[PFS] GM Fez's Carrion Hill Gameday VI Table 2 (Inactive)

Game Master Nathan Hartshorn

Map

Group use:
  • 10 potions cure moderate wounds
  • 5 potions of lesser restoration
  • scroll of see invisibility
  • scroll of invisibility purge
  • dose of dust of appearance
  • Mayor Heggren

    Keeper Myre

    Keeper Hyve

    Keeper Crove


    651 to 700 of 737 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
    Dark Archive

    [retired]

    The Inspector spends his full round lecturing about the finer points of Chaos Beast evolution (and devolution).

    Really nothing I can do from back here anyways; really nothing I could do even if I was in front, Lol!

    Liberty's Edge

    Human Medium 5| HP 33/33 | AC 19/T14/FL16 | Fort 2/ Ref 5/Will 5 | Perc +4, Init +3 | Story 15/16 | Spells 1st 5/5, 2nd 2/3

    At her first opportunity, Esmerelda will start into another story about Varisians outsmarting a devil, showing mortal superiority over outsiders. Bard song +2 hit/dmg/sv vs fear

    Silver Crusade

    male Male ""Human"" Paladin Bard 2/2| 32/32 HP Init +6 AC 20(24) F:8 R:12 W:10 Perc +8 SM +1 Perf. 9/9 LoH 4/4

    "Damn these corridors, anyone have a way to shove it back or get behind it? "


    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    I think we are waiting on the battle between the chaos beast and the elemental, unless you want to move it through to the other side in a flanking position and take the AoO

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    I had the Elemental do it's full round of actions:
    • move to the door
    • move to open the door
    Meaning that I imagined the beast would then act and it would be the GM's turn
    (If the Elemental was actually summoned right in front of the door, it could get 1 Slam attack vs. the Beast, but I do not think that was the configuration, in case here is a roll:

    Slam: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 11 ⇒ (1) + 11 = 12

    Elemental:
    Parrym has Augment Summoning (+4 Str +4 Con to Summons)
    Stats': 17 AC / 17 HP / +6 F -1 R +3 W / 20' speed /
    Elemental immunities, like (but there are more): no crits', no flank, no sneak, no paralysis, poison...
    Has Darkvision & Tremorsense @ 60 ft.
    Has Burrow & Earthglide (can move through stone, even non natural)
    Attack w. Power Attack (I counted the +1 from it and the enemy touching the ground):
    [dice=Slam]1d20+8; 1d6+11[/dice
    Has Improved Bull Rush if needed (+10 to Bull Rush w/o Pow'' Att' on)

    Silver Crusade

    Male LG Nagaji Scaled Fist 12 | HP 90/90 | AC 23(27)(32)(36), T 22 (26), FF 20(24)(29)(33) | CMD 41, FFCMD 38 | F +13, R +14, W +14 Init +3/7 | Perc +2/4 | Stunning Fist Uses 13/13 | Ki Pool 13/13 |

    Narayan isn't thrilled by the confines of the fight so he checks through his bag of assorted tricks to find something to help him join the fray.

    If there's space above Amiri to climb on the wall, he'll fish out a Scroll of Monkeyfish
    UMD for Scroll of Monkeyfish: 1d20 + 13 ⇒ (8) + 13 = 21


    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    Cool, I was just saying for general purposes. because of the information provided, Amiri isn't thrilled about the idea of becoming an amorphous blob, and is willing to wait for an opportune moment. Especially if the elemental can move past the Chaos Beast and take the AoO so she can move in and provide room for someone else to move up-at least enough to get a clear shot on the thing

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    If the Elemental survives, Parrym can order it to Earth Glide under the beast, and pop out on the other side... provoking AoOs.
    Parrym can also summon another one

    Elemental:
    Parrym has Augment Summoning (+4 Str +4 Con to Summons)
    Stats': 17 AC / 17 HP / +6 F -1 R +3 W / 20' speed /
    Elemental immunities, like (but there are more): no crits', no flank, no sneak, no paralysis, poison...
    Has Darkvision & Tremorsense @ 60 ft.
    Has Burrow & Earthglide (can move through stone, even non natural)
    Attack w. Power Attack (I counted the +1 from it and the enemy touching the ground):
    [dice=Slam]1d20+8; 1d6+11[/dice
    Has Improved Bull Rush if needed (+10 to Bull Rush w/o Pow'' Att' on)


    I'm still fighting intermittent issues.

