EbonFist's #5-10 Where Mammoths Dare Not Tread (Inactive)

Game Master EbonFist

Maps & Slides


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Lions of Katapesh Games I've Played (Session Tracker)

Before the Pathfinder Society’s Master of Swords, Marcos Farabellus, a large map of northern Avistan lies spread across the table. A notched and battered longsword weighs the map down on one side, preventing it from furling closed, while its sheathe does the same on the other side. Farabellus has placed all manner of objects upon the map, each indicating a different landmark or Pathfinder Society resource. Aram Zey, the Master of Spells, frowns as Farabellus places another piece down upon the map.

“This is the lost Sky Citadel Jormurdun, in the very northwestern extreme of what is now the Worldwound,” Farabellus explains, pointing towards a dwarven-minted gold coin, “And this red stone is Nerosyan, Mendev’s capitol city. As you can see, any expedition launched from Nerosyan has to cross the entire demon-infested Worldwound to reach the Sky Citadel. With the recent failure of the wardstones and increased demonic attacks along the border, such a journey would be suicide. It makes more strategic sense to enter the Worldwound from the west—from the Tusk Mountains, home of the Mammoth Lords. It’s a shorter distance and there’d be a whole lot fewer demon armies along the way.”

“Though that may be true, we have no allies or holdings in the Realm of the Mammoth Lords,” Aram Zey interrupts, pushing over a miniature marble elephant, much to Farabellus’ clear annoyance. “However, though we do not intend to forsake our allies in Mendev, the Master of Swords makes a valid point. The Decemvirate has therefore authorized a small reconnaissance mission to the Realm of the Mammoth Lords. We are sending you to scout along the eastern border of the Worldwound, find and secure a suitable location that we could use as a staging ground for our expedition, and ensure the cooperation of the local barbarian tribes.”

Silver Crusade

open | NG male (he/him) human (Varisian) alchemist 14 | AC 27 (T 16, FF 23) | HP 129/129 | P +22, I +4 | F +17 (+19 vs poison), R +18, W +12 | Bombs: 24/24, Fly: 14/14, Clover: 3/3 | Active Conditions: ant haul

Diazepane raises an eyebrow. "When you say 'ensure the cooperation of the local barbarian tribes,' is that 'ensure the cooperation of the local barbarian tribes,' or 'ensure the cooperation of the local barbarian tribes wink wink nod nod'?"


Lions of Katapesh Games I've Played (Session Tracker)

Farabellus' usual jovial demeanor becomes grim. "This is extremely important to the Society and, I can say without exaggeration to the continent. So, the latter."

Zey is quick to jump in. "If necessary, of course. Everything will be easier with more allies than with more enemies."

Dark Archive

Ganzi Bloodrager 5/DD 6 | HP 136/136 (169*) | Resistance (5 Acid, Electricity, Sonic, Fire +10*) DR 5/magic |AC 23 (*22) (32 buffed) |Rage*:16/16 BW 2/2 Quibble 1/1, Spells 1st: 3/3 2nd: 2/2|CMB +13 (15*) (+2 trip), CMD 29 | F: +16/*+19, R: +9, W: +11/*+13 (+2 charm, 1/1 Reroll) |Perc: +6 Dipl +14 DV 60', Blind: 30'| 30ft | Conditions:

"I think this is the first time I have ever been chosen as a scout for anything, masters. Muscle? Absolutely. Dashing good looks? Always. But not scouting."

His sentence finishes as Diazepane offers his observation.

"Oh! Now that makes a lot more sense to me" punctuated with a very embellished wink. "I don't know that I need much more instruction than that- if I am being honest"

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taarik is a massive Ifrit. His hair is blazing and burning so that he almost warms his surroundings.

He has a greatsword and a bardiche on his back, a light flail at his side and a heavy shield on his back.

He wears a fullplate that looks like it has seen battle recently.

Resting on top of his chest, an amulet showing the holy symbol of Irori is visible.

* * *

Taarik is pleased that he is at the Grand Lodge ... such a place of knowledge.

He himself does not understand much about that kind of thing but Irori represents this part of life and he hopes to learn at some point.

"Ehh, I am Taariik. And yes. I think we can manage securing an area but I am a little confused to be honest. I mean I am not ... ehh ... so what is this Worldwound thing and what are these lords or this Sky Citadel? I mean sometimes I think I need like a little booklet ... like a translating booklet thing, you know? So you could provide more details, right? Any other dangers we should know about? I’m new to this tapestry thing a little but this has nothing to do with this carpet, right?" he asks and scratches his head which looks a little dumb.


Lions of Katapesh Games I've Played (Session Tracker)

"You've been chosen specifically because you have muscle. The part of the Realm of the Mammoth Lords you're going to borders directly on the lands infested by the Worldwound. It is incredibly dangerous and a less...muscled group wouldn't stand much of a chance," Farabellus replies to Kal'Ryon.

