[PbP Gameday VI] Feral's Jade Regent: #6 The Empty Throne - Sanctioned Seeker Adventure (Inactive)

Game Master Feral

Map

[dice=Chun]1d20+8;1d20+8;1d20+8[/dice]
[dice=Grota]1d20+5[/dice]
[dice=Kaz]1d20+2[/dice]
[dice=Lenny]1d20+15[/dice]
[dice=Valrar]1d20+12[/dice]
[dice=Viscount Abel]1d20+12[/dice]
[dice=]1d20[/dice]


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Find the Path still takes 3 rounds to cast. =/

Chun, you're not up quite yet.

Kaz's enraged frenzy lands two solid cuts. One looks especially deadly at first but the samurai's resolve turns it into a glancing blow.

Grota is up.

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

I'm in another dimension you can't tell me what to do :P

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

Even with the reduction it was enough to make the bebilith go poof.

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

I'll make it easy and NOT Stunning Fist with my AoO after literally everyone has gone. ;)

Advice will use Lingering Song

Attack of Opportunity
Fist Attack (Advice, Haste): 1d20 + 20 + 3 + 1 ⇒ (12) + 20 + 3 + 1 = 36
Fist Damage (Advice): 2d6 + 3 ⇒ (2, 6) + 3 = 11

Swift Action
Grota assumes Mantis Style.

Move Action
He heads towards the large beast.
Possibly AoO from the large creature?

Standard Action
He tries to stop it in its tracks.
Stunning Fist Attack (Advice, Haste, Flank): 1d20 + 20 + 3 + 1 + 2 ⇒ (8) + 20 + 3 + 1 + 2 = 34
Stunning Fist Damage (Advice): 2d6 + 3 ⇒ (2, 1) + 3 = 6
If it does any damage, DC 29 fort save vs. Stunning Fist.
Counts as cold iron, silver, magic, lawful

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

Current Party Buffs: (Only listing the ones the whole party has)

  • Advice +3 (like Inspire Courage)
  • Barkskin +5
  • Haste


@Grota: The AoO ended up not being necessary because the caster was staggered and thus couldn't move to provoke.

AoO vs Grota: 1d20 + 38 + 4 ⇒ (13) + 38 + 4 = 55
Damage: 2d8 + 27 ⇒ (2, 2) + 27 = 31
Electricity: 1d6 ⇒ 4

Grota strikes a pressure point on the giant's calf but finds that its flesh is like iron.

Badly wounded, the samurai shifts to a defensive stance before striking back at Kaz. "You will not take the jade throne from me!"

Attack: 1d20 + 24 + 4 - 4 ⇒ (18) + 24 + 4 - 4 = 42
Damage: 1d10 + 10 ⇒ (10) + 10 = 20

Iterative: 1d20 + 19 + 4 - 4 ⇒ (5) + 19 + 4 - 4 = 24
Damage: 1d10 + 10 ⇒ (2) + 10 = 12

Second Iterative: 1d20 + 14 + 4 - 4 ⇒ (13) + 14 + 4 - 4 = 27
Damage: 1d10 + 10 ⇒ (8) + 10 = 18

Confirming: 1d20 + 24 + 4 - 4 ⇒ (13) + 24 + 4 - 4 = 37
Extra Damage: 1d10 + 10 ⇒ (6) + 10 = 16

Viscount Abel is up.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The good Viscounts turn begins with the wandering star mote moving over to the giant.

, its still persistent so a pair of DC 23 will saves

He moves quickly to defend himself from the spiritual weapon.

Quickened Mirror Image

Images, Max 8: 1d4 + 5 ⇒ (2) + 5 = 7

Deafened Failure Chance Fail on 1-20: 1d100 ⇒ 7

The good Viscount then keeps the rod in hand and conjures a fireball which he places directly under the samurai while working in some more of his magical skill.

using Persistent Rod and my natural Dazing MM feat with my Metamagic adept on a Flaming Sphere spell. Thats going to be a pair of DC 26 Reflex Saves or be dazed and take Flaming Sphere: 3d6 ⇒ (4, 3, 3) = 10 fire damage

Deafened Failure Chance Fail on 1-20: 1d100 ⇒ 61


I'd mentioned I needed an SR check for the giant.

