Dispater's Devils by GM SnowHeart (a Hell's Vengeance AP)

Game Master SnowHeart

Handouts
Combat Maps
Loot Sheet

GM Screen:

Initiative Rolls
[dice=Brogol]1d20+4[/dice]
[dice=Eris]1d20+3[/dice]
[dice=Ingrid]1d20+2[/dice]
[dice=Karik]1d20+3[/dice]
[dice=Raziya]1d20+2[/dice]
[dice=Vivia]1d20+2[/dice]
===================
[dice=Enemy]1d20+0[/dice]

===============
Perception Rolls
[dice=Brogol]1d20+6[/dice]
[dice=Eris]1d20+5[/dice]
[dice=Ingrid]1d20+2[/dice]
[dice=Karik]1d20+0[/dice]
[dice=Raziya]1d20+0[/dice]
[dice=Vivia]1d20+7[/dice]


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The Exchange

Human Cleric 3 | HP 27/27 | AC 22; Tch 11; FF 21 | F +5; R +2; W +7 | CMB+3; CMD 14 | Speed 20 ft | Init +3 | mwk Sickle: +4 (1d6+1) | Perc +8

Eris claps as she realizes she did something helpful.

To Raziya, she says "No, I haven't really been outside much. I'm a city girl. Honestly, my dad helped me find the tracks."

As they discuss options, she says "Maybe we should at least follow this set that goes back into the woods as far as the entrance. Maybe there would be more clues."

I think we should at least probe whisperwood.


NE Male Human (Varisian) Unchained Rogue (Snoop) 3 | HP 14/25 | AC 17 (13 Tch, 14 Ff) (18 vs. traps) | CMB +2, CMD 16 | F+2, R+7 (+8 vs. traps), W+3 (+4 vs. charm & compulsion) | Init +4 | Perc +8 (+9 vs. suprise), SM +8 | Speed 30 ft | Inspiration: 3/5 | ammo 10 | Active conditions: underworld inspiration

Brogol nods, his face betraying a faint smile. The addled girl was full of more surprises every day. "Agreed, Eris. Let's see where the trail leads..."


Male Human Arcanist 3| AC: 16 T: 12 FF: 14 | CMD: 12 | HP: 21/21 | F+4 R+4 W+4 (+2 vs. MindAff)| Init +2 | Perc +0 | ArcPt: 4/6 | 1st: 4/5 | Active Status::

The Doctor hesitates before suddenly taking on a much more positive, if scheming, tone. He says "A vonderful idea Eris. There may indeed be more clues, if ve have you with your eyes out for them." As he speaks his notes come back out and he begins jotting something down.


Female Osiriani Half-Elf Spirit Guide 2 | HP 17/17 | AC 18, T 12, FF 16 | Fort +2, Ref +2, Will +5 | Init +2 | Perc +0, SM +6 | Spells: 1st: 4/5

Raziya quickly nods. "But if her tracks should join with too many others, be sure to warn us."

The Exchange

Human Cleric 3 | HP 27/27 | AC 22; Tch 11; FF 21 | F +5; R +2; W +7 | CMB+3; CMD 14 | Speed 20 ft | Init +3 | mwk Sickle: +4 (1d6+1) | Perc +8

Eris claps her hands as the others seem to find her doing something helpful.

"I think I'm going to be cured--I can feel it! I feel great. I feel wonderful."

Surprisingly perceptive for one who doesn't care about most things, she tries to follow the tracks where they lead.

I'm doing it, Dad! Help me find some more!

survival: 1d20 + 4 ⇒ (18) + 4 = 22


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Belial's Maps; Dispater's Maps

Opting to follow the tracks into the Whisperwood for a time, Eris seems to have the nose of a bloodhound, following them with little difficulty. After about an hour of the tracks turning and veering in seemingly random directions, you arrive at some old ruins. Whatever the purpose of this place once was, it has been obliterated by time. A few columns, mostly ruined, can be found -- where they once held up a roof, they now simply rise as mostly broken and completely silent witnesses to your passing.

Here, the tracks seem to fade.

Maps updated. Perception and Survival checks are appropriate.


[DECEASED] Dwarven Tiefling Feral Champion Warpriest VMC Oracle (3) Wounds (13) HP (24) AC (21/12/19) Saves (5/3/5, +2 against diseases, mind-affecting effects, and poisons) Initiative (+2) CMD (19) SR (11) Lvl 1 (0/4) Blessings (0/4) Fervor (0/3)

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Ingrid was *not* used to being outside of an urban environment. Despite her best efforts to stay sharp, she did a piss poor job of being truly observant of her surroundings.


