GMAndrewW The Rasping Rebirth (Tier 12-15) (Inactive)

Game Master andreww

Maps and Handouts

Buff spreadsheet

PC Initiative:

[dice=Init, Alie]1d20+6[/dice]
[dice=Init, Vladek]1d20+3[/dice]
[dice=Init, Qadathra]1d20+3[/dice]
[dice=Init, Fendahl ]1d20+4[/dice]
[dice=Init, Kirrah]1d20+4[/dice]
[dice=Init, Valrar]1d20+11[/dice]
[dice=Init, Bauble ] 1d20+7[/dice], +4 if heightened awareness active
[dice=Init, Rogar]1d20+1[/dice]

PC Saves:

[dice=Will, Alie]1d20+14[/dice], Heroism +2, CG (-2)
[dice=Will, Vladek]1d20+11[/dice], +2 versus death and gaze attacks, +1 versus Transmutation, fear, confusion, and writing-based dangers, CG(-2)
[dice=Will, Qadathra]1d20+11[/dice], Ward Hex +3, CG (-2), SR18
[dice=Will, Fendahl]1d20+18[/dice], Ench +2, Fey +4, LN (-4)
[dice=Will, Kirrah]1d20+7[/dice], Ench +4, N (-4)
[dice=Will, Valrar]1d20+11[/dice], CN (-2)
[dice=Will, The Ambassador]1d20+8[/dice], SR20, N (-4)
[dice=Will, Bauble]1d20+11[/dice], N (-4)
[dice=Will, Rogar]1d20+13[/dice], +2 vs spells and SLA's, NG (-4)

[dice=Reflex, Alie]1d20+14[/dice], Heroism +2
[dice=Reflex, Vladek]1d20+10[/dice], +2 versus death and gaze attacks, +1 versus Transmutation, fear, confusion, and writing-based dangers
[dice=Reflex, Qadathra]1d20+8[/dice], Ward Hex +3, Improved Evasion, SR18
[dice=Reflex, Fendahl]1d20+11[/dice]
[dice=Reflex, Kirrah]1d20+13[/dice], Evasion
[dice=Reflex, Valrar]1d20+22[/dice], Evasion
[dice=Reflex, The Ambassador]1d20+1[/dice], Improved Ebasion, SR20,
[dice=Reflex, Bauble]1d20+13[/dice]
[dice=Reflex, Rogar]1d20+8[/dice], +2 vs spells and SLA's

[dice=Fortitude, Alie]1d20+16[/dice], Heroism +2
[dice=Fortitude, Vladek]1d20+7[/dice], +2 versus death and gaze attacks, +1 versus Transmutation, fear, confusion, and writing-based dangers
[dice=Fortitude, Qadathra]1d20+6[/dice], Ward hex +3, SR18
[dice=Fortitude, Fendahl]1d20+17[/dice]
[dice=Fortitude, Kirrah]1d20+11[/dice]
[dice=Fortitude, Valrar]1d20+15[/dice]
[dice=Fortitude, The Ambassador]1d20+6[/dice], SR20,
[dice=Fortitude, Bauble]1d20+15[/dice]
[dice=Fortitude, Rogar]1d20+11[/dice], +2 vs poison, spells and SLA's

PC Perception:

[dice=Perception, Alie]1d20+2[/dice], Heroism +2, CG (-2)
[dice=Perception, Fendahl]1d20+21[/dice], LN (-4)
[dice=Perception, Kirrah]1d20+8[/dice], Scent, N (-4)
[dice=Perception, Valrar]1d20+1[/dice], CN (-2)
[dice=Perception, The Ambassador]1d20+1[/dice], N (-4)
[dice=Perception, Bauble] 1d20+13[/dice] +2 if heightened awareness active, N (-4)
[dice=Perception, Vladek]1d20+23[/dice], CG (-2)
[dice=Perception, Qadathra]1d20+21[/dice], CG (-2)

PC Spellcraft:

[dice=Spellcraft, Alie]1d20+15[/dice], CG (-2)
[dice=Spellcraft, Fendahl]1d20+9[/dice], LN (-4)
[dice=Spellcraft, Bauble]1d20+21[/dice], N (-4)
[dice=Spellcraft, Rogar]1d20+22[/dice], NG (-4)
[dice=Spellcraft, Qadartha]1d20+15[/dce], CG (-2)[/ooc
[dice=Spellcraft, Vladek]1d20+30[/dice], [ooc]CG (-2)

