[PFS_Aerondor] 01-46 Seeker arc - Eyes of the Ten Part 1 (Inactive)

Game Master Aerondor

MAPS!
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Chronicles


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Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

"Can you check the area for any signs of magical traps Alie?" Kalendir gestures towards the door.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie recharges the ring and uses the awful wand on the Monk. She'd heard of that spell, but it sounded particularly bad, so she wasn't sure why he'd want to use it. She kept quiet, needed him to be healthy and Cooperative, though. She cast Detect Magic and started focusing on the door.

Lantern Lodge

SFS 05-99 BftB

The door is certainly magical. Strong conjuration magic.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

"Conjuration magic. It's strong. That could mean it's a summoning trap or something similar!"

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

"Well, can't go standing around while they escape." Kalendir hopes for the best as he approaches the door and opens it.

Lantern Lodge

SFS 05-99 BftB

What with battle, going back getting the bard, working through the maze etc, I'm guessing you have lost a couple of hours. While not critical, we are not in a two or three rounds will make a difference stage here.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

"A wizard friend of mine once told me that teleportation magic was conjuration, isn't that right?" asks Fletch. "This could be some sort of gateway."

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

"True enough, I'm just wondering why it's locked. Want me to see if I can open it and take a peek through while everyone gets ready, since I can go invisible whenever I please?"

Grinning, the man pulls out his well made roll of lockpicking tools.

Lantern Lodge

SFS 05-99 BftB

Upon examining the door, Morrin can see no lock. Just a handle to open it with.

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Kalendir nods silently to Morrin. "Go ahead. Let us see what is on the other side."

Liberty's Edge

Lawful Good Dwarf Monk (Unchained) 15 (Sheet) (Equipment) | HP: 169/169 | AC: 39 (30 T, 35 F) | CMD: 50 | F: 20, R: 19, W: 18 | Init: 10 | Perc: 25 | Speed 70, fly 90 (good) |
Tracked Resources:
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1

Tortuga refreshed his barkskin power and prepared to follow in quickly.

Lantern Lodge

SFS 05-99 BftB

The door leading from the Maze of the Open Road opens into what appears to be natural cavern system. Definitely some magic involved here. With little other option you follow the winding tunnel...

The winding tunnel opens onto a high platform overlooking an enormous chamber lit by distant torches and small clumps of phosphorescent fungi. A relatively flat floor about 20 feet below falls away into a black abyss at the center of the huge chamber, bridged by a thin natural span at the center of the room about 40 feet away. Several torches light the bridge, illuminating a tall human warrior in red plate armor pacing nervously, sword in hand. You can just make out the forms of archers along the far ledge, and lurking shadows near the close edge suggest skulking humanoids somewhat larger than an average man. Immediately east of your high platform, about 20 feet below, is a pool of dark liquid, perhaps fed from some natural spring.

How are you all seeing?

Liberty's Edge

Male CG Elf Arcane Archer 9/ Fighter 6 / Wizard 1 | HP 130/130 Temp 18/18| AC 31 T 22 FF 23 | CMB +19, CMD 39 | F: +17, R: +20, W: +14 | Init: +10 | Perc: +22 (LLV & DV 60'), SM: +1 | Speed 60ft | Diviner's Fortune:7/7; Seeker Arrow: 3/3; Phase Arrow: 2/2; Arcane Bond: 0/1; GM Reroll: 0/1 | Spells: Listed in Profile

Stupid internet cut out on me when I hit submit..anyway. Unless my see invisibility is still up, I doubt it. Wynn will cast it again before entering, knowing this guy likes to go invisible.

Wynn walks through the door.
Guys, I think we found him. And he has some friends.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

"If we want a courier service, I can take someone with me while invisible to get behind the enemy. I do have my portable hole on me."

Gesturing towards the dark cloth coming out of his jacket pocket, Morrin also slides his goggles over his eyes. Waiting for an answer, the innkeep pulls a few small items from his pathfinder's pouch.

Morrin will wait to see if anyone wants to ride inside the hole before turning invisible and following the party. His goggles are Goggles of the Night, which grant division 60 ft.

