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Shadows in Freeport (Inactive)

Game Master baldwin the merciful


651 to 700 of 944 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

DM:
It's a standard to activate fly. Can I grab Sweet and Fly/Run action straight up?


M Human Oracle 3

Sorry about no response, I was tied up with other things.

Icabhod gets about 5 feet from the edge and casts Enlarge. Swelling in size, Icabhod turns to the others. I can try to bash open the pit. DO we have anything else that can help?


Evil GM

After everyone Shine and Norjan have tossed their ropes and Riggs has come up with a quick assessment of the trap, Icabhod begins to cast a spell.

Icabhod your perception was slow with an 11, so your action is after the others reacted. Enlarge is a full round action.


Evil GM

Varrel:
Sweet is impaled on the spikes, to remove him is going to take a standard action and DC15 Heal check or a CLW potion or he is taking 3 HP of damage (a HP for each spike). You are shaken -2 Att, saves, skills and ability checks.

Sweet and Varrel:
You hear a whooshing sound as something flapping approaches. Sweet you are impaled and You can make DC15 Heal check or you will take 3 HP of damage (1 HP per spike) to remove yourself.

I'm going to hold up here for a bit to let Sweet check in. He has a lot to digest and some saves to make. The two of you are about to get into an initiative.


Evil GM

Those party members above ground can mkea perception check.


M Human Oracle 3

Per: 1d20 + 8 ⇒ (17) + 8 = 25


Evil GM

Icabhod in your enlarged state you can peer into the indentation. You see both ends of the ropes laying on the ground within the hole. The indentation is 2 feet deep and you don't see the seals of the trap door. It is very wet and muddy.

As you look you can feel the ground rumble a bit behind the group. its the same shake you've felt when the worm approaches.

I'll roll out initiative soon. Going to go gym.


HP 9/9 | AC 13/13/10 | F+3, R +3, W +2 | Init. +7, Perc. +0, Sense Motive +0 |

Perception 1d20 ⇒ 3

Riggs approaches the indentation no closer than a good 5' from the outer edge of where the hole opened up, giving it a wide area, in case it can be reset and open up again.


M Human Oracle 3

This indentation is two feet deep and I cannot see any seams and both ends of the rope are laying on the ground in the hole.The worm is returning!


F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)

Percpetion: 1d20 + 9 ⇒ (18) + 9 = 27


Evil GM

Shine the worm pops up twenty-five feet behind the group in the middle of the driveway.

Norjan's Perception: 1d20 + 10 ⇒ (3) + 10 = 13

The worm, Shine and Icabhod will act in the surprise round. Norjan and riggs can join in RD1.

Surprise round:

worm: 1d20 + 5 ⇒ (15) + 5 = 20
Shine: 1d20 + 1 ⇒ (14) + 1 = 15
Icabhod: 1d20 + 0 ⇒ (17) + 0 = 17

Worm
Icabhod
Shine

Initiative:

Norjan: 1d20 + 5 ⇒ (15) + 5 = 20
Riggs: 1d20 + 6 ⇒ (18) + 6 = 24

RD1:
Riggs
Norjan
Worm
Icabhod
Shine

MAP

I did not add the map with the porch and mansion. I simply didn't want to spend time trying to manipulate multiple maps to blend together. The western edge of the hole backs up to the first step to the porch.


Evil GM

Sweet and Varrel:

Initiative but note Sweet is still impaled.

Creature: 1d20 + 5 ⇒ (5) + 5 = 10
Sweet: 1d20 + 11 ⇒ (6) + 11 = 17
Varrel: 1d20 + 1 ⇒ (2) + 1 = 3

Order:
Sweet
Creature
Varrel

I will put up a map soon after you do something for a light source.


Init +11, Perception +12 (+15 vs. traps), Disable Device: +19 (+22 vs traps), AC 21/16/16, CMD: 15, HP 58/58, Fort: 6, Ref: 12, Will: 5

Battle Below:

HP: 58-12-3=43
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Will: 1d20 + 5 ⇒ (2) + 5 = 7
Perception: 1d20 + 12 ⇒ (20) + 12 = 32

Sweet pulls herself off of the spikes causing sharp pain. Flank it with me warrior.


Evil GM

DM, Worm attacks:

It is closer to Shine and Riggs so they ahve a higher probability.
1 -2=Shine, 3-4=Riggs, 5, Icabhod, 6=Norjan

1d6 ⇒ 4

The worm attacks Riggs with its breath weapon.

