Imperial Dragon Sorcerer

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Out of 23 PFS2 characters, none of them have the same ancestry and versatile heritage. I do have three humans in the mix.


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Stitch Steeltoe wrote:
Vardarel wrote:
So what sort of Summoner are you considering, Lady Ladile?
Cat summoner!

Demon summoners are not allowed because of Unholy. That would prevent summoning cats.

Says the guy who is allergic to cats.


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7th level should be 720 gp.

You need to wait for the clarification, but at least this should allow you to make plans.


Glad I could help!


Secrets of Magic

MAGICAL UNDERSTUDY FEAT 2

EVOLUTION SUMMONER

Your eidolon evolves to cast spells. It gains the Cast a Spell activity and learns two cantrips of its tradition, which it can cast as innate spells.

——
Pathfinder Core Rule Book, pg 302.

Innate Spells

You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs.

It is an innate spell, so the eidolon is trained.

The rules in Player Core are a little better it seems, but still getting an Innate Spell automatically gives you a Spell Attack and DC for those spells.


Bella Sidare wrote:
Khiari could cast magic but Bella couldn't so the spell DC is untrained.

That sounds too bad to be true.


Have others been having trouble getting into the forums? Several times they were down when I wanted to post.


So currently we have:

Roark, swashbuckler
Stitch, inventor
Vardarel, cloistered cleric
Professor Bun Bun, bard
Bella and Khiari, swashbuckler with a summoner dedication

Everyone is at least trained in Stealth, but I don’t think anyone has better than Trained. Having someone who is Expert or better would give us a better chance when Stealth is an option.

Stitch is the best at healing / medicine, crafting, and good on Society.

Vardarel is good on Religion and Survival. He has all four magic skills.

Roark is good with Acrobatics and Performance.

Professor Bun Bun is good with Performance, Society and Diplomacy.

Bella is best at Acrobatics and Performance.

We don’t have anyone casting arcane or primal magics.

Maybe a magus, arcane or primal summoner or champion? Otherwise a strange rogue or melee investigator.


Roark Thunderbird wrote:
GM chadius wrote:

I can prep and set that up next if we're OK with that.

I can't wait until we can just play scenarios without worrying or recalling who played in what scenario.

Was kinda hoping the ... ahem ... author could run it for us... ;)

Sorry but the author is working on another project and has buried herself in writing. I doubt she would come GM until she is ready to publish what she is currently working on.


The other option is that the new rules starting with GenCon allows for creating a 7th level character.

If the characters on this adventure take slow track for it and the next one, we could add Lady Ladile with a new character and align our experience points.

We take two chronicles at slow track, she takes one at normal track. Everything is aligned,

That would mean her starting a new character at 7th level.


Welcome back, Lady Ladile!


Roark Thunderbird wrote:
so how's the other one (Mean Streets of Shadow Absalom)? If it's more intelligence based checks I'm bringing Lokaloka!

A few traps, lots of combat, I can’t recall how much there is for skill checks. I think there was more of a mix of skills, but it has been a while and I last played it on my Magus alongside an Investigator so we had skill options,


GM chadius wrote:
27 Occultism is a failure, yes. 17 Diplomacy is a critical failure.

So what level was the Hazard?

DC 28 would be high for a level 8, extreme for a level 6 trap. Only giving three skills and requiring expert on two of them seems rather harsh as well considering that most classes would only have two skills at Expert or above. Some humans, rogues and investigators having a bit more.

Just felt like the trap was a bit harsh, especially as a complex hazard that evidently had no HP or AC.


I think that is why the One For All feat is so popular for Swashbucklers that have a Charisma.

Also, if you could prepare to Aid those of us who are grabbed for when we attempt to escape that might help one of us.


Higher level combats tend to have more complications— hazardous terrain, weird terrain, different environmental effects.

As long as you depend on the players to know their characters, it doesn’t have to be that much more difficult — especially in PbP where you have time to look up the weird rules.


Stitch Steeltoe wrote:

Before we get rolling I just wanted to be sure that quick repair works as I am reading it.

Quick Repair: Feat 1(3): General, Skill
You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Now that I'm master I am under the assumption I can use this in combat as it is only three actions. Am I correct?

That is how I read it.


I’m willing to run 03-17 Dreams of a Dustbound Isle and 03-19 Mean Streets of Shadow Absalom after the Breaking the Storm series if that is what we want.


A list of what has been played and who GMed it is in the Campain info tab.

