DM B's PFS 3-07 Echoes of the Overwatched (Inactive)

Game Master Beckett

MAP

Init:

[dice=Darvan]1d20+4[/dice
[dice=Grace]1d20+9[/dice
[dice=Kurvast]1d20+3[/dice
[dice=Morvius]1d20+6[/dice
[dice=Mur]1d20+2[/dice
[dice=Virgil]1d20+2[/dice

[dice=]1d20+[/dice
[dice=]1d20+[/dice

After your last few exploits with the Blakros family, and their famous museum, they have discovered a new subbasement below, and have begun to explore it. Inside, Nigel has discovered some sort of odd portal, and with the help of a Pathfinder Anumet Akrostera, the two had begun to research what that might mean. Now you have gotten word that Anumet has vanished, and some sort of new curse has been unleashed. Duty calls once more.

Having investigated, you have discovered that Anumet was murdered very recently, and is likely not the being that Nigel saw acting strangely. Heading to the Forae Logos to look for clues, you are unsure about you next step.


101 to 150 of 166 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

INIT:

Group 1
->Kurvast
Darvan
->Virgil

Statue (-12)

Group 2
Grace
Morvius
Mur

I need actions from Kurvast and Virgil, before it tries to stand and get a bunch of AoO's against it.

Grace's spell knocks the brute down, causing Morvius's arrow to miss, but aiding many of the closer attackers to chip away at it's stony skin.

Silver Crusade

Dwarf Alchemist 2 |HP 15/15|AC 16|T 12| FF 14| CMD 15| F:+4 R:+5 W:+1 | Init +2 | Perc +6| Sense Motive +1

Virgil waits for it to stand up and get a bunch of opportunistic attacks from his comrades, because he's using a crossbow and it's hard to hit things that are laying down on the ground.

Silver Crusade

Male Human (Shoanti) Swashbuckler 2
Stats:
HP 20/20, NL 0 | AC 19, T 14, FF 15 | CMB +4, CMD 17 | F +1, R +7, W +0 | Init +4 | Perc +4 | Melee: Rapier w/ PA +5 (1d6+4/18-20/x2)

Kurvast jabs again at the fallen statue.

Rapier, Power Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

He gets a +1 attack bonus on AoOs from the Fencer trait, so his attack when the statue tries to stand up will be +6/1d6+3/18-20/x2.

Grand Lodge

M Human Fighter 2. HP 17/23. AC. 18. (T 12, FF 16) Fort+5, Ref +2, Wis +1, Init +2, Perception +7

Cueing up the AOO.

CMB to trip again: 1d20 + 7 ⇒ (15) + 7 = 22

Stay down! You will be dispatched shortly! ...Evil doer?!

Silver Crusade

Male Human (Shoanti) Swashbuckler 2
Stats:
HP 20/20, NL 0 | AC 19, T 14, FF 15 | CMB +4, CMD 17 | F +1, R +7, W +0 | Init +4 | Perc +4 | Melee: Rapier w/ PA +5 (1d6+4/18-20/x2)

I don't think you can trip on a stand up AoO. The AoO takes place before the triggering action, so the target is still prone when you're trying to trip them.

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Ditto on the AoO's

Darvan
AoO (Shillelagh, vs. Prone): 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26
Damage (Shillelagh): 2d6 + 5 ⇒ (6, 2) + 5 = 13

Sahba
AoO (Bite, vs. Prone): 1d20 + 4 + 4 ⇒ (18) + 4 + 4 = 26
Damage (Bite): 1d6 + 2 ⇒ (1) + 2 = 3

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Virgil holds back and the golem begins to rise, drawing an assortment of attacks from those surrounding it.

Kurvast AoO: 1d20 + 9 ⇒ (19) + 9 = 28 <HIT/ possible CRIT>
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Mur AoO: 1d20 + 9 ⇒ (20) + 9 = 29 <HIT/ possible CRIT>
Damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9

Acrobatics DC 10: 1d20 ⇒ 1

Kurvast AoO Crit: 1d20 + 9 ⇒ (2) + 9 = 11 <no crit>
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Mur AoO Crit: 1d20 + 9 ⇒ (20) + 9 = 29 <CRIT>
Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10

And with the various AoO's, it stops, still trying to force it's breaking body to rise, but you can tell the magic is leaving it. The statue begins to make a grindin sound, of stone upon stone, and collapses under it's own weight.

