To Shatter Prison Walls (Inactive)

Game Master Darian Graey

A Pathfinder conversion for the Temple of Elemental Evil campaign. An evil coalition is determined to free the Rough Beast. From Andoran to Taldor, Droskar's Crag to the Fog peaks, madness and destuction awakens once more.


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First off, a small human child with pale blonde hair, pale skin, and simple clothing leads the way, chanting in some strange tongue, gesturing at the pair as a visible rip seems to form in the air Primal Magic Control Check 1d20 + 8 ⇒ (19) + 8 = 27 vs DC 26 releasing a wave of primal arcane energy to wash over D'witt and Xavorin, crushing upon them with a burden of tiredness and fatigue, Will Save from both of you please.

Above the double doors, the upper door bursts open, swinging outwards as a small child, roughly 3' in height pushes them open. He is a short plump boy with a round boyish face, long black bangs, dark eyes, and hairy forearms, dressed in simple clothes, with suspenders and two wide belts. He holds two stones in his hands, lighting up the area and the combatants below. The light blocks out the figures within the mill's walls, as the group's eyes adjust to the sudden change in lighting.

From within the darkened mill, a deep male voice shouts out Father Destroyer, heed my call as the ground begins to shake, and ripples roll and tear at the ground in a flowing radius outwards from the doorway. Trip Attack vs Angel, Carlson, Conner, D'witt, and Xavorin, 1d20 + 6 ⇒ (16) + 6 = 22 vs Your CMD or fall prone.

A gray skinned rat-like man with long straight brown hair and a patchy bristled brown beard steps from the hedgerow. His beady bloodshot eyes take aim with a hand crossbow, shooting from barely 10' away at Sir Gareth's back, To Hit 1d20 + 15 ⇒ (15) + 15 = 30 Damage 1d4 + 2 ⇒ (4) + 2 = 6 plus 4d6 ⇒ (5, 2, 6, 4) = 17 plus a Fort save please. First of three surprise round posts.


Also from within the dark mill, a female voice cackles proudly as a bright purple bolt flies from within the mill as the doors crack open, flashing towards Angel, Ranged Touch 1d20 + 3 ⇒ (7) + 3 = 10 Damage 2d8 ⇒ (8, 2) = 10 Missed, glancing off Angel's blade.

Following the crossbowman, almost just appearing out of thin air, a large, long haired man, brown braids trailing down each side of his head and framing his fully bearded ruddy face, centered by a golden nose ring strides out of the bushes, releasing an arrow towards Angel's back, Attack 1d20 + 13 ⇒ (18) + 13 = 31 Damage 1d6 + 1 ⇒ (2) + 1 = 3 plus 5d6 ⇒ (2, 3, 5, 4, 2) = 16 plus Fort Save please.

The crack in the double doors widens as a pair of large hands push out from between the doors, shoving them apart, revealing a large hulking human form, shorn bald and deeply tanned, dressed in sturdy leathers and chainmail, a massive long sword leaning by his leg. As the doors slide open along the mill walls, they jump track and jam at the end of their rails. leaving the mill open wide for the host of shadowy beings beyond. The figure takes up the sword and steps out of the mill, diagonally NE from the entrance. Some of you recognize him as having been in the inn dining hall this morning, a guest who had been sitting with a monkish man. Second of three surprise round posts


Further crying out from the darkness of the mill, a shout of Bowman rings out as a sickening, swampy smelling burst of nettles and barbs erupts from the ground near Carlson, evoking a Reflex Save from Angel, Carlson, Conner, and the Trooper to avoid the 3d6 ⇒ (1, 1, 6) = 8 Damage. Trooper Dart rolls 1d20 + 1 ⇒ (1) + 1 = 2, taking 8 points of damage, grasping at his face and throat. The group recognizes the voice as that of the doppelganger that was Jaroo Ashstaff.

