GM ShadowLord's PFS #23: Tide of Morning (PbP Gameday 3) (Inactive)

Game Master The Rising Phoenix

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TG1 | FF

Your ride back from Riddleport is mostly uneventful, though word of your heroics with Alejia's crew gets around the ship and more than one crew member wants to hear some stories of your heroics. You arrive back in Absalom where you are promptly sent off to the Pathfinder Lodge, awaiting instruction.

Ahhh, the life of a Pathfinder.

The air grew still as Hamshanks rolled the party into a meeting room deep inside the Pathfinder Lodge in Absalom, his jowls flowing and his enormous axe clanking against his thigh. The man’s black eyes scanned the room. “You lot?” Hamshanks spat. "Heidmarch says you're one of the better groups of new recruits we've got."

“Well, maybe you’ll surprise me. Your boat leaves in an hour, so I’ll be brief. One of the Society’s contacts in Andoran sent us an interesting littlenugget this morning. A druid named Hemzel swept into
Augustana’s Civic Library last week, demanding his right of research. Our contact learned that Hemzel acquired a lorestone from somewhere in the Verduran Forest. Heard of such a thing?”

Hamshanks paused expectantly and spat again. “Of course not. Heard of druids, at least? And their crazy stone circles? Well thank Gorum for that. Lorestones are somehow connected to them—supposedly they can bestow you with all of the knowledge of the druids. We’d like to know how, so we want that stone and you’re going to get it for us."

“Unfortunately, the Society is not a friend to Hemzel. He’s the self-declared protector of the Verduran Forest inside Andoran’s borders and some of our more eager explorers have angered him and his little band of gnomes. He’s sworn a blood feud with the Pathfinders."

“Break out your skills of persuasion and get me that lorestone. Do what you need to—sweep the floors or plant some trees for the old man. Something nice—let him know we’re there to study and not to slash and burn.”

The Venture-Captain claps his hands and looks towards the door. Apparently your briefing is over and he is ready for you to depart. After no one moves immediately he adds, "Your boat departs in one hour. Best you get what you need for your mission and be at the docks quickly now."

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Saphera acknowledges Hamshanks with a single word, "Understood," then looks around the room to see if anyone needs to provision before leaving.

Scarab Sages

Male Half-Elf Investigator 7 | HP: 46/46 | Init. +4 | AC 17/T12/F15 | CMD 18 | Fort +4/Ref +8/Will +8 | Perception +19 | Sense Motive +8 | Inspiration 7/7

Grym's jaw drops at the pace, the tone, and especially the brevity, of Venture-Captain Hamshanks' briefing. He shakes his head quickly as he realizes that nothing more is forthcoming.

"My gramercy for your . . . erudition on our objective, Venture-Captain. If you will pardon me, I will commence preparations."

After stopping by his personal storage to refill his quiver, the half-elf bolts for the Grand Lodge's library. He grins as he hears a chirpy halfling voice in the chambers. "Janira -- good to see you again. I wish there were more time for pleasantries, but I am to depart on a mission in great celerity. Would you deign to assist me in reconnoitering whatever we can on the Verduran Forest, its druids, and lorestones?"

Knowledge (Local), with Inspiration: 1d20 + 1d6 + 8 + 1 ⇒ (20) + (2) + 8 + 1 = 31
Knowledge (Geography), with Inspiration: 1d20 + 1d6 + 7 + 1 ⇒ (17) + (3) + 7 + 1 = 28
Knowledge (Nature), with Inspiration: 1d20 + 1d6 + 7 + 1 ⇒ (11) + (3) + 7 + 1 = 22
Knowledge (Arcana), with Inspiration: 1d20 + 1d6 + 7 + 1 ⇒ (13) + (2) + 7 + 1 = 23

Silver Crusade

Male Human Brawler 3.2 | HP -7:31 | AC16 T12 F14 | CMD 18 | F+5 R+5 W+2 | Init+2 | Perception +7 | Intimidate +7 | K:L +6

Troyst is excited when he hears "slash and burn" until he realizes Hamshanks warned them against that. He looks to the others, "a quick run through town on the way to the boat?"

