DM Panic's PFS First Steps

Game Master wakedown

Quick romp through First Steps.


101 to 150 of 261 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Grand Lodge

Male Human Sword Saint Samurai 1

Drail looks at the woman as she offers to pick the locks. He straightens up, wiping at his mouth as he appears to be regaining his color.

He gives her a long look, then turns to inspect each of his other compatriots, one at a time: the boy, the elderly wizard, the dwarf and finally, Etta.

"Physical might," he murmurs, "does not appear to be this party's strong suit."

He sighs softly, then hefts the crowbar once again. "While your offer of dealing with the locks is appreciated, they do not appear to be the problem. The ravages of time have dealt with them, just as those same ravages have made the cell doors wedged tight."

He smiles, shakes his head and murmurs, "Once more, into the breach."

With that, he takes a deep breath and strides back into the room, crowbar in hand.

Strength, Door #1: 1d20 + 4 - 2 + 2 ⇒ (20) + 4 - 2 + 2 = 24
Strength, Door #3: 1d20 + 4 - 2 + 2 ⇒ (11) + 4 - 2 + 2 = 15

Nearly gagging as the remaining two doors break free, Drail quickly examines the corpses, taking a sheaf of tattered and aged papers from the body dressed in the remains of Tian garments.

Stumbling from the room, dry-retching, he puts one hand on a knee, coughing and taking ragged breaths. Nevertheless, he wordlessly holds up the papers to the party, as if in offering.

Lantern Lodge

Male Human

Cao nods encouragingly in support of his retinue's efforts. "Your efforts shall be paid back a thousand fold by the Celestial Bureaucracy, bladesman." He sways sagaciously, head and nose pointing toward the sky.

Check to aid Drail's efforts to smile or laugh: 1d20 + 8 ⇒ (1) + 8 = 9

Alas, he lays on a bit too thickly the pompous airs of the Emperor.

Round 1, Init 8

Cao sings a little verse or two.

"Oh, the Lady of Bones,
The Lady of Bones,
She's a grim old lass,
Who takes no sass.
Be ye skeleton or lich,
Or necromantic witch,
She'll get you with her scythe.
So you restless dead,
Don't be too blithe.
For before the next dawn, she'll have your head."

Inspire courage: +1 competence bonus to hit & damage, +1 morale bonus v. fear.

Somehow, Cao's singing prowess doesn't quite make up for his lyricist's lack of skill, but perhaps his regal spunkiness inspires nonetheless.

Perform singing: 1d20 + 8 ⇒ (3) + 8 = 11

Grand Lodge

Female Human Gunslinger/1

Once making sure, surreptitiously of course, that Drail has recovered after his efforts in that disgusting room, Etta proceeds along with her companions. Her weapon is still in-hand and reloaded after the previous encounter with the slime ball.

At the first twitching sound of rattling bones, Etta does not even break stride, simply shifting behind Adebisi and pointing her pistol over the head of the dwarf as the leering animated skeleton fully takes shape.

"Well hi there, smiley," she smirks as she pulls the trigger, her pistol barrel just a few scant feet from the grinning skull of the undead creature.

Five-foot Step directly behind Adebisi
Pistol Shot Attack: 1d20 + 5 - 4 + 1 ⇒ (12) + 5 - 4 + 1 = 14
-4 into melee, +1 from Point Blank Shot, using Up Close and Deadly and targeting Touch AC
Pistol Shot Damage: 1d8 + 1 + 1d6 ⇒ (5) + 1 + (1) = 7
Bludgeoning/Piercing

Grand Lodge

Male Old Human Init +3 Per +0 | AC 11/10/11 | HP 10/10 | F +3/R + 0/ W +1| CMB +2 CMD 12 | Conditions:

Oh, drat. My post from last night didn't send, and I bumped the off rather than snooze button on my alarm. With the room conquered and Cao's cheekiness now two days ago, I'll just act for the combat.

Round 1:

Archibald's eyes turn bleach-white for a moment as his head turns and fixes on the skeleton. (Forewarned ability). His wits, however, take a little longer to catch up. His gnarled fingers dance, and begin to glow with a pale, eerie light, but he cannot seem to find a shot. With an impatient groan, his magic fizzles out he lifts the hem of his robe, hobbles toward the skeleton and begins to bat it over the head with his heavy staff.

Bonded Staff: 1d20 + 3 ⇒ (12) + 3 = 15
Bludgeoning Damage: 1d6 + 2 ⇒ (4) + 2 = 6

As I'd observed last combat I can't help but notice we're being followed.


