[PFS] Your Valley of Veiled ♨ (Inactive)

Game Master Yours is mined


101 to 150 of 466 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Stonemantle bids you “Cheers, then!”

“Oi! If yers need a place to rest up at any stage, might pay to come back ‘n see me ‘ere. The ‘ole west wing is sleeping quarters. It’s ach’lly pretty comfy-like.”

“There’s a downside but.” Eurdan rubs his craggy jaw. “The more time yer give Tygora to prepare, the ‘arder it’ll be to defeat ‘er.”

“There’s not a doubt in m’mind she already knows you’re ‘ere. Yer jus’ can’t keep a secret in Crystalcrag.”

♨ ♨ ♨ ♨

Following Eurdan's mud map brings you to a wood-and-stone set of structures that sits on a busy street corner. The shoppe-front’s red and orange paint brightens the whole street. A sign depicting colorful vials and a beaker hangs above the door.

In the courtyard of the compound is something of a scene. An oread stands on the stoop, protesting loudly as two armed men of the same race as the gate guards douse the shop in oil.

"You can't just burn my shop! Stop that! I want no part in this madwoman's war! Leave me alone!"

Other oreads walk hurriedly away, eyes averted.

Seeing you approach, one of the antagonists steps in your direction. "Halt, Company of the Fox, Snake and Cat! Keep your distance! Do NOT DARE interfere with the Emira’s justice!"

New Map! It’s also at the top of the page.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Are these actually elementals? Know (planes): 1d20 + 12 ⇒ (19) + 12 = 31

Fool hops up and down, trying to see around the mossy cat.


Fool or Knowledge (planes) DC 21:

The enforcers of the Emira’s Law are Ifrits.

Ifrits are a race whose ancestry includes beings of elemental fire, such as efreet. Ifrits have pointed ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame.

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wow, we got a name...like an official Company name. Coolio!

Wembly is not about to see the shop burned...there may be other goodies, and besides, oppressing shopkeepers is poor form.

Who us? Interfere? We would not give it a second thought.
However, we have business with this shopkeeper, so we just ask you to hold off on your 'justice' for a bit, you know...
until we are done. We promise to make it REALLY quick.

Wembly will get ready (delay?) to cast haste on the party if/when any hostility is launched upon or by the hot-headed guards.


“Really?” The red-faced one doesn’t look convinced by Wembly’s words.

His pal pipes up, “Maybe this lot is different from the Company of the Purple-Haired Black Dragon Knight Archers?”

☀ ♞ ♐ ☠

@Wembly, please roll Bluff OR Diplomacy, but only one. No aid anothers permitted.

However, anyone else who makes a separate Bluffy or Diplomatic roleplaying post before my next post, may also roll one check.

Map!

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

"Now now, there's no need for hostilities here, but we're going to have to ask you to hold off on your actions. Besides, don't you need a writ? some kind of written authority to take such actions? I don't see any of you carrying one... I suggest you produce one, or leave and procure one immediately before you risk breaking the law yourselves."

if a writ is produced:
"Ah I see your leader has conformed to the formalities... but it will take a little time to confirm the content and intent of the writ... Please relax while I read. In the meantime, my friends here should be free to talk with the shopkeeper, purchase what they need and such, yes?" Hakime will stand outside and examine the writ while the others go inside with the shopkeeper and speak with him privately.

diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly smiles as he tries to be friendly to a couple of "thugs" he really cannot help but despise.

bluff: 1d20 + 5 ⇒ (10) + 5 = 15


The pair look scornfully at Hakime. “Hold our actions? Writ?”

“We do what the Emira tells us to do. And she wants buggerlugs’ shoppe torched and anyone who tries to stop us dealt with -- permanently!”

Initiative Round #1 (not secret):

Dusk Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Fool Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Hakime Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Sifvery Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Toro Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Wembly + Whiskers Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Hot Fuzz! Red: 1d20 + 8 ⇒ (12) + 8 = 20
Hot Fuzz! White: 1d20 + 8 ⇒ (1) + 8 = 9

1. Fool
2. Red Hot Fuzz
3. Hakime, Dusk, Sifvery
4. White Hot Fuzz
3. Wembly + Whiskers, Toro

Fool goes first!

Battle Map!

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Turning sideways to gain partial cover from the corner of the shop and sliding them onto view, Fool extends his thumb and forefinger, closing one eye as if to aim.

