GM Harker's PFS Season 4 Campaign

Game Master Justin L. Warren

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Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

"Good idea, Mel. I'll stand nearby in case something tries to grab at you."

-Posted with Wayfinder

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale nocks an arrow and nods at Mel.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik, will start at the southernmost door, and check it for traps and listen behind it should there be any enemies.

per: 1d20 + 17 ⇒ (9) + 17 = 26


Gamemaster | CC Map | S4 Map

With the proper application of spells and innate abilities, no magic or evil is detected in the room.

After determining that, Melufiuos and Valik go to work systematically examine the exterior of each door looking for traps or other dangers. No traps are discovered, although four locked doors are found.

The locked doors are noted with a blue dot. To speed things up, I assumed Mel and Valik took 10 on Perception for each door.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

"Let's start with the ones that are unlocked."

start in this entry hall, do the entire right- hand side, then the left- hand side, then go down the hall on the left and bounce back and forth between each side?

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Going through the eight unlocked doors, inside each is a small 5'x5' space. In six of these 'cells', you find some musty blankets. The interior walls of each all contain minor scratches, chips, and cracks.

Knowledge (religion) DC 15:

In the northern most cell, a series of scratches on the wall appear to be a crude design of the skull and chain unholy symbol of the evil god Zon-Kuthon.

If you want to unlock the doors, feel free to make the disable device checks now.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

knowledge, religion: 1d20 + 4 ⇒ (20) + 4 = 24

Quiella narrows her eyes when she sees some of the scratches look like a cult aymbol. "Zon Kuthon."

feel free to look at the spoiler, team

-Posted with Wayfinder

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam appears ready to move on, unmoved by the bleak cells. In his mind he pushes away the memories of similary small spaces where he lived in his youth when he was a slave in Egorian.


Gamemaster | CC Map | S4 Map

Do you want to try to open the locked doors or are you ready to move to the final room?

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I certainly want to open the doors. I'm assuming Mel will do it with Val and I on each side of him

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

disable device is +12, plus another +1 if Mel can get a guidance before each attempt

disable device: 1d20 + 13 ⇒ (3) + 13 = 16
disable device: 1d20 + 13 ⇒ (6) + 13 = 19
disable device: 1d20 + 13 ⇒ (12) + 13 = 25
disable device: 1d20 + 13 ⇒ (4) + 13 = 17
disable device: 1d20 + 13 ⇒ (9) + 13 = 22
disable device: 1d20 + 13 ⇒ (5) + 13 = 18
disable device: 1d20 + 13 ⇒ (1) + 13 = 14

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

now I know the dice hate me. There should have been at least one more roll greater than ten. :)

-Posted with Wayfinder

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

You could also take 10. or even take 20. we're not in a hurry. :p


Gamemaster | CC Map | S4 Map

I'll assume Mel eventually takes 10 or 20 on the locks he has issues with.

Although it takes quite some time, Melufiuos eventually manages to unlock the four cell doors. Unfortunately, the story is the same each time, all the locked cells are empty.

From Sascha's map, the group knows that the room with the locket lies immediately to the west. I'll give you a little bit of time in case you want to do any preparation. The only person still injured is Valik who has 4 damage.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella casts a spell shield of faith and before entering, taps herself with her wand of shield.

ready

use magic device, shield wand: 1d20 + 12 ⇒ (20) + 12 = 32

-Posted with Wayfinder

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam will use his wand of shield.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Use my wand of clw on Valik
Use my wand of shield on me
Cast cats grace on myself
Have bow ready

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

For those of you casting defensive spells, please either adjust your status line with your current AC's or let me know in your next post.

Melufiuos' wand to heal Valik, assuming Quiella or Ophelia uses it: 1d8 + 1 ⇒ (1) + 1 = 2

If you would use it twice to fully heal Valik, Mel, just let us know on your next post and we'll apply it retroactively. To keep things moving, I'll assume for now you only use it once.

Once fully buffed, the group moves to the final room on the map. The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit. Also, two small stalactites hang from the ceiling.

