GM Carimac's (PBP Gameday VI) #2-15: Shades of Ice—Part I: Written in Blood (Inactive)

Game Master CariMac

Map


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Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Another question: do we have any idea where upstairs we heard someone moving around?

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

From the open window, the lava gnome calls on his innate ability to summon a ball of flame to his hand before sending it out at Hjort.

Produce Flame (has a range of 120')

"Oy, Sunshine! I 'ear ya been lookin' fer us. Well, now thet ya found us, 'ow 'bout ya get what's comin' to ya. Catch!'

Ranged vs Touch AC: 1d20 + 4 ⇒ (15) + 4 = 19 for Fire Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

@Spacke
You positioned yourself at an unopened window. Solstice is at the open window in the southwest. Your icon is at the middle window in the west, which was probably closed.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12
Spackle wrote:
The bard casts a quick spell as he heads to the window and looks for anything out of the ordinary.

I was first to the window when I posted, but did not have access to the map at the time. Just placed myself in front of a window, trying to keep the story going.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste
Spackle McGapfiller wrote:
Spackle wrote:
The bard casts a quick spell as he heads to the window and looks for anything out of the ordinary.
I was first to the window when I posted, but did not have access to the map at the time. Just placed myself in front of a window, trying to keep the story going.

OK. I moved you over next to Solstice - we are officially sharing the window!

Silver Crusade

37/38, || AC: 18 <26>, T: 13 <15>, FF: 15 <23>, CMD: 18 || Fort: +8, Refl: +6, Will: +9 || Init: +3, Perception: +3 <Darkvision, Continual Flame, Sense Motive: +9, || || LG Aasimar Cleric 5, || Longspear (PA): +5<+7> 1d8+7<+10> 20/x3 [P] ||
GM_CariMac wrote:

Archon I'll let you stay downstairs to buff as the others go upstairs to check it out if you would like. It would probably be no more than a few seconds before someone gets upstairs and notices something.

As Solstice heads upstairs she feels a cold draft coming from the southwest room. The window is open, and no one else can be seen on the second floor. Maybe they jumped?

In that case, I'll just cast Magic Circle and Barkskin, both longer lasting spells, and try to move with the group. I'm assuming Magic Circle plus move to the top of the stairs, and then my first "combat round" would be casting Barkskin. Is that ok?

Dark Archive

Female CG Human (Varisian) Fortune-teller and Field Scribe 9 | HP: 59/59| AC: 12( 12Tch, 10 Fl) | CMB: +3, CMD: 15 | F: +6, R: +6, W: +8 | Init: +2 | Perc: +0, SM: +0| Speed 30ft | Active conditions:
Spoiler:
Mage Armor(18 hour)

After casting her images, Carina looks toward Zero. "Lead the way," she says to the oread monk, with a smile.

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Seeing Spackle and Solstice snuggled up together by an open window, Prothero opens the door to the room next door and moves to its window.

Move action to open door, move to get across the room. Hoping this window's open, but if not, I can fix that!

Grand Lodge

Male Oread Unchained Monk 5 | HP 42/52 (27/37) (15 temporary) | AC 17/16/15 (21/16/19) | F +6, R +6, W +4 (+2 vs. enchantments) | CMD 25 (27 vs. grapple) | Init +2 | Perc +11 | Ki 4/11 |
Active Conditions:
Mage Armor, 3 negative levels

Zero nods and moves up to the window, ready to enter the fray.


Dragonskull |PBP Singnup

Once again I have to apologize. I've been traveling. I'm back to my regular schedule and there are no more trips on the horizon.

Yes the yard was the covered spot on the map. There is no stairs down. They jumped out the window.

Do we have any idea where upstairs we heard someone moving around? You can assume that the sound Solstice heard was from the window being opened and people jumping out.

Protero: The window is not open.

