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 ◄─


2,801 to 2,850 of 2,891 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>
Dark Archive

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

Windows are closed?

"Okay... So they know we're coming. You don't muck up the charts without that. Rush forward, or really take our time? If they can teleport or burrow they're already gone. Otherwise they've gotta get past us."

Perception: 1d20 + 11 ⇒ (18) + 11 = 29


Windows don't open.... they're the eye sockets on the skull, just filled with the green glass.

The vanaran notes no physical traps either!

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

They've already shown that they will set traps. Slow and steady is my suggestion.

But looking at how I led my troops into a massacre, I'm not sure if they should listen to me...

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 looks around for anything where his expertise can be useful. Lead the way, Sangkip. I'll keep your back. Alessio plucks an extract from a belt loop and holds it in his hand. The potion drains without quaffing as it fills a magical sac in his body.

Touch injection special ability to soak an extract of CLW to deliver with a touch. 5hr duration

He then retrieves a boro bead from another bag and activates it replenishing that magical reserve.


Note: there are two trapdoors on the floor, one in each corner.


Still waiting on any sort of plan, moving forward!

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 goes to one of the trapdoors, What do you think, Sangkip? This work?

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 vanishes last one and once more heads down the trapdoor.

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

Floria sighs and puts her rod away again in preparation for another ladder.

At least I hope there's a ladder


GM Screen:
bhp: 1d20 ⇒ 16

Alessio Init: 1d20 + 6 ⇒ (15) + 6 = 21
Alrik Init: 1d20 + 1 ⇒ (10) + 1 = 11
Floria Init: 1d20 + 8 ⇒ (19) + 8 = 27
Huni Init: 1d20 + 2 ⇒ (1) + 2 = 3
Kara Init: 1d20 + 8 ⇒ (6) + 8 = 14
Sangkip Init: 1d20 + 6 ⇒ (14) + 6 = 20

bh init: 1d20 + 2 ⇒ (7) + 2 = 9

You gather around the southeastern trapdoor, then when everyone is ready, it is pulled open, and the once again invisible Sangkip quickly swings down to the room below...

Of course, all he sees is overwhelming gloom, the entire area only dimly lit.

Dim light down here.

The room is even narrow than the previous ones, only fifteen feet separating the northern and southern walls, and the majority of that southern wall is home to a ominously large set of teeth, nearly fifteen feet across. You have clearly reached the mouth of the skull set in the side of the cliff, and though the mouth appeared closed when you last saw it from the outside, it is now wide open. A single large metal lever juts from the wall on the western side of the opening.

The distant sounds of battle can be heard coming up from below, and the red-tinged light of the sun appears to shine in through the opening, only to be quickly swallowed up by the gloom.

Sangkip sensitive vanaran eyes manage to take most of this in as he clambers down the ladder, but it proves little more than a distraction, as the room also contains a single occupant. He is humanoid... mostly, though the fiendish corruption is obvious, even at a casual glance. Large bat-like wings sprout from his back, and both his legs end in cloven hooves, his hands sporting long black claws. Horns wrap around the side of his head, almost like a crown, thrusting up in the back, while a second set sprout from his jawline, almost like tusks.

A breastplate covers most of his upper torso... and has obviously seen a great deal of recent use. In his right claw, he grasps a spear, the end encased in a blackish red flame.

You can only assume this is the half-fiend commander of your opposition, the Warlord Brae-Hagen.

"I've been waiting." He says, with a wicked smile, his eyes glancing towards the invisible Sangkip. "These lands are no longer yours. Your feeble attempts to invade them end now."

Sangkip:
Although he seems to have an idea where you are... you can tell from where he's looking that he doesn't know the exact location.

You will also notice his form seems to copy itself with his slightest movement, almost like there were a half dozen of him, all slightly out of sync with each other, and even those seem out of focus.

Both the following Knowledge checks are predicated on you going down the ladder and setting eyes on the fellow. (They are two separate checks)

Knowledge (arcana), DC 22:
He appears to have a mirror image affect in place.
Knowledge (arcana), DC 24:
There is definitely a displacement type effect going on!

Knowledge (planes), to figure some stuff out about your opponent

-- Round 1 ------
Floria
Alessio (-2)
Sangkip
Kara
Alrik

Brae-Hagen

Pathfinders are up!

