[PFS] TOZ's Passing the Torch

Game Master TriOmegaZero

Game Map and Information.


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Shadow Lodge

Table Maps | Passing the Torch | Slaver's End
Mage of the Wyrmkin wrote:

@Grandmaster TOZ - Would it be possible for my hawk familiar to poke his head out of the cage to identify these creatures without being blown away by wind?

To the group - I was going to start off by casting Firestorm on the whole lot of them. Hide from Animals allows for a Will save to the dinosaurs and once anyone attacks an animal the spell goes down so it is less useful than I originally thought.

Knowledge Checks should be fine. Any movement would require Fly checks per the wind rules. The dinosaurs do not get the save, the creatures being warded do, hence the harmless descriptor. Hide From Undead has an extra clause that Hide From Animals does not.

Liberty's Edge

Male Human Druid (Menhir Savant) 13
Active Conditions:
Rune,Resist Fire,Electricity 30, Fly, Air Elemental (M), Mage Armor, Barkskin,Life Bubble, Deadeye Lore, Hunter Blessing, Remove Sickness 2h10 min
HP 133/133 | AC 34 T 19 FF 24 DR 5/-| CMB +12 CMD 31 | F +15 R +15 W +19| INIT +13| PER +28/+31 +30/+33 Bright Light, DV 60' SM+7|Fly 60' +20+27|Immune to Crit, Sneak, Bleeding, Poison , Breathing Air|Improved Evasion (when flying)
Daily Resources:
Spell Staff 1/1,Shape 4/5, Place Magic 6/10,Hawkeye 10/10, Walk 4/7, Empty Body 13/13. Rune 0/1, Pearls 1st 2/3, Rods Intensify 3/3, Extend 2/3 |Spells 1st 5/7 2nd 5/7 3rd 4/7 4th 3/6 5th 4/5 6th 3/4 7th 2/3

Ok guys leave the dinosaurs alone and they will not bother you. Ok?

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End

If I understand the spell, any attack by any creature warded will break it. So you'll have to deal with the dinos attacking after you attack Rurat.


Just for people to remember as Hunter Blessing is up everyone will be getting a +2 sacred bonus to attack and damage vs the dinosaurs as they are animals.

Dark Archive

Cleric 13 | HP:120/120 | AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +19 | Perception: +20| Init: +4

Call lightning storm is an odd spell, I read it as taking a full-round action, but the first bolt coming immediately, not just before my action next round.

if you feel otherwise, that’s cool.

Does’s Hunters Blessing affect spell damage?


It would depend on the type of spell cast. If the spell is weapon-like (like snowball, produce flame or ray of X) then yes but for Firestorm or Lightning Storm then the answer is no.

Also Hunter Blessing is up for Animals only so only for the Dinos at this time.

The Call Lightning line is a 1 round cast so your character is still casting and the bolt will come immediately after you finish the spell right before your next turn.

@Grandmaster TOZ - I am wondering how Rurat is airwalking in these heavy winds without being pushed all over the place. I am thinking Plot armor but maybe I am wrong. ;)

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End

You may have noticed that he is Yuge size. ;)

Fun fact, saurians stand 20ft tall, so even 10ft off the ground he can look Omrax in the eye.

Kasimir, Call Lightning is a 1 round spell, like Summon Monster. So you will spend the round casting it, and at the start of your next turn you will have a bolt called down. Thereafter, you can spend a standard action to call down another bolt. You can't call more than one bolt per round however.

Liberty's Edge

CG Half-Elf Summoner 12 ( HP 62/87 | AC 14 (T12, FF12) | CMD 22 | Fort +11, Ref +11, Will +14 | Init +4 | Perception +1 | Speed 30 | 1st - 5/7, 2nd - 6/7, 3rd - 5/6, 4th - 4/5 | SM VI - 10/10 | Buffs: over. flight, delay poison, life bubble )
Seaward Gull:
( HP 85/85 | AC 41 (T12, FF39) | CMD 36 | Fort +9, Ref +9 (evasion), Will +5 | Init +4 | Perception +20 | Speed 40 | Buffs: mage armor (12 hrs), barkskin (2 hrs), shield, evolution surge, life bubble, delay poison )

Size doesn't matter for air walk... the issues there are written in the spell description.

The wind should be moving him, regardless.