Bursting out of the dark, a balding half orc, in chain armor wielding a great axe charges Angel, shouting out For the Master oinkishly with a pronounced pigish nose, thin eyebrows, and deep set black eyes. Slight tusks separate and push out his pasty white lips, as he swings, Attack 1d20 + 12 ⇒ (11) + 12 = 23 Damage 1d12 + 7 ⇒ (8) + 7 = 15.

Within the shadows, a man moves to the edge of the doorway, swinging a blade, reflecting the light in a dizzying pattern, Intimidate Check 1d20 + 6 ⇒ (9) + 6 = 15. Other shadowy figures on horseback begin to move towards the doorway. Third of three surprise round posts


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

"Lol well thats slightly more than i expected.. Im at 15hps after the surprise round.. :( Oh and prone too, forgot about that.. Was that really a 9th level rogue.. We're 5th level, comon! lol"

Reflex: 1d20 + 6 ⇒ (1) + 6 = 7

Check that.. At 7 hps..


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Round 1, Prone, Point Blank Shot, Rapid Shot

Conner stands from a prone position and jumps aside to avoid the erupting ground while firing two arrows at the small hairy child who threw the door open above the main doors.

Reflex: 1d20 + 8 ⇒ (19) + 8 = 27

LB ATT 1: 1d20 + 9 ⇒ (1) + 9 = 10
LB ATT 2: 1d20 + 9 ⇒ (12) + 9 = 21

LB DAM 1: 1d8 + 4 ⇒ (7) + 4 = 11
LB DAM 2: 1d8 + 4 ⇒ (6) + 4 = 10

Is there a map - I am really confused as to positioning?


Angel Dawnstar wrote:

"Lol well thats slightly more than i expected.. Im at 15hps after the surprise round.. :( Oh and prone too, forgot about that.. Was that really a 9th level rogue.. We're 5th level, comon! lol"

[dice=Reflex]1d20+6

Check that.. At 7 hps..

You guys are less than what they expected. They figured you guys would be dead at the grove, and the leaders would be the only ones to oppose their escape.

Don't forget the Will Save, that may reduce damage, and the Fort save.


Conner Hawthorne wrote:

Round 1, Prone, Point Blank Shot, Rapid Shot

Is there a map - I am really confused as to positioning?

Posted the map link in the discussion thread. The second arrow strikes the boy, but he seems to shrug it off.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Got it - thanks!


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

What will save? What fort? I got hit for 15 by a charging orc and 19 from apparently a 9th level rogue, and then 8 from a failed reflex.. What leaders? The ones in another plane? I smell a tpk lol.. Btw Conner u only get 1 attk on a surprise round..


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

I assumed that was Round 1, not surprise...thanks though, counsel.:-)


Summary of Surprise Round effects on the party

Angel:

Sorry, forgot the touch attack missed.
Tripped Prone
19 HP damage
Fort Save vs Poisoned Bolt
8 HP damage Acidic Nettles
15 HP damage Half Orc's blade

Carlson:

Tripped Prone
Reflex Save vs Acidic Nettles

Conner:

Tripped Prone
4 HP damage Nettles

D'Witt:

Will Save vs Primal Magic Deep Slumber
Tripped Prone
Not affected by Shadowy Man's display (darkvision)

Sir Gareth:

23 HP damage
Fort Save vs Poisoned Bolt

Trooper Joman Dart:

Tripped Prone
8 HP damage Acidic Nettles

Xavorin:

Immune to Sleep vs Primal Magic Deep Slumber
Tripped Prone
Not affected by Shadowy Man's display (low light vision.)


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

fort: 1d20 + 10 ⇒ (18) + 10 = 28

Liberty's Edge

M Human Level 5 Zen Archer Monk Init +10, AC 23 T20 FF19, HP43/43 Perception +13, Saves F +6,R +6,W+10

Carlson staggers from the wash of energy that slams into him and the others. He falls to the ground and stands back up. Surprise round action: stand back up Then grimaces at the huge man before him and lets two arrows fly.

