Jade Regent, the Unexpected Journey

Game Master karlprosek

Loot List
Known NPCs

In Game Date: Sunday, 12 Arodus 4724
Current Location: Kalsgard | Combat Map: Asvig's Farmhouse


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Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

Let's go ahead and roll. It should be helpful to the DM.


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

Everyone still here?


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Attack:
[dice=+1 Longsword , Flank, ST, PA]d20+8+2+1-2[/dice] [dice=+1 Longsword, Sneak Attack, ST, PA]d8+d6+5+1+6[/dice]
Slayer 4; Init +4; 47/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

I am here.


Active Spells/Effects:
Bloodhound (4 hrs), Barkskin (40 mins), Blend (40 mins)
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18 (20)/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 0/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

here


Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 2 | 28/31 HP | AC 15 T 13 FF 12 | Fort +4 Ref +6 Will +2 | Initiative +3 | Perception +10 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1

Here


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

So we have at least four players, but maybe (hopefully not!) lost our DM. Shall we all roll initiative and roll our readied actions for the surprise round?

We're so close to finishing this castle! (I think...I hope.)


Male Human (Tian-Shu) HP 17/30|AC 15/14/12|F +6 R+6 W+4| Int +2|Perc +9

Still here.


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

It looks like GM Wulfson hasn't posted to any of the four games he's running in 12 days and he didn't say anything about a vacation in any of them. I hope he's ok. I thought he was doing a great job.

If we don't hear anything tomorrow (later today) I will post another ad looking for a GM. I also can open the pdf and run the final encounter for you guys if necessary. Zaraleva could just do the healing.


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

I will run the Pazuzu encounter. Please roll your initiative (if you haven't already) and your readied standard action for when Z opens the door. Remember that you will be silenced until Byron fires.


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Attack:
[dice=+1 Longsword , Flank, ST, PA]d20+8+2+1-2[/dice] [dice=+1 Longsword, Sneak Attack, ST, PA]d8+d6+5+1+6[/dice]
Slayer 4; Init +4; 47/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

Thanks!


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

Ok, I found the AP deep in my hard drive and spoilered all of the secrets of Brinewall. <sigh> The monster of Pazuzu is unaware of the silenced party until the door opens and the first round of readied attacks go off, so it is flat-footed until its initiative of the first (non-surprise) round.

So let's get this slaughter started. May you all roll many confirmed crits.


Male Human (Tian-Shu) HP 17/30|AC 15/14/12|F +6 R+6 W+4| Int +2|Perc +9

Let's go this!


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

Surprise round results and turn order coming tonight.


M NG half-elf arcanist 2 / sorcerer 1 | HP 22/22 | AC 13+4* T 13+4* FF 10+4* | CMB -1 CMD 12 | F +3* R +2* W +3*** | init +8 Per +6* SM +0 | abilities AB: 7/7 AR: 3/7 D: 7/7 R: fire 5 | spells A1: 4/4 S1: 3/4 | effects/conditions coin shot 1/3 30m, mage armor 3h, resistance 1m

Any chance Winsome can move closer before his attack, so that he is within the first range increment? I don't see a map anywhere.

Also, since unholy blight has verbal components, I'm guessing it isn't actually a spell but a spell-like ability? There goes that plan. :)

Also also, I feel like coin shot coins should be considered magic for the purposes of damage reduction, since they do extra damage based on Winsome's caster level.


I kept using the last map that Wulf put up. There's a drop-off before you could move any closer and we all went in a surprise round, so we only got one action anyway.

You are 100% correct that it's a spell-like.

Sorry, but I don't read coin shot that way. Here's a copy & paste.

Silver coins deal 1d6 points of damage and count as silver for the purpose of overcoming damage reduction. Gold coins deal 1d8 points of damage and count as masterwork weapons. Platinum coins deal 1d10 points of damage, count as masterwork weapons, and are treated as adamantine weapons for the purposes of overcoming damage reduction and bypassing hardness.


M NG half-elf arcanist 2 / sorcerer 1 | HP 22/22 | AC 13+4* T 13+4* FF 10+4* | CMB -1 CMD 12 | F +3* R +2* W +3*** | init +8 Per +6* SM +0 | abilities AB: 7/7 AR: 3/7 D: 7/7 R: fire 5 | spells A1: 4/4 S1: 3/4 | effects/conditions coin shot 1/3 30m, mage armor 3h, resistance 1m
Phantom Genius wrote:

Sorry, but I don't read coin shot that way. Here's a copy & paste.

Silver coins deal 1d6 points of damage and count as silver for the purpose of overcoming damage reduction. Gold coins deal 1d8 points of damage and count as masterwork weapons. Platinum coins deal 1d10 points of damage, count as masterwork weapons, and are treated as adamantine weapons for the purposes of overcoming damage reduction and bypassing hardness.

