Broken Chains, PFS DoubleGold (Inactive)

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8-07 Map DungeonMaster

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Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

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Grand Lodge

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Scarab Sages

Male Elf Fighter (Lore Warden) 1/Wizard (Enhancer)) 5 [ HP 41/41 | AC 19/FF14/T16 (23/18/20 w/Mage Armor) | Fort +3, Ref +6, Will +6 (immune to sleep, +2 vs. ench) | Init +7 | Perception +9 ]

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8-07 Map DungeonMaster

The heroes are in a Katapeshi coffee shop, where they are scheduled to meet with a high-ranking undercover Twilight Talon commander known only as Whisperhade. Once the PCs take their seats, Whisperhade speaks.

"I've called you here to request your assistance
in a delicate operation involving a missing
field agent named Othine Dalanse. She
has a flawless track record of infiltrating
and dismantling slave rings, and her
successes have saved many lives. Over
the past year, she's been working
deep cover assignments throughout
Katapesh, and I've had less and less
contact with her. It's now been over
two months since her last message.
"Early last week, we recovered a body
along the banks of the River Scorpius. At first, my
agents feared it was Othine's, for it was wearing
her armor and had similar tattoos. Thankfully,
when clerics interrogated the body, the corpse proved to be
nothing more than a vagrant with a passing resemblance to
Othi ne, the tattoos obvious forgeries.
"This situation doesn't bode well for Othine. I believe the slavers
have captured her and may be torturing her for information, or
worse. If she's been caught, the slavers certainly suspect we're
investigating them, and will be on the lookout for undercover
Eagle Knights. I need someone not directly affiliated with our
organization to get into the slavers' base, discover Othine's true
fate, and finish what she started by dismantling the operation."

"I offer you 1500 GP."


RAIA | sp 20/20 | hp 24/24 | rp 6/6 | EAC 16 KAC 16 | fort +1 refl +3, will +4 | melee 5, ranged 6 | init +2 | Female damaya lashunta xenoseeker technomancer / 4
skills:
Computers +14 (4 ranks), Diplomacy +7, Engineering +11 (4 ranks), Intimidate +5, Life Science +14, Mysticism +8, Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs of Life Science checks to identity rare creatures

Quinn's brow furrows as he considers the task ahead. "I'm in... definitely sounds like someone was trying to throw you off the scent with that bogus body. Your agent must truly be in danger. I will go on this quest to find her, rescue her if that's possible. While slavery is legal here, aparently, it's not very ethical. I will do my best to disrupt this flesh business, without crossing legal lines of course."

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

"I'm here for my demolition skills. Explosives are my game. I can do the odd magical infiltration here and there with my invisibility extracts, but it's short duration only. For sneaky work that involves hours of hiding and for tailing people, don't bring me around... you're better off doing that stuff separate and have a way to contact me for an 'artillery rendez-vous'," says Ellismus, chuckling a little.

"As for the legal, political crap, as far as I'm concerned only the laws of Absalom applies, as I'm an agent serving abroad in a semi-military capacity. If what I'm doing here won't affect my citizens status on the Isle of Kortos, I don't give a crap about the ramifications of what I'm doing here. I'm not about to go out of my way to figure out the legal stuff in a land that makes it legal to buy someone and beat them to death afterwards. In lands like this it's safe to assume that your coin-purse will get you out of most jams, if it comes to that. Flesh traffickers only care about gold; they sometimes show illusion of law and morality, but I've lived too long already to know better. It's the buyers of flesh you need to worry about..."


Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

Alahazra listens to the man's offer and nods. "It sounds like a worthy mission, to rescue such a hero. I will gladly go. It does sound like there is more to this disappearance. Anyone who would go to the effort of tattooing a corpse has grand intentions. Was there anything significant about the tattoos?"

