GM Hawthwile's Eyes of the Ten (Inactive)

Game Master Hawthwile

Maps, Important People, and Handouts


1,101 to 1,150 of 1,239 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

"Oh! I completely forgot about these gloves! They were pink and blue and green and they sparkle so I bought them! Hi, hi! Of course, let me check!" Zaarah says cackling.

She approaches the door and in case Fendel gives a thumbs up, she uses the gloves on the door.


Witch's Winter Holiday

Fendel:
You do not notice anything hazardous about the door. As you put your ear to the door, the sound becomes a little clearer. Two voices, each chanting short phrases with their own rhythm. It's impossible to say for certain that they are casting spells, but it certainly sounds like that's what they're doing.

Zaarah:
You blink - for a moment, it almost appears that the gloves have malfunctioned because you can't see anything through the door. After a few seconds, you discern the shapes of several large display stands and pedestals that have been jammed in front of the door to form a makeshift barricade. It'll probably take some time and effort to get through that.

Beyond the obstruction, two figures stand waiting. One holds a scythe, while the other has a bow in their hand. Both look like they dressed hastily, and blood decorates their clothes. Their mouths move as though they were speaking, but the blockage in front of the door and the distance to them blocks the sound from reaching you.

The group gathers their strength and prepares their next move.

What do you do?

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

What do you see Zaarah? Is it safe to enter? Kramac has a bit of time left on his combat spells - let us enter quickly if they are hostile. After Kramac patches himself up.

Kramac will spend a few rounds patching himself up.

CLW from Kramac: 1d8 + 5 ⇒ (6) + 5 = 11
CLW from Kramac: 1d8 + 5 ⇒ (4) + 5 = 9
CLW from Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW from Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW from Wand: 1d8 + 1 ⇒ (8) + 1 = 9

After those heals, Kramac would have 4 rounds of Divine Favor left, if we want to go busting in right now.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn retrieves his arrows and then awaits to hear what Zaarah sees with her gloves…

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah comes back to you.

"Two hostile people are in there! They have created a makeshift barricade. It'll probably take some time and effort to get through that.
Beyond the obstruction, two figures stand waiting. One holds a scythe, while the other has a bow in their hand. Both look like they dressed hastily, and blood decorates their clothes. Their mouths moved as though they were speaking, but the blockage in front of the door and the distance to them blocked the sound from reaching me."
she explains.

She thinks and then raises her finger!

"I have an idea! I suggest that you guys get out of the shooting range. I create mirror images, open the door and then try to get them with my hexes. What do you think?"

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"Do we have that Passwall spell available? I believe that combined with Zaarah's proposal may give us an advantage."

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

While Zaarah can still see the two men with her gloves she will try to hex the two men!

“I have an idea!! Sleepy sleepy!!“

Slumber hex on the archer! DC 24 Will save. In the Next round she targets the melee brute.

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

"Gather close, friends. Kiboko will open the way."

Kiboko brandishes his wand of Stone Shape.

If we're in agreement, once everyone is in position Kiboko will Stone Shape the wall to make an opening. (Will take a bit of maths to work out if it's 5' or 10' though :o

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah nods and gets into position!

“Let us do it!“

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn will get in position and have his bow ready to fire when Kiboko opens up the wall…


Witch's Winter Holiday

With the majority of the party agreeing with the course of action, we are moving.

Kiboko draws a simple archway on the wall with the wand, and the stone rumbles and quivers for a moment before splitting and rolling outwards like a scroll cleft in twain. On the other side, dozens of artistically-displayed chunks of twisted, unidentifiable metal (many embossed with alien symbols) decorate the chamber. Maps and labels placed near individual chunks probably denote the locations and specific years in which the items were discovered. Numerous spatters of blood crisscross the floor.

To the south, the door has been crudely barricaded with podiums and display stands. To the north, the room opens into two archways. The floor of the room to the west is a swirl of colors, while the eastern archway's floor is decorated with a metal door, apparently blown off its hinges. Two figures stand in the shadows beyond - a half-elf man holding a scythe, and a Chelaxian woman with a bow.

Fendel, Kramac:
A third, translucent figure - an elven woman - stands in the shadows as well, cloaked in magic to render her invisible to the naked eye.

The keen-eyed Seekers notice how the strangers size them up with hungry, desperate looks, how their fingers tighten around their weapons, how their faces twist into snarls of rage and fury. The Seekers also notice that the floor is covered in long, sharp points that look painful to tread upon. Fendel recognizes the effect as that of spike stones, a spell that transmutes the ground into a magical trap that cannot be disabled.

I'm assuming that Zaarah took the opportunity to heal, but let me know if that's not the case and I'll add that damage to the tracker.

Initiative:
Fendel: 1d20 + 11 ⇒ (5) + 11 = 16
Flyndyngylyn: 1d20 + 10 ⇒ (10) + 10 = 20
Kiboko, HA: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Kramac: 1d20 + 5 ⇒ (14) + 5 = 19
Zaarah: 1d20 + 9 ⇒ (11) + 9 = 20

Red: 1d20 + 3 ⇒ (2) + 3 = 5
Blue: 1d20 + 8 ⇒ (5) + 8 = 13
Yellow: 1d20 + 0 ⇒ (15) + 0 = 15

The Numerian
Round 1! Bold may act!
Flyn
Zaarah
Kramac
(Divine Favor 7/10)
Beak
Fendel

Yellow
Blue (invisible)

Kiboko
Mvumbu
Red

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Blue can only be seen by Fendel and Kramac currently, though everyone knows what square she is in

What do you do?

