GM BPC TK2's Excellent PFS Adventure

Game Master Black Powder Chocobo

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The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Faeros will come out of delay to take an alchemist's fire from Artemis.


Fort Inevitable Map map Gardens map

@Faeros: You can even through it, too, if you wish, albeit you'll be far enough away that missing will cause a fairly random splash direction. It will also be at a -6 penalty between partial cover from the wall and Artemus right in front of you. You can do it![/ooc]

Dark Archive

If the swarm ends its turn next to the pit, it has to save again!

Dark Archive

GM BPChocobo TK2 wrote:
[dice=Nilfyr Alchemist fire @ crabs]20+5

Potential Crit! :-)

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Can't crit a swarm, unfortunately...


Fort Inevitable Map map Gardens map

@Thunderstealer: Why yes, yes it does :)

Reflex again!: 1d20 + 4 ⇒ (1) + 4 = 5

The crabs hungrily snap towards the party, but eventually their wet feet begin sliding backwards and the majority of them now lie int he bottom of a pit!

Falling Damage: 2d6 ⇒ (4, 3) = 7

A good number of crabs are killed from the sheer weight crushing some on the bottom.

Also forgot to remove the nauseated from Thunderstealer!

Init Order (bold = up!)
Faeros
Crabs (9 damage, in pit, just add boiling water)
Nilfyr (7 damage)
Artemus
Thunderstealer (18 damage)
Belcher (7 damage)

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

If they are in a pit, one would think I could throw an alchemist fire into the pit with a pretty high chance of success... armor class versus 4 adjacent squares?

Faeros is happy spending his turn taking an alch fire and getting into better position, then throwing during the following turn.

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Go team pit. On his turn Artemus will also draw an alchemist's fire and throw it into the pit while warning everyone to stay at least 5' away from the pit's edge. I was concerned that a swarm of crabs might have a climb speed but it appears they suffer from the crab bucket syndrome. :)


Fort Inevitable Map map Gardens map

@Faeros: You'd think so, but in this case, the miss chance would be you accidentally lobbing it into one of the walls before it sizzles some crabs.

The crabs have a swim, but no climb. Happy bombing :)

At this point, the crabs are honestly stuck until the spell wears off, so make your attack and damage rolls... and be careful not to fall in!

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Attack (Alchemist's Fire): 1d20 + 5 ⇒ (9) + 5 = 14
Damage (Alchemist's Fire): 1d6 ⇒ 1 + 50% => 1 *sigh*

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

The arcanist moves forward and lobs an alchemist fire into the pit. If anyone has oil that would help them burn longer. he comments.

Alchemist Fire Touch Attack: 1d20 + 4 ⇒ (15) + 4 = 191d6 + 1d6 ⇒ (1) + (5) = 6 Second dice is for round 2 of the fire. Art has a total of 2 alchemist fires, three acids, and 3 oils for this cause. Note the pit will only last 5 rounds so if you are a decent thrower and have no alchemicals yourself use his - oils first while the alchemist fire burns.

Oil, Range Touch: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 5 Next round.

Dark Archive

"Yes! Let's cook them in oil!"

Thunderstealer will get some of Aremus' lampoil and pour it down the pit!

rules wrote:
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Total damage: 2d3 ⇒ (1, 1) = 2

and repeat

Total damage: 2d3 ⇒ (2, 2) = 4

That's probably 5 rounds of actions


Fort Inevitable Map map Gardens map

Actually, that's enough! For some reason, these crabs have a nerfed HP compared to what they're supposed to be. /shrug. If it wasn't for the need for alchemical weapons and thus needing to keep track of expendibles, I would have simply handwaved it at that point :P

With the crabs quickly cooked, the only need for more fire would be to make sure that they are safe to eat as the mass of crustaceans rises to the party's level.

Exploring the crab's room again, the only thing of unique value several large bones that could be used for scrimshaw and may have some value. The rest is worthless debris, bones, and litter.

Next room along the hallway or straight ahead?

Dark Archive

"Good food! Try some!"

Thunderstealer offers his fellow adventurers some of the crabs.

They are fresh!

Dark Archive

Anyone hurt? I also got a wand!

Thunderstealer will heal the wounded people

Nylfir CLW 2x: 2d8 + 2 ⇒ (2, 7) + 2 = 11
Belcher CLW: 2d8 + 2 ⇒ (3, 4) + 2 = 9
Thunderstealer CLW 4x: 4d8 + 4 ⇒ (2, 6, 4, 3) + 4 = 19

Dark Archive

After healing and food we continue forward!