GM Rolls:

1d20 + 2 ⇒ (9) + 2 = 11

The skeleton barely manages to haul itself to its feet before Etta's quick hands fire a shot directly into it's skull, chipping off a large fragment and showing this skeleton lacks real brains for attempting to take on a party of six well-armed Pathfinders.

Just as it begins to wobble, once again Archibald - unafraid of a close-quarters fight, steps up, and completes the scene by playing a little stick-ball with the nearly shattered skull.

Aaaaand - combat is over before Cao even begins to sing! Go level 1 scenario! :)

Maurit claps her hands with enthusiasm as she observes the success of the Pathfinder team, clearly more competent than her team's own prior expedition.

"Yes! Well done! Too bad Maurit was not part of this group!"

Sense Motive DC11:

You suspect that Maurit wouldn't have minded seeing the skeleton put up some basic resistance to your group.

You're uncertain whether she was actually rooting for the skeleton, or she might be jealous at the sheer awesomeness of your particular Pathfinder group.

Perception DC15:

Among the pile of bones in this room are 100 gp in mixed coin, a golden crown worth 300 gp, a masterwork short sword, and a wax-sealed tin scroll tube with a scroll of comprehend languages.


As you all relax a little after the surprise from the skeleton, Archibald cannot help but to peer down the hallway to the north (the one with the pair of doors along its west and east sides)

At the end of this corridor sits a sinister-looking fountain in a rounded alcove. (at the tip of the number 8)

A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra's heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up.

On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. The basin has been dry for many long centuries now.

Archibald:

The carved word is the Kelish word for "water".

Latest Map (basically unchanged)

Lantern Lodge

Male Human

Sense motive: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Cao lets his brilliant extemporaneous lyrics go unsung, yet again. These Avistani need to savor better the moment. Death is for them a hurry. For shame. He giggles.

Grand Lodge

Male Old Human Init +3 Per +0 | AC 11/10/11 | HP 10/10 | F +3/R + 0/ W +1| CMB +2 CMD 12 | Conditions:

Sense Motive: 1d20 - 1 ⇒ (5) - 1 = 4
Perception: 1d20 ⇒ 16

"Look here!" the old man says, tossing aside a few bones with the tip of his staff and stooping over, with some difficulty, to retrieve the golden crown. "This is some find. Some find indeed. -Ahem- Now. The scroll is of rather elementary magics, it allows one to read any script and hear any tongue as if it were her own. I'm already capable of casting such a spell. Are any among you familiar with the art?"

He'll also move to examine the hydra statue. "Such craftsmanship! And more Kelish script." he says, polishing his spectacles and leaning in closely. "-Ahem-, well now... It reads-" ...I'm going to cut myself off here in case any good Samaritans want to speak sense. But I'm afraid my curiosity will probably get the better of Archibald. And of me.

Lantern Lodge

HP 58, AC 22, F +9, R +13, W +10 Kitsune rogue 5

Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Sense Motive: 1d20 + 4 ⇒ (19) + 4 = 23

First the door, then the way they took care of that skeleton ... My masters may have been right. They have no need of me.

"Do NOT say the world, esteemed elder!" Hooli interrupts quickly.

She moves in closer, looking for some sort of trap similar to the other carving.

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Grand Lodge

AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision Aasimar Cleric 2/ Wizard 1

Adebisi will double check his crossbow, cast Virtue on himself and mutter...

"Seems a 'ell of a place to keep some trade agreements."

Grand Lodge

Male Human Sword Saint Samurai 1

Drail purses his lips as Etta's firearm discharges. Nevertheless, he nods in seeming approval at the results of the shot, his hand resting on the hilt of his sheathed blade.

"Maybe it was going to surrender," he murmurs to the girl as she reloads her firearm. His face is expressionless at first, but finally shows the slightest hint of a smile.

At the screeching words from Maurit, however, Drail's expression hardens. He looks arounds, his grip tightening on the hilt of his scabbarded sword.

"If that...woman...even looks at you cross-eyed," he says under his breath to Etta, "pull one of those toys of yours and put a shot between her eyes."

He turns, just in time to see the elderly wizard examining the fountain. His eyes go wide as he realizes the wizard is about to yet again utter a translated word. He reaches for Etta's arm, as if to pull her out of the way, then sighs audibly in relief as the wizard is interupted by the other woman.

He murmurs to Etta in a near whisper. "If I ever get that addled in the head in my old age, you have my permission to put me out of my misery."

