DM B's Scions of the Sky Key PFS PbP LOW Tier Campaign (Inactive)

Game Master Beckett

MAP LINK

INIT:

[spoiler=INIT ROLLS
[dice=C.A. Gwyllgi]1d20+5[/dice]
[dice=Nemesis]1d20[/dice]
[dice=Peribras]1d20+5[/dice]
[dice=Shar-Lyn]1d20+3[/dice]
[dice=Tholand]1d20+3[/dice]
[dice=Thoril]1d20+2[/dice]
[dice=Van]1d20+2[/dice]
----------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

PART 3. . .
Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below, and the Pathfinders soon find that there is more to the so-called Golden Guardian than legends suggest. Are you resourceful enough to survive the mounting danger and find Nieford Sharrowsmith?

Delays:


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Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

You only need to beat DC10 to aid a check, even untrained...

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

survival aid: 1d20 - 2 ⇒ (7) - 2 = 5

-Posted with Wayfinder

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

See, he said he couldn't make the roll

Grand Lodge

Male Tiefling Bard 2 15/15 HP AC 17 FF15 T12 | F2 R4 W1 | Init +2 Per +6 Stealth +5 Longsword +6 D8+4 * CMB +4 CMD 16

but he sure is good at hitting things! ;-)

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

yes that i am lol... Well if i didnt roll all the ones on that last fight lol

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I was really debating on if I could skip this or not, but it does kind of matter later.

About four miles from the Krihirik village, the terrain suddenly drops off into a deep ravine. The far side of the ravine is sixty feet away, and its craggy faces descend one hundred feet to the ravine floor below. The gap in the jungle allows a glimpse of the sky above, but the trees grow to the very edge of the ravine, and their dense canopy still blocks out much of the light. Several of the trees have massive, shaggy barked trunks sporting countless twisting limbs. The trees’ strong roots grow deep into the earth and some even dangle over the side of the ravine.

Know Nature DC 15:
Before beginning your climb down, you notice this is a monkey tree, a common but subtle hazard in the Mwangi Expanse, and its bark and roots contain concentrated oils that react upon contact with skin or leather to create an overwhelming, spicy odor, not particularly foul smelling, but certainly something that would make it nearly impossible to hide and would likely attract unwanted attention if you need bunker down and camp.

Assuming the above is discovered and you wish to avoid it:, the climb down itself is just short of 100ft, and rather uneventful besides the long climb.[/I] If you have 100ft of rope between you all, the Climb DC is 15. Making less that a 10 however could be dangerous.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Knowledge (Nature): 10 + 5 = 15

"That tree is called a monkey tree. It is harmless but... if we touch it we will have a strong distinct odor that won't go away for quite some time. We won't really be able to hide from anything that can smell us."

+8 Climb so I'm good either way.

-Posted with Wayfinder

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

I, on the other hand, have no reason to be confident in my climbing abilities, so I vote for taking the slow lane.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

i have +5 climb but i am ok with either one

-Posted with Wayfinder

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"If one of you cats is willing to tie me to your back while you climb down, I'm ok with that. Otherwise, my legs are too short."

Grand Lodge

Male Tiefling Bard 2 15/15 HP AC 17 FF15 T12 | F2 R4 W1 | Init +2 Per +6 Stealth +5 Longsword +6 D8+4 * CMB +4 CMD 16

can we do something with knotted ropes which makes it easier? That said happy to go long way if others want...

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

"i have you little one"

-Posted with Wayfinder

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

Knotting his silk rope, C.A. starts down first without waiting for volunteers.

climb: 1d20 + 4 ⇒ (14) + 4 = 18

Getting to the bottom he anchors it and holds it steady.

aid climb: 1d20 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras looks at Thoril. "Friend, once I am down, would you be so kind as to lower my furry friends down to me?"

If Thoril ascents, Peribras climbs down the knotted rope, then helps to hold the rope steady while the others climb down.

Climb: 10 + 8 = 18

Climb, aid another, Nemesis: 1d20 + 8 ⇒ (9) + 8 = 17
Climb, aid another, Shar-Lyn: 1d20 + 8 ⇒ (14) + 8 = 22
Climb, aid another, Tholand: 1d20 + 8 ⇒ (13) + 8 = 21
Climb, aid another, Thoril: 1d20 + 8 ⇒ (19) + 8 = 27

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Actually, the DC 15 was assuming knotted ropes. It's actually a DC 10 just to get down safely, but the DC jumps to 15 IF you try to avoid the roots at various points, (it's just one check). I just didn't want to spoil it if no one made the Know check.

