GM Bold Strider's PFS #00-28 Lyrics of Extinction (Inactive)

Game Master rpblue

Maps is Here!


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Sczarni

ZAM(Q) 6/Inq 2
Stats:
HP 54/54; AC 20/20/18; CMD 29; Saves 9/6/15; Init +14; Percep +19;
Consume:
13/14 ki; Judge 1/1; 4/4 lvl 1; PS 5/6; CLWand 40/50
Arrows:
Blunt 20/20; Cold Iron 50/50; Normal 56/60; Silver 50/50; Whistling 20/20
Dwarf; 69693-3

Did I just get oneshotted by a bunch of beetles?? Well, looks like there's a giant puddle of bloody rags there... (unless I can use my shirt re-roll on that crit (T-shirt from GenCon(PFS Voluteer shirt))


I don't think shirt rerolls work on other creatures rolls...

Sczarni

ZAM(Q) 6/Inq 2
Stats:
HP 54/54; AC 20/20/18; CMD 29; Saves 9/6/15; Init +14; Percep +19;
Consume:
13/14 ki; Judge 1/1; 4/4 lvl 1; PS 5/6; CLWand 40/50
Arrows:
Blunt 20/20; Cold Iron 50/50; Normal 56/60; Silver 50/50; Whistling 20/20
Dwarf; 69693-3

Well then, bloody pile of rags... can somebody be sure to bring the remains back? :D

edit: selling off belt & bow at the end off the scenario if the rest of the party makes it back pays for raise dead & removing negative levels (with money left over to get a new bow!! :D)

Silver Crusade

Fighter 1 / Oathbound Paladin of Ragathiel 6
Defense:
AC 24; Touch 12; FF 23; CMD: 24; hp 56/60; Fort +13, Ref +7; Will +10 Lay on Hands: 3d6; 8/9; Fatigue & Sickened, or +1d6
Offense:
Init: +3; CMB: +12; Greatsword +14/+7 (2d6+14 / 19-20); Smite Evil: +4 Attack & AC, +6 Damage; Divine Bond
Spells:
Caster Level: 3; Concentration: +7; 1st Level- Bless Weapon, Hero’s Defiance
Skills:
Intimidate +15; Sense Motives +5

Soooooooooooaps!


Well, I guess the dice gods of paizo hate me... so now 'tis time to haunt my party :D

Blame the song of extinction :D

feel free to ignore me :D

"Navaeh, is t'at you? It's so co'd 'ere. And Dark."

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Wow...

Awaiting turn, looks like they can't get up to us too easily

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Grimnir charges the beetle closest.. He rages and uses bane along the way..

Attack: 1d20 + 22 ⇒ (18) + 22 = 40
Dam: 4d6 + 24 ⇒ (3, 2, 2, 6) + 24 = 37

AC is 22..

Sovereign Court

AC24(25)/T15/F22/CMD26||HP73[73]|Fort:+7;Ref:+4;Will:+7|Percept.+13(+15 traps)|Init.+4 Human Barbarian 2 / Oracle (Life Oracle) 4 / Rage Prophet 3

Jarlgur peers over the edge and casts a spell, creating a booming clap of thunder by the beetles.

Sound Burst: 1d8 ⇒ 8 DC 16 Fort vs stunned. Should be able to catch all three.


The ghostly Sterling is awesome! +5 bonus gold for that!

Jarlgur calls down a blast of sound just before Grimnir launches a flying charge on one of the beasts.

Fortitude Save: 1d20 + 10 ⇒ (1) + 10 = 11
Fortitude Save: 1d20 + 10 ⇒ (19) + 10 = 29
Fortitude Save: 1d20 + 10 ⇒ (12) + 10 = 22

The one that Grimnir attacked seems to be stunned by the blast, but the others scurry around the stunned beetle and lash out at Grimnir with their mandibles.

Bite: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Bite: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28

Grimnir gets savaged by both bugs.

