Eyes of the Ten

Game Master David_Bross

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Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

Nodding, Vos teleports did Tenzo resist my spell? I was going to teleport him as well. If he does, he'll appear in the space right below where I moved Vos.

Grand Lodge

male Axebeak Animal Companion Max HP: 54, HD 9, BAB +6,F +6, R +6, W+2

oh I didn't know you could grab him too with Felver at the same time so yep he is here too then


minor retcon.
Tenzo looks excitedly at Felver returning alive, and comes cautiously closer. Vos includes him in the dimension door.

Rest happens the same.

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

feel free to move Tenzo to the open spot right below me.

Now out of range of the foes, Vos unleashes a sonic attack on the worm, hoping to temporarily disable it.

If you are within 30' of me and attacking, you'll get +1d6 sonic damage on your weapon attacks; if you are making ranged attacks, the target has to be within 30' of me.

Thundercall on the massive worm: DC 25 Fort Save: 5d8 ⇒ (6, 8, 7, 2, 4) = 27 Stunned for 1 round on a failed save.


@Vos Thundercall is instantaneous, as sound burst, so I don't think it triggers Discordant Voice, but you have a move action if you wanted to start inspire courage after using the thundercall that would be an ongoing perfomance

Vos, newly healed and fresh out of danger from his dimension door spell, looks at the cast of villians in front of him. You hear supernatural sound start to appear as he calls the thunder, and judges them lacking in presentation.

GM screen:
fort save: 1d20 ⇒ 9
Worm will save: 1d20 ⇒ 9
Osprey will save: 1d20 ⇒ 1

The worm in utterly stunned by the bard's performance, while the golem doesn't seem to care. It unleashes slowing mists once again and slams twice at Kai, oblivious to the dimensional bird to its north. Osprey makes a single slam, but it rebounds off the golem's stone skin.

slam: 1d20 + 22 ⇒ (15) + 22 = 37damage: 2d10 + 9 ⇒ (6, 7) + 9 = 22concealment: 1d100 ⇒ 75
slam: 1d20 + 22 ⇒ (5) + 22 = 27damage: 2d10 + 9 ⇒ (7, 2) + 9 = 18concealment: 1d100 ⇒ 57 miss

Felver {75 damage}
Doormouse {54 damage, greater invisible}
Vos {63 damage}
Construct2 {72 damage}
Worm2 {154 damage, stunned, slowed}
Osprey {slowed}
Kai {58 damage, Stoneskin 70 remaining, greater invis, will save vs slow}
Tenzo {52 damage, staggered, 7 strength damage, 3 rd poisoned, fort save}

DC 20 perception:
You hear continued scream coming from the direction of the Armory, although it is getting softer.

Liberty's Edge

Male ? Magus/11 (Hexcrafter) Rogue (U) 1 (Pirate) | HP: TEMPS: / 21/87 (Stoneskin: ) | AC:27[28] (17[19] Tch / 22 (24 vs surprise) Fl) | CMB: +7 CMD: 24 [26] | F: +13, R: +14[16], W: +14 | Init: +9 | Perc: +24, SM: +11 | Speed 30ft | Arcane Pool: 9/11 | Flight: 11/11 | Destined: 0/1 Re-roll (+3) 1/1 | Active Conditions: Enhance(Keen, +2 Enhancement), Heroism (100mins), Black Mantle(+3 Skills), Haste, Greater Invis (11 rounds)

will: 1d20 + 14 ⇒ (16) + 14 = 30

Once more shaking off the annoying mists of the Golem, Kai's ears prick up at the sound of screaming. The Blade! they curse the lackadaisical manner of the Venture Captains - he had mentioned this place was not safe an yet they simply put the Priceless blade down in another room?

"I'm off to the armoury!" they call out as they dart past Vos and the others, into the hall and towards the sounds.

Moved towards what I think is the armoury due to the Suit of armour, but let me know if it is a different room


Kai:
Kai invisibly moves past Osprey, the stunned worm, and the still menacing golem in the direction of the armory. Arriving, she finds closed doors. She hears the last sounds of a combat from within.

Round 6 {Tenzo}/7 {everyone else}

Felver {75 damage}
Doormouse {54 damage, greater invisible 5 rounds remaining}
Vos {63 damage}
Construct2 {72 damage}
Worm2 {154 damage, stunned, slowed 7 rounds}
Osprey {slowed 7 rounds}
Kai {58 damage, Stoneskin 70 remaining, greater invis 10 rounds remaining, haste 1 round remaining}
Tenzo {52 damage, slowed 5 rounds, 7 strength damage, 3 rd poisoned, fort save (one made so far)}

GM screen:

d10: 1d10 ⇒ 7

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

Doormouse reappears and dry heaves as she shakes off her time travel. She moves away from the worm and fires off a spell to try to take it down.

