[Gameday VIII] TOZ's Hao Jin Cataclysm

Game Master TriOmegaZero

Subtier 10-11 Table
Maps and Handouts


201 to 250 of 644 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

With Ara keeping her feet, Ajax orders her across the bridge and out of range of the tentacles

Grand Lodge

Male Elf Ranger (Inf) 6th / Monk (ZA) 3rd / Investigator (PD) 1st| HP: 90/87 | AC:26 T:18 FF:19 | CMB:11 CMD:27 | Saves F:+12 R:+18 W:+11 (+2 vs enchantments) | Init:+8 | Per: +21 | IP: 3/3 | Spells: Gravity Bow (x0), Psychic (x5)

Acrobatics: 1d20 + 24 ⇒ (8) + 24 = 32

Flyn maintains his balance and fires a rain of cold iron the creature's way...

To Hit: Dex+Base, Magic, Weapon Focus, Lesser Bracers of Archery, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Inspired Courage, Haste
Damage: Strength, Magic, Deadly Aim, Clustered Shot, Inspired Courage

Magic Composite Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 ⇒ (4) + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 = 21
Magic/Cold Iron Damage: 1d8 + 5 + 2 + 6 + 3 ⇒ (1) + 5 + 2 + 6 + 3 = 17
Magic/Cold Iron Damage: 1d8 + 5 + 2 + 6 + 3 ⇒ (6) + 5 + 2 + 6 + 3 = 22

Magic Composite Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 - 2 - 3 + 3 + 1 ⇒ (15) + 9 + 2 + 1 + 1 - 2 - 3 + 3 + 1 = 27
Magic/Cold Iron Damage: 1d8 + 5 + 2 + 6 + 3 ⇒ (4) + 5 + 2 + 6 + 3 = 20

Magic Composite Longbow (Rapid Shot): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 ⇒ (13) + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 = 30
Magic/Cold Iron Damage: 1d8 + 5 + 2 + 6 + 4 + 5 ⇒ (3) + 5 + 2 + 6 + 4 + 5 = 25

Magic Composite Longbow (Haste): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 ⇒ (20) + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 = 37
Confirm Critical: 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 + 3 ⇒ (9) + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 + 3 = 29
Magic/Cold Iron/Critical Damage: 3d8 + 15 + 6 + 18 + 12 + 15 ⇒ (2, 2, 6) + 15 + 6 + 18 + 12 + 15 = 76

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

Acrobatics: 1d20 + 21 ⇒ (3) + 21 = 24

Laara falls to the ground, cursing herself as she loses her footing. Undeterred however, she continues to assault the base of the roper.

Can't tell from the last round if any of Laara's Intimidate checks succeeded or not. If they did, the roper's flat-footed to her this round, and she'll add Sneak attack to each strike. If the Intimidates failed, just ignore the sneak attacks

Attack: 1d20 + 19 + 3 - 4 ⇒ (10) + 19 + 3 - 4 = 28 for damage: 2d6 + 9 + 3 ⇒ (1, 2) + 9 + 3 = 15 plus acid: 2d6 ⇒ (6, 5) = 11 plus Sneak attack: 2d6 ⇒ (1, 1) = 2Attack: 1d20 + 19 + 3 - 4 ⇒ (4) + 19 + 3 - 4 = 22 for damage: 2d6 + 9 + 3 ⇒ (4, 1) + 9 + 3 = 17 plus acid: 2d6 ⇒ (6, 6) = 12 plus Sneak attack: 2d6 ⇒ (5, 5) = 10
Attack: 1d20 + 14 + 3 - 4 ⇒ (19) + 14 + 3 - 4 = 32 for damage: 2d6 + 9 + 3 ⇒ (4, 3) + 9 + 3 = 19 plus acid: 2d6 ⇒ (4, 6) = 10 plus Sneak attack: 2d6 ⇒ (5, 4) = 9

Also if those were sneak attacks, and any connected, Laara will make it Bewildered for 1 round (-2 to its AC, -4 against attacks from me)

The Exchange

Male NG Medium Human Bard 9 | HP 77/77 | AC 25, T 14, FF 22 | CMD 22| F +8 R +12 W +9; +4 vs. bardic performance, language-dependent, and sonic; +2 vs. fear | Init +11 | Perc +20, SM +20 | Speed 30ft | Spells L1-7/7, L2-5/5, L3-4/4 | Bardic Performance 23/23 | Active Conditions:

I just realized the creature is out of range of soundstrike, so my readied can't go off, but I don't think it will matter with the damage dealt...