PC Perception
Halkale Perception: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Mel Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Ophelia's Perception: 1d20 + 14 ⇒ (19) + 14 = 33
Quiella's Perception: 1d20 ⇒ 11
Sam's Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Valik's Perception: 1d20 + 17 ⇒ (7) + 17 = 24
Frostfur's Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Halkale, Melufiuos, Ophelia, Sam, and Valik all notice something strange about the stalactites, they don't appear to fit the room and they seem to be quivering very slightly. The colored triangles are the stalactites

In addition, everyone notices that the floor of this room is slightly dangerous thanks to all all the knives, spikes, and torture implements scattered on the floor. If you move slowly about the room, however, you can most likely avoid them. If you move more than 10 feet a round in this room, you have a 50% chance of stepping on a sharp object. This will then act as a caltrop (I make an attack roll, if it hits you take 1 point of damage and your speed is halved until you are magically healed or someone succeeds on a Heal check to remove the object stuck in your foot).

GM Screen:

M: 1d20 + 21 ⇒ (19) + 21 = 40
X: 1d20 + 10 ⇒ (7) + 10 = 17
R: 1d20 + 10 ⇒ (4) + 10 = 14

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

AC 28/T 14/FF 27

"I'll let you guys handle the searching." She eyes the floor. "Let me know if you want me to get something--my armor should keep me from getting hurt by all those blades."

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale points out the stalactites to the others. "Tha-t-t's not right." he says.


Gamemaster | CC Map | S4 Map

Those moving forward to search the room, please indicate that you are doing so.

FYI, caltrops and similar effects like this one ignore armor, shield, and deflection bonuses, but you do get a +2 to AC if you are wearing shoes.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel would have wanted to get everyone full health. He burns a second charge.

+4 AC from shield spell.
+2 AC from cat's grace (dex goes from 16 to 20)
So his AC is now 18+2+4= 24
Mel also gets a +2 on ranged and finesses TO HIT rolls

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Sorry guys, but Mel is impulsive and will probably attack shortly. But first, will a knowledge dungeoneering roll give him a clue what the stalactites are?

knowledge dungeon/arcane/local/planes: 1d20 + 7 ⇒ (20) + 7 = 27

While considering what the stalactites might be, he moves carefully (and gracefully, despite the awful, smelly, poop-covered swarm suit he is wearing) into the room. For those who know him, they can see he is about to get into trouble again :)

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

GO FIGURE! Waste a natural 20 on a skill roll that probably won't do anything!!!! His surprise attack with the bow will be a 1 and hit Valik in the back of the head. :P


Gamemaster | CC Map | S4 Map

Melufiuos quickly ascertains that those certainly aren't stalactites, but instead appear to be darkmantles. These are magical beasts that hang from ceilings while appearing to be natural features, swooping down when food is near, grappling it with their tentacles, and constricting it to death. If they miss their target, they can fly well enough to re-attach themselves to the ceiling. To make them even more dangerous, they can naturally create magical darkness which they counter with their blindsense.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Meanwhile, Quiella gives the "stalagmites" a once over with a deeply scrutinous (and somewhat magical) gaze. detect magic and detect evil

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

The darkmantles have neither a magical nor an evil aura.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Well, that is enough for Mel. He gives the other chars a chance to enter the room and then he lets loose.

attack:
Mel swiftly humms a charge into his bow and then let's lose an arrow at the red triangle.

to hit: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d8 + 1 + 1d6 ⇒ (1) + 1 + (3) = 5

-Posted with Wayfinder

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

has Mel shared any of what he knows about the darkmantles with the party?

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

oops

After Halkale points out the stalactites, Mel softly comments to the party, "Darkmantles. Dangerous if hungry. They fly and make darkness. Watch out for their tentacles, they'll pull you in and crush you to death. We need to hit them first and hard. Focus on that one first, nodding to the red one.". THEN, without waiting for consent, he moves into the room.

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Melufiuos explains what he knows to the group, then moves forward and fires an arrow at one of the darkmantles. It screeches in pain as it flares to life, opening up like a fleshy octopus, and is soon followed by its companion.

