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Curse of the Crimson Throne / Edge of Anarchy (Aardvark DM) (Inactive)
Game Master Troy Malovich

The second Pathfinder AP, set in the city of Korvosa. The city is in turmoil after the death of the king.



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Female; HP: 25/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 25/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Neva felt they should pull the corpse out to ensure it was the person they were looking for and, if so, leave it here while they continued on. The threat to others in the city remained, and this disrespect for the dead deserved, in her opinion, punishment for its own sake.

Unfortunately, she was spending too much time suppressing her rising gorge to communicate any of this to the others.

With a decidedly grey pallor of her own, she distracted herself with Copper's acquiesce to healing. She pulled out a scroll and cast a spell on the sorcerer.

cast lesser restoration from a scroll. 1d4 ⇒ 3 There. That'll take care of the Con damage.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

"Well, Copper was right. The job was to recover the body. So... much as I'd like to hunt down more of those blue guys and that nekkermancer, our money is right here." He gets down and starts to help dig out the body.

OOC for Neva: I forgot to respond, Rutter's passing on healing was in character. He just didn't feel like he got hurt too much, especially compared to Felgar and Pravlox. OOC, I've got no problem with you trying to keep everyone fully healed.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Unaware of Neva using the scroll to heal his blood loss until the effects hit him, the young Varisian becomes flush rather quickly, his head swimming slightly, and falls to his feet for a second. He quickly stands, brushing the gunk and gore from the room from his clothes as well as he can, "Wow. I don't know what you were packing in that scroll, but I feel much better. Thank you very much, Neva."

Turning to the others, "Whether or not this is who we are looking for, I think we ought to continue on. It would be irresponsible of us to allow those that live here to continue in their murderous work.", turning to look directly to Rutter, Copper adds, "Besides that, I've got a score to settle for those damned bugs, and they might have some coin we could relieve them of."


So, are you or are you not grabbing the body? If so, who is grabbing it? If not grabbing it, where are you headed?


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

I'm for leaving the body for now and pushing on, but Im willing to turn and go if thats what the others want.
Regardless of when we take the body and go, Felgar will be carrying it. We just havent told him yet. :P


Female; HP: 25/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 25/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Neva spent a few moments to help pull the body out of the muck and make sure it complete. She also did her best to put it in a more dignified position and to remove the more offensive pieces of filth.

Then she looked back and forth between Copper and Rutter for a moment. She turned to the halfling.

"You know, Rutter, you're right that we're getting paid to bring back the body. But I'd bet that we'd get even more if we addressed the problem of the 'nekkermancer' as well. How much extra do you think Croft would pay? Just think, maybe we could double our reward."

She looked at him knowingly, certain he was smart enough to recognize the manipulation, but hopeful that it would work nonetheless.

Diplomacy for the knowing glance? 1d20 + 8 ⇒ (19) + 8 = 27

Oh, and Felgar. Thanks for volunteering with the body. :-)


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

you guys are killing me...sure I'll drag out the meat! Lol


Digging in and pulling the body out from the tangle of limbs, starts out tough, but gets real easy as the legs and hips slide out of the pile. The body is missing the upper half, and all that is present are the legs and hips. It doesn't take a healer to realize that the top does not have rough uneven bites, but a precise cut. The top looks to have been removed before it was thrown into the pile in the first place. It seems that the upper portion may be elsewhere, used for who knows what, within the compound.

Sorry, for implying the body was present, looking back I could have just clarified that it hadn't been eaten. I'm not sure why I did it this way.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

"Unh unh. She didn't say anything about paying us extra to hunt down the nekkermancer. She just said she wouldn't mind if he died. We've done a good day's work, it's time to get paid. Is it worth it to hunt down the nekkermancer for the handful of gold he has, when Kroft's been paying us piles of gold just to chat with crime lords and arrest little girls? See, ya got to be smart to stay alive, 'stead of rushing into stuff."