    As the elemental opens the door the Chaos Beast rips with its many tentacles and claws, trying to tear it asunder.

    Slice!: 1d20 + 13 ⇒ (17) + 13 = 30
    Dice!: 1d20 + 13 ⇒ (14) + 13 = 27
    Damage: 2d6 + 6 ⇒ (3, 2) + 6 = 11 plus DC 17 Fort save

    Order 2nd Round
    Chaos Beast
    Narayan, Amiri, Imhakaru, Pendergast, Esmerelda, Parrym

    Dark Archive

    [retired]

    Delay until we revisit town and I purchase some scrolls to act as a secondary party buffer =\

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    Parrym calls out, in Terran: "Hit it and go under and behind!", and then spends the full round casting a spell to Summon another Elemental.
    Fort DC17: 1d20 + 6 ⇒ (13) + 6 = 19
    The Elemental is mangled, but manages to resist whatever Evil came with the blows.
    it hits out--
    Slam: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 11 ⇒ (2) + 11 = 13
    --and then moves under the Beast, burrowing through the stone.

    Elemental:
    Parrym has Augment Summoning (+4 Str +4 Con to Summons)
    Stats': 17 AC / 17 HP / +6 F -1 R +3 W / 20' speed /
    Elemental immunities, like (but there are more): no crits', no flank, no sneak, no paralysis, poison...
    Has Darkvision & Tremorsense @ 60 ft.
    Has Burrow & Earthglide (can move through stone, even non natural)
    Attack w. Power Attack (I counted the +1 from it and the enemy touching the ground):
    [dice=Slam]1d20+8; 1d6+11[/dice
    Has Improved Bull Rush if needed (+10 to Bull Rush w/o Pow'' Att' on)

    Down to 6/17 HP Action to hit and move to go 20ft passing under the Beast provoking an AoO.
    Parrym: free action to talk - full action to abandon Life Pact and convert into Summon Monster II and cast that

    Liberty's Edge

    Human Medium 5| HP 33/33 | AC 19/T14/FL16 | Fort 2/ Ref 5/Will 5 | Perc +4, Init +3 | Story 15/16 | Spells 1st 5/5, 2nd 2/3

    Esmerelda will delay so she can get a slot to do touch party buffs. She can't reach Amiri or Narayan from her current position.
    When she gets a spot, she's cast bulls strength, preferably on Amiri, but will cast on Narayan if she can't get to Amiri.


    The beast lashes out as Parrym's elemental sinks into the floor.

    Opportunity!: 1d20 + 13 ⇒ (20) + 13 = 33
    Confirm: 1d20 + 13 ⇒ (20) + 13 = 33
    Damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17

    It crushes the small elemental into fine powder without issue.

    Order 2nd Round
    Chaos Beast
    Narayan, Amiri, Imhakaru, Parrym

    Delay:
    Pendergast, Esmerelda

    Dark Archive

    [retired]

    Can't Crit Elementals.

    Silver Crusade

    Male LG Nagaji Scaled Fist 12 | HP 90/90 | AC 23(27)(32)(36), T 22 (26), FF 20(24)(29)(33) | CMD 41, FFCMD 38 | F +13, R +14, W +14 Init +3/7 | Perc +2/4 | Stunning Fist Uses 13/13 | Ki Pool 13/13 |

    Narayan leaps past Amiri, slamming into the beast with his scaly foot before hopping back up to cling to the wall, fists and feet flashing as fast as he can manage.

