Emerald Spire (PFS) (Inactive)

Game Master Michael Hallet

Maps


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The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint grunts. "Aldy's right. That's surely coming back to haunt us." He shrugs. "Ah, well. Nothing to do about it." He searches the area and loots the bodies then wades into the water about ten feet behind Aldy.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

One thing - before we move on, Aldy will take a minute to brew up an extract of touch of the sea.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo shrugs and follows....

"Not much we can do about it now...."

Cast Heightened Awareness before continuing...

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"I guess we just keep going. I wonder where all of this water is coming from."

Bree keeps his battleaxe in hand as he wades slowly through the water.

Dark Archive

Vault Map

Sorry, Thursday/Friday got busy.

On the summoner you find a potion, a scroll tube containing 2 scrolls, a chain shirt, dagger, light crossbow, 10 masterwork bolts, a ring, a backpack 10 containing flasks and 6 glass bottles, one of which is filled, an hourglass, ink and pen, a journal, some coral and 5 irregular pearls as well as a regular pearl and 71 gp.

You can see two rooms off of passages to the right.

The first contains silty water that reeks of shellfish. Bones and other refuse are piled up in the southwest corner. Hundreds of toad-sized crabs clamber about the heap, skittering over top of each other.

The second chamber contains brackish water that is mostly clear and smells clean. A gentle current flows south, where a waterfall can be heard.

The current rooms ends in another small passage that turns to the right.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint looks in the first room, a little wary of the crabs. "Uh... Aldy? You see anything?" He pauses and stares for a bit. Probably something worthwhile in that pile.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Dark Archive

Vault Map

There might be something in that pile, but you'd have to dig through it to find out.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Arkolo uses Detect Magic to study everything they grabbed from the summoner before tucking it away for safe keeping.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"Do you guys hear that waterfall? I'd like to check it out. I don't really care about that refuse pile." Bree moves to the entrance of the second room and tries to peer into it.

What is the light like?

Dark Archive

Vault Map

The potion, scrolls and ring are magical.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Before continuing on, Aldy will attempt to identify the items.

Potion Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Ring Spellcraft: 1d20 + 11 ⇒ (9) + 11 = 20
ScrollSpellcraft: 1d20 + 11 ⇒ (8) + 11 = 19

He will then drink extracts of See Invisibility and Barkskin, as well as tapping himself with his wand of heightened awareness.

Finally, Aldy will sneak forward and peer into the room with the trash heap.

stealth: 1d20 + 17 ⇒ (19) + 17 = 36
Perception: 1d20 + 15 ⇒ (13) + 15 = 28

We'll get there Bree - don't want anything coming up from behind to attack us. This'll just take a second...

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand swipes everything off the summoner that the others hadn't claimed yet.
"Might come in useful." he explains.

He stands guard over Aldy as the nimble wayang searches the pile.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Knowing, from experience, that he has nothing on Aldy's sharp eyes, Flint stands back and watches. Always impressive, Aldy. Always impressive.

Dark Archive

Vault Map

Aldy identifies the potion of cure moderate wounds. (Identifying the other items requires a way of detecting magic and I don't see that on Aldy's sheet.)

Breelajah sees that the light is coming from the far wall of the chamber beyond this one (to the south). However he sees a mass of water like a wave, moving towards him.

Aldy starts to sift through the refuse pile, only to discover that the crabs don't like to be disturbed. Hundreds of them swarm together to try to drive him off.

GM Screen:
Stealth: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Aldy: 1d20 + 6 ⇒ (14) + 6 = 20
Arkolo: 1d20 + 8 ⇒ (2) + 8 = 10
Brand: 1d20 + 6 ⇒ (20) + 6 = 26
Breelajah: 1d20 + 3 ⇒ (5) + 3 = 8
Flint: 1d20 + 5 ⇒ (2) + 5 = 7
W: 1d20 + 1 ⇒ (15) + 1 = 16
C: 1d20 + 2 ⇒ (8) + 2 = 10

Brand
Aldy

Water
Arkolo
Swarm
Breelajah
Flint

Bold may act.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Apologies GM - I was planning on buying a lantern of auras, but decided not to due to getting less gold than expected last level (saving to upgrade my weapon to agile next level), but still had in my head that I had the lantern.

