Dice

DM JDLPF's page

141 posts. Alias of JDLPF.


RSS

1 to 50 of 141 << first < prev | 1 | 2 | 3 | next > last >>

Alright, everyone's back to full health and I've sent out the chronicle sheets via private message. If anyone has any troubles or spots any errors please let me know, otherwise I hope you've had fun and appreciate your participation!


The group finish their expedition in high spirits, untroubled on their return journey. Janira, true to her word, treats the group to drinks at the lodge upon their return. Her report for all includes a glowing recommendation for heroism, and all four of her wards pass their confirmation.

Despite their success, Nagagorjo's illness still hangs over the group. Yet together as a team, they provide the best care they can arrange for his recovery. Janira convinces the masters to allow Nagagorjo to retain the cloak he wears for a few extra days to assist his healing, and though the dark archive would relish the opportunity to study gillmen enchantments, they allow him to wear it during his convalescence. Nagagorjo's malaria clears quickly from his system, though the fungal rot results in some necrotic tissue that Pelotita is forced to debride. Despite the pain, Nagagorjo recovers and the rot recedes, leaving him healthy and with an impressive scar.

DAY 1:
Fortitude Save vs. malaria DC 11: 1d20 + 3 + 1 + 4 ⇒ (3) + 3 + 1 + 4 = 11 - 1st Success
Fortitude Save vs. fungal rot DC 15: 1d20 + 3 + 1 + 4 ⇒ (5) + 3 + 1 + 4 = 13 Failure
Strength: 1d2 ⇒ 2 damage and 1 Con damage

DAY 2:
Fortitude Save vs. malaria DC 11: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 - 2nd Success
Fortitude Save vs. fungal rot DC 15: 1d20 + 3 + 1 + 4 ⇒ (15) + 3 + 1 + 4 = 23 - Success

DAY 3:
Fortitude Save vs. malaria DC 11: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Fortitude Save vs. fungal rot DC 15: 1d20 + 3 + 1 + 4 ⇒ (13) + 3 + 1 + 4 = 21

DAY 4:
Fortitude Save vs. malaria DC 11: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Fortitude Save vs. fungal rot DC 15: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15

DAY 5:
Fortitude Save vs. malaria DC 11: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Fortitude Save vs. fungal rot DC 15: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19


After nearly three months, you've completed the scenario!

All primary and secondary success conditions are met, meaning the scenario awards you all two prestige and full gold.

I'll prepare chronicle sheets and send them to you individually. If I can have Nagagorjo deal with his disease rolls in the game thread as the group return to the grand lodge, we'll figure out how long it takes him to recover from his multiple status conditions.


"Undead and gillmen and traps? Oh my!" says Janira, following Pelotita's advice and sighing as she edges her feet into the cool water of the stream. Nagagorjo searches the minotaur, finding it carries a broken battleaxe sized for a large creature as well as three large javelins.

Janira listens carefully whilst the others recount their stories. When Too-tuk asks about killing the minotaur, she nods rapidly in response. "If this thing's gonna go about attacking peaceful travellers, the world's a better place with it gone, don't you think?"


Janira lets out a cheer as Pelotita's sizzling dart hits the minotaur, distracting it long enough for Nagagorjo to strike it a second solid blow! The minotaur's eyes roll back, and the broken battleaxe tumbles from the beast's senseless fingers.

End Combat

"Amazing work, Pathfinders! I was sure Desna was laughing at me today, but turns out she smiled on me at the end," says Janira, pausing to wipe the sweat from her brow and then giving a small shriek as the tanglefoot bag in her hand leaks slightly, plastering her hair in a wild spike. "Darn it, why's it always get stuck in my hair? Um, well anyway, I gotta say I really cannot thank you enough for pulling my bacon out of the fire. I promise an extra recommendation for heroism and if there's anything you ever need for future missions, I'll be happy to help. Also, drinks are on me when we get back to the lodge! Cayden knows I could use one," she sighs, sinking to the ground and rubbing her feet tenderly.

"But wait, before we head back, have you finished your confirmation?" says Janira, pausing in thought as she suddenly remembers the reason for their journey. "Is there anything more you wanted to do before we start back? To be perfectly honest, I'd be quite happy to just take a break and catch my breath if that's not too much trouble. I'd love to hear what you found down there!"