Scarab Sages

Male Elf Fighter (Lore Warden) 1/Wizard (Enhancer)) 5 [ HP 41/41 | AC 19/FF14/T16 (23/18/20 w/Mage Armor) | Fort +3, Ref +6, Will +6 (immune to sleep, +2 vs. ench) | Init +7 | Perception +9 ]

"I agree, J-jamila. Th-the f-f-fact th-that th-they w-went t-t-to s-such g-great lengths t-t-to c-c-cover up th-the abduction s-suggests a larger m-motive."

Grand Lodge

"What can you tell us about Othine? I realize she was undercover, but why would she not contact you for 2 months?"

"How long was the corpse dead?"


8-07 Map DungeonMaster
Brinn wrote:

"What can you tell us about Othine? I realize she was undercover, but why would she not contact you for 2 months?"

"How long was the corpse dead?"

I don't have the answers, that is why I'm paying you all to investigate and bring her back. I recommend you start at the Garden of Chains, but don't draw too much attention to yourself or if you do, take out the guards quickly, don't make them think you are there to free the slaves or anything.

He answers this to the rest of you Worry about nothing, it should be illegal to own slaves and as far as tatoos, I'm paying you to investigate, cause I don't know

Grand Lodge

Brinn asks around to find out more about the Garden of Chains...

Diplomacy (gather information): 1d20 + 4 ⇒ (9) + 4 = 13


8-07 Map DungeonMaster

You do know where it is located, but try as Brinn might, those who know anything probably won't tell outsiders because they are guarding slaves there. Brinn realises he would have to disguise himself really well to get the info as well as lie very well to actually convince them he is a slaver.

Grand Lodge

"One other question, Ellismus...I realize you want Othine back as soon as possible, but is there a timeframe you had in mind for this mission?"


8-07 Map DungeonMaster

No time pressure, but before she is dead is preferable, given then haven't already killed her

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

"Whisperhade: do you have anything else for us at this point? is this far off? do we need to worry about the damn desert heat? show us a map or something! time is of the essence and we need to break her out of there! dead or alive we're getting her back kind Sir!"

I'm not really impatient: just roleplaying my smart but low charisma alchemist who indulges on dex mutagens a bit too often! ...at times he may look or sound like an 80's stock market trader! LOL ;)


8-07 Map DungeonMaster

I'll take you to the garden, but I'm not going to get you into the garden and a few minutes later he does.

Garden of Chains
You can tell this place is heavily guarded. It has 14 prisoners, 6 regular guards and 2 elite guards. It is oval shaped, has two floors, and an auction center. All of the guards are Gnolls I can provide a map, but it ain't going to be 100% accurate since it is drawn with google docs using shapes.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

I'm a bit new to PbP... not sure how to go about this without a map...


8-07 Map DungeonMaster

I got the digital version of the map to work on this. You are all coming in from either the north or the south. Map is at top of the page.

You all get up the garden of chains, and you see 7 prison cells containing 14 prisoners total with 6 gnolls guarding the place total, at least on the upper level where D1 is. The are told to attack all intruders on sight, so you may have to sneak in or try a different approach.
Shut up prisoner as a gnoll says to the prisoner. Noone cares about your rights. I can place you all on the map later, just want to know if anyone is going in first or where they are coming in from.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Ellismus drinks his dexterity mutagen, then an extract of Invisibility and Aram Zey's Focus and goes in through the south stairs.

stealth: 1d20 + 22 ⇒ (14) + 22 = 36
perception vs. traps: 1d20 + 10 ⇒ (19) + 10 = 29
perception to spot hidden foes or Othine: 1d20 + 8 ⇒ (11) + 8 = 19


8-07 Map DungeonMaster

Ellismsu is very successful in getting to where he wants to be, but does not find Othine, of course though if he gets closer, ie laps around, he might find him. He examines everything very well, including the guards movements but finds no traps. another stealth check needed if you circle the top area, you are unseen and made no noise.

Anyone else doing anything?