This is getting really serious, burning a point of Ki to AC for +4. Using a perfect strike on the first attack so that I can roll two dice
Reflex Save: 1d20 + 6 ⇒ (3) + 6 = 9
Shot 1: 2d20 + 10 ⇒ (5, 1) + 10 = 16 15
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Shot 2: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d8 + 10 ⇒ (8) + 10 = 18

Great. Perfect timing for the dice roller to crap out on me. Second attack was good at least. Carlson takes full damage from the nettles. Down to 35/43 HP and AC is currently 27


Both of Carlson's arrows sink deep into the chest of the hulking man, his raging expression barely registering the pain.


Angel Dawnstar wrote:
[dice=fort]1d20+10

Angel feels a slight tingle, a little nauseous, but nothing else from the arrow sticking from her shoulder.


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Surprise Round

Sir Gareth senses something in the mill enough to cast Shield of Faith, but nothing prepared him for the onslaught that occurred.
____________________________________
Cast Shield of Faith, round 1, current AC 23/13/22
Fort save: 1d20 + 9 ⇒ (9) + 9 = 18
OMG! WTF! Player as surprised as the character! Go team!


Sir Gareth likewise feels a tingling, nauseous feeling from his bolt wound, but nothing beyond that.


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

D'witt watches the doors as the group readies to breach the Mill when the sharp snap of a twig behind him catches his ears. In the same instance he swing his pistol around just as figures appear from the brush. D'witt makes a split second decision and fires at the small pale-skinned boy that seemed to be targeting him with a casting.

Readied action: ranged touch attack (point-blank + 1st increment) 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Possible damage: 1d8 + 1 ⇒ (7) + 1 = 8
-1 paper cartridge

Will save 1d20 + 5 ⇒ (3) + 5 = 8 Probably asleep now
CMD: 19 - Knocked prone if not aleady


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Reposting initiative order on this page.

Trooper Dart
D'Witt
Sir Gareth
Shadowy Rider
Carlson
Conner
Pale Child
2nd Floor Child
"Father" Caller
Hand Crossbowman
Angel
Shadowy Man
Female Voice
Xavorin
Shortbowman
13' tall Man
"Bowman" Caller
Charging Half Orc


D'witt Hirshue wrote:

D'witt watches the doors as the group readies to breach the Mill when the sharp snap of a twig behind him catches his ears. In the same instance he swing his pistol around just as figures appear from the brush. D'witt makes a split second decision and fires at the small pale-skinned boy that seemed to be targeting him with a casting.

Readied action: ranged touch attack (point-blank + 1st increment) 1d20+7+1
Possible damage: 1d8+1
-1 paper cartridge

Will save 1d20+5 Probably asleep now
CMD: 19 - Knocked prone if not aleady

D'witt's shot hits the pale boy high in the chest, punching him hard, yet not ruining his concentration Concentration for casting wounded 1d20 + 8 ⇒ (19) + 8 = 27. The child succeeds in causing a primal rip in the mystic tapestry, and D'witt finds himself falling asleep as the others battle on around him.


For his surprise round action, Xavorin, realizing the group is in danger of allowing the enemy to escape, throws up a web spell at the side of the mill, the burst striking between the upper and lower doors, covering both in a sticky mass of strong ropy fibers. The boy in the doorway reacts quickly, 1d20 + 9 ⇒ (20) + 9 = 29, instinctively jumping from the doorway and grabbing hold of the pulley system hanging overhead.

The Shadowy Man in the double doorway 1d20 + 3 ⇒ (11) + 3 = 14 finds himself encased in the mass as shouts and curses rise behind the impromptu barricade.

Beginning of Round 1, though some of you have acted as noted already.


Round 1 Actions thus far.

Trooper Dart collapses and rolls on the ground as the acid continues to burn his face and hands, as it does for anyone that failed the save vs the Acidic Nettles 1d8 ⇒ 1.

