Grom Brightbeard
|
GM, did you deduct 1 damage to Ulvard and William from Rallying Anthem?
Also, I shouldn't be Frightened anymore, I got the condition before my previous turn.
Grom continues to bolster the party's defenses against the tool-throwing polterghost.
"You're doing good, friends! Pathfinders aren't afraid of a big rat and a weird spirit! Keep on hitting 'em!"
"Well, if you're throwing stuff, right back at you!"
Grom levitates another piece of furniture and throws it back at the ghost.
◆◆ Telekinetic Projectile vs ghost.
Projectile: 1d20 + 8 ⇒ (10) + 8 = 18 for bps: 1d3 ⇒ 2 3d6 ⇒ (1, 6, 5) = 12 piercing damage.
GM Tiger
|
Gah. Sorry. I'll update that tomorrow. I probably need to double check the attack rolls vs the Rallying Anthem AC adjustments! :)
Failing the save is Frightened 2, actually. So you are still frightened.
Hadrimos
|
Fort DC 22 vs sickened 1: 1d20 + 9 ⇒ (10) + 9 = 19
◆ Flurry of Swings vs Pink, Sickened 1: 1d20 + 11 - 1 ⇒ (6) + 11 - 1 = 161d20 + 11 - 1 - 4 ⇒ (8) + 11 - 1 - 4 = 14for: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 91d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
If either of those hit, then Pink must make a Fort Save DC 19: Stunning Blows
◆ Strike Pink, Sickened 1: 1d20 + 11 - 1 - 8 ⇒ (12) + 11 - 1 - 8 = 14for: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
◆ Retch: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11
Grom Brightbeard
|
Ah, yes, you're correct, it specified in the spoiler at the bottom. I just assumed it was Frightened 1. My bad.
From what I can see, Ulvard has an AC of 20 and you rolled a 20 exactly. But in your turn summary it's noted as AC 21, and you didn't reduce his HP, so I think you did that correctly. The others, the 1 extra AC would not have mattered. Ulvard was the only one that got hit, so he should get 1 hit point back.
Hope this is clear, and that this helps. :) Please say if I'm being obnoxious. I try to help out a lot, sometimes annoyingly so.
Also, to my detriment, but I should be honest: why did you roll for concealment for me? I'm not in the concealment zone (neither is William, for that matter, but he got hit anyways), so I think I should get 15 damage.
GM Tiger
|
Also, to my detriment, but I should be honest: why did you roll for concealment for me? I'm not in the concealment zone (neither is William, for that matter, but he got hit anyways), so I think I should get 15 damage.
Because I forgot to check the map and assumed everyone was in the cloud of smoke... argh... I'll fix everything tomorrow. I'm beat :)
And it also appears I forgot to adjust the attack rolls for Ulvard (I set up Peeves' attack rolls before we realized Ulvard needed a level bump).
GM Tiger
|
Grom tries to hit Peeves with some stuff of his own but misses. Peeves cackles maliciously. "Trying to hit me, tiny man?" he asks.
Hadrimos tries to clear his digestive tract, but can't seem to eliminate the queasy feeling.
Hadrimos Concealment: 1d20 ⇒ 4
Hadrimos lashes out at Pink but misjudges the rat's location.
Hadrimos Persistent; Flat: 1d4 ⇒ 11d20 ⇒ 18
Pink sees two targets and tries to bite Hadrimos, Lasha: 1d2 ⇒ 1
Jaws vs Hadrimos AC 22: 1d20 + 10 ⇒ (2) + 10 = 12 for Fire: 1d8 + 4 ⇒ (1) + 4 = 5 plus 1d4 persistent fire
Jaws vs Hadrimos AC 22, MAP: 1d20 + 5 ⇒ (14) + 5 = 19 for Fire: 1d8 + 4 ⇒ (5) + 4 = 9 plus 1d4 persistent fire
Jaws vs Hadrimos AC 22, MAP 2+: 1d20 ⇒ 1 for Fire: 1d8 + 4 ⇒ (8) + 4 = 12 plus 1d4 persistent fire
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions:
* Rallying Anthem (1/1; +1 AC/Saves ends on Grom's Turn 3)
* Bless (15' around William)
Terrain Conditions
* Workbenches can be climbed over as difficult terrain (White rectangles)
* The forge is not moveable (and I don't think you want to climb over it either!)