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Saphera glances over to Troyst. "I'll go with you and see if there is anything I might need for this next mission."

Grand Lodge

Stats:
  • Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
  • Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

"Well ... so much for a vote of confidence. Sounds like an interesting assignment though."

Missy rushes out to catch up with Troyst and Saphera ...

"May I tag along? I need a few items as well."


TG1 | FF

Janira greets Grym kindly, pleased to see her investigator friend again. She answers some of Grym's questions to the best of her ability, but is not able to answer them all.

The Verduran Forest is one of the largest woodlands in Avistan, and straddles the borders between Andoran, Taldor, and Galt. Despite standing within the boundaries of these powerful nations, the druids of the forest maintain a high level of autonomy within it, especially in Taldor.

Though the druids watch over the forest, it nevertheless presents many dangers, including ettercaps, a variety of snakes, swarms of spiders, savage fey, crocodiles, dragons, and river pirates.

As to the lorestone, "I'm afraid I can't help you there specifically. I know the druids have all manner of fantastical artifacts within their possession that they do not share with The Society. Thousands of years ago, the forest, and the druids who tended it, stretched across much of modern Andoran. Today these guardians have all but vanished, their heritage preserved only by the eroded remnants of mysterious stone circles dotting the forest."

Janira bids Grym and his companions good luck on their journey.

Mark down what it is you are buying. We'll depart when I see our two mission Pathfinders show up in the gameplay thread.

Scarab Sages

Male Human Bard 1| hp 11/11 | AC 14, T12, F12 |F+0, R+4, W+2 | Init +4 | Per +4

Cid walks out with the others beaming.

A mission that does not require holding sword points to the throats of misbegotten souls? Ahh this is the mission for me.

Scarab Sages

Male Half-Elf Investigator 7 | HP: 46/46 | Init. +4 | AC 17/T12/F15 | CMD 18 | Fort +4/Ref +8/Will +8 | Perception +19 | Sense Motive +8 | Inspiration 7/7

Grym runs into Cid on his way out of the library and overhears his commentary. "It might make for an inspiriting change of pace. Are you sweeping the floors or planting the trees?" Grym winks as he darts to the Market District.

Grym will purchase an oil of magic weapon and a pot of holy weapon balm (80 gp total).

Scarab Sages

Male Human Bard 1| hp 11/11 | AC 14, T12, F12 |F+0, R+4, W+2 | Init +4 | Per +4

Cid smirks.

Did he mean inspiring or inspiriting? It's like he speaks common but he doesn't.

Cid shrugs plaintivelyI inspire people my friend. It's what I do... It's what I do.

Grand Lodge

Male Elf Wizard2 | HP14/14 | AC 14(18 Mage Armor),T14, F10(14 Mage Armor)| F+1 R+4 W+3 (special) | Per +4 | Init +12

Nym seems as sad as Troyst when he also learns that burning things isn't the mission objective.

Crest fallen, Nym sighs "I suppose I could prepare that unseen servant spell to sweep things."

Nym is a slim and gangly elf with brown hair and green eyes with pale skin. He is dressed in simple traveling clothes. Pinned to his chest is a brand new wayfinder.

Silver Crusade

Male Human Brawler 3.2 | HP -7:31 | AC16 T12 F14 | CMD 18 | F+5 R+5 W+2 | Init+2 | Perception +7 | Intimidate +7 | K:L +6

Troyst searches the shops for something useful but leaves empty handed.


TG1 | FF

The party returns to the docks just in time to catch their ship. Once they've done so they notice that Olvier is no longer among them and in his place is an elven wizard named Nym. Your trip at sea is full of terrible weather which causes the less hardy of you all to toss your meal overboard more than once. The crew of the ship asks for tales of your Riddleport adventures and Cid is more than gracious enough to fill them in with a song of your deeds.

Eventually you arrive at your destination and begin the land portion of your trek. As the sun sets on the third day of travel in the Verduran Forest, the welcome sight of a puffing chimney—Hemzel’s home, according to the map—reveals itself atop a hill. Smoke rises lazily from a chimney set atop a small, round wooden hut just over a steep hillside covered in thick vines and brambles. As you near the hut you hear voices coming from inside, but a shout from outside of the hut catches your attention.

