[PFS1E] Betrayal in the Bones (Inactive)

Game Master andreww

RPG Chronicles
Roll20


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"So we push on, and set up the magic house in the cassowary enclosure."

Eadie nods. "Sounds good."

"And based on my experience of the arcane over the course of a failed admission to the Acadamae in Korvosa, I'm suppositoring that we won't need to rest. AmIright?"


The group push on further into the Labyrinth. The corridors remain bleak, horrific and depressing but there are no signs of further enemies. After some time the passages begin to change, gradually the bone walls give way to stone. The passage opens into an enormous cavern with a smooth floor of polished granite and a high ceiling studded with stalactites and limestone draperies.

Deposits of quartz and huge veins of iridescent minerals bathe the cavern in a soft pale-green radiance. The walls of the cavern are lined with hundreds of dwarf-sized burial niches from floor to ceiling. Many of the lower niches are empty, aside from dust, stray bone fragments, and empty funerary wrappings.

The floor is covered with scattered bones, broken armour and assorted other junk. As the group enters the chamber a mass of the detritus rises up into a hideous, animate form and attacks! The dwarves dive for cover, hoping that our heroes can save them.

Your trip through the rest of the Labyrinth takes 3 hours, please reduce your buffs an appropriate amount. The dwarves are not part of this encounter unless you TPK in which case they become lunch. I have moved you to a different map on roll20.

Initiative
Korin: 1d20 + 8 ⇒ (20) + 8 = 28
Yanndu: 1d20 + 4 ⇒ (8) + 4 = 12
Lichaam: 1d20 + 5 ⇒ (3) + 5 = 8
Quenly: 1d20 + 12 ⇒ (13) + 12 = 25
Eadie: 1d20 + 10 ⇒ (3) + 10 = 13
Quidditch: 1d20 + 5 ⇒ (17) + 5 = 22

Monster: 1d20 ⇒ 1

Knowledge Lichaam: 1d20 ⇒ 5
Knowledge Korin: 1d20 + 1d6 + 2 ⇒ (11) + (2) + 2 = 15
Knowledge Yanndu: 1d20 ⇒ 1

I assume people will delay to learn what the hell this thing can be. Lichaam recognises it as a variant form of Warsworn. Such creatures can absorb dying creatures, healing them and preventing resurrection by any form other than wish or miracle if the Warsworn is not destroyed. Korin recognises that it is resistant to damage unless it is both magical and bludgeoning. The party is up, its initiative was miserable. I will resolve your actions in post order but you can specify if you are waiting for something like Haste.

Combat Status:
Round 1
Turn Order

Party
------------------------------------------
Monster

Bold to act.

Combat status

Quenly
Korin
Quidditch
Lichaam
Eadie
Yanndu

Scarab Sages

M Elf Wizard 7 (Scroll Scholar) / Cyphermage 6 / Loremaster 1| HP 88/88 | AC 13 / 12T / 11FF / CMD 18 | Fort +11 / Ref +11 / Will +12 | Init +6 (always act in surprise) | Perception +19, detect scrying

"Don't bunch up!" Lichaam calls. "Warsworn trample, and their attacks drain vitality."

He casts haste on the party before flying up and away.

Haste on all party members and move. Feet now 20' from floor.

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

I witnessed a trampling titan in Treerazor's corrupted realm - we should stay off the ground and out of its reach.

Eadie! Will you stand your ground are do you want to fly?

Quenly can offer you a sleipnir ride now ;)

Alternatively, if Eadie or Korin want to full attack the warsworn right away Quenly can throw them at it.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu nods to Lichaam, activates a fly spell, and scatters.


Arbiter Inevitable Emissary familiar | HP 56/56 | AC 22 T 16 FF 19 | CMB +10, CMD 21 | F +8, R +11, W +8 | Init +3 | Perc +15 | Fly Speed 50ft | Active conditions: Shield Other

Quidditch quickly retreat to Korin's familiar satchal. It's too big for tanglefoot

The Exchange

”Korin” Male LN Half-Elf Bloodrager 1/Investigator 11 | HP 113/113| AC 39 T 15 FF 39 | CMB +23, CMD 33| F +19, R +15, W +17 | Init +8 | Perc +23 | Speed 30ft Air Walk, Fly 60ft (good)| Bloodrage 15/15 Inspiration 17/17

