GM Chadius presents: Mysteries Under Moonlight (Core) (Inactive)

Game Master chadius

Slides

Blessing of Ashava:
Ashava’s blessing has granted a temporary form of lycanthropy that is fully under your control. This has no influence on your character’s alignment, personality, or motivations unless you would like to make this a transformative experience for your character. The blessing has the following effects.

You can change shape. You have three forms—your typical form, a wolf form, and a hybrid form. You can shift to any of your three forms as a move action. If this PC has earned the Celestial Lycanthropy boon from #10–05: Mysteries Under Moonlight, Part 1, you gain that boon’s benefits for free for this entire scenario.

HYBRID FORM
If you shift to your hybrid form, you gain the following benefits.
Senses: Your senses sharpen, granting you darkvision (60 feet), low-light vision, and scent.
Defenses: You gain DR 5/silver and a +2 bonus to natural armor.
Attacks: You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 if you are Small. If the bite attack hits, you can attempt a combat maneuver check to trip your target as a free action.
Pack Leader: You can communicate and empathize with wolves. You can use Diplomacy to alter a wolf’s attitude, and you gain a +4 racial bonus on the check when doing so.

WOLF FORM
If you shift to your wolf form, you gain all of the benefits listed for the hybrid form as well as the following two effects.
Speed: Your base speed increases to 50 feet.
Wolf Shape: All of the gear that you are carrying or wearing melds into your body until you switch to another form. All items that give constant bonuses still give their bonuses, except armor, which does not function. Unless you have other feats or class features that would allow you to do so, you cannot speak, cast spells, or manipulate objects that would require the use of hands.


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1-23 (Thread|Slides)

Brak tries to reason with the man, dizzying him but he still stands. "I have to save Magnimar from the vampire menace! Theodorus is right!" He presses the attack, adding some power behind his strikes.

Longsword, Power Attack: 1d20 + 15 - 2 - 2 ⇒ (18) + 15 - 2 - 2 = 29
Damage: 1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12

Longsword, Power Attack: 1d20 + 10 - 2 - 2 ⇒ (13) + 10 - 2 - 2 = 19
Damage: 1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12

Theodorus cries out, "A little help here?" The purple guard advances to swing at Kord. This provokes an AoO from Pau.

Longsword, Power Attack: 1d20 + 15 - 2 - 2 ⇒ (12) + 15 - 2 - 2 = 23
Damage: 1d8 + 7 + 4 ⇒ (3) + 7 + 4 = 14

Theodorus shuffles back into the grass (provoking an AoO from Kord). "Abaddar! I declare a judgement of bane! Help me punish these shapeshifters!" He lets a single arrow fly at Kord.

Longbow, Bane: 1d20 + 9 - 2 + 2 ⇒ (10) + 9 - 2 + 2 = 19
Silver Arrows, Bane: 1d8 + 2 - 2 + 2d6 ⇒ (6) + 2 - 2 + (5, 4) = 15

Round 2
Theodorus (10 damage)
Red guard (49 nonlethal)
Purple guard
Pau (Can take AoO vs Purple)
Kord (16 damage) (Can take AoO vs Theodorus)
Kavor (True Strike)

Round 3
Zephyr
Brak (29 damage)
Pimwrick

Current Map

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau attempts to elbow the purple guard as he turns his attention away.

Attack of Opportunity 1d20 + 9 ⇒ (14) + 9 = 23

Non lethal Damage 1d8 + 5 ⇒ (7) + 5 = 12

Pau moves to close the distance with the purple guard yet again, throwing another elbow as me engages.

Attack 1d20 + 9 ⇒ (5) + 9 = 14

Non lethal Damage 1d8 + 5 ⇒ (8) + 5 = 13

Once again, would someone move me, please? TIA.

Silver Crusade

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Halfling Paladin 4 | HP 33/33 | AC 21 | T 16 | FF 16 | CMD 20| Fort +10 | Ref +10 | Will +8 (immune disease, fear) | Init +5 | Perc +3

Moved you on the map, Pau.

"If you would just listen..." Pim groans in annoyance at Theodurus, before shrugging and saying, "...but that's clearly not happening. Time to put you down, at least we might save your men." He lines up another arrow and shoots the misguided servant of Abadar!

