GM Bold Strider's PFS 00-24 Decline of Glory (Tier 1-7) (Inactive)

Game Master rpblue

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Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

what else can we do to save him :s. Not sure that I have a spell for him.

-Posted with Wayfinder


There is no anti-plague in the town.

Unless you guys have any other ideas, I will move on shortly as if you move through the swamp.

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

[Iron Man stands around, noisily fidgeting, unable to help the dying man.

Scarab Sages

Active Effects:
Heroism(30m)
HP 71/81(92/102) | AC 19/17 | T 10 | FF 19 | CMD 22 | Fort +16(18) | Ref +9 | Will +9(11) | Init +6 | Perc +10
Usable:
Rage 12/16, Extra Claws 5/5

"We've done all we can for him.. It's up to him to pull through now.. Lets get a move on before our trip is wasted.." Gronk gathers his things and gets ready to depart..

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

"Alas so it is, we tried our best.

Let's head over to that mine to be sure the rest of the village can still be saved." He says and packs his things to go.

Grand Lodge

Male CG Elf Fighter (Lore Warden/Martial Master) 4 | hp 26/38 | AC: 17 (12 Tch, 15 FF | CMB: +9, CMD: 21 | F: +6[+7], R: +2[+3], W: +2[+3], +2 vs. enchantment spells and effects | Init: +6 | Perc: +7, SM: +1 | Speed 30ft | Active Conditions: None.

"May you recover swiftly human."

As Durothil exits he whispers to a bystander, "If he does not improve soon, you should put him down like a rabid dog before he tries to eat you."

After rejoining the Pathfinders outside, "Let us be on with the task of rescuing this son. I wonder what help he can be if he cannot manage to keep his charges safe. No matter. Methinks we shall soon find out."


Dalard, understanding your warning, will nod before leading you to the edge of the swamp and pointing you towards the barrel-aging caves. As you follow the path that Dalard set you on, you find a narrow footpath that leads down a gentle but muddy escarpment, disappearing into thick tangles of shrubs and swamp-weed.

At the base of the hill, the dirt path turns to soft sticky mud. It winds back through the shadowy mire. Nailed to a nearby tree hangs a moss-covered plank crudely cut into an arrow that points towards the mucky path.

Durothil moves up and brushes off the moss. Beneath the moss, faded writing on the plank reads, “Barrel-Caves 2.5 miles.”

The movement through the bog is rough as you are wading through almost two feet of swamp water. Castiel feels a prick on his leg and pulls his leg from the water and finds two leeches attached to his leg.

Castiel: 1d6 + 1 ⇒ (1) + 1 = 2
Galandaro: 1d6 + 1 ⇒ (1) + 1 = 2
Durothil: 1d6 + 1 ⇒ (5) + 1 = 6
Gronk: 1d6 + 1 ⇒ (3) + 1 = 4
Hakime: 1d6 + 1 ⇒ (1) + 1 = 2
Iron Man: 1d6 + 1 ⇒ (3) + 1 = 4

The group quickly examines their legs and finds that the leeches attacked everyone.

You take 1 Constitution damage for each leech attached to you. DC 12 Fortitude Save to negate. One save per leech. If you don't remove the leeches, then they will continue to suck blood from you.

Knowledge(Nature) DC 15; Heal DC 10:
Leeches can be pulled or burnt off (dealing 1 hp damage), or salted off (no damage). As a move action

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

fort: 1d20 + 6 ⇒ (13) + 6 = 19
fort: 1d20 + 6 ⇒ (19) + 6 = 25
know nature: 1d20 + 8 ⇒ (15) + 8 = 23

"Ugh leeches. Best get rid of them mates or they will suck you dry. We need to pull, burn or salt them off." Castiel proceeds to pull both off.

-Posted with Wayfinder

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

fort: 1d20 + 7 ⇒ (10) + 7 = 17
fort: 1d20 + 7 ⇒ (9) + 7 = 16

Hakime pulls the leeches off of her with a disgusted look. "Don't like these things at all... gross."

