[PbP Gameday VIII] GM Irish202 #10-23: Passing the Torch: Who Speaks for the Ten (Inactive)

Game Master Irish202

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Jack wrote:
Jack clicks the heels of his winged boots and flies to a spot near the edge of the roof from which his bardic performance and discordant voice can benefit the entire team.

Jack, your token was between spaces, so I nudged into one. Feel free to adjust if another is desired.

Hugo wrote:
Zelekhut AOO on Valho's mount (he was within 10' melee range by decree 'Place it within melee distance.')

To place it within in melee distance of Vahlo, you would have had to summon it out of your line of sight, since he had descended twenty feet below the roof of the tower prior to your suprise round action. My presumption is that since this statement was made in the same reference to the astradaemon hiding, is that you would have placed it within 10 feet of the daemon; which will require me to move the summon token. The end result of your intention to AoO Vahlo's mount as he advances on Marcus will still be met, as the reach won't be an issue there.

Zelekhut wrote:
HALT! Heathen!

The inevitable's chains lash out at the ghostly mount, the damage from it causing the creature to dissolve into a blast of wispy mist. Surprisingly, Vahlo does not fall from the mount and remains hovering in the air. He continues advancing forward to perform his attack.

Hugo wrote:

MARCUS! Watch out!

Invoking a divine interference! -1 on attack of re-roll of sword strike

Hugo, you are out of range for your feat to work. Divine Interference requires that the enemy attacking an ally be within 30 feet of you. Due to the fact you are positioned on an elevated part of the roof that is 20 feet elevated from the edge plus Vahlo being 5 feet below the roof edge, Vahlo is about 40 feet away from you. (25 ft)^2 + (30 ft)^2 = c^2, c = 39.05 feet. The critical on Marcus will stand for now, if you wish to adjust actions.

Round 1:

Jack
Vahlo
Gerdur
Hugo
Charleston
Marcus (-86, 5 Negative Levels, Fort DC 27 vs Stun and Fort DC 26 vs Staggered)
Geatan (-30)

Fish-face (-17)

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur cries out in anger and leaps from the roof, his wings unfolding as he goes! He attacks the daemon first!

Earthbreaker! Power attacking: 1d20 + 21 ⇒ (13) + 21 = 34 for 1d10 + 28 ⇒ (10) + 28 = 38 damage! Evil Outsider bonus: 1d6 ⇒ 4 damage and counts as Good!

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

@GM - sounds right. Thanks for the adjustments. Sorry Marcus.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Zed the Zelekhut will engage the other outsider or Vahlo , whichever is closer in 10’ reach

Chain atk, bard: 1d20 + 17 + 3 ⇒ (14) + 17 + 3 = 34 for dmg, bard elec sonic: 2d6 + 1d6 + 1d6 + 7 ⇒ (1, 5) + (6) + (6) + 7 = 25
Chain atk, bard: 1d20 + 17 + 3 ⇒ (20) + 17 + 3 = 40 for dmg, bard elec sonic: 2d6 + 1d6 + 1d6 + 7 ⇒ (4, 1) + (4) + (2) + 7 = 18

Crit Chain atk, bard: 1d20 + 17 + 3 ⇒ (11) + 17 + 3 = 31 for dmg, bard elec sonic: 2d6 + 1d6 + 1d6 + 7 ⇒ (4, 2) + (4) + (3) + 7 = 20

can Hugo see both enemies and Marcus or below eaves?

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo assesses the situation and determines his optimal course of actions under the circumstances.

He flies forward 15' feet (move action,drawing a rod), gaining some altitude from the sloped roof.

Marcus, I was unable to save you, but will try as I might to aid you.

He calls upon Abadar for some divine healing.

channel: 8d6 ⇒ (6, 4, 6, 3, 2, 6, 6, 6) = 39 positive (standard, should reach Geatan and Marcus)

and then point his hand with holy symbol and calls a beam of searing light to spring forth towards Vahlo (swift-rod)

Abadar heal us and blast this heathen!

touch attack,bard: 1d20 + 15 + 5 ⇒ (9) + 15 + 5 = 29 on Vahlo

CL check?: 1d20 + 15 ⇒ (19) + 15 = 34 vs SR (if any)

Blast of light searing light: 10d6 ⇒ (6, 4, 6, 6, 6, 4, 4, 1, 4, 5) = 46

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

The whip snaps to a halt after flying a couple feet. Weapon Cord

That was quite the blow.

Marcus drifts upward, out of his enemies reach, before pulling the whip back to his hand.

Let's see if I can return the favor.

Wary of taking another pair of blows Marcus adopts his most defensive stance.

Fighting defensively, Combat Expertise

Be carves a trio of wounds into his arm before cracking his whip down at Vahlo.

Attack, Haste, Good Hope, High Ground, Inspire Courage 3, Masochism, Fighting Defensively, Combat Expertise, Negative Levels: 1d20 + 26 + 1 + 2 + 1 + 3 + 2 - 3 - 3 - 5 ⇒ (4) + 26 + 1 + 2 + 1 + 3 + 2 - 3 - 3 - 5 = 28

Damage, Good Hope, Inspire Courage, Masochism, Discordant Voice: 1d3 + 14 + 3 + 2 + 5 + 1d6 ⇒ (2) + 14 + 3 + 2 + 5 + (2) = 28

Almost forgot
Fort: 1d20 + 17 ⇒ (6) + 17 = 23
Fort: 1d20 + 17 ⇒ (3) + 17 = 20
+4 if it's a pain effect, otherwise I just did exactly none of that.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

I don't know how many malus i do have in this fight so can you help me with this gm?

You have trained a good time. Vahlo.

Why he doesn't have a cloak of wind? That his my weakness.

first attack: 1d20 + 36 + 1 + 3 + 2 ⇒ (8) + 36 + 1 + 3 + 2 = 50
damage: 1d8 + 29 + 2 + 3 + 1d8 + 29 + 2 + 3 ⇒ (1) + 29 + 2 + 3 + (4) + 29 + 2 + 3 = 73 and 2d6 ⇒ (1, 4) = 5 of fire and 2d6 ⇒ (4, 1) = 5of sonic.
second attack: 1d20 + 36 + 1 + 3 + 2 ⇒ (7) + 36 + 1 + 3 + 2 = 49
damage: 1d8 + 29 + 2 + 3 ⇒ (5) + 29 + 2 + 3 = 39 and 1d6 ⇒ 3 of fire and 1d6 ⇒ 3of sonic.

Third attack: 1d20 + 31 + 1 + 3 + 2 ⇒ (10) + 31 + 1 + 3 + 2 = 47
damage: 1d8 + 29 + 2 + 3 ⇒ (3) + 29 + 2 + 3 = 37and 1d6 ⇒ 5 of fire and 1d6 ⇒ 6of sonic.