+1 Longbow, PBS, Cover: 1d20 + 11 + 1 - 4 ⇒ (15) + 11 + 1 - 4 = 23
+1 Longbow damage, PBS: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan draws and throws his bolas to trip Theodorus.
Ranged Attack, True strike, into melee, cover, range: 1d20 + 2 + 20 - 4 - 4 - 2 ⇒ (20) + 2 + 20 - 4 - 4 - 2 = 32
Hah! Didn't need the True Strike. Down he goes.


1-23 (Thread|Slides)

Pau takes the opportunity to elbow the guard before giving chase. The guard parries his follow up.

Meanwhile, Pimwrick shoots Theodorus right in the chest right before Kavor trips him. "A little help?"

Round 2
Theodorus (18 damage, Prone, Bola'd)
Red guard (49 nonlethal)
Purple guard (12 nonlethal)
Pau
Kord (16 damage) (Can take AoO vs Theodorus)
Kavor

Round 3
Zephyr
Brak (29 damage)
Pimwrick

Current Map

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Got my post right above yours.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Flail (AoO vs THEO): 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d10 + 11 ⇒ (1) + 11 = 12

Kord whips his flail at the retreating archer with a backhand. He realizes the other guard has stepped up, but the paladin stays focused on the inquisitor.
"Theo-dorable, it's zealots like you who give actual dedicated servants like myself a bad name. You're gonna have ta pay a price for that. Seriously, it's like you got some kinda sickness. Well boy, its time to take yer medicine!"

Flail of YOUR PRESCRIPTION IS READY! {PA/NL/Prone target}: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
NL Damage: 1d10 + 11 ⇒ (6) + 11 = 17

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

He'll have to keep making Reflex saves to use his bow.

"Despite my distance from the gods, Abadar would be one of the last I'd mock. You insult his fairness and wit, so we do the same to you." Barely paying enough attention to Theodorus to respond, Zephyr turns to a guard. "Will you keep following his foolishness?"

Casting Grease again, on Purple's sword.


1-23 (Thread|Slides)

Retroactive Reflex Save: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Theodorous keeps hold of his longbow, despite the grease.

Purple's Sword Reflex Save: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
But the Purple guard drops his sword.

Theodorus gets a face full of mace, not once but twice!

Brak can finish this round.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

"Yer all a bunch of sodding idiots." Brak gives up talking and just starts trying to bash the tops of heads like a house maid smashing rats with a broom:

NL: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28 for DMG if hit: 1d12 + 18 ⇒ (3) + 18 = 21
NL: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20 for DMG if hit: 1d12 + 18 ⇒ (3) + 18 = 21

Silver Crusade

Halfling Paladin 4 | HP 33/33 | AC 21 | T 16 | FF 16 | CMD 20| Fort +10 | Ref +10 | Will +8 (immune disease, fear) | Init +5 | Perc +3

"That's what I've been saying too, Brak!" Pim weighs in as Brak begins smashing heads. "No wonder Theodorus is a poor investigator, if this is how he leaps to conclusions! And gets his men hurt or killed for his stupidity!"


1-23 (Thread|Slides)

I assume Brak is going for Theodorus.
Theodorus can't do much against Brak's onslaught, and soon the man is unconscious, bleeding out.

The guard in Red loses his resolve. "...All is lost. They got Theodorus! Run for your life!" He tries to withdraw from the battle as soon as possible. This provokes from Kavor.

The guard in purple steels his resolve and draws his sap. "Coward! I'll fight on in his name!" And swings at Pau. Not effectively, but it's the thought that counts.
Sap: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Nonlethal Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Round 3
Theodorus (47 damage, 42 nonlethal, Prone, Bola'd, Unconscious, Dying and a bag of chips)
Red guard (49 nonlethal, 30 ft off West side of map, fleeing)
Purple guard (12 nonlethal, longsword greased)
Pau
Kord (16 damage)
Kavor

Round 4
Zephyr
Brak (29 damage)
Pimwrick

Current Map

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

AOO on Red, NL: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14
Pretty sure that's a miss.