Viscount's SR Check: 1d20 + 19 ⇒ (2) + 19 = 21

The Viscount finds his motes stymied by the giant's inherent resistant to magic.

I'm not sure if that ends the spell or if the motes just move on to the next eligible target. I suppose it's a moot point as there's no other enemies within 30 feet.

Samurai Reflex: 1d20 + 12 + 4 ⇒ (14) + 12 + 4 = 30
Persistent: 1d20 + 12 + 4 ⇒ (4) + 12 + 4 = 20

Disoriented by his damaged hearing the Viscount botches his defensive spell but he does manage to conjure a sphere of roiling flames. The fire slams into the samurai, burning him and briefly robbing him of his senses.

@Viscount: He’s going to fail either way but I’m curious how you’re getting DC 26 from a flaming sphere. You’ve got +9 from Intelligence and +2 from spell focus. Where’s the other +3 to your spell DCs going from?

New Will vs Glitterdust: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23

Valrar continues to bleed from the wound in his side. The poison inflicted on him by the tengu continues boiling within his veins.

Valrar, bleed for 8 and make another DC 26 fort save vs poison or take 1d3 ⇒ 3 strength damage.

The giant, angered by the swashbuckler that jabbed him in the thigh, turns to flatten him with his exotic weapon.

Primary vs Valrar: 1d20 + 38 + 4 ⇒ (20) + 38 + 4 = 62
Damage: 2d8 + 27 ⇒ (8, 7) + 27 = 42
Electricity: 1d6 ⇒ 4

Iterative vs Valrar: 1d20 + 33 + 4 ⇒ (16) + 33 + 4 = 53
Damage: 2d8 + 27 ⇒ (6, 4) + 27 = 37
Electricity: 1d6 ⇒ 1

Second Iterative vs Grota: 1d20 + 28 + 4 ⇒ (14) + 28 + 4 = 46
Damage: 2d8 + 27 ⇒ (7, 4) + 27 = 38
Electricity: 1d6 ⇒ 6

Third Iterative vs Grota: 1d20 + 23 + 4 ⇒ (3) + 23 + 4 = 30
Damage: 2d8 + 27 ⇒ (1, 2) + 27 = 30
Electricity: 1d6 ⇒ 3

Confirming Primary vs Valrar: 1d20 + 38 + 4 ⇒ (7) + 38 + 4 = 49
Extra Damage: 2d8 + 27 ⇒ (1, 7) + 27 = 35

Crit-triggered Chain Lightning vs Kaz, Valrar, and Grota: 5d6 ⇒ (1, 6, 3, 3, 4) = 17 - reflex 19 for half for Valrar, reflex 17 for everyone else

The giant follows with a bellowing roar that strikes Valrar and Grota like a clap of thunder.

Sonic Damage vs Valrar and Grota: 5d6 ⇒ (1, 5, 6, 6, 3) = 21 – DC 19 fort save halves the damage and keeps you from being deafened for 2d6 ⇒ (3, 5) = 8 rounds.

Spiritual Weapon Primary vs the Viscount: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Iterative: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Second Iterative: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Confirming Iterative: 1d20 + 12 ⇒ (3) + 12 = 15
Extra Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Summary:

Chun: Zero damage. Mazed.
Grota: 79 damage. Needs reflex vs lightning and fort vs shout.
Kaz: 149 damage. Needs a reflex save vs lightning.
Cookie: ?? damage.
Lenny: 44 damage.
Valrar: 81+119? damage. Bleeding. Poisoned. -2 strength. Needs a fort save vs additional strength damage. Needs a reflex save vs lightning. Needs a fort save vs shout.
Viscount: 48 damage. Deafened. Being attacked by spiritual weapon.

Grota, Kaz, Chun, Lenny, and Valrar are up. Don't forget your saves!

