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Yes, Fuzzfoot's action is still ok - didn't realize it was a move action to light it, but that is still what he would have been trying to do.

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I assume we are still in combat. If not, so much the better. Nice to take out the baddy without any cost to us for a change.

GMG |

Fuzzfoot stands waiting, holding a burning grenade that will explode in 0 to 3 rounds. Despite the danger he seems to be at ease with the situation....
Still in initiative ;-)
Initiative
Fuzzfoot
- - -
C
- - -
Silas,
Quinray
- - -
B
- - -
Nemesis / Wolf
Oleander
Sritaro / Kamu

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Fuzzfoot moves up the hallway, and then tosses the grenade further down the hallway.
To Hit red X, AC 5, 5 range increments: 1d20 + 7 - 10 ⇒ (17) + 7 - 10 = 14

GMG |

"Well, well, well, seems like we have some visitors. Must be those pesky pathfinders... I am waiting for you!"
At the sound of the voice Quinray decides to start his performance, beating the drums in a steady cadence that inspires you to greater heroics.
Initiative
Inspire Courage +1 active
Silas
- - -
B
- - -
Nemesis / Wolf
Oleander
Sritaro / Kamu
Fuzzfoot
- - -
C
- - -
Quinray

GMG |

You hear some scratching from ahead and then all is silent again
Initiative
Inspire Courage +1 active
Nemesis / Wolf
Oleander
Sritaro / Kamu
- - -
GM
- - -
Fuzzfoot
- - -
C
- - -
Quinray
Silas
- - -
B
- - -

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With the corridor crowded, Oleander readies an action to plug the first hostile she sees.
readied attack: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d8 + 3 ⇒ (3) + 3 = 6

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Nemesis moves to the side of the now-crammed hallway, and then patiently reloads her crossbow.
Remember, at least some of us (however many the DM would have said I had time for) are benefitting from guidance, to be used at individual discretion within the next just-under-a-minute.

GMG |

For ease of play all PC's (not AC's) have a guidance which can be used in the next 5 rounds (10 rounds -2 combat rounds - 6/3 to compensate for casting one per round)
Nemesis and Oleander prepare for enemies while Sritaro is looking at the burning grenade in front of him...
Initiative
Inspire Courage +1 active
Sritaro / Kamu
- - -
GM
- - -
Fuzzfoot
- - -
C
- - -
Quinray
Silas
- - -
B
- - -
Nemesis
Oleander / Wolf

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@GM: Would it be ok to make a charge against the grenade to kick it forward some? Essentially it'd be a bull rush-like maneuver, but since it doesn't replace a standard attack, wanted to know if you'd allow such a thing.

GMG |

I will allow that as an attack vs AC10, given the size of the object. To hit = it moves 5 feet ahead and for every +5 above you manage to kick it 5 foot further.

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Sritaro, not liking the grenade just sitting there, charges towards it and tries to punt it with his feet.
Charging kick!: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Kamu dutifully follows.

GMG |

Sritaro kicks the grenade 15 feet ahead
KABOOM!: 3d6 + 4 ⇒ (2, 4, 6) + 4 = 16
Grid intersection, 1=NW, clockwise: 1d4 ⇒ 1
Reflex: 1d20 ⇒ 7
where it explodes, sending shrapnel flying. Sritato is just outside of the blast area.
"Son of a $%^$%^!" and shrieks from animals are heard before it is silent again. Sritaro notices animal cages at the southern wall, doors open. In it he sees weasels, stoats and ferrets. They seem to be killed by the grenade.
Initiative
Inspire Courage +1 active
Fuzzfoot
- - -
C - 16 damage
- - -
Quinray
Silas
- - -
B
- - -
Nemesis
Oleander / Wolf
Sritaro / Kamu

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Fuzzfoot runs through the barracks to catch up to Sritaro. "Nice boot, buddy! We might need to do something like that more often!"
Full round of movement.

GMG |

Fuzz runs forward and you hear something falling to the ground.
Silas and Quinray are up! Can someone post for Q?

GMG |

No activity can be heard from the room...
Initiative
Inspire Courage +1 active
Nemesis
Oleander / Wolf
Sritaro / Kamu
Fuzzfoot
- - -
C - 16 damage
- - -
Quinray
Silas
- - -
B
- - -
If somebody enters the room please hold your actions, so I can place enemies and let you know what you see.

GMG |

To the north Sritaro sees a room filled with rubble and debris. It also contains some sparsely filled weapon and armor racks.
Thanks for the reminder

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Can Fuzzfoot tell what hit the ground? Was it something he dropped? Or someone dropping down from the ceiling behind him??

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A bit of muffled clanking can be heard through the wall as Nemesis makes her way up via the (seemingly) empty bunkroom.
Double-move.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24

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Oleander moves down the tunnel, ordering her wolf to follow her.
As she moves down the tunnel she keeps her bow out. Once she has moved far enough, she readies another shot for a viable target presenting itself.
readied shot, cover: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5 +2 if human
damage: 1d8 + 3 ⇒ (1) + 3 = 4 +2 if human.

