pbp day Waking Rune (Inactive)

Game Master Pirate Rob

Waking Rune


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Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

If everyone wants to delay, I'll move forward full speed on my next turn to get us all past the dumb ghost dog.


Tomb

Just re-posting the initiative for the new page.

Initiative:

Malinor (delaying?)
Fletch & Rom
Hugo

M2
M3
Hound
Liam
Baltar
M1
M4

Malinor, Fletch & Rom, and Hugo are up.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Do we really want to delay? That spellcasting we hear is probably a Runelord!


Tomb
"Fletch" wrote:
Do we really want to delay? That spellcasting we hear is probably a Runelord!

A Runelord? This is a 7-11 PFS scenario, not part 6 of an AP, don't be silly. :Þ

As a reminder you can move through the Hound's square without trouble. Also, rereading the spell I have noticed that it only bites 1/round not on everybody that gets within 5 feet. My apologies if my erroneous description earlier caused any confusion.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo looks at Fletch and Liam to see if they are going in...

"Go get them if you are ready, but whoever is in there knows we are calling. "

He will 5' NW (by rune) and start casting a full round spell (SM v)

(assuming that is a hard corner from the door and phantom dog)


Tomb

It is a hard corner and to further clarify it only bites 1/round, it's not a creature and so doesn't get AoOs.

Hugo 5ft steps and begins summoning.

Initiative:

Malinor (delaying?)
Fletch & Rom

M2
M3
Hound
Liam
Baltar
M1
M4
Hugo

Malinor, and Fletch & Rom are up.

Dark Archive

I don't provoke but I am still not really meant for front lines so I will happily follow whoever goes in first be it Fletch and Rom or Liam.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Screw it. Fletch isn't operating on full cylinders right now.

"Romulus, come," he says, then barrels past the glyph and into the chamber beyond, bow at the ready.

Fletch shoots anything that moves. If there is more than one, then on any obvious spellcasters first. Romulus moves in and attacks the closest foe. Fletch will move up to 30' and Romulus will move up to 35'. Note that Romulus's natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Note that Romulus has the Cleave feat and 10' reach. If He could attack more than target, he would do so, foregoing the Power Attack (the math works out the same to hit, with -4 to damage).

+1 Flaming Composite longbow, gravity bow, Deadly Aim and Point Blank Shot: 1d20 + 16 - 3 + 1 ⇒ (3) + 16 - 3 + 1 = 17
Bow Damage: 2d6 + 5 + 6 + 1 + 1d6 ⇒ (1, 3) + 5 + 6 + 1 + (6) = 22

Romulus's bite, Power Attack, Eldritch Claws: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Bite Damage: 1d8 + 10 + 4 ⇒ (6) + 10 + 4 = 20

Crikey! That's bleedin' awful!


Tomb

Fletch goes barreling into the room. The Glyph flares to life and explodes before fading away but Fletch is too quick and evades the damage.

Room Description for Fletch:
The walls of this wide atrium curve gently up to an opaque, glassy dome. Tan light from an unseen source filters through the dome, faintly illuminating the area. The room narrows to the west, where a broad stone altar flanked by iron braziers obstructs movement further in. An iron tile mosaic frames a door-sized space on the east wall, with a three-foot-tall stone pedestal bearing a shallow bowl standing next to it. Sickly greenish-purple motes of light play across the walls, shining from the room to the west.

Fletch sees a creature behind a broad stone altar and takes a shot at it, missing. Romulus follows behind, squeezing through the narrow hallway. He double moves and bounds to in front of the altar knocking over several braziers, scattering smouldering coals to the ground (no game effect) and threatening the creature. He looks worried about what he sees beyond but is unable to communicate the specifics.

Despite the chaos and decreased mental state Fletch's keen ears pick up on several more creatures nearby, an invisible one in this first chamber, and 2 more in the chamber beyond.

Romulus sniffs and confirms with 3 quick glances and barks.

I added a Green I to the map vaguely where Fletch and Romulus think the invisible creature is.

Creature Description for Fletch:
A tall human woman, dressed in greens with horrific scars over the parts of her body that you can see. Picture

If/When the rest of you make it in, feel free to read the descriptions.

