GM Abraham's Emerald Spire

Game Master Abraham Z.

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Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10
GM Abraham wrote:
I think you have another casting of Dimension Door? Are you using it now (and will it be sufficient to carry the group along with the 4 corpses?)?

Correct, I have one more casting today. Bodies should count as objects so as long as the added weight is less than what our combined maximum load is we can bring them with us. Uhvat and Dolgar both have high strength so we should be fine. Shova also has good strength.


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 1 ===
Yellow - dmg;
Blue - dmg; charging AC -2;
Green - dmg;
Dolgar Ironfist - dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Reflex and Fort needed needed vs Acid breath x2;
Uhvat Balanos - dmg; False Life (? temp hp - 7); Heroism (13:30); Resist Energy Fire 10 (12:30); Reflex and Fort needed vs Acid breath; 2nd Reflex needed vs Acid burn;
Shiva - dmg; Reflex and Fort needed needed vs Acid breath x2;
Guy du Loc - dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Reflex and Fort needed needed vs Acid breath x2;

Although the climb back up the stairs seems to take *forever* the pathfinders successfully return to Fort Inevitable, lugging the corpses of the dead with them. They are received with whatever passes for hellknight gratitude, made to submit multiple reports and forms - in quadruplicate - and wait around while the staff at the Fort undertake to raise Chaid from the dead (they don't seem to bother with this trouble and expense for her dead underlings). The augur kyton bobs along happily throughout, seemingly eager for Chaid to be restored to life.

Once she is revived and sufficiently recovered to receive visitors she thanks the pathfinders rather curtly. It appears that she is perhaps torn between the recognition that - but for you - she would still be entombed in the wall of the Spire far below, and her realization that you somehow survived what she could not - it's clear from her haughty glances that she can't conceive that the pathfinders could possibly best a challenge that she could not. Furthermore, it's apparent that she considers the Spire "her" turf for exploration and the realization that some of its secrets may yield to the pathfinders while she convalesces and puts together a new team clearly chafes at her. Nevertheless, she is polite, but not especially forthcoming regarding the secrets of the Spire. She does acknowledge that the pathfinders should retain the wand of Shield that you liberated from her corpse as a small reward for your efforts.

When the group is ready the pathfinders once again return to the depths, leaving behind Chaid, the augur kyton, and the Fort.

Feel free to make any purchases, changes in spells prepped, or other modifications. For simplicity, I've presumed the same buffs as before but please let me know...

They descend again into the depths but this time, when they enter the large chamber with the bridge, the cloudlike shapes immediately coalesce and attack!

Initiative:

Uhvat: 1d20 + 4 ⇒ (6) + 4 = 10
Shiva: 1d20 + 3 ⇒ (7) + 3 = 10
Guy: 1d20 + 1 ⇒ (5) + 1 = 6
Dolgar: 1d20 + 5 ⇒ (1) + 5 = 6
Bad guys: 1d20 + 12 ⇒ (3) + 12 = 15

The enemies are quick and strike first (although there is no surprise round - they simply won initiative) Reaching hands, a fierce and eerie visage, and a powerfully abrasive stench all stem from these hissing clouds of churning gases.

Knowledge (Planes) DC 17:
Though caustic stalkers arise from pockets of poisonous gas in the Plane of Air, they far prefer to congregate amid the great heat and pressure where the Plane of Earth and Plane of Fire meet. These conditions are also common in the depths of many worlds on the Material Plane. Caustic stalkers are usually content to drift amid the searing rocks and toxic fumes of volcanic depths, but occasionally emerge into more spacious areas. When they emerge, they are quick to lash out at anything that disturbs their explorations, especially if the area is windy. For every 5 by which you beat the DC you may ask one question.

A Yellow cloud rises up from beneath the bridge and breathes a 15' cloud of acid at the group!

Acid dmg: 5d6 ⇒ (5, 1, 4, 2, 1) = 13 Reflex DC ? for half needed from everyone; if you take any dmg, Fort DC ? also needed.

GM screen:
Yellow can reuse breath weapon: 1d4 ⇒ 4 Yellow can use breath weapon again on round 5

Blue charges down from the sky and slams into Uhvat!
Slam, charge, vs flat-footed: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
B dmg: 1d6 ⇒ 3 + Acid dmg: 1d6 ⇒ 4
Uhvat needs to make a second Reflex to avoid catching on Acidic fire.

Lastly, Green flies down and also breaths acid, though this 15' cone catches everyone *but* Uhvat.

Acid dmg: 5d6 ⇒ (1, 4, 6, 2, 1) = 14 Reflex DC ? for half needed from everyone except Uhvat; if you take any dmg, Fort DC ? also needed.

GM screen:
Green can reuse breath weapon: 1d4 ⇒ 2 Green can use breath weapon again on round 3

Pathfinders are up! Good luck!

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary

Knowledge (Planes) DC 17: 1d20 + 6 ⇒ (8) + 6 = 14

reflex, heroism: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
fort, heroism: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16

reflex, heroism: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
fort, heroism: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24

Remember that you all get a +2/+2 on attacks vs. elementals(earth) due to hunter's blessing.

Waiting to see what the fort save results are since Guy rolled a 1 on his first save. Not having a good day.