You left off the last sentence!

"All coin bullets deal an additional 1 point of damage per 2 caster levels (to a maximum of an extra 10 points of damage at 20th level)."

Isn't that additional damage magic damage?


I just don't see it...masterwork weapons that do magical damage? The two points do count toward the total and push your first attack from 5 to 7, which is significant. :)

[edit] Wait, you only added one point, but you're third level...


Active Spells/Effects:
Bloodhound (4 hrs), Barkskin (40 mins), Blend (40 mins)
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18 (20)/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 0/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Yeah if it counted as magic damage it would say so. The logic that it's magical damage would make practically any damage from a spell count as magic for the purposes of DR which very much isn;t the case. Besides, this is one of the few spells that actually lays out what DR it overcomes, coin by coin.

If it meant to overcome DR/Magic it would definitely say so.


M NG half-elf arcanist 2 / sorcerer 1 | HP 22/22 | AC 13+4* T 13+4* FF 10+4* | CMB -1 CMD 12 | F +3* R +2* W +3*** | init +8 Per +6* SM +0 | abilities AB: 7/7 AR: 3/7 D: 7/7 R: fire 5 | spells A1: 4/4 S1: 3/4 | effects/conditions coin shot 1/3 30m, mage armor 3h, resistance 1m

Are there any other spells that specifically say they bypass DR/magic? Or that say they don't bypass DR/magic? I don't think it's weird to assume that all magic is magic.


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Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Attack:
[dice=+1 Longsword , Flank, ST, PA]d20+8+2+1-2[/dice] [dice=+1 Longsword, Sneak Attack, ST, PA]d8+d6+5+1+6[/dice]
Slayer 4; Init +4; 47/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

There are spells, like Magic Stone, Magic Weapon and Greater Magic Weapon, that specifically turn the Ammo into magical ammo. There are other spells, like Icicle Dagger, that start off creating a MW dagger that does +1 Cold damage and as it becomes more powerful it gains a +1 enhancement instead which would handle the DR/Magic issue.


Active Spells/Effects:
Bloodhound (4 hrs), Barkskin (40 mins), Blend (40 mins)
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18 (20)/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 0/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

If it were meant to bypass DR/Magic it would say so in the spell text.

"Damage Reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment."


Byron, you are ok with the fact that firing an arrow will provoke a tentacle Attack of Opportunity? (Maybe you're taking one for the team?)


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Attack:
[dice=+1 Longsword , Flank, ST, PA]d20+8+2+1-2[/dice] [dice=+1 Longsword, Sneak Attack, ST, PA]d8+d6+5+1+6[/dice]
Slayer 4; Init +4; 47/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

To be honest, I am not sure where the map is so I did not think he was close enough to attack me. If he is threatening multiple PC's and we cannot all 5 ft step back to get out of range I will take the AoO. If we can all step back, I would.


https://app.roll20.net/editor/

Hmmm...will that work? It's the Roll20 page that Michael L. started. Jade Regent: With a Single Step.

I mentioned in the Gameplay that his tentacles were within reach of everyone but Adrian.


Your turn, Mr. Briskalberd.


M NG half-elf arcanist 2 / sorcerer 1 | HP 22/22 | AC 13+4* T 13+4* FF 10+4* | CMB -1 CMD 12 | F +3* R +2* W +3*** | init +8 Per +6* SM +0 | abilities AB: 7/7 AR: 3/7 D: 7/7 R: fire 5 | spells A1: 4/4 S1: 3/4 | effects/conditions coin shot 1/3 30m, mage armor 3h, resistance 1m

I'm confused. Last turn, Winsome wasn't close enough to throw a coin, so I cast magic missile, which did nothing for some reason. Was it countered? Magic resistance? Something else? Winsome's really good at Spellcraft, so wouldn't he at least get a roll to figure out why?

Then the creature "cast a spell that Winsome can't Spellcraft." Why not? Is Winsome blinded or something?

Then it moved, presumably as a move action, but I can't tell from the map where it came from or where it is now. It seems like it is in the middle of us, but no one got attacks of opportunity.

Then it touched Kelda, an attack-- does it have two standards in a turn, or was the spell quickened somehow?

I'm having a really hard time following this combat, and it's taking too much of my limited gaming time to figure out what's going on.

So I guess Winsome is passing.


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It did nothing due to SR or immunity to Magic Missile.
Winsome and Zaraleva both rolled Spellcraft and both failed.

It cast a touch spell, then moved up to within 10' (tentacle reach) above Kelda to touch her. That's normal for a touch spell. (You probably knew that.) No one in the party had a reach weapon out at the time, so no one got an AoO.

Go ahead and take your turn and then I'll post for Z and K.


