GM Debug's PbP: PFS-RPG 03-26 Portal of the Sacred Rune (Inactive)

Game Master DebugAMP

Map

GM Rolls:

Perception
[dice=Gromsk]1d20+10[/dice]
[dice=Jaysin]1d20+3[/dice]
[dice=Kleetus]1d20+16[/dice]
[dice=Lore]1d20+20[/dice]
[dice=Rakenlattle]1d20+23[/dice]
[dice=Takkit]1d20+12[/dice]

Initiative
[dice=Gromsk]1d20+2[/dice]
[dice=Jaysin]1d20+8[/dice]
[dice=Kleetus]1d20+5[/dice]
[dice=Lore]1d20+3[/dice]
[dice=Rakenlattle]1d20+8[/dice]
[dice=Takkit]1d20+8[/dice]


201 to 250 of 406 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Grand Lodge

GM

As you make your way down the stairwell you are promptly greeted by a small group of Lissalan cultists. Two stand at the ready, crossbows trained on your from the rear of the room, and 2 of them are not fully in sight other than glimpses of their robes from around the corner.

The ground at the very bottom of the stairwell appear to have some set of offensive runes on them, invisible to the untrained eye but not difficult to spot with Rakenlattle's keen vision.

Unlike the rooms above, this level shows every sign of being lived in. Dirt and grime have been cleansed, revealing an opulent suite even the most jaded decadent could call home. Fire-pelt rugs cover parquet flooring in the main chamber of a communal living area. Around the room stand fine mahogany tables, desks, and gilded chairs, and recessed shelves on the walls hold a trove of books and scrolls. Cloth-of-gold wall hangings show images of a serpentine goddess raining bounty upon her worshipers. An arch to the north overlooks the well, while smaller arches west and east contain downward and upward staircases. A number of closed doors lead off from the main room as well.

Each of the cultists have an odd multicolored aura shimmering about them.

GM Screen:

Gromsk: 1d20 + 2 ⇒ (4) + 2 = 6
Jaysin: 1d20 + 8 ⇒ (7) + 8 = 15
Kleetus: 1d20 + 5 ⇒ (14) + 5 = 19
Lore: 1d20 + 3 ⇒ (4) + 3 = 7
Rakenlattle: 1d20 + 8 ⇒ (15) + 8 = 23
Takkit: 1d20 + 8 ⇒ (9) + 8 = 17
Cultists: 1d20 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (5) + 4 = 91d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (12) + 4 = 16

Aid: 1d8 + 3 ⇒ (5) + 3 = 81d8 + 3 ⇒ (2) + 3 = 51d8 + 3 ⇒ (4) + 3 = 71d8 + 3 ⇒ (2) + 3 = 5

Round 1:
Rakenlattle
Kleetus
Takkit

Green Cultist (+7)
Jaysin
Red Cultist (+8)
Yellow Cultist (+5)
Blue Cultist (+5)
Gromsk
Lore

Grand Lodge

Male Gnome S Gnome Gunslinger 7/Shieldmarshal 1 | HP 68/68 | AC 23 | T 18 | FF 17 | CMD 21 | Fort +9 | Ref +12 | Will +6 | Init +8 | Perc +23

Moving down the stairs keeps an eye on the cultists as he descends the stairs hands ready to draw weapon, but having no need to do so yet.

"Hello, we are from the Pathfinder Society. Nice set of traps you have down here," the gunslinger says punctuating with a wave of his hand over the warded area for the benefit of the Pathfinders behind him.

Despite not having weapon drawn, the gunslinger is well equipped for the likely shots they will take. Less so for their magic. Still he hoped he might see some new, interesting, magic today.

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Kleetus calls upon Abadar's powers and casts Heroism, before calling on his gods mastery of travel to move down the stairs without trouble. Using the Agile Feet ability

"May-be we can talk? Ah like talkin'." he adds, putting down his tiger mask over his face.

Almost went full murderhobo and then realized I had suggested we try talking. So yeah, super edit.

Grand Lodge

GM

A fifth voice is heard from around the corner. "They can speak with us from chains once their flesh has been made pure!"

GM Screen:
Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

As soon as Rakenlattle and Kleetus descend to the entryway another cultist appears from the office to the left, carrying a whip. She seems to be in charge of this lot.

"Abadar will not protect you! I pronounce judgement on thee!"

She lashes out with a crack of her whip at Kleetus.

Whip vs Kleetus: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Damage: 1d3 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11
Fire Damage: 1d6 ⇒ 3

Round 1:
Rakenlattle
Kleetus
Heshlak
Takkit
Green Cultist (+7)
Jaysin
Red Cultist (+8)
Yellow Cultist (+5)
Blue Cultist (+5)
Gromsk
Lore

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Somehow, I get the impression they don't want to talk. Sad."

