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

Game Master Irish202

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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

Thanks. Now Let's learn about a mantis god.


The group passes through the gatehouse into the grounds of the Pagoda. The instant everyone passes the threshold, everyone experiences the sensation of something painfully being etched into their forehead; as an obnoxiously bright glowing symbol of crossed mantis claws spring into existence on everyone's head in a similar location as Marcus' rune. The ifrit does not develop the appearance of a second rune, but feels the sensation of something painful retracing the symbol already on his forehead underneath his disguise.

No one immediately seems to notice the blazingly bright magical symbols on the group, though it may draw notice should any further progress be made into the structure...

Navigating through the Pagoda will require additional Disguise checks from everyone except the one already done for Marcus. Alternatively the marks could be removed via magic, as well as Sleight of Hand or Stealth can be used to distract and/or avoid notice from guards/individuals in the building. Other potentially creative solutions are also acceptable.

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

Well, looks like we're all marked. Jack, I guess we need your skills again.

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 steers the team toward an unobtrusive corner of the compound and, looking around first to ensure they're unobserved, he works as quickly as possible to hide the unwelcome arcane marks.
Disguise on Géatan: 1d20 + 34 ⇒ (1) + 34 = 35
Disguise on Gerdur: 1d20 + 34 ⇒ (8) + 34 = 42
Disguise on Grussdottir: 1d20 + 34 ⇒ (12) + 34 = 46
Disguise on himself: 1d20 + 34 ⇒ (16) + 34 = 50


Jack wrote:
Jack steers the team toward an unobtrusive corner of the compound and, looking around first to ensure they're unobserved, he works as quickly as possible to hide the unwelcome arcane marks.

Jack is able to sufficiently conceal the marks, allowing the group to wander the Pagoda relatively freely. The Red Mantis and other individuals moving about the structure do not actively approach or accost the group unless extraordinarily overt actions are taken, as they seem to believe the group is just another band of templegoers. The grounds of the Pagoda contain meandering gardens and gazing ponds for contemplation, the paths amongst them bearing a smattering of comfortable looking benches for rest. Well-worn marble steps ascend to the Pagoda itself, debauching at an open-set of sturdy crimson colored doors adorned with a plethora of mantis motifs.

If entering the structure:
Inside the Pagoda is a massive entry foyer, relatively bare of any furniture with one exception. A crimson-colored desk sits several yards from the entrance, with a mildly bored looking elderly human woman seemingly serving as a receptionist sitting behind it while filing her nails; the woman appearing to ignore your presence unless you actively approach her. Multiple stairwells line the edges of the room, four at the corners of the building descending downwards and four at the midpoints of each side ascending upwards. The walls near the stairwells downward appear decorated with tapestries depicting pilgrims descending the stairs to kneel before a robed figure adorned with multiple eyes, the figure standing atop a body of water while holding a hand out in benediction. The stairwells that ascend to the upper levels of the Pagoda appear undecorated and lack any signage to indicate their purpose.

What do you do now?

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

In a low voice Marcus asks the group,

Front door again?

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

"No sense being silly now. Straight ahead, head down, right through any obstacles is the proper way to proceed." Gerdur murmurs.

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)

"In for a penny, in for a pound," Jack whispers via the message spell, fingers crossed.

The bard joins Marcus and Gerdur, ascending the well-worn marble steps and entering the Pagoda.

Since the elderly receptionist is ignoring them, he does the same to her, looking around at the sparsely furnished foyer, and considers where to head next: one of the four unadorned stairwells leading up or one of the four stairwells decorated with tapestries depicting pilgrims leading down.

"Looks like we pilgrims are meant to head downstairs. Shall we?" Jack suggests.

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

Always down it seems. Keep an eye out. Something seems... off.

Perception: 1d20 + 35 ⇒ (10) + 35 = 45


Perception (DC 26):
You will note that odd spirals that look like decorations on the walls near the tapestries are actually exceptionally tiny arcane markings of some kind. The spacing and layout of the runes seem to imply that some kind of magic effect has been placed on the stairwells.

Perception (DC 26) + Spellcraft (DC 26):
You will note that odd spirals that look like decorations on the walls near the tapestries are actually exceptionally tiny arcane markings of some kind. You believe the markings provide the effect of a permanent alarm spell, though they do not provide any indication on who the effect will alert or the manner of said notification. The magic here seems that it can be suppressed by dispel magic or similar effects, or bypassed by magics that conceal individuals from abjurations.

This particular effect cannot be suppressed/removed by Disable Device.

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

Marcus mutters to Jack,

The walls have a mark on them, something arcane. Any idea what it is?

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

Perception: 1d20 + 19 ⇒ (20) + 19 = 39

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)

Take 10 Perception for 34, DC26, or: 1d20 + 24 ⇒ (1) + 24 = 25
Take 10 Spellcraft for 30, DC26, or: 1d20 + 20 ⇒ (13) + 20 = 33

Jack takes a moment to locate and study the arcane marks that Gerdur already spotted.

"The odd spirals that look like decorations on the walls near the tapestries are actually exceptionally tiny arcane markings of some kind." Jack whispers. "I think the markings function like a permanent alarm spell, though I can't be sure who the effect will alert or the manner of said notification."

"You can't suppress or remove the effects by disabling the device, but it can be suppressed by dispel magic or something like that, or bypassed by magics that conceal individuals from abjurations. Anybody got those skills in their kit bag?"

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

Sorry, more a master of one type. I'm guessing we're going to have to plow forward and be on alert for the eventual ambush.

