[PFS_CORE_Aerondor] 00-20 King Xeros of Old Azlant (high tier) (Inactive)

Game Master Aerondor

Map
Buffs

Init:

[dice=Ragnar]1d20+8[/dice]
[dice=Giovanni]1d20+6[/dice]
[dice=Logan]1d20+7[/dice]
[dice=Alvin]1d20+7[/dice]
[dice=Sir Godfrey]1d20+2[/dice]
[dice=Gwynnis]1d20+9[/dice]
[dice=Baddies]1d20+0[/dice]

Chronicles


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Sovereign Court

[retired]

Free action, maintain Performance (23 rds remaining).

Giovanni stows his shofar (move action) and attempts to clamber up the ladder (move action).

Accelerated Climb, Good Hope: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

He finishes his move just behind the Gnome and appraises the threat facing them.

Knowledge(arcana), Good Hope: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24

"BY THE GODS!", Giovanni exclaims.

He blinks and rubs his eyes.

"Why does that snake have a hat on its head??"

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

"To make him appear harmless. Plus he likes it."

Lantern Lodge

Silent tide map

A quick catch-up post now

Alvin provides some heftier defences for the badly injured Hugsy. Riddy plays games with making illusionary tunnels.

And what it isn't its turn, I'll do the save for the flame thing now, as it tries to elevate itself out of the tunnel.
will: 1d20 ⇒ 5
It tries to go up, but can't bring itself to do so.

Gwynnis stands ready, while Giovanni is as stumped by the defences as the others.

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Logan.
Sir Godfrey - 15 damage ; Will DC 17 vs slow

Gwynnis - 23 damage ; Readied attacks
Green 54
blue 65
red - entrunnelled by illuison from Riddywipple
Dead guards: 5
Ragnar
Hugsy - Displacement 1/10; 40 damage
Giovanni
Alvin

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Seeing the shadow appear unexpectedly Logan reacts with all of the calm, collected poise one might expect of a strength 7 sorcerer, bloody hell! is that a shadow, kill it quick someone, kill it with fire! wait, no, magic missiles, oh bloody hell, where did the damn monstrosity come from!

With that Logan flees from the boat but cannot quite bring himself to totally abandon his allies...

oh %*&* **%$ **@# ~**@

Turning he swiftly launches a spell at the deck. Bright light erupts across the upper portion, engulfing both of the crystalline creatures.

Mechanics:
Logan casts glitterdust between blue and green. He casts it in the air to avoid hitting whoever is sitting between them which means it will miss the turrets. DC22 will save.

Resources:
Spell slots:
1st 4/8, 2nd 5/8, 3rd 6/8, 4th 7/8, 5th 4/5
Fleeting Glance: 11/11
Laughing Touch: 11/11

Lantern Lodge

Silent tide map

Quick fix up for non haste due to slow. One of the fire jets did hit Sir Godfrey
damage: 6d6 + 1 ⇒ (4, 5, 5, 4, 4, 5) + 1 = 28

Logan summons a cloud of glittering dust that covers the crystal figures heads.

will: 2d20 ⇒ (5, 4) = 9

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Sir Godfrey - 53 damage ; NOT HASTED

Gwynnis - 23 damage ; Readied attacks ; ; NOT HASTED
Green 54 blind 1/11
blue 65 blind 1/11
red - entrunnelled by illuison from Riddywipple
Dead guards: 5
Ragnar
Hugsy - Displacement 1/10; 40 damage ; NOT HASTED
Giovanni
Alvin
Logan. -

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Quick post before work. PS, Sir Godfrey is down 43, not 53.

Sir Godfrey takes a fair beating and a hit to his magical defenses. The blow from the golem had knocked his head back, but when it comes back down he merely narrows his eyes and continues to lay into the construct as he glows with the light of his goddess.

Full attack on blue, swift action to Lay on Hands.

