EM - [PFS] Occasional Demons (Inactive)

Game Master Evil Minion

A series of 6 PFS scenarios... all set on the edges, and often inside, of the demon-infested Worldwound!

─► Maps and stuff ◄─


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Ah ha! There's the bit I was missing! All is well!

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

Upon finishing loading 6 Floria will briefly entertain the idea of using it Don't be silly Floria, you're no marksman! and instead move toward the remaining dretch, leaving her crossbow behind.

She can see Sangkip and Huni menacing it, and given how quickly they took care of the first she doesn't want to waste her psychic energy unnecessarily. She settles for watching it and preparing to blast it if it looks dangerous.

Ready an action to cast Mind Thrust II if it takes any action other than jumping off the wall

If the readied action is triggered:

Mind Thrust II damage: 4d8 ⇒ (5, 8, 6, 8) = 27
Caster Level check: 1d20 + 4 ⇒ (3) + 4 = 7
Will save DC 18 (=10 + 6(INT) + 2(Spell Level)) for half damage

Silver Crusade

male|spd.30:
special:
channel 6/6day, honor bound 5/5day,Panache 3/3,seize intit 5/5
+2 INT| +2 Per| AC:18, Tch:13: FF: 15| H.P. 26/26| Fort:+5,Ref:+5.Wil:+4:
Attacks:
+1 longsword+6(1d8+2)/cold iron rapier +4(1d6+1)/lt crossbow +4(1d8)
Cleric 1/Fighter 1(Lore Warden)/Swashbuckler 1Current conditions:none

GM is there a target beyond the walls for Eamon to shoot? If so Eamon will take a shot. If not Eamon takes a moment to cast shield of faith on himself and he moves over to the big siege machine.

if no target for Eamon to fire at:
Alessio! you're a better shot than me! Fire the Ballista I'll help this lot!

if Eamon has a target:
Eamon spots a Demon down range and lines up his sights pulling the trigger when he thinks he's on target. ranged att.: 1d20 + 4 ⇒ (8) + 4 = 12 DM could you roll dmg I forgot and don't want to pan back to previous page.


The smaller ballista are for shooting closer targets, not stuff out in the battlefield.
The big ballista is for that.

Silver Crusade

male|spd.30:
special:
channel 6/6day, honor bound 5/5day,Panache 3/3,seize intit 5/5
+2 INT| +2 Per| AC:18, Tch:13: FF: 15| H.P. 26/26| Fort:+5,Ref:+5.Wil:+4:
Attacks:
+1 longsword+6(1d8+2)/cold iron rapier +4(1d6+1)/lt crossbow +4(1d8)
Cleric 1/Fighter 1(Lore Warden)/Swashbuckler 1Current conditions:none

OK so no target.. Eamon finishes, loading the Ballista and looks around for Alessio finding the man had run over to the large siege engine to lend a hand after the fiery projectile had killed two of its crew members. Eamon cast shield of faith on himself and then heads to the big siege engine himself. Alessio! you're a better shot than me! Fire the Ballista I'll help this lot!

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

large ballista. ranged attack roll: 1d20 + 9 ⇒ (9) + 9 = 18


If you switch ballista now, the heavy balista will be firing one round later. Eamon does not have any actions left to help this round.
Just so you're aware.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Fine by me unless Eamon changes his action.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni hopes to finish the little demon so they can all get to firing ballista.

Long Sword, cold iron: flank
to hit: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 to hurt: 1d8 + 3 ⇒ (5) + 3 = 8


GM Screen:
1d4 ⇒ 2, 3d6 ⇒ (1, 2, 1) = 4
1d20 ⇒ 12
1d2 ⇒ 1

Just to be clear, your task here is to keep the heavy ballista firing as much as possible, to keep the siege towers from reaching the wall.
Everything else, including the light ballistas are just there to support that, by keeping the enemy off of the big one.

In the wake of the exploding ordinance taking out half the crusaders on the big ballista, suddenly activity grinds to a halt, with not enough crew to man it.