Grand Lodge

Male Elf
Tracked:
Arcane Reservoir:30/30; Shield Wand:41;InfHeal Wand:35
Arcanist 13-Magaambyan Initiate (HP: 80/80)(AC:24; FF:20,T:17)(F:+10 R:+12 W:+12)(Init:+6)(Perception: +23)

FORT: 1d20 + 3 ⇒ (15) + 3 = 18
FORT: 1d20 + 3 ⇒ (20) + 3 = 23

"Ouch! Blasted things." Galandaro says as he pulls the leeches off of his flesh. [/ooc]incurs 2 HP damage[/ooc]

Grand Lodge

Male CG Elf Fighter (Lore Warden/Martial Master) 4 | hp 26/38 | AC: 17 (12 Tch, 15 FF | CMB: +9, CMD: 21 | F: +6[+7], R: +2[+3], W: +2[+3], +2 vs. enchantment spells and effects | Init: +6 | Perc: +7, SM: +1 | Speed 30ft | Active Conditions: None.

6!!! Ugh! Here goes nothing

Fort vs DC12: 1d20 + 5 ⇒ (19) + 5 = 24
Fort vs DC12: 1d20 + 5 ⇒ (2) + 5 = 7
Fort vs DC12: 1d20 + 5 ⇒ (2) + 5 = 7
Fort vs DC12: 1d20 + 5 ⇒ (11) + 5 = 16
Fort vs DC12: 1d20 + 5 ⇒ (13) + 5 = 18
Fort vs DC12: 1d20 + 5 ⇒ (1) + 5 = 6

And my dice continue to hate me. BTW this reminds me of the scene in Stand By Be

"It seems that I cannot get all these blood suckers off. Any help will be appreciated."


The Fort Saves aren't to get them off. It is just to negate the Con damage. You can pull two off per round (as a move action) and the leeches deal one damage when you pull them off.

@Durothil: You will have to make For Saves for any leeches still attached after you pull off two as the leeches feast on your body, if that makes sense.

Grand Lodge

Male CG Elf Fighter (Lore Warden/Martial Master) 4 | hp 26/38 | AC: 17 (12 Tch, 15 FF | CMB: +9, CMD: 21 | F: +6[+7], R: +2[+3], W: +2[+3], +2 vs. enchantment spells and effects | Init: +6 | Perc: +7, SM: +1 | Speed 30ft | Active Conditions: None.

Ok, So round 1 I pull off 2 leeches, take 2 hp damage, and take the first 4 Fort saves for the leeches still attached. Failed 2 so that is currently -2 CON and 4 leeches still attached. Next round I can pull 2 more off and I need to make 2 FORT saves? To save time, can I extrapolate the rest of the rounds?

Round 2 - reaching into his small clothes, Durothil's face goes a shade whiter and he pulls two squirming, engorged leeches out.

Fort vs DC 12: 1d20 + 5 ⇒ (9) + 5 = 14
Fort vs DC 12: 1d20 + 5 ⇒ (13) + 5 = 18

Round 3 - Durothil pulls off the remaining leeches. He slumps to the bank, drained and dejected.

-2 CON, and -6 hp

Grand Lodge

Male CG Elf Fighter (Lore Warden/Martial Master) 4 | hp 26/38 | AC: 17 (12 Tch, 15 FF | CMB: +9, CMD: 21 | F: +6[+7], R: +2[+3], W: +2[+3], +2 vs. enchantment spells and effects | Init: +6 | Perc: +7, SM: +1 | Speed 30ft | Active Conditions: None.

Durothil turns to his friends, "Can anyone lend a hand?" He again produces his wand of Cure Light wounds and activates it curative magics. He prays one of his new friends knows some curative spell to regain his stamina.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Anyone have Lesser Restoration?


And you have said the magic words... curative words. This is why some of the early season scenarios have pointless sections. I will assume that Hakime uses your wand.

Durothil feels his Constitution return to normal once he has healed himself.

Yes, they put in Constitution damage that is healed when you receive healing. Quite pointless in PFS if you ask me.

