[PFS] GM Lithrac's The Witch Queen's Revenge (AP#72) (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

By the way, everyone is up and can act.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Avoreal will wait till right before he baddies go so she can survey the damage and act accordingly..

Grand Lodge

Trotter Male Halfling Venture-Captain 19

Ref: 1d20 + 21 + 1 ⇒ (20) + 21 + 1 = 42
Ref: 1d20 + 21 + 1 ⇒ (11) + 21 + 1 = 33
Will: 1d20 + 16 + 2 + 4 ⇒ (6) + 16 + 2 + 4 = 28
Will: 1d20 + 16 + 2 + 4 ⇒ (5) + 16 + 2 + 4 = 27
Will: 1d20 + 16 + 2 + 4 ⇒ (8) + 16 + 2 + 4 = 30

Trotter easily leaps away from the nastiness and keeps his wits about himself! He then steps back and kneels down, taking aim on the Nuckelevee facing Vars or whichever one is still standing.

Arch. Luck as swift, point blank, deadly aim, no precise shot, spend a grit to add Cha to damage, haste, +1 morale from Heroe's Feast. I think that's everything.

pea shooter: 1d20 + 12 + 3 + 1 - 4 + 1 + 1 ⇒ (13) + 12 + 3 + 1 - 4 + 1 + 1 = 27
damage: 1d6 + 9 + 3 + 1 + 7 ⇒ (1) + 9 + 3 + 1 + 7 = 21
pea shooter: 1d20 + 12 + 3 + 1 - 4 + 1 + 1 ⇒ (10) + 12 + 3 + 1 - 4 + 1 + 1 = 24
damage: 1d6 + 9 + 3 + 1 + 7 ⇒ (2) + 9 + 3 + 1 + 7 = 22
pea shooter: 1d20 + 7 + 3 + 1 - 4 + 1 + 1 ⇒ (1) + 7 + 3 + 1 - 4 + 1 + 1 = 10
damage: 1d6 + 9 + 3 + 1 + 7 ⇒ (1) + 9 + 3 + 1 + 7 = 21
pea shooter: 1d20 + 2 + 3 + 1 - 4 + 1 + 1 ⇒ (6) + 2 + 3 + 1 - 4 + 1 + 1 = 10
damage: 1d6 + 9 + 3 + 1 + 7 ⇒ (2) + 9 + 3 + 1 + 7 = 22
pea shooter: 1d20 + 12 + 3 + 1 - 4 + 1 + 1 ⇒ (18) + 12 + 3 + 1 - 4 + 1 + 1 = 32
damage: 1d6 + 9 + 3 + 1 + 7 ⇒ (6) + 9 + 3 + 1 + 7 = 26

*Lucky enchantment: pea shooter has its own grit pool (1 point) to be spent to reroll an attack that would result in a misfire. So here's the reroll:
pea shooter: 1d20 + 7 + 3 + 1 - 4 + 1 + 1 ⇒ (5) + 7 + 3 + 1 - 4 + 1 + 1 = 14
damage: 1d6 + 9 + 3 + 1 + 7 ⇒ (1) + 9 + 3 + 1 + 7 = 21

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

Duhwoo's Reflex save: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
Duhwoo's Reflex save: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31

32 points of horrible acne damage;

Duhwoo's Will save: 1d20 + 13 + 4 ⇒ (20) + 13 + 4 = 37
Duhwoo's Will save: 1d20 + 13 + 4 ⇒ (13) + 13 + 4 = 30
Duhwoo's Will save: 1d20 + 13 + 4 ⇒ (12) + 13 + 4 = 29

but he's seen worse horrors than than these -- they don't particularly frighten him.

