GM ThinkingFlesh's GM101 - Phantom Phenomena (Inactive)

Game Master Caro Cogitatus

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KYRA HP 59/59; AC 19/t 11/ff 19; f 7, r 4, w 10; bab 5, melee +8, ranged 5; cmb 7, cmd 18; init 0; human cleric / 7
skills:
Diplomacy +12, Heal +14, Knowledge (religion) +10, perc 4

Estra stays back in her corner til the threat is neutralized...

Dark Archive

66/66 Max || AC:19 T:11 FF:19 CMD:18 || Fort:+8 Refl:+4 Will:+6 || Init:+3 Perception:+9 || Lawful Neutral Male Human Inquisitor (Living Grimoire) (7) || Hand of the Acolyte 7/7

Mathos will stand up then start to climb the wall on the far side, away from the whipping tentacles.

climb: 1d20 + 3 ⇒ (17) + 3 = 20

Double move. One to stand, one to climb?


Good idea, King. Takes a lot of the end-of-round complicated accounting out of it. Definitely stealing this idea.

Elena stows her sword and shield using 1 Move action each and prepares to climb.

Fran grants Fortune to Gulch and moves near Estra.

Mathos stands up Move action and picks his way across to where the cliff is clear to climb 15 feet of Rough Terrain, 1 Move action.

***

GM Secrets:

Calm Emotions rounds remaining 3

Round 2
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage (Suppressed)
----------
Cerebric Fungus (-1)
Honaire (-9, Staggered)
Mathos (-2, 1NL, Prone) +1 AC Will save DC14 needed
Fran +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon
Wormling (-15, Prone, Staggered) -2 to hit, potion nearby
Gulch -2 to hit, climbing, 5 ft up
Erasmus Calmed
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit Will save DC14 needed

Dark Archive

66/66 Max || AC:19 T:11 FF:19 CMD:18 || Fort:+8 Refl:+4 Will:+6 || Init:+3 Perception:+9 || Lawful Neutral Male Human Inquisitor (Living Grimoire) (7) || Hand of the Acolyte 7/7

I should have been clearer. I wanted to climb right where i was, up the side i jumped down from, that is up to near Fran. I can attack from range up there. I would have put myself up there, but not sure how far up i climbed with my climb roll. Will save roll coming

Will: 1d20 + 2 ⇒ (14) + 2 = 16


KYRA HP 59/59; AC 19/t 11/ff 19; f 7, r 4, w 10; bab 5, melee +8, ranged 5; cmb 7, cmd 18; init 0; human cleric / 7
skills:
Diplomacy +12, Heal +14, Knowledge (religion) +10, perc 4

when you calculated Honaire's damage, did you take into account his dr 5/slashing? just curious

Dark Archive

Will Save, Gulch DC 14: 1d20 + 2 ⇒ (20) + 2 = 22
Will Save, Wormling DC 14: 1d20 + 3 ⇒ (6) + 3 = 9

"Ain' nob'dy cas'in' spells on me!" Gulch bellows as he continues his climb towards the damnable plant while doing his best to defend himself from any tentacle attacks.

Climb, DC 15 Gulch: 1d20 + 9 ⇒ (3) + 9 = 12
Climb (Fortune Hex), DC 15 Gulch: 1d20 + 9 ⇒ (16) + 9 = 25

Wormling lazily rolls over, his hand colliding with a potion on the floor. "Why are we fighting this thing? Let's just leave it alone, what harm is it doing anyone? After all, we did just come barging into it's home." His head turns towards the vial. "This looks tasty," he mumbles as he pops the stopper off the potion and drinks it.

Potion of CMW: 2d8 + 3 ⇒ (6, 2) + 3 = 11

He licks his lips as the warmth of healing washes over him. "...yummy..."

____________
Gulch will use a standard to use total defense and continue climbing via a move action. How far up is he now? Wormling uses a move to pick up the potion and a standard to drink it.