The Exchange

AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

Reflex (Shake it Off +3): 1d20 + 6 + 2 + 3 ⇒ (10) + 6 + 2 + 3 = 21
Fortitude (Shake it Off +3): 1d20 + 11 + 2 + 3 ⇒ (12) + 11 + 2 + 3 = 28 +3 vs Poison

Reflex (Shake it Off +3): 1d20 + 6 + 2 + 3 ⇒ (19) + 6 + 2 + 3 = 30
Fortitude (Shake it Off +3): 1d20 + 11 + 2 + 3 ⇒ (13) + 11 + 2 + 3 = 29 +3 vs Poison

Doglar is surprised by the first breath but reacts quickly against the second.

He tries to remember something useful against the creatures
Know. Planes: 1d20 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14

Having no clue about them, he calls Osiris to judge the soul of these creatures. Swift Action: Judgement (Resistance [acid 8], Healing [4])

Then he strikes Green

+1 adamantine warhammer: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 +2 vs Elemental(Earth)
Damages, B: 1d8 + 12 ⇒ (8) + 12 = 20+2 vs Elemental(Earth)
+1 adamantine warhammer: 1d20 + 11 - 5 + 2 ⇒ (3) + 11 - 5 + 2 = 11 +2 vs Elemental(Earth)
Damages, B: 1d8 + 12 ⇒ (1) + 12 = 13+2 vs Elemental(Earth)


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 1 ===
Yellow - dmg;
Blue - dmg; charging AC -2;
Green - 15 dmg;
Dolgar Ironfist - 13 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4?;
Uhvat Balanos - dmg; False Life (? temp hp - 7); Heroism (13:30); Resist Energy Fire 10 (12:30); Reflex and Fort needed vs Acid breath; 2nd Reflex needed vs Acid burn;
Shiva - dmg; Reflex and Fort needed needed vs Acid breath x2;
Guy du Loc - 27 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Fort vs Poison at end of your turn (round 1/?);

Re Hunter's Blessing: Underground terrain applies but Outsider (Earth) does NOT (at least in this encounter). What this means is: you all have +2 sacred bonus to Init, Perception, Stealth, and Survival. Unfortunately the Init bonus wouldn't have changed the turn order (their bonus is crazy high).

Neither Guy nor Dolgar has any idea what sort of creatures these monstrous clouds may be.

Guy takes the full force of both acid breath weapons. In addition, he inhales some of the acid, poisoning him!
Con dmg: 1d4 ⇒ 3
Guy, you are now poisoned and need to make *another* Fort save at the end of your turn.
Fortunately, Guy manages to resist the poison in the second blast of acid!

Dolgar resists the worst of both clouds of acid and also avoids inhaling any of the toxic poison. He quickly calls upon Osiris for aid Dolgar, I assume that's fast healing 4 that you now have? and then swings twice at Green, hitting it once, though not all of the damage appears to effect it. (Damage Reduction)

Uhvat, Shiva, and Guy are up!

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary
GM Abraham wrote:
Re Hunter's Blessing: Underground terrain applies but Outsider (Earth) does NOT (at least in this encounter). What this means is: you all have +2 sacred bonus to Init, Perception, Stealth, and Survival. Unfortunately the Init bonus wouldn't have changed the turn order (their bonus is crazy high).

Confused. Hunter's Blessing allows you to pick a creature type AND a terrain, not just a terrain and Guy had picked Outsider(Earth) and underground.

fort save, heroism, con damage: 1d20 + 13 + 2 - 1 ⇒ (13) + 13 + 2 - 1 = 27

Guy casts a resist acid on himself defensively.
concentrate: 1d20 + 5 ⇒ (9) + 5 = 14


Emerald Spire slides |
Guy du Loc wrote:
GM Abraham wrote:
Re Hunter's Blessing: Underground terrain applies but Outsider (Earth) does NOT (at least in this encounter). What this means is: you all have +2 sacred bonus to Init, Perception, Stealth, and Survival. Unfortunately the Init bonus wouldn't have changed the turn order (their bonus is crazy high).
Confused. Hunter's Blessing allows you to pick a creature type AND a terrain, not just a terrain and Guy had picked Outsider(Earth) and underground.

Sorry to be unclear. I was trying to indicate that Underground applies here (because you are all definitely underground) but that you don't get the creature benefit (in this encounter) because these guys are not Outsider (Earth) types.


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 1 ===
Yellow - dmg;
Blue - dmg; charging AC -2;
Green - 15 dmg;
Dolgar Ironfist - 13 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4?;
Uhvat Balanos - dmg; False Life (? temp hp - 7); Heroism (13:30); Resist Energy Fire 10 (12:30); Reflex and Fort needed vs Acid breath; 2nd Reflex needed vs Acid burn;
Shiva - dmg; Reflex and Fort needed needed vs Acid breath x2;
Guy du Loc - 27 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Fort vs Poison at end of your turn (round 1/?, one save made);

Guy manages to resist further effects from the poison in his lungs. At least for now. No further Con dmg but you are still poisoned and will have to save again on your next turn.

He also attempts to cast a spell on himself but unfortunately is not able to concentrate and loses the spell.

Uhvat and Shiva are up!


Emerald Spire slides |

Guy, shouldn't your concentration check for casting defensively be 1d20+your caster level + your casting stat? +5 seems much too low... Resist Energy is only a level 2 spell so the DC should be 19 and I think you should be rolling around +15? i.e. only fail on a 1, 2 or a 3?

