DystopianGM's PFS 5-08 The Confirmation (Inactive)

Game Master DystopianDream

Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations.

Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.

Maps

Init:

[dice=Korosh]1d20+4[/dice]
[dice=Bethany]1d20+2[/dice]
[dice=Kennaniah]1d20+1[/dice]
[dice=Shota]1d20+4[/dice]
[dice=Mask]1d20+4[/dice]
[dice=Bolty]1d20+5[/dice]

Perc:

[dice=Korosh]1d20+5[/dice]
[dice=Bethany]1d20[/dice]
[dice=Kennaniah]1d20+5[/dice]
[dice=Shota]1d20+3[/dice]
[dice=Reffu]1d20+8[/dice]
[dice=Mask]1d20+4[/dice]
[dice=Bolty]1d20+6[/dice]


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Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Ken says "Maybe I should have tried this before." and releases a burst of positive energy.

Channel Positive Energy, (DC 12): 1d6 ⇒ 4

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota regards the others cleaving down one undead after another. He shrugs, as if his assistance weren't really necessary, but steps next to Bethany nonetheless. With a few muttered words of power, he launches another ray of frost, this time at the last remaining zombie.

Ray of Frost at yellow.
Attack: 1d20 + 2 - 4 - 4 ⇒ (6) + 2 - 4 - 4 = 0

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

With his rapier not harming the enemy, Mask drops the weapon and draws a second kurki to attack with.

"Bah! Die already, would ya? Or again!"

Kurki: 1d20 + 3 ⇒ (1) + 3 = 41d6 ⇒ 3
Kurki: 1d20 + 3 ⇒ (4) + 3 = 71d6 ⇒ 4 reroll from touch of luck
Kurki: 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 4
Kurki: 1d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 4 reroll from touch of luck


The combined assault from Bolty, Ken, and Mask put the last zombie to rest as it falls to pieces amidst the slick, uneven rocks.

Out of combat!

Perc:

Korosh: 1d20 + 5 ⇒ (8) + 5 = 13
Bethany: 1d20 ⇒ 19
Kennaniah: 1d20 + 5 ⇒ (1) + 5 = 6
Shota: 1d20 + 3 ⇒ (4) + 3 = 7
Reffu: 1d20 + 8 ⇒ (1) + 8 = 9
Mask: 1d20 + 4 ⇒ (9) + 4 = 13
Bolty: 1d20 + 6 ⇒ (13) + 6 = 19

In the room beyond, there lay more corpses, but these do not move. One seems different from the others, wearing a robe, face down at the back of the cavern. The corpse seems to be that of a male dhampir, white hair flowing down over cold, ghostly flesh. After probing the corpse gingerly, you discover an ornate amulet and a fine, polished ring amongst the folds of the robe, and a rolled-up note sticks out of one of the pockets, detailing plans to start an undead army using the corpses of the "fish people" here.

Amulet, Detect Magic + Spellcraft DC 20:

Amulet of natural armor +1

Ring, Detect Magic + Spellcraft DC 20:

Ring of protection +1

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota follows the others into the room. "Well fought, everyone. Mask, you handle yourself better than I would have fought. Apologies for underestimating you." As the group uncovers some jewelry on the dhampir corpse, Shota crouches down to investigate. After some concentration, he passes the amulet on the others. "I can't figure out what this is supposed to do. It's magical, but that's all I know. The ring, though, it protects from physical harm, making you more difficult to hit."

The rolled-up note elicits a snort from the Kellid. "Well, I guess the gillman was right about a danger to his fellows. But the problem seems to have solved itself..." He then looks around. "This seems to be a dead end. Should we go back, and tell Uori that the danger has passed?"

--

Spellcraft, Amulet: 1d20 + 7 ⇒ (2) + 7 = 9
Spellcraft, ring: 1d20 + 7 ⇒ (17) + 7 = 24

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bolty shrugs, "Should probably let him know."


When you return to the pool, Uori is visibly saddened by the fate of his kin. His shoulders slump, and he says, "May the waters carry them on." He makes motions in the air with his hands as a strange kind of prayer.

The only cavern that you have not explored leads West. The walk is long through twisting tunnels here that vary in size between three and six feet wide. The tunnel branches off in different
directions at times, but all of those paths either narrow beyond the
ability to travel them, lead back to this main trail, or are blocked by a cave-ins. After about twenty minutes of walking you here rushing water, and the chamber opens. As you move further in, the persistent glow of the bluish fungi dimly lights the way deeper below the Kortos Mounts. The tunnels broaden to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline.