"Don't fight a unprepared battle...unless you're always prepared and ready"
Korin makes a "kitsune" gesture with his hand, thus calls forth the aid of an vulpinal agathion. A red and white ghostly figure appear behind Korin for a fraction of a second, then Korin is no where to be seen. SLA Invisibility from Wraithsoul Recovery boon
Move action study combat the Warsworn, swift action pop out the wand of Shield from wrist sheath.
Stealth: 1d20 - 4 + 40 ⇒ (20) - 4 + 40 = 56


Shadow Conjuration Tiny partly-real semblance of a draconic ally

Lichaam's draconic assistant flies ahead of Lichaam, clings to the ceiling, then scurries off to the north. He clings to the ceiling behind Lichaam. Guarding the wizard's back, naturally.

True, he could have burrowed in, but this was the ossuary itself now. Bit of a mess, but the dwarves apparently had it the way they liked it before Thurl showed up. And he knew he'd get mad if someone started digging through his cave, so... no damaging the ceiling unless necessary.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Trail snacks? Check! Smoked goggles? Check! Hmm, don’t there’s anything I’ve forgotten …

“I’m ready to spiked-punch my ticket to ride, Quenly!”

@GM, I’d prefer Quenly to do all the actions he needs to ready us to fly before Eadie does hers, if that’s OK.

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

Get ready!

Mechanically then, Quenly Delays until Eadie; Eadie Readies an action to Mount once Quenly shapeshifts; Quenly casts a Quickened Shield of Faith then uses Many Forms (Standard), then takes a move action to fly.

As soon as Eadie indicates her readiness, the shadows engulf Quenly once more. When they recede, they reveal a magnificent eight-legged horse.

Climb upon my back Eadie!

Quenly/Sleipnir takes to the air.

Quenly is now Large. I've placed his token in what will be the lower-right corner of his 4 squares, with Eadie adjacent. Quenly has flown 35' straight and 35' up - no Fly check needed.

Eadie will still have a Move action available.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

“Thank-you, Quenly!”

Eadie sheathes her falchion (move) and climbs aboard Air Sleipnir.

“Does anyone know if the Trample Buggy can see invisibility?”

Quenly? Is this thing on? I’ve got the germ of an attack plan in mind, but I first want to see how Ol’ Mate reacts, and if the casters can soften it up.

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

I have an optimal attack range of 25 to 30 feet with my prismatic breath weapon Eadie, but I do not fear engaging at melee distance. Tell me your plan when ready.

Meanwhile Quenly's dragon seeks an elevated position that keeps it within telepathy range of the party but out of the warsworn's potential attack range.


With the exception of Korin the group takes to the air. The creature growls and grumbles loudly, its strange and shifting body sliding in place as a mixture of bodies, broken armour and weapons grind across each other. Strangely it seems to be casting a spell!

Lichaam will auto recognise it as telekinesis.

Eadie feels herself being targeted by a powerful magical force!

Pausing here to see if Eadie wants to use a reroll or not. You do not know if you have passed or failed.

Combat rolls:

Eadie Will: 1d20 ⇒ 6

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie has Improved Iron Will

She will also burn her daily allowance of Lessons of History (Faction Card) for a +5 to her re-roll attempt:
Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (6) (rounded down).

Will: 1d20 + 19 + 5 ⇒ (9) + 19 + 5 = 33


Eadie manages to hold herself together and isn't ripped off the back of Quenly and thrown at a wall!

Combat Status:
Round 2
Turn Order

Party
------------------------------------------
Monster

Bold to act.

Combat status

Quenly
Korin
Quidditch
Lichaam
Eadie
Yanndu

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

Now, Pathfinders - how shall we destroy this abomination? I plan to close on it and unleash my prismatic breath. Eadie, what do you need from me?

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu ascends 45 feet and uses his psychic powers to create duplicate images of himself.

mirror image: 1d4 + 4 ⇒ (4) + 4 = 8

The Exchange

”Korin” Male LN Half-Elf Bloodrager 1/Investigator 11 | HP 113/113| AC 39 T 15 FF 39 | CMB +23, CMD 33| F +19, R +15, W +17 | Init +8 | Perc +23 | Speed 30ft Air Walk, Fly 60ft (good)| Bloodrage 15/15 Inspiration 17/17

If you have See Invisibility or alike:
Korin use the wand of Shield on himself as a standard action and takes out a scroll of Phase Step as a move action, then five-foot step to the side. He's getting himself ready.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Just do your thing, Quenly!

