GM Khaoz - RetroCon - Legacy of the Stonelords 5-6 (Inactive)

Game Master KhaozKnight

Maps and Stuff
Jormurdun map


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The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

Knowledge History: 1d20 + 8 ⇒ (13) + 8 = 21

After Mun opens the door, Jey says, "The wall carvings are illustrations depicting the dwarves’ Quest for Sky. Most impressive."

Sovereign Court

CN Dwarf Rogue 8

Smarmy trails along behind, his mind still pondering if there's a way to salvage the adamantium when no one is looking.

"Not that guy again." He mutters, when the doors swing open to reveal the strange toad-like being again.

He makes sure to congratulate Jeydahvu on his knowledge of dwarven history... though whether Smarmy himself knew the same facts is unknown.

Grand Lodge

Mun finds nothing in, on or around the door to alert him of any trap or hidden danger, he confidently tugs the door towards him, perhaps it's this same confidence that allows him to open it without any real effort.

Maybe your GM wants to instill paranoia, perhaps he only needs to know your character's movements without any doubt, still... I'm going to ask you to please try and mark your movements with an arrow. I'll be closely watching over the map and thread for the next 4-6 hours in case there's any need for interruptions... Paranoia it is.(?)

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Barbo peers in the door, without moving.

Perception: 1d20 ⇒ 11

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

Jeydahvu advances 30 feet and adopts a defensive stance.

move + standard for total defense; AC 27

Sovereign Court

CN Dwarf Rogue 8

Smarmy moves into the room, though stays by the door for now, to wait to see what sort of trouble Jeydahvu attracts.

He looks around suspiciously.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10 (+2 with Stonecunning)

But is pretty sure the oread will be perfectly safe.

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Jeydahvu advances further, still defensively.

30' more + total def

Perception: searching the toad...: 1d20 + 12 ⇒ (11) + 12 = 23

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund steps carefully into the room, doing his best to maintain clear shooting lanes in the new chamber. Kissan pads along beside him, taking up a defensive position in front of Edmund.

Sovereign Court

CN Dwarf Rogue 8

It's that dwarf again!

Smarmy ducks behind one of the nearby columns, and tries to act inconspicuous while the others play trap bait.

Stealth: 1d20 + 11 ⇒ (9) + 11 = 20

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

I don't know what you are talking about...

Grand Lodge

As soon as Jey passes between the hound statues, both sculptures turn with startling speed and lunge forward on a moving plate, attempting to bite the oread.
Attack; Damage: 1d20 + 17 ⇒ (16) + 17 = 331d6 ⇒ 4 plus Fort Save DC 16
Attack; Damage: 1d20 + 17 ⇒ (8) + 17 = 251d6 ⇒ 2 plus Fort Save DC 16
Both would bite, even with Total Defense, right?

@Jey: The statues attacked you when you walked between them, you can finish your move and continue as posted, or stop right there. The statues are not animated. (The pink star marks the square where you were bitten.

@Jey, open if you choose to move forward, Perception to search the toad:
You notice two things: first, the eye sockets once held gems, and second, what looks like an axe wound carved into its head. You also notice two bronze axes, aged to a verdigris green.

Sovereign Court

CN Dwarf Rogue 8

Smarmy holds back a smirk, as Jeydahvu sets off the trap.

Outwardly though, he shows nothing but concern, and moves carefully over, to see if there's a way to avoid the statues, or if necessary disable them.

Perception: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22

Disable Device: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32

Grand Lodge

Smarmy approaches one of the statues, and unhooks a chain from the statue's mechanism, preventing it from being pulled and armed again.

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.
GM Khaoz wrote:
Both would bite, even with Total Defense, right?

Only the first one hits, as my total def AC was 29... forgot I wasn't raging yet...

Fort Save DC 16: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

"Good job Smarmy... can't believe I missed that chain."

Turning to the toad, Jeydahvu ponders. A rare event. He grabs one of the axes and sticks it into the toad's axe wound!


Venture Lieutenant, Play by Post (online)

A pair of enormous brass doors blocks the way forward.
Numerous plates are missing from the doors’ surface,
exposing complex clusters of gears, sprockets, springs, and
other confusing clockwork innards. Every second a thousand
gears twist, click, and whir. For all its complexity, the doors
seem to be missing any means of being opened.

