| GMAndrewW |
With three powerful blows Lenny destoys the red sludge.
Round 1|2
Lenny
Roary
Brutus
Archie
-------------------------
Yellow
Daxter
Emberwick
Pink
-------------------------
Green
Sarek
Blue
Bold may act: The carnivorous crystals have no way through the wall of force. I am therefore letting those in bold go on the assumption that you do not go past the wall of force. If you do (for example Sareks teleporting shennanigans then this will change. Lenny I have accounted for 5 points of lifelink to Roary.
Group Effects: Life Link (Roary, Sarek, Daxter, Emberwick), Banner
Brutus 76|159, lifeleech 1/4
Sarek 122|122
Emberwick 120|120
Lenny 109|114, 3 dex drain, saved (pink, green)
Roary 101|161, blink 3, lifeleech 0|3
Daxter 120|114, saved (all 3)
Archie 20|13
Red sludge DEAD
Yellow sludge 50 damage
Lenny 236648
|
You are correct, I sadly forego the DR bypassing nature of normal smites by getting to share the wealth with the whole party (and also getting to have it apply against all evil targets for me for its short duration).
"This is working, team! Let's cut down this other abomination, and then we should make a plan of attack for those crystal thingies. They get inside your brain!"
Ok so it looks like I am still vulnerable to 1 save. Brutus, Sarek Archie, Roary and Ember are all vulnerable to all 3, and Daxter is fully immune. I just want to be clear on the threat, so we can strategize for how to coordinate our attack after the wall comes down. We can't get cocky here and drop the wall, and end up with half the party stunned and vulnerable to their scary attacks.
Brutus "The Mountain" Ironheart
|
Brutus pounds on the animated foulness with his fists.
Full attack. Swift for lay on hands.
Attack (Flurry, Lenny stuff, fighting defensively): 1d20 + 18 + 4 - 1 ⇒ (2) + 18 + 4 - 1 = 23
Damage: 1d6 + 8 + 4 ⇒ (4) + 8 + 4 = 16
Flurry: 1d20 + 18 + 4 - 1 ⇒ (10) + 18 + 4 - 1 = 31
Damage: 1d6 + 8 + 4 ⇒ (4) + 8 + 4 = 16
Iterative: 1d20 + 13 + 4 - 1 ⇒ (13) + 13 + 4 - 1 = 29
Damage: 1d6 + 8 + 4 ⇒ (4) + 8 + 4 = 16
Second Iterative: 1d20 + 8 + 4 - 1 ⇒ (9) + 8 + 4 - 1 = 20
Damage: 1d6 + 8 + 4 ⇒ (2) + 8 + 4 = 14
LoH: 6d6 ⇒ (4, 5, 1, 6, 1, 1) = 18
I'm not sure how Archie ended up in the front. He should be in the back rank. I fixed it.
Coming back to his senses, brave Archie takes to the air again.
Stand up. Fly.
Sarek, the Cinnabar Sage
|
I will indeed delay, although as Red has been destroyed I won't gain the benefits of Champion's Weal.
Sarek pokes his glaive carefully between the Pathfinders in front of him to strike at Yellow.
I have Phalanx Formation, so allies will not provide cover to the ooze.
Full Attack, Power Attack, Flagbearer: 1d20 + 24 - 3 + 2 ⇒ (17) + 24 - 3 + 2 = 40
Damage (weapon overcomes Alignment DR: 2d8 + 17 + 9 + 2 ⇒ (3, 1) + 17 + 9 + 2 = 32
Full Attack, Power Attack, Flagbearer: 1d20 + 19 - 3 + 2 ⇒ (11) + 19 - 3 + 2 = 29
Damage (weapon overcomes Alignment DR): 2d8 + 17 + 9 + 2 ⇒ (3, 8) + 17 + 9 + 2 = 39
| GMAndrewW |
Brutus lashes out at the black sludge, two blows connect for a little damage. He also erupts in negative energy while healing himself.
Two hit for 12 damage after DR. Brutus takes 1 damage and heals himself for 18 and the channel then stops the effect. Roary also loses his negative energy damage due to lifelink
Sarek strikes it twice, causing significant damage. The ooze retaliates against Roary, hitting him both times. It does not seem quite so bothered by the Blink.
Roary takes 38 damage after DR. Like link will clear the negative energy leakage before it can occur this time.
It then rolls away, pathetically trying to press itself up against the wall of force, as if aware of its impending doom.
Its movement provokes from Roary, Sarek and Brutus. Go ahead and take the attacks.
