DM Panic's Wounded Wisp Table 2 (Inactive)

Game Master wakedown


101 to 150 of 175 << first < prev | 1 | 2 | 3 | 4 | next > last >>
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 Magic Missile wand and shoots a bolt at the remaining beetle. "Again, don't blame me for what other gnomes do."

MM Damage: 1d4 + 1 ⇒ (4) + 1 = 5
42 charges left 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 2 Expert Duelist AC19
Taicho repositions toward the remaining beetle and attacks with his sword ...
Dueling Sword: 1d20 + 2 ⇒ (11) + 2 = 13 for Piercing: 1d8 + 2 ⇒ (5) + 2 = 7


Taicho slides his sword through the remaining beetle's shell and with a poof, it too disappears.

@Van: You can have that wand charge back since Taicho would've finished it before you in initiative.

With the obvious threat within the house cleared, the Pathfinders give it a thorough search for clues on Fimbrik's connection with Elysia and her hidden trove of research.

The main living quarters proves to hold nothing of note. Then, you all then scour Fimbrik's bedroom to the west and a sutudy to the southeast, also coming up empty.

Finally, upon checking the northeastern room, you all turn up something interesting - a note apparently written by Fimbrik... to you all... sort of.

Mysterious Note:
Dear Pathfinders,

Well, you got me! I’m not here anymore, and my house is filled with an incredible array of illusions to discourage the curious. But you just had to break in. I respect your gumption and assume you’re either a petty burglar or someone looking into Eylysia’s affairs.

I’ve left Absalom to look for my friend, for she’s been missing for some time; however, you’ll want to investigate at the Wall of Names at the Society Grand Lodge paying close attention to Karina Clamp.

I assure you, it’s quite important, but I’ll leave you to figure out why. Oh, and the password. It’s ‘Wiffle.’ You’ll find it important, should you learn where to use it.

—The Illustrious Fimbrik

**

In addition, you find a pair of long-forgotten potions on the windowsill.

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

Well, since we are here I think we should search the place before leaving.

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

Taicho will examine the potions ...
Perception (potion 1): 1d20 + 6 ⇒ (7) + 6 = 13
Perception (potion 2): 1d20 + 6 ⇒ (14) + 6 = 20

"Continue search ... return wall"


Fimbrik's home has been thoroughly searched for anything of note.

Taicho identifies the second potion as a potion of lesser restoration. The first remains unidentified but definitely spells different than the second.

You can return to the Wall of Names, which you all visited here, however there's nothing else to do there except pay your respects to long-dead Pathfinders.

GM Note: The scenario is a bit confusing as there's two similarly named monuments for the "fallen", but the latest clue would seem to indicate visiting the Shrine of the Failed that Xasay identified the three named aspirants as being buried at.

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, 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|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

Xasay scrutinizes the other potion.

Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 ⇒ 7

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

"Alright, just to make sure we got all this straight, we need to go back to the Shrine to the name Karina Clamp and say 'wiffle,' although we probably have to mess with it first." Van says in an attempt to clarify and then adds,"Man I really hate having to backtrack with my short legs."

Heading back to the shrine as stated, unless someone has an objection. I have to admit some confusion between the Wall of Names and the Shrine of the Fallen. Where did we go earlier?

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

I think we went to the wall of names and now we have to go to the shrine of the fallen.
Macdowell follows the others to the ___________.


Earlier you were at the Wall of Names in this post. I'll assume you all wish to visit the Shrine of the Failed, as the clues point you that direction by referencing "aspirants" and not "Pathfinders".

Xasay identifies the other potion as a potion of cure moderate wounds.

Shadow Lodge

Crowds have formed to witness Reinhart of Kenabres attempt the Test of the Starstone, so the usual guards that would monitor entrance to the Shrine of the Failed have wandered over to observe the crowds gathered there.

As you all begin descending into the shrine, you can hear the ooohs, ahhhs, and ohhhhs of the crowd as the Mendevian Crusader works the crowd and begins his test.

**

This monumental chamber stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars. Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted the Test of the Starstone.

Map of Shrine of the Failed

Each of the seven side chambers contains a small stone altar to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest.

One of these bears a name you all find of particular interest, Karina Clamp.

