[PFS] Game Day 3: G.M.E.W's King of the Storval Stairs (Inactive)

Game Master Evan Whitefield

MAP


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Silver Crusade

Human Paladin of Iomedae Lvl 13 | HP 108/108 | AC 3229 (FF 3028 T 1613) CMD 3330| Init+3| Saves F +20,R +15,W +19 | Per +2, SenMot +15| Spd 20'/30|Immune charm, disease, fear
Spells:
1st 5 -End Elem, Hero's Def, Lib Cmmnd, Lesser Rest, Word Resolve| 2nd 4 -Fire of Entan, Remve Paralysis, Resist Energy, Zone Truth| 3rd 3 -Daylight, Mass Ghostbane Dirge, Remve Blind| 4th 1 -Grtr Angelic Aspect
Tracked Resources:
Smite Evil 5/5, Lay on Hands 13/15, Channel Pos Energy 7/7, DivWpn Bond 3/3, Boots of Speed 8/10, Freedom of Movement 1/1, Feather Fall 1/1, A Sure Thing 1/1, Channel Revival 2/2

They are all within 30 feet of each other. It goes Giant (Blue), Giant (Green) next to him but 10 feet back behind the pot, then the other Giant (Red) right next to him (but 10 feet up) on the other side of the pot, across from Giant (Blue). So they are all huddled around the cook pot.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Kynrac moves to see the giants, and casts prayer.
Effects: You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.

GM:
Since we're about to go into initiative, please remember that my revelations allow me to roll init twice and take the best roll.


The Veteran's Vault: MAP

waiting on George's "suprise round Action
We'll move ahead with initiative though

Initiative:

Kynrac 1: 1d20 + 6 ⇒ (17) + 6 = 23
Kynrac 2: 1d20 + 6 ⇒ (3) + 6 = 9
Bos: 1d20 + 2 ⇒ (9) + 2 = 11
Alie: 1d20 + 6 ⇒ (3) + 6 = 9
George: 1d20 + 6 ⇒ (6) + 6 = 12
Lavode: 1d20 + 1 ⇒ (20) + 1 = 21
Bad Guys: 1d20 - 1 ⇒ (14) - 1 = 13


Round 1
Sorted Initiative:
Bold is up
Kynrac: 23
Lavode: 21

Bad Guys: 13
George: 12
Bos: 11
Alie: 9

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

Bytosti môcť prísť na moju pomoc!
summon quantity: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Suddenly 6 glowing spheres of light appear overhead. Lavode calls out to them in Celestial, Strengthen me and my allies then stop the evil hill giants from killing that human!
.
He then moves close enough to look around the corner and observe the conflict and flings a blob of slippery stuff at the giants near the bound man. Pošmyknutia a pádu!
Grease on the floor catching the corners of 2 giant's area. Reflex save DC=19 or fall. Thereafter must make an acrobatics check to move in area.

note to GM:
I can't see the map at work. I might be able to get to it at lunch. When I can, I'll put a circle within touch range of an ally for each of the archons. With a 60' move they can get to touch range of everybody easily and still have an action to cast Aid on them.
I will also put a square to show where the grease is. From looking at the map last night. I think I can get 2 of them with the grease since they haven't moved yet. If you don't want to wait on me and put them on the map, that is fine.


augmented summoned lantern archons:

Lantern Archon CR 2 XP -- LG Small outsider (archon, extraplanar, good, lawful)
Init +4
Senses darkvision 60 ft., low-light vision
Perception +4
Aura aura of menace (DC 13)
DEFENSE AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil DR 10/evil; Immune electricity, petrification
OFFENSE Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd) At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2; CMB -2; CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive+5
SPECIAL ABILITIES Gestalt (Su) Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component the gestalt ends
Aura of Menace (Su) Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

HPa: 17, HPb: 17, HPc: 17, HPd: 17, HPe: 17, HPf: 17

The archons move to and give each of the heroes (and the bound human) some heavenly power. They then get ready to fling themselves toward the conflict.
They cast the spell aid on each of the party and the bound human, +1 morale bonus to attack rolls and saves vs fear (stacks with the prayer effect) plus all get temporary hitpoints: 1d8 + 3 ⇒ (4) + 3 = 7.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Kynrac flies closer to Boswick and the giants, but tries to remain above, out of their reach. The loremaster then conjures bindings of raw time energy to impede the giant's onslaught.