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

Shiva had avoid resist 5

Kn Planes: 1d20 + 11 ⇒ (6) + 11 = 17

Reflex: 1d20 + 8 ⇒ (2) + 8 = 10
Fortitude: 1d20 + 12 ⇒ (3) + 12 = 15

Reflex: 1d20 + 8 ⇒ (14) + 8 = 22
Fortitude: 1d20 + 12 ⇒ (14) + 12 = 26


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 1 ===
Yellow - dmg;
Blue - dmg; charging AC -2;
Green - 15 dmg;
Dolgar Ironfist - 13 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4?;
Uhvat Balanos - dmg; False Life (? temp hp - 7); Heroism (13:30); Resist Energy Fire 10 (12:30); Reflex and Fort needed vs Acid breath; 2nd Reflex needed vs Acid burn;
Shiva - 10 dmg; 1 CON dmg; resist acid 5; Fort vs Poison at end of your turn (round 1/?);
Guy du Loc - 27 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Fort vs Poison at end of your turn (round 1/?, one save made);

Shiva realizes that these creatures are caustic stalkers. Everyone can read the spoiler about the creatures above.

Unfortunately that knowledge does not help her to dodge the first blast of the acid breath or the poison contained within it.
Con dmg: 1d4 ⇒ 1
Shiva, you are now poisoned and need to make *another* Fort save at the end of your turn. Total dmg taken, after calculating acid resist 5, is 10. You still have your actions for this turn.

Uhvat and Shiva are up!

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary
GM Abraham wrote:
Guy, shouldn't your concentration check for casting defensively be 1d20+your caster level + your casting stat? +5 seems much too low... Resist Energy is only a level 2 spell so the DC should be 19 and I think you should be rolling around +15? i.e. only fail on a 1, 2 or a 3?

It is. I dropped a digit and it should have been +15, not +5. Sorry I did not notice that.

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

Caustic Stalkers, stone mind of poisonous air elemental

Shiva points at the yellow tinged monster... Hold

Hold monster, DC 21 will

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

Fortitude: 1d20 + 12 ⇒ (11) + 12 = 23


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 1 ===
Yellow - dmg;
Blue - dmg; charging AC -2;
Green - 15 dmg;
Dolgar Ironfist - 13 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4?;
Uhvat Balanos - dmg; False Life (? temp hp - 7); Heroism (13:30); Resist Energy Fire 10 (12:30); Reflex and Fort needed vs Acid breath; 2nd Reflex needed vs Acid burn;
Shiva - 10 dmg; 1 CON dmg; resist acid 5; Fort vs Poison at end of your turn (round 1/?, one save made);
Guy du Loc - 27 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Fort vs Poison at end of your turn (round 1/?, one save made);

Guy somehow manages to keep his concentration and is now protected against the terrible acid of these creatures.

Shiva avoids further harm from the poison. For now.

Yellow Will: 1d20 ⇒ 15

The yellow cloud-like creature does not appear to freeze in place.

Uhvat is up!

I've written to Uhvat to alert them that we are up and running again. Hoping that we haven't lost them!

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary

How interesting. I just GMed a game with Caustic Stalkers and know way too much about them.

Silver Crusade

Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 17 | AC:24+4 T:18 FF:22+4 20% miss | CMB:+13+2 CMD:31 | Saves F:14+2 R:10+2 W:14+2 | Init:+4 | Per:+17+2 | Spd: 30 | Reroll: 1/1 | Spells: L1 2/5 L2 3/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (6/8)

Sorry for the delay. Must admit I wasn't paying attention, and my internet also went down for a couple of days.

Uhvat would have cast False Life, Shield, Heroism and Chill Touch.
False Life: 1d10 + 9 ⇒ (8) + 9 = 17

Reflex DC?, heroism: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 That's definitely a fail...
Fort DC?, heroism: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16

Reflex DC?, heroism: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 Lol, not a great start...

Uhvat, probably not warmed up yet after the brief foray back to surface, finds himself overwhelmed by the relentless attacks. He eventually gathers his wits. He steps to a side, positioning himself to minimise chances of flanking, then goes all out in his attacks on the damaged (green) one.

cs Green: Power Attack, Furious Focus, Heroism, Chill Touch, Hunter's Blessing
+2 ectoplasmic lash: 1d20 + 16 - 2 + 2 + 2 + 2 ⇒ (17) + 16 - 2 + 2 + 2 + 2 = 37 dmg: 2d6 + 11 + 6 + 1d6 ⇒ (5, 3) + 11 + 6 + (1) = 26
iterative: 1d20 + 11 - 2 + 2 + 2 ⇒ (12) + 11 - 2 + 2 + 2 = 25 dmg: 2d6 + 11 + 6 + 1d6 ⇒ (1, 2) + 11 + 6 + (6) = 26

Chill Touch: Fort DC15 or 1 Str dmg

AoO:

Power Attack, Furious Focus, Heroism, Chill Touch, Hunter's Blessing
AoO 1: 1d20 + 16 - 2 + 2 + 2 ⇒ (5) + 16 - 2 + 2 + 2 = 23 dmg: 2d6 + 11 + 6 + 1d6 ⇒ (6, 5) + 11 + 6 + (3) = 31
AoO 1: 1d20 + 16 - 2 + 2 + 2 ⇒ (9) + 16 - 2 + 2 + 2 = 27 dmg: 2d6 + 11 + 6 + 1d6 ⇒ (2, 4) + 11 + 6 + (3) = 26
AoO 1: 1d20 + 16 - 2 + 2 + 2 ⇒ (17) + 16 - 2 + 2 + 2 = 35 dmg: 2d6 + 11 + 6 + 1d6 ⇒ (2, 4) + 11 + 6 + (6) = 29


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 2 ===
Yellow - dmg;
Blue - dmg;
Green - 57 dmg;
Dolgar Ironfist - 17 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4?; Acid Burning;
Uhvat Balanos - 3 dmg; 4 CON dmg; False Life (17 temp hp); Heroism (13:30); Shield (12:08); Chill Touch; Fort vs Poison at end of your turn (round 1/?, one save made);
Śiva - 10 dmg; 1 CON dmg; resist acid 5; Fort vs Poison at end of your turn (round 1/?, one save made);
Guy du Loc - 32 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Fort vs Poison at end of your turn (round 1/?, one save made); Acid Burning;

Uhvat fails to avoid the first blast of acid and becomes poisoned as a result.