    Stunning Flying Kick!: 1d20 + 13 ⇒ (11) + 13 = 24
    Magic Bludgeoning: 1d8 + 11 ⇒ (6) + 11 = 17 DC 15 Fort or Stunned
    Brutal Tear: 1d20 + 13 ⇒ (20) + 13 = 33
    Magic Bludgeoning: 1d8 + 8 ⇒ (4) + 8 = 12
    Knife Hand: 1d20 + 8 ⇒ (16) + 8 = 24
    Magic Bludgeoning: 1d8 + 8 ⇒ (8) + 8 = 16
    Final Punch: 1d20 + 13 ⇒ (6) + 13 = 19 Spending Ki for this attack
    Magic Bludgeoning: 1d8 + 8 ⇒ (8) + 8 = 16

    Confirm on Brutal Tear: 1d20 + 13 ⇒ (10) + 13 = 23
    Extra Damage: 1d8 + 8 ⇒ (1) + 8 = 9

    If either the crit confirms or the stun lands, the beast is shaken for Rounds: 1d4 + 5 ⇒ (3) + 5 = 8

    You are unwelcome.
    Your sstain will find no placce here.
    End. End and depart.


    F Barbarian 4 (HP:53/53) (AC:18 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +10; CMD 20 (FORT:+8 REF:+3 WILL:+4)(INIT:+2) (PER:+8)

    "I need you now"

    "And what of THE beast?"

    "Wouldn't matter if I were dead, a lumpy blob, or worse yet, another chaos beast!"

    "That does sound somewhat intriguing on a scientific level, though. Hmmmmmm...I wounder if you could rage if you were turned into..."

    "Don't you even think for one second I'm gonna..."

    "Yes, yes, of course not. Be a good girl and blow this candle out quickly! And save me a round or two with The Biggun."

    Move Action Amiri moves up to the Chaos beast
    Free Action: Amiri Rages(round 9/12) "Welcome back Sweet Sixteen!"
    Swft Action:Powerful Blow Once Again, Amiri brings the Icing on the cake

    LBastardSword/Rage/Flanking/PowerAttack: 1d20 + 9 + 2 - 2 ⇒ (19) + 9 + 2 - 2 = 28

    DMG:Rage/PowerfulBlow: 2d8 + 10 + 6 + 2 ⇒ (6, 1) + 10 + 6 + 2 = 25

    Confirm: 1d20 + 9 + 2 - 2 ⇒ (12) + 9 + 2 - 2 = 21

    CRIT DMG: 2d8 + 10 + 6 ⇒ (7, 7) + 10 + 6 = 30

    Just realized that with the elemental gone, I may no longer be flanking

    Liberty's Edge

    Human Medium 5| HP 33/33 | AC 19/T14/FL16 | Fort 2/ Ref 5/Will 5 | Perc +4, Init +3 | Story 15/16 | Spells 1st 5/5, 2nd 2/3

    As soon as Narayan moves, Esmerelda springs into action come out of delay and casts Bull's Strength on Amiri.

    This will give her +4 strength, which should result in +2 hit and +3 damage when using her weapon two handed.


    9 damage will kill it either way.

    Narayan and Amiri rush the beast, fists, feet, and blade flying. They reduce it to a pile of quivering muscles, teeth, and eyes. Combat over!

    Stepping over its cooling, still shifting, corpse you check the room it was located in. This large basement has all but been consumed by a large, water-filled sinkhole, while stone pillars support the dripping, fungus-caked ceiling above. A steeply sloped rubble floor mostly surrounds a dark lake. At the eastern end of the chamber, a single, worked-stone room remains, although its floor and walls are already beginning to crumble away into the sinkhole. A quick, and thorough, search of the room reveals nothing of interest.

    Heading north...

    A single large desk sits in the northern part of this room, a highbacked chair with a deep purple cushion sitting just beyond it.

    Heading east...

    A large circular table in this study is cluttered with scrolls, books, and an eclectic mix of strange devices that could be surgical instruments, weapons, or writing implements. A human skull bearing horn-like growths along one side and with a malformed jaw sits on one corner of the desk.

    An old man wearing a leather apron covered in surgical and torture implements is smiling at you from across the room. "Took you long enough to get here, thought my gift from the old gods would finish you. No matter, I'll use you as a sacrifice for the spawn!"

