[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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Lantern Lodge

Silent tide map

Yes, arrow is pointing to the odd doorway

The entire ship, as noted, is magical. So many aura's interacting makes it hard to make out any given one. However the door does seem to have some type of enchantment spell on it, which is a little different to the other aura's Alvin has seen in his quick inspection of the boat.

Sir Godfrey stands in front of the door next to the axe.

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

"Enchantment. Interesting. No idea what it does, though. This ship lights up like a bonfire when I cast Detect Magic."

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

Oh well, nothing ventured, nothing gained eh?

Logan draws out a slender pale wand tipped with a series of small diamonds. Activating it he vanishes from sight.

Approaching the door he examines it carefully, running his fingers lightly over the surface and looking for any way it can be opened.

Mechanics:
Logan activates a wand of invisibility and then gets up close to the door, looking for a way to open it

Perception: 1d20 + 23 ⇒ (8) + 23 = 31

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 (*)

The faerie dragon's thoughts drift as he floats around the ship. "I really need a pirate hat about now."

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

Sir Godfrey weighs the axe in his free hand, comparing it to his sword before swinging it over his back for possible later use. He loses any sight of Logan when the man vanishes, but assumes he hasn't drifted too far and stays near the door ready to do the stand up front and take hits thing with his shadow close at hand. "If you magical folk deem it appropriate, I shall march in first forthright and take the brunt of whatever devils wait upon the other side as is my duty as a protector of all under the Dawnflower's light."

He also whacks himself with his wand 1 more time for easier bookkeeping, and cause otherwise that 1 hp would wind up mattering.

Lantern Lodge

Silent tide map

Logan, can you give me a CHA check please?

Elapsed time: 4 minutes
Status: Good Hope (+2 to hit and damage)
Sir Godfrey -
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

On my phone so excuse the brevity

Cha check: 1d20 + 8 ⇒ (5) + 8 = 13
Add 2 if I have good hope.

Lantern Lodge

Silent tide map

stuff: 1d20 ⇒ 4

Logan:

The portal turns transparent and 'thin', offering him a way through to the room beyond.

Beyond is a chamber and beyond that another, but hard to make out. Areas extend to the side of the close chamber, but from where he is, it is impossible to see what may be in it.

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

Whispering to the group through the message spell Logan says, are the rest of you seeing this? I see a chamber beyond. I am going in...

With that Logan steps forward into the unknown, albeit under invisibility.

Stealth, inc Invis: 1d20 + 23 ⇒ (7) + 23 = 30

Lantern Lodge

Silent tide map

Logan searches around for a wand, gives it a quick wave and vanishes. After a few moments the "door" changes back to a solid appearance.

Logan:

A crystalline grill is inset into a bulkhead with an aperture in the overhead that is blocked by a seamless crystal plug. Side chambers appear empty but have meat hooks and hanging nets embedded in the overhead to provide storage for foodstuffs and other supplies.

Looking forward (towards the 5 on the map) Logan sees a strangely shaped cabin stretcheing forward, its dimensions being difficult to make out due to its alien features. Odd, man-sized cubicles seem to be stacked into the bulkheads themselves throughout the room, but whether sleeping berths, holding cells, or simply shelving is unclear. Their true purpose is further masked by the growths of ghostlike plant life that hang throughout the room. Like thick tendrils of ivy and great curling leaves, these colorless tangles and shoots mat the walls, twist upon the deck, and dangle in curtains from the overhead, eerily shifting in and out of phase as they protrude through solid surfaces and each other alike. It is as if sections of them are wholly present and other parts are mere ghost reflections of the strange plant life. The result is a wraithlike maze of otherworldly growths and tangles.

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

oh my, this doesn't look forboding at all, no, no way...what the hell have I gotten myself in to, what are those weird plant things? Why are they growing through the walls...?

Nature or Arcana if appropriate, both are the same: 1d20 + 10 ⇒ (19) + 10 = 29

best check I have an exit before pushing on

With that Logan will see whether or not he can communicate with the group via message while inside the room and then if it is possible to leave the same way he arrived.

Pre-emptive Cha check if required, inc good hope: 1d20 + 10 ⇒ (8) + 10 = 18

Lantern Lodge

Silent tide map

Logan:

stuff: 1d20 ⇒ 20
The door doesn't seem to want to open from this side.

Konw(planes) would be the appropriate check if you want to examine the plant.

