Redelia's Race for the Runecarved Key (Inactive)

Game Master Redelia

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Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Never lose sight of your mission due to lesser evils, Hamith recalls the teachings of the old hermit teacher.

But...If only I had more time to investigate, he thinks.

Hamith jabs a gauntleted finger at Vaor. "I'm sure a good businessman like yourself has a contingency plan, and kept some of these seeds. Give us a sample of them, now. Or if not, where you placed them.

"And know this, if any evil is being perpetrated here, I will be back to visit judgement upon you. Do not let your souls be tainted. There is always light behind the clouds."

Diplomacy to convince them to repent?: 1d20 + 11 ⇒ (17) + 11 = 28

Sorry, paladin's gotta paladin.

Later, Hamith inspects the symbol on the letter. Once they are away from the warehouse he turns to his companions and says, "Someone must have seen Vaor's teeth. Please, if anyone can identify what type of creature that is, let me know."

Knowledge (religion): 1d20 + 4 ⇒ (10) + 4 = 14

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9

Gbagbe thinks a bit about Hamith's question, then tells him what kind of creature has teeth like Vaor. He also rummages through the jumble of his brain to see if he recognizes the symbol on the note.

Knowledge (local): 1d20 + 7 ⇒ (8) + 7 = 15
Knowledge (religion): 1d20 + 7 ⇒ (9) + 7 = 16

Grand Lodge

”Kiliuk” Male CG half-orc barbarian 1 | HP 17/17 | AC 17 T 11 FF 16 | CMB +3, CMD 14 | F +6, R +1, W +0 | Init +1 | darkvision 60ft; Perc +6 | Speed 40ft (30ft in armor) | Active conditions: None

Looking over the symbol Oloch thinks back on his training at the warrior temple. Remembering the reviews of theology back in the day he thinks...

Knowledge Religion assist Gbagbe: 1d20 + 4 ⇒ (8) + 4 = 12

"Gbagbe do you think might be one of the old sects of worshipers dating back many years ago? The name escapes me at the moment."

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9
Pregen by Poblano wrote:
"The name escapes me at the moment."

"Yeah, I know how that feels," Gbagbe replies, rolling his large eyes.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn nods, but has no clue about the symbol everyone was obsessed about. At least they knew Vaor wasn't actual bidding competition tomorrow.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Hey c'mon, don't worry about it. Wacky arcane sigils can always go back to the Lodge for later finding. For now we've got a bigger better artifact to win a completely legitimate bid for.


Venture Lieutenant, Play by Post (online)

You are unable to remember enough to identify the symbol.
Hamith remembers the creature is a wererat.

What adventure now?
1. The curse: frighten off a competetor
2. Glow of the Rushlights: investigation
3. Dead woman's debts: visit the home of a dead woman who owed a debt to the Society to see if you can find what she owed
4. Hydra bait: gladitorial combat
There's lots of time left, so you should be able to do more than one of these.

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9
GM Redelia wrote:
Hamith remembers the creature is a wererat.

No, no, no! Gbagbe remembered it! And he never remembers anything!

My thoughts on the options:
1. We have a couple of intimidators, so a possibility.
2. Doesn't necessarily play to any of our strengths, but we have a decent range of Knowledge and Diplomacy.
3. Sangkip will be able to find money owed, I'm guessing.
4. This is right up Oloch's alley, and Hamith would do great also. The rest of us, not so much.

I say we do 4, just for Oloch, and I'm flexible about the others, really.

Dark Archive

female Ifrit Sorcerer (Tattood) 2
Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

I am more inclined to 2 or 3.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

I support doing 4 to support the martials in finding something to beat on. Robyyn will hold his own in support there, too. Then 2/3 both look appealing.

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Hamith says to the others, "Didn't Miss Heidmarch say something about a gladiatorial combat? Oloch, perhaps the Lord in Iron and the Inheritor will have their servants fully aligned in this task!"

As long as the casters are okay with it, voting for 4 then 2.