Liberty's Edge

Lawful Good Dwarf Monk (Unchained) 15 (Sheet) (Equipment) | HP: 169/169 | AC: 39 (30 T, 35 F) | CMD: 50 | F: 20, R: 19, W: 18 | Init: 10 | Perc: 25 | Speed 70, fly 90 (good) |
Tracked Resources:
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1

You can take me if you want, unless someone else would rather get close.

Tortuga has 60 ft. darkvision.

If the plan is to pop in and take them by surprise, Tortuga will prepare by using the spells in his ring if you are taking him along. Otherwise, he'll hold onto them since they are of shorter duration.

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Elven low light vision as I am sure see invisibility is up after the last fight as the Hand of Glory only lasts 50 minutes.

Kalendir whispers as he holds out a wand. "This is a wand of Obscuring Mist. There archers may have a hard time seeing past it but I do not." He taps the center of his mask with a singular eyelet. Goz Mask

"If one of you is able to cover this rear area in mist I may be able to take a few out with minimal casualties on our end."

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie offers to take the wand. "I can cast a True Seeing a great spell to look through almost anything. I'll use your wand after casting it, and see how that works.". Alie gives Motrin time to set up his ambush before casting the spells.

Lantern Lodge

SFS 05-99 BftB

So it appears only two of you could see in the tunnel. How were the rest of your planning on seeing once through the door? This is a small clarification prior to you getting into the cavern.

Status, (vision)
Kalendir @ 82/88 HP
Alie @ 105/107 HP -
Tortuga 124/124 - (Darkvision)
Wynn- 74/74 HP -
Morrin (1 Strength Damage) @ 139/157 HP (60 Non-lethal burn) (goggle of the night)
Fletch @ 100/100 HP
(Romulus @ 108/108 HP)

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

True Seeing works in both normal and magical darkness, so I will have to activate it earlier, but that will let me see.

Lantern Lodge

SFS 05-99 BftB

If True seeing was cast when you went through the doo, that would be fine.

Status, (vision)
Kalendir @ 82/88 HP
Alie @ 105/107 HP - (true seeing)
Tortuga 124/124 - (Darkvision)
Wynn- 74/74 HP -
Morrin (1 Strength Damage) @ 139/157 HP (60 Non-lethal burn) (goggle of the night)
Fletch @ 100/100 HP
(Romulus @ 108/108 HP)

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

So the low-light vision doesn't help with the distant torches and small clumps of phosphorescent fungi? Otherwise if it comes to it, Kalendir will pull his wayfinder out for light.

Lantern Lodge

SFS 05-99 BftB

Not in the tunnel, but once you are in the room it helps.

Liberty's Edge

Male CG Elf Arcane Archer 9/ Fighter 6 / Wizard 1 | HP 130/130 Temp 18/18| AC 31 T 22 FF 23 | CMB +19, CMD 39 | F: +17, R: +20, W: +14 | Init: +10 | Perc: +22 (LLV & DV 60'), SM: +1 | Speed 60ft | Diviner's Fortune:7/7; Seeker Arrow: 3/3; Phase Arrow: 2/2; Arcane Bond: 0/1; GM Reroll: 0/1 | Spells: Listed in Profile

Wynn would do the same, pull out his wayfinder and activate it.

Lantern Lodge

SFS 05-99 BftB

Wayfinders will provide enough light for everyone, so that is fine.

The team rounds the corner and sees the torches (see description above).

A voice calls out from the bridge. "We have already seen your light! State your business or be slain!"

sense motive dc15:
He wants a fight no matter what

Feel free to juggle yourselves around in the starting area if you want.

[ooc]Notes about the map. You are on a raised area, unless you jump down, you'll need to move south a bit and take the natural stair. The black in the middle is a pit, not solid rock.

