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DM CH-P's CoT: The Bastards of Erebus

Game Master Are


7,101 to 7,150 of 10,990 << first < prev | 138 | 139 | 140 | 141 | 142 | 143 | 144 | 145 | 146 | 147 | 148 | next > last >>

Male Human (Azalanti) Bard 8/Fighter 4

I got to get away from the pit!

Derek begins to move away from the stalker, trying his best to use his most deceptive and acrobatic of tumbles.
Fear adds a new level of tension to Derek’s performance, and he can feel his muscles clench tightly with anxiety.

Acrobatic: 1d20 + 13 ⇒ (12) + 13 = 25

As soon as he finds himself behind the beasts broad back he briefly gets down on one knee, coughing from the exertion.
Here is good, here is...good.

Shoanti:
[/b]"Beware spirit walker, the cowardly abomination uses tricks and trickery to try and win. Beware of poison and a hidden blade."[/b]

There, that should spur him on and end this fast.


Ancient Shoanti War Spirit 12 | 148/148 hp + 81/81 temps, Init +2, AC 33 (40 with barkskin, shield, and haste, +1 near Derek) [touch 15, FF 31], Fort +18, Ref +11, Will +14; Perception +6
Resources:
1st 6/6 | 2nd 5/5 | 3rd 4/4 | 4th 3/3 | Summon 7/7 | Rage 20/20

Heading out for a long business lunch. Going to post next turn now.

Indeed spurred on by Derek's warning, Shu-Ak’eh-Di takes advantage of his cornered foe and brings his wrath down upon it.

Half damage for everything.

Primary: 1d20 + 15 ⇒ (16) + 15 = 31
Primary Dmg: 1d6 + 19 ⇒ (2) + 19 = 21
Iterative: 1d20 + 10 ⇒ (15) + 10 = 25
Iterative Dmg: 1d6 + 19 ⇒ (1) + 19 = 20
Hoof I: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Hoof I Dmg: 1d4 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Hoof II: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Hoof II Dmg: 1d4 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Horns: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Horns Dmg: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13


Derek isn't quite nimble enough to escape the stalker's blade as he tumbles between The Beast's legs.

Short sword AoO: 1d20 + 16 ⇒ (16) + 16 = 32
AoO damage: 1d6 + 3 ⇒ (1) + 3 = 4

Fortitude vs poison: 1d20 + 2 ⇒ (5) + 2 = 7
Strength damage: 1d2 ⇒ 2

The stalker hits the tumbling bard, dealing 4 damage. Derek's body finds itself powerless to prevent poison from once again coursing through it, as the black smear coating the stalker's blade infects the wound, weakening him further.

***

The creeper, completely hidden from Xerath's view, uses stealth to its advantage as it creeps up on his back and attempts to push him over the edge and into the pit.

Stealth: 1d20 + 24 ⇒ (12) + 24 = 36

CMB to bull rush: 1d20 + 4 ⇒ (17) + 4 = 21 (Xerath loses Dex to CMD)

The mage, caught unaware by the sneaky creeper, is pushed forward into the pit.

Reflex to catch hold of the edge: 1d20 + 5 ⇒ (9) + 5 = 14

Failing to catch himself on the edge, Xerath falls into the dark pit.

Falling damage: 3d6 ⇒ (1, 4, 1) = 6
Number of spikes: 1d4 ⇒ 3

Spike attack #1: 1d20 + 10 ⇒ (5) + 10 = 15
Spike attack #2: 1d20 + 10 ⇒ (16) + 10 = 26
Spike attack #3: 1d20 + 10 ⇒ (11) + 10 = 21

Spike damage #1: 1d4 + 2 ⇒ (1) + 2 = 3
Spike damage #2: 1d4 + 2 ⇒ (2) + 2 = 4
Spike damage #3: 1d4 + 2 ⇒ (2) + 2 = 4

Fortitude vs poison #1: 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21
Fortitude vs poison #2: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19

Xerath thumps down onto several spikes, taking 6 damage from the fall and 8 damage from the spikes (5 damage total once false life is taken into account). He easily fights off the infection threatening in the wounds.

***

The stalker's turn is coming up.


Male Human (Azalanti) Bard 8/Fighter 4

"Gah! That hurts..."

