DM Panic's PFS Perils

Game Master wakedown

DM Panic's PFS Perils - Tide of Twilight, God's Market Gamble, Glass River Rescue and Crypt of the Everflame!


1,451 to 1,500 of 1,533 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Grand Lodge

Male Half Orc Cleric/3

Round 2, Initiative 14, Location: S11->R15

Status:
Damvorak HP: 17/17, AC: 16 (f14/t12)
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 2/6
Resistant Touch = 6/6
Channel Energy = 2/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear

Damvorak moves through the water carefully, probing for a second pit with his quarterstaff for the first 10’ or so as he slogs through the water to R15 (if it’s free on my init).

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

Sorry! Lost patience with the shoddy reception down the coast and couldn't access the map. To S15, if possible.


OK, this is where a PbP breaks down a bit when an adventure is written this way. I'm trying to run it as close to written though, since this is PFS.

Since Alaric acted first...

Alaric rushes up towards the skeleton nearest the wheel.

And then Damvorak acts next...

Damvorak, watching Alaric boldly (and luckily come to find out) rush ahead, makes his approach more cautiously, probing for sure footing as he advances. Sure enough, he finds the path ahead of him gives way into another underwater pit. (Remember the water is so dark, you can't actually see through it. There is another pit filled with a skeleton, but you can't really see it).

Latest Map

@Damvorak: Let me know how you want to complete your movement. A swim check is likely needed to avoid sinking into the pit with the skeleton.

@Sad Rock: Even though you posted first, Alaric was higher in initiative and zoomed ahead the lone safe path. Let me know how you want to handle your action. If you pass over a pit, make a Swim check as well.

Round 2
22 Alaric : Advances to S15
21 Ugnoth : Destroys S6
14 Damvorak : Begins moving ahead, probing, find another pit (movement still needs to resolve)
12 Ramli : Misses S6 (or any other target since S6 is down) with ray
8 Sad Rock : (just need to understand movement now that Damvorak had identified a pit)

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Sad moves to S14, moving slowly to avoid falling in a pit.


I'll go ahead and advance the round. Damvorak could still post a standard action to finish how he handles Round 2. It may not matter as you guys will likely close this out this round.

GM Rolls:

S3 vs U: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d4 + 2 ⇒ (1) + 2 = 3
S3 vs U: 1d20 + 2 ⇒ (14) + 2 = 16 for 1d4 + 2 ⇒ (4) + 2 = 6
S4 vs U: 1d20 + 2 ⇒ (1) + 2 = 3 for 1d4 + 2 ⇒ (1) + 2 = 3
S4 vs U: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d4 + 2 ⇒ (2) + 2 = 4
S7 Swim: 1d20 + 2 ⇒ (13) + 2 = 15
S8 Swim: 1d20 + 2 ⇒ (7) + 2 = 9
S7 vs R: 1d20 + 2 ⇒ (2) + 2 = 4 for 1d4 + 2 ⇒ (2) + 2 = 4

Ugnoth smashes another skeleton while Alaric advances. Damvorak wisely probes for and discovers another pit that proves whoever built this crypt liked symmetry. Ramil's holy ray misses while Sad Rock cautiously approaches.

The skeletons continue to claw at Ugnoth, apparently in punishment for him daring to approach the wheel. Only one claw finds its way through the Kellid's armor (6 more damage to Ugnoth).

A skull finally emerges from the dark water near Ramli as whatever skeleton lurked in the pit there finds a way out. He swipes a claw at the magi, who easily steps away.

Round 3
22 Alaric :
21 Ugnoth :
14 Damvorak :
12 Ramli :
8 Sad Rock :

Latest Map

Now Up: Everyone!

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

Flail: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Alaric brings his flail around in an arc, sweeping toward S4. Is it possible to 5-foot step around the corners of the pit to R16?

Liberty's Edge

Male Human, Shoanti bard

Ugnoth will 5 foot to T17 and attack S3.

