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DM Talomyr's page

1,303 posts. Alias of Talomyr.


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Grand Lodge

Ability damage works differently than drain. There really isn't an effect of ability damage until you get to multiples of two.

You know that the Captain's quarters are on a higher deck.

Grand Lodge

No worries. Thanks for keeping me honest. :)

Grand Lodge

Mizu is able to staunch the flow of blood from Lawdrak's wounds. Looking around the hold you see the still caged Sharpmaw, who seems more eager than ever to escape his cage as he sees Lawdrak's prone form.

Looking around the corner toward the area the scorpion was clawing at prior to your arrival you see a badly damaged door with a fairly significant amount of blood seeping from underneath.

Grand Lodge

On the beach...

Aerys looks back at Adara. "I still pretty much feel like s#1t." Rolling her eyes she continues, "Just great, that's just what I need right now, an admirer."

Grand Lodge

Mizu no Hana wrote:
I thought I was advancing on it in the same round that it took an AoO on Lawdrak. Does it have combat reflexes?

Round by Round breakdown:

Round 1
Scorpion moves 20 ft and attacks (miss) Lawdrak with stinger (10 ft reach)
Lawdrak moves in (difficult terrain - no 5 ft step) and attacks (hit) drawing an AoO (hit)
Mizu moves and attacks from higher ground, but with a cover penalty (miss)
Dereje moves and loads his gun

Round 2
Scorpion does full attack routine (claw, claw, sting) all hit, Lawdrak falls.
Lawdrak unconscious
Mizu attacks higher ground, but with a cover penalty (miss)
Dereje fires his gun (miss)

Round 3
Scorpion moves 5ft (no 5ft step to square below Lawdrak - 10 ft away from Mizu and stings (10 ft reach) Mizu (hit) - No AoO for Mizu due to cover.
Lawdrak bleeds
Mizu attacks (requiring a move to be within range) draws AoO (hit). Hits and kills the scorpion. I should have given you an opportunity to tumble around the AoO Acrobatics: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20 (Armor check penalty). Tumble succeeds. No AoO.

I should have given an opportunity to tumble to avoid the AoO (which I took the liberty of rolling for you in the spoiler above). No AoO, so disregard the 1 point of damage and the additional save. I will still need a Round 4 save from you at DC 12 or take 1d2 ⇒ 2 CON Damage.

Grand Lodge

@Mizu - You will have to step toward the scorpion to hit it. With difficult terrain there is no 5 ft step so you will draw an AoO.[/ooc]

Mizu takes 1 damage and will need to make a DC 12 Fort Save or have the DC of the poison already in her veins increase to 14

AoO:

AoO Sting: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d3 ⇒ 1

Mizu lunges at the scorpion, suffering another sting in the process. She none-the-less cuts deeply into the creature, ending its life.

Mizu, as stated above I need a Fort Save to determine the DC of your Round 4 Save. Round 4 save will either be 12 or 14 depending on the result from the AoO.

Grand Lodge

Meanwhile back at the Beach...

The group that remained at the beach is making surprising progress having cleared a small area for a camp. Ishirou begins working on weaving large long leaves together to form the roof of a shelter. Jask is unable to do much beyond provide advice and direction as his hands are still bound behind him.

Sense Motive DC 20 (hunch):
Ishirou seems to be infatuated with Aerys.

Grand Lodge

Mizu is unable to connect, partially due to the railing blocking her swing, partially due to the constant uneven rocking of the shipwreck.

Dereje takes aim and fires, but only succeeds in blasting the railing.

Lawdrak Fort Save Round 2: 1d20 + 3 ⇒ (11) + 3 = 14 - Pass

Round 3

The scorpion moves, putting Lawdrak's fallen form between it and Mizu before striking at the woman. The scorpion's stinger pierces Mizu's thigh, injecting its deadly venom.

Mizu takes 2 damage and needs to make a DC 12 Fort Save or take 1d2 ⇒ 1 CON damage.