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

+1 from Bloatmage Initiate (which is admittedly in need of an FAQ since it says it adds +1 CL but that it also calls out that it stacks with Spell Focus which effects DCs and not CLs and is in general a big ball of ???. I have been playing the entire time that it means DC and not CL since that was the consensus at the time I took the feat but is the subject of some debate), and +2 from Arcane Bloodlines 15th level ability, which allows me to add 2 to the DCs of a given schools spells (I chose evocation).


You probably should have run that by me earlier. That said, it's pretty immaterial at this point. For the rest of the module please apply bloatmage initiate as a caster level increase instead of a spell DC increase.

Thanks for the info.

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

Ouch, I'm dead. That critical alone got me before the lightning.

Fortitude, Charmed Life: 1d20 + 13 + 5 ⇒ (8) + 13 + 5 = 26

Valrar is nearly torn in half by the giant's blow, his body hitting the floor at its feet.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

Lenny peeks around the corner and summons another augmented Bebilith.

Abyssal:
"Kill the giant first."

The Bebilith starts attacking the Giant.

Including advice and flank

claw #1: 1d20 + 21 + 3 + 2 ⇒ (16) + 21 + 3 + 2 = 42
dmg: 2d4 + 11 + 3 ⇒ (3, 1) + 11 + 3 = 18

claw #2: 1d20 + 21 + 3 + 2 ⇒ (17) + 21 + 3 + 2 = 43
dmg: 2d4 + 11 + 3 ⇒ (4, 4) + 11 + 3 = 22

If both hit

CMB to dismantle armor: 1d20 + 23 + 3 + 2 ⇒ (9) + 23 + 3 + 2 = 37

Then a bite

bite: 1d20 + 21 + 3 + 2 ⇒ (16) + 21 + 3 + 2 = 42
dmg: 2d6 + 11 + 3 ⇒ (4, 6) + 11 + 3 = 24
DC 25 Fort save or lose 2 con.

DC 22 fort save: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31
Lenny is feeling okay after his swift summons.

Bebilith

AC 22, touch 9, flat-footed 21
HP 174/174
Fort +17, Ref +11, Will +7
DR 10/good


When Lenny peeks around the corner to begin his spell, he’s interrupted by a torrent of spectral figures bursting from the floor. They rise through the air howling and clawing with fleshless hands.

Untyped Magical Damage vs Lenny and the Viscount (fort 24 for half): 7d8 ⇒ (5, 8, 3, 6, 8, 5, 1) = 36

@Lenny: After you roll your fort save, roll a concentration check at the appropriate DC to finish your spell.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

orange stone since it matters for this: 1d4 - 2 ⇒ (4) - 2 = 2

Fort save: 1d20 + 17 + 2 + 4 ⇒ (12) + 17 + 2 + 4 = 35 18 dmg

DC 35 concentration: 1d20 + 28 ⇒ (19) + 28 = 47


That'll do it.

Despite the interruption, Lenny finishes his spell conjuring another demon to aid the melee.

The second demon proves as effective as the first, ripping at the giant with tooth and claw but struggles to tear the armor from its body.

Fort: 1d20 + 21 + 4 ⇒ (20) + 21 + 4 = 45

Grota, Kaz, and Chun are up. Don't forget your saves!

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Fort Save: 1d20 + 11 ⇒ (11) + 11 = 22

The viscount gets hit.

Sovereign Court

Male Cavalier 16 HP: 39/164 AC (41)39 T 15 FF 38 | F (+21)+19 R (+14)+12 W (+13)+11 | Perception:(+4)+2 Sense Motive (+21)+19 (Effects:Barkskin +5, Heroism)

Reflex Save: 1d20 + 12 ⇒ (6) + 12 = 18

Kaz dodges some of the lightning but is still on his last legs. He brings his weapon to bear on the samurai as his poor mount dies before his feet.