Status, (vision)
Wynn- 74/74 HP -

Baddies group B
Kalendir @ 82/88 HP
Morrin (1 Strength Damage) @ 139/157 HP (60 Non-lethal burn) (goggle of the night)
Baddies group T & S
Alie @ 105/107 HP - (true seeing)
Baddies group G
Tortuga 124/124 - (Darkvision)
Fletch @ 100/100 HP
(Romulus @ 108/108 HP)

init:

Alie: 1d20 + 6 ⇒ (10) + 6 = 16
Kalendir: 1d20 + 6 ⇒ (17) + 6 = 23
Morrin: 1d20 + 6 ⇒ (17) + 6 = 23
Wynn: 1d20 + 12 ⇒ (13) + 12 = 25 Always act in surprise.
Fletch: 1d20 + 4 ⇒ (2) + 4 = 6 +4 for Forests; +2 for Underground.
Tortuga: 1d20 + 6 ⇒ (2) + 6 = 8
baddies Group B: 1d20 + 5 ⇒ (19) + 5 = 24
baddies Group T: 1d20 + 1 ⇒ (19) + 1 = 20
baddies Group S: 1d20 + 3 ⇒ (15) + 3 = 18
baddies group G: 1d20 + 1 ⇒ (10) + 1 = 11

Liberty's Edge

Male CG Elf Arcane Archer 9/ Fighter 6 / Wizard 1 | HP 130/130 Temp 18/18| AC 31 T 22 FF 23 | CMB +19, CMD 39 | F: +17, R: +20, W: +14 | Init: +10 | Perc: +22 (LLV & DV 60'), SM: +1 | Speed 60ft | Diviner's Fortune:7/7; Seeker Arrow: 3/3; Phase Arrow: 2/2; Arcane Bond: 0/1; GM Reroll: 0/1 | Spells: Listed in Profile

We came for the slayer of our venture captain. Dead or Alive?

Wynn then cast a spell.gravity bow His bow becomes denser and more rigid.
spell failure, 15% low fails: 1d100 ⇒ 18 close

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Fletch usually relies on his more magical companions for light, but has a scroll of dancing lantern and several sunrods if necessary.

How much time did we have for preparatory spellcasting?

With one round available, Fletch would cast wind wall. With two, he'd also cast gravity bow. With three, he would add magic fang on Romulus. With four he'd add strong jaw on Romulus. With five he'd cast lead blades on Tortuga.

Lantern Lodge

SFS 05-99 BftB

No real preparatory time as such. I was curious about how you were navigating the tunnel, but in terms of short term buffs nothing that you wouldn't have had running in the maze really.

"Then die!" screams the man on the stone bridge.

Two hulking bugbears approach the group, one getting in Wynn's face, but without time to actually strike out at him with the creatures ugly morning star.

Status, (vision) Bold may post
Kalendir @ 82/88 HP
Morrin (1 Strength Damage) @ 139/157 HP (60 Non-lethal burn) (goggle of the night)

Baddies group T & S
Alie @ 105/107 HP - (true seeing)
Tortuga 124/124 - (Darkvision)
Baddies group G
Fletch @ 100/100 HP
(Romulus @ 108/108 HP)
Wynn- 74/74 HP - Gravity bow
Baddies group B

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Gripping his bow Kalendir does what he can to help Wynn. "Those bugbears are faster than I thought."

He quickly unleashes a volley of arrows starting with the red bugbear.

CI Durable Arrow 1 Many Shot; PBS; Rapid Shot; Deadly Aim: 1d20 + 18 + 1 - 2 - 4 ⇒ (16) + 18 + 1 - 2 - 4 = 29
Damage 2 arrows: 2d8 + 8 + 2 + 16 ⇒ (6, 2) + 8 + 2 + 16 = 34
Holy Damage (If Evil): 4d6 ⇒ (4, 3, 1, 4) = 12

CI Durable Arrow 2; PBS; Rapid Shot; Deadly Aim: 1d20 + 13 + 1 - 2 - 4 ⇒ (11) + 13 + 1 - 2 - 4 = 19
Damage: 1d8 + 4 + 1 + 8 ⇒ (2) + 4 + 1 + 8 = 15
Holy Damage (If Evil): 2d6 ⇒ (2, 2) = 4

CI Durable Arrow 3; PBS; Rapid Shot; Deadly Aim: 1d20 + 8 + 1 - 2 - 4 ⇒ (7) + 8 + 1 - 2 - 4 = 10
Damage: 1d8 + 4 + 1 + 8 ⇒ (1) + 4 + 1 + 8 = 14
Holy Damage (If Evil): 2d6 ⇒ (5, 3) = 8

CI Durable Rapid Fire Arrow; PBS; Rapid Shot; Deadly Aim: 1d20 + 18 + 1 - 2 - 4 ⇒ (12) + 18 + 1 - 2 - 4 = 25
Damage: 1d8 + 4 + 1 + 8 ⇒ (4) + 4 + 1 + 8 = 17
Holy Damage (If Evil): 2d6 ⇒ (1, 2) = 3

Precise shot to eliminate -4 modifier for shooting into melee;
Shared Precision- All allies in 10 feet get precise shot
Holy- +2d6 damage if creature is evil

Lantern Lodge

SFS 05-99 BftB

Kalendir sends a set of arrows streaming into the closest bugbear. They don't all hit, but the final one is good enough to finally bring it to its knees.

