DM B's PFS PbP Game Day 3 - Glories of the Past (Inactive)

Game Master Beckett

Init:

[dice=Celie]1d20+2[/dice]
[dice=Dhastrach]1d20+1[/dice]
[dice=Guilford]1d20+7[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Ramen]1d20+5[/dice]
[dice=*Theo*]1d20+2[/dice]
---------------------------
[dice=Bug Aberration 1-3]1d20+3[/dice]
[dice=Bug Aberration Alpha]1d20+2[/dice]

DM Notes:

Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
OFFENSE
Speed 40 ft., climb 10 ft.
Melee bite +6 (1d3), antennae +6 touch (rust)
STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +12
SPECIAL ABILITIES
Rust (Su) A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition, a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. can attempt a DC 15 Reflex save to negate this effect.
------------------------------------------------------------------------
N Large aberration (Pathfinder RPG Bestiary 238)
Init +2; Senses darkvision 60 ft., scent metals; Perception +17
DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 67 (9d8+27)
Fort +6, Ref +5, Will +8
OFFENSE
Speed 40 ft., climb 10 ft.
Melee antennae +10 (rust), bite +9 (1d4+6)
Space 10 ft.; Reach 5 ft. (10 ft. with antennae)
STATISTICS
Str 18, Dex 15, Con 17, Int 2, Wis 14, Cha 8
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Ability Focus (rust), Blind-Fight, Improved Natural Armor,
Skill Focus (Perception), Weapon Focus (antennae)
Skills Climb +12, Perception +17
SPECIAL ABILITIES
Rust (Su): DC 19

MAP LINK


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Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Oloch glances at the ghost hand:
if ghost hand still unmoving ...
... then "Hand not helping. Maybe there is something we still need to do here. We should search this level."
... else "Let's follow hand."
endif

The Exchange

N Dwarf Ranger 9

Little Foot grunts, and looks around in to ensure there are no more dangers, before grabbing one of the water-soaked creatures and pulling it up out of the water for a better look.

"Dwarf once." He observes, somewhat unnecessarily, "Not sure what happened to them."

"Rescue party maybe?" He asks after a moment, scowling slightly.

Did we learn how many dwarves went missing in that second group?

After a while, he'll slowly start making his way into the water-filled room, using his tetsubo to probe the floor in front of him, in case there's a drop off of any sort, alert as possible to more dangers.

Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie moves along, just above the waters edge, pointer her lantern in front of them. As soon as they get to dryish land, she'll stop flying and walk. I'll need to know how long we've spent in the water tunnel.

Perception: 1d20 + 10 ⇒ (2) + 10 = 12

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Hearing Theo's suspicions, Dhastrach comes over to aid Theo's examination.

Aid another (Perception): 1d20 + 3 ⇒ (2) + 3 = 5

I don't recall a number for how many dwarves were in the second team.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

stowes his unneeded potion and helps poke around the floor in the room.

Where's all this water coming from? is everything below this level flooded?

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

"A properr assumption," Dhastrach says to Ramen, "most likely the grroundwaterr rreserrvess have flooded thiss place. Thiss place iss, afterr all, ancient."

"If we arre unable to find anything worrthwhile herre, such ass a new hexagonal key, we should rreturrn upside and attempt to prry open the stuck doorr. I do have a crrowbarr with me, but I find Oloch betterr handling it."

The Exchange

N Dwarf Ranger 9

Little Foot snorts slightly, batting at the thigh-deep water ineffectually. "If there's a key here, we'd need to be fishes to locate it."

After a moment he adds. "They aren't magical, are they?"

Were the keys magical? If there's one in the water, that might help find it via detect magic... though seems unlikely we'd be able to find anything under this murky stuff otherwise!

Dhastrach, Ramen used his fancy gloves on the stuck door above, was a cave in beyond... and I assume inpassable. We still have the first key we found to give access to the next level along.

The Exchange

N Dwarf Ranger 9

Ghouls wouldn't typically get undressed upon being ghoulified would they? If these were the dwarf party, would expect them still wearing their gear, less someone/thing stripped 'em down first... Hmm... though perhaps they wanted to free up their swimming skills! Keep an eye out for their gear.
Is it possible to determine how long ago something became a ghoul?
And would there need to be a Ghoul-Zero to infect these guys?