Zey's eyebrows raise before he responds to Taariik. "The Worldwound is the scar on the planet left when the Abyss broke through into our plane of existence. It is a place rampant with demons and, even where there are no demons where the natural organisms have been corrupted by fiendish forces. Someday we will figure out a way to close that rift.

"However, our current goal is to claim the Sky Citadel of Jormurdun. Sky Citadels were a network of massive fortresses created by dwarves long ago when they reached the surface after the Quest for Sky. Most of them have been lost or abandoned over the years, including this one and we are going to claim it and its lost treasures to aid our efforts.

"The Mammoth Lords are a group of tribes who dominate the land to the west of the Worldwound. They gain their name from the fact that they domesticate mammoths and other megafauna as well as hunting them. They are not to be underestimated or trifled with. Which is why we are officially advising you to go the path of diplomacy and not violence with them."

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taariik tries to scribble all that down but it’s clear that this was a little fast for him.

He obviously mentally skips to the last part.

“Ehh yes! Diplomacy! I can do that!!“ the Ifrit says with a big idiotic Ifrit smile.


DungeonMaster

dotting, just saw the pm, will get character up soon.

Second Seekers (Jadnura)

Male Android Technomancer 11: Speed:50, Init:8, SP:99/99, HP:59/59, RP:9/9, DR:3, 11 Fire Resistance, EAC:26, KAC:30, Fort:6, Ref:7, Will:7, Perc:10, Exceptional vision, electrolocation

Yes, let us close that rift.


VC - Sydney, Australia

/dot

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

A young elven woman with a practical cropped haircut sticks her head in the room for a moment then steps back out into the hall and gives a hushed "pssst!"

She then steps back in, revealing a squires garb in the latest Taldan fashion "Hear ye, hear ye, hear ye"

“All rise and due reverence to Baron Lance Sinclair, the wandering rose of Kyonin, esteemed steward of the Echo Wood"

A handsome half-elven minstrel saunters in, and hands his mandolin to the squire "Thank you Bobbi, I won't be needing this for the next while" he wanders over to the main table, almost ignoring all present as he studies the map and markers carefully. His clothing is all beautifully cut and tailored and the colours highlight his warm coffee skin tone and amber eyes that are reminiscent of a cat as they glint with a promise of mischief and danger. A well made sword hangs at his side, and the belt buckle is the symbol of Shelyn. He looks every part the sort of trouble-making dandy upon the cover of every lady (and some gentlemens) 'scandal book' bodice-ripping romance novel.

He strokes his handsome jaw with his well-manicured fingers in deep thought.

"Aram, Marcos" he begins his deliberations "This is quite an interesting challenge. I look forward to it"

"What is the method of travel?"

"The local tribes, do you know of their motives, interests, and cultural frictions? What about enemies? What is their disposition to the Society?"

"What of this location we are looking for? Are you sending us a surveyor to examine sites or are we to form local contacts and seek their guidance?"

He turns to the rest of the party with a questioning look "Perhaps one in my entourage has such skills? A translator?"


Lions of Katapesh Games I've Played (Session Tracker)

As Lance enters, Aram lowers his head to his hand and somehow manages to shake it at the same time. Marcos, meanwhile has his characteristic bright smile on his face and shakes the newcomer's hand.

Aram begins answering the good Baron's questions.

“I’ll teleport us to a spot just outside of the settlement of Tolguth. Not too close though—these are people easily startled by magic. Once you find a suitable location, simply snap this ceramic disc,” he instructs, placing a palm-sized, intricately carved disk on the table. “It will form a temporary beacon that I can use to create a waypoint for the Hao Jin Tapestry. With the waypoint, we can easily move agents and supplies to the new base camp, but it takes time to set up; don’t think of this as an emergency evacuation device.

Farabellus jumps in for the next question. “It may be warm around Tolguth, but beyond that lies cold and unforgiving tundra. We call it the Realm of the Mammoth Lords for a reason—think giant animals with lots of insulation. That close to the Worldwound, I wouldn’t be surprised to see some evidence of demonic influence, as well.”

“I suggest that you visit Tolguth first. If you can befriend the barbarians there, they should be able to tell you of a few possible locations. I intend to send a number of gifts and trade goods with you to smooth negotiations. Of course, this does require that one of you can at least understand Hallit.” Zey interjects and raises an eyebrow questioningly.

Farabellus joins back in. “The Realm of the Mammoth Lords is a dangerous place, especially that close to the Worldwound. Therefore, any staging ground has to be secure and defensible. Ease of access and availability of local resources is a secondary concern, since we can move a limited number of supplies through the Hao Jin Tapestry.”

"Any other questions?" Zey asks the group as a whole.

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

Lance turns back to his squire "Bobbi, we're off to the hot and cold, see the quartermaster about a Wand of Endure Elements, you wont require coin, my reputation alone commands it" he then turns back to the map.

"We teleport in, identify a base camp for you, negotiate with any local tribes, and smooth the way with your offered gifts. I don't need to speak Hallit - if we are negotiating with anyone of any influence they will either speak the common tongue or have the status and means to have a translator or trader at their disposal. If they are beneath that threshold then they aren't the regional decision maker."

