DM Panic's Wounded Wisp Table 2 (Inactive)

Game Master wakedown


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Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Round 0
Taicho draws his sword and applies 1 use (1/10) of holy weapon balm to it ... then 5 ft steps next to Xasay.


@Taicho: Since it's a surprise round, you'll lack both the move action to bring your holy weapon balm to hand and the subsequent standard action to apply it. Feel free to retcon your action next post if this changes your desire to draw the balm. You'll be able to draw the sword and apply it to it in Round 1, though.

Taicho grabs some balm while Van quickly casts a spell and alerts the others.

The two creatures, having been carefully approaching, both seem to realize their prey is more alert, and snarl and lean down onto all four of their limbs and scrape the hard-packed earth below.

Surprise Round:
23 Taicho : Draws a holy weapon balm
20 Van : Casts Mage armor
18 Festrog #1 : Snarls
18 Festrog #2 : Snarls
14 MacDowell :
13 Helm :
3 Xasay : Surprised!

Round 1:
23 Taicho :
20 Van :

Friendly map link

Now Up: MacDowell and Helm (surprise round actions), and then Taicho and Van with full round 1 actions.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm steels himself against any enemies that come into range.

katana (cold iron)(two-handed) attack: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 4 ⇒ (8) + 4 = 12 readied attack vs. any that come adjacent to him.

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Van pulls out his wand of Magic Missile, and launches a bolt of force at the festrog flanking from the east.

MM Damage: 1d4 + 1 ⇒ (1) + 1 = 2

44 charges remaining on wand

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Round 1 Holy Weapon Balm
Taicho waits for the festrog to come within range of his sword ...

Ready Action:

Dueling Sword: 1d20 + 2 ⇒ (2) + 2 = 4 for Slashing: 1d8 + 2 ⇒ (3) + 2 = 5
... and has difficult connecting.

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

Calling forth the flames of perdition MacDowell unleashes two fire bolts from his outstretched hand into the nearest undead.

Surprise round
Domain ability Fire Bolt: Ranged touch attk: 1d20 + 1 ⇒ (16) + 1 = 17
Fire Dmg: 1d6 + 1 ⇒ (5) + 1 = 6

1st round: Attacks with fire bolt and draws heavy mace.
Fire Bolt: Ranged touch attk: 1d20 + 1 ⇒ (10) + 1 = 11
Fire Dmg: 1d6 + 1 ⇒ (3) + 1 = 4


GM Rolls:

Eastern festrog vs Xasay flat-footed AC15: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 for 1d6 + 3 ⇒ (4) + 3 = 7 with trip CMB 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

[spoiler=Taicho]You might've missed the earlier spoiler, you wouldn't have been able to draw (move action) and apply (standard action) your balm in the surprise round, so I assumed you just drew it and then applied it in round 1 with your standard, thus you didn't have a standard action to ready in round 1.[/ooc]

Surprise Round Con't:
14 MacDowell : Firebolt vs western festrog for 6 damage
13 Helm : Readies 2H swing
3 Xasay : Surprised!

Round 1:
23 Taicho : Applies weapon balm to sword
20 Van : Retrieves MM wand, zaps eastern festrog for 2 damage
19 Helm (readied) : Swings for 10 damage, drops festrog whose pustules erupt on Helm
18 Festrog #1 (-10hp) : Dead
18 Festrog #2 (-2hp) : Charges Xasay hits for 7 damage and trips him
14 MacDowell : Misses with a firebolt, draws mace
3 Xasay :

Round 2:
23 Taicho :
20 Van :
19 Helm :

Taicho hastily applies the balm to his weapon while Van quickly draws a wand and zaps the creature approaching from the east.

As Helm stands ready, the western festrog, burning from MacDowell's fiery bolt rushes directly into the waiting katana. As the creature collapses, puss-filled pustules splash Helm (Fort save please) with a wretched ichor.

The eastern creature begins its own charge on all fours and barrels into the still shocked Xasay (7 damage and tripped) and sweeps out the wayang's feat before it rears up again in anticipation of future attacks.

Map Link

One festrog remains (the eastern one).

Now Up: Xasay, Taicho, Van, Helm!

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

Forgot to roll this:
K. Religion: 1d20 + 5 ⇒ (1) + 5 = 6

/facepalm

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Undead. Not as cool as robots, but just as deadly.

Van smirks to himself and activates his wand again, giving the remaining festrog a face full of force damage.