Special Conditions:
* Any creature that either enters the purple squares or starts their turn in 1 needs to make a DC 22 Fort Save or be Sickened 1
* Everything within the purple square (including the rodent) is concealed
* The rat is immune to the above effects (of course!)
* Immune to Frighten: Lasha, Hadrimos, Ulvard
------------------
Those with ** may go
-3-
**Lasha Tumbai - AC 21 (22 w/Dueling Cape) 54/54 (AC 22; temp hp: 1/12; S1; Panache)
Yellow (-33; 13 < AC <= 21; F2)
Toasty! - AC 24 69/78 (Arcane Cascade; Resistances: Fire 3; F1; S1)
Ulvard - AC 21 63/63 (temp hp: 6/12)
GM
Grom Brightbeard - AC 21 (22 w/shield) 43/46 (F1)
Hadrimos - AC 22 52/52 (temp hp: 11/12; S1)
Pink (-38; 13 < AC <= 21; F2)
-2-
**William Borthon - AC 23 42/68 (F1)
Lasha Tumbai
|
Lasha starts a rythmic swaying from side to side, he had meant to sweep the Rat up into his dance but realized he hadn't been paying proper attention to his surroundings. He instead starts by attracting it's attention, as much to get his own mojo going as to Fascinate it.
Then he just has another hack at it.
Action 1 ◆ Fascinate PINK
Action 2 ◆ Confident Finisher vs PINK
Action 3 ◆ Cape or Stride
1) ◆ Fascinating Performance with Focused Fascination
DANCING Performance(E) vs Will DC: 1d20 + 13 ⇒ (20) + 13 = 33
2) ◆ Blessed, Sickened Confident Finisher using a +1 Striking Dogslicer.
To Hit#1 vs PINK(flanked): 1d20 + 11 + 1 - 1 ⇒ (2) + 11 + 1 - 1 = 13
To Damage, Confident Finisher, S, Agile, Finesse, Backstabber: 2d6 + 2 + 2d6 + 1 ⇒ (6, 5) + 2 + (5, 4) + 1 = 23
Concealed?: 1d20 ⇒ 2
If the Rat goes down 3) ◆ Lasha bounds along the work surfaces to flank with Ulvard (Stride NE, E, S)
If the Rat stays up 3) ◆ Lasha hides behind his Dueling Cape (AC up to 22)
William Borthon
|
William, hearing the fighting in the smoke, sighs and walks in while drawing out his mace. Coughing, with bile filling his mouth slightly and his eyes stinging, he then swings his mace at the rat in the smoke.
"Stop playing with the vermin, and help with the damned ghost."
Fortitude-F1: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 17
Concealment: 1d20 ⇒ 12
Strike-F1-Sickened+Bless: 1d20 + 15 - 1 - 1 + 1 ⇒ (11) + 15 - 1 - 1 + 1 = 25
Damage + Weapon Empowerment: 2d8 + 4 + 4 ⇒ (4, 6) + 4 + 4 = 18
1) ◆ Move
2) ◆ Draw Mace
3) ◆ Strike vs Yellow
GM Tiger
|
William gags from the smoke as he wades in and clobbers Yellow. His mace strikes true and pulps Yellow's head.
Lasha fascinates Pink but can't take advantage of the rat's distraction. He slashes at it but hits nothing but smoke before raising his cape.
A big typhoon is supposed to hit this weekend. I might go dark as a result. If I don't update then I'll see you on the other side of the upgrade :)
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
* Rallying Anthem (1/1; +1 AC/Saves ends on Grom's Turn 2)
* Bless (15' around William)
Terrain Conditions
* Workbenches can be climbed over as difficult terrain (White rectangles)
* The forge is not moveable (and I don't think you want to climb over it either!)
