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(Male Windling Wizard first circle)

Can't access the map.
Also when is my next turn?


Fenswalder Twoflower wrote:

Can't access the map.

Also when is my next turn?

Map should be fixed now, It's the player's declaration/initiative phase, so please, proceed. I posted to the discussion page about spellcasting, so if you haven't read it, please do so.


Glottal Cha continues his assault on the remaining Cadaver Man.
Init 1d12 ⇒ 12
Sword attack 1d8 + 1d6 ⇒ (7) + (5) = 12
Sword damage 1d10 + 1d12 ⇒ (5) + (11) = 16


Does Init use a bonus die too?
If yes, then here it is. Init bonus 1d12 ⇒ 8


Yes, Initiative dice explode, almost every die in ED explodes. So you're most likely going to act first.


I feel a lot better about our small party now Glottal Cha is here; he's a one-troll wrecking ball ;) I'm kinda glad he didn't take me to task for my poor artisan check when we met!

Solonchak, sensing that the tide of battle is turning, watches, hoping that Glottal Cha's brutal assault is enough to at least focus the Cadaver Man's attention on him, if not destroy it outright. He waits for a chance to take out something sharp, with which he will try to cut the bonds of the two prisoners and lead them away from the fight.


Garrett:

Garrett slings his bow, draws his blade and closes with the last cadaver man, not wanting to accidentally shoot his ally.


Fernswalder waiting on you,

Sytaz I'll go with you closing if you're not going to declare something else since there's still one Cadaver man remaining, so we can hurry the game up.

The Cadaver man will be attempt to attack the troll looming over it. I=1d6 ⇒ 4 unless it gets knocked down...


Glottal Cha is ready with an Avoid Blow when the Cadaver Man attacks.

(Male Windling Wizard first circle)

Feswalder continues to weave the Flame flash.

Flame flash:
Thread waeving 2d6 ⇒ (4, 1) = 5
Spell casting 2d6 ⇒ (1, 1) = 2
Effect: 11/Physical 1d10 + 1d8 ⇒ (8) + (2) = 10

Blew it again.

(M T'skrang Archer)

Txoro of Barsaive wrote:
there's one left you know? Map is current.

I know, but I didn't want to start shooting into melee (I don't know if the rules care about that or not) and I was confident he'd be taken down so I want to move forward to the cave to see if there are more inside.


Will update map later today

Glottal Cha levels a wicked chop into the side of the cadaver man's head, slicing a large chunk off the top of it's skull as Fernswalder continues to attempt to pull the threads of a spell together. Garrett closes with the Cadaver man, while Sytaz slinks closer to the entrance of the cave and Solonchak bends down to attempt to free the prisoners, with no sharp instrument at hand, he eventually decides to pulverize the rope, and after a few smashes of his good hand against the ropes and the trees the rope is tattered enough to break. While Solonchak is dealing with the ropes, the Cadaver Man seems to have actually felt the pain of it's previous death and flies into a rage. It begins to Flail wildly at its tormentor. The first attack deflects off of the armor, the second attack hits Glottal below the belt (roll knockdown test TN:3+DMG taken[8]=11). The third attack misses completely while the last attack harmlessly bounces off the armor.

Spoiler:
Attack: versus PD9
1d12 ⇒ 12 roll extra d12
1d12 ⇒ 12 roll extra d12
1d12 ⇒ 8 miss
1d12 ⇒ 9 (average=hit)

Add to first 12 1d12 ⇒ 1 = 13 (average=hit)
add to second 12 1d12 ⇒ 6 = 18 (armor defeating)

Dmg
attack 1, 1d10 ⇒ 5
attack 2, 1d10 ⇒ 8
attack 4, 1d10 ⇒ 2

Hmm the dice coding is a bit rough, I tried to add the other 1d12 behind the first, but it didn't like that. I then misread the first one as getting a second 12 instead of seeing it was the original 12.

Glottal takes 8 total dmg. (Roll knockdown test versus TN 11) You can roll to avoid the blow at TN18. and take the strain of 1 for the attempt. It's a tough roll, and whether or not you make it you still take the strain.)


Knockdown 1d12 ⇒ 2
Avoid Blow 1d8 + 1d6 ⇒ (3) + (2) = 5

Had to try... :)
Glootal Cha grunts as his breath is knocked out of him and falls to the ground.


Indeed...

wait I got my rules mixed up, you're not on the ground, knockdown is for a wound suffered, not an Armor Defeating hit. As a secondary note, you can take a point of strain to stand and perform a non-move standard action.


Ok, cool. Are we at a new round now?

(Male Windling Wizard first circle)

Init = 1d10 ⇒ 2

Flame flash:
Thread waeving 2d6 ⇒ (2, 5) = 7
Spell casting 2d6 ⇒ (6, 2) = 8 1d6 ⇒ 3 total = 11
Effect: 11/Physical 1d10 + 1d8 ⇒ (9) + (8) = 17 1d8 ⇒ 1 total = 18

"About damm time!"


