Pirate Rob's Emerald Spire Campaign (Inactive)

Game Master Pirate Rob

Emerald Spire - PFS "Campaign Style"
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Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi watches Tico, waiting. He examines the pool, hesitant to touch the water before the cleric declares it free from magic.

A cool breeze and rivulets of water move with him, keeping the bald kineticist cool in the warm environs.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

If Tico doesn't notice anything than Nar will prepare himself to continue through the room.


Aspenthar

The northern door seems to be locked. The most recent footprints head back your direction. You would guess whoever was here fled through the double doors you passed earlier.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

I will try to pick the lock as otherwise we can only retrace our steps...

disable device: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Before open the door, Tico casts Shield of Faith on Valya.

"Be careful, my friend."

@Valya gained +3 deflection bonus on AC for 7 minutes.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

In a case of YMMV Nar can help with the lock picking if allowed, but there are certainly arguments both for and against - if so he can't fail to aid

Agreed Valya, though it does seem the footsteps went the way we came, I'm loathe to leave things unexplored and at my back if we don't have to.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

What is YMMV?


Aspenthar

Your mileage may vary. There are some weird rules about exactly who can assist when. Sorry I ended up away from my desktop most of the weekend.

Even with Nar's help the lock doesn't budge, it seems quite well made. With enough work Val thinks she could get it although it would likely take several minutes.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Tico can cast Shield of Faith on Valya after these several minutes? :x


Aspenthar

Sure, DC is 30 on the lock so it's within Valya's range, but a take 20 sort of operation.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi offers quiet words of encouragement to Val as she works the lock, not thinking that his interruptions might be more distracting than helpful.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Sorry boys, I've not picked a lock in a while... just give me a minute here...

Valya glares at the lock as she settles in to try every combination of pressure and technique she can to open the lock.

OK taking 20 for total 30!


Aspenthar

Eventually...

after what feels like a very slow...

several minutes of grinding...

and pinching...

the door finally opens.

Revealing a 15ft hallway.

The hallway seems safe enough but it turns out the door on the other end is also locked.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

With another locked door Nar will pull out his tools and start fiddling, unless we'd rather double back.

Disable: 1d20 + 11 ⇒ (12) + 11 = 23

or if needed Take 20 is 31


Aspenthar

This lock seems just as tough as the previous one. After several more minutes of fiddling this lock opens as well.

In the west wall of this chamber, a natural cavern corridor descends
into darkness. A cold wind rises from it, carrying a foul stench.

To the east another short passageway ends in a door.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Tico casts detect magic and scans the room.

Kn. Arcana: 1d20 + 5 ⇒ (19) + 5 = 24

Perception: 1d20 + 11 ⇒ (13) + 11 = 24

The door at the east seems to be locked?


Aspenthar

Locked indeed!

Your guest closes her eyes and strains for a moment as though attempting to remember some detail before she speaks.

"I think..."

"I think this door leads to the same big chamber as the double doors, although there might be another smaller chamber in the way..."

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

"Well, do you recall anything about the smaller chamber? Or the bigger chamber?"

Her being here seems a bit too convenient.

Sabi is a bit impatient with ... all ... of ... the ... waiting, but he understands the importance of properly opening doors. He causes a drop of water to dance across the floor and run up a wall while he waits for those skilled in doing so to unlock the doors.


Aspenthar

She responds to Sabi's question"I remember a door on the northwestern side of the big room, I don't have a good enough sense of distance to know for sure that it connects here, has to be at least close though. Sorry my details aren't better"

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

"So, here is the plan: try to unlock the door and wait tili I bless us all before cross the door, right?"

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

This is getting old

Disable: 1d20 + 11 ⇒ (20) + 11 = 31


Aspenthar

Eventually the party finds their way through the 3rd unlocked door, with Tico blessing the party right as it pops open revealing a vast chamber that glows with green light that seems to emanate from the stone itself.

Along both sides of the chamber are emerald pools, above which loom gigantic serpent statues, their fanged maws pouring rivulets of green liquid into the pools below. On the far end is a glorious serpent statue plated with green metal scales, reaching nearly to the high ceiling. This statue is missing its fangs.

In the center of its body is a glowing green emerald the size of a fist, held in place by brackets of dark metal.

In front of the serpent statue is a 2 headed serpent folk (See slide 2 for full picture.

