DM Dr Evil's First Steps 1: In Service to Lore PFS (Inactive)

Game Master DM DoctorEvil

Map of Absalom

Alleyway combat map


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Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Special defenses, please.

Dark Archive

Male Human Ranger (Falconer) 2 | HP 7/18 | AC 17; Touch 14; Flat-Footed 13 | CMD 17 | Fort +4 Ref +7 Will +2 | Init +6 | Perception +7 | Sense Motive +8

"Easiest way tae 'banish' somethin' has aye bin a coople ay arrows tae th' coopon."
"Easiest way to 'banish' something has always been a couple of arrows to the face."

Readying his bow, Banon pulled out a cold iron arrow from his quiver and placed it against the well worn weapon in his hands.

Ready Action - If the Imp shows hostility, I'm shooting it :)


Culsar:
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

The imp certainly appears hostile, but not towards the party. Leaping atop the box, it stomps and stamps about, then frustrated, takes a big swipe against the wall leaving claw marks behind.

Distractedly it speaks back to Culsar in Infernal

Infernal:
I suppose SHE sent you in here. Tell HER I won't be kept and this THING has to be destroyed. SHE can't keep me in here anymore.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Infernal:
Hand me the box and I will destroy it for you. I'll tell her what you have said if you comply.

Liberty's Edge

Male Half-Elf Ranger 1/Sorcerer 1 | HP 23/23 | AC 16 (17 with MA), T 13, FF 13 | Init +3, Perc +7 | FRT +4, RFX +5, WIL +2 | SPD 30ft

Fenchil is somewhat intimidated by the infernal tongues that are exchanged. In effect, he keeps his eye on the box, looking for an opportunity to snatch it does that imp ever keep his eyes off it?

Grand Lodge

F Aasimar (Qadiran) Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV
Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3

I assume Banon and Culsar are actually in the room with the imp, and the door is closed between the two rooms, to prevent it from escaping.

Kellean removes two durable sacks from her backpack. "Since it isn't paying attention to us, we might be able to capture the imp in a bag, at least long enough to snag the box and get out of here," Kellean suggests in a whisper. "Someone get ready to snag the box and leave."

If he or another accepts it,
Kellean hands a bag to Culsar and starts to casually move over to near where the imp is, or where she guesses the box may be thrown next.

GM:
Kellean is interested in whether there might be a used hair brush or comb in the room, along with Zarta's other beauty products. If so, she will try to see if there is a discreet time when she might be able to pocket it or some hair from it, perhaps after others have left the room. This is entirely her own mission. :)


The imp glances up at Culsar for a moment, then returns to it's attempted destruction of the box. He responds in common. "I will not give you the box, fiend. It is too important to me. I must get what is inside!". He growls and pulls and tugs on the box, all to no avail.

There does not seem to be able to be a good opportunity to snag the box away from the imp. He is either throwing it or holding it in his hands. When thrown, he is right on top of it again.

It does appear he is distracted enough that snapping a bag over him might work. No telling, but it's possible. Of course, what you do with a bagful of enraged imp, is anyone's guess.

For game purposes, you'll need a Stealth check to approach (he'll take a penalty for distraction). Then a grapple check to get the bag over him. His opposing grapples will be to try to free from the bag.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

If the party does want to try and nab the creature with a sack then Culsar is not the guy for the job. However, I can give the imp the ol' Evil Eye and take away from his ability to perceive the individual that will sneak up on him (-2 penalty).

Scarab Sages

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

Castien sighs loudly, bow still held ready. "Look, we've got to get back. Let's kill the thing and be done with it."

Grand Lodge

F Aasimar (Qadiran) Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV
Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3

Stealth: 1d20 - 3 ⇒ (4) - 3 = 1

Kellean clangs a few feet before realizing the improbability of her plan, deciding that Castien might have a point. She drops her bag and redraws her crossbow.

"Hmm. I don't usually try to kill servants in homes where I am a guest, but perhaps we can knock it out, or at least give it something else to think about."

