Redelia's Wardens of the Reborn Forge (Inactive)

Game Master Redelia

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Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Arush shrugs, seeing that her allies also do not know how to make the older gug visible before his attack, and shoots at the nearest (pink) young gug.

+4 Seeking Merciful Composite Longbow | Deadly Aim: 1d20 + 17 ⇒ (15) + 17 = 321d8 + 13 + 1d6 ⇒ (2) + 13 + (5) = 20
+4 Seeking Merciful Composite Longbow | Deadly Aim: 1d20 + 17 ⇒ (16) + 17 = 331d8 + 13 + 1d6 ⇒ (4) + 13 + (5) = 22
+4 Seeking Merciful Composite Longbow | Deadly Aim: 1d20 + 12 ⇒ (19) + 12 = 311d8 + 13 + 1d6 ⇒ (5) + 13 + (5) = 23
+4 Seeking Merciful Composite Longbow | Deadly Aim: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 13 + 1d6 ⇒ (2) + 13 + (5) = 20

Ranged attack bonuses near Arush:

- Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

Aura of Care (Su): At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability.


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Fendel is able to see that the large gug did not move after becoming invisible.

Slash does significant damage to the green young gug.

One of Arush's arrows hits the targeted gug.

status:
leader not visible, -21 HP
pink -47 HP
green -54 HP, several negative status from Slash

Rogar is up...

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar casts see invisibility and stares into the room.

"Come out gug!


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Rogar also sees that the leader has not moved.

Yellow and green double move. (Slash, I can't find the text for the conditions bewildered or disoriented; do they have any impact other than the AC drop you listed?)

Green takes 6 bleed damage.

Blue moves and attacks Rogar.

bite: 1d20 + 17 ⇒ (15) + 17 = 32
damage: 1d6 + 7 ⇒ (1) + 7 = 8

Pink moves and attacks Ranulus.
bite: 1d20 + 17 ⇒ (16) + 17 = 33
damage: 1d6 + 7 ⇒ (6) + 7 = 13

Fendel is up.

status:
leader not visible, -21 HP
pink -47 HP
green -60 HP, several negative status from Slash
Rogar -8 HP
Ranalus -13 HP (spell lost???)

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus takes only 3 damage because he has constant DR 10/Cold Iron (unless their attacks count as Cold Iron). It's a pretty nice ability from Feysworn, almost as good as DR 10/-. He is lousy at dealing damage, but he has a few neat tricks and that is one of them.

The giant aberration's claw is barely a scratch.

Concentration DC 10+3+5: 1d20 + 18 ⇒ (6) + 18 = 24
Ranalus smirks and keeps casting.

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 takes a quick step back and snaps off a pair of arrows. Hoping to drop at least one of the gugs, he focuses his attention on the most wounded.

+1 Holy Longbow {DA/PB/Studied Combat/BANE} vs GREEN: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 1d8 + 10 + 2 + 2d6 ⇒ (8) + 10 + 2 + (2, 5) = 27
If Evil, add..: 2d6 ⇒ (1, 6) = 7

+1 Holy Longbow {DA/PB/Studied Combat/BANE} vs GREEN: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d8 + 10 + 2 + 2d6 ⇒ (5) + 10 + 2 + (2, 3) = 22
If Evil, add..: 2d6 ⇒ (2, 5) = 7

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1
GM Redelia wrote:

Rogar also sees that the leader has not moved.

Yellow and green double move. (Slash, I can't find the text for the conditions bewildered or disoriented; do they have any impact other than the AC drop you listed?)

No. You can likely find the conditions under the Rogue class. Lasts for one full round. -2 AC and attack penalty, but -6 to both against Slash.


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Fendel finishes off green.

The leader casts a spell, and the area around most of the party becomes full of a cold, dark, greasy miasma.

Good party members take 5d8 ⇒ (6, 5, 3, 6, 5) = 25 damage (will DC 18 for half damage) and are sickened for 1d4 ⇒ 3 rounds. The will save also can negate sickened.