This round I'll work around what you do.

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

I will stay out of its reach - unless it can fly. Or jump really high.

Quenly/Sleipnir trots forwards through the air. Once close enough to the warsworn, Quenly brays - a strange, discordant sound from his equine mouth. But stranger still from the beshadowed shapeshifter, the noise is accompanied by a flashing kaleidoscopic cone of colour that sweeps over the undead.

prismatic spray effect: 1d8 ⇒ 5 Blue ray = Flesh to Stone: DC25 Fort save negates. (Warsworn seems to be composed of lots of flesh and bone, so it could work).

Single move action, Standard to breath weapon. prismatic breath recharge: 1d6 ⇒ 2 rounds. Quenly needs to put the warsworn within 30' breath range but wants to stay out of its reach, so I should think an elevation of 25' would do it.


Regrettably the monster seems entirely unaffected by Quenly's breath weapon as he recalls that undead critters are immune to any fortitude based effects which does not work on objects.

Scarab Sages

M Elf Wizard 7 (Scroll Scholar) / Cyphermage 6 / Loremaster 1| HP 88/88 | AC 13 / 12T / 11FF / CMD 18 | Fort +11 / Ref +11 / Will +12 | Init +6 (always act in surprise) | Perception +19, detect scrying

Hmm. Out of range for chains of light, and getting close enough would make him a good target. Not extraplanar as far as they knew, single target. Most undead were strong-willed, so burst of radiance and glitterdust were less likely to do anything. Wall of ice would cost the warsworn several seconds to destroy, but the lingering could would likely affect Eadie... or possibly Korin, wherever he went to. Wall of fire was a strong contender, but did they really want to drive the warsworn towards themselves?

So, physical defense or magical?

Not knowing what magical tricks the undead still had available, Lichaam prepares the classic "sorcerer's counterspell."

Ready an action to cast magic missile if the warsworn uses another spell or SLA

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Does anyone know if the Warsworn has true seeing/see invisibility or the like?

Quenly, I want to time my next serious attack actions for when Korin is ready to go.

Ideally I’d like to drink an enlarge person potion, immediately 5 ft step off you back, and drop invisibly right beside Old Mate.

If Korin needs another round, I was going drink a potion of fly this time, so that I can act independently of you, AND be able to withdraw into the air if necessary.

Wotcha think?


Reconsidering the immunity to petrification given the text.

Save: 1d20 ⇒ 13

He passes. Waiting for Eadies actions.

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

Korin's familiar is reporting that he is not yet ready for melee. Dismount whenever you wish, Eadie.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Copy.

Eadie draws and drinks a potion of fly.


The group make more preparations and generally keep out of the way of the horrible thing.

Unimpressed, it once again tries to throw Eadie at a wall! Lichaam responds by hurling magic missiles at it but they fail to disrupt its spell!

Pausing here again to see if Eadie wants to do anything about her roll

Combat Rolls:

Magic missile damage: 5d4 + 5 ⇒ (1, 4, 1, 1, 2) + 5 = 14

Concentration: 1d20 ⇒ 16

Eadie Will: 1d20 ⇒ 6

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie feels the Warsworn's pull.

Portfolio Hardcopy re-roll with 3 stars + four-leaf clover: 1d20 + 19 + 3 + 2 ⇒ (8) + 19 + 3 + 2 = 32

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Ah, sorry GM. The 4-leaf clover only gives a +1 bonus in this situation. Its luck bonus doesn't stack with lucky horeshoe.

Result is a 31 Will save.


Eadie manages to hold herself together and not get hurled at a wall! Again!

Combat Status:
Round 3
Turn Order

Party
------------------------------------------
Monster

Bold to act.

Combat status

Quenly
Korin
Quidditch
Lichaam
Eadie
Yanndu

Warsworn 14 damage

The Exchange

”Korin” Male LN Half-Elf Bloodrager 1/Investigator 11 | HP 113/113| AC 39 T 15 FF 39 | CMB +23, CMD 33| F +19, R +15, W +17 | Init +8 | Perc +23 | Speed 30ft Air Walk, Fly 60ft (good)| Bloodrage 15/15 Inspiration 17/17

Korin move alongside the wall while drinking a Strength mutagen. Quidditch will come out and takes the scroll from his hand.