Attack 1d20 + 4 ⇒ (20) + 4 = 24
Damage 2d6 + 3 ⇒ (2, 5) + 3 = 10

Confirmation of Crit 1d20 + 4 ⇒ (11) + 4 = 15
Additional Damage 2d6 + 3 ⇒ (2, 4) + 3 = 9

Grand Lodge

Male Half Orc Cleric/3

Round 2, Initiative 14, Location: S11->S13
Not a strong swimmer, Damvorak would have simply moved to S13 last round and readied an action to attack anything that came within reach.

Round 3, Initiative 14, Location: S13->T12

Status:
Damvorak HP: 17/17, AC: 16 (f14/t12)
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 2/6
Resistant Touch = 6/6
Channel Energy = 2/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear

Seeing a target at his level, Damvorak steps up to T12 and attacks!
Quarterstaff: 1d20 + 4 ⇒ (13) + 4 = 17 for damage: 1d6 + 5 ⇒ (6) + 5 = 11

Grand Lodge RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Cursing under his breath over his weakened frame, Ramli steps back from the skeleton and casts what's rapidly becoming his favorite spell.

Ray (ranged touch): 1d20 + 3 ⇒ (16) + 3 = 19
disrupt undead: 1d6 ⇒ 5


There's enough hits (and crits) in there, I'm happy to call this fight.

Ugnoth shatters another skeleton assaulting him while Damvorak turns his attention to defending Ramli and destroys a skeleton that just emerged from a watery pit. Ramli's magic finishes off the lone skeleton "defending" the wheel. Realizing there's still one more skeleton, the Pathfinders ready themselves for its eventual emergence and on a count of 'three', four of them swing while the fifth (Sad Rock) begins choir practice.

Out of combat

As the wheel turns, the distance sound of metal running against stone can be heard, perhaps that of a portcullis rising.

Liberty's Edge

Male Human, Shoanti bard

Before venturing onwards Ugnoth will again heal himself.

Clw Wand 1d8 + 1 ⇒ (4) + 1 = 5
Again 1d8 + 1 ⇒ (5) + 1 = 6
Again 1d8 + 1 ⇒ (3) + 1 = 4

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Sad clears his throat, wondering if this really is the best room for choir practice.

The water make too much noise and absorb too much sound.

He goes to help turn the wheel that he hopes will open the portcullis and allow the brave Packminders (lead by Sad Rock) to find and rescue the princess woman.


After turning the wheel, the party makes their way back through the crypt's lower level and finds the portcullis has been raised. Navigating their way through the second crypt from which the bats emerged, they eventually come upon a door which Alaric opens.

Latest Map

The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.

Liberty's Edge

Male Human, Shoanti bard

Great, more staues...

Ugnoth will cast "expeditious retreat" on himself and then 6 seconds later rush over to K17 moving around the left statue, earthbreaker in hand as always.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Sad follows along, totally confused.

"If woman this way, how get by porkloinus?"

Sad follows Ugnoth...but much more slowly, still moving only 15' due to his armor.

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

"Good question, Rock. Something strange is definitely afoot."

If the statues don't react to Ugnoth, Ramli shrugs and follows him.

Liberty's Edge

Male Human, Shoanti bard

So that was just my first move action...waiting to see if I triggered anything...?


As Ugnoth darts forward, he apparently steps on something as both statues shudder slightly before you hear a series of grinding wheels as both are suddenly propelled forward at blinding speed.

CMB vs Ugnoth: 1d20 + 10 ⇒ (19) + 10 = 29

Falling Damage: 4d6 ⇒ (2, 4, 3, 2) = 11

With a sickening crack, the statue impacts the Shoanti directly in the chest as the breath is forced from his lungs. He is thrown backwards and diagonally several feet... into the chasm on the left side.

He plummets into the darkness before finally hitting hard stone at the bottom. Blood seeps from his crushed body, but he still lives.