Grand Lodge

Male CG Elf Fighter (Lore Warden/Martial Master) 4 | hp 26/38 | AC: 17 (12 Tch, 15 FF | CMB: +9, CMD: 21 | F: +6[+7], R: +2[+3], W: +2[+3], +2 vs. enchantment spells and effects | Init: +6 | Perc: +7, SM: +1 | Speed 30ft | Active Conditions: None.

Bonus!

Scarab Sages

Active Effects:
Heroism(30m)
HP 71/81(92/102) | AC 19/17 | T 10 | FF 19 | CMD 22 | Fort +16(18) | Ref +9 | Will +9(11) | Init +6 | Perc +10
Usable:
Rage 12/16, Extra Claws 5/5

Fort: 1d20 + 8 ⇒ (9) + 8 = 17
Fort: 1d20 + 8 ⇒ (16) + 8 = 24

Pulls 2 off..

Fort: 1d20 + 8 ⇒ (11) + 8 = 19
Fort: 1d20 + 8 ⇒ (7) + 8 = 15

Pulls the other 2 off, Takes 4 damage..

"A tap from that wand would be nice.."

When we reach the caves I'll be drinking my Antitoxen/Antiplague.. Just a heads up.

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

OK so no need to roll fort saves since I won't die from the damage. I take 4hp damage and possible some Con.
Iron Man removes the leaches and tries to use his own wand to heal the damage.
UMD: 1d20 + 6 ⇒ (6) + 6 = 12
UMD: 1d20 + 6 ⇒ (7) + 6 = 13
UMD: 1d20 + 6 ⇒ (12) + 6 = 18
UMD: 1d20 + 6 ⇒ (5) + 6 = 11
UMD: 1d20 + 6 ⇒ (10) + 6 = 16
UMD: 1d20 + 6 ⇒ (13) + 6 = 19
UMD: 1d20 + 6 ⇒ (5) + 6 = 11
UMD: 1d20 + 6 ⇒ (11) + 6 = 17
UMD: 1d20 + 6 ⇒ (17) + 6 = 23

After nearly a minuite of fidiling with the think he finally gets it to work!
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Ha! Got it.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Hakime taps Gronk with her wand.

clw on Gronk: 1d8 + 1 ⇒ (3) + 1 = 4

"Tony - I'd be happy to use your wand for you.. that might make things go faster."


I am just going to assume that you all heal up if you take Con damage.

The path continues for about a mile and a half when it comes to the edge of a shallow bog whose waters rise above the muck, covering the tracks entirely. A patchy film of sickly colored, rubbery fungus floats upon the surface. Near the water’s edge, three moss-covered planks hang cockeyed from a rotten wooden post.

Once the moss is cleared, the first sign reads, “Railford 1-3/4 miles”, the second reads “Barrel-Aging Caves 3/4 mile,” and the third sign reads “Beware of Screamers.”

A quick look around has Iron Man see where the passage of some creatures, most likely Becher and his men, disturbed and broke apart the film of floating fungus.

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

I've got it. It just takes a bit for the thing to warm up. I really need to somehow incorporate it into my armor. Hey! Look there! The ground looks like people passed through here! iron Man cries, then he add's embarrassed Sorry, I normally don't notice that sort of thing. Looks like we're on the right path anyway. I wonder what 'Screamers' are?

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

know nature for combination of surroundings and screamers: 1d20 + 8 ⇒ (17) + 8 = 25
"It seems we should be on our guard. Not only from ghouls but of these screamers as well." Castiel says and stays on guard.
He instructs betsy to be on the lookout for any dangerous scents, sights and sounds.
perception: 1d20 + 9 ⇒ (10) + 9 = 19
perception Betsy + scent: 1d20 + 5 + 8 ⇒ (6) + 5 + 8 = 19

Grand Lodge

Male Elf
Tracked:
Arcane Reservoir:30/30; Shield Wand:41;InfHeal Wand:35
Arcanist 13-Magaambyan Initiate (HP: 80/80)(AC:24; FF:20,T:17)(F:+10 R:+12 W:+12)(Init:+6)(Perception: +23)

"Just no more leeches or murky swamp water. Please."