Con dmg: 1d4 ⇒ 4
Uhvat, you are poisoned and must make another Fort save on your turn.

He just barely manages to avoid catching on acid fire from Blue's slam.

Then Uhvat hits Green twice, though each attack seems to do a bit less damage than expected. Damage Reduction

Green Fort vs Chill Touch: 1d20 ⇒ 16
The strength drain from Uhvat's Chill Touch does not appear to affect the creature. Uhvat, to simplify things I'll just tell you that these creatures, made out of some kind of cloudstuff, have no strength score so this part of Chill Touch won't affect them; however, they are living creatures and will be effected by the negative energy dmg from Chill Touch so you can keep including that in your attacks.

Uhvat's end of turn save vs the poison that is affecting him:
Uhvat Fort vs. poison, heroism: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Uhvat manages to resist the poison he has inhaled, though it continues to impact him.

Oops, forgot that Uhvat has to save twice when he hits the creature twice with his lash:

Uhvat Reflex, heroism: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
Uhvat Reflex, heroism: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24

Uhvat manages to avoid catching on acid-y fire.

Start of Round 2

Yellow target, 1=S, 2=D: 1d2 ⇒ 2
Yellow slam: 1d20 + 15 ⇒ (18) + 15 = 33
B dmg: 1d6 ⇒ 2

Yellow slam: 1d20 + 15 ⇒ (12) + 15 = 27
B dmg: 1d6 ⇒ 2

Dolgar Reflex vs burn: 1d20 + 6 ⇒ (9) + 6 = 15
Dolgar Reflex vs burn: 1d20 + 6 ⇒ (3) + 6 = 9

Dolgar catches on "fire" but the burn doesn't seem to affect him due to his acid resistance.

Dolgar, you now have Fast Healing 4, yes? I haven't processed that in your damage total yet.

Then Yellow backs up a bit. It is flying (but at the same elevation as you all), hovering over the pit of lava.

Blue target, 1=U, 2=D, 3=G: 1d3 ⇒ 3
Blue slam: 1d20 + 15 ⇒ (18) + 15 = 33
B dmg: 1d6 ⇒ 3

Blue slam: 1d20 + 15 ⇒ (8) + 15 = 23
B dmg: 1d6 ⇒ 2

Guy Reflex vs burn: 1d20 + 7 ⇒ (17) + 7 = 24
Guy Reflex vs burn: 1d20 + 7 ⇒ (9) + 7 = 16

Guy also catches on acid fire but the burn doesn't seem to affect him at all due to his acid resistance.

Then Blue steps back 5'.

Green target, 1=U, 2=D, 3=G, 4=S: 1d4 ⇒ 2
Green slam: 1d20 + 15 ⇒ (4) + 15 = 19
B dmg: 1d6 ⇒ 6

Green slam: 1d20 + 15 ⇒ (2) + 15 = 17
B dmg: 1d6 ⇒ 5

Green swings at Dolgar twice but misses him both times. Then the creature moves back 5' (also hovering over the lava).

Pathfinders are up! The bold may act. Don't forget Fort saves at the end of your turn if you are poisoned.

The Exchange

AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

Yes, Dolgar has Fast Healing4

Dolgar grumphes after taking some damages but decides to continue attacking his initial target.
He quickly makes a prayer to his god to give him a new vitality and grows in size!

Now that is able to reach any of the creatures he continues to strike.

Bad creature! Poisoning my friend! That’s not cool!

+1 adamantine warhammer vs Green: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Damages, B: 2d6 + 13 + 2 ⇒ (4, 5) + 13 + 2 = 24

+1 adamantine warhammer vs Green: 1d20 + 11 - 5 + 2 ⇒ (19) + 11 - 5 + 2 = 27
Damages, B: 2d6 + 13 + 2 ⇒ (1, 4) + 13 + 2 = 20


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 2 ===
Yellow - dmg;
Blue - dmg;
Green - 91 dmg;
Dolgar Ironfist - 9 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4; Acid Burning;
Uhvat Balanos - 3 dmg; 4 CON dmg; False Life (17 temp hp); Heroism (13:30); Shield (12:08); Chill Touch; Fort vs Poison at end of your turn (round 1/?, one save made);
Śiva - 10 dmg; 1 CON dmg; resist acid 5; Fort vs Poison at end of your turn (round 1/?, one save made);
Guy du Loc - 32 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Fort vs Poison at end of your turn (round 1/?, one save made); Acid Burning;

Dolgar, please remind me how you are enlarging as a swift action (and do you have to give up your fast healing and resist acid 8 to do so?).

Dolgar's body begins to heal itself (dmg total reduced by 8 for rounds 1 and 2); he continues to burn with acid but his god-imbued resistance continues to protect him.

With two quick blows he strikes down Green, who vanishes into acid vapor.

Pathfinders are up!