Grand Lodge

Male Old Human Init +3 Per +0 | AC 11/10/11 | HP 10/10 | F +3/R + 0/ W +1| CMB +2 CMD 12 | Conditions:

"Hw... Wha... Nonsense! You don't think it could be another trap do you? Hrm, hold on... why... it's another trap! -Ahem-" he says, mouth hanging open as he loses his train of thought. "Hrm... What were you saying, my dear?"

"Ah! Yes." His whiskers twitch into a smile at the recognition. He'd been telling people as much for years, and it pleases him to see people are coming around. "You know that's very kind of you. Most people write me off as a doddering old fool! I mean, can you imagine?" He stands by as Hooli completes her examination, dusting off his robes and peering over her shoulder as she does so.

"Now, where was I...? Ah, yes! It reads... ماء..." I'm a terrible person. If this does more than get our feet wet I'll reign it in for the next trap, but the last one was relatively harmless... right?


Hooli does not detect any traps (magic traps requiring trapfinding, which I don't think Hooli has?) on the water-themed statue, and Archibald approaches it completely undeterred by prior experiences with elemental-themed statues.

As Archibald speaks the word, he observes as three spouts begin to fill the basic with a stream of water, and he nods as he realizes he has discovered a simple, magical wash-basin.

Then, something appears to go wrong as the unregulated water pressure shoots the area in front of the basic and finally becomes a burst blasting the entire corridor and it's occupants, one lone but curious wizard.

@Archibald (since he was likely doing this alone) - DC14 Reflex save to avoid the jet of high pressure water. If failed, you take 1d6 ⇒ 5 bludgeoning damage and are knocked prone.


GM Rolls:

Initiative:
Adebisi : 1d20 + 2 ⇒ (12) + 2 = 14
Archibald : 1d20 + 1 ⇒ (4) + 1 = 5
Cao : 1d20 + 4 ⇒ (19) + 4 = 23
Drail : 1d20 + 5 ⇒ (10) + 5 = 15
Etta : 1d20 + 6 ⇒ (5) + 6 = 11
Hooli : 1d20 + 3 ⇒ (18) + 3 = 21
Blindheim : 1d20 + 2 ⇒ (14) + 2 = 16
??? : 1d20 + 3 ⇒ (18) + 3 = 21

Archibald will get a chance to pick himself up and mutter something... but then something else immediately happens.

As Archibald stands and brushes off his now-drenched robes, the door on the eastern side of the hallway screeches as it pivots into the room beyond.

Bright light floods the hallway from the eyes of a pale, frog-like creature that shambles through the doorway.

Picture of creature

"Food? Smells like food? Mmmm!"

@Archibald: You'll need to follow up your save against the water with another save, this one DC13 Fortitude to avoid being blinded by the light coming from the creature's eyes.

In fact, anyone who comes within 30 feet of the creature will need to make this save. For the moment, I'm not asking anyone else to make this save, but if you engage the creature in combat, go ahead and roll it if you are attacking it within 30 feet.

Round 1
23 Cao :
21 Hooli :
20 ??? :
16 Blindheim :
15 Drail :
14 Adebisi :
11 Etta :
5 Archibald :

Latest Map

Now Up: Cao and Hooli.

Grand Lodge

Male Old Human Init +3 Per +0 | AC 11/10/11 | HP 10/10 | F +3/R + 0/ W +1| CMB +2 CMD 12 | Conditions:

"Ah! See? Nothing to be concerned about. Nothing at all, my dear! It appears to be little more than a... Oh. Oh dear."

Reflex: 1d20 ⇒ 16

Archibald's hat seems to leap from his head as he dives for cover, the jet of water passing in between them as his hat lands in a sopping heap on the floor. "Oof, blast it all, my back's giving out." he says, struggling to his feet with a wince. He'll retrieve his hat from the floor and begin to wring it out. "All part of the... ooooooooooohhh ... scientific process. I want to know everything about this Taliq Asad's fortress for my report. Some wizard I'd be if all I brought back were a few mouldy trade agreements, eh?" he continues, clearly delighted to have so many people listening to him. Well, so many people standing in earshot of him for any length of time. "I've always been fascinated by the Qadiran's grasp of elemental magic. Do you think perhaps he has a genie? That would be a sight to see. Why, perhaps he was a mage himself. Yes, that seems likely. Then perhaps..." he says, cutting himself off as the creature emerges from the hallway.

Fort: 1d20 + 3 ⇒ (12) + 3 = 15

"Would you pipe down while I'm talking!?" he snaps, shoving his sopping-wet hat back onto his head and miraculously managing to shield his eyes in the process. "Blast! It's a... It's a..."