NE Male Human (Varisian) Unchained Rogue (Snoop) 3 | HP 14/25 | AC 17 (13 Tch, 14 Ff) (18 vs. traps) | CMB +2, CMD 16 | F+2, R+7 (+8 vs. traps), W+3 (+4 vs. charm & compulsion) | Init +4 | Perc +8 (+9 vs. suprise), SM +8 | Speed 30 ft | Inspiration: 3/5 | ammo 10 | Active conditions: underworld inspiration

Brogol spends a long few minutes studying the ruins, walking from column to column, the driver's poor education doing him little good in this situation. He has little luck searching for tracks or clues among the columns as well, and eventually finds himself sitting atop a nearby rock, watching the others examine the scene.

perception: 1d20 + 7 ⇒ (6) + 7 = 13


Female Osiriani Half-Elf Spirit Guide 2 | HP 17/17 | AC 18, T 12, FF 16 | Fort +2, Ref +2, Will +5 | Init +2 | Perc +0, SM +6 | Spells: 1st: 4/5

Perception: 1d20 ⇒ 2
and if not exclusive
Survival: 1d20 ⇒ 14

This is exactly why I normally use agents to do the footwork...

The Exchange

Human Cleric 3 | HP 27/27 | AC 22; Tch 11; FF 21 | F +5; R +2; W +7 | CMB+3; CMD 14 | Speed 20 ft | Init +3 | mwk Sickle: +4 (1d6+1) | Perc +8

As they enter the old ruins, Eris pats the skull of her father, which is no longer floating magically but back at her belt.

"I liked when you saw the track in the mud when it came out of the stream. I don't think I would have seen that one--good job!" she exclaims.

Looking around, she tries to determine what this place might be, but the tracks seem to be getting more difficult to find.

"She must be a ghost--I can't see much more."

perception: 1d20 + 5 ⇒ (8) + 5 = 13
survival: 1d20 + 4 ⇒ (8) + 4 = 12


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Male Human Arcanist 3| AC: 16 T: 12 FF: 14 | CMD: 12 | HP: 21/21 | F+4 R+4 W+4 (+2 vs. MindAff)| Init +2 | Perc +0 | ArcPt: 4/6 | 1st: 4/5 | Active Status::

The Doctor watches the others and takes notes. "Ah, ah yes. Of course." He murmurs to himself. When Brogol splits off to rest, he gives a cold smile "You're giving up already? I had you pegged for the doggedly determined sort. Ze kind that bites on and doesn't stop shaking."

"She could not have simply disappeared here, hmm?" He raises a hand and offers a simple incantation to focus his senses. (Detect magic around the ruins. Who knows, maybe there's a portal or something)

Perception: 1d20 + 0 ⇒ (13) + 0 = 13

Added the Doctor to the map... unless by leaving him off you meant to imply he got lost. Which, considering his perception and survival, isn't out of the question.


NE Male Human (Varisian) Unchained Rogue (Snoop) 3 | HP 14/25 | AC 17 (13 Tch, 14 Ff) (18 vs. traps) | CMB +2, CMD 16 | F+2, R+7 (+8 vs. traps), W+3 (+4 vs. charm & compulsion) | Init +4 | Perc +8 (+9 vs. suprise), SM +8 | Speed 30 ft | Inspiration: 3/5 | ammo 10 | Active conditions: underworld inspiration

"There's nothing here," Brogol barks, his face pinched. "Even a cur knows when the squirrel is in the tree."

Still, despite his words, Brogol had to concede the Doctor had a point. Sighing, the driver stands, and helps others look about, helpfully pointing out what he has not found.

"No tracks over there, Raziya. Except my bootprints, as I covered that area like a blanket."

aid Raziya survival: 1d20 + 2 ⇒ (14) + 2 = 16 Brings Raziya's check to a 16

"Doctor, that column came down long ago. I'm no professor or archeaoptrix, but I'm pretty sure there's no hidden door there."

aid Doctor perception: 1d20 + 7 ⇒ (2) + 7 = 9

"Eris, dance a little to the left. You're standing in mud."

aid Eris' perception: 1d20 + 7 ⇒ (2) + 7 = 9

Geez Louise, dicebot!


Belial's Maps; Dispater's Maps
Franz Otto Zieber wrote:
Added the Doctor to the map... unless by leaving him off you meant to imply he got lost. Which, considering his perception and survival, isn't out of the question.

LOL and my apologies, good doctor. I blame the nurse for her poor record keeping -- or maybe my insurance company. (Thanks for correcting my oversight.)

As you search the area, particularly with Eris and Brogol trying to give it a close inspection and look for tracks, two things become apparent.

First, this seems to be something of a crossroads. You find a variety of footprints coming into and leaving the place, but the hard stone surface obliterates the prints just as they converge and make it nearly impossible to follow as they go off into different directions.

Second...

... one of the columns is alive ...

... and it attacks.

Begin with a surprise round. Against a Stealth check of 16, Brogol and Raziya meet or beat the DC. However, the statue still wins on initiative. It attacks Eris as she passes by... and rolls a Natty One.

As Eris is focused on the ground, trying to pick up the line of tracks she had been following, and Brogol is warning her about a puddle of mud, one of the statues suddenly begins to move, bringing a longsword forth and swinging for Eris' head. However, the vines that have grown upon the statue stick and cling to its form, making the first strike clumsy and ineffective.

