GMG's GD5 special: The Sky Key Solution [Tier 3-4] (Inactive)

Game Master Magabeus

Map
Overseer map
Overseer thread


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Scarab Sages

I hate you all

Sigríðr slides forward, looking over her shoulder and addressing her colleagues, "Maybe this one'll understand us. I'll draw it to us."

She slaps her gauntleted hand against her shield yelling loudly, "Oy! You! Ya afraid of us? Come on down 'ere you! Right 'ere, show me what ya got! Voidworm? More like Bored-worm!"

Move: 10' forward
Standard: Antagonize on the voidworm -> Antagonize (via Intimidate): 1d20 + 15 ⇒ (2) + 15 = 17 (Target is 10 + HD + Wisdom Mod)

Ouch, can't get much worse than that.


Fiend series | Shackles

GM roll: 1d20 + 2 ⇒ (11) + 2 = 13

Sigríðr enters the room and shouts at one worm blue. Suddenly she sees another one frolicking at the ceiling.

GM mistake: tier 1-2 is one voidworm, tier 3-4 two. It is in the same initiative bracket.

Initiative
Remember: stairs are difficult terrain
Belvica
Dekion
Girzog

- - -
Worms
- - -
Kiddrik
Vash
Sigríðr

Liberty's Edge

Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

As Dekion walks down the short hall, he almost runs into Belvica when he gets distracted by the sight of flying worms. He waits to see if she moves forward and then takes a few steps down the stairs.

Assuming she moves, I'll take her spot and ready an attack. Otherwise, I will do a double move to end up at the square to her NW.

Readied attack:

Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Scarab Sages

F Dwarf Ranger(Guide) 5 AC 25, touch 14, flat-footed 23, hp 45

Belvica moves 20ft and readies an attack 1d20 + 10 ⇒ (16) + 10 = 26 if hits 1d10 + 5 ⇒ (2) + 5 = 7

Grand Lodge

LN Tengu Fighter 3 | HP: 28/28| AC: 19 / T: 13 / FF: 16 | CMB: +4 / CMD: 17 | F:+5 / R: +4 / W: +2 | Init: +5 Perc: +5 | Speed: 30ft

Girzog steps onto the stairs, drawing and firing his bow at the first flying creature he sees.

Composite Longbow vs. Blue: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Vash does have a plus 4 on his initiative so that should put him ahead of it...


Fiend series | Shackles

@Vash, I have included that on the map page now. You can act
@Belvica, moved you back 5 feet for stairs

Dekion and Belvica move forward and are ready to attack the creatures. Girzog shoots an arrow, hitting the blueish worm!

Initiative
Remember: stairs are difficult terrain
Vash
To be resolved
Belvica - readied attack 26 for 7
Dekion - readied attack 25 for 12
Sigríðr - intimidate antagonize on 17 (Target is 10 + HD + Wisdom Mod)
- - -
Red Worm
Blue Worm - 3 damage
- - -
Kiddrik
Girzog

Sovereign Court

A strong surge of Pathfinders have overtaken the Zoological Gardens. In doing so, they have found their way to the Slave Pens!

The Zoological Gardens are now claimed, the Slave Pens are now discovered. This is reflected in the updated map.


Fiend series | Shackles

Putting Vash in delay

Vash does not seem to know what to do. The worms have no such issues! The blueish one hisses "Ssssso it isssss playtime mammal!" and rushes towards Sigríðr. On it's way it passes within reach of Belvica who gives it a nasty slash with her waraxe.

The antagonized worm bites Sigríðr, doing superficial damage. The dwarf notices that Girzog's arrow wound is starting to close...

Charge, higher ground: 1d20 + 6 + 2 + 1 ⇒ (20) + 6 + 2 + 1 = 29
Damage: 1d4 ⇒ 4
Confirm?: 1d20 + 6 + 2 + 1 ⇒ (13) + 6 + 2 + 1 = 22
Damage: 1d4 ⇒ 2

The other worm is suddenly more difficult to see. It's outline appears blurred, shifting, and wavering.

