It Came from Hollow Mountain

Game Master DEREK LANE 127

Magnimar Stuff | Roll20 Map


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Male Qadiran Human Fighter 7 | HP 60/60 | AC 26 Temp 26| FF 24 Temp 24| Tch/Temp 12|CMD 22| Init+3 | Perc+2 | F+8 R+5 W+4| Speed 20 [dice=Scimitar]1d20+13[/dice] [dice=Dmg]1d6+7[/dice] [dice=Shield Bash]1d20+13[/dice] [dice=Dmg]1d6+6[/dice] Two Weapon Att -2 to hit

Nasir sticks his head through the door to look and see if the door opens to the same space as Ezrandir's.

Silver Crusade

F Shoanti | Hawk | Wolfdog Hunter 6/Rogue 1|HP 58/58|AC 17 CMD 20 | FF 14 |T 13|Init+2|F+8 R+10 W+5 (+1 v fear) | Spd 30 | Perc(+17)+2(alert)+1(trps)+3(bright) | +1Earthbkr +8(2d6+5) | Yazhi |HP 51/51| AC 25(ma) |FF,T 14,17| F+7 R+8 W+3 | +1Bite (mf, bull) +10(d6+8) bleed

Ayita will look through Nasir's to see if any traps or other mechanisms are visible inside the space. Guidances herself first.

trap search: 1d20 + 17 + 1 + 2 + 1 ⇒ (4) + 17 + 1 + 2 + 1 = 25


M Half-elf Occultist 6/Investigator 1 | HP 47/59 | AC 20 temp 20 | T 11 FF 19 | CMD 20 | F+10, R+8, W+10 | Init +2 | Speed 30 | Perc +16 darkvision | Sen Mot +10 | 14 Mental focus: 5/6 abjuration, 2/2 divination, 6/6 transmutation | Inspiration 3/3 | +2 Halberd +13/+6, 1d10 + 15 / x3 | [dice=+2 halberd w/ PA]1d20 + 13[/dice], [dice=damage]1d10 + 15[/dice] | Spells remaining: 1st 5/5 2nd 3/4

Frantino will go to Ezranadir's side and peer in, Fury at the ready.

Perception: 1d20 + 16 ⇒ (3) + 16 = 19

"I see a long narrow hallway that ends in a lit chamber about 70-80 feet ahead, what's on your side?"


Male Qadiran Human Fighter 7 | HP 60/60 | AC 26 Temp 26| FF 24 Temp 24| Tch/Temp 12|CMD 22| Init+3 | Perc+2 | F+8 R+5 W+4| Speed 20 [dice=Scimitar]1d20+13[/dice] [dice=Dmg]1d6+7[/dice] [dice=Shield Bash]1d20+13[/dice] [dice=Dmg]1d6+6[/dice] Two Weapon Att -2 to hit

"It is a long narrow hallway zat turns right, Frantino Kaddren. I zink we should investigate Ezranadir's door as it was more difficult to enter."

Nasir retreat from the door he opened and joins Frantino and Ezranadir.

"I am right behind you, Frantino Kaddren. You or Ayita lead za way and check for za traps."


M Half-elf Occultist 6/Investigator 1 | HP 47/59 | AC 20 temp 20 | T 11 FF 19 | CMD 20 | F+10, R+8, W+10 | Init +2 | Speed 30 | Perc +16 darkvision | Sen Mot +10 | 14 Mental focus: 5/6 abjuration, 2/2 divination, 6/6 transmutation | Inspiration 3/3 | +2 Halberd +13/+6, 1d10 + 15 / x3 | [dice=+2 halberd w/ PA]1d20 + 13[/dice], [dice=damage]1d10 + 15[/dice] | Spells remaining: 1st 5/5 2nd 3/4

Frantino will table his curiosity about the potential portal by the pool and see if Ayita wants to take the lead since she is more skilled at this. He'll follow in support, or if Ayita delays coming over he'll stealthily lead the way while looking for traps and listening for movement or voices ahead.

Stealth: 1d20 + 6 ⇒ (8) + 6 = 14

Perception: 1d20 + 16 ⇒ (7) + 16 = 23 +1 for traps

Silver Crusade

F Shoanti | Hawk | Wolfdog Hunter 6/Rogue 1|HP 58/58|AC 17 CMD 20 | FF 14 |T 13|Init+2|F+8 R+10 W+5 (+1 v fear) | Spd 30 | Perc(+17)+2(alert)+1(trps)+3(bright) | +1Earthbkr +8(2d6+5) | Yazhi |HP 51/51| AC 25(ma) |FF,T 14,17| F+7 R+8 W+3 | +1Bite (mf, bull) +10(d6+8) bleed

Sounds good.

She begins checking for traps alongside Frantino, attempting to be stealthy as well.

Ayita stealth: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25

Ayita trap search: 1d20 + 17 + 1 + 2 + 1 ⇒ (7) + 17 + 1 + 2 + 1 = 28


Hollow Mountain Roll20 |Magnimar Pics

Ayita finds no traps in the corridor.

