GM ShadowLord's PFS #4-18 - The Veteran's Vault (Inactive)

Game Master The Rising Phoenix

Current Map

While many Pathfinders meet unfortunate fates in their ongoing explorations of the dangerous world of Golarion, some retire with decades' worth of treasure in their coffers, and their lives still intact. When one such Pathfinder approaches the Grand Lodge with the hidden location of her treasure vault, it falls upon a new generation of Pathfinders to retrieve from within a valuable keepsake. That they can keep anything other than the ex-Pathfinder's locket makes the assignment all the sweeter.


251 to 300 of 427 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
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

A bit of a gleam fills Grym's eyes as the party nears its goal.

"Lady Sascha mentioned that there may be supplies in some of these side chambers. Cold iron weaponry would be most serendipitous, given our recent encounters."

Perception, Take 10: 10 + 9 = 19

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

"No weapons ... blankets ... rations ... only these."


TG1 | FF

Sorry for the delay guys I was waiting to see if you were going to provide more concise clarification of what you were doing heading west. I suppose I didn't really clarify it well enough.

Most of the doors in this area are unlocked and about half of theme are empty, the other have hold old musty blankets. Four of the doors are locked and do not open. The cell walls all contain minor scratches, chips, and cracks,

Knowledge Religion DC15:
When viewed properly the marks in one of the unlocked cells depict the skull and chain of Zon-Kuthon.

Off to the western end of the room is a set of steps that descends into a larger area up ahead. The area is dark and silent

Can I get clarification on light sources please? Also, if anyone has Knowledge Arcana please roll that for me.

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Dragomir has been holding a torch from Taicho

Taicho lights a second torch as the one Dragomir was carrying begins to fade. As the passageway brightens, the party if able to continue west.

I know nothing!

Taicho will try to stay observant for traps, ambushes, etc. as we continue ...

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Dark Archive

Male Wayang (2.0A) Bard (Shadow Puppeteer) 1 / Cleric 1 | HP 15/15 | AC 16; T 12; FF 15 | F+4; R+4; W+3 |CMB +1; CMD 12 |
Track:
Bard Perf 7/7 | CNE 6/6 | Spells: 1st 2/2; | Wands CLW 50/50; Bane 50/50

Knowledge(Religion): 1d20 + 2 ⇒ (14) + 2 = 16
Knowledge(Arcana): 1d20 + 2 ⇒ (15) + 2 = 17

Dalangi steps from the shadows as he points out one of the cells. These marks depict the skull and chain of Zon-Kuthon.

I have Darkvision

Grand Lodge

Male Dwarf Brawler (Wild Child) 1 HP: 13/13 | AC 15/T 12/FF 13 | Fort +5/Ref +4/Will +0 | Perception +5/Sense Motive +0
Special Abilities:
Martial Flexibility 4/4 (Power Attack active)

"Zon-Kuthon?" Questions Bear not overly familiar with religions; "That was the cult Sascha said her band defeated. Wasn't it?"

The dwarf and his bear move down the corridor towards the steps at the end, doubtful anything left in the chambers would be worth bothering with. All just refuse now anyway. He thinks looking into n of the cells.

Bear has darkvision (60 ft.), Torag has low-light vision.


TG1 | FF

The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit.

Perception DC5:
The floor is completedly covered scattered knives, spikes, and torture implements that will make navigating this room very dangerous. You beleive moving through this room will be possible at half-speed but anything greater than that would be risky. (Moving more than 10 feet has a (50%, 75% if you cannot see) chance of cutting yourself - as with caltrops)

Perception DC15:
What appears to be a small stalactite hanging from the ceiling in the corner of the room is more than it seems. You're fairly certain that this is a creature that is alive and not a stalactite.

Perception DC18:
Behind a preparation table, you manage to see a small creature, similar to the one you encountered before in kind, but vested in ragged robes and holding a staff of sorts. It grins at you evilly, points at you while uttering words of underneath the earth. You don't understand them, but they seem territorial and threatening, judging by the tone of the tiny creature.

Battle stations! We're in initiative, the first creature M??? has gone - Bear and Grym are up!