MM Damage: 1d4 + 1 ⇒ (3) + 1 = 4

43 charges left on Magic Missile wand

Silver Crusade

CG male Wayang Dark Puppeteer 9
Spoiler:
|AC 20, T 13, FF 18|HP: 50/50|F +3, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|25/25 Perform, 3/3 Sooth, 3/3 FWIT, 1/1 comic relief

Knowledge (Religion): 1d20 + 4 ⇒ (4) + 4 = 8

Is it possible to make an Acrobatics check to try to stand up without taking an attack of opportunity? If not, I take a full defense action.

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Yep ... thanks; I wasn't tracking the actions correctly. Please apply my miss to round 2 then :-(


Xasay Xyu wrote:
Is it possible to make an Acrobatics check to try to stand up without taking an attack of opportunity? If not, I take a full defense action.

Barring certain rogue talents, I believe the only option in Pathfinder for using Acrobatics while prone is a full round action to move 5ft without provoking.

As another arcane missile hits the festrog, it wobbles slightly - it appears close to being destroyed.

Still Up: Helm!

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm shrugs off the effects of the disease. Pivoting on his foot, the samurai moves to the other creature and thrusts at it with his deadly katana, hoping to cleave the creature in two.

fort save: 1d20 + 5 ⇒ (19) + 5 = 24

katana (cold iron)(two-handed) attack: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 4 ⇒ (8) + 4 = 12
crit?: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 4 ⇒ (4) + 4 = 8 if crit, 20 dmg total

Silver Crusade

CG male Wayang Dark Puppeteer 9
Spoiler:
|AC 20, T 13, FF 18|HP: 50/50|F +3, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|25/25 Perform, 3/3 Sooth, 3/3 FWIT, 1/1 comic relief
DM Panic wrote:
Xasay Xyu wrote:
Is it possible to make an Acrobatics check to try to stand up without taking an attack of opportunity? If not, I take a full defense action.

Barring certain rogue talents, I believe the only option in Pathfinder for using Acrobatics while prone is a full round action to move 5ft without provoking.

That was the clarification I was looking for. I won't risk it.


Helm steps up and skewers the lone remaining festrog.

Combat over.

With the festrogs defeated, you are all able to more thoroughly investigate the desk and its contents.

After several minutes, you realize you have stumbled upon the collected works of Selmius Foster, one of the more preeminent early members of the Pathfinder Society.

It only takes a few minutes to realize that many of his notes never made their way into the Pathfinder Chronicles either.

In addition, you discover notes from Adolphus, who was said to be Selmius's protege.

Continuing to dig through the trove, you also discover that Selmius never finished his investigation into the gnome Eylysia, who reportedly never contributed some of her more important discoveries to the Society.

Image of curious notes.

It would seem reasonable for intrepid Pathfinders to pick right up where Selmius and Adolphus left off, if they were so inclined...

Silver Crusade

CG male Wayang Dark Puppeteer 9
Spoiler:
|AC 20, T 13, FF 18|HP: 50/50|F +3, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|25/25 Perform, 3/3 Sooth, 3/3 FWIT, 1/1 comic relief

Xasay coughs up a burst of what would look like ink to a human eye as he exclaims, "Now THIS is a find!"

Then he cocks his head (wincing severely in the process). "Surely Dreng knew about this if this was here? Also..."

He looks back at the fallen festrogs and takes a few cautious steps toward them. "Um...were you meant to guard this? Perhaps we have had a misunderstanding?"

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"It looks like we should probably follow up on this, look cool and all that." Van suggests as he leafs through the notes, "Uh, maybe start at that tomb before we start tracking the people down."

As he waits for the input of the others, he looks at the injured Xasay, then to MacDowell, "Ahem, I guess you aren't one of those healing clerics, huh? Alright, I guess I'll heal him."

Putting his magic missile wand away, he pulls out another and taps Xasay with it.

Wand of Infernal Healing, you get back 10 hit points over 10 rounds.

49/50 charges left on IH wand.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm looks over the shoulder of the others as they examine the documents.

"This information will prove useful to our superiors. We should inform them of what we have found."


I'll go from Van's voicing to investigate the tomb to advance the scene as nobody else has proposed anything specifically concrete for the next destination...

Details left by Selmius Foster indicate the location of Arkath’s burial site: a plot of land in Eastgate operated by Amsodeus.