Grand Lodge

GM

The cultists, seeing that you aren't taking the bait (yet) opt to buff up some more. The one in back with his crossbow leveled opts to cast Divine Favor on himself instead of moving forward.

Round 1:
Rakenlattle
Kleetus
Heshlak
Green Cultist (+7)
Jaysin
Takkit (Delay)

Red Cultist (+8)
Yellow Cultist (+5)
Blue Cultist (+5)
Gromsk
Lore

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Jaysin moves down the steps so that he can see into the room effectively. Looks like the chat is already over. Jaysin will take aim at the blue-clad enemy! I believe I have a clean shot at that fella.

Bow: 1d20 + 15 ⇒ (6) + 15 = 21 for Arrow: 1d8 + 13 ⇒ (3) + 13 = 16

Hopefully that's against FFAC.

Grand Lodge

GM

Entropic Shield: 1d100 ⇒ 33

Takkit moves forward and hurls a dagger at the closest cultist.

Dagger: 1d20 + 11 ⇒ (12) + 11 = 23
Entropic Shield: 1d100 ⇒ 39
Damage: 1d4 ⇒ 3

The arrow strikes the cultist and wounds him, but he continues his chanting and imbues himself with divine power along with his allies.

Round 1:
Gromsk
Lore

Round 2:
Rakenlattle
Kleetus

Heshlak
Green Cultist (+7)
Jaysin
Takkit (Delay)
Red Cultist (+5)
Yellow Cultist (+5)
Blue Cultist (-11)

Sovereign Court

Male Kitsune Unchained Rogue (Knife Master) 9 Longarm Uses: 4/4 HP:72 AC:21 T:17 FF:16 CMB:+8 CMD:21 Init:+8 Speed:30 Fort:+7 Ref:+13 Will:+9 +1 Dagger +12/+7, 1d4+6, Bite+6, 1d4+0 Shortbow +11/+6, 1d6
Skills:
Acro:19 Bluff:14 Diplo:14 Dis. Dev:19 Know-Dun:13 Know-Local:13 Per:13 Stlth:27 UMD:14

Takkit, seeing the enemy buff themselves, lets out a chittering laugh.
I can make myself better too, see?

He suddenly begins to shimmer, as though he can move much faster than normal. His fur seems to blow in a nonexistent breeze as his lips pull back into a snarl.
Let's dance! You won't hurt my friends!

Major Magic Rogue Talent to use Longarm. I flavor it as Takkit moving so fast that he is able to threaten a longer range, rather than his arms literally growing longer. He leaps toward his enemy, and strikes them before leaping back, old school final fantasy style. Mechanical benefit: He threatens with 5ft reach.

Two dagger slide into his paws from his wrist sheaths, both glowing with a blue light.
Equipping my +1 Keen Dagger and my +1 Dagger.

He starts striding toward the front of the line, stopping behind Kleetus, and whispers to the warrior.
Alright Kleetus, you grab their attention and I'll sneak behind them and cut them to ribbons!

Grand Lodge

Male Gnome S Gnome Gunslinger 7/Shieldmarshal 1 | HP 68/68 | AC 23 | T 18 | FF 17 | CMD 21 | Fort +9 | Ref +12 | Will +6 | Init +8 | Perc +23

Seeing as Gromsk was kind enough to test the last trap, I think it fair I take this on. We need to get into the room.

I'm moving in! Fall back if the trap is too strong!"

With that he moves off of the stairs in the room announcing himself to the gathered cultists

"As for you lot, I also find you in judgement of the orders I serve."

I activate legal judgement, for lucky dodge to get +1 dodge bonus to AC (+2 instead vs critical confirmations). I move into the room across the two eastern trapped squares. If something horrible happens , I spend the rest of my turn retreating. If I end up taking 20+ of damage, I'll call that reason for retreat. Otherwise I draw musket and shoot their (pink) leader, Heshlak. Freeing up a hand after the shot to have one hand empty.

If nothing horrible happens:

Deadly Aim Musket vs Touch: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Damage: 1d8 + 12 + 1 ⇒ (6) + 12 + 1 = 19

Liberty's Edge

Half-orc Barbarian 8 - HP: 92/92 (DR 1/-, light fortification) - AC: 22, T: 14, FF 19 (+2 dodge bonus vs traps, Improved Uncanny Dodge) - CMD: 28 - Fort/Ref/Will: +11/+7/+4 (+2 Reflex vs traps) - Initiative: +3 - Perception: +11 - Rage: 21/21

Gromsk rushes down the stairs, into the room and onto one of the runes.

Double move.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore moves to just behind the rest of the party and casts blessing of fervor on her group.

blessing of fervor:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

She immediately applies the +2 attack, +2 dodge bonus and reflex saves to herself.

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Taking the +2 Attack, +2 AC from Blessing of Fervor.

