DM B's PFS PbP GD4 Trouble in Tamran (1-5) Camp (Inactive)

Game Master Beckett

Less than a decade ago, the Pathfinder Society established a lodge in Nirmathas, an act that infuriated the nation's expansionist rival Molthune. The latter outlawed the Society soon after, and ever since Pathfinders have relied on smugglers like the Varisian entrepreneur Guaril Karela to slip supplies past the Molthuni blockade for both the lodge and the Society's war-torn neighbors. Something has intercepted those shipments. Can the PCs uncover the culprit and save the Society's reputation in Nirmathas?

INIT:

[spoiler=INIT ROLLS]
[dice=Caith]1d20+0[/dice]
[dice=Dumm]1d20+2[/dice]
[dice=Garret]1d20+1[/dice]
[dice=Roderick]1d20+9[/dice]
[dice=Skerdo]1d20+2[/dice]
[dice=Thoril]1d20+2[/dice]
=====================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

SubTier 4-5

Trouble in Tamran MAP


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Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick also unable to get a clear shot with a bomb will draw a wand from his wrist sheath and fire a magical missile of force at the furthest thug.

MM: 1d4 + 1 ⇒ (2) + 1 = 3

He will stand over the dropped bow to prevent theft. "I have your bow, Skerdo.

Shadow Lodge

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

Skerdo moves up, drawing his axe to mean business, but the corner of the shop he's next to gets in the way, deflecting the swing just enough for the thug to avoid it. <don't forget Bless>

Roderick, unable to go all out, instead utilizes his wand to send a single ball of magical energy, crushing into the man's chest, though not too terribly hard, it does leave a mark.

The crowd around you gets out of the way enough that you can now fight and defend yourselves with regular ease (no more difficult terrain/cover/concealment), and seeing some of his advantage departing, the male thug withdraws, falling back into a better position.

ROUND 2
<Bless until round 11>

Female 1 (-9)
=============================================
Roderick () & Skerdo ()
=============================================
Male 2 (-3)
=============================================
Dumm (), Garret (), Caith (-6, bot), & Thoril ()

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

Dumm continues his attack.

Greatsword vs 1: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage: 2d6 + 9 ⇒ (5, 6) + 9 = 20

-Posted with Wayfinder

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

If Dumm's attack didn't down the thug in front of me, attacking that one..otherwise delaying till after the other party members while shouting to clear a path and then come out of delay and charge the far away one when it comes possible. If they don't clear a path, just double move adjacent.

To hit AC: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Spiked armor damage if hit: 1d6 + 7 ⇒ (4) + 7 = 11

(including bless, not included a +2 for charge if it comes up)

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Garret if you move up 5ft when you post i am pretty sure they just took down that guy lol i will charge last one.

Thoril will charge last guy once Garet moves.

charge: 1d20 + 9 ⇒ (16) + 9 = 25

DMG: 3d6 + 8 ⇒ (2, 2, 4) + 8 = 16

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

To be truth I moved myself but haven´t got time to post. I´ll move 5 feet more, drawing an AoO if necesary

Seeing how Thoril looks at the farther man, wanting to go to crush him, Garret moves near the first man, giving him an opportunity to attack so he will let Thorvil move unmolested. Having picked his morningstar as he moves, he makes a swing trying to knock him down.

Norningstar, non lethal, bless: 1d20 + 5 - 4 + 2 ⇒ (14) + 5 - 4 + 2 = 17

You´ll do better surrending and saving your life.

Shadow Lodge

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

Dumm, Garret and Caith all go after the woman while Thoril charges off after the man. Only Garrets strike, not meant to kill, fails to connect with it's target. Seeing she is outnumbered and left in a really bad spot, she attempts to tumble away but slips on her own blood and takes a few more hits for her effort, dropping her.

Acrobatics to avoid AoO DC 24: 1d20 + 14 ⇒ (5) + 14 = 19 Ouch

ROUND 3
<Bless until round 11>

Roderick () & Skerdo ()
=============================================
Male 2 (-19)
=============================================
Dumm (), Garret (), Caith (-6), & Thoril ()

Sorry everyone, internet has been down a lot lately, and it's been really hard to get online at all. Trying to keep this going and make the deadline, but there is not much I can do when the internet on base is down. Out here, I can't just log on on my phone or anything. :(

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick, still not sure he wants to risk exploding a bunch of bystanders will fire off another missile from his wand at the fleeing man.