Damage: 8d6 + 20 ⇒ (6, 1, 4, 2, 4, 2, 1, 1) + 20 = 41

Initiative:
1st: Sterling-Dead; Grim
2nd: Beetles (#1 @ 45 damage; #2 @ 8 damage; #3 @ 8 damage)
3rd: Grimnir @ 70/111 HP; Halbarad; Jarlgur; Navaeh

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim - Acrobatics 1d20 + 8 ⇒ (3) + 8 = 11
Misfortune - Acrobatics 1d20 + 7 ⇒ (20) + 7 = 27

Grim and Misfortune jump down the hole - unfortunately Grim doesn't land so well.

Grim slashes from the prone position (preferably at the injured one).
Attack 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19
Damage 2d4 + 8 ⇒ (4, 4) + 8 = 16

Misfortune tries having a chomp too.
Attack 1d20 + 10 ⇒ (3) + 10 = 13
Damage 1d8 + 6 ⇒ (8) + 6 = 14

Sucky


Grim falls to the ground, landing prone and giving the beetle an opportunity to strike him. Same for Misfortune.

Falling Damage: 2d6 ⇒ (3, 3) = 6
Bite @ Grim-20 AC: 1d20 + 13 + 4 ⇒ (20) + 13 + 4 = 37
Bite Confirmation @ Grim-20 AC: 1d20 + 13 + 4 ⇒ (16) + 13 + 4 = 33
Damage: 8d6 + 20 ⇒ (3, 1, 3, 3, 3, 6, 2, 3) + 20 = 44

Bite @ Misfortune-23 AC: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 4d6 + 10 ⇒ (4, 2, 4, 3) + 10 = 23

Despite taking heavy hits, Grim is able to land a solid blow into the creature.

Initiative:
1st: Sterling-Dead; Grim-Prone @ 51/101 HP; Misfortune @ 25/52 HP
2nd: Beetles (#1 @ 61 damage; #2 @ 8 damage; #3 @ 8 damage)
3rd: Grimnir @ 70/111 HP; Halbarad; Jarlgur; Navaeh

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Oh the GM got all the good dice again! :p


Ain't no party like GM Bold Strider's party! Cause a Bold Strider party gives all the crits to the GM!

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Doesn't it just! Never mind, we will overcome...

Silver Crusade

Fighter 1 / Oathbound Paladin of Ragathiel 6
Defense:
AC 24; Touch 12; FF 23; CMD: 24; hp 56/60; Fort +13, Ref +7; Will +10 Lay on Hands: 3d6; 8/9; Fatigue & Sickened, or +1d6
Offense:
Init: +3; CMB: +12; Greatsword +14/+7 (2d6+14 / 19-20); Smite Evil: +4 Attack & AC, +6 Damage; Divine Bond
Spells:
Caster Level: 3; Concentration: +7; 1st Level- Bless Weapon, Hero’s Defiance
Skills:
Intimidate +15; Sense Motives +5

Sooooooooooaps!

Nevah launches himself off the edge bringing his greatsword down on one of the bugs

Greatsword w/ Power Attack, Furious Focus, and Charge(?)
Attack: 1d20 + 14 ⇒ (2) + 14 = 16+2 for a 18(?)
Damage: 2d6 + 14 ⇒ (5, 3) + 14 = 22
Acrobatics: 1d20 - 4 ⇒ (9) - 4 = 5
Falling Damage: 2d6 ⇒ (3, 1) = 4

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

"RARG! DIE YOU STINKING BASTARDS!"

He activates Judgement gaining justice and destruction as a swift.. He then attacks the same beetle as before.. If it dies he swings at another..

Attack 1: 1d20 + 24 ⇒ (9) + 24 = 33
Attack 2: 1d20 + 19 ⇒ (6) + 19 = 25

Damage 1: 4d6 + 28 ⇒ (5, 2, 5, 3) + 28 = 43
Damage 2: 4d6 + 28 ⇒ (2, 2, 3, 6) + 28 = 41

He seldom goes to this stage.. Currently he is at max attack power lol!

