GM Mauve's Cradle of Night (1e) (Inactive)

Game Master MauveAvengr

Maps and Info

Current Date: Sunday, 6 Kuthona 4718

Loot Sheet


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Xhamila was the owb who flew away to the Reborn and likely wont come back.

"Please rescue Artis," one of them says. "Ezurkian is cruel and has no qualms about torture. He likes to put us under a spell, like we were enchanted or something. Some powerful magic, that's for sure.". From the sounds of it, Ezurkian perhaps has some enchantment magic up his sleeve.

After Farrar let's out the prisoners, they all thank you guys. "The Bleakshore Council will take care of any needs you have. Stop by anytime.". Bezlek gives you the location of his house in the Bleakshore District.

Any preparation before heading downstairs to meet Ezurkian?


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

As the heroes head downstairs, Akku suggest that everyone takes a charge from Nyx's wand of protection from evil.

marked off 7 charges on the loot sheet; this would happen as we head downstairs 'after' all the medium and long buffs are in place


Female NG outsider (phantom) | HP 68/68 | AC 29 T 15 (19 vs. incorporeal) FF 25 | DR 5/slashing and DR 10/magic | Hateful Aura 10 ft. radius (swift; 4dmg to anyone attacking Siiska or Akku) | CMB +8, CMD 24 | F: +12, R: +14, W: +6 | Init: +4 | Perc: +15, SM: +2; darkvision 60ft. | Speed 30ft | Hatred Focus, Ectoplasmic Form | Active conditions: heroism, mage armor, greater magic fang, pro vs. evil

Siiska thanks the undine oracle with a curt nod and a grunt.

Hateful Aura 10 ft. radius in effect; causes 3 pts. of dmg to anyone attacking the spiritualist or the phantom.


Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16

Nyx will first life link each of the r for a single round to heal them each 5 points while he takes 20 points of their wounds. He then expend a channel to heal his and their wounds wounded before they depart. Please allow me to give you some strength and close some wounds before you leave us. It will increase your chance of making it home.

Channel: 5d6 ⇒ (5, 6, 1, 6, 3) = 21So 26 points of healing for each of them.


Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16
Akku wrote:

As the heroes head downstairs, Akku suggest that everyone takes a charge from Nyx's wand of protection from evil.

marked off 7 charges on the loot sheet; this would happen as we head downstairs 'after' all the medium and long buffs are in place

That is a first level wand which only lasts 1 minute. Or 3 rounds on the first person he casts it on.


Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16

In preparing to go down the stiars Nyx offers something new. I can provide a shell of succor to three of you. It should be used to defend melee fighters I believe. Please claim them. :)

Shell of Succor 1: 4d6 + 6 ⇒ (2, 5, 3, 1) + 6 = 17
Shell of Succor 2: 4d6 + 6 ⇒ (3, 1, 2, 5) + 6 = 17
Shell of Succor 3: 4d6 + 6 ⇒ (2, 2, 5, 3) + 6 = 18

8 minutes, As a standard action, touch grants temp Hp. If attack doesn't clear pool, doesn't count as hit.


"Thank you. Again, please come visit us any time.". The now healed ex-prisoners hastily leave.

The Pathfinders head downstairs, hoping to fight the cruel drider known as Ezurkian. But he's not there!

The room instead is shrouded in deep shadows and dust-covered cobwebs. A large knot of thick webbing forms a nest, and next to it hangs a cocooned humanoid figure. Only the man's face and hands protrude from the webs. The man appears to have once been a drow, but now its ebony skin is shruken tight and faded to a dusky gray, and its jaw hangs open.

And in the center of the chamber is a wide well from which an acrid miasma issues. Peering down into the well, you see that it has rough hewn sides and descends deep into the darkness below. A thick curtain of webbing across the bottom of the well blocks light and muffles noise, but its not thick enough to impede movement or arrest a fall.