Riggs, Reflex DC17 for half damage: 8d6 ⇒ (4, 3, 4, 3, 3, 2, 1, 4) = 24

As the acid streams forth in a vicious line at Riggs.


Evil GM

Sweet take a few minutes and read all of that is happening. Make sure you do the rolls requested and note your position.


M Human Oracle 3

Icabhod casts Divine Favor on his battle axe(+2 hit +2 damage) and moves to M47


Evil GM

Sweet and Varrel:
Whatever is attacking you its coming from above you. To get off the spike and stand up is your whole action in the round. It is dark in what appears to be a cavern.

1=Sweet, 2=Varrel
creature: 1d2 ⇒ 2

The creature dives towards Varrel and bites at him, large wings whoosh.

bite: 1d20 + 10 ⇒ (1) + 10 = 112d6 + 5 ⇒ (3, 2) + 5 = 10

It misses terribly but does not hit the ground. Whatever is attacking you has a large wingspan.

dex check to avoid hitting ground: 1d20 + 5 ⇒ (8) + 5 = 13

You can make knowledge arcana.
Varrel still has an action this round.


Male Human Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10

Seeing the worm reappear, Norjan drops the rope, turns around and double moves back to the worm while drawing his picks again.

I believe the ground is difficult. If not, I will charge and attack.

Swift Action: Start Crane Style
Move/Standard: Double move to M44.

If the ground is not difficult, I will charge and attack.

This time it is you and me worm.


HP 9/9 | AC 13/13/10 | F+3, R +3, W +2 | Init. +7, Perc. +0, Sense Motive +0 |

Reflex 1d20 + 6 ⇒ (9) + 6 = 15

Riggs wasn't prepared for the gout of acid exploding on him. He ducked away to no avail, as he felt himself burning from the acid.

HP20/44


Evil GM

Surprise Round recap:

Worm - attacked Riggs 24 HP full damage.
Icabhod - cast divine Favor
Shine

Shine still has her Surprise round action.
Riggs took full damage with the missed reflex save.

RD1:

Riggs - casts fly and is up 30'
Norjan - Double moves to M44.
Worm
Icabhod
Shine

Remember it is still difficult terrain because of the mud.


HP 9/9 | AC 13/13/10 | F+3, R +3, W +2 | Init. +7, Perc. +0, Sense Motive +0 |

Not wanting to suffer another acid blast, Riggs searches his mind for a few arcane words, and he again takes flight, 30' in the air.

Cast Fly.

Rd 1. HP 20/44


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

DM and Sweet:
Varrel traded his racial low light vision for Darkvision. He can see....
Varrel sees Sweet trying to extract himself and delays so he activates his FLIGHT HEX and says, Grab on to me I'll fly us out!, the uses his move to stand adjacent and touch his ally so he knows where to grab.
Intention for next round is fly up and out. Hustling while flying to make total distance in one round.


F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)

Growing tired of this worm and seeing Icabhod closing, Shine calls upon her goddess to burn her enemy.

Fireball: 7d6 ⇒ (3, 2, 2, 3, 4, 2, 3) = 19 Reflex Save = 16 for half

She will call out to Riggs Do not get too far from me if you want healing.

The bless spell should still be active. +1 to hit and +1 vs fear.


Evil GM

Varrel:
I didn't catch the racial variant in your build with the eyesight. I'm not going to permit the change...sorry. I've tried to keep the core races build, never been to keen on all the variations.


Evil GM

Reflex Worm Save: 1d20 + 1 ⇒ (19) + 1 = 20

The worm hisses and slithers as the fireball hits, avoiding some of the damage.

The surprise Round is now complete.


M Human Oracle 3

Just some adjusted stats due to Enlarge and Divine Favor,Magic Vestment and Magic Circle against Evil, and Bless.

AC 23 (+7 Armor +3 shield) FF 23 Touch 11
+1 Battle Axe +12 2d6+7 x3
10 Ft. Reach


Evil GM

The worm takes a bite at Norjan.

bite: 1d20 + 14 ⇒ (7) + 14 = 212d8 + 10 ⇒ (2, 5) + 10 = 17

acid damage: 1d6 ⇒ 6

Not sure if that hits you with you fighting style.


M Human Oracle 3

Icabhod, seeing that the ground is still quite difficult, double moves to M45 so he can strike over Norjan when he able to next round.


