GM ZD Breaking the Storm Arc (Inactive)

Game Master Z...D...

Secret Check Spreadsheet


251 to 300 of 925 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

AH, so these match the Scouting checks like before? As in we can only have a limited number of scouters and everyone else has to aid? And do we have to have one scouter per type of check? I might have to change my skill then if that is the case.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺
Ionic Saltbeard wrote:
AH, so these match the Scouting checks like before? As in we can only have a limited number of scouters and everyone else has to aid? And do we have to have one scouter per type of check? I might have to change my skill then if that is the case.

No. Any number of PCS can perform the scouting checks, Perception and Survival, I would take just take the highest roll.

No to the second part as well. Everyone can roll perception if they want, but different skills may reveal different sets of information

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Before going down Hopper gives the second Drakeheart mutagen to Salliss "Here you go then, by the way, you look good in scales. If you want we can work on a permanent mutagen, ladies are so into scales!" Hopper winks to the half-elf

He takes stops next to Bardyth "You know what, the last time I gave you the elixir you looked really awkward with it. I was afraid that you will drop it or smash it on the head of those hounds. How about I will pour it down your throat."

He puts newly got Alchemist's Fires into the bandolier and heads to the Darklands "Keep your eyes open, it will be dark there."

Wolfie is beginning to sniff the air as soon as they go down, he checks for scat and any sign that could indicate what they will be facing

Survival, Wolfie: 1d20 + 12 ⇒ (16) + 12 = 28

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth will make sure to activate his Goggles of Night, trusting that anything close enough to the surface to cause disruptions like that is within an hour's time frame. He turns to Hopper, "Sounds like plan... Plan may change if looks like need move quickly."

If whatever we are up against looks like it'll be more beneficial for me to move ASAP, and I'd have to wait for hopper past enemy actions, I'll probably forgo the DC 5 flat check. It's nice, but not end of the world, and so far these waves have had some form of time limit... I wouldn't be surprised if the third one did too.

Then he scouts ahead. Seeing everyone else Scout with their eyes, he tries survival instead.

Survival: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Herondal activates his goggles and tries to see ahead.

perception including +1 for sight: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

I will help out the Survival people with Underground (bardic) lore

Pip recalls all the lectures she's read about underground lore from the Pathfinder Society class she took called 'Dungeons and You.'

Underground Lore: 1d20 + 13 ⇒ (14) + 13 = 27


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Will go ahead and move forward. Both checks have gotten successes

Perception: Salliss and Ionic notice there are several claw gouges in the stone, indicating that something is tunneling through solid rock.

Survival: Barydeth and Wolfie can feel a swift-moving air and suggests that the pressure is from a volcanic vent. Standing next to or flying over lava causes minor fire damage, worsened when light creatures walk on the molten stone. Heavy creatures that fall or sink into lava suffer much more lethal burns.

Final Encounter-Give it everything you got

The PC's emerge from one tunnel and into a larger passage. A river of "liquid hot magma" runs through the center of this chamber.

Inside are 4 "large" creature. One which is busy making a tunnel (Black).

Initiative:

Salliss, Avoid Notice: 1d20 + 20 ⇒ (10) + 20 = 30
Herondal, Search: 1d20 + 16 ⇒ (20) + 16 = 36
Hopper, Avoid Notice: 1d20 + 14 ⇒ (16) + 14 = 30
Bardyth, Search: 1d20 + 16 ⇒ (2) + 16 = 18
Ionic, Scout: 1d20 + 13 ⇒ (5) + 13 = 18
Pip Hip Hooray, Investigate: 1d20 + 16 ⇒ (19) + 16 = 35
GM: 4d20 ⇒ (6, 5, 10, 8) = 29

Round 1-Bold may Act
Herondal 74/74
Pip 78/78
Salliss 78/78
Hopper 72/72
Wolfie 60/60
Blue
Black
Red
Yellow
Barydeth 118/118
Ionic 85/85

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 80/80
Salliss' Tree 80/80

GM Screen:

Black: 200/200
Blue: 135/135
Red: 135/135
Black: 135/135


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Trouble editing...Now on Slide 6. Terrain rules are on the slide. Full creature images on slide 7


Gus, male half-orc actor | Diplomat professional hireling | +8 Bluff, Diplomacy, Intimidate

As the roots emerge from the ceiling, the tree shoots water at the blue creature.

Super Soaker!: 1d20 + 13 ⇒ (6) + 13 = 19 Range 60’
Cold water: 4d6 ⇒ (3, 1, 6, 1) = 11

No allies to benefit from the resist fire.

