GMAndrewW Siege of Gallowspire [12-13 Champion] (Inactive)

Game Master andreww

Aid Token Effects

Aid Character Information

Maps and Handouts

Buff spreadsheet

PC Initiative:

[dice=Init, Brutus]1d20+3[/dice]
[dice=Init, Roary]1d20+5[/dice]
[dice=Init, Emberwick]1d20+10[/dice]
[dice=Init, Saarek]1d20+4[/dice], Heightened Awareness +4
[dice=Init, Lenny]1d20+9[/dice], Heightened Awareness +4
[dice=Init, Daxter]1d20+6[/dice], Heightened Awareness +4

PC Saves:

[dice=Will, Brutus]1d20+19[/dice]
[dice=Will, Roary]1d20+12[/dice], +3 when raging, +9 morale vs spells, SLA's and SU when raging, heroism +2 morale
[dice=Will, Emberwick]1d20+11[/dice]
[dice=Will, Sarek]1d20+14[/dice], +3 vs mind affecting
[dice=Will, Lenny]1d20+19[/dice], [ooc]+1 vs mind affecting

[dice=Will, Daxter]1d20+11[/dice], Heroism +2

All: +2 morale versus charm and fear if within 30' of the flag and it is being wielded

[dice=Reflex, Brutus]1d20+12[/dice]
[dice=Reflex, Roary]1d20+12[/dice], +9 morale vs spells, SLA's and SU when raging, heroism +2 orale
[dice=Reflex, Emberwick]1d20+10[/dice]
[dice=Reflex, Saarek]1d20+10[/dice]
[dice=Reflex, Lenny]1d20+13[/dice]
[dice=Reflex, Daxter]1d20+10[/dice], Heroism +2

[dice=Fortitude, Brutus]1d20+19[/dice]
[dice=Fortitude, Roary]1d20+19[/dice], +4 when raging, +9 morale vs spells, SLA's and SU when raging, heroism +2 morale
[dice=Fortitude, Emberwick]1d20+11[/dice]
[dice=Fortitude, Saarek]1d20+17[/dice]
[dice=Fortitude, Lenny]1d20+22[/dice]
[dice=Fortitude, Daxter ]1d20+13[/dice], Heroism +2

PC Perception:

[dice=Perception, Brutus]1d20+8[/dice]
[dice=Perception, Roary]1d20+18[/dice], Heroism +2 morale
[dice=Perception, Emberwick]1d20-1[/dice]
[dice=Perception, Saarek]1d20+27[/dice]
[dice=Perception, Lenny]1d20+10[/dice]
[dice=Perception, Daxter]1d20+14[/dice], Heroism +2

PC Spellcraft:

[dice=Spellcraft, Saarek]1d20+15[/dice]
[dice=Spellcraft, Emberwick]1d20+10[/dice]
[dice=Spellcraft, Daxter]1d20+22[/dice], Heroism +2

Knowledges:

[dice=Knowledge any, Daxter]1d20+17[/dice], Heroism +2

[dice=Arcana, Sarek]1d20+20[/dice]

[dice=Dungeoneering, Sarek]1d20+22[/dice]

[dice=Local, Brutus]1d20+1[/dice]
[dice=Local, Sarek]1d20+13[/dice]

[dice=Nature, Roary]1d20+13[/dice], Heroism +2 morale
[dice=Nature, Sarek]1d20+14[/dice]

[dice=Planes, Emberwik]1d20+30[/dice]
[dice=Planes, Sarek]1d20+23[/dice]

[dice=Religion, Brutus]1d20+2[/dice]
[dice=Religion, Emberwick]1d20+13[/dice]
[dice=Religion, Sarek]1d20+22[/dice]


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Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

OK, sorry for all of the waffling back and forth. This fight has obviously got us all panicking a bit. I will make my round 2 actions official: Standard to start Raging Song (+2 morale bonus to Str, Con, and Will saves and all healing effects are boosted by the level of the caster/effect, but you suffer a -1 to AC and you cannot cast spells or do other actions that require patience or concentration, however you can choose at the start of each of your turns whether to accept or refuse the effect of the song for that round). Then I will lay on hands as a swift (nothing for my move). Everyone, please try to remain within 25' of me if possible as that is the range of Saving Inspiration (immediate reroll of a saving throw).

almost forgot to actually post the lay on hands roll

LoH: 6d6 + 12 + 11 ⇒ (4, 3, 4, 3, 3, 6) + 12 + 11 = 46

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

Yeah, can't do a lot here.

