[PFS Core] GM Harker Presents: The Emerald Spire (Inactive)

Game Master Upaynao

The Automaton Forge


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greater magic fang HP: 20/59 - AC: 25 / T: 10 / FF: 22 - Fort: +8, Ref: +6, Will: +4 - CMB: +9, CMD: 20 (24 trip) - Speed: 40 - Perception: +6 (scent, Low Light) - Init: +0

Truffles advances at attacks

attack: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d8 + 6 ⇒ (1) + 6 = 7

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Jirah nods appreciatively at Sugarsnap's superb shot and drops her bow, readying herself to cast a spell.


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Even with the cover of her allies, Sugarsnap's magic stone hits critically and leaves a crack in the contruct's skull, while Truffles chips some of its body with his tusks.

In response to the attacks, the necrophidius begins to dance hypnotically, swaying back and forth in a manner to fascinate the senses.

Everyone needs to make a DC 17 Will save or be dazed for 2d4 ⇒ (2, 4) = 6 rounds.

Dazed Condition

Initiative (Rounds 1-2)
Jirah <= Up
Sugarsnap/Truffles <= Up
Necrophidius
Xakon <= Up
Frēodwēn <= Up
Sivantanpisil <= Up
Mudk <= Up

Everyone up, make sure you make your Will saves first before acting.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Will: 1d20 + 4 ⇒ (9) + 4 = 13 Failed!

Sivvy stands there staring at the Necrophidius. "Wow... pretty..."

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Siv, shouldn't that be 9+9 for 18?
Mudk moves around the table and closes with the snake.

will save: 1d20 + 11 ⇒ (12) + 11 = 23
power attack: 1d20 + 9 ⇒ (15) + 9 = 242d4 + 13 ⇒ (2, 2) + 13 = 17

"SWIFTLY STRIKE STUPID SEDUCTIVE SNAKES!!!"

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Will Save: 1d20 + 5 ⇒ (10) + 5 = 15

Likewise, Jirah stops her spellcasting chant to state at the serpent.
Such a lovely movement... Calistria would envy such fluidity...

Uh oh...

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

ID creature, untrained: 1d20 + 1 ⇒ (5) + 1 = 6

Will Save: 1d20 + 5 ⇒ (4) + 5 = 9

Xakon stares at the skull in wonder.

Using Folio reroll. Dazed for 6 rounds is BAD!

Will Save, GM+1 star: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Horrible rolls! If it is an enchantment effect, elves get +2 right? Jirah would just make it.


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Yeah, if Siv's Will save is +9, she's not dazed.

Jirah and Xakon fall under the spell of the Necrophidius' movements, but Mudk successfully ignores the creature's mental lure, moving up and slashing it with his falchion. Although he hits, it does less damage than such a blow normally would do.

Freod, Sugarsnap/Truffles, and Siv if her Will modifier is +9

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Im debating on my own folio reroll Xakon. Dazed for 6 is bad! Though, if it is a mind affecting ability or enchantment effect I may get the +2. That's up to the GM


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It's an extraordinary ability and a mind-affecting effect. It is not an enchantment, unfortunately.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

One could hope. Welp, if allowed I guess I'll pop my reroll. If not, ignore the roll.
Folio Reroll: 1d20 + 7 ⇒ (12) + 7 = 19


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I'm fine with it in this case.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Will save: 1d20 + 4 ⇒ (17) + 4 = 21 phew

combat post later this morning, hopefully

-Posted with Wayfinder

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn moves into the room. "Look here! Turn your back to the creature as much as possible!"

move into room
Using a round of performance to Distract my smitten companions
8/12 rounds remaining

distract, perform oratory to replace save: 1d20 + 11 ⇒ (16) + 11 = 27

there you go; have your turns back, friends

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Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Oops, yes. My modifier is +9. Totally misread it on Herolab.

For a moment the young cleric of Desna was fascinated by the Necrophidius, but shook it off and advanced into the room with a determined look. "Wow... pretty... Whoa! Wait! That thing is nasty!" With a call out to her goddess, Sivvy casts a spell upon the creature.

Cast Bane DC14

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

With Freo's action, does that mean I burned my reroll or no?

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Either way Jirah gets to act so...