Poison...I only said that to egg the beast on, but look at that, I was right.

Cursing himself, knowing that he let his fear rule him and thus make him stumble, Derek feels just a little bit of real hopelessness set into his limbs.

I feel so weak...my blade, it's so heavy...
My body feels like it is made of lead...and is hollow at the same time.


The stalker attempts to perform a standing jump over the pit Xerath just fell into, while at the same time twisting in the air in an attempt at keeping its defenses up against The Beast.

Acrobatics for standing jump: 1d20 + 20 ⇒ (11) + 20 = 31 (DCs doubled)
Acrobatics to avoid AoO: 1d20 + 20 ⇒ (7) + 20 = 27 (DC +10 for moving at full speed)

The stalker easily jumps over the pit, nearly knocking the creeper over as it flies further than intended. It continues in stride, moving around Yahirma and then attempting to push her into the larger pit.

CMB to bull rush: 1d20 + 10 ⇒ (5) + 10 = 15

The oracle, however, evades the effort.

***

I'll use The Beast's first posted attack as its AoO:

The Beast's hammer strikes the stalker in mid-air as it jumps over the pit, but the stalker still seems far from fatally wounded.

***

>>>Current Map<<<

There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.

There's a 10-ft drop down from the O-line to the P-line. Xerath is 30 ft down in a pit.

The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.

No AoOs from Xerath (as the creeper successfully used stealth to move, and was then too close for his spear), or from Yahirma (as she put away her quarterstaff before swinging over).

Up next: The PCs.


Male Chelish Arcane Caster 12 HP: 123/123(+11) AC: 30 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Resist Energy

And my arch nemesis the dreaded climb check rears his ugly head again!

Xerath looks up and sighs as he realizes how another mundane obstacle stands in his way. Rather than waste his energy and risk falling again, he will stay in the pit.

Delay me. I'll only end up hurting myself if I try to climb up.


Sound strategy; you might be right.

***

Forgot one thing: Derek must succeed on a DC 15 Fortitude save at the beginning of his turn to cure the poison and avoid taking another 1d2 Strength damage.


Ancient Shoanti War Spirit 12 | 148/148 hp + 81/81 temps, Init +2, AC 33 (40 with barkskin, shield, and haste, +1 near Derek) [touch 15, FF 31], Fort +18, Ref +11, Will +14; Perception +6
Resources:
1st 6/6 | 2nd 5/5 | 3rd 4/4 | 4th 3/3 | Summon 7/7 | Rage 20/20

The bestial spirit undoes the changes to his form causing his hulking musculature to sharpen and become defined again.

Dismiss the Lesser Evolution Surge.

Shoanti:
"BROTHER STAY BEHIND US. CALL THE WOMAN TO YOU."


The evolution surge spells aren't dismissable.


Ancient Shoanti War Spirit 12 | 148/148 hp + 81/81 temps, Init +2, AC 33 (40 with barkskin, shield, and haste, +1 near Derek) [touch 15, FF 31], Fort +18, Ref +11, Will +14; Perception +6
Resources:
1st 6/6 | 2nd 5/5 | 3rd 4/4 | 4th 3/3 | Summon 7/7 | Rage 20/20

Oh, you're right. In that case, the Beast will just step forward and full attack the creeper.


Rolling a new primary attack + damage for you, since I used the earlier one as The Beast's AoO against the stalker:

Primary attack: 1d20 + 15 ⇒ (11) + 15 = 26
Primary damage: 1d6 + 19 ⇒ (6) + 19 = 25

The Beast hits the creeper with multiple strikes, but, perhaps thankfully considering the number of allies within range of an explosive burst, the creeper stays on its feet.

***

>>>Current Map<<<

There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.

There's a 10-ft drop down from the O-line to the P-line. Xerath is 30 ft down in a pit.

The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.

Up next: Appario, Derek, Yahirma. Derek must succeed on a DC 15 Fortitude save at the beginning of his turn to cure the poison and avoid taking another 1d2 Strength damage.


Ancient Shoanti War Spirit 12 | 148/148 hp + 81/81 temps, Init +2, AC 33 (40 with barkskin, shield, and haste, +1 near Derek) [touch 15, FF 31], Fort +18, Ref +11, Will +14; Perception +6
Resources:
1st 6/6 | 2nd 5/5 | 3rd 4/4 | 4th 3/3 | Summon 7/7 | Rage 20/20

I knew that...

