Alicavniss Vonnarc

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97 posts. Alias of into the aether.


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Character:
PFS #:
Faction:
Day Job (roll now):
Shenanigans I should be aware of:


”We were caught stealing. By ‘caught’ I mean, someone snitched. Everyone was stealing. The fence? No idea who they are. It’s just better for everyone that way, you know?”

armor: detect magic + spellcraft DC18:
+1 studded leather

vial: detect magic + spellcraft or perception DC16:
cure light wounds potion

Go ahead and heal up, then let me know what you’d like to do next. FYI I’m okay with using average rolls on CLW wands (5 HP/charge) when not in combat.


The woman wears a winged helmet that bears the symbol of Aroden’s eye, and this helm matches the description of the one Vernisant had removed from the museum. The pirates’ barge and the smuggler’s tunnel are loaded with casks of salt pork. Each barrel bears a scratched-out maker’s mark; several of you can discern (by taking 10 on Perception) that the central device in this maker’s mark is a scaly gar, which also features prominently in Count Zespire’s coat of arms.

When questioned, the woman talks openly. ”We began robbing Count Zespire’s shipments as revenge for being dismissed from the navy. We worked with a fence and contact in Ridonport on a need-to-know basis, and that person arranged to use these tunnels as a dead drop location. The fence has since disappeared, yet the payments have kept appearing—even becoming more generous, including arms and armor instead of just coinage.”

LOOT: studded leather (magic), mwk composite longbow (+1 Str) with 20 arrows, short sword, helm (magic), vial of liquid (magic), 2x vial of liquid, 2x mwk studded leather, 2x buckler, 2x dagger, 2x light crossbow with 10 bolts, 2x mwk rapier, 108 gp


All seems relatively quiet. Qadar doesn’t spot anything interesting.

Moving you along as there's nothing else really going on here.

Leaving the Gray Lake behind, you continue your trek to the Crypt of the Everflame. The trail leads ever deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it, the opposite side of which looks like a writhing serpent. Yet between the two lies a steep hill sloping down into the valley. A cold rain starts to fall, making the ground slick and treacherous. This part of the Fangwood is particularly dense, making it a thorn-covered maze of bushes, treacherous roots, and uneven rocks. The map you were given leads to this valley (called Serpent Gorge), marking the crypt at its bottom. Getting there, however, proves to be a challenge.

There’s a steep, muddy, thorn-bush-covered, rocky slope ahead of you, and your destination (the Crypt) is at the bottom. What would you like to do?


Angoldir’s tests confirm what his knowledge of nature made him suspect: it was the venom of a large aquatic serpent.


GK REF DC17: 1d20 + 9 ⇒ (14) + 9 = 23
With Encara’s spell, the blinded pirate out on the canal drops unconscious, lying motionless on the surface of the water. Seeing her ally fall, the woman drops her bow and throws up her hands.
”I know when I’m outmatched, and I don’t particularly want to die tonight. I yield.”


Yeah, Geirahöð took him down with a crit in round 2.


Kevin notices a faint trail along the lakeshore. When you follow where it leads you come upon a campsite that looks like it hasn’t been used for months. You find nothing of interest; just a fire ring overgrown with weeds.
What would you like to do now?


@Richelle, he's walking out on the canal (magic). You'd need to dive in and swim or something. You can keep your rolls though if/when you engage.


Botting Carax since this game has a deadline. Feel free to alter your actions if you’d like.
Carax drops his sword (free), unstraps his shield (move), and takes out his heavy crossbow (move).

Gaeldrung goes down but Encara closes his wounds. Richelle lays into the fleeing beast and it begins floating motionless with the canal current. With the animal no longer causing the barge to sway it is much easier to navigate (no longer difficult terrain). Kegdrainer commands the rapier of pure force to harry the archer lady, and the rapier obeys.

