GM Wydroe's Run: The Rebel's Ransom (Inactive)

Game Master Wydroe

A rescue mission into the Parched Dunes of Osirion to find missing Pathfinders and complete their exploration task if possible

The Rebel's Ransom


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Sovereign Court

F Vishkanya
bot me:
[dice=Rapier]1d20+15[/dice] [dice=Damage with precision]1d6+15[/dice] [dice=Damage w/o precision]1d6+9[/dice]
charmed life 0/4 Swashbuckler 7|HP 69/69| AC 25 (26 engaged w/ 1 enemy), FF 18, T 17, CMD 21 (23 vs Disarm) | Fort +4 (+10 vs Poison) Ref +10 Will +1 | init +9; Perc +5; SM +3 | Pan. 3/3 ||low light, spd 30 Conditions- 2 str damage

"That sounds good, Philthy. I can stand watch for a while. Fox perhaps you can take some more time working on the inscriptions."

I'm good to rest the night. Would Fox be able to take 20 on the Linguistics check while we wait until morning?

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

If we're stopping then we're fine - I can memorise Comprehend Languages which will have a 1hr duration before we start dungeon-delving again


HP: 61/61, AC 23/23/23, F+5, R+15, W+4, speed 40ft, Perception +10, init +9, Darkvision 60ft, low light vision, scent

Toral knows the language, i believe.

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

Toral is able to read ancient osiriani and translates for the whole group.

“I really don’t know if we should rest here. I’ve had several experiences with crumbling structures or timed openings of certain areas to know that time is of the essence sometimes. I personally would like to continue exploring!“ he says very directly.

@GM: sorry but all holes are filled now with scepters, correct?

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Philthy shrugs, knowing that in four minutes he will be healed.

"Looks like they are supposed to go in order"

"For Shasha, my third wife, who taught me to always seek the best in life."
"For Elea, my delicate desert flower. May the fourth rest forever at my side."
"For Kiranna, my right hand, my fifth, the one who brought order."
"For my beloved Osomi, the last love of my long life"

Grand Lodge

To clarify, the 4 altars around the first chamber have writing and material to match the scepters. Ie sandal wood scepter most likely came from the sandalwood altar and so forth. The altar in the center has holes in its top of certian shapes that only fit one of the narrow ends of the scepters. Once all 4 scepters are in place the doors to the fire pit room opened. Once a scepter is removed from the central altar, the double doors close sealing off the fire pit room. There is a fifth altar of silver on the far side of the fire pit chamber with a silver scepter and more writing. You have not explored the two diagonal passages leading NE and SE.

Are you using a sending scroll to communicate back to hq? I could not tell if you were doing so are askingthe others if you should.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Was waiting on other thoughts and opinions - but yeah will send that message above

Philthy will head to the altar on the far side (either it looks safe enough to jump, or he will just cast levitate and then move along the wall

Once the wand is dealt with, we will take the left path and begin clearing the Dungeon in a clockwise manner

Grand Lodge

Philthy sends his message. caster level check: 1d20 + 6 ⇒ (15) + 6 = 21

He gets back:
"Deeply saddened. Bring bodies back for families. Finish the task mission if possible. We must meet our commitments to the Ruby Prince." "Update with changes."

Grand Lodge

Which direction do you wish to go? What preparations do you make?

Down the NE corridor::

The corridor ends in a small chamber, dominated by an altar at the center. Atop the sandstone altar is a tow of five silver trays, each one larger than the last. Written on one side in Ancient Osiriani is: "The final five combined did not weigh upon me as heavily as the first."

Down the SE corridor::

The short corridor takes a turn, revealing a wall of whirling blades that blocks your path. Built into the wall on the both sides of the corridor are small stone tablets made from marble, each bearing an inscription.
Eastern panel reads in Ancient Osiriani, "The first and worst"
Western panel reads in Ancient Osiriani, "The last of my hopes"


VC - Sydney, Australia

Looks like we're missing a wand somehere? We have 3-6[ooc]
[ooc]Was the wand on the firepit room 1 or 2?