Spellcraft DC 17:
Blur

Initiative
Remember: stairs are difficult terrain
Vash
Kiddrik
Girzog
Belvica
Dekion
Sigríðr 33/37 hp

- - -
Red Worm: shifty outline
Blue Worm: 10 damage & 1 round fast healing / regeneration
- - -

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13

Kiddrik hustles into the room, fighting his way down the stairs to get into position to help. "The harvest gets brought in one bale at a time. Everybody focus on one altogether!"

Double move.

Scarab Sages

I hate you all

Sigríðr grins a toothy smile, "See I got yer attention, les' see how ya feel about bein' face tah face wi' a Dwarf."

She draws her pick and attacks the creature.

Move: Draw Weapon
Standard: Attack Pick: 1d20 + 3 ⇒ (20) + 3 = 23 Pick Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Crit Confirm: 1d20 + 3 ⇒ (3) + 3 = 6

She looks up at the other flying creature, "Yer next, flappy.

Grand Lodge

LN Tengu Fighter 3 | HP: 28/28| AC: 19 / T: 13 / FF: 16 | CMB: +4 / CMD: 17 | F:+5 / R: +4 / W: +2 | Init: +5 Perc: +5 | Speed: 30ft

Girzog steps towards the lowered creature (blue) and releases another fury of strikes and bites upon it.

Claw: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Bite: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d3 + 1 ⇒ (3) + 1 = 4


Fiend series | Shackles

Sigríðr hits the flying worm and Girzog finishes it with his claw and bite! The worm falls limply to the ground while Kiddrik offers some tactical advice.

Initiative
Remember: stairs are difficult terrain
Vash
Belvica
Dekion

- - -
Red Worm: shifty outline
Blue Worm: down! 26 damage & 1 round fast healing / regeneration
- - -
Kiddrik
Girzog
Sigríðr 33/37 hp

Liberty's Edge

Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

Seeing his companions take care of the first worm, Dekion moves down the stairs to set up a wall and prepares to attack the other worm should it come into range. "Well done. Now let's finish this one off."

Readied attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Scarab Sages

F Dwarf Ranger(Guide) 5 AC 25, touch 14, flat-footed 23, hp 45

Belvica charges the red one 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 if hits 1d10 + 5 + 2 ⇒ (5) + 5 + 2 = 12 + 2d6 ⇒ (6, 3) = 9 Rhino armor


Fiend series | Shackles

The red one is flying too high for Belvica to reach.

Scarab Sages

F Dwarf Ranger(Guide) 5 AC 25, touch 14, flat-footed 23, hp 45

Move to flank, no charge so -2 and 2d6 to damage then


Fiend series | Shackles

Sorry Belvica, I thought you charged the blue one, this was fine

Belvica charges the worm that is convulsing on the ground. After her devastating attack it stops moving.

The other worm attacks Belvica but misses the dwarf.

Charge, higher ground: 1d20 + 6 + 2 + 1 ⇒ (4) + 6 + 2 + 1 = 13
Damage: 1d4 ⇒ 1

Initiative
Remember: stairs are difficult terrain
Kiddrik
Girzog
Sigríðr 33/37 hp
Vash
Belvica
Dekion

- - -
Red Worm: shifty outline
Blue Worm: slashed into two bits
- - -

Liberty's Edge

Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

I can't figure out how to move while on my phone. I'll move to the nw of worm

Dekion circles around Belvica and attacks to worm.

attack: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d8 + 6 ⇒ (5) + 6 = 11

Sovereign Court

The high-flying Pathfinders have taken control of the Temple Plaza! In doing so, they have found out how to access the Temple itself!

The Temple Plaza is now claimed, the Temple Interior is now discovered. This will be reflected in the map momentarily.

Scarab Sages

F Dwarf Ranger(Guide) 5 AC 25, touch 14, flat-footed 23, hp 45

Am I the only one confused at the double GM stuff?