The last few games have been:
7-09 The Chitterwood Walks by GM Tiger
7-04 Sulferic Negotiations by GM Tiger
3-13 Guardian's Covenant by GM Halgur
6-18 Symposium on a Fallen God by GM Bret
2-23 An Agent's Obligation by GM Chadius
6-06 Rotten Apples by GM Tiger
6-05 Silver Bark, Golden Blades (1-4) GM Hmm and GM Bret
2-18 Fanciful March of Urwal< By GM Tiger
5-12 Mischief in the Maze< By GM Chadius

I do not have time to GM a game this month, you would need to wait until the start of July if I were to do it.

Hilary just got a new writing gig, so she probably doesn’t have time.

I would be willing to run 03-17 Dreams of a Dustbound Isle and 03-19 Mean Streets of Shadow Absalom. The Breaking the Storm arc is a bit long, as much fun as it is, I would rather not run that.


GM Tiger wrote:
just out of curiosity -- has anyone run (or played) the Osirion Arc (Secluded Siege and Tomb Between Worlds)? IIRC the first one's quite straightforward but the other one's a bit complex... They're both 5-8 though...

I had a lot of fun with Secluded Siege, but don’t think I’ve ever played Tomb between Worlds. The second is very complex and dangerous from what I gather. Hilary has run Tomb so she would know more about it,


I believe that Jackpot has Storyied Talent, the Horizon Hunters faction specific boon that allows day jobs at level rather than the normal level-2.


I don’t know anything about it other than the blurb.

The fall of Treerazer left a power vacuum in southern Kyonin. A young and arrogant dragon believes that they're the best one to fill this. They've had their minions assailing and robbing travelers, charging tolls and tribute, and otherwise disrupting the region's recovery in the wake of the demon lord's defeat. With their resources stretched thin recovering the rest of the region and cleansing more significant demonic remnants, the elves of Kyonin have asked the Pathfinders, newly granted a lodge in Greengold, to deal with the upstart dragon. It's up to you to to take on the dragon. And even a young dragon is not a threat to be underestimated.

Written by Tineke Bolleman

Tineke is generally a good author.

I have not read the scenario. My reason for being interested in it is Vardarel is a Kyonin Emissary from Iadara, the capital of Kyonin.

I wasn’t even aware that Treerazer had been defeated.


I would be willing to run 6-03 Godsrain in a Godless Land.

I am going to want to play 07-07 Draconic Folly (Levels 7–10) on Vardarel, but that can wait a bit.

4/5 5/55/55/55/5 *****

I guess it depends on how you read it.

Disable DC 17 Performance (trained) to overpower the frightening cries with a greater sound or DC 15 Occultism or Religion (trained) to ritually disrupt the haunting.

I read it as both Occultism and Religion needing to be trained, but now that you mention it an equally valid reading may be only Religion needs to be trained and Occultism can be used Untrained. Depends on how you interpret the trained requirement.

The only Untrained action for Occultism is Recall Knowledge. Not sure just recalling knowledge is good enough to know how to disrupt the haunting, but since it avoids a group potentially not having a way to deal with the Haunt I will take that interpretation.

Thanks for the response!

4/5 5/55/55/55/5 *****

Has anyone had to handle a case where no one in the group had the skills to disable the Talhinder’s Grief haunt?

Seems like it could easily happen, especially considering how random Society parties tend to be. Since the haunts have no hit points or AC it isn’t like swinging a sword will deal with it. The hazard requires Trained in all of the skills useful for disabling it.

4/5 5/55/55/55/5 *****

Need to go through this scenario again to see if there is anything else I missed.

In reporting conditions it says

Quote:
If Voss died, check box B. If Aruk died, check box C. If Kiha died, check box D.

I don’t see anything in the scenario where any of these people would die. There is always the possibility of being included in an AoE or something else, but I don’t see anything that should be a direct threat to any of them other than Aruk. Since there is the possibility of Aruk participating in the attack, I could see them dying.

Did I miss something?

4/5 5/55/55/55/5 *****

A better way would be to just not use the Jaws attack as that is the only one which transmits the curse.

The sword does the same average damage and you could flavor it as the wererat not wanting to share their power (the curse) with others.


Bigrin has reset our characters to Core.

Now to see if it stays that way…


Chronicles have been sent.

Contact me if you see any problems. Since I manually mailed them, the most likely issue is me mixing up the e-mails and sending someone the wrong one.

Now for the longer process of trying to get it fixed so it is a core game.


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I will get the chronicles out either tonight to tomorrow.


Zarta listens to the recommendations and promises to take the advice under consideration, saying that Numair and Khellek make a very good points about revenge.

