Ongoing PFS campaign. (Inactive)

Game Master Chyrone


851 to 900 of 5,520 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

Loot sheet No plunder, no pay Battle map--Misc info slides

Kenji's puch slides off the bug's carapice.

Blue makes a leap away.
Acrobatics: 1d20 + 13 ⇒ (11) + 13 = 24
While making a swing at Keera.
Blue club: 1d20 + 5 ⇒ (15) + 5 = 20 Thump: 1d6 + 2 ⇒ (2) + 2 = 4

Green beetle attacks Kenji.
Bite: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 2 ⇒ (3) + 2 = 5
Kenji dodges the bite with ease.
---------------
Sele & Spenser

Sovereign Court

CG male Taldan Human Cavalier 8
Spoiler:
|AC 22, T 12, FF 20|HP: 60/60|F +7, R +5, W +1 (+6 vs fear, +2 vs other emotions/death)|Init +2, Perc -2|CMB +13 CMD 25|3/3 Challenge, 2/2 Tactician 2/2 Sovereign Court Contacts

"AH! A stinging blow - but thine terminal act in this Story!"

greatsword, Power Attack vs morlock: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 2d6 + 12 ⇒ (3, 2) + 12 = 17


Loot sheet No plunder, no pay Battle map--Misc info slides

Green is no more, as Spenser lobs its head off.
It rolls eastwards, stopped by the rubble.

Sele

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Seeing the morlock has bounced away Sele swats at the blue bug

Greatsword: 1d20 + 10 ⇒ (10) + 10 = 202d6 + 7 ⇒ (6, 2) + 7 = 15


Loot sheet No plunder, no pay Battle map--Misc info slides

[Splat]

The bug is no more, as Sele's greatsword comes down upon it.
----------------

Morlocks, round 3

Keera
Kenji
-----------
Blue (-21) & green beetle
-----------
Sele & Spenser

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

AS the clubs passes near his body, Keera casts windy escape to avoid being hurt. Thanks for moving away, this way is easiest thinks as she throws a flame far away from the morlock. Or not...

Alacorta, wait until I move and flank with me! Then she moves between the columns to threaten the creature. As she stops Alacorta flyes to join the fight and bites, obtaining the same results than Keera.

Alacorta bite: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 1 ⇒ (3) + 1 = 4

Produce flame; 2 minutes, 9 rounds remaining


Loot sheet No plunder, no pay Battle map--Misc info slides

Morlocks, round 3

Keera sets up a flanking with Alacorta, while holding a flame in her palm.
Kenji
-----------
Blue (-21) & green beetle
-----------
Sele & Spenser

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji continues his attacks on green...

to hit: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
dmg if hits: 1d6 + 3 ⇒ (3) + 3 = 6

to hit: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
dmg if hits: 1d6 + 3 ⇒ (6) + 3 = 9


Loot sheet No plunder, no pay Battle map--Misc info slides

Kenji's second punch squishes the beetle's head.
-------------
Blue (-21)
Club: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 2 ⇒ (6) + 2 = 8
Bite: 1d20 ⇒ 191d4 + 1 ⇒ (1) + 1 = 2
Keera receives a pummeling, but the morlock's bite misses, albeit barely.
------------
Sele & Spenser

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Sele moves 20ft to next to the bouncy bouncy morlock and engages

greatsword: 1d20 + 10 ⇒ (5) + 10 = 152d6 + 7 ⇒ (1, 1) + 7 = 9


Loot sheet No plunder, no pay Battle map--Misc info slides

You got me smiling at the bouncy bouncy description.

Sele ends the final opponent.

Combat over.
-----------------------

Part of the wall is decorated with as many as 50 statuettes, a welcome distraction from the disgusting remains of the unfortunate humanoid bodies.

Course of action?

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Sele will move to near the doors ready to go through

"I'll wait in case there is something you wish to do before we continue forth"

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Cure myself is something I want, of course. And we should search the place in case there are hints of the minotaur, the Morlocks had a treasur, or the doors you´re near are trapped

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Searching: 1d20 + 9 ⇒ (7) + 9 = 16


Loot sheet No plunder, no pay Battle map--Misc info slides

Traps, what are traps??