Kara quickly leaps to assist, and one of the soldiers moves to targeting, and quickly directs her to handle the cocking of the drawstring. Alessio starts to go over to help, but Eamon tells him to go back to the other ballista, the sudden moment of indecision putting the crew even further behind.

"What are you waiting for?!" One of them yells, "Help him with the ammo. Load it already!"

Floria, finished with Six, turns her attention to the remaining dretch, but holds off from helping, hoping Sangkip and Huni can handle it on their own.

The two of them, prove more than capable, as the vanaran slips in behind it, perilously close to the edge of the parapet, waiting on Huni. The warpriest wastes no time circling around to the other side, doing his best to distract the wretched fiend. It is just the distraction Sangkip needs, as he slashes one sharp blade across the dretch's throat, then thrusts the other up through the back of its skull. It doesn't even have time to cry out, as green noxious fumes start to leak out, and Huni quickly boots that one off the wall as well.

The remaining artillery team, along with Kara and Eamon, work to try to finish readying Eight, but with everyone out of sync, it proves to take longer than expected, as they struggle to get the thing loaded. Every second that goes by, the Kakuen-Taka drawing ever closer.

For the moment, your section of the wall is clear, though you can see activity all along in it both directions. The section to the northeast, close to the Battle Tower, appears to be under bombardment from demonic siege batteries off by the river, and the section southwest of you fighting off a number of invaders who managed to scale the wall.

But where you are, seems to get a moment of respite, and the newly formed crew on Seven gets a moment to finish their task.

The rest of you get a moment to look out onto the field, where the battle rages on. But it's the demonic siege towers that draw your gaze.

They have come close enough that you notice it appears to be moving on its own accord, rolling over the defenders (and the occasional demon) like they were blades of grass before a scythe. Small clouds of something seem to spew out of tumorous holes in the rotted flesh, and swarm over anything that gets too close... before returning to the tower, leaving little but flesh and bone behind. Huge flocks of black birds follow the towers constantly, their flesh just as rotted and foul as the towers themselves, feeding on what carrion remains, and anything living that gets too close.

One of the crusaders on Eight yelling, "Clear!" finally draws you out of your reverie, as the crew finally finishes loading and aiming... and one of its giant bolts is launched out over the field. It strikes the nearer tower right near the base, and the entire mass starts to quiver slightly in response, belching out black clouds before reabsorbing them. You notice an number of the hoard below looking up to the wall where the shot came from. Where you are now.

The other crusader gives a cheer, before the first yells at him to get back to loading.

There is a bit of a break here. Seven is fired on round 5. 1 success reported.

You have 2 rounds to readjust your positions (except Kara and Eamon, who are busy the whole time).

-- Round 3 ------
artillery team (4/4), B#6 [1/1], B#7 [4/5], B#8 [1/1]

-- Round 4 ------
artillery team (4/4), B#6 [1/1], B#7 [5/5], B#8 [1/1]

-- Round 5 ------
artillery team (4/4), B#6 [1/1], B#7 [0/5], B#8 [1/1]

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

"Sangkip, help Floria (at 6) and I'll go aid Alessio (at 8). Let's take down those towers."

I don't know what more we can do to load and fire faster. Will more crew at 7 allow it to fire more often? If so Huni will go there instead.


more folks do not help. Nor can the smaller ballista be used on the towers.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Come on, crew! You're doing great!

Kara seems to be enjoying this.

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

I'm on a tablet and can't edit the map right now, but I'd love to swap spots with Floria for better charge lanes.

"Makes sense to me. Keep your eyes up everyone. They're not going to let us keep shooting for free."

Holding one of my cold iron daggers in my tail. All others are sheathed.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio acquaints himself with the larger ballista to fire it as best as possible.

Staying put and will help fire when ready.


doing this from a tablet on a virtual keyboard... So might cut a few corners to avoid too much aggravation.

Sangkip, you can be wherever you want and can get to in 2 rounds .