Glottal Cha continues his assault on the remaining Cadaver Man.
Init 1d12 ⇒ 6
Sword attack 1d8 + 1d6 ⇒ (8) + (1) = 9
Sword damage 1d10 + 1d12 ⇒ (9) + (7) = 16


Fenswalder Twoflower wrote:

Init = 1d10

Flame flash:
Thread weaving 2d6
Spell casting 2d6 1d6 total = 11
Effect: 11/Physical 1d10+1d8 1d8 total = 18

"About damm time!"

As I said in the discussion thread, thread weaving and spell casting, don't normally go off in the same round, though I had a GM who allowed it for a strain cost. Let's say 1 per circle of spell cast.

(M T'skrang Archer)

Sytåz straps his bow on his back, draws a pair of knives and heads into the cave.

Dice Rolls:

Init: 1d12 ⇒ 11

(Male Windling Wizard first circle)

Fenswalder Twoflower wrote:

Init = 1d10

Flame flash:
Thread waeving 2d6

"About damm time!"

And Init for next round = 1d10 ⇒ 9


Solonchak will quickly check the 2 prisoners to see what sort of condition they are in - nothing more than a 'if they don't get medical help something bad will happen'

Physician 2d6 ⇒ (6, 5) = 11

Re-roll 6 1d6 ⇒ 2

Gives a total of 13


GARRETT: (Hopefully the last post for the puppet, since final Super Star entries are in now.)

Garrett attacks the creature with his dagger from the flank.

Attack: 1d12 + 2 ⇒ (10) + 2 = 12
Damage: 2d6 + 2 ⇒ (4, 5) + 2 = 11

Initiative: 1d10 ⇒ 9


Sytåz begins to move into the cave as Fernswalder screeches, weaving his hands about, making whooshing noises and releases a flash of flame at the cadaver man. Almost at the same time, Garrett sinks his dagger into the backside of the construct. Glottal Cha lops the head off the cadaver man as it begins to fall.

Spoiler:

Cadaver man attempts to attack Glottal Cha,
Initiative:1d6 ⇒ 4

Solonchak gives a once over of the two captives he freed, they appear to be roughed up, but uninjured, perhaps a bit in shock.


Once the last of the cadaver men outside have been dealt with, Solonchak will go to the other 2 captives, free them, and check them out for wounds as well. He will tell the others he will look after the 4 woodsmen out here while they go into the cave, but if they need him, just shout and he'll get there ASAP.


"Good idea Solonchak.
Let's get the last lumberjack back."
Glottal Cha follows Sytåz.


As Sytaz leads the way into the cave, Solonchak moves to untie the other prisoners.

Those in the Cave:

Spoiler:
You slip into the cave, all you can really hear is a deep chanting, possibly from an Obsidimen or Troll.

Solonchak:

Spoiler:
As you're untying the others, the Dwarf Gram, begins to tel you his tale.

"The cadaver men attacked us as we were eating, we were surrounded and stood no chance as we were dropped into pure magical darkness, the humans were completely blinded and went down almost immediately, the orks and I didn't stand a chance after that. "

"On the way, the horse got spooked and kicked one of the cadaver men in the head, that caused it to fly into a rage, and it beat Geleem to death. Somehow the troll controlled the foul thing with a booming command, but it was too late. He then slit Geleem's throat, collecting the blood and removed some of his organs. He then bandaged the cadaver men's hands, to prevent future accidents. No more accidents occurred though, and when we arrived here, we were bound, while the troll went into the cave. An hour before you arrived, he took Tartuk and the horse into the cave. First we heard the horse scream in pain, then nothing until Tartuk screamed..."

Lintak pipes in: "You should go help the others. There's a lumberjack axe behind this tree, as I see you lost your weapon."

Geleem's story took a couple rounds, ask any questions you might have as well.


Is this a good time to come back? I would understand if you didn't.. but just checking if I should get caught up and resume my duties? Except for voting, the contest is over for me now..


Garrett wrote:
Is this a good time to come back? I would understand if you didn't.. but just checking if I should get caught up and resume my duties? Except for voting, the contest is over for me now..

It would be a most excellent time, the last post I did for you I said I hoped it would be the last


You have been more than patient with me Txoro! Thanks for letting me have the time to do the contest. So puppet time is over! I'm going to assume that Garrett stayed with Solonchak, but I am going to transition to the other scene

Garrett listens to Gram's tale, and then puts his hand on the obsidman's shoulder. "You did good," he praises his friend briefly. He nods at the dwarf. "But he's right. We have to get in there and put an end to this because this troll they're describing is gonna be worse."

Garrett takes his dagger out and tosses it down at Gram's side. "Once he has you untied, you start freeing all the others. Find a defensible position. If you see any sign that we're in bad trouble, then get these people towards town. It's that way." He'll turn and point in the proper direction, having been sketching a partial map and watching the landscape on the way to the point where they are now. "If it sounds like we're okay, wait for us to escort you back. Use your best judgment."

Turning to Solonchak, "Grab the axe. I'll see you inside."

With that Garret heads inside after the others.


With bow and arrow loose in one hand, Garrett catches up to the others. With a finger to his lips he motions them to remain silent. Then he points to the ground and then to himself, ending with a twiddle of two fingers to emulate walking.. signalling that he's going to walk ahead and stay here.

