GM Otha's Tower of the Ironwood Watch (Inactive)

Game Master Otha

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Liberty's Edge

Human Swashbuckler 6 HP 34/40 | AC 23 FF 18 Touch 16 CMD 22 | Init +6 | Saves Fort +3, Reflex +10, Will +5 | Per +9, SenMot +0| Spd 30' Panache 5/5 | Charmed Life 0/4

Sirrah hangs back a bit and let's the front liners advance. His rapier is off course at the ready.

Liberty's Edge

active effects:
mage armour, barkskin +3, antiplague, antitoxin, heroism, haste
Vanara Monk (Qinggong Drunken Sensei of the Four Winds) 7 | AC 28 T 21 FF 24 | HP 64/73 | F +14 R +14 W +15 | CMD 24 | Init +3 | Perc +16 lowlight, demon seeking (30') | drunken ki 2/3 | ki 6/8 | advice 8/12 | elemental fist 3/8

Poh also has a light source, an ioun torch.

Poh climbs the wall next to Azrael, looking for signs of the drow.

perception: 1d20 + 13 ⇒ (6) + 13 = 19

Grand Lodge

The Paths We Choose

As the eerie quiet of the chamber makes the hair of each Pathfinder's neck stand on end, an ominous feeling comes upon them...

GM Rolls:

Stealth
Drow Raider: 1d20 + 10 ⇒ (5) + 10 = 15
Demon: 1d20 + 22 ⇒ (13) + 22 = 35

Suddenly Azrael and Poh see a fellow northwest of their position, looking similar to the Drow they fought earlier, starting to raise a crossbow...they point to him and yell an alert to the others, distracting him and spoiling his surprise...

However, no one sees what can only be an obvious demonic creature, an emaciated figure looking like a horned human skeleton smothered within a bone-tight hide of slimy leather, seemingly appearing out of thin air, lunging at Master Poh with a longspear…

Longspear: 1d20 + 12 ⇒ (8) + 12 = 20

However, even surprised, Master Poh is able to sidestep as the spear goes wide...

Knowledge (Planes) DC17:
The demon is a babau. For every 5 over the DC, you may ask a question.

From the western portion of the cavern, you all hear a sultry female voice clearly ring out, "Welcome fools, to the den of Inexora...entering is easy, leaving alive is out of the question!"

Initiative:

Poh: 1d20 + 3 ⇒ (1) + 3 = 4
Azrael: 1d20 + 7 ⇒ (12) + 7 = 19
Dermot: 1d20 + 1 ⇒ (17) + 1 = 18
Izlin: 1d20 + 5 ⇒ (19) + 5 = 24
Jactus: 1d20 + 2 ⇒ (7) + 2 = 9
Sirrah: 1d20 + 6 ⇒ (7) + 6 = 13
Inexora: 1d20 + 3 ⇒ (4) + 3 = 7
Demon?: 1d20 + 5 ⇒ (5) + 5 = 10
Drow Raider: 1d20 + 4 ⇒ (12) + 4 = 16
?: 1d20 + 6 ⇒ (17) + 6 = 23

COMBAT! Round 1: The bold may post!

Izlin
Azrael
Dermot

?
Drow Raider
Sirrah
Demon
Jactus
Inexora
Poh

Combat Map (Slide 5)

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

Planes: 1d20 + 11 ⇒ (16) + 11 = 27 Defenses & Special Abilities

Izlin moves into a better position and throws a dagger to tests the beast's defenses.

+1 Adamantine {PBS}: 1d20 + 11 ⇒ (4) + 11 = 151d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

The Paths We Choose

Defenses: DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17

Special Abilities: Protective Slime - Natural attacks or unarmed strikes that hit take 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. Melee weapons that hit must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon’s hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

After identifying the demon as a babau, Izlin flings a dagger at it but, uncharacteristically, it goes wide of its target...

COMBAT! Round 1: The bold may post!

Izlin
Azrael
Dermot

?
Drow Raider
Sirrah
Baubau
Jactus
Inexora
Poh

Combat Map (Slide 5)

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

Will pass the warning on to the team.

Would an enspelled/enchanted masterwork or magic weapon be considered 'ammunition'? It may limit my options depending on the ruling.

Grand Lodge

The Paths We Choose

I've always considered ammunition items that are loaded and launched/shot from ranged weapons, such as arrows, bolts, bullets, blow darts, sling stones, etc. and I'll rule that as such in this case...I would not consider your enspelled daggers to be ammo, I'd consider those to be thrown weapons...