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

PEW PEW PEW! Theres the party hits! Did you get the GM's dice?

Edit: Disregard, those were your MODIFIERS!? Holy heck...


@Navaeh: From James Jacobs: "If you're charging and part of that charge needs to be a jump, that's fine. You'll just need to make the appropriate Acrobatics DC to make the jump; if you fail the jump, obviously your charge is wasted."

Navaeh leaps off the edge with his sword drawn, ready to impale the bug, but the height spooks him and he slams into the ground. The impact causes him to fall prone, ruining his attempt to strike the bug beneath him.

Just going over your numbers since they are so large, Grimnir.

Base: +1 Furious Ghost Touch Greatsword +11/+6 (2d6+7-19-20/×2)
Heroism (Probably down to about 60 minutes now from the boat ride): +13/+8 (2d6+7-19-20/×2)
Divine Favor (Going to say this has worn off since you spent 5 rounds in combat with it and thirty seconds to check if everyone is ok before moving on is pretty much par for the course. There was a bit of gab.) : +13/+8 (2d6+7-19-20/×2)

First round was Rage + Bane, which would only make it +17 (+19 on a charge) to hit and 4d6+12. It still hits, but even with Divine Favor that is eight points of damage for a +24 to damage.
Second round, you add Judgment for +3 to hit/+4 to damage which would be +20 to hit / 4d6+16.
Where are these super large damage bonuses coming from?

Initiative:
1st: Sterling-Dead; Grim-Prone @ 51/101 HP; Misfortune @ 25/52 HP
2nd: Beetles (#1 @ 61 damage; #2 @ 8 damage; #3 @ 8 damage)
3rd: Grimnir @ 70/111 HP; Halbarad; Jarlgur; Navaeh-Prone @ 56/60 HP

Sovereign Court

AC24(25)/T15/F22/CMD26||HP73[73]|Fort:+7;Ref:+4;Will:+7|Percept.+13(+15 traps)|Init.+4 Human Barbarian 2 / Oracle (Life Oracle) 4 / Rage Prophet 3

Jarlgur retrieves a potion and drinks it.

Fly

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

I thought the jumping charge was groovy - I suspect it was less jumping and more falling, the latter being important as you are less worried about how the landing looks and instead being a human missile - should have just rammed the thing and done falling object damage :p


The ghastly remains of Sterling tries to help his comrades by grasping his bow and flurrying ... ... then he realizes that he can't grab his bow from his dead body

This is gonna be fun :D

Also, if anybody tries ganking my junk you shall feel the cold touch of death ... well... maybe just pity at your dead comrade

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Hal stops tying up his axe beak and draws his bow before casting a spell.

Casting gravity bow.


Grimnir strikes down the injured beetle and unleashes a devastating attack on another.

The beetles scuttle closer together to help defend each other and lash out at Grimnir.

Bite @ Grimnir-24 AC: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Bite @ Grimnir-24 AC: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30

Their bites savage the dwarves body, but he remains standing.

Damage: 8d6 + 20 ⇒ (3, 2, 4, 5, 2, 2, 6, 6) + 20 = 50

Initiative:
1st: Sterling-Dead; Grim-Prone @ 51/101 HP; Misfortune @ 25/52 HP
2nd: Beetles (#2 @ 45 damage; #3 @ 8 damage)
3rd: Grimnir @ 20/111 HP; Halbarad; Jarlgur; Navaeh-Prone @ 56/60 HP

Silver Crusade

Fighter 1 / Oathbound Paladin of Ragathiel 6
Defense:
AC 24; Touch 12; FF 23; CMD: 24; hp 56/60; Fort +13, Ref +7; Will +10 Lay on Hands: 3d6; 8/9; Fatigue & Sickened, or +1d6
Offense:
Init: +3; CMB: +12; Greatsword +14/+7 (2d6+14 / 19-20); Smite Evil: +4 Attack & AC, +6 Damage; Divine Bond
Spells:
Caster Level: 3; Concentration: +7; 1st Level- Bless Weapon, Hero’s Defiance
Skills:
Intimidate +15; Sense Motives +5

Wasn't sure if it would work but worth a try. Also, he was distraught not spooked ;)

Nevah launches himself up from the ground and lays into the closes bug with a swing from this greatsword.