“Too late, too late for Hemzel!” a high voice cackles from behind the hut. “Gire, finish them!” You are unable to pinpoint the exact location of the voice, but it came from somewhere on the east side of the hut.

Surprise Round

You quickly make your way to the door but as you reach it your attention is quickly diverted as a rotten log in front of you suddenly shatters and thousands of spiders comes pouring out from between the pieces of rotten log and they begin to crawl all over Grym and Troyst. The spiders crawl up their legs, over their chest and rain down from the air as they fall off pieces of log. Within seconds Grym and Troyst are both bitten nearly two dozen times each. 4 Damage

Init: Nym, Spiders, Troyst, Gire, Saphera, Cid, Grym, Melisandre

We'll be using the same map link from the last adventure for ease of use. It's updated. Time to save the world again guys!

Spoiler:

Initiative, Surprise round
Spiders!: 1d20 + 3 ⇒ (14) + 3 = 17
Gire: 1d20 + 3 ⇒ (15) + 3 = 18
Saphera: 1d20 + 5 ⇒ (10) + 5 = 15
Cid: 1d20 + 5 ⇒ (8) + 5 = 13
Nym: 1d20 + 8 ⇒ (10) + 8 = 18
Troyst: 1d20 + 2 ⇒ (15) + 2 = 17
Grym: 1d20 + 4 ⇒ (2) + 4 = 6
Melisandre: 1d20 + 2 ⇒ (1) + 2 = 3

Swarm Damage: 1d6 ⇒ 4

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

(I'm going to make the knowledge nature check now. If you prefer knowledge checks to be made on a characters initiative, I will refrain from sharing any knowledge till my turn.)

Knowledge nature: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 (+2 For monster lore)

Silver Crusade

Male Human Brawler 3.2 | HP -7:31 | AC16 T12 F14 | CMD 18 | F+5 R+5 W+2 | Init+2 | Perception +7 | Intimidate +7 | K:L +6

Troyst lashes out at the spiders crawling over him but realizes they're too small to do much about. Instead, he runs, spiders dropping from his body. He focuses on the voice from behind the hut and tries to recall anything he might have heard about Gire.

Actions:
Unarmed Strike: 1d20 + 5 ⇒ (12) + 5 = 17 for Dmg: 1d6 + 4 ⇒ (3) + 4 = 7
K:L: 1d20 + 4 ⇒ (9) + 4 = 13
Move 30'


TG1 | FF

Knowledge Nature DC11 - Spider Swarm:
Saphera identifies the diminutive eight-legged creatures as spiders and the numerous quantity of them as a swarm of spiders. Remembering that mind-affecting effects and weapon damage are useless against them, one of the best ways to fight them are splash spells and items.

Troyst/Grym - I forgot to mention I need a DC11 Fort save from Grym and Troyst or suffer 1d2 ⇒ 2 Strength damage.

Troyst - I had to move you back one. That stump is full of briars and it is difficult terrain and you don't have enough to make it through.

Silver Crusade

Male Human Brawler 3.2 | HP -7:31 | AC16 T12 F14 | CMD 18 | F+5 R+5 W+2 | Init+2 | Perception +7 | Intimidate +7 | K:L +6

Thanks - meant to ask about that on the map. I have enough to get there, but do I take damage if I stay there? Thought it was just extra move to leave the square, not enter it.

Fort: 1d20 + 4 ⇒ (1) + 4 = 5

Scarab Sages

Male Half-Elf Investigator 7 | HP: 46/46 | Init. +4 | AC 17/T12/F15 | CMD 18 | Fort +4/Ref +8/Will +8 | Perception +19 | Sense Motive +8 | Inspiration 7/7

Fortitude, with Poison Resistance: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11 I'm assuming this is poison.
Knowledge (Nature), with Inspiration: 1d20 + 1d6 + 7 ⇒ (2) + (5) + 7 = 14

With a look of disgust on his face, Grym darts for the eastern side of the hut. As he approaches what looks like a window, he grabs a flask of bubbling green liquid from his pack.

Moving and retrieving a flask of acid from my pack.