Fortunately, he seemed more concerned with an ominous monologue then going on the offensive, so the Pathfidners go first!

DC 5 climb to descend the ladder as a move action. Or full round action to get down without a roll.

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

How far down is it? As long as it's less than 30 feet I think Floria would just go for a jump down, this will break her talisman of beneficial winds

So keen to finally be able to use her psychic powers, Floria jumps down through the trapdoor first, her talisman crumbling and protecting her from the fall. At the bottom, she looks over their enemy and smiles.

Knowledge (arcana): 1d20 + 13 ⇒ (18) + 13 = 31
Knowledge (arcana): 1d20 + 13 ⇒ (7) + 13 = 20
Knowledge (planes): 1d20 + 16 ⇒ (16) + 16 = 32

Her smile turns into a snarl as she transforms into her dark form, and reaches out to test their enemies psychic defences.

Morphic Form: 1d100 ⇒ 78
DR 5/magic, the worst one :(

She'll spend a phrenic point for relentless casting because why not!

SR: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
SR: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

Mind Thrust II: 5d8 ⇒ (3, 3, 7, 3, 3) = 19
DC 19=10+6[INT]+2[SL]+1[Dark Half] Will Save for half
2 bleed if any damage taken


Tis a 15' drop. I suppose, technically, if you make the DC 15 acrobatics check, it becomes 5' and nothing bad happens at 5'... so there's that option too =)

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 quickly climbs down the ladder.

Climb DC5: 1d20 + 0 ⇒ (13) + 0 = 13

Reaching the bottom safely, if slightly bruised on her hands, she surveys her opponent.

Knowledge Arcana: 1d20 + 7 ⇒ (15) + 7 = 22

Ware! Our opponent has a few mystical visions clouding our judgment. That's wizard-speak for "he's got Mirror Image" running.

Knowledge Planes: 1d20 + 7 ⇒ (8) + 7 = 15

Eat diamonds, fiend.

She calls forth a spray of hard, deadly, tiny projectiles.

Diamond Spray, Evoker: 5d6 + 2 ⇒ (4, 1, 5, 1, 1) + 2 = 14 Adamantine, Cold Iron, Reflex DC18 Half

Spell Resistance: 1d20 + 5 ⇒ (10) + 5 = 15

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

acrobatics to jump down: 1d20 + 6 ⇒ (16) + 6 = 22

kn arcana: 1d20 + 13 ⇒ (10) + 13 = 23
kn arcana: 1d20 + 13 ⇒ (20) + 13 = 33

Alessio sticks the landing as he gets eyes on the creature. He almost has to rub those eyes to focus on the shifting figure. Yes, Kara. He seems to have layers of protection. We should lay into him hard.

sand bomb, touch attack to blind for 1 round: 1d20 + 11 ⇒ (6) + 11 = 17


As a reminder... you all have a boon from the Siege of the Diamond City chronicle, that gives a small bonus vs demons.

Alessio and Kara should have a boon off of the Traitor's Lodge chronicle that would apply too. Once you get a little background.

Sangkip and Alrik will have a boon on the Wardstone Patrol chronicle that could be used as well.

All the pieces coming together!

Floria:
While some creatures are merely tainted by close, or long ago, exposure to demonic forces... things like tieflings, or abyssal creatures, or yourself, for that matter... gaining a small affinity with the source of that corruption... others are the product of direct interactions. Those later tend to be much more powerful, with abilities and temparments far closer to the fiends that spawned them.

Half-fiends are the latter. Brae-Hagen himself said to be the spawn of an actual balor... one of those most feared and powerful demons there are.

Half-Fiend human. Native outsider, with a bit of human tossed in for fun (imagine that family reunion).

You would be surprised if he did not share most of his fiendish ancestry's resistances, to physical, elemental, and magical attacks.

DR 10/magic. Resistance 10 to all elemental attacks. SR 20! (you missed by 1)

They would also tend to share a number of spell-like abilities, though mostly those that spread corruption and evil and oppose more good-aligned forces.

Can cast both desecrate and unholy blight once a day, and can smite good in a pinch!

The other magical effects you notice, can not be immediately explained by his abyssal heritage, so might be skills he has learned on his own.

