[PFS PbP] GM Debug's Year of the Shadow Lodge (S2 Special) (Inactive)

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Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

apparently my post didn't go through earlier

Fingalad heard the swarms go down, so he drops his flask of fire and steps forward a bit. He sees a goblin through the doorway and brings up his bow. He takes aim, then looses an arrow at its head.

Crunch:
Notes:
(None)

Round 2 action:
drop fire as free action
Move 10' down hallway
Attack green goblin

Rolls:
stealth, no penalty for moving less than full speed: 1d20 + 11 ⇒ (5) + 11 = 16

Longbow, attack, point blank shot, vs. Flat-footed hopefully: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 for piercing, cold iron: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

-Posted with Wayfinder

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

Andruss moves a little closer to Fingalad, pulls off some wools from a pouch and pronounces mystic words in the goblin's direction.

Casts Daze on the goblin that Fingalad hit, if he is still alive. Will DC 15 to negate.

Sovereign Court

AC 15 T 11 FF 14 | HP 24/34 | F +4 R +3 W +5 | Init +5| Perc +0
Spells Remaining:
1st 4/4 2nd 1/2
Spells Active:
mage armor - 1hr

Francois continues to peer into the room. Seeing no threat, he pulls out a cigarette and begins smoking. no action

Grand Lodge

GM

Fingalad pins the 2nd goblin to the wall, leaving it as a warning to the rest of them.

Andruss moves around the corner and beigins to jumble the final goblin's mind...

Will: 1d20 - 1 ⇒ (9) - 1 = 8

The goblin begins staggering around and is quickly overwhelmed by Balzanno and Brunhilde.

Feel free to make your attack rolls if you want on him, but other than that, combat over! Where to from here? Northwest door (the double door) or Northeast door (the single door)?

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

rule of left?

Sovereign Court

HP 27/ 54 | AC 17 (T12/FF16) | F: +8 R: +3 W: +4 | Perc +7 | Init +1

Balzanno nods to Fingalad.

"Left it is!"

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Henrick checks the door for traps or sounds. Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Grand Lodge

GM

GM Screen:

Stealth: 1d20 + 11 ⇒ (2) + 11 = 13

Henrick doesn't hear or notice anything odd. You open the door and it reveals a small alcove with a second set of double doors behind it. You still don't see any traps, however this time you hear the sound of some movement from behind the door.

I'm going to say that at this point we move to initiative as someone opens the door, however he wont get a surprise round against anyone due to the advanced warning. You still likely won't see him in the room once opened, but you'll all be on your guard, assuming you're quicker than him on the draw... Reorder yourselves as you see fit, and we'll say that the door is opened right before the first round of combat (initiating combat).

Initiative:

Andruss 1d20 + 8 ⇒ (6) + 8 = 14
Balzanno 1d20 + 1 ⇒ (15) + 1 = 16
Fingalad 1d20 + 6 ⇒ (12) + 6 = 18
Francois 1d20 + 5 ⇒ (11) + 5 = 16
Gabrielle 1d20 + 2 ⇒ (7) + 2 = 9
Brunhilde 1d20 + 8 ⇒ (20) + 8 = 28
Henrick1d20 + 1 ⇒ (16) + 1 = 17
ENEMY1d20 + 7 ⇒ (12) + 7 = 19

The door is flung open and Brunhilde springs into action! A few creeks can be heard from within the room... and you hear the sound of something beginning to rush towards the party!

This huge chamber is entirely tiled with plain gray flagstones. It's uncannily cold, and only a trickle of light slips through a trio of tiny windows, one set into each adjoining wall, just below the eaves. The room is lined and partitioned with rows of massive stone cubicles. The cubicles stand twice the height of a grown human. Each cubicle has an iron door with a brass plate on it. The plates are labeled and numbered with a black wax pencil.

Henrick can read this, and Brunhilde can with a DC 13 Perception:
Something is waiting in ambush behind one of the stone cubicles on the left hand side of the room. You catch a few tendrils wisping around from around the corner... Feel free to make the knowledge check below before you act.