Scarab Sages

Intit +2 AC 14, T 10, FF 14 HP 9/9 Fort +0, Ref +2, Will +3 CMD 13 Perception +5

will: 1d20 + 3 ⇒ (11) + 3 = 14
Rhasuel starts to agree with Wormling, but shakes his head. No! We must press on! To battle, my friends! he cries and magic pulses in the air again.

Inspire Courage is back up.


@Mathos, sorry about the confusion. I moved you back to your original position. Your climbing speed is one fourth your normal, so you're 7.5 ft up the cliff now.

@Estra, no, I missed that. I wasn't expecting anyone to have DR at this level and it wasn't in your character spoiler stats. Retconn suggestion: he resisted the 2 points tendril damage and 5 of the 7 falling damage, so he's at -2 currently, and is owed another action (actually two, but I don't want to pollute the time stream too much) since he's not Staggered.

@Gulch, you wanted to be out of range last round so that puts you at ground level. You climbed 7.5 feet this round. By increasing the DC to 20 you can climb 15 ft per round (half movement). I'll let you do that now, but next time you have to specifically choose it.

@Rhasuel, your Inspire Courage never stopped -- it's being actively suppressed by the humming, kind of like Counterspell. The effect description says "This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard’s ability to inspire courage or a barbarian’s rage ability." Hint: if you can cause the creature enough damage to break its concentration, you may be able to dispel it. Please choose a different action.

Quolorum Will DC14: 1d20 + 4 ⇒ (14) + 4 = 18

Dr. Quolorum shakes off the calming effect and fires his crossbow. Move action to ready, Standard to fire.

Crossbow: 1d20 + 1 ⇒ (17) + 1 = 18 Damage: 1d6 ⇒ 1

Take that, you overgrown mushroom!

The bolt glances off, doing minimal damage. The fungus spies Gulch climbing up and reaches out a tendril to lick him.

AoO, vs. Touch: 1d20 + 3 ⇒ (4) + 3 = 7

Gulch manages to avoid the unwelcome advance thanks to the distraction of Dr. Quolorum's attack.

***

GM Secrets:

Calm Emotions rounds remaining 3

Round 2
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage (Suppressed)
----------
Cerebric Fungus (-2)
Honaire (-2)
Mathos (-2, 1NL) +1 AC, climbing, 7.5 ft up
Fran +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon
Wormling (-4, Prone) -2 to hit, Calmed
Gulch -2 to hit, climbing, 15 ft up
Erasmus Calmed
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit Will save DC14 needed


KYRA HP 59/59; AC 19/t 11/ff 19; f 7, r 4, w 10; bab 5, melee +8, ranged 5; cmb 7, cmd 18; init 0; human cleric / 7
skills:
Diplomacy +12, Heal +14, Knowledge (religion) +10, perc 4

Honaire will spend the round trying to climb up the wall near the bridge.

climb check, taking 10, hope it's enough: 10 + 1 = 11

re Honaire:
it's not in Honaire's spoiler, I guess it should have been, it's in Estra's profile though under special abilities: "When Honaire manifests as ectoplasmic creature, he may interact with the material world and gains DR 5/slashing. When he manifests as an incorporeal creature, he gains the incorporeal ability (making him immune to physical attacks, and reducing damage from magical attacks by half) and can attack." Since I never said he was incorporeal, I'm assuming he's ectoplasmic and therefore gains the dr 5/slashing, not the immunity to physical attacks.


Honaire, you can't Take Ten during combat, and the DC is 15 so that's not enough anyway. Honaire would know that. Do you want to pick a different action?


KYRA HP 59/59; AC 19/t 11/ff 19; f 7, r 4, w 10; bab 5, melee +8, ranged 5; cmb 7, cmd 18; init 0; human cleric / 7
skills:
Diplomacy +12, Heal +14, Knowledge (religion) +10, perc 4

um no... he'll still try to climb... climb dc 15: 1d20 + 1 ⇒ (9) + 1 = 10 but makes no progress... might even fall, but probably would take little to no damage, but we'll see.