Between Pelotita and Nagagorjo, you managed to put the minotaur at exactly 0 hp. Lucky for you, it also had -1 nonlethal damage from the adjustment, meaning you knocked it unconscious! Nice rolls.


We've had three days so far since the last post from both Nagagorjo and Vaetta.

I'll wait an additional day before skipping their turns and advancing the round.


Pelotita channels her deity's protection towards Nagagorjo as Vaetta launches her sling bullet into the melee below, striking the minotaur once more. Too-tuk launches a second hex at the creature, this time slowing the minotaur's movements to give Vaetta and Nagagorjo a chance to let their attacks strike home.

Will Save: 1d20 + 5 ⇒ (12) + 5 = 17 vs. DC 13

Nagagorjo finally adjusts to his new, larger form, delivering a powerful blow to the minotaur, which bellows with pain at the blow. The monstrous creature rallies and attacks back, wounded but still prepared to fight. Its first swing with its broken battleaxe manages to clip Nagagorjo, and his blood spatters across the soil.

Minotaur
Full Round Action:
Full attack vs. Nagagorjo
Attack: 1d20 + 7 - 1 - 2 ⇒ (17) + 7 - 1 - 2 = 211d20 + 3 - 1 - 2 ⇒ (2) + 3 - 1 - 2 = 21d20 + 2 - 1 - 2 ⇒ (19) + 2 - 1 - 2 = 18 vs. AC 20 (+2 armor, +3 deflection, +2 Dex, +2 natural, +2 sacred, -1 size) (-2 Evil Eye applied)
Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7

Round Five Finished
Begin Round Six

Initiative
Janira:
23 (8/25 hp) (fatigued) (Inspire Courage +1 1/3)
Pelotita: 22 (Inspire Courage +1 2/3) (Bless 5/10) (Shield of Faith +3 13/60)
Vaetta: 22 (Inspire Courage +1 2/3) (Bless 5/10) (Shield of Faith +3 15/60)
Too-tuk: 8 (Inspire Courage +1 2/3) (Bless 5/10) (Shield of Faith +3 14/60) (Mage Armor)
Nagagorjo: 7 (5/12 hp) (Inspire Courage +1 2/3) (Enlarge Person 4/10) (Bless 5/10) (Shield of Faith +3 16/60) (Inspire Courage +1 2/3) (diseased: malaria) (diseased: fungal rot)
Minotaur: 3 (-24 hp) (fatigued) (Evil Eye -2 to hit 2/2, -2 AC 1/2)

MAP

"It's faltering! Keep steady Nagagorjo, and we'll drive it off," says Janira, moving over to Pelotita's side. "Oh good, you've got my pack. Here, hold still a moment!"

Janira
Standard Action:
Move 15 ft.
Move Action: Retrieve stored item (tanglefoot bag) from Pelotita's pack


As Too-tuk binds the creature's strength and Vaetta and Pelotita both launch ranged attacks at the minotaur, Nagagorjo closes to melee, swinging his weapon! The blow flies wide, however, as the nagaji fails to account for the increased weight of his new form. Bellowing with rage, the minotaur returns the attack with a series of her own. The rain of blows fails to penetrate Nagagorjo's myriad defences, and the warrior stands stalwart against every blow.

Minotaur
Full Round Action:
Full attack vs. Nagagorjo
Attack: 1d20 + 7 - 1 - 2 ⇒ (12) + 7 - 1 - 2 = 161d20 + 3 - 1 - 2 ⇒ (17) + 3 - 1 - 2 = 171d20 + 2 - 1 - 2 ⇒ (17) + 2 - 1 - 2 = 16 vs. AC 20 (-2 Evil Eye applied)

Round Four Finished
Begin Round Five

Initiative
Janira:
23 (8/25 hp) (fatigued) (Inspire Courage +1 1/3)
Pelotita: 22 (Inspire Courage +1 1/3) (Bless 4/10) (Shield of Faith +3 13/60)
Vaetta: 22 (Inspire Courage +1 1/3) (Bless 4/10) (Shield of Faith +3 15/60)
Too-tuk: 8 (Inspire Courage +1 1/3) (Bless 4/10) (Shield of Faith +3 14/60) (Mage Armor)
Nagagorjo: 7 (Inspire Courage +1 1/3) (Bless 4/10) (Shield of Faith +3 16/60) (Inspire Courage +1 1/3) (diseased: malaria) (diseased: fungal rot)
Minotaur: 3 (fatigued) (Evil Eye -2 to hit 1/2)

MAP

"Be careful Nagagorjo! This beast is not to be trifled with. Hold steady and together we'll drive it off!" Janira shouts, standing and carefully trying to make her way across the slippery log.