Kara quickly descends the ladder, the rough metal surface just further toughening up her hands for the sake of Adventure. Floria is not nearly so subtle, her darker half suddenly bursting to the fore, as she leaps through the trapdoor, ignoring the ladder entirely. Somehow, she manages to descend to the floor of the bottom chamber without mishap, arriving just before Kara steps off the ladder beside her.

Both of them unleash savage magical energies at the Warlord. Kara's a wave of crystalline shards, intended to shred his demonic hide... while Floria's is a purely mental attack, intended to shred his demonic mind.

Both attacks seems to peter out before they can do much of anything.

Kara's spray of diamonds dissipates before it even strikes him, and Floria's assault runs up against an seemingly unassailable wall, such that she might as well just be thinking dark thoughts at it.... and thinking dark thoughts she is.

Both failed to overcome SR

Alessio goes for a more graceful decent, using his keen reflexes to half slide down the ladder and half bounce off the nearby wall, to reach the bottom with just a slight intake of breath from the effort. He already has a small sand-filled package ready by the time he hits the bottom, and he quickly lobs it towards Brae-Hagen.

GM Screen:
20% miss chance: 1d100 ⇒ 97
50% miss chance: 1d100 ⇒ 50
Mirror Image: 1d5 ⇒ 1

Despite the poor light, the strange shimmering making the half-fiend hard to pin-point, or even the multitude of illusory images disguising the real target, Alessio still manages to catch the fiend square in the shoulder with his bomb, gritty particles suddenly bursting all across his face and eyes.

-- Round 1 ------
Floria
Kara
Alessio (-2)
Sangkip
Alrik

Brae-Hagen (blind)

Sangkip and Alrik to go!

DC 5 climb to descend the ladder as a move action. Or full round action to get down without a roll. DC 15 acrobatics to tumble down as a move action (though if you fail you're on your ass with d6 damage.

Dim Light throughout the room

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 activates her Thurl’s Bane boon for +2 vs. Spell Resistance and +1 on Saving Throws.

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik follows everyone down the ladder. Upon hearing the monologue, he races towards the source - blue light seeping from the crest on his chestpiece and completely enveloping him and his weapon.

Climb down: 1d20 + 5 - 7 ⇒ (13) + 5 - 7 = 11
Swift Action to Activate Smite Evil before moving into melee range.

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

NEVER TELL ME THE ODDS!

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 hustles past the blinded demon, whipping out with a dagger as he passes by!

Stabbins v. flat-foot: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Concealment: 1d100 ⇒ 64 Also, do none of us have light or another light source up?
Magic Piercing + Sneak (Vs. Demons): 1d3 + 7 + 1 + 3d8 ⇒ (2) + 7 + 1 + (7, 1, 4) = 22

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

Say the word and you shall have light.


GM Screen:
50% miss chance: 1d100 ⇒ 65
image: 1d5 ⇒ 3

percept: 1d20 + 9 ⇒ (19) + 9 = 28

defensive: 1d20 + 12 ⇒ (6) + 12 = 18
spear vs Alrik: 1d20 + 13 - 2 + 2 + 2 + 3 ⇒ (1) + 13 - 2 + 2 + 2 + 3 = 19, 1d100 ⇒ 85

spear vs Alrik: 1d20 + 13 - 2 + 2 + 2 + 3 ⇒ (18) + 13 - 2 + 2 + 2 + 3 = 36, 1d100 ⇒ 30
bite vs Alrik: 1d20 + 6 - 2 + 2 + 2 + 3 ⇒ (17) + 6 - 2 + 2 + 2 + 3 = 28, 1d6 + 2 + 1 + 5d6 ⇒ (5) + 2 + 1 + (6, 3, 4, 6, 1) = 28, 1d100 ⇒ 57
spear vs Alrik: 1d20 + 8 - 2 + 2 + 2 ⇒ (3) + 8 - 2 + 2 + 2 = 13, 1d100 ⇒ 55

Alrik half climbs, half slides, down the ladder, hitting the stone floor at the bottom with a loud clang. Drawing on Kelinahat's righteous wrath to guide his hand, he quickly closes with the fiendish foe, ready to lay into it with his axe.