While my dice are hot and all...
Knowledge (arcana): 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge (planes): 1d20 + 7 ⇒ (7) + 7 = 14


A DC13 Knowledge Arcana identifies the creature as a blindheim

In the future you can make a single, unmodified d20 roll for Knowledge checks, and list out your various bonuses to be able to make a single roll and save those hot dice.

Grand Lodge

Male Old Human Init +3 Per +0 | AC 11/10/11 | HP 10/10 | F +3/R + 0/ W +1| CMB +2 CMD 12 | Conditions:

"A Blindheim! How very curious. I wonder what it survives on? Pathfinders, I suppose..." he says, trailing off. His expression tells you he doesn't much like that thought. "Don't get too close or it will blind you. And be careful, it has teeth!"

Lantern Lodge

Male Human

Round 1, Init 21

Only +2 to initiative.

Cao blurts out some verse, worried that his 'subjects' will once again rush into slaughter without properly savoring the inspiration that comes from adventuring.

"Bright frog! You don't have to put on your eye lights!
Your days are over
You don't have to flap your flippers in the night!"

Inspire courage: +1 competence to attack & damage; +1 morale to fear saves.

Status:
Conditions & Enhancements
Mage armor

AC 12 (16 mage armor)
CMD 11
CMB -1
HP 8/8
Fort +1 Reflex +4 Will +2

Weapon Equipped none
Spells Concentrate +5, Penetrate +1
Bardic performance 1 of 11 rounds used
0th: Daze (Will 15), Detect Magic, Read Magic
1st (2): Hideous Laughter (DC 16), Sleep (DC 16)

Lantern Lodge

HP 58, AC 22, F +9, R +13, W +10 Kitsune rogue 5

Averting her eyes, Hooli fires a shuriken toward the creature, cursing at herself as she rushes her throw and hears the weapon bounce off a nearby wall. "Fool!"

shuriken: 1d20 + 3 ⇒ (4) + 3 = 7
Miss chance: 1d100 ⇒ 89

Grand Lodge

Female Human Gunslinger/1

Out of curiosity, was Archibald's strike against the skeleton necessary to save him from his undeath? Or did my 7 points kill him right out and Archibald just played with his skull? I ask because I used a grit point to use Up Close and Deadly, and if I dealt the killing blow I regain it. :) Thanks.


Etta regains her grit point for the killing blow. Archibald's contribution was dramatic flair. I'll need to remember you regain grit points for the future.

Full update coming next long timeout from the Spurs game. :)

Grand Lodge

Female Human Gunslinger/1

Enjoy, man!


GM Rolls:

Maurit vs Etta: 1d20 + 4 ⇒ (12) + 4 = 16 for 1d6 + 2 ⇒ (4) + 2 = 6
Blindheim vs Archibald: 1d20 + 5 ⇒ (10) + 5 = 15 for 1d4 + 1 ⇒ (4) + 1 = 5

I see where First Steps Part II may be considered challenging...

As Archibald mentions the thought about the blindheim surviving off fallen Pathfinders, Maurit's interest appears piqued as she steps forward into the room.

"No! How dare you insult Maurit's companions, foolish wizard!"

At the blindheim's suggestion of hunger and feeding, Maurit licks her lips and grins at Etta.

"Maurit so hungry since she became ghoul. Perhaps she will finally eat..."

Shambling forward, the Pathfinder-turned-ghoul sinks her teeth into Etta's shoulder (6 damage) and Etta feels the taint of undeath lingering in the festering wound.

Etta - Saves Needed:

First save is against ghoul fever.

Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid of 3 Hit Dice or fewer who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast.

Second save is against paralysis; save Fort DC13.

Duration is 1d4+1 rounds, which you can also roll for if you fail.

The blindheim, oblivious to Maurit's treachery also steps forward and sinks it's own teeth into Archibald's side. The wizard can clearly see that if it does eat something, the blindheim doesn't eat much - it's ribs clearly visible taut under it's leathery hide. (5 damage to Archibald)

Round 1
23 Cao : Begins inspire courage
21 Hooli : Misses with a shuriken
20 Maurit : Hits Etta (flat-footed) for 6 damage, saves needed!
16 Blindheim : Hits Archibald for 5 damage
15 Drail :
14 Adebisi :
11 Etta :
5 Archibald :

Round 2
23 Cao :
21 Hooli :

Latest Map

Now Up: Everyone!

(And good luck!)

Grand Lodge

Female Human Gunslinger/1

I was waiting for that be-otch to do something like this!

Etta wrenches away from the vile grasp of Maurit, turning to hurl foul curses at the wretched ghoul. "You filthy, diseased wh-..." Her intense diatribe is cut short by the pain in her arm.
She steals herself, expecting the worst, preparing for the best...she raises her pistol to step back and fire at the next opportunity.