Slumber on the further target DC 16 will save

-Posted with Wayfinder


@Fool, I have moved you so that you have line of sight on your opponents. (I think you want to be in the square Dusk is already occupying?)

Anyway, if you’re not where you want to be, please let me know.

White Will (modifier added off screen): 1d20 ⇒ 15

The White Hot Fuzz *yawns* as Fool comes in to view. But to Toro’s surprise, the witch’s performance fails to send the man to sleep.

Red takes a 5’ step to the south. He brings his opposing finger tips lightly together, before moving them apart rapidly like they’ve been burnt. A gout of flame issues forth from his hands onto the oil-soaked buildings, causing Jadeglow’s shoppe’s name of Everlasting Fire to assume a more literal meaning.

Spellcraft DC 16:
The creature ✨cast burning hands

1. Fool
2. Red Hot Fuzz
3. Hakime, Dusk, Sifvery
4. White Hot Fuzz
3. Wembly + Whiskers, Toro

Hakime, Dusk & Sifvery are up!

Battle Map!

Rules for Fire Fighting:

♨ You can extinguish a square that is on fire by applying at least 10 gallons of water to the area,

OR by succeeding at a DC 15 Survival check or Reflex save as a standard action while adjacent to the square.

♨ You extinguish one additional square for every 10 points by which you exceed the DC.

♨ A particularly creative action or powerful spells might extinguish more than one square’s flames, as adjudged by the GM.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

I think a 5 foot step forward would get me an angle on the far one. I don't want to see them both. If I can't see one with a five foot step I will simply fly up maximum height with one move. I am very squishy.

-Posted with Wayfinder

Grand Lodge

Fort +8, Ref +7, Will +10 AC 17, touch 15, flat-footed 15 // hp 50

Toro stares at the "white" furry and mumbles to himself, Looks like we will have to do this the old fashioned way while cracking his knuckles.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

"I clearly said to wait til you produced a writ giving you the authority to do this... You should have listened..."

Hakime draws back her bow and fires off a pair of arrows in rapid successions (flurry of arrows) at white, warning him if he survives, which she clearly expects him to do..."Don't add more flame to that fire. consider these warning shots."

rolls include deadly aim modifiers

to hit: 1d20 + 8 ⇒ (6) + 8 = 14
dmg if hits: 1d8 + 7 ⇒ (5) + 7 = 12

to hit: 1d20 + 8 ⇒ (6) + 8 = 14
dmg if hits: 1d8 + 7 ⇒ (5) + 7 = 12

sad... I think the dice roller is broken... 2 6's to hit and 2 5's for dmg?

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

rewinding

Rising off the ground as if a balloon, Fool glides up almost two rods in height and over Dusk's head.

What is a Rod:
The rod or perch or pole is a surveyors tool and unit of length equal to  5 1⁄2 yards, 16 1⁄2 feet,  1⁄320 of a statute mile or one-fourth of a surveyor's chain and 5.0292 meters. In old English, the term lug is also used.

A Fly roll because I spent points on it dammit: 1d20 + 11 ⇒ (10) + 11 = 21

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

Sif moves in, knocking an arrow as she moves, and firing it at the closest flamehead.

Attack, deadly aim: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Damage: 1d8 + 2 + 4 ⇒ (5) + 2 + 4 = 11

Silver Crusade

Male NG Snowcaster elf | Slayer 7 |Hp: 67/67 | AC 23 | F +8 | R +11 | W +6 | Init +6 | Perception +22 | SM +12

Dusk will move SE, E, E, E NE to get adjacent to the fire.

GM please move my icon. I'm trying to get adjacent to the fire and not provoke.

"Instead of destroying this building and the supplies it contains, the Emira could use them to benefit herself and this town. Help us extinguish the fire, and let us discuss a better solution. Saving this building will help the Emira."

Dusk quickly looks around for something he can use to smother the fire. Glancing up at the roof of the building, Dusk wonders what those roofs are made of. Maybe a large section of the roof could be pulled down to smother a larger area of fire....

Survival to put out the fire: 1d20 + 11 ⇒ (10) + 11 = 21

To his companions, "I believe this fire will quickly get out of control unless we focus on it. Does anyone have a good way to extinguish the fire?"


Fool ably demonstrates that hot air rises.

A couple of oreads move in closer to watch the battle pointing up at the halfling exclaiming, “Witch! Witch!”

