GM Harker's PFS Season 4 Campaign

Game Master Justin L. Warren

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Gamemaster | CC Map | S4 Map

Somebody give me an action.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

"Let's follow the puppies."

Silver Crusade

Male Human Space Marine 7 | CG | HP 53/53, AC 22, T 17, FF 15 | Panache 1/5 | F: +6, R: +12, W: +1 | CMD 24 | Perc +4 | Init +8

William raises his eyebrows. "Madness with a howl? This may prove...bothersome. My last field report noted me as being susceptible to afflictions of the mind."

He pulls out a knife and cuts a band from his old cloak, then shreds a few pieces off of that.

"It is said that one must play to ones own strengths and seek to avoid ones own weaknesses. If we expect to encounter these 'puppies' I would like to be prepared. How many of you are adept at military hand signals?"

He flashes a few hand signals as he continues.

"This will signify 'move out' and this will signify 'hold position'. This will signify 'all clear' and this will signify 'Need to speak.' If anyone else has received similar reports on their capabilities or are in doubt of their mental defenses, I recommend following suit."

He dampens a few of the small shreds, balls them up, and puts one in each ear, then ties the long shred about his head, like a headband but covering his ears. Attempting to give myself the 'deafened' condition if able

Deafened:
PRD wrote:
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Once he's done, he'll do his best to aid Halkale in tracking, despite his utter ineptness.

Survival: 1d20 - 1 ⇒ (12) - 1 = 11

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale frowns as he glances at his companions.

"M-M-Must get out of the weather, so n-n-need to get into stable or t-t-the house. P-P-People will start getting c-c-chilled. N-N-Not g-g-good."

Chasing demons seems fun, but we need to be out of the elements pretty soon. I have Endurance so the chill is going to affect me less, but still, we are taking -4 to perception, already.


Gamemaster | CC Map | S4 Map

William, that's probably not enough to deafen you, but I'll give you the +2 circumstance bonus against sonic attacks you'd receive for having earplugs, as well as the Perception negative modifier of -5.

Okay, I'll assume you all will check the stables first if you aren't going to try to follow the tracks.

The group investigates the stables first to get a better idea of the area and to get out of the rain. As you begin to look around, you hear some shuffling in a hay pile to the west. After a brief moment, a large-sized predator reveals itself. With a fanged maw and a tough hide covered in razor-sharp quills, it growls loudly. With that, three more of the creatures pounce down from their hiding spots in the rain.

Everyone can make a Knowledge (planes) check to get more info about the Howlers now that you can see them. You already know their howls are bad news.

PC Initiative
Halkale's Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Melufiuos' Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Ophelia's Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Quiella's Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Valik's Intiative: 1d20 + 7 ⇒ (7) + 7 = 14
William's Initiative: 1d20 + 8 ⇒ (11) + 8 = 19

GM Screen:

Howler Init: 1d20 + 7 ⇒ (10) + 7 = 17

I run initiative in blocks. Whoever posts first in each block acts first regardless of their initiative position in the block. This speeds things up in PbP and makes things easier to manage.

Initiative (Round 1)
William <= Up
Quiella <= Up
4 Howlers
Melufiuos
Halkale/Frostfur
Valik
Ophelia

William and Ophelia act first.

Silver Crusade

Male Human Space Marine 7 | CG | HP 53/53, AC 22, T 17, FF 15 | Panache 1/5 | F: +6, R: +12, W: +1 | CMD 24 | Perc +4 | Init +8

William calls out to the party, "Foul beasts inbound!"

He pulls his musket from his back, draws a bead on his target in the building and fires a single shot at it.

Vital Strike Musket: 1d20 + 12 ⇒ (13) + 12 = 25 vs Touch
Damage: 2d12 ⇒ (2, 11) = 13

He doesn't bother reloading the musket, and lets it clatter to the ground, raising one fist into a beckoning motion, and lowering the other hand by his belt, preparing to draw his stun gun next.

Remember, anyone standing next to me gets a +1 Dodge bonus to AC.