Foster's notes indicated that if were buried in a mausoleum on the church’s property, Arkath paid a substantial sum to have his remains guarded.

As you trek through the grounds, it seems one of the priests that tends to the tombs spots you as he whistles rather loudly and begins moving to intercept you. He appears armed with a mace and wears a rather well-kept breastplate which bears dents and scratches from use.

"Heeeeey! Lookie what we gots here! A bunch o' visitors, innit?"

You can tell from the countenance of the man, that he may have had a previous life as some sort of street vandal.

"You ain't thinkin' bout no dessecratin' sacred ground to the Prince o' Darkness, is you?"

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"Nah, man, we're not vandals, just Pathfinders here to pay our respects to one of our own. You have a lot problems with people coming in here trying to mess the place up?"

Diplomacy: 1d20 + 2 ⇒ (6) + 2 = 8


The Asmodean draws a comb from his pack and begins working it through his overly long, greasy hair.

"Nah, ain't no trouble 'cuz dis place gots me watchin' over it, y'know?"

The Amsodean keeps his eyes trained on Van, seemingly not too impressed with the gnome.

"... and I ain't buyin' 'dat you got one of your own here. I ain't got no gee-nomes buried in 'dis yard."

Someone else can step up with a primary roll for Diplomacy here to mend the situation.

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

No brother, we are here on business. MacDowell says stepping forward.
Church business, the pathfinders are assisting us. Now please step aside.

Diplom: 1d20 ⇒ 17

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm nods at MacDowell's words.

"Indeed, we are here on official business. I strongly suspect you are not, however. Perhaps we should involve the authorities if you will not step aside," he adds.

aid diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25


I'll take Helm as the primary and MacDowell as the assist on that.

"Yea, ain't no need to get like 'dat, and I'll have you know I'm actually the officially authorities here, private guard contract and all that."

He points a thumb at MacDowell.

"This guy here can tells ya. Anyways, I see you guys'll be alright with him around, so have at your Pathfindin' or whatevers. Give me a shout if yous need somethin'."

Durward waves you on before pulling out a smoke and tindertwig and lighting it. He leans against one of the stones in the graveyard and winks at you all.

**

As you locate the mausoleum of Arkath, you note the interior is empty save for a single sarcophagus.

Like all good Pathfinders, you investigate closer and determine a lone skeleton resides within which bears no possessions outside of a single coin left within the mouth.

If you use Detect Magic and Spellcraft/Arcana DC18+:
This coin is a Pathfinder's Coin which are typically used to store a single spoken message. The message can be played if the coin is touched to any ordinary wayfinder.

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

MacDowell casts detect magic on the mausoleum, sarcophagus and its contents.
That coin has some magic to it.
Spellcraft to ID: 1d20 + 5 ⇒ (18) + 5 = 23
Drawing his new wayfinder MacDowell touches it with the coin to play the message hidden inside.


The shiny coin jostles and glows for a moment before a voice can be heard emanating from its tiny surface.

The path and chamber are complete, hidden behind the nameplate of the requested aspirant and guarded by the word you requested. Fimbrik will add more.

After speaking this, the coin falls silent again.

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

"Find Wall of Names. Find path."


GM Rolls:

1d10 ⇒ 2 Fish and Bountiful Sea (Gobru)
1d10 ⇒ 2
1d10 ⇒ 4 Sixteen Poses (Oggo)
1d10 ⇒ 1 Sacrifice (Demuren)

After a short hike to the Grand Lodge in Absalom, you find yourselves standing before the renown Wall Of Names.

Wall Of Names picture

The monument is a curving wall of black glass that stands atop a small hill at the western edge of the lodge’s grounds. Trees surround the hill, providing ample shade and privacy for those visiting the wall to remember fallen comrades. Carved into the wall are the name and date of death of every Pathfinder killed in the course of duty since the wall’s construction, and most entries also include a sentence or two summarizing either the agent’s greatest accomplishments or how she died.

Examining the names mentioned in Foster's notes, you find their markers:

Doulgonlir Caskmail Deceased 4332 AR
Respectfully resigned after losing a friend. Lost to a life among the fish and bountiful sea.

Hollis “Evil Grin” Thorne Deceased 4331 AR
Travelled to distant Jalmeray. Failed to maintain the necessary Sixteen Poses.

Karina Clamp Deceased 4330 AR
Sought the jade idol of ten thousand faces. Now but another sacrifice to the charau-ka of the Mwangi.