Able to explore this floor now without any obvious threats, you notice that the rope you use to climb is secured to one of the statues, and that in that statue is a single silver gemstone for eyes, that seems to come out easily. Each of the other statues have small pairs of ruby's for eyes.

In another room you see an ancient mosaic upon a wall, which depicts a central figure surrounded by many lesser mages. The central figure is wearing an odd brooch, and on closer inspection you notice that it is actually a small recess into the wall, approx. 1 inch, as if to allow an item to be inserted and used as a key.

Know Religion DC 10:
The central figure is Nethys, primary deity of magic.

Know Arcana DC 25:
The various mages are actually depictions of some og Golarion’s most powerful and famous archmages from ancient history.

In that same room you find the crumped body of an adventurer, which appears to have crawled here after being dealt many blows, and finally passed away. The corpse has a small satchel (containing the treasure for the encounter), but also clasps a golden amulet in his boney hand. It appears nearly identical to the one in the painting, but incomplete. Small holes on the main side suggest that there are two more pieces. The corpse also has a Cold Iron Longsword with a jeweled scabbard, and a fancy scroll case with some documents within, one showing a picture of what they suspect the completed device to look like, and speculation on it's intent.

Anther room, you see what remains of a spiral staircase leading down, but it has recently collapsed, likely after something made it's way up.

[I]Finally, you see that the southern room holds a staircase heading up to the last floor above.[/ooc]

Scarab Sages

Female Aasimar (Azata-Blooded) 107797-4 | Sorceress (Celestial Bloodline) 2 | AC 17 T 13 FF 14 | HP 14/14 | F +2 R +3 W +3 | Init +7 | Perc +6

Knowledge (Arcana): 1d20 + 5 ⇒ (20) + 5 = 25

Grace looks around at the mosaic and notes the mages depicted, "These are actually depiction of some Og-Golarion's... don't laugh, it's a title, I think... most powerful and famous archmages from ancient times. I bet one of these is that jerk Ralzeros!"

She will then toss Detect Magic around like it's candy and try to identify anything sparkly.

Grand Lodge

M Human Fighter 2. HP 17/23. AC. 18. (T 12, FF 16) Fort+5, Ref +2, Wis +1, Init +2, Perception +7

Puffing his chest out, Mur's motivational comments are good intentioned however seem awkward like he is new to compliments.

Good work Team?! We sure won and been destroying some evils today?! Keep it up and we will be outta here right as rain. Sure feels good to be heroic, real good.

Noted on trips and AOOs, DM Beckett you have permission to roll non stop 20s for me if you want ;-)

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

Not that I'm going to complain about the results, but I didn't think constructs were susceptible to crits.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Morvius Eruthiel wrote:
Not that I'm going to complain about the results, but I didn't think constructs were susceptible to crits.

It's something that Pathfinder changed. You can crit and Sneak Attack all creatures unless they are basically incorporeal, faceless (like a gelatinous cube), or specifically immune.

PF Construct:

A construct is an animated object or artificially created creature. A construct has the following features.
•d10 Hit Die.
•Base attack bonus equal to total Hit Dice (fast progression).
•No good saving throws.
•Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
--
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).
•No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
•Low-light vision.
•Darkvision 60 feet.
•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
•Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
•Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
•Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
•A construct cannot be raised or resurrected.
•Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
•Proficient with no armor.
•Constructs do not breathe, eat, or sleep.

vs
3.5 Construct:

Construct Type
A construct is an animated object or artificially constructed creature.
Features
A construct has the following features.
•10-sided Hit Dice.
•Base attack bonus equal to ¾ total Hit Dice (as cleric).
•No good saving throws.
•Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
--
Traits
A construct possesses the following traits (unless otherwise noted in a creature’s entry).
•No Constitution score.
•Low-light vision.
•Darkvision out to 60 feet.
•Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
•Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
•Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
•Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
•Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
•Since it was never alive, a construct cannot be raised or resurrected.
•Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
•Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
•Proficient with no armor.
•Constructs do not eat, sleep, or breathe.

PF Link
3.5 Link

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Grace Tannyth wrote:
She will then toss Detect Magic around like it's candy and try to identify anything sparkly.