Anyone who can see the creature can make the check below:

Knowledge (Religion) DC 15:
The creature inhabiting this room is a wraith. It is an undead creature, and as such is immune to mind-affecting effects, bleed, death effects, disease, paralysis, poison, sleep effects, stunning, fatigue, ability damage/drain, and exhaustian. Read 1 spoiler of your choice below for every 5 you beat the DC by

Special Defenses:
This creature is incorporeal and cannot be affected by anything non-magical. It also posesses an unnatural aura which scares off animals from approaching.

Weaknesses:
Wraiths are powerless in sunlight, and cannot attack if exposed to natural daylight.

Special Attacks:
Wraiths can sap away your lifeforce simply by brushing their ethereal tendrils against you. Their touch can cause constitution drain and also heals them. Additionally, any humanoid killed by a becomes wraiths themselves, under the control of their sire. If their sire is killed they become free-willed wraiths.

Round 1:
Brunhilde
Baddy McBadface
The rest of the party

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Know, Religion: 1d20 + 10 ⇒ (1) + 10 = 11

"Let's play!" Henrick points to where the creature is hiding, even if he can't quite tell what it is. Hiking up his urgrosh, he prepares to attack.

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

no knowledge, religion here. :-(

-Posted with Wayfinder

Grand Lodge

GM

Since its just you and the baddie (so far), putting Brunhilde on delay would make no sense, so I'll put her on total defense for the round so we can move forward.

You hear a whooshing sound... From behind the cubicles, a ghostly creature, little more than a dark shape with two flickering pinpoints of light where its eyes should be, comes flying down straight through the cubicles!
It appears near Henrick, and reaches out towards him with a swirling blackness of a hand.

Attack: 1d20 + 6 ⇒ (5) + 6 = 11 vs Flat-Footed Touch
Negative Energy Damage: 1d6 ⇒ 6
Con Drain: 1d6 ⇒ 2 Fort Save DC 17 negates

Party's turn

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Fort: 1d20 + 6 ⇒ (16) + 6 = 22

Henrick swings the axe around, hoping that it can slice up this phantom. This is undead, right?

+1 Urgrosh Axe Power Attack vs Undead: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Damage: 1d8 + 11 + 2 ⇒ (4) + 11 + 2 = 17

Crit Confirm: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Damage: 1d8 + 11 + 2 ⇒ (8) + 11 + 2 = 21

Wow, if this all worked, 38 dmg!

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

If Henrick's brutal strike didn't work...

Andruss pulls off his wand of ill omen and uses it on the creature.

"On the next d20 roll the target makes, it must roll twice and take the less favorable result."

Grand Lodge

GM

Unfortunately, as it is an incorporeal undead, your weapon isn't nearly as effective as you would have hoped... The urgrosh passes through the creature, but you can see the magic aura of the weapon tears at the ghost on the way through...

Andruss unleashes a curse from his wand, but it appears to have no effect on the creature.

Immune to crit from weapons without the ghost touch property. Half damage from magic weapons without the ghost touch property. Also, since it is incorporeal, feel free to move through it if you need to reposition. Just expect to eat the AoOs...

Wraith: -8

Sovereign Court

HP 27/ 54 | AC 17 (T12/FF16) | F: +8 R: +3 W: +4 | Perc +7 | Init +1

Balzanno frowns at the sight of the wraith.

"Uh oh... dis ain't no good."

Somersaulting ahead, he tumbles past Henrick and the wraith, hoping to strike it from behind.

Acrobatics (to avoid AoO): 1d20 + 11 ⇒ (19) + 11 = 30

As he gets into position, he howls in rage (bloodrage).

"Eee-aahhh! Take dat wraithy!"

+1 Earthbreaker (raging, power, flank): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 for 1d10 + 17 ⇒ (1) + 17 = 18

Balzanno Status:

HP: 38/44

Spells Remaining:
1st: 0/2

Bloodrage remaining: 11/13
Flare remaining: 1/1
Prestigitation remaining: 1/1
Produce Flame remaining: 1/1

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Perception 1d20 + 8 ⇒ (12) + 8 = 20

Brunhilde tries to harm whatever this is but here shield merely passes through harmlessly.

