Shackled City (Pathfinder) - GM_Chris

Game Master Chris of the Clouds

This will be the Shackled City adventure path using the Pathfinder rule set. However, the existing deities (i.e. St. Cuthbert, Pelor, Wee Jas) will not be converted to similar Golarion gods.


6,451 to 6,500 of 15,224 << first < prev | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | next > last >>

Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Toffitt waits quietly at the landing for a bit, listening for signs of movement and testing his weight on the structure. Could this hold Finneas?

Perception 1d20 + 12 ⇒ (4) + 12 = 16


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

When Toffitt stops, so does Dyrant, floating like an guardian angel.

1d20 + 3 + 9 ⇒ (18) + 3 + 9 = 30 fly to hover (DC15)

A grumpy, glaring guardian angel...


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

"Doctor wait up! I have a magic cloak, I can walk on walls too. Do you want me to help you? I can see in the dark you know."

Actually, this is probably a mistake.

Finneas will walk down the wall of the pit 15' and stare into the darkness.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

It's full of stars.
Female voice: No it most certainly isn't.
Male voice: He's not right in the head, let him see stars if he wants. Hey boy, bang your head on the wall a few times, you'll see stars a'plenty.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Dyrant ~ Grumpy Dwarf. Glimmil + Atol ~ Dopey + Happy Dwarf / 2. Toffitt ~ Doc of course. Finneas ~ ...Sneezy?


The party descends with Toffitt on the first landing, Dyrant floating above him, and Finneas straight down 15'. No one sees or hears anything new. The stone with light on the floor of the pit glows contentedly.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Dyrant floats and waits for the Doctor to continue.

This place ain't so bad.


New Map


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Toffitt descends to the point where the cavern walls expand outwards and the stairs continue down without a wall next to them. He looks at the ceiling while it's at eye level, and then descends to the ground.Once he's in the stone's dim light he temporarily stows his ioun torch. Still stealthy. Slow steps. Listening for the faintest sound over the creak of the stairs.

Stealth 1d20 + 5 ⇒ (3) + 5 = 8

CREAKKK!

Perception 1d20 + 12 ⇒ (8) + 12 = 20


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Atol stands nervously near the entrance to the pit.

I can't help them from here, we should stick together.

He traces the word 'priest' on his phylactery a few times and calms down slightly...


The books logic was wrong so I had to modify it a little. I'm also moving everyone another 15' down to move things along. More to follow.


If Glimmil and Atol would have begun to follow, just let me know you're starting points.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Seeing Dr. Toffitt at the bottom (and after hearing the rocky racket he is making), Dyrant will signal to Atol and Glim to begin their descent.

I hope they are smart enough to spread out their weight.

Realizing that heavy falling objects (like plateclad gnomes and overburdened priests) are heavy, Dyrant gently flies closer to the center of the tube to avoid any falling debris.


As Toffitt descends to the 3rd landing, he notices something rather large coming towards him from inside the cave. As it gets closer, he sees something similar to a dragon except it has no wings and seven heads.

Initiative
Atol1d20 + 0 ⇒ (12) + 0 = 12
Dyrant 1d20 + 9 ⇒ (6) + 9 = 15
Finneas 1d20 + 7 ⇒ (1) + 7 = 8
Finneas Bonus roll 1d20 + 7 ⇒ (13) + 7 = 20
Glimmil1d20 + 3 ⇒ (9) + 3 = 12
Toffitt 1d20 + 5 ⇒ (13) + 5 = 18
Hyrda 1d20 + 1 ⇒ (4) + 1 = 5

Finneas = 20
Toffitt = 18
Dyrant = 15
Glimmil = 12
Atol = 12
Hyrda = 5

Cave is 15' x 15'
Hyrda is 15' x 15'
New Map

Party up for Round 1


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Hydra!?

Dyrant startles as the beast comes into view.

1d20 + 9 ⇒ (10) + 9 = 19 Know (Nature) or Arcana +12

Freakin' dragons.


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Round 1, Initiative 12, Location H9

Status:
AC: 17 (f17/t10) CMD: 13 HP: 37/37
Weapon Equipped = Cudgel
Conditions = Bless (1 of 50)
Channel Energy Left: 7/7
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Stabilize
1) Bless, Command, Obscuring Mist, Protection from Evil, Shield of Faith
2) Bull's Strength, Sound Burst, Spiritual Weapon, Spiritual Weapon
3) Prayer, Magic Circle Against Evil, Resist Energy Communal

Atol would have started walking down last round, moving cautiously so just a single move (20').

