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Shackled City (Pathfinder) - GM_Chris
Game Master Chris Shannon 719

This will be the Shackled City adventure path using the Pathfinder rule set. However, the existing deities (i.e. St. Cuthbert, Pelor, Wee Jas) will not be converted to similar Golarion gods.



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Doctor Abner Svengalu Toffitt wrote:
Hm. I'm a bit confused about the physics of invisibility, wall crawling and tumbling when it comes to huge creatures. I realize in RAW, it's not ordinarily possible to move through squares without tumbling. I wonder if you'd allow some ad hoc circumstance bonus for tumbling through while invisible and crawling above the creature...?

It's not 3 categories larger than you. It won't get an AoO since you are invisible, but you just might not find a way to weave your way through the moving heads.

I had you on the floor. I'll move you to the ceiling.


It's only three checks of 26. You've got at least a 50/50 chance with each. :)


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

Round 8, Init 11 {>W40 +15'}

No, Toffitt would be on the floor at this point. He was on his way to the ceiling, but given the strange physics of Pathfinder, he might remain on the ground. Hrm. It should at least be versus it's flat footed CMD...

Acrobatics checks
1d20 + 16 ⇒ (4) + 16 = 20
1d20 + 16 ⇒ (2) + 16 = 18
1d20 + 16 ⇒ (7) + 16 = 23

Toffitt climbs up to the ceiling and tries to move through the hydra's space, but fails.

If only the dice roller favored me as much as it does GM_Chris' saves...


You got the bad rolls out of the way, but would have stopped after the first attempt. Better than having made one and ending up prone on the second or third. FAQ.


M Human Cuthbertist 12 - Cudgeler of the North Winds

Round 8, Init 7

Dyrant will fly to R43 and re-glare at the beast.

(7 rounds/1round on Will save DC 17) Inflict penalties (-2 to AC, attacks, saves, or skills). Choosing -2 on all its attacks.

Just extending it, if I can. Still should be at -2 to saves.


1d20 + 3 ⇒ (1) + 3 = 4 - Fails glare save


Waiting on Glimmil and Finneas.


M Steinneblin (Rock Gnome) Paladin 11/Cavalier 1

Seeing Atol standing directly in front of the beast's path, Glimmil quickly rushes in front of the priest while shouting at him.

"Watch out Atol! It's coming!"

Standard action to ready an attack with the lance if it comes within reach.

If Atol's in Q,50 Glim wants to be in front of him at R,50


|| Per +15 | Fort +11 Ref +7 Will +11 | BAB +9 | CMB +13 | CMD 26 || Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet 4/3/4

Round 8

Status:

HP = 46/47
AC = 21/11/21
Weapon Equipped = Cold Iron Greatsword +1
Speed = 25'
Rage/day = 7/7
Oracle Spells Left (CL 4, +9 melee touch, +6 ranged touch):
2 4/4 Resist Energy*, Cure Moderate Wounds*, Fog Cloud
1 5/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*
* Allows save DC = 12 + Spell Level
Status Effects = Shield of Faith, Bull's Strength, Divine Favor, Resist Energy: Cold, Bless

Finneas will ready to attack the creature.

Greatsword +1 Power Attack Bull's Strength Divine Favor Bless: 1d20 + 13 ⇒ (19) + 13 = 322d6 + 18 ⇒ (2, 1) + 18 = 21
Crit Confirm: 1d20 + 13 ⇒ (5) + 13 = 182d6 + 18 ⇒ (6, 3) + 18 = 27


The creature moves. Does Toffitt let it by?


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

Yes Toffitt let's it pass.


Round 8 recap
Atol = 12 - Move to Q50 & Prayer
Toffitt = 11 - Tries to tumble through, stopped at W49 (W40 is air)
Glimmil = 10 - Move to R50 & ready
Dyrant = 7 - Move to R43 (5' up) and glare
Finneas = 6 - Readies (in S51)
Hydra = 5 - TBD

The hydra pounces on Finneas--Dyrant's glare causing 3 misses!!!! Two heads manage to catch him still though. The hyrda can't quite find its footing though with the invisible Toffitt underfoot. It stumbles foward 5' (the closest legal square) and into the readied actions of Finneas and Glimmil. Finneas cuts a large gash across its body and all its heads roar in pain.

Glimmil didn't post his readied results.