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

Taicho carefully exams the alter area for Karina Clamp ...
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

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 Taicho's shoulder.

"What do you see?" he asks.

perception aid: 1d20 + 4 ⇒ (8) + 4 = 12

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

MacDowell also tries to help.
AA perc: 1d20 + 4 ⇒ (20) + 4 = 24

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 wouldn't be surprised if I have to disarm a trap or something." Van muses as he helps the others look around.

Perception: 1d20 ⇒ 1


With MacDowell's aid, Taicho is barely able to determine something is amiss with the room's western wall (DC25 Perception check!).

As the tengu examines it even more closely, he discovers some sort of illusion obscures a door on the western wall.

As he works through the room trying to determine how to open the door, he realizes the nameplate on the altar slides to one side, revealing a small compartment behind it.

Within lies a miniature chalkboard and a single piece of chalk.

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 the chamber is revealed, Van walks up to the chalkboard, picks up the chalk and writes the word, 'Wiffle'.


GM Rolls:

1d4 ⇒ 3=Har
H: 1d2 ⇒ 2=To
O: 1d3 ⇒ 2=Br
O: 1d3 ⇒ 1=Sw
S: 1d3 ⇒ 1=Ar

As Van writes the word on the chalkboard, the stone door rumbles and exposes a cavern beyond.

As you all gather up and proceed into the cavern, it twists to the right and you can make out a flickering light from the distance.

Updated Shrine Map

Continuing deeper, you enter a small alcove where several desks are arranged along the northern and eastern edges. Whereas the stonework leading to this chamber is rough, the walls in the alcove are polished.

A single gem rests among the neatly filed papers on the desk, emitting a soft luminescence that brightens the small room.

Detect Magic and Spellcraft DC15:
The gem is a cut alexandrite upon which someone has cast continual flame.

If you examine the desk:
The paperwork on the desk is a priceless collection of Pathfinder Society lore and information describing dozens of unexplored sites. Most are written in an Azlanti dialect further encrypted using an old cipher employed by the Society centuries ago.

It will take the Society weeks of hard work at the Grand Lodge, but this seems to be Eylysia's hidden trove of lore!

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, 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|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11

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

Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23

Casting Detect Magic on the gem and examining it after Xasay, Van shrugs and looks unimpressed. "It's just an expensive paperweight with permanent lighting spell cast on it."

He then begins to riffle through the desk, looking far more satisfied, "This stuff is the real deal, fellas. We should take it back and get our ceremonial attaboys. Just in case though, let's check the entire room in case the old boy hid his good stuff in another spot."

Perception: 1d20 ⇒ 5

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

Taicho will check the room with Van ...
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

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 assists in sorting through the papers.

"This is a priceless find," he observes. "The Society will be greatly pleased. We should notify them at once," he adds.

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

Indeed. MacDowell says while slowly nodding and reading some of the papers.


GM Rolls:

Initiative:
Helm: 1d20 + 2 ⇒ (12) + 2 = 14
MacDowell: 1d20 + 3 ⇒ (13) + 3 = 16
Taicho: 1d20 + 4 ⇒ (16) + 4 = 20
Van: 1d20 + 2 ⇒ (1) + 2 = 3
Xasay: 1d20 + 2 ⇒ (15) + 2 = 17
Harbingers: 1d20 + 3 ⇒ (12) + 3 = 15

After packing up Eylysia's works, you return back through the passage and emerge into the main area of the Shrine of the Fallen.

However, you are not alone.

Four men stand in your way, weapons drawn.

The one in the back speaks.

"Your death will fulfill the Thousand Whispers. What must be done will be done... ezyrien-ka krithsarl-na..."

His words quickly devolve from the Common tongue into a harsh language (Abyssal) and they step forward with an apparently premeditated plan to murder all of you.

The four NPCs depicted:

The following letters are used on the latest map:

T = The man who spoke, he is armed with a morningstar and wears no armor
B = A human in a chain shirt carrying a large greatclub
S = Another human in a chain shirt carrying a longsword and shield
A = An elf with a longbow

Round 1
20 Taicho :
17 Xasay :
16 MacDowell :
15 Harbingers :
14 Helm :
3 Van :

Latest Map

Now Up: Taicho, Xasay, MacDowell

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 AC 20
Taicho double moves to engage "A" with his dueling sword.