In other words a DC 10 Climb gets you down with at least 100ft of knotted ropes. Fail by 5 points means you fall. However, you need to make a DC 15 check to get down safely and also avoid the Monkey Tree Roots.


Peribras = good
Thoril = good
Tholand = good
C.A. Gwyllgi = good
Nemesis = ? (+2)
Shar-Lyn = ? (+2)
Van = ? (+2)
(It seems you have enough rope to lower the animals down, so we can hand wave that.)
Thoril and Tholand can also attempt to Aid, but can not Take 10 on that.

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

If they can lower their animals down, then can't they lower those of us with terrible climb scores?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Normally, I'd just skip this entirely, but because it is important later, I went with it, knowing little things like this would come up. I allowed the animals to be lowered down just to avoid needing to look up various climb skills. But no, they need to actually make Climb checks.

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

Call that first one aiding the ranger
Climb, aid another, Nemesis: 1d20 + 4 ⇒ (8) + 4 = 12
Climb, aid another, Shar-Lyn: 1d20 + 4 ⇒ (9) + 4 = 13
Climb, aid another, Tholand: 1d20 + 4 ⇒ (4) + 4 = 8
Climb, aid another, Thoril: 1d20 + 4 ⇒ (5) + 4 = 9

Both halflings use their small size an skill to hin handle the rope as the others decend, offering them advice on avoiding the noxious tree.

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Everyone: It was not my intent to make things more difficult for those with animal companions.

GM: What if a small PC is attached to the back of another PC? If they are strapped on well enough, they'd function the same as encumbrance.

If the GM does not allow that, I'm afraid that Van will be activating the Monkey Tree roots, because I don't like the odds of falling if I have to make a DC 15 Climb check.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7
Van Potter wrote:

If the GM does not allow that, I'm afraid that Van will be activating the Monkey Tree roots, because I don't like the odds of falling if I have to make a DC 15 Climb check.

I feel similarly - between aid and knotted rope and taking off my armor, I may more likely make it than not, but the risk of failure is too much in this case. I'd wanted to take the long way.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No, no worries. I just mean it's one of those things where logic doesn't seem to apply. Why can't you just go around, for instance. It's just one of those things that it insists we do rather because it matters later. Otherwise I would have just skipped it entirely, sort of like the bridge encounter from last scenario, where it slows things down for really no reason or risk.
Shar-Lyn: 1d20 + 4 ⇒ (19) + 4 = 23
Nemesis: 1d20 + 4 ⇒ (17) + 4 = 21
C.A.'s Aid for Van: 1d20 + 4 ⇒ (10) + 4 = 14
Thoril's Aid for Van: 1d20 + 5 ⇒ (9) + 5 = 14
Van: 1d20 + 4 ⇒ (16) + 4 = 20

Fallen trees, rocky streams, hanging vines, and other obstacles litter the ravine floor, making travel through this area just as difficult despite the sparser foliage. After several hundred feet, the terrain gives way to a natural trail running through the middle of the ravine. In most places the trail is a mere five feet wide, though it widens to fifteen or even twenty feet in some areas. The ravine walls and the distant canopy still block out most of the natural light along the path.

Where the path narrows again, a humanoid corpse—one hand in its vest as though desperately trying to reach for something—lies sprawled in the dirt next to a thick, thorny plant. Countless biting ants swarm over the corpse, making its features difficult to discern.

You can also easily spot half a dozen sets of humanoid tracks leading away from the area, leaving you with a difficult choice. Trying to cross the trail will likely draw the ant's ire. Or, you could wait them out, slowing your journey, but not risking the swarms seeing you as the next meal.

New map is up.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Nemesis Melek wrote:
Van Potter wrote:

If the GM does not allow that, I'm afraid that Van will be activating the Monkey Tree roots, because I don't like the odds of falling if I have to make a DC 15 Climb check.

I feel similarly - between aid and knotted rope and taking off my armor, I may more likely make it than not, but the risk of failure is too much in this case. I'd wanted to take the long way.