She says a prayer of Guidance, then aims at the creature and fires a bolt, cold iron with silver blanching.
LXbow: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 171d8 ⇒ 6

Liberty's Edge

Male Half-Elf Ranger 1/Sorcerer 1 | HP 23/23 | AC 16 (17 with MA), T 13, FF 13 | Init +3, Perc +7 | FRT +4, RFX +5, WIL +2 | SPD 30ft

[ooc]I suppose this is what it is going to come down to:
init: 1d20 + 3 ⇒ (7) + 3 = 10

Give it up, imp, we got you outnumbered! Fenchil says, as he draws his rapier and dagger.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Since it seems the group has elected to try and subdue rather than capture the creature, Culsar will cast Misfortune on the imp instead when his turn comes around. DC 14 Will

Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

Dark Archive

Male Human Ranger (Falconer) 2 | HP 7/18 | AC 17; Touch 14; Flat-Footed 13 | CMD 17 | Fort +4 Ref +7 Will +2 | Init +6 | Perception +7 | Sense Motive +8

Chuckling at how diplomatic they were, Banon kept his bow ready with a cold-iron arrow as he watched the imp warily, curious as to how it would react to obvious hostility.

Initiative: 1d20 + 6 ⇒ (4) + 6 = 10

Scarab Sages

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

In case we were waiting on initiative from each party member...

Initiative: 1d20 + 6 ⇒ (8) + 6 = 14

Grand Lodge

F Aasimar (Qadiran) Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV
Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Liberty's Edge

Male Half-Elf Ranger 1/Sorcerer 1 | HP 23/23 | AC 16 (17 with MA), T 13, FF 13 | Init +3, Perc +7 | FRT +4, RFX +5, WIL +2 | SPD 30ft

tumbleweed...


Imp Initiative: 1d20 + 3 ⇒ (8) + 3 = 11

Imp Battle - round 1

22 Culsar
14 Castien
11 Imp
10 Banon
10 Fenchil
8 Kellean

Throwing a hex on the Imp, Culsar tries to curse it with bad luck, but the hex has no effect on the extraplanar creature who fights through the witch's magic.

Will DC 14: 1d20 + 4 ⇒ (20) + 4 = 24

Ok, Castien, give it a whack.

Scarab Sages

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

Castien lets loose with two arrows before it can close to melee range.

Attack (Composite Longbow (+2 Str), Rapid Shot): 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Damage (Composite Longbow (+2 Str)): 1d8 + 2 ⇒ (3) + 2 = 5

Attack (Composite Longbow (+2 Str), Rapid Shot): 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
Damage (Composite Longbow (+2 Str)): 1d8 + 2 ⇒ (5) + 2 = 7

Remind me to pick up some silver weapon blanch...:-P

Grand Lodge

F Aasimar (Qadiran) Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV
Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3

We picked some up in the warehouse, but didn't apply it. Oh well. I've got some cold iron/silver blanched bolts, though.

GM, Since I fired first at an opponent that was ignoring us, is there a 'surprise' round or anything?


Imp Attack - Surprise Round

Kell makes a good point, we'll make this a surprise round so the imp has no action. Then we'll go again in the 1st round. That means move or standard action only, which we've done so far.

Acting quickly, Castien fires two arrows at the imp, both striking the tiny devil, but it only seems to suffer damage from the second shot, and that but a scratch.

Banon stands by watching to see the reaction of the imp, bow at the ready, and Fenchil draws his dual blades, moving to the attack.

Finally Kellean, who's raised bow started all this, gets off a shot, striking the imp squarely with her silver-blanched arrow. The imp howls in protest as the silver burns it, it's glowering eyes flashing from the box to the shooters.

End Surprise Round


Imp Attack - Round 1

Imp Battle - round 1

22 Culsar
14 Castien
11 Imp (wounded)
10 Banon
10 Fenchil
8 Kellean

With the imp wounded and now angry at you, the first full round begins. Culsar and Castien begin things for the heroes before the imp has an action. Don't forget the map is at top margin.

Scarab Sages

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

If Castien's earlier attack was in a surprise round, only the first arrow would have been fired.

Castien lets two more arrows fly.