“You’re still alive? Hmm. OK.”

Acid Splash: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d3 + 4d6 ⇒ (2) + (5, 6, 6, 4) = 23

Ouch! Right in his mouth.

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

Couple things: one, Discordant voice says:

Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.

Also, you can only start 1 bardic performance a round.

Vos will reach out and heal Felver, then activate Inspire Courage to support the rest of the group.

Cure Serious Wounds: 3d8 + 12 ⇒ (6, 6, 2) + 12 = 26

Inspire Courage +3 and 1d6 sonic damage within 30' of me.

Grand Lodge

male Axebeak Animal Companion Max HP: 54, HD 9, BAB +6,F +6, R +6, W+2

Tenzo gets healed and tries to hold off the poison a bit longer fort: 1d20 + 6 ⇒ (3) + 6 = 9

Grand Lodge

Male Human Pitfighter

Felver lays hands on himself twice more as a swift and a standard trying to get back to the fight but with these mighty does he must do so with health!

loh: 2d6 ⇒ (2, 5) = 7

loh: 2d6 ⇒ (5, 3) = 8


Tenzo feels the poison course in his veins once more. He declines to attack the mighty construct, instead taking a defensive posture.
strength damage: 1d4 ⇒ 4

Vos and Felver converge on the same plan, healing the ninja until he is fit to go back into the fray.

The Doormouse sends a tiny globe of acid, barely a pinprick at the mighty worm. Fortunately, it strikes in a particularly vital spot and brings down the large beast.

Round 7 {Tenzo/Kai}/8 {everyone else}

Felver {34 damage}
Doormouse {54 damage, greater invisible 4 rounds remaining}
Vos {63 damage}
Construct2 {72 damage}
Osprey {slowed 6 rounds, dying, prone}
Kai {58 damage, Stoneskin 70 remaining, greater invis 9 rounds remaining, haste expires this turn}
Tenzo {52 damage, slowed 4 rounds, 10 strength damage, 4 rd poisoned, fort save }

The golem brings its mighty fists down on Osprey, causing the druid to fall.
slam: 1d20 + 22 ⇒ (17) + 22 = 39damage: 2d10 + 9 ⇒ (9, 3) + 9 = 21
slam: 1d20 + 22 ⇒ (13) + 22 = 35damage: 2d10 + 9 ⇒ (6, 6) + 9 = 21

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

Casting Acid Splash on the rock man then stealthily away at half speed.

“Hang on boring man, I’ll get to you in a second.”

“Finish off rock dude then we can help Kai.”

Acid Splash: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d3 + 4d6 ⇒ (2) + (6, 1, 5, 3) = 17


Immunity to magic doesn't work against SR/ none :)

The Doormouse's acid strikes true, and as it was conjured, the golem isn't immune but is still standing.

Round 7 {Tenzo/Kai}/8 {everyone else}

Felver {34 damage}
Doormouse {54 damage, greater invisible 4 rounds remaining}
Vos {63 damage}
Construct2 {92 damage}
Osprey {slowed 6 rounds, dying, prone}
Kai {58 damage, Stoneskin 70 remaining, greater invis 9 rounds remaining, haste expires this turn}
Tenzo {52 damage, slowed 4 rounds, 10 strength damage, 4 rd poisoned, fort save }

Grand Lodge

Male Human Pitfighter

Vos, Tenzo was stung by the worm do you have anything for poison? and Felver pulls a meditation crystal activating it and restoring a ki as a standard action and as a swift action heals himself again saying I will be right there Mouse!

loh: 2d6 ⇒ (6, 1) = 7

Grand Lodge

male Axebeak Animal Companion Max HP: 54, HD 9, BAB +6,F +6, R +6, W+2

fort: 1d20 + 6 ⇒ (18) + 6 = 24


@Felver, does Tenzo want to do anything with his turn or just total defense again?

Felver heals himself and meditates a bit. Tenzo manages to ward off the poison this time.

Round 7 {Tenzo/Kai}/8 {everyone else}

Felver {27 damage}
Doormouse {54 damage, greater invisible 4 rounds remaining}
Vos {63 damage}
Construct2 {92 damage}
Osprey {slowed 6 rounds, dying, prone}
Kai {58 damage, Stoneskin 70 remaining, greater invis 9 rounds remaining, haste expires this turn}
Tenzo {52 damage, slowed 4 rounds, 10 strength damage, 4 rd poisoned}

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

"Unfortunately, that is not among the bardic magic spells."

Vos then takes the noise around them and then detonates it into the last remaining enemy.

Thundercall: DC 25 Fort Save: 5d8 ⇒ (3, 8, 3, 6, 7) = 27

Vos then moves towards Osprey, intent on healing him next round.