AoO (Lenny stuff, stance): 1d20 + 19 + 2 + 2 ⇒ (12) + 19 + 2 + 2 = 35
Damage: 1d6 + 8 + 2 + 2 ⇒ (6) + 8 + 2 + 2 = 18

Brutus activates a wand and waits for the skull to reveal itself.

Ending defensive stance. Swift for lay on hands (which also removes the fatigue). Standard to cast divine favor off a wand.

Lay on Hands: 6d6 ⇒ (3, 4, 1, 6, 1, 2) = 17

I'm not sure where the bonestorm is. Is it that grey burst in the NW corner of the room? If Brutus is standing in it, I'll move instead.

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

Lenny how does your raging song healing thing work with lay on hands? Does it improve the healing by my effective paladin level or character level?

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

It would add your effective paladin level, so for example I added +7 for my paladin levels +4 more for my Bracers of the Merciful Knight.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

"Could still use that fly spell for when it show itself.."

He gave a fly scroll to someone who could cast it.. Could pounce it if/when it shows itself.. That is if I can fly.


Brutus strikes the creature as it moves away but it seems unharmed by the blow.

Brutus and Lenny heal themselves while Lenny starts up his raging song and Daxter grants Emberwick a powerful blessing.

Round 2|3

Emberwick
---------------------------
Evil Skull
---------------------------
Roary
Saarek
Lenny
Brutus
Daxter

Bold may act: Roary to close out the parties turn. the Bonestorm is the grey marked area.

Group Effects: Life Link (Roary, Sarek, Emberwick), Banner, Raging Song

Status, anyone can read:

Brutus 137|159
Sarek 90|129
Emberwick 86|120, 12 temporary HP, immune fear
Lenny 114|114, 3 dex drain
Roary 155|161
Daxter 96|114

Evil skull 59 damage, somewhere in the cloud

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

@Roary, with you being enlarged, flying might be moot. I am not certain of the height of this room, but it seems like it is only 20' or less, in which case you can reach all the way to the ceiling already. Since there is only 1 combatant, you'll get to go again immediately after it goes either way, so delaying is pointless. You might as well take a turn now even if it is just to buff further.


The ceiling height is indeed only 20' so flying will not be needed to reach the skull. The pits are about 30' deep.


Roary, you have 12 hours to post your actions for this turn after which I will put you on delay and move us on

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

On nightshift, apologize.. Lenny, I've done all the buffing I can do. Im not charging into damage to maybe attack once..

Having no target he will delay..

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Suddenly, the flow of negative energy through Gallowspire’s walls ceases. The undead cry out, furious that this source of power has been taken away from them. The Spellcaster Mission was successful!

GMs, the Spellcaster Mission Success condition on page 17 is in effect.


With the success of the spellcaster mission the desecrate effect in the area seems to lessen and then fade away.

Roary waits for the chance to destroy an enemy.

The cloud of debris drops to the ground again, revealing the grinning evil skull. It howls and its eyes blaze with infernal light. The light engulfs Emberwick.

Emberwick, give me a fortitude save please. Again, letting you roll this one given the potential seriousness of the effect. Remember you have greater heroism.

The skull then flies off and down into the pit.

I have marked its path, it is currently out of line of sight.

Round 4

Emberwick - fort save required
---------------------------
Evil Skull
---------------------------
Roary - delay
Saarek
Lenny
Brutus
Daxter

Bold may act: Fort save needed from Emberwick

Group Effects: Life Link (Roary, Sarek, Emberwick), Banner, Raging Song

Status, anyone can read:

Brutus 137|159
Sarek 90|129
Emberwick 86|120, 12 temporary HP, immune fear
Lenny 114|114, 3 dex drain
Roary 155|161
Daxter 96|114

Evil skull 59 damage, somewhere in the pit

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

[dice=Fort Save]1d20+11[/dice
Oh god this thing is specifically after me.

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

@Ember, don't forget you get +1 to Fort thanks to the +2 Con from my Raging Song, in addition to the +4 from Greater Heroism. (you can reject the song on your turn so you'll be free to cast spells, but you might as well enjoy the defensive benefits until then).