The Divine Hunters combine to *ahem* fire three shots across the humanoids’ bows. Their arrows lodge in the store frontage, adding more fuel to the conflagration.

Dusk stays out of harm’s way, and finds plenty of sandy soil he can shovel by hand onto the fire. A flaming barrel is extinguished due to the Snowcaster’s actions.

Buggerlugs the oread cries as he moves towards the shoppe front, looking for a way to help Dusk fight the blaze.

He calls out to the Slayer, “Thank-you, Ser! Are you the one they call ‘Fool?’”

Refreshed after his *yawn* and s-t-r-e-t-c-h, White steps 5’ up to Hakime and unleashes a flurry of blows. “I’m dun gonna KO you, Bossy Britches!”

Flurry of Blows on Hakime + knockout: 1d20 + 9 ⇒ (9) + 9 = 18
dmg: 1d8 + 2 ⇒ (5) + 2 = 7

Flurry on Hakime: 1d20 + 9 ⇒ (7) + 9 = 16
dmg: 1d8 + 2 ⇒ (3) + 2 = 5

Flurry on Hakime: 1d20 + 4 ⇒ (18) + 4 = 22
dmg: 1d8 + 2 ⇒ (2) + 2 = 4

@Hakime, if the first attack hits, DC 17 Fort or go unconscious for rounds: 1d6 ⇒ 6

Initiative Round #1/2:

Fool
1. Red Hot Fuzz
2. Hakime, Dusk, Sifvery
3. White Hot Fuzz
4. Wembly + Whiskers, Toro, Fool

Hakime: 32/36

Wembly + Whiskers, Toro + Fool may post in any order!

Battle Map!

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly gasps as he urges Whiskers forwards.

Quickly! Everyone stop this madness!

Casts haste on the party, including Whiskers but excluding himself
(he can only get 6 folks and the snake and fox are out of range).

Silver Crusade

Male NG Snowcaster elf | Slayer 7 |Hp: 67/67 | AC 23 | F +8 | R +11 | W +6 | Init +6 | Perception +22 | SM +12
Yours is mined wrote:


He calls out to the Slayer, “Thank-you, Ser! Are you the one they call ‘Fool?’”

Dusk gives a brief glare at the oread. "No one calls me that. I am Dusk. What do you have to help put out this fire? "

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

LOL - I quickly read "snowcaster" and Wembly was waiting for Tallisan to call forth a blizzard to stop the flames. Guess he will be waiting a bit. :-)


“Profound apologies, Boss. I should have realized …”

The oread points at Toro. “Clearly that fellow is Fool!”

The alchemist backpedals giving the slayer’s equipment a once-over. “In fact, you are known as 'Double-Slice Dusk … the Tall and Quite Helpful Badass' in village. I think I know your brother … he looks a bit like you, yeah?”

Tallisan "Dusk Guardian" wrote:
"What do you have to help put out this fire? "

“I shall simply follow your inpirational leadership, Doctor Double-Slice!”

In terms of game mechanics, Buggerlugs auto-succeeds an aid another roll for one PC who is fighting the fire each round.

Wembly instructs Whiskers to advance, looking to speed up proceedings.

Toro & Fool!

Grand Lodge

1 person marked this as a favorite.
Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Extending his arms after levelling his flight, Fool holds up two fingers in front of one eye, closing the other. Lining up the lawless lawman between the upper and lower fingers, then smashing them together repeatedly, saying something you can't make out over the rush of the flames.

dc 10 perception:
"I'm crushing your head! I'm crushing your head!"
Slumber on the further target DC 16 will save


Fool:

Are you hovering? If so, can you roll a Fly check please? Otherwise you could move between half and your full speed in any horizontal direction without needing to make a check.

The Fly check does not have any implications for your Round #2 hex.

Red Will (modifier added off screen): 1d20 ⇒ 14

Red is fascinated as he watches Fool’s fingers and lips move up-and-down.

What is that fool up to? And flamin' heck, suddenly I've got the mother of all headaches!

But the witch's actions again fail to put the humanoid to sleep.

⛲ ⛵ ⛲ ⛵

One of the oread sticky-beaks asks her neighbour, "If we chucked yon Fool in oasis, do yer reckon 'e'd float?"