Shadow Lodge

Table Maps | Passing the Torch |

Thats what I suspect as well. I have to get to the hotel to confirm. I can say that it is shaken but not flatfooted to Laara unfortunately.

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

With Shatter Defenses, if Laara hits a shaken target, it becomes flat-footed to her until the end of her next turn. So if the first Intimidate worked and at least two of her swings hit last round, it should be flat-footed this round to her (and extended each round she stikes it again).
Unless it's immune to falt-footedness due to something weird. Sorry: Laara has a lot of weird conditional buffs/debuffs that aren't always the simplest to explain in PbP. Let me know if you have any questions.

Enjoy the con!

Shadow Lodge

Table Maps | Passing the Torch |

Ah, right, I thought the second intimidate had to go through. This poor guy is so screwed. :)

Shadow Lodge

Table Maps | Passing the Torch |

The roper goes down in a hail of arrows, the flailing tentacles falling still. Your ratfolk allies crawl out of hiding and marvel at your prowess, before being reminded of the mountains movement and hurrying you along the path.

The Pagoda of the Rat still towers at the center of Round Mountain, mostly untouched by the movements outside. Tremors shudder the floors as you ascend to meet with Krella, the druidic leader of the ratfolk. She greets you warmly, expressing her profound gratitude for the Society's aid before and now. The repair team following after you is quickly directed to the rift while Krella brings you into closer quarters away from the rest of her people.

Krella speaks in a whisper. “While we wait for the repair team to complete their work, I must caution you. We ratfolk have many eyes and ears in the tapestry. Your old enemies, the Aspis Consortium, have poisoned many of the tapestry’s people against you, but I sense that something far more sinister lurks just out of reach. Someone— or something—is at work in the tapestry, and has taken great effort to remain hidden. I fear that this is just the beginning of our trouble.”

You now have the special boost for Share Knowledge unlocked! Another hour has passed and you must decide where to go next.

Grand Lodge

Male Elf Ranger (Inf) 6th / Monk (ZA) 3rd / Investigator (PD) 1st| HP: 90/87 | AC:26 T:18 FF:19 | CMB:11 CMD:27 | Saves F:+12 R:+18 W:+11 (+2 vs enchantments) | Init:+8 | Per: +21 | IP: 3/3 | Spells: Gravity Bow (x0), Psychic (x5)

Flyn bows to Krella. ”No worries, ma’am, we were glad we could be of assistance. Thank you for the information. Fare thee well.”

The Elf then turns to his friends. ”If no one objects, I’d like to head to Slave Mountain and check what evil the duergar are perpetrating since we killed that tough bastard of a leader they had, Chergin Ironwhip. Under his leadership, they were involved not only in slavery, but human sacrifice as well. While we freed a good number of their Wayang slaves, I doubt too much has changed since Ironwhip died...

”Also have a couple of friends there, if they're still around...Grodel and Swareti...would to be good to see them as well...”

The Exchange

N Male Human Shaman 11 Init +9 | HP 101|113 | AC 33, T13, FF33 | Fort +16, Ref +11, Will +26 | CMD 19 | Perception +30, Sense Motive +30
Buffs:
MVx2, Ant Haul, Life Bubble, OF, Ext Hero, Ext Barkskin, BBPill, HA
Resources:
Insight 1/1; Bond 1/1; Reroll: 1/1
Spirit Slots:
1|1|1|1|1|2
Conditions:

Ammen looks a little sceptical, I have sensed no such threat but if it is there we will find it

Ratfolk, such a superstitious lot

Very well, let us go and see what evil the dueregar are up to.