Actually, on that point, could you perhaps put a little arrow to indicate which direction the wind is blowing?

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End

Boy, wind affects have way more problems than they're worth! I'll have to look at that and then roll randomly to figure out wind direction. Thankfully, he hasn't had a turn yet, so the air walk clause hasn't come up.


@Hamish - Plot Armor. :) Also the fact that often the scenario writer is not aware of all the game rules. But yes you Air Walk because you are light hence the difficulty with high winds.

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End

Going to have to keep that in mind for my oracles going forward. At least the high winds blow out the fire?


It is this sort of crunchiness that keeps me enamored with first edition. Granted it can be a pain at time but having pros and cons for both Flying and Air Walking is a really nice in terms of tactical planning.

As for the fire, not really the high winds only fans the fire. Nice try GM. :)

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End

It's a learning experience every time we get to these high levels with spell effects we don't normally get to use. Kasimir, if you are good with waiting the round, I will update the combat after my Rise of the Runelords game this afternoon.

Mage of the Wyrmkin wrote:
As for the fire, not really the high winds only fans the fire. Look at California (sadly). Nice try GM. :)

Oho? Are they not unprotected flames? :)

Severe Wind wrote:
In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.


Gust of Wind is 50 mph+ so maybe a chance above the canopy?
But maybe it can cause it to be worse as well. Your call.

Edit: The rules favor your position. :)
252 points of total damage is still a lot from one spell.

Dark Archive

Cleric 13 | HP:120/120 | AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +19 | Perception: +20| Init: +4

I’m good with whatever you decide to rule. I’m just curious about this line:

‘Immediately upon completion of the spell, and once per round thereafter’

If the timing of the spell works like, say, Enlarge person, then that line does not need to exist, because call lightning storm is following the regular spell rules. So, I was wondering if it was an exception to the normal rules.

Either way, it’s the spell I’m casting and the action I’m taking.


@Kasimir - The point of that line is allow you a lightning bolt at the end of your casting without spending another standard action. It does prevent you from doubling up as the GM has noted. Strange wording for an unusual spell.

The thought has occurred to me that we can all start summoning our own dinosaurs and have a dinosaur battle royale. :)

Another random thought was the pairing of the pirates and dinosaurs in one adventure. They are separated here but pirates riding/paired up with dinosaurs would be really cool. I know that is nonsensical but thematically it could work well.

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End

You get a bolt per round, so rather than have you spend an entire round casting and then still have to spend a standard to get a bolt, you get the first bolt for free and can spend your turn doing something else until next turn, when you have to spend an action to launch another. I don't know why they didn't just do like produce flame, other than maybe legacy text from previous editions, which were not very unified on mechanics.

Let me know if I missed anything in the latest post, there are a lot of interactions going on.

Dark Archive

Cleric 13 | HP:120/120 | AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +19 | Perception: +20| Init: +4

Is this roar the kind of thing that could be affected by bardic countersong?

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End

Unfortunately not. The roar is not a lingering attack as far as I can tell. I will doublecheck the rules to make sure, but I think only an ongoing sonic effect can be countersonged after the fact. If countersong was up when he roared, everyone could have used the Perform check in place of their save.


I agree with the GM.

People please try to do a lot more damage next round or people will wind up being Dino snacks. :)

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End

I trust in Yuri to handle some of that. :)


Absolutely. The last battle was a total cakewalk so a little struggle is alright. Of course this is much easier to say when your character is not in the jaws of a mighty t-rex. ;)

Edit - First Dino kill goes to Yuri. Good job.

Liberty's Edge

Medium Male CG Dwarf Barbarian (chained) 12/Fighter 1 | HP 142/142 (raging 184/194) | AC 27 (29) T 15 (13) FF 24 (26) | CMB +19 (22), CMD 32 (33) +3 vs Sunder, +4 vs Bull Rush & Trip| F +19 (23), R +11, W +8 (11) | Init +6 | Perc +16 (+2 stonework) & darkvision SM +0 | Speed 30' | Active Conditions: None | Constant: Combat Reflexes, DR 2/-, Imp. Uncanny Dodge

GM, Yuri had delayed on round 1 until a foe came within his 20' reach, so the attacks I've just posted are his round 1 attacks. The AoOs posted, on the other hand, are posted now for any possible attacks that may be directed towards Yuri (or other AoO chances, like movement within 20' of him), before his next turn.