Even as the crew on Seven score a blow for the forces of light, the forces of darkness make telling blows of their own. Further down the wall the bombardment finally lets up, but only in time for demonic forces to overrun the siege engines there. Reinforcements arrive too late to aid the artillery teams, but the manage to destroy or drive off the invaders... except for one.

You see it launch itself off of the wall on large bat-like wings, dodging the hail of arrows that follow it, before it banks wide and heads back to the battlements, this time, to where you are!

As it swoops in, you realize it is a large bull-headed creature, similar to the one you saw in the painting in Thurl's bedroom. But, though at a distance it resembles a minotaur, as it closes in, you realize it is something far worse. The large wings are only the most obvious differences. Large yellowed fangs jut from its massive maw, and it sports long twisted claws on both hands... Though those currently hold a massive double-bladed axe, covered in gore and dripping blood from the crusaders it slaughtered at the previous position.

It banks one last time and glides in with a mighty bellow of challenge.

Knowledge (planes), DC 16:

Although it is clearly minotaur, this one appears to have been birthed from demonic loins.

Not the brutish creature you are familiar with, but something half way between that and a true fiend!

and of course more with more!.

currently it is about 15 feet up, over the edge of the battlements, as it approaches. unfortunately I can't move its token on my current device.

-- Round 1 ------
Kara
Sangkip
Alessio

bovine creature
Floria
Eamon
Huni
artillery team (2/4), B#6 [1/1], B#7 [4/5], B#8 [1/1]

Kara, Alessio, and the monkey are up!

both the light ballista are ready to fire

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Take down that creature, we need this ballista firing every time it is ready! Alessio aims and activates the ballista.

ranged attack: 1d20 + 9 ⇒ (12) + 9 = 21

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

I hope it's ok if I post my actions during the 2 rounds we had to move, Floria just collected her crossbow and stood near the main ballista ready to man it in case any more of the crew died

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Knowledge Planes DC16: 1d20 + 7 ⇒ (11) + 7 = 18

What kind of Hell-born minotaur is that? Kill it!

It is, in fact, a Hell-born minotaur. That's all Kara knows for sure.

@GM, should I assume that I'm needed to help #7 keep firing, and that's the most important task for overall success?

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

"Whoa!"

Sangkip wheels the ballista around and opens fire! He then scoots around towards the front, trying to stay ready no matter what the situation demands.

Ballista: 1d20 + 9 ⇒ (5) + 9 = 14 ... Maybe it's vs. touch.
Damage: 4d6 ⇒ (1, 3, 3, 6) = 13


Don't forget to roll the damage for the light ballistas if you fire them (Alessio)! Else you get my crappy roll. =)

Kara continues to work furiously at her task on the heavy ballista, though can't help but toss the occasional sidelong glance towards the incoming foe and silently hope her companions are up for it, without her assistance

Sangkip quickly spins Number Six on its axis, and fires at the incoming fiend before it can get to the wall where he has the other teams to shoot through. But his shot is off, and the fiend furls its wings and dives under the bolts easily.

Alessio tries to shoot it as well, as he turns Number Eight around, aims, and lets a barrage of bolts fly, that quickly fan out as they travel. The fiendish minotaur tries to dodge those too, but the shot comes from too close, and is aimed too well, and it doesn't have the time. A number of the projectiles tear holes in its leathery wings, and a few embed themselves in its flank, cutting right through its fiendish protections!

GM Screen:
ballista damage: 4d6 ⇒ (1, 2, 1, 6) = 10
fly vs DC 10: 1d20 ⇒ 7

3d8 ⇒ (7, 6, 4) = 17
Will: 1d20 + 4 ⇒ (17) + 4 = 21
Will: 1d20 + 4 ⇒ (14) + 4 = 18

It bellows in anger, as it suddenly loses altitude, only just barely avoiding crashing into the crenellations as it comes in for an awkward landing on the parapet.