The amulet and the silvery gem both radiate a faint abjuration magic.

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

Untrained Knowledge (Religion) check: 1d20 + 1 ⇒ (5) + 1 = 6

Silver Crusade

Dwarf Alchemist 2 |HP 15/15|AC 16|T 12| FF 14| CMD 15| F:+4 R:+5 W:+1 | Init +2 | Perc +6| Sense Motive +1

Virgil puts his crossbow away and readies his morningstar for further combat... and a small red glass vial.

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

The ranger looks up. "Other pieces up there, like as not. Let's go."

Scarab Sages

Female Aasimar (Azata-Blooded) 107797-4 | Sorceress (Celestial Bloodline) 2 | AC 17 T 13 FF 14 | HP 14/14 | F +2 R +3 W +3 | Init +7 | Perc +6

Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16 for the amulet
Spellcraft: 1d20 + 6 ⇒ (18) + 6 = 24 for the gem

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Both radiate the above, faint abjuration magic.

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan nods at Morvius' suggestion. He orders Sahba up the stairs and follows close behind.

Perception (Darvan): 1d20 + 7 ⇒ (4) + 7 = 11
Perception (Sahba): 1d20 + 6 ⇒ (6) + 6 = 12

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Cautiously ascending the stairs, the stench of decay fills the air of this cavernous chamber, a vast hall taking up over half the tower’s area. The withered corpse of a human sits in a marble chair fixed to the floor, which is made of the same material. The body is clad in ragged but sumptuous black and white vestments worked with the design of a mask. In its right hand, the corpse grips a staff of immaculate design.

Sahba smells something, . . . off, (or rather 3 things) just in time for you all to get the warning. Two rotting, mummified hands spring from the corpse robes, flying across the room to strangle you, but a few quick chops and bites catch them midair and neutralize the threats before they become them.

All:
There are two crawling hands, but I rolled init and I just do not see them actually being threats. They are tiny, so do not threaten, and just moving into your squares to grapple draws AoO. An average roll would destroy them, so I just kind of skipped the "fight".

The corpses staff itself is of fantastic quality, but a simple investigation reveals that the headpiece is not attached, and shares the same magical aura as the silvery gem and the amulet you had located earlier. What's more, as you place the there near ach other, as if magnetized, they suddenly come together, and as if by magic, attach to each other, creating a complete item.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

If there is anything else you need to do, try, or attempt, now is the time. . .

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

"Get it back downstairs?" Morvius grabs the staff and heads back down.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

New Map

Returning the now complete amulet, it fits perfectly into the small recess in the wall, and with a flash of light This room appears for all intents and purposes to be a vault, containing various crates and shelves stocked with countless papers, scrolls, tomes, and other wizardly items. You see no one inside, but there is a rotting stench within that seems to permeate the entire room. A single set of footprints leave a trail in the thick layer of dust that seems to travel all over the room.

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

Arrow nocked, Morvius advances slowly into the room, trying to find the source of the smell (assuming it's not Mur).

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan casts detect magic.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

There are many aruas in the room, as it seems to be repository for scrolls and spellbooks, and other arcane nick-knacks. Nothing stands out, though further rounds of study might?

The smell is enough to dull event scent, but it seems to be coming from one area towards the top right, but nothing is obvious to cursory examination.

-Posted with Wayfinder

Silver Crusade

Dwarf Alchemist 2 |HP 15/15|AC 16|T 12| FF 14| CMD 15| F:+4 R:+5 W:+1 | Init +2 | Perc +6| Sense Motive +1

Virgil walks into the room and looks around.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11
DM Beckett wrote:

New Map

Returning the now complete amulet, it fits perfectly into the small recess in the wall, and with a flash of light This room appears....

Incidentally, it looks as though part of a sentence has gone missing there. What happens "with a flash of light?"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Dang, sorry.

I copied it and added the missing part. I was going to alter it a little, creating a portal into the room, and I guess that didn't take between the Preview and Submitting of the text.

Returning the now complete amulet, it fits perfectly into the small recess in the wall, and with a flash of light [the wall slides open, revealing a new room.] This room appears for all intents and purposes to be a vault, containing various crates and shelves stocked with countless papers, scrolls, tomes, and other wizardly items. You see no one inside, but there is a rotting stench within that seems to permeate the entire room. A single set of footprints leave a trail in the thick layer of dust that seems to travel all over the room.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I misremembered the map a bit, but I have added some green circles to the map to indicate the location of the origin of the small.