For my actions, Aldy will drink his extract of firebelly and move a bit.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand steps up but holds his position.

"What are we up against this time?"

Dark Archive

Vault Map

The elemental rushes up and tries to come crashing down into Breelajah.

charge, power attack, water mastery

slam: 1d20 + 7 + 2 - 2 + 1 ⇒ (11) + 7 + 2 - 2 + 1 = 191d8 + 4 + 6 + 1 ⇒ (5) + 4 + 6 + 1 = 16

It slams into him with a furious force.

Brand
Aldy
Water (charged)
Arkolo
Swarm
Breelajah (16 damage)
Flint

Bold may act.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

"Why are we exploring multiple areas at the same time? This is what happens when you do that? We have to fight on multiple fronts!

Who can deal with the swarm? Flint I believe you were most effective last time we came across such things. There is not much I can likely do with them..."

Arkolo dashes forward to the 2nd door to back up Bree. He calls on his Inquisitorial powers to enhance his attack before sending an arrow past his companion towards the creature.

Twang! w. PBS & Bane (Elemental Outsider): 1d20 + 9 + 1 + 2 ⇒ (4) + 9 + 1 + 2 = 16
Thud! w. PBS & Bane (EO): 1d8 + 3 + 1 + 2d6 ⇒ (7) + 3 + 1 + (4, 1) = 16

Arkolo has Deadeye Bowman and Precise Shot to negate the AC bonus from cover and penalty for firing into melee

Dark Archive

Vault Map

Remember that this area is filled with 2 feet of water and counts as difficult terrain if you are moving with a land speed rather than swimming or flying. So I think Arkolo had to double move to get to his current position, unless I am missing something.

The swarm of crabs flows over Aldy, trying to pick him apart with hundreds of small claws.

damage: 2d6 ⇒ (4, 3) = 7

Aldy must pass a DC 14 Fortitude save or be nauseated for 1 round.

Breelajah (16 damage)
Flint
Brand
Aldy (7 damage, Fort save required)

Water (charged)
Arkolo
Swarm

Bold may act.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"Stand back! I've got this!" Bree draws his battleaxe with fluid motion and swings a slashing strike at the water elemental.

battleaxe@elemental,desperate battler: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
damage,desperate battler: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand moves up and notices the crabs...
Knowldge (Nature) 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

"Hold on, I'm coming to aid you Aldy."

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy moves back out of the swarm, and exhales a gout of flame.

Fort Save: 1d20 + 3 ⇒ (6) + 3 = 9

Aldy begins retching and tries to move away from the swarm.

Dark Archive

Vault Map

They are a swarm of diminutive vermin. Thus are they immune to mind-affecting effects and weapon damage and have the usual swarm traits.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint pushes his way through the water towards the wall across from the doorway. His skin seems to meld with the earthen wall as he clambers along it, moving faster now. Yay, climb speed! He laughs at the swarm. "Arkolo, you're right! I've got the crabs."

Elemental Blast @ Swarm: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 2d6 + 11 ⇒ (3, 4) + 11 = 18

Dark Archive

Vault Map

Breelajah slashes through the water, which retains its form for now. Arkolo was within 10 feet of Breelajah, so Desperate Battler would not apply

Aldy retreats while Brand advances. Flint moves up and fire a blast that fails to hit the swarm.

The elemental tries to smash Breelajah again.

Slam: 1d20 + 7 - 2 + 1 ⇒ (20) + 7 - 2 + 1 = 261d8 + 4 + 6 + 1 ⇒ (1) + 4 + 6 + 1 = 12
Confirm: 1d20 + 7 - 2 + 1 ⇒ (14) + 7 - 2 + 1 = 201d8 + 4 + 6 + 1 ⇒ (2) + 4 + 6 + 1 = 13

The elemental absolutely crushes Breelajah with a powerful wave knocking him flat. According to my calculations, you've now taken 41 damage. It doesn't appear that you entered bloodrage thus far, so unless I am missing something, that crit would drop you.

Arkolo fires a shot that just goes wide of its intended target Using previously rolled attack to keep things moving.

