Pathfinder 2-23 Shadow's Last Stand - Part I: At Shadow's Door GameDay XII (Inactive)

Game Master DoubleGold

Map is up
Rpg chornicles


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DungeonMaster

a +1 vicious bastard sword
+1 mithral short sword Wasn't sure, thought it would be easy enough to identify Mithral or even Adamantine in Pathfinder. If you play Runescape, minerals are color coded. Blue=Mithral, Green=Adamantine.

If you want to go into room 3 I need a disable device check as the doors are locked, otherwise pick another room for now if you wish.

Also
Mission Notes: Taldor faction PCs should be interested in the rose window. Unfortunately, the shattered window must be reconstructed to copy the code, which requires a DC 20 Perception check or a DC 15 Knowledge (history or religion) check. The message is written on the stainedglassimage of the Starstone. PCs can copy the script (or the entire window) to complete their mission, earning Taldor faction PCs 1 Prestige Award

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

@DoubleGold - My character can easily (automatically) make either of those checks but faction missions are no longer used in PFS.

"Well, can anyone deal with the lock to this room?"

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Hmm, one second, there seems to be something hidden in this window, let's see if I can figure this out...

Marcus Takes 10 for 20 on Perception

Even if there is no mechanical effect to the faction mission, this son of Taldor appreciates the flavour!

Eh, a door you say? Kicking it in or going through a window are all I've got.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Question about the map. It says "balcony level". Is the party clustered around door, or are these windows or something else?

And can we see from the 'walkways' on either side down into area 3? Or are there walls?


DungeonMaster

You cannot see area 3. It is walled off. I really had to look at the scenario again and again, the scenario can't/won't make sense if area 5 wasn't walled off from area 3. It requires reading the whole scenario and reading in between the lines, but you can only get to area three from the front door of area 5.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Roger, thanks! Just wanted to check, as I was thinking of trying to swashbuckler my way down on a rope if that was possible. :)


DungeonMaster

So where is everyone headed? You have room 6, 7, 8 right and 8 left, and 3 that you can go to directly from here.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

My preference would be Area 3, but looks like we have no disable device or Knock, so...

Well, best not dilly dally, since they know we're here! To area 7 I go...

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

"I used to have pet hamsters named Dilly and Dally!" says Jilla as she follows Marcus.

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor nods moving with the others towards area 7.

@DoubleGold - Are any of the doors, walls or floor made completely of stone? I am just wondering if my Earth Elemental can try to glide in and open the door to area 3.


DungeonMaster

Yeah, the Earth elemental can open the door from the other side, but one room at a time is probably best.

Room 7
At the center of this twenty-foot-square room stand eight stout glass receptacles filled with fluids ranging from clear liquid to green jelly. Warty, fleshy blobs, resembling tiny humanoids, float inside each one. In one tube, a large black eye blinks up and down repeatedly, while in others a creature’s arms wave frantically and a strangely pretty doll-faced creature floats calmly.Heavy wooden benches ring the room, overflowing with alembics, beakers, ovens, tubes, and alchemical equipment of all sorts. Stout doors stand along the room’s western and northern walls, and a narrow staircase leads upward along the north wall.

A homunculus approaches you and tries to communicate with you, but can't speak. Linguistics or sense motive dc 20. And a dc 20 diplomacy check as well to accurately communicate with them.

Silver Crusade

half-orc cleric of Shelyn 4 | HP 10/31 | AC 16, T 10, FF 16 | F: +6 R: +3, W: +9 | Perc +4 | Init +4

whoever makes these checks, please take a use of guidance or bit of luck, your choice.

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor is able to translate the gestures of the homunculus for the rest of the party.

20 on a take 10 for Linguistics.

@Marcus - Your character should be able to automatically succeed on a Diplomacy check with a take 10.