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

How high up is the Red one?

Yah, Special games have some unique situations. Speaking of which, does that mean someone is that far ahead of us? O.o

Scarab Sages

I hate you all

Sigríðr grins at the remaining creature while yelling, "You that blind? Wrong Dwarf. She might have put your friend down, but I'm the one that landed the blow that put it on the ground. Come at me!"

Move: Back up 10' movement.
Standard: Antagonize to Intimidate: 1d20 + 15 ⇒ (9) + 15 = 24 DC 10 + HD + Wis Mod

Specials have a "room GM" calling what's happening to all of the tables. As tables succeed at goals, certain events start to unfold - which is what GM Mars is letting us know. Watch our GM for what's happening directly to us, but read what GM Mars has to say in case there's some big change.

Grand Lodge

LN Tengu Fighter 3 | HP: 28/28| AC: 19 / T: 13 / FF: 16 | CMB: +4 / CMD: 17 | F:+5 / R: +4 / W: +2 | Init: +5 Perc: +5 | Speed: 30ft

Girzog reaches down to pick up his bow that he dropped via retcon to be able to make his full round attacks last turn... and fires at the last enemy.

I'd rather not let him attack any dwarf if we can help it!

Longbow: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Scarab Sages

F Dwarf Ranger(Guide) 5 AC 25, touch 14, flat-footed 23, hp 45

Belvica attacks the thing on her 1d20 + 10 ⇒ (7) + 10 = 17 if hitting 1d10 + 5 ⇒ (4) + 5 = 9


Fiend series | Shackles

Sigríðr has it correct. The 'room' GM is called the Overseer GM and he is the one that is telling us what all the tables together are achieving. When something happens he will post in the overseer thread and at the tables

Together you manage to kill the second worm! You quickly scrawl down some notes before you move on towards the slave pens.

Next update tomorrow morning (CET), sorry for the delay

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Vash and Milly fly in and attack!

Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


Fiend series | Shackles

Vash, combat was over ;-)

Claustrophobic cells line the walls here, many crowded with three or four miserable-looking humans. The halls converge on a hewn-stone chamber lit with braziers and choked with herb-scented smoke.

Perception:

Kiddrik: 1d20 + 1 ⇒ (19) + 1 = 20
Aska: 1d20 + 5 ⇒ (14) + 5 = 19
Vash: 1d20 + 11 ⇒ (4) + 11 = 15
Dekion: 1d20 + 3 ⇒ (19) + 3 = 22
Sigríðr: 1d20 + 8 ⇒ (15) + 8 = 23
Girzog: 1d20 + 5 ⇒ (4) + 5 = 9
Belvica: 1d20 + 8 ⇒ (2) + 8 = 10 +2 in forest

Belvica and Sigríðr suddenly notice an awful stench but are otherwise unaffected by it.

GM screen:
Belvica: 1d20 + 9 ⇒ (14) + 9 = 23
Sigríðr: 1d20 + 10 ⇒ (4) + 10 = 14

Liberty's Edge

Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

"I wonder what all these humans are here for. Should we release them?" Dekion says fighting his immediate impulse to open all the doors. He hated seeing anyone locked up but didn't want a bunch of crazed humans attacking them.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik looks uncomfortably around the slave pens. "And even if we help them, can they come out of this time bubble thing? I heard a story one time about a fella who stumbled back through time, met his own parents, and nearly erased himself from his own life."

He looks over at Dekion, "As much as I don't like it, I think we might be best served by sticking pretty tight to our Explore and Report ideals."

I was about to ask if Kiddrik knew anything about this historical context that could shed some light, but earlier you said that it was so ancient that there are no records to learn from. Are History checks a waste of time? Or could Kiddrik help shed some light with a History check? If it's helpful...
Know (History): 1d20 + 8 ⇒ (1) + 8 = 9; sheesh. Apparently not.

Does there look like anything else worthwhile here? Or should we move on to another area?