"If the place is that uncivilized then perhaps we can communicate by songs and art - universal languages, or by the sword if they choose instead - and that is also a universally understood form of communication"

Lance waves his hands towards the map as though the mission is practically complete already and smiles in confidence "Time for me to find myself a frozen princess...or prince. I will be ready to leave in a few hours, Flash will need feeding and grooming, and there is armour to be polished up, Bobbi will have her hands full"

Can we gather information? Knowledges?


Lions of Katapesh Games I've Played (Session Tracker)

Indeed! - Knowledge (geography) or Knowledge (local)

DC15:
The Realm of the Mammoth Lords is a savage and untamed wilderness, inhabited by great beasts such as mammoths, herds of bison and aurochs, and the tribes of nomadic Kellid barbarians that hunt them.

DC20:
Despite its remoteness, the Realm of the Mammoth Lords sees many visitors. Raiding orcs from Belkzen to the south, servants of Irrisen’s Witch Queen seeking to expand their borders from the west, traders from Tian Xia brave enough to cross the Crown of the World from the north, and—most dangerous of all—invading demonic forces from the Worldwound to the east. As most of the land’s visitors are hostile, the indigenous Kellids are justifiably cautious around strangers and show a particular dislike for anything demonic or any displays of foreign magic—especially magic that harnesses cold.

DC25:
Tolguth is a surprisingly warm location, warmed by chains of hot springs and volcanic vents that run along deep glacier-carved valleys. Predatory creatures, including dinosaurs said to have crawled up from poorly understood underground caverns, overrun the jungles surrounding Tolguth. Few Kellids travel much farther to the east due to their mammoths’ aversion to the Worldwound. The resulting no-man’s land is called hrungara—the point beyond which the mammoths do not willingly go.

DC30:
Deep beneath Tolguth and the Tusk Mountains lies a primordial world forgotten by time. Known as Deep Tolguth, the vast caverns feature their own subterranean sun and are home to massive dinosaurs and other strange and mighty beasts.

Silver Crusade

open | NG male (he/him) human (Varisian) alchemist 14 | AC 27 (T 16, FF 23) | HP 129/129 | P +22, I +4 | F +17 (+19 vs poison), R +18, W +12 | Bombs: 24/24, Fly: 14/14, Clover: 3/3 | Active Conditions: ant haul

Knowledge (local): 1d20 + 19 ⇒ (12) + 19 = 31

"The Realm of the Mammoth Lords is a savage and untamed wilderness, inhabited by great beasts such as mammoths, herds of bison and aurochs, and the tribes of nomadic Kellid barbarians that hunt them. Despite its remoteness, the Realm of the Mammoth Lords sees many visitors. Raiding orcs from Belkzen to the south, servants of Irrisen’s Witch Queen seeking to expand their borders from the west, traders from Tian Xia brave enough to cross the Crown of the World from the north, and—most dangerous of all—invading demonic forces from the Worldwound to the east. As most of the land’s visitors are hostile, the indigenous Kellids are justifiably cautious around strangers and show a particular dislike for anything demonic or any displays of foreign magic—especially magic that harnesses cold."

Diazepane makes himself a note to stay away from frost bombs.

"Tolguth is a surprisingly warm location, warmed by chains of hot springs and volcanic vents that run along deep glacier-carved valleys. Predatory creatures, including dinosaurs said to have crawled up from poorly understood underground caverns, overrun the jungles surrounding Tolguth. Few Kellids travel much farther to the east due to their mammoths’ aversion to the Worldwound. The resulting no-man’s land is called hrungara—the point beyond which the mammoths do not willingly go. Deep beneath Tolguth and the Tusk Mountains lies a primordial world forgotten by time. Known as Deep Tolguth, the vast caverns feature their own subterranean sun and are home to massive dinosaurs and other strange and mighty beasts."

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

***BEFORE***
Though the well-dressed tiefling was late, he had good reason. Having a tailor complete a new long coat takes time. And in his experience, even the most pressing Pathfinder missive was never an emergency. There was always time. Certainly this time was no exception.

***PRESENT***

With a wry smile, "Dislike for demons you say? Sounds like I can expect another cordial welcome."

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taariik shakes the newcomers hand.

“Ahh, so good meeting you baron! Your reputation precedes you! That is what I’ve heard! I am not a prince, not a king … but I understand that you are also well-versed in diplomacy so I am hopeful that we can be kind and forthcoming with the strangers that we are going to meet so that we all come to a joint agreement!!“ the massive Ifrit says while touching his flaming hair.

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

Lance raises an eye in appreciation at Diazapene's briefing, "A scholar, that will serve us well" and regards Taariik with an appraising-yet-welcoming expression "Yes, diplomacy. Shelyn has blessed me most generously - I have quite the gift for forming lasting relationships and alliances"


Lions of Katapesh Games I've Played (Session Tracker)

Once the group finishes their questions and indicates that they're ready, Zey gives them a bag full of trade goods - five masterwork cold iron bastard swords; 750 gp worth of silver jewelry; 20 pounds of Taldan chocolate; a chest of alchemical remedies including six flasks each of antiplague and antitoxin; three potions of cure moderate wounds; three firefoot fennec pelts; six bottles of fine Chelish wine; and a fur-lined cloak of resistance +2.