Rather than surrendering as suggested, however, she turns her bow on the shaman, firing twice rapidly.
attack Kegdrainer AC17: 1d20 + 9 - 1 - 2 + 1 ⇒ (18) + 9 - 1 - 2 + 1 = 25 damage: 1d8 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 2 = 8shock: 1d6 ⇒ 5
attack Kegdrainer AC17: 1d20 + 9 - 1 - 2 + 1 ⇒ (20) + 9 - 1 - 2 + 1 = 27 damage: 1d8 + 1 + 1 + 2 ⇒ (7) + 1 + 1 + 2 = 11shock: 1d6 ⇒ 3
crit? Kegdrainer AC17: 1d20 + 9 - 1 - 2 + 1 ⇒ (2) + 9 - 1 - 2 + 1 = 9 damage: 1d8 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 2 = 8shock: 1d6 ⇒ 5
”Hypatria?! I said, ‘to me!’,” she cries with a hint of anxiety in her voice.

The blinded pirate clumsily arms himself with a light crossbow and begins pointing it erratically in all directions.

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle (1/20 HP)
Gaeldrung (-4/18 HP, stable)

-----------------
D (blind 3/3)
GK
-----------------
Carax (15/21 HP)
Kegdrainer (8/35 HP)
Geirahöð (-4/30 HP, stable)

-----------------
round 7->8
Notes: dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)


Richelle, all senses finally working again, connects with an attack against the large animal. Gaeldrung drops his axe and draws (something?) as he yells an insult at the pirates who fled upon the canal. Carax strikes another wound against the animal and it bellows in pain, blood now running from several cuts in its thick hide. Encara uses his magic to close Geirahöð wounds; she’s now unconscious but stable. Kegdrainer hustles along the raised edge of the canal, trying to keep the pirates in range of his magic and hexes.

The blind pirate out on the canal finds a small flask of liquid in his belt pouch. His fingers fumble desperately with the stopper until he finally opens it and drinks its contents. clw: 1d8 + 1 ⇒ (4) + 1 = 5

The woman with the bow yells, ”Hypatria! To me!” and the blood-covered beast splashes into the water beneath the bridge. Full withdraw, but Richelle and Carax would get AOOs as it tries to leave the next square (so no flanking bonus) If it survives the AOOs it swims under the boat and over to its master. The bowman then fires an arrow at Gaeldrung dropping him unconscious to the deck, and another at Richelle.

attack Gael AC16: 1d20 + 9 + 1 - 1 - 2 - 1 ⇒ (11) + 9 + 1 - 1 - 2 - 1 = 17 damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (5) + 1 + 1 + 2 + 1 = 10shock: 1d6 ⇒ 5
attack Richelle AC19: 1d20 + 9 + 1 - 1 - 2 - 2 - 1 ⇒ (18) + 9 + 1 - 1 - 2 - 2 - 1 = 22 damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (1) + 1 + 1 + 2 + 1 = 6shock: 1d6 ⇒ 4

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle (1/20 HP)
Gaeldrung (-4/18 HP, DC14 to stabilize)

-----------------
D (blind 2/3)
GK
-----------------
Carax (15/21 HP)
Kegdrainer
Geirahöð (-4/30 HP, stable)

-----------------
round 6->7
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)


Angoldir gets an empathic sense of slight sorrow from his familiar. The party cautiously approaches the dark form near the shore, checking for magical auras, but none are detected. As you get closer you see (and smell) the badly-decayed corpse of some unfortunate humanoid.

heal:
Angoldir: 1d20 + 1 ⇒ (4) + 1 = 5Jack: 1d20 + 2 ⇒ (14) + 2 = 16Kevin: 1d20 + 1 ⇒ (7) + 1 = 8 Ja'ali: 1d20 + 1 ⇒ (16) + 1 = 17

Jack and Ja'ali are pretty sure it is the corpse of a human, dead a few months. Fairly large puncture bite marks cover his torso. Scavengers have avoided the corpse, which you suspect may be due to venom. A masterwork short sword lies near the body as well as a coin pouch with 87 gp inside. The coins look newly minted from the capital city of Tamran; they bear the likeness of Forest Marshal Gavirk, nominal leader of Nirmathas. You can tell this man was not from Kassen—his clothing is in poor condition from exposure, but it is obviously of a kind purchased in larger cities.