Eventually, she comes to a large domed chamber. The floor of chamber is decorated with an intricate geometric mosaic. It, the walls, and the ceiling shine softly, all encased in what appears to be a layer of glass. A sphere of blue glass pulsing with an inner light is embedded in the north wall. To the south are three alcoves, the largest blocked off by black metal bars spaced fewer than two inches apart. Set into the wall at the back of this apparent cell pulses a second blue glass sphere.

Silver Crusade

Oracle/7 | HP 64 | AC 15 Tch 10 FF 15 CMD 13 | F +5 R +3 W +9 | Init +2 | Perc +1
GM Derek wrote:
The floor of chamber is decorated with an intricate geometric mosaic. It, the walls, and the ceiling shine softly, all encased in what appears to be a layer of glass. A sphere of blue glass pulsing with an inner light is embedded in the north wall. To the south are three alcoves, the largest blocked off by black metal bars spaced fewer than two inches apart. Set into the wall at the back of this apparent cell pulses a second blue glass sphere.

Hatfield reiterates, "Freaky."


M Half-elf Occultist 6/Investigator 1 | HP 47/59 | AC 20 temp 20 | T 11 FF 19 | CMD 20 | F+10, R+8, W+10 | Init +2 | Speed 30 | Perc +16 darkvision | Sen Mot +10 | 14 Mental focus: 5/6 abjuration, 2/2 divination, 6/6 transmutation | Inspiration 3/3 | +2 Halberd +13/+6, 1d10 + 15 / x3 | [dice=+2 halberd w/ PA]1d20 + 13[/dice], [dice=damage]1d10 + 15[/dice] | Spells remaining: 1st 5/5 2nd 3/4

Since no creatures are apparent from the doorway, Frantino will cast detect magic and go examine the glowing blue sphere on the north wall. If he spots anything in the room once inside, he'll point it out to everyone.

Perception: 1d20 + 16 ⇒ (15) + 16 = 31 +1 traps

Knowledge arcana: 1d20 + 10 + 1d6 ⇒ (15) + 10 + (5) = 30


Hollow Mountain Roll20 |Magnimar Pics

Roscoe enters the room with Frantino and looks around. His pendant begins to vibrate and shake on his neck.

From out of the ether a voice shouts, "FORBIDDEN!"

Jets of acid shoot from out of nowhere, coating the halfling!

Dmg: 10d10 ⇒ (1, 9, 10, 4, 7, 3, 7, 10, 5, 6) = 62

Roscoe screams echo through the complex as the acid dissolves him. In a flash, Frantino sees the halfling's skin slough off, then the muscle, until only bones are left, sizzling and popping.

Only the sihedron pendant is left, utterly untouched by the sudden magical acid assault. It remains in a pool of bubbling, use-to-be-Roscoe acidic ooze.


Hollow Mountain Roll20 |Magnimar Pics
Frantino Kaddren wrote:

Since no creatures are apparent from the doorway, Frantino will cast detect magic and go examine the glowing blue sphere on the north wall. If he spots anything in the room once inside, he'll point it out to everyone.

[dice=Perception]1d20 + 16 +1 traps

[dice=Knowledge arcana]1d20 + 10 + 1d6

The walls of this place radiate strong evocation and transmutation magic. The blue sphere clearly glows with conjuration magic. The sphere's aura seems... hemmed in by all of the evocation and transmutation magic.


Hollow Mountain Roll20 |Magnimar Pics

A Caged Voice

A voice follows the final scream from Roscoe, "Ahhh. So THAT is how they are made."

"Don't touch the sphere!" the voice says. Frantino turns and looks to the south, following the sounds of the voice.

From where he stands, Frantino can make out a man in the cage to the south.


Male Qadiran Human Fighter 7 | HP 60/60 | AC 26 Temp 26| FF 24 Temp 24| Tch/Temp 12|CMD 22| Init+3 | Perc+2 | F+8 R+5 W+4| Speed 20 [dice=Scimitar]1d20+13[/dice] [dice=Dmg]1d6+7[/dice] [dice=Shield Bash]1d20+13[/dice] [dice=Dmg]1d6+6[/dice] Two Weapon Att -2 to hit

Nasir jumps back from the grisly end of Roscoe. "Sarenrae save us..."

He has his sword and shield at the ready to defend against any other surprises and peers at the man in the cage to the south.

"Who are you and how have you come to be here?"


M Half-elf Occultist 6/Investigator 1 | HP 47/59 | AC 20 temp 20 | T 11 FF 19 | CMD 20 | F+10, R+8, W+10 | Init +2 | Speed 30 | Perc +16 darkvision | Sen Mot +10 | 14 Mental focus: 5/6 abjuration, 2/2 divination, 6/6 transmutation | Inspiration 3/3 | +2 Halberd +13/+6, 1d10 + 15 / x3 | [dice=+2 halberd w/ PA]1d20 + 13[/dice], [dice=damage]1d10 + 15[/dice] | Spells remaining: 1st 5/5 2nd 3/4

Frantino turns in surprise that becomes shock and horror. He moves a little further away to make sure he doesn't accidentally breath in a little bit of Roscoe, no telling where the voices that were in his head might end up!