Status, (vision) Bold may post
Morrin (1 Strength Damage) @ 139/157 HP (60 Non-lethal burn) (goggle of the night)

Baddies group T & S
Alie @ 105/107 HP - (true seeing)
Tortuga 124/124 - (Darkvision)
Baddies group G
Fletch @ 100/100 HP
(Romulus @ 108/108 HP)
Wynn- 74/74 HP - Gravity bow
Baddies group B
Red - 84 damage, unconscious
Kalendir @ 82/88 HP

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Morrin, grinning at the bugbear still standing, steps into the air before shooting a pebble towards the creature.

"It seems that we may have found more of the group that ran away. I'm tired of fighting, and have a really bad headache, so I ask you to stand aside before we get messy!"

Fly: 1d20 + 17 ⇒ (11) + 17 = 28
Telekinetic Blast: 1d20 + 18 ⇒ (17) + 18 = 35
Telekinetic Damage: 6d6 + 18 ⇒ (4, 5, 2, 1, 3, 6) + 18 = 39

Lantern Lodge

SFS 05-99 BftB

The bugbear in blue staggers a little, but a small pebble isn't going to hurt Him.

The man on the bridge stands ready. "Make me!" he sneers at Morrin.

Flaming arrows fly from the other side of the chasm at Morrin and Kalendir. One manages to get through the paladin's armor, but Morrin (narrowly) avoids the ones aimed at him.

Status, (vision) Bold may post
Baddies group T -delaying
Alie @ 105/107 HP - (true seeing)
Tortuga 124/124 - (Darkvision)

Baddies group G
Fletch @ 100/100 HP
(Romulus @ 108/108 HP)
Wynn- 74/74 HP - Gravity bow
Baddies group B
Red - 84 damage, unconscious
Blue - 39 damage
Kalendir @ 71/88 HP
Morrin (1 Strength Damage) @ 139/157 HP (60 Non-lethal burn) (goggle of the night)
Baddies group S

rolls:

attacks vs Morrin: 3d20 ⇒ (3, 13, 18) = 34
attacks vs Kalendir: 3d20 ⇒ (1, 18, 6) = 25
damage: 2d6 ⇒ (5, 6) = 11

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie casts Haste on all her group mates.

Liberty's Edge

Male CG Elf Arcane Archer 9/ Fighter 6 / Wizard 1 | HP 130/130 Temp 18/18| AC 31 T 22 FF 23 | CMB +19, CMD 39 | F: +17, R: +20, W: +14 | Init: +10 | Perc: +22 (LLV & DV 60'), SM: +1 | Speed 60ft | Diviner's Fortune:7/7; Seeker Arrow: 3/3; Phase Arrow: 2/2; Arcane Bond: 0/1; GM Reroll: 0/1 | Spells: Listed in Profile

Im sorry, I forgot to inform you that Wynn has snap shot and improved snap shot...I threaten 10 feet. I will not roll since you were not informed. Bold Strider knew, but forgot to pass it on to you when you took over.

Liberty's Edge

Lawful Good Dwarf Monk (Unchained) 15 (Sheet) (Equipment) | HP: 169/169 | AC: 39 (30 T, 35 F) | CMD: 50 | F: 20, R: 19, W: 18 | Init: 10 | Perc: 25 | Speed 70, fly 90 (good) |
Tracked Resources:
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1

Tortuga double moves to hold the bridge.

He will try to trip anyone that tries to get past him.