I could roll for damage and stuff but since Brunhilde owns no magic weapon there's nothing she can do here :(

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

Fingalad moves closer and whispers something in elvish over his bow, then takes aim at the wraith and looses an arrow at it.

Crunch:
Notes:
note that Fingalad has this trait: Deadeye Bowman (if only a single creature provides soft cover, negate that soft cover)

Round 1 action:
move 10'
Attack wraith over Henrick's shoulder

Rolls:
Longbow, attack, point blank, arcane pool: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12

Active Status effects:
arcane pool on Longbow for 1 minute (only 1 point remaining)

-Posted with Wayfinder

Grand Lodge

GM

Balzanno begins to brutally chip away at the incorporeal monstrosity, but Fingalad's shot finds nothing but mist as the agile creature floats back and forth.

Francois and Gabrielle
Wraith (17 dmg)

Sovereign Court

AC 15 T 11 FF 14 | HP 24/34 | F +4 R +3 W +5 | Init +5| Perc +0
Spells Remaining:
1st 4/4 2nd 1/2
Spells Active:
mage armor - 1hr

Francois removes a scroll and casts long arm on Gabrielle.

I think this may remove the total cover from the doorway as the 15' reach allows line of effect to the wraith from Gabby's square? Does the wraith still get partial cover from the doorway, though? If so attack roll needs another -4

"Merde! Zhere must be a better place to fight zhis creature!"

Gabrielle swings at the creature.

power attack /with cover from Fingalad: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 61d10 + 10 ⇒ (8) + 10 = 18

Grand Lodge

GM

Gabrielle's swing goes wild, and the wraith darts through the wall to get out of the flank, and try to slash down Balzanno

Touch Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Negative Energy: 1d6 ⇒ 6
Con drain: 1d6 ⇒ 5 Fort save DC 17 negates

Provoked AoO from Henrick and Balzanno, roll those along with your attacks. Party's turn now.

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

Fingalad studies the wraith for a moment, then waits for the opportune moment to send an another arrow over the shoulders of his companions.

Crunch:
Notes:
although Fingalad cannot confirm a crit against the ghost without a ghost touch weapon, a 20 still automatically hits, right?

Round 2 action:
move action for studied target
standard action to ready an attack as soon as there is only one source of soft cover in between Fingalad and the wraith (this will negate the soft cover, as of Deadeye Bowman)
if this trigger does not occur (though I expect it will when Henrick moves) then Fingalad will attack anyway

Rolls:
longbow, attack, point blank shot, studied target, arcane pool: 1d20 + 9 + 1 + 1 ⇒ (20) + 9 + 1 + 1 = 31 for magic, cold iron, piercing: 1d8 + 3 + 1 + 1 + 1 ⇒ (2) + 3 + 1 + 1 + 1 = 8

Active Status effects:
arcane pool for 9 rounds (only 1 point remaining)

Sovereign Court

AC 25 T 13 FF 23 | HP 18/25 | F +4 R +3 W +3 | Init +2| Perc +13
Spells Active:
mage armor - 1hr; shield 4 mins bear's endurance 3 mins

Gabrielle curtsies past Henrick and Fingalad and swings her fauchard.

fauchard power attack: 1d20 + 7 ⇒ (8) + 7 = 151d10 + 10 ⇒ (5) + 10 = 15

Francois casts mage armor on himself.

Grand Lodge

GM

Gabrielle's attack may have a cleaner line of sight, but her slow swings are easily avoided by the agile creature. Fingalad however manages to tear through a chunk of the creature, breaking off chunks of whatever binds this undead creature together.

Wraith (21 dmg, possible temp HP depending on Balzy's save)

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

A little disheartened by the lack of effect from such an awesome attack, Henrick simply shrugs and tries again.

Attack: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Damage: 1d8 + 11 + 2 ⇒ (1) + 11 + 2 = 14

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

Henrick has to move first

-Posted with Wayfinder

Grand Lodge

GM

Since we're on side initiative and Henrick had to move to attack, I wasn't going to bother waiting for the trigger. Also, Henrick, you still have an opportunity attack to take.

Wraith: 28 dmg, pending life drain on Balzanno.