@Garsita - Your help is appreciated but not needed for these rolls. :)


DungeonMaster

They tell you about an attack, the homunculi tell the you all of the
air elemental, though they do not know where it is now. They also know that a humanoid with a wicked spiked chain led the attack. Most importantly, they report that their master has remained unconscious since the attack and was taken through the north door.
When you ask about contacting Telfyr telepathically learn that his unconsciousness has so far prevented any communication.
Under no circumstances will the homunculi accompany you all elsewhere in the cathedral.

7B contains valuable tomes
7C is Telfyr’s home including both his office (a small marble table and a
bookcase filled with tomes detailing the creation of homunculi and other constructs) and, hidden behind several tapestries depicting Aroden and Iomedae, his richly appointed bedchamber. The neatly made bed lies beside a nightstand stacked with several well-thumbed volumes of the Pathfinder Chronicles, with bookmarks flagging some of the more titillating passages.

perception 15:
Book of the Dreaming Devils—actually a pamphlet—in the tower archives.

craft alchemy 20 or disable device, followed by another craft alchemy 10:
incubating blobs bears a striking resemblance to Paracountess Zarta Dralneen, albeit with dozens of extra warts. Provided the complex network of tubes and fragile containers are at least partlyintact, extracting the blob. It is a faction mission, but fun todo. You also recover some fluid from the homunculus incubators
Nothing else of interest in room 7, Where to now?

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Willard flips through the Pathfinder Chronicles noting what seemed interesting to Telfyr, Huh, this is certainly something... he says, putting the book down.

Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Oh, hey this pamphlet, Book of the Dreaming Devils, is in the tower archives. Very interesting! he tucks the pamphlet into his satchel for later.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

I say! Good names, but shame they aren't here now, so they could squeeze under the door and let us in. Or is that mice... Marcus responds to Jilla, as they head to area 7.

Oh! Good show, Igor, glad you have figured out what they are saying. Now, what is the charade for "is there a secret entry way to the big room"? As requested, I will take 10 on Diplo

Righty then. Onwards? My first thought is for the Earth Elemental unlocking Area 3 for us, but I'll happily follow if anyone else wants to head somewhere else.

Silver Crusade

half-orc cleric of Shelyn 4 | HP 10/31 | AC 16, T 10, FF 16 | F: +6 R: +3, W: +9 | Perc +4 | Init +4

Garsita follows the others.

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor plays the alchemy mini-game safely extracting some fluid and a strange looking blob.

21 Craft-Alchemy on a take 10 for both checks.

"Alright. It is time to go to the locked room. Tiny Pebble can open it from the inside."


DungeonMaster

You enter room 3, line yourselves up behind the blue line. I will describe the room and something else will happen.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Ready, with musket out and loaded.


DungeonMaster

The Cathedral of Aroden’s former congregation hall fills an enormous, high-ceilinged open space, with the rectangular nave opening into a large circular chamber beneath the building’s grand dome.
Along the dome’s ceiling, a fresco depicts Aroden’s apotheosis
and his famed battle with the wizard-king Tar Baphon on the Isle of Terror. Although intricate, the fresco’s crumbling perimeter and fading colors betray the lack of recent maintenance. A narrow wooden balcony, lined by a finely carved balustrade, encircles the dome’s base and the cathedral’s nave. The balusters depict men following several different professions, while fine calligraphy graces the top railing.Forty feet below, an enormous altar—itself the size of a small building—stands stoutly below the dome’s apex. The cathedral’s nave stretches out to the south. Soft blue light streams into the enormous space through dozens of meticulously decorated stained-glass windows lining the nave. They illuminate trophies of all sorts—from weapons to wands—hung from the hall’s many columns.
Signs of last night’s gala and the massacre that interrupted it are obvious: freshly painted sunburst decorations, tables swathed in fine cloth covered with spoiled food, a portable stage standing empty but bloodstained, and corpses littering the floor below.