Kleetus sighs. "O-kay" he says sadly, as he puts down his mask... And dissapears, only to reappear right next to the woman who hurt him. Using 20 ft of Dimentional Hop
"THE MASTTER OF AKTUN PRONOUNCES JUDGMENT ON THEE, LAW-BREAKER!"

Calling on Judgment of Destruction and Healing

Falchion Attack vs Whip-woman, PA, FF: 1d20 + 14 + 2 + 2 ⇒ (10) + 14 + 2 + 2 = 28
Damage vs Whip-woman: 2d4 + 16 + 4 ⇒ (1, 3) + 16 + 4 = 24
Demoralize vs Whip-woman (Cornugon Smash): 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 40

Grand Lodge

GM

Rakenlattle moves forward, triggering blasts of flame to erupt from the runes marked on the ground.
Blast Runes vs Rakenlattle: 2d6 + 2 ⇒ (2, 4) + 2 = 8

As soon as she has a completely clear shot, the leader of this squad cracks her burning whip at Rakenlattle.

AoO vs Rakenlattle: 1d20 + 12 + 2 + 1 ⇒ (8) + 12 + 2 + 1 = 23 Miss

Rakenlattle's deftness of foot gives him just enough time to duck and take the length of the whip to his chest rather than the cracking end.

Gromsk pushes into the room triggering the third rune and stands up next to the leader.

Blast Rune vs Gromsk: 1d6 + 1 ⇒ (3) + 1 = 4

Lore notices that her spell seems a bit more potent than usual when cast in proximity to the room below. (+1 Caster Level)

Kleetus blips into the room taking the cultists by surprise and swings his weapon with great force, taking Heshlak unaware and shaking her resolve.

She sidesteps to move a touch further from Gromsk and cracks her whip at Kleetus. This time she calls for a bane upon mankind and enhances it's potency towards her immediate threats.

Whip vs Kleetus: 1d20 + 12 + 2 + 1 + 2 - 2 ⇒ (7) + 12 + 2 + 1 + 2 - 2 = 22
Damage: 1d3 + 5 + 2 + 2 + 2 + 2d6 ⇒ (2) + 5 + 2 + 2 + 2 + (1, 1) = 15

The cultist on the far south wall moves forward to aid his commander, carefully stepping around Kleetus's blade and hoping Rakenlattle doesn't have any tricks up his sleeve. (Provokes AoO from Rakenlattle) As he strikes his flail glows with dark energy.

Flail vs Kleetus: 1d20 + 8 + 1 + 1 ⇒ (2) + 8 + 1 + 1 = 12 Miss

Round 1:
Gromsk
Lore
Round 2:
Rakenlattle
Kleetus
Takkit
Heshlak (-43, Demoralized)
Green Cultist (+7)
Jaysin
Red Cultist (+5)
Yellow Cultist (+5)
Blue Cultist (-11)

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Extra Attack for BoF

Jaysin continues to pepper the blue cultist with arrows! Using Rapid Shot and Deadly Aim as well.

Bow: 1d20 + 13 ⇒ (15) + 13 = 28 for Manyshot: 2d8 + 26 ⇒ (2, 7) + 26 = 35
Bow: 1d20 + 13 ⇒ (8) + 13 = 21 for Arrow: 1d8 + 13 ⇒ (7) + 13 = 20
Bow: 1d20 + 13 ⇒ (3) + 13 = 16 for Arrow: 1d8 + 13 ⇒ (2) + 13 = 15
Bow: 1d20 + 8 ⇒ (8) + 8 = 16 for Arrow: 1d8 + 13 ⇒ (4) + 13 = 17

Grand Lodge

GM

Entropic Shield: 1d100 ⇒ 281d100 ⇒ 781d100 ⇒ 4

The first two shots from Jaysin's barrage stick, but the third is deflected by the entropic shield, and the last 2 by the cultist's armor.

The cultists move forward and engage in close combat, all of their flails glowing with negative energy.

Red vs Gromsk: 1d20 + 8 + 1 + 1 + 2 ⇒ (4) + 8 + 1 + 1 + 2 = 16 Miss

Yellow vs Gromsk: 1d20 + 8 + 1 + 1 + 2 ⇒ (12) + 8 + 1 + 1 + 2 = 24
Damage: 1d8 + 2 + 1 + 2d6 ⇒ (2) + 2 + 1 + (2, 1) = 8

Blue vs Rakenlattle: 1d20 + 8 + 1 + 1 ⇒ (14) + 8 + 1 + 1 = 24
Damage: 1d8 + 2 + 1 + 2d6 ⇒ (7) + 2 + 1 + (3, 3) = 16

Round 2:
Gromsk (Fervor)
Lore (Fervor)

Round 3:
Rakenlattle (Fervor, may take AoO on Green if able)
Kleetus (Fervor)
Takkit (Fervor)

Heshlak (-43, Demoralized)
Green Cultist (+7)
Jaysin (Fervor)
Red Cultist (+5)
Yellow Cultist (+5)
Blue Cultist (-46)

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

"An' he pointed his divine bolt 'pon them perversions o' law and smote them!"