Fire!: 1d6 ⇒ 3

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

This looks like it is going to hurt.” Salliss says just before he quaffs Hopper’s mutagen. He draws out a scroll as he moves forward along the river of lava.

Scroll of Resist Energy
With his initial placement he was going to take the fire damage anyways.

Fire!: 1d6 ⇒ 4

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"Wait." Pip looks around, puzzled. "Why would the elders gift us with alchemist fires if these creatures are so comfortable around fire?"

Are they taking any fire damage?

Performance (dance): 1d20 + 14 ⇒ (3) + 14 = 17
Lingering Performance
Inspire Defense

Knowledge Check to know what these things are:

Society E: 1d20 + 15 ⇒ (15) + 15 = 30

And scroll in hand, she moves forward to better position for spells. She asks Bardyth, "Do you need to fly?"

1d6 of fire damage does not bother Pip right now.

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

It seems that Hopper has absconded with one of my trees.

Ionic, weapons in hand, takes a moment to focus on the closest big enemy thing and rushes forward towards the enemy. He doesn't get very far, due to his slow short legs. "Always dis hard ta breathe near magma? Ain't been 'round it much."

Hunt Prey on the red thing, and then two strides.

Adjacent fire damage: 1d6 - 5 ⇒ (5) - 5 = 0 Fire resistance from ring calculated in.


Ionic's tree, having a small owner identity crisis, splashes water around, like a drop of water in the ocean for the lava, but helping any living creature avoid burning to death. It then launches a trebuchet like load of water at the yellow thing.

Trebuchet Soaker: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 4d6 ⇒ (5, 2, 2, 3) = 12
Depending on which tree is whose, that might provoke an AoO if these have them. It might also protect the party from burning harm.

Horizon Hunters

1 person marked this as a favorite.
CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper would go after Herondal to benefit from Inspire Courage

Hopper looks at the magma and smiles. "Oh, how nice and warm it is here"

Very quickly he commands Wolfie to run forwards and almost bumps into Ionic

Hopper sends a bomb towards the enemy

Blight Bomb@red, ic, charge, 2nd increment (20ft range): 1d20 + 13 + 1 + 1 - 2 ⇒ (20) + 13 + 1 + 1 - 2 = 33
Damage, poison, ic: 2d6 + 1 ⇒ (3, 2) + 1 = 6 +2 poison splash damage restricted only to red, +2d4 persistent poison damage on hit

Then he turns around and stops next to Barydeth "Bottoms down boy!"

1st & 2nd action: Cavalier Charge, 3rd Action: pour Mistform Elixir down Barydeth throat ;)


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Salliss prepares for battle and strides forward.

Salliss' tree lobs some water. It impacts down in the water.

Pip recalls that these are the more reclusive Cavern Trolls. They are have regeneration, but it is deactivated by Acid and Sonic attacks, unlike their kin. Fire does not bother them. Their amazing healing abilities make them Immune to bleed. You would know that they appear to be taking fire damage from the lava heat as well. Another Successful recall knowledge, at a slightly higher DC will get offensive abilities

She then inspires her comrades.

pip's tree fire damage: 1d6 ⇒ 6

Holding off on Hopper's and Ionics actions until appropriate

Round 1-Bold may Act
Herondal 74/74
Pip 78/78
Salliss 78/78
Hopper 72/72
Wolfie 60/60
Blue
Black
Red
Yellow
Barydeth 118/118
Ionic 85/85

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 74/80
Hopper's tree 80/80
Salliss' Tree 77/80


Cold blast@yellow: 1d20 + 13 ⇒ (2) + 13 = 15
Damage, cold: 4d6 ⇒ (2, 3, 6, 2) = 13

The tree above yellow monster shoots it with splash of cold water. It lands in the lava and raises a giant cloud of vaporized water

Causes AOO

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

"Is it hot in here or is it just me."

Herondal acts out something that is confusing at first but you quickly realize is about a melting snowman fighting a with. Such foolish bravery is inspiring.

Lingering Performance into Inspire Courage: 1d20 + 16 ⇒ (5) + 16 = 21 ◇ ◈

Fail so only 1 round.

He then moves into the cavern. ◈

And glares at one of the great beasts. ◈

Intimidating Glare at yellow using Perform Drama: 1d20 + 16 ⇒ (17) + 16 = 33

fire damage: 1d6 ⇒ 6

The red tree attacks the red creature.

Branch: 1d20 + 15 ⇒ (16) + 15 = 31
blugoning: 2d8 + 7 ⇒ (8, 6) + 7 = 21

And again.