Honaire failed by 5 or more, so he falls from his current position. Last I checked, there's no damage taken for falling zero feet. :-)

***

GM Secrets:

Calm Emotions rounds remaining 3

Round 2
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage (Suppressed)
----------
Cerebric Fungus (-2)
Honaire (-2)
Mathos (-2, 1NL) +1 AC, climbing, 7.5 ft up
Fran +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon
Wormling (-4, Prone) -2 to hit, Calmed
Gulch -2 to hit, climbing, 15 ft up
Erasmus Calmed
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit Will save DC14 needed

Scarab Sages

Intit +2 AC 14, T 10, FF 14 HP 9/9 Fort +0, Ref +2, Will +3 CMD 13 Perception +5

Rhasuel moves to the wall outside tree things reach, if there is such a place, and starts climbing.
climb: 1d20 + 2 ⇒ (9) + 2 = 11
But he can't find a good hold.


GM Secrets:

Calm Emotions rounds remaining 3

Round 2
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage (Suppressed)
----------
Cerebric Fungus (-2)
Honaire (-2)
Mathos (-2, 1NL) +1 AC, climbing, 7.5 ft up
Fran +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon
Wormling (-4, Prone) -2 to hit, Calmed
Gulch -2 to hit, climbing, 15 ft up
Erasmus Calmed
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit


"Pregen Name" Pregen Class 1 | HP: 13/13 | AC: 12 (12 Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +1, R: +2, W: +4 | Init: +2 | Perc: +1, SM: +1 | Speed 30 ft | Active Conditions:

The kitty looks over at the Plant. The kitty can't deliver a CLW potion to Elena because no one has one to give him.

Instead, it does what cats do best. It gets bossy and supervises them!

"MROW!"

Everyone else, trigger the plant's attacks of opportunity so that Elena can get up and hurt it! She can smite! She has herbicide! Fran, come in and heal her!

Of course, no one can understand Mr. Sunshine, but cats don't care about such things. Then he looks over the group of people on the top level and starts moving.

"Mrow?"

Which one of you has a potion that I can carry down there?


Round 3!

The fungus considers whether to follow Erasmus and try to pull him off into the chasm, but considers Gulch the greater threat and levels both tendrils at him.

Tendril vs. Gulch: 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Touch vs. Gulch: 1d20 + 3 ⇒ (2) + 3 = 5

The first strikes Gulch, bruising him, but lacks the pushing strength to cast him off the cliff.

The second tendril continues to have difficulty touching him.

It continues its strange rhythmic humming.

***

GM Secrets:

Calm Emotions rounds remaining 2

Round 3
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage (Suppressed)
----------
Cerebric Fungus
Honaire (-2)
Mathos (-2, 1NL) +1 AC, climbing, 7.5 ft up
Fran +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon
Wormling (-4, Prone) -2 to hit, Calmed
Gulch (-3) -2 to hit, climbing, 15 ft up
Erasmus Calmed
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit

Party is up!


KYRA HP 59/59; AC 19/t 11/ff 19; f 7, r 4, w 10; bab 5, melee +8, ranged 5; cmb 7, cmd 18; init 0; human cleric / 7
skills:
Diplomacy +12, Heal +14, Knowledge (religion) +10, perc 4

Estra stays out of reach of the fungus while Honaire again tries to climb up.

climb HOnaire: 1d20 + 1 ⇒ (16) + 1 = 17

Scarab Sages

Intit +2 AC 14, T 10, FF 14 HP 9/9 Fort +0, Ref +2, Will +3 CMD 13 Perception +5

climb: 1d20 + 2 ⇒ (5) + 2 = 7
Rhasuel continues to stay firmly at the bottom of the pit in spite of his best efforts.