GMs, please move your players immediately on to Act 4. Please continue to run F2 until the next announcement.


Venture Lieutenant, Play by Post (online)

Kreighton Shaine paces back and forth in front of the doors for a moment as several Pathfinder agents tinker with the doors’ complex machinery. Satisfied, he steps up on a piece of debris to address the crowd.

"Congratulations to those of you who have survived the dangers of our expedition thus far. Some of your fellow Pathfinders managed to interrogate a demon lurking here. This beast reports that the Throne Room is the domain of one Yealek-Vor, who we have surmised is a kalavakus demon-priest of the Chained Maiden, the ‘Horned One’ our duergar spoke of. He reportedly possesses something called a ‘Key of the Sky’ and is attended by many fellow demons. We’ll have quite a fight on our hands. But first we require those among us with the skills to find a way through this clockwork portal. I imagine some finesse could persuade them to open."

As the elf finishes his declaration, one of the Pathfinder agents cries out in alarm as the doors begin clacking wildly and grind a trapsmith’s tools into tiny shards. The portal shudders and begins violently sloughing off gears and scrap metal that animate and begin attacking the crowd.

"Or force," shouts Kreighton Shaine above the din. "Brute force may be in order!"

Grand Lodge

Updated slide

Initiative:
Barbo's Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Edmunds's Initiative: 1d20 + 10 ⇒ (17) + 10 = 27
Jeydahvu's Initiative: 1d20 + 0 ⇒ (2) + 0 = 2
Kissan's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Kitajo's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Mun's Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Selûnes's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Smarmy's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Red and Green's Initiative: 1d20 + 8 ⇒ (15) + 8 = 23
Yellow and Pink's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Round 1 Start
Edmund
Barbo

Red and Green
Smarmy
Kitajo
Selüne
Mun
Yellow and Pink
Kissan
Jey

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Barbo holds up his rod and shouts into the still air, "Make Haste, my friends!" He then moves to the back of the group, making room for the fighters.

Casting Haste, lasting for 12 rounds. Hits everyone but the bear and I.

Haste:

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

A sharp whistle pierces the air, and Kissan steps forward in front of Edmund.

Handle Animal, auto pass- Guard

Edmund, hearing the whirling sounds from inside the room draws an arrow and waits, muscles growing under his cloak.

Readied action against the first construct to become cover free. Aspect of Bull 2/5 remaining

+1, DA, Precise,Haste: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 +1 if within 30 feet
Damage, MC +3: 1d8 + 6 ⇒ (8) + 6 = 14 +1 if within 30 feet

Sovereign Court

CN Dwarf Rogue 8

We really should be moving quicker than this, shouldn't we?

Grand Lodge

@Smarmy: Overall we've contributed with successes at every part of the Special, on this particular part, I should've posted sooner.

Barbo casts a spell to aid his allies to be quicker in combat, or at running depending on their needs. Edmund nocks an arrow on his bow.

The Red Clockwork moves next to Kissan, not before being the target of Edmund's aim, and tries to slam the animal with its' metallic arms. Attack vs Kissan; Damage: 1d20 + 8 ⇒ (7) + 8 = 151d4 + 8 ⇒ (4) + 8 = 12 Meanwhile the Green one moves as close as it cans to the Pathfinders.

Round 1 Update
Edmund's Readied Atttack
Smarmy
Kitajo
Selüne
Mun

Yellow and Pink
Kissan
Jey

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Mun reaches his mind out to Ashava. "Strength, True Spark. Give us STRENGTH!!!" He swings the butt of his longspear around at Selune's haunches, probing the bear up to her feet and sending her forward to attack; Mun follows in her wake.

Actions:

Standard: cast bull's strength on self and Selûne with improved spell sharing (2.5 minutes duration each)
Free: Handle Animal, (attack any target) DC10, link: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15
5' step


Female N Primal Companion Bear | HP: 43/68 | AC: 27 21 (15 13 Tch, 23 18 Fl) | CMD: 27 25 (23 22 Fl) | F: +11 +9, R: +12 +9, W: +5 +3 | Init: +3 | Perc: +7, SM +1| Speed 40 ft | Active conditions: see spoiler

Healing inbetween scenes:

While they are listening to Kreighton Shane speak, Mun takes the time to heal Selune with his wand.

cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7

Selune waits patiently as Mun enchants her, feeling her sinews grow taut and her muscles grow full. Before the elf can even begin prodding her, she's up on her feet and heading towards the construct.