Branch: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20
blugoning: 2d8 + 7 ⇒ (5, 5) + 7 = 17


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Herondal starts his performance and attempts to stare down one of the trolls and manages to rattle it. Critical success. Frightened 2

Herondal's tree bashes the red troll with it's roots. Success and then fail

Hopper and Wolfie does a lap, chucking an acid flask at red. It is a direct hit, exploding on the shoulder and neck area of the beast. critical hit

He offers Barydeth some helpful elixir.

Hopper's tree lobs some water at yellow. It reaches up to swat at it.

aoo: 1d20 + 16 ⇒ (13) + 16 = 292d6 + 8 ⇒ (4, 1) + 8 = 13

It manages to tear some roots.

*******************************************

Blue takes some damage from the lava, but it's regeneration makes it a non factor.

It then reaches down and picks a scolding rock and tosses it at Salliss.

fire damage to troll: 1d6 ⇒ 6
flaming rock: 1d20 + 16 ⇒ (10) + 16 = 261d12 + 8 + 1d6 ⇒ (5) + 8 + (5) = 18

The rock catches him in the chest, it laughs and does it again. Salliss takes 13 bludgeoning and 5 fire. Not counting you fire resistence

fire damage to troll: 1d6 ⇒ 1
flaming rock: 1d20 + 16 - 5 ⇒ (2) + 16 - 5 = 131d12 + 8 + 1d6 ⇒ (2) + 8 + (1) = 11

The second boulder smashes into the wall above Salliss, it shouts something in Jotun.

Jotun:
Slippery Maggot

It tosses a third.

fire damage to troll: 1d6 ⇒ 2
flaming rock: 1d20 + 16 - 10 ⇒ (19) + 16 - 10 = 251d12 + 8 + 1d6 ⇒ (9) + 8 + (3) = 20

Salliss can feel the heat from the third rock.

***********************************************

spell: 1d20 + 18 ⇒ (4) + 18 = 22
The black troll sends a bolt of dark energy towards Salliss. The cold energy feels slightly refreshing in this heat, but is thankful it didn;t impact.

The troll then continues on its mission and burrows.

***********************************************

With it's regenartion disabled, the red troll roars and fury.

fire damage: 1d6 ⇒ 2

Red moves towards the party. The Red tree takes a whack at it as it departs.

root?: 1d20 + 15 ⇒ (20) + 15 = 352d8 + 7 ⇒ (3, 4) + 7 = 14

A massive hit leaves a cartoonish lump on top of red's head. Critical hit. This only makes it madder. It claws furiously at Salliss.

claw+frightened: 1d20 + 16 - 2 ⇒ (1) + 16 - 2 = 152d8 + 10 ⇒ (1, 5) + 10 = 16
claw+map+frightened: 1d20 + 16 - 5 - 2 ⇒ (1) + 16 - 5 - 2 = 102d8 + 10 ⇒ (6, 8) + 10 = 24

Salliss fends it off.

persistent acid damage: 4d6 ⇒ (2, 6, 5, 2) = 151d20 ⇒ 12
***********************************************
Yellow's regen hold off the fire damage.

Frustrated at the root above it, Yellow continues to claw at Hoppers tree.

claw: 1d20 + 16 - 2 ⇒ (7) + 16 - 2 = 212d8 + 10 ⇒ (6, 2) + 10 = 18
claw+map: 1d20 + 16 - 5 ⇒ (4) + 16 - 5 = 152d8 + 10 ⇒ (3, 3) + 10 = 16
claw+map x2: 1d20 + 16 - 10 ⇒ (6) + 16 - 10 = 122d8 + 10 ⇒ (5, 1) + 10 = 16

The roots stand strong.

************************************************

Ionic will move forward to confront the beast head on.

@Ionic, Going after red, if you move to where you are currently at, it would have provoked an AOO. After seeing their reactions, you are aware of this and stop short if you wish. If not, please see AOO below.

RED AOO vs Ionic:

claw+frightened: 1d20 + 16 - 1 ⇒ (12) + 16 - 1 = 272d8 + 10 ⇒ (4, 8) + 10 = 22

Barydeth go!

Round 1-Bold may Act
Herondal 68/74
Pip 78/78
Salliss 78/78
Hopper 72/72
Wolfie 60/60
Blue
Black
Red
Yellow
Barydeth 118/118
Ionic 85/85

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 74/80
Hopper's tree 67/80
Salliss' Tree 77/80

GM Screen:

Black: 200/200
Blue: 126/135
Red: 87/135; frightened 1, 4d6 persistent acid damage
Black: 135/135

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

I was not in the area of the fire resistance from any tree, so I do not get fire resist until start of my next turn.
Salliss has Recognize Spell as a reaction. I do not know which type of magic it was using, so please roll it for me.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Recognize spell:

Salliss Recognize Spell: 1d20 + 10 ⇒ (2) + 10 = 12

Salliss has no idea what the spell was.