Selecting the extra iterative, healing up 4 damage, declaring Bane:Humans, and full attacking. Holler if she's not human.

Falchion Attack #1 vs Heshlak, PA, FF: 1d20 + 14 + 2 + 2 ⇒ (11) + 14 + 2 + 2 = 29
Damage vs Heshlak: 2d4 + 16 + 4 + 2 + 2d6 ⇒ (2, 2) + 16 + 4 + 2 + (1, 3) = 30
Demoralize vs Heshlak (Cornugon Smash): 1d20 + 22 ⇒ (14) + 22 = 36

Falchion Attack #2 vs Heshlak, PA: 1d20 + 7 + 2 + 2 ⇒ (14) + 7 + 2 + 2 = 25
Damage vs Heshlak: 2d4 + 16 + 4 + 2 + 2d6 ⇒ (2, 1) + 16 + 4 + 2 + (5, 3) = 33
Demoralize vs Heshlak (Cornugon Smash): 1d20 + 22 ⇒ (10) + 22 = 32

Falchion Attack #3 (Extra) vs Heshlak, PA, FF: 1d20 + 14 + 2 + 2 ⇒ (9) + 14 + 2 + 2 = 27
Damage vs Heshlak: 2d4 + 16 + 4 + 2 + 2d6 ⇒ (4, 1) + 16 + 4 + 2 + (5, 2) = 34
Demoralize vs Heshlak (Cornugon Smash): 1d20 + 22 ⇒ (12) + 22 = 34

Grand Lodge

Male Gnome S Gnome Gunslinger 7/Shieldmarshal 1 | HP 68/68 | AC 23 | T 18 | FF 17 | CMD 21 | Fort +9 | Ref +12 | Will +6 | Init +8 | Perc +23

Rakenlattle lets the green cultist pass without opposition. Trying to focus on dodging their attacks, but the cleric's blow just comes too fast to move out of way in time.

"Haven't seen weapons glowing like that before. What sort of magic is that? Show me more!"

The gunslinger stands his ground and refocuses himself on attack, unleashing a flurry of daggers and gunfire on the cultist.

Fervor for iterative, Change judgement to destruction (losing 1 AC, gaining +1 attack), quick draw/throw dagger, reload musket with paper cartridge, throw dagger targeting blue cultist. Provoking attacks along the way.

DA Dagger 1 Attack: 1d20 + 11 + 1 + 1 ⇒ (9) + 11 + 1 + 1 = 22
Dagger 1 Damage: 1d3 + 5 + 1 ⇒ (3) + 5 + 1 = 9

DA Musket Attack: 1d20 + 12 + 1 + 1 - 5 ⇒ (8) + 12 + 1 + 1 - 5 = 17
Musket Damage: 1d10 + 12 + 1 ⇒ (4) + 12 + 1 = 17

DA Dagger 2 Attack: 1d20 + 11 + 1 + 1 ⇒ (20) + 11 + 1 + 1 = 33
Dagger 2 Damage: 1d3 + 5 + 1 ⇒ (1) + 5 + 1 = 7

DA Dagger 2 Attack Confirmation: 1d20 + 11 + 1 + 2 ⇒ (10) + 11 + 1 + 2 = 24
Dagger 2 Crit Damage: 1d3 + 5 + 1 ⇒ (2) + 5 + 1 = 8

Sovereign Court

Male Kitsune Unchained Rogue (Knife Master) 9 Longarm Uses: 4/4 HP:72 AC:21 T:17 FF:16 CMB:+8 CMD:21 Init:+8 Speed:30 Fort:+7 Ref:+13 Will:+9 +1 Dagger +12/+7, 1d4+6, Bite+6, 1d4+0 Shortbow +11/+6, 1d6
Skills:
Acro:19 Bluff:14 Diplo:14 Dis. Dev:19 Know-Dun:13 Know-Local:13 Per:13 Stlth:27 UMD:14

Taking the extra attack from BoF

Takkit darts forward, and leaps over Kleetus and his foe, coming up behind them both!
Actobatics: 1d20 + 18 ⇒ (8) + 18 = 26

He then lays into the enemy, his dagger attacks a blur of motion!
+1 Keen Dagger, Piranha Strike, Two Weapon Fighting: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d4 + 10 ⇒ (1) + 10 = 11
Sneak Attack: 4d8 ⇒ (1, 4, 2, 8) = 15