Fourth attack: 1d20 + 26 + 1 + 3 + 2 ⇒ (2) + 26 + 1 + 3 + 2 = 34
dommage: 1d8 + 29 + 2 + 3 ⇒ (7) + 29 + 2 + 3 = 41and 1d6 ⇒ 2 of fire and 1d6 ⇒ 3of sonic.
haste attack: 1d20 + 36 + 1 + 3 + 2 ⇒ (3) + 36 + 1 + 3 + 2 = 45
damage: 1d8 + 29 + 2 + 3 ⇒ (2) + 29 + 2 + 3 = 36and 1d6 ⇒ 5 of fire and 1d6 ⇒ 1of sonic.

Inspire Courage: Allies gain a +3 competence bonus on attack and weapon damage rolls and a +3 morale bonus on saving throws vs charm and fear effects.
Discordant Voice:
Melee - Allies within 30ft of Jack deal an extra d6 points of sonic damage with successful weapon attacks. Damage stacks with other energy damage a weapon might deal.
Ranged - Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30ft of Jack.
Good Hope Allies have +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Ac is now 38.


Dice Rolling:
Gerdur Fly Check (DC 20): 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
Miss Chance Gerdur (Low Bad): 1d100 ⇒ 36
Fishy AoO vs. Gerdur: 1d20 + 23 ⇒ (16) + 23 = 39
Free Fishy Grab vs. Gerdur: 1d20 + 27 ⇒ (7) + 27 = 34
Bite Damage: 2d6 + 5 ⇒ (1, 2) + 5 = 8
Negative Energy Blast Damage: 10d6 ⇒ (4, 5, 1, 1, 2, 2, 1, 1, 5, 6) = 28
Hugo Concentration: 1d20 + 23 ⇒ (19) + 23 = 42
Charleston CL Check: 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 32
Fishy Will Save DC 22: 1d20 + 14 ⇒ (18) + 14 = 32
Marcus Fly Check to Hover DC 15: 1d20 + 9 + 4 + 2 - 4 ⇒ (19) + 9 + 4 + 2 - 4 = 30

Everyone please remember the weather penalties I mentioned earlier. Small sized creatures will need to make DC 20 Fly checks or be checked by the winds, and all ranged attacks/fly checks take a -4 penalty.

Gerdur wrote:
Gerdur cries out in anger and leaps from the roof, his wings unfolding as he goes! He attacks the daemon first!

Gerdur finds that he is only barely able to navigate through the blustering winds buffeting the roof as he darts forward to engage the daemon before him. As he moves forward, the daemon's unnaturally sinuous neck flashes out and bites Gerdur; draining away some of his life force along with damaging him! The daemon's jaws latch onto Gerdur, and drag him into the creature's embrace as it begins to grapple him!

Gerdur takes 8 points of bite damage and 1 negative level, and is grappled. This may affect your attack, due to grapple requirements for weapons. In the event you decide to continue with an attack, it will miss due to a concealment effect that is active on the daemon.

Zed the Zelekhut wrote:
Zed the Zelekhut will engage the other outsider or Vahlo , whichever is closer in 10’ reach

The inevitable's first lash misses Vahlo as it slashes through the air. Its second attack potentially strikes the man as a critical attack, but he uses his armor to soften the blow into a regular strike. However, as the second attack lands, Vahlo's triple-spired helm glimmers with an otherworldly light and blasts out a thirty-foot radius wave of damaging purple energy!

Normally would need a DC 25 Will save for half of 28 points of negative energy from all except Geatan and Charleston. Hugo's healing channel coming up will make it moot for everyone except Marcus, who might want to make the save to maximize his healing/damage ratio.

Hugo wrote:
He calls upon Abadar for some divine healing.

As Hugo calls upon his divine connection to Abadar, he feels a malign presence exuding from Vahlo that attempts to interfere with his ability! Fortunately, the power of Hugo's faith is able to resist the force and call upon the divine power. The priest of Abadar then fires off a ray of pure light at Vahlo, the spell arcing through the air and piercing through an unseen veil of resistance surrounding the man. As it is about to strike, however, the ray makes an abrupt 90-degree turn unnaturally and is absorbed into the stained blade held in Vahlo's hands! The blade now glows with a malevolent red light that pulses with an unseen rhythm.

Any attempts to channel energy, use a lay on hands ability, or cast a healing-subtype spell will require a DC 25 concentration check while within 30-feet of Vahlo.


**Botting Charleston**

Charleston weaves his hands to conjure forth abjurative magic energy, speaking several words of arcane power to shape it into his intention. He unleashes a blast of magic towards the daemon, puncturing the spell through the creature's spell resistance with the force of his will. The magic attempts to force the daemon from the Material Plane, the creature's form flickering briefly in and out of reality. Unfortunately, the daemon manages to maintain its grip on the Material and re-solidifies in place.

He casts dismissal from arcane spell slot.

Marcus wrote:

Almost forgot

Fort: 1d20 + 17 ⇒ (6) + 17 = 23
Fort: 1d20 + 17 ⇒ (3) + 17 = 20
+4 if it's a pain effect, otherwise I just did exactly none of that.

Marcus does exactly nothing of what he was intending as he becomes stunned for 3 rounds and staggered for 5 rounds! He still manages to maintain his elevation through his condition as he weapon continues to dangle down from his weapon cord.

Geatan wrote:
I don't know how many malus i do have in this fight so can you help me with this gm?

At the moment you would have -4 from the severe winds. You would also normally have an improved cover penalty...but rangers and improved precise shot makes GM's cry at night.

Geatan wrote:
You have trained a good time. Vahlo.

Geatan fires his volley of arrows through the whistling winds around him. The multi-shot attack that arrives first turns unnaturally at a sharp angle towards the man's buckler, then ricochets off of the shield and flies off into the distance! All of the other arrows except the fourth one land on Vahlo, causing him to grunt loudly as an odd black and red ichor begins to seep from his wounds. As time advances forward, the roiling thunderstorm intensifies and lets out a deafening thunderclap that blasts the roof with its sound as pouring rains begin to pelt the area!

Need a DC 25 Fortitude save from everyone to avoid becoming deafened for 1d6 ⇒ 4 rounds. The pelting rains now increase the ranged penalties to -6.

Round 2:

Need DC 25 Fortitude Save from all to avoid becoming deafened for 4 rounds

Jack
Vahlo (-126)
Gerdur (1 negative level, grappled)
Hugo
Charleston
Marcus (-47, Stunned 3 rounds, Staggered 5 rounds, 5 Negative Levels, DC 25 Will save for 1/2 of 28 damage)
Geatan
Fish-face (-12, grappling)

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo Fort : 1d20 + 20 ⇒ (11) + 20 = 31 to resist the thunder clap

The zelekhut has several immunities so I am not sure if SR or buffs needed or apply. Will roll and let you adjust as needed

Zed the inevitable Fort : 1d20 + 10 ⇒ (15) + 10 = 25

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Will: 1d20 + 13 ⇒ (20) + 13 = 33
Fort: 1d20 + 17 ⇒ (4) + 17 = 21

Well, I can't hear and I can't speak. Take my sight a few rounds and I'll have the trifecta.


I forgot to slip in the daemon's round 1 actions, will update after work.