Knowledge (history, local or religion) DC15:
You recognize that that part of each inscription refer to failed aspirants, who would be interred at the Shrine of the Failed after they failed to complete the Test of the Starstone.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm looks at the wall with little interest.

"I am not familiar with the history or customs of this land," he says. "Does something seem amiss to anyone?"

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Knowledge (Local): 1d20 + 6 ⇒ (8) + 6 = 14

Taicho will examine each as closely as possible looking for any indication of a hidden/secret passage, compartment or traps.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25 +1 for traps


Taicho finds no hidden compartments or evidence that there are any secrets related to the Wall Of Names.

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Van shrugs as he looks over the wall, "I got nothing. Can any of you guys make out anything from all this?"

Silver Crusade

CG male Wayang Dark Puppeteer 9
Spoiler:
|AC 20, T 13, FF 18|HP: 50/50|F +3, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|25/25 Perform, 3/3 Sooth, 3/3 FWIT, 1/1 comic relief

Knowledge (History): 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge (Local): 1d20 + 4 ⇒ (7) + 4 = 11
Knowledge (Religion): 1d20 + 4 ⇒ (20) + 4 = 24

Xasay's eyes widen slightly. "These are all failed Starstone aspirants. Such individuals are treated to a special grave, known fairly unimaginatively as the Shrine of the Failed."


With one major clue left to pursue, the party gathers itself up to investigate the gnome, Fimbrik, mentioned throughout Foster's notes.

The notes indicate Fimbrik's addresss within Absalom's Wise Quarter. You also confirm within the Arcanamirium that the address is indeed correct and the gnome is still alive, although he hasn't been seen in several years.

The home is an impressive stone dwelling reminiscent of what one might
expect from an eccentric wizard’s home.

A brick step leads to Fimbrik’s front entrance Numerous stacks of newspapers — seeimongly a few years worth - are puled at the door. Each rounded corner of the building bears a large window.

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"I guess we should knock, but one of you diplomatic cats should do all the talking." Van suggests as he moves up to the door.

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

After we are done here we could check those names's graves at the Shrine of the Failed. MacDowell whispers to the party before knocking on the gnome's door.

Btw, diplomacy is not really MacDowell's thing.


There is no response to MacDowell's knocking, however the tiefling spots some sort of movement from beyond some of the home's windows.

If you look in the windows:
As you glance in through one of the first windows, you observe as a blue-haired gnome wearing a green hat enters the room and sits in a chair and begins reading a newspaper. He responds to you by simply smiling and tipping his hat.

Glancing through another window, you note a room full of books and chairs - presumably a study. After a moment, a blue-haired gnome wearing a green hat enters the room and begins looking at the various books on the shelves before smiling and tipping his hat at the window and exiting the room.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm stands behind everyone.

"It appears no one has been here in some time," he observes. "Hopefully he has not met an unpleasant fate."

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Once MacDowell informs the others of the activity through the windows, Van suggests, "Let's go inside and see what's up with that." He pauses, then adds, "Although please don't ask me to explain the behavior of other gnomes."

Van then checks the door for traps and to see if it's locked. If it is, he tries to keep his fellow Pathfinders between and the street while he pulls out his masterwork tools and tries to pick the lock.

Perception: 1d20 ⇒ 4
Disable Device: 1d20 + 11 ⇒ (3) + 11 = 14

If that fails, he'll take 20 to unlock the door if necessary, assuming the others stand in front to hide what he's doing.

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

Yea, I see a gnome inside and...eerr...he sees me. He just greeted me, I believe that was an invitation to enter... of sorts. When Van opens the door MacDowell enters the house.


GM Rolls:

Perception:
Helm: 1d20 + 4 ⇒ (8) + 4 = 12
MacDowell: 1d20 + 4 ⇒ (4) + 4 = 8
Taicho: 1d20 + 6 ⇒ (6) + 6 = 12
Van: 1d20 + 0 ⇒ (9) + 0 = 9
Xasay: 1d20 + 0 ⇒ (12) + 0 = 12

Helm: 1d20 + 2 ⇒ (14) + 2 = 16
MacDowell: 1d20 + 3 ⇒ (4) + 3 = 7
Taicho: 1d20 + 4 ⇒ (11) + 4 = 15
Van: 1d20 + 2 ⇒ (2) + 2 = 4
Xasay: 1d20 + 2 ⇒ (13) + 2 = 15
Beetles: 1d20 ⇒ 3

As the five Pathfinders "let" themselves into Fimbrik's to investigate, they proceed cautiously, alert for any clues to the gnome's whereabouts.