Marcus whispers back.


Marcus wrote:
Sorry, more a master of one type. I'm guessing we're going to have to plow forward and be on alert for the eventual ambush.

Descending down the stairwell the group does not notice anything unusual from the runes on the wall beyond them briefly glowing an iridescent color for several moments upon passing them. After descending several flights downward, an eerie silence settles over the stairwell; the silence clearly trending towards a supernatural source as everyone becomes unable to hear any sound, including their own noises and footsteps.

Moving cautiously around the bend of the stairwell, it appears to debauch in a chamber with the stairs ending in each of its four corners. A reflecting pool, several feet deep and filled with tranquil water, fills almost the whole room. An assortment of stone platforms rises above the water. On the central platform stands an enormous golden statue of a praying mantis, embedded with gems. The walls of the room are lined with scores of alcoves, some of which contain slumped humanoid figures. Six massive silver, bronze, and steel bells gently float above the waters of the room. They appear to be moving of their own accord, though their sound is inaudible with the odd silence that seems to cling to the stairwell area.

Standing on the placid waters of the pool appear to be six human figures, clad in the stylized armor marking them of the Red Mantis; though two of these figures seem to be much larger than the four others on the periphery. These Red Mantis are arrayed respectively around a large sized humanoid creature clad in a robe decorated with ceremonial sawtooth blades that barely clothes his bulbous fleshy frame; its dark skin folds bearing an unsettling number of continuously blinking and squinting eyes that dart in all directions. The creature appears to be the focus of the six Mantis in the room, the group watching the creature moving its hands in intricate and smooth motions.

Dice Rolling:

CoA Init: 1d20 + 7 ⇒ (5) + 7 = 12
GCoA Init: 1d20 + 4 ⇒ (13) + 4 = 17
MoP Init: 1d20 + 12 ⇒ (17) + 12 = 29

Please feel free to place your tokens on the Battle Map up in the handouts tab at the top of the page. You can start on either the bottom left or right stairwell. A silence effect pervades the stairwells, and your characters will note it ceasing the moment you leave them on the map. Everyone has up to two rounds of preparations if desired (keeping in mind the silence aura), please let me know if you wish to take longer than 2 rounds and I will adjust on my side appropriately.

It is my belief that the group is in sub-tier 14-15 at the moment. This adventure does have a hard mode option, I will act under the assumption that this is not desired unless their is unanimous desire to do otherwise. Please Roll Initiative; those who roll higher than a 17 may act immediately. Let me know if there are questions!

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

You've got the map set to view only; I can't place a token on it.

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)

Within the magical silence of the stairwell, Jack touches up the disguised arcane marks on everyone's forehead.
Take 10 Disguise checks for 44

The bard waits for his hardier teammates to take the lead into the chamber beyond.

Initiative: 1d20 + 9 ⇒ (9) + 9 = 18
Lore Master, Take 20 (Standard action) on Knowledge check to identify the large fleshy, many-eyed humanoid (Arcana/Local/Planes +18, Dungeon/Nature/Religion +17). GM discretion, what useful information to reveal.
No 'hard mode,' thank you.

What the hell is that large fleshy, many-eyed humanoid creature?

Observing the creature moving its hands in intricate and smooth motions, Jack adds a few complementary twerks of his own, not wishing to display open hostility just yet.
Swift Action, Bardic Performance (dance), Inspire Courage +3, Discordant Voice

Discordant Voice Sonic Damage:
Melee: Allies within 30 feet of Jack deal an extra 1d6 points of sonic damage with successful weapon attacks. This 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 30 feet of Jack.

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

Initiative: 1d20 + 7 ⇒ (15) + 7 = 22

Gerdur walks into the room, striding boldly without a shred of doubt or fear. He walks toward the giant figures and the creepy eye guy. He doesn't speak a word.

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

Initiative: 1d20 + 15 ⇒ (8) + 15 = 23

Marcus follows Gerdur into the room, whip loose at his side and stops 15 ft from the nearest Mantis, ready to attack if the situation turns hostile.

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

They can't hear us...ok!

Gaétan draws out a blue liquid and drinks it. (Str mutagen)

He shows his thumb into his air to transmit he understands.

init: 1d20 + 16 ⇒ (14) + 16 = 30


Dice Rolling:

Gruss Initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Blade Ranged Attacks @ +23 vs. Gerdur: 15d20 ⇒ (16, 10, 8, 10, 13, 12, 4, 17, 19, 15, 17, 20, 5, 20, 15) = 201
Critical Confirmations @ +23: 3d20 ⇒ (13, 10, 20) = 43
Blade Damage + Crit: 18d8 ⇒ (3, 7, 6, 3, 4, 3, 5, 8, 3, 7, 6, 4, 3, 1, 1, 3, 6, 2) = 75
Ice Damage vs. Gerdur: 15d6 ⇒ (2, 6, 5, 1, 5, 6, 5, 6, 3, 5, 1, 4, 3, 1, 6) = 59
Healing for Gerdur: 4d8 + 14 ⇒ (2, 1, 5, 4) + 14 = 26

As Gerdur, Marcus, and Géatan exit out of the stairwell, all sound immediately resumes around them. The bells throughout the room appear to be giving off a pleasant ringing sound that seems to dull and soften the senses as you listen to them.

Anyone who exits the stairwell and is in the room must make a DC 22 Will Save each round against a sonic/mind-affecting/sleep effect. 1st failure results in the fatigued condition, 2nd failure results in exhausted condition, 3rd failure results in falling asleep as per deeper slumber with no HD limit (but can be awoken as per usual sleep effects). Effects persist until away from bell sound for 10 minutes.