Just me pondering random thoughts to pass the time

Shadow Lodge

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

In fact these dwarves did get naked as the became undead, as you find most of their gear laying at the bottom the same room they attacked you in, consisting of 2 +1 Chain Shirts, a deluxe dungeoneering
kit, three tabards, and a traveler’s anytool. The tabards are what remains of the same garments the two guards above ground wore, though they have been ripped of and left to sit in this foul water for a few days.

But, by detecting magic, you do sense something from within the room just beyond, or rather, two somethings. Two dwarven statues (of dwarf warriors) withstand just inside the next room, both radiating magic. Just as you approach close enough to get a better look, though, the suddenly spring to life. Made of solid hard stone, and wielding now glowing light hammers, they begin to move towards you, saying nothing.

Know Arcana DC 19:
These "living" statues are known as Graven Guardians, generally constructed to protect holy places from the ravages of those that would attempt to profit off of their charity. These seem to have been hastily built, however, and not at full strength, and it's likely that it is they that killed the dwarves that became undead cannibals. <DR 5/Adamantine, S.R. 16, self only Haste, Fast Healing 2, +1 "Keen", Returning Light Hammers, but only they can use>

It's been a total of 4 rounds since the end of the last combat, so if there is anything you need to do in between, just let me know.

INIT ROLLS:

Celie: 1d20 + 2 ⇒ (16) + 2 = 18
Dhastrach: 1d20 + 1 ⇒ (4) + 1 = 5
Fredrik: 1d20 + 7 ⇒ (9) + 7 = 16
Guilford: 1d20 + 7 ⇒ (18) + 7 = 25
Oloch: 1d20 + 3 ⇒ (18) + 3 = 21
Ramen: 1d20 + 5 ⇒ (2) + 5 = 7
Theo: 1d20 + 4 ⇒ (10) + 4 = 14
---------------------------
Statues: 1d20 + 2 ⇒ (20) + 2 = 22

ROUND 1

Guilford ()
--------------------------------------------
Statue 1 () & Statue 2 ()
--------------------------------------------
Oloch (), Celie (), Fredrick (no answer), Theo (), Ramen (), Dhastrach (), & Guilford ()

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Arcana: 1d20 + 10 ⇒ (2) + 10 = 12

Gil calls upon his arcane power to hasten his allies!

Extra speed, extra attack if full attacking, +1 to AC and Ref saves, etc.

-Posted with Wayfinder

Shadow Lodge

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

Nice

After Guilford quickly cast a fast spell to empower the party, the two statues dislodge themselves from their small daises, and begin to slowly advance, as they d so, seem to call on the same sort of magic that your own wizard just used.

Please keep in mind while trying to move through the water, I'll need a Str (DC 20) or Swim (DC 25) check to move at full speed. The ghouls actually had a swim speed, and ignored that, but not so much these statues.

Str: 1d20 + 3 ⇒ (14) + 3 = 17
Str: 1d20 + 3 ⇒ (20) + 3 = 23

ROUND 1

Guilford ()
--------------------------------------------
Statue 1 () & Statue 2 ()
--------------------------------------------
Oloch (air walking ?), Celie (flying ?), Fredrick (no answer), Theo (clubbing of doom), Ramen (), Dhastrach (), & Guilford ()


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Round 1 Initiative 21 Air Walking
This seems like a good spot to defend; I will let them come to me

Delayed Action (Enemy enters melee range):

Full/Power Attack with Haste and possibly On Higher Ground?
Scared Greatsword: 1d20 + 13 - 2 + 1 ⇒ (16) + 13 - 2 + 1 = 28 for Slashing: 2d6 + 11 + 4 ⇒ (5, 1) + 11 + 4 = 21
Scared Greatsword: 1d20 + 13 - 2 + 1 ⇒ (15) + 13 - 2 + 1 = 27 for Slashing: 2d6 + 11 + 4 ⇒ (5, 3) + 11 + 4 = 23

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie is still flying just above the waters edge ad the statues come around the corner. "What ever you do, Do Not Blink." she says as she takes a 5 foot step up and back. 1 space behind but a like on a stair.

She looks at the one in front, "I am not going to lie, I wish you nothing but misfortune, and I hope to see you fall soon.DC 16 Will save or have each attack rolled twice and take the lesser of the two."