Liberty's Edge

Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

"Well, I don't exactly understand this time travel stuff. I wasn't thinking about bringing them back with us, just letting them go back to their homes. They had to come from somewhere. Besides, if we kill off all these lizard folk that are holding them captive, these people could starve to death, and I'm not ok with that."

He then turns to the cell door next to him and tries to get the attention of someone inside. "Hey you, can you speak?" he says, not knowing how primitive the people are.

Scarab Sages

I hate you all

Sigríðr wrinkles her nose and makes a face, "Anybody else smell that? Do we know if we're alone in here?

She looks at the slave pens and speaks loudly and slowly, "DO YOU SPEAK TALDANE?"

If there's no response except for dumb looks.

Looking frustrated she tries again in Dwarven, "PUHUTKO COMMON?" and again in Osiriani, "هل تتكلم المشترك?".

Grand Lodge

LN Tengu Fighter 3 | HP: 28/28| AC: 19 / T: 13 / FF: 16 | CMB: +4 / CMD: 17 | F:+5 / R: +4 / W: +2 | Init: +5 Perc: +5 | Speed: 30ft

If there is not much a response to Sigríðr's attempts to communicate, Girzog will continue to rattle off the simple question in many other languages on my phone so can't easily note what they are, but there's 10 or so known on my alias page

I agree we can't just leave them, but remember - this is a different time. Freeing a human now isn't likely to be like freeing a human in our own era. For all we know, they'll assume our freedom and well off situation means we're allies of the lizards and attack. While they don't look to be a threat, I'd rather not risk putting them in a situation they won't survive. I recommend coming back later when everything is cleared.

Scarab Sages

F Dwarf Ranger(Guide) 5 AC 25, touch 14, flat-footed 23, hp 45

Belvica tries to set one of them free using her knife.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik steps in to lay a hand on Belvica's knife-hand. He shakes his head no. "Let's. Wait." he says in the overlyslow, annunciated way people speak to those they don't think share a language.


Fiend series | Shackles

You see no way to free these people. They seem to be intelligent and try to communicate back to you using hand signals you do not recognize. Finally it becomes obvious that they are scared of punishment by their masters

Kiddrik:
You remember that lizardfolk held humans (the Azlanti) as slaves.

Belvica and Sigríðr:
Some creatures smell horrible. They might be able to hide, but their smell will still give them away...

Edit: added in some text for your attempts to communicate

Scarab Sages

F Dwarf Ranger(Guide) 5 AC 25, touch 14, flat-footed 23, hp 45

Belvica insensed says in Dwarven "I cannot stand to see enslavement of any form. I am cutting this person down." she then uses her heal skill to find the best place to cut.

Heal 1d20 + 5 ⇒ (4) + 5 = 9

Tracking 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 to follow the smell. Axe in hand.


Fiend series | Shackles

Belvica, I don't understand what you are trying to do. Are you trying to kill one of the humans in the cells?

Scarab Sages

F Dwarf Ranger(Guide) 5 AC 25, touch 14, flat-footed 23, hp 45

I am trying to find a spot that I can safely cut one of them free to save them, If not, I will just follow the stink.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

"Azlanti?" Kiddrik mutters distractedly, then his eyes widen. "Azlanti!" he shouts, now at his fellow pathfinders. "In the cages! They're Azlanti! Anyone speak the language?"

Forgetting about his stance only moments before, he fumbles at his waist, struggling to draw out a scroll. In short order, he pulls it out, finishes the scrolls spell, and reaches out—as calmly and reassuringly as he can—to touch the nearest, most receptive-looking adult of the slaves.

Casting Share Language from a scroll, targeting the nearest, adult slave who looks like they're trying to communicate with us.

When the spell-power dissipates, Kiddrik blurts out the first things that come to mind. "I'm Kiddrik! You're Azlanti! What's your name?! Can we free you?! Ho captured you?!"

