Miteke's Legacy of Fire

Game Master miteke

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Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Urahbot spams healing!

Cure Moderate Wounds: 2d8 + 5 ⇒ (6, 3) + 5 = 14

That should leave Malgrim at -47 HPs and -74 Non-lethal damage which means he is awake with effectively 3 HPS! If he can act this turn see below. If he cannot because Urahbot was a lower initiative, ignore it.

If I can Act!:
Malgrim wakes up and sees the distant fight. Staying down he gathers power to himself, and sends a bolt of mud at the damaged golem!

Gather Power, Extend a Composite Blast at the damaged creature. No cover with arcing fire.

Mud (Earth/Water) Blast w/Elemental Overflow , DA: 1d20 + 12 + 3 - 2 ⇒ (13) + 12 + 3 - 2 = 26
Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , DA: 6d6 + 14 + 6 + 4 ⇒ (5, 1, 3, 2, 1, 4) + 14 + 6 + 4 = 40

If AC 26 hits the golem, it takes 40 magical bludgeoning damage before DR.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Seif-al-Din... starts casting.


Thanks to Urahbot, Malgrim pops back up and slings some mud across the field. Unfortunately, it totally misses. He feels a lot worse than he actually is (all that healing he took removed equal parts lethal and non-lethal. He is at -47 in both categories and is indeed up)

Seif begins casting, but what? GMs always succeed at their spellcraft rolls.

❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Gnasher (-34 HP, -35 NL)

Cannon golem (-90 HP, 150' away from Seif and Malgrim)
Unknown golem (-0 HP, 150' away, GM Note: RD 10)

❖❖❖ Round 7 ❖❖❖
Malgrim Gryh (-47 HP, -47 NL)
Urahbot (-0 hp)
Seif (-0 HP)
Shadow (-51 HP, -52 NL, divine favor expiring after round 13, currently passed out)


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

He has more Non-lethal because he has 4 Burn which is incurable Non-lethal damage all the time.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Infernal Healing. It is all I have.


Male Gnoll Bloodrager 12 | HP 146/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 29/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 2/3, 2nd: 3/3, 3rd:2/2 | BoS 10/10

Growling as both the Golems slam into him, Gnasher is relieved he distacted them long enough to get Malgrim back in the fight. Hoping they can revive the tiger somehow, he lifts his bardiche and chops twice at the canon armed golem.

Rage 3/23 HP - 34/35 Due to rage and reckless abandon AC19/T8/FF16, fast healing @ 3 Full Attack + 1 keen bardiche PA/RA,
attack: 1d20 + 17 ⇒ (20) + 17 = 37 for damage: 2d8 + 9 + 2 + 1 + 9 ⇒ (2, 7) + 9 + 2 + 1 + 9 = 30
attack: 1d20 + 12 ⇒ (13) + 12 = 25 for damage: 2d8 + 9 + 2 + 1 + 9 ⇒ (2, 6) + 9 + 2 + 1 + 9 = 29
attack: Confirm Crit?: 1d20 + 17 ⇒ (7) + 17 = 24 for damage: 2d8 + 9 + 2 + 1 + 9 ⇒ (2, 5) + 9 + 2 + 1 + 9 = 28
I don't remember if crit's work on Golems, so I rolled it just in case


Seif-al-Din ibn-Subhi wrote:
Infernal Healing. It is all I have.

Really? Oracles get the cure spells for free, unless there is something that nixed that.

"In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed."


Gnasher managed to take a small chunk out of the largest of the golems, though it seems far less than it should be (DR 15), but he heals a bit to make up for it (-31 HP, -32 NL)

Both golems again beat down on Gnasher.

to hit slam on shadow: 1d20 + 28 ⇒ (4) + 28 = 32
damage: 2d10 + 16 ⇒ (4, 6) + 16 = 26

to hit slam: 1d20 + 29 ⇒ (2) + 29 = 31
damage: 2d10 + 10 ⇒ (8, 6) + 10 = 24

to hit slam: 1d20 + 29 ⇒ (7) + 29 = 36
damage: 2d10 + 10 ⇒ (3, 6) + 10 = 19

He is an easy target due to the raging, and he takes a fair bit of damage (35 Lethal and 34 NL putting him at -66 HP, -66 NL) and he passes out (unless you have some mitigating circumstances).

❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Gnasher (-66 HP, -66 NL, currently passed out and no longer raging)
Malgrim Gryh (-47 HP, -47 NL, -4 NL burn)
Urahbot (-0 hp)
Seif (-0 HP)
Shadow (-51 HP, -52 NL, divine favor expiring after round 13, currently passed out)

Cannon golem (-105 HP, 150' away from Seif and Malgrim)
Unknown golem (-0 HP, 150' away, GM Note: RD 10)

❖❖❖ Round 8 ❖❖❖


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Urahbot heals, but saves whatever big stuff he has left for now and uses a cure light.

CLW on Malgrim: 1d8 + 5 ⇒ (3) + 5 = 8

Malgrim sends another bolt at the creatures.

Same thing, and hope for a slightly better result. Gather Power, Extend Range, and Composite Blast.

Mud (Earth/Water) Blast w/Elemental Overflow , DA: 1d20 + 12 + 3 - 2 ⇒ (5) + 12 + 3 - 2 = 18

Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , DA: 6d6 + 14 + 6 + 4 ⇒ (1, 4, 3, 3, 2, 1) + 14 + 6 + 4 = 38

Even without cover, that misses by a country mile. Moving along.


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Waiting on Seif. With both Gnasher and Shadow down his action is the only one left unless he revives one of them.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Seif-al-Din pumps some healing into Gnasher.

CSW: 3d8 + 9 ⇒ (8, 5, 7) + 9 = 29.


Male Gnoll Bloodrager 12 | HP 146/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 29/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 2/3, 2nd: 3/3, 3rd:2/2 | BoS 10/10

Gnasher (-66 HP, -66 NL, currently passed out and no longer raging) 128-66=62 HP - 66 non lethal. 29 points healed, makes it 91 Hp - 37 non -lethal correct?

Waking on the ground, Gnasher finds himself alive, normal size and fatigued. Growling, "Stupid golem." He reaches for his bardiche, slashing at the 'cannon Golem's legs.

prone, -4/+4/-4fatigued 1/10 rds –2 penalty to Strength and Dexterity. Due to fatigue and reckless abandon AC22/T11/FF19 move action picks up bardiche, attacks Attack + 1 keen bardiche PA/RA,
attack:: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28 damage: 1d10 + 6 + 1 + 9 ⇒ (5) + 6 + 1 + 9 = 21
attack: confirm crit?: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21 damage: 1d10 + 6 + 1 + 9 ⇒ (9) + 6 + 1 + 9 = 25


Ahhh! That felt good. Gnasher finds that in his tired state, he is unable to hit the golem in spite of the solid blow. Worse, the golems are no match for him and put him under again and Malgrim too!

to hit slam on Gnasher: 1d20 + 28 ⇒ (14) + 28 = 42
damage: 2d10 + 16 ⇒ (9, 2) + 16 = 27

to hit slam on Gnasher: 1d20 + 28 ⇒ (3) + 28 = 31
damage: 2d10 + 16 ⇒ (7, 8) + 16 = 31

to hit cannon on Malgrim: 1d20 + 29 ⇒ (9) + 29 = 38
damage: 6d6 + 7 ⇒ (3, 6, 5, 5, 2, 3) + 7 = 31

to hit cannon on Malgrim: 1d20 + 26 ⇒ (7) + 26 = 33
damage: 6d6 + 7 ⇒ (4, 3, 2, 2, 3, 3) + 7 = 24

❖❖❖❖❖❖ Combat Card Round 8 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Gnasher (-64 HP, -64 NL, passed out again)
Malgrim Gryh (-61 HP, -62 NL, -4 NL burn, passed out again)
Urahbot (-0 hp)
Seif (-0 HP -0 NL)
Shadow (-51 HP, -52 NL, divine favor expiring after round 13, currently passed out)

Cannon golem (-105 HP, 150' away from Seif and Malgrim)
Unknown golem (-0 HP, 150' away, GM Note: RD 10)

❖❖❖ Round 9 ❖❖❖


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Urahbot faints.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Seif-al-Din once again tries to wake Gnasher up.