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 rummages around in his handy haversack, as ever finding just what he wanted on the top. He draws out a scroll of dimension door and weighs it in one hand.

hmm, not just yet

He pops it back into the bag and draws out a potion. He scans the door for even the slightest crack that might allow air to pass through...

let's give it one more go, just in case

Putting the potion away he tries to press his way through the portal.

Cha check: 1d20 + 10 ⇒ (11) + 10 = 21

Lantern Lodge

Silent tide map

logan:

stuff: 1d20 ⇒ 2
Once again the portal resists Logan. Who round about now might want to make a perception check

Logan has been gone for about half a minute...

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

Can I see any indication that I might be able to get through the door with a potion of gaseous form?

Lantern Lodge

Silent tide map

Logan:

Not really. There are no gaps as such to go through while it is closed to you.

For those of you wondering what Logan is up to (probably stealing the treasure and the princess) and with your detect magics going, you realize that the axe that was lying on the ground is certainly magical as well.

And you realized this before, but I forgot to mention it.

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

The door sealing will be distressing for the paladin. Squishy and soft spellcasters should never be off alone, and particularly not going first into dangerous areas with now sealed doors. After he's certain something doesn't seem right Godfrey will step up to the door and try to press on it and pass through. "I do believe a villainous trap has been sprung, my fellows!"

In the meantime he'll meaningfully jerk his head towards the door while staring at his shadow.

Scarab Sages

Incorporeal Undead | HP 48/48 | AC 15 | T 15 | FF 12 | CMD 22 | Fort +8 | Ref +6 | Will +7 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +11 (1d6 str)
Active Spells:
Prayer, Haste

Will test the solidity of this odd crystal and try to pass through the door or wall beside the door with its incorporeal nature to check on Logan.

Lantern Lodge

Silent tide map

Godfrey:

stuff: 1d20 ⇒ 16
Please make a STR check, DC 18

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

Gm Stuff:

Strength Check: 1d20 + 6 ⇒ (12) + 6 = 18

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

Half a minute? This all happened while I was sleeping LOL!

Alvin walks through soon after Logan.

GM:
Just cause I remember this part, Intelligence: 1d20 + 8 ⇒ (11) + 8 = 19

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 (*)

Riddywipple is close behind. "This is weird."

GM:
Charisma Check: 1d20 + 3 ⇒ (9) + 3 = 12

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 squints at the door. "Oh. Magic. Come on Hugsy." He will then walk through the door. Or so he hopes.

Sovereign Court

[retired]

"Fear m'lady not, we shall travel as a group, together, one looking after the other."

Giovanni unsheathes his Rapier as he attempts to pass through the door.

STR is +2, INT is +3, and CHA is +2.

Ability Check: 1d20 ⇒ 10

Lantern Lodge

Silent tide map

Okay, so timing starts to be important here

Godfrey pushes his way through the doorway. Which then reverts back to its rippling form.

Logan:

Godfrey appears through the portal.

Godfrey:

A crystalline grill is inset into a bulkhead with an aperture in the overhead that is blocked by a seamless crystal plug. Side chambers appear empty but have meat hooks and hanging nets embedded in the overhead to provide storage for foodstuffs and other supplies.
Looking forward (towards the 5 on the map) Logan sees a strangely shaped cabin stretching forward, its dimensions being difficult to make out due to its alien features. Odd, man-sized cubicles seem to be stacked into the bulkheads themselves throughout the room, but whether sleeping berths, holding cells, or simply shelving is unclear. Their true purpose is further masked by the growths of ghostlike plant life that hang throughout the room. Like thick tendrils of ivy and great curling leaves, these colorless tangles and shoots mat the walls, twist upon the deck, and dangle in curtains from the overhead, eerily shifting in and out of phase as they protrude through solid surfaces and each other alike. It is as if sections of them are wholly present and other parts are mere ghost reflections of the strange plant life. The result is a wraithlike maze of otherworldly growths and tangles
There is no sign of Logan.

Logan and Godfrey:

Moments later a horde of four armed creatures appear around the room.

Everyone other than Godfrey and Logan:

Going through the portal is a one person per round thing, although once someone starts to go through, someone else could try and push through with them at the same time.

Elapsed time: 4 minutes Bold may act.
Status: Good Hope (+2 to hit and damage)
Sir Godfrey - through door.
Logan. - Through door
Gwynnis - 3 damage;
Ragnar
Hugsy - ;
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

How high is the room?

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 Godfrey arrive Logan will whisper to him through the message spell, stay perfectly still for a moment, I need time and space to work...