Grand Lodge

You have what you have, 5 specters. You have found no other scepters.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Oops I missed the earlier spoiler :)

"For Iltorian, the blessed second who taught me faith in the gods, but reliance only in oneself."
"For Shasha, my third wife, who taught me to always seek the best in life."
"For Elea, my delicate desert flower. May the fourth rest forever at my side."
"For Kiranna, my right hand, my fifth, the one who brought order."
"For my beloved Osomi, the last love of my long life"

"We need the 'First and worst' it seems, so North East it is"

***

"Five trays of ascending size and a mention of weight"

Philthy will check the altar for any obvious traps, then look at the wands. Does their size and weight correspond to the trays?

Grand Lodge

gm rolls:

P perc: 1d20 + 21 ⇒ (9) + 21 = 30
T perc: 1d20 + 19 ⇒ (3) + 19 = 22

Philthy looks over the altar. There seems to be something suspicious about the altar. The trays have obvious pressure plates under them and there are two knobs, one on either end of the alter, that look like handles, but they have discolored or blacked areas on them like they had been scorched or impacted by energy/heat of some type.

To try to answer your question, the scepters vary in size and weight, but none have a feature or slot that looks like it would belong to a specific tray. Draw your own conclusions. Weight is the only real connection that could be drawn from the altar writing.

What would you like to do? You have descriptions of the scepters in the slides.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Philthy gets to work examining the apparent trap.
Everyone else back out of the room

Then gets to work disabling it.

Disable Device 1d20 + 19 ⇒ (16) + 19 = 35

Grand Lodge

Philthy is able to determine portions of the altar enlay that he thinks will glue as magical runes as the trap goes off. He strikes out one that seems to envolk electric energy. That done he believes the altar trap disarmed.

What do you do now?

Grand Lodge

gm rolls:

W, P, T, F, L: 5d20 ⇒ (2, 11, 14, 7, 3) = 37

The group puts their heads together and expresses their individual opinions on the altar and scepter puzzle.

Philthy and Toral seem fairly sure the scepters are to be put in the trays in ascending weight order to match the size of the trays. Walla and Laiashi seem to believe the trays are for the most valuable in gold weight and not the actual weight of the scepters. Fox expresses his puzzlement and confesses to Philthy that it is beyond him and he is not sure.

I reread my comments above. I did not realize how harsh they sound. I merely meant to see what your characters would infer about how to solve the puzzle. Some people love these things. I as a player rarely catch the meaning. Anyway, if no one wants a crack at trying to place the scepters cold, then I will call for each of you to give me 5x d20 rolls and how you want to evaluate the scepters. I will wait until tomorrow at this time.

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

As much as I like puzzles, I'm always really bad at them in-game.

"Well if they don't work in the obvious way, we'll have to try a different one. I wonder if it has something to do with their gold weight rather than their actual weights."

Do they only fit into the matching-shaped holes, or are the holes big enough to accommodate any staff?

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Actual weight - we might be able to use my Travellers Any-Tool as a set of simple scales to measure one against the other

Gold Weight - I suppose Toral and I can use appraise (+11) or Craft:Jewelry (+12) to check values and estimates?

Actual weight is probably more precise - we can run with that first

Grand Lodge

Philthy manipulates the any tool into a crude set of scales, balance beam type. He then starts weighing the scepters against one another and comes up with an order lightest to heaviest of sandalwood, copper, silver, ebony, and iron or using the altar names, Elea, Shasha, Iltorian, Osomi, and Kiranna.
He then places them on the trays lightest in the small tray and ending with heaviest in the largest tray. There is an audible click and the door on the West side of the altar opens.

Map is updated. Put yourselves in marching order please. I apologize, I just realized I have been using the map as if North were the top of the page. The corridors lead off NW (one you are in) and NE to the blades and plates from the original altar chamber. Sorry for any confusion that may have caused.

Turning the corner, the corridor begins to descend down a flight of stairs, right into a pool of still, black water. On the corridor, wall written in

Ancient Osiriani:
"Let the first rest forever in a dark abyss. Let none speak her name."

