| Dungeon Master S |
The southeast corner of this room has broken off along with part of the floor. Rubble, loose bricks, and masonry litter the edges. Beyond the opening, blue sky and the Absalom’s city skyline are plainly visible. A solitary door is closed to the south and a full length mirror is bolted to northwest wall.
Map is up to date.
| Dungeon Master S |
One look down and you can tell you're at least 300' over the ground within the Grand Lodge.
Zefnir, PbP Ver.
|
Dungeon Master S wrote:Kreighton Shaine finishes giving instructions to one team before sending them into Arliss Hall and turning to greet the new arrivals. “Ah, you received my message?” he asks eagerly while pulling out a small notepad and making a single tally mark. “Excellent, I was uncertain whether recent events might block communication as well. We have a theory that the northwest tower’s new floating status may be the result of the Sky Key and Hao Jin Tapestry coming too close to one another, much like two extradimensional spaces placed inside one another. Thus far, all of our more conventional attempts to reach the tower have been repelled, and admittedly the whole thing could just rocket into the Irorium any minute.” He squints to the north before adding, “That would be unfortunate, as there’s a rather big match over there today. Best we take control of the tower before it misbehaves further."
“The good news is that we have a permanent portal to that section of the tower. Since the link is between two objects—a pair of full-length mirrors—it should be stable and safe to use. The only catch is that one of the mirrors is inside Arliss Hall. The hall has several extradimensional properties, and with so many visitors, it’s been changing its internal layout constantly. Rather than waste time sending you to figure out a puzzle, I’ll lead you to the portal myself. We venture-captains are fairly used to it.”
Angrid Luin wrote:"HAH!!!!!! Zey is indisposed alright. Poor chap is sitting right there in the corner wrapped in armor, and as cold as a dead fish. Also quite dead." Angrid points to the quite dead Aram Zey who is sitting in a small puddle of blood. "Pretty sure they used his death to power the spell that ripped the tapestry open."
Angrid then picks a small chunk of flesh out of a pocket and flicks it to Kreighton. "That's Aram's pinky. He may want that back when you raise him. Wanted to make sure we had at least a chunk of him around in case his body disappeared in the chaos. I am going to hold you personally responsible if you loose that."
"Looks like at least a few got to the same conclusion as myself. My locate object spell told me the sky key was up there as well but my prying eyes were also not able to penetrate the tower. I was just about to waste some more time trying to dim door my party inside. Glad to see someone did some outside the box thinking regarding the portal."
Omrax the Bold wrote:Omrax nods to Kreighton without hesitation.
"Just lead the way and it shall be done. Our team will not fail you, or the Society, Sir.
Once we are about to step through the mirrors, Omrax will invoke his divine bond into his longsword for an extra +2 enchantment.
Dungeon Master S wrote:Kreighton opens the door and follows you in. As he tries t owalk in he vanishes from sight. “Of all the luck,” the Master of Scrolls voice echoes from thin air. “We must have exceeded some capacity limit for this version of the hall and it moved me over to another… iteration of itself. I’ll try to find my way over to you, but look for the mirror! It is in a private room that is reserved. We call it the Lost Room. The chamber will be hidden in plain sight but there’s always some sort of trick to find it. Hurry and I’ll try to join you soon! One last thing—rarely can anyone find the Lost Room alone, so work together!”Omrax the Bold wrote:Omrax scans the hall for any immediate threats. Seeing none he turns to the wizard.
Sir Angrid, can you use your divination to locate the other mirror?
Angrid Luin wrote:"Just great." Angrid says with frustration in his voice. "Who builds a big ass building like this and sets the maximum capacity to 5 people? Stupid house."
"Well....I could gripe all day about the incompetency we have seen today but lets get going. I don't expect or trust anyone else to figure this damn mess out in time. Let's stick together and find this room."
Zefnir does sheepishly mentions to Venture Captain Shaine, "I'm afriad that putting Master Zey in that armor was my doing; thought that Master Zey could be put into a more presentable state, seeing how he was missing some... entrails due to those hags we encountered."
Zefnir does accompany the others though, silently taking in these new, unusual sights.
Dungeon Master S wrote:Arliss Hall is not a building you've spent a lot of time in, but looking around you can see the lay of the land.