[spoiler=GM Dice]Fletch Perception: 1d20 + 14 ⇒ (20) + 14 = 34
Fletch Reflex: 1d20 + 13 ⇒ (9) + 13 = 22
1d20 ⇒ 2
1d20 ⇒ 5
1d20 ⇒ 6

Initiative:

Malinor (delaying)
M2
M3
Hound
Liam
Baltar
M1
M4
Hugo
Fletch & Rom

Malinor is up.

Dark Archive

Malinor follows behind Fletch and fires off an arrow as soon as he sees someone who he doesn't recognize as an ally in the area.

I move SW, SW, W, W, W and ready for when I see someone. If I see who Fletch shot at I will shoot at her with whatever cover there is. If the line doesn't work I ready and shoot the first enemy I see. If I see someone who looks human I go for that the human bane bow, otherwise I will be using my Evil Outsider bane bow. I quick draw which ever bow it is at the end of my move.

attack: 1d20 + 22 ⇒ (8) + 22 = 301d8 + 15 ⇒ (5) + 15 = 202d6 + 2 ⇒ (3, 1) + 2 = 6

+1 to hit and damage not included if Point Blank Shot happens. +2 additional to hit if the Bane comes into effect, plus the extra damage roll.


Tomb

Malinor moves up to the corner but can't quite see anybody, readying to shoot the first available target. I'm going to say with quickdraw you can draw as part of the ready so I'll let the first creature that appears determine your bow.

Fletch sees a nimble human, clad in black chain, tumble in quickly under Romulus's bite and barely miss with a nasty looking swing from an equally black greatsword.

Romulus also smells a creature move up to his north but it does not become visible.

The hound ceases barking for a moment only to try and get its jaws around Liam again and fail.

Liam + Fletch:
The intensity of the lights from the western room appears to be growing.

1d20 ⇒ 16
1d20 ⇒ 8
1d4 ⇒ 4
1d20 ⇒ 6

Initiative:

Liam
Baltar
Ezrek

M1
M4
Hugo
Fletch & Rom
Malinor (Ready)
M2
M3 (Ready)
Hound1

Liam, Baltar & Ezrek are up. Note I had accidentally dropped Ezrek from the initiative, but he goes now so no harm done.


Tomb

Opps the spoiler above was meant for Malinor and Fletch but it's no big deal, I imagine many of you will notice it soon enough.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

Liam can move at 40 feet, which puts him right behind Rom. Bless 2/10

Liam rushes into the room behind the Rom, sword in hand.

Perception: 1d20 + 19 ⇒ (6) + 19 = 25

He sees the woman behind the altar and the woman in in black armor.

He selects the woman with glowing eyes as his foe focus.

turn is up.


Tomb

As Liam makes it through the hallway a bolt of lightning flashes across Romulus, Liam, Fletch and Malinor for 29 electricity damage Reflex DC 16 for half.

A strange snake-like monstrosity with a human head appears at the source of the lightning bolt. Malinor responds with lightning speed sinking an arrow deep into its flesh with his readied shot.

Liam can see the following in the western room:

Liam:
Four thick chains extend from the walls to suspend a heavy stone sarcophagus several feet off the ground. A dozen cracks run across the sarcophagus’s surface—opaque, bruise-colored vapor seeps from these breaks, pooling on the ground. Shortlived flashes of energy sporadically dance across the stone and through the mist.

Knowledge: Dungeoneering may be of some use, feel free to roll when convient and I'll share the information as appropriate.

Liam: if you'd rather change your standard action, or what square you end up in, just let me know. (You've got 5 more feet of movement from there.

GMDice:

7d6 ⇒ (5, 1, 4, 4, 3, 6, 6) = 29

Initiative:

Baltar
Ezrek

M1
M4
Hugo
Fletch & Rom
M2
Hound1
Malinor
Snake
Liam

Baltar and Ezrek are up.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

Know. Dungeon: 1d20 + 7 ⇒ (1) + 7 = 8 I know nothing!

Reflex: 1d20 + 13 ⇒ (18) + 13 = 31 Take half for 14 Damage 100/114

If I can Move Up And Attack:
I will take the extra 5 feet of movement and attack the snake thing.

