GM Garrett's Rose Street Revenge (Inactive)

Game Master vlaovich88

Maps!


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Sorry I'm not faster Wrinkleface!


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

"My bones! My poor old bones! Going to make it I am NOT! Dead! Deader! Deader than dead!" Old Wrinkleface moans.

Athletics: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10

He tries to swim out but he gets nowhere.


Maps ... Starship combat ... Party Loot Tracker

Man, this encounter is going to be rougher than I expected when reading. I was reading the rules on suffocation, and on top of your swim attempt, you can take a breath deeply action which doubles how long you can hold your breath. When I make the mud's turn, I will post the rules around suffocation.

Bold May Act
----------------------------------
Round 1 statusSucking mud
-------------------------------------
Old Wrinkleface waist deep
Amberly
Lunarius 11/16 HP
Mud
Hob
Annabelle
Kell


Male Human Transmutation Wizard 1 | HP 16/16 | AC 12, TAC 12 | F:+1 R:+2 W:+1 | Resonance 3/3 | Perc +0 | speed 25 ft. | Spells 1st 3/3 | Spell Pool: 4/4 | Active Conditions: None

Seeing how things are going pear-shaped, Lunarius tries to spot a safe zone to move to.

survival: 1d20 - 2 ⇒ (13) - 2 = 11


Maps ... Starship combat ... Party Loot Tracker

Lunarius is unable to figure out where the mud is besides the square that Old Wrinkleface is in.

The mud pulls Old Wrinkleface down deeper into the mud so that he is submerged down to his neck. This doesn't change much, besides that instead of being able to move 5ft on a successful check, you just move up to be waist deep. Also, you know you are 1 round from being completely submerged.

It is everyone's turn. Frankly, besides aiding Old Wrinkleface, or spotting the mud (if you are trained in survival), I don't think there is much you can do.

Bold May Act
----------------------------------
Round 1 statusSucking mud
-------------------------------------
Hobb
Annabelle
Kell
----------------------------------
Round 2 statusSucking mud
-------------------------------------
Old Wrinkleface neck deep
Amberly
Lunarius 11/16 HP
Mud


| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

"Eeek! Grab on!"

Athletics to AID Old Wrinkleface: 1d20 - 1 ⇒ (16) - 1 = 15


Survival: 1d20 + 5 ⇒ (12) + 5 = 17 Assuming that is good enough:

Kell points out the edge of the hazard to the rest of the group and then moves to help out the Goblin.


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

"Dying, I am! Melting! Being swallowed! Yes!"

Athletics: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13

Old Wrinkleface takes a deep breath.

I'm going to die in a mud puddle. That would be sad. And my first time dying.


| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

Annabelle also tries to help!

Athletics to AID: 1d20 + 1 ⇒ (17) + 1 = 18

But only one of us can help a turn?


Maps ... Starship combat ... Party Loot Tracker

Technically more than one person can help per round, but it doesn't stack. The advantage is if you happen to roll a 20, you can critically succeed giving him a bigger boost.

Yeah, this mud is brutally designed for a level one group. Making it a single type of skill check and such a high dc is really rough. If you were playing a high armored character, this hazard would be certain death. I plan to include that in the survey at the end, feel free to mention it as well. That being said, I willing to work with creative solutions if anyone has one to this. I don't want my first PC death to be a mud puddle! I plan to read up to see if others struggled with this part, because it was a really hard check to even find the mud before someone stepped in it. Also, did you want to take a "breath deep" action?

Kell spots the point out that the mud is a 5 by 15 ft area.the area is marked with a red rectangle on the map. He is also pretty sure he thinks there might be something else moving in mud...

Bold May Act
----------------------------------
Round 1 statusSucking mud
-------------------------------------
Hobb
Annabelle
Kell
----------------------------------
Round 2 statusSucking mud
-------------------------------------
Old Wrinkleface neck deep
Amberly
Lunarius 11/16 HP
Mud


| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None
Old Wrinkleface wrote:
Old Wrinkleface takes a deep breath.