Once everyone has entered the room, can I get a Perception check please, (a new one if you have already rolled).

Percpetion DC 20:
Nothing happens until most have entered the room. You hear the quite chanting of an arcane spell being whispered, and the unfurling of parchment. It's coming from within the area of the smell, but you see nothing. Sahba likewise can not catch a scent to pinpoint. (If you make this, and are able to, please also give me a Spellcraft check).

Spellcraft DC 17:
Someone is reading of a Scroll of Web!!!

Silver Crusade

Dwarf Alchemist 2 |HP 15/15|AC 16|T 12| FF 14| CMD 15| F:+4 R:+5 W:+1 | Init +2 | Perc +6| Sense Motive +1

Virgil scrunches his nose at the smell and peers around trying to find the source.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13
Well, those rolls stink...

Virgil ponders if the smell is him and sniffs under his arms.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Virgil "Firecask" Anvilsinger wrote:
Virgil ponders if the smell is him and sniffs under his arms.

The small is definitely something/one dead and rotting.

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

"Spellcasting. There. Don't recognize the spell."

Perception check: 1d20 + 12 ⇒ (9) + 12 = 21

Spellcraft check: 1d20 + 7 ⇒ (8) + 7 = 15

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Morvius Eruthiel wrote:
"Spellcasting. There. Don't recognize the spell."

The earth falls on you. No save. You all die. Go ahead and roll up your characters. Oh, and they have a super-duper parade for the bad guys. Elephants, and cheese, rocket ships, the works. :)

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11
DM Beckett wrote:
The earth falls on you. No save. You all die.

"Ow."

Scarab Sages

Female Aasimar (Azata-Blooded) 107797-4 | Sorceress (Celestial Bloodline) 2 | AC 17 T 13 FF 14 | HP 14/14 | F +2 R +3 W +3 | Init +7 | Perc +6

That was supposed to be my parade!

Grace casts Detect Magic into the room to see if she can pick anything up before stepping in.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Perception (Darvan): 1d20 + 7 ⇒ (3) + 7 = 10
Perception (Sahba): 1d20 + 6 ⇒ (9) + 6 = 15

On Morvius' declaration, Darvan casts faerie fire centered where Morvius indicated.

Silver Crusade

Male Human (Shoanti) Swashbuckler 2
Stats:
HP 20/20, NL 0 | AC 19, T 14, FF 15 | CMB +4, CMD 17 | F +1, R +7, W +0 | Init +4 | Perc +4 | Melee: Rapier w/ PA +5 (1d6+4/18-20/x2)

The tribesman grimaces as he inhales through his nose.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

"Death rot," he shrugs, not picking up on any other notable details of his environment.

If Grace and Darvan fail to find anything, he will follow Virgil into the room, rapier in hand.

Grand Lodge

M Human Fighter 2. HP 17/23. AC. 18. (T 12, FF 16) Fort+5, Ref +2, Wis +1, Init +2, Perception +7

The smell- hey Mur bathed two months ago, its not him.

perception: 1d20 + 6 ⇒ (3) + 6 = 9

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Something to keep in mind, no one is really aware of an active threat until the perception check, at which point something happens, and there would be enough time to react to it really. I'm going to assume that you have 2 rounds prior to as people filter into the room, and think there is a threat somewhere, but not sure exactly what or where. So if you want to try anything, (Mage Armor, potion, etc), because nothing happens until most people are into the room.

INIT Rolls:

Darvan: 1d20 + 4 ⇒ (3) + 4 = 7
Grace: 1d20 + 9 ⇒ (3) + 9 = 12
Kurvast: 1d20 + 3 ⇒ (8) + 3 = 11
Morvius: 1d20 + 6 ⇒ (10) + 6 = 16
Mur: 1d20 + 2 ⇒ (1) + 2 = 3
Virgil: 1d20 + 2 ⇒ (6) + 2 = 8
Devourer of Reason: 1d20 + 3 ⇒ (15) + 3 = 18

Surprise Round: Devourer, Morvius, Grace

INIT
Devourer
Morvius, Grace, Kurvast
Virgil, Darvan/Sahba, Mur

After beginning to investigate the room, Morvius and Grace hear something chanting from a scroll, and suddenly a rotting corpse, animated and very intelligent appears, it's invisibility expended just before it's attack. From it's outstretched hand magic webs appear, shooting out and surrounding the area you are in.