As he waits for the voice to answer Nasir's question, the full comment sinks in. "Wait, that is how WHO are made?"

Can we see everything that is in our view on Roll20, like the side alcoves? Because that looks revolting!

GM Derek wrote:

Roscoe screams echo through the complex as the acid dissolves him. In a flash, Frantino sees the halfling's skin slough off, then the muscle, until only bones are left, sizzling and popping.

Only the sihedron pendant is left, utterly untouched by the sudden magical acid assault. It remains in a pool of bubbling, use-to-be-Roscoe acidic ooze.

Nice Raiders of the Lost Ark imagery!


Hollow Mountain Roll20 |Magnimar Pics

"I think you have more dangerous things to worry about, friend..." says the man.

As he finishes, he quiets down and slowly retreats from the cage bars, moving as far back as humanly possible.

Emerging from two side rooms are tangled masses of slurry and viscera from which dozens of arms extend, twitching and writhing, pantomiming the act of spellcasting. The things stumble forth on dozens of partially ruined arms, feet, and other partially dissolved body parts. They sizzle and pop, just as Roscoe's bones do, oozing acid.


Hollow Mountain Roll20 |Magnimar Pics

THE MELTED

Rolled Initiative:

Doc Hatfield: 1d20 + 2 ⇒ (19) + 2 = 21
Ayita: 1d20 + 2 ⇒ (18) + 2 = 20
Frantino: 1d20 + 1 ⇒ (2) + 1 = 3
Nasir: 1d20 + 3 ⇒ (5) + 3 = 8
Ezranadir: 1d20 + 9 ⇒ (4) + 9 = 13
MELTED: 1d20 + 7 ⇒ (14) + 7 = 21

Sorted Initiative ROUND ONE
MELTED:
Doc Hatfield:
Ayita:
Yazhi:
Ezranadir:
Nasir:
Frantino:

—------------------------------------------------
BOLD may go!

STATUS
-----------------------
Ezranadir (42/42hp) ||
Ayita (58/58hp) ||
Yazhi (51/51hp) ||
Doc (48/48hp) ||
Frantino (59/59hp) ||
Nasir (60/60hp) ||


Hollow Mountain Roll20 |Magnimar Pics

The oozing mass of body parts are surprisingly swift, moving immediately to Nasir and Frantino, grasping and clutching!

@NASIR Dmg: 3d6 ⇒ (4, 2, 1) = 7 plus digest (Reflex DC16] and distraction (Fort DC16) plus Entangle (no save).

@FRANTINO Dmg: 3d6 ⇒ (6, 6, 1) = 13 plus digest (Reflex DC16] and distraction (Fort DC16) plus Entangle (no save).

@NASIR Reflex DC16 FAIL? Rounds of dmg: 1d4 ⇒ 2ROUND ONE Acid Dmg: 1d6 ⇒ 6

@FRANTINO Reflex DC16 FAIL? Rounds of dmg: 1d4 ⇒ 4ROUND ONE Acid Dmg: 1d6 ⇒ 3

Distraction Fort DC16:
Distraction (Ex)
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round.

Nauseated
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

digest Reflex DC16:
Digest (Ex)
A Melted does not do as much acid damage with its digest attack as a normal undigested swarm. A target that takes swarm damage from it is spattered with acidic slime and must succeed at a DC 16 Reflex save or take 1d6 points of acid damage at the start of its turn for 1d4 rounds. An affected creature can attempt a new save as a full-round action. Washing off the acid grants a +4 bonus to this save. The save DC is Constitution-based.

Entangled:

The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.


M Half-elf Occultist 6/Investigator 1 | HP 47/59 | AC 20 temp 20 | T 11 FF 19 | CMD 20 | F+10, R+8, W+10 | Init +2 | Speed 30 | Perc +16 darkvision | Sen Mot +10 | 14 Mental focus: 5/6 abjuration, 2/2 divination, 6/6 transmutation | Inspiration 3/3 | +2 Halberd +13/+6, 1d10 + 15 / x3 | [dice=+2 halberd w/ PA]1d20 + 13[/dice], [dice=damage]1d10 + 15[/dice] | Spells remaining: 1st 5/5 2nd 3/4

Frantino will 5' step to get out of the creature as he tries to wrap his head around what this new horror might be. Undead? As a swift action he'll raise a mind barrier, protecting himself from the next 12 hp of damage.

Knowledge religion: 1d20 + 10 + 1d6 ⇒ (9) + 10 + (6) = 25

Assuming he doesn't learn anything horrible like they're immune to damage or can eat Fury, he'll full attack!

+2 halberd w/ PA: 1d20 + 13 ⇒ (17) + 13 = 30, damage: 1d10 + 15 ⇒ (6) + 15 = 21
+2 halberd w/ PA: 1d20 + 6 ⇒ (14) + 6 = 20, damage: 1d10 + 15 ⇒ (5) + 15 = 20


Hollow Mountain Roll20 |Magnimar Pics

THE MELTED

ROUND ONE
MELTED: swarm Nasir and Frantino
Doc Hatfield:
Ayita:
Yazhi:
Ezranadir:
Nasir:
need Ref DC16 and Fort DC16
Frantino: makes saves; 5ft; mental barrier; attack, hit x1

—------------------------------------------------
BOLD may go!