    Initiatives!:
    Esmerelda: 1d20 + 3 ⇒ (11) + 3 = 14
    Amiri: 1d20 + 2 ⇒ (8) + 2 = 10
    Narayan: 1d20 + 2 ⇒ (14) + 2 = 16
    Pendergast: 1d20 + 3 ⇒ (8) + 3 = 11
    Parrym: 1d20 ⇒ 16
    Imhakaru: 1d20 + 6 ⇒ (13) + 6 = 19
    Keeper Crove: 1d20 ⇒ 1 =P

    Order 1st Round
    Imhakaru, Narayan, Parrym, Esmerelda, Pendergast, Amiri
    Keeper Crove

    Silver Crusade

    Male LG Nagaji Scaled Fist 12 | HP 90/90 | AC 23(27)(32)(36), T 22 (26), FF 20(24)(29)(33) | CMD 41, FFCMD 38 | F +13, R +14, W +14 Init +3/7 | Perc +2/4 | Stunning Fist Uses 13/13 | Ki Pool 13/13 |

    Your deeds are by your choicce. Sset asside your ssins, and even you can know merccy.

    Narayan pounces across the room, seeking to put down the old man before his ignorance can drive him to further harm.

    Stunning Kick!: 1d20 + 13 ⇒ (8) + 13 = 21
    Magic Nonlethal Bludgeoning: 1d8 + 11 ⇒ (5) + 11 = 16 DC 15 Fort save or stunned & shaken
    Gut Jab: 1d20 + 13 ⇒ (1) + 13 = 14
    Magic Nonlethal Bludgeoning: 1d8 + 8 ⇒ (2) + 8 = 10
    Looping Hook: 1d20 + 8 ⇒ (20) + 8 = 28
    Magic Nonlethal Bludgeoning: 1d8 + 8 ⇒ (8) + 8 = 16
    Elbow Drop: 1d20 + 13 ⇒ (13) + 13 = 26
    Magic Nonlethal Bludgeoning: 1d8 + 8 ⇒ (5) + 8 = 13

    Looping Hook Confirmation: 1d20 + 8 ⇒ (11) + 8 = 19
    Extra Damage: 1d8 + 8 ⇒ (5) + 8 = 13 Shaken for Rounds: 1d4 + 5 ⇒ (3) + 5 = 8 on confirm.

    Dark Archive

    [retired]

    Move behind Amiri, Study Crove.

    "You were destined to be sacrificed yourself. We are here to prevent that. You can thank us as your last breath."

    Liberty's Edge

    Human Medium 5| HP 33/33 | AC 19/T14/FL16 | Fort 2/ Ref 5/Will 5 | Perc +4, Init +3 | Story 15/16 | Spells 1st 5/5, 2nd 2/3

    Esmerelda starts spinning of tale of how dealing with dark magic always leads to one's downfall to heroes.

    Bard song +2 hit/dmg/will saves.
    Did the bulls strength go off in the previous fight, and if so, did it take more than 5 min to get here?

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    Is this old man giving us the finger? Parrym asks herself, grumbling and somewhat upset that the Beast turned out to be so weak as to have her waste the second summoning of an Elemental.

    Parrym casts Guidance on Amiri.

    Amiri: you get an extra +1 to an Attack of your choice


    1 person marked this as a favorite.

    Yes it went off, no it has not been five minutes. So Amiri is still buff from it. Also to note, the secret door next to Crove remains open.

    Narayan swiftly enters the room and beats the old man into unconsciousness. As the Keeper loses consciousness, a tremendous voice cries out nearby, its syllables not quite recognizable words save for three ominous syllables: “YOG-SOTHOTH!”

    You hear thunderous footsteps pounding the ceiling above as the spawn arrives and moves through the asylum. Looking down the corridor from whence you came you can see some of the lunatics, still bound and unconscious. The chains around the ankles of the lunatics outside rattle as something grabs hold of them and pulls them roughly out of sight, blood spraying back into view before the twisted and crumpled bodies fly in.

    A horrific monster winks into view, its natural invisibility seeming to fail at this moment. An insane amalgamation of faces, teeth, and writhing tentacles the beast calls out those same syllables: "YOG-SOTHOTH!"

    P.S. Don't let it eat Crove...