On the other side of the river, between you and the passage stand three small blue creatures and a long insect with many, many legs.

Both types of creatures are Knowledge (nature) to identify.

You can modify the marching order as always.

In Combat!

Init:

Korosh: 1d20 + 4 ⇒ (14) + 4 = 18
Bethany: 1d20 + 2 ⇒ (1) + 2 = 3
Kennaniah: 1d20 + 1 ⇒ (8) + 1 = 9
Shota: 1d20 + 4 ⇒ (7) + 4 = 11
Mask: 1d20 + 4 ⇒ (5) + 4 = 9
Bolty: 1d20 + 5 ⇒ (9) + 5 = 14
Beasties: 1d20 + 1 ⇒ (20) + 1 = 21
Beasty: 1d20 + 2 ⇒ (10) + 2 = 12

Bold may act.
Round 1

Red
Green
Yellow
===========================
Korosh (-1)
Bolty
===========================
Insect
===========================
Shota
Mask (1 NL)
Kennaniah
Bethany

The blue creatures seethe and yell in guttural tones at you.

Undercommon:
"Intruders!"

They throw darts at the closest targets. One dart buries into Korosh's skin, and another hits Mask in the shoulder, failing to pierce in.

Dart @Korosh: 1d20 + 2 + 1 - 2 ⇒ (12) + 2 + 1 - 2 = 13 DMG: 1d3 - 1 ⇒ (2) - 1 = 1
Dart@Mask: 1d20 + 2 + 1 - 2 ⇒ (14) + 2 + 1 - 2 = 15 DMG: 1d3 - 1 ⇒ (1) - 1 = 0
1d100 ⇒ 35
Dart@Korosh: 1d20 + 2 + 1 - 2 ⇒ (6) + 2 + 1 - 2 = 7

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bolty moves north, takes aim and fires.

vsRed: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
damage: 1d8 + 1 + 1d8 + 1 ⇒ (5) + 1 + (7) + 1 = 14

Grand Lodge

m Human Unchained Barbarian 1 | HP 20/20 | AC 14; Tch 10; FF 12 | F +5; R +3; W +5 | CMB+6; CMD 15 | Speed 30 ft | Init +4 | Greataxe: +6 (1d12+11/x3) | Perc +5 | RAGE 3/6

Korosh takes a step closer and throws a javelin at the creatures.

thrown attack vs green: 1d20 + 1 ⇒ (8) + 1 = 91d6 + 3 ⇒ (2) + 3 = 5

Korosh is clearly still tired from the previous fight.

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota feels the Gillman's sorrow. "I am sorry about their fate. Death leaves scars for many generations..."

--

Shota grunts at seeing more adversaries getting them drop on them. "Anyone know what those blue folk are? Never seen them before. The insect I recognize..." Wanting to even the odds, Shota casts a spell at one of the creatures. The normally calm Kellid summons a torrent of power and raises his voice. "Cower before the might of SARKORIS!"

--

Knowledge Nature, blue folk: 1d20 + 7 ⇒ (1) + 7 = 8
Knowledge Nature, insect: 1d20 + 7 ⇒ (20) + 7 = 27
Cast Cause Fear at yellow. Will Save DC 14. Shaken for 1 round if succesful, otherwise frightened for 1d4 ⇒ 3 rounds.


Bolty fires his bolts true and one of the blue creatures is pinned to the rock floor, dead.

Shota knows that this creature is a giant centipede. hp 5, immune mind-affecting, poison.

The centipede writhes forward in a mass of wriggling legs, poisonous mandibles clack, clack, clacking. It gets slowed by the river, but you can tell that the water is only about 1 ft. deep, and the water is not flowing very fast.

Moving through river is as if shallow bog, 2 squares of movement for one, and acrobatics increased by 2.

It lunges for Korosh once it is in range, but misses wildly due to the current pushing it.

Centipede @ Korosh: 1d20 + 2 ⇒ (7) + 2 = 9

Yellow's Will save: 1d20 + 3 ⇒ (8) + 3 = 11

The puffy blue creature drops its weapons and flees from the terrifying witch, down the cavern on the other side of the river. You can hear its little screams echo off the rocks as it gets further and further away.

Bold may act.
Round 1

Green
Yellow
===========================
Korosh (-1)
Bolty
===========================
Insect
===========================
Shota
Mask (1 NL)
Kennaniah
Bethany

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

Previously...

Mask smiles at Shota as the large man says he had underestimated his elder.