Duh will rage, and start swinging -- using Power Attack, Reckless Abandon, and "Come and Get Me":

first attack: 1d20 + 35 ⇒ (4) + 35 = 39
for 2d4 + 35 ⇒ (3, 4) + 35 = 42 points of damage

iterative #1: 1d20 + 25 ⇒ (2) + 25 = 27
in the unlikely case AC 27 hits, then 2d4 + 35 ⇒ (1, 4) + 35 = 40 points of damage

iterative #2: 1d20 + 20 ⇒ (8) + 20 = 28
if AC 28 somehow hits, then 2d4 + 35 ⇒ (4, 1) + 35 = 40 points of damage

iterative #3: 1d20 + 15 ⇒ (2) + 15 = 17 that roll is obviously too low to hit anything...

evidently, according to the dice, Duhwoo is more shook up than the saving throws indicate!

Haste attack: 1d20 + 35 ⇒ (15) + 35 = 50
crit confirm check: 1d20 + 35 ⇒ (7) + 35 = 42
for 2d4 + 35 ⇒ (2, 4) + 35 = 41 points of damage

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

on the off chance any of these thing try to bite or scratch the hillbilly, he gets a pre-emptive "Come and Get Me" strike right before each melee attack.

AoO #1: 1d20 + 30 ⇒ (19) + 30 = 49
for 2d4 + 35 ⇒ (1, 4) + 35 = 40 points of damage
crit confirm check: 1d20 + 30 ⇒ (14) + 30 = 44
for another 2d4 + 35 ⇒ (4, 4) + 35 = 43 points;

AoO #2: 1d20 + 30 ⇒ (9) + 30 = 39
for 2d4 + 35 ⇒ (1, 1) + 35 = 37 points of damage

AoO #3: 1d20 + 30 ⇒ (16) + 30 = 46
for 2d4 + 35 ⇒ (2, 1) + 35 = 38 points of damage
crit confirm check: 1d20 + 30 ⇒ (10) + 30 = 40
for another 2d4 + 35 ⇒ (4, 4) + 35 = 43 points;

AoO #4: 1d20 + 30 ⇒ (16) + 30 = 46
for 2d4 + 35 ⇒ (2, 1) + 35 = 38 points of damage
crit confirm check: 1d20 + 30 ⇒ (6) + 30 = 36
*if* 36 confirms, then another 2d4 + 35 ⇒ (1, 1) + 35 = 37 points;

Note that each of their hits on Duhwoo does an additional 4 points of damage to the hillbilly, thanks to "Come and Get Me" -- but he has DR 3/- so the net effect is +1 damage on each hit after DR. If he does get attacked by melee hits, please let me know if you're just giving me the raw damage, if you're adding +4, and if you are taking his DR into account.

Duhwoo's AC is less than 10 right now, so each melee attack hits automatically (unless a natural '1' is rolled -- so you still must make an attack roll just to check...)

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Didnt roll extra damage for ur haste crit..

Liberty's Edge

HP 216/216 | AC 31 T11 FF 31 CMD 18 20% Miss Chance | F+21 R+9 W+21; Init +0 | Perception +40 Low-Light

Frightful Presence: 1d20 + 21 + 4 ⇒ (14) + 21 + 4 = 39
Frightful Presence: 1d20 + 21 + 4 ⇒ (8) + 21 + 4 = 33
Frightful Presence: 1d20 + 21 + 4 ⇒ (4) + 21 + 4 = 29

Reflex: 1d20 + 9 ⇒ (4) + 9 = 13
Reflex: 1d20 + 9 ⇒ (14) + 9 = 23

Fort vs Disease: 1d20 + 21 ⇒ (12) + 21 = 33

Devin will 5ft float closer to the action and quickly call upon the power of Sarenrae to heal his allies.
Quick Channel as a move, excluding all the badguys he can see.
Healing: 8d6 ⇒ (6, 6, 6, 6, 5, 4, 3, 1) = 37

He will then inspire his allies to feats of heroics!
Swift action active aura of Heroism. granting heroism to all allies within 30 feet.

Finally Devin will pull the front of his carpet up to protect himself as he calls down holy fire on the 2 faerie horse demons that breathed on him.

Casting Defensivly DC 25: 1d20 + 15 + 7 + 4 ⇒ (15) + 15 + 7 + 4 = 41
Half Holy/Half Fire Damage: 15d6 ⇒ (2, 6, 5, 3, 5, 5, 3, 4, 4, 1, 5, 5, 2, 6, 5) = 61 DC 23 Reflex for half.