Casting slow on the three giants as a spell-like ability. Will DC 21 negates.


The Veteran's Vault: MAP

Ref Red: 1d20 + 2 ⇒ (14) + 2 = 16
Ref Green: 1d20 + 2 ⇒ (2) + 2 = 4

Will Red: 1d20 + 3 ⇒ (16) + 3 = 19
Will Blue: 1d20 + 3 ⇒ (12) + 3 = 15
Will Green: 1d20 + 3 ⇒ (3) + 3 = 6
Well that stinks...
Red and Green are prone and all of them are slowed

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George sneaks closer to the giants, attempting to avoid detection.

Stealth: 1d20 + 18 ⇒ (3) + 18 = 21


The Veteran's Vault: MAP

[ooc]Sorry for the delay, Holiday was busier than expected.[/b]

Two of the Giants slowly get up while the other lumbers forward and raises its huge club to smash the paladin.

Round 1
Sorted Initiative:
Bold is up
Kynrac: 23
Lavode: 21

Bad Guys: 13
George: 12
Bos: 11
Alie: 9

Party is up!

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie casts Grease on the closest giant's club.

DC 18 Reflex save to keep hold of the club.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Kynrac conjures a ball of fire and rolls it under the feet of the giant attacking Boswin.

Casting flaming sphere. Fire damage, Ref DC 18 negates: 3d6 ⇒ (1, 3, 5) = 9

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

The masked tiefling moves towards the menacing giant and flanks with the paladin, slashing him with a claw to draw his attention.

Claw: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Damage: 1d4 + 6 ⇒ (1) + 6 = 7

Silver Crusade

Human Paladin of Iomedae Lvl 13 | HP 108/108 | AC 3229 (FF 3028 T 1613) CMD 3330| Init+3| Saves F +20,R +15,W +19 | Per +2, SenMot +15| Spd 20'/30|Immune charm, disease, fear
Spells:
1st 5 -End Elem, Hero's Def, Lib Cmmnd, Lesser Rest, Word Resolve| 2nd 4 -Fire of Entan, Remve Paralysis, Resist Energy, Zone Truth| 3rd 3 -Daylight, Mass Ghostbane Dirge, Remve Blind| 4th 1 -Grtr Angelic Aspect
Tracked Resources:
Smite Evil 5/5, Lay on Hands 13/15, Channel Pos Energy 7/7, DivWpn Bond 3/3, Boots of Speed 8/10, Freedom of Movement 1/1, Feather Fall 1/1, A Sure Thing 1/1, Channel Revival 2/2

The hastened Boswick takes a step forward, benefiting form Kynrac's prayer and Lavode's archons. He unleashes a barrage of blows against the giant in front of him.

5 foot step forward then, Full round attack on Blue w/ +1 shocking Adamantine longsword using Power Attack, plus haste (extra attack), prayer, and archon bonuses.

1st attack: 1d20 + 12 - 2 + 1 + 1 + 1 ⇒ (17) + 12 - 2 + 1 + 1 + 1 = 30
2nd attack: 1d20 + 7 - 2 + 1 + 1 + 1 ⇒ (18) + 7 - 2 + 1 + 1 + 1 = 26
bonus attack: 1d20 + 12 - 2 + 1 + 1 + 1 ⇒ (17) + 12 - 2 + 1 + 1 + 1 = 30

damage 1st attack: 1d8 + 1d6 + 4 + 4 + 1 ⇒ (7) + (4) + 4 + 4 + 1 = 20
damage 2nd attack: 1d8 + 1d6 + 4 + 4 + 1 ⇒ (2) + (3) + 4 + 4 + 1 = 14
damage bonus attack: 1d8 + 1d6 + 4 + 4 + 1 ⇒ (7) + (3) + 4 + 4 + 1 = 19

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

Sorry, I didn't realise my in-laws don't have internet anymore.
.
Lavode calls out in celestial to the Archons You in the back check the room behind us to make sure no one coming up behind us. The rest of you attack the giant winging at my ally over there.
He then uses his powers to try and trap the other giants, Vytvorte ostnatý jamu!
Cast Create Spiked Pit under the edge of 2 of the giants. The larger lighter colored square is the sloped area around the pit. Reflex DC=21 to avoid falling in and jump to an open area.
If fail the save falling and spike damage is: 5d6 + 2d6 ⇒ (6, 3, 5, 5, 1) + (1, 4) = 25