In the future, when facing weaker opponents the Beast will opt to use his AoO to trip (provoking himself in turn). I didn't mention it this time because there'd be too much messy retconning.


Male Human (Taldan) Abadaran Militant 12

Appario moves back, then runs to jump to R2, carefully plotting his speed to match the distance.

1d20 + 17 ⇒ (9) + 17 = 26 Acrobatics

"Bravely done, Xerath. It's a 'pit'-y, you fell in. We'll get you out in a bit."

I wonder if I have rope.


Appario nimbly jumps over the larger pit, although he overshoots slightly, landing directly next to the pit Xerath currently finds himself in.

***

Map and information as above, except Appario is at S2.

Up next: Derek and Yahirma. Derek must succeed on a DC 15 Fortitude save at the beginning of his turn to cure the poison and avoid taking another 1d2 Strength damage.


Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 12

Seeing herself at a prospective disadvantage, Yahirma backs herself into the corner (P7) and weaves an abjuration against violence to ward off the stalker's attacks.

Casting sanctuary defensively: 1d20 + 17 ⇒ (20) + 17 = 37


Male Human (Azalanti) Bard 8/Fighter 4

Fort save: 1d20 + 2 ⇒ (19) + 2 = 21

I got more poison in me than an alchemist’s laboratory...and I'm so weak I could hardly tickle the enemies.
We have GOT to end this fast.

Derek, eschewing all fancy footwork and swashbuckling manoeuvres simply strike out at the Creeper, doing his best to compensate for the sudden increase in weight of his weapon (or so it feels).
At the same time, he almost timidly holds his buckler up high, trying to remain on the defense as much as he can.

Primary Attack with combat expertise: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 ⇒ 4
Secondary Attack with combat expertise: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d6 ⇒ 5


Derek misses with both his attacks. The creeper withdraws into the eastern hallway again, perhaps planning another stealthy approach for later, while the stalker sees the path open for another attempt at pushing the cursed light-wielder back into the pit.

CMB to bull rush: 1d20 + 14 ⇒ (15) + 14 = 29

Misfortune reroll: 1d20 + 14 ⇒ (19) + 14 = 33

Reflex to hang onto the edge: 1d20 + 10 ⇒ (7) + 10 = 17

The attempt succeeds, as the charging stalker barrels into Derek and sends him onto the treacherous pit, where the bard is once again unfortunately unable to hold on to the pit's edge and falls down to join Xerath.

Falling damage: 3d6 ⇒ (5, 5, 2) = 12
Number of spikes: 1d4 ⇒ 2

Spike attack #1: 1d20 + 10 ⇒ (16) + 10 = 26
Spike attack #2: 1d20 + 10 ⇒ (6) + 10 = 16

Spike damage #1: 1d4 + 2 ⇒ (4) + 2 = 6
Spike damage #2: 1d4 + 2 ⇒ (1) + 2 = 3

Fortitude vs poison: 1d20 + 2 ⇒ (18) + 2 = 20

Derek takes 12 damage from the fall and 6 damage from the spike he falls on top of, but thankfully his body, by now accustomed to this form of poison, manages to fight away the new infection.

Now that the Morrowfall once again finds itself on the bottom of the pit, the supernatural darkness again assumes command of the chamber. Only the area surrounding the pit remains dimly lit.

***

>>>Current Map<<<

None of the enemies can currently be seen, but since they couldn't have moved, the stalker's position is known to all and Yahirma knows the creeper's position.

There's supernatural darkness (50% miss chance unless "see in darkness" everywhere except immediately surrounding the pit, where there's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft), and at the bottom 20 ft of the pit, where there's bright light.

There's a 10-ft drop down from the O-line to the P-line. Xerath and Derek are 30 ft down in the pit.

The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.

Up next: The PCs. Derek gets an AoO against the bull-rushing stalker.


Male Human (Azalanti) Bard 8/Fighter 4

Damnit, I can't keep this up much longer.
I am almost out of magic too...I better heal up a little before climbing again.

Cure moderate wounds: 2d8 + 8 ⇒ (6, 2) + 8 = 16

"This is not going well Xerath, it was hard enough climbing before I got poisoned."