Dice Rolling:

Bite: 1d20 + 23 ⇒ (7) + 23 = 30
Claw: 1d20 + 23 ⇒ (11) + 23 = 34
Claw: 1d20 + 23 ⇒ (8) + 23 = 31
Tail Slap: 1d20 + 18 ⇒ (4) + 18 = 22
Free Grab: 1d20 + 27 ⇒ (19) + 27 = 46
Damage: 2d6 + 2d8 + 1d12 + 17 - 12 ⇒ (2, 4) + (8, 3) + (9) + 17 - 12 = 31

The daemon releases Gerdur from its grasp, and then unleashes a flurry of attacks on him; landing four strikes that all drain further energy from the gnome's life-force! The daemon heals from the energy it drained and re-engages its grapple as well, once again restraining Gerdur in its embrace.

Gerdur takes 31 points of damage from 4 attacks after DR, gains 4 negative levels, and is re-grappled.

Round 2:

Need DC 25 Fortitude Save from all except Marcus/Hugo to avoid becoming deafened for 4 rounds

Jack
Vahlo (-126)
Gerdur (-31, 5 negative levels, grappled)
Hugo
Charleston
Marcus (-47, Stunned 3 rounds, Staggered 5 rounds, 5 Negative Levels, DC 25 Will save for 1/2 of 28 damage)
Geatan
Fish-face (Grappling)

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

Fortitude DC25: 1d20 + 15 ⇒ (12) + 15 = 27
Resonating Word's CL check vs astradaemon's SR?: 1d20 + 14 ⇒ (18) + 14 = 32

Jack avoids the worst of the thunderclap's effects.

Clutching his lesser quicken metamagic rod in his gloved hand, the bard wags a finger at the daemon, "Oh no you didn't!" He swiftly casts purging finale and with a flourish, immediately ends his bardic performance, removing the stunned condition on Marcus. (Swift Action)

The echoes of his song linger, still inspiring the team. (Lingering Performance) Then he points a finger at the astradaemon again and speaks a terrible resonating word of power, @#$% you, Daemon!", setting up potentially lethal vibrations in the foul creature. (Standard Action)
Round 1: Sonic Damage and Staggered for 1 round. Fortitude DC20 for half and negates staggered; SR: Yes: 5d6 ⇒ (4, 4, 6, 3, 6) = 23

Resonating Word:
The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails.
On the first round, the target takes 5d6 points of sonic damage and is staggered for 1 round. A successful save halves the damage and negates the staggered effect.
On the second round, the target takes 5d6 points of damage and is stunned for 1 round. A successful save halves the damage and negates the stunning effect.
On the third round, the target takes 10d6 points of damage and is stunned for 1d4+1 rounds. A successful save halves the damage and negates the stunning effect.
The resonating word has no power after the third round, even if the spell’s duration is increased.

Inspire Courage: Allies gain a +3 competence bonus on attack and weapon damage rolls and a +3 morale bonus on saving throws vs charm and fear effects.
Discordant Voice:
Melee - Allies within 30ft of Jack deal an extra d6 points of sonic damage with successful weapon attacks. Damage stacks with other energy damage a weapon might deal.
Ranged - Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30ft of Jack.
Good Hope Allies have +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Mirror Image - 8 Images


Dice Rolling:
Jack Concentration Check: 1d20 + 19 ⇒ (6) + 19 = 25
Fish Face Fort: 1d20 + 12 ⇒ (14) + 12 = 26
Bad but Good Touch: 7d6 ⇒ (1, 3, 4, 2, 6, 5, 4) = 25
Attacks vs. Marcus: 1d20 + 29 ⇒ (2) + 29 = 31
Attacks vs. Marcus: 1d20 + 24 ⇒ (2) + 24 = 26
Attacks vs. Marcus: 1d20 + 19 ⇒ (19) + 19 = 38
Attacks vs. Marcus: 1d20 + 14 ⇒ (9) + 14 = 23
Crit Confirm vs. Marcus: 1d20 + 19 + 4 ⇒ (5) + 19 + 4 = 28
Damage vs. Marcus: 1d4 + 7d6 + 5d8 + 12 - 5 ⇒ (3) + (5, 1, 2, 1, 1, 2, 2) + (5, 3, 2, 8, 6) + 12 - 5 = 48

As Jack casts his purging finale, he feels the oppressive aura emanating from Vahlo press against his magic; but the bard is able to push through the effect! The powerful word cast against the daemon damages it, but the creature resists its other effects...for now!

Jack, you will need concentration checks on your healing subtype spells when in his aura. All of the finale spells also have the healing subtype as well.

Vahlo quickly touches himself as his hand is wreathed in purple light, healing some of his wounds. He then unleashes a series of strikes against Marcus, with only one of them landing against him. As he strikes, Vahlo's blade is both wreathed in the malign purple energy...as well as the divine light that originally came from Hugo's searing light! Marcus' body is wracked from damage from blade, unholy, and holy sources in what can only be a terrible day for him! Vahlo then adjusts downward 5 feet through the air for better protection from the archer up on the roof.

Marcus takes 48 points of damage after DR, and will need another DC 27 Fortitude save to avoid being stunned for another 3 rounds. Vahlo now has total cover from roof people, except improved cover from Jack and Hugo.

Round 2:

Jack
Vahlo (-101)
Gerdur (-31, 5 negative levels, grappled, DC 25 Fort vs. Deaf)
Hugo
Charleston (DC 25 Fort vs. Deaf)
Marcus (-95, Staggered 4 rounds, 5 Negative Levels, DC 27 Fort Save vs. Stun x 3 rounds)
Geatan (DC 25 Fort vs. deaf)

Fish-face (-11, Grappling)

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

on business travel and posting from phone so cannot move map.

”Attack the outsider! “

The Zelekhut its assault on The grappling daemon

Zelekhut Lawful Chain: 1d20 + 5 + 17 ⇒ (7) + 5 + 17 = 29
for dmg, electric: 2d6 + 7 + 3 + 1d6 + 1d6 ⇒ (3, 2) + 7 + 3 + (5) + (5) = 25
trip Lawful Chain: 1d20 + 17 ⇒ (18) + 17 = 35 vs CMD

Zelekhut Lawful Chain: 1d20 + 5 + 17 ⇒ (20) + 5 + 17 = 42
for dmg, electric: 2d6 + 7 + 3 + 1d6 + 1d6 ⇒ (2, 1) + 7 + 3 + (2) + (6) = 21
trip Lawful Chain: 1d20 + 17 ⇒ (5) + 17 = 22 vs CMD

Z=AC24/115HP+DR10/Chaotic+SR20

Having lost sight of Vahlo , Hugo determines Marcus is in most dire need and moves in to cast heal on him

assuming not provoke due to cover and grappling

CL : 1d20 + 15 ⇒ (14) + 15 = 29 vs aura

And will use immediate to cast liberating command on gerdur

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Fort: 1d20 + 17 ⇒ (6) + 17 = 23

Helplessly drifting in the air Marcus is rocked by another blow from Vahlo, though Hugo's spell removes the damage and restores his senses. Ready to reengage, Marcus pulls his whip back to his hand.