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

In addition to getting into his usual fighting stance, Azrael drops his weapon and makes a bold decision to put himself in between both enemies, trusting in his abilities gaining a flanking position with Master Poh. He draws his cold iron dagger as he closes in to the demon and stabs him on the neck!

Swift: Snake style, Free: drop kukri Move: 30ft (draw cold iron dagger), Standard: strike Babau!

Cold Iron Dagger,PA,Flank: 1d20 + 13 - 2 + 2 ⇒ (19) + 13 - 2 + 2 = 32 S: 1d4 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Crit?: 1d20 + 13 - 2 + 2 ⇒ (18) + 13 - 2 + 2 = 31 S: 1d4 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Most excellent!

So if the item is attended, the saving throw is as if yours. But a weapon taking energy damage: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects. Assuming acid does full to metal even, common weapon hardness is 10! So is there a threat to weapons even?

Saving Throws for weapons:
"Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).

Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better."

Reflex: 1d20 + 9 ⇒ (8) + 9 = 17Acid: 1d8 ⇒ 8
SM for AC?: 1d20 + 16 ⇒ (17) + 16 = 33

Grand Lodge

The Paths We Choose

Since it leaves it to the GM's discretion, I'd just say it does half-damage...but either way, I think you're right, don't think it poses much of a risk to your weapons other than ammo (which I don't think many of you carry)...

Azrael moves around, positioning himself between the two foes, and outslithers the babau, deftly wielding his cold iron dagger, slipping it past its guard and in between its ribs...the fighter-monk has the pleasure of hearing the demon hiss in pain...

Despite its hiss, you hear the female's voice ring out from the west. "You call yourself warriors? That's nothing more than a scratch...such puny weapons as that cannot take down my minions!"

COMBAT! Round 1: The bold may post!

Izlin
Azrael
Dermot
?
Drow Raider
Sirrah
Baubau (-18)
Jactus
Inexora
Poh

Combat Map (Slide 5)

Silver Crusade

Male Assimar Pal 6 HP 64 | AC 25; Touch 12; FF 24 | F +11; R +7; W +9 | CMB +12; CMD 23 | Speed 20 ft | Init +1 | Perc +0 | Stealth: -4 Paladin 6

Dermot steps up to the demon and shouts.

smite

"DIE FIEND! By the holy power of the General of Vengeance!"

smite attack: 1d20 + 15 ⇒ (5) + 15 = 20

damage with double smite: 1d10 + 16 ⇒ (5) + 16 = 21

iterative: 1d20 + 10 ⇒ (13) + 10 = 23

normal smite if first hits: 1d10 + 10 ⇒ (10) + 10 = 20

if it's dead?

Dermot looks around.

"COWARDLY woman! Come face me! My sword is more than a match for you!"

Grand Lodge

The Paths We Choose

Dermot goes straight at the babau, smiting it heavily with his cold iron blade, cutting deeply across the beast's shoulder and thigh as the paladin taunts both it and its master...the demon still stands but just barely...

GM Roll:
Who?: 1d3 ⇒ 1

Meanwhile, a small imp-looking creature pops up flying behind Izlin and strikes at him with a claw...

Claw: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d3 - 1 ⇒ (1) - 1 = 0 (1 non-lethal damage)

...while it barely puts a scratch upon his face, the ifrit can feel poison burning in the wound...

The female voice announces loudly, laughing in glee. "Beware, scratches from my friend there can be deadly..."

Fort Save DC13:
If you fail the save, you take DEX damage: 1d2 ⇒ 2. Frequency 1/round for 6 rounds; effect 1d2 Dex; cure 2 consecutive saves.

Knowledge (Planes) DC17:
This imp-looking creature is a quasit familiar. For every 5 over the DC, you may ask a question.

The Drow raider reacts to Azrael's bold move, dropping his crossbow and drawing his sword...

Rapier: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Damage: 1d6 + 2 + 3d6 ⇒ (5) + 2 + (5, 1, 6) = 19

...but the fighter-monk has anticipated the Drow attack and easily avoids his rapier...

The voice from beyond still comes through, albeit a bit less sure of herself. "That was...a lucky strike..."

COMBAT! Round 1: The bold may post!