Initiative Round #1/2:

1. Red Hot Fuzz
2. Hakime, Dusk, Sifvery
3. White Hot Fuzz
4. Wembly + Whiskers, Toro, Fool

Hakime: 32/36

Gabe!

Battle Map!

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

fly: 1d20 + 11 ⇒ (4) + 11 = 15

Silver Crusade

Male NG Snowcaster elf | Slayer 7 |Hp: 67/67 | AC 23 | F +8 | R +11 | W +6 | Init +6 | Perception +22 | SM +12
Yours is mined wrote:

“Profound apologies, Boss. I should have realized …”

The oread points at Toro. “Clearly that fellow is Fool!”

The alchemist backpedals giving the slayer’s equipment a once-over. “In fact, you are known as 'Double-Slice Dusk … the Tall and Quite Helpful Badass' in village. I think I know your brother … he looks a bit like you, yeah?”

Dusk's eyes widen in surprise for a second. "Thank you. That may be the best name I have ever been given! That fellow over there is Toro."

To the party:

"I will try to save the building. I am concerned about the fire spreading."

Silver Crusade

Male NG Snowcaster elf | Slayer 7 |Hp: 67/67 | AC 23 | F +8 | R +11 | W +6 | Init +6 | Perception +22 | SM +12

"I don't think I can put out these flames alone. Companions, can we please focus on the fire first? If we work as a team, we can put it out. Even if we take a few hits while doing so, I think that saving this man's livelihood is worth a few extra scars. Once we save the building, we can all focus on one of our opponents."


@Fool or Wembly, do you want to suggest some actions for Toro?


As Fool told it later, "The strange snake man tears his shirt asunder, charging headlong at the fire. "Die fire! Die!" he shouts as he does a spectacular interpretive dance in the flames. "

survival: 1d20 + 9 ⇒ (8) + 9 = 17

or, you know, summon some small water Elementals to put it out.

-Posted with Wayfinder


The oread villagers *gasp* as Toro tears off his shirt, huddling to whisper rapidly to each other in appalled voices.

“Well I never! Have you ever seen such a thing?”

The snake shaman’s shakin’ causes both Squeeze and the fire to follow his lead, before the results of some high kicks extinguish another group of flames.

♨ ♨ ♨

Red scowls at Dusk and Toro. “You are interfering with a sworn Fire Marshall’s discharge of his lawful duty, as defined in the Bill of Fights.”

Flurry of Blows on Dusk + knockout: 1d20 + 9 ⇒ (2) + 9 = 11
dmg: 1d8 + 2 ⇒ (5) + 2 = 7

Flurry on Dusk: 1d20 + 9 ⇒ (9) + 9 = 18
dmg: 1d8 + 2 ⇒ (3) + 2 = 5

Flurry on Dusk: 1d20 + 4 ⇒ (20) + 4 = 24 Crit threat
dmg: 1d8 + 2 ⇒ (2) + 2 = 4

Confirm on Dusk: 1d20 + 4 ⇒ (20) + 4 = 24
dmg: 1d8 + 2 ⇒ (7) + 2 = 9

@Dusk, if the first attack hits, DC 17 Fort or go unconscious for rounds: 1d6 ⇒ 4

He then points an accusatory finger at Hakime and Sif. “And you two aren’t helping! You should be ashamed of yourselves.”

Initiative Round #2/3:

1. Red Hot Fuzz
2. Hakime, Dusk, Sifvery
3. White Hot Fuzz
4. Wembly + Whiskers, Toro, Fool

Hakime: 32/36 hp
Dusk: 45/58 hp

Hakime, Dusk & Sifvery are up!

Battle Map!

Silver Crusade

Male NG Snowcaster elf | Slayer 7 |Hp: 67/67 | AC 23 | F +8 | R +11 | W +6 | Init +6 | Perception +22 | SM +12

Dusk tumbles 15 feet to the north, using acrobatics to avoid the attack of opportunity.

Acrobatics: 1d20 + 13 ⇒ (2) + 13 = 15

He will then use survival to put out the fire (hopefully 2 squares this time) using the auto assist of Buggerlugs.

Survival: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

"Where I come from, Fire Marshals put out fires, not set them. Now step back and make no further attempts to rekindle these flames my friends are putting out."