Special Conditions:
* Any creature that either enters the purple squares or starts their turn in 1 needs to make a DC 22 Fort Save or be Sickened 1
* Everything within the purple square (including the rodent) is concealed
* The rat is immune to the above effects (of course!)
* Immune to Frighten: Lasha, Hadrimos, Ulvard
------------------
Those with ** may go
Lasha Tumbai - AC 21 (22 w/Dueling Cape) 54/54 (AC 22; temp hp: 1/12; S1)
**Toasty! - AC 24 69/78 (Arcane Cascade; Resistances: Fire 3; F1; S1)
**Ulvard - AC 21 63/63 (temp hp: 6/12)
GM
Grom Brightbeard - AC 21 (22 w/shield) 43/46 (F1)
Hadrimos - AC 22 52/52 (temp hp: 11/12; S1)
Pink (-38; 13 < AC <= 21; F2)
William Borthon - AC 23 42/68 (S1)
Toasty!
|
Still coughing and sputtering a bit Toasty cries a little bit as he empowers his weapon with cold again and swings and the purple rat.
concealment: 1d20 ⇒ 4
attack-fear+bless vs Purple Rat: 1d20 + 15 ⇒ (1) + 15 = 16
Bludgeoning+cold: 2d8 + 4 + 4d4 + 1 ⇒ (6, 6) + 4 + (3, 3, 1, 1) + 1 = 25
Toasty frowns and refreshes his spellstrike.
Ulvard
|
With the first rat gone, Ulvard quickly charges forward, leaping a bench to strike at the second one!
"RRRRRRAAAAAAGGGGGGHHHHHHHHHHHH" he declares loudly.
fort,bump: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
strike, bump, mentor,sickened: 1d20 + 9 + 1 + 1 - 1 ⇒ (17) + 9 + 1 + 1 - 1 = 27
flat vs concealed: 1d20 ⇒ 17
damage,rage: 1d12 + 4 + 3 ⇒ (7) + 4 + 3 = 14
strike, bump, mentor,sickened: 1d20 + 9 + 1 + 1 - 1 ⇒ (3) + 9 + 1 + 1 - 1 = 13
flat vs concealed: 1d20 ⇒ 20Waste of a 20
damage,rage: 1d12 + 4 + 3 ⇒ (8) + 4 + 3 = 15
* stride
* strike
* strike
GM Tiger
|
Toasty puts a frozen dot at the end of his staff but fails to compensate for the smoke. Ulvard roars and chops the rat clean in half.
Ulvard Fort, S1: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
Ulvard tries to retch but fails to cure his queasiness.
There was nothing else within range and your first attack was enough
Peeves again unleashes a storm of small objects before disappearing.
Telekinetic Storm vs Lasha AC 23: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28 for B,P,S: 1d3 ⇒ 3 Damage: 2d12 ⇒ (2, 5) = 7
Net 6 Slashing
Telekinetic Storm vs Toasty! AC 24: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29 for B,P,S: 1d3 ⇒ 3 Damage: 2d12 ⇒ (1, 6) = 7
Net 6 Slashing
Telekinetic Storm vs Ulvard AC 22: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15 for B,P,S: 1d3 ⇒ 3 Damage: 2d12 ⇒ (8, 6) = 14
Telekinetic Storm vs Hadrimos AC 23: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16 for B,P,S: 1d3 ⇒ 2 Damage: 2d12 ⇒ (12, 3) = 15
Telekinetic Storm vs William AC 24: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31 for
B,P,S: 1d3 ⇒ 2 Damage: 2d12 ⇒ (2, 2) = 4
Net 7 Piercing
Telekinetic Storm vs Grom AC 22: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18 for B,P,S: 1d3 ⇒ 1 Damage: 2d12 ⇒ (8, 2) = 10
GM Tiger
|
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Active Conditions:
* Rallying Anthem (1/1; +1 AC/Saves ends on Grom's Turn 3)
* Bless (15' around William)
Terrain Conditions
* Workbenches can be climbed over as difficult terrain (White rectangles)
* The forge is not moveable (and I don't think you want to climb over it either!)