That is the luckiest circumstances for Toffitt. Poor hyrda was supposed to get a nice reach pounce in without setting of Finneas or Glimmil.

#1 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
#2 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
1d8 + 3 ⇒ (5) + 3 = 8 damage
#3 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
#4 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
1d8 + 3 ⇒ (8) + 3 = 11 damage
#5 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
#6 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
#7 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
#8 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8

Party is up for Round 9.

New Map


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

Round 9, Init 11

Toffitt takes advantage of his unexpectedly awesome positioning to take careful aim at the creature's hind quarters.

Status:

**Heroism (skills, attacks, saves +2), Ward (saves +1 more, +2 defl to AC), Prayer (+1 luck to most rolls), Shield (+4 shield bonus to AC) [8/10 rounds]

AC 28 (17 touch; 23 flat-footed) [4 armor, 3 nat armor, 2 deflect, 5 dex, 4 shield)
HP 43/43
Fort +11 Reflex +13 Will +5
Weapon Equipped Dueling blade
Shield Equipped none
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 40 minute duration)
Controlled Rage 0 of 5 rounds used
Spontaneous healing 0hp of 10hp used
Elixirs
1 Shield (Glimmil)
- Shield (Finneas)
- Expeditious retreat
- empty slot
- empty slot
2 Alchemical allocation USED
- Alchemical allocation
- See invisibility
Wand of Shield 37 charges
Slippers of spider climbing 2 of 10 minutes used

Dueling blade 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35 attacking from invisibility; +4 bab, +5 dex, +1 weapon, +1 weapon focus, +1 prayer, +2 heroism, +2 flank
1d8 + 3 + 3d6 ⇒ (1) + 3 + (1, 6, 5) = 16
confirm 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
1d8 + 3 ⇒ (6) + 3 = 9


M Human Cuthbertist 12 - Cudgeler of the North Winds

Round 9, Init 7

Ooh...Glim and Finn both go after Dyrant now, but before snakeface over there.

Dyrant cheers the mighty hits from Glim and Finn as his fist pumps happily.

"By Cuthbert, do it again, Glim! Pokify it full of holes! Take the favor of St. Cuthbert!" (Stnd action hex.)

Dyrant puts the wand back in his 'sack, 5' flaps to Q43, floats gently to the ground (end of fly spell).

St. Cuthbert's Favor:

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Dyrant's Status:

AC: 13
HP: 36/36
Weapon Equipped = Wand
Blessing of St. Cuthbert (+2 AC/Saves) =
Favor of St. Cuthbert today = Glim
Healing Touched Today = none
Fly: 1 of 6 minutes used
Fly, current iteration: 10 of 10 rounds used

Wand of Cure Serious Wounds (4 charges)
Wand of Mage Armor (38/50 charges)
Potion of Cure Light Wounds
Potion of Cure Moderate Wounds
Scroll of Cure Moderate Wounds


Male Human (Per +6 | Fort +10 Ref +6 Will +17 | AC 24 (f24/t12) | CMD 17)

Round 9, Initiative 12, Location Q50->Q47

Status:
HP: 37/37
Weapon Equipped = Cudgel
Conditions = Bless (9 of 50), Resist Energy (cold) (3 of 80), Prayer (2 of 5)
Channel Energy Left: 6/7
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Stabilize
1) Bless, Command, Obscuring Mist, Protection from Evil
2) Spiritual Weapon
3) Magic Circle Against Evil

Atol, seeing the attacks strike Finneas despite his protections and prayers channels energy for 3d6 ⇒ (6, 2, 1) = 9 worth of healing excluding the hydra.

That looks like it really hurt.

He then moves a little out of the way of the mouths of the beast.

"Press the attack quickly friends! Kill it before it kills us!"


M Steinneblin (Rock Gnome) Paladin 11/Cavalier 1

Round 8 Readied Action:

Glimmil thrusts his lance forward in an effort to stop the rampaging creature.

Lance (Power Attack, Bless): 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14 for 1d6 + 8 ⇒ (2) + 8 = 10

Round 9:

Seeing the creature attacking Finneas and not him, Glimmil takes to shouting at the multi-headed monstrosity to attract it's attention.

Swift action for Cavalier's Challenge; +1 damage

"Hey! Over here! Hello!"

