PbP PFS 3 - 04 The Kortos Envoy (7-11) (Inactive)

Game Master Beckett

The centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom. But the Pathfinder Society needs the help of one of the horsemen’s greatest heroes, in it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.

Task 1: To the north, there’s that freak harpy Jerevyx, somewhere up by Hollowfrost Pass. Follow the path up Mount Ganog. . .

Task 2: In the east, look for the minotaur Dahruun Firehorn, holed up in the old Northwind Mine. . .

Task 3: To the west, the thief Urso Landel makes camp somewhere in the forest. Retrieve stolen arms and armor. . .

MAP

Init:

[spoiler=Init Rolls[dice=Alan]1d20+5[/dice]
[dice=Dragorin]1d20+0[/dice]
[dice=Oswin]1d20+5[/dice]
[dice=Ravenmantle]1d20+6[/dice]
[dice=Xiaobo]1d20+5[/dice]
-----------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice][/spoiler

Begun 31Aug2014


151 to 190 of 190 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

how high up are they and if my attack will hit the one thats dazed then fine i will hit it with no stunning fist

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Both are 35 ft up.

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

Thanks for taking the actions DM Beckett. I should be good to go when it comes around again.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No worries. And Im ok with a small retcon if needed.

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

All good. I'll pick it up when it comes back to my turn. You did exactly what I would have done.

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Not sure if it got lost in the shuffle, but I did cast searing light in Round 3, so hopefully I'm not holding up play.

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, my fault. It did and it didn't.

Oswin blasts the far Harpy with divine light, and while it is intended for disease ridden blobs and undead abominations, it does the trick. Xiaobo rushes over to dispatch the other that has fallen, laving the party to wrestle the last one down.

You make an honest attempt to get information and get answers from her, but in the end, you see it is going nowhere, and simply put her down. (Some of you) find the waste of a life less than honorable, but do glean that the harpies where one of Jerevyx's troops, and basically deserters after a failed raid. They had attempted to position themselves here to find food (you), and to heal up, but due to the natural conditions, the harsh weather that had rolled in, had essentially fallen on even harder times, and could not safely leave.

You do, however, get more specific directions to "the witches" haven, and travel there more quickly once done with the small band of harpies.

About 3 hours later, you find a few of the landmarks she had let slip. The wide mouth of this frigid cavern is almost completely sealed by thick pillar-like accumulations of ice and snow. An enormous stone column dominates the center of the cave’s interior. A small platform, cut into the pillar just below where two archways of ice branch off to join the cavern walls, bears a grotesquely carved throne decorated with draconic motifs. Stalactites, some as long as fifteen feet, droop in patches along the ceiling, while rows of shorter, jagged stalagmites sprout from the cavern floor. An icy stone shelf above the western corner of the cave partially obscures a narrow passageway leading deeper into the cavern.

As soon as you make the climb to the entrance, you see another harpy, likely Jerevyx, reclining in her grand throne at the center of the cavern with two frost drakes lying curled at her feet. Her hands and feet are covered with thick blue scales, and her face bears traces of some primitive, reptilian ancestry.

Before you are able to even say a word, she accuses you of being "more thieve and assassins", and her and her pet dragons swing into action.

Init Rolls:

Alan: 1d20 + 5 ⇒ (14) + 5 = 19
Dragorin: 1d20 + 0 ⇒ (18) + 0 = 18
Oswin: 1d20 + 5 ⇒ (19) + 5 = 24
Ravenmantle: 1d20 + 6 ⇒ (7) + 6 = 13
Xiaobo: 1d20 + 5 ⇒ (19) + 5 = 24
-----------------------------
Jerevyx: 1d20 + 6 ⇒ (20) + 6 = 26
Dragons (2): 1d20 + 7 ⇒ (15) + 7 = 22

Round 1

Jerevyx
-------------------------------
Oswin () & Xiaobo ()
-------------------------------
Dragon 1 () & Dragon 2 ()
-------------------------------
Alan (), Dragorin (), and Ravenmantle ()

Jerevyx calls on her magic to grow even more wicked magical claws, and then begins to fly. The "throne" is atop a 20ft pillar of solid ice, but there are some natural footholds, so only a DC 10 Climb check.

Know Arcana DC 16:
The two dragons are not "true" white dragons, but rather a slightly lesser species of white drakes. Still very lethal, cruel, and unorganized.