Janira
Standard Action:
Stand from prone
Move Action: Move across log bridge
Acrobatics: 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9 vs. DC 7 to cross log


Too-tuk's warbling hex keens discordantly at the monstrous creature, and its limbs grow weak and flaccid. It seems to be gathering itself to return to its former strength, but the weakness still takes its toll.

Will Save: 1d20 + 5 ⇒ (17) + 5 = 22 vs. DC 13


Didn't notice Vaetta had low-light vision, sorry! Your original sling bullet would hit due to this, however as the minotaur isn't entangled any more, the second hit would miss due to higher Dexterity to AC. We'll just flip it and say this one hit instead to keep it fair.

Both Vaetta and Pelotita fire ranged attacks at the minotaur, and it lets forth a moo of pain as a half pound of lead hits it in the head, followed by a burning spurt of sticky white goo straight in its eyes!

(Minotaur -11 hp)


The good news is that if you move to back, it won't go behind the map itself. That's a background for the slide, not a layer. However, it will go behind the grid overlay, so you'll need to shift the grid to the back afterwards. Sorry I'd missed that when I created the map.

We're at the top of a new round of combat! Pelotita's up first, followed by Vaetta, then Too-tuk and finally Nagagorjo.


Bless doesn't aid ability checks sadly, only attack rolls and saves against fear. Nagagorjo's first attempt to cross the river failed by one point. As he's checked, he can't attempt a second move that round. Let me know if you want to use your standard action for that round to do something, such as gain a bonus combat feat from your Martial Flexibility class feature. Vaetta will need to roll concealment until a light source can illuminate the minotaur in normal light. Because of low-light vision, Nagagorjo doesn't need to worry about concealment once he's across the river as Pelotita's light source is close enough to illuminate the creature for him.

Concealment: 1d100 ⇒ 15 vs. miss on 1-20 for Vaetta's sling attack

Pelotita hurries to catch up to Too-tuk as Nagagorjo tries to power through the river. Unluckily the strong current twists the rocks beneath his feet and he narrowly avoids stumbling. Vaetta's sling cracks in the damp air as she lets fly with a bullet, and it misses by mere inches in the low light! Once more the minotaur tries to struggle free of the bindings of the tanglefoot bag, but Too-tuk's baleful gaze locks his movements tight enough to momentarily hold the beast in its bindings.

Minotaur
Standard Action:
Break free of floor
Strength Check: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15 vs. DC 17 (-2 Evil Eye applied)

Round Three Finished
Begin Round Four

Initiative
Janira:
23 (8/25 hp) (fatigued)
Pelotita: 22 (Bless 3/10) (Shield of Faith +3 12/60)
Vaetta: 22 (Bless 3/10) (Shield of Faith +3 14/60)
Too-tuk: 8 (Bless 3/10) (Shield of Faith +3 13/60) (Mage Armor)
Nagagorjo: 7 (Bless 3/10) (Shield of Faith +3 15/60) (diseased: malaria) (diseased: fungal rot)
Minotaur: 3 (fatigued) (entangled 2/2)

MAP

Beaming with pleasure, Janira begins to recite words of encouragement to her wards. “And it was Selmius Foster’s race against a marid and efreeti on the isle of Jalmeray, which taught us that nothing is truly impossible and every situation can end in victory. And so, we shou-WHOA!”

Janira
Standard Action:
Inspire Courage
Move Action: Move across log bridge
Acrobatics: 1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 4 vs. DC 7 to cross log
Reflex Save: 1d20 + 6 ⇒ (11) + 6 = 17 vs. DC 13 to fall prone on log

As Janira narrowly avoids taking an unplanned swim in the stream, the group feel inspired by her heroic words, if not so much by her example. However, the sticky bonds holding the minotaur turn brittle and shatter against its struggles, releasing the creature from it's entanglement!