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

In my excitement, I failed to notice it wasn't my turn to go, I believe I placed Van back in his original spot, but I'm not positive. My apologies.


I'm flexible on where you guys start and tried to get you into an advantageous spot without slowing the game down to let you all place yourselves for a "pseudo-ambush."

If you guys ever feel your PCs would be somewhere else besides where I set them up for an initial setup, just let me know.

TLDR: Even if you moved him 4 squares away from the group or suggestsed he was still in the cave, I'm fine with it. :)

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, 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|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

Xasay's habitual rictus becomes much wider, and he expertly fans his metal stencils like a hand of cards. He picks one out, and the next thing anyone knows, a freakish-looking bird of prey appears from the darkness and launches itself at the intruder with the greatclub!

1: I take a 5-foot step to behind MacDowell, then conjure a Shadow Puppet of a celestial eagle, which appears to the upper-right of B and makes a full attack, including Smite Evil. B receives a DC 16 Will save to reduce the puppet's reality to 20%.

Subtract 1 from all damage if B isn't Evil.

talon: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d4 + 1 ⇒ (4) + 1 = 5

talon: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d4 + 1 ⇒ (1) + 1 = 2

bite: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d4 + 1 ⇒ (3) + 1 = 4

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

Looks like I'm still not up yet...

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

Since the eagle is flying can I use burning hands to target only the front enemies on the floor? If the answer is yes that is what Mac will do. If its not possible he will cast protection from evil in himself instead.
BH just in case...: 1d4 ⇒ 4

MacDowell steps foward, cast a spell and ready his weapon.


GM Rolls:

B vs MacDowell BH DC15: 1d20 + 2 ⇒ (17) + 2 = 19
S vs MacDowell BH DC15: 1d20 + 1 ⇒ (14) + 1 = 15
B PA vs MacDowell: 1d20 + 8 + 2 - 1 + 1 ⇒ (14) + 8 + 2 - 1 + 1 = 24 for 1d10 + 6 + 3 ⇒ (7) + 6 + 3 = 16
S vs Taicho: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 for 1d8 + 2 ⇒ (8) + 2 = 10
A vs Taicho: 1d20 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8 for 1d8 + 1 ⇒ (2) + 1 = 3

Round 1
20 Taicho : Double moves to "A"
18 Xasay : Conjures celestial eagle
17 Celestial eagle : Bites "B" for 4hp
16 MacDowell : 5ft step and burning hands at B+S each for 2hp
15 Touched Man (T) : Casts Bless
15 Brute (B) : Rages, charges swings at MacDowell and hits for 16hp
15 Swordsman (S) : Attacks Taicho, misses
15 Archer (A) : 5ft back, fires at Taicho, misses
14 Helm :
3 Van :

Round 2
20 Taicho :
18 Xasay :
17 Celestial eagle :
16 MacDowell :

Quick update to keep things moving - see above for actions, no flavor text at the moment but I need to run back out for an emergency and don't want to hold us up.

Now Up: Everyone!

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, 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|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

"Flavor text" - don't like that term. Anyways....

I maintain my performance, and my eagle pursues and attacks B, moving to what would be a flank with MacDowell were he still conscious.

bite: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d4 + 1 ⇒ (1) + 1 = 2

I then cast sleep so that it catches T, A, and, S (I'd want to catch B, too, but I don't believe I can catch all four now). They must make a DC 15 Will save.


Back now.

Descriptive combat text..?

Your sleep spells are a full round action, correct? I don't want to miss resolving them as a standard if for some reason I should.

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, 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|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
DM Panic wrote:

Descriptive combat text..?

I believe the term is "narration."

DM Panic wrote:


Your sleep spells are a full round action, correct? I don't want to miss resolving them as a standard if for some reason I should.

Huh! You're right, I didn't know that about sleep. It is, in fact, a full-round action.

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 was going to post my action, but it appears the icons for the enemies are all gone. I'm assuming they're below the map, but I'm not sure how to pull them back up. I'll post when I can see them again.

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

I am out of this fight for now. Unconscious on the floor with -3HP.