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Thanks GM, yes she would have healed herself. clw wand 10 charges: 10d8 + 10 ⇒ (3, 6, 1, 1, 2, 4, 3, 4, 2, 8) + 10 = 44

"Oh hello!!" Zaarah shouts with a smile.

Zaarah immediately starts casting a spell and sends a ball of fire towards the two figures and empowers the spell with her.

fireball DC 19 reflex half, empowered magic 1/1 used: 10d6 ⇒ (3, 3, 6, 6, 4, 2, 6, 4, 2, 6) = 42 + 50% = 63

She then steps back for Master Flyn to be able to take her position.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn nods to Zaarah as he steps 5’ into her former position and unloads through the opening at yellow…

If yellow drops while he still has arrows to fire, he’d target red if he has LOS…

To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Point Blank Master, Manyshot, Elven Ranger Racial Confirmation Bonus
Damage: Strength, Magic, Greater Bracers of Archery, Deadly Aim, Holy, Clustered Shot

Magic Composite Longbow (Manyshot): 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (19) + 17 + 2 + 1 + 2 + 1 - 2 - 3 = 37
Confirmation: 1d20 + 17 + 2 + 1 + 2 - 2 - 3 + 3 ⇒ (14) + 17 + 2 + 1 + 2 - 2 - 3 + 3 = 34
Magic/Cold Iron/Good/Critical Damage: 3d8 + 9 + 6 + 3 + 18 + 2d6 ⇒ (6, 2, 3) + 9 + 6 + 3 + 18 + (1, 5) = 53
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 6 + 2d6 ⇒ (5) + 3 + 2 + 1 + 6 + (4, 4) = 25

Magic Composite Longbow (Iterative): 1d20 + 12 + 2 + 1 + 2 - 2 - 3 ⇒ (2) + 12 + 2 + 1 + 2 - 2 - 3 = 14
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 6 + 2d6 ⇒ (4) + 3 + 2 + 1 + 6 + (6, 4) = 26

Magic Composite Longbow (Rapid Shot): 1d20 + 17 + 2 + 1 + 2 - 2 - 3 ⇒ (13) + 17 + 2 + 1 + 2 - 2 - 3 = 30
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 6 + 2d6 ⇒ (4) + 3 + 2 + 1 + 6 + (4, 3) = 23

Current AC: 28
Perfect Strike: 5/6
Ki: 4/4

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Fendel slides out Kiboko's borrowed wand of Faerie Fire and activates it. The magic reveals a third figure in the room, now bathed in purple flames.

Targeting BLUE. No save, but maybe Spell Resistance?

PS, where are the chanting voices Fendel heard earlier?


Witch's Winter Holiday

Yellow Reflex vs DC 19: 1d20 + 6 ⇒ (18) + 6 = 24
Blue Reflex vs DC 19: 1d20 + 9 ⇒ (6) + 9 = 15
Red Reflex vs DC 19: 1d20 + 7 ⇒ (2) + 7 = 9

The man ducks under the heat of Zaarah's blast, but the two behind him don't see the explosion before the flames wash over them. Flyn's arrows flies straight towards his target, but as they near him the projectiles suddenly lurch back and fly away towards the doors to the south as if caught in a galestorm!

Knowledge (arcana) DC 26:
That looks like the effect of a repel wood spell!

Unfortunately, I don't see how Flyn could change his turn after that first shot given that Manyshot locks him into a full-round attack.

Fendel's borrowed fire burns much less fiercely than Zaarah's, but lingers and illuminates the invisible figure as well as her already-visible companions.

Fendel wrote:
PS, where are the chanting voices Fendel heard earlier?

You don't see anyone else. Given the circumstances, the most likely explanation is that these folks were the ones speaking earlier - especially given the magical effects you're observing.

The Numerian
Round 1! Bold may act!
Flyn
Zaarah
Kramac (Divine Favor 7/10)
Beak
Fendel
Yellow (-31)
Blue (-63)

Kiboko
Mvumbu
Red (-63)

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Wood-repellent effect indicated by green arrow

What do you do?

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac guides Beak through the door, urging the bird to glide over the ground as they enter the spike filled room. As they approach their foes, Kramac feels himself being tugged back by his shield. Kramac looses the shield allowing the pair to close on the invaders.

Once within range, Kramac will slide off of Beak, and raise his sword in a vicious two-handed chop.

Beak will double move. When they begin to enter the Repel Wood, Kramac will loose his shield, then close the rest of the distance. Once there, swift dismount as a free action, activate bane and attack once with two hands at Blue

Attack, outflank, divine favor, power attack, bane: 1d20 + 19 + 4 + 4 + 2 ⇒ (13) + 19 + 4 + 4 + 2 = 42
Damage, sneak attack, power attack, divine favor: 1d6 + 12 + 1d6 + 4 + 4 + 2 + 2d6 ⇒ (6) + 12 + (3) + 4 + 4 + 2 + (3, 4) = 38


Witch's Winter Holiday

As the pair approach the hallway, a barely-visible curtain of what looks like mold spores flares to life and halts their advance.