He also provides you 1 potion of Tongues and suggests you figure out some way to communicate in Hallit.

He then teleports you to a clearing three miles south of Tolguth with directions to the Kellid settlement. The lands surrounding Tolguth are warm and support vast stands of great tropical plants such as cycads, ferns, and rhododendrons, which form a dense jungle at the bottom of a deep glacier-carved valley. The clearing features a large, round boulder resting in the middle of bubbling hot spring.

He gives you detailed and accurate directions to get to Tolguth.

Despite the incessant heat, humidity, and buzzing of insects, navigating the jungles surrounding Tolguth is relatively easy thanks to the trampled foliage, fallen trees, and footprint-scarred game trails that cut through the dense plant growth. A gray, cloudless sky peers through the lush canopy as a stark reminder of the northern latitude.

A mile and half out of Tolguth, as you make your way down yet another one of the jungle’s many wide paths, three vrocks charge out of the jungle ahead of you, chattering loudly. A massive dinosaur follows just seconds later, obviously angry.

DC10 Perception Check:
There are several spears sticking out of the dinosaur's hide, each bearing colorful pieces of cloth.

Dino vs. Demon:

Init Diazepane: 1d20 + 4 ⇒ (9) + 4 = 13
init Lance: 1d20 + 6 ⇒ (12) + 6 = 18
Init Kal’Ryon: 1d20 + 1 ⇒ (9) + 1 = 10
Init Almaas: 1d20 + 9 ⇒ (17) + 9 = 26
Init Izlin: 1d20 + 5 ⇒ (16) + 5 = 21
Init Dino: 1d20 + 5 ⇒ (2) + 5 = 7
Init Demons: 1d20 + 5 ⇒ (16) + 5 = 21

Round 1 the BOLD may act
You start on the path on the right side of the map on slide 1.
Almaas
Izlin

Demons
Lance
Diazepane
Kal'Ryon
Dino

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taariik moves forward.

Double move.

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

The magus harnesses a fraction of power from his arcane reserves. He concentrates a moment of the feeling of weightlessness before propelling himself into the air with a powerful leap.

With his magus build, he can 'fly' as per the spell for 5 minutes a day. The minutes can be non-consecutive.

Perception: 1d20 + 12 ⇒ (7) + 12 = 19

"I doubt the rocks stabbed the giant reptile with those spears. Probably interrupted some tribal hunt or rite of passage. That might mean more company sooner than later."

Planes vs Vrocks: 1d20 + 12 ⇒ (7) + 12 = 19


Lions of Katapesh Games I've Played (Session Tracker)

DC15 Knowledge (Local) Check:
As Izlin surmises, the wrappings on the spears indicate that they belong to Tolguth warriors.

Izlin:
These are Vrocks. Fairly common demons. They have damage resistance overcome by Good, resistance to acid, cold and fire and immunity to electricity and poison. They can emit a stunning shriek and spores that take root in their victims.

One of the vrocks flies between Taariik and Izlin and releases a cataclysmic shriek.

Another lands close to the ifrit and lashes out at him with a claw.

Claw: 1d20 + 13 ⇒ (14) + 13 = 27
Slashing: 2d6 + 5 ⇒ (2, 4) + 5 = 11

The last flies up out of range of the dinosaur.

Round 1 the BOLD may act
You start on the path on the right side of the map on slide 1.
Taariik -6hp DC21 Fort Save or Stunned for 1 round
Izlin DC21 Fort Save or Stunned for 1 round
Demons
Lance
Diazepane
Kal'Ryon

Dino

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

Lance comes thundering in on Flash towards the yellow feathered foe.

"Away from my companion, dolt!"

Cav challenge. Charge (Wheeling charge) Power Attack
Holy, Silver, Magic
Attack 1d20 + 21 ⇒ (7) + 21 = 28
Damage 3d8 + 81 + 2d6 ⇒ (7, 1, 5) + 81 + (4, 5) = 103

+Mighty Charge (Trip)
Combat maneuver 1d20 + 16 + 4 ⇒ (18) + 16 + 4 = 38 vs CMD or target Prone.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

fort : 1d20 + 19 ⇒ (17) + 19 = 36

Silver Crusade

open | NG male (he/him) human (Varisian) alchemist 14 | AC 27 (T 16, FF 23) | HP 129/129 | P +22, I +4 | F +17 (+19 vs poison), R +18, W +12 | Bombs: 24/24, Fly: 14/14, Clover: 3/3 | Active Conditions: ant haul

Knowledge (local): 1d20 + 19 ⇒ (14) + 19 = 33
Knowledge (planes): 1d20 + 19 ⇒ (11) + 19 = 30

Diazepane also spreads a pair of bee wings, and flies into the sky, dropping a bomb on the closest enemy.