Yes, Old Wrinkleface is taking a deep breath action.

Hobb takes out his rope and tosses the end of it to Old Wrinkleface. "Grab on! We'll pull you out!" Once he does, Hobb tries to pull him out.

Strength: 1d20 + 3 ⇒ (12) + 3 = 15


"So, he's not alone in there."


Male Human Transmutation Wizard 1 | HP 16/16 | AC 12, TAC 12 | F:+1 R:+2 W:+1 | Resonance 3/3 | Perc +0 | speed 25 ft. | Spells 1st 3/3 | Spell Pool: 4/4 | Active Conditions: None

Going for a natural 20, how hard can that be... :-)

Seeing Old Wrinkleface sinking further and further into the mud, Lunarius clumsily tries to aid...

Athletics: 1d20 - 2 ⇒ (11) - 2 = 9

Harder than it looks, apparently ...


Maps ... Starship combat ... Party Loot Tracker

The hardest part about creative solutions... determining how to play it without breaking the encounter haha we are just going to ignore that only Old Wrinkleface's head is sticking out of the mud so your rope would have wrapped around his neck, choking him. How I will work the rope option is that it will be a dc15 athletics check. If you succeed, it will be the same as if the person in the mud succeeded (moves them up one step or out if they are waist deep). You can not get the benefit of both the swim and rope in the same round (so if Old Wrinkleface makes the swim check, the rope couldn't improve the situation more). Critical failure pulls the rope user into the mud. Party members can aid the rope user the same way they can aid the person in the mud (dc15 athletics). Does this seem fair?

I will take your strength check as an athletics check since the bonus is the same. Hobb throws the rope into the mud to wrap around the quickly sinking Old Wrinkleface and in a feat of strength, he is able to pull the goblin up a bit out of the mud! Old Wrinkleface is now waist deep.

[ooc]I just reread the description of the mud. As written, this would be completely unescapable. The mud pulls you down on it's turn every round. The person in the mud can try to move up one step on their turn. But that means at best, they stay where they are. This part seems poorly designed. I will run it how I feel like it was intended and that is the mud doesn't suck you down on a successful check round.

As the group is happy to see Old Wrinkleface slowing getting pulled out of the mud, the situation suddenly gets worse as a skeleton crawls out next to Lunarius. You notice that the dagger it is holding is one of the razors favored by the Bloody Barbers. The skeleton is considered prone so it is flatfooted to melee attacks and is harder to hit with ranged attacks.

The skeleton tries to reach out and cut Lunarius. The dagger manages to leave a nasty cut along his leg. 4 slashing damage damage

GM Dice:

1d20 + 6 ⇒ (10) + 6 = 16
1d4 + 1 ⇒ (3) + 1 = 4

Bold May Act
----------------------------------
Round 2 statusSucking mud
-------------------------------------
Hobb
Annabelle
Kell
----------------------------------
Round 3 statusSucking mud
-------------------------------------
Old Wrinkleface waist deep
Amberly
Lunarius 7/16 HP
Mud
Crawling Skeleton


| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

Amberly lets out a shriek of surprise, but tries to help Old Wrinkleface out of the mud!

Athletics to AID: 1d20 - 1 ⇒ (19) - 1 = 18 So close.

I know it's not her whole turn worth of actions, but I feel like she would spend her whole turn trying to help him, so that's what she's doing this round.


| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

Annabelle grabs the rope from Hobb. "I'll keep pulling! You stop bone-head!"

Then Annabelle pulls hard on the rope to help Old Wrinkleface.

Athletics: 1d20 + 1 ⇒ (13) + 1 = 14


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

Old Wrinkleface sees the skeleton.

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAH!"

He tries to escape in a panic!

