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SeanDM's Return to Brim

Game Master Mur


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Male Changeling Artificer

Intiative roll

1d20 ⇒ 16 Hmm not bad!

Status/Used:
HP 24/26 + 3 Temp, Surges 5/8, AP 0/1


Male Halfling Warlock / 2

Initiative

1d20 + 2 ⇒ (12) + 2 = 14

Perception, which Cog will take when it's his turn to drop into the cave, he will look down into the cave as best he can before jumping down.

1d20 ⇒ 4

HP: 26/26 - Surges: 8/8 - Temp HP: 3/3


Female Revenant Assassin 2

Initiative check
1d20 + 4 ⇒ (14) + 4 = 18

When it is my turn to jump down...can I use Acrobatics to add a little tumble jump at the end? Kind of parkour move? Or is that only Athletics? I am not sure when I use one over the other.

Acrobatics check
1d20 + 9 ⇒ (4) + 9 = 13

With lowlight, can I stay at the edge of what I can see and try to be sneaky or is using stealth in any light pointless? I am going to roll for it anyway, just in case.

Stealth check
1d20 + 11 ⇒ (12) + 11 = 23

Status/Used:
HP: 22/24 +3TH (ironroot soup), Surges: 5/8, AP: 0/1

Treasure:
80gp, 100residuum, +1 leather to Katsuye, and a vial of one strange ironroot (we used the other one)

Player XP:
230


Male Human Level 1 Battlemind

Rive will enter the cave, then withdraw, then enter the cave, then withdraw -- oh, wait, I went into Bide mode for a second there.... He'll simply jump down -- unlike Katsuye, he'll go for workmanlike grace, landing crouched and ready to fight.
Initiative role: 1d20 ⇒ 14
Acrobatics Check (for the landing): 1d20 + 3 ⇒ (15) + 3 = 18
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Not great -- does he notice anything?


Male Deva Invoker

Atreos was called back to his unknown god for the last two weeks.

1d20 ⇒ 20 for being lost.

I think I've been here before.


Male Changeling Artificer

"This cave is too quiet...Maybe we landed on our enemies???"


Male Deva Invoker

1d20 ⇒ 11 for initiative.

"My god betrays me!"


Male Halfling Warlock / 2

On his turn Cog will drop down into the cave doing his best to land safely

Acrobatics

1d20 + 4 ⇒ (5) + 4 = 9


Sorry... I've been sick the last few days and haven't been able to sit down and work... but I'm back now. I'll get something posted here in a few minutes.

It looks like Atreos made his save, so no penalty for being lost in the wilderness.
And the final initiative count is an 18 - thanks to Katsuye!
(now you didn't really have a choice to wait on the initiative beacuse of the close quarters of the cave tunnel... but keep this in mind, Aurr's light definitely gave your position away, so anything in this cave has had time to "set-up" (pick hiding spots, poison weapons, summon demons... you know, the same-old-same-old!)

*Notes on exiting the tunnel*


  • It is a little over a 10' drop.
  • If you just drop down, you're looking at 1d10 + 1 ⇒ (4) + 1 = 5 damage and you will be PRONE.
  • If you're trained in Arcobatics (a lot of you already tried checks, but it only works if you're trained in it - which I think is just Katsuye), you can make a check and reduce the damage taken (1/2 your check result is subtracted from the falling damage) - if you take no damage you land on your feet.
  • If you'd like to try to hang from the openning and ease yourself down, it's a DC 15 Athletics Check (if you succeed, you can drop the remaining distance and fall prone but take no damage, fail and your back to taking damage AS WELL AS being prone)... if you beat the DC by 5+ then you're able to do a one handed hang, nearly touch the bottom, and land on your feet (no damage).

Map Info:

Water = difficult terrain (at least, there may be deeper parts you cannot see)
Brown (Dirt floor) = normal movement
Cream/White (Rock) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
Dots (loose rock) = difficult terrain
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Defenses:

(made you look)

(look below for the amount of movement it will take for you to get to the ground -- based on how far you have to squeeze or walk through the tunnel)
INITIATIVE (bold shows who's turn it is)
Rive (2 squares to get to the ground)
Katsuye (3 squares to get to the ground)
Aurr (1 move action to get to the ground)
Atreos (1 move action to get to the ground)
Cog (1 move action to get to the ground)

*Remember if you fall prone, you can crawl at half speed or use a move action to stand up.

<<MAP>>

Please tell me what square you will be landing in.
We'll go back to you, Rive, in case you want to change how you drop into the cave or what you do once you're down there...


@Katsuye:

Acrobatics Check: a 13 gives you a 6hp buffer on the fall, meaning you take no damage! AND you land on your feet!

Stealth Check: once Aurr drops in, the place will be full of light. BUT - you can be stealthed (check = 23) for the first turn.
AFTER THAT, you will have to find some cover to start your turn behind in order to make a stealth check.

@Rive:

Acrobatics Check: you're not trained in it (see note above), but you can use it for your Athletics if you want (you can even keep the same roll and just apply your athletics bonuses).

Perception Check: you don't see anything new in the circle of light when you drop down.