"It is an advantage to be underestimated. Do not let anyone know your strengths or who you really are," he says.

Currently...

Mask tries to avoid the weakly-thrown projectile, but is unable to do so. "Might leave a bruise, but I'm fine."

He steps toward the giant centipede and plunges his rapier deep into its carapace.

Rapier: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 3
Kukri: 1d20 + 3 ⇒ (4) + 3 = 71d4 ⇒ 2

CRIT?: 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 6

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8

Bethany moves 20 feet, then attacks the insect with her whip (hopefully it's not armored :P)

Whip Attack: 1d20 + 3 ⇒ (18) + 3 = 21

While her character sheet does say +2 in the weapons section, I realized I forgot to add her +1 from Weapon Focus

Whip Damage (nonlethal): 1d3 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Ken steps forward and taps Kororsh on his back. "My Lady's blessing" he says, giving the barbarian a Bit of Luck.

4 of 6 uses of bit of luck left


Ken gives Korosh a blessing while Bethany's whip cracks over the centipede's carapace, causing it dizzying harm. Centipede is staggered.

The last blue creature howls what you believe to be a curse and points its crooked finger at Bolty.

DC 10 Will save.

Bold may act.
Round 1

Green
===========================
Korosh (-1)
Bolty
===========================
Insect (-3, 2 NL, staggered)
===========================
Shota
Mask (1 NL)
Kennaniah
Bethany

Grand Lodge

m Human Unchained Barbarian 1 | HP 20/20 | AC 14; Tch 10; FF 12 | F +5; R +3; W +5 | CMB+6; CMD 15 | Speed 30 ft | Init +4 | Greataxe: +6 (1d12+11/x3) | Perc +5 | RAGE 3/6

Korosh attacks the centipede with his greataxe.

attack: 1d20 + 5 ⇒ (4) + 5 = 91d12 + 9 ⇒ (11) + 9 = 20
attack reroll from luck: 1d20 + 5 ⇒ (5) + 5 = 101d12 + 9 ⇒ (9) + 9 = 18

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

willsave: 1d20 + 2 ⇒ (16) + 2 = 18

Bolty shakes off the worst of the effects and begins the laborious process of reloading his crossbow.


Bolty shrugs off the spell and the blue creatures already large eyes go wider as it scans the six opponents before it. Korosh misses with his greataxe. The centipede shudders from the damage to its legs and body and coils around in a kind of turn and begins the process of fleeing.

AoO's from mask and Korosh. Normally I will roll these out of expedience, but if there is something amiss in these or if there is a big outcry for not doing it this way, please let me know.

Mask's AoO, Rapier: 1d20 + 5 ⇒ (7) + 5 = 12 DMG: 1d6 ⇒ 5

Korosh's AoO, Greataxe: 1d20 + 5 ⇒ (2) + 5 = 7 DMG: 1d12 + 9 ⇒ (12) + 9 = 21
Korosh's AoO, Greataxe reroll: 1d20 + 5 ⇒ (16) + 5 = 21 DMG: 1d12 + 9 ⇒ (6) + 9 = 15

As it attempts to flee, Korosh's axe flies down on its back and bisects it into two coils of wriggling legs that eventually still, and are carried away by the river's slow current.

Bold may act.
Round 2

Green
===========================
Korosh (-1)
Bolty
Shota
Mask (1 NL)
Kennaniah
Bethany

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8

Bethany starts to cross the river to get closer to the blue creature, performing a double move (if my movement is correct, 45 total feet moved due to terrain) but therefore unable to attack this turn.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Agile Feet:
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

"My Lady," Ken breathes out as he moves into the stream to attack the last of the creatures, using his lady's gift of Agile Feet to aid him in his journey.

Morning Star: 1d20 + 2 ⇒ (9) + 2 = 11 for damage: 1d8 + 2 ⇒ (3) + 2 = 5

5 of 6 uses of Agile Feet left

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota looks on with pride as one of the blue creatures flees from his spell. "I think we won't be seeing that one again," he comments. Since the last one doesn't show signs yet of giving up, Shota moves further up to the left, to get a clear shot. He mutters some arcane words and gestures, as if he were spinning a sling to launch a stone. A blue spark of pure frost and appears and flies towards their last opponent.

--

Cast Ray of Frost again.
Ranged touch attack, -4 melee: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8
Damage: 1d3 ⇒ 1

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

Mask lunges across the water, more agile than his appearance suggests, and attacks the last creature with his rapier, striking it soundly.