Spellcraft DC 26:
This looks like an antilife shell effect. It doesn't stop all types of creatures from advancing on the caster, but unless you are an outsider, construct, elemental, or undead creature you won't be able to get within 10 ft of the caster. Any attempt to push the barrier against an excluded creature will disrupt the abjuration and end the effect.

Which is doing terrible things to their tactical options since the other enemies likewise can't move closer to Yellow, and Yellow can't move at all without popping the bubble. But they' work with what they've got.

@Kramac, this happens before you use your standard action, so you still have that available.

The man laughs cruelly, his eyes locked on Kramac's weapons and armor.

The Numerian
Round 1! Bold may act!
Flyn
Zaarah
Kramac - Standard Action (Divine Favor 7/10)
Beak
Fendel
Yellow (-31)
Blue (-63)

Kiboko
Mvumbu
Red (-63)

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Wood-repellent effect indicated by green arrow
- Bird- and half-orc-repellent effect indicated by brown spread

What do you do?


Witch's Winter Holiday

As discussed on Discord:

Kramac guides Beak around the forbidding ward and calls upon Kurgess to grant his companion a measure of protection. From around the corner, the half-elf slams the shaft of his scythe into the ground. "Crawl like the worms you are!" he snarls. As if in response, centipedes emerge from behind every pedestal, from underneath the fallen doors, from inside the artifacts themselves until the spiked floor rolls like waves upon a dark, chitinous ocean.

Swarm damage: 4d6 ⇒ (2, 5, 4, 2) = 13

Flyn Fortitude vs Poison: 1d20 + 17 ⇒ (18) + 17 = 35
Flyn Fortitude vs Distraction: 1d20 + 17 ⇒ (10) + 17 = 27

Zaarah Fortitude vs Poison: 1d20 + 19 ⇒ (1) + 19 = 20
Zaarah Fortitude vs Distraction: 1d20 + 19 ⇒ (17) + 19 = 36

Kramac Fortitude vs Poison: 1d20 + 24 ⇒ (3) + 24 = 27
Kramac Fortitude vs Distraction: 1d20 + 24 ⇒ (15) + 24 = 39

Beak Fortitude vs Poison: 1d20 + 11 ⇒ (12) + 11 = 23
Beak Fortitude vs Distraction: 1d20 + 11 ⇒ (20) + 11 = 31

Mvumbu Fortitude vs Poison: 1d20 + 15 ⇒ (6) + 15 = 21
Mvumbu Fortitude vs Distraction: 1d20 + 15 ⇒ (4) + 15 = 19

Zaarah feels the poison flowing through her veins, and Mvumbu is overwhelmed by the sheer number of insects crawling on her.

As always, reroll => retcon. Just make sure it's the first thing in your next post.

The faintly-glowing elf does not reveal herself from around the corner.

The Numerian
Round 1! Bold may act!
Flyn (-13)
Zaarah (-8, -5 nonlethal, Poisoned 1/??)
Kramac (-13, Divine Favor 7/10)
Beak (-13)
Fendel
Yellow (-31)
Blue (-63)

Kiboko
Mvumbu
(-13, Nauseated 1/1)
Red (-63)

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Wood-repellent effect indicated by green arrow
- Bird- and half-orc-repellent effect indicated by brown spread

What do you do?

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Reroll using lessons of Chaldira trait : 1d20 + 19 ⇒ (13) + 19 = 32

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

spellcraft: 1d20 + 15 ⇒ (2) + 15 = 17

Kiboko doesn't know exactly what wards the enemy are using, but he's wise enough to know that stepping into the swarm doesn't look like a good idea. Concerned for Mvumbu's welfare, he first fires off magic of his own before ensuring her safety.

stone discus vs red, tiger: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29slashing, magic, silver, cold iron damage: 4d6 ⇒ (2, 5, 3, 1) = 11
stone discus vs red, tiger: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30slashing, magic, silver, cold iron damage: 4d6 ⇒ (5, 4, 1, 2) = 12
stone discus vs red, tiger: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24slashing, magic, silver, cold iron damage: 4d6 ⇒ (2, 5, 1, 5) = 13

Three stone discs hurtle across the gap between Kiboko and the enemy archer, before Kiboko ducks out of sight.

Animal Focus - Tiger and Mouse. Handle Mvumbu with "Down" command to get her out of the swarm, though she'd probably do that anyway out of self-preservation.


active effects:
bear focus, tiger focus, longstrider, GMF, barkskin
F Hippopotamus 11HD, animal companion (lvl 13)| current AC 38 T 16 FF 34 | HP [115/115] 93/93 |CMD 30| F +15 R +14 W +7; +2 vs nonmagical disease; +1 vs fear; +2 vs haunts; devotion; evasion | Init +2(+4) | Perc +7 lowlight vision, scent| Tricks 6/6

"Mooooaarrggghhhh!!!!" Mvumbu chokes on the swarming insects, upset all the more that the little beasts now stand between her and Kiboko. But she heeds her friend's advice and gets out of the crawling carpet of centipedes.