Sangkip leaps and dodges around the far side of the room, coming at Brae-Hagen from the opposite end, his tiny blade slashing at the fiend's midsection. He can't quite find the real target through the illusions, and his blade merely cuts through air, dispersing one of the copies as it does so.

Brae-Hagen lets out an irritated growl, as he finds himself unable to see, his black eyes blinking as he tries to clear them. Unsure where everyone is, the best he can do is pick up on the heavily armored dwarf, as Alrik moves in nearby... fiendish ears able to at least get a rough idea where the dwarf is standing.

Would have totally gone for Sangkip if he'd hit! So heavy clanking wins out.

Even as he does, you notice a fell glow spreading across the tip of his spear... and that is before he waves one clawed hand, and a reddish electrical discharge starts to run along his limbs, and up the shaft as well, joining the blackened flames already emanating from it.

Spellcraft, DC 16:
He appears to have cast a shocking grasp spell.

The motes of energy are barely in place before he thrusts the spear towards where he heard the dwarf. He misjudges Alrik's location though, and the weapon goes well to Alrik's right. He quickly recovers, the spear spinning his hand, before thrusting out again... this time right towards the dwarf's head. Unfortunately for the fiend, being unable to see, he can't quite react properly as Alrik ducks to the side, and the point narrowly misses, piercing through the air right beside Alrik's left ear. So close he can hear the dark flames crackling and the hum of the electrical discharges.

Not done, he manages to pull the spear into position once more, for a third thrust... but like the first two, this one misses as well.

With a growl, Brae-Hagen abandons his weapon, and just leans forward, his tusks and teeth bearing down on where he hears the paladin avoiding his blows. Alrik is not quite prepared for that level of savagery, and he feels the sharpened teeth and tusks piercing his shoulder. The electricity sparking along his limbs seems to follow this new connection, running out along the horns on the side of the demons head, and arcing across to the dwarf, as the teeth sink in!

Alrik will take 28 points of damage (20 of which is electrical)

-- Round 2 ------
Floria
Kara
Alessio (-2)
Sangkip
Alrik (-28)

Brae-Hagen x4 (blind*)

Pathfinders are up (bad guy will still be blind for Floria and Kara's turns (assuming they go before Alessio), but can see after that)

Dim Light throughout the room

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik staggers under the weight of the shocking blow before righting himself and lashing out with his glowing axe. Murmuring to himself & his goddess, the blue light seeps into his wounds healing them.

Doesnt seem fair that I cant full attack back. Need another level :(

Slash: 1d20 + 12 + 4 + 2 ⇒ (20) + 12 + 4 + 2 = 38
Damage: 1d10 + 6 + 1 + 10 ⇒ (9) + 6 + 1 + 10 = 26

Confirm Crit: 1d20 + 12 + 4 + 2 ⇒ (16) + 12 + 4 + 2 = 34
Additional Damage: 2d10 + 12 + 2 + 20 ⇒ (3, 2) + 12 + 2 + 20 = 39

LoH: 2d6 + 4 ⇒ (3, 1) + 4 = 8

Ignore DR (Smite) if any. Not sure how you want to handle the copies so Ill let you roll that one. Hopefully supremely poorly ;P

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

Floria howls in anger at seeing her spell fizzle, but she tries again. She knows she can find a way in.

This time she'll use her last checkbox from the "Outsider Friend" Regional Support Program GM Incentive #2 boon to add a d6 to a caster level check to overcome spell resistance against an outsider

Extra d6: 1d6 ⇒ 1
SR: 1d20 + 6 + 2 + 1 ⇒ (4) + 6 + 2 + 1 = 13
SR: 1d20 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14

Mind Thrust II: 5d8 ⇒ (4, 3, 4, 6, 4) = 21

Curse you spell resistance!

She also draws her reach metamagic rod, possibly because she wants to hit something with it.

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

If there was dim light earlier, I'm assuming someone who wasn't sneaking ahead already has light up...

Eyes bright with concentration, Sangkip tries to slice and dice his way through the haze of illusions that surround his foe!