D'Witt sleeps peacefully, unaware of the fate of his companions.

Sir Gareth ??? Shield of Faith was surprise round, correct?

Shadowy Rider attempts to charge through the webbing on horseback, Ride Check 1d20 + 3 ⇒ (2) + 3 = 5, pushing the mount forwards, Combat Maneuver check, 1d20 + 5 ⇒ (10) + 5 = 15, the horse breaking through, leaving it's rider stuck hanging in the webbing, charging past the combat and into the roadway.

Carlson fires arrows at and hits the big guy.

Conner fires arrows at the upstairs kid, causing him to loose his grip 1d20 + 3 ⇒ (5) + 3 = 8 and fall flat on his back 2d6 ⇒ (5, 6) = 11 damage Reflex Save 1d20 + 9 ⇒ (1) + 9 = 10, his cloak catching and pulling free, changing his appearance to that of a rough and wild Halfling.

Pale Child shrieks happily in gnomish as he turns towards the group and recasts his slumber spell, this time aiming for the area between Carlson and Conner Will Save please gentlemen.

2nd Floor Halfling stands to his feet and throws a dagger at Xavorin 1d20 + 11 ⇒ (19) + 11 = 30 Damage 1d3 + 4 ⇒ (1) + 4 = 5 Crit Confirmation 1d20 + 11 ⇒ (14) + 11 = 25 Damage will be 10 total.

"Father" Caller attempts to force his horse through the space occupied by the Shadowy Man, in effect attempting to run him down...
Ride Check 1d20 + 3 ⇒ (5) + 3 = 8 though the horse rears, him staying in the saddle 1d20 + 3 ⇒ (12) + 3 = 15 and riding out the horse's refusal.

Hand Crossbowman throws a handful of glittering dust into the air and disappears.

Angel ??? Takes 1 HP of Acid damage. I assumed she took the surprise round to stand, as it would have been ok to do so, she moves before the half orc.

Shadowy Man attempts to break free of the webs, fearing his companions moreso than the party 1d20 + 2 ⇒ (1) + 2 = 3 but only makes it worse on himself.

Female Voice attempts to control her mount, to charge through the webbing 1d20 - 3 ⇒ (4) - 3 = 1, failing to do so and 1d20 - 3 ⇒ (10) - 3 = 7 barely staying in saddle once more.

Xavorin ??? still prone, takes 26 HP damage this round.

Shortbowman, like his companion, sprinkles glittering dust over his head and disappears.

13' tall Man stalks forward and takes a swing at Xavorin 1d20 + 10 ⇒ (17) + 10 = 27 Damage 2d6 + 12 ⇒ (3, 1) + 12 = 16, saying Look, just stay down little man.

"Bowman" Caller, aka Jaroo, attempts to do what has been impossible, ride forth from the mill, Ride Check 1d20 + 5 ⇒ (7) + 5 = 12 Overrun the man and webs 1d20 + 5 ⇒ (11) + 5 = 16 succeeding and damaging the man in the process 2d4 + 2 ⇒ (1, 3) + 2 = 6. He triumphantly sneers at the group before him, You fools will never learn. The Destroyer shall return, Mother Madness has foreseen it.

Charging Half Orc takes a 5' step forward, and swings his greataxe at Joman, writhing on the ground. Attacks 1d20 + 10 ⇒ (15) + 10 = 25, Damage 1d12 + 7 ⇒ (12) + 7 = 19, snarling, Boss don't need ya no more, boyo. His blade takes Joman's head clean from his shoulders.