WEB

The creature seems to be some sort of Ghoul, wearing tattered and rotting robes. But it also seems slightly alien, and very intelligent, unlike the more brutish ghouls you might be use to.

Reflex Saves (DC 14)
Darvan: 1d20 + 2 ⇒ (14) + 2 = 16 <Inside Web, but not caught>
Sahba: 1d20 + 6 ⇒ (15) + 6 = 21 <Inside Web, but not caught>
Grace: 1d20 + 3 ⇒ (18) + 3 = 21 <Inside Web, but not caught>
Kurvast: 1d20 + 7 ⇒ (9) + 7 = 16 <Inside Web, but not caught>
Morvius: 1d20 + 7 ⇒ (13) + 7 = 20 <Inside Web, but not caught>
Mur: 1d20 + 2 ⇒ (6) + 2 = 8 <Grappled by Web>
Virgil: 1d20 + 5 ⇒ (19) + 5 = 24 <Inside Web, but not caught>

Grace and Morvius get a Surprise Round after that.

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

Morvius takes advantage of his ability to continue to move and tries to thread an arrow between Mur and Darvan into the odd creature.

DA Arrow to devourer (cold iron w/silver blanch), incl. cover: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
DA Arrow damage, if applicable: 1d8 + 4 ⇒ (1) + 4 = 5

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It hits easily and does seem to cause a little pain.

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

Would a 17 still hit? I messed up the cover penalty.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It would, but you have Cover vs the Devourer, and it dos not get Cover vs you (from the Web).

Grand Lodge

M Human Fighter 2. HP 17/23. AC. 18. (T 12, FF 16) Fort+5, Ref +2, Wis +1, Init +2, Perception +7

On Mur's turn he will try and break the grapple.

CMB: 1d20 + 4 ⇒ (7) + 4 = 11

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

To speed things up, a DC 14 Escape Artist or Grapple check that beats a 14 CMD will do it. Also others can try to hack away at the web and free you, and fire will burn it easily.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Grace chants a few words and sends out a spray of acid at the creature.
Acid Splash: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d3 ⇒ 3

But it dodges the spray, leaping to the side. Grabbing a wand, it directs a small blast of flame at Darvan, Kurvast, and Sahba.

Burning Hands: 1d412 ⇒ 354
Darvan: 1d20 + 2 ⇒ (12) + 2 = 14 1 Damage
Sahba: 1d20 + 6 ⇒ (18) + 6 = 24 1 Damage
Mur: 1d20 + 2 ⇒ (7) + 2 = 9 2 Damage
Kurvast: 1d20 + 7 ⇒ (2) + 7 = 9 2 Damage

This causes the webs to begin to burn, which in a few seconds will remove the webbings in those areas, but also cause further harm to anyone in those areas.

INIT
Devourer
Morvius, Grace, Kurvast
Virgil, Darvan/Sahba, Mur

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

The smoke from the burning webs obscures the creature at a critical moment, so Morvius' second arrow misses.

DA cold iron/silver blanch arrow to devourer, incl. cover from party and PBS: 1d20 + 6 - 4 + 1 ⇒ (5) + 6 - 4 + 1 = 8

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Not sure what happened with the Burning Hands roll above. I previewed it twice before submitting, and both times it looked fine (rolled a 2 on a d4).

Scarab Sages

Female Aasimar (Azata-Blooded) 107797-4 | Sorceress (Celestial Bloodline) 2 | AC 17 T 13 FF 14 | HP 14/14 | F +2 R +3 W +3 | Init +7 | Perc +6

Panicking slightly, Grace rushes to get out of the webs before they burn all around her.

Double move to get out of the spell area

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Can I get a CMB (grapple) or Escape Artist check please. Also Grace is not within the flames, so not currently at risk of being hurt.

1 to 50 of 166 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM B's PFS 3-07 Echoes of the Overwatched All Messageboards

Want to post a reply? Sign in.