DM Rolls:

Stinger: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d3 ⇒ 2

Initiative Order
Eurypterid - Acted
Lawdrak - Unconscious, bleeding. Please make a DC 11 CON check or lose another hp.
Mizu
Dereje

Grand Lodge

Round 2

Obiviously enraged by the spear stuck in its side, the scorpion unleashes a flurry of claws and stings at Lawdrak. The Kellid youth falls to the ground gravely injured by the aquatic vermin.

Lawdrak takes 8 damage and needs to make a DC 12 Fort save or take 1d2 ⇒ 2 CON damage.

DM Rolls:

Claw: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d3 ⇒ 3
Claw: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d3 ⇒ 2
Stinger: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d3 ⇒ 3

Initiative Order
Eurypterid - Acted
Lawdrak - Unconscious, bleeding.
Mizu
Dereje

Grand Lodge

@Mizu - You would be able to attack the scorpion from the square directly above Lawdrak. The scorpion would have cover from the railing, but you would have higher ground.

Grand Lodge

Yes, that will draw an AoO.

Lawdrak reflexively steps in toward the sea scorpion, planting his spear deep into the side of the monsterous vermin. Unfortunately for the druid just as the spear pierces the scorpion's carapace, the scorpion's stinger pierces the young Kellid's flesh.

AoO:

Sting: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d3 ⇒ 2

Lawdrak takes 2 damage and needs to make a DC 12 Fort save or take 1d2 ⇒ 1 CON damage.

Lawdrak, please note that heading into this fight you were at full health with no non-lethal damage courtesy of Gelik's spell back on the beach.

Initiative Order
Eurypterid - Acted, 1 AoO used
Lawdrak - Acted
Mizu
Dereje

Grand Lodge

The only thing that I see on anyone's equipment lists that will not be usable after having a bit of time to dry out is the rations.

All: Please remove any rations you have from you gear.

Grand Lodge

Hearing Sharpmaw, Lawdrak makes for the hold as quickly as his feet will allow him. Heading down the stairs, he sees his companion still in the cage that Captain Kovack insisted that the dinosaur remained in during the journey.

When Lawdrak reaches the bottom of the stairs he sees the cause of the scratching noise the party had heard from on deck, another sea scorpion, this one with a bluish tinged carapace and a bit larger than the ones faced on the beach.

Initiative Rolls:

Dereje: 1d20 + 3 ⇒ (6) + 3 = 9
Lawdrak: 1d20 + 0 ⇒ (14) + 0 = 14
Mizu: 1d20 + 3 ⇒ (6) + 3 = 9
Eurypterid: 1d20 + 4 ⇒ (20) + 4 = 24

Dereje, roll-off: 1d20 + 3 ⇒ (5) + 3 = 8
Mizu, roll-off: 1d20 + 3 ⇒ (18) + 3 = 21

As Lawdrak noisily moves down the stairs, he attracts the attention of the sea scorpion. The scorpion seeing a potential meal that is not behind a closed door, moves toward the young druid and attempts to sting. Fortunately for Lawdrak the attack misses bouncing off of the stair's railing.

DM Rolls:

Stinger: 1d20 + 1 ⇒ (4) + 1 = 5

Initiative Order
Eurypterid - Acted
Lawdrak
Mizu
Dereje

Reminder: Anywhere on the ship in difficult terrain due to the waves crashing into the somewhat unstable wreckage

To open the cage to set Sharpmaw free is a standard action

Grand Lodge

Explorable areas of the ship are: Main Deck, Captain's Quarters, Larder, and Hold. The noises are coming from what you assume is the hold.

Grand Lodge

At the Wreck of the Jenivere

Mizu, Lawdrak, and Dereje easily make their respective ways through the shallow sea or across the slippery, jagged rocks to find what is left of the Jenivere.

Even a cursory glance is enough to confirm that the Jenivere will never sail again. Only the fortuitous presence of a sharp ridge
of rock near the side of the sheer cliff wall has prevented the wreck from sinking entirely into the sea, for only the ship’s stern seems to have survived the wreck. This portion is wedged at an angle between the cliff and the rocks, and each wave shakes and tosses the wreck alarmingly. It won’t be long before the constant pounding of the waves dislodges the wreck and allows the hungry sea to claim the last of this once-fine ship.