After healing herself, (still a few of the team injured) Keera takes to searching the nests.

JACKPOT!
She finds a set of a mwk rapier & mwk dagger, both alchemically silvered, on the body of one of the dead.

The statues look pretty well made,

Appraise DC 15:

They could fetch 45 gp a piece on the right market, but taking all of them (50) will be quite an endeavour.

-------------------------------

Now we come to the fun part. The maze.

After any healing or other preparations you may or may not have made, you move through the doors.

The curving, branching halls of this structure are lined with the same stone as the natural caverns outside, and the arched ceiling meets high overhead.
Nearly every surface boasts inscribed text—some of it delicate and flowing, but surrounded by a tangle of jagged and hastily etched scribbles. The endless twisting passageways inspire a faint sense of vertigo, as if the floor were swaying underfoot.

Mechanics of the maze:
You must pass 10 successful skill checks to reach the center of the maze. This can be done via several means.

Follow the trail, Survival DC 24:
Requiring DC 24 survival checks, you pick up subtle signs of the minotaur's trail on the rocky floor.

Princely cologne, Perception DC 29:
The minotaur prince is a connoisseur of the finer things in life. His brand of cologne would pierce even the hardest stench, such as sewage.

Solve the maze, Kn. Dungeoneering DC 29:
You may rely on your own wits over their senses and try to find their own passage through the twisting corridors. Taking the maze headon taxes the mind, but the insanity it causes also unveils fresh insight. You may willingly suffer 1d4 points of Wisdom damage, and in exchange receive a +5 bonus to the Knowledge (dungeoneering) check. This is for a single check only.

Understand the maze, Kn. Arcana DC 29:
From the assumption that The Tangle is designed as an enormous magical sigil, those of you versed in the arcane arts can try to navigate it as such. You may willingly suffer 1d4 points of temporary Wisdom damage, and in exchange receive a +5 bonus to the Knowledge (arcane) check. Like Solving the maze, this is for a single check.

Animal companions are excluded from these checks, this is PCs only.
------------------------

For this endeavour, you choose a 'team captain/leader', who makes the primary check. All others may assist to reach the required DC.
Anytime the Leader fails her skill check by 5 or more, the group encounters a hazard. You may decide, of course, to set a variety of checks between yourselves.

To speed this up, you can pick the 1st leader and other leaders for after a set amount, and let your GM roll the results. Any injuries ensuing will get opportunity to heal of course.
Otherwise this will take a long, long time.....but that's your own choice. ;)

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Kenji has highest Per, Keera highest Survival, Spenser has KN Arcana and no one has kn Dungeon... Sele has Per and that's it... Survival is prob the best route.. with Keera having +11 and it's the lowest check at 24


Loot sheet No plunder, no pay Battle map--Misc info slides

That would be the shortest test of a maze ever.
Why survival so low.... :), all the fun to be had in there.

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Appraise: 1d20 + 3 ⇒ (20) + 3 = 23

Yes, I can try to lead you through the maze. Just pick this sack for a little as I pick those statuetes. Says Keera as she lends the sack to Sele. Not sure if the Society will be interested in them, but we have to pay for the patches we will need after following a minotaur through a maze.

I don´t mind to lead the group through the maze and enjoy the "fun" first hand. But 24 is not a low check, in my opinion, I have a 60% of possibilities to fail each check.

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

With help maybe less.. up to +6 on each

Sovereign Court

CG male Taldan Human Cavalier 8
Spoiler:
|AC 22, T 12, FF 20|HP: 60/60|F +7, R +5, W +1 (+6 vs fear, +2 vs other emotions/death)|Init +2, Perc -2|CMB +13 CMD 25|3/3 Challenge, 2/2 Tactician 2/2 Sovereign Court Contacts

I don't think you want MY help - if it happens to matter, I'd be willing to go the "Understand the maze" route, Wisdom sacrifice and all. 8E

In that event, I don't know if the DM would consider a maze laid out like a magical sigil to qualify as "pertaining to written knowledge" for purposes of my Order bonus?