Witch's Winter Holiday

Kiboko's discs fly across the room, two curving around the corner of the broken doorway while the third nicks the stone and crashes to the floor. The woman spits, then raises her bow and takes aim at the only Seeker she can see - Flyn.

Flyn might not care about cover, but this opponent was created before such feats were published and thus does - hence the +4 bonus to Flyn's AC. XD

Red Longbow, Rapid Shot vs Flyn AC 32: 1d20 + 22 - 2 ⇒ (1) + 22 - 2 = 21
Piercing damage, Manyshot: 1d8 + 10 + 1d8 + 10 ⇒ (1) + 10 + (8) + 10 = 29

Spoiler - that shot was never going to hit because guess who had no idea about the wood-repellant effect. The Nat 1 is just insult on top of insult. XD

The first arrows in the volley are caught in the same wood-repellant effect and thrown against the far wall. "Ferocleus!" the woman bellows, "Your damned wards are getting in my way!"

"Too damn bad Valicia!" the man snaps back. "I'm not becoming a pincushion so you can feel good about yourself! If you're so good with a bow, then just compensate for it!"

Whatever the woman mutters back under her breath is lost beneath the sounds of squirming insects and Mvumbu's distressed bellows, but she grimly pulls another arrow from a makeshift quiver at her belt and tries to aim north of Flyn like one would compensate for a very strong, very steady wind.

Red Longbow, RS, Repellant vs Flyn AC 32: 1d20 + 22 - 2 - 8 ⇒ (19) + 22 - 2 - 8 = 31
Piercing damage: 1d8 + 10 ⇒ (8) + 10 = 18

Red Longbow, RS, Repellant vs Flyn AC 32: 1d20 + 17 - 2 - 8 ⇒ (15) + 17 - 2 - 8 = 22
Piercing damage: 1d8 + 10 ⇒ (5) + 10 = 15

Red Longbow, RS, Repellant vs Flyn AC 32: 1d20 + 12 - 2 - 8 ⇒ (4) + 12 - 2 - 8 = 6
Piercing damage: 1d8 + 10 ⇒ (8) + 10 = 18

Only one arrow comes even close to hitting the elf, but it doesn't make it through the narrow gap in the makeshift doorway.

The Numerian
Round 2! Bold may act!
Flyn (-13)
Zaarah (-8, -5 nonlethal)
Kramac (-13, Divine Favor 7/10)
Beak (-13)
Fendel
Yellow (-31)
Blue (-63)

Kiboko
Mvumbu (-13, Nauseated 1/1)
Red (-86)

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Wood-repellent effect indicated by green arrow
- Bird- and half-orc-repellent effect indicated by brown spread

What do you do?

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaraah 5 ft steps out of the swarm to the door and sends a lightning bolt into the other swarm and one of the opponents.

DC 19 reflex half electricity: 10d6 ⇒ (5, 5, 6, 5, 2, 5, 6, 1, 2, 6) = 43

"Hello!!!! I'll try to charge you guys in a slightly different way if you allow!" she shouts with a smile.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac dismounts beak, and strides across the spiked floor hoping to get a line on Red. He draws his sling as he goes, then looses a bullet at the enemy.

Range Attack, divine favor: 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29
Damage, divine favor: 1d4 + 7 + 4 ⇒ (3) + 7 + 4 = 14

Will attack blue instead if Red is down, and yellow if they are both down.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Wanting to eliminate the swarm in the hallway, the detective tosses a flask at the far corner of the mob.

I can target the far end to avoid hitting anyone with splash damage.

Bomb vs SWARM (Touch AC): 1d20 + 14 ⇒ (6) + 14 = 20
AoE Fire Damage: 1d6 + 9 ⇒ (4) + 9 = 13 {times 1.5=19}


Witch's Winter Holiday

Swarm Reflex vs DC 19: 1d20 + 7 ⇒ (20) + 7 = 27
Swarm Reflex vs DC 19: 1d20 + 7 ⇒ (14) + 7 = 21
Swarm Reflex vs DC 19: 1d20 + 7 ⇒ (20) + 7 = 27
Red Reflex vs DC 19: 1d20 + 7 ⇒ (20) + 7 = 27

Both the countless bugs and the archer at the rear of the hallway ground themselves as Zaarah's lightning washes over them. The spiked floor pierces Kramac's feet as he walks...

Ground damage: 1d8 ⇒ 3
Kramac Reflex: 1d20 + 18 ⇒ (9) + 18 = 27

...but the half-orc is not slowed by his injuries and sends a stone flying back at the archer. Bruised, burned, and electrified, she spits out blood and refuses to fall. In the hallway outside, Fendel's explosive detonates in the middle of the last swarm with a bang.

The Numerian
Round 2! Bold may act!
Flyn (-13)
Zaarah (-8, -5 nonlethal)
Kramac (-16, Divine Favor 8/10)
Beak (-13)
Fendel
Yellow (-31)
Swarm 1 (-31)
Swarm 2 (-31)
Swarm 3 (-31)
Swarm 4 (-19)
Blue (-63)

Kiboko
Mvumbu (-13, Nauseated 1/1)
Red (-121)

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Wood-repellent effect indicated by green arrow
- Bird- and half-orc-repellent effect indicated by brown spread
- Swarms are numbered from north to south

What do you do?

