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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber. Pathfinder Society Member. 4,922 posts (5,683 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 18 aliases.


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Set wrote:
Bjørn Røyrvik wrote:
First CA is the better of the two. WS was good, but I just loved the feel of TFA, stupid ending aside.

Ditto. I didn't like the ending of Cap 1, because it put a nail in my dreams of there being an Invaders movie.

I don't think that was ever going to be in the cards. The android Human Torch would be pretty close to the FF Human Torch that I'm sure some kind of legal complaint would have been lodged. And it's my understanding that Marvel shopped out the Submariner's movie rights and doesn't currently hold them.

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Krensky wrote:
Again, like Jeff said, this will have almost no relationship to the comic Civil War story line.

Thank goodness for that. When they announced it as Civil War, I was really worried it would be them trying to distill the superhero registration story into a movie. But a split among Avengers (a "civil war") because of something to do with Bucky, I'm on board.

Victor is able to quickly determine that there are several magic items and other curiosities among the bodies.

The priests each wear magic breastplate armor and carry a masterwork scythe and a potion of cure moderate wounds. So 4 of each of those.

Doctor Davaulus has a magical rapier, magical amulet, magical mithral shirt, magic potion, and another magic flask labeled "elixir of true healing". He also has a weird device with a single button on it.

With Victor and Terri helping Cassandra look at the vats, there is still little concrete information immediately available. If anybody documented what was going on here, they left those documents elsewhere. However, with priests of a goddess of disease about the place, it's obvious that this is not healthy.

When it comes to healing potions, I'll pretty much identify those right away. I'd say they're standard enough to be readily available.

Happy Thanksgiving to everyone [who celebrates it].

Happy Thanksgiving to everyone [who celebrates it].

Oh, yeah. Davaulus's fate is indeed sealed. He falls to his knees with Wednesday's first blow. The two follow-ups pretty much tear him apart.

The vats are probably a good 1,000 gallons each and contain a viscous, phlegm-like fluid that bubbles and froths as it heats and concentrates. Exactly what it is will probably require some alchemical skill. It sure smells bad, though, even with the doctor's masks. The vats and their contents do, in fact, detect as magic. Some minor transmutation (mostly on the vats), lots of necromancy (mostly in the vats).

Tolenn, I'll give you a choice of doors. Most of them are accessible via the ground floor of this room rather than the catwalk with the exception of the one I've marked in orange. So the one depicted on the map closest to your location is actually on the ground floor.

Not liking the situation at all, Davaulus calls out, "Rolth, I need help down here!"
The apron-wearing wizard takes a quick look at Davaulus's situation, looks at the hasted paladin in his own face, and the star-knife throwing woman too close for comfort, and makes a decision. He takes a five-foot step back away from the paladin and casts a spell. He disappears.

Spellcraft DC 20:
dimension door
Cassandra, this one's a gimmie for you

Davaulus cries out in dismay, "Rolth?!? ROLTH! You bastard! ROLTH!" But he doesn't surrender - he jabs at Wednesday instead.
Rapier 1: 1d20 + 10 ⇒ (4) + 10 = 14
Rapier 2: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d6 ⇒ 6
And though he misses with the first, his secondary attack finds a vulnerable spot. Six points of damage to Wednesday.
Davaulus's eyes narrow looking at Wednesday. "What are you?" he asks.

Party is up

bless and haste in effect
Davaulus: -19 hp, glittery, not blinded, kind of pissed off
Apron wizard: -23 hp, fled

Davaulus quite unhappily takes hits from both of Amira's star knives and Cassandra's grappling hook. And now that he's no longer particularly invisible, he's reassessing his options.

I'll give Wednesday a chance to post an alternative move action now that the priest is down before I move on.

bless and haste in effect
Priest 4: -15 hp
Davaulus: -19 hp, glittery, not blinded
Apron wizard: -23 hp

The attack is sloppy, but Wednesday still manages to just tag the priest (without the favored enemy, haste, and bless, it would have failed). That priest, already badly wounded, falls like a sack of potatoes.
Wednesday could still take a move action rather than the two attacks made unnecessary by killing his enemy.

Don't go counting your chickens yet, Wednesday. Well, actually, the opposite of that metaphor (your chicken losses before the fox damage is assessed?). Because you actually hit on the first attack - assuming your target was the remaining priest.