Venture Lieutenant, Play by Post (online)

"We’re still a little short on funds and we need to make some quick coin! If you’re daring enough, head over to the Alabaster District and enter a hydra baiting competition at the Serpent’s Run coliseum. The Master of Games, Axetongue Droaeb, has offered a decent sized purse to adventurers willing to get in the ring with one of his ferocious multi-headed beasts. As always, this event draws a tremendous crowd, one whose coin will more than double the purse he pays to contest participants."

You return to the stadium where you found Axetongue to sell him the lizard. At first he is disappointed that you don't have any exotic creatures to sell you, but as he hears your offer, his eyes light up.

He takes you to a small alcove overlooking an arena. Handlers are bringing a small hydra into the arena. "If you can fight with this hydra for 6 rounds, I will pay you. If the hydra dies before that, you get nothing. If you can keep it going longer, you'll get a bonus. If any of you lot fall unconscious, you lose. Any questions?"

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Could we possibly just get more hydras if we finish this one off too fast?

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9

"Um, yeah," Gbagbe asks hesitantly. "We're fighting the hydra, but we're supposed to keep it alive? So we spend more time in the arena with it?" He makes a loud gulp sound, then says, "Um, okay, I guess..."

He extends a long, slender finger and scratches his head, trying to think what he's heard about such creatures.

Knowledge (arcana): 1d20 + 7 ⇒ (18) + 7 = 25

Funny to think that six rounds sounds like a reasonable time for this fight, except that the spectators will get to watch the fun for 36 seconds of real time. I'm thinking I might use my amnesiac spell recollection ability to try to cast shadow trap - if we can pin it in place for 1-3 rounds, it'll work in our favor.


Venture Lieutenant, Play by Post (online)

"Nope. If you finish the beastie off too fast, my audience isn't entertained. They don't have time to place enough bets. 6 rounds, or nothing."

Gbagbe knows that hydras have multiple heads. The heads grow back (two per head cut off) if they're not cauterized with acid or fire. Cutting off a head must be done with a slashing weapon, and requires a sunder combat maneuver.

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

We also have an ifrit sorcerer with acid splash. If we can chop its heads down to one while cauterizing them, that will help enormously.

Hamith says, "We can do this. We have the gods of battle and valor on our side!"

But can you?

...

Can you last?

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip shrugs, Fair enough. He sends his daggers dancing around his palms, and turns to Oloch, What do you say, big guy. Last one to get a head for good buys the drinks?

Sangkip has acid splash as well

Grand Lodge

”Kiliuk” Male CG half-orc barbarian 1 | HP 17/17 | AC 17 T 11 FF 16 | CMB +3, CMD 14 | F +6, R +1, W +0 | Init +1 | darkvision 60ft; Perc +6 | Speed 40ft (30ft in armor) | Active conditions: None

Hearing that battle even a blood sport fight within an arena perks up Oloch interest. "Yes a battle. I have never fought a Hydra. I look forward to it!" Hefting his greatsword above his head Oloch shouts a prayer "Gorum may this blade be guided by your hand."

Sorry for the long time between posts. Didn't realize it was so active all of a sudden :)

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn nods his head. "We've got this. I can help make sure that it's not as good at hurting us; it'll be less dangerous to keep it alive so long."


Venture Lieutenant, Play by Post (online)

You move out into the arena, and the handlers let go of the hydra and get out of the way.

Initiative:

Feuerseele: 1d20 + 10 ⇒ (8) + 10 = 18
Sangkip: 1d20 + 5 ⇒ (4) + 5 = 9
Oloch: 1d20 + 3 ⇒ (9) + 3 = 12
Robyyn: 1d20 + 3 ⇒ (2) + 3 = 5
Hamith: 1d20 + 1 ⇒ (3) + 1 = 4
Gbagbe: 1d20 + 2 ⇒ (9) + 2 = 11
hydra: 1d20 + 3 ⇒ (17) + 3 = 20