Athletics: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10


Choosing to focus on the threat, Kell snaps his fingers and lightning smashes into the Skeleton.

dc 15 ref save or take: 1d10 ⇒ 4 Lightning damage. success and crit success are half and no damage, respectively, and failure is full damage and sluggish 1 for a round; crit fail is double damage and sluggish 2 for a round


| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

Hobb passes the rope to Annabelle, hurries over to Lunarius and swings his scimitar down at the skeleton’s skull.

”I’m fired up!”

Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Slashing Damage: 1d6 + 3 ⇒ (3) + 3 = 6


Male Human Transmutation Wizard 1 | HP 16/16 | AC 12, TAC 12 | F:+1 R:+2 W:+1 | Resonance 3/3 | Perc +0 | speed 25 ft. | Spells 1st 3/3 | Spell Pool: 4/4 | Active Conditions: None

"Filthy skeleton, get lost!" Lunarius is panicking a bit, since he's not feeling to great anymore...

Magic missile: 1d4 + 1 ⇒ (4) + 1 = 5
Magic missile: 1d4 + 1 ⇒ (3) + 1 = 4
Magic missile: 1d4 + 1 ⇒ (3) + 1 = 4


Maps ... Starship combat ... Party Loot Tracker

Between the lightning and missiles, the skeleton is easily taken care of. Unfortunately, Old Wrinkleface is unable to get himself out.

Annabelle is very close to pulling him out but can't quite get the mud to give.

Old Wrinkleface is back to being neck deep. How do you guys want to move forward. This will get really boring of just tug of war between you and the mud every round. At a table, it wouldn't be so bad. But here, it would just be days of hoping for luck. I can't find anything in the rule book about taking 10, but I think I will allow you to do that here just to spend a few rounds to get him free. Does that sound fair?


The only thing that remotely uses taking 10 is the Assurance skill feat, and it just gets you a flat value to your result.


| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

Let's just all grab onto the rope in a line and yank on it. Even if Wrinkleface fails we're bound to get high enough on our group strength check to haul him out in a few rounds. Then you can just say we did it with amazing teamwork. Haha.


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

I do not want to die. You should just let me free and then say in the surveys how much trouble we had with the mud pit.


That's going to happen regardless Mr. Wrinkleface.


| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

Hobb helps yank on the rope until Wrinkleface is free.


Maps ... Starship combat ... Party Loot Tracker

Between the rope and Old Wrinkleface's swimming you are able to pull him out of the mud. Old Wrinkle searched the door, avoiding the mud this time and finds no traps. I kept your roll from when you said you searched for traps.

Splintered remnants of tables and cabinets clutter a long, rectangular room that reeks of mold and decay.

You find a locked wooden chest in this room.I need a dc 14 thievery check to pick the look or a dc 14 Athletics check to Break Open.

We are in exploration mode again so please post your tactic plus your corresponding roll for that tactic/initiative. Also set up your marching order on the map.


| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

Amberly hops into the room and looks around. (Detecting magic. She'll walk in the middle of the group).


Male Human Transmutation Wizard 1 | HP 16/16 | AC 12, TAC 12 | F:+1 R:+2 W:+1 | Resonance 3/3 | Perc +0 | speed 25 ft. | Spells 1st 3/3 | Spell Pool: 4/4 | Active Conditions: None

Lunarius will detect magic as well, bravely from the rear, as always...


Searching mode.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

Old Wrinkleface pulls out his tools and jams it in the lock. He wiggles it around...

Thievery (trained): 1d20 + 5 ⇒ (8) + 5 = 13

But it doesn't work. He tries again.

Thievery (trained): 1d20 + 5 ⇒ (7) + 5 = 12
Thievery (trained): 1d20 + 5 ⇒ (20) + 5 = 25

It takes him a few times! "Tricky lock! Yes!"

I will use Stealth as I walk. I also get a free perception against traps nearby.
Stealth: 1d20 + 5 ⇒ (15) + 5 = 20


| HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

Annabelle also tries to be sneaky.

Stealth: 1d20 + 5 ⇒ (20) + 5 = 25


Maps ... Starship combat ... Party Loot Tracker

Thanks for the reminders on the traps thing every time we go into eploration mode. It is a good way to make sure that your abilities aren't forgotten.

