[PFS_CORE_Aerondor] 02-Special Year of the Shadow Lodge [Tier 5-9] (Inactive)

Game Master Aerondor

Overseer announcements
Master thread
Official notifiction

Initiative:

[dice=Ragnar]1d20+10-2[/dice]
[dice=Alvin]1d20+7[/dice]
[dice=Godfrey]1d20+2[/dice]
[dice=Thorn]1d20+5-2[/dice]
[dice=Lem]1d20+1[/dice]
[dice=Kyra]1d20+0[/dice]
[dice=baddies]1d20+7[/dice]

Irorium Layout:

Irorium Layout (Exits and Seating)
Please note, the map is representative, and not an actual layout of the Irorium!
The Irorium has five public entrances, the main gate and four side gates. A sixth gate to the south is a work entrance reserved for gladiators, arena workers, and other performers.

Main Gate: The main gates face north. On the mezzanine level, a 20-foot-wide stone arch opens onto an equally wide marble stairwell that descends out onto the street. The stairwell corridor is 300 feet long. At street level, the corridor can be barricaded with a pair of barred iron gates.

Side Gates: There are four side exits, all connected to the mezzanine level. Each exit leads through a 20-footwide stone arch that opens to an equally wide marble stairwell, which in turn descends out onto the street. On the mezzanine level, the stairwell corridor is 300 feet long. The upper level stairwells are 500 feet long. At the street level, the corridor can be barricaded with a pair of barred iron gates.

Service Exit: The service exit is located on the arena floor, just behind the makeshift stage. Only Irorium workers and performers are permitted to use it; anyone attempting to pass through the doors without permits is denied. All would-be trespassers are sent off by a platoon of surly guards. Beyond the entrance, a main passage connects to side chambers used by gladiators and arena workers. All creatures, gladiators, workers, and others involved with events use this route to gain access to the arena floor.

SeatsThe Irorium has four seating levels. To avoid undue attention, the Society has provided you with mezzanine level seats. Those with mezzanine seats are permitted to sit anywhere in mezzanine or the three levels above. There are no specific assigned seats; seating is general and all seating consists of stone or wooden bleachers.


Map

Core: Subtier 8-9

Chronicles


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The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Thorn doesn't have much to do now except be ready.

-Posted with Wayfinder


VC - Sydney, Australia

*******************
OVERSEER ANNOUNCEMENT
*******************

GM:
Encounter Reporting – please submit each success

Lantern Lodge

Silent tide map

init:

Ragnar: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
Alvin: 1d20 + 7 ⇒ (7) + 7 = 14
Godfrey: 1d20 + 2 ⇒ (16) + 2 = 18
Thorn: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Lem: 1d20 + 1 ⇒ (18) + 1 = 19
Kyra: 1d20 + 0 ⇒ (2) + 0 = 2
baddies: 1d20 + 6 ⇒ (20) + 6 = 26

He smiles, a wicked smile and flexes his fingers.

Anyone trying to get closer than the circle on the map must make a DC19 will save or be unable to approach him. For point of reference that is just over one range increment of a composite long bow.

Status Message; Prayer 12/14
Thorn (barkskin; mage armor; heroism; shield of faith)(2 negative levels: extra -10hp)
Lem (17/27 rounds inspire used)
Kyra five channels used, -
Alvin (mage armor )
(Riddywipple) (false life (6 temporary hp lost), mage armor, shield)
Godfrey - divine bond (+1d6 fire damage)
(Shadow of Sarenrae)
Ragnar (longstrider, mage armor, heroism)(2 negative levels: extra -10hp) 6 damage
(Hugsy) (longstrider, mage armor) 10 damage

Charvion

And I forgot Lem's heal on Ragnar
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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

Range increment on a composite longbow is 110. He is about 70 away. Or is the map not to scale? Also the announcement mentions multiple Charvions, Is that mirror image or should there be multiple enemies on the map? Is there a way to tell which one is real?