STATUS
-----------------------
Ezranadir (42/42hp) ||
Ayita (58/58hp) ||
Yazhi (51/51hp) ||
Doc (48/48hp) ||
Frantino (46/59hp) || -13hp **ENTANGLED**
Nasir (53/60hp) || -7hp **ENTANGLED**

Entangled:

Half speed
Cannot run or charge
–2 penalty on all attack rolls
–4 penalty to Dexterity.
Cast a spell? Concentration check (DC 15 + spell level) or lose the spell


Hollow Mountain Roll20 |Magnimar Pics
Frantino Kaddren wrote:

Frantino will 5' step to get out of the creature as he tries to wrap his head around what this new horror might be. Undead? As a swift action he'll raise another mind barrier, protecting himself from the next 12 hp of damage.

Knowledge religion: 1d20 + 10 + 1d6 ⇒ (9) + 10 + (6) = 25

Assuming he doesn't learn anything horrible like they're immune to damage or can eat Fury, he'll full attack!

+2 halberd w/ PA: 1d20 + 13 ⇒ (17) + 13 = 30, damage: 1d10 + 15 ⇒ (6) + 15 = 21 HIT!
+2 halberd w/ PA: 1d20 + 6 ⇒ (14) + 6 = 20, damage: 1d10 + 15 ⇒ (5) + 15 = 20 MISS!

Frantino wracks his brain as the thing grasps at him.

They are certainly undead but also swarms.
Defensive ability: Tiny swarm - half dmg from piercing and slashing
Defensive ability: Amorphous
Immune: Undead traits
Resist: Acid 10

You've already learned, to your dismay, about the digest, distraction, and entangling abilities.


Hollow Mountain Roll20 |Magnimar Pics

5ft step & Entangled
Entangle only halves your movement, does not double cost, and doesn't create difficult terrain or darkness, and this one doesn't anchor you to ground (as other entangles do). So... 5ft step allowed.

Silver Crusade

Oracle/7 | HP 64 | AC 15 Tch 10 FF 15 CMD 13 | F +5 R +3 W +9 | Init +2 | Perc +1

Hatfield's heart breaks as he feels the Life Link connection severed with Roscoe. (。•́︿•̀。) (╥﹏╥)

Free Action: "Ain't got no time ta grieve now," the herbalist says, forcing himself to act.

Life Link: Nasir heals 5, Hatfield takes 5

Move Action: Move to Ayita

Free Action: "May the Dawnflower keep ye safe, Shoanti."

Standard Action: The Oracle draws upon the divine as he casts Protection from Evil on Ayita


M Half-elf Occultist 6/Investigator 1 | HP 47/59 | AC 20 temp 20 | T 11 FF 19 | CMD 20 | F+10, R+8, W+10 | Init +2 | Speed 30 | Perc +16 darkvision | Sen Mot +10 | 14 Mental focus: 5/6 abjuration, 2/2 divination, 6/6 transmutation | Inspiration 3/3 | +2 Halberd +13/+6, 1d10 + 15 / x3 | [dice=+2 halberd w/ PA]1d20 + 13[/dice], [dice=damage]1d10 + 15[/dice] | Spells remaining: 1st 5/5 2nd 3/4

Sorry, a few hours ago I was typing and posted, then I noticed you had posted moments before me and I needed saving throws so I went back to edit my post and insert them, but in the meantime you'd already seen my first post and put up the results, so I edited it back, etc. etc. Anyway, my saving throws were lost along they way, I'll roll them again so everyone isn't confused about "Frantino makes saves" but the rolls aren't there.

Reflex save: 1d20 + 8 ⇒ (4) + 8 = 12
Fort save: 1d20 + 10 ⇒ (20) + 10 = 30

Drat, I guess the acid burns.

"Hit them with bludgeoning if you can, cutting and stabbing aren't fully effective! And don't bother with acid."


Hollow Mountain Roll20 |Magnimar Pics

THE MELTED

ROUND ONE
-----------------------
MELTED: swarm Nasir and Frantino
Doc Hatfield: Life link Nasir; move; ProEvil on Ayita
Ayita:
Yazhi:
Ezranadir:
Nasir:
need Ref DC16 and Fort DC16
Frantino: fails Reflex; 5ft; mental barrier; attack, hit x1

—------------------------------------------------
BOLD may go!

STATUS
-----------------------
Ezranadir (42/42hp) ||
Ayita (58/58hp) ||
Yazhi (51/51hp) ||
Doc (48/48hp) ||
Frantino (43/59hp) || -13-3 = -16hp **ENTANGLED** **1/4 acid rounds**
Nasir (58/60hp) || -7+5 = -2hp **ENTANGLED**

Dark Archive

Male Elf Wizard-Evoker 7th
Stats:
HP: 42/42 | Init +9 | AC: 17(21); FF: 14(18); T: 17(21); CMD: 15 | F: +4, R: +6, W: +6; Speed: 30';

Upon seeing Roscoe melting away in the acid trap, Ezranadir thinks to himself. "Someone missed locating a trap." Seeing the creatures bisecting the party, he moves forward with the info from Frantino and casts a 10' radius Intense Ring of Fire pointing inward enveloping the creatures.