---
As a note Devin know if any of his companions are "unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like." due to Status.

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

weird -- I thought the damage roll was there

the crit confirm on the haste attack adds 2d4 + 35 ⇒ (4, 2) + 35 = 41 points of damage...

with that, I believe Duhwoo did 124 points in two attacks that should have hit that Nuckelavee in front of him.

by fanning it with his blade for the other three attacks, I imagine he also provided considerable cooling for the poor thing...

and he greatly appreciates the healing!

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

sorry guys just got home from work. reading all the posts now

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

4d20 ⇒ (11, 18, 17, 7) = 53 Ref all plus 19

64 damage

Those of you right near him hear Vuvu grunting and groaning.

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

3d20 ⇒ (2, 12, 14) = 28 all +20 will saves just barely make it. jeez

Vuvu begins his Bardic Performance, then he casts a spell making dancing balls of light appear in the air around the closest baddie. Wandering Star Motes DC 24. failure means dazed. if it passes the star motes move to the next closest baddie

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Vars will proceed to mince the critter in front of him.

power attack, staggering critical the exhausting critical, shaken, haste
to hit: 1d20 + 36 ⇒ (2) + 36 = 38 damage: 1d8 + 35 + 1d6 ⇒ (8) + 35 + (4) = 47
to hit: 1d20 + 36 ⇒ (17) + 36 = 53 damage: 1d8 + 35 + 1d6 ⇒ (5) + 35 + (5) = 45
to hit: 1d20 + 31 ⇒ (18) + 31 = 49 damage: 1d8 + 35 + 1d6 ⇒ (2) + 35 + (3) = 40
to hit: 1d20 + 26 ⇒ (19) + 26 = 45 damage: 1d8 + 35 + 1d6 ⇒ (1) + 35 + (3) = 39
to hit: 1d20 + 21 ⇒ (13) + 21 = 34 damage: 1d8 + 35 + 1d6 ⇒ (8) + 35 + (2) = 45
confirm: 1d20 + 40 ⇒ (1) + 40 = 41 fail
confirm: 1d20 + 35 ⇒ (20) + 35 = 55 damage: 2d8 + 70 ⇒ (1, 5) + 70 = 76
confirm: 1d20 + 30 ⇒ (16) + 30 = 46 damage: 1d8 + 70 ⇒ (5) + 70 = 75

I'm guessing the AC is below 34. Damage is 361 (17 of it is sonic). Oh, and if it is not a puddle of goo, it is staggered for one round and exhausted

If, it happened to die on the first hit, he will move to the next closest target (if with 5', which I doubt, he will apply the other attacks).

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Blendomatic anyone?

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

don't doeget inspire courage and discordant voice vars

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

They are included, it's not like I do sonic damage on my own.

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

have you tried?

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

I leave that to Duh. I believe he calls it a Ho Down.

Liberty's Edge

HP 216/216 | AC 31 T11 FF 31 CMD 18 20% Miss Chance | F+21 R+9 W+21; Init +0 | Perception +40 Low-Light

Vuvu, did you get my 37 healing from channel?

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

I did not. Was trying to catch up before I collapsed after work last night. I read it, then promptly forgot

Grand Lodge

Trotter's swarm of peas shoot down the nuckelavee facing Vars! Duhwoo kills another, while righteous fire burns mildly the remaining one on the western front.
Ref DC 25 vs Devin: 1d20 + 18 ⇒ (10) + 18 = 28

Vuvu, could you include what kind of save is necessary for wandering star motes, please? Every post takes a while to respond to simply because of the stuff I have to look up, since I don't know your PCs well... I would appreciate all efforts to make my job easier. Thanks!

Will DC 24 vs Vuvu: 1d20 + 12 ⇒ (18) + 12 = 30

As for Vars, he utterly obliterates the remaining Nuckelavee on the eastern front.

Avoreal is up. Finish him!