Fortitude against Ghoul Fever: 1d20 + 4 ⇒ (3) + 4 = 7

Fortitude save against Paralysis: 1d20 + 4 ⇒ (12) + 4 = 16

if I fail.....

rounds paralyzed: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Old Human Init +3 Per +0 | AC 11/10/11 | HP 10/10 | F +3/R + 0/ W +1| CMB +2 CMD 12 | Conditions:

Oh, drat. I didn't realise I was cornered. That certainly makes things a little more dire. I can't even withdraw from here. Oh dear.

"Hw... Wha... Who's that? Not that wretched ghoul? I thought I told you to begone! Why, the nerve! You're lucky I'm busy or I'd turn you into a pile of ash, you insufferable bag of... Aiiiiiiieeee! Back! Back I say!" he says, shrieking as the blindheim sinks it's teeth into his leg. With little to hope for save that the creature doesn't like the taste of dust, old age and desparation, Archibald bats at him with his staff. With any luck he'll get to cast a spell before he kicks the bucket, but I don't want to 5 foot step myself further into a corner...

Bonded Staff: 1d20 + 4 ⇒ (13) + 4 = 17
Damage + Inspire Courage: 1d6 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Male Human Sword Saint Samurai 1

Drail whirls as Etta cries out in pain, cursing. His eyes narrow, taking in Maurit, his hand falling to the hilt of his blade.

"Now, you die," he murmurs, his eyes displaying the rage that his voice did not carry. He steps forward toward the creature, his sword still not drawn...

Warrior's Challenge on Maurit declared, Swift Action, five-foot step into melee with her.

Drail draws his blade in a blur of motion, the weapon sweeping out and up in an arc through Maurit as he closes to within striking distance of the woman.

Attack: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 Attack + Inspire Courage with Power Attack + Furious Focus
Damage: 1d8 + 1d6 + 6 + 3 + 1 + 1 ⇒ (5) + (5) + 6 + 3 + 1 + 1 = 21 Weapon Damage + Iajutsu Strike + 2-handed Furious Focus Power Attack + Inspire Courage + Challenge

The warrior closes his eyes, his sword held high in completion of the upward sweeping strike against the creature that had attacked Etta...


And, Drail gets to roll a crit confirmation!

Etta still to act along with Cao, Hooli and Adebisi.

Grand Lodge

1 person marked this as a favorite.
Male Human Sword Saint Samurai 1

oh jeeze that was totally a crit chance, 18-20 on a Katana

Crit Confirmation Roll: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21

Oh man...so uh 21 damage + ...

Extra Crit Damage: 1d8 + 6 + 3 + 1 + 1 ⇒ (5) + 6 + 3 + 1 + 1 = 16 --double damage without the 1d6 from Iajutsu Strike (Precision Damage)

So uh 21 + 16 = 37 points of damage to Maurit from one strike...

Lantern Lodge

Male Human

Round 2, Init 21

Nice, Drail!

Cao winces a bit at Archibald's insulting the ghoul and the ghoul insulting Etta. Alas, an Emperor cannot choose his subjects.

He continues to sing, "Bright frog, you don't have to eat that coot tonight
Make his robes all bloody
You don't care if he's sweet or if he's sour."
Inspire courage continued

He takes from his robes a wand and applies it to Etta's wounds before stepping diagonally away from the hungry ghoul.

1d8 + 1 ⇒ (4) + 1 = 5

Status:
Conditions & Enhancements
Mage armor

AC 12 (16 mage armor)
CMD 11
CMB -1
HP 8/8
Fort +1 Reflex +4 Will +2

Weapon Equipped none
Spells Concentrate +5, Penetrate +1
Bardic performance 2 of 11 rounds used
Wand of CLW -1 charge
0th: Daze (Will 15), Detect Magic, Read Magic
1st (2): Hideous Laughter (DC 16), Sleep (DC 16)


Maurit cackles with glee at her deception as she rises again to full height, chewing on the bit of flesh she tore from Etta's neck.

Smacking her lips, she begins to lean in again, only to meet the sudden blur that is Drail's katana - a meeting she'd probably rather have avoided.

As Maurit's head is lopped off, it rolls about the room as she continues to cackle. Her body flails, headless, for a few moments, before falling backward.

Maurit is down. Blindheim still up! Hooli and Adebisi to go.

Grand Lodge

Female Human Gunslinger/1

I believe Etta still has an attack as she avoided paralysis.