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Are we needing to 'wade through water', or are we talking 'needing to go for a swim and a dive'?

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

Toral detects magic in all the rooms they were in just to be sure that they didn’t miss anything.

He also translates.

Grand Lodge

The passage submerges fully into the pool. It looks like once you enter the paassage you will be swimming or walking along the bottom with no real way to get air.

Toral detects no magic.

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

”I am not a really good swimmer and to be honest I think that this underwater tunnel needs proper investigation by all of us. If we sleep here then I can prepare spells to allow us to breathe water and to swim better!“ he says with some insecurity in his voice.

”We can investigate the other side first. And then decide?!“ he asks.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Philthy stares at Toral in disbelief.

"No, we should push on. I’ve heard you have had several experiences with crumbling structures or timed openings of certain areas to know that time is of the essence sometimes. I personally would like you to continue exploring!“ Philthy replies to Toral, very directly.

"The other hallway asked for the First and Worst, and The last of my hopes - so wands 1 and 6, or 'someone' and Osomi. The first lies in the sunken room"

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

Toral nods with a little shame.

”I understand! I just hate water and am a poor swimmer!“ he says bluntly.

”If we go down then stay within 30 ft of myself and I will give you all the luck that Chaldira can give!“ he says while touching his holy symbol.

He starts to fortune hex all his companions and continues to chant all the time to continue the effect!!

All are under the fortune hex while within 30 ft:
HEX (4th - Class feature) - CHANT (Su): A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman’s charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. A shaman cannot select both this hex and the witch’s cackle hex.
• HEX (8th - Class feature) - FORTUNE (Su): The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

He starts casting four spells when everything is prepared to go into the water.

false life to gain temp hp : 1d10 + 8 ⇒ (5) + 8 = 13

Self:
- False life 13 temp hp for 8 hours.
- Resist energy cold on himself for Cold resistance 20 for 80 min.
Group:
- Bless +1 to hit and vs fear
- Magic circle against evil for +2 deflection AC and +2 resistance bonus vs evil.

His daylight spell still illuminates everything and the dwarf is continuously chanting.

Toral then takes his potion of touch of sea in one hand and continues to chant and then takes his air crystal out while chanting and chanting.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Philthy laughs out loud with honest amusement - "No. Why don't we rest up like I suggested earlier. Those dead bodies aren't getting any warmer, and as the dead Pathfinders and their killers have been here for ages already, anything that is time-sensitive has already happened. Let's rest up and tackle this thing fresh"

"Maybe we can rest in the dungeon entrance? Seems safe enough, the camels have survived out there on their own for quite some time without being killed by wandering monsters"

Grand Lodge

I assume Philthy stops Toral before he blows through all his spells. I have two to rest. Fox, Walla and Laiashi, I assume you all are good with resting.

You group makes its way back to the entrance. You set up a watch and eat rest and think about what the water will bring.

I wish this were not a PFS scenario. There may things I would love to throw in here. But one must stick to the 'as written' rules. As it is, there are no time constraints and no consciences for being cautious.

You all awaken refreshed and ready to tackle anything.

Day 17 of desert delving. I assume you head for the water chamber.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

You'd wonder how many time contraints there should be on the leisurely exploration of a spot that had been sitting there for the last thousand years :) and now we've achieved the recovery mission, the rest is gravy

Phil will refresh his 'dungeon delving' buffs per the day before. He will also cast Animal Aspect - Otter before dipping in

Can also give someone Air Bubble off a scroll for 10 rounds

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

Toral wakes up and starts to prepare his divine spells.

–– MEMORIZED SPELLS ––:

• 0 level: Daze, Detect Magic, Guidance, Read Magic
• 1st level: 5 x touch of sea, endure elements, Protection from Evil, Burning Hands, Heaven Spirit: Color Spray
• 2nd level: Barkskin, False Life, Resist Energy, Spiritual Weapon, Spiritual Weapon, Heaven Spirit: Hypnotic pattern
• 3rd level: Magic Circle against Evil, water breathing, Dispel Magic, Heroism (Ancestor mystery), Heroism (Ancestor mystery), Heaven Spirit: daylight
• 4th level: Summon Nature’s Ally IV, Slowing Mud, Restoration, Ice Storm,Spirit: Rainbow Pattern

"I am ready to casts water breathing on us all and also a spell to give us great swim capability!" he says to the team.