+1 Keen Dagger, Piranha Strike, Two Weapon Fighting: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 + 10 ⇒ (2) + 10 = 12
Sneak Attack: 4d8 ⇒ (3, 7, 6, 1) = 17

+1 Dagger, Piranha Strike, Two Weapon Fighting: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d4 + 9 ⇒ (3) + 9 = 12
Sneak Attack: 4d8 ⇒ (2, 7, 6, 2) = 17

+1 Keen Dagger, Piranha Strike, Two Weapon Fighting: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 10 ⇒ (3) + 10 = 13
Sneak Attack: 4d8 ⇒ (4, 1, 4, 4) = 13

+1 Dagger, Piranha Strike, Two Weapon Fighting: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 + 9 ⇒ (1) + 9 = 10
Sneak Attack: 4d8 ⇒ (2, 2, 2, 8) = 14

Bite, Piranha Strike: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Sneak Attack: 4d8 ⇒ (6, 3, 6, 7) = 22

Sovereign Court

Male Kitsune Unchained Rogue (Knife Master) 9 Longarm Uses: 4/4 HP:72 AC:21 T:17 FF:16 CMB:+8 CMD:21 Init:+8 Speed:30 Fort:+7 Ref:+13 Will:+9 +1 Dagger +12/+7, 1d4+6, Bite+6, 1d4+0 Shortbow +11/+6, 1d6
Skills:
Acro:19 Bluff:14 Diplo:14 Dis. Dev:19 Know-Dun:13 Know-Local:13 Per:13 Stlth:27 UMD:14

Confirm Critical on Attack #2: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d4 + 9 ⇒ (2) + 9 = 11

Confirm Critical on Attack #4: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d4 + 9 ⇒ (4) + 9 = 13

Grand Lodge

GM

Heshlak crumples to the ground in a heap... not likely to ever serve her dark masters every again.

Takkit: I'm not seeing any way for you to get to where you are now and still take a full attack.

AoO vs Rakenlattle: 1d20 + 8 + 1 + 1 ⇒ (15) + 8 + 1 + 1 = 25
Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Rakenlattle begins to hurl daggers but immediately upon loosing his first blade finds himself greeted with a flail to the face. It appears as though Rakenlattle made the better move, as he immediately collapses to the ground. Applying remaining attacks to green.

Round 2:
Gromsk (Fervor)
Lore (Fervor)

Round 3:
Rakenlattle (Fervor)
Kleetus (Fervor)
Takkit (Fervor)
Green Cultist (-25)
Jaysin (Fervor)
Red Cultist (+5)
Yellow Cultist (+5)
Blue Cultist (-55, Dying)

Liberty's Edge

Half-orc Barbarian 8 - HP: 92/92 (DR 1/-, light fortification) - AC: 22, T: 14, FF 19 (+2 dodge bonus vs traps, Improved Uncanny Dodge) - CMD: 28 - Fort/Ref/Will: +11/+7/+4 (+2 Reflex vs traps) - Initiative: +3 - Perception: +11 - Rage: 21/21

Extra attack from BoF.

Gromsk hacks away at the cultists with his falchion.

Attack, PA+FF: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 2d4 + 8 + 6 ⇒ (4, 4) + 8 + 6 = 22

Attack, PA: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20
Damage: 2d4 + 8 + 6 ⇒ (1, 4) + 8 + 6 = 19

Attack, PA: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
Damage: 2d4 + 8 + 6 ⇒ (4, 1) + 8 + 6 = 19

If my lousy rolls hit, I'll prioritize my targets as such: red, green, yellow.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Seeing that her companions seem to have things well in hand, Lore simply waits to see who, if anyone, might need some healing... delay

Grand Lodge

GM

Gromsk's assault connects with 2 of the 3 blows, but the cultist is still standing. Seeing the commander drop however seems to change the remaining cultist's tactics to sleightly more... erratic tactics as the cultist facing off with Kleetus turns and attempts to shove him towards the sheer drop at the back of the room.

Bull Rush: 1d20 + 8 ⇒ (2) + 8 = 10 Fail, provokes AoO from Kleetus

Round 2:
Gromsk (Fervor)
Lore (Fervor)
Round 3:
Rakenlattle (Fervor)
Kleetus (Fervor)
Takkit (Fervor)
Green Cultist (-25)
Jaysin (Fervor)
Red Cultist (-36)
Yellow Cultist (+5)
Blue Cultist (-55, Dying)

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Seeing the yellow clad enemy in his sight, Jaysin tries to bring him down! Point Blank Shot now in effect.