Just to be clear, the only way you would fall is if you rolled a Total of 5 or less, (but see above). The base DC is just 10 to get down. It becomes 15 to avoid touching any of the Monkey Tree Roots, but tat doesn't change the risk of failure. after the scenario, though, I'll again ask your opinions on the scenario prior to reviewing it. So feel free to bring this up. :P

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Sighing, Van pulls out his spellbook and quickly switches out his Color Spray spell for Burning Hands. 1 Arcane Res. spent, 2 currently left in pool.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

i will play decoy if you guys can kill it. I can not do anything but take damage for you on this one

-Posted with Wayfinder

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

There's enough burning hands in this party, this won't last but a moment

Active perception to see if the man is alive.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

"This may just be a hearthside tale, but I've heard that Mwangi ants make a nutritious snack if you fry them...."

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"So, we gonna burn these ants or what?" The gnome asks, making his choice of action obvious.

Grand Lodge

Male Tiefling Bard 2 15/15 HP AC 17 FF15 T12 | F2 R4 W1 | Init +2 Per +6 Stealth +5 Longsword +6 D8+4 * CMB +4 CMD 16
Van Potter wrote:
"So, we gonna burn these ants or what?" The gnome asks, making his choice of action obvious.

description is of a corpse, so yeah lets burn them. Also from a metagame perspective not the recorded number of delays at the top of the page...

Yes, my friend i think we need to keep moving. Afterall we must remember this is a race against the aspis, one in which they already have a head start!

Shar-Lyn rummages around in his pack and readies an acid flask in case the party firestarters are not enough.

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"If we all hit them at once, we might be able to disperse them without worry about them coming after us. Who's got juice?"

Are the green areas passable? Difficult terrain, per chance?

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

"I only brought water, wine, and a bit of that local urwaga Aya was offering. If you'd wanted juice, you should have planned for that yourself."

So...do we roll for initiative, or what?

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

"Why don't I pick up a stone and try to draw the further one closer?"

Assuming one of the casters agrees, Old Shuck finds a handful of stones and throws them at the further swarm.

ranged touch: 1d20 + 5 ⇒ (6) + 5 = 11
ranged touch: 1d20 + 5 ⇒ (7) + 5 = 12
ranged touch: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

"I'll toss one of these babies in once you lot are ready." Peribras pulls an Alchemist's Fire out of his pack.

-Posted with Wayfinder

Liberty's Edge

Male Dwarf (+2Con, +2Wis, -2Cha) 30/30HP, AC: 16 T: 16, FF: 14, CMD: 19, F: +6, R: +4, W: +6, Init +1, Pereption +7, Sense Motive +7 LN Male Dwarf Master of Many Styles/ Monk of the Sacred Mountain 3, Unarmed Strike: +7, (1d6+8, x2) MW Cestus: +7, (1d4+8, 19-20x2)

My internet is out and wwayfinder isn't working ill try to post when I can.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Thoril runs up and kicks some dirt and mud onto the ants, while C. A. Shuck throws a few rocks, antagonizing them to attack. As soon as they are close, Peribras and Van Potter bring the fire, burning the little bastards to a crisp.

Afterwards, with the way now clear, you are able to rifle through the corpse of the Aspis Agent left behind. The following gear lies in the undergrowth near on or near the body: a rapier, a masterwork composite longbow, a potion of invisibility, a potion of cure moderate wounds, two oils of magic weapon, two sleep arrows, and two flasks of alchemist’s fire.

Perception DC 12:
Jace,
I have had enough of your games. Cheating at dice is one thing, but gambling away our wages… that I will not forget. No more idle jobs for you. This time you go into the jungle with the others. Bring back the eggs or face my displeasure. I will not bother reporting to Zaril this time, if you fail I will let your fellow agents take care of you in whatever manner they see fit. And you will not see a bit of coin until the talisman is in my hands.

The floor of the ravine slopes downward slightly and the foliage overhead gradually thins. The ravine is wider here, and numerous boulders scattered throughout the area attest to steady erosion. Some of the boulders bear strange carvings and are even hewn into rough pillars, but they jut at odd angles out from the landscape and don’t seem to be a part of any surviving structure. Nestled in the shadow of two such pillars is a shallow pit scraped out of the earth by some massive creature’s claws.

The nest contains several branches, the half-eaten body of a leather-clad humanoid, several broken shells, and a several large, intact eggs. In the trampled foliage near the nest lies the corpse of a massive, bipedal dinosaur, its tooth-lined maw agape and its hide pierced with dozens of crude javelins.