The Jenivere is missing much of her bow, and although it’s only noticeable as you get closer to the ship, she’s also missing much of her lower deck. All that survives are the upper decks, a portion of the captain’s cabin, and on the mid-deck, the larder, a supply room, and the brig and galley. Although the Jenivere’s only lifeboat at first seems to be missing, as the PCs approach the ship, the fate of this smaller boat becomes clear—it was washed up between the ship and the cliff and was crushed by the action of the waves smashing the Jenivere against the cliff side. Part of the lifeboat’s bow still lolls about in the surf, attached to a protruding timber by a thick rope, as if someone had moored the boat to the wreck.

As you board what is left of once proud ship you hear two sounds even above the crashing waves from what you assume what is left of hold. A roar that Lawdrak easily recognizes as his companion, Sharpmaw and the other a clicking, scratching noise. What else could be aboard the wreckage?

Due to the waves crashing into the side of the wreckage, all terrain aboard the ship is treated a difficult terrain.

Grand Lodge

Had a few things to say, Adara? Yes, it will be a separate diplomacy roll for each castaway.

Adara approaches Aerys and asks if she would like to accompany the team heading to the wreck of Jenivere. The reclusive woman responds, "That ordinarily wouldn't be a bad idea, but right now my head is killing me and stomach feels as if there is something akin to a hurricane rolling around in there. I probably wouldn't be much help."

Sasha smiles, hearing someone else with a more positive outlook on the group's current plight.

Gelik responds with a simple nod, perhaps a bit embarrassed about his cowardice during the fight with sea scorpions. "We'll see. I know my capabilities, but still don't know what to think of rest of these folk as of yet."

DM Rolls:

Aid Survial, Gelik: 1d20 - 1 - 2 ⇒ (8) - 1 - 2 = 5 (shaken)
Aid Survial, Sasha: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 (shaken)
Aid Survial, Aerys: 1d20 - 1 - 2 - 2 ⇒ (11) - 1 - 2 - 2 = 6 (shaken, sickened)
Aid Survial, Jask: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20 (shaken)
Aid Survial, Ishirou: 1d20 - 1 - 2 ⇒ (8) - 1 - 2 = 5 (shaken)

Starting with Adara's suggestion for a location to set up a camp, the group begins to make significant progress on setting up camp. One would guess the camp might be ready to go before mid-day. That would certainly be the case should the others be able to recover any tools or supplies from the ship.

I will post for the "away team" after I get some dinner and run a couple of errands.

Grand Lodge

@Dereje - As it not too likely to come into play much, if you would like Dereje to have an official title that's fine by me.

Correct me if I am wrong.

Going to the shipwreck: Mizu, Lawdrak, and Dereje

Undecided: Estietre

Staying at beach: Adara and the 5 NPCs

Grand Lodge

Campaign tab update with description of you fellow castaways (NPC).

Getting folks into the shade can be done with out "setting up a camp". It will help, should you still be out in the open as mid-day makes things uncomfortable, as long as you aren't doing anything too strenuous.

Grand Lodge

Sickened penalty no longer applies

Ishirou, Sasha, and Aerys go about the business of helping move the gear a bit further off the beach, while Jask helps Adara in determining the condition of all the castaways present. Gelik, self-absorbed, and not as chatty as normal spend a few moments repeatedly casting a cantrip to return his clothing to a proper and pristine appearance.

Occasionally you hear Aerys complain, "No rum, no wine, nothing...gods I could use a drink."

Sasha is quite pleasant and chipper, or at least she is putting a good front. "It will all be alright. We were traveling a major sea lane, it won't be that long and another ship will be by, just you wait and see."

Sense Motive DC 14:
She sounds as if she is trying to convince herself of her words as much as anyone else.

Gelik's head snaps in the direction of Estietre as she addresses him. "Oh, why yes, yes my name is Gelik Aberwhinge." Looking over at the fallen druid he says while stroking his goatee, "Well...I'm not sure how much use all of those muscles have been to him. After all, he was nearly scorpion-chow."

