[Active Thread] The Hall of Harsh Reflections

A game that seems to change settings every couple of years; currently following the Age of Worms Adventure Path.

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Re: [Active Thread] The Hall of Harsh Reflections

Post by smeltdm »

Prost readies his sling-staff, Fluffy, quite, and protect me Prost thinksTHINKING: That. At be to many commands for Fluffy Prost will follow whomever is moving to the closest door checking for traps along the way.
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Re: [Active Thread] The Hall of Harsh Reflections

Post by patransom »

OUT OF CHARACTER
I've updated what everyone has readied in the post above. Feel free to post actions.

 

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Re: [Active Thread] The Hall of Harsh Reflections

Post by smeltdm »

Fluffy protect Lola and Prost goes stealthy to 0624 on his way to 0827 keeping to the wall.
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Re: [Active Thread] The Hall of Harsh Reflections

Post by Jinxs-3d »

Ardrea will take up a position behind Worrel or Cyrius as they advance. She will attempt to keep 10 ft between them and her. Ready to provide support buffs or hexes as needed.

Speaking of, she will use her hex: Ward on Worrel. +2 deflection AC, and +2 to saves, until hit.
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Re: [Active Thread] The Hall of Harsh Reflections

Post by JPetherick »

Worrel advances towards the same door as Prost. He moves as far as possible, trusting that Prost will wait to open the door when everyone is in position.
OUT OF CHARACTER
Double move to 1025

 

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Re: [Active Thread] The Hall of Harsh Reflections

Post by ElectroZman »

Tex moves to 0923 with arrows nocked.
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Re: [Active Thread] The Hall of Harsh Reflections

Post by CGM3 »

Cyrius follows Worrel to 1024.
Over on Discord, I go by Gryphon
"And they shall beat their swords into plowshares, for if you hit a man with a plowshare, he's going to know he's been hit." - The Wisdom of Nodwick
"Nothing says love like two hundred feet of parachute cable and a cargo net." - Fred Jones, Scooby Doo: Mystery Inc.
"I know, the first rule of Robot Fight Club is, you don't talk about Robot Fight Club." - Jack Darby, Transformers Prime
"Always. Expect. Ninjas." - Sydney Scoville, Grrl Power
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Re: [Active Thread] The Hall of Harsh Reflections

Post by kabkal »

Lola moves up, but stays outside (0421). She will watch to make sure no one comes up from behind us while the others move in.
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Re: [Active Thread] The Hall of Harsh Reflections

Post by patransom »

OUT OF CHARACTER
As promised, stuff happens...

 

Prost commands Fluffy to protect Lola. Then he climbs stealthily over a large crate (at what would be 0625) and moves along the wall to approach the nearer door on the south wall on this level.

Worrel advances towards the same door as Prost, taking a route between the crates and barrels, rather than clambering over them like Prost.

Tex moves into the warehouse with arrows nocked.

Cyrius follows Worrel into the warehouse.

After casting her Ward on Worrel, Ardrea takes up a position behind Worrel and Cyrius, keeping about 10 feet back.

Lola moves up to the edge of the entrance, keeping watch behind as the others move in. Fluffy stays close to her.

Surprise Round

Three of the crates in the room spring to life (M1, M2, M3). Seems like they aren't crates after all. Instead, they are crate-shaped monsters, with toothsome maws, sprouting rubbery tentacles. They drip with some kind of adhesive.

M1 strikes Worrel with a tentacle, leaving a bruise beneath his armor [13 hp damage and Ardrea's Ward Hex ends]. The tentacle also smears sticky goo across his breastplate, allowing the tentacle to stick fast and wrap around him [Worrel is grappled].

M2 lashes out at Cyrius, but misses.

M3 hops up from around the corner (5-foot step from 1021) and succeeds where its ally failed [9 hp damage to Cyrius]. Like Worrel, Cyrius finds himself stuck to the creature's adhesive [Cyrius is grappled].

Round 1 Begins

M1 tries to crush Worrel with its tentacle, but finds the paladin's armor too tough (failed to beat your CMD, but you remain grappled).

M2 turns its attention to Tex. The stubby end of its tentacle slugs the dwarf with jarring impact [13 hp damage]. Then it sticks fast and wraps around [Tex is grappled].

M3 gives Cyrius a crushing squeeze [21 hp damage].

OUT OF CHARACTER
My dice were not kind to you today. I rolled a perception check for everyone to beat the creatures' disguise checks, but no one was close. They also rolled very well on initiative and beat all of you. So they got to double up actions right after the surprise round.

 

ACTIVE EFFECTS
Grappled: Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Note: the adhesive covering these creatures means you cannot get free of their grapple by usual means (i.e., trying to break the grapple) without somehow neutralizing the adhesive first.