The Exchange

Male NG Medium Human Bard 9 | HP 77/77 | AC 25, T 14, FF 22 | CMD 22| F +8 R +12 W +9; +4 vs. bardic performance, language-dependent, and sonic; +2 vs. fear | Init +11 | Perc +20, SM +20 | Speed 30ft | Spells L1-7/7, L2-5/5, L3-4/4 | Bardic Performance 23/23 | Active Conditions:

Deno’thar agrees perhaps we should deal with the duegar threat, and then maybe return to the pathfinder base camp, remove the curse and rest before dealing with the last two missions.

Often these things have phases and it isn’t always possible to use the time (2 days) we have if we collectively move into the next phase. I am sort of torn on this but curious for others thoughts.

The Exchange

N Male Human Shaman 11 Init +9 | HP 101|113 | AC 33, T13, FF33 | Fort +16, Ref +11, Will +26 | CMD 19 | Perception +30, Sense Motive +30
Buffs:
MVx2, Ant Haul, Life Bubble, OF, Ext Hero, Ext Barkskin, BBPill, HA
Resources:
Insight 1/1; Bond 1/1; Reroll: 1/1
Spirit Slots:
1|1|1|1|1|2
Conditions:

I generally agree, resting now is premature I think. Does this phase have a fixed time limit?

The Exchange

Male NG Medium Human Bard 9 | HP 77/77 | AC 25, T 14, FF 22 | CMD 22| F +8 R +12 W +9; +4 vs. bardic performance, language-dependent, and sonic; +2 vs. fear | Init +11 | Perc +20, SM +20 | Speed 30ft | Spells L1-7/7, L2-5/5, L3-4/4 | Bardic Performance 23/23 | Active Conditions:

Deno'thar renews his preparations as they travel to fight the duergar. Casts Heightened Awareness

Sovereign Court

M Inspired Blade 1/Kensai 9 Init +13(+17)| HP 75|84| AC: 33, T: 17, FF: 28| Fort +13, Ref +16, Will +10 | CMD: 22 | Perception +13, Sense Motive +13
Buffs:
Mage Armor, Shield, Long Arm
Resources:
Arcane Pool 2|10, Panache 7|7, Reroll used

Resting does seem premature. Do we know what the date of the move to the next phase is?

Aericus will also renew his heightened senses.

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

Ajax is ready to proceed. Once the group reaches the entrance to the mountain, Ajax will replenish his spells.

Shadow Lodge

Table Maps | Passing the Torch |

I know the date, but I'm not sure the players are supposed to have that kind of information. I can at least say that you should be able to do the duergar mission with no trouble before time is called. I will get that worked up this afternoon hopefully before my scheduled table tonight.

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

In terms of an ‘in-world’ time limit, I think Zey said we had two days? Or which we’ve used about 4-5 hours so far?

Shadow Lodge

Table Maps | Passing the Torch |

That's about right.

As you make your way down the tapestry bridge, the light fades into darkness. Incoherent murmurs and groans echo through this large cave. Tall stalagmites emerge from the cave floor surrounded by shallow pools of water. Ahead, a dim purplish light emanating from a multifaceted black gemstone the size of a human skull illuminates several humanoid forms heaped around the stone.

Three dwarves with pale skin cry out in anger as they spot your appearance. A familiar skeletal creature with a long purple tongue turns at the sound of their rage. Dwarves, ratfolk, and wayangs sprawl at their feet, seemingly the source of the pained noises. The skeletal form points to Flyn, recognition flaring in its empty eyes. "YOU! NOW YOU DIE!"