Knowing now that there is a spellcaster on the other side. Would you like to keep attempting to recognize spells if they send a spell your way for the possible crit?

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:
PFS 2 GM ZD wrote:

** spoiler omitted **

Salliss has no idea what the spell was.

Knowing now that there is a spellcaster on the other side. Would you like to keep attempting to recognize spells if they send a spell your way for the possible crit?

Yes. The only reactions I have are that and Shield Block if I have the Shield spell active.

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

@gm, since d&d/pathfinder takes such a heavy influence from tolkein, and HIS cavern trolls turned to stone in sunlight... did Black troll seem to care at all about starting it'd turn in a Sunlight type effect from my tree? (I doubt it... but as it is SOOO far from any combat in that corner, and black troll I expect will keep tunneling. This is probably the only thing it will possibly add to this combat, so grasping at straws here and hope beyond hope.)

Seeing the very tight quarters for movement right now, and trolls everywhere, Bardyth's choices are clear. Free action release one hand from Glaive. Action 1, draw his Potion of Retaliation Acid, Action 2, drink, Action 3, resume grip.

Free action shout back in Jotun.

Jotun:

Death comes for you and all your kind!

turn end


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

@Barydeth, as it started just inside the tunnel it was protected by the cavern wall. But, OOC, you are correct. Had it started outside in direct line of effect of the sunlight like effect, it would have had an effect. In character, you character would have to roll to know that.

Barydeth prepares himself for battle, consuming a potion of retaliation. I am assuming acid here, but level is it?

Round 2-Bold may Act
Herondal 68/74
Pip 78/78
Salliss 78/78
Hopper 72/72
Wolfie 60/60
Blue
Black
Red
Yellow
Barydeth 118/118
Ionic 85/85

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 74/80
Hopper's tree 67/80
Salliss' Tree 77/80

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper looks around, one of the creatures is digging while the other throw burning rocks at them

Cavalier charge@red, ic: 1d20 + 13 + 1 + 1 ⇒ (13) + 13 + 1 + 1 = 28
Bottled Lightning, ic: 2d6 + 1 ⇒ (5, 5) + 1 = 11 +2 splash electricity damage restricted only to red, flat-footed if hit

Hopper then reaches to his belt for another bomb that he tosses at the same troll

Alchemist fire@red hopefully flat-footed, ic, map: 1d20 + 13 + 1 - 5 ⇒ (3) + 13 + 1 - 5 = 12
Hero point alchemist fire@red hopefully flat-footed, ic, map: 1d20 + 13 + 1 - 5 ⇒ (17) + 13 + 1 - 5 = 26
Damage, fire, ic, burn it!: 2d8 + 1 + 1 ⇒ (1, 2) + 1 + 1 = 5 +2 splash fire damage to red only, +3 persistent fire damage

Hopper's bomb almost slipped his hands, but he was able to correct his throw

Cavalier charge + attack(quick bomber)


Cold blast@yellow: 1d20 + 13 ⇒ (3) + 13 = 16
Damage, cold: 4d6 ⇒ (3, 2, 2, 2) = 9

The three keep on attacking the troll underneath it.

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Herondal continues his inspirational acting.

Lingering into Inspire Courage: 1d20 + 16 ⇒ (14) + 16 = 30 ◇◆

3 rounds of Inspire Courage.

He then sends electricity arcing between yellow and red.

Electric Arc DC 22 simple reflex save: 3d4 + 4 + 1 ⇒ (2, 1, 2) + 4 + 1 = 10

fire damage: 1d6 ⇒ 2

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2
PFS 2 GM ZD wrote:

Barydeth prepares himself for battle, consuming a potion of retaliation. I am assuming acid here, but level is it?

so my tree is useless. Got it. No problem. As for question, sorry. I mentioned what I had, the other day, in discussion so didn't think to repeat here. But it's one of my minor pots Retaliation, acid.


Gus, male half-orc actor | Diplomat professional hireling | +8 Bluff, Diplomacy, Intimidate

The tree shakes it’s leaves, spreading fire resistance to all allies in range.

It then shoots a stream of water at Red. Unfortunately there was not enough pressure this time and it comes out as more of a dribble than a stream of water.
Super Soaker!: 1d20 + 13 ⇒ (3) + 13 = 16 Range 60’
Cold water: 4d6 ⇒ (3, 1, 4, 1) = 9

Fire!: 1d6 ⇒ 1

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Performance (dance): 1d20 + 14 ⇒ (18) + 14 = 32
Lingering Performance
Inspire Defense

Pip sets up a complex set of dance steps whose haunting rhythm lingers. Then she prepares to be far more mobile, and casts fly on herself so that she can start laying on the debuffs to the trolls.

