GM Xzaral's PFS First Steps Part 3 (Inactive)

Game Master Xzaral

A Vision of Betrayal

The Map Link


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Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 19/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

After the dark cold night, Astarton was ready to go early. He checked on the horses and everyone to make sure no one froze to death. Once people were stirring he started to break camp so they could stay warm by moving. "I trust no one froze to death? Maybe we should get out of these mountains."


"I'm fine, but I'm worried for Wuze. He doesn't look so good. Has he run out of booze to drink?"

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1.2 HP 12/12 | Grit 2/2 | AC 15 / 13 t / 12 ff | F+4 R+5 W+2 | Perc +6

Doubtful. He should have enough to keep us all in good spirits for some time. If his condition is dire, I may have a small flask somewhere.

Liberty's Edge

Male Human Alchemist 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

We should press on. Lets get as far through the mountains as possible.

Is there any chance that the stove could fit on my pack pony?

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Wuse snaps to attention at the mention of his name.

eh ill be fine. Cant say the same for the beer tho. Froze in the night long with half my bottom. Lucky the meads still good. My whisky too dont you worry.

He pats the frozen beer skin and the sloshy mead skin as he talks and upun mentioning whisky takes a swig from the flask that just shot from his wrist sheath.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Unfortunately the stove is part of the wagon and not portable.

Continuing on the next day, shortly after noon as you travel the trail, a glint of light can be seen coming from a ledge 50' above your current location. The angle of the wall would allow someone to climb with fair ease and little risk aside from a few scratches and some wounded pride.

If you choose to check the light, it's a DC 10 climb check, failure results in a harmless slide back down.

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Wuse squints his left eye closed contorting his face to get even uglier. He tries to determine what is making the glint from down here.

Perception:1d20 + 7 ⇒ (15) + 7 = 22

He scurrires up the wall making sure to slide down on purpose just fir kicks.
Climb:1d20 + 2 ⇒ (6) + 2 = 8

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Upon having a good laugh at his own expense Wuse tackles the climb again

Climb:1d20 + 2 ⇒ (2) + 2 = 4

About halfway up he realizes hed rather be sliding down right about the time he looses his grip. He dusts the snow from his garment and gives it another shot an incredibly horredous and awkward grin upon his face.

Climb 2:1d20 + 2 ⇒ (4) + 2 = 6

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 19/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

"Wuse, are you ready to keep going? Or do you see something up there?"

Climb: 1d20 + 1 ⇒ (13) + 1 = 14

Astarton attempts the climb by himself and makes it look effortless.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Rising to the top, Astarton sees a small statue of a woman complete with a nearby shrine resting on a ledge. The glint of light was the sun's reflection off a number of coins and gems found in the bowl.

Knowledge (History or Nobility) DC 15:
This woman is Lady Kayle, a Taldan adventurer who sacrificed herself so her comrades could defeat the great dragon Maejerex, who terrorized the Isle of Kortos until 4592 ar.

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 19/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

Astarton bows to the statue and tosses in a silver piece into the bowl. "Please, mountain goddess. Forgive me for not knowing your name. Give us safe passage." He turns and waves at everyone and slides down the embankment, getting almost as much pleasure from the trip as Wuse did.

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Why didn't you grab the bottle. I swore I saw a bottle of drink from down here?!

Wuse seems thoroughly disappointed in the outcome and attempts to find his consolation in a swig of beer....only to be reminded of its utterly frozen status. He aggressively tugs for the mead skin instead and pulls deep and long his frown slowly turning upsidown.

Well what are we standing round here for My beers not getting any wetter!! He takes off towards the front of the group rosy cheeked perhaps not just from the cold.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Continuing you descend down the mountain and find a spot to rest for the evening warmer than before. Safe from the cold, you continue on the next day and experience a dramatic change, from the cold of the Kortos mountains to a humid bog. A thick mist pollutes the bog, a foot in height in a foul miasama. This trackless land is difficult to travel through.

Thick blobs of fog dance in between large tickets as the foul stench of swamp gas pollutes the air. Several exotic species of vines twist along the vapor-shrouded path, creating an ethereal seeming tangle. At random intervals, a splash of fetid water sounds in the distance, signaling the presence of frogs or other bog creatures. For six miles, you will have to traverse this land.