Kavor Doan moves and strikes at Red with Telekinetic Fist.
Ranged Touch: 1d20 + 6 ⇒ (3) + 6 = 9
Useless ability.

Silver Crusade

Halfling Paladin 4 | HP 33/33 | AC 21 | T 16 | FF 16 | CMD 20| Fort +10 | Ref +10 | Will +8 (immune disease, fear) | Init +5 | Perc +3

Pim lowers his bow and gestures at the remaining guard while saying, "Would someone give that fool a knock on the head?"

Delaying for the moment.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Apologies, yes. I was hopping that would knock the fight out of the others :-)

"Oi! Ye sod. Last chance! Also, someone patch that loser up... a little."

The swings from Brak are nearly comical, and a fair bit of his own blood splashes places:

NL AXE: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21 for DMG: 1d12 + 18 ⇒ (11) + 18 = 29
NL AXE: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25 Uh oh
NL AXE: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8 for DMG: 1d12 + 18 ⇒ (1) + 18 = 19

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Unless Brak knocks the wind or life from the remaining guard (despite his intentions) Zephyr follows Kavor's lead.

TK Fist: 1d20 + 5 ⇒ (4) + 5 = 9
Useless ability.


1-23 (Thread|Slides)

Kavor and Zephyr lament the lameness of their powers. Meanwhile Brak clobbers the remaining guard. He bleeds out, unconscious.

The remaining foolish guard runs for his life (unless someone wants to hit him. AC 20, 6 hp left.)

Combat Over.

Kord (16 damage)
Brak (29 damage)

Guard's loot:
elixir of hiding, potion of bull’s strength, potion of cure moderate wounds; mwk chainmail, +1 heavy steel shield, mwk longsword, sap, sling with 10 bullets, wooden holy symbol of Abadar, wooden stakeAPG, 2 gp

Theodorus's loot:
+1 chain shirt, mwk composite longbow (+1 Str) with 20 cold iron arrows and 30 silver arrows, tangle arrows (4, as tangle bolt), longbow, mwk wooden stake, cloak of resistance +1, iron holy symbol of Abadar, spell component pouch, 5 gp

What next?

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau took the masterwork wooden stake, wondering if the crazy investigator knew something no one else did. ”You think it’s okay to leave them here? I don’t want these fools to get eaten by anything out here, no matter how hardheaded they are.”

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Should someone restrain Theodorus, Zephyr unceremoniously pours a potion down the man's throat. "I'd put it on his bill, considering our philosophies. But we can deduct the value of his gear, which he shouldn't be allowed to use right now. I doubt this place is too dangerous save the will-o'-wisp. Perhaps we could bind and camouflage them for now?"

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

"Or just disarm them, heal them, and tell them to run along. I do not fear an unarmed Theodorus."

Silver Crusade

Halfling Paladin 4 | HP 33/33 | AC 21 | T 16 | FF 16 | CMD 20| Fort +10 | Ref +10 | Will +8 (immune disease, fear) | Init +5 | Perc +3

"That makes sense to me, Kavor," Pimwrick offers distractedly, his attention on the interesting array of arrows carried by the Abadaran. Sadly, they appear a bit large for the halfling to use.

DM - I haven't really run across this question before, but I assume I can't use size Medium arrows on my Small bow?


1-23 (Thread|Slides)

You can use arrows regardless of size. I'm winging it here.

Crumbling tombs and moss-covered gravestones stretch out along the northern and southern sides of the path. To the east, the way narrows and splits, plunging into thicker brambles and dense undergrowth. At the center of the fork in the road, a group of small, glowing creatures carry the bloodied and inert body of a regal woman in silvery armor, whisking her away into the gloaming woods.

A disheveled woman in dented armor and a feathered cloak hobbles after the group, crying out to them. Her golden hair is a tangle of knots and twigs, and blood seeps from numerous cuts across her dirt-covered skin. “Cybelle! No! Bring her back!” She reaches out a trembling hand, and feathers start appearing on her arm. A sharp cry of pain escapes her as she shudders. Her arm goes limp at her side, and the feathers vanish.

She turns to you. Something about your demeanour earns her trust. Perhaps your celestial touch has caught her attention. Overwhelmed by exhaustion, the woman collapses to her knees and sobs. “Please, help! Those little fiends stole my daughter, Cybelle. They’re in league with that terrible will-o’-wisp. Please save her!”