Special Conditions:
* Immune to Frighten: Lasha, Hadrimos, Ulvard
------------------
Those with ** may go
-4-
**Lasha Tumbai - AC 21 (22 w/Dueling Cape) 49/54 (AC 22; S1)
**Toasty! - AC 24 63/78 (Arcane Cascade; Resistances: Fire 3; F1; S1)
**Ulvard - AC 21 63/63 (temp hp: 6/12; S1)
Peeves (Invisible; last known location on the map)
-3-
**Grom Brightbeard - AC 21 (22 w/shield) 43/46 (F1)
**Hadrimos - AC 22 52/52 (temp hp: 11/12; S1)
**William Borthon - AC 23 35/68 (S1)
Ulvard
|
Ulvard looks around, ready to attack the ghost, or whatever Peeves is, should it reappear.
readied sudden charge,bless,bump,mentor: 1d20 + 9 + 1 + 1 + 1 - 1 ⇒ (16) + 9 + 1 + 1 + 1 - 1 = 27
damage,rage: 1d12 + 5 + 3 ⇒ (5) + 5 + 3 = 13
*** ready action, sudden charge.
Lasha Tumbai
|
Lasha runs up to the Ghostly thing, and realises it isn't there anymore. He vomits on it's last known location, shouts "Oi! Ghost! Watch this!" and starts to dance.
Action 1 ◆ Stride
Action 2 ◆ Vomit
Action 3 ◆ Dance
1) ◆ Strides N, NE, NE
2) ◆ Attempt to recover from sickened - Fortitude Save(E): 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20
3) ◆ Fascinating Performance with Focused Fascination
DANCING Performance(E) vs Will DC: 1d20 + 13 ⇒ (7) + 13 = 20[/ooc]
-1 if still Sickened.
Hadrimos
|
◆ Hadrimos will Seek, trying to locate our invisible foe. (Perception +5-1) vs Stealth DC)
◆ If Successful, then Hadrimos will Point Out our invisible foe, making it Hidden rather than Undetected and will ◆ attempts to retch: 1d20 + 9 ⇒ (9) + 9 = 18
◆◆ If unsuccessful, then Hadrimos will prepare an action to move next to our invisible foe.
William Borthon
|
William, looking around, pulls out a scroll while muttering a few words under his mask, slightly muffled.
"Razmir, guide this spirit into my sight as I aid my allies."
◆ Pull out Scroll of Heal Rank 3 (Provisions)
-If Hadrimos doesn't point out the ghost
◆ Seek to find the ghost +10
◆ Sustain Bless (Now 20ft emanation)
If Hadrimos does point out the ghost
◆ Stride to Ghost
◆ Strike + Bless: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35 Damage + Implement Empowerment + Personal Anthesis: 2d6 + 4 + 4 + 5 ⇒ (2, 6) + 4 + 4 + 5 = 21
Grom Brightbeard
|
Ulvard, reading is two actions for a one-action activity. RAW, you can't spend three actions for a two-action activity. Maybe GM will allow it, just wanted to inform you.
Grom keeps up the pep talk. "Good, now that you're not distracted by those rats anymore, let's focus on taking this annoying thing down. But still: watch your head!"
◆ He strides over to the ghost's last known location to provide a flank for someone.
◆ Finally, he draws his Dwarven war axe and grips it two-handed.
Work has blocked the Paizo site on my work laptop. I'll still post once a day (when possible), but during my evenings, so about 8-10 hours later than my previous posting schedule.
Ulvard
|
Bah, you are right. I knew you couldn't ready a three action activity, but thought you could do a two action one. Guess we are down to seeking. If I spot the ghost on the first seek, then sudden charge. If on the second, then point out, if on the third... well, seek as a third action is almost useless, but given I'm raging and not necessarily in the clearest of mindsets, I'd may as well do that.
GM Tiger
|
So just to be clear, you'll spend your first action seeking? You'll need to spend another action to point him out so you can't sudden charge (or you won't point him out?) :)
Ulvard
|
First action seeking, if Ulvar spots him, then he will sudden charge, hopefully that will give everyone at least as much hint about where Percy is, as pointing out. If Ulvard doesn't succeed the first time, he will try again, if he spots the second time, he will point out on his third action.