Trip attempts:
trip attempt 1: 1d20 + 24 + 1 ⇒ (9) + 24 + 1 = 34
trip attempt 2: 1d20 + 24 + 1 ⇒ (6) + 24 + 1 = 31
trip attempt 3: 1d20 + 24 + 1 ⇒ (15) + 24 + 1 = 40
trip attempt 4: 1d20 + 24 + 1 ⇒ (12) + 24 + 1 = 37

Lantern Lodge

SFS 05-99 BftB

The group speeds up as Alie puts her magic to use.

The man on the bridge smiles cruely as Tortuga advances on him. He unleashes a series of devastating attacks on the monk. One almost takes off his arm, but the wily monk moves out of the way just in time, getting away with a hefty cut in its place.

From out of the darkness a ball of fire balloons around the group.

Then a huge burning raven rises from the chasm. A wall of fire appears around most of the team, sending burning energy at the whole group. A massive storm of fire then sweeps the cavern, burning everyone.

[ooc]Okay,

Status, (vision) Bold may post (haste)
Fletch @ 48/100 HP 17 extra damage if ref DC 16 failed); 30 extra if DC 24(!) ref failed (and catch fire)
(Romulus @ 56/108 HP) 17 extra damage if ref DC 16 failed) ; 30 extra if DC 24(!) ref failed (and catch fire)
Wynn- 24/74 HP - Gravity bow 17 extra damage if ref DC 16 failed); 30 extra if DC 24(!) ref failed (and catch fire)

Baddies group B
Blue - 39 damage
Kalendir @ 21/88 HP 17 extra damage if ref DC 16 failed) ; 30 extra if DC 24(!) ref failed (and catch fire)
Morrin (1 Strength Damage) @ 92/157 HP (60 Non-lethal burn) (goggle of the night) 17 extra damage if ref DC 16 failed); 30 extra if DC 24(!) ref failed (and catch fire)
Baddies group S
Alie @ 54/107 HP - (true seeing) 17 extra damage if ref DC 16 failed); 30 extra if DC 24(!) ref failed (and catch fire)
Tortuga 89/124 - (Darkvision) ; 60 extra if DC 24(!) ref failed (and catch fire)
Baddies group T
Baddies group G

rolls:

attacks on Tort: 3d20 ⇒ (10, 17, 15) = 42
confirm?: 1d20 ⇒ 9
damage: 2d8 + 22 ⇒ (7, 6) + 22 = 35
fireball: 10d6 ⇒ (4, 2, 1, 3, 6, 2, 2, 3, 5, 6) = 34 - not Tort
fire damage for group: 2d4 ⇒ (4, 1) = 5 <- half for Morrin, none Tort
more fire damage: 18d6 ⇒ (3, 4, 3, 3, 3, 6, 2, 5, 2, 2, 2, 3, 4, 4, 1, 5, 3, 5) = 60

Liberty's Edge

Lawful Good Dwarf Monk (Unchained) 15 (Sheet) (Equipment) | HP: 169/169 | AC: 39 (30 T, 35 F) | CMD: 50 | F: 20, R: 19, W: 18 | Init: 10 | Perc: 25 | Speed 70, fly 90 (good) |
Tracked Resources:
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1

Reflex: 1d20 + 16 ⇒ (14) + 16 = 30

Tortuga dodges the flames.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Reflex 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Reflex 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13

If its okay, I'll use my folio reroll on the second save, and try again.

Reflex 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

Guess it wasn't meant to be. So, I passed the first save, and failed the second. Please adjust my HP, DM. How do I put the flamesf out?

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Reflex 1 DC 16: 1d20 + 15 ⇒ (13) + 15 = 28
Reflex 2 DC 24: 1d20 + 15 ⇒ (12) + 15 = 27

Kalendir throws his cloak around his body which seems to shield him from the worst of the fire.

Lantern Lodge

SFS 05-99 BftB

To extinguish flames is a full round action and reflex DC 20 check. I'd be willing to accept similar alternatives from folk if you can come up with something reasonable. For example if you have a cone of cold, I'd be open to you using that in a non standard manner to put out your own flames or flames of one other particular person. Everyone remember the haste gives +1 on your reflex saves as well.