Silver Crusade

Male Human Male Wizard 3, Cleric 3, Mystic Theurge 9 I HP: 125/125 I AC: 16, T: 12, FF: 14 I CMB: +6 CMD: 18 I Fort: 17 Ref: 13 Will: 24 I Init: +11 I Perc: +35 I Speed: 30’ Fly 40’ good I Active Conditions: Fire Resis-30, Ant Haul, Endure Ele., M. Armor, Darkvision, Overland Flight, Life Bubble, Blood-Boiling Pill (Role Play as Energy Drinks) I Sprite (Liminal Sprite) I HP: 62/62 I AC: 24, T: 15, FF: 19 I F: +9, R: +8, W: +12

Flying down to the opposite side of the Zelekhut to get a clear view. With all targets insight Charleston begins arcane chanting while using a white powder material component to enhance the spell.

Chain Lightning with dweomer's essence material component main target Vahlo's mount ref save dc 25, secondary targets Vahlo and daemon ref save dc 23
SR: 1d20 + 19 + 5 ⇒ (15) + 19 + 5 = 39
Chain Lightning: 15d6 ⇒ (2, 1, 1, 4, 4, 1, 5, 3, 4, 6, 4, 3, 1, 6, 4) = 49


Confirm Zelekhut 2nd attack: 1d20 + 5 + 17 ⇒ (4) + 5 + 17 = 26 Doesn't Confirm
Reflex Daemon: 1d20 + 19 + 5 ⇒ (20) + 19 + 5 = 44
Charleston Fort Save vs Deaf: 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38

Hugo wrote:
"Attack the outsider!"

Both of the inevitable's attacks land on the daemon, the zelekhut's infallible sight piercing the visual effect of the daemon's defenses. The inevitable's lashes don't appear to do much to the creature, the daemon's physical defenses reducing much of the damage. The inevitable's attempts to trip the daemon seem ineffective, as the flying daemon merely spins briefly in the air before reorienting upright!

Special feats or abilities are required to trip flying creatures.

Charleston wrote:
Chain Lightning with dweomer's essence material component main target Vahlo's mount ref save dc 25, secondary targets Vahlo and daemon ref save dc

Charleston's magic lashes out, its bolts of lightning attempting to wrack Vahlo and the daemon with its power. Vahlo merely laughs as he appears completely immune to the spell's damage, while the daemon surprisingly dodges much of the lightning despite clutching a wriggling gnome at the same time.

Vahlo's mount chortles with a neigh from another plane, as it was sent back due to the damage from the Zelekhut's attack from round 1. I redirected your primary target to the nearest available one, which would have been Vahlo...who is immune to electricity.

Round 2:

Jack
Vahlo (-101)
Gerdur (-31, 5 negative levels, grappled, DC 25 Fort vs. Deaf, Escape Artist with +20 Bonus)
Hugo
Charleston
Marcus (Staggered 4 rounds, 5 Negative Levels)
Geatan (DC 25 Fort vs. deaf)
Fish-face (-50, Grappling)

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Géatan Émond does a 5 foot into the air with his wing. If it doesn't help against Vahlo, he will attack the other outsider.

fort+good hope: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38 The Thunder doesn't affect as he as met Raginori.

first attack: 1d20 + 36 + 1 + 3 + 2 - 6 ⇒ (17) + 36 + 1 + 3 + 2 - 6 = 53
damage: 1d8 + 29 + 2 + 3 + 1d8 + 29 + 2 + 3 ⇒ (3) + 29 + 2 + 3 + (5) + 29 + 2 + 3 = 76 and 2d6 ⇒ (5, 1) = 6 of fire and [/dice]2d6[/dice]of sonic.
second attack: 1d20 + 36 + 1 + 3 + 2 - 6 ⇒ (15) + 36 + 1 + 3 + 2 - 6 = 51
damage: 1d8 + 29 + 2 + 3 ⇒ (2) + 29 + 2 + 3 = 36 and 1d6 ⇒ 5 of fire and 1d6 ⇒ 3of sonic.

Third attack: 1d20 + 31 + 1 + 3 + 2 - 6 ⇒ (3) + 31 + 1 + 3 + 2 - 6 = 34
damage: 1d8 + 29 + 2 + 3 ⇒ (2) + 29 + 2 + 3 = 36and 1d6 ⇒ 5 of fire and 1d6 ⇒ 1of sonic.

Fourth attack: 1d20 + 26 + 1 + 3 + 2 - 6 ⇒ (2) + 26 + 1 + 3 + 2 - 6 = 28
dommage: 1d8 + 29 + 2 + 3 ⇒ (4) + 29 + 2 + 3 = 38and 1d6 ⇒ 2 of fire and 1d6 ⇒ 5of sonic.
haste attack: 1d20 + 36 + 1 + 3 + 2 - 6 ⇒ (5) + 36 + 1 + 3 + 2 - 6 = 41
damage: 1d8 + 29 + 2 + 3 ⇒ (7) + 29 + 2 + 3 = 41and1d6 ⇒ 5of fire and 1d6 ⇒ 4of sonic.

Inspire Courage: Allies gain a +3 competence bonus on attack and weapon damage rolls and a +3 morale bonus on saving throws vs charm and fear effects.
Discordant Voice:
Melee - Allies within 30ft of Jack deal an extra d6 points of sonic damage with successful weapon attacks. Damage stacks with other energy damage a weapon might deal.
Ranged - Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30ft of Jack.
Good Hope Allies have +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Ac is now 38.


Dice Rolling:
Gerdur Fort Save: 1d20 + 20 - 5 ⇒ (19) + 20 - 5 = 34
Gerdur Escape Artist: 1d20 + 20 + 4 - 5 ⇒ (5) + 20 + 4 - 5 = 24
Bite vs. Marcus: 1d20 + 23 ⇒ (16) + 23 = 39
Claw vs. Marcus: 1d20 + 23 ⇒ (14) + 23 = 37
Claw vs. Marcus: 1d20 + 23 ⇒ (19) + 23 = 42
Tail vs. Marcus: 1d20 + 18 ⇒ (18) + 18 = 36
Free Grapple vs. Marcus: 1d20 + 27 ⇒ (8) + 27 = 35
Damage to Marcus after DR: 2d6 + 1d8 + 10 - 10 ⇒ (1, 5) + (6) + 10 - 10 = 12

**Botting Activated**

Hugo's command, while infused with the divine authority of Abadar, doesn't seem sufficient to grant Gerdur the ability to break from the daemon's embrace. Finding himself in an increasingly uncomfortable position, he clicks he boots together; causing him to vanish with a pop of displaced air, and resulting in him appear behind Hugo up on the roof.

Standard action to activate boots of escape.

Geatan wrote:
Géatan Émond does a 5 foot into the air with his wing.

As long as you diagonally 5-foot upwards and towards Vahlo, that should be enough clearance to reduce to improved cover (e.g. ignored cover with feats).

Geatan fires another fusillade of arrows at Vahlo, the projectiles almost cannily curving in flight to arc around the annoying eave of the roof. Vahlo deflects the multi-shot with his shield, with the following and last attack landing on him.