Neutral party members take half that damage, and will not be sickened.

Slash is out of range.

The rest of the party is up.

Everyone please post your will save at the start of your turn. (Fendel can also post a save now, rather than waiting for your turn)

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"Gaaahhh!!!”
Arcturus cowers as he's hit with the cloying, evil dark energy, but he just feels a tingle of pain for a moment.
Will: 1d20 + 15 ⇒ (20) + 15 = 35
Deathless armor quality absorbs 10 points. So, only 2 pts damage.

He stands and glares in the direction that he heard the creature incant the spell.
"Oh yeah? You ugly piece of..."

"Two can play at that game..."
Arcturus incants a spell, which causes a burst of shimmering holy energy to erupt near the center of the cave.
20' radius burst (blue circle on map) getting Big Red, little pink & yellow. Evil creatures need to make a DC 19 Will save or take:
Holy Smite: 5d8 ⇒ (3, 6, 3, 8, 2) = 22
damage and blinded for 1 round. Save for half & no blindness.
Arcturus then crouches in an attack stance, his glaive pointed towards the yellow gug-child.

BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Arcturus' Magic Circle Against Evil 10' is in effect, as well as his Barkskin, & Eruptive Pustules. Armor Class 34.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Will DC 18: 1d20 + 16 ⇒ (15) + 16 = 31
Ranalus is Neutral, so he takes 6 damage.

Concentration DC 21 (10+6+5): 1d20 + 18 ⇒ (6) + 18 = 24

He finishes his spell. Three shadows appear.
"Kill that one," he says, pointing to the leader.
I assume the leader became visible when it cast the spell?

The gug leader can take AOOs on the shadows as they close, but unless its claws count as magic weapons, it can't affect them. They are AC 15, incorporeal, and have 19 HP.

Shadow #1 Incorporeal Touch: 1d20 + 4 ⇒ (12) + 4 = 16
Str Damage: 1d6 ⇒ 6

Shadow #2: 1d20 + 4 ⇒ (10) + 4 = 14
Str Damage: 1d6 ⇒ 4

Shadow #3: 1d20 + 4 ⇒ (2) + 4 = 6
Str Damage: 1d6 ⇒ 4

So probably 10 Str damage, I would guess, unless it has Mage Armor and/or Shield up. In which case I'd redirect the shadows to the other gugs next round.

Ranalus still gets his own turn... he draws his rapier and stabs at the gug in front of him. Taking the +2's from Blessing of Fervor.

Attack vs Pink, BoF: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Well, he hit it for more damage than it hit him, anyway. That would be a very long duel. His AC is 29.

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 winces involuntarily as the dark energy washes over him.

Will vs DC 18: 1d20 + 10 ⇒ (10) + 10 = 20

6 points off of his False Life.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Will: 1d20 + 14 ⇒ (14) + 14 = 28
Corruption Resistance: The subject takes 5 less points of damage from effects that specifically harm creatures of that alignment. The value of the protection increases to 10 points at 7th level and 15 points at 11th level.

Arush just smiles grimly without taking any damage from the vile magic. Darkness is my territory. I know everything about evil, and therefore I am protected from it.

She walks forward and pulls the bowstring, at the same time whispering a promise to her Goddess to send this creature straight to hell, where it belongs.

move, smite (swift), attack leader

+4 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 21 ⇒ (4) + 21 = 251d8 + 13 + 12 + 1d6 ⇒ (7) + 13 + 12 + (2) = 34

Allies within 10 feet from Arush don't give each other a cover for ranged attacks

Ranged attack bonuses near Arush:

- Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

Aura of Care (Su): At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability.


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Slash? Rogar?

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Maybe "push posts" and/or combat updates between PCs actions will entice others to post?

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Leaving the smaller gugs to the others Slash spring attacks the larger, flanking with a shadow. He adopts the +2s from the BoF as he springs in and attacks. But his movement continues as he springs back out of the room and around the corner.