The Exchange

AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

@GM It's the Enlarge power of the Growth Subdomain. It doesn't make me give up my judgements.

Silver Crusade

Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 17 | AC:24+4 T:18 FF:22+4 20% miss | CMB:+13+2 CMD:31 | Saves F:14+2 R:10+2 W:14+2 | Init:+4 | Per:+17+2 | Spd: 30 | Reroll: 1/1 | Spells: L1 2/5 L2 3/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (6/8)

Just to clarify a few things:
1. Uhvat's fort save is +14 (before the Con dmg penalty, which would be -2?), not +10, but looks like he saved so that was fine.
2. The Ref save seems to be as a result of his attack? Uhvat is attacking with his ectoplasmic lash, which I don't think counts as natural attack or unarmed strike? Way I read the rules, an ectoplasmatist manifest an actual weapon.

Ignoring the burning pain in his blood, Uhvat takes a step to position himself tactically, then swings his lash at a new target (blue).

vs Blue: Power Attack, Furious Focus, Heroism, Chill Touch, Hunter's Blessing
+2 ectoplasmic lash: 1d20 + 16 - 2 + 2 + 2 + 2 ⇒ (17) + 16 - 2 + 2 + 2 + 2 = 37 dmg: 2d6 + 11 + 6 + 1d6 ⇒ (3, 6) + 11 + 6 + (3) = 29
iterative: 1d20 + 11 - 2 + 2 + 2 ⇒ (15) + 11 - 2 + 2 + 2 = 28 dmg: 2d6 + 11 + 6 + 1d6 ⇒ (2, 1) + 11 + 6 + (5) = 25

Fort DC?, 4 Con dmg, heroism: 1d20 + 14 - 2 + 2 ⇒ (2) + 14 - 2 + 2 = 16 Using GM reroll
Fort DC?, 4 Con dmg, heroism: 1d20 + 14 - 2 + 2 ⇒ (18) + 14 - 2 + 2 = 32

AoOs:

Power Attack, Heroism, Chill Touch, Hunter's Blessing
AoO1: 1d20 + 16 - 2 + 2 + 2 ⇒ (8) + 16 - 2 + 2 + 2 = 26 dmg: 2d6 + 11 + 6 + 1d6 ⇒ (1, 2) + 11 + 6 + (1) = 21
AoO2: 1d20 + 16 - 2 + 2 + 2 ⇒ (12) + 16 - 2 + 2 + 2 = 30 dmg: 2d6 + 11 + 6 + 1d6 ⇒ (2, 5) + 11 + 6 + (1) = 25AoO3: 1d20 + 16 - 2 + 2 + 2 ⇒ (8) + 16 - 2 + 2 + 2 = 26 dmg: 2d6 + 11 + 6 + 1d6 ⇒ (2, 5) + 11 + 6 + (3) = 27

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary

Guy sees that this is going well and simply digs out his wand of CLW and gets to work.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Fort vs Poison at end of your turn (round 1/?, one save made, heroism, Aegis of Recovery, con damage: 1d20 + 14 + 2 + 2 - 1 ⇒ (15) + 14 + 2 + 2 - 1 = 32 - Stacking redundancy accounted for with Aegis.


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 2 ===
Yellow - dmg;
Blue - 44 dmg;
Green - 91 dmg;
Dolgar Ironfist - 9 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4; Acid Burning;
Uhvat Balanos - 3 dmg; False Life (17 temp hp); Heroism (13:30); Shield (12:08); Chill Touch;
Śiva - 10 dmg; 1 CON dmg; resist acid 5; Fort vs Poison at end of your turn (round 1/?, one save made);
Guy du Loc - 30 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Acid Burning;

Uhvat, re your incorrect Fort number, I just copied and pasted from your post - looks like you used your Ref number for your Fort. With the additional +4 you would have made the original save and not been poisoned. So... you get your 4 Con dmg back and no need for a Fort save on your turn (so you also get your GM reroll back). Re the required Ref saves after you attacked, yes, those are based on treating the lash like a natural weapon or unarmed attack but if it's treated like a normal weapon (I think you've corrected me on this before) then no Ref is required.

Uhvat batters Blue, hitting it twice.

Guy heals himself a bit and manages to fight off the poison afflicting him. You are no longer poisoned. He continues to acid burn but it still doesn't bother him.

Shiva is up!

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

Fortitude: 1d20 + 12 ⇒ (6) + 12 = 18

Friends, perhaps we should remind these beasts where they came from...

Shiva begins a tale of Ranginori, good elemental lord of air.

Spirit Totem (lesser, standard, & greater in effect) {
+14 to hit/1d8+7 negative energy damage/15 ft reach; 20% miss chance for enemies if not adjacent, 1d8 negative energy damage if adjacent}, DR 1/-, & +2 to hit and damage

With the words of the duke in the air Shiva looks at the yellow elemental and screams, even as the swirling spirits reach out as well.

Spirit Totem: 1d20 + 14 ⇒ (11) + 14 = 25
Negative Energy Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Ear Piercing Scream, DC 18 Fort: 5d6 ⇒ (2, 3, 4, 1, 5) = 15

Silver Crusade

Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 17 | AC:24+4 T:18 FF:22+4 20% miss | CMB:+13+2 CMD:31 | Saves F:14+2 R:10+2 W:14+2 | Init:+4 | Per:+17+2 | Spd: 30 | Reroll: 1/1 | Spells: L1 2/5 L2 3/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (6/8)

Oops, sorry about that.