GM Rolls:
Initiative Hjort: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Runa: 1d20 - 1 ⇒ (11) - 1 = 10
Initiative Lazar: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative Gyur : 1d20 + 6 ⇒ (10) + 6 = 16
Initiative Archon: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Zero: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative Solstice: 1d20 + 12 ⇒ (15) + 12 = 27
Initiative Spackle: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative Carina: 1d20 + 6 ⇒ (13) + 6 = 19
Initiative Prothero: 1d20 + 4 ⇒ (11) + 4 = 15

Surprise Round: Bold May Go
Map Updated
Initiative Solstice: 27
Initiative Archon: 23

Initiative Lazar: 21
Initiative Zero: 20
Initiative Carina: 19

Initiative Gyur : 16
Initiative Prothero: 15
Initiative Hjort: 10 7 DMG
Initiative Runa: 10
Initiative Spackle: 8

Hjort looks up when Spackle speaks, and hits him with fire 7 DMG. He yells insults at you and blames the Pathfinders for the death of the people in his village. "Come down and die with honor. It's better than you gave the people of my village." Hjort yells at the Patfinders.

Dark Archive

Female CG Human (Varisian) Fortune-teller and Field Scribe 9 | HP: 59/59| AC: 12( 12Tch, 10 Fl) | CMB: +3, CMD: 15 | F: +6, R: +6, W: +8 | Init: +2 | Perc: +0, SM: +0| Speed 30ft | Active conditions:
Spoiler:
Mage Armor(18 hour)

Carina moves to the front door of the building, readying to open it and head out with others.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

Solstice will hammer Hjoth with an Ear-Piercing Scream, doing fire damage, DC 19 fort ST

Damage: 1d6 ⇒ 3 and dazed, save for half and no daze.

Then she will move back from the window so as to not be a target.

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Prothero flings open the window he's standing at!

Move action to open window.

Grand Lodge

Male Oread Unchained Monk 5 | HP 42/52 (27/37) (15 temporary) | AC 17/16/15 (21/16/19) | F +6, R +6, W +4 (+2 vs. enchantments) | CMD 25 (27 vs. grapple) | Init +2 | Perc +11 | Ki 4/11 |
Active Conditions:
Mage Armor, 3 negative levels

I'm a bit confused as to how high up we are, so if as a player or character I can gauge that, here's a few different actions depending.

If the window is 10 feet up or less:
Zero dodges past Prothero and leaps out the open window, landing solidly on his feet (in the square marked with the red circle). He then takes a swing at the mage in front of him.

Acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29

Unarmed Strike vs. Mage: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Bleed: 1d4 ⇒ 2

If it is higher:
Zero rushes back down the staircase and towards the doors leading to the courtyard. If those are open, I could move to the red circle. If not, to the blue.


Dragonskull |PBP Singnup

It's about 10 feet, but this is a surprise round. Do you just want to jump down Zero?

Fort Hjort: 1d20 + 8 ⇒ (5) + 8 = 13

Prothero opens the window, and Carina heads to the front door of the building. Archon also moves out the front door. Solstice screams at Hjort and no one but him can hear it 3 DMG. He does not save against the sound and takes damage as well as being Dazed.

Round 1 Bold May Go
Initiative Solstice: 27
Initiative Archon: 23

Initiative Lazar: 21
Initiative Zero: 20
Initiative Carina: 19
Initiative Gyur : 16
Initiative Prothero: 15
Initiative Hjort: 10
Initiative Runa: 10
Initiative Spackle: 8

Grand Lodge

Male Oread Unchained Monk 5 | HP 42/52 (27/37) (15 temporary) | AC 17/16/15 (21/16/19) | F +6, R +6, W +4 (+2 vs. enchantments) | CMD 25 (27 vs. grapple) | Init +2 | Perc +11 | Ki 4/11 |
Active Conditions:
Mage Armor, 3 negative levels

Yeah, I'll do that. Moved.

Zero hits the ground like a small meteor, but must recover slightly before taking on the enemies.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

"That should help a little bit. Stop him from running away for a couple of seconds at least."

Solstice pulls out a wand of infernal healing and casts it on herself, moving back a bit afterwards.