Tiawask shouts "That's him, Uzar Kus, their foul leader!"

The serpentfolk already has his dagger out and silently splits into
MI: 1d4 + 1 ⇒ (2) + 1 = 3

4 copies.

init:

Uzar: 1d20 + 11 ⇒ (1) + 11 = 12
Tiawask: 1d20 + 10 ⇒ (8) + 10 = 18
nar: 1d20 + 10 ⇒ (16) + 10 = 26
tico: 1d20 + 1 ⇒ (9) + 1 = 10
sabi: 1d20 + 8 ⇒ (2) + 8 = 10
valya: 1d20 + 2 ⇒ (11) + 2 = 13

Initiative

Nar
Tiawask
Valya
Uzar (3 images)
Sabi
Tico

Nar is up!

Party is blessed!

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Tico blessed the party before open the door with:

1. Communal Protection from Evil: 1 minute for Valya, 1 minute for Sabi, 1 minute for Nar, 1 minute for Tiawask, 3 minutes for Tico.

2. Blessing of Fervor to entire party for 7 rounds.

3. Shield of Faith on Valya (+3 Deflection bonus on AC for 7 minutes).

4. Heroism on Sabi (+2 morale bonus on attack rolls, saves, and skill checks for 70 minutes).

5. Entropic Shield on himself (Each ranged attack directed at Tico for which the attacker must make an attack roll has a 20% miss chance. Duration: 7 minutes).

I hope you enjoy. :)

@Pirate GM, may I make a knowledge check to know the weakness and defenses of this creature?


Aspenthar

It appears to be a serpentfolk with 2 heads. IIRC nobody in the party has knowledge nature. Especially considering the mirror image you should suspect similiar SLAs to before, dominate, suggestion, blur. Of course it's weird and has 2 heads so it's hard to be sure.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Knowing everyone is behind him Nar will move into the room, drawing his bow on the way and fire an arrow off at the leader.

Attack: 1d20 + 14 ⇒ (3) + 14 = 17DMG: 1d8 + 7 ⇒ (7) + 7 = 14

Taking Blessing of Fervor to AC and attacks


Aspenthar

Uzar-Kus's heads split apart, as Nar's arrow travels between them.

As Nar moves past the first serpent statue though, glowing runes appear under his feet as it spits a gob of acid at him.

touch: 1d20 + 10 ⇒ (20) + 10 = 30
acid confirm: 1d20 + 10 ⇒ (10) + 10 = 20

acid crit: 4d4 ⇒ (1, 3, 4, 4) = 12

slamming directly into the ifrit and burning a hole in the back of his armor. It feels unpleasant like it'll continue to burn.

Spellcraft 17:
The statue fired an acid arrow spell, a powerful one, will likely burn for several more rounds.

Note, this counts as ongoing damage for concentration checks if you decide to cast a spell.

Tiawask points to the far corner

"I see my bag, it's probably still got my scrolls at least!"

Tiawask quickly darts into the room, squeezing behind the big snake statue.
Initiative

Valya
Uzar (3 images)
Sabi
Tico
Nar 39/51 Acid
Tiawask

Valya is up!

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Valya charges the status, swinging her sword in a huge overhand chop.

sword: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
magic/slashing: 1d10 + 3 + 1 ⇒ (2) + 3 + 1 = 6

AC28


Aspenthar

[ooc]I'm going to assume Valya is charging the 2 headed serpentfolk monster and autocorrect had fun.

Valya's charge does pop one of the images.

The serpentfolk acts as though 2 brains were directing it simultaneously biting and stabbing at Valya

GM Dice:
bite: 1d20 + 17 ⇒ (2) + 17 = 19
bite: 1d20 + 10 ⇒ (10) + 10 = 20

Not connecting with either while simultaneously stepping back and staring down Sabi with its other head.

Sabi Will DC 21:
Dominate Person, but you're immune from protection from Evil so it doesn't actually matter. [ooc]As a note, this creature doesn't take the 1 round to cast dominate.

Sabi
Tico
Nar 39/51 Acid
Tiawask
Valya

Uzar (2 images)

Everybody is up!


Aspenthar

Nar's ongoing acid damage: 2d4 ⇒ (1, 1) = 2

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Nar will continue firing on the 2-headed monster.