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"We have quite a bit of ranged/spell damage dealing ourselves. I think caution when in the lair of the snake is in order."
Offers Oleander

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Sritaro and Kamu will move into the north hallway in ambush position.
-Posted with Wayfinder

GMG |

"Come on pathfinders! I hear that you are with more, do you expect a lone woman to come out and get shot by an arrow?" she taunts. Quinray tries to use the wand of protection from evil again on Sritaro and succeeds
UMD: 1d20 + 9 ⇒ (12) + 9 = 21
Initiative
Inspire Courage +1 active
Silas
- - -
B
- - -
Nemesis
Oleander / Wolf
Sritaro - PFE active
Kamu
Fuzzfoot
- - -
C - 16 damage
- - -
Quinray
If somebody enters the room please hold your actions, so I can place enemies and let you know what you see. To speed things up: You will not notice anything from B's actions, so once Silas has taken his actions the rest can take their actions.

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Having no particular desire to taunt death, Silas waits for one of the others to take the lead into room.
Delay for now.

GMG |

It seems you have reached a standoff, who is going to break the waiting-game?
Initiative
Inspire Courage +1 active
Nemesis
Oleander / Wolf
Sritaro - PFE active
Kamu
Fuzzfoot
Silas
- - -
C - 16 damage
- - -
Quinray
- - -
B
- - -
If somebody enters the room please hold your actions, so I can place enemies and let you know what you see.

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"Hold on, hold on. Let me get this party started... with some fireworks!"
Fuzzfoot lights another fuse, and tosses a pellet grenade into the center of the room (or as close as reasonable - move 5' step if needed).
Rounds until boom: 1d3 ⇒ 3
This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves).
Bludgeon Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Pierce Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Fire Damage: 1d6 + 2 ⇒ (3) + 2 = 5

GMG |

Fuzzfoot, please point to a grid intersection where you want it and roll your to hit vs AC5

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Oleander will keep her readied action until the grenade explodes. Then she'll do something different.

GMG |

Fuzzfoot, you can not target a square, you need to target a grid intersection. See Core Rule Book 202 (or PRD on Throw Splash Weapon)

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I'm more waiting to see what others do. I'm not the best choice for "best foot forward," I'm a little vulnerable for a Cleric.
On second thought, I move up from where I was and give Kamu guidance.

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Actually, I'm tired of waiting. One, it slows the PbP down, but two... don't want her to get the same idea we had to toss the grenade back.
Sritaro grabs a round disc at his side as he moves into the edge of the room And should be currently safe from the grenade right now.
He hisses for Kamu to wait until called. Only moved Sritaro for right now

GMG |

Thanks! (and I was contemplating that.) She was hiding 5 ft from the entrance, has readied a trip attack and takes a 5 ft step towards the first one who enters.
Readied Trip Attack: 1d20 + 13 ⇒ (18) + 13 = 31
Greater Trip Attack: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
"Finally!" the woman in the room says, she has black stripes through her white hair and takes a step closer to Sritaro. With a mighty kick she kicks the feet from under the nagaji and then follows up with another swift kick, hitting Sritaro hard.
Farther into the room the earth seems to be disturbed by some kind of burrowing animal. Red circle
"Gyrlak! It's action time!" she shouts
Fortitude vs poison please
Initiative
Inspire Courage +1 active
Oleander / Wolf
Sritaro - PFE active + guidance + prone - 22/32 hp
Kamu
Silas
Quinray
- - -
B
- - -
X
- - -
Fuzzfoot
Nemesis
- - -
C - 16 damage
- - -

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Fort vs Poison: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Sritaro, taking the cheap shot, takes another and stands up. Eating the AoO; at least she can't trip lock me.
Also assuming I survive the attack
Now standing, the nagaji whistles to Kamu who comes in teeth baring while Sritaro swings with his massive blade.
Kamu bite @ Skunk lady: 1d20 + 6 - 1 + 1 ⇒ (11) + 6 - 1 + 1 = 17
Damage on hit: 1d6 + 3 + 3 + 1 ⇒ (4) + 3 + 3 + 1 = 11
Nodaichi @ Skunk lady: 1d20 + 7 - 1 + 1 ⇒ (15) + 7 - 1 + 1 = 22
Damage on hit: 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9

GMG |

Greater trip ate her AoO ;-) and for some reason the developers did not give her combat reflexes. Note that I assume that the number of possible AoOs reset at the start of each actor's initiative count. (Not entirely sure there, so if someone has better rules knowledge on this point please enlighten me in the discussion thread)
Sritaro stands up without taking an attack, he attacks the damsel and hits, unfortunately the dinosaur does not!
Edit: I am fine if Kamu moves past the hard corner, he is now taking a -4 for cover on his to hit. Also: why the -1 to hit? (not that it matters)
Initiative
Inspire Courage +1 active
Oleander / Wolf
Silas
Quinray
- - -
B
- - -
X
- - -
Fuzzfoot
Nemesis
- - -
C - 25 damage
- - -
Sritaro - PFE active + guidance - 22/32 hp
Kamu