On seeing the creature, Atol moves down to be closer to the party (another 20') and casts Bless (+1 to hit and saves vs fear w/in 50' of Atol).

I think I should get everyone, but I'm a little confused by the map. Atol is certainly even more confused, so if someone is left out it's OK - Atol would have tried anyway.

"Is that a Black Dragon?! It has so many heads! I've never heard of such a creature!"


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Round 1 Init 20

Status:

HP = 47/47
AC = 21/11/21
Weapon Equipped = Cold Iron Greatsword +1
Speed = 25'
Rage/day = 6/7
Oracle Spells Left (CL 4, +9 melee touch, +6 ranged touch):
2 4/4 Resist Energy*, Cure Moderate Wounds*, Fog Cloud
1 4/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*
* Allows save DC = 12 + Spell Level
Status Effects = None

Finneas walks down the wall and attempts to lop off a head.

I assume it's in the cave and that it has it's necks sticking out to attack the Doctor. Hey, if we cut off all 7 heads the Doctor can attack them to his cloak and be Doc Ock!

Greatsword Power Attack: 1d20 + 8 ⇒ (19) + 8 = 272d6 + 13 ⇒ (1, 6) + 13 = 20
Crit Confirm: 1d20 + 8 ⇒ (2) + 8 = 102d6 + 13 ⇒ (4, 3) + 13 = 20


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Round 1, Init 18 {L26 + 20'}

I'm a bit unclear—does the stairway remain flush with a wall all the way down, or do the walls of the cavern telescope out at some point?

Toffitt drinks his mutagen and (if possible) starts wall crawling—20' up. "Dragon with many heads."

Knowledge (Arcana) or (Nature) 1d20 ⇒ 13 + 9 or 14 (Heroism)

DOH @ Finneas

I will be at SF LGBT Pride most of the day today, so will likely be spread thin. Unless things go really well really fast, Toffitt will likely cast Shield next round before circling around and descending to fight.


Doctor Abner Svengalu Toffitt wrote:
I'm a bit unclear—does the stairway remain flush with a wall all the way down, or do the walls of the cavern telescope out at some point?

Flush. Thus it has been and always will be.


Finneas Glenn wrote:

Round 1 Init 20

** spoiler omitted **

Finneas walks down the wall and attempts to lop off a head.

I assume it's in the cave and that it has it's necks sticking out to attack the Doctor. Hey, if we cut off all 7 heads the Doctor can attack them to his cloak and be Doc Ock!

[dice=Greatsword Power Attack]1d20+8;2d6+13
[dice=Crit Confirm]1d20+8;2d6+13

No. It doesn't have its heads out. It only occupies the space shown. You'll have to revise or walk up to it.


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Revise to standing over the cave with my sword ready for it to stick something out I can chop at.


Atol Lem wrote:

Round 1, Initiative 12, Location H9

** spoiler omitted **

Atol would have started walking down last round, moving cautiously so just a single move (20').

On seeing the creature, Atol moves down to be closer to the party (another 20')

This is 40' of movement which gets you to the NE landing (45' up). You can't actually see the hyrda yet.


FYI. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydra's body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties.


Doctor Abner Svengalu Toffitt wrote:

Knowledge (Arcana) or (Nature) d20 + 9 or 14 (Heroism)

Although the Doctor has never encountered one, he's read about the 7-headed cyrohyrda before him and knows all about it.


Finneas Glenn wrote:
Revise to standing over the cave with my sword ready for it to stick something out I can chop at.

Are you sundering a head, which provokes, or attacking the body?


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Sever the heads and burn the stumps! Either that or do massive damage all at once...The heads grow back without fire.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

"Oh, and the heads breath cold air that will give you frostbite."


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Glimmil glances down into the dark pit, wondering how Toffitt's scouting progress is going while shrugging at Atol when he hears the stairs are clear.

"Down for heroic deed-doing, it is!" he offers as he watches Dyrant floating down on his own, ushering Cog to begin the journey.

As the yelling about a black dragon with more heads than Cobwaddles is mentioned, Glimmil hesitates just for the briefest moment.

"Wait, so it can't fly? If it has seven heads does that mean seven fire br.. err cold breaths?"