If a howler attacks an adjacent ally and I'm within the Howler's reach:
Spend 1 panache to use opportune redirect to redirect the attack to me if my attack roll exceeds his. If I successfully parry and I threaten the foe, then I can riposte.
Parry: 1d20 + 12 ⇒ (4) + 12 = 16
Riposte (if applicable): 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

If more than 1 opportunity to parry happens in the round, I can parry again but not riposte. Parry is at +12, and I'll take every opportunity given, max 6 per round or my panache runs out. I have 5 panache.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

"You take that one, Valik!" Quiella shouts before she moves by Will, drawing her Lucerne hammer as she climbs onto the wagon.

"Bring it, demons!"

move onto wagon while drawing weapon
Ready attack against first howler to approach

Lucerne hammer, attack, height, power attack: 1d20 + 11 + 1 - 2 ⇒ (18) + 11 + 1 - 2 = 28 for b/p, silvered: 1d10 + 6 + 6 ⇒ (5) + 6 + 6 = 17 double damage against a charge

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

know planes: 1d20 + 7 ⇒ (14) + 7 = 21

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Now that he lays eyes on the creatures, Melufiuos also recalls that fighting a howler in melee tends to result in their painful quills being left in their enemy's skin. These quills also sicken their victims and are difficult to remove.

With a loud boom, William's musket unleashes a high velocity projectile at the (white) howler located in the stables. He then drops the rifle and draws something pistol shaped that is completely foreign to the rest of the group.

Quiella moves to the center of the wagon ruins and waits to attack the first howler that moves towards her.

The howler in the stables then begins to live up to its name, as it begins a high pitched, grating howl that is completely mind-numbingly annoying and painful to hear. It then moves forward 5 feet to threat Valik. Everyone make a DC 14 Will save. If you fail, you take 1 Wisdom damage. William gets a +2 to the save from his makeshift earplugs.

The howlers with the blue and red hued quills converge on Quiella, while the one with black quills moves on Melufiuos. Quiella's hammer solidly hits the blue beast as it moves into range. Both of the howlers on the gnome paladin attempt to bite her and stick her with their quills, but all the attacks miss. The howler attacking Melufiuos bites the flat-footed elf, but fortunately doesn't hit with his quills. The bite attacked hit because Mel was flat-footed which also denies him William's extra dodge bonus. Mel takes 12 damage.

Since none of the howlers threaten William, I don't believe his parry was activated. If I'm misunderstanding this, please let me know. Despite being large, the howlers only have a 5 foot reach.

GM Screen:

Blue Bite: 1d20 + 10 ⇒ (3) + 10 = 13
Blue Quills: 1d20 + 5 ⇒ (1) + 5 = 6
Red Bite: 1d20 + 10 ⇒ (7) + 10 = 17
Red Quills: 1d20 + 5 ⇒ (5) + 5 = 10
Black Bite: 1d20 + 10 ⇒ (5) + 10 = 15
Black Quills: 1d20 + 5 ⇒ (9) + 5 = 14
Black Bite Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Initiative (Rounds 1-2)
William <= Up
Quiella [Life Link on Mel and Will. She will take 5 damage from LL on turn] <= Up
4 Howlers
Melufiuos [12 damage, reduced to 7 on Quiella's Turn] <= Up
Halkale/Frostfur <= Up
Valik <= Up
Ophelia <= Up

Current Detrimental Effects
Howling: Everyone make a DC 14 Will save or take 1 Wisdom damage. This is a curse effect.

Everyone is up! Don't forget to make a Will save.

Silver Crusade

Male Human Space Marine 7 | CG | HP 53/53, AC 22, T 17, FF 15 | Panache 1/5 | F: +6, R: +12, W: +1 | CMD 24 | Perc +4 | Init +8

Will+Earplugs+Charmed Life: 1d20 + 1 + 2 + 3 ⇒ (8) + 1 + 2 + 3 = 14

You've got it perfectly. I intend to use parry riposte at any possible moment, so if you'd like I can keep a parry/riposte copy paste line in my header. That way I can just let you know on each turn if I'm looking to parry. I'll wait a bit before posting my next action so others who haven't acted yet can get their positioning.