The daemon, now lacking a gnomish target, orients on Marcus and unleashes a flurry of attacks on him! It manages to land a bite and a claw, the daemon latching onto him with its bite attack and draining away more of his life force!

Marcus takes 12 points of damage after DR, gains 2 more negative levels, and is grappled.

Round 3:

Jack
Vahlo (-185)
Gerdur (-31, 5 negative levels)
Hugo
Charleston
Marcus (-12, Staggered 4 rounds, 7 Negative Levels, grappled)
Geatan
Fish-face (-50, grappling)

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

Resonating Word Round 2: Sonic Damage and Stunned for 1 round. Fortitude DC20 for half and negates stunned: 5d6 ⇒ (4, 3, 3, 6, 3) = 19

As the terrible lethal vibrations continue to wrack the astradaemon, the bard resumes his song, still inspiring the team. (Swift Action)

"Maybe this will work." Calling upon the spell-like abilities of an azata-blooded aasimar, Jack casts glitterdust at the astradaemon. Careful to avoid Marcus and hoping to mitigate the creature's concealment and possibly blind it, as well, the spell erupts in a cloud of golden particles, covering the daemon. [Will DC17 negates (blinding only); SR: No] (Standard Action)

Resonating Word:
The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails.
On the first round, the target takes 5d6 points of sonic damage and is staggered for 1 round. A successful save halves the damage and negates the staggered effect.
On the second round, the target takes 5d6 points of damage and is stunned for 1 round. A successful save halves the damage and negates the stunning effect.
On the third round, the target takes 10d6 points of damage and is stunned for 1d4+1 rounds. A successful save halves the damage and negates the stunning effect.
The resonating word has no power after the third round, even if the spell’s duration is increased.

Inspire Courage: Allies gain a +3 competence bonus on attack and weapon damage rolls and a +3 morale bonus on saving throws vs charm and fear effects.
Discordant Voice:
Melee - Allies within 30ft of Jack deal an extra d6 points of sonic damage with successful weapon attacks. Damage stacks with other energy damage a weapon might deal.
Ranged - Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30ft of Jack.
Good Hope Allies have +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Mirror Image - 8 Images


Dice Rolling:

Will Save Daemon: 1d20 + 14 ⇒ (15) + 14 = 29
Bad Good Touch: 7d6 ⇒ (1, 6, 4, 1, 4, 4, 2) = 22
Lunge Attack vs. Hugo: 1d20 + 29 - 4 ⇒ (1) + 29 - 4 = 26
Lunge Attack vs. Hugo: 1d20 + 24 - 4 ⇒ (20) + 24 - 4 = 40
Lunge Attack vs. Hugo: 1d20 + 19 - 4 ⇒ (9) + 19 - 4 = 24
Lunge Attack vs. Hugo: 1d20 + 14 - 4 ⇒ (15) + 14 - 4 = 25
Crit Confirm: 1d20 + 24 + 4 - 4 ⇒ (15) + 24 + 4 - 4 = 39
Damage (Crit): 2d4 + 24 + 4d6 + 14d6 ⇒ (2, 1) + 24 + (3, 2, 1, 6) + (1, 6, 2, 3, 6, 5, 2, 3, 5, 3, 2, 5, 4, 1) = 87
Damage (2nd Attack): 1d4 + 12 + 4d6 ⇒ (2) + 12 + (1, 6, 3, 4) = 28

Jack wrote:
"Maybe this will work." Calling upon the spell-like abilities of an azata-blooded aasimar, Jack casts glitterdust at the astradaemon.

The daemon covers its eyes in time to avoid the blinding part of Jack's spell, though the creature is now coated in a scintillating layer of shiny dust. Oddly enough, the visual effect causing the daemon's blurriness now reflects the glitterdust; causing the creature to flicker back and forth like an abyssal disco ball!

Unfortunately glitterdust does not negate the miss chance caused by the effect protecting the daemon.

Vahlo touches himself again, causing a brief flare of purple energy to heal some of his wounds. He adjusts upward five feet, then suddenly begins lunging upwards to attempt to strike Hugo with an abruptly increased range of reach! The false Decemvirate surprises Hugo with a critical strike and another lesser one when least expected, the first strike of the blade conducting the damaging purple light to wrack Hugo's frame!

Barring any reactive actions Hugo will take 41 physical piercing damage, 26 fire damage, and 48 negative energy damage (115 total). Will need Fort DC 27 vs Stun (3 rounds) and Fort DC 26 vs Staggered (5 rounds). Any weapon Hugo is carrying is also disarmed and will fall to the roof edge.

Round 3:

Jack
Vahlo (-163)
Gerdur (-31, 5 negative levels)
Hugo (-115, Fort DC 27 vs Stun and Fort DC 26 vs Staggered)
Charleston
Marcus (-12, Staggered 3 rounds, 7 Negative Levels, grappled)
Geatan

Fish-face (-50, grappling)

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

The aasimar frowns when his glitterdust fails to have the intended effect on the astradaemon.

Knowledge (arcana) DC20 + Spell Level to determine a spell effect in place: 1d20 + 21 ⇒ (6) + 21 = 27 "I think the daemon is using ___________ to avoid most of our attacks."

"Ouch!" Jack winces when Vahlo's blade nearly snuffs out Hugo's life. The cleric likely can't survive another attack from Vahlo.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will react with a divine interference on the first attack.

”Abadar deflect his strike! “ reroll first successful (20) attack at -2
Sacrifice delay poison spell

will roll saves and resistances here anyway. He has 10 resist to negative energy and 30 resist fire.

Fort, Hope : 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
Fort, hope : 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27

will wait to post pending results.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

The Zelekhut will adjust and continue to strike the daemon with its chains

Zelekhut Lawful Chain, hope bard: 1d20 + 17 + 2 + 3 ⇒ (11) + 17 + 2 + 3 = 33
for dmg, electric, sonic: 2d6 + 7 + 5 + 1d6 + 1d6 ⇒ (2, 3) + 7 + 5 + (1) + (6) = 24
trip Lawful Chain: 1d20 + 17 ⇒ (20) + 17 = 37 vs CMD

Zelekhut Lawful Chain, hope bard: 1d20 + 17 + 2 + 3 ⇒ (12) + 17 + 2 + 3 = 34
for dmg, electric, sonic: 2d6 + 7 + 5 + 1d6 + 1d6 ⇒ (1, 6) + 7 + 5 + (6) + (3) = 28
trip Lawful Chain: 1d20 + 17 ⇒ (7) + 17 = 24 vs CMD

Z=AC24/115HP+DR10/Chaotic+SR20

Silver Crusade

Male Human Male Wizard 3, Cleric 3, Mystic Theurge 9 I HP: 125/125 I AC: 16, T: 12, FF: 14 I CMB: +6 CMD: 18 I Fort: 17 Ref: 13 Will: 24 I Init: +11 I Perc: +35 I Speed: 30’ Fly 40’ good I Active Conditions: Fire Resis-30, Ant Haul, Endure Ele., M. Armor, Darkvision, Overland Flight, Life Bubble, Blood-Boiling Pill (Role Play as Energy Drinks) I Sprite (Liminal Sprite) I HP: 62/62 I AC: 24, T: 15, FF: 19 I F: +9, R: +8, W: +12

Flying below the action close to the tower and up next to Marcus and Hugo avoiding Vahlo's reach. When matching the height of the two and reaching out his hands.