The robed figure covered in eyes ceases its hand movements as all of its eyes abruptly narrow and look directly in the group's direction. The creature strides across the surface of the water end beneath one of the bell platforms, the jangling of the ornamental swords hanging from its robes creating an odd counterpoint to the lulling melody of the bells. It makes a sweeping gesture with one of its hands as fifteen ornamental swords on its robes abruptly go taut as they lift into the air to all point in Gerdur's direction. The creature then sharply points at Gerdur and all fifteen blades rip off of their tethers and fly directly at him! Following this effect the monster quickly snaps its fingers, causing a wave of rippling icicles to spring into existence and cascade towards Gerdur as a deadly follow-up attack! Gerdur is hit by 15 blades that strike him, dealing 75 points of damage. The wave of ice will do 59 cold damage, halved on DC 25 Reflex save.

The larger Mantis humanoids begin weaving their blades in almost a hypnotic fashion, causing an odd sense of foreboding to fall over Marcus and Gerdur. Will need one DC 15 Fortitude Save from both Marcus and Gerdur.

Gruss advances up to Gerdur and lays a hand upon his shoulder, causing a brilliant blast of healing energy to suffuse his body! **Botting Activated** Gruss uses either Cure Critical Wounds if Gerdur makes his saving throw (healing for 26 points)or Heal (healing for 140 points) if he fails.

The remaining regular sized Red Mantis advance towards the group, while the one closest to Marcus takes a defensive step away from him. After they finish moving, they too begin to make weaving motions with their blades in the direction of the Pathfinders. Everyone but Marcus will need to make a DC 15 Fortitude Save.

Intiative Order (Round 2):

Gaétan (DC 15 Fort, DC 22 Will)
Marcus (DC 15 Fort, DC 22 Will)
Gerdur (Potentially -75 and -59/-29 more pending DC 25 Reflex, Two DC 15 Fort, DC 22 Will, pending 26 points/140 points healing)
Jack (DC 15 Fort)

Master of the Pagoda
Large Red Mantis
Grussdottir (DC 15 Fort)
Regular Red Mantis

Spellcraft (Monster, DC 21):
You identify that the monster cast sonic thrust and cold ice strike

Spellcraft (Red Mantis', DC 18):
You identify that the Red Mantis all cast bone flense

Jack (Lore Master):

Jack Remembers from the Party wrote:
The monster Doane's talking about is a 'hyakume,' a large bloated monster with roils of eye-covered flesh that possesses the ability to steal memories and place them in other creatures. Hmm... I seem to recall such a creature is resistant to electricity and fire and its special attacks include the ability to drain people's life memories with a touch attack from its hands or eyes that can detach and fly from its body, as well as proficiency in several monk fighting traditions (stunning fist, quivering palm).

You confirm that this creature is the hyakume that you had heard about before. You recall all previous information you thought about, that it has pretty strong spell resistance, as well as that it possesses magical abilities to predict the future, walk on air, observe remote locations, fling objects and creatures with bursts of sound, as well as manifesting waves of freezing ice.

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)

Will DC15: 1d20 + 16 ⇒ (16) + 16 = 32
Spellcraft DC21: 1d20 + 20 ⇒ (5) + 20 = 25
Spellcraft DC18: 1d20 + 20 ⇒ (13) + 20 = 33
Thankful that his bardic performance provides himself and his allies additional protections against charm and fear effects and that his bardic training helps protect himself from sonic attacks, Jack manages to resist whatever it is the Red Mantis are attempting with their chorus line.

"Squiddly Diddly cast sonic thrust and cold ice strike! The Red Mantis Rockettes are all casting bone flense!"

"Squiddly Diddly is the hyakume we heard about. The large bloated monster with roils of eye-covered flesh possesses the ability to steal memories and place them in other creatures. It's resistant to electricity and fire and its special attacks include the ability to drain people's life memories with a touch attack from its hands or eyes that can detach and fly from its body. It's also proficient in several monk fighting traditions, things like stunning fist and quivering palm. It's got pretty strong spell resistance, as well as magical abilities to predict the future, walk on air, observe remote locations, fling objects and creatures with bursts of sound, as well as manifesting waves of freezing ice."

Continuing to inspire his friends with his dubstepping skills, Jack casts a spell, instilling powerful, good hope in his allies.

Inspire Courage:
+3 competence bonus on attack and damage rolls.
+3 morale bonus on saves vs charm & fear effects.
Discordant Voice
Melee: All Allies within 30 feet of Jack deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal.
Ranged: All Allies' projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of Jack.
Good Hope
Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

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 + 15 ⇒ (17) + 15 = 32

Fort: 1d20 + 20 ⇒ (18) + 20 = 38

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

fort: 1d20 + 19 ⇒ (19) + 19 = 38
will+enchentement: 1d20 + 21 ⇒ (6) + 21 = 27

" You are lucky I don't like to kill People. Even assassins."