Round 1 Continues
1. Prost - loaded slingstaff readied, 46 bullets left

2. Ardrea - staff readied

3. Worrel - sword and shield readied, grappled by M1, 13 hp damage

4. Lola - loaded crossbow readied, 73 bolts left

5. Cyrius - mind blade longsword readied, grappled by M3, 30 hp damage

6. Tex - longbow readied, 120 arrows left, grappled by M2, 13 hp damage

7. Fluffy

Round 2 Begins
9. Crate-shaped Monster (M1)

10. Crate-shaped Monster (M2)

11. Crate-shaped Monster (M3)
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Re: [Active Thread] The Hall of Harsh Reflections

Post by CGM3 »

Cyrius hews at his attacker with his mindblade.
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Over on Discord, I go by Gryphon
"And they shall beat their swords into plowshares, for if you hit a man with a plowshare, he's going to know he's been hit." - The Wisdom of Nodwick
"Nothing says love like two hundred feet of parachute cable and a cargo net." - Fred Jones, Scooby Doo: Mystery Inc.
"I know, the first rule of Robot Fight Club is, you don't talk about Robot Fight Club." - Jack Darby, Transformers Prime
"Always. Expect. Ninjas." - Sydney Scoville, Grrl Power
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Re: [Active Thread] The Hall of Harsh Reflections

Post by ElectroZman »

OUT OF CHARACTER
Mimics in a warehouse! perfect.

 

Tex pulls out his BattleAxe and tries hack off the creatures tentacle thats holding him.
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Re: [Active Thread] The Hall of Harsh Reflections

Post by JPetherick »

Worrel attacks both the creature that has attacked him and the one grappling Tex. Since the creatures cannot get away, Worrel intends to cause as much damage as he can.
OUT OF CHARACTER
Full attack, with Cleave and Power Attack (Atk +7/+2 and 1d8+8 dmg. Now AC 21, Touch 7

 

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Re: [Active Thread] The Hall of Harsh Reflections

Post by patransom »

OUT OF CHARACTER
I'll need a bunch of Reflex saves. Two from Cyrius, one from Tex, and four(!) from Worrel.

Actually, just three Reflex saves from Worrel. Don't forget the -4 penalty to DEX from being grappled.

 

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Re: [Active Thread] The Hall of Harsh Reflections

Post by JPetherick »

OUT OF CHARACTER
Reflex saves below, including penalty. And, it appears that Worrel has simply got himself stuck even more tightly ...

 

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Re: [Active Thread] The Hall of Harsh Reflections

Post by smeltdm »

From the shadows prost attacks M1 with his sling-staff...
Image
Confirmed crit...Image
Crit damage Image x3=21
plus sneak attack Image
Plus 3 points of bleed damage "Bleeding attack".
Prost reloads and tries to stay hidden Image
:D
Last edited by smeltdm on Sun Apr 10, 2022 10:40 am, edited 1 time in total.
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Re: [Active Thread] The Hall of Harsh Reflections

Post by Jinxs-3d »

Ardrea will take a 5-ft step back to 0722. She will cast Ear-piercing scream at the crate monster M3. Fort partial DC 15.

Ear Piercing scream: 3d6
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Re: [Active Thread] The Hall of Harsh Reflections

Post by kabkal »

Lola casts Prayer centered at 0922.
OUT OF CHARACTER
EFFECT
Range 40 ft.
Area all allies and foes within a 40-ft.-radius burst centered on you
Duration 1 round/level
Saving Throw none; Spell Resistance yes

DESCRIPTION
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

 

Image Lola: Amazon/Cleric
Image BART 1173: Andriod/Pisterol
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Re: [Active Thread] The Hall of Harsh Reflections

Post by patransom »

OUT OF CHARACTER
Minor addition to Prost's rolls. Per PFSRD:
PFSRD wrote:A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together.
In other words, you don't multiply your roll x2 or x3. You roll the dice 2 or 3 additional times.

 

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Re: [Active Thread] The Hall of Harsh Reflections

Post by patransom »

Round 1 Continues

From the shadows, Prost attacks M1 with his sling-staff. He's so stealthy that even he loses track of his shot for a moment before hearing a satisfying thump [24 hp damage, including crit and sneak]. As the creature starts bleeding a sticky greenish blood, Prost reloads and tries to duck back into the shadows. He thinks he's pretty well hidden.

Ardrea steps from the creature and casts a spell. A wave of sound slowly rolls over her shoulders, collecting air until it bursts into a painful gale of wind, vibrations, and force. The creature, perhaps because it has no obvious ears, proves somewhat resistant, but still shudders [Fort save made, 6 hp damage]

Since the creatures cannot get away, Worrel intends to cause as much damage as he can. He launches an attack targeting both the creature that has attacked him and the one grappling Tex. On his first swing, a harsh ripping sound erupts from M1's chest-shaped body [16 hp damage]. Unfortunately, Worrel's sword doesn't come ripping back out. Instead, it's stuck firmly to the creature, abruptly ending his sequence of blows.