RAIA | sp 20/20 | hp 24/24 | rp 6/6 | EAC 16 KAC 16 | fort +1 refl +3, will +4 | melee 5, ranged 6 | init +2 | Female damaya lashunta xenoseeker technomancer / 4
skills:
Computers +14 (4 ranks), Diplomacy +7, Engineering +11 (4 ranks), Intimidate +5, Life Science +14, Mysticism +8, Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs of Life Science checks to identity rare creatures

Can't see Ellismus, but Quinn saw him drink and go invisible, so is making a leap of intuition that he is scouting and waits for him to return and report before taking any direct action...

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Ellismus quietly goes to the top area to finish his scouting and returns to Quinn and the others.

stealth: 1d20 + 22 ⇒ (13) + 22 = 35


Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

Alahazra waits while the Taldan goes sneaking around, tapping her foot impatiently.

Grand Lodge

Brinn hangs out with the others waiting for Ellismas to return...

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Should be back now; GM DoubleGold I have added my stealthy trip on the map for reference; please delete as soon as you've seen it. Thanks!

Scarab Sages

Male Elf Fighter (Lore Warden) 1/Wizard (Enhancer)) 5 [ HP 41/41 | AC 19/FF14/T16 (23/18/20 w/Mage Armor) | Fort +3, Ref +6, Will +6 (immune to sleep, +2 vs. ench) | Init +7 | Perception +9 ]

Castien, too, awaits Ellismus' return.


8-07 Map DungeonMaster

Okay, so here is what Ellismus finds out.
1. He does not spot Othine, just 14 normal slaves.
2. There are a total of 6 regular gnolls and 2 elite looking gnolls
3. There are currently no slaves on the auction block or exchangers lots. D2 and D3 and D4, by the way d2 and d3 are actually on the bottom floor directly under the top floor, its like a catwalk, instead of a wall straight down. The elite guard in D2 is fat, very fat and is the main trader of slaves.
4. The two elite guards are on the bottom floor and no slaves are there, just the 14 slaves at the top. The other guy is at D6.
5. D7 is a secret passage that actually leads to another path. To get into D7, you have to open the cell door in D1 straight across and open the trap door. He can see the path with a roof on it going into the ground diagonally, so he can conclude that D7 slowly but surely goes underground.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

So the catwalk where D1 areas are: are they guarded by 6 regular gnolls? is there an easy way to get into D7 by skipping any fighting altogether?


Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

Alahazra is astonished when she hears Ellismus' report. "Well done, my elderly friend! Surely we destroy these gnolls and save the slaves."


8-07 Map DungeonMaster
Ellismus the Blue wrote:
So the catwalk where D1 areas are: are they guarded by 6 regular gnolls? is there an easy way to get into D7 by skipping any fighting altogether?

Make me a good bluff check dc 25 and you can also free the prisoners as if you were taking them somewhere and were on some important business. Failure by 5 and they attack you on sight, 4 or less and they say go away. You can also poison them, though that requires buying poison. Disguise kits with a good disguise check. Lure them just outside and into traps, like placing a pit magical or otherwise or some other trap just outside the building while covering it up. Yes there are plenty of ways you can

Grand Lodge

"We could create a diversion. One idea would be to buy a scroll of fog cloud and cast that in the middle of the guards, and then make a break for the cell with the secret passage. What do you all think?"

"Is anyone good and getting past locks?"

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

"I'm currently passable at this... but we must hurry." says the disembodied voice of Ellismus, his spells still active.


Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

"A fireball in their midst would do just as well," replies Alahazra, rubbing her hands in anticipation.


RAIA | sp 20/20 | hp 24/24 | rp 6/6 | EAC 16 KAC 16 | fort +1 refl +3, will +4 | melee 5, ranged 6 | init +2 | Female damaya lashunta xenoseeker technomancer / 4
skills:
Computers +14 (4 ranks), Diplomacy +7, Engineering +11 (4 ranks), Intimidate +5, Life Science +14, Mysticism +8, Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs of Life Science checks to identity rare creatures

"If you go that route, be careful, the fireball should be placed where it won't hurt any of the prisoners."