Actions:

Delay until after Mun
Move: 15'
Standard: attack red

Bite, negative level, bull's strength, power attack: 1d20 + 8 - 1 + 2 - 1 ⇒ (6) + 8 - 1 + 2 - 1 = 14
Damage, P, bull's strength, power attack: 1d6 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo takes a 5 foot step then attemps to batter the Red clockwork creation into pieces.

Flurry Unarmed Strike 1: 1d20 + 12 ⇒ (1) + 12 = 13 Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Elbow Smash: 1d20 + 7 ⇒ (15) + 7 = 22 Damage (Non-Lethal): 1d8 + 6 ⇒ (6) + 6 = 12Jabbing Style Damage (Non-Lethal): 1d6 ⇒ 5
Flurry Unarmed Strike 2: 1d20 + 12 ⇒ (13) + 12 = 25 Damage: 1d8 + 6 ⇒ (2) + 6 = 8 Jabbing Style Damage: 1d6 ⇒ 3
Flurry Unarmed Strike 3: 1d20 + 7 ⇒ (2) + 7 = 9 Damage: 1d8 + 6 ⇒ (1) + 6 = 7 Jabbing Style Damage: 1d6 ⇒ 4

I know the non-lethal is probably wasted here, but leaving in just in case.

Sovereign Court

CN Dwarf Rogue 8

Smarmy frowns, as the various cogs and gears that break off the gigantic doors start to join together and form constructs of various sorts. Such things are not likely to fall for any of his usual tricks, their mindless nature making them hard to fool.

He eyes the creatures that have already closed, and weighs his options... or at least the options least likely to put him in too much physical danger.

Making use of his newfound speed, courtesy of Barbo's spell, he dodges past the bear, trying to duck beneath the constructs mechanized arms.

Acrobatics to avoid AoO: 1d20 + 11 ⇒ (14) + 11 = 25

He pulls out the magical hammer liberated from the duergar earlier as he goes, and stopping right between it and the second clockwork trailing behind. He takes on a more defensive posture as he throws up his shield, then spins, and slams the hammer into the first one as its getting pummeled by Kitajo.

Melee vs red, flank, haste, defensive: 1d20 + 8 + 2 + 1 - 4 ⇒ (19) + 8 + 2 + 1 - 4 = 26, for 1d8 + 4 + 3d6 ⇒ (2) + 4 + (4, 3, 1) = 14 damage (magic/blunt)

If the sneak attack lands, he will give it a negative to its attack rolls (-2 vs everyone, -4 vs Smarmy) as well as prevent it from making AoO's for 1 round

Current AC: 25

Grand Lodge

Edmund's arrow strikes the redder construct right on its' center of mass. Selûne's bite, even boosted by Mun's prayers, is not enough to pierce the construct's metallic cover, and Kitajo is able to land just one of his blows. The dwarf nimbly finds his way to the front lines, but if flabbergasted when his spinning attack, instead of disorienting the construct, forces it to crumble down in bits and pieces!

Almost as if this was the cue they were waiting for, two cages holding skeletons rattle forward, only one tries to attack Smarmy. Attack; Crit confirm; Damage: 1d20 + 5 ⇒ (20) + 5 = 251d20 + 5 ⇒ (11) + 5 = 161d6 + 3 ⇒ (3) + 3 = 6 The dwarf missteps, perhaps recovering his balance, at the right time and turns a dangerous blow into a goblin-killing one.

Round 1 Update
Kissan
Jey

Round 2 Starts
Edmund
Barbo

Green
Smarmy
Kitajo
Selüne
Mun
Yellow and Pink
Kissan
Jey

To identify the creatures, you can roll Knowledge (Arcana). For every 5 points by which your check result exceeds the DC, you recall another piece of useful information, according to this table.