Loot sheet No plunder, no pay Battle map--Misc info slides

To be frank, there's no layout of the maze whatsoever, for all i know it's shaped like a clown. :/
But it is described as having some relevance. I'd say go for it.
Of course, majority here, half of you vote for one course and we'll go from there. I'll logon in the next 1 1/2 hour to forward.

Sovereign Court

CG male Taldan Human Cavalier 8
Spoiler:
|AC 22, T 12, FF 20|HP: 60/60|F +7, R +5, W +1 (+6 vs fear, +2 vs other emotions/death)|Init +2, Perc -2|CMB +13 CMD 25|3/3 Challenge, 2/2 Tactician 2/2 Sovereign Court Contacts

I'm not 'pushing' for that course of action, just offering. My Order bonus would increase my Knowledge (Arcana) bonus to +10 (and 1 +15 to start out). On second thought, reaching DC 29 would still be much harder than the Survival method, so let's try that first.

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji has a decent wisdom, and survival can be used untrained, so he can try to help there... and ...

Kenji pulls out his wand ofcure light and asks Keera to use it on him please. assuming she does so...

clw: 1d8 + 1 ⇒ (5) + 1 = 6

"On the nose, thank you Keera."


Loot sheet No plunder, no pay Battle map--Misc info slides

Keera is 5 hp from max, Kenji 3 from max and Spenser 7 from max.
Is this is what you're going with? If not spend the charges. :)

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

I had Kenji down 6 pts, so using the wand seemed appropriate...now he's at full


Loot sheet No plunder, no pay Battle map--Misc info slides

I had you on 21, prior to the 6 points of heal.
The 1st beetles did 9 on you, with the second hit being a type error in name.
Okay team, let's see how you do in the maze of DOOOOOOMMMM.

Keera leads the party into the maze, an eerie silence ahead.

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (10) + 11 = 21
Aid from Kenji: 1d20 + 4 ⇒ (20) + 4 = 24
Aid from Sele: 1d20 - 1 ⇒ (16) - 1 = 15
Aid from Spenser: 1d20 - 1 ⇒ (3) - 1 = 2
[/spoiler
Hour 1:
Keera needs a little help, but picks up a set of footprints.
The passageway seems to continue ahead as far as you can see. The imprint of a single hoof stands in the dust gathered along the left wall.
-------------------
[spoiler=Hourly rolls]
Survival Keera: 1d20 + 11 ⇒ (2) + 11 = 13
Aid from Kenji: 1d20 + 4 ⇒ (11) + 4 = 15
Aid from Sele: 1d20 - 1 ⇒ (7) - 1 = 6
Aid from Spenser: 1d20 - 1 ⇒ (17) - 1 = 16

Failed result, 1d20 ⇒ 3

Reflex Keera: 1d20 + 9 ⇒ (19) + 9 = 28
Reflex Kenji: 1d20 + 7 ⇒ (18) + 7 = 25
Reflex Sele: 1d20 + 5 ⇒ (8) + 5 = 13
Reflex Spenser: 1d20 + 3 ⇒ (14) + 3 = 17


Hour 2
Keera loses the trail....the party suddenly lose their footing, as the ground gives way.
Keera and Kenji jump away in time, but Sele and Spenser fall down a pit, taking 3d6 ⇒ (1, 4, 2) = 7 dmg.


Errors: 1
Successes: 1

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

fixed the hp to 27 now

Sovereign Court

CG male Taldan Human Cavalier 8
Spoiler:
|AC 22, T 12, FF 20|HP: 60/60|F +7, R +5, W +1 (+6 vs fear, +2 vs other emotions/death)|Init +2, Perc -2|CMB +13 CMD 25|3/3 Challenge, 2/2 Tactician 2/2 Sovereign Court Contacts

I was starting to notice before that Spenser seems to take 7 damage a lot - did anyone heal the last 7 before this one?


Loot sheet No plunder, no pay Battle map--Misc info slides

Going by no healing after me mentioning, i'd say not yet.
With current HP 18/32, i noticed you have a potion...or Kenji could use a few charges to patch you up.
I don't know if Sele's using LoH or asking for a heal charge.
On the subject of using healing charges, shall i roll automatic uses for healing, Kenji?