Scarab Sages

I hate you all

Sigríðr wrinkles her nose some more, "Ye know, none o' us smell that great, but these guys absolutely reek." She pinches her nose for emphasis, "They're jes gunna draw Lizardfolk to us. I'm sure they were paid fer correctly; tis' not our spot to let 'em go."

She looks pensive for a moment, "But I'm sure they're a trove of useful information, so I say question 'em Kiddrik. Find out wha' we're up against."

Liberty's Edge

Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

Dekion chuckles a bit at Kiddrik's question about speaking Azlanti. "Sure, with all of the time I spent in the library pouring over old books, I picked up a little," he says with a smirk. "I'll let you talk to them. I'm not much of a historian and it appears that you know what to ask. I'll keep an eye on this room to make sure no one interrupts you."

Do the stairs go up or down to the room? I will stay at the end of the stairs in the hallway so the following post only works if stairs go down.

Dekion moves to the top of the stairs and scans the room.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15

Grand Lodge

LN Tengu Fighter 3 | HP: 28/28| AC: 19 / T: 13 / FF: 16 | CMB: +4 / CMD: 17 | F:+5 / R: +4 / W: +2 | Init: +5 Perc: +5 | Speed: 30ft

Girzog goes to the last room, and brings in one of the worm corpses. Trying to make it clear they are here to help, he drags it in and starts kicking and beating it, then pulls out some rations and offers them to the prisoners.

If they refuse to leave out of fear, the least we can do is give them some decent food.

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Vash and Milly keep watch while the other talk!

Scarab Sages

F Dwarf Ranger(Guide) 5 AC 25, touch 14, flat-footed 23, hp 45

Belvica follows the scent using stealth 1d20 + 8 ⇒ (9) + 8 = 17

Perception 1d20 + 8 ⇒ (6) + 8 = 14


Fiend series | Shackles

Allright, GM will take some liberties here

The humans are all behind (prison) bars. Belvica sees no way to free them with her knife and moves into the room, trying to follow the scent.

While Kiddrik is rummaging around for his scroll Belvica walks further into the room. Dekion follows her to the top of the stairs and immediately notices the foul stench coming from the room. Belvica is overcome by the stench! sickened.

While she tries to keep her breakfast in three lizardlike creatures throw javelins at her! They all miss her.

Fort saves:
Dekion Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Belvica Fort: 1d20 + 9 ⇒ (11) + 9 = 20
Belvica Fort: 1d20 + 9 ⇒ (4) + 9 = 13

Initiative:

Kiddrik: 1d20 + 1 ⇒ (20) + 1 = 21
Vash: 1d20 + 4 ⇒ (1) + 4 = 5
Dekion: 1d20 + 4 ⇒ (15) + 4 = 19
Sigríðr: 1d20 + 5 ⇒ (20) + 5 = 25
Girzog: 1d20 + 5 ⇒ (15) + 5 = 20
Belvica: 1d20 + 2 ⇒ (16) + 2 = 18 +2 in forest
Red: 1d20 + 5 ⇒ (5) + 5 = 10
Blue: 1d20 + 5 ⇒ (14) + 5 = 19
Green: 1d20 + 5 ⇒ (10) + 5 = 15

Attack, point blank: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Damage, PBS, sneak: 1d6 + 3 + 1 + 1d6 ⇒ (5) + 3 + 1 + (4) = 13
Attack, point blank: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Damage, PBS, sneak: 1d6 + 3 + 1 + 1d6 ⇒ (2) + 3 + 1 + (2) = 8
Attack, point blank: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage, PBS, sneak: 1d6 + 3 + 1 + 1d6 ⇒ (2) + 3 + 1 + (2) = 8

Initiative
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Sigríðr (B)
Girzog
Kidrik

- - -
Blue
- - -
Dekion (B)
Belvica (RBG) sickened, round 1
- - -
Green
Red
- - -
Vash

The RBG in brackets behind names are for the smell of the monsters that you have already saved against. When you are within 30 feet of another: DC 14 Fortitude save (poison mods apply) or sickened. Only one save needed per monster.