@Cog:

Perception Check ... you think you're in a cave, but can't be certain.

Acrobatics Check: I don't think you're trained in it, so you'll have to try Athletics instead.

Aurr, in the few moments that the group takes to figure out how to safely drop down, you catch a faint noise. Your keen ears pick up the quiet sound of scurrying feet. It sounds like rats! And a fair amount of them... but it is quiet - perhaps purposefully quiet (Good Passive Perception beats a stealth check - the rats are trying to get out of the light and stay hidden).

(The value that follows your name is the amount of movement it will take for you to get to the ground -- based on how far you have to squeeze or walk through the tunnel)
INITIATIVE (bold shows who's turn it is)
Rive (2 squares to get to the ground)
Katsuye* (3 squares to get to the ground) -- take no damage from fall and lands on her feet!
Aurr (1 move action to get to the ground)
Atreos (1 move action to get to the ground)
Cog (1 move action to get to the ground)
RATS! <--- good ears Aurr.

*Once Aurr drops into the cave, the entire place will light up (20square radius).

***DROPPING DOWN:
Just to be clear, you need to be trained in Acrobatics to use it, but not Athletics -- anyone can roll athletics (it's a tough DC, but everyone can roll).


Male Halfling Warlock / 2

Athletics

1d20 ⇒ 12

Cog grips the edge of the opening to the cave, lowers himself down and then drops to the floor. Unfortunately he slips on the loose rock around the opening and falls to the floor landing prone.

*Cog takes 5 damage per DM and is prone*

HP: 24/26 - Surges: 8/8 - Temp HP 0/0 - AP: 1/1


Cog, any square in particular? or do you want me to place you in whatever square is leftover after everyone else has dropped down?
You'll also have one more action left, use it to stand, or wait to see if Aurr's light catches anything?
--Hey, nice memory on the temp HP :)


Male Halfling Warlock / 2

Whatever square is left is fine; I think Cog is last on the initiative anyways. Cog will use a second move action to stand up and as a free action to whisper to the others to see if everyone is down in the cave and okay.


Female Revenant Assassin 2

When it is my turn...

I tumble on the landing and pop up back on my feet, hugging the edges of a large rock outcropping--working to disappear into the jagged face while waiting for the others to do the same

I would like to end in H13. If Rive stops there, I would go to H12

DM:
Do I need to roll my stealth now or when my next turn comes? No light should really be down here yet...I think.


katsuye:

You already rolled your stealth check (23), no need to roll it again.
Also, you can't land at H13 -- you have to land in the GREEN.
BUT, since you still have a few move points you are welcome to finish your move and end up in H13/12.
Also, you will still have an action leftover -- are you letting it go? holding it to ready an action?


Male Changeling Artificer

Aurr moves closer to Rive, gathers some branches and puts them in a small pile. He then grabs two rocks and starts banging them together. He knows this will take a long time but Rive remains motionless not noticing that he is blocking everyone else from dropping down the path. Eventually a spark will hit the pile of branches and maybe then hopefully Rive will notice that their is a fire being lit underneath him. Mwhahahhahah


HAHAHA! Alright, let's get a fire going under some of these tunnel-blockers.

Rive's athletic training allows him to easily lower himself down out of the tunnel, hang one-handed (Tom Cruise-style from Mission Impossible :) ), and then almost unconsciously drop to the tunnel floor with no trouble. Katsuye follows with more grace and less muscle strain...

Rive uses the rest of his actions to remain alert and ready for danger, Katsuye uses the rest of her actions to move away from the tunnel openning.

*Notes on exiting the tunnel*


  • It is a little over a 10' drop.
  • If you just drop down, you'll take 5 damage and you will be PRONE.
  • If you're trained in Arcobatics, you can make a check and reduce the damage taken (1/2 your check result is subtracted from the falling damage) - if you take no damage you land on your feet.
  • If you'd like to try to hang from the openning and ease yourself down, it's a DC 15 Athletics Check (you can do this even if you're not trained). If you succeed, you can drop the remaining distance and fall prone but take no damage, fail and your back to taking damage AS WELL AS being prone... if you beat the DC by 5+, then you're able to do a one handed hang, nearly touch the bottom, and land on your feet (no damage).

Map Info:

Water = difficult terrain (at least, there may be deeper parts you cannot see)
Brown (Dirt floor) = normal movement
Cream/White (Rock) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
Dots (loose rock) = difficult terrain
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Defenses:

Rats: unknown

Total damage so far:
Rive: 0
Katsuye: 0
Cog: (when it's his turn... got hit for 5hp, but his temp absorbed 3)

PLEASE indicate where on the map you are... You can only land in the light green squares.
INITIATIVE (bold shows who's turn it is)
Rive
Katsuye
Aurr (it will take 1 action to get to the ground)
Atreos (it will take 1 action to get to the ground)
Cog (took 5 damage from the fall, and I'm assuming used his remaining action to stand back up... or he will do this when it's his turn -- he's going to take whatever open spot on the map seems good.)
RATS!

*Remember if you fall prone, you can crawl at half speed or use a move action to stand up.