Liberty's Edge

1 person marked this as a favorite.
Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

While down the pit Sele draws his wand

"Avada Kadavra!" and waves his wand at Spenser thrice

clw spenser: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4
clw spenser: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
clw spenser: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9

and then at himself

clw Sele: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9


Loot sheet No plunder, no pay Battle map--Misc info slides

Now that Sele and Spenser have healed up and have climbed out of the pit, the group resumes their search.

Hourly roll:

Survival Keera: 1d20 + 11 ⇒ (14) + 11 = 25
Aid from Kenji: 1d20 + 4 ⇒ (3) + 4 = 7
Aid from Sele: 1d20 - 1 ⇒ (2) - 1 = 1
Aid from Spenser: 1d20 - 1 ⇒ (2) - 1 = 1

Hour 3: While the others were pretty bad at following tracks, Keera makes a successful discovery.
The tunnel makes four hard lefts before coming to an
intersection. The remains of a bronze mechanism, recently
destroyed, lies on the floor.

-----------------

Hourly roll:

Survival Keera: 1d20 + 11 ⇒ (2) + 11 = 13
Aid from Kenji: 1d20 + 4 ⇒ (13) + 4 = 17
Aid from Sele: 1d20 - 1 ⇒ (11) - 1 = 10
Aid from Spenser: 1d20 - 1 ⇒ (5) - 1 = 4

Failed effort 1d20 ⇒ 12


Hour 4: The search goes a bit awry.
Keera steps on a tile... Click...,
Wall scythe: 1d20 + 20 ⇒ (16) + 20 = 36Slice: 2d4 + 6 ⇒ (4, 1) + 6 = 11
It causes a mean wound.

Progress:
Errors: 2
Successes: 2

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

I think Keera isn´t wounded: Round 1, no harm. Round 2 damage avoided with Wendy escape. Round three 8 points of damage. After combat 2 charges spent healing 10 damage

@Sele. Spenser has fey foundling, so you need one charge less to patch him

That hurts!!! Says Keera after being badly wounded by a scythe suddenly appearing. We should search for traps as we move.

Patching Keera: 1d8 + 1 ⇒ (7) + 1 = 8

GM Chyro Is there a possibility to search for traps as we move, albeit with a penalty for prolongated time searching? You know, to have a possibility to avoid the traps

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

{ooc]I have fey foundling too, It adds +2 per dice which I added to the rolls.. it was just awful rolls[/ooc]


Loot sheet No plunder, no pay Battle map--Misc info slides

You're on 27 according to this.
31 - 8 from morlocks, -3 from beetle fight, -11 from trap, > 9.
18 healing done > 27 hp.
From what i've read in other PBP of this scenario, it's run as an error auto-triggers the scene with the trap. Though some don't happen more than once.

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (12) + 11 = 23
Aid from Kenji: 1d20 + 4 ⇒ (8) + 4 = 12
Aid from Sele: 1d20 - 1 ⇒ (14) - 1 = 13
Aid from Spenser: 1d20 - 1 ⇒ (17) - 1 = 16

Hour 5: Keera picks up the trail again, finding some hairs and dried up blood drops.

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (15) + 11 = 26
Aid from Kenji: 1d20 + 4 ⇒ (7) + 4 = 11
Aid from Sele: 1d20 - 1 ⇒ (2) - 1 = 1
Aid from Spenser: 1d20 - 1 ⇒ (3) - 1 = 2

Hour 6: as does hour 6, though it seems Kenji hast the most knowledge of the non-trained among you.

Progress:
2 Errors
4 Successes

------------------------

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (8) + 11 = 19
Aid from Kenji: 1d20 + 4 ⇒ (10) + 4 = 14
Aid from Sele: 1d20 - 1 ⇒ (8) - 1 = 7
Aid from Spenser: 1d20 - 1 ⇒ (12) - 1 = 11

Hour 7: You lose the trail, but you haven't made an error you couldn't recover from.