Since we have a clear vote and Grog is not Dark Archive we can all it here.


Khellek the historian wrote:
FJC question: Does that special devil armour count as a unique magic item? Or maybe our talkative head? Or, is there a chance to try and talk with our head and recruit him to the Dark Archive?

Gellius Thrune Is a soul without a body and although Dark Archive people are going to see them, I don’t think Gellius is going to like the experience.

None of the devils would be recruitable either.

This isn’t a good adventure for recruiting. Most of the people you met were dead and consigned to hell.

I need to look over the chronicle and figure out the best way to handle them. I would like to just automatically mail them from RPGChronicles but this one feels like one that I should customize to the person because of boons.

Glad that everyone was happy to get a high level scenario. Although this one was good for filling in some of the background on Zarta, I think there were things I could have done to make it move smoother. The store upgrade certainly didn’t help.

I will post here once I’ve figured out how I want to handle the chronicles.


Leventi seems satisfied and says he will let Rowane know. He also says “You still have time on the writ if you want to stay.

Zarta says “A good guest knows it is best to leave before the invitation expires.

With Gellius secured and Leventi dealt with, the group and Zarta make their way back to the hellmouth and travel back to Skyreach. There, Zarta consults with Gellius's trapped soul before using the melancholic talisman to permanently shut down the portal.

The talisman briefly flares as Zarta closes the hellmouth. The infernal scents fade slowly as Gellius Thrune's bound soul bobs approvingly. “Closed as promised, Lady Davian.” Zarta winces slightly. “Of course, I cannot promise perfect control in this state…” The disembodied head nods within its glass prison. “But before we quibble over terms, let me speak plainly, for I see in you the same need that has consumed me for centuries: revenge against House Thrune.

Gellius offers Zarta aid leveraging her Davian lineage to strike at Thrune, using his knowledge of the foundations of the house and its secrets to weaken and wound them.

Zarta twirls the point of a blade on Gellius' infernal contract as she contemplates his offer. “I admit I've yearned for this: a chance to slide the knife in, slow and deep, and see those who betrayed me twist on it. Not only did Thrune betray me, but I've known for only a few years that they were also responsible for the deaths and erasure of my ancestors, House Davian. However, as I look at you, my treasures, the choice is less clear. I have made a home here, with those who risked their souls to rescue me. Undermining Thrune and restoring Davian would mean leaving this behind, resigning my position, so that Thrune's reprisals would not target the Society.

She smiles. “So please, tell me how you can't bear to be without me or how my absence would only stoke your ardor.”

Zarta sincerely looks to your group for advice in this momentous decision.

If she pursues revenge and the resurgence of House Davian, she would leave the Pathfinder Society.

If she chooses to remain with the Pathfinder Society, she would likely continue her work with the Dark Archive while making peace with her past.

It is a reporting condition. Overall the society chose for her to stay with the Dark Archives.


With two having left, I’m going to assume the rest of you follow.

You manage to get out with minimal issue. The golem does take a parting attack, but does not pursue. You then spend a few minutes healing up. Zarta uses a couple of her spells to help with that.

After about ten minutes have passed, she says “I think it should be fine now.

You go back in and the golem is just standing in the same place it was before. It doesn’t move.

Looking at the contracts on the wall, the contracts bear the signatures of prominent Inner Sea families and represent potential blackmail material. It takes a bit of time, but you would be able to recover them if you wanted.

Leventi carries an angelskin handy haversack that contains eight legal texts written in a variety of languages (including several completely unknown to Golarion), a handful of semiprecious gems , and several wrapped parcels protecting the pieces of a suit of infernal armor.

Infernal armor:
Acts as Demon Armor but resembles a cornugon and inflicts poison with its claw attacks rather than contagion).

It is on the chronicle sheet.

Zarta goes over and grabs the jar. Gellius recognizes Zarta's Davian ancestry and reminiscences about a brief fling with Rufino Davian. He asks for his freedom, but Zarta pockets the jar and contract, saying, “All in due time.

With Gellius secured and Leventi dealt with, you make your way out.

At the entry way, Vetrivides and the two bones devils wait. Vetrivides asks if it is done and what happened.


True to his word, Grog does kill Leventi.

Zarta shouts out “If we leave and wait a few minutes, the golem will probably stop.

She waits to see if people agree to retreat. Looking to Numair, she also says “If we go, help me with Two Blades.

I’m willing to call combat complete if you want to retreat and wait.


Leventi is hit by more magical force. After the two volleys he is badly injured.