Survival (Track) DC 12:
You can clearly see signs and track of hundreds of reptilian humanoids having travelled and fought in the area within the last few hours. It also seems most of them left the area, again fairly recently.

Near the nest, a pair of Lizardfolk warriors remain. From what you can tell, it appears that they, and likely many, many others of their kind have been feasting on the dead dinosaur and it's eggs. Where it's mate is, you can not say. As you approach, they notice you, dropping the half-eaten eggs to shatter fully on the ground and grab their weapons and prepare for a fight amidst a few comments in Draconic. You can also see that within the mostly ransacked nest, 5 viable dinosaur eggs still remain.

Both have a mourningstar, a shield, and javelins. There really isn't anything worth noting in a Know check, (that would be particularly relevant anyway) outside of the fact that they have pretty thick hides.

Also, OOC, if anyone would have touched the roots earlier, they would have gotten an automatic surprise round.

-----------------------------------------------

Diplomacy DC 25 (if you speak Draconic and don't want to fight):
If no one else attacks, you are able to de-escalate the situation enough to at least have civil words.

<In order to aid, you need to have both a +5 Diplomacy and also speak Draconic.>

OR

INIT ROLLS:

C.A. Gwyllgi: 1d20 + 5 ⇒ (16) + 5 = 21
Nemesis: 1d20 ⇒ 9
Peribras: 1d20 + 5 ⇒ (12) + 5 = 17
Shar-Lyn: 1d20 + 3 ⇒ (4) + 3 = 7
Tholand: 1d20 + 3 ⇒ (13) + 3 = 16
Thoril: 1d20 + 2 ⇒ (13) + 2 = 15
Van: 1d20 + 2 ⇒ (6) + 2 = 8
----------------------
Lizardfolk 1: 1d20 ⇒ 14
Lizardfolk 2: 1d20 ⇒ 16

ROUND 1

C.A. (), Peribras (), & Tholand (*)
--------------------------------------------------
Lizardfolk 1 ()
--------------------------------------------------
Thoril (*)
--------------------------------------------------
Lizardfolk 2 ()
--------------------------------------------------
Nemesis (), Van Potter (), & Shar-Lyn () -> Round 2

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

perception: 1d20 + 7 ⇒ (15) + 7 = 22

Finding the note, he reads it aloud.

**************************

Old Shuck makes a run forward and throws a knife at the first of the lizard men.

thrown dagger, range, flatfooted, whetstone: 1d20 + 5 ⇒ (14) + 5 = 191d3 + 1d8 + 1 ⇒ (1) + (4) + 1 = 6

Grand Lodge

Male Tiefling Bard 2 15/15 HP AC 17 FF15 T12 | F2 R4 W1 | Init +2 Per +6 Stealth +5 Longsword +6 D8+4 * CMB +4 CMD 16

Shar-lyn can't speak draconic, so there was never a diplomatic option... Don't forget the flag bearer bonus guys +1/1 hit and damage.

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

Yes, I looked everyone over and no chance at diplomacy. Then +1 H +1 D

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The dagger flies true, catching the closest Lizardfolk in the shoulder before it's able to bring it's shield up to block it.

ROUND 1

C.A. (), Peribras (), & Tholand (*)
--------------------------------------------------
Lizardfolk 1 (-7)
--------------------------------------------------
Thoril (*)
--------------------------------------------------
Lizardfolk 2 ()
--------------------------------------------------
Nemesis (), Van Potter (), & Shar-Lyn ()

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras shakes his head at the note. "I'm glad we don't work for the other guys."

He studies the ground as they enter the area. "There were hundreds of lizardfolk here not long ago. There was a big battle here. They left just hours ago."

Peribras frowns as the lizardfolk pick up their weapons. "There are only two of them..." He shakes his head as he urges Ash to move forward, winding up his sling staff. Once Ash is alongside Old Shuck, Peribras lets the bullet fly at the nearer lizardfolk, then reloads his sling pouch.

Crunch:
Notes:
why would someone need to have a +5 diplomacy to aid?