Move action: Stand and provoke AC 20 (-4 from being prone)
Standard: Greatsword w/ Power Attack, Furious Focus
Attack: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 2d6 + 14 ⇒ (4, 5) + 14 = 23
Swift: Lay on Hands w/ greater mercy (if the bug hits)
Heal: 4d6 ⇒ (6, 5, 3, 2) = 16

Sovereign Court

AC24(25)/T15/F22/CMD26||HP73[73]|Fort:+7;Ref:+4;Will:+7|Percept.+13(+15 traps)|Init.+4 Human Barbarian 2 / Oracle (Life Oracle) 4 / Rage Prophet 3

Jalgur flies into the hole, looking for a position about fifteen feet up, in order to channel healing, but keep out of reach of the beetles.

Channel: 5d6 ⇒ (3, 4, 6, 3, 4) = 20


The bug lashes out at Naveah as he stands.

Bite: 1d20 + 13 + 4 ⇒ (13) + 13 + 4 = 30
Damage: 4d6 + 10 ⇒ (5, 2, 6, 2) + 10 = 25

Jarlgur flies down into the room and channels to heal everyone.

Initiative:
1st: Sterling-Dead; Grim-Prone @ 71/101 HP; Misfortune @ 45/52 HP
2nd: Beetles (#2 @ 45 damage; #3 @ 8 damage)
3rd: Grimnir @ 40/111 HP; Halbarad; Jarlgur; Navaeh-Prone @ 60/60 HP

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Modifier Explanation:

Base +11/+6
Furious Weapon +2 hit/dam while raging
Raging adds +2 hit/+3 dam
Divine Favor is +4 hit/dam, but as you said it was gone..
Judgement is +3 hit/+4 dam
Bane is +2 hit/dam +2d6 dice
Power Attack is -2 hit/+6 dam
Heroism is +2 hit

So to hit:
+11 base, +4 raging, +3 judgement, +2 bane, +2 hero, -2 power attack for +20/+15 to hit, which is 4 less because no divine favor.

Damage:
+7 base, +5 rage, +4 judgement, +2 bane, +6 power attack
for +24 to damage, which is 4 less from no divine favor.

Grimnir rages on, to far gone to give up now he attacks the injured beetle again..

Attack 1: 1d20 + 20 ⇒ (12) + 20 = 32
Attack 2: 1d20 + 15 ⇒ (10) + 15 = 25

Dam 1: 4d6 + 24 ⇒ (6, 3, 6, 4) + 24 = 43
Dam 2: 4d6 + 24 ⇒ (3, 4, 5, 3) + 24 = 39

Hps 40/111

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim flies into a RAGE and slashes from the prone position again at the closest beetle...

Rage/Power attack/prone
Attack 1d20 + 15 - 4 - 3 + 2 ⇒ (15) + 15 - 4 - 3 + 2 = 25
Damage 2d4 + 8 + 9 + 3 ⇒ (2, 1) + 8 + 9 + 3 = 23
Crit?1d20 + 15 - 4 - 3 + 2 ⇒ (15) + 15 - 4 - 3 + 2 = 25
ADD Damage 2d4 + 8 + 9 + 3 ⇒ (4, 1) + 8 + 9 + 3 = 25

Attack 1d20 + 10 - 4 - 3 + 2 ⇒ (6) + 10 - 4 - 3 + 2 = 11
Damage 2d4 + 8 + 9 + 3 ⇒ (2, 3) + 8 + 9 + 3 = 25

Misfortunetries having a chomp too at the adjacent foe, also flying into a RAGE.
Rage/Power attack
The opther beetle!