Downstairs is mostly offices, dinning, and social-type areas. Upstairs are private rooms. Faeron spies a guest registry, which makes sense considering this is where important guests stay....
Faeron - PFS wrote:Does the registry make note of which rooms are reserved, or give any clue as to which may be the one we're looking for?Dungeon Master S wrote:Currently the registry lists nine rooms, including both room 8 and “room 8A”, even though no such room appears to exist. Room 8 is currently registered to the Pathfinder agent Osprey, while Room 8A is marked “Reserved— do not use.” At the top of the page are words written in delicate penmanship and red ink. “Arliss Hall values your privacy. Simply lock your door and we will see to it that you are not disturbed.”Angrid Luin wrote:"Well then, let's go find room 8 and see what we can "see."
Angrid floats upwards and takes note of the door numbers he can see. Which side would logically end in room 8?
Dungeon Master S wrote:The room on the bottom left of the map. You can see inside, as the door is open. Nothing stands out at all...Angrid Luin wrote:"Well there is room 8" Angrid says while pointing to the room on the left. He then floats his way to the second floor hallway by the room.
"Apparently Osprey forgot to close and lock his door."
Angrid then does a look about for anything interesting again.
Faeron - PFS wrote:I wonder what happens if we lock it...
Faeron enters and does so. He'll also look around afterwards.
Dungeon Master S wrote:When you enter the room Faeron, there is a key in the lock.
When you lock the door behind you, the mirror in the room changes into a portal. You unlock the door to let others in, and the mirror returns. A few more tests of the experiment and you find that the portal is only open when the door is locked...
Faeron - PFS wrote:This must be what we're looking for, then. Ready to go?Angrid Luin wrote:Angrid moves into the room.
"Nicely done Faeron. I am ready when you all are."
Angrid then turns invisible and waits to assault the floating tower.
Dungeon Master S wrote:When Angrid joins Faeron in the room and Faeron locks the door, the mirror does not change...Dor'heana Carva'hal--Val PFS wrote:Is Angrid the only one with any active magic/enchantment?Angrid Luin wrote:"You broke it already!?"
Angrid turns visible and gives a stern look at Faeron but a portion of his mouth is holding back a smile.
"Hah! Lets just figure this thing out so we can get on with it."
If the portal does not turn on when Angrid becomes visible, then Angrid asks Faeron to leave the room and see if the mirror is only active when one person is inside the room.
Additionally, Angrid takes a few seconds to try an identify the item and how it truly functions.
Dungeon Master S wrote:When Angrid locks the door alone the mirror turns to a portal.Angrid Luin wrote:Angrid re-opens the door and says "One person in the room at a time."
Next he tosses the key to Faeron and asks him to lock the door from the outside while he stays inside the room.
Dungeon Master S wrote:This room is.... special, there is only a keyhole on the inside.Angrid Luin wrote:New plan. One person in the room, keep door cracked open but lock it. Does that activate the mirror?Dor'heana Carva'hal--Val PFS wrote:Assuming we must go through one at a time, I propose the order Ornax, Val, Faerun, Zefnir, AngridChris Marsh wrote:Some quick scientific method reveals that the door needs to be closed and lockedAngrid Luin wrote:Dor'heana Carva'hal--Val PFS wrote:Assuming we must go through one at a time, I propose the order Ornax, Val, Faerun, Zefnir, AngridThat sounds fine. I am trying to figure out how to get everyone through the portal. I need to figure out how to open the door after the first person goes through.
Angrid decides that there may be an alternative method for entering the room besides the obvious front door. He wips out a scroll and reads it, casting.
Dor'heana Carva'hal--Val PFS wrote:I have nothing to base this on, but I'm guessing as soon as someone goes thru the portal the door unlocks...Dungeon Master S wrote:It's a risk Pathfinders, so what do you do?Dor'heana Carva'hal--Val PFS wrote:i don't have any other ideas...if we have none, then I'll go first. If no one else comes through, I can try to Teleport back here...
i should amend the post above: I have nothing to base that idea on except a hunch brought on by 35 years of gaming!