"That doesn't sound like someone who wants to come quietly and face justice. That sounds like someone who maybe heard one too many dead people and it drove him batty."

knowledge check?: 1d20 - 1 ⇒ (2) - 1 = 1 +4 vs Humans, +2 vs Undead

And if there is a chance to figure out which the right one is:

Perception: 1d20 + 15 ⇒ (14) + 15 = 29 +4 vs Humans, +2 vs Undead
Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16 +4 vs Humans, +2 vs Undead

If I think I've spotted the real one I will use a standard action to disrupt that one from casting.
Not counting Inspire (Inspire courage +1 to hit +2 to damage)

Including: Level drain -2 to hit, Heroism +2 to hit, Prayer +1 to hit +1 to damage, Deadly Aim -2 to hit +4 to dmg, Improved Precise Shot
1 shot: 1d20 + 16 ⇒ (1) + 16 = 17 if hit dmg: 1d8 + 9 ⇒ (4) + 9 = 13 +4 vs Humans, +2 vs Undead

And if I am not sure which one is which I will just start shooting starting from the furthest one and moving closer.

Not counting Inspire (Inspire courage +1 to hit +2 to damage)
Including: Level drain -2 to hit, Heroism +2 to hit, Prayer +1 to hit +1 to damage, Deadly Aim -2 to hit +4 to dmg, Improved Precise Shot
Manyshot: 1d20 + 14 ⇒ (6) + 14 = 20 for DMG if hit: 1d8 + 9 + 1d8 + 9 ⇒ (4) + 9 + (1) + 9 = 23
Rapid Shot: 1d20 + 14 ⇒ (10) + 14 = 24 for DMG if hit: 1d8 + 9 ⇒ (1) + 9 = 10
Iterative: 1d20 + 9 ⇒ (6) + 9 = 15 for DMG if hit: 1d8 + 9 ⇒ (6) + 9 = 15
+4 vs Humans, +2 vs Undead

Send Hugsy after the nearest one or send him to double move towards one.
Will save: 1d20 + 2 ⇒ (7) + 2 = 9
Hugsy refuses.

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

Riddy, can you test if he has Shield up?

Standard Action
Alvin casts Haste on the party, except Riddywipple.

Move Action
He tries to enter the room.
Will Save: 1d20 + 9 ⇒ (11) + 9 = 20
He does so!

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 (*)

OK!

Move Action
Riddywipple tries to enter the room, drawing the Wand of Magic Missile (CL 1) as he goes.
Will Save: 1d20 + 8 ⇒ (8) + 8 = 16
Ugh! I can't get in!

Standard Action
Riddywipple uses the wand. I counted he was 90 ft. away from Riddywipple.
Wand of Magic Missile (CL 1): 1d4 + 1 ⇒ (4) + 1 = 5

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

If there are shadows for hiding, Thorn will try to sneak in along the edges. Stealth: 1d20 + 13 ⇒ (3) + 13 = 16

If not, he delays.

-Posted with Wayfinder

Silver Crusade

Kyra tries to determine the nature of her foe know religion: 1d20 + 10 ⇒ (19) + 10 = 29

She will try to move into the room will save: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
and then cast Holy Smite centered on as many Chavions as she can

holy smite damage: 3d8 ⇒ (8, 2, 8) = 18 and blind for one round (evil creatures only) Will save DC18 for half damage and negate blindness. Neutral creatures take half damage and are not blinded by this spell (can save for half damage)


Lem starts singing. Inspire courage started.

Lem calls out to Thorn, offering him help. I can use the last level 2 spell slot for invisibility.
If Thorn doesn't want invisibility, Lem uses haste on several friends. The haste is up for grabs, available to 3 characters, whoever can best use it.

Silver Crusade

We got hasted by alvin hitting him with the scroll of glitter dust may be fun or testing out whether he falls to deep slumber?

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

haste is the better spell, but isn't it level 3?

-Posted with Wayfinder


Thorn the Savvy wrote:

haste is the better spell, but isn't it level 3?

-Posted with Wayfinder

Yep, but Lem still has at least one spell slot left at both levels. Because he has so few spells, I've kept many of them for this, which appears to be the adventure's climax. Also see Kyra's comment about haste already being cast. Does Thorn want the invisibility?

Lantern Lodge

Silent tide map

Fair point about the distance thing, for some odd reason I thought it was 10' squares, note to self, don't post late at night even for exciting encounters. You are where you are, but cannot get closer to him without the will save

As for the multiple guys, there are lots of him, and they are all casting spells, lots of different spells, at different groups of PFs. This one seems to be focused on your group. This does not seem to be a mirror image spell, almost like he has cloned himself dozens of times

Ragnar prepares a shot to disrupt the mans next spell, while Alvin speeds everyone up again. Riddy fires off a wand, but the missiles scoot to the side of Charvion.