Power, Vital Strike, Stunning Assault: 1d20 + 17 ⇒ (20) + 17 = 37
If it's Evil It auto-confirms. Also it needs to roll a Fort Save DC 21 or be dazed 1 round
If Not Confirm: 1d20 + 21 ⇒ (12) + 21 = 33
Damage: 2d8 + 19 ⇒ (1, 3) + 19 = 23
Crit Damage: 1d8 + 19 ⇒ (2) + 19 = 21
If for some reason it is an evil outsider, it takes an additional 2d6 + 2 ⇒ (2, 5) + 2 = 9 damage.
+2 more if I crit.

If I can't attack, I will keep my action and shout.

"Keep coming they're performing a ritual!"


Tomb

Liam: you can move up, attack the snake, and shout. Shockingly enough a knowledge roll of 8 doesn't tell you anything.

Liam's blow crits and cuts deeply into the snake, but does not daze it.

GM Dice:

1d20 ⇒ 17

Initiative:

Baltar
Ezrek

M1
M4
Hugo
Fletch & Rom
M2
Hound1
Malinor
Snake
Liam

Baltar and Ezrek are up.

Dark Archive

Reflex: 1d20 + 11 ⇒ (15) + 11 = 26

Dungeoneering: 1d20 + 5 ⇒ (9) + 5 = 14

I am guessing I used the Evil Bane. Did it seem to have any additional effect.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Romulus's Reflex save (with Evasion): 1d20 + 9 ⇒ (20) + 9 = 29

That'll do it! No damage.


Tomb
Malinor. wrote:

I am guessing I used the Evil Bane. Did it seem to have any additional effect.

As it's clearly not a human, I think the evil outsider bane made sense. I don't believe you have anyway of telling if the bane worked or not though.

Fletch: don't forget a save for you too.

Initiative:

Baltar
Ezrek

M1
M4
Hugo
Fletch & Rom
M2
Hound1
Malinor
Snake
Liam

Baltar and Ezrek are up.

As a note I'm going to be out most of this afternoon GMing for a local game day

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Ooh, missed that.

Fletch's Reflex Save (with Evasion): 1d20 + 13 ⇒ (7) + 13 = 20

0 damage to Fletch, who dodges the bolt.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Against his better judgement, Ezrek moves into the room, positioning himself northeast of Fletch.


Tomb

Ezrek: looks like about 35 feet of movement to get there, do you want to do anything else with your turn?

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Yeah, take away five feet, placing me in front of Fletch and Ez will lob a bomb at the large snake-headed thing.

RTA PBS: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Damage: 4d4 + 4 + 1 ⇒ (4, 2, 1, 4) + 4 + 1 = 16


Tomb

Body of a snake, head of a woman.

The bomb misses but splashes onto the snake creature.

Gm Dice:
1d8 ⇒ 3
1d20 ⇒ 1

Initiative:

Baltar
M1
M4
Hugo
Fletch & Rom
M2
Hound1
Malinor
Snake
Liam
Ezrek

Baltar is up.

I set the map back to edit so I can be lazy and you guys can move yourself.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

Baltar steps into the hallway behind Malinor while drawing his trusty Rod of Reach, peeking around the corner into the room. Feeling a bit helpless, he casts a spell to protect himself and his allies from the horrors they now face.

Knowledge Dungeoneering: 1d20 + 10 ⇒ (7) + 10 = 17

Using Metamagic Rod of Reach to cast Communal Protection From Evil. I will select myself, Fletch, Malinor, and Liam. They will have 3 minutes, and I will take the remaining 2.

Prayer: 10 rounds remaining
Protection From Evil: 20 rounds remaining


Tomb

Baltar: You suspect it's some sort of Naga but are unable to recall any specifics. You are able to protect your self and several of your companions with protection from evil though.

The woman in green speaks:
"I am the Lashmistress of Lissala and none of you are worthy to witness the arising of Krune"

She steps back from the altar and the western room is shrouded in darkness along with Romulus. Occasional beams of light still punch through, but not enough to provide a useful amount of light.