Initiative:
Ammen: 1d20 + 3 ⇒ (18) + 3 = 21, +2bb pill, +4 heightened awareness
Flyn: 1d20 + 8 ⇒ (11) + 8 = 19
Ajax: 1d20 + 7 ⇒ (15) + 7 = 22
Aericus: 1d20 + 13 ⇒ (16) + 13 = 29, +4 heightened awareness
Deno’thar: 1d20 + 11 ⇒ (1) + 11 = 12, +4 heightened awareness
Laara: 1d20 + 9 ⇒ (6) + 9 = 15
Red: 1d20 ⇒ 20
Yellow: 1d20 ⇒ 19
Blue: 1d20 ⇒ 10
Green: 1d20 + 8 ⇒ (13) + 8 = 21

Round 1 Initiative wrote:


29 Aericus
22 Ajax
21 Ammen

21 Green
20 Red
19 Flyn
19 Yellow
15 Laara
12 Deno'thar
10 Blue

The cave is dark save for dim light around the black gem in a 20ft radius. Bolded PCs are up! Remember to account for the 10 minutes travel time on the bridge. I assume Heighten Awareness was cast with that in mind.

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

Posting now, but Delay until after Aericus and Ammen, in hopes of learning what they know or benefiting from any spells.

Ajax does his best to identify the creatures knowing that the former are the aforementioned duergar, but trying to determine anything more specific.

K. Local (duergar): 1d20 + 4 ⇒ (11) + 4 = 15

The other is, no doubt, one of the mohrg encountered earlier.

Ajax is tempted to fire on the undead, but then remembers Flynn's skill at defeating such creatures and Ajax shifts his aim to the lead duegar.

"I assume these creatures can't be reasoned with?" Ajax says to no one in particular.
If there is DR and I have an appropriate arrow, will use that. Otherwise Clustered Shots

Ajax pops his wand of gravity bow and enchants his weapon, putting the wand back in his pack and stepping back, ordering Ara do Defend him.

Sovereign Court

M Inspired Blade 1/Kensai 9 Init +13(+17)| HP 75|84| AC: 33, T: 17, FF: 28| Fort +13, Ref +16, Will +10 | CMD: 22 | Perception +13, Sense Motive +13
Buffs:
Mage Armor, Shield, Long Arm
Resources:
Arcane Pool 2|10, Panache 7|7, Reroll used

Editing based on new info.
Aericus speeds up the party and draws closer. Cast haste on everyone instead, then move up.

Knowledge(local): 1d20 + 12 ⇒ (20) + 12 = 32
Knowledge(religion): 1d20 + 8 ⇒ (20) + 8 = 28

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

If Aericus shares something useful, I might decide to attack instead of buff. Decision would be based on whether they got spell casters, in which case I would probably want to Ready an attack.

Shadow Lodge

Table Maps | Passing the Torch |

Sorry, I forgot to mention the orange outline is the area filled with bodies. Does Aericus have a way to select out the captives there? Knowledge check results will be up later tonight.

Shadow Lodge

Table Maps | Passing the Torch |

Aericus knows that duergar are immune to paralysis, phantasms, and poison. They suffer light sensitivity against bright light while having superior darkvision out to 120ft. They have racial spell like abilities of enlarge person and invisibility.

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

If Aericus is casting Haste, then that changes things. I will most likely do a full round of attacking. I want to wait for Ammen in case he debuffs or attacks

The Exchange

N Male Human Shaman 11 Init +9 | HP 101|113 | AC 33, T13, FF33 | Fort +16, Ref +11, Will +26 | CMD 19 | Perception +30, Sense Motive +30
Buffs:
MVx2, Ant Haul, Life Bubble, OF, Ext Hero, Ext Barkskin, BBPill, HA
Resources:
Insight 1/1; Bond 1/1; Reroll: 1/1
Spirit Slots:
1|1|1|1|1|2
Conditions:

Local: 1d20 + 16 ⇒ (16) + 16 = 32
Religion: 1d20 + 26 ⇒ (2) + 26 = 28
Just tell me anything interesting I might recall about them

Ammen waves a hand and engulfs the undead creature and two dwarves in burning holy light. He then floats forwards and upwards, out of melee reach.

Casting burst of radiance hitting red and yellow dwarf and green undead. It also hits the prisoners but only actually damages evil creatures so I am Ok with that. Evil creatures take 5d4 ⇒ (4, 4, 1, 3, 1) = 13 untyped magical damage automatically and need to make a DC24 reflex save or be blinded for 1d4 ⇒ 4 rounds. If they save they are instead dazzled for the same amount of time. I then move forward up up to 20' high.