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 3 ===
Yellow - 22 dmg;
Blue - 44 dmg;
Green - 91 dmg;
Dolgar Ironfist - 5 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4; Acid Burning; Reflex save for half damage vs Acid breath weapon - if any damage taken, then Fort save vs poison
Uhvat Balanos - 3 dmg; False Life (17 temp hp); Heroism (13:30); Shield (12:08); Chill Touch;
Śiva - 10 dmg; 1 CON dmg; resist acid 5;
Guy du Loc - 30 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Acid Burning; Reflex save for half damage vs Acid breath weapon - if any damage taken, then Fort save vs poison

Shiva fights off the poison afflicting her No longer poisoned.

Her spirits slam into Yellow, doing some damage.

Yellow Fort: 1d20 ⇒ 1

The creature also seems to stop in its tracks at the sound of her terrible scream.

Start of Round 3

Yellow merely hovers, lost in a scream-induced reverie.

Blue lets forth another breath filled with acid, catching both Guy and Dolgar in the cloud.

Acid dmg: 5d6 ⇒ (1, 2, 2, 3, 1) = 9
Reflex save for half damage - if any damage taken, then Fort save vs poison (with Acid Resist 20, Guy cannot be harmed by the breath weapon even if he fails his save; Dolgar only needs to make a Fort save if he fails the Reflex (which would cause him to take 1 net Acid dmg)

GM screen:
Blue can use the breath weapon again: 1d4 ⇒ 2 On round 5

Dolgar's wounds continue to heal themselves.

Pathfinders are up!

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

maintains performance

Sound and fury fly at yellow again before Shiva moves up to the middle of the pack.

Spirit Totem: 1d20 + 14 ⇒ (4) + 14 = 18
Negative Energy Damage: 1d8 + 7 ⇒ (4) + 7 = 11

Ear Piercing Scream, DC 18 Fort: 5d6 ⇒ (6, 4, 5, 5, 6) = 26


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 3 ===
Yellow - 48 dmg; dazed;
Blue - 44 dmg;
Green - 91 dmg;
Dolgar Ironfist - 5 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4; Acid Burning; Reflex save for half damage vs Acid breath weapon - if any damage taken, then Fort save vs poison
Uhvat Balanos - 3 dmg; False Life (17 temp hp); Heroism (13:30); Shield (12:08); Chill Touch;
Śiva - 10 dmg; 1 CON dmg; resist acid 5;
Guy du Loc - 30 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Acid Burning; Reflex save for half damage vs Acid breath weapon - if any damage taken, then Fort save vs poison

Yellow Fort: 1d20 ⇒ 7

Shiva's spirit misses Yellow this time but it takes full damage from the force of her scream and looks as dazed as a cloud can.

Pathfinders are up!

The Exchange

AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

Reflex (Shake if Off +3): 1d20 + 6 + 2 + 3 - 1 ⇒ (18) + 6 + 2 + 3 - 1 = 28

Dolgar, despite his new size is able to avoid the majority of the blast and his resistance absorbes the rest!

He reduces his stature to a more conventional one for a dwarf and he moves towards blue and strikes.

+1 adamantine warhammer + song: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Damages, B + song: 1d8 + 13 + 2 ⇒ (8) + 13 + 2 = 23

Then, the spirit totem from Shiva's song slashes at the creature.

Spirit Totem: 1d20 + 14 ⇒ (5) + 14 = 19
Negative Energy Damage: 1d8 + 7 ⇒ (3) + 7 = 10


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 3 ===
Yellow - 48 dmg; dazed;
Blue - 72 dmg;
Green - 91 dmg;
Dolgar Ironfist - 5 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4; Acid Burning;
Uhvat Balanos - 3 dmg; False Life (17 temp hp); Heroism (13:30); Shield (12:08); Chill Touch;
Śiva - 10 dmg; 1 CON dmg; resist acid 5;
Guy du Loc - 30 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Acid Burning; Reflex save for half damage vs Acid breath weapon - if any damage taken, then Fort save vs poison

Dolgar easily shakes off any ill effects from the breath weapon. He strikes Blue with his warhammer and then (more of!) Shiva's spirits do the same. Blue wobbles but doesn't quite disappear.

Shiva, remind me how this works - I've never played a Skald - anyone who accepts your song also gains your rage powers, yes? Including spirits to do extra damage... very nice! And the only downside to accepting the rage powers is the inability to use concentration based abilities like spell casting?

Uhvat and Guy are up!

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10
GM Abraham wrote:


Shiva, remind me how this works - I've never played a Skald - anyone who accepts your song also gains your rage powers, yes? Including spirits to do extra damage... very nice! And the only downside to accepting the rage powers is the inability to use concentration based abilities like spell casting?

Close, they get the buffs and the rage powers by accepting the song, but I'm the spell warrior archetype so the trade offs are different. The buffs are applied directly to weapons so it doesn't interfere with concentration, but you have to have a weapon. Shiva carries extra spiked gauntlets in both small and medium sizes to make sure no one is without.

as a reminder the current buffs are +2 enhancement, which attacks with enhancements on the weapons up to +5, & the lesser, standard, and greater Spirit Totem rage powers

Scarab Sages

1 person marked this as a favorite.
Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary

Not wanting to waste a spell on battle like this, Guy just casts another CLW on himself. though he is ready to heal someone else if it becomes necessary.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10
Guy du Loc wrote:

Not wanting to waste a spell on battle like this, Guy just casts another CLW on himself. though he is ready to heal someone else if it becomes necessary.