Grand Lodge

male Axebeak Animal Companion Max HP: 54, HD 9, BAB +6,F +6, R +6, W+2

Tenzo puts himself out of sight of the room and enters total defense waiting for what Felver wishes


The golem slams at Tenzo as he total defenses and moves away, but glances off of his armor and defensive posture

slam: 1d20 + 22 ⇒ (2) + 22 = 24damage: 2d10 + 9 ⇒ (9, 2) + 9 = 20

Immediately afterwards, a loud burst brings the golem down once and for all.

Staying in rounds, Kai is still up

GM screen:
D1: 1d20 ⇒ 142: 1d20 ⇒ 173: 1d20 ⇒ 164: 1d20 ⇒ 205: 1d20 ⇒ 20

Round 7 {Tenzo/Kai}/8 {everyone else}

Felver {27 damage}
Doormouse {54 damage, greater invisible 4 rounds remaining}
Vos {63 damage}
Osprey {slowed 6 rounds, dying, prone}
Kai {58 damage, Stoneskin 70 remaining, greater invis 9 rounds remaining, haste expires this turn}
Tenzo {52 damage, slowed 4 rounds, 10 strength damage, 4 rd poisoned}

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

"Is everyone alright?" Vos asked.


Round 8 {Tenzo/Kai}/9 {everyone else}

Everyone can take 1 round worth of actions, Kai can take two

Felver {27 damage}
Doormouse {54 damage, greater invisible 3 rounds remaining}
Vos {63 damage}
Osprey {slowed 5 rounds, dying, prone}
Kai {58 damage, Stoneskin 70 remaining, greater invis 7 rounds remaining}
Tenzo {52 damage, slowed 3 rounds, 10 strength damage, 5 rd poisoned, fort save}

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

Vos walked over to Osprey and healed him.

Cure Light Wounds: 1d8 + 5 ⇒ (5) + 5 = 10

"Check on the other venture captains!"

Grand Lodge

male Axebeak Animal Companion Max HP: 54, HD 9, BAB +6,F +6, R +6, W+2

fort save: 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

Male Human Pitfighter

should have anti plague and anti venom but with these suck rolls wouldn't matter at all

Felver moves across the room now with no enemies in it telling Tenzo to hang back and he moves toward the room with the sword which Kai pointed out

Single move action, standard action if Kai continues is another move towards him


Osprey resumes being conscious, and gives a deep earth elemental answer Thank You! I must help Eliza. Please investigate the screaming I assume we all heard from the armory., he then glides effortlessly over to the rubble that burried her and uses his tremorsense and earth glide and burrowing abilities to start freeing her.

Round 8 {Tenzo/Kai}/9 {everyone else}

Felver {27 damage}
Doormouse {54 damage, greater invisible 3 rounds remaining}
Vos {63 damage}
Osprey {slowed 5 rounds, dying, prone}
Kai {58 damage, Stoneskin 70 remaining, greater invis 7 rounds remaining, two rounds of actions}
Tenzo {52 damage, slowed 3 rounds, 11 strength damage, 6 rd poisoned, final fort save next round}strength damage: 1d4 ⇒ 1

strength damage if final fort save fails: 1d4 ⇒ 4

Liberty's Edge

Male ? Magus/11 (Hexcrafter) Rogue (U) 1 (Pirate) | HP: TEMPS: / 21/87 (Stoneskin: ) | AC:27[28] (17[19] Tch / 22 (24 vs surprise) Fl) | CMB: +7 CMD: 24 [26] | F: +13, R: +14[16], W: +14 | Init: +9 | Perc: +24, SM: +11 | Speed 30ft | Arcane Pool: 9/11 | Flight: 11/11 | Destined: 0/1 Re-roll (+3) 1/1 | Active Conditions: Enhance(Keen, +2 Enhancement), Heroism (100mins), Black Mantle(+3 Skills), Haste, Greater Invis (11 rounds)

Sorry, bad couple of days

Reaching the armoury door and cursing it being closed - Kai throws open the door, dreading what they can see inside and hoping that the assailants cannot pierce their veil, the Magus keeps an eye out for the Raven headed man or their lackeys seen before.

Perception: 1d20 + 24 ⇒ (12) + 24 = 36
Stealth: 1d20 + 20 + 20 ⇒ (1) + 20 + 20 = 41

Move action so far - depending on what I can see, Kai will likely either throw a Scorhing ray at an obvious badguy or move in if there is no-one obvious. Kai is invisbile, so flat-footed if relevant

If a possible enemy:
Scorching Ray vs FF Touch: 1d20 + 13 ⇒ (14) + 13 = 27 for Fire damage: 4d6 ⇒ (2, 1, 2, 6) = 11

Scorching Ray vs FF Touch: 1d20 + 13 ⇒ (6) + 13 = 19 for Fire damage: 4d6 ⇒ (4, 3, 4, 2) = 13

Scorching Ray vs FF Touch: 1d20 + 13 ⇒ (5) + 13 = 18 for Fire damage: 4d6 ⇒ (4, 1, 5, 1) = 11


1 move action used, still have standard and another turn

Kai finds the door is locked.