Izlin
Azrael
Dermot
Imp?
Drow Raider
Sirrah
Babau (-69)
Jactus
Inexora
Poh

Combat Map (Slide 5)

Liberty's Edge

Human Swashbuckler 6 HP 34/40 | AC 23 FF 18 Touch 16 CMD 22 | Init +6 | Saves Fort +3, Reflex +10, Will +5 | Per +9, SenMot +0| Spd 30' Panache 5/5 | Charmed Life 0/4

SIrrah rushes toward the Drow Raider...Ha Ha Swordplay! He looks at the rapier in the drow's hand.

He take a fencing stance and waits for the raider to engage.

Double move, will parry and riposte, and parry twice if needed.

Opportune Parry and Riposte:

Parry 1 +1 adamantine rapier: 1d20 + 13 ⇒ (19) + 13 = 32

Riposte +1 adamantine rapier: 1d20 + 13 ⇒ (20) + 13 = 33
damage+precision: 1d6 + 6 + 6 ⇒ (3) + 6 + 6 = 15

Confirm Crit: 1d20 + 13 ⇒ (16) + 13 = 29
damage+precision: 1d6 + 6 + 6 ⇒ (2) + 6 + 6 = 14

Parry 2 +1 adamantine rapier: 1d20 + 13 ⇒ (17) + 13 = 30

Grand Lodge

The Paths We Choose

Seeing the Drow raider is armed similarly, Sirrah dances around the cavern to approach him, drawing his weapon as he does so, in effect challenging the dark elf to a duel...

The babau, seeking retribution on one of its attackers, drops its spear and flanks Azrael, striking at him with his natural weapons...

Claw: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29

Claw: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18

Bite: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Damage: 1d6 + 5 + 2d6 ⇒ (3) + 5 + (2, 2) = 12

...but while Azrael's snake style defense turns away the first couple of attacks, the bite of the babau sneaks through to the fighter monk's forearm...

That sense motive AC thing you got goin' on is pretty cool...

And from the west you hear, "Ahhhh, methinks the demon finds you tasty!"

COMBAT! Round 1: The bold may post!

Izlin (needs DC13 Fort Save)
Azrael (-12)
Dermot
Imp?
Drow Raider
Sirrah
Babau (-69)
Jactus
Inexora
Poh

Combat Map (Slide 5)

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Yeah! Really wanted to get that snake style build as it's conceptually cool. Only downside is only for the first attack, and I forgo my swift action every turn if I snake style as an immediate action.

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

I have Snake Style on my Zen Archer Monk. It does not come up too much, but it is awesome to have in your back pocket.

Fort vs DC 13: 1d20 + 11 ⇒ (6) + 11 = 17

Planes: 1d20 + 10 ⇒ (13) + 10 = 23 Resistances please and thank you.

The tiefling spins on the quaist, "Bah, a mere cowardly slave. Worry not about your impending death, your mistress shall be joining you soon enough!"

Grand Lodge

The Paths We Choose

Izlin shrugs off the poison and recalls some specifics on the creature that attacked him...

Quasit resistances: DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10

COMBAT! Round 1: The bold may post!

Izlin (needs DC13 Fort Save)
Azrael (-12)
Dermot
Imp?
Drow Raider
Sirrah
Babau (-69)
Jactus
Inexora
Poh

Combat Map (Slide 5)

Grand Lodge

Male NG Shield Champion Winding Path Renegade Brawler 6 | HP 52/52 | AC 21 T 13 FF 19 | CMB +11, CMD 24/22 | F: +9, R: +9, W: +7 | Init: +2 | Perc: +14, SM: +9 | Speed 30ft | Martial Flexibility 2/6 || Active conditions: Blind fight, blinded blade style

Jactus steps into his outslug style and surveys the battlefield. He decides he wants to help Izlin break free of his new assailant so that he can help in the main fight. If he manages to knock out the imp? he will switch to the spear wielding creature.

shield vs imp?: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 4d6 + 6 ⇒ (2, 2, 5, 5) + 6 = 20

shield vs imp?: 1d20 + 10 ⇒ (13) + 10 = 23
damage: 4d6 + 6 ⇒ (5, 6, 2, 1) + 6 = 20

shield vs imp?: 1d20 + 5 ⇒ (20) + 5 = 25
shield vs imp?, CONFIRM: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 4d6 + 6 ⇒ (5, 5, 2, 3) + 6 = 21
CRIT damage: 4d6 + 6 ⇒ (3, 4, 4, 3) + 6 = 20

Grand Lodge

The Paths We Choose

Jactus goes a flinging his shield again...the quasit easily ducks the first toss, heckling the brawler, "Heeeheeehee...uuummmph!" but its laughter is quickly cut off by the next two strikes, accurate even considering the cover unwillingly bestowed by Izlin...as the second toss strikes the demon dumb and the third drops him like a wet noodle...