Round 1 action:
direct mount with knees to go one move-increment forward as a free action
attack lizardfolk with sling staff as a standard action
reload sling staff as a move action

Rolls:
Perception: 10 + 9 = 19
Survival: 10 + 5 = 15
Ride, guide with knees vs. DC 5: 1 + 9 = 10

halfling sling staff, attack, flagbearer, deadly aim: 1d20 + 8 + 1 - 1 ⇒ (9) + 8 + 1 - 1 = 17 for bludgeoning: 1d6 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6

Alternate action condition:
(none)
Alternate action:
(None)

Active Status effects:
flagbearer

Liberty's Edge

Male Dwarf (+2Con, +2Wis, -2Cha) 30/30HP, AC: 16 T: 16, FF: 14, CMD: 19, F: +6, R: +4, W: +6, Init +1, Pereption +7, Sense Motive +7 LN Male Dwarf Master of Many Styles/ Monk of the Sacred Mountain 3, Unarmed Strike: +7, (1d6+8, x2) MW Cestus: +7, (1d4+8, 19-20x2)

Tholand looks around expectantly.Perception: 1d20 + 7 ⇒ (3) + 7 = 10Survival: 1d20 + 3 ⇒ (1) + 3 = 4He just can't seem to figure out what happened. He seems upset that they weren't able to communicate effectively with the locals, but sucks it up because he understands what must be done. Tholand concentrates and charges at the nearest enemy. Swift Action Dragon Style Attack: 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 261d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Crit Confirm: 1d20 + 7 ⇒ (14) + 7 = 211d4 + 5 ⇒ (1) + 5 = 6 With a roar Tholand races towards the Lizard and does a leaping downward punch with his Cestus straight through the throat, catching it by suprise.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Thoril will charge and swinghia mighty axe

atk: 1d20 + 8 ⇒ (13) + 8 = 21

dmg: 3d6 + 10 ⇒ (3, 6, 4) + 10 = 23

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

@Peribras Because you need to be able to make the check yourself to aid, (that is, if you are not able to make a DC 25 on a Nat 20, you can not aid in this task). I just figured I would through the possible option in, just in case.

The mounted Peribras quickly loads a bullet and sends it flying from his staff, catching the closest Lizardfolk in the face and sending him to his knees in a daze, then to the ground completely as he begins to bleed out. Tholand begins to move towards the other one aggressively, is your speed 20ft? while Thorils follows quickly behind, cutting the other reptilian humanoid in half with deft ease.

For a few moments, things are calm, and you discover that there are the remains of what looks like two humans within the nest, their bloody, (and more) gear strew about with abandon. All in all, what was not destroyed by the dead t-rex includes a climber’s kit, 100 feet of silk rope, a grappling hook, a longbow with 20 arrows, a potion of hide from animals, and two tree feather tokens.

There are still five eggs that have not been eaten or cracked, which you also grab up quickly.

rumble. . .

The ravine suddenly falls silent—no birds, monkeys, or other jungle creatures are audible. A few heartbeats later, a bellowing roar echoes through the ravine, causing countless small birds and animals to abandon their hiding places and scatter as quickly as possible.

A series of great shuddering cracks herald the downfall of several trees in the distance, and a second thunderous roar pierces the air, followed by the frantic shouts of panicked humanoids. Suddenly, a massive dinosaur bursts out of the jungle to the southwest, pursuing a dozen leather-clad explorers through the ravine. The furious creature sweeps up a straggler into its massive jaws and flings the screaming victim off into the jungle, roars, and rushes toward its next target.

It looks like you found the rest of the Aspis Agents. They spot you as well, and suddenly seem to flock right towards you. Then right past you, fleeing from the massive, very pissed off T-Rex mother. She spots you, eggs still in hand, and begins rushing after the Aspis, RIGHT AT YOU. . .

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Please check map. . .

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Please see the discussion thread and begin. . .

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

Nemesis just stares at what's before her with dispassionate eyes. "Amazing."

She calmly sticks her leg out in preparation for one of the oncoming Aspis agents.

[dice=aid another on "Knock Them Flat" (can I do that?)]1d20+1[/dice]

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

"Here you go Princess," tossing the potion to the priestess, "We don't have to be the fastest, we just need to beat them."

acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19

Those are pretty high, is that the right tier?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

@ Nemesis: Yes, and no. Just roll your individual check, and it has special rules on my side. So don't worry about Aid Another. And P.S., that's awesome. :P

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

Okay, can I keep the roll I just tried?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Absolutely. Honestly, just roll with it. It's pretty awesome, from what I see.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

"*quaff* 'Princess?' That might be nice. I'd probably be good at that...."

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