Too-tuk fixes the minotaur with his baleful gaze, imagining a giant bulls-eye appearing on its chest. However, as he realises the sheer awfulness of the pun, it causes him to wince in reflexive anguish, reducing his ability to maintain his focus.

Will Save: 1d20 + 5 ⇒ (12) + 5 = 17 vs. DC 13


Yes, new round is up!

Apologies for the delay, I've spent the last few days preparing my daughter's birthday party. I'm all done as of this morning! I'll do my best to keep things moving without delay from now.

We've got Pelotita up first, then Vaetta, then Too-tuk and then Nagagorjo. The minotaur's currently entangled in goo from Janira's tanglefoot bag for one more round and then will be free. Better make it count!


There's a thud as Vaetta's sling bullet hits the ground a few feet short of the minotaur, which struggles and heaves against the sticky bonds of the tanglefoot bag.

Minotaur
[b]Standard Action:
Break free of floor
Strength Check: 1d20 + 3 ⇒ (9) + 3 = 12 vs. DC 17
Entangled: 2d4 ⇒ (1, 1) = 2 rounds duration

Round Two Finished
Begin Round Three

Initiative
Janira:
23 (8/25 hp) (fatigued)
Pelotita: 22 (Bless 2/10) (Shield of Faith +3 11/60)
Vaetta: 22 (Bless 2/10) (Shield of Faith +3 13/60)
Too-tuk: 8 (Bless 2/10) (Shield of Faith +3 12/60) (Mage Armor)
Nagagorjo: 7 (Bless 2/10) (Shield of Faith +3 14/60) (diseased: malaria) (diseased: fungal rot)
Minotaur: 3 (fatigued) (entangled 1/2)

MAP

Smiling broadly, Janira retreats from the minotaur's reach. "This is what I call getting out of a sticky situation!"

Janira
Full Round Action:
Withdraw
Acrobatics: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21 vs. DC 7 to cross log


Nagagorjo and Too-tuk's movement through the green section of the map counts as difficult terrain. I've shifted their minis back a bit due to the increased cost of movement. Just waiting on Vaetta's actions to advance the round.


Okay, so given Nagagorjo's delayed initiative, we've got Pelotita up first, then Vaetta, then Too-tuk's spell completes and Nagagorjo is enlarged, Too-tuk's actions for this round occur, then finally Nagagorjo gets to take his double move.

Just a note that I've left Nagagorjo on the map where he'd end at the end of his turn this round, but prior to his turn he's within touch range of Pelotita and Too-tuk if they planned to cast any other spells on him.


Note that Enlarge Person takes a full round to cast. You gain the benefits of the spell at the beginning of Too-tuk's next turn. You also can't take any other movement actions in the same round as a 5 ft. step. I'll interpret your actions to mean Nagagorjo takes no further actions after his 5 ft. step this round, delays until after Too-tuk's initiative and double moves on your new initiative during round two.

"Oh, praise Desna!" says Janira, turning her head and catching sight of the Pathfinders. "Be careful, this creature is more tenacious than I had expect-GAH!"

Minotaur
Misc Action:
5 ft. step
Standard Action: Attack vs. Janira
Attack: 1d20 + 6 ⇒ (5) + 6 = 11 vs. AC 16

Round One Finished
Begin Round Two

Initiative
Janira:
23 (8/25 hp) (fatigued)
Pelotita: 22 (Bless 1/10) (Shield of Faith +3 10/60)
Vaetta: 22 (Bless 1/10) (Shield of Faith +3 12/60)
Too-tuk: 8 (Bless 1/10) (Shield of Faith +3 11/60) (Mage Armor)
Nagagorjo: 7 (Bless 1/10) (Shield of Faith +3 13/60) (diseased: malaria) (diseased: fungal rot)
Minotaur: 3 (fatigued)

MAP

Stepping back as the minotaur's axe whistles inches over her head, Janira pulls out a bulging leather sack. "Enough! You are outnumbered and outmatched, beast. You'll not taste my blood this day."

Janira
Misc Action:
5 ft. step
Move Action: Draw tanglefoot bag
Standard Action: Throw tanglefoot bag at minotaur
Ranged Attack: 1d20 + 4 ⇒ (14) + 4 = 18 vs. touch AC 8
Reflex: 1d20 + 5 - 1 - 2 ⇒ (12) + 5 - 1 - 2 = 14 vs. DC 15 or be glued to the ground (fatigued and entangled applied)


"If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll to determine which one of them goes before the other."