Glimmil worriedly looks at Atol and the floating Dyrant and wonders if the last dragon breathed on his friend seven times if they would be able to survive.

"Perhaps we should lure it out? Fall back friends, and I will protect you!" Glimmil and Cog scramble down.

Double move takes them to C,46


Round 1 so far
Finneas = 20 - Moves and readies. Sunder (provoking) or regular?
Toffitt = 18 - Mutagen and 20' up
Dyrant = 15 - ??? Knowledge check would know pretty much everthing too
Glimmil = 12 - double move down stairs
Atol = 12 - Move and bless
Hyrda = 5

Waiting for clarification by Finneas and Dyrant.


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Round 1, Init 13

Cyrohydra!

Dyrant tries to stay well out of reach of the jerkohyrda.

Dyrant readies to give the hydra a stern look if it gets closer.

(7 rounds/1round on Will save DC 17) Inflict penalties (-2 to AC, attacks, saves, or skills). Choosing -2 on all its attacks.


The hyrda emerges from it's cave and Finneas takes careful aim at one of the many heads. As he stretches out for a neck the head turns and bites him. He manages to lop off the offending head, but two of the other heads bite him.

I'm assuming Finneas goes for the head. His attempt provokes though, so 7 attacks total. 1 AoO and 7-1 heads. 18 damage total. EDIT: 14 damage total.

AoO 1d20 + 8 ⇒ (20) + 8 = 28
- 1d20 + 8 ⇒ (4) + 8 = 12 - no confirm
- 1d8 + 3 ⇒ (4) + 3 = 7 damage
#1 1d20 + 8 ⇒ (15) + 8 = 23
- 1d8 + 3 ⇒ (4) + 3 = 7 damage
#2 1d20 + 8 ⇒ (6) + 8 = 14
#3 1d20 + 8 ⇒ (3) + 8 = 11
#4 1d20 + 8 ⇒ (14) + 8 = 22 - EDIT: This is a miss with the hex.
- 1d8 + 3 ⇒ (1) + 3 = 4 damage
#5 1d20 + 8 ⇒ (1) + 8 = 9
#6 1d20 + 8 ⇒ (9) + 8 = 17
#7 head chopped off

GM roll:
1d4 ⇒ 4

Map to follow.


Toffitt drinks his mutagen and scrambles up the wall to use Dyrant as cover (he's now 5' above Dyrant).

1d20 + 3 ⇒ (19) + 3 = 22 Will save vs. Dyrant (of course)
Actually this would be before the attack so #4 above would miss. Subtract 4 damage.

Glimmil and Cog move down. Cog is only 30' movement?

Toffitt = 18 - Mutagen & move
Glimmil = 12 - double move
Atol = 12 - bless
Dyrant = 7 - hex
Finneas = 6 - Hit
Hyrda = 5

Party up for Round 2
New Map


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Round 2, Initiative 12, Location E37

Status:
AC: 17 (f17/t10) CMD: 13 HP: 37/37
Weapon Equipped = Cudgel
Conditions = Bless (2 of 50), Spiritual Cudgel (1 of 5)
Channel Energy Left: 7/7
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Stabilize
1) Bless, Bless, Command, Obscuring Mist, Protection from Evil, Shield of Faith
2) Bull's Strength, Sound Burst, Spiritual Weapon, Spiritual Weapon
3) Prayer, Magic Circle Against Evil, Resist Energy Communal

Atol casts Spiritual Weapon and moves another 20' down.

Spiritual Cudgel 1d20 + 9 ⇒ (15) + 9 = 24 for 1d8 + 1 ⇒ (5) + 1 = 6 points of damage.

"Finneas, are you OK? I'm coming! Get hit less!"


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Round 2, Init 7

Dyrant will cast Flaming Sphere and send it dropping down upon the hydra.

3d6 ⇒ (3, 4, 2) = 9 fire damage vs. DC17

Burn, you abomination! BURN!


The hyrda tapdances around the sphere.
1d20 + 7 ⇒ (11) + 7 = 18 - Save


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

I will in fact go for the sunder, however I have a question. Reading the rules the hydra should only get one AoO on me correct?

AoO Rules:

Attacks of Opportunity

Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity. See the Attacks of Opportunity diagram for an example of how they work.

Threatened Squares

You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.

Reach Weapons

Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature. In addition, most creatures larger than Medium have a natural reach of 10 feet or more.

Provoking an Attack of Opportunity

Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square.