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Knowledge (arcana): 1d20 + 8 ⇒ (9) + 8 = 17

Dhastrach sighs, as he had not expected yet another fight. He carefully puts away his journal, making sure it doesn't get wet, and since we won't be engaging melee combat, he simply casts Shield of Faith on Theo.

"Godspeed, Theo, crreate debrriss."

This, of course, expecting he isn't moving out of Dhastrach's reach.

The Exchange

N Dwarf Ranger 9

Bah, what a conveniently inconvenient move they did! Darn slowpokes

Oloch is slightly off on his damage calculation... its +6 for power attack, not +4, with a two-handed weapon. And he might want to 5' step and do that attack rather then wait, 'cause Theo's going to move forward! =0

"What the...?" He exclaims, before cursing in tien as the dwarven statues start animating. "More presents from those Droskar bastards, or older then that?" He muses, muttering.

Can we see what god the statues are dedicated too? DC 10 Knowledge aid another to Dhastrach: 1d20 - 1 ⇒ (16) - 1 = 15
Dunno if I can aid him on this... hoping so, we keep missing the ID checks... and he was so close!
Was going to cast Feather Step too... that'll learn me

He scowls and surges forward through the murky water, to try to cut them off in the tunnel before both of them can reach the party at the same time.

Strength Check: 1d20 + 3 ⇒ (17) + 3 = 20

Perhaps due to the urgency, he manages to find the strength to close the gap quickly despite the impediment, and brings his tetsubo around in a mighty arc.

Melee Attack, PA, haste: 1d20 + 9 - 2 + 1 ⇒ (19) + 9 - 2 + 1 = 27, for 1d10 + 11 ⇒ (8) + 11 = 19 damage (minus DR).

Dunno if I can 5' step in this water, even with the strength check... if not, its a normal move and just the one attack... if I can and its still in one piece (after Oloch mauled it), then a hasted attack as well, which will be:

Melee Attack, PA, haste: 1d20 + 9 - 2 + 1 ⇒ (19) + 9 - 2 + 1 = 27, for 1d10 + 11 ⇒ (8) + 11 = 19 damage (minus DR).

edit: Ha, carbon copy

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

re: gm's question about aren't all hexes mind affecting. a: not all. evil eye is. misfortune is not mind affecting.

hmmh, don't see a good flank, and they've already moved. I can't do much with them...
we're not blessed yet right?

Ramen fondles a string of prayer beads around his neck, activating Bless for the party with his standard, and moving into the corner opposite Theo at half speed to set up for flank at least. (voluntarily failing swim/str check)


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Good point ... if still possible, I would like to change Oloch's turn to a 5 ft step forward and add the +2 damage to each attach. Thanks

Shadow Lodge

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

Sure, I'll allow an Aid Another.

Between Oloch and Theo's relentless attcks, the first guardian is smashed to dust within seconds. The other falls under the witch's dark curse, but only barely.

Will: 1d20 + 3 ⇒ (12) + 3 = 15

Unsure just who to attack, the second statue falls back, flinging it's hammer at Oloch as it does. It flies just beside his head, scraping the ceiling, then vanishes, returning to it's stone hand.

Str: 1d20 + 3 ⇒ (16) + 3 = 19

Attack vs Oloch (AC 22): 1d20 + 9 ⇒ (15) + 9 = 24
Attack vs Oloch (AC 22): 1d20 + 9 ⇒ (9) + 9 = 18 <miss>

ROUND 1

Statue 2 ()
--------------------------------------------
Oloch (), Celie (), Fredrick (), Theo (), Ramen (), Dhastrach (), & Guilford ()

The Exchange

N Dwarf Ranger 9

It retreated? Egads, tactical statues!

"Now where's that one going?" Little Foot grunts, scowling at the retreating statue.

Strength Check: 1d20 + 3 ⇒ (3) + 3 = 6

He tries to slog his way forward, but is clearly having issues in the water.

is that collapsed tunnel entrance too small for two if one (oloch) is above the other? Its kinda an odd shape, so not sure what or who can fit.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie does the same thing to the other statue, then cackles extending the effect of the current hexes 1 turn each.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

I made that last post when i was stuck in traffic.... so ignore all actions.

Celie watches at the stone person runs away in fear. "Hmmm, i didn't even say anything that bad." Celie flies forward 15 feet and up 5. So that she is within range of the statue that ran away. Then she uses another move action to Cackle extending the effect of the current hex 1 round.