And he activates his boots of speed for good mesure.

first attack: 1d20 + 30 + 2 - 4 + 1 + 1 ⇒ (11) + 30 + 2 - 4 + 1 + 1 = 41
nonlethal dommage: 1d8 + 36 + 1d8 + 36 ⇒ (8) + 36 + (3) + 36 = 83

second attack: 1d20 + 30 + 2 - 4 + 1 + 1 ⇒ (4) + 30 + 2 - 4 + 1 + 1 = 34
non lethal dommage: 1d8 + 36 ⇒ (3) + 36 = 39

Third attack: 1d20 + 25 - 4 + 2 + 1 + 1 ⇒ (15) + 25 - 4 + 2 + 1 + 1 = 40
Non lethal dommage: 1d8 + 36 ⇒ (7) + 36 = 43

Fourth attack: 1d20 + 20 - 4 + 2 + 1 + 1 ⇒ (2) + 20 - 4 + 2 + 1 + 1 = 22
Non leathal dommage: 1d8 + 36 ⇒ (7) + 36 = 43

haste attack: 1d20 + 30 + 2 - 4 + 1 + 1 ⇒ (11) + 30 + 2 - 4 + 1 + 1 = 41
non lethal dommage: 1d8 + 36 ⇒ (6) + 36 = 42

Feat: deadly aim, improved precise shot, many shot, rapid shot, clustered shot, precise shot.

buff:mutagen,inspire courage, good hope, haste

Order of foes, Yellow, green, red and Orange

Dm, you will need to roll the d6 from discordant voice as only Yellow and green are in 30 ft of Jack.

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

Marcus steps around Gerdur and lashes out at the nearest Red Mantis.

Attack: 1d20 + 31 ⇒ (11) + 31 = 42

Damage, Sneak Attack: 1d3 + 14 + 5d6 ⇒ (1) + 14 + (3, 6, 5, 3, 2) = 34

Seeing the blood flow from the Mantis, Marcus slices himself on one of the many blades layered into his armor. Invigorated by the pain Marcus strikes out twice more.

Attack, Masochism: 1d20 + 28 ⇒ (7) + 28 = 35

Damage, Sneak Attack, Masochism: 1d3 + 14 + 5d6 ⇒ (3) + 14 + (6, 3, 6, 3, 2) = 37

Attack, Masochism: 1d20 + 23 ⇒ (1) + 23 = 24

Damage, Sneak Attack, Masochism: 1d3 + 14 + 5d6 ⇒ (3) + 14 + (2, 1, 2, 2, 2) = 26


Post update and botting will occur this evening @ 8PM EST. Jack, you may want to adjust your token on the map as you technically are still in the silence aura of the stairwell. All of the actions you posted would essentially be invalidated by the aura, including your good hope spell. I will be selecting Gruss' spells as well if no preferences are indicated by this time as well.


Dice Rolling:

Geatan Discordant: 5d6 ⇒ (6, 5, 1, 3, 4) = 19
Gerdur Reflex: 1d20 + 12 ⇒ (19) + 12 = 31
Gerdur Fort: 1d20 + 19 ⇒ (3) + 19 = 22
Gerdur Fort: 1d20 + 19 ⇒ (11) + 19 = 30
Gerdur Will: 1d20 + 11 + 3 ⇒ (10) + 11 + 3 = 24
Gerdur Mirror Image: 1d4 + 4 ⇒ (3) + 4 = 7
Blade Ranged Attacks +23 vs. Géatan: 15d20 ⇒ (3, 18, 6, 7, 14, 1, 7, 12, 9, 12, 12, 18, 6, 15, 15) = 155
Blade Damage: 4d8 ⇒ (6, 6, 2, 5) = 19
Ice Damage: 15d6 ⇒ (3, 5, 1, 6, 4, 1, 5, 5, 3, 1, 2, 3, 4, 3, 1) = 47
Light Purple vs. Gerdur: 1d20 + 24 ⇒ (19) + 24 = 43
Light Purple vs. Gerdur Confirm: 1d20 + 24 ⇒ (5) + 24 = 29
Light Purple Mirror Image (1 hits): 1d8 ⇒ 5
Dark Purple vs. Marcus: 1d20 + 24 ⇒ (13) + 24 = 37
Gruss Will vs. Bells: 1d20 + 19 + 3 ⇒ (19) + 19 + 3 = 41
Gruss Reflex vs. Ice: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Channel Healing: 7d6 ⇒ (3, 4, 1, 5, 3, 6, 5) = 27
Red vs. Marcus: 1d20 + 19 ⇒ (3) + 19 = 22
Red vs. Marcus: 1d20 + 19 ⇒ (5) + 19 = 24
Red vs. Marcus: 1d20 + 14 ⇒ (20) + 14 = 34
Red Crit Confirm vs. Marcus: 1d20 + 19 ⇒ (13) + 19 = 32
Red Damage vs. Marcus: 1d8 + 15 ⇒ (4) + 15 = 19
orange vs. Gerdur: 1d20 + 19 ⇒ (20) + 19 = 39
orange vs. Gerdur: 1d20 + 19 ⇒ (2) + 19 = 21
orange vs. Gerdur: 1d20 + 14 ⇒ (16) + 14 = 30
orange crit confirm vs. Gerdur: 1d20 + 19 ⇒ (16) + 19 = 35
Orange Image roll (1 hits): 1d7 ⇒ 2
Orange Image roll (1 hits): 1d6 ⇒ 3
Orange Image roll (1 hits): 1d5 ⇒ 3

Géatan first two attacks drops the Red Mantis into unconsciousness on the platform to the north of him. He switches his remaining attacks to the one directly to the west, requiring all three remaining attacks to drop that Mantis as well. Blue cross on tokens on the map indicate unconsciousness, red cross indicates death.

Marcus wrote:
Marcus steps around Gerdur and lashes out at the nearest Red Mantis.