Then with no perceptable noise at all he starts to pad his way forward, not so much making it a hint of noise over the loose earth and stone under his feet.

Silent walk, base roll d12
1d12 ⇒ 10

He'll creep forward and see if he can spot the individual chanting.

Let me know if I need to make another roll. I have good perception and Search Talent

(M T'skrang Archer)

Sytåz brazenly heads toward the chanting, his two knives in hand.


Solonchak looks helplessly at the axe... Then follows Garrett into the cave.


Glottal Cha follows his two comrades towards the chanting making sure his sword does not hit the walls on accident.


CAVE

Spoiler:
The entrance tunnel is approximately 12' high in most places, thought it drops to a little over 9' high in some places. (though you note some rubble on the ground where some shorter locations may have been "remodeled") There's the acrid smell of iron in the air, and the air feels charged, you're not sure if the hair standing up on the back of your neck is from the static in the air, or anticipation of the horrible encounter about to occur. The light filtering in from outside is almost gone, and those without heatsight are having trouble seeing.

Those with heatsight:

Spoiler:
You see a warm glow in the cavern ahead it appears to be a pool of sorts. The liquid is hotter than the cavern.


Sytåz wrote:
Sytåz brazenly heads toward the chanting, his two knives in hand.

Just to be clear, Garrett is using an Adept Talent to move silently, to scout ahead and gather some intelligence on they're about to face, after making his intention known. Is Sytåz staying right behind him? Following up at a distance? I just want to know the right way to interpret this.

Edit: Well, in the absence of heat vision, it might not matter because he might not be able to advance anyway. While I was posting this Txoro posted. I'm still curious though.


Map for those WITHOUT heatsight

Map for those WITH Heatsight

Sytåz was the first in, he was heading in when everyone else was still finishing off the last cadaver man. Though he had to stop when the light went away.


Txoro of Barsaive wrote:
Sytåz was the first in, he was heading in when everyone else was still finishing off the last cadaver man. Though he had to stop when the light went away.

Fair enough. I jumped the gun. Was just trying to get back in action, and I moved too quickly. My apologies to deinol.


Garrett wrote:
Txoro of Barsaive wrote:
Sytåz was the first in, he was heading in when everyone else was still finishing off the last cadaver man. Though he had to stop when the light went away.
Fair enough. I jumped the gun. Was just trying to get back in action, and I moved too quickly. My apologies to deinol.

Don't worry about it. We're at the last encounter of this intro adventure, from here, I'm half-wining it, half working it into other adventures, and some LEGEND points will follow soon. (Got my Namegivers of Barsaive today!!! Woooo...)


Glottal Cha taps Garrett on the shoulder whispering, "Massive chamber ahead some kind of heated pool at the back. We need light sources."

(Male Windling Wizard first circle)

"I have someting that would light someone up like a torch but it only lasts about a minute, otherwise I have some candles."


At Glottal Cha's words, Garrett leans his bow up against the rocky wall, and hastily unslings his pack. Unlacing the top, he opens it up and withdraws a couple of torches. With a nod to Glottal Cha, "I'll carry one till we get around the corner and then toss it to the ground. Hopefully we'll be able to see well enough to fight. I can swing a sword, but its not my best weapon." He refers of course to the longbow

He turns to Fenswalder and whispers, "Duly noted friend, but I don't suppose you could light these fast? Save us messing with the flint?"


Heatsight:

Spoiler:
You see something stirring in the liquid of the pool as the chanting reaches a crescendo and suddenly stops.

The chanting reaches a crescendo and suddenly stops.


"I think our time is up. There is something moving in that pool."

(M T'skrang Archer)

Sytåz whispers impatiently, "Give me light and I will attack, we need to move quickly."

He edges forward, following the left wall, creating an opening for others to pass.


You get the torch lit everyone can look at the Heatsight map now

There's more movement in the pool as something rises from the pool, dripping a thick ichorous liquid the crimson color of blood. The creature towers more than the height of a troll, axes protrude from its arms, and as the construct stands, you see it stands upon a horses legs...

it suddenly sets in...

A Booming voice echoes through the cavern, "You're too late, I have given birth to a most beautiful creature, the infusion of man, beast and metal...I shall do the same to you once you fall to my "Beauty"


"Garrett let's get that beast. Everyone else go get that voice."
Glottal Cha charges the beast.


Running (pg. 225) You can make a double move action by spending your standard action, while running you are Harried (pg. 227) -2 penalty to Action Tests/Physical&Spell Defense. I'll just make sure to post rules as they come up.


yep, I'm running.


Glottal Cha Cliffchaser wrote:
yep, I'm running.

OK. Everyone else post your actions, then roll intiative. Make sure you roll Init after you state your action, I will roll it if you forget, to keep things moving.

GM Only:

Spoiler:

"Beauty" will attack the closest living thing. Initiative: 1d10 ⇒ 9
Landras will begin to weave the thread for Ethereal Darkness. 1d6 + 1d8 ⇒ (1) + (2) = 3 I:1d8 ⇒ 7

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