Liberty's Edge

Medium Male CG Dwarf Barbarian (chained) 12/Fighter 1 | HP 142/142 (raging 184/194) | AC 27 (29) T 15 (13) FF 24 (26) | CMB +19 (22), CMD 32 (33) +3 vs Sunder, +4 vs Bull Rush & Trip| F +19 (23), R +11, W +8 (11) | Init +6 | Perc +16 (+2 stonework) & darkvision SM +0 | Speed 30' | Active Conditions: None | Constant: Combat Reflexes, DR 2/-, Imp. Uncanny Dodge
Grandmaster TOZ wrote:
I trust in Yuri to handle some of that. :)

Just tried to do my part. :-) Not the greatest die rolls but still...

Liberty's Edge

Medium Male CG Dwarf Barbarian (chained) 12/Fighter 1 | HP 142/142 (raging 184/194) | AC 27 (29) T 15 (13) FF 24 (26) | CMB +19 (22), CMD 32 (33) +3 vs Sunder, +4 vs Bull Rush & Trip| F +19 (23), R +11, W +8 (11) | Init +6 | Perc +16 (+2 stonework) & darkvision SM +0 | Speed 30' | Active Conditions: None | Constant: Combat Reflexes, DR 2/-, Imp. Uncanny Dodge
Grandmaster TOZ wrote:
Unfortunately not. The roar is not a lingering attack as far as I can tell. I will doublecheck the rules to make sure, but I think only an ongoing sonic effect can be countersonged after the fact. If countersong was up when he roared, everyone could have used the Perform check in place of their save.

Yep, I have a PC who has made a lot of use of countersong and that's also how I would interpret the rules.

Liberty's Edge

Medium Male CG Dwarf Barbarian (chained) 12/Fighter 1 | HP 142/142 (raging 184/194) | AC 27 (29) T 15 (13) FF 24 (26) | CMB +19 (22), CMD 32 (33) +3 vs Sunder, +4 vs Bull Rush & Trip| F +19 (23), R +11, W +8 (11) | Init +6 | Perc +16 (+2 stonework) & darkvision SM +0 | Speed 30' | Active Conditions: None | Constant: Combat Reflexes, DR 2/-, Imp. Uncanny Dodge

GM, how far beneath Yuri are the dinos? If Yellow is still in the same position next round, could Yuri attack it with his 20' reach, or would he need to descend the ziggurat? And if he does need to come down to get to them, what would be required to descend (he doesn't have Fly or Air walk active).

Silver Crusade

Male Half Elf -Paladin 12 AC29/T13(15) /F28/CMD28| Hp 110/112 | Fort:+20;Ref:+15;Will+17 |Percept.+10 | Init.+3. { } ( div bond 0/2 used, smite for 1/6 used. Hands 6d6 1/15 used) { div fav+3, resist fire/30 und align, longstrider20', resist poison, life bubble }

Unfortunately neutral creatures (animals) are not the forte' of a paladin. So Omrax will not be providing much punch against these (even if he wasn't already grabbed).

Also, on a delayed action, doesn't the creature get to finish its action before a delayed full attack?
vs a readied action where you get to interrupt and take the single swing before the creature finishes its attack? Or is that part of the Come-n-get-me special case? (I am not as familiar with the ability)

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End

I'm ruling that the dinos have to climb the ziggurat to reach Yuri. The pinnacle is 40ft above the floor, so even gargantuan plus 20ft of reach is stretching it. Otherwise Red would have taken a bite from below and triggered CAGM.

Omrax the Bold wrote:

Also, on a delayed action, doesn't the creature get to finish its action before a delayed full attack?

vs a readied action where you get to interrupt and take the single swing before the creature finishes its attack? Or is that part of the Come-n-get-me special case? (I am not as familiar with the ability)

Yuri did delay until after Red went. Unfortunately, with the 1/4 movement to climb the ziggurat, I eyeballed it as a doublemove even with the 40ft move speed of the t-rex, crossing Yuri's 20ft reach. Yuri also get to take AoOs triggered by enemy attacks with CAGM, which do interrupt the attack.


@Grandmaster TOZ - What can you see from the Pinnacle of the ziggurat?
Does the canopy stretch right up to this structure or would it provide a reasonable view of the battle map?