With a kachunk, both statues apparently reach the ends of their respective "tracks" (about 20 feet ahead) and swiftly are retracted back to their original positions.

You all have barely blinked, for the entire event transpired in just a couple of seconds.

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

"Gods blood! Are you alright, Ugnoth?" he shouts, throwing down the sopping wet rope. "It looks like it's reset. Can anybody disarm it?"

What are the statues made out of? I'm guessing stone, but would their weapons be able to be sundered or the statue otherwise damaged? Otherwise I'd suggest we remotely trigger the pressure plate and try to rush across, or Alaric can total defence for a 22 CMD which (might) be enough to keep him on his feet... alternatively we just climb down and bypass the trap entirely. That makes a lot more sense, in retrospect. :P

"... or should we go around?"

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

"I've got a spell to try to grease the skids, if we think that would work. Not sure, though."

Liberty's Edge

Male Human, Shoanti bard

Ow....Ugh...noth...I hurt, but I'm alive...that's how I know. Now you see how I got my name

Perception at the bottom of the pit? 1d20 + 7 ⇒ (4) + 7 = 11

How do those walls look? Climbable?

Heal stick time again

Wand CLW 1d8 + 1 ⇒ (6) + 1 = 7
Wand CLW 1d8 + 1 ⇒ (7) + 1 = 8

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Sad looks around for a trip or a switch or a trap plate or an off switch.

Take 20 Perception = 27


Sad sees the mechanism by which these statues work, but realizes the complexity of the mechanism is probably beyond his ability to disable (Disable Device required).

Ugnoth sees nothing of value or interest at the bottom of the pit. He believes climbing down or up the sides would be fairly easy (DC10 with rope, DC5 with knotted rope).

Sad Rock believes if they climbed down one side of the pit and the other, the party could bypass the mechanism that triggers the trap which has something to do with crossing the middle "bridge" area.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Sad waves the party to (slowly) follow him.

"Come, this way. Come the Sad way."

Sad climbs down and around the trap, still wondering how the woman and baddie got by the porkloincuts and now this trap...if, in fact, they did.

Sad will use his barkskin scroll.

Sad will open the door when everyone is ready.

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

Alaric will follow suit, downing a potion of enlarge person before the party head through the door.

Climb Check?: 1d20 + 3 ⇒ (14) + 3 = 17

Liberty's Edge

Male Human, Shoanti bard

Ugnoth will wait at the bottom, hoping someone has a grappling hook to get a rope up the far side....


Based on how the rest of the party is lining up at the door and using potions, you can assume two ropes were dropped into the pit. One to climb down the north side, and another to climb up the south side.

I assume everyone can Take 10 and make a DC5 Climb check (has no worse than -5 Climb, or can at least remove shields/armors to get above -5 Climb).

I'm pausing on the update to allow others to drink potions or read scrolls...

As the heroes line up at the southern door, they can almost make out a woman's sobs and a low rattling voice beyond.

(Yeah, I know, how the hell did the woman get in there, right?)

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

"That sounds like a girl sobbing to me. Which means maybe we can finally be done with this blasted place!"

He pulls his scroll in case there are any final threats in this horrific test for these children.

Ready when everyone else is.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Sad opens the door, his club in hand and ready to 'rock'. Teehee. I kill me.

Grand Lodge

Male Half Orc Cleric/3

Sorry for the delay, moving... Also, I have rope and grapple so we're fine for the climb.

Damvorak readies himself to face whatever wailing woman might lie beyond the door.


GM Rolls:

Initiative:
Alaric: 1d20 + 8 ⇒ (16) + 8 = 24
Damvorak: 1d20 + 2 ⇒ (3) + 2 = 5
Ramli: 1d20 + 2 ⇒ (2) + 2 = 4
Sad Rock: 1d20 + 7 ⇒ (14) + 7 = 21
Ugnoth: 1d20 + 4 ⇒ (1) + 4 = 5
Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13

Alaric enlarges and Sad Rock's skin turns from stone to bark, and that's an improvement in his armor because... magic.