Grand Lodge

I take it you will divide the 16 hours you get between 5 or 6 if Bully is coming. Is Bully coming? Animal Aspect of the otter gives a swim speed of 15 ft to Philthy for 6 minutes. Toral, are you casting touch of the sea on everyone? So, 30ft swim speed for 8 minutes for all but Philthy?

What is your marching order? It is a narrow 5' wide passage.

The water is tepid and slightly milky limiting vision to 10 feet, 10 feet to 20ft concealment, and beyond 20 feet total concealment. The watery path leads forward 15 feet North and tees East and West. The right (East) path is blocked by rusty but substantial iron bars. The other (west) leads off into milky darkness.

Once I know how you want to arrange your order and the swim speed of the slowest person assuming you all stay close together, we can advance through some of this.

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

He starts casting spells when everything is prepared to go into the water.

false life to gain temp hp : 1d10 + 8 ⇒ (7) + 8 = 15

Self:
- False life 15 temp hp for 8 hours.
- Resist energy cold on himself for Cold resistance 20 for 80 min.
- Heroism for 80 min
- daylight for 80 min
Group:
- Bless +1 to hit and vs fear
- Magic circle against evil for +2 deflection AC and +2 resistance bonus vs evil.
- 5 x touch of sea for all except of Philthy for 8 minutes
- water breathing divided by 6

"I am not going in first! But whoever wants to lead the way!" the dwarf says.

Sovereign Court

F Vishkanya
bot me:
[dice=Rapier]1d20+15[/dice] [dice=Damage with precision]1d6+15[/dice] [dice=Damage w/o precision]1d6+9[/dice]
charmed life 0/4 Swashbuckler 7|HP 69/69| AC 25 (26 engaged w/ 1 enemy), FF 18, T 17, CMD 21 (23 vs Disarm) | Fort +4 (+10 vs Poison) Ref +10 Will +1 | init +9; Perc +5; SM +3 | Pan. 3/3 ||low light, spd 30 Conditions- 2 str damage

"I'm not much of a swimmer so I'll let someone else lead."

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

"I'll lead then"

Bully can find somewhere outside and keep watch

Marching order set

Grand Lodge

gm roles:
s: 5d20 ⇒ (2, 15, 12, 4, 15) = 48

The group follows the passage, turning left at the first tee, continuing through the passage. You all, with little difficulty, make it through the path leading to an altar in the North end of maze of pillars and portcullises in 5 rounds of swimming. Your path ends at bars to the West and an altar to the North in a small alcove. From the altar top, a rusty rod sticks out. There is one word inscribed on the altar face in Ancient Osiriani.

Ancient Osairiani:
"Irian"

perception: 1d20 + 21 ⇒ (4) + 21 = 25
Philthy is closest to the altar. A quick perception of the rod/altar area reveals that the rod is rusted to the altar and will take some effort but is otherwise safe to remove.

What do you all do? I need a strength check from whomever is going to try to remove the rod.

Map is updated, I have indicated the portcullises with lines to make it clear where they are. Also if you want to move somewhere else, though there really is not much room, you can adjust how you all are arranged.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Philthy moves the rest of the party away (from any potential blast) and ready to move back out of the 'maze', then gives the rod a massive yank.

18 Str = 1d20 + 4 ⇒ (16) + 4 = 20

Flexes in Wizard

Grand Lodge

As Philthy wrenches the rusty rod free, two things happen. There is an eerie underwater screeching as all the rusty bars descend into the floor and new bars spring up in other locations. Second, a concealed door just behind Walla opens and two horridly ugly figure swim out.