With another bellow of challenge, it holds its gore-covered axe over its head, and dark, vile energies start to course along its arms, as it swings the weapon through the air. An icy cold, cloying miasma of greasy evil darkness suddenly forms in the air, just above Eamon, where he works on Number Seven. It quickly spreads out across the entire artillery team on both Seven and Eight, drawing the life from everything it touches.

Kara take 17 points of evil damage and is sickened for 1d4 ⇒ 4 rounds. DC 14 Will for half damage and no sickened.

The two remaining crusaders, Eamon, Huni, and Alessio take 8 points of evil damage. DC 14 will for half

Spellcraft, DC 22 (Alessio/Huni), DC 23 (Eamon), DC 26 (Kara), DC 27 (Floria):
It appears to have called up an Unholy Blight, right in the middle of everyone!

-- Round 6 ------
Floria
Eamon (-8*)
Huni (-8*)

artillery team (-4/-4) (4/4), B#6 [0/1], B#7 [0/5], B#8 [0/1]

-- Round 7 ------
Kara (-17*)
Sangkip*
Alessio (-8*)

half-fiend minotaur (-10)

Party is up!

Will save pending from Kara
Will save pending from Huni
Will save pending from Alessio
Will save pending from Eamon

Note: Kara, if you fail the save, you will not be able to finish your full-round action to help load this round, but can finish the it the next, if you don't do something else.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Will DC14: 1d20 + 3 ⇒ (5) + 3 = 8

Spellcraft DC26: 1d20 + 12 ⇒ (11) + 12 = 23

Wish I could swap those. :(

Kara cannot even think clearly as the cloud saps her very life essence. She cries out and collapses into dry heaves.

Get it together, pretty little rich thing! Your friends are counting on you!

With a supreme effort, she rises (not a Move action, fluff only), retrieves a wand from a well-worn place on her belt, and activates it.

I hate this part. Bring it on, demons, I'm ready for you...

HP 6/23; Infernal Healing 10 rounds remaining; 41 charges remaining; Sickened 3 rounds remaining

Silver Crusade

male|spd.30:
special:
channel 6/6day, honor bound 5/5day,Panache 3/3,seize intit 5/5
+2 INT| +2 Per| AC:18, Tch:13: FF: 15| H.P. 26/26| Fort:+5,Ref:+5.Wil:+4:
Attacks:
+1 longsword+6(1d8+2)/cold iron rapier +4(1d6+1)/lt crossbow +4(1d8)
Cleric 1/Fighter 1(Lore Warden)/Swashbuckler 1Current conditions:none

will: 1d20 + 4 ⇒ (4) + 4 = 8


Kara, I had a brain malfunction when I typed that previous bit... in my head I'm confusing sickened and nauseated. You are only sickened, so will have finished your ballista tasks last round. Just not this one, as you're using the wand o' future doom =)

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

will save: 1d20 + 3 ⇒ (10) + 3 = 13 boo
spellcraft: 1d20 + 10 ⇒ (5) + 10 = 15

damage from previous ballista: 4d6 ⇒ (4, 3, 1, 1) = 9

Huni, we have to blast this thing. Reload the bolt! Alessio prepares to fire again once we've reloaded.

ranged attack: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 4d6 ⇒ (5, 4, 6, 5) = 20


Reloading takes a 1 round. You won't get to fire until round 8

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Ah, sorry!

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

Knowledge (planes): 1d20 + 13 ⇒ (10) + 13 = 23
Spellcraft: 1d20 + 12 ⇒ (12) + 12 = 24

Seeing Kara in trouble and applying her healing wand, Floria will step up and take over her duties on the Ballista as well as she's able.

"Are you OK Kara?"

EDIT: She will also drop her crossbow again to free her hands for the reloading.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

No, no, I'm (cough) fine. I can handle this, thanks. We need your powers against that infernal minotaur.

Near as I can tell, there's no skill or ability check to helping fire #7, so me being sickened does not impede that effort. It makes more sense for Floria to attack directly since my spells are mostly useless and I'm at -2 to all checks. Is it too late for Floria to change her action?