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

Okay, redoing my actions since no combat dice were rolled on my part.

Seeing an opportunity to add more injury to injury, Ajax focuses on the most wounded of the duergar and fires a full flight of arrows

Weapon +BAB (+15), Haste +1, Rapide Shot (-2) Flag Bearer (+2 A/D)
1st attack (Pheromone arrow)): 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Posting shots one by one

Iterative attack: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Rapid Shot: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Haste attack: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11

EDIT: Added +2 per flag bearer

The Exchange

Male NG Medium Human Bard 9 | HP 77/77 | AC 25, T 14, FF 22 | CMD 22| F +8 R +12 W +9; +4 vs. bardic performance, language-dependent, and sonic; +2 vs. fear | Init +11 | Perc +20, SM +20 | Speed 30ft | Spells L1-7/7, L2-5/5, L3-4/4 | Bardic Performance 23/23 | Active Conditions:

You are in flagbearer range, not sure you added 2 to Attack and damage (morale) from me

Shadow Lodge

Table Maps | Passing the Torch |

Red Reflex: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Green Reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Yellow Reflex: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15

Ammen blasts the enemy with brilliant light, causing the duergar to clutch at their eyes. Ajax finds them easy targets, filling the red sashed one with arrows. Bleeding heavily, he blindly casts a spell, fading from view. Meanwhile, the mohrg marches forward, nearly ignoring Aericus other than skirting around the magus as it strides towards Flyn.

Round 1 Initiative wrote:


29 Aericus
22 Ammen
22 Ajax
21 Green (Damage: 13, Dazzled 1/4, Invisible)
20 Red (Damage: 51, Blind 1/4)
19 Flyn
19 Yellow (Damage: 13, Blind 1/4)
15 Laara
12 Deno'thar
10 Blue

Ammen knows that creatures killed by mohrgs rise as fast zombies almost instantly. Beyond that, you've recalled all you can about this particular undead. The duergar appear to be competent warriors, perhaps high ranking captains with a great deal of combat experience. Flyn is up!

Grand Lodge

Male Elf Ranger (Inf) 6th / Monk (ZA) 3rd / Investigator (PD) 1st| HP: 90/87 | AC:26 T:18 FF:19 | CMB:11 CMD:27 | Saves F:+12 R:+18 W:+11 (+2 vs enchantments) | Init:+8 | Per: +21 | IP: 3/3 | Spells: Gravity Bow (x0), Psychic (x5)

Flyn would’ve cast Gravity Bow before entering the cavern, if that’s OK. He’ll also use a 10-minute increment of Darkvision (via Infiltrator’s adaptive ability) if needed...

Flyn’s mouth drops wide open when he recognizes the undead creature as his old foe...

”CHERGIN IRONWHIP!”

The ranger lets loose a barrage of blunt arrows at the undead creature formerly known as Chergin Ironwhip...if the undead drops before the barrage is over, Flyn will switch targets to the flat-footed duergars, yellow and then blue (if yellow drops) with the remaining arrows...

”YOU FIRST!”

To Hit: Dex+Base, Magic, Weapon Focus, Lesser Bracers of Archery, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Favored Enemy, Haste, Flagbearer
Damage: Strength, Magic, Deadly Aim, Clustered Shot, Favored Enemy, Flagbearer

Magic Composite Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 ⇒ (20) + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 = 40
Confirm: 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 + 3 ⇒ (16) + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 + 3 = 39
Magic/Bludgeoning/Critical Damage: 6d6 + 15 + 6 + 18 + 12 + 6 ⇒ (4, 4, 4, 4, 3, 6) + 15 + 6 + 18 + 12 + 6 = 82
Magic/Bludgeoning Damage: 2d6 + 5 + 2 + 6 + 4 ⇒ (2, 6) + 5 + 2 + 6 + 4 = 25

From our last encounter with Mohrgs, I assume my first attack took out the undead Ironwhip; if so, my other arrows will focus on the visible duergars...