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End

Anyone on top of the ziggurat can see down the sides, but the canopy blocks sight past that. The branches of the jungle trees have grown thick together, covering the entire map up to that point.

Dark Archive

Cleric 13 | HP:120/120 | AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +19 | Perception: +20| Init: +4

Just curious, Omrax, what does the EO stand for in your longsword?

Silver Crusade

Male Half Elf -Paladin 12 AC29/T13(15) /F28/CMD28| Hp 110/112 | Fort:+20;Ref:+15;Will+17 |Percept.+10 | Init.+3. { } ( div bond 0/2 used, smite for 1/6 used. Hands 6d6 1/15 used) { div fav+3, resist fire/30 und align, longstrider20', resist poison, life bubble }

Evil Outsider Bane. :)

Liberty's Edge

CG Half-Elf Summoner 12 ( HP 62/87 | AC 14 (T12, FF12) | CMD 22 | Fort +11, Ref +11, Will +14 | Init +4 | Perception +1 | Speed 30 | 1st - 5/7, 2nd - 6/7, 3rd - 5/6, 4th - 4/5 | SM VI - 10/10 | Buffs: over. flight, delay poison, life bubble )
Seaward Gull:
( HP 85/85 | AC 41 (T12, FF39) | CMD 36 | Fort +9, Ref +9 (evasion), Will +5 | Init +4 | Perception +20 | Speed 40 | Buffs: mage armor (12 hrs), barkskin (2 hrs), shield, evolution surge, life bubble, delay poison )

Why did Omrax have to drop his sword?

Or does he have a heavy shield?
Your equipment list just says 'quick shield' ... which isn't a thing =)

Liberty's Edge

Male Human Druid (Menhir Savant) 13
Active Conditions:
Rune,Resist Fire,Electricity 30, Fly, Air Elemental (M), Mage Armor, Barkskin,Life Bubble, Deadeye Lore, Hunter Blessing, Remove Sickness 2h10 min
HP 133/133 | AC 34 T 19 FF 24 DR 5/-| CMB +12 CMD 31 | F +15 R +15 W +19| INIT +13| PER +28/+31 +30/+33 Bright Light, DV 60' SM+7|Fly 60' +20+27|Immune to Crit, Sneak, Bleeding, Poison , Breathing Air|Improved Evasion (when flying)
Daily Resources:
Spell Staff 1/1,Shape 4/5, Place Magic 6/10,Hawkeye 10/10, Walk 4/7, Empty Body 13/13. Rune 0/1, Pearls 1st 2/3, Rods Intensify 3/3, Extend 2/3 |Spells 1st 5/7 2nd 5/7 3rd 4/7 4th 3/6 5th 4/5 6th 3/4 7th 2/3

I will post my action fairly early tomorrow morning. I just want to see who is left standing and it is getting late here.

Silver Crusade

Male Half Elf -Paladin 12 AC29/T13(15) /F28/CMD28| Hp 110/112 | Fort:+20;Ref:+15;Will+17 |Percept.+10 | Init.+3. { } ( div bond 0/2 used, smite for 1/6 used. Hands 6d6 1/15 used) { div fav+3, resist fire/30 und align, longstrider20', resist poison, life bubble }

My understanding is that you cannot use both hands while grappled, so I am assuming his arm with the quick-draw light shield is held by the maw. I may be misinterpreting this (or have seen it played this way). Like handing his longsword to his off-hand, which he normally could, would be using both hands.

If he is swallowed, his longsword will not be of much good. Not wanting to be dropped inside the dead beast. Once he gets out he will have a greatsword or other weapons to draw.

Omrax has been and seen allies swallowed by a purple worm and voracious plants before, and remembers it is not a pleasant experience.

Liberty's Edge

Medium Male CG Dwarf Barbarian (chained) 12/Fighter 1 | HP 142/142 (raging 184/194) | AC 27 (29) T 15 (13) FF 24 (26) | CMB +19 (22), CMD 32 (33) +3 vs Sunder, +4 vs Bull Rush & Trip| F +19 (23), R +11, W +8 (11) | Init +6 | Perc +16 (+2 stonework) & darkvision SM +0 | Speed 30' | Active Conditions: None | Constant: Combat Reflexes, DR 2/-, Imp. Uncanny Dodge

GM, if none of the dinosaurs are within 20' of Yuri when his next turn comes around, will you let me know what he would need to do to come down from the ziggurat to attack them? Can he climb down in his current Large form and if so, what's the DC? Is jumping an option?