Floria, Kara already finished her round 6 loading action. You can't help with that this round. Next round though, she is using her wand, and you could help then.
Feel free to do something else this round!

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 whips a potion of fly from his belt with his tail as a swift and drinks it down, helping him zip along the battlements to stand at Alessio's side.

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

Ah, sorry I see

Seeing that Kara has this under control, and given the distance and obstacles in between her and the fiend, Floria will instead allow her inner demon to take over and channel some psychic missiles at the beast.

As she's in her dark half if it takes any damage it also takes 1 bleed

Magic Missile: 2d4 + 2 ⇒ (4, 2) + 2 = 8
Caster Level Check: 1d20 + 4 ⇒ (9) + 4 = 13

five-foot step, swift action to change form, standard for magic missile, then free action to attempt to switch back

Concentration DC 14: 1d20 + 4 + 6 ⇒ (6) + 4 + 6 = 16

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Round 6:
Huni channels his faith into ballista 8 granting it the Axiomatic property. He then begins to reload it once Alessio fires.

Will: 1d20 + 9 ⇒ (1) + 9 = 10


Hmm.. was hoping Eamon would come back and post an actual action... no such luck. Will bot him as loading. Moving forward!

GM Screen:
powerful charge, PA: 1d20 + 13 + 2 - 2 ⇒ (6) + 13 + 2 - 2 = 19, for 2d6 + 9 + 6 ⇒ (2, 5) + 9 + 6 = 22damage.

None of the Pathfinders manage to resist the evil effects of the fiendish minotaurs spell, though Kara appears to have taken the brunt of it, as she can barely stay on her feet. Still, she manages to finish winding back the firing cable... but then has to pause to try to fix her own issues. But once she uses her wand, she's not sure if she's just made them worse, as much like the previous use, she uses it while evil forces are running rampant through her body, and it seems to feed on and amplify those very things. In the back of her mind, she hears a voice saying invitingly And we're waiting for you.

Floria runs up to check on her, but sees she's alright, at least for the moment. Her face suddenly shifts to her darker half, and she sends a few missiles of mental force at the new foe, only to have them fizzle out as she is unable to get past its magical resistances. As quickly as she came, her darker side fades once more.

Eamon continues loading Seven with the others, as Huni touches one hand to Eight as Alessio finishes loading it, saying a quick prayer to Irori. That ballista starts to glow with a faint yellowish light.

Sangkip abandons Six, instead pulling out a potion and guzzling it down, before flying across the battlements to the front of the line. Just in time for the minotaur to give another bellow, lower its head, and charge! But it doesn't aim for the little vanaran, the large bull-headed creature not really paying the small monkey any attention. Instead, it aims for Alessio, and it is all the alchemist can do to throw himself out of the way to avoid the creatures demonic horns from pinning him to the very ballista he just finished loading.

It bellows again, and brings its giant axe around, ready to finish it that way.

And even as all this goes on, there is a huge explosion out on the battlefield, as one of the largest demons on the field falls to the allied forces, and explodes in a massive ball of flame that consumed enemy and ally alike!

-- Round 7 ------
Floria
Eamon (-8)
Huni (-8)

artillery team (-4/-4) (4/4), B#6 [0/1], B#7 [1/5], B#8 (Law) [1/1]

-- Round 8 ------
Kara (-16, sickened)
Sangkip*
Alessio (-8)

half-fiend minotaur (-10)

Party is up!

Note: light ballista Eight is not finished loading until Alessio's turn, only he can fire it this round, though it would provoke from where he is.

Kara is not loading in round 7, instead used her wand. Only Floria can pick up that round at this point if she wants. (Though kara could work on round 8)

I know, the split rounds, combined with full-round and 1 round actions make things seem a little more confusing than usual.

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

"Blast these abyssal creatures with their magic resistance!"