The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire.

Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus.

A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious.

As your eyes adjust to the dim light within, at first you only hear a dry mirthless laugh.

And then, a voice.

"So, Kassen's heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate!"

With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in both hands.

A cold blue flame burns in its empty eye sockets.

Picture of this skeleton ('A' on the map)

A handful of other skeletons are visible also lurking in the dim light of the room.

Round 1
24 Alaric :
21 Sad Rock :
13 Skeletons :
6 Ugnoth :
5 Damvorak :
4 Ramli :

Latest Map

Now Up: Alaric, Sad Rock

Light source reminder: Active and recently refreshed on Damvorak's staff, and when Ramli casts Dancing Lights. Sad Rock doesn't need no stinking light.

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

Charge at main skeleton: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14

"You're welcome to try, bones." Alaric spits, spotting the damsel in distress. He lets out a battle cry and tears into the hall, charging at the skeleton, his flail seeming to roar with new found force, but the ball soars well above the monsters head. "For the Crown and the Lion!" (Moving to K22/L23: AC 19, and I should get an AoO at the first skeleton to approach thanks to the additional reach that I hadn't learned enlarge person gave me until playing ToEE. The more you know!)

AoO: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 2d6 + 7 ⇒ (4, 4) + 7 = 15

Liberty's Edge

Male Human, Shoanti bard

Sir Alaric the Bastard wrote:
I should get an AoO at the first skeleton to approach thanks to the additional reach that I hadn't learned enlarge person gave me until playing ToEE. The more you know!)

Not if they only make a 5' foot adjustment...they aren't zombies where they can only more or act...and I believe you have to end a charge adjacent...

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

Huh. Does that mean you can't charge with a reach weapon? Also drat, 5 ft. steps, I knew I should have kept the high ground and readied, but I was worried about my additional bulk stopping Ugnoth and Sad from joining the melee.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Round 1, Init 21

Sad double moves to K18, his club drawn.

Maybe girl tell us how she get down here.


GM Rolls:

S1 vs A: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 for 1d4 + 2 ⇒ (1) + 2 = 3
S1 vs A: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7 for 1d4 + 2 ⇒ (2) + 2 = 4
S2 vs A: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 for 1d4 + 2 ⇒ (4) + 2 = 6
S2 vs A: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 for 1d4 + 2 ⇒ (2) + 2 = 4
S3 vs A: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 for 1d4 + 2 ⇒ (2) + 2 = 4
S3 vs A: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19 for 1d4 + 2 ⇒ (4) + 2 = 6
S4 vs A: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 for 1d4 + 2 ⇒ (2) + 2 = 4
S4 vs A: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20 for 1d4 + 2 ⇒ (2) + 2 = 4
Asar vs A: 1d20 + 9 ⇒ (18) + 9 = 27 for 1d8 + 5 ⇒ (8) + 5 = 13

Round 1
24 Alaric : Charges skeleton captain, misses
21 Sad Rock : Advances
13 Skeleton 1 : 5ft, misses Alaric
13 Skeleton 2 : 5ft, misses Alaric
13 Skeleton 3 : 5ft, hits Alaric for 6 damage
13 Skeleton 4 : 5ft, hits Alaric for 4 damage
13 Asar : 5ft, hits Alaric for 13 damage
6 Ugnoth :
5 Damvorak :
4 Ramli :

Round 2
24 Alaric :
21 Sad Rock :
13 Skeletons :
6 Ugnoth :
5 Damvorak :
4 Ramli :

Alaric, ever the brave knight, charges down the stairs into the room and brings his massive flail down. Unfortunately, he misses the skeletal leader.

Sad Rock advances more cautiously.

Once again the blue-eyed skeleton cackles a hoarse laugh and responds to Alaric's challenge.