Vaetta's initiative modifier is lower, meaning her turn occurs after Pelotita's on the initiative count. Therefore she gains the benefits of Bless before her turn in combat.


As Janira shouts her challenge, she steps back, cracking her whip at the minotaur's broken battleaxe. Her opponent snorts and jerks the weapon away, the crack of the whip catching nothing but air. Janira desperately glances about, looking for some means of escape from her relentless pursuer.

Janira
Misc Action:
5 ft. step
Standard Action: Disarm vs. Minotaur
Combat Maneuver: 1d20 ⇒ 11 vs. Enemy CMD


You reach the eastern end of the tight tunnels, noticing a faint light at the end of the tunnel—reflected moonlight, gently streaming in from the surface. The sound of Janira’s battle is close and clear. Reaching out a hand, you help each other in traversing only another 120 feet of somewhat slick tunnels before emerging from the caverns.

The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy.

Nearly 100 feet from the cave’s entrance, Janira Gavix is locked in combat with her relentless minotaur foe in a clearing on the southern bank of the stream. By the time you arrive, you see she has sustained several serious wounds. As you emerge from the cave, Janira shouts, “You vile beast! I know not what drives your black heart, but I shall not fail in my duty. I shall see you driven from this forest, back to the hills from whence you came!”

Begin Round One

Initiative
Minotaur: 1d20 - 1 ⇒ (4) - 1 = 3 (fatigued)
Janira: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23 (8/25 hp) (fatigued)
Nagagorjo: 1d20 + 2 ⇒ (14) + 2 = 16 (Shield of Faith +3 12/60) (diseased: malaria) (diseased: fungal rot)
Pelotita: 1d20 + 4 ⇒ (18) + 4 = 22 (Shield of Faith +3 9/60)
Too-tuk: 1d20 + 7 ⇒ (1) + 7 = 8(Shield of Faith +3 10/60) (Mage Armor)
Vaetta: 1d20 + 2 ⇒ (20) + 2 = 22 (Shield of Faith +3 11/60)

MAP

MAP NOTES

The full moon above casts provides dim light over the entire area. 20% concealment applies unless you have a light source or darkvision. The shaded leaf litter beneath the trees is filled with underbrush that behaves as light undergrowth, creating difficult terrain and concealment. The trees do not completely occupy their respective squares. A creature that shares a space with one or more trees benefits from partial cover.

The stream is about 10 feet wide and 5 feet deep, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn. A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flatfooted for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead.

The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.


Glad you're back!

Correct, combat has ended thanks to some impressive teamwork (Explore! Report! Cooperate!) by the rest of the group. You have a few moments to ready yourselves before discovering the fate of Janira, whom you've heard battling outside for the last minute.


The heavy weight of the meteor hammer's ball thuds as the chain's links rattle through Too-tuk's claws. He swings the weapon in a figure eight to either side of himself, catching the chain with one foot. The ball's momentum suddenly redirects as Too-tuk kicks the chain forward, the meaty thud of impact striking the enemy square in the centre of its body! The impact finally stills the creature's movement, its ruptured form bleeding vile fluids.

End Combat

Nagagorjo (11/12 hp) (Shield of Faith +3 9/60) (diseased: malaria) (diseased: fungal rot)
Pelotita (Shield of Faith +3 6/60)
Vaetta (7/9 hp) (Shield of Faith +3 7/60)
Too-tuk (Shield of Faith +3 8/60) (Mage Armor)[/b]

Nice hit Too-tuk!


And that's everyone's actions in order!

Too-tuk's up again. The creature's on its last legs, which is ironic since it has no legs to start with. Here's hoping the group can finish it off!


Too-tuk coaxes one final spurt of flames from the wand before tossing it aside. Waves of heat roll sizzling over the creature once more, crackling and popping with intense arcane fury. The enemy takes the full blast, and looks close to death.

The lingering inspiration from hearing Janira's voice outside starts to fade, the courageous feeling of heroism beginning to run dry. Only a whisper of her words remains with the initiate Pathfinders.