"You dare kill one of my minions? While he was expendable, you shall pay for your foolhardiness...briefly, you may glimpse upon your mistress! Bow down!"

The source of the voice levitates into view, 20' up in the air, floating across the bridge, a dark and strikingly beautiful Drow woman...

She looks down imperiously at the Pathfinders before adding, "Let's see how you like the dark..."

Might need an assist from one of you more experienced GMs as I'm unsure here. She casts deeper darkness...while I know that suppresses the sunrod, the ioun torch is another matter as it has continual flame and both are cleric level 3 (Continual Flame is also sorcerer/wizard level 2). Deeper darkness "can be used to counter or dispel any light spell of equal or lower spell level." I'm assuming that means the area of her spell will be dark and impenetrable by any available light y'all have as well as no darkvision. But I would like some feedback before y'all act as I'm sure most of you have a better grasp than I...

COMBAT! End Round 1/Begin Round 2: The bold may post!

Izlin
Azrael (-12)
Dermot

Quasit (dead)
Drow Raider
Sirrah
Babau (-69)
Jactus
Inexora
Poh

Combat Map (Slide 5)

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

I believe the Ioun stone would also be supressed and the deeper darkness effect still prevalent. From darkness: "Magical light sources only increase the light level in an area if they are of a higher spell level than darkness." Typically for a magic item, we tend to go for the lowest caster level to define it anyhow.

I've always wanted to cast deeper darkness with my oracle, but that's because he has ability to see in supernatural darkness. I would be surprised that these creatures would be able to fight in deeper darkness as darkvision is moot in this situation. Did she mean to cast it with her not being in the area of effect?

Grand Lodge

Male NG Shield Champion Winding Path Renegade Brawler 6 | HP 52/52 | AC 21 T 13 FF 19 | CMB +11, CMD 24/22 | F: +9, R: +9, W: +7 | Init: +2 | Perc: +14, SM: +9 | Speed 30ft | Martial Flexibility 2/6 || Active conditions: Blind fight, blinded blade style

Friendly PSA, if you have any character capable of casting continual flame, consider taking heighten spell and passing out heightened continual flame ioun torches. This is one of the few spells that a player can cast for you that continues through other scenarios.

Grand Lodge

The Paths We Choose

Oops, yes I did...she's out now...this wouldn't have been the first spell I'd cast had I been her, but it's what the scenario calls for her to do first...from what I recall of fighting within darkness (from a scenario from which I played), all targets get 50% concealment if you successfully attack the square they're in...

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Azrael attempts to jab his Dagger against the babau's jugular once more but is finds it difficult to do so without the ability to rely on his sight. "Tsk!"

He then chooses to withdraw himself by following carefully the path he took.

Standard:Atk move:25 ft retracing his steps.

miss chance: 1d100 ⇒ 41

Bah! My sense motive won't work in the dark!

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

Izlin prepares himself and his weapon for combat. He calls on both arcane and occult training to infuse his weapon.

Swift Action: one point of Arcane Pool to add +1 enchantment to the dagger. Standard Action: Spend one point of Mental Focus to add the Heatseeker weapon property to it as well.

Liberty's Edge

active effects:
mage armour, barkskin +3, antiplague, antitoxin, heroism, haste
Vanara Monk (Qinggong Drunken Sensei of the Four Winds) 7 | AC 28 T 21 FF 24 | HP 64/73 | F +14 R +14 W +15 | CMD 24 | Init +3 | Perc +16 lowlight, demon seeking (30') | drunken ki 2/3 | ki 6/8 | advice 8/12 | elemental fist 3/8

"Hey, Lightbringer, you going to bring the light? If I spill anymore beer there'll be trouble!"

Poh gives advice. usual +2 inspire courage - you only need to hear Poh to benefit from his oratory.

Poh also enters Marid Style and draws his temple sword.