Thorn tries to close in But needs to make a Will DC19 save

Kyra calls on her holy power to smite Charvion
will: 1d20 ⇒ 14

Status Message; Prayer 12/14 ; haste 7/7; inspire courage +3
Thorn (barkskin; mage armor; heroism; shield of faith)(2 negative levels: extra -10hp) - Will DC19 required to sneak forward.
Godfrey - divine bond (+1d6 fire damage)
(Shadow of Sarenrae)

Charvion 9 damage
Ragnar (longstrider, mage armor, heroism)(2 negative levels: extra -10hp) 6 damage - READIED ACTION- DISTRUPT (miss)
(Hugsy) (longstrider, mage armor) 10 damage
Alvin (mage armor )
(Riddywipple) (false life (6 temporary hp lost), mage armor, shield)
Kyra five channels used, -
Lem (18/27 rounds inspire used) (standard to cast invisibility?)

EVeryone... Will DC19 to move closer to Charvion

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

will: 1d20 + 5 ⇒ (17) + 5 = 22

-Posted with Wayfinder

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

The rogue (given the option of invisibility will definitely take it.) Pushes through, his determination stronger than the spell.

-Posted with Wayfinder

Lantern Lodge

Silent tide map

Thorn sneaks forward.
I gave Thorn a double move on the map at half speed for sneaking

Status Message; Prayer 12/14 ; haste 7/7; inspire courage +2
Godfrey - divine bond (+1d6 fire damage)
(Shadow of Sarenrae)

Charvion 9 damage
Ragnar (longstrider, mage armor, heroism)(2 negative levels: extra -10hp) 6 damage - READIED ACTION- DISTRUPT (miss)
(Hugsy) (longstrider, mage armor) 10 damage
Alvin (mage armor )
(Riddywipple) (false life (6 temporary hp lost), mage armor, shield)
Kyra five channels used, -
Lem (18/27 rounds inspire used)
Thorn (barkskin; mage armor; heroism; shield of faith; invisibility)(2 negative levels: extra -10hp) - Will save made.

Everyone (except Thorn)... Will DC19 to move closer to Charvion

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

Will Save DC 19 (Prayer): 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
GM Reroll DC 19 (Prayer, GM Star Bonus +2): 1d20 + 10 + 1 + 2 ⇒ (7) + 10 + 1 + 2 = 20

Whew barely, but okay.

Sir Godfrey stands just inside the doorway, feeling the power of his allies magic suffuse him with power. He bounces on his heels experimentally, then gives Charvion a broad grin. "Sarenrae shall protect me, you shall pay for your crimes villain!" A menacing sweep of his blade and Godfrey attempts to step forward.

He struggles for a moment, and it seems the vile magic at work will hold him back, but with gritted teeth and Sarenrae's grace he takes a step forward, then another, and in a moment is flashing towards the traitor in full charge, blade at the ready.

Charging Charvion with haste to help, swift action to smite him.

+1 Flaming Ada GS(Power Attack, Charge, Prayer, Haste, Inspire, Smite): 1d20 + 15 - 2 + 2 + 1 + 1 + 2 + 3 ⇒ (2) + 15 - 2 + 2 + 1 + 1 + 2 + 3 = 24
+1 GS Damage(Power Attack, Prayer, Inspire, Smite): 2d6 + 16 + 1 + 2 + 5 ⇒ (6, 3) + 16 + 1 + 2 + 5 = 33
Fire Damage: 1d6 ⇒ 2

Added in Smite, he feels pretty evil, it's -3 to hit and -5 to damage if he isn't. AC is 26 vs him right now after charge and smite.

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 Save DC 19(Prayer): 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21

The shadow has a close, but easier time slipping through the force holding the party back and double moves to try and catch Charvion in a position where he can't escape the angry paladin.

Lantern Lodge

Silent tide map

By the skin of his flaming greatsword, Sir Godfrey connects. Charvion doesn't look very happy. But he is made of stern stuff.

If someone has a feat like step up let me know
He steps back to cast a spell defensively...
concentration: 1d20 ⇒ 3

Ragnar lets fly a well timed shot... but unbelievably misses.

Sir Godfrey feels his body start to change....

Fort DC 18 vs Baleful polymorph,
The paladin starts to feel like a lamb led to the slaughter.