Intense RoF within 10' of Wall Fire Dmg: 2d6 + 7 + 3 ⇒ (6, 1) + 7 + 3 = 17

No save & double damage to undead each round in the ring for 7 rounds.


Male Qadiran Human Fighter 7 | HP 60/60 | AC 26 Temp 26| FF 24 Temp 24| Tch/Temp 12|CMD 22| Init+3 | Perc+2 | F+8 R+5 W+4| Speed 20 [dice=Scimitar]1d20+13[/dice] [dice=Dmg]1d6+7[/dice] [dice=Shield Bash]1d20+13[/dice] [dice=Dmg]1d6+6[/dice] Two Weapon Att -2 to hit

Nasir, expecting trouble, begins swinging his sword and shield at the creature around him while trying to avoid some of the acid.

Reflex Save: 1d20 + 5 ⇒ (3) + 5 = 8
Fort Save: 1d20 + 8 ⇒ (12) + 8 = 20

Scimitar: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
Dmg: 1d6 + 7 ⇒ (4) + 7 = 11
Shield Bash: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
Dmg: 1d6 + 6 ⇒ (1) + 6 = 7
Scimitar: 1d20 + 13 - 2 - 5 ⇒ (7) + 13 - 2 - 5 = 13
Dmg: 1d6 + 7 ⇒ (2) + 7 = 9

Then he'll take a step back towards the blue sphere out of the swarm and being sure not to step into the fire.

Silver Crusade

F Shoanti | Hawk | Wolfdog Hunter 6/Rogue 1|HP 58/58|AC 17 CMD 20 | FF 14 |T 13|Init+2|F+8 R+10 W+5 (+1 v fear) | Spd 30 | Perc(+17)+2(alert)+1(trps)+3(bright) | +1Earthbkr +8(2d6+5) | Yazhi |HP 51/51| AC 25(ma) |FF,T 14,17| F+7 R+8 W+3 | +1Bite (mf, bull) +10(d6+8) bleed

Not sure if Yazhi's DR is still active?

Ayita is in shock at the sudden loss of her friend. She attacks the creature, and directs Yazhi to carefully approach to avoid AoO.

Ayita attack: 1d20 + 8 ⇒ (8) + 8 = 16
Ayita damage: 2d6 + 5 ⇒ (2, 3) + 5 = 10

The Exchange

Father 10 / Geek 8
Ayita of the Hawk Clan wrote:

Not sure if Yazhi's DR is still active?

Ayita is in shock at the sudden loss of her friend. She attacks the creature, and directs Yazhi to carefully approach to avoid AoO.

[dice=Ayita attack]1d20+8
[dice=Ayita damage]2d6+5

Yazhiz's Spirit gift is no longer active.


Hollow Mountain Roll20 |Magnimar Pics
Ayita of the Hawk Clan wrote:

Not sure if Yazhi's DR is still active?

Ayita is in shock at the sudden loss of her friend. She attacks the creature, and directs Yazhi to carefully approach to avoid AoO.

[dice=Ayita attack]1d20+8

[dice=Ayita damage]2d6+5

MISS!


Hollow Mountain Roll20 |Magnimar Pics
Nasir al-Rafik Kamal wrote:

Nasir, expecting trouble, begins swinging his sword and shield at the creature around him while trying to avoid some of the acid.

[dice=Reflex Save]1d20+5
[dice=Fort Save]1d20+8

Scimitar: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30 HIT
Dmg: 1d6 + 7 ⇒ (4) + 7 = 11
Shield Bash: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12 miss
Dmg: 1d6 + 6 ⇒ (1) + 6 = 7
Scimitar: 1d20 + 13 - 2 - 5 ⇒ (7) + 13 - 2 - 5 = 13 miss
Dmg: 1d6 + 7 ⇒ (2) + 7 = 9

Then he'll take a step back towards the blue sphere out of the swarm and being sure not to step into the fire.

One hit!


Hollow Mountain Roll20 |Magnimar Pics

THE MELTED

ROUND ONE
-----------------------
MELTED: swarm Nasir and Frantino
Doc Hatfield: Life link Nasir; move; ProEvil on Ayita
Ayita: swings, misses
Yazhi: --
Ezranadir: casts wall of fire! The things are more melted than before!
Nasir: fails reflex; swings, hits x1
Frantino: fails Reflex; 5ft; mental barrier; attack, hit x1

—------------------------------------------------
FINAL

STATUS
-----------------------
Ezranadir (42/42hp) ||
Ayita (58/58hp) ||
Yazhi (51/51hp) ||
Doc (48/48hp) ||
Frantino (43/59hp) || -13-3 = -16hp **ENTANGLED** **1/4 acid rounds**
Nasir (52/60hp) || -7+5-6 = -8hp **ENTANGLED** **1/2 acid rounds**


Hollow Mountain Roll20 |Magnimar Pics

ROUND TWO
One of the burning, undead monstrosities morphs and changes shape, oozing and slithering onto Frantino!