Surprise Round: Brogol and Raziya each get one standard action. Everyone else hold while surprise round is resolved.

Note: Active statue is beige circle on white background; inactive/broken statues are grey on black background. Basically, they're completely broken. Don't worry about them.

Surprise Check:

Stealth: 1d20 - 1 ⇒ (17) - 1 = 16
Perception Rolls
Brogol: 1d20 + 7 ⇒ (17) + 7 = 24
Eris: 1d20 + 5 ⇒ (2) + 5 = 7
Ingrid: 1d20 + 6 ⇒ (4) + 6 = 10
Karik: 1d20 + 0 ⇒ (2) + 0 = 2
Raziya: 1d20 + 0 ⇒ (16) + 0 = 16
Franz: 1d20 + 0 ⇒ (8) + 0 = 8

Initiative:

Initiative Rolls
Brogol: 1d20 + 4 ⇒ (15) + 4 = 19
Eris: 1d20 + 3 ⇒ (17) + 3 = 20
Ingrid: 1d20 + 2 ⇒ (7) + 2 = 9
Karik: 1d20 + 3 ⇒ (17) + 3 = 20
Raziya: 1d20 + 2 ⇒ (18) + 2 = 20
Franz: 1d20 + 2 ⇒ (6) + 2 = 8
===================
Enemy: 1d20 - 1 + 6 ⇒ (19) - 1 + 6 = 24

GM Screen:

Attack: 1d20 + 8 ⇒ (1) + 8 = 9 Dmg: 1d8 + 4 ⇒ (4) + 4 = 8


NE Male Human (Varisian) Unchained Rogue (Snoop) 3 | HP 14/25 | AC 17 (13 Tch, 14 Ff) (18 vs. traps) | CMB +2, CMD 16 | F+2, R+7 (+8 vs. traps), W+3 (+4 vs. charm & compulsion) | Init +4 | Perc +8 (+9 vs. suprise), SM +8 | Speed 30 ft | Inspiration: 3/5 | ammo 10 | Active conditions: underworld inspiration

Brogol's hand goes instantly to his sword, lifting it from its scabbard as the column springs to life. "Oi, what tha fook?" the driver asks, Brogol's brain moving slower than his reflexes and his mouth. "That column is mad?"

Almost forgot I don't have my upgraded scarf yet. Action: draw shortsword.


Male Human Arcanist 3| AC: 16 T: 12 FF: 14 | CMD: 12 | HP: 21/21 | F+4 R+4 W+4 (+2 vs. MindAff)| Init +2 | Perc +0 | ArcPt: 4/6 | 1st: 4/5 | Active Status::

KN Arcana; Recall what these living statues are: 1d20 + 9 ⇒ (19) + 9 = 28 Take one off if they're Dungeoneering, Planes or Nature.

The Doctor spins around in surprise from the stones he was looking at. "Not ze clue I was expecting."


Female Osiriani Half-Elf Spirit Guide 2 | HP 17/17 | AC 18, T 12, FF 16 | Fort +2, Ref +2, Will +5 | Init +2 | Perc +0, SM +6 | Spells: 1st: 4/5

Seeing that the dead seem to have no place here, Raziay turns her attention to the quick instead.

Bless

Knowledge (local): 1d20 + 7 ⇒ (17) + 7 = 24 To identify what the columns depict. Religion or Nobility at a -2


[DECEASED] Dwarven Tiefling Feral Champion Warpriest VMC Oracle (3) Wounds (13) HP (24) AC (21/12/19) Saves (5/3/5, +2 against diseases, mind-affecting effects, and poisons) Initiative (+2) CMD (19) SR (11) Lvl 1 (0/4) Blessings (0/4) Fervor (0/3)

Ingrid looked in horror at the statues. How was she supposed to claw or bite those?! Sometimes life just wasn’t fair.


Female Osiriani Half-Elf Spirit Guide 2 | HP 17/17 | AC 18, T 12, FF 16 | Fort +2, Ref +2, Will +5 | Init +2 | Perc +0, SM +6 | Spells: 1st: 4/5

:-|
If they've got too much in the way of DR, 2-handing a mace might be the better part of valor...

The Exchange

Human Cleric 3 | HP 27/27 | AC 22; Tch 11; FF 21 | F +5; R +2; W +7 | CMB+3; CMD 14 | Speed 20 ft | Init +3 | mwk Sickle: +4 (1d6+1) | Perc +8

Eris inadvertently ducks the statue's blow directed at her head and laughs.