Green, Arcana DC 13:
Clockwork servants
Since clockwork engineers can’t always be present to make sure their devices are working at full capacity, the clockwork servant was invented to serve that role. Clockwork servants excel at repairing themselves and other clockworks on the battlefield, proving useful for skirmishes and campaigns alike.

Clockwork servants are about 5 feet tall and weigh over 400 pounds.


Pink and Yellow, Arcana DC 13:
Medium animated objects.
No fun tidbits on this one.

Sovereign Court

CN Dwarf Rogue 8

bah, of course it's a 20 =)

At least folks can still move around the sides, I guess.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Knowledge (Arcana): 1d20 + 13 ⇒ (15) + 13 = 28 Resistances, Immunities, Special abilities!
Knowledge (Arcana): 1d20 + 13 ⇒ (18) + 13 = 31 Resistances, Immunities, Special abilities!

Barbo looks at the creatures with a smile. "Ooh, constructs! So simple-minded. Fun toys, but not fun enemies." He grits his teeth and lobs over a ball of acid at the Clockwork servant.

Acid Splash vs Touch @ Green: 1d20 + 6 ⇒ (13) + 6 = 19
Damage, Focus: 1d3 + 1 ⇒ (2) + 1 = 3

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

Knowledge Arcana, Green: 1d20 + 5 ⇒ (3) + 5 = 8
Knowledge Arcana, Pink/Yellow: 1d20 + 5 ⇒ (2) + 5 = 7

"What the..?! whatevah! they're mine!"

Not sure if we're fighting 3 or 5 foes; if white circles are enemies - uh.. skeleton cages, really? - Jey goes for those; if not, he goes for yellow thanks to his reach; also, I'm gonna assume Jey was in the frontline the whole time as he has been since the beginning, and not in the back row behind the archers...

Jey takes a step forward and thanks to Barbo's magic, becomes a whirlwind of adamantine!

Full-attack with Haste, Rage and Power Attack vs. white, with any spillovers landed on yellow if white falls:

Haste Attack: +1 Adamantine Greatsword, Rage, Power Attack, Haste: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24 for 2d6 + 16 ⇒ (6, 2) + 16 = 24 adamantine, magical, slashing damage.

Regular Attack: +1 Adamantine Greatsword, Rage, Power Attack, Haste: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16 for 2d6 + 16 ⇒ (2, 5) + 16 = 23 adamantine, magical, slashing damage.

Iterative Attack: +1 Adamantine Greatsword, Rage, Power Attack, Haste: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20 for 2d6 + 16 ⇒ (4, 1) + 16 = 21 adamantine, magical, slashing damage.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund releases three more arrows towards the red construct, before whistling for a retreat from Kissan

+1, Rapid, DA, Precise, Haste, PBS: 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21
Damage, MC +3, PBS: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10

+1, Rapid, DA, Precise, Haste, PBS: 1d20 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9
Damage, MC +3, PBS: 1d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14

+1, Rapid, DA, Precise, Haste, PBS: 1d20 + 6 + 1 + 1 ⇒ (18) + 6 + 1 + 1 = 26
Damage, MC +3, PBS: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11

-4 to attacks if cover

Full Round Attack with Haste and Rapid shot. Handle Animal Kissan, Auto pass. 5 foot step back, continue to guard.

Sovereign Court

CN Dwarf Rogue 8

Jeydahvu, the white circles just show areas we can not move into/through, due to them being the planted foot of the giant dwarf statues. Otherwise you can walk underneath them, just not those squares with the circles.

So just three foes, 1 clockwork thing (green), and 2 of the animated cages full of skeletons (yellow and pink).

Would be nice if someone moved around to the far side though... just saying (from a rogue perspective =)

Grand Lodge

Jeydahvu wrote:
...if white circles are enemies - uh.. skeleton cages, really?...

White circles are the legs of the statues, the only square that has a solid object below the statues, you can move between their lwgs, and below their arms. (Smarmy asked about the bottleneck on Discussion, that's where I said what the circles would be, sorry for not making it more clear.

@Barbo:
Clockwork servants:
No resitances.
Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
They possess the following Special Ability:
Repair Clockwork (Ex) Clockwork servants are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, a clockwork servant can repair damage done to either itself or an adjacent clockwork creature, healing 1d10 points of damage to the target.