Attack 1d20 + 10 + 2 - 2 ⇒ (14) + 10 + 2 - 2 = 24
Damage 1d8 + 6 + 2 + 4 ⇒ (4) + 6 + 2 + 4 = 16

Claw 1d20 + 10 + 2 - 2 ⇒ (15) + 10 + 2 - 2 = 25
Damage 1d6 + 6 + 2 + 4 ⇒ (3) + 6 + 2 + 4 = 15

Claw 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18
Damage 1d6 + 6 + 2 + 4 ⇒ (1) + 6 + 2 + 4 = 13


@Grimnir: Ah, Furious making up for Power Attack to hit penalty. Makes sense! Rage Subdomain Inquisitors OP. ;)

Grim/nir and Misfortune become a wild fury as metal and tooth ravage the beasts who killed their compatriot.

Status:
1st: Sterling-Dead; Grim @ 71/101 HP; Misfortune @ 45/52 HP; Grimnir @ 13/84 HP; Halbarad; Jarlgur; Navaeh

Silver Crusade

Fighter 1 / Oathbound Paladin of Ragathiel 6
Defense:
AC 24; Touch 12; FF 23; CMD: 24; hp 56/60; Fort +13, Ref +7; Will +10 Lay on Hands: 3d6; 8/9; Fatigue & Sickened, or +1d6
Offense:
Init: +3; CMB: +12; Greatsword +14/+7 (2d6+14 / 19-20); Smite Evil: +4 Attack & AC, +6 Damage; Divine Bond
Spells:
Caster Level: 3; Concentration: +7; 1st Level- Bless Weapon, Hero’s Defiance
Skills:
Intimidate +15; Sense Motives +5
GM Bold Strider wrote:


Initiative:
1st: Sterling-Dead; Grim-Prone @ 71/101 HP; Misfortune @ 45/52 HP
2nd: Beetles (#2 @ 45 damage; #3 @ 8 damage)
3rd: Grimnir @ 40/111 HP; Halbarad; Jarlgur; Navaeh-Prone @ 60/60 HP

So did I hit the one beetle? And I should no longer be prone

edit: Nevermind it looks like we are out of combat

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim maintains his rage hate and stands up... in case more foes are coming.

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

He was built with a slight bit of min/maxing i must admit..

Out of combat Grimnir drops his rage and starts to heal with his wand..

Cure Light: 12d8 + 12 ⇒ (6, 1, 1, 8, 4, 6, 2, 8, 3, 6, 7, 8) + 12 = 72 back to full after a minute or so.. If we dont ahve that much time let me know.

Sovereign Court

AC24(25)/T15/F22/CMD26||HP73[73]|Fort:+7;Ref:+4;Will:+7|Percept.+13(+15 traps)|Init.+4 Human Barbarian 2 / Oracle (Life Oracle) 4 / Rage Prophet 3

Jarlgur lands on the bottom of the pit. "Does anyone require healing?" He asks. He moves over to check the fallen Sterling.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

[ooc}Grim is still raging and has the Celestial Totem - you add your Caster Level as a bonus to any healing you throw on him until he stops being angry so a CLW will do a lot :)[/ooc]

Sovereign Court

AC24(25)/T15/F22/CMD26||HP73[73]|Fort:+7;Ref:+4;Will:+7|Percept.+13(+15 traps)|Init.+4 Human Barbarian 2 / Oracle (Life Oracle) 4 / Rage Prophet 3

Does that include channeling?

Checking, it looks like channeling you add the class level.

Jarlgur channels to heal his companions.

Channel: 5d6 ⇒ (6, 1, 1, 4, 1) = 13

So I think Grim would get 21 from the channel.

He then casts a healing spell on Grim.

CLW: 1d8 + 5 + 8 ⇒ (1) + 5 + 8 = 14

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Hal gives an expression of disappointment at wasting a spell and being unhelpful, then finishes lowering down his axe beak. He then climbs down Naveah's rope (if it's still there) then unties his mount and climbs atop bow in hand.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

"Looks like our contest was cut short... we can put his remains in one of my saddlebags for the time being, and raise him later. He shall not be lost forever."