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

sorry. The star notes jump to te next closest and they have to make the same will save. It continues until it can't find one within 30 feet. Might be there are none right now I cannot view the map

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

also might be just one left. As I said I can't see the map on my phone. A wierd ness I get with my phone

Grand Lodge

Yes, there is only one nuckelavee left.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Avoreal hits the remaining bestie with a Battering Blast..

Attack 1: 1d20 + 18 ⇒ (15) + 18 = 33 ranged touch attacks
Attack 2: 1d20 + 18 ⇒ (12) + 18 = 30
Attack 3: 1d20 + 18 ⇒ (3) + 18 = 21

Dam 1: 5d6 + 4 + 1d6 ⇒ (3, 6, 4, 3, 2) + 4 + (3) = 25 dam in force
Dam 2: 5d6 + 4 + 1d6 ⇒ (4, 3, 6, 2, 4) + 4 + (3) = 26
Dam 3: 5d6 + 4 + 1d6 ⇒ (1, 4, 4, 3, 1) + 4 + (5) = 22

If it's still up she"ll quicken a magic missile.

5d4 + 5 ⇒ (4, 4, 1, 3, 3) + 5 = 20

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

If that didn't take it down, Vars will move over and strike it .

power attack, inspire courage, haste, heroism, shaken, dazing assault
to hit: 1d20 + 31 ⇒ (14) + 31 = 45 damage: 1d8 + 35 + 1d6 ⇒ (8) + 35 + (5) = 48 DC 27 fortitude save or be dazed for 1 round

Grand Lodge

Not your turn, Vars. The nuckelavee gets a turn before you do.

Avoreal's mastery of force magic takes out the last Nuckelavee! With that death, the sacrifice of Queen Esmyra has been averted, and the maftets come to call you heroes of their people. While the revelry go on for most of the night among their people, the Queen invites you to her palace, where you attend a war council to prepare for the impending invasion.

"I am grateful, heroes, but this is only the beginning. They will see their kin not return and will undoubtedly decide to invade us with a massive force. Here's a map of Golden City. Where do you think we should put our forces to defend ourselves? And where will you stand to defend our fair city?"

In short, time to set up your defense plans! If some of you want to rest, please let me know how you set up watch rounds. Also please set your tokens in the general area you'll be defending on the map.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

How long hour wise is it between all this happening?

Grand Lodge

Trotter Male Halfling Venture-Captain 19

Trotter cleans off his pistol and checks his ample gear before declaring himself ready.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

From the look of the map, the city is on a rise with cliffs on most sides. There is a single path to a door in the NW. Since Vars isn't particularly good at ranged, he might as well wait for a ground incursion there. Though it would probably be best if we had some of the locals on watch so they could tell us where the point of attack actually is, and the have us dimension doored there. Spreading out is likely a bad idea, unless there are multiple points of attack. If the latter, then that doorway is my choice. Vars has comfort on his armor so he just sleeps in it all the time without penalty. I think even if we do split up for more coverage, 2 person teams might be a good idea in case of a bad saving throw.

He will take whatever shift people need him to and sleep in his armor with his falcata and shield close at hand when not on shift. He will also <gasp> string his bow and blow the dust off in case he actually has to use it.

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

Vuvu sets himself up on the roof, lounging and plucking away at his lute. He takes the first shift since he can't see well in the dark.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Avoreal will let Devin sleep first.. It's not 100% necessary that she sleep... Just to know how long it's been some the morning fight so I can adjust buffs..

Grand Lodge

Not sure what you're asking Avoreal. As I've stated in my last post, the fight took place at dawn and the revelries last for the whole day and well into the night. I'm mostly interested in whether you set up watch duty, etc.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Ok so everything but hour per level buffs are gone gotcha.. Avoreal will take 1st watch and then try to sleep then..

She recasts false life 1d10 + 10 ⇒ (5) + 10 = 15

She'll fly around on her shift and keep an eye out..

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Vars will take a midwatch. He doesn't have any particular ability to see in the dark, so he will keep watch on the door that faces the path up.

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

Duhwoo parties late, introducing the locals to the delightful miracle that is square-dancing -- then sleeps like a clubbed seal until late morning (unless someone rousts him...)!