TG1 | FF

You've already taken that damage. If you stay in the swarm you will continue to take damage.

Silver Crusade

Male Human Brawler 3.2 | HP -7:31 | AC16 T12 F14 | CMD 18 | F+5 R+5 W+2 | Init+2 | Perception +7 | Intimidate +7 | K:L +6

I meant do I take damage if I stand on the briars. I can move on to them but wouldn't if they'd damage me :)

Grand Lodge

Male Elf Wizard2 | HP14/14 | AC 14(18 Mage Armor),T14, F10(14 Mage Armor)| F+1 R+4 W+3 (special) | Per +4 | Init +12

Nym exclaims "Something to burn after all!"

Nym casts burning hands on the spiders and runs away!

Burning Hands aoe attack: 3d4 + 1 ⇒ (3, 4, 3) + 1 = 11

DC16 for half dmg, I think swarms take extra damage from aoe.

Scarab Sages

Male Human Bard 1| hp 11/11 | AC 14, T12, F12 |F+0, R+4, W+2 | Init +4 | Per +4

Cid steps back a bit putting distance between himself and the swarm.

Whooboy. Not the way we wanted to start this. Burning down the dudes house to start. Great going Nym. You're the best wizard in the world... On the other hand.. spiders.

Cid looks around searching for something to do but instead shrugs his shoulders and awaits the outcome of the swarm.. and house.


TG1 | FF

Troyst - They are only listed a difficult terrain, no damage stated so nope.

Reflex: 1d20 + 3 ⇒ (19) + 3 = 22

Nym's fire scorches the spiders as a blaze blackens hundreds of the spiders, but some scurry out of the way in time. Once the fire has subsided it's evident that there are still some spiders moving in the swarm and it's not finished quite yet.

They do. I believe that's That's 11 * 1.5 = 16.5 / 2 = 8 Damage

A tiny voice from inside of the closed hut squeaks out, "Sure Boss! I, the mighty swordswoman Gire, will protect the forest from these intruders! Spiders, bite those big ones! Onward!" she commands the swarms. Seemingly following orders the spiders move after Nym as he vacates to the west. The remaining spiders swarm over Cid and Saphera as they chase the party to the west, biting and biting over and over again. 5 Damage, DC11 Fort save for 1 STR spider poison damage.

From the east side of a tiny red headed flying creature zips from the window inside the hut to behind the briar patch. This miniscule, green-skinned humanoid wields a needle-thin rapier. A pair of dragonfly wings holds the wee creature aloft. She flies east out of the window and hovers out over the open ground, far enough out of any melee reach. She looks over the party and shouts, "Take out that good looking male one, he is probably their evil leader and especially dangerous!"

DC11 K:Nature:
This tiny fey creature is an Atomie. Atomies perceive themselves as larger than they actually are. Like pups standing up to a full-grown cur, atomies never back down from aggression, and take tremendous pride in defeating and humiliating foes larger than themselves. Atomies find great pleasure in shoring up the odds in a fight against larger foes. They make use of their reduce person spell-like ability as an offensive measure, hoping to shock and humiliate humanoid opponents, giving them a chance to make a killing jab. Atomies employ their invisibility spell-like ability to get in close and make sneak attacks before darting back out of reach.

In lands thick with fey, atomies often serve as border sentries or bodyguards to nymphs, dryads, or other more powerful fey creatures. While atomies prove only passable in their ability to defend such creatures, other fey accept their fealty out of respect and perhaps with a bit of mirth as well. Atomies enjoy their time as honor guards, but often grow bored and leave their posts in search of adventure.

These nimble creatures adore swordplay and practice with their blades endlessly. Atomies often travel their lands seeking adventure tinged with mischief. Sensitive to bullying and oppression, atomies revel in turning the tables on a cruel mayor or tormenting dishonorable mercenary bands. Atomies, enamored with tales of epic duels and the defeat of great evils, sometimes follow adventuring parties and eavesdrop on their nightly tales by the campfire. If a warrior in the group tends to boast of his swordplay, an atomie rarely resists the urge to humble him by sabotaging his equipment or invisibly reducing him and challenging him to a duel.

An atomie stands just under a foot tall and weighs 2 pounds.