init: 1d20 + 13 ⇒ (9) + 13 = 22 air elemental
Roll init. And Perception

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Perception: 1d20 + 3 ⇒ (3) + 3 = 6
INitiative: 1d20 + 5 ⇒ (20) + 5 = 25

Silver Crusade

half-orc cleric of Shelyn 4 | HP 10/31 | AC 16, T 10, FF 16 | F: +6 R: +3, W: +9 | Perc +4 | Init +4

initiative: 1d20 + 4 ⇒ (10) + 4 = 14
perception: 1d20 + 4 ⇒ (14) + 4 = 18

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Initiative: 1d20 + 7 ⇒ (5) + 7 = 12

Perception + Inspired 1d20 + 8 ⇒ (19) + 8 = 27 or 1d20 + 8 ⇒ (17) + 8 = 25 27 it is

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Initiative: 1d20 + 10 ⇒ (15) + 10 = 25
Perception: 1d20 + 22 ⇒ (6) + 22 = 28


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

(Tiny Pebble acts on his master's initiative as he is a familiar)

Perception: 1d20 + 9 ⇒ (17) + 9 = 26

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Perception: 1d20 + 8 ⇒ (7) + 8 = 15 Extra +2 to listen-based Perception.


DungeonMaster

Igor, there is an air elemental in front of you about to attack the party. What shall you do? Also, you spot a 2nd one hiding underneath the altar.

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor speaks Auran so he can try to communicate with them. Can this be tried here perhaps with a readied action in case they decide to pounce?


DungeonMaster

Yes, Igor, but they are hostile, keep in mind the dc is 25+cha modifier. For them to let you explore the room, you have to get them to indifferent so another dc of 20+cha to go from unfriendly indifferent.. Unfriendly, they won't attack you, but if you try to explore they will go back to hostile. They are neutral aligned, so yes. Someone else can roll diplomacy if they have it high enough and you be their translator as I see you don't have diplomacy. Marcus has a +12..

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

If Igor indicates an opening to parlay with something, Marcus will carefully lowers his musket, and gesture for the rest of the party to adopt a non-threatening posture hopefully aiding his diplomacy.

Marcus will summon up his most impressive mustache twirl activate timelost chronicler boon for a +1 morale, straighten his broach faction pin for a flat +1 and hopefully get an encouraging pat on the back bit of luck from Garista.

Igor, perhaps you could let them know that we have no interest in their activities, be they on behalf of Hshurha or otherwise. We are concerned with politics on this plane, and are pleased to let them be if they will let us be.

Diplomacy 1d20 + 12 + 1 + 1 ⇒ (2) + 12 + 1 + 1 = 16 Plus aids, if applicable if I have a bit of luck 1d20 + 12 + 1 + 1 ⇒ (8) + 12 + 1 + 1 = 22 plus aids, if applicable

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Jilla stands on her tippy toes and looks around before whispering to Marcus. "Um, who are you talking to?"

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor decides that swaying the air elementals will be far too difficult. He casts Haste on the party and retreats to a position of safety.

Haste is up on the party


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

Tiny Pebble is always up for a rumble but knows that he is ineffectual against flying opponents. He moves back with his master.

(Double Move)


DungeonMaster

They go, one moves up to Jilla slam: 1d20 + 16 ⇒ (10) + 16 = 26 dmg: 1d8 + 6 ⇒ (8) + 6 = 14 blunt damage
The other one moves up and uses whirlwind Jilla, Marcas and Garista reflex dc 20 or be lifted 60 feet in the air.

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

@DoubleGold - Everyone now has +1 on their reflex saves due to Haste. In regards to the whirlwind ability the characters should make two reflex saves. The first save is to avoid taking damage (as per a slam attack). The second save is to avoid being caught up in the whirlwind itself. This is a powerful ability that I have used (and abused) with my Druid characters. :)

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Jilla manages to whirl away just in time to avoid the whirlwind. "Okay you big meanies! People say you can't punch air, but watch this!"

Doing a flurry of blows vs the elemental to the right side of the screen.