5ft step to Q,49 for a flank with Toffitt. Will use the fortune hex on the iterative attack with the lower bonus (this will be Glim's default use of this hex when he gets an iterative attack)

Lance (Power Attack, Bless, Flank) #1: 1d20 + 10 + 1 + 2 ⇒ (6) + 10 + 1 + 2 = 19 for 1d6 + 9 ⇒ (2) + 9 = 11

Lance (Power Attack, Bless, Flank) #2: 1d20 + 2 + 1 + 2 ⇒ (10) + 2 + 1 + 2 = 15 for 1d6 + 9 ⇒ (2) + 9 = 11

Lance (Power Attack, Bless, Flank) #2 Alternate Fortune Roll: 1d20 + 2 + 1 + 2 ⇒ (17) + 2 + 1 + 2 = 22 for 1d6 + 9 ⇒ (1) + 9 = 10

Status:

Glimmil Status:
HP: 53/62 +9
AC 28 (24 base +4 potion of shield)
Spells: 1) Challenge Evil [ ] Prot Evil [ ]
Smite Left: 2/2
Lay Hands Left: 3/4

Cog Status:
HP 42/42 +9
AC 25

Attack
+6 BAB
+2 Str
+1 Size
+1 Masterwork
-
+2 Flank
+1 Bless
-
+13 Total


|| Per +15 | Fort +11 Ref +7 Will +11 | BAB +9 | CMB +13 | CMD 26 || Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet 4/3/4

Round 9

Status:

HP = 36/47
AC = 21/11/21
Weapon Equipped = Cold Iron Greatsword +1
Speed = 25'
Rage/day = 7/7
Oracle Spells Left (CL 4, +9 melee touch, +6 ranged touch):
2 4/4 Resist Energy*, Cure Moderate Wounds*, Fog Cloud
1 5/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*
* Allows save DC = 12 + Spell Level
Status Effects = Shield of Faith, Bull's Strength, Divine Favor, Resist Energy: Cold, Bless

That attack would've killed me a few months ago.

"We've got it now!"

Greatsword +1 Power Attack Bull's Strength Divine Favor Bless Flank: 1d20 + 15 ⇒ (17) + 15 = 322d6 + 18 ⇒ (4, 5) + 18 = 27


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

Well then. That went better. Amazing what using all of your resources can do!


The party pokes, slashes, and hacks the hyrda into a bloody mess and this entrance to the underdark will never gain the name of the Pit of the Eight Maws. Around the corner the party will find an unlucky adventurer long dead, but his mithral chain shirt still in good condition.

The cave continues on as far as the party is willing to check--in fact it goes on for miles until your destination.


|| Per +15 | Fort +11 Ref +7 Will +11 | BAB +9 | CMB +13 | CMD 26 || Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet 4/3/4

Finneas huffs as he chops every head off the hydra, then goes back and chops the necks up as well. After that he cracks a few teeth out of the head he cut off and puts them in his bag.

"I thought we had to cut their heads off or they wouldn't die? Silly hydra."

Weren't 3.5 hydras immune to all damage that wasn't cutting their heads off? Man those were the days, when a GM could kill a party before they could blink. Of course not eating 7 cones of cold on round 1 just proves GM Chris is a) A nice guy or B) Wants to kill us in more interesting ways.

"Hey, this thing killed somebody before. What's this shirt made of?"

Finneas casts detect magic and examines the corpse more closely.

What are you doing?
Female voice: He might have interesting things that will keep us alive.
Me, not us.
Male voice: Oh, it's us.


Male Human (Per +6 | Fort +10 Ref +6 Will +17 | AC 24 (f24/t12) | CMD 17)

Atol takes out the Wand of Cure Light Wounds and walks over to Finneas.

Cure Light Wounds for 1d8 + 1 ⇒ (4) + 1 = 5

"Is that enough, or do you need another hit?"

"Anybody else still injured?"

Atol examines the carcass briefly, glad that it's not still healing and prepares to move on.

"I've used most of my spells on that fight so we should be extra careful about what may lie down this tunnel. Still, there are hours to go before nightfall and we should at least see where it leads."


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

Toffitt joins Finneas in making sure the creature is dead-dead. A pick through the skull wouldn't be quite enough in this case. Wait, why am I thinking about picks through the skulls, when femoral arteries are the best option?