F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)

Shine will move to K-49 and cast Product flame, throwing her first flame at the worm.

Range Touch: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 171d6 + 5 ⇒ (4) + 5 = 9 6 flame attacks remain.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22
baldwin the merciful wrote:

Varrel:
I didn't catch the racial variant in your build with the eyesight. I'm not going to permit the change...sorry. I've tried to keep the core races build, never been to keen on all the variations.

GM and Sweet:
That's cool. I'll change the char sheet. Since they landed together is it cool for Varrel to be next to Sweet?

Varrel again waits, for sweet to grab on to him. With the rogue Piggy backing, the Magus double moves straight up towards the point of light above them created by the Trapdoor.


Evil GM

Varrel and Sweet:
I actually assumed that the two of you landed near one another. I'm not sure if you have torches or sunrods but feel free to add a few to the character, since that change was made.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

GM:
It's cool. Varrel has the LIGHT spell prepped. I haven't cast it cause I assume the trapdoor is visible as a point of light above them. Varrel has BLINDFIGHT as well so whatever they face gains no special advantage by being concealed/invisible.


Init +11, Perception +12 (+15 vs. traps), Disable Device: +19 (+22 vs traps), AC 21/16/16, CMD: 15, HP 58/58, Fort: 6, Ref: 12, Will: 5

Battle Below:

Sweet grabs Varrel with all of her might and holds on.


M Human Oracle 3

Too bad I forgot I had Blind-Fight when we got hit by the ash-storm earlier. Could have been useful.


Male Human Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10

DM Baldwin:

I did not post it this time, but my plan is to always be fighting defensively as I have in all the battles up until this time. Can we just assume that I will be fighting defensively unless I specifically state otherwise?

In this case, Fighting Defensively I would have an AC of 25. If not, my AC would have been 21.

Your call, my intention was to fight defensively, but I did not post it.


Evil GM

Norjan:
I've got a ton of stuff to track in this game and the other one that I run, so I will do what I tell my players in my RT time. It's the players responsibility to tell what their character is doing. I prefer not to assume anything. This is consistent with game rule #4, where I mentioned that I will take an AoO if the player isn't specific with their move coordinates. I don't assume a player is going to move in a particular manner.


Male Human Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10

DM Baldwin:

No problem.

Round 2

Norjan sheathes one of his picks and begins to attack all out with the other.

Normal fighting, not defensive.

AC 21

Attack-Heavy Pick-PA: 1d20 + 12 + 1 - 2 ⇒ (10) + 12 + 1 - 2 = 21
Damage: 1d6 + 12 ⇒ (1) + 12 = 13


Evil GM

Battle Below RD2:

RD1 recap-
Sweet: Removed self from the spikes and stood up.
Creature: The flying creature dived and missed.
Varrel: Activates Fly

RD2:
Sweet - Grabs on Varrel
Creature - bites Varrel for 22 HP.
Varrel -

The trap door is somewhere overhead but it is not visible. I applied the light source from Varrel's spell BEFORE I realized he had not cast it yet. So you don't actually see what is attacking you, sound only, nor do you see the shape of the pit/cave you are in.

RD2 Battle Below


Evil GM

Battle Below RD2:

bite at Varrel: 1d20 + 10 ⇒ (20) + 10 = 302d6 + 5 ⇒ (4, 3) + 5 = 12

Confirm Critical
bite at Varrel: 1d20 + 10 ⇒ (14) + 10 = 242d6 + 5 ⇒ (4, 1) + 5 = 10

Varrel's flesh is torn from above.


Evil GM

RD1: RECAP

Riggs - casts fly and is up 30'
Norjan - Double moves to M44.
Worm - bite Norjan 17HP plus 6HP acid
Icabhod - double move to M45
Shine - moves to K49, cast produce flame. Range Touch, 9 HP.

RD2:

Riggs -
Norjan - hits worm for 13HP of damage.
worm - bit Norjan 12HP, plus 5 acid damage.
Icabhod -
Shine -

WORM MAP RD2


Evil GM

RD2:

The worm will take a second bit of the tasty human fighter, Norjan.

bite: 1d20 + 14 ⇒ (11) + 14 = 252d8 + 10 ⇒ (1, 1) + 10 = 12

acid damage: 1d6 ⇒ 5

Ripping more flesh form his body leaving the burning feeling of acid behind.