Know Arcana DC 21:
As above, but also: They have a freezing mist breath weapon, and immunity to Cold, Paralysis, and Sleep, but are very weak against fire. They are able to move along snow and ice without difficulty, as well as to see in that environment perfectly, but, unlike "true dragons", have no spells or resistance to them.

map updated

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Oswin moves into the area and casts Divine Favor on himself.

I still have Spiritual Ally prepped. Can that ally "fly", since it's a being of pure force? It doesn't list it in the spell, so I'm probably SOL, but thought maybe one of you knows differently.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Spiritual Ally:
Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally's AC against touch attacks is 10.
:)

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Many thanks GM. Stinking tiny screens make it even easier for me to skip a part of the spell. Can I cast that instead, putting the ally to the right of the rightmost drake?

Oswin calls upon the power of Iomedae to bring forth a being of energy to combat the foes.

The warrior strikes twice at the drake!

BAB +6/+1, plus 3 for Wisdom.

Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Damage?: 1d10 + 2 ⇒ (10) + 2 = 12

Attack: 1d20 + 4 ⇒ (6) + 4 = 10

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

are we still difficult terrain

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No, but, you would need to Climb.

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

i can vertically jump 15 feet minimum if i can jump as part of charge that is what i will do

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It's a DC 80 to High Jump it, or you could do a Take 10 on a single Climb check and double move up. You could make a roll with a -5 penalty to try to fast climb, which will get you to the ledge and still have a Standard Action left.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As the ghostly ally appears and Xiaobo springs forward, the two dragons each leap into the air, doing a small circle around the cave, then let loose their frosty breath weapons. Each appears as a small glove of icy mist, but upon impact of the ground around you, exploded into a freezing vapor that quickly coats the ground.

Dragon 1: 7d6 ⇒ (4, 5, 5, 2, 2, 4, 6) = 28 (Refl DC 16 for half)
Dragon 2: 7d6 ⇒ (5, 3, 2, 2, 5, 5, 6) = 28 (Refl DC 16 for half)

I'll see if I can work on the map a bit more. Oswin gets hit only by #1, while Alan, Dragorin, and Ravenmantle, (as well as any familiars or pets possibly) get hit by both.

Both dragons end their movement in the air, 30ft high.

DM Notes:

Dragon 1 1d6 ⇒ 3 <round 4>
Dragon 2 1d6 ⇒ 6 <round 7>

Round 1

Jerevyx (-12)
-------------------------------
Oswin () & Xiaobo ()
-------------------------------
Dragon 1 () & Dragon 2 ()
-------------------------------
Alan (), Dragorin (), and Ravenmantle ()

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
28 damage total

Burn foul creatures! bellows Dragorin as he shakes the frost of his armor and marches forward launching a fireball at the closest dragon.

Fireball: 9d6 ⇒ (2, 1, 6, 5, 6, 1, 3, 5, 1) = 30 DC 18 for half

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, something I forgot to mention was that all of the area affected is now difficult terrain. Evasion will apply against the damage, but not against the difficult terrain.

Dragon 2 Refl: 1d20 + 9 ⇒ (6) + 9 = 15

The ice serpent writhes in agony and fury, cursing at you I the draconic language for bringing the flame. Atop the throne of ice and bone, the Harpy Queen sprouts her claws menacingly and challenges Xiaobo, to test his mettle against her's.

Round 1

Jerevyx (-12)
-------------------------------
Oswin () & Xiaobo ()
-------------------------------
Dragon 1 () & Dragon 2 (-45)
-------------------------------
Alan (), Dragorin (), and Ravenmantle ()

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

Ravenmantle manages to twist and dodge the icy breath of the serpents, using the icy structures to provide some cover, but he still takes a dangerous blast of cold that rimes his hair and chills to the bone.
Reflex 1: 1d20 + 13 ⇒ (16) + 13 = 29
Reflex 1: 1d20 + 13 ⇒ (7) + 13 = 20
Still takes 28 damage to reduce hp to 18/46