Lucky Numbers:

Alie - 4
Bauble - 1
Fendahl - 4
Rogar - 16
Valrar - 11
Vladek - 3

Abyssal Manipulation:

[dice=Abyss manipulation, Bauble]1d20+12 +5[/dice]
[dice=Abyss manipulation, Alie]1d20+ 14 +5[/dice]
[dice=Abyss manipulation, Vladek]1d20+ 13 +5[/dice]
[dice=Abyss manipulation, Rogar]1d20+ 12+5[/dice]
[dice=Abyss manipulation, Fendahl]1d20+ 13 +5[/dice]

So, you control the Abyss?:

OK, this round you have control of the Abyss. These are the potential effects you can achieve. Valrar, let me know what you want to do, feel free to be creative.

Quake: Each creature standing in a 20-foot radius must attempt a DC 20 Reflex save or fall prone. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 avoids). The fissures are 40 feet deep. At the end of the round, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (Pathfinder RPG Core Rulebook 429). In Subtier 14–15, increase the DC of the Reflex save by 2.

Meteor Strike: Two meteors strike the battlefield, as per the
spell meteor swarm.

Acid Bubble: An Abyssal bubble bursts, spraying acid on all
creatures within a 20-foot radius. This deals 10d6 points of acid damage (Reflex DC 21 half ). In Subtier 14–15, the damage increases to 13d6, and the saving throw DC increases to 23.

Abyssal Minions: The dirt of the Abyss squirms with life, as
a 20-foot-radius spread of grasping claws springs from the ground. This functions like a black tentacles spell (CL 15th, or CL 17th in Subtier 14–15).

Other: The PCs could potentially create other effects, such as altering terrain features or even creating crude structures from thin air. Allow them some leeway in how they decide to shape the Abyss, especially if it creates fun or cinematic effects.

So you drank the blood of a Demon Lord:

Abyssal Attunement: You no longer take penalties on Intelligence, Wisdom, and Charisma based skill checks based on the difference between the Abyss’s alignment and your own. Additionally, you are particularly adept at manipulating the raw substance of the Abyss, an ability that will have mechanical benefits in your encounter with Koth’Vaul.

Initiative: You gain a +2 bonus on initiative checks.
Epic Strikes: Your attacks with natural and manufactured weapons bypass DR/epic.
Mythic Power: You gain two uses of mythic power per day. You can use this power in the following ways.
• Surge: After you fail any check that uses a d20 roll, as an immediate action you can expend one use of mythic power to roll 1d6 and retroactively add the result to the check.
• Extra Action: Up to once per round as a free action on your turn, you can expend one use of mythic power to take an additional standard action. This action cannot be used to cast a spell.


51 to 100 of 733 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar tries to remember about the hive or beetle.

Know planes: 1d20 + 20 ⇒ (11) + 20 = 31


Currently you know all you can know currently about the Eternal Hive and the beetle. You stil have questions to ask the corpse.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie was kind of skeeved out by asking the dead corpse questions, but it had proved effective. ”I don’t really know of anything else to ask. Does anyone else have any questions? Sounds like if we want the blade, at least some of us are going to have to be swallowed and attack it from the inside. Yuck. That’s just plain ole nasty.”

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

Valrar covers his mouth in an uncharacteristic manner so the knight can't hear his questions before they are approved. "We probably need that scythe to finish the job. Can we incapacitate Koth'Vaul without it? Maybe ask this man what he was doing here, presumably alone?"

"I can't think of much more. Oh, but the Ambassador can get some really deep answers. We'd best save that for when we're confused and in the thick of it."

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +24|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly 15/15 AoP 1/1 Lv 1/1 Spx 1/1 SoR 3/3 Bt 1/1 Wg

Vladek looks back at Valrar for a moment, then back to the corpse.

"This is Golarion's most notorious war-zone. One would expect to find many dead, or none at all. Why is it have we found you here alone?"

4/7


The body stirs again, I am Koth'Vauls taunt and warning, follow him if you dare...