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (5) + 11 = 16
Aid from Kenji: 1d20 + 4 ⇒ (6) + 4 = 10
Aid from Sele: 1d20 - 1 ⇒ (18) - 1 = 17
Aid from Spenser: 1d20 - 1 ⇒ (8) - 1 = 7

Hour 8: About the time your mother got worried.
The same as hour 7, nothing special, nothing special.

Progress:
2 Errors
2 Nothing
2 Successes

--------------------------

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (20) + 11 = 31
Aid from Kenji: 1d20 + 4 ⇒ (5) + 4 = 9
Aid from Sele: 1d20 - 1 ⇒ (16) - 1 = 15
Aid from Spenser: 1d20 - 1 ⇒ (3) - 1 = 2

Hour 9: Things are looking well, though somewhere in the distance you may have hear something. Good thing this navigating is fruitous.

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (10) + 11 = 21
Aid from Kenji: 1d20 + 4 ⇒ (15) + 4 = 19
Aid from Sele: 1d20 - 1 ⇒ (2) - 1 = 1
Aid from Spenser: 1d20 - 1 ⇒ (1) - 1 = 0

Hour 10: The trail is lost, but nothing dangerous happened in doing so.

Progress:
2 Errors
3 Nothing
5 Successes


Loot sheet No plunder, no pay Battle map--Misc info slides

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (1) + 11 = 12
Aid from Kenji: 1d20 + 4 ⇒ (18) + 4 = 22
Aid from Sele: 1d20 - 1 ⇒ (7) - 1 = 6
Aid from Spenser: 1d20 - 1 ⇒ (17) - 1 = 16

Error, 1d20 ⇒ 10
How many of you: 1d5 ⇒ 5
Ouch
Alacorta: 1d20 + 9 ⇒ (20) + 9 = 29
Keera: 1d20 + 5 ⇒ (20) + 5 = 25
Kenji: 1d20 + 7 ⇒ (8) + 7 = 15
Sele: 1d20 + 5 ⇒ (15) + 5 = 20
Spenser: 1d20 + 3 ⇒ (19) + 3 = 22

Lightning dmg: 4d6 ⇒ (1, 5, 4, 3) = 13

Hour 11: You accidentally set off a lightning trap. Electricity surges through all, dealing 6 dmg, but Kenji takes the full force of 13.

Progress:
3 Errors
3 Nothing
5 Successes

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji actually only takes 8 because he has elec resist 5, leaves him at 19/30

Kenji pulls out his wand and again asks for Keera's help with it.

clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (8) + 1 = 9

19+16=35, puts him at full of 30

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Kerra takes 1 due electric resistance hand heals 2 due electricity induced fast healing, leaving her at 28/31. I didn´t remember the damage from the beetles

healing Alacorta: 1d8 + 1 ⇒ (7) + 1 = 8 Alacorta is full healed

Spenser, are you ok? It looks the trap hurt you more than me I have no idea how much damage you have received, but take one or two wand charges if you need it

Sovereign Court

CG male Taldan Human Cavalier 8
Spoiler:
|AC 22, T 12, FF 20|HP: 60/60|F +7, R +5, W +1 (+6 vs fear, +2 vs other emotions/death)|Init +2, Perc -2|CMB +13 CMD 25|3/3 Challenge, 2/2 Tactician 2/2 Sovereign Court Contacts

"Prithee beg pardon?" Spenser's normally droopy moustache is presently jutting straight outwards in both directions, and if the *clang* sound his gauntlet makes as it reaches past his breastplate is any indication, his armor appears to have been mildly magnetized.

Yes, please.


Loot sheet No plunder, no pay Battle map--Misc info slides

Heal charge Sele: 1d8 + 1 ⇒ (7) + 1 = 8
Heal charge Spenser: 1d8 + 1 ⇒ (8) + 1 = 9
Both men are back to fulll hp.
----------------------------

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (8) + 11 = 19
Aid from Kenji: 1d20 + 4 ⇒ (5) + 4 = 9
Aid from Sele: 1d20 - 1 ⇒ (12) - 1 = 11
Aid from Spenser: 1d20 - 1 ⇒ (20) - 1 = 19

Hour 12: The trail is lost, but nothing bad happens, and Keera resumes her search.