Attack 1: 1d20 + 12 ⇒ (19) + 12 = 31DMG: 1d8 + 7 ⇒ (6) + 7 = 13
Attack 2: 1d20 + 12 ⇒ (7) + 12 = 19DMG: 1d8 + 7 ⇒ (8) + 7 = 15
Attack 3: 1d20 + 7 ⇒ (13) + 7 = 20DMG: 1d8 + 7 ⇒ (7) + 7 = 14

Does that thing have two heads, or four, or six?

and he'll use a Lay on Hands to get some health back

LoH: 2d6 ⇒ (4, 2) = 6


Aspenthar

MI 1=real: 1d3 ⇒ 3

Nar pops both remaining images leaving a firm answer to his question:

2 heads.

No wounds though.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

A pox upon the house of auto-correct!!

Exhibiting a most unladylike scowl, Valya follows the serpentfolk as it steps back, trying to distract it with swings of her sword and shield.

sword: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
slashing/magic: 1d10 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Shield Bash: 1d20 + 12 ⇒ (9) + 12 = 21
bashing/piercing/magic: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

sword: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16
slashing/magic: 1d10 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10
Valya Sunrider wrote:

Valya charges the status, swinging her sword in a huge overhand chop.

[dice=sword] 1d20+11+2
[dice=magic/slashing]1d10+3+1

AC28

@Valya: remember the +3 deflection bonus on your AC, from the Shield of Faith.

Tico starts to summon a monster to aid them in the battle.


Aspenthar

Tiawask steps up and grabs her bag and begins rummaging through it.

Valya follows up and connects with the agile two-headed serpent once.

Sabi steps forward, gathers power and fires over Valya's shoulder.

Copy pasted the last attack, +2 from BoF, +2 from Heroism

Cold Blast: 1d20 + 13 + 2 + 2 ⇒ (5) + 13 + 2 + 2 = 22
cold: 4d6 + 8 ⇒ (4, 1, 6, 4) + 8 = 23
Empowered to 34

Despite cover Sabi manages to slam the snake with a powerful blast of cold.

GM Dice:
bite: 1d20 + 15 ⇒ (16) + 15 = 31
damage: 1d6 ⇒ 2

Ray: 1d20 + 15 ⇒ (4) + 15 = 19
pew: 1d6 + 3 ⇒ (2) + 3 = 5

Tico's shield of faith narrowly protects Valya from a vicious bite as the serpent steps back again and fires off a black ray at Valya, hitting the tiefling.

Valya fort DC 17:
Ray of Enfeeblement. -5 strength if failed, -2 if succeed

Sabi
Tico
Nar 43/51 Aci
Valya

Tiawask
Uzar 41

Everybody is up!

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Oh I get it now

Continues raining down arrows in the general direction of the two-headed serpent Though I'm guessing not much more than the general direction

Attack 1: 1d20 + 12 ⇒ (11) + 12 = 23DMG: 1d8 + 7 ⇒ (3) + 7 = 10
Attack 2: 1d20 + 12 ⇒ (2) + 12 = 14DMG: 1d8 + 7 ⇒ (6) + 7 = 13
Attack 3: 1d20 + 7 ⇒ (11) + 7 = 18DMG: 1d8 + 7 ⇒ (4) + 7 = 11


Aspenthar

None of Nar's arrows connect unfortunately.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

fort save: 1d20 + 7 ⇒ (8) + 7 = 15

The beam of black energy catches Valya right in the centre of her chest. Her shoulders slumping, much of the energy she had for the fight seems to have gone out of her.

She seems to raise her weapons more slowly now, even as sweat breaks out on her brow at the exertion, she bites her lip and continues to strike.

sword: 1d20 + 11 - 2 - 3 ⇒ (7) + 11 - 2 - 3 = 13
slashing/magic: 1d10 + 3 + 1 - 3 ⇒ (10) + 3 + 1 - 3 = 11

Shield Bash: 1d20 + 12 - 3 ⇒ (10) + 12 - 3 = 19
bashing/piercing/magic: 1d6 + 3 + 2 - 3 ⇒ (6) + 3 + 2 - 3 = 8

sword: 1d20 + 6 - 2 - 3 ⇒ (17) + 6 - 2 - 3 = 18
slashing/magic: 1d10 + 3 + 1 - 3 ⇒ (7) + 3 + 1 - 3 = 8

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

A cloud appears close to the two-headed serpent and from there, a grizzly bear jumps over it!