Power Attack, Haste, Advice: 1d20 + 26 ⇒ (8) + 26 = 34
Challenge, Advice: 1d6 + 44 ⇒ (5) + 44 = 49
Power Attack, Haste, Advice: 1d20 + 26 ⇒ (11) + 26 = 37
Challenge, Advice: 1d6 + 44 ⇒ (1) + 44 = 45
Power Attack, Haste, Advice: 1d20 + 21 ⇒ (5) + 21 = 26
Challenge, Advice: 1d6 + 44 ⇒ (5) + 44 = 49
Power Attack, Haste, Advice: 1d20 + 16 ⇒ (14) + 16 = 30
Challenge, Advice: 1d6 + 44 ⇒ (4) + 44 = 48 If I drop the samurai, I'll use a swift to challenge the giant and use any remaining attacks on him.


Disoriented by the Viscount's flaming sphere, Kaz lands two easy blows on the samurai bloodying him badly.

Grota and Chun are up. We can probably assume Chun's early post was her Int check for this round.

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

Yup.

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

Reflex Save: 1d20 + 17 ⇒ (2) + 17 = 19
Fort Save: 1d20 + 23 ⇒ (16) + 23 = 39

"Valrar!"

Swift Action
Grota reinstate his Advice.

Move Action
Grota uses Abundant Step to teleport himself and Valrar out of trouble.

Standard Action
Grota reaches down to heal Valrar with his First Aid Gloves. I know he's pretty far down and it probably won't work but is worth a shot. That reflex save vs. Lightning might be important...
Breath of Life: 5d8 + 9 ⇒ (2, 2, 2, 4, 5) + 9 = 24


The samurai staggers, still dazed by the Viscount’s spell.

The Viscount is up.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount then quickly attempts to get some defenses up.

Fail on 1-20: 1d100 ⇒ 5

Am I still deafened? Quickened Mirror Image again for Max 8: 1d4 + 5 ⇒ (4) + 5 = 9 clones

The Viscount then calls on one of his most
Powerful spells: Chain Lightning directly onto the Samurai to try and save Kaz.

Fail on 1-20: 1d100 ⇒ 50

Chain Lightning, DC 29 Reflex for Samurai, 27 for Giant: 17d6 ⇒ (1, 1, 1, 4, 4, 6, 4, 6, 1, 3, 2, 2, 5, 5, 3, 2, 3) = 53

Spell Pen: 1d20 + 17 + 2 + 2 ⇒ (19) + 17 + 2 + 2 = 40

If the Samurai is still alive, he directs the flaming sphere at him.

If not he directs it at the giant

Spell Pen: 1d20 + 17 + 2 + 2 ⇒ (2) + 17 + 2 + 2 = 23

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

If it becomes necessary I would like to blow my reroll on that second spell pen attempt. Spell Pen: 1d20 + 17 + 2 + 2 + 5 ⇒ (7) + 17 + 2 + 2 + 5 = 33


Previews being broken is making it difficult to post.

@Viscount: Yes, this is your last round of being deafened.
Save your reroll, the samurai was still up.

Reflex vs Lightning: 1d20 + 12 + 4 ⇒ (8) + 12 + 4 = 24
Reflex vs Lightning: 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28

Reflex vs Flaming Sphere: 1d20 + 12 + 4 ⇒ (14) + 12 + 4 = 30

The samurai is hit full force by the torrent of lightning but impossibly still stands and is still spry enough to dodge the rolling sphere of flames the second time it comes around.

I believe he's still dazed though for another round, correct?

The tengu, though still covered in magical glitter, appears to have recovered from his blindness and arrives at the southern entrance of the ruined throne room.

@Valrar: If you’re alive again the healing would have cured your bleeding but you’re still poisoned. Make another DC 26 fort save vs poison or take 1d3 ⇒ 1 strength damage.

The giant roars in frustration and smashes into the new bebilith in a frenzy.