8-07 Map DungeonMaster

Jamilia, if you want to do that without being seen and without getting the prisoners, give me an intimidate check as you make noises to get all the gnolls group together to investigate the sound. You can make the sound of a lion, you call speak in english, hey aholes over here, or whatever. You also ready a fireball, the better the intimidate the more than come running to investigate, then it goes off. Otherwise you'd be doing fireball in combat and it will be a lot harder. This way you can take them all out in surprise.


Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

No one seems to have an objection to it, so let's do it!

Alahazra readies her signature fireball then calls out to the guards. "Oh, booooys!"

intimidate: 1d20 + 9 ⇒ (4) + 9 = 13

fire damage: 7d6 ⇒ (3, 3, 1, 3, 1, 2, 3) = 16

Reflex save DC 20 for half damage.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

If that's not enough, Ellismus readies to throw a bomb on the survivors:

Alchemist Bomb; Explosive Discovery; ranged touch: 1d20 + 11 ⇒ (10) + 11 = 21 for dmg: 2d6 + 6 ⇒ (5, 5) + 6 = 16 on direct target (no save)
Other targets within 10-foot radius: splash damage 8; DC 17 for half

Explosive discovery:
The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save (DC 17). Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Scarab Sages

Male Elf Fighter (Lore Warden) 1/Wizard (Enhancer)) 5 [ HP 41/41 | AC 19/FF14/T16 (23/18/20 w/Mage Armor) | Fort +3, Ref +6, Will +6 (immune to sleep, +2 vs. ench) | Init +7 | Perception +9 ]

Unsure of this course of action, but unwilling to leave his comrades with no support, Castien readies a spell as well.

Stinking cloud (DC 18)


8-07 Map DungeonMaster

Six guards coming running as so does Saiyd to investigate where that is coming from only to get hit with a fireball and the big guy with an explosive bomb. And then a stinking cloud reflex: 4 + 1d20 ⇒ 4 + (2) = 6
reflex: 4 + 1d20 ⇒ 4 + (8) = 12
reflex: 4 + 1d20 ⇒ 4 + (14) = 18
reflex: 4 + 1d20 ⇒ 4 + (7) = 11
reflex: 4 + 1d20 ⇒ 4 + (6) = 10
reflex: 4 + 1d20 ⇒ 4 + (9) = 13
reflex: 4 + 1d20 ⇒ 4 + (19) = 23

fort: 4 + 1d20 ⇒ 4 + (20) = 24
fort: 4 + 1d20 ⇒ 4 + (2) = 6
fort: 4 + 1d20 ⇒ 4 + (4) = 8
fort: 4 + 1d20 ⇒ 4 + (2) = 6
fort: 4 + 1d20 ⇒ 4 + (17) = 21
fort: 4 + 1d20 ⇒ 4 + (18) = 22
fort: 4 + 1d20 ⇒ 4 + (6) = 10


8-07 Map DungeonMaster

All of them are still alive, nearest ones are 20 feet from the group, another fireball look like it will kill them all. Doesn't don't roll close to minimum damage and a fireball will get them all most likely
init: 2 + 1d20 ⇒ 2 + (3) = 5 Jamila
init: 2 + 1d20 ⇒ 2 + (16) = 18 bad guys
init: 5 + 1d20 ⇒ 5 + (6) = 11 Ellismus
init: 1 + 1d20 ⇒ 1 + (14) = 15 Jafo's pregen
init: 7 + 1d20 ⇒ 7 + (10) = 17 Castien


8-07 Map DungeonMaster

They are before you and three are not noseated, the all move forward towards the party, three attack castien, they are still clumped together and you can still get them all without getting the party.
hit: 5 + 1d20 ⇒ 5 + (15) = 20
hit: 5 + 1d20 ⇒ 5 + (20) = 25
hit: 5 + 1d20 ⇒ 5 + (5) = 10

Heroes are up I could place them on the map, but they will all likely die this turn.