Stabbins: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Concealment: 1d100 ⇒ 42 If needed
Damage: 1d3 + 7 + 1 + 3d8 ⇒ (1) + 7 + 1 + (7, 7, 8) = 31

Further Stabbins: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Concealment: 1d100 ⇒ 83
Damage: 1d3 + 4 + 1 + 3d8 ⇒ (3) + 4 + 1 + (5, 3, 7) = 23
Confirm?: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Extra Damage?: 1d3 + 4 + 1 ⇒ (2) + 4 + 1 = 7


I think you need to blame the RNG, rather than the SR itself on those two rolls...

And a light spell would not help here, it would just get snuffed

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 packs another bomb and hopes to weave it between the creature defense again.

sand bomb vs touch: 1d20 + 11 ⇒ (6) + 11 = 17

If there's more damage I'll start doling out healing bombs.

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 retrieves her metamagic rod, preparing to use it soon, then calls forth a mystical ray of pure ire.

Admonishing Ray, vs. Touch: 1d20 + 4 ⇒ (14) + 4 = 18 Damage, Evoker: 4d6 + 2 ⇒ (4, 5, 1, 1) + 2 = 13 Spell Resistance, boon: 1d20 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13

Curse you Spell Resistance Dicebot!

She finds herself uncharacteristically unable to come up with a good insult.

Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10

Kara does not know what magical effect is in play.

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

Ahh, so was it not dark over by the ladder?

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

concealment: 1d100 ⇒ 77

I should roll it.


Sangkip, the darkness is magical in nature, and thus would overcome the lesser lighting options completely. It stops just short of the ladder now, yes.

Both Kara and Floria, again, try to beat down the half-fiend, physically and mentally, with magical attacks... but again, neither seems able to penetrate his natural resistances to such things. Neither attack proves even remotely effective, dissipating harmlessly once more.

GM Screen:
Kara, 50% miss chance: 1d100 ⇒ 32
Kara, 20% miss chance: 1d100 ⇒ 23
Kara, image: 1d4 ⇒ 1

Alrik, 50% miss chance: 1d100 ⇒ 87
image: 1d4 ⇒ 1

Sangkip, image: 1d4 ⇒ 1

Alessio, 20% miss chance: 1d100 ⇒ 86
Alessio, image: 1d4 ⇒ 4

direction: 1d8 ⇒ 2
Alrik reflex: 1d20 + 3 ⇒ (6) + 3 = 9
BH reflex: 1d20 + 5 ⇒ (4) + 5 = 9

concentration: 1d20 + 12 ⇒ (6) + 12 = 18

Alrik, his body flowing with the holy wrath of his demi-goddess, cares not for such things. His focus is solely on smiting the abomination before him from the mortal realm, with his axe... now filled with divine power. Despite the multitude of illusory targets, Kelinahat seems to guide his blade unerringly to the real demon hiding among them. With one powerful swing, he cleaves into the fiend's side, the blade cutting through Brae-Hagen's armor like it were cloth. In a mortal, you would expect to see a man's entrails start to slip out, after such a blow... but whatever abyssal ancestry spawned this foe, apparently also included some changes to basic physiology, as only dark black fluid flows from the grievous wound... though a fair bit of it.

fyi: Alrik, though Brae-Hagen is an outsider, he does not have the evil subtype, so you don't get double smite damage, unfortunately. But still a crit, and all that comes with it. Ouch!

Brae-Hagen coughs out a long string of curses, as he spits out more of the black fluid, the words in abyssal giving them even more weight... as you almost feel your hair starting to curl as you hear them.

Not caring about a few more patches of rough fur, Sangkip takes advantage of Alrik's blow, to try for a few more of his own. His first attempt misses completely, confounded by the shimmering protective magics that cover the fiend, but it gives him a good line for the follow up, and he stabs straight towards Brae-Hagen... and again, the demon-spawn's illusions fail him, the vanaran's knife sinking deeply into thick leather yellow skin.

No confirm, but still a hit! Ouch #2 (that mirror image is not doing its job!)

Again, Brae-Hagen curses, his lips curling back in defiance... just before Alessio lobs a second sand-filled bomb into the fray!

As before, he manages to see through the poor lighting and shimmering magic, protecting his target... but this time, the images shift just as he lets go, and what he thought was the real foe, suddenly becomes just an illusory copy. The bomb passes right through, dispersing it as it does so, without hitting anyone, before bouncing backwards and bursting open on the floor, just to the left of Alrik.