Lola casts a spell. She prays while, with her finger, she carves the symbols of Artemis in the air. They glow through all the colors of the rainbow until they settle into a pure, brilliant white. Her allies are inspired and her enemies hindered [the spell is centered on Lola, but still gets everyone anyway].

Cyrius hews at his attacker with his mindblade. He is unable to connect.

Tex pulls out his battleaxe and tries hack off the creatures tentacle thats holding him. He misses.

Fluffy guards Lola.

Round 2 Begins

M1 bleeds from the wound caused by Prost's sling stone [3 hp damage]. Badly injured but unwilling to let go of its lunch, it begins dragging Worrel away from the melee. Worrel gets squeezed in the process [11 hp damage]

M2 gives Tex an extra tight squeeze [24 hp damage]

M3 attempts to re-position itself but Cyrius resists, leaving the pair locked together as before [CMB check to move Cyrius failed, but the grapple remains]

ACTIVE EFFECTS
Grappled: Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Note: the adhesive covering these creatures means you cannot get free of their grapple by usual means (i.e., trying to break the grapple) without somehow neutralizing the adhesive first.

Prayer: your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls, 6 rounds left

Round 2 Continues
1. Prost - loaded slingstaff readied, 45 bullets left

2. Ardrea - staff readied

3. Worrel - sword and shield readied, grappled by M1, sword stuck to M1 (DC17 Strength check to unstick), 24 hp damage

4. Lola - loaded crossbow readied, 73 bolts left

5. Cyrius - mind blade longsword readied, grappled by M3, 30 hp damage

6. Tex - battleaxe readied, 120 arrows left, grappled by M2, 37 hp damage

7. Fluffy

Round 3 Begins
9. Crate-shaped Monster (M1), 40 hp damage, bleeding

10. Crate-shaped Monster (M2)

11. Crate-shaped Monster (M3), 6 hp damage
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Re: [Active Thread] The Hall of Harsh Reflections

Post by CGM3 »

Will we next be attacked by barrels? Cyrius demands as he again hacks at his monstrous assailant.
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Thank you, Athena! he cries as both strikes inflict damage.
Over on Discord, I go by Gryphon
"And they shall beat their swords into plowshares, for if you hit a man with a plowshare, he's going to know he's been hit." - The Wisdom of Nodwick
"Nothing says love like two hundred feet of parachute cable and a cargo net." - Fred Jones, Scooby Doo: Mystery Inc.
"I know, the first rule of Robot Fight Club is, you don't talk about Robot Fight Club." - Jack Darby, Transformers Prime
"Always. Expect. Ninjas." - Sydney Scoville, Grrl Power
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Re: [Active Thread] The Hall of Harsh Reflections

Post by patransom »

OUT OF CHARACTER
Cyrius should roll two Reflex saves because Mimics are fun

 

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Re: [Active Thread] The Hall of Harsh Reflections

Post by smeltdm »

Prost takes a 5' step to 0726, peeks over the barrel and lets a bullet fly at M1 with his sling-staff.
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OUT OF CHARACTER
Forgot to add Prayer benefit, the +1 on skill check so stealth is 21 and attack would be a 28 and sling-staff dmg would be 7

 

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Re: [Active Thread] The Hall of Harsh Reflections

Post by Jinxs-3d »

Ardrea will target Tex with her hex: Protective Luck - Attackers must roll twice and take the worse result.
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Re: [Active Thread] The Hall of Harsh Reflections

Post by kabkal »

Lola will fire at M3, moving up a step if no line of site, Point Blank Shot and Prayer added in, was not sure if needed the -4 so did not add it.

kabkal: D20 + 8 → 11(3 + 8) to hit
kabkal: D8 + 2 → 7(5 + 2) if hits
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Re: [Active Thread] The Hall of Harsh Reflections

Post by ElectroZman »

Tex attacks the beast again!

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OUT OF CHARACTER
I also forgot the +1 from Lola. Add 1 to all attacks above.
Also forgot the -4 Dex on the reflex save (but did adjust the Full-attack rolls already.)
So both of those reflex rolls were a 9 (-2, +1).

Does he have any idea what it might take to dissolve the adhesive?
I know by rule its Dungoneering but maybe a Nature roll??