    Initiatives!:
    Parrym: 1d20 ⇒ 10
    Esmerelda: 1d20 + 3 ⇒ (11) + 3 = 14
    Pendergast: 1d20 + 3 ⇒ (9) + 3 = 12
    Narayan: 1d20 + 2 ⇒ (15) + 2 = 17
    Amiri: 1d20 + 2 ⇒ (4) + 2 = 6
    Imhakaru: 1d20 + 6 ⇒ (10) + 6 = 16
    Spawn of Yog-Sothoth: 1d20 + 6 ⇒ (5) + 6 = 11

    Order 1st Round
    Narayan, Imhakaru, Esmerelda, Pendergast
    Spawn of Yog-Sothoth
    Parrym, Amiri

    This is an aberration (extraplanar) if the special blade didn't give it away...Also, the first time you get within 30 feet of it make a DC 22 Fort save (vs a poison effect) or be sickened for 10 rounds.

    DC 25 Kn. (Dungeoneering):
    This is a spawn of Yog-Sothoth. Although the spawn of Yog-Sothoth are naturally invisible, they exude a hideous and unforgettable stench. They are begotten upon the world as the results of vile rituals in which cultists call down the essence of Yog-Sothoth from beyond the stars to impregnate a humanoid creature, for the Outer God is not of this dimension or world; only by incorporating flesh and bone of a mortal can its spawn exist. Upon death, a spawn’s flesh rapidly melts until nothing but a crusty stain remains.

    Ancient legend holds that the spawn of Yog-Sothoth are inflicted upon a world to clear it of all sane life and to prepare the way for the return of the Great Old Ones to their former dominion. Yet a spawn’s ravenous and constant thirst for blood may be just as responsible for driving it to heights of mayhem and destruction that mark its presence in a region.

    DC 30 Kn. (Dungeoneering):
    Spawn have many natural defenses, the least of which is its natural invisibility. They have mighty hides that only magic blades can cut through with ease, though being from another dimension magic does not hold onto them very well here SR. In addition they are immune to cold and heat fire, as they are used to different environs than what is found here. Again their strange body leads to interesting results as the damage sound can make is resisted heavily by their alien flesh.

    DC 35 Kn. (Dungeoneering):
    Spawn are extremely destructive, and if they are able to attack a large enough stationary target, like a building, they can shake and crumble it to its very foundation. In addition there are hundreds of tiny mouths along its tentacles, which drain victims of their blood should one hold on for long enough.

    Dark Archive

    1 person marked this as a favorite.
    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    Parrym's eyebrow raises: "What the..."


    As an aside, this module is inspired by The Dunwich Horror...


    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    Did Amiri not have any time to perform a coup de grace for her turn in the last combat "swiftly"-for lack of a better word-after Narayan pummeled him?


    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    I only asked the above because since it was established that we do need to kill these "gentlemen," I assumed Narayan was going to do lethal damage, and so I took his attack on Crove for granted on that fact and did not read his post closely. It was only when you said "don't let the beast kill Crove" I went back and checked his post. Either way it's cool, it may even make this encounter more interesting! Anyhoo, I just saw that the good Inspector beat the beast on initiative and I know he is able to be counted on in this matter

    Silver Crusade

    Male LG Nagaji Scaled Fist 12 | HP 90/90 | AC 23(27)(32)(36), T 22 (26), FF 20(24)(29)(33) | CMD 41, FFCMD 38 | F +13, R +14, W +14 Init +3/7 | Perc +2/4 | Stunning Fist Uses 13/13 | Ki Pool 13/13 |

    My apologies, Amiri Huntresss. I thought that we had already casst the Sseeking Beasst from our world. Sstill, if we can end thiss monsstrossity now, Crove may yet earn a better peacce.

    Narayan hastens through the room, calling up on his training as he does so; his fists soon drip with acid.

    Now comes your fate, beasst!

    Mighty Stunning Punch!: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
    Magic Bludgeoning + Acid: 1d8 + 11 + 2 + 1d6 ⇒ (4) + 11 + 2 + (4) = 21 DC 15 Fort Save or Stunned for 1 round and shaken for Rounds: 1d4 + 5 ⇒ (2) + 5 = 7

    EDIT
    Forgot the Fort Save

    Fort Save vs. Poison: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27


    The spawn shows up as soon as the last keeper loses consciousness. Too bad he couldn't escape to the green room where the monster would go for him immediately...