Frantino winces backwards as the thing gets up close and personal!

@Frantino - AoO as it moves into your space?

The other thing turns its spellcasting-sensitive limbs towards Ezranadir and oozes into the hallway, seeking the source of the evocation spell!

The thing enters Ayita's space, Doc's space, and Ezranadir's space.

Ayita - AoO?

@DOC @EZRANADIR- do you have melee weapons out and want the AoO?

Silver Crusade

F Shoanti | Hawk | Wolfdog Hunter 6/Rogue 1|HP 58/58|AC 17 CMD 20 | FF 14 |T 13|Init+2|F+8 R+10 W+5 (+1 v fear) | Spd 30 | Perc(+17)+2(alert)+1(trps)+3(bright) | +1Earthbkr +8(2d6+5) | Yazhi |HP 51/51| AC 25(ma) |FF,T 14,17| F+7 R+8 W+3 | +1Bite (mf, bull) +10(d6+8) bleed

Ayita AoO attack: 1d20 + 8 ⇒ (12) + 8 = 20
Ayita damage: 2d6 + 5 ⇒ (6, 5) + 5 = 16

Dark Archive

Male Elf Wizard-Evoker 7th
Stats:
HP: 42/42 | Init +9 | AC: 17(21); FF: 14(18); T: 17(21); CMD: 15 | F: +4, R: +6, W: +6; Speed: 30';

If they morphed and moved through the Wall of Fire then shouldn't they take additional fire damage?
Ezranadir has his bow in hand. Not sure if you would allow an opportunity attack with it like a staff?


Hollow Mountain Roll20 |Magnimar Pics
Ezranadir wrote:

If they morphed and moved through the Wall of Fire then shouldn't they take additional fire damage?

Ezranadir has his bow in hand. Not sure if you would allow an opportunity attack with it like a staff?

A swarm's amorphous nature can confuse things. But a swarm is a single contiguous creature, regardless of shape. They were already in the wall of fire and took their move action to move out of it. They didn't pass from outside the wall on one side of it to the outside of the wall on the other side. That's how I read "passing through it."

If the spell could be cast onto an enemy, causing an automatic 2d6 upon casting and then another automatic 2d6 the next round, it would just say "4d6 if cast onto an enemy."


M Half-elf Occultist 6/Investigator 1 | HP 47/59 | AC 20 temp 20 | T 11 FF 19 | CMD 20 | F+10, R+8, W+10 | Init +2 | Speed 30 | Perc +16 darkvision | Sen Mot +10 | 14 Mental focus: 5/6 abjuration, 2/2 divination, 6/6 transmutation | Inspiration 3/3 | +2 Halberd +13/+6, 1d10 + 15 / x3 | [dice=+2 halberd w/ PA]1d20 + 13[/dice], [dice=damage]1d10 + 15[/dice] | Spells remaining: 1st 5/5 2nd 3/4

AoO: 1d20 + 13 ⇒ (12) + 13 = 25, damage: 1d10 + 15 ⇒ (7) + 15 = 22


Hollow Mountain Roll20 |Magnimar Pics
Frantino Kaddren wrote:
[dice=AoO]1d20 + 13, [dice=damage]1d10 + 15

MISS!

Frantino finds it difficult to hit the thing as it morphs and oozes beneath and around him.

You almost hit, but I don't think Furious Focus works on AoOs. AND you're Entangled due to its grasping hands.


Hollow Mountain Roll20 |Magnimar Pics
Ayita of the Hawk Clan wrote:

[dice=Ayita AoO attack] 1d20 + 8

[dice=Ayita damage] 2d6 + 5

Ayita, like Frantino, finds the swarm surprisingly agile as it moves into and through her space. The undead arms' oozing acidic pustules and burning flesh smells HORRIBLE, wafting up into the Shoanti warrior's nostrils.


Hollow Mountain Roll20 |Magnimar Pics
Ezranadir wrote:
Ezranadir has his bow in hand. Not sure if you would allow an opportunity attack with it like a staff?

Nope. Bow is not a melee weapon for these purposes.

Silver Crusade

Oracle/7 | HP 64 | AC 15 Tch 10 FF 15 CMD 13 | F +5 R +3 W +9 | Init +2 | Perc +1

Nope. No AOO. Guess that'll be 2 saves?

Ref: 1d20 + 3 ⇒ (14) + 3 = 17
Fort: 1d20 + 5 ⇒ (4) + 5 = 9


Hollow Mountain Roll20 |Magnimar Pics

The arms and hands grasp and clutch at Frantino! Entangled by the hands holding him down and back, he finds it even harder to avoid the undead swarm's spattering acidic slime! Recall Entangled's -4 Dex penalty

@FRANTINO Dmg: 3d6 ⇒ (4, 1, 3) = 8 plus Digest (Reflex DC16) and Distraction (Fort DC16) plus Entangle (no save).