Shadow Lodge

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

You can both fit, and in fact 2 people can fit side by side, but will be squeezing at the smaller entrance. It didn't so much retreat as it's original idea was to be ranged while the other blocked the way. As you can see, that didn't work.

The Exchange

N Dwarf Ranger 9

Nah, don't want to be squeezing. But if we can fit above and below without squeezing, then Theo will move up to do so on the next round.

If we're squeezing, whatever setup we use, then he will stop one square short this round.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

ramen'll full round Light steps on the water, move through theo's square and acrobatics to avoid aoo from the statue. acrobatics: 1d20 + 22 ⇒ (12) + 22 = 34 moving through its square if necessary.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Dhastrach stays at the back, looking at how the fight is faring. If needed, he'll try to wade through the murky waters to heal his fellow agents.

Strength: 1d20 + 1 ⇒ (7) + 1 = 8
If direly necessary, Dhastrach gets as close as he can and cast Cure Light Wounds (1d8+5) on a wounded PC.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Round 2 Initiative 21 Air Walking - Higher Ground - Power Attack
Oloch will move forward, changing altitude as needed to get an unencumbered (avoid squeezing) melee attack off if possible ...
Sacred Greatsword: 1d20 + 13 - 2 + 1 ⇒ (16) + 13 - 2 + 1 = 28 for Slashing: 2d6 + 11 + 4 ⇒ (2, 5) + 11 + 4 = 22

The Exchange

N Dwarf Ranger 9

Oloch... +6, not +4. =)


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Dag nab it!! ... Thanks Theo. So 22+2=24 pts damage

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie sees that she is not really needed to deal with this statue. She flies over to where the other one has fallen.

Witch Talk:

Celie "Fox, jump in there and get me a finger.."
Fox "It's wet."
Celie "You need a bath."
Fox "So do you."
Celie "What, I took one last month."
Fox "Yeah, and now you need another one."

Celie picks fox up off of her backpack and drops her into the water. After a moment of splashing, Fox looks up at Celie.
Witch Talk:

Fox "Now you have done it."

Fox does something and Celie falls out of the sky into the water, beside Fox. Celie splashes Fox with some water. "Alright." She stood up and started to search through the rubble of the first statue. looking for a finger.

Silver Crusade

Oloch moves forwards, unimpeded by the waters current, and drives his blade deep into the stony construct. It's not enough to kill it, but it certainly leaves a hug crack running down what would be it's midsection on a living being. Celie, seeing it fall back, advanced, making sure her curse sticks just before falling unceremoniously into the murky water herself. Theo and Ramen simply advance cautiously on the thing, now wanting a hammer to the face, while from behind, the exhausted priest simply waits, biding is time in case he is needed.

ROUND 1

Statue 2 (-19)
--------------------------------------------
Oloch (), Celie (), Fredrick (), Theo (), Ramen (), Dhastrach (), & Guilford ()

So I have good news, bad news, news, and a question.
The good news is we are very nearly done.
The bad new is I just played this one and I can honestly say it's not what I was fearing, (that it was me), it just really is this slow going.
I have not heard from Fredrick, so if I don't by, I'm going to say the end of this fight, I'm going to just say they are out.
And finally, would anyone mind if we sort of fast forwarded a bit after this? Get into the more interesting parts while I sort of narrate a bit what happens in between.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford give his wand a try, not wanting to hit his friends with anything deadlier.

Wand MM: 1d4 + 1 ⇒ (3) + 1 = 4

-Posted with Wayfinder

Shadow Lodge

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

1d20 + 1 ⇒ (11) + 1 = 12

The small energy bolt zooms forward from across the room, but just before striking, vanishes, almost like it's magical essence was simply absorbed.

What little intelligence the statue has, it begins to attack back like a cornered rat, though admittedly with blinding speed, bringing it's stone hammer around first to club Ramen across the face, then in an upward arc, nearly hitting the Half-orcs true vitals, it instead slams into his hip, sending strong vibrations throughout his body.