Grand Lodge

Yes Avoreal, since you're unable to predict when the attack comes, the only buffs that are up are those whose duration is in hours.

Your watch begins, yet nothing comes through the night. Doubt gnaws at you. Do these creatures really exist, or did the Queen play us somehow? During the whole time, the Maftets are patrolling the skies around the Golden City, ever watchful.

On the evening of the next day, you hear shouts in aklo, which Avoreal translates for you. The city is under attack! A large force of nuckelavees mount an assault on the palace, but many of them are engaged by the maftets instead of all swoop down on you. The battle is of epic proportions - maftets die ihn large numbers, yet you sense in their fight the strength of desperation.

Four larger nuckelavees charge straight towards the palace gate, which you are defending. Time to fight!

Initiative rolls:
Initiative (Avoreal): 1d20 + 10 ⇒ (18) + 10 = 28
Initiative (Devin): 1d20 ⇒ 5
Initiative (Duhwoo): 1d20 + 3 ⇒ (15) + 3 = 18
Initiative (Trotter): 1d20 + 4 ⇒ (2) + 4 = 6
Initiative (Vars): 1d20 + 8 ⇒ (10) + 8 = 18
Initiative (Vuvu): 1d20 + 4 ⇒ (3) + 4 = 7
Initiative (Buyan Nuckelavees): 1d20 + 7 ⇒ (18) + 7 = 25

Initiative - round 1 - bold may act!
1. Avoreal
2. Buyan Nuckelavees
3. Vars, Duhwoo, Vuvu, Trotter, Devin

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Assuming we do the feast again this morn.. Recasting her hour buffs plus extended heroism , extended foresight and extended mass fly

G False Life: 2d10 + 18 ⇒ (2, 10) + 18 = 30
Feast: 1d8 + 7 ⇒ (4) + 7 = 11

Not sure how u wanna play Foresight.. I'm supposed to be getting info from it on the beat course of action..

Flying up Avoreal spits a few dark arcane words before unleashing a spell of great power..

Casting Mass Suffocate(DC 32 Fort) on the 4 beasties.. Note that even if they make the first save it continues for 18 rounds.. Using greater piercing rod as well

SR: 4d20 ⇒ (16, 20, 20, 11) = 67 +28 to rolls

Note: regardless of saves made the targets are staggered for 18 rounds

Grand Lodge

From my reading of foresight, the information on how to best protect yourself seems like a flavor text for the +2 insight bonus to AC and Reflex saves. It's awfully vague. Anyway, you've seen what the nuckelavees could do during the last fight, so that should give you a pretty good idea of what to do. As for the "staggered for 18 rounds if you succeed your save", that's not what the spell says. It says "staggered for one round", and it isn't modified by the mass version.

Fort: 1d20 + 11 ⇒ (20) + 11 = 31
Fort: 1d20 + 11 ⇒ (12) + 11 = 23
Fort: 1d20 + 11 ⇒ (1) + 11 = 12
Fort: 1d20 + 11 ⇒ (9) + 11 = 20

One of the Nuckelavees manages to keep the air inside its lungs, and breathes foul, noxious air onto the party!
Breath, Ref DC 24 halves: 10d6 ⇒ (3, 3, 6, 4, 4, 5, 1, 5, 3, 6) = 40 plus disease

Initiative - round 1 - bold may act!
1. Avoreal
2. Buyan Nuckelavees (3 unconscious)
3. Vars, Duhwoo, Vuvu, Trotter, Devin

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

reflex save: 1d20 + 17 ⇒ (12) + 17 = 29 ring of evasion so no damage

5' step forward to adjacent critter

power attack, staggering critical

to hit: 1d20 + 32 ⇒ (3) + 32 = 35 damage: 1d8 + 32 ⇒ (6) + 32 = 38
to hit: 1d20 + 27 ⇒ (8) + 27 = 35 damage: 1d8 + 32 ⇒ (7) + 32 = 39
to hit: 1d20 + 22 ⇒ (5) + 22 = 27 damage: 1d8 + 32 ⇒ (2) + 32 = 34
to hit: 1d20 + 17 ⇒ (9) + 17 = 26 damage: 1d8 + 32 ⇒ (1) + 32 = 33