The Lantern Archons move in and attack the foremost giant.
a1 ranged touch hit: 1d20 + 3 ⇒ (17) + 3 = 20, if hits a1 ray damage: 1d6 ⇒ 5
a2 ranged touch hit: 1d20 + 3 ⇒ (5) + 3 = 8, if hits a2 ray damage: 1d6 ⇒ 4
b1 ranged touch hit: 1d20 + 3 ⇒ (16) + 3 = 19, if hits b1 ray damage: 1d6 ⇒ 4
b2 ranged touch hit: 1d20 + 3 ⇒ (7) + 3 = 10, if hits b2 ray damage: 1d6 ⇒ 1
c1 ranged touch hit: 1d20 + 3 ⇒ (16) + 3 = 19, if hits c1 ray damage: 1d6 ⇒ 3
c2 ranged touch hit: 1d20 + 3 ⇒ (8) + 3 = 11, if hits c2 ray damage: 1d6 ⇒ 4
d1 ranged touch hit: 1d20 + 3 ⇒ (18) + 3 = 21, if hits d1 ray damage: 1d6 ⇒ 3
d2 ranged touch hit: 1d20 + 3 ⇒ (16) + 3 = 19, if hits d2 ray damage: 1d6 ⇒ 6
e1 ranged touch hit: 1d20 + 3 ⇒ (6) + 3 = 9, if hits e1 ray damage: 1d6 ⇒ 1
e2 ranged touch hit: 1d20 + 3 ⇒ (9) + 3 = 12, if hits e2 ray damage: 1d6 ⇒ 4
.
The last moves into the room behind the group (E on the map), looks around, and casts detect evil.


The Veteran's Vault: MAP


@ Alie, I moved you up so you could see the giant
vs. Grease Blue Reflex: 1d20 + 1 ⇒ (4) + 1 = 5
vs. Flaming Sphere Blue Reflex: 1d20 + 1 ⇒ (15) + 1 = 16
@ George, you couldn't get to a flank but it didn't matter much. I moved you next to Bos
@ Lavode, pretty sure most of the Lantern Archons only get one attack since they had to move still enough of the primaries hit to take out the giant.
vs. Pit Red Reflex: 1d20 + 1 ⇒ (4) + 1 = 5
vs. Pit Green Reflex: 1d20 + 1 ⇒ (1) + 1 = 2

Before the lead giant can bring his club down it becomes covered in a slick sheen and slips out its hands and into the cook fire behind him. The Giants eyes go wide and it lets out a loud furious roar just as a ball of flame springs into existence at his feet. Boswick takes advantage of the distraction stepping up and, with three quick slashes, brings the monster to its knees. George springs out from the shadows at the wounded giant and rakes one of his claws down its flank. The Giant falters for a second but seems as if it will continue the fight when the summoned Archons surround it and obliterate it with blasts of holy light.

The Two remaining giants give each other frightened looks just as a pit opens up beneath them. They desperately try to push and shove each other into the pit to save themselves but it is fuitile and they both tumble down onto the spikes.

Red: 25 & Slowed
Green: 25 & Slowed

Round 2
Sorted Initiative:
Bold is up
George: 12
Bos: 11
Alie: 9

Round 3
Kynrac: 23
Lavode: 21

Bad Guys: 13

Everyone please give me a perception check with your actions.

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

Did the Archon I sent into E find anything threatening?


The Veteran's Vault: MAP

No, just rubble

Silver Crusade

Human Paladin of Iomedae Lvl 13 | HP 108/108 | AC 3229 (FF 3028 T 1613) CMD 3330| Init+3| Saves F +20,R +15,W +19 | Per +2, SenMot +15| Spd 20'/30|Immune charm, disease, fear
Spells:
1st 5 -End Elem, Hero's Def, Lib Cmmnd, Lesser Rest, Word Resolve| 2nd 4 -Fire of Entan, Remve Paralysis, Resist Energy, Zone Truth| 3rd 3 -Daylight, Mass Ghostbane Dirge, Remve Blind| 4th 1 -Grtr Angelic Aspect
Tracked Resources:
Smite Evil 5/5, Lay on Hands 13/15, Channel Pos Energy 7/7, DivWpn Bond 3/3, Boots of Speed 8/10, Freedom of Movement 1/1, Feather Fall 1/1, A Sure Thing 1/1, Channel Revival 2/2

perception: 1d20 + 1 ⇒ (12) + 1 = 13

Boswick takes the attack to the next giant.