Looks like everyone is healed back up. Anything else in this room before you move on?

Sovereign Court

AC24(25)/T15/F22/CMD26||HP73[73]|Fort:+7;Ref:+4;Will:+7|Percept.+13(+15 traps)|Init.+4 Human Barbarian 2 / Oracle (Life Oracle) 4 / Rage Prophet 3

Search everything!

Jarlgur shakes his head sadly and sets Sterling's body in a position of repose, then begins searching the room.

Perception: 1d20 + 12 ⇒ (15) + 12 = 27


In the corners of the room under the overhang, piles of rotting, dead bodies lay in unceremonious heaps. It is likely that these bodies were much larger before the bugs got here and it seems that they were happy to munch on them.

Upon landing on the ground, Halbarad hears a weird crackle and looks down to see his hippogriff standing on a rolled up scroll. Inside, the group finds a scroll of bestow curse.

Examining some of the coffins will allow the party to find pristine mummified remains. These corpses have likely been here longer than Nangi or Tyruwat has been alive. In one of the coffin, a mummy has a gold key hanging from his neck. Jarlgur takes it for safe-keeping.

As Jarlgur is examining the room, he notices that the key begins to glow with a bright, blue light when he approaches the eastern wall. He examines the wall and finds a small keyhole. It seems that the key fits and unlocks a secret passageway.

What do you do?

Silver Crusade

Fighter 1 / Oathbound Paladin of Ragathiel 6
Defense:
AC 24; Touch 12; FF 23; CMD: 24; hp 56/60; Fort +13, Ref +7; Will +10 Lay on Hands: 3d6; 8/9; Fatigue & Sickened, or +1d6
Offense:
Init: +3; CMB: +12; Greatsword +14/+7 (2d6+14 / 19-20); Smite Evil: +4 Attack & AC, +6 Damage; Divine Bond
Spells:
Caster Level: 3; Concentration: +7; 1st Level- Bless Weapon, Hero’s Defiance
Skills:
Intimidate +15; Sense Motives +5

Nevaeh weeps over 'Soaps' body before rummaging through the dwarf's pack and retrieves the soap that was offered to him at the start of the adventure. Carving a hole in it he makes a pendant of the block and hangs it around his neck. The Paladin the wraps the body with a blanket, picks up the fallen bow and joins the rest of the party at the secret door.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

"What could go wrong?" Grim muses at the glowing key.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

"Everything." Hal directs his mount to the far corner of the room, arrow nocked and ready.


You see a long, dark hallway after you open the door.

What do you do?

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

"I suppose I'll take lead. I can see in the dark.."

Grimnir will enter the passage.. Once in he's goes slow, looking for traps and other secret doors..

Perc vs Stone: 1d20 + 25 ⇒ (20) + 25 = 45 He gets an auto check if he comes within 10' of a secret stone door..

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim and Misfortune follow.

Sovereign Court

AC24(25)/T15/F22/CMD26||HP73[73]|Fort:+7;Ref:+4;Will:+7|Percept.+13(+15 traps)|Init.+4 Human Barbarian 2 / Oracle (Life Oracle) 4 / Rage Prophet 3

Jalgur follows as well. "After you Grimnir. I've heard of your trapspotting prowess from a colleague of mine, Flinders. I believe you were on mission in the fabled city of Koor together."

The Exchange

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4
Spells Active:
HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

"Aye, I remember.. Not to bad with traps himself if i remember right.. Much better at disarming them than myself.."

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Hal pulls up the rear, also keeping a sharp lookout. After a moment, his pupils dilate to far beyond their normal size, allowing him to see clearly into the darkness. Activating and adaption for darkvision 60ft for the next 10 minutes.


Grimnir takes a step forward into the hallway and sees a pressure plate about 10' in front of him. He doesn't see any secret doors, but there is a door at the other end of the hallway, however

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