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

Oh bloody hell this is going to hurt isn't it, I could just leave it to Godfrey but if he bites it I will have to listen to Riddy whine for the entire trip.....but then, he's a paladin, what's the chances these things will take him down....too much of a risk, ugh, this is about to get ugly...

Flying up to the ceiling to create as much space as he can for anyone else following Godfrey through the portal Logan thrusts out one hand, wincing a little. His blood burns as he draws on his fey heritage and a ripple of magical energy engulfs the rear section of the cabin, flowing over the back two four armed creatures.

With a pop, and an oh b~%!#!+s Logan promptly becomes visible.

Take the ones to the sides Godfrey!

Mechanics:
Logan is flying as close to the ceiling as he can to avoid being flanked, or possibly attacked at all depending on how high the cabin is. He does currently appear to be a small water elemental.

He casts confusion. It is a 15'r burst which can clearly catch green and blue. I don't think I can hit yellow without also getting Godfrey which I don't want to risk doing.

Pre-emptive SR just in case: 1d20 + 15 ⇒ (7) + 15 = 22
Pre-emptive SR just in case: 1d20 + 15 ⇒ (7) + 15 = 22

If they are affected then they need a DC26 will save to avoid 11 rounds of confusion.

1-25: Act Normally
26-50: Babble
51-75: Punch self in face for 1d8+str mod
76-100: Attack nearest creature

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

Sovereign Court

[retired]

"It seems to be broken! What a derelict old ship."

Giovanni again tries to push through the door.

STR is +2, INT is +3, and CHA is +2.

Ability Check: 1d20 ⇒ 15

Spell Slots Remaining:

1st (x4)
2nd (x5)
3rd (x1)

Lantern Lodge

Silent tide map

stuff: 1d20 ⇒ 11
Giovanni pushes through the doorway but finds he has little space to move into with what appears to be the start of a battle on the other side. While he stands in the doorway, it remains open.

Sorry, missed the bit about height, as with most ships, the roof is not particularly high, I'll assume it is about 8' in general but with odd bits where you could go slightly higher. Certainly not high enough to fly out of melee range.

will: 2d20 ⇒ (13, 1) = 14

Status: t+5 minutes Bold may act.
Status: Good Hope (+2 to hit and damage)
Sir Godfrey - through door.
Gwynnis - 3 damage;
Ragnar
Hugsy - ;
Giovanni - in Portal
Alvin

Portal (in use)
Green - confused
Blue - confused
Red
Yellow
Logan. - Through door

Sovereign Court

[retired]

Upon seeing enemies, would Giovanni have an action left to cast Mirror Image?

If he does, then: 1d4 + 2 ⇒ (4) + 2 = 6 images appear.

Lantern Lodge

Silent tide map

He has a move action if he wants it, so he could use inspire courage. I'm assuming it is a standard to challenge the door to get it open.

NB in the portal he is adjacent to the red one, so if he were to cast, it would get an AOO

Sovereign Court

[retired]

I'll Inspire Courage, then.

19 rounds remaining.

Knowledge (planes): 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25

Lantern Lodge

Silent tide map

Giovanni:

The plant is known as a Xenophage creeper and is native to the Etheral plane. They are semi-sentient and slowly digest living creatures over a period of weeks.

Status: t+5 minutes Bold may act.
Status: Good Hope; inspire courage; total of +5 to hit and damage
Sir Godfrey - through door.
Gwynnis - 3 damage;
Ragnar
(Hugsy)
Alvin

Portal (in use)
Green - confused
Blue - confused
Red
Yellow
Logan. - Through door
Giovanni - in Portal

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 think you missed that Ragnar tried to walk through the door. If there is a check involved it is hidden in one of the spoiler tags.

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

"Battle on the other side, but no room? Hrm. Not sure how to help. It's more useful for others to try to get in there first. Maybe you can get through Riddy... there might be room for you."

Standard Action
Alvin casts Shield on Riddywipple.

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 (*)

"No, Uncle Godfrey!!!"

Move Action
Riddywipple flies to the door.

Standard Action
He tries to push through.
Charisma Check (Good Hope): 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19

Lantern Lodge

Silent tide map

While Giovanni is in the doorway others can just go through it, so Riddywipple can just fly through, or Ragnar walk through. But anyone doing that will attract AOOs from the creatures as they move to an unoccupied square. Note the restrictions on passing though squares of opponents, the quarters here are quite cramped, so that would require an acrobatics check to get to their other side.