The hydra charges toward you, it's heads waving threateningly. Then, each head seeks out a target to bite.
bite, Hamith: 1d20 + 8 ⇒ (3) + 8 = 11
bite, Hamith: 1d20 + 8 ⇒ (6) + 8 = 14
bite, Oloch: 1d20 + 8 ⇒ (14) + 8 = 22
bite, Oloch: 1d20 + 8 ⇒ (19) + 8 = 27
bite, Sangkip: 1d20 + 8 ⇒ (18) + 8 = 26
damage, Oloch: 1d8 + 5 ⇒ (1) + 5 = 6
damage, Oloch: 1d8 + 5 ⇒ (3) + 5 = 8
damage, Sangkip: 1d8 + 5 ⇒ (3) + 5 = 8

Hydra
Feuerseele
Oloch (-14 HP)
Gbagbe
Sangkip (-8 HP)
Robyyn
Hamith

The entire party is up.

Dark Archive

female Ifrit Sorcerer (Tattood) 2
Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

Moving a few steps aside Feuerseele and unleashes a fan of flames
Burning hands, DC 18Refl for half: 4d4 ⇒ (3, 2, 4, 2) = 11

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Following the burst of flames, Sangkip closes on the Hydra, blades dancing before him in a blur as he tries his best to keep the teeth at bay.

Dagger, Defensively: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
Magic P/S: 1d3 + 6 ⇒ (1) + 6 = 7
Dagger, Defensively: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Magic P/S: 1d3 + 2 ⇒ (3) + 2 = 5

AC 22

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn steps a few feet back, making sure to stay out of reach of those serpentine heads. He fixes his gaze on one of the heads and begins weaseling his mental influence into and against the hydra's combat strength. Even as he does so, a wicked cackle erupts from the sylph as a vision of their prolonged victory enters his mind.

Actions:

5' step
Standard: Evil Eye (-2 to attack), 8 rounds duration or Will DC 16 for 1 round
Move: Cackle

PRD wrote:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
PRD wrote:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye (-2 to attack): 8 rounds or 1 round + cackle

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Amidst the combat, Hamith says, "Feuerseele, wait until we get the heads off before burning them. Oloch, let's try to cut a pair of heads make this easier!"

Then he lashes out with his blade at the closest neck he can find.

Hamith provokes an AoO due to the sunder combat maneuver. If he drops below 26 hp from the hydra's attack, he will use a swift action at the end of his turn to heal himself with Lay on Hands. I will roll it below just in case.

Mechanics:

Misc Action
5 ft. step up

Standard Action
Sunder hydra head

Sunder: 1d20 + 7 ⇒ (7) + 7 = 14
DMG (slashing): 2d6 + 4 ⇒ (1, 3) + 4 = 8

Swift Action
Lay on Hands (self)

Lay on Hands (self): 2d6 + 4 ⇒ (4, 2) + 4 = 10

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9

DM - assuming buffs are okay before we go in, Gbagbe would have consumed his cognatogen cocktail and used his wand of mage armor.

Robyyn - if you're planning on adding more Evil Eye to this beastie, it would be great to have a penalty to its saves.

Gbagbe darts aside in alarm, heading to the closest pillar and scrambling up it, his slightly sticky feet making it easy to ascend to relative safety. He then tries to recall a useful spell for the situation, sending a huge illusionary pin into the ground, where it anchor's the hydra's shadow!

Take 10 on climb for a 23 to climb pillar. Use Spell Recollection to cast shadow trap, DC 16 Will save or it's entangled and can't move more than 5 feet from its current position. Lasts 3 rounds with a new save every round.

Spell recollection check: 1d100 ⇒ 42 = success

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Gbagbe wrote:
Robyyn - if you're planning on adding more Evil Eye to this beastie, it would be great to have a penalty to its saves.

Will do. I would normally start with saves, but since our goal is actually to keep it alive for a while, I went with attacks this time. (I.e. start with keeping us alive first.) Saves will be next.

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9
Robyyn wrote:
Will do. I would normally start with saves, but since our goal is actually to keep it alive for a while, I went with attacks this time. (I.e. start with keeping us alive first.) Saves will be next.