Dragonskull |PBP Singnup

Archon casts Barkskin during the surprise round and moves around the corner getting into range of the monk with his spear during the first round.

The Evoker takes a step back and casts a spell.

Spellcraft DC 15:
Shield

Round 1 Bold May Go
Initiative Solstice: 27
Initiative Archon: 23
Initiative Lazar: 21
Initiative Zero: 20
Initiative Carina: 19

Initiative Gyur : 16
Initiative Prothero: 15
Initiative Hjort: 10 Dazed, 10 DMG
Initiative Runa: 10
Initiative Spackle: 8

Grand Lodge

Male Oread Unchained Monk 5 | HP 42/52 (27/37) (15 temporary) | AC 17/16/15 (21/16/19) | F +6, R +6, W +4 (+2 vs. enchantments) | CMD 25 (27 vs. grapple) | Init +2 | Perc +11 | Ki 4/11 |
Active Conditions:
Mage Armor, 3 negative levels

Zero unleashes a deluge of punches on the opposing monk, but not before displaying a sign used by his order to signify an honorable fight to the death.

Unarmed Strike: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Unarmed Strike: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Unarmed Strike: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
22 to hit/10 damage if the second one hit.

Bleed: 1d4 ⇒ 3

Spending a ki point for an extra attack, down to 7/10.

Dark Archive

Female CG Human (Varisian) Fortune-teller and Field Scribe 9 | HP: 59/59| AC: 12( 12Tch, 10 Fl) | CMB: +3, CMD: 15 | F: +6, R: +6, W: +8 | Init: +2 | Perc: +0, SM: +0| Speed 30ft | Active conditions:
Spoiler:
Mage Armor(18 hour)

Carina moves after Archon out the front door. Reaching into her spell pouch, she pulls some flint and silver dust out with her free hand as she raises her scarf up. With a brief call to those in Elysium, she gestures to the pack of villians and tosses the sacrificial components to the spell forward, where they glow briefly in the air before streak into the group and bursts in a holy light among the enemies.

Move
Standard action - cast Burst of Radiance. All 4 opponents must make a DC 17 Reflex save or be blinded for: 1d4 ⇒ 2 rounds. If they make the save they're merely dazzled for that long. In addition, all evil enemiestake: 4d4 ⇒ (3, 1, 1, 3) = 8 damage, save doesn't effect this.


Dragonskull |PBP Singnup

Round 1 Bold May Go
Initiative Solstice: 27
Initiative Archon: 23
Initiative Lazar: 21 8 DMG Dazzled
Initiative Zero: 20
Initiative Carina: 19
Initiative Gyuri : 16 29 DMG Disabled Dazzled
Initiative Prothero: 15
Initiative Hjort: 10 Dazed, Blinded 18 DMG
Initiative Runa: 10 8 DMG Dazzled
Initiative Spackle: 8

Zero’s first strike misses but his second and third connect with the monk. Carina casts a spell that covers the enemies in a glittering dust. Hjort is blinded, and the others are all dazzled for two rounds.

Gyuri takes a step back.

GM Dice:

Reflex Hjort: 1d20 + 3 ⇒ (5) + 3 = 8
Reflex Runa: 1d20 ⇒ 20
Reflex Lazar: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex Gyuri: 1d20 + 6 ⇒ (15) + 6 = 21

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

GM - would you mind color-coding the enemy tokens, since we don't know them by name? I'm having a hard time tracking who is wounded, who's casting spells, etc., which is useful for knowing who to attack.

Prothero raises his bow and shoots through the now open window, targeting the evoker!

Flurry at the evoker.