Romulus barks and growls as he smells the final figure move adjacent to him (just north of the large altar). He then lets out a whimper as blood splashes all over Liam and the Naga.

Romulus takes 59 Damage )Assuming a 36 hits and no special defenses against crits.)

GM Dice:

1d20 + 20 - 3 ⇒ (19) + 20 - 3 = 36
1d20 + 20 - 3 ⇒ (19) + 20 - 3 = 36
4d6 + 13 + 9 ⇒ (1, 2, 1, 5) + 13 + 9 = 31
2d6 + 13 + 9 ⇒ (3, 3) + 13 + 9 = 28

Initiative:

Hugo
Fletch & Rom

M2
Hound1
Malinor
Snake
Liam
Ezrek
Baltar
M4
M1

Hugo, Fletch & Rom are up.

The Transparent grey area is the darkness, you'd be surprised how long it took me to figure out how to do that.

As a note to help you guys out in your coming turns, the snake like creature is a normal Dark Naga with haste and 72 damage on her. Obviously your characters don't know this but I wanted to help avoid wasted full actions or complex if statements.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Status:
Romulus = 37/96 hp

Fletch puts as many arrows as possible into the naga and then the Lashmistress, then shifts towards Romulus.

Using Deadly Aim, Precise Shot, Point-Blank Shot, Manyshot and Rapid Shot. Shoot naga until it's dead, then switch target to Lashmistress. Damage rolled with to-hits.

First Arrow: 1d20 + 16 - 3 + 1 - 2 ⇒ (14) + 16 - 3 + 1 - 2 = 262d6 + 5 + 6 + 1 + 1d6 ⇒ (4, 3) + 5 + 6 + 1 + (3) = 22
Second Arrow: 1d20 + 16 - 3 + 1 - 2 ⇒ (12) + 16 - 3 + 1 - 2 = 242d6 + 5 + 6 + 1 + 1d6 ⇒ (3, 2) + 5 + 6 + 1 + (3) = 20
Third Arrow: 1d20 + 16 - 3 + 1 - 2 ⇒ (13) + 16 - 3 + 1 - 2 = 252d6 + 5 + 6 + 1 + 1d6 ⇒ (3, 5) + 5 + 6 + 1 + (1) = 21
Fourth Arrow: 1d20 + 11 - 3 + 1 - 2 ⇒ (13) + 11 - 3 + 1 - 2 = 202d6 + 5 + 6 + 1 + 1d6 ⇒ (1, 5) + 5 + 6 + 1 + (5) = 23

________________________________________________________________

Romulus attacks the Lashmistress with a pair of powerful bites, then shifts towards Fletch.

Romulus's bites, Power Attack, Eldritch Claws: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 141d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25

If the 24 hits (I assume the 17 doesn't.)

Damage: 1d8 + 10 + 4 ⇒ (5) + 10 + 4 = 19
Trip attempt v. Lashmistress: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19

If her AC<24, she has taken 19 points of damage. If her CMD<25, she is prone.

_________________________________________________________________


Tomb

Fletch's first pair of arrow drops the Naga, the other arrows fly into the darkness with 1 nice meaty thump and 1 going wild. (I think the first 2 arrows should just be 1 attack roll from manyshot btw, lemme know if I'm mistaken)

As for Romulus I'm slightly confused. The Lashmistress is 15ft away from Romulus, additionally I don't see the 'down' trick on your list or any other way for you to get Romulus to 5ft step towards you without you pushing. Also Romulus can't 5ft step anyway because of the darkness. The easiest resolution I think is is have Romulus attack one of the 2 targets in darkness he can reach and knows exactly where they are due to scent and then stay put. Let me know what you'd like to do.

GM Dice:

1d100 ⇒ 67
1d100 ⇒ 71
1d100 ⇒ 19

Room description repost:

Spoiler:
The walls of this wide atrium curve gently up to an opaque, glassy dome. Tan light from an unseen source filters through the dome, faintly illuminating the area. The room narrows to the west, where a broad stone altar flanked by iron braziers obstructs movement further in. An iron tile mosaic frames a door-sized space on the east wall, with a three-foot-tall stone pedestal bearing a shallow bowl standing next to it. Sickly greenish-purple motes of light play across the walls, shining from the room to the west.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will finish his summoning, and calls a large air elemental to do his bidding. He attempts to have the creature appear in the hallway near the faded glyph.