Magic Composite Longbow (Haste) vs FFAC: 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 ⇒ (3) + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 = 23
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 4 + 2 ⇒ (3, 2) + 5 + 2 + 6 + 4 + 2 = 24

Magic Composite Longbow (Iterative) vs FFAC: 1d20 + 9 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 ⇒ (20) + 9 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 = 35
Confirm: 1d20 + 9 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 3 + 2 ⇒ (12) + 9 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 3 + 2 = 30
Magic/Cold Iron/Critical Damage: 6d6 + 15 + 6 + 18 + 12 + 6 ⇒ (4, 6, 4, 2, 1, 5) + 15 + 6 + 18 + 12 + 6 = 79

Magic Composite Longbow (Rapid Shot) vs FFAC: 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 ⇒ (2) + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 = 22
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 4 + 2 ⇒ (3, 3) + 5 + 2 + 6 + 4 + 2 = 25

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

For reference

Pheromone arrow:
The arrowhead of this arrow is coated with potent substances that react to blood and sweat, releasing a strong aroma that most predators recognize as the scent of tasty injured prey and other creatures perceive as merely unpleasant. Any creature with the scent ability gains a +2 circumstance bonus on attack and damage rolls against a target marked with a pheromone arrow. This effect lasts for 1 hour or until the target spends 1 minute washing it off.

Ara's Scent:
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Shadow Lodge

Table Maps | Passing the Torch |

They picked the wrong day to lose initiative.

Flyn puts an arrow through the mohrgs skull, sending it tumbling down into a pile of loose bone and shattered skull fragments. Two more arrows send the blinded duergar down and the last punches a nasty hole in the third!

Round 1 Initiative wrote:


29 Aericus
22 Ammen
22 Ajax
20 Red (Damage: 13, Dazzled 1/4, Invisible) Whoops, pay no attention to the swapped statuses in the last post. >_>
19 Flyn
15 Laara
12 Deno'thar

10 Blue (Damage: 25)

Laara and Deno'thar, batting clean up!

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

I think Red should still be at -51 and blind, right?...Oh, you're saying the swap is wrong in the last thread. Okay, now I understand.

as an FYI on blind..

Blind:
] Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

Aericus' accelerant running through her, Laara shifts quickly into her favored fighting style and the charges towards the remaining duergar, lunging to delvier what is hopefully a felling punch.

Swift action shift into Outslug style, then charge. Due to Scout's Charge, he is flat-footed against me.

Attack: 1d20 + 21 + 2 + 1 ⇒ (7) + 21 + 2 + 1 = 31 for damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19 plus acid: 1d6 ⇒ 2 plus precision: 2d6 ⇒ (6, 6) = 12
She'll also Disorient him for -2 to attacks this round (-4 vs her)

The Exchange

Male NG Medium Human Bard 9 | HP 77/77 | AC 25, T 14, FF 22 | CMD 22| F +8 R +12 W +9; +4 vs. bardic performance, language-dependent, and sonic; +2 vs. fear | Init +11 | Perc +20, SM +20 | Speed 30ft | Spells L1-7/7, L2-5/5, L3-4/4 | Bardic Performance 23/23 | Active Conditions:

Deno'thar starts a song of battle and cautiously moves up to centrally position himself between the melee and the ranged in his group.

2 move actions, start inspire courage, move up, swift arcane strike

Party Buffs: Inspire Courage: Flagbearer

Shadow Lodge

Table Maps | Passing the Torch |

Laara catches the visible duergar guard before he can react, socking him hard in the jaw as Deno'thar follows behind. Cursing in Undercommon, he tries to bull past her.

Overrun: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22

Unfortunately for him, Laara manages to throw the duergar backwards rather than be knocked aside.

Round 2 Initiative wrote:


29 Aericus
22 Ammen
22 Ajax

20 Red (Damage: 13, Dazzled 1/4, Invisible)
19 Flyn
15 Laara
12 Deno'thar
10 Blue (Damage: 58)

Top of the round! Despite his feats, I believe Laara's reach will grant an AoO against the movement from the duergar.

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

Unfortunately no AoO: Lunge only works on my turn.

Shadow Lodge

Table Maps | Passing the Torch |

Whoops, that's right. Thought Outslug Style was giving you reach for some reason.