The swarm, now agitated, continues to pursue. It moves over Aldy and Brand while Flint is safe up on the wall for the moment.

Damage: 2d6 ⇒ (4, 4) = 8

Aldy and Brand must pass a DC 14 Fortitude save or be nauseated for 1 round.

Breelajah (41 damage, unconscious, dying)
Flint
Brand (8 damage, Fort save required)
Aldy (15 damage, Fort save required)

Water Elemental (10 damage)
Arkolo
Crab Swarm

Bold may act.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Fort Save, expending 2 uses of inspiration: 1d20 + 3 + 1d6 ⇒ (6) + 3 + (6) = 15

Kn Planes on Elemental: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (3) = 18

Does the elemntal have any DR?

Aldy barely manages to stave off the retching from the foul crabs. He stumbles out of the swarm and spots Bree laying on the ground next to a water elemental. Aldy lashes out with his whip, attempting to wrap it around the elemental, throw if off balance and drag it to the ground.

Trip Attempt: 1d20 + 9 ⇒ (9) + 9 = 18

If the elemental attempts to attack Arkolo or any of his other allies, he will use bodyguard to give them +4 to AC

Bodyguard: 1d20 + 9 ⇒ (20) + 9 = 29
Bodyguard: 1d20 + 9 ⇒ (18) + 9 = 27
Bodyguard: 1d20 + 9 ⇒ (17) + 9 = 26
Bodyguard: 1d20 + 9 ⇒ (16) + 9 = 25
Bodyguard: 1d20 + 9 ⇒ (19) + 9 = 28

Dark Archive

Vault Map

The elemental does not have DR.

Aldy tries to trip up the elemental, but having to aim over the prone body of Breelajah he fails to get low enough with the attack to have its intended effect.

Even though a whip is a melee weapon since you are not adjacent to the target you have to determine cover as per a ranged attack which means soft cover comes into play. Since Bree is prone, I'm calling it partial cover, which is only +2 to AC, but that's enough to turn the trip attempt from a hit into a miss. I looked and couldn't find anything that says helpless creatures don't provide soft cover, but please correct me if I am wrong.

Also, regarding prone Breelajah, I should point out the following from the drowning rules since he is currently prone in 2 feet of water.

Quote:
Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns. It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.

So not only to I need a stabilization check for the bleeding, I need a Con check to avoid taking in water and drowning on your next turn. The Con check DC is only 10 but it will go up 1 each round you remain in the water.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Fort Save 1d20 + 8 ⇒ (8) + 8 = 16

Brand manages to resist the crabs as he calls out.
"These things will ignore my axe but I think spells with larger areas might affect them! I'll go pull Breelajah back."

Moving towards the fallen Breejah, he attempts to bring him up by reaching over and pulling him towards himself.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint spares a quick glance towards Bree's fallen form and grimaces. "Need cover over there?" Next turn, I can create a wall between Bree and the elemental, giving him Total Cover. It only has 8 hitpoints, but it would slow down the elemental. If people want that. He shuffles along the wall, turning back to the crabs below him. Another couple of climbing steps and he is even higher off the ground than before. Ten foot ceiling?

Clasping his hands together, he summons up another ball of mud but is unable to effectively hit the mass of crabs below him.

Elemental Blast @ : 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 2d6 + 11 ⇒ (4, 4) + 11 = 19

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Thanks for the reminder on drowning rules. Believe it or not, I've been in this situation with another character... Before I roll, if I fail the drown check, do I automatically drown next round or is it possible for someone to pick me up or heal me before my next round?

Bree barely has time to notice as the elemental slams into him and it lays him out flat. He splashes into the water, floating on his stomach.

Stabilize: 1d20 + 2 - 1 ⇒ (7) + 2 - 1 = 8
Drown check: 1d20 + 2 ⇒ (17) + 2 = 19

Looks like I didn't stabilize but I'm not drowning next round.

Dark Archive

Vault Map

Brand is able to pull Breelajah out of the water.

The water elemental charges Arkolo.

Slam (charge): 1d20 + 7 - 2 + 1 + 2 ⇒ (9) + 7 - 2 + 1 + 2 = 171d8 + 4 + 6 + 1 ⇒ (6) + 4 + 6 + 1 = 17

Arkolo pulls back just as the wave of water attempts to crush him.