Jirah points a finger at the creature and speaks an arcane word in Elvish, causing a short, green line of acid to fly at the creature.
Ranged Touch Attack, Acid Arrow: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 2d4 + 1 ⇒ (2, 3) + 1 = 6

That is the unmodified total (except for point blank shot, which is factored in). If deadly aim applies (and I don't remember if it does), then it is a +5 to hit with an additional +2 damage.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Um, you probably missed it but you rolled a 1. Darn dice bot!


Gamemaster | CC Map | S4 Map

Distraction does not work, I'm afraid. Dance of Death is an extraordinary ability for the necrophidius and it is not an illusion. I've bolded the relevant passages in the spoiler below.

Bard Distraction ability:

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Frēodwēn tries to distract his companions from the dancing construct, but learns to his chagrin that he is not dealing with a magical effect and cannot negate it with his oratory.

Sivantanpisil clears her head quickly and casts Bane, but the construct appears to be completely immune to its mind-affecting effect.

Jirah jolts herself out of her daze as well and fires an Acid Arrow at the necrophidius that hits the ground instead of the enemy. Yes, you can use Deadly Aim along with Point-Blank Shot and Precise Shot with spells that are ranged attacks.

Sugarsnap and Truffles.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

you cannot use Deadly Aim for touch attacks though

-Posted with Wayfinder


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My mistake, Freod is right. I should have finished reading the last sentence in the feat description. So, you can't use Deadly Aim with Acid Arrow.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13
Xakon wrote:
Um, you probably missed it but you rolled a 1. Darn dice bot!

Yeah, I saw it Xakon, I just typed up the whole post before I submitted and didn't preview to see the roll first. I didn't calculate Deadly Aim into the attack because when I GM, I don't allow Deadly Aim to work with spells (because it says so in the rules), but I got into a lengthy argument with another GM on here (in a game where I was a player) who was trying to force me to use it when using ranged spells, because "he interpreted the feat to be used with all ranged attacks, and if you have the feat, you have to use it every time it's applicable". Not that it matters, because I wasted a 2nd level spell on a nat 1. I swear, the dice bot hates me in this game.


Gamemaster | CC Map | S4 Map

It says that Deadly Aim can't be used with ranged touch attacks in the feat description, I don't know where there is any confusion there.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Neither did I. Still don't. As far as I've seen, it's pretty crystal clear.


Gamemaster | CC Map | S4 Map

Sugar Will Save: 1d20 + 9 ⇒ (12) + 9 = 21
Truffles Will Save: 1d20 + 4 ⇒ (18) + 4 = 22

Both Sugarsnap and Truffles are unimpressed with the skeleton snake dance. Sugarsnap casts Guidance on Frēodwēn while Truffles continues his attack. The necrophidius' shuffling around throws the boar off, however, and he completely misses.

Truffles gore attack: 1d20 + 9 ⇒ (1) + 9 = 10

The necrophidius next takes advantage of Xakon's dazed state to bite him hard. Fortunately, it misses anything important. The enemy got a natural 20, but did not confirm. Xakon takes 13 damage and needs to make a DC 15 Fort save or be paralyzed 1d4 ⇒ 4 rounds.

GM screen:

N bite attack: 1d20 + 8 ⇒ (20) + 8 = 28
N confirmation: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Initiative (Rounds 2-3)
Jirah <= Up
Sugarsnap/Truffles <= Up
Necrophidius
Xakon [13 Dmg; Dazed 5 Rds; Needs a Fort save vs. Paralysis]<= Up
Frēodwēn [Guidance active] <= Up
Sivantanpisil <= Up
Mudk <= Up

Everyone is up!

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Mudk side steps and continues his attack.
power attack : 1d20 + 9 ⇒ (11) + 9 = 202d4 + 13 ⇒ (4, 4) + 13 = 21

power attack : 1d20 + 4 ⇒ (15) + 4 = 192d4 + 13 ⇒ (3, 3) + 13 = 19

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

please move me a five foot step to flanking with xakon. Not sure if I'd get a flanking bonus sk didn't add it in.


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Xakon's Fort Save: 1d20 + 9 ⇒ (9) + 9 = 18

Mudk continues his falchion attacks on the Necrophidius until he reduces into pieces.

Combat Over

Injury Report: Xakon 13 damage; dazed for 5 rounds after combat ends.