LoH: 2d6 ⇒ (4, 2) = 6

1st +3 Adamantine Great Sword(Power Attack, Party Buffs - Haste): 1d20 + 18 - 3 + 5 ⇒ (5) + 18 - 3 + 5 = 25
Damage(Power Attack, Party Buffs): 2d6 + 21 + 5 ⇒ (1, 4) + 21 + 5 = 31

2nd +3 Adamantine Great Sword(Power Attack, Party Buffs - Haste): 1d20 + 13 - 3 + 5 ⇒ (19) + 13 - 3 + 5 = 34
Damage(Power Attack, Party Buffs): 2d6 + 21 + 5 ⇒ (3, 2) + 21 + 5 = 31

2nd Crit Confirm(Power Attack, Party Buffs - Haste): 1d20 + 13 - 3 + 5 ⇒ (19) + 13 - 3 + 5 = 34
Damage(Power Attack, Party Buffs): 2d6 + 21 + 5 ⇒ (5, 6) + 21 + 5 = 37

And his divinely inspired focus allows him to continue to lay into the golem with the flaming fury of his goddess. Apparently he becomes quite annoyed when someone tries to hurt him with the flames he adores.

Lantern Lodge

Silent tide map

The blue crystal creature falters and crashes to the deck.

The red flame thrower continues to try and bash itself against the illusionary tunnel to break out, at the end of its turn finally elevating itself above the top of the illusion.
will: 1d20 ⇒ 18

The yellow crystal flame thrower pours another gust of flame at the formidable figure of Sir Godfrey.
ranged touch: 1d20 ⇒ 7
But it narrowly misses the paladin.

The blind crystal creature strikes out at Gwynnis.
automiss on a one: 2d2 ⇒ (2, 1) = 3
attack: 1d20 + 22 ⇒ (8) + 22 = 30 <-I think that just hits without the haste.
damage: 2d10 + 9 ⇒ (4, 5) + 9 = 18
will: 1d20 ⇒ 10

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Sir Godfrey - 37 damage ; NOT HASTED
Gwynnis - 41 damage ; NOT HASTED
Ragnar
Hugsy - Displacement 1/10; 40 damage ; NOT HASTED
Giovanni
Alvin
Logan. -

Green 70 blind 2/11
red -
yellow

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Logan looks on with the slow dawning of realisation...maybe the thing isn't an enemy, the rest of them don't seem to be paying it any heed, Have I made a bloody fool of myself, best try and do something useful!

Wait up everyone, I shall be back to help momentarily!

Logan flies back towards the crystalline ship hastily muttering an incantation under his breath. As he gets into range he unleashes his spell causing the upper deck to become lethally slippery.

Spoiler:
Logan moves back and casts Grease in the indicated spot. Reflex save DC21.

Spell slots:
1st 3/8, 2nd 5/8, 3rd 6/8, 4th 7/8, 5th 4/5
Fleeting Glance: 11/11
Laughing Touch: 11/11

Lantern Lodge

Silent tide map

ref: 1d20 ⇒ 5
The green crystal construct, unable to see, slips over on the greasy surface.

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Sir Godfrey - 37 damage ; NOT HASTED
Gwynnis - 23 damage ; NOT HASTED
Ragnar
Hugsy - Displacement 2/10; 40 damage ; NOT HASTED
Giovanni
Alvin

Green 70 blind 2/11, prone
red -
yellow
Logan. -

Sovereign Court

[retired]

Free action, maintain Performance (22 rds remaining).

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar will send Hugsy to attack the green beast.

Hugst will make his way to the upper deck and attack the prone enemy. (Blind so no aoo.)

Includes Inspire Courage +3 to hit and dmg, Good Hope +2 to hit and dmg
Bite: 1d20 + 11 + 3 + 2 ⇒ (15) + 11 + 3 + 2 = 31 for dmg p/b/s: 1d4 + 10 + 3 + 2 ⇒ (4) + 10 + 3 + 2 = 19
Grab: 1d20 + 16 + 3 + 2 ⇒ (6) + 16 + 3 + 2 = 27 if successful constrict b: 1d4 + 10 + 3 + 2 ⇒ (2) + 10 + 3 + 2 = 17
Note that penalties to AC such as blind, flatfooted, and prone apply to CMD as well.