Feeling with his feet that the ground beneath is to slick to move side-to-side, he grits his teeth and draws a pair of arrows. "Grandmother Crow, drive this frost away and my arrows into the heart of the witch's dragons!" A warming breath of air strips the white frost from the halfling's hair returning it to the normal black while a pair of arrows, charged with menace fly and lance into the dragon's chest. Two more arrows quickly fly after the first pair seeking to drive the beast from the sky.
Lay on Hands: 3d6 + 3 ⇒ (3, 5, 1) + 3 = 12
hp 30/46
Declare smite evil on dragon #1
Attack (Manyshot): 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 1d6 + 16 + 2d6 + 1d6 + 16 + 2d6 ⇒ (6) + 16 + (3, 4) + (1) + 16 + (6, 1) = 53
Attack (Rapidshot): 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 1d6 + 9 + 2d6 ⇒ (4) + 9 + (1, 6) = 20
Attack (Iterative): 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d6 + 9 + 2d6 ⇒ (5) + 9 + (1, 5) = 20

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

reflex: 1d20 + 13 ⇒ (5) + 13 = 18
reflex: 1d20 + 13 ⇒ (20) + 13 = 33

Alan will race across the terrain and deliver a side kick to jervyx.
Fighting defensively.

1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 121d10 + 6 ⇒ (5) + 6 = 11

HP 49/77 AC 38

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Raven, what's the damage on that last attack without any extra Smite damage?

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

Subtract 7 to make it 13

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Xiaobo rushes to the top, attempting to punch Jerevyx in the throat before she can activate her harpy's song.

Unarmed strike + Stunning Fist: 1d20 + 10 ⇒ (2) + 10 = 12 <miss>

As the dragons both take to the air, Xiaobo and Oswin's Spiritual Ally take an attack, but both miss.

Xiaobo: 1d20 + 10 ⇒ (10) + 10 = 20
Oswin: 1d20 + 9 ⇒ (4) + 9 = 13

DM Notes:

1: 1d20 ⇒ 5
2: 1d20 ⇒ 6

Alan runs up to join the party, while Dragorin and Ravenmantle call on divine aid, bombarding the dragons with spell and steel. Combined, Oswin dispatches Dagon one outright, turning to dragon 2 in hopes of finishing of what Dragorin started. Jerevyx screams in rage, seeing her loyal pets fall to the ground lifelessly.

Turning towards Xiaobo, she unleashes her mixture of arcane fury mixed with natural, and supernatural might.

AC 20
Claw 1 vs Xiaobo: 1d20 + 13 ⇒ (2) + 13 = 15 <miss>
Claw 2 vs Xiaobo: 1d20 + 13 ⇒ (20) + 13 = 33 <possible crit>
Claw 2 vs Xiaobo: 1d20 + 13 ⇒ (11) + 13 = 24 <CRIT>
Talon 1 vs Xiaobo: 1d20 + 13 ⇒ (5) + 13 = 18 <miss>
Talon 2 vs Alan: 1d20 + 13 ⇒ (3) + 13 = 16 <miss>
Bite vs Alan: 1d20 + 13 ⇒ (4) + 13 = 17 <miss>

Damage: 2d4 + 6 + 1d6 ⇒ (2, 1) + 6 + (4) = 13 + Fort Save
Xiaobo Fort DC 17: 1d20 + 17 ⇒ (7) + 17 = 24 or be Staggered for 1 Round

Round 2

Jerevyx (-12)
-----------------------------------------------------------------
Oswin (), Xiaobo (-13), Alan (), Dragorin (), and Ravenmantle ()

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

A thin smile creases his lips as the evil dragons drop from the sky and The Ravenmantle fixes a dark gaze on the harpy. "Grandmother, one servant of darkness remains. One more to send to the Boneyard. Guide my arrows to make them strike true."
Lay on Hands: 3d6 + 3 ⇒ (2, 5, 2) + 3 = 12
hp 42/46
Declare smite on Jerevyx.
Attack (Manyshot): 1d20 + 18 ⇒ (1) + 18 = 19
Sorry Xiaobo, that hits you! Fortunately, you aren't evil.
Damage: 1d6 + 2 + 1d6 + 2 ⇒ (2) + 2 + (2) + 2 = 8
Attack (Rapid Shot): 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 1d6 + 9 + 2d6 ⇒ (5) + 9 + (1, 3) = 18
Attack (Iterative): 1d20 + 13 ⇒ (1) + 13 = 14
Wow, so much for Reckless Aim, the die roller hates me and Xiaobo.
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Damage to Xiaobo: 16
Damage to Jerevyx: 18

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Reflex: 1d20 + 5 ⇒ (8) + 5 = 13

The icy blast hits Oswin with full force! He staggers for an instant, but his faith gives him strength. He directs his ally to move behind the harpy and attack! Will provoke if necessary. Phys attacks can't damage it. And it gives and receives flanking if possible with our monk pals!