Current Status:

HP: 46/46
Panache: 5/5
Charmed Life: 2/3
Other: Wearing Earplugs

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Wil Save: 1d20 + 5 ⇒ (19) + 5 = 24
Mel hums a charge into his rapier and performs spell combat. He attacks the howler, takes a 5' step back, and casts vanish.

rapier to hit: 1d20 + 7 + 2 - 2 ⇒ (15) + 7 + 2 - 2 = 22
rapier dmg: 1d6 + 3 ⇒ (4) + 3 = 7
stored shocking grasp: 5d6 ⇒ (6, 4, 1, 6, 1) = 18

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

will: 1d20 + 10 ⇒ (13) + 10 = 23

Valik is able to block out the ear piercing howl. He than punches at the howler after he draws his cold iron siangham.

AC 26: 1d20 + 8 ⇒ (18) + 8 = 261d6 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Male Human Space Marine 7 | CG | HP 53/53, AC 22, T 17, FF 15 | Panache 1/5 | F: +6, R: +12, W: +1 | CMD 24 | Perc +4 | Init +8

William shouts. "Quiella, Halkale, execute attack plan Broken Wing!"

Spend 1 panache, give everyone (including the pet) the feat Broken Wing Gambit.

Broken Wing Gambit wrote:
Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

He then steps into position next to Quiella and prepares himself to help hold the front line.

If red howler attacks Quiella:

Parry: 1d20 + 12 ⇒ (19) + 12 = 31
If the parry is successful
Riposte: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Give myself -2 to AC for Broken Wing Gambit if it hits.

Status:
HP: 46/46
Panache: 4/5
Charmed Life: 2/3
Other: Wearing Earplugs

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

if they only have 5 reach they would have provoked. AoO on the same one I hit with the readied attack

Lucerne hammer, attack, height, power attack: 1d20 + 11 + 1 - 2 ⇒ (14) + 11 + 1 - 2 = 24 for B/p, silvered: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22

-Posted with Wayfinder

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Will save: 1d20 + 10 ⇒ (12) + 10 = 22

-Posted with Wayfinder

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella drops her Lucerne hammer and draws her greatsword, then slashes at the blue-hued howler with it. or the red, if the blue is down

-5hp from Life Link

greatsword, attack, power attack, height advantage: 1d20 + 11 - 2 + 1 ⇒ (2) + 11 - 2 + 1 = 12 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (9) + 7 + 6 = 22

-Posted with Wayfinder

Silver Crusade

Male Human Space Marine 7 | CG | HP 53/53, AC 22, T 17, FF 15 | Panache 1/5 | F: +6, R: +12, W: +1 | CMD 24 | Perc +4 | Init +8

Quiella, would you like to give yourself -2 AC to allow for Broken Wing Gambit if it attacks you again?

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

my rapier damage should include another +2, for the arcane charge

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

sure. You have combat reflexes? That would apply to blue.

-Posted with Wayfinder

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale will: 1d20 + 4 ⇒ (12) + 4 = 16
Frostfur will: 1d20 + 4 ⇒ (20) + 4 = 24

Halkale commands Frostfur to stay by his side, protecting a flank. Halkale then losses a volley of arrows at the first howler.
Attack clockwise as they go down, if arrows are left.

Attack, PBS, Rapid Shot: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 Damage, if hits, PBS: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Attack, PBS, Rapid Shot: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 Damage, if hits, PBS: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Attack, PBS, Rapid Shot: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 Damage, if hits, PBS: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Silver Crusade

Male Human Space Marine 7 | CG | HP 53/53, AC 22, T 17, FF 15 | Panache 1/5 | F: +6, R: +12, W: +1 | CMD 24 | Perc +4 | Init +8

I do have combat reflexes, but it also applies to any other player adjacent to that foe (or their pet) since I gave the feat to everyone.


Gamemaster | CC Map | S4 Map

William, just go ahead and leave a parry/reposte spoiler whenever the occasion may arise.

Mel, I added your extra damage.

The remains of the wagon aren't enough to give you a higher ground bonus, Quiella. My apologies for not making that explicit.

Quiella also takes an attack of opportunity against the howler with blue quills as it advances and causes additional injury to it.

Melufiuos stabs at the howler with black quills and hits with both weapon and stored spell. He also gets pricked by some of the quills and takes some slight injury. Mel takes 2 damage from the creature's quills. It would appear that engaging these creatures in any sort of melee automatically causes you minor harm from the quills.