Dark Archive

66/66 Max || AC:19 T:11 FF:19 CMD:18 || Fort:+8 Refl:+4 Will:+6 || Init:+3 Perception:+9 || Lawful Neutral Male Human Inquisitor (Living Grimoire) (7) || Hand of the Acolyte 7/7

Mathos seemingly has a change of heart about climbing out. He has Shield of Faith prepared for today and Elena has the herbi-sword. To get out of here Elena probably needs to stab the fungus.

He drops into the pit again and touches Elena giving her a Shield of Faith This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC for 1 minute

Fall damage NL: 1d6 - 1 ⇒ (4) - 1 = 3


Honaire & Rhasuel, you still have a Standard action remaining. You can use it to try climbing again if you wish.

Mathos, I'm going to rule that 7.5 feet is not rounded up to 10 feet (unless someone knows better), so no roll needed and no damage taken.

***

GM Secrets:

Calm Emotions rounds remaining 2

Round 3
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage (Suppressed)
----------
Cerebric Fungus
Honaire (-2)
Mathos (-2, 1NL) +1 AC
Fran +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon, Shield of Faith
Wormling (-4, Prone) -2 to hit, Calmed
Gulch (-3) -2 to hit, climbing, 15 ft up
Erasmus Calmed
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit

Grand Lodge

N Male Human medium 1 | hp 10/10 | AC 17 /14T/ 13FF | Init +4 | Fort +3 Ref +4 Will +3 | influence: 1 | Spd 30' | Perc. +5 | Conditions: Draw from the Deck (Strength)

"Use that sling of yours, Estra!"

Erasmus moves across the bridge and up adjacent to the fungus.

Scarab Sages

Intit +2 AC 14, T 10, FF 14 HP 9/9 Fort +0, Ref +2, Will +3 CMD 13 Perception +5

climb: 1d20 + 2 ⇒ (2) + 2 = 4
Gravity is a cruel mistress, and she has a firm grip on the old man.


KYRA HP 59/59; AC 19/t 11/ff 19; f 7, r 4, w 10; bab 5, melee +8, ranged 5; cmb 7, cmd 18; init 0; human cleric / 7
skills:
Diplomacy +12, Heal +14, Knowledge (religion) +10, perc 4

Honaire climbs again: 1d20 + 1 ⇒ (16) + 1 = 17

Estra blinks, checks her gear and recalls she does indeed have a sling, though she's never hit with it. She pulls it out and tries

to hit: 1d20 - 1 ⇒ (3) - 1 = 2
dmg if hits: 1d4 ⇒ 3

... and misses... the bullet hitting the ground about 10' to the fungus' left, bounces and disappears into the darkness.

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

Realizing that Elena may still need some healing power, Fran steps forward and begins attempting to climb down into the pit...

Climb: 1d20 - 3 ⇒ (4) - 3 = 1

...but quickly manages to lose her grip and instead plummets into the pit.

Fall Damage: 2d6 ⇒ (5, 5) = 10
______

O-kay...guess Fran's down for the count for now.


"Pregen Name" Pregen Class 1 | HP: 13/13 | AC: 12 (12 Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +1, R: +2, W: +4 | Init: +2 | Perc: +1, SM: +1 | Speed 30 ft | Active Conditions:

Oh, crap.

"MROOOOOOOWWW!"

Mr. Sunshine runs to Erasmus in a panic. "Mrow?"

My Fran is hurt. What can we do?


Fran Acrobatics DC15: 1d20 + 2 ⇒ (9) + 2 = 11 Eh, worth a try.

Fran, the detritus at the bottom reduces your damage by -1 on each die, so you're at -8, not -10. It's a special circumstance in this encounter.