Lantern Lodge

Silent tide map

Status: t+5 minutes Bold may act.
Status: Good Hope; inspire courage; total of +5 to hit and damage
Sir Godfrey - through door.
Gwynnis - 3 damage;
Ragnar
(Hugsy)

Portal (in use)
Green - confused
Blue - confused
Red
Yellow
Logan. - Through door
Giovanni - in Portal
Alvin
(Riddywipple)

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

Sir Godfrey doesn't get much of a chance to respond to Logan's words before creatures start appearing around them and block their way. He may have stayed perfectly still at first, but it's hard to tell since he springs into action.

Something seems to have affected the two in front as Logan appears, so the paladin turns his blade onto the red creature. "Aha, it was a trap! Evil can't fool me!"

Full attack on Red, 5ft into its square if it dies to give Gwynnis room to enter.

1st +3 Adamantine Great Sword(Power Attack, Party Buffs): 1d20 + 18 - 3 + 5 ⇒ (3) + 18 - 3 + 5 = 23
Damage(Power Attack, Party Buffs): 2d6 + 21 + 5 ⇒ (4, 1) + 21 + 5 = 31

2nd +3 Adamantine Great Sword(Power Attack, Party Buffs): 1d20 + 13 - 3 + 5 ⇒ (15) + 13 - 3 + 5 = 30
Damage(Power Attack, Party Buffs): 2d6 + 21 + 5 ⇒ (1, 6) + 21 + 5 = 33

Lantern Lodge

Silent tide map

Sir Godfrey lashes out with his massive sword, taking the red creature in the throat with his backswing.

Status: t+5 minutes Bold may act.
Status: Good Hope; inspire courage; total of +5 to hit and damage
Gwynnis - 3 damage;
Ragnar
(Hugsy)

Portal (in use)
Green - confused
Blue - confused
Red
Yellow
Logan. - Through door
Giovanni - in Portal
Alvin
(Riddywipple)
Sir Godfrey - through door.
(SG's shadow)

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 a 5ft step back to give people room to maneuver.
And because it can't hurt to try he will delay then take a shots at the blue enemy when the door is most transparent. Or green if blue is dead.

swift action to activate boots of speed.

Including: Rapid Shot -2 to hit extra attack at full BAB, Deadly Aim -3 to hit/+6 to dmg, 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 ⇒ (7) + 18 - 2 - 3 + 1 + 1 + 3 + 2 = 27 for dmg cold iron, piercing, magic: 2d8 + 20 + 6 + 4 + 2 ⇒ (2, 7) + 20 + 6 + 4 + 2 = 41
Haste: 1d20 + 18 - 2 - 3 + 1 + 1 + 3 + 2 ⇒ (18) + 18 - 2 - 3 + 1 + 1 + 3 + 2 = 38 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 ⇒ (18) + 18 - 2 - 3 + 1 + 1 + 3 + 2 = 38 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 ⇒ (2) + 13 - 2 - 3 + 1 + 1 + 3 + 2 = 17 for dmg cold iron, piercing, magic: 1d8 + 10 + 3 + 2 + 1 ⇒ (2) + 10 + 3 + 2 + 1 = 18

Sovereign Court

[retired]

Giovanni instinctively ducks and dodges as the hail of arrows streak past him, his nerves just a little frayed.

Grand Lodge

Gwynnis leaps into the room and crouches into a defensive stance.

Actions:
Move Movement
Standard Total Defense +6 dodge
Swift Ki +4 dodge

AC 41 for 1 round


Rolls:
Knowledge (nature): 1d20 + 7 ⇒ (1) + 7 = 8

Has anybody identified the creatures? I only have Knowledge (nature).

Lantern Lodge

Silent tide map

It would be a planes check to identify the creatures.

Ragnar drops four arrows into the blue creature and it drops. His last shot against the green one misses.

When Gwynnis jumps through the doorway Bad Things(tm) start to happen.
As she passes through the door a ghostly figure appears and reaches out to her..
touch: 1d20 + 13 ⇒ (4) + 13 = 17
She feels the chill of the grave, but manages to avoid it, just in time.

The confused creature irate at being attacked by Ragnar moves up to him, ignoring all the others around.
Remarkably I think the entire party gets to make an AOO on him. Apart from Gwynnis and her total defence stance.