In an instant, the irritating particles fill the immediate area, encompassing not only the half-fiend, but the paladin as well! Focused on the demon spawn, Alrik doesn't react in time, and finds himself suddenly unable to see through the gritty particles invading his vision!

Alrik, had to roll the save for you, as it affected what the bad guy did!

Brae-Hagen sees the bomb coming, and tries to shield his eyes. Unfortunately for him, his wounds slow his reactions just enough, that he can not do so in time... and once again, the fiend finds himself unable to see his attackers!

*grumble*

"Worms!" He cries in angry frustration. "I shall break you at the gates of Jormurdun."

He waves his claw, and suddenly vanishes from sight. A moment later, you hear the sounds of wings unfurling, then flapping, as he apparently flies out of the open maw of the skull.

You're pretty sure he went out the opening, though can't quite pick out where exactly. (DC 20 perception to get a rough idea of where he might be from the sounds of wings (I'll apply any distance modifiers, if necessary))

-- Round 3 ------
Floria
Kara
Alrik (-20, blind*)
Sangkip
Alessio (-2)

Brae-Hagen x3 (-73, blind*, invisible)

Pathfinders are up (bad guy will be blind for everyone's turn but Alessio), but can see after that)

Dim Light throughout the room

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

Admittedly these are edgy sort of cases but hitting the mirror image would technically be a hit and therefore not scatter, as I understand it. If we proceed with your interpretation, just noting a flying character with the blind condition needs to make a Fly check DC 10 or fall.

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

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Kara catches a fleeting glimpse of rushing air go past her, but quickly loses it as it passes the corner.

She moves to the center for a better look, but finds nothing but thin air. Stomping her foot in frustration, she quietly curses her inability to penetrate the warlord's magical defenses.

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

perception just in case to move us along.: 1d20 + 7 ⇒ (7) + 7 = 14

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Rubbing his eyes, trying to clear them - Alrik listens carefully as the warlord flys off.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

Does listening count against his actions for this round? Thinking of some potential healing here. Alrik also has a Potion of Fly and so could follow him? but that seems like a bad idea unless others can come to.


Actively percepting is a move action, I believe.

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

Intentionally searching is a move action, but most perception checks are made as a reaction to an observable stimulus. This prevents stealth still essentially staggering your opponents even if you have like a -20 to it. So I'd have guessed that the first one wouldn't be a move action, but that we could spend more time/actions on pinpointing.

Perception: 1d20 + 11 ⇒ (19) + 11 = 30

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

Floria's dark rage being completely impotent, she tries to turn back so she can think straight.

Concentration DC 16: 1d20 + 6 + 6 ⇒ (19) + 6 + 6 = 31

Now she rolls a 19

Then quickly taking in the situation she draws and casts her scroll of see invisibility, and takes a step toward the opening. Finally she tells everyone what she sees.


Thought I was waiting for someone, then realized you might be waiting for resolution on some things!

Although Kara and Alessio can not make out where Brae-Hagen may have flown off to, Alrik can hear him clearly to the south... only his eyes prevent him from learning any more than that.

Sangkip though, well used to the tricks of the trade, has a good idea the fiend is only a few yards out from the entrance. A distance that might as well be miles, given the hundred foot drop to the midst of the battle waging below.

Sangkip's estimate is verified a moment later, when Floria digs out a scroll and reads the arcane words thereon. Suddenly, she can see the half-fiend clearly, just ten feet out from where Kara stands.

- Round 3 ------
Floria
Kara
Alrik (-20, blind*)
Sangkip
Alessio (-2)

Brae-Hagen x3 (-73, blind*, invisible)

At this point, only Sangkip, Alrik, and Alessio have actions left to do something. Though none of you can see BH, you have an idea what square he's in, due to Floria.

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 approaches Alrik, ejects a wand from his spring-loaded sheath, and applies a charge to his buddy.

clw: 1d8 + 1 ⇒ (8) + 1 = 9

Trying to use the brief respite we have. Didn't see where the thing went. Sorry about the sand, though.

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik nods his head in thanks at Alesio and does the exact same thing - ejecting a wand from his own spring loaded sheath and tapping himself in the chest.

CLW: 1d8 + 3 ⇒ (7) + 3 = 10

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

Anyone have a bead on him? I have some tanglefoot bags if he's trying to fly away.