GM Tiger
|
Hadrimos Perc: 1d20 + 4 ⇒ (5) + 4 = 9
William Perc: 1d20 + 10 ⇒ (7) + 10 = 17
Ulvard Perc: 1d20 + 8 ⇒ (12) + 8 = 20
Lasha attempts to clear his digestive tract but the queasy feeling remains. Ulvard, Hadrimos and William all attempt to locate Peeves but fail to do so.
Lasha dances. Though he doesn't quite impress Peeves, it's enough to give him panache. Grom continues to protect his party and moves to where they last saw Peeves, axe held in both hands.
Sorry for the delay all. Got lazy over the weekend. Have to get used to updating again after a 1 week "vacation" :)
------------------
COMBAT TRACKER
Round: 4
Tactical Map
Active Conditions:
* Rallying Anthem (1/1; +1 AC/Saves ends on Grom's Turn 3)
* Bless (20' around William)
Terrain Conditions
* Workbenches can be climbed over as difficult terrain (White rectangles)
* The forge is not moveable (and I don't think you want to climb over it either!)
Special Conditions:
* Immune to Frighten: Lasha, Hadrimos, Ulvard
------------------
Those with ** may go
Lasha Tumbai - AC 21 (22 w/Dueling Cape) 49/54 (AC 22; S1; Panache)
**Toasty! - AC 24 63/78 (Arcane Cascade; Resistances: Fire 3; F1; S1)
Ulvard - AC 21 63/63 (temp hp: 6/12; S1)
Peeves (Invisible; last known location on the map)
Grom Brightbeard - AC 21 (22 w/shield) 43/46 (F1)
Hadrimos - AC 22 52/52 (temp hp: 11/12; S1)
William Borthon - AC 23 35/68 (S1)
GM Tiger
|
Toasty! tries to find Peeves but the noise of the forge and Tonfer holding on to the item he's crafting prevents him from finding his quarry.
Suddenly, Peeves pops back into view with a cackle and a cry of "SURPRISE!" His sudden appearance again triggers a debilitating sensation of terror in some of you.
Peeves then unleashes another storm of debris at you.
Telekinetic Storm vs Lasha AC 23: 1d20 + 13 ⇒ (15) + 13 = 28 for B,P,S: 1d3 ⇒ 1 Damage: 2d12 ⇒ (10, 12) = 22
Net 21 dmg
Telekinetic Storm vs Toasty! AC 25: 1d20 + 13 ⇒ (16) + 13 = 29 for B,P,S: 1d3 ⇒ 3 Damage: 2d12 ⇒ (8, 8) = 16
Net 15 dmg
Telekinetic Storm vs Ulvard AC 22: 1d20 + 13 ⇒ (17) + 13 = 30 for B,P,S: 1d3 ⇒ 2 Damage: 2d12 ⇒ (12, 4) = 16
Net 15 dmg
Telekinetic Storm vs Hadrimos AC 23: 1d20 + 13 ⇒ (18) + 13 = 31 for B,P,S: 1d3 ⇒ 3 Damage: 2d12 ⇒ (11, 7) = 18
Net 17 dmg
Telekinetic Storm vs William AC 24: 1d20 + 13 ⇒ (5) + 13 = 18 for B,P,S: 1d3 ⇒ 3 Damage: 2d12 ⇒ (8, 1) = 9
Miss
Telekinetic Storm vs Grom AC 22: 1d20 + 13 ⇒ (14) + 13 = 27 for B,P,S: 1d3 ⇒ 2 Damage: 2d12 ⇒ (11, 12) = 23
Net 22 dmg
GM Tiger
|
------------------
COMBAT TRACKER
Round: 4
Tactical Map
Active Conditions:
* Rallying Anthem (1/1; +1 AC/Saves ends on Grom's Turn 4)
* Bless (20' around William)
Terrain Conditions
* Workbenches can be climbed over as difficult terrain (White rectangles)
* The forge is not moveable (and I don't think you want to climb over it either!)