Jilla Reflex (w/ haste): 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28

Attack # 1: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d4 + 1 ⇒ (3) + 1 = 4
Attack # 2: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Haste is up so everyone should get an extra attack (even on a flurry of blows) and get +1 on their attack rolls. :)

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

I say, suddenly a bit blustery in here, wot?

Reflex No. 1 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Reflex No. 2 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22

Let's see, just a little to the right...

5' step so I can target a square of the top air elemental without cover or melee

Righty-o, three rounds rapid

1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 vs touch AC

BOOM!

1d12 + 5 ⇒ (9) + 5 = 14 (if it hits)

clink

Musketmaster + Rapid Reload + Alchemical Cartridge

1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 vs touch AC

BOOM!

1d12 + 5 ⇒ (3) + 5 = 8 (if it hits)

clink

Musketmaster + Rapid Reload + Alchemical Cartridge

1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13 vs touch AC

BOOM!

1d12 + 5 ⇒ (9) + 5 = 14 (if it hits)

clink

BALLY EXPENSIVE THIS ADVENTURING, INNIT?


DungeonMaster

Jilla forgot the other reflex save reflex: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Marcus took damage dmg: 1d8 + 6 ⇒ (4) + 6 = 10
Marcus hits them once, but they have dr, so only 9 damage Their flatfooted ac is actually a lot lower than their touch ac. Surprising.
Igor and Willard are up

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

At least they aren't electricity elementals... then it would be shocking! :)

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor moves just outside the doorway (of 7a). He catches a glimpse of the elemental adjacent to Marcus. He completes a simple incantation and three missiles fly directly at it.

Magic Missile, Intense Spell: 3d4 + 3 + 3 ⇒ (1, 2, 4) + 3 + 3 = 13

Haste is still in effect.


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

Tiny Pebble retreats further into the room knowing that he will be of no help in this combat.

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Willard draws a wand, pointing it at the elemental and two bolts of energy fly out at it...

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


DungeonMaster

Igor and Willard hit them. 28 damage on that one.
Jilla, marcus and Garista another 2 reflex saves each, dc 20 as it does it's special
The other one does a slam hit: 1d20 + 16 ⇒ (3) + 16 = 19 but it misses you Marcus.
It then moves away Aoo from Marcus and Jilla
All heroes are up

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Jilla dodges the creature's whirlwind attack and gives it a kick for good measure. She then moves closer to Garsita to help the half-orc finish off the other one.

Made both Reflex saves, AoO below.

For my turn, I'll do a 5' step and try Aid Another to improve Garsita's AC by 2 vs the whirlwind's next attack.

Reflex Save # 1 (w haste): 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Reflex Save # 2 (w haste): 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Attack of opportunity (w haste): 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
damage: 1d4 + 1 ⇒ (4) + 1 = 5
Aid Another (Garsita's AC) (w haste): 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor sends a force missile at the retreating air elemental (closer to Marcus) before darting into the adjoining room.

Force Missile, Intense Spell: 1d4 + 3 ⇒ (1) + 3 = 4

I prefer wizards but being able to spam certain spells like Magic Missile is really great. :)


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

Tiny Pebble stays put.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Reflex save no. 1 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Reflex save no. 2 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28

Hmm, it will take more than this to knock me down.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

I say, can anyone tell me what it might be weak against?

Marcus fires off another volley at the top elemental

Attack no. 1 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 vs touch

BOOM!

damage = 1d12 + 5 ⇒ (3) + 5 = 8 (if it hits)

*clink*

Haste 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 vs touch

BOOM!

damage = 1d12 + 5 ⇒ (7) + 5 = 12 (if it hits)

*clink*

Attack no. 2 1d20 + 8 + 1 - 5 ⇒ (18) + 8 + 1 - 5 = 22 vs touch

BOOM!

damage = 1d12 + 5 ⇒ (5) + 5 = 10 (if it hits)

*clink*

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