CSW: 3d8 + 9 ⇒ (2, 5, 3) + 9 = 19.


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@Seif
You also have cure critical wounds at your disposal.

Gnasher (-45 HP, -45 NL, up again!)


Male Gnoll Bloodrager 12 | HP 146/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 29/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 2/3, 2nd: 3/3, 3rd:2/2 | BoS 10/10

Regaining consciousness, the last thing Gnasher remembers was a large metal foot kicking him in the muzzle. Realizing he cannot defeat the golem in the shape he's in he hopes they will ignore him. Concentrating he casts mirror image on himself then quickly reaches for his bardiche.

-45 HP, -45 NL prone, -4/+4/-4fatigued 2/10 rds –2 penalty to Strength and Dexterity. Due to fatigue and reckless abandon AC22/T11/FF19 standard cast mirror image, move picks up bardiche
Concentration: casting defensively DC19: 1d20 + 9 + 3 ⇒ (18) + 9 + 3 = 30
mirror image: 1d4 + 3 ⇒ (1) + 3 = 4


Gnasher is back up but,

to hit slam on Gnasher: 1d20 + 28 ⇒ (12) + 28 = 40
image bashing: 1d5 ⇒ 4, pop goes an image
damage: 2d10 + 16 ⇒ (9, 3) + 16 = 28

to hit slam on Gnasher: 1d20 + 28 ⇒ (4) + 28 = 32
image bashing: 1d4 ⇒ 1
damage: 2d10 + 16 ⇒ (7, 8) + 16 = 31

And Gnasher takes 15 lethal and 16 non-lethal (-60 HP, -61 NL) sending him to la la land.

to hit cannon on Seif: 1d20 + 29 ⇒ (20) + 29 = 49
confirm Seif: 1d20 + 29 ⇒ (11) + 29 = 40
damage: 24d6 + 28 ⇒ (5, 1, 5, 5, 3, 1, 6, 1, 6, 6, 5, 1, 1, 5, 6, 5, 2, 4, 6, 5, 5, 6, 5, 1) + 28 = 124

Seif is totally knocked off his feet by the cannon, and all of you find yourselves unconscious except for Urah, who is quietly sneaking away.

COMBAT OVER

A med bot arrives and heals you all back up to maximum and then a magic mouth relays a message to the group.

"Your efforts have been graded and you will be rewarded accordingly."

Each PC (and Seif may choose something on behalf of Shadow) may select one magic item worth at most 4000 gp to gain as a reward. This will be added to your loot sheet so choose with that in mind. Urah, of course gets nothing, since he ran from the fight. A pity Malgrim was so inaccurate at the end there. With a little more luck you might have downed a second golem and doubled that. Taking out all three would have been heroic!


Male Gnoll Bloodrager 12 | HP 146/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 29/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 2/3, 2nd: 3/3, 3rd:2/2 | BoS 10/10

Startled but the med bot healing him, Gnasher quickly get's to his feet and gathers his bardiche. Looking around he realizes the one golem is destroyed and the others are gone. Nodding as the magic mouth appears and explains he nods, repeating the words, "Rewarded accordingly." He nods, and gestures towards the tower. "Shall we continue?"


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

"This plane is terrible..." Malgrim mutters as he turns and continues on his way.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Seif-al-Din nods vigorously.

"Please. Before we run into any more 'tests' like that one..."


You guys make the long trek to the north and come to an immense spike of sheer, solid rock with narrow grooves spiraling up its entire length protruding from the ground. Driven deep in the heart of a hilltop at the center of the island, the spike rises to a height of at least one hundred feet. The spike impales the petrified ribcage of an enormous draconic beast, its stony ribs themselves over twenty feet high. Scattered nearby are other fragments of the colossal skeleton—bits of wing, legs, and to the south of the spire, an immense horned skull. The spire widens at the top like the knob of some brobdingnagian club, and the top is slightly jagged, as though pieces have been broken off.

The Black Spire Image

You are still a few hundred feet away. I assume you approach?