Dor'heana Carva'hal--Val PFS wrote:How about the window?Omrax the Bold wrote:wow 24 posts while I was at work - impressive .
"You gentlemen are the collective intellect of this mission. Just let me know when to enter the portal. I am more than willing to go first if there are concerns."
Omrax pauses in silent contemplation.
Angrid Luin wrote:"I got nothing else. Tried multiple people in the room, tried keeping the door open, no way to unlock door unless it happens on its own, no secret doors into the room. Dor'heana, let's give your idea a try."
Looking to Omrax, Angrid says "Brave of you. You do understand that we may not be able to get to you quickly but we will try to. Hopefully we don't have to reset the entire hall to get a fresh room with an open door."
That said Angrid steps out of the room and gives priority to Omrax.
Dor'heana Carva'hal--Val PFS wrote:we can get in through the window...Dungeon Master S wrote:The window DOES work! It's on the second story, but flying comes practically naturally to Angrid. He hovers outside the window and watches it work for Faeron.
All that matters now is who goes through first (at this tier, I'm not going to make you roll climb checks for a 1 story climb.)
Going to Connecticut tomorrow, and I'm likely out of post until the night. I'll post as rapidly as I can. Act IV isgoing to be tight.
"Excellent work, Reasercher Luin, Sir Faeron, and Traveler Val; no wonder the Sleuthing event worked well for most of you."
Perfectly fine with the order suggested by Val.
"Instead of climbing through that second story window, perhaps I could help in lifting everyone through there; between my flight capabilities and that Ant haul spell I had cast earlier, it should be no trouble getting all of our landbound fellows up there."
Dungeon Master S wrote:The southeast corner of this room has broken off along with part of the floor. Rubble, loose bricks, and masonry litter the edges. Beyond the opening, blue sky and the Absalom’s city skyline are plainly visible. A solitary door is closed to the south and a full length mirror is bolted to northwest wall.
Map is up to date.
Dungeon Master S wrote:One look down and you can tell you're at least 300' over the ground within the Grand Lodge.
Looking down at the extreme open height, Zefnir looks over to the crumbled staircase on the other side and says, "I could make a magical bridge that can connect those two gaps, although it may be much more simpler to go through the door before Sir Omrax."
Omrax the Bold
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Excellent indeed. We shall prevail by the blessing of the Inheritor and the intellect of our assembled team. Now just to muster before the push through the mirror
Assumuing Omrax was still in the room alone...or could be. Otherwise, will take Zenfir's offer for a window flyby.
Zefnir, PbP Ver.
|
Excellent indeed. We shall prevail by the blessing of the Inheritor and the intellect of our assembled team. Now just to muster before the push through the mirror
Assumuing Omrax was still in the room alone...or could be. Otherwise, will take Zenfir's offer for a window flyby.
Nodding to the Paladin of the Inheritor, Zefnir replies, "The Gods and the Heavens willing, we might be able to run into Master Shaine on our way through."
Zefnir will gladly do so for Sir Omrax (and for anyone else not wishing to climb, for that matter) and does so quite easily, since the amount of weight that he can carry doesn't affect his movement speed at all, thanks to his oracle curse.
| Dungeon Master S |
The party uses their considerable powers to get themselves through a simply obstacle. The tower here consists of a few rooms with little in the way of interest. There are supplies in the form of ammunition (no bullets) and mundane weapons, but that's it.
When you get to the stairs, you hear the sounds of combat coming from upstairs. The cries of men dying are louder than the winds that whip by you so high above the ground...
| Dungeon Master S |
The top floor of the tower is an open, undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls. Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder. Faint, multi-colored mist roils within the southern circle. Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tinted crystalline lens mounted in a frame so that they may be angled in all directions.
Omrax takes the stairs in time to see an Aspis agent, missing a recently torn off arm. There seems to be no visible cause to it though. It was his screams, you're certain.
Gotta run. Will post late tonight!
Chris Marsh
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stuck dealing with Real Life today. Will not be able to post until tonight. Sorry.
-Posted with Wayfinder
Angrid Luin
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No worries. I am sure we can all find real life stuff to fill in the the gap.
| Dungeon Master S |
Sneaking in a moment!