I think that was the right plan, I'm just trying to strategize a bit. Speaking of which, if the hydra fails its save against Shadow Trap, we should all just back off and let it keep trying to save, since that will burn rounds. We can heal or buff as needed while it tries to free its shadow. Sound good?

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Agreed on all counts. If worse comes to worse, and the melee start to get low, Hamith can take the majority of the attacks since he can heal himself in combat.

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9
Hamith wrote:
If worse comes to worse, and the melee start to get low, Hamith can take the majority of the attacks since he can heal himself in combat.

A fine plan - now we just need to get the hydra to buy into it!

Grand Lodge

”Kiliuk” Male CG half-orc barbarian 1 | HP 17/17 | AC 17 T 11 FF 16 | CMB +3, CMD 14 | F +6, R +1, W +0 | Init +1 | darkvision 60ft; Perc +6 | Speed 40ft (30ft in armor) | Active conditions: None

"Gorum this will be a fine battle!" Oloch yells at the top of his lungs so the spectators can hear him clearly. Offering a wick prayer top his God Oloch glows beautifully as his wounds from the Hydra's bite start to seal up.

"WAAGHhhh!" moving up Oloch aims to remove one of the heads swing his greatsword in a wide arc.

Mechanics:

Swift Action Spontaneously cast(dropping remove fear) cure light wounds with fervor on self, progress no AoO
CLW: 1d8 + 4 ⇒ (5) + 4 = 9
5ft step up to Hydra
Attempt to sunder Head, No improved sunder so AoO impending
Greatsword Sunder, PA: 1d20 + 9 - 0 ⇒ (17) + 9 - 0 = 26
Slashing, PA: 2d6 + 7 + 3 ⇒ (5, 6) + 7 + 3 = 21

Good plan. Oloch here will make him 'buy' into the plan. I can heal myself one more time while in combat

Sovereign Court

Chronicle Sheets GM Busy At Work........

Round 2
Hydra (-12)
Feuerseele
Oloch (-19 HP)
Gbagbe
Sangkip (-8 HP)
Robyyn
Hamith

GM Relief Relief as your GM needs time to make fort saves due to being ill.
The entire party is up.

Resolving Conditions.:

Reflex Save VS Burning Hands DC 18 1d20 + 7 ⇒ (2) + 7 = 9
Takes 11 Fire dmg.
Will Save VS Evil Eye DC 16 1d20 + 3 ⇒ (4) + 3 = 7
Evil Eyed.
Provoke AOO for Sunder Hamith 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 81d8 + 5 ⇒ (3) + 5 = 8
Miss
Will Save VS Shadow Trap DC 16 1d20 + 3 ⇒ (14) + 3 = 17
Not entangled.
Provoke AOO for Sunder Oloch 1d20 + 6 ⇒ (18) + 6 = 241d8 + 5 ⇒ (3) + 5 = 8
Hit for 8 dmg
Heals for 9.
Grow Heads in 1d4 ⇒ 2 rounds.

Target Selection:

1. Sangkip, 2. Hamith, 3. Oloch
Targetting......4d3 ⇒ (2, 3, 3, 3) = 11
Hamith 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 101d8 + 5 ⇒ (8) + 5 = 13
Oloch 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 201d8 + 5 ⇒ (2) + 5 = 7
Oloch 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 231d8 + 5 ⇒ (1) + 5 = 6
Oloch 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 141d8 + 5 ⇒ (6) + 5 = 11
Hydra heals 4.

Sangkip dances within the flames burning the Hydra caused by Feuerseele and the beast roars in pain even as daggers skip and slide along tough scales doing no damage. Hamith and Oloch comes in hard with their respective weapons while Robyn gvies it a stink eye distracting as the ground explodes in shadowy tentrils that fail to catch the beast.

All is not lost as Oloch lops off a head in the confusion while Hamith misses but it saves him the creature's ire as it lshes out with its remaining heads at him once, the other heads goign for the brave half orc instead. Fangs tear out flesh from his side though most of it fails to get past Oloch's protective clad steel.

A quick look will tell you that not only is the beast healing but that his severed heads seems to dividing itself......

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Hamith stays within reach of the hydra and lashes out again with his blade to try and cut off another head.