[dice=CLW]1d8+1

Guy, you're within 15 ft of a living foe. You get a Spirit Totem attack on blue

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary

Great. I thought it was a 5' thing.

to hit blue: 1d20 + 14 ⇒ (16) + 14 = 30
Negative Energy Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10
Guy du Loc wrote:
Great. I thought it was a 5' thing.

lesser was 5 ft. Greater extends it to 15.


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:05 (the level was entered at 12:00)
=== Round 3 ===
Yellow - 48 dmg; dazed;
Blue - 81 dmg;
Green - 91 dmg;
Dolgar Ironfist - 5 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Resist Acid 8; Fast Healing 4; Acid Burning;
Uhvat Balanos - 3 dmg; False Life (17 temp hp); Heroism (13:30); Shield (12:08); Chill Touch;
Śiva - 10 dmg; 1 CON dmg; resist acid 5;
Guy du Loc - 24 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Acid Burning;

Guy heals himself and his spirit totem takes down Blue.

Uhvat is up! Only Yellow left for targeting.

Silver Crusade

Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 17 | AC:24+4 T:18 FF:22+4 20% miss | CMB:+13+2 CMD:31 | Saves F:14+2 R:10+2 W:14+2 | Init:+4 | Per:+17+2 | Spd: 30 | Reroll: 1/1 | Spells: L1 2/5 L2 3/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (6/8)

Uhvat takes a step to bring the final foe in range of his lash, which he sends out in two quick successive strikes!

vs Yellow: Power Attack, Furious Focus, Heroism, Chill Touch, Hunter's Blessing, Raging Song
+2 ectoplasmic lash: 1d20 + 16 - 2 + 2 + 2 + 2 + 2 ⇒ (15) + 16 - 2 + 2 + 2 + 2 + 2 = 37 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (4, 3) + 11 + 6 + (6) + 2 = 32
iterative: 1d20 + 11 - 2 + 2 + 2 + 2 ⇒ (14) + 11 - 2 + 2 + 2 + 2 = 29 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (1, 3) + 11 + 6 + (6) + 2 = 29

Shiva's spirits that are infused into the lash strikes out almost simultaneously.
vs Yellow: Shiva's spirit attack: 1d20 + 14 ⇒ (11) + 14 = 25 dmg: 1d8 + 7 ⇒ (4) + 7 = 11

AoOs x 3:

Power Attack, Heroism, Chill Touch, Hunter's Blessing, Raging Song
AoO 1: 1d20 + 16 - 2 + 2 + 2 + 2 ⇒ (9) + 16 - 2 + 2 + 2 + 2 = 29 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (1, 3) + 11 + 6 + (1) + 2 = 24
AoO 2: 1d20 + 16 - 2 + 2 + 2 + 2 ⇒ (8) + 16 - 2 + 2 + 2 + 2 = 28 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (4, 6) + 11 + 6 + (1) + 2 = 30
AoO 3: 1d20 + 16 - 2 + 2 + 2 + 2 ⇒ (8) + 16 - 2 + 2 + 2 + 2 = 28 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (5, 5) + 11 + 6 + (2) + 2 = 31


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:10 (the level was entered at 12:00)
=== Out of initiative ===
Dolgar Ironfist - 5 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30);
Uhvat Balanos - 3 dmg; Heroism (13:30); Shield (12:08); Chill Touch;
Śiva - 10 dmg; 1 CON dmg; resist acid 5;
Guy du Loc - 24 dmg; 3 CON dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05);

Uhvat obliterates the last of the caustic stalkers.

Combat over! Pathfinders are victorious! I'm going to handwave the putting out of the two people - Dolgar and Guy - who are currently "on fire" with acid.

The pathfinders take a few minutes to catch their breath, heal up, etc. until they are ready to move on.

Let me know if you want to do anything - healing, buffs, etc. - before you move along. Also, are you using Dimension Door again to cross the chasm of lava?

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary

Guy will use a channel to spare everyone the cash to heal up after the usual call to gather away from the downed enemies.

channel: 4d6 ⇒ (5, 6, 2, 3) = 16; Guy at -8
wand of clw: 1d8 + 1 ⇒ (6) + 1 = 7; Guy at -1
lesser restoration scroll: 1d4 ⇒ 3, all con damage gone

The Exchange

AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

Grumph, thanks man says Dolgar hafter his last wounds are healed by Guy..

Good riddance! Lets cross the bridge with magic. he adds turning to Siva.


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:10 (the level was entered at 12:00)
=== Out of initiative ===
Dolgar Ironfist - dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30);
Uhvat Balanos - dmg; Heroism (13:30); Shield (12:08); Chill Touch;
Śiva - dmg; 1 CON dmg; resist acid 5;
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05);

Guy takes care of their wounds and the group proceeds forward.

Presuming that Shiva uses Dimension Door to transport the group over the unstable bridge. Feel free to post any other buffs you want to cast before entering the next room.

Beyond the bridge the group finds the previously explored chambers where they found the bodies of the dead Hellknights. Beyond that a wretched-smelling breeze rushes through this narrowing tunnel. The tunnel here narrows so much that Medium creatures must squeeze to pass through the last 15 feet of the easternmost bend. The whole tunnel smells disgusting.

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary

Guy holds back of course, though that has not always worked in the past. Nasty things like to creep up on the Guy in the back. Other than that he relies on the spells he already has up and hopes for the best.

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

Looks like there's a section near the entrance we haven't explored. Anything there?