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 1

Sir Gareth feels the bolt in his ribs and ignores the blast of pain through severe practice and discipline. He calls on the healing from the Light of the Sword and charges the hand crossbowman.
____________________________________
Shield of Faith round 2, current AC 23/13/22
swift action to activate fast healing 2
free action to ready greatsword during move
charge hand crossbowman: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
if hit, damage: 2d6 + 13 ⇒ (6, 3) + 13 = 22


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

I thought i was told i had no action in the surprise round.. I would have Loh as well.. Loh: 3d6 + 6 ⇒ (1, 6, 5) + 6 = 18

Round 1

Angel will LoH again as a swift and step back lobbing an alchemist fire into the mill.. LoH: 3d6 + 6 ⇒ (4, 2, 4) + 6 = 16

Ranged Touch: 1d20 + 6 ⇒ (11) + 6 = 17
Dam: 1d6 ⇒ 5 All within 5' radius take 1 fire

Fireball 1d100 + 1d100 + 1d100 ⇒ (38) + (62) + (29) = 129 squared is an 11d6 fireball..
Fireball: 11d6 ⇒ (3, 3, 6, 1, 6, 2, 3, 5, 2, 5, 6) = 42

Liberty's Edge

M Human Level 5 Zen Archer Monk Init +10, AC 23 T20 FF19, HP43/43 Perception +13, Saves F +6,R +6,W+10

Will save: 1d20 + 10 ⇒ (17) + 10 = 27

I don't know what they're casting, but my meta knowledge check makes me guess deep slumber. Hoo boy! Just saw the fire being thrown.


Sir Gareth d’Orionus wrote:

Round 1

Sir Gareth feels the bolt in his ribs and ignores the blast of pain through severe practice and discipline. He calls on the healing from the Light of the Sword and charges the hand crossbowman.
____________________________________
Shield of Faith round 2, current AC 23/13/22
swift action to activate fast healing 2
free action to ready greatsword during move
[dice=charge hand crossbowman]1d20+9+2
[dice=if hit, damage]2d6+13

The swing missed wide as the ratlike man takes a 5'step away from Sir Gareth, tossing the packet of dust upon himself, disappearing. As he fades from view, he says, Just a job pretty boy, just a job.


Angel Dawnstar wrote:

I thought i was told i had no action in the surprise round.. I would have Loh as well.. [dice=Loh]3d6+6

Round 1

Angel will LoH again as a swift and step back lobbing an alchemist fire into the mill.. [dice=LoH]3d6+6

[dice=Ranged Touch]1d20+6
[dice=Dam]1d6 All within 5' radius take 1 fire

Fireball 1d100+1d100+1d100 squared is an 11d6 fireball..
[dice=Fireball]11d6

Angel did not have an action during the surprise round, I just hand waved allowing her to stand, I did not actually give her any actions. Otherwise she would have had to stand in round 1, giving the half orc an AoO and probably finishing her off. Which way do you want to go with it?


The mill detonates with a loud and deafening roar, the stone walls of the first floor doing much to direct the blast upwards instead of outwards. However fire does blast out of the open doors, even blowing the smaller door from it's hinges, sending bits of shrapnel into the mill yard, igniting what little flour dust is there as well.

Adjustments to Round 1 conditions.

Those inside the mill take the full damage, those outside take 6d6 ⇒ (6, 1, 5, 5, 2, 6) = 25 damage, Reflex save for half.

Also, those within 50' of the mill take a trip attack from the ground shake caused by the explosion, 1d20 + 11 ⇒ (18) + 11 = 29 to be applied to your CMD. Failure knocks you prone, though you take no damage.

Trooper Dart Reflex save, not yet beheaded 1d20 + 0 ⇒ (14) + 0 = 14 dies from the fire and heat.

D'Witt Asleep, takes half damage by default 12 HP, already prone

Sir Gareth Charges the hand crossbowman, Knocked prone

Shadowy Rider Reflex Save 1d20 + 7 ⇒ (11) + 7 = 18 dies in a fiery cocoon.

Carlson Fires arrows, made Will Save, Knocked prone

Conner Fires arrows, Knocked prone, Needs to make a Will Save

Pale Child Gnome casts Deep Slumber, knocked prone, cap comes off, exposing a gnome from the inn. Takes 20 HP damage, collapses.