Status, (vision) Bold may post (haste)
Fletch @ 48/100 HP 17 extra damage if ref DC 16 failed); 30 extra if DC 24(!) ref failed (and catch fire)
(Romulus @ 56/108 HP) 17 extra damage if ref DC 16 failed) ; 30 extra if DC 24(!) ref failed (and catch fire)
Wynn- 24/74 HP - Gravity bow 17 extra damage if ref DC 16 failed); 30 extra if DC 24(!) ref failed (and catch fire)

Baddies group B
Blue - 39 damage
Kalendir @ 21/88
Morrin (1 Strength Damage) @ 92/157 HP (60 Non-lethal burn) (goggle of the night) 17 extra damage if ref DC 16 failed); 30 extra if DC 24(!) ref failed (and catch fire)
Baddies group S
Alie @ 24/107 HP - (true seeing) on fire
Tortuga 89/124 - (Darkvision) ;
Baddies group T
Baddies group G

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Reflex Save 1: 1d20 + 21 ⇒ (2) + 21 = 23
Reflex Save 2: 1d20 + 21 ⇒ (9) + 21 = 30

"What in the nine hell's is that?!"

Lantern Lodge

SFS 05-99 BftB

It looks like a vast, and I do mean vast, red raven. With burning feathers.

Also Morrin, I didn't take into account your temporary hp, which I'm guessing would have regenerated over the last two hours or so? How many do they max out at? Dare I ask how you get to +21 on your reflex save?

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Max Temporary HP is 26 which fully regenerates after 13 minutes (2 temp hp a minute, because of how I had used burn to power it). As for the reflex saves; +7 from Kineticist, +2 from Unchained Rogue, +7 from Dexterity, +3 Cloak of Resistance, +1 Lucky Horseshoe, and +1 Deft Dodger trait. I have another character that has higher saves, that is built with more shenanigans that is at 24 Fort, 23 Ref, and 15 Will as a 5 class tiefling monstrosity (Divine Hunter Paladin 3, Lore Warden Fighter 4, Scaled Fist Monk 2, Ranger 1, Urban Bloodrager 1). He's geared up for the Lissala Arc of scenarios, and am hoping to play Waking Rune in hard mode with him.

Ack, I forgot to add haste into my save roll! Just glad I didn't roll a 1 on that, otherwise, loads of burning would be had.

Lantern Lodge

SFS 05-99 BftB

@Morrin, your dex only shows up as 20, which would normally be +5.
But your burn somehow adds to your stats I take it.

Status, (vision) Bold may post (haste)
Fletch @ 48/100 HP 17 extra damage if ref DC 16 failed); 30 extra if DC 24(!) ref failed (and catch fire)
(Romulus @ 56/108 HP) 17 extra damage if ref DC 16 failed) ; 30 extra if DC 24(!) ref failed (and catch fire)
Wynn- 24/74 HP - Gravity bow 17 extra damage if ref DC 16 failed); 30 extra if DC 24(!) ref failed (and catch fire)

Baddies group B
Blue - 39 damage
Kalendir @ 21/88
Morrin (1 Strength Damage) @ 118/157 HP (60 Non-lethal burn) (goggle of the night)
Baddies group S
Alie @ 24/107 HP - (true seeing) on fire
Tortuga 89/124 - (Darkvision) ;
Baddies group T
Baddies group G

Liberty's Edge

Male CG Elf Arcane Archer 9/ Fighter 6 / Wizard 1 | HP 130/130 Temp 18/18| AC 31 T 22 FF 23 | CMB +19, CMD 39 | F: +17, R: +20, W: +14 | Init: +10 | Perc: +22 (LLV & DV 60'), SM: +1 | Speed 60ft | Diviner's Fortune:7/7; Seeker Arrow: 3/3; Phase Arrow: 2/2; Arcane Bond: 0/1; GM Reroll: 0/1 | Spells: Listed in Profile

reflex 1: 1d20 + 14 ⇒ (10) + 14 = 24
reflex 2: 1d20 + 14 ⇒ (2) + 14 = 16
folio/ gm reroll+2: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28

Wynn manages to dodge most of the flames, yet still badly burned. Trying to spread out, Wynn stills himself and forces his way through the wall.

This is not going to be fun.