+1 adamantine greataxe: 1d20 + 18 + 2 + 2 + 2 ⇒ (4) + 18 + 2 + 2 + 2 = 281d12 + 17 + 6d6 ⇒ (9) + 17 + (4, 6, 5, 1, 4, 1) = 47

If that hits he also gets Bleeding Attack: 6 bleed damage/round, Crippling Strike: 2 points of Strength damage, and Double Debilitation: Bewildered (-2 to AC, -6 vs Slash) and Disoriented (-2 to hit, -6 vs Slash) Also Bleed damage might cause a concentration roll to cast? can't recall.


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leader save: 1d20 ⇒ 19 (leader takes 11 damage)
pink save: 1d20 ⇒ 7 (11 damage)
yellow save: 1d20 ⇒ 15 (11 damage)

The gugs don't seem to particularly like Arcturus's return spell, but shake off the worst of the effects.

The leader swipes at the first shadow, but it makes no difference.
Two of the shadows significantly drain his strength. (-10 str)

Ranalus's blade chips away at pink.

Arush's smiting arrow does significant damage to the leader.

Slash also severely wounds the leader.

I really don't like delaying people, but in this case it really seems the best thing to do for Rogar.

leader visible, -112 HP, 12 STR damage, 6 bleed, AC lowered by Slash
pink -62 HP
yellow -11 HP


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Pink full attacks Ranalus.
bite: 1d20 + 15 ⇒ (15) + 15 = 30
claw 1: 1d20 + 15 ⇒ (11) + 15 = 26
claw 2: 1d20 + 15 ⇒ (10) + 15 = 25
claw 3: 1d20 + 15 ⇒ (10) + 15 = 25
claw 4: 1d20 + 15 ⇒ (18) + 15 = 33 (bite and one claw hit)
bite damage: 1d6 + 5 ⇒ (3) + 5 = 8
claw damage: 1d4 + 5 ⇒ (3) + 5 = 8

Blue full attacks Rogar.
bite: 1d20 + 15 ⇒ (6) + 15 = 21
claw 1: 1d20 + 15 ⇒ (16) + 15 = 31
claw 2: 1d20 + 15 ⇒ (13) + 15 = 28
claw 3: 1d20 + 15 ⇒ (19) + 15 = 34
claw 4: 1d20 + 15 ⇒ (11) + 15 = 26 (bite and four claws hit, rend activated)
bite damage: 1d6 + 5 ⇒ (2) + 5 = 7
claw damage: 4d4 + 20 ⇒ (4, 3, 2, 2) + 20 = 31
rend: 1d4 + 8 ⇒ (4) + 8 = 12

Yellow takes a five foot step and full attacks Fendel.
bite: 1d20 + 15 ⇒ (17) + 15 = 32
claw 1: 1d20 + 15 ⇒ (20) + 15 = 35
claw 2: 1d20 + 15 ⇒ (14) + 15 = 29
claw 3: 1d20 + 15 ⇒ (5) + 15 = 20
claw 4: 1d20 + 15 ⇒ (13) + 15 = 28 (bite, three claws, and rend)
bite damage: 1d6 + 5 ⇒ (1) + 5 = 6
claw damage: 3d4 + 15 ⇒ (4, 2, 4) + 15 = 25
rend: 1d4 + 8 ⇒ (2) + 8 = 10


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Fendel and Rogar are up; Rogar needs to save versus the spell first.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus' AC is 27 with Magic Circle vs Evil and he has the Eruptive Pustules going. The gugs that hit Arc take 1d6 acid dmg per hit & need to save against being sickened (DC 15 Fort). Everyone except Slash is in the radius of the Magic Circle/Evil.

Eruptive Pustules:
Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save or be nauseated instead of sickened. This damage can harm a swarm.

Magic Circle Against Evil, 10' from Arcturus:
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area.


