GM Bold Strider's PFS 03-08 Among the Gods (Inactive)

Game Master rpblue

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Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

For retcon purposes, move to fallen monk and CMW. Assume concentration check? Concentration: 1d20 + 7 ⇒ (7) + 7 = 14 CMW: 2d8 + 7 ⇒ (3, 5) + 7 = 15 x1.5

-Posted with Wayfinder

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Thought the most helpful thing to do was put out the adjacent fire, so he could be evacuated without being burned. Is that not so?


It's fine Malachite!

The legendary monks Shu and Mu ready their wands to heal the severely injured, while Gob rushes forward with a charge of Infernal Healing.

Malachite paves the way for the Wizard by putting out the flames next to the burning drunkard. Bevek tries to put out the flames on the man, but Brewslee's flask spills open igniting the flames even further and Bevek is forced to fend off the rampant fire.

Baern lunges into the flames and tries to cast Cure Moderate Wounds to save the fledgling monk's life.

Damage @ Baern: 2d6 ⇒ (2, 2) = 4 Concentration = 10+1/2 damage taken+spell level

Lucky!

Baern summons the inner fortitude to overcome the fire and Brewslee's wounds heal. As the flames continue, Brewslee isn't as close to death as he was before but the flames can kill him at any time.

What is the x1.5 stuff in your heal?

Fire Damage: 2d6 ⇒ (5, 2) = 7

Status:
1st: Baern @ 27/52 HP; Malachite @ 4/24 HP; Gob @ 3/23 HP; Bevek @ 16/16 HP; Shu @ 18/41 HP; Mu @ 15/35 HP; Brewslee-Bleeding Out (IH-9 rounds) @ -1/17 HP;

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Domain thing, all of my healing spells are treated as if empowered.

-Posted with Wayfinder


Empower Spell doubles dice and modifiers, so you would roll an extra 1d8+3, not multiply the final result by 1.5.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"Drag him here!" Shu shouts again, wondering why the others are trying to heal the highly flammable monk in the middle of a raging inferno.

Liberty's Edge

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5
Current condition: two negative levels Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

This isn't working. Let's get him out of here before he burns to a crisp.

Bevek grabs on to the monk's collar and drags him back out of the flaming room.

If he can, he will also use Sacred Touch as a standard action. It will stop the bleeding, but won't put the fire out.

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used
GM Bold Strider wrote:
Empower Spell doubles dice and modifiers, so you would roll an extra 1d8+3, not multiply the final result by 1.5.

Pretty sure it just increases the die result and modifiers by 50%. Indeed, the domain power says something pretty much to that effect.

Or as it says in empower, "variable, numeric effects". Am I wrong I reading that as die results? Because the number of dice I roll is set by level.

-Posted with Wayfinder

Silver Crusade

Active Buffs:
--
HP: 127/127 | AC 32 | T 16 | FF 27 | Fort +23 | Ref +16 | Will +23 (+2) | CMD 28 | Initiative +0 | Perception +6 | Sense Motive +20 | Acrobatics +13 | Diplomacy +22 | Kn.(A/L/P) +8 | Knowledge(D/E/G/H/Na/No) +4 | Kn.(R) +13 | UMD +7
Resources:
Ki: 6/6 | Lay on Hands: 11/11 | Elemental Fist: 7/7 | Stunning Fist 10/10 | Smite Evil/Chaos: 2/2 | Spells: 5/5 | Wands: Longstrider: 40; CLW: 13 | BoS: 10/10

Baern. Healing Domain is worded different than Empower. Empower increases the variable effects by 50% which means 2d8 moves to 3d8.

Brewslee is awoken by the healing energy of Baern.

Bevek. If you still want to drag, you need to make a CMB roll.

-Posted with Wayfinder


The fire spreads as the room burns.

1d12 ⇒ 2
1d12 ⇒ 11
1d11 ⇒ 10

Status:
1st: Baern @ 27/52 HP; Malachite @ 4/24 HP; Gob @ 3/23 HP; Bevek @ 16/16 HP; Shu-Hold @ 18/41 HP; Mu @ 15/35 HP; Brewslee-Prone (IH-9 rounds) @ 6/17 HP;

Liberty's Edge

Half Orc Wizard 5
Stats:
HP 37/37 | AC:12 (16) T:12 FF:10 (14) | F:+2 R:+3 W:+4 | CMB:+4 CMD:+16 | Init:+2 Percep:0 | Speed:30

Gob starts casting Infernal healing from his wand. "How many of you plan to stand in the flames. Pull him out already the infernal healing will keep him stable."