"Now, acid and fire on the stump so it won't grow back! Oloch, disengage if you are too injured."

Provoke another AoO for sunder maneuver.

Mechanics:

Standard Action
Sunder Maneuver

Sunder: 1d20 + 7 ⇒ (15) + 7 = 22
DMG (slashing): 2d6 + 4 ⇒ (3, 1) + 4 = 8

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Satisfied that he's limited the hydra's ability to harm them, Robyyn now begins to focus on its ability to resist the Pathfinders. Again giving it another wicked gaze as his laughter increases.

Actions:

Standard: Evil Eye (-2 saves), duration 8 rounds or Will DC 16 for 1 round
Move: Cackle

PRD wrote:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
PRD wrote:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye (-2 to attack): 8 rounds + cackle
Evil Eye (-2 saves): 8 rounds or 1 round + cackle

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9

Thanks for stepping in, nightdeath!

Gbabe will delay until after Robyyn, in the hopes of the hydra having a penalty to its saves.

Frustrated that he actually remembered the spell and it didn't work, Gbagbe decides to try a different delaying tactic. He conjures up an illusionary wall of fire around the creature, hoping to give his companions some space! As he does so, he calls out, "That fire is just like the fog from the other day!"

Cast silent image in area outlined in red, DC 16 Will save (plus any penalty from Robyyn's hex) to disbelieve if it's interacted with.

Gang - my thought with this is the front line can all back up and it will use rounds to get around the fire to us, getting us closer to our 6 rounds. Hope that works for you all!

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip scurries away from the hydra, hoping the sudden mist will cover his rather inexpert escape.
Acrobatics: 1d20 + 11 ⇒ (3) + 11 = 14

Puffing his cheeks up as far as they'll go, he expectorates a glob of acid at the hydra's neck stump!

Acid Splash: 1d20 + 8 ⇒ (17) + 8 = 25
Acid Damage: 1d3 ⇒ 3

Sovereign Court

Chronicle Sheets GM Busy At Work........

Round 2
Hydra (-20)
Feuerseele
Oloch (-19 HP)

Sangkip (-8 HP)
Robyyn
Gbagbe
Hamith

Bold is up.

Hamith Successfully sunders yet another head to the cheers and delight of the crowd.
Regrow 1d4 ⇒ 2
Aoo 1d20 + 6 ⇒ (10) + 6 = 161d8 + 3 ⇒ (3) + 3 = 6

Robyyyn seems to confused the crowd as he cackles once more, the crowd seems unsure what to make of it.
Will save 1d20 + 3 ⇒ (18) + 3 = 21

Gbagbe calls up an impressive wall of flame as the crowd gasps.
Will save 1d20 + 3 ⇒ (9) + 3 = 12

Sangkip fails to roll far and earns himself a head aimed for his troubles!
However he does aim a patch of aci that sears the creature!
Aoo 1d20 + 6 ⇒ (15) + 6 = 211d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

”Kiliuk” Male CG half-orc barbarian 1 | HP 17/17 | AC 17 T 11 FF 16 | CMB +3, CMD 14 | F +6, R +1, W +0 | Init +1 | darkvision 60ft; Perc +6 | Speed 40ft (30ft in armor) | Active conditions: None

Oloch having suffered a few excessive blows taking a step back and begins holding his Greatsword in a Defensive stance.

5 ft step and Total Defense.

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9

GM - assuming the pillars are tall enough, Gbagbe would have also climbed 5' further up on his turn, just in case the hydra decides to run around the flames and get uncomfortably close!

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Could the illusory mist help out against that AoO with some concealment?

Dark Archive

female Ifrit Sorcerer (Tattood) 2
Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

Seeing that the hydra is in pain Feuerseele repeats the firefan.
BH: 4d4 ⇒ (4, 4, 1, 3) = 12
Then moves in cover.