<<MAP>>

Please tell me what square you will be landing in.
Aurr, you're up.


Male Changeling Artificer

Athletics Check:1d20 ⇒ 10

So I guess that means I use my move action to fall down Prone on E 12

3 temp + 24 HP - 5 damage = 22 HP

Stats/Used:
HP 22/26 , Surges 5/8, AP 0/1

Aurr, face laying down in the muddy rock, lift his arm with the Sunrod to try to shed some light in this cave.

If I see anything can I still use an action to get up or Attack it?


Aurr, as you lift your light, your near supernatural senses are able to easily pick out several large rats trying to hide on the ceiling among the stalactites. The closest one is near Katsuye.

new map coming


Aurr, you still have one standard action. So, yes, you may either stand up or shoot from a prone position.

<<New Map>> (sorry for the low quality)
The black spots indicate that there are still some shadows

ATREOS, it's your turn


Male Halfling Warlock / 2

Cog drops down to E13 and then stands back up and surveys the area.

HP: 24/26 - Surges: 8/8 - Temp HP 0/0 - AP: 1/1


Male Deva Invoker

Atreos jumps down to F13.


Atreos's Athletics Check: 1d20 - 1 ⇒ (12) - 1 = 11
Atreos is unable to brace himself in the tunnel, and unceremoniously falls to the cave floor (he takes 5hp and then presumably uses his last action to stand back up).

Total Damage from falls:
Cog: 5 hp (the 3 temps reduce it to 2hp damage)
Atreos: 5 hp (the 3 temps reduce it to 2hp damage)
Aurr: 5 hp (the 3 temps reduce it to 2hp damage)

INITIATIVE (bold shows who's turn it is)
Rive
Katsuye
Aurr - prone (waiting on your last action)
Atreos
Cog
RATS!

Aurr, since you mentioned you had wanted to maybe act, I'll wait a bit for your decision... if I don't hear from you today, I'll have the rats act at the end of the day.


Male Changeling Artificer

I will use my action to get up so next turn I can be more mobile.


A few large rats scurry out of the darkness and drop down from the ceiling. They begin biting and clawing at you -- their first warm meal in a while.

If the sheer number of rats doesn't get to you, the sight of the last rat to enter the fight may. This thing is twice the size of any of its natural rat-brothers. Bones jut from its fur, extra fangs seem to sprout from its jaw, and even its tiny muscles have tinier muscles on top of them (It's a Dire Rat - big angry brute version of a normal rat -- think ROUS from Princess Bride). It rushes Rive from the darkness. But despite the surprise, Rive's battle awareness keeps him free from its teeth.

Rat1 Bite vs Aurr: 1d20 + 6 ⇒ (2) + 6 = 8 vs AC, *miss*
Rat3 Bite vs Atreos: 1d20 + 6 ⇒ (4) + 6 = 10 vs AC, *miss*
Rat4 (Surpirse attack vs Rive!) Bite vs Rive: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 vs AC, *miss*

Dire Rate2 (Surpirse attack vs Rive!) Bite vs Rive: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16, *miss*

WOW did I roll badly... I may have to set my computer in dice-jail.

<< New Turn: Round 2 >>

The noise of the rats draws more of their family out into the open. A living mass of tiny rattlings pours down from the ceiling onto Atreos. They cover him in blanket of claws and teeth. Finding little opennings in his armor... It's like some sick nightmare shower of pain.(A SWARM!)

Swarm1 vs Atroes: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22, hit (bonus damage for having moved "far" on its turn): 1d10 + 3 + 5 ⇒ (6) + 3 + 5 = 14
The swarm then gets to shift for free... taking up Cog's space.

Total damage:
Atreos: 14 (I think that bloodies him)

Map Info:

Water = difficult terrain (at least, there may be deeper parts you cannot see)
Brown (Dirt floor) = normal movement
Cream/White (Rock) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
Dots (loose rock) = difficult terrain
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)

Enemy Defenses:

Rat Swarm: unknown
Dire Rats: unknown
Rats: unknown

SWARMS! If you END your turn NEXT TO or IN the rat storm you take 4 damage and it can shift as a free action. ALSO the swarm can occupy your square - you can walk on its square, but it is considered difficult terrain.
INITIATIVE (bold shows who's turn it is)
Swarms
Rive
Katsuye -- Attack of Opportunities?
Aurr
Atreos - bloodied
Cog
Dire Rats
Giant Rats

RIVE you're up...

<< New MAP >>


Katsuye, both the rat (rat 3) and the swarm go right past you. When you dropped from the cave enterance you were able to conceal yourself among the rocks at the back of the cave (you are still "stealthed").

Both the rat and the sawrm pass through your threat zone. BUT the swarm is "stealthed" from you so you cannot attack it (the swarm's hide roll beats your passive perception... they travel in the shadows of the ceiling). However, if you would like to, you can take an opportunity attack on Rat3. (It will break your cover)


Female Revenant Assassin 2
SeanDM wrote:
you can take an opportunity attack on Rat3. (It will break your cover)

I am going to lose my cover anyway...