Guess that makes up for the round with 3 potential crits

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

reflex 1d20 + 17 ⇒ (10) + 17 = 27

Vuvu immediately begins his inspire courage as a swift, as he retells the tale of the time he defeated a golem with only his wits and whip then casts Irresistible Dance DC 26 Will

This is assuming Vars didn't kill it, if he doesn't kill it it automatically is effected th the dance for a single round losing 4 ac, and all shield bonus and if provokes an AOO by dancing

Grand Lodge

Vars unleashes a series of deadly blows that almost kill the creature! No doubt his companions will quickly end the nuckelavee's life.

End combat! He's got around 10 hp left, and I think the party is capable of dealing that amount pretty easily! Please roll your Ref saves vs breath for those who didn't do it so far. Of course, feel free to heal before the next fight, including it in your next post.

Your swift victory gives heart to the maftets, who turn the tide of battle and overcome their nuckelavee foes! Soon, the creatures withdraw to the depths of the ocean, wounded and humiliated. Thanks to you, the maftets only suffered very little casualties. The common folk is overjoyed, but the Queen shares her doubts with you in private, moments later.

"I think it's only a matter of time before they come back. It isn't like them to give up so easily. Remain on your guard."

Eight hours later (at around 3 am), the Queen's doubt are verified by a new assault. First, a strange mist forms over the water, engulfing houses, trees and fountains. As you are at the entrance of the city to protect it, four hulking shapes appear in front of your eyes. These fiends' armored flesh is scaly and moist. Their large, toothy mouth gapes below a pair of hungry, reptilian eyes.

Initiative rolls:
Initiative (Avoreal): 1d20 + 10 ⇒ (17) + 10 = 27
Initiative (Devin): 1d20 ⇒ 10
Initiative (Duhwoo): 1d20 + 3 ⇒ (7) + 3 = 10
Initiative (Trotter): 1d20 + 4 ⇒ (1) + 4 = 5
Initiative (Vars): 1d20 + 8 ⇒ (10) + 8 = 18
Initiative (Vuvu): 1d20 + 4 ⇒ (13) + 4 = 17
Initiative (ribbit!): 1d20 + 4 ⇒ (13) + 4 = 17
1 Vuvu, 2 ribbit: 1d2 ⇒ 1

Initiative - round 1 - bold may act!
1. Avoreal, Vars, Vuvu
2. Ribbit!
3. Duhwoo, Devin, Trotter

Identify creature: Knowledge (planes) DC 21:
These creatures are Hezrous, also known as toad demons. One question, plus another for every 5 points above the check's DC.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

The spells works just like suffocate but lasts 1/rd per level.. The normal spell lets u be staggered on a made save.. Seems to me if it was able to make the save every round it would still be staggered.. As gas as foresight goes the buffs are nice but not near the power level of what a 9th level spell should be.. It says it gives a general idea of how to best protect urself.. And while it's not necc in the present fight for the future a hint or 2 would be cool :)

With the situation in hand flies up and surveys the other fights going on..

Perc: 1d20 + 25 ⇒ (1) + 25 = 26

Grand Lodge

Read the spell carefully please. The original spell lasts three rounds and mentions that if you succeed on the saving throw, you are staggered for one round. The Mass version simply modifies the duration of the spell, not the single round of staggered condition.

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

Take 10 on planes for 31. Want to know defenses(resistances) and special abilities

Vuvu begins his inspire courage and casts overwhelming presence that should get them all and dc 26 will

Come and bow down before your God!

4d20 ⇒ (19, 15, 7, 15) = 56 +19 sr

Vuvu uses his persistent rod so they have to save twice

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

on my phone so I might be seeing the map wrong and not be able to get them all.