Castiel:
The name screamers means nothing for you. Perhaps it is a colloquial name? You see nothing but more bog.

As the group starts moving through the bog down the path set by Castiel, Hakime's foot nudges a big mushroom like plant. Suddenly, you all are hit by a loud piercing noise that shakes your very core.

Everyone: DC 11 Fortitude Save or take 1d4 ⇒ 3 sonic damage.

Hakime: DC 12 Fortitude Save or become nauseated.

Initiative:
Castiel: 1d20 + 1 ⇒ (12) + 1 = 13
Galandaro: 1d20 + 5 ⇒ (3) + 5 = 8
Durothil: 1d20 + 2 ⇒ (10) + 2 = 12
Gronk: 1d20 + 0 ⇒ (14) + 0 = 14
Hakime: 1d20 + 0 ⇒ (6) + 0 = 6
Iron Man: 1d20 + 1 ⇒ (6) + 1 = 7
?: 1d20 + 0 ⇒ (17) + 0 = 17
?: 1d20 - 1 ⇒ (20) - 1 = 19

The screaming mushroom continues to scream.

Everyone: DC 11 Fortitude Save or take 1d4 ⇒ 2 sonic damage, again.

Initiative:
1st: ?; ?
2nd: Castiel; Galandaro; Durothil; Gronk; Hakime; Iron Man

Grand Lodge

Male Elf
Tracked:
Arcane Reservoir:30/30; Shield Wand:41;InfHeal Wand:35
Arcanist 13-Magaambyan Initiate (HP: 80/80)(AC:24; FF:20,T:17)(F:+10 R:+12 W:+12)(Init:+6)(Perception: +23)

fort: 1d20 + 3 ⇒ (10) + 3 = 13
Galandaro covers his ears and then begins searching his backpack for his earplugs...
fort: 1d20 + 3 ⇒ (20) + 3 = 23

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

fort save dc 11: 1d20 + 7 ⇒ (3) + 7 = 10 takes 3 sonic dmg
fort save dc 12: 1d20 + 7 ⇒ (16) + 7 = 23 saves
fort save dc 11: 1d20 + 7 ⇒ (16) + 7 = 23 saves

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Hakime pulls out her longsword and takes a sweeping blow at the shrieking mushroom.

to hit: 1d20 + 4 ⇒ (8) + 4 = 12
dmg if hits: 1d8 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Male CG Elf Fighter (Lore Warden/Martial Master) 4 | hp 26/38 | AC: 17 (12 Tch, 15 FF | CMB: +9, CMD: 21 | F: +6[+7], R: +2[+3], W: +2[+3], +2 vs. enchantment spells and effects | Init: +6 | Perc: +7, SM: +1 | Speed 30ft | Active Conditions: None.

Fort save vs DC 11: 1d20 + 5 ⇒ (8) + 5 = 13
Fort save vs DC 11: 1d20 + 5 ⇒ (13) + 5 = 18

Round 2

Durothil, runs towards the mystery shape, drawing his curved blade. Knowing he needs to down the monster sooner rather than later, he swings with all his might.

2-handed ECB: 1d20 + 7 ⇒ (3) + 7 = 10
ECB damage: 1d10 + 4 ⇒ (3) + 4 = 7

cold, cold dice


Hakime's longsword slams into the wooden tree stump next to the shrieker as the sonic damage is throwing her aim off.