Male Gnoll Bloodrager 12 | HP 146/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 29/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 2/3, 2nd: 3/3, 3rd:2/2 | BoS 10/10

As they continue to approach, seeing the winding groove running to the top of the spire, Gnasher gestures towards it. Looking towards the others "Path lead to top, Tribe climb unless magic to fly available."


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

"That does not seem structurally sound. Stupid plane." Malgrim says as he looks up at the strange spire. Malgrim continues walking forward towards the spire.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Seif-al-Din adds soberly:

"There is even a light on in the building, so someone is probably home... or at the very least, something..."

No-one else going to comment on the fact that the skeleton is covered in ghouls/ghasts...? :-P


So, you headed in? I'm 95% sure you will but I'm going to make you 'say' it.


Male Gnoll Bloodrager 12 | HP 146/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 29/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 2/3, 2nd: 3/3, 3rd:2/2 | BoS 10/10
miteke wrote:
So, you headed in? I'm 95% sure you will but I'm going to make you 'say' it.

Is there a door at the bottom or will we need to climb the winding slope?

Chuckling at Magrim's comment about 'structurally sound' Gnasher turns towards Seif-al-Din, Someone home? Tribe go knock on door." Keeping his bardiche resting on his shoulder, Gnasher heads towards the Spire.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

"So, do you think there are more of whatever left that skeleton behind? Malgrim asks as they pass by the colossal skeleton.


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There are stairs carved into the spire's sides. As you begin to approach, these Ghasts make their presence all too apparent as their howls in increase in ferocity as your group approaches. When you get to 150' from the spire, you find that ALL your magic ceases to work as per an anti-magic sphere.

Please figure out your updated ACs and include them in your next post. Not a nice place to be so far for magic casters, what with immune golems and now this! Note that supernatural effects (such as bloodrage) will not work here either. Have fun with this :)


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

"@#$@!!$#$ Plane! Malgrim says as most of his powers disappear.

AC 20. My boost to size is EX and so the boosts to stats from that would remain.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Glad I did not go with my initial thought, and try Air Walking to the top of the spire!

Seif-al-Din wrinkles his nose in disgust.

"Well, looks like we will be relying on Gnasher for *everything* here . I hope the reward for our persistence will be worth it, and not just a painful experience..."


Male Gnoll Bloodrager 12 | HP 146/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 29/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 2/3, 2nd: 3/3, 3rd:2/2 | BoS 10/10
miteke wrote:
Note that supernatural effects (such as bloodrage) will not work here either. Have fun with this :)

Hmmmm, does the 'rage' still work, without any 'supernatural effects'?

HP: 101/101, AC 21/13/17, str. 19, CMB 13/CMD 27, the bardiche is still MW, the bite is natural....

Feeling the effects of the belt and headband wear off, Gnasher realizes his innate magic was not reachable. Smiling a wolfish smile, he releases a nervous laugh as he brings his bardiche to bear, waiting for the undead to charge.

Readied attack: MW Bardiche, power attack
attack: 1d20 + 14 - 3 ⇒ (19) + 14 - 3 = 30 damage: 1d10 + 6 + 9 ⇒ (9) + 6 + 9 = 24
AoO: 1d20 + 14 - 3 ⇒ (11) + 14 - 3 = 22 damage: 1d10 + 6 + 9 ⇒ (4) + 6 + 9 = 19
AoO: 1d20 + 14 - 3 ⇒ (10) + 14 - 3 = 21 damage: 1d10 + 6 + 9 ⇒ (1) + 6 + 9 = 16


'Gnasher' Red Claw wrote:
miteke wrote:
Note that supernatural effects (such as bloodrage) will not work here either. Have fun with this :)
Hmmmm, does the 'rage' still work, without any 'supernatural effects'?

Afraid not. A bloodrager does not rage, he bloodrages. For a barbarian it is an Ex ability. For a bloodrager it is a Su ability. Seems like pretty much all of you, except Shadow, are hosed by this aura.

The ghasts seem to be holding back unless you come further in than 150'.


Male Gnoll Bloodrager 12 | HP 146/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 29/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 2/3, 2nd: 3/3, 3rd:2/2 | BoS 10/10
miteke wrote:
Afraid not... Seems like pretty much all of you, except Shadow, are hosed by this aura.