Sovereign Court

M Inspired Blade 1/Kensai 9 Init +13(+17)| HP 75|84| AC: 33, T: 17, FF: 28| Fort +13, Ref +16, Will +10 | CMD: 22 | Perception +13, Sense Motive +13
Buffs:
Mage Armor, Shield, Long Arm
Resources:
Arcane Pool 2|10, Panache 7|7, Reroll used

Aericus swiftly channels some of his arcane power into his rapier, before also charging it with electricity and moving up to strike the visible duegar. Swift action arcane point to make weapon +4 agile keen, move action to move up, standard action to cast & deliver intensified shocking grasp through spellstrike.

Shocking Grasp Rapier: 1d20 + 18 + 5 + 1 ⇒ (15) + 18 + 5 + 1 = 39
Damage: 1d6 + 12 + 5 + 9d6 ⇒ (2) + 12 + 5 + (4, 2, 5, 3, 1, 1, 5, 3, 3) = 46
Confirmation: 1d20 + 18 + 5 + 1 + 6 ⇒ (3) + 18 + 5 + 1 + 6 = 33
Critical Damage: 1d6 + 12 + 5 + 9d6 ⇒ (3) + 12 + 5 + (6, 6, 3, 5, 1, 4, 2, 1, 4) = 52

I think he's probably toasted.

Shadow Lodge

Table Maps | Passing the Torch |

Aericus leaves a smoking corpse on the ground with a clean strike!

Round 2 Initiative wrote:


29 Aericus
22 Ammen
22 Ajax

20 Red (Damage: 13, Dazzled 1/4, Invisible)
19 Flyn
15 Laara
12 Deno'thar

The Exchange

N Male Human Shaman 11 Init +9 | HP 101|113 | AC 33, T13, FF33 | Fort +16, Ref +11, Will +26 | CMD 19 | Perception +30, Sense Motive +30
Buffs:
MVx2, Ant Haul, Life Bubble, OF, Ext Hero, Ext Barkskin, BBPill, HA
Resources:
Insight 1/1; Bond 1/1; Reroll: 1/1
Spirit Slots:
1|1|1|1|1|2
Conditions:

Your tricks will not help you says Ammen.

Delay until the enemy becomes visible.

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

Ajax commands Ara to Seek and Attack the Duergar.

I've put in a potential search pattern Ara has 50ft move. The pattern is around 70-80ft. Obviously if she has the scent and loses it she'd backtrack to the scent. Haven't actually done this before so whatever you think makes most sense. Ara will attack if she can.

Ajax readies a die arrow and shoots once Ara indicates the square.

Dye arrow: 1d20 + 21 ⇒ (2) + 21 = 23 versus Touch AC

Dye Arrow:
This arrow ends in a crystalline bubble filled with a viscous alchemical dyeing agent. Firing a dye arrow is a ranged touch attack; a creature struck by a dye arrow takes no damage but is splashed with enough black, blue, green, or red marker dye (Pathfinder RPG Ultimate Equipment 104) to coat about 1 square foot. The stain caused by marker dye cannot be washed off except with magic for the first 72 hours, but fades completely after 2 weeks.

Shadow Lodge

Table Maps | Passing the Torch |

Ara sniffs at the air as she stalks forward, before swiveling her head to the right, staring intently. Ajax launches an arrow at the indicated area, directly in front of the black gem.

Token updated to actual position. I believe Ajax still has 50% miss chance unless I missed an update to his sheet.

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

Please roll the miss chance for me.

Shadow Lodge

Table Maps | Passing the Torch |

Miss Chance Over 50 Hits: 1d100 ⇒ 93

Ajax strikes true, smearing dye over the unseen duergar!

Round 2 Initiative wrote:


29 Aericus
22 Ajax
22 Ammen
20 Red (Damage: 13, Blinded 2/4, Invisible)
19 Flyn
15 Laara
12 Deno'thar

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

I just remembered that Haste adds +30ft to movement, so I think Ara can find the Duergar on a single move action. Don't know if Ara has to use a move action to sniff in this case as she basically goes to where she last saw Red and he was within 5'. In case Ara gets an attack...