The Exchange

N/N Male Human Magus (Bladebound)/12| HP: 111/111 (0 nonlethal) | AC/Tch/FF: 32/17/27 28/17/23 | CMB: +8, CMD: 25 | F/R/W: +15/13/11 +15/13/11 | Init: +11(7) | Speed 30 ft | Acrobatics+14, DDev+4, Escape Artist +15, Fly+16, Kn Arcana+11, Kn Dung+11, Kn Geog+11, Kn Planes+11, Perc+13, Ride+7, SoHand +11, Spellcraft+21, Stealth+16 | Active Conditions: Ablative Barrier (50/50)

Black Lord: Ask him about his treasure. Ooooh, ask him how much that scythe is worth and whether it has a nice magical scabbard.

"Um, Black Lord wants to know where the dead man's treasure is. He also wants to know how much the scythe is worth and whether it has a nice scabbard. He really likes treasure."

Bauble does not make a secret of his sword but neither does he blather about it, so you can RP it as if you knew about the sword or not as you wish.


The body stirs again, Koth'Vaul took everything of value from me...

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie waits until the others finish with their questions. ”Alright....what now? Do we go looking for the blade? If so, I think we need to get to it. This place makes me uncomfortable.”

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar pulls out a cigar and lights it. He looks at Alie. "Me too..We should finish questioning him and move on"


Valrar Altimari II wrote:
Maybe ask this man what he was doing here, presumably alone?"[/b]

The body stirs again, I was brought here as Koth'Vauls prisoner and victim, the only one of my company to survive his attack.

By my count you have one question left after which I will push you on, assuming you plan to had into the Abyss and try and track down Koth'Vaul. This is your last chance to make any preparations.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie is ready to proceed.

The Exchange

N/N Male Human Magus (Bladebound)/12| HP: 111/111 (0 nonlethal) | AC/Tch/FF: 32/17/27 28/17/23 | CMB: +8, CMD: 25 | F/R/W: +15/13/11 +15/13/11 | Init: +11(7) | Speed 30 ft | Acrobatics+14, DDev+4, Escape Artist +15, Fly+16, Kn Arcana+11, Kn Dung+11, Kn Geog+11, Kn Planes+11, Perc+13, Ride+7, SoHand +11, Spellcraft+21, Stealth+16 | Active Conditions: Ablative Barrier (50/50)

The Black Lord is quite disappointed by the answer given and grumbles telepathically to Bauble, who could care less, and who is also ready to go.


OK, I am going to move us forward

Leaving the body of the crusader behind the group descends into the chasm. As you clamber down the sky above gradually disappears, slowly replaced by the twisting, churning nightmare view of the Abyssal sky.

High walls surround you and they move and crawl with billions of insects of every possible kind. In ths skies above you massive swarms of insects swoop and dive, covering huge patches of the sky. You have the clear impression that flying up above the canyon walls would be a very bad idea. Underfoot, the crunch of insect exoskeletons is a constant reminder of your travels, they are at least a foot deep and cover every single bit of ground.

Behind you the glow of the rift into the Abyss hangs like an ugly bruise. It occurs to you that it might be important to close the rift but perhaps that is better done on your way out rather than your way in.

Welcome to the Abyss, the abyssal alignment penalties are now in place and will be for almost all of the rest of the adventure.

You spread out, looking for some sign of Koth'Vauls passing through the region but it is difficult. Demons such as he can teleport at will although even he has to stop occasionally and hunt around, not knowing where the Hive is.

Slowly you begin to pick up the trail.

Rolls:

Survival, Fendahl: 1d20 + 15 ⇒ (12) + 15 = 27
Assists: 5d20 ⇒ (16, 13, 2, 1, 14) = 46
I assume the group assists Fendahl. I have ignored the menagerie you have with you. Between you you manage to pass the check.

Heading further into the twisting canyons you find yourselves scrambling up and down rocky rises. Coming over one such rise it opens into a narrow valley. Squatting in the valley is an enormous beetle the size of a war galley. It rears its insectile head and glares at you. Massive, chitinous plates cover every inch of its mighty frame, save for its gaping, toothy maw, which opens into the fleshy and tunnellike stomach of the beast. Standing in the mouth of the beast is a hooded figure holding a staff.