Primary vs Bebilith (power attack): 1d20 + 38 + 4 - 6 ⇒ (11) + 38 + 4 - 6 = 47
Damage: 2d8 + 27 + 18 ⇒ (2, 8) + 27 + 18 = 55
Electricity: 1d6 ⇒ 5

Iterative: 1d20 + 33 + 4 - 6 ⇒ (2) + 33 + 4 - 6 = 33
Damage: 2d8 + 27 + 18 ⇒ (7, 5) + 27 + 18 = 57
Electricity: 1d6 ⇒ 3

Second Iterative: 1d20 + 28 + 4 - 6 ⇒ (10) + 28 + 4 - 6 = 36
Damage: 2d8 + 27 + 18 ⇒ (7, 6) + 27 + 18 = 58
Electricity: 1d6 ⇒ 6

Third Iterative: 1d20 + 23 + 4 - 6 ⇒ (5) + 23 + 4 - 6 = 26
Damage: 2d8 + 27 + 18 ⇒ (8, 4) + 27 + 18 = 57
Electricity: 1d6 ⇒ 4

Sonic Damage vs Bebilith: 5d6 ⇒ (3, 4, 4, 3, 1) = 15 – DC 19 fort save halves the damage and keeps you from being deafened for 2d6 ⇒ (3, 1) = 4 rounds.

Spiritual Weapon Primary vs the Viscount: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Iterative: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Second Iterative: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Summary:

Chun: Zero damage. Mazed.
Grota: 89 damage.
Kaz: 160 damage.
Valrar: ???
Lenny: 62 damage.
Bebilith: ??? damage.
Viscount: 98 damage. No longer deafened. Being attacked by spiritual weapon.

Grota, Kaz, Chun, Lenny, and possibly Valrar are up.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

He is still dazed for one more round regardless. He also needs to make me a second saving throw because the ball is still Persistent too


Derp.

Persistent: 1d20 + 12 + 4 ⇒ (9) + 12 + 4 = 25

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

For the game I'm GMing I just started my post with previews broken, using edit, will remove note when post is finished. And then removed the note once I was happy.

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

int check?: 1d20 ⇒ 3

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

Reflex, Helpless/Sans Dex: 1d20 + 20 - 13 ⇒ (20) + 20 - 13 = 27

Phew!

Valrar's corpse lands in such a way that it avoids some scorching from the electricity. It is then whisked away and the accompanying soul is returned to it by Grota.

Sovereign Court

Male Cavalier 16 HP: 39/164 AC (41)39 T 15 FF 38 | F (+21)+19 R (+14)+12 W (+13)+11 | Perception:(+4)+2 Sense Motive (+21)+19 (Effects:Barkskin +5, Heroism)

Kaz tries to finish off the samurai.

Power Attack, Haste, Advice: 1d20 + 26 ⇒ (5) + 26 = 31
Challenge, Advice: 1d6 + 44 ⇒ (3) + 44 = 47

Power Attack, Haste, Advice: 1d20 + 26 ⇒ (1) + 26 = 27
Challenge, Advice: 1d6 + 44 ⇒ (4) + 44 = 48

Power Attack, Haste, Advice: 1d20 + 21 ⇒ (14) + 21 = 35
Challenge, Advice: 1d6 + 44 ⇒ (6) + 44 = 50

Power Attack, Haste, Advice: 1d20 + 16 ⇒ (7) + 16 = 23
Challenge, Advice: 1d6 + 44 ⇒ (2) + 44 = 46


With a final jab through the breastplate, Kaz avenges his fallen mount. The samurai collapses to the ground, lifeless.

Valrar, you still owe me a fort save vs that poison.

Grota and Lenny are up.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

The 4th blow destroys the Bebilith.

Lenny moves in to the room and decides to go for the presumably easier target.

He summons an augmented celestial Dire Tiger to pounces on the Tengu.

Including: Advice, charge on first attack, pounce, Rake?