Force Bomb, PBS: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (4, 2, 1, 2, 2, 2) + 8 + 1 = 22 plus DC 23 Reflex vs prone
14 splash force on a miss, DC 23 Reflex for half

Dark Archive

Ganzi Bloodrager 5/DD 6 | HP 136/136 (169*) | Resistance (5 Acid, Electricity, Sonic, Fire +10*) DR 5/magic |AC 23 (*22) (32 buffed) |Rage*:16/16 BW 2/2 Quibble 1/1, Spells 1st: 3/3 2nd: 2/2|CMB +13 (15*) (+2 trip), CMD 29 | F: +16/*+19, R: +9, W: +11/*+13 (+2 charm, 1/1 Reroll) |Perc: +6 Dipl +14 DV 60', Blind: 30'| 30ft | Conditions:

Watching his companions leap into the air, Kal shifts his focus to the remaining creatures on the ground. He side steps toward the yellow Vrck and brings down his blade on the creature.

+1 Adamantine, PA: 1d20 + 15 ⇒ (17) + 15 = 32 Damage, +2 Arcane Strike (Swift): 2d4 + 23 ⇒ (4, 2) + 23 = 29

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

Fort: 1d20 + 15 ⇒ (15) + 15 = 30


Lions of Katapesh Games I've Played (Session Tracker)

Lance proves his worth on his first blow by by skewering the yellowish vrock and knocking it to the ground.

A well placed chop by Kal'Ryon finishes it off.

Diazepane then bombs the other nearby vrock.

Refl: 1d20 + 10 ⇒ (10) + 10 = 20

Diazepane:
These are Vrocks. Fairly common demons. They have damage resistance overcome by Good, resistance to acid, cold and fire and immunity to electricity and poison. They can emit a stunning shriek and spores that take root in their victims.

With the Vrock out of reach, the dino lumbers over to the nearest tasty treat, clearly glad to have something more snackable available.

bite: 1d20 + 20 ⇒ (17) + 20 = 37
Damage: 4d6 + 22 ⇒ (3, 2, 3, 5) + 22 = 35
Grab: 1d20 + 32 ⇒ (15) + 32 = 47

Mmmm...that ifrit is going to be real warm in its tummy...

Round 2 the BOLD may act
Taariik -41hp
Izlin

Demons Yellow Dead, Blue -22
Lance
Diazepane
Kal'Ryon
Dino

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taariik suddenly realizes that charging this beast will provoke as AoO but he still moves forward!

"You are big!! But your power will not scare me!" Taariik says softly.

He invokes the spirits of Irori´s followers that can make him a champion!

Free action to start spirit dance to get the champion spirit +3 to hit/damage/fort saves.

Taariik swings at the creature with a powerful attack!!

Primary Adamantine +1 Greatsword +17 (2d6+20; 19-20/×2) To hit: BAB +7, Enhancement +1, Str +8, champion +3, power attack -2; Damage 2H: Str +7 + Half Str +3 + Enhancement +1, power attack +6, champion +3: 1d20 + 17 ⇒ (9) + 17 = 262d6 + 20 ⇒ (6, 1) + 20 = 27


Lions of Katapesh Games I've Played (Session Tracker)

Ugh...I really slowed this one down. Let's see if we can get it back on track. Taariik, I should have made it clear that the dino grabbed you with it's bite so you are grappled. (and technically I should have moved you adjacent to him.) So...you can try to escape or do anything that doesn't require 2 hands.

I'll give Taariik until tomorrow to revise his action and Izlin to act before pushing us along.

Round 2 the BOLD may act
Taariik -41hp Grappled
Izlin

Demons Yellow Dead, Blue -22
Lance
Diazepane
Kal'Ryon
Dino

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taariik knows that he can’t do much in his situation.

“What did the masters says?!“ and suddenly remembers a forgotten trick!

Spending 3 Ki Points to use shadow clone via forgotten trick:

Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.

Shadow Clone (Su) (Ultimate Combat pg. 15): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.

[Ooc] These are supernatural abilities so no AoO.

mirror images : 1d4 ⇒ 4

Suddenly, Taariik is visible multiple times.

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

Not wanting to waste a spell against the demon, Izlin instead takes a moment to prepare himself to aid Taarik instead. He flies in an arc around the vrock to take a better position against the dinosaur. He then sends a minute amount of occultist energy into his weapon.

Bane Dinosaur


Lions of Katapesh Games I've Played (Session Tracker)

The red demon begins to dance like no on is watching, jerking and twitching in a way that is both rhythmic and graceless.

The blue one draws near Diazepane and releases a visible cloud of spores then tries to slash the alchemist.