Lunarius perception: 1d20 ⇒ 18
Amberly perception: 1d20 + 3 ⇒ (4) + 3 = 7

After a few tries, Old Wrinkleface is able to pop the lock open without destroying it. Inside you find 2 bedrolls, a pint of oil, 1 vial of holy water, a lantern, 7 days of rations, a leather pouch with 8 sp, and a wooden religious symbol of Milani on a leather cord.

Is it easier for you to arrange marching order when I place a rectangle on the map of where you should be assembling? I have been trying to figure out the best way to do it and that tends to get the most people to do it. Rectangle is up, but I plan to advance us one Hobb gives me his exploration mode.

--------------------------------
Exploration Mode
-------------------------------------
Old Wrinkleface. Stealth (20)
Kell. Searching (16)
Lunarius. Detect Magic (18)
Amberly. detect magic (7)
Annabelle sneak (25)
Hobb


| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

Hobb looks around!

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Maps ... Starship combat ... Party Loot Tracker

Cue the boss music!

The gang continues to explore the broken down house. Upon entering the next room, you see that there are 3 combatants! There is one skeleton who appears to be in charge that is holding a shield with spikes on it and a holy symbol to Urgathoa, and a morning star. It is wearing a breast plate. This is the red outlined guy. Artwork is NOT paizo. There also appears to be four shambling zombies in the room. They appear to be unarmed and not wearing armor. Blue, light blue, yellow and purple

The room is a mess and destroyed in places. Flipped table in the room is difficult terrain (not the one in the doorway that some of you are currently on, but the one near the red enemy. Also there are 2 holes in the ground. Those are shown by red rectangles on the map. There is no chance of accidentally falling but you can use the shove action to try to push someone adjacent to the hole into it.

Okay, this fight has some fun mechanics. Because you have done all the quests before this one, there are a bunch of additional things you can do!:

  • Rose Street Records (Dragons): While holding the journal from the sewer and reciting the names of the former slaves he had once helped (a manipulate action), a PC gains a +3 item bonus on Intimidation checks to Demoralize Wennel. On a critical success, he becomes dazzled for 1 round rather than fleeing.
  • Rose Street Remembrance (Puddles): While within 10 feet of the skelton, a PC can brandish Wennel’s religious symbol of Milani (a manipulate action) to remind him of his former faith. This gives Wennel the stupefied 1 condition for 1 minute (Will DC 13 negates).
  • Rose Street Tactics (Snippets): A PC knows that Wennel’s right side is damaged, which includes the hand wielding his morningstar. Any successful Athletics check to Disarm Wennel’s morningstar is treated as a critical success.

    It is clear that the skeleton knew you were coming but most of you managed to get the jump on it anyway. It is everyone but Amberly's turn.

    GM Dice:

    1d20 + 4 ⇒ (4) + 4 = 8

    Bold May Act
    ----------------------------------
    Round 1 statusnothing special
    -------------------------------------
    Annabelle
    Old Wrinkleface
    Hobb
    Lunarius 7/16 HP
    Kell
    Skeleton (red)
    Zombie (Blue)
    Zombie (Purple)
    Zombie (Light Blue)
    Zombie (Yellow)
    Amberly


  • Kell will move to where he can see both Yellow and Blue and Electric Arc them both.

    DC 15 Ref save: 1d6 ⇒ 2 save/crit save is half/no damage; fail/crit fail is full/double damage.


    Male Human Transmutation Wizard 1 | HP 16/16 | AC 12, TAC 12 | F:+1 R:+2 W:+1 | Resonance 3/3 | Perc +0 | speed 25 ft. | Spells 1st 3/3 | Spell Pool: 4/4 | Active Conditions: None

    Lunarius doesn't feel to well, so he downs a healing potion.

    Minor healing potion: 1d8 ⇒ 8

    He then sends some magic missiles to the yellow zombie.

    Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
    Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5


    Maps ... Starship combat ... Party Loot Tracker

    Wow, nice rolling Lunarius! I am not sure that round could of gone better for you. That being said, I think you meant a minor elixir of life since I can not find a minor healing potion. That heals 1d6+1 not 1d8. I will keep your max roll though. Also, you can not see yellow because there is a wall in the way. I will take one of your missiles out so you have an action to move, but we can retcon of you want to change up your actions.

    Kell lets out a burst of lightning, hitting two of the combatants. Both seem to take the full effect of the spell but are still standing!

    Lunarius releases a missile at the yellow zombie who takes shot hard! But, shockingly, the zombie does not return to being dead. Get comfy, because I think this will be a loooong fight!

    GM Dice:

    yellow reflex save dc15: 1d20 - 1 ⇒ (10) - 1 = 9
    yellow reflex save dc15: 1d20 - 1 ⇒ (9) - 1 = 8

    [ooc]Bold May Act
    ----------------------------------
    Round 1 statusnothing special
    -------------------------------------
    Annabelle
    Old Wrinkleface
    Hobb
    Lunarius (partial actions left) 14/16 HP
    Kell
    Skeleton (red)
    Zombie (Blue)-2
    Zombie (Purple)
    Zombie (Light Blue)
    Zombie (Yellow) -7
    Amberly


    Male Human Transmutation Wizard 1 | HP 16/16 | AC 12, TAC 12 | F:+1 R:+2 W:+1 | Resonance 3/3 | Perc +0 | speed 25 ft. | Spells 1st 3/3 | Spell Pool: 4/4 | Active Conditions: None
    LoreMaster GM wrote:

    That being said, I think you meant a minor elixir of life since I can not find a minor healing potion. That heals 1d6+1 not 1d8. I will keep your max roll though. Also, you can not see yellow because there is a wall in the way. I will take one of your missiles out so you have an action to move, but we can retcon of you want to change up your actions.

    I was looking at p. 393 of the original playtest rulebook. Or perhaps this was changed with the updates?

    Didn't see the black line for the wall, sorry. Would it have made a difference if I targeted the purple one and hit it with the 2 missiles?


    Maps ... Starship combat ... Party Loot Tracker

    That edit works for me! And nope, you are right! I for some reason was blind when looking at the rules haha 8 HP back it is!

    Bold May Act
    ----------------------------------
    Round 1 statusnothing special
    -------------------------------------
    Annabelle
    Old Wrinkleface
    Hobb
    Lunarius 15/16 HP
    Kell
    Skeleton (red)
    Zombie (Blue)-2
    Zombie (Purple)-10
    Zombie (Light Blue)
    Zombie (Yellow) -2
    Amberly


    | HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

    Advance warning that we have a busy evening today, and my family probably won't have a chance to post until late tonight.


    | HP: 5/78 | AC 21, TAC 21 | F:+10 R:+10 W:+7 | Hero Points: 0/1 | Resonance: 0/7, Overspent: 2 | Spell Points: 0/3 | Perc +6 (+8 to sense unseen) | Speed 35 ft. | Active Conditions: Concealed (1 minute), Wounded 1

    I would have taken the holy water from the treasure chest.

    Annabelle pulls out the holy water, and throws it at the skeleton boss!

    Ranged Touch Attack: 1d20 + 5 ⇒ (14) + 5 = 19
    Good Damage: 1d6 ⇒ 5 Plus 1 good splash damage.

    Then she enters tiger stance!


    Male Ancient Goblin | HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps) | Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

    Old Wrinkleface creaks and groans his way over to the yellow zombie (move, feint). Then he swings his cane at the zombie!