What would you like to do now?


@Richelle no 5’ step because the boat is all difficult terrain. The hippo is asleep now though so I’ll move you into flanking.
Kegdrainer casts a hexing glance at the big animal, trying to make it sleepy.
Hypatria WILL DC16: 1d20 + 2 ⇒ (9) + 2 = 11
Then Richelle attacks the beast with her falcata, wounding it some more and waking it right back up!
The woman, having cover from a large crate, casts a spell, touches the blind pirate adjacent to her, and yanks on his shirt as she says to him, “Dalan, this way!”

spellcraft DC17:
communal water walk

She and the man then run out onto the water!
the man tries to full withdraw. D Acrobatics DC10: 1d20 + 4 ⇒ (16) + 4 = 20
The animal once again tries to bite Geirahöð.
attack AC19: 1d20 + 6 ⇒ (16) + 6 = 22 damage: 1d8 + 3 ⇒ (4) + 3 = 7

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle (11/20 HP)
Gaeldrung (11/18 HP)

-----------------
D (blind 1/3)
GK
-----------------
Carax (15/21 HP)
Kegdrainer
Geirahöð (-4/30 HP, stabilize DC 14)

-----------------
round 5->6
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)


Yeah you can keep the same roll. I'm also OK with averages when not in combat. Go ahead and finish healing up.

After the encounter with the wolves, the rest of the night passes uneventfully. The next day, you continue their your through the Fangwood. Early in the day, their trail leads you to the shores of the Gray Lake, where you can refill your waterskins and stop for a quick rest.

The trees begin to thin, revealing a field of short, green grass that leads to the shores of a wide, calm lake reflecting the overcast sky above. A dense fog hangs over the center of the lake, obscuring the far side. Near the shore of the lake, a dark form lies next to the water.


Gaeldrung moves around the crate and attacks the archer but is unable to connect. The two pirates cry out in pain at Encara’s spell. G REF DC17: 1d20 + 9 ⇒ (19) + 9 = 28 D REF DC17: 1d20 + 2 ⇒ (13) + 2 = 15 The archer avoids being blinded but the other pirate is less fortunate.

The large-mouthed beast tries to take a bite out of Carax as he stands up.
attack AC21: 1d20 + 6 ⇒ (8) + 6 = 14 damage: 1d8 + 3 ⇒ (3) + 3 = 6
Carax then tries to attack the beast but is unable to connect. Geirahöd attacks twice dim light 21+ hits: 1d100 ⇒ 69dim light 21+ hits: 1d100 ⇒ 53 and able to connect with both, wounding the animal but it still stands.

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle (11/20 HP)
Gaeldrung (11/18 HP)
-----------------
D
GK
-----------------
Carax (15/21 HP)
Kegdrainer
Geirahöð (3/30 HP)
-----------------
round 4->5
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)


Richelle, it was only one round! well, each time they did it. It was just the Dirty Trick combat maneuver. Sorry, I should have been more clear. I took the (blinded) thing off your initiative marker. You're good now.


Kevin jabs the point of his scythe into the last standing wolf and with that, the forest is quiet once more. The pounding of your heart in your chest is all that can be heard for the next few minutes as you catch your breath.

What would you like to do now?