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No one attacked Arcturus, so the eruptive pustules do not matter. However, the magic circle will change the AC of several of your companions. The +2 to AC of most of your team does not change the results of any of the attacks.

(If I've missed anything else that might be relevant, please let me know. At this level, the GM can't possibly keep up with everything...)

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

The +2 AC would prevent one of the attacks from hitting Ranalus, but since his DR blocks all of the damage from each hit, it's a moot point.

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

So, for clarification, the yellow gug 5' stepped through the stone? It was in the Northwest corner before, and now it is in the southeast even though there is a wall in the way.

The detective is clearly caught off guard by the gug's speed. Never realized how fast they were. He takes a moment to study how this opponent moves as he takes a step back of his own, then fires an arrow.

+1 Holy Longbow {DA/PB/Studied Combat/BANE} vs YELLOW: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 1d8 + 10 + 2 + 2d6 ⇒ (8) + 10 + 2 + (6, 6) = 32
If Evil, add..: 2d6 ⇒ (1, 2) = 3


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Fendel, CSI: Absalom wrote:

So, for clarification, the yellow gug 5' stepped through the stone? It was in the Northwest corner before, and now it is in the southeast even though there is a wall in the way.

Ah, you are right, the rules do say you can't 5 foot step around a corner. I think that may be applicable here, since the one quadrant is almost entirely full.

The yellow gug instead 5 foot steps across. He still attacks Fendel.


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Ranalus wrote:
The +2 AC would prevent one of the attacks from hitting Ranalus, but since his DR blocks all of the damage from each hit, it's a moot point.

27+2=29, so 26, 25, and 25 do not hit, but 30 and 33 still do... If there is something else like a spell you have cast changing your AC, you should change your header to include it in the AC area as temp AC.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble
GM Redelia wrote:
Ranalus wrote:
The +2 AC would prevent one of the attacks from hitting Ranalus, but since his DR blocks all of the damage from each hit, it's a moot point.
27+2=29, so 26, 25, and 25 do not hit, but 30 and 33 still do... If there is something else like a spell you have cast changing your AC, you should change your header to include it in the AC area as temp AC.

The Blessing of Fervor bonus can change round-to-round so I included my current AC (29 without Magic Circle) at the bottom of my last Gameplay post. If you would rather, I can change my header every round depending on what Fervor bonus I take.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

sorry for the delay holiday weekend was busy

Will: 1d20 + 13 ⇒ (6) + 13 = 19

"Ugh I don't fee so good.." Rogar uses his teleportation domain power to swiftly move out of the way then casts grease under blue then he bleeds more.


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Ranalus wrote:


The Blessing of Fervor bonus can change round-to-round so I included my current AC (29 without Magic Circle) at the bottom of my last Gameplay post. If you would rather, I can change my header every round depending on what Fervor bonus I take.

OK, that is fine to note at the end of your post. I believed that number you listed included the magic circle, because I interpreted your last turn to say you were using the +2 on attacks from Blessing of Fervor. As you said, it doesn't actually change anything this turn, but it's good to still work out the details.


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Fendel's arrow smashes hard into the yellow little gug.

Rogar removes himself from immediate danger.

grease save: 1d20 ⇒ 13
Blue lands prone in the grease.

The gug leader takes damage from bleeding at the beginning of his turn. Angry, he chases down Slash.
bite attack, str damage, status: 1d20 + 17 - 6 - 2 ⇒ (16) + 17 - 6 - 2 = 25
I'm assuming Slash is visible right now, since he's attacked...
bite damage, str damage: 1d8 + 7 - 6 ⇒ (3) + 7 - 6 = 4

leader visible, -118 HP, 12 STR damage, 6 bleed, AC lowered by Slash
pink -62 HP
yellow -46 HP
blue prone, in grease

Ranalus, Arush, Slash, and Arcturus are up.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus's shadows take AOOs on the gug leader as it moves.
It was adjacent to all of them and did not Withdraw, since it attacked.