Large Air Elem

Hugo will stride 40' into the room to get a better look.

In Auran, to the elemental, "Go! Into the darkness and whirlwind to attack any smaller creatures you find in there."

GM will have to determine how it interprets and acts on that command. The elemental can move 100' in a move and has mobility and darkvision.

With his remaining action, seeing or hearing the party was hurt, he will channel.

channel, excluding foes, dead naga etc: 5d6 ⇒ (6, 5, 2, 5, 3) = 21


Tomb

Hugo's air elemental squeezes through the small corridor and turns into a whirlwind mid flight and enters the darkness. I think it's a standard action for the air elemental to transform but it has flyby attack so can do it mid move and its 100 feet of movement is enough to get in and attack the 3 targets in the darkness with a single move. So it should be good.

There is quite a bit of noise coming from the darkness and the air elemental calls out in Auran "I got one"

GM Dice:
Damage
M1: 1d20 ⇒ 19
M4: 1d20 ⇒ 9
M2: 1d20 ⇒ 3

Pickup
M1: 1d20 ⇒ 17
M4: 1d20 ⇒ 15
M2: 1d20 ⇒ 3

1d8 + 4 ⇒ (4) + 4 = 8

Next actions will have to wait till morning.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

re: Manyshot: You're right. I always forget that.

re: Position: I thought Liam was the Lashmistress. Having him attack the creature in the darkness is fine.

re: Down trick. It is in Romulus's character, between Defend and Fetch. Don't worry about having him move, though. I was worried about being flanked, but given that it's Liam to his right and not the Lashmistress, he can stay where he is.

re: 5-foot step. If he's half-in and half-out of the darkness, does the darkness prevent him from taking a 5-ft. step further into the light? I honestly don't know the answer to that one.


Tomb

Thanks Fletch, I see the trick now, I was looking in Romulus's Special Abilities section instead of his tricks section. As for the darkness, Romulus is currently completely engulfed in the darkness and cannot see anything. If he was halfway out I would allow him to 5ft step further out.

Romulus bites into the darkness but doesn't connect with either hit.

The phantom hound viciously bites into Baltar's butt for 10 damage and Romulus lets out a single bark instead of a pair to let you know he's only adjacent to a single foe now. Note: Monster icons in the darkness may not be completely accurate.

GMDice:
1d20 ⇒ 4
1d20 ⇒ 19
1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
2d6 + 3 ⇒ (1, 6) + 3 = 10

Initiative:

Malinor
Liam
Ezrek
Baltar

M4
M1
Hugo
Fletch & Rom
M2
Hound2

Malinor, Liam, Ezrek and Baltar are up.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

I'm going to enter the darkness and pass through Rom's square. I'll roll perception to see if I can hear anything, if I can I'll move toward that and attack.

Liam shouts to the others.

"We need some light in here."

As he moves toward the bark of his companion's faithful wolf, listening carefully for anything in the darkness.

Perception: 1d20 + 20 ⇒ (20) + 20 = 40 What a waste of a perfectly good 20 lol

GM:
If I think something is close]Liam swings furiously into the darkness toward the sound he thought he heard.
High Hits As Always.
Miss Chance for Concealment: 1d100 ⇒ 81
Power Attack, Dazing Assault, Vital Strike: 1d20 + 18 ⇒ (5) + 18 = 23
If that hits, the target will need to make a DC 21 Fort Save or be dazed 1 round.
Damage: 2d8 + 20 ⇒ (5, 4) + 20 = 29

As always, if what I'm attacking is an evil outsider add a +2 to the attack roll and add Bane: 2d6 + 2 ⇒ (4, 6) + 2 = 12 damage

If I can't see anything, I use my standard action to select the woman I saw earlier as my foe focus.