DC 25 Perception:
You search the chamber and find an old wine cask at the back of the room.... but it's trapped! Tampering with it will cause acid to spray in your face. Will need a Disable Device check to disable.

The doors out to the balcony are also closed.


Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16

Was almost done. Needed to list active buffs note that instead of using the wand to cast Protection from Evil on himself he will cast Magic circle against evil 10' r on himself, which last 90 minmutes

Buffs:

Frostbite on familiar
Barkskin on Nyx
False Life on Nyx
Daylight on crossbow bolt
magic circle against evil

Perception: 1d20 + 19 ⇒ (11) + 19 = 30
That cask there is trapped. Nyx warns.


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Great, shall we creep down the well and see what awaits us down there? duregar Farrar asks, before clambering over the side and making his way down into the pit, unless someone stops him.

If it works I'd recommend Leon, Akku, and Siska get the shell


If you do climb down, it's a DC 20 Climb check and a 40 ft fall down below into darkness. A rope could work here too. Also, please let me know the order which you guys descend.

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Galadhan attempts to disarm the trap…

Disable Device: 1d20 + 20 ⇒ (11) + 20 = 31


Galadhan quickly disarms the trap and opens up a hidden compartment. Inside, he finds 232 gp, 78 pp, two potions of cure serious wounds, and a pearl of power (1st).


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Farrar will drop a rope down into the hole, waving for Leon or someone to go first!

That should lower the DC by a bunch!


Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16

Nyx, being more of a swimmer than a climber will use his fly hex to levitate when it is his turn to descend.


Will still need a Climb check, just in case! I believe it'll bring it down to DC 5. Also, will need to know the order of who is going down first.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Thx Nyx: can you provide spoiler or a link to the Shell of Succor?


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Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16

Sure. I sorta did already above but the full text is: Shell of Succor (Su): The shaman surrounds one touched creature with a ward of succoring energy, granting the target a number of temporary hit points equal to her Wisdom bonus + an additional 1d6 temporary hit points per 2 shaman levels she has (maximum 10d6). These temporary hit points last a number of minutes equal to the shaman’s level.

The target always loses these temporary hit points first, even before other temporary hit points (including those from a kineticist’s force ward defense wild talent). If an attack deals fewer points of damage than the target’s temporary hit points from this shell of succor ability, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. The shaman can use this hex a number of times per day equal to 1 + her Charisma bonus.

So it lasts 9 minutes not, 8. I need to update that in my character sheet.


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Farrar will wait for the more melee heavy party members to descend, but will take his turn when its up.

Climb: 1d20 + 10 ⇒ (11) + 10 = 21


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

The siblings head down first, nodding to Nyx as he taps them on the shoulder with the wand of evil protection!

Climb, H: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19


Female NG outsider (phantom) | HP 68/68 | AC 29 T 15 (19 vs. incorporeal) FF 25 | DR 5/slashing and DR 10/magic | Hateful Aura 10 ft. radius (swift; 4dmg to anyone attacking Siiska or Akku) | CMB +8, CMD 24 | F: +12, R: +14, W: +6 | Init: +4 | Perc: +15, SM: +2; darkvision 60ft. | Speed 30ft | Hatred Focus, Ectoplasmic Form | Active conditions: heroism, mage armor, greater magic fang, pro vs. evil

Climb, H: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Galadhan will go last, covering those that go before him…

Climb: 1d10 + 12 ⇒ (8) + 12 = 20


Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16

Levitate is the plan. Feather Fall can be cast as an immediate. But if suddenly there is a no-mana zone...

Climb: 1d20 - 4 ⇒ (4) - 4 = 0


Leon Climb: 1d20 ⇒ 20

I was going to have something happen when only some of you had gotten down, but it would be a bit messy doing it over PbP.

The Pathfinders make their way down the well, lead by the siblings Siiska and Akku. Unfortunately Nyx struggles with the rope, as he slips off some webbing. But luckily, he quickly thinks and slowly floats down.