Thinking a moment he says, "Yes, I suppose I can help him...hopefully he won't make a habit of laying down on the job."

CLW on Lawdrak: 1d8 + 2 ⇒ (7) + 2 = 9 That should have Lawdrak fully healed

Grand Lodge

First, I need to know who all is going to the ship's wreckage. Getting the supplies to the shade isn't bad idea, and setting up a camp wouldn't be bad either (see spoiler below). Just need to know who's doing what. The NPCs may or may not be willing to help, that depends on your interactions with them.

Setting up a Camp/Morale Rules:

Establishing a Base Camp

Creating a safe camp to sleep, eat, and relax in can make the difference between survival and death. A base camp needs to be located in a safe and stable location, and must adequately provide for shelter from the environment and protection against wildlife. Locating a suitable site and building a
shelter requires a DC 12 Survival check and takes 8 hours.Lack of building tools imposes a –5 penalty on this check (REDACTED INFORMATION ON HOW TO AVOID SAID PENALTY). The time required is reduced by 1 hour for every 2 points by which the Survival check exceeds DC 12, down to a minimum of 1 hour.

Once a campsite is established, it provides a safe place to rest out of the relentless heat of the sun, while the shelter and smoke from a campfire helps to ward off insects (reducing the chance of being exposed to disease
to 10% per day). In addition, there are five roles that PCs or (more likely) NPCs can take up as part of their daily duties to further enhance the effects of a campsite, as detailed below. In order to fill one of these roles, the character must spend the entire day pursuing the role.

Defender: A defender works to set traps, shore up a shelter’s walls, and see to the safety of the campsite. The first time in a day that a wandering monster or hostile creature attacks the campsite, the defender’s traps inflict 2d6 points of damage—divide the damage done as equally as possible among all attackers. Each additional defender assigned to a campsite Increases this damage by 2d6.

Entertainer: An entertainer helps to raise hopes for rescue—each entertainer grants NPCs a +2 bonus on Will saves to increase morale (see below).

Guard: Each guard reduces the chance of a wandering monster attacking the camp during the day or night by 5% (minimum chance of 5%).

Hunter: Each hunter provides enough food and water for eight Medium Creatures per day.

Medic: Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night’s rest in the camp by 2.

Morale

The NPC castaways react to their near-death experience in different ways, and if the PCs don’t bolster their morale, they could easily fall prey to despair. Although the shock of the wreck is enough to mute their personalities somewhat on the first day, clashes among the NPC castaways can
manifest as soon as the first night on the island.

Morale has five categories: hopeful, normal, shaken, frightened, and panicked. All five castaways start with a morale of shaken. Events during play can adjust each castaway’s morale in one direction or another—either
positively (to normal and eventually hopeful) or negatively (to frightened and eventually panicked). Morale affects only NPC castaways.

Adjusting Morale: Every morning, an NPC castaway must make a DC 15 Will save. If successful, the NPC’s morale increases to the next category toward hopeful. If the Will save fails, the NPC’s morale doesn’t change unless
the roll failed by 5 or more, in which case her morale moves one step toward panicked. Note that once an NPC reaches hopeful morale, she no longer needs to make these Will saves, but special events can still adjust her morale
downward (in which case she’ll need to start making her morning Will saves again).

Effects of Morale: Each level of morale has different effects on the NPC castaways, as listed below.

Hopeful: The NPC functions normally, and does not need to make morning Will saves to adjust morale. Diplomacy checks to adjust the NPC’s attitude gain a +2 bonus.

Normal: The NPC functions normally.

Shaken: The NPC is shaken.

Frightened: The NPC is shaken. Diplomacy checks to adjust the NPC’s attitude take a –2 penalty.

Panicked: The NPC is shaken, and during any attack by hostile forces, she immediately becomes panicked and flees the area, heedless of the danger.
Diplomacy checks to adjust the NPC’s attitude take a –4 penalty.

Grand Lodge

"Hotter?" Gelik asks, "As if the scorpions weren't bad enough."

