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miteke's page
Organized Play Member. 6,335 posts (32,853 including aliases). No reviews. No lists. 1 wishlist. 30 Organized Play characters. 25 aliases.
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@Amaimon
Need that fort save from you from the poison.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.
Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)
Malgrim (-36/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
Amaimon (-22/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours) - Need DC 24 fort save or take 1d6 ⇒ 2 con damage from poison
Salamander (-43 HP)
❖❖❖ Round 4 ❖❖❖
As Amaimon rushes forward, the Salamander takes a swipe at him with its Scythe (AoO - It has a 10' reach).
to hit Scythe: 1d20 + 27 ⇒ (12) + 27 = 39
slashing damage, DR: 2d6 + 16 ⇒ (1, 5) + 16 = 22, and it is slathered in something nasty.
The wall of fire does some meaningless damage to all of you, annoying the heck out of the Salamander. It wasn't supposed to be like this!
Putting his all into it, he swings 3 more times at
1 Malgrim, 2 Amaimon : 1d2 ⇒ 1
to hit Scythe: 1d20 + 27 ⇒ (13) + 27 = 40
to hit Scythe: 1d20 + 22 ⇒ (7) + 22 = 29
to hit Scythe: 1d20 + 17 ⇒ (14) + 17 = 31
to hit tail slap: 1d20 + 22 ⇒ (12) + 22 = 34
Malgrim takes a hit and it does
slashing damage, DR: 2d6 + 16 - 6 ⇒ (1, 3) + 16 - 6 = 14
Fortunately the poison was wiped off the weapon by Amaimon, so no fort save needed by him.
Mover action it is! Lucky Salamander gets a full attack!
Malgrim Gryh wrote: We are on the level 4 map on the left side. Right .
You flew down to land on the balcony on the fourth floor overlooking the bull (which is on the third floor but visible from various places overlooking it from the fourth level), found a door, and entered the room with the pile of heads and a salamander with violent tendencies. There are a bunch of rooms with windows overlooking the bull, but this was the only door into those areas.
@Amaimon
I assume you want to close with the salamader. If no response comes before EoD I'll assume that is your action.

Amaimon obliterates his opponent with the first hit, leaving him with a move action.
As they pass though the wall of fire, both members of team Malgrim take damage from the wall, except that Dhearic, being a salamander, is immune.
fire damage on Malgrim, 9 ER fire: 2d6 + 15 - 9 ⇒ (3, 3) + 15 - 9 = 12
I'm thinking the 13 temp HP on Malgrim and Dhearic is a holdover from a previous battle. Correct me if I'm wrong and we can reduce the damage.
Malgrim (-12/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
Due to Malgrim's impressive acrobatics skill he has no trouble balancing atop the unstable array of bones and thwacks him a good one. Turns out his AC is not all that great.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.
Amaimon has a move action
Salamander (-43 HP)
❖❖❖ Round 3 ❖❖❖
Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)
Malgrim (-12/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours)
Malgrim Gryh wrote: Malgrim gathers power and fires at the Salamander. You and Dhearic are on the opposite side of a wall of fire from the Salamander. the wall is opaque and you cannot see the Salamander from where you are. If you still want to try, roll a 1d100 total concealment check with 1-50 being a miss.
@Malgrim & company, you are up.
@GM Nowruz (or anyone else)
If you need to fill a seat, I could join in. If it is just an open seat, I'll pass.
Bump. I'm thinking the outage has distracted a lot of folks.
Amaimon Discovers he is summoning an elemental just as he finishes the spell and it attacks him. It does nothing and the Salamander hiding behind the shorter pile of heads looks a lot worried. He creates a wall of fire between Amaimon and the others. Apparently he thinks he can beat him two on one and thinks the wall will help
to hit slam: 1d20 + 17 ⇒ (6) + 17 = 23
to hit slam: 1d20 + 17 ⇒ (12) + 17 = 29
Yea, Malgrims diplomacy attempt did not do much, but you all are blessed!
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.
Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
Salamander (-0 HP)
❖❖❖ Round 3 ❖❖❖
E16: Multiple doors exit this room in addition to a curtain of brass beads hung over a doorway that leads to the balcony overlooking the courtyard you just entered from. The room is unadorned save for a dozen severed fire giant heads stacked in its center, and the repugnant stench of scorched flesh fills the chamber.
You sense someone hiding behind the stack of heads chanting something.
Initiative (Malgrim): 1d20 + 6 ⇒ (6) + 6 = 12
Initiative (Dhearic): 1d20 + 2 ⇒ (15) + 2 = 17
Initiative (Amaimon): 1d20 + 2 ⇒ (20) + 2 = 22
Initiative (hidden guy): 1d20 + 4 ⇒ (3) + 4 = 7
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
Hidden guy (-0 HP)
❖❖❖ Round 2 ❖❖❖
Door. The windows are colored a light blue and overhand the courtyard. There are lots of windows but only this one door.