I see one of the rats slink past me and try to stab out at it from my hiding place

Basic Attack on Rat 3
1d20 + 2 ⇒ (7) + 2 = 9

A buckle from my gear catches on the rock face and jerks my arm as the rat continues to scurry past

I am assuming that their hides are tougher than that.


You do get a +2 for attacking from stealth, but even the 11 isn't enough.
The rat scoots by you to bite at Atreos.


Male Human Level 1 Battlemind

Argh! My apologies! Is Rive still standing up on the top of the hole? I'll use that same roll for my athletics check -- which is a +3 bonus, so 18. I'm not sure where everyone is standing -- just put me where it seems reasonable. It looks from the map as if I'm on the ground already -- if that's the case, I'll use Vicious Cobra Strike on 2 and 4 -- rolling first for 2, then for 4. Damage is 4 if I hit either. Each one I hit is also marked by me. If those are both hits, I'll use Battlemind's Demand to mark Rat 1. If the 18 misses on 4, I'll mark him instead. 1d20 + 8 ⇒ (16) + 8 = 24 1d20 + 8 ⇒ (10) + 8 = 18

Don't hesitate to e-mail me as soon as you need me to post! I'm in transition now -- this was my first week as chair -- so I'm a bit distracted, but given a heads up, I can usually duck in the same day you tell me I'm needed.


Rive is already on the ground and ready to slice and dice...
Rive cuts one of the nearby rats in half and wounds the dire rat with a mental stab.

Good rolls on both! Rat4 is/was a minion - it's dead.

SWARMS! If you END your turn NEXT TO or IN the rat storm you take 4 damage and it can shift as a free action. ALSO the swarm can occupy your square - you can walk on its square, but it is considered difficult terrain.
INITIATIVE (bold shows who's turn it is)
Swarms
Rive
Katsuye
Aurr
Atreos - bloodied
Cog
Dire Rats
2: (marked by Rive)
Giant Rats
1: (marked by Rive)
3:

Katsuye you're up...

No change to the map, except Rat4 is dead; and
Dire Rat(#2), and giant rat (#1) are marked by Rive.

PS: Don't forget about knowledge rolls. Knowledge checks are free and may tell you things about your enemies or your surroundings.
In this case, it's a Nature check for each critter if you want to know anything, and a Nature or Dungeoneering check for the cave.


Female Revenant Assassin 2

Do I have the option of targeting the swarm with my shroud? If so, the shroud is on the Swarm. If not, then I will shroud the Dire Rat.

I crouch near the base of the rock formation, saying something softly and pointing to the swarm of rats before lunging forward at Rat 3.

Assassin's Shroud on the Swarm

Shadow Storm on Rat 3
1d20 + 6 ⇒ (14) + 6 = 20
Damage
1d8 + 4 ⇒ (6) + 4 = 10

I whisper another word, my form growing dark and misty before vanishing completely and reappearing behind the Dire Rat.
Shadow Step to H11

Status/Used:
HP: 22/24 +3TH (ironroot soup), Surges: 5/8, AP: 0/1

Treasure:
80gp, 100residuum, +1 leather to Katsuye, and a vial of one strange ironroot (we used the other one)

Player XP:
230


Katsuye's strange shadowy magic begins to darken itself about the small rats in the swarm. She cleaves through the nearest rat before stepping between worlds in order to appear in a flankning position on the Dire Rat.
Giant Rat 3 - dead.

Katsuye, not that you needed it, but you also got a +2 for flanking the rat with Atreos.
PS: Nice Rolls!

SWARMS! If you END your turn NEXT TO or IN the rat storm you take 4 damage and the swarm can shift as a free action. ALSO the swarm can occupy your square - you can walk on its square, but it is considered difficult terrain.

Map Info:

Water = difficult terrain (at least, there may be deeper parts you cannot see)
Brown (Dirt floor) = normal movement
Cream/White (Rock) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
Dots (loose rock) = difficult terrain
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)
Remember that you can walk on and through a swarm, but is considered difficult terrain.

Enemy Defenses:

Rat Swarm: unknown
Dire Rats: unknown
Giant Rats: unknown

INITIATIVE (bold shows who's turn it is)
Swarm1: (1 shroud)
Rive
Katsuye
Aurr
Atreos - bloodied
Cog
Dire Rats
2: (marked by Rive)
Giant Rats
1: (marked by Rive)

Aurr you're up... I wonder if he will be checking in on his little vaca :/

<< New Updated MAP >>


Male Changeling Artificer

"Why id it have to be rats???" Aurr notices the swarm of rats moving towards Cog."Hang in there Cog! Hope this helps you!"

I use Shielding Cube on Cog attacking the swarm that surrounds us. 1d20 + 4 ⇒ (17) + 4 = 21 VS their Reflex. I This is a ranged attack so I believe this cause an Opportunity attack from the swarm

Aurr shrieks as the rats (most likely) bite him as he throws his Shield Cube towards Cog.