Remaining actions:
Balzanno (Turn, AoO, Fort save dc 17 vs 5 con drain)
Henrick (AoO)
Andruss (Turn)
Brunhilde (Turn)

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Brunhilde continues to whack at thin air her frustration growing by the minute.

Really nothing I can do here...

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

no, I meant on the map there were still 10' between Henrick and the wraith as of his post

-Posted with Wayfinder

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

"This thing is immune to mind-affects, my friends", Andruss advises the others.

The Witch pulls off another wand, this time is a wand of magic missile, and uses against the creature.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5 Force damage.

Sovereign Court

HP 27/ 54 | AC 17 (T12/FF16) | F: +8 R: +3 W: +4 | Perc +7 | Init +1

Quick post on the 4th.

AoO, +1 Earthbreaker (raging, power, flank): 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 for 1d10 + 17 ⇒ (10) + 17 = 27

"Hey, dis thing is tryin' ta kills me!"

Fort: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14

Balzanno pursues, stepping around the aberrant undead for another swing.

+1 Earthbreaker (raging, power): 1d20 + 8 ⇒ (16) + 8 = 24 for 1d10 + 17 ⇒ (6) + 17 = 23

Grand Lodge

GM

I'm going to roll Henrick's AoO using the same mods from his last attack so we can move onto the next round.

Attack: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Damage: 1d8 + 11 + 2 ⇒ (3) + 11 + 2 = 16

The horrid creature avoids Balzanno's first swing, but is smashed rather brutally by the other. Andruss's magic missiles slam into the creature, shredding it bit by bit.

Wraith: 47 dmg

The onslaught from Balzanno and Henrick slowly beat the creature down, and Andruss's final magic missile causes the undead horror to dissipate.

Out of combat, where to?

Sovereign Court

HP 27/ 54 | AC 17 (T12/FF16) | F: +8 R: +3 W: +4 | Perc +7 | Init +1

Balzanno leans on his hammer, holding up a hand.

"Hey, uh... gimme just a minute. Dat... thing did somethin' funny to my insides, and not like ha-ha funny, but like oh-crap-it-ain't-right funny."

-5 Con, so Balzanno Max HP now 36 max.

Balzanno gestures to Francois.

"Hey, uh dat wand dat looked kinda evil. You mind usin' it again?"

Balzanno Status:

HP Max: Normally 44
-8 less max due to -5 Con (so 36 max), currently 30/36

Spells Remaining:
1st: 0/2

Bloodrage remaining: 10/13
Flare remaining: 1/1
Prestigitation remaining: 1/1
Produce Flame remaining: 1/1


VC - Sydney, Australia

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

GM:
Encounter reporting – please submit each success

Grand Lodge

GM

Moving forward through the rest of the rooms...

The cubicles in the slabs are all held just over freezing. Most of them contain humanoid remains, although a few also hold the remains of other creatures. Each cubicle is labled with a creature type and a date, as well as a brief description of the nature of the cubicle's contents. These contents range from entire preserved corpses to various organs or other parts. All of the sampled contents contain at least some soft tissue, as cleaned bones are stored in the Ossuarium instead.

The small door to the east opens into a chamber containing a massive iron stove. Urns full of ash can be spotted throughout the room. They are all dated, labeled, and stacked along a wall near the back for later use.

The passageway to the side leads into a a vast chamber, with rows and rows of dark-lacquered mahogany shelves, holding thousands of texts.

To the north, a chamber has an odd glow eminating from it.

A strange, metal cage lies sprawled in the center of the room like a great, undulating, skeletal lotus. Long tendrils of translucent ether lash violently from the artifact, while crackles of eerie light dance across the metal frame and up into the ghostly pillar that erupts from the center of the device into the night sky. A dozen bodies surround the pulsating cage, flopping on the floor and
convulsing madly.

This appears to be the cage that Charvion was using to speak with the dead, although now it appears to be malfunctioning...

You can attempt to either charge past it, or try to shut it down. What would you like to do?

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Do we have any idea what shutting it down would take? If it is massive damage, Henrick would charge right in, being somewhat of a student of the undead. But if it is going to require finesse or engineering or something, he is just as happy to charge past it.