Liberty's Edge

HP 216/216 | AC 31 T11 FF 31 CMD 18 20% Miss Chance | F+21 R+9 W+21; Init +0 | Perception +40 Low-Light

Reflex Save vs Breath Weapon: 1d20 + 9 ⇒ (17) + 9 = 26

I'm having a little trouble with understanding the timeline. Is this right? We stopped the execution at the rock at some point yesterday. Today we first encountered monsters at 8pm and then the current encounter is at 3am.
Assuming this is right, my extended magic vestments and status, and non extended ant-haul are currently up. Heroes' Feast would have been up for the 8pm combat today but is down by now.

temps from earlier heroes' feast: 1d8 + 7 ⇒ (8) + 7 = 15

Grand Lodge

Trotter Male Halfling Venture-Captain 19

Ref: 1d20 + 21 ⇒ (7) + 21 = 28

---

Trotter's luck kicks in as the creatures invade once more!

Knowledge (planes): 1d20 + 30 + 3 ⇒ (18) + 30 + 3 = 51 (53 vs. geniekind, 53 to identify demons and other outsiders native to the Abyss)

Bart stands straight up with one hand behind his back and the other pointing into the air, "These are Hezrous, also known as toad demons among the commoners. . . " He continues to lecture the party about their defenses, resistances, immunities, vulnerabilities, and special abilities.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Vars will step up to the closest demon and try to puree it.

power attack, weapon is bane evil outsider (in this case it is a +7 weapon so defeats all DR), first crit is staggering, then exhausting
to hit: 1d20 + 37 ⇒ (19) + 37 = 56 damage: 1d8 + 37 + 1d6 + 2d6 ⇒ (6) + 37 + (5) + (3, 3) = 54
to hit: 1d20 + 32 ⇒ (19) + 32 = 51 damage: 1d8 + 37 + 1d6 + 2d6 ⇒ (4) + 37 + (4) + (6, 4) = 55
to hit: 1d20 + 27 ⇒ (1) + 27 = 28 miss
to hit: 1d20 + 22 ⇒ (18) + 22 = 40 damage: 1d8 + 37 + 1d6 + 2d6 ⇒ (8) + 37 + (4) + (5, 1) = 55
to confirm: 1d20 + 41 ⇒ (9) + 41 = 50 damage: 2d8 + 74 ⇒ (6, 8) + 74 = 88
to confirm: 1d20 + 36 ⇒ (8) + 36 = 44 damage: 2d8 + 74 ⇒ (5, 2) + 74 = 81
to confirm: 1d20 + 26 ⇒ (1) + 26 = 27 miss

Damage=353 (9 is sonic)
Yep, puree.

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

Duhwoo will take a 5' step, and take a full attack on the hezrou behind the one Vars just vaporized -- using Lunge, Power Attack, Reckless Abandon, "Come and Get Me", and Furious Focus:

first attack: 1d20 + 35 + 3 ⇒ (13) + 35 + 3 = 51
for 2d4 + 35 + 3 + 1d6 ⇒ (2, 4) + 35 + 3 + (3) = 47 points of damage

iterative #1: 1d20 + 25 + 3 ⇒ (20) + 25 + 3 = 48
if AC xx hits, then 2d4 + 35 + 3 + 1d6 ⇒ (3, 1) + 35 + 3 + (2) = 44 points of damage
crit confirm Check: 1d20 + 35 + 3 ⇒ (1) + 35 + 3 = 39

iterative #2: 1d20 + 20 + 3 ⇒ (7) + 20 + 3 = 30
if AC xx hits, then 2d4 + 35 + 3 + 1d6 ⇒ (4, 1) + 35 + 3 + (6) = 49 points of damage...

iterative #3: 1d20 + 15 + 3 ⇒ (9) + 15 + 3 = 27
for 2d4 + 35 + 3 + 1d6 ⇒ (2, 2) + 35 + 3 + (6) = 48 points of damage

Since he's Lunging, if the first one behind the lead hezrou falls, Duhwoo should be able to shift some damage to that one diagonally positioned...

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

10 hour flight starting now. Please not Vuvu, he will definitely continue bardic performance, will use saving finale as needed and if things get hairy he will disappear.

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