Tomb

Liam moves into the darkness, a nasty blow that he didn't see coming almost finding a chink in his armor. Unfortunately for Liam's foe, Liam is able to retaliate with his own sword swing, leaving his enemy dazed. Liam: The enemy just to the north of you is still there. and you can hear the Lashmistress to the ~north-west of you but you do not hear the 3rd foe.

As an aside I believe you have to currently see the foe you're targeting with the Ring of Foe Focus.

Gm Dice:
1d20 + 20 - 3 ⇒ (11) + 20 - 3 = 28
2d6 + 13 + 9 ⇒ (3, 5) + 13 + 9 = 30
1d20 ⇒ 9

Initiative:

Malinor
Ezrek
Baltar

M4
M1
Hugo
Fletch & Rom
M2
Hound2
Liam

Malinor, Ezrek and Baltar are up.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

You are 100% correct. Sorry, I've had this ring for a few levels, and just really never paid much attention to how it works.


Tomb
Liam L'Outre wrote:
You are 100% correct. Sorry, I've had this ring for a few levels, and just really never paid much attention to how it works.

No worries, the only reason I have any idea of how it works is I keep looking up every-time you mention it.

Dark Archive

Malinor moves into the room and sees the wall of darkness and prepares a shot to try and prevent casting when he sees an enemy caster begin to cast.

The goal is to ready to disrupt casting when I know where a caster is. We will see if anyone can get rid of the darkness. Deadly shot on the readied with my Evil Outsider Bane bow.

Readied Attack: 1d20 + 19 ⇒ (12) + 19 = 311d8 + 15 ⇒ (2) + 15 = 172d6 + 2 ⇒ (1, 1) + 2 = 4 +2 to hit if the creature is an Evil Outsider and add the 2d6+2 damage dice, +1 to hit and damage if the target is within 30 feet.


Tomb

Malinor moves up and readies.

Initiative:

Ezrek
Baltar
M4
M1
Hugo
Fletch & Rom
M2
Hound2
Liam
Malinor - Ready

Ezrek and Baltar are up.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

Hearing a call from his ally further ahead, Baltar walks into the chamber (directly behind Malinor) and casts Daylight, hoping to shine some light on the situation.

Prayer: 9 rounds remaining
Protection From Evil: 19 rounds remaining


Tomb

Baltar moves up and casts daylight. Target? something of yours? Malinor? The floor?

The 60ft radius of sunlight easily overwhelms the darkness spell revealing the man in melee with Romulus and Liam. The Lashmistress and a second man, also adorned in black chain, this one a bit blurry and trapped in a whirlwind.

Description of the back room:

Four thick chains extend from the walls to suspend a heavy stone sarcophagus several feet off the ground. A dozen cracks run across the sarcophagus’s surface—opaque, bruise-colored vapor seeps from these breaks, pooling on the ground. Shortlived flashes of energy sporadically dance across the stone and through the mist.

Initiative:

Ezrek
M4
M1
Hugo
Fletch & Rom
M2
Hound2
Liam
Malinor - Ready
Baltar

Ezrek is up.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

Sorry, on buckler.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek lifts into the air, flapping over to ten feet above Fletch's wolf.

Should be thirty feet of movement with an auto-succeed Fly check with a +14

He then drinks an extract of Haste.


Tomb

Ezrek flies up and speeds up.

The Lashmistress seeing the bow trained on her but lacking in places to hide and seemingly unwilling to enter the mist takes cover behind the whirlwind as best she can. Unfortunately for her Malinor's arrow strikes true and her spell is lost.

The southern fellow manages to keep his great-sword in hand and on his feet, but not much more than that. (Dazed)

Spellcraft DC 18:

She was attempting to cast windwall

GM Dice:
concentration: 1d20 ⇒ 2

Initiative:

Hugo
Fletch & Rom

M2
Hound2
Liam
Malinor - Ready
Baltar
Ezrek
M4
M1

Hugo, Fletch & Rom are up.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Spellcraft: 1d20 + 15 ⇒ (13) + 15 = 28

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

As a reminder, Hugo healed party for 21 last round. I see some are still hurt in their status. .

Hugo will tell the air elem..."Move further towards the back of the room and pick up the lady adjacent to you if you can. . " elemental continue to attack via wind.