Richelle again just does her best to protect herself after being hampered. Carax rushes forward to join his fellow pathfinders on the boat but is less than graceful in boarding.
Carax falling damage: 1d6 ⇒ 6

fear rounds: 1d4 ⇒ 1
The frightened pirate pulls himself together. Rapier still in hand, he moves forward to attack Gaeldrung.
miss chance?: 1d100 ⇒ 74 attack AC16: 1d20 + 7 ⇒ (10) + 7 = 17 damage: 1d6 + 2 ⇒ (2) + 2 = 4

The animal again tries to bite Geirahöð.
attack AC19: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d8 + 3 ⇒ (2) + 3 = 5

And the woman rapidly takes two more shots at Geirahöð.
attack AC19: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (12) + 9 + 1 - 1 - 2 + 1 = 20 damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (2) + 1 + 1 + 2 + 1 = 7shock: 1d6 ⇒ 5
attack AC19: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (3) + 9 + 1 - 1 - 2 + 1 = 11 damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (5) + 1 + 1 + 2 + 1 = 10shock: 1d6 ⇒ 3

Hypatria crit? AC19: 1d20 + 6 ⇒ (8) + 6 = 14 damage: 1d8 + 3 ⇒ (4) + 3 = 7

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle (11/20 HP)
Gaeldrung (11/18 HP)

-----------------
D
-----------------
GK
-----------------
Carax (15/21 HP)
Kegdrainer
Geirahöð (3/30 HP)

-----------------
round 4->5
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)


Angoldir whacks the fleeing wolf with his sword cane but it doesn’t appear to even notice. He then distracts the other wolf, creating an opening for Kevin to attack it more easily. The bird magically guides Bhenqai who then promptly bashes the fleeing wolf, and that wolf hits the dirt unmoving. The unconscious old man taking a dirt nap appears to stop bleeding.

ROUND 02->03! THE BOLD MAY ACT!

Stumpwater Jack (-2/9 HP)
Angoldir
-----------------
B (unmoving)
R
-----------------
Ja'ali/Bhenqai
-----------------
Y (unmoving)
-----------------
Kevin (9/13 HP)
-----------------
Notes: Jack has torchlight; campfire light shown.


Carax is up, then the foes.


Kevin stands back up and moves closer to the action. Jack steps aside and calls upon the power of his deity to harm the wolves.
red WILL DC15: 1d20 + 1 ⇒ (6) + 1 = 7 blue WILL DC15: 1d20 + 1 ⇒ (14) + 1 = 15
The wolves let out a yowl as they’re struck with negative energy. The wolf near Angoldir and Bhenqai deftly disengages and moves to attack Jack, flanking again with its partner.
acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
AOO against blue wolf from Bhenqai and Angoldir

red vs Jack AC16: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 damage: 1d6 + 1 ⇒ (3) + 1 = 4
blue vs Jack AC16: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 damage: 1d6 + 1 ⇒ (3) + 1 = 4
red crit confirm?: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21 damage: 1d6 + 1 ⇒ (3) + 1 = 4

Jack is knocked unconscious by a vicious bite!

ROUND 02->03! THE BOLD MAY ACT!

Stumpwater Jack (-2/9 HP, bleeding out: DC 12 CON check)
Angoldir

-----------------
B
R
-----------------
Ja'ali/Bhenqai (+4 to hit Blue)
-----------------
Y (unmoving)
-----------------
Kevin (9/13 HP)
-----------------
Notes: Jack has torchlight; campfire light shown.


Encara hops down to the canal bank and heals Gaeldrung. Altavan casts a spell creating a magical rapier made of force that promptly dispatches the rock-creature, who poofs out of existence. Gaeldrung steps aboard the barge and slowly makes his way toward the archer. Geirahöd attacks the large-mouthed animal, missing with her falcata but bashing the beast in the face with a well-timed slam of her shield.

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle (11/20 HP)
Gaeldrung (15/18 HP)
-----------------
D
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð (20/30 HP)
-----------------
round 3->4
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)


@Carax: Apologies for overlooking that; yes it did hit but did not crit. You felt like the damage was fully effective.

@Gael: the boat is difficult terrain so I moved you as close to the archer as you could get with a double move.