Reflex Save: 1d20 ⇒ 9 vs. DC 11 for half damage

Round Three Finished
Begin Round Four

Initiative
Nagagorjo:
21 (3/12 hp) (Inspire Courage +1) (Shield of Faith +3 8/60) (diseased: malaria) (diseased: fungal rot) (pinned)
Pelotita: 17 (Inspire Courage +1) (Shield of Faith +3 5/60)
Vaetta: 18 (Inspire Courage +1) (Shield of Faith +3 6/60)
Enemy: 16 (-24 hp)
Too-tuk: 12 (Inspire Courage +1) (Shield of Faith +3 7/60) (Mage Armor)

MAP

Nagagorjo slithers away from the creature as Pelotita reaches out with Janira's wand and heals his wounds once more. Vaetta lunges forward as Nagagorjo frees himself, taking advantage of the creature's distraction to plunge her spiked gauntlet into the enemy's flank! Her attack misses as she stumbles over the slippery slope, falling to one knee and cursing loudly.

Vaetta
Standard Action:
Melee attack vs. Enemy with spiked gauntlet
Vaetta's Attack: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4 (Inspire Courage +1)

The enemy lunges towards Nagagorjo again, seeking to devour the warrior with mindless determination. This time Nagagorjo is ready, slipping back a quick step inches away from the creature's probing pseudopods.

Enemy
Standard Action:
Engulf vs. Nagagorjo
Reflex Save: 1d20 + 3 ⇒ (10) + 3 = 13 vs. DC 13


Vaetta's failed to post for the last 7 days.

Given this, I'll assume temporary control over Vaetta's character from next combat round to keep the game running. I've sent a Private Message to check if Cantriped is still interested in participating in this scenario or if he's backing out. Hopefully I'll get a response soon.


Vaetta's turn delayed due to inactivity.

Nagagorjo successfully wriggles free of the creature's grip as Pelotita heals his wounds. With the burns from Too-tuk's wand, the enemy is weakened, yet it still pursues Nagagorjo with tenacious zeal.

Enemy
Standard Action:
Engulf vs. Nagagorjo
Reflex Save: 1d20 + 3 ⇒ (8) + 3 = 11 vs. DC 13
Damage: 1d6 + 4 ⇒ (5) + 4 = 9 bludgeoning due to Engulf

The wand of Cure Light Wounds has been used 4 times now, and has 4 charges remaining. The Wand of Burning Hands has been used 3 times now, and has 1 charge left.


The gout of flames which erupt from Too-tuk's wand sizzle and fry the hide of the creature as it shies away from the heat. Too-tuk's aim avoids Nagagorjo's thrashing form as the nagaji wrestles against the phenomenal gripping strength of the disgusting creature.

The sound of Janira's oration outside fades to nothing but the shouts of combat, though the lingering effects of her inspiring words remain with the group.

Reflex Save: 1d20 ⇒ 18 vs. DC 11 for half damage

Round Two Finished
Begin Round Three

Initiative
Nagagorjo:
21 (Inspire Courage +1) (Shield of Faith +3 7/60) (diseased: malaria) (diseased: fungal rot) (pinned)
Pelotita: 17 (Inspire Courage +1) (Shield of Faith +3 4/60)
Vaetta: 18 (Inspire Courage +1) (Shield of Faith +3 5/60)
Enemy: 16 (-15 hp)
Too-tuk: 12 (Inspire Courage +1) (Shield of Faith +3 6/60) (Mage Armor)

MAP


Vaetta's action skipped due to 24 hours or more passing since Pelotita's action. Vaetta can post her action for this round before or after Too-tuk's turn if she responds before this round of combat ends.

Too-tuk's up!


Pelotita's stomach rumbles once more at the thought of food as Vaetta hesitates. The enemy once more rears up and tries to engulf Nagagorjo, mindlessly fixated on consuming the fresh prey in front of it. It manages to catch Nagagorjo's foot before he can leap away, enveloping him inside its rancid form!

Enemy
Standard Action:
Engulf vs. Nagagorjo
Reflex Save: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 vs. DC 13 (+2 Sacred bonus applied)
Fortitude Save: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 vs. DC 15 disease (+2 Sacred bonus applied)
Damage: 1d6 + 4 ⇒ (6) + 4 = 10 bludgeoning due to Engulf


Just a friendly reminder that unless I get Vaetta's action soon, I'm gonna advance the combat to prevent the others waiting any longer.