Ragnar will make his way onto the boat fast climb no roll needed.
Then cast resist energy (fire) on Hugsy. (Resist Fire 20 for 80 minutes.)

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

"Has anyone tried hitting the objects?"

Move Action
Alvin thinks for a moment and looks around for some other way to disable the objects. Still 15 ft. up

Perception (Good Hope): 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26

No Standard this turn. Not much he can do to these.

Knowledge Check on Objects?
Knowledge (Arcana) (Good Hope): 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25

Lantern Lodge

Silent tide map

Hugsy goes in for the kill. He bites and starts to wrap his coils around the crystal creature.

Giovanni keeps up his inspiring words.

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Sir Godfrey - 37 damage ; NOT HASTED
Gwynnis - 23 damage ; NOT HASTED
Alvin

Green 85 blind 2/11, prone
red -
yellow
Logan. -
Ragnar
Hugsy - Displacement 2/10; 40 damage ; NOT HASTED ; resist fire (20)
Giovanni

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

Move Action
Riddywipple rifles through the Handy Haversack for a Wand of Cure Light Wounds.

Second Move Action
He heads over to the rest of the party, landing on top of Hugsy.

"I can help!"

Lantern Lodge

Silent tide map

Alvin recognises the fire things as animated objects. They are extremely difficult to hurt, especially with elemental effects. As with many artificial things, they have difficulty resisting effects especially those that affect the senses. Though lacking in minds, they are immune to many such spells as well.

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Sir Godfrey - 37 damage ; NOT HASTED
Gwynnis - 23 damage ; NOT HASTED

Green 85 blind 2/11, prone
red -
yellow
Logan. -
Ragnar
Hugsy - Displacement 2/10; 40 damage ; NOT HASTED ; resist fire (20)
Giovanni
Alvin

Grand Lodge

Gwynnis rushes her attacks, trying to take down these creatures before her allies take too much damage--but in her haste, Gwynnis fails to adjust for the unexpected trip and catches empty air with several of her strikes.

Actions:
Full Round Flurry of Blows
Swift Ki point for extra attack (conditional)
Free 5-ft. step (conditional)

Rolls:
Shillelagh: 1d20 + 16 ⇒ (2) + 16 = 18 Bludgeoning/Magic: 2d6 + 9 ⇒ (4, 3) + 9 = 16
Shillelagh: 1d20 + 16 ⇒ (12) + 16 = 28 Bludgeoning/Magic: 2d6 + 9 ⇒ (2, 1) + 9 = 12
Shillelagh: 1d20 + 11 ⇒ (3) + 11 = 14 Bludgeoning/Magic: 2d6 + 9 ⇒ (6, 5) + 9 = 20
Shillelagh: 1d20 + 11 ⇒ (1) + 11 = 12 Bludgeoning/Magic: 2d6 + 9 ⇒ (6, 3) + 9 = 18
Shillelagh (ki): 1d20 + 16 ⇒ (16) + 16 = 32 Bludgeoning/Magic: 2d6 + 9 ⇒ (6, 5) + 9 = 20

Conditions: Again, I will wait until all of my allies have taken their actions. If green drops at any point, I will move along the arrow and redirect the remaining attacks at red. If green hasn't dropped by my fourth attack, then I will spend a ki and hit it again.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Duck, dodge, spin dramatically, hit things with the force of a charging rhino as he moves under the flaming shot meant for his head. Godfrey is still bruised and singed, but takes his opportunity to slide up next to one of turrets and try to lay into it with the same merciless efficiency he showed the golem.

"Keep it up, good people. These soulless fiends will shatter before our might!" He seems quite cheery, all things considered.

5ft adjust to yellow, full attacking it. Without haste =*(

1st +3 Adamantine Great Sword(Power Attack, Party Buffs - Haste): 1d20 + 18 - 3 + 5 ⇒ (15) + 18 - 3 + 5 = 35
Damage(Power Attack, Party Buffs): 2d6 + 21 + 5 ⇒ (2, 4) + 21 + 5 = 32

2nd +3 Adamantine Great Sword(Power Attack, Party Buffs - Haste): 1d20 + 13 - 3 + 5 ⇒ (9) + 13 - 3 + 5 = 24
Damage(Power Attack, Party Buffs): 2d6 + 21 + 5 ⇒ (3, 6) + 21 + 5 = 35

Lantern Lodge

Silent tide map

Sir Godfrey unleashes on the nearby flaming turret, shattering it with two mighty blows.