"Cao, that song... it reminds me of something.. something awesome!"

Etta steps backwards, her shoulder aching. "That's going to need some work. " she mutters to herself as she examines the pestulant wound on her shoulder. The teeth marks left by Maurit leave a crevice in Ettas's arm...but not in her observational skills..

Grand Lodge

AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision Aasimar Cleric 2/ Wizard 1

Adebisi, unfearing of the creature meets it's gaze, before drawing and using his wand of his wand of bless.

"Torag, grant us strength."

Before stepping back diagonally to the SW.

Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Female Human Gunslinger/1

Etta steps back several squares as the Blindheim steps forward...

She aims and fires at the blindheim, hoping that the shot kills him.

Attack roll: 1d20 + 5 + 1 - 4 ⇒ (8) + 5 + 1 - 4 = 10

Lantern Lodge

HP 58, AC 22, F +9, R +13, W +10 Kitsune rogue 5

Wow!

Realizing that the wizard is in dire straits, Hooli gulps and realizing she must look at the thing, steals her courage. Wanting to rush in, she knows she would just be getting in the way of Drail -- He took her head off in one blow! You couldn't do that! -- and flings another shuriken at the foul creature.

Fool! You're worse than useless she thinks as the bladed star again goes far wide of her intended mark.

Fort save: 1d20 + 1 ⇒ (14) + 1 = 15
attack: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Sorry; I'd have rushed in, but I think it's better off letting Drail do so.


GM Rolls:

Bite: 1d20 + 5 ⇒ (1) + 5 = 6 for 1d4 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 5 ⇒ (9) + 5 = 14 for 1d3 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 5 ⇒ (11) + 5 = 16 for 1d3 + 1 ⇒ (1) + 1 = 2

Adebisi and Cao both bless and heal their companions, while Etta fires off a wide shot which whizzes past the strange frog-monster and ricochets off the fountain, nearly missing Archibald's ear.

To make matters worst for the addled wizard, Hooli's shuriken misses the blindheim just at the same moment it leans in with both claws and tears a little flesh from his left arm and right leg.

Chomping on the flesh, it doesn't seem too enthused as it considers the finer aspects of wizard's flavor.

Turning back towards the others, it hisses protectively over its meal.

Round 1
23 Cao : Begins inspire courage
21 Hooli : Misses with a shuriken
20 Maurit : Hits Etta (flat-footed) for 6 damage, saves needed!
16 Blindheim : Hits Archibald for 5 damage
15 Drail : Absolutely obliterates the traitorous ghoul
14 Adebisi : Steps back, uses wand of bless
11 Etta : Hits touch AC11 (adding bless), which is a miss
5 Archibald : Whacks the blindheim (hitting AC18 with bless) for 9

Round 2
23 Cao : Uses wand on Etta, healing 5
21 Hooli : Misses with shuriken
16 Blindheim : Claws Archibald twice for 4 damage, leaving Archibald at 1HP
15 Drail :
14 Adebisi :
11 Etta :
5 Archibald :

Round 3
23 Cao :
21 Hooli :

The map is mostly unchanged excepting some 5ft stepping in the big room, so I'm going to be lazy.

Now Up: Everyone!

Grand Lodge

Male Old Human Init +3 Per +0 | AC 11/10/11 | HP 10/10 | F +3/R + 0/ W +1| CMB +2 CMD 12 | Conditions:

Bloodied and frightened, Archibald five-foot-steps backward, nearly toppling into the fountain as he does so. He flails his arms ineffectually to shield his face, somehow managing the somatic opponents for a magic missile in the process.

Magic Missile: 2d4 + 2 ⇒ (2, 1) + 2 = 5

Posting early because I'm not certain if there's room for a five foot step. I'll adjust my action accordingly.

Grand Lodge

Male Human Sword Saint Samurai 1

so uh if the blindheim is facing away from me and chewing on archibald, do I have to make a fort save to avoid its gaze if I move up behind it and slash it?

Grand Lodge

AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision Aasimar Cleric 2/ Wizard 1

Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13

Adebisi continues to look at the creature while he steps up to the corner, puts his wand away and fires at it.

Attack: 1d20 + 3 + 1 + 1 - 4 ⇒ (17) + 3 + 1 + 1 - 4 = 18
Damage: 1d10 + 1 ⇒ (7) + 1 = 8

Lantern Lodge

Male Human

Cao peaks around the corner and breaks into a chorus,

"Bright frog,
You don't have to turn on your head lights.
Bright frog,
You don't have to turn on your head lights."