You celestial werewolves look at the ground and your eyes hone in on a glowling, moonlit trail. The glowing creatures or the bloodied woman are leaving a trail behind, obvious to you. The remaining party members don’t see it, but there are enough landmarks to give you a guess on the path.

Welp, it’s time for a chase scene. The official rules are HERE, but I’ll give a summary.

You make a move action to get past a card. Then you choose one of the two actions and make a standard action to pass it. If multiple PCs are at the same card, the highest roll counts and everyone else who makes the DC made a successful Aid Another action, providing a +2 bonus to the roll.

If your speed is 40 feet you get a +2 bonus on these actions (and +2 more for any 10 extra feet of movement you own.) If your speed is 20 feet you take a -2 penalty on the check (and -2 more for any 10 less feet you own.)

Spells relevant to the situation will provide a bonus between +2 to +4. It’s assumed you spend 1 minute per obstacle, so you can cast long lasting buffs.

Unlike most chase scenes, you all work together at each obstacle. Even if you don’t beat the DC, you will move onto the next obstacle anyway. Multiple failures do have consequences.


1-23 (Thread|Slides)

Because we're in a high tier game with low adjustments, the DCs are 1 higher than what's on Slide 1. The written DCs in this post have the new DCs.

Bramble Patch:
A thick growth of thorny brambles obstructs the area where the lurkers fled.
Slip Between: Dexterity DC 23
Bust through: CMB 30

Quicksand:
On the other side of the thicket, large patches of quicksand dot the marshland, making passage through the swamp treacherous.
Jump Over: Acrobatics DC 30
Wade In: Swim 32

Slippery Log:
The lurkers sped across a patch of water with an alligator floating in the center, which is hungrily watching the chase. A wet log bridges the banks of the river, while vines dangle precariously from the forest canopy above.
Balance Between: Reflex DC 26
Vine Ropes: Climb 30

Spiderwebs:
Large webs cling from tree to tree, obstructing your path.
Move Around: Escape Artist DC 32
Rip ‘em up Strength DC 24

Swamp Gas:
A pocket of putrid swamp gas lingers just above the surface of the swamp. A vile stench emanates from it, suggesting its hazardous nature.
Deep Breath: Fortitude DC 24
Dash Forward (wolf form only): Initiative DC 27

Spectral Hands:
The haunted land senses your presence as your draw nearer to the Glade of Silver Sparks and reacts violently. Ghostly hands reach up from the ground, snatching at your ankles to drag you down.
Easy Does It: Stealth DC 32
Back, Foul Phantoms: Knowledge(religion) DC 30

Bat Swarm:
The chase disturbs a colony of bats that swarm you and hinder your movement.
Shoo!: Handle Animal or Intimidate DC 32
Howl (wolf form only): Intimidate DC 28

Mist Patch:
The lurkers disappear into a dense patch of fog, making it difficult for you to follow.
This way! Perception DC 32
Trust your instincts: Survival DC 30

Please make one skill check per obstacle. So please make at least 8 rolls in your post. I’ll put them all together and give a relevant summary afterward.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Some Of These I couldn’t make even with a natural 20, FYI. I get a +2 due to my 40’ Movement rate. ]

Brambles Dex check DC 23 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Quicksand Acrobatics DC 30 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31

Log Reflex DC 26 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12

Webs Strength DC 24 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

Swamp Gas Fortitude DC 24 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

Spectral Hands Stealth DC 32 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

Bat swarm Intimidate DC 32 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14

Mist perception DC 32 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31

Silver Crusade

Halfling Paladin 4 | HP 33/33 | AC 21 | T 16 | FF 16 | CMD 20| Fort +10 | Ref +10 | Will +8 (immune disease, fear) | Init +5 | Perc +3
GM chadius wrote:
You can use arrows regardless of size. I'm winging it here.

Great, then I'll take all the special arrows, if no one minds.

Once Theodorus is sent on his way, Pimwrick follows Pau's example and transforms himself into a somewhat short wolf-man. "Wow, this is...interesting," he remarks. "I had feared Erastil might frown upon my taking on a wolf aspect, as the creatures can pick off the weakest members of a community - but it feels as if it's right to be a wolf, since they form communities themselves. We're in a pack together, everyone!"