Incorporeal Touch: 1d20 + 4 ⇒ (3) + 4 = 7
Str Damage: 1d6 ⇒ 1

Incorporeal Touch: 1d20 + 4 ⇒ (3) + 4 = 7
Str Damage: 1d6 ⇒ 2

Incorporeal Touch: 1d20 + 4 ⇒ (20) + 4 = 24
Crit?: 1d20 + 4 ⇒ (18) + 4 = 22
Str Damage: 1d6 ⇒ 3
Crit Str damage: 1d6 ⇒ 5

Then they chase down the gug leader and attack.

Incorporeal Touch: 1d20 + 4 ⇒ (7) + 4 = 11
Str Damage: 1d6 ⇒ 2

Incorporeal Touch: 1d20 + 4 ⇒ (8) + 4 = 12
Str Damage: 1d6 ⇒ 2

Incorporeal Touch: 1d20 + 4 ⇒ (15) + 4 = 19
Str Damage: 1d6 ⇒ 6

I can't edit the map at the moment, but the shadows are incorporeal with a 40' fly speed so can get to the gug leader.

Ranalus attacks his foe, taking the extra attack from Blessing of Fervor (rather than the +2 to hit/AC/Reflex).

Attack vs Pink: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Fervor Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Iterative: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

AC is 29 while within the Magic Circle.


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The gug leader dies from strength damage. He will come back as a shadow in 1d4 ⇒ 2 rounds.

None of Ranalus's attacks are able to connect with pink.

I would like a sanity check from you, team, in discussion as to the gug becoming a shadow.

Arush, Slash, and Arcturus are up.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Whoops! Earlier I misread Ranalus' name for Arcturus'. How I did that, I don't know.

I increased the size of the creatures on the map a bit to better fit in a 5' section of a 10' square. Also, with my eyesight and only using a little phone, they were a bit hard to see.

Arcturus turns and notices Rogar looking ill.
"Are you alright? You look greener than our half-orc companion. We'll take these monstrosities down then get you feeling better."
Arcturus flashes Rogar a wink and a smile.

Arcturus turns to focus on the little yellow gug. He gets a rush of energy from the blessing of fervor and speeds up his attacks. He slashes and jabs wildly with the wicked polearm.
+3 corrosive glaive: 1d20 + 18 ⇒ (13) + 18 = 31
slashing: 1d10 + 14 ⇒ (7) + 14 = 21
acid: 1d6 ⇒ 5
+3 corrosive glaive: 1d20 + 10 ⇒ (1) + 10 = 11
slashing: 1d10 + 14 ⇒ (10) + 14 = 24
acid: 1d6 ⇒ 4
Fervor extra attack:
+3 corrosive glaive: 1d20 + 18 ⇒ (14) + 18 = 32
slashing: 1d10 + 14 ⇒ (1) + 14 = 15
acid: 1d6 ⇒ 1
If Arcturus drops yellow with first or second strike, he'll 5' step to attack pink.

Arcturus lowers his glaive for a moment as he looks over in shock at the shadows tearing into the corpse of the big gug.
"By the gods... is... is that big gug turning incorporeal!?! Oh, no! It's turning into a shadow!!!"
Will sanity check: 1d20 + 15 ⇒ (17) + 15 = 32
Link to Sanity rules.

"Oh, wait... No, it isn't. Phew."
He sighs in relief.
"Must've just been my imagination."
He hoists his glaive back into attack position, gripping the shaft tight.


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By sanity check, I meant the informal sense of discussing the rules about create spawn with me in the discussion thread. It's amazing how well that misunderstanding matched with events, though... :)

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Arush shrugs her shoulders when gug leader falls and immediately turns her attention to another enemy.