Attack (Composite Longbow (+2 Str), Rapid Shot): 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Damage (Composite Longbow (+2 Str)): 1d8 + 2 ⇒ (8) + 2 = 10

Attack (Composite Longbow (+2 Str), Rapid Shot): 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Damage (Composite Longbow (+2 Str)): 1d8 + 2 ⇒ (1) + 2 = 3

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar with try his Misfortune hex! DC 14 Will


I gave Castien the benefit of the doubt. Since the first arrow had no effect due to DR, I took the second one. Culsar, unless i missed something, you can only use Misfortune once per day per target, even if they make their Will save. Since Imp saved in the surprise round, it's over for him today.

Imp Attack - Round 1

Two arrows fly from Castien's bow, one missing to the left, but the others striking true, enough to draw blood from the extraplanar creature who cries out in agony.

Once the howl of pain fades, the imp surrenders to the group, defeatedly saying "Yes, you've bested me, but I don't wish to leave so soon. Take the blasted box, and tell Mistress Dralneed I deserve whatever comes my way."

He hands the box over to Fenchil and morosely lies down on the floor awaiting his fate.

End of Combat

A few lucky high damage rolls ended this rather quickly, overcoming the imp's DR and fast healing abilities in the process. Give any parting shots to Zarta or the imp, then we'll cut to final scene.

Grand Lodge

F Aasimar (Qadiran) Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV
Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3

Kellean goes to retrieve the bag she tossed down, then takes unusual care to roll it up and stash it safely in her pack. As she does so, she avoids looking at the defeated devil, feeling pity for the pathetic creature despite her all her desires and vows to fight devils and demons.

She then walks over to Banon and hands him the silver dagger letter opener, saying "I'll let you return this, since she seemed to like you. Don't forget, or you'll have to come back to give it to her alone later."

Scarab Sages

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

Upon hearing the imp speak of surrender, Castien's hand moves away from his quiver. He silently looks for his arrow that missed, but finds it split down the shaft, unusable. Then, with a last look at the creature, Castien leaves the bedroom and waits for the others in the group to ready themselves as well.

Arrow retrieval (50% chance, high): 1d100 ⇒ 43

Liberty's Edge

Male Half-Elf Ranger 1/Sorcerer 1 | HP 23/23 | AC 16 (17 with MA), T 13, FF 13 | Init +3, Perc +7 | FRT +4, RFX +5, WIL +2 | SPD 30ft

Seeing the pitiful creature, Fenchil is not one to kick it while it's down. Would get my boots dirty, too.

Let's be careful with this box. It reeks of magic I don't want to get too close to

With that, he leave the bedroom, is content to let Banon do the talking with Zarta. Very glad, that lady gives me the creeps, and happy to leave the building as quickly as possible.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

I thought I used Evil Eye the first time for some reason, whoops. Let's go with Evil Eye, same save, if he fails he'll have a -2 to his AC.

Scarab Sages

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

It's moot now - it surrendered...:-P

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Yeah, I read the rest after. Meh. :)

Yes, let us finish this final task and return. I've had enough of this errand-running.


Leaving the sad imp on the floor of Zarta's bed chamber, you leave her quarters, tossing her a few quick words. Feeling that your tasks are complete you begin to head back to the Grand Lodge to check in with Ambrus Valsin.

Passing through the Foreign Quarter, you see a throng of people gathered on the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only available egress past the gathering.

Not seeing any way around the artists, your group also looks to pass through the alley and back to the main thoroughfare in order to get a report to Valsin on time. Tight in the best of times, the narrow alley is now fully choked with passers-by going in both directions making sight too far ahead impossible. The jostling and bumping becomes quite uncomfortable.

Perception checks by all please

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Quickly, before the entire city elects to take this shortcut.

Perception: 1d20 + 0 ⇒ (6) + 0 = 6

Scarab Sages

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

Castien keeps a keen eye out for danger, or for the mysterious halfling from earlier, bow held at the ready.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20

Grand Lodge

F Aasimar (Qadiran) Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV
Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Liberty's Edge

Male Half-Elf Ranger 1/Sorcerer 1 | HP 23/23 | AC 16 (17 with MA), T 13, FF 13 | Init +3, Perc +7 | FRT +4, RFX +5, WIL +2 | SPD 30ft

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Much... too.. crowded...