Looks like it's good time to chime in.
Tolenn - you moved too far for more than one attack again. The haste extra attack only applies if you're not running around. But we'll take the first one as rolled.

Tolenn rushes past the rest of the shellshocked monkeys to get at the wizard in the apron. Her scimitar strikes hard and would have done more damage if not for the magical protections in effect. Sorry, no confirmation on the crit - solid hit though.

He takes a jabbing from Terri's spiritual glaive as well, wincing in pain from the pair of hits - scimitar and glaive.

But the most interesting outcome at this point - Victor's glitterdust spell reveals the glittery form of Doctor Davaulus! His invisibility, while not exactly dispelled, is certainly spoiled.
Will save vs glitterdust: 1d20 + 9 ⇒ (8) + 9 = 17

bless and haste in effect
Priest 4: -15 hp
Davaulus: -4 hp, glittery, not blinded
Apron wizard: -23 hp

And Davaulus is back on the board - any miss chance associated with turning invisible is gone

And for those of you curious, Doctor Davaulus does look a lot like Nick Cage. I get a kick out of the individual portraits that Paizo sprinkles about the books that look a lot like real people. There's a John Goodman out there too.

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CBDunkerson wrote:
IMO Pathfinder is much better about this than D&D was. There are so many different ways to get proficiency with exotic weapons that you seldom need to spend a feat on it. In v3/3.5 I had house-rules to make exotic proficiency less of a burden, but in Pathfinder I haven't seen the need.

I'm not entirely sure that's a positive because it means the extra benefit of some of the exotic weapons (and I agree with Zhayne that superior would have been a more consistent designation) is largely avoided. I suppose you could argue it limited your choices, but chances are there's some other uncompensated benefit for making that choice as well. And that doesn't exactly undermine the idea that the game design principles exhibited by the exotic weapon proficiency are inconsistent.

CBDunkerson wrote:

As to the large number of weapons leading to some being 'useless'... I disagree. Even if we accepted (I don't) that there are some which a PC would never buy, because an option which is superior in every way significant to them is available, the variety is still useful for GMs;

Trying to find the right weapon to base an improvised weapon off? It helps to have more than just the 'best' option in each category. Want to introduce a cult with weird traditions? Having an unusual weapon type helps differentiate them. Players have lost their equipment and need to scavenge to survive? Let them get hold of some weapons they wouldn't normally use. Et cetera.

On these points, I completely agree.

I've also added a little scrolly shape to indicate the current location of the spiritual glaive cast by Terri

The monkeys tear at the man in the apron's face, hair, clothes, and body. You hear a clatter as something metal lands on and then skitters around the catwalk, apparently pilfered by one or more of the monkeys.
Swarm damage: 2d6 ⇒ (4, 1) = 5
Fort save: 1d20 + 7 ⇒ (16) + 7 = 23
Steal: 1d20 + 9 ⇒ (16) + 9 = 25

The man in the swarm, however, seems pretty determined to soldier on. He has the presence of mind to get out of the immediate swarm before he casts a spell, but then he evokes a bolt of lightning that blasts through the swarm of monkeys, the illusory shadow, and hitting Tolenn.
Lightning bolt damage: 8d6 ⇒ (2, 5, 2, 6, 6, 2, 3, 4) = 30 Save DC 17 for half

Monkeys die in droves, leaving just a relatively few dazed survivors on the catwalk (even with a successful save, they still take 22 points of damage which disrupts the swarm).

The final remaining priest, alone yet fanatical, strikes out at Wednesday even though his prospects for survival are really low. But any hope he has fails, at least on this attack.
Priest 4: 1d20 + 3 ⇒ (10) + 3 = 13

Doctor Davaulus does his best to dodge away from the shadow creature as it lunges for him and is clocked by the spiritual glaive. But it's Cassandra's appearance with Tolenn that seals the deal. Rather than face the shadow and Tolenn, he makes a break down the catwalk steps and casts a spell... and disappears!

Spellcraft DC 17:

I'll mark Davaulos's last move and position so everyone can see what transpired when they check in on the game.

PCs are up!

Bless and Haste are in effect
Surviving Priest: -15 hp
Apron guy: -5 hp
Davaulus: -4 hp

Cassandra, sending the monkeys after the caster on the catwalk is part of your last round's casting action. You could still take a standard action this round if you wanted.

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Or engaging in marketing like that is a lot more fun than the traditional movie press junket.