" One way trip slightly out of danger! Well if your willing..... no I don't think you want to stay right here. I'll cover you until your ready to go back in."

Defensively casting Dimension Door from his Wizard spell list. Concentration check cannot fail DC 23 for 4th level spell.
Cast Defensively: 1d20 + 22 ⇒ (11) + 22 = 33

Teleporting onto the top of the tower near Géatan rotating the landing to place the others farther away from danger.

I will do this regardless on my turn even if Hugo moves before I get there to help Marcus. Will Move map markers once I know what Hugo is doing / my turn.


Jack wrote:

Resonating Word Round 2: Sonic Damage and Stunned for 1 round. Fortitude DC20 for half and negates stunned: 5d6 ⇒ (4, 3, 3, 6, 3) = 19

GM, I think this got overlooked.

Missed Fortitude Save: 1d20 + 12 ⇒ (7) + 12 = 19

Do GM's get re-rolls? XD

The building vibrations within the daemon reverberate strongly, causing the creature to drop Marcus from its grasp!

Jack wrote:
"I think the daemon is using displacement to avoid most of our attacks."
Hugo wrote:

Hugo will react with a divine interference on the first attack.

"Abadar deflect his strike!" reroll first successful (20) attack at -2

Re-Rolled Attack: 1d20 + 24 - 4 - 2 ⇒ (14) + 24 - 4 - 2 = 32

The force of Abadar's power softens the blow inflicted against Hugo, converting the attack from a critical strike to a regular one instead!

Adjusting from the conversion, damage is now 29 physical, 40 negative energy, and 26 fire; total 59 after resistances. The disarming and staggering effect no longer apply, your first fortitude save is sufficient to pass on the stunning effect.

Zed the Zelekhut wrote:
The Zelekhut will adjust and continue to strike the daemon with its chains

Both of its blows land on the stunned daemon, dealing the creature a bit of damage that manages to get past its defenses!

The daemon takes 37 points after DR and resistances.

Round 3:

Jack
Vahlo (-163)
Gerdur (-31, 5 negative levels)
Hugo (-59) and friend
Charleston
Marcus (-12, Staggered 3 rounds)
Geatan

Fish-face (-106, stunned 1 round)

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo sighs with relief despite the considerable pain.

Abadar prevails! Now heal the injuries not prevented!

He steps (fly) back 5' and calls upon Abadar to channel positive healing into him and his allies (excluding the two enemies if it matters)

Concentrate: 1d20 + 18 + 5 ⇒ (7) + 18 + 5 = 30 vs Aura?

channel: 8d6 ⇒ (1, 2, 3, 6, 3, 6, 4, 1) = 26

Hanging onto his quicken spell rod, he casts spear of purity at the daemon.

CL: 1d20 + 15 ⇒ (10) + 15 = 25 vs SR

He launches a quick bolt of white light range touch,bard: 1d20 + 12 + 5 ⇒ (19) + 12 + 5 = 36
for light: 10d6 ⇒ (2, 4, 3, 5, 1, 3, 3, 4, 5, 4) = 34 vs Evil Outsider.

Ready for emergency evac! he nods to Charleston.

The above rolls do not include bard or good hope on contentration/CL checks...if they apply

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

It is more easy than i thought., realises Gaétan as he attack Vahlo.

first attack: 1d20 + 36 + 1 + 3 + 2 - 6 ⇒ (8) + 36 + 1 + 3 + 2 - 6 = 44
damage: 1d8 + 29 + 2 + 3 + 1d8 + 29 + 2 + 3 ⇒ (3) + 29 + 2 + 3 + (3) + 29 + 2 + 3 = 74 2d6 ⇒ (6, 4) = 10 of fire and 2d6 ⇒ (1, 5) = 6of sonic.
second attack: 1d20 + 36 + 1 + 3 + 2 - 6 ⇒ (11) + 36 + 1 + 3 + 2 - 6 = 47
damage: 1d8 + 29 + 2 + 3 ⇒ (6) + 29 + 2 + 3 = 40 and 1d6 ⇒ 6 of fire and 1d6 ⇒ 3of sonic.

Third attack: 1d20 + 31 + 1 + 3 + 2 - 6 ⇒ (13) + 31 + 1 + 3 + 2 - 6 = 44
damage: 1d8 + 29 + 2 + 3 ⇒ (8) + 29 + 2 + 3 = 42and 1d6 ⇒ 2 of fire and 1d6 ⇒ 1of sonic.

Fourth attack: 1d20 + 26 + 1 + 3 + 2 - 6 ⇒ (5) + 26 + 1 + 3 + 2 - 6 = 31
dommage: 1d8 + 29 + 2 + 3 ⇒ (4) + 29 + 2 + 3 = 38and 1d6 ⇒ 2 of fire and 1d6 ⇒ 1of sonic.
haste attack: 1d20 + 36 + 1 + 3 + 2 - 6 ⇒ (6) + 36 + 1 + 3 + 2 - 6 = 42
damage: 1d8 + 29 + 2 + 3 ⇒ (1) + 29 + 2 + 3 = 35and 1d6 ⇒ 5of fire and 1d6 ⇒ 5of sonic.

Inspire Courage: Allies gain a +3 competence bonus on attack and weapon damage rolls and a +3 morale bonus on saving throws vs charm and fear effects.
Discordant Voice:
Melee - Allies within 30ft of Jack deal an extra d6 points of sonic damage with successful weapon attacks. Damage stacks with other energy damage a weapon might deal.
Ranged - Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30ft of Jack.
Good Hope Allies have +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Ac is now 38.

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

With an oath Marcus gathers himself. Knowing that he has one of the few weapons that can fully harm the demon.

Not sure if I can keep this up. Grab my whip if I fall. The demon can't resist its powers.

After Charleston's teleport Marcus will move to the edge of the roof, keeping it between himself and the demon until he's ready to attack.

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur cries out in RAGE and flies/charges the daemon!

Charge, negative levels, Power attack: 1d20 + 21 - 5 + 2 ⇒ (17) + 21 - 5 + 2 = 35 for 1d10 + 28 ⇒ (3) + 28 = 31 Holy Adamantine damage plus expending a 3rd level spell slot to add 3d6 ⇒ (3, 4, 6) = 13 force damage to the charge!

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

I forgot my +5 to attack and damage from Jack, as well as the 1d6 ⇒ 1 sonic damage!


Gerdur wrote:
Gerdur cries out in RAGE and flies/charges the daemon!

The gnome's raging strike lands on the stunned daemon, dealing it a powerful blow!

Hugo wrote:
Abadar prevails! Now heal the injuries not prevented!