Mel Reflex: 1d20 + 6 ⇒ (13) + 6 = 19

Valik engages the one in the barn with his siangham and also hits it, but not only is he injured by quills, one of them sticks into his arm. Valik takes 3 damage from the quill, and is sickened until he removes it. It's a full round action Heal check to remove the quill. If you fail the check, the quill is still removed but you take additional damage.

Valik Reflex: 1d20 + 7 ⇒ (2) + 7 = 9

William moves forward and shares some teamwork abilities with his fellow companions. He then gets ready to help Quiella take out the howlers in the south.

Quiella switches to her greatsword, but fails to hit this time.

Halkale fires three arrows at the white howler in the barn and all three hit! Although greatly injured, that howler is still standing.

GM Screen:

Quill vs Mel: 1d4 + 1 ⇒ (1) + 1 = 2
Quill vs Valik: 1d4 + 1 ⇒ (2) + 1 = 3

I'll give Ophelia until tomorrow to post, otherwise I'll have her take a full defense action.


Gamemaster | CC Map | S4 Map

Ophelia takes a defensive posture as she thinks through potential actions.

Ophelia Will Save: 1d20 + 9 ⇒ (14) + 9 = 23

The white howler attacks Valik with both its bite and quills, but neither comes close to hitting the well-defended monk.

The black howler focuses on William, slipping past his defenses to both bite him and stick him with its quills. Fortunately, he avoids getting a quill broken off into him. William takes 7 damage from the bite and 3 damage from the quills for 10 damage in total

The red howler then begins to attack Quiella with a bite, but William successfully parries its jaws and hits it with a riposte attack. Despite this, it keeps its focus on Quiella, but fails to hit her with its quills.

BWG from William active on Red

The blue howler also full attacks Quiella and manages to sink its fangs into her. Quiella takes 10 damage from the bite. BWG is not active because Quiella missed it last turn.

GM Screen:

White bite: 1d20 + 10 ⇒ (1) + 10 = 11
White quills: 1d20 + 5 ⇒ (3) + 5 = 8
Black bite: 1d20 + 10 ⇒ (12) + 10 = 22
Black quills: 1d20 + 5 ⇒ (19) + 5 = 24
Red bite: 1d20 + 10 ⇒ (19) + 10 = 29
Red quills: 1d20 + 5 ⇒ (14) + 5 = 19
Blue bite: 1d20 + 10 ⇒ (14) + 10 = 24
Blue quills: 1d20 + 5 ⇒ (2) + 5 = 7
Black bite damage: 1d8 + 5 ⇒ (2) + 5 = 7
Black quill damage: 1d4 + 2 ⇒ (1) + 2 = 3
Blue bite damage: 1d8 + 5 ⇒ (5) + 5 = 10

William Reflex Save vs. Quill: 1d20 + 10 ⇒ (12) + 10 = 22

Everyone needs to make another DC 14 Will save from the howling.

Initiative (Rounds 2-3)
William [10 Dmg] <= Up
Quiella [15 Dmg; Life Link on Mel and Will. She will take 5 damage from LL on turn] <= Up
4 Howlers [Red has BWG bonus against William]
Melufiuos [9 Dmg, reduced to 4 on Quiella's Turn] <= Up
Halkale/Frostfur <= Up
Valik [3 Dmg; Sickened until Quill is removed] <= Up
Ophelia <= Up

Current Detrimental Effects
Howling: Everyone make a DC 14 Will save or take 1 Wisdom damage. This is a curse effect.

Everyone is up again!

Silver Crusade

Male Human Space Marine 7 | CG | HP 53/53, AC 22, T 17, FF 15 | Panache 1/5 | F: +6, R: +12, W: +1 | CMD 24 | Perc +4 | Init +8

Will: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7 Ow

William, going a little bit crazy due to the howling, opens himself up to allow for Quiella to make a move. He does however make sure to present only the most heavily armor side of his body towards the creature

Vital Armor Spikes at Red, Fight Defensive: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8

Free Initimidate vs Red: 1d20 + 10 ⇒ (8) + 10 = 18 Count as large for intimidate due to Larger than Life trait, so no penalty.

Take -2 AC penalty for Broken Wing Gambit on Red.

He then moves into position to help handle the howler engaged with Quiella, taking care to only expose himself to attacks he intends wants.