As the remains (and what doesn't remain) are revealed, Rutter concedes with some sarcasm, "Ah, well. Figured this seemed too easy. Leave the legs here, and go through that hall?"

Rutter's referring to the non-secret hall leading out of here. Not sure if he would've recognized that it just leads to the other room on this level.


Female; HP: 25/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 25/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Neva conceded the point to Rutter with a tilted nod and an appreciative grimace. She stooped down to straighten out the left foot of the corpse, which was twisted into a disturbingly acute angle towards the shin. She pulled her hands away slowly so it balanced correctly and didn't flop back to the floor.

"Yes, we should leave the lower half here. As for which direction to go, my only opinion is 'don't follow me'. Running around in these caves has scrambled my sense of direction."


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

"Pravlox, are you going to summon Rex again before we move on?"

Looking about the room, and slightly unsettled by the sight of the missing torso, Copper adds, "I dont much care which way we go, but let's move on, shall we?"


Male Halfling Summoner 4 (AC: 13 [T: 11 FF: 13] | CMD: 13 | HP: 20/20 | F+1, R+4, W+5(+2 vs fear) | Init: +2 |Perc: +3)

"I believe I shall wait and summon something appropriate if required. That will give us more space in the narrow hallways down here. Besides, until I can find a way to restore his strength here on this plane, Rex's effectiveness is going to be limited." Pravlox picks up his spear, and takes up his position in the middle of the party once more, oddly not overly bothered by the pile of body parts in and of itself.


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

Aye, let's be gettin' on.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

Not hearing any other suggestions, Rutter checks with Copper to make sure the message spell is still up (or up again) and he begins sneaking down the non-secret hallway leading from here.

"Gimme some space to scout ahead."

Stealth 1d20 + 11 ⇒ (5) + 11 = 16


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Just to be on the safe side, Copper casts the Message spell on Rutter again before he slips out of the room, then goes about re-casting it on the rest of the group.


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

After allowing Rutter some space ahead, Felgar follows.


The open tunnel leads directly to the room with the tables, and the exsanguinated body. From this room there remains the open tunnel to the east, or the secret path found to the north, the one the last derro slipped out through.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

"I think we should see where the other secret tunnel goes before anything else."


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

Aye, lead the way, Rutter. I got yer back.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

Rutter checks the secret door for traps and a lock (I can't remember if we did before.) then opens the door and let's Felgar go in first."If this is the door that other one went in, he already knows we're coming." Rutter follows Felgar closely, drawing his kukri as they enter.

Perception vs traps: 1d20 + 9 ⇒ (20) + 9 = 29
Disable device vs traps: 1d20 + 11 ⇒ (14) + 11 = 25
Disable vs lock 1d20 + 10 ⇒ (4) + 10 = 14


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

Felgar peers into the darkness with eyes that are accustomed to the lack of light...

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

...and sees nothing. lol


Female; HP: 25/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 25/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Neva followed along behind the others, her crossbow ready.


You guys did check before, and opened it.

The tunnel once hidden behind the secret door to the north is just as you left it. It leads up a few paces before splitting at a T. The path from here goes lightly southwest and after a little bit can be seen to open into the derro sleeping chambers where you fought the first two. The other side of the path goes northeast a step or two before splitting in a Y, one going further north, and the other going more easterly.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

So after the T in B15, to the left the passage hits room D3? Where? At those stairs at E10-11? I might retcon if I misunderstood you.

Rutter steps forward at the Y, and does a quick search, holding the lit stone close to the ground.

Perception to find a track showing the derro's passage down either path: North 1d20 + 8 ⇒ (12) + 8 = 20, East 1d20 + 8 ⇒ (15) + 8 = 23

If Rutter finds a clue leading down one path or the other, he points Felgar in that direction, and follows him closely. If he doesn't get an impression, he tells the party to wait while he scouts the north path, dropping his lit stone in a pocket (if it conceals it well enough, or handing it to Felgar if his pockets aren't dark enough). Stealth 1d20 + 11 ⇒ (3) + 11 = 14


Yes, you are correct, they lead to the open stairs in D3.