Status Message; Prayer 11/14 ; haste 6/7; inspire courage +2
Godfrey - divine bond (+1d6 fire damage) Fort DC18 vs baleful polymorph
(Shadow of Sarenrae)
Ragnar (longstrider, mage armor, heroism)(2 negative levels: extra -10hp) 6 damage - READIED ACTION- DISTRUPT (miss)
(Hugsy) (longstrider, mage armor) 10 damage
Alvin (mage armor )
(Riddywipple) (false life (6 temporary hp lost), mage armor, shield)
Kyra five channels used, -
Lem (19/27 rounds inspire used)
Thorn (barkskin; mage armor; heroism; shield of faith; invisibility)(2 negative levels: extra -10hp)

Charvion 42 damage

Everyone (except Thorn, Sir Godfrey and Shadow)... Will DC19 to move closer to Charvion

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

Okay with him pulling nasty tricks like that I think we should end this asap.

Including: Level drain -2 to hit, Heroism +2 to hit, Prayer +1 to hit +1 to damage, Haste +1 to hit, Deadly Aim -2 to hit +4 dmg, Inspire courage +1 to hit +2 to damage, Improved Precise Shot
Manyshot: 1d20 + 16 ⇒ (10) + 16 = 26 for DMG if hit: 1d8 + 11 + 1d8 + 11 ⇒ (3) + 11 + (7) + 11 = 32
Haste: 1d20 + 16 ⇒ (10) + 16 = 26 for DMG if hit: 1d8 + 11 ⇒ (2) + 11 = 13
Rapid Shot: 1d20 + 16 ⇒ (3) + 16 = 19 for DMG if hit: 1d8 + 11 ⇒ (8) + 11 = 19
Iterative: 1d20 + 11 ⇒ (14) + 11 = 25 for DMG if hit: 1d8 + 11 ⇒ (2) + 11 = 13
+4 to hit and damage (+8 dmg on the manyshot) if Charvion is still human. +2 to hit and damage (+4 dmg on the manyshot) if he is now undead.
arrows are cold iron and magic

"Come on Hugsy you can do it!"
Will save + Prayer: 1d20 + 3 ⇒ (11) + 3 = 14
Hugsy is not interested.

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Double move, and hope he doesn't have a See Invisibility spell up.

can't move map, on cellphone

-Posted with Wayfinder


I can't see the circle of how close Lem can get without a save. He wants to try to get within 40 ft for spell range purposes. Also, is the thing keeping us back fear or charm based?

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

Not sure where the circle went but it was at least 70 feet from him and covered the whole room. No way to get within 40 ft of him without the save. No clue on the fear/charm question. Of course he may already be dead. Especially if Sir Godfrey checks in before Aerondor.

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

I moved Thorn.

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

Fort Save DC 18(Prayer): 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21

Sir Godfrey rolls a shoulder back, as if letting something slide past and slip away, a missed blow and steps up into Charvion's face after the magic of his spell fails to take him.

"Your vile magic cannot twist my form from that of Sarenrae's Champion!" And he strikes.

5ft adjust into Charvion's face, full attack

1st attack: +1 Flaming Ada GS(Power Attack, Prayer, Haste, Inspire, Smite): 1d20 + 15 - 2 + 1 + 1 + 2 + 3 ⇒ (13) + 15 - 2 + 1 + 1 + 2 + 3 = 33
+1 GS Damage(Power Attack, Prayer, Inspire, Smite): 2d6 + 16 + 1 + 2 + 5 ⇒ (3, 5) + 16 + 1 + 2 + 5 = 32
Fire Damage: 1d6 ⇒ 2

Iterative attack: +1 Flaming Ada GS(Power Attack, Prayer, Haste, Inspire, Smite): 1d20 + 10 - 2 + 1 + 1 + 2 + 3 ⇒ (19) + 10 - 2 + 1 + 1 + 2 + 3 = 34
+1 GS Damage(Power Attack, Prayer, Inspire, Smite): 2d6 + 16 + 1 + 2 + 5 ⇒ (4, 4) + 16 + 1 + 2 + 5 = 32
Fire Damage: 1d6 ⇒ 3