He will tell the black swordman in the wind spin the command "Drop" DC 17 will.

He will move 2 squares north of Ezrek...

I will be on travel for 3 days and cannot move map. Posting this from 35000 feet. Lol.

Dark Archive

Spellcraft: 1d20 + 2 ⇒ (2) + 2 = 4 What evil plans did I interfere with.


Tomb

Hugo repositions himself while shouting a command at the windy swordsman who is able to keep his wits and hold onto his sword.

The elemental continues to whirlwind towards the back of the room although the Lashmistress manages to sidestep the tornado with surprising grace.

As the elemental enters the mist it sucks up quite a bit of mist however no matter how much it seems to suck up the amount surrounding the glowing sarcophagus seems undiminished.

Additionally the elemental seems to be moving slower, as does the black swordsman who is desperate to escape the battering winds that surround him. (They are both slowed)

GM Dice:

1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 11 ⇒ (13) + 11 = 24
1d20 + 11 ⇒ (9) + 11 = 20
1d8 + 4 ⇒ (2) + 4 = 6
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 4 ⇒ (9) + 4 = 13

Initiative:

Fletch & Rom
M2
Hound2
Liam
Malinor - Ready
Baltar
Ezrek
M4
M1
Hugo

Fletch & Rom are up.


Tomb

In the interest of not getting bogged down waiting for Fletch I c/ped the math from Fletch's last turn:

Fletch 5stps north and unleashes a flurry of arrows on the lashmistress. Most hit but the last sails past her. She is not in good shape.

Rom gets one good bite in on the dazed swordsman but cannot drag him down.

Fletch Attack:

Using Deadly Aim, Precise Shot, Point-Blank Shot, Manyshot and Rapid Shot.

The floating, spinning, buffed swordsman slowly pulls out a potion.

The hound goes back to barking loudly.

Manyshot: 1d20 + 16 - 3 + 1 - 2 ⇒ (17) + 16 - 3 + 1 - 2 = 29 2d6 + 5 + 6 + 1 + 1d6 + 2d6 + 5 + 6 + 1 + 1d6 ⇒ (2, 3) + 5 + 6 + 1 + (1) + (4, 2) + 5 + 6 + 1 + (2) = 38

Rapid Shot: 1d20 + 16 - 3 + 1 - 2 ⇒ (15) + 16 - 3 + 1 - 2 = 27 2d6 + 5 + 6 + 1 + 1d6 ⇒ (5, 2) + 5 + 6 + 1 + (6) = 25

Last Shot: 1d20 + 11 - 3 + 1 - 2 ⇒ (6) + 11 - 3 + 1 - 2 = 13 2d6 + 5 + 6 + 1 + 1d6 ⇒ (6, 6) + 5 + 6 + 1 + (6) = 30

Rom Attack:

Romulus's bites, Power Attack, Eldritch Claws:
1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24 Damage: 1d8 + 10 + 4 ⇒ (5) + 10 + 4 = 19 Trip: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21
1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18 Damage: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17 Trip: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24

Initiative:

Liam
Baltar
Ezrek
Malinor

Lashmistress
Black Swordsman1
Hugo
Fletch & Rom
Black Swordsman2
Hound3

Liam, Baltar, Ezrek and Malinor are now up.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek draws and throws two bombs in quick succession at the Lashmistress, while continuing to hover in place.

Ranged Touch Attack PBS: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Damage: 4d4 + 4 + 1 ⇒ (2, 1, 4, 1) + 4 + 1 = 13

Ranged Touch Attack PBS: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 4d4 + 4 + 1 ⇒ (4, 3, 2, 2) + 4 + 1 = 16

Edit: Forgot I was Hasted

Haste RTA PBS: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Damage: 4d4 + 4 + 1 ⇒ (3, 4, 2, 3) + 4 + 1 = 17


Tomb

Ezrek's 3 bombs reduce the Lashmistress to a pile of smoldering flesh.

Initiative:

Liam
Baltar
Malinor

Black Swordsman1
Hugo
Fletch & Rom
Black Swordsman2
Hound3
Ezrek

Liam, Baltar, and Malinor are now up.

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