Once at the bottom of the well, the Pathfinders can get a clear picture of Ezkurian's true lair. There are several standing lamps which impart a smoky, dim glow to the chamber. Two large cages of iron bars have been built into the north and east wall, both equipped with manacles and the bony remnants of past occupants. The western wall is piled with boxes and barrels of assorted components, reagents, and equipment, while the south wall has a stone table fitted with manacles and the pale form a writhing prisoner - Artis.

Before the Pathfinders can rescue Artis from her demise, something *shatters* behind them! A clay pot seemingly fell from one of the shelves. And several swarms of brown-and-yellow sludge churning in a disgusting communal mass slowly make their way towards you!

Ezkurian the drider is no where in sight! But Artis screams, "He's behind you!"

Initiative:

Akku: 1d20 + 2 ⇒ (14) + 2 = 16
Farrar: 1d20 + 2 ⇒ (20) + 2 = 22
Galadhan: 1d20 + 9 ⇒ (17) + 9 = 26
Leon: 1d20 + 3 ⇒ (7) + 3 = 10
Nyxis: 1d20 + 2 ⇒ (15) + 2 = 17

Ezkurian: 1d20 ⇒ 20
????: 1d20 ⇒ 15

swarms: 1d20 + 3 ⇒ (4) + 3 = 7

Note, you are in the lower right corner of the map. The red X marks Artis. The swarms are tiny size. Ezkurian is not visible (yet). I'll try to remember all your buffs, but if I forget something, please let me know ASAP. Also, please make sure any/all of your buffs are in your header.

----------

[u]Round 1[/u]

Galadhan
Farrar

Ezkurian
????

Nyx (barkskin, false life, magic circle against evil)
Akku (shell of succor - 17 hp)
-Siiska (shell of succor - 17 hp, hateful aura)
Leon (shell of succor - 18 hp)

Swarm
-red
-blue
-yellow

Galadhan and Farrar are up!

Knowledge (religion) to ID the sludge-y swarm.


Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16

One correction, Nyx has used his flight hex to start Levitate, so he never really slipped and, more importantly, He is still levitating and so might avoid the swarm as he can rize3 up before they act.

Knowledge (religion): 1d20 + 10 ⇒ (12) + 10 = 22


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Farrar thinks quickly , dragging his sword from his sheath and quickly intoning a spell before breaking into song, preparing his comrades for the upcoming fight!

Cast: Haste on whole party. INspire Courage +2. AC now 22/13/19


Delaying Galadhan.

Farrar quickly realizes that this is a trap! In his quick thinking, the bard breaks into a song. All of his allies now feel prepared - a bit quicker and more inspired.

Suddenly, the Pathfinders hear a creepy laugh coming from the ceiling. Out of the shadows of a stalagmite 20 feet above skitters out a large drider flanked by two small rope-like creatures.

"Fools. All of you all! Begone with this nonsense."

All of the Pathfinders, plus Artis, feel their head swim as they can't tell right from left, up from down, friend from foe.

Everyone, including Artis, must make a DC 22 Will save per Confusion.

Artis will save: 1d20 + 0 ⇒ (15) + 0 = 15

As Ezkurian casts his spell, one of the rope creatures flies up the well, dodging the webbing as it flies up - it does not make it to the next level.

The other rope creature flies above the Pathfinders, 20 ft above. It unleashes a cone of abrasive filaments! These filaments cut into the skin of all those below.

Everyone now must make a DC 16 Reflex save or take 4d6 ⇒ (6, 2, 1, 5) = 14 slashing damage. If you fail your save, you are entangled as the filaments attach to nearby surfaces causing you to be stuck in place. You can break out using a full-round action Strength check vs DC 16 or deal 10 points of Slashing damage. The strands fall away after 1d4 ⇒ 4 rounds.

Nyx also knows something about the sludge swarm things. They are called an undigested swarm - a type of tiny undead. Don't get them on you, as their acid can eat away at you!

Oops, they should indeed be large sized swarms.