Brutus negative energy: 1d6 ⇒ 1
Yellow slam: 1d20 ⇒ 18
Damage: 2d8 + 10 ⇒ (3, 4) + 10 = 17
Negative energy: 2d6 ⇒ (1, 4) = 5
Miss chance: 1d100 ⇒ 98
Yellow slam: 1d20 ⇒ 3
Damage: 2d8 + 10 ⇒ (3, 3) + 10 = 16
Negative energy: 2d6 ⇒ (6, 5) = 11
Miss chance: 1d100 ⇒ 46
Round 2
Lenny
Roary
Sarek
Brutus
Archie
-------------------------
Yellow - impending OAs
-------------------------
Daxter
Emberwick
-------------------------
Pink
Green
Blue
Bold may act: 3 opportunity attacks to go.
Group Effects: Life Link (Roary, Sarek, Daxter, Emberwick)
Brutus 93|159, saved (all 3)
Sarek 122|122
Emberwick 120|120
Lenny 109|114, 3 dex drain, saved (pink, green)
Roary 63|161, blink 1
Daxter 120|114, saved (all 3)
Archie 20|13
Red sludge DEAD
Yellow sludge 121 damage
Brutus "The Mountain" Ironheart
|
AoO: 1d20 + 18 + 4 - 1 ⇒ (8) + 18 + 4 - 1 = 29
Damage: 1d6 + 8 + 4 ⇒ (6) + 8 + 4 = 18
Roary Flamebearer
|
Attack: 1d20 + 34 ⇒ (5) + 34 = 39
Dam: 2d4 + 42 ⇒ (4, 4) + 42 = 50
Forgot abt witch hunter
| GMAndrewW |
Between them Brutus and Roary destroy the malignant sludge. The carnivorous crystals press forward, exploring the dimensions of the wall of force with their pseudopods.
OK, at this point you have 11 rounds to do whatever you want to do before the wall of force goes down (unless Daxter wants to make it more interesting by dismissing it...:) You can prebuff to your hearts content and also heal up. Let me know what your plan is and how many rounds you are taking. Roary, I assume you will drop out of rage and recover in that time. Lenny, you will need to account for likelink depending on the time taken. We now have Daxter and Emberwicks round 2 actions and then everyones until such time as you take down the wall.
Round 2|3
Lenny
Roary
Sarek
Brutus
Archie
-------------------------
Daxter
Emberwick
-------------------------
Pink
Green
Blue
Bold may act: 3 opportunity attacks to go.
Group Effects: Life Link (Roary, Sarek, Daxter, Emberwick)
Brutus 93|159, saved (all 3)
Sarek 122|122
Emberwick 120|120
Lenny 109|114, 3 dex drain, saved (pink, green)
Roary 63|161, blink 1
Daxter 120|114, saved (all 3)
Archie 20|13
Sarek, the Cinnabar Sage
|
The round before the wall expires or is dismissed, Sarek will use Legacy Weapon to give the glaive Ooze Bane. He can shake a wand at Brutus or Roary in the meantime if they want healing.
Also GM, you have Sarek at 122/122. He should have a total HP of 129--8 at first, 65 more for 13 levels of occultist, 42 for a 16 con, and 14 more for Toughness.
Lenny 236648
|
I put my plan for my actions (which will fully heal the party for minimal resources) in the discussion thread. I put it there in case someone else's plans would change my own plans.
Brutus "The Mountain" Ironheart
|
I'm good with Lenny's plan in discussion.
Two rounds before the wall goes down, Brutus will cast shield. One round before it goes down, he'll use divine favor off his wand.
Roary Flamebearer
|
Roary drops his rage and regains hps from Lenny's actions..
"You have quite the list of talents Lenny.."
He will re-up his ring of blinking before the wall drops so will have 6 rounds left at the start of combat.
Daxter Bateman
|
I think we're in good shape so I will conserve my resources. You guys got this. Daxter will just draw his wand of Magic Missile at some point before the wall drops.
Emberwik
|
Emberwik calls upon the Lord of Pain, Zon-Kuthon, to grant his allies the power to strike true.
Casting Bless on Party.
Considering casting Shadow Evocation: Telekinetic Charge on a melee character to get them in, allow them to make an attack, and then they can full attack on their turn.