Banon Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Initiatives:

Fenchil: 1d20 + 3 ⇒ (2) + 3 = 5
Kellean: 1d20 + 1 ⇒ (13) + 1 = 14
Castien: 1d20 + 6 ⇒ (20) + 6 = 26
Culsar: 1d20 + 3 ⇒ (3) + 3 = 6
Banon: 1d20 + 6 ⇒ (6) + 6 = 12
Deandre: 1d20 + 1 ⇒ (1) + 1 = 2
Halli: 1d20 + 2 ⇒ (4) + 2 = 6
Larkin: 1d20 + 3 ⇒ (15) + 3 = 18
Ledford: 1d20 + 2 ⇒ (18) + 2 = 20

Castien, Banon, and Kellean catch rapid movement out of the corner of their eyes, as they wend their way through the crowds in the alley. In a flash, they turn and see a group of 4 strangers making aggressive movements, some with weapons raised, others beginning to cast spells. All in all, there are 4 attackers, a lithe red-headed female in a long black skirt and woolen blouse, a golden blonde with a big smile and steely blue eyes, wearing a fashionable green silk dress and twitching nervously, a man in rumpled clothing who is easily forgettable besides the blade in his hand, and a wild-eyed and bellowing halfling with a handlebar mustache curled on the ends.

Faced with the aggressive group, the party drops into combat mode, except for Culsar and Fenchil, who haven't noticed the group yet.

Jumped - Surprise Round

26 Castien
20 Ledford
18 Larkin
14 Kellean
12 Banon
6 Culsar (surprised)
6 Halli
5 Fenchil (surprised)
2 Deandre

Surprise round rules, so Move OR Standard action only, not both. Castien gets first move.

Map Link also found at top margin.

Scarab Sages

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

Castien lets an arrow fly at the raging halfling.

Attack (Composite Longbow (+2 Str)): 1d20 + 5 ⇒ (20) + 5 = 25
Damage (Composite Longbow (+2 Str)): 1d8 + 2 ⇒ (6) + 2 = 8

Critical Confirm (Composite Longbow (+2 Str)): 1d20 + 5 ⇒ (10) + 5 = 15
Critical Damage (Composite Longbow (+2 Str)): 2d8 + 4 ⇒ (8, 5) + 4 = 17

Heh - well, that works out well...

Liberty's Edge

Male Half-Elf Ranger 1/Sorcerer 1 | HP 23/23 | AC 16 (17 with MA), T 13, FF 13 | Init +3, Perc +7 | FRT +4, RFX +5, WIL +2 | SPD 30ft

Whu? What? Fenchil sees Castien fire her bow, and the moment the arrow hits the moustachioed halfling, is also the moment that it dawns on him the group is under attack.

Standing by surprised. Nice icons, by the way.


Jumped! - Surprise Round - continued

Well, now I am troubled. The halfling didn't have an action yet, and therefore isn't officially raging, and as such his AC is 17, not 15 which means the shot wouldn't confirm critical. I guess officially, it's not a crit but it sure seems like it should be.

Castien's quick reactions allow him to unshoulder his bow, and fire off an arrow before the attacking group can even close. His shot is skillful and smacks the outraged halfling right in the chest, knocking him a step backwards, just missing a mortal wound.

Enflamed by the arrow protruding from his chest, Ledford the halfling, screams in anger and his eyes flare with a disturbing crazed fire. He yells "Goodie two shoes, Pathfinders. We'll see how you deal with this!" and he launches himself at Castien.

Enter rage as free action, increasing HP but lowering AC as indicated above. Move Action to close in.

Larkin, rapier in hand, slides to a position giving him cover from the PC's but also allowing him to enter combat when needed.

Down to Kellean and Banon for the heroes in the surprise round.