    Deception to Feint: 1d20 + 3 ⇒ (2) + 3 = 5
    Attack: 1d20 + 5 ⇒ (19) + 5 = 24
    Bludgeoning Damage: 1d4 + 4 ⇒ (4) + 4 = 8

    Feint Rules:

    Deception to Feint (use of deception skill): 1 action, With a misleading flourish, you leave an opponent unprepared for your real attack. You attempt a Deception check against that opponent’s Perception DC.
    …Success The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.
    …Critical Success The target is flat-footed against all melee attacks you attempt against it until the end of your next turn.
    …Critical Failure You are flat-footed against melee attacks the target attempts against you until the end of your next turn.


    | HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9 | Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

    Hobb moves into the room with his scimitar in one hand and his holy symbol in the other. "Burn in Her cleansing fire!"

    Move. Then using channel energy to use the two action casting of heal to harm the undead boss. (no attack roll needed)

    Damage: 1d8 + 3 ⇒ (6) + 3 = 9
    DC 14 Fortitude save. Taking half damage on a success, no damage on a critical success, or double damage on a critical failure.


    Maps ... Starship combat ... Party Loot Tracker

    The faint failed, but on the bright side the zombies are still flat footed to you since they haven't acted yet. So extra sneak attack damage! (plus you critted...)

    Annabelle manages to throw the holy water right at the enemy causing it to explode in a shower of water all around it. The water appears to of harmed him. She then raises he hands like claws.

    Old Wrinkleface tries to trick the already flatfooted zombie followed by smashing the zombies head in with a cane! crit damage: 1d4 + 4 ⇒ (1) + 4 = 5 also catching it by surprise sneak attack: 1d6 ⇒ 3. Half of the morbid undead's head is missing but it is somehow still standing.

    Hobb channels positive energy to to hurt the skeleton who already got splashed by holy water! The enemy courses through it causing it to light and begin smoking.

    Impressive round... but these zombies have lots of HP!

    The skeleton lets out a chilling laugh, You are not the only one with the favor of a god! With that, an aura of negative energy bursts from the skeleton! Everyone besides Lunarius needs to make a DC 16 fort save. on a fail take 3 damage, crit fail 6, success 1 damage, and crit success 0 damage The zombies seem to be energized by this burst as well.

    The yellow zombie that is barley alive strikes out at Old Wrinkleface. The fist misses so it tries with the other fist and misses as well.

    The blue zombie tries to hit Kell as well. When it misses, it punches out with it's other arm but still misses.

    The purple zombie shambles over to Hobb and tries to punch him once. The zombies fist reaches out and strikes him hard. You get the feeling like if it could, it would of grabbed you as well. 5 bludgeoning damage

    The final zombie just shambles over to Annabelle but is unable to punch her.

    Everyone is up!

    Special Mechanics (everyone can open):

    Rose Street Records (Dragons): While holding the journal from the sewer and reciting the names of the former slaves he had once helped (a manipulate action), a PC gains a +3 item bonus on Intimidation checks to Demoralize Wennel. On a critical success, he becomes dazzled for 1 round rather than fleeing.

    Rose Street Remembrance (Puddles): While within 10 feet of the skelton, a PC can brandish Wennel’s religious symbol of Milani (a manipulate action) to remind him of his former faith. This gives Wennel the stupefied 1 condition for 1 minute (Will DC 13 negates).

    Rose Street Tactics (Snippets): A PC knows that Wennel’s right side is damaged, which includes the hand wielding his morningstar. Any successful Athletics check to Disarm Wennel’s morningstar is treated as a critical success.

    GM Dice:

    fort save dc 14: 1d20 + 4 ⇒ (7) + 4 = 11
    yellow attack: 1d20 + 6 ⇒ (2) + 6 = 8
    yellow attack: 1d20 + 6 - 5 ⇒ (8) + 6 - 5 = 9
    blue attack: 1d20 + 6 ⇒ (7) + 6 = 13
    blue attack: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2
    purple attack: 1d20 + 6 ⇒ (16) + 6 = 22
    damage: 1d6 + 2 ⇒ (3) + 2 = 5

