.

The team has had a good chance to recover from any injuries they suffered during the trip and make any preparations they feel necessary.

Precast any spells you like, If they are one round a level, make sure you are clear which order they are cast in. I'll kick you into 'initiative' at the point that Marra has cast haste. So you can either have precast at that point (knock off rounds as appropriate), or use your standard action then to cast. But I'm assuming that things like blessing of Fervor will have gone off just before that.

Status, all haste (9 rounds); good hope;
Undiana 4 damage
Eric 9 damage
Lysaer ; fly(potion)
stuff
Nox
(Xon)
(riddy) 4 damage
Marra 6 mirror images; fly(potion); (move action only)

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

clw wand: 3d8 + 3 ⇒ (1, 2, 6) + 3 = 12 2 charges left
will save blessing of fervour for later in fight or as cure 4th level wounds

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Ok, so False Life, Mage Armor, and Hunter's Blessing have all expired. As noted above, Undy re-ups Mage Armor with two charges from a wand. Also,
Undy discharges Heightened Awareness when it's time to roll initiative.

Just before the battle starts, Undy will use a wand of Infernal Healing on Riddy and himself; since it has a duration of 10 rounds, when round 1 starts Riddy will have 8 rounds left and Undy will have 9 rounds left. Riddy will use a wand of Protection From Evil on himself and Undy, so they will have the same 8 rounds and 9 rounds remaining. Undy also offers to use both wands on any party members who would like them (just let me know so I can track charges and duration).

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59
Erik the Blue wrote:

Erik will cast

90 minutes duration
Read Magic, (himself)
Freedom of movement (on Mara)

9 minutes
Align weapon on maras weapon
Invisibilty purge (himself) Friends who like their invisibilty stay 50 feet away
Fly (himself)

Xon better stay 30 feet away or where I can see you

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Before the battle begins, Undy casts Protection From Energy Communal on the entire party 80 minutes duration divided by 7 = 11 minutes each; CL 8 = absorbs 96 points of damage (each). Unless anyone has a suggestion for an energy type (or, GM, if any Knowledge check might give us an idea about Bone Devils' elemental preferences?), it will be Prot Energy: Cold (based purely on the fact that the Bone Devil used an Ice Wall against us earlier).

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

@GM, you have both Undy and Riddy listed as already have 4 points of damage (left over from an earlier battle I think); I believe that these were absorbed by their temp hp from False Life (so they should both be currently at 0 dmg). Let me know if that's wrong)

@GM, also, it looks like you have Riddy as a separate entry in the initiative order. Do you want him to go on his own initiative now?

Whenever we are ready to begin the battle... Undy glares at the Bone Devils. "These things again! One was bad enough, three is a plague! Their problem is: they're not shiny enough..." Undy locates the center of his Glitterdust spell right in the middle of the fountain, which should catch both Red and Blue bone devils. Each needs to make a DC 18 Will save or be blinded for 8 rounds (new save at the end of their turn each round); regardless of whether they succeed or fail, they are shiny and visibly outlined (if they decide to turn invisible). Because it's a Conjuration, there is no SR.

Lantern Lodge

SFS 05-99 BftB

[ooc]I keep familiar/ACs separate in initative for tracking damage/status effects rather than action. I'm happy for them to go on their owners initiative, that makes PBP much simpler.

Status, all haste (9 rounds);good hope; protection from cold (96 each)
Eric 9 damage; fly; invisibility purge
Lysaer ; fly(potion)
stuff
Nox
(Xon)
Undiana mage armor; protection from evil & infernal healing (9)
(riddy) mage armor ; protection from evil & infernal healing (9)
Marra 6 mirror images; fly(potion); freedom of movement; align weapon;
(move action only)

Lantern Lodge

SFS 05-99 BftB

[ooc]I keep familiar/ACs separate in initiative for tracking damage/status effects rather than action. I'm happy for them to go on their owners initiative, that makes PBP much simpler.

Status, all haste (9 rounds);good hope; protection from cold (96 each)
Eric 9 damage; fly; invisibility purge
Lysaer ; fly(potion)
stuff
Nox
(Xon)
Undiana mage armor; protection from evil & infernal healing (9)
(riddy) mage armor ; protection from evil & infernal healing (9)
Marra 6 mirror images; fly(potion); freedom of movement; align weapon;
(move action only)

Lantern Lodge

SFS 05-99 BftB

I keep familiar/ACs separate in initiative for tracking damage/status effects rather than action. I'm happy for them to go on their owners initiative, that makes PBP much simpler.