Spores: 1d8 ⇒ 4

Claw: 1d20 + 13 ⇒ (13) + 13 = 26
Slashing: 2d6 + 5 ⇒ (5, 2) + 5 = 12

Round 2 the BOLD may act
Taariik -41hp Grappled
Izlin
Demons Yellow Dead, Blue -22, Red Dancing 1
Lance
Diazepane -16hp, infected by spores for 10 rounds.
Kal'Ryon

Dino

Silver Crusade

open | NG male (he/him) human (Varisian) alchemist 14 | AC 27 (T 16, FF 23) | HP 129/129 | P +22, I +4 | F +17 (+19 vs poison), R +18, W +12 | Bombs: 24/24, Fly: 14/14, Clover: 3/3 | Active Conditions: ant haul

Diazepane is 30' in the air. While he doesn't mind taking a few hits, I just wanted to make sure you remembered.

Dark Archive

Ganzi Bloodrager 5/DD 6 | HP 136/136 (169*) | Resistance (5 Acid, Electricity, Sonic, Fire +10*) DR 5/magic |AC 23 (*22) (32 buffed) |Rage*:16/16 BW 2/2 Quibble 1/1, Spells 1st: 3/3 2nd: 2/2|CMB +13 (15*) (+2 trip), CMD 29 | F: +16/*+19, R: +9, W: +11/*+13 (+2 charm, 1/1 Reroll) |Perc: +6 Dipl +14 DV 60', Blind: 30'| 30ft | Conditions:

Kal slides along the south side of the clearing, before stepping back towards the Dinosaur with his chaotic blade. His eyes flash white and the world around him dims slightly- with chance and fate swirling multiple realities around him Rage

+3 Adamantine, PA: 1d20 + 19 ⇒ (12) + 19 = 31 Damage, +2 Arcane Strike (Swift): 2d4 + 28 ⇒ (4, 1) + 28 = 33

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

Lance hopes the thing chewing on his friend will have its mouth full and not be able to bite him as he lines it up for a charge, wheeling away around

Ride by attack, Charge (Wheeling charge) Power Attack
Holy, Silver, Magic
Attack 1d20 + 21 ⇒ (6) + 21 = 27
Damage 3d8 + 48 ⇒ (8, 8, 2) + 48 = 66

+Mighty Charge (Trip)
Combat maneuver 1d20 + 16 + 4 ⇒ (4) + 16 + 4 = 24 vs CMD or target Prone.


Lions of Katapesh Games I've Played (Session Tracker)
Diazepane Ketal wrote:
Diazepane is 30' in the air. While he doesn't mind taking a few hits, I just wanted to make sure you remembered.

Yep. The Vrock was 20' up before (it's the one that released the shriek last round.) So it flew up 10' and over 5'. I might have messed something up but that's well within it's flying speed. The one that was on the ground (yellow) was spitted like a smoked turkey in the first round so it's off the board and the last one is doing the Safety Dance* over the middle of the clearing.

Fortunately for Kal'Ryon and Lance the dinosaur's mouth is full. It waves it's tiny arms at them menacingly but nothing else as they maneuver then tear into it. It's still standing after their assault, however.

Round 2 the BOLD may act
Taariik -41hp Grappled
Izlin
Demons Yellow Dead, Blue -22, Red Dancing 1
Lance
Diazepane -16hp, infected by spores for 10 rounds.
Kal'Ryon
Dino

*It's actually not very safe for anyone...

Silver Crusade

open | NG male (he/him) human (Varisian) alchemist 14 | AC 27 (T 16, FF 23) | HP 129/129 | P +22, I +4 | F +17 (+19 vs poison), R +18, W +12 | Bombs: 24/24, Fly: 14/14, Clover: 3/3 | Active Conditions: ant haul

Diazepane drifts back a little (Step) and throws some bombs.

Force Bomb, RS, PBS: 1d20 + 13 - 2 + 1 ⇒ (2) + 13 - 2 + 1 = 14 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (1, 2, 1, 2, 3, 4) + 8 + 1 = 22 plus DC 23 Reflex vs prone (not sure how that works with fliers)
14 splash force on a miss, DC 23 Reflex for half

Force Bomb, RS, PBS: 1d20 + 13 - 2 + 1 ⇒ (12) + 13 - 2 + 1 = 24 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (2, 3, 4, 2, 2, 3) + 8 + 1 = 25 plus DC 23 Reflex vs prone
14 splash force on a miss, DC 23 Reflex for half

If the first attack hit (TAC <= 14), and it's still up, Diazepane will throw a third bomb. If not, he'll save the bomb.

Force Bomb, iterative, PBS: 1d20 + 8 - 2 + 1 ⇒ (4) + 8 - 2 + 1 = 11 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (3, 2, 4, 4, 3, 1) + 8 + 1 = 26 plus DC 23 Reflex vs prone
14 splash force on a miss, DC 23 Reflex for half

STICKY BOMB: if any of these hit, target will take the splash damage next round (no save, if I read the description correctly).


Lions of Katapesh Games I've Played (Session Tracker)

The Vrock is still able to reach Diazepane as he starts to throw and claws at him while he's vulnerable.

Claw: 1d20 + 13 ⇒ (3) + 13 = 16
Slashing: 2d6 + 5 ⇒ (4, 4) + 5 = 13

But all three of his bombs then hit.