You float downward to the balcony and follow it to a doorway (icons placed).
The balcony is a ways away. Do you fly over there and land?
You pop open the secret door, returning to the room you landed on, then make your way to the stairs and follow them down. On the way, you notice a balcony that you have not explored overlooking the big bull torture device to the northwest (see big red X on the fourth level map). The stairs lead to areas E6a and E6, which are boring abandoned guard rooms. Apparently the only meaningful access to the upper areas (F) is through flight.
Amaimon Emberheart wrote: Assisting on perception With the aid, the two of you are able to discover a secret door in the north wall of F3. Probably a bolt hole as it leads to the balcony you initially landed on. The Curtain to the southwest in room F2 does indeed lead to the southwest balcony (area F1a). The southwest balcony provides a breathtaking vista of the City of Brass spreading out below, almost like a detailed map in miniature. There is also a corridor leading from the north wall if F1a and a door next to it. The corridor leads to a stairway headed down.
Malgrim Gryh wrote: Malgrim will search the room carefully. He looks at the tapestries and says, "Those would be a bit hard to transport, but they look valuable to me."
Take 10 to search the room for a 34 total.
He finds nothing. There is very little of interest here apart from the remaining items of value abandoned in the chamber so long ago
The dispel magic removes the arcane lock and the door opens easily after that.
F3: A bed composed of hundreds of overstuffed cushions and richly woven comforters occupies the far wall of this opulent chamber, positioned beneath great bay windows that overlook the city below. A golden censer hangs from the ceiling, giving off a heady scent. An elaborate tea service and hookah rest on a short parquetry table at the foot of the bed. Wardrobes hold exotic noble outfits sized for an elemental giant. Two
magnificent tapestries of prodigious size adorn the walls. One depicts an elegant sky citadel in an endless cerulean expanse, falling in flames to a horde of efreet and their fiery minions. The other depicts a powerful efreeti noble leading an army of undead horrors across a barren desert landscape.
The room does not seem to have been used in a long time in spite of the smell of incense. A detect magic shows that it is magically maintained.
It is locked by magic it seems.
No traps. Totally silent.
Let's just assume Malgrim has it.
Except for the oddity already mentioned, Malgrim does not spot anything else interesting or alarming.
F2: This chamber is centered between a set of elegantly etched brass doors and the shimmering curtains. The walls, floor, and ceiling are of brilliantly polished brass. A single ornate chair sits in each corner of the room, while at the room’s center a patch of air shimmers and wavers as if radiating intense heat. Whoever is holding the orb found under the temple notices that the previous warmth it held is now a more intense heat. Nothing dangerous, just more intense.
The curtain does not seem to be trapped or anything.
@Amaimon
Seems like it is just watching which matches the rumors you heard.
@Malgrim
Area F1d is a smoking lounge. The floor of this chamber is covered in coals kept magically hot (3d6 fire per round of contact). (Jhavhul would retire here to relax and meditate in luxuriously comfortable surroundings.)
As you fly to your new location, you notice a huge dragon flying in lazy circles above the palace. It makes no attempt to attack you but is content to observe. Amaimon knows that this is Aberzjerax, which he has heard of. Whispered rumors that speak of a dragon that is always watching. .
The northeast balcony (area F1b) looks out over the Sea of Fire, an endless burning ocean that leads out into the wilds of the Plane of Fire. There is a door to the west and a curtain shimmering curtains of gold, platinum, and copper thread woven with patterns that ripple like waterfalls of liquid metal to the southwest.
Northeast or southwest entrance?
There are two balconies, one to the northeast and one to the southwest. Which do you approach?
The fifth level of the citadel is a domed cupola that sits squarely atop the palace’s central doe, above the dramatic dwarfs recent abode, but a little to the northeast. It looks like you could enter it from the air if you would like as it has balconies.
Did you mean to post that in gameplay?
you could go outside and take a good look at where it should be based on the rest of the architecture. You should be able to get a dood idea where on the 4th level there should be a way. Unless, of course, the access is teleportational in nature.
There's a bunch of stuff on the second level, and a few locations on the third and 4th level. You know there are higher levels in a domed area from the views some of you have had from the outside.
The fortress is still out of synch with the rest of the world. The curse is still in place.
Amaimon Emberheart determines that all creatures within the pavilion are granted immunity to cold and SR 25.
In the larger fire pit to the rear, which is 20 feet deep and has very smooth walls, there is an opening in the southeast corner. Other than that there are no treasure troves awaiting you, no secret compartments in the chairs, though you do detect magic coming from the pavilion over the chairs.