Move diagonally 10 feet toward Red, then attack w/ +1 shocking Adamantine longsword using Vital Strike and Power Attack, plus haste, prayer, and archon bonuses.

Attack: 1d20 + 12 - 2 + 1 + 1 + 1 ⇒ (19) + 12 - 2 + 1 + 1 + 1 = 32
damage: 2d8 + 1d6 + 4 + 4 + 1 ⇒ (2, 4) + (3) + 4 + 4 + 1 = 18

Didn't realize the pit was that deep. Will do this instead if it's alright

With the giants at the bottom of a pit Boswick rushes to the bound human.

cast Detect Evil on the bound guy and then move to him as my second action, if not evil


The Veteran's Vault: MAP

The Remaining giants are at the bottom of the 50ft pit

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

Yeah, I forgot about only 1 ray.
.
Lavode chuckles at the plight of the giants. Such coordination and cooperation is rarely seen.
.
They can try to climb out DC=20 and 50' deep. Take d6 damage for every round in contact with the pit sides.
.
Hold my actions in case some other threat appears.


The Lantern Archons move over and fire down into the pit at the struggling giants.
a1 ranged touch hit: 1d20 + 3 ⇒ (8) + 3 = 11, if hits a1 ray damage: 1d6 ⇒ 6
b1 ranged touch hit: 1d20 + 3 ⇒ (10) + 3 = 13, if hits b1 ray damage: 1d6 ⇒ 4
c1 ranged touch hit: 1d20 + 3 ⇒ (13) + 3 = 16, if hits c1 ray damage: 1d6 ⇒ 3
d1 ranged touch hit: 1d20 + 3 ⇒ (13) + 3 = 16, if hits d1 ray damage: 1d6 ⇒ 1
e1 ranged touch hit: 1d20 + 3 ⇒ (13) + 3 = 16, if hits e1 ray damage: 1d6 ⇒ 4
.
The last races in from the other room to fire next round.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Perception: 1d20 + 19 ⇒ (5) + 19 = 24

Kynrac moves the ball into the pit, burning one of the giants.
Fire damage, Ref DC 18 negates: 3d6 ⇒ (4, 1, 4) = 9

He flies down a little, remaining 10 feet above the ground but slowly descending towards his companions.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie delays, seeing the fight well in hand.


The Veteran's Vault: MAP

Kynrac notices movement 50ft up on top of ceiling above section E. he can not see what it was or where it went.

Round 2
Sorted Initiative:
Bold is up
George: 12

Bos: 11 - Delayed
Alie: 9 - Delayed

Round 3
Kynrac: 23
Lavode: 21 - Delayed
Bad Guys: 13

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

To clarify, was it something that was flying? If not, feel free to disregard Kynrac's interpretation below.

"We may have company! Harpies, maybe? Put your earplugs if you can."


The Veteran's Vault: MAP

Its very possible it was something flying down to land out of view.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George will delay as the ranged and Bos seem to have this well in hand.


The Veteran's Vault: MAP

Red Reflex: 1d20 - 3 ⇒ (5) - 3 = 2
climb damage: 1d6 ⇒ 5
Climb Check: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Climb speed (40/2)/4 = 5ft
Red: 57 & Slowed
Green: 25 & Slowed

The sounds of fighting and pain can be heard from the bottom of the pit and the Archons see one of giants force to other to help it climb the pit.

@Bos,
Sorry Forgot that you don't have to study for 3 rounds on your detect evil. The Bound man does not have an evil aura.

Suddenly you see a figure appear in the doorway to the north (Section E). Save for the tattered wings and taloned feet, this creature resembles a feral woman with a wild look about her. As soon as she appears she start to sing, her voice washing over you like a warm wave easying your mind and calming you soul.

DC 17 Will save or become captivated and start moving towards the Harpy on your turn. If you are delayed you come off delay and start to move. Earplugs give you a +2 on the save. This is a sonic mind-affecting charm effect.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George hears the song of the harpy and scoffs. Finally, something fun to play with.

Will Save: 1d20 + 2 ⇒ (19) + 2 = 21

He leaps into action, running headlong towards the demi-human, sliding and pivoting at the last second so his back is against the wall. He readies his claws to attack the songstress, applying a poison.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Will 1d20 + 8 ⇒ (4) + 8 = 12

Alie starts moving toward the harpy.