***

GM Secrets:

Calm Emotions rounds remaining 2

Round 3
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage (Suppressed)
----------
Cerebric Fungus
Honaire (-2) climbing, 7.5 ft up
Mathos (-2, 1NL) +1 AC
Fran (-8, Prone, Staggered) +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon, Shield of Faith
Wormling (-4, Prone) -2 to hit, Calmed
Gulch (-3) -2 to hit, climbing, 15 ft up
Erasmus Calmed
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

"Ow...I...I'm okay..." Fran wheezes, from amid the piles of bones and other junk at the bottom of the pit, trying to catch her breath.

Silver Crusade

Lawful Good Human Paladin/2

Round 3:

Standard Action: Elena thinks about climbing up to face the cerebric fungus but pauses. I should try to heal up first. As Elena contemplates what her next move should be, Fran loses her grip while climbing down. Startled by Fran’s fall and despite Fran's assurances, Elena goes over to her companion (Move Action, 3 squares) and attempts to heal Fran instead of herself.

Heal (on Fran): 1d20 ⇒ 1 (d20pfsrd) Nope.

Free Action: Observing the state of the party in the pit, Elena calls up to the others: ”Light it on fire! Throw a torch! Burn it!” From her position, Elena is unable to see Erasmus, Honaire, or Estra.

Dark Archive

Gulch continues his actions, keeping his defenses up so he can close with the beast, and climbing as fast as he can

Climb, DC 15: 1d20 + 7 ⇒ (4) + 7 = 11

Yet despite his best effort to continue moving up, he can't find a proper hand hold to lift up his substantial girth.

Wormling stands up and attempts to follow Elena's lead. Fran, don't move! You've got quite the nasty gash there. I'll try to help you this time!"

Climb, Aid Another: 1d20 - 4 ⇒ (17) - 4 = 13

Due to his size, he offers up his head as a little step stool for the injured girl to attempt her ascent again.
___________
Gulch's AC is still 16. To clarify, 1 more successful climb check gets me on top of the cliff, right? Wormling has a crossbow if someone wants to take it off of him!


Gulch, correct. One more successful Climb check and you're up. You still have a Standard action left.

Dr. Quolorum attempts to help.

I say, Mr. Gulch! You may wish to go slightly to your right. There's an indent that would make a good handhold.

Aid Another, Climb: 1d20 - 1 ⇒ (14) - 1 = 13

Gulch gets +2 to his next Climb check.

***

GM Secrets:

Calm Emotions rounds remaining 2

Round 3
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage (Suppressed)
----------
Cerebric Fungus
Honaire (-2) climbing, 7.5 ft up
Mathos (-2, 1NL) +1 AC
Fran (-8, Prone, Staggered) +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon, Shield of Faith
Wormling (-4, Prone) -2 to hit, Calmed
Gulch (-3) -2 to hit, climbing, 15 ft up
Erasmus Calmed
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit

Dark Archive

I must have deleted it during editing, but Gulch will be utilizing total defense as his standard action.


The fungus reaches out to touch the two closest targets.

Touch vs. Gulch: 1d20 + 3 ⇒ (20) + 3 = 23
Crit Confirm: 1d20 + 3 ⇒ (20) + 3 = 23

Touch vs. Erasmus: 1d20 + 3 ⇒ (13) + 3 = 16

Both tendrils find their mark, and lick their targets almost sensually. Despite his best efforts to avoid the sticky appendage, Gulch finds that it kisses him squarely on the lips, much to his disgust.

Luckily for Gulch, there is no direct damage to this attack so the Crit is essentially moot. However,...

Gulch & Erasmus, Will Save DC14 or:
It's not a loathsome monster, it's a pile of adorable puppies! Soooo cute!

The cerebric fungus may daze one living creature by making a successful touch attack. The target creature must succeed at a DC 14 Will save, or it becomes Dazed for 4 rounds. The dazed subject is not stunned (so attackers get no special advantage against it). This is a mind-affecting enchantment, equivalent to a 2nd-level spell.

Bite vs. Erasmus: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Erasmus, now within biting range, feels the fungus' teeth close around his arm briefly.