No problem Kai, it happens to all of us. In hindsight I should have put the above ina spoiler

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

I hope that everything is alright now Kai or at least better.

Doormouse is going to double move up the stairs then use my Quickrunner's Shirt ,which I got from a chronicle sheet, as a Swift Action to give myself another Move Action. I'll use that extra movement to get up to Kai.

Doormouse darts up the stairs and scampers around Kai. She presses herself against the door and looks first at the lock and then up to Kai's eyes.

"Break it or pick it?"

Liberty's Edge

Male ? Magus/11 (Hexcrafter) Rogue (U) 1 (Pirate) | HP: TEMPS: / 21/87 (Stoneskin: ) | AC:27[28] (17[19] Tch / 22 (24 vs surprise) Fl) | CMB: +7 CMD: 24 [26] | F: +13, R: +14[16], W: +14 | Init: +9 | Perc: +24, SM: +11 | Speed 30ft | Arcane Pool: 9/11 | Flight: 11/11 | Destined: 0/1 Re-roll (+3) 1/1 | Active Conditions: Enhance(Keen, +2 Enhancement), Heroism (100mins), Black Mantle(+3 Skills), Haste, Greater Invis (11 rounds)

Thanks, just a lot at one, never rains and all that ^^"[/b]

"Consider it broken my dear!" Kai replies to Doormouse and turns their Adamantine Scimitar to the task of cutting through the door. The blade crackles with Electricity as the blade cuts in deep.

[ooc]Standard to attack the door, spell strike with hocking Grasp

attack vs door: 1d20 + 16 + 2 + 1 ⇒ (2) + 16 + 2 + 1 = 21 for Adamantine damage: 1d6 + 11 ⇒ (2) + 11 = 13 + electricity damage: 10d6 ⇒ (4, 4, 4, 2, 6, 5, 4, 2, 1, 5) = 37

If the door is destroyed then revert back to scorching ray plan above. If not, Spell combat to attack the door four times with Adamantine Scimitar ^^

2nd Turn, if door not destroyed:

"Well! It's good to see their doors are sturdy if nothing else is!" Kai sighs as their blade flashes again, an invisible dervish tearing the wood asunder.

attack vs door: 1d20 + 14 + 2 + 1 ⇒ (10) + 14 + 2 + 1 = 27 for Adamantine damage: 1d6 + 11 ⇒ (4) + 11 = 15

attack vs door: 1d20 + 14 + 2 + 1 ⇒ (7) + 14 + 2 + 1 = 24 for Adamantine damage: 1d6 + 11 ⇒ (2) + 11 = 13

attack vs door: 1d20 + 9 + 2 + 1 ⇒ (13) + 9 + 2 + 1 = 25 for Adamantine damage: 1d6 + 11 ⇒ (4) + 11 = 15

attack vs door: 1d20 + 16 + 2 + 1 ⇒ (20) + 16 + 2 + 1 = 39 for Adamantine damage: 1d6 + 11 ⇒ (6) + 11 = 17


Note to self, a wooden door will not survive a 12th level pathfinder for more than 1 standard action, even if locked, @All (except Kai) you would have heard the explosion and the webs go up, incase that caused your action last round to change, please feel free to take a different one.

The sword cuts deep in the door, Kai's electricity sizzles harmlessly as it goes to ground at first, but after a few milliseconds the door catches a light as its integrity fails, the door falls inward and you see a tall elf with long white hair wearing a fashionable powder blue silk shirt stands at the center of the lodge’s Armory. He wears a rapier at his side and holds the Pale Maiden in his left hand, his wide smile creasing his handsome face from ear to ear. Four human men dressed in red leather armor menace three wounded servants of the Woodsedge Lodge, who cluster near the double doors at the south end of the Armory. Two similarly garbed gnomes cavort atop the long tables near the center of the room, cackling as their hands overflow with plundered knick-nacks from among the room’s many magical items. One of these twisted creatures holds a candy-striped rod in your direction, while the other sidearms two tiny black beads at you.

GM screen:

d20: 1d20 ⇒ 10
damage: 5d6 ⇒ (2, 6, 6, 3, 3) = 20

At the door exploding, the elf looks Kai straight in the eyes and says How dare you outsiders stand in the way of the People getting revenge against these enemies of the Revolution? as a series of actions go off.
First, A wall of webs explodes everywhere in the hallways, shortly thereafter, a small beed makes its way into the webs and explodes, causing force damage to Kai. The bead appeared to be thrown at where the door exploded rather than targeting anyone in particular.
The web can't go around corners, so I've positioned the 20' radius brust centered on the hallway corner, where I think it doesn't need to make any turns.