Initiative:
???M
Brother Bear
Aduon
???D
Zebulus
Torag
Dragomir
Taicho
Dalangi

GM Rolls:

Dragomir: 1d20 + 4 ⇒ (2) + 4 = 6
Taicho: 1d20 + 4 ⇒ (1) + 4 = 5
Dalangi: 1d20 + 3 ⇒ (2) + 3 = 5
Zebulus: 1d20 + 10 ⇒ (3) + 10 = 13
Brother Bear: 1d20 + 2 ⇒ (17) + 2 = 19
Torag: 1d20 + 3 ⇒ (9) + 3 = 12
Aduon: 1d20 + 4 ⇒ (13) + 4 = 17
D?: 1d20 + 6 ⇒ (10) + 6 = 16
M?: 1d20 + 6 ⇒ (15) + 6 = 21

Map Updated!

Liberty's Edge

HP 10/10, Martial Flex 4/4
Stats:
AC 16, T 13, FF 13 // Fort +2, Ref +5, Will +1 // CMD 16 // Init +3 // Perception +6

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

"The thing hanging in the corner is come kind of creature! Watch your step in here, move too fast and you'll have a bloody foot," Dragomir says, following his habit of stating everything he observes.

Grand Lodge

Male Dwarf Brawler (Wild Child) 1 HP: 13/13 | AC 15/T 12/FF 13 | Fort +5/Ref +4/Will +0 | Perception +5/Sense Motive +0
Special Abilities:
Martial Flexibility 4/4 (Power Attack active)

perception: 1d20 + 5 ⇒ (14) + 5 = 19

Bear notices a creature hiding in the back of the room and despite the treacherous implements covering the floor he recklessly advances on the little monster.

"Torag, get that thing in the corner!" He bellows to the bear as he heads across the room.

Move to B5 (40 foot, double move) Caltrop?: 1d100 ⇒ 82

Outside of 50% is good right?

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

Sorry for the absence, folks.

Knowledge (Religion), with Inspiration: 1d20 + 1d6 + 7 ⇒ (12) + (4) + 7 = 23
Knowledge (Arcana), with Inspiration: 1d20 + 1d6 + 7 ⇒ (1) + (3) + 7 = 11
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

His features made somewhat disturbing by the crystal orbiting his head, Grym catches movement from two locations against the far wall of the room. "A credit to your eyes, fellows. 'Twould be nice for one stage of a journey to be free of strife!"

Guessing at the nature of a creature trying to pose as a stalactite, Grym advances gingerly into the room (square H4) while firing one of Sascha's magical arrows at the beast.

Shortbow: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

I'm pretty sure the bane ability doesn't affect the thing, but I wanted to get some use out of the arrows!

Scarab Sages

Male Witch 1 HP 8/8 | AC: 12 /T: 12 /FF: 10 | Perc. +1 | F: +1 / R: +2 /W: +3 | CMB -2 | CMD +10 | Speed 30 | Init. +10 | Perc +1 | SM +1

Perception: 1d20 + 1 ⇒ (18) + 1 = 19

Zebulus reaches into his robe and draws out a pinch of sand, letting it fall slowly from his finger tips as he utters an arcane phrase in a soothing voice.

Sleep spell; DC 17 will save or fall asleep for 1 minute; targeted at the creature on A7

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Round 1 Initiative 5

move to I5, drop torch and aim crossbow at stalactite
Heavy Crossbow: 1d20 + 4 ⇒ (12) + 4 = 16 for Damage: 1d10 ⇒ 2


TG1 | FF

Bear - I wasn't sure what the legend on your caltrop roll was, but I assumed that the top 50 is good? If so, yes you're fine.

Bear moves up to the corner of the table an gets a look at the creature hiding behind the table. It most certainly is another gremlin just like you've seen before, but this one is robed. As he finishes his approach he sees the creature finish what he believes is a spell as the air seems to buzz lightly around the small creature. In a strange language that no one seems to recognize in your party she shouts a command loudly into the room.

Grym steps up, loads the arrow and lets it fly into creature hanging from the ceiling in the north west corner. The arrow punches into the creature which screeches and then drops from its perch and takes flight. It moves towards the center of the room and then the strangest thing happens. A veil of complete darkness suddenly envelopes nearly the entirety of the room. Grym, Brother Bear, the flying creature and the gremlin are all consumed in the darkness!

The shaded area on the map is under the effect of darkness. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

Taicho and Zeb, I didn't put forward your actions because the darkness changes things. Let me know how you want to proceed.

The rest of the party is now up!

Grym - Knowledge:
The stalactite shape in the corner is most likely a Darkmantle. A darkmantle's tentacle-span measures just under 5 feet—when attached to a cave roof and disguised as a stalactite, its length varies from 2 to 3 feet. A typical darkmantle weighs 40 pounds. The creatures' heads and bodies are usually the color of basalt or dark granite, but their webbed tentacles can change color to match their surroundings.