Flurry with Longbow, PBS, Deadly Aim: 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17
Longbow damage, Deadly Aim: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Flurry with Longbow, PBS, Deadly Aim: 1d20 + 11 - 1 ⇒ (3) + 11 - 1 = 13
Longbow damage, Deadly Aim: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10


Dragonskull |PBP Singnup

Color Coding Done

Round 1/Round 2 Bold May Go
Initiative Solstice: 27
Initiative Archon: 23

Initiative Lazar: 21 Yellow: 8 DMG
Initiative Zero: 20
Initiative Carina: 19
Initiative Gyur : 16 Green: 29 DMG Disabled
Initiative Prothero: 15
Initiative Hjort: 10 Red: Dazed, 18 DMG
Initiative Runa: 10 Blue: 8 DMG
Initiative Spackle: 8

Prothero’s arrows both miss the evoker. Hjort yells threats at the group, but takes no other action. Runa moves to the back of the group and begins to cast a spell.

Spellcraft DC 17:
Silence

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

Solstice just double moves down to the downstairs doorway.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

Hanging one leg out the window, the bard continues to berate the enemy combatants. "Aw Hjort, sorry thet ya ain't gonna see the end comin'. Let me tell ya though, it's lookin' mighty grim fer yer team o'flunkies. Am thinkin' y'ain't gots more 'n a minute left on this world. Maybe ya might want ta consider them life choices what got ya here."

Standard action to start Bardsong. +1 to hit, damage and saves vs fear.


Dragonskull |PBP Singnup

Archon takes a step up and attacks the monk with is spear, but his attack misses.

Lazar casts an intensified Magic Missile at Spackle who is hanging out the window. 10 DMG

GM Dice:

Spear: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13
MM Intensified Spell: 2d4 + 2 + 4 ⇒ (3, 1) + 2 + 4 = 10

Round 2 Bold May Go
Initiative Solstice: 27
Initiative Archon: 23
Initiative Lazar: 21 Yellow: 8 DMG
Initiative Zero: 20
Initiative Carina: 19

Initiative Gyur : 16 Green: 29 DMG Disabled
Initiative Prothero: 15
Initiative Hjort: 10 Red: Dazed, 18 DMG
Initiative Runa: 10 Blue: 8 DMG
Initiative Spackle: 8

Dark Archive

Female CG Human (Varisian) Fortune-teller and Field Scribe 9 | HP: 59/59| AC: 12( 12Tch, 10 Fl) | CMB: +3, CMD: 15 | F: +6, R: +6, W: +8 | Init: +2 | Perc: +0, SM: +0| Speed 30ft | Active conditions:
Spoiler:
Mage Armor(18 hour)

Seeing that the blindness didn't hold very well, Carina lifts her bladed scarf toward the still tightly packed villians, and calls the spell forth from her bond with the scarf, and blasts the group with it, before side-stepping back behind the fence.

Using my bonded item to cast burst of radiance again.

Standard action - cast Burst of Radiance. All 4 opponents must make a DC 17 Reflex save or be blinded for: 1d4 ⇒ 4 rounds. If they make the save they're merely dazzled for that long. In addition, all evil enemies Take: 4d4 ⇒ (3, 1, 1, 1) = 6 damage, save doesn't effect this.

5-foot

Grand Lodge

Male Oread Unchained Monk 5 | HP 42/52 (27/37) (15 temporary) | AC 17/16/15 (21/16/19) | F +6, R +6, W +4 (+2 vs. enchantments) | CMD 25 (27 vs. grapple) | Init +2 | Perc +11 | Ki 4/11 |
Active Conditions:
Mage Armor, 3 negative levels

Sorry, completely forgot I was up when the site came back online. Are we still getting Inspire Courage on the ground? I would guess not, because of Runa's spell, so I removed it from my modifiers.

Zero steps forward, a bit leery of Carina's spell but trying to conceal it, and starts punching one of Hjort's mages.

Unarmed Strike, Cruelty vs. Runa: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Unarmed Strike, Cruelty vs. Runa: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Bleed, Gyur: 1d4 ⇒ 1
Bleed, Runa: 1d4 ⇒ 3


Dragonskull |PBP Singnup

Silence is one round so it hasn't completed yet, but that doesn't matter she's bleeding out on the ground. I switched Zero and Carina in the order so Zero doesn't get hit with the spell.