Time elapsed since arriving at the gate, 35 minutes. Fendahl, I thought you had cast barkskin and longstrider? They are in your tagline but your AC doesnt seem to reflect it and they arent on the buff list, did you change your mind?

Battle is joined! The boulders on the map are 10' high. Each of the ledges drop 5' into the canyon. The head of the beetle where the man stands in 20' off the ground. The ground is not difficult terrain but the sheer volume of insect husks make tracking invisible opponents on the ground much easier. The small beetle tokens are the huge beetles legs. The do block movement and line of sight. You may attack the main body of the beetle as well as the legs.

Rolls:

Init, Alie: 1d20 + 6 ⇒ (2) + 6 = 8
Init, Vladek: 1d20 + 3 ⇒ (9) + 3 = 12
Init, Qadathra: 1d20 + 3 ⇒ (12) + 3 = 15
Init, Fendahl : 1d20 + 4 ⇒ (11) + 4 = 15
Init, Kirrah: 1d20 + 4 ⇒ (15) + 4 = 19
Init, Valrar: 1d20 + 11 ⇒ (19) + 11 = 30
Init, Bauble : 1d20 + 7 ⇒ (15) + 7 = 22, +4 if heightened awareness active
Init, Rogar: 1d20 + 1 ⇒ (3) + 1 = 4

Round 1

30 Valrar
22 Bauble

19 Eternal Hive
15 Fendahl
15 Kirrah
15 Qadartha
12 Vladek
8 Alie
4 Rogar

Bold may act.

Group Effects:

Status, anyone can read:

Alie 145|125
Valrar 157|157
Vladek 95|75
Qadartha 49|37
Fendahl 121|121
Kirrah 104|104
Bauble 111|111
Rogar 75|75

Hooded Enemy
Beetle
Legs

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

Valrar looks up at the towering beast. "I've fenced with bigger. Linnorms and the like. Alie, do you have a ward against acid? I'd rather not dissolve in there." He waits patiently if his gnome friend can help, ready to run at the big bug.

Will delay if Alie can ward me. Double move to the X if she has something better to do. Will also parry once for posterity, but the goal seems to be getting swallowed. Assuming Colossal size penalties.

Parry:
Parry: 1d20 + 33 - 10 ⇒ (17) + 33 - 10 = 40

Riposte: 1d20 + 33 ⇒ (10) + 33 = 43
Damage: 1d4 + 32 ⇒ (2) + 32 = 34

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl glares at the huge beetle while mounted atop Kirrah.

updating tagline. Stopped before until spell share resolved.

The Exchange

N/N Male Human Magus (Bladebound)/12| HP: 111/111 (0 nonlethal) | AC/Tch/FF: 32/17/27 28/17/23 | CMB: +8, CMD: 25 | F/R/W: +15/13/11 +15/13/11 | Init: +11(7) | Speed 30 ft | Acrobatics+14, DDev+4, Escape Artist +15, Fly+16, Kn Arcana+11, Kn Dung+11, Kn Geog+11, Kn Planes+11, Perc+13, Ride+7, SoHand +11, Spellcraft+21, Stealth+16 | Active Conditions: Ablative Barrier (50/50)

Now that we see the beetle, can we have some knowledge rolls on it so we don't waste or firepower on something that is immune?

Bauble leads off with a quickly cast shield spell and scurrys forward to hide behind a rock, always wary of a area effect spell.

stealth, normal move: 1d20 + 16 - 5 ⇒ (12) + 16 - 5 = 23

Should have kept that mirror image spell anticipating other opponents than just the ones mentioned.


The beetle requires a knowledge dungeoneering as does the figure in its mouth. You may make a check on your turn. Valrar I need to know if you are moving or delaying for Alie.

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

Delaying. Will also wait on Dungeoneering until then.


Valrar hesitates while Bauble casts a spell and darts forward but the creature in the beetles mouth tracks his progress.

Raising its hands the creature casts a spell and a mass of tentcles erupt from the ground, engulfing everyone except for Bauble.

I have left off the Ambassador and Rogars elemental, assuming they will not be used in combat. If they are then they will also be targets.