Cool, couldn't hurt to ask. Oddly I don't see him as hosed :) Shadow and Gnasher can take 'em

HP: 101/101, AC 21/13/17, str. 19, CMB 13/CMD 27, the bardiche is still MW, the bite is natural....

Realizing the undead have not moved from the shadows of the skeleton, Gnasher nods that way. "Maybe tribe need to move a little closer." He moves forwards several feet, keeping his bardiche readied.

40 ft. Readied attack: MW Bardiche, power attack
attack: 1d20 + 14 - 3 ⇒ (14) + 14 - 3 = 25 damage: 1d10 + 6 + 9 ⇒ (1) + 6 + 9 = 16
AoO: 1d20 + 14 - 3 ⇒ (5) + 14 - 3 = 16 damage: 1d10 + 6 + 9 ⇒ (3) + 6 + 9 = 18
AoO: 1d20 + 14 - 3 ⇒ (6) + 14 - 3 = 17 damage: 1d10 + 6 + 9 ⇒ (2) + 6 + 9 = 17


You all move forward a bit and it does indeed trigger an hungry rush. The ghasts come out in force!

Place yourselves somewhere on the battlemap at least 40' from an edge. You can place yours and other PCs icons to speed things up.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I can punch a dead dude...for a little anyway.


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Just need Seif and Shadow to be placed and then I will place the Ghasts. You are approaching from the west. That would have been a good thing to mention up front :)


You file and and a mad rush ensues. Gnasher's readied attack scores but does not drop a ghoul. His AoO also score hits due to the abandoned gait. One of them is pretty beat up having taken two blows (34 damage). the other is less beat up having taken only 17 damage.

Attacks on Gnasher, AC 21
to hit, charge: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
damage: 1d6 + 3 ⇒ (1) + 3 = 4, DC 14 save vs. disease
to hit, charge: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
damage: 1d6 + 3 ⇒ (1) + 3 = 4, DC 14 save vs. disease
to hit, flank, charge: 1d20 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14
damage: 3d6 + 3 ⇒ (4, 5, 2) + 3 = 14, DC 14 save vs. disease
to hit, flank, charge: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28
damage: 3d6 + 3 ⇒ (3, 1, 1) + 3 = 8, DC 14 save vs. disease
Gnasheris bit twice for 12 damage and needs to make 2 DC 14 fort saves

Attacks on Malgrim, AC 20
to hit, flank, charge: 1d20 + 7 + 2 + 2 ⇒ (15) + 7 + 2 + 2 = 26
damage: 3d6 + 3 ⇒ (2, 2, 6) + 3 = 13, DC 14 save vs. disease
to hit, flank, charge: 1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15
damage: 3d6 + 3 ⇒ (5, 1, 4) + 3 = 13, DC 14 save vs. disease
to hit, flank, charge: 1d20 + 7 + 2 + 2 ⇒ (13) + 7 + 2 + 2 = 24
damage: 3d6 + 3 ⇒ (4, 2, 5) + 3 = 14, DC 14 save vs. disease
to hit, flank, charge: 1d20 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17
damage: 3d6 + 3 ⇒ (3, 1, 6) + 3 = 13, DC 14 save vs. disease
Malgrim is bit twice for 27 damage and needs to make 2 DC 14 fort saves

Attacks on Seif, AC ?
to hit, charge: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
damage: 1d6 + 3 ⇒ (1) + 3 = 4, DC 14 save vs. disease
to hit, charge: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
damage: 1d6 + 3 ⇒ (1) + 3 = 4, DC 14 save vs. disease

Attacks on Shadow, AC ?
to hit, charge: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
damage: 1d6 + 3 ⇒ (6) + 3 = 9, DC 14 save vs. disease
to hit, charge: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
damage: 1d6 + 3 ⇒ (1) + 3 = 4, DC 14 save vs. disease
to hit, charge: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
damage: 1d6 + 3 ⇒ (5) + 3 = 8, DC 14 save vs. disease

I can resolve Seif and Shadow when I know the anti-magicked ACs. Note: I am going to assume that Seif deactivated Shadow's Amulet of Mighty Fists (Merciful) when you all noticed the undead based on his religion skill.