Tico summoned a grizzly bear. Round 1/7.

claw #1: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 5 ⇒ (3) + 5 = 8 grab, if hit 1d20 + 13 ⇒ (18) + 13 = 31
claw #2: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 5 ⇒ (1) + 5 = 6 grab, if hit 1d20 + 13 ⇒ (3) + 13 = 16
bite: 1d20 + 7 ⇒ (4) + 7 = 111d6 + 5 ⇒ (4) + 5 = 9

Crit conf for claw #1: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 5 ⇒ (6) + 5 = 11

"Go back to hell, damned creature!", Tico taunt the two-headed serpent as he draws down his holy power to smite it, causing a divine explosion over it.

Now, Tico cast Holy Smite. If it is evil, it took 4d8 ⇒ (4, 5, 4, 6) = 19 of damage; if it is evil outsider, it took 7d6 ⇒ (4, 2, 2, 3, 3, 3, 6) = 23 of damage, anyway it become blinded for 1 round. If it succed in a Will saving throw DC 22, it halves the damage and it is not blinded.


Aspenthar

In Valya's weakened state she is unable to move fast enough to keep up with the nimble serpent.

Meanwhile Tico's newfound grizzly buddy doesn't pause at its strange circumstances and claws right into the serpent.

The bear manages to grab the serpent with its first claw, holding and ripping but not with any of its other attacks.

Nar's acid continues to burn acid damage: 2d4 ⇒ (4, 2) = 6

TicoSR: 1d20 + 7 ⇒ (9) + 7 = 16
TicoSR2: 1d20 + 7 ⇒ (14) + 7 = 21
Tiawask save: 1d20 + 13 ⇒ (3) + 13 = 16

Tiawash seems only minorly burned

Tico's spell washes over the 2 headed serpent with no effect

Tiawask now has a jumble of items, most notable a wand in one hand and a scroll in the other. She taps herself with the wand.

spellcraft DC 17:
It's cure moderate wounds. healing: 2d8 + 3 ⇒ (7, 4) + 3 = 14

The serpent statue in front of the bear spits acid.
pew: 1d20 + 10 ⇒ (9) + 10 = 19
acid damage: 2d4 ⇒ (4, 2) = 6

Sabi gathers power and fires another blast from the hallway, slowly stepping forward.

Once agains successfully blasting the serpent.

Cold Blast: 1d20 + 13 + 2 + 2 ⇒ (15) + 13 + 2 + 2 = 32
cold: 4d6 + 8 ⇒ (2, 2, 4, 2) + 8 = 18
empowered to 27

concentration to cast while grappled: 1d20 + 14 ⇒ (15) + 14 = 29
concentration to cast defensivly: 1d20 + 14 ⇒ (19) + 14 = 33

Despite being grappled and threatened the serpent manages to let loose a fireball, catching Valya, Mr. Bear, Sabi and Nar.

fire damage: 6d6 ⇒ (1, 3, 4, 4, 6, 1) = 19
Reflex DC 19

Additionally he bites and stabs at the bear.

dagger: 1d20 + 17 ⇒ (7) + 17 = 24
damage: 1d4 + 2 ⇒ (1) + 2 = 3

bite: 1d20 + 10 ⇒ (20) + 10 = 30
damage: 1d5 ⇒ 1

bitecrit: 1d20 + 10 ⇒ (16) + 10 = 26
damagecrit: 1d5 ⇒ 4

Poison Bite Details:
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for
6 rounds; effect 1d2 Str; cure 2 save

Sabi (Reflex DC 19 vs 19 fire damage)
Tico
Nar 37/51 Ac (Reflex DC 19 vs 19 fire damage)
Valya (Reflex DC 19 vs 19 fire damage)

Tiawask
Uzar 76 grappled

Everybody is up!

I was in a rush this morning, looking over the post I am reminded of why I normally gather all the dice in a spoiler, post looks so cluttered this way.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

@Pirate GM, Fireball has Somatic component, and since the two-headed serpent is grappled, I think it can't cast the fireball ("the only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand"). Or it can?