The tentacles grab everyone, squeezing and grappling at you!

I dont see a ring of freedom of movement or talisman on anyone. Natural 20 grapples everyone except Bauble, dealing 7 damage.

Rolls:

Perception: 1d20 + 22 ⇒ (17) + 22 = 39

Tentacles vs CMD: 1d20 ⇒ 20
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Round 1

30 Valrar
22 Bauble
19 Eternal Hive
15 Fendahl
15 Kirrah
15 Qadartha

12 Vladek
8 Alie
4 Rogar

Bold may act.

Group Effects:

Status, anyone can read:

Alie 138|125, grappled
Valrar 150|157, grappled
Vladek 88|75, grappled
Qadartha 42|37, grappled
Fendahl 114|121, grappled
Kirrah 97|104, grappled
Bauble 111|111
Rogar 68|75, grappled

Hooded Enemy
Beetle
Legs


Female lion - AC 37 T 12, FF 30 - hp 148/148+40 Fort +12, Ref +13, Will +5* Init +4; Senses low-light vision, scent; Perception +8 {airwalk, atavism, animal growth, longstrider, barkskin, lifebubble}

Kirrah will instinctively try to break free of the grapple

CMB : 1d20 + 20 ⇒ (13) + 20 = 33

The Exchange

N/N Male Human Magus (Bladebound)/12| HP: 111/111 (0 nonlethal) | AC/Tch/FF: 32/17/27 28/17/23 | CMB: +8, CMD: 25 | F/R/W: +15/13/11 +15/13/11 | Init: +11(7) | Speed 30 ft | Acrobatics+14, DDev+4, Escape Artist +15, Fly+16, Kn Arcana+11, Kn Dung+11, Kn Geog+11, Kn Planes+11, Perc+13, Ride+7, SoHand +11, Spellcraft+21, Stealth+16 | Active Conditions: Ablative Barrier (50/50)

Bauble stiffles a giggle as he watches the other party members wiggle and squirm from the big black tickle worms. He's TRYING to be sneaky!

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +24|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly 15/15 AoP 1/1 Lv 1/1 Spx 1/1 SoR 3/3 Bt 1/1 Wg

Since we just got 'tossed into the Abyss', as it were, I would like to have had a brief retcon to when we first arrived:

Vladek looks around - and down at the (for want of a better word) carpet - his face a perfect mask of Elven inscrutability, and then looks back at the party. He seems to be appraising each one of you.

"I shall be trying something new on this occasion," He eventually says before casting a spell on Valrar, and then a simpler version of the same spell upon himself....

I cast bestow planar infusion I upon myself, and bestow planar infusion II upon Valrar.

Benefits of planar infusions here - and the Abyss (ironically) is right at the top!

______________/flashback

Knowledge (Dungeoneering) vs hooded figure: 1d20 + 30 ⇒ (17) + 30 = 47 I swear, of all the times for a "hooded figure" NOT to be Discworld's Death...not sure that would be better or worse, under the circumstances.

Knowledge (Dungeoneering) vs Giant Abyssal Beetle Action-PlaysetTM!: 1d20 + 30 ⇒ (1) + 30 = 31

Scarab Sages

male Faerie Dragon Familiar 15
Spoiler:
|AC 29, T 19, FF 25 SR 20|HP: 42/42|F +11, R +13, W +15|Init +3, Perc +23|CMB +8 CMD 18 (22 vs trip)|greater invisibility 3/3, 1st-level spells 6/6

Qadathra audibly squeaks in alarm at the sudden tentacular assault...

CMB check to escape tentacles: 1d20 + 7 ⇒ (20) + 7 = 27 A CMB check is a form of attack roll, so I think that means an automatic success

...but appears to momentarily flicker in space, and somehow escapes immediately, propelling himself upward and beyond their reach!

30' up is still safe, right?


The Planar Infusion spells are fine

Kirrah manages to tear himself free of the tetacles as does Qadartha. Qadartha takes to the air, flying up out of the reach of the tentacles.

I will deal with Vladeks knowledge checks when we reach his turn

Round 1

30 Valrar
22 Bauble
19 Eternal Hive
15 Fendahl
15 Kirrah - move action

15 Qadartha
12 Vladek
8 Alie
4 Rogar

Bold may act.