"Hahaha! You're more mindless than I am--what do I have that can hurt you?" she wonders, moving to flank with Brogol and striking out with her sickle.

sickle (flank): 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 111d6 + 1 ⇒ (1) + 1 = 2


Male Dhampir LN | Unchained Summoner 3 |HP 18/18| AC 18; Tch 13; FF 15 | F -1; R +4; W +3 | CMB+3; CMD 16| Speed 30 ft | Init +3 | Light mace +5 (1d6+1) Bite +5 (1d4+1)| | Perc +0 Light Sensitivity, Darkvision 60ft, Lowlight Vision 60ft | Summon Monster 2 6/6

Karik moves 25’ to the east, drawing his mace as he does so. He casts Acid Splash hoping that will do some damage.
Ranged touch attack: 1d20 + 3 ⇒ (9) + 3 = 12
Acid damage: 1d3 ⇒ 1


LE Medium Outsider Bipedal Unchained Eidolon (Kyton Subtype) 3 |HP 21/21| AC 16; Tch 12; FF 14 (+4 vs AoO| F +4; R +2; W +3 | Evasion|CMB+7; CMD 18|Cold Resistance 5 | Speed 30 ft | Init +1|Sense Motive +5| | Perc +5 Darkvision 60ft|

Following her master’s lead Vaelor moves 30’ East. As she moves she unwinds one of the chains from around her body and makes use of her reach with it to lash out at the statue
Attack: 1d20 + 5 ⇒ (3) + 5 = 8


Belial's Maps; Dispater's Maps

Weee! I'll try to take these actions in turn, but things have gotten muddled as not everyone was able to go during the surprise round.

Brogol draws his sword and Raziya casts bless upon the party. Raziya isn't sure the statues represent anything in particular.

Franz:
This is a caryatid column. A type of lesser golem with limited programming to protect a specific area with particular parameters about how to ignore or attack. With a result of 28, you get 4 pieces of information.

* They are immune to most magic that allows for spell resistance.
* Shatter Weapons (Ex) -- Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken condition.
* It has DR 5/-
* It's slow (20' movement)

==Begin Round 1 / Top of Round, Statue's Turn==

The column makes another swing at Eris. A heavy strike that would kill an average person is deflected by her surprisingly tough armor.

==Bottom of Round 1 / Villains' Turn==

Eris slips to the side of the statue to flank it with Brogol, but just as the statue's attacks on the mad priest have failed, so too does her own. Karik fires off a splash of acid that sizzles on the marble surface, while Vaelor's chains go wide.

Summary of Actions wrote:

Eris: Move to Flank and Attack

Karik: Acid Splash
Vaelor: Attack and Miss
------
Pending: Brogol, Franz, Raziya

GM Screen:

Attack: 1d20 + 8 ⇒ (4) + 8 = 12 Dmg: 1d8 + 4 ⇒ (7) + 4 = 11


Female Osiriani Half-Elf Spirit Guide 2 | HP 17/17 | AC 18, T 12, FF 16 | Fort +2, Ref +2, Will +5 | Init +2 | Perc +0, SM +6 | Spells: 1st: 4/5

Just checking, the acid hit, but didn't get through resistance/hardness/was otherwise visually ineffective?


NE Male Human (Varisian) Unchained Rogue (Snoop) 3 | HP 14/25 | AC 17 (13 Tch, 14 Ff) (18 vs. traps) | CMB +2, CMD 16 | F+2, R+7 (+8 vs. traps), W+3 (+4 vs. charm & compulsion) | Init +4 | Perc +8 (+9 vs. suprise), SM +8 | Speed 30 ft | Inspiration: 3/5 | ammo 10 | Active conditions: underworld inspiration

Against more - for lack of a better word - standard enemies, like the tanner's dog, Brogol would look for a weak spot; a vein, an eye, an exposed throat. He takes a second appraising how the thing moves, how it attacks. And then he stabs at it with his shortsword, fully expecting his attack to be harmless, none-the-less testing the creature's defenses.

Basically, I'm wondering if this column has legs. Is the sword it is attacking Eris with an actual sword, or is it part of the column? Looking to figure if trip or disarm attacks will work here, since I'm operating under the assumption that sneak attack won't work and this thing is going to have DR.

shortsword, flank: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
damage: 1d6 ⇒ 1
sneak attack if applicable: 1d6 ⇒ 2


Male Human Arcanist 3| AC: 16 T: 12 FF: 14 | CMD: 12 | HP: 21/21 | F+4 R+4 W+4 (+2 vs. MindAff)| Init +2 | Perc +0 | ArcPt: 4/6 | 1st: 4/5 | Active Status::

"A caryatid column, here? Zer must be something it is protecting." He quickly takes on a businesslike tone as he warns the group "It is a golem, immune to most magic - though clearly not acid. It vill resist ze strikes of your shortsword Brogol, and if you manage to connect, it vill build a resonance within your veapon. If you value that toothpick of yours, hold back."

Feel free to open the spoiler to see specifics

"Typically zese are single minded and slow. If ve retreat, it may not be programmed to follow. If ve vish to destroy it, you must strike hard. Aim for ze joints."

Franz offers Combat Advice to Ingrid and Vaelor with two move actions. You two get a +2 bonus on your next attack roll against the statue. For reference:
"Combat Advice: As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you."