Silver Crusade

Male Assimar Pal 6 HP 64 | AC 25; Touch 12; FF 24 | F +11; R +7; W +9 | CMB +12; CMD 23 | Speed 20 ft | Init +1 | Perc +0 | Stealth: -4 Paladin 6

"Alas I cannot help in that regards. Foul woman...banish this darkness so I might smite thee...I will kill you minon"

attack where babu was, high is good

1d100 ⇒ 7

Grand Lodge

The Paths We Choose

Azrael and Dermot try to finish off the demon but the darkness foils their attempts...

Poh and Izlin prepare weapons, readying themselves for the next round...

GM Rolls:
Action: 1d2 ⇒ 1
Target: 1d2 ⇒ 1

Not sure how Opportune Parry and Riposte works in the dark...after some research, I couldn't find anything that mentions darkness concerning parry/riposte, so I'll treat it just as attacks in the dark and run with the following: the Drow raider has a 50% miss chance just like the rest of you...Sirrah will have a 50% miss chance on his parry and then a 50% miss chance on his riposte...

The Drow raider lunges with his rapier at the spot where he saw Sirrah challenge him...

Drow rapier: 1d20 + 8 ⇒ (10) + 8 = 18
Miss<=50: 1d100 ⇒ 96

Parry Miss<=50: 1d100 ⇒ 90
Riposte Miss<=50: 1d100 ⇒ 57

...however, with an impressive display of martial prowess and keen hearing, Sirrah anticipates the thrust, turning it aside with his blade, and then, returning the blow with a thrust of his own, pierces the Drow raider deeply in his right breast, causing him to grunt loudly in pain...

The female's voice rings out again, "Come to me, my minions, so I may heal you..."

COMBAT! Round 2: The bold may post!

Izlin
Azrael (-12)
Dermot
Drow Raider (-29)
Sirrah
Babau (-69)
Jactus
Inexora
Poh

Combat Map (Slide 5)

Liberty's Edge

Human Swashbuckler 6 HP 34/40 | AC 23 FF 18 Touch 16 CMD 22 | Init +6 | Saves Fort +3, Reflex +10, Will +5 | Per +9, SenMot +0| Spd 30' Panache 5/5 | Charmed Life 0/4

Sirrah attempts two quick thrusts into the place he heard the grunt of pain and felt contact on his blade just moment before, not sure whether anything is still there or not.

High hits: 1d100 ⇒ 7
+1 adamantine rapier + IC attack 1: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
damage+precision + IC: 1d6 + 6 + 6 + 2 ⇒ (5) + 6 + 6 + 2 = 19

High hits: 1d100 ⇒ 51
+1 adamantine rapier + IC attack 2: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
damage+precision + IC: 1d6 + 6 + 6 + 2 ⇒ (1) + 6 + 6 + 2 = 15

Full round attack, if no contact made Sirrah attempts a 5' step forwad. Then he'll ready his blade and listen for the sound of an incoming attack.

Opportune Parry and Riposte:

Parry: High hits: 1d100 ⇒ 25
+1 adamantine rapier + IC: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34

Riposte:High hits: 1d100 ⇒ 52
+1 adamantine rapier + IC: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
damage+precision + IC: 1d6 + 6 + 6 + 2 ⇒ (6) + 6 + 6 + 2 = 20

Grand Lodge

The Paths We Choose

Smelling blood, Sirrah tries to finish off the Drow but his first lunge hits nothing but air...the swashbuckler has better luck the second time as he feels his rapier sink deep into his foe and can feel him slump down to the ground, moaning a last word, "Inexora..."

The voice once again, "Was that you pretty boy? My demon and I will eat your liver for that..."

...along with some fava beans and a nice chianti...

COMBAT! Round 2: The bold may post!

Izlin
Azrael (-12)
Dermot
Drow Raider (dead)
Sirrah
Babau (-69)
Jactus
Inexora
Poh

Combat Map (Slide 5)

Grand Lodge

Male NG Shield Champion Winding Path Renegade Brawler 6 | HP 52/52 | AC 21 T 13 FF 19 | CMB +11, CMD 24/22 | F: +9, R: +9, W: +7 | Init: +2 | Perc: +14, SM: +9 | Speed 30ft | Martial Flexibility 2/6 || Active conditions: Blind fight, blinded blade style

Jactus tries to move from one side of the darkness to the other in hopes of finding someone.

Aiming for the middle bridge area.