Rapier: 1d20 + 5 ⇒ (19) + 5 = 241d6 ⇒ 4

CRIT?: 1d20 + 5 ⇒ (6) + 5 = 111d6 ⇒ 4


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The blue creature's eyes go wider still as it realizes it is now fully alone. Shota and Ken's strikes miss their mark, and although Mask's rapier hits, it doesn't do as much damage as it should have. Weathering the combined assault, the blue creature turns and attempts to flee, and does not see Bethany until it's too late.

AoO from Bethany (I'm assuming she has her dagger out too for the purposes of threatening squares; that's what I've seen whip users do).

Bethany's AoO, dagger: 1d20 + 1 ⇒ (13) + 1 = 14 DMG: 1d4 + 1 ⇒ (2) + 1 = 3

The blue creature skids to the floor, dead, next to Bethany's feet and does not move again.

Out of Combat!

You continue along the winding caverns for several minutes, but soon begin to hear faint sounds of battle, Janira's voice, and the roars of what you believe to be the minotaur. As you rush forward, you can hear her almost chanting now: “As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!”

All party members are affected now by Janira's inspire courage: +1 attack/damage, +1 to fear saves

Perc:

Korosh: 1d20 + 5 ⇒ (8) + 5 = 13
Bethany: 1d20 ⇒ 4
Kennaniah: 1d20 + 5 ⇒ (3) + 5 = 8
Shota: 1d20 + 3 ⇒ (10) + 3 = 13
Reffu: 1d20 + 8 ⇒ (10) + 8 = 18
Mask: 1d20 + 4 ⇒ (17) + 4 = 21
Bolty: 1d20 + 6 ⇒ (14) + 6 = 20

Up ahead in the distance, as you continue to head toward the sounds of battle, Reffu, Shota's familiar, Mask, and Bolty all spy one of the puffy blue creatures that you encountered before, the one that Shota scared away, but it is now suspended in the air, its eyes bulging, its arm already partially digested by something clear and cube-shaped blocking the party's path in the tight cavern.

Knowledge (dungeoneering) to identify. Feel free to modify the marching order.

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

Mask strains to hear the sounds ahead.

"Do I hear more kobolds bickering ahead? Or is it that old hag, Auntie Baltwin?" the old man says as they walk forward.

"Say...why is that blue creature suspended in the air? At trap?"

dungeoneering (untrained): 1d20 + 2 ⇒ (9) + 2 = 11

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

"What's going on?" Shota calls from the back. "That must be Janira we're hearing. She's still alive. We have to help her!"

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bolty shouts "Whatever it is, destory it so we can help Janira!"


You are horrified as the cube-like creature wriggles to life and begins to move aggressively toward you, sensing more food nearby.

Init:

Korosh: 1d20 + 4 ⇒ (19) + 4 = 23
Bethany: 1d20 + 2 ⇒ (20) + 2 = 22
Kennaniah: 1d20 + 1 ⇒ (15) + 1 = 16
Shota: 1d20 + 4 ⇒ (13) + 4 = 17
Mask: 1d20 + 4 ⇒ (19) + 4 = 23
Bolty: 1d20 + 5 ⇒ (14) + 5 = 19
Beasty: 1d20 - 3 ⇒ (7) - 3 = 4

Korosh roll-off: 1d20 ⇒ 7
Mask roll-off: 1d20 ⇒ 14

In Combat!

Bold may act.
Active buffs: inspire courage
Round 1

Mask (1 NL)
Korosh (-1)
Bethany
Bolty
Shota
Kennaniah

===========================
Cube

Grand Lodge

m Human Unchained Barbarian 1 | HP 20/20 | AC 14; Tch 10; FF 12 | F +5; R +3; W +5 | CMB+6; CMD 15 | Speed 30 ft | Init +4 | Greataxe: +6 (1d12+11/x3) | Perc +5 | RAGE 3/6

Korosh remembers he has another option and throws a bottle of alchemist's fire at the cube.

ranged touch attack: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 1 ⇒ (1) + 1 = 2

So good.

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

"I'll check for another way past!" Shouts Bolty as he finishes reloading his crossbow and squeezes around through the south tunnel.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Earlier, immediately after the battle at the stream.

Ken says "Let's see to that injury, Korosh" Ken looks it over, "Well I can see to you it's only a scratch, but no sense in letting is linger." Ken channels a burst of healing energy.