Uh oh...

Silver Crusade

Human Paladin of Iomedae Lvl 13 | HP 108/108 | AC 3229 (FF 3028 T 1613) CMD 3330| Init+3| Saves F +20,R +15,W +19 | Per +2, SenMot +15| Spd 20'/30|Immune charm, disease, fear
Spells:
1st 5 -End Elem, Hero's Def, Lib Cmmnd, Lesser Rest, Word Resolve| 2nd 4 -Fire of Entan, Remve Paralysis, Resist Energy, Zone Truth| 3rd 3 -Daylight, Mass Ghostbane Dirge, Remve Blind| 4th 1 -Grtr Angelic Aspect
Tracked Resources:
Smite Evil 5/5, Lay on Hands 13/15, Channel Pos Energy 7/7, DivWpn Bond 3/3, Boots of Speed 8/10, Freedom of Movement 1/1, Feather Fall 1/1, A Sure Thing 1/1, Channel Revival 2/2

Even with the earplugs, Boswick hears the song of the harpy.

Will: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14

Even with his considerable will, something is so soothing about the sound. Boswick stands to his feet.

"It sounds just like that lullaby Momma use to sing!"

With that Boswick begins moving toward the beautiful song.

Oh I forgot the +1 from Prayer, but I still fail. Everyone else don't forget this.

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

I forgot the requested perception check. I guess Lavode was really focused on the giants.
.
will save: 1d20 + 13 + 3 + 2 + 1 ⇒ (3) + 13 + 3 + 2 + 1 = 22 I think charms count as enchantments. If not it was 3 lower, but I still make it.
.
I will come off delay now.
Lavode calls out to the Archons again in Celestial, Stop those giants! I'm going to be busy over here with the damned harpy you missed. Then he moves toward Alie and the disgusting creature while casting another protective magic.

Magic Circle against Evil:

School abjuration [good]; Level cleric/oracle 3, inquisitor 3, paladin 3, sorcerer/wizard 3, summoner 3; Domain good 3
CASTING
Casting Time 1 standard action
Components V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
EFFECT
Range touch
Area 10-ft.-radius emanation from touched creature
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance no; see text

DESCRIPTION
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's Spell Resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' Spell Resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a non-good called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has Spell Resistance, it can test the trap once a day. If you fail to overcome its Spell Resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature's extra-dimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its Spell Resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram - even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from evil and vice versa.


.
Alie will get a new save with a +2 morale bonus. Boswick will also get another save when he enters the area while trying to approach the harpy.
.
Stay with me Alie. Somebody kill that filthy thing!

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

New will save with PFE and Prayer included: 1d20 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16

Lol, it just isn't Alie's day.


The Lantern Archons send heavely rays down into the pit.
a1 ranged touch hit: 1d20 + 3 ⇒ (18) + 3 = 21, if hits a1 ray damage: 1d6 ⇒ 2
a2 ranged touch hit: 1d20 + 3 ⇒ (18) + 3 = 21, if hits a2 ray damage: 1d6 ⇒ 1
b1 ranged touch hit: 1d20 + 3 ⇒ (17) + 3 = 20, if hits b1 ray damage: 1d6 ⇒ 6
b2 ranged touch hit: 1d20 + 3 ⇒ (8) + 3 = 11, if hits b2 ray damage: 1d6 ⇒ 5
c1 ranged touch hit: 1d20 + 3 ⇒ (9) + 3 = 12, if hits c1 ray damage: 1d6 ⇒ 5
c2 ranged touch hit: 1d20 + 3 ⇒ (6) + 3 = 9, if hits c2 ray damage: 1d6 ⇒ 5
d1 ranged touch hit: 1d20 + 3 ⇒ (20) + 3 = 23, if hits d1 ray damage: 1d6 ⇒ 6
d2 ranged touch hit: 1d20 + 3 ⇒ (15) + 3 = 18, if hits d2 ray damage: 1d6 ⇒ 2
e1 ranged touch hit: 1d20 + 3 ⇒ (17) + 3 = 20, if hits e1 ray damage: 1d6 ⇒ 1
e2 ranged touch hit: 1d20 + 3 ⇒ (16) + 3 = 19, if hits e2 ray damage: 1d6 ⇒ 5
f1 ranged touch hit: 1d20 + 3 ⇒ (9) + 3 = 12, if hits f1 ray damage: 1d6 ⇒ 4
f2 ranged touch hit: 1d20 + 3 ⇒ (6) + 3 = 9, if hits f2 ray damage: 1d6 ⇒ 6

Looks like most of those probably hit. They should not be enjoying that.