Also, your roll didnt work as you missed the end bracket

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

I gotta stop posting from the phone first thing in the morning.

Fort Save: 1d20 + 11 + 1 + 4 ⇒ (5) + 11 + 1 + 4 = 21
5 Star GM Fort Save: 1d20 + 11 + 1 + 4 + 5 ⇒ (13) + 11 + 1 + 4 + 5 = 34

I know my profile shows me as a 4 star, so here is the post proving I am actually a 5 star. I am Kyle Hallberg.


Emberwick feels his body crumbling to dust but just manages to hold himself together.

Emberwick gains two permanent negative levels

Round 4|5

Emberwick
---------------------------
Evil Skull
---------------------------
Roary
Saarek
Lenny
Brutus
Daxter

Bold may act: I have accounted for 3 life links Lenny

Group Effects: Life Link (Roary, Sarek, Emberwick), Banner, Raging Song

Status, anyone can read:

Brutus 137|159
Sarek 95|129
Emberwick 81|110, 12 temporary HP, immune fear, 2 permanent negative levels
Lenny 99|114, 3 dex drain
Roary 160|161
Daxter 96|114

Evil skull 59 damage, somewhere in the pit

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

Holy crap. 2 permanent on a successful save. Man, this has got to die. So the song remains up for everyone. Your choice on your turn of +2 Str/Con/Will and bonus healing for a cost of -1 AC and no spellcasting or other patient tasks. You get to choose again round to round at the start of your turn, so your decision only applies for 1 round at a time. Okay now it seems like Fly is going to be necessary. I will draw Roary's scroll of Fly as a move action, cast it on him, and then take a 5' step towards the lich.

caster level check DC 6: 1d20 + 1 ⇒ (19) + 1 = 20

"Go get 'em, buddy!"

@Roary, don't forget that you will want to get all the way up to it, so that it's fog can't prevent your AoO, and so it can't 5' away and cast.

@GM, for the Lifelink it looks like you forgot to factor in the Lesser Celestial Totem rage power I am sharing with everyone with my Raging Song. It boosts all healing effects by the creator's level, so my Lifelinks heal an extra 4 for my 4 Oracle levels.


Lenny 236648 wrote:
Holy crap. 2 permanent on a successful save. Man, this has got to die.

Trust me, the effect on a fail was much much worse. You may want to reconsider using the fly scroll as Roary will need to make a will save to resist it as I believe he is raging. I wll update HP on my next status update

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

Well, retreating for Emberwik is my main plan now. Any spell you want before I get the hell out?

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

Ah, thank you for the reminder of his superstition! That would definitely be a bad idea. And I have no doubt the failure was way worse

Spoiler for Tomb of Horrors:
probably Soul Jar if my recollection/comparison is correct

@Ember, TK Charge still seems like your most potent option, though with it hiding in the pit, you'd probably have to ready to act once it pops up
@Sarek/Brutus do you guys want fly? I can cast it on myself, but Lenny is far from an offensive powerhouse. Personally I am leaning towards Death Ward on one of us to protect us from negative levels and the Wail. I am definitely open to suggestions!

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

With my saves taking the beating I can’t afford to ready.

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

@Ember, that's totally fair. Best I've got then is maybe Spell Resistance on one of us, but this thing seems to be CL 20 and half its stuff in supernatural, so even that has limited benefit. Plus you may need a double move or shadow walk or something to be certain you are out of its reach. So I think you gotta bounce unfortunately.
Meanwhile, what is everyone else's plan?

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Fortitude Save DC21: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27

Daxter quickly formulates a plan. Mustering all his energy he quickly casts a spell. A unearthly beautiful creature with the torso of a winged elven woman and the lower body of a snake appears into being.

Celestial:

"There is a creature that can wail like a banshee. You know what to do, do not disappoint me."

He speaks a few sentences to his new ally and she begins to strum a haunting melody on her lyre.