Attack: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14

Now the cleric converts a spell to heal himself.

Cure Serious: 3d8 + 8 ⇒ (7, 8, 1) + 8 = 24

-Posted with Wayfinder

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Dragorin summons forth more holy fire to cleanse the cave of Harpy filth.

Flame Strike - Half fire damage / Holy damage]
Damage: 9d6 ⇒ (4, 6, 2, 2, 4, 3, 1, 4, 1) = 27 DC 20 Reflex for Half

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Note that she moved directly above Xiaobo on the map.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Flame Strike doesn't say it has to touch the ground. I can have the Cylinder end right above Xiaobo.
Flame Strike

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

AoO, if first hits second attack comes into play.
1d20 + 11 ⇒ (6) + 11 = 171d10 + 6 ⇒ (10) + 6 = 16
1d20 + 11 ⇒ (11) + 11 = 221d10 + 6 ⇒ (3) + 6 = 9

Second AoO group
1d20 + 11 ⇒ (3) + 11 = 141d10 + 6 ⇒ (7) + 6 = 13
1d20 + 11 ⇒ (9) + 11 = 201d10 + 6 ⇒ (10) + 6 = 16

Full Attack, fighting defensively, moving 5' to try and start flanking positions
1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 151d10 + 6 ⇒ (2) + 6 = 8
1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 111d10 + 6 ⇒ (4) + 6 = 10

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

soory been busy shouldnt be problem now... Is she adjacent or higher up

-Posted with Wayfinder

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

If adjacent,

Xiabo will grapple using swift to add wisdom

grapple: 1d20 + 18 ⇒ (6) + 18 = 24

And using ki for defence AC 24

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Xiaobo tries to snatch her taloned foot and grab on to her, but can't manage to grab her as she deftly dodges out of the way. Oswin heals himself, then mentally commands his spell to push on the attack, likewise unable to connect. Up on the platform, Alan tries his darndest to land a solid blow with his many strikes, but only catches air.

Below, on the cave's floor, Dragorin summons unholy flame mixed with divine wrath. A small rip in the dimensional fabric or reality opens, and a pool of flame spills out, catching the Harpy Queen.

Refl: 1d20 + 9 ⇒ (11) + 9 = 20 <Takes Half>

Finally, attuning his soul to his bow, Ravenmantle levels three shots at the enemy of his faith, but two go wide, wildly punching right through Xiaobo's defenses while only one hits it's target.

A Nat 1 with Reckless Aim automatically hits someone else. Roll doesn't matter, (though Deflect Arrows I think would work). But, something to also keep in mind is that the Spiritual Ally is also a valid target next time.

Xiaobo looks more wounded and winded than the lone Harpy, who 5ft step flies down near Xiaobo and unleashes her own breath weapon, a gift of her draconic lineage, blitzing right through Xiaobo and also catching Alan, a single lightning bolt continues one, hitting the far wall where it and the icy coating explode.

Breath Weapon: 5d6 ⇒ (6, 4, 5, 3, 1) = 19
Refl DC 17 for Half

Round 3

Jerevyx (-43)
-----------------------------------------------------------------
Oswin (-4), Xiaobo (-29), Alan (-28), Dragorin (-28), and Ravenmantle (-4)

The Harpy is still Flying, but she has "5ft Stepped" back down to the throne's ground level where Alan, Spiritual Ally, and Xiaobo are. Just a recap, the Cave has a 40ft high ceiling, and the throne is atop a ice pillar, 20ft high. So atop that pillar there is only a 20ft space to the ceiling.

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

I forgot about the spiritual ally being in close combat. If any more 1s come up, I'll roll to see who it hits (and yes, it is an autohit)
Frustrated with his terrible aim in the last attack, The Ravenmantle concentrates and draws forth more arrows, sending them flying against the harpy once again. His first pair nearly hit Xiaobo again, but the second and third volley are more accurate.
Attack (Manyshot): 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 1d6 + 9 + 2d6 + 1d6 + 9 + 2d6 ⇒ (6) + 9 + (5, 2) + (3) + 9 + (3, 4) = 41
Attack (Rapid Shot): 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d6 + 9 + 2d6 ⇒ (3) + 9 + (2, 2) = 16
Attack (Iterative): 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d6 + 9 + 2d6 ⇒ (4) + 9 + (1, 6) = 20

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Oswin moves a little closer, hoping to maybe lend some healing support. He commands his ally to moves around the harpy and strike!