Male Elf Magus 11 AC27/T16/FF23,+4 spell, HP23/81, F14/R11/W12 +2vs Enchantment, Init +4, Perception +22

Fight below:
Having taken a solid hit Varrel casts LIGHT on his armor and realizing (finally) the trapdoor is apparently closed, tells Sweet to let go and flies 10feet straight up, hoping to allow the rogue time and space to draw a ranged weapon. Under the light and finally seeing the creature, Varrel thinks if he has ever seen it's like.
Knowledge: Arcana1d20 + 10 ⇒ (14) + 10 = 24


Evil GM

Battle Below:
Varrle you've heard of this type of creature, its called a Doom Bat, it is a large creature with 10 foot wing spans. It loves living flesh and hunts in the dark, it has lowlight, darkvision and blindsense so it is quite capable given its senses. The creature fights with its bite, and tail plus it shrieks which you've herd and are under the influence of. It is yips constantly, as freeaction, which makes anything requiring focus very difficult to concentrate on (17+spell level Concentration check)

With the light spell, there are two passages branching off the cavern you are in.


HP 9/9 | AC 13/13/10 | F+3, R +3, W +2 | Init. +7, Perc. +0, Sense Motive +0 |

Riggs fires off a bolt of fire at the worm. He then reaches in his belt and pulls out a potion, to drink next round.

Scorching Ray Ranged Touch w/Bless Attack1d20 + 6 ⇒ (15) + 6 = 21
Damage 4d6 ⇒ (6, 4, 3, 5) = 18

Round 2 20/44 HP.


Evil GM

The worm screeches with pain from Riggs scorching ray.

Icabhod and Shine have actions remaining in RD2.


Male Human Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10

DM Baldwin:
]I deflect the blow with Crane Wing. This is why I am fighting with one pick. I should take no damage this round.


Evil GM

Norjan:
thanks, you know your character better than I do, continue to tell me when this occurs. I'm simply looking at you AC line.

Question for Norjan:
I see the following description: Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.

This discusses deflecting "one melee weapon attack" but the worm is attacking with a natural weapon, not a melee weapon. Do you have citation that supports that a natural weapon is a melee weapon?


Male Human Fighter(Two Weapon Warrior)/4 - Monk of Many Styles/2 - HP: 58/58; AC 20, FF 17, T 13; F+9,R+8,W+6/7; Init+5; Per+10

DM Baldwin:

Yes and no.

It does include natural weapons per Sean K. Reynolds.

Crane Wing discussion

I was hesitant on taking it at the time until I had verified this as I assumed than there would be many monsters without weapons.

On the flip side, I royally screwed up. The reason that I stopped using the second pick was so that the Crane Wing would work, but then I forgot to switch to fighting defensively like I usually do. The whole reason for only using one pick was to get the benefit of Crane Wing. Oh well. For this round, I will take the damage and then make sure that I do this correctly in the future.

Round 3
Realizing that his tactics are slightly off, Norjan switches to a more defensive manner of fighting and attacks again with his pick and bare hand.

Attack-Heavy Pick-PA: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 12 ⇒ (3) + 12 = 15

Attack-unarmed-PA:1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 9 ⇒ (1) + 9 = 10

Fighting Defensively: AC23

Unfortunately both his blows are less than accurate.

Swift Action: Begin Monkey Style


Init +11, Perception +12 (+15 vs. traps), Disable Device: +19 (+22 vs traps), AC 21/16/16, CMD: 15, HP 58/58, Fort: 6, Ref: 12, Will: 5

Battle Below:

As a free action, Sweet lets go of Varrel as he flies away from the bat. Sweet, still in melee with the large bat and now being able to see, draws her short sword and attacks.

1st: w/ Pirhana Strike Attack:
1d20 + 8 ⇒ (1) + 8 = 9

w/ Pirhana Strike Damage:
1d4 + 10 ⇒ (1) + 10 = 11

2nd: w/ Pirhana Strike Attack:
1d20 + 8 ⇒ (17) + 8 = 25

w/ Pirhana Strike Damage:
1d4 + 4 ⇒ (2) + 4 = 6


Evil GM

RD2: Mid-RD summary

Riggs - hits for 18HP of damage, scorching ray.
Norjan - hits worm for 13HP of damage.
worm - bit Norjan 12HP, plus 5 acid damage.
Icabhod -
Shine -

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