She looks at Cid and begins to cast a spell causing the weeds and grass to burst forth from the ground and begin to wrap themselves around his feet, binding him in place. Cid - DC13 Reflex or become entangled as weeds sprout from the ground to bind you in place in the spiders.

DC16 Spellcraft:
You identify the spell the tiny creature cast as Entangle.

Saphera and Cid are still FF at this point so unless you have something to grant AoO in surprise you don't get one. Cid, all of this occurs before your turn so you may want to modify your action of shrugging amongst the spiders and weeds:)

Remainder of party is up!

Swarm Damage: 1d6 ⇒ 5
Poison Damage: 1d2 ⇒ 1

Scarab Sages

Male Human Bard 1| hp 11/11 | AC 14, T12, F12 |F+0, R+4, W+2 | Init +4 | Per +4

fort: 1d20 + 0 ⇒ (17) + 0 = 17

reflex: 1d20 + 4 ⇒ (15) + 4 = 19

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

The map shows the swarm on top of Saphera, so I am assuming I need to make the fort save. It also shows Cid 15 foot away from Saphera to the west. So I am assuming he moved there after the entangle was cast. GM only asked for a reflex save from Cid so I’m not sure if Saphera is affected by the entangle or not. Is the orange square on the map for the entangle? I will include a save for both effects just in case Saphera is considered in the entangled area.

Fortitude save: 1d20 + 4 ⇒ (20) + 4 = 24
Reflex save: 1d20 + 3 ⇒ (2) + 3 = 5

(If Saphera is entangled, apply the following.)

Saphera reaches into her pouch and pulls out a vile containing a strong smelling ointment, and then begins spreading it over herself.

(Move action) Retrieve vermin repellent from belt pouch. (Standard action) Apply vermin repellent to herself.

(If Saphera is not entangled, apply this instead.)

Saphera shifts five foot out of the swarm of spiders, then reaches into her pouch and retrieves a vial containing a reddish alchemical liquid. Without delay she throws the vial directly at the swarm.

(Free action) Five foot adjustment out of the swarm. (Move action) Retrieve a vial of alchemist’s fire. (Standard action) Attack the swarm with the alchemist’s fire.

(Touch Attack) Alchemist’s fire: 1d20 + 4 ⇒ (12) + 4 = 16
(Damage) Alchemist’s fire: 1d6 ⇒ 4 (x 1.5)=6

Knowledge nature: 1d20 + 5 ⇒ (11) + 5 = 16


TG1 | FF

My apologies, I left it unclear. Several people went early which made it a little murky, but I'll clear it up. I put down a yellow template to help it make more sense. Entangle has a 40' radius and effects everyone north of Missy in the grassy areas.

Entangle - Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

So to your earlier question Troyst, NOW you are about to take some damage from those briars :) I've marked those area with briars in orange instead of yellow. That's a DC13 Reflex to avoid entanglement.

Silver Crusade

Male Human Brawler 3.2 | HP -7:31 | AC16 T12 F14 | CMD 18 | F+5 R+5 W+2 | Init+2 | Perception +7 | Intimidate +7 | K:L +6

Am I taking damage from the briars (that you said don't do damage) or from the Entanglement that I'm north of?

Scarab Sages

Male Half-Elf Investigator 7 | HP: 46/46 | Init. +4 | AC 17/T12/F15 | CMD 18 | Fort +4/Ref +8/Will +8 | Perception +19 | Sense Motive +8 | Inspiration 7/7

My bad -- I took the swarm's action as meaning the rest of us are up. Hopefully I didn't muddy the waters too much.

Reflex: 1d20 + 5 ⇒ (12) + 5 = 17

Grym dances his feet around the snaking plants. "How can I possibly be pining for the Korvosan sewers?"

Grand Lodge

Male Elf Wizard2 | HP14/14 | AC 14(18 Mage Armor),T14, F10(14 Mage Armor)| F+1 R+4 W+3 (special) | Per +4 | Init +12

How steep is the hill? Any checks to go down it or up it and does it have any affects on movement rates?

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Saphera is entangled, so she would use the vermin repellent action on her turn.