VS PINK:

+4 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 21 ⇒ (7) + 21 = 281d8 + 13 + 12 + 1d6 ⇒ (7) + 13 + 12 + (5) = 37
+4 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 21 ⇒ (13) + 21 = 341d8 + 13 + 12 + 1d6 ⇒ (4) + 13 + 12 + (3) = 32
+4 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 16 ⇒ (18) + 16 = 341d8 + 13 + 12 + 1d6 ⇒ (7) + 13 + 12 + (2) = 34
+4 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 11 ⇒ (11) + 11 = 221d8 + 13 + 12 + 1d6 ⇒ (3) + 13 + 12 + (4) = 32

Allies within 10 feet from Arush don't give each other a cover for ranged attacks

Ranged attack bonuses near Arush:

- Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

Aura of Care (Su): At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability.

PS: I see one AoO, im OK with it.


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Two of Arcturus's slashes badly injure yellow

Arush's arrows take down pink and then yellow, with the third injuring blue. The fourth misses.

That is true even if you don't want to use up a third smite target

No AoO because these young gugs lack reach.

only blue left, prone, -34 HP, and in grease. Slash is up.


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Actually, with the leader removed from initiative, Fendel and Rogar are also up.

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 takes a moment to study the remaining gug before launching a single arrow.

+1 Holy Longbow {DA/PB/Studied Combat/BANE/PRONE} vs BLUE: 1d20 + 16 - 4 ⇒ (5) + 16 - 4 = 17
Damage: 1d8 + 10 + 2 + 2d6 ⇒ (7) + 10 + 2 + (4, 5) = 28
If Evil, add..: 2d6 ⇒ (1, 3) = 4

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar casts magic missile at the closest bad guy.

mm: 5d4 + 5 ⇒ (4, 4, 1, 1, 2) + 5 = 17

He tires to shake off knowledge of the Great Old Ones.

Will: 1d20 + 13 ⇒ (18) + 13 = 31


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Slash???

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Using the +30' movement from Blessing of Fervor Slash can spring attack blue. Looks like no one to flank with

+1 adamantine greataxe: 1d20 + 18 + 2 + 2 ⇒ (4) + 18 + 2 + 2 = 261d12 + 17 + 6d6 ⇒ (2) + 17 + (6, 3, 6, 3, 4, 1) = 42

If that hits he also gets Bleeding Attack: 6 bleed damage/round, Crippling Strike: 2 points of Strength damage, and Double Debilitation: Bewildered (-2 to AC, -6 vs Slash) and Disoriented (-2 to hit, -6 vs Slash)


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Slash's assault takes down the final young gug, leaving this area clear.

A careful search of the area and the gug bodies turns up nothing of interest.

pausing for reactions and healing before moving to the next area

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus will dismiss his summoned shadows (as a standard action).
Then he will start providing some healing.
The cleric pulls out his holy symbol.
"The night restores."
Channel 1 of 3: 3d6 ⇒ (4, 6, 6) = 16 Half that, so 8.

He took 9 that fight, so is 1 down. Happy to do more, of course - have a bunch of spell slots to convert to Cures and also a wand of CLW with 19 charges (though it seems silly to use a wand when I have so many spells left as well as Arcturus's more potent Channels).

Spells Remaining:
0 (4): Guidance, Detect Poison, Purify Food and Drink, Light
1 (6+1): Expeditious Retreat (D), Shield of Faith (2), Murderous Command, Liberating Command, Protection from Evil, Divine Favor
2 (6+1): Blindness (D), Resist Energy, Spiritual Weapon, Sound Burst, Silence, Bull's Strength, Lesser Restoration
3 (5+1): Fly (D), Prayer, Bestow Insight, Communal Resist Energy, Magic Vestment (2)
4 (4+1): Shadow Conjuration (D), Blessing of Fervor, Freedom of Movement, Death Ward, Dimensional Anchor
5 (3+1): Summon Monster V (1d3 Shadows) (D), Breath of Life, Plane Shift, Life Bubble
6 (2+1): Teleport (D), Heal, Chains of Light

Who is down how much?