Gwynnis says into the fallen large crystal creature, landing a couple of solid blows on it.

The remaining flame turret fires once again at the formidable paladin.
attack: 1d20 + 6 ⇒ (18) + 6 = 24
fire damage: 6d6 + 1 ⇒ (2, 1, 4, 4, 2, 4) + 1 = 18

Once again a wave of lethargy passes across those who are close to the giant crystal being
Hugsy and Gwynnis must make a DC 17 will save or be slowed

The crystal creature enwrapped in Hugsy's coils tries to bash his way out.
automiss on a one, harsh when grappled: 2d2 ⇒ (2, 2) = 4
slam#1,prone,grappled: 1d20 + 22 - 4 - 2 ⇒ (14) + 22 - 4 - 2 = 30
slam#2,prone,grappled: 1d20 + 22 - 4 - 2 ⇒ (10) + 22 - 4 - 2 = 26
damage: 2d10 + 9 ⇒ (8, 7) + 9 = 24
will to see: 1d20 ⇒ 1

The snake manages to avoid the worst attack, but is still badly damaged.

Those using spells, apart from Ragnar, on Hugsy should remember he is currently displaced and touching is a 50/50 option.

[b]Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Logan. -
Ragnar
Hugsy - Displacement 2/10; 64 damage ; NOT HASTED ; resist fire (20) ; save vs slow; unconscious, dying
Giovanni
Alvin
Sir Godfrey - 55 damage ; NOT HASTED
Gwynnis - 23 damage ; NOT HASTED ; save vs slow
Green 97 blind 2/11, prone
red -

Grand Lodge

BTW, I rolled a 30 against the last slow, so guessing I should still be hasted.

Rolls:
Will: 1d20 + 17 ⇒ (16) + 17 = 33

Lantern Lodge

Silent tide map

Nope, slow auto dispels haste. See link in the discussion thread.

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Logan. -
Ragnar
Hugsy - Displacement 2/10; 64 damage ; NOT HASTED ; resist fire (20) ; save vs slow; unconscious, dying
Giovanni
Alvin
Sir Godfrey - 55 damage ; NOT HASTED
Gwynnis - 23 damage ; NOT HASTED

Green 97 blind 2/11, prone
red -

Sovereign Court

[retired]

Free action, maintain Performance (21 rds remaining).

Standard action, cast Cure Light Wounds.

Move action, walk up behind Hugsy, drawing Rapier as I move.

Free action, deliver touch spell.

50% Miss: 1d100 ⇒ 98

CLW, CL5: 1d8 + 5 ⇒ (6) + 5 = 11

"Ordinarily I would prefer rescuing a darling maiden in distress, but I suppose there is a first time for everything!"

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Hugsy falls limp releasing the green enemy.
DC 17 Will vs Slow: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
and slowly bleeds to death.
DC 10 stabilize check: 1d20 + 3 + 2 - 13 ⇒ (19) + 3 + 2 - 13 = 11
But stops!

"Hang in there Hugsy!"

Knowing there is no point in trying to heal Hugsy among this mess Ragnar focuses on green then the fire spitting thing if green goes down.

Including: Rapid Shot -2 to hit extra attack at full BAB, Deadly Aim -3 to hit/+6 to dmg, Haste +1 to hit 1 extra attack, Inspire Courage +3 to hit and dmg, Good Hope +2 to hit and dmg, Point Blank +1 to hit and dmg, Precise and Improved Precice Shot no penalties for firing, and Manyshot extra arrow on first shot.