DC 13 kn religion:
These are Ghoul Creepers. They have a sneak attack bonus that kicks in when flanking. I would highly recommend you suggest a more protected formation that prevents flanking for this battle! You also know that undead are immune to non-lethal, so Malgrim's plan to use his fists will not work unless he has a feat or something. You may ask 1 question for every 5 by which you exceed the DC


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Sans-Magic AC: Seif's AC is 22. Shadow's AC is 27. Thank Heavens for (Ex) abilities, and natural armor! Re: The Amulet of Mighty Fists, it would be turned off in the antimagic field, in any case...

Knowledge(Religion): 1d20 + 15 ⇒ (2) + 15 = 17.

Fort (Shadow): 1d20 + 9 ⇒ (11) + 9 = 20.

Seif-al-Din goes Total Defence (taking his AC to 26).

Shadow, meanwhile, starts shredding ghouls (starting with Orange).

Bite: 1d20 + 12 ⇒ (18) + 12 = 30, for 1d8 + 7 ⇒ (3) + 7 = 10 damage.
Claw: 1d20 + 12 ⇒ (3) + 12 = 15, for 1d6 + 7 ⇒ (6) + 7 = 13 damage.
Claw: 1d20 + 12 ⇒ (11) + 12 = 23, for 1d6 + 7 ⇒ (5) + 7 = 12 damage.


Snadow, as mighty as she is, is able to avoid all but one attack on her, but then gives as well as she takes.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Malgrim Gryh (AC 20, -0 HP, need 2 DC 14 fort saves vs. Paralysis)
Gnasher (AC 21, -0 HP, need 2 DC 14 fort saves vs. Paralysis)

❖❖❖ Round 2 ❖❖❖
Ghouls (-34, -17, -22)

Seif (AC 26, -0 HP)
Shadow (AC 27, -8 HP, need 1 DC 14 fort saves vs. Paralysis)


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Fort: 1d20 + 12 ⇒ (9) + 12 = 21

Fort: 1d20 + 12 ⇒ (12) + 12 = 24

Malgrim retreats!

So how far into the Antimagic area am I? If I can single move out I will do so and fire with the Spoiler below. If I need to double move out I will do that. Which brings up an interesting topic. I am technically in light armor, but it still slows me. Acrobatics allows you to move through threatened squares unless you are slowed by Medium or Heavy armor or under a medium or heavy load. Since I am slowed by light armor instead of medium armor, can I avoid attacks? I have put a bunch of checks into a spoiler in case I can as well. Regardless of what I can or cannot do, my goal is to get out of the area so I can start being more useful in the fight.

Apparently, I really misunderstood the map, too. I thought we were coming from the right side to the left and put myself exactly 40 ft from there, but it appears we were coming from the other way? Which means I am even further from the edge then I needed to be. So I have even more Acrobatics checks to go back that way. With the extra distance, I am going to assume I cannot possibly get out this round and just double move that way. Weeee....

Lots of Acrobatics:

Acrobatics vs Gold's CMD: 1d20 + 13 ⇒ (1) + 13 = 14
Acrobatics vs Maroon's CMD: 1d20 + 13 ⇒ (6) + 13 = 19
Acrobatics vs Navy Blue's CMD: 1d20 + 13 ⇒ (12) + 13 = 25
Acrobatics vs Pink's CMD: 1d20 + 13 ⇒ (1) + 13 = 14
Acrobatics vs Blue's CMD: 1d20 + 13 ⇒ (17) + 13 = 30
Acrobatics vs Purple's CMD: 1d20 + 13 ⇒ (17) + 13 = 30
Acrobatics vs Teal's CMD: 1d20 + 13 ⇒ (3) + 13 = 16
Acrobatics vs Red CMD: 1d20 + 13 ⇒ (9) + 13 = 22
Acrobatics vs Light Blue's CMD: 1d20 + 13 ⇒ (7) + 13 = 20


Malgrim Gryh wrote:
[ooc]So how far into the Antimagic area am I?

I'm going to say the boundary is the green line I just placed.

To move through a threatened space with Acrobatics you have to make a skill roll, but if you fail, which would be somewhat likely given that you have to make a roll for each enemy and each space, you are halted. I would not recommend it. A better idea might be to have one of the high AC characters draw all the AoO so that you can hightail it out of there unmolested.