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19
Alie Saechel wrote:
... Lol, it just isn't Alie's day.

Darling, you need a strong cloak of resistance!

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Where is the +2 morale bonus coming from on the reroll?

Silver Crusade

Human Paladin of Iomedae Lvl 13 | HP 108/108 | AC 3229 (FF 3028 T 1613) CMD 3330| Init+3| Saves F +20,R +15,W +19 | Per +2, SenMot +15| Spd 20'/30|Immune charm, disease, fear
Spells:
1st 5 -End Elem, Hero's Def, Lib Cmmnd, Lesser Rest, Word Resolve| 2nd 4 -Fire of Entan, Remve Paralysis, Resist Energy, Zone Truth| 3rd 3 -Daylight, Mass Ghostbane Dirge, Remve Blind| 4th 1 -Grtr Angelic Aspect
Tracked Resources:
Smite Evil 5/5, Lay on Hands 13/15, Channel Pos Energy 7/7, DivWpn Bond 3/3, Boots of Speed 8/10, Freedom of Movement 1/1, Feather Fall 1/1, A Sure Thing 1/1, Channel Revival 2/2

I think it comes from Magic Circle, which give characters inside it Protection from Evil; which gives a +2 morale bonus against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects.


The Veteran's Vault: MAP

As the Archons rain down fire on the trapped giants the you hear their howls of pain and the sickening thud as one fall back down on to the spikes at the bottom of the pit.
They all hit
Green: 47 & Slowed

High above the three more winged figures appear on the edge of ceiling. As the Harpies fly out above the landing, two turn and fire a volley of arrows down at Lavode.
Attack Red: 1d20 + 16 ⇒ (13) + 16 = 29
Damage Red: 1d8 + 5 ⇒ (1) + 5 = 6
Attack Blue: 1d20 + 16 ⇒ (4) + 16 = 20
Damage Blue: 1d8 + 5 ⇒ (2) + 5 = 7

The remaining Harpy reads from a scroll, instantly sealing off Alie and the one Harpy from the rest of the party!

Round 3
Sorted Initiative (Bold is up)

Giants
Green Harpy
George
Alie
Lavode
Red & Blue Harpies -50ft up
Harpy Queen -50ft up
Bos

Round 4
Kynrac
-10ft up

I think I got Initiative sorted correctly but let me know if I messed up.
@Bos,
The Wall blocks the song so you're free

Silver Crusade

Human Paladin of Iomedae Lvl 13 | HP 108/108 | AC 3229 (FF 3028 T 1613) CMD 3330| Init+3| Saves F +20,R +15,W +19 | Per +2, SenMot +15| Spd 20'/30|Immune charm, disease, fear
Spells:
1st 5 -End Elem, Hero's Def, Lib Cmmnd, Lesser Rest, Word Resolve| 2nd 4 -Fire of Entan, Remve Paralysis, Resist Energy, Zone Truth| 3rd 3 -Daylight, Mass Ghostbane Dirge, Remve Blind| 4th 1 -Grtr Angelic Aspect
Tracked Resources:
Smite Evil 5/5, Lay on Hands 13/15, Channel Pos Energy 7/7, DivWpn Bond 3/3, Boots of Speed 8/10, Freedom of Movement 1/1, Feather Fall 1/1, A Sure Thing 1/1, Channel Revival 2/2

Boswick shakes his head as it clears of the fog caused by the harpy. Swelling with righteous anger, the hasted Paladin darts across the court yard, past the aloft harpies joining the others in the protective circle. Not sure which threat is greater the 3 harpies on this side of the wall or Alie trapped behind some infernal magical wall with another harpy and doubts whether she can react or not.

With the haste Bos's speed is at 50', so I'll double move into the magical circle. Since the harpies are 50 feet up, I think I avoid AAOs.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Will: 1d20 + 14 ⇒ (1) + 14 = 15 Figures...
Reroll, GM 2 stars: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23 That's more like it.