Special Conditions:
* Immune to Frighten: Lasha, Hadrimos, Ulvard
Before your Turn:
DC 21 Will Save vs Frighten: Toasty!, Grom, William
------------------
Those with ** may go
-5-
**Lasha Tumbai - AC 21 (22 w/Dueling Cape) 28/54 (AC 22; S1; Panache)
**Toasty! - AC 24 48/78 (AC 25; Arcane Cascade; Resistances: Fire 3; S1)
**Ulvard - AC 21 54/63 (S1)
-4-
Peeves
**Grom Brightbeard - AC 21 (22 w/shield) 21/46
**Hadrimos - AC 22 46/52 (S1)
**William Borthon - AC 23 35/68 (S1)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
S: immune 1 minute
F: Frightened 2
CF: Frightened 2; Fleeing for as long as it's frightened
Ulvard
|
Urvard leaps benches and charges down on the ghost. "Arrghhh"
charge,bless,bump,mentor: 1d20 + 9 + 1 + 1 + 1 ⇒ (18) + 9 + 1 + 1 + 1 = 30
damage(spiriual),rage: 1d12 + 4 + 3 ⇒ (8) + 4 + 3 = 15
He then rapdily swings a second time, before it has a chance to vanish!
charge,bless,bump,mentor,MAP: 1d20 + 9 + 1 + 1 + 1 - 5 ⇒ (15) + 9 + 1 + 1 + 1 - 5 = 22
damage(spiriual),rage: 1d12 + 4 + 3 ⇒ (12) + 4 + 3 = 19
◆◆ Sudden charge
◆ Swing
Lasha Tumbai
|
"Aaaah! Bleeuurgh!"
Lasha Tumbai double takes at the reappearance of the Ghost and vomits through it again. He proceeds to give it a very animated scolding, incorporating fist shakes, head waggles, hip thrusts, and big kicks. He has Intimidating 'Glare'.
"Whatcha think you're doin'?!? Cut it out!!"
↺ Charmed Life - React for +2 circumstance to Saves
Action 1 ◆ Fortitude Save(E), Charmed, Sickened: 1d20 + 9 + 2 - 1 ⇒ (17) + 9 + 2 - 1 = 27
Action 2 ◆ (or ◆◆?) Intimidation(T): 1d20 + 9 ⇒ (18) + 9 = 27 (-1 if still Sickened)
Like Lasha Tumabai, I have no idea if there's a 2 action method of pacifying the Haunt/Ghost. If Intimidate is a way that this can be done, expand this to a 2 action attempt. If not Lasha will wave his cape at the Ghost to increase his AC.
Action 3 ◆ Raise Cape
Grom Brightbeard
|
Will save vs Frighten, Rallying Anthem: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Having seen the ghost pop up several times now, Grom is no longer impressed by the trick. Still though, that furniture hurts like hell.
"Come on, a little bit more now! We've got him on the ropes," Grom cries as he's heavily bleeding. The confidence in his voice puts everyone at ease.
◆ Rallying Anthem
With Ulvard providing a flank, Grom tries to smack the ghost out of the air with his dwarven war axe.
◆ Strike, off-guard: 1d20 + 10 ⇒ (19) + 10 = 29
Slashing damage: 2d12 + 3 ⇒ (5, 4) + 3 = 12
◆ After that, he's still doubtful about his own odds of survival, and he quickly casts a first-level Endure spell on himself, giving himself 5 temporary hit points.
For those who still need to roll for the Frighten, don't forget that Rallying Anthem also gives a +1 on saves!
Toasty!
|
Will save: 1d20 + 10 ⇒ (9) + 10 = 19
Toasty! gets battered and is frightened.
That doesn't stop him from stepping up and trying to clobber the ghost with a flaming staff.
Inspired/frightened clobbering vs OG: 1d20 + 15 + 1 - 2 ⇒ (6) + 15 + 1 - 2 = 20
b damage+fire damage: 2d8 + 4 + 4d6 + 1 + 1 ⇒ (2, 5) + 4 + (4, 6, 1, 1) + 1 + 1 = 25
Step, Spellstrike(Ignition)
William Borthon
|
Will save: 1d20 + 10 ⇒ (3) + 10 = 13 Failure!