He tries to harvest any organs or humors that might be especially good for potions and alchemical what not, and turns his attention back to the group.

"Agreed, Atol. The top of the pit would be a natural fallback point for encampment, given how defensible the steps are. So let's make sure we have a clear path back here."


|| Per +15 | Fort +11 Ref +7 Will +11 | BAB +9 | CMB +13 | CMD 26 || Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet 4/3/4

"Hmmm, what's that Atol?"

Noticing his wounds for the first time, Finneas checks himself for any other injuries.

"I can't tell under all this metal but I think I'm fine now."

hp 41/47


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

"Let me see, Finneas. Hrm. let's see, there might be a nasty contusion where that dent is. How does it feel when I press against it like so...?"

Healing 1d20 + 14 ⇒ (1) + 14 = 15

"Yes, definitely still a bit hurt."


M Human Cuthbertist 12 - Cudgeler of the North Winds

Dyrant huzzahs loudly as yet another evil foe is vanquished under the leadership of St. Cuthbert.

Thank you again, Angel! Without you, this battle would be lost!

"Blessed be the Cudgel that slays evil!" Dyrant punctuates the victory and dedicates it to St. Cuthbert.

After everyone's wounds are tended, Dyrant will join Finneas in the search for gold/loot and magic items, casting Detect Magic and giving the beast's lair a thorough search.

Take 20+4=24 Perception

When that is done, we will take side one of the hydra's heads and, after placing it on a boulder, will sketch it into his sketchbook.

Rock hydra. Heh.


Male Human (Per +6 | Fort +10 Ref +6 Will +17 | AC 24 (f24/t12) | CMD 17)
Doctor Abner Svengalu Toffitt wrote:
"Yes, definitely still a bit hurt."

"Better safe then sorry my friend. You've already died once, let's not repeat it!"

Cure Light Wounds for 1d8 + 1 ⇒ (8) + 1 = 9

"That should do it. Now, let us see what's in the darkness."

Atol casts light on a crossbow bolt, loads it, and shoots it into the darkness. Realizing the tunnel is quite deep indeed, he collects his bolt (if not broken) and walks with the party down the hall. He'll put away his crossbow, take out his cudgel and keep the light on Finneas' shield for the trip.


M Human Cuthbertist 12 - Cudgeler of the North Winds

Dyrant holds up the armor and shakes a few time to get the hydra debris off.

"What has St. Cuthbert left for us here?"

Spellcraft on the Mithral Armor, if necessary.

1d20 + 13 ⇒ (4) + 13 = 17 Spellcraft


Some searching around also reveals two masterwork scimitars, a masterwork composite longbow (+3), and a small pouch of gold (25). The mithral chain is indeed magical (+1).


Will the horses be coming down for the several mile journey?


Without the horse, I believe 20' is the slowest speed (2 mph). Horses are 5 mph.


The fissure at the bottom of the pit leads downward gradually, descending about 100 vertical feet over the course of a quarter-mile. A stalactite-studded ceiling is 20' to 50' overhead, and the fissure itself is 10' to 40' wide at any given point. The terrain counts as trackless mountains (1/2 movement - 1 mph walking, 2.5 mph on horses).


Male Human (Per +6 | Fort +10 Ref +6 Will +17 | AC 24 (f24/t12) | CMD 17)
GM_Chris wrote:
Will the horses be coming down for the several mile journey?

This might come up for conversation when we're a mile or so into it with no end in sight...

"How hard would it be to get the horses down the stairs? This tunnel may run for days down here and I don't want to leave the horses alone that long. And of course there's the reason we brought them in the first place - helping the prisoners evacuate."

"I think if we can get them down here safely we should do so."


M Human Cuthbertist 12 - Cudgeler of the North Winds

Dyrant looks into the deep cave and realizes that he has no idea how long the cave might go before they reach their destination.

"I think we should bring the horses and mules. We don't know how long this goes nor what we'll have to carry back." Dyrant looks at Finn.

"I'm not sure that Finn wants to carry the dwarf, or his body, back if we have arrived too late. Any thoughts or objections?"

Assuming no one argues, Dyrant will go back up and begin leading the horse teams down.

* * *

When they have packed and remounted, Dyrant will cast light on Gristle's head and begin the journey down into the Underdark.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

Horsing around in the darkness. Always a plus.

"Did you say the shirt is magical? Hrm. Any objections to my wearing it?"