Belial's Maps; Dispater's Maps
Raziya Magaalye wrote:
Just checking, the acid hit, but didn't get through resistance/hardness/was otherwise visually ineffective?

Acid hit, no resistance, but just 1 point of damage.


Female Osiriani Half-Elf Spirit Guide 2 | HP 17/17 | AC 18, T 12, FF 16 | Fort +2, Ref +2, Will +5 | Init +2 | Perc +0, SM +6 | Spells: 1st: 4/5

Great, great, great. Okay.... Still not really Raziya's wheelhouse, but that's something to work with...

Well then, do we need to destroy it?

"Let's see if we can find what it's guarding..."

Detect magic


LE Medium Outsider Bipedal Unchained Eidolon (Kyton Subtype) 3 |HP 21/21| AC 16; Tch 12; FF 14 (+4 vs AoO| F +4; R +2; W +3 | Evasion|CMB+7; CMD 18|Cold Resistance 5 | Speed 30 ft | Init +1|Sense Motive +5| | Perc +5 Darkvision 60ft|

Vaelor’s voice is whiney and pitiful. ”You will fix my chains won’t you master?“
She reluctantly steps closer and sends her chains lashing out.
Spiked Chain Attack Power Attack: 1d20 + 5 + 2 + 1 ⇒ (13) + 5 + 2 + 1 = 21
Spiked Chain Damage: 2d4 + 4 + 3 ⇒ (2, 2) + 4 + 3 = 11

Trip w. Animated chain (Tentacle natural attack): 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18


Male Dhampir LN | Unchained Summoner 3 |HP 18/18| AC 18; Tch 13; FF 15 | F -1; R +4; W +3 | CMB+3; CMD 16| Speed 30 ft | Init +3 | Light mace +5 (1d6+1) Bite +5 (1d4+1)| | Perc +0 Light Sensitivity, Darkvision 60ft, Lowlight Vision 60ft | Summon Monster 2 6/6

”Do it! The pain will make it all worthwhile!”
Karik continues with the acidic assault.
Ranged Touch Attack: 1d20 + 3 + 1 - 4 ⇒ (17) + 3 + 1 - 4 = 17
Damage: 1d3 ⇒ 1
Every little helps right?

The Exchange

Human Cleric 3 | HP 27/27 | AC 22; Tch 11; FF 21 | F +5; R +2; W +7 | CMB+3; CMD 14 | Speed 20 ft | Init +3 | mwk Sickle: +4 (1d6+1) | Perc +8

Eris laughs hysterically as she realizes none of her weapons or spells can hurt the oncoming statue.

Stepping back, she draws a flask of acid and throws it at its feet.

"One two, acid for your," she laughs.

acid flask (ranged touch, into melee: 1d20 + 1 - 4 ⇒ (17) + 1 - 4 = 141d6 ⇒ 1


[DECEASED] Dwarven Tiefling Feral Champion Warpriest VMC Oracle (3) Wounds (13) HP (24) AC (21/12/19) Saves (5/3/5, +2 against diseases, mind-affecting effects, and poisons) Initiative (+2) CMD (19) SR (11) Lvl 1 (0/4) Blessings (0/4) Fervor (0/3)

Doesnt seem like I’m up, but it feels like it. So this is for now...or later. Fervor Divine Favor

Ingrid prayed to Asmodeus to harden her teeth and claws so that she might strike down that which stood in the way of his plans.

Claws: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Claws: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Bite: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Confirm: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Damage: 1d6 + 6 ⇒ (5) + 6 = 11


Male Dhampir LN | Unchained Summoner 3 |HP 18/18| AC 18; Tch 13; FF 15 | F -1; R +4; W +3 | CMB+3; CMD 16| Speed 30 ft | Init +3 | Light mace +5 (1d6+1) Bite +5 (1d4+1)| | Perc +0 Light Sensitivity, Darkvision 60ft, Lowlight Vision 60ft | Summon Monster 2 6/6

You may regret that... :p


Belial's Maps; Dispater's Maps

As mentioned in discussion, sorry for the delay. Everytime I've started to work on an update, I've been hit with work. (Combat posts just take longer to write because of the cross-referencing of stats and multiple dice rolls and formatting issues. Anyway, here we go...

And yes, initiative order has been a bit muddled here. Remember, we started in a Surprise round in which only two people were able to act, but others posted some actions. I'll try to be more explicit about whose turn it is.

Reminder of status at Bottom of Round 1 wrote:


Eris: Move to Flank and Attack
Karik: Acid Splash, hit, 1 point
Vaelor: Attack and Miss
------
Pending: Brogol, Franz, Raziya
Summary of Remaining Actions Taken in Round 1 wrote:


Brogol: Attack with Shortsword, rolled a 13, MISS
Franz: Combat Advice to Ingrid and Vaelor with two move actions. You two get a +2 bonus on your next attack roll against the statue.
Raziya: Detect Magic

Brogol swings his sword at the statue but misses at the living marble deflects the strike with its own sword. Franz begins to explain the nature of their attacker and offers insights on how to attack it. Raziya tries to look over the area for magical auras and, other than those carried upon the Chelish loyalists, does not detect anything.

