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

Game Master DoubleGold

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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

Apologies! I saw this and then spaced on posting.

Willard points the wand again, not wanting to endanger the hostages, and two magical darts fly at the prone hobgoblin.

magic missile: 2d4 + 2 ⇒ (1, 1) + 2 = 4

Wand 14/22

Silver Crusade

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

Garsita moves forward, turns on her deflection aura (for 3 rounds will give +2 AC and +2 CMD bonus to all allies within 20 feet), and channels positive energy, excluding enemies but purposely including the hostages.

channel healing: 2d6 ⇒ (4, 3) = 7


DungeonMaster

Another magic missile hits him.
He gets up and moves to the bench, doublemove
All heroes are up, aoo from all in melee with him, or rather just Marcus. 55 damage on him and he still hasn't kicked out the bench, the scenario says that is the first thing he does or does it the first chance he gets, so he can't even attack yet or insta kill any hostages that he wants 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 hurls yet another bolt of force energy at the nasty hobgoblin.

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

Depending on the tactical situation with the prisoners I might be dispelling the Web spell next round. Hopefully we will be able to take him down before he acts again.


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 advances and takes up a defensive posture.

Move and Total Defence action.

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.

STAY. DOWN!

AOO 1d20 + 12 ⇒ (12) + 12 = 24 to trip

Attack: 1d20 + 12 ⇒ (7) + 12 = 19

1d8 + 4 ⇒ (3) + 4 = 7 (if it hits)

Attack two: 1d20 + 7 ⇒ (14) + 7 = 21

1d8 + 4 ⇒ (3) + 4 = 7 (if it hits)

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 44/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Magic (); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Inspire +2

"Ooh, maybe magic will do the trick!" says Jilla, thinking out loud as she wrestles through the sticky webbing to pull out a wand.

Move action to draw a wand of magic missiles and Use Magic Device check to activate it (DC 20)

Use Magic Device: 1d20 + 8 ⇒ (15) + 8 = 23

damage: 1d4 + 1 ⇒ (4) + 1 = 5


DungeonMaster

Marcus, he did move, so please reposition yourself, most of the webs have been cut on the east side, so you can move anywhere, also since it was mentioned you cannot use trip as aoo, do you want to use attack 1 as your aoo, move and use your trip as your attack action?

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'm happy to roll with this if it works best!

I am a bit confused, though, sorry. For future reference, what prevents me from using trip in place of the normal attack that I would receive as an AOO when he tries to move away?

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

@Marcus - You cannot trip an opponent that gets up from being prone with an attack of opportunity. You can trip an opponent that provokes by moving once he is no longer prone.

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, sensing that the hobgoblin is going to keep trying to kill the prisoners, launches a scorching ray at it, trying to find an opening between the melee combatants. Stay down! he yells.

Ranged touch: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Sorching Ray: 4d6 ⇒ (5, 2, 4, 4) = 15


DungeonMaster
Igor Ivantoe wrote:

@Marcus - You cannot trip an opponent that gets up from being prone with an attack of opportunity. You can trip an opponent that provokes by moving once he is no longer prone.

Oh in that case Marcus did trip him, cause he spent a move action to stand up from prone and another move action to get to the bench, so Marcus tripped him on the 2nd aoo and then attacked twice, and the Hobgoblin never made it to the bench. 19 and 21 both hit

He gets shot twice with magic missiles, for 9 64 dmg on him.
He gets punched twice by Marcus for 14 78 dmg on him.
Willard would have hit, if he wasn't prone.

He stands back up and tries to move again doing what he wants to do, kick away the bench and kill the hostages at all costs. All heroes are up. Marcus gets an aoo Marcus, you can attack him as he is standing up, or you can trip him as he attempts to move to the bench, cause he was still right next to you this round.

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.

Marcus is prioritizing keeping this baddie down and away from the hostages at all costs

AOO trip 1d20 + 12 ⇒ (10) + 12 = 22

To keep things simple, I'll just vital strike on my turn. If I need to move, I will.

Attack One

1d20 + 12 ⇒ (18) + 12 = 30

1d8 + 4 + 1d8 ⇒ (2) + 4 + (5) = 11 damage (if it hits)


DungeonMaster

No trip this time, but that is a definite hit 89 dmg on him.
And he finally gets to the bench. Though he might be dead before he has the chance to kick it over or coup de gra any hostage.

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 another bolt of force at the hobgoblin in an attempt to take him down.

Force Missile, Intense Spells: 1d4 + 3 ⇒ (4) + 3 = 7


DungeonMaster

Igor delivers a hit Just 3 more damage for him to die, don't let him kill a hostage on his turn.

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 44/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Magic (); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Inspire +2

With the situation looking desperate, there's only one thing to do: brain the hobgoblin with a rolling pin! It starts to cry like an infant as Jilla wriggles in the webbing to pull it free and get a good angle on the back of the murderous foe's noggin.

Using Catch-off Guard feat with rolling pin to make an improvised attack without penalties, and if the hobgoblin is unarmed, he is flat-footed against this attack.

Rolling Pin (grappled) vs Hobgoblin (maybe FF): 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
damage: 1d4 + 1 ⇒ (1) + 1 = 2


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DungeonMaster

hit: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15 vs touch
dmg: 4d6 ⇒ (4, 2, 1, 4) = 11 And willard finishes him off with scorching ray

Conclusion
After thanking you all for rescuing him, Brackett pulls himself tall and brings them up to date on the events that transpired since and leading up to the assault on the Cathedral of Aroden. In addition to the details provided in the adventure background, Brackett also informs you all that the great Osirian sage Amenopheus is in the city, and has been working with Brackett under cover as an inside agent among the local Shadow Lodge. He believes that the aged wizard is in great danger, quite possibly having been uncovered as a traitor by the local Shadow Lodge leader, a person known as the Spider, who Brackett suspects to be none other than a prominent member of the People’s Council named Dorianna Ouidda. If you have already played through Shadow’s Last Stand, Part II: Web of Corruption, they likely have already exposed Ouidda as the villain she is and rescued Amenopheus, but if they have not, the information Brackett imparts regarding them should be sufficient foreshadowing to the events to follow.Finally, Brackett asks you all to muffle the bells in case additional hobgoblin forces remain in the cathedral, as he had overheard Hagla’s plan for invasion while held captive. However, you all have already visited the belfry, so this is a trivial matter.

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.

Huzzah! A surprisingly tense final fight.


DungeonMaster

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