Status, all haste (9 rounds);good hope; protection from cold (96 each)
Eric 9 damage; fly; invisibility purge
Lysaer ; fly(potion)
stuff
Nox
(Xon)
Undiana mage armor; protection from evil & infernal healing (9)
(riddy) mage armor ; protection from evil & infernal healing (9)
Marra 6 mirror images; fly(potion); freedom of movement; align weapon;
(move action only)

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Ok, but did you move Undy down in the init order? You had him at the top (which is why I went ahead and posted his action of casting Glitterdust) but now it looks like he's down below Xon, so I'm confused. His init modifier (including Heightened Awareness) would have been +7.

Dark Archive

hp 35 Fort +4, Ref +10, Will +5

Xon sinks into the ground and start's moving his way towards the fountain....

This should be fun...

He'll double move underground until he reaches the underground walls of the fountain and wait there. He'll ready an attack for when he hears some noise of battle to hit the bone devil above him.

Lantern Lodge

SFS 05-99 BftB

I've just got init up so I can track who is doing what since the haste has gone off and we will start counting rounds. At the moment the creature are not aware of any of you, once someone does something dramatic (like the glitterdust) I'll roll for initiative from there, but want to give everyone a last round of pre-combat buff time if they want it.

@Xon you can easily get anywhere on the map with a double move and a haste. Once in the ground you can only detect the presence of a creature in the location next to you, and as noted before, there are lots of "collateral damage" potential folk in the town square. You will not know precisely what is in that square unless you emerge first.

incorporeal creatures wrote:
It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge.

I'm happiy for a readied action to emerge. Or a readied action to strike at whatever is in the square (with 50% miss), but as Xon cannot see exactly where he is when he is inside, if he doesn't emerge as a standard action, he may snack on one of the prisoners by mistake.

Dark Archive

Male Wayang Unchained Rogue 10/Shadowdancer 3 HP 75 / Init +8 / Fort +9 Ref +19 Will+11/Trap Spotter +17/Stealth Take 10: 95, Perception 34, Sense Motive 0

Nox blurs into nothingness as he moves forward.

If you don't mind, give me a moment to get into position... 18 seconds will be more than enough.

sneak: 1d20 + 35 ⇒ (7) + 35 = 42

Nox will sneak into position and prepare to strike. It took him two rounds to get there after being buffed, and he'll count to the 18 count and fire at blue unless someone makes them aware beforehand.... hopefully coinciding with the glitterdust blast.

Shortbow: 1d20 + 15 ⇒ (12) + 15 = 27
damage: 1d4 + 3 + 4d6 ⇒ (2) + 3 + (5, 6, 5, 2) = 23+ 1 Str Damage + Debilitating Injury (Does not stack with itself) -2 penalty to ACC
Shortbow: 1d20 + 15 ⇒ (1) + 15 = 16
damage: 1d4 + 3 + 4d6 ⇒ (4) + 3 + (2, 1, 5, 5) = 20+ 1 Str Damage + Debilitating Injury (Does not stack with itself) -2 penalty to ACC

Sniper Hide- Sniping Hide: 1d20 + 40 ⇒ (7) + 40 = 47

Dark Archive

hp 35 Fort +4, Ref +10, Will +5

Str touch: 1d20 + 11 ⇒ (2) + 11 = 13
Str damage: 1d6 ⇒ 6
concealment from attacking underground: 1d100 ⇒ 66

Str touch: 1d20 + 6 ⇒ (15) + 6 = 21
Str damage: 1d6 ⇒ 3
concealment from attacking underground: 1d100 ⇒ 41

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Ah, gotcha. I thought that was already the init order. I've done all the buffing that I can think of so I'm ready to go whenever. Unless anyone else has a better idea, perhaps the Glitterdust should be the signal to begin our attack? Also, we are all linked by Message (and Riddy can communicate telepathically), so letting Nox and Xon know when to pop out shouldn't be a problem.

Lantern Lodge

SFS 05-99 BftB

Okay, lets go with the Glitterdust kicking off chaos after a three round wait for Nox to get into position.

Two of the devils are covered in glittering dust. One instinctively throws up his arms to protect his eyes, the the second is a moment too slow.

The devils react with supernatural quickness, although their minions are rather suprised.