----------

[u]Round 1[/u]

Buffs: Haste and Inspire Courage active.

Actions needed: Everyone must make a DC 22 Will save vs Confusion. Then Everyone must make a DC 16 Reflex save vs abrasive filaments/entanglement. Remember that Nyx has Magic Circle Against Evil which gives you a +2 resistance bonus (if you don't have a resistance bonus yet). Note, Ezkurian is evil but the rope creatures are neutral. Will update HP once the saves are done.

Farrar

Ezkurian (20 ft in air)
Rope creature (20 ft in air)
-red
-pink (-3 hp)

Galadhan
Nyx (barkskin, false life, magic circle against evil)
Akku (shell of succor - 17 hp)
-Siiska (shell of succor - 17 hp, hateful aura)
Leon (shell of succor - 18 hp)

Swarm
-red
-blue
-yellow

Galadhan, Nyx, Akku, and Leon are up!

Knowledge (arcana) to learn more about the rope creatures.


Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16

Will Save: 1d20 + 14 ⇒ (7) + 14 = 21

Reflex Save: 1d20 + 4 ⇒ (15) + 4 = 19

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Will: 1d20 + 7 + 2 + 2 ⇒ (11) + 7 + 2 + 2 = 22
Reflex: 1d10 + 14 + 2 ⇒ (6) + 14 + 2 = 22

Galadhan withstands the confusion, barely, and avoids the entanglement…

I’ll await to see how my companions do on their saves before posting my actions as that might influence who I attack…


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Akku and Siiska are immune to confusion by virtue of pre-existing protection from evil spell and/or being close to Nyxis; Thx for the Inspire Courage Farrar!

Akku Ref DC 16, Pro vs. Evil, Haste: 1d20 + 11 + 2 + 1 ⇒ (14) + 11 + 2 + 1 = 28

...Sister...these weird blobs are undead...spooky-touch them!... asks Akku to Siiska telepathically, referring to his sister's chill touch. He then moves to the south swarm and attacks it.

+2 Silversheen Impervious Shrinking Scythe, H, IC, Haste vs. YELLOW: 1d20 + 12 + 2 + 2 + 1 ⇒ (16) + 12 + 2 + 2 + 1 = 33
magic silver piercing slashing dmg, IC: 2d4 + 15 + 2 ⇒ (4, 3) + 15 + 2 = 24


Female NG outsider (phantom) | HP 68/68 | AC 29 T 15 (19 vs. incorporeal) FF 25 | DR 5/slashing and DR 10/magic | Hateful Aura 10 ft. radius (swift; 4dmg to anyone attacking Siiska or Akku) | CMB +8, CMD 24 | F: +12, R: +14, W: +6 | Init: +4 | Perc: +15, SM: +2; darkvision 60ft. | Speed 30ft | Hatred Focus, Ectoplasmic Form | Active conditions: heroism, mage armor, greater magic fang, pro vs. evil

Siiska Ref DC 16, Pro vs. Evil, Haste: 1d20 + 12 + 2 + 1 ⇒ (7) + 12 + 2 + 1 = 22

Siiska nods to her big brother, moves into position and attacks!

Slam, GMF, H, IC, Haste vs. YELLOW: 1d20 + 12 + 1 + 2 + 2 + 1 ⇒ (2) + 12 + 1 + 2 + 2 + 1 = 20
magic bludgeoning dmg, GMF, IC: 1d10 + 10 + 1 + 2 ⇒ (6) + 10 + 1 + 2 = 19 plus chill touch; 1d6 ⇒ 6 points of damage + creature also takes 1 point of Strength damage unless it makes a successful DC 14 Fort save; An undead creature you touch takes no damage of either sort, but it must make a successful DC 14 Will saving throw or flee as if panicked for 1d4 + 9 ⇒ (2) + 9 = 11 rounds

Hateful Aura 10 ft. radius in effect; causes 3 pts. of dmg to anyone attacking the spiritualist or the phantom.