The tiger will smite evil as a swift action first. Add 14 dmg per attack if the tengu is evil.

bite: 1d20 + 20 + 3 + 2 ⇒ (13) + 20 + 3 + 2 = 38
blugoning/slashing/piercing/holy dmg: 2d6 + 10 + 3 ⇒ (4, 6) + 10 + 3 = 23
grab: 1d20 + 25 + 3 ⇒ (6) + 25 + 3 = 34

claw #1: 1d20 + 20 + 3 ⇒ (3) + 20 + 3 = 26
blugoning/slashing/holy dmg: 2d4 + 10 + 3 ⇒ (1, 1) + 10 + 3 = 15
grab: 1d20 + 25 + 3 ⇒ (12) + 25 + 3 = 40

claw #2: 1d20 + 20 + 3 ⇒ (4) + 20 + 3 = 27
blugoning/slashing/holy dmg: 2d4 + 10 + 3 ⇒ (2, 3) + 10 + 3 = 18
grab: 1d20 + 25 + 3 ⇒ (2) + 25 + 3 = 30

If the tengu is grabbed

rake #1: 1d20 + 20 + 3 ⇒ (6) + 20 + 3 = 29
blugoning/slashing/holy dmg: 2d4 + 10 + 3 ⇒ (1, 2) + 10 + 3 = 16

rake #2: 1d20 + 20 + 3 ⇒ (10) + 20 + 3 = 33
blugoning/slashing/holy dmg: 2d4 + 10 + 3 ⇒ (3, 4) + 10 + 3 = 20

Dire Tiger

AC 17, touch 11, flat-footed 15
Fort +12, Ref +11, Will +5
DR 10/Good
HP 133/133

And Lenny DC 21 Fort save: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29 is fine after his quick summon still.


Lenny's spellcasting is interrupted by another howling pack of ghosts.

Untyped Magical Damage vs Lenny (fort 24 for half): 7d8 ⇒ (8, 4, 2, 4, 6, 4, 7) = 35

@Lenny: After you roll your fort save, roll a concentration check at the appropriate DC to finish your spell.

Also, I don't believe the tiger can benefit from advice. It's not intelligent.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

Mechanically Advice works like Inspire Courage which is not language dependent. Oh and it is DR 10/evil not 10/good. My mistake.

orange stone: 1d4 - 2 ⇒ (4) - 2 = 2

fort save: 1d20 + 17 + 2 + 4 ⇒ (17) + 17 + 2 + 4 = 40 17 dmg

concentration check DC 33: 1d20 + 26 + 2 ⇒ (6) + 26 + 2 = 34


Ah, you're correct. The recipient needs to be able to hear the bard but not understand them.

Once again overcoming the interruption, Lenny calls a tiger from some heavenly plane. Despite its ferocity, the tengu's quickness allows him to stay one step ahead of the tiger and he escapes with only minor scratches.

Only the bite hit but no grab. Yes, he's evil.

Grota is up. The Viscount can act now as well since the samurai is dead.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount, no longer having his ears ring annoyingly, feels more confident about his sideline casting ability and decides, to hell with mirror image and tries to simply dispel the spiritual weapon as a sideline.

Quickened Dispel Magic

Caster Level Check: 1d20 + 16 ⇒ (17) + 16 = 33

He follows that up by directing the ball of fire at the giant.

Spell Penetration: 1d20 + 17 + 2 + 2 ⇒ (1) + 17 + 2 + 2 = 22

Burning reroll

Spell Penetration: 1d20 + 17 + 2 + 2 + 5 ⇒ (3) + 17 + 2 + 2 + 5 = 29

Flaming Sphere, DC 25 Reflex (roll twice and take lower) or be dazed 2 rounds: 3d6 ⇒ (2, 3, 5) = 10

The Viscount then weaves some more magic, the last of his most powerful spell and sends Dazing Ball Lightning at the Giant sending all 4 balls at the Giant.

Spell Penetration: 1d20 + 17 + 2 + 2 ⇒ (17) + 17 + 2 + 2 = 38

Reflex Save DC 27 or take electricity Damage and be dazed 4 rounds: 3d6 ⇒ (5, 4, 6) = 15

Reflex Save DC 27 or take electricity Damage and be dazed 4 rounds: 3d6 ⇒ (5, 3, 5) = 13

Reflex Save DC 27 or take electricity Damage and be dazed 4 rounds: 3d6 ⇒ (5, 1, 1) = 7

Reflex Save DC 27 or take electricity Damage and be dazed 4 rounds: 3d6 ⇒ (2, 1, 1) = 4


The Viscount's will is sufficient to unravel the spectral spiked chain that has been harassing him.