This hostile action breaks the enchantment on Wormling and Erasmus, and the party finds itself buoyed by Rhasuel's inspiration once again. The fungus continues to hum rhythmically, seemingly unaware that the effect is now nullified.

***

GM Secrets:

Calm Emotions rounds remaining 1

Round 4
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage
----------
Cerebric Fungus
Honaire (-2) climbing, 7.5 ft up
Mathos (-2, 1NL) +1 AC
Fran (-8, Prone, Staggered) +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon, Shield of Faith
Wormling (-4) -2 to hit
Gulch (-3) -2 to hit, climbing, 15 ft up
Erasmus (-4)
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit

Party is up!


KYRA HP 59/59; AC 19/t 11/ff 19; f 7, r 4, w 10; bab 5, melee +8, ranged 5; cmb 7, cmd 18; init 0; human cleric / 7
skills:
Diplomacy +12, Heal +14, Knowledge (religion) +10, perc 4

Honaire climb: 1d20 + 1 ⇒ (16) + 1 = 17

Scarab Sages

Intit +2 AC 14, T 10, FF 14 HP 9/9 Fort +0, Ref +2, Will +3 CMD 13 Perception +5

Instead of trying to climb again, Rhasiel walks over to fran and helps her up. C'mon. Up we go!
cure light: 1d8 + 1 ⇒ (3) + 1 = 4

Silver Crusade

Lawful Good Human Paladin/2

Since Rhasuel has come to Fran's aid, Elena turns to the wall of the chasm and attempts to climb up. Facing North.

Climb: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1

Despite Elena's best efforts, her fingers and boots can't find purchase on the rough walls.

Climb: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9

Elena's armor and sustained injuries prevent Elena from making much - if any - progress.

Frustrated, Elena huffs "I wish we had some rope!"


Honaire climbs another 7.5 feet, Fran is healed a little, and Elena finds climbing to be more difficult than she thought.

Climb DC is 15.

***

GM Secrets:

Calm Emotions rounds remaining 1

Round 4
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage
----------
Cerebric Fungus
Honaire (-2) climbing, 15 ft up
Mathos (-2, 1NL) +1 AC
Fran (-4, Prone) +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon, Shield of Faith
Wormling (-4) -2 to hit
Gulch (-3) -2 to hit, climbing, 15 ft up
Erasmus (-4)
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit


KYRA HP 59/59; AC 19/t 11/ff 19; f 7, r 4, w 10; bab 5, melee +8, ranged 5; cmb 7, cmd 18; init 0; human cleric / 7
skills:
Diplomacy +12, Heal +14, Knowledge (religion) +10, perc 4

Estra tries another shot with her sling...

to hit: 1d20 - 1 + 1 - 2 ⇒ (13) - 1 + 1 - 2 = 11
dmg if hits: 1d4 + 1 ⇒ (4) + 1 = 5


Estra's shot bounces off the creature's thick hide, failing to find a vulnerable spot.

***

GM Secrets:

Calm Emotions rounds remaining 1

Round 4
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage
----------
Cerebric Fungus
Honaire (-2) climbing, 15 ft up
Mathos (-2, 1NL) +1 AC
Fran (-4, Prone) +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon, Shield of Faith
Wormling (-4) -2 to hit
Gulch (-3) -2 to hit, climbing, 15 ft up
Erasmus (-4)
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3, Prone)
Estra -2 to hit

Dark Archive

66/66 Max || AC:19 T:11 FF:19 CMD:18 || Fort:+8 Refl:+4 Will:+6 || Init:+3 Perception:+9 || Lawful Neutral Male Human Inquisitor (Living Grimoire) (7) || Hand of the Acolyte 7/7

Post removed. New post to come after Erasmus's Actions:
Mathos will move to the wall close to the fungus and begin to climb.

Climbing at double speed at a -5 penalty. Need to get up there.

Climb: 1d20 + 3 - 5 ⇒ (17) + 3 - 5 = 15

Mathos is now 10 feet up the wall, his book dangling from a strap.