Hakime will stand with bow ready and will shoot either of them if they attempt to light more fires.

readied action:

readied action: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12
dmg if hits: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10

Silver Crusade

Male NG Snowcaster elf | Slayer 7 |Hp: 67/67 | AC 23 | F +8 | R +11 | W +6 | Init +6 | Perception +22 | SM +12
Yours is mined wrote:


Red scowls at Dusk and Toro. “You are interfering with a sworn Fire Marshall’s discharge of his lawful duty, as defined in the Bill of Fights.”

"You will not destroy this man's livelihood, but you do not have to throw your lives away. Stop attacking us, or the length of your lives will be measured by the flickering flames."


Hakime wrote:
"Where I come from, Fire Marshals put out fires, not set them.”

“WHAT??”

The archer’s statement clearly rocks the pair’s world. It takes a few moments for White to respond.

White AoO Improved Unarmed Strike (IUS) on Hakime: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 1d8 + 2 ⇒ (2) + 2 = 4

“Well how come they’re called ‘Fire Marshals’ then? Shouldn’t they be called ‘Water Marshals’ or something?”

Red is even more deeply affected. “Lady Hakime, though your compassion is legendary and your stories have been re-told by countless parents to their children in this village for hours, I promise if you do NOT stop telling big, fat whoppers, Old Deadeye will surely strike you down!”

Red takes a shot at Dusk as he tumbles past.

Red AoO Improved Unarmed Strike (IUS) on Dusk: 1d20 + 11 ⇒ (14) + 11 = 25
damage: 1d8 + 2 ⇒ (8) + 2 = 10

Once in position, the elf slays a larger chunk of the fire than last time.

Dusk wrote:
“Stop attacking us, or the length of your lives will be measured by the flickering flames.”

The pair’s response is a defiant: “Whatevs.”

Initiative Round #2/3:

1. Red Hot Fuzz
2. Hakime, Dusk, Sifvery
3. White Hot Fuzz
4. Wembly + Whiskers, Toro, Fool

Hakime: 28/36 hp
Dusk: 35/58 hp

Sifvery’s turn

Battle Map!

Rules for Fire Fighting:

♨ You can extinguish a square that is on fire by applying at least 10 gallons of water to the area,
♨ OR by succeeding at a DC 15 Survival check or Reflex save as a standard action while adjacent to the square.
♨ You extinguish one additional square for every 10 points by which you exceed the DC.
♨ A particularly creative action or powerful spells might extinguish more than one square’s flames, as adjudged by the GM.

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

Sifvery is starting to become concerned with the strange behavior.

She will spend the round trying to detect evil among the fire starters.


Sifvery:
The fire starters do not detect as evil.

1d2 ⇒ 1 ; NEWS: 2d4 ⇒ (1, 3) = 4

Buggerlugs moves south, past his fellow villagers to check on Toro’s progress in fighting the fire.

White stands his ground and hits Hakime and Dusk with burning hands.

Hakime’s readied action is triggered, but the monkadin’s arrow shoots up into the air, flicking Fool’s trouser leg as it continues it journey to the south-west.

fire damage on Hakime & Dusk: 5d4 ⇒ (3, 3, 1, 2, 3) = 12 DC 11 Reflex for half

To buggerlugs’ distress, the flames adjacent to Dusk spread a little further to the north.

Initiative Round #2/3:

1. Red Hot Fuzz
2. Hakime, Dusk, Sifvery
3. White Hot Fuzz
4. Wembly + Whiskers, Toro, Fool

Hakime: 28/36 hp + resist fire? + DC 11 Reflex save
Dusk: 35/58 hp + DC 11 Reflex save

Wembly + Whiskers, Toro + Fool are up!

Battle Map!

Rules for Fire Fighting:

♨ You can extinguish a square that is on fire by applying at least 10 gallons of water to the area,
♨ OR by succeeding at a DC 15 Survival check or Reflex save as a standard action while adjacent to the square.
♨ You extinguish one additional square for every 10 points by which you exceed the DC.
♨ A particularly creative action or powerful spells might extinguish more than one square’s flames, as adjudged by the GM.

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly gasps as the fire continues to grow and more flames burn his friends.

Hey! That is not helping! You need to stop with the flames already. Whiskers, get them!

Wembly, cut off from the flames, calls glitterdust (DC17) upon the two closest to him then sends Whiskers to maul red.