Felver {27 damage}
Doormouse {54 damage, greater invisible 3 rounds remaining} I've moved you back to where you'd first see the web, you may still have a standard action at that point, not sure about your movement speed.
Vos {63 damage}
Elf
Gnome 1
Kai {78 damage, Stoneskin 70 remaining, greater invis 7 rounds remaining, two reflex saves, then second turn}

first reflex save:
DC 15 You are grappled in a web spell

second reflex save:
DC 16 You are enclosed in a Resilient Sphere.

Gnome 2
Scallwags (4)
Tenzo {52 damage, slowed 3 rounds, 11 strength damage, 6 rd poisoned, final fort save next round vs 4 strength damage}

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

Oh I see where the confusion happened. I mistook Kai for being on a second floor and the stairs would get someone up there. That is incorrect, now I see the wall. I don't have wall phasing powers. Yet. I will still double Move and pop my shirt to give myself extra movement to mitigate the difficult terrain.

Escape Artist for Web: 1d20 + 11 ⇒ (9) + 11 = 20

Liberty's Edge

Male ? Magus/11 (Hexcrafter) Rogue (U) 1 (Pirate) | HP: TEMPS: / 21/87 (Stoneskin: ) | AC:27[28] (17[19] Tch / 22 (24 vs surprise) Fl) | CMB: +7 CMD: 24 [26] | F: +13, R: +14[16], W: +14 | Init: +9 | Perc: +24, SM: +11 | Speed 30ft | Arcane Pool: 9/11 | Flight: 11/11 | Destined: 0/1 Re-roll (+3) 1/1 | Active Conditions: Enhance(Keen, +2 Enhancement), Heroism (100mins), Black Mantle(+3 Skills), Haste, Greater Invis (11 rounds)

reflex: 1d20 + 16 + 2 + 1 ⇒ (18) + 16 + 2 + 1 = 37
reflex: 1d20 + 16 + 2 + 1 ⇒ (14) + 16 + 2 + 1 = 33

Escape Artist: 1d20 + 18 + 3 + 2 ⇒ (1) + 18 + 3 + 2 = 24
Acrobatics to tumble if necessary: 1d20 + 22 + 3 + 2 + 1 ⇒ (1) + 22 + 3 + 2 + 1 = 29

Avoiding the explosions with ease, Kai darts through the room, still invisible and darts round the Elf If they can see me, will tumble and strikes out with a spell empowered blade.

Spellstrike: 1d20 + 16 + 2 + 1 ⇒ (16) + 16 + 2 + 1 = 35 for Adamantine Damage: 1d6 + 11 ⇒ (5) + 11 = 16 + Vampiric Touch Damage: 5d6 ⇒ (4, 6, 4, 1, 2) = 17

Spellstrike, confirm: 1d20 + 16 + 2 + 1 ⇒ (15) + 16 + 2 + 1 = 34 for Adamantine Damage: 1d6 + 11 ⇒ (5) + 11 = 16 + Vampiric Touch Damage: 5d6 ⇒ (1, 1, 2, 4, 6) = 14

Temps Gained = to damage dealt

They then activate the Stored spell contained within Maiden's Kiss to Electrify the Elf further.

Shocking Grasp touch attack: 1d20 + 14 + 2 + 1 ⇒ (7) + 14 + 2 + 1 = 24 for Elec damage: 10d6 ⇒ (2, 2, 4, 2, 6, 2, 6, 5, 5, 5) = 39


Got ya Doormouse

The Doormouse bravely moves into the webs, managing to avoid getting stuck as she ends her turn in them.

Doormouse reflex: 1d20 + 13 ⇒ (3) + 13 = 16

@Kai I think the dialogue is ok. The elf was able to track your movement perfectly.

displacement miss chance, high=hit always: 1d100 ⇒ 24
Kai's harsh blade comes down, but the elf is slightly displaced, and it misses.

The gnome with the rod looks confused, but the elf says directly behind me, past the bookcase! Target there!

The gnome wipes his goggles, and puts his rod down
Rod of Wonder!!!?!?!: 1d100 ⇒ 96
low gnome, high Kai: 1d100 ⇒ 17

sparks start to fly out of it, and the gnome turns purple permanently, no save

The first gnome pulls a bead, and tosses it at the square the elf pointed out.
force damage: 5d6 ⇒ (3, 5, 6, 4, 1) = 19
thrown bead, need not nat 1: 1d20 ⇒ 13

Kai reflex, need not nat 1: 1d20 ⇒ 6

Knocking Kai unconscious You can choose where to position yourself after the explosion since you made your reflex save.