Countersong Perform Check: 1d20 + 16 ⇒ (9) + 16 = 25

Standard action to Summon Monster 6 due to Acadamae Graduate. I passed the fortitude save so I am not fatigued. The Lillend will use bardic performance for Countersong. So everyone can use her perform check result each round or their save versus any sonic(Wail of Banshee) or language dependent spell as long as you are within 30 feet of her which is everyone. I rolled poorly this turn, but in theory it will be better in subsequent rounds.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

With a triumphant shout, Shevar Besnik’s voice rings out. “Pathfinders! Together we’ve cleared the remaining wards from the stairway. And together, we’ve beaten back most of the monsters these Catacombs had to throw at us. Who wants to go deeper? I’m sure it’s just as bright and cheery as up here!” The way to the Silent Shrine is clear!

GMs, area C is now open.

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

Unless that announcement changes the circumstances, Emberwik is going to fly towards the door then shadow walk as far as he can teleport to escape this fight. Gonna pass out for a while now, did a lot of furniture moving today.


The annoucement does not end the encounter. Bear in mind, shadow walk is very imprecise, you may be effectively taking yourself out of the adventure.

Shadow Walk:

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

What are our martial characters doing?

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

Roary drops his rage and uses his socketed ioun stone to remove his fatigue..

"Give me the fly spell.."

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

"Okie Dokie! We're in danger!" Lenny says with his best Ralph Wiggum impression.

so keeping my original plan of actions above then.

Scarab Sages

Active Effects and Slots:
1st 4/7, 2nd 1/6, 3rd 5/5, 4th 0/5, 5th 0/3; overland flight
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Implements and consumables:
Ill.Imp (Inv2,Cur2), Div.Imp (Inv 11,Cur8), Trans.Imp (Inv9,Cur2); Four-Leaf Clover 0/3, Boots of Speed 4/10, Lesser extend 2/6, Corset of vishkanya 10/10, GM reroll 0/1

Apologies, GM, I've been agonizing over my next move too long.

I have overland flight up, Lenny, but thank you.

Sarek is going to use Legacy Weapon to give his glaive undead bane[i]. He'll move closer to the rest of the group for a potential [i]dimension door next round.[/i] Move action, standard to Legacy Weapon, no swift.

"I may be able to teleport several of you into the pit should it not reveal itself."

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

@Lenny: I appreciate the offer but Brutus already has a fly from last round.

Brutus waits for the skull to return.

Lay on Hands: 6d6 + 12 ⇒ (4, 4, 1, 6, 4, 4) + 12 = 35

Total defense for now.


Emberwick bugs out into the Plane of Shadow.

Lenny drops fly on Roary who drops out of rage.

Sarek enchants his weapon.

Brutus heals himself and prepares.

Roary waits.

Daxter conjures a celestial.

And then, the skull returns...and lets out another holw.

I need fortitude saves from everyone except Roary and Emberwick or you can use the 25 from the Lilend. I will roll for the Lillend.

Lillend Fort Save: 1d20 + 7 ⇒ (8) + 7 = 15

Forgot to roll to cast defensively
1d20 ⇒ 12 success

Round 4|5

Emberwick
---------------------------
Evil Skull - waiting for saves
---------------------------
Roary
Saarek
Lenny
Brutus
Daxter

Bold may act: Saves needed

Group Effects: Life Link (Roary, Sarek, Emberwick), Banner, Raging Song

Status, anyone can read:

Brutus 159|159
Sarek 99|129
Emberwick 85|110, 12 temporary HP, immune fear, 2 permanent negative levels
Lenny 99|114, 3 dex drain
Roary 161|161
Daxter 96|114

Evil skull 59 damage

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

might as well get this over with

Fort save: 1d20 + 22 ⇒ (20) + 22 = 42

Hell yeah! OK, now to wait and see which of you need my reroll. Fair warning it is a straight reroll with no extra pluses, so if you have a crappy chance of passing to begin with, I recommend using GM star rerolls instead.

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

Awake, and back in the land of the living!

There is a base of Pathfinder Operations back up on the surface, right?

Scarab Sages

Active Effects and Slots:
1st 4/7, 2nd 1/6, 3rd 5/5, 4th 0/5, 5th 0/3; overland flight
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Implements and consumables:
Ill.Imp (Inv2,Cur2), Div.Imp (Inv 11,Cur8), Trans.Imp (Inv9,Cur2); Four-Leaf Clover 0/3, Boots of Speed 4/10, Lesser extend 2/6, Corset of vishkanya 10/10, GM reroll 0/1

Expending a use of four-leaf clover.

Fort: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27


Emberwik wrote:

Awake, and back in the land of the living!