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (20) + 11 = 31
Aid from Kenji: 1d20 + 4 ⇒ (9) + 4 = 13
Aid from Sele: 1d20 - 1 ⇒ (4) - 1 = 3
Aid from Spenser: 1d20 - 1 ⇒ (5) - 1 = 4

Hour 13: The passage abruptly ends at a smooth, white wall.

Progress:
Errors: 3
Nothing: 4
Successes: 6

-----------------

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (15) + 11 = 26
Aid from Kenji: 1d20 + 4 ⇒ (10) + 4 = 14
Aid from Sele: 1d20 - 1 ⇒ (4) - 1 = 3
Aid from Spenser: 1d20 - 1 ⇒ (18) - 1 = 17

Hour 14: Success!
A skeleton lies against the wall ahead, a message crudely
sketched in charcoal next to it: “Left is back but back is clockwise and right is too hot. I’m sorry, Garanel.”

Hourly rolls:

Survival Keera: 1d20 + 11 ⇒ (1) + 11 = 12
Aid from Kenji: 1d20 + 4 ⇒ (6) + 4 = 10
Aid from Sele: 1d20 - 1 ⇒ (11) - 1 = 10
Aid from Spenser: 1d20 - 1 ⇒ (17) - 1 = 16

Error: 1d20 ⇒ 19


Hour 15: Something went wrong. The group has run into more morlocks and beetles! The two morlocks get the jump on the front 2. Keera avoids an attack, but Spenser gets clobbered for 12.

Block of rolls:

Soft walk/stealth
Keera: 1d20 + 5 ⇒ (18) + 5 = 23
Kenji: 1d20 + 8 ⇒ (4) + 8 = 12
Sele: 1d20 + 1 - 5 ⇒ (3) + 1 - 5 = -1
Spenser: 1d20 + 2 - 3 ⇒ (15) + 2 - 3 = 14

Perception morlocks, +2 to each: 2d20 ⇒ (14, 7) = 21
Stealth morlocks, +8 to each: 2d20 ⇒ (17, 20) = 37
Perception team: 4d20 ⇒ (5, 9, 8, 5) = 27

Init
Keera: 1d20 + 4 ⇒ (18) + 4 = 22
Kenji: 1d20 + 1 ⇒ (6) + 1 = 7
Sele: 1d20 + 1 ⇒ (9) + 1 = 10
Spenser: 1d20 + 2 ⇒ (4) + 2 = 6

Beetles, +2 to each: 2d20 ⇒ (3, 13) = 16
morlocks, +8 to each: 2d20 ⇒ (5, 13) = 18

Surprise attacks morlocks, +5 to each: 2d20 ⇒ (7, 15) = 22Dmg: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (1) = 71d6 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12

More morlocks, round 1

Keera
---------
Green
Green beetle
Blue
---------
Sele, Spenser & Kenji
---------
Blue beetle

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Let´s take care of them, Alacorta!

Editing: I write the post, I swear it

Keera summons a flaming sphere to burn one of the bugs, then she unseaths her scimitar and moves to provide distract the nearest Morlock.

Flamming sphere DC 15 reflex to negate: 3d6 ⇒ (4, 2, 4) = 10
Alacorta´s bite, flanking: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 231d6 + 1 ⇒ (5) + 1 = 6
Alacorta´s claw, flanking: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 71d4 + 1 ⇒ (4) + 1 = 5
Alacorta´s claw, flanking: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 241d4 + 1 ⇒ (3) + 1 = 4


Loot sheet No plunder, no pay Battle map--Misc info slides

Yes...but it's your turn to whack them ;)


Loot sheet No plunder, no pay Battle map--Misc info slides

Unless you just want to stand and be pretty.

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Keera took her round of attacks, wouldn't 3 of them be up now per your init order??


Loot sheet No plunder, no pay Battle map--Misc info slides

She hadn't posted them when i made that 2nd post. ;)
That's a wall, Alacorta would have to move inside.