Shaking his head, he mutters a few words casting a spell on himself.

Spellcraft DC 16:

Cure Light Wounds: 1d8 + 2 ⇒ (8) + 2 = 10

Grand Lodge

As a side note even a minimum roll on a CLW would have Lawdrak (4/9; 6 nonlethal) back in the game as any magical healing would heal an equal amount of BOTH nonlethal and regular damage.

Rolling a 1 on the d8 would yield 2 points healed and have Lawdrak at 6/9; 4 non lethal. Granted, one more hit would likely put him back down in that scenario.

Grand Lodge

Two reminders: 1) While at low tide, there is a slippery, but still easily walkable path to the ship. 2) Lawdrak is still out cold and will be for the next two hours without healing.

Grand Lodge

@Adara - Sent you a PM

Grand Lodge

Survival DC 12:
It is already getting warm, likely by mid-day it will be too hot to do much of anything without risking heatstroke.

Grand Lodge

Is anyone going along with Mizu, or is she going it alone?

Grand Lodge

That was a helluva post there, Adara. How's the back today? Better I hope.

Grand Lodge

The shackled man comes over gives the suli woman a curious look, but none-the-less does as instructed. Beyond providing advice around the condition of his fellow castaways, he states simply, "Jask, Jask Derindi."

Aid Heal Mizu: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10 - yes
Aid Heal Lawdrak: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13 - yes
Aid Heal Dereje: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10 - yes
Aid Heal Mum: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15 - yes
Aid Heal Aerys: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22 - yes
Aid Heal Gelik: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17 - yes
Aid Heal Ishirou: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8- no
Aid Heal Sasha: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 - yes
Aid Heal Shackled Man: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7 - no
Aid Heal Adara: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11 - yes

Adara is able to determine that the discomfort that everyone is feeling from what could only be poison will fade soon (i.e. before the next fight).

Grand Lodge

"I have nothing to be redeemed for. I was framed by my superior...that's the bastard who should be being brought to trial." the shackled man responds calmly.

Sense Motive (Hunch) DC 20:
There is not a hint of deception in the man's voice. Could he truly be innocent?

Aerys, Ishirou, Gelik, and Sasha begin to look through the pile of equipement for their belongings.

Grand Lodge

Your familiar was in the captain's quarters with you at the dinner, so yes you find him under the pile of gear.

Grand Lodge

The tide is currently low, allowing a slippery but walkable path to the wreck of [i]Jenivere.[/b]. With the way the ship is perched on the rocks, you would imagine that the wreckage will be washed out to sea with the high tide.

Grand Lodge

As Mizu points out the ship, the shackled man comments, "It appears that the ship may still be intact enough to contain something of use. Perhaps if we are lucky the galley still has some of the provisions aboard."

More quietly he adds, "Maybe the key to my bonds is still in the Captain's cabin. If I can be freed and my belongings are still on the ship, I can be of aid healing and providing fresh water."

Grand Lodge

Mizu deftly slashes at the remaining scorpion, causing the creature's innards to fall upon the sand.

Combat over!

Shortly after Mizu strikes the final blow the remaining castaways begin to awaken.

"Bloody hell, what in the Nine Hells happened?" Aerys groans as she gets to her feet.

Ishirou, Sasha, and a man in manacles groan as they stagger to their feet, looking around the beach.

To the south, a wall of green rises in the form of a dense jungle filled with a cacophony of life. To the east and west, ragged arms of jagged rocks reach out to embrace a wave-tossed cove, while to the north, the waters of the sea surge and churn between the beach and a line of razor-sharp rocks.

Perception DC 10:
Looking around your surroundings you can see the wreckage of the Jenivere off to the Northwest.

Grand Lodge

No, you're fine. You were only hit once and I rolled the save for you when I botted your first round and you were successful.

Grand Lodge

As the flaming scorpion tries to make its retreat, Mizu lashes out with a vicious strike of her blade, cleaving the creature in half.

Only one scorpion to go! Mizu, you might as well make your round 6 actions too.

Grand Lodge

I moved Mizu into a square from which she could have attacked a living target.