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Melkiador wrote:

I just can't understand why anyone who isn't currently DMing an AP would want to subscribe to the AP line though. Maybe it's just a difference in personality, but I don't feel like my leanings are unusual. Personally, I have witnessed DMs subscribe to an AP when they start DMing and then cancel the subscription when it gets too far ahead of the campaign.

I've been a subscriber since, well, I'ma charter subscriber to the AP line. And do you know how many we've actually run? Two full paths, though I am currently running two more, different ones online.

But do you know how many I've enjoyed reading? All of them so far. All of them have given me ideas that I believe have helped my GMing.

That said, I have subscribed to other parts of the Pathfinder lines including Companions, but in the interests of my budget, I stepped that back and now just buy them singly from my FLGS or online based on specific content I want. In the case of the APs, though, I still want those because the content changes so much from AP to AP that they are still interesting.

Oh, and since I didn't mention it (and as these two eager beavers demonstrate), party is up!

Tolenn fails to break through the priest's defenses, but Wednesday, who has made it a life's work to understand how humans fight and their vulnerabilities, savages the two priests flanking him, in the case of the wounded priest, slaying him outright.
Then he moves to hammer the final one, though that one manages to remain on his feet.

Bless, Haste both in effect
Priest 4: -15 hp
And I've given Wednesday an appropriate 5 foot shift to enable him to hit the final priest.

The adventurer onslaught quickly imposes a toll on the priests. Tolenn strikes hers hard and he reels but remains standing. Wednesday lays his low with a single, powerful blow. Amira's blade flies fast at an opponent caught flat-footed, but rings off his armor before returning to her hand. She swiftly passes him by, though.
And now, you should have a pretty good idea of the priests' AC. ;)

The priests pull themselves together and move to engage. Catching Wednesday in flank, two priests slash at the melee monster, but to no effect.
Priest 1, flanking: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Priest 3, flanking: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13

The other priest takes his attack at the paladin but proves no better.
Priest 4: 1d20 + 3 ⇒ (3) + 3 = 6

With Amira possibly closing in, the man in the apron casts another spell, the ghostly hand swooping in on Amira to try to deliver the magic. It succeeds and inflicts 11 points of damage!

Spellcraft DC 18:
vampiric touch

touch attack: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 4d6 ⇒ (1, 1, 6, 3) = 11

Davaulus, a bit alarmed at the ferocity of the invasion, also casts a spell. "Hey, you," he directs his comments at Wednesday. "Ever eat a clock? I hear it's time consuming."

Spellcraft DC 16:
hideous laughter

DC 13 will save or fall prone laughing (though not helpless) and it looks like you get a +4 for being an outsider (and not of the SE Hinton variety)

Bless in effect
Haste in effect
Priest 3: -14 hp

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Chengar Qordath wrote:

Agreed in principle that more choices are always good, but at the same time options that aren't worthwhile choices shouldn't really count as options. Ideally, every weapon in the game ought to have something going for it.

They should, at least to a certain degree. You generally don't want one option dominating another one in all ways. That's the primary reason using a bastard sword one-handed requires the exotic weapon feat - without it, the long sword is the dominated option. This is also why there are plenty of martial weapons that dominate simple weapons - they require a new level of feat to use - the martial feat. Questions may arise whether any costs imposed are really balancing. Cash costs aren't balancing past initial character generation. Proficiency feats might be, but there are many exceptions and ways around them with class options, race options, and so on that this is a very haphazard method. It's almost (though perhaps not quite) enough to make one miss the days of 1e/2e weapon proficiencies.

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BretI wrote:

A creative player will find all sorts of uses for summoned creatures.

And when you get into upper level monster summonings, an erinyes has true seeing. They can be very useful... except when the GM plays them up with attitude, then you have to be kind of strict with your instructions. Of course, they're also very easy to communicate with.

Unless there's some magic that makes it no longer cost a move action for you, Tolenn, moving that far is going to prevent you from getting multiple attacks this round. Haste doesn't change that. We'll just take the first attack as given. It's a hit, by the way.
And, Cassandra, haste won't affect a casting time. Your monkey swarm will appear right as you're about to start your next action.

When the doors open (pushing inward), you are all exposed to the stinging scent of harsh chemicals, though the masks you wear do ameliorate the harshness of the odor somewhat. Three huge metal vats, each more than six feet tall, bubble and froth here. A series of sturdy-looking catwalks stretches a few feet over and around the vats, allowing those on the catwalks to attend whatever slurry produces the foul green-brown mist emanating from each gigantic vessel. Circling the upper portion of the room is an elaborate mosaic of white, black, and green stones depicting Urgathoa as a giant half-corpse woman in black veils dancing among the fields of the dead, dying, and undead.