1=Ramen, 2=Oloch, & 3=Theo
Random Target: 1d3 ⇒ 2
Random Target: 1d3 ⇒ 1
Random Target: 1d3 ⇒ 2

Light Hammer vs Ramen (AC 20): 1d20 + 11 ⇒ (9) + 11 = 20 <HIT>
Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Light Hammer vs Oloch (AC 21): 1d20 + 11 ⇒ (13) + 11 = 24 <HIT>
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Light Hammer vs Oloch (AC 21): 1d20 + 6 ⇒ (11) + 6 = 17 <miss>

free Trip vs Ramen (CMD 20): 1d20 + 9 ⇒ (6) + 9 = 15 <fail>
free Trip vs Oloch the Air Walker (CMD 21): 1d20 + 9 ⇒ (6) + 9 = 15 <fail, not that it matters much>

ROUND 3

Statue 2 (-19)
--------------------------------------------
Oloch (-8), Celie (), Fredrick (), Theo (), Ramen (-9), Dhastrach (), & Guilford ()


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Round 3 Initiative 21 HP 52/60 - Air Walking - Higher Ground - Power Attack
Oloch continues to attack ...
Sacred Greatsword: 1d20 + 13 - 2 + 1 ⇒ (15) + 13 - 2 + 1 = 27 for Slashing: 2d6 + 11 + 6 ⇒ (3, 6) + 11 + 6 = 26
... yep ... I'm good with a fast forward :-)

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie stops searching for a finger long enough to cackle and pull out a wand of cure light.

GM:
don't forget to roll twice for each attack and take the lowest :p

Shadow Lodge

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

Shoot, your right. Let me reroll some of those.

Misfortune vs Ramen: 1d20 + 11 ⇒ (3) + 11 = 14 <turns this into a miss>
Misfortune vs Oloch: 1d20 + 11 ⇒ (13) + 11 = 24 <Still Hits>

Oloch delivers another powerful strike, allowing Theo and Ramen to quickly finish it off, leaving the other (un)Holy Statue nothing more than a pile of stone. With it smashed, the animating force that gave it life vanquished, it's hammer ceases to glow, then slowly crumbles.

Allowing the elevator door to remain open, you are able to fully search the room, retrieving much of the dwarf's gear (mentioned above), and also find the final key, allowing you to travel one floor lower. Being that you have all the keys, you are certain this next floor is the final one.

Plenty of time to heal if you want.

Going down once more, the elevator comes to a sudden halt, likely confirming your suspicions that that this is it. As the door slides open, you see the lowest level of the abandoned chambers is also the largest, but time, poorly planned modifications, and ritually inflicted damage as part of the Droskari priests’ decommissioning of the area have robbed the area of some of its onetime glory. Part of the construction represents much older and sturdier dwarven architecture, and a portion is instead of the hastily excavated style that immediately preceded the chambers’ abandonment. In addition, as the water from above trickled down over the centuries, you suspect that the same material that caused the water to take on that almost inky murkiness has been deposited in this room, slowly accumulated in crevices and crystallized in corners.

Fragmented and fractured interior walls make a broken circuit around a large, square room more than fifty feet on a side and with a ceiling vaulted to a height of fifteen feet. Silty puddles of water conceal much of the floor’s surface, and crusty, black flakes of sediment have accumulated where walls meet the floor. To the west, a set of stairs descends into a coarsely excavated cavern, and a trio of closed doors lines the north wall of the room. To the south, a narrow passage leads to the elevator carriage.

There are some crumbling walls within the next room. Large cracks and holes allow you to both travel through them and attack through them, but they offer cover and count as difficult terrain.

As you being to investigate, you hear a female voice call out to you, whispering for help. Advancing cautiously, you see a human woman, trapped in some rubble near the far ide of the room, but before you go forward, Dhastrach calls the party to a halt, indicating that he smells undeath in the air. Suddenly a Halfling and a half-elf Ghouls spring out from behind some of the rubble and objects in the room.

Unlike the other Ghouls, these are both fully clothed and fully geared. From what you can tell, the transformation is very recent, and they have not been fully lost to the darkness of undeath, so still remember a bit of their lives, enough to use armor, weapons, and spells at least.

It's also been about 5 minutes since the last combat.

The woman is a human, Tien woman, and wears a dinted and bloody breastplate. A crossbow lies on the floor, just out of her reach, and a look of terror on her face as the monsters leap out. The two ghouls, one a female half-elf, moves like a warrior. She has drawn an elven curved blade and is lightly armored, while the other, a Halfing is also lightly armored, but moves much more silently, sticking to the shadows and trying to hide a dagger.