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn moves back from the swarm and retrieves his swarmbane clasp from his bandolier…


Witch's Winter Holiday

As Beak moves across the room, Kramac sees a cruel smile spread across the elven woman's face. Ferocleus (Yellow) points at Kramac. As if possessed by one mind, a swath of the centipedes begin to move across the floor like a tidal wave before their northern edge breaks upon the same magical barrier that keeps the half-orc from advancing.

Swarm Damage: 4d6 ⇒ (2, 2, 3, 5) = 12

Kramac Fortitude vs Poison: 1d20 + 24 ⇒ (15) + 24 = 39
Kramac Fortitude vs Distraction: 1d20 + 24 ⇒ (3) + 24 = 27

Beak Fortitude vs Poison: 1d20 + 11 ⇒ (2) + 11 = 13
Beak Fortitude vs Distraction: 1d20 + 11 ⇒ (1) + 11 = 12

Kramac ignores the feeling of insects crawling all over his legs, but his avian companion is not so fortunate as bugs get into his feathers and their poison floods his veins. The elven woman gestures as well, and Beak squawks in alarm as a vision invades his mind!

Beak Will vs Illusion: 1d20 + 4 ⇒ (20) + 4 = 24

Beak:
You see a ghostly figure - a skeletal elven woman floating in the air before you. She screams, but you don't smell her like the last time. She must be an illusion!

The Numerian
Round 2! Bold may act!
Flyn (-13)
Zaarah (-8, -5 nonlethal)
Kramac (-28, Divine Favor 8/10)
Beak (-25, Nauseated 1/1, Poisoned 1/??)
Fendel
Yellow (-31)
Swarm 1 (-31)
Swarm 2 (-31)
Swarm 3 (-31)
Swarm 4 (-19)
Blue (-63)

Kiboko
Mvumbu
(-13)
Red (-121)

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Wood-repellent effect indicated by green arrow
- Bird- and half-orc-repellent effect indicated by brown spread
- Swarms are numbered from north to south

What do you do?

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

"We must deal with these villains!"

Kiboko follows Kramac back into the room. Again, he conjures discs of enchanted stone and flings them at the enemies...

reflex vs stone spikes: 1d20 + 17 ⇒ (3) + 17 = 20

stone discus 1, tiger: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21damage: 4d6 ⇒ (3, 1, 5, 6) = 15
stone discus 2, tiger: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22damage: 4d6 ⇒ (1, 3, 2, 1) = 7
stone discus 3, tiger: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29damage: 4d6 ⇒ (3, 4, 6, 5) = 18

Aimed first at Red, then at Blue if Red drops then Yellow if Red and Blue have dropped.


active effects:
bear focus, tiger focus, longstrider, GMF, barkskin
F Hippopotamus 11HD, animal companion (lvl 13)| current AC 38 T 16 FF 34 | HP [115/115] 93/93 |CMD 30| F +15 R +14 W +7; +2 vs nonmagical disease; +1 vs fear; +2 vs haunts; devotion; evasion | Init +2(+4) | Perc +7 lowlight vision, scent| Tricks 6/6

Stuck outside and unable to join the battle, Mvumbu honks in anger!

"Moooaaarrrrghhhhh!!!!"

Did she need a reflex save vs Fendel's bomb?

Ref: 1d20 + 14 ⇒ (20) + 14 = 34 + evasion
Default defend action - if she's attacked she'll respond if she can.


Witch's Winter Holiday

Apologies for the delay in responding, and yes to the reflex save from Mvumbu.

Piercing damage: 1d8 ⇒ 5

Even with the better angle for throwing his discs, Kiboko's first two projectiles deflect off the wall. Only the last hits - and the archer does not fall. Gritting her teeth, she pulls out another set of arrows and takes aim at Kramac.

Because Kramac is directly in the line of the wood-repellant effect, I'm reducing her penalty to -4 instead of -8. Let me know if that seems off and we can retcon if needed.

Red Longbow, PBS, RS, Repellant vs Kramac AC 30: 1d20 + 22 + 1 - 2 - 4 ⇒ (8) + 22 + 1 - 2 - 4 = 25
Piercing damage, PBS, Manyshot: 1d8 + 10 + 1 + 1d8 + 10 + 1 ⇒ (7) + 10 + 1 + (1) + 10 + 1 = 30

Red Longbow, PBS, RS, Repellant vs Kramac AC 30: 1d20 + 22 + 1 - 2 - 4 ⇒ (17) + 22 + 1 - 2 - 4 = 34
Piercing damage, PBS: 1d8 + 10 + 1 ⇒ (3) + 10 + 1 = 14

Red Longbow, PBS, RS, Repellant vs Kramac AC 30: 1d20 + 17 + 1 - 2 - 4 ⇒ (4) + 17 + 1 - 2 - 4 = 16
Piercing damage, PBS: 1d8 + 10 + 1 ⇒ (2) + 10 + 1 = 13

Red Longbow, PBS, RS, Repellant vs Kramac AC 30: 1d20 + 12 + 1 - 2 - 4 ⇒ (7) + 12 + 1 - 2 - 4 = 14
Piercing damage, PBS: 1d8 + 10 + 1 ⇒ (4) + 10 + 1 = 15

After the volley, only one arrow sprouts from Kramac's arm like a strange twig. Cursing, the woman ducks into the alcove.