Searching the room after Xakon has recovered, you find a magical ring on the end of the necrophidius' tale, next to the noisemakers that acted like rattlers.

Identify Ring: Detect Magic + Spellcraft DC 18:

It's a Ring of Minor Energy Resistance (Fire).

* * *
We'll go ahead and move on, Xakon can retroactively heal if desired.

Checking the unexplored door at the east side of the room, you find no dangers or obstructions, so you open it to find yourselves in a stone hallway. It continues 15 feet until it hits a corner. An iron door sits on the east side of the corner while the hallway continues south for 85 feet before turning to the west. Also, 65 feet south down the hallway sits another door on the east side.

To prevent unnecessary backtracking later, we'll just have you all check the next door now, even though it doesn't quite follow the SOP. Feel free to not open it now if you want to continue the SOP regardless.

Moving next to the iron door at the corner, Xakon discovers it is warm to the touch and he can hear the sound of clanging metal behind it. It does not apepar to be locked, nor do there appear to be any traps.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

cool, also magic stone only lasts 30 min. so I don't think I'll get to use that last stone.

After the fight, Sugar rushes up to Xakon, you alright, does it still hurt? anything important get damaged?

looking to the group, If you need any help with magic item stuff, my dad was a pretty well educated pathfinder he taught me a thing or two about magic items.

She starts to poke him with her wand

CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

(3 charges used)

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Xakon dons the pretty ring if no one else claims it, and asks his arcane friends to identify it. He also triggers his wand of Longstrider and hands Jirah a wand of Protection from Evil requesting she use it on him.

UMD, need base roll >10: 1d20 ⇒ 17

Thank you for the healing Sugar. I has hypnotized by that skull-snake thing. Good job everyone making it a pile of rubble. Now this iron door is warm and I'm hearing some type of machinery behind it. It looks safe enough to open. Let's have a look shall we?

Xakon opens the iron door.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

spell craft, ring: 1d20 + 6 ⇒ (14) + 6 = 20

"It's a ring that will protect you, a little, from fire."

-Posted with Wayfinder


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Xakon, go ahead and provide the modifiers for your rolls, otherwise I'll have to still look them up which takes some extra time on my end. Plus, I believe with a UMD modifier of +7, you need a 13 or above to use the wand for DC 20 unless I'm missing/forgetting something.

After some spells are cast upon him, Xakon opens the door and a wave of heat floods out of the room. Inside the scorching hot room are a great anvil, a pool of magma, and a stack of barrels along the north wall. Hammering a white-hot falchion on the anvil, a snake-bodied humanoid with fire red scales looks up from his work and hisses at you.

It's Knowledge (planes) to identify this creature.

PC Initiative
Frēodwēn Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Jirah Initative: 1d20 + 3 ⇒ (6) + 3 = 9
Lady Sugarsnap's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Mudk's Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Sivantanpisil's Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Xakon's Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

GM Screen:

S Init: 1d20 + 1 ⇒ (1) + 1 = 2

Initiative (Round 1)
Xakon <= Up
Frēodwēn <= Up
Mudk <= Up
Sugarsnap <= Up
Jirah <= Up
Sivantanpisil <= Up
Snake Guy

Everyone is up!

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

knowledge, planes: 1d20 + 6 ⇒ (8) + 6 = 14

-Posted with Wayfinder


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Frēodwēn does not recognize this creature.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

knowledge planes: 1d20 + 2 ⇒ (3) + 2 = 5

there's a creature up there?

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Sivvy uses her wand to cast Bless on the group before stepping into the room.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Mudk moves straight into the room, drawing his weapon and attempting to strike.

I should have enough movement to reach the bad guy and swing wildly at air.

power attack: 1d20 + 9 ⇒ (1) + 9 = 102d4 + 13 ⇒ (4, 3) + 13 = 20


Gamemaster | CC Map | S4 Map

Once she sees the fiery monster, Sugarsnap will not be able to identify it either.

Sivantanpisil casts Bless on her allies through her wand and moves inside, while Mudk strides forth and boldly misses the enemy.

Xakon, Freod, Sugar/Truffles, and Jirah

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

Sugar advances to get next to Truffles. you try not to get to burned ok? she says to him, and Xakon as well.