Within the room is a trio of Aspis agents as well! A pair of sinister looking agents and a tremendously imperious looking agent. He's holding the Sky Key! As you take the stairs he orders the other two to "lance the Pathfinder dogs!"
Angrad: 1d20 + 8 ⇒ (7) + 8 = 15
Val: 1d20 + 2 ⇒ (2) + 2 = 4
Omrax: 1d20 + 3 ⇒ (8) + 3 = 11
Zefnir: 1d20 + 3 ⇒ (5) + 3 = 8
Faeron: 1d20 + 10 ⇒ (4) + 10 = 14
Baddies: 1d20 + 4 ⇒ (3) + 4 = 7
Zefnir, PbP Ver.
|
The party uses their considerable powers to get themselves through a simply obstacle. The tower here consists of a few rooms with little in the way of interest. There are supplies in the form of ammunition (no bullets) and mundane weapons, but that's it. When you get to the stairs, you hear the sounds of combat coming from upstairs. The cries of men dying are louder than the winds that whip by you so high above the ground... Rush up to the combat. "Our assistance is needed ." The top floor of the tower is an open, undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls. Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder. Faint, multi-colored mist roils within the southern circle. Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tinted crystalline lens mounted in a frame so that they may be angled in all directions. Omrax takes the stairs in time to see an Aspis agent, missing a recently torn off arm. There seems to be no visible cause to it though. It was his screams, you're certain.
Faeron grabs a bunch of arrows on the way up.
Within the room is a trio of Aspis agents as well! A pair of sinister looking agents and a tremendously imperious looking agent. He's holding the Sky Key! As you take the stairs he orders the other two to "lance the Pathfinder dogs!"
Staring at the other Aspis agent with the missing arm, then at the trio of other Aspis agents on the floor above, Zefnir pauses momentarily to take in the sight and ponder upon the situation. If these Aspis agents are turning against one another already, then that means we've got a good chance at taking back the Sky Key for the Society.
On his turn, Zefnir will move into the room and try his Interstellar Void upon a nearby enemy, taking care not to obstruct his fellow Pathfinders.
| Dungeon Master S |
Sorry guys, I'm back. We've got 6 days left. It's time fo rthe final push!
Zefnir unleashes the Mysteries of the Beyond. The frigid depths of space envelop the Agent to the North: FORT: 1d20 + 4 ⇒ (20) + 4 = 24. Highly motivated the agent resists much of the effect, but not all. DMG: 10d6 ⇒ (2, 3, 6, 2, 3, 3, 5, 6, 2, 3) = 35
Round 1:
Angrid: Go
Faeron: Go
Omrax: Go
Zefnir: Touch of the Void...
Baddies: TBD
Val: TBD
Red: 17
Blue:
Omrax the Bold
|
Unable to charge and attack the one holding the skykey, Omrax will opt to take out one of the others. He charges blue, calling down the smite of Iomedae in the process.
By the Inheritor, you will suffer swift justice for your crimes!"
Assuming evil, but not an outsider. Need to remove smite if not applicable +5/+14
Omrax +3 EO longsword, smite, pa, 2H, charge: 1d20 + 17 - 3 + 5 + 2 ⇒ (20) + 17 - 3 + 5 + 2 = 41
for pa, smite, 2H: 1d8 + 9 + 9 + 14 ⇒ (2) + 9 + 9 + 14 = 34 ignore DR, AC+
Omrax confirm: 1d20 + 17 - 3 + 5 + 2 ⇒ (20) + 17 - 3 + 5 + 2 = 41
for pa, smite, 2H: 1d8 + 9 + 9 + 14 ⇒ (8) + 9 + 9 + 14 = 40 ignore DR, AC30vsSmitee,AC25 otherwise
Dang...why do I suspect I wish I had one of those for a saving throw?
| Dungeon Master S |
This Aspis agent is NOT evil. Omrax charges forth, and while the wrath of Iomedae doesn't destroy the man, Omrax's sword swing alone comes close.
Round 1:
Angrid: Go
Faeron: Go
Omrax: Charge
Zefnir: Touch of the Void...
Baddies: TBD
Val: TBD
Red: 17
Blue: 46
Angrid Luin
|
Angrid moves into the room under invisibility. He then casts a summon monster VI spell (standard action) to bring another celestial dire tiger into being, 10 ft from the agent with the sky key.