@Beak - roll a Fortitude save against Poison at the start of your turn.

The Numerian
Round 3! Bold may act!
Flyn (-13)
Zaarah (-8, -5 nonlethal)
Kramac (-42, Divine Favor 9/10)
Beak (-25, Nauseated 1/1, Poisoned 1/?? (Fortitude save needed))
Fendel
Yellow (-31)
Swarm 1 (-31)
Swarm 2 (-31)
Swarm 3 (-31)
Swarm 4 (-19)
Blue (-63)

Kiboko (-5)
Mvumbu (-13)
Red (-139)

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Wood-repellent effect indicated by green arrow
- Bird- and half-orc-repellent effect indicated by brown spread
- Swarms are numbered from north to south

What do you do?

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn will activate his swarmbane clasp, move 5’ east, and fire at the nearest swarm (#4?)…

To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Point Blank Master, Deadly Aim, Improved Precise Shot
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim

Magic Composite Longbow: 1d20 + 17 + 2 + 1 + 2 + 1 - 3 ⇒ (16) + 17 + 2 + 1 + 2 + 1 - 3 = 36
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 1 + 6 ⇒ (8) + 3 + 2 + 1 + 1 + 6 = 21

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

"Ouch, ouch, ouch!" Zaarah says as she walks into the room.

reflex, damage: 1d20 + 21 ⇒ (10) + 21 = 311d8 ⇒ 3

She then tries to slumber hex the man in yellow clothing!

DC 23 Will save or asleep 12 rounds.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Fendel tosses another bomb at the swarm.

Bomb vs SWARM (Touch AC): 1d20 + 14 ⇒ (6) + 14 = 20
AoE Fire Damage: 1d6 + 9 ⇒ (5) + 9 = 14 {times 1.5=21}

Should be able target the swarm without hitting anyone else this time.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac will unleash a pair of sling bullets at the red man, calling on the power of Kurgess to help his projectiles strike true. Full attack with sling, using a round of bane

Sling #1, divine favor, bane: 1d20 + 12 + 4 + 2 ⇒ (10) + 12 + 4 + 2 = 28
Damage, divine favor, bane: 1d4 + 6 + 4 + 2 + 2d6 ⇒ (3) + 6 + 4 + 2 + (4, 1) = 20

Sling #2,iterative, divine favor, bane: 1d20 + 7 + 4 + 2 ⇒ (2) + 7 + 4 + 2 = 15
Damage, divine favor, bane: 1d4 + 6 + 4 + 2 + 2d6 ⇒ (1) + 6 + 4 + 2 + (4, 1) = 18

Then Kramac will swing up onto Beak, preparing to guide the beleaguered bird out of the swarms.


Witch's Winter Holiday

@Kramac - do you have a way to load the sling faster than a move action? The second shot misses, so it's a moot point this round. Also, Beak has a Fortitude save to make.

Beak Fortitude vs Poison: 1d20 + 11 ⇒ (8) + 11 = 19
Dexterity Damage: 1d4 ⇒ 2

Flyn puts an arrow into the swarm, using the power of his amulet to spread the impact across the multitude of centipedes on the floor. But the vermin continue to crawl and writhe until Fendel's explosive flask lights them on fire and the hallway fills with foul smoke.

Zaarah's Additional Piercing damage: 3d8 ⇒ (3, 8, 5) = 16 (How much life is left in that ablative barrier?)

Zaarah advances into the room and twists her magic around the man's mind - but he laughs in her face. (Half-elves are immune to magical sleep effects.) His predatory grin fades slightly as the woman behind him cries out in pain and crumples to the ground, but then he laughs again. "I guess she can't complain about this now, can she?" he asks his companions as he raises his hands as if lifting something over his head. In response, a wall of gale-force wind howls and slams stray centipedes into the ceiling.

Swarm damage: 4d6 ⇒ (5, 1, 6, 5) = 17

Kramac Fortitude vs Poison: 1d20 + 24 ⇒ (20) + 24 = 44
Kramac Fortitude vs Distraction: 1d20 + 24 ⇒ (14) + 24 = 38

Beak Fortitude vs Poison: 1d20 + 11 ⇒ (1) + 11 = 12
Beak Fortitude vs Distraction: 1d20 + 11 ⇒ (2) + 11 = 13

Poor Beak is just having the worst luck with this swarm. XD

Behind the man, the elven woman reaches for the fallen woman's bow, then decides against it. Instead she points her fingers at Kramac and two blasts of fire erupt!

Blue Ranged Touch vs Kramac Touch AC 15: 1d20 + 12 ⇒ (15) + 12 = 27
Fire damage: 4d6 ⇒ (3, 4, 6, 1) = 14

Blue Ranged Touch vs Kramac Touch AC 15: 1d20 + 12 ⇒ (9) + 12 = 21
Fire damage: 4d6 ⇒ (2, 4, 6, 6) = 18

And then I'll roll Beak's Poison save now to keep things moving:

Beak Fortitude vs Poison: 1d20 + 11 ⇒ (13) + 11 = 24 - Not poisoned anymore!