"Do not let him escape!"

magic missile: 1d4 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

Skerdo curses as the man darts away and dashes after him, drawing his machete as he does.

Move up and attack.

Attack, Bless: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

EDIT: If he tries to 5'-step away, Skerdo will use his Step Up feat to stay on him as an immediate action.

Shadow Lodge

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

Another blast from Rod's wand smacks the thief's chest, but as Skerdo moves in, the thief manages to sidestep the blow. The thief takes a wild stab at Skerdo, then drops his blade and tries to flee.

Random (Skerdo 1, Thoril 2): 1d2 ⇒ 1

Shortsword vs Skerdo (AC 15): 1d20 + 9 ⇒ (7) + 9 = 16 <HIT>
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Skerdo and Thoril both get an AoO before Dumm, Garrett, Caith, and finally Thoril go this round.

ROUND 3
<Bless until round 11>

Roderick () & Skerdo (-3, step up)
=============================================
Male 2 (-21)
=============================================
Dumm (), Garret (), Caith (-6), & Thoril ()

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Thoril will swing his over sized great ax at the little rogue

AoO: 1d20 + 9 ⇒ (10) + 9 = 19

Dmg: 3d6 + 8 ⇒ (2, 2, 1) + 8 = 13

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

if he lives

with only the thought hurting the man that hurt his friends Thoril charges down the alley

charge: 1d20 + 9 ⇒ (20) + 9 = 29

Dmg: 3d6 + 8 ⇒ (6, 3, 2) + 8 = 19

crit confirm: 1d20 + 9 ⇒ (1) + 9 = 10

extra Dmg: 6d6 + 16 ⇒ (5, 5, 5, 4, 6, 3) + 16 = 44

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

If still needed after the bloodbath Thoril just did

Caith double times his short stubby legs effortlessly after the fleeing ambusher

(double move)

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

Attack of Opp: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Skerdo hacks into the man's leg as he tries to sprint away.

Shadow Lodge

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

Skerdo and Thoril cut down the thief, and then the party attempts to talk down the people calling for the guards, but only some are swayed, forcing you to flee through the city back to the lodge.

You manage to make it back inside without being seen entering, and take the rest of the night off to sleep and rest. In the morning, you wake up to find Guaril has arrive to check in. “I hope you uncovered some information, my friends,” says Guaril as he applies a dab of wax to his moustache, “For my investigation was only partially successful. My sources tell me that the filthy weasels stealing my cargo are hiding in an abandoned fort. Which fort, they could not say. I would have learned more, but some men…they cannot tolerate pain, eh? Sadly for us, the Nirmathi abandoned many forts after the last Molthuni invasion. These four are our best bets.”

Guaril presents you with a map of Tamran and its surrounding territory. He has marked the four most likely forts marked on it. The forts are Fort Faelon, Fort Machema, Fort Ursoss, and Fort Drejas.

Using the clues they uncovered during their investigation to determine which fort holds the Aspis base. Jonathram’s suggestion that the thieves live in the marshy portions of the coast suggests Forts Faelon and Ursoss. Gilligam’s claim that the thieves arrive from the river suggests Forts Ursoss and Drejas. Finally, the thieves flee away from the location of Fort Drejass and toward the river, suggesting it is not the location of their base. This leaves Fort Ursoss as the location of the Aspis base.

With no time to loose, that's where you head next. Having rested the nigh, you can heal up a bit and reset your spells as needed.

You hire a small boat to take you up river towards the old Fort, and once there, spot a few lookouts, indicating that this is indeed the place.. Skipping a minor trivial fight here.

With the lookouts out of the way, you uncover a stone trapdoor leading to a chamber beneath. The hidden Aspis base that's been causing you so much trouble. The area below is lit by torches every ten paces or so. Stone steps lead up from the north corner of this small room. An open archway leads south, while a second archway leading west is obstructed by rubble and mud.