Shadow Lodge

Table Maps | Passing the Torch | Slaver's End
Terrain wrote:

The patches of green vegetation shown on the map

are tight clusters of plants. Treat these patches as difficult
terrain to creatures of size Large or smaller. The jungle
canopy, 30 feet off the ground, is thick enough that creatures
on the ground have total concealment from those above. Only
the top of the pyramid juts above this canopy. The stairs and
the sides of the pyramid are exceedingly steep. Creatures
climbing the stairs move at one-quarter their normal speed.
They can increase this to half speed with a successful DC 25
Acrobatics check. A creature at the top of the pyramid can
roll down the side as a part of their movement, taking 4d6
points of bludgeoning damage and then landing prone at the
pyramid’s base.

Silver Crusade

Male Half Elf -Paladin 12 AC29/T13(15) /F28/CMD28| Hp 110/112 | Fort:+20;Ref:+15;Will+17 |Percept.+10 | Init.+3. { } ( div bond 0/2 used, smite for 1/6 used. Hands 6d6 1/15 used) { div fav+3, resist fire/30 und align, longstrider20', resist poison, life bubble }

Or hide inside a dinosaur and terrain becomes irrelevant. :-)


Omrax the Bold wrote:


Omrax has been and seen allies swallowed by a purple worm and voracious plants before, and remembers it is not a pleasant experience.

This character has vivid memories of being swallowed whole by a Remorhaz while in Dire Tiger form. From then on he tends to stick to casting spells if he can.

I am glad that you did not have to experience the digestive track of the T-Rex. :)

Liberty's Edge

Medium Male CG Dwarf Barbarian (chained) 12/Fighter 1 | HP 142/142 (raging 184/194) | AC 27 (29) T 15 (13) FF 24 (26) | CMB +19 (22), CMD 32 (33) +3 vs Sunder, +4 vs Bull Rush & Trip| F +19 (23), R +11, W +8 (11) | Init +6 | Perc +16 (+2 stonework) & darkvision SM +0 | Speed 30' | Active Conditions: None | Constant: Combat Reflexes, DR 2/-, Imp. Uncanny Dodge
Grandmaster TOZ wrote:
Terrain wrote:

The patches of green vegetation shown on the map

are tight clusters of plants. Treat these patches as difficult
terrain to creatures of size Large or smaller. The jungle
canopy, 30 feet off the ground, is thick enough that creatures
on the ground have total concealment from those above. Only
the top of the pyramid juts above this canopy. The stairs and
the sides of the pyramid are exceedingly steep. Creatures
climbing the stairs move at one-quarter their normal speed.
They can increase this to half speed with a successful DC 25
Acrobatics check. A creature at the top of the pyramid can
roll down the side as a part of their movement, taking 4d6
points of bludgeoning damage and then landing prone at the
pyramid’s base.

Many thanks - I had somehow missed this.

Dark Archive

Cleric 13 | HP:120/120 | AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +19 | Perception: +20| Init: +4

Am I right to think someone will object to the animating of the dead?


Zombie or Skeleton? :)

Seriously I don't think it will fly with a Paladin in the party. I mean you can ask him...

Of course is it really any worse than summoning Devils to fight for the party?

Edit - Can we finish Rurat off this round? The novelty is starting to wear thin. :)

Dark Archive

Cleric 13 | HP:120/120 | AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +19 | Perception: +20| Init: +4

Skeleton, of course. They’re faster.

Kasimir’s spells: :

0: create water, detect magic, detect poison, guidance, light, stabilize
1: ???, cure light, hide from undead, *liberating command, murderous command, shield of faith
2: calm emotions, delay poison, fog cloud, lesser restoration, *resist energy
3: dispel magic, invisibility purge, *magic vestment, *communal resist energy, ???
4: dimensional anchor, **greater magic weapon x2, *divination
5: communal air walk, **break enchantment x2
6: heal,* summon monster VI, ???
7: summon monster VII
Domain: Command, *invisibility, *non-detection, *confusion, *false vision, mislead, screen
Can drop spells for evangelist spells

Bardic music rounds used: 2
Copycat uses used: 1

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