    Fort!: 1d20 + 9 - 6 + 2 ⇒ (9) + 9 - 6 + 2 = 14

    Narayan's initial blow cracks across the uppermost skull of the Spawn, causing it to slump down in pain.

    Order 1st Round
    Narayan, Imhakaru, Esmerelda, Pendergast
    Spawn of Yog-Sothoth [stunned] -21
    Parrym, Amiri

    Liberty's Edge

    Human Medium 5| HP 33/33 | AC 19/T14/FL16 | Fort 2/ Ref 5/Will 5 | Perc +4, Init +3 | Story 15/16 | Spells 1st 5/5, 2nd 2/3

    fort: 1d20 + 2 ⇒ (9) + 2 = 11

    Esmerelda, overcome by sickness, moves closer to Amiri, and casts a sepll.

    Cast bulls strength on her if I didn't get it on her earlier, or protection from evil if bulls strength is already up.

    Dark Archive

    [retired]

    Sorry for the delay! Long day at work.

    Fort Save: 1d20 + 2 ⇒ (14) + 2 = 16

    The Inspector vomits a little in his mouth.

    Kn.Dungeoneering, Sickened: 1d20 + 13 + 1d6 + 1 - 2 ⇒ (8) + 13 + (3) + 1 - 2 = 23

    Oh I think now is the perfect time for a 5-Star Reroll...

    Kn.Dungeoneering, Reroll: 1d20 + 13 + 1d6 + 1 - 2 + 5 ⇒ (16) + 13 + (2) + 1 - 2 + 5 = 35

    ^_^

    "Miss Amiri, I strongly recommend using the smaller blade against this foe. I will handle the unconscious Keeper. You and Mr. Singh should concentrate on our new aberrant friend."

    The Inspector closes with the Keeper and slices his throat.

    Rapier, Study, Song, Sickened: 1d20 + 7 + 2 + 2 - 2 ⇒ (13) + 7 + 2 + 2 - 2 = 22
    Damage, Study, Song, Sickened: 1d6 + 1 + 2 + 2 - 2 ⇒ (2) + 1 + 2 + 2 - 2 = 5


    Bull's strength is still up, so Amiri will have Pro. Evil on.
    And on the nose for the re-roll. Pendergast, did you mean to CDG him?

    Dark Archive

    [retired]

    If you'll let me CDG, sure, but I wasn't adjacent to him and so figured I had to move first.


    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    "Parrym, you may need to open that door next to you for me. I might have to take the long way around..."

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    "I hear you Amiri", Parrym calls out.
    She tries the door right beside her, seeing if it will open--

    • that is a Move action
    • still 1 action & Meneldor's actions left
    (the main goal is to have Meneldor enter the room and then for Parrym to open the other door-- but who knows what's in there?


    I completely forgot you weren't in the room yet....This is why you don't post things after only glancing at them. Imhakaru is going on delay.

    The spawn continues to shake off the resounding blow Narayan hit it with. Parrym manages to pull the door open without issue.

    Order 1st Round
    Narayan, Esmerelda, Pendergast
    Spawn of Yog-Sothoth [stunned] -21
    Parrym, Amiri

    Delay: Imhakaru


    1 person marked this as a favorite.
    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    I believe the steps Amiri has to climb is 2 spaces, which will put her exactly at the far door with a double move, and unable to try the door itself either way

    "This thing could have at least had the decency to manifest in a more accessible area!"

    It's the far door closer to the "bottom" of the room. I think the opaque square made Amiri's icon disappear within, I lost her in there. A dimensional rift within the room?

    Dark Archive

    [retired]

    "Much like my skill at arms, nothing about this creature is decent."


    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    "Though, your apparent skill with flammables, really cancels out any criticism a person can throw your way in regards to your damage-causing capability!"

    Dark Archive

    [retired]

    Hmm... She does have a good point... Immolation might be faster than sawing at his neck with a Rapier...

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    If the door opens, and there is no lunatic attacking her, Parrym still can have Meneldor move through the room, and then Parrym can open the next door


    1 person marked this as a favorite.
    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    SOLD!