Nagagorjo's backswing catches the foul mound as he leaps away, striking it with near full force! Yet still the hideous pile of filth continues to move, hungrily pursuing the nagaji.


Alright, Pelotita's up!


And Nagagorjo replies just in time!

To save time, I'll continue rolling your reflex save against the creature's engulf attack unless you specify you wish to perform a different action beforehand.

Nagagorjo's up again!


As Nagagorjo's dodges away from the mound of filth with the speed of a striking viper, Too-tuk casts a spell to aid the nagaji's defences. The spell shimmers briefly around Nagagorjo but then seems to fade as a faint glow of conflicting magic energies ripples across Nagagorjo's cloak.

Round One Finished
Begin Round Two

Initiative
Nagagorjo:
21 (Blessing of the Faithful +2 AC 1/1) (Inspire Courage +1) (Shield of Faith +3 6/60) (diseased)
Pelotita: 17 (Inspire Courage +1) (Shield of Faith +3 3/60)
Vaetta: 18 (Inspire Courage +1) (Shield of Faith +3 4/60)
Enemy: 16 (-6 hp)
Too-tuk: 12 (Inspire Courage +1) (Shield of Faith +3 5/60) (Mage Armor)

MAP

Nagagorjo, did you apply the benefits of the cloak of resistance +1, ring of protection +1 and amulet of natural armor +1 to your character's stats? I've got Vaetta handing them to you here.


Just a friendly reminder that unless I get Nagagorjo's action soon, I'm gonna advance the combat to prevent the others waiting any longer.


When engulfed you gain the Pinned condition. Here's the relevant monster ability rule:

Engulf (Ex):
The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.

If you gain the Pinned condition from being Engulfed you can't attack, but you can attempt to free yourself as a standard action each round on your turn using a Combat Maneuver or Escape Artist check.


Creatures don't block line of effect for spells, spell-like abilities and supernatural abilities other than to provide cover bonuses against ranged touch attacks, therefore Nagagorjo would take the full benefit of Channel Energy if you used it whilst he was engulfed, and provided you had line of effect to his square. Ordinarily enemies also receive the benefit of Channel Energy if they are living creatures within the area of effect, but as you have the Selective Channelling feat you can choose to exclude them from its effect.


Pelotita shouts words of encouragement as Vaetta fires her sling with little effect. The enemy, for its own part, rears up and tries to engulf Nagagorjo once more!

Enemy
Standard Action:
Engulf vs. Nagagorjo

Nagagorjo, you can either take an attack of opportunity after which you're engulfed by the creature with no save, or forgo your attack of opportunity to try a DC 13 Reflex save to avoid being engulfed. If you want to take your attack, please roll your attack of opportunity, if not, please roll your Reflex save.


The boss battles were also significantly different in power level.

For example: Asmodeus
Hit Points: 199
Attacks: 1 attack (2d6+2)


Too-tuk moves in closer to the creature, eager to aid his ally in defense against the beast.

Surprise Round Finished
Begin Round One

Initiative
Nagagorjo:
21 (Inspire Courage +1) (Shield of Faith +3 5/60) (diseased)
Pelotita: 17 (Inspire Courage +1) (Shield of Faith +3 2/60)
Vaetta: 18 (Inspire Courage +1) (Shield of Faith +3 3/60)
Enemy: 16
Too-tuk: 12 (Inspire Courage +1) (Shield of Faith +3 4/60) (Mage Armor)

MAP

Nagagorjo smashes the creature with his morningstar! Waves of ripples spread from the site of the impact, but the mass of filth remains whole and extends quivering, probing pseudopods in Nagagorjo's direction.


1 person marked this as a favorite.

Think of it like a badge of honor! None of the other characters get to claim nearly as many status effects as you have.


Welcome back! Too-tuk's the only one that saw through the creature's stealth, so he gets to act in this surprise round. Then we're onto round one. You have a standard action if you wish to use it.


Yeah, I'd always assumed a disease fell under that category. It's a condition but there's currently no mechanical effect, since the onset time means any potential stat losses are not currently applying, but I can see it going the other way too.

Anyway, I'll just follow the above suggestion and we'll resolve the saving throws at the end of the game so it's marked off.