Haste attack: +1 Flaming Ada GS(Power Attack, Prayer, Haste, Inspire, Smite): 1d20 + 15 - 2 + 1 + 1 + 2 + 3 ⇒ (13) + 15 - 2 + 1 + 1 + 2 + 3 = 33
+1 GS Damage(Power Attack, Prayer, Inspire, Smite): 2d6 + 16 + 1 + 2 + 5 ⇒ (1, 6) + 16 + 1 + 2 + 5 = 31
Fire Damage: 1d6 ⇒ 6

Critical Confirm: +1 Flaming Ada GS(Power Attack, Prayer, Haste, Inspire, Smite): 1d20 + 10 - 2 + 1 + 1 + 2 + 3 ⇒ (1) + 10 - 2 + 1 + 1 + 2 + 3 = 16
Critical Damage(Power Attack, Prayer, Inspire, Smite): 2d6 + 16 + 1 + 2 + 5 ⇒ (2, 3) + 16 + 1 + 2 + 5 = 29

Lantern Lodge

Silent tide map

Phew, I was worried about that save.

Charvion looks down at the arrows in his chest, and then up into the flaming blade that descends towards his neck. The look of astonishment on his face as his head comes off would, in other situations, be almost amusing.

Nearby another Charvion looks disturbed. "You killed me!" he screams from 20' up. "Now, I'm going to kill you!"

A huge ball of fire errupts around Ragnar.

Well done, first Charvion down!
fireball: 10d6 ⇒ (3, 5, 3, 6, 2, 4, 3, 2, 4, 2) = 34
Reflex save DC 16 for half, everyone but Thorn, Godfrey and Shadow

Status Message; Prayer 10/14 ; haste 5/7; inspire courage +2
Godfrey - divine bond (+1d6 fire damage)
(Shadow of Sarenrae)
Ragnar (longstrider, mage armor, heroism)(2 negative levels: extra -10hp) 40 damage (ref 16 for 23)
(Hugsy) (longstrider, mage armor) 44 damage (ref 16 for 10- evasion)
Alvin (mage armor ) 34 damage (ref 16 for 17)
(Riddywipple) (false life (6 temporary hp lost), mage armor, shield) 34 damage (ref 16 for 0 -evasion)
Kyra five channels used, - 34 damage (ref 16 for 17)
Lem (19/27 rounds inspire used) 34 damage (ref 16 for 17)
Thorn (barkskin; mage armor; heroism; shield of faith; invisibility)(2 negative levels: extra -10hp)

Charvion - flying 20' up.

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

Does this one have the same Will save to approach field? Also, How high is the ceiling in here?

Ragnar: Ref save drain,heroism,prayer,haste: 1d20 + 15 ⇒ (4) + 15 = 19

"Good job Godfrey! One down, many to go."

Including: Level drain -2 to hit, Heroism +2 to hit, Prayer +1 to hit +1 to dmg, Haste +1 to hit 1 extra attack, Inspire courage +1 to hit +2 to damage, Deadly Aim -2 to hit +4 dmg, Improved Precise Shot
Manyshot: 1d20 + 16 ⇒ (1) + 16 = 17 for DMG if hit: 1d8 + 11 + 1d8 + 11 ⇒ (5) + 11 + (4) + 11 = 31
Rapid Shot: 1d20 + 16 ⇒ (6) + 16 = 22 for DMG if hit: 1d8 + 11 ⇒ (7) + 11 = 18
Haste: 1d20 + 16 ⇒ (9) + 16 = 25 for DMG if hit: 1d8 + 11 ⇒ (5) + 11 = 16
Iterative: 1d20 + 11 ⇒ (8) + 11 = 19 for DMG if hit: 1d8 + 11 ⇒ (5) + 11 = 16
+4 to hit and damage (+8 dmg on the manyshot) if Charvion is still human. +2 to hit and damage (+4 dmg on the manyshot) if he is now undead.
arrows are cold iron and magic

Hugsy: Ref save prayer,haste: 1d20 + 9 ⇒ (18) + 9 = 27 Evasion

Ragnar will send Hugsy into the room, up the wall, and next turn over Cherivon.

Will save? prayer: 1d20 + 3 ⇒ (11) + 3 = 14
Hasted climb speed of 40. Double move. Moving to and up the wall Take 10 on climb at -5 accelerated climbing for a 25.
Hugsy is 30 feet up the wall.


reflex save: 1d20 + 9 ⇒ (15) + 9 = 24
Lem ducks away from the wave of fire, reducing how much it hurts him.