M Human Cuthbertist 12 - Cudgeler of the North Winds

"None at all, Doctor. St. Cuthbert's Angels protect me, I have no need yet of such armors." Dyrant hands the chain to Dr. Toffitt.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

"Thanks, friend. Hrm. Anyone able to wash some of the desiccated flesh off of it...?"

Toffitt won't be desiccated flesh for at least another five levels.


Based on those who have expressed an opinion.

The party carefully leads the horses down into the pit. Though trained for combat they all are skittish as they pass the gaping jaws of the unmoving hydra heads.

The party trots along for an hour and covers a couple miles. There are a few small offshoots, but there appears to be only one main path. There are no signs that anyone else made it past the hydra anytime recently.

As the party reaches a particularly wide section of the cavern, Cog suddenly stops. Finneas looks down from his horse and points out the webbing on the ground across the cavern that Cog avoided. Before the party can decide how to proceed a web fills the cavern around them. The party looks up and can see a woman peeking around the corner of a ledge 25' up. It's odd though because she is either very tall or flying since her head is about 8' above the ledge.

GM Rolls:
1d10 ⇒ 10
1d100 ⇒ 5
1d4 ⇒ 4 height
1d4 ⇒ 4 width
Level 6
Perception vs. 24+1 per 10'
Atol1d20 + 5 ⇒ (4) + 5 = 9
Cog1d20 + 5 ⇒ (18) + 5 = 23
Dyrant 1d20 + 4 ⇒ (10) + 4 = 14
Finneas 1d20 + 9 ⇒ (17) + 9 = 26
Glimmil1d20 + 1 ⇒ (4) + 1 = 5
Toffitt 1d20 + 10 ⇒ (3) + 10 = 13
Initiative
Atol1d20 + 0 ⇒ (8) + 0 = 8
Dyrant 1d20 + 9 ⇒ (13) + 9 = 22
Finneas 1d20 + 7 ⇒ (1) + 7 = 8
Finneas Bonus roll 1d20 + 7 ⇒ (15) + 7 = 22
Glimmil1d20 + 3 ⇒ (6) + 3 = 9
Toffitt 1d20 + 5 ⇒ (20) + 5 = 25
woman 1d20 + 2 ⇒ (19) + 2 = 21

Surprise Round
Woman

Round 1
Toffitt = 25
Dyrant = 22+
Finneas = 22
Woman = 21
PAUSE
Glimmil = 9
Atol = 8

DC 15 REF save except Finneas & Toffitt with their cloak/slippers:

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

New Map


Male Human (Per +6 | Fort +10 Ref +6 Will +17 | AC 24 (f24/t12) | CMD 17)

Round surprise, Initiative 8, Location H26

Status:
HP: 37/37
Weapon Equipped = Cudgel
Conditions = none
Channel Energy Left: 5/7
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Stabilize
1) Bless, Command, Obscuring Mist, Protection from Evil
2) Spiritual Weapon
3) Magic Circle Against Evil

Reflex save 1d20 + 4 ⇒ (16) + 4 = 20 vs DC 25

Atol is firmly stuck in the webbing though he tries to break his hand free to scratch his nose.

grappled condition


EDIT: OOOPS. Typo. DC is 15. One Five.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

Round 1, Init 25 {>F12}

Actually the slippers only give spider climbing. No protection from web. Dyrant, I assume you've put Ward back on your horsey.

Status:

AC 19 (13 touch; 16 flat-footed)
HP 43/43
Fort +8 Reflex +8 Will +3
Weapon Equipped Dueling blade
Shield Equipped none
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 40 minute duration)
Controlled Rage 0 of 5 rounds used
Spontaneous healing 0hp of 10hp used
Elixirs
1 Shield (Glimmil)
- Shield (Finneas)
- Expeditious retreat
- empty slot
- empty slot
2 Alchemical allocation USED
- Alchemical allocation
- See invisibility
Wand of Shield 37 charges
Slippers of spider climbing 1 of 10 minutes used

Toffitt reflex save1d20 + 8 ⇒ (14) + 8 = 22
Horse reflex save1d20 + 8 ⇒ (16) + 8 = 24

Toffitt urges his horse forward out of the web. He then dismounts, quick draws his bow and readies an action to fire at the flying woman.