Mechanics. This will take 8 hours for you to travel through. You will be unable to ride the animals during this time. For each hour you must make a DC 12 acrobatics check or risk tumbling into the swamp. There are penalties for doing so. If you choose, you can remove armor during this trip to make the checks easier, but if combat erupts you won't have it on.

As previously, we can do this hour by hour, or just roll all 8 checks at once. You're call all.

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 19/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (13) + 7 = 20

Well, I'm good to go it looks like.

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Wuse forges ahead testing the ground for his compatriots a large smile on his face and a tight cap on his booze.

Survival:1d20 + 2 ⇒ (19) + 2 = 21
Acro1:1d20 + 9 ⇒ (7) + 9 = 16
Acro2:1d20 + 9 ⇒ (7) + 9 = 16
Acro3:1d20 + 9 ⇒ (15) + 9 = 24
Acro4:1d20 + 9 ⇒ (9) + 9 = 18
Acro5:1d20 + 9 ⇒ (16) + 9 = 25
Acro6:1d20 + 9 ⇒ (20) + 9 = 29
Acro7:1d20 + 9 ⇒ (18) + 9 = 27
Acro8:1d20 + 9 ⇒ (12) + 9 = 21

Liberty's Edge

Male Human Alchemist 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

Jericho surveys the path in front of them, then calmly begins removing his armor and putting it on his pack horse. Then he begins moving forward cautiously, muttering under his breath.

Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20.
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13.
Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22.
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16.
Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5.
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9.
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9.
Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15.
Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5.

HAH! And the paizo dice decide to hate me!


Daniel watches Wuze effortlessly tumbling between patches of dry land, and whistles in amazement. He himself is forced to remove the armor before attempting to cross the treacherous moor.
Carrying a strapped shield does not influence ACP, right?

Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22
Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14
Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
Acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18
Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1.2 HP 12/12 | Grit 2/2 | AC 15 / 13 t / 12 ff | F+4 R+5 W+2 | Perc +6

Talor strides confidently into the bog, though his nose twitches at the smells.

acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9 Oops!
acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

As you all make your way through the miasma, it proves to be a difficult trek. Several times a member falls into the muck when a log gives way or the ground is not as firm as one thinks. Astarton and Wuse Guy prove to be extremely nimble, but alas some of the others, Jericho and Nester in particular, fall prone to the hazards more than a couple of times. Exiting the swamp...(See next post)

I need fort saves (2 Daniel, 3 Jericho, 1 Talor).

Dice & Stuff:

H 1/2/3/4/5/6/7/8
A P/P/P/P/P/P/P/P - 0
D P/F/P/P/F/P/P/P - 2
J P/P/P/P/F/F/F/P - 3
N P/P/P/F/F/P/F/P - 3
T F/P/P/P/P/P/P/P - 1
W P/P/P/P/P/P/P/P - 0

1d20 + 1 ⇒ (18) + 1 = 19
1d20 + 1 ⇒ (17) + 1 = 18
1d20 + 1 ⇒ (18) + 1 = 19
1d20 + 1 ⇒ (1) + 1 = 2
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 1 ⇒ (15) + 1 = 16
1d100 ⇒ 84; 1d2 ⇒ 1
1d100 ⇒ 36; 1d2 ⇒ 2
1d100 ⇒ 47; 1d2 ⇒ 1
1d100 ⇒ 72; 1d2 ⇒ 2
1d100 ⇒ 32; 1d2 ⇒ 1
1d100 ⇒ 89; 1d2 ⇒ 1
1d100 ⇒ 44; 1d2 ⇒ 2
1d100 ⇒ 76; 1d2 ⇒ 1
1d100 ⇒ 49; 1d2 ⇒ 1
1d20 + 1 ⇒ (3) + 1 = 4
1d20 + 1 ⇒ (3) + 1 = 4
1d20 + 1 ⇒ (12) + 1 = 13
1d3 ⇒ 3


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

A large log rests across a dirt path, standing five feet tall. A moldering wood door covers one of the hollow ends of the log, and a makeshift mud chimney emits a thin wisp of blue smoke. From behind the crude house come the sound of someone humming an off-key tune.

The Map Link

Liberty's Edge

Male Human Alchemist 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

Fortitude Save: 1d20 + 4 ⇒ (2) + 4 = 6.
Fortitude Save: 1d20 + 4 ⇒ (11) + 4 = 15.
Fortitude Save: 1d20 + 4 ⇒ (3) + 4 = 7.