Initiative:
1st: ?; ?
2nd: Hakime @ 10/15 HP; Galandaro; Durothil; Gronk; Castiel; Iron Man

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

fort saves Cas: 1d20 + 6 ⇒ (19) + 6 = 251d20 + 6 ⇒ (15) + 6 = 21
fort saves Betsy: 1d20 + 6 ⇒ (11) + 6 = 171d20 + 6 ⇒ (7) + 6 = 13

Castiel and Betsy both seem unfazed by the noise, they have heard worse female screeches.
Castiel orders Betsy to attack the shroom as well.
handle animal: 1d20 + 9 ⇒ (3) + 9 = 12

Castiel uses his falchion to chop up a shroom.
attack: 1d20 + 7 ⇒ (20) + 7 = 272d4 + 6 ⇒ (4, 3) + 6 = 13

Betsy bites down on another one.
attack betsy: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 6 ⇒ (3) + 6 = 9

EDIT:
confirm attack Cas: 1d20 + 7 ⇒ (13) + 7 = 202d4 + 6 ⇒ (3, 3) + 6 = 12

Scarab Sages

Active Effects:
Heroism(30m)
HP 71/81(92/102) | AC 19/17 | T 10 | FF 19 | CMD 22 | Fort +16(18) | Ref +9 | Will +9(11) | Init +6 | Perc +10
Usable:
Rage 12/16, Extra Claws 5/5

Fort: 1d20 + 8 ⇒ (1) + 8 = 9
Fort: 1d20 + 8 ⇒ (4) + 8 = 12

Somehow he manages to suck it up and get partially deafened in the process.. Take 3 Damage

Gronk rages and slices at the shroom.. Cant tell bc no map but he'll move to flank if possible..

Falchion PA: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 2d4 + 12 ⇒ (4, 1) + 12 = 17

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

Fort 1: 1d20 + 8 ⇒ (7) + 8 = 15 save
Fort 2: 1d20 + 8 ⇒ (2) + 8 = 10 Fail
Fort 3: 1d20 + 8 ⇒ (14) + 8 = 22 save
GM Star Reroll
Fort 2: 1d20 + 8 + 3 ⇒ (11) + 8 + 3 = 22 save

Tony feels as if he's going to be sick but he quickly fights the feeling and recovers from the feeling. Raising his gauntleted hand he points the palm at the mushroom and launches a bold of blue energy at the strange creature.
Wand of Magic Missile
damage: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Elf
Tracked:
Arcane Reservoir:30/30; Shield Wand:41;InfHeal Wand:35
Arcanist 13-Magaambyan Initiate (HP: 80/80)(AC:24; FF:20,T:17)(F:+10 R:+12 W:+12)(Init:+6)(Perception: +23)

The elf arcanist is still fumbling putting his earplugs in...


Gronk and Castiel crush the shroom with their weapon attacks. As soon as their attacks end, four large tentacles leap out of the water and lash the people attacking the shriekers.

Tentacle @ Castiel-20 AC: 1d20 + 4 ⇒ (18) + 4 = 22
Tentacle @ Castiel-20 AC: 1d20 + 4 ⇒ (1) + 4 = 5

Tentacle @ Gronk-17 AC: 1d20 + 4 ⇒ (6) + 4 = 10
Tentacle @ Gronk-17 AC: 1d20 + 4 ⇒ (20) + 4 = 24
Tentacle Confirmation @ Gronk-20 AC: 1d20 + 4 ⇒ (14) + 4 = 18

A tentacle slaps Castiel across the face, stinging him deeply. Fortitude Save.

Another one wraps around Gronk's neck and squeezes before going back to writhing around, leaving a severe burning sensation on his neck. Fortitude Save.

Damage-Castiel: 1d4 + 1 ⇒ (3) + 1 = 4
Damage-Gronk: 2d4 + 2 ⇒ (3, 2) + 2 = 7

1d5 ⇒ 3

As Durothil stumbles around looking for his earplugs, he bumps into another shrieker as it emits its noxious cloud.

Everyone: DC 11 Fortitude Save or take 1d4 ⇒ 4 sonic damage.

Durothil: DC 12 Fortitude Save or become nauseated.