GM Roles:

blue, red: 2d20 ⇒ (18, 3) = 21
Philthy init: 1d20 + 6 ⇒ (9) + 6 = 15
Laiashi init: 1d20 + 6 ⇒ (20) + 6 = 26
Toral init: 1d20 + 0 ⇒ (7) + 0 = 7
fox init: 1d20 + 9 ⇒ (5) + 9 = 14
Walla init: 1d20 + 9 ⇒ (2) + 9 = 11

Surprise round 0:
Laiashi [not able to act]
Blue [moves]
Philthy[not aware of threat]
fox[not aware of threat]
Walla[not aware of threat]
Toral [Not Aware of threat]
Red [5'fts out and glares at Walla]

Blue swims out of sight down the center of the maze.

Red emerges and glares with a strange gaze. Walla feels a momentary sense of doom. I need a DC16 Will save from Walla

Do any of your characters have special abilities or such that allow them to act in the surprise round? We can take care of that here if you do.

Note: brown lines are now barred portcullises, the blue lines indicate open areas free for movement.

Round 1
Laiashi Your vision is limited to 20 feet. You are unaware of blue and see Red as a blurry tall ugly woman with greenish blue skin.
Blue
Philthy
Fox
Toral
Walla [will save pending]
Toral
Red

DC15 Knowledge local (once you can see the creatures only):

These are exceptionally powerful Sea Hags. Sea hags have a strength sapping aura. If you are close enough to see them clearly, you will be affected.

Laiashi is up.

Sovereign Court

F Vishkanya
bot me:
[dice=Rapier]1d20+15[/dice] [dice=Damage with precision]1d6+15[/dice] [dice=Damage w/o precision]1d6+9[/dice]
charmed life 0/4 Swashbuckler 7|HP 69/69| AC 25 (26 engaged w/ 1 enemy), FF 18, T 17, CMD 21 (23 vs Disarm) | Fort +4 (+10 vs Poison) Ref +10 Will +1 | init +9; Perc +5; SM +3 | Pan. 3/3 ||low light, spd 30 Conditions- 2 str damage

will save: 1d20 + 1 ⇒ (5) + 1 = 6

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

I can't act in surprise rounds, I just am never flat-footed. Which doesn't apply here.

Laiashi swims to the other side of the nearest portcullis.

Is it possible to attack through the bars?

Grand Lodge

My mistake, that gap should be blue and usable not brown. So yes you can attck the creature.
As Laiashi rounds the corner and looks upon the creature un distorted, she feels the strength sap from her arms and legs at least temporarily.[/ooc]
I need a fortitude save DC16
You are unaffected if you success, or strength damage: 1d6 ⇒ 3 if you fail.

Round 1
Laiashi Your vision is limited to 20 feet. fort save pending.
Blue
Philthy
Fox
Toral
Walla [will save pending]
Toral
Red

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Fort: 1d20 + 4 ⇒ (18) + 4 = 22

Shortsword + bless vs red: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Damage: 1d6 + 5 ⇒ (1) + 5 = 6 +1 fire (Scorching Weapons feat)

Grand Lodge

Laiashi stabs into the hag drawing blood.

Philthy sees a blud hag race towards him and strike out at him with a claw.
claw attack: 1d20 + 10 ⇒ (14) + 10 = 24; damage: 1d6 + 6 ⇒ (6) + 6 = 12

The creature rips into Philthy's side wounding him.

Round 1 [10' to 20' concealment, beyond 20' total concealment.] [blue lines passable, brown lines blocked with bars]
Laiashi
Blue
Philthy -12hp
Fox
Toral
Walla [cursed:Staggered]
Toral
Red -7hp

Philthy sees the creature and now feels his strength waning. Fort save DC16 Pass he is unaffected, fail strength point damage: 1d6 ⇒ 5

Philthy is up with fort save pending.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Fort 1d20 + 10 ⇒ (18) + 10 = 28
Philthy shrugs off the attempt to weaken him.

He then chops back.

Arcane Strike/Silver/Magic/Bless/Underwater
Attack 1d20 + 12 + 1 - 2 ⇒ (6) + 12 + 1 - 2 = 17
Damage 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16 (Halved)

Grand Lodge

1 person marked this as a favorite.