Looking around closely for tracks Rutter finds that they first went left to the open stairs, before turning back to the Y. At the Y, the tracks lead along the north passage. They go roughly thirty to forty feet before coming to a dead end. Given the habit with these passages, a quick search reveals that an untrapped secret door lies at the end of the passage. Opening it reveals the small alcove that had once held the risen bones of the owlbear you had fought earlier.

A cursory examination of the eastern passage, being the last one left, reveals a short tunnel, with a light turn north just before it angles back to the south. Halfway through are a small set of stairs going up, and the tunnel ends also at a dead end. As could be expected, the dead end is revealed to be a secret door as well. It is untrapped, and opens into a long hallway. The walls and ceiling of this tall hallway are encrusted with dozens of yawning skulls, their mouths open into dark holes in the walls.

There is a small alcove to the west, as you face south into the hallway, and a short hall to a door to the east. About two-thirds of the way down the hall to the west as well, is what appears to be a tunnel. As a whole the hall runs around fifty to sixty feet.


Adding the pic of where all the tunnels run so it's more clear. Just needed to throw it together.

MAP


Female; HP: 25/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 25/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Neva craned her neck to look over and around the the others to see the hallway. The skull-encrusted hallway took her by surprise.

"Has anybody ever seen anything like that before?" she whispered to the others.

As a reminder, fellow players, I don't have any knowledge skills, but my domain power allows re-tries on such things. I can give re-rolls 6 times per day


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

Rutter moves up to the door to the east, and listens for any sound of activity on the other side.

If he hears something, or if no one else has any other ideas, he'll check it for traps and unlock it, if necessary, then let Felgar lead the way in.
Perception (listening): 1d20 + 8 ⇒ (2) + 8 = 10
Perception (find traps): 1d20 + 9 ⇒ (16) + 9 = 25
Disable device (trap): 1d20 + 11 ⇒ (8) + 11 = 19
Disable device (lock): 1d20 + 10 ⇒ (1) + 10 = 11


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Knowledge Local or Arcana (same result) if it gets us any kind of knowledge about the skull tunnel, when Copper has a chance to look it over. 1d20 + 8 ⇒ (7) + 8 = 15

Copper follows along behind Felgar, trying to stay out of the dwarf's way, and making sure to keep a tight grip on his loaded crossbow.


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

Felgar dives headlong into the room, Axe raised.


Nothing of the hall bears any signifigance for Copper, and it appears to be a simple design choice by the 'resident' than any other option. Rutter quickly steps over the to nearby door and listens at it before verifying its safety. Nothing audible is on the other side, and the door appears to be neither trapped nor locked. Waving Felgar through the dwarf opens the door and steps in at th ready.

Visible upon entering are wooden tables, stacked with vials, beakers, and other alchemical gear. The southern one, though, is heaped with broken vials, and leans awkwardly on a hastily repaired leg. Three large cauldrons sit against the east wall, one of them upended. Its foul, rancid contents of rendered fats have spilled on the floor. As you enter another derro stands from his kneeling position on the floor, looking casually over to see who it is, before staring in wide-eyed surprise. You see him clearly undecided as to what to do.

Initiative:
Copper 1d20 + 2 ⇒ (14) + 2 = 16
Felgar 1d20 + 2 ⇒ (13) + 2 = 15
Neva 1d20 + 2 ⇒ (4) + 2 = 6
Pravlox 1d20 + 2 ⇒ (15) + 2 = 17
Rutter 1d20 + 3 ⇒ (10) + 3 = 13

Derro 1d20 + 6 ⇒ (13) + 6 = 19

Surprise round:
Everyone but the Derro goes. Remember, in the surprise round you only get either a move or a standard, but not both.
Derro - Surprised
Pravlox -
Copper -
Felgar -
Rutter -
Neva -

MAP


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Surprise Round, 24/24hp, Mage Armor (16AC)

With so many people Copper is barely able to see the new enemy, let alone get a decent shot on him from his current position. Not sure what the best course of action would be at the time, Copper decides that perhaos inaction is the best choice for now.