Breelajah (42 damage, unconscious, dying)
Flint
Brand (8 damage, Fort save required)
Aldy (15 damage, Fort save required)
Water Elemental (charged; 10 damage)
Arkolo
Crab Swarm

Bold may act.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Dropping his precious bow to the ground, Arkolo pulls his axe off his back and sends it whistling through the air at the elemental. He quickly steps sideways into the passge to gain the benefit of some partial protection.

Swing! w. Bane: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Splash! w. Bane: 1d12 + 3 + 2d6 ⇒ (5) + 3 + (4, 4) = 16

Dark Archive

Vault Map

Arkolo fails to connect with his axe.

Water is difficult terrain, so you don't have the action to move to the side. It would provoke an AoO anyways.

The crabs swarm over the pathfinders, flint remaining safely on the wall.

Damage: 2d6 ⇒ (1, 4) = 5

They even begin to tear into the unconscious bloodrager! He won't last long if you can't get him away from the swarm.

Everyone except Flint and Breelajah needs to make a DC 14 Fort save or become nauseated for 1 round.

Fort: 1d20 + 6 ⇒ (10) + 6 = 16

The elemental is damaged by the crabs, but finds it to be little more than an annoyance.

Breelajah (47 damage, unconscious, dying)
Flint
Brand (13 damage, Fort save required)
Aldy (20 damage, Fort save required)

Water Elemental (charged; 15 damage)
Arkolo (5 damage, Fort save required)
Crab Swarm

Bold may act.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Fort: 1d20 + 4 ⇒ (14) + 4 = 18

Acrobatics to avoid AoO: 1d20 + 11 ⇒ (20) + 11 = 31

Trip: 1d20 + 9 ⇒ (2) + 9 = 11
Trip DM Reroll, 1 star: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29

Ridley shrugs off the swarm, then does some fancy footwork to dodge away from the water elemental, before lashing out with his whip to attempt to drag the elemental down.

Then he uses his whip to harry the water elemental if it attempts to attack an ally.

Bodyguard: 1d20 + 9 ⇒ (6) + 9 = 15
Bodyguard: 1d20 + 9 ⇒ (20) + 9 = 29
Bodyguard: 1d20 + 9 ⇒ (7) + 9 = 16
Bodyguard: 1d20 + 9 ⇒ (4) + 9 = 13
Bodyguard: 1d20 + 9 ⇒ (6) + 9 = 15

+4 AC vs. the first 5 attacks against allies being attacked by enemies within 15 feet of me.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Fort Save 1d20 + 8 ⇒ (5) + 8 = 13
Move while carrying Bree.
I am still 20 ft movement!

The Nausea of the swarms hits the dour dwarf but he refuses to abandon his companion, hefting him up on his shoulders and begins moving to safety!

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint watches the crabs flow over the party and smirks. Shoulda respected the earth, punks. He then sees Bree facedown and frowns. ”Hold in there, bud. “ He launches another ball of earth at the crabs, not sure how he can help his new friend.

Elemental Blast @ swarm: 1d20 + 8 ⇒ (1) + 8 = 9 Damage: 2d6 + 11 ⇒ (3, 2) + 11 = 16

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Did you move yourself on the map Brand? You're still in the swarm st the moment.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree lays unconscious across Brand's shoulder, his will to survive severely tested.

Stablize: 1d20 + 2 - 7 ⇒ (11) + 2 - 7 = 6 48 dmg now. 4 more to go and I'm dead.

Dark Archive

Vault Map

With a little luck, Aldy manages to trip the elemental. Brand drags Bree away, the elemental still tries to swing at him but it is unable to get anywhere close to him.

Slam: 1d20 + 7 - 2 - 4 + 1 ⇒ (5) + 7 - 2 - 4 + 1 = 71d8 + 4 + 6 + 1 ⇒ (2) + 4 + 6 + 1 = 13

Flint fires a blast of rock that pitifully fizzles. Perhaps its all this water.

Breelajah slips closer to death.

The elemental stands, swings at Arkolo, and then steps back out of the swarm

Arkolo still needs his DC 14 Fort save vs distraction from the swarm. If successful, he gets an AoO against the elemental as it stands. If it fails, he is nauseated until the start of the swarm's turn.