FYI Quidditch will not be invisible

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Yanndu reaches into his subsurface psyche to enable a greater form of invisibility upon himself. He then gets closer to the action, looking for hidden foes and other unfortunate surprises.

greater invis + Perception: 1d20 + 19 ⇒ (17) + 19 = 36


Waiting on the rest of you to act.

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

Eadie? Do you want to maintain distance until Korin is prepared, or do you have another plan?

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

What the heck. I’m gonna do it. What happens then is in Abadar’s Hands.

Quenly, I want to drink a potion of enlarge person, but I don’t want to endanger or hinder you in any way. When I get too heavy, buck me off or I’ll take a soft fall and be ready to fly.

I understand soft fall is a no action ride check, GM

If you wanna get me closer, but NOT within range of the Warsworn's attacks, grand! But I repeat, PLEASE don’t endanger yourself.

Eadie draws a potion of enlarge person. (move)

She then readies an action to consume it just as the Warsworn begins its first action on its turn. (standard)

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

You swallowed a Potion of Fly, didn't you Eadie? As long as its magic holds, you are going to stay in the air wherever you are once you become too big for my back.

I will remain outside the warsworn's reach, and outside of any probable trample path. But allow me to enhance your defence.

Quenly drifts slowly forwards. With an act of pure will he causes the shadows to wash over Eadie - and when the darkness recedes, Eadie is not quite where she was a moment earlier, still mounted, but now to one side and then the next.

flying 5' step, cast Displacement on Eadie. This spell has no Components for Quenly thanks to Deaf Curse and Eschew Materials.

The Exchange

”Korin” Male LN Half-Elf Bloodrager 1/Investigator 11 | HP 113/113| AC 39 T 15 FF 39 | CMB +23, CMD 33| F +19, R +15, W +17 | Init +8 | Perc +23 | Speed 30ft Air Walk, Fly 60ft (good)| Bloodrage 15/15 Inspiration 17/17

Undead are immune to paralysis, are you sure?

Scarab Sages

M Elf Wizard 7 (Scroll Scholar) / Cyphermage 6 / Loremaster 1| HP 88/88 | AC 13 / 12T / 11FF / CMD 18 | Fort +11 / Ref +11 / Will +12 | Init +6 (always act in surprise) | Perception +19, detect scrying

Still casting, then. From the telepathic chatter, it seems like the melee types are ready. Give this a shot, then...

Lichaam starts to fly forwards, before suddenly remembering - undead would simply ignore the chains he was about to summon.

Probably don't need disintegrate yet, single-target prismatic spray always seems like such a waste, either of his remaining wall- spells would interfere with his allies... Summoning could work, but he'd prefer to save that for Thurl, or at least a time when his allies weren't already buffed and ready to go.

Sighing, Lichaam prepares a potentially-debilitating spell and waits for the enemy's action.

If room is at least 35' high, rise to that height. Ready Burst of Radiance for "warsworn takes an action", aimed high enough to not hit allies. DC 22 Reflex
Damage (if Evil): 5d4 ⇒ (1, 1, 1, 2, 1) = 6
Duration (Blind or Dazzled): 1d4 ⇒ 3


The ceiling in the cave is 60' high


The group make further preparations. At this point I realise that I have completely forgotten about its frightful presence.

Tired of trying to use magic the creature instead spits a big ball of scrap at the strange flying monster annoying it! Lichaam engulfs it in magical light but it manages to close its eyes quickly enough to not be blinded.

It spits a ball of scrap at Quenly but he twists away at the last minute and it sails past and hits the wall.

Rolls:

Will saves

1d20 ⇒ 5 Korin
1d20 ⇒ 16 Quidditch
1d20 ⇒ 12 Yanndu
1d20 ⇒ 12 Quenly
1d20 ⇒ 13 Eadie

Lichaam is out of range, I dont really care about quasi real dragon spell effects.

The DC is 28, if you fail you are shaken for 5d6 ⇒ (5, 2, 4, 4, 6) = 21 rounds. Please track your own condition.