Whiskers Mgc bite, haste: 1d20 + 10 + 3 ⇒ (3) + 10 + 3 = 16
for dmg: 1d6 + 4 ⇒ (4) + 4 = 8

Whiskers Mgc bite, haste: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
for dmg: 1d6 + 4 ⇒ (1) + 4 = 5
WhiskersMgc claw, haste: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
for dmg: 1d6 + 4 ⇒ (6) + 4 = 10
Whiskers Mgc claw, haste: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
for dmg: 1d6 + 4 ⇒ (3) + 4 = 7

Whiskers confirm: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
for dmg: 1d6 + 4 ⇒ (5) + 4 = 9

Toro, can that big snake help wrap things up here?

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

reflex save dc 11: 1d20 + 8 ⇒ (10) + 8 = 18

1/2 dmg is 6, -5 resistance = 1 pt of dmg

"That was unwise..."


Hakime is barely singed by White’s fiery spell.

In the confusion of battle, Wembly hits Red AND Buggerlugs with glitterdust.

Buggerlugs Will DC 17: 1d20 ⇒ 15
Red Will DC 17: 1d20 ⇒ 13

They both manage to blink the worst of the dust out of their eyes.

Buggerlugs calls, "Don't shoot, Mr Wembly and Poodle! My name is Morak Jadeglow. I'm friendly - ask anyone!"

The Battle Cat connects with Red only once, his fangs missing a vital artery by ... a whisker!

Initiative Round #2/3:

1. Red Hot Fuzz
2. Hakime, Dusk, Sifvery
3. White Hot Fuzz
4. Wembly + Whiskers, Toro, Fool

Hakime: 27/36 hp
Dusk: 35/58 hp + Reflex save

Toro + Fool!

Battle Map

GM:
Red -Blake

glitterdust

Rules for Fire Fighting:

♨ You can extinguish a square that is on fire by applying at least 10 gallons of water to the area,
♨ OR by succeeding at a DC 15 Survival check or Reflex save as a standard action while adjacent to the square.
♨ You extinguish one additional square for every 10 points by which you exceed the DC.
♨ A particularly creative action or powerful spells might extinguish more than one square’s flames, as adjudged by the GM.

Silver Crusade

Male NG Snowcaster elf | Slayer 7 |Hp: 67/67 | AC 23 | F +8 | R +11 | W +6 | Init +6 | Perception +22 | SM +12

Reflex save: 1d20 + 11 ⇒ (9) + 11 = 20

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Gliding in small circles above the fray, Fool furrows his brow and accurses the fireman again with a snap of his fingers.

fly: 1d20 + 11 ⇒ (7) + 11 = 18

accursed hex on same target


Dusk dodges most of the flames that sprang forth from White’s hands.

Fool maintains his hover and *snaps* his fingers ...

Red Will DC 16 (modifier added off screen): 1d20 ⇒ 15

Leading to Red shaking the cobwebs from his head briskly, before putting thumb-to-nose and waggling his own fingers at the witch.

Initiative Round #2/3:

1. Red Hot Fuzz
2. Hakime, Dusk, Sifvery
3. White Hot Fuzz
4. Wembly + Whiskers, Toro, Fool

Hakime: 27/36 hp
Dusk: 29/58 hp

Gabe!

Battle Map

GM:

Red: –Blake

Grand Lodge

Fort +8, Ref +7, Will +10 AC 17, touch 15, flat-footed 15 // hp 50

Sorry... busy here all of the sudden. Where is the snake? Is he out or still in the bag? I'll check back quickly and post orders!

Grand Lodge

Fort +8, Ref +7, Will +10 AC 17, touch 15, flat-footed 15 // hp 50

Toro moves towards the 'red' fella, a low guttural rumble echoing from within. With a "humph" he tackles the elemental-thingie.

Grapple vs CMD: 1d20 + 8 ⇒ (13) + 8 = 21 Squueeeze Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Grapple Condition

Squeze's Actions:

Unsure if Squeeze is able to attack this round if so, he will move towards the white NPC and attempt to grapple as well.
Constrict Attack vs AC: 1d20 + 10 ⇒ (3) + 10 = 13 Squeeze's Squeeze damage: 1d4 + 10 ⇒ (2) + 10 = 12
If needed, Handle Animal vs DC10: 1d20 + 8 ⇒ (14) + 8 = 22

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Oops, I am terribly sorry about that. My aim was a bit off there Mr. Jadeglow!

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"Let's be careful not to kill anyone. I think once we calm down and get this fire out, we should be able to talk this out."