While Kara sees to her healing, Floria will indeed take over her duties loading the ballista. "You're going to be fine Kara, I've got this for now, see to your wounds"

Despite the difficulties of the day, the tiredness of her limbs and the mind-numbing fear, she focuses on the task as well as she can.

she's also taken a five foot step toward the enemy while staying adjacent to the ballista, I assume that's ok

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara feels a little better, despite the demonic voices in her head. She grimly resumes assisting the #7 crew.

HP 7/23; Infernal Healing 9 rounds remaining; Sickened 2 rounds remaining

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

Okay... so I think the ballista gives enough cover for Huni to move in without eating an AoO. Attacks include that presumptive flank

Sangkip grins broadly as the beast underestimates him, sliding around its side before plunging his blades into its hide!

Dagger (Flank): 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Cold Iron Piercing: 1d3 + 5 + 2d8 ⇒ (3) + 5 + (4, 5) = 17 Giving it -2/4 AC
Dagger (Flank): 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Cold Iron Piercing: 1d3 + 2 + 2d8 ⇒ (3) + 2 + (8, 5) = 18 Then switching its penalty to -2/4 to Attacks


It will not, he can't go through it.


VC - Sydney, Australia

OVERSEER ANNOUNCEMENT
The Society’s finest have dealt a great blow to the demonic generals.

As the Pathfinders defeat the beast, it explodes in a mighty blast of unholy fire 200' across. Multiple Seekers have perished, but the significance of the loss is keenly felt by the Horde as one their General falls.

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

Can't he still go around it though? I'll put what I'm talking about on the map Now I'm seeing the parapets more clearly. In that case, would you be okay with Sangkip moving farther along and only taking a single stab? (making an acrobatics check first at a +12 to hopefully, but probably not if we keep to chronological rolls, avoid the AoO)


I'll use the first attack, if that's what you want to do, but you'll have to roll the acrobatics separately.
Doesn't seem right taking the rolls in order, once you know what they are.

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

I've seen different GM's with different desires on that, so I wanted to give the option before either of us knew the other roll :-)

Acrobatics: 1d20 + 12 ⇒ (20) + 12 = 32 Karma!

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni vaults over the balista bringing his sword down as he lands.

Long Sword, cold iron: flank
to hit: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 to hurt: 1d8 + 3 ⇒ (2) + 3 = 5

Silver Crusade

male|spd.30:
special:
channel 6/6day, honor bound 5/5day,Panache 3/3,seize intit 5/5
+2 INT| +2 Per| AC:18, Tch:13: FF: 15| H.P. 26/26| Fort:+5,Ref:+5.Wil:+4:
Attacks:
+1 longsword+6(1d8+2)/cold iron rapier +4(1d6+1)/lt crossbow +4(1d8)
Cleric 1/Fighter 1(Lore Warden)/Swashbuckler 1Current conditions:none

OK GM I'm totally confused whether or not I am allowed to do anything at all while I'm part of the team loading the large siege engine...I assumed it takes both my actions...that's why I didn't post an action...I didn't want to delay the loading process...However, if..if I am or was allowed an action (without delaying the loading process) I will channel healing all my allies within 30' and using selective channel to exclude up to 3 enemies. If I'm allowed 2 actions (on separate rounds; again without delaying the loading process) I will channel again...The important part is Eamon will not stop loading the large war machine. if it means delaying the firing cycle at all.

channel 1&2 if applicable:
channel 1: 1d6 ⇒ 3channel 2: 1d6 ⇒ 3


Working on the heavy ballista is a full-round action for all involved. So you can do free actions, or swift actions, or immediate actions... but that's about it.

Silver Crusade

male|spd.30:
special:
channel 6/6day, honor bound 5/5day,Panache 3/3,seize intit 5/5
+2 INT| +2 Per| AC:18, Tch:13: FF: 15| H.P. 26/26| Fort:+5,Ref:+5.Wil:+4:
Attacks:
+1 longsword+6(1d8+2)/cold iron rapier +4(1d6+1)/lt crossbow +4(1d8)
Cleric 1/Fighter 1(Lore Warden)/Swashbuckler 1Current conditions:none

OK so Eamon in round 7 will pause for a moment and channel once (to help heal himself and some of his artillery mates... he will not channel a second round but continue to load the heavy siege machine... (ie. every one of Eamon's allies within 30' gets 3hp)

Eamon calls on the holy power of The shield Maiden, to heal his allies, and then sets about loading the heavy siege engine again..