The elf steps foward 5' step and an ice storm starts falling on The Doormouses's head in the web, knocking her unconscious as well.
bludgeoning: 3d6 ⇒ (6, 6, 4) = 16
cold: 2d6 ⇒ (3, 6) = 9

Round 9 {Tenzo/Kai}/10 {everyone else}

Felver {27 damage}
Doormouse{75 damage, dying (con check), prone, greater invisible 2 rounds remaining} resist 4 cold i believe, thats how I totaled damage, please let me know if I made a mistake here
Vos {63 damage}
Elf
Gnome 1
Kai {97 damage, dying (con check), prone, Stoneskin 70 remaining, greater invis 6 rounds remaining}
Gnome 2
Scallwags (4)
Tenzo {52 damage, slowed 2 rounds, 11 strength damage, final fort save}

Battlefield status Web and ice storm in the hall way.

Edit: I didn't realize Kai had blind fighting, that may require a second roll

blind fighting, high=hit always : 1d100 ⇒ 5

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

Vos double moves to get to Doormouse.

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

The guy has See Invisibility, but can he see me? The Web gives me cover so that would be a 35 Perception check to see through my full speed stealth.

Grand Lodge

Male Human Pitfighter

Felver spends a swift action and uses shadow clone and then pulls and uses the wand of obscuring mist at the door way to stop the blasting

umd: 1d20 + 14 ⇒ (3) + 14 = 17

shadow clone: 1d4 ⇒ 2

nope typical sighs

know what I think we will all die if I don't get that obscuring mist up so I would like to use my GM reroll at +4

umd: 1d20 + 14 + 4 ⇒ (12) + 14 + 4 = 30

Grand Lodge

male Axebeak Animal Companion Max HP: 54, HD 9, BAB +6,F +6, R +6, W+2

Tenzo attempts to resist the poison and humphs at having to wait

fort: 1d20 + 6 ⇒ (11) + 6 = 17


con check Kai: 1d20 + 2 - 11 ⇒ (19) + 2 - 11 = 10

Felver moves up through the web. Vos carefully traces his way through, following the hole Felver made.
Felver CMB: 1d20 + 10 ⇒ (7) + 10 = 17

Minor retcon. The elf couldn't have targeted the hallway for an ice storm. @Felver, using all your movement, you get to right where you're at. If you'd like, you can cast obscuring mists 3 squares back instead.

Round 10 {everyone}

Felver {27 damage}
Doormouse {54 damage, greater invisible 2 rounds remaining}
Vos {63 damage}
Elf {readied}
Gnome 1
Kai {97 damage, unconscious, prone, Stoneskin 70 remaining, greater invis 6 rounds remaining}
Gnome 2
Scallwags (4)
Tenzo {52 damage, slowed 2 rounds, 15 strength damage}

Perception DC 25:
You overhear the humans talking, You've had your fun. We've got what we came for and enemies of the revolution are on the floor. Lets leave before help arrives! The elf responds Maybe one more? We can start leaving boys

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

Hmm, the Bead of Force could block line of effect. I didn’t even think of that. My Stealth check was not a result of taking ten but rather rolling a 10, although looking through my posts I can’t find that roll. Typically if I can stealth I do to maximize the opportunity to use one of Doormouse’s few good skills. Well, I will not squander this lucky retcon, I’m going to pull out a potion and drink it.

Doormouse pulls out a bottle of black liquid that has been marked with a frowning face and swallows the foul smelling brew.

Inflict Moderate Wounds: 2d8 + 5 ⇒ (1, 2) + 5 = 8


You all hear the sounds of the rubble being tossed aside, as well as a loud, thankful gasp for air coming from the main room.

Round 10/11, party is up once more
Felver {27 damage}
Doormouse {54 damage, greater invisible 2 rounds remaining}
Vos {63 damage}
Elf
Gnome 1
Kai {97 damage, unconscious, prone, Stoneskin 70 remaining, greater invis 6 rounds remaining}
Gnome 2
Scallwags (4)
Tenzo {52 damage, slowed 2 rounds, 15 strength damage}

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

Vos casts Echolocation then finishes moving next to Doormouse and whispers "Are you okay?"

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

When the sphere of force goes up, Doormouse starts becoming frantic. Her eyes and mouth open wide. Her breathing becomes labored and it becomes hard to focus.

“Can’t think, we need to help Kai. Go around. Go!”