Staff of Fire Charges Left 4/10
Staff of Healing Charges Left 8/10
1st Level Spells Remaining 7/8
2nd Level Spells Remaining 6/8
3rd Level Spells Remaining 8/8
4th Level Spells Remaining 7/8
5th Level Spells Remaining 3/5
6th Level Spells Remaining 3/4
Feats: Spell Penetration (+2), Greater Spell Penetration (+2), Elemental Focus: Fire (+1), Metamagic Tenebrous Spell (+1)
Traits: Affinity to Elements (Fire) +1 to Save DC for Fire Spells
Caster Stat (Charisma): 26
Caster Stat Modifier: 8
Caster Level: 13
Spell Penetration Total: 17
Save DC Base
0 Level Spell: 18
1 Level Spell: 19
2 Level Spell: 20
3 Level Spell: 21
4 Level Spell: 22
5 Level Spell: 23
6 Level Spell: 24
Fire Spells Save DC
0 Level Spell: 20
1 Level Spell: 21
2 Level Spell: 22
3 Level Spell: 23
4 Level Spell: 24
5 Level Spell: 25
6 Level Spell: 26
Tenebrous Spell Save DC
0 Level Spell: 19
1 Level Spell: 20
2 Level Spell: 21
3 Level Spell: 22
4 Level Spell: 23
5 Level Spell: 24
6 Level Spell: 25
Tenebrous Fire Spell Save DC
0 Level Spell: 21
1 Level Spell: 22
2 Level Spell: 23
3 Level Spell: 24
4 Level Spell: 25
5 Level Spell: 26
6 Level Spell: 27
Lenny 236648
|
@Daxter, haven't you already been conserving your resources like crazy? While the Wall of Force was a godsend, most other rounds you've been using that level 1 wand against these CR 13+ encounters. I know that specials are long work days, but I feel like your slow playing is costing the rest of us (myself to a large degree) a lot of resources. Besides that, you are completely immune to their stun auras at this point, so you and Brutus are the only ones guaranteed to even be able to act once the wall comes down. With as many nat 1s have come up on the accursed RNG, we need to have a contingency in place for when some of us get rendered immediately useless. I apologize for being a bit of a jerk about this, but I had to say something at this point.
@Ember, I wouldn't bother with Bless, it doesn't stack at all with my Flagbearer aura. TK Charge sounds awesome, but it may be unnecessary here since the oozes are stacking up right on the other side of the wall. We can likewise all move into melee range before the wall comes down, so we can all full attack right away regardless. And getting around them won't help since oozes are immune to flanking (which coincidentally is why I swapped my Teamwork Feat).
Lenny grinned broadly at Roary's compliment, "Thanks! I really like helping people! Working as a team and cooperating is my favorite bit of being a Pathfinder! I've been super impressed with all of you guys!"
| GMAndrewW |
I am going to give people until tomorrow morning to finalise preparations then I will move us on. You have about 12 hous to post any other actions before the wall drops. The wall will drop on Daxters turn, Daxter you will get to act and then we will see what happens.
Please make sure to place yourself where you want to be when the wall comes down.
Brutus "The Mountain" Ironheart
|
Oh! I almost forgot again. Archie will use this time to reapply aid to everyone.
Temps, Brutus: 1d8 + 3 ⇒ (1) + 3 = 4
Temps, Roary: 1d8 + 3 ⇒ (5) + 3 = 8
Temps, Emberwick: 1d8 + 3 ⇒ (7) + 3 = 10
Temps, Saarek: 1d8 + 3 ⇒ (7) + 3 = 10
Temps, Lenny: 1d8 + 3 ⇒ (5) + 3 = 8
Temps, Daxter: 1d8 + 3 ⇒ (3) + 3 = 6
Temps, Archie: 1d8 + 3 ⇒ (1) + 3 = 4
He's got a few extra rounds so he'll try for a better roll on some of those.
Temps, Brutus again: 1d8 + 3 ⇒ (1) + 3 = 4
Temps, Brutus again again: 1d8 + 3 ⇒ (8) + 3 = 11
Temps, Daxter again: 1d8 + 3 ⇒ (6) + 3 = 9
Temps, Archie again: 1d8 + 3 ⇒ (5) + 3 = 8
He'll then return to his position at the back of the party.
Emberwik
|
@Lenny In that case, not casting any spells for now.
Emberwik stands back and watches, waiting to see if he needs to cast anything or not.
Staff of Fire Charges Left 4/10
Staff of Healing Charges Left 8/10
1st Level Spells Remaining 8/8
2nd Level Spells Remaining 6/8
3rd Level Spells Remaining 8/8
4th Level Spells Remaining 7/8
5th Level Spells Remaining 3/5
6th Level Spells Remaining 3/4
Daxter Bateman
|
Daxter will also Pearl back his Heightened Awareness before recasting it on himself as well as Shield. He will then cast Moment of Greatness on everyone. When it is his turn he will ready to cast Dispel Magic to counterspell one of the Oozes if it tries to cast a spell.
Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll. Once an affected creature uses this spell’s effect, the spell is discharged for that subject.
Lenny 236648
|
Awesome! Thanks, Daxter. Sorry again about being critical. And thanks, Brutus and the little archon that’s could!
| GMAndrewW |
The group make their preparations and heal up. The wall of force shimmers and comes to an end while Daxter prepares to counter one of the oozes. They then surge forward to the group.
The oozes have been delaying and react to the wall coming down.
Pink slides forward and strikes Roary who jut avoids becoming entrapped. Green and Blue also slide forward and strike at Lenny, landing solid blows.
Roary takes 30 damage after DR. Lenny takes 73 damage and avoids the entrapment.
As the wall comes down Emberwick finds himself overwhelmed and is stunned.