That's Eamon's round 7&8 avctions.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

And I may fire now?

If Alessio can fire:
Ranged Attack: 1d20 + 9 ⇒ (4) + 9 = 13

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

BTW Huni will accept the AoO. He's actually trying to draw it. He has Mobility.


GM Screen:

AoO vs Huni: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27, 3d6 + 9 + 6 ⇒ (2, 2, 1) + 9 + 6 = 20

Axe vs Huni: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Axe vs Huni: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16
bite vs Huni: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
Gore vs Huni: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11

While Kara attends to her wounds, Floria jumps in to help cock the ballista... but even as she does so, Eamon stops loading the ammunition long enough to send a burst of healing energy through all his injured allies, much to the consternation of the crusaders for the delay. Kara quickly steps back in, but the flow is already disrupted, and it takes a few extra presious seconds to get everyone back in sync again.

Facing a far more physical problem, Sangkip moves to deal with it the only way he knows... with his blades. He ducks under the minotaur's huge axe, calling to Huni as he does so. The warpriest needs no encouragement, as he leaps past Alessio, into the fray. But the fiend, frustrated at not being able to pin down the little vanaran, makes sure Huni does not approach as easily. With a mighty swing, his axe comes around in a low arcing blow that catches Huni right above the knee, nearly severing the leg! (20 damage to Huni)

It is not quite enough to stop him though, and off-balance from the blow, Huni still manages to jam his cold iron blade into creature's chest... Only to find the blade unable to pierce the skin! On the other side, Sangkip uses the distraction to try to do some damage of his own, but can't quite manage to find an opening.

It appears that cold iron is not enough to get passed its DR

Ballista Eight still glowing with the faint yellow light, Alessio tries to pierce the minotaur's chest with the siege weapon, but suddenly finds firing such a large weapon in close, harder than he thought, as the brace of bolts flies wide to the left, shattering against the crenellations. Shards of wood and metal skitter across the battlements.

With another bellow of victory, the fiendish minotaur turns it's full attention on Huni, still ignoring the puny monkey. His leg barely responding, it is all Huni can do to pivot away from the axe blow, as it sends a shower of sparks across the stones where it strikes. The return swing has even more force behind it. Huni barely gets his shield up in tome to deflect it, the impact sending painful shockwaves down his spine. When its fanged maw suddenly tries to tear out his throat, that is just gravy... the wicked horns that try skewer him a moment later... plain overkill. But, in his desperation, Huni manages to avoid them all, knowing he is unlikely to survive a second blow.

-- Round 8 ------
Floria
Eamon (-5)
Huni (-25)

artillery team (-1/-1) (4/4), B#6 [0/1], B#7 [1/5], B#8 (Law) [0/1]

-- Round 9 ------
Kara (-12, sickened)
Sangkip*
Alessio (-5)

half-fiend minotaur (-10)

Party is up!

Silver Crusade

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 24/4833 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +8 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 3/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, Dark Half, DR5/magic, Fly, 3 Negative Levels, investigative mind

Does Floria know anything useful about the creature from her pervious knowledge check?

You've got to make this one count

Walking towards the creature Floria once again allows her dark half to take over as her mind fills with glee at the thought of her enemies pain. She concentrates, bringing her hands up to her head As she dropped the crossbow to help load in an attempt to get some more psychic force behind the mind thrust she conjures.
Will Save DC 19(10+Int(6)+Spell Level(2)+Dark Half(1)) for half, and 1 bleed if it takes any damage
Mind Thrust II: 4d8 ⇒ (1, 7, 6, 5) = 19
Caster Level Check: 1d20 + 4 ⇒ (14) + 4 = 18

This is her last round of dark half, it will end just before her next turn

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