The reroll is enough to beat the giant's SR.

Reflex: 1d20 + 9 + 4 ⇒ (18) + 9 + 4 = 31
Reflex: 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28

I forgot to mention it last turn but the Viscount would have known from his chain lightning that the giant is resistant to electricity. Did you want to choose a different spell?

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Its not really about the damage but the additional 4 save or be dazed rolls


If he resists all the damage, he can't be dazed by it.

Quote:
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Hmmm...well I feel like from context you might be telling me the resistance is greater than 10 but I'm not sure about metagaming it but...whatever.

I guess I will just switch it to another persistent Dazing Flaming Sphere, polishing off my rod for the day.

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

Fortitude: 1d20 + 13 ⇒ (20) + 13 = 33

The dice are becoming nicer to me now that I will be stepping out...


Reflex: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21
Reflex: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19

The giant dodges the first flaming sphere but is too slow to avoid the second and ends up burned and disoriented.

Grota is up.

Grand Lodge

Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*)

Hope that worked, Grota thinks about Valrar.

Grota's Advice lingers in the air.

Move Action
He over to the Tengu.

Standard Action
"Please stop." Grota punches the tengu, hoping to stop him in his tracks.
Stunning Fist Attack (Advice, Haste): 1d20 + 20 + 3 + 1 ⇒ (2) + 20 + 3 + 1 = 26
Stunning Fist Damage (Advice): 2d6 + 3 ⇒ (2, 5) + 3 = 10
If any damage at all, DC 29 fort save vs. stun.


The tengu avoids Grota's careful strike.

Overwhelmed, the tengu barks a cry for help. "Do something you useless b$&&$!"

In reply, words of power can be heard and the glowing form of a warrior wielding a wickedly spiked chain appears behind Lenny's tiger.

Spiritual Ally Primary vs the Tiger: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29
Force Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Iterative: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Force Damage: 1d10 + 5 ⇒ (2) + 5 = 7
Second Iterative: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Force Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Confirming Iterative: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Extra Force Damage: 1d10 + 5 ⇒ (7) + 5 = 12

Another spiritual weapon appears a moment later, attacking the dangerous Viscount.

Spiritual Weapon Primary vs the Viscount: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Iterative: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Second Iterative: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

The tengu quickly capitalizes on the distraction and stabs the celestial beast.

Tengu vs Tiger (flank): 1d20 + 23 + 4 + 2 + 1 - 3 ⇒ (9) + 23 + 4 + 2 + 1 - 3 = 36
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Sneak: 8d6 ⇒ (6, 6, 1, 4, 1, 1, 4, 3) = 26

Ki Attack: 1d20 + 23 + 4 + 2 + 1 - 3 ⇒ (2) + 23 + 4 + 2 + 1 - 3 = 29
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Sneak: 8d6 ⇒ (2, 6, 3, 1, 4, 1, 1, 2) = 20

Haste Attack: 1d20 + 23 + 4 + 2 + 1 - 3 ⇒ (3) + 23 + 4 + 2 + 1 - 3 = 30
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Sneak: 8d6 ⇒ (6, 3, 4, 5, 1, 6, 3, 6) = 34

Iterative: 1d20 + 18 + 4 + 1 + 2 - 3 ⇒ (12) + 18 + 4 + 1 + 2 - 3 = 34
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Sneak: 8d6 ⇒ (6, 1, 2, 6, 4, 1, 2, 6) = 28

Second Iterative: 1d20 + 13 + 4 + 2 + 1 - 3 ⇒ (20) + 13 + 4 + 2 + 1 - 3 = 37
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Sneak: 8d6 ⇒ (4, 6, 5, 5, 6, 3, 1, 3) = 33

Confirming Second Iterative: 1d20 + 13 + 4 + 2 + 1 - 3 ⇒ (11) + 13 + 4 + 2 + 1 - 3 = 28
Extra Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Perception DC 10:
The sound of spellcasting that summoned the spiritual weapon/ally came from near the section of stone wall.