Shaken, yet not deterred, William hold up the scroll in his hand.
"By the blessing of Razmir's divinity, may all those around be healed!"
A wave of healing magics, uncomfortable and wrong as if it were somehow tainted, bursts from William as the scroll bursts into a sickly purple flame.
3 Action Heal: 3d8 ⇒ (8, 8, 3) = 19
Hadrimos
|
When Peeves appears, Hadrimos uses his prepared action to move next to it.
Hadrimos retches: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22 to end his nausea.
Hadrimos will try to grab Peeves: 1d20 + 10 ⇒ (13) + 10 = 23
Flurry of swings: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 231d20 + 11 - 8 ⇒ (19) + 11 - 8 = 22
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 101d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Damage is magical, and is combined before any resistance or weakness
If either one hits, Peeves must make a Fort save DC 20 or be stunned 1 (Stunned 3 on a crit fail)
GM Tiger
|
Fort vs William: 1d20 + 9 ⇒ (16) + 9 = 25
Ulvard, is your sword magical?
William blasts healing energy to everyone in the room, which gives Peeves a bit of a headache but he weathers the storm.
Toasty! again feels the cold grip of fear but smacks Peeves with his flaming staff, though most of the staff passes right through the ghost.
Grom manages to keep his composure and smacks Peeves with his sword. Like Toasty! however, his axe mostly passes through his target.
Lasha is startled by Peeves' sudden appearance but he appears used to it. He pukes his guts out before scolding Peeves. Peeves appears to be chastened (or disgusted) by the vomit Lasha hurled at him, though it passed clean through his body. Lasha then hides behind his cape.
Demoralize succeeded, Frightened 1
Hadrimos joins Lasha and hurling more puke at Peeves, who involuntarily cringes in disgust. Hadrimos tries to grab Peeves but his arms pass clean through. He then swings twice at the ghost and manages to snag ... something ...
Fort vs Hadrimos: 1d20 + 9 ⇒ (20) + 9 = 29
Ulvard roars and charges Peeves. He swings his sword and connects, but most of the blade meets air.
Determination on whether his sword is magical or not is pending. It will affect the amount of damage
As Ulvard charges, Peeves suddenly hurls a small chunk of ore at him.
Telekinetic Strike vs Ulvard AC 21, RA, F1: 1d20 + 13 - 1 ⇒ (2) + 13 - 1 = 14 for B,P,S: 1d3 ⇒ 2 Damage: 2d12 ⇒ (10, 8) = 18
Peeves' aim fails him and the ore chunk embeds itself in the opposite wall.
------------------
COMBAT TRACKER
Round: 4-5
Tactical Map
Active Conditions:
* Rallying Anthem (1/1; +1 AC/Saves ends on Grom's Turn 4)
* Bless (20' around William)
Terrain Conditions
* Workbenches can be climbed over as difficult terrain (White rectangles)
* The forge is not moveable (and I don't think you want to climb over it either!)
Special Conditions:
* Immune to Frighten: Lasha, Hadrimos, Ulvard, Grom
------------------
Those with ** may go
-5-
Lasha Tumbai - AC 21 (22 w/Dueling Cape) 47/54 (AC 22; Panache)
Toasty! - AC 24 67/78 (AC 25; Resistances: Fire 3; S1; F1)
**Ulvard - AC 21 63/63 (S1) ** Pending Clarification **
-4-
Peeves (-30; AC 20; F1) Damage from Ulvard pending
Grom Brightbeard - AC 21 (22 w/shield) 40/46 (F1)
Hadrimos - AC 22 52/52
William Borthon - AC 23 54/68 (S1; F1)
Ulvard
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Ulvard's sword has a potency rune but not a striking one. His rage means that the weapon gains ghost touch though, and the damage is spiritual rather than slashing
GM Tiger
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Ulvard's sword connects twice with Peeves and doesn't appear to have any problems eviscerating the ghost. With a scream, Peeves disintegrates.