Jack's up


forgot last round of miss chances (21+ hits)
Geirahöð: 1d100 ⇒ 53 Carax: 1d100 ⇒ 61 Gaeldrung: 1d100 ⇒ 61

Encara’s magic causes one of the smugglers to become frightened. Geirahöð deftly hops down onto a crate on the barge and slices open his pal. Richelle is again hampered by the smugglers and does her best to defend herself. Carax retaliates against the creature that popped out of the earth.

(botting Kegdrainer) Kegdrainer steps back 5 feet from the rocky creature and gives it the evil eye (targeting AC). WILL DC16: 1d20 + 3 ⇒ (12) + 3 = 15

The frightened pirate tries to acrobatically escape to the other side of the boat.
acrobatics: 1d20 + 1 ⇒ (18) + 1 = 19 AOO from Gaeldrung and Geirahöð if 19 doesn’t beat your CMD

”Hypatria, get the one up there!” the pirate in the rear shots, pointing at Geirahöð. The beast lumbers over and tries to take a bite at her.
attack AC19: 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d8 + 3 ⇒ (3) + 3 = 6

She then aims her bow at Geirahöð and rapidly fires 2 shots.
attack AC19: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (9) + 9 + 1 - 1 - 2 + 1 = 17 damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (4) + 1 + 1 + 2 + 1 = 9shock: 1d6 ⇒ 2
attack AC19: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (13) + 9 + 1 - 1 - 2 + 1 = 21 damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (3) + 1 + 1 + 2 + 1 = 8shock: 1d6 ⇒ 2

Lastly, the earth-creature steps forward and tries to slam the person who gave him the evil eye (Kegdrainer).
slam AC17: 1d20 + 6 + 1 - 1 ⇒ (7) + 6 + 1 - 1 = 13 damage: 1d6 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle (11/20 HP)
Gaeldrung (3/18 HP)

-----------------
D
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð (20/30 HP)

-----------------
round 3->4
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)


No worries! Ah, I misread; Bhenqai has the Aid Another +4, yes. There's no (moving) wolf currently adjacent to you though, unfortunately. You could stand up, then move. LMK.


ROUND 01->02! THE BOLD MAY ACT!

Stumpwater Jack (6/9 HP)
Angoldir
-----------------
B
R
-----------------
Ja'ali
-----------------
Y (unmoving)
-----------------
Kevin (9/13 HP, tripped, +4 attack vs blue wolf)
-----------------
Notes: Jack has torchlight; campfire light shown.


Kegdrainer and Gaeldrung are up.


Ja'ali takes a shot with his crossbow but is unable to connect. Bhenqai moves to attack but also is unsuccessful.

ROUND 01->02! THE BOLD MAY ACT!

Stumpwater Jack (6/9 HP)
Angoldir

-----------------
B
R
-----------------
Ja'ali
-----------------
Y (unmoving)
-----------------
Kevin (9/13 HP, tripped)
-----------------
Notes: Jack has torchlight; campfire light shown.


D WILL DC16: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10 The black-haired smuggler suddenly seems quite frightened. Geirahöð eviscerates the adjacent smuggler and he drops lifelessly.


@Kevin your turn was still the surprise round so only 1 action. I’m going to assume you attacked from prone, which would still hit.

Kevin, enraged after being knocked down by a scrawny mangy wolf, lashes out with his scythe, tearing the beast open. It collapses to the ground in a pool of blood.

His voice quivering slightly as the danger of the situation sinks in, Angoldir deftly steps away from the wolf that tried to bite him, pulls out a bow, and looses an arrow. It strikes home, but without much force.

Jack steps back and calls on the power of Gozreh to bring a storm down upon the wolf who just attacked him.

Seeing one of his packmates go down to Kevin’s scythe, wolf near Angoldir makes a wide berth around the half orc as he uses pack tactics, closing in on Jack from the rear. The other wolf attacks Jack again.
red vs Jack AC16: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
damage: 1d6 + 1 ⇒ (2) + 1 = 3
blue vs Jack AC16: 1d20 + 2 - 2 + 2 ⇒ (6) + 2 - 2 + 2 = 8
damage: 1d6 + 1 ⇒ (5) + 1 = 6

ROUND 01! THE BOLD MAY ACT!