This room was once used as a storage room. Water drips slowly from a leak in the roof in the northwest corner, forming a muddy puddle on the floor. Human and animal tracks cover the floor.

Survival DC 16:
You are able pick out distinct animal prints and identifies that they belong to badgers and weasels of varying sizes.

Hastily constructed bunks line the south wall of the small barracks. Mold covers the walls, and the stench of decay is thick in the air. Open archways on the east and west ends of the room lead north. As you pass, you spot, and are spotted by two Aspis soldiers and, . . . a Razmiri Priest (?!?!?), just about to go on break. Knowing that you are not among their number, they instant draw weapons . . .

INIT ROLLS:

Caith: 1d20 + 0 ⇒ (2) + 0 = 2
Dumm: 1d20 + 2 ⇒ (11) + 2 = 13
Garret: 1d20 + 1 ⇒ (2) + 1 = 3
Roderick: 1d20 + 9 ⇒ (9) + 9 = 18
Skerdo: 1d20 + 2 ⇒ (4) + 2 = 6
Thoril: 1d20 + 2 ⇒ (7) + 2 = 9
=====================================
Razmiri Priest: 1d20 + 2 ⇒ (11) + 2 = 13
Soldiers: 1d20 + 3 ⇒ (7) + 3 = 10

Holy crap, what the hell?

Round 1

Roderick () & Dumm ()
===================================================
Razmiri Priest (), Soldier 1 (), & Soldier 2 ()
===================================================
Thoril (), Skerdo (), Garret (), & Caith ()

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

@GM - assuming Roderick re-mixed/drank his mutagen before entering a hideout. Stat bar shows included, if not possible, will remove

Roderick, not liking the looks of the Aspis soldiers, and unable to see the priest, will lob a bomb into the room, trying to splash both of the thugs.

"Beware gentlemen, incoming!"

Bomb, range, pb: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11vs AC5 square indicated on map
Blast dmg, PB : 2d6 + 3 + 1 ⇒ (1, 1) + 3 + 1 = 6 (probably not applicable)
dc 14 splash for 6 fire dmg to soldiers.

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

Some pretty awesome initiative rolls right there...

Survival: 1d20 + 10 ⇒ (3) + 10 = 13

"You are bandits who stealed supplies?" Dumm asks, drawing his greatsword. "Is bad idea to attack us..."

Rage! Also, readying an action to attack the first one that swings at me (in melee).

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

yeah on the crazy dicebot. I was just posting a game I am running on another thread...in my last post, I had rolled 5 attacks, 3 were nat 20's and other two were 18 and 17. On a first level party...not good :(

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

Survival: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 So close!

Skerdo is caught off-guard by the appearance of the Aspis and their Razmiran accomplice, and is slow to react. Looks like we've found the serpents' nest...

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

Garret cured Caith wounds after the combat. And before rest ;D

Survival: 1d20 + 3 ⇒ (13) + 3 = 16

It looks we´re in a place full of badgers and weasels, and of every imaginable size. I can´t imagine why those animels decided to live in a building.

Gentlemen? Where? Says to Roderick. Garret was very focused on the animal prints and is late to realize they´re not alone.

Shadow Lodge

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

Sure, mutagen is fine.

Roderick hurls a small admixture of his own creation right into the middle of the pair, but both manage to leap out of the way just in time just in time to avoid the brunt of it, while Dumm calls on his inner mommy issues and gets ready to destroy anything not friendly coming his way.

Refl 1 DC 14: 1d20 + 6 ⇒ (14) + 6 = 20 <Half>
Refl 2 DC 14: 1d20 + 6 ⇒ (8) + 6 = 14 <Half>

Roderick:
In the future, for the splash damage/bomb, would it be possible to note that the Save Negates, Reduces by half, etc. . . It's just one of those things I can never seem to remember. So for example, could you just write something like "splash for 6 fire dmg to soldiers, DC 14 Refl for Half." or <Dice=Bomb, range, pb>1d20+6+1</dice> <Dice=Blast dmg (Refl 14 for half)>2d6+3+1</dice>splash for 6 fire dmg. It just really helps on my end. :P

Inside the room, the priest calls on divine protection and aid himself, then moves over to prepare to smite you infidels, holding his staff in one hand, and drawing a loaded sling in the other as he gets into position.