Everyone else saves against all of them except Archie. Tchnically the saves come at the start of your turn so you may have to make less if an ooze is killed but this makes my life slightly saner. If you kill Pink before Archies turn he can act.
Each ooze 5' steps forward and makes a single attack
Pink on Roary: 1d20 ⇒ 13
Damage: 7d8 + 8 ⇒ (2, 8, 5, 5, 4, 1, 3) + 8 = 36
Blink, low misses: 1d100 ⇒ 54
Entrap fort save: 1d20 ⇒ 4
Green on Lenny: 1d20 ⇒ 12
Damage: 7d8 + 8 ⇒ (3, 2, 6, 4, 8, 6, 6) + 8 = 43
Entrap fort save: 1d20 ⇒ 13
Blue on Lenny: 1d20 ⇒ 14
Damage: 7d8 + 8 ⇒ (2, 1, 5, 6, 3, 3, 2) + 8 = 30
Entrap fort save: 1d20 ⇒ 8
Fort saves versus the subsonic hum. Going Pink, Green, Blue
Fort, Sarek: 3d20 ⇒ (6, 9, 8) = 23, +17
Fort, Emberwick: 3d20 ⇒ (4, 19, 5) = 28, +11
Fort, Roary: 3d20 ⇒ (14, 8, 4) = 26, +21
Fort, Archie: 3d20 ⇒ (1, 19, 18) = 38, +4
Fort, Lenny: 1d20 ⇒ 11, +22
Round 2
Lenny
Roary
Sarek
Brutus
Archie - stunned
Daxter
-------------------------
Pink
Green
Blue
--------------------------
Emberwick - stunned
Bold may act: I have reset the round counter, Lenny I have applied Life Link from you to Roary. Daxter, your ready does not go off, these oozes dont cast spells.
Group Effects: Life Link (Roary, Sarek, Daxter, Brutus), Banner
Brutus 170|159, saved (all)
Sarek 139|129, saved (all)
Emberwick 130|120, saved (green)
Lenny 44|114, 3 dex drain, saved (all)
Roary 144|161, blink 6, saved (all)
Daxter 129|114, saved (all)
Archie 21|13, saved (green, blue)
Lenny 236648
|
"Let's focus on this one!" Lenny says with a wave of his bannered polearm. "I just need to touch myself, real fast first. That Kuthon guy was right. I guess I did have more suffering to do." his healing touch washes over himself and he unleashes a flurry of strikes.
Free action Boots of Speed, 5' step back, Swift action Lay on Hands, full attack on Green (switching to blue if I somehow kill green). Flagbearer (+2 hit/dmg), Inspiring Courage (+2 hit/dmg and +1d6 sonic damage), and Divine Power buffs active.
attack 1: 1d20 + 21 + 2 + 2 + 1 ⇒ (16) + 21 + 2 + 2 + 1 = 42
damage 1: 1d10 + 14 + 2 + 2 ⇒ (5) + 14 + 2 + 2 = 23
sonic dmg 1: 1d6 ⇒ 1
attack 2 (haste): 1d20 + 21 + 2 + 2 + 1 ⇒ (1) + 21 + 2 + 2 + 1 = 27
damage 2: 1d10 + 14 + 2 + 2 ⇒ (8) + 14 + 2 + 2 = 26
sonic dmg 2: 1d6 ⇒ 2
attack 3 (iterative): 1d20 + 21 + 2 + 2 + 1 - 5 ⇒ (12) + 21 + 2 + 2 + 1 - 5 = 33
damage 3: 1d10 + 14 + 2 + 2 ⇒ (1) + 14 + 2 + 2 = 19
sonic dmg 3: 1d6 ⇒ 6
lay on hands: 5d6 + 10 ⇒ (5, 5, 6, 4, 1) + 10 = 31
I think you may have missed the 24 THPs I gave myself from my Sihedron Tattoo. Likewise did you miss that I used Mirror Image (4 images), or do these uber oozes have a sense or something that ignores the images? Assuming they do ignore the images, by my calc I had 112 + 24 THPs from tattoo +8 THPs from Archie =144 to start, then -5 LifeLink -73 oozes = 66 HP, then +31 LoH = 97|114.
| GMAndrewW |
The oozes ignore your mirror images utterly
Lenny strikes three times in quick succession, hitting easily each time. He does a lot less damage than he had hoped but the creature seems disconcerted by the sonic damage.
You deal 51 damage, HP adjusted.
Round 2
Lenny
Roary
Sarek
Brutus
Archie - stunned
Daxter
-------------------------
Pink
Green
Blue
--------------------------
Emberwick - stunned
Bold may act: I have reset the round counnter, Lenny I have applied Life Link from you to Roary. Daxter, your eady does not go off, these oozes dont cast spells.