Black (1) vs Red (2): 1d2 ⇒ 1
The Dire Tiger charges the agent with the sky key and full attacks on a pounce.
claw 1: 1d20 + 21 ⇒ (6) + 21 = 27 Dmg: 2d4 + 9 ⇒ (2, 2) + 9 = 13
claw 2: 1d20 + 21 ⇒ (3) + 21 = 24 Dmg: 2d4 + 9 ⇒ (2, 1) + 9 = 12
Bite: 1d20 + 21 ⇒ (10) + 21 = 31 Dmg: 2d6 + 9 ⇒ (3, 4) + 9 = 16
rake 1: 1d20 + 21 ⇒ (7) + 21 = 28 Dmg: 2d4 + 9 ⇒ (3, 1) + 9 = 13
rake 2: 1d20 + 21 ⇒ (14) + 21 = 35 Dmg: 2d4 + 9 ⇒ (4, 1) + 9 = 14
Grab 1: 1d20 + 24 ⇒ (2) + 24 = 26
Grab 2: 1d20 + 24 ⇒ (20) + 24 = 44
Grab 3: 1d20 + 24 ⇒ (9) + 24 = 33
Grab 4: 1d20 + 24 ⇒ (1) + 24 = 25
Grab 5: 1d20 + 24 ⇒ (1) + 24 = 25
Angrid then tries to decide what is going on with the magic circles and lenses.
Knowledge (arcana): 1d20 + 22 ⇒ (6) + 22 = 28
Spellcraft: 1d20 + 22 ⇒ (4) + 22 = 26
Fort save: 1d20 + 9 ⇒ (8) + 9 = 17
| Dungeon Master S |
Angrid's tiger mauls the Aspis agent, but these agents are gold level, and despite the tiger's best efforts, his prey still fights (though the tiger has a firm grip on him.
The circle is some kind of abjurative ward keeping that ...mist in. The lenses may be some kind of anti-siege weapon. Angrid's never seen this room and no one ever talks about it..
Round 1:
Angrid: Mauling
Faeron: Go
Omrax: Charge
Zefnir: Touch of the Void...
Baddies: TBD
Val: TBD
Red: 17
Blue: 46
Black: 68
Faeron - PFS
|
Redo:
Faeron moves up the stairs and sees three Aspis agents. The one carrying the Sky Key clearly can't be allowed to escape, so he fires a shot at him.
Targeting Touch
Deadly Aim, Sneak Attack, Deadly Range, Studied Target: 1d20 + 17 - 3 ⇒ (17) + 17 - 3 = 31
Damage: 1d8 + 1d6 + 7 + 6 + 5 + 2 ⇒ (6) + (4) + 7 + 6 + 5 + 2 = 30
If enemy is not flat-footed or immune to sneak attacks, remove 1d6 + 5 + 2 damage from sneak attack, deadly range, and studied target
| Dungeon Master S |
Despite looking like a frail spellcaster, the Aspis agent in the grips of the tiger also survives Faeron's expertly shot bullet! Survival, however, is not victory in the struggle between two houses. She tries to get free magically Concentration: 1d20 + 18 ⇒ (11) + 18 = 29 and succeeds! She vanishes from sight only to appear on the far side of the stairs. The agent to the North tries to take the Gunslinger out. He runs over to the lens looking device and levels it at Faeron. Touch: 1d20 + 13 ⇒ (11) + 13 = 24 and a ray of fire scorches the gunslinger for 4d6 ⇒ (4, 1, 1, 2) = 8 fire damage.
The scallywag facing off with Omrax tries to stab the paladin. Rapier: 1d20 + 11 ⇒ (9) + 11 = 20 and misses!
Round 1:
Angrid: Mauling
Faeron: Go
Omrax: Charge
Zefnir: Touch of the Void...
Baddies: Stuff
Val: Go
Red: 17
Blue: 46
Black: 98
| Dungeon Master S |
Val gives Faeron a bit o'luck and....