Ancient Shoanti War Spirit 12 | 148/148 hp + 81/81 temps, Init +2, AC 33 (40 with barkskin, shield, and haste, +1 near Derek) [touch 15, FF 31], Fort +18, Ref +11, Will +14; Perception +6
Resources:
1st 6/6 | 2nd 5/5 | 3rd 4/4 | 4th 3/3 | Summon 7/7 | Rage 20/20

Further enraged by the stalker's unwillingness to fight him, Shu-Ak’eh-Di roars a challenge before stepping forward and unleashing its fury on the taller darkfolk.

Half damage!

Primary: 1d20 + 15 ⇒ (16) + 15 = 31
Primary Dmg: 1d6 + 19 ⇒ (2) + 19 = 21
Iterative: 1d20 + 10 ⇒ (4) + 10 = 14
Iterative Dmg: 1d6 + 19 ⇒ (3) + 19 = 22
Hoof I: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Hoof I Dmg: 1d4 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Hoof II: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Hoof II Dmg: 1d4 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Horns: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Horns Dmg: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12


The Beast rains a series of soft blows upon the stalker with hammer, hoof, and horns, and the multitude of injuries it has sustained begin to take a toll on it. Still, the stalker seems to be far from succumbing to those injuries.

***

>>>Current Map<<<

Information as above.

Up next: Appario, Xerath, Yahirma.


Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 12

Yahirma slowly moves over to S6, trusting that nothing has moved and that nothing wishes her immediate harm. She then pulls out a rope from her pack.


Male Human (Taldan) Abadaran Militant 12

Appario looks as Derek falls into the pit with Xerath.

"Derek, are you joining the pit-y party down there with Xerath? C'mon, we need you up here. You really brighten things up when you're around."

Appario will stow his bow and ready to rope up Derek when Yahirma comes.


Male Human (Azalanti) Bard 8/Fighter 4

"Ugh, that pun was bad, even for you Appario.
But how about you I buy the creeper a ticket to our play and you can cut it for him, preferably when he holds it in front of his face."


Under the assumption that Xerath will continue to wait for a rope before climbing:

***

The stalker withdraws from The Beast's immediate vicinity, while the creeper moves up to Yahirma and attempts to stab her with its dagger.

Will vs sanctuary: 1d20 + 2 ⇒ (5) + 2 = 7

As it finds itself unable to complete the stabbing motion, an involuntary cry of frustration escapes its lips.

***

>>>Current Map<<<

None of the enemies can currently be seen, but Yahirma knows the creeper's position from its frustrated cry.

There's supernatural darkness (50% miss chance unless "see in darkness" everywhere except immediately surrounding the pit, where there's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft), and at the bottom 20 ft of the pit, where there's bright light.

There's a 10-ft drop down from the O-line to the P-line. Xerath and Derek are 30 ft down in the pit.

The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.

Up next: The PCs.


Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 12

Trusting that her ward is still good, Yahirma moves away from the armed threat until she enters the illuminated area around the pit. She performs a quick mental calculation, determines that two people lifting two people from a pit is a bad idea, and quickly enchants the rope before grasping one end and dropping the rest down the pit.

Levitate on the rope, which will now hover in its vertical position and support 800 pounds. Yahirma will begin to lift it next round. Climbing plus levitation should get everyone out in one round.


Ancient Shoanti War Spirit 12 | 148/148 hp + 81/81 temps, Init +2, AC 33 (40 with barkskin, shield, and haste, +1 near Derek) [touch 15, FF 31], Fort +18, Ref +11, Will +14; Perception +6
Resources:
1st 6/6 | 2nd 5/5 | 3rd 4/4 | 4th 3/3 | Summon 7/7 | Rage 20/20

The Beast issues a growl like grinding stone as his prey sneaks off into the shadows again.

Catching the scent of a nearby creeper, the bestial spirit steps over to exact his blood-price from it instead.

Half Damage.

Primary: 1d20 + 15 ⇒ (16) + 15 = 31
Primary Dmg: 1d6 + 19 ⇒ (3) + 19 = 22
Iterative: 1d20 + 10 ⇒ (10) + 10 = 20
Iterative Dmg: 1d6 + 19 ⇒ (4) + 19 = 23
Hoof I: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Hoof I Dmg: 1d4 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Hoof II: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Hoof II Dmg: 1d4 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Horns: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Horns Dmg: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12


The Beast destroys the creeper and stomps all over its remains, until such time as those remains combust in too-bright light.