 

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Re: [Active Thread] The Hall of Harsh Reflections

Post by CGM3 »

patransom wrote: Wed Apr 13, 2022 9:41 pm
OUT OF CHARACTER
Cyrius should roll two Reflex saves because Mimics are fun

 

OUT OF CHARACTER
The -4 to Dex reduces Reflex bonus to +7

 

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Over on Discord, I go by Gryphon
"And they shall beat their swords into plowshares, for if you hit a man with a plowshare, he's going to know he's been hit." - The Wisdom of Nodwick
"Nothing says love like two hundred feet of parachute cable and a cargo net." - Fred Jones, Scooby Doo: Mystery Inc.
"I know, the first rule of Robot Fight Club is, you don't talk about Robot Fight Club." - Jack Darby, Transformers Prime
"Always. Expect. Ninjas." - Sydney Scoville, Grrl Power
Image - Cyrius of the Sudden Blade, human soulknife
Image - Jephthryam Davian, human tinkerer
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Re: [Active Thread] The Hall of Harsh Reflections

Post by JPetherick »

Worrel tries to rip his sword free from the mimic.

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Unfortunately, the sword is stuck fast. Instead, Worrel stands fast in an attempt to keep the creature from dragging him away.
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Re: [Active Thread] The Hall of Harsh Reflections

Post by patransom »

Round 2 Continues

Prost takes step back, peeks over the barrel, and lets a bullet fly at M1 with his sling-staff. In spite of Prost's efforts to stay hidden, the mimic has managed to keep aware of him (no sneak attack). Nevertheless, the creature cannot avoid the bullet and everyone hears a loud splat as Prost's shot smashes into it [7 hp damage]. Prost reloads (I assumed), then tries to hide again. He is not at all successful. Everyone sees him peeking out from behind the barrel.

Ardrea targets Tex with her Protective Luck hex.

Worrel tries to rip his sword free from the mimic. Unfortunately, the sword is stuck fast. Instead, Worrel stands fast in an attempt to keep the creature from dragging him away.

Lola fires her crossbow at M3, but misses. She reloads (I assumed).

Will we next be attacked by barrels? Cyrius demands as he again hacks at his monstrous assailant. With a cavalier shrug, he proves his foe's defenses are ineffective at best and inflicts two wounds [20 hp damage including prayer]. Thank you, Athena! he cries as his mindblade not only inflicts damage, but remains unstuck.

Tex attacks the beast again. His first swing misses, but his second slash leaves a long, razor-thin, wound on the creature [4 hp damage including prayer]. Unfortunately, he finds the blade of his axe stuck at the end of the cut. Thinking about the problem, he realizes that strong alcohol can often remove sticky tree sap. Maybe the same thing would work on these creatures?

Fluffy guards Lola.

Round 3 Begins

M1 continues to bleed [3 hp damage]. It tries to drag Worrel farther away from Prost's hail of missiles, but cannot get the elf to budge [CMB check failed, but grapple remains].

In spite of Ardrea's hex, M2 manages to continue squishing Tex [17 hp damage]

M3 manages to drag Cyrius a small distance, giving him a squeeze in the process [7 hp damage]

ACTIVE EFFECTS
Grappled: Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Note: the adhesive covering these creatures means you cannot get free of their grapple by usual means (i.e., trying to break the grapple) without somehow neutralizing the adhesive first.

Prayer: your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls, 5 rounds left

Protective Luck: Whenever Tex is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result, 1 round left. Note: I am counting CMB checks to grapple and constrict as attack rolls.

Round 3 Continues
1. Prost - loaded slingstaff readied, 44 bullets left

2. Ardrea - staff readied

3. Worrel - sword and shield readied, grappled by M1, sword stuck to M1 (DC17 Strength check to unstick), 24 hp damage

4. Lola - loaded crossbow readied, 72 bolts left

5. Cyrius - mind blade longsword readied, grappled by M3, 30 hp damage

6. Tex - battleaxe readied, 120 arrows left, grappled by M2, axe stuck to M2 (DC17 Strength check to unstick), 54 hp damage

7. Fluffy

Round 4 Begins
9. Crate-shaped Monster (M1), 50 hp damage, bleeding

10. Crate-shaped Monster (M2), 4 hp damage

11. Crate-shaped Monster (M3), 26 hp damage
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Re: [Active Thread] The Hall of Harsh Reflections

Post by ElectroZman »

Knew I shoulda brought along a pint of Whisky! ANYONE GOT ANY BOOZE? Tex calls out.

He drinks a Cure Moderate Wounds potion...
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If the Strength check is a move action...
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Re: [Active Thread] The Hall of Harsh Reflections

Post by Jinxs-3d »

Ardrea will hold her position and use her move action to Cackle and extend the duration of Protective luck by 1 round.
She will cast her spell Burning Gaze, targeting M2 in this first round.

Burning Gaze: 1d6 fire damage (Fort negates, Prayer -1 vs save), duration 6 rounds to direct other gazes.
If damaged, Reflex save to avoid catching fire.
Teucer Argent - Zen Archer
Image Ardrea - Jinx Witch
Image Mazer: Goblin Champion
Image Arkyat, Orc Thaumaturge
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