Grand Lodge

F Aasimar (Qadiran) Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV
Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3

Kellean wishes to cast a spell, but steps out of the way instead, hoping to draw the raging halfling back to where more can be effective against him. As she does so, she swiftly palms her wand of curing from her spring-loaded wrist sheath.

Liberty's Edge

Male Half-Elf Ranger 1/Sorcerer 1 | HP 23/23 | AC 16 (17 with MA), T 13, FF 13 | Init +3, Perc +7 | FRT +4, RFX +5, WIL +2 | SPD 30ft

Shouldn't the shot be against flat-footed then? Not that I'm an authority, mind you - I never got the gist of a surprise round.


Now that you mention it, I suppose that's right. Let me re-do Ledford's actions, which may affect wat Kell wants to do.

The arrow from Castien stops the halfling barbarian cold. He staggers and while not fallen, he looks much the worse for wear as a result of the snap shot by the elven archer.

Ledford is disabled for now. Larkin's actions do not change. Kell, you can re-post if you like.

Grand Lodge

F Aasimar (Qadiran) Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV
Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3

I'll probably just stick with my move, since she is the least able fighter and we should, if anything, draw them in and gang up on them rather than the reverse.

Dark Archive

Male Human Ranger (Falconer) 2 | HP 7/18 | AC 17; Touch 14; Flat-Footed 13 | CMD 17 | Fort +4 Ref +7 Will +2 | Init +6 | Perception +7 | Sense Motive +8

Banon grimaced as he unslung his bow and moved into position to keep an eye on this band of ruffians.

Move Action Moving to the back ranks to let our melee guys do their thing.

Would Fion be able to swoop in? And if so, what initiative do you want her acting on?


Fion can act on your count. You can order her to move as a free action with a Handle check. She can only move or standard in the surprise round however.

The blond wizard casts a spell filling the alley and spaces around with a thick heavy fog which obscures vision between the enemies and yourselves.

This is Obsuring Mist which makes a 20% miss chance on ranged attacks for targets 5' away and a 50% miss chance for farther targets.

The red-head which appears to be the enemy leader, reaches out to the halfling barbarian, healing him from some of his wounds.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

End of Surprise Round


Jumped - Round 1

26 Castien
20 Ledford - wounded
18 Larkin
14 Kellean
12 Banon
6 Culsar
6 Halli
5 Fenchil
2 Deandre

Castien is up again. Go ahead and post when you can, don't wait for your count, as it will speed things up.

Scarab Sages

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

Wow...the halfling had 25 hit points, before raging? That's quite the 1st level encounter...

Castien takes a step back and lets another two arrows fly at the halfling.

Free action: 5' step as indicated on the map
Full round action: Full attack (rapid fire) at the halfling.
Attack (Composite Longbow (+2 Str), Rapid Shot): 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Damage (Composite Longbow (+2 Str)): 1d8 + 2 ⇒ (8) + 2 = 10
Miss Chance (50%): 1d100 ⇒ 39

Attack (Composite Longbow (+2 Str), Rapid Shot): 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Damage (Composite Longbow (+2 Str)): 1d8 + 2 ⇒ (3) + 2 = 5
Miss Chance (50%): 1d100 ⇒ 28

Liberty's Edge

Male Half-Elf Ranger 1/Sorcerer 1 | HP 23/23 | AC 16 (17 with MA), T 13, FF 13 | Init +3, Perc +7 | FRT +4, RFX +5, WIL +2 | SPD 30ft

Finally coming to his senses, Fenchil draws his melee weapons. I can't see a thing through this fog.

Where does the way back lead? Can we leave this alley?


Ewwww, I only picked up the 2x damage on the crit above. With the full damage fo 25hp, you have dropped the barbarian, and even with the healing, he's out of the fight. If your shots are hits, I will apply them to the next target of your choice, but they look like misses to me.

The alleyway on both sides of the actual combat zone, is choked with innocent bystanders who are still trying to use it as a short cut and now with others trying to clear the way of the fight.

Grand Lodge

F Aasimar (Qadiran) Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV
Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3

Invoking the light that cuts through the fog, Kellean casts Bless on her companions.
+1 on weapon attack rolls, saves vs. fear for 1 minute.

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