Le Sigh.


Fort save: 1d20 + 3 ⇒ (12) + 3 = 15
Fort save: 1d20 + 3 ⇒ (20) + 3 = 23

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1.2 HP 12/12 | Grit 2/2 | AC 15 / 13 t / 12 ff | F+4 R+5 W+2 | Perc +6

fort save: 1d20 + 4 ⇒ (18) + 4 = 22

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 19/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

"Well, what have we here. A wanna be bard?" Astarton strains his eyes to see where the whistling is coming from.

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

dunno, but hes got good taste. wuse makes a wraket getting closer to the house. oy, friend care to share the bounty of yer home with some weary travellers...weve got booze!!! he waves his skins around to make a point and prooves their potability by taking a swig from both....at the same time.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

From around the back of the log emerges a small female kobold, wearing a crocodile skull on her head. Seeing your group approach, she suddenly stops whistling and calls out in draconic...

Draconic:
"No, you will not harm my children, you will not!"

Round 1
Snapjaw (Delay)
Astarton
Wuse Guy
Daniel
Nester
Talor
Bog Mother
Jericho

Dice:

1d3 ⇒ 2
Jericho 1d20 + 2 ⇒ (4) + 2 = 6
Astarton 1d20 + 6 ⇒ (19) + 6 = 25
Wuse Guy 1d20 + 2 ⇒ (20) + 2 = 22
Talor 1d20 + 3 ⇒ (5) + 3 = 8
Daniel 1d20 + 2 ⇒ (10) + 2 = 12
Bog Mother 1d20 + 3 ⇒ (5) + 3 = 8
Snapjaw 1d20 + 6 ⇒ (20) + 6 = 26
Nester 1d20 ⇒ 9
Fate 1d2 ⇒ 2

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 19/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

Astarton moves up to Wuse and says, [b]"I'm not so sure this one is friendly. Anyone speak the language of 'spiteful and meanacing'."

Not sure they should kill, he gets out his whip with a move action.

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1.2 HP 12/12 | Grit 2/2 | AC 15 / 13 t / 12 ff | F+4 R+5 W+2 | Perc +6

Talor keeps his distance, but his had drifts toward his pistol (readying an action to blast that beast)...

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Pretty sure the thing doesnt understand his intentions Wuse takes a double swig from both boozes stumbling forward 5 feet skins outstretched.

Liberty's Edge

Male Human Alchemist 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

I do not know what it is saying either.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

As you watch, the Bog Mother calls out to nature, causing the plants themselves to rise up against all of you. Moving, grasphing, they attempt to impede your movement. While this happens, a crocodile springs up out of the lake, charging towards Wuse Guy.

Eveyone within the Entangle needs to make a DC 13 Reflex save or become entangled. Also Talor, you may take your readied attack.

Entangle Spell

Round 1
Astarton (Draws whip)
Wuse Guy (Moves forward)
Daniel (Delay)
Nester (Total Defense)
Talor (Ready action to attack)
Bog Mother (Cast Entangle)
Snapjaw (Double move adjacent to Wuse Guy)
Jericho

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Reflex:1d20 + 4 ⇒ (14) + 4 = 18

I'm going to wait on acting until the readied and delayed action happen, in case they change the status.

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1.2 HP 12/12 | Grit 2/2 | AC 15 / 13 t / 12 ff | F+4 R+5 W+2 | Perc +6

What the?! Talor exclaims as he fires off a shot.

attack: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d8 ⇒ 7

BANG!

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Concentration check for caster? Please? So i can run from crocy


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Talor's strike hits the crocodile as he moves upt to Wuse Guy.

I just rolled everyone's reflex saves (besides Wuse Guy). Jericho and Nester are Entangled. Remember to make a save at the end of your turn if you stay in the area. Jericho's up for round 1, and everyone else can act for round 2.

Entangle Spell

Round 1
Astarton (Draws whip)
Wuse Guy (Moves forward)
Daniel (Delay)
Nester (Total Defense)
Talor (Attack Snapjaw, hit)
Bog Mother (Cast Entangle)
Snapjaw (Double move adjacent to Wuse Guy)
Jericho

Dice:

Astarton 1d20 + 6 ⇒ (15) + 6 = 21
Daniel 1d20 + 2 ⇒ (19) + 2 = 21
Jericho 1d20 + 4 ⇒ (1) + 4 = 5
Talor 1d20 + 5 ⇒ (19) + 5 = 24
Nester 1d20 + 2 ⇒ (6) + 2 = 8

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 19/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

Astarton moves out of the area of grasping plants, dropping his whip and pulling out his ancestral blade. "Well, she's really not friendly now. We will need steel to resolve our differences."