Bow: 1d20 + 14 ⇒ (9) + 14 = 23 for Manyshot: 2d8 + 28 ⇒ (7, 7) + 28 = 42
Bow: 1d20 + 14 ⇒ (19) + 14 = 33 for Arrow: 1d8 + 14 ⇒ (8) + 14 = 22
Bow: 1d20 + 14 ⇒ (10) + 14 = 24 for Arrow: 1d8 + 14 ⇒ (4) + 14 = 18
Bow: 1d20 + 9 ⇒ (12) + 9 = 21 for Arrow: 1d8 + 14 ⇒ (2) + 14 = 16

Confirm #2?: 1d20 + 14 ⇒ (11) + 14 = 25 for Arrow: 2d8 + 28 ⇒ (5, 8) + 28 = 41

Grand Lodge

GM

GM Screen:
5d100 ⇒ (38, 81, 36, 44, 18) = 217
1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13

Jaysin's volley wreaks havoc on the cultist in his sights, and after two twangs of his bowstring and 3 arrows, the cultist collapses, dead before striking the ground.

The cultist engaged with Gromsk moves away and attempts to aid his compatriot in shoving Kleetus off the edge.

Bull rush: 1d20 + 8 ⇒ (7) + 8 = 15 Fail

Round 3:
Gromsk (Fervor)
Lore (Fervor)

Round 4:
Rakenlattle (Fervor)
Kleetus (Fervor, may take AoO on Green)
Takkit (Fervor)

Green Cultist (-25)
Jaysin (Fervor)
Red Cultist (-36)
Blue Cultist (-55, Stable)

Liberty's Edge

Half-orc Barbarian 8 - HP: 92/92 (DR 1/-, light fortification) - AC: 22, T: 14, FF 19 (+2 dodge bonus vs traps, Improved Uncanny Dodge) - CMD: 28 - Fort/Ref/Will: +11/+7/+4 (+2 Reflex vs traps) - Initiative: +3 - Perception: +11 - Rage: 21/21

Extra attack from BoF.

Gromsk continues swinging his falchion about.

Attack, PA+FF: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d4 + 8 + 6 ⇒ (4, 4) + 8 + 6 = 22

Attack, PA: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26
Damage: 2d4 + 8 + 6 ⇒ (4, 4) + 8 + 6 = 22

Attack, PA: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Damage: 2d4 + 8 + 6 ⇒ (3, 1) + 8 + 6 = 18

Red first, then green.


”Doc Featherton” | Female CN Medium Human Gunslinger (Way of the Drifter) 3 | HP 32/32 | AC 20 | F +7 R +11 W +9 | Perc +9 | Default Exploration (????) | Speed 25ft | Active Conditions: None

Gromsk takes a single slash at the red-robed cultist, who stumbles to the ground clutching his wound to staunch the flow of bleeding before passing out. The second slash severely wounds the green-robed cultist who appears to have very little fight left in him, although enough to evade the final slash.

Round 3:
Gromsk (Fervor)
Lore (Fervor)
Round 4:
Rakenlattle (Fervor)
Kleetus (Fervor, may take AoO on Green)
Takkit (Fervor)

Green Cultist (-47)
Jaysin (Fervor)
Red Cultist (-58, Dying)
Blue Cultist (-55, Unconcious, Stable)

Sovereign Court

Male Kitsune Unchained Rogue (Knife Master) 9 Longarm Uses: 4/4 HP:72 AC:21 T:17 FF:16 CMB:+8 CMD:21 Init:+8 Speed:30 Fort:+7 Ref:+13 Will:+9 +1 Dagger +12/+7, 1d4+6, Bite+6, 1d4+0 Shortbow +11/+6, 1d6
Skills:
Acro:19 Bluff:14 Diplo:14 Dis. Dev:19 Know-Dun:13 Know-Local:13 Per:13 Stlth:27 UMD:14

Takkit moved into position last round, and didn't attack. I should be flanking with Kleetus so that I make a full attack this round. I moved myself on the map.

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

So... the AoO would have Bane? I guess? Again, please remove the extra damage if I'm wrong. Choosing the extra iterative on BoF

AoO Falchion Attack vs Green, PA: 1d20 + 14 - 2 + 2 + 2 ⇒ (3) + 14 - 2 + 2 + 2 = 19
Damage vs Green: 2d4 + 16 + 4 + 2 + 2d6 ⇒ (2, 2) + 16 + 4 + 2 + (3, 4) = 33

Kleetus steps aside, and no longer invokes the ire of the Master of Aktun. "Ah would cast you down, but that would be a im-proper use of a balc'ny."