Marching order:
Belcher,
Thunderstealer, Nylfir

Artemus, Faeros

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Artemus uses his Dancing lights to illuminate the area in the immediate front of the group, including under the water. At times he darts the lights forward to explore, only to bring them back if nothing is revealed.

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Faeros apologizes for not throwing his alchemist fire (he was in a daze, daydreaming about being in meetings in another life) , and asks Artemis is he would like him to keep holding it, or if he should return it. (dex 21, precise shot)


Fort Inevitable Map map Gardens map

Artemus sends his lights forward; he sees the path ahead is clear and first sends them into the next room to make sure that is also clear.

The next chamber has brackish water that at least smells cleaner than the crab chamber. A gentle current flows south, where a waterfall can be heard.

The room has enough water that it is difficult terrain.

Near the waterfall sound is a mass of water that stands nearly as tall as Artemus. Alerted by the light, it takes an aggressive stance and moves towards the arcanist and the party in front of him!

Inits:

Water Elemental: 1d20 + 1 ⇒ (20) + 1 = 21
Artemus: 1d20 + 2 ⇒ (8) + 2 = 10
Faeros: 1d20 + 8 ⇒ (3) + 8 = 11
Nilfyr: 1d20 + 3 ⇒ (1) + 3 = 4
Thunderstealer: 1d20 ⇒ 20

Almost ready for combat, it darts forward and takes a swing at Belcher!

Elemental slam @ Belcher: 1d20 + 7 + 1 - 2 ⇒ (12) + 7 + 1 - 2 = 18
Damage on hit: 1d8 + 4 + 6 + 1 ⇒ (6) + 4 + 6 + 1 = 17

Luckily the magic armor aura around the dinosaur is enough to prevent serious harm!

Init Order (bold = up!)
Water Elemental
Thunderstealer
Belcher
Faeros
Artemus
Nilfyr

Dark Archive

"Anyone speak watercreature?"

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Speaking in Aquan Artemus calls out Hold friend. We are allies and should not fight, for my group is here to fight Klarkosh and we hold this pearl as a sign of our friendship. He holds up the pearl he was given by the Mephit.

Diplomacy: 1d20 + 2 ⇒ (14) + 2 = 16


Fort Inevitable Map map Gardens map

The elemental pauses for just a second as it is surprised Artemus spoke in the true tongue of the world to it anyway :). It replies back in Aquan, "You bring back nice blue man!", water spurting off in various directions in anger as it speaks.

So there may have been some repercussions about the giving the summoner to the Hellknights thing!

Init Order (bold = up!)
Water Elemental
Thunderstealer
Belcher
Faeros

Artemus
Nilfyr

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Sure. But less repercussions than having killed him in the entry way I hope. :) And we have the pearl, and really do play to take on Klarkosh. Anyone going to try to assist? Might need to speak Aquan or maybe be good at acting...

It wants us to bring back the blue guy. Artemus explains to the group. Then speaking in Aquan again he explains The blue man attacked us when we only wished to talk. He is safe above but we cannot bring him back because he attacked us. Now we are here to study this place instead of him. And we will fight Klarkosh. Will you help us do that?

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

You've said what I could have, and are better at it, so I'll be no use in negotiating with this creature


Fort Inevitable Map map Gardens map

@Artemus: Unfortunately, due to some other reasons that will be known eventually, without the brother, you cannot pass any of these Diplomacy checks :( I don't mean to say 'murderhobo is the only way' when you're trying something different, but there are reasons that acting peacefully will not work.

"You made blue girls cry! You make them hurt inside so I make you hurt outside!", it answers back, unmoved by Artemus' words.

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Roger that. The only reason I tried was encouragement from you. :P


Fort Inevitable Map map Gardens map

Of course, but I also said that before you guys decided to leave for a day to prepare new spells and took the undine summoner with you to face Hellknights ;) I can't change much in this PFS structure module, but I can change NPC/foe reactions if given time and a catalyst for a reaction change.

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

I regret nothing! :)


Fort Inevitable Map map Gardens map

Good :P We'll just play it as it is, but now there is a bit more emotion in this floor, so some RP benefit there indeed :) Now other people, flee or kick elemental butt!

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Gonna see how many creatures I can turn over to the Hellknights. ;)

Dark Archive

"Blecher, bite it to bits!"