Saving Throws:
Reflex Green: 1d20 + 1 ⇒ (5) + 1 = 6
Reflex Orange: 1d20 + 1 ⇒ (14) + 1 = 15

Adara's spell roars over the two scorpions, damaging both and setting one aflame.

The burning scorpion does its best to retreat to the sea. While the remaining scorpion attacks it's tormentor, cutting into the Suli woman's flesh with a pair a well placed claw strikes, but failing to land the venomous sting.

Mizu and Dereje get AoOs against the green scorpion as it flees - Don't forget the Inspire Courage from Gelik.

DM Rolls Rnd 6:

@Adara
Claw: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Claw: 1d20 + 0 ⇒ (20) + 0 = 20 - Potential Crit
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Sting: 1d20 + 0 ⇒ (5) + 0 = 5

Confirm Claw?: 1d20 + 0 ⇒ (4) + 0 = 4 - No

Round 6 Continues...
Mum
Mizu
Dereje
Gelik
Lawdrak - Unconscious

Grand Lodge

Dereje's body finally clears the debilitating scorpion venom.

Grand Lodge

I swear I'm not going for a TPK with the first fight!!!

Gelik, feeling suitablely safe at his current distance, begins encouraging his fellow castaways.

"Come on, you guys have this. They really aren't all that much bigger than what was the appetizer last night. Kind of look similar too..."

Begin inspire courage. +1 competence bonus to hit and damage, +1 morale bonus to fear based saves.

With Lawdrak down, that brings us to the top of Round 6. Adara is up.

Grand Lodge

Still need a Fort save from you, Dereje.

Grand Lodge

Saving Throws:

Reflex Blue: 1d20 + 1 ⇒ (12) + 1 = 13 - fail
Reflex Red: 1d20 + 1 ⇒ (4) + 1 = 5 - fail

Flame engulfs two of the scorpions, burning them to crisp.

The two remaining scorpions try and sate their hunger on the young Kellid druid, tearing at his flesh with claws as Lawdrak falls to the ground unconscious.

Lawdrak takes 3 non-leathal and 2 normal damage, leaving him at 4 hp and 6 non-lethal and therefore out cold. Dereje needs to make a DC 10 Fort Save against the poison still in his veins (round 3 or potentially 4)

DM Rolls Rnd 5:

@Lawdrak
Green Claw: 1d20 + 0 ⇒ (20) + 0 = 20 - Potential Crit
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Green Claw: 1d20 + 0 ⇒ (12) + 0 = 12
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Green Sting: 1d20 + 0 ⇒ (8) + 0 = 8

Orange Claw: 1d20 + 0 ⇒ (18) + 0 = 18
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Orange Claw: 1d20 + 0 ⇒ (19) + 0 = 19
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Orange Sting: 1d20 + 0 ⇒ (1) + 0 = 1

Confirm Green Claw: 1d20 + 0 ⇒ (10) + 0 = 10 - Confirmed
Extra Damage: 1d2 ⇒ 2

Gelik Fort Save: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15 (sickened)

Remainder of Round 5
Mum
Mizu
Dereje
Gelik
Lawdrak - Unconscious

Round 6
Adara

Grand Lodge

Mizu no Hana wrote:
Swing is on blue. Forgot to include sickened condition in my attack. Sorry everyone, I'm off to a terrible start this game!

No worries. I had thought you had included the sickened penalty to your previous roll thus the offer to keep the roll. Now that I know you had not, feel free to make a new roll for the round.

Reminder - Sickened = The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Round 4 Order

Mizu - Can re-roll against blue. You will have a move action remaining

Round 5

Adara is up.

Followed by Sea Scorpions

Then the remainder of the round.
Mum
Mizu
Dereje
Gelik
Lawdrak

Grand Lodge

Gelik howls in pain from the scorpion's attack, most likely over-reacting to the actual amount of pain suffered, as he gets up and scurries away from the creatures. One of the scorpions does it's best to sting the gnome again, but just narrowly misses.