Fortitude vs blindness: 1d20 + 13 ⇒ (9) + 13 = 22
Blindness duration: 1d6 ⇒ 1 rounds.

The Beast easily withstands the burst of light.

***

>>>Current Map<<<

Information as above.

I don't remember if Yahirma's rope is knotted or not. If it is, then it's a DC 0 Climb check to move 30 ft up the rope with two move actions. If it's not, then it's a DC 10 Climb check to move 30 ft up, or a DC 5 Climb check to move 15 ft up (both would be with two move actions; the DC 10 check is for accelerated climbing).

Up next: Appario, Derek, Xerath.


Ancient Shoanti War Spirit 12 | 148/148 hp + 81/81 temps, Init +2, AC 33 (40 with barkskin, shield, and haste, +1 near Derek) [touch 15, FF 31], Fort +18, Ref +11, Will +14; Perception +6
Resources:
1st 6/6 | 2nd 5/5 | 3rd 4/4 | 4th 3/3 | Summon 7/7 | Rage 20/20

Very nice move with the levitate Yahirma. I didn't even know it could be used on an object!

Shu-Ak’eh-Di bellows in triumph as his foe falls and then quickly combusts.

He sniffs the air, hunting the scent of the cowardly stalker.


Male Human (Azalanti) Bard 8/Fighter 4

Rope! I better try for it, they might need my light, even if they don't really need me right now.

...
Stay AWAY from the edge this time.!

Climb: 1d20 + 4 ⇒ (4) + 4 = 8


Male Chelish Arcane Caster 12 HP: 123/123(+11) AC: 30 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Resist Energy

Come out of delay.

"If I heal you, will you get off me?"

Derek notices a glowing light enveloping Xerath different that that of the Morrowfall that then flows towards him. He can feel some of his wounds fading away. Xerath seems oblivious to the glowing light.

Derek is healed for
1d4 + 6 ⇒ (2) + 6 = 8

Can Derek give me a spellcraft please?

Spellcraft DC 16:

The ability is known as a heavenly ray which heals good aligned creatures and harms evil aligned creatures. It is only available to those with celestial blood.

He will wait for Derek to climb out of the pit first.


Male Human (Azalanti) Bard 8/Fighter 4

Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13

"Thank you kindly, but in all fairness, I would have gotten of you anyway. No offence, but you are not quite as attractive as Amaya.


Ancient Shoanti War Spirit 12 | 148/148 hp + 81/81 temps, Init +2, AC 33 (40 with barkskin, shield, and haste, +1 near Derek) [touch 15, FF 31], Fort +18, Ref +11, Will +14; Perception +6
Resources:
1st 6/6 | 2nd 5/5 | 3rd 4/4 | 4th 3/3 | Summon 7/7 | Rage 20/20

The Beast is cloaked in shadows but he's not actively hiding in them!


Male Chelish Arcane Caster 12 HP: 123/123(+11) AC: 30 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Resist Energy

"And neither are you. So get out of the pit and out of my face."


Male Human (Azalanti) Bard 8/Fighter 4

"True, I'm not, but it's a close run thing."


Male Chelish Arcane Caster 12 HP: 123/123(+11) AC: 30 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Resist Energy

"I disagree. Now hurry up."


Bah. The Beast deliberately immersed itself in those shadows to avoid the stalker hurting it. That counts as hiding in my book, even if it now wants the stalker close :)

Xerath can climb the rope at the same time as Derek; no need to wait until he's out.


Ancient Shoanti War Spirit 12 | 148/148 hp + 81/81 temps, Init +2, AC 33 (40 with barkskin, shield, and haste, +1 near Derek) [touch 15, FF 31], Fort +18, Ref +11, Will +14; Perception +6
Resources:
1st 6/6 | 2nd 5/5 | 3rd 4/4 | 4th 3/3 | Summon 7/7 | Rage 20/20

He just defended himself from sneak attackery. He's still presenting himself for battle. What the beast did was no worse than donning a shield!

For what it's worth, I'm regretting the choice now. Half damage is sad damage.