Grand Lodge

The Paths We Choose

Knowing the last known position of Master Poh and Azrael, whom were further south and closest to the bridge, Jactus makes slow going in the dark and moves that way...

With the darkness and knowing Jactus doesn't want to walk over the edge of the chasm, I moved him as if moving at 15' speed...

GM Rolls:
Cure Serious Wounds: 3d8 + 7 ⇒ (2, 1, 2) + 7 = 12

The Drow lady's voice rings out again. "My demon is refreshed now...prepare to face your doom!"

COMBAT! End of Round 2/Start of Round 3: The bold may post!

Izlin
Azrael (-12)
Dermot
Sirrah

Babau (-57)
Jactus
Inexora
Poh

Combat Map (Slide 5)

Liberty's Edge

Human Swashbuckler 6 HP 34/40 | AC 23 FF 18 Touch 16 CMD 22 | Init +6 | Saves Fort +3, Reflex +10, Will +5 | Per +9, SenMot +0| Spd 30' Panache 5/5 | Charmed Life 0/4

You may find my liver's pretty pickled, Love! Sirrah fires back.

He tries to pick out the direction of the drow woman and move that way, slowly and carefully.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Presumably, double move at half or even quarter speed.
GM will leave it up to you where Sirrah ends up, his intention is to find the Drow woman, and hopefully the edge of the deeper dark...but I would think it would be difficult to really know, but good roll so maybe I would be at least going the right way...so I'm at your mercy.

Liberty's Edge

active effects:
mage armour, barkskin +3, antiplague, antitoxin, heroism, haste
Vanara Monk (Qinggong Drunken Sensei of the Four Winds) 7 | AC 28 T 21 FF 24 | HP 64/73 | F +14 R +14 W +15 | CMD 24 | Init +3 | Perc +16 lowlight, demon seeking (30') | drunken ki 2/3 | ki 6/8 | advice 8/12 | elemental fist 3/8

Poh focuses his ki and heads towards the female voice.

His advice lingers in the ears of his students.

Swift action to spend 1 ki and increase speed by 20' this round. Move action move 50' west-southwest, as that is the direction the voice came from (unless this changed). Drop off the wall, then move.

acrobatics, drop from wall: 1d20 + 13 ⇒ (4) + 13 = 17 ignores first 10' of fall, so lands on feet
acrobatics, move full speed: 1d20 + 13 ⇒ (6) + 13 = 19 cannot fail DC10

I picture Poh scampering like a monkey across the floor on all fours (well, threes, as he's holding a sword - although he can hold that with his tail), clambering over obstacles and clinging to the chasm wall should he find it!

I think I've moved exactly 50' - so I'll have a move or a standard action still available if I find anything.

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Azrael continues to trace his steps until he is no longer in darkness.
"Tsk, this darkness is annoying! Where is everyone! Come fight me!"

Move and Ready action to attack any hostile within range!

Cold Iron Dagger, PA, Ready Action: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28 S: 1d4 + 2 + 4 ⇒ (4) + 2 + 4 = 10

SM for AC?: 1d20 + 16 ⇒ (17) + 16 = 33

Silver Crusade

Male Assimar Pal 6 HP 64 | AC 25; Touch 12; FF 24 | F +11; R +7; W +9 | CMB +12; CMD 23 | Speed 20 ft | Init +1 | Perc +0 | Stealth: -4 Paladin 6

Dermot moves slowly. "I am here. Moving"

double move 20'

Grand Lodge

The Paths We Choose

Sirrah and Dermot slowly advance towards that voice while Azrael retreats back out of the darkness...

GM Rolls:
Ledge Chance: 1d100 ⇒ 26

The Revered Master Poh recklessly scampers forward in the dark...his sense of direction proves accurate as he suddenly emerges from the darkness, surprising both himself and the babau he appears before...

COMBAT! End of Round 2/Start of Round 3: The bold may post!

Izlin
Azrael (-12)
Dermot
Sirrah
Babau (-57)
Jactus
Inexora (levitating)
Poh (Standard or Move action left)

Combat Map (Slide 5)

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

Izlin tries to tune out the other noises and hurls his dagger into the cavern.