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Unwounded here

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"I think I'm alright."
Arcturus says as he rubs the back of his head.
"I took a small hit with that burst of negative energy. Just a strange tingling sensation and a small headache. It'll go away soon."

Only took 2 hp damage. I'm all good.

"Rogar? How're you feeling?"
He looks over to see the dwarf appears to be in tip-top shape after Ranalus' burst of healing.
"Ahh. You look fine, my friend."

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble
Arcturus of Shelyn wrote:

"Rogar? How're you feeling?"

He looks over to see the dwarf appears to be in tip-top shape after Ranalus' burst of healing.
"Ahh. You look fine, my friend."

I believe that Rogar took 50 damage from Blue (bite, 4 claws, rend) and Fendel took 41 (bite, 3 claws, rend) from Yellow in addition to the Unholy Blight damage they took. I could be mistaken about that.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Totally forgot about the claw/claw/bite damage.

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 takes a few moments to address the wounds. He then drinks an extract.

Three charges of Infernal Healing and then drinks False Life.
False Life: 1d10 + 6 ⇒ (10) + 6 = 16
That tops him off and add 16 temporary hit points.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

As Fendel pulls out his wand, Ranalus says "You really don't have to do that. I am a healer and I am happy to provide healing."

if Fendel accepts Ranalus's healing:
Prayer to CSW: 3d8 + 12 ⇒ (4, 8, 4) + 12 = 28
And can do more if needed.

if Fendel goes ahead and uses his wand:
Ranalus shrugs. "Your choice. I do ask that under no circumstances should you use that wand on me. I would rather die than live through the 'gift' of Asmodeus."
On saying the name of the Archfiend, he turns his head and spits on the ground.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
Ranalus wrote:

Ranalus will dismiss his summoned shadows (as a standard action).

Then he will start providing some healing.
The cleric pulls out his holy symbol.
"The night restores."
[dice=Channel 1 of 3]3d6 Half that, so 8.

He took 9 that fight, so is 1 down. Happy to do more, of course - have a bunch of spell slots to convert to Cures and also a wand of CLW with 19 charges (though it seems silly to use a wand when I have so many spells left as well as Arcturus's more potent Channels).

** spoiler omitted **

Who is down how much?

I'm way down. at like positive 8

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
Arcturus of Shelyn wrote:

Whoops! Earlier I misread Ranalus' name for Arcturus'. How I did that, I don't know.

I increased the size of the creatures on the map a bit to better fit in a 5' section of a 10' square. Also, with my eyesight and only using a little phone, they were a bit hard to see.

Arcturus turns and notices Rogar looking ill.
"Are you alright? You look greener than our half-orc companion. We'll take these monstrosities down then get you feeling better."
Arcturus flashes Rogar a wink and a smile.

"Thanks it was my own damn fault for being in the front." Rogar fishes in his pocket and pulls out two cigars. "Cigar?"

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

After bursts of healing and the group is at rest...

Rogar dwarf wrote:
Rogar fishes in his pocket and pulls out two cigars. "Cigar?"

"Oh! Uhh... Thanks, Rogar."

Having never tried a cigar before, he cautiously takes a puff.
He accidentally inhales the smoke and begins coughing like crazy.
Eyes watering, he hands the cigar back while trying to suppress his uncontrollable coughing.
"Ack! here... take it... Augh. Nope. not for me."
*Hack, hack, cough, cough*

Choking and gagging, Arcturus let's loose a burst of healing energy.
"Let's get us.. *cough*... fixed up..."
Channel positive: 6d6 ⇒ (6, 2, 3, 2, 6, 6) = 25

He grabs the lesser string of prayer beads and casts cure serious on Rogar.
"You... *cough*... took quite a... *hack* beating... back there... *hack, cough*"
cure serious: 3d8 + 5 ⇒ (5, 3, 1) + 5 = 14

Will gladly do more channels/healing to get Rogar & everyone to full hp.

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