Acrobatics (Tumble away from Black): 1d20 + 12 ⇒ (4) + 12 = 16

Provokes AoO from Red. Also provokes AoO from Black if that check failed, which it probably did. If red takes the AoO then Quiella gets one on red.

Potential Parry:
Will take 1 opportunity to parry if able, first opportunity that arises.
Parry: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
Riposte: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Status:
HP: 36/46, -1 Wis
AC: 25 for defensive, -2 vs Red
Grit: 4/5

I appologize for these tactics. First time using this character in PbP. Will use more straightforward tactics in coming battles unless absolutely necessary.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

will save: 1d20 + 5 ⇒ (16) + 5 = 21

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

will: 1d20 + 10 ⇒ (13) + 10 = 23

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale save: 1d20 + 4 ⇒ (15) + 4 = 19
Frostfur save: 1d20 + 4 ⇒ (13) + 4 = 17

Halkale looses another volley of arrows. Same order as before, just spin around clockwise

Attack, PBS, Rapid Shot: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 Damage, if hits, PBS: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Attack, PBS, Rapid Shot: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 Damage, if hits, PBS: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Attack, PBS, Rapid Shot: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Damage, if hits, PBS: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Just a reminder, I have Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.

Also, if these are Evil Outsiders, FE +2, i can take a untrained knowledge check on that, if you want/need, or if you want to keep it secret.

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

Will: 1d20 + 10 ⇒ (4) + 10 = 14

Wincing at the high-pitched howling, Ophelia casts a quick blessing on the party before moving to Valik. "Alright, just hold still," she mutters.

Casting bless as a standard action, then moving adjacent to Valik to get the quill out on my next turn.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik doesn't even bat an eyelash as the quill sticks in his arm. He knows he doesn't have any weapons with reach, so he continues to hack away at the overgrown porcupine.

AC 26: 1d20 + 9 ⇒ (5) + 9 = 141d6 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel performs mage combat again. While invisible, he casts shocking grasp into his sword. Then he takes a five foot step up and tries to finish off the black puppy.
Rapier (while invisible): 1d20 + 7 - 2 + 2 + 1 ⇒ (12) + 7 - 2 + 2 + 1 = 20
damage: 1d6 + 3 + 2 + 1d6 + 5d6 ⇒ (1) + 3 + 2 + (3) + (5, 2, 4, 1, 2) = 23


Gamemaster | CC Map | S4 Map

No worries on the tactics William. The higher level the PC's, the more complex combat can get. As always, if I miss something or misunderstand something, please let me know.

William takes 1 Wisdom damage from the howling. He no longer needs to make saves vs the howling in this combat.

William elbows the red howler with his armor, exposing him to more quills. The attacks hits, but he takes more injury from a quill. He does seem to have demoralized the howler, however. William takes 4 more damage, but does not get a quill lodged in his skin.

He then attempts to tumble to the other side of Quiella, but his attempt isn't quite ideal and all three of the southern howlers attempt to bite him. Only the red howler manages to hit him. William takes an additional 11 damage.

Quiella gets an AoO on the Red Howler from Broken Wing Gambit.

Halkale fires another three arrows. The first drops the white howler, then the next two arrows drop the black howler.

Halkale's FE bonus does apply to these creatures.

Ophelia casts Bless on the party and advances to Valik to pull the quill out of him.

William Reflex save: 1d20 + 10 ⇒ (17) + 10 = 27

GM Screen:

William Quill damage: 1d4 + 1 ⇒ (3) + 1 = 4
Red AoO: 1d20 + 10 - 2 + 2 ⇒ (12) + 10 - 2 + 2 = 22
Black AoO: 1d20 + 10 ⇒ (2) + 10 = 12
Blue AoO: 1d20 + 10 ⇒ (2) + 10 = 12
Red Damage: 1d8 + 5 ⇒ (6) + 5 = 11

With their respective enemies down, I'll need Valik and Mel to redeclare their actions. Does Mel want to take a 5 foot diagonal step to the southeast to attack red, allowing Valik to move south to also attack red?

Also, waiting on Quiella. She gets an AoO on the red howler.