2nd Floor Halfling Reflex Save 1d20 + 9 ⇒ (8) + 9 = 17 Still alive, knocked prone

"Father" Caller takes 42 HP damage, horse dies.

Hand Crossbowman 5'step into the hedgerow, sprinkles his dust, knocked prone.

Angel Making assumption, 5' step, 1 LOH, tosses alchemist fire, sets off detonation, needs Reflex Save, knocked prone.

Shadowy Man Reflex save 1d20 + 1 ⇒ (16) + 1 = 17 Dies in a fiery cocoon.

Female Voice Takes 42 HP damage, horse dies.

Xavorin Scorching ray at the gnomish pale boy 1d20 + 3 ⇒ (19) + 3 = 22 Damage 4d6 + 5 ⇒ (4, 2, 6, 1) + 5 = 18

Shortbowman Knocked prone, move action to stand, sprinkles dust over self.

13' tall Man Reflex save 1d20 + 3 ⇒ (2) + 3 = 5 Takes 25 HP damage and collapses.

"Bowman" Jaroo Reflex save 1d20 + 8 ⇒ (19) + 8 = 27 Takes 12 HP damage, he and horse are still standing.

Charging Half Orc Reflex save 1d20 + 3 ⇒ (6) + 3 = 9 Takes 25 HP damage, knocked prone, Move action to stand, Roars at Angel, You beeyopunta


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Just the 1 lay on hands then

Then she woulda 5' stepped and threw the flask..


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Will Save:1d20 + 2 ⇒ (6) + 2 = 8

What is the Will save for?

Liberty's Edge

M Human Level 5 Zen Archer Monk Init +10, AC 23 T20 FF19, HP43/43 Perception +13, Saves F +6,R +6,W+10

Reflex save: 1d20 + 6 ⇒ (17) + 6 = 23

Yes! Go go super monk reflexes!


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 2

Sir Gareth sees D'witt go down unconscious and the hand crossbowman turn invisible. Without a melee target, he stands up and moves to protect D'witt.
____________________________________
Shield of Faith round 3, current AC 23/13/22
free action to maintain fast healing 2
move action to get up from prone
move to stand over D'witt's prone body
greatsword ready in both hands


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Angel takes a quick look to see if any help will be arriving soon..
Perc.: 1d20 + 5 ⇒ (1) + 5 = 6 and then attempts to evade the fireball that would surely kill her..

Reflex: 1d20 + 6 ⇒ (10) + 6 = 16

Round 2

If she isn't incinerated she will LoH and attack the half-orc..
LoH: 3d6 + 6 ⇒ (2, 5, 3) + 6 = 16

Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Dam: 2d6 + 7 ⇒ (5, 6) + 7 = 18


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3
DM Kalizar wrote:


D'Witt Asleep, takes half damage by default 12 HP, already prone...

Does that take into account D'witt's resistance? Resist cold/electric/fire 5. Also, is the damage enough to wake him?


Conner Hawthorne wrote:

Will Save:1d20+2

What is the Will save for?

Carlson was correct, the gnome cast Deep Slumber, which catches Conner unawares, and he falls asleep. However, I will award that an explosion is not a "normal" noise, so between that and the ground quake should be sufficient stimuli to awaken Conner, albeit he will be prone and helpless until his turn on Round 2.


Angel Dawnstar wrote:

Angel takes a quick look to see if any help will be arriving soon..

[dice=Perc.]1d20+5 and then attempts to evade the fireball that would surely kill her..

[dice=Reflex]1d20+6

Round 2

If she isn't incinerated she will LoH and attack the half-orc..
[dice=LoH]3d6+6

[dice=Attack]1d20+10
[dice=Dam]2d6+7

I figured the blast Saving Throw DC equivalent to if the instigator had cast a Heightened Fireball, in this case Angel. DC 10+4+3 for DC 17. Angel took 25 HP of damage in the blast.

How would everyone else have figured the save, this is after all an unusual circumstance? I am open to ideas.