Moving

Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents. There are two common methods of avoiding such an attack—the 5-foot step and the withdraw action.

Performing a Distracting Act

Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. Table: Actions in Combat notes many of the actions that provoke attacks of opportunity.

Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule.

Making an Attack of Opportunity

An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round.

An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).

Combat Reflexes and Additional Attacks of Opportunity

If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.

Relevant text bolded.


It was one AoO and then it's full attack for its turn.


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Ah, skimmed to fast, back to my Spiderman shtick. Hopefully I get a head every turn or this is going to start hurting. +6 BAB where are you?


You're up.


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3

Round 2 Init 20

Status:

HP = 33/47
AC = 21/11/21
Weapon Equipped = Cold Iron Greatsword +1
Speed = 25'
Rage/day = 6/7
Oracle Spells Left (CL 4, +9 melee touch, +6 ranged touch):
2 4/4 Resist Energy*, Cure Moderate Wounds*, Fog Cloud
1 4/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*
* Allows save DC = 12 + Spell Level
Status Effects = None

"Cut off his head? Ok, I was doing that anyway."

Finneas swings again, accepting further attacks to try for another head.

Greatsword Power Attack Sunder: 1d20 + 8 ⇒ (4) + 8 = 122d6 + 13 ⇒ (5, 6) + 13 = 24


Round 2 so far
Toffitt = 18 - TBD
Glimmil = 12 - TBD

Atol = 12 - Moves 20' down. Spiritual Weapon. Hit for 6
Dyrant = 7 - Flaming sphere. Miss.
Finneas = 6 - Misses.
Hyrda = 5

AoO on Finneas
1d20 + 8 ⇒ (5) + 8 = 13 - miss


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

As he descends, Glimmil hollers to the wiser men among his companions.

"This multi-headed dragon... is it EVIL?"

I certainly didn't sense it was evil... And here I was hoping for something evil to vanquish again!

When Glimmil realizes the creature isn't evil, and also doesn't have wings, he wonders aloud for the others to hear, "Hey, if it can't fly, it sure isn't going to climb these stairs? Can't we just shoot at it from up top?"

One good bullet in the eyes... wait, it has so many of them... one, two, three, four...

Glimmil continues to guide Cog down to protect his companions.

Single move to L,25 and total defense action.

Cog should be 35ft movement down from 50ft with all the encumbrance from Glimmil.

Status:

Glimmil Status:
HP: 62/62
AC 28 (24 base +4 total defense)
Spells: 1) Challenge Evil [ ] Prot Evil [ ]
Smite Left: 2/2
Lay Hands Left: 4/4

Cog Status:
HP 42/42
AC 25


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 15
Stats:
Init +12 | Per 22* | F +17* R +19* W +10* | AC 35* (t20* f27* i22*) +1 crwd | CMD 34 | *many buffs

Round 2, Init 18 {>}

"Finneas, try to draw it out. It's too well-protected in there. We must get fire or acid on it, or the heads will multiply. Bad news for us."

Toffitt takes out his wand of shield and casts it on himself. He inches down the wall five feet.

Status:

**Heroism (skills, attacks, saves +2), Ward (saves +1 more, +2 defl to AC)
AC 28 (17 touch; 23 flat-footed) [4 armor, 3 nat armor, 2 deflect, 5 dex, 4 shield)
HP 43/43
Fort +11 Reflex +13 Will +5
Weapon Equipped Dueling blade
Shield Equipped none
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 40 minute duration)
Controlled Rage 0 of 5 rounds used
Spontaneous healing 0hp of 10hp used
Elixirs
1 Shield (Glimmil)
- Shield (Finneas)
- Expeditious retreat
- empty slot
- empty slot
2 Alchemical allocation USED
- Alchemical allocation
- See invisibility
Wand of Shield 37 charges
Slippers of spider climbing 1 of 10 minutes used


Glimmil wrote:
I certainly didn't sense it was evil... And here I was hoping for something evil to vanquish again!

Up to you whether Glimmil would know this, but there was more than 1' of stone between him and it, so it didn't make his radar.


The party looks to aid Finneas, but for now he faces the creature alone. Hanging from the side of the wall and dodging six heads is too much for Finneas this time and he is unable to chop off another head. The hyrdra however is not so distracted. First, one head breathes on him, covering him in frost. Then two of the six remaining heads bite at his legs. While each bite is not particularly vicious, the number of them begins to take its toll on Finneas. The hyrda seems to be fairing better. In fact, it looks completely unharmed from where Atol's spiritual weapon hit it.