    Bold May Act
    ----------------------------------
    Round 1 statusnothing special
    -------------------------------------
    Amberly dc 16 fort save
    ----------------------------------
    Round 2 statusnothing special
    -------------------------------------
    Annabelle dc 16 fort save
    Old Wrinkleface dc 16 fort save
    Hobb 12/17 dc 16 fort save
    Lunarius 15/16 HP
    Kell dc 16 fort save
    Skeleton (red) -12
    Zombie (Blue)
    Zombie (Purple)-7
    Zombie (Light Blue)
    Zombie (Yellow) -15


    | HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

    Fortitude: 1d20 + 2 ⇒ (16) + 2 = 18
    "Ow! That sort of hurt, you jerk!" Amberly exclaims. She gives her tambourine a shake and starts to sing a peppy little tune.

    "Since you're already dead, you should really just die,
    Lay down and rest! Ignore skeleton guy!"

    Using fascinating performance on the skeleton as a free action (not sure if he's susceptible, but trying anyway). If she critically succeeds against his Will DC he's fascinated for 1 round.

    Perform: 1d20 + 5 ⇒ (11) + 5 = 16

    As she dances and sings she waves her arms out at skeleton...

    "Ignore skeleton GUUUUUUUUUUUY!"

    ...Causing two rainbow coloured music notes fly at the skeleton boss! (Magic missile for two actions).

    Force Damage: 1d4 + 1 ⇒ (4) + 1 = 5
    Force Damage: 1d4 + 1 ⇒ (2) + 1 = 3

    Note: I think she has line of sight to the skeleton boss, but if she doesn't she'll instead send both missiles at the light blue zombie.


    Maps ... Starship combat ... Party Loot Tracker

    Yeah, there is line of sight. It would be pretty cheap of me to say no to that but still hit you with his spells haha

    Amberly's song is fascinating, but not enough to cause the skeleton to focus exclusively on her. She then releases a blast of 2 missiles at the skeleton. Both seem to be effective but it is still standing!

    So, I am confused by your turn. Why did you make a perform action? Couldn't you of cast "inspire courage" which requires a perform check. Then as a free action, try to fascinate the boss. Then take the 2 actions for magic missile? Wouldn't this of made the same effects of your round plus a party buff? Or am I mistaken? Sorry, just trying to make sure I understand the rules.

    Bold May Act
    ----------------------------------
    Round 1 statusnothing special
    -------------------------------------
    Amberly 16/17
    ----------------------------------
    Round 2 statusnothing special
    -------------------------------------
    Annabelle dc 16 fort save
    Old Wrinkleface dc 16 fort save
    Hobb 12/17 dc 16 fort save
    Lunarius 15/16 HP
    Kell dc 16 fort save
    Skeleton (red) -20
    Zombie (Blue)
    Zombie (Purple)-7
    Zombie (Light Blue)
    Zombie (Yellow) -15


    | HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) | Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface)

    I read your question and then thought 'What is he talking about? I DID use inspire courage.' Then I double checked and realized I hadn't written it down. Haha. That it totally my bad! Sorry to be confusing. What I MEANT to do (and aloted actions for) was: I used inspire courage as the first action, then coupled it with fascinating performance for the free action, then into the two action magic missiles. Long story short, I took my turn and used actions as if using inspire courage, and then forget to actually write I used inspire courage. My bad! Sorry to be confusing.

    Amberly and all allies in 60 feet of her gain a +1 conditional bonus to attack rolls, damage rolls, and saves against fear.


    Fort Save: 1d20 + 4 ⇒ (6) + 4 = 10

    Kell will call down lightning on Yellow.

    Tempest Surge. Dc 15 Ref save: 1d10 ⇒ 1 Electrical damage. Save/crit: half/no damage; fail/crit: full damage and sluggish 1\double damage and sluggish 2 (both for 1 round).


    Maps ... Starship combat ... Party Loot Tracker

    No problem! I just wanted to make sure I was understanding everything correctly. Trust me, I understand overlooking something like that.

    I responded to your PM, just so you know. The notification system is still down so it is easy to miss.

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