Group Effects: Life Link (Roary, Sarek, Daxter, Brutus), Banner, Inspire
Brutus 170|159, saved (all)
Sarek 139|129, saved (all)
Emberwick 130|120, saved (green)
Lenny 97|114, 3 dex drain, saved (all)
Roary 144|161, blink 6, saved (all)
Daxter 129|114, saved (all)
Archie 21|13, saved (green, blue)
Green 51 damage
Sarek, the Cinnabar Sage
|
Sarek moves up behind Roary and attacks Purple.
Power Attack, Bane, Flagbearer, Inspire: 1d20 + 24 - 3 + 2 + 2 + 2 ⇒ (1) + 24 - 3 + 2 + 2 + 2 = 28
Damage, Bane, Flagbearer, Inspire: 2d8 + 2d6 + 17 + 9 + 2 + 2 + 2 ⇒ (6, 2) + (3, 6) + 17 + 9 + 2 + 2 + 2 = 49
Additional sonic damage: 1d6 ⇒ 2
Brutus "The Mountain" Ironheart
|
Brimming with enchantments at this point, the Mountain wades back into the melee with his fists.
5-foot step. Full attack green.
Attack (Flurry, Lenny stuff, fighting defensively, power attack, divine favor): 1d20 + 18 + 4 - 1 - 4 + 2 ⇒ (12) + 18 + 4 - 1 - 4 + 2 = 31
Damage: 1d6 + 8 + 4 + 8 + 2 ⇒ (6) + 8 + 4 + 8 + 2 = 28
Flurry: 1d20 + 18 + 4 - 1 - 4 + 2 ⇒ (2) + 18 + 4 - 1 - 4 + 2 = 21
Damage: 1d6 + 8 + 4 + 8 + 2 ⇒ (4) + 8 + 4 + 8 + 2 = 26
Iterative: 1d20 + 13 + 4 - 1 - 4 + 2 ⇒ (4) + 13 + 4 - 1 - 4 + 2 = 18
Damage: 1d6 + 8 + 4 + 8 + 2 ⇒ (4) + 8 + 4 + 8 + 2 = 26
Second Iterative: 1d20 + 8 + 4 - 1 - 4 + 2 ⇒ (20) + 8 + 4 - 1 - 4 + 2 = 29
Damage: 1d6 + 8 + 4 + 8 + 2 ⇒ (6) + 8 + 4 + 8 + 2 = 28
Roary Flamebearer
|
Roary rages and attacks pink..
"So you want some of this huh? RAGE!!!!"
Using Raging Brutality
Rage, Reck/Havoc, Inspire, Flag, Blink, Power Attack
Attack 1: 1d20 + 32 + 5 + 2 + 2 + 2 - 5 ⇒ (6) + 32 + 5 + 2 + 2 + 2 - 5 = 44
Dam 1: 2d4 + 21 + 2 + 2 + 15 + 12 ⇒ (4, 2) + 21 + 2 + 2 + 15 + 12 = 58 +4 more if Witch Hunter Applies
Miss: 1d100 ⇒ 47
Attack 2: 1d20 + 32 + 5 + 2 + 2 + 2 - 5 ⇒ (15) + 32 + 5 + 2 + 2 + 2 - 5 = 53
Dam 2: 2d4 + 21 + 2 + 2 + 15 + 12 ⇒ (4, 4) + 21 + 2 + 2 + 15 + 12 = 60 +4 more if Witch Hunter Applies
Miss: 1d100 ⇒ 78
Attack 3: 1d20 + 32 + 5 + 2 + 2 + 2 - 5 ⇒ (19) + 32 + 5 + 2 + 2 + 2 - 5 = 57
Dam 3: 2d4 + 21 + 2 + 2 + 15 + 12 ⇒ (3, 2) + 21 + 2 + 2 + 15 + 12 = 57 +4 more if Witch Hunter Applies
Miss: 1d100 ⇒ 58
| GMAndrewW |
@Roary, the oozes can perceive invisible things so blink does not give you a bonus to hit, not that it matters with those numbers. You also made all of your attacks at +32. It doesnt matter this time as their AC is 17 but please watch out for that. Witch Hunter does not apply to these oozes. Can you break down your attack and damage numbers for me in the discussion thread please.
Sarek, ignoring Lenny's advice to focus on Green, moves up and lands a solid blow on Blue.
Blue takes 42 damage
Brutus however pays attention, landing four solid blows. Each resounds with a discordant crash and by the end Green disoolves into a puddle of goo.
You missed the extra sonic damage, here it is. Sonice: 4d6 ⇒ (5, 6, 4, 3) = 18, total of 96. It needed the sonic damage to take it out. You may want to remember it!
Roary ignores everyones suggestions and attacks pink! In three swift blows it is reduced to chunks of crystal.
You also missed the sonic damage although it made no difference.
Daxter watches on, ready to cast a defensive spell if required. Blue lshes out at Brutus but cannot connect. This time Emberiwck holds on to his mind!