Round 2:
Angrid: Go
Faeron: Go
Omrax: Go
Zefnir: Go
Baddies: TBD
Val: TBD
Red: 17
Blue: 46
Black: 98
Angrid Luin
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The big holy kitty decides that he wasn't done playing with his food and charges across the floor at the closest target (Red). "Rawr!
Claw 1: 1d20 + 21 ⇒ (17) + 21 = 38 DMG: 2d4 + 9 ⇒ (3, 2) + 9 = 14
Claw 2: 1d20 + 21 ⇒ (18) + 21 = 39 DMG: 2d4 + 9 ⇒ (1, 1) + 9 = 11
Bite: 1d20 + 21 ⇒ (17) + 21 = 38 DMG: 2d6 + 9 ⇒ (2, 5) + 9 = 16
Rake 1: 1d20 + 21 ⇒ (11) + 21 = 32 DMG: 2d4 + 9 ⇒ (2, 2) + 9 = 13
Rake 2: 1d20 + 21 ⇒ (19) + 21 = 40 DMG: 2d4 + 9 ⇒ (2, 3) + 9 = 14
Grab: 1d20 + 24 ⇒ (7) + 24 = 31
Grab: 1d20 + 24 ⇒ (17) + 24 = 41
Grab: 1d20 + 24 ⇒ (9) + 24 = 33
Grab: 1d20 + 24 ⇒ (7) + 24 = 31
Grab: 1d20 + 24 ⇒ (12) + 24 = 36
Chris: Previously did you mention that the sky key did not play well with extra-dimensional spaces? here are some rolls that may help you decide what to tell me. I just don't want to do something stupid like drop the sky key into a 50ft deep extra-dimensional pit and have the damn thing explode killing ALL pathfinders.
Knowledge (arcana): 1d20 + 22 ⇒ (6) + 22 = 28
Spellcraft: 1d20 + 22 ⇒ (2) + 22 = 24
I will post my action after response
IronHelixx
|
**********************
Overseer Announcement
**********************
The floating tower begins to shift, tilting slightly to one side. A shower of debris rains down on the lawn and buildings below.
| Dungeon Master S |
You can't actually put the Sky Key into an extra-dimensional space. It just won't enter it (like it would float above a pit that isn't real.) It also seems to be "locked" into this room (something Angrid won't experience unless he tries to move it somewhere.
Make a REF DC 12 save or fall prone. Furthermore, moving west on the map is difficult terrain, and attackers to the left of their targets gain a +1 bonus to melee due to higher ground.
The tiger, moments before the quake, eviscerates the agent in the crimson tabard. There's little left of him when done.
Round 2:
Angrid: Tiger
Faeron: Go
Omrax: Go
Zefnir: Go
Baddies: TBD
Val: TBD
Blue: 46
Black: 98
Angrid Luin
|
That seems interesting and story worthy!
reflex: 1d20 + 9 ⇒ (1) + 9 = 10 Not sure I need this as I usually float off the floor at least some.
The floor tilts upwards and touches Angrid's feet. This knocks him out of his pondering. Lets give it a shot. It may just disarm them as well as kill them.
He then casts a spiked pit below the enemies feet (black).
Reflex save DC 21 to jump out of the way.
Falling Damage: 5d6 ⇒ (5, 4, 2, 2, 6) = 19
Piercing Damage: 2d6 ⇒ (2, 3) = 5
| Dungeon Master S |
Angrid isn't affected as he's floating.
REF: 1d20 + 10 ⇒ (16) + 10 = 26 The sorceress jumps back and stares at Angrid (are you improved invisible at the moment?)
Angrid Luin
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Angrid isn't affected as he's floating.
[dice=REF]d20+10 The sorceress jumps back and stares at Angrid (are you improved invisible at the moment?)
I would lump that spell as an attack, breaking my normal invisible effect. I was seen but have cover behind this lovely wall.
Faeron - PFS
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| 2 people marked this as a favorite. |
With no clear path to his target, Faeron does the only sensible thing and leaps atop the tiger next to him.
Ride: Fast Mount: 1d20 + 10 ⇒ (12) + 10 = 22 - SUCCESS (mount as free action)
Ride: Fast Mount - Bit of Luck: 1d20 + 10 ⇒ (6) + 10 = 16
I'm not sure if I need to make a ride check at this point to control an untrained mount, given that the mount has already acted this round. I'll post two courses of action depending on whether the ride check is necessary
No ride check
Faeron successfully mounts the tiger and starts firing at black (full attack).