I note sneak attacks in your rolls. I may have missed somethings, I just need to clarify how you are meeting the req's for the sneak. Did I miss a concealment buff, perhaps? Nevertheless, I have nudged you to be within 15 feet of the nearest Mantis (Red on map). You will drop the Red one if the sneak damage is valid.

**Botting Activated** Gerdur resists most of the effects thrown at him by the enemies in the room. He enters a bloodrage, causing angelic wings to unfurl from his back as he lifts slightly into the air. The gnome cloaks himself in magic, causing 7 illusory duplicates of himself to dart around him protectively. Gerdur then flits through the air to the west to engage the Mantis on the platform. Casts mirror image. Added 8 additional points of healing from Gruss for 'Fey Foundling' trait.

The hyakume sees Géatan completely decimate two of his Red Mantis allies, and shifts all of his eyes in his direction. The monster makes another sweeping motion as he causes all of the remaining sawtooth blades from his robes to rip off and hurtle towards the archer! Four blades slip through Géatan's defenses, their sharp edges slicing through his clothing. The hyakume then walks into the air, causing him to ascend to a height of 15 feet above the water; after which he flicks a fleshy finger in Géatan's direction to cause another wave of icicles to crash towards him! 19 damage to Géatan from the flying blades. The monster's movement should end him just within Marcus' whip range. His spell is a swift action, and does not provoke similar to quickened spells unless otherwise noted. Will need DC 25 Reflex Saves for half of 47 damage from Géatan and technically Gruss as the line of ice would cross her space as well.

The large Red Mantis advance towards the group, with one moving around to orient on Gerdur while the other moves towards Marcus. The one moving towards Marcus may provoke, will leave at your discretion as I am less familiar with whip combat that I should be. Both attempt to strike at their respective targets; Gerdur's attacker critically thrusts its blade through one of his mirror images, while Marcus's attacker barely misses the ifrit with its thrust.

**Botting Activated** Gruss unleashes a wave of healing energy from her holy symbol, excluding the two unconscious Mantis from its benefits. All PC's heal 27 points, fey foundling for Gerdur accounted for.

The remaining Red Mantis attack, one attacking Gerdur while the other attacks Marcus. The one on Gerdur unleashes a flurry of attacks on the gnome, all three attacks skewering three of his mirror images. The one on Marcus only manages to land one lucky hit with its blade, the blade glowing an ominous purple as the strike lands! The mantis on Marcus inflicts 19 damage, only 9 getting through DR. He also inflicts 1 temporary negative level that lasts for 1 minute by a special ability upon the hit, with no save. His attacks are considered not-happening if Marcus' above sneak attacks are valid, in which case he drowns on his turn due to being face first in water unconscious.

Intiative Order (Round 3): Round Advances Wednesday 10/29/19 @ 9PM EST

Gaétan (DC 25 Reflex for 1/2 of 47 cold damage, 8 pts of healing after from channel, DC 22 Will)
Marcus (137/150, 1 temp neg level, DC 22 Will, potential AoO available)
Gerdur (199/228 HP, DC 22 Will)
Jack (DC 22 Will)

Master of the Pagoda
Large Red Mantis
Grussdottir (106/126, DC 22 Will)
Regular Red Mantis

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)

Will DC22: 1d20 + 16 ⇒ (15) + 16 = 31

Still dancing to the beat of Wrecking Ball and inspiring the team, Jack casts deafening song bolt and sings a power chord of three notes, which transform into tangible bolts of arcane energy that shriek across the battlefield toward the Master of the Pagoda.
Deafening Song Bolt #1, Ranged Touch, Inspire Courage, Good Hope; Bolt Sonic Damage, Discordant Voice Sonic Damage: 1d20 + 16 ⇒ (14) + 16 = 303d10 + 3 + 2 + 1d6 ⇒ (2, 4, 4) + 3 + 2 + (1) = 16
Deafening Song Bolt #2, Ranged Touch, Inspire Courage, Good Hope; Bolt Sonic Damage, Discordant Voice Sonic Damage: 1d20 + 16 ⇒ (12) + 16 = 283d10 + 3 + 2 + 1d6 ⇒ (9, 4, 6) + 3 + 2 + (4) = 28
Deafening Song Bolt #3, Ranged Touch, Inspire Courage, Good Hope; Bolt Sonic Damage, Discordant Voice Sonic Damage: 1d20 + 16 ⇒ (6) + 16 = 223d10 + 3 + 2 + 1d6 ⇒ (5, 1, 1) + 3 + 2 + (4) = 16

Deafening Song Bolt:
Saving Throw: None; SR: No. Each bolt requires a ranged touch attack to hit and deals 3d10 points of sonic damage, also deafening the target for 1d6 ⇒ 5 rounds. The bolts may be fired at the same or different targets, but all must be fired simultaneously.

Inspire Courage:
+3 competence bonus on attack and damage rolls.
+3 morale bonus on saves vs charm & fear effects.
Discordant Voice
Melee: All Allies within 30 feet of Jack deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal.
Ranged: All Allies' projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of Jack.
Good Hope
Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

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

Thanks for the bot. I caught something on Saturday and I've been recovering ever since. I should be solid now.

Gerdur Will: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 +4 vs Enchantments while raging, +3 vs charm and fear effects

Not sure if I saved or not.

If I saved:
Gerdur screams in incoherent rage and five foot steps toward the Purple Mantis. He unleashes on yellow first, then purple if yellow falls!