She gives truffles a hug before letting him rush forward, as she mutters some druidic words.

cast magic fang on Truffles.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

I hope this new ring helps.

Xakon rushes into melee!

+2 on wands if triggered before, so +7 becomes+9.

rapier+2, bless: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
adm pierce: 1d4 + 8 ⇒ (2) + 8 = 10
SA: 2d6 ⇒ (3, 1) = 4

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn moves into the room and finds a good angle on the snake creature. "If this creature threatens us we will make short work of him!"

inspire courage, 7/12 rounds remaining
Comprehend languages should still be active, I think. It has an hour duration.

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Gamemaster | CC Map | S4 Map

Re: Use Magic Device. You only get the +2 to future UMD checks if you are activating a device blindly. The DC for that is 25. In this instance, Xakon is activating a wand he purchased and would know the command word. Therefore, he's not activating it blindly, since he knows what the device is and what it does. The DC for activating a wand is 20 and does not give the user a +2 on subsequent checks after the first successful use.

Re: Comprehend Languages. It is still active on Freod, but the snake guy just hissed, he didn't actually say anything.

Sugarsnap casts Magic Fang on Truffles before Xakon moves him towards the enemy.

Xakon rushes into melee, yet the creature dodges his attack.

Frēodwēn begins to inspire his allies with uplifting oratory.

Following Xakon's example, Truffles attacks the creature with his tusks and successfully gores the enemy.

Truffles Gore PA + MF +IC+Bless: 1d20 + 7 + 1 + 1 + 1 ⇒ (14) + 7 + 1 + 1 + 1 = 24
Damage: 1d8 + 12 + 1 + 1 ⇒ (1) + 12 + 1 + 1 = 15

Jirah moves closer to the enemy for a good line of sight, but misses with her first arrow.

Jirah arrow W/PBS + DA + IC+Bless: 1d20 + 7 + 1 + 1 + 1 - 1 ⇒ (1) + 7 + 1 + 1 + 1 - 1 = 10

The snake-like creature turns his attention to the boar that injured him, assaulting Truffles with two spear attacks and one tail slap. Fortunately, none of the attacks hit the boar. You do note that the creature can probably hit spaces ten feet away from him with his tail. Afterwards, the snake guy moves 5 feet to the north.

GM Screen:

Spear 1 - PA: 1d20 + 11 - 3 ⇒ (8) + 11 - 3 = 16
Spear 2: 1d20 + 6 - 3 ⇒ (10) + 6 - 3 = 13
Tail Slap: 1d20 + 6 - 3 ⇒ (1) + 6 - 3 = 4

Initiative (Round 2)
Xakon <= Up
Frēodwēn <= Up
Mudk <= Up
Sugarsnap <= Up
Jirah <= Up
Sivantanpisil <= Up
Snake Guy

Effects
Bless: +1 to attacks, +1 to fear saves does not stack with Inspire Courage
Inspire Courage: +1 to attacks/damage. +1 to fear and charm saves

Everyone is up!

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Sivvy takes a small step to her left and thrusts her longspear at the beast.

Inspired, Blessed Power Atk with Longspear: 1d20 + 8 + 1 + 1 ⇒ (7) + 8 + 1 + 1 = 17 for piercing damage of : 1d8 + 13 + 1 ⇒ (5) + 13 + 1 = 19

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Jirah charges her next arrow with a bit of her arcane power, and looses it with a growl.
Why on earth did they send me into a dungeon? Me? An archer, classically trained by Kyonin elves! Into a DUNGEON!

Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 9 ⇒ (2) + 9 = 11

Her complaining foils this shot, too, and she throws her hands up in exasperation.
Thats it! No more arrows! I'll just burn this thing with magic!

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Xakon nudges Truffles to step northeast, clangs his rapier against his shield and howls like a coyote.