Animated objects:
The hard iron around the cage reduces damage dealt. Hardness 5.
Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
They possess no Special Abilities.

Also, ninja'd by Smarmy. I need to leave my office, else I'll be locked in. But I should be home in time to edit this post. (around 45 minutes)

Grand Lodge

Three times longer than expected.. but here I am.
@Jey: Both cages are within your reach, going by your description I'm assigning your attacks to those. (Not hitting Green)
@Edmund: Red is down, changing your target at Green?

Jey starts swinging at the animated objects, breaking the first one on the second strike, also lands his third blow against a construct. Edmund shoots three arrows, hitting his target twice. Barbo also connects with his acid blob.

You can see some of the damage on the greener servant start to repair, before it takes a step back, and somehow heals itself some more.
Self-Repair: 1d10 ⇒ 4 Doesn't provoke AoO.

Round 2 Update
Smarmy
Kitajo
Selüne
Mun

Pink
Kissan
Jey

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

"Now that we are strong, Ashava, grant us your shield!" Mun casts another spell to help keep them safe, and then directs Selune towards the far foe. He follows in her wake.

Actions:

Standard: cast shield of faith on self and Selune with improved spell sharing (2.5 minutes duration each)
Free: Handle Animal (attack any target) DC 10, link, autosuccess
Move: 10'


Female N Primal Companion Bear | HP: 43/68 | AC: 27 21 (15 13 Tch, 23 18 Fl) | CMD: 27 25 (23 22 Fl) | F: +11 +9, R: +12 +9, W: +5 +3 | Init: +3 | Perc: +7, SM +1| Speed 40 ft | Active conditions: see spoiler

Selune leaps forward, brushing past Smarmy and trying to avoid any surprise attacks from the clockwork creature as she passes by, whirling around on the far creature and clamping her jaws down in a hard bite.

Actions:

Move: 20' Acrobatics, avoid AoO: 1d20 + 6 ⇒ (15) + 6 = 21
Standard: attack green

Bite, negative level, bull's strength, power attack: 1d20 + 8 - 1 + 2 - 1 ⇒ (12) + 8 - 1 + 2 - 1 = 20
Damage, P, bull's strength, power attack: 1d6 + 5 + 2 + 2 ⇒ (1) + 5 + 2 + 2 = 10

Sovereign Court

CN Dwarf Rogue 8

The annoyance Smarmy feels as the bear blocks his way out, instead of moving to a more helpful position, he keeps to himself, instead thanking the cursed elf through gritted teeth as he sends it to his aid.

He takes a quick swipe at the animated creature to his right, then backs out of from between the two statues.

single attack, then 5' step back.

melee vs pink, haste, defensive: 1d20 + 8 + 1 - 4 ⇒ (5) + 8 + 1 - 4 = 10, for 1d8 + 4 ⇒ (2) + 4 = 6 damage.

If they didn't want to help, then let them stand in front.

Grand Lodge

Mun's companion stops the servant with its bite, its' self-healing properties are now gone.

@Smarmy: Does that change your actions?

Round 2 Update
Kitajo
Pink
Kissan
Jey

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Barbo cries out, "Hit the servants first! They can heal the others!"

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

"Who's the servant? left or right?"

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo moves past the Pink enemy, ducking and dodging to avoid any flailing limbs

Acrobatics to avoid AoO: 1d20 + 11 ⇒ (5) + 11 = 16

He then jumps up trying to knee the pink enemy in it's head.

Unarmed Strike: 1d20 + 12 ⇒ (6) + 12 = 18 Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Grand Lodge

As soon as Kitajo punches the animated object, Edmund's arrows hit it as well, and it starts to break down.

More cogs and gears begin to fall from the gate to the east, the Pathfinders have about ten seconds to heal or prepare for the new enemies.

You have one round with no enemies, then one more with enemies, but they'll act after you on Round 4. I'll place them below the dwarves' arms, can't use Slides right now.

Sovereign Court

CN Dwarf Rogue 8

Which way's east? For now assuming down, if not, he'll go to the other side. =)

Smarmy quickly ducks behind one of the stone pedestals, so as not to be immediately seen by any newly forming constructs!