"Bones!? Foolish boy. Didn't they tell you the bigger they are, the harder they fall?"

With a nod to his "minions, the four skeletons advance and claw at that knight. Despite eight claws from four skeletons, only two wounds are inflicted through Alaric's impressive armor. (10 damage)

"And now, the finale..."

The blue-eyed skeleton steps forward and sinks his longsword into Alaric's chest, easily bypassing the man's armor. (13 damage)

As predicted, Alaric falls. Hard.

Latest Map

Now Up: Everyone!

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

"Ha! 'tis only a flesh wou-AUUGH!" the knight screams as the blade slips past his guard and drops to the ground, clutching at his chest as blood pools in his armour.

Stabilize (DC10): 1d20 - 3 ⇒ (3) - 3 = 0 Alaric bleeds for 1 damage, profile adjusted to compensate.

Liberty's Edge

Male Human, Shoanti bard

L21

As a standard action Ugnoth will begin to inspire courage 1+ attack 1+ damage and then move to L21.

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

Ramli steps through the door, taking in the scene in front of him.

"That could be trouble," he says, as he sees his companion fall.

Moving forward, he imbues his staff with a touch of his arcane power and quickly casts a spell.

"Sorry, Alaric, but hopefully you'll get a chance to be angry over the mess when we're done."

Move to L-20
Swift action to use arcane pool to power staff
Standard action, cast grease, covering L-M 23-24, Reflex save DC 14

Grand Lodge

Male Half Orc Cleric/3

Round 1, Initiative 5, Location: J16->K20

Status:
Damvorak HP: 17/17, AC: 16 (f14/t12)
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 2/6
Resistant Touch = 6/6
Channel Energy = 2/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear

Damvorak moves into the room (to K20), ready for battle, but stops short and casts Stabilize on poor Sir Alaric to slow the blood flow from such horrid injuries.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Round 2, Init 21

Seeing Alaric get taken down in one round, Sad wisely pulls up and instead waits for the skellies to come to him rather than running down into a round of full attacks. Woo baby!

"Damnvrock, how come All-a-wreck do that?" Sad asks, finally understanding what Alaric's name means. "He get hurt just like Uglynot: often and a lot." Must like falling down.

Sad waits in K19 with readied club.

1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 to hit; (inspire)
1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9 damage.

AC 20


GM Rolls:

S4 Reflex: 1d20 + 2 ⇒ (15) + 2 = 17
Asar Reflex: 1d20 + 3 ⇒ (2) + 3 = 5
S1 vs Ugnoth: 1d20 + 2 ⇒ (8) + 2 = 10 for 1d4 + 2 ⇒ (1) + 2 = 3
S2 vs Ugnoth: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d4 + 2 ⇒ (1) + 2 = 3
S2 vs Ugnoth: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d4 + 2 ⇒ (1) + 2 = 3
S3 vs Ugnoth: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7 for 1d4 + 2 ⇒ (4) + 2 = 6
S3 vs Ugnoth: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18 for 1d4 + 2 ⇒ (2) + 2 = 4
S4 vs Ugnoth: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d4 + 2 ⇒ (2) + 2 = 4
S4 vs Ugnoth: 1d20 + 2 ⇒ (12) + 2 = 14 for 1d4 + 2 ⇒ (4) + 2 = 6

Round 1 Con't
6 Ugnoth : Inspires, moves to L21
5 Damvorak : Moves to K20, stabilizes Alaric
4 Ramli : Moves to L20, casts grease

Round 2
24 Alaric : Stable, but down
21 Sad Rock : Waits in K19 with readied action
13 Skeleton 1 : Advances, provokes from Ugnoth
13 Skeleton 2 : 5ft, attacks Ugnoth, hits for 3 damage
13 Skeleton 3 : Attacks Ugnoth (partial cover from stairs)
13 Skeleton 4 : 5ft out of grease, attacks Ugnoth, hits for 4 damage
13 Asar : Stands from prone, moves closer to stairs
6 Ugnoth :
5 Damvorak :
4 Ramli :

Round 3
24 Alaric :
21 Sad Rock :

The rest of the party advances more cautiously, with Ramli casting a spell that causes the skeletal champion to fall flat.