TG1 | FF

Grym - It's not a problem, normally it wouldn't matter if it was a straight attack. Casting a spell muddied the waters a bit.

Nym - A DC10 climb check as part of your move will allow you to descend down the hill at one-quarter your normal speed.

Troyst - On your turn you will make a reflex save for entanglement. If you fail you are entangle and suffer 1 point of damage.

Cid - I'm assuming your turn is done?

Saphera - Got it!

Missy is up!

Init: Nym, Spiders, Troyst, Gire, Saphera, Cid, Grym, Melisandre

Grand Lodge

Stats:
  • Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
  • Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

"I have an alchemist fire to finish off the spiders Saphera, but I think you might be in the splash area. Should I throw it?"

Yes:
Touch: 1d20 + 3 ⇒ (7) + 3 = 10 for Alchemical Fire: 1d6 ⇒ 5
No:

Fire at the tiny fae ...
Light Crossbow: 1d20 + 3 ⇒ (2) + 3 = 5 for Cold Iron: 1d8 ⇒ 2

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Saphera looks completely disgusted by the spiders. "Spiders, ewww, ewww, get'em off me!"

I am ok with the splash if the spiders decide to stay, but I don't think they will enjoy the repellent I am using. They will probably move off seeking a new target. I would prepare to throw it when they move off. Also consider the fact that you may catch the entangling plants on fire, which would cause continuous damage to anyone stuck in them.

Grand Lodge

Male Elf Wizard2 | HP14/14 | AC 14(18 Mage Armor),T14, F10(14 Mage Armor)| F+1 R+4 W+3 (special) | Per +4 | Init +12

I am waiting for Melisandre to determine her action before I go.

Grand Lodge

Stats:
  • Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
  • Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

Melisandre will throw the alchemist fire.


TG1 | FF

Miss: 1d8 ⇒ 1

The alchemical creation slips from Melisandre's hand as she throws and comes up short, exploding on the ground directly in front of her. 1 Damage to Saphera, Spiders and Missy. The blaze burns on the grass and path alike, scorching about half of remaining living spiders. There are still several spiders crawling around though, they aren't finished yet.

The flying fey squeels, "Oooohhhh! Spiders! Take out that devilish fire witch!"

Nym is up!

Grand Lodge

Male Elf Wizard2 | HP14/14 | AC 14(18 Mage Armor),T14, F10(14 Mage Armor)| F+1 R+4 W+3 (special) | Per +4 | Init +12

Reflex for entanglement: 1d20 + 4 ⇒ (14) + 4 = 18

Nym curses at the grappling weeds, but with a bit of luck from his nimble heritage manages to avoid them.

Glancing to Cid he says "So are you still worried about torching the hermit's hut?"

Moving to the only possible position to roast spiders and not comrades he casts Burning Hands again.

Burning Hands: 3d4 + 1 ⇒ (2, 4, 3) + 1 = 10

Nym takes great joy in the fact many weeds met the fate of the spiders.

I believe all of the plant matter in the 3 squares ne e and se of Cid and West of Saphera to be destroyed.

Ending turn inside entanglement area.

Reflex for entanglement: 1d20 + 4 ⇒ (17) + 4 = 21

Nym mocks the stupid weeds.


TG1 | FF

Nym finishes scorching the last of the spiders.

The flying fey squeals, "Evil, evil, evil elf wizard and your fire! Cyflymder the great was right! You need to be stopped!" and with that she vanished from sight in the blink of an eye.

Party is up! We are still initiative for now.

Silver Crusade

Male Human Brawler 3.2 | HP -7:31 | AC16 T12 F14 | CMD 18 | F+5 R+5 W+2 | Init+2 | Perception +7 | Intimidate +7 | K:L +6

Troyst struggles to free himself from the brambles, cutting his arm in the process. Eventually he breaks free and continues around the back of the house, looking for the voices he heard previously.