Stealth: 1d20 + 11 ⇒ (13) + 11 = 24

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund reaches out and grabs his starknife, and says a quick prayer to Desna. A flash of purple light fills the space, washing over the pathfinders in the dark hall.

Cast Bless (4/5 level 1 spells remaining). +1 moral on attacks and saves against fear. Duration 5 mins

Quickly he positions himself in the middle of the hallway to open up as many firing lanes as possible. 20 foot move, Kissan follows

As the enemies appear, Edmund draws and launches three blunt arrows towards the oncoming skeletons.

+1, Rapid, DA, Precise, Haste, bless: 1d20 + 6 + 1 + 1 ⇒ (8) + 6 + 1 + 1 = 16
Damage, MC +3: 1d8 + 6 ⇒ (5) + 6 = 11

+1, Rapid, DA, Precise, Haste, bless: 1d20 + 6 + 1 + 1 ⇒ (18) + 6 + 1 + 1 = 26
Damage, MC +3: 1d8 + 6 ⇒ (2) + 6 = 8

+1, Rapid, DA, Precise, Haste, Bless: 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25
Damage, MC +3: 1d8 + 6 ⇒ (6) + 6 = 12

+1/+1 for PBS, if within 30 feet

Grand Lodge

@Smarmy: On this map, east is to the right, my bad.

Once again, Red and Green are servants, Pink and Yellow are animated objects. I've taken a few liberties to move you around the map to best fit your intent.

Round 3
Smarmy - Starts walking to shorten the distance and ducks behind a column.
Edmund - Bless and move. Bot-moving you to benefit from PBS.
Barbo
Kitajo
Selüne
Mun
Kissan
Jey

The constructs stand and turn to the Pathfinders.

Round 4
Edmund - Takes one last step forward, and looses his ammunition, all three make their target. Yellow object.
Smarmy
Barbo
Kitajo
Selüne
Mun
Kissan
Jey

Constructs. (Y -19/?)

If your name is bolded on both rounds, you have two turns worth of actions.

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Mun moves forward, calling after Selune to follow him. "Ashava, favor us with your divine attention!" he calls, touching Selune lightly to confer that aid to her before pushing her ahead of him to battle the constructs.

Actions, Round 3:

Free: Handle Animal (heel) DC 10, link, autosuccess
Double move: 90' (haste)

Actions, Round 4:

Standard: cast divine favor on self and Selune with improved spell sharing (5 rounds each)
Free: Handle Animal (attack any target) DC 10, link, autosuccess


Female N Primal Companion Bear | HP: 43/68 | AC: 27 21 (15 13 Tch, 23 18 Fl) | CMD: 27 25 (23 22 Fl) | F: +11 +9, R: +12 +9, W: +5 +3 | Init: +3 | Perc: +7, SM +1| Speed 40 ft | Active conditions: see spoiler

Selune follows her master's gruff instruction, feeling surprised that Mun is actually moving at a pace that nearly challenges her own. She accepts the divine enhancement and lunges forward at the constructs, eager to do damage.

Actions, Round 3:

Double Move: 80'

Actions, Round 4:

5' step
Full round: full attack vs yellow (green if yellow falls)

Bite, negative level, bull's strength, divine favor, bless, power attack: 1d20 + 8 - 1 + 2 + 1 + 1 - 1 ⇒ (13) + 8 - 1 + 2 + 1 + 1 - 1 = 23
Damage, B, bull's strength, divine favor, power attack: 1d6 + 5 + 2 + 1 + 2 ⇒ (3) + 5 + 2 + 1 + 2 = 13

Claw, negative level, bull's strength, divine favor, bless, power attack: 1d20 + 8 - 1 + 2 + 1 + 1 - 1 ⇒ (2) + 8 - 1 + 2 + 1 + 1 - 1 = 12
Damage, B, bull's strength, divine favor, power attack: 1d4 + 5 + 2 + 1 + 2 ⇒ (4) + 5 + 2 + 1 + 2 = 14