There is a base of Pathfinder Operations back up on the surface, right?

Not as such given the society has moved down into the catacombs now

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Back at the caravan of goods following the expedition, Sheila Heidmarch speaks. “It’s time to resupply the front line,” she says to the Pathfinders on caravan duty. “There’s no telling what they’ll face next, and...” Her announcement is cut short as the wall buckles. A towering colossus emerges from the wall, blocking the path ahead. “... and we need to deal with this thing first!” Pathfinders from the caravan fire a barrage of arrows and spells at the creature, but they bounce off its tough exterior. “We’ll need strength to crack its defenses!” Players, you can send your Muscle Aid Characters on this mission.

GMs, please begin the Aid Mission (Muscle) when you reach a good point to do so.

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

We need like 10 more lillends.

Fort: 1d20 + 19 ⇒ (14) + 19 = 33

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Fortitude: 1d20 + 15 ⇒ (15) + 15 = 30

I am going to use my reroll on the Lillend perform check if that is ok.

4 start reroll: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

@Ember, please heed the GM’s warnings and don’t use shadow walk. Falling back and staying safe in this fight makes sense, but if you bail on this whole scenario it likely dooms is all.


Daxter Bateman wrote:
[dice=4 start reroll]1d20+16+4

I think we are well past the point where you could use your reroll

Once again all of you affected feel like your hearts are about to stop but you manage to hold yourselves together. Regretably however, another celestial finds that it gives its life in service to the group.

The skull is out in the open and vulnerable. Can you put it down?

Round 5

Emberwick - fled
---------------------------
Evil Skull
---------------------------
Roary
Saarek
Lenny
Brutus
Daxter

Bold may act:

Group Effects: Life Link (Roary, Sarek, Emberwick), Banner, Raging Song

Status, anyone can read:

Brutus 159|159
Sarek 99|129
Emberwick 85|110, 12 temporary HP, immune fear, 2 permanent negative levels
Lenny 99|114, 3 dex drain
Roary 161|161
Daxter 96|114

Evil skull 59 damage


GM Dennis wrote:

**OVERSEER ANNOUNCEMENT**

Back at the caravan of goods following the expedition, Sheila Heidmarch speaks. “It’s time to resupply the front line,” she says to the Pathfinders on caravan duty. “There’s no telling what they’ll face next, and...” Her announcement is cut short as the wall buckles. A towering colossus emerges from the wall, blocking the path ahead. “... and we need to deal with this thing first!” Pathfinders from the caravan fire a barrage of arrows and spells at the creature, but they bounce off its tough exterior. “We’ll need strength to crack its defenses!” Players, you can send your Muscle Aid Characters on this mission.

GMs, please begin the Aid Mission (Muscle) when you reach a good point to do so.

Muscle Aid Mission:

The Muscle aid mission has begun. The followng chracters can participate.

Brom - level 13 - roll 5d6
Momoko - level 10 - roll 4d6

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Well that was a waste then. I'm guessing 25 doesn't make it then? Daxter will delay then since there is nothing he can do.


A 25 does not succeed, the DC is higher than that. On the plus side the party all passed. While it is immune to most spells those which do not allow SR can affect it or you could provide buffs to your allies.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

Is the grey square limiting vision?

Scarab Sages

Active Effects and Slots:
1st 4/7, 2nd 1/6, 3rd 5/5, 4th 0/5, 5th 0/3; overland flight
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Implements and consumables:
Ill.Imp (Inv2,Cur2), Div.Imp (Inv 11,Cur8), Trans.Imp (Inv9,Cur2); Four-Leaf Clover 0/3, Boots of Speed 4/10, Lesser extend 2/6, Corset of vishkanya 10/10, GM reroll 0/1

Sarek activates his boots of speed and lays into the skull.