Manyshot: 1d20 + 18 - 2 - 3 + 1 + 1 + 3 + 2 ⇒ (6) + 18 - 2 - 3 + 1 + 1 + 3 + 2 = 26 for dmg cold iron, piercing, magic: 2d8 + 20 + 6 + 4 + 2 ⇒ (1, 6) + 20 + 6 + 4 + 2 = 39
Haste: 1d20 + 18 - 2 - 3 + 1 + 1 + 3 + 2 ⇒ (19) + 18 - 2 - 3 + 1 + 1 + 3 + 2 = 39 for dmg cold iron, piercing, magic: 1d8 + 10 + 3 + 2 + 1 ⇒ (4) + 10 + 3 + 2 + 1 = 20
Shot #1: 1d20 + 18 - 2 - 3 + 1 + 1 + 3 + 2 ⇒ (12) + 18 - 2 - 3 + 1 + 1 + 3 + 2 = 32 for dmg cold iron, piercing, magic: 1d8 + 10 + 3 + 2 + 1 ⇒ (4) + 10 + 3 + 2 + 1 = 20
Shot #2: 1d20 + 13 - 2 - 3 + 1 + 1 + 3 + 2 ⇒ (20) + 13 - 2 - 3 + 1 + 1 + 3 + 2 = 35 for dmg cold iron, piercing, magic: 1d8 + 10 + 3 + 2 + 1 ⇒ (5) + 10 + 3 + 2 + 1 = 21

Shot #2 confirm crit: 1d20 + 13 - 2 - 3 + 1 + 1 + 3 + 2 ⇒ (13) + 13 - 2 - 3 + 1 + 1 + 3 + 2 = 28 for
dmg cold iron, piercing, magic: 2d8 + 20 + 6 + 4 + 2 ⇒ (5, 5) + 20 + 6 + 4 + 2 = 42

Lantern Lodge

Silent tide map

Ragnar's second shot finishes off the crystal creature.

He then sends a couple more shots into the last flame tower, which still continues to operate.

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Logan. -
Alvin
Sir Godfrey - 55 damage ; NOT HASTED
Gwynnis - 23 damage ; NOT HASTED

red -21 damage
Ragnar
Hugsy - Displacement 2/10; 53 damage ; SLOWED; resist fire (20) ;
Giovanni

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Disconcerted by the nearness of the shadow monstrosity Logan makes a fast getaway, looping and spinning in mind air in case it tries to take a swing at him.

Acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7

As he flies over the railing he calls out to the guards who have jumped into the sea, is everyone OK, no-one needs a lift?

Floating above the fore deck Logan raises his hands ready to unleash another spell to disrupt the turret thing.

Mechanics:
Move action to get to the ship. Logan readies an action to cast silent image if the turret fires again. If it does he will create an image of a beautiful marble gazebo covered in delicate pink roses around it, completely blocking its view of the deck.

Spell slots:
1st 3/8, 2nd 5/8, 3rd 6/8, 4th 7/8, 5th 4/5
Fleeting Glance: 11/11
Laughing Touch: 11/11

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Move Action
Alvin moves behind Hugsy.

"Use that wand, Riddywipple."

No real actions from him.

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

Move Action
Riddywipple flies behind Godfrey.

Standard Action
"Here you go Uncle Godfrey."
Use Magic Device (Good Hope): 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
Cure Light Wounds Wand: 1d8 + 1 ⇒ (1) + 1 = 2

Lantern Lodge

Silent tide map

The wizards, sensing the combat is near an end try to concerve their resources while Ridy flies down with a wand to help Uncle Godfrey.

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Sir Godfrey - 53 damage ; NOT HASTED
Gwynnis - 23 damage ; NOT HASTED

red -21 damage
Ragnar
Hugsy - Displacement 2/10; 53 damage ; SLOWED; resist fire (20) ;
Giovanni
Logan. -
Alvin

Grand Lodge

Gwynnis brings her quarterstaff down on the fire thrower, aiming for the joints and thinner sections.

