PbPGameDay VIII: PFS 1-39 -- Citadel of Flame (Inactive)

Game Master Andrew Harasty


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Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko would have dismissed Heightened Awareness when rolling for Initiative, though it's moot now. Also, he gets an additional +2 on Initiative underground (not sure if we are or are simply inside a building?).

Birseko casts Heightened Awareness on himself again and then spends a minute examining the skeleton's skull to see if he can make some sense of what is going on here.

Using the Phrenology Occult Skill unlock. GM, you make a secret +11 Knowledge (Arcana) to find out what the check reveals.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Glad the skeleton is dead again. "This place seems to be filled with surprises. First footprints they disappear and now a skeleton that you say isn't made by normal means."

Jerrid goes about searching the room, especially around the area the skeleton was originally.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

L'Mont watches the bones of the destroyed skeleton roll around the room in surprise. "Hmmmm," he whispers. "I'm supposed to be the sneaky one."

The wayang joins Jerrid in taking another look around the room.

Perception, take 10: 10 + 6 = 16

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Occulty stuff:

1d20 ⇒ 8

Biresko is able deterime that the skull was once a human guard of the temple to Molach.

Looking around nothing else of interest is found

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

With nothing else to find in this room, Jerrid moves to the doors and opens them but looks to see what is on the other side before stepping through.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Jerrid safely opens the doors and looks in.

Moloch’s acolytes met supplicants in this richly-decorated chamber and screened them for entry to the Inferno Heart. Against the east wall sits an ornate brass throne, sculpted to resemble an enormous hand of flame. Wood painted to resemble tendrils of smoke rising from behind the throne merge into a detailed mural of Moloch’s idol on the wall.

Beautiful tapestries line the other walls, depicting a grand battle between soldiers of flame and the dervishes of Sarenrae.

DC 10 Knowledge (history):

You can determine that the tapestrie does not depict an actual battle.

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Mar will move into the room and examine the tapestries.

Knowledge(History): 1d20 + 1 ⇒ (10) + 1 = 11

"Dese tapestries, dey don't show a battle. It's like a play where dey are only acting out one. I wonder if dat's because Saranrae is the Goddess of Fire?"

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.
Hamshanks wrote:

“...Three centuries ago, the archdevil Moloch, preaching surrender to the desert heat, suddenly became the rage. Qadirans walked into the desert just to die just as if the heat was their paradise. The most devout sought out the hidden Citadel of Flame, where a fearsome bull-headed idol of Moloch judged them and sent the worthy to Malebolge, the sixth layer of Hell. No surprise that Sarenrae’s priests launched a mighty crusade to demolish the citadel. After two weeks, a great sandstorm swallowed the expedition—and, it seemed, the citadel and its idol. Nothing more was heard from either.

L'Mont peers at the tapestries. "Or maybe it'sss the battle they expected to have? When the Sssarenite crusaders marched on the fortresssss?"

The little wayang shrugs. "Or maybe it's just a ssstory for devil-ssspawned children. How much do you think they're worth?"

Appraise: 1d20 + 1 ⇒ (4) + 1 = 5

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Finding the 'throne room' interesting, Jerrid moves the tapestries aside a little bit to see if anything is hidden behind them. "Never know. A door or a person could be hidden behind them."

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Perception:

Perception Jerrid: 1d20 + 5 ⇒ (4) + 5 = 9
Perception Asgall: 1d20 + 4 ⇒ (10) + 4 = 14
Perception Mar: 1d20 + 5 ⇒ (13) + 5 = 18
Perception Birseko: 1d20 + 6 ⇒ (7) + 6 = 13
Perception L’Mont: 1d20 + 6 ⇒ (15) + 6 = 21

Peering at the Tapestry, L'Mont finds a concealed door behind the hanging.

Also a loud crash is hear from the unexplored area to the south. Sounds like a few people moving about get ready to charge your room.

Initiative:

Init, Jerrid: 1d20 + 3 ⇒ (1) + 3 = 4
Init, Asgall: 1d20 + 1 ⇒ (14) + 1 = 15
Init, Mar: 1d20 + 5 ⇒ (19) + 5 = 24
Init, Birseko: 1d20 + 4 ⇒ (3) + 4 = 7
Init, L’Mont: 1d20 + 5 ⇒ (17) + 5 = 22

Init, Others: 1d20 + 2 ⇒ (9) + 2 = 11

Mar, L'Mont, and Asgall can act

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Mar moves to where he is on the map, rapier in hand. He casts [i]Resistance[i] on himself at that point.

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

L’Mont steps to one side of the door (preferably not where the door will be slammed open into his face), draws his rapier, and readies an attack against the first creature through the do. He does so as stealthily as he can, hoping to take them by surprise.

Stealth: 1d20 + 15 ⇒ (6) + 15 = 21

Readied attack:
Rapier (vs flat-footed?): 1d20 + 6 ⇒ (1) + 6 = 71d4 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5

Sneak attack damage is included, but I did not include the additional +2 on the attack roll for flanking - if Jerrid stays where he is, though, that might apply too.