AoO Orange Stinger: 1d20 + 0 ⇒ (8) + 0 = 8

Grand Lodge

AoOs:
Blue AoO Sting: 1d20 + 0 ⇒ (1) + 0 = 1
Green AoO Sting: 1d20 + 0 ⇒ (18) + 0 = 18
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

As Lawdrak moves into the fray, two scorpions attempt to sting him. The one closest to Mizu misses the druid rather badly, but another catches him as he gets closer to the gnome.

Take 1 damage and make a DC 10 Fort Save or take 1 DEX damage as well.

Perception DC 25:
You hear a muffled roar from the northeast in response when Lawdrak calls out to his companion.

Grand Lodge

Sorry to hear about your back. Hopefully you will be better soon.

In the meantime, post when you can and if you would like me to "roll dice" for you, as I know formatting can be a pain in the ass on a phone without the wayfinder app, I would be happy to do so.

Grand Lodge

Adara, Oracle of Fire wrote:
I like how you're "24 hours" was really 5 & 1/2 after announcing Round 4. :P

It was actually 25 hrs from the first post in which I had you listed before the scorpions, but no matter.

Also, you will be up in Round 5 prior to the sea scorpions, so feel free to post your Round 5 actions at your leisure.

Round 4 Order

Adara - done

Sea Scorpions - 10 ft reach with stinger - done

Mum
Mizu - attack roll made, just need the target of the attack
Dereje - done
Gelik
Lawdrak

Round 5

Adara - May post at will.

Grand Lodge

The unease churning through the paladin's stomach is just enough to cause the path of his blade to bounce off the chitinous shell of the sea scorpion.

Grand Lodge

Ok, it's been over 24 hours so I will go ahead and bot Adara for Round 4.

DM Rolls Adara:

Adara Fort Save DC 10: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15 (sickened)

Through blurry eyes Adara fights of the scorpion's venom as she sees the two scorpions lash out at the Kellid boy from the boat. Seeing an opportunity to get away from the vicious vermin she stands and retreats further away from the shoreline.

DM Rolls Rnd 4:

@Mizu vs AC 17
Red Claw: 1d20 + 0 ⇒ (8) + 0 = 8
Red Claw: 1d20 + 0 ⇒ (13) + 0 = 13
Red Sting: 1d20 + 0 ⇒ (2) + 0 = 2

Blue Claw: 1d20 + 0 ⇒ (7) + 0 = 7
Blue Claw: 1d20 + 0 ⇒ (9) + 0 = 9
Blue Sting: 1d20 + 0 ⇒ (12) + 0 = 12

@Gelik vs AC 2
Green Claw: 1d20 + 0 ⇒ (11) + 0 = 11
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Green Claw: 1d20 + 0 ⇒ (10) + 0 = 10
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Green Sting: 1d20 + 0 ⇒ (1) + 0 = 1

Orange Claw: 1d20 + 0 ⇒ (2) + 0 = 2
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Orange Claw: 1d20 + 0 ⇒ (14) + 0 = 14
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Orange Sting: 1d20 + 0 ⇒ (5) + 0 = 5
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Gelik Initiative: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 (sickened)
Gelik Fort Save DC 10: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 (sickened)

Mizu bravely puts herself in harms way, engaging two of the dangerous beasts as she dodges the claws and manages to deflect the stingers away with her blade.

The two remaining scorpions again move after unconscious prey as they close in and attack the gnomish bard, landing several successful strikes.

Round 4 Order

Adara - done

Sea Scorpions - 10 ft reach with stinger - done

Mum
Mizu - attack roll made, just need the target of the attack
Dereje
Gelik
Lawdrak

Grand Lodge

Round 4 Order

Adara - Awake but prone

Sea Scorpions - 10 ft reach with stinger

Mum
Mizu
Dereje
Lawdrak

Grand Lodge

Estietre blasts one the sea scorpions, hurting it badly. The creature seems to recoil away from the spirit whisperer, wanting no part of another ray.

Grand Lodge

Correct, she can 5 ft step and attack next round. No go on the fighting defensively as that is a standard action as well and you retrieved your katana this round.

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