Jadeglow calls back to the Summoner, "No harm – no foul, Mr Wembly! Oh, and please call me Morak."

The fiery humanoids shrug off the grapple attempts from both Toro and Squeeze.

Believing Dusk’s kindly actions to be of most harm to his standing with Tygora, Red steps 5’ around Jadeglow and continues to duke with Double-Slice Dusk (the tall, quite helpful badass).

Flurry of Blows on Dusk: 1d20 + 9 ⇒ (1) + 9 = 10
dmg: 1d8 + 2 ⇒ (3) + 2 = 5

Flurry on Dusk: 1d20 + 9 ⇒ (3) + 9 = 12
dmg: 1d8 + 2 ⇒ (5) + 2 = 7

Flurry on Dusk: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 1d8 + 2 ⇒ (7) + 2 = 9

Initiative Round #3/4:

1. Red Hot Fuzz
2. Hakime, Dusk, Sifvery
3. White Hot Fuzz
4. Wembly + Whiskers, Toro, Fool

Hakime: 27/36 hp
Dusk: 20/58 hp

Hakime, Dusk & Sifvery may go!

Battle Map!

GM:
Red: -Blake

glitterdust

Rules for Fire Fighting:

♨ You can extinguish a square that is on fire by applying at least 10 gallons of water to the area,
♨ OR by succeeding at a DC 15 Survival check or Reflex save as a standard action while adjacent to the square.
♨ You extinguish one additional square for every 10 points by which you exceed the DC.
♨ A particularly creative action or powerful spells might extinguish more than one square’s flames, as adjudged by the GM.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

"You were warned to stand down... You've left little choice beyond open hostilities." Hakime fires a flurry of arrows at white.

to hit: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
dmg if hits: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10

to hit: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
dmg if hits: 1d8 + 3 + 4 ⇒ (8) + 3 + 4 = 15


Hakime:
I’m not sure you have added the +1 haste bonus to your flurry, or made an additional hasted attack as a part of your full attack sequence?

I’ll add one to your attack rolls unless you advise otherwise. And because you're away, if you’re OK with this, roll an additional attack below and add any damage onto White’s total.

hasted to hit + haste on White: 1d20 + 10 - 2 + 1 ⇒ (16) + 10 - 2 + 1 = 25 *hit*
dmg if hits: 1d8 + 3 + 4 ⇒ (6) + 3 + 4 = 13

White stretches out a hand in the tiefling’s direction. “Yeah, talk to the hand, Lady H. ‘Cos the f...”

THWAP!
THWAP!

White *screams* as Hakime’s arrows lodge painfully in his side.

Initiative Round #3/4:

1. Red Hot Fuzz
2. Hakime, Dusk, Sifvery
3. White Hot Fuzz
4. Wembly + Whiskers, Toro, Fool

Hakime: 27/36 hp
Dusk: 20/58 hp

Dusk & Sifvery are up!

Battle Map!

GM:

Red: -Blake
White: S. Mitch 2 go

Silver Crusade

Male NG Snowcaster elf | Slayer 7 |Hp: 67/67 | AC 23 | F +8 | R +11 | W +6 | Init +6 | Perception +22 | SM +12

Dusk will continue putting out the fire, again using the auto assist.

Survival: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31

"If I should fall, please extinguish the fire. I have some healing potions in my pack as well, and a healing wand."


Free Action Sense Motive DC 20:
Although saddened by the violence, the oread civilians are astounded by the restraint the party has shown.

Dusk’s heroics in willing to lay down his life for a stranger have impressed them all.

Red shakes his head at Dusk. “Are you seriously going to keep shovelling dirt onto the fire right in front of me?”

Red AoO Improved Unarmed Strike (IUS) on Dusk: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 1d8 + 2 ⇒ (2) + 2 = 4

More of the flames are extinguished through the Snowcaster’s selfless actions.

Initiative Round #3/4:

1. Red Hot Fuzz
2. Hakime, Dusk, Sifvery
3. White Hot Fuzz
4. Wembly + Whiskers, Toro, Fool

Hakime: 27/36 hp
Dusk: 20/58 hp

Sifvery’s turn.

Battle Map!

GM:

Red: –Blake

White: S. Mitch 2 go

101 to 150 of 466 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] Your Valley of Veiled ♨ All Messageboards

Want to post a reply? Sign in.