If it hits it does 2d6 + 4 ⇒ (4, 6) + 4 = 14 and grants Cog a + 1 AC

Aurr notices his Atreos and many rat bites on him. He quickly grabs his healing bug and sends towards his companion. "Hope you don't mind one more bite my friend!"

For my minor action I use a healing infusion on Atreos. Which should be 6(Surge value) + 2 (My Wis Modifier) + 2 (Feat: potent Restorables) = 10 HP back to my buddy

Move Action: I will shift to E 11 next to Rive

"Back to back again hey Rive? How come rat-infested caves are always where we seem to end up?"

Knowledge Nature check on the swarm1d20 + 2 ⇒ (9) + 2 = 11 I confirm that they are rats and am pretty sure that they have 4 legs.

Stats/Used:
HP 22/26 , Surges 5/8, AP 0/1


Aurr needs to pause for a moment while he focuses his cube, and in that moment the rat swarm lashes out at him. Completely missing every attempt to sink their little teeth and claws into the Artificer.

Swarm Opportunity Attack vs Aurr for using a ranged attack in melee range: 1d20 + 6 ⇒ (1) + 6 = 7 vs AC, MASSIVE MISS.

The power cube shoots towards the swarm, but its impact seems less than effective (Now you know: this swarm takes half damage from melee and ranged attacks, but they are vulnerable to close and area attacks).

Also, I was reading the shielding spell, I think all allies get the bonus if they stay next to the target -- I don't think you need to name an ally to receive the benefit (it makes the power a little better).

And thanks to the tiny artificial bug that flies from Aurr's hand, Atreos is no longer bloodied...
As Aurr moves forward (with the light), he also reveals more of the cave and more rats! A particularly ugly one charges for Aurr...(Giant Rat2 was hiding in position F7 with a readied action to attack the first creature to notice it... it charges Aurr)

Giant Rat2: Uses its readied action from last turn to Charge Aurr: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 vs AC, hit: 4 hp (minion)

Total Damage:
Atreos: healed for 10
Aurr: takes 4 dam

SWARMS! If you END your turn NEXT TO or IN the rat storm you take 4 damage and the swarm can shift as a free action. ALSO the swarm can occupy your square - you can walk on its square, but it is considered difficult terrain.
INITIATIVE (bold shows who's turn it is)
Swarm1 (1 shroud) -- Everyone gets +1 AC when adjacent to the swarm (TEo Aurr's NT)
Rive
Katsuye
Aurr
Giant Rat2
Atreos
Cog
Giant Rats
Dire Rat2 (marked by Rive)
Giant Rat1 (marked by Rive)

Atreos! You're up.

<< NEWEST MAP >>


It appears that the otherworldly Atreos is shocked by the number of rats that rained down upon him. Cog, feel free to take your turn while we wait for A.


Male Halfling Warlock / 2

Cog takes his chance with the attack of opportunity and moves to *H13* using Shadow Walk, gaining concealment until the end of his next turn.

Dreadful Word vs. Will on the Swarm (1)
1d20 + 4 ⇒ (12) + 4 = 16

(If the attack of opportunity hits, Cog will use Second Chance encounter power [free action] to force the Swarm to re-roll)

Damage
2d8 + 4 ⇒ (2, 2) + 4 = 8 + swarm take -1 vs. Will until the end of my next turn


Cog begins to slip into the shadows as he steps away from the swarm of rats... They try to sink their little teeth into his ankles, but to no effect - the warlock is wrapped in shadows once again.
Swarm Opportunity Attack: 1d20 + 6 ⇒ (4) + 6 = 10 vs AC, *miss*
Man! the dice have truly failed me in my last few rolls, lol

Cog utters a whisper and the rats in the swarm squirm and shreek. Good hit, but it only does half damage to the rodent swarm

SWARMS! If you END your turn NEXT TO or IN the rat storm you take 4 damage and the swarm can shift as a free action. ALSO the swarm can occupy your square - you can walk on its square, but it is considered difficult terrain.
INITIATIVE (bold shows who's turn it is)
Swarm1 (1 shroud) -- Everyone gets +1 AC when adjacent to the swarm (TEo Aurr's NT), and it has a -1 to Will (TEo Cog's NT)
Rive
Katsuye
Aurr
Giant Rat2
Cog - concealment (-2 to be hit)
Atreos
Giant Rats
Dire Rat2 (marked by Rive)
Giant Rat1 (marked by Rive)


Male Deva Invoker Level 1

Atreos stands up and points his angry stare at them.

Atreos uses Vanguard's Lightning on the Rat swarm where Cog was sitting (E13). Dice Roll: 1d20 + 6 ⇒ (6) + 6 = 12 Versus their reflex. Not that it matters much. Its a burst attack so I forget if swarms are more suspecpitble to those.

Atreos shifts to G14 to avoid swarm damage

Atreos searches his astral knowledge for anything about rats.
Knowledge Check using Nature on the rats1d20 + 5 ⇒ (9) + 5 = 14

Current HP: 20HP - 2 HP from the fall - 14 HP from the rat damage + 10 from Aurr healing = 14 HP I think that is right based on the last posts..