Status, all haste (6 rounds);good hope; protection from cold (96 each) bold may post
(surprise round - single action)
Marra 6 mirror images; fly(potion); freedom of movement; align weapon; Undiana mage armor; protection from evil & infernal healing (6)
(riddy) mage armor ; protection from evil & infernal healing (5)

Bone devils
Blue (blind,glittering)
red (glittering)
green
Nox
(Xon)
Lysaer ; fly(potion)
stuff
Nox
(Xon)
(normal round) haste (5 rounds);good hope; protection from cold (96 each)
Marra 6 mirror images; fly(potion); freedom of movement; align weapon; Undiana mage armor; protection from evil & infernal healing (5)
(riddy) mage armor ; protection from evil & infernal healing (4)
Bone devils
Blue (blind,glittering)
red (glittering)
green
Nox
(Xon)
Lysaer ; fly(potion)
stuff
Nox
(Xon)
Soldiers - no action in first round due to surprise
Zombies - no action in first round due to surprise
Eric 9 damage; fly; invisibility purge

rolls:

saves: 2d20 ⇒ (8, 16) = 24
Init

Nox: 1d20 + 8 ⇒ (10) + 8 = 18
Marra: 1d20 + 5 ⇒ (16) + 5 = 21
Lysaer: 1d20 + 4 ⇒ (12) + 4 = 16
Uniana: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19
Eric: 1d20 + 2 ⇒ (8) + 2 = 10
baddies-devils: 1d20 + 9 ⇒ (9) + 9 = 18
zombies: 1d20 + 6 ⇒ (5) + 6 = 11
soldiers: 1d20 + 2 ⇒ (13) + 2 = 15
perception-devils DC... 0 (visible creature) +6 (range): 1d20 + 19 ⇒ (3) + 19 = 22 - can't fail.
perception-zombies DC... 0 (visible creature) +6 (range): 1d20 + 2 ⇒ (4) + 2 = 6 - lets call them surprised
perception-soliders DC... 0 (visible creature) +6 (range): 1d20 + 3 ⇒ (2) + 3 = 5 -and they are surprised.

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

Erik who burned 3 charges of a cure light wounds wand to remove the 9 damage

Flies forward 15 feet above the soldiers and channels to harm undead excluding xon

channel dc17: 5d6 ⇒ (1, 4, 1, 5, 2) = 13

Dark Archive

Male Wayang Unchained Rogue 10/Shadowdancer 3 HP 75 / Init +8 / Fort +9 Ref +19 Will+11/Trap Spotter +17/Stealth Take 10: 95, Perception 34, Sense Motive 0

Did Xon and Nox's attacks happen? Or do I need to make a new post?

Lantern Lodge

SFS 05-99 BftB

I'm good with the rolls, but they will happen at their initiative point. You do only have a standard action in the surprise round, so Xon will need to choose between emerging from the ground and having a 50% miss chance. Speaking of which, if he stays in the ground Erik cannot exclude him from the channel, as he can't target him. Before any of this we have Undi, Marra and Riddy

And I really messed up that cut and paste. So here is a fixed surprise/first round initiative order.

Everyone remember, you first post is in the "surprise" round that was kicked off by the glitterdust going off, so it is only a single action, either a move or a standard action.

Status, all haste (6 rounds);good hope; protection from cold (96 each) bold may post
(surprise round - single action)
Marra 6 mirror images; fly(potion); freedom of movement; align weapon;
Undiana mage armor; protection from evil & infernal healing (6)
(riddy) mage armor ; protection from evil & infernal healing (5)

Bone devils
Blue (blind,glittering)
red (glittering)
green
Nox
(Xon)
Lysaer ; fly(potion)
Erik
(normal round) haste (5 rounds);good hope; protection from cold (96 each)
Marra 6 mirror images; fly(potion); freedom of movement; align weapon; Undiana mage armor; protection from evil & infernal healing (5)
(riddy) mage armor ; protection from evil & infernal healing (4)
Bone devils
Blue (blind,glittering)
red (glittering)
green
Nox
(Xon)
Lysaer ; fly(potion)
Soldiers
Zombies
Eric 9 damage; fly; invisibility purge

Dark Archive

hp 35 Fort +4, Ref +10, Will +5

Luckily for Xon, channel can't pass through stone, or anything really. The burst edge stops at the ground, so Xon is unaffected, and is why I took the 50% miss chance rather than emerge from the ground.

Lantern Lodge

SFS 05-99 BftB

Good point, that sounds reasonable to me.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Having started her battle dance as part of prep, Marra uses the surprise round to fly straight at the blue adorned devil.

Surprise action: Fly 60'ft

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy's surprise round action was casting Glitterdust. Riddy will use a wand of magic of missile (CL 3) to target the nearest of the soldiers.

Magic Missile damage: 2d4 + 2 ⇒ (3, 1) + 2 = 6

Both also take 5 foot steps.