Refl: 1d20 + 10 ⇒ (8) + 10 = 18

Refl: 1d20 + 10 ⇒ (4) + 10 = 14

Refl: 1d20 + 10 ⇒ (18) + 10 = 28

The dino tries to go ahead and gulp down his meal.

Grapple: 1d20 + 32 ⇒ (19) + 32 = 51

Taariik finds himself in the creature's belly.

Round 3 the BOLD may act
The Vrock failed 2 of those Refl saves. I thought there was a rule that if a flying creature was knocked prone it actually fell but I can't find it, now. Anyone else know if that's true or was I making it up?
Taariik -41hp swallowed (AC17 if you're trying to cut yourself out)
Izlin

Demons Yellow Dead, Blue -95, Red Dancing 1
Lance
Diazepane -29hp, infected by spores for 10 rounds.
Kal'Ryon
Dino

Dark Archive

Tiefling Magus 6 | Far Strike Monk 2 | Occultist 1 AC 21 (T:16/ FF:16) | HP: 80/ 80 | Fort +15, Ref +12, Will +9 | Perception: +12 | Initiative: +5 | Reroll 1/1 | CMD: 21 |Resist Cold / Electricity / Fire: 10
Mental Focus:
Transmutation 4/4 {+2 CON} | Abjuration 2/2 {+1 resistances}

"By the gods! It swallowed him!" The tiefling desperately mutters, enhancing his blade with arcing electricity. He then hurls it at the titanic beast.

Magus spell strike to cast Intensified Shocking Grasp on his dagger.

Adamantine Dagger (PBS/Bane/DA): 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage (Startoss/Bane/DA/Shocking Grasp): 1d4 + 12 + 2d6 + 8d6 ⇒ (1) + 12 + (3, 1) + (1, 1, 2, 4, 6, 6, 3, 1) = 41

CONFIRM: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Damage (no bane): 1d4 + 12 + 8d6 ⇒ (2) + 12 + (1, 6, 5, 1, 4, 5, 4, 5) = 45

Sovereign Court

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| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taariik suddenly realizes that this is really the creature’s digestive system!

"Arghhh!" Taariik says softly.

He continues to invoke the spirits of Irori´s followers that can make him a champion and activates his boots of speed.

Free action to use boots of speed and continue spirit dance to get the champion spirit +3 to hit/damage/fort saves.

Taariik swings at the inside of the creature with a powerful attack combination!!

Primary Adamantine +1 Greatsword +18 (2d6+20; 19-20/×2) To hit: Haste +1, BAB +7, Enhancement +1, Str +8, champion +3, power attack -2; Damage 2H: Str +7 + Half Str +3 + Enhancement +1, power attack +6, champion +3: 1d20 + 18 ⇒ (10) + 18 = 282d6 + 20 ⇒ (3, 4) + 20 = 27
~
Champion sudden attack: 1d20 + 18 ⇒ (4) + 18 = 222d6 + 20 ⇒ (6, 2) + 20 = 28
~
Haste attack: 1d20 + 18 ⇒ (2) + 18 = 202d6 + 20 ⇒ (3, 4) + 20 = 27
~
Iterative attack: 1d20 - 5 + 18 ⇒ (20) - 5 + 18 = 332d6 + 20 ⇒ (1, 2) + 20 = 23
iterative Crit confirm: 1d20 - 5 + 18 ⇒ (20) - 5 + 18 = 332d6 + 20 ⇒ (3, 4) + 20 = 27


Lions of Katapesh Games I've Played (Session Tracker)

Izlin flash fries the dino, and Taariik finds himself slashing it open from the inside, sideways as it collapses.

The Red vrock is a dance, dance, dance, dance, dance, dance, dancing machine.

The blue one makes a full out assault on Diazepane even as the spores in his skin sprout sickeningly long vines.

claw: 1d20 + 13 ⇒ (17) + 13 = 30
Slashing: 2d6 + 5 ⇒ (4, 2) + 5 = 11

claw: 1d20 + 13 ⇒ (15) + 13 = 28
Slashing: 2d6 + 5 ⇒ (2, 5) + 5 = 12

bite: 1d20 + 13 ⇒ (20) + 13 = 33
Physical: 1d8 + 5 ⇒ (2) + 5 = 7

bite (crit?): 1d20 + 13 ⇒ (11) + 13 = 24
Physical: 1d8 + 5 ⇒ (5) + 5 = 10

Talon: 1d20 + 13 ⇒ (12) + 13 = 25
Slashing: 1d6 + 5 ⇒ (2) + 5 = 7

Talon: 1d20 + 13 ⇒ (5) + 13 = 18
Slashing: 1d6 + 5 ⇒ (4) + 5 = 9

Spores: 1d4 ⇒ 1

Round 3/4 the BOLD may act
Taariik -41hp swallowed
Izlin

Demons Yellow Dead, Blue -95, Red Dancing 2
Lance
Diazepane -60hp, infected by spores for 9 rounds.
Kal'Ryon

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

Lance stows his lance and draws his bow.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taariik is holding his breath and after all the slashing he feels how the body of the dinosaur fall sideways… which means that it takes him to the ground as well with all the intestines and dead flesh around him.