Mathos throw his Iron Bound Tome at the fungus.

Iron Bound Tome Attack: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Iron Bound Tome Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Ranged Attacks provoke, and if I can hit it then it can hit me. I should be within the 15 foot reach. Hopefully it takes a swing at me.

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

"Th-thanks Rhasuel," Fran stammers as she climbs to her feet. She looks up and can just barely spot what looks like the top of Erasmus' head as he attempts to maneuver around behind the strange plant-thing.

Come on Fran, focus! Make sure he doesn't fall or that the tentacle-thing doesn't grab him!
________

Fran stands up from prone and uses her Fortune hex on Erasmus! Knock 'em down, friend!

Dark Archive

66/66 Max || AC:19 T:11 FF:19 CMD:18 || Fort:+8 Refl:+4 Will:+6 || Init:+3 Perception:+9 || Lawful Neutral Male Human Inquisitor (Living Grimoire) (7) || Hand of the Acolyte 7/7

Replaces previouse post my Mathos. Sorry for the mess I am making

Mathos fights through the bones and debris and takes up position beside Elena.

Dark Archive

Will Save (Gulch), DC 14: 1d20 + 2 ⇒ (8) + 2 = 10

Gulch's tiny mind flounders as it tries to process the image of adorable puppies and the murderous plant. Puppies are delicious, but plants? What? What is this trick?!

Wormling does his best to avoid the impending meleefest. Are you people insane? I may have bound a vile demon to my undying soul, but I didn't try to send a killer plant down into the pit WITH US!

________
Gulch fails his save, is dazed and takes no actions. 15ft up. If the bull rush works, he will drop down next round. Wormling, aware that everyone is forming up for a good old fashioned rough and tumble, double moves away from the group.


Mathos and Wormling take position as Gulch stares, mouth agape, at the fungus. Dr. Quolorum, divining the party's plan, stands up and moves into position, readying his quarterstaff.

Let's do this, Esteemed Colleagues!

***

GM Secrets:

Calm Emotions rounds remaining 1
Gulch Daze rounds remaining 3

Round 4
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage
----------
Cerebric Fungus
Honaire (-2) climbing, 15 ft up
Mathos (-2, 1NL) +1 AC
Fran (-4) +1 AC, Mage Armor
Elena (-5) herbicide coated on weapon, Shield of Faith
Wormling (-4) -2 to hit
Gulch (-3) -2 to hit, Dazed, climbing, 15 ft up
Erasmus (-4) Fortune
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3)
Estra -2 to hit

Grand Lodge

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N Male Human medium 1 | hp 10/10 | AC 17 /14T/ 13FF | Init +4 | Fort +3 Ref +4 Will +3 | influence: 1 | Spd 30' | Perc. +5 | Conditions: Draw from the Deck (Strength)

Here goes something

Finding himself alone with the foul creature, while his companions languish below, Erasmus decides to even the odds a little. Channeling the Strength of his sister and the heart of the cards, he heaves.

Bull Rush: 1d20 + 2 + 1 + 1 ⇒ (16) + 2 + 1 + 1 = 20
Bull Rush: 1d20 + 2 + 1 + 1 ⇒ (9) + 2 + 1 + 1 = 13
Spirit Surge: 1d6 ⇒ 1

total: 21

"Watch out, below!"


Erasmus, before you do that you need to make a DC14 Will save. It's reasonable to say your first d20 roll would have been for that, which saves. So please give me another Bull Rush roll, or if you choose you can take your chances on the Will save.

Erasmus, Will save DC14 or:
It's not a loathsome monster, it's a pile of adorable puppies! Soooo cute!

The cerebric fungus may daze one living creature by making a successful touch attack. The target creature must succeed at a DC 14 Will save, or it becomes Dazed for 4 rounds. The dazed subject is not stunned (so attackers get no special advantage against it). This is a mind-affecting enchantment, equivalent to a 2nd-level spell.