Knowledge Local DC 11:
These are troglodytes, feral, savage cave dwellers that still are a thread in the current age.

Liberty's Edge

Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

"We found the smell. It's lizardmen!" Dekion says pointing into the room.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Know (Local): 1d20 + 8 ⇒ (9) + 8 = 17; does this roll also give him insights into their Stench ability? And if so, could he just call out for everyone to hold their breath to avoid its effects?

"Troglodytes!" Kiddrik yells, "Cave dwellers! We have'em in our time!"

I'll wait to post actions until I get answer to the above about Stench and holding our breath.

Scarab Sages

I hate you all

Sigríðr moves forward carefully while muttering to the humans, "Huh, guess ya guys weren't the smelly ones,".

Guessing Fort Saves:
You pick how many you need.
Save (Fort): 1d20 + 9 ⇒ (18) + 9 = 27
Save (Fort): 1d20 + 9 ⇒ (3) + 9 = 12
Save (Fort): 1d20 + 9 ⇒ (19) + 9 = 28
+1 on all three if it's classified as poison

She looks over the room and seeing the Lizardfolk she growls, "Stupid jerks, I'm guessin' ya can't even be bothered wi' learnin' Taldane." Hefting her tower shield as she takes her stand, she calls forth, "Drangviit, bless me. I will be the target of their wrath!"

Move: 15' forward
Standard: Cast Compel Hostility (DC 14 Will)

If Ally Attacked:
If an ally is attacked and I am within reach of the opponent attacking my ally, I will use my immediate action to compel them to attack me instead.

Grand Lodge

LN Tengu Fighter 3 | HP: 28/28| AC: 19 / T: 13 / FF: 16 | CMB: +4 / CMD: 17 | F:+5 / R: +4 / W: +2 | Init: +5 Perc: +5 | Speed: 30ft

Girzog hurries up the stairs to see what all the fuss is

Sigríðr, what in the hell are yo--- LORDS WHAT IS THAT SMELL?

I count all 3 within 30ft of me

Fortitude Blue: 1d20 + 5 ⇒ (12) + 5 = 17
Fortitude Red: 1d20 + 5 ⇒ (16) + 5 = 21
Fortitude Green: 1d20 + 5 ⇒ (17) + 5 = 22

Girzog draws his bow and fires at the enemy directly ahead of him.

Longbow vs. Red: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

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Fiend series | Shackles

Yep, she is only level 11, what could go wrong?

Scarab Sages

I hate you all
Kiddrik Brown wrote:
Dang it! We should have killed Arodeth. :D

That wasn't happening at our tier. Still, was good. Have fun all.

Liberty's Edge

Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3
GMG wrote:

Boon rolls: 20 or 16 gives you a random boon. Rolling in alphabetical order (by character name, GM last)

Belvica: 1d20 ⇒ 19
Dekion: 1d20 ⇒ 1
Girzog: 1d20 ⇒ 18
Kiddrik: 1d20 ⇒ 19
Sigríðr: 1d20 ⇒ 1
Vash: 1d20 ⇒ 19
GM: 1d20 ⇒ 18

No boons today.

oh, so close on a few. Too bad not on a 1 or 20 :( What boons did we miss out on?

Good thing those weren't for attack rolls against us.

Thanks for running this.


Fiend series | Shackles

Dekion, I am not at liberty to tell you what boons you missed out on. Also the overseer GM's did not specify the boons as in prior online gamedays.

If you look in my alias Kintampo's Sky Key Solution discussion thread you know as much as I do.

Scarab Sages

I hate you all
Dekion the Defender wrote:
oh, so close on a few. Too bad not on a 1 or 20 :( What boons did we miss out on?

This year's convention boons are pretty good. There's an alchemy one, and a really nice one that involves intimidate checks. Man, I have to go through my pile (I have 3/6 that were offered just a month ago).

GM boon is kinda neat too (which should encourage you to GM).

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