Stats/Used:
Current HP: 14/20, Surges 4/6, Action point 0/1


Thunder rockets through the cavern (ringing a few ears in the process) but it fails to hit the swarm. (PS, I'm assuming you're shifting first and then attacking, that spell is a distance attack, Burst 1 within 10... so the swarm would hit him with an Opportunity Attack.)

Atreos should have 24 total hp normally, which would put him at 18hp currently. As for surges, I think he has spent 3.

As for his knowldege check... Atreos doesn't remember much more. He knows they're rats and they tend to run in packs, are fairly cowardly (attack from stealth), and tend to use the dark and rough terrain to their advantages. He also recognizes the extremely large rat as a Dire Rat, but he doesn't remember anything specific about them.

Rats' turns coming up...

There is an odd rumbling in the cavern after Atreos' spell.
Nature or Dungeoneering Checks if you want.


The rats continue to try and bite and claw pieces off thier latest meal. And a new Dire Rat comes charging in from the darkness to attack Katsuye.

Rat1 Bite vs Aurr: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 vs AC, CRIT! (not that it matters with this minion) 4hp damage.

Dire Rat1:
(move) Walks into the light (C6) and then
(standard) charges to G10 and attacks her... Bite vs Katsuye: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 vs AC, HIT: 1d10 + 5 ⇒ (9) + 5 = 14 damage

Dire Rat2:
(stand) Bite vs Rive: 1d20 + 6 ⇒ (12) + 6 = 18 vs AC, *miss*
(move) Shift away from Rive to H10.

<< New Turn: Round 3 >>
The swarm moves like a wave over the cavern floor straight towards the fleeing halfing and deva...
Swarm1:
(move) Shift to G13
(stand) Attack Atreos: 1d20 + 6 ⇒ (16) + 6 = 22 vs AC, hit: 1d10 + 3 ⇒ (6) + 3 = 9 damage.
(free) Shift to G14 into Atreos's Square!

Total damage:
Atreos: 9 (which I think bloodies him again)
Aurr: 4
Katsuye: 14

Map Info:

Water = difficult terrain (at least, there may be deeper parts you cannot see)
Brown (Dirt floor) = normal movement
Cream/White (Rock) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
Dots (loose rock) = difficult terrain
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)
Remember that you can walk on and through a swarm, but is considered difficult terrain.

Enemy Defenses:

Rat Swarm: AC: 15 ... Fort: 13 ... Ref: 15 ... Will: 11
Dire Rats: unknown
Giant Rats: AC: 15 ... Fort: 13 ... Ref: 15 ... Will: 12

SWARMS! If you END your turn NEXT TO or IN the rat storm you take 4 damage and the swarm can shift as a free action. ALSO the swarm can occupy your square - you can walk on its square, but it is considered difficult terrain.
INITIATIVE (bold shows who's turn it is)
Swarm1 (1 shroud) -- Everyone gets +1 AC when adjacent to the swarm (TEo Aurr's NT), and -1 to Will (TEo Cog's NT)
Rive
Katsuye
Aurr
Giant Rat2
Cog - concealment (-2 to be hit)
Atreos - bloodied
Dire Rat1
Dire Rat2 (marked by Rive)
Giant Rat1 (marked by Rive)

Rive, you're up...

<< New MAP >>


Male Human Level 1 Battlemind

Rive sees that palpable hit against Katsuye, and growls. Two Dire Rats against one little lady -- even one as deadly as her -- doesn't seem fair. He decides to move in and give them something else to worry about.

Bull's Strength on Dire Rat 11d20 + 8 ⇒ (18) + 8 = 26vs. AC, which I think is a HIT1d8 + 4 ⇒ (4) + 4 = 8damage and he'll push it to G9 and then shift to G10. He'll then use Battlemind's Demand Augmented to Mark Dire Rat 1 and 2.

Readied action -- if either rat attacks Katsuye, he'll Mind Spike it (if it uses an attack that doesn't target him, it takes damage equivalent to whatever it does). If it tries to shift away to another square adjacent to her, he'll Blurred Step after it.

Booyah! he cries. OK, maybe not "booyah" -- but the Eberron equivalent....


Male Changeling Artificer

Pre-Vacation Post

Aurr sees his friend Atreos bleeding and uses his his last ready.
Minor Action: Aurr uses ones of his Healing infusion on Atreos for 10 HP back

Move Action:Since I am going to get an opportunity attack no matter what attack I do I will try to move to E 14. I believe that will cause 2 opportunity attacks but will hopefully get me far away from battle going forward.

Standard Action: Assuming I make it away to E 14 but even if I don't they can only take one opportunity action against me anyways. I will use Thundering armor on the swarm.

Attack roll:1d20 + 4 ⇒ (18) + 4 = 22 vs Fortitude. I believe that is a hit. I give myself the +1 AC Bonus

Damage:1d8 + 4 ⇒ (1) + 4 = 5 on Rat1. If he is a minion I think that kills it

Current Bonuses: +1 AC so 17 AC until my next turn.