I did not forget D'witt's resist fire, it actually factored into my ruling he should not suffer a Dex 0 (-5) reflex save penalty, for a total of Reflex Save +2 against the blast for being helpless, and awarded half damage as a compromise. However, if you would prefer, in fairness, I am willing to give you the save, and apply the resist to the results.

Also, I should have posted that the blast damage would indeed wake your character, should Sir Gareth wish to change his Round 2 actions.


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 2 - EDIT

Sir Gareth sees D'witt awake and prone and the hand crossbowman turn invisible. Without a melee target, he stands up and moves to stop Jaroo's horse.
____________________________________
Shield of Faith round 3, current AC 23/13/22
free action to maintain fast healing 2
move action to get up from prone
move to stand in front of Jaroo's horse
greatsword ready in both hands


Male Half-Elf Sorcerer/5 Bloodline: Draconic

Xavorin sees Jaroo trying to escape.

To hit 1d20 + 3 ⇒ (18) + 3 = 21

Scorching Ray: 4d6 + 5 ⇒ (6, 4, 1, 2) + 5 = 18


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

Your first call is fine. I just wasn't sure if the 'explosion' counted as 'fire'.

Round 2

D'witt groans as the force of the explosion rolls him over.

HP 16/29

Lifting his head he looks around to see his pistol near him. Grabbing his gun from the ground the tiefling climbs to his feet an glances around. Seeing only a few combatants D'witt picks the mounted bowman with Jaroo's appearance. Half out of tatical reasons, half personal. His tail slips into his belt pouch and pulls a loose shot and powder from it.

I'm guessing the hourse picture at the top of the map is the mouted 'Jaroo'.

"Okay, mostly personal." He thought as he brought the pistol around and aimed down the barrel.

Move action: stand up
Standard action: Explosive Missle (infuse one shot with power of a bomb (explosive type, splash radius 10'), load and fire weapon). Use of Precise Bombs (number of squares up to Int mod, 3, are not affected by splash damage) to target any friendly people that may be caught within the AoE. i.e. - Sir Gareth and the horse
Attack: ranged touch attack + point blank 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Pistol damage 1d8 + 1 ⇒ (1) + 1 = 2
Bomb damage 2d6 + 3 ⇒ (6, 2) + 3 = 11 plus catch on fire (1d6 fire each round until extinguished, Ref save vs 15)

-1 loose shot
-1 black powder dose


Round 2 Actions

D'Witt Shoots Jaroo with an explosive bullet touch attack Reflex Save for Entangle

Sir Gareth Moves beside Jaroo's horse, weapon at the ready Reflex Save for Entangle, Will Save for Negative Energy Bolt

Carlson ??? Reflex Save for Entangle

Conner ??? Reflex Save for Entangle

2nd Floor Halfling 5' step and attacks Sir Gareth, throwing twin daggers
First Attack 1d20 + 12 ⇒ (20) + 12 = 32 Damage 1d3 + 4 ⇒ (3) + 4 = 7
Second Attack 1d20 + 12 ⇒ (13) + 12 = 25 Damage 1d3 + 4 ⇒ (2) + 4 = 6
(edit Confirmation roll 1d20 + 12 ⇒ (11) + 12 = 23 Double first attack damage)

"Father" Caller walks into the doorway, giving you your first look at the man behind the cult in Hommlet, an effete man with singed curly blonde hair, cut short and dirty, with a sharp axe of a nose, and a perpetual sneer twisting his mouth, showing his contempt for you all.
Meet your doom, slaves to false gods Casts a spell at Sir Gareth Ranged Touch 1d20 + 6 ⇒ (11) + 6 = 17 Damage 4d8 ⇒ (2, 4, 8, 4) = 18