I can get us over, but we'll have to use the bridge to leave.

Reaching the tunnel Shiva starts throwing out Prestidigitations to clear out the smell.

Dolgar, Shiva, Guy, Uhvat marching order?

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary

Guy is usually trailing behind a bit, even though that is not wise, because of his insecurities. But if someone with a better AC were to bring up the rear that would probably be better tactics.

The Exchange

AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

I'm good!

Dolgar takes a more defensive posture and draws his buckler, taking his warhammer one handed.

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary
Shiva Parashurama wrote:
Dolgar, Shiva, Guy, Uhvat marching order?

To be clear, that works for me.


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions: Hunter's Blessing (Underground & Outsider (earth);

Current time: 12:10 (the level was entered at 12:00)
=== Out of initiative ===
Dolgar Ironfist - dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30);
Śiva - dmg; 1 CON dmg; resist acid 5; Squeezing;
Blue - dmg;
Uhvat Balanos - dmg; Heroism (13:30); Shield (12:08); Chill Touch; Squeezing;
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Squeezing;
Yellow - dmg;

Moving us along but Uhvat can still update with any buffs they wanted to cast before moving into the next room.

The tunnel narrows as the pathfinders move forward. The smell is incredibly bad and Shiva's efforts to clear the effort with Prestidigitation are unsuccessful.

Fort Saves vs Poison gas:

Uhvat Fort: 1d20 + 14 ⇒ (17) + 14 = 31 +2 with heroism
Shiva Fort: 1d20 + 12 ⇒ (20) + 12 = 32 +4 vs. bardic performance, language-dependent, and sonic
Guy Fort: 1d20 + 12 ⇒ (18) + 12 = 30
Dolgar Fort: 1d20 + 10 ⇒ (9) + 10 = 19 +5 vs spell and spelllike abilities, +3 vs poison

Fortunately, all of the Pathfinders are able to resist the poisonous gas. At least for now.

The group squeezes through a narrow opening into the next chamber. The air doesn't seem as bad in here. A narrow flow of magma writhes through this broad cavern. To the south, a promontory of jagged stone juts out over a magma lake.

Two creatures are in the room, both of which react to the pathfinders' arrival with obvious hostility!

To the west, where the chamber broadens into a searing shore, squats a creature the appears to be made out of molten metal. This smoldering mass of metal-encrusted goo sports half a dozen pseudopods, each tipped with a burning-hot sword blade.

YELLOW Knowledge (Dungeoneering) DC 18:
Shard slags are living mounds of magic-infused iron. They dwell within the iron-rich molten cores of worlds, the hearts of active volcanoes, or any location where the borders of the Material Plane and the Plane of Fire are thin. Though they’re not sentient, shard slags are skilled hunters and have developed a bizarre method of hunting and defending themselves. When a creature is near, a shard slag spontaneously alters its molten body to produce a number of razor-sharp blades. The shard slag then mindlessly attacks until the other creature is stabbed, burned, and then consumed.

To the east, where the narrow passage opens out, stands a hulking beast with slick, gray, hairless skin. Its numerous yellow eyes and wide toothy maw are its only facial features.

BLUE Knowledge (Arcana) DC 18:
Standing over 9 feet tall and weighing in excess of 4,000 pounds, a gray render is a solitary and savage predator. Renders are gifted with immense strength, and some reports claim to have witnessed a gray render uprooting a fully grown tree and tearing it to splinters in order to catch prey hiding within. Gray renders actively avoid forming groups or communities with their own kind, and perhaps only tolerate the presence of other renders when it is time to mate. Some sages claim they are asexual, but it is more likely they are hermaphrodites able to self-fertilize, and reproduce only rarely.

Despite its solitary existence, a gray render often develops an affectionate bond with other creatures, typically a herd of herbivores or a small tribe of humanoids, but in some cases a solitary denizen of its swamp. The render acts as a guardian for this creature or creatures, never straying more than a mile away, running to protect them if they are attacked, and providing an offering of meat once each day, as might a domesticated cat. A gray render never harms its protected creatures, and retreats in confusion if they attack it. Most animal “pets” grow to accept its presence, and primitive humanoid “pets” often believe their guardian is a sign of favor from the gods. A render’s bond may last from a few months to as long as 10 years, after which it wanders to a new territory and ignores its former favorites.

Renders are generally not malicious, and only attack if hungry or if they or their pets are threatened. A render protecting its pets fights to the death.

Initiative:

Uhvat: 1d20 + 4 ⇒ (7) + 4 = 11
Shiva: 1d20 + 3 ⇒ (14) + 3 = 17
Guy: 1d20 + 1 ⇒ (5) + 1 = 6
Dolgar: 1d20 + 5 ⇒ (13) + 5 = 18
Yellow: 1d20 - 2 ⇒ (1) - 2 = -1
Blue: 1d20 + 1 ⇒ (16) + 1 = 17

Note that everyone except Dolgar is squeezing until you move into the square marked with a Green Arrow.

Squeezing wrote:
Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.

Dolgar and Shiva are up!

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: hunters blessing (?;?), ant haul, mage armor, sanctuary

kn arcana, heroism: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21

Hunter's blessing gives each of us a +2 on init as we are underground. We also get bonuses to perception. I Just added it to my tag line and your Google Slides reference. It did not matter this time though, so no worries.

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

Knowlege (Dungeoneering): 1d20 + 9 ⇒ (7) + 9 = 16

Knowlege (Arcana): 1d20 + 9 ⇒ (9) + 9 = 18

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