Seeing the young woman being taken away, Pim leaps into action!

Brambles Dex check DC 23: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7

Quicksand Acrobatics DC 30: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19

Slippery Log Reflex DC 26: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9

Spiderwebs Strength DC 24: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7

Swamp Gas Fortitude DC 24: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21

Spectral Hands Stealth DC 32: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23

Bat swarm Intimidate DC 32: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13

Mist perception DC 32: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9

Those are the hardest DC's I have ever seen in a chase. Are they even right? Even a melee character with a 20 Str would only succeed at a DC 24 Str check 10% of the time, and many of these are similarly challenging.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Brak's swearing is legendary. Each curse rolls off the lips like a raging river. He plows forward, not really caring about the wounds.

Bramble Patch:

A thick growth of thorny brambles obstructs the area where the lurkers fled.
Bust through: CMB: 1d20 + 12 ⇒ (19) + 12 = 31
Quicksand:

On the other side of the thicket, large patches of quicksand dot the marshland, making passage through the swamp treacherous.
Wade In: Swim: 1d20 + 5 ⇒ (19) + 5 = 24
Slippery Log:

The lurkers sped across a patch of water with an alligator floating in the center, which is hungrily watching the chase. A wet log bridges the banks of the river, while vines dangle precariously from the forest canopy above.
Vine Ropes: Climb: 1d20 + 5 ⇒ (7) + 5 = 12
Spiderwebs:

Large webs cling from tree to tree, obstructing your path.
Rip ‘em up STR: 1d20 + 5 ⇒ (3) + 5 = 8
Swamp Gas:

A pocket of putrid swamp gas lingers just above the surface of the swamp. A vile stench emanates from it, suggesting its hazardous nature.
Deep Breath: FORT: 1d20 + 9 ⇒ (6) + 9 = 15
Spectral Hands:

The haunted land senses your presence as your draw nearer to the Glade of Silver Sparks and reacts violently. Ghostly hands reach up from the ground, snatching at your ankles to drag you down.
Stealth: 1d20 - 2 ⇒ (5) - 2 = 3
Bat Swarm:

The chase disturbs a colony of bats that swarm you and hinder your movement.
Shoo!: Intimidate: 1d20 + 3 ⇒ (9) + 3 = 12
Mist Patch:

The lurkers disappear into a dense patch of fog, making it difficult for you to follow.
This way! Perception: 1d20 + 12 ⇒ (4) + 12 = 16

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

If no one minds, I would like to save our resources and drink the potion of CMW we found on Theo.

After the fight, the paladin grabs the stopper off of the inquisitor. He pulls the cork out with his teeth and spits it at the human before drinking down the contents.

Theo's potion of CMW: 2d8 + 3 ⇒ (8, 4) + 3 = 15

*****THE CHASE!*****

Bramble Patch {CMB}: 1d20 + 7 ⇒ (9) + 7 = 16
Quicksand {Acro}: 1d20 - 1 ⇒ (13) - 1 = 12
Balance {Reflex}: 1d20 + 6 ⇒ (3) + 6 = 9
Webs {STR}: 1d20 + 3 ⇒ (1) + 3 = 4
Gas {Fort}: 1d20 + 9 ⇒ (3) + 9 = 12
Hands {Religion}: 1d20 + 4 ⇒ (18) + 4 = 22
Swarm {Intimidate DC 32}: 1d20 + 15 ⇒ (5) + 15 = 20
Mist {Perception}: 1d20 ⇒ 20

Are we supposed to be aiding other or something?

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On
GM chadius wrote:
You make a move action to get past a card. Then you choose one of the two actions and make a standard action to pass it. If multiple PCs are at the same card, the highest roll counts and everyone else who makes the DC made a successful Aid Another action, providing a +2 bonus to the roll.

It sounds like we are all Aiding whoever gets the highest. And we get +4 on all the checks if we are in Wolf form for 50' speed?