Gamemaster | CC Map | S4 Map

Also, Quiella is taking 10 damage on her turn from life link on both Mel and William.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

If Mel wants to flank with me, I will than double move kiting red to avoid AOO and end up essentially 5 squares directly down from my current spot. No attack from me this round to set up flank. Movement would be down-right-dia right-down (x4)-left-left-up

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

sure, step and attack red instead.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella shakes her head at the howling. "Is that supposed to scare me, demon?" She smirks as she slashes at the opening made by William, then spins her blade with a twist of her wrists to deliver another blow. Then she takes a breath and touches her wrist to send divine energy coursing through her to heal some of her wounds.

Crunch:
your combat style doesn't bother me, William. PbP is where complicated stuff is easier to manage. Though I did once have a GM say the opposite about animal companions and PbP, which puzzled me

let's see if I have parsed all this correctly
Will save: 1d20 + 10 ⇒ (4) + 10 = 14

greatsword, attack, aoo vs red, power attack, bless: 1d20 + 11 - 2 + 1 ⇒ (18) + 11 - 2 + 1 = 28 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14

greatsword, attack vs red or blue, power attack, bless: 1d20 + 11 - 2 + 1 ⇒ (16) + 11 - 2 + 1 = 26 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (8) + 7 + 6 = 21

-25hp after Life link minus quill damage, plus lay on hands

lay on hands, greater mercy, fey foundling, favored class bonus: 3d6 + 6 + 2 ⇒ (3, 6, 1) + 6 + 2 = 18

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Valik moves into what he believes will be a flank on the red howler with Melufiuos, while the elf steps into said flank and hits it with his electrified rapier. Although it causes some decent injury, Melufiuos gets a quill stuck into him. Mel takes 5 damage from the quill and is sickened until the quill is removes.

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

Quiella hits the red howler twice and finishes it off. Unfortunately, she gets two quills stuck into her. Quiella takes 9 damage in total and is sickened until 2 quills are removed. Since the sickening comes from the quills being attached to you, your mercy will only ignore the condition for 1 round unless the quill is removed.

Quiella Reflex Save 1: 1d20 + 7 ⇒ (1) + 7 = 8
Quiella's Reflex Save 2: 1d20 + 7 ⇒ (3) + 7 = 10

GM Screen:

Mel Quill Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Quiella's 1st Quill Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Quiella's 2nd Quill Damage: 1d4 + 1 ⇒ (4) + 1 = 5

The remaining blue howler sees that its packmates have all been dispatched and withdraws from combat swiftly. It's 120 feet away, if you don't kill it with ranged weapons now it'll get away next round.

Initiative (Rounds 3-4)
William [21 Dmg, reduced to 16 on Quiella's turn] <= Up
Quiella [16 Dmg; Life Link on Mel and Will. She will take 10 damage from LL on turn; Sickened until 2 Quills are removed] <= Up
1 Howler
Melufiuos [9 Dmg, reduced to 4 on Quiella's Turn; Sickened until Quill is removed] <= Up
Halkale/Frostfur <= Up
Valik [3 Dmg; Sickened until Quill is removed] <= Up
Ophelia <= Up

The howling is over.

I'll give everyone 24 hours to make a ranged attack or somehow get into melee with the howler 120 feet away, otherwise I'll call the combat over.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

I would cast Expeditious Retreat on Quiella, but she probably does not have the eyesight for a chase. Assuming that is correct, Mel will just fire an arrow.

bow: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
dmg: 1d8 ⇒ 3

Silver Crusade

Male Human Space Marine 7 | CG | HP 53/53, AC 22, T 17, FF 15 | Panache 1/5 | F: +6, R: +12, W: +1 | CMD 24 | Perc +4 | Init +8

How many HD do the howlers have? I regain grit when people who aren't me get killing blows, or when I get killing blows/crits with a gun, but not when i get a killing blow or crit with a swashbuckler weapon. I'm assuming they have at least 5 HD, so I'd regain panache from all of them except the one that's fleeing.

William levels his stun gun. "Suffer no fiends..."

Spend a grit for Covet Charge to reduce the battery use by 1.

Vital Strike: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16 Vs Touch
Nonlethal Damage: 2d6 + 1 ⇒ (6, 2) + 1 = 9

A beam of white light emits from the muzzle of the weapon accompanied by a humming sound instead of the normal loud bang expected from such a firearm.

Once convinced that he's done what he can to prevent the creature from escaping, he withdraws a wand of cure light wounds from his pack, offering it to Quiella.