Initiative:
1st: ?; ?
2nd: Hakime @ 10/15 HP; Galandaro; Durothil; Gronk @ 21/31 HP; Castiel @ 23/27 HP; Iron Man

Grand Lodge

Male CG Elf Fighter (Lore Warden/Martial Master) 4 | hp 26/38 | AC: 17 (12 Tch, 15 FF | CMB: +9, CMD: 21 | F: +6[+7], R: +2[+3], W: +2[+3], +2 vs. enchantment spells and effects | Init: +6 | Perc: +7, SM: +1 | Speed 30ft | Active Conditions: None.

Fort: 1d20 + 5 ⇒ (15) + 5 = 20

Spinning around, Durothil notices that he has awakened another plant thingy.

He again tries to silence it, by swinging his curved blade, trying to chop it in half.

2-handed ECB: 1d20 + 7 ⇒ (3) + 7 = 10
ECB damage: 1d10 + 4 ⇒ (7) + 4 = 11

Scarab Sages

Active Effects:
Heroism(30m)
HP 71/81(92/102) | AC 19/17 | T 10 | FF 19 | CMD 22 | Fort +16(18) | Ref +9 | Will +9(11) | Init +6 | Perc +10
Usable:
Rage 12/16, Extra Claws 5/5

Fort: 1d20 + 11 ⇒ (19) + 11 = 30

Gronk atacks the tentacle..

Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 2d4 + 12 ⇒ (1, 3) + 12 = 16

His AC is 15 raging btw..

Other Fort: 1d20 + 11 ⇒ (16) + 11 = 27


Ah. Didn't see you were raging. Also, I dunno why I typed 20 for your confirmation AC. Maybe Castiel's was stuck in my head.

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

Fort: 1d20 + 8 ⇒ (13) + 8 = 21
Can I attack the tentacles? or do I have to wade into the water?

I really hate tentacles! Iron Man complains as he moves over to the edge of the water and his armor whirls to life.
Concentration: 1d20 + 14 ⇒ (7) + 14 = 21 DC 17 or 19

If I can attack the tentacles:

Setting himself up in a position to catch as many of the tenticals as possible a small canister slides out of a compartment in the armor around his forearm, locking into place just below his hand where a small rod has extended and started spraying sparks. There is a high pitched hiss as the contents of the canister escape into the air and then a whoosh as the sparks ignite the gas creating a sheet of flame.
Stilled burning hands
Damage: 5d4 ⇒ (4, 1, 2, 3, 3) = 13 DC 16 reflex for half

If I have to wade into the water:

Trudging into the water towards the beast a small, strange looking box clicks into place on the top on Iron Man's gauntlet. As the cooper coil inside begins to quickly spin electricity begins to crackle and arc across the plates of Tony's armor. Wating for a moment where a portion of the monster's body is exposed he plunges his fist down with all of his might.
Stilled Shocking Grasp
Spell Strike w/ Arcane strike
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d3 + 2 + 1 + 5d6 ⇒ (3) + 2 + 1 + (4, 5, 4, 2, 1) = 22

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

fort dc 11: 1d20 + 7 ⇒ (7) + 7 = 14

Hakime draws her longsword and slices at one or two of the tentacles.

to hit: 1d20 + 4 ⇒ (13) + 4 = 17
dmg if hits: 1d8 + 2 ⇒ (2) + 2 = 4

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

fort Cas: 1d20 + 6 ⇒ (13) + 6 = 19
fort Cas: 1d20 + 6 ⇒ (20) + 6 = 26
fort Betsy: 1d20 + 5 ⇒ (9) + 5 = 14

Darn there goes that nice 20 roll

Castiel tries to slash at the tentacles that are attacking him as does Betsy.

attack Cas: 1d20 + 7 ⇒ (10) + 7 = 172d4 + 6 ⇒ (2, 4) + 6 = 12
bite: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 6 ⇒ (2) + 6 = 8
claw: 1d20 + 5 ⇒ (2) + 5 = 71d4 + 6 ⇒ (2) + 6 = 8
claw: 1d20 + 5 ⇒ (6) + 5 = 111d4 + 6 ⇒ (1) + 6 = 7

If no tentacles present themselves they will ready to attack them.


Between the lots of you, you crush the tentacled fungus that rose from the water and the other shrieker.