Group Effects:

Status, anyone can read:

Alie 138|125, grappled
Valrar 150|157, grappled
Vladek 88|75, grappled
Qadartha 42|37, 30' up
Fendahl 114|121, grappled
Kirrah 97|104
Bauble 111|111
Rogar 68|75, grappled

Hooded Enemy
Beelte
Legs

Scarab Sages

male Faerie Dragon Familiar 15
Spoiler:
|AC 29, T 19, FF 25 SR 20|HP: 42/42|F +11, R +13, W +15|Init +3, Perc +23|CMB +8 CMD 18 (22 vs trip)|greater invisibility 3/3, 1st-level spells 6/6

QadaTHRA. Qadathra. Qadathra....


Female lion - AC 37 T 12, FF 30 - hp 148/148+40 Fort +12, Ref +13, Will +5* Init +4; Senses low-light vision, scent; Perception +8 {airwalk, atavism, animal growth, longstrider, barkskin, lifebubble}

Kirrah will bound forward, out of the tentacles as best she can.

with long strides she has 60’ move but thru difficult terrain still should be able to get clear?

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl draws his wand and activates to gain freedom of movement...,

Since he is mounted he would try to have Kirrah delay so they can both exit, but will leave that to GM fiat


Whilst mounted you share your turn so you can draw and use your wand and then have Kirrah break fre and bound forward.


Fendahl and Kirrah clear the area of the black tentacles.

Then, more things start happening. The ground rumbles beneath your feat and a massive metal spider erupts from the ground, scattering you all with loose stones and dead insects. As it emerges it spreads enormous locust like wings and takes to the air!

The creature emerges close to Fendahl and Kirrah. It flies up and above them, its many eyes glittering in the light. All eight eyes glow and they shoot a pale grey beam of light straight into Kirrah.

I am going to pause here to see if you are happy with Kirrah's fort save Fendahl. I will generally roll saves so as to avoid losing a lot of time resolving them but I will pause on important or marginal looking ones to give people a chance to use reactions, rerolls etc if they want to do so. Green is currently three squares above Kirrah, taking advantage of its greater reach.

Rolls, anyone can read:

Eye beam vs Kirrah, touch: 1d20 ⇒ 4
Kirrah Fort save: 1d20 + 12 ⇒ (6) + 12 = 18
Fendahl, Kirrahs fort save is listed as +12 in her tag line and +11 in her stat block, which is right?

The Exchange

N/N Male Human Magus (Bladebound)/12| HP: 111/111 (0 nonlethal) | AC/Tch/FF: 32/17/27 28/17/23 | CMB: +8, CMD: 25 | F/R/W: +15/13/11 +15/13/11 | Init: +11(7) | Speed 30 ft | Acrobatics+14, DDev+4, Escape Artist +15, Fly+16, Kn Arcana+11, Kn Dung+11, Kn Geog+11, Kn Planes+11, Perc+13, Ride+7, SoHand +11, Spellcraft+21, Stealth+16 | Active Conditions: Ablative Barrier (50/50)

Does he need to make a ST? It looks like the eye beam missed... Ah! You are probably not showing the plusses. Am I correct?

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

+11 is correct, as I had to remove her +2 Con belt for the saddle. I did not get to redo her main sheet while traveling, but am back home now. I am not sure any boons apply to the animal companion and not ready to use reroll on this one, incase Fendahl needs it (or another PC).
Ironically this isn't the first time I have had this happen to my poor cat (not Kirrah, but for another PC).

Fendahl stoically sighs as he suspects the circle of life is about to be short circuited abruptly.

gm if needed:

kirrah fort: 1d20 + 11 ⇒ (9) + 11 = 20


Bauble wrote:
Does he need to make a ST? It looks like the eye beam missed... Ah! You are probably not showing the plusses. Am I correct?

That is right, you can see my rolls for attacks and saves of the enemy but I dont show the modifiers, the same as might happen in a face to face game.


Fendahl Silvermane wrote:

+11 is correct, as I had to remove her +2 Con belt for the saddle. I did not get to redo her main sheet while traveling, but am back home now. I am not sure any boons apply to the animal companion and not ready to use reroll on this one, incase Fendahl needs it (or another PC).