MacDowell falls on the floor unconscious.
Stabilize: 1d20 + 1 ⇒ (7) + 1 = 8

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 uses some of his arcane reservoir to cast an augmented Grease spell under the Swordsman and Archer, then moves south of Xasay.

"Ah man, not again!"

With the arcane reservoir point spent, the Reflex DC for the Grease spell is 15. The spell effect is located in the four squares containing S and A.

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 2 Expert Duelist AC20
Taicho sidesteps left, using the swordsman as partial cover against the archer, then awkwardly slashing at the swordsman ...
Dueling Sword: 1d20 + 2 ⇒ (1) + 2 = 3 for Slashing: 1d8 + 2 ⇒ (3) + 2 = 5


GM Rolls:

A Reflex vs Grease DC15: 1d20 + 5 ⇒ (5) + 5 = 10
S Reflex vs Grease DC15: 1d20 + 1 ⇒ (10) + 1 = 11

Narration, of course! Brain fail work good(fails to work well) when 6-month old baby is super sick and you're driving to urgent care. All is well now.

Both the swordsman and archer find themselves on their arses as Van's spell takes hold on the stone floor below them.

Taicho's sword finds only open air, while MacDowell ponders his oni heritage in his dreams.

Round 1 Con't
14 Helm : TBD
3 Van : Grease brings (S) and (A) to the ground

Round 2
20 Taicho : 5ft, misses with dueling sword
18 Xasay : Begins casting Sleep
17 Celestial eagle : Attacks, misses
16 MacDowell : Fails to stabilize, at -3hp

Latest Map

Still Up: Helm!


Xasay:
In the heat of posting amid chaos last night, I had assumed shadow puppets were a standard action to cast, and that appears correct here.

I didn't notice the quasi-real aspect, so here's the Will save for the brute as he interacted with the eagle (as the eagle attacked him).

DC = 10 + Cha + 1/2 bard level = DC14
Brute Will vs eagle shadow: 1d20 + 4 ⇒ (20) + 4 = 24

Well, on the bright side, that 20 wasn't the brute swinging at someone and hitting for 30 damage.

As the brute realizes the eagle is quasi-real, he'll only take 20% of damage from its attacks. I won't go back and will let the 4hp bite stand, but had I done my homework properly, it would've been 1hp damage.

This fight's a bit brutal with that brute running around...

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. He moves forward with graceful efficiency and brings the blade down on the enemy before him.

Targeting S

katana (cold iron)(two-handed)(power attack): 1d20 + 4 ⇒ (16) + 4 = 201d8 + 6 ⇒ (5) + 6 = 11


GM Rolls:

Touched channel: 1d6 ⇒ 1
Brute v Helm, rage, flank, bless: 1d20 + 8 + 2 + 1 ⇒ (7) + 8 + 2 + 1 = 18 for 1d10 + 6 + 3 ⇒ (1) + 6 + 3 = 10
Swordsman vs Taicho, prone, bless: 1d20 + 4 - 4 + 1 ⇒ (7) + 4 - 4 + 1 = 8 for 1d8 ⇒ 8
Archer vs Helm, bless, PB: 1d20 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12 for 1d8 ⇒ 3

The archer has favored enemy humans, and I've forgotten if that applies to half-orcs. For this round, I didn't include it as I'll go do a check later today.

Helm advances and with one fluid motion, nearly ends the swordsman's life. "Helpppp.."

The "touched man", backing up a few steps, manages to pray to whatever gods he reveres and the swordsman's wounds knit, albeit barely. His healing seems to exclude the Pathfinders gathered around the swordsman (Selective Channel).

The brute with the greatclub, spitting at the eagle, advances to assist his ally (provoking an AoO from the eagle) before swinging at Helm. His greatclub barely connects with the samurai (10 damage to Helm) as he guffaws, showing a few missing teeth.

The swordsman, clearly worried about his compromising position, swings ineffectively at Taicho while continuing to call out for support.

"Get them away from me! Augh, this grease!!"

The archer, not being surrounded, stands and moves out of the greasy area himself before also taking aim at the Helm. His arrow luckily ricochets off the samurai's armor.