Raging after prodding Truffles 5' to flank with Siv.

rapier+2, rage, flank, bless, inspire: 1d20 + 10 + 2 + 2 + 1 + 1 ⇒ (18) + 10 + 2 + 2 + 1 + 1 = 34
adm pierce: 1d4 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12
SA: 2d6 ⇒ (6, 3) = 9

confirm crit: 1d20 + 10 + 2 + 2 + 1 + 1 ⇒ (5) + 10 + 2 + 2 + 1 + 1 = 21
adm pierce: 1d4 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12

rapier+2, rage, flank, bless, inspire: 1d20 + 5 + 2 + 2 + 1 + 1 ⇒ (20) + 5 + 2 + 2 + 1 + 1 = 31
adm pierce: 1d4 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 13
SA: 2d6 ⇒ (4, 1) = 5

confirm crit: 1d20 + 5 + 2 + 2 + 1 + 1 ⇒ (5) + 5 + 2 + 2 + 1 + 1 = 16
adm pierce: 1d4 + 8 + 2 + 1 ⇒ (3) + 8 + 2 + 1 = 14

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

presuming Xakon didn't just kill it...

Frēodwēn takes a step to the south. As he lines up a pair of arrows. "This creature is no true challenge; surrender while you still can, snake!"

longbow, attack, point blank shot, inspire courage, bless, deadly aim, rapid shot: 1d20 + 12 + 1 + 1 + 1 - 2 - 2 ⇒ (20) + 12 + 1 + 1 + 1 - 2 - 2 = 31 for piercing, cold iron, magic: 1d8 + 4 + 1 + 1 + 4 ⇒ (3) + 4 + 1 + 1 + 4 = 13

confirm crit: 1d20 + 12 + 1 + 1 + 1 - 2 - 2 ⇒ (14) + 12 + 1 + 1 + 1 - 2 - 2 = 25 for piercing, cold iron, magic: 2d8 + 8 + 2 + 2 + 8 ⇒ (3, 5) + 8 + 2 + 2 + 8 = 28

longbow, attack, point blank shot, inspire courage, bless, deadly aim, rapid shot: 1d20 + 12 + 1 + 1 + 1 - 2 - 2 ⇒ (7) + 12 + 1 + 1 + 1 - 2 - 2 = 18 for piercing, cold iron, magic: 1d8 + 4 + 1 + 1 + 4 ⇒ (4) + 4 + 1 + 1 + 4 = 14

6/12 rounds remaining of inspiration

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Sivantanpisil backs up to make an attack with her polearm, but just barely misses.

Jirah follows up with a bow attack, yet cannot quite hit the snake guy with an arrow.

Xakon moves Truffles up to flank with Sivantanpisil's longspear, then rages with his rapier. The first attack is a critical sneak attack, while the other hits but not critically. Amazingly, the creature still stands after the piercing onslaught.

Frēodwēn takes care of that problem, however, as both of his arrows sink into the enemy, finally killing it.

Combat Over

The snake guy only carried a non-magical spear. A further search of the room with Detect Magic, however, finds a Spire Transport Token, a partially finished magical breastplate that is finely engraved with dozens of flaming serpents, and a magical water barrel.

Identify Breastplate: Detect Magic + Spellcraft DC 18:

It's a +1 Breastplate.

Identify Magical Barrel: Detect Magic + Spellcraft DC 18:

The barrel is enchanted to keep the water inside of it constantly cool. It's probably worth 200 gp as a curiosity.

* * *

Moving on to the wooden door to the south in the long hallway, you find it locked, but not apparently trapped.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Spellcraft Breastplate: 1d20 + 11 ⇒ (6) + 11 = 17
Spellcraft Barrel: 1d20 + 11 ⇒ (12) + 11 = 23

The breastplate is magical, but I don't know the enchantment. The barrel, however, is enchanted to keep the water inside cool. An interesting curiosity, but nothing rare. It's probably only worth about two hundred gold pieces.

The elf haughtily yawns in boredom, and then makes a sweeping gesture.
Shall we move on, then?

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

spellcraft, breastplate: 1d20 + 6 ⇒ (13) + 6 = 19
are you not allowed to take 10 on spellcraft checks to identify items?

"I knew we would be victorious! Well done."
Frēodwēn smiles before trying to identify the magical properties of the breastplate.

"It is a magical breastplate, but there is nothing else remarkable about it"

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Re: Taking 10 to identify magical items. You cannot take 10 if you are distracted. In order to identify magical items with Detect Magic, you have to concentrate for 3 rounds which is distracting. Ergo, you cannot take 10 to identify magical items since concentrating on a spell is distracting.

I've moved the group to the next door, which is locked.

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