◈◈ Fly


Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

"Woof!"

Bailiff reminds Pip's tree that it did not act last round.

Healing, Last Round: 2d8 + 16 ⇒ (6, 1) + 16 = 23

Last round, it healed itself.

Healing, This Round: 2d8 + 16 ⇒ (6, 3) + 16 = 25

This round, it heals Hopper's Tree.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Hopper charges in once more this time tossing a pair of bombs. Both connect, causing the troll to stumble. The flames begin to mix with the acid.

Hopper's tree continues to harasses yellow. Yellow retaliates with it's claws.

Yellow AOO: 1d20 + 16 ⇒ (10) + 16 = 262d10 + 8 ⇒ (4, 7) + 8 = 19

Yellow manages to rips some roots off.

Herondal kicks off another performance and manages to make it stick. He then points at two of the troll. Electricity springs forth and zaps both.

saves: 2d20 ⇒ (16, 8) = 24Yellow saves, red fails

Herondal's tree has no one in range of the swinging roots.

Pip begins her defensive song and casts a spell.

Her tree takes 1d6 ⇒ 2 fire damage and then heals Hopper's replacing the roots that have been savaged.

Salliss' tree singes and misses with it's attack.

Round 2-Bold may Act
Herondal 66/74
Pip 78/78
Salliss 78/78
Hopper 72/72
Wolfie 60/60
Blue-injured
Black-uninjured
Red-bloodied
Yellow-injured
Barydeth 118/118
Ionic 85/85

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 73/80
Salliss' Tree 75/80

GM Screen:

Black: 200/200
Blue: 126/135
Red: 57/135; frightened 1, 4d6 persistent acid damage; flat-footed; 3 persistent fire damage
Yellow: 130/135

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss draws and strikes Red with his rapier.
+1 Striking Cold Iron Rapier: 1d20 + 16 ⇒ (18) + 16 = 34 Disarm, Finesse
Piercing: 2d6 + 6 ⇒ (3, 4) + 6 = 13
On crit Deadly: 1d8 ⇒ 4
Sneak Attack: 2d6 ⇒ (5, 6) = 11 I don’t remember if Red is flat-footed
Quick draw includes interacting with the weapon, so I believe it provokes.

He then protects himself from further Fire damage by casting the spell from his scroll, dropping the scroll when he is done with it.
The druids can fine him for littering after the battle.

Also, unless he got healed he should be down 18 hp
Think my tree is only down 4 hp


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Will make the call that Ionic stopped short.

Salliss draws his rapier, leaving him open for a claw.

Red AOO: 1d20 + 16 ⇒ (1) + 16 = 172d10 + 8 ⇒ (7, 10) + 8 = 25 Miss

The heavily hampered troll misses. Salliss' takes advantage of the overswing and stabs it right in the ribcage. Critical hit

He then protects himself from the heat and fire.

Will correct the HP totals. thanks

************************************************************************

The blue troll regenerates and tosses another volley of flaming rocks at the party.

fire damage to troll: 3d6 ⇒ (1, 2, 1) = 4
Blue vs Ionic: 1d20 + 16 ⇒ (10) + 16 = 261d12 + 8 + 1d6 ⇒ (8) + 8 + (4) = 20 Ionic takes 16 bludgeoning and 4 fire. No fire damage due to fire ward

blue vs Salliss + Map: 1d20 + 16 - 5 ⇒ (9) + 16 - 5 = 201d12 + 8 + 1d6 ⇒ (7) + 8 + (5) = 20 Miss

blue vs Herondal + Map x2: 1d20 + 16 - 10 ⇒ (10) + 16 - 10 = 161d12 + 8 + 1d6 ⇒ (12) + 8 + (5) = 25 Miss

************************************************************************

1 salliss, 2 ionic: 1d2 ⇒ 1

Black begins to cast another spell.

Salliss recognize spell:
1d20 + 10 ⇒ (18) + 10 = 28

This time he knows what coming his way. Chilling Darkness Critical, +1 circ to AC vs the attack

black vs Salliss: 1d20 + 18 ⇒ (13) + 18 = 315d6 ⇒ (1, 2, 6, 2, 2) = 13 Hit for 13 cold damage

The cold impacts him. She smiles wickedly before digging further in.