Correction, Philthy would only take 6hp of damage. Claw attacks are only B/S and are not considered piercing. So, a 22 would still hit and only do 6hp of damage to Philthy. I will adjust on my next post.

Grand Lodge

Philthy is unable to damage the blue hag. The axe blow glancing off her.

I will need DC16 fort saves from Toral, Fox and Walla as they are able to see the Red hag clearly. Strength damage is below if you fail.
strength damage Fox if needed: 1d6 ⇒ 4
strength damage Toral if needed: 1d6 ⇒ 6
strength damage Walla if needed: 1d6 ⇒ 2

Round 1 [10' to 20' concealment, beyond 20' total concealment.] [blue lines passable, brown lines blocked with bars]
Laiashi
Blue
Philthy -6hp
Fox
Toral
Walla [cursed:Staggered]
Red -7hp

Fox, Toral, and Walla are up.

The Exchange

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 | HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24 | Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

fort, heroism : 1d20 + 2 + 9 ⇒ (11) + 2 + 9 = 22

fort, heroism : 1d20 + 2 + 9 ⇒ (11) + 2 + 9 = 22

I made two saving throws as I can see both hags.

kn local : 1d20 + 6 ⇒ (7) + 6 = 13

”These are sea hags!!“ the dwarf shouts under water.

Toral tries to slumber hex the creature with blue clothing.

DC 22 Will save or asleep 8 rounds.

”Do not attack a gag if it’s sleeping!!“


HP: 61/61, AC 23/23/23, F+5, R+15, W+4, speed 40ft, Perception +10, init +9, Darkvision 60ft, low light vision, scent

Fort, PFE: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

Toral wrote:
Do not attack a gag if it’s sleeping!!

Except to CDG?

The hideous sight of the strange woman has fox's muscles trembling. Animals know evil....
---------------------------

Does spring attack work if we have a swim speed, thanks to Toral's touch of the sea?

If yes,
Fox swims past Walla towards the ankles of the hag, makes an attempt at biting the hideous woman, to hurry back towards its position near Toral.

Bite vs ff, underfoot flank: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36Dmg, underfoot SA: 1d3 + 11 + 3d6 ⇒ (2) + 11 + (3, 6, 6) = 28

Grand Lodge

I don't see anything that prevents you from using spring attack with a swim speed. You have the movement. Sounds like it works to me. Does the strength lose make you encumbered and loose movement? That is the only way I would see you not being allowed to spring attack.

Fox though weakened swims over to the Red hag and bites her viciously and moves away.

Toral hexes the blue hag.
hex save: 1d20 + 7 ⇒ (18) + 7 = 25
But it seems to shake it off.
Walla is up, but staggered.

Sovereign Court

F Vishkanya
bot me:
[dice=Rapier]1d20+15[/dice] [dice=Damage with precision]1d6+15[/dice] [dice=Damage w/o precision]1d6+9[/dice]
charmed life 0/4 Swashbuckler 7|HP 69/69| AC 25 (26 engaged w/ 1 enemy), FF 18, T 17, CMD 21 (23 vs Disarm) | Fort +4 (+10 vs Poison) Ref +10 Will +1 | init +9; Perc +5; SM +3 | Pan. 3/3 ||low light, spd 30 Conditions- 2 str damage

Fort: 1d20 + 4 ⇒ (1) + 4 = 5

Feeling her strength wane, Walla lunges at the hag. Attack: 1d20 + 15 ⇒ (13) + 15 = 28 Damage: 1d6 + 16 ⇒ (2) + 16 = 18

Grand Lodge

With the lunging thrust, Walla runs the hag through. The Red hag goes limp and slowly drifts away unconscious.

Round 2 [10' to 20' concealment, beyond 20' total concealment.] [blue lines passable, brown lines blocked with bars]
Laiashi
Blue
Philthy -6hp
Fox -4 strength
Toral
Walla [cursed:Staggered, -2 strength]
Red -53hp

Laiashi is up.

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

With one down, Laiashi hurries toward the other but stays just out of reach until the last moment.

Double move.

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