Hugo is able to power through the oppressive aura, his ability going off as intended.

Hugo wrote:
Hanging onto his quicken spell rod, he casts spear of purity at the daemon.

The spear of light flies true, but then ricochets off of an invisible force just inches from the daemon; the spell flying off into the distance above before dissipating harmlessly.

Unfortunately, the SR check was not high enough.

Geatan wrote:
It is more easy than i thought., realises Gaétan as he attack Vahlo.

Vahlo deflects the first multi-shot, but is then struck by 3 of the 4 subsequent attacks that follows. He staggers visibly after the 2nd arrow, and collapses after the 3rd! His body sags, and begins to slowly float down to the next roof below his position.

As this occurs, the floating disk of red energy above the roof the group is currently located on begins to fluctuate wildly; the magic giving off chaotic bolts of red lightning that arc through the air between Vahlo's descending corpse, his helmet, and the weapon his hand still clutches!

Arcana/Spellcraft (DC 25):
You recognize that Vahlo's ritual is now spiralling out of control, and that whatever he was intending has a very high possibility of discharging violent magical energy in a random direction; most likely causing a very large amount of damage to something wherever it lands. It is possible to control these wild magical energies, through potentially conventional and unconventional means.

You know that you will have one round of actions before something bad happens. You also know that everyone can attempt any kind of check, ability/spell use, or some other creative activity in order to mitigate/drain/prevent/stop the ritual blast from going off. Things that realistically will help will be easier, unrealistic things might be harder.

Round 4:

Jack
Vahlo (-282)
Gerdur (-5, 5 negative levels)
Hugo (-33) and friend
Charleston
Marcus (Staggered 2 rounds)
Geatan

Fish-face (-151, stunned 1 round)

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Watching the magic arc down

That doesn't look promising.

Marcus dives off the roof, thinking

Have to get that sword out of his hand.

but his jangling nerves stop him from reaching out.

free falling off the roof as far as I can without splatting myself on the ground. Hoping to disarm Vahlo next round.

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

Spellcraft DC25: 1d20 + 21 ⇒ (15) + 21 = 36
Resonating Word Round 3: Sonic Damage and Stunned for d4+1 rounds. Fortitude DC20 for half and negates stunned: 10d6 ⇒ (3, 1, 2, 6, 4, 4, 4, 5, 4, 6) = 391d4 + 1 ⇒ (4) + 1 = 5

The terrible lethal vibrations increase with a crescendo, continuing to wrack the astradaemon, and the bard inspires the team with his song.

Observing the floating disk of red energy above the roof beginning to fluctuate wildly and to give off chaotic bolts of red lightning that arc through the air between Vahlo's descending corpse, his helmet, and the weapon his hand still clutches, Jack warns everyone.

"Vahlo's ritual is spiraling out of control. Whatever he was intending has a very high possibility of discharging violent magical energy in a random direction; most likely causing a very large amount of damage to something wherever it lands. It's possible to control these wild magical energies, through potentially conventional and unconventional means."

"We have a few seconds (one round of actions) before something bad happens. All of us can attempt something (any kind of check, ability/spell use, or some other creative activity) to mitigate/drain/prevent/stop the ritual blast from going off. Things that realistically will help will be easier, unrealistic things might be harder."

Jack throughs caution to the wind and flies after the floating corpse of Vahlo. When he reaches the traitor, he removes the man's helmet, guessing it might provide some link in the ritual's chain.
UMD: 1d20 + 26 ⇒ (15) + 26 = 41

Resonating Word:

The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails.
On the first round, the target takes 5d6 points of sonic damage and is staggered for 1 round. A successful save halves the damage and negates the staggered effect.
On the second round, the target takes 5d6 points of damage and is stunned for 1 round. A successful save halves the damage and negates the stunning effect.
On the third round, the target takes 10d6 points of damage and is stunned for 1d4+1 rounds. A successful save halves the damage and negates the stunning effect.
The resonating word has no power after the third round, even if the spell’s duration is increased.

Inspire Courage: Allies gain a +3 competence bonus on attack and weapon damage rolls and a +3 morale bonus on saving throws vs charm and fear effects.
Discordant Voice:
Melee - Allies within 30ft of Jack deal an extra d6 points of sonic damage with successful weapon attacks. Damage stacks with other energy damage a weapon might deal.
Ranged - Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur screams again in incoherent rage and continues to smash that Daemon!

PA: 1d20 + 21 + 5 ⇒ (3) + 21 + 5 = 29 for 1d10 + 28 + 5 ⇒ (7) + 28 + 5 = 40 plus 1d6 ⇒ 3 sonic damage!
PA: 1d20 + 16 + 5 ⇒ (16) + 16 + 5 = 37 for 1d10 + 28 + 5 ⇒ (7) + 28 + 5 = 40 plus 1d6 ⇒ 1 sonic damage!
PA: 1d20 + 11 + 5 ⇒ (12) + 11 + 5 = 28 for 1d10 + 28 + 5 ⇒ (4) + 28 + 5 = 37 plus 1d6 ⇒ 4 sonic damage!

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo nods at Jack. Understood.

Hugo considers options, not sure how to dispel or contain the blast.

Apply any other changes or actions and then I will try to contain the blast if those are not successful.

He delays for other's attempts and then will try to encase the disk in a wall of stone (if that is possible) and flies back as far has he can afterwards.

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)
Jack wrote:
Jack throughs caution to the wind...

*EDIT* Jack throws caution to the wind...

Hate typos.


Jack wrote:

Jack throughs caution to the wind and flies after the floating corpse of Vahlo. When he reaches the traitor, he removes the man's helmet, guessing it might provide some link in the ritual's chain.

UMD: 1d20 + 26 ⇒ (15) + 26 = 41

Jack removes the helmet from Vahlo's head quite easily, the lightning continuing to arc from the ritual disk above; resulting in an odd vibrating sensation from the helmet now in the bard's hands. The man's corpse wavers for a brief moment after the helmet is removed, and actually shrinks down from a human appearance to that of a shriveled desiccated halfling! The stained sword clatters to the ground from the halfling's hands; the lighting from the ritual continuing to arc between the disk, helmet, and sword in an unusual light display.

Out of curiosity Jack, how would you roleplay your UMD check? What is your intent? Is your character attempting to control the item, or something else? If he is attempting to control it, if so how? Would he put it on to do so? You might be holding an artifact or something very powerful, so inquiring minds would love to know.

Gerdur wrote:
Gerdur screams again in incoherent rage and continues to smash that Daemon!

Miss Chance (Low Bad): 3d100 ⇒ (73, 19, 21) = 113

Gerdur is only able to land his first strike on the flickering, stunned daemon; though it certainly is looking exceptionally injured now!

Marcus wrote:
free falling off the roof as far as I can without splatting myself on the ground. Hoping to disarm Vahlo next round.

Marcus finds his job incredibly easy, as the sword is now laying on the surface of the roof below with a now mini-Vahlo's body next to it. In fact, he actually is able to pick it up if he wishes; his nerves settling for a brief moment as he lands.