3d6 ⇒ (2, 2, 4) = 8 - DC 18 REF for half
#1 1d20 + 8 ⇒ (14) + 8 = 22
1d8 + 3 ⇒ (1) + 3 = 4 damage
#2 1d20 + 8 ⇒ (18) + 8 = 26
1d8 + 3 ⇒ (4) + 3 = 7 damage
#3 1d20 + 8 ⇒ (6) + 8 = 14
#4 1d20 + 8 ⇒ (4) + 8 = 12
#5 1d20 + 8 ⇒ (2) + 8 = 10
#6 1d20 + 8 ⇒ (5) + 8 = 13
#7 - growing back

GM roll:
1d4 ⇒ 1

Party is up for Round 3
Toffitt = 18 -
Glimmil = 12 -
Atol = 12 -
Dyrant = 7 -
Finneas = 6 -
Hyrda = 5

Damage:

Atol - Spiritual Weapon - Round 2: 6
Fast Healing Round 2: -6

New Map


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)

Round 3, Initiative 12, Location E37

Status:
AC: 17 (f17/t10) CMD: 13 HP: 37/37
Weapon Equipped = Cudgel
Conditions = Bless (3 of 50), Spiritual Cudgel (2 of 5)
Channel Energy Left: 7/7
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Stabilize
1) Bless, Command, Obscuring Mist, Protection from Evil, Shield of Faith
2) Bull's Strength, Spiritual Weapon
3) Prayer, Magic Circle Against Evil, Resist Energy Communal

"We're coming Finneas! Hang in there!"

I think you may have forgotten to move me on the map last round (20') I think I'm in the same position as I was at the start of round 2

Atol moves another 20' down into the hole and continues his attack with the spiritual cudgel.

Spiritual Cudgel 1d20 + 9 ⇒ (1) + 9 = 10 for 1d8 + 1 ⇒ (4) + 1 = 5 points of damage.

Trying to buy us time, and do a little more damage to the creature, Atol casts Sound Burst centered on the heads.

1d8 ⇒ 1 damage and Fortitude save vs DC 17 or be stunned one round.

Sigh...


Atol Lem wrote:
I think you may have forgotten to move me on the map last round (20') I think I'm in the same position as I was at the start of round 2

I did forget.

1d20 + 8 ⇒ (17) + 8 = 25 - Save vs. Sound Burst


Male Human (Per +7 | Fort +17 Ref +13 Will +22 | AC 29 (f28/t15) | CMD 22)
GM_Chris wrote:
1d20+8 = 25 - Save vs. Sound Burst

Curse you and your saves! Shakes fist in air


M Steinneblin (Rock Gnome) Paladin 16/Cavalier 1

Finneas is just standing there acting as bait!

... that's my job!

"Hey ugly! Over here!" Glimmil shouts at the multi-headed monster as he rides down the stairs, thrusting his lance at one of it's heads.

Single move to Q,44

Lance (Power Attack): 1d20 + 11 ⇒ (9) + 11 = 20 for 1d6 + 8 ⇒ (4) + 8 = 12

Status:

Glimmil Status:
HP: 62/62
AC 24
Spells: 1) Challenge Evil [ ] Prot Evil [ ]
Smite Left: 2/2
Lay Hands Left: 4/4

Cog Status:
HP 42/42
AC 25


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class

Round 3, Init 7

I do not like this beast. It has too many heads by seven.

Dyrant will give the beast a withering glare of anger.

(7 rounds/1round on Will save DC 17) Inflict penalties (-2 to AC, attacks, saves, or skills). Choosing -2 on all its saves.

You *WILL* burn! By the cudgel!

3d6 ⇒ (3, 6, 6) = 15 fire damage vs. DC17

Dyrant will draw his wand of serious curification after mentally commanding his ball of fire to burn the beast.

* * *

Atol Lem wrote:
Curse you and your saves! Shakes fist in air

Yeah sheesh! You're telling me!


1d20 + 3 ⇒ (1) + 3 = 4 vs. Hex
1d20 + 7 ⇒ (17) + 7 = 24 vs. Flaming Sphere

6,451 to 6,500 of 15,224 << first < prev | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Shackled City (Pathfinder) - GM_Chris All Messageboards

Want to post a reply? Sign in.