2 people marked this as a favorite.

Damn it! I also had a player play a tengu at my home tabletop game and I swear every damned week I'd get the name of the race wrong. Every. Damned. Week. For TWO YEARS! Bird-people will always be kenku in my brain.


Actually, that only applies for pregenerated characters or if the condition would render the character unplayable.

Pathfinder Society Roleplaying Field Guide p. 15 wrote:

Dealing with Afflictions

At the end of a scenario, a PC might have been afflicted with any number of possible afflictions, such as blindness, a curse, deafness, a disease, or a poison. Verify that the player recorded any conditions in the notes section on his Chronicle sheet and initial next to what he wrote (see below). It’s specifically important that conditions be written legibly so the player and subsequent GMs can understand them.

If the PC purchased the casting of a spell to remove the condition, you need to make sure the player recorded that information in the notes section at the bottom of the Chronicle sheet. If another PC cleared the condition by casting a spell, this information should be listed in the notes section with the casting character’s full Pathfinder Society Number written in next to the spell’s name. If, during this scenario, a character resolved a condition gained during a previous scenario, check that the condition is listed as cleared under the notes section on the Chronicle sheet for this scenario, and verify that the cost for resolving it or the PC who cleared it has been recorded.

Note: Any affliction that would result in an unplayable character must be resolved at the table once the game ends as explained in Chapter 5 of this document.


Nagagorjo moves forward, glancing around warily for danger. Too-tuk is right behind him after he receives the protection of Pelotita's wand, and whilst Nagagorjo fails to spot any danger, Too-tuk's keen kenku eyes spot a patch of floor directly in front of the nagaji that quivers with anticipation and inches imperceptibly closer as he approaches.

Pelotita finishes casting her blessing, reflecting on wheat based baked goods moments before Too-tuk gives a strangled caw of alarm. Vaetta fails to react to the danger, her attention diverted by retrieving her ranged weapons from her pack. From outside the sounds of battle still rage, Janira's voice faintly echoing down the passage.

Begin Surprise Round

Initiative
Enemy: 1d20 - 1 ⇒ (17) - 1 = 16
Nagagorjo: 1d20 + 2 ⇒ (19) + 2 = 21 (Inspire Courage +1) (Shield of Faith +3 4/60) (diseased) (flat-footed)
Pelotita: 1d20 + 4 ⇒ (13) + 4 = 17 (Inspire Courage +1) (Shield of Faith +3 1/60) (flat-footed)
Too-tuk: 1d20 + 7 ⇒ (5) + 7 = 12 (Inspire Courage +1) (Shield of Faith +3 3/60) (Mage Armor)
Vaetta: 1d20 + 2 ⇒ (16) + 2 = 18 (Inspire Courage +1) (Shield of Faith +3 2/60) (flat-footed)

MAP

Reacting faster than the kenku, the patch of floor suddenly rises up, slimy tendrils extended towards Nagagorjo! With snake-like speed, the nagaji warrior leaps out of the way.

Enemy
Standard Action: Engulf vs. Nagagorjo
Reflex Save: 1d20 + 3 ⇒ (11) + 3 = 14 vs. DC 13


This disease has an onset time of 1d3 days, and you save once per day against it. It requires two consecutive saves to cure.

Since this will likely occur after the end of the scenario, it'll simply be noted on your Chronicle sheet for future play for this character.


1 person marked this as a favorite.

Pelotita continues to expend her wand's charges, granting first Too-tuk, then Vaetta, and finally herself, the benefits of the wand's spells. In the distance, the sounds of combat continue to rage as the minotaur and Janira do battle.

I'll count rounds passed when posting initiative, but until an encounter occurs, I won't roll so as to determine whether anyone is flat-footed at the start of combat. If anyone wishes to use their rounds whilst Pelotita casts the spells, feel free to post your actions. Things such as active Perception checks take a move action to perform, for example, meaning Pelotita could do one each round whilst using the wand, and others could do two checks each round. Other options might include drinking potions, drawing items, reading scrolls, using alchemical items, or spending three rounds towards an eight hour Craft skill check.


Shadow-Traced Creature template (3PP) lets a creature create temporary duplicates of itself as well as its gear. Any consumables the base creature possesses are therefore effectively infinite uses per day.