Behind one of the vats, a tiny voice cries out a word in a language no one understands and begins casting a spell. You soon catch a glimpse of another jinkin as it finishes casting and a whirling ball of flame appears at Melufiuos' feet. Mel needs to make a DC 17 Reflex save or take 3d6 ⇒ (6, 3, 1) = 10 fire damage from a flaming sphere

PC Initiative
Halkale's Initiative: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Melufiuos' Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Ophelia's Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Quiella's Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Sam's Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Valik's Intiative: 1d20 + 5 ⇒ (20) + 5 = 25

GM Screen:

D Init: 1d20 + 8 ⇒ (15) + 8 = 23
M Init: 1d20 + 6 ⇒ (19) + 6 = 25

Initiative (Round 1)
Jinkin
Valik <= Up
Ophelia <= Up
2 Darkmantles
Halkale/Frostfur
Melufiuos
Sam
Quiella

Valik and Ophelia are up. Please don't forget about the penalties for moving more than 10 feet per round in the room. Feel free to roll the percentage dice (50% or below is bad), but I'll follow up with the attack roll if necessary.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

reflex save: 1d20 + 8 ⇒ (9) + 8 = 17

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Valik? Ophelia?

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik, moves into the room, cautiously and then takes up a defensive posture.

move 10'. Go defensive, AC 28


Gamemaster | CC Map | S4 Map

Valik moves carefully into the room while placing himself in his almost impenetrable defensive posture.

Ophelia follows behind Valik and casts Bull's Strength on the monk.

The two darkmantles converge into the center of the room and waves of darkness begin bellowing out from them, covering almost the entire area, and immediately blinding Valik, Ophelia, and Melufiuos from their positions near the entrance. Two darkness effects make it completely dark despite your light sources. A continual flame spell or a daylight spell would negate. I left the icons for the jinkin and darkmantles on the map to indicate their last known positions, but you can no longer see them. There is now a 50% miss chance for any target you attack in the darkness, assuming you know where to hone in on it. Darkvision negates the darkness effect here. I placed red lines on the map to indicate the border of the darkness, anything left of the lines you can assume is covered in darkness. If you happen to move into a non-dark area, I'll let you know.

Initiative (Round 1)
Jinkin
Valik [Bull's Str active]
Ophelia
2 Darkmantles
Halkale/Frostfur <= Up
Melufiuos <= Up
Sam <= Up
Quiella <= Up

Halkale/Frostfur, Melufious, Sam, and Quiella are up.

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale holds Frostfur back and then casts a spell on himself.

Casting Gravity Bow, 3 minute duration

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella's cursed eyes easily penetrate the darkness. She moves at the nearest darkmantle, greatsword ready, and attacks it.

if she can reach a darkmantle within 15' she will go attack it. Otherwise she will move to a protective position and ready an attack.

she is heedless of the blades on the floor

readied attack, greatsword, power attack: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10 for cold iron, slashing: 1d10 + 6 + 6 ⇒ (8) + 6 + 6 = 20

"Maybe I'll even the odds a little" she mutters. she is considering casting Obscuring Mist next round

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Halkale casts Gravity Bow on his weapon while holding his wolf back, and Quiella moves into the room and readies an attack. You'd have to double move to be adjacent to a darkmantle, Quiella. So, I just moved you in 15 feet.

50% caltrop chance: 1d100 ⇒ 63

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel tisks sharply and pulls out his goblet of quenching. He then dumps about two gallons of cool, clean water on the sphere.

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Mel, a goblet of quenching only creates a cup full of water per command word, but can create 2 gallons in total per day. In other words, it's not going to put out the flaming sphere with just one try. With that in mind, you can change your action if you wish.

Sam is also up.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Crud! I missed the first three words, "At your command" :( OK, yeah, let me think of something else.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

You said 'just one try'. Does that mean I can make a roll of some sort to try to put it out? Or that I can put it out in X rounds? Alternately, Mel is wearing this big, nasty, globber-covered swarm suit. What if he threw himself on top of the sphere? Any chance of smothering it?

And you said last time we hit darkness that the wayfinder's light wouldn't help either, right?


Gamemaster | CC Map | S4 Map

Mel, the goblet only creates a cup of water per time you use it, which isn't enough water to extinguish the flaming sphere. If you jump on the sphere, it'll just burn you. A Wayfinder light spell will not counter the darkness effect. Also, you may want to consider moving out of the space, otherwise the flaming sphere will get another opportunity to burn you.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Frustrated that he has sunrods instead of everburning torches, he moves deeper into the room with a desperate hope that the darkmantles have not moved yet. With a swift action, he burns another arcane point and calls burning hands back into his mind yet again. Then he lets fly with the flames.