Feel free to disregard the staggered condition for now, as this is more a roleplay challenge for this section. If you have the sword in your hands, what do you want to do with it? What is your intent? Lightning is still arcing to it, which kind of looks cool at the moment in an ominous way.

Round 4:

Jack (Pending Clarification)
Vahlo (-282)
Gerdur (-5, 5 negative levels)
Hugo (-33, delayed action) and friend
Charleston
Marcus (Staggered 2 rounds, pending clarification)
Geatan

Fish-face (-184, stunned 1 round)

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

Having removed the helmet from Vahlo's skull, he'd don it, attempting to use his skill with magic devices to activate it, in the hope that doing so would enable him to exercise some control over the ritual magic before all hope is lost.

Jack wrote:
Resonating Word Round 3: Sonic Damage and Stunned for d4+1 rounds. Fortitude DC20 for half and negates stunned: 10d6 ⇒ (3, 1, 2, 6, 4, 4, 4, 5, 4, 6) = 39 damage; d4 + 1 ⇒ (4) + 1 = 5 rounds stunned

Out of the corner of his eye, Jack glances back at the astradaemon, wondering how it's faring from the effects of his resonating word.


Jack wrote:
Having removed the helmet from Vahlo's skull, he'd don it, attempting to use his skill with magic devices to activate it, in the hope that doing so would enable him to exercise some control over the ritual magic before all hope is lost.

Thanks for the clarification! Could you possibly make me a Fortitude Save while you are at it?

Jack wrote:
Out of the corner of his eye, Jack glances back at the astradaemon, wondering how it's faring from the effects of his resonating word.

Look at you! Well, let's see...

1d20 + 12 ⇒ (4) + 12 = 16

The daemon appears to be jamming with the rhythm, because it is stunned for another round!

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

39 sonic damage and 5 more rounds stunned, at least based on the rolls.
Fortitude: 1d20 + 15 ⇒ (11) + 15 = 26

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo nods to Zed as the inevitable continues to strike the daemon with its chain arms.

Halt, heathen!

Zelekhut Lawful Chain: 1d20 + 17 + 5 ⇒ (10) + 17 + 5 = 32
for dmg, electric,sonic: 2d6 + 7 + 1d6 + 5 + 1d6 ⇒ (3, 6) + 7 + (1) + 5 + (5) = 27
trip Lawful Chain: 1d20 + 17 + 5 ⇒ (3) + 17 + 5 = 25 vs CMD

Zelekhut Lawful Chain: 1d20 + 17 + 5 ⇒ (7) + 17 + 5 = 29
for dmg, electric,sonic: 2d6 + 7 + 1d6 + 5 + 1d6 ⇒ (6, 3) + 7 + (4) + 5 + (3) = 28
trip Lawful Chain: 1d20 + 17 ⇒ (17) + 17 = 34 vs CMD
Z=AC24/115HP+DR10/Chaotic+SR20


Hugo Victor wrote:

Hugo nods to Zed as the inevitable continues to strike the daemon with its chain arms.

The inevitable slashes the daemon to pieces, the creature weakened enough by the rockin' tunes reverberating in its skull to fall to the chain-lashing attacks!

Jack wrote:
Fortitude: 1d20 + 15 ⇒ (11) + 15 = 26

Is that roll your final answer, or do you want to use a reroll of some kind?

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

If Jack fails the save, he'll cast saving finale as an immediate action to re-roll the save.
Re-Roll Fortitude, if necessary: 1d20 + 15 ⇒ (15) + 15 = 30

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Sword in hand Marcus tries to force the ritual's wild energy back in on itself.

UMD: 1d20 + 18 ⇒ (10) + 18 = 28

UMD, Reroll: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36

Marcus is trying to turn the explosion of the failed ritual into an implosion. That or if it's opening a portal direct the blast through the portal to whatever is waiting to come through.

Silver Crusade

Male Human Male Wizard 3, Cleric 3, Mystic Theurge 9 I HP: 125/125 I AC: 16, T: 12, FF: 14 I CMB: +6 CMD: 18 I Fort: 17 Ref: 13 Will: 24 I Init: +11 I Perc: +35 I Speed: 30’ Fly 40’ good I Active Conditions: Fire Resis-30, Ant Haul, Endure Ele., M. Armor, Darkvision, Overland Flight, Life Bubble, Blood-Boiling Pill (Role Play as Energy Drinks) I Sprite (Liminal Sprite) I HP: 62/62 I AC: 24, T: 15, FF: 19 I F: +9, R: +8, W: +12

On the ritual Knowledge Arcana: 1d20 + 25 ⇒ (4) + 25 = 29

Looking around with the city of Absalom in every direction and the Grand Lodge right bellow.

"The safest path to direct it is up!"

Flying up closer to the ritual while pulling out a handful of gold coins. Casting Fire Snake using the gold as a material component. A golden snake of fire appears in a bright flash from Charleston's staff. Starting right next to the disk and up past it circling around like a large spring after reaching its make length hissing and leaving behind a gold coil to try and help direct the energy upward.

Using Spellcraft and gold coins to augment fire snake and try to create an escape path of the energy of the ritual.

Spellcraft: 1d20 + 25 ⇒ (10) + 25 = 35

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Gaétan usés His arrows to disrupt the Lightning on the Weapon.

arcane: 1d20 + 25 ⇒ (8) + 25 = 33


The attempts by Geatan, Charleston, Marcus, and Jack appear to weaken some of the violent energy coming out of the ritual disk floating in the air. Abruptly, the energy seems to reach a critical point of destabilization as it quickly shrinks to a dense, blinding point of crimson light. The fabric of reality in the entire area of the spire seems to warp and weft as an unseen force seems to inexorably pull everything towards the point of light above! All of the individuals in the area, loose items and corpses, and chunks of the roof are irresistibly sucked into the light in the air; instantly vaporizing everything into a brief moment of nothingness!

The sensation of floating in an empty void for several seconds is accompanied by a violent feeling of being flung in a random direction at high speeds. Reality abruptly reasserts itself shortly thereafter as all of the vaporized objects and creatures are reassembled and dumped violently on the ground back in the Grand Lodge!

Vaporization/Flinging Damage: 2d6 + 2d6 ⇒ (6, 3) + (3, 5) = 17

Everyone takes 9 points of nonmagical bludgeoning damage and 8 points of electricity damage. Your above attempts to weaken the energy reduced the damage significantly!

In the brief second after reappearing, it becomes evident that the ritual has deposited everyone next to an obsidian black stone wall that winds its way through a pleasant garden path in the Grand Lodge. While difficult to see, the etched writing on the stone wall in the distance makes it evident that this is the Wall of Names, the monument to Pathfinders who have died in the past.

The corpse of the daemon is nowhere to be seen, while the shriveled halfling corpse of Vahlo lies slumped against the Wall to the north. The helmet worn on Jack's head and the stained sword in Marcus' hands still crackle slightly with the red energy, and both items are vibrating uncomfortably. Beyond these observations, nothing else appears out of the ordinary within sight.

Congratulations on defeating Vahlo! What does everyone want to do now?

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