Several people stand about the room - on the ground floor stand 4 armored men wielding scythes (equipped much like the ones you fought in the dormatory just minutes ago). On the catwalks stand two men - the farthest one from the door wears robes and a stained, pocketed work apron. The other, standing along the side catwalk, you recognize as Doctor Davaulus. They all seem to be in a state of high alert.

Amira: 1d20 + 2 ⇒ (2) + 2 = 4
Cassandra: 1d20 + 3 ⇒ (10) + 3 = 13
Terri: 1d20 + 0 ⇒ (3) + 0 = 3
Tolenn: 1d20 + 6 ⇒ (12) + 6 = 18
Victor: 1d20 + 2 ⇒ (8) + 2 = 10
Wednesday: 1d20 + 2 ⇒ (9) + 2 = 11

Priests: 1d20 + 0 ⇒ (2) + 0 = 2
Apron Guy: 1d20 + 2 ⇒ (17) + 2 = 19
Davaulus: 1d20 + 2 ⇒ (17) + 2 = 19

The men on the catwalk are first off the mark. Davaulus shouts out, "You are ruining everything! You don't know how important this work is! Korvosa will be made stronger--a place we can be proud to call home!" He otherwise stands his ground, yet draws his rapier so as not to be defenseless.
The other man, the one in the apron, casts a spell. A ghostly hand materializes near him.

Spellcraft DC 17:
Spectral hand

Everybody in the party is up because, despite some low rolls from the die roller for PC initiative, that die roller really served up a stinker for the priests.

Nudging Cassandra, Wednesday, and Victor

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Terquem wrote:

So now I am trying to figure out how to extract images from PDF files and convert them into jpeg files. I see that Adobe Acrobat can do that, but I do not have $199 to buy a version of that software, and will never steal a copy.

Is there an open source software tool that can extract images from pdf files and convert them into jpeg files?

I just take a screenshot. On my Mac it saves it as a png file. Most apps that can handle jpg can handle png.

Alara's nunchucks whack the dire corby hard, but these creatures are quite ferocious and it continues to try to fight back. Having been injured by both Alara and Piper, it isn't sure who to strike out against most. In the end, he lashes out at the newcomer - the one who tried to strike at him from hiding.
claw 1: 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw 2: 1d20 + 3 ⇒ (9) + 3 = 12 miss
He strikes Alara once for 4 points of damage.

Meanwhile, up the stairs, the injured dire corby moves into the gap left by Masamune and attacks.
claw 1: 1d20 + 3 ⇒ (13) + 3 = 16, miss
claw 2: 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d4 + 1 ⇒ (3) + 1 = 4
He strikes hard enough to do 4 points of damage to Masamune.

The second dire corby also tries to strike at Masamune, but the balustrade offers a little bit of cover. And neither of his attacks are effective.
claw 2: 1d20 + 3 ⇒ (14) + 3 = 17
claw 2: 1d20 + 3 ⇒ (8) + 3 = 11

Ground floor dire corby: -12 hp
Upstairs dire corby 1: -14 hp
Upstairs dire corby 2: uninjured

Ash and Piper - then Masamune, Alara, and Rawnie. I'm OK with posting in any order at this point. It shouldn't matter too much.

Amira can find no traps on the double-doors heading east out of the room. She can, however, hear and smell something. What she senses is obviously blunted by the doors, but she can hear something that sounds like bubbling - like a pot on a vigorous boil - and she can smell an acrid chemical scent.

Crit confirmed!

Masamune grievously wounds his opponent. The dire corby, however, is undaunted.
Rawnie's shot goes wide.

Alara's turn, then the dire corbies.

Ground floor dire corby: -6 hp
First upstairs dire corby: -14 hp

Zombie reflex save: 1d20 ⇒ 11

Focused as it is on getting to and attacking Wednesday, the zombie fails to react quickly enough to the flaming ball on its way to him... and burns.

Combat over!

The difficult terrain shortly fades, leaving the room as it was before - though with 4 defeated zombies lying about. The weird display of animated body parts continues to operate on the other side of thick glass (some of which is a bit chipped up thanks to the stone call spell).