Actions:

Reflex: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Entangle is 1/2 speed. Since Troyst is also on briars, is that 1/4 speed? Will adjust if not

Scarab Sages

Male Half-Elf Investigator 7 | HP: 46/46 | Init. +4 | AC 17/T12/F15 | CMD 18 | Fort +4/Ref +8/Will +8 | Perception +19 | Sense Motive +8 | Inspiration 7/7

Reflex: 1d20 + 3 ⇒ (16) + 3 = 19
Knowledge (Nature), with Inspiration: 1d20 + 1d6 + 7 ⇒ (13) + (5) + 7 = 25

Grym puts away his flask, then wriggles himself free of the grasping flora. As he makes his way to the window he saw previously, he draws his bow in case the fey creature reappears to harass the party.

"Be watchful -- I doubt the atomie will simply vacate what it views as a chance at glory."

Perception: 1d20 + 9 ⇒ (6) + 9 = 15 What does Grym see through the window?

Scarab Sages

Male Human Bard 1| hp 11/11 | AC 14, T12, F12 |F+0, R+4, W+2 | Init +4 | Per +4

Cid curses the tiny creature.

NYM! You just did exactly what we were told not to do!

Cid checks the area around him.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10


TG1 | FF

Cid:
Cid sees that the grass and land around the house is scorched and everything smells like fire.

Grym:
Everything smells like fire burning. The smell must be stronger that Nym's burning spells however and as Grym looks inside the window he catches sight of flames and smoke filling the small hut.

From somewhere closer to the hut that it was moment ago a tiny voice boast, "Glory indeed! I shall fell you first half-elf!"

Grand Lodge

Stats:
  • Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
  • Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

Melisandre sighs ...
"This doesn't seem to be going well ..."
... she says dejectedly.

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Saphera tries to pull herself free of the vegetation, then begins speaking.

"Small fay and those in the building. My name is Saphera and these are my friends. We have come hear seeking a peaceful conversation, not a fight. I apologize for the need to destroy those spiders. It was ether that or allow them to kill us. I wish a peaceful remedy here, not a violent one. As much I would enjoy watching your fantastic sword play, your hostility would end up being wasted on potential friends. What do you say? Shale we speak and see if this fight can be avoided?"

Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Strength check: 1d20 + 3 ⇒ (1) + 3 = 4


TG1 | FF

The atomie appears about six inches in front of Saphera's face, holding the tiny rapier out about an inch from her right eye. With the blade pointed she asks curious, "Wait a minute here. You're not evildoers that want to cut down the forest and steal our secrets and eat us for dinner?"

Scarab Sages

Male Half-Elf Investigator 7 | HP: 46/46 | Init. +4 | AC 17/T12/F15 | CMD 18 | Fort +4/Ref +8/Will +8 | Perception +19 | Sense Motive +8 | Inspiration 7/7

Grym's already spoken a fair bit this turn, so I don't know if he can pipe up again.

If he can:
"Deforestation had never crossed our minds, and none of us find fey of any sort a delicacy. We are here on behalf of the Pathfinder Society to negotiate for the opportunity to study a recently-discovered lorestone."

I pray that I am right about the delicacy part.

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Saphera smiles warmly at the tiny Atomie. "No dear, we are hear to talk. Not burn, steal, or destroy you. We are here on a peaceful mission. I really could use a skilled weapon master, as you are clearly a cut above average, as a friend and ally. We generally try to respect the forest and its inhabitants."

Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20


TG1 | FF

The atomie lowers her rapier and looks confused. "Butbutbut Cyflymder said you were evil bigguns here to burn and pillage the forest of us?"

The atomie hovers a bit longer and frowns looking around. "He lied?"

Scarab Sages

Male Half-Elf Investigator 7 | HP: 46/46 | Init. +4 | AC 17/T12/F15 | CMD 18 | Fort +4/Ref +8/Will +8 | Perception +19 | Sense Motive +8 | Inspiration 7/7

Trying to reason with the atomie and warn the party at once, Grym inquires, "I cannot speak for my comrades, but I do not know a Cyflymder. Is he responsible for the fire burning within this cottage?"

Grand Lodge

Male Elf Wizard2 | HP14/14 | AC 14(18 Mage Armor),T14, F10(14 Mage Armor)| F+1 R+4 W+3 (special) | Per +4 | Init +12

Nym says "I can't say if he lied or not, but I can tell you we did not come here to fight anyone. Does anyone one inside require aid?"

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