Status:
HP: 26/46, -1 Wis (Heals for 5 on Quiella's turn)
Grit: 4/5?


Gamemaster | CC Map | S4 Map

William, the howlers have more than 5 HD, so you get your panache back.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Has the howler been damaged at all? I can spend a ki point to move 60 charge at 120 to reach him. If it has been injured, I could reach him and try to take it down. The most damage I will do is 7 though, so I would need a lot of luck. I just hate leaving potential recurring enemies around lol


Gamemaster | CC Map | S4 Map

Valik, the howler has been hurt, but it'll take more than 7 damage to take it down.

William, the stun gun looks to have a range of 20 feet, do you have a Gunslinger ability to increase that? Otherwise, there is a large negative modifiers for a range of 120 feet.

Silver Crusade

Male Human Space Marine 7 | CG | HP 53/53, AC 22, T 17, FF 15 | Panache 1/5 | F: +6, R: +12, W: +1 | CMD 24 | Perc +4 | Init +8

Whoops, missed that. I was looking at the distance on the map instead of reading your post like a good player. 5th range interment = -10 to that shot then.

-Posted with Wayfinder

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale steps out gaining a clear shot at the beast and fires a pair of arrows.

5 foot step or just fire if no one would interfere with his shot, bow has 110' range

Attack: 1d20 + 13 ⇒ (15) + 13 = 28 Damage, if hits: 1d8 + 3 ⇒ (1) + 3 = 4
Attack 2nd: 1d20 + 8 ⇒ (16) + 8 = 24 Damage, if hits: 1d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

There's nothing I can do from range, unless I've been carrying a loaded crossbow this whole time (which seems like an unsafe thing to do).


Gamemaster | CC Map | S4 Map

Although neither Melufiuos nor William have any success hitting the retreating enemy, Halkale finishes it off with two well aimed arrows.

Combat Over

Injury Report: William: 1 Wis damage, 21 HP damage (will go down by 5 every round until down to 1. Quiella will take 20 damage), Mel: 9 damage (will go down by 5 this round to a total of 4. Quiella will take 5 damage; Mel is also sickened from 1 quill), Valik: 3 Damage (sickened from 1 quill), Quiella: 16 damage (will take 25 more unless William and Mel are healed first; sickened from 2 quills)

It's a DC 15 Heal check to remove a quill. If you make DC 20, you can take out two at once. If you fail the DC 15 heal check, the quill is removed, but the patient takes some damage.

Nothing of value appears to be on the howler corpses, and it's probably a risky venture to interact with their quills anyway.

If you want to search the stable boxes: Survival and Perception checks.

If you want to search the hay the howler was laying in: Perception check.

If you want to go up the stairs on the east side of the stables: Make an Acrobatic check to move up the rain slick stairs. This is moderately difficult and will result in damage if you fail the check.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

heal: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15

Valik, in between stints of stomach churning sickness manages to pull the quill out without further incident. A few moments later he feels better.

Valik waits for everyone to feel better and heal up before going to examine the hay the howlers were sleeping in.

T10 if possible for 28 Perception: 1d20 + 18 ⇒ (4) + 18 = 22

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale watches as his arrows fly true and when the howler drops he grins and turns to his companions, bowing slightly and stows his longbow with a bit of flourish.

"Anyone n-n-need help with t-t-those q-q-quills, I know a b-b-bit about healin'" I have a plus 6, I can aid if you want or attempt, since all of you seem to be less wise..

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Once the battle is over, Mel looks down at the quill sticking out of him and immediately turns a few shades paler than he already is. "get it out! Get it out! GET IT OUT!" squeals the young elf as he runs back and forth between Quellia. Halkale, and Ophelia. Assuming one of them removes it for him, he then drops soggily to the rain soaked ground. "Thank you" he sighs, add if they'd just saved his life.

He lies there with his eyes closed until he hears Williams voice. His eyes pop open and he realizes where he is. Blushing profusely, he gets up and slaps at the mud on his clothes. "I'll check upstairs!" he says before dashing over.

acro: 1d20 + 11 ⇒ (1) + 11 = 12

he is in a hurry, so might deserve a penalty

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

I posted while waiting on line at Walmart. Hal had not posted when I started typing. I'm almost to the register.

-Posted with Wayfinder

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