Venture Lieutenant, Play by Post (online)

Feuerseele, will to disbelieve fire: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14
Oloch, will to disbelieve fire: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Hamith, will to disbelieve fire: 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20

Oloch, Feuerseele, even with Gbagbe's statement, you believe the fire is real. Do you really want to step back into it?

hydra will: 1d20 + 5 ⇒ (3) + 5 = 8
hydra reflex: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21

Hydra takes half damage.

As you all watch, the hydra's regrowing heads shrivel and stop.

The hydra does seem to be healing itself.

I need those who failed will save to declare actions before the hydra can act.

Round 3
Hydra (-35)
Feuerseele
Oloch (-19 HP)
Gbagbe
Sangkip (-8 HP)
Robyyn
Hamith

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9

In case anyone who failed to disbelieve hesitates to enter the fire:

Gbagbe continues to concentrate on the illusionary fire, shouting to his companions, "This is special fire that can't hurt my friends! Only the hydra will be burned by it, so you can keep running through it to get away from him! The crowd will love it!"

And it will buy us time!

Just in case, Gbagbe also dips his long fingers into a pouch at his belt and pulls out a flask of acid.

Standard action to concentrate to maintain silent image, move action to pull out acid flask.

Grand Lodge

”Kiliuk” Male CG half-orc barbarian 1 | HP 17/17 | AC 17 T 11 FF 16 | CMB +3, CMD 14 | F +6, R +1, W +0 | Init +1 | darkvision 60ft; Perc +6 | Speed 40ft (30ft in armor) | Active conditions: None

Remove the 5ft step from my action.

Oloch wary of the fire behind him stays in place next to the hydra still in a defensive stance.


Venture Lieutenant, Play by Post (online)

assuming Feuerseele does still enter the fire
The hydra uses its three remaining heads to bite at everyone it can reach.

bite, Oloch: 1d20 + 8 ⇒ (5) + 8 = 13

bite, Sangkip: 1d20 + 8 ⇒ (20) + 8 = 28
confirm: 1d20 + 8 ⇒ (16) + 8 = 24
damage, w/ crit: 2d8 + 10 ⇒ (8, 8) + 10 = 26

bite, Oloch: 1d20 + 8 ⇒ (9) + 8 = 17

Two of the hydra's bites are at Oloch, but both miss.

The hydra bites Sangkip hard. The valliant vanaran rogue falls over, bleeding badly. As soon as Sangkip falls, the handlers rush out to catch the hydra as the crowd boos and hisses. The master of ceremonies has ended the match, declaring that you lose.

Please let me know what you do to save Sangkip, who is within a few rounds of dying (-10 HP). Then we can move on to another mission.

Grand Lodge

Appearance M Grippli Amnesiac Psychedelic Psychic 4 | HP 26 | AC 17 | T 13 | FF 15 | (w/o mage armor: 13 | 13 | 11) | CMD 12 | Fort +4 | Ref +4 | Will +7 | Init +2 | Perc +9

Gbagbe scrambles down the pillar and draws a healing wand, offering it to anyone who can use it on the fallen Sangkip.

Rats! Not sure if there was a way to have played that particular spell differently (though I could have cast something else, I'm sure). A wall or something else that would have stopped the hydra would also have stopped those party members who failed to disbelieve it, and fog or something similar would have allowed the hydra to walk right through it and not bought any time. Hmm.


Venture Lieutenant, Play by Post (online)

It was just the dice roller, Gbagbe, not your strategy.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Pthbbt max damage crit! Thanks for getting me back up whoever grabs the wand!

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn rummages around Sangkips belt and finds a wand of cure light wounds. He activates the wand to bring the vanaran back to consciousness.

clw: 1d8 + 1 ⇒ (3) + 1 = 4
___________

Robyyn will activate the wand as many times as you need it; you can roll your own for the rest.

Dark Archive

female Ifrit Sorcerer (Tattood) 2
Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

Feuerseele again casts the burning hands using a bit of salpeter to give it a bit more umpf.
BH: 4d4 + 1 ⇒ (1, 1, 2, 1) + 1 = 6 Then she quickly steps back.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

CLW: 6d8 + 6 ⇒ (2, 7, 3, 2, 3, 7) + 6 = 30

Did we win?

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