Clustered Shots - Total damage from all attacks before applying DR
Targeting Touch
Rapid Shot, Deadly Aim, Point-Blank Shot, Studied Target: 1d20 + 17 + 1 - 3 - 2 + 2 ⇒ (18) + 17 + 1 - 3 - 2 + 2 = 33
Bit of Luck: 1d20 + 17 + 1 - 3 - 2 + 2 ⇒ (5) + 17 + 1 - 3 - 2 + 2 = 20
Damage: 1d8 + 7 + 6 + 1 + 2 ⇒ (1) + 7 + 6 + 1 + 2 = 17
Rapid Shot, Deadly Aim, Point-Blank Shot, Studied Target: 1d20 + 17 + 1 - 3 - 2 + 2 ⇒ (9) + 17 + 1 - 3 - 2 + 2 = 24
Bit of Luck: 1d20 + 17 + 1 - 3 - 2 + 2 ⇒ (16) + 17 + 1 - 3 - 2 + 2 = 31
Damage: 1d8 + 7 + 6 + 1 + 2 ⇒ (5) + 7 + 6 + 1 + 2 = 21
Rapid Shot, Deadly Aim, Point-Blank Shot, Studied Target: 1d20 + 12 + 1 - 3 - 2 + 2 ⇒ (12) + 12 + 1 - 3 - 2 + 2 = 22
Bit of Luck: 1d20 + 12 + 1 - 3 - 2 + 2 ⇒ (4) + 12 + 1 - 3 - 2 + 2 = 14
Damage: 1d8 + 7 + 6 + 1 + 2 ⇒ (5) + 7 + 6 + 1 + 2 = 21
OR Control untrained mount needed
Faeron successfully mounts the tiger and tries to steady it so he can get off a shot (move action).
Ride: Control Mount: 1d20 + 10 ⇒ (1) + 10 = 11
Ride: Control Mount - Bit of Luck: 1d20 + 10 ⇒ (13) + 10 = 23 - SUCCESS
He than fires a single shot at black.
Deadly Aim, Point-Blank Shot, Studied Target: 1d20 + 17 + 1 - 3 + 2 ⇒ (8) + 17 + 1 - 3 + 2 = 25
Bit of Luck: 1d20 + 17 + 1 - 3 + 2 ⇒ (12) + 17 + 1 - 3 + 2 = 29
Damage: 1d8 + 7 + 6 + 1 + 2 ⇒ (6) + 7 + 6 + 1 + 2 = 22
Angrid Luin
|
| 1 person marked this as a favorite. |
Ride that tiger!
| Dungeon Master S |
| 2 people marked this as a favorite. |
Strictly speaking, the tiger has already gone, and by rule, can't go again this turn. Also by rule, I'm the GM, and I say it's bloody awesome, so it works.
The gunslinging slayer mounts the tiger and unleashes a torrent of bullets. The trio slam into the sorcerer, and the third bullet is enough. The woman drops to the ground awkwardly, never to move again. The remaining agent's eyes go wide, but he knows this can only end one way.
Round 2:
Angrid: Tiger
Faeron: Pulls a Zac
Omrax: Go
Zefnir: Go
Baddies: TBD
Val: TBD
Blue: 46
Omrax the Bold
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reflex: 1d20 + 11 ⇒ (18) + 11 = 29 vs falling
Omrax will continue to swing at the non-evil Aspis remaining...unless he surrenders.
You may still be redeemed if you surrender.
If no inkling of surrender is eminent, he will attack.
Omrax +3 EO longsword, pa, 2H: 1d20 + 17 - 3 ⇒ (10) + 17 - 3 = 24
for pa, 2H: 1d8 + 9 + 9 ⇒ (1) + 9 + 9 = 19
Omrax +3 EO longsword, pa, 2H: 1d20 + 12 - 3 ⇒ (18) + 12 - 3 = 27
for pa, 2H: 1d8 + 9 + 9 ⇒ (7) + 9 + 9 = 25
Zefnir, PbP Ver.