He's conscious now from the empowered healing of Baern.

Liberty's Edge

Male Human (9) Monk (Drkn Mstr) 7/Fgtr 2 | HP 66/66 | AC 29 (33 vs AoO); T 25; FF 24 | F +11; R +11; W +12 | CMB +13; CMD 34|
Consumables:
Ki 8/8; Drunk Ki 4/4 | Shuriken 34/40 | Wands; CLW 43/50; Mage Armor 45/50

Brewslee's eyes open with a quick flutter. He is momentarily in a confused state until he smells smoke and sees that there is fire all around him. Faster than he has ever moved before he stands up and bolts out of the room.

What happened?

Liberty's Edge

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5
Current condition: two negative levels Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

Seeing the monk revive, Bevek follows close on his heels as he backs out of the inferno.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

To Brewslee, "What happened? You belch too close to match! Go up like human alchemist fire!"

Shu starts beating the monk with his wand of curing.

UMD: 1d20 + 10 ⇒ (4) + 10 = 14


Are you going to try and put out the flame or let it smolder and die?

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu isn't going to put out the fire. He's a pyromaniac and it's against his nature.

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Not wanting to take on a burning room alone, Baern is content to let the fire work its way out, tending his wounds and those of his allies as he waits.

CMW on Gob: 2d8 + 7 ⇒ (7, 7) + 7 = 21 Gob is up to full

1 2nd lvl spell left.

Grand Lodge

Monk 5

Mu gives his wand to Baern for open use on the wounded.

Malachite @ 4/24 HP; needs 20
Gob @ 3/23 HP; needs 20
Shu-Hold @ 18/41 HP; needs 23
Mu @ 15/35 HP; needs 20

expediting clw: 16d8 + 16 ⇒ (2, 8, 3, 1, 4, 7, 5, 7, 7, 7, 1, 8, 3, 2, 1, 1) + 16 = 83
16 charges

Liberty's Edge

Male Human (9) Monk (Drkn Mstr) 7/Fgtr 2 | HP 66/66 | AC 29 (33 vs AoO); T 25; FF 24 | F +11; R +11; W +12 | CMB +13; CMD 34|
Consumables:
Ki 8/8; Drunk Ki 4/4 | Shuriken 34/40 | Wands; CLW 43/50; Mage Armor 45/50

UMD: 1d20 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 1 ⇒ (12) + 1 = 13
UMD: 1d20 + 1 ⇒ (20) + 1 = 21
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Brewslee smacks his wand against his burns as he heals himself. He coughs a bit, his phlegm comes out black and sooty.

Brewslee is on no condition to be putting fires out.

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Gob is fully healed from my own spell.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Thank you for the healing...

Malachite, still with the fire resistance potion, asks the others if he should use it to put out the fire.

"Perhaps the wise master want this fire out? There may something of value going up in there? With this potion, I risk very little injury if the wise masters want to take the time."

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"...sure." Shu sighs and gestures for Malachite to do what he can. He was enjoying the firelight, but the Society comes first, and who knows, something important might burn.

Turning to Mu, who seems intent on shaking his wand like it's on fire too, he slaps the old monk's hand. "Danger is past. That wand is inefficient." Unless they protest, then really protest, he applies his infernal healing wand to the most damaged first, then lets the others finish healing with a wand of cure light wounds.

Wand of Cure Light averages 5 points per charge. Infernal healing does 10 over a longer time.


Everyone is fully healed. Do you put out the flames? Do you close the door and let the fire burn out? Do you do something else?

Liberty's Edge

Half Orc Wizard 5
Stats:
HP 37/37 | AC:12 (16) T:12 FF:10 (14) | F:+2 R:+3 W:+4 | CMB:+4 CMD:+16 | Init:+2 Percep:0 | Speed:30

"As much as I am really starting to dislike this cult, I can't let nice things burn."

Gob will work on putting out the fire. He will try doing it from a distance with ray of frost.