Earthbreakin' with POWER (attack): 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31 for 1d10 + 24 + 2 ⇒ (9) + 24 + 2 = 35 damage plus 1d6 ⇒ 3 sonic and 1d6 ⇒ 2 holy (if evil outsider). Counts as good/adamantine/magic.
Earthbreakin' with POWER (attack): 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18 for 1d10 + 24 + 2 ⇒ (9) + 24 + 2 = 35 damage plus 1d6 ⇒ 4 sonic and 1d6 ⇒ 5 holy (if evil outsider). Counts as good/adamantine/magic.
Earthbreakin' with POWER (attack): 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 for 1d10 + 24 + 2 ⇒ (6) + 24 + 2 = 32 damage plus 1d6 ⇒ 4 sonic and 1d6 ⇒ 5 holy (if evil outsider). Counts as good/adamantine/magic.

Earthbreakin' with POWER (attack) Possible Crit!: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 for an additional 2d10 + 48 ⇒ (4, 10) + 48 = 62 damage

If I failed:
Even snores can be filled with rage. You now have proof.

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 think you are only fatigued. Gerdur
réflex good hope+haste and évasion: 1d20 + 22 ⇒ (4) + 22 = 26

Gaétan swifly evades the mix of blade and ice while starting to shoot his attacker.

Will+good hope+enchentement: 1d20 + 19 + 2 + 2 ⇒ (8) + 19 + 2 + 2 = 31

first attack: 1d20 + 30 + 2 - 4 + 1 + 3 ⇒ (20) + 30 + 2 - 4 + 1 + 3 = 52
nonlethal dommage: 1d8 + 35 + 1d8 + 35 ⇒ (6) + 35 + (2) + 35 = 78

second attack: 1d20 + 30 + 2 - 4 + 1 + 3 ⇒ (8) + 30 + 2 - 4 + 1 + 3 = 40
non lethal dommage: 1d8 + 35 ⇒ (4) + 35 = 39

Third attack: 1d20 + 25 - 4 + 2 + 1 + 3 ⇒ (6) + 25 - 4 + 2 + 1 + 3 = 33
Non lethal dommage: 1d8 + 35 ⇒ (2) + 35 = 37

Fourth attack: 1d20 + 20 + 2 + 1 + 3 ⇒ (16) + 20 + 2 + 1 + 3 = 42
lethal adamantine dommage: 1d8 + 35 ⇒ (3) + 35 = 38

haste attack: 1d20 + 30 + 2 - 4 + 1 + 3 ⇒ (7) + 30 + 2 - 4 + 1 + 3 = 39
non lethal dommage: 1d8 + 35 ⇒ (8) + 35 = 43

Feat: deadly aim, improved precise shot, many shot, rapid shot, clustered shot, precise shot.

buff:mutagen,inspire courage, good hope, haste

crit confirm: 1d20 + 30 + 2 - 4 + 1 + 3 ⇒ (2) + 30 + 2 - 4 + 1 + 3 = 34
crit damage: 2d8 + 70 ⇒ (2, 2) + 70 = 74

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

Nope, after rereading I missed the small mantises acting ahead of us in combat. With his whip Marcus threatens both 5 ft and 10 ft. He can attack at 15 ft. It looks like Small Red and Large Blue provoked. Combat Reflexes gives Marcus 10 AoO a 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

Attack of Opportunity, Red, Masochism: 1d20 + 31 + 2 ⇒ (8) + 31 + 2 = 41

Damage, Masochism: 1d3 + 14 + 5 ⇒ (3) + 14 + 5 = 22

Attack of Opportunity, Blue, Masochism: 1d20 + 31 + 2 ⇒ (9) + 31 + 2 = 42

Damage, Masochism: 1d3 + 14 + 5 ⇒ (2) + 14 + 5 = 21

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

As the Mantis agents close Marcus adores a more defensive stance as he opens up another cut. A few wing flaps raise him above the smaller Mantis and in range of the eye covered blob.

Combat Expertise -4 to Hit/ +4 to AC (AC 42), Masochism

Attack 1st, Masochism, Height, Combat Expertise: 1d20 + 31 + 2 + 1 - 4 ⇒ (15) + 31 + 2 + 1 - 4 = 45

Damage, Masochism: 1d3 + 14 + 5 ⇒ (1) + 14 + 5 = 20

Attack 2nd, Masochism, Height, Combat Expertise: 1d20 + 26 + 2 + 1 - 4 ⇒ (1) + 26 + 2 + 1 - 4 = 26

Damage, Masochism: 1d3 + 14 + 5 ⇒ (1) + 14 + 5 = 20

Attack 3rd, Masochism, Height, Combat Expertise: 1d20 + 21 + 2 + 1 - 4 ⇒ (13) + 21 + 2 + 1 - 4 = 33

Damage, Masochism: 1d3 + 14 + 5 ⇒ (2) + 14 + 5 = 21


Geatan wrote:
Gaétan swifly evades the mix of blade and ice while starting to shoot his attacker.

All of the archer's arrows sing true, every shot piercing one of the hyakume's plethora of blinking eyes that spurt ichor in all directions on contact. The creature collapses into unconsciousness, floating slowly back to the water below.

Marcus wrote:
As the Mantis agents close Marcus adores a more defensive stance as he opens up another cut. A few wing flaps raise him above the smaller Mantis and in range of the eye covered blob.

Since your target is no longer available, I will assume you will switch at least one attack to the smaller Red Mantis; which will connect and drop him. I will also presume you will switch the rest of the remaining attacks to the remaining large blue enemy nearby, which all will hit.