The dire corby at the foot of the stairs is distracted just enough by Ash that he fails to avoid Piper's thrust (given the situation, I'm going to say flanking applies between you two). The bard draws blood, inflicting a substantial wound, though the dire corby seems undeterred.

Masamune, Alara, and Rawnie are up, the the corbies again.

Ground floor dire corby: -6 hp

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D6Veteran wrote:

Context - they are 12 and 13 years old. This is my daughter and here friends and they have played 7-8 sessions with me. I totally got them hooked :)

If they're that young, I suppose you can cut them some slack. One option is to let them recover a bunch of their hit points after a fight without using magic. Basically, house rule a faster healing system. Maybe recover half the hit points they lose in the fight? Or 1 hp per level after every fight? Or a straight 5 or 10 hit points?

Another alternative would be to not throw too much nasty stuff at them. Include encounters they can negotiate their way out of.

Terri's glaive (one of the polearms that does great against zombies) slashes into a zombie's neck. Having taken too much structural damage, the walking dead creature falls to the floor.

Only one zombie is left and it doesn't even seem to notice its fellows have all been destroyed. It has enough self-preservation to avoid the obviously destructive ball of flame and head for Wednesday instead. However, the difficulty of the terrain slows it significantly to the point it can't just shift over and clutch at the warrior. It shuffles and stumbles its way there.

One zombie left and all it can do is shift 5 feet with a 10 foot move action. Post-zombie party is up (Tolenn, Wednesday, Amira, and Victor).

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Suggest one of them use their next feat to get leadership and a healer cohort?

Ultimately, they need to take ownership of their own limitations. So what are they doing to fix their lack of healing?

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GMs are human; they make mistakes. This is OK. You do the best you can without bogging the game down. I tell my players that if we make a mistake and catch it several rounds/moves/whatever later, then the mistake stands, but we'll try to remember to do it right the next time. If we catch it right away, we fix it right away.

In this case, with your players' help, you made a mistake and didn't catch it until some time later. Don't worry about it. PCs are cheap to make. Any players of your that are complaining should lighten up.

Wednesday's token ended up in the wall when I opened the map so I put it in a place that seemed to fit his action. Flaming sphere is marked with a red circle.
Zombie reflex save: 1d20 ⇒ 13
Zombie 1 will save: 1d20 + 3 ⇒ (14) + 3 = 17
Zombie 2 will save: 1d20 + 3 ⇒ (14) + 3 = 17

Wednesday's sword blow lays one zombie low, its toughened hide no match for a slashing blade.

Black smoke billows from the zombie at the door as it too collapses in a heap, the sudden appearance of the flaming sphere being altogether too much for its decaying form.

The remaining two zombies are both bathed in the radiant power of the Dawnflower and though both are badly scorched, neither falls. The glass lining the walls and floor seems to protect the animated parts on the other side thus the necromantic art installation survives to offend aesthetic sensitivities some more.

Zombie 1 (on the left): -9 hp
Zombie 2 (on right): -9 hp

Cassandra and Terri are up.

I've put a brown box around the room to help remind everyone that the whole room is difficult terrain for the time being.

The crashing rocks batter the zombies, a treatment they stoically endure even as small bits of dead flesh are scraped away. Their movement is, however, hampered by the debris as they stumble forward. They press forward to cluster at the open door, though none moves there quickly enough to have time to attack Cassandra.

All zombies: -3 hp

Post-zombie PC (Wednesday, Victor, Tolenn, and Amira) are up.

Through the door is a peculiar sight. At first, it gives you the impression of a room full of the living dead, rotting faces sneering and broken fingers clawing at each other. Rotting bodies line the floor, shattered forms twitching with bones and splintered appendages grasping. Then you realize that much of that is behind a clear layer of what appears to be glass and that it serves as an art piece - the mangled living dead trapped behind walls and beneath a floor of glass.

There are also, however, real threats in the room as well. Four intact zombies shuffle about the room, their heads turning when the door opens.

Amira: 1d20 + 3 ⇒ (4) + 3 = 7
Cassandra: 1d20 + 3 ⇒ (18) + 3 = 21
Terri: 1d20 + 0 ⇒ (14) + 0 = 14
Tolenn: 1d20 + 6 ⇒ (1) + 6 = 7
Victor: 1d20 + 2 ⇒ (7) + 2 = 9
Wednesday: 1d20 + 2 ⇒ (4) + 2 = 6
Zombies: 1d20 + 0 ⇒ (13) + 0 = 13

Zombies are moving quickly, but both Terri and Cassandra get to react before they do.