Round 4:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 160 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 24 damage –4 penalty on attack rolls, skill checks, and ability checks
Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Black Construct
Two Blades 11 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek 25 damage grabbed


Since Leventi has Khellek bound by his contract and his other attacks do not have reach, Korvan gets to them without getting attacked and hits. He does not do full damage, but does hurt the devil.

Round 4:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 125 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 24 damage –4 penalty on attack rolls, skill checks, and ability checks

Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Black Construct
Two Blades 11 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek 25 damage grabbed


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Leventi gives Khellek a look, then says “You are wrapped in paper. My hand has not dirtied itself by touching you, mortal.
Isn’t this the way Khellek would want to die? Wrapped up in paper. :)


Two Blades fights against the spell but is still stuck there bleeding.

Doodle is glad she used her arcane strike as about half the damage doesn’t get through to Leventi. Hopefully I placed you where you wanted to be. Glad the reroll worked.

Zarta continues her inspire courage and shoots Leventi with her light crossbow. It does full damage.

Leventi says “Guess I need to take care of your healer first.” as he steps to the side and attacks Khellek.
Binding Contract, 10’ reach: 1d20 + 22 ⇒ (15) + 22 = 37
Slashing damage: 1d4 + 9 ⇒ (1) + 9 = 10
Grapple: 1d20 + 22 ⇒ (16) + 22 = 38

Having captured the scholar, he then impales them.
Impale: 2d8 + 7 ⇒ (2, 6) + 7 = 15

Round 4:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 103 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 24 damage –4 penalty on attack rolls, skill checks, and ability checks
Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Black Construct
Two Blades 11 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek 25 damage grabbed


Khellek realizes this is a rather unusual construct. It is a fiend-infused stone golem. It is immune to fire and most magic. It resists damage from weapons unless they are adamantine and good. They also have all the normal Construct Traits that one would expect.

The golem’s body radiates the soul-scorching heat of the evil Outer Planes, dealing damage with its touch. Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. Creatures attacking a fiend-infused golem with unarmed strikes or natural weapons take this same hellfire damage each time one of their attacks hits.

In addition, the longer the golem is in combat the more likely it is to lose control. If it goes berserk, there is an explosion of hellfire and then it loses the fiend-infused template and attacks the nearest creature.

Finally it is also able to slow opponents in a ten foot burst around the golem as a free action every other round. There is a Will save to resist this.

Immunity to Magic:
Immunity to Magic (Ex) A fiend-infused stone golem is immune to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
* A transmute rock to mud spell slows a fiend-infused stone golem (as per the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock restores all of its lost hit points.
* A stone to flesh spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round.
* A banishment or dismissal spell quells the animating fiend temporarily, negating the golem's hellfire touch ability for 1 round with no saving throw. The spell also increases the chance of the golem's berserk liberation by 20% in subsequent rounds of combat.


Khellek the historian wrote:
What sort of action would it take to cover up the symbol? Are there curtains or similar things around that I could use?

Did an edit of above post to answer this, then the boards gave me the backtracked too far message. :(

Leventi originally revealed the symbol by using a move action to reveal it. I see no reason you couldn’t have a fight between the groups over is it revealed or not. You would need to be against the back wall to do this. Probably not your best obtion since Leventi could just destroy the curtain instead of moving it.

Anything that prevents people from seeing it would prevent the penalty. Obscuring Mist and similar spells for those more than 5’ from it, any wall spell you can’t see through, Darkness for those who do not have darkvision, anything else that would block line of sight.
Symbol of Pain can also be taken out with Erase, Dispel Magic, or (as listed in the spell) a DC 30 Disable Device. You would need to be at the symbol (along the back wall) to Disable it.
There are probably ways I’m not thinking of where you could block sight to the symbol.


Time rewinds.

Grog half orc wrote:

Grog tries to get out again.

[dice=with grease]1d20+25

With the help of all the magics, Grog is able to escape the grasp of Leventi’s contracts.

You have a move action left, if there is something you want to use it for. Note that you have already seen the contracts have Reach.

Time snaps back to where it was.

Khellek heals Grog a little bit.
I will allow Khellek to also adjust position realizing that Leventi has reach and casting the cure would provoke.

Round 3:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 85 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 24 damage –4 penalty on attack rolls, skill checks, and ability checks
Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Black Construct
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle

Khellek

Khellek and Grog have a move action if they want it.


Thanks for breaking it down for me, Khellek.

Grog’s escape attempt worked, if he has something he wants to do with his move action I will allow that.


GM Tiger wrote:
just wondering if people have played Heidmarch Heist (5-8 nonrepeatable though)...