Channel Energy: 1d6 ⇒ 3

Now in the tunnel

Ken steps five to the north and hurls a dart at cube.

dart: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8 for damage: 1d4 + 3 ⇒ (3) + 3 = 6

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota steps past Bethany. "Whatever it is, we have to deal with it. Fast! Janira probably needs us." In a voice that comes close to a growl, Shota speaks ancient Kellid words of power. This time it's not a tiny bolt of frost that flies from his hand, but a fist-sized ball of tight-packed snow.

--

Casting Snowball.
Ranged touch attack -cover +inspire: 1d20 + 2 - 4 + 1 ⇒ (7) + 2 - 4 + 1 = 6
Damage: 1d6 ⇒ 4
On hit, Fort save DC 14 or staggered for 1 round.

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

Mask frowns at the strange creature ahead.

"A pudding? A gelatinous jello? I can never keep these things straight, but am suddenly hungry!" he says as he slings a stone toward it.

sling, cover: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 171d4 ⇒ 4


Mask scores a direct hit against the cube with his sling and it shivers in response. Likewise, Korosh's flask hits against the cube's side and it explodes into flame, and Ken embeds a dart into the other side. More shivers ripple down its sides. Shota's snowball misses wide and smacks against the cavern wall. Bethany delays until she figures out waht to do. Bolty seeks another path.

The cube surges forward and lashes out at Korosh, striking a massive blow to the barbarian, but just misses a vital spot, which could have been much more damaging.

Slam: 1d20 + 1 ⇒ (20) + 1 = 21 DMG: 1d4 - 2 + 1d6 ⇒ (4) - 2 + (6) = 8

Critical Confirmation: 1d20 + 1 ⇒ (13) + 1 = 14

Critical DMG: 1d4 - 2 + 1d6 ⇒ (3) - 2 + (6) = 7

Korosh needs to make a Fortitude save against paralysis.

Bold may act.
Active buffs: inspire courage
Round 1

Mask
Korosh (-8, need Fort save)
Bethany
Bolty
Shota
Kennaniah

===========================
Cube (-12)

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bolty spends his time circling around the southern cave before coming in a circle and shouting "The only way out is through!"

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8

Ack I just realized I forgot to buy a spell component pouch. I do this with every character that isn't a sorcerer... :( I was going to cast Infernal Healing on Korosh.

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

Shota curses as his snowball falls to strike the cube. "Hold on, Korosh! Bolty, we could use you back in here," he calls. The Kellid hand goes to the alchemist's fire at his belt, but he doesn't want to risk hurting his companion again. Rather, he slings another ray of frost at the cube.

--

Casting Ray of frost
Touch -melee -cover +inspire: 1d20 + 2 - 4 - 4 + 1 ⇒ (18) + 2 - 4 - 4 + 1 = 13
Damage: 1d3 ⇒ 2

Grand Lodge

Human Bolt Ace 6 HP 9/46 | AC 22 T 17 FF 15 CMD 23 | F +9 R +12 W +5 | Init +9 | Perception +11 Grit (2/2)

Bolty nods and smiles as he steps up to the corner, leans his back against the wall and fires point blank from the corner into the cube.

Inspired point blank precise shot: 1d20 + 5 + 1 + 1 ⇒ (20) + 5 + 1 + 1 = 27
damage: 1d8 + 1 + 1 + 1d8 + 1 + 1 ⇒ (2) + 1 + 1 + (3) + 1 + 1 = 9

crit confirm: 1d20 + 7 ⇒ (5) + 7 = 12
extra crit damage: 1d8 + 2 ⇒ (8) + 2 = 10

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Ken hurls his second (and last dart), whispering "My lady" as he lets go.

Dart: 1d20 + 2 + 1 - 4 - 4 ⇒ (13) + 2 + 1 - 4 - 4 = 8 for damage: 1d4 + 3 ⇒ (2) + 3 = 5

If someone happens to need a shirt re-rell for I don't know an important Fort save or something, strangely enough I happen to have both A Year of the Ruby Phoenix shirt, and a Year of the Risen Rune shirt either of which I would be happy let someone drape over his or her shoulders.

Grand Lodge

m Human Unchained Barbarian 1 | HP 20/20 | AC 14; Tch 10; FF 12 | F +5; R +3; W +5 | CMB+6; CMD 15 | Speed 30 ft | Init +4 | Greataxe: +6 (1d12+11/x3) | Perc +5 | RAGE 3/6

Fortitude: 1d20 + 5 ⇒ (2) + 5 = 7

Fortitude Reroll: 1d20 + 5 ⇒ (12) + 5 = 17

That escalated quickly.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Korosh, don't forget your second round of alchemist fire damage it takes place on your turn regardless of how your save turns out.