Blue on Brutus: 1d20 ⇒ 16
Emberwick fort: 1d20 + 11 ⇒ (17) + 11 = 28
Round 3
Lenny
Roary
Sarek
Brutus
Archie
Daxter - readied
-------------------------
Blue
--------------------------
Emberwick
Bold may act: Lenny I have applied Life Link from you to Roary
Group Effects: Life Link (Roary, Sarek, Daxter, Brutus), Banner, Inspire
Brutus 170|159
Sarek 139|129
Emberwick 130|120
Lenny 92|114, 3 dex drain
Roary 149|161, blink 5
Daxter 129|114
Archie 21|13
Green DEAD
Blue 42 damage
Pink DEAD
Sarek, the Cinnabar Sage
|
Sarek steps forward and full attacks.
Attack, Power Attack, Flagbearer, Inspire, Bane: 1d20 + 24 - 3 + 2 + 2 + 2 ⇒ (19) + 24 - 3 + 2 + 2 + 2 = 46
Damage, as above: 2d8 + 2d6 + 17 + 9 + 2 + 2 + 2 ⇒ (6, 6) + (1, 3) + 17 + 9 + 2 + 2 + 2 = 48
Extra sonic: 1d6 ⇒ 3
Attack, Power Attack, Flagbearer, Inspire, Bane: 1d20 + 19 - 3 + 2 + 2 + 2 ⇒ (5) + 19 - 3 + 2 + 2 + 2 = 27
Damage, as above: 2d8 + 2d6 + 17 + 9 + 2 + 2 + 2 ⇒ (3, 2) + (1, 6) + 17 + 9 + 2 + 2 + 2 = 44
Extra sonic: 1d6 ⇒ 6
Lenny 236648
|
I won’t sustain the song this round or use my boots of speed, but I will invoke the moment of greatness for the extra damage.
attack 1 (divine power, cover): 1d20 + 21 + 2 - 4 ⇒ (18) + 21 + 2 - 4 = 37
dmg 1(d power, moment): 1d10 + 14 + 2 + 2 ⇒ (2) + 14 + 2 + 2 = 20
attack 2 (divine power, cover): 1d20 + 21 + 2 - 5 - 4 ⇒ (10) + 21 + 2 - 5 - 4 = 24
dmg 2 (d power): 1d10 + 14 + 2 ⇒ (1) + 14 + 2 = 17
almost forgot to account for soft cover
Brutus "The Mountain" Ironheart
|
Full attack blue.
Attack (Flurry, Lenny stuff, fighting defensively, power attack, divine favor): 1d20 + 18 + 2 - 1 - 4 + 2 ⇒ (20) + 18 + 2 - 1 - 4 + 2 = 37
Damage: 1d6 + 8 + 2 + 8 + 2 ⇒ (4) + 8 + 2 + 8 + 2 = 24
Flurry: 1d20 + 18 + 2 - 1 - 4 + 2 ⇒ (1) + 18 + 2 - 1 - 4 + 2 = 18
Damage: 1d6 + 8 + 2 + 8 + 2 ⇒ (5) + 8 + 2 + 8 + 2 = 25
Iterative: 1d20 + 13 + 2 - 1 - 4 + 2 ⇒ (19) + 13 + 2 - 1 - 4 + 2 = 31
Damage: 1d6 + 8 + 2 + 8 + 2 ⇒ (3) + 8 + 2 + 8 + 2 = 23
Second Iterative: 1d20 + 8 + 2 - 1 - 4 + 2 ⇒ (11) + 8 + 2 - 1 - 4 + 2 = 18
Damage: 1d6 + 8 + 2 + 8 + 2 ⇒ (5) + 8 + 2 + 8 + 2 = 25
Roary Flamebearer
|
Pounce Blue!
Never got a clear answer on if you got +2 from charge on first attack or all attacks on a pounce..
Rage, Lenny Stuff, Charge, Power Attack
Attack 1: 1d20 + 33 + 4 + 2 - 5 ⇒ (18) + 33 + 4 + 2 - 5 = 52
Dam 1: 2d4 + 21 + 15 + 4 ⇒ (4, 4) + 21 + 15 + 4 = 48
Miss: 1d100 ⇒ 84
Attack 2: 1d20 + 28 + 4 - 5 ⇒ (5) + 28 + 4 - 5 = 32
Dam 2: 2d4 + 21 + 15 + 4 ⇒ (1, 1) + 21 + 15 + 4 = 42
Miss: 1d100 ⇒ 84
Attack 3: 1d20 + 23 + 4 - 5 ⇒ (1) + 23 + 4 - 5 = 23
| GMAndrewW |
The group demolish the remaining crystalline ooze in a flurry of powerful blows.