Perception/Sense Motive (Undead) DC 20:
Something is not right about the priestess. Why would the ghouls allow her to live, when even pinned, she could call upon holy energies to destroy them throughout the room. Then you see past it. She is wearing a magical disguise of some sort. She isn't human. Not anymore. Whatever she's doing with that Wayfinder Holy Symbol in her hand to ward off the ghouls, you are not sure.

Know Religion DC 15:
The priestess has a Wayfinder holy symbol of Sun Wukong wrapped around her hand, holding it tight and begins using it to try to ward of the undead, keeping them at bay.

Init Rolls:

Celie: 1d20 + 2 ⇒ (16) + 2 = 18
Dhastrach: 1d20 + 1 ⇒ (11) + 1 = 12
Guilford: 1d20 + 7 ⇒ (6) + 7 = 13
Oloch: 1d20 + 3 ⇒ (3) + 3 = 6
Ramen: 1d20 + 5 ⇒ (13) + 5 = 18
Theo: 1d20 + 4 ⇒ (15) + 4 = 19
---------------------------
Cleric: 1d20 + 1 ⇒ (16) + 1 = 17
Warrior: 1d20 + 4 ⇒ (3) + 4 = 7
Sneak: 1d20 + 5 ⇒ (10) + 5 = 15

ROUND 1

Theo (), Ramen (), & Celie ()
-------------------------------------------
Priestess ()
-------------------------------------------
Sneaky Halfling Ghoul ()
-------------------------------------------
Guilford () & Dastrach ()
-------------------------------------------
Half-Elf Warrior Ghoul ()
-------------------------------------------
Oloch (?), Theo (), Ramen (), & Celie ()

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie looks around the room.. "Oh Dear, what do we have here?"

Sense Motive: 1d20 + 6 ⇒ (17) + 6 = 23

Celie looks at the priestess, "You look tired, maybe you should have a nap.hex. 16 will Don't let us disturbed you too much."

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Knowledge (Religion): 1d20 + 9 ⇒ (10) + 9 = 19

"A wayfinderr!" Dhastrach shouts the moment he sees the priestess, "she's a pathfinder! Prrotect herr!"

The dwarf then dashes forward as fast as he can, drawing his warhammer and waits for a moment to fling his weapon against the closest enemy ghoul.

Move 20 ft., draw weapon as part of movement, ready action => a ghoul is either not in melee or has cover (so in essence trying to keep the penalties to just -4 effectively)

Attack (Hand of the Acolyte): 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Oh okay... Critical confirmation: 1d20 + 8 ⇒ (13) + 8 = 21
If that confirms... Additional damage: 2d8 + 2 ⇒ (2, 3) + 2 = 7

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Dhastrach Orisialis wrote:

[dice=Perception]1d20+3

[dice=Knowledge (Religion)]1d20+9

Facepalm. :P

The Exchange

N Dwarf Ranger 9

Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Sense Motive: 1d20 + 2 ⇒ (5) + 2 = 7

Question: Would it have been possible to cast Feather Step before this, when we saw the difficult terrain? Forgot to cast it on the last water level, so wanted to get it out the next time we saw any hard to walk in spots

If so, the following happens... if not, he should be able to reach the female ghoul on an angle (his movement is currently 30)

The snarls, at the sight of the ghouls and Tien woman trapped under the rubble. Although he's certain the pinned woman is up to some sort of ruse, he's not entirely certain what that might be. The ghouls, however, he knows are a threat, and so closes in to attack.

guess we'll try for the little guy trying to be sneaky in the back.

Melee PA: 1d20 + 7 ⇒ (16) + 7 = 23, for 1d10 + 11 ⇒ (10) + 11 = 21 damage.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie looks at Dhastrach and shakes her head. "a Wayfinder doesn't mean anything. That thing, what ever it may have been, is no longer a Pathfinder. Let give her rest."


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Sense Motive: 1d20 + 7 ⇒ (12) + 7 = 19
Knowledge Religion: 1d20 + 4 ⇒ (6) + 4 = 10

Shadow Lodge

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

Theo, that's fine. Rushing it a bit. What was supposed to happen was you go in the room, look around, see the girl, and then roll for ambush. So you might very well have had time.