GM Dice:

Reflex Hjort: 1d20 + 3 ⇒ (11) + 3 = 14 Blinded 4
Reflex Runa: 1d20 ⇒ 4 Blinded 4
Reflex Lazar: 1d20 + 2 ⇒ (18) + 2 = 20 Saved
Reflex Gyuri: 1d20 + 6 ⇒ (16) + 6 = 22 Saved
Concentration Check Runa: 1d20 + 7 ⇒ (17) + 7 = 24
Guyri Stabilize: 1d20 ⇒ 4

Round 2 Bold May Go
Initiative Solstice: 27
Initiative Archon: 23
Initiative Lazar: 21 Yellow: 26 DMG
Initiative Carina: 19
Initiative Zero: 20
Initiative Gyuri : 16 Green: -6 DMG Bleeding
Initiative Prothero: 15
Initiative Hjort: 10 Red: Dazed, 24 DMG
Initiative Runa: 10 Blue: Dazed -3 DMG Bleeding
Initiative Spackle: 8

Zero hesitates and lets Carina cast her spell. Hjort and Runa are both blinded by the Burst of Radiance. Gyuri saves, but falls unconscious with the damage from the spell.

Zero moves up to the spellcasters, and hits them both. Runa drops from the damage Zero does to her.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

So, Bardsong still in effect then.

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Seeing that his other targets can no longer see, Prothero lets fly a pair of arrows at Lazar!

Flurry at yellow.

Flurry with Longbow, PBS, Deadly Aim, Inspired: 1d20 + 11 - 1 + 1 ⇒ (16) + 11 - 1 + 1 = 27
Longbow damage, Deadly Aim: 1d8 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11

Flurry with Longbow, PBS, Deadly Aim: 1d20 + 11 - 1 + 1 ⇒ (7) + 11 - 1 + 1 = 18
Longbow damage, Deadly Aim: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11


Dragonskull |PBP Singnup

Yes it is. She didn't finish her spell before Zero reached her.


Dragonskull |PBP Singnup

Every time I had time to post the site was down again. Sigh

Round 2 Bold May Go
Initiative Solstice: 27
Initiative Archon: 23
Initiative Lazar: 21 Yellow: -1 DMG Unconsious
Initiative Zero: 20 8 DMG
Initiative Carina: 19
Initiative Gyur : 16 Green: -6 DMG Unconscious
Initiative Prothero: 15
Initiative Hjort: 10 Red: Blinded, 24 DMG
Initiative Runa: 10 Blue: -2 DMG Unconscious
Initiative Spackle: 8

Prothero's first arrow hits Lazar and drops him. Hjort is blinded. Hjort takes a step up and swings at Zero. His handaxe misses, but his dagger connects with the monk. He yells insults and accusations at the Pathfinders.

GM Rolls:
mwk handaxe: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Miss: 1d100 ⇒ 12 Low Hits
dagger: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Miss: 1d100 ⇒ 40 Low Hits

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

The gnome launches another flaming sphere at Hjort.

Ranged touch (vs blind?): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 101d6 + 4 ⇒ (1) + 4 = 5


Dragonskull |PBP Singnup

Round 3 Bold May Go
Initiative Solstice: 27
Initiative Archon: 23

Initiative Lazar: 21 Yellow: -1 DMG Unconsious
Initiative Zero: 20 8 DMG
Initiative Carina: 19

Initiative Gyur : 16 Green: -6 DMG Unconscious
Initiative Prothero: 15
Initiative Hjort: 10 Red: Blind 29 DMG
Initiative Runa: 10 Blue: Dazed -2 DMG Unconscious
Initiative Spackle: 8

Blinded Hjort cannot get out of the way of the flaming fire, and takes damage. He is still yelling insults and blaming you for an entire village's death.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

Solstice tries to put a little more hurt on Hjort and fries him with a fiery elemental ray (all the others are unconscious, right?).