and a crit crit confirm: 5 + 1d20 ⇒ 5 + (10) = 15

dmg on castein: 2d6 + 6 ⇒ (2, 1) + 6 = 9


RAIA | sp 20/20 | hp 24/24 | rp 6/6 | EAC 16 KAC 16 | fort +1 refl +3, will +4 | melee 5, ranged 6 | init +2 | Female damaya lashunta xenoseeker technomancer / 4
skills:
Computers +14 (4 ranks), Diplomacy +7, Engineering +11 (4 ranks), Intimidate +5, Life Science +14, Mysticism +8, Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs of Life Science checks to identity rare creatures

Quinn waits to see what the others have planned for the guards next... knowing it's unlikely his own resources will be necessary.

Scarab Sages

Male Elf Fighter (Lore Warden) 1/Wizard (Enhancer)) 5 [ HP 41/41 | AC 19/FF14/T16 (23/18/20 w/Mage Armor) | Fort +3, Ref +6, Will +6 (immune to sleep, +2 vs. ench) | Init +7 | Perception +9 ]

Castien steps back and fires two arrows at the gnolls.

Not an action: 5' step
Full-round action: Fire two arrows (rapid shot, split targets if needed)
Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (10) + 10 + 1 - 2 = 19
Damage (+1 Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot): 2d6 + 3 + 1 ⇒ (6, 5) + 3 + 1 = 15

Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28
Damage (+1 Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot): 2d6 + 3 + 1 ⇒ (2, 4) + 3 + 1 = 10


8-07 Map DungeonMaster

Castien drops two gnolls easily. You killed one that saved against cloudkill and one that failed against cloudkill. That's 1 out of 3 down that saved against cloudkill, we are going to say the same one that saved against fireball also saved against cloudkill, you killed that one.


8-07 Map DungeonMaster

I forgot to Roll Brinns init, you can act whenever,as the monsters already went and we are still in round 1


8-07 Map DungeonMaster

Also forgot about reflex save from the bomb, splash dmg reflex: 4 + 1d20 ⇒ 4 + (19) = 23
reflex: 4 + 1d20 ⇒ 4 + (18) = 22
reflex: 4 + 1d20 ⇒ 4 + (9) = 13
reflex: 4 + 1d20 ⇒ 4 + (14) = 18
reflex: 4 + 1d20 ⇒ 4 + (1) = 5
reflex: 4 + 1d20 ⇒ 4 + (9) = 13 3 more dead as the splash killed them

As the heroes make quick way of the enemies a few sneak through their defense to hit the heroes a little. This may mean those ones on Castien may never have hit him or tried to, cause they may have been dead before the round started, 1 in 6 chance for each. I'll roll 3d6, 2 out of the six got through and hit you. If a 5 or 6 comes up, half the damage you took, if a 5 or 6 comes up more than once, you took no damage in the first round.

chance: 3d6 ⇒ (4, 4, 3) = 11
reroll duplicate number: 2d6 ⇒ (3, 6) = 9 since number 4 can't die twice, nor can number three

Castien, remember how I said you took 9 damage? Wrong, you took 4 damage

2 Enemies left one is the boss, both are severely hurt


8-07 Map DungeonMaster

Jamilia and Brinn are up Jamilia acted in surprise, but it is her turn in round 1


Alahazra female human oracle 7 of flame | HP 59/59 | AC 15, T 14, FF 12 | F +5, R +6, W +8 | CMB +5, CMD 19 | Speed 40' | Init +2 | Perc +1

She decides to hold off on another fireball since the bomb was so effective. Instead she emits a high-pitched shriek that burns the ears of the enemies.

Casting sound burst, assuming they are within a 10 ft radius of each other?

sonic damage: 1d8 ⇒ 5 + Fort save DC 19 or be stunned for 1 round.

Grand Lodge

I will charge the closest one (if I can).

Swift action: arcane strike (+2 damage)

attack: 1d20 + 12 ⇒ (7) + 12 = 19 Assuming I can charge...
damage: 1d6 + 4 ⇒ (1) + 4 = 5

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