Akku - Protection of Evil does not work vs Confusion. Check the discussion for a link to the FAQ. You'll still need to do the Will save.


Female NG outsider (phantom) | HP 68/68 | AC 29 T 15 (19 vs. incorporeal) FF 25 | DR 5/slashing and DR 10/magic | Hateful Aura 10 ft. radius (swift; 4dmg to anyone attacking Siiska or Akku) | CMB +8, CMD 24 | F: +12, R: +14, W: +6 | Init: +4 | Perc: +15, SM: +2; darkvision 60ft. | Speed 30ft | Hatred Focus, Ectoplasmic Form | Active conditions: heroism, mage armor, greater magic fang, pro vs. evil

Understood- here we go!

Siiska Will DC 22, Devotion, H, Pro vs. Evil: 1d20 + 2 + 4 + 2 + 2 ⇒ (20) + 2 + 4 + 2 + 2 = 30


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Akku Will DC 22, H, Pro vs. Evil: 1d20 + 13 + 2 + 2 ⇒ (2) + 13 + 2 + 2 = 19
Oops! unimpressive roll... :P gonna use my re-roll on that... I don't really feel like taking cuts off my fellow party members with a two-handed scythe...
GM 4-star reroll: 1d20 + 13 + 2 + 2 + 4 ⇒ (15) + 13 + 2 + 2 + 4 = 36


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Will: 1d20 + 7 ⇒ (7) + 7 = 14
Reflex: 1d20 + 10 ⇒ (8) + 10 = 18

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Seeing swarms, Galadhan draws blunt arrows as he moves back 5’, firing at the yellow swarm first then, if it drops, blue next…

To Hit Mods: BAB+Dex, Magic, Weapon Focus, PBS, Precise Shot, Improved Precise Shot, Point Blank Shot, Favored Enemy, Flurry of Blows, Deadly Aim, Haste, IC
Damage Mods: Magic, Strength, Weapon Specialization, PBS, Favored Enemy, Deadly Aim, IC

Magic Longbow: 1d20 + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 ⇒ (2) + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 = 21
Magic/Bludgeoning Damage: 1d8 + 1 + 2 + 2 + 1 + 2 + 4 + 2 ⇒ (4) + 1 + 2 + 2 + 1 + 2 + 4 + 2 = 18

Magic Longbow (Iterative): 1d20 + 10 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 ⇒ (15) + 10 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 = 29
Magic/Bludgeoning Damage: 1d8 + 1 + 2 + 2 + 1 + 2 + 4 + 2 ⇒ (3) + 1 + 2 + 2 + 1 + 2 + 4 + 2 = 17

Magic Longbow (Flurry of Bows): 1d20 + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 ⇒ (5) + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 = 24
Magic/Bludgeoning Damage: 1d8 + 1 + 2 + 2 + 1 + 2 + 4 + 2 ⇒ (6) + 1 + 2 + 2 + 1 + 2 + 4 + 2 = 20

Magic Longbow (Haste): 1d20 + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 ⇒ (13) + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 = 32
Magic/Bludgeoning Damage: 1d8 + 1 + 2 + 2 + 1 + 2 + 4 + 2 ⇒ (1) + 1 + 2 + 2 + 1 + 2 + 4 + 2 = 15


Both Nyx and Farrar are confused per Confusion. Also waiting on Leon's roll. Will bot both Nyx and Leon by end of day tomorrow.


Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16

Sorry. Did not realize Nyx was up.

Confusion: 1d100 ⇒ 66

Nyx looks confused for a moment and then sees just what is needed. He reverses his trident and stabs himself.

Damage: 1d8 - 1 ⇒ (5) - 1 = 4


Leon Will save vs Confusion: 1d20 + 11 ⇒ (4) + 11 = 15

Leon Reflex save: 1d20 + 9 ⇒ (5) + 9 = 14

Leon Confusion: 1d100 ⇒ 11

Leon moves then strikes red swarm.