Delay


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

Surprise Round, HP: 28/33, AC: 18

Felgar moves to F9 to threaten the Derro.


Male Halfling Summoner 4 (AC: 13 [T: 11 FF: 13] | CMD: 13 | HP: 20/20 | F+1, R+4, W+5(+2 vs fear) | Init: +2 |Perc: +3)

Round 1

Seeing his companions up front move forward quickly, Pravlox moves up, his spear ready.

delay until after Felgar, move to E6, spear ready for an AOO if it proves necessary.


Female; HP: 25/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 25/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Surprise round: 20/20hp

Neva shuffled quickly into the room behind the others, eager to bring her crossbow to bear on the eastern hallway.

I'll move to H6 if possible


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

Surprise round

Rutter takes the other path around the northern table trying to reach the derro.

Move to G7.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Surpise Round Cont, 24/24 hp, Mage Armor

Copper squeezes past Pravlox and moves into the room, aiming his crossbow at the derro.

move to D8.


During the confusion everyone rushes into the room, drawing weapons, and surrounding the derro. The man continues to look on in shock, glancing in indecision. He looks to the hall behind him, the door to the south, and all of you pouring in through the other door. It looks as if he chooses to make a stand, as he steps back and draws his short sword.

Round 1:
Felgar -
Pravlox -
Rutter -
Neva -
Copper -

Derro - 5' step, draws short sword

MAP


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

Round 1, HP: 28/33, AC: 18, Power Att., Overhand Chop

Felgar moves to G9 and attacks!

Axe Att: 1d20 + 8 ⇒ (1) + 8 = 9
Axe DAM: 1d10 + 6 + 4 + 3 ⇒ (5) + 6 + 4 + 3 = 18


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

Round 1, 18 HP, AC 17

As the derro withdraws from the pincer movement, Rutter looks around for something he can do. The table looked too shaky to climb over (or under), so he decided to move it out of the way. He sheathed his kukri, and tried to push the table on its side (so the top faces the southern hall). If successful, he'll try to push it against the hallway entrance.

Move action: sheathe kukris.
Standard action: flip table. Strength check (?) 1d20 + 2 ⇒ (11) + 2 = 13
(I suspect pushing it would have to wait until next round?)


Felgar steps into the swing, but the derro had back away more than he had expected so his swing finds nothing but floor. Rutter causes a ruckus as he upends the table sending various vials and containers, a few still unbroken from their first spill, onto the floor. The table thudding heavily onto its side.

Round 1:
Pravlox - Delaying
Neva -
Copper -

Derro - 5' step, draws short sword
Felgar - Missed badly
Rutter - Tipped over table

MAP


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Round 1, 24/24hp, Mage Armor
Not seeing a good opportunity to shoot at the derro thanks to Felgar, Copper moves up, between Felgar and Rutter, and keeps his crossbow aimed at the blue creature, waiting for it to try to cast a spell or to run away.

Move to G8, then ready action to fire on the derro if it either tries to cast, or run for it down the hallway in the '8' column.
Attack 1d20 + 3 ⇒ (19) + 3 = 22
Damage 1d8 ⇒ 6
Crit Confirm? 1d20 + 3 ⇒ (8) + 3 = 11
Crit damage 1d8 ⇒ 8


Male Halfling Summoner 4 (AC: 13 [T: 11 FF: 13] | CMD: 13 | HP: 20/20 | F+1, R+4, W+5(+2 vs fear) | Init: +2 |Perc: +3)

Round 1

Pravlox, after watching things unfold, and seeing the foe about to escape, moves closer (G-6), and before calling forth a wolf that takes shape behind the derro (5-10), which proceeds to atttempt to attack and trip the derro.