Attack, flank: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d10 + 2 ⇒ (1) + 2 = 3

If it looks like he can channel to heal his friends, but exclude the harpy, he will.

Channel, if it will work: 4d6 ⇒ (1, 2, 2, 6) = 11

I moved 5'. If I can make the channel work by not moving, or by moving up to 5' more, then that is what I'd like to do. I realize the others are 20' up, so that complicates things considerably. If I make a 30' dome, I may not be able to hit catch our monks at all.

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

just so u know Becket i can flat foot jump 10 feet, maybe 15 i have to double check, in air without rolling

Xiaobo will grapple again using swift to add wis and ki for ac

grapple: 1d20 + 18 ⇒ (7) + 18 = 25

-Posted with Wayfinder

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

Alan moves into a flanking position and continues his assault.

reflex: 1d20 + 13 ⇒ (18) + 13 = 31

acrobatics: 1d20 + 21 ⇒ (3) + 21 = 24

attack: 1d20 + 10 - 2 + 2 ⇒ (2) + 10 - 2 + 2 = 12
damage, nonlethal: 1d10 + 6 + 1d6 + 3 ⇒ (2) + 6 + (2) + 3 = 13

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Dragorin follows up the unholy fire with a grid of lawful energy that fills the air around the creature.

Order's Wrath
Damage: 4d8 ⇒ (2, 3, 5, 7) = 17 and dazed; DC 19 Will save for half damage and negate dazed

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Alan, there is no one for you to Flank with. Oswin's Spiritual Ally is Flanking with Xiaobo by flying over the side of the ledge). You can, however, just 5ft step up to attack.
...
Oswin, you can hit yourself, Dragorin and Ravenmantle from where you are, but not really going to be able to hit the others at all (even if you move) because they are also 20ft up.
...
Xiaobo, there is no reason to jump at all? The Harpy, while "flying" is even with you now, and was only 5ft up last round.

Weaving to avoid a great many of your attacks, the Harpy Queen two arrows to the chest, and then gets slammed with another area spell.

Will: 1d20 + 11 ⇒ (3) + 11 = 14 <ouch!!!>

Round 3

Jerevyx (-99 + Dazed)
-----------------------------------------------------------------
Oswin (), Xiaobo (-29), Alan (-28), Dragorin (-17), and Ravenmantle ()

Combat over

Conclusion :)
Unable to fend of the mental assault to her system, the Harpy falls limply to the ground, allowing Xiaobo and Alan to knock her out completely and bind her. A quick search of the rest of the cave finds a small assortment treasures. Inclded amongst them are some rather intriguing items. . . After a bit of research and trial and error, you find an Amulet of Natural Armor +1, Cloak of Resistance +1, a gold circlet and jewelry worth 450 gp, a Bolderhead Mace, and a small assortment of art.

Wanting to bring her back alive, both as a trophy and a gift to the centaur's, you make the long trek back to the camp, and once again hailed as heroes. Once again, the tribe offers to give you a sort of brand, expending on the previous one that marks you as both a friend to the tribe, and as honored warriors, individuals they have deemed to have earned it.

In many ways, you have saved their tribe, and they are thankful, both to you and to the Pathfinder Society. They agree to join you, sending many of their warriors back to the Grand Lodge with you, and fight alongside you in the upcoming Ruby Phoenix Tournament.

You travel home swiftly, and upon your return, novice and experienced Pathfinders alike form a gauntlet, heralding your heroic return. Walking the line, some raise mugs, others cross swords to form a sort of low ceiling, while different spellcasters cast minor magics, all forming a canopy for you to walk through as you make your way to report in.

But, as always, you are given little time to rest and relax after your last mission, as duty always calls. . .

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

good game let me know what the next

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm asking about it over on the Discussion Thread.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Woohoo! Hail the Concurring Heroes!

151 to 190 of 190 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PbP PFS 3 - 04 The Kortos Envoy GAME All Messageboards

Want to post a reply? Sign in.