Korosh feels his muscles locking up after the cube's blow.

Paralyzed: 3d6 ⇒ (5, 1, 4) = 10 rounds

The cube has started to deteriorate from the barrage of damage, but still holds itself intact.

Bold may act.
Active buffs: inspire courage
Round 1

Mask
Korosh (-8, paralyzed for 10 rounds)
Bethany
Bolty
Shota
Kennaniah
===========================
Cube (-41)

Grand Lodge

m Human Unchained Barbarian 1 | HP 20/20 | AC 14; Tch 10; FF 12 | F +5; R +3; W +5 | CMB+6; CMD 15 | Speed 30 ft | Init +4 | Greataxe: +6 (1d12+11/x3) | Perc +5 | RAGE 3/6

fire dmg: 1d6 ⇒ 3

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8

Bethany charges the cube and slashes at with her dagger.

Charge Attack: 1d20 + 3 ⇒ (2) + 3 = 5

Dagger Damage: 1d4 ⇒ 1


@Bethany: You can't charge through friendly squares unless you have a feat. You can move into place, but you will take an attack of opportunity.

-Posted with Wayfinder

The Exchange

Human Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

Mask, happy with his previous hit on the creature, tries again. But this time his stone goes nowhere near it.

"Can't see anything with all you in the way!"

sling: 1d20 + 3 - 4 - 4 ⇒ (6) + 3 - 4 - 4 = 11d4 ⇒ 2


Mask misses with his sling. Bethany's attack likewise misses. The cube rears back and then rushes forward, engulfing Korosh's paralyzed body and consuming him whole. Korosh floats amid the creature's acid as it starts to eat away at him. Next to him lay the puffy blue creatures from before already dead, now almost down to just the skeleton.

Acid damage: 1d6 ⇒ 5

Korosh will start to suffocate in 28 rounds.

Bold may act.
Active buffs: inspire courage +1
Round 3

Mask
Korosh (-13, paralyzed for 8 more rounds)
Bethany
Bolty
Shota
Kennaniah

===========================
Cube (-41)

The Exchange

Female Half-Elf (Pass for Human) Magus (Bladebound, Kensai) 1 | AC 13 Touch 13 Flat 10 CMD 14 | Fort +2 Ref +2 Will +2 | HP 8/8

Ah darn sorry, I'm not used to using actual maps in games, so I forget the extras like that... hmmm... so then I'll just move in close, but not all the way, then I can 5-foot step next turn? I'm okay with you saving my previous roll for this turn.

Liberty's Edge

Male CG Kellid Witch 1 | HP: 3/13 | AC: 13 (12 Tch, 11 Fl) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +3 | Init: +4 | Perc: +3, SM: +3 | Speed 30ft | .. | Active conditions: none.

"We don't have time," the Kellid witch grunts. He draws his morningstar and pushes past Mask, squeezing along the wall to get on the other side of the cube. "Hang in there, Korosh," he shouts, hoping the barbarian can hear him. Shota then swings his weapon at the cube, but it's readily apparent that this is not his forte.

--

Moving along the path indicated, while drawing morningstar. This draws AoO, with squeezing penalty. Then a melee attack against the cube.
Melee +inspire: 1d20 + 1 ⇒ (8) + 1 = 9
Damage +inspire: 1d8 + 1 ⇒ (4) + 1 = 5
:(

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

GM, I think you forgot the second round of damage from Korosh's alchemist's fire, unless it didn't damage the creature for some reason.

Ken steps forward next to Mask and slams his morningstar into the creature.

morningstar: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11 for Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Korosh wrote:
fire dmg: 1d6 ⇒ 3

Korosh rolled it. I included it in the damage total.

Cube AoO: 1d20 + 1 ⇒ (4) + 1 = 5

Shota easily brushes aside the attack from the cube and moves into place. The combined assault between Ken and Shota is enough to destroy the creature. It falls to a spreading pile of ooze chunks, Korosh spitting and coughing in the center, but still obviously paralyzed.

7 rounds of paralysis left for Korosh.

Out of Combat!

In the distance, you still hear the battle raging on between Janira and the minotaur. She continues to shout, though her voice has started to grow weary and ragged: “And it was Selmius Foster’s race against a marid and efreeti on the isle of Jalmeray, which taught us that nothing is truly impossible and every situation can end in victory.”

Korosh lay on the cave floor injured and unmoving, but still conscious. You know Janira can't keep this up for much longer. What do you do?

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