Using another boon to cast Haste, CL 12. We can get around through the door to L8 then through the other door and into the armory. I don’t think anyone can get through the resilient sphere. My familiar is going to pop out and fail to use a scroll of Open/Close on the door. I don’t know if casting a spell from a boon activates my bloodline ability. Maybe it does. If it does and I can see Kai, they heal 6. If I cannot see them, I will heal 6. The ability just says I need to see my target not have a line of effect to it, but that is up to you. Moving 40 feet.

UMD: 1d20 + 11 ⇒ (3) + 11 = 14

Escape Artist: 1d20 + 11 ⇒ (6) + 11 = 17

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

"Wait a moment and I'll get us into the library."

Grand Lodge

Male Human Pitfighter

While waiting Felver casts cure light wounds on Tenzo

wand clw: 1d8 + 1 ⇒ (4) + 1 = 5


GM screen:

d20: 1d20 ⇒ 19
d20: 1d20 ⇒ 14

Tenzo moves up to Felver, and recieves a most welcome heal.

@Doormouse, it only activates on spells you cast, not items or SLA.

The Doormouse casts haste on Felver, Tenzo, herself, and Vos.

Osprey moves up and casts a pair of dispel magic and a quickened dispel magic spells taking down the web and the resilent sphere blocking your access to the armory.

You see inside the armory, at the back, in the northeast corner, a giant hole has been blown out of the wall. Inside you see another large explosion has torn the armory assunder and another resilent sphere. Infront of it, Kai lays on the floor, barely alive. There are 6 other pathfinders who'd been guarding the armory or who came to help, all either dear or severly wounded as well.

Eliza gasps as she sees the pathfinders laid on the floor as she gives an order We have to help them, maybe some are still alive! She casts a locate creature spell, and quickly adds," The attackers have already made there way to the maze, before you go after them, there are some things you should know."

Round 11/12, party can act

Felver {27 damage}
Doormouse {46 damage, greater invisible 1 rounds remaining}
Vos {63 damage}
Kai {97 damage, unconscious, prone, Stoneskin 70 remaining, greater invis 5 rounds remaining}
Tenzo {47 damage, slowed 1 round, 15 strength damage}

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

I have a feeling I’ll continuously forget that. A thought now that our attackers are gone. I think we have to let them go. I want to go after them right now, but I will speak for myself and say I got my butt kicked. We barely made it through that and that was with over half the people who attacked us leaving. I used two boons and a bunch of spells and will use all of them healing us up. Doormouse will need rest. We might instead cool down and look for clues on who attacked us and why.

Doormouse races towards the closest pathfinder and casts a healing spell hoping they are still alive. She holds her breath literally and metaphorically and she bends down to tend to the wounded agent.

Grand Lodge

Male Human Pitfighter

we are too wounded and spent on resources to give immediate chase. Let us heal our fallen comrades and ourselves and hear what we must

any one of us or all of us should have could have died there, that was brutal


Applying rule of two, combat over. Indeed that was a brutal fight. It didn't help that one worm kept critting round after round.

Osprey resumes his normal form and helps to stabalize the pathfinders. About half are already dead, but luckily, Kai is among those who survived the brutual assault. Had Kai not entered the fray, and all of you followed suit, 3 additional casualties would have surely died.

Eliza looks visibly shaken at the all out assault on her home as she addresses you “The attackers fled into no ordinary hedge maze,” Eliza says. “The Lodge’s books call it the Maze of the Open Road, and my own investigations reveal that it contains portals that connect to sites all over Golarion. It’s been here for centuries, and it’s extremely dangerous. I’ve been spending most of my time worrying about the rare curious citizen who sneaks onto the grounds and wanders in, but I wonder if I shouldn’t have been more concerned with what might come out.

Before you follow the Red Raven into the Maze of the Open Road, we should investigate the scene of the crime and see what can be learned. There’s no telling where the Raven wandered off to inside the Maze. If you’re to follow him, you’d best do so with as much information as possible.”

After addressing you, Osprey makes a fast whistle and an messanger animal appears. He tells you that he's summoned some aid to help with your injuries at it should be here in mere minutes.

You're in a city and can simply pay for spellcasting services, 10gp*spell level*caster level (always minimum), Osprey is faciliating that to get you guys healed up. Once you're healed up, let me know where you'd like to start with the investigation in the lodge. So far you've been in the stables and your rooms upstairs, and briefly (now) the armory.

There are two scarlet worm bodies in the main room, two crumbled stone golems, Adril Hestram's body, 3 slain pathfinder servant's bodies in the armory. Other rooms in the lodge include: Servant's quarters, Adril's room, Eliza's room, Guest rooms (you were occupying these), a library, the armory, the courtyard, a battleground (for training), a pantry, a kitchen, a conference room. The pantry, kitchen, and conference rooms are currently inaccessible due to the cave in from the worm attack.