The two soldiers each draw Longbows, and deftly knock an arrow which is sent flying directly afterwards, one at Dumm, and the other at Roderick.

Longbow vs Roderick (AC 19): 1d20 + 7 ⇒ (6) + 7 = 13 <miss>
Longbow vs Roderick (AC 14): 1d20 + 5 ⇒ (1) + 5 = 6 <miss>

Round 1

Roderick () & Dumm (Rage and Ready)
===================================================
Razmiri Priest (), Soldier 1 (-3), & Soldier 2 (-3)
===================================================
Thoril (), Skerdo (), Garret (), & Caith ()

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Thoril will rage and move up and hit number 1

rage attack: 1d20 + 8 ⇒ (5) + 8 = 13

dmg: 3d6 + 11 ⇒ (5, 1, 2) + 11 = 19

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

@GM, I have updated my splash macro for future reference

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

"Move over lad, leave some for the rest of us"

Caith moves into the room, shoving his way past Thoril

Assuming that since they are wielding longbows they can't make AOO's ..and otherwise provoking from the both of them as I move into the corner

and tries to shoulder slam one of the archer into the wall, hoping to pin him there

To hit AC 1: 1d20 + 10 ⇒ (18) + 10 = 28
Damage if hit: 1d6 + 7 ⇒ (4) + 7 = 11

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

Making a similar assumption to Caith. Double move!

Skerdo, hearing trouble, hustles forward, drawing his weapons as he goes. Finding himself among bandits and a false priest, his mouth tightens.

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

Garret moves in the middle of the group praying Desna to help his friends and cast a bless over his friends.

There´s only half of them for each of us, Caith. But you can have my part if you wish

Shadow Lodge

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

Thoril rushes in, but finds he has much more difficulty than he expected and the soldier easily deflects the blow with his own bow. Skerdo and Garret move in closer, with Garrett again calling on his faith's ability to influence the battlefield, and finally, Caith rushes in, slamming his body into one of the soldiers hard. Not enough ot kill him, but is certainly hurts. A lot.

Round 2
<Bless -> R11>

Thoril (), Skerdo (), Garret (), Caith (),
Roderick () & Dumm (Rage and Ready)
===================================================
Razmiri Priest (), Soldier 1 (-14), & Soldier 2 (-3)

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick calls in to Skerdo.

Does this other doorway connect? If so, I will go around...

Double move down the hall.

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

"Sure does!" Skerdo calls back. "Come join us!"

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

Dumm charges into the room, swinging his massive blade.

Moving between the two bandits, provoking from each.

Greatsword vs 1: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 2d6 + 11 ⇒ (4, 1) + 11 = 16

-Posted with Wayfinder

Shadow Lodge

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

Dumm rushes in and cuts one of them down. After that, it doesn't take long before you manage to overpower the others. Knowing you need to get in and get things done quickly, you do not bother taking prisoners this time.

Opposite the barracks you find a small armory. Mostly basic gear you are probably not interested in taking (right now), but there is a Longbow (+2 Str) and some arrows if anyone needs to restock.

Continuing from there you follow the hallway west into another large room that appears to be a dojo and training room. Rolled up straw mats lie in a pile against the western wall of this room, leaving the damp earthen floor exposed. The walls appear freshly cleaned, though they are still speckled with stray flecks of moss and mold. Open cages line the southern wall of the room, and the air is rich with the smell of recently shifted earth. Archways lead to the north and to the east, (where you are coming from).

Just as you filter in, you see an unarmed, barbaric-looking warrior woman standing at the northern archway, her arms crossed and a cruel sneer on her face. She is flanked with a pair of man-sized feral weasels, both just itching for a scrap. "Welcome Pathfinders. I am Cetenna. I think you have been looking for me. It certainly took you long enough to find the path here. You went and kept me waiting. . . We" as she brings both of her hands up in an aggressive fighting posture when suddenly bestial claws sprout from her fingers, her teeth begin to grow larger, and her body, even as a female, begins to sprout much more hair than appears natural, "don' like ta wait!" After that, whatever she says, or attempts to comes out as nothing but a canine growl.