COMBAT OVER
Brutus 170|159
Sarek 139|129
Emberwick 130|120
Lenny 92|114, 3 dex drain
Roary 149|161
Daxter 129|114
Archie 21|13
Sort out your healing and then I will move you on. I will do so in aboout 12 hours
| GMAndrewW |
Actually I am going to push us forward now. Feel free to rebuff as needed. This combat took just over a minute, I assume you take a minute or so to catch your breath and then about five minutes to search the room before moving on.
Taking a look around the room the group finds little of interest. The furnishings and the animated heads on the walls. The whole area seems to be utterly pristine and free of dust but there is no sign that any intelligent living or undead creature has passed this way in centuries. There are several exits from the chamber but most of them are collapsed. It seems the disappearance or explosion of Gallowspire and the swift rise of the jungle above has caused the area to become unstable.
Only one exit remains. Passing along a short corridor you reach a chamber where the walls are lined with tarnished silver mirrors, some of which have been smashed to pieces. Reflections of reflections dance about in the dim light. The hallway to the south is crisscrossed with crackling black energies that block the entire passageway. Fine crack lines run through these eldritch energies, as if some terrible force has caused them to buckel ever so slightly.
OK, you have reached the wards set up by Tar Baphon to block access to the lower levels. The ceiling here is 20' high, the mirrored walls ar 10' night. There are various different ways in which you might try to weakken or bypass the wards.
A PC who can cast detect magic can study the wards to gain insight into undoing part of the wards’ structures. After a few minutes of study, (the scenario doesnt say but lets call it 5), that PC can make a Knowledge (arcana) or Spellcraft check to determine how the wards can be manipulated.
The Whispering Tyrant, as a virtually immortal being whose entire existence is steeped in magic, occasionally overlooks mundane solutions
to magical problems. In the case of these wards, he has anchored their complex structure to the walls of his prison, leaving them vulnerable. PCs can physically weaken the stone hallway itself to make it easier to disrupt the wards.
With 10 minutes of work, a PC can attempt a Craft (stonemasonry or similar), Disable Device, Knowledge (engineering), or Profession (miner or similar) check, or a Strength check . Success indicates the PC helps weaken the structure enough to aid the expedition’s work.
Describe an event you have experienced in one of your prior adventures and make me a Perception or Sense Motive check
Each of you can make ONE check for each method of bypassing the wards. You do not have to attempt them but what matters is the total number of successes you get as a group.
GM Dennis
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**OVERSEER ANNOUNCEMENT**
Master of Spells Sorrina Westyr frowns at the black veins running through Gallowspire’s walls. “Do you see that? That’s pure negative energy flowing through the walls. It’s strengthening every undead creature in all of Gallowspire. If we don’t do something about it, I shudder to think how tough our battles will be against Gallowspire’s strongest defenders. Let’s put a stop to it here and now!” Players, you can send your Spellcaster Aid Characters on this mission.
GMs, please begin the Aid Mission (Spellcaster) when you reach a good point to do so.
Lenny 236648
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I let Lifelink heal Roary up to 159/161, then I use a few wand charges on myself to bring me up to full. I will also re-up my Heightened Awareness, but save any further buffs for after we get beyond this obstacle. I am going to drop my lifelink on Daxter, you seem to be avoiding any damage at the back, and I don't want to over do the damage flowing into me if we get hit with AoEs. @Brutus, if you wouldn't mind having Archie top us off with those wonderful THPs :)
CLW wand: 5d8 + 15 ⇒ (1, 2, 5, 5, 6) + 15 = 34
"Neat!" Lenny says of the crackling black barrier standing before them. "Wow, those mirror shards are so shiny!" he says as he's immediately overcome with curiousity and looks into a shard.
"Whoa, I see that time that we played that game where Madam Yvette had me take my shirt off and whipped me to fool those silly cultists, and get that scourge thingy that Dralneen needed. That was fun!"
I am describing our local lodge group's hilariously bizarre approach to a scene from 4-07 Severing Ties.
perception, heightened aware: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Sarek, the Cinnabar Sage
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Sarek studies the wards with detect magic for several minutes.
Using my Honored Acolyte boon to roll Knowledge (Arcana) twice and take the higher.
Knowledge (Arcana): 1d20 + 20 ⇒ (18) + 20 = 38
Knowledge (Arcana): 1d20 + 20 ⇒ (18) + 20 = 38
Lenny 236648
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@GM, quick clarification. You say that each of us can make one check for each method. So that seems to indicate that (I am guessing at the cost of time, and possibly consequence of failure?) we can all attempt all 3 check options. Is that correct? Or are you saying that we only get one group chance at each check, so 3 total net rolls as a group, rather than 3 rolls per player. Basically if it is the latter, I should take back my attempt at the perception check, since I certainly don't have the best odds of success for that. In that case I'd be better of just aiding or using Inspire Competence.
| GMAndrewW |
Yes, each of you can attempt each of the options once. So you can each peer into a mirror frsgment, try and intepret the wards and try and break through but for each of those options you can only make ONE skill check where it offers multiple different ones.