Falchion Attack vs Green, PA, FF: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
Damage vs Green: 2d4 + 16 + 4 ⇒ (2, 1) + 16 + 4 = 23

Falchion Attack vs Green, PA, FF: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Damage vs Green: 2d4 + 16 + 4 ⇒ (4, 3) + 16 + 4 = 27

Falchion Attack vs Green, PA, FF: 1d20 + 14 - 2 + 2 ⇒ (18) + 14 - 2 + 2 = 32
Damage vs Green: 2d4 + 16 + 4 ⇒ (3, 1) + 16 + 4 = 24

Falchion Attack vs Green, PA, FF (Critical Confirmation): 1d20 + 14 - 2 + 2 ⇒ (10) + 14 - 2 + 2 = 24
Damage vs Green: 2d4 + 16 + 4 ⇒ (4, 4) + 16 + 4 = 28

Sovereign Court

Male Kitsune Unchained Rogue (Knife Master) 9 Longarm Uses: 4/4 HP:72 AC:21 T:17 FF:16 CMB:+8 CMD:21 Init:+8 Speed:30 Fort:+7 Ref:+13 Will:+9 +1 Dagger +12/+7, 1d4+6, Bite+6, 1d4+0 Shortbow +11/+6, 1d6
Skills:
Acro:19 Bluff:14 Diplo:14 Dis. Dev:19 Know-Dun:13 Know-Local:13 Per:13 Stlth:27 UMD:14

If Kleetus killed our enemy before my turn, then all I have to do is take a five foot step and full attack red with reach since I castes Longarm last round before moving.

Grand Lodge

GM

Then with that, combat over!

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Hmph, not bad. Jaysin will proceed cautiously into the room in order to collect his arrows. He'll also search those impaled by said arrows as he does so.

Grand Lodge

GM

Between the four cultists you uncover the following bits of gear:

4 Masterwork Breastplates
1 Heavy Steel Shield
4 Masterwork Heavy Steel Shields
4 Masterwork Flails
1 Masterwork Scimitar
4 Masterwork Light Crossbows
1 Heavy Crossbow
50 Crossbow Bolts
8 Flasks of Unholy Water

4 Potions

Perception DC 17 or Detect Magic + Spellcraft DC 18:
Cure Moderate Wounds

1 Potion
Perception DC 18 or Detect Magic + Spellcraft DC 20:
Cure Serious Wounds

4 Scrolls

Spellcraft DC 23 or Read Magic:
Dispel Magic

1 Whip

Detect Magic + Spellcraft DC 22:
+1 Agile

Mithral Shirt
Detect Magic + Spellcraft DC 18:
+1

Additionally, the sleeping chambers in the corners have small personal chests containing 1653 gp between them.

Grand Lodge

Male Gnome S Gnome Gunslinger 7/Shieldmarshal 1 | HP 68/68 | AC 23 | T 18 | FF 17 | CMD 21 | Fort +9 | Ref +12 | Will +6 | Init +8 | Perc +23

"I thought that would end up going a bit longer than that. Good job."

The gunslinger makes moves to stabilize the dying.

Heal: 1d20 + 10 ⇒ (3) + 10 = 13

"I doubt they will be willing to speak with us, but there might be information they know that others in the Society will find interesting."

Perception: 1d20 + 23 ⇒ (3) + 23 = 26

"Potions of healing here, all very potent. This one more so than the rest."

Reattempting the heal
Heal: 1d20 + 10 ⇒ (10) + 10 = 20

Grand Lodge

GM

You have no trouble stabilizing the remaining live cultist, but you've got a pretty good sense that they aren't the talking type. Especially considering it seemed as though the 2 cultists that were attempting to push Kleetus off of the edge were intending to accompany him all the way down... It takes a certain amount of fanaticism (or available ressurection magic) to perform such acts.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore looks around at her friends... "Who needs healing?"

perception dc 17: 1d20 + 22 ⇒ (6) + 22 = 28

perception dc 18: 1d20 + 22 ⇒ (1) + 22 = 23

spellcraft dc 23: 1d20 + 6 ⇒ (8) + 6 = 14

spellcraft dc 22: 1d20 + 6 ⇒ (3) + 6 = 9

spellcraft dc 18: 1d20 + 6 ⇒ (1) + 6 = 7

"We have some potions here that will help and not use up my resources which might be needed later."

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Well equipped, weren't they? Well, might as well see if more of them lurk further in. Jaysin will wait until the party is ready to move before taking his place in the second rank.

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

"Well" replies Kleetus to Lorelendral as he raises his mask "Ah am a bit hurt by all them folk not bein' the talky type. Ya think that one with the whip is Sho-han-tee?"

Grand Lodge

Male Gnome S Gnome Gunslinger 7/Shieldmarshal 1 | HP 68/68 | AC 23 | T 18 | FF 17 | CMD 21 | Fort +9 | Ref +12 | Will +6 | Init +8 | Perc +23

"I took a few shots there. I'm a little glad that those traps didn't hit me as hard as they could have. I'll use some of these potions Lorelendral. If anyone else needs more healing when those run out, feel free to use my items to keep your magic in reserve."

Wand of cure light wounds for Lorelendral if she wants it. Drinking two of the cultist's cure moderate wounds potions.