Gerdur wrote:
Gerdur screams in incoherent rage and five foot steps toward the Purple Mantis. He unleashes on yellow first, then purple if yellow falls!

With the bonus against charms, you should be find to make the save.

With his three hit combo, Gerdur's final strike completely splatters his target's skull into bone shards that splash into the now reddened waters around him.

Jack wrote:
Still dancing to the beat of ♫Wrecking Ball♫ and inspiring the team, Jack casts deafening song bolt and sings a power chord of three notes, which transform into tangible bolts of arcane energy that shriek across the battlefield toward the Master of the Pagoda.

Your target is now unconscious, Jack. Would you like to redirect to potentially either Blue or Purple Mantis'? All will hit regardless.

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

Yes, Red until it drops then Blue.

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 shifts targets to the closer of the two large Red Mantis assassins. (Looks purple on my screen, I think; the one next to Gerdur looks pink on my screen.)


Dice Rolling:

Purple PA vs. Gerdur: 1d20 + 24 - 3 ⇒ (20) + 24 - 3 = 41
Purple PA vs. Gerdur: 1d20 + 24 - 3 ⇒ (14) + 24 - 3 = 35
Purple PA vs. Gerdur: 1d20 + 19 - 3 ⇒ (12) + 19 - 3 = 28
Purple PA vs. Gerdur: 1d20 + 14 - 3 ⇒ (10) + 14 - 3 = 21
Purple Confirm vs. Gerdur: 1d20 + 24 - 3 ⇒ (5) + 24 - 3 = 26
Purple Damage vs. Gerdur: 10d6 + 90 + 30 ⇒ (5, 5, 4, 6, 4, 1, 4, 4, 5, 6) + 90 + 30 = 164
Blue PA vs. Marcus: 1d20 + 24 - 3 ⇒ (10) + 24 - 3 = 31
Blue PA vs. Marcus: 1d20 + 24 - 3 ⇒ (11) + 24 - 3 = 32
Blue PA vs. Marcus: 1d20 + 19 - 3 ⇒ (16) + 19 - 3 = 32
Blue PA vs. Marcus: 1d20 + 14 - 3 ⇒ (14) + 14 - 3 = 25
Mantis Healing: 4d8 + 15 ⇒ (1, 5, 1, 4) + 15 = 26
Gruss Will: 1d20 + 19 + 3 ⇒ (3) + 19 + 3 = 25

The larger Red Mantis continue their assault, though the one to the east looks significantly more damaged than its compatriot still standing. The one attacking Gerdur makes a quick flick of its wrist, and abruptly the mantis eyes of its helmet begin emitted a soft red glow. The Red Mantis then unleashes a series of four strikes against the gnome, all of them seemingly ignoring the images still darting around Gerdur! Meanwhile, the other Red Mantis has a harder time of it, all four of its attacks completely missing Marcus's dexterous defenses. That enemy also makes a flick of its wrist, causing a wave of healing red light to envelop it. Gerdur takes 152 points of damage after DR.

Gruss looks alarmed at the amount of damage that Gerdur is taking, casting a spell that coats the dwarf's hand in piercingly intense blue light as she advances in his direction; her movement slowed by the water between the platforms. Gruss casts heal, holding the charge for Gerdur to use if he wants to touch Gruss on his turn.

Spellcraft (DC 21):
The Mantis on Gerdur cast True Seeing, while the other cast Cure Critical Wounds, both as swift actions.

Intiative Order (Round 4): Round Advances Friday 11/1/19 @ 9PM EST

Gaétan (DC 22 Will)
Marcus (137/150, 1 temp neg level, DC 22 Will)
Gerdur (47/228 HP, 3 images, DC 22 Will)
Jack (DC 22 Will)

Master of the Pagoda
Large Red Mantis (Blue -96)
Grussdottir (106/126, DC 22 Will, held heal spell available)
Regular Red Mantis

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 bellows, well, in a small slightly high pitched version of a bellow and attacks the large mantis beside him!

Rage used: 3/37; Also I have DR 3/- if it helps!

Will: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 +4 enchantment bonus

Earthbreaker, PA: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 40 for 1d10 + 24 + 2 + 17 ⇒ (10) + 24 + 2 + 17 = 53 damage, using Raging Vitality to spend 3 rounds of rage to add +17 damage!
Earthbreaker, PA: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28 for 1d10 + 24 + 2 ⇒ (6) + 24 + 2 = 32 damage!
Earthbreaker, PA: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 for 1d10 + 24 + 2 ⇒ (7) + 24 + 2 = 33 damage!

Rage used: 7/37 rounds.

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)

GM Questions:
Jack already made his DC22 Will save. And after the Master of the Pagoda dropped, he shifted his target to the closest large Red Mantis. Not sure if you applied the damage from deafening song bolt and discordant voice as well as the d6 rounds of the deafened condition from deafening song bolt.

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

Oh crap! I forgot to add Jack's Inspire Courage and Sonic damage to my attacks! Should add +3 to attacks and +3 to damage as well as 1d6 ⇒ 6 sonic. Sorry!

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

Marcus drifts up and across, maintaining his defensive stance while continuing to engage the Blue Mantis.