Perception to pinpoint Drow female Square: 1d20 + 7 ⇒ (10) + 7 = 17

+1 Dagger {Acrcane Pool/Heartseeker/IC/Range}: 1d20 + 11 + 1 + 2 - 7 ⇒ (3) + 11 + 1 + 2 - 7 = 10

Heartseeker

Liberty's Edge

active effects:
mage armour, barkskin +3, antiplague, antitoxin, heroism, haste
Vanara Monk (Qinggong Drunken Sensei of the Four Winds) 7 | AC 28 T 21 FF 24 | HP 64/73 | F +14 R +14 W +15 | CMD 24 | Init +3 | Perc +16 lowlight, demon seeking (30') | drunken ki 2/3 | ki 6/8 | advice 8/12 | elemental fist 3/8

"Ha-ha! I've found them! Over here, shtudents!"

Drunk monkey is brave monkey :o

cold iron temple sword vs babau, inspire courage: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23damage: 1d8 - 1 + 2 ⇒ (2) - 1 + 2 = 3

the sword's hardness is too high for the babau slime to break it

"Get down here, demon-slave, or I'll come up to get you!"

Poh slashes at the demon whilst taunting the drow in a display of drunken bravado.

And Inspire Courage is still up because of Poh's Lingering Performance feat. This is round 1 of 2 rounds of Lingering Performance. You just can't get the Revered Master's admonishments out of your heads :)

Grand Lodge

The Paths We Choose

Although Izlin knows to throw high at the levitating Lady, the darkness and distance is a bit too much to overcome...

Meanwhile, the brave yet foolhardy Master Poh calls out to his 'students' as his sword nicks the demon on its upper left arm...

Reinvigorated by its mistress's healing, the babau lashes out vigorously at the drunken sensei with its natural weapons...

Claw: 1d20 + 12 ⇒ (1) + 12 = 13

Claw: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Bite: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

...and its claw and teeth find a way past the Vanara's defenses...

Laughter comes from above, "Hahahaha! You scratch its back...it scratches AND bites yours..."

COMBAT! Round 3: The bold may post!

Izlin
Azrael (-12)
Dermot
Sirrah
Babau (-60)
Jactus
Inexora (levitating)
Poh (-12)

Combat Map (Slide 5)

Grand Lodge

Male NG Shield Champion Winding Path Renegade Brawler 6 | HP 52/52 | AC 21 T 13 FF 19 | CMB +11, CMD 24/22 | F: +9, R: +9, W: +7 | Init: +2 | Perc: +14, SM: +9 | Speed 30ft | Martial Flexibility 2/6 || Active conditions: Blind fight, blinded blade style

Jactus spends a move action and a swift action to learn blind-fight and blinded blade style. He closes his eyes and lets his other senses become heightened in the magical darkness. Once be becomes accustomed, he moves forwards towards the sounds of Poh's voice (standard action move).

Grand Lodge

The Paths We Choose

Jactus makes his way towards the voices with his researched knowledge of the darkness...

Inexora looks down upon Poh, sneering with contempt, pointing at him and commanding, "HOLD!"

Will Save DC16:
Fail the save and be immediately paralyzed/frozen in place for 7 rounds (new saving throw each round); a successful save negates all effects.

COMBAT! End Round 3/Begin Round 4: The bold may post!

Izlin
Azrael (-12)
Dermot
Sirrah

Babau (-60)
Jactus
Inexora (levitating)
Poh (-12) (need DC16 Will Save)

Combat Map (Slide 5)

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

Izlin casts a spell enchanting his blade, riming it with frost. Feeling he has a strong idea of where his opponent is, the magus adjusts his aim and throw again.

+1 Dagger {Arcane Pool/Heartseeker/IC/Range/Rimed Snowball}: 1d20 + 11 + 1 + 2 - 7 ⇒ (15) + 11 + 1 + 2 - 7 = 221d4 + 5d6 ⇒ (1) + (5, 6, 1, 1, 5) = 19

If she takes any cold damage, she is entangled.

SR: 1d20 + 6 ⇒ (5) + 6 = 11 If needed

Perception: 1d20 + 7 ⇒ (18) + 7 = 25 If needed each round

Liberty's Edge

Human Swashbuckler 6 HP 34/40 | AC 23 FF 18 Touch 16 CMD 22 | Init +6 | Saves Fort +3, Reflex +10, Will +5 | Per +9, SenMot +0| Spd 30' Panache 5/5 | Charmed Life 0/4

Sirrah continues to move forward through the darkness, only going half as fast as he normally would, toward the sound of combat. He taps his rapier on the ground in front of him every few steps to make sure nothing will trip him up.