Claw, negative level, bull's strength, divine favor, bless, power attack: 1d20 + 8 - 1 + 2 + 1 + 1 - 1 ⇒ (20) + 8 - 1 + 2 + 1 + 1 - 1 = 30
Damage, B, bull's strength, divine favor, power attack: 1d4 + 5 + 2 + 1 + 2 ⇒ (4) + 5 + 2 + 1 + 2 = 14
Crit?: 1d20 + 8 - 1 + 2 + 1 + 1 - 1 ⇒ (4) + 8 - 1 + 2 + 1 + 1 - 1 = 14
Crit damage: 1d4 + 5 + 2 + 1 + 2 ⇒ (1) + 5 + 2 + 1 + 2 = 11

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

Round 3: Move and Attack

Round 3: Move + Attack with Haste, Rage, Bless and Power Attack vs. Yellow, with any spillovers landed on Red if Yellow falls:

Regular Attack: +1 Adamantine Greatsword, Rage, Power Attack, Haste, Bless: 1d20 + 12 + 1 + 1 ⇒ (10) + 12 + 1 + 1 = 24 for 2d6 + 16 ⇒ (5, 6) + 16 = 27 adamantine, magical, slashing damage.

Round 4: Full-attack with Haste, Bless, Rage and Power Attack vs. Yellow, with any spillovers landed on Red or others via 5-foot step if Yellow falls:

Haste Attack: +1 Adamantine Greatsword, Rage, Power Attack, Haste, Bless: 1d20 + 12 + 1 + 1 ⇒ (7) + 12 + 1 + 1 = 21 for 2d6 + 16 ⇒ (2, 1) + 16 = 19 adamantine, magical, slashing damage.

Regular Attack: +1 Adamantine Greatsword, Rage, Power Attack, Haste, Bless: 1d20 + 12 + 1 + 1 ⇒ (15) + 12 + 1 + 1 = 29 for 2d6 + 16 ⇒ (5, 6) + 16 = 27 adamantine, magical, slashing damage.

Iterative Attack: +1 Adamantine Greatsword, Rage, Power Attack, Haste, Bless: 1d20 + 7 + 1 + 1 ⇒ (20) + 7 + 1 + 1 = 29 for 2d6 + 16 ⇒ (5, 1) + 16 = 22 adamantine, magical, slashing damage.

=====================

Iterative Attack: CONFIRM CRIT: 1d20 + 7 + 1 + 1 ⇒ (16) + 7 + 1 + 1 = 25 for 2d6 + 16 ⇒ (3, 2) + 16 = 21 adamantine, magical, slashing damage.

Sovereign Court

CN Dwarf Rogue 8

First Round actions, double move with stealth
Smarmy darts across to the next pedestal, staying under cover, so as not to get spotted by the constructs.

Stealth: 1d20 + 11 ⇒ (5) + 11 = 16

Khaoz, do the statues on the east side have the same foot planted as the west side, thus the one square not passable? Ask because one of the constructs is in that square (the pink one).

Second round actions depend on that statue's feet! As I'm not sure where we can actually stand

Grand Lodge

@Smarmy: Yes! The foot should be on the way, moving the pink cage back a square, thanks for catching that. (I rolled back the slides to get the 4 enemy tokens back, and didn't add the white circles).

Between Edmund's accuracy and Selûne's raw strength, the yellow construct is brought down. While Jey puts on a strength show of his own, two swings of his axe is all that's needed to break the Red servant, he takes a single step forward to reach the last servant killing it in two swings as well.

70 damage on Green if you were wondering about it....

Round 3
Mun - Moves and casts.
Selüne - Moves.
Jey - Moves and attacks once.
Barbo
Kitajo
Kissan

Round 4
Mun - Casts.
Selûne - Bites once and tries again.
Jey - Becomes a construct breaking whirlwind.
Smarmy
Barbo
Kitajo
Kissan

Constructs. (Pink)

If your name is bolded on both rounds, you have two turns worth of actions.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Round 3

Barbo walks forward quickly, to keep up with the group.

Round 4

Barbo takes another step forward and tosses a blob of acid at the construct. "darn creations..."

Acid Splash vs Touch: 1d20 + 6 ⇒ (14) + 6 = 20
Damage, Focus: 1d3 + 1 ⇒ (2) + 1 = 3

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