Seemingly as they step foot in the house, the illusionary gnomes, programmed to respond to those looking into the windows becomes evident, and without someone gazing in through the window, they all shut down simultaneously.

As MacDowell and Taicho proceed cautiously into the living room's interious, the sofa starts to shake and temple, and in a puff of smoke suddenly three large red beetles appear and seem intent on doing the party bodily harm.

Round 1
16 Helm :
15 Taicho :
14 Xasay :
8 MacDowell :
4 Van :
3 Beetles:

Map Link

Now Up: Everyone!

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Having presumably taken more than an hour to arrive at their current destination since fighting the festrogs, Van opts to cast Mage Armor on himself again, then backs away into the northwest corner.

The puff of smoke makes Van suspicious, however, so he tries to actively disbelieve the beetles are real.

Will save vs. Illusions: 1d20 + 3 ⇒ (15) + 3 = 18

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

Stepping back back MacDowell unleashes the flames of hell on the beetles.
Step back 5 ft and cast burning hands. Reflex DC 15 for half
BH: 1d4 ⇒ 2

Silver Crusade

CG male Wayang Dark Puppeteer 9
Spoiler:
|AC 20, T 13, FF 18|HP: 50/50|F +3, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|25/25 Perform, 3/3 Sooth, 3/3 FWIT, 1/1 comic relief

Feeling confident these bugs are in any case nothing only nuisances that his party can easily handle, Xasay keeps a cautious distance from the beetles while scrutinizing them and the rest of the room.

I cast detect magic, taking in the whole of the room from the threshold.

Spellcraft, if applicable: 1d20 + 7 ⇒ (13) + 7 = 20
Knowledge (Nature), if applicable: 1d20 + 4 ⇒ (18) + 4 = 22

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Round 1 Expert Duelist AC19;
Taicho draws his sword and attacks the beetle adjacent to him ...
Dueling Sword: 1d20 + 2 ⇒ (8) + 2 = 10 for Slashing: 1d8 + 1 ⇒ (1) + 1 = 2
... and has a little trouble doing it all effectively.


Reflex DC15: 1d20 ⇒ 14

Fire pours over the fiery beetles, which chitter in anger at MacDowell.

Unfortunately for Van, these beetles appear to be very real and not illusions.

Still Up: Helm

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm's katana rings from its scabbard in a fluid motion, and he brings it down on a beetle with an overhand chop.

"HiYAAA!"

katana (cold iron)(two-handed)(power attack): 1d20 + 4 ⇒ (10) + 4 = 141d8 + 6 ⇒ (2) + 6 = 8


GM Rolls:

Beetle #2 vs MacD: 1d20 + 1 ⇒ (11) + 1 = 12 for 1d4 ⇒ 2
Beetle #3 vs Taicho: 1d20 + 1 ⇒ (1) + 1 = 2 for 1d4 ⇒ 4

Helm steps up and skewers a beetle while MacDowell burns away most of the carapaces of the remaining two bugs.

Both creatures chitter with anger and advance, but manage very little in terms of appearing to threaten the Pathfinders.

(Bit of a silly encounter, IMO)

Round 1 Recap:
16 Helm : Chops a beetle in half
15 Taicho : Misses
14 Xasay : Detect magic, finding none
8 MacDowell : Burns remaining beetles for 2dmg
4 Van : Cast mage armor
3 Beetle #2 : Misses MacDowell
3 Beetle #3 : Misses Taicho

Round 2
16 Helm :
15 Taicho :
14 Xasay :
8 MacDowell :
4 Van :

Map Link

Now Up: Everyone! Finish the beetles!

Silver Crusade

CG male Wayang Dark Puppeteer 9
Spoiler:
|AC 20, T 13, FF 18|HP: 50/50|F +3, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|25/25 Perform, 3/3 Sooth, 3/3 FWIT, 1/1 comic relief

Xasay steps around the chair and up to the beetle in front of him, and lashes out with his sword.

5-foot step to in front of the beetle next to Taicho.

longsword: 1d20 + 2 ⇒ (12) + 2 = 14

damage: 1d6 + 1 ⇒ (6) + 1 = 7


Xasay slashes out at the beetle near Taicho and handily chops it in half. With a poof it disappears.

One beetle left.

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