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 juggles a potion with his daggers and lifts off from the ground, floating quietly to shelter up at the trapdoor.

Stealth: 1d20 + 19 ⇒ (16) + 19 = 35

Swift to draw potion, standard to drink, move to, well, move.


stupid blindness has nixed so many of my evil plans. coises.

Unable to see their foe, both Alessio and Alrik take a moment to apply some healing to the later, shoring up some of the worst of his wounds.

Sangkip, meanwhile, pulls out a potion, which appears to let him fly, then ducks over to the base of the western ladder, hiding from the half-fiend, apparently still hovering just out from the open maw on the southern wall.

GM Screen:
2d8 + 3 ⇒ (1, 7) + 3 = 11

"Your pitiful armies will become a trail of corpses, from here to the gates of Jormurdun!" You hear him shout, though what happens after that, you're not sure, as the sound of his wings moves off, and is soon drowned out by the clashing of the two armies, that reverberates up the cliff wall from below.

Floria:
You see him scowl as he shouts his warning, then fly upwards to the left, out of sight from your current position. You think he pulls out vial of some kind, as he goes, though you lose track of him before you see what he does with it.

- Round 4 ------
Floria
Kara
Alrik (-1)
Sangkip
Alessio (-2)

Brae-Hagen x3 (-61, invisible)

Pathfinders are up!

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 produces another bomb and waits for the fiend's return. Where is it?

readied sand bomb:

sand bomb: 1d20 + 11 ⇒ (18) + 11 = 29
miss chance: 1d100 ⇒ 85


keep your damn bombs away from my bad guy!

Alessio's 'Where is it?' comment gave me Duke Nukem flashbacks!

Grand Lodge

1 person marked this as a favorite.
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

My build can basically do near zero damage to every bad guy in these 5 adventures. Sand's all I got!!

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 listens intently for the sound of wings flapping.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Holding my Standard for now.

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

Let's see, unless he has a swift-action tail, he can't have gone far from his original position if he wanted to drink the potion... You good to point him out Flo?

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

"He went up and left, just out of sight, maybe if I..."

She moves to get a better position, then if she can see him she will point him out, then and cast a spell. If she can't see him, she will ready the same spell. If she think she needs to move closer to the window to see up enough she'd do that too

She's planning to cast Id Insinuation II, using a phrenic point

SR: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
SR: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

The Will DC is 20. Her order of preference for the confusion on round 1 would be:

1 - Deal damage to self
2 - Do nothing
3 - Attack nearest creature
4 - Act normally


Ya, you will need to move to the edge, to spot him.

Kara can detect no sign of your foe, the noise from the battle below interfering with your ability to hear anything not too close.

GM Screen:
1d20 + 8 ⇒ (4) + 8 = 12
2d100 ⇒ (26, 43) = 69
Well, that sucked...

Floria has a better option though, and moves near the edge of the open maw, trying not to look down at the hundred foot drop. Instead she glances upwards in an attempt to locate the invisible half-fiend in the direction she saw him move only moments before.

She does indeed see him! About fifteen feet overhead, and off to the left, a few paces out from the left eye of the skull, with the green glass window, on the floor above.

He seems to have just finished clearing his eyes, his baleful glare looking down towards the mouth, just in time to see Floria pop her head out, looking up.

As their gazes meet, the young psychic again reaches out with her mind, trying to force her will past the demon's magical and mental defenses. With every ounce of effort she can spare, she manages to push past the first, and suddenly finds herself enmeshed in the chaotic roiling mind of Brae-Hagen himself.

He seems to sense her intrusion, and an angry snarl moves across his face as he tries to force her back out again.

But Floria's attack comes too suddenly and unexpectedly for him to push her out in time, and she feels his mind twist in on itself in sudden confusion!

- Round 4 ------
Floria
Kara
Alrik (-1)
Sangkip

Alessio (-2)
Brae-Hagen x3 (-61, invisible)

Still a few of you to go.

Sangkip, since I know you're curious, he's about 40-45' feet from your current position. So one flying move away (out and up).

2,801 to 2,850 of 2,891 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / EM - [PFS] Occasional Demons All Messageboards

Want to post a reply? Sign in.