Sorrina Westyr needs your help Pathfinders. Calling on Avoreal Starseeker, Cugel Marat and Kevin, it is your time to shine. Roll a number of dice based on your level please.
2d6 for a 4th-level NPC Pathfinder
3d6 for a 5th- to 8th-level Aid Character
4d6 for a 9th- to 12th-level Aid Character
5d6 for a 13th- to 16th-level Aid Character
6d6 for a 17th- to 20th-level Aid Character
Lenny peers into the mirror. In it he sees the image of his time working for Zata Dralneen but it is different somehow. Instead of enjoyment from the experience he see's himself being whipped bloody, slumped on the ground and in pain, blood pooling beneath him. It quite takes the shine off the memmory.
Meanwhile Sarek thinks he sees a way to work though the wards, complex and devious as they are.
Daxter Bateman
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Daxter starts studying the wards alongside Sarek.
Spellcraft, Heroism: 1d20 + 22 + 2 ⇒ (10) + 22 + 2 = 34
After which he then studies the physical structure as mathematical equations fill his head.
Knowledge(Engineering), Heroism, Heightened Awareness: 1d20 + 17 + 2 + 2 ⇒ (20) + 17 + 2 + 2 = 41
Lastly he stares into the mirror and to his dismay he sees the time he was oddly compelled to fight using his bare hands doing bizarre and unrealistic maneuvers. He remembers it being Ursus' fault somehow.
The final fight of The Refuge of Time, was a strange one for us.
Perception, Heroism, Heightened Awareness: 1d20 + 14 + 2 + 2 ⇒ (2) + 14 + 2 + 2 = 20
| GMAndrewW |
Daxter finds the wards are just too complex for him. However, he is able to put his useful knowledge of engineering to good use in starting to break down the surrounding structures of bone.
As he peers into the mirror he seems himself locked into hand to hand combat with his, as yet unrevealed, familiar. He has his hands wrapped around the little crreatues throat and is squeezing as hard as he can, which, to be fair, is not very hard.
Lenny 236648
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Awesome, thanks for the clarification. In that case, can I use Inspire Competence to boost Daxter's arcana check? Likewise can I aid on the Strength check for the Weakening the Structure effort? Or is there no aiding and I need to attempt them on my own if I wish.
Also, don't forget everyone that if you didn't use moment of greatness yet, and if you have Heroism going, that you can use it to boost your checks here before the duration lapses.
Lenny 236648
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Ah, good point. OK, cool. Let's see what Lenny's -1 bardic knowledge tells him about the zappy-zaps.
Struggling with the strange memories in his head, Lenny distracts himself by helping the other efforts. He casts Detect Magic, and makes his rather novice analysis, and then works out his frustrations by helping Roary smash stuff.
bardic knowledge: 1d20 - 1 ⇒ (1) - 1 = 0 now THAT's impressive!
strength check: 1d20 + 6 ⇒ (8) + 6 = 14
Brutus "The Mountain" Ironheart
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Archie reapplys aid to the party.
Temps, Brutus: 1d8 + 3 ⇒ (8) + 3 = 11
Temps, Roary: 1d8 + 3 ⇒ (5) + 3 = 8
Temps, Emberwick: 1d8 + 3 ⇒ (8) + 3 = 11
Temps, Saarek: 1d8 + 3 ⇒ (3) + 3 = 6
Temps, Lenny: 1d8 + 3 ⇒ (3) + 3 = 6
Temps, Daxter: 1d8 + 3 ⇒ (4) + 3 = 7
Temps, Archie: 1d8 + 3 ⇒ (7) + 3 = 10
Brutus doesn't have arcana or spellcraft. Is there any sort of exception here for using those skills untrained?
Brutus "The Mountain" Ironheart
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Alright. If that's the case I cannot help with that one.
Brutus helps with knocking over one of the stones in the ritual circle.
I assume this is long term abstract thing. If it's a quick one-off check, I'll burn a round of defensive stance for +2.
Strength: 1d20 + 7 ⇒ (15) + 7 = 22
Staring into the shattered bits of glass, he glimpses a scene of his time defending the walls of the Diamond City from the demonic hordes of the Worldwound.
Sense Motive: 1d20 + 8 ⇒ (2) + 8 = 10
Lenny 236648
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almost forgot to roll for Kevin for the Spellcaster Aid mission:
OBLIVION, only his mom calls him Kevin, looks up from his small, black, leather-bound journal, "What? Now? Ugh!"
The moody teenager lets out an exaggerated sigh and finishes scribbling down the next line in his latest poetry, My black heart twists with the agony of a thousand anguished souls. Finally he stands and clutches his blackblade--the only thing that truly understands him--and casts a series of spells as part of an intricate dance with his weapon.
3d6 ⇒ (5, 5, 2) = 12