INIT ROLLS:

Caith: 1d20 + 0 ⇒ (13) + 0 = 13
Dumm: 1d20 + 2 ⇒ (15) + 2 = 17
Garret: 1d20 + 1 ⇒ (16) + 1 = 17
Roderick: 1d20 + 9 ⇒ (16) + 9 = 25
Skerdo: 1d20 + 2 ⇒ (7) + 2 = 9
Thoril: 1d20 + 2 ⇒ (4) + 2 = 6
=====================================
Cetenna & Pet: 1d20 + 6 ⇒ (12) + 6 = 18
Large Weasels (2): 1d20 + 5 ⇒ (9) + 5 = 14

ROUND 1
Roderick ()
================================================
Cetenna () & Pet () <Wait, what pet?>
================================================
Dumm & Garrett ()
================================================
Weasel 1 () & Weasel 2 ()
================================================
Caith (), Skerdo (), Thoril (), & Roderick ()

Shadow Lodge

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

Also, a head's up, we only have 3-4 more days (depending on time zone). So, please, if you can try to push as much as you can. Post an action early, put in some detail to your posts, anything we can do to help get this going. This is the last fight, and a big one, but it's not the end.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

"Aye, and finding you will be your undoing and the end of your twisted plot.

Roderick will move forward and hurl a bomb at the woman.

Bomb, range, pb: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Blast dmg : 2d6 + 3 + 1 ⇒ (3, 4) + 3 + 1 = 11 splash 6 fire dmg (DC14 for half).

Why do I get the feeling this is not going to be this easy? lol

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

Garret will like to have casted longstrider after the last combat, to have more movility

first round:
In the first round I plan to cast spiritual weapon against the leader and move to look for a flank. Garret is confident in his armor

Shadow Lodge

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

Everyone has their Lycanthropy Vaccinations, yes. That's a lot of PP to burn to not get marked as dead on a poor roll.

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

Aw, you mean we can't just keep it? Dumm would be a lot more interesting with a nice shot of lycanthropy...

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Depending on what happend once it's his turn Caith will try to bash something

To hit something vs AC: 1d20 + 10 ⇒ (6) + 10 = 16
Damage if hit: 1d6 + 7 ⇒ (5) + 7 = 12

Might need modifiers for charge/rage/include a bullrush/other buffs..but too soon to tell right now

Shadow Lodge

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

Weasel 1 Ref: 1d20 + 9 ⇒ (10) + 9 = 19
Weasel 2 Ref: 1d20 + 9 ⇒ (6) + 9 = 15

Roderick hurls a bomb that catches her directly in the chest, helping to remove the remaining tatters of clothing and sizzling her flesh and fur. She responds by whistling, calling her pet to aid and then cracking her neck to get ready for a brawl.

Her pet, a badger that had buried itself below ground, digs it's way back up, continuing to move and heads right at Roderick. The little bastard looks crazed, going in for a lockjaw bite

Charging Raging Bite vs Roderick (AC 19): 1d20 + 12 ⇒ (8) + 12 = 20 <HIT>
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

ROUND 1
Roderick (-9)
================================================
Cetenna (-20) & Pet () <Wait, what pet?>
================================================
Dumm () & Garrett (Longstrider)
================================================
Weasel 1 (-3) & Weasel 2 (-3)
================================================
Caith (), Skerdo (), Thoril (), & Roderick ()

Garret C. wrote:
Garret is confident in his armor

I wouldn't be too much in this fight. looks like mostly 50/50 for you.

Shadow Lodge

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

Also, I rolled for Boons over in the Discussion thread. I could have sworn I had already, but I couldn't find it. Thoril won, so as soon as I get his info, I'll report the game for the game day. We can continue on through the end after that, but it will still count for the Game Day. Sorry for the delay. Work has been very bad this last week.

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

Seeing the woman's transformation triggers something deep inside Dumm. He snarls like a wild animal. Coarse fur ripples down his arms, his muscles bulging. Bringing his huge sword to bear, he charges forward.

Rage, and also using Animal Focus (bull) for an extra +2 Str for 1 minute. Charging the baddie.