+1 Vicious Longsword: 1d20 + 17 ⇒ (17) + 17 = 34
damage: 1d8 + 2d6 + 10 ⇒ (3) + (3, 4) + 10 = 20
self damage: 1d6 ⇒ 2

With luck, the Pathfinders manage to down one of the undigested swarms! It discorporates into a slimy ooze on the floor. But the other two swarms slowly inch their way forward!

The red undigested swarm moves towards Farrar, Leon, and Nyx.

Red swarm damage: 3d6 ⇒ (5, 2, 6) = 13

Similarly, the blue swarm moves towards the siblings Akku and Siiska.

Blue swarm damage: 3d6 ⇒ (2, 6, 2) = 10

The acid stings and clings to the Pathfinder's clothes, potentially singeing everything!

Farar, Leon, Nyx, Siiska, and Akku must make a DC 16 Reflex save or take 2d6 ⇒ (6, 6) = 12 acid damage for 1d4 ⇒ 2 rounds. You can make a new save as a full-round action

--------------

[u]Round 2[/u]

Buffs: Haste and Inspire Courage active.

Actions needed: Farar, Leon, Nyx, Siiska, and Akku must make a Reflex save vs Acid.

Farrar (-20 hp) (confused)

Ezkurian (20 ft in air)
Rope creature (20 ft in air)
-red
-pink (-3 hp)

Galadhan (-7 hp)
Nyx (-24 hp) (confused, barkskin, false life, magic circle against evil)
Akku (shell of succor)
-Siiska (shell of succor, hateful aura)
Leon (-4 hp) (confused, shell of succor)

Swarm
-red (-10 hp)
-blue (-35 hp)
-yellow

Farrar is up!

Knowledge (arcana) to learn more about the rope creatures.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

10 dmg is less than the 17 temp pts. from Shell of Succor so the attack counted as a miss, as per the ability described by Nyx above; wow, very handy thing when going against swarms! so, Shell of Succor went from 17 pts. to 7 pts., and the acid dmg did not happen. Very cool Nyx!


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So everyone took half damage from a successful save from the rope creature's breath attack (7 hp). The acid from the swarms brought you down to 0 temp hp. Which means that the acid happens. So at the start of your turn, do a Reflex save. If you fail, you take 12 acid damage for 2 rounds. You can attempt a new save as a full-round action instead.

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Galadhan has evasion so I don’t think he takes any damage when making his reflex save?


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Reflex: 1d20 + 10 ⇒ (12) + 10 = 22

Confusion: 1d100 ⇒ 33

Farrar dodges out of the way of the damage, but then just babbles incoherently instead of acting - ending his performance.


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Reflex: 1d20 + 10 ⇒ (16) + 10 = 26

Confusion: 1d100 ⇒ 100

Farrar dodges out of the way of the damage, but then just babbles incoherently instead of acting - ending his performance.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil
GM Mauve wrote:
So everyone took half damage from a successful save from the rope creature's breath attack (7 hp). The acid from the swarms brought you down to 0 temp hp. Which means that the acid happens. So at the start of your turn, do a Reflex save. If you fail, you take 12 acid damage for 2 rounds. You can attempt a new save as a full-round action instead.

Thanks for the breakdown GM Mauve: much appreciated! You are like a computer!! :)

Akku Ref, ward against corruption: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29


HP 94/94 Temp 0 | Shadow Smite: 4/4, Lay on Hands 9/9, Pearl of Power I & II | Init: +3 | AC 23, touch 12, flat 21, CMD 27 | Archon's Aura, Effortless Armor, Paladin's Sacrifice, Hero's Defiance, Lesser Restoration

Reflex vs Swarm: 1d20 + 9 ⇒ (10) + 9 = 19


Male Undine shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16

Reflex Save: 1d20 + 7 ⇒ (9) + 7 = 16 Whew. So taking Damage from the swarm my confusion locks on what attacked me and now I attack it until it or I am down. Also I believe it's normal to roll the acid damage again next round instead of keeping max damage. I know you do for multi-round spell effects like Acid Arrow. Also NYX will take 5 damage from anyone down 5 or more and they will heal 5. But from HP totals no one is down except Nyx.