Stumpwater Jack (6/9 HP)
Angoldir
-----------------
B
R
-----------------
Ja'ali
-----------------
Y (unmoving)
-----------------
Kevin (9/13 HP, tripped)
-----------------
Notes: Jack has torchlight; campfire light shown.


Richelle finds herself the victim of some dirty tricks and does her best to defend herself. Gaeldrung stomps over to the edge of the canal and tries to jump down, but his armor throws him off balance and he lands with a thud, but quickly regains his feet. Carax advances as fast as his heavy armor will allow. Encara moves alongside Carax, imbuing him with divine guidance.

Meanwhile, one smuggler looks over at his sleeping buddy and is like, ”WTF, Dalan?!” then kicks him, waking him up. Noticing that more armed people are advancing, he then draws his rapier. The now-awake smuggler looks around for a second, then jumps up and tries to pull Richelle’s hat down farther.
D dirty trick: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 blinded
miss chance high=hits: 1d100 ⇒ 74

The big animal that’s causing the barge to rock takes another bite at Richelle.
Hypatria attack: 1d20 + 7 ⇒ (3) + 7 = 10
Hypatria damage: 1d8 + 4 ⇒ (1) + 4 = 5

As the woman at the other side of the barge finishes casting her spell a hulking, roughly humanoid creature of dirt and stone explodes up from the earth right by three Pathfinders, faceless save for two glowing gemstone eyes. It takes a swipe at Carax.

?:
1=E 2=C 3=K 1d3 ⇒ 2

slam: 1d20 + 6 + 1 - 1 ⇒ (7) + 6 + 1 - 1 = 13
damage: 1d6 + 4 + 1 + 3 ⇒ (5) + 4 + 1 + 3 = 13
knowledge planes 11:
small earth elemental

The woman then rapidly takes two shots with her bow at Gaeldrung
attack: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (5) + 9 + 1 - 1 - 2 + 1 = 13
damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (3) + 1 + 1 + 2 + 1 = 8shock: 1d6 ⇒ 5
attack: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (20) + 9 + 1 - 1 - 2 + 1 = 28
damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (3) + 1 + 1 + 2 + 1 = 8shock: 1d6 ⇒ 4
crit?: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (4) + 9 + 1 - 1 - 2 + 1 = 12
crit extra damage: 2d8 + 2 + 2 + 4 + 2 ⇒ (7, 1) + 2 + 2 + 4 + 2 = 18shock: 1d6 ⇒ 3

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle (11/20 HP, blind)
Gaeldrung (3/18 HP)

-----------------
C
D
-----------------
GK
-----------------
Carax (guidance)
Kegdrainer
Geirahöð

-----------------
round 2->3
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)


Angoldir determines there’s no magic in the woods, only starving wolves. Jack decides he’d rather be nearer the other Pathfinders and starts heading back that way.

The starving wolves reveal themselves as they come bounding out of the edge of the woods and attack the pathfinders!

blue vs Jack AC16: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
damage: 1d6 + 1 ⇒ (1) + 1 = 2
trip vs CMD12: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

red vs Kevin AC17: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
damage: 1d6 + 1 ⇒ (3) + 1 = 4
trip vs CMD19: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

yellow vs Angoldir AC18: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
damage: 1d6 + 1 ⇒ (1) + 1 = 2
trip vs CMD12: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Jack and Angoldir are able to avoid the wolves' attacks, but Kevin is bitten and knocked prone!

@Kevin you can keep your rolls from before if you want, LMK

SURPRISE ROUND -> ROUND 01! THE BOLD MAY ACT!

Stumpwater Jack
Angoldir

-----------------
B
R
-----------------
Ja'ali (aware of none)
-----------------
Y
-----------------
Kevin (9/13 HP, tripped)
-----------------
Notes: Jack has torchlight; campfire light shown.