The darkmantle isn't a particularly good climber, but it can cling to a cave roof like a bat, hanging by the hooks at the ends of its tentacles so that its dangling body looks nearly indistinguishable from a stalactite. In this hidden position, the darkmantle waits for prey to pass beneath, at which point it drops and swoops down to attack its victim, slamming its body against the foe and attempting to wrap its webbed tentacles around the target. If the darkmantle misses its prey, it swoops back up and drops again until its prey is vanquished or the darkmantle is grievously injured (in which case the creature flutters back up to the roof to hide and hope its “prey” leaves it alone). The darkmantle's inborn ability to cloak the area around it in magical darkness gives it an additional advantage over foes that rely upon light to see.

Darkmantles posses the spell-like ability of Darkness.

Dark Archive

Male Wayang (2.0A) Bard (Shadow Puppeteer) 1 / Cleric 1 | HP 15/15 | AC 16; T 12; FF 15 | F+4; R+4; W+3 |CMB +1; CMD 12 |
Track:
Bard Perf 7/7 | CNE 6/6 | Spells: 1st 2/2; | Wands CLW 50/50; Bane 50/50

I have darkvision

Dalangi smiles as darkness fills the cavern. This is more my element...

In the complete darkness he begins to quickly work his stencils as the dakness stretches and forms into the shape of an eagle as it silently tears into the flying creature.

DC 15 Will save for the shadows to be 20% real (DC 13+1 (Shadow magic)+1 (Shadow stencil set)

Shadow Eagles

Talon 1: 1d20 + 3 ⇒ (5) + 3 = 8
Talon 2: 1d20 + 3 ⇒ (12) + 3 = 15
Bite: 1d20 + 3 ⇒ (19) + 3 = 22

Talon 1 damage: 1d4 ⇒ 3
Talon 2 damage: 1d4 ⇒ 4
bite damage: 1d4 ⇒ 4

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

On the heels of Toraq, Taicho enters the room just as the darkness enveloped the center of it. Stopping just at the edge, Taicho considers his options ...

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

Suddenly robbed of sight, Grym calls out, "I believe the flying creature is a darkmantle! It is most likely responsible for the sudden crepuscule!"

Grand Lodge

Male Dwarf Brawler (Wild Child) 1 HP: 13/13 | AC 15/T 12/FF 13 | Fort +5/Ref +4/Will +0 | Perception +5/Sense Motive +0
Special Abilities:
Martial Flexibility 4/4 (Power Attack active)

We are in agreement Shadowlord. However, I had planned to be at B5 which is 40 feet of movement. That places me close enough for an AOO if available on the gremlin.

Possible AoO:
Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 4 ⇒ (3) + 4 = 7


TG1 | FF

The gremlin acted before you in init, that spell casting but was flavor text as you approach she completed.


TG1 | FF

Waiting on moves from Torag, Dragomir and clarifications from Taicho and Zeb.

Liberty's Edge

HP 10/10, Martial Flex 4/4
Stats:
AC 16, T 13, FF 13 // Fort +2, Ref +5, Will +1 // CMD 16 // Init +3 // Perception +6

Well....poop. Can't see.

"Can anyone make the dark go away? My torch isn't working," Dragomir says stupidly, while staring uneasily into the darkness.

Ready to attack any enemy who comes out of the darkness within my reach.

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Taicho will stay outside of the darkness area (I5) and slowly make his way to the south (D9) taking his time to avoid the caltrops.

Ok ... Taicho is blind; however, he knows the rough dimensions of the room and the approximate height of his associates. Assuming that he targets the ceiling in the center of the room, would he 1) ever have a chance to hit if the flying creature was in the square and 2) avoid possibly hitting his companions (by aiming high)?


TG1 | FF

Great question Taicho. Let's dig in:

Rulesy stuff:

Rules wrote:
Ranged Attacks: With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight.
Rules wrote:
All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.
Rules wrote:
If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy's not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn't know whether the attack missed because the enemy's not there or because you successfully rolled the miss chance.
Rules wrote:

If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.

So after all that I still don't see a clear answer on this. You don't have line of sight and the first definition of ranged attack is broken without it. I'm open to suggestions, are asking to use the blind rules to attack here with a 50% chance for miss on top of rolling the 1d8?