Ironically this isn't the first time I have had this happen to my poor cat (not Kirrah, but for another PC).

Fendahl stoically sighs as he suspects the circle of life is about to be short circuited abruptly.

Fendahl, I rolled Kirrahs save in the spoiler in my post, I rolled a 6. Are you using a folio reroll?

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

I am fine with the roll you made and only posted the second roll if there was some other reroll in play(feat/spell etc). Not spending my reroll so keep the 6


Kirrah slows, stiffens and then stops moving entirely as he is transformed into smooth stone. The creatures then lashes out with a massive claw at Fendahl but it goes well wide over his head.

Then, worringly, a second such beast bursts out of the ground and flies towards the back line of the group. Its eye beam blasts out at Vladek, but he is able to shrug off its transformative effect. He is less lucky with its claws as it wrenches him out of the tentacles and drags him closer to its massive jaws.

The rules on multtiple grabs are hazy, for now, given that it has to move you when it grabs I am going to say you are removed from the tentacle grab. Vladek, you take 17 damage and are now 10' in the air, grabbed by the retriever.

It occurs to Vladek that the enormous beetle thing is just that. A creation of Deskari, designed as a terrifying troop transport. Its outer exoskeleton is exceptionally tough (very high AC, lots of hardness) as well as being immune to acid, electricity and poison. It is a chaotic evil vermin, native to the abyss and has all of the associated vermin immunities as well.

The creature in the mouth is a form of Worm that Walks. It has substantial damage reduction, it is immune to critial hits, flanking, paralysis, poison, sleep, disease and physical spells or effects which target a specific number of creatures. It is capable of discorporating itself into a true swarm, gaining all of the usual immunities of a swarm.

Rolls:

Green Claw, Fendahl, height: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Fendahl has freedom of movement and therefore ignores the grab

Blue, Eye beam vs Vladek: 1d20 ⇒ 15
Vladek fort save: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

Blue Claw, Vladek, height: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Grab, height: 1d20 + 1 ⇒ (14) + 1 = 15

Round 1

30 Valrar
22 Bauble
19 Eternal Hive
15 Fendahl
15 Kirrah - petrified
15 Qadathra
12 Green Retriever
12 Blue Retriever
12 Vladek
8 Alie
4 Rogar

Bold may act.

Group Effects:

Status, anyone can read:

Alie 138|125, grappled
Valrar 150|157, grappled
Vladek 71|75, grabbed by blue retriever
Qadathra 42|37, 30' up
Fendahl 114|121
Kirrah 97|104 = petrified
Bauble 111|111
Rogar 68|75, grappled

Hooded Enemy
Beetle
Legs
Blue retriever
Green retriever


Oops, misread the retriiever stats, their claws do not grab. Vladek remains grappled by the tentacles and threatened by the retriever.

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

Coming off delay.

Escape Artist: 1d20 + 1d6 + 15 ⇒ (16) + (4) + 15 = 35

Valrar tries his best to shrug free of the tentacles and escape their zone of influence.


Valrar escapes the tentacles. You have a move action left. The tentacle area is difficult terrain.

Sovereign Court

Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste

Already moved, difficult terrain factored in.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

What sort of action is it to activate boots of escape, GM?


It doesnt specify so I would probably say it is a standard. It works like dimension door so it also ends your turn.

Vladek is up.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +24|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly 15/15 AoP 1/1 Lv 1/1 Spx 1/1 SoR 3/3 Bt 1/1 Wg

Sorry for the hiatus...do Retriever eye beams count as a gaze attack?

From bad to worse, goes a passing thought in Vladek's labyrinthine mind...

defensive casting DC 19: 1d20 + 22 ⇒ (11) + 22 = 33
PLUS (how does concentration work when facing two types of challenge at once???)?:
concentration vs grappling: 1d20 + 22 ⇒ (14) + 22 = 36

...but he proves prepared, twisting himself not just "in" space and time, but just a hair's breadth ahead of it!