Attack, Haste, Flagbearer, Power Attack, Bane: 1d20 + 24 + 1 + 2 - 4 + 2 ⇒ (1) + 24 + 1 + 2 - 4 + 2 = 26
Damage: 1d10 + 2d6 + 17 + 9 + 2 + 2 ⇒ (6) + (2, 6) + 17 + 9 + 2 + 2 = 44

Attack, Haste, Flagbearer, Power Attack, Bane: 1d20 + 24 + 1 + 2 - 4 + 2 ⇒ (8) + 24 + 1 + 2 - 4 + 2 = 33
Damage: 1d10 + 2d6 + 17 + 9 + 2 + 2 ⇒ (10) + (6, 5) + 17 + 9 + 2 + 2 = 51

Attack, Haste, Flagbearer, Power Attack, Bane: 1d20 + 19 + 1 + 2 - 4 + 2 ⇒ (16) + 19 + 1 + 2 - 4 + 2 = 36
Damage: 1d10 + 2d6 + 17 + 2 + 2 + 2 ⇒ (8) + (2, 5) + 17 + 2 + 2 + 2 = 38

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

Im assuming it is not close enough to ground level for me to 5’ and reach again? So I will move up and attack (either once or three times of possible in which case you can roll for me).

Attack: 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41
damage: 1d10 + 1d6 + 14 + 1 ⇒ (2) + (5) + 14 + 1 = 22

Crit confirm: 1d20 + 21 + 1 ⇒ (9) + 21 + 1 = 31
Bonus crit damage: 1d10 + 14 + 1 ⇒ (1) + 14 + 1 = 16

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

I have already used them or people can fly themselves. I'm a control wizard and I can't do anything here. My best option was the summon and that was a bust so I will delay. If someone has an idea just let me know.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

Roary will pounce the skull..

Rage, Lenny Stuff, Power Attack, Raging Brutality, Witch Hunter

Attack 1: 1d20 + 33 + 4 - 5 ⇒ (11) + 33 + 4 - 5 = 43
Dam 1: 2d6 + 24 + 15 + 4 + 4 + 12 ⇒ (6, 2) + 24 + 15 + 4 + 4 + 12 = 67
Miss 1: 1d100 ⇒ 17 miss..

Attack 2: 1d20 + 28 + 4 - 5 ⇒ (5) + 28 + 4 - 5 = 32
Dam 2: 2d6 + 24 + 15 + 4 + 4 + 12 ⇒ (5, 5) + 24 + 15 + 4 + 4 + 12 = 69
Miss 2: 1d100 ⇒ 73

Attack 3: 1d20 + 23 + 4 - 5 ⇒ (16) + 23 + 4 - 5 = 38
Dam 3: 2d6 + 24 + 15 + 4 + 4 + 12 ⇒ (4, 5) + 24 + 15 + 4 + 4 + 12 = 68
Miss 3: 1d100 ⇒ 24

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

With the skull in range, Brutus drifts closer to smite its ugliness from the world. "Go back to hell!"

5-foot fly. Free to activate defensive stance. Swift to smite. Full attack. Defensive stance and raging song are both morale bonuses so the defensive stance will only grant another +2 to strength/constitution.

Attack (Flurry, Lenny stuff, divine favor, stance, smite): 1d20 + 18 + 3 + 2 + 1 + 1 ⇒ (15) + 18 + 3 + 2 + 1 + 1 = 40
Damage: 1d6 + 8 + 3 + 2 + 1 + 8 ⇒ (5) + 8 + 3 + 2 + 1 + 8 = 27
Sonic: 1d6 ⇒ 6

Flurry: 1d20 + 18 + 3 + 2 + 1 + 1 ⇒ (7) + 18 + 3 + 2 + 1 + 1 = 32
Damage: 1d6 + 8 + 3 + 2 + 1 + 8 ⇒ (5) + 8 + 3 + 2 + 1 + 8 = 27
Sonic: 1d6 ⇒ 4

Iterative: 1d20 + 13 + 3 + 2 + 1 + 1 ⇒ (11) + 13 + 3 + 2 + 1 + 1 = 31
Damage: 1d6 + 8 + 3 + 2 + 1 + 8 ⇒ (1) + 8 + 3 + 2 + 1 + 8 = 23
Sonic: 1d6 ⇒ 2

Second Iterative: 1d20 + 8 + 3 + 2 + 1 + 1 ⇒ (9) + 8 + 3 + 2 + 1 + 1 = 24
Damage: 1d6 + 8 + 3 + 2 + 1 + 8 ⇒ (6) + 8 + 3 + 2 + 1 + 8 = 28
Sonic: 1d6 ⇒ 6

Muscle:
Happy to finally be faced with a challenge worthy of his strength, Brom returns from retirement with a roar as he charges the colossus.

5d6 ⇒ (1, 6, 6, 1, 3) = 17

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