I plan to have Lem move closer and use a spell, but I'm waiting to hear the answer about if a will save is needed, and if it's fear or charm related if so.

Lantern Lodge

Silent tide map

This one doesn't have the same will effect to approach, but he is flying. The ceiling here is very high- it had the dragon perched on it before.

Ragnar sends an arrow into the wizard. Once again his archery is not up to its normal skill - perhaps he has magical protections?

Status Message; Prayer 10/14 ; haste 5/7; inspire courage +2
Godfrey - divine bond (+1d6 fire damage)
(Shadow of Sarenrae)
Alvin (mage armor ) 34 damage (ref 16 for 17)
(Riddywipple) (false life (6 temporary hp lost), mage armor, shield) 34 damage (ref 16 for 0 -evasion)
Kyra five channels used, - 34 damage (ref 16 for 17)
Lem (19/27 rounds inspire used) 34 damage (ref 16 for 17)
Thorn (barkskin; mage armor; heroism; shield of faith; invisibility)(2 negative levels: extra -10hp)

Charvion - flying 20' up. 16 damage.
Ragnar (longstrider, mage armor, heroism)(2 negative levels: extra -10hp) 23 damage
(Hugsy) (longstrider, mage armor) 10 damage

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 sent a lot of arrows into him. Protection from arrows only stops non magical arrows. If it is wind wall we'll see the arrow being blown off course. Hugsy is really good at climbing so unless the ceiling is over 70 feet he will reach his target next 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

Reflex Save: 1d20 + 6 ⇒ (20) + 6 = 26

Ouch! Now go away!

Standard Action
Alvin casts Phantasmal Killer on this iteration of Charvion. DC 23 Will save then DC 23 Fort save if the Will save is failed.

Damage if Will save is failed and Fort save is made:
Damage: 3d6 ⇒ (2, 2, 2) = 6

Swift Action
He activates Invisibility Field to make himself Invisible.

Move Action
Alvin tries to separate himself from the rest of the group. Dunno if I need another save for that. I made a save vs. the effect in my previous turn previously.

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 (*)

Reflex Save: 1d20 + 6 ⇒ (17) + 6 = 23 Improved Evasion

Ha, can't get me!

Standard Action
Riddywipple casts Greater Invisibility to go Invisible. 3 rounds.

Move Action
Riddywipple tries to move into the room.
Will Save: 1d20 + 8 ⇒ (9) + 8 = 17

Darn it! Woops, I need to be quite cause I'm invisible.

Silver Crusade

reflex save: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

Kyra feels the full effect of the heat but decides dispelling the effects on Chavion are more useful and cast dispel magic on Chavion

caster level check: 1d20 + 7 ⇒ (10) + 7 = 17

Thats going to take out nothing shirt re roll

caster level check: 1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Thorn bites back a swear to keep quiet. He moves to stand beneath this foe.


Lem moves closer to Chavion. Then he sees if he can get Chavion to go to sleep. casts deep slumber, DC 18, maintains bardic performance

Lantern Lodge

Silent tide map

Forgot FE for Ragnar, which resulted in one extra arrow hitting

Alvin tries to set the mad-mans own fears against him.. possibly an effective tactics given his unsettled mind.
will: 1d20 ⇒ 6 He shrieks in horror at something only he and Alvin can see. A vague tentacle reaches towards him...

fort: 1d20 ⇒ 10

His body hangs in the air.

Don't knock off the slumber and dispell spells yet, Alvin finished this one for you! Kyra, you get your reroll back too.

A shriek of rage passes through the room as yet another Charvion flies through the air

BTW, Climbing on an overhanging surface is DC30, so if Hugsy wants to drop on top of anyone, he'll have to make some climb checks.

Suddenly hundreds of horrible black tentacles spring from the ground (looking suspiciously like that which caused the previous incarnation of the sorcerer to die...
In the black circle at the top

Spellcraft DC 19:
Black Tentacles spell

They grapple at those towards the back of the group - Riddywipple, Kyra and Ragnar...