"Halt where you are. Don't move a single hair. Who are you, and why are you attacking us?"

He fires if she takes any hostile action towards him or the party. He does not fire if only a single hair moves.

Comp. Longbow 1d20 + 8 ⇒ (9) + 8 = 17
1d8 + 1 ⇒ (5) + 1 = 6


Getting closer to the woman, the Doctor will see the large spider body that constitutes the lower half of her body.


Toffitt misses. You're quite sure she has intentions to do you harm.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

Oh then he does not ready his action. FIRE!


Male Human (Per +6 | Fort +10 Ref +6 Will +17 | AC 24 (f24/t12) | CMD 17)
GM_Chris wrote:
EDIT: OOOPS. Typo. DC is 15. One Five.

Whew. You had me, er Atol, scared half to death!

Horse Reflex save 1d20 + 5 ⇒ (9) + 5 = 14 vs DC 15


M Human Cuthbertist 12 - Cudgeler of the North Winds

Round 1, Init 22

1d20 + 6 ⇒ (16) + 6 = 22 Reflex save

Dyrant avoids the initial webbing, annoyed.

The horrors of the Underdark are unleashed upon us!

Know (SpiderWoman):

Not sure Dyrant can see the dridress yet.

1d20 + 12 ⇒ (2) + 12 = 14 Knowledge: Arcana
1d20 + 7 ⇒ (6) + 7 = 13 Knowledge: Dungeoneering
1d20 + 9 ⇒ (11) + 9 = 20 Knowledge: Nature
1d20 + 10 ⇒ (3) + 10 = 13 Knowledge: Planes
1d20 + 12 ⇒ (1) + 12 = 13 Knowledge: Religion

Dyrant will quick dismount to D27!!!

1d20 + 3 ⇒ (9) + 3 = 12 Ride check...

By which I mean... Dyrant will move action dismount to D27.

Dyrant will pull out the wand of Mage Armor, unsure about the foes or numbers of foes they are facing.

"There, there, Gristle, stay calm. I'll fix this for you in a bit." Dyrant tries to keep Gristle calm.

GM Chris, 1) How high is the cave? 2) How high is the webbing? 3) I don't think we in the back can see the Dridress yet, right?


20' radius spell for web plus the initial strip of webbing just on the ground.


Cave is 50' high, 40' wide. Ledge is 25' up.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 11
Stats:
Init +8 | Per +25 | F +15 R +17 W +10 | AC 33 (t18 f27 i24) +1 crwd | CMD 29 | ablat, ant hl, bark, cues, draconic, echo, endure, hero

Drink less coffee, please! Or lock up those guns!


|| Per +15 | Fort +11 Ref +7 Will +11 | BAB +9 | CMB +13 | CMD 26 || Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet 4/3/4

Round 1 Init 22

Status:

HP = 47/47
AC = 21/11/21
Weapon Equipped = Cold Iron Greatsword +1
Speed = 25'
Rage/day = 7/7
Oracle Spells Left (CL 4, +9 melee touch, +6 ranged touch):
2 4/4 Resist Energy*, Cure Moderate Wounds*, Fog Cloud
1 5/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*
* Allows save DC = 12 + Spell Level
Status Effects = None

"I met a woman in Cauldron who told me to pour sugar on her once. This one reminds me of her."

Finneas jumps off his horse.

Ride: 1d20 - 5 ⇒ (9) - 5 = 4

Then moves up the wall.

25' feet up in J22.


Toffitt moves up to find there was a lot more to this woman then expected. He fires, but his arrow bounces off of her. Dyrant dismounts and pulls out his wand. Finneas also dismounts and moves up to meet the spider.

The woman looks down the wall at Finneas. "Well, perhaps you did not just sneak by the hyrda. I rather liked him, too. I will have to console myself with your deaths." She then points an accusing finger at Finneas from which a dark ray bursts forth striking Finneas in the chest and taking more than the wind out of him. She then scurries backward out of sight.

1d20 + 8 ⇒ (18) + 8 = 26 - touch attack
1d6 + 3 ⇒ (5) + 3 = 8 - Strength penalty (DC 14 FORT for half)

Party is up
New Map

Round 1 (2nd half)
Glimmil = 9
Atol = 8
Round 2 (1st half)
Toffitt = 25
Dyrant = 22+
Finneas = 22
Woman = 21

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