BoR, Reflex: 1d20 ⇒ 12

Scrap Ball at Quenly: 1d20 ⇒ 13

Combat Status:
Round 3
Turn Order

Party
------------------------------------------
Monster

Bold to act.

Combat status

Quenly
Korin
Quidditch
Lichaam
Eadie
Yanndu

Warsworn 20, damage, dazzled 1/3


Arbiter Inevitable Emissary familiar | HP 56/56 | AC 22 T 16 FF 19 | CMB +10, CMD 21 | F +8, R +11, W +8 | Init +3 | Perc +15 | Fly Speed 50ft | Active conditions: Shield Other

Quidditch cast Phase Step on Korin to teleport him behind the Warsworn, then fly to Korin.
UMD auto succeed for DC 25
Quidditch is tiny so should be able to pass through this monster. AoO on Quidditch if it wishes.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Sensing an intrusion when the monster's magic begins to oppress his mind, Yanndu brings up a mental shield comprised of a massive amount of random information. The large influx of thoughts immediately occupy all cognitive sections of his brain.

Immediate action to cast Thought Shield I, gaining a +4 circumstance bonus on Will saving throws against mind-affecting effects for 1 round, which brings his Will save to a total of 30 against the frightful presence. As long as this spell lasts, spells and effects that allow a creature to read your thoughts receive no information from Yanndu.

Yanndu then flies down behind Eadie, laying an open hand firmly upon her forehead. Her mind begin to emit a massive amount of psychic energy, bending incoming photons away from her. She disappears immediately.

Move and Standard to cast Greater Invisibility on Eadie.


Korin's Quidditch wrote:

Quidditch cast Phase Step on Korin to teleport him behind the Warsworn, then fly to Korin.

UMD auto succeed for DC 25
Quidditch is tiny so should be able to pass through this monster. AoO on Quidditch if it wishes.

Phase Step works like Dimension Door and therefore I dont think Quidditch can take any further actions after using it.


Arbiter Inevitable Emissary familiar | HP 56/56 | AC 22 T 16 FF 19 | CMB +10, CMD 21 | F +8, R +11, W +8 | Init +3 | Perc +15 | Fly Speed 50ft | Active conditions: Shield Other
GMAndrewW wrote:
Korin's Quidditch wrote:

Quidditch cast Phase Step on Korin to teleport him behind the Warsworn, then fly to Korin.

UMD auto succeed for DC 25
Quidditch is tiny so should be able to pass through this monster. AoO on Quidditch if it wishes.
Phase Step works like Dimension Door and therefore I dont think Quidditch can take any further actions after using it.

You are correct, I totally forgot about that.

Corrected action sequence: Quidditch will move action move 5ft toward the monster that provokes AoO if it has 15ft reach, then ready to cast from the Phase Step scroll when Korin 5ft step into his square


It takes no opportunity attack

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

Quenly takes additional speed from BoF

Yanndu, Eadie already has Displacement up. You can Greater Invisibility her too I suppose but it seems redundant. Quenly wouldn't mind the spell though ;)

Quenly/Sleipnir unleashes his kaleidoscopic breath again, before flying over the warsworn at a safe height.

prismatic spray: 1d8 ⇒ 4 Green = poison. It's definitely immune to that.

Down you go Eadie. Korin's in position, let's take this pile of corpses apart.

Both Eadie and Yanndu's tokens seem to be grouped with Quenly's. Yanddu has inadvertently been moved with Quenly and I don't know where he's supposed to be, sorry.


Quenly here, botting Eadie

Eadie-bot swallows her Potion of Em-Biggening as the warsworn blows chunks at her trusty steed.

Quenly deposits the warrior-woman at her desired range.

I've seen table variation on the timing of Enlarge Person potions - some GMs rule that they take effect immediately, some that it takes 1 round to take effect, and others that the drinker grows over the course of the round. Whilst I personally rule the first way, I'll just say that the intent her is to drop Eadie - whatever size she is - into a flanking position with Korin.

Does Eadie still have a standard action available?

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

If Eadie had displacement up Yanndu would like to redo his turn, with the GM's permission.


Yanndu wrote:
If Eadie had displacement up Yanndu would like to redo his turn, with the GM's permission.

Ys, thats fine.

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