Actions:
Full Round Flurry of blows

Rolls:
Shillelagh: 1d20 + 16 ⇒ (6) + 16 = 22 Bludgeoning/Magic: 2d6 + 9 ⇒ (3, 6) + 9 = 18
Shillelagh: 1d20 + 16 ⇒ (15) + 16 = 31 Bludgeoning/Magic: 2d6 + 9 ⇒ (4, 6) + 9 = 19
Shillelagh: 1d20 + 11 ⇒ (19) + 11 = 30 Bludgeoning/Magic: 2d6 + 9 ⇒ (4, 6) + 9 = 19
Shillelagh: 1d20 + 11 ⇒ (11) + 11 = 22 Bludgeoning/Magic: 2d6 + 9 ⇒ (2, 6) + 9 = 17

Lantern Lodge

Silent tide map

Under Gwynnis's rain of blows the fire tower cracks, sparkles and flames out.

Out of combat

Status: haste, good hope,
Sir Godfrey - 53 damage ; NOT HASTED
Gwynnis - 23 damage ; NOT HASTED
red -21 damage
Ragnar
Hugsy - Displacement 3/10; 53 damage ; SLOWED; resist fire (20) ;
Giovanni
Logan. -
Alvin

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Despite the efforts of Riddywipple Godfrey looks like he's been put through the oven a few times. He still gives the faerie dragon a pat on the head for the healing. "Ah, good job! You saved me at the end of it, little Riddy!"

The paladin will pull out his own wand of healing while everyone reconnoiters and they make sure none of the surviving guards are at immediate risk of drowning. "That was not a welcome I enjoyed, but I can't say I'm particularly surprised. We best brace ourselves for below deck, fellows."

Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Spending a 9 charges and just under a minute to heal myself back up. Will then help search for any sort of look or entrance below deck if none of the guards are drowning.

Lantern Lodge

Silent tide map

Actions for everyone else? Sticking together for the moment, or going exploring by yourselves while Godfrey heals up?

Status: good hope (+2 to hit and damage)
Sir Godfrey - 1 damage ; NOT HASTED
Gwynnis - 23 damage ; NOT HASTED
red -21 damage
Ragnar
Hugsy - ; 53 damage ;
Giovanni
Logan. -
Alvin

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

"Some of these men may need healing. Can this thing that is making Hugsy blurry be gotten rid of?"

If any of the soldiers are alive but unconscious I'll use a wand to get them up enough to leave the ship. Once Hugsy's displacement is gone I'll do some out of combat healing.

Lantern Lodge

Silent tide map

The harbour watch that are still aboard are unfortunately all very dead.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Interested in exploration Logan will scout the various decks from the air. Conscious of the potential for danger he will cast detect magic first to check for suspicious magic auras as he searches and also check occasionally for traps as he moves into new areas of the deck.

Perception: 1d20 + 23 ⇒ (20) + 23 = 43

I thought some of the guards escaped by jumping off the ship in the first round?

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Alvin dismisses the Displacement.

"That spell worked out so much better the last time I cast it..."

Alvin then casts Detect Magic on the ship to aid the search.

Once done searching, Alvin and Riddy are ready to move on.

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

"You got it Uncle Godfrey!" Riddywipple smiles ear to ear.

Sovereign Court

[retired]

"Right, men and lady, we must be thorough! Check every cranny and nook! I would wager a note that there's going to be surprises in store for us ahead."

Spend one more round of Bardic Performance to Inspire Competence (+4) on either Perception or Spellcraft for people searching the deck. 20 rds remaining.

With Good Hope that's a total of +6.

Lantern Lodge

Silent tide map

Yeap, most of the guards jumped from the ship. But the ones still on the ship are dead. There are around a dozen in the water.

The immediate threat deal to, over the next couple of minutes other harbourwatch boats come in to pick up the guards in the water.

Logan does a thorough fly-over and check of the surface. The various upper levels levels vary in height without obvious reason. He does note a passageway that leads down into the core of the ship. While Logan is doing this, one of the guards climbs back on board.

"Welcome aboard the King Xeoros, and my thanks for your intervention. The ship had been quiet ever since we first boarded. We found a passage inwards, which ended up in a chamber with some type of sealed portal."

The man shakes his head. "Bryan attempted to break through the door just before you arrived, and that is when the *^$! happened and the defenses activated."

The whole ships has a strong aura of magic about it in a variety of types. Strongest are conjuration and abjuration.