Lantern Lodge

SFS 05-99 BftB

Undi kicked off the "surprise" with the glitterdust, he can still act in the surprise round as his initiative was very high- thanks to dismissing that spell

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Ok, great. In that case...

Undy waves his hands, mutters some words, contemplates the importance of sushi... and, presto, an enormous orb of churning water appears where the red bone devil stands. While this possibly helps him look a bit less fabulous, it also threatens to engulf him in water.

Aqueous Orb, CL 10, 10 rounds duration, no SR.

The red bone devil must make a DC 19 REF save or take Non-lethal dmg: 2d6 ⇒ (6, 5) = 11. If it fails this save, it must make a second DC 19 REF save and if it fails the second save it is engulfed by the orb.

EDIT: Tried to figure out how to make a transparent 10' square to represent the orb while still allowing you to see the bone devil in the same square, but my computer skills have failed me. Anyone have any idea how to do this?

Lantern Lodge

SFS 05-99 BftB

But to speed things along, he can have an extra standard action on his turn

The blue devil tries to go invisible, but fails badly as the glittering continues and he scratches at his eyes. After a moment or two he can see again.

The red devil, trying to buy time causes a wall of ice to appear between the pathfinders and the square. The green one rises majestically into the air.

Xon reaches out a shady hand, but the blue devil is quick and steps away from it.
only single attack due to standard action
Nox fires an arrow from concealment, badly wounding the blue devil.

At least I'm assuming you do that, you won't be concealed at the end of the surprise round though, as the surprise is a single action not a full round.

Status, all haste (6 rounds);good hope; protection from cold (96 each) bold may post
(surprise round - single action)
Lysaer ; fly(potion)
Erik (you posted a move and channel, but can't do both during a surprise round).
(normal round) haste (5 rounds);good hope; protection from cold (96 each)
Marra 6 mirror images; fly(potion); freedom of movement; align weapon; Undiana mage armor; protection from evil & infernal healing; can make an extra standard action; (5)
(riddy) mage armor ; protection from evil & infernal healing (4)

Bone devils
Blue (glittering) 23 damage; -1 STR; (-2 AC one round only)
red (glittering)
green - in air 30' up.
Nox
(Xon)
Lysaer ; fly(potion)
Soldiers
red doted 6 damage
Zombies
Eric 9 damage; fly; invisibility purge
Nox - not concealed?
(Xon) - in the ground

[spoiler=rolls]
will blue: 1d20 ⇒ 19

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Hmm, looks like we both posted at about the same time so I'm not sure if that means my aqueous orb went off before the wall of ice? If yes, then if the red devil fails 2 reflex saves he won't be able to cast his spell. If no, then I won't have line of effect so my aqueous orb couldn't have been cast (but presumably I have the action back?)

Dark Archive

Male Wayang Unchained Rogue 10/Shadowdancer 3 HP 75 / Init +8 / Fort +9 Ref +19 Will+11/Trap Spotter +17/Stealth Take 10: 95, Perception 34, Sense Motive 0

Goof on my part, but i'll own it.

Lantern Lodge

SFS 05-99 BftB

The orb can certainly go off first.
reflex: 1d20 ⇒ 8

The devil narrowly avoids the orb. Rather than stay in place, and make the wall of ice, it too leap into the air.
So no wall of ice to contend with

Nox, you can totally decide not to do the attack in the surprise round if you want to, I've assumed below that you have but if you wanted to stay hidden and snipe (your normal tactics) you can.

Status, all haste (6 rounds);good hope; protection from cold (96 each) bold may post
(surprise round - single action)
Lysaer ; fly(potion)
Erik (you posted a move and channel, but can't do both during a surprise round).
(normal round) haste (5 rounds);good hope; protection from cold (96 each)
Marra 6 mirror images; fly(potion); freedom of movement; align weapon; Undiana mage armor; protection from evil & infernal healing; (5)
(riddy) mage armor ; protection from evil & infernal healing (4)

Bone devils
Blue (glittering) 23 damage; -1 STR; (-2 AC one round only)
red (glittering) - air air 30' up.
green - in air 30' up.
Nox
(Xon)
Lysaer ; fly(potion)
Soldiers
red doted 6 damage
Zombies
Eric 9 damage; fly; invisibility purge
Nox - not concealed?
(Xon) - in the ground

Sovereign Court

Male HumanInit +2; Senses Perception +8 Sense Motive +9 AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12 Hp 59

Erik will just fly ready to channel next turn.

He also used 3 charges from his wand to heal the 9 damage

Are the soldiers soldiers or undead?

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