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

Asgall holds his earth breaker firmly in his hands and waits for the enemy to approach him.

Readied attack:

to hit: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Perception:

Perception Jerrid: 1d20 + 5 ⇒ (6) + 5 = 11
Perception Asgall: 1d20 + 4 ⇒ (10) + 4 = 14
Perception Mar: 1d20 + 5 ⇒ (7) + 5 = 12
Perception Birseko: 1d20 + 6 ⇒ (16) + 6 = 22
Perception L’Mpnt: 1d20 + 6 ⇒ (5) + 6 = 11

One of the torches in the chamber grows and a ball of fire rolls off and strikes at Asgall.

Fire: 3d6 ⇒ (3, 3, 1) = 7 Reflex to avoid completely

Birseko hears spell casting and notices a concealed window sized opening to a chamber in the middle of the citadel.

They have acted

Everyone is up again.

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

REF: 1d20 + 1 ⇒ (18) + 1 = 19

Asgall is waiting to see what others will do.

When Birseko gave the sign to us that he hear something and where, Asgall will take out his sling, move and shoot in that direction.

spoiler:

to hit: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d4 + 4 ⇒ (2) + 4 = 6

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Asgall safely avoids the flaming sphere.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid moves to kick the door open and then dodge out of the way if they readied another attack.

Strength (Kicking Door open): 1d20 + 3 ⇒ (14) + 3 = 17

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

L'Mont holds to see who is behind the door (if Jerrid succeeds in kicking it open).

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Mar will prepare to cast Ear-Piercing Scream if anyone comes through the door.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The door opens with a crash. A startled cultist stands by the door. Mar's scream goes off

Cultist Fort Save: 1d20 + 2 ⇒ (17) + 2 = 19

Though shakes off the brunt of the spell Roll damage, but he will take only half

Asgall throws his sling, but the cultist is quick enough to just duck behind the cover of the door frame and it misses.

L'Mont and Birskeo (Botting?)can still act.

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Ear-Piercing Scream: 1d6 ⇒ 6

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Botting Birskeo

Seeing the opening she moves up and is able to get a line on the person inside. Through the opening she casts color spray

Cultist will: 1d20 + 3 ⇒ (1) + 3 = 4

The cultist is stunned for 1d4 + 1 ⇒ (3) + 1 = 4 rounds

Just to move things along he is stunned long enough that you can easily subdue or kill him. You can decide.

The last room

Although formerly full of finery, this large hall has been completely ransacked. Scarlet drapes lie in tatters on the floor, obsidian pedestals are smashed, and shards of red and black clay cover the floor. The southeast corner is the only exception—a large table sits there undisturbed. On it, the cultists have reconstructed an idol of Moloch: a large, armored flame creature with the head of a bull. This is a perfect copy (though much smaller) of the actual idol and is not the idol you seek.

Searching the main room

It is easy to find the other secret door behind the throne. Although locked, you do find the key for it on the cultist.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

With the cultist stunned, Jerrid performs the RKO on him, knocking him out. Then ties him up after disarming him and gagging him.

"Looks like the citadel wasn't abandoned after all. Wonder how long this guy was here."

Taking the key, he heads to the secret door behind the throne and unlocks it. He waits for everyone else to be ready before proceeding through though.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

My apologies for falling behind and my thanks to the GM for botting me.

Birseko moves up with Jerrid and prepares to move through the secret door whenever everyone is ready.

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

Asgall is ready to move through the secret door.

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

L’Mont turns out the unconscious cultist's pockets and takes one more look around the wrecked hallway for clues about the cultist (and any friends who might be lingering about) and valuables.

Perception, take 10: 10 + 6 = 16

Once he is finished, he joins the others at the door behind the throne.

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Mar moves in as well.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The secret door opens onto a covered bridge forty feet across. The entire structure appears to be carved from a single red stone, but the centuries-long burial in sand has levied its toll. Long cracks line the walls and ceiling, and twenty feet along the bridge a seven-foot gash splits the floor in two, through which the dark orange stone of the valley below is visible. Spaced every ten feet on the walls are a series of massive carved heads: a pair of screaming fire elementals, a pair of humans clad in armor, and a pair of bull-headed men, each flanked by massive torches. The arch’s far end is carved into the shape of a massive leering face, with golden double doors in place of its mouth.

This bridge links the Ember Halls with the inner sanctum of Moloch’s cult, the Inferno Heart. The carved faces are actually stylized windows. The numerous openings to the outside make this chamber relatively cool compared to the rest of the Citadel

The gash in the bridge floor is 7 feet across and opens onto the valley floor 30 feet below. The ground is steep, but the numerous boulders provide many handholds for climbing if needed

Map Updated

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

L'Mont glances uncomfortably at the leering faces and the collapsed center of the bridge.

Thisss is where they will want me to go ahead, looking for trapsss and faulty ssstones.

He mutters to himself, as though working up his courge, "Take a chance!"