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

Maybe a kn. arcana check could help?

Knowledge (arcana): 1d20 + 9 ⇒ (7) + 9 = 16

Grand Lodge

GM

Disable device

Sovereign Court

AC 15 T 11 FF 14 | HP 24/34 | F +4 R +3 W +5 | Init +5| Perc +0
Spells Remaining:
1st 4/4 2nd 1/2
Spells Active:
mage armor - 1hr

"But of course, Monsieur Balzano."

Francois produces a wand and uses it on Balzano. Infernal Healing

"Gabrielle can try to put zhis magic cage is order, if you wish to stop for a moment?

Disable Device from Gabby if party assents:
disable device: 1d20 + 12 ⇒ (13) + 12 = 25

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Step aside you morons and let real ladies handle this!

DD1d20 + 10 ⇒ (5) + 10 = 15

Grand Lodge

GM

Gabby and Brunhilde move forward and begin working at the complex mechanism that is causing the cage to go haywire.

Gabby is able to make some progress, however Brunhilde's bashing does nothing to help the process. However, as soon as each of them begin their work, a blast of ethereal force engulfs them!

Gabby and Brunhilde, give me fort saves. Anyone else who wishes to try to disable the cage give me your Disable Device rolls along with Fort saves. This is a complex device and multiple checks will be needed.

Sovereign Court

AC 25 T 13 FF 23 | HP 18/25 | F +4 R +3 W +3 | Init +2| Perc +13
Spells Active:
mage armor - 1hr; shield 4 mins bear's endurance 3 mins

fort: 1d20 + 4 ⇒ (20) + 4 = 24

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

Fingalad steps into the shadows and keeps the women covered while they work on the device.

stealth: 10 + 11 = 21

-Posted with Wayfinder

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

Andruss holds his wand of magic missile, in case that something jump from the box.

Grand Lodge

GM

Fingalad, go ahead and place yourself where you'd like to be.

Fort Save for Brunhilde: 1d20 + 6 ⇒ (14) + 6 = 20

GM Screen:

Francois, Hendrick, Andruss, Balzy, Fingalad: 1d100 ⇒ 151d100 ⇒ 141d100 ⇒ 721d100 ⇒ 971d100 ⇒ 68

Damage: 2d6 ⇒ (6, 2) = 8 Halved since everyone passed, so 4 damage to Brunhilde, and Gabrielle

With a burst, the cage blinks into the ethereal plane, becoming completely intangible to all of you, however you suspect that Gabrielle's work has possibly slowed it down.

Cage returns: 1d4 ⇒ 3 rounds later

If anyone has any prep actions they want to take, you have a few rounds do do so, anyone who wishes to try to disable the cage again, go ahead and give me your rolls.

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

@The Man Behind the Curtain Andruss' mage armor is still up?

Sovereign Court

HP 27/ 54 | AC 17 (T12/FF16) | F: +8 R: +3 W: +4 | Perc +7 | Init +1

Balzanno continues to lean against his earthbreaker, content to watch the women among them deftly work the locks on the cage.

"So, you guys think Charvion's still here?"

Grand Lodge

GM

If any of you have buffs that are still up, let me know what their duration was and roughly when you cast them (ie what encounter or between which encounters you cast them).

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Ouch...

Brunhilde pulls out a wand and applies some devlish magic to her hurt before she once more tries her luck on the device

DD1d20 + 10 ⇒ (1) + 10 = 11

Sovereign Court

AC 15 T 11 FF 14 | HP 24/34 | F +4 R +3 W +5 | Init +5| Perc +0
Spells Remaining:
1st 4/4 2nd 1/2
Spells Active:
mage armor - 1hr

Francois expends another wand charge on Gabrielle.

Gabrielle gives a sour look to Francois, as if to say "Is that the only thing you can do?"

She prepares again to tamper with the cage.

disable device: 1d20 + 12 ⇒ (2) + 12 = 14

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

moved.

only active buff is arcane pool, which only lasts for 1 minute. Pretty sure disable checks take a while, so I assume it ran out since the wraith

Fingalad remains quiet in the corner of the room

-Posted with Wayfinder

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