Double move - half speed

Liberty's Edge

active effects:
mage armour, barkskin +3, antiplague, antitoxin, heroism, haste
Vanara Monk (Qinggong Drunken Sensei of the Four Winds) 7 | AC 28 T 21 FF 24 | HP 64/73 | F +14 R +14 W +15 | CMD 24 | Init +3 | Perc +16 lowlight, demon seeking (30') | drunken ki 2/3 | ki 6/8 | advice 8/12 | elemental fist 3/8

Oof. I nearly went for defensive fighting as well!

will vs drow: 1d20 + 11 ⇒ (8) + 11 = 19

"Hold what now? My beer?"

cold iron temple sword vs babau, ic, defensive fighting!: 1d20 + 9 + 2 - 4 ⇒ (1) + 9 + 2 - 4 = 8

Poh goes into a rhythmic, graceful, drunken dance, skirting around the babau, taunting it but always staying away from its teeth and claws.

Spend 1 ki, swift action, ki dodge.

Ki dodge + defensive fighting = AC33 this round

Lingering Performance round 2 of 2.

Poh digs around in his backpack, pulling a small wet-looking bag from a side pocket.

Move action, using "Ready for Disaster" boon, drawing a Tanglefoot bag. This provokes an AoO from the Babau.

Grand Lodge

The Paths We Choose

Thinking he has a good read on the Drow Lady from his previous attempt, Izlin ensorcels his dagger and hurls it high and forcefully in the dark...and is rewarded with a dull thunk as it strikes the lady in the meaty part of her thigh...a miraculous hit!

Although the cold has no effect on the lady, it irritates her to no end. "You peasants dare strike me! You'll pay for that lucky throw...it's only a flesh wound, come show yourself and you'll get something worse..."

Assuming the damage should be 4 though for IC and the +1 dagger...

Sirrah makes his way slowly and surely until he too breaks out of the darkness...

Poh shrugs off the Drow's spell; he maneuvers to finish off the demon but his sword stroke widely misses the mark and the babau retaliates as the monk retrieves an item...

Claw: 1d20 + 12 ⇒ (6) + 12 = 18

...but its claw goes over the head of the ducking Vanaru...

COMBAT! End Round 3/Begin Round 4: The bold may post!

Izlin
Azrael (-12)
Dermot

Sirrah
Babau (-60)
Jactus
Inexora (-4, levitating)
Poh (-12)

Combat Map (Slide 5)

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Realising the combat has taken to the other side of the darkness, Azrael begins to trudge in the darkness in hopes to find the enemy.

Double move!

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

Technically with the Arcane Pool its a +2, so a staggering 5 damage. That's right, bringing the pain!

Grand Lodge

The Paths We Choose

Roger that, Izlin...every point counts...

Azrael advances into the dark to the sound of the fighting and voices...

COMBAT! Round 4: The bold may post!

Izlin
Azrael (-12)
Dermot
Sirrah
Babau (-60)
Jactus
Inexora (-5, levitating)
Poh (-12)

Combat Map (Slide 5)

Silver Crusade

Male Assimar Pal 6 HP 64 | AC 25; Touch 12; FF 24 | F +11; R +7; W +9 | CMB +12; CMD 23 | Speed 20 ft | Init +1 | Perc +0 | Stealth: -4 Paladin 6

Dermot moves forward. 20'

"I'm here...Azrael I'm following you"

Grand Lodge

The Paths We Choose

Dermot also moves up in the darkness...

GM Rolls:
Target: 1d3 ⇒ 1

Seeing fresh meat, the babau goes nuts in attacking Sirrah...

Claw: 1d20 + 12 ⇒ (8) + 12 = 20

Claw: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Bite: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

...and its claw and teeth both bite deeply into the swashbuckler...

COMBAT! Round 4: The bold may post!

Izlin
Azrael (-12)
Dermot
Sirrah (-20)
Babau (-60)
Jactus
Inexora (-5, levitating)
Poh (-12)

Combat Map (Slide 5)

Liberty's Edge

Human Swashbuckler 6 HP 34/40 | AC 23 FF 18 Touch 16 CMD 22 | Init +6 | Saves Fort +3, Reflex +10, Will +5 | Per +9, SenMot +0| Spd 30' Panache 5/5 | Charmed Life 0/4

Ouch that's what I get for not posting my parry's!

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