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Yea ... not very clear. I am not sure if this mechanic works, but I was thinking that if Taicho remains outside of the darkness radius, he is not technically blinded and the attack would be more like hitting an invisible creature. Taicho would choose a space, such as the center square, and roll an attack. If the creature is in that space (and since he is aiming high toward the ceiling the creature would need to be flying high or perched on the ceiling) and the roll hits with soft cover (+4 AC) to adjudicate the LOS issue, there is still a 50% chance to miss ... not sure if it makes sense to randomize the miss. At any rate ... that seems like a pretty difficult shot, but not impossible? Short of a bit of luck, it would be more like suppression fire.

Edited: Looking more closely at the Total Concealment rule, it talks about line of effect vs line of sight for ranged attacked, and only being able to target a square, so perhaps the Soft Cover penalty is not applicable. To Dalangi's point, knowing which square the creature is in would be helpful as Taicho would not have to guess which square to target.

Dark Archive

Male Wayang (2.0A) Bard (Shadow Puppeteer) 1 / Cleric 1 | HP 15/15 | AC 16; T 12; FF 15 | F+4; R+4; W+3 |CMB +1; CMD 12 |
Track:
Bard Perf 7/7 | CNE 6/6 | Spells: 1st 2/2; | Wands CLW 50/50; Bane 50/50

Would there be a bonus for pointing out which square the creature is in? Would that eliminate the blindness of guessing and just have the 50% miss chance at that point?

Liberty's Edge

HP 10/10, Martial Flex 4/4
Stats:
AC 16, T 13, FF 13 // Fort +2, Ref +5, Will +1 // CMD 16 // Init +3 // Perception +6
Dalangi wrote:

Would there be a bonus for pointing out which square the creature is in? Would that eliminate the blindness of guessing and just have the 50% miss chance at that point?

This is how I normally run it. If Taicho can see someone pointing out which square the creature is in, he can attack the square and just have the 50% miss chance from total concealment. Otherwise he can guess which square randomly and attack it.

Grand Lodge

Male Dwarf Brawler (Wild Child) 1 HP: 13/13 | AC 15/T 12/FF 13 | Fort +5/Ref +4/Will +0 | Perception +5/Sense Motive +0
Special Abilities:
Martial Flexibility 4/4 (Power Attack active)

In full agreement with Dragomir. Pick a square (that you think the creature is in) and fire at it. Always roll the 50% miss chance (keeps the players guessing). If the target would be hit vs AC and it is not a miss then it is a lucky hit. Pointing out which square the creature is in just ups your odds of hitting the invisible battleship as it were.


Male Bear (animal companion) HP: 10/10 | AC 14/T 12/FF 12 | Fort +5/Ref +5/Will +1 | Perception +1

Torag moves forward five feet; standing on his rear legs, he roars viciously at the creature now cloaked in darkness attempting to frighten the thing.

Intimidate to demoralize: 1d20 - 2 ⇒ (19) - 2 = 17

He is unable to see the thing to complete the last command from Bear, which was to attack. I figure this would be something a bear would do when confronted with the inability to find its prey.


TG1 | FF

Darkness stuff - I'm in agreement, that works fine for me as long as someone is relaying a proximity to him to shoot in. I figure between Bear and Dalangi they can help him get in the general area.

Taicho - I need a roll to see how successfully you navigated the instruments strewn about the floor. Roll a d100 and the top 50 means successful navigation.

Bear - Which opponent is he trying to demoralize (in which direction is he facing? I assumed the one that Bear instructed him to attack?

Zeb's action - Anyone have a vote on what you want Zeb to do? I don't want to waste his action but he can't do what he suggested due to the darkness. I was thinking of using Detect Magic to pinpoint the magic auras inside, but that would take him a few rounds. Thoughts?

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

Looking over Zeb's sheet, I don't see a ton of useful options. I'd say casting guidance on someone is a safe move. He can reach Dragomir, or he could have touched Taicho before the move.

Now I remember why I'm so fond of half-orcs.

Grand Lodge

Male Dwarf Brawler (Wild Child) 1 HP: 13/13 | AC 15/T 12/FF 13 | Fort +5/Ref +4/Will +0 | Perception +5/Sense Motive +0
Special Abilities:
Martial Flexibility 4/4 (Power Attack active)

Correct, Bear directed the attack upon the darkmantle (which was in the corner.) Torag is facing into the room and should be at the edge of the darkness.


TG1 | FF

Sounds good to me Grym. Guidance was my next choice.

As the sounds of Torag's roar echoes throughout the room, Zebulus moves up (J6) and reaches out and touches placing his hand on Dragomir's shoulder.