Cultist Cure Mod. Wounds: 2d8 + 3 ⇒ (2, 8) + 3 = 13
Cultist Cure Mod. Wounds: 2d8 + 3 ⇒ (7, 3) + 3 = 13

"I wish they could have spoken a bit more myself. Would love to know what they are looking to do here aside from defend an old ruin."

Rakenlattle takes a moment to inspect their leader, pondering some possible conversation she might have had another time.

"Not quite sure on what she is Kleetus nor much about what she worships beyond knowing those statues up above."

Knowledge (local): 1d20 + 10 ⇒ (11) + 10 = 21

Grand Lodge

GM

Her unholy symbol matches many of the sigils throughout the temple shown to venerate Lissala. It appears that while Lissala is not commonly venerated anymore, those who protect her shrines with zeal and claim her as their patron deity still receive her blessings. The leader appears to be a Shoanti woman, although her stature is fairly normal, and she doesn't strike you as anyone who would normally be described of as a 'hideous giant.'

Judging by the multiple wounds and scars on the cultists, other than those dealt just now, it appears as though several of the traditions performed by the cultists here involve either ritual scarification or flagellation. Given their possession of unholy water and these new revelations, it is likely that the religion of these modern Lissalan cultists is significantly darker than it was in ancient times.

Liberty's Edge

Half-orc Barbarian 8 - HP: 92/92 (DR 1/-, light fortification) - AC: 22, T: 14, FF 19 (+2 dodge bonus vs traps, Improved Uncanny Dodge) - CMD: 28 - Fort/Ref/Will: +11/+7/+4 (+2 Reflex vs traps) - Initiative: +3 - Perception: +11 - Rage: 21/21

"So, are going to have a 'nice' conversation with the survivor, or are we forging on?"

Grand Lodge

Male Gnome S Gnome Gunslinger 7/Shieldmarshal 1 | HP 68/68 | AC 23 | T 18 | FF 17 | CMD 21 | Fort +9 | Ref +12 | Will +6 | Init +8 | Perc +23

"I think it is best to be moving forward, I don't think we are going to gain anything from them now. Lets make sure they are safe and bound before moving on. I'll stay on point and have an eye for more traps they may have warding the path."

Perception: 1d20 + 23 ⇒ (1) + 23 = 24

Grand Lodge

GM

This room is dominated by a long wooden table with matching benches on either side of it. The table is long enough to fit a dozen or more diners at once, though less than half a dozen places are set at the moment. To the south, a wide counter stretches across the length of the room, broken by a half-door midway across. On the other side of this barrier a kitchen is arranged around a central fire pit. A sideboard contains a number of stacked plates and flatware. Stairwells provide exits from this room to the northwest and southeast.

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Hmm, nothing exciting in here. Time to go down?

Grand Lodge

Male Gnome S Gnome Gunslinger 7/Shieldmarshal 1 | HP 68/68 | AC 23 | T 18 | FF 17 | CMD 21 | Fort +9 | Ref +12 | Will +6 | Init +8 | Perc +23

"Let me give a quick sweep of the area. I'm still hoping there are little surprises here and there."

Perception Searching the Room: 1d20 + 23 ⇒ (19) + 23 = 42

Following that Rakenlattle moves to the next stairwell continuing his search for traps.

Grand Lodge

GM

You don't find any traps in the room, but a thorough search reveals some interesting facts about the setup here. It looks as though this room is only used once or twice a day which is a bit odd for a meal hall. However when it is used, massive amounts of food are prepared and laid out. It seems as though they eat rarely, but when they eat they gorge themselves. You also hear movement from the room ahead, and the rattling of chains.

Grand Lodge

Male Gnome S Gnome Gunslinger 7/Shieldmarshal 1 | HP 68/68 | AC 23 | T 18 | FF 17 | CMD 21 | Fort +9 | Ref +12 | Will +6 | Init +8 | Perc +23

"I hear chains ahead." Rakenlattle cranes his head to listen for any noise the ruins offer, "It might be a prisoner, I cannot tell. Otherwise I can't think of anything good might be moving chains around. Be careful, be ready."

Sovereign Court

Male Kitsune Unchained Rogue (Knife Master) 9 Longarm Uses: 4/4 HP:72 AC:21 T:17 FF:16 CMB:+8 CMD:21 Init:+8 Speed:30 Fort:+7 Ref:+13 Will:+9 +1 Dagger +12/+7, 1d4+6, Bite+6, 1d4+0 Shortbow +11/+6, 1d6
Skills:
Acro:19 Bluff:14 Diplo:14 Dis. Dev:19 Know-Dun:13 Know-Local:13 Per:13 Stlth:27 UMD:14

Takkit nods, the top of his bushy tail twitching in anticipation.

201 to 250 of 406 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Debug's PbP: PFS-RPG 03-26 Portal of the Sacred Rune All Messageboards

Want to post a reply? Sign in.