The amorphous thing grabs and pulls and tears at Ayita, Doc and Ezranadir!

@AYITA Dmg: 3d6 ⇒ (4, 1, 5) = 10 plus Digest (Reflex DC16) and Distraction (Fort DC16) plus Entangle (no save).

@DOC Dmg: 3d6 ⇒ (5, 1, 6) = 12 plus Digest (Reflex DC16) and Distraction (Fort DC16) plus Entangle (no save).

@EZRANADIR Dmg: 3d6 ⇒ (1, 2, 2) = 5 plus Digest (Reflex DC16) and Distraction (Fort DC16) plus Entangle (no save).

Need Ref DC16 and Fort DC16 from EVERYBODY except Nasir

If you fail your Ref DC16 save:

@FRANTINO ADDITIONAL Rounds of dmg: 1d4 ⇒ 2
@FRANTINO ROUND 2/4 Acid Dmg: 1d6 ⇒ 6

@AYITA Rounds of dmg: 1d4 ⇒ 2 ROUND ONE Acid Dmg: 1d6 ⇒ 4

@DOC Rounds of dmg: 1d4 ⇒ 2 ROUND ONE Acid Dmg: 1d6 ⇒ 4

@EZRANADIR Rounds of dmg: 1d4 ⇒ 1 ROUND ONE Acid Dmg: 1d6 ⇒ 1

No save needed for Nasir, just his final round of acid dmg:

@NASIR ROUND 2/2 Acid Dmg: 1d6 ⇒ 6

Distraction Fort DC16:
[b]Distraction (Ex)
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round.

Nauseated
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Digest Reflex DC16:
Digest (Ex)
A Melted does not do as much acid damage with its digest attack as a normal undigested swarm. A target that takes swarm damage from it is spattered with acidic slime and must succeed at a DC 16 Reflex save or take 1d6 points of acid damage at the start of its turn for 1d4 rounds. An affected creature can attempt a new save as a full-round action. Washing off the acid grants a +4 bonus to this save. The save DC is Constitution-based.

Grasping Clutches/Entangled no save:
Grasping Clutches (Ex)
A creature that takes swarm damage from the Melted is grabbed and held by the swarm’s dozens of clutching hands, gaining the entangled condition. In order to move more than 5 feet away from the Melted, a character entangled in this way must succeed at a DC 15 combat maneuver check or Escape Artist check as part of the move action taken to try to escape the swarm’s grasping clutches.

Entangled
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.


Hollow Mountain Roll20 |Magnimar Pics

THE MELTED

ROUND TWO
-----------------------
MELTED: moves; swarms Frantino, Ayita, Doc and Ezranadir!
Doc Hatfield: fails Fort save; nauseated; move action only
Ayita: Fort and Ref saves, plz
Yazhi:
Ezranadir:
Fort and Ref saves, plz
Nasir:
Frantino:
no saves needed

—------------------------------------------------
BOLD may go!

STATUS
-----------------------
Ezranadir (37/42hp) || -5hp **ENTANGLED**
Ayita (48/58hp) || -10hp **ENTANGLED**
Yazhi (51/51hp) ||
Doc (31/48hp) || -5-12 = -17hp **ENTANGLED** **NAUSEATED 1/1**
Frantino (41/59hp) || -13-3-6-8+12 = -18hp **2/4 acid rounds**
Nasir (46/60hp) || -7+5-6-6 = -14hp **2/2 acid rounds**

Nauseated:
Distraction = Nauseated
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round.

Nauseated
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Entangled:
Grasping Clutches (Ex)
A creature that takes swarm damage from the Melted is grabbed and held by the swarm’s dozens of clutching hands, gaining the entangled condition. In order to move more than 5 feet away from the Melted, a character entangled in this way must succeed at a DC 15 combat maneuver check or Escape Artist check as part of the move action taken to try to escape the swarm’s grasping clutches.

Entangled
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.


M Half-elf Occultist 6/Investigator 1 | HP 47/59 | AC 20 temp 20 | T 11 FF 19 | CMD 20 | F+10, R+8, W+10 | Init +2 | Speed 30 | Perc +16 darkvision | Sen Mot +10 | 14 Mental focus: 5/6 abjuration, 2/2 divination, 6/6 transmutation | Inspiration 3/3 | +2 Halberd +13/+6, 1d10 + 15 / x3 | [dice=+2 halberd w/ PA]1d20 + 13[/dice], [dice=damage]1d10 + 15[/dice] | Spells remaining: 1st 5/5 2nd 3/4

If Frantino's mind barrier blocks all 8 points of the swarm's damage, that should negate the need for the two saves. Unfortunately, the lingering acid from the first round then burns through the rest of his barrier (12 points total) and he'll still take 2 points.


Hollow Mountain Roll20 |Magnimar Pics
Frantino Kaddren wrote:
If Frantino's mind barrier blocks all 8 points of the swarm's damage, that should negate the need for the two saves. Unfortunately, the lingering acid from the first round then burns through the rest of his barrier (12 points total) and he'll still take 2 points.

Thank you for 1) remembering mental barrier and 2) reminding me i forgot to add the swarm dmg to the tally!