    Got you back in there. Plan good to open doors and move? I'll let you place your figures, and we'll move onwards!

    Order 2nd Round
    Narayan, Esmerelda, Pendergast
    Spawn of Yog-Sothoth [stunned] -21
    Parrym, Amiri

    Delay: Imhakaru

    Silver Crusade

    Male LG Nagaji Scaled Fist 12 | HP 90/90 | AC 23(27)(32)(36), T 22 (26), FF 20(24)(29)(33) | CMD 41, FFCMD 38 | F +13, R +14, W +14 Init +3/7 | Perc +2/4 | Stunning Fist Uses 13/13 | Ki Pool 13/13 |

    Narayan shuffles carefully to the side as he continues to strike and tear at the Beast, hoping to free up space for his companions to join the fray.

    Their ssouls are not yours to take!

    Mighty Stunning Fist!: 1d20 + 13 ⇒ (13) + 13 = 26
    Magic Bludgeoning & Acid: 1d8 + 11 + 1d6 ⇒ (2) + 11 + (3) = 16 DC 15 Fort Save or stunned
    Wrenching Twist: 1d20 + 13 ⇒ (19) + 13 = 32
    Magic Bludgeoning & Acid: 1d8 + 8 + 1d6 ⇒ (2) + 8 + (4) = 14 DC 15 Fort Save or stunned (disregard if already stunned)
    Knee Strike: 1d20 + 8 ⇒ (9) + 8 = 17
    Magic Bludgeoning & Acid: 1d8 + 8 + 1d6 ⇒ (3) + 8 + (2) = 13
    Pinning Stomp: 1d20 + 13 ⇒ (2) + 13 = 15 Spending ki to make this attack
    Magic Bludgeoning & Acid: 1d8 + 8 + 1d6 ⇒ (4) + 8 + (1) = 13

    Your falssehoods lack might.


    Fort!: 1d20 + 9 - 6 + 2 ⇒ (16) + 9 - 6 + 2 = 21
    Another!: 1d20 + 9 - 6 + 2 ⇒ (3) + 9 - 6 + 2 = 8

    Narayan's blows lash out once more, catching the spawn at least twice, injuring it further and knocking it nearly senseless again.

    Order 2nd Round
    Narayan, Esmerelda, Pendergast
    Spawn of Yog-Sothoth [stunned] -51
    Parrym, Amiri

    Delay: Imhakaru

    Liberty's Edge

    Human Medium 5| HP 33/33 | AC 19/T14/FL16 | Fort 2/ Ref 5/Will 5 | Perc +4, Init +3 | Story 15/16 | Spells 1st 5/5, 2nd 2/3

    Esmerelda casts her last bulls strength spell, then moves up to touch Narayan to deliver it.

    Dark Archive

    [retired]

    That artery has to be here *somewhere*!

    Coup de Grace, Studied Strike: 2d6 + 2 + 1d6 + 2 ⇒ (2, 4) + 2 + (3) + 2 = 13

    (Inspire Courage and Sickened cancel each other out)

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    I do not want to remove your white squares hiding things.
    What Parrym's action were was:
    • having Parrym open the door to her left
    • then, depending on what is inside-- have Meneldor move across, and have Parrym open another door on the opposite side if it goes through


    Resist!: 1d20 + 7 ⇒ (7) + 7 = 14

    Pendergast's blade ends the life of Keeper Crove, something which seems to affect the Spawn rather spectacularly as it screams in rage through its stupor.

    Parrym opens the door to reveal a chair and a peephole into the adjacent cell. Still have standard or move action if you want to do something else. No way to get into the other cell from here.

    Order 2nd Round
    Narayan, Esmerelda, Pendergast
    Spawn of Yog-Sothoth -51
    Parrym, Amiri

    Delay: Imhakaru

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    Parrym will move (last move from round) to where the coup de grâce was just performed, and then if I am correct in have read that we know about this door Parrym opens the secret door, and then moves down the corridor.
    At the end, there is no door right now, correct?

    651 to 700 of 737 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [PFS] GM Fez's Carrion Hill Gameday VI Table 2 All Messageboards

    Want to post a reply? Sign in.