Slam: 1d20 + 7 - 2 + 1 ⇒ (7) + 7 - 2 + 1 = 131d8 + 4 + 6 + 1 ⇒ (3) + 4 + 6 + 1 = 14

Breelajah (48 damage, unconscious, dying)
Flint
Brand (13 damage)
Aldy (20 damage)
Water Elemental (15 damage)
Arkolo (5 damage, Fort save required)
Crab Swarm

Bold may act.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Fort Save: 1d20 + 8 ⇒ (16) + 8 = 24

Arkolo sees a brief opportunity and lashes out with his axe as the creature regains its "feet".

AoO w/ Bane: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage: 1d12 + 3 + 2d6 ⇒ (7) + 3 + (2, 5) = 17

With the elemental out of reach, Arkolo uses the opportunity to reposition himself with the rest of the team putting the swarm between himself and their watery opponent.

Sorry for the delay - Ive been unable to get on to Paizo for a couple of days

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Hummm. I thought I did move...
I see I'm away from the swarm so all good.
Healing Bree on my next turn.

Dark Archive

Vault Map

Arkolo manages to slash through the elemental who dissolves into a puddle.

The crabs swarm over Aldy and Arkolo

Damage: 2d6 ⇒ (4, 1) = 5 DC 14 Fort to avoid being nauseated.

Breelajah (48 damage, unconscious, dying)
Flint
Brand (13 damage)
Aldy (25 damage, Fort save required)
Arkolo (10 damage, Fort save required)

Crab Swarm

Bold may act.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree continues to struggle for life. Somewhere deep inside his will to survive overcomes his wounds. He seems to be stable.

Stabilize: 1d20 + 2 - 8 ⇒ (20) + 2 - 8 = 14

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand begins muttering a spell even as he shoulders Bree away from the fight. His hands lights up with a soft radiance which he then places on Bree.

CLW on Bree 1d8 + 1 ⇒ (5) + 1 = 6

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Firebelly: 1d4 ⇒ 1

Ridley moves out of the swarm, waits for flint and Arkolo to move out of the way and exhales a gout of flame (firebelly), singing the crabs.

Technically it gets a DC 15 Reflex save for half, but it doesn't matter as I rolled a 1

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

I'm above the crabs, near the ceiling, so I should already be out of the way for Aldy's flame.

Flint smiles at the soft light Brand emits. "Aye, bout time we had some light in here." The dwarf shuffles further up the wall and lobs another rock.

Elemental Blast @ Crabs: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 2d6 + 11 ⇒ (6, 2) + 11 = 19

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Fort Save: 1d20 + 8 ⇒ (11) + 8 = 19

Arkolo moves clear of the swarm and pulls out an Acid Flask.

I remember it's difficult terrain! Yay me!

Dark Archive

Vault Map

Flint's shot fails to penetrate the crabs, thick shells.

Hopefully Flint has some better luck soon. He's been close, but still missing.

Brand heals Breelajah.

Arkolo readies a flask of acid.

The crabs continue swarm over Aldy and Arkolo.

Damage: 2d6 ⇒ (5, 5) = 10 DC 14 Fort to avoid being nauseated.

The damage from hundreds of crabs tearing at his flesh becomes too much for Aldy who passes out, bleeding, in the water.

Breelajah (42 damage, unconscious)
Flint
Brand (13 damage)
Aldy (35 damage, unconscious, dying, Con check to avoid drowning)
Arkolo (20 damage, Fort save required)

Crab Swarm (1 damage)

Bold may act.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Con Check: 1d20 + 1 ⇒ (12) + 1 = 13
Stabilization: 1d20 + 1 - 6 ⇒ (11) + 1 - 6 = 6

Aldy does not drown, though will probably be ripped apart by the crabs if left in the swarm for one more round.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

"By torag's hairy sack, these crabs need to go!" He growls in fury and lobs a large block of mud into the swarm.

Elemental Blast @ : 1d20 + 8 ⇒ (14) + 8 = 22 Finally, a decent roll!
Damage: 2d6 + 11 ⇒ (4, 5) + 11 = 20

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