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Reflex Save: 1d20 + 7 ⇒ (11) + 7 = 18. Getting the save out of the way...
Zefnir manages to keep on his feet as the tower lurches towards the right side. Taking to the air, Zefnir flies out and up to ceiling height and at the end of his flight movement, he launches a Spear of Purity at the remaining agent... if that agent remains standing and hostile.
-1 2nd level spell.
Ranged Touch attack: 1d20 + 9 ⇒ (3) + 9 = 12. If that hits, then:
Damage on a Non-Evil Target: 5d8 ⇒ (5, 8, 1, 4, 4) = 22 or Damage on a Non-Evil Outsider: 10d6 ⇒ (4, 3, 3, 6, 2, 6, 6, 4, 4, 1) = 39. Takes automatic half damage from the attack, DC 16 Will save to half that even further.
| Dungeon Master S |
There is no inkling of surrender, not even a single moment of thought. Omrax continues his assault. The paladin drops the agent! Zefnir, hold your Spear of Purity
With the last agent down, it's a simple matter to gr---
CRACK, CRACKLE, BOOM!
The roiling rainbow in the circle is.... doing something. Angrid knows it's a summoning circle about to break. Looks like you've got just a few precious seconds before it goes.
What do you do in those 6 seconds?
Free Round
Angrid: TBD
Faeron: TBD
Omrax: TBD
Zefnir: TBD
Baddies: TBD
Val: TBD
| Dungeon Master S |
Free Round
Angrid: TBD
Faeron: TBD
Omrax: Resist Fire
Zefnir: TBD
Baddies: TBD
Val: Divine Favor
Faeron - PFS
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Faeron hops off the tiger.
Ride: Fast Dismount: 1d20 + 10 ⇒ (2) + 10 = 12 - FAIL (move action to dismount).
He 5 foot steps behind the wall, loads a bullet, and hides.
Stealth: 1d20 + 24 ⇒ (18) + 24 = 42
| Dungeon Master S |
Free Round
Angrid: TBD
Faeron: Hides in the shadows
Omrax: Resist Fire
Zefnir: TBD
Val: Divine Favor
Angrid Luin
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Angrid will activate his invisibility and float up to the ceiling.
| Dungeon Master S |
Free Round
Angrid: Invisible and floating
Faeron: Hides in the shadows
Omrax: Resist Fire
Zefnir: Go
Val: Divine Favor
The magic circle starts to break. A trio of lightning elementals burst forth, followed by a massive fourth elemental!
Angrad: 1d20 + 8 ⇒ (15) + 8 = 23
Val: 1d20 + 2 ⇒ (6) + 2 = 8
Omrax: 1d20 + 3 ⇒ (17) + 3 = 20
Zefnir: 1d20 + 3 ⇒ (2) + 3 = 5
Faeron: 1d20 + 10 ⇒ (20) + 10 = 30
Baddies: 1d20 + 10 ⇒ (14) + 10 = 24
| Dungeon Master S |
| 1 person marked this as a favorite. |
Zefnir has his free turn:
Round 1:
Faeron: Go
Baddies: TBD
Angrid: TBD
Omrax: TBD
Val: TBD
Zefnir: TBD
Faeron - PFS
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Faeron steps back, and then takes out and puts on his Amulet of Elemental Strife (no effect yet, still need to unequip the Amulet of Natural Armor).
| Dungeon Master S |
| 1 person marked this as a favorite. |
I'll let Zefnir post first before the baddies go nuts
Zefnir, PbP Ver.
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I'll let Zefnir post first before the baddies go nuts
Thank you very much, Dungeon Master S. :)
For that free turn, Zefnir will fly to the westernmost pillar, then cast Blessing of Fervor for everyone.
-1 4th level spell instead of the -1 to 2nd when it wasn't necessary to use that Spear. Zefnir will use the +2 to hit, AC, and Reflex from the Blessing.
On the 2nd round, depending on the circumstances, Zefnir may use either his offensive mystery powers or use up his final 4th level spell to cast Spiritual Ally. He'll certainly try to keep clear of any enemy though. Probably will stick with the +2 from Blessing unless he needs some other blessing use.