The Numerian
Round 4! Bold may act!
Kiboko (-5)
Mvumbu (-13)
Red (-159)
Flyn (-13)
Zaarah (-11, -21 nonlethal)
Kramac (-91, Divine Favor 10/10)
Beak (-42, -2 Dex damage, Nauseated 1/1)
Fendel
Yellow (-31)
Swarm 1 (-31)
Swarm 2 (-31)
Swarm 3 (-31)
Swarm 4 (-61)
Blue (-63)

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Wood-repellent effect indicated by green arrow
- Bird- and half-orc-repellent effect indicated by brown spread
- Swarms are numbered from left to right
- Wind wall indicated by grey line

What do you do?

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

@GM: 14 nonlethal absorb remaining.

"Ohh, elves are immune! Forgot that!!" Zaarah says and laughs.

She then claps her hands to freeze water to ice tomb the man in yellow clothing!

cold damage : 3d6 ⇒ (6, 1, 6) = 13

DC 23 fort save to half damage and prevent to be imprisoned.

Ice Tomb (Su) Effect:
A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day. FAQ: “A storm of ice and freezing wind envelops the creature…,” so it only affects creatures, not objects. The target doesn’t need to eat, breathe, or drink. The general assumption for effects is if the creature negates the damage from the effect, the creature isn’t subject to additional effects from that attack (such as DR negating the damage from a poisoned weapon, which means the creature isn’t subject to the poison). Therefore, a cold-immune creature takes no damage from the hex and can’t be imprisoned by it. A target that succeeds at its save takes half damage and is not imprisoned. Under temperate conditions, the ice lasts 1 minute per witch level. In tropical environments it might only last half as long. In cold environments where ice and snow persist without melting, it might last indefinitely.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn moves 25’ and fires at the nearest swarm…

Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Point Blank Master, Deadly Aim, Improved Precise Shot
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim

Magic Composite Longbow: 1d10 + 17 + 2 + 1 + 2 + 1 - 3 ⇒ (9) + 17 + 2 + 1 + 2 + 1 - 3 = 29
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 1 + 6 ⇒ (1) + 3 + 2 + 1 + 1 + 6 = 14

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective ducks into the room. Seeing two of the swarms converging, he tosses flask into both swarms.

Bomb vs SWARM (Touch AC): 1d20 + 14 ⇒ (10) + 14 = 24
AoE Fire Damage: 1d6 + 9 ⇒ (4) + 9 = 13 {times 1.5=19}

The last swarm takes 10 points of splash damage. I am not certain about AoE and splash effects. DC 20 reflex save for half damage on the splash damage.

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

So that's Anti-life Shell, Repel Wood and Wind Wall? :o

With limited options against the abjurations of the enemy, Kiboko sends more conjured stone discs...

I think, as magical projectiles, they either go straight through the wind wall or suffer a 30% miss chance. But I might be wrong about what the spell is so I'll leave it to you GM :)

stone discus 1, tiger: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30magic cold iron / silver / slashing damage: 4d6 ⇒ (6, 6, 1, 5) = 18
stone discus 2, tiger: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21magic cold iron / silver / slashing damage: 4d6 ⇒ (5, 2, 5, 5) = 17
stone discus 3, tiger: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26magic cold iron / silver / slashing damage: 4d6 ⇒ (3, 1, 5, 1) = 10

Send them all at Blue - if she drops send the remainder at Yellow unless Yellow is trapped in ice, in which case throw them all at Blue regardless.

"Kiboko will call you when it is time, Mvumbu!"


active effects:
bear focus, tiger focus, longstrider, GMF, barkskin
F Hippopotamus 11HD, animal companion (lvl 13)| current AC 38 T 16 FF 34 | HP [115/115] 93/93 |CMD 30| F +15 R +14 W +7; +2 vs nonmagical disease; +1 vs fear; +2 vs haunts; devotion; evasion | Init +2(+4) | Perc +7 lowlight vision, scent| Tricks 6/6

"Mooooaaaarrgghhhh!!!" honks the she-hippo from outside the room.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac has felt better friends... but Kramac is confident his companions can finish these wicked people!

Kramac will direct Beak out of the room, taking one more pot shot at Blue as he goes.

Sling attack: 1d20 + 1d20 + 12 + 4 + 2 ⇒ (20) + (8) + 12 + 4 + 2 = 46
Confirm attack: 1d20 + 1d20 + 12 + 4 ⇒ (1) + (10) + 12 + 4 = 27
Damage: 1d4 + 6 + 4 + 2 + 2d6 ⇒ (1) + 6 + 4 + 2 + (3, 2) = 18
Extra Damage: 1d4 + 6 + 4 + 2 ⇒ (3) + 6 + 4 + 2 = 15

As he goes, Kramac will focus inward, and call upon the bear to bolster himself.

Attack with sling, maintaining Bane. Single move with Beak, and swift action to switch focus to Bear. HP total is now 143


Witch's Winter Holiday

@Kiboko - yep, I was thinking the 30% miss chance as well. That being said, I don't think you have line of sight to Blue at the moment. I'm resolving your attacks against Yellow instead, but let me know if you'd rather move to get line of sight and we'll retcon.