“Arghhh!!!“ the Ifrit shouts again and starts to crawl out of the dinosaur carcass.

Silver Crusade

open | NG male (he/him) human (Varisian) alchemist 14 | AC 27 (T 16, FF 23) | HP 129/129 | P +22, I +4 | F +17 (+19 vs poison), R +18, W +12 | Bombs: 24/24, Fly: 14/14, Clover: 3/3 | Active Conditions: ant haul

Michael Sayre answered the question about prone fliers.

---

Diazepane drifts back and launches another volley.

Force Bomb, RS, PBS: 1d20 + 13 - 2 + 1 ⇒ (12) + 13 - 2 + 1 = 24 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (4, 1, 1, 3, 3, 2) + 8 + 1 = 23 plus DC 23 Reflex vs prone
14 splash force on a miss, DC 23 Reflex for half

Force Bomb, RS, PBS: 1d20 + 13 - 2 + 1 ⇒ (2) + 13 - 2 + 1 = 14 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (4, 1, 3, 1, 2, 2) + 8 + 1 = 22 plus DC 23 Reflex vs prone
14 splash force on a miss, DC 23 Reflex for half

Force Bomb, iterative, PBS: 1d20 + 8 - 2 + 1 ⇒ (20) + 8 - 2 + 1 = 27 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (1, 3, 3, 3, 4, 3) + 8 + 1 = 26 plus DC 23 Reflex vs prone
14 splash force on a miss, DC 23 Reflex for half

Crit?: 1d20 + 8 - 2 + 1 ⇒ (13) + 8 - 2 + 1 = 20 vs touch
Additional Force Damage: 1d4 + 8 + 1 ⇒ (3) + 8 + 1 = 12


Lions of Katapesh Games I've Played (Session Tracker)

Lance prepares for ranged combat.

Taariik performs his own caesarian birth on the dino corpse.

Diazepane's first bomb eliminates the demon that's been harassing him, sending it spiraling to crash on the ground.

Round 3/4 the BOLD may act
Taariik -41hp
Izlin

Demons Yellow, Blue Dead, Red Dancing 2
Lance
Diazepane -60hp, infected by spores for 9 rounds. (Can redirect last 2 bombs)
Kal'Ryon

Silver Crusade

open | NG male (he/him) human (Varisian) alchemist 14 | AC 27 (T 16, FF 23) | HP 129/129 | P +22, I +4 | F +17 (+19 vs poison), R +18, W +12 | Bombs: 24/24, Fly: 14/14, Clover: 3/3 | Active Conditions: ant haul

Once the vrock goes down, Diazepane would have redirected the second bomb to Red. That's the 3rd range increment, so no PBS, and -4 on top of that, it'd be 9 to hit touch AC. Given the penalties, he would not have thrown the third bomb (the crit).


Lions of Katapesh Games I've Played (Session Tracker)

Diazepane tosses his second bomb at the dancer but misses.

Refl: 1d20 + 10 ⇒ (20) + 10 = 30

It still explodes near enough to do some damage, but its contortions prevent the worst of the damage.

Round 3/4 the BOLD may act
Taariik -41hp
Izlin

Demons Yellow, Blue Dead, Red -7HP Dancing 2
Lance
Diazepane -60hp, infected by spores for 9 rounds.
Kal'Ryon

Dark Archive

Ganzi Bloodrager 5/DD 6 | HP 136/136 (169*) | Resistance (5 Acid, Electricity, Sonic, Fire +10*) DR 5/magic |AC 23 (*22) (32 buffed) |Rage*:16/16 BW 2/2 Quibble 1/1, Spells 1st: 3/3 2nd: 2/2|CMB +13 (15*) (+2 trip), CMD 29 | F: +16/*+19, R: +9, W: +11/*+13 (+2 charm, 1/1 Reroll) |Perc: +6 Dipl +14 DV 60', Blind: 30'| 30ft | Conditions:

Looking about, Kal finds no targets for his brute strength- despite the length of his weapon. He moves slightly towards the red vrock, and holds his blade at the ready to swipe.

Readied action

Readied attack:

+1 Adamantine, PA: 1d20 + 15 ⇒ (7) + 15 = 22 Damage, +2 Arcane Strike (Swift): 2d4 + 23 ⇒ (2, 1) + 23 = 26

Silver Crusade

open | NG male (he/him) human (Varisian) alchemist 14 | AC 27 (T 16, FF 23) | HP 129/129 | P +22, I +4 | F +17 (+19 vs poison), R +18, W +12 | Bombs: 24/24, Fly: 14/14, Clover: 3/3 | Active Conditions: ant haul

Can Diazepane identify the nature of the spores using a Knowledge check? He has remove disease and remove curse, but isn't sure what would be most appropriate.

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