Public Areas detailed below to avoid back and forth:

Outer Stair
Spoiler:
The large symbol etched into the stone of the Outer Stair is the personal insignia of the Woodsedge Lodge. It appears throughout the manor, in the tilework of the Great Room, on the table in the Conference Room, and even worked into the wallpaper of several chambers and the embroidery of the Guest Room bedspreads. A DC 10 Knowledge (nobility) check reveals that each Pathfinder Lodge has its own unique glyph. Several planters situated upon the outer stair bear the prickly stems and sanguine petals of beautiful bloodred roses. A DC 15 Knowledge (nature) check reveals the plants to be Narven’s Tears, a breed of rose unique to the Arthfell Forest thought to have gone extinct 200 years ago. The bushes here were made from cuttings of the hedges of the Maze of the Open Road, on the manor’s rear lawn. Eliza keeps all windows shuttered from the inside, to protect the activities of the Woodsedge Lodge from the prying eyes of the Mob.

Great Hall (where talespinning, and attack, occured)
Spoiler:
This massive stone-floored room serves as a foyer, gathering chamber, common room, and trophy hall for the Woodsedge Lodge. An enormous chandelier dangles above the room from the ceiling 20 feet above. The east, north, and west Upper Halls look down upon the Great Room from open balconies. The huge staircase ascends to the Upper Halls.
The ratty, apparently ancient stuffed owlbear in the southeast corner is the once-famous Beaky III, favored beast of Taldor’s Emperor Stavian I. Not even Eliza knows how it came to reside in the Woodsedge Lodge, but here it’s remained for decades. The double doors leading to the east and west Lower Halls swing open easily in either direction.

Lower Halls
Spoiler:
The Lower Halls connect the Great Room to the Conference Room, the Kitchen, the Battleground, the Courtyard, the Armory, and the Library via unlocked doors. Beautifully fluted lanterns enchanted with continual flame hang at intervals upon the water-damaged walls, casting the Lower Halls in a rich, flickering light that nearly masks the sooty stains in the carpet. Masked servants bustled from room to room before the attack, but now they're much more somber.

Conference Room
Spoiler:
The room is currently caved in and inaccessible due the worm’s assault. Previously, eight high-backed wooden chairs ring the immense table here, which bears the insignia of the Woodsedge Lodge. Maps spread out upon the table show detailed looks at Galt and (surprisingly) thefar flung jungle colony Sargava.

Kitchen
Spoiler:
The room is currently caved in and inaccessible due the worm’s assault. Previously, Delicious scents emerge from this well-stocked kitchen at all hours of the day and night. It is a haven for Eliza’s servants, who spend a great deal of time here.

Pantry
Spoiler:
This room is currently caved in and inacceible due the worm’s assault. Previously, This huge pantry contains ingredients considered indulgent even in cosmopolitan Absalom. Eliza Petulengro is clearly a woman with extremely refined (and expensive) tastes.

Battlegrounds, needs DC 20 perception to open spoiler

Spoiler:

[spoiler] These days, this quiet weapons training facility sees little use. Near the center of the room reveals that a portion of the floor can be made to rise when the lantern against the southeast wall is manipulated. The rising platform at the center of the room eventually comes to a grinding halt, revealing an inky secret passage descending to Galt’s Low Highway, a major Darklands thoroughfare.

Inner Courtyard
Spoiler:
If some of the interior rooms have a way to go before they have been fully restored to the lodge’s original splendor, the Courtyard looks as though it has received by far the majority of Eliza’s restoration efforts to date. Meticulously manicured, the topiary bushes closely resemble mythological beasts, while a placid reflecting pool gives a pensive, almost meditative quality to the walled garden. Unlocked doors lead to the Battleground, the Lower Halls, and the Armory.
You discover that the Red Raven’s agents have tunneled a hole through the north wall. Through the hole is the estate’s immense rear lawn and, some 300 feet distant, the looming hedges of the Maze of the Open Road.

Armory
Spoiler:
Highly damaged by the beads of force the magical arms and armor that it contained have been stolen.

Library
Spoiler:
The Revolutionary Mob heavily plundered the library of the Woodsedge Lodge when the Pathfinder Society formally abandoned it decades ago, and Eliza is only beginning to restore the collection to its former glory. She’s amassed plenty of historical documents and maps. There is a locked door within the library.

Upper Hall
Spoiler:
The Upper Halls connect the Great Room to the Guest Rooms, Adril’s Room, Eliza’s Room, and the Servants’ Quarters. The corridors encircling the Great Room on the east, north, and west look down upon the main floor of the Great Room.
Beautiful fluted lanterns enchanted with continual flame hang at intervals upon the water-damaged walls, casting the Upper Halls in a rich, flickering light that nearly masks the sooty stains in the carpet.

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

Vos joined the others in helping to stabilize the dying Pathfinders.

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