Fort: 1d20 + 1 ⇒ (14) + 1 = 15

He moves in front of Hooli and sticks his tongue out at the blindheim, while modulatig his singing in a mesmerizing way.

"BRIIIGGgGgGHhHTT FRrRRrOOooGgG!" Daze, Will DC 15

Status:
Conditions & Enhancements
Mage armor

AC 12 (16 mage armor)
CMD 11
CMB -1
HP 8/8
Fort +1 Reflex +4 Will +2

Weapon Equipped none
Spells Concentrate +5, Penetrate +1
Bardic performance 3 of 11 rounds used
0th: Daze (Will 15), Detect Magic, Read Magic
1st (2): Hideous Laughter (DC 16), Sleep (DC 16)


GM Rolls:

Bite AoO: 1d20 + 5 ⇒ (7) + 5 = 12 for 1d4 + 1 ⇒ (3) + 1 = 4

@Archibald: The statue would be difficult terrain, so you couldn't 5ft step into it, but you could double-move into it. I went ahead and rolled an AoO to see if it would be moot (and it is), so you step back and your magic missile hits for 5.

@Drail: Technically, there's no facing in Pathfinder and the frog-monster is attacking Archibald, then turning to look at you guys, perhaps sidestepping as he dodges a staff thrust, etc. So the save needs to be made if you have your eyes open and get within range of the blindheim. Basically, treat it as a basilisk, but instead of being turned to stone, you're blinded.

@Cao: The blindheim is a magical beast, and not a humanoid, so Daze will not work against it. Cao would know this if you wish to try another action.

Still Up: Drail, Hooli, Etta and Cao (should he wish a new action).

Grand Lodge

Male Human Sword Saint Samurai 1

Got it, thanks for the clarification!

Drail sweeps his katana downward to his side, ichor spraying to the floor as the blindingly quick motion cleans the blade of the remains of Maurit.

He immediately turns, concern clearly written across his face, toward Etta. He smiles thinly as he sees the boy tend to Etta's wound and he gives the young one a nod of gratitude.

Hearing the panicked shriek from Archibald, he whirls into motion and strides past Hooli, his blade held point-down near his hip.

20' move into melee with the Blindheim, no Charge since I did not have a clear path or LoS.

Fortitude Save: 1d20 + 4 ⇒ (19) + 4 = 23

Drail narrows his eyes, his face a hard mask of determination as he stalks forward toward the creature that is attacking the elderly wizard. The light emanating from its eyes is nearly blinding, but gritting his teeth, Drail focuses on the creature as he draws up his blade for a sweeping downward strike...

Attack Roll on Blindheim: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 - Power Attack/Furious Focus w/ Inspire Courage

...and grits his teeth as the darting creature dodges the sweep of his katana...

Lantern Lodge

Male Human

Fine then! Jerkfrog! Instead, Cao just delays while he sings.

Lantern Lodge

HP 58, AC 22, F +9, R +13, W +10 Kitsune rogue 5

Frustrated with her inability to get to the creature, Hooli resorts to trying to scare it into leaving.

"Flee now, beast, or we shall put out your lights for eternity!" she calls out, trying to sound as imposing as she can.

Intimidate: 1d20 + 3 ⇒ (14) + 3 = 17

Demoralize:
You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you.

Grand Lodge

Female Human Gunslinger/1

Steeling herself, Etta glances toward the creature in order to take aim.

Fortitude save: 1d20 + 4 ⇒ (4) + 4 = 8

...and is immediately blinded by the glaring light that pours from the eyes of the hideous Blindheim. Gritting her teeth through the pain she raises her pistol arm, hoping that her keen observation skills will allow her to hit her mark.

"Drail, Archibald, get down!" She calls out before pulling the trigger. Her head cocks to the side, listening for the satisfying sound of bullet ripping through flesh.

Pistol Shot: 1d20 + 5 + 1 + 1 - 4 ⇒ (20) + 5 + 1 + 1 - 4 = 23 Point Blank Shot, Inspire Courage, Firing into melee...am I missing anything?

Miss Chance 50% or higher hits: 1d100 ⇒ 25

Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10 Inspire Courage and Point Blank Shot.

Move action reload

Seriously? I have all the luck.

Grand Lodge

Female Human Gunslinger/1

OH MY GOD. It would have been a times 4 critical, too. I'm crying a little after that one.


GM Rolls:

Bite: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20 for 1d4 + 1 ⇒ (2) + 1 = 3

Drops Archibald, switches to Drail

Claw #1: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 for 1d3 + 1 ⇒ (2) + 1 = 3
Claw #2: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5 for 1d3 + 1 ⇒ (2) + 1 = 3

The blindness lasts for 1 hour. Yep, 1 hour. @Everyone: Don't forget to roll it again this round if you look at the blindheim.