Guidance - This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

The gremlin that was hiding behind the table in the far end of the room emerges as it moves north without disturbing any of the instruments on the floor. It appears to be holding a paper or scroll of some kind in its hands and begins to read the words aloud in a strange tongue.

Hazard check: 1d100 ⇒ 93

Bear and Grym are up!

Initiative:
???M
Brother Bear
Aduon Grym
???D
Zebulus
Torag
Dragomir Scalerider
Taicho Munetoshi
Dalangi

Map Updated!

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Sorry ... was the hazard check for me or do you still need one for Taicho?


TG1 | FF

Ah I missed that you did not roll one, oops. No, you need to make one please. The one I rolled was for the gremlin in round two.

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Will do ...

Hazard: 1d100 ⇒ 92

Grand Lodge

Male Dwarf Brawler (Wild Child) 1 HP: 13/13 | AC 15/T 12/FF 13 | Fort +5/Ref +4/Will +0 | Perception +5/Sense Motive +0
Special Abilities:
Martial Flexibility 4/4 (Power Attack active)

Bear still isn't in square B5 where I wanted him to be. That would have given me an AoO when the gremlin moved.

Attack of Opportunity:
AoO: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Reacting to the gremlin's movement, Bear follows after him hopeful to interrupt his casting if there is still time...

He moves ten feet and attacks the creature with his spear.

move to B3, based on previously being at B5 the darkmantle should not get an AoO.

Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


TG1 | FF

Whoops not sure why I put you on C5 and not B5. All set now!

Bear swings at the gremlin, but is unable to connect with the tiny fey when it moved or when it stopped moving.

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

Assuming someone relays the darkmantle's location to Grym, he steps back to square I4.

Grym nocks another magical arrow at the now-cloaked darkmantle. "Mayhaps bringing the beast down will put an end to this unnatural darkness!"

Miss Chance, High is Good: 1d100 ⇒ 64
Shortbow: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Broken Arrow?: 1d100 ⇒ 13 Well, crap.

I guess that settles any adjudication on if Grym took a penalty for shooting into melee.


TG1 | FF

The darkmantle flies over toward bear and attempts to slam him with its tentacles, but misses.

Attack Bear: 1d20 + 3 ⇒ (9) + 3 = 12

Remainder of party is up! Zebulus, Torag, Dragomir Scalerider, Taicho Munetoshi, Dalangi.

Map Updated!

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Taicho will target square D5 ...
Crossbow: 1d20 + 4 ⇒ (11) + 4 = 15 for Damage: 1d10 ⇒ 10 if Miss < 50: 1d100 ⇒ 57

Dark Archive

Male Wayang (2.0A) Bard (Shadow Puppeteer) 1 / Cleric 1 | HP 15/15 | AC 16; T 12; FF 15 | F+4; R+4; W+3 |CMB +1; CMD 12 |
Track:
Bard Perf 7/7 | CNE 6/6 | Spells: 1st 2/2; | Wands CLW 50/50; Bane 50/50

Did the shadow eagle injure the darkmantle earlier?

Dalangi calls out the locations of the two creatures as he continues to work the stencils in a fashion to fully claw into the darkmantle while he whispers words to a spell.

Cast Sleep DC 14 on the gremlin, making surenot to target Brother Bear

DC 15 Will save for the shadows to be 20% real (DC 13+1 (Shadow magic)+1 (Shadow stencil set)

Shadow Eagles

Talon 1: 1d20 + 3 ⇒ (11) + 3 = 14
Talon 2: 1d20 + 3 ⇒ (18) + 3 = 21
Bite: 1d20 + 3 ⇒ (12) + 3 = 15

Talon 1 damage: 1d4 ⇒ 4
Talon 2 damage: 1d4 ⇒ 4
bite damage: 1d4 ⇒ 2


TG1 | FF

Taicho shoots his crossbow straight ahead into the darkness but it does not seem to find a target and as it slams into the floor or wall in the distance with a THWUMP.

Dalangi - Bah! I made a post but it must have swallowed it somewhere along the way :( Beak and talon hit full strength the first time, it had failed its will save.

Will: 1d20 ⇒ 7

Once again Dalangi guides the shadow eagle down into the darkmantle. It connects with its talon and bite again, inflicting even more damage.

Grand Lodge

Male Dwarf Brawler (Wild Child) 1 HP: 13/13 | AC 15/T 12/FF 13 | Fort +5/Ref +4/Will +0 | Perception +5/Sense Motive +0
Special Abilities:
Martial Flexibility 4/4 (Power Attack active)

"I hear ya buddy!" Calls the dwarf as Torag continues to growl menacingly from the edge of the darkness.