I will edit the above post, since it is still in the Edit window on Paizo.com.


M Half-elf Occultist 6/Investigator 1 | HP 47/59 | AC 20 temp 20 | T 11 FF 19 | CMD 20 | F+10, R+8, W+10 | Init +2 | Speed 30 | Perc +16 darkvision | Sen Mot +10 | 14 Mental focus: 5/6 abjuration, 2/2 divination, 6/6 transmutation | Inspiration 3/3 | +2 Halberd +13/+6, 1d10 + 15 / x3 | [dice=+2 halberd w/ PA]1d20 + 13[/dice], [dice=damage]1d10 + 15[/dice] | Spells remaining: 1st 5/5 2nd 3/4
GM Derek wrote:
You almost hit, but I don't think Furious Focus works on AoOs. AND you're Entangled due to its grasping hands.

Ah yes, so his attack modifier would have been +11 instead of +13, and then the -2 entangled penalty. His AoO attack roll should have calculated to a 21 instead of 25, does that still miss? If the mind barrier blocks the swarm damage, is he still entangled?


Hollow Mountain Roll20 |Magnimar Pics
Frantino Kaddren wrote:
If Frantino's mind barrier blocks all 8 points of the swarm's damage, that should negate the need for the two saves. Unfortunately, the lingering acid from the first round then burns through the rest of his barrier (12 points total) and he'll still take 2 points.

This is important for Doc, I think. He can only take a single move action. No swift, no immediate, no free, all per RAW. That means he can't turn off his Life Link. How many life links does he have going? Cuz a lot of people just took -5 or more of dmg, triggering his Life Link. He just sitting there vomiting his life force out. -5 for Ayita? -5 for Ezranadir? -5 for Nasir?

And he can't heal himself until after the swarm's turn, next round. (Assuming it survives Ayita-The-Hammer!)


Hollow Mountain Roll20 |Magnimar Pics
Frantino Kaddren wrote:
GM Derek wrote:
You almost hit, but I don't think Furious Focus works on AoOs. AND you're Entangled due to its grasping hands.
Ah yes, so his attack modifier would have been +11 instead of +13, and then the -2 entangled penalty. His AoO attack roll should have calculated to a 21 instead of 25, does that still miss? If the mind barrier blocks the swarm damage, is he still entangled?

21 doesn't make it. The things got Mobility.

BUT GOOD CALL. No entangled, since you didn't take the swarm damage. You'll be that much more accurate on your next attack!


M Half-elf Occultist 6/Investigator 1 | HP 47/59 | AC 20 temp 20 | T 11 FF 19 | CMD 20 | F+10, R+8, W+10 | Init +2 | Speed 30 | Perc +16 darkvision | Sen Mot +10 | 14 Mental focus: 5/6 abjuration, 2/2 divination, 6/6 transmutation | Inspiration 3/3 | +2 Halberd +13/+6, 1d10 + 15 / x3 | [dice=+2 halberd w/ PA]1d20 + 13[/dice], [dice=damage]1d10 + 15[/dice] | Spells remaining: 1st 5/5 2nd 3/4

Thanks for the clarification. My 1e knowledge has been fading, that +4 to AC is situationally huge.

Frantino knows he can't outrun it so he'll swiftly spend another point of mental focus on a mind barrier and full attack.

+2 halberd w/ PA: 1d20 + 13 ⇒ (11) + 13 = 24, damage: 1d10 + 15 ⇒ (6) + 15 = 21
+2 halberd w/ PA: 1d20 + 6 ⇒ (12) + 6 = 18, damage: 1d10 + 15 ⇒ (4) + 15 = 19

He'll then take a 5' step south. It won't take him out of the swarm but maybe he can get out one day...

Silver Crusade

F Shoanti | Hawk | Wolfdog Hunter 6/Rogue 1|HP 58/58|AC 17 CMD 20 | FF 14 |T 13|Init+2|F+8 R+10 W+5 (+1 v fear) | Spd 30 | Perc(+17)+2(alert)+1(trps)+3(bright) | +1Earthbkr +8(2d6+5) | Yazhi |HP 51/51| AC 25(ma) |FF,T 14,17| F+7 R+8 W+3 | +1Bite (mf, bull) +10(d6+8) bleed

How might Yazhi switch places with Ezrandir, are there specific rules for a switch (I think there are feats that help but lack them)?

Silver Crusade

F Shoanti | Hawk | Wolfdog Hunter 6/Rogue 1|HP 58/58|AC 17 CMD 20 | FF 14 |T 13|Init+2|F+8 R+10 W+5 (+1 v fear) | Spd 30 | Perc(+17)+2(alert)+1(trps)+3(bright) | +1Earthbkr +8(2d6+5) | Yazhi |HP 51/51| AC 25(ma) |FF,T 14,17| F+7 R+8 W+3 | +1Bite (mf, bull) +10(d6+8) bleed

Ayita reflex save: 1d20 + 10 ⇒ (13) + 10 = 23
Ayita fort save: 1d20 + 8 ⇒ (19) + 8 = 27

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