************************************************************************

Red takes Salliss' last hit as an insult and swings at him.

claw+frightened 1: 1d20 + 16 - 1 ⇒ (11) + 16 - 1 = 262d10 + 8 ⇒ (5, 7) + 8 = 20 Inspire Defense just causes that to miss
claw+frightened 1+MAP: 1d20 + 16 - 1 - 5 ⇒ (14) + 16 - 1 - 5 = 242d10 + 8 ⇒ (9, 10) + 8 = 27 miss
claw+frightened 1+ MAP x3: 1d20 + 16 - 1 - 10 ⇒ (1) + 16 - 1 - 10 = 6 Miss

persistent acid damage: 4d6 ⇒ (6, 2, 4, 1) = 131d20 ⇒ 11
persistent fire damage: 1d20 ⇒ 13

Unknown if it was the fire or the acid damage, but the red troll falls.

************************************************************************

Yellow regenerates and loses interest in the tree.

It notices Blue's tactics and gets in on the action.

fire damage to troll: 3d6 ⇒ (3, 4, 3) = 10
Blue vs Herondal: 1d20 + 16 ⇒ (9) + 16 = 251d12 + 8 + 1d6 ⇒ (4) + 8 + (3) = 15 Just hits. 12 bludgeoning. Fire ward stops the fire damage

Blue vs Hopper + map: 1d20 + 16 - 5 ⇒ (7) + 16 - 5 = 181d12 + 8 + 1d6 ⇒ (5) + 8 + (6) = 19 miss

Blue vs Pip + Map x3: 1d20 + 16 - 10 ⇒ (2) + 16 - 10 = 81d12 + 8 + 1d6 ⇒ (8) + 8 + (2) = 18 miss

************************************************************************

Round 2-Bold may Act
Herondal 66/74
Pip 78/78
Salliss 47/78
Hopper 72/72
Wolfie 60/60
Blue-injured
Black-uninjured
Yellow-uninjured
Barydeth 118/118
Ionic 69/85

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 73/80
Salliss' Tree 76/80

GM Screen:

Black: 200/200 4/3, 3/1, 2/3, 1/3
Blue: 131/135
Yellow: 125/135

Vigilant Seal

2 people marked this as a favorite.
Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

After his teeth quit chattering Salliss says “Trolls using unholy magics? Chilling!

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Whoops, for some reason I thought Ionic was up earlier in the initiative order, sorry I missed that, also, yes, Ionic would have stopped short of Red's AoO range as getting into melee range with no ability to attack is a bad idea, espcially with an AoO.

Ionic starts next to the burning lava.

Lava damage: 1d6 - 5 ⇒ (4) - 5 = -1 Negatged due to ring

He then marks the blue troll as his prey, commenting, "Goin' after blue next... Right?"

The dwarf then begins the dangerous task of trying to cross the lava without burning himself to a crisp. From the sounds of it we can cross on the rocks to the east, right? If we end our turn on one, I'd only counts as being adjacent to and not in the lava? If not, then Ionic will stop just short of the rocks and cross next turn.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺
Ionic Saltbeard wrote:
From the sounds of it we can cross on the rocks to the east, right? If we end our turn on one, I'd only counts as being adjacent to and not in the lava? If not, then Ionic will stop just short of the rocks and cross next turn.

Correct x2. You can cross the rocks following the zig zag pattern with no need to Leap. Or you can Leap and Long Jump as appropriate. And, you will only take the d6 if you are standing on the stones.

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth Rages, gaining 10 temp hp, then Long Jumps, moving his 35 feet first, then leaping.

Long Jump + Boots of Bounding: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34

He doesn't reach the 35 he needed to land on the final Stone, so as a fail he just gets his normal Leap of 25ft, which lands him back one diagonal at the second to last stone. I will mark on the map a bit later today his full travel path. Not easy on phone. Of note is that he has Powerful Leap, which depending on how you read it, would make him land in his goal square. (Increases distance traveled in a leap by 5ft, leap action is part of long jump... but long jump looks for a DC, and I rolled 1 short on the DC, to have been able to long jump 5 feet less than needed. Up to GM discretion on that)

This will trigger AoO from Blue.

Then Bardyth tree heals either him or Ionic, whoever is more injured after the AoO.

heal: 2d8 + 16 ⇒ (1, 4) + 16 = 21

lava damage to Bardyth, including ring resistance: 1d6 - 5 ⇒ (5) - 5 = 0


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Barydeth takes a running leap, landing on the stone right in front of the Troll.

The troll takes a swipe at him.

AOO blue: 1d20 + 16 ⇒ (11) + 16 = 272d10 + 8 ⇒ (1, 1) + 8 = 10 Hit

The claws cut through the acidic barrier and finds flesh. Barydeth lands on the stone. Pulling back its hand, it notices the fresh acid burns. Barydeth takes 10 damage. So your temp pool is gone.