Perception DC 30 (same roll as above):
The sound of spellcasting that summoned the spiritual weapon/ally came from inside the section of stone wall.

@Valrar: Make another DC 26 fort save vs poison or take 1d3 ⇒ 3 strength damage.

Summary:

Chun: Zero damage. Mazed.
Grota: 89 damage.
Kaz: 160 damage.
Valrar: ???
Lenny: 79 damage.
Tiger: ???. Being attacked by spiritual ally.
Viscount: 109 damage. Being attacked by spiritual weapon.

The whole party is up.

Sovereign Court

Male Cavalier 16 HP: 39/164 AC (41)39 T 15 FF 38 | F (+21)+19 R (+14)+12 W (+13)+11 | Perception:(+4)+2 Sense Motive (+21)+19 (Effects:Barkskin +5, Heroism)

Kaz tries to end the giant before it ends him.

Swift Action Challenge.

Power Attack, Haste, Advice: 1d20 + 26 ⇒ (4) + 26 = 30
Challenge: 1d6 + 44 ⇒ (4) + 44 = 48

Power Attack, Haste, Advice: 1d20 + 26 ⇒ (16) + 26 = 42
Confirming Critical Threat: 1d20 + 26 ⇒ (2) + 26 = 28
Challenge: 1d6 + 44 ⇒ (4) + 44 = 48

Power Attack, Haste, Advice: 1d20 + 21 ⇒ (3) + 21 = 24
Challenge: 1d6 + 44 ⇒ (5) + 44 = 49

Power Attack, Haste, Advice: 1d20 + 16 ⇒ (6) + 16 = 22
Challenge: 1d6 + 44 ⇒ (3) + 44 = 47

Dark Archive

F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll
Resources:
Spells 1-(6/8) 2-(4/7) 3-(2/7) 4-(5/7) 5-(3/7) 6-(4/5) 7-(2/4) | Iron Skin (0/1) CH (1/2) SC (1/2) Vow (1/1) Misfortune
1
Effects:
GMW 30h, Magic Vestment 14h, Ext Communal Resist 30 Fire, Cold, Electricity 40m. Stoneskin 140m, Life Bubble 4h, Heroism 50m, Cop:Evil 140m, Air Walk 140m

maze?: 1d20 ⇒ 18

Chun Hei continues to wander the maze, lost and frustrated.

Grand Lodge

NG Male Tien Void Wizard 14 | AC 12 (24) | T 12 (15) | FF 10 (21) | HP: 27/128 | CMD 17 | Fort +17* | Ref +14* | Will +19* | Init +15 | Perception +31 | Reveal Weakness 8/12 | Aura of Prescience 12/14

So assuming that force bypasses the DR but the Tengu's attacks do not then the tiger is taken down by the tiger's attack.

Lenny hears the confirmation of what he already suspected but it occurs to him his allies may not be aware.

"She is in the wall. It is probably an illusion."
Meanwhile Lenny hits the Tengu with a persistent Glitterdust.
2 DC 24 Will saves.

Then leaves the room again for the moment.


Will: 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15
Persistent: 1d20 + 8 + 4 ⇒ (20) + 8 + 4 = 32

The tengu curses as he's blinded again. Kaz manages to wound the dazed giant.

Lenny, it doesn't matter here but can you break down your spell DCs? I figure you should be at DC 23. You've got +9 from INT and +2 from feats. Where's the other +1 coming from?

Grota, Valrar, and the Viscount are up.

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

I'm still unconscious, at -15. I can do my save, though.

Fortitude: 1d20 + 13 ⇒ (1) + 13 = 14


@Valrar: Since you're stable, I'll just remove you from initiative once the poison has run its course.

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