Farrar, in a stupor, just babbles incoherently. Ezkurian laughs as his plan seemingly works!

Suddenly, Nyx and Siiska feel an immediate *woosh* as some sort of barrier is now between them! An invisible wall of pure force in fact. Ezkurian casts Wall of Force as indicated by the yellow line. The wall is only 10 ft high.

The red rope creature hovers on up... and Galadhan watches the rope they used to climb down tumble towards his feet (the creature cut the ladder you guys used).

The other rope creature flies down right next to Galadhan and swings a claw at the archer!

Claw: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d4 + 3 ⇒ (2) + 3 = 5

And all Pathfinders currently in the swarm manage to swiftly brush off any acid that's on their body, preventing any more acid damage.

--------------

[u]Round 2[/u]

Buffs: Haste and Inspire Courage active.

Farrar (-20 hp) (confused)

Ezkurian (20 ft in air)
Rope creature (20 ft in air)
-red
-pink (-3 hp)

Galadhan (-5 hp)
Nyx (-24 hp) (confused, barkskin, false life, magic circle against evil)
Akku (shell of succor)
-Siiska (shell of succor, hateful aura)
Leon (-4 hp) (confused, shell of succor)

Swarm
-red (-10 hp)
-blue (-35 hp)
-yellow

Galadhan, Nyx, Akku, and Leon are up!

Knowledge (arcana) to learn more about the rope creatures.


HP 94/94 Temp 0 | Shadow Smite: 4/4, Lay on Hands 9/9, Pearl of Power I & II | Init: +3 | AC 23, touch 12, flat 21, CMD 27 | Archon's Aura, Effortless Armor, Paladin's Sacrifice, Hero's Defiance, Lesser Restoration

Confusion: 1d100 ⇒ 69

Unable to determine reality from illusion, Leon flails to free himself of swarming creatures and acid that are no longer there.

Self Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Galadhan moves 5’ SE and unloads blunt arrows at the blue swarm…if it drops, he’ll target the pink rope thingy…

To Hit Mods: BAB+Dex, Magic, Weapon Focus, PBS, Precise Shot, Improved Precise Shot, Point Blank Shot, Favored Enemy, Flurry of Blows, Deadly Aim, Haste, IC
Damage Mods: Magic, Strength, Weapon Specialization, PBS, Favored Enemy, Deadly Aim, IC

Magic Longbow: 1d20 + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 ⇒ (2) + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 = 21
Magic/Bludgeoning Damage: 1d8 + 1 + 2 + 2 + 1 + 2 + 4 + 2 ⇒ (7) + 1 + 2 + 2 + 1 + 2 + 4 + 2 = 21

Magic Longbow (Iterative): 1d20 + 10 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 ⇒ (11) + 10 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 = 25
Magic/Bludgeoning Damage: 1d8 + 1 + 2 + 2 + 1 + 2 + 4 + 2 ⇒ (3) + 1 + 2 + 2 + 1 + 2 + 4 + 2 = 17

Magic Longbow (Flurry of Bows): 1d20 + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 ⇒ (7) + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 = 26
Magic/Bludgeoning Damage: 1d8 + 1 + 2 + 2 + 1 + 2 + 4 + 2 ⇒ (6) + 1 + 2 + 2 + 1 + 2 + 4 + 2 = 20

Magic Longbow (Haste): 1d20 + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 ⇒ (6) + 15 + 1 + 1 + 1 + 2 - 2 - 2 + 1 + 2 = 25
Magic/Bludgeoning Damage: 1d8 + 1 + 2 + 2 + 1 + 2 + 4 + 2 ⇒ (2) + 1 + 2 + 2 + 1 + 2 + 4 + 2 = 16

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