Hoping the ceiling is not too high. Burning hands, due West.

Burning Hands, DC14: 4d4 ⇒ (1, 1, 3, 4) = 9


Gamemaster | CC Map | S4 Map

Since neither Ophelia nor Sam have posted in more than a week, I'll go ahead and bot them regularly until they return.

Melufiuos moves forward in the darkness and places his hopes in the darkmantles remaining where he saw them last as he casts Burning Hands. Indeed, Quiella sees that both creatures are hit by Melufiuos' fan of flames, although the one with the bluish tint seems to have dodged the worst of it.

GM Screen:

Blue Ref 1: 1d20 + 7 ⇒ (7) + 7 = 14
Red Ref 1: 1d20 + 7 ⇒ (5) + 7 = 12
Sam's 50% caltrop chance: 1d100 ⇒ 48
Caltrop attack: 1d20 ⇒ 6
Sam's Spell Resistance check: 1d20 + 4 ⇒ (18) + 4 = 22
Blue Ref 2: 1d20 + 7 ⇒ (1) + 7 = 8
Red Ref 2: 1d20 + 7 ⇒ (6) + 7 = 13
J Ref: 1d20 + 10 ⇒ (16) + 10 = 26

Able to see Melufiuos cast Burning Hands with his Darkvision, Sam finds that to be a good idea and begins making his way into the room to set up his own spell. Although he nearly trips on some loose swords, he manages not to cut his feet. Once in position, he utters the command word to create his own waves of flame. It appears that the jinkin is somewhat resistant to spells, but Sam powers past that and burns all three targets, although the Jinkin dodges some of the blast. Both darkmantles perish in the conflagration.

Sam BH damage, assuming he has the Feat Spell Specialization for it: 5d4 + 5 ⇒ (4, 3, 3, 3, 2) + 5 = 20

Angry at this sudden turnabout, the Jinkin casts a spell which creates a 10' x 10' pit which is 20' deep under the feet of Sam, Melufiuos, and Valik. Sam and Melufiuos are able to jump out of the way, but Valik begins to fall into the pit. Valik, unless you have a monk ability to prevent falling or allowing you to reroll your Ref save, you take either 2d6 ⇒ (3, 6) = 9 falling damage or 3 damage if you break your fall with a DC 15 Acrobatics check. You're also 20 feet at the bottom of the pit, although you can try to climb out if you wish. I made the Reflex saves for everyone so I could have a better idea of potential targets for the flaming sphere.

If any of you are adjacent to the sloped edges of the pit at the end of your turn, you have to make a Reflex save with an extra +2 not to fall into it. The pit's location is the black square in the room.

Sam Ref: 1d20 + 3 ⇒ (20) + 3 = 23
Mel Ref: 1d20 + 5 ⇒ (19) + 5 = 24
Valik Ref: 1d20 + 6 ⇒ (4) + 6 = 10

To further complicate matter, the jinkin commands the flaming sphere to move into Quiella's personal space, which threatens to burn her. Quiella, please make a Reflex Save DC 17. If you fail, you take 3d6 ⇒ (5, 3, 6) = 14 fire damage.

Initiative (Round 2)
Jinkin
Valik [Dmg incoming; Bull's Str active] <= Up
Ophelia <= Up
Halkale/Frostfur <= Up
Melufiuos <= Up
Sam <= Up
Quiella [Dmg potentially incoming] <= Up

Everyone is up. Please don't forget to take into account the darkness and the pit location (if you can see it or know about it).

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale and Frostfur pace back and forth in front of the room, unable to see anything of anyone or what is happening.
I moved us up to the border of the darkness, since neither of us have darkvision, it's not worth going in and potentially getting in the way or hurt terribly.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

this is starting to be a trend. We need to invest in some magical light

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Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Yep it's on my list along with setting up some ghost salts on arrows and other things

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

reflex save: 1d20 + 7 ⇒ (12) + 7 = 19

Quiella narrowly avoids being burnt by the fire.

still considering what to do. Probably going to go around the table to get at the Jinkin

no one has taken any damage yet, right?

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Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella makes her way around the table to the Jinkin.

this is a little tricky. Quiella will heal herself of caltrop damage to maintain full movement speed *if and only if* Valik took enough damage from his fall to trigger life link on Quiella's turn.

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