Now why are you slowed by the armor?

mithril armor rules regarding speed.


Male Gnoll Bloodrager 12 | HP 146/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 29/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 2/3, 2nd: 3/3, 3rd:2/2 | BoS 10/10
miteke wrote:
Gnasher (AC 21, -0 HP, need 2 DC 14 fort saves vs. Paralysis)

I believe Gnasher is - 12

DC 14 fort: 1d20 + 9 ⇒ (14) + 9 = 23 Sans cloak
DC 14 fort: 1d20 + 9 ⇒ (15) + 9 = 24 Sans cloak

Believing that Malgrim has the right idea, Gnasher says aloud, "Tribe retreat back to magic." Not willing to leave his bardiche behind, baring his teeth he snaps at the Ghoul that wounded him and quickly follows Magrim to the magical demarcation.

Just realized he can't attack the ghoul that would have wounded him with his bardiche without taking a 5 ft step and eliminating a second move to retreat. So giving up 5 AoO's, - 12 HP 89/101, AC 21/13/17, str. 19, CMB 13/CMD 27, Bite whichever ghoul wounded him. P.A
attack: 1d20 + 13 - 3 ⇒ (3) + 13 - 3 = 13 damage: 1d6 + 4 + 6 ⇒ (3) + 4 + 6 = 13


What order are the PCs booking it out of there at? Like I said, it matters since the AoOs will fall on the first person to move for any given ghoul.

@Gnasher
Unfortunately you just cannot bring yourself to bite the foul creature (you missed).


Gnasher sucks up some AoO as he flees.
to hit bite, bite on Gnasher: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d6 + 3 ⇒ (3) + 3 = 6 DC 14 save vs. paralysis
to hit bite, bite on Gnasher: 1d20 + 7 ⇒ (6) + 7 = 13
to hit bite, bite on Gnasher: 1d20 + 7 ⇒ (11) + 7 = 18
Total: 3 damage and one save

Malgrim makes it one space away before Maroon stops him in his tracks. With Gnasher in the way he is should be forced back to his starting place, but I'm a nice GM and will allow the Acrobatics to land him next to Shadow and Seif.
to hit bite, AoO Maroon: 1d20 + 7 ⇒ (1) + 7 = 8

Then the Ghouls line up for the meals.

to hit bite, claw on Malgrim: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d6 + 3 ⇒ (1) + 3 = 4 DC 14 save vs. paralysis
to hit bite, claw on Malgrim: 1d20 + 7 ⇒ (12) + 7 = 19
to hit bite, bite on Malgrim: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d6 + 3 ⇒ (3) + 3 = 6 DC 14 save vs. paralysis
to hit bite, claw on Malgrim: 1d20 + 7 ⇒ (6) + 7 = 13
to hit bite, claw on Malgrim: 1d20 + 7 ⇒ (10) + 7 = 17
to hit bite, bite on Malgrim: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d6 + 3 ⇒ (5) + 3 = 8 DC 14 save vs. paralysis
to hit bite, claw on Malgrim: 1d20 + 7 ⇒ (12) + 7 = 19
to hit bite, claw on Malgrim: 1d20 + 7 ⇒ (1) + 7 = 8
to hit bite, bite on Malgrim: 1d20 + 7 ⇒ (6) + 7 = 13
One of them has to run around to get a bite in but it gets a flank.
to hit bite, bite on Malgrim, flank: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Total: 18 damage and 3 saves for Malgrim

to hit bite, claw on Seif: 1d20 + 7 ⇒ (11) + 7 = 18
to hit bite, claw on Seif: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d6 + 3 ⇒ (1) + 3 = 4 DC 14 save vs. paralysis
to hit bite, bite on Seif: 1d20 + 7 ⇒ (5) + 7 = 12
to hit bite, claw on Seif: 1d20 + 7 ⇒ (2) + 7 = 9
to hit bite, claw on Seif: 1d20 + 7 ⇒ (12) + 7 = 19
to hit bite, bite on Seif: 1d20 + 7 ⇒ (17) + 7 = 24
to hit bite, claw on Seif: 1d20 + 7 ⇒ (18) + 7 = 25
to hit bite, claw on Seif: 1d20 + 7 ⇒ (11) + 7 = 18
to hit bite, bite on Seif: 1d20 + 7 ⇒ (3) + 7 = 10
Due to his amazing AC, Seif only takes a mere 4 damage and needs to make 1 save