Stats/used:
HP 18/26 (-4 from Rat 1] , Surges 5/8, AP 0/1


Male Deva Invoker Level 1

Pre-vacation Post

Atreos is getting annoyed at this group of rat. That will teach him to borrow Rive's "Eau de Rat" cologne!

Standard Action Atreos will attack the Rat swarm with Astral Windon his turn if it still alive(Cog could kill it!!!!) if not which enemy is closer. This attacks also pushes the target put I think swarms can't be pushed

Attack roll: 1d20 + 6 ⇒ (20) + 6 = 26 Woohoo! Natural 20!!!

Damage:1d6 + 5 is the regular damage so that is 11 HP

Move Action:Atreos will shift away from the swarm if possible unless it is dead in that case he will probably just stay where he is.

Dungeoneering check:1d20 + 5 ⇒ (11) + 5 = 16 Hmm not sure if I can make out what is happening to the cave based on what the last spell made

Stats/used:
Current HP: 19/24(18-9+10], Surges 3/6, Action point 0/1


Rive, you won't be able to shift into G10, it's around a rock outcropping, you'll have to go around it (2 moves to get to G11, then 1 move to get to G10)... which mean a move action and an oppotunity attack from Dire Rat2. With your AC, I figure you won't mind -- plus, it's the best position to stand in. (PS. Dire Rat1 had cover from you on your attack, too, but it didn't matter -- your 26 vs AC was more than enough! "Booyah," indeed!)

Rive hammers the dire rat away from Katsuye and then moves into a defending position and commands the rodents attention. Opportunity Attack from Dire Rat2 vs Rive: 1d20 + 6 ⇒ (10) + 6 = 16, *miss*

Enemy Defenses:

Rat Swarm: AC: 15 ... Fort: 13 ... Ref: 15 ... Will: 11
Dire Rats: unknown
Giant Rats: AC: 15 ... Fort: 13 ... Ref: 15 ... Will: 12

SWARMS! If you END your turn NEXT TO or IN the rat storm you take 4 damage and the swarm can shift as a free action. ALSO the swarm can occupy your square - you can walk on its square, but it is considered difficult terrain.
INITIATIVE (bold shows who's turn it is)
Swarm1 (1 shroud) -- Everyone gets +1 AC when adjacent to the swarm (TEo Aurr's NT), and -1 to Will (TEo Cog's NT)
Rive
Katsuye
Aurr (posted action already)
Giant Rat2
Cog - concealment (-2 to be hit)
Atreos - bloodied, (posted action already)
Dire Rat1 (marked by Rive)
Dire Rat2 (marked by Rive)
Giant Rat1

Katsuye, you're up...

<< New MAP >>


Female Revenant Assassin 2

I twist from the rat's attack but not fast enough, feeling its filthy sharp teeth dig through my leather. I grit my teeth and use Rive's well-planned distraction to strike out at Dire Rat 2

Shadow Storm on Dire Rat 2
1d20 + 6 ⇒ (5) + 6 = 11vs AC

Their hides are thicker than I anticipated and I don't attack with enough force, glancing off of its damp fur. I survey the group and decide on a new tactic. I signal to Cog and Atreos before whispering some words. My form darkens and vanishes. I reappear in a flanking position with Rive (G8) and my shroud settles over Dire Rat 1.

Shadow Step to G8

Assassin's Shroud on DR1 it vanishes from the swarm

Status/Used:
HP: 11/24 Bloodied, Surges: 5/8, AP: 0/1

Treasure:
80gp, 100residuum, +1 leather to Katsuye, and a vial of one strange ironroot (we used the other one)

Player XP:
230


Aurr:
Aurr, I think you have to be next to the target of your attack when you use Thundering Armor on yourself. It's a close burst spell, so it won't cause a Opportunity Attack when you cast it. Casting it first, gaining the +1AC, kiling a rat, AND THEN moving away seems to be the best course of action. It gets you an AC bonus AND one less opportunity attack against you.

Katsuye's strange shadow magic allows her to dance across the shadows from one part of the cave to the next. t startles and seems to bother the rats unused to this in their food.
Meanwhile, thunder collects around Aurr and then explodes outward, bursting on the nearby giant rat (minion).
Good solid hit! One more dead rat.
Opportunity Attack from Giant Rat2 vs Aurr, 1d20 + 6 ⇒ (13) + 6 = 19 vs AC, HIT: 4 damage

Giant Rat2's turn:
(move) Continues after Aurr, moves to E13
(standard) Bite vs Aurr: 1d20 + 6 ⇒ (15) + 6 = 21 vs AC, HIT: 4 damage

Total damage:
Atreos: healed for 10 (no longer bloodied)
Aurr: 8 damage (which drops him to bloodied)

Map Info:

Water = difficult terrain (at least, there may be deeper parts you cannot see)
Brown (Dirt floor) = normal movement
Cream/White (Rock) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
Dots (loose rock) = difficult terrain
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)
Remember that you can walk on and through a swarm, but is considered difficult terrain.