Grand Lodge

Male CG Elf Fighter (Lore Warden/Martial Master) 4 | hp 26/38 | AC: 17 (12 Tch, 15 FF | CMB: +9, CMD: 21 | F: +6[+7], R: +2[+3], W: +2[+3], +2 vs. enchantment spells and effects | Init: +6 | Perc: +7, SM: +1 | Speed 30ft | Active Conditions: None.

Durothil looks around at his companions. He notices their many wounds. "Friends, let us heal up and formulate a plan. Avoiding water at ALL sounds prudent to me."

Once everyone is healed, Durothil resumes his march towards the cave.

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

So which spell did I use?

UMD: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
UMD: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
UMD: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Fully Healed

Never been attacked by a mushroom before.... Can't say I enjoyed it much.

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

Castiel taps himself with his wand 1d8 + 1 ⇒ (6) + 1 = 7

"It wasn't that bad. I certainly had worse. Let's continue but be on the lookout. We shouldn't be far now."

Scarab Sages

Active Effects:
Heroism(30m)
HP 71/81(92/102) | AC 19/17 | T 10 | FF 19 | CMD 22 | Fort +16(18) | Ref +9 | Will +9(11) | Init +6 | Perc +10
Usable:
Rage 12/16, Extra Claws 5/5

"I could use a couple of taps please.."

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

I've got this!
UMD: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
UMD: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
UMD: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
I'm on a roll!


@Iron Man: Take your pick!

When you arrive at the barrel-aging caves where Becher’s father once aged his wine casks, you feel relieved. Entering the caves is another story.

Poking up from the murk in front of a crumbling foundation of cobbles, a cracked and faded sign swings upon a moss-covered post. It reads Barrel-Aging Caves. Within the foundation a pile of debris clogs a 5-foot indent in the ground that looks like an old stairwell. A few feet away, a muddy corpse lies face down in the murk.

Anyone examining the corpse quickly notes he is covered with vicious, jagged claw and teeth marks.

The clogged entrance suffered a collapse. The rotten wooden stairs broke easily, as the doors, swamp mud and other debris filled the opening. You have to clear the entrance.

Grand Lodge

Male CG Elf Fighter (Lore Warden/Martial Master) 4 | hp 26/38 | AC: 17 (12 Tch, 15 FF | CMB: +9, CMD: 21 | F: +6[+7], R: +2[+3], W: +2[+3], +2 vs. enchantment spells and effects | Init: +6 | Perc: +7, SM: +1 | Speed 30ft | Active Conditions: None.
Castiel Graveclaw wrote:
"It wasn't that bad. I certainly had worse. Let's continue but be on the lookout. We shouldn't be far now."

Easy for Castiel to say. He didn't have two leeches stuck to his balls.

Scarab Sages

Active Effects:
Heroism(30m)
HP 71/81(92/102) | AC 19/17 | T 10 | FF 19 | CMD 22 | Fort +16(18) | Ref +9 | Will +9(11) | Init +6 | Perc +10
Usable:
Rage 12/16, Extra Claws 5/5

Gronk takes this time to down his antiplague and antitoxen.. He pulls his falchion and leads the way into the caves..

Perc: 1d20 + 6 ⇒ (13) + 6 = 19

Grand Lodge

Male Elf
Tracked:
Arcane Reservoir:30/30; Shield Wand:41;InfHeal Wand:35
Arcanist 13-Magaambyan Initiate (HP: 80/80)(AC:24; FF:20,T:17)(F:+10 R:+12 W:+12)(Init:+6)(Perception: +23)

Seeing his erstwhile orcish companion down his meds, Galandaro secretly agrees that is probably a good idea and imbibes one of his anti-toxin and anti-plague preventive meds. He also ensures his trousers are tucked into his knee high boots to keep them from getting even dirtier from their ill fated trip through the swamp. Once he is done with that he pats Gronk on the shoulder and with his bow at the ready he follows Gronk into the caverns. "Does anyone need me to cast light?"

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