Scarab Sages

male Faerie Dragon Familiar 15
Spoiler:
|AC 29, T 19, FF 25 SR 20|HP: 42/42|F +11, R +13, W +15|Init +3, Perc +23|CMB +8 CMD 18 (22 vs trip)|greater invisibility 3/3, 1st-level spells 6/6

Qadathra interjects a hurried incantation...

defensive casting DC 17: 1d20 + 6 ⇒ (16) + 6 = 22

Vladek's Escape Artist check!: 1d20 + 15 ⇒ (14) + 15 = 29

...and Vladek, not only magically empowered now but conveniently rail-thin to begin with, is able to begin making a break for it (making what i hope can still constitute a 5' step in this environment)!


They do.not. They are ranged attacks but do not provoke.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie uses her Boots of Escape to port away roughly 100’ behind the rest of the party, getting out of reach of those awful tentacles.


Alie will have to wait as it isn't her turn yet which is why you arent bolded. I will post later today.

The Exchange

N/N Male Human Magus (Bladebound)/12| HP: 111/111 (0 nonlethal) | AC/Tch/FF: 32/17/27 28/17/23 | CMB: +8, CMD: 25 | F/R/W: +15/13/11 +15/13/11 | Init: +11(7) | Speed 30 ft | Acrobatics+14, DDev+4, Escape Artist +15, Fly+16, Kn Arcana+11, Kn Dung+11, Kn Geog+11, Kn Planes+11, Perc+13, Ride+7, SoHand +11, Spellcraft+21, Stealth+16 | Active Conditions: Ablative Barrier (50/50)

Man, what a slippery bunch!


If there are multiple effects requiring a concentration check then my understanding is you have to make each of them

Vladek manages to focus his mind sufficiently to cast his spell as does Qadathra. Unfortunately it is not enough to allow him to escape from the tenacious grapple of the tentacles.

Vladek, I dont think your escape artist check includes the -2 from the dex penalty due to being grappled which makes your 29 a fail. If it does I will retcon. You could not 5' step in the tentacles area as it is difficult terrain.

As a note, you do not need to cast defensively for swift or immediate action spells.

Then the head of the giant beetle lunges forward at Bauble! He vanishes into the mouth of the mighty creature!

Bauble takes 27 damage and is automatically swallowed. He finds himself now inside the mouth of the creature.

Inside the mouth he sees several things. There is a third retriever and a second worm that walks! The second worm is floating in the middle of a deep pool of horrid looking digestive juices. Towards the back of the mighty beetles throat he also sees a magnificent looking scythe wedged into the putrescent flesh of the beetle.

The third retriever moves to deal with the Magus! A grey beam of light streaks from its eye but it misjudges the shot and the beam lances out of the beetles mouth. The creature then flies forward on buzzing locust like wings and lashes out at Bauble with a single massive claw but the movement of the beetles head clearly throws off its aim and it misses with that as well.

Rolls, anyone can look:

Beetle mouth pincers versus Bauble: 1d20 ⇒ 18
Damage: 4d8 + 10 ⇒ (5, 4, 3, 5) + 10 = 27

Yellow eye beams vs Bauble: 1d20 ⇒ 1

Yellow claw on Bauble: 1d20 ⇒ 11

Round 1

22 Bauble
19 Eternal Hive
15 Fendahl
15 Kirrah - petrified
15 Qadathra
12 Green Retriever
12 Blue Retriever
12 Vladek
12 Valrar
10 Beetle
9 Yellow Retriever
8 Alie
4 Rogar

Bold may act. Alie, if you teleport backwards out of the starting area you will not longer be able to see the combat due to the topography. You have come up a steep incline and around a sharp corner.
You could teleport to the top of the canyon walls but you would then be exposed to the swarms of locusts. You may change your action if you wish.

Group Effects:

Status, anyone can read:

Alie 138|125, grappled
Valrar 150|157
Vladek 71|75, grabbed
Qadathra 42|37, 30' up
Fendahl 114|121
Kirrah 97|104, petrified
Bauble 84|111
Rogar 68|75, grappled

Worm that Walks
2nd Worm that Walks
Beetle
Legs
Blue retriever
Green retriever
Yellow retriever

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie will still use the boots of escape, but will move 20’ to the left of Valrir then, as that looks to be a safe spot.

51 to 100 of 733 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GMAndrewW Rasping Rebirth (12-13) All Messageboards

Want to post a reply? Sign in.