Kavor Doan shifts to wolf form to chase the glowing creatures.
The eldritch knight wolf tries to burst through the brambles:Bramble Patch CMB 30, Speed 50': 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22
Then he wades into the quicksand: Swim DC 32, Speed 50': 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25
He tries to balance on the slippery log: Reflex DC 26, Speed 50': 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29
Kavor Doan tries to plow through the spiderwebs. Strength DC 24, Speed 50': 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
He tries hold his breath on the way through the swamp gas. Fort DC 24, Speed 50': 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 +2 if dwarf bonus vs poison applies
For the spectral hands, he tries to rely on his knowledge. Religion DC 30: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28
He howls at the bat swarm. Intimidate DC 28: 1d20 - 1 + 4 ⇒ (20) - 1 + 4 = 23
And finally, he tries to follow the creatures through the mist patch. Perception DC 32: 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24

Silver Crusade

Halfling Paladin 4 | HP 33/33 | AC 21 | T 16 | FF 16 | CMD 20| Fort +10 | Ref +10 | Will +8 (immune disease, fear) | Init +5 | Perc +3

Good thinking, Kavor, changing into wolf form for the chase. I would have +4 rather than -2 on all my rolls - and I still would not have succeeded at any of them. And I can't help but notice that you, at the high end of this scenario's level range and with the movement bonus, and an average roll of 13 on your dice, still only succeeded at a single check.

Forgive me if this comes across as whining, but these DC's seem off to me, unless I'm missing some aspect of the mechanic.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Pimwrick, I think only one of us needs to succeed, and everyone who hits DC10 is doing Aid Another. We should be fine.


1-23 (Thread|Slides)

The DCs are meant to be extremely high. As long as one person succeeds, everyone succeeds, so you have effectively 5 chances. You also don't have to pass every check.

Brak swears and simply bursts through the bramble patch.

Pau swims through the quicksand and finds some planks to help everyone else cross. He then tears the spiderwebs apart, granting everyone else a clear path. With his wolf-enhanced vision, he sees a way through the mist and guides everyone through.

That's 4 successes.

The chase has been long and daunting, but you finally catch up to a group of the glowing creatures. The moonlit trail leads toward the burrow in the southeast.

The armored woman lies unconscious atop a stone slab. Some of the glowing creatures remain, possibly to stall for time. You’re not sure, but that woman needs rescue.

Knowledge (Nature) DC 15:
These fey are called Lurkers in Light. Normally they revere the sun, but these love twilight. You might call them Lurkers in Twilight. They resist damage from physical attacks that do not use cold iron, and are capable of blinding and poisoning you. You can ask another question for every 5 you beat this DC.

I'll start the encounter later tonight.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Does my success on the Slippery Log make it 5?
Knowledge (Nature): 1d20 + 7 ⇒ (10) + 7 = 17
"Lurkers in light! Use cold iron!"

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Thankfully, Zephyr is able to take a backseat in all the physical activity. Despite his new form, he'd likely muddle things up somehow.

Nature: 1d20 + 9 ⇒ (20) + 9 = 29 Let's go for Special Abilities and Ranked Saves.

Knowing the enemy, however, is more to his style. Kavor beats him to the obvious, but he reels off some more details.


1-23 (Thread|Slides)

It does make it 5 successes, Kavor.

Initiative:

Zephyr: 1d20 + 6 ⇒ (2) + 6 = 8
Pimwrick: 1d20 + 5 ⇒ (11) + 5 = 16
Kavor: 1d20 + 2 ⇒ (7) + 2 = 9
Pau: 1d20 + 2 ⇒ (13) + 2 = 15
Brak: 1d20 + 1 ⇒ (15) + 1 = 16
Kord: 1d20 + 1 ⇒ (13) + 1 = 14
Enemy: 1d20 ⇒ 20

Spellcraft DC 17:
They are casting the Blindness spell!

The Black and Red winged fairies waste no time casting magic at Brak and Kord. Please make 1 Fort Save.

Fort Save DC 16. Failure means...:
You are permanently blinded, as per the Blindness spell.

The other two fairies wait for you to approach.
If you are within 30 feet of the Green or White fairy, make a DC 16 Fort Save, as above.