I don't know if people have access to edit the loot spreadsheet but I've plugged the loot from my post into it. I'm willing to update with other things you guys find as we move forward too.

I don't want to cut off role play, but I'm ready for you guys to press forward whenever you are.

Cassandra Wagner wrote:

Cassandra flips the robe on and crouches, covering her face with part of it.

"I am the city's fist! I am JUSTICE!"

Aside from being a very nice fit, Cassandra notices it changes once she's wearing it - at least to her eyes.

There are a number of embroidered patches on it that are only visible to the wearer - a pair of goblin zombies, a canine skeleton, a horse skeleton, and an ogre zombie. The magic has the flavor of necromancy about it with animate dead almost certainly being part of the crafting process. She can identify it as a robe of bones - the patches can be pulled off and become full sized undead versions of what they depict.

Backtracking to the previous area with the dead physicians? OK, you can have enough masks to equip as many party members as you want.

Going to let you edit that if you want, Piper, since the dire corby goes first.
There isn't a lot of shadow in on the ground floor (though you might suspect the dire corbies can see in some darkness anyway), but ducking around the stair wall does provide concealment terrain for Alara - at least from the perspective of the dire corbies.

The dire corbies react next and one of them is determined to prevent a full retreat by the intruders. The one closest to the stairs jumps over the rail on this floor and lands safely on the stairs below, moving to claw at Piper. He fails to injure the musician, but not for lack of trying.

Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23
Claw: 1d20 + 3 ⇒ (6) + 3 = 9
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
He does cock his head at the sound of Alara's movements, a move that makes it clear he notices her presence.

The other two feisty dire corbies move in toward Masamune. One of them has to come around the table and is slowed enough that he can't attack this time. The other had a shorter distance to come and slashes at the samurai. He fails to penetrate the samurai's defenses.

Claw: 1d20 + 3 ⇒ (2) + 3 = 5

Piper and Ash are up. Followed by Masamune, Alara, and Rawnie.

I've updated a map with wee li'l tokens of each of the PCs on it that should be editable if you use the link.

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The two suits of armor are nearly identical in make so I'll give you the second for correctly IDing the first - they are fairly simple suits of breastplate +1.

Terri is able to determine the nature of the suits of armor, but the robe remains obscure.

The wine bottles are widely distributed about the footlockers. Apparently, it's a popular vintage and not the collection of a lone wino.

It looks like ownership of the game has been transferred which means... I can update the map links!

I've got Masamune's plan, nudging everyone else ahead of the corbies.

Wednesday's digging through the footlockers starts to generate results. He finds a dozen bottles of a Nidalese midnight wine, probably rates as a fine wine judging by the bottling.
He also scrounges up an onyx sculpture of a skull, 11 pp, 40 gp, 58 sp, and 160 cp. But it's a well-made robe that catches the eye that may be the most interesting find as Victor's magic detection indicates that it bears an enchantment.

Victor also spots a few other enchantments - each of the doctors has an enchanted mask (the likes of which you have seen before) and the two priests each wears enchanted breastplate armor and bears a readily identifiable potion (cure mod wounds). The scythes they wielded in life are well-made, but not magical.

Loot Summary
magic breastplate x2
cure moderate wounds potion x2
magic physician mask x4 (protection from blood veil)
magic robe
masterwork scythes x2
12 bottles Nidalese midnight wine
onyx sculpture of a skull
11 pp
40 gp
58 sp
160 cp

Victor Rivilon wrote:
LOL, alright if you guys are all sure about this I'll stick with Victor.

I was going to say, you've already done a lot of interest with the illusions. It would be weird to rebuild. I'd suggest finding an interesting branching via multiclassing if you're worried about too much overlap with Cassandra. That or coordinating spells and the role they will play in the party. Cassandra has a lot of movement and summoning, you've got illusion - that's already pretty different.

With both battles over (the fight against the doctors and priests of Urgathoa and their skeleton minions as well as the battle of words after), the room falls quiet. As Amira examines the door on the left, the others notice that most of the cots have footlockers underneath them.

Amira finds no trap on the door. All appears safe...

I'm going to interpret door on the left as your left...which is the door on the right from the overhead perspective of the map.

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making sure this ends up in my feeds before taking over the game formally

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