==Top of Round 2; Statue's Turn==
Seemingly fixated upon Eris, the column swings at her again, but it seems years of inactivity have dulled it's fighting ability. (Natty 2... I couldn't roll worse if I had a negatively loaded die.)

==Bottom of Round 2; Villains' Turn==

Karik fires off another splash of acid, hitting the statue as the marble sizzles and froths. Eris follows-up with a flask of more caustic material, while Vaelor and Ingrid move up into melee range.

So, to try to get us back into proper initiative order: I need actions from Brogol, Franz and Raziya to finish Round 2, then we will go to the top of Round 3 with the statue's turn.

Summary of Round 2 Actions so Far wrote:


Karik: Acid Splash, 1 point
Vaelor: Attack with Chain, Hit. It would require 35' of movement to get next to the statue and someone is between Vaelor and the statue, so a charge won't work. I moved her up to an adjacent square with a double-move, but that will consume her actions this round unless she has 10' reach.
Eris: Acid Flask, hit, 1 point
Ingrid: Move up and attack. Ingrid, you'd have to take a move action to get next to the statue, so I moved you up and will resolve only the first claw attack, which at an 11 is a miss.
=======
Actions Still Needed from Brogol, Franz and Raziya

Rules Note on Movement for Ingrid and Vaelor (feel free to open and read):

Technically, it took Ingrid 35' of movement to get into position. I can't tell from her sheet if she has 30' or 40' movement. She could have made it with 30' but Vaelor went first and took the square that Ingrid would have needed for 30'. Since we're in PbP and things are a little confusing (and Ingrid's first attack missed anyway), I just resolved things to move Ingrid up. Just trying to be transparent here about some of my hand-waving of certain rules and how I resolved things. Hopefully this makes sense. Let me know if you have any questions/concerns..

GM Screen:

Attack: 1d20 + 8 ⇒ (2) + 8 = 10 Dmg: 1d8 + 4 ⇒ (5) + 4 = 9


LE Medium Outsider Bipedal Unchained Eidolon (Kyton Subtype) 3 |HP 21/21| AC 16; Tch 12; FF 14 (+4 vs AoO| F +4; R +2; W +3 | Evasion|CMB+7; CMD 18|Cold Resistance 5 | Speed 30 ft | Init +1|Sense Motive +5| | Perc +5 Darkvision 60ft|

Vaelor is veerrry good with her chain ;) yes she has 10” reach with it


Belial's Maps; Dispater's Maps

Okay. I updated positions accordingly then, and what follows here is a slight retcon of my previous post, based on Vaelor having a 10' reach, which also means there is space for Ingrid to reach with just 30' of movement AND strike a prone statue, which means her attack would hit.

And the ph***ing forums ate my update, damn it. Take two, the short-short version (apologies for brevity but working is starting up and I can't redo all the formatting and links)...

Vaelor moves up behind Brogol. Her chain sweeps across the statue, damaging and tripping it. (After calculating hardness, her chain may take 2 or 0 points of damage. I have a question pending in the Rule section; link below.)

Ingrid then moves up and swipes her claws across the statue, chipping the marble. Her natural claws resist the statue's shattering effect on manufactured weapons.

Still need actions from Brogol, Franz and Raziya

Statue: -12 HP and Prone

Rules-Type Links
Question on Damaging the Chain: https://paizo.com/threads/rzs433lk?Damaging-a-SpikedChain#1

The Exchange

Human Cleric 3 | HP 27/27 | AC 22; Tch 11; FF 21 | F +5; R +2; W +7 | CMB+3; CMD 14 | Speed 20 ft | Init +3 | mwk Sickle: +4 (1d6+1) | Perc +8

Eris dances back into the fray, opposite Ingrid.

"La, la, la! You can't hit me! I'm a gingerbread girl!" Hehe!

aid Ingrid: 1d20 + 2 ⇒ (20) + 2 = 22 Flanking with Ingrid, also aiding her.


Female Osiriani Half-Elf Spirit Guide 2 | HP 17/17 | AC 18, T 12, FF 16 | Fort +2, Ref +2, Will +5 | Init +2 | Perc +0, SM +6 | Spells: 1st: 4/5

Raziya hustles closer, not particularly expecting to hurt the statue with her mace, but hoping to give Vaelor an easier shot if she wants it.


Male Human Arcanist 3| AC: 16 T: 12 FF: 14 | CMD: 12 | HP: 21/21 | F+4 R+4 W+4 (+2 vs. MindAff)| Init +2 | Perc +0 | ArcPt: 4/6 | 1st: 4/5 | Active Status::

"Very good Karik, you have an excellent control over zat obscene manifestation. Please continue." The Doctor sounds quite pleased. "And Ingrid, do you see zat hairline fissure within its upper dorsal flank?"