I was waiting for Amaimon, but I think I can hand wave this battle with that death ward in place.
The disappearing dwarf takes the killing blow with a mixture of alarm and relief. A whispered sigh seems to carry towards you on a slight breeze.

Dhearic wrote: Death Ward stops any negative energy effects, which is what he did. I think his attack would just bounce. It's in the second sentence of the first paragraph. That's right. I thought it was just energy drain.
The desperate dwarf tries it's best to do SOME damage, but even though all three attacks land, it soon realizes that there is some potent magic making that impossible. It looks like it is readying itself to flee!
to hit touch: 1d20 + 21 ⇒ (10) + 21 = 31
negative energy damage: 1d8 + 2 ⇒ (2) + 2 = 4
to hit touch: 1d20 + 21 - 5 ⇒ (8) + 21 - 5 = 24
negative energy damage: 1d8 + 2 ⇒ (7) + 2 = 9
to hit touch: 1d20 + 21 - 10 ⇒ (8) + 21 - 10 = 19
negative energy damage: 1d8 + 2 ⇒ (4) + 2 = 6
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor
Bold may go.
Dhearic (-0/185 HP)
Amaimon (-0/147 HP; Curse of the Grave -8; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Undead Bane, Ghost Touch, +1; Mind Barrier: 13 temp HP; Death Ward)
Malgrim (-0/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; frightened for 12 rounds)
The doomed dwarf (-163 HP)
❖❖❖ Round 4 ❖❖❖

@Amaimon
I'm assuming you move 30' into the room. Remember that you could get fancy and actually fly there, but you did say strode :)
Malgrim lands a blow on the dwarf. He is actually pretty easy to hit and counts on his ghostly form to protect him.
Since Amaimon entered the room, he attacks instead of hides and waits. As before his charge instills fear.
Make those saves! Well, unless you are immune to fear in which case cite the reason.
to hit touch: 1d20 + 21 ⇒ (5) + 21 = 26
negative energy damage: 1d8 + 2 ⇒ (6) + 2 = 8, Curse of the Grave
It ghostly hand passes right through Amaimon's armor but his psychic protections negate the chilling touch.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor
Bold may go.
Dhearic (-0/185 HP; DC 27 will save or be frightened for 4d6 ⇒ (1, 1, 1, 4) = 7 rounds)
Amaimon (-0/147 HP; Curse of the Grave -8; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Undead Bane, Ghost Touch, +1; Mind Barrier: 4 temp HP; Death Ward; DC 27 will save or be frightened for 4d6 ⇒ (6, 5, 4, 4) = 19 rounds)
Malgrim (-0/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; DC 27 will save or be frightened for 4d6 ⇒ (1, 6, 3, 3) = 13 rounds)
The doomed dwarf (-39 HP)
❖❖❖ Round 2 ❖❖❖
It looks enraged by your actions. You get the first round of actions.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor
Bold may go.
Dhearic (-0/185 HP)
Amaimon (-0/147 HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours)
Malgrim (-0/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
The doomed dwarf (-0 HP)
❖❖❖ Round 2 ❖❖❖
The suspicious dwarf moves forward to view the deed and a look of rage overcomes him and he slams the door in your faces.
You head for the godsforsaken ghost and open the door. It glares at you from its throne, it's floating and ineffective symbol now gone.
The out of sight hound is gone but a decent survival roll could track it.
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35) AoO available
Dhearic (-52/185 HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)
I think I missed the empowered part. In any case your math looks good.
No clue, but for what it is worth I have no problem with how you've been doing it. I can see how you would want to do it the RAW way what with it being PFS though.
Someone once told me that the allowed Core trains may be found here, though I don't think that includes faction traits.

In spite of Amaimon's best effort to miss, he connects on the fleeing hound. Not enough to put it down, but it does yelp as it flees.
Note: Both fled, but from what I can tell you only get on AoO. The second one just tried to bite you before it fled. I can see why you thought it was still there as I forgot to move it. This means you can only get one attack on it it and only after pursuing, so I've adjusted the map accordingly and you only did a 'measly' 98 damage. Which was enough to kill that one anyway :)
Question: It is booking out of there at a rate of 80'/round, more if it runsn at at the moment you have no idea where it ran off to. Do you pursue?
❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35) AoO available
Dhearic (-81/185 HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)
❖❖❖ Round 8 ❖❖❖
Warhounds (-146 HP)
Malgrim smacks the hound still in sight while the cleric heals himself.
Amaimon may take an AoO on the first hound to flee.
❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35) AoO available
Dhearic (-81/185 HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)
❖❖❖ Round 7 ❖❖❖
Warhounds (-62, -114 HP)
Amaimon regenerated his and some extras in this post and hasn't been hit since. You are right about Dhearic. I never did remove the note about temp HP and will correct.
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