Male Chelish Arcane Caster 12 HP: 123/123(+11) AC: 30 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Resist Energy

Xerath will wait anyway. He's already spent too much time too close to the bard.


Perhaps The Beast and the stalker should get together in a bar and discuss the sadness of half damage compared to the sadness of 1/6th damage over a couple of drinks :)


Ancient Shoanti War Spirit 12 | 148/148 hp + 81/81 temps, Init +2, AC 33 (40 with barkskin, shield, and haste, +1 near Derek) [touch 15, FF 31], Fort +18, Ref +11, Will +14; Perception +6
Resources:
1st 6/6 | 2nd 5/5 | 3rd 4/4 | 4th 3/3 | Summon 7/7 | Rage 20/20

Good idea. Perhaps after he's had some time with Andrea.


Male Human (Azalanti) Bard 8/Fighter 4

You're not having drinks without Derek!
and bring Andrea, The beast can do body shots off her.


Male Human (Taldan) Abadaran Militant 12

Wow...did I miss us going back to the Pornucopia scene? (Now with more beastiality!)

Appario will assist Derek and Xerath out of the pit.

"That battle could have gone better...next time, might we try tactics?"


Male Chelish Arcane Caster 12 HP: 123/123(+11) AC: 30 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Resist Energy

"Depends. Can you try not being a coward next time?"


Male Human (Azalanti) Bard 8/Fighter 4

"Let's talk about that when the battle is OVER shall we?"


Male Human (Taldan) Abadaran Militant 12

Appario looks at Xerath and laughs.

"Ah, Xerath! I hope some day that your wisdom matches your bravado. How did your bravery treat you there in the bottom of the pit?" Appario claps Xerath on the back.

"Derek, this one is as daring as you without the sense of humor, personality, or talent. In a strange way, it's delightful to watch."


Male Chelish Arcane Caster 12 HP: 123/123(+11) AC: 30 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Resist Energy

"At least I was in the fight, not standing in the back like sniveling coward. Even Yahirma sought fit to join the fray. You however are a delusional buffoon who does nothing to help his so called comrades. And don't ever touch me again. Completely worthless dreck."


I'll just assume the rope is knotted for the continuation of this encounter.

***

Derek easily climbs all the way up the rope, and Appario's aid allows him an easy step down onto steady ground.

The Morrowfall's light yet again lends its support to combatting darkness, bathing the chamber in dim light.

Out of the shadows, and with the aid of former stealth, the stalker attempts to throw a dagger towards Yahirma.

Will vs sanctuary: 1d20 + 2 ⇒ (7) + 2 = 9

However, like the creeper before, it too is unable to complete the throwing motion. Surprised and frustrated, the stalker runs south past The Beast while attempting to avoid its hammer.

Acrobatics to avoid AoO: 1d20 + 20 ⇒ (4) + 20 = 24 (DC +10)

The stalker is far from nimble enough to run past The Beast safely, however.

***

>>>Current Map<<<

The stalker can't currently be seen, but based on its direction and speed The Beast would assume it's near the shown location.

There's supernatural darkness (50% miss chance unless "see in darkness" or scent within 5 ft) in the U-line and V-line, dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) in the 6-column and 7-column, while there's bright light elsewhere.

There's a 10-ft drop down from the O-line to the P-line. Xerath is 30 ft down in the pit.

The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.

Up next: The PCs, plus The Beast's AoO.


Based on the banter, I'll just assume that Xerath spends his turn climbing up, while Appario lends a hand to help him to a safe spot :)

***

Up next: Derek, The Beast, Yahirma.


Male Human (Azalanti) Bard 8/Fighter 4

Derek, forgeting the caution he was developing walks towards the area where the stalker dissapeared, hoping to illuminate it and show the last known foe.

Move to R7.
Assuming he sees the stalker and nobody else has entered the area (slim chance with the beast in hot persuit) He will use the last searing light of the Morrowfall. (I wanted to use Sunburst...but 80' radius...iffy).
Searing light: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 5d8 ⇒ (6, 1, 8, 8, 8) = 31


Male Chelish Arcane Caster 12 HP: 123/123(+11) AC: 30 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Resist Energy

You assume much as Xerath refuses such help from a coward. He will climb up to a safe spot on his own.

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