Liberty's Edge

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5
Current condition: two negative levels Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

It all looks like cult related garbage to me. I say let it burn.


5 Frost Damage will put out a square. The fire will spread at one square a round if efforts are taken to contain the blaze.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite will down his potion of Fire Resistance and move in to work on the flames, trying to save anything that looks valuable first.

With resistance do you still want rolls to contain flames or is just a matter of time?

Grand Lodge

Monk 5

Can't believe we just got our asses kicked by a mundane fire.

-Posted with Wayfinder


Need rolls to see if you can contain the flames.

Anyone who is attempting to put out the flames needs to give me ten rolls. For Ray of Frost, assume that you hit. Just roll damage.

Liberty's Edge

Half Orc Wizard 5
Stats:
HP 37/37 | AC:12 (16) T:12 FF:10 (14) | F:+2 R:+3 W:+4 | CMB:+4 CMD:+16 | Init:+2 Percep:0 | Speed:30

10d3 + 10 ⇒ (3, 1, 1, 2, 1, 3, 1, 2, 1, 1) + 10 = 26


Over 10 rounds, Gob can put out 4 fires.

If the fires engulf the whole room, then it will become an unintolerable blaze and you will have no choice but to barricade the room to keep the flames making the poltergeist room lethally hot.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite Reflex DC 15: 1d20 + 5 ⇒ (20) + 5 = 25
Malachite Reflex DC 15: 1d20 + 5 ⇒ (15) + 5 = 20
Malachite Reflex DC 15: 1d20 + 5 ⇒ (7) + 5 = 12 Fire DMG: 2d6 ⇒ (6, 5) = 11 1hp
Malachite Reflex DC 15: 1d20 + 5 ⇒ (17) + 5 = 22
Malachite Reflex DC 15: 1d20 + 5 ⇒ (12) + 5 = 17
Malachite Reflex DC 15: 1d20 + 5 ⇒ (18) + 5 = 23
Malachite Reflex DC 15: 1d20 + 5 ⇒ (7) + 5 = 12Fire Dmg: 2d6 ⇒ (5, 6) = 11 1hp
Malachite Reflex DC 15: 1d20 + 5 ⇒ (14) + 5 = 19
Malachite Reflex DC 15: 1d20 + 5 ⇒ (18) + 5 = 23
Malachite Reflex DC 15: 1d20 + 5 ⇒ (8) + 5 = 13 Fire DMG: 2d6 ⇒ (2, 4) = 6 0 hp

Based on the above rolls, it appears Malachite puts out 7 squares, taking 2 dmg from the fire due to his Fire Resistance potion, which lasts 10 minutes total. IF that's not enough to quell the blaze, he'll get back to work.

Huffing and puffing from exertion, and only mildly scorched, Malachite works like a dog to put out fires in the room, trying desparately to save any of the works of art or other items of value.

Status: 22/24 hp

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Seeing a couple of his companions making an attempt to stop things, Shu gives in and joins, but not before applying a couple charges from his healing wand.

UMD: 1d20 + 10 ⇒ (14) + 10 = 24
UMD: 1d20 + 10 ⇒ (20) + 10 = 30
UMD: 1d20 + 10 ⇒ (18) + 10 = 28
Cure Light Wounds: 3d8 + 3 ⇒ (4, 4, 2) + 3 = 13

Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24

5 squares

Liberty's Edge

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5
Current condition: two negative levels Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

Man, you guys are nuts!

Bevek chases after his teammates, though, not wanting to leave them with all the work.

Reflex: 1d20 + 6 ⇒ (9) + 6 = 15
Reflex: 1d20 + 6 ⇒ (10) + 6 = 16
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8

3 squares


Between the group, they are able to put out the flames over the next minute. They find that the flames have consumed the art in the room. Opening the oaken door at the north end of the gallery, the group finds that a half-moon-shaped cliff splits this next room in half. The lower side, along the south wall, is twenty feet below the higher side along the north wall. The cliff is rather smooth, seemingly absent of handholds or any easy way to climb it. A solid, oaken door leads out of the room to the south, and two simple wooden doors lead out to the north and east. The room smells vaguely like cooked meat.