Greatsword charge: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d6 + 12 ⇒ (3, 1) + 12 = 16

-Posted with Wayfinder

Shadow Lodge

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

Dumm rushes in only to find that she is much better prepared to defend herself that she first appears, using her open, clawed hand to fully block the greatsword. Garrett calls on a magical weapon of his faith to appear just behind the woman, catching her utterly by surprise and drawing blood.

Spiritual Weapon: 1d20 + 5 ⇒ (17) + 5 = 22 <Oh, damn. Didn't think that would actually land. HIT>
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Afterwards, risking fate, Garrett runs across the room with his new speed, but gets nipped at be the furious badger as he goes by, leaving a small trail of likewise fast moving blood.

AoO vs Garret (AC 24): 1d20 + 12 ⇒ (15) + 12 = 27 <HIT>
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

The woman hisses something bestial sounding at her pets, and, as if they fully understand her, both rush off to attack. One going after Caith and the other Roderick, but just before they get there, Dumm takes a mighty swing, cutting the beast down. Hard.

Random: 2d6 ⇒ (2, 2) = 4
<umm, I'm going to GM Star reroll that because it may kill Dumm.>
Random: 2d6 ⇒ (1, 4) = 5

Dumm AoO vs Weasel 2: 1d20 + 10 ⇒ (6) + 10 = 16 <HIT>
Damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21

Garret AoO vs Weasel 1: 1d20 + 5 ⇒ (7) + 5 = 12 <miss>

Weasel 1 vs Roderick (AC 19): 1d20 + 7 ⇒ (16) + 7 = 23 <HIT>
<I'm sorry, this could be very nasty. . .>
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Plus Grab vs CMD 17: 1d20 + 12 ⇒ (3) + 12 = 15 <FAIL!!!>

Caith moves around the room just a bit in order to double up on the one trying to eat Roderick, managing to slam his spiked body into it, but it's still up and it just looks even more angry.

ROUND 1
Roderick (-14)
================================================
Cetenna (-28) & Pet ()
================================================
Dumm () & Garrett (-10)
================================================
Weasel 1 (-15)
================================================
Caith (), Skerdo (), Thoril (), & Roderick ()

So, I totally missed that Dumm (barely) killed #2, so I had it all rolled out, and I'm just going to say, Caith, you should really thank Dumm. . . :P These things are like Barbarian Vampires.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

my info is the second post in recruitment thread. I wouls just repost it in there but i on phone. I will repost it by 10 pm central time

-Posted with Wayfinder

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Thoril will move up and hit the last vapire thing

atk: 1d20 + 8 ⇒ (19) + 8 = 27

dmg: 3d6 + 11 ⇒ (3, 4, 3) + 11 = 21

-Posted with Wayfinder

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Thanks Dumm ;) Just to check..nobody is currently grabbed right? Otherwise I would change my attack to a bull rush to try to bash them free..followed by a spiked armor attack if the bullrush worked

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Does Roderick need to make any save for the bite(s)? I am not reading anything other than 14 damage from the 2 bites

Roderick step back and will ready to see if Thoril destroys the other weasel. If so, he will target a bomb at the badger (excluding Garrett)

"Stand clear, Garrett! That thing has a nasty bite."

Bomb, range, pb: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Blast dmg : 2d6 + 3 + 1 ⇒ (2, 5) + 3 + 1 = 11 splash 6 fire dmg (DC14 for half).

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

"Damn, they're fast," Skerdo mutters. He hustles up next to Roderick to attack the one remaining weasel, drawing his machete as he goes so that he has a weapon in each hand.

Unless Thoril killed it, in which case he attacks the badger.

Battleax: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

That hurts! Says Garret when he´s bitten for his overconfidence in his armor.

Shadow Lodge

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

Thoril, I really need you to check your email and get back to me, asap.

Shadow Lodge

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

Also, just to confirm, no one is currently grabbed, and there is no saves involved. As I'm tracking it, if they do grab someone they do a Blood Drain automatically. I didn't see any specific rules, so I'm going off of others, but I will double check to be sure. Also, they are not actually vampires, I was just making an off handed, out of character comment that they have rage and also blood drain, though in this case I think it's more like they bite and blood goes flying in many directions as they toss you about. :P

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Just to check..it's the enemies turn now, right?

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