The yellow creature attacks Logan.
attacks: 5d20 ⇒ (15, 16, 19, 2, 6) = 58
True logan on a 6: 1d6 ⇒ 2
True logan on a 5: 1d5 ⇒ 3
True logan on a 4: 1d4 ⇒ 3
Three of his images vanish
The Red one also attacks, but poorly.
attack: 1d20 ⇒ 1

In the back room where most of the new creatures appeared one attacks Alvin
attack: 1d20 ⇒ 3
damage: 1d4 + 3 ⇒ (3) + 3 = 6
And pulls him close into an embrace.
grab: 1d20 ⇒ 19

Two others flank Ragnar and attack him.
attacks: 2d20 ⇒ (18, 12) = 30
damage: 1d3 + 1d4 + 4 ⇒ (3) + (4) + 4 = 11
The black ones tries to grapple him but fails.
grab: 1d20 ⇒ 1
Still, he feels his body slowing down...
Fort DC 16 or paralysed

Status: Good Hope; inspire courage; total of +5 to hit and damage
Portal (in use)
Logan. - (3 images)
Giovanni - in Portal
Alvin, grappled
(Riddywipple)
Sir Godfrey - through door.
(SG's shadow)
Gwynnis - 3 damage;
Ragnar - Fort DC 16 or paralyzed.
(Hugsy)

Ghostly figure
Green - confused (if alive after AOOs gets to attack Ragnar)
Pink grappled(in control)
Yellow
Red
Black

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

by all the gods this goes from bad to worse! s$#@ s!@* s$&$. whattodo, whattodo, whattodo...I can't stand up to another attack like that but Alvin is in trouble...

Clear the area if you can Ragnar!

He turns back to consider his own fate and sighs a little, making small, watery, burbling noises. He raises one hand and points at the creature grappling Alvin.

FREEZE!

Mechanics:
Logan defensively casts Hold Monster at Pink, hoping to take at least one of them out and get Alvin out of being grappled.

Defensive casting check, DC25: 1d20 + 24 ⇒ (20) + 24 = 44
SR Penetration if required: 1d20 + 15 ⇒ (11) + 15 = 26

DC27 will save, each round it gets a new save as a full round action which does not provoke.

Hopefully the rest of the group can deal with some of the others.

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

If there is space to do so he will then fly over red to make some room, squeezing if necessary as he goes and he will move to the marked point. This will provoke from basically everything. If he would have to acrobatics through red then he will stay where he is as he has zero chance of success.

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

Are red and blue not dead from Godfrey and Ragnar's attacks or have they been replaced by new creatures? I see more of the things on the map but nothing in your posts about when they appeared other than the ghostly figure

Sovereign Court

[retired]
GM Aerondor wrote:
It would be a planes check to identify the creatures.

My knowledge (planes) was a 25.

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

Fort save DC 16: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31

A blue enemy died. Don't know if the current blue enemy is an error or a new enemy.

"I'll do what I can. It's getting crowded in here."

Assuming the "ghostly figure" is undead... Kn Religion to ID: 1d20 - 2 + 2 + 2 ⇒ (3) - 2 + 2 + 2 = 5

5ft step back
swift to activate boots of speed
Provoking from black and maybe blue if blue is actually there.

Targets in order are 1. blue if blue is still alive. 2. Black. 3? red.

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 ⇒ (14) + 18 - 2 - 3 + 1 + 1 + 3 + 2 = 34 for dmg cold iron, piercing, magic: 2d8 + 20 + 6 + 4 + 2 ⇒ (3, 5) + 20 + 6 + 4 + 2 = 40
Haste: 1d20 + 18 - 2 - 3 + 1 + 1 + 3 + 2 ⇒ (5) + 18 - 2 - 3 + 1 + 1 + 3 + 2 = 25 for dmg cold iron, piercing, magic: 1d8 + 10 + 3 + 2 + 1 ⇒ (1) + 10 + 3 + 2 + 1 = 17
Shot #1: 1d20 + 18 - 2 - 3 + 1 + 1 + 3 + 2 ⇒ (15) + 18 - 2 - 3 + 1 + 1 + 3 + 2 = 35 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 ⇒ (14) + 13 - 2 - 3 + 1 + 1 + 3 + 2 = 29 for dmg cold iron, piercing, magic: 1d8 + 10 + 3 + 2 + 1 ⇒ (7) + 10 + 3 + 2 + 1 = 23

Add +2 to hit and damage if they are in fact undead.

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

Holding action for Alvin until the fate of the Hold Monster spell.

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