COMBAT OVER!
Shakily Tonfer gets back up and sees the mess Peeves made to the forge. "I should be able to complete the item in a week or so. You helped me get through the toughest part. For that, I thank you. Take this as a token of my gratitude."
He hands you a Ring of the Ram.
We can handwave healing here since you're not really on a timetable. Those who are sickened manage to clear the sickened...
Peeves had Resistance 5 to all physical except for Force, Ghost Touch and Vitality Damage. The Resistance 5 doubles if the attack was non-magical, which is why I was asking if your weapons were magical
GM Tiger
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Viltydus meets you back at his stump and looks impressed at how you dealt with the forge monsters.
Viltydus directs the you to an intersection north of their stump along the border of the Forest of Trials. A branching network of footpaths emerges between the trees where the fey meets the Pathfinders.
Viltydus gestures to the forest’s border. "Legends about the Forest of Trials, Arcadia’s first barrier on the path to Valenhall, are many and varied. Locals whisper of curses that shroud it in secrecy, of bloodthirsty beasts that dwell among the trees. But the forest has long been my home, and I think it supports those who come to know it. Pathfinders, my task is for you to fulfill your Society’s namesake: use the day’s light to map one of the many footpaths along the forest’s edge. Respect the forest, but do not fear it, and gather what you need to introduce it to future explorers."
"You are to chart one of the unmapped paths along the forest’s edge, adding to the local knowledge of the mythical wood. Bandits and monsters do roam the woods, but the forest itself isn’t a sinister place."
This path crosses a stream or pool obviously blessed with some kind of illusion magic that causes the water to shimmer with faint images.
Charting a pathway occurs in exploration mode. Each PC chooses an exploration activity and one relevant skill check. Each PC must attempt a skill check to earn Pathfinding Points (PP) as follows:
Skills: Fishing/River Lore, Medicine, Nature, Religion, Survival
CS/S/F/CF: 2/1/0/-1 respectively.
Lore: DC 17
Non-Lore: DC 20
Successes Needed: 5+
William - are you going to restore everyone's 12 temp hp?
Lasha Tumbai
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Lasha Tumbai sneaks around trying to Avoid Notice so that he can catch people or things unaware and potentially leap out and dance at them. The shimmering, imagey water catches his eye. He's not sure if it should be doing that. He doesn't know much about it.
Ulvard
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Ulvard spends the week feasting and telling progressively larger tales. And jumping into whatever bodies of water present themselves.
When the group regathers for mapping activities he stretches and flexes his mighty arms, proclaiming "Ulvard is Ready!"
Big arms he may have, but also some knowledge of the woodlands.
nature,bump,mentor: 1d20 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11
However he is distracted by the attractive looking pond.
William Borthon
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William will top everyone off with the 12 temp HP if they wish, blessed be Razmir.
William will spend his time helping the town while giving blessings and teachings of Razmir, using both his charm and strength as best he can while making sure the area was safe from offensive magics. Detect Magic
Once ready for the mapping, William will use his knowledge of nature to help the group.
Nature: 1d20 + 8 ⇒ (1) + 8 = 9
Hadrimos
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Hadrimos, not being much good otherwise will Scout as his exploration activity.
Hadrimos will try to overcome the obstacle (every single of those skills, Hadrimos has a -1 on): 1d20 - 1 ⇒ (11) - 1 = 10
Toasty!
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Tpasty! will search (+9)
Toasty! does his best to track down anything that will help with mapping the illusiory river.
Survival: 1d20 + 9 ⇒ (10) + 9 = 19
If anybody is expert in one of these (Toasty! is not), that might let people follow the expert.
Grom Brightbeard
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Augh, my apologies for not posting earlier, had a busy week.
Grom tries to remember his basic Pathfinder training, but he was always more interested in bashing heads than following a map, let alone making one.
Survival: 1d20 ⇒ 14
I think we get lost in the woods and get eaten by a Grue. We're at negative points, I believe.
He Searches his environment, looking for anything out of the ordinary.
Perception +8