Round 1 Con't
14 Helm : Walks up to S, hits for 11hp
3 Van : Grease brings (S) and (A) to the ground

Round 2
20 Taicho : 5ft, misses with dueling sword
18 Xasay : Begins casting Sleep
17 Celestial eagle : Attacks, misses
16 MacDowell : Fails to stabilize, at -3hp
15 Touched Man (T) : Backs up, channels to heal for 1hp, deselects Helm & Taicho
15 Brute (B) : Moves to Helm, provoking, hits for 10hp
15 Swordsman (S) (-10hp) : Swings from prone at Taicho, misses
15 Archer (A) : Stands, 5ft out of grease, fires at and misses Helm
14 Helm :
3 Van :

Round 3
20 Taicho :
18 Xasay :
17 Celestial eagle :
16 MacDowell :

Map Link

Now Up: Everyone!


Resolving the Sleep spell now... one moment, will try to affect the most targets possible for Xasay.

GM Note: Truly evil plan would have been to use the Touched Man to ID it, call out to the Brute to go over and swing at Xasay!

GM Note #2: I'll need to leave this to Xasay to call out a point for the 10ft radius burst. I'll list options below:

Option A: You target a point 5ft to the eagle's right. This would affect (A) and (B). The eagle should be immune.

Option B: You target the middle of the grease spell's left edge. This would affect (S), (B) and (A) but also potentially affect Taicho and Helm.

Option C: You target a point further back that affects (T) and (A).

Option D: A point near Helm that affects (S), (B) and Helm.

Option E: Something I overlooked that's better than the above four.

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, 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|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

Shadow Bird's attack of opportunity: 1d20 + 3 ⇒ (12) + 3 = 15

That will only do 1 damage, in any case.

I choose option A - we seriously need to eliminate Mr. B!

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 draws his wand of Infernal Healing and moves behind MacDowell with the intention to use it at his next opportunity.

Grand Lodge

Tiefling, Oni-Spawn Theologian Cleric of Asmodeus

So, on round two Mr "T" just healed me for 1hp right? Stabilized, current HP -2.

MacDowell dreams with succubus.

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 3 Expert Duelist AC20
Taicho does a quick side step to keep his cover from the archer and presses his attack against the Swordsman "S"
Dueling Sword: 1d20 + 2 ⇒ (14) + 2 = 16 for Slashing: 1d8 + 2 ⇒ (4) + 2 = 6


GM Rolls:

Ah... A is an Elf Archer, so is immune.
B Will Save DC14: 1d20 + 4 ⇒ (13) + 4 = 17

Van advances drawing a wand while Taicho puts an end to the swordsman.

Xasay completes his spell but is disappointed when the brute somehow manages to still stand and continue his raging onslaught.

Round 2 Con't
14 Helm :
3 Van : Draws wand and moves to MacDowell

Round 3
20 Taicho : Slashes prone swordsman for 6hp, dropping him unconcious (now at -16hp)
18 Xasay : Finishes Sleep spell, Brute shrugs it off, still has full round TBD
17 Celestial eagle : TBD
16 MacDowell :

Still Up: Helm, Xasay (and eagle), MacDowell (if he is brought concious before his initiative)

Silver Crusade

CG male Wayang Dark Puppeteer 8
Spoiler:
|AC 20, T 13, FF 18|HP: 45/45|F +2, 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|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief

The shadow bird hops 5 feet into a flank with Helm, then makes a full attack on the Brute. Damage will not rise above 1 per strike.

talon: 1d20 + 5 ⇒ (11) + 5 = 16
talon: 1d20 + 5 ⇒ (8) + 5 = 13
bite: 1d20 + 5 ⇒ (15) + 5 = 20

Meanwhile, Xasay moves as indicated, and fires his shortbow at him.

shortbow: 1d20 - 1 ⇒ (4) - 1 = 3

chance to reclaim arrow; hoping for low this time: 1d100 ⇒ 40


I believe that's three hits on the brute. Here's the NPC statuses as we await Helm...

15 Touched Man (T) :
15 Brute (B) (-4hp):
15 Swordsman (S) (-16hp) : Unconscious
15 Archer (A) :

1 to 50 of 175 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Panic's Wounded Wisp Table 2 All Messageboards

Want to post a reply? Sign in.