Yes. I probably should not say how many replays I’ve used on it.

That said, it has been worth every replay I’ve spent on it.


One of the two statues starts breaking apart. You can see some sort of construct breaking out of the statue. You think it will take it a full round to break itself free but you can target it now.
Kn: Arcana to know about it. Since Khellek is in the group I will say right now that it is a NE Large Construct.

Round 3:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 85 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 50 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Black Construct
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek


Doing a tiny bit of research,

Core Rule Book, pg 199 wrote:


When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects.

I am not an expert at Combat Manuevers. I could be missing rules.

I believe the above means that all the spells that Khellek mentions would apply to the CMB. I believe that the penalties from Symbol of Pain would also apply.

It looks to me like the Grease was included, but not the Symbol of Pain, in Grog’s roll.

I don’t usually do this, but in the interests of speeding this up I’m going to tell you that Leventi’s CMD is 38. High tier has big numbers.

I’m going to go forward with the action, but would appreciate if someone could do all the math to determine if Grog was successful. I think the Symbol of Pain penalty prevents it but would be happy if I’m wrong. I would like someone to double check the math and figure this out before Leventi acts again.

Yes, I’m a softy who likes it when the heroes win.

My understanding is also that if you could hide or dispel the symbol of pain, you would no longer take those huge penalties. Zarta does not have Dispel Magic unfortunately.

Now to go post in gameplay so we can move a little forward.


Korvan heals himself, which prevents further bleeding. Unfortunately he does take 1d6 ⇒ 5 bleeding damage just as he is doing that.
Bleed damage is at start of turn.

Will wait a little bit to see if someone can check the math on Grog’s escape attempt.

Round 3:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 85 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 50 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 13 damage –4 penalty on attack rolls, skill checks, and ability checks
Unknown
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek

As I said, going to wait a little bit to see if someone can double-check the math on Grog’s escape attempt.


Khellek the historian wrote:

Grog, did you see my post in Discussion? Both your grapple freeing checks have been six points too low, at least in my calculations.

I have not had a chance to check the math, but if Khellek is correct +6 is enough to make the difference and give you a success. It would be worth checking the details to figure it out if someone has time. I would be more than happy to rewind and give Grog the success.

Probably best to do the rules analysis in Discussion where Khellek posted their analysis.


Numair hits with two more volleys of force.

Grog again finds himself unable to escape.
Do you have a one handed weapon? It would be an additional -2 to attack, but you might have better luck. The dice didn’t help you on that roll.

Round 3:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 85 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 50 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 10 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks
Unknown
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek


The first two arrows miss. The third arrow is knocked off course by the contracts along the back wall. Yellow area

Korvan continues to bleed, taking 1d6 ⇒ 4 damage.

Leventi manages to keep hold on Grog with the contract and impales him again.
CMB: 1d20 + 22 ⇒ (6) + 22 = 28
Impale: 2d8 + 7 ⇒ (1, 2) + 7 = 10

He says something and one of the statues starts wobbling.

Infernal:
Golem, defend me now.

He then gores Grog twice.
gore: 1d20 + 18 ⇒ (2) + 18 = 20
Piercing damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13
gore: 1d20 + 18 - 5 ⇒ (12) + 18 - 5 = 25
Piercing damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15

Round 3:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 47 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 50 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 10 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks

Unknown
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek


Two Blades bleeds as he tries to break the spell freezing him in place.

Numair greeses Grog’s armor and then sends a flurry of force missiles at Leventi.
Leventi Reflex vs Grease: 1d20 + 17 ⇒ (14) + 17 = 31

Grog tries to escape Leventi’s binding contract but even with the helpful spell fails to get free.

Zarta continues her performance and casts heroism on Korvan.
She takes 1d6 ⇒ 6 bleed damage.

Round 2:

Effects:
Haste on everyone
Inspire Courage +3 morale fear or charm save, +3 competence attack, damage
Korvan 3 ink -1 Con drain delay poison heroism
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points heroism
Khellek extended Heroism See Invisible
Grog Magic Circle against Evil, extended Heroism Inspire Greatness +2HD, +2to hit, +1 to fort saves, grease +10 escape
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight

The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.

Bolded may act.

Leventi 47 damage
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog 12 damage grabbed –4 penalty on attack rolls, skill checks, and ability checks
Korvan 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks
Unknown
Two Blades 6 damage d6 bleed –4 penalty on attack rolls, skill checks, and ability checks Hold Person started round 1
Zarta 12 damage d6 bleed
Doodle
Khellek

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