Status: good hope (+2 to hit and damage)
Sir Godfrey - 1 damage ;
Gwynnis - 23 damage;
red -21 damage
Ragnar
Hugsy - ; 53 damage ;
Giovanni
Logan. -
Alvin

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Well then, once we have everyone healed up and ready to go I suggest we head into this chamber with the door...no sense in wasting time...

or buffs spells...

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

I'll use 10 CLW charges to heal Hugsy to full.

"Clear;y they triggered a trap or set off an alarm. Let's hope it doesn't reset."

Lantern Lodge

Silent tide map

The team spends a couple of minute searching the top, talking with the harbour guard and healing themselves up. Then they approach the gangway into the centre of the ship.

It's pretty crowded in the small room. Especially with Hugsy.

The compartment appears empty and sterile except for the crumpled bodies of the two Harbor Guardsmen that lie on the floor—smashed by the crystalline automaton that attacked them so suddenly. The opposite end of the compartment has an ornate heavy axe with a head of a lustrous silvery metal.

I'm going to do this section as one real day one minute, as you try various things out. Some actions may obviously take longer than that.

Elapsed time: 3 minutes
Status: good hope (+2 to hit and damage)

Sir Godfrey - 1 damage ;
Gwynnis - 23 damage;
red -21 damage
Ragnar
Hugsy - ;
Giovanni
Logan. -
Alvin

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

"Let's start out with the obvious, Look for traps."

Ragnar is aware that he is not the most perceptive person in the group s id possible he will assist Logan with a perception check. Him and Hugsy will also drag the bodies out on the deck and let the nearby ships know they can be retrieved.

Lantern Lodge

Silent tide map

For this one, please move yourself on the map when you are taking actions.

Grand Lodge

Gwynnis draws a wand from her sash and heals most her wounds, then begins searching the ship. When possible, will cast guidance and take 10 for a 40 Perception, not including buffs from anybody else.

Rolls:
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Note that Guidance and Eyes of the Eagle are both Competence bonuses. However Good Hope should bring you up to a 41 right?

After the bodies are carried out I'll have Hugsy wait out on deck nearby.

Lantern Lodge

Silent tide map

You could spend a very long time searching the surface of the ship, but the only obvious way in is down into that one room.

Overall, you do get a bit of a feel for the ship.

The crystal of the ship’s hull and interior bulkheads is an opaque cream color and completely obscures vision, though a strong light source behind a thin section of it can be seen as a diffuse ghostly glow from the other side.

The sun’s rays are suffused throughout the hull providing a muted glow within equal to a light spell. When viewed at a distance, the crystal seems less opaque, giving a hint of the shapes of the decks and cabins within the ship, though closer inspection of any details is obscured by the crystal’s opacity. Oddly there are no portholes on the vessel.

As Ragnar gets close to the door blocking entrance further into the ship the door takes on a shimmering aspect as if viewed through a rippling pond.

Elapsed time: 3 minutes
Status: Good Hope (+2 to hit and damage)

Sir Godfrey - 1 damage ;
Gwynnis - 3 damage;
Ragnar
Hugsy - ;
Giovanni
Logan. -
Alvin

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Floating forward a little Logan carefully examines the door, looking for signs of danger and a way of opening it. He casts detect magic again to examine any aura's specific to the door.

Alvin, you've done a lot more formal study of magic than I have, what do you make of it?

Perception: 1d20 + 23 ⇒ (6) + 23 = 29
Knowledge Arcana if relevant: 1d20 + 10 ⇒ (14) + 10 = 24

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Alvin casts Detect Magic and tries to make out what manner of magic this is.

Knowledge (Arcana) (Good Hope): 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
Spellcraft (Good Hope): 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

While the magical members of the party are examining their specialties Godfrey will go examine the rather ornate axe lying on the ground. The change in the door will catch his interest, but he won't touch it till he gets the all clear. "Should I send my noble shadow in to see if the walls are enchanted somehow to stop creatures like it? It's also good at looking for traps"

On my phone so I can't move myself yet, will do it a bit later but I went to whatever square the axe is lying in.

Grand Lodge

Is the arrow pointing to the only visible way out of this room, other than the way we came in?

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