Theo springs forward, torn between rescuing the trapped woman and going offensive, choosing the bloodier path and rushes at the little Hafling ghoul, slicing down deep into his shoulder, sending a putrid smell into the air. It's not dead, but seriously wounded.

Celie, not wanting to risk her skin on a maybe, decides to put the woman to sleep, but finds that absolutely nothing happens. That in itself is a bit weird, as she doesn't feel any resistance when she tried to push her will, nor was it like some sort of magical barrier prevented her magic, just nothing happened.

ROUND 1

Theo (), Ramen (), & Celie ()
-------------------------------------------
Priestess ()
-------------------------------------------
Sneaky Halfling Ghoul (-21)
-------------------------------------------
Guilford () & Dastrach ()
-------------------------------------------
Half-Elf Warrior Ghoul ()
-------------------------------------------
Oloch (?), Theo (), Ramen (), & Celie ()

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)
DM Beckett wrote:
Dhastrach Orisialis wrote:

[dice=Perception]1d20+3

[dice=Knowledge (Religion)]1d20+9
Facepalm. :P

I assumed the checks were separate. Sorry about that.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

sorry , didn't get a chance to post this weekend

i'll move around the rubble quietly, drawing both swords and move around the ghoul to the center of the room, trying to strike the half-elf ghoul with the magic wakizashi

in case she has combat reflexes :

fast tumble:
acrobatics: 1d20 + 22 - 10 ⇒ (2) + 22 - 10 = 14

wakizashi: 1d20 + 11 ⇒ (16) + 11 = 271d6 + 1 + 4d6 ⇒ (3) + 1 + (1, 4, 3, 1) = 13* 4 magic slashing, 9 precision. ignore the sneak attack if she somehow prevents it

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Dhastrach Orisialis wrote:
DM Beckett wrote:
Dhastrach Orisialis wrote:

[dice=Perception]1d20+3

[dice=Knowledge (Religion)]1d20+9
Facepalm. :P
I assumed the checks were separate. Sorry about that.

No , they are and you did fine. Its a little bit I added, but it looks like its not having the desired effect. :P

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

"What arre you saying, Celie?" Dhastrach asks with slight frustration in his voice, "surrely we must help thiss woman..." His sentence stops midway, as he takes another good look at the priestess...

Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19So close

"Sun Wukong. A god of trickery. Is this a guise?"

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie laughs at her failed attempted. "Dead things don't sleep.. She says outloud... and a little quieter to herself. but then neither do elves.. She raises her voice. "This woman is no longer living. If you look closely, you'll see the disguise that she is wearing. Don't get caught off guard."

Shadow Lodge

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

Going for the other ghoul, Ramen then tumbles a bit, landing just in front of her and slashing his hidden Tien blade out with lightning speed. It goes jus under her armor, slicing into her now useless abdomen.

The human woman shouts out to you, "Pathfinders, to me. I have only a few chances at this, but I shall pray for healing energies. Please, I can't hold off much longer."

The smaller ghoul tries the same tactic as Ramen, leaping between blades as it rushes towards it's prey, and stabbing at Ramen.

Acrobatics: 1d20 + 12 ⇒ (8) + 12 = 20 <Failed>
AoO from Theo: 1d20 + 7 ⇒ (13) + 7 = 20 <miss>
AoO from Ramen: 1d20 + 11 ⇒ (8) + 11 = 19 <miss>

Attack Ramen (AC 20): 1d20 + 10 ⇒ (10) + 10 = 20 <HIT>
Damage: 1d3 + 2d6 ⇒ (2) + (4, 1) = 7

ROUND 1

Theo (), Ramen (-7), & Celie ()
-------------------------------------------
Priestess (Readies to Channel until you come closer)
-------------------------------------------
Sneaky Halfling Ghoul (-21)
-------------------------------------------
Guilford () & Dastrach ()
-------------------------------------------
Half-Elf Warrior Ghoul ()
-------------------------------------------
Oloch (?), Theo (), Ramen (), & Celie ()

Shadow Lodge

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

Dast, I didn't know if you wanted to keep your action at this point or change it?

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford steps over to Theo.

"Hold on friend, you're going to feel a bit odd for a moment. But much stronger."

Move and cast Bull's Strength on Theo

-Posted with Wayfinder

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