If passing through the wall does not kill me, I will fire an arrow at blue.

attack: 1d20 + 25 ⇒ (20) + 25 = 45
damage: 2d6 + 9 + 1d6 ⇒ (1, 5) + 9 + (4) = 19
confirming crit: 1d20 + 25 ⇒ (1) + 25 = 26
extra damage: 4d6 + 18 ⇒ (2, 3, 3, 1) + 18 = 27

if blue approaches, he provokes:

AOO: 1d20 + 25 ⇒ (2) + 25 = 27
damage: 2d6 + 9 + 1d6 ⇒ (5, 2) + 9 + (3) = 19

if blue hits me:

spell storing armor,empowered shocking grasp: 4d6 ⇒ (2, 2, 1, 3) = 8 +50%

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Fletch Reflex save (DC 16): 1d20 + 13 ⇒ (13) + 13 = 26
Fletch Reflex save (DC 24): 1d20 + 13 ⇒ (1) + 13 = 14 Aw, come on!

Fletch burns his long-saved Combat Boon to reroll
Fletch Reflex save (DC 24): 1d20 + 13 ⇒ (20) + 13 = 33 Boo-ya!

Romulus Reflex save (DC 16): 1d20 + 13 ⇒ (6) + 13 = 19
Romulus Reflex save (DC 24): 1d20 + 13 ⇒ (14) + 13 = 27 Nice!

Fletch and Romulus rush out of the fire, attacking the nearest hobgoblin.

+3 adaptive composite longbow and Deadly Aim: 1d20 + 19 - 4 ⇒ (15) + 19 - 4 = 301d8 + 7 + 8 ⇒ (6) + 7 + 8 = 21

Bite and Power Attack: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 211d10 + 10 + 4 ⇒ (5) + 10 + 4 = 19

If Romulus's attack does damage:
Trip attempt: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Ah, I keep on forgetting to update that portion, sorry! The giant stat block has everything in spoilers when burn starts to affect the main six stats. I'll update the portion that shows up first appropriately as to stop the confusion. I generally keep the base in the main block as to show what Morrin starts out with before any burn takes place, so I apologize for any of the confusion.

Lantern Lodge

SFS 05-99 BftB

@All, remember to get down you have to either jump, or route via the "Steps"

Fletch, Romulus and Wynn make it though the fiery wall, but Wynn is horribly burned.

Wynn, you are disabled and can only take a single action, which would have been the move to get through the fire.

Fletch and Romulus combine to take out the second bugbear who falls to the ground, bleeding badly.

Status, (vision) Bold may post (haste)
Kalendir @ 21/88
Morrin (1 Strength Damage) @ 118/157 HP (60 Non-lethal burn) (goggles of the night)

Baddies group S
Alie @ 24/107 HP - (true seeing) on fire
Tortuga 89/124 - (Darkvision) ;
Baddies group T
Baddies group G
Fletch @ 24/100
(Romulus @ 34/108 HP)
Wynn- 0/74 HP - Gravity bow Disabled.
Bugbear Blue - 79 damage, unconscious.

rolls:

crossing WoF: 2d6 + 18 ⇒ (4, 2) + 18 = 24

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

"EVERYONE OUT! REGROUP!" Kalendir yells out as he places a hand on his wounds.

Lay on Hands: 7d6 + 5 ⇒ (2, 5, 5, 5, 6, 4, 1) + 5 = 33 55/88 hp

Kalendir continues to walk through the fires as he sends out a wave of healing, catching all but Tortuga.

Channel Positive Energy: 5d6 ⇒ (4, 2, 3, 3, 4) = 16 71/88 hp

Lantern Lodge

SFS 05-99 BftB

Is Kalendir staying within the ring of fire, or he is leaving it?
Also does he have selective channel?

Status, (vision) Bold may post (haste)
Morrin (1 Strength Damage) @ 134/157 HP (60 Non-lethal burn) (goggles of the night)

Baddies group S
Alie @ 40/107 HP - (true seeing) on fire
Tortuga 89/124 - (Darkvision) ;
Baddies group T
Baddies group G
Fletch @ 40/100
(Romulus @ 50/108 HP)
Wynn- 16/74 HP - Gravity bow
Bugbear Blue - 63 damage, prone
Kalendir @ 71/88

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Do not have selective channel so it will heal that bugbear. I have moved Kalendir on map and he stays in the fire to catch all friendlies minus Tortuga.

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