Smite evil if applicable (using celestial template): adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests
wolf attack 1d20 + 2 ⇒ (1) + 2 = 3
damage 1d6 + 1 ⇒ (5) + 1 = 6
free trip attack (if he hits) 1d20 + 2 ⇒ (20) + 2 = 22
figures; this dice roller hates me, I swear


Female; HP: 25/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 25/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Seeing no danger from down the hall or from the south, Neva decided to put a bolt into the derro. She raised her crossbow and tried to time her shot as to avoid Felgar and the wolf manifesting to the east.

rolls:

Xbow shot: 1d20 + 5 ⇒ (6) + 5 = 11 precise shot (don't know if there is cover]
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

She gritted her teeth in frustration, unable to get a clear shot as the table tumbled in front of her.


Copper moves up and levels his crossbow at the derro as a wolf, mostly white with silver highlights which give it an otherworldly glow, appears behind the derro and blocking the hallway. The wolf snaps at the enemy, but its aim is off. Neva fires, but manages to only hit the table leg that now sits right in front of the derro's shoulder.

As the others move up and also fail to hit the derro, his confidence grows. He figures it's best to stand his ground, and darkness will be to no avail with the dwarf right next to him. His only possible threat at the moment is the one with the still loaded crossbow. He swings his blade at Copper in response, but his swing is deflected by an invisible barrier of force.

Standard, attack against Copper 1d20 + 5 ⇒ (8) + 5 = 13, miss.

Round 2:

Felgar - missed
Rutter - tipped over table
Pravlox - summoned a wolf (wolf missed)
Neva - missed with crossbow
Copper - readied crossbow

Derro - attacks Copper, misses

MAP


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

Round 2, HP: 28/33, AC: 18, Power Att, Overhand Chop

Felgar attacks the derro again!

AXE ATT: 1d20 + 8 ⇒ (5) + 8 = 13
AXE DAM: 1d10 + 6 + 4 + 3 ⇒ (8) + 6 + 4 + 3 = 21


Male Halfling Summoner 4 (AC: 13 [T: 11 FF: 13] | CMD: 13 | HP: 20/20 | F+1, R+4, W+5(+2 vs fear) | Init: +2 |Perc: +3)

round 2Smite evil if applicable
wolf attack 1d20 + 2 ⇒ (19) + 2 = 21
damage 1d6 + 1 ⇒ (1) + 1 = 2
possible free trip attack 1d20 + 2 ⇒ (17) + 2 = 19[/ooc]

Pravlox sits back and watches as his latest pet continues to harass and bother the derro, not able to do much more himself.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

Round 2, 18 HP, AC 17

Rutter finishes pushing the table out of the way. To I7 and I8. If Rutter has a move action or 5-ft step afterward, he'll move to H8, drawing his kukri if he has a move action left.


Female; HP: 25/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 25/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

I've seen slap-fights between sissy Magnimaran nobles draw more blood than this, Neva sighed inwardly as she re-loaded her crossbow for another shot.

"Eventually, we're going to wound you and you'll die, you freak!" she shouted at the derro as she fired, hoping that it'd give up.

Nice diplomacy, smooth talker she groused at herself.

rolls:

x-bow: 1d20 + 5 ⇒ (6) + 5 = 11 (don't know if Rutter got a move to H8 that provides cover. If so, subtract 4.)
damage if applicable: 1d8 + 1 ⇒ (3) + 1 = 4

The bolt flew as wide as her warning.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Round 2, 24/24hp, 16 AC

Copper steps back from the derro, into the space vacated by Rutter. He takes aim, and fires at the little blue humanoid.

If you're fine with me taking the roll from my last turn, then I'll do that. If you want me to roll again, here it is.
1d20 + 3 ⇒ (7) + 3 = 10
1d8 ⇒ 5

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