PS.: the bite damage is a d"5"? :P


Aspenthar

Opps bite should be d6, enjoy the d5. See discussion for grapple notes.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Ref: 1d20 + 15 ⇒ (12) + 15 = 27
Nar will avoid the worst of the fireball and heal himself a bit and fire around the bear not seeing a better option.
LoH: 2d6 ⇒ (2, 5) = 7

Ignoring bear for purposes of soft cover

Attack 1: 1d20 + 12 ⇒ (13) + 12 = 25DMG: 1d8 + 7 ⇒ (1) + 7 = 8
Attack 1: 1d20 + 12 ⇒ (12) + 12 = 24DMG: 1d8 + 7 ⇒ (2) + 7 = 9
Attack 1: 1d20 + 7 ⇒ (11) + 7 = 18DMG: 1d8 + 7 ⇒ (7) + 7 = 14

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

ref save: 1d20 + 7 ⇒ (12) + 7 = 19

As the flames expand, Valya manages to bring up her shield and hunker down, letting the worst of the magical fire be deflected away, though her flesh still stings slightly from the burning magic.

Continuing her assault, Valya swings her weapons slowly.

sword: 1d20 + 11 - 2 - 3 ⇒ (2) + 11 - 2 - 3 = 8
slashing/magic: 1d10 + 3 + 1 - 3 ⇒ (2) + 3 + 1 - 3 = 3

Shield Bash: 1d20 + 12 - 3 ⇒ (13) + 12 - 3 = 22
bashing/piercing/magic: 1d6 + 3 + 2 - 3 ⇒ (3) + 3 + 2 - 3 = 5

sword: 1d20 + 6 - 2 - 3 ⇒ (3) + 6 - 2 - 3 = 4
slashing/magic: 1d10 + 3 + 1 - 3 ⇒ (6) + 3 + 1 - 3 = 7

hp 55/60

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Grizzly Bear:

Reflex DC 19: 1d20 + 5 ⇒ (3) + 5 = 8 ugh!

Bite's poison:
Fort DC 19: 1d20 + 8 ⇒ (7) + 8 = 15
Str dmg: 1d2 ⇒ 1

Poor bear...

Tico enters in the room and channels positive energy to help his allies.

Exclude only the two-headed serpent with Selective Channel.

Channel Energy: 3d6 ⇒ (3, 3, 6) = 12

The bear tries to pin the enemy.

CMB: 1d20 + 13 + 5 ⇒ (10) + 13 + 5 = 28

I don't know well how grapple rules work, but if the bear can still make his attacks, here they go:

Claw #1: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 5 ⇒ (5) + 5 = 10
Claw #2: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 5 ⇒ (3) + 5 = 8
Bite: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 5 ⇒ (3) + 5 = 8

Bear HP (after the channel energy): 27/42


Aspenthar

Rake is a special ability that lets a creature make its attacks in addition to a grapple.

The Serpentfolk struggles until the end, fighting to the death but once pinned by the bear is easily finished off.

Tiawask will gladly heal any of you with her wand before apologizing fro her deception and turning into a Serpentfolk

"My apologies Pathfinders, my real name is Ziskaa, Uzar-Kus was an ursurper, twisting our tribe and imprisoning me, the true leader. With my telepathy I heard your promises to leave our hatchery alone. I will hold you to that promise and show you the true way out."

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

I suppose deception was a requirement of survival. You haven't harmed us so fair enough. Though we also seek safe passage to the next level, and will return here in peace from time to time. Is this agreeable?

Valya eyes the serpentfolk curiously.


Aspenthar

Ziakaa nods.

She shows you the secret passageway from the bottom of the sauna pool back up to the room you initially came in, as well as the password to bypass the teleport trap.

From here you can go up or down.

I've also revealed the hatchery on the map.

Level complete, I'll get chronicle sheets out over the weekend, don't forget to roll day jobs if appropriate.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10
Ziskaa wrote:
"My apologies Pathfinders, my real name is Ziskaa, Uzar-Kus was an ursurper, twisting our tribe and imprisoning me, the true leader. With my telepathy I heard your promises to leave our hatchery alone. I will hold you to that promise and show you the true way out."

"For Sarenrae! How I did not realize her disguise?", he thought.

"Despite I don't agree with lies, I can try understand your situation. Next time, try to trust in those who is offering help."

The cleric follow her and the rest of the party in the exploration of this level, until they reach the way out.

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