Thunderstealer attacks with his horsechopper

Horssechopper: 1d20 + 7 ⇒ (19) + 7 = 26 for Damage: 1d10 + 10 ⇒ (9) + 10 = 19

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

As diplomacy is not an option for us, and this creature is actively attacking / threatening us, I guess it's time for the arrowing.

Studied target + 1 attack (point blank, studied target, hard cover, coordinated shot)

arrow: 1d20 + 9 + 1 + 2 - 4 + 1 ⇒ (10) + 9 + 1 + 2 - 4 + 1 = 191d8 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11

Damage is piercing and magic


Bite: 1d20 + 5 ⇒ (19) + 5 = 24 for damage: 1d4 + 4 ⇒ (3) + 4 = 7
Talon: 1d20 + 6 ⇒ (14) + 6 = 20 for damage: 1d6 + 4 ⇒ (2) + 4 = 6
Talon: 1d20 + 6 ⇒ (12) + 6 = 18 for damage: 1d6 + 4 ⇒ (4) + 4 = 8


Fort Inevitable Map map Gardens map

That will be a thing, 'eh? :) Well Klarkosh would make a nice bounty if you get to him!

The elemental does not have time to realize its mistake as Thunderstealer, Belcher, and Faeros leave only a clear puddle that dilutes with the rest of the water.

Monsters, all of you :P Combat over!

With the elemental no longer distracting the party, they can see that where the waterfall sound is coming from is a makeshift wall of debris and rubble. Otherwise, the only other passage in this chamber heads east. There is also the passage that narrows and turns the corner back in the main hallway

Nothing else of value is found in the chamber.

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Nilfyr makes his way into the room and investigates the wall to determine if there is anything to be found, or done to it.

Perception: 1d20 + 13 ⇒ (16) + 13 = 29

He also peers into the eastern corridor leading from the elemental's room.


Fort Inevitable Map map Gardens map

Nilfyr figures that the southern wall can be broken open with about 5-10 minutes of work and should allow access to another chamber.

The next hallway seems to open into a larger chamber from which the water flow seems to be coming from.

Map updated!

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Nothing is pressing us at the moment. I say we break open the wall there to see what it hides.

Dark Archive

Thunderstealer and Belcher join Nilfyr in the room.

"Where shall we go now?"

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Faeros walks into the room, looks at the wall, and then to Thunderstealer.

Mr Gorbachev...

He then takes a crowbar from his pack to prepare to assist in the work.

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Nilfyr nods and begins tearing down the wall.


Fort Inevitable Map map Gardens map

The intrepid team of Pathfinders work their muscles and notice that the water in their room starts draining more rapidly as they clear out the rocks. Water that was over the knees is down resting below them. Yes, this means I'll need Swim checks to navigate the room. The water is calm enough that the DC is 10

They see a much larger chamber; the ceiling is the same, but the floor is lower and the depth of the water is now over 8 feet. The room reeks of dead sea life as murky foam is slowly pushed.

DC 32 Perception:

You notice that there is a patch of mud on the bottom of the floor that is slowly moving towards the opening.

Map updated!

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

perception: 1d20 + 15 ⇒ (7) + 15 = 22
I don't see any exits in the new room. Does someone want to check it out while I cover them from up here?

Dark Archive

Neither Thunderstealer nor Belcher can make a 32 perception, but maybe Belcher's scent ability notices something?


Fort Inevitable Map map Gardens map

Not in this case, Belcher's mouth does water from the scent of dead stuff to eat, but you cannot find anything in particular right now.

Who's ready for a dip? Or do you go another direction as there's still the path from the main hallway and the other passage in this chamber.

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Nope, cannot make a 32 perception. And not ready to go swimming myself.

Silver Crusade

Male Half-Elf Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Perception: 1d20 + 13 ⇒ (2) + 13 = 15

Nilfyr shakes his head. "It is enough that we know what is there. If we wish to investigate further, let us do so after we have explored the remainder of this floor."

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Sounds good to me.


Fort Inevitable Map map Gardens map

Where to then? The other passage in the room you're standing in or back into the first hallway and continue from there?

Liberty's Edge

Male Human Arcanist (Occult) 12 [ HP 89/79 | AC 17/21/FF14/T14/18 | Fort +10, Ref +11, Will +12 | Init +5 | Perception +25

Someone take the lead here. I do not really care. We will eventually explore this entire place I suspect.

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