More morlocks, round 1

Keera casts flame sphere.
You're spending a move action for it to move into the bug's square to harm it.
AoO Morlock: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 2 ⇒ (1) + 2 = 3
Reflex beetle vs flame: 1d20 + 2 ⇒ (14) + 2 = 16

Keera dodges with ease the strike of the morlock. The beetle is very lucky, dodging the sphere. Alacorta moves around and deals 6 hurt from flanking green.
---------
Green (-6)
Club: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 2 ⇒ (3) + 2 = 5
Bite: 1d20 ⇒ 11d4 + 1 ⇒ (2) + 1 = 3
Green hits Keera on the shoulder.
Green beetle 1d2 ⇒ 1Bite vs Alacorta: 1d20 + 3 ⇒ (18) + 3 = 211d4 + 2 ⇒ (4) + 2 = 6 Of course, an insect shouldn't beat a bird.
Blue Club vs Spenser: 1d20 + 5 ⇒ (13) + 5 = 18Dmg, SA: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (3) = 6
Bite Spenser: 1d20 ⇒ 20Dmg, SA: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9
Crit?: 1d20 ⇒ 8Dmg, SA: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9

Blue does a number on Spenser.
---------
Sele, Spenser & Kenji
---------
Blue beetle

Sovereign Court

CG male Taldan Human Cavalier 8
Spoiler:
|AC 22, T 12, FF 20|HP: 60/60|F +7, R +5, W +1 (+6 vs fear, +2 vs other emotions/death)|Init +2, Perc -2|CMB +13 CMD 25|3/3 Challenge, 2/2 Tactician 2/2 Sovereign Court Contacts

"ASMODEUS DAMN THEE BLACK, THOU CREAM-FACED LOON! Thou. Shalt. Not. Have. THIS. DAY!!!"

greatsword, Power Attack vs blue morlock: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 2d6 + 12 ⇒ (1, 6) + 12 = 19

Blue Knight Needs "Food" Badly!


Loot sheet No plunder, no pay Battle map--Misc info slides

The blue morlock grunts, as it quickly lowers its head to avoid the heavy swing Spenser makes at it.
Kenji & Sele
--------------
Blue beetle

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Kenji can jump past or some other ninja trick.. o;)

Sele astounded at Spensers outburst is incapable of landing a good blow

greatsword on Morlock: 1d20 + 10 ⇒ (1) + 10 = 112d6 + 7 ⇒ (6, 2) + 7 = 15


Loot sheet No plunder, no pay Battle map--Misc info slides

The morlock looks surprised, the blade landing in front of its feet.
Kenji
----------
Blue beetle

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji moves through Sele's spot and around blue, risking an aoo to attack from flank.

to hit: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
dmg if hits: 1d6 + 3 ⇒ (3) + 3 = 6


Loot sheet No plunder, no pay Battle map--Misc info slides

AoO club: 1d20 + 5 ⇒ (14) + 5 = 19Thump: 1d6 + 2 ⇒ (5) + 2 = 7
The morlock makes something a gurgling laugh as it hits Kenji, which gets smothered by a right hook to the jaw.
--------
Blue beetle heads for the closest.
Bite Spenser: 1d20 + 3 ⇒ (12) + 3 = 15Nibble: 1d4 + 2 ⇒ (4) + 2 = 6
The beetle misses its bite.
Can someone please move blue beetle to north of Spenser. Thanks.
----------

More morlocks, round 2

Keera
---------
Green (-6)
Green beetle
Blue (-6)
---------
Kenji, Sele & Spenser
---------
Blue beetle

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Keera lets Alacorta attack the Morlock to see if her friend can finish off the creature or he needs some help, then she moves the sphere pursuing the beetle and swings her scimitar against the morlock.

Alacorta´s bite, flanking: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 121d6 + 1 ⇒ (5) + 1 = 6
Alacorta´s claw, flanking: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 71d4 + 1 ⇒ (3) + 1 = 4
Alacorta´s claw, flanking: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 121d4 + 1 ⇒ (3) + 1 = 4
Keera slash, flanking: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 101d6 + 1 ⇒ (1) + 1 = 2
Flamming sphere DC 15 reflex to negate: 3d6 ⇒ (6, 6, 2) = 14

851 to 900 of 5,520 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ongoing PFS campaign. All Messageboards

Want to post a reply? Sign in.