to hit bite, claw on Shadow: 1d20 + 7 ⇒ (19) + 7 = 26
to hit bite, claw on Shadow: 1d20 + 7 ⇒ (18) + 7 = 25
to hit bite, bite on Shadow: 1d20 + 7 ⇒ (19) + 7 = 26
to hit bite, claw on Shadow: 1d20 + 7 ⇒ (11) + 7 = 18
to hit bite, claw on Shadow: 1d20 + 7 ⇒ (15) + 7 = 22
to hit bite, bite on Shadow: 1d20 + 7 ⇒ (12) + 7 = 19
to hit bite, claw on Shadow: 1d20 + 7 ⇒ (6) + 7 = 13
to hit bite, claw on Shadow: 1d20 + 7 ⇒ (12) + 7 = 19
to hit bite, bite on Shadow: 1d20 + 7 ⇒ (13) + 7 = 20

Two of them have to run around to get a bite in, but they get flanks.
to hit bite, bite on Shadow, flank: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
to hit bite, bite on Shadow, flank: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
shadow is a tough cookie and takes NO damage.


❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Malgrim Gryh (AC 20, -45 HP, need 3 DC 14 fort saves vs. Paralysis)
Gnasher (AC 21, -15 HP, need 1 DC 14 fort save vs. Paralysis)
Seif (AC 26, -4 HP, need 1 DC 14 fort save vs. Paralysis)
Shadow (AC 27, -8 HP)

❖❖❖ Round 3 ❖❖❖
Ghouls (-34, -17, -22)


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Fort: 1d20 + 6 ⇒ (1) + 6 = 7.
Fort, Fortune re-roll: 1d20 + 6 ⇒ (11) + 6 = 17.

For a moment, Seif-al-Din stops moving, but then he recovers.

He adjusts his position slightly, and and nudges Malgrim, before continuing to go Total Defence.

"I'll hold them off, so you can escape!"

With a yowl of anger, Shadow continues to lay into the ghouls!

Bite: 1d20 + 12 ⇒ (16) + 12 = 28, for 1d8 + 7 ⇒ (7) + 7 = 14 damage.
Claw: 1d20 + 12 ⇒ (18) + 12 = 30, for 1d6 + 7 ⇒ (5) + 7 = 12 damage.
Claw: 1d20 + 12 ⇒ (1) + 12 = 13, for 1d6 + 7 ⇒ (3) + 7 = 10 damage.


Shadow rips into two of them and lays them low.

Note: I've decided not to worry about individual ghoul HP. I will take one off the map as a HP threshold has been reached. It is too complicated otherwise.

Ghouls (11 left, -17)


Shadow rips into two of them and lays them low.

Note: I've decided not to worry about individual ghoul HP. I will take one off the map as a HP threshold has been reached. It is too complicated otherwise.

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Malgrim Gryh (AC 20, -45 HP, need 3 DC 14 fort saves vs. Paralysis)
Gnasher (AC 21, -15 HP, need 1 DC 14 fort save vs. Paralysis)

❖❖❖ Round 3 ❖❖❖
Ghouls (11 left, -17)

Seif (AC 26, -4 HP)
Shadow (AC 27, -8 HP)


Male Gnoll Bloodrager 12 | HP 146/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 29/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 2/3, 2nd: 3/3, 3rd:2/2 | BoS 10/10

Damage looks like -6?
DC 14 fort: 1d20 + 9 ⇒ (2) + 9 = 11 Sans cloak rounds: 1d4 + 1 ⇒ (2) + 1 = 3 would he still have gotten the move action or is he still in the thick of it?

Feeling a third bite, Gnasher attempts to shake the poison off, but is unable to. Realizing his muscles were tensing up he stands frozen watching his tribe fight off the undead.

- 18 HP 83/101, AC 21/13/17, str. 19, CMB 13/CMD 27

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