1-23 (Thread|Slides)

Round 1
Enemy
Pimwrick
Brak
Pau
Kord
Kavor
Zephyr

Current Map

If you attack the fairies, please make a 20% concealment roll check.


1-23 (Thread|Slides)

Zephyr knows the Lurkers in Twilight benefit greatly from dim light and shadows. They can naturally hide in shadows, granting them concealment. They can also use Dimension Door through shadowy areas.

He knows to target their Fortitude first, then their Will saves, and avoid targeting their Reflex.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan casts Haste!

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Spellcraft: 1d20 + 15 ⇒ (2) + 15 = 17

Zephyr visibly starts in alarm. In a combination of exploiting their weaknesses and sheer panic, he casts the spell just thrown his team's way.

Casting Blindness on Red, DC 18.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau moves forward swinging his cold iron sai at the black enemy.

Attack with Haste 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15

Damage 1d6 + 4 ⇒ (5) + 4 = 9

Could someone move me, please?

Current AC is 20. Dr5/silver.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Fort vs DC 16: 1d20 + 9 ⇒ (11) + 9 = 20

The paladin shakes of the vile spell and moves forward. "You know, those wings of yours look pretty fragile. Might look pretty pinned to a wall."

Flail of BET YOU DIDN'T SEE THIS COMING! {PA/Haste}: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 231d10 + 11 ⇒ (3) + 11 = 14

With Haste and Blessing, AC = 23.

Silver Crusade

Halfling Paladin 4 | HP 33/33 | AC 21 | T 16 | FF 16 | CMD 20| Fort +10 | Ref +10 | Will +8 (immune disease, fear) | Init +5 | Perc +3

Okay, I'm done griping about the DC's on that chase. And I won't even touch on the long-standing debate over hiding in shadows and darkvision.

Pim moves with incredible speed as the strange lurkers in twilight attack, shooting a pair of arrows at the one with red wings! He's glad to have Theodorus' arrows, rather than use up his own stash of cold iron-tipped ones.

Full attack vs red with cold iron arrows.

+1 Longbow, Haste, Cover: 1d20 + 11 + 1 - 4 ⇒ (14) + 11 + 1 - 4 = 22
+1 Longbow damage: 1d6 + 3 ⇒ (2) + 3 = 5
Miss chance, low is bad: 1d100 ⇒ 15

+1 Longbow, Haste, Cover: 1d20 + 11 + 1 - 4 ⇒ (10) + 11 + 1 - 4 = 18
+1 Longbow damage: 1d6 + 3 ⇒ (4) + 3 = 7
Miss chance, low is bad: 1d100 ⇒ 44


1-23 (Thread|Slides)

While I was using shadows for flavor, their abilities specifically work in areas of dim light.

Red's Will Save: 1d20 + 9 ⇒ (16) + 9 = 25
The Red fairy sticks out its tongue and blows a raspberry at Zephyr.

As Kord and Pau approach, the white and green fairies are ready. They both cast a spell.
Pau's Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7
Kord's Fort Save: 1d20 + 9 ⇒ (6) + 9 = 15
Unfortunately, darkness covers both of their eyes and they are rendered blind.
Pau and Kord are blinded, as per the Blindness spell.

Kord's Miss Chance, under 51 is a miss: 1d100 ⇒ 63
Even without his vision, Kord hits the fairy with his flail. He knows the flail didn't hit as hard as it should have. Cold Iron weapons would work better.

Pimwrick lines up two arrows and lets them fly. He can barely see the Red wings in this darkness but his second arrow hits something.


1-23 (Thread|Slides)

Round 1 - Haste
Black Fairy (9 damage)
Red Fairy (7 damage)
Enemy
Pimwrick
Brak
Pau (Blind)
Kord (Blind)
Kavor
Zephyr

Current Map

If you attack the fairies, please make a 20% concealment roll check.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

FORT: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28

"You dirty fightin' bastards!" Brak chokes back to make a powerful and vital strike on the move:

Haste, power attack, vital strike v. Red, not Cold iron

MISS: 1d100 ⇒ 78 ATK: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 for DMG: 2d12 + 18 ⇒ (9, 6) + 18 = 33


1-23 (Thread|Slides)

Brak doesn't like their tricks and he hacks into the Red fairy. It responds... with a knife!