Barydeth's Tree heals Ionic.

Round 3-Bold may Act
Herondal 66/74
Pipb 78/78
Salliss 47/78
Hopper 72/72
Wolfie 60/60
Blue-injured
Black-uninjured
Yellow-uninjured
Barydeth 118/118
Ionic 85/85

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 73/80
Salliss' Tree 76/80

GM Screen:

Black: 200/200 4/3, 3/1, 2/3, 1/3
Blue: 130/135; regen nullified
Yellow: 125/135

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

"This should help."

Herondal pulls out one of his Sound Burst Scrolls ◆ and casts it to blue's left. ◆◆

Sonic Burst DC 22 Fort save: 3d10 ⇒ (1, 8, 9) = 18

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip casts Ray of Frost at Blue.

◈◈ Ray of Frost: 1d20 + 15 ⇒ (13) + 15 = 28
Brrrrr Cold Damage: 4d4 + 4 ⇒ (3, 2, 3, 4) + 4 = 16

◈ Then she starts to fly out to where she can see the tunneler.


Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

"Wooooof!"

Bailiff reminds Pip's tree to heal Herondel.

Healing: 2d8 + 16 ⇒ (7, 8) + 16 = 31


Gus, male half-orc actor | Diplomat professional hireling | +8 Bluff, Diplomacy, Intimidate

The tree shakes it’s roots again to protect others from the fire damage.

It then shoots water at Blue. Evidently it was just saving up water for this shot.
Super Soaker!: 1d20 + 13 ⇒ (20) + 13 = 33 Range 60’
Cold water: 4d6 ⇒ (5, 2, 3, 2) = 12

Fire!: 1d6 ⇒ 2

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Seeing that the way is clear, Salliss skips across the rocks to the other side of the river of lava. He then takes cover.

Stride x2, take cover


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

save: 1d20 ⇒ 13 success

Herondal's sonic blast rocks the blue troll. It's sturdy body holds of some of the damage.

Pip's ray blasts the troll in the face. Success

Herondal's is healed by Pip's tree.

Salliss' tree sends a torrent towards blue. Impacting hard.

Salliss then crosses the lava flow.

Round 3-Bold may Act
Herondal 74/74
Pip 78/78
Salliss 47/78
Hopper 72/72
Wolfie 60/60
Blue-injured
Black-uninjured
Yellow-uninjured
Barydeth 118/118
Ionic 85/85

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 73/80
Salliss' Tree 74/80

Gm Screen:

Black: 200/200 4/3, 3/1, 2/3, 1/3
Blue: 81/135; regen nullified
Yellow: 125/135

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

fire damage to Herondal: 1d6 - 5 ⇒ (4) - 5 = -1

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper pushes Wolfie to run through the stones. His long paws help the wolf jumps from one to another, as they approach the monster Hopper throws a lightning bomb

Bottled Lightning@blue, ic, cavalier charge: 1d20 + 13 + 1 + 1 ⇒ (12) + 13 + 1 + 1 = 27
Damage, electricity, ic: 2d6 + 1 ⇒ (4, 4) + 1 = 9+2 electricity splash damage restricted to blue, flat-footed if hit

Then he throws Alchemist fire

Alchemist Fire@blue, ic, map: 1d20 + 13 + 1 - 5 ⇒ (16) + 13 + 1 - 5 = 25 vs flat footed, hopefully
Damage, fire, ic, burn it!: 2d8 + 1 + 1 ⇒ (8, 8) + 1 + 1 = 18 +2 splash fire damage, 3 persistent fire damage if hit

"Quickly kill it!"

Cavalier charge (1st and 2nd), throw


Cold blast@yellow: 1d20 + 13 ⇒ (18) + 13 = 31
Damage, cold: 4d6 ⇒ (5, 6, 4, 3) = 18

The ever regrowing tree is shooting the creature underneath

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic grumbles some at Hopper's call to 'quickly kill it.' "Workin' on it! Short dwarf legs only go so fast!"


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

@Herondal, noted

Hopper commands Wolfie over the rocks. Tossing two bombs at blue. Both connect. Two hits

Yellow continues to have a water fight with yellow. This time soaking it. Hit

This time, the troll attempts to tear at the roots with it's teeth.

AOO: 1d20 + 16 ⇒ (19) + 16 = 352d10 + 8 ⇒ (9, 7) + 8 = 24 Critical hit.24x2=48-5=43 piercing

Now that some of you are closer. Hopper, Barydeth, and Salliss notice a swirling aura(10ft) around her. You think it would cause some difficulty hitting her with ranged attacks using physical ammunition.

************************************************************************

fire damage: 1d6 ⇒ 3

Blue comments in it's native tongue, followed by some laughter.