"I'll try ta bring 'em your way, jus' stay there." Bear answers trying to watch his footing and two creatures near him.

The bear roars his approval and waits to attack any enemies exiting the darkness.

I'm thinking readied attack, but may as well be a no action since they probably won't come out of the darkness anyway. FYI, my Sky Sentinel racial ability give me +2 dodge bonus to AC against the darkmantle and it doens't get the typical +1 for higher ground while flying either. It is my next target!

Liberty's Edge

HP 10/10, Martial Flex 4/4
Stats:
AC 16, T 13, FF 13 // Fort +2, Ref +5, Will +1 // CMD 16 // Init +3 // Perception +6

Drogmori rides slowly into the darkness, guided by Dalangi's instructions. This inky shite is horrible. Poop pipes, and now octopus juice filling my eye parts. Cities are disgusting, why does anyone like them? The wild child readies to kick out at their unseen assailants when his more perceptive companions instruct him to.

Double move me to B5, please.


TG1 | FF

Sorry for my absence, been busy the last few days.

Dragomir - Double move means you need to roll for the hazard

Bear - The above action, is that for round 3? Didn't you already post the attack for this round above when you moved to B3.

Zeb will cast guidance on Torag before moving 10' down towards Taicho.

End of Round 2

As the gremlin finishes reading from the scroll a next to it a man-sized spider appears from the darkness next to Bear. After the appearance of the spider, the gremlin moves away silently.

Bear and Grym are up, waiting for confirmation on Bear's R3 action.

Initiative:
Gremlin
Brother Bear
Aduon Grym
Darkmantle
Spider
Zebulus
Torag
Dragomir Scalerider
Taicho Munetoshi
Dalangi

Dice Stuff:

1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 18 ⇒ (7) + 18 = 25

Sovereign Court

HP 22/22 | AC 20 T14 FF15 | Init +3 Perc +8 (+1 Traps) CMB +4 CMD 18 | F+3 R+6 W+0 | NG Tengu | Rogue (Swordmaster, Trapsmith) 2; Fighter (Weapon Master) 1 | Cmp Bow +6; 1d6+2 x3 P (Dueling Sword +6; 1d8+2 19-20x2 S) | sheet

Round 3 Initiative 5
Taicho will load Heavy Crossbow
I gotta get me a light crossbow instead.

Dark Archive

Male Wayang (2.0A) Bard (Shadow Puppeteer) 1 / Cleric 1 | HP 15/15 | AC 16; T 12; FF 15 | F+4; R+4; W+3 |CMB +1; CMD 12 |
Track:
Bard Perf 7/7 | CNE 6/6 | Spells: 1st 2/2; | Wands CLW 50/50; Bane 50/50

Did the gremlin pass the will save for the sleep spell I did on him last turn? About 6 posts up

Grand Lodge

Male Dwarf Brawler (Wild Child) 1 HP: 13/13 | AC 15/T 12/FF 13 | Fort +5/Ref +4/Will +0 | Perception +5/Sense Motive +0
Special Abilities:
Martial Flexibility 4/4 (Power Attack active)

Previous post was Torag's turn, Bear used free action to talk, issue command to stay. Readied action was Torag's. Round 3 to come. Looks like the map could use an update, before I trigger an AoO from the spider?


TG1 | FF

Dalangi - I did not roll that. I will roll below.

Gremlin Will: 1d20 + 6 ⇒ (14) + 6 = 20

Gremlin passes, everything is as mentioned above.

Zebulus says, "Hold on Taicho, let me give you some help."

Zeb Hazard: 1d100 ⇒ 100

The witch expertly makes his way across the room and casts Guidance on the Tengu marksman.

Bear - Ok Got it. The map is already up to date, do you see something I'm missing? I just updated it again to include Zeb's move to Taicho.

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 frustration at the magical darkness becomes more obvious by the second. In desperation, he grabs a steel vial from his belt and imbibes it. Afterward, his eyes narrow in preternatural focus.

"Continue to apprise us of the loci of our foes, Bear and Dalangi. This next missile will find its mark."

Grym is drinking his extract of true strike and staying put.

Liberty's Edge

HP 10/10, Martial Flex 4/4
Stats:
AC 16, T 13, FF 13 // Fort +2, Ref +5, Will +1 // CMD 16 // Init +3 // Perception +6

Hazard check?: 1d100 ⇒ 76

1 to 50 of 427 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gameplay All Messageboards

Want to post a reply? Sign in.