"I'll go firssst," he rasps. "To check it out. But firssst - " L'Mont pulls a silk rope from his pack, and deftly loops one end around his waist and ties it off. He hands the remaining coils of rope to Jerrid. "Hold on to thisss for me, please."

Take a chance, yesss, but no need to take ssstupid chances.

L'Mont sheaths his rapier and pulls out his crossbow instead, and loads it. With that, he peers down at the first few stones, and (assuming he sees nothing amiss) steps out carefully onto the bridge.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

If the first step holds, he will repeat the process, at least until he reaches the gap.

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

Asgall helps Jerrid to hold the rope.

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

L’Mont nods to Asgall in thanks.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko examines the bridge to see whether they can cross it without it collapsing.

Knowledge (Engineering): 1d20 + 11 ⇒ (5) + 11 = 16

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

"Right." Jerrid nods to L'Mont and grasps the rope, wrapping it around his arm several times as he braces himself in case L'Mont falls through the floor.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The Bridge is sturdy except for noticeable break in the bridge. It is just one minor span that has collapsed.

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

Asgall goes on the other side of the bridge.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Asgall and L'Mont move forward towards the gap. Seeing that rest of the bridge is sound, Asgall is about to jump when L'mont sees a winged devil flys off its perch and start towards you.

Initiative:

Init, Jerrid: 1d20 + 3 ⇒ (6) + 3 = 9
Init, Asgall: 1d20 + 1 ⇒ (19) + 1 = 20
Init, Mar: 1d20 + 5 ⇒ (6) + 5 = 11
Init, Birseko: 1d20 + 4 ⇒ (10) + 4 = 14
Init, L’Mont: 1d20 + 5 ⇒ (16) + 5 = 21

Init Devil: 1d20 + 3 ⇒ (18) + 3 = 21

It is making a direct line towards Asgall

The devil is currently 15' above the deck of the bridge.

L'Mont is just enough quicker than the devil and may act before it swoops down on your party.

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

L'Mont rasps out a warning - "Hellssspawn!" - and fires his crossbow at the flying creature.

Light Crossbow, cold iron bolt, vs flat-footed, sneak attack: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 1d6 ⇒ (4) + (2) = 6

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The bolt hits, but does minimal damage.

Knowledge (Planes) to ID

It then swoops down and swipes at Argall with its spear from above

Devil Attack: 1d20 + 7 ⇒ (2) + 7 = 9

But the pain of L'Monts bolt distracts its attack.

Everyone is up

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

So how high is it? Can Asgall reach it with earth breaker?

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

yes. It is just above you. 5 feet above the deck of the bridge . It does not have a reach weapon

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Knowledge (Planes): 1d20 + 11 ⇒ (8) + 11 = 19 DR, special attacks, please

Birseko glares at the devil and screams wordlessly.

Caster level check vs SR if needed: 1d20 + 3 ⇒ (17) + 3 = 20

Ear-Piercing Scream, DC 16 Fort for half damage; on a failed save, full damage and dazed for 1 round

Sonic dmg: 1d6 ⇒ 2

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

Asgall takes his earth breaker and swings.

to hit: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

This a lesser Gaav Devil. They are as such immune to fire and poison. They have DR 5/good, and resistance to acid and cold

Devil Fort Save: 1d20 + 6 ⇒ (6) + 6 = 12

Birseko's attack dazes and harms the Devil. But not enough to help Asgall to connect with his Earthbreaker.

Jerrid, Mar, L'Mont are up

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

Sheesh - DR/good is no joke at this level. I don't suppose the sonic damage from Birseko, or the little bit of damage L'Mont did, had any effect on its flying?

Asgall, can you handle a point of splash damage if I toss a vial of acid?

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid rushes out as far as he can on the bridge, he then shoots his arm out to grasp the flying devil.

If Successful on Grapple:
He pulls the flying devil toward him.

Grapple vs Devil's CMD: 1d20 + 7 ⇒ (16) + 7 = 23

Move: 25'
Standard: Grapple

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Mar looks at the situation and thinks, this might be a good time to sing a song to inspire his friends, especially ones that don't want to waste time thinking very much.

Inspired Rage:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Mar begins to sing Inspired Rage!

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.
L'Mont Penumberton wrote:


Asgall, can you handle a point of splash damage if I toss a vial of acid?

Just do it.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Per this FAQ, flying creatures that are dazed automatically fall.

Not sure if that means any retcon needed re the grapple or the inspired rage?

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

Seeing how little damage his crossbow bolt did, L'Mont pulls a small flask from his bandolier, steps a little closer to the fighting, and lobs the flask at the devil.

Acid flask vs touch AC: 1d20 + 6 ⇒ (20) + 6 = 261d6 ⇒ 5

Confirm critical? vs touch AC: 1d20 + 6 ⇒ (15) + 6 = 211d6 ⇒ 2

Also 1 point of splash damage to anyone within 5 feet.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

I was a but more busy this weekend was a bit more than I expected. Thank you for the FAQ link. I was going to be looking that up anyway :) But yes. It fell. I will post an updated later

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