Also, the fungus will take its AoO before your Bull Rush attempt. If it hits and rolls well on damage, you'll be down. Suggest you take the remaining 2d6-2 HP retconn.

Grand Lodge

N Male Human medium 1 | hp 10/10 | AC 17 /14T/ 13FF | Init +4 | Fort +3 Ref +4 Will +3 | influence: 1 | Spd 30' | Perc. +5 | Conditions: Draw from the Deck (Strength)

whoops, it's been a long thread

Bull Rush: 1d20 + 2 + 1 + 1 + 1 ⇒ (11) + 2 + 1 + 1 + 1 = 16


Erasmus lifts and pushes the fungus, opening himself up for a bite attack.

Bite: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Erasmus is bitten, but manages to push the fungus off the cliff!

Falling Damage: 2d6 - 2 ⇒ (5, 2) - 2 = 5

It screams an otherworldly shriek and lands with a thud in the midst of a group of ready Pathfinders.

I'll give Mr. Sunshine a little longer to post for this round.

***

GM Secrets:

Calm Emotions rounds remaining 1
Gulch Daze rounds remaining 3

Round 4
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage
----------
Cerebric Fungus (-5) Prone
Honaire (-2) climbing, 15 ft up
Mathos (-2, 1NL) +1 AC
Fran (-4) +1 AC, Mage Armor
Elena herbicide coated on weapon, Shield of Faith
Wormling (-4) -2 to hit
Gulch (-3) -2 to hit, Dazed, climbing, 15 ft up
Erasmus (-7)
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3)
Estra -2 to hit

There's still a 2d6-2 retconn and a couple free climbs available.


Retconn: Only Gulch was targeted by the tendril's special attack, and the fungus had to concentrate on that so it did not use the other tendril, or its bite. Erasmus regains 4 HP.

***

GM Secrets:

Calm Emotions rounds remaining 1
Gulch Daze rounds remaining 3

Round 4
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage
----------
Cerebric Fungus (-5) Prone
Honaire (-2) climbing, 15 ft up
Mathos (-2, 1NL) +1 AC
Fran (-4) +1 AC, Mage Armor
Elena herbicide coated on weapon, Shield of Faith
Wormling (-4) -2 to hit
Gulch (-3) -2 to hit, Dazed, climbing, 15 ft up
Erasmus (-3)
Rhasuel (-5, 2NL) +1 AC, -2 to hit
Mr. Sunshine +1 AC, -2 to hit
Dr. Quolorum (-3)
Estra -2 to hit


"Pregen Name" Pregen Class 1 | HP: 13/13 | AC: 12 (12 Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +1, R: +2, W: +4 | Init: +2 | Perc: +1, SM: +1 | Speed 30 ft | Active Conditions:

Mr. Sunshine supervises from the top.

"RRRRRRRRrrrrrroooowwww!"

Kill it!

Don't keep everyone waiting for me. Other than delivering a potion to someone, there's not much I can do to effect this combat.


The fungus finds itself in the midst of food enemies and immediately rights itself.

Move action, stand up from prone; provokes AoO's from:
* Rhasuel
* Dr. Quolorum
* Fran
* Elena
* Mathos

Dr. Quolorum takes his chance...

AoO, Quarterstaff: 1d20 + 1 ⇒ (1) + 1 = 2 Damage: 1d4 - 1 ⇒ (4) - 1 = 3

...but he's an academic, not a warrior, and his inexperience shows.

I've never seen one up close before. Disgusting!

***

GM Secrets:

Gulch Daze rounds remaining 2

Round 5
Bold may act
Conditions:
* Inspire Courage: +1 Morale bonus on saving throws vs. charm, fear; +1 Attack & Damage
----------
Cerebric Fungus (-3)

Let's resolve the rest of the AoO's before proceeding with Round 5.

Friendly reminder: still one 2d6-2 HP retconn and up to two climb retconns available.

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