Hand Crossbowman ??? Invisible

Angel ??? Reflex Save for Entangle

Xavorin Scorching ray strikes Jaroo Reflex Save for Entangle

Shortbowman ??? Invisible

"Bowman" Jaroo Reflex Save vs Bullet 1d20 + 8 ⇒ (13) + 8 = 21 Takes 31 HP damage Ride Check to Control Horse 1d20 + 5 ⇒ (11) + 5 = 16 Casts Entangle over the area, centered from the hedgerow back towards himself, area covered in green on the updated map

Charging Half Orc Reflex Save for Entangle 1d20 + 3 ⇒ (1) + 3 = 4 Entangled

edit: Halfling Reflex Save for Entangle 1d20 + 9 ⇒ (19) + 9 = 28 Not entangled


Male Half-Elf Sorcerer/5 Bloodline: Draconic

Reflex Save: 1d20 + 3 ⇒ (12) + 3 = 15


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Reflex: 1d20 + 6 ⇒ (3) + 6 = 9

The blast would have put Angel to -3, but stable.. Regardless she would have activated her heroic defiance popping a LoH..

LoH: 3d6 + 6 ⇒ (4, 3, 1) + 6 = 14

I suppose im entangled.. Did my attack hit the half-orc?


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

Reflex save 1d20 + 10 ⇒ (18) + 10 = 28


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Round 2, Rapid Shot, Point Blank, Favored Enemy

Reflex: 1d20 + 8 ⇒ (5) + 8 = 13

Conner stands and fires two arrows at Father Caller.

Doom this!

LB Att: 1d20 + 11 + 2 - 2 ⇒ (1) + 11 + 2 - 2 = 12
LB Dam: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

LB Att 2: 1d20 + 11 + 2 - 2 ⇒ (2) + 11 + 2 - 2 = 13
LB Dam 2: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7

WOW -those rolls blow!

Liberty's Edge

M Human Level 5 Zen Archer Monk Init +10, AC 23 T20 FF19, HP43/43 Perception +13, Saves F +6,R +6,W+10

Round 2

Reflex save: 1d20 + 6 ⇒ (2) + 6 = 8 Soo... that's entangled. So... -2 to attack and AC, effectively. Flurrying against the half orc fighting Angel. Considering the amount of spells being thrown around, I'm putting my Ki point into AC again. I'm down to 23/43 hp and AC is 25

Flurry shot 1: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Flurry shot 2: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 7 ⇒ (4) + 7 = 11


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Sir Gareth takes the twin daggers in the right and left shoulders, one near the heart. dropping him to 1 hit point

He then meets his doom and the Light of the Sword. dropping him to -16 hit points and dead; 2 points past his Constitution.


Sir Gareth d’Orionus wrote:

Sir Gareth takes the twin daggers in the right and left shoulders, one near the heart. dropping him to 1 hit point

He then meets his doom and the Light of the Sword. dropping him to -16 hit points and dead; 2 points past his Constitution.

I sincerely apologize Sir Gareth, I meant to include the remark for a Will Save, which may mitigate the damage from the negative energy bolt. I had it in my draft, but failed to copy it into the final post. I did previously when a similar bolt was cast at Angel, though the bolt missed. Please do so now.


Xavorin wrote:
[dice=Reflex Save]1d20+3

Xavorin is not entangled. The area does count as difficult terrain, and each turn ended inside the affected area, a new save is required.


Angel Dawnstar wrote:

[dice=Reflex]1d20+6

The blast would have put Angel to -3, but stable.. Regardless she would have activated her heroic defiance popping a LoH..

[dice=LoH]3d6+6

I suppose im entangled.. Did my attack hit the half-orc?

Yes Angel would be entangled.

Reading as written, Angel has already used a swift action this turn, to LOH at the start of her action. The intent of an immediate action is for "swift like" actions taken after your turn, but before your next turn. As the damage takes place on Angel's turn, when she sets off the blast, she cannot activate the Heroic Defiance until Xavorin's turn, at which point she would already be unconscious, due to having already used a swift action during her turn. Searching rulings on the Paizo site seems to confirm this ruling.

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