Move action to get out of the entangled area, Move action to retrieve blade.

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Wuse continues his movement forward stumbling surprised by the beast in front of him and the vines grabbing at his feet. He drops his booze and falls flat on his face. In the same motion he draws his axe and brings it towards the beasts head.

Attack:1d20 + 2 ⇒ (2) + 2 = 4
Damage:1d8 + 3 ⇒ (7) + 3 = 10

Free action drop booze and drop prone. Move action draw axe. attack.

reflex:1d20 + 4 ⇒ (9) + 4 = 13


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Astarton moves out of the entangled patch, while Wuse Guy tries to deal with the creature in front of him.

Still need Jericho for Round 1.

Entangle Spell

Round 1
Astarton (Draws whip)
Wuse Guy (Moves forward)
Daniel (Delay)
Nester (Total Defense)
Talor (Attack Snapjaw, hit)
Bog Mother (Cast Entangle)
Snapjaw (Double move adjacent to Wuse Guy)
Jericho

Round 2
Astarton (Drop whip, draw weapon, move out of entangled area)
Wuse Guy (Drop prone, draw axe, attack and miss)
Daniel (Delay)
Nester (Taking Total Defense)
Talor
Bog Mother
Snapjaw
Jericho

Liberty's Edge

Male Human Alchemist 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

Sorry guys, I have been on vacation and had a busy couple days.

Round 1

Reflex Save: 1d20 + 4 ⇒ (15) + 4 = 19

Easily avoiding the grasping plants, Jericho moves forward until he clears the unnaturally animated greenery.

Round 2

Jericho swiftly pulls two vials out of his pouch and mixes them, hurling the smoking mixture at the kobold.

Attack vs. Ranged Touch: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16.
Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8.
EDIT: Splash damage (in case of a miss): 5 + 1 = 6.


Sorry for the delay, similar to Jericho but a business trip instead of a vacation
Round 1
The plants fail to entangle Daniel as he attempts to grasp the nature-worshipping kobold.
Grapple, provoke AOO
EDIT: didn't see that the save for round 1 was made
CMB: 1d20 + 5 ⇒ (19) + 5 = 24

Round 2
Having the kobold in his grasp, Daniel attempts to wrestle it to the ground to make it surrender.
CMB: 1d20 + 5 ⇒ (4) + 5 = 9

Ref save: 1d20 + 2 ⇒ (12) + 2 = 14

Liberty's Edge

Male Human Alchemist 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]
Jericho Daskin wrote:

Sorry guys, I have been on vacation and had a busy couple days.

Round 1

Reflex Save: 1d20+4

Easily avoiding the grasping plants, Jericho moves forward until he clears the unnaturally animated greenery.

Round 2

Jericho swiftly pulls two vials out of his pouch and mixes them, hurling the smoking mixture at the kobold.

Attack vs. Ranged Touch: 1d20+5+1.
Damage: 1d6+4+1.
EDIT: Splash damage (in case of a miss): 5+1.

Again, Apologies. I missed where the saves were already rolled. Redact all former actions.

Round 1

Attempting to move forward to the defense of his allies, Jericho attempts to twist out of the grasp of the plants holding him in place.

Escape Artist: 1d20 + 2 ⇒ (13) + 2 = 15.

Since the escape artist check to get free of Entangle is a full round action, am I understanding correctly that I will be free of the plants unless I end my movement in Round 2 while still in the affected area?

Round 2

Having wriggled free of the plants and moving as quickly as possible amidst the grasping plants, Jericho hurries out of the entanglement to a clear space.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Actually Jericho, it's only a Move Action to escape the Entangled status.

Entangle spell wrote:
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.

This will let you take a standard action for round 1, which could be to escape the entangle. I'll let you figure out what you want to do for Round 2, since you act after the enemy anyway so you can retcon as appropriate.

Daniel, at present the kobold is 90' away from you. Just a reminder that the battlemat link is at the top with the campaign info. I'll post another link here for easy reference as well.