Normal Attack +14, Bard +5 (if flag bearer counts), Haste +1
Bite: 1d20 + 20 ⇒ (7) + 20 = 27

+8 from Agile and +5 from bard
Damage: 1d4 + 13 ⇒ (1) + 13 = 14

Trip (if attack hits): 1d20 + 20 ⇒ (4) + 20 = 24

The Exchange

N Male Human Shaman 11 Init +9 | HP 101|113 | AC 33, T13, FF33 | Fort +16, Ref +11, Will +26 | CMD 19 | Perception +30, Sense Motive +30
Buffs:
MVx2, Ant Haul, Life Bubble, OF, Ext Hero, Ext Barkskin, BBPill, HA
Resources:
Insight 1/1; Bond 1/1; Reroll: 1/1
Spirit Slots:
1|1|1|1|1|2
Conditions:

Ammen continues to delay, the group seems to have this in hand.

Shadow Lodge

Table Maps | Passing the Torch |

Miss Chance Over 50 Hits: 1d100 ⇒ 3

Ara snaps her fangs down on empty air, failing to accomplish the same as her master. Ammen detects further swear words in Dwarven, although the accent is pronounced.

Round 2 Initiative wrote:


29 Aericus
22 Ajax
22 Ammen (Delay)
20 Red (Damage: 13, Blinded 2/4, Invisible)
19 Flyn
15 Laara
12 Deno'thar

Bolded are up!

Grand Lodge

Male Elf Ranger (Inf) 6th / Monk (ZA) 3rd / Investigator (PD) 1st| HP: 90/87 | AC:26 T:18 FF:19 | CMB:11 CMD:27 | Saves F:+12 R:+18 W:+11 (+2 vs enchantments) | Init:+8 | Per: +21 | IP: 3/3 | Spells: Gravity Bow (x0), Psychic (x5)

Flyn sends more cold iron at the now visible red duergar...

To Hit: Dex+Base, Magic, Weapon Focus, Lesser Bracers of Archery, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Haste, Flagbearer
Damage: Strength, Magic, Deadly Aim, Clustered Shot, Flagbearer

Magic Composite Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 ⇒ (9) + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 = 25
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 2 ⇒ (5, 1) + 5 + 2 + 6 + 2 = 21
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 2 ⇒ (5, 2) + 5 + 2 + 6 + 2 = 22

Magic Composite Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 - 2 - 3 + 1 + 2 ⇒ (3) + 9 + 2 + 1 + 1 - 2 - 3 + 1 + 2 = 14
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 2 ⇒ (6, 2) + 5 + 2 + 6 + 2 = 23

Magic Composite Longbow (Haste): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 ⇒ (9) + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 = 25
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 2 ⇒ (1, 2) + 5 + 2 + 6 + 2 = 18

Magic Composite Longbow (Rapid Shot): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 ⇒ (12) + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 = 28
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 2 ⇒ (6, 5) + 5 + 2 + 6 + 2 = 26

Liberty's Edge

43870-1 | Human M (Garundi) Ranger 9 | Init +7 (+11 Urban)| AC 24* (23) T 14 FF 18 | | HP 106 / 76| F +9 R +12 W +7 | Percp Survival +16; Sense Motive +15; HA (comp) +17; Spellcraft, K (Nature, Geo, Dungeon) +14, Stealth 11; All other K. +4
Active on Ajax:
Barkskin (AC 27 (26 with bow) 90m, Shield Companion, Longstrider, Heroism
Active on Ara:
Heroism? + Mage Armor+Cat's Grace=(AC 35), Longstrider, Resist Energy 30

Red shouldn't still have total concealment if he's painted with dye, correct?

Shadow Lodge

Table Maps | Passing the Torch |

4d100 ⇒ (96, 69, 96, 51) = 312

Regardless of the rules adjudication on dye arrows, he dead. Update to come later tonight.

201 to 250 of 644 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [Gameday VIII] TOZ's Hao Jin Cataclysm Gameplay All Messageboards

Want to post a reply? Sign in.