Combat Advice: Ingrid and Vaelor with two move actions. You two get a +2 bonus on your next attack roll against the statue.


Belial's Maps; Dispater's Maps

OOC Rules Stuff on Damaging Objects:
Based on the discussion thread, I'm tentatively inclined to treat the Spiked Chain as the "chain" object, with 10 hardness and 5 hp. So, no damage from the last strike. Let me know if you disagree or would like to discuss further.

Not quite Eris's turn yet.

Raziya moves up and Franz continues to use his analytical eye to offer advice to the Ingrid and Vaelor.

Botting Brogol

Brogol swings his shortsword again at the now-prone statue...

Attack, prone: 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18 Dmg: 1d6 ⇒ 3
Shatter: 3d6 ⇒ (1, 4, 4) = 9

...and connects but the statue's hard marble ignores the blow. The strike reverberates up Brogol's arm but the blade seems to be unharmed.

==End of Round 2; Begin Round 3==
Hmm. I'm torn between smart tactics (in a bad situation) versus how unintelligent a "--" intelligence construct would be... Ah well, here we go...

The statue uses its sword as best it can to protect itself, then pushes itself back up to its feet.

Standard Action to take Total Defense; Move Action to Stand. Standing triggers an attack of opportunity but as it is triggered while the target is still prone, it cannot be tripped again as part of the AoO. So...

==Bottom of Round 3; Villains, Go!
If you threaten the statue's square with a melee weapon, you may take an AoO against it. Everyone also gets a regular turn.

Status wrote:


Statue: -12 HP, Total Defense


[DECEASED] Dwarven Tiefling Feral Champion Warpriest VMC Oracle (3) Wounds (13) HP (24) AC (21/12/19) Saves (5/3/5, +2 against diseases, mind-affecting effects, and poisons) Initiative (+2) CMD (19) SR (11) Lvl 1 (0/4) Blessings (0/4) Fervor (0/3)

Divine favor, flank, 2x aid

Claws: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Claws: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Bite: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Aided by the positioning of her allies, advice on where to strike, and the aid of her God, Ingrid attacked the construct with savagery and precision.

The Exchange

Human Cleric 3 | HP 27/27 | AC 22; Tch 11; FF 21 | F +5; R +2; W +7 | CMB+3; CMD 14 | Speed 20 ft | Init +3 | mwk Sickle: +4 (1d6+1) | Perc +8

Sorry, I got too excited and posted early. Since I had to take a 5' step to reach melee, I wouldn't get an AoO. If you could just put my Aid action and post from last round into combat right before Ingrid, that would be ideal.


NE Male Human (Varisian) Unchained Rogue (Snoop) 3 | HP 14/25 | AC 17 (13 Tch, 14 Ff) (18 vs. traps) | CMB +2, CMD 16 | F+2, R+7 (+8 vs. traps), W+3 (+4 vs. charm & compulsion) | Init +4 | Perc +8 (+9 vs. suprise), SM +8 | Speed 30 ft | Inspiration: 3/5 | ammo 10 | Active conditions: underworld inspiration

Brogol winces as his sword strike reverberates back up the his arm, his attack probably causing himself more pain than the statue damage. Still, there was another opening once the construct lumbered to life, and Brogol swung again.

attack AoO: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d6 ⇒ 4
sneak attack if applicable: 1d6 ⇒ 1

Brogol follows his attack all the way through, planting his sword behind the statue and shoving into it, trying to send it back onto the ground.

If Brogol's sword shatters, he'll draw his dagger and try the same trip maneuver.

trip: 1d20 + 7 ⇒ (2) + 7 = 9


Female Osiriani Half-Elf Spirit Guide 2 | HP 17/17 | AC 18, T 12, FF 16 | Fort +2, Ref +2, Will +5 | Init +2 | Perc +0, SM +6 | Spells: 1st: 4/5

Don't forget your bless!

Raziya batters the statue ineffectually, mainly just trying to draw its attention away from truer threats.

Fruitless Mace AoO (Prone): 1d20 + 3 + 4 + 1 ⇒ (2) + 3 + 4 + 1 = 10
Bludgeoning: 1d6 - 1 ⇒ (4) - 1 = 3

Fight Defensive Aid for Vaelor: 1d20 + 3 - 4 + 1 ⇒ (11) + 3 - 4 + 1 = 11


LE Medium Outsider Bipedal Unchained Eidolon (Kyton Subtype) 3 |HP 21/21| AC 16; Tch 12; FF 14 (+4 vs AoO| F +4; R +2; W +3 | Evasion|CMB+7; CMD 18|Cold Resistance 5 | Speed 30 ft | Init +1|Sense Motive +5| | Perc +5 Darkvision 60ft|

Oh lovely The statues defenses don't seem to be damaging her chain but the recoil is wonderfully painful.
Vaelor swings with her chain as the statue attempts to regain its feet.
AoO Chain: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 2d4 + 7 ⇒ (3, 3) + 7 = 13

She then moves around so she can get closer and a flank. With a shiver of anticipation she swings out again.