Battlemat

Entangle Spell

Round 1
Astarton (Draws whip)
Wuse Guy (Moves forward)
Daniel (Delay)
Nester (Total Defense)
Talor (Attack Snapjaw, hit)
Bog Mother (Cast Entangle)
Snapjaw (Double move adjacent to Wuse Guy)
Jericho (Escape grapple, move)

Round 2
Astarton (Drop whip, draw weapon, move out of entangled area)
Wuse Guy (Drop prone, draw axe, attack and miss)
Daniel (Delay)
Nester (Taking Total Defense)
Talor
Bog Mother
Snapjaw
Jericho

Liberty's Edge

Male Human Alchemist 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

Ah, good enough. I read from the Escape Artist skill. I will wait to see what develops from the end of the round.

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1.2 HP 12/12 | Grit 2/2 | AC 15 / 13 t / 12 ff | F+4 R+5 W+2 | Perc +6

Talor moves 20' toward the croc and reloads his pistol.

Both are move actions, so no action left to shoot. I am on my work laptop, so I can't edit the map. Feel free to move me 4 squares directly at the croc, or I will move my token when I have another chance.


Oh, sorry! Who's that grey-skinned avatar in a red circle next to Daniel? It got me confused. Disregard my last post.

Round 1 - Daniel made the save rolled by GM.
Evading the twisting plants, Daniel runs towards the crocodile.
Double move through difficult terrain - 4 squares to the left.

Round 2 - can I keep my Ref save of 14? If not, feel free to reroll for me.
Still plowing through the abundant undergrowth, Daniel approaches the crocodile.
Another double move, reaching the crocodile but no actions left to attack


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

The kobold casts another spell, ready her staff as she does, and moves forward herself.

Spellcraft DC16:

The crocodile moves away from Daniel and Wuse Guy, moving around Jericho to attack Astarton. (Daniel, Wuse Guy, and Jericho if he has a melee weapon can attack the crocodile. If he survives, then Astarton takes 6 damage).

The grey-skinned avatar is Nester, the appraiser you all are escorting. Everyone else can go (Jericho for 2, everyone else for 3).

Entangle spell wrote:
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.

Battlemat

Entangle Spell

Round 1
Astarton (Draws whip)
Wuse Guy (Moves forward)
Daniel (Double move)
Nester (Total Defense)
Talor (Attack Snapjaw, hit)
Bog Mother (Cast Entangle)
Snapjaw (Double move adjacent to Wuse Guy)
Jericho (Escape grapple, move)

Round 2
Astarton (Drop whip, draw weapon, move out of entangled area)
Wuse Guy (Drop prone, draw axe, attack and miss)
Daniel (Double move)
Nester (Taking Total Defense)
Talor (Move and Reload)
Bog Mother (Cast a spell, move)
Snapjaw (Move and attack Astarton)
Jericho

Dice:

SJvAstarton 1d20 + 5 ⇒ (18) + 5 = 23; 1d6 + 3 ⇒ (3) + 3 = 6

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 19/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

I'm gonna wait until we resolve a few AoO's before I decide what to do.

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Wuse spins his body round whipping the axe full circle at the croc. WHAT! Am ei not tasty enough for yeh! Uuurrrpppp!!

Attack:1d20 + 2 ⇒ (6) + 2 = 8
Damage:1d8 + 3 ⇒ (3) + 3 = 6

Liberty's Edge

Male Human Alchemist 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

Jericho usually has his morningstar ready in combat, but I did not say that he had readied it so no AoO for Jericho.

Takes a step back from the crocodile and hurls a javelin over its back at the kobold.

Attack: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20.
Damage: 1d6 + 1 ⇒ (1) + 1 = 2.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Jericho throws a javelin at the Bog Mother, dealing a hit to the creature. "My children, take his head!" She calls out in anger.

Wuse Guy misses as the crocodile moves past him.

Entangle spell wrote:
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.

Battlemat

Entangle Spell

Round 2
Astarton (Drop whip, draw weapon, move out of entangled area)
Wuse Guy (Drop prone, draw axe, attack and miss)
Daniel (Double move)
Nester (Taking Total Defense)
Talor (Move and Reload)
Bog Mother (Cast a spell, move)
Snapjaw (Move and attack Astarton)
Jericho (Javelin to Kobold, hit)

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