As Drail closes, the blindheim sidesteps just in time to avoid getting skewered like Maurit and hisses back at the samurai.

With Drail in the way, Adebisi pulls his shot, which discharges harmlessly into the ceiling.

Etta steps up, and despite the bright light dominating her vision, she fires a deadly shot that nearly obliterates the statue that Archibald is trying to position between himself and the frog-monster.

Two arcane bolts discharge from Archibald's outstretched hand, but they are not enough as the blindheim chomps down on the arcanist, dropping him to the ground as it chews on his flesh. With a few meager swipes at Drail, it hisses again and bows back into its room. (3 damage to Archibald)

Round 2
23 Cao : Uses wand on Etta, healing 5
21 Hooli : Misses with shuriken
16 Blindheim (-9) : Claws Archibald twice for 4 damage, leaving Archibald at 1HP
15 Drail : Moves up, misses
14 Adebisi : Misses with crossbow (-8 total, -4 for melee, -4 for soft cover from Drail)
11 Etta : Fires and blasts apart the statue Archibald is hiding behind
5 Archibald : Magic missiles the blindheim for 5

Round 3
23 Cao : Attempts to daze a non-humanoid
21 Hooli : Demoralizes the blindheim
16 Blindheim (-14) : Bites Archibald for 3 damage, withdraws a step into the room
15 Drail :
14 Adebisi :
11 Etta :
5 Archibald :

Round 4
23 Cao :
21 Hooli :

Latest Map

Now Up: Everyone!

Grand Lodge

Male Human Sword Saint Samurai 1

Drail whirls back for another attack, his expression hardening into a grim mask of determination as the Blindheim rips into the elderly wizard yet again, felling Archibald.

He steps up as the creature withdraws into the doorway, spinning to face it...

5-Foot Step into doorway, back into melee with the Blindheim
Fortitude Save vs. Blindheim: 1d20 + 4 ⇒ (2) + 4 = 6
Blind - Adjusted AC:14, 50% Concealment miss chance on attacks.

...and roars in pain and anger as the creature's blinding gazes catches him clean in its sights, his vision going instantly white. Stumbling, Drail lashes out in a rushed, almost defensive cut of his blade, in the direction he last perceived the creature to be in...

Attack Roll vs. Blindheim: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Inspire Courage w/ Power Attack/Furious Focus

...and his katana cuts nothing but the fetid air...

Grand Lodge

Male Old Human Init +3 Per +0 | AC 11/10/11 | HP 10/10 | F +3/R + 0/ W +1| CMB +2 CMD 12 | Conditions:

Stabilize (DC 10): 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17

Knees buckling Archibald sinks into a heap, drifting in and out of consciousness, but his ragged breathing does not falter, a testament to the wizard's stubbornness.

Grand Lodge

Female Human Gunslinger/1

Hearing Drail's cry of pain, followed by the unmistakable sound of a sword cutting nothing but air, Etta knows he must have been blinded by the beasts gaze as well.

She begins to make her way toward the sound of his voice, her arms outstretched, trying not to stumble. Her hands connect first with Hooli directly in front of her.
"Sorry...Just...Making my way through. Not trying to get fresh." She grumbles, moving through her to reach the narrow passage beyond.

Etta trails her hand along one wall, moving with exceptional care until she finally reaches Drail's side. She sniffs the air in front of her and says, "Well, I guess there is some benefit to you smelling as bad as you do, old man. Makes you easier to find..." A wide grin spreads across her face, one that Drail would certainly appreciate if he could see it.

Her expression hardens a bit as her hand comes to rest on his shoulder, "Now, let's kill this bastard.

Aid Another: 1d20 + 1 ⇒ (19) + 1 = 20

Lantern Lodge

Male Human

Round 4, Init 23

Cao continues to sing, shifting into a much more mellow, lullaby-like song. He steps backwards next to Adebisi.

"The afternoon has gently passed me by
The evening spreads it's sail against the sky
Waiting for tomorrow, just another day
Gods bid yesterday good-bye."

"Bring on the night
I couldn't spend another hour of frog light
Bring on the night
I couldn't stand another hour of frog light."

He somehow lyrically works in,

"Come towards me, oh warrior great.
Bring your blade, 'fore it's too late.
Come towards who's great
Me. Don't make me wait."

Sleep, Will DC 16, full round cast.

Inspire courage, round 3

101 to 150 of 261 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Panic's PFS First Steps All Messageboards

Want to post a reply? Sign in.