Attack Chain with Bless, Flank, and Combat Advice: 1d20 + 4 + 1 + 2 + 2 ⇒ (9) + 4 + 1 + 2 + 2 = 18
Damage: 2d4 + 7 ⇒ (1, 3) + 7 = 11


Male Dhampir LN | Unchained Summoner 3 |HP 18/18| AC 18; Tch 13; FF 15 | F -1; R +4; W +3 | CMB+3; CMD 16| Speed 30 ft | Init +3 | Light mace +5 (1d6+1) Bite +5 (1d4+1)| | Perc +0 Light Sensitivity, Darkvision 60ft, Lowlight Vision 60ft | Summon Monster 2 6/6

Karik continues to pick away at the stonework with his Acid Splashes in sullen silence.
Why can't we be attacked by someone I can feed off?!

Ranged Touch Attack (No cover penalties applied): 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d3 ⇒ 3


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Male Human Arcanist 3| AC: 16 T: 12 FF: 14 | CMD: 12 | HP: 21/21 | F+4 R+4 W+4 (+2 vs. MindAff)| Init +2 | Perc +0 | ArcPt: 4/6 | 1st: 4/5 | Active Status::

Ingrid, aid and combat advice should only be affecting your first attack, not all three.
---
Seeing that his allies appear to be chipping away successfully, the Doctor nods his approval. "Yes, perfect. Excellent. It vill be destroyed in no time at all. Ingrid and Karik, ze lower dorsal extremity has a structural flaw just over ze knee."

More Combat Advice to Ingrid and Vaelor: +2 on your next anti-statue attack roll.


Belial's Maps; Dispater's Maps

While the statue's hard material seems impervious to Brogol and Raziya's attacks, Ingrid and Vaelor manage to chip and slash away at it. As Vaelor's spiked chain rips and tears at the statue, many of its own barbs begin to pop and break. However, the statue finally collapses to the ground and breaks apart into rubble.

Shatter: 3d6 ⇒ (5, 4, 4) = 13 After hardness, Vaelor's spiked chain takes 3 points of damage. With 5 hp, that means it is now broken.

The other remnants of statuary in the ruins are unmoving. It seems as though you are safe.

The Exchange

Human Cleric 3 | HP 27/27 | AC 22; Tch 11; FF 21 | F +5; R +2; W +7 | CMB+3; CMD 14 | Speed 20 ft | Init +3 | mwk Sickle: +4 (1d6+1) | Perc +8

Eris falls to her knees next to the fallen statue after it stops moving. She cradles its head on her knee.

"We hardly had a chance to get to know each other," she laments, kissing it. "I'm sorry it had to end this way. Perhaps we will see each other in the afterlife."

She takes a shard of the statue and puts it in her belt pouch. "I will never forget you," she says as a tear rolls down her cheek.

She then stands and wipes away a tear, and a broad smile splits her face again and the statue is forgotten.

"Where were we? Oh, yeah. Trying to follow tracks. Let me see if I can find any more."

survival: 1d20 + 4 ⇒ (14) + 4 = 18


NE Male Human (Varisian) Unchained Rogue (Snoop) 3 | HP 14/25 | AC 17 (13 Tch, 14 Ff) (18 vs. traps) | CMB +2, CMD 16 | F+2, R+7 (+8 vs. traps), W+3 (+4 vs. charm & compulsion) | Init +4 | Perc +8 (+9 vs. suprise), SM +8 | Speed 30 ft | Inspiration: 3/5 | ammo 10 | Active conditions: underworld inspiration

Brogol raises his sword to strike at the statue again, and then it tumbles to the ground, and Eris follows it. Sliding his blade back into the scabbard, Brogol scratches at his chin as the girl laments. "I, ahhh... OK." Shrugging, he helps Eris to her feet and then with looking for more tracks.

"Oi, not that one. That's from the statue..."

aid Eris: 1d20 + 2 ⇒ (12) + 2 = 14 +2 to Eris' roll.


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Male Human Arcanist 3| AC: 16 T: 12 FF: 14 | CMD: 12 | HP: 21/21 | F+4 R+4 W+4 (+2 vs. MindAff)| Init +2 | Perc +0 | ArcPt: 4/6 | 1st: 4/5 | Active Status::

As Eris talks to the 'deceased' statue, the Doctor takes out his pad and takes another note - this one in quite alarming red ink. He pockets the pad afterward and strides purposefully over to watch the other more practiced people try to pick the trail back up.

"Well, it should be no coincidence that a killer construct was left here with instructions to guard zis location. Perhaps zer is somesing here to find beyond simply footprints?"

Not that the Doctor is any good at actually finding said things :). Still, detect magic and a peek around...
Perception: 1d20 + 0 ⇒ (4) + 0 = 4

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