This Sorcerer again has the repulsion effect up, so to move closer to him, you must make a Will DC19 check

grapple Riddy: 1d20 + 17 ⇒ (19) + 17 = 36
grapple Kyra: 1d20 + 17 ⇒ (4) + 17 = 21
grapple Ragnar: 1d20 + 17 ⇒ (13) + 17 = 30

I think that is enough to get each of you, but if I got it wrong, let me know
damage Riddy: 1d6 + 4 ⇒ (3) + 4 = 7
damage Kyra: 1d6 + 4 ⇒ (6) + 4 = 10
damage Ragnar: 1d6 + 4 ⇒ (6) + 4 = 10

Status Message; Prayer 9/14 ; haste 4/7; inspire courage +2
Godfrey - divine bond (+1d6 fire damage)
(Shadow of Sarenrae)
Alvin (mage armor ) 17 damage
(Riddywipple) (false life (13 temporary hp lost), mage armor, shield); GRAPPLED
Kyra five channels used, - 44 damage GRAPPLED
Lem (19/27 rounds inspire used) 17 damage
Thorn (barkskin; mage armor; heroism; shield of faith; invisibility)(2 negative levels: extra -10hp)
Ragnar (longstrider, mage armor, heroism)(2 negative levels: extra -10hp) 33 damage GRAPPLED
(Hugsy) (longstrider, mage armor) 10 damage

Charvion - flying 20' up.

You guys are doing great!

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 is getting +20 to climb at the moment. The -5 was because he was climbing at full speed. For the ceiling he would take 10 and move at half speed (25 feet including Haste) and get a 30 on a take 10.
This setup is sick. DC 27 CMB or Escape Artist to escape then DC 19 will to move closer.

"Getting sick of all this hostile magic. Hugsy get him!

Hugsy: tries again. Will save with Prayer: 1d20 + 3 ⇒ (15) + 3 = 18

Ragnar: DC 27 CMB check +7BAB, +2 Str, -2 drain, +2 Heroism, +2 Inspire, +1 Prayer, +1 Haste: 1d20 + 13 ⇒ (14) + 13 = 27
Success!

Now the Will save Will save +7 -2 drain, +2 Heroism, +1 Prayer: 1d20 + 8 ⇒ (5) + 8 = 13

Unable to move forward and unwilling to retreat Ragnar waits for his chance.

Can we know what sort of effect this Will save is? If it is Charm or Fear Hugsy made it thanks to the bonus from Inspire Courage. And can we get the circle back for how far it reaches? If it doesn't reach to Ragnar Ragnar will move up as much as he can. Not sure how we will deal with a dive bomb attack from a snake but snakes drop down on people in the wild.

Lantern Lodge

Silent tide map

Hugsy cannot take ten on a climb in combat. Climb is normally quarter speed. Fast climb is at -5 and half speed. The repulsion effect is an abjuration not a charm or a fear effect sorry. CMD to get out of the grapple is 26!

Charvion cackles in glee at the effectiveness of his spells. Pity for him it has taken him three lives to get it right.

Status Message; Prayer 9/14 ; haste 4/7; inspire courage +2
Godfrey - divine bond (+1d6 fire damage)
(Shadow of Sarenrae)
Alvin (mage armor ) 17 damage
(Riddywipple) (false life (13 temporary hp lost), mage armor, shield); GRAPPLED
Kyra five channels used, - 44 damage GRAPPLED
Lem (19/27 rounds inspire used) 17 damage
Thorn (barkskin; mage armor; heroism; shield of faith; invisibility)(2 negative levels: extra -10hp)
(Hugsy) (longstrider, mage armor) 10 damage

Charvion - flying 20' up.
Ragnar (longstrider, mage armor, heroism)(2 negative levels: extra -10hp) 33 damage


VC - Sydney, Australia

GM - CODE WHITE

Silver Crusade

If Hugsy has a natural climb speed he can take ten in combat (its under the climb skill in the core rulebook - my catfolk oracle had been making good use of that in the skulls and shackles campaign I was in)

If Kyra had an action and no target then she would like to convert invisibilty purge into cure serious on herself cure serious wounds: 3d8 + 7 ⇒ (4, 8, 8) + 7 = 27 add 50 percent from heal domain to cure all damage from the fireball. I keep forgetting the first rule of healers is you can heal nobody if you are dead

Kyra has heard of these deadly black tentacles and summons every last ounce of concentration to cast a dispel magic spell at the tentacles

I believe the DC is 10 + CMB (17?) +3 =30
concentration check: 1d20 + 15 ⇒ (18) + 15 = 33

Caster level check vs 10 + caster level (10-11?)
As per previous posts rolls including reroll

Assuming that works Kyra will then move so as not to be caught by Chavions encore

will saveincluding prayer but not inspire courage: 1d20 + 11 ⇒ (4) + 11 = 15

And finds the only way she can move is backwards

Lantern Lodge

Silent tide map

Good point on the natural climb speed, I didn't realize constrictors had that.