To hit ranged touch: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Human Monk (Zen Archer, Quinggong) 5 | HP 42/42 | AC 24 | T 19 | FF 21 (20 | T 19 | FF 17) | CMD 24 | Fort +9 | Ref +7 | Will +10 | Init +4 | Perc +13

Grunting a moment in annoyance at Hjort's ravings, Prothero lets fly another pair of arrows at the blinded northman!

Flurry at Hjort.

Flurry with Longbow, PBS, Deadly Aim: 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14
Longbow damage, Deadly Aim: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Flurry with Longbow, PBS, Deadly Aim: 1d20 + 11 - 1 ⇒ (11) + 11 - 1 = 21
Longbow damage, Deadly Aim: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Grand Lodge

Male Oread Unchained Monk 5 | HP 42/52 (27/37) (15 temporary) | AC 17/16/15 (21/16/19) | F +6, R +6, W +4 (+2 vs. enchantments) | CMD 25 (27 vs. grapple) | Init +2 | Perc +11 | Ki 4/11 |
Active Conditions:
Mage Armor, 3 negative levels

Zero continues his punches, although seeing the attacks of his companions and the already hurting northerner, he decides to pull them. Plenty of time to kill later if need be.

Unarmed, Cruelty, IC vs. Hjort: 1d20 + 11 ⇒ (14) + 11 = 25
Damage, Nonlethal: 1d8 + 7 ⇒ (2) + 7 = 9

Unarmed, Cruelty, IC vs. Hjort: 1d20 + 11 ⇒ (11) + 11 = 22
Damage, Nonlethal: 1d8 + 7 ⇒ (7) + 7 = 14


Dragonskull |PBP Singnup

Out of Combat

The training area is covered blood as Hjort falls under the flurry of attacks from the Pathfinders.

You may stabilize the other's if you wish to.

If you search Runa:
Runa carries several damning documents that explain that the entire plot to kidnap Skagni and use Hjort to tarnish the Pathfinder Society’s reputation in the Lands of the Linnorm Kings was organized by a Shadow Lodge agent named Caggrigar and his man in Irrisen, the shadowy Vermund. Rognvald Skagni is alive and a prisoner of the Shadow Lodge in Irrisen.

Dark Archive

Female CG Human (Varisian) Fortune-teller and Field Scribe 9 | HP: 59/59| AC: 12( 12Tch, 10 Fl) | CMB: +3, CMD: 15 | F: +6, R: +6, W: +8 | Init: +2 | Perc: +0, SM: +0| Speed 30ft | Active conditions:
Spoiler:
Mage Armor(18 hour)

Carina steps forward as Hjort finally falls. "Hopefully, one of them can tell us what exactly is going on. Besides, I'm sure that the guard will want to take them in to custody themselves," she says, as she tries to stop the bleeding, and search them in the process.

Searching Runa, however, brings new revelations. With a swift scan of the documents on her, the Varisian mage's eyes widen. "Skagni is still alive! They have him in Irrisen.... Wait, Irrisen? Starsong protect us..." she utters, not looking forward to going deeper into the winter wasteland.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

"Well, they gotta have sumpthin' ta drink there lass, so Ah'm guessin' it can't be all bad. 'Sides, we gots a man waiting fer us. Best start makin' 'rangements ta get there."

Grand Lodge

Male Oread Unchained Monk 5 | HP 42/52 (27/37) (15 temporary) | AC 17/16/15 (21/16/19) | F +6, R +6, W +4 (+2 vs. enchantments) | CMD 25 (27 vs. grapple) | Init +2 | Perc +11 | Ki 4/11 |
Active Conditions:
Mage Armor, 3 negative levels

"If Skagni is in Irrisen, we will find him," Zero notes. "We will not let such trivial problems stand in the way of our mission." The oread then crouches down and tilts a vial down the throat of whoever remains alive, looking to keep them that way. His other hand remains curled into a fist should the potion work too well and the recipient decides to make a fuss. "And they will lead us there if he knows what's good for them."

CLW on whoever is still alive: 1d8 + 1 ⇒ (4) + 1 = 5

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