Yellow Fortitude vs DC 23: 1d20 + 11 ⇒ (20) + 11 = 31

The man laughs as Zaarah tries to surround him with ice and snow, brushing aside the cold wind with a careless sweep of his scythe. From behind her, the swashbuckler hears centipedes squealing and an explosive boom - and a faint inhale of pain from Fendel as he strides across the spiked floor.

Fendel Piercing damage: 2d8 ⇒ (5, 7) = 12

@Fendel - I'd say the splash damage is multiplied as well.

Swarm Reflex vs DC 20: 1d20 + 7 ⇒ (4) + 7 = 11

One of the swarming masses of invertabrates loses cohesion and dissipates into greasy smoke. Cutting through the haze and wind, Kiboko's stone blades fly through the air!

Miss chances, 1-3 = Miss: 3d10 ⇒ (7, 2, 7) = 16

The first makes it through, striking the man in the arm. A horrible scraping sound can be heard over the howling winds, like stone on stone. The second disc is blown into the ceiling, while the third elicits the same sound from its impact.

Of course he has stoneskin. Because why not at this point. XD

Kramac sends one last stone at the other spellcaster, but the wall of wind sends the pebble careening into the ceiling as he rides off into the sunset hallway. From behind him he hears a cruel laugh. "You call that a stone? This is a stone!" The floor rumbles, then heaves upward into a smooth rock wall that stretches from floor to ceiling and cuts Zaarah off from the rest of her team.

The Numerian
Round 5! Bold may act!
Kiboko (-5)
Mvumbu (-13)
Red (-159)
Flyn (-13)
Zaarah (-11, -21 nonlethal)
Kramac (-91)
Beak (-12, -2 Dex damage, Nauseated 1/1)
Fendel (-12)
Yellow (-46)
Swarm 1 (-50)
Swarm 2 (-64)
Swarm 3 (-46)
Swarm 4 (-61)
Blue (-63)

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Wood-repellent effect indicated by green arrow
- Bird- and half-orc-repellent effect indicated by brown spread
- Swarms are numbered from left to right
- Wind wall indicated by grey line
- Stone wall indicated by thick grey line

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

It looks as if Fendel has line of effect to one of the swarms.

The detective pulls yet another bomb and hurls it into the swirling mass.

Bomb vs SWARM (Touch AC): 1d20 + 14 ⇒ (19) + 14 = 33
AoE Fire Damage: 1d6 + 9 ⇒ (6) + 9 = 15 {Times 1.5 = 22}

Just as a reminder, Fendel applied Vermin Repellent before entering. Also, Fendel had 12 temporary hit points from False Life, (and I think this was the first damage he took), so he should still be at full health.

Vermin Repellent: Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a successful DC 15 Fortitude saving throw in order to enter your square.

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Dana takes out her lesser acid elemental Metamagic rod.

She tries to call back her fireball spell!

3 pool point to get fireball back.

She casts her spell defensively and sends a fireball of acid into the room hitting all opponents and the swarms!

casting defensively dc 21 : 1d20 + 18 ⇒ (18) + 18 = 36

acid, reflex DC 19 half : 10d6 ⇒ (2, 1, 3, 3, 4, 4, 4, 2, 4, 6) = 33


Witch's Winter Holiday

I had to adjust the size of the acidball spread and shift one square to the right to get line-of-sight from Zaarah's current location, but neither seems to have made any significant impact on the outcome of things.

@Fendel - noted.

Fendel's small explosion rocks the room, followed by a larger, wetter blast from Zaarah!

Yellow Reflex vs DC 19: 1d20 + 6 ⇒ (17) + 6 = 23
Swarm Reflex vs DC 19: 1d20 + 7 ⇒ (6) + 7 = 13
Blue Reflex vs DC 19: 1d20 + 9 ⇒ (16) + 9 = 25

The last cluster of centipedes melts under the acidic spray, and the woman swears as she can't shield herself completely. The man, however, merely laughs again in Zaarah's face. His clothes are pockmarked by the blast, but his skin is untouched.

The Numerian
Round 5! Bold may act!
Kiboko (-5)
Mvumbu (-13)
Red (-159)
Flyn (-13)
Zaarah (-11, -21 nonlethal)
Kramac (-91)
Beak (-12, -2 Dex damage, Nauseated 1/1)
Fendel
Yellow (-46)
Blue (-79)

Environmental Effects:
- Room is difficult terrain
- Every 5 ft of movement in the room will deal 1d8 piercing damage and require a Reflex save (only once per round) to avoid having movement speed halved
- Wood-repellent effect indicated by green arrow
- Bird- and half-orc-repellent effect indicated by brown spread
- Wind wall indicated by grey line
- Stone wall indicated by thick grey line

What do you do?

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

We really need Greater Dispel Magic about now :o

"Regroup! Zaarah, can you hold them?"

Kiboko tries to think of another way to reach the pair of enemies. He pulls a scroll out and reads it, then rises above the treacherous ground.

Draw and cast a scroll of Air Walk, then 5' step.

1,101 to 1,150 of 1,239 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Hawthwile's Eyes of the Ten All Messageboards

Want to post a reply? Sign in.