Kyra calls on the will of her god to free her and companions from the horrible tentacles. They vanish in a puff of divine fire.

Charvion staggers in mid air, as if somehow deflated. His various images start to flicker a little as if they struggle to stay coherient.

Status Message; Prayer 9/14 ; haste 4/7; inspire courage +2
Godfrey - divine bond (+1d6 fire damage)
(Shadow of Sarenrae)
Alvin (mage armor ) 17 damage
(Riddywipple) (false life (13 temporary hp lost), mage armor, shield);
Lem (19/27 rounds inspire used) 17 damage
Thorn (barkskin; mage armor; heroism; shield of faith; invisibility)(2 negative levels: extra -10hp)

Charvion - flying 20' up.
Ragnar (longstrider, mage armor, heroism)(2 negative levels: extra -10hp) 33 damage; not repulsed.
(Hugsy) (longstrider, mage armor) 10 damage - repulsed
Kyra five channels used, - 44 damage repulsed

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, realizing he forgot to pack a new potion of fly, smacks himself on the forehead and sheaths his sword. He'll then draw out his composite bow in anticipation of trying to be effective next round. He doesn't try to approach Charvion and merely begins lining up his shots.

"Keep at it, my compatriots, he can't handle your might!

Standard and move are used to sheath his sword and draw his bow.

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

Unlike it's master, it has no limitation in its movement and moves with disturbing quiet through the giant melee to try and press its blade into Charvion's back.

Charges Charvion to attack him.

Creepy Shadow Strike(Prayer, Inspire, Haste, Charge): 1d20 + 9 + 1 + 2 + 1 + 2 ⇒ (1) + 9 + 1 + 2 + 1 + 2 = 16
Creepy Strength Damage: 1d6 ⇒ 2

But decides to whiff horribly.


Lem considers moving closer:
will save: 1d20 + 7 ⇒ (17) + 7 = 24

Lem does move closer, and casts a spell to make Charvion sleep.
casting deep slumber, DC 18

edit: forgot to say kept bardic performance going...[/ooc]

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

Seeing Riddywipple and Kyra in trouble, Alvin tries to save them.

Free Action
Alvin maintains the Invisibility Field.

Standard Action
He tries to dispel black tentacles with Dispel Magic.
Dispel Check: 1d20 + 8 ⇒ (12) + 8 = 20
Dispel Check (Reroll with +5): 1d20 + 8 + 5 ⇒ (15) + 8 + 5 = 28
Dispels caster level 17th or lower.

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 can't do much in this fight. I'm OK letting him fly into the room before and calling him out of combat for now.

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 was wrong on Hugsy's Climb speed though. It is 40 not 50 so half speed would be 20. Alvin Kyra made her concentration check and dispelled the tentacles already.

Silver Crusade

Kyra looks at the departing Riddy with a look that shows her torn between calling him a coward or admiration for a very good idea. She whispers to Alvin "Can you generate an illusion of tentacles restablishing themselves so we don't get another dose?"

Lantern Lodge

Silent tide map

Lem tries to lull the sorcerer to sleep
will: 1d20 ⇒ 15
But he is all fight at the moment. Godfrey changes weapons..

@Alvin, I'm happy for you to use the dispell against Charvion himself if you want, or change your action

Status Message; Prayer 9/14 ; haste 4/7; inspire courage +2
Alvin (mage armor ) 17 damage
(Riddywipple) (false life (13 temporary hp lost), mage armor, shield);
Thorn (barkskin; mage armor; heroism; shield of faith; invisibility)(2 negative levels: extra -10hp)

Charvion - flying 20' up.
Ragnar (longstrider, mage armor, heroism)(2 negative levels: extra -10hp) 33 damage; not repulsed.
(Hugsy) (longstrider, mage armor) 10 damage - repulsed
Kyra five channels used, - 44 damage repulsed
Godfrey - divine bond (+1d6 fire damage)
(Shadow of Sarenrae)
Lem (19/27 rounds inspire used) 17 damage

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

Crap, I missed that! I would rather dispel Charvion's fly spell

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