Enemy Defenses:

Rat Swarm: AC: 15 ... Fort: 13 ... Ref: 15 ... Will: 11
Dire Rats: unknown
Giant Rats: AC: 15 ... Fort: 13 ... Ref: 15 ... Will: 12

SWARMS! If you END your turn NEXT TO or IN the rat storm you take 4 damage and the swarm can shift as a free action. ALSO the swarm can occupy your square - you can walk on its square, but it is considered difficult terrain.
INITIATIVE (bold shows who's turn it is)
Swarm1: -1 to Will (TEo Cog's NT)
Rive
Katsuye
Aurr: +1 AC (TEoNT), bloodied
Giant Rat2
Cog: concealment (-2 to be hit)
Atreos (posted action already)
Dire Rat1 (marked by Rive) (1 shroud)
Dire Rat2 (marked by Rive)

Cog, you're up...

<< New MAP >>


Everyone needs to make a Nature Check or Dungeoneering Check


Male Halfling Warlock / 2

Nature check
1d20 + 5 ⇒ (4) + 5 = 9

Cog moves diagnolly and over to D11 using Shadow Walk and gaining concealment until the end of his next turn, allowing the swarm an attack of opportunity. If the swarm hits, Cog will use Second Chance (free action) to force a re-roll.

Eldritch Blast vs. Reflex on Giant Rat 2 (next to Aurr)
1d20 + 4 ⇒ (2) + 4 = 6

Cog uses Warlock's Curse on Giant Rat 2


Cog, I think you'll have to walk through water to get to your location (it costs double), which I think mean (unless you want to go through the other rat), you can only make it to E11 -- you'll still get the concealment bonus, though.

Cog's shadow floats across the cave and his natural halfling agility keeps the rats from landing any blows.
Opportunity Attack from Swarm vs Cog, 1d20 + 6 ⇒ (5) + 6 = 11 vs AC, *miss*

<<Atreos's turn and rats' turns coming up>>

Dungeoneering/Nature Checks
Atreos: 16 (no information gained)
Aurr:
Cog: 9 (no information gained)
Katsuye: no check
Rive:


Divine power screams from Atreos and explodes several of the rats in the storm (The rat swarm had Vulnerablility 5 vs Area and burst effects, meaning it takes an extra 5 damage == total of 16 damage, it is close to death). Atreos then must risk an opportunity attack to get away from the swarm (H12 seems the safest location).
Opportunity Attack from swarm vs Atroes, 1d20 + 6 ⇒ (10) + 6 = 16, hit: 1d10 + 3 ⇒ (5) + 3 = 8

Perhaps it's the sounds of battle, the smell of blood, or just some unspoken rat-bond, new rats charge into the cave. The worst is another shower of rats that erupts from the shadows of the ceiling onto Katsuye.

Dire Rat1 vs Rive: Bite 1d20 + 6 ⇒ (20) + 6 = 26 vs AC, CRIT!15 damage!
Dire Rat2 vs Rive: Bite 1d20 + 6 ⇒ (7) + 6 = 13 vs AC, *miss*

Giant Rat5 (minion) vs Rive: Bite 1d20 + 6 ⇒ (11) + 6 = 17 vs AC, *miss*
Giant Rat6 (minion) vs Cog: Bite 1d20 + 6 ⇒ (9) + 6 = 15 vs AC, *miss*

<< New Turn: ROUND 4 >>

Swarm1:
(move) Shift to F14
(standard) Bite vs Aurr: 1d20 + 6 ⇒ (10) + 6 = 16 vs AC, *miss*!! (that AC bonus helped!)
(free)Shift into Aurr's Square!

Swarm2:
(move)Stealth move towards Katsuye
(standard)Bite vs Katsuye: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 vs AC, 1d10 + 3 ⇒ (9) + 3 = 12
(free)Shift into Katsuye's Square!

Total damage:
Atreos: 8 from opportunity attack (and I think he's back to his normal state of being bloodied!)
Katsuye: 12 (she's now near dead)
Rive: 15

Map Info:

Water = difficult terrain (at least, there may be deeper parts you cannot see)
Brown (Dirt floor) = normal movement
Cream/White (Rock) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
Dots (loose rock) = difficult terrain
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)
Remember that you can walk on and through a swarm, but is considered difficult terrain.

Enemy Defenses:

Rat Swarm: AC: 15 ... Fort: 13 ... Ref: 15 ... Will: 11
Dire Rats: unknown
Giant Rats: AC: 15 ... Fort: 13 ... Ref: 15 ... Will: 12

SWARMS! If you END your turn NEXT TO or IN the rat storm you take 4 damage and the swarm will slide you as a free action. ALSO the swarm can occupy your square - you can walk on its square, but it is considered difficult terrain.
INITIATIVE (bold shows who's turn it is)
Swarm1: (Bloodied, near dead)
Swarm2:
Rive
Katsuye (Bloodied, near dead)
Aurr: +1 AC (TEoNT), bloodied
Giant Rat2 (minion)
Cog: concealment (-2 to be hit)
Atreos (Bloodied)
Dire Rat1 (marked by Rive) (1 shroud)
Dire Rat2 (marked by Rive)
Giant Rat5 (minion)
Giant Rat6 (minion)

Rive, you're up...

<< New MAP >>

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