Combat Expertise -4 to Hit/ +4 to AC (AC 42), Masochism

Attack 1st, Masochism, Height, Combat Expertise: 1d20 + 31 + 2 + 1 - 4 ⇒ (18) + 31 + 2 + 1 - 4 = 48

Damage, Masochism: 1d3 + 14 + 5 ⇒ (3) + 14 + 5 = 22

Attack 2nd, Masochism, Height, Combat Expertise: 1d20 + 26 + 2 + 1 - 4 ⇒ (13) + 26 + 2 + 1 - 4 = 38

Damage, Masochism: 1d3 + 14 + 5 ⇒ (3) + 14 + 5 = 22

Attack 3rd, Masochism, Height, Combat Expertise: 1d20 + 21 + 2 + 1 - 4 ⇒ (15) + 21 + 2 + 1 - 4 = 35

Damage, Masochism: 1d3 + 14 + 5 ⇒ (3) + 14 + 5 = 22

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 continues is no kill fight.

Will+good hope+enchentement: 1d20 + 19 + 2 + 2 ⇒ (19) + 19 + 2 + 2 = 42

first attack: 1d20 + 30 + 2 - 4 + 3 ⇒ (19) + 30 + 2 - 4 + 3 = 50
nonlethal dommage: 1d8 + 35 + 1d8 + 35 ⇒ (4) + 35 + (1) + 35 = 75

second attack: 1d20 + 30 + 2 - 4 + 3 ⇒ (5) + 30 + 2 - 4 + 3 = 36
non lethal dommage: 1d8 + 35 ⇒ (7) + 35 = 42

Third attack: 1d20 + 25 + 2 + 3 ⇒ (19) + 25 + 2 + 3 = 49
lethal adamantine dommage: 1d8 + 35 ⇒ (6) + 35 = 41

Fourth attack: 1d20 + 20 + 2 + 3 ⇒ (4) + 20 + 2 + 3 = 29
lethal adamantine dommage: 1d8 + 35 ⇒ (3) + 35 = 38

Feat: deadly aim, improved precise shot, many shot, rapid shot, clustered shot, precise shot.

buff:mutagen,inspire courage, good hope,

crit confirm: 1d20 + 30 + 2 - 4 + 3 ⇒ (4) + 30 + 2 - 4 + 3 = 35
crit damage: 2d8 + 70 ⇒ (7, 4) + 70 = 81

crit confirm: 1d20 + 25 + 2 + 3 ⇒ (8) + 25 + 2 + 3 = 38
crit damage: 2d8 + 70 ⇒ (2, 8) + 70 = 80


I am away from my computer and will have lootz posted when back from my trip Sunday evening.

Jack Questions:
The will save is each round you hear the bells. I factored the damage from changing targets. The Mantis are immune to the secondary effects of your spell, as they are already deaf.

Between the three Pathfinders dealing massive amounts of damage, they make quick work of the remaining Red Mantis. The lulling chime of the bells begin to fade over several minutes after the combat, their soporific effect vanishing. The figures slumped over in the alcoves stir from the bell-induced slumber, many looking around with mild confusion. One of them, a rather energetic-looking spider monkey, darts over to the Pathfinders and stares at them intensely. It chitters and hoots loudly, gesticulating wildly with its paws.

Sense Motive (DC 22):
This creature is behaving very unusually and with an intelligence that is not normally portrayed by such animals. You fathom that the monkey is trying to convey something, most likely that it needs help of some kind.

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

Nat 20?

Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9

...nope

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)

Sense Motive DC22: 1d20 + 34 ⇒ (3) + 34 = 37
Knowledge (nature) to ID monkey: 1d20 + 17 ⇒ (12) + 17 = 29
"This 'monkey' is behaving very unusually and with an intelligence that is not normally portrayed by such animals. The monkey's trying to convey something, like it needs help."

Jack tries a number of ways to communicate with the creature. "Hey, little fella. What's wrong? How can we help? Has Timmy fallen in the well again?"

Diplomacy: 1d20 + 34 ⇒ (11) + 34 = 45
Perform (act): 1d20 + 34 ⇒ (7) + 34 = 41

Languages Known:
Azlanti, Celestial, Common, Draconic, Ancient Osiriani, Thassilonian, Tien, Varisian

Then the bard works with the team to recover and examine the bodies and the room for loot, casting a cantrip to reveal magical auras, before helping with a mundane search.
Detect magic, Perception Take 20 for 44, or: 1d20 + 24 ⇒ (7) + 24 = 31

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

"Could it be our missing merchant in a monkey shell?" Gerdur sighs, leaving heavily on his earthbreaker, fatigued after the battle.


Jack wrote:
Jack tries a number of ways to communicate with the creature. "Hey, little fella. What's wrong? How can we help? Has Timmy fallen in the well again?"

The monkey lets out what could be interpreted as an exasperated sigh and begins quickly making a series of hand signs. It becomes readily apparent that the monkey is attempting to communicate in sign language, Pathfinder hand signals specifically.

Understand. This? the monkey signs. Thank you. Name. S-T-R-A-K-E. Enemy. Dead. You. Here. Why?

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 does his best to respond to the monkey with similar sign language. "Hi, Strake. Jack. Pathfinder." He points at his own chest.

He places the edge of one hand above his brows and opens his eyes wide. "Looking." He points at the dead Red Mantis assassins. "For more enemies." Then he offers the monkey a friendly grin and points his rapier at the dead Red Mantis. "To make dead."

"Anybody got anything to add?" Jack asks the team.

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

Where's Luna? We thought she had your memories.

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

"First what is going on here?

Second. We need information about Eylysia an old gnome. We need to know all about her. We were told you were the one who could help us." tells with his hands Gaétan as he takes his durable arrows.

He uses detect magic to look for magical loot.

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