The skeletons all advance, this time towards Ugnoth and a flurry of claws strikes at the barbarian and tears several wounds into his flew (7 damage total).

Latest Map

Now Up: Everyone! (except Alaric, sadly)

Liberty's Edge

Male Human, Shoanti bard

hp 8/15

Ugnoth will continue to Inspire as a Free Action and attack S4.

Earthbreaker Attack 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage 2d6 + 3 + 1 ⇒ (5, 3) + 3 + 1 = 12

Grand Lodge

Male Half Orc Cleric/3

Round 2, Initiative 5, Location: K20

Status:
Damvorak HP: 17/17, AC: 16 (f14/t12)
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 2/6
Resistant Touch = 6/6
Channel Energy = 2/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear

Pleased to see a skeleton in front of him (S1), Damvorak tries to end its tiny reign of terror. If it falls, he 5’ steps into its square.

Quarterstaff: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 (inspiration) for damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 (inspiration)
Quarterstaff: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 (inspiration) for damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7 (inspiration)


S1 and S4 are crushed into oblivion by Ugnoth and Damvorak's attacks.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Round 2, Init 21

Sad moves to S1's spot (K21) to strike at S2.

1d20 + 6 ⇒ (10) + 6 = 16 to hit;
1d6 + 6 ⇒ (6) + 6 = 12 damage.

AC 20

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

Ramli steps up next to Ugnoth and slams his staff into the nearest skeleton's skull, shattering it with a single blow as he clears space to help take care of the king of the skeletons.

Mwk. Quarterstaff (one-handed): 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
crit?: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

That'll do, dice roller, that'll do.


GM Rolls:

Asar vs U, power: 1d20 + 7 ⇒ (17) + 7 = 24 for 1d8 + 9 ⇒ (8) + 9 = 17

Round 2 Con't
6 Ugnoth : Destroys S4
5 Damvorak : Destroys S1, 5ft step into its square
4 Ramli : Leaps off stairs, destroys S3

Round 3
24 Alaric : Snoozes
21 Sad Rock : Leaps off stairs, destroys S2
13 Asar : Slashes at Ugnoth for 17 damage
6 Ugnoth :
5 Damvorak :
4 Ramli :

Round 4
24 Alaric :
21 Sad Rock :

Ugnoth, Damvorak, Ramli and Sad Rock all advance towards their own skeletal adversary and bring their bludgeoning weapons to bear. Each destroys one of the four skeletal guards of the larger skeleton.

"Fools! You will never take our treasure! Give me back my amulet!"

Asar takes a step forward over the fallen form of Alaric and slashes a mighty swing across Ugnoth's chest (17 damage to Ugnoth).

Latest Map

Now Up: Everyone!

Grand Lodge

Male Half Orc Cleric/3

Round 3, Initiative 5, Location: K20

Status:
Damvorak HP: 17/17, AC: 16 (f14/t12)
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 2/6
Resistant Touch = 6/6
Channel Energy = 2/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear

Damvorak concentrates on the foe before him and swings each end of the staff at his adversary.

Quarterstaff: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 (inspiration) for damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 (inspiration)
Quarterstaff: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 (inspiration) for damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 (inspiration)

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Round 4, Init 18

Sad moves to K23 to put the hurting on the baddie, careful not to stomp too much on Alaric's skull.

1d20 + 6 + 2 + 1 ⇒ (7) + 6 + 2 + 1 = 16 to hit;
1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12 damage.

1,451 to 1,500 of 1,533 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Panic's PFS Perils All Messageboards

Want to post a reply? Sign in.