Active Spells/Effects:
Bloodhound (4 hrs), Barkskin (40 mins), Blend (40 mins)
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18 (20)/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 0/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

It's not that it was too far to throw a coin...he was too far for it to be a touch attack.


Your turn, Winsome.


I guess someone should take Winsome's turn. Whoever reads this first?


Lyr and Win's turn, then Zaraleva and the EE.


Lyr and Win's turn, then Zaraleva and the EE. (For the new round)


Active Spells/Effects:
Bloodhound (4 hrs), Barkskin (40 mins), Blend (40 mins)
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18 (20)/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 0/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Sorry, was out of town for a couple of days.


No problem, Lyraesel.

It's been a month since we've heard from Winsome. I'm not sure what more we can do with the explanations and the maps. We may have to move him to NPC caravan member until we hear from him again.


Active Spells/Effects:
Bloodhound (4 hrs), Barkskin (40 mins), Blend (40 mins)
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18 (20)/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 0/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Yup. Pretty sure his "and it's taking too much of my limited gaming time to figure out what's going on." was his exit statement.


Are we all good with the five players we have left? No need to recruit, right? (I asked the elemental to join us, but it says it can't.)

After this fight, Winsome will go back to the caravan to craft items for us. :p


Active Spells/Effects:
Bloodhound (4 hrs), Barkskin (40 mins), Blend (40 mins)
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18 (20)/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 0/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Works for me.


Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 2 | 28/31 HP | AC 15 T 13 FF 12 | Fort +4 Ref +6 Will +2 | Initiative +3 | Perception +10 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1

Suits me!


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Attack:
[dice=+1 Longsword , Flank, ST, PA]d20+8+2+1-2[/dice] [dice=+1 Longsword, Sneak Attack, ST, PA]d8+d6+5+1+6[/dice]
Slayer 4; Init +4; 47/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

I think we are fine without a recruitment.


Male Human (Tian-Shu) HP 17/30|AC 15/14/12|F +6 R+6 W+4| Int +2|Perc +9

That's fine by me.

Continuing without recruitment, not whiffing both attacks...


Active Spells/Effects:
Bloodhound (4 hrs), Barkskin (40 mins), Blend (40 mins)
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18 (20)/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 0/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

The creature retreating into the air without releasing Aiko would require a successful Drag maneuver

If it doesn't have Improved Drag, Aiko would get an AoO against it.


This is true. Additionally, even if it did have Improved Drag, it would only be able to move 5 feet, plus an additional 5 feet for every 5 points it beats Aiko's CMD. If the creature is trying to do its' best to put distance between it and the party, the smartest tactical maneuver would be to let go of Aiko and full withdraw, as opposed to risk the AoO from her and hope it beats her CMD by 30 or something.


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Attack:
[dice=+1 Longsword , Flank, ST, PA]d20+8+2+1-2[/dice] [dice=+1 Longsword, Sneak Attack, ST, PA]d8+d6+5+1+6[/dice]
Slayer 4; Init +4; 47/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

In Pathfinder, to maintain a grapple it has to actively spend it's standard action to make and succeed at a grapple check. It can then opt for one of the many options while grapping.

If it does not do that, the grapple automatically ends and it could just float away as normal. Although it would provoke if it moved away and took any other actions.


Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 2 | 28/31 HP | AC 15 T 13 FF 12 | Fort +4 Ref +6 Will +2 | Initiative +3 | Perception +10 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1

This monster is so absurd, and our rolls so bad, that I'm about to throw in the towel and just say "We can no longer progress this adventure."


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

Stay strong Aiko. Our luck will turn and the monster is below 1/4 of its hp. Then the investigation part of the dungeon can resume.


Active Spells/Effects:
Bloodhound (4 hrs), Barkskin (40 mins), Blend (40 mins)
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18 (20)/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 0/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Definitely feels that way. It's immune to almost everything seemingly, and has motion options most 3rd level characters can't deal with well.


Maybe Byron could try the +2 Outsider bane arrows instead?
Winsome's arcane bolts are force damage, so they get through the DR and SR.


Active Spells/Effects:
Bloodhound (4 hrs), Barkskin (40 mins), Blend (40 mins)
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18 (20)/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 0/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Pretty sure Winsome bailed over a month ago. If you want I'll Make an NPC post for him to try to expedite getting this cursed battle over with.


Sure. I rolled (a die on my desk) for him last round, but you can do so this round. He has a few more arcane bolts.


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Attack:
[dice=+1 Longsword , Flank, ST, PA]d20+8+2+1-2[/dice] [dice=+1 Longsword, Sneak Attack, ST, PA]d8+d6+5+1+6[/dice]
Slayer 4; Init +4; 47/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

Byron thinks its not an evil outsider. But he ran out of flaming arrows to shoot at it, so now we will see if it is in fact an Evil Outsider. If it is, then this might explode it.

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