Red vs Brak: 1d20 + 9 ⇒ (5) + 9 = 14
1d3 + 1 ⇒ (1) + 1 = 2

The other fairies also close in with knives.

White's target: Even is Pau: 1d2 ⇒ 1
White vs Brak: 1d20 + 9 ⇒ (13) + 9 = 22
1d3 + 1 ⇒ (1) + 1 = 2

Green vs Kord: 1d20 + 9 ⇒ (2) + 9 = 11
1d3 + 1 ⇒ (3) + 1 = 4

Black vs Kord: 1d20 + 9 ⇒ (15) + 9 = 24
1d3 + 1 ⇒ (3) + 1 = 4
If this hits, make a DC 14 Fort Save vs Poison.

Brak's celestial blessing protects him from attack. Kord isn't as lucky, and may have to deal with poison.

Fort Save DC 14 vs Poison. Failure means:

Str Damage: 1d2 ⇒ 2

Round 2 - Haste
Black Fairy (9 damage)
Red Fairy (35 damage)
Enemy
Pimwrick
Brak
Pau (Blind)
Kord (Blind, 4 damage, Fort Save DC 14 save vs poison)
Kavor
Zephyr

Current Map

If you attack the fairies, please make a 20% concealment roll check.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Fort vs DC 14: 1d20 + 9 ⇒ (11) + 9 = 20

As I read the Scent ability, as a move action I can pin point a creature if I am within 5' of it (Without having to see it). That should mean no miss chance. Does that ruling work? So, even with haste, I will only get a single attack.

"If that's the best ya got kid, you're in fer a world of hurt!" Though blinded, the paladin takes a moment to focus. With a snarl, he swings with confidence.

Flail vs BLACK {PA/Haste/Scent}: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 181d10 + 11 ⇒ (5) + 11 = 16

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

It's versus Fortitude, but I'm sure that still makes it.

Zephyr joins in on pummeling Kord's fairy with unerring force.

Magic Missiles vs. Black: 4d4 + 4 ⇒ (1, 3, 2, 3) + 4 = 13

Silver Crusade

Halfling Paladin 4 | HP 33/33 | AC 21 | T 16 | FF 16 | CMD 20| Fort +10 | Ref +10 | Will +8 (immune disease, fear) | Init +5 | Perc +3

Kord - Scent lets you "pinpoint the area that the source occupies, even if it cannot be seen," so you know the square it's in, but you still can't see it if you're blind. This gives it total concealment, so there's still a 50% miss chance.

Pimwrick lines up a shot on the red-winged fey, aiming carefully, and lets fly, followed swiftly by another! His aim is true, but the lurker's shadowy ways mislead him, causing him to miss every time!

Full attack vs red with cold iron arrows.

+1 Longbow, Haste, Cover: 1d20 + 11 + 1 - 4 ⇒ (15) + 11 + 1 - 4 = 23
+1 Longbow damage: 1d6 + 3 ⇒ (4) + 3 = 7
Miss chance, low is bad: 1d100 ⇒ 2

+1 Longbow, Haste, Cover: 1d20 + 11 + 1 - 4 ⇒ (17) + 11 + 1 - 4 = 25
+1 Longbow damage: 1d6 + 3 ⇒ (3) + 3 = 6
Miss chance, low is bad: 1d100 ⇒ 16

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Yeah, I'm just not certain. I can see how it would go either way. I just have not had time to check to boards for something definitive. I'll post a roll for now.

miss? (low bad): 1d100 ⇒ 65


1-23 (Thread|Slides)

I wasn't sure about Scent vs invisibility either, but Pimwrick's right. You know which square they are in, but they still get the 50% concealment roll.

He can't see them, but Kord smiles with satisfaction as feels his flail bonk one of the fairies.

With a flurry of magic missiles, Zephyr takes down the one with Red tinted wings.

Pimwrick takes aim just as the fairies disappear from view, ruining his aim. Perfect timing.

Round 2 - Haste
Black Fairy (20 damage)
Enemy
Pimwrick
Brak
Pau (Blind)
Kord (Blind, 4 damage)
Kavor
Zephyr

Current Map

If you attack the fairies, please make a 20% concealment roll check.

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