Jotun:
Look boss they brough us a snack

Blue then savagely goes after Barydeth.

claw vs Barydeth: 1d20 + 16 ⇒ (14) + 16 = 302d6 + 8 ⇒ (4, 2) + 8 = 14 Hit. 14-2=12 slashing
claw vs Barydeth + Map: 1d20 + 16 - 4 ⇒ (2) + 16 - 4 = 142d6 + 8 ⇒ (2, 2) + 8 = 12
bite vs Barydeth + MAP X2: 1d20 + 16 - 10 ⇒ (20) + 16 - 10 = 262d10 + 8 ⇒ (5, 7) + 8 = 20 [ooc]Critical hit. 20x2=40-2=38

************************************************************************

Black looks back and seeing an opportunity, cast a spell. It sparks through Barydeth, Wolfie and Hopper.

5d12 ⇒ (8, 5, 4, 8, 5) = 30 electricity damage. DC 26 basic reflex save vs electricity & evocation

Salliss can not see her, so can not recognize spell

She then burrows 10 more feet.

************************************************************************

yellow fire damage: 1d6 ⇒ 4

Yellow regens.

It notices the flying gnome and a sadistic smirk creeps across it's face. It then tosses a trio of rocks at Pip.

fire damage x3: 3d6 ⇒ (4, 3, 6) = 13

yellow vs pip: 1d20 + 16 ⇒ (6) + 16 = 221d12 + 8 ⇒ (8) + 8 = 161d6 ⇒ 3 Miss
yellow vs pip + MAP: 1d20 + 16 - 5 ⇒ (16) + 16 - 5 = 271d12 + 8 ⇒ (1) + 8 = 91d6 ⇒ 5 Hit. 9-2=7 bludgeoning damage. 5-5=0 fire damage
yellow vs pip + MAP x2: 1d20 + 16 - 10 ⇒ (20) + 16 - 10 = 261d12 + 8 ⇒ (3) + 8 = 111d6 ⇒ 4 Critical Hit. 11x2=22-2=20 Bludgeoning. 4x2=8-5=3 fire damage

The first one miss entirely. The second grazes her. The third was a direct hit, almost knocking her off course.

Round 3-Bold may Act
Herondal 73/74
Pip 51/78
Salliss 47/78
Hopper 72/72
Wolfie 60/60
Blue-bloodied
Yellow-injured
Black-uninjured
Barydeth 68/118
Ionic 85/85

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 30/80
Salliss' Tree 74/80

GM Screen:

Black: 200/200 4/2, 3/1, 2/3, 1/3
Blue: 47/135; persistent fire 3; flat-footed
Yellow: 123/135

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

I believe Blue needs some Flat checks against Bardyth due to hoppers elixir, and the hits give it minor acid burns. (Forgot for the AoO too, but that's far enough back, will let it pass.) Black would need one too for it's spell to Target me. As concealment applies even against spells that make the Target save, unless it's an Area spell

Bardyth smiles,

Jotun:
I agree. You look tasty.

Swing 1 with glaive vs maybe flat footed
glaive, ic: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
slashing, ic: 2d8 + 16 + 1 ⇒ (6, 1) + 16 + 1 = 24

Swing 2 with Glaive
glaive, ic, map: 1d20 + 16 + 1 - 5 ⇒ (3) + 16 + 1 - 5 = 15
slashing, ic, forecful: 2d8 + 16 + 1 + 2 ⇒ (1, 5) + 16 + 1 + 2 = 25
hero point
heroic glaive with map: 1d20 + 16 + 1 - 5 ⇒ (13) + 16 + 1 - 5 = 25

If Blue is dead, he will Stride after Black, getting within his 10 ft reach on that Troll. If Blue is still alive, he will Step to the next stone.

lava damage: 1d6 - 5 ⇒ (1) - 5 = -4

AoO if it matters, 10 foot reach only:

AoO: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35
slashing: 2d8 + 16 + 1 ⇒ (8, 6) + 16 + 1 = 31

end turn

oops, forgot the Reflex, incase the flat check from spell passes.
reflex: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Bardyth gets, potentially, very shocked
*------*-------*-------*-------*-------*------

Tree heal happens "on our turn", so would've done at start of my turn, and would heal Saliss or Bardyth, whoever has less total hp after those flat checks are made. (Either way, likely one of us is still pretty hurt, unless GM gets really unlucky on those flat checks.)

heal: 2d8 + 16 ⇒ (7, 2) + 16 = 25

1 to 50 of 925 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM ZD Breaking the Storm Arc-Gameplay All Messageboards

Want to post a reply? Sign in.