@ Jack, it's the surprise round so single move only. @Kevin bold in initiative shows who's turn it is (not yours yet).


Angoldir:
It's a wolf. It looks starving, like literally scrawny and emaciated. They can trip when they bite. No magic detected.


@Gael: can't take 10 in combat so we'll use your roll. You fall and take damage: 1d6 ⇒ 3 then use your other action to stand up in that space.


The old man’s patience reaches its limit and he bellows into the darkness. Upon receiving no reply to his challenge, he lights a torch and goes stomping off into the surrounding woods. The half orc grows tired of sitting around and gets up to have a look around as well.

Jack’s position when s$&! goes down: 1d8 ⇒ 8

?:
R: 1d20 + 6 ⇒ (10) + 6 = 16
Y: 1d20 + 6 ⇒ (3) + 6 = 9
B: 1d20 + 6 ⇒ (17) + 6 = 23
perception A: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
perception Q: 1d20 + 9 ⇒ (10) + 9 = 19
perception J: 1d20 + 1 ⇒ (6) + 1 = 7
perception B: 1d20 + 13 ⇒ (7) + 13 = 20
perception K: 1d20 + 7 ⇒ (19) + 7 = 26
perception S: 1d20 + 7 ⇒ (16) + 7 = 23

Initiative:

Ja'ali: 1d20 + 3 ⇒ (8) + 3 = 11
Angoldir: 1d20 + 5 ⇒ (14) + 5 = 19
Kevin: 1d20 + 1 ⇒ (5) + 1 = 6
Stumpwater Jack: 1d20 + 2 ⇒ (20) + 2 = 22
R: 1d20 + 2 ⇒ (14) + 2 = 16
Y: 1d20 + 2 ⇒ (6) + 2 = 8
B: 1d20 + 2 ⇒ (15) + 2 = 17

SURPRISE ROUND! THE BOLD MAY ACT!

Stumpwater Jack (aware of Red and Yellow)
Angoldir (aware of Red and Yellow)
-----------------
B
R
-----------------
Ja'ali (aware of none)
-----------------
Y
-----------------
Kevin (aware of Red and Yellow)

Notes: Jack has torchlight; campfire light shown.


Altavan approaches and puts one smuggler to sleep with a mere gaze. Geirahöð moves onto the bridge, ready to join her fellow Pathfinders.

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle (11/20 HP, blind, entagled)
Gaeldrung

-----------------
C
D (asleep)
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð
-----------------
round 1->2
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)


Map updated so those with darkvision and low-light can see what they would see.

Everyone in camp seems to be on edge after the half elf whispers something about “company,” the magical bird babbles some nonsense, and the half orc silently wrings his scythe thrice. After watching and waiting for what feels like hours but is really only about 10 minutes, whatever might have been out there seems to have disappeared...or has it? You find yourselves unsure.

What would everyone like to do?


@Kegdrainer the southern pirate (black) is the only foe within 30’
D WILL DC16: 1d20 + 1 ⇒ (8) + 1 = 9


Sorry, I forgot the pirates' miss chances (high is good). The hippo can see fine.
dim light: 1d100 ⇒ 31
dim light: 1d100 ⇒ 61


@Gaeldrung, I moved your token back to where it looks like you should have 20’ of movement left (depending if you wanna approach from the bank or the bridge) so go ahead and move 20’ more as you please.

Encara moves forward and makes everyone #blessed, while Richelle does some parkour onto the barge. Gaeldrung also heads toward the smugglers’ boat (20’ remaining to move).

Meanwhile, the two pirates advance on Richelle. One pulls the Pathfinder's own hat down over her eyes while the other yanks down her pants!
C dirty trick: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21 blinded
D dirty trick: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20 entangled

”Hypatria, get that one!” yells the woman holding the longbow. Suddenly, some kind of beast lumbers up from the canal onto the boat, causing it to sway wildly! The entire boat is difficult terrain now. The animal then tries to bite Richelle as her master begins casting a spell.