Flaming sphere in pit, Ref DC 18 negates: 3d6 ⇒ (1, 2, 2) = 5

Kynrac flies towards his allies, unaffected by the harpies' song. He uses the power of his vestment to cast a spell suppressing the effects of the captivating song.

Using my mnemonic vestment (and a 2nd level slot) to cast suppress charms and compulsions with my caster level without expending the scroll. The charm is suppressed for 10 minutes on Allie, George and Boswick.

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

Sorry, I have a retcon. When I was checking on the initiative order, I realized I had made a mistake. I had the lantern archons fire and I went on delay. Then I had them fire again when I came off delay. That last volley from the archons should not have happened. I don't know if you want to leave them just before the giants or keep them with my turn just after the harpy starting next round.
.

G.M.E.W. wrote:

...

@Bos,
The Wall blocks the song so you're free

I assume wall of stone?

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

Also does the wall go clear to the ceiling or at least as high as the door opening?

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Didn't see there was a wall of stone. May I retcon as well? I'd like to dispel the wall.

Dispel check, if allowed:
Dispel Magic: 1d20 + 10 ⇒ (10) + 10 = 20

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

Can't dispel instantaneous duration spells.
.
I can take George to the other side of the wall to save Alie, can the rest of you handle things out here? I can Dimension Door to the other side with myself and up to 3 more beings.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

And you are right, of course! I'll double move, then.

Silver Crusade

Human Paladin of Iomedae Lvl 13 | HP 108/108 | AC 3229 (FF 3028 T 1613) CMD 3330| Init+3| Saves F +20,R +15,W +19 | Per +2, SenMot +15| Spd 20'/30|Immune charm, disease, fear
Spells:
1st 5 -End Elem, Hero's Def, Lib Cmmnd, Lesser Rest, Word Resolve| 2nd 4 -Fire of Entan, Remve Paralysis, Resist Energy, Zone Truth| 3rd 3 -Daylight, Mass Ghostbane Dirge, Remve Blind| 4th 1 -Grtr Angelic Aspect
Tracked Resources:
Smite Evil 5/5, Lay on Hands 13/15, Channel Pos Energy 7/7, DivWpn Bond 3/3, Boots of Speed 8/10, Freedom of Movement 1/1, Feather Fall 1/1, A Sure Thing 1/1, Channel Revival 2/2

I don't think walls are instantaneous duration? Dispel Magic even talks about using it on Wall of Fire. I think it works. I stand corrected it is instantaneous, which I guess means it's a permanent wall. So it must be open to the air. Or else the harpy is sealed in as well.


The Veteran's Vault: MAP

@Kynrac,
Yup wall blocks the song so you can keep your reroll and your spell slot. It looks as if there is a 5ft gap at the very top of the wall.
@ Lavode,
Yup its a wall of stone. No worries about the archons, the giants aren't gong anywhere.

In the pit the giants slowly try and clamber up the pit walls.
Inside the now dimly lit chamber the lone harpy smiles down at its trapped prey. Stopping her song she swings her wicked looking morningstar at the befuddled gnome.
Attack 1: 1d20 + 15 ⇒ (13) + 15 = 28
Damage 1: 1d8 + 5 ⇒ (8) + 5 = 13
Attack 2: 1d20 + 10 ⇒ (5) + 10 = 15
Damage 2: 1d8 + 5 ⇒ (3) + 5 = 8

Round 4
Sorted Initiative (Bold is up)

Giants - 50ft down
Green Harpy
George
Alie - Captivated (last round}
Lavode

Red & Blue Harpies -50ft up
Harpy Queen -50ft up
Bos

Round 5
Kynrac -10ft up
Archons - 5ft up

Liberty's Edge

1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs F:+12, R:+11, W:+15, Init:+2, Perc:+19

HP: 49 of 62
I can't see the map at work, so going off memory. I believe Lavode is standing within arm's reach of George.
.
George, wait a moment. Put your hand on my should and we will save Alie. Ideme tam teraz! George and Lavode instantly vanish from the large room.
.
.
.
And reappear on the other side of the stone wall. George, please rip that thing apart.
Dimension Door forward to put George right next to where I remember last seeing the harpy next to Alie.
.
If I remembered initial placement wrong and had to step up next to George, I will do that with my move action before casting the spell.

.
GM, do you want to use those previous rolls for the archons now and have them act on my turn for the upcoming rounds?


The Veteran's Vault: MAP

Yeah I'll use them for next round.
I moved you and George to inside E

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