Liberty's Edge

Half Orc Wizard 5
Stats:
HP 37/37 | AC:12 (16) T:12 FF:10 (14) | F:+2 R:+3 W:+4 | CMB:+4 CMD:+16 | Init:+2 Percep:0 | Speed:30

"If you all do not mind I will stay back here in the door way while the trap experts do thier thing." Not sure why I went in that last room before it was safe.

-Posted with Wayfinder

Liberty's Edge

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5
Current condition: two negative levels Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

Well, first we've gotta get up this wall here.

Bevek pulls out his grappling hook and rope, making several throws to try and snag something. Once it catches, he climbs quickly up the rope.

Grappling hook throw: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12 +4 Dex, -2 range. Let me know if I'm missing something.

-----
Assuming that works:

Bevek then moves to door in the north wall. He examines it very carefully for traps.

Find Traps: 1d20 + 8 ⇒ (20) + 8 = 28

Disarm Traps: 1d20 + 11 ⇒ (12) + 11 = 23


Bevek throws a grappling hook up to the higher level of the room, but he can't seem to find purchase on anything to secure the rope. He thinks that it might be futile to use a grappling hook for this test as the walls and ceiling also have no fixtures by which to affix a grappling hook to.

Liberty's Edge

Half Orc Wizard 5
Stats:
HP 37/37 | AC:12 (16) T:12 FF:10 (14) | F:+2 R:+3 W:+4 | CMB:+4 CMD:+16 | Init:+2 Percep:0 | Speed:30

"There has to be some kind of trick to it. Try looking around." Gob casts detect magic but only scans from the doorway.

-Posted with Wayfinder

Liberty's Edge

Male Human (9) Monk (Drkn Mstr) 7/Fgtr 2 | HP 66/66 | AC 29 (33 vs AoO); T 25; FF 24 | F +11; R +11; W +12 | CMB +13; CMD 34|
Consumables:
Ki 8/8; Drunk Ki 4/4 | Shuriken 34/40 | Wands; CLW 43/50; Mage Armor 45/50

Doesh anyone have any pitonsh that we might chishel into the wall? Brewslee looks up at the massive wall.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

How crispy are the shelves from the other room? Can we stack them up to create a makeshift set of stairs to climb at least partway up the cliff face?

Malachite has a creative thought about how to get up the other side of the cliff face, but needs to go back and check on materials first.

Malachite is a bit of talented climber at +8, if he can get a start on the ascent with the shelves from the other room, he will try to climb the rest of the way up, with a rope to lower down to the others. He'd take an Aid, that the others might offer...

Climb check: 1d20 + 8 ⇒ (14) + 8 = 22

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"Who is best climber?" Shu asks as he removes the ring of climbing. There's no way he is it, so it might as well be put to good use.

Malachite, the ring will give you a +5 I think. If the wall is unclimbable I propose we cast enlarge on Brewslee and have him boost someone else up top.

Grand Lodge

Monk 5

Mu knocks on Shu's skull, "Send Pu."


Malachite finds that even he can't scale this wall as it is. The only things in the room that appear to be of note is a dozen or so spikes embedded in theheavy oak door and the south wall as well as a dozen spikes imbedded in the corpse of a human female lying against the base of the cliff.

The furniture in the other room is nothing of substance that could help the oread climb the wall. Think easels and such.

Liberty's Edge

Half Orc Wizard 5
Stats:
HP 37/37 | AC:12 (16) T:12 FF:10 (14) | F:+2 R:+3 W:+4 | CMB:+4 CMD:+16 | Init:+2 Percep:0 | Speed:30

"Seriously try looking around, maybe next to that body over there."

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"Pu, he says we send you to top of cliff with rope." Shu talks over his shoulder to the monkey riding in his hood. The monkey looks at Mu and makes a rude gesture with its tiny hand. "Pu has spoken. Hehe."

Turning back to the challenge, Shu takes some time to examine the body and the room again. "Where all these spikes come from? This looks like trap."

Take 20 on Perception = 30

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Baern sheathes his sword and tries to remove some of the spikes from the door. "Let us hold off wondering from whence they came and use 'em to perhaps scale that wall."

If they are removable, Baern will assist in securing them in the wall with his hammer.


Strength check to remove the spikes

Shu spends the next ten minutes searching the body and the cliff wall and finds some handholds/spike launcher holes hidden in the crevasses of the wall. Using these to climb should make the ascent much easier than Malachite's attempt.

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