SPELLCRAFT DC17:
Summon Nature’s Ally II

Hypatria attack: 1d20 + 7 ⇒ (18) + 7 = 25
Hypatria damage: 1d8 + 4 ⇒ (5) + 4 = 9

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle (11/20 HP, blind, entangled)
Gaeldrung
-----------------
C&D
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð

-----------------
round 1
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)


@Gaeldrung, I'm not seeing how with a 20' speed and one single move + one double move (so 60' total) you could get all the way to the barge. Also, sorry I didn't have the terrain clarified when you made your move. It's 15' down so you'll need to make an acrobatics check to jump down.


@Richelle, I updated the map with terrain clarification. LMK which way you’d like to approach: jump down on the sandbar or go on to the bridge and jump down onto the barge there. Either way, make an acrobatics roll if you do jump.


The oracle calls forth a radiant burst of light that blinds two of the smugglers and wounds all three. Carax proudly flies the glyph of the open road, inspiring his fellow Pathfinders. The Shaman called Kegdrainer advances with two of his allies.

PATHFINDERS GO! THE BOLD MAY ACT!

Encara
Richelle
Gaeldrung

-----------------
C&D (blind)
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð
-----------------
round 1
Notes: dim light, banner (+2 vs. fear; +1 attack while charging)


“They’re dumping kraut in blue cheese,” you think you hear the magical bird say before it flies up into the trees above you.

Angoldir:
Your empathic link with Qadar tells you he’s concerned about something out in the trees.


GK REF DC17: 1d20 + 9 ⇒ (9) + 9 = 18
C REF DC17: 1d20 + 1 ⇒ (12) + 1 = 13
D REF DC17: 1d20 + 1 ⇒ (9) + 1 = 10
The two smugglers caught by surprise now appear to be blind as well, though the other seems to have shaken off the spell effect somewhat.
Didn't mean to un-bold you up there Encara. Your spell feels fully effective damage-wise (I just re-checked and BoR doesn't halve the damage on a save, interestingly)


No initiative just yet, depending on everyone else's actions, but I'll note that for your first turn if appropriate.


@Richelle only a single move because surprise round, but don’t you have 30’? (I moved your token 30’)
@Geirahöð you need cover for stealth so I moved you by a bush

The ranger attempts to hide while two of the other Pathfinders move forward to engage. In the dim light some of you notice one of the smugglers draw a bow and say to the others, ”We have company, boys.” The other two glance at her and then each other, caught by surprise.

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Encara
Richelle
Gaeldrung
-----------------
C&D
-----------------
GK
-----------------
Carax
Kegdrainer

Geirahöð
-----------------
Surprise round
Notes: dim light, one action only (surprise)


Kevin easily locates a nice level spot while Angoldir, Qadar, Ja’ali, and Benqai fumble around as if they haven’t slept out in the woods much before. The campsite is surrounded on three sides by a thicket of bushes. There is plenty of dry wood to be found to start a fire, and the rations in your wagon can be cooked into a stew that could be described as, “better than nothing,” if everyone contributes.

As you are sitting around the camp after dark, you all hear howling off in the distance. Over the next hour, the howling seems to grow closer before becoming eerily silent.

?:
stealth: 1d20 + 6 ⇒ (14) + 6 = 20
perception A: 1d20 + 7 ⇒ (9) + 7 = 16
perception Q: 1d20 + 9 ⇒ (20) + 9 = 29
perception J: 1d20 + 1 ⇒ (20) + 1 = 21
perception B: 1d20 + 13 ⇒ (3) + 13 = 16
perception K: 1d20 + 7 ⇒ (11) + 7 = 18
perception S: 1d20 + 7 ⇒ (12) + 7 = 19

Just a